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RocketLord

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  1. Archer will follow up with his own Snare with Autofire 1 add-on active: 1d20+14 = 26 I'm guessing that's a hit (maybe even flat- footed since I don't think he was aware of Archer yet?) DC16 + 1 for every 2 above Kronk's defense.
  2. Archer: 27
  3. A PL10 rebuild of Forever Boy. Please archive this version of his sheet. I've altered a good deal of his powers and added others and a bunch of feats, so figured it fit with a brand new sheet.
  4. FOREVER BOY Power Level: 15 Effective Power Level: 10 Power Points: 239/250PP Unspent Power Points: 11PP Trade-Offs: +5 Defense / -5 Toughness, (The Forever Weapon) -2 Attack / +2 DC In Brief: Super powered trickster from Neverworld, a world of adventure and action. Catchphrase: "Just trust me!" Theme: Storytime - Nightwish / Fly - Blind Guardian Alternate Identity: Pan (Secret), Pan Barrie (Secret, Earth identity) Birthplace: Neverworld. Residence: Claremont Academy, Freedom City. Base of Operations: Claremont Academy, Freedom City. Occupation: Student at Claremont Academy. Affiliations: Claremont Academy, Blue Squad. Family: None known. DESCRIPTION Age: Unknown. Claims to be 16. (DoB: Unknown, legally listed as 2002 on Earth) Apparant age: 16 Gender: Male Ethnicity: Alien, from Neverworld. Appears Caucasian. Height: 5’10’’ Weight: 170 lbs. Eyes: Green. Hair: Dark red. Pan is an attractive young man with messy dark red hair and green eyes. He has an athletic build, which he doesn’t mind showing with mostly form fitting clothing. Pan prefers green, white and red clothing, rarely wearing any dark colors. He almost always seem to be smiling. In uniform, Pan wears a pair of green dark green pants, with green boots in the same dark green nuance. The boots have white piping that separate them from the pants, as well as a white stripe above the ankle and white soles. On his upper body, Pan wears a red t-shirt with a logo at a white heart interconnected with an infinity symbol on his chest. He wears an emerald green jacket over the t-shirt. The jacket is left open, with what appears as a thick white elongated square shape, revealing the interconnected heart and infinity symbol on the t-shirt. The jacket has white piping details in three strips on his shoulders and around his elbows, with thick white cuffs at his wrists. Pan wears an emerald green domino mask in the same color as his mask. HISTORY In Neverworld, adventure and action rule. Swashbuckling heroes chase heinous villains across the seas in flying airships, pixies guide adventures in search of treasures haunted by ghosts in the machine. The Lost Heroes chase the being known only as the Crocodile across the endless ocean, hoping that it will one day fulfil its destiny and defeat The Hooked Man for good. Pan was born into this world. Raised by pixies, he never knew his parents. Always believing they abandoned him, Pan quickly came to resent most adults. Aided by the pixies, he performed daring heists into the bustling cities of Neverworld to gather food or just play pranks, and Pan became something of a myth: A never aging trickster that would disappear into the night. Eventually, the Lost Heroes happened upon the city that Pan had decided to visit. Hearing the rumors of the mysterious Forever Boy, they set a trap, and managed to capture him. Feeling pity for the boy, they took him in, and through time and effort, Pan came to trust them, joining them in the quest for the Crocodile. Pan spent long travelling with the Lost Heroes, until they met the Hooked Man. A man of monstrous power, the Hooked Man defeated the Lost Heroes one by one, until he finally stood before Pan. With the strike of his blade, the Forever Boy severed the Hooked Man’s hand, which hurled into the waters below. As the Hooked Man prepared to kill Pan in retaliation, the Crocodile rose from the depths. Pan blacked out, and the next thing he knew, he woke up in Freedom City. With no way home, Pan wasted little time in exploring this strange new world. While living on the street and surviving through petty theft, he was eventually discovered while stopping a robbery with several future classmates from the Claremont Academy. Offered the choice of joining the Claremont Academy, Pan accepted, given the identity Pan Barrie. If he could not find a way home to Neverworld, he could at least try to find a new adventure. PERSONALITY & MOTIVATION Pan is a trickster, preferring to solve problems through trickery rather than brute force. He enjoys playing tricks on others, whether they are practical jokes or something more. Pan is utterly fearless, aside from one thing: The fear that he will never return home. He hides this fear behind bravado and a smile, while trying to find anyone to become his friend, rather than remain alone in this strange, new world. Despite his fears, Pan is determined to enjoy Freedom City as his newest adventure, and to aid his new home however he can, at least until he can find a way back to Neverworld. POWERS & TACTICS Pan’s powers are either an innate part of his alien nature, or a use of Pixie Dust taught to him by the pixies of Neverworld. True to his nature as a trickster, Pan prefers to disable his opponents through his various tricks, rendering them unable to fight back against him and his allies, sowing chaos and confusion on his way, making them disbelieve if what they see are even true. Pan will often act to support his allies in one way or another, from encouraging them in combat to setting up opportunities for them to strike. POWER DESCRIPTIONS Pan's powers come from one of two sources: His alien genetics as a resident of Neverworld, or his usage of magical Pixie Dust, gifted to him by the Pixies of Neverworld. Compared to humans of Earth Prime, Neverworlders posses enhanced hearing, which Pan has honed into a sort of danger sense, his senses being sharp enough to warn him of any incoming danger he can hear. All Neverworlders posses inate magic, an universal understanding that lets them understand and talk any language, whether written or spoken. Pan has further trained this ability, allowing him to read a target's surface thoughts, a sort of weak mind reading, or to filter the ability to only allow some to understand him. Even for a Neverworlder, Pan's mind is sharp, and he is able to perform mental tasks far faster than normal persons of Earth Prime. Whether through fate or chance, Pan posses incredible luck, even if this luck tends to have strange consequences for both himself and those around him. Any powers with the Pixie Dust descriptor, save for those explicitly told otherwise, tend to have a golden glow and leave behind golden glitter that disappear after a few seconds. Pixie Dust is a form of magical technology used by the Pixies of Neverworld. Anyone is able to be empowered by Pixie Dust, if it is given as a gift by the Pixies, though it might cause different effects. The only standard effect for everyone seem to be the ability to fly, though few to the same level as Pan. For Pan, the Pixie Dust has also resulted in his lack of aging, seemingly being stuck at the age of 16 forever. He is freedom and joy, and he can never be held down against his will. By manipulating the Pixie Dust that infuses his body, Pan is able to summon his uniform from nowhere, and to perform a great number of magical feats. The Pixie Dust has enhanced Pan's natural charisma to super human levels, and through training and experience, Pan has learned to form the Pixie Dust into life-like illusions and strange mists that block the sight of his enemies. He can shape the Pixie Dust into what he has dubbed Forever Weapons, creating any weapon he knows, even if he seems to prefer swords. By his very presence, he can entangle those around him in powerful emotions, or simply let his shadow roam free to grasp and bind a target. COMPLICATIONS Never is an awfully long time: While usually fearless, Pan has just one fear: That he will never be able to return to Neverworld. If Pan is affected by a Fear effect targeting his fear of never returning to Neverworld, his Fearless feat will not apply. Alternatively, if faced with a situation where he might be able to return home, it might cause him to hesitate or otherwise make the current situation worse.  Oh, the cleverness of me: Pan is a trickster, and he has trouble not taunting and otherwise aggravating his enemies. This can lead to escalation of conflict if Pan manages to aggravate the enemy enough, or Pan being attacked where he was previously ignored, making the situation worse for him. To live will be an awfully big adventure: To Pan, a life without adventure would be worse than death. He searches for adventure in any form, always having trouble sitting still, be it during classes, stakeouts or strategy meetings. This can apply in many ways, such as picking up a strange idol, pressing the tempting button with "Do not press" or flying after something the glowing light in the sky, having trouble staying focused during planning on learning, which can cause problems later on, if Pan forgets crucial information or just didn't pay attention in the first place. I'll hold you in my heart, until I can hold you in my arms: Pan is quick to find friends, and quick to trust them. He is willing to do just about anything for his friends, even if he shouldn't. Hurt his friends, and his revenge will be swift, even if it shouldn't be. If Pan's friends are hurt or in situations where they will be seriously hurt or worse if Pan or someone else doesn't help them, Pan will be spurred into action, even if the situation places Pan himself in great danger. All you need is faith, trust and a little bit of pixie dust: Pan has to actually believe in himself and his abilities for his powers to work effectively. If his faith in himself is shaken, for instance by being met with an overwhelming foe or otherwise being worn down, any of his powers with the Pixie Dust descriptor might fail when he try to use them. All children, except one, grow up: Pan has a soft spot for children, and they tend to like him in turn. While he might not outright believe everything a child will say or do, knowing all too well how mischievous a child can be, he will always believe in children, prioritizing their protection and well being. It may have been quixotic, but it was magnificent: Pan's uncanny luck tends to have strange consequences. If probability is pushed far enough in one direction, it might just decide to push back, causing improbable things to happen, like the password to a computer suddenly changing, or a piano suddenly falling from the sky. ABILITIES 4 + 16 + 6 + 4 + 2 + 10 = 42PP Strength: 14 (+2) Dexterity: 26 (+8) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 20 (+5) / 40 (+15)Forever Charisma COMBAT 12 + 12 = 24PP Initiative: +12 (+8 Dex, +4 Improved Initiative) Attack: +6 Base, +6 Melee, +6 Ranged, see Power attack bonuses in DC Block Defense: +15 (+6 Base, +9 Dodge Focus), +3 Flat-Footed Grapple: +8 (+6 Base Attack, +2 Strength) Knockback: -1 / -3 (with Defensive Roll) SAVING THROWS 7 + 6 + 9 = 22PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +10 (+3 Con, +7) Reflex: +14 (+8 Dex, +6) Will: +10 (+1 Wis, +9) SKILLS 68R = 17PP Bluff 15 (+20) / (+30)Forever Charisma Languages 1 (Native: Neverspeak; Learned: English) Notice 14 (+15)Skill Mastery Sense Motive 14 (+15)Skill Mastery Sleight of Hand 12 (+20)Skill Mastery Stealth 12 (+20)Skill Mastery FEATS 37PP Beginner's Luck Challenge [Fast Feint] Challenge [Fast Taunt] Defensive Roll 1 Distract [Bluff] Dodge Focus 9 Evasion 2 Fearless Improved Initiative 1 Inspire 5 Jack-of-All-Trades Leadership Luck 3 Move-by Action Setup Skill Mastery (Notice, Sense Motive, Sleight of Hand, Stealth) Taunt Teamwork 3 Uncanny Dodge 2 [Auditory, Visual] Enhanced Feats Luck 3 -> Luck 5Forever Lucky Quick Change Takedown Attack 2The Forever Weapon POWERS 8 + 1 + 10 + 1 + 5 + 11 + 2 + 31 + 27 + 3 = 99 Comprehend 3 (Understand, speak and read all languages; Feats: Alternate Power 1, Selective) [8PP] (Descriptors: Universal Understanding, Alien, Magic) AP: Mind Reading 10 (Flaws: Feedback, Limited to Surface Thoughts; Feats: Subtle 2) {6/7PP} (Descriptors: Tell Me What You Think, Alien, Magic, Training) Enhanced Feat 1 (Quick Change) [1PP] (Descriptors: Forever Uniform, Magic, Pixie Dust) Flight 5 (Flight speed: 250 MPH / 2500 ft./rnd) [10PP] (Descriptors: Fairy Flight, Flight, Magic, Pixie Dust) Immunity 1 (Aging) [1PP] (Descriptors: The Forever Boy, Immortality, Magic, Pixie Dust) Immunity 5 (Entrapment Effects [Snare, Grappling, Bonds]) [5PP] (Descriptors: Forever Free, Freedom, Magic, Pixie Dust) Luck Control 3 (Force Rerolls, Spend Hero Points for Others. Bestow Hero Points to Others; Feats: Luck 2) [11PP] (Descriptors: Forever Lucky, Luck) Quickness 4 (Flaws: One type [Mental]) (Able to perform mental tasks at x25 normal speed) [2PP] (Descriptors: Cleverness of Me, Alien, Quick Thinking) Tricks Array 14 (28PP Array; Feats: Alternate Power 3) [31PP] (Descriptors: Tricks, Magic, Pixie Dust. Additional descriptors on individual powers) BP: {27 + 1 = 28/28PP} (Descriptors: The Forever Weapon, Light, Precise Strikes, Slashing/Bludgeoning/Piercing Damage Type, Training, Weapons) Damage 10 (Extras: Penetrating 5; Feats: Accurate, Extended Reach 2 [10 ft.], Improved Critical 2, Incurable, Mighty, Paralyzing Attack, Precise, Takedown Attack 2, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) [27PP] Feature 1 (Light Source) [1PP] AP: Emotion Control 10 (Feats: Mind Blank, Reversible, Subtle 2) {24/28PP} (Descriptors: Powerful Emotions, Emotion) AP: Illusion 6 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 2) (Duration: Sustained, Area: 25 ft. radius) (Stacks with Endless Forms) {26/28PP} (Descriptors: Forms Most Beautiful, Illusion) Stacked Power: Illusion 10 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Snare 10 (Feats: Accurate 2, Indirect 3, Subtle) {26/28PP} (Descriptors: Binding Shadow, Pan's Shadow, Grasping Shadows) Trickster Array 12 (24PP Array; Feats: Alternate Power 3) [27PP] (Descriptors: Trickster, Magic, Pixie Dust. Additional descriptors on individual powers) BP: Enhanced Charisma 20 {20/24PP} (Descriptors: Forever Charisma, Superhuman charisma) AP: Flight 12 (stacks with Fairy Flight) {24/24PP} (Descriptors: Forever Flight, Flight) Stacked Power: Flight 17 (2,500,000 MPH / 25,000,000 ft./rnd) AP: Illusion 4 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 4) (Duration: Sustained, Area: 100 ft. radius) (Stacks with Forms Most Beautiful) {20/24PP} (Descriptors: Endless Forms, Illusion) Stacked Power: Illusion 10 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Obscure 6 (Affects Visual Senses; Extras: Independent [+0], Selective Attack, Total Fade) (Duration: Independent [20 rounds], Radius: 250 ft.) {24/24PP} (Descriptors: Hide & Seek, Illusion, Mists) Super-Senses 3 (Danger Sense [Sense Types: Auditory], Audiotory [Sense Type: Normal Hearing; Default Extras: Acute, Radius, Ranged; Extras: Accurate]) [3PP] (Descriptors: Never Senses, Alien, Enhanced Senses, Training) DRAWBACKS -2PP Vulnerable (Emotion effects; Minor Intensity: +1 to saving throw DC) [-2PP] DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +6 The Forever Weapon Touch (Up to 10 ft.) DC27 Tou (staged) Damage +8, Crit 18-20, Incurable, Precise The Forever Weapon - Paralyzing Attack Touch (Up to 10 ft.) DC22 Fort (Staged) Fail: Slowed 1 round >5: Paralyzed 1 round +8, Crit 18-20, Incurable, Precise Powerful Emotions Perception DC20 Will (staged) Fail: Emotion Changed >10: Target takes no hostile action Mind Blank, Reversible, Subtle 2 Binding Shadow 100 ft. DC20 Ref (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10, Indirect 3, Subtle Endless Forms Perception DC14 Will (staged) Tricked if disbelieving illusion N/A, 100 ft. radius Forms Most Beautiful Perception DC16 Will (staged) Tricked if disbelieving illusion N/A, 25 ft. radius Endless Forms Most Beautiful Perception DC20 Will (staged) Tricked if disbelieving illusion N/A, 500 ft. radius Totals: Abilities (42) + Combat (24) + Saving Throws (22) + Skills (17) + Feats (37) + Powers (99) - Drawbacks (2) = 239/250 Power Points
  5. @Thunder King @Heritage anything either of you want to add before I do another GM?
  6. @Thunder King Just to be sure of what's going on here with positions and moving around. Right now, Specimen is near the frontlines a bit East of the church together with Forever Boy, who has just created the golden mists to obscure things for the bad guys. Sea-Wolf and Walküre are near them. Donar and Madame Blitz are on the opposite of the church from Specimen's current position, at the doors, which would mean that Specimen can't really see them right now. You could still go there, of course, but its not like Specimen know that they're there right now. Would you still like to go for Donar, or one of the two enemies right in front of you? Your call of course, just want confirmation.
  7. Was that Terrifica calling out to the guy? That was good, right? Froggy didn't exactly sound like he worked for Omega, but they had no idea what would happen if he did blow it up, did they? It was some kind of interdimensional doomsday machine, right? Maybe it'd blow up everything. The people in charge had to have a reason for having left it here in the first place. Getting to a higher point on the Doomforge with somewhere he could actually plant his feet and get a proper shot. No reason to go for the heavy stuff yet. A riot foam arrow should do the trick, but better to wait for now. Give Terrifica another moment first.
  8. Archer II Go patrolling, the old man said. Maybe pick somewhere outside Southside for once, the old man said. Yeah, Connor had picked somewhere outside Southside alright. Had taken a while, but he'd made it to Kingston. He'd meant to give the Doomforge a look at some point anyway. The old man hadn't let him go and fight back in '18, had locked him up rather than risk Connor going out against a Terminus Invasion before he was ready. That still stung, but with the chaos taking place at the Doomforge now, it seemed like he'd get his wish anyway. Some giant frog man on a bike, flying around and shooting at the guards? That wasn't really what he had expected, but it wasn't like Connor had any idea what kind of things the Terminus would spit out. Not that a biker frogman was high on his list of ideas... He'd need to get into a good position before he took his shot. A grappling line arrow later, and he was scaling the Doomforge, trying to find any kind of place where he could get to and get ready to fire at Froggy.
  9. Forever Boy Pan couldn't suppress a smile. Whatever Lulu had done, the man was clearly reacting to it, spouting about some Council, but he had taken the owner hostage, holding that chair leg to his neck like that. It would be painful for the older man, at the very least. He could not allow that, could he now? Whatever Lulu had done, talking about some council, she had the right idea. For his part, Pan moved a bit to the side, just out of the way, so if the man tried something in his direction, the others wouldn't get caught in it. Then he spoke up. There was a laugh in his voice, mixed with a small hint of the disdain he felt for the man. His voice sounded just a bit older than it normally would. "Someone much more powerful than you." Lulu must have mentioned that Council, whatever it was. He could just as well build on her lie, follow her lead. "We are everywhere, we are watching, and when we see someone act like you? Then we act. Release the man, leave, or we will give you an answer you should know not to seek!"
  10. Bluff from Pan: 1d20+22 = 40 And I'll wait for someone else to get a chance to post before getting the guy's reaction to Pan's little bluff, so just I don't post back and forth to myself.
  11. GM "The Council?" The man went silent. The sound of some struggling, then he moved into view again, pushing an older man in front of him. He held the broken chair leg to the older man's throat, a hand on each side, ready to pull back to crush the man's windpipe, if need be. "Who's there? Who are you?" He spun in place, standing in view as he was. "What Council? Where are you? Show yourself, or the old man gets it? I'm... I'm not afraid of some disembodied voice!" Oh, but afraid he did seem to be, from the trembling in his voice and the way he quickly looked around him, trying to catch but a glimpse of the one that talked.
  12. Alright, effects from that will come after it's been your turn. @Thunder Kingis still up, then its Über-time
  13. Tagging.
  14. @Heritage Can you give me a bluff or intimidate roll for that, whichever one you prefer?
  15. Oh, this was good. Pan turned around, flying on his back with his arms behind his head. He whistled as Veronica came down from the jump, then spun around himself while he flew over by her, keeping up with her on her little board and sail. "Impressive, but is that all?" She was good, yes, but was that all the speed she could muster? "I thought this was going to be a race!" Winking, he sped up again, making a wide turn towards the shore and the others.
  16. GM The cage descended until it reached the floor below the, and what appeared to be long, brightly lit service tunnels stretching out ahead of them. The entire place was white, having a very much 50's futuristic look to it. As the cage reached the floor, it began to move, having connected to some kind of automatic floor that started bringing it further down along the halls. "Hey! You're not supposed to do that! Get back in the game!" It seemed that, even here, the Pinball Wizard could see them. There was a sound like everything above them shook, the tunnel the cage was moving down shaking from side to side, but not enough to topple any of the heroes. "That's cheating! What kinda hero cheats?"
  17. Archer II Into the cage, then? Alright. Seeing where the others were headed, Connor set into a run, quickly shifting to a grappling line arrow that he fired into the ceiling. He had to get past those spikes without falling and getting impaled, so instead, he swung over them. It'd be cramped in there, even with Octoman squeezing up against the bars like that (honestly, that guy was freaky) and Spectre making like a ghost, but hopefully, it'd be worth it. Letting go of the line, Connor reached out for Octoman's tentacle while in mid-air, and let himself get pulled into the cage with the others as it descended. Things were tight. No way he'd be able to even get to his arrows before they got out of this place. "You know we're going into a complete unknown here, right?" Of course they knew. They were prep school heroes. "Just checking."
  18. CHEVAL Persephone was there besides him, carried by her vines. Good. Good. He needed someone calm hear now. Not being alone with this abomination would be for the best and... then its taunts were directed towards her instead. It took on her face, and everything turned much more personal, it seemed. While Persephone grew armor and thorns, Cheval was at a loss for words. He tried to process everything the thing had said. It had been made by people that lived here. It fed on the misery. It fed on the pain. And it knew things about them, knew things about Persephone, things that he might be able to guess, if it was his place to do so. "Stop!" He reached out to her, trying to gently take hold around her arms. This was a spirit. A spirit of pain and murder, it lived in this house, it could not leave it. But then what would happen if the house was destroyed? Would it die... or be set free? "Whatever this thing is, it cannot leave this place, else it would have done so. What if you set it free by destroying it?" If he'd managed to take hold of her, he would turn her around, to look at her as he continued. "Whatever is in our past, it is the past. Do not let this thing twist that into something it wasn't." He wasn't good at this. Everything in him burned to just break this place, but that thought about the spirit being freed, it held him back still.
  19. Forever Boy A wolf-man in a unitard, and a woman with a golden helmet with wings? They looked quite ridiculous, in a way, but on the other hand, the woman's sword and the wolf-man's claws and teeth looked like they could do some damage. While Ashley and Judy had been most impressive and it was probably a good idea to head to that church, Pan decided that right now, it would probably be best to stay here and keep these two back. Hovering a bit above the ground, he looked to Adam, while he started to weave golden mists between his hands. "Adam, my friend, do you think you can hit those two as hard as you hit that tank?" Oh, he was sure of it. Adam was reliable like that. And of course, he could help with all that. To the confusion of many, the diving planes above disappeared, while Pan held his hands up and blew air into the swirling golden mists between them. In a moment, the mist rolled out, quickly spreading to cover the area, spreading far and wide. Soldiers would pause, unable to see or hear, but for villagers and heroes, it would be another matter entirely. Pan turned to Adam again, and made a slight bow. "Now then, they will not see or hear you coming!"
  20. @Avenger Assembled: Can I get Notice checks from Judy and Ashley?
  21. Forever Boy drops his plane illusion and creates an Obscure effect centered on himself and Specimen, with 250 ft. radius. Villagers and Claremonters won't be obscured, any Nazi and Übersoldat will be. @Thunder King, you're up.
  22. And with the last few things being triggered, some real opposition arrives. Initiative for each: Donar, Lord of Thunder: 7 Madame Blitz: 13 Roter Adler: 20 Sea-Wolf: 22 Die Walküre: 23 For the sake of my sanity, I'm gonna bump Madame Blitz down to Initiative 11, with Daystar acting first. Forever Boy post coming soon. And for the sake of keeping Rebound involved, I'll just consider the soldiers near him defeated, no need to roll for it. 29 - Forever Boy - 5HP - Unharmed 24 - Specimen - 2HP - Unharmed 23 - Die Walküre - Unharmed - On frontlines, near Forever Boy and Specimen 22 - Sea-Wolf - Unharmed - On frontlines, near Forever Boy and Specimen 20 - Roter Adler - In the air, striking at the city 18 - Rebound - 4HP - Unharmed 17 - Watchdog - 2HP - Unharmed - 1 assorted explosives used 11 - Daystar - Unharmed 11 - Madame Blitz - Outside church 11 - Enemy Combatants _____ Tanks: 4 smashed, 1 near Specimen and Forever Boy (1 damaged: Bruise (x1), Injury (x1)) _____ Soldiers: 9 KO, 4 near Legatus, 10 near Specimen and Forever Boy 7 - Donar - Unharmed - Outside church 2 - Legatus - 0HP - Unharmed
  23. GM There was a crack of thunder. In the same instant, lightning broke from the night sky. The entire church shook, as a hole was blown in the ceiling, and fire quickly began to spread from above. The men at the door struggled still. From his position to the West of the church, Legatus could see that the massive doors to the church had been barred, with a group of Nazi soldiers stationed outside. Yet, something was different. They were not all just rank and file soldiers, two stood out. A woman clad in in a tight black suit, with a read armband. Rather than the Nazi symbol, it sported a black lightning bolt in a black circle. The air around her seemed electrified, while she looked to the sky. The other was a large man in a dark grey unifom, the same red and black lightning bolt in a circle on his chest, but with the colors inverted. His hair and beard was long and red, and he held a massive hammer in one hand, held to the sky, as the thunder roared and the lightning bolt struck the church. High above, a man flew at blinding speeds, descending into the streets where he created shockwaves that blew through houses and blew the fleeing citizens off the streets. The woman by the church looked towards him as he flew, even as he moved almost too fast for the eye to follow. At the frontlines, Specimen and Forever Boy were met with a savage roar as a wolf-man came free from the Nazi troops, tearing towards the heroes, clad in a scaled black unitard. By his side, a tall blonde woman in black and golden armor, with golden boots, bracers and shoulderpads, a purple cape flowing behind her, a golden, winged helmet on her head, a long sword held behind her as she ran towards the heroes. Die Übersoldaten had arrived.
  24. That's a hit. TOU: 18 Destroyed. Give me an IC. Then there'll be another wrinkle added after that. 29 - Forever Boy - 5HP - Unharmed 24 - Specimen - 2HP - Unharmed 18 - Rebound - 4HP - Unharmed 17 - Watchdog - 2HP - Unharmed - 1 assorted explosives used 11 - Daystar - Unharmed 11 - Enemy Combatants _____ Tanks: 4 smashed, 1 near Specimen and Forever Boy (1 damaged: Bruise (x1), Injury (x1)) _____ Soldiers: 7 KO, 2 standing near Rebound, 4 near Legatus, 10 near Specimen and Forever Boy 2 - Legatus - 0HP - Unharmed
  25. GM The sisters drove on, the tank exploding after Judy's blast to the shocked screams of the soldiers behind them. Judy lit up the night, glowing as she blasted at her targets, while Ashely kept them safe, at least for now. With the tank near Legatus only slowly starting to come back into action after the fierce blow that had rattled everyone inside it, the soldiers around them started to fire on him, their shots bouncing harmlessly off Legatus while they kept shouting in German, something about der Zenturio and Übersoldaten. They stood little chance against someone they couldn't even hurt, but they kept at it. While Watchdog and Daystar quickly moved on, the soldiers around Forever Boy and Specimen either dove for cover or shot at the two young heroes. While the bullets whizzed past Forever Boy, none managed to as much as hurt Specimen, even if they hit. The beautiful stained glass of the church shattered as the motorcycle crashed through it, before coming to a halt. The church was absolutely filled with people. It seemed that almost the entire village had sought sanctuary within its walls. From the other opposite end of the church, at the doors, a couple of men looked back at the two girls that had shown up, but not for long, before they started trying to push at the door once more. "America?" The priest, a middle-aged man with dark brown hair and a thin face, asked. "You come for us? You come to help? But you are girls! Children!" His English had a heavy French accent, but his shock at the age and appearance shifted to another question. "How did you know? No one cares about us until tonight!"
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