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RocketLord

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  1. GM There was a pause. It was long. Whatever else the Grendel's Mother had expected in response, it had not expected Lament's bombastic retort. This was probably the first time that a thief had actually shown himself and faced her, when she so demanded. Then Lament heard coins scattering, and a frustrated yell. It was not human. It was higher pitched, with a strange reverb. Not a sound that a human could make. And then the Grendel's Mother came running, turning around a corner, she stood before him. Her face was twisted by age and rage. Covered in wrinkles, her eyes hidden in shadow, she stood before him. "Who are you to steal my treasure, thief of thieves!?"
  2. Yep, @Supercape is up. 24 - Sgt. Shark - 2 HP - Mind controlled, Pinned 15 - Asad - 3 HP - Undamaged 13 - Sea Devil - 2 HP - Undamaged
  3. 1 HP for Sgt. Shark, then!
  4. Sand in the Wind Travelling through the Magic Mesa had always been disorienting. Whirling, turning, twisting. Being pulled from one direction to another, almost like the pull of the cosmic winds were threatening to pull you apart. And yet, it was part of Cassidy's duties. The Magic Mesa had called, and he had answered. Diving deep into its caves, he found himself pulled through the never ending maze, until, finally, he came to an abrupt stop. A group of snake-men, Lemurians, had surrounded a few men and women clad in nothing but furs, standing in a desert. He could see the Magic Mesa in the distance. When was he? They seemed so primitive. It had to be the past. Did it matter? He had to help. He hesitated for a moment, just briefly. It still felt weird, to feel this drive. The push to do good. As a cloud of dust and sand, he flew towards them, only to stop. The men and women were not alone. They were not unprotected. The sand and dust swirled around them, taking form. Part of the sand grew solid, a spear twisting to strike at the first Lemurian, then back to sand again, allowing the being in the sand to escape retaliation. It moved so swiftly, it was but a dance. Cassidy could recognize it. The power, at least. Yet, the finesse, the way it moved, it was so unlike anything it could do. It rapidly shifted, sand growing solid to protect the men and women in the fur from attacks, yet other parts of the sand striking back, enveloping the Lemurians. Even as all semblance of a human form was abandoned by the being of sand, at least for now, Cassidy knew. It was an instinctual knowledge, something deep within, even if he had not been able to guess. This was a predecessor. This was one of the previous guardians. It struck, it danced. There was a joy in the movements, and a care for its charges. Cassidy could swear that he heard it whispering words of encouragement to the men and women in its care. It would keep them safe, it would keep them together, protect them from all harm. No Lemurian even came close to them. It was a guardian, so much more than Cassidy had ever been. It was not quick to take the Lemurians down. No quick, decisive strikes, like Cassidy would do. Its focus where elsewhere, all of its focus were on protecting the men and women in its care. Not an avenger, but a hero, putting itself in between, offering protection and safely. Finally, the last Lemurian stood alone. The sand whirled around him, pushing him back, away from the men and women. Then it turned solid. A woman, probably in her fourties. If Cassidy was right about the time they were in, she was genuinely ancient for her time. From what he remembered from his high school, getting to her age were an accomplishment. He could see her talking to the Lemurian. It struck at her, but he saw no malice or anger in her eyes, even as he body split apart at where the snake-man's sword sliced. But as he looked clearly, it was not a cut. No, the sand that made up her body simply split apart, reforming after the sword passed. She tried talking more, with the Lemurian striking a few more times in vain, before, finally, it turned and ran. The cloud of sand that was Cassidy flew around her. She had long dark hair, tied into a braid. Her features were exotic, he couldn't place them. Maybe it was so far before his time? Did it matter? Her eyes were calm and warm. She smiled even, as she looked after the fleeing Lemurian. She turned to her charges, said something in a language that Cassidy couldn't understand. Their response sounded similar, with a thankful tone, before they turned and ran, hurrying towards the Mesa. She seemed content. Why was he here? Why had the Mesa wanted Cassidy to see this? The way she had moved, it had been so different from anything he was able to. She had used her powers so differently from him. Protecting not just herself, but everyone around her. To Cassidy, being a guardian was a title, but it wasn't truly what he considered himself to be, was it? No, he was an avenger. He had been brought back to get revenge on uncle Ben, on anyone that would prey on the weak, but this woman was different. She was a guardian. She hadn't fought the Lemurians to defeat them. She had done it to protect the men and women in her care. Was there more to his role than Cassidy thought, then? Was that why the Magic Mesa had brought him here? "I know what you're thinking." The woman spoke English. "Why am I here? What do the Mesa want me to do?" The woman turned back towards him again. "Come now, let me see you." Cassidy hesitated for a moment. He understood her. How was this even possible? Did English even exist yet? Still, he complied. His form of sand and dust turned solid, into his masked form. Without waiting for a response from the woman, he pulled off his mask. It didn't really matter to wear it here, did it? "How can I understand you?" The woman smiled, placing her index finger at her lips. "Sorry. If you don't know yet, then I can't tell you, but there's more to being a guardian than just sand." She paused, reaching for her long braid and playing with it a little, as she spoke. "Let me have a proper look at you, then. Let me see where we will go." She reached out, her hands turning to sand. Cassidy had no idea how to react, what to do, he just stood still, as the sand moved around him. What was she doing? He could sense her sand on him, moving freely. It was like she was reading him, then pulled back. "You're still young, are you not? Still so much anger. So much want for revenge." She pulled back, wrapping her arms around herself and looked up. Cassidy followed her gaze. He hadn't even noticed the darkness, or the multitude of stars above. It was almost like back home, when at the Mesa, and yet different. She was a guardian, he was an avenger. She was right about that. "But is that all you want? To fill your new life with thoughts of revenge?" She smiled, spreading out her arms. They turned to sand, spreading out drifting up, drawing shapes in the air above them. "There's so much more to do! I have been where you are now. So have those that came before me. Most likely, the ones that come after too. It is all part of the cycle. But you can't fill a life as long as ours with something like that. You must be more, my friend." Her sand returned, and she turned to Cassidy again. "Or maybe I'll just give it all up once I get my revenge. Maybe I don't need all this." Cassidy couldn't help himself. She was getting under his skin. The woman just laughed, stepping closer. "You are not meant to be avenger, boy. We have all been killed. We have all been brought back. The Mesa does not pick its guardians at random. You have a better heart than you think." What was this? Cassidy stepped back. She was a guardian. Why did he have to be, too? She was this far in the past, just what did she know about him anyway? "I..." She stopped him. Suddenly before him, a finger on his lips. "Be more. Be better. Trust me, it will be a very long and hard life if you do not." She stepped around him, almost dancing. There was a joy in her movements than Cassidy had not had himself in a long time. He was a rock, she was the sand that danced in the wind. She moved further, splitting and dancing. Cassidy could only watch. She was so free. He had not felt free for such a long time, not since he was brought back. Did he really limit himself, what he could do, what he could be? Should he do as she said? Let go of the avenger, and become the guardian? Could he? He felt the pull again. The Magic Mesa. It was time to go, whether he wanted to or not. The woman of sand danced in the wind as Cassidy faded.
  5. "Mr. Pan, do you know Elsa an' Anna? Have you ever met Aladdin? Oh, oh, what about Ariel!? Or Moana! Is Tinkerbell nice? How's it feel to fly? Is Captain Hook scary up close?" Victoria was all but jumping up and down as she asked her questions, wanting to know everything she could. After all, this was Peter Pan in front of her, was it not? She had to know everything, she wanted to know all that he knew! Pan chuckled, weaving images of everyone that he knew. He had heard of a Queen Elsa, way up North, but he had never visited. Maybe he should, if he ever made it back to Neverworld! Ariel he had met, one of the many mermaid princesses! She was one the red hair, almost like fire under the water! He had never heard about either Aladdin or Moana, but of course, they might be out there! He drew images on the very air around them, as Victoria's questions continued in an endless stream. The only thing he didn't comment on was "Captain Hook". The Hooked Man was not something he wished to share with children. Oh, he liked little Victoria. She had a spark! A spark of imagination and pure wonder! She would make a wonderful adventurer one day, he was sure! As Miss Lupine called the kids to brush their teeth, Pan waved happily after Victory. He was only happy to spend the night with the kids, but sadly, he had been placed with the boys. These were small children, of course they would not bunk up, but they were close by. Victoria waved a few times from their end of the room, and Pan waved back. But sleeping like this, that was boring! He could not have that, could he now? He sent a glimmering ship sailing through the room, from the boys to the girls, carrying a crew of Disney princesses and heroes. It sailed through the room, at least until Miss Lupine told him to knock it off!
  6. There were still people there, but they would be left untouched by the raging sandstorm. Cassidy had practiced long to be able to do so, but it was worth it, to keep them safe instead. Still, he needed to get in between them and the robbers before they started firing blindly. The sandstorm still whirling around him, the Dust Devil took solid shape once more, the sand solidifying near the front of the store. His arms already spread out to the sides, Cassidy couldn't keep a grim grin from his lips, as he brought his hands together with the sound of thunder, a shockwave bursting straight forward towards the crooks and the store. He would probably cause a lot of damage, but honestly, he didn't care much about what they were stealing. He cared more about how dangerous those weapons could be.
  7. Changing arrays around: MMG array set to Guardian's Strength WD array set to Impervious Toughness WS array at Super Strength The Sandstorm stays in effect due to Continuous duration. DD tries to get in between the people and the robbers, and uses a Super-Strength Shockwave aimed into the store to try knocking the robbers down. DC25 Toughness save, with DC20 Reflex save to reduce to DC20 Toughness.
  8. Forever Boy My, this was a big one! Flying as fast as he could towards the giant troll, Pan shimmered for a brief moment, a sheen of Pixie Dust covering for the briefest of time, before manifesting into his costume around him. He couldn't see any of the teachers around as he flew like an arrow, a trail of Pixie Dust behind him. Only other students. He didn't mind, really. With everyone here, the giant thing wouldn't stand a chance, would it now? They were heroes, after all! He was quickly by the beast. He could create an illusion, he could try to catch it. Or maybe, he could simply try to get its attention, leaving it open to attack from his fellow students? "Hey there, big and gruesome! Look at me! Follow the shiny guy that's flying around you! Come along now!" He weaved and bopped around a bit, making sure to give the big ugly troll a good look at the Pixie Dust. Who knew? If he was some bad christmas spirit, then perhaps Pan's red and green costume would annoy him even more?
  9. Forever Boy tries to Distract Krampus: Bluff 1d20+14 = 24 vs. higher of Bluff, Sense Motive or Will. Dazed for one round if he succeeds.
  10. GM The shark in the sergeant continued its struggle. It wanted blood, and it wanted to protect the light from the crack. There was something down there, something that the surface dwellers should not reach. He was not sure what, and he didn't particularly care, but he would continue to defend it. The high pressure water had an affect, albeit brief. The light flickered for a moment. And perhaps, that moment would be what Sgt. Shark needed to break free. Obviously, the Sea Devil's torrent of high pressure water had hit something! But what exactly, remained to be seen.
  11. 24 - Sgt. Shark - 1 HP - Mind controlled, Pinned 15 - Asad - 3 HP - Undamaged 13 - Sea Devil - 2 HP - Undamaged Sgt. Shark gets to make an extra Will Save vs. DC20 due to Aquaria's actions!
  12. GM Alas, there were no such thing! All three were swirling emotions, all three had laughter and sorrow and happiness and despair and... The clicking sound had stopped. Grendel's Mother was no longer stacking the coins. There was a wail. An unearthly scream, echoing from the main chamber. It was chilling to the bone, full of anger and fear. "WHO IS IN MY CAVE!? WHO IS STEALING FROM ME!? SHOW YOURSELF, COWARD! SHOW YOURSELF AND FACE ME!"
  13. Notice check from Grendel's Mother vs. DC20 for the items being moved: 1d20+12 = 23 Uh oh.
  14. Yeeeah... Amber was not doing well. Amber stayed, sipping on a coke. No alcohol. Now, she wasn't somebody who didn't like a drink every now and again, but she really needed to stay on point here. The audience didn't really love the show, and she couldn't blame them, but they didn't need to know that Robin was the reason. She did her best to keep an eye on Blowfish while trying to remain unseen. Make sure he didn't make a move or anything, and... whatever he said to his bodyguard, it didn't sound good. Had the bad song made him finally tire of Amber? Or did he just get pissed off because she didn't live up to his expectations? Robin frowned, as she made her way to the back of the club, to where they were supposed to meet. Hopefully Amber would be there, and the bodyguard wasn't going for her. If not... well, the Justice Buster was under her jacket, a weight against her ribs, and she was wearing the Justice Driver. While moving out, once she was in a blind angle, she would quickly put on her mask again and get rid of the fake beauty mark. Time to go, and to put Robin away. It was time for Justice again.
  15. Masked men? Yeah, they were probably the bad guys. And the weapons? Yeah, they were probably the ones that uncle Ben had been selling. And they were using them to rob a jewelry store. Really? Was that what they thought to do with weapons that had been used in a freaking interdimensional invasion? For some reason, that just pissed Cassidy off. First things first, then. He had no idea what exactly the weapons could do, so any advantage would do here. Time to see how these punks dealt with a localized sandstorm coming their way. It was a good trick. Sand bursting out from him, cutting and ripping at them, getting in their eyes, whirling around. He was just sand, flying forward, in the middle of the storm. Get to them, then hit them.
  16. Surprise round action: Sandstorm, only affecting the bad guys. MMG array set to Environmental Control WD array set to Insubstantial WS array at Flight Initiative: 1d20+10 = 22
  17. The Big Brain's caretaker, the Iron Matron, converted from Emerald City Secrets 3E, as requested by Ari. Has had some semi-major changes made to personality, background and powers, in an effort to get rid of some icky parts of the character in the book, agreed on by Ari. PP spent above 15PP/PL, but due to conversion.
  18. The Iron Matron Power Level: 10 (163/163PP) Unspent Power Points: 0 Trade-Offs: (Fists of Iron) +4 Attack / -4 Damage, -2 Defense / +2 Toughness In Brief: SHADOW assassin with skin like iron turned caretaker and bodyguard of the Big Brain. Alternate Identity: Natalie Nelson (Secret) Birthplace: Columbus, Ohio Residence: Secret location, Emerald CityBase of Operations: Emerald CityOccupation: Caretaker and bodyguard of the Big BrainAffiliations: The Big Brain, (formerly) SHADOWFamily: Unknown mother and father, deceased. Description: Age: 55 (DoB: 1963) Gender: Female Ethnicity: Caucasian Height: 5'7'' (projected image) / 6'4'' Weight: 150 lbs. (projected image) / 350 lbs. Eyes: Blue Hair: Blonde At age 55, Natalie Nelson is still an attractive woman. She has kept herself in peak physical condition, and hasn’t let age slow her down. She stands at 5’7” with a willowy build and her face possesses an unassuming beauty. Her straight, shoulder-length blonde hair is normally kept in a utilitarian bun and she spends most of her days wearing a nurse’s uniform. When the Big Brain sends her out in the field, which happens very rarely, the Iron Matron wears a black leather dress reminiscent of a nurse’s uniform. A pair of small red circles with a white cross in the center adorns the front of her costume near the hips, while similar circles attached to red bows embellishes the tops of her stockings. On her feet she wears black stilettos, that in no way interfere with her fighting ability. Her identity is protected by a small black domino mask. This is all a lie, hidden behind a holographic device that continuously projects the image. Natalie is in reality 6'4'', weighing at least 350 lbs., with a powerful, muscular build. A strong woman's build, broad shouldered, muscular. Her skin is not just like iron, it is iron. Though once her iron skin was shiny, almost like a mirror, it has dulled in the years between. The creaks and joints of her body has begun to rust, and her once almost beautiful metallic skin is filled with blemishes and dents from a life of combat. History: Natalie Nelson was an agent of the criminal organization SHADOW. An assassin and martial artist, she earned her code-name from her iron skin, a mutation she possessed from birth. Given up for adoption soon after, she was snatched up by SHADOW. While a formidable ability, her iron skin also left her unable to feel any touch, leading to her becoming isolated from the world around her, easily manipulated into joining SHADOW by the always unfulfilled promise of a cure. SHADOW’s founder, Overshadow, sent her to recruit the Big Brain while he was still in the hospital. Overshadow felt the nascent super villain would make an excellent addition to SHADOW’s growing stable of super-powered operatives. However, if the Big Brain refused his generous offer, the Iron Matron was to eliminate him, making it appear his artificial life support had failed. But Overshadow underestimated the Big Brain’s powers, even at that early stage of his development. The budding criminal mastermind saw what the Iron Matron had in store for him in the recesses of Natalie’s consciousness, but rather than lashing out and destroying her mind, Big Brain gave Natalie what she had always dreamed of: The sensation of touch. Through the use of his powers, Big Brain could let Natalie felt what others felt, or even simulate the responses that a touch would bring her. The Iron Matron defected immediately, leaving SHADOW to take care of the Big Brain as his caretaker and bodyguard, keeping his body alive and protected. Whether the Big Brain truly sees her worth or not, he seems content to simply help the Iron Matron feel, rather than exercising his mind control powers, making her one of the few persons to be truly loyal the Big Brain. Personality & Motivation: The Iron Matron is a hard woman. She is direct, and suffers no nonsense, moving quickly and decisively to eliminate any threats to the Big Brain. She is absolutely devoted to the Big Brain. She will protect him to her dying breath, though so far, it has been to the dying breath of his assailants. The Iron Matron will only rarely leave the Big Brain's side, not trusting anyone else to keep him safe. Powers & Tactics: The Iron Matron is an extraordinarily skilled martial artist, knowledgeable in many techniques that have helped make her an efficient and dangerous killer. Her skin is as hard as iron, which has the added benefit of turning her hands into bone-shattering implements of destruction. Though she does not eschew the use of weapons, she rarely has need of them. Power Descriptions: As the name implies, the Iron Matron is as hard as iron. While this makes her incredibly hard to hurt, it also means that the Iron Matron posses no sense of touch, which has isolated her greatly. Her true appearance hidden by a holographic device, the Iron Matron skin is not just as hard as iron, it actually appears to be iron. Complications: Motivation—Responsibility: The Iron Matron’s first and foremost responsibility is to keep the Big Brain safe. Relationship: The Iron Matron is intensely loyal to the Big Brain. Iron Skin: The Iron Matron's skin is iron. As great as this sounds, this also means that she do not posses any sense of touch, be it to harm or to pleasant experiences. It is only through the power of the Big Brain that she is able to experience the sensation of touch. Don't Look At Me: The Iron Matron is vain. She hates her true appearance, and will react negatively to anyone seeing her without her holographic disguise. Abilities: 4 + 8 + 8 + 4 + 0 + 1 = 25PP Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 10 (0) Charisma: 12 (+1) Combat: 10 + 16 = 26PP Initiative: +8 (+4 Dex, +4 Improved Initiative) Attack: +5 Base, +6 Melee (+5 Base, +1 Attack Focus), +11 Ranged (+5 Base, +6 Attack Focus), +14 Unarmed/Fists of Iron (+5 Base, +1 Attack Focus, + , +8 Attack Specialization) Defense: +8 (+8 Base), +4 Flat-Footed Grapple: +7 Knockback: -6 Saving Throws: 6 + 8 + 4 = 20PP Toughness: +12 (+4 Con, +8 [Impervious Protection]) Fortitude: +10 (+4 Con, +6) Reflex: +12 (+4 Dex, +8) Will: +4 (+0 Wis, +4) Skills: 132R = 33PP Acrobatics 12 (+16) Bluff 18 (+19) Climb 9 (+11) Disguise 18 (+19) Drive 6 (+10) Medicine 9 (+11) Profession [Assassin] 9 (+9) Notice 12 (+12) Pilot 6 (+10) Sleight of Hand 12 (+16) Stealth 12 (+16) Swim 9 (+13) Feats: 29PP Accurate Attack Agile Bluff All-Out Attack Attack Focus [Melee] 1 Attack Focus [Ranged] 6 Attack Specialization [Unarmed] 4 Benefit 1 (Cipher) Chokehold Equipment 3 Fearless Improved Initiative Improved Trip Instant Up Interpose Power Attack Quick Draw Seize Initiative Takedown 2 Equipment: 3PP = 15EP Heavy Pistol (Blast 4) [8EP] Knife (Damage 1 w. Mighty, Improved Critical) [3EP] Holographic Disguise Device (Illusion 1 [Visual] w. Duration 2, Limited [Human forms only]) [3EP] Powers: 16 + 16 = 32PP Impervious Protection 8 ("Body Like Iron"; Extras: Impervious) [16PP] (Metal, Mutation) Ironclad Offense 7.5 (15PP Array; Feats: Alternate Power 1) [16PP] (Metal, Mutation, Training) BP: Fists Like Iron Rank (Linked) [15PP] {15/15PP} (Impact Damage Type) Damage 4 ("Fists Like Iron"; Extras: Penetrating 5, Feats: Mighty) [10PP] Enhanced Feat 5 (Improved Critical 2, Improved Disarm, Improved Sunder, Weapon Break) [5PP] AP: Deflect 4 ("Weapon-Breaking Stance"; Feats: Precise, Subtle 2) (Deflect all ranged attacks) {15/15PP} Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +14 Knife Touch DC18 Tou (staged) Damage +6, Crit 19-20 Heavy Pistol 40 ft. DC19 Tou (staged) Damage +11 Fists Like Iron Touch DC21 Tou (staged), Penetrating 5 Damage +14 Totals: Abilities (25) + Combat (26) + Saving Throws (18) + Skills (33) + Feats (29) + Powers (32) - Drawbacks (0) = 163/163 Power Points
  19. The Big Brain, converted from Emerald City Secrets 3E, as requested by Ari. PP spent above 15PP/PL, but due to conversion.
  20. The Big Brain Power Level: 12 (186/186PP) Unspent Power Points: 0 Trade-Offs: None In Brief: 60'es smartest boy in the world, fallen from grace. Mutated by a bizarre disease, he uses his giant brain and mental abilities as a criminal mastermind. Alternate Identity: Copernicus Oliver (Secret) Birthplace: London, United Kingdom Residence: Secret location, Emerald City Base of Operations: Emerald City Occupation: Criminal Mastermind, Head of F.O.E. Affiliations: The Chamber, F.O.E. Family: Unknown mother and father, deceased. Description: Age: 68 (DoB: 1950) Apparent Age: Difficult to tell, due to atrophied body and giant brain. Gender: Male Ethnicity: Caucasian. Height: 5'6'' Weight: 260 lbs., with at least 90% of body weight coming from his brain Eyes: Unknown Hair: None Copernicus appears as a giant, pink, floating head, with a huge exposed brain, easily the size of the rest of the head. His eyes are yellow, as are his teeth, his face usually contorted into a grimace of anger, with heavy wrinkles making even his face appear brain-like. This is but a projection, created by the Big Brain to participate in the world. In reality, Copernicus Oliver is an atrophied body on a table, attached to a truly gigantic brain. It has been decades since his body was strong enough to life his head, and he appears almost like a corpse, kept alive by an artificial life support system. History: In the 1960s, Copernicus Oliver was touted on television quiz shows as “The Smartest Boy in the World”, and amassed a small fortune in winnings and endorsements before his fame waned after he failed to answer a single question correctly during Beatles Day on the show Q and A. His fame faded and he became another footnote in the history of the Golden Age of Television. Embarrassed, Oliver escaped the public eye, buying a sailboat called Friendly and setting out to sail around the world. Desperate to avoid England, Oliver set a course that took him across the Atlantic and then directly down the coast of Africa. Sailing was smooth until the Friendly was suddenly caught up in a storm that wrecked the boat on a rocky shore. Before he could be rescued, Oliver contracted a rare tropical disease that caused his brain to swell, putting him into a coma for three months. When Oliver awakened, he found himself at home in a hospital — and smarter than ever! Discovering he was also still in the grips of a fatal disease, Oliver turned his intelligence to finding a cure. Facing failure after six months of fevered research, Oliver instead attempted to accelerate the course of the disease, in hopes that he could unlock more of the power of his brain. Injecting himself with an experimental formula, Oliver screamed as his brain swelled against the confines of his skull. A thousand voices crowded into his mind, and he pushed back with a single command: “QUIET!” As everyone in the hospital paused at the voice they heard in their head, Copernicus Oliver died... and the Big Brain was born. Discovering that he could now speak to and command the minds of others, the Big Brain directed doctors to keep him alive and to remove the top of his skull to allow his brain to grow. Once that was accomplished, he needed a place to stay since the hospital and his old home were of no use to him. In order to build it, he’d need money... much more than he currently had. The Big Brain searched through the minds of the city until he found a criminal planning a bank robbery. The Big Brain helped him improve his plan in return for some of the proceeds from the robbery — the same deal the Brain would strike with dozens of other criminals as he assembled his new organization: F.O.E.. Initially, the Big Brain needed the money for himself, but over the years he’s come to enjoy the challenge of bringing villains together for missions and the power he has over a small army of super-beings. F.O.E.’s members assume the giant, disembodied brain that issues them orders is merely a projection disguising their leader’s true nature. Little do they suspect that the Big Brain’s actual appearance isn’t far off: a gigantic brain atop a nearly atrophied human body hidden away in a secret, secured location far away, projecting his will around the world! Personality & Motivation: The Big Brain is a thinker and a planner. Almost all other aspects of his personality have been left by the wayside over the years. He cares little for companionship and has little interest in the “animal” concerns of the physical world. He keeps his body alive because without it he will perish. The one thing he enjoys in life is feeling superior, which he prefers to achieve by outsmarting others. He abhors violence and only involves himself in combat when all other avenues have been exhausted. He prefers to let his underlings handle any violent confrontations, while he remains behind the scenes to direct their activities. Powers & Tactics: The Big Brain is one of the most—if not the most—powerful telepaths in the world, with the ability to project his consciousness anywhere on Earth, communicate with and mentally control others, inflict debilitating mental attacks, and read minds. However, physically, he’s a paraplegic with a brain so large and deformed his body is incapable of supporting it and his atrophied body has been bedridden for decades. If his body is found and threatened, he may be able to defend it by surrounding it with his mental projection, but if that’s not possible, he is defenseless. Power Descriptions: All of the Big Brain's powers are mental in nature. Unable to move on his own, he lives his life by projecting his senses and mind across the world. When the Big Brain projects himself to a given location, he appears as a giant, floating face with a gigantic brain. The powers of his mind is mostly visible in effect only, as he destroys, probes or dominates minds. Complications: Freakishly Large Brain: Though the Big Brain can project his senses, will, and powers around the world, his body is mostly useless and his head is too large to move under his own power. Motivation - Power: The Big Brain wants power. He wants to prove to the world that he’s the smartest, most influential criminal on the planet. Abilities: -2 - 4 + 0 + 20 + 4 + 6 = 24PP Strength: 8 (-1) Dexterity: 6 (-2) Constitution: 10 (+0) Intelligence: 30 (+10) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 0 + 0 = 0PP Initiative: +14 (+10 Int, +4 Improved Initiative) Attack: +0 base Defense: +0 base Grapple: -1 Knockback: -0 / -10 for Remote Sensing Saving Throws: 6 + 0 + 16 = 22PP Toughness: +0/+20 (For ESP Feedback, ESP +8, Protection +12) Fortitude: +6 (+0 Con, +6) Reflex: -2 (-2 Dex, +0) Will: +18 (+2 Wis, +16) Skills: 80R = 20PP Bluff 12 (+15) Diplomacy 15 (+18) Intimidation 15 (+18) Knowledge [Civics] 8 (+18) Knowledge [Streetwise] 6 (+16) Knowledge [Tactics] 9 (+19) Notice 15 (+17) Feats: 4PP Eidetic Memory Jack-Of-All-Trades Speed of Thought Ultimate Effort (Will Saves) Powers: 11 + 51 + 54 = 116PP All powers have the Psionic/Mental and Mutation descriptors Mental Prowess 5.5 (11PP Container) [11PP] Enhanced Feat 1 (Improved Initiative) [1PP] Quickness 4 (Flaws: Mental Only; x10 normal speed) [2PP] Super-Senses 8 (Accurate Acute Radius Detect Psionic (5 ranks), Psionic Awareness (2 ranks), Radius Visual (1 rank)) [8PP] Power of the Mind! 24 (48 PP Array; Feats: Alternate Power 3) [51PP] BP: Blast 12 ("Mental Blast"; Extras: Alternate Save [Will], Range 1 [Perception]) {48/48PP} AP: Mind Control 9 ("Mass Mental Domination"; Extras: Area [Burst], Conscious, Selective) {45/48PP} AP: Mind Control 12 ("Mental Domination" Extras: Conscious) {36/48PP} AP: Mind Reading 12 ("Mind Probe"; Extras: Sensory Link) {24/48PP} Telepathic Presence 27 (54PP Container ) [54PP] Communication 9 ("Big Brain Is Talking"; Extras: Area [Burst], Feats: Selective) (Mental Communication, Worldwide Range) [19PP] Big Brain Is Watching (Linked) [33PP] ESP 8 (Flaws: Feedback, Feats: Subtle 2) (Auditory, Mental/Psionic, Visual senses, Continental Range) [26PP] Feature 1 (Projected Image of Giant Brain) [1PP] Protection 12 (Flaws: Limited [only applies to Feedback to ESP]) [6PP] Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC14 Tou (staged) Damage +0 Mind Probe Perception DC22 Will (staged) Can read surface thoughts N/A Mental Blast Perception DC27 Will (Staged) Mental Damage N/A Mental Domination Perception DC22 Will (staged) Mind Control N/A Mass Mental Domination Perception DC19 Will (staged) / DC19 Reflex Save for DC Mind Control N/A Totals: Abilities (24) + Combat (0) + Saving Throws (22) + Skills (20) + Feats (4) + Powers (116) - Drawbacks (0) = 186/186 Power Points
  21. GM It was careful work! Not only did Lament have to control three tentacles at once, he also had to make sure not to drop anything. A single spilled drop, a single tear lost, could be the end of everything! At least there were no traps, as far as Lament could tell! Nothing triggered, no alarms rung! Not a single sound, but the continued click, click, click of coins being put into towers! The three items in his grasp, Lament would have to be careful, now. The cup and the goblet were open. It would be so easy to spill the contents.
  22. Notice check from Grendel's Mother for the yell! 1d20+12 = 18 You remain undetected yet!
  23. Now that was something they could use! Robin tried to contain her smile. No reason to break character here, right in front of Amber. If Blowfish had bribed a politician to grease the wheels on the building permits, then that was something they could catch him on. If they could get some evidence of it, at least! Of course she had no idea how to prove it. That would just make things too easy, wouldn't it? Still... it was something. "Alright. I'll be there to keep watch." So, while Amber moved towards the stage, Robin slipped out back again, moving down the fire escape. Hopefully nobody noticed her exit, so she could come in the same way. She pulled the mask off on the way down, and put back the fake beauty spot. She'd keep watch, just in case.
  24. That was not what Cassidy had suggested. Just why would Venomax actually try to eat the leaf? He had warned him about what they did. He had told him about the addictive effect... and yet, Venomax actually ate the leaf. He was about to yell to stop him, but what would it matter? Venomax already had the leaf in his mouth. And in a moment, he was on the ground. Cassidy stared at him, trying to think why he would have done something like that. What could it possibly help to actually eat the leaf? Venomax was a scientist, and Cassidy admitted he had little idea about how a scientist thought, but this seemed reckless. Still, Cassidy had to help him. Kneeling by his prone form, he tried to prop him up, trying to figure out if he was still in there, or if the leaf had already knocked him into whatever visions Abdul and that girl had been seeing.
  25. I'd be up for more team ups with Dust Devil, Venomax or whoever else is good, but solo threads could work too. Really, if you got any ideas, I'm game.
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