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The good doctor groaned from his position, more or less buried under the once flying, now crashed, platform. It was a bit of a technological marvel, really. Even if it didn't exactly move fast, the platform could fly, carrying much more weight than one would guess from its size and lack of thickness. Now, while Doctor Midas might not be the smartest person in some respects, he was dedicated to being a super villain. And in his daze, he managed to reach for his left gauntlet with his hand, pressing a hidden button. A robotic voice spoke out from the platform. "SELF. DESTRUCT. SEQUENCE. INITIATED." Then it started counting down, slowly, from 60. One minute. That was all the time the two heroes had to stop it. Of course, Doctor Midas had not even noticed that he was actually lying on top of the platform.
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In his daze, the good doctor has somehow activated his flying platform's self destruct mechanism. With the damage it has taken, there is no telling what exactly will happen. +1 HP to each of you for the complication.
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GM The dark haired man did not look up from his work, even as Oswald spoke to him. He was completely focused on his work. His hands was moving rapidly on the table before him, cleaning a type of meat. Lamb, perhaps. Or maybe something more exotic. The hands moved in a rhytmic pattern, an almost intuitive dance. There was something more to it than the simple act of cutting the meat. Some sort of ritual, meat being cut in precise patterns, while the man muttered his incantations. Magic hidden in plain sight. "Hello, my friend." The man responded, after he finished with a piece of meat, quickly holding it up to appraise the quality of the cut. "It is indeed quite a craft." Satisfied with his work, he speared it with a small wooden stick, then turned to the burning grill behind him, hanging the meat on a rack over it. "What are you looking for, my friend? I have the only the finest of meat, safely blessed, sanctified and with extended longevity!" Oswald got the sense that perhaps the man was being more open than he would to more mundane customers.
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And the thread is up here: https://www.freedomplaybypost.com/topic/10932-ink/
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GM December 12th, 3 PM Bedlam City, all across town It hadn't happened all at once, but slowly, unrest had begun to spread in Bedlam City. It was small things at first. At first, any paper or print with the initials W.E.B. had been changed to the simple I.G. instead. Random menus at restaurants or fast food places would show different prices than usual. The grades on all papers at Walgrove Prep had been replaced by what appeared to be random fractions. The students revolved, the teachers apologized, but they knew little of what was going on. If it had just been just papers graded by one teacher, it would have made sense, but it was all of them. The first big issue happened on December 10th. The lottery numbers were drawn, and exactly 100 self-proclaimed winners showed up. On closer inspection, all of their tickets had the exact same number. They started a small riot. On December 11th, the workers at Snacktastic all went on strike. By what was announced as a printer error, all paychecks had been made out to the CEO of the company. All attempts to rectify the mistake seemed to produce the same results. The already threadbare city government ground to a complete halt on December 12th, in the early hours of the morning. All papers, all their archives, had been rendered entirely blank. And all animals at Stone Ridge Animal Shelter had the name tags on their cages switched around. Not much in the long run, but one inattentive volounteer was bitten as a result. Similar reports flowed through the city. Anything written could suddenly change, seemingly at random. The would-be heroes and super human element of Bedlam City did not go unaffected. Ronin found the labels on his grandmother's medicine changed. They made little sense anymore. Mister Strix had found all books he read in libraries to be altered, to greater or less degrees. Anything from a different text all together, such as a newspaper showing part of Harry Potter, with several expletives insert, to being complete nonsense or being blank. Lady Horus found that everywhere she went to distribute toys to needy children, the address was instead for the rich and powerful. Clearly, it was those not in need. And Doctor Thorne found Thorne Investigations rebranded as I.G. Investigations. Any notes she had in the office, any books, anything with written words, had the text replaced with the repeated phrase: "I AM YOUR GOD." Would the heroes come together to stop the chaos, follow their own paths, or simply let it be?
- 127 replies
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- ronin
- doctor thorne
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(and 2 more)
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Actually, I've reconsidered a bit: Let's go with everyone! I might skip a bit around with GM posts if there's a lull in activity, but let's see how it goes.
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Alright, I'll go with Ronin, Mister Strix and Lady Horus. I'll try and get the thread started tomorrow. Tiff: I'll owe you a thread for Doctor Thorne when I come up with another thread that sounds up her alley.
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"The Gas Man." Robin corrected. She wasn't sure if "the Gasser" was a better or worse name, but even if he was an ass, she figured it would be the best thing to do. It was strange, though. Why did Finnigan want to be released into the Gas Man's custody? He hadn't exactly seemed chummy with him before, so why now? Hoping to trick him, or was there something deeper behind it? She'd have to ask about that before giving him up completely. Might be worth looking into. "Can I do it while wearing the mask?" she asked the officer, pointing at the full face mask she was wearing at the moment. Super heroes weren't strictly common in Emerald City, after all, and this was the first time she was doing something like that. "I want to make sure I do this the right, if possible, but I can't really take off the mask or anything like that."
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Nothing to add from the not-so-good doctor, so Facs is up.
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GM Oswald made his way through the street, soon finding himself on a small pedestrian street. It was filled with booths on all sides and corners, even in the middle. While some simply sold goods, the vast majority offered some kind of culinary experience. Despite being in Jadetown, the dishes were varied, though mostly of Asian variety. The smells were intoxicating, mingling with shouts and a multitude of rapidly spoken languages. Not far from the entrance, Oswald noticed something. A man, clad in a dark red coat, a grey scarf tied around his neck and mouth. He stood in one of the booths. While Oswald could not see the man fully over the din of people that separated him from the crowds, he did notice one thing, quite well. A symbol on the booth, a ward of protection from ills. An eye in a triangle inside a square. Not something one would normally find in Jadetown.
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Then, you notice and recognize something, more in IC.
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And a Knowledge (Arcane Lore) while you're at it.
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Can you give me a notice roll?
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GM Now, there were but one question? How would Oswald approach such a task? The man in question was, according to the rumor, a member of the magical community himself. None that were not would be permitted to see the menagerie, after all. Would he listen, would he seek, would he try to find the telltale signs of magic amongst the mundane? Would he look for auras touched by otherworldy forces? The street that Oswald walked was busy. While the clouds were dark, rain had yet to fall to chase the visitors away from Jadetown. Maybe the man were a local, or maybe he would stick out like a sore thumb, much like Oswald himself did in the predominantly Chinese-American population.
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OOC for this
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GM December 1st 2018, 3 PM Emerald City Ever since Oz had arrived in Emerald City, rumors had started to reach him through the magical community. Bits and pieces, hints of a story, someone that claimed that their friend's cousin's uncle's grandchild had seen it. A collector of the strange, a man who sought out magical beasts and creatures, collecting them in his own private zoo. Somehow, its true location was kept hidden, somewhere within Emerald City. And on this day, the very first day of December, he had heard one more rumor. Something concrete, something that might actually lead him to this mysterious menagerie of monsters: There was a man that had actually seen it, and right now, this man was in the Eastern District. He had no name, he had no appearance. All he knew was that the mysterious visitor was a man. Perhaps, that would be enough.
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At least the trip had been uneventful, even if it had taken a while. None of the Fingers had tried to stop them, so maybe there weren't as big fans of Finnigan's as they'd claimed. At any rate, they got to the police station, with Robin holding a gun at Finnigan the entire time. "Oh, would you cut it out already." He had been like that almost the entire way. She would smack him, but that would probably cause him to cover and claim brutality and enslavement again. She still kept the Justice Buster trained on Finnigan. "Hi Officer, I'm Justice. Brand new super hero. I helped at the disturbance at University Hill at Halloween, a few days ago?" She doubted anyone had heard of her anyway, but maybe she was lucky. "This creep's called Finnigan. He's the one behind all those robberies on Halloween. Trained a bunch of kids as his gang and had them do it." She looked from the officer to Finnigan again. "And he got these kind of magic super powers. Can make illusions, like make himself look different, and he can make people sick by touching them, so you might want to put him in some kinda solitary and get A.E.G.I.S. or someone involved?" Alright, she was rambling a bit. Robin was aware of that, but she just didn't want to risk forgetting anything.
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"Mister Doctor?" It didn't sound like Dr. Midas was quite following Facsimile. There was a squawking sound to his voice, like the repeated hits had somehow damage the voice modulator. If he was indeed a doctor, and more intelligent than he had shown them thus far, then maybe the several blows he had so far received to the head had simply shaken a lot loose. Or maybe he just claimed that he was a doctor, but was really a mister. At any rate, Dr. Midas wasn't really in any condition to even attempt dodging Facsimile's punch, telegraphed or not. *CLANG*, straight to the helmet, creating a highly visible crack. Gold was, perhaps, not the best type of armor, and the good Dr. Midas' armor seemed to be entirely made of it, unlike his fleeing minions'. Falling back into the heap, he groaned loudly, with a now rather nasal voice.
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That's a hit. DC25 Toughness roll, 1d20+12-2 = 12 Failed by 13, so Dr. Midas is staggered and dazed. So, Dr. Midas can't do much. Rev is up. Current status: Armor Thug 1: Unconscious - Escaped Armor Thug 2: 24 - Bruised - Escaped Rev: 15. HP 3 - Bruised, Staggered. Facs: 11 HP 1 - Unharmed Dr. Midas: 8 - Bruised (x2), Dazed (again), Staggered
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Focus on Shining Knight ish aspect instead of Warrior Powerhouse Curtana - The Sword of Mercy - https://en.wikipedia.org/wiki/Curtana - Magic sword with different powers Give him a sidekick? Thinking maybe a small teleporting pet that can provide setup and such? https://en.wikipedia.org/wiki/Ogier_the_Dane Holger Danske Power Level: 12 Effective Power Level: 10 Power Points: 180/180PP Unspent Power Points: 0 Trade-Offs: No offensive, Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see Defensive Stance Array power In Brief: Mythic Danish hero reawakens in the modern day to protect the Denmark and the rest of the world. Catchphrase: "I am awoken!" Theme: Hero's Return - Hammerfall / The Champion - Hammerfall Alternate Identity: Holger, Son of Gudfred (Public), Ogier the Dane, Ogier le Danois, Ogier de Danemarche (Public) Birthplace: Kronborg, Denmark Residence: Kronborg, Denmark Occupation: Adventurer, Hero, Knight of Charlemagne Affiliations: Denmark Family: Gudfred (Father, King of Denmark from at least 804 to 810, died 810), Horik I (Brother, Joint King of Denmark 813 to 827, King of Denmark 827 to 854, died 854), 4 Brothers (Died 814, 819, 819, 827) DESCRIPTION Age: Born late 8th century Apparant age: Late twenties Gender: Male Ethnicity: Scandinavian Height: 6’8’’ Weight: 220 lbs. Eyes: Blue Hair: Blonde Holger is a tall man, with clearly defined Scandinavian features. He has cold blue eyes and loose blonde hair and beard. While he might appear intimidating and imposing at first, his chivalric and friendly nature tends to shine through. Holger tends to in a mixture of modern and ancient clothing. He will usually wear modern pants, shirts and boots, prefering them in darker colors, wearing his armor and armaments on top of them. His armor appears to be made from steel, with gold detailing in the segments, covering his upper body while leaving his arms bare. A light grey cape connects to the armor. He wears bracers in the same color scheme on his arms, and a red belt with golden clasps around his waist, a dark red sword sheathe with gold detailing and trim hanging from the belt. He wields a metallic, almost silver colored, shield, known as Bouclier de Danemarche, or Shield of Denmark, either on his arm or secured to his back. Curtana, the Sword of Mercy, is a short sword with silver hilt and golden crossguard. He wears a golden snake armlet around his upper right arm, wrapping around his arm several times. HISTORY In the dungeons beneath Castle Kronborg in Helsingør in Denmark sits a solitary figure, the statue of Holger Danske. A mighty warrior and hero, he was the son of King Gudfred, the Danish king from around 804 to 810. In an act of peace, Holger was given to the great king Charlemagne of France to ensure the peace between the two rulers. When Gudfred broke the peace treaties, Charlemagne decides to spare Holger, leading to Holger becoming one of Charlemagne's knights for a time, and a contemporary of Roland. During the years of battles and wars, Holger had many great adventures, growing into a heroic figure and defender of the weak, before he led the French to victory against the Saracen, slaying the giant Brehus in the battles. With his battles at an end, Holger Danske marched home to Denmark, to Castle Kronborg, where he sat down, his beard growing long. He eventually became a statue, that bears the inscription: Når Danmark stander i våde, så vågner Holger Danske Since then, Holger Danske has rested. In secret, he has awakened to fight the good fight and protect Denmark from threats, most recently in the early 1940'es during the Nazi occupation. With every victory, he has once again marched to Castle Kronborg and returned to his solitary vigil, his legend growing in the telling. And now, with the ever growing threats of super humans and the coming of greater mythological beings, Denmark is in greater peril than ever before. In this time of need, Denmark's future might be in the hands of its past. Because when Denmark is in peril, then Holger Danske will awaken! PERSONALITY & MOTIVATION Holger is a contradiction. A man out of time, he has nonetheless followed the turn of the world through the ages, and is well at home in the modern day. An honorable knight, and yet a fierce viking warrior. He is a man of excess, and yet disciplined. Holger is a passionate man, who loves the thrill of battle and adventure. He is a jovial and boastful sort, who nonetheless believes in his strong sense of honor, who will stand up and protect the weak when called. While deeply enjoying the modern day and all its amenities, he finds himself at odds with the differing morals. In his day, you would slay your foe, rather than let them rot, but he tries to follow the rules of the time. He loves a challenge, rarely backing down from an argument or a fight, whether it is a true battle or just for fun. He is deeply loyal to his friends, even Ratatoskr, despite repeteadly claiming how much the divine rodent annoys him. POWERS & TACTICS Holger is an experienced warrior, having fought ever greater threats through the ages, his skills and power growing as his legend has grown. He is primarily a melee combatant, using prefering to use his sword Curtana for offense and his shield Bouclier de Danemarche for defense, using his speed and moving rapidly around the battle field to where he can do the most good. He tends to work closely together with his partner Ratatoskr, using any opportunities that the Asgardian Squirrel might create for him. POWER DESCRIPTIONS Holger is essentially powered by his own legend, a magic that has let him sleep through the ages as a statue and rise when Denmark has been in need. Holger seems to have stopped aging at some point in his late 20'es, and is completely immune to all disease. He is able to run and leap far faster and longer than any normal man, as befitting of a legendary hero that has fought beasts and invading armies. Holger is physically powerful, being far stronger, agile and tough than the average man. Holger wields two artifacts: The short sword Curtana and the shield Bouclier de Danemarche. Bouclier de Danemarche is essential to Holger's defense. It can withstand or deflect great blows, allowing Holger to evade or block incoming damage, while absorbing enough force to help him stay steady when struck. It is large enough that he can use it to protect others or himself. While the shield has some magic, it has been named by Holger himself, and seems to be a minor artifact, at least compared to Curtana. Curtana was crafted by Wayland the Smith and bears the inscription "My name is Curtana, of the same steel and temper as Joyeuse and Durandal". It is also known as the Sword of Mercy, and was for a time wielded by Tristan of the Round Table. Curtana is an incredibly potent blade, virtually unbreakable and able to cut through virtually anything, if enough force is applied. Using a combination of the sword's magic and his own skills, Holger is able to use it for far more than just hacking away at his opponents. He is able to swing the blade at blinding speed and precision, even cutting insubstantial targets. He can cut an enemy to destroy their toughness and defenses, sweep their leg to make them fall, the cuts making it difficult to rise or even making them fall again, or simply bash them with the blunt side of the blade to momentarily stun them. The sword's most powerful magic is its ability to instill hope and healing in those that surround Holger. As he raises the Sword of Mercy to the sky, the blade shines brightly as it restores both the spirit and body of those around Holger. COMPLICATIONS Heeding the Call: If Denmark is in great peril, Holger will feel a pull to return to his home, to protect his homeland from all danger. If this happens in the middle of a battle, Holger might end up distracted, which can make him miss a crucial strike or take the wrong action. If this happens, the GM can award Holger a Hero Point. Unforgiving Blade: Holger is not quite used to these softer times, where you try to employ non-lethal force unless absolutely necessary. While he does his best to conform to the modern standards, he is quicker to suggest or try to kill particularly dangerous foes that cannot otherwise be contained than others, which can lead to conflicts with other heroes and law enforcement. If such a conflict arises, the GM can award Holger a Hero Point. Stronger Than All: Holger has sworn to protect those weaker than him. Threatening the weak or innocent will provoke Holger into taking action or rush to the aid, even if it allows the villain to escape. If a villain threatens someone weaker than Holger to complicate a situation, the GM can award him a Hero Point. Hearts on Fire: Holger is a passionate man. He will rarely back down from an argument or fight once it has begun, even if it could make the situation better. The GM can award Holger a Hero Point if his headstrong refusal to back down complicates a situation. Steel Meets Steel: Holger will usually engage the biggest, most powerful foe in combat, taking attention away from others and on to himself, even if it would be smarter to take out weaker foes one by one first. The GM can award Holger a Hero Point if his attempts to engage the most powerful foe on the battlefield complicates a situation. ABILITIES 10 + 10 + 10 + 4 + 8 + 4 = 46PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 14 (+2) COMBAT 8 + 10 = 18PP Initiative: +5 (+5 Dex,) Attack: +4 Base, +10 Melee, +4 Ranged Defense: +5 Base, +10 (w. Defensive Stance Array set to Balance), +5 (w. Defensive Stance Array set to Block), +15 (w. Defensive Stance Array set to Deflect), +3 Flat-Footed Grapple: +15 (+4 Base Attack, +6 Attack Focus [Melee], +5 Strength) Knockback: -7 (w. Defensive Stance Array set to Balance) / -9 (w. Defensive Stance Array set to Block) / -4 (w. Defensive Stance Array set to Deflect) / -2 (w/o Bouclier de Danemarche) SAVING THROWS 3 + 3 + 4 = 10PP Toughness: +5 (+5 Con), +10 (w. Defensive Stance Array set to Balance), +15 (w. Defensive Stance Array set to Block), +5 (w. Defensive Stance Array set to Deflect) Fortitude: +8 (+5 Con, +3) Reflex: +8 (+5 Dex, +3) Will: +8 (+4 Wis, +4) SKILLS 60R = 15PP Diplomacy 8 (+10) Intimidate 8 (+10) Knowledge [History] 8 (+10) Knowledge [Theology/Philosophy] 3 (+5) Languages 4 [Native: Danish; Learned: English, French, German, Old English] Medicine 6 (+10) Notice 6 (+10) Search 5 (+3) Sense Motive 6 (+10) Survival 6 (+10) FEATS 48PP Accurate Attack All-Out Attack Attack Focus [Melee] 6 Benefit 1 [Wealth] Fearless Jack-of-All-Trades Luck 3 Move-by Action Power Attack Sidekick 30 [Ratatoskr] Takedown Attack 2 Ultimate Effort [Toughness] Enhanced Feats Interpose POWERS 4 + 26 + 12 = 43 Agile Warrior Array 1.5 (3PP Array; Feats: Alternate Power 1) [4PP] (Descriptors: Magic, Training) BP: Speed 3 (50 MPH, 500 ft./rnd.) {3/3} AP: Leaping 3 (Distance x10; Running jump distance: 150 ft.) {3/3} Device 6 (30DP Container; Flaws: Hard-To-Lose; Feats: Indestructible) [26PP] (Descriptors: Curtana, the Sword of Mercy, Sword, Magic) Sword Strike Array 13 (26DP Array; Feats: Alternate Power 4) [30DP] (Descriptors: Training) BP: Damage 5 (Extras: Autofire 1 [10 ranks], Penetrating 5; Feats: Affects Insubstantial 2, Improved Critical 2, Incurable, Mighty) {26/26} (Descriptors: Slash, Slashing Damage Type) AP: Drain Toughness 10 (Extras: Affects Objects; Feats: Affects Insubstantial 2, Improved Critical 2, Incurable, Slow Fade [1pt/min]) {26/26} (Descriptors: Wound, Slashing Damage Type) AP: {4 + 20 = 24/26} (Descriptors: Sword of Mercy) Emotion Control 10 (Extras: Area [General Visual Perception], Linked [Healing], Selective; Flaws: Duration 2 [Instant], Limited [Hope], Range 2 [Touch]) [4PP] Healing 3 (Extras: Action [Standard], Area [General Visual Perception], Linked [Emotion Control], Selective, Total; Flaws: Limited [Others]; Feats: Persistent, Stabilize) [20PP] AP: Stun 10 (Feats: Affects Insubstantial 2, Improved Critical 2) {24/26} (Descriptors: Bash, Bludgeoning Damage Type) AP: Trip 10 (Extras: Knockback, Secondary Effect; Flaws: Range [Touch]; Feats: Affects Insubstantial 2, Improved Critical 2, Improved Trip) {21/26} (Descriptors: Sweep, Slashing Damage Type) Device 3 (15DP Container; Flaws: Hard-To-Lose) [12PP] (Descriptors: Bouclier de Danemarche, Shield, Magic) Defensive Stance Array 5 (10DP Array; Feats: Alternate Power 2) [12DP] (Descriptors: Training) BP: {5 + 5 = 10/10} (Descriptors: Balance) Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) {5DP} Protection 5 (Total Toughness +10) {5DP} AP: Protection 10 (Total Toughness +15) {10/10} (Descriptors: Block) AP: Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) {10/10} (Descriptors: Deflect) Enhanced Feat 1 (Interpose) [1DP] (Descriptors: Protect Others) Immovable 2 (+8 vs. Push, Rush, Trip, Throw; +2 vs. Knockback) [2DP] (Descriptors: Stand Fast) Immunity 2 (Aging, Disease) [2PP] (Descriptors: Eternal Vigil, Magic) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus, Extras, Feats Unarmed Touch DC20 TOU (staged) Damage +10 Slash Touch DC25 TOU (staged) Damage +10, Autofire 1, Affects Insubstantial 2, Crit [18-20], Incurable, Penetrating 5 Wound Touch DC20 FORT (staged) Drain Toughness +10, Affects Insubstantial 2, Crit [18-20], Incurable, Slow Fade [1pt/min] Bash Touch DC20 FORT (staged) Fail: Dazed 1 rnd.>5: Stunned 1 rnd.>10: Unconscious +10, Affects Insubstantial 2, Crit [18-20] Sweep Touch Trip Resist (Worse) vs. Rank 10 Power Check Tripped, Knocback, Secondary Effect +10, Affects Insubstantial 2, Crit [18-20], Improved Trip Totals: Abilities (46) + Combat (18) + Saving Throws (10) + Skills (15) + Feats (48) + Powers (43) - Drawbacks (0) = 180/180 Power Points
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I have been working on a Neverworld guidebook page related to Forever, and as suggested in the chat, I thought I'd ask for any issues before putting it up in the actual guidebook. As far as I know, the only potential issues should be with my use of literary characters, if they have existed as actual people on Earth Prime. Other comments and suggestions are appreciated too. A lot is left open ended on purpose, to allow Neverworld to be used as the origin or a connection for other characters. --- Neverworld Neverworld is the home of action and adventure. A world quite unlike our own, it is home to swashbuckling sky pirates, amazing heroes and horrible villains. While the Earth appear to be stuck at a Victorian technology level, much is hidden beneath the surface. Flying ships prowl the skies, cybernetics replace lost body parts with metal and electricity. Technology indistinguishable from magic is almost commonplace. While the majority of Neverworld's surface is covered by a great singular Ocean, its many islands and few continents contain hidden treasures, promising power and fame to those that find them, guarded by the magic of their native populations. Beneath the Ocean, mermaids and -men hold court in their great underwater cities. On land, the cities and towns spread across the world, offering many sights and and wonders to their population and visitors. The forests hides pixies and other fae, watching and working their secret craft from the shadows. It is a world of clear villains and heroes. Shades of grey is rare, if not completely unknown. Conflicts are resolved through acts of swashbuckling and action, or through quick wit and sharp tongues. Neverworld is a world of legendary figures, seemingly plucked from the litterature of Prime Earth, though not quite as you would expect. The great white whale rampages across the Ocean, threatening all life within, chased by a single, obsessed man. A lone detective and his partner prowls the streets of Neverworld's great cities, looking for crimes to solve. Lost heroes sail across the sky, hunting for the legendary Crocodile, rumored to be the only weakness of the infamous Hooked Man. These legendary figures are simply known as Legends to the general population of the world: They are larger than life, capable of feats that would give any normal person pause. Neverworld is the home of the Forever Boy, who has reached Earth Prime by so far unknown means. Visitors beware! Time in Neverworld has been known to behave strangely, more like a sea than a river. Location and Appearance Neverworld is covered primarily in ocean, with a great number of islands scattered across its surface. Only three larger landmasses exist: New Avalon, Victori and the Wish Isle. The largest, known as New Avalon, is roughly half the size of Australia, roughly 100,000 square miles, being roughly half a broad as it is long. An artificial, man made canal divides New Avalon into North and South Avalon, at roughly the halfway point at the longest length. New Avalon is home to a thriving mercantile civilization, with most cities situated near the the canal or other coastal areas. Much of the mainland is covered by forests, the home of pixies and other fey. The capital of New Avalon, Trader's Haven, is located on a small island in the middle of the canal that divides North and South Avalon. Victori, while slightly smaller than New Avalon at roughly 800,000 square miles, is by no means lesser than its rival. A more warlike and industrious nation, Victori is home to great factories, mass producing the wonders that are meticulously crafted by hand in New Avalon. Victori is shaped almost like a ring, with but a single, albeit massive, gap that permits entrance. The gap is heavily guarded by multiple fortresses. At the far end of the gap in the ring lies the capital city of Tham, the most densely populated city on Neverworld. A significant amount of pirates were once Victori citizens that have taken to the waves. The Wish Isle is much smaller. Roughly 50,000 square miles, it is the home of the strange and the wonderful. Fey, mermaids and creatures but strange and mundane make the world their home. There they work wonders and miracles, far from the prying eyes of man. Neverworld is littered with many smaller islands. Some are small kingdoms, some are entirely covered by cities, some are giant turtles that swim through the seas, carrying smaller tortoises as they go. The seas and skies of Neverworld is the home of trading vessels, freebooters, buccaneers and pirates. Beware any travel without company to keep you safe! Significance Neverworld is the home of Forever Boy. The primary inhabitants of the world appear to mirror the heroes and villains of litterature from Earth Prime, particularly works written during the 19th and early 20th century, though others may be present as well. Though the source and exact nature is unknown, it appears that this is caused by an information bleed, causing events on Neverworld to be projected to the dreams and imagination of receptive minds on Earth Prime. Neverworld is haunted by a versions of a number of literary characters, including, but not limited to, versions of Moby Dick & Captain Ahab, Moriarty and Captain Hook, all of which threaten the world's peace and are potential problems for heroes to solve. People NPCs The Hooked Man: Once a sailor in the Victori armada, something hooked the man that would become known as the Hooked Man. Something beyond even the understanding of the Fae of the Wish Isle, something strange and monstrous. Driven mad, he rebelled, stealing a mighty flying ship and the dreaded group known as the Sky Pirates. The Hooked Man is seemingly invincible in combat, and his connection to his otherworldly sponsor makes him one of the greatest threats to safety and freedom on Neverworld. Despite this, the Hooked Man fancies himself a gentleman, and he is obsessed with acting in good form, even if his base nature and more violent side often causes him to betray such values. He lost his right hand to the Forever Boy, having since acquired a protestic that can shift between multiple forms, seemingly based on his mood and thoughts, most commonly a hook. The Sky Pirates: An assembly of beings from all across Neverworld, the Sky Pirates sail across the skies, striking from behind clouds to pillage and plunder. Originally assembled by the Hooked Man on what later became their flagship, the Sky Pirates grew in size as ordinary pirates were absorbed. They are now almost a nation in themselves, striking without mercy from their great armada in the sky. Notable individual pirates includes Smee, an oddly friendly pirate. He is the boatswain of the Hooked Man's flagship, maintaining the vessel to perfection. There are rumors that some of the Sky Pirates were lost in the same incident as the Forever Boy, and might have found their way to Earth Prime and the surrounding universe. The Great White Whale, Destroyer of the Seas: A monster that prowls the seas of Neverworld. A giant whale, easily the size of island, the Great White is the last of its kind, a once numerous species hunted into extinction. Though it rarely comes near coasts, any vessel on the sea can come under attack. Being eaten by the Great White Whale is not as final a fate as one would believe at first, however. An entire city of survivors has sprung to life inside the beast. The Professor of Crime: A mysterious figure that seems to control most of the criminal underworld in the landlocked cities of Victori and New Avalon. None knows his true identity. The Great Detectives: A pair of Victori detectives that journey across the world, solving mysteries and rescuing. One is an eccentric, possessing remarkable intuition and guile, the other a doctor of medicine, though no less proficient than the first. They are Holmes and Watson, the great detectives. The Lost Heroes: A loose assembly of heroic figures, all mirroring figures from Earth Prime litterature. They are united in their opposition to the Hooked Man, searching for the fabled Crocodile that can defeat the Hooked Man. Ahab, Whale Hunter: More machine than man, Ahab the Whale Hunter travels the seas, constantly on the trail of Great White. Once a hero, he is now little better than the monster he hunts, willing to sacrifice anything and anyone to finally kill the whale. The Crocodile: A legend even among legends. Once thought nothing but a myth, the Crocodile was finally summoned into Neverworld when the Hooked Man's hand fell into the sea. A giant beast, said to tower over even mountains, no one quite knows the limits of its power. PCs The Forever Boy: An almost legendary figure on Neverworld, a trickster, prankster and hero, and forever a boy. One of the few friends to the Fey, he knows the secrets of their Pixie Dust. As one of the Lost Heroes, he sought the Crocodile to slay the Hooked Man. Currently stuck at Earth Prime after a clash with the Hooked Man, where he disarmed the Hooked Man of sword and hand, summoning the Crocodile in the process. History On Neverworld, time is more like a sea than a river. The past can change as readily as the future. Time can run faster in some places than others, especially compared to Earth Prime. This is a rough breakdown of some major events that have occured on Neverworld, in roughly chronological order. More than 200 years ago The third war between New Avalon and Victori ends in stable peace. A multitude of soldiers and sailors in the New Avalonian and Victori armadas turn to piracy. More than 100 years ago Tales of the Forever Boy spreads across New Avalon and Victori. No one is quite sure when he first appeared. The Hooked Man is hooked (on a bad feeling), quickly turning to piracy. The giant whales are hunted to near extinction, driving the Great White Whale mad with grief, starting its path of destruction 50 years or less ago 50 years after the Great White Whale begins its first rampage, Ahab begins his hunt for the whale. The Hooked Man begins raids against the people of the world The Lost Heroes gather to fight the Hooked Man. They are defeated. The Lost Heroes start their search for the Crocodile. The Lost Heroes find the Forever Boy, and he joins their crew The Lost Heroes fight the Hooked Man. The Forever Boy severs his hand, which falls into the sea, summoning the Crocodile. Through unknown means, the Forever Boy ends up on Earth Prime.
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How hinky is that, because Doctor Thorne seems like a really good fit?
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"Mister?" It sounded like Dr. Midas really took offense to that one, as he tried to climb out from the wreck of his platform. "I am a DOCTOR!" His ego certainly fit the golden armor he had made for himself and his henchmen, at least. Again letting himself get too distracted, giving way to a resounding *KLANG* as Rev's cybernetic fist of justice collided with his golden, armored face. "OW!" Dr. Midas fell right back into the heap of the platform that he had been trying to free himself from. He was really not doing as well as he had hoped, not even noticing that his henchmen were leaving.
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That's a hit indeed. Toughness save: 12d20+12-1(bruised) = 15 So, miss by 7, so he's Dazed and getting another Bruise. Current status: Current status: Armor Thug 1: Unconscious - leaving Armor Thug 2: 24 - Bruised - leaving Rev: 15. HP 3 - Bruised, Staggered. Facs: 11 HP 1 - Unharmed Dr. Midas: 8 - Bruised (x2), Dazed Facs is up!