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Portia Labiata

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About Portia Labiata

  • Birthday January 23

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    Savannah, Georgia
  • Interests
    Ecology, History, Philosophy, and most importantly, Arachnology

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  1. The traffic has slowed down, so Ms. Bright's teleport isn't even tricky. In a flash, she reaches the highway, picks up the plate, and in another is back where she started... although now very close to the cyborg Delta. He had appeared out of nowhere, teleporting just like she had. He introduces his arrival, but at the same time releases a cluster of tiny drones into the air, which take flight and zip away. The license plate is a Freedom City plate, judging from the style and color, but yet somehow a little strange. 07042-C... the hyphen and the ending letter are uncommon. Either way, a license plate is a license plate, and therefore traceable. Meanwhile, Delta cycles through the cameras of a hundred tiny drones, but he's arrived late. It's hard to tell which exit the van has taken, what streets it might have turned on, or even how long ago it passed here, precisely. What's more, each and every electrical truck distracts him... none of the ones he inspects is missing a license plate. The van has escaped, and with it, the kidnappers and their hostage.
  2. GM Dark Red Tide - 4 Monsters in the Night - 2 All points go to my only character, The Blind Huntsman
  3. "Ah, you're familiar, then?" the man asks Melissa. "Well, the tank itself is not unlike the water tank in a modern house. A flexible barrier separates the water in the tank from a layer of air in the tank. Then, we just pump in the water until the air is compressed to a desired level. That compression of air is what pressurized the water. The real revolutions are the valve system that allow us to introduce fish into the tanks without depressurizing, as well as the small robots inside the tanks that maintain it." As if on cue, a shape drifts by in one of the tanks, slightly obscured by the red. It is no larger than a clenched fist, and has multiple arms dangling off of it, not unlike a jellyfish. However, unlike a jellyfish, the arms are joined and mechanical. They twitch and move as if powered by servo motors... which they likely are. Those little robots monitor and help maintain cleanliness, temperature, and pressure, along with sensors lining the tank walls. None of the sensors gave us any indication that something was wrong, and so we didn't find... all of this... until everyone else did. The logs all say everything is normal, and has been since we last checked the tanks."
  4. In succession: There are no corpses, visible to the naked eye or detectable via radar It's not terribly cloudy, but you certainly cannot see the back of the tanks. You estimate you can see pretty clearly about 5 - 10 feet into the tank, and have an obstructed view from about 10-20 feet into the tank. The Dartfish is right up there, right next to the glass. The overall obfuscation is similar to that of dropping food coloring into water, if that helps. It's foggy, but ultimately translucent.
  5. By the time Delta had reached the top of a billboard advertisement overlooking the highway, his chest was almost painfully hot. Not from exertion on his body, but on the teleporter housed within him. He was overheating... but he had made it. Time to cool off. Delta looks around, trying to find the electrical van. He had aimed to head them off, but spotting one white van amidst a sea of traffic is easier said than done. He doesn't pull off the feat, but he does see something perhaps even more interesting: A glowing woman flies into the air from below the highway overpass and holds aloft, looking for something. Ms. Bright is sure that she heard the scream from the overpass, but whoever had been crying for help is either no longer present or no longer screaming. Due to Bright's presence, many of the cars and trucks slow down, and passengers and drivers alike lean out their windows to gawk or even take videos of her with their cell phones. Traffic slows, and cars in the back of the lines honk their horns, angrily yelling at those in front to hurry up. The attention is far from chaotic, just a side-effect of glowing with bright light when one uses their powers. Still, the slow in traffic gives Ms. Bright the chance to spot something she likely wouldn't otherwise: A dented licence plate that had been knocked off of a car, and kicked to the side of the highway by the wheels of following cars and trucks. Terrifica's Terrifi-Cycle is fast, and - when she's in a hurry - maneuverable enough to make traffic a non-issue. The GPS on her cell-phone directs her towards the source of the signal that had hacked her. It seems to be a persistent signal, and whatever its source is, it's on the move. And boy... is it fast. The Signal keeps dropping away and reappearing several hundred feet away. The GPS can barely keep up with it. Still, after a long chase of slowly watching the signal get further and further away from her, Terrifica finally sees the signal stop in its tracks. She uses this chance to gain ground. Closer... closer... closer... Until she is right on top of it. But no one is around. In the middle of a side-street that diverged from the highway, meant for service vehicles, Terrifica is all alone. Meaning whatever the source of the signal is, it is either above her, or below her... Before Terrifica can check, her eyes are drawn to a bright light rising above the highway, flying through the sky. Is that... a person? Lulu's escape from Claremont surprisingly goes off without a hitch. The hallways and the grounds are all but abandoned, and none of the faculty are patrolling. And although the use of mind-control feels distasteful, it is over shortly. Lulu leaves the woman's van and stalks off into the night before the driver can shake off the confusion. The psychic finds herself trekking through parking lots and large swathes of uncut weeds and grass on unused and un-owned property as she stumbles through the night toward the highway overpass she had seen. It isn't clear until she arrives whether the vision had been of the present, the past, or the future. As she breaks through a small copse of trees, Louise stands at the top of a hill across a small lot and a service road from the overpass. It appears that her vision was of the future, because down below the overpass Lulu can see the figure of what she assumes is the girl. The figure shakes their head just before cloaking themselves in a bright light and rising into the air above the overpass. Not only that, but Lulu can also see another figure standing next to a motorcycle down on the service street, looking up at the gowing figure.
  6. The collection of present employees and police officers turn to look at Forever Boy in surprise, but it wears off quickly. By now, most of the employees at the aquarium have gotten used to superheroes popping out of thin air every time there is a strange situation. The one who had spoken before answers first. "Yer right about that. It's called Kaguya's Dartfish," he replies, butchering the pronunciation of "Kaguya" with his own accent. "It's carnivorous, but yer right. It eats krill and shrimp. We had some fish in that same tank that were a meter long or more, so there's no way it ate 'em. Besides, even if it did, that doesn't account for all the fish in the other tanks." Bee knows that the employee is correct. She recalls what she had read about the exhibit before coming here, and the Kaguya's Dartfish stands out clearly in her mind. It - unlike many of the other fish displayed - is not a deep sea fish, and as such, was not placed in a pressurize, deep sea tank. The dartfish is merely very rare, being discovered perhaps centuries ago by fishermen and divers off the coasts of Japan and the Oceanic islands, as there are accounts of a rainbow dartfish from that far back. However, none had ever been caught before, and many believed the fish to be a cryptid until less than a year ago when a live specimen was first caught.
  7. @Tiffany Korta @EternalPhoenix @Tarrakhash @Heritage IC and OOC threads up! Welcome to the game!
  8. Freedom City, Southside, 10:22 p.m. Be sober, be vigilant; because your adversary the devil, as a roaring lion, walks about, seeking whom he may devour... ~ Peter 5:8 ____________________ Agnes was in for another cold night. Freedom City wasn't in the deep of winter yet, but it was getting there, and this icy, frigid drizzle from a dark and cloudy sky certainly didn't help. A sharp squall tugs at her red hoodie and burrows inside, stinging her skin as the wind whistles past the support columns of the overpass under which she had currently made residence. A few discarded beer bottles clink as they shudder against each other, as if also cold, and empty plastic bags and trash flutter past like modern tumbleweed. Above her, the sounds of rushing automobiles on the highway play an unappealing but strangely relaxing lullaby. Still, it wasn't all bad. Agnes had managed to scrounge up a half-decent meal and an unopened bottle of water. With no one around to bother her, Agnes is about to dig in. Then a loud KA-THUNK! KA-THUNK! sounds as a truck rolls over a pothole above, and Agnes is sent into a terrible place within her own head, past memories flooding back. They are so visceral, so real, that Agnes forgets where she is, that she is even Agnes. In the middle of it all, she hears the voice of a girl, not within her mind, but with her own ears, almost washed out by the noise of the cars. The girl screams once for help before the echoes fade away and Anges drifts into nightmares... Agnes wakes up as suddenly as she had passed out. She feels like only a few minutes had passed, but at the same time she is worn out as if she had been out cold for hours. This hadn't been a normal flashback. It felt as if something had pulled her into it, forcibly and violently. She could feel someone or something tugging at the deep recesses of her mind. That force is gone now, but it had still been chilling, and there is no telling who or what had caused it or if it would be back. One thing is certain, however... Agnes had heard a cry for help, from the overpass above. It hadn't been a nightmare, she had heard it with her own ears... ____________________ Delta's eyes were going haywire again. It wasn't the first time. Every now and again the machines within his body did something involuntary, sometimes without his knowledge that they could even do that. However, his eyes hacking into camera feeds are... well, not common, but it certainly isn't all that surprising. Sometimes, Delta just had to wait it out, and let the system restore itself. His eyes flicker from feed to feed, First a security camera from a bakery, patrolling an empty, locked up store front. Next, a cell phone being used to film a boy's twelfth birthday, just as the kid moves to blow out the candles... Third, the dashboard camera of a police cruiser, staring out of a cracked windshield as two men hustle another person with a bag over their head into the back of an electrical repair truck... What? Delta's eyes flick to a new feed, and he wrestles with his internal systems, trying to get back to the last camera. He eventually manages it, but only just as the electrical van is driving away. Delta can't catch the licence plate... but now that the vehicle has moved he can see a street sign in the distance. Abercorne Lane... a small street off the beaten path in Southside, about ten to fifteen blocks from the boardwalk. It is hard to get one's baring from one angle of a camera they've never seen before... but Delta thinks they are heading north, toward the highway. Maybe he can make it if he rushes. ____________________ The hero business takes on a different flavor when you are a genius. Terrifica has no need to monitor police scanners or internet rumor sites or even the daily news. Parsing through incredible amounts of data... that's what computers are for. Besides, Terrifica isn't some common thug who gets her kicks by going out at night and beating up common thieves who could barely tie their own shoes. In most cases, a simple tip to the nearest police precinct is enough to get those kinds of hooligans caught. As such, much of Terrifica's job as a hero can be automated, leaving her plenty of time to be Samantha Carson. But not tonight. Tonight, there is... an anomaly. Obviously, sometimes Terrifica needs to be alerted about specific circumstances. Her phone buzzes, and she is greeted by camera footage that her computer had been monitoring. It is the vision of the dashboard camera of a police cruiser, its window cracked, and no officer in sight. Meanwhile, a pair of masked men hustle a small figure out with a bag over her head, throwing her into the back of an electrical van. On its own, this may not warrant further investigation from Terrifica... but that isn't all. The reason the computer had tipped her off is that someone had hacked her. Her. Terrifica's firewalls are legendary, and yet... apparently not bullet-proof. But the hacker hadn't been flawless in his intrusion. He had left a trace. And now... Now Terrifica could follow his every movement. ____________________ Lulu sits in her empty dorm room in Claremont. It is Thanksgiving break, and a large swathe of students have left campus to visit friends and family... not Lulu, though. Instead, she stays in her room, keeping to her own devices. No distraction keeps her from missing Bobby, however. The entire day, she had had a wriggling feeling in the back of her mind, some creeping anxiousness. It felt almost like her powers warning her of some unseen threat, but too weak. Too subtle. Perhaps it was simply plain old, run of the mill nerves? Such a thought is dashed as a powerful vision - accompanied by a wave of nausea - washes over Louise. In her mind she sees a dark-skinned girl with curly hair and a red hoodie hunched over with her hands clutching at the sides of her head as a cry for help sounds out. For a moment, the vision lingers, before thrusting Lulu forward into the tortured nightmares of the girl. Most of it is incomprehensible flashes, but it is far from pleasant. Suddenly, it all stops. Lulu is inside a darkened, derelict building. From the IVs and discarded wheelchairs, it appears to be an abandoned hospital. All of the lights are off, and curiously, there are no windows, the only light given off by occasionally flickering exit signs. Louise can only see a few feet in front of her - as her eyes are somehow already adjusted the darkness - before near-pitch black shadow envelopes the distance. As she stand at the junction of two crisscrossing corridors, Lulu senses something terrible about this place, beyond its creepy atmosphere. Stains mark the cinder block walls, but without color, Lulu cannot confirm what kind... she can make a decent guess, though. Any attempt to peer into the dark void is disorienting, as if the hallways and corridors are twisting and swaying gently, threatening her with unseen horrors to force her to look away. The vision ends abruptly, just as it had started. Lulu is left watching over the girl she had seen earlier, who appears to have passed out. She is now in control of her own ESP, and can more accurately study her surroundings, that being a highway overpass. Bright neon lights in the distance mark casinos and gaudy nightlife, the signature sign of Freedom City's Southside district. She isn't that far away, not by bus or car. She isn't too to try telepathy on the girl, either... although there is no telling when she will wake up.
  9. (The Blind) Huntsman Power Level: 7 (150/151 PP) Unspent Power Points: 1 Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness In Brief: Blind bow-master with incredible senses and a seeing-eye monkey Alternate Identity: Duab Ntxoo Hawj (Secret) Birthplace: Muang Khoun, Laos Occupation: Ex-Hunter Affiliations: Family: Husband (Darrel White) Granddaughter (Danielle White) Description: Age: 36 (DoB: 1982) Gender: Female Ethnicity: Asian. Height: 5’ 1” Weight: 120 lbs Eyes: Brown Hair: Black Huntsman is a Laos-born woman with straight, black hair. She is physically very fit, but of small, slight build. She wraps a strip of silk around her eyes, which have been scared heavily and blinded due to an explosive. Huntsman wears a specialized ghillie suit that can change color and pattern to match its surroundings. Underneath are rather common hunting gear, such as water-resistant, canvas pants and jacket, gloves, and a facemask, all dark colored. At her hip is a quiver of arrows, and she carrie at all times her trusty bow, a marvel of composite engineering. Her belt has the tools of her trade as a hunter, such as a hunting knife, and vials of the sleep-inducing agent Huntsman coats her arrows in. History: Huntsman was born in Muang Khoun, the once-capital of its province in Laos. At the end of the second Indochina War, Muang Khoun had been all but abandoned. But her family remained. When she was a child, Duab Ntxoo stumbled across an unexploded ordnance near her home. It went off, and while she miraculously survived, she was permanently blinded. It was only then that her family chose to leave their home, and start a new life in Colorado. In America, Duab Ntxoo had the advantage of childhood to help her learn English. However, suffering from blindness made her miserable. She began trying to find ways to work around the disability, choosing only the most difficult hobbies she could for someone who cannot see, seemingly out of spite. Archery was one of those hobbies. Over a decade of dogged determination and practicing under her fingers bled gave her the ability to not only rely on her hearing to make up for her blindness, but also source and aim at anything she could hear. This same determination turned into a contrarian nature. Where her parents would try to protect her by keeping her near, Duab Nxtoo would frequently try to run away to prove her independence, exploring the outdoors and wilderness in much the same way that led to her blindness in the first place. Still, she was capable enough to learn and improve herself to become a skilled survivalist. She turned these skills into becoming a professional hunter… but not to kill animals as trophies, as she was a natural animal-lover. Instead, she offered her skills to conservationists, putting animals to sleep so that they could be collared, monitored, and protected During a trip to the South American amazon, Duab Nxtoo found a group of trophy hunters illegally killing and capturing protected species for sport, such as jaguars and monkeys. She attacked the hunters herself, and freed the animals still alive. One of the spider monkeys took a liking to her, and she brought it back as a pet, naming him George. This also impressed one of her co-workers - Darrell White, one of the men who had worked on designing the collars and other equipment - enough for him to ask her out on a date. A few years later, the two married and had a child. Unfortunately, Duab Nxtoo was not the type to settle down in one place. She continued to travel the world and work, and Darrell was left behind with their baby girl, Danielle. One day, she came home to find both missing… kidnapped, for unknown reasons. Which brings us to today. Duab Nxtoo has taken the name Huntsman - named after a species of blind spider from her homeland - and she is actively looking for her family. Her search has led her through politicians, crime lords, and corrupt scientists. The trail points to a massive conspiracy, but exactly what it hides has yet to be revealed… Personality & Motivation: Huntsman has only one motivation, and that is to find her family. However, many roads lead to this goal. She is currently using a two-pronged approach. First, Huntsman finds someone involved in the conspiracy surrounding her family’s disappearance, and “convinces” them to give her information leading to the next minion. Second, Huntsman has been trying to get in contact with other heroes, helping them with their pursuits in exchange for return favors. Huntsman is pragmatic and candid. She wastes few words, and is wholly determined on only one task at a time. A perfectionist by nature, she refuses to leave anything unfinished before moving on to the next task. While not terribly charismatic, Huntsman has a powerful force of will and a knack for getting under others' skin. When the need arises, she is very good at manipulating those with weaker wills by way of appealing to their base instincts, be they humans or animals. However, those not easily manipulated will find her off-putting. Huntsman is also very contrarian, and hates being told what to do or how to do it. Personal experience has taught her that the consequences of actions linger far longer than we intend. For Huntsman, the consequences of a war she never lived to see left her blind. In her own life, the consequences of leaving her family alone left them defenseless. Huntsman is very particular in choosing her words and actions, and disdains those who are wanton or careless. Despite her rugged and standoffish nature, however, Huntsman is still a mother. She has a particular liking towards children and teenagers, and is more protective over them than adults. Powers & Tactics: Huntsman is, as the name implies, a hunter first and foremost. To her, preparation before a fight is the key to success, and patience is the greatest virtue. Using a weapon with limited ammunition lead to a “quality over quantity” mentality in terms of lining up shots. Huntsman is far from a pacifist, but she abhors killing. Her arrows are aimed to cause non-lethal wounds, and are coated with a sleep-inducing drug to knock out opponents rather than kill. Due to the silent nature of her weapon, Huntsman tries to pick off loners one by one, using stealth and cunning, rather than barge in head-first. Power Descriptions: Huntsman’s bow is one of her husband’s many inventions, a powerful, durable compound bow. It is devoid of any sights, as they would be wasted on Huntsman. She has a variety of arrows, each serving a different function. Her normal arrows are standard, wedge-shaped and sharp, but because of her misgivings about physically harming living things, she dislikes using them against human beings. If she must, however, she targets the arms and legs, pinning the down, rather than causing a severe injury. Huntsman's tranquilizer arrows - an invention by her husband - are fantastic, long-ranged weapons for delivering a fast-acting and ultimately safe sleeping agent. Unfortunately, the arrowheads are bulkier, and she can only carry so many with her before she needs to mix more of the drug. Every now and then, she must maintain the mechanical delivery system on these arrows as well. Finally, Huntsman has arrows which can explode into clouds of smoke to give herself cover - she doesn't rely on sight anyways - and a grappling arrow attacked to a rope that she can use to ensnare and drag opponents. The grappling arrow can also be used to help her climb up vertical surfaces or swing from ledge to ledge. When Huntsman finds an opponent that is difficult to pin down, she can fire multiple arrows at once in a cone, losing precision for the sake of sheer quantity. However, because she cannot actively select targets like this, she runs a greater risk of causing unintended injury or even death, and tries to do so only sparingly. Another of Darrell's inventions is Huntsman’s ghillie suit, the most advanced piece of technology on her person. The suit can adapt its color, pattern, and even texture to mimic the environment around Huntsman, meaning if she calibrates it and remains still, she can become virtually invisible and utterly silent. Complications: Archaic Weaponry – A bow and arrow doesn't allow for too many shots. If Huntsman is not conservative, she can run out of ammunition and be left helpless. At any time, the GM may decide that Huntsman has run out of arrows, and her bow becomes unusable until she restocks. Friend to Animals, to Humans… Not So Much... Huntsman is a natural when it comes to understanding and handling animals. Around humans, however, her charm has a tendency to fly out the window. At any time, the GM may decide that Huntsman’s social skills are hindered or simply do not apply when interacting with other people. Blindness - Huntsman is totally blind. No matter how good her hearing is, there are some things she simply cannot detect. At any time, the GM may decide that Huntsman's blindness is an insurmountable obstacle to detecting something important. No, I'M the REAL Huntsman - Turns out, Duab Ntxoo isn't the first to take the name "Huntsman." Naturally, the causes some confusion. Occasionally, when meeting or interacting with others, this can lead to... difficulties. At any time, the GM may decide that Huntsman has been mistaken for another with the same moniker, adding some significant complication to the encounter. Due to the confusion, some privy to the knowledge of her disability (which Duab Ntxoo is not terribly apprehensive about sharing) have come to call her "The Blind Huntsman," not realizing that the name is both redundant and irritating. Unfortunately, Duab Ntxoo has no way of stopping this trend. Family First - Huntsman is single-minded in her pursuit after those who kidnapped her family. When this conflicts with other obligation, or even her own morality, this can cause a crisis. At any time, the GM may request an irrational or dangerous emotional response from Huntsman when finding her family or the kidnappers responsible conflicts with her current goals. If Huntsman complies, a Hero Point is awarded. Abilities: 4+6+6+4+10+2=32 Strength 14 (+2) Dexterity 16 (+3) Constitution 16 (+3) Intelligence 14 (+2) Wisdom 20 (+5) Charisma 12 (+1) Combat:12+12=24 Initiative: +7 (+3 Dex, +4 Improved Initiative) Attack: +6 (+10 Bows, +8 Knives, +8 Unarmed) Grapple: +10 Defense: +9 (+6 Base, +3 Dodge Focus, +3 Flat Footed) Knockback: -3 Saving Throws: 3+4+2=9 Toughness: +5 (+3 Con, + 2 Defensive Roll) Fortitude: +6 (+3 Con, +3) Reflex: +7 (+3 Dex, +4) Will: +7 (+5 Wis, +2) Skills: 128 SP= 32PP Acrobatics 9 (+12) [Skill Mastery] Bluff 11 (+12) [Skill Mastery] Climb 8 (+10) [Skill Mastery] Craft (chemical) 3 (+5) Craft (mechanical) 3 (+5) Diplomacy 11 (+12) Handle Animal 11 (+12) [Skill Mastery] Investigate 8 (+10) Intimidate 11 (+12) Knowledge (physical sciences) 3 (+5) Knowledge (life sciences) 8 (+10) Knowledge (streetwise) 3 (+5) Language 4 (Laos [Native], Hmong, French, English, Spanish) Medicine 5 (+10) Notice 7 (+12) [Skill Mastery] Sense Motive 7 (+12) [Skill Mastery] Stealth 9 (+12) [Skill Mastery] Survival 7 (+12) [Skill Mastery] Feats: 36PP Acrobatic Bluff Animal Empathy Attack Specialization 2 (Bows) Melee Focus 2 Challenge - Improved Acrobatic Bluff Challenge - Improved Feint Challenge - Improved Taunt Defensive Attack Defensive Roll 1 Dodge Focus 3 Evasion 2 Improved Aim Improved Critical 2 (Bows and Arrows) Improved Initiative Improved Ranged Disarm Improved Trick Move-by Action Power Attack Precise Shot 2 Quick Draw (Draw) Ranged Pin Minion 2 Skill Mastery (Acrobatics, Survival, Notice, Stealth) Skill Mastery (Climb, Bluff, Handle Animal , Sense Motive) Taunt Tracking Ultimate Effort (Aim) Uncanny Dodge (Auditory) Powers: 9+3+4+6+4 = 26PP Device 3 (15PP Container, Flaws: Easy to Lose) (Bow and Trick Arrows) [9PP] 15DP Total Array 5 [15 DP, Power Feats: Alternate Power 5] (Trick Arrows) Base Power: Blast 4 (Feats: Subtle, Precise) (Normal Arrow) [10DP] Alternate Power: Stun 4 (Extras: Ranged, Sleep; Flaws: Unreliable (5 uses, craft (chemical) to recharge); Feats: Subtle) (Tranquilizer Arrow) Alternate Power: Strike 5 (Extras: Area (40ft Cone)) (Arrow Barrage) [1DP] Alternate Power: Snare 4 (Feats: Subtle, Tether) (Snaring Arrow) [1DP] Alternate Power: Obscure 4 (Visual Senses, 100 ft radius; Extra: Independent [+/-0]; Feats: Subtle) (Smoke Arrow) [1DP] Alternate Power: Speed 3 (Extras: Linked to Super Movement[+/-0]) + Super Movement 3 (Slow Fall, Swinging, Wall Crawling 1 [Half Speed]; Extra: Linked to Speed [+/-0]) (Grappling Arrow) [1DP] Device 1 (5PP Container, Flaws: Easy to Lose) (Hunting Knife) [3PP] 5DP Total Strike 4 (Feats: Mighty (+2 str)) (Hunting Knife) Device 1 (5DP Container; Flaws: Hard-To-Lose) [4PP] (Reconfigurable Ghillie Suit) 5DP Total Concealment 2 (Normal Sight); Extras: Continuous; Flaws: Blending, Increased Action (Move); Feats: Close Range, Linked to Concealment [+/-0]) + Concealment 1 (Normal Hearing; Extras: Continuous; Flaws: Limited (Only While Stationary) [5DP] Super Senses 6 (Auditory: Accurate, Extended Range 2; Danger Sense; Direction Sense) (Enhanced Hearing) [6PP] Super Movement 2 (Trackless; Sure-Footed) [4PP] (Hunter's Step) DC Block: Unarmed (+8 Hit, DC 17 Toughness) Hunting Knife (+8 Hit, DC 21 Toughness) Standard Arrow (+10 Hit, DC 19 Toughness, 18-20 Crit) Tranquilizer Arrow (+10 Hit, DC 14 Fortitude, 18-20 Crit) Net Arrow (+10 Hit, DC 14 Reflex, 18-20 Crit) Arrow Barrage (DC 15 Reflex half, DC 20 Toughness) Abilities 32 + Combat 24 + Saving Throws 9 + Skills 32 + Feats 36 + Powers 26– Drawbacks 0= 150/151 _______________________________________________ Minion: George the Monkey [Monkey Preset (pg 231 core rules) with higher skills] George is a black-furred, South American Spider monkey from Huntsman's trip to the Amazon. After she saved a whole host of animals from poachers, she let the lot of them free, but George took a liking to her and followed her around. Since then, George has remained with Huntsman even longer than her own husband and child, and has learned several tricks useful to her, including being able to alert her of things she cannot see, or fetching objects for her. To Duab Ntxoo, George has proven invaluable in helping her overcome some of the more persistent difficulties associated with her blindness. Because she relies so much on hearing, she needs George to locate and point out to her things that do not produce sound or simply do not move. More than once, George has alerted Huntsman to an enemy sneaking up on her by screeching and throwing rocks at them. As a spider monkey, George is not as impish as most other monkeys. He is very docile, and when threatened is unlikely to do more than throw rocks, other than run away, of course. Still, he has been known to steal shiny or interesting things without her direction, and he will occasionally try to steal food as well. He dislikes the cold, and will hug anyone he sees to get warm again. Abilities: 1 + 5 + 0 - 8 + 2 - 5 = -5PP Strength: 3 (-4) Dexterity: 15 (+2) Constitution: 10 (+0) Intelligence: 2 (-4) Wisdom: 12 (+1) Charisma: 5 (-3) Combat: 8 (2PP / Base Attack) + 4 (2PP / Base Defense) = 12PP Initiative: +2 Attack: +6 (+4 Base, +2 due to size) Defense: +4 (+2 Base, +2 due to size), +0 Flat-Footed Grapple: -4 Knockback: -4 Saving Throws: 3 (1PP / Fortitude) + 2 (1PP / Reflex) + 0 (1PP / Will) = 5PP Toughness: -1 (-1 Con, +0) Fortitude: +2 (-1 Con, +3) Reflex: +4 (+2 Dex, +2) Will: +1 (+1 Wis, +0) Skills: 56R = 14PP Acrobatics 8 (+10) Climb 17 (+19) Notice 9 (+10) Stealth 11 (+13) Sleight of Hand 11 (+13) Feats: None Powers: 1 + 9 = 10PP Additional Limbs 1 (Prehensile Tail) [1PP] Shrinking 8 (Feats: Innate; Flaws: Permanent) [9PP] Drawbacks: -4PP Mute (Very Common, Moderate) [-4PP] Totals: Abilities (-5) + Combat (12) + Saving Throws (3) + Skills (14) + Feats (0) + Powers (10) - Drawbacks (4) = 30/30 Power Points
  10. @Tarrakhash @RocketLord Since no one is really looking for invisible men, you don't need to roll stealth. However, it is up to you two whether you detect each other, and you may choose to contest stealth vs notice, if you so desire. @EternalPhoenix @Tiffany Korta Since I haven't been on this site long, I don't know if Pan, Delta, Bee, or Queenie have ever met each other. Unless someone says otherwise, I'm going to operate under the assumption that Queenie is at least recognizable as a hero, but no one has actually met before.
  11. GM Melissa's search doesn't take long. Just as she begins searching for a stand-out face, a woman not ten feet away announces to one of the employees that she is Queenie, public hero and famous chef. The employee initially tenses up, ready to give a standard, non-specific excuse and direction to a nosy customer, but his shoulders drop when he recognizes Queenie. "I don't know what you can do here, Ma'am," he replies, a thick southern accent marking him as a non-native to the city. He shakes his head, a few strands of long brown hair slipping loose from his pony-tail. "Everythin's already gone. No idea how, though... we checked on 'em five minutes ago!" Unseen to Bee, Queenie, and the employee, an invisible Delta slips by them and the police blockade to enter the room unannounced. It doesn't take long to take in what the others had already seen, that being a lot of fish tanks, and no fish save one. The lone, rainbow-colored fish drifts alone amidst a sea of crimson tendrils. Vision of Pan's body has already slipped away unnoticed into the void. None of the employees or officers seem to notice that one fewer customers have exited the room than had previously entered, and he is left momentarily to his own devices, but not alone. He and Delta remain invisible to each other just as they do the rest of the world. Pan steps closer to the tank. The little dartfish drifts in place, only just barely swaying from side to side. It stares out from the tank, seemingly not bothered by whatever had transpired. Was it sleeping? Did fish sleep? It's eyes were open, but... did fish even have eyelids? Regardless, the creature looks to be tranquil - perhaps even creepy - as it sits in place as motionless as possible, staring out from behind the glass back at Pan.
  12. Dark Red Tide is up and running in this thread, featuring: RocketLord's Forever Boy Tarrakhash's Delta EternalPhoenix's Queenie Tiffany Korta's Bee Monster's in the Night is up and running in this thread, featuring: Tarrakhash's Delta EternalPhoenix's Terrifica Tiffany Korta's Ms. Bright Heritage's Crystal Gazer
  13. Ladies and gents, first post is up! Welcome aboard!
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