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Heritage

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  1. Gossamer's origin is the subject of an ongoing lawsuit and is thus not public knowledge and her findings have all been seized as evidence (this is her father's company attempting to cover its collective ass). A very skilled researcher with legal knowledge (or perhaps a German super-genius) could look it up, but that would probably be a DC 30 check. Estelle herself was lied to by her own brother who claimed the materials were synthetic analogs.
  2. Grim's Bluff check: 1d20+18=30 Toughness save: 1d20+5=17
  3. Grim decided to try something clever, though she wasn't sure if she could pull it off; on the plus side, it would be awesome if it actually did. Holding her hands up in a classic boxer's stance, she began to hop this way and that, grinning gleefully. "The trick to remember when fighting Jackie is: always go for the face! The man will do anything to protect his precious mug." It was so good to be able to see her opponent this time around; maybe she could actually enjoy this practice and move on. It would be great to spar with Jack on a regular basis, something she had pointedly avoided for some time. The various magical and technological devices may have shutdown Grim's access to glamour, but it seemed her footwork was completely unaffected. The tiny brunette was all over the place, ducking, bobbing and weaving like a butterfly on steroids. Just when it looked like she was moving in for the kill, she did a backflip right past Jack as she yelled out, "Take 'im, 'Mo!"
  4. Grim is gonna try to do an Acrobatic Bluff and give the benefit to Dynamo; I'm not sure how to describe that in-character, but I shall try! She got Skill Mastery for Acrobatics, so that's a 33 for the Feint.
  5. Ah, I was hoping something like that would happen! Yeah, your reveal should keep her occupied ;)
  6. I'm thinking the best of at least easiest way is for Gossamer to have folks over to her spacious loft/performing space in Hanover for a drinks, snacks and a whole heck of Perform checks. To get the word out in the first place, maybe she can make an announcement on TV or something for interested heroes to contact her via ASTRO Labs. I suppose I could have her mention it in her 20 questions for this month.
  7. "Copy that, Jack!" Pixie Grim shot back up into the sky right for a clump of Screamers darting to avoid the Pitchoo's fire. The tiny angry mass of wings and claws flew right into their midst, spiraling, swooping and ripping its way through the lot. "Rrrrrraaaaaaah!" Her battle cry was as fearsome as it was wee. :twisted:
  8. Grim's gonna try to combine All-Out Attack, Move-By Action and Takedown Attack on a pack of Screamers, throwing in the full +5 for -5. Claws: 1d20+17=26 DC 25 Toughness check, ya little goobers!
  9. Gossamer "Concert Auditions, Second Floor, 2B" Cry Havok! Get Yourself Some Culture Monsters? In the Streets!? - AEGIS HQ Reputation Grimalkin 8 Simple Rules...for Working with Jack A Clandestine Encounter Interupting Cow The Legacy of Al-Kazar: Happy Grimday! No Mercy The SHADOW Falls They Have To Take You In When Saying Your Sorry Just Isn't Enough The Witch Doctor is IN Welcome back, Kris Zombie Powder is a Helluva Drug Reputation Red Queen (NPC) Fast Heroes and Loose Women
  10. So starting this month, Gossamer wants to begin putting together an annual benefit concert at the Liberty Dome to raise money for educational programs, so she's going to be reaching out to any and all musically talented superheroes to participate. The character doesn't have to have music-based powers or even a musical theme, just be able to play an instrument and/or sing and be willing to make a fool out of themselves in front of a large audience for a good cause. Who all is interested?
  11. Estelle meets Vivi at the Library.
  12. OOC for Grim's party, the first part of the Legacy of Al-Kazar saga. Guest list: Colt Dynamo Jack of all Blades His sister, Jill Fulcrum Atlas (already declined) Taylor and Jack Derrick and Stesha Elena (is coming) Ace Danger Dr. Archeville Vince! Divine The invite was posted just as a teaser; you can have a character react to it, or just wait for me to do the first post at the party itself, or RP the walk up to the door of the Brownstone. No one should feel obligated to post just because your PC got an invite.
  13. Tuesday, June 29th. 6:53 pm. The Main Branch of the Freedom City Library The rotunda over Ralph Waldo Emerson Hall was Estelle's favorite part of the Library; she loved to gave up at it, letting her eyes trace the colors in the glass and the thousands if not millions of tiles. The acoustics were superb, and on any given day three to four concerts were held beneath the glass canopy. The blonde heroine wore a simple black dress as she stood nursing a flute of champagne as the musicians finished their tuning, her long blonde hair in its usual thick braid that hangs straight down to her ankles; several other guests stood in distinct little groups, based on wealth, profession and influence. Estelle was rather amused to see she no longer fit into one category, which might explain why she was currently inexplicably alone. This isn't so bad; the food is excellent and Schubert's String Quintet in C major is one of my favorites. The important thing is to be seen, after all. The check is already in the mail. At that moment, Dr. de Havilland suddenly realized she could no longer remember what this particular benefit was actually for, not even the vaguest clue. Oh for goodness sake...
  14. Estelle nodded as she began to send out hair tendrils to clean up the mess, picking up debris and sweeping dust out of way. "Do we know who's in charge of that project? We need to know exactly what someone could do with that technology, and we need to find out fast. It also seems our violent friend had a good idea of what he wanted." She pauses in her work, wiping her brow with the back of her hand as she speaks with the guards. "We need a list of any disgruntled former employees, especially any who might have worked on this or a related project. Also a list of any researchers at rival labs who might have been working on a similar device and wanted to get a quick leg up...or to sabotage the competition."
  15. Dr. Estelle de Havilland was picking up lunch for the rest of her staff at a greasy spoon around the corner from ASTRO which made spectacular home fries; while she was waiting to pay, she looked up to see the TV playing behind the registered. Nikolai the owner, who was ringing up customers, turned to watch over his shoulder. Nik shook his head as he returned to the next check. "This is a brave girl, but perhaps also foolish." Some of the other patrons started murmuring excitedly, and a few of them pointed at Estelle, whispering under their breath. "Perhaps she's both; I didn't get to know her well enough." She remembered Alex from her class, and the Harvard grad had felt ridiculous teaching a pupil so clearly gifted. Her young life was going to get a lot more complicated. "Miss Estelle, you can pay me later, okay?" Doctor de Havilland shook her head and returned to reality, and sensed what Nik had picked up on: the increasingly sour mood on the restaurant's patrons. He indicated the door with a slight jerk of his head. "Ah, thank you Nik; see you soon." She squeezed her way out the door, a long golden tendril shooting up to carry her back to ASTRO Labs above the street. Surely they had both overreacted; Freedom loved its heroes, after all, but it paid to be careful.
  16. Gossamer was devestated by the revelation of Atlas' involvment; she stared at the screen, tears forming in her eyes. "It must be some trick...it's not possible!" And yet far more bizarre things happened in Freedom nearly every day; mind control, demonic possession, so many other options. Or maybe he was bad the whole time, even aboard the spaceship... Estelle turned towards the others, waving an arm towards the monitors. "Gentlemen, I can't help but feel perhaps I'd be of better use somewhere out there. My intellect is far outstripped by yours, and I think my powers would be of greater use in the field."
  17. Several of Freedom City's heroic types received a large invitation slid under their door around the middle of June; the cards appeared to be handmade either by someone in their late teens or perhaps merely addicted to clip art, glitter and caffeinated soft drinks. Some people did not get hard copies at all, due to Lynn's unfamiliarity with their current living arrangements, but she still made sure the word got around.
  18. The beautiful blonde wagged a finger at her prey. "Oh no you don't, mister! Not this time; this time, I put the squeeze on you." And with that, she began to apply just a little pressure as the golden threads slid around his torso, coiling tighter and tighter. "Let's see if I can take a little wind out of you for a change\!" Estelle was starting to enjoy herself, but was being very careful not to do any permanent damage to the sweet young man.
  19. Would it be okay if Gossamer wanted to go to another thread?
  20. Whut I Done: 2pp = Intelligence +2 3pp = Adding three ranks of Pentration of Strike, plus adding Innate and two levels of Progression to Create Object 3pp = Adding two ranks to Super-Senses (Accurate to Smell and Danger Sense) [img=http://i89.photobucket.com/albums/k240/Heritage367/024ydmedcrop.jpg] [b]Character Name:[/b] Grimalkin [b]Power Level:[/b] 14 (203/211pp) [b]Tradeoffs:[/b] None [b]Unspent PP:[/b] 0 [b]Total Ps Earned:[/b] 73 (90 -> 122, then Gold bump w/ 15 rollover, +46 more) [b]Alternate Identity:[/b] Lynn Epstein [b]Height:[/b] 5'3" [b]Weight:[/b] 116 lb [b]Hair:[/b] Brown, worn short and a bit spiky [b]Eyes:[/b] Dark brown [b]Description:[/b] A pretty young slip of a girl, Lynn typically wears ragged jeans, T-shirt, tennis shoes and a hooded sweatshirt during the day, but is wrapped in skintight leather of black and midnight blue, complete with domino mask, when she prowls the dirty streets at night. While she may appear to be a wee skinny thing, due to her faerie nature she's actually [i]much[/i] stronger than she looks. [b]History:[/b] A young runaway from Atlantic City, Lynn Epstein turned to a life of panhandling and petty crime to survive; three years ago it became too much, and she crawled into a dark alley on a chill winter night to die, but instead awoke the next day transformed! For many months she used her powers selfishly, living the high life and swindling ‘suckers’, until one night she saw a young streetwalker attacked; the FCPD’s profound indifference to the crime appalled her, and she swore that night to use her powers to help those the Powers That Be would not help. Like a trickster goddess with a vengeful streak, her personal brand of justice might seem somewhat capricious, but she would never willfully take a human life. [b]Personality & Motivation:[/b] Being that she's a shapeshifter, it's perhaps not surprising that Lynn is rather hard to pin down; she lives very much in the 'now', making few great plans and doing her best not to dwell on the past. Her emotions are intensely felt, and she can switch from playful to angry to sad almost in the same sentence. Lynn also finds comfort in the little things, everyday wonders like bike rides in the park, ice cream of nearly any flavor, and lazy afternoons spent lying in the grass; she never seems to have enough of the simple pleasures, which makes her cherish them all the more. As a crimefighter, Grim is driven by many things: the desire to see a wasted life blossom once more, an end to cruelty, injustice and indifference, and a strong personal desire to constantly improve her technique. She likes teaming up with other heroes to see how she measures up and maybe pinch a trick or two, but she is frequently very self-critical of her own performance, to the point of downplaying her many successes. However, she’s still quite young and her confidence continues to grow. [b]Powers & Tactics:[/b] Grimalkin's powers come from her faerie nature; some of them are innate, such as her keen senses and high tolerance to cold, but many of them come from her ability to manipulate glamour, the very essence of the fey. Seeing as her body is now wholly composed of glamour, she can alter it in a number of ways, such as completely changing her appearance, making herself nearly undetectable, or eluding capture. She can also create various objects seemingly out of thin air (actually ambient glamour), which she uses as props, furniture or just her own amusement. In combat, Grim prefers the stealthy strike to take better advantage of her razor-sharp claws; when forced into a 'fair fight', she uses her wits and charm to befuddle her foes to level the playing field. [b]Complications:[/b] Prejudice (the Wealthy) - Due to her lower middle class upbringing, Grim has a hard time sympathizing with the well-to-do Sensitivity to Taunting - She can dish it out, but she can't take it. Verbal barbs have a way of really getting under Grim's skin. Prejudice (Vampires) - While she makes an exception (with some difficulty!) in Avenger's case, Grim really doesn't trust bloodsuckers at all. Short Fuse - Under the right circumstances, Grim can get very angry very fast, but usually cools down just as quickly. Secret Identity - While she doesn't go to the impressive lengths of her teammate Jack of All Blades, Grim does wear a mask and use only her heroic name while in the field. [u][b]Abilities[/b][/u] [44PP] Strength 20 (+5) Dexterity 26 (+8) Constitution 18 (+4) Intelligence 14 (+2) Wisdom 12 (+1) Charisma 30/16 (+10/+3) [u][b]Combat[/b][/u] [24PP] Initiative +12 Attack +6 Base, +10 Melee, +12 Claws Defense +12 (+6 Base, +6 Dodge Focus], +3 Flat-Footed Damage +5 Unarmed (+7 Sneak Attack), +10 Claws (+12 Sneak Attack) Grapple +18 Knockback 4, 2 Flat-Footed [u][b]Saving Throws[/b][/u] [19PP] Toughness +9, +5 Flat-Footed Fortitude +10 (+4 CON, 6PP) Reflex +12 (+8 DEX, 4PP) Will +10 (+1 WIS, 9PP) [u][b]Skills[/b][/u] [29PP = 116 Ranks] Acrobat 15 (+23) (Skill Mastery) Bluff 15 (+25/+18) (Skill Mastery) Climb 7 (+17) Diplomacy 5 (+15/+8) (Skill Mastery) Disguise 0 (+3, +38 Morph) Gather Information 5 (+15/+8) (Skill Mastery) Knowledge (Arcane Lore) 4 (+6) Knowledge (Pop Culture) 4 (+6) Knowledge (Streetwise) 9 (+11) Notice 14 (+15) (Skill Mastery) Perform (Dancing) 2 (+12/+5) Search 14 (+16) (Skill Mastery) Sleight of Hand 7 (+15) (Skill Mastery) Stealth 15 (+23) (Skill Mastery) [u][b]Feats[/b][/u] [42PP] Acrobatic Bluff Agile Climber All-Out Attack Attack Focus (Melee) 4 Attack Specialization (Claws) Connected Contacts Defensive Attack Defensive Roll 4 Distract (Bluff) Dodge Focus 6 Elusive Target Equipment 2 Evasion 2 Grapple Finesse Improved Initiative Move-By Action Luck 2 Power Attack Setup Skill Mastery 2 (Acrobat, Bluff, Diplomacy, Gather Information, Notice, Search, Sleight of Hand, Stealth) Sneak Attack Takedown Attack 2 Taunt Uncanny Dodge 2 (Audio, Olfactory) [u][b]Powers[/b][/u] [53PP] [b]Comprehend 2[/b] (Languages: Understand all, Languages: Speak any one at a time) [4PP] [b]Immunity 2 ([/b]Aging, Cold[b])[/b] [2PP] [b]Glamour 7 ([/b]14PP Array, [i]Feats:[/i] Alternate Power 5[b])[/b] [19PP] [quote][b][u]Base Power:[/u] Morph 7 ([/b]Any Humanoid, +35 Disguise[b])[/b] [14PP] [b][u]Alternate Power:[/u] Concealment 6 ([/b]All Visual and Audio Senses, [i]Feats:[/i] Close Range, Selective, [i]Extras:[/i] Affects Others, Flaws: Blending[b])[/b] [14PP] [b][u]Alternate Power[/u]: Elongation 5 ([/b]100ft[b]) + Insubstantial 1 ([/b]Liquid[b]) + Super-Movement 2 ([/b]Slithering, Water-Walking[b])[/b] [14PP] [b][u]Alternate Power:[/u] Emotion Control 13 ([/b][i]Extras:[/i] Area, [i]Flaws:[/i] Limited [Fear], Sense-Dependent [Vision][b])[/b] [13PP] [b][u]Alternate Power:[/u] Enhanced Charisma 14[/b] [14PP] [b][u]Alternate Power:[/u] Flight 2 ([/b]25mph, [i]Drawbacks:[/i] Power Loss [Wings][b]) + Shrinking 8 ([/b]Tiny, [i]Feats:[/i] Normal Movement, Normal Strength, Normal Toughness[b])[/b] [14PP][/quote] [b]Leaping 2 ([/b]x5[b])[/b] [2PP] [b]Morph 2[/b] (Glamour) [4pp] [b]Strike 5 ([/b]Claws, [i]Extras:[/i] Penetration 3 [i]Feats:[/i] Alternate Power, Improved Critical 2, Incurable, Mighty[b])[/b] [13PP] [quote][b][u]Alternate Power:[/u] Create Object 5 ([/b][i]Feats:[/i] Innate, Precise, Progression 2, Subtle, [i]Extras:[/i] Duration [Continuous], [i]Flaws:[/i] Range [Touch][b]; [i]Drawbacks:[/i] Power loss: Contact with cold Iron)[/b] [7PP][/quote] [b]Super-Movement 2 ([/b]Slow Fall, Wall-Crawling[b])[/b] [4PP] [b]Super-Senses 10 ([/b]Normal Hearing [[i]Extras:[/i] Accurate 2, Extended], Normal Olfactory [[i]Extras:[/i] Accurate, Acute, Extended, Tracking], Normal Vision [[i]Extras:[/i] Counters Obscure 2 {"Darkness"}], Danger Sense [Olfactory][b])[/b] [11PP] [u][b]Drawbacks[/b][/u] [-8PP] [b]Vulnerability ([/b]Iron, [i]Frequency:[/i] Uncommon, [i]Intensity:[/i] Major [+50% DC][b])[/b] [-2PP] [b]Weakness ([/b]Iron, [i]Frequency:[/i] Common, [i]Intensity:[/i] Moderate, -1 CON / minute [10 rounds][b])[/b] [-6PP] DC Block Unarmed -- DC 22/Toughness (24 w/ Sneak Attack) -- Damage Claws -- DC 25/Toughness (27 w/ Sneak Attack) -- Damage [b]Abilities 46 + Combat 24 + Saving Throws 19 + Skills 29 + Feats 42 + Powers 59- Drawbacks 8 = 211/211 Power Points[/b] [u][b]Equipment[/b][/u] [quote name="Equipment"][i]Shared Equipment - Contributing 4ep[/i] [b][u]Interceptors HQ[/u][/b]: [21ep] [i]Size:[/i] Large; [i]Toughness:[/i] 10; [i]Features:[/i] Combat Simulator, Communications, Computer, Concealed 2, Defense System, Fire Prevention, Garage, Gym, Living Space, Holding Cells, Infirmary, Power 2, Power System, Security System 2, Workshop [b][u]Defense System 1:[/u][/b] [b]Snare 10[/b] [b][u]Power 1:[/u][/b] [b]Healing 9[/b] ([i]PFs:[/i] Persistent, Regrowth) [20pp] [b][u]Power 2:[/u][/b] [b]ESP 6[/b] ([i]Visual, 20 mile range [all of Freedom City][/i]; [i]Extra:[/i] No Conduit; [i]Flaw:[/i] Medium – Surveillance equipment; PFs: Subtle, Rapid) [14pp] AND [b]Quickness 9[/b] ([i]Flaws:[/i] Limited to Search) [3pp] AND [b]Quickness 9[/b] ([i]Flaws:[/i] Limited to Notice) [3pp] [b][u]MAVERIC[/u][/b] (Mobile Armored Vehicle for Emergency Response and Intercepting Criminals): [13ep] [b]Size[/b]: Huge [2ep] [b]Strength[/b]: 35 [1ep] [b]Speed[/b]: 5 [5ep] [b]Toughness[/b]: 10 [1ep] [b]Defense[/b]: 8 [0ep] [b]Features[/b]: 4 [4ep] Features: Alarm, Caltrops, Remote Control, Smokescreen [/quote] DONE BY SHAENTHEBRAIN
  21. If you guys want to bring Grim into this conversation, either on the phone or in person, I'd be happy to oblige, but only if you think it will help in some way. I love this thread!
  22. Bruiser Demon Initiative: 1d20+1=7
  23. Grim's Init: 1d20+12=23 Since Colby's not really there...moreso, I'm gonna be lazy and tag her onto Grim's Init, unless that seems stupid or annoying.
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