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Heritage

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  1. Estelle was tired; what started out as a nice date with an attractive German super-genius had turned into the night from hell, and right now she just wanted to be home, curled up in bed with a nice cup of tea listening to the Offspring. She was tired of this madman's ravings and wanted him to shut up. "No." It was all she could muster anymore, her wit and intellect all but spent; with a thought, she focused all her hair into a massive python-like coil that shot straight up, wrapping itself around the annoying little man and his annoying little gadgets, and she put just the gentlest squeeze on him to let him know she was feeling rather cross as she pulls him back down to her.
  2. Indeed she does! Grapple check: 1d20+33=39 "In your face, Space Coyote!" :D
  3. To hit: 1d20+10=21 Tell me that actually hits; if so, I will then roll Grapple. BTW, does Goss have 1 or 2 HP at this point?
  4. Red Queen's sheet Initiative: 1d20+3=12
  5. Wow it's hard writing for folks smarter than you are! Let me know if any of that reasoning seems far-fetched, Geez.
  6. Gossamer stepped closer to the monitor, brows furrowed in thought. "It certainly is unusual; organized randomess, as it were." She indicates Darian with a nod. "I'm inclined to agree with your dimensional traveller scenario; their appareance was too sudden to have occurred naturally. Or perhaps teleportation or a summoning?" She extends a graceful hand to the young man. "I'm Dr Estelle de Havilland by the way, or Gossamer; we never got a chance to meet back at Claremont. A pleasure." The beautiful scientist then threw a look over her shoulder in Ace's direction, and she smiled warmly at the handsome adventurer. "And it's a pleasure to finally meet you, Mr. Danger, though it's unfortunate the circumstances are so dire. I had hoped to make your party last June, but sadly I was detained." She extended a golden tendrill in greeting, then turned back to the screens, stroking her graceful chin thoughtfully. "My first thought is that these creatures were brought here by a third party as some of distraction, so that a more subtle course of action can be carried out whilst the city's defenders are occupied; if that's the case, the identity of said party and their goals and motivations are the real question. At the very least, I think its something we should consider." But something started nagging at Estelle's brain, and her hair darted and twitched with agitation as she shook her head. "No, something about all this isn't right; these creatures, their behavior is too...I want to say 'stereotypical'?" She pointed at a few of the combats on the monitors with her shimmering strands. "Look at the way they move, their choice of targets; it's as though they...watched a bunch of old horror movies to study monsters in their natural habitats, the SyFy Channel standing in for Animal Planet." Deeply troubled, she looked first to Powers, then the other heroes present. "I'm half-convinced they're not nearly as dumb as they look."
  7. Sorry to be so slow to respond to this. Is he still within range of her hair?
  8. Gossamer nodded sharply and moved to one of the stations, bracing herself with several coils of hair. She was impressed to find the controls readable to her (oh, to have this technology back at ASTRO!) but she still had a great deal of trouble interpreting the information. "Um...alright, I'll stay over here in case anything changes." :oops: The blonde scientist grinned. "Well, we may be primatives, but we do a few things right. Actually, on that note..." She looked over her shoulder at mini-Atlas, arched an eyebrow, and fetched him to her side with a thick golden limb for a warm, friendly kiss. "" Then she released him with a wink and turned back to the incomprehensible monitor station, her brow furrowed with concentration.
  9. Curse these alien computers! Computer: 1d20+5=6
  10. February 9th, 2010. An Undisclosed Location Grim sat once again in the featureless room, flipping an iPod from hand to hand; on the table in front of her rested a slim, neatly-typed report in a clear flexi binder, looking more like a term paper than a top secret file. She looked sullen and deflated.
  11. And I thank you, sir! :clap:
  12. In case it affects anything, my character edits have been added. Gossamer's were relatively minor, adding Accurate Attack and Luck 1, but Grim has some major revisions with the loss of her Sidekick.
  13. So what's the next step? I'm ready if everyone else is.
  14. Are you trying to crush the dreams of hentai enthusiasts? :P
  15. Are my edits being dedated? I ask because I see folks who've put up edits since mine have them applied. I know you guys are busy, but obviously I'm eager to use the new stuff (assuming it's all okay.) Cheers! :D
  16. My character Grimalkin started out as a PL6 and I have played her up to a PL13 and loved every minute of it. That kind of thing is another reason I love that there's a PL6 option here.
  17. Okay, here we go! Dropping Colby as a Sidekick (never the best idea in the first place), frees up an additional 6pp, meaning I have 14pp to spend. Here's how it's going down: 4pp = +4 to Strength. This is as high as I will take this on Grim; her faerie nature means she runs on magic, so she is much stronger than she looks. 2pp = +2 to Will save. Slowly bringing G-girl closer to caps 2pp = 8 ranks of skills. +3 Diplomacy, +3 Gather Info, and two new ranks in Perform (Dancing). She has talked about taking lessons in a few threads, I couldn't find anything else to spend the last two ranks on, and I kinda dig it. 4pp = new and Improved feats! All-Out Attack, another rank in Evasion, another rank of Skill Mastery (Diplomacy, Gather Info, Notice and Search) and adding a rank to Uncanny Dodge (Olfactory) 2pp = 2 more ranks of Strike (Claws) This not only makes her claws far more wicked, but also expands her Create Object to 5, allowing her to make larger objects with the Toughness of stone - neat! And that's all she wrote! [img=http://i89.photobucket.com/albums/k240/Heritage367/024ydmedcrop.jpg] [b]Character Name:[/b] Grimalkin [b]Power Level:[/b] 13 (203/203pp) [b]Tradeoffs:[/b] None [b]Unspent PP:[/b] 0 [b]Total Ps Earned:[/b] 70 (90 -> 122, then Gold bump w/ 10 rollover, +43 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. [u][b]Abilities[/b][/u] [44PP] Strength 20 (+5) Dexterity 26 (+8) Constitution 18 (+4) Intelligence 12 (+1) 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 (+5) Knowledge (Pop Culture) 4 (+5) Knowledge (Streetwise) 9 (+10) Notice 14 (+15) (Skill Mastery) Perform (Dancing) 2 (+12/+5) Search 14 (+15) (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]Feats:[/i] Alternate Power, Improved Critical 2, Incurable, Mighty[b])[/b] [10PP] [quote][b][u]Alternate Power:[/u] Create Object 5 ([/b][i]Feats:[/i] Precise, 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 8 ([/b]Normal Hearing [[i]Extras:[/i] Accurate 2, Extended], Normal Olfactory [[i]Extras:[/i] Acute, Extended, Tracking], Normal Vision [[i]Extras:[/i] Counters Obscure 2 {"Darkness"}][b])[/b] [8PP] [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 44 + Combat 24 + Saving Throws 19 + Skills 29 + Feats 42 + Powers 53- Drawbacks 8 = 203/203 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] Doktor'd
  18. Okay, returning Colby to the ranks of the true NPC, for good this time. I also added a picture that seems more age-appopriate (and come on, it's Oracle gosh darn it!), and included a brief mention of her working with Grim and the other Interceptors. [b]Detective Morena Colby -- PL6 Tier 2 NPC -- Heritage[/b] [img=http://i89.photobucket.com/albums/k240/Heritage367/dina-meyer-14537.jpg] [b]Character Name:[/b] Det. Morena Colby [b]Power Level:[/b] 6 (105 pps) [b]Unspent PPs:[/b] 0 [b]Height:[/b] 5' 6" [b]Weight:[/b] 128 lbs. [b]Hair:[/b] Brown [b]Eyes[/b]: Blue [b]Description:[/b] An attractive young woman in her early thirties, Morena dresses fairly conservatively on the job in jacket, slacks and sensible shoes, but she does her best to look stylish within the limits of her budget. She usually wears one or two pieces of jewelry of her own design, typically a necklace and bracelet in a naturalistic design. She carries a light shoulder bag for both her forensic tools and materials for spell-casting, such as chalk, clay and various herbs. Off duty, she indulges her passion for tie-dye t-shirts, baggy cargo pants and sandals, switching to clunky boots in cooler weather, with her hair worn up in haphazard fashion if she's working on an art project. [b]History:[/b] The Colbys are a police dynasty in Freedom City, a proud tradition that Morena resisted for many years; brought up in a working-class Lutheran family, she found herself yearning for a more passionate spiritual experience, and devoured books on other countries and cultures from a very young age. Against her parents' wishes, she left home to attend Freedom College, eventually earning a Masters degree in Anthropology and Comparative Religion; while in school, she also became very interested in indigenous art from around the world, as well as West African drumming. Ultimately she remained a (partially lapsed) Lutheran, but she feels her explorations of world culture have filled a hole in heart that the faith of parents was never able to do. She also experimented with transcendental mediation (and truth be told, a few hallucinogens), and has gotten quite good at self-inducing a trance. She also spent a year studying overseas in Benin, Ghana and Nigeria. However, tragedy soon led her life down a different path; shortly after she finished school, Morena's father, a long-serving officer on the Southside, was kidnapped and ritualistically murdered by a drug-dealing cult linked to the Mayombe. Her knowledge of the cult and its symbols allowed her to help the police find him, but not in time to save his life. Deciding to apply her passion to the family tradition of service, Morena enrolled in the police academy two weeks later, and she rose swiftly through the ranks until she finally made detective. Colby has recently begun working on a case-by-case basis with the young heroine known as Grimalkin, as well as a few of her fellow Interceptors; the relationship makes her a bit uneasy, for while she likes Grim well enough, her powers are frequently off-putting and she still has a few ethical concerns about the whole cop/hero dynamic. [b]Personality & Motivation:[/b] Morena has developed many interests to help her cope with the stresses of police work. In her off-hours, she likes to work in her studio, which fills half of the garage behind the West End bungalow that’s been in the family for years. She prefers sculpture and pottery, and several of her pieces can be seen on display in galleries in Riverside and the Theatre District. She also teaches art to children at a local community center on weekends (as well as meditation classes for their parents), and still drums with a percussion group based on the Freedom College campus once a month, playing one of her several [i]djembes[/i]. And at least twice a year, she goes with friends on a week-long backpacking trip, typically to Upstate New York or the Carolinas. Colby understands that in a city like Freedom, crime is not just limited to murder and robbery; far worse things go on at night, [i]unspeakable[/i] things, and she's one of the few detectives willing to work in the unglamorous Supernatural Crimes Unit. Sometimes the weight of that responsibility is almost too much for her, but she still snaps up her cellphone and gets dressed any time of day or night when the weirdness hits the fan. She has recently made the acquaintance of the mysterious vigilante Grimalkin, and has struck up an unlikely friendship with the diminutive shapeshifter. The detective recently used the black plastic frames for a pair of her father’s old glasses to make a special fetish to aid her during investigations; wearing the frames allows the wearer to detect and analyze a wide variety of mystical phenomena, but the intense focus required and the bizarre clashes of color which indicate magical effects make them hard to wear for long periods of time. She uses the semi-finished basement of her home as her ritual space, working mystical enchantments while doing loads of wash. [b][u]Stats[/u]:[/b] [20] Strength: 12 (+1) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 14(+2) [b][u]Combat[/u]:[/b] [14] Attack: +4 (+6 Pistol, +6 Shotgun) Grapple: +5 Defense: +5 (+1 flat-footed) Knockback: -3 (-2 flat-footed) Initiative: +2 [b][u]Saves[/u]:[/b] [12] Toughness: +6, +4 flat-footed Fortitude: +5 (+1 Con, +4) Reflex: +6 (+2, +4) Will: +5 (+1 Wis, +4) [b][u]Skills[/u]:[/b] [104r = 26] Bluff 3 (+5) Concentration 3 (+4) Craft (Artistic) 7 (+10) Diplomacy 4 (+6) Drive 4 (+6) Gather Information 6 (+8) Intimidate 4 (+6) Investigate 6 (+9) Knowledge (Arcane Lore) 7 (+10) Knowledge (Art) 3 (+6) Knowledge (Civics) 5 (+8) Knowledge (Current Events) 5 (+8) Knowledge (Streetwise) 6 (+9) Knowledge (Theology and Philosophy) 6 (+9) Language 6 (English [native], Ewe, Fon, French, Hausa, Pulaar, Yoruba) Medicine 1 (+2) Notice 6 (+7) Perform (Percussion Instruments) 2 (+4) Profession (Police Officer) 6 (+7) Search 6 (+9) Sense Motive 6 (+7) Survival 2 (+3) Swim 2 (+3) [b][u]Feats[/u]:[/b] [28] Attack Specialization 1 (pistol) Artificer Benefit 1 (Security Clearance) Contacts Defensive Roll 2 Dodge Focus 2 Equipment 12 Luck 2 Precise Shot 2 Quick Draw 2 Skill Mastery [Craft (Artistic), Gather Information, Knowledge (Arcane Lore), Search] Trance [u][b]Powers[/b][/u] [5PP] [b]Device 1 ([/b]5PP, Hard-To-Lose[b])[/b] [4PP] [quote][b]Super-Senses 6 ([/b]Detect Magic [Visual, [i]Extras:[/i] Analytical, Counters Illusion 2, Extended, Tracking, [i]Flaws:[/i] Distracting][b])[/b] [5PP][/quote] [b][u]Equipment[/u]:[/b] [60ep] Binoculars [1ep] Cell phone [1ep] Digital Audio Recorder [1ep] Flashlight [1ep] Handcuffs [1ep] Heavy Pistol (Blast 4) [8ep] Knife (Strike 1, Mighty, Improved Critical) [4ep] Laptop [1ep] Pepper Spray (Dazzle 5, Stun 5) [15ep] Shotgun (Blast 6/Blast 5, Accurate) [11ep] Tonfa (Strike 1, Mighty) [2ep] Undercover vest (Protection 3, Subtle) [4ep] [quote][u][b]Colby’s Home[/b][/u]: [10ep] Size: Small; Toughness: 5; Features: Communications, Computer, Garage, Gym, Laboratory, Library, Living Space, Pool, Security System, Workshop[/quote] [u][b]DC Block[/b][/u] Unarmed -- DC 16/Toughness -- Damage Heavy Pistol -- DC 19/Toughness -- Damage Knife -- DC 17/Toughness -- Damage Pepper Spray -- DC 15/Reflex, DC 15/Fortitude -- Dazzle, Stun Shotgun -- DC 20(21)/Toughness -- Damage Tonfa -- DC 17/Toughness -- Damage [b][u]Costs[/u]:[/b] Abilities (20) + Combat (14) + Saves (12) + Skills (26) + Feats (28) + Powers (5) = TC (105/105) Hmm, turns out that picture of her is huge; I might have to edit it when I have access to better image software. Doktor'd
  19. Okay, the edit for Gossamer is easy; she's got 2 pp to spend, and it's going down like this: Accurate Attack Luck 1 Grim's is gonna be a bit more involved, so I will be posting a coded sheet in a few minutes. Doktor'd
  20. Do you want to continue without him, and make up an IC explantion for his absence?
  21. Okay, based on all the stuff I'm reading, I do want Grim to participate;; either I can do seperate posts for each, with their names clearly bolded at the top (assuming refs are okay with this) or one can leave the fights as the other arrives. Who should she fight, though?
  22. Normally Grim greatly enjoyed VINCE and his irreverant sense of humor, but based on what they'd all just witnessed, it felt like salt in a wound. Still she managed a friendly though somewhat half-hearted wave as she took a seat in the Underground command center. "Hi Vince. Yeah, we fought 'em, but it was all messed up. And-" She turned to the team's swordsman. "I owe Jack a huge apology for being a thoughtless, inconsiderate hag." She did her best to make eye contact with her teammate. "Dude, I am...so damn sorry. I was more mad at myself for being flippant about the zombies, and then I...I had no right." Then she disconsolately dug out her sample bags and held them up. "Vince, do you have a way to do, like, particle analysis or something? We have tissue samples and stuff. Also crime scene photos."
  23. God, he's such a nice kid. Suddenly her arms were around him, crushing him in a surprisingly powerful bear hug that literally lifted Eddie off his feet. "Mmm, you are the nicest boy, Eddie!" She kissed him on both cheeks, then gently set him down. She laid a mittened hand on his chest, and smiled."Do good things, and always have a giant heart. Dosvedanya, Eduard." And then she turned and walked away...
  24. I neglected to mention and/or link my vignettes among my counted posts; this was my bad! :(
  25. I'm sorry, I completely spaced on my saves! Toughness: 1d20+8=11 Reflex: 1d20+12=28
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