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Ecalsneerg

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  1. It's explicitly not done as an Aura because, as of UP, Auras add to unarmed damage instead of being a separate effect, to simplify it and also to stop breaking action economy. So it's done as a reaction so as to not shatter caps in half, while still having an electrical aura, and keeping a cleaner format than an Aura with additional Flaws/Drawbacks. So it doesn't apply to melee attacks she makes, and isn't done as an Aura so it doesn't apply to melee attacks she makes. Edited to clarify. The not failing against stunned/dazed, I hadn't considered, honestly. My main motivation was finding a way to do an Aura without the cap issue, so HG and TT suggested cribbing 3E's Aura structure. Only in two-option arrays Fixed it to read Blast, not Damage. Fixed it to 7PP
  2. Ecalsneerg's Post Counts Geckoman 9 posts = 1pp, +1 Ref point = 2pp >Adventures in Babysitting in Space (1) >Jinn and Tonic (8) Roll over to Equinox Equinox 2+9 posts = 1pp, +1 Ref point = 2pp >Welcome to Springsvale, AZ (2)
  3. Galvanic Power Level: 12/13 (206/211 PP) Trade-Offs: -5 Attack / +5 Damage (melee); -4 Defense / +4 Toughness Unspent Power Points: 5 In Brief: Empowered paragon from a race of electrical aliens Residence: No fixed abode Base of Operations: None (wandering hero) Alternate Identity: Chlo'zel Elzak Identity: Public, although irrelevant outwith Tempest Birthplace: The planet Tempest. Occupation: Climate scientist/full-time superhero Affiliations: None formal Family: Mother, father and sister on Tempest Description: Age: 23 Earth years (born 1993) Apparent Age: Human equivalent of 20-25 Species: Tempestian Height: 5'1'' Weight: 95 lbs Eyes: Deep red Hair: White Chlo'zel is a Tempestian, and thus has the characteristic blue skin of her people. Hers is a darker, Cerulean hue. She is also of a Tempestian ethnicity which doesn't have the visible antennae on the forehead that most of the species do, although small circles under the skin can be seen glowing slightly when using her innate abilities. Her most prominent physical attribute is her height. She is very short, and slender but for some level of whipcord-thin muscle, belying the massive strength and durability her powers lend her. Her face is heart-shaped, with a somewhat sharp and pronounced chin and nose. Naturally excitable and inquisitive, her expression is usually set in a smile, frantic discussion, or a mix of both, red eyes literally sparking with intelligence. She wears her shoulder-length white hair loose and free, apparently Tempestian electric immunity extending to not frazzling her tresses. Off-duty, she usually wears a simple tunic and boots, customary to the oft-simple lifestyle enjoyed on Tempest. As Galvanic, she dresses a little more dramatically. She wears a gold-yellow coat with long floor-length tails, with blood-red trim on the cuffs, tail and front clasps. Beneath, she wears a leotard and leggings of a pale icy blue, and leather knee-high boots; made from the pale orange hide of the Tempestian wrackbeast. Power Descriptions: Chlo'zel is a Tempestian, and thus has innate powers to absorb and direct electrical energy in a variety of forms. While most of her people simply use this ability to redirect the lightning strikes from the storms which assail their planet, Chlo'zel is one of those who have applied effort and ingenuity into a variety of uses. Not only can she accurately direct bolts of lighting at her foes, she can wreath her body in it to harm enemies, produce blinding surges of arc lightning, and most impressively of all, convert her body into a seething mass of electromagnetic energy to propel herself through the hard vacuum of space. She can project her energy in an electromagnetic field that resists attack and dissipates some forms of energy entirely. If she focuses the field, she can disperse the effects of environmental conditions, and power the chemical reactions keeping her alive through stored electricity like a biological battery. Doing so, however, leaves her more vulnerable to assault. Her lightning takes on varying shades of blue and white, her projected blasts being the bluest, her energy fields much whiter, and her electromagnetic form somewhere in between. However, vulnerable is relative. The effects of the terraformer backlash extensively mutated her Tempestian physiology to impossible levels. She can lift and hurl phenomenal weights, resist massively heightened levels of physical stress and damage with little effect, and soar through the air at high speeds. She uses her powerful intellect to complement these powers, with such feats as turning into electricity so as to move unimpeded at even higher speeds through the air, or send shockwaves of displaced air rushing at foes. One weakness, however, is due to the properties of water. Pure water does not conduct electricity, whereas mineral deposits in impure water conduct it quite well. This means that, if soaked in it, she is unable to project the electricity past the water and is thus hampered from using her electrical powers. History: The world of Tempest is not one to produce galactic adventurers. It is riven by storms, its people surviving due to an ability to absorb and redirect the lightning. But the same storms also shred technology and make travel on and off planet fraught at best. As such, it's generally backwater and peaceful, not huge on technology, but developed in civilisation. There are few wars, as the sy itself rages against the planet. They are allies to the Lor Republic, and like them likely evolved from humans dispersed by Precursors. But beyond a few travellers and members of the Lor military and various mercenary bands, Tempestians are not big news on the galactic stage. Growing up on a small farmstead there, Chlo'zel Elzak was always a very bright girl. She delighted in the rocks, the soil, even in the perpetual storm in the sky. Despite the comparative poorness of the farm, her father and mother still arranged to send her off to the best schools, what money they lacked made up for in scholarships and grants for this intelligent, friendly young woman. She accrued great expertise in geology and climatology, and through her studies saw pictures and maps of other worlds brought during some of the limited contact the planet had with the Lor. And it amazed her. All this diversity and wonder, all these different species and worlds. It was just... remarkable, to a girl from a planet with a handful of biomes and one weather pattern: atrocious. So, upon graduation, she became attached to a project to do a limited terraforming, hoping to change the weather patterns which beget the perpetual storms. In doing so, the project hoped to manage to facilitate more contact with other worlds, to perhaps be more able to travel and share knowledge, and enrich the lives of the Tempestian peoples.They built a great terraforming tower, insulated and shielded, hoping to fire a directed pulse and disrupt the storm clouds. The loss of equilibrium would hopefully lead to periods of time where the storms were much weakened. It might have worked, were it not for one of the worst storms on record. As Chlo'zel and her colleagues laboured, one of the greatest storms in recorded history converged on the tower. Lightning struck again and again, melting the insulation, weakening the structural integrity of the entire project. Many scientists fled, but a hardbitten few tried to salvage some of the equipment, fighting to keep as much of it undamaged as possible. At the height of the assault, parts of the reactor began to melt down, driving the very last of the scientists away. Not Chlo'zel. She'd always wanted to see new worlds. To explore the universe. And so she stayed, and tried to activate the directed pulsar early. The reactor exploded, and the whole structure seemed to shake with the pulse, crumbling in on itself even as the storm abated. The scientists stood shocked as the dust cloud settled... to reveal Chlo'zel flying through the wreckage unharmed at great speed, give great powers by the irradiated chemicals and energy being driven into her system as the lightning has pummeled her. She found she could lift great weights, and didn't tire. At first, she used her abilities to help clear the wreckage and salvage the wounded or dead, and any equipment to perhaps, one day, try the project again. But she grew restless, increasingly pacing the clouds, experimenting with her limits by wrestling native beasts. This climaxed with her one day shooting up, and up, faster and faster, igniting her mass into electrical energy as she went, and bursting through the storm-hewn atmosphere... ... and she saw the stars. It was only a matter of time before, having sufficiently mastered fine control enough to attempt personal space travel, she left. To look for new worlds, new species. To study and to help them. To see the universe, and to, if one day it needed it, defend it. Personality & Motivation: Chlo'zel is a genuinely vivacious, friendly person. Hailing from a backwater world, she is still full of wonder at the wider universe and the people and places in it. Still young, yet also possessed of a keen scientific mind, she has both the unbridled enthusiasm of the young, and the excitement at small natural processes innate to climatologist and geologists. This does, however, often leave her rambling on and occasionally putting her foot in her mouth, or getting distracted by something when a larger issue looms. There is still a little of the farmgirl in her, and at times she can be painfully naive to things such as galactic politics and xenophobia. This can be a boon, as even the weirdest most tentacled gribbly alien doesn't disturb her, and she will merrily talk to it. It also means she's somewhat ignorant to the scale of the threat presented by the Khanate or Grue. Nonetheless, when she does recognise a threat, she can harden, unrelentingly defending those around her by charging into battle. What she lacks in experience or formal combat training, she makes up for in determination and raw power. What ultimately drives her is her past. Tempest is a storm-beset planet, which limits technology use. While they're aware of other worlds and people, space travel is unreliable given the difficulty in getting craft on and off the planet. Thus, when she soared above the raging storms and gazed upon the stars, she saw something wonderful and beautiful and terrifying. And she still finds it so, and will stand firm if it needs defending. Complications: Battery's Nearly Dead: Tempestians in general, while mainly absorbing and redirecting energy, aren't that limited off-world. Ambient static, the electric potentials their body produces, varying levels of innate aptitude for lightning bolts, there are various factors meaning they don't really need to 'charge up'. Galvanic has quite developed electrical powers, but isn't an unlimited font. Prolonged fighting won't really drain her, nor will long period uses of her powers. However, consistently using Extra Effort and Extraordinary Effort, especially when already wounded or tired, can lead to her powers reducing in rank or shutting off until she can regain her strength or find a power outlet or a friendly teammate with a lightning gun... Fun with Magnets: Tempestian electric powers can have some unforeseen magnetic effects, although Chlo'zel rarely consciously harnesses that due to her massive strength. However, use of her powers can sometimes disrupt or move magnetized objects, and on the flipside, concentrated and powerful magnetic fields can disrupt her attacks and if strong enough, shut down her ability to project electricity. Fzzzzt! Equipment on Tempest is made to last, as its air, animals and inhabitants are shooting, absorbing and redirecting lightning storms here there and everywhere. While Chlo'zel does have control over her powers, accidents do happen and it's possible she could flash-fry your food replicator. Let Me Strike This Awesome Pose: At heart, Chlo'zel is a bit of a showboat. She enjoys dramatically bursting onto a battlefield and hovering arms folded as laser shots bounce harmlessly from her force fields. However, this could prove a disadvantage when more superpowers come into play, as the posing and showboating makes her more vulnerable to attacks which can injure her. Oh My God, Fjords! A gifted geologist and climatologist from a planet with a quite singular biosphere, Chlo'zel finds alien environments simply fascinating. It's easier to divert her attention by showing her a beautifully clear starry night, a lush and not-at-all-wrecked-by-storms forest, a light rain shower not accompanied by explosive thunder... In Earth terms, she's the Australian who hasn't seen snow in person yet. Pollyanna: Chlo'zel is still new to the wider galactic realm, and is thus ignorant to many local customs, politics, enemies and dangers. As such, the issues she faces include a wide variety of problems, from accidentally offending your host or local political group, not realising she's talking to and possibly being manipulated by villains, or trying to pet the carnivorous death kitty of Zoltran VIIII. Rollin' On Into Town: Since leaving Tempest, Chlo'zel has had no fixed abode. She rolls into a planet/town/space station, helps with any troubles they may have, and then moves on. This has a number of effects. Firstly, her Wealth level is Impoverished. Secondly, due to the scarcity of Tempestians in the galaxy, and the fact she is very very often new to an area, the locals may not immediately trust her, even with her sunny disposition. Abilities: 4 + 0 + 6 + 8 + 2 + 4 = 24PP Strength 14/45 (+2/+17) Dexterity 10 (+0) Constitution 16/38 (+3/+14) Intelligence 18 (+4) Wisdom 12 (+1) Charisma 14 (+2) Combat: 12 + 8 = 20PP Initiative: +4 Attack: +6, +7 melee, +12 Electrical Control Grapple: +9, +25 with powers, up to +32 with full Super-Strength Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -1/-8, [-14 vs energy attacks] Saving Throws: 1 + 5 + 6 = 12PP Toughness: +3/+16 (+3/+14 Con, +2 Protection), [Impervious 12 vs energy attacks] Fortitude: +4/+15 (+3/+14 Con, +1) Reflex: +5 (+0 Dex, +5) Will: +7 (+1 Wis, +6) Skills: 48R = 12PP Computers 6 (+10) Concentration 7 (+8) Diplomacy 8 (+10) Knowledge ("Earth" sciences) 11 (+15) Knowledge (Physical sciences) 6 (+10) Language 2 (Galstandard, Lor, default: Tempestan) Notice 4 (+5) Sense Motive 4 (+5) Feats: 13PP All-out Attack Attack Focus (melee) 1 Dodge Focus 4 Environmental Adaptation (Zero-G) Improved Grapple Improved Initiative Leadership Luck 2 Power Attack Powers: 31 + 8 + 22 + 31 + 2 + 17 + 10 + 2 + 2 + 3 = 128PP Electrical Control Array 13.5 (27pp array, Power Feats: Alternate Power 4) [31pp] (alien, electric) Base Power: Blast 12 (Electrical Control, Power Feats: Accurate 3) [27pp] (alien, electric) Alternate Power: Insubstantial 3 (electrical form) [15PP]; Flight 5 (up to Flight 13 [100,000 MPH]) [10PP] and Super-Movement 1 (Space Travel 1>2 [interstellar]) [2PP] [total 27PP] (alien, electric, electromagnetic form) Alternate Power: Damage 6 (Extras: Reaction (to melee attacks against her) [+3]) [total 24PP] (alien, electric) Alternate Power: Blast 12 (ball lightning, Extras: Area - Burst [+1], Flaws: Action - Full -1] [24PP] (alien, electric) Alternate Power: Dazzle 12 (arc lightning, visual Dazzle, Extras: Area - Cone [+1], Flaws: Range - Touch [-1]) [24PP] (alien, electric) Electromagnetic Aura Array 3.5 (7pp array, Power Feats: Alternate Power 1) [8pp] (alien, electric, force field) Base Power: Immunity 7 (all environmental effects, and suffocation; Extras: Duration - Continuous [+1), Flaws: Duration - Sustained [-1]) [7PP] (alien, electric, force field) Alternate Power: Impervious Toughness 12 (Extras: Duration - Continuous [+1], Flaws: Duration - Sustained [-1], Limited to Energy attacks [-1]) [6PP] (alien, electric, force field) Enhanced Constitution 22 (superhuman endurance) [22PP] (genetic, mutant) Enhanced Strength 31 [31PP] (genetic, mutant) Flight 1 (10MPH / 100' per round) [2pp] (genetic, mutant) Paragon Powers Array 7 (14pp array, Power Feats: Dynamic, Dynamic Alternate Power 1) [17pp] (genetic, mutant) Base Power: Flight 7 (total of 8, 2500 MPH / 25,000' per round, Feats: Dynamic, 1 Dynamic Alternate Power) [17PP] (genetic, mutant) Alternate Power: Super-Strength 7 (total of 8, heavy load: 1,600 tons) [14PP] (genetic, mutant) Immunity 10 (electrical effects) [10PP] (alien) Protection 2 [2PP] (genetic, mutant) Super-Movement 1 (space travel [interplanetary]) [2PP] (genetic, mutant) Super-Strength 1 (Heavy load: 12 tons, Power Feats: Shockwave) [3PP] (genetic, mutant) Drawbacks: 3PP Power Loss (Electrical Control array and Force Field, when wet, Common, Moderate, -3PP) DC Block: ATTACK RANGE DC EFFECT Unarmed Touch DC32 Toughness (staged) Damage (Physical) Arc Lightning Touch Cone DC22 Reflex/Fortitude Visual Dazzle, Reflex is for Area, Fort for recovery Electric aura Reaction Touch DC21 Toughness (staged) Damage (Electricity) Shockwave Touch Cone DC23 Reflex/DC 28 Tough Damage, Reflex is for Area Blast Ranged DC27 Toughness (staged) Damage (Electricity) Ball Lightning Ranged Burst DC27 Toughness (staged) Damage (Electricity) Abilities (24) + Combat (20) + Saving Throws (12) + Skills (12) + Feats (13) + Powers (128) - Drawbacks (3) = 206/211 Power Points
  4. Equinox glanced at the coffin, then at her phone, and sighed, answering it. "Yeah, your timing could be... better. We've possibly found a local power source. It looks like a coffin, and there seems to be a lot of energy convergence and ephemera in the vicinity." She put her hand over the receiver and mouthed to Pitch that it was Nick. "There is a lot of energy flying around. I've got a few theories on why, but practically speaking, if this was an unusually magically dense region, would that explain some of the summoning activity our new snake buddy's located?" She held up an arm as she spoke, irritably yanking her raccoon from the pine needles.
  5. Character Name: Galvanic What they're doing: Adventuring among the planets, righting wrongs and defeating evil, still quite naive to larger galactic culture and political groups. And also getting submitted and approved, relying entirely on me being good enough to have a sheet with no flaws so it's in and approved by mid-week this week
  6. Galvanic Power Level: 11 (180/180PP) Trade-Offs: -4 Attack / +4 Damage (melee); +1 Attack / -1 Damage (ranged); -5 Defense / +5 Toughness Abilities: 4 + 0 + 6 + 8 + 2 + 2 = 22PP Strength 14/36 (+2/+13) Dexterity 10 (+0) Constitution 16/38 (+3/+14) Intelligence 18 (+4) Wisdom 12 (+1) Charisma 12 (+1) Combat: 12 + 8 = 20PP Initiative: +4 Attack: +6, +7 melee, +12 Electrical Control Grapple: +9, +21 with powers, up to +28 with full Super-Strength Defense: +6 (+4 Base, +2 Dodge Focus), +2 Flat-Footed Knockback: -1/-7/-8, -13 vs energy attacks Saving Throws: 1 + 5 + 6 = 12PP Toughness: +3/+14/+16 (+3/+14 Con, +2 Force Field), Impervious 10 vs energy attacks Fortitude: +4/+15 (+3/+14 Con, +1) Reflex: +5 (+0 Dex, +5) Will: +7 (+1 Wis, +6) Skills: 40R = 10PP Computers 6 (+10) Concentration 7 (+8) Knowledge ("Earth" sciences) 11 (+15) Knowledge (Physical sciences) 6 (+10) Language 2 (Galstandard, Lor, default: Tempestan) Notice 4 (+5) Sense Motive 4 (+5) Feats: 8PP All-out Attack Attack Focus (melee) 1 Dodge Focus 2 Improved Grapple Improved Initiative Luck 1 Power Attack Powers: 27 + 22 + 22 + 2 + 17 + 8 + 10 + 3 = 111PP Blast 10 (Electrical Control, Power Feats: Accurate 3, Alternate Power 4) [27pp] (alien, electric) Alternate Power: Insubstantial 3 (electrical form) [15PP]; Flight 2 (up to Flight 10 [10,000 MPH]) [4PP] and Super-Movement 2 (Space Travel 2 [interstellar]) [4PP] [total 23PP] (alien, electric, electromagnetic form) Alternate Power: Damage 2 (electric aura, Feats: Mighty) [3PP] and Damage 5 (Extras: Reaction (to melee attacks against her) [+3]) [total 23PP] (alien, electric) Alternate Power: Blast 11 (ball lightning, Extras: Area - Burst [+1], Flaws: Action - Full -1] [22PP] (alien, electric) Alternate Power: Dazzle 11 (arc lightning, visual Dazzle, Extras: Area - Cone [+1], Flaws: Range - Touch [-1]) [22PP] (alien, electric) Enhanced Strength 22 [22PP] (genetic, mutant) Enhanced Constitution 22 (superhuman endurance) [22PP] (genetic, mutant) Flight 1 (10MPH / 100' per round) [2pp] (genetic, mutant) Base power: Flight 7 (total of 8, 2500 MPH / 25,000' per round, Feats: Dynamic, 1 Dynamic Alternate Power) [17PP] (genetic, mutant) Dynamic Alternate Power: Super-Strength 7 (total of 8, heavy load: 471 tons) [14PP] (genetic, mutant) Force Field 2 Linked to Impervious Toughness 10 (Extras: Duration - Continuous [+1], Flaws: Duration - Sustained [-1], Limited to Energy attacks [-1]) (Power Feats: Alternate Power 1) [8PP] (alien, electric, force field) Alternate Power: Immunity 7 (all environmental effects, and suffocation; Extras: Duration - Continuous [+1), Flaws: Duration - Sustained [-1]) [7PP] (alien, electric, force field) Immunity 10 (electrical effects) [10PP] (alien) Super-Strength 1 (Heavy load: 3.7 tons, Power Feats: Shockwave) [3PP] (genetic, mutant) Drawbacks: 3PP Power Loss (Electrical Control array and Force Field, when wet, Common, Moderate, -3PP) Abilities (22) + Combat (20) + Saving Throws (12) + Skills (10) + Feats (8) + Powers (111) - Drawbacks (3) = 180/180 Power Points A couple of design notes. No, she does not have any Galactic Lore. While Tempest is known to the Lor, people from it have left to join Lor organisations or become mercenaries, even in Galactic Freedom it's still not the most politically alive or technologically advanced planet, so I figured in the modern day, it's still a little backwater. She's still competent, intelligent and skilled in her field, but so was farmboy Clark "Smallville" Kent. She also can't speak to Terrans. Just sayin'. I also omitted Sensory Shield since her Fort is so high, and she's immune to lightning Dazzling her anyway! Stuff like thunder deafening her, eh, I figure it's either part of a lightning-descriptor Visual Dazzle, so she's immune, or she passes the Fort save. It is a minor, minor concern is what I'm saying, and if it comes up it might not end up coming up!
  7. Geckoman leaned back in his chair, and glanced over at his new comrade. "So, Temperance, is it? We've not had much chance to talk, what with all the shooting and exploding and teleporting and whatnot. Happens a lot, quite irritating, you meet a lot of people and never get to just chat..." He sighed, tutted and shook his head. "Anywho, I figure we should have some sort of rough strategy. You mentioned you do can do watery things? What kind of watery things, more of a shooting kind of deal? I figure I try to get up close and stop any resistance from opening fire on us, you and the space people try and shoot 'em down and cut off their exits. We don't want them running around, they might extract themselves with the hostages. Not really ideal, and it'd end quite poorly."
  8. And there it was. The temptation. This would turn on him. Headlines. Night upon night of talking heads sitting in comfortable chairs talking about what they'd have done in a situation they'd never be in. And truth be told, they'd never react how they'd say they would. Geckoman took a deep breath. It was stupid, shooting out the wheels. But what could he have done? Thrown himself under it, let it plough into the crowd, let Doc Tonic take out a few cops and reporters, before doing god knows what in the hospital as people tried to stop him. It was tempting to just sit down, and go along with what every newspaper and newscaster'd be spitting. Why didn't he just do nothing. He could sit back, let the supervillain bust out, take out some police and journalists and nurses and doctors, and then shoot his daughter up with god knows what and kill her. But... "Not an option..." he sighed. "Never, ever an option." Erik was going to kill him. "Doctor Tonic!" he called, limping forward, chest heaving, one leg dragging slightly. "I know you're still in there." You fell off a moving train and kept moving, that didn't stop you. "You need to stop this. You need help. Look what's happened already. Stand down, and I will get you and your daughter help."
  9. "Oh," breathed Geckoman as the ambulance rolled crashing into the hospital, gun falling from his limp fingers. The strain and exhaustion were getting to him. Crud. And now the press were going to screech in like vultures, writing and writing words upon words, none of which were going to be 'context'. "OK. Right," he gasped. "Don't get near him. Don't touch him!" He spread his arms wide. He was going to have to talk the Doc down now. He was going to have to, or his credibility would be massacred. Geckoman turned to point at the cop who Doc Tonic had taken down when he'd pulled in, and who apparently nobody felt worth focusing on. He pointed at the downed cop. "And don't just stand there, get that officer medical attention now!"
  10. Geckonitiative (1d20+9=15)
  11. "Speaking of," said Geckoman to the cop, quickly pulling his service weapon from his holster. "Here's our friend." He quickly spun and extended one arm out towards the speeding vehicle. He thumbed off the safety, and quickly moved his arm gradually, following the motion of the ambulance. "Bang!" he shouted, quickly taking a shot, then pivoting his arm slightly and swiftly to take a second one. With two cracks, quickly one after the other, two of the ambulance's tires were wrecked, even as Geckoman waved at anyone not in a police uniform. "Get away from him, now! Go!"
  12. 1d20+9=19, 1d20+9=19 His ranged isn't all that good, especially when fatigued, yet... GECKO SKILLS He'll take Fatigue from the surge next round. Or more accurately, Exhaustion. Charisma roll! (1d20+5=16)
  13. Ok, so I'll yank it, then surge for an extra action so I can shoot the front two tires.
  14. Could I yank a gun from a policeman's holster, or is that a Sleight of Hand/Disarm? (To shoot the tires, not Doc Tonic)
  15. Equinox pulled a wand from her pocket even as she drifted back to shore, steadying herself back on dry land, "I reckon I can move it. Although, if it's integral to such a large flow of energy, you're going to want to get back to shore." She ushered Hayley behind her. "So, huge energy flow. Mummy. OK. Let go of it. Get beside me, and I'll move it over to the other side first." The witch levelled her wand at the mysterious object. "If it sets down alright, fine. If it explodes, or backlashes, or what's in there wakes up and is hostile, or any number of strange possibilities, at least we'll have time to react. Sound good?"
  16. Geckoman slid down from the monorail, walking up to the officer addressing him. "I hope so too." He looked around at the cops nearby. "But this isn't a typical situation. Now there's less time crunch, I'll elaborate. A man calling himself Doc Tonic. He captured me, took my blood, and plans to use it because the voices told him to." He shrugged his shoulders helplessly. "He and his daughter have a degenerative nerve disorders, and he plans to cure her using it. Only, he is not stable, I doubt injecting my blood into someone is stable, and frankly this is something which just needs time and examination. And he won't budge. I tried to talk him down, but..." Geckoman advanced to the cop, and laid his hands on his shoulders. "He's strong, fast, and his touch paralyzes, and he's also pretty intelligent, crazy aside. That is not the danger. The danger is that this man isn't a conqueror, he is not a thief, he is not a thug. He is a man scared for his daughter, and that is something much, much harder to stop than any of those. Think how hard you'd fight if your loved one was in danger. This man is fighting that hard, even though what he's fighting to do will likely harm his daughter."
  17. Equinox focused, looking upon the runes and energy flow surrounding the coffin. Then took a step back, awe on her face. <What is it?> "This..." said Equinox slowly. "This is something big. And old." She waved a hand at the runes on the coffin. "I can't actually read them, but I can get the gist of them, and it just... directs ley lines, moving energy around to levels that the land just can't manage in and of itself. I think it might even be drawing in power from other lines even as it fuels the local ones." She turned to look at her biker companion. "This is a lot of energy. There used to be a way, apparently, to give up your life to become energy, fuelling the local life forces. But it wouldn't explain this, unless a lot of lives were given up to that effect..."
  18. "Listen, man, I know it's difficult to cordon a hospital, but all those doctors, nurses and patients are WHY we need it done," said Geckoman hurriedly. "Big burly guy, beard, possibly European to Middle Eastern ish. He's definitely some kind of meta, superhuman strength, jumps hella high, seems to have some sort of paralytic agent which harms people who come into contact with him." C'mon, facts, facts! "Says he's got a daughter in there with a degenerative nerve condition, he plans to inject her with something highly unstable he extracted from my blood. If we could figure out who she is, we could just isolate part of the hospital, but I'm on a monorail without any of my equipment and I can't be certain I'll get there first!"
  19. Diplomacy roll for the Connected feat. I suppose some SuperMAX armour is too much to ask for, right? (1d20+15=30)
  20. Geckoman crawled in the window, sliding down into one of the seats near the window. He waved the phone at the man who'd passed it to him. "Thanks for the lend, but y'know... c'mon, headphones, man." He hit the pause button, and started dialling a number, holding the phone up to his ear. He waited a bit for the call to connect. "Hi? Freedom PD? Ok, this is Geckoman, Giordano's contact. I need a favour, we've got a situation approaching Trinity Hospital, and we're going to need a cordon ASAP..."
  21. 1d20+15=29 Dammit. I'll Extra Effort for 31.
  22. Geckoman 16 posts = 2pp, +1pp = 3pp >Jinn and Tonic (16) Roll that over to Equinox
  23. Ari, can I get a K: Arcane on 25 to read the coffin?
  24. Geckoman panted and fought the urge to lie down. "Well, hopefully that got me some time... welp." He shimmied down the side of the train and peered through at the terrified looking passengers, giving a friendly wave. "Hi! You can't hear me, probably, but can you..." He knocked on the glass and made an opening gesture. "Open this window up? I need to make a few..." He held his hand to his ear in the universal 'phonecall' gesture. "Calls. Crazy man, you know the deal. Really just bumming everyone out."
  25. DC20 Fortitude save (1d20+11=26) Healing factor.
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