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Ecalsneerg

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  1. "Well, there's no accounting for personal preference," conceded Liz, "But I'll never quite understand the male fascination with things that go VROOOM!" She sighed. "Hell, Chris has a whole bloody airship and he still wants a motorbike. He claims it'll make him look cool. And that it's easier to conceal. Well, that I'll concede on.
  2. "Well," said Equinox slowly. He did it... so easily. When I do it, I need to be at full power or it just takes so much out of me! "Nothing says it isn't magic...." Now, if I can just remember the Latin... Pulling out her wand, she raised it to the sky and narrowed her eyes in concentration. "CONGELO!" In a flurry of arctic winds and chunks of hailstones, flakes of snow briefly fell from the sky before Equinox ended the spell with a gesture. "Difference being, like you say, you find it much easier."
  3. And now for something completely different... Geckogirl Power Level: 8 (120/120PP) Trade-Offs: +1 Damage / -1 Attack (melee) In Brief: Gadgeteer Genius daughter of Geckoman and Spellbound Alternate Identities: Cassandra "Cassie" Kenzie Identity: Secret Birthplace: Freedom City Occupation: Claremont Student Affiliations: YF-2 Family: Chris Kenzie (Geckoman, father), Liz Lawlett (Spellbound, mother) Age: 18 (DoB: December 21st, 2015) assumes thread set in September 2034 Gender: Female Ethnicity: Caucasian Height: 5'6'' Weight: 140 lbs Eyes: Green Hair: Brown Description: Cassie Kenzie is a chipper, upbeat girl, favoring brightly colored t-shirts and blue jeans. A smile is never far from her face, and she walks with a graceful spring in her step. She wears rather outdated (for the 2030s) square-rimmed nerd glasses, and has her hair tied back in a ponytail. As Geckogirl, her nanofibre suit expands to cover most of her body. Green metallic scales form a jumpsuit across her torso and limbs; along with yellow gloves, the palms and finger-tips adorned with small chrome studs to use her wall-crawling and electrical blasts. The chest of the suit has a large raised yellow G, much more stylised than her father's iteration of it. The mask is quite plain, covering all but her mouth and ponytail. The eyeholes are covered by a strong, orange one-way mirror to stop people seeing her eyes while simultaneously letting her see out. History: After some considerable complications due to the Gecko serum in Chris Kenzie's veins being passed to her, Cassie Kenzie was born by Caesarean just before Christmas of 2015. Seemingly inheriting her father's good-naturedness, she laughed and giggled through a childhood of her parents desperately trying to conceal the fact their daughter could wall-crawl. As she matured into a young woman, it became apparent that two things had happened. Firstly, she hadn't inherited nearly all of her father's powers. She couldn't climb walls nearly so quickly, healed much slower than him although still quite rapidly for a human, and simply lacked most of his sensory capabilities. However, she also exhibited an intelligence in line with Liz's childhood experiences. A bright child, she took to technology like a duck to water, and was soon making simply but effective gadgets and gizmos in her bedroom. However, at her father's insistence, she was regularly dragged out of her room to participate in sports with other kids, preferring gymnastics to the other sports she was made to try. While initially resenting this perceived forcefulness, she eventually ended up participating in the sport all through to the end of high school. Going to Claremont, she became part of the second iteration of Young Freedom which had formed, worrying her parents deeply, as they knew what she was getting into. Nonetheless, she prevailed, with the aid of a powerful lightweight armour she'd designed, as strong as steel but as light as leather. It augmented her powers to above and beyond normal human capability, able to lift cars, magnetically fling objects and leap great distances. Outwardly presenting a cheerful front, Cassie nonetheless felt a deep sense on discontent, and uncertainty of what she was meant to do. She enjoyed her life as Geckogirl, liked her friends, but when it came down to it, they were all dating and having fun, and she just didn't feel right about it. With the support of her friends, she finally admitted that she was homosexual and came out to her parents (who, in their words "once saw a gorilla pooping lightning bolts, lesbians aren't exactly weird or uncomfortable after that"). Feeling much happier in herself now, she has taken a gap year after graduation in order to figure out where to go next. Personality & Motivation: Even more so than Chris Kenzie, Cassie is prone to hiding unhappiness under a mask of bravado and happy-go-luckiness. Her personal problems were rarely evident to others simply because she didn't act any differently for all the stress bubbling up in her. With those she is comfortable around, Cassie is much more quiet and reserved, still willing to talk, but less liable to brag and show off what she can do. She is motivated by an upbringing by her parents which strongly epoused "doing the right thing, even if it costs you the world". As such, she is usually self-sacrificing and noble, tempered by the occasional bout of teenage selfishness and jealousy. While she knows it drives them mad, Cassie is also driven by a desire to prove to her parents that their pride in her is well-placed. She wants to be as well thought of as Geckoman, and is willing to work to do it. Powers & Tactics: Cassie, without her Geckosuit, lacks any major superpowers beyond minor increases in agility, healing rate and sense of smell. She can also, with effort, climb walls through electrostatic charge but doesn't generate enough to do it quickly or nimbly. As such, she uses her suit to overcome this limitation. In it, she is stronger than a normal human, can leap great distances and shrug off attacks with ease. In combat, she uses her formidable acrobatic prowess to fool opponents, leaping over them before hammering into them with superhumanly strong punches and kicks. Not afraid to fight dirty, and smart enough to work out how to find advantages over any foe, Cassie is nowhere near as good a martial artist as her father, but is probably a much more savvy combatant. Complications: Dependence (parental access to workshop for repairs) Prejudice (lesbian, minor) Reputation (famous predecessor) Struggling (needs more allowance!) Abilities: 2 + 6 + 2 + 10 + 0 + 6 = 26pp Str 25/12 (+7/+1) Dex 18/16 (+4/+3) Con 12 (+1) Int 20 (+5) Wis 10 (+0) Cha 16 (+3) Combat: 12 + 8 = 20pp Initiative: +4/+3 Attack: +6, +7 melee, +8 electro-blasters Grapple: +8, +14 in suit, +16 with Super-Strength Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -4, -0 outside armour Saving Throws: 5 + 4 + 4 = 13pp Toughness: +8/+1 (+1 Con, +7 Protection) Fortitude: +6 (+1 Con, +5) Reflex: +8/+7 (+2/+1 Dex, +4) Will: +4 (+0 Wis, +4) Skills: 64r = 16pp Acrobatics 11 (+14/+15, Skill Mastery) Bluff 7 (+10) Computers 10 (+15, Skill Mastery) Craft [Electrical] 10 (+15, Skill Mastery) Gather Information 7 (+10) Knowledge [Technology] 10 (+15, Skill Mastery) Pilot 9 (+12/+13) Feats: 10PP Acrobatic Bluff Attack Focus (melee) 1 Beginner's Luck Dodge Focus 4 Eidetic Memory Inventor Luck 2 Sneak Attack Skill Mastery (Acrobatics, Computers, Craft [Electronics], Knowledge [Technology]) Powers: 2 + 5 + 2 + 1 + 26 = 36PP Enhanced Dexterity 2 [2PP] (genetic, mutation) Regeneration 4 (bruised 1/round, injured 3/minute, Power Feats: Regrowth) [5PP] (genetic, mutation) Super-Movement 1 (wall-crawling [half-speed, lose Dodge bonus]) [2PP] (genetic, mutation) Super-Senses 1 (Scent [Acute olfactory]) [1PP] (genetic, mutation) Device 6 (Geckosuit, Hard to Lose, 35dp of traits, Power Feats: Restricted 2 [Geckoman family]) [26PP] (technological) Electrical Power Source Array 6.5 (13pp array, Power Feats: 2 Alternate Powers) [15PP] Base Power: Enhanced Strength 13 [13PP] (servo-motors) Alternate Power: Blast 6 (Power Feats: Accurate) [13PP] (electro-blasters) Alternate Power: Magnetic Control 6 (Heavy load: 800 lbs) [12PP] (magnetic generators) Enhanced Feat 1 (Quick Change) [1PP] Enhanced Wall-Crawling 1 (total 2 ranks [full speed, retain Dodge bonus]) [2PP] Leaping 4 (x25 distance, Power Feats: 1 Alternate Power) [5PP] (leg-servos) Alternate Power: Super-Strength 2 (Heavy load: 520 lbs, 1.5 tons with Enhanced Strength) [4PP] (servo-motors) Protection 7 [7PP] (nanofibre mesh) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage Unarmed Sneak Attack Touch DC18 Toughness (Staged) Damage Enhanced Strength Touch DC22 Toughness (Staged) Damage Enhanced Str Sneak Touch DC24 Toughness (Staged) Damage Blast Range DC21 Toughness (Staged) Damage Blast Sneak Attack Range DC23 Toughness (Staged) Damage Abilities (26) + Combat (20) + Saving Throws (13) + Skills (16) + Feats (13) + Powers (36) - Drawbacks (0) = 120/120pp :arrow: Yes, this isn't an archetype, and no, I'm not using my regular format. And, no, it's probably not hugely optimal, but I'm putting it up as an example of building to concept. The whole idea stems from the idea of the future offspring of Geckoman and Spellbound inheriting her father's superpowers, albeit greatly reduced, and her mother's brilliant intellect. Then combining both in the traditional Geckoman technology meets mutation style. :arrow: She has a power suit. While much less powerful outside of it, she still has a suite of superpowers and lacks Normal Identity. The powers are very much her father's influence, with the usual Gecko-powers of Dexterity, Regeneration and Wall-Crawling. The suit amps these up along with Strength, and a form of the old Gecko electro-zappers. Cassie also has her mother's Magnetic Control. These last three are arrayed, as all run off the same battery in the suit. :arrow: Skill-wise, she's a normal Gadgeteer Genius, with a high Craft [Electronic] and Knowledge [Technology]. She can use Beginner's Luck and Eidetic Memory for any other skills she needs as well as effectively possessing all Knowledges. In addition, she can feint acrobatically, and needs to do so to hit caps with Sneak Attack. :arrow: Play-wise, Cassie should play like a mixture of Gadgeteer and Powerhouse. While smart enough to whip up Inventions and power stunts, she's also strong enough in the suit to heft up cars. As such, she should probably fight aggressively, using the house rules to All-Out or Power Attack for 2 at a time, while feinting to Sneak Attack.
  4. "Um... it's Siobhan, or Equinox, you don't really need to say both. But if you want to..." said Siobhan, suddenly uncertain of herself. "Well, just because you can do it naturally, doesn't mean it's not magic, it just means that because you're not human, you don't perform it like we have to," she mused. "And, after all, you can learn how to properly control things you can do naturally. Like people who can control and manipulate their breathing consciously. All you need to do is figure out how you do what you do."
  5. Liz nodded. "Makes sense. And it's Liz, not Ms Lawlett. That's my mo- well, not anymore, but it was her name..." She trailed off self-consciously. "And there's no need to keep the sunglasses on here if you don't want to, once you've seen your boyfriend start reeling off what you had for breakfast last week after kissing you, weird eyes become much less unsettling." "Anyway, what's wrong with teleportation? So long as you get the molecule stabiliser right, it's pretty hard to get it wrong."
  6. Equinox felt the distinct hum of elemental energy as the elemental approached. It's strong... wow, it's strong. She let her wings dissipate and dropped onto the floor again, standing up straight to face Tempest. Bowing low, she came back up again with a solemn look on her face. "My name is Siobhan Drake, also known as Equinox. I'm a witch from the city. And I've come to investigate the tales of a powerful elemental being in the woods in order to further my studies into elemental magic." Her face softened slightly. "Can you help?"
  7. Equinox gestured at the shelves. "By all means. I'd recommend this one," she pointed. "Here." A book flew off the shelf and into her hand in a corona of white light. "Applied Runes, a fairly recent text. It doesn't have much of Elder runes, but the underlying theory is sound." She then turned to Nick. "Actual necromancy, I don't mind, necrurgy is obviously a problem," explained Equinox. "Although I can actually do magical wards fairly well. You'll notice I formally invited you both in?" She looked at kid Cthulhu. "Had I not, you would have just walked into an invisible wall. Mortals can get in, mages can get in, metahumans can get in, but anyone supernatural is physically incapable of getting in."
  8. Siobhan stamped through the forest in her thick hiking boots. It was a damp, drizzly morning and the muddy ground was squelching underneath her boots. Damn need to be close to nature... I could've flown in, but nooo, I had to be spiritual at 5AM... She again closed her eyes and tried to feel the stirring of elemental power in the woods. It's nearby. She turned, and walked into the centre of a nearby clearing, snapping her fingers as she went. In a hiss of magical energy, she was in her costume of white shirt and pants under a black long coat. Of course, having not thought ahead enough, the mud squelched up and onto her clean clothes. "Urgh," she said, scrunching up her nose. Then, she pulled the wand from her pocket, turning in a perfect circle and gesturing with the wand. As she did so earth and mud rose up and formed a rough pentagram shape around herself. Equinox made a gesture, spectral white wings of force raising her up off the ground in a meditative cross-legged position. And then she began chanting with her eyes closed, offering a prayer to the Lord and Lady before she did so. "O Spirit of fire, spirit of air, Spirit of water and earth and ae-ther, I search for your aid, I search for your might, By the spirit of moon, And the lady of night."
  9. Liz somehow managed the nigh-impossible task of raising her eyebrow even further. "Mr Hunter, I can tell when Chris is lying. And you're not an especially good liar." Shaking her head, she joined Trevor in glancing around the lab. "And yeah, I figured if I can't stop him being Geckoman, I can at least help him enough that he doesn't get himself killed. And, a quick scan for a good site, a rock-disintegrating particle laser and teleporting my own lab over sped up the process."
  10. "Well, Cyborg Centurion," said Geckoman, turning away from the blinding white light with his hands held up to his face. He turned back around with his goggles gone, taking a pair of sunglasses out of his utility belt. "Looks like your batteries," he grinned, sliding on the sunglasses. "Didn't quite last the century." With that, he turned to Phalanx. "On a more serious note, can we go anywhere without getting assaulted by supervillains?"
  11. You just submit a full sheet in the Character Bank. Odds are, if you're in Chat (as you are right at this second ), a Ref will tell you if a concept is unsuitable. And we have not.
  12. Technically, as you didn't switch array slots back yet, you don't need to stunt it again. It lasts until you use another power, so keep your HP. Lion: DC 17 Reflex, DC 22 Toughness if Reflex failed (1d20+2=10, 1d20+10=22) And, as always, I forget to include Injuries. With the extra -2, he's Injured x2 now. Tin Man: See above notes (1d20+2=22, 1d20+9=21) Due to passing Reflex, he halves the Damage effect to below his Impervious! METAL MAN RESIST! Scarecrow: One more golem... (1d20+2=8, 1d20+10=26) Again, they resist! Equinox - 21 - 1 HP - unharmed, Fatigued Lady Winter - 15 - 1 HP - unharmed Artificer - 10 - NPC - unharmed Lion - 5 - NPC - Injuredx2 Scarecrow - 5 - Injured Tin Man - 5 - Injured Woobie golem - 2 - Injuredx5, Disabled, Stunned Make your IC post, then the golems are up again. The Artificer is hiding.
  13. Equinox raised an eyebrow. "I agree. Overkill thinks the King in Yellow is overkill." Turning to Nick, she continued, trying to hide her discomfort at the possibility of the King even being contacted. "Well, the invite did say formal, but... vampires." She clicked her fingers, her entire outfit altering into a strapless black gown. Another click, her hair was spiked up, green and her clothes torn denim. One final click, and she was back to normal. Throughout the whole thing, her eyes had kept up their eerie glow. "I'll probably go formally, but then switching to something more practical isn't an issue for me."
  14. Yeah, Doc is correct. The Wealth rules are 100% optional, we shouldn't need to state they're not in use any more than we explicitly say no to anything im the Mastermind's Manual.
  15. Unarchived at player request.
  16. See, I'd prefer the Teleport option, because I really know very little of Voudou and Guinee.
  17. "Not that I can think of," said Equinox carefully. "Ok, so we seem to have offense, and escape, so I'll work on defense. I think I can make a ring that'll protect us from the worst of what they throw at us." At this, she stood up. "So, meet here at 6pm prior to the dinner on Friday night?"
  18. Equinox pivoted out of the way of the golem, redoubling her efforts with renewed confidence. So, resistant to magic... resistant to car? She spun and pointed her wand at a car. "Car of petrol, steel and lead, Smite down upon this golem's head!" Well, I've improvised better rhymes... The car flew up into the air in a glow of magical force connected to Equinox's wand by a thin glowing cord of magical force. Spinning round and moving her wand like a hammer all in one fluid movement, she pitched the car forwards like a hammer, letting it snap free of the telekinetic spell. In a small explosion of petrol and engine parts, the thoroughly non-magical car shattered the golem's torso into a fragile, half-held-together heap of damp clay and burning petrol. It collapsed backwards into the pavement with a resounding thud.
  19. I'll blow a HP to go back to just Fatigued. Now, Roll to hit, Power Attacking with thrown car, against Def 12. DC 27 hit. (1d20+8=20, 1d20+13=21). Forgotten factors: Fatigue. Injured conditions. So those rolls are in fact 19 (hits!) and 16 (fails by 11!) The golem is disabled and stunned! And, to avoid prolonging the thread, I won't Fiat. Equinox - 21 - 1 HP - unharmed, Fatigued Lady Winter - 15 - 2 HP - unharmed Artificer - 10 - NPC - unharmed Lion - 5 - NPC - Injured Scarecrow - 5 - Injured Tin Man - 5 - Injured Woobie golem - 2 - Injuredx5, Disabled, Stunned Lady Winter, do the honours?
  20. Dusty straw flew and burlap slapped off the ground as the scarecrow golem screeched in pain, crashing down to the ground in a tinkle of icicles and squidge of clay. The tin golem rolled along the round, taking the edge of the blast but not nearly enough to feel the effects of it. But the lion golem roared, surging up through the icy attack seemingly unfazed, bringing huge clay paws crashing down onto the woman with the ice-cold wit in a flurry of painful strikes. Meanwhile, pavement cracked asunder as the 10 foot tall golem charged like a bull elephant, feet stomping the ground as people on the sidewalks cowered behind rubble in fear and watched in awe. As the giant headbutted forwards with it's solid stone head, Equinox let her knees sag, falling down underneath it while pushing up with an effort of will. The golem rocked backwards in a stagger as the blow missed completely, rebounding off a wall of will and magical force.
  21. Ref DC 17, Toughness DC 22. Due to Impervious, a passed Reflex = no damage. Now... Lion, Scarecrow, TinMan! (1d20+2=10, 1d20+10=25) Well, I fail at rolling. The Lion is unharmed, but the Scarecrow and Tin Man: Re-roll it (1d20+2=10, 1d20+10=17, 1d20+2=18, 1d20+10=14) OK, the Scarecrow is injured and stunned. the Tin Man meets the save, halves the DC, and is unhurt due to Impervious. Equinox - 21 - 3 HP - unharmed, Fatigued Lady Winter - 15 - 2 HP - unharmed Artificer - 10 - NPC - unharmed Lion - 5 - NPC - Injured Scarecrow - 5 - Injured + Stunned Tin Man - 5 - Injured + Stunned The Artificer is kinda useless on his own. The Lion ROARS! And pounces! All-out Attacking for 2, DC 25 attack (1d20+6=18) Feel the pain, Lady Winter. The golem charges at full force into Equinox, All-out Power Attacking for 10. Defence 19, and DC 33 Toughness save!!! (1d20+7=9, 1d20+10=13) And promptly misses.
  22. "That'd work well," nodded Equinox. "Other issues could involve poisons, attempts to bite and infect us, etcetera etcetera. The problem is that we just don't know what's going on." She seemed to have forgotten about her cigarette, which just kept burning even if she wasn't smoking it. "Alright, I'm going to work on something that'll make sure we survive even subtle attempts that we miss. We can't afford to slip up." She looked at the two other mystics. "Do you think you guys could whip something up?"
  23. Liz smiled a brief smile of satisfaction as the engine was welded into place, then stood up, pulling off the goggles with one hand and running her other hand through her hair. Then, fixing Trevor with a look and a raised eyebrow, she gestured to the sunglasses. "They shouldn't protect against a welding torch." She forced a wry smile. "What's your superpower, perfect vision?"
  24. Equinox could hardly react to the golem, but tossed its axe blow aside with a gesture. "I have to stop it," she said, looking at Lady Winter. "I'll come back when it's stopped, but someone has to get there now." With a flick of her wand, she sent a gout of flame towards the tin golem, hitting it hard in the chest and sending it crashing down flat onto its back. Then, with a wordless cry, she'd disappeared in a flash of light, the displacement of air sending up ice in cloud of vapour and steam from the heat of the superheated metal golem. She crashed into Midtown with a screech of white light, and a blinding flash of white noise. The fatigue from such a huge amount of magical expenditures in the past minute was taking its toll, and she could feel herself breathing hard. Up ahead of her was a police van, crushed and wrecked, a huge hole in its side. The golem was still chipped and cracked from earlier, frost hanging off its form. But it was still going strong, hefting a car above its head and smashing it into the front of a truck in its rage. Then its magic sense went off. Oh no, breathed Equinox as it looked at her with sightless eyes. Which clicked on red. Standing herself up straight, feeling the light emanating from her eyes dimming. She pointed her wand at the approaching monster with a trembling arm and braced herself for impact.
  25. I'll take Equinox's action now. Equinox - 21 - 3 HP - unharmed, Fatigued Lady Winter - 15 - 2 HP - unharmed Artificer - 10 - NPC - unharmed Lion - 5 - NPC - Injured Scarecrow - 5 - Unharmed Tin Man - 5 - Injured + Stunned OK, Equinox blasts at the Tin Man with a gout of flame. Roll to hit golem with Power Attack for 2; DC 27 attack reduced down to DC 21. (1d20+8=20, 1d20+10=16) Injured + Stunned! Now, for rules shenangians. Extra Effort for an extra standard action, while spending a HP for a Heroic Feat. I'll get a Teleport AP, but unlike Extra Effort, get it for one round, and one round only. AP: Teleport 10 (to the moon, Extras: Accurate [+1], Power Feats: Easy) [31PP] And, with Woobie golem's initiative... Initiative! (1d20=2) Equinox - 21 - 2 HP - unharmed, Fatigued, Exhausted at start of next round Lady Winter - 15 - 2 HP - unharmed Artificer - 10 - NPC - unharmed Lion - 5 - NPC - Injured Scarecrow - 5 - Unharmed Tin Man - 5 - Injured + Stunned Woobie Golem - 2- Injured x5 Even with a Recovery bonus, he still has yet to recover, because he has not stopped to rest! Poor Woobie golem! Lady Winter, yer up.
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