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Everything posted by Avenger Assembled
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That does hit! Tou vs DC 25 http://orokos.com/roll/371648 = 23 Another injured - it is now at injured x3
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Dimitri was shaken out of his brown study by the realization of just how old Rachel Danger looked. The little girl who Rex Danger had once told to stay away from the "creepy Red ice monster!" was now old enough to be a grandmother herself. Of course, that thought rounded him back to grandmothers, mothers, and the fact that Talya was pregnant. "Would not have missed such occasion for world, darling," he told Talya with a wink, his mouth running on autopilot even as he waited for them all to be alone. "And why me, eh, in our little party to track down Ace? Why old Frost?' He folded his hands before him on his lap, politely refusing Rachel's offer of a drink. If Ace had gotten in trouble with my government, again, I would have heard Moscow squeal long ago." He hmmed. "And same if he was trying to lay wait for Hel again." He carefully did not look at Erik as he spoke to Rachel and Talya.
- 152 replies
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- bombshell
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Nighthawk: 22 Woodsman: 16 Shrike: 16 Victoria Atom: 11 5 9 6 8 7 8 Waverider: 2 Our init looks like this now!
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"Everyone stand up." To everyone's surprise, at that point the walls of the room shifted and faded away into nothingness - or rather, into the oddly-colored walls that had produced the holograms they'd interacted with. "No, the historical scenario is complete," said Relentless. "You've taken this scenario as far as it's likely to go." Above, Relentless was finishing up notes on her clipboard. "Historically the Freedom League told President Kennedy that the League wasn't an instrument of American foreign policy - that they would defend America if it was attacked, but they wouldn't invade a sovereign nation on behalf of the United States unless there was no other way. At least that's what they did in this reality, anyway," she commented, a sharp smile on her face. "Aw, so we don't get to go in and blow up the missiles?" said Riley, now on his feet and next to Robin. "That's lame," he complained cheerfully. "It doesn't matter if you took out the missiles or not," said Relentless, now walking down onto the simulator level to join them. "It's true, the Freedom League could probably have taken out the Soviet medium-range missiles in Cuba. With your skills, and the intelligence the US had, your team probably could have done the same thing." Relentless looked from one to the other before saying, "But there were more nukes in Cuba than Kennedy knew about - cruise missiles, bombers, and other weapons. The Soviet commander had orders to launch them in the event of an invasion of the island - and they were scattered too far apart for any one team to take them out. If the US had gone into Cuba, either conventionally or by super, Miami and Key West would have burned - and then the world after them,"
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- hellbinder
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The crowd had been on their feet, ready to rally to Jessie's behalf (or against her) in the boisterous style of the bored pilots, smugglers, and other lowlife characters who dwelt in dives like this and who usually loved a good scrap. Until Singularity kicked the table aside and advanced, weapon in hand, and hard men saw the look of cold remorseless murder in the eye of a pretty young woman. Jessie hit Rock with the table leg and it shattered against his stony skin, she threw it aside and it pierced the steel wall, then she punched him with her other hand. The deep, sickening crack of impact was nearly deafening in the confined space. It was like listening to a shuttle crash against stone as Rock, Rock of all beings, staggered backwards, his stony skin cracking as if he'd stopped a meteor with his face, whole chunks cracking away as hot, sizzling lava blood spattered against the ground. When Rock hit the ground at Jessie's feet, the crowd ran, screaming. - Up above, out of sight of the people on the lower level of the bar, realizing her mistake, Sea Devil hesitated, listening to the sounds of combat below. What she done - left her friend to the monsters below? No! - Ruby, Bliss, and Eclipse soon caught onto the melee too as "Emergency alert! Get out of the commercial dome! Run! RUN!" filled the air as a horrified station operator, evidently watching the fight on camera, called for an evacuation. They all knew where their friends were - and as an oddly organic BOOM echoed through the air, they had a pretty good idea that they were in the middle of all this.
- 75 replies
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- the traveler
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ic The Traveler In The Dark (IC)
Avenger Assembled replied to Avenger Assembled's topic in City Center
Eve's psionic investigation revealed a strange, frightening scene at the cult encampment. There were no signs of the demons or other super-beings that the heroes had worried about encountering - just the half-dozen guards, all of them armed and looking tense, and the people inside. Oh, the people. The people inside the encampment were gradually filling up the chapel, turning off lights as they went and casting the place into darkness. The robed figure who had been described to them as the Disciple was there behind the pulpit, delivering a fiery sermon to a white-faced crowd of some fifty people, a mix of older people, singles and couples, and several families with small children. There were more guards here - another half-dozen, two at each of the chapel's three exits. The Disciple's sermon, as far as Eve could make it out, had a single focus - the Day of Rising was coming, the final breaking of the Seventh Seal that had been prophesied by the Book of Daniel 2500 years ago, the first Seal of which had been the Centurion and the Sixth had been the Terminus Invasion of 1993. Eve's psychic presence was just about to leave when the Disciple's assistant, a smiling, curly-haired woman in her fifties, wearing sweatpants and a hoodie beneath her long occult robes, entered through the rear of the chapel - pushing a brass cart loaded down with three big bowls of punch. "You all know what this means," said the Discipline, his voice stern as he locked gazes with the crowd. "It's time for the Exit Protocol."- 49 replies
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I'm going to have Monsoon force choke, er, attempt to Grapple Robber 8 with her Move Object. Does a 24 hit him even with the +4 bonus? If so, Nina will grapple him - http://orokos.com/roll/371588 = 27 Not bad!
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AXE MURDER'D BY HGM Woodsman: Combat - +2 Attack [4PP] Feats - Turn Attack Specialization (Bow) 2 into Attack Focus (Ranged) 2 [0PP] He should now have Attack +12 (+13 Hatchet, +14 Ranged) as his combat score. That should spend 4PP - with one to grow on.
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Powerhouse [GM Notes: Strong, tough, fast, able to pick up cars and jump hella high - the Powerhouse! Rather than just build this as a “Paragon with no Flight”, I’ve built this character as a street-level powerhouse like Marvel’s Luke Cage or Jessica Jones. She’s an unstoppable juggernaut fighting street-level opponents - and lacking the power of a cosmic character means she has a lot more skills and can do a lot more than just punch things. If you’re looking for a Hulk-style powerhouse, take my Paragon build, switch the Flight to Leaping, maybe add the Normal ID drawback - and you’re good to go.] Abilities: 10 + 4 + 10 + 2 + 6 + 8 = 40PP Strength: 30 [20] (+10/+5) Dexterity: 14 (+2) Constitution: 30 [20] (+10/+5) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 18 (+4) [GM Notes: As mentioned in the Mimic build, Strength 30 puts this character as a solid, balanced superhuman with super-strength. She can punch through steel doors and brick walls without too much trouble - but can't run around lifting jumbo jets or throwing people across the city. I’ve built her as Charisma-heavy to reflect good looks and a strong personality. One good way you could customize her is moving that Charisma up to Intelligence (to reflect a scientist with superpowers, assuming you adjust the skills as well) or even Wisdom to reflect keen senses or perhaps martial arts training. Moving her Charisma to her Dexterity will give you someone who feels more like a physical polymath, skilled in all ways of contending. If you do move that Charisma into Intelligence, consider giving her Inventor and cybernetics-related skills for a Powerhouse like the Vic Stone Cyborg - possibly with some Super-Senses purchased with drawbacks or other skill adjustments down below.] Combat: 12 + 12 = 24PP Initiative: +2 Attack: +6 Base, +10 Melee Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Grapple: +24/+15 Knockback: -10/-2 [GM Notes: With no damage tradeoff, this woman is something of a jack of all trades - able to mix it up with both powerhouses and martial artists. This kind of broad range means that she’ll be able to fit into all kinds of threads without too much worry - always a good thing for a starting character. She’s melee-focused - but if necessary she can still throw heavy objects a long way with a still-decent Attack bonus. If you need to make Area attacks with her, one option is to pick up something big and heavy like a car and use it as a baseball bat. Make sure to review what the core book says about the use of oversized objects for Area attacks.] Saves: 0 + 4 + 4 = 8PP Toughness: +10/+5 (+5 Con, +5 Enhanced Con) [10 Impervious] Fortitude: +10/+5 (+5 Con, +5 Enhanced Con) Reflex: +6 (+2 Dex, +4) Will: +7 (+3 Wis, +4) [GM Notes: Her saves are decent - not too low, not too high, averaging out to just a little below PL -2. +7 on her Will means that your local evil mind controller can cause her some problems (assuming they’re of a comparable PL) but that with enough HP she can probably reliably shake off his powers and give him the what-for.] Skills: 76R = 19PP Bluff 1 (+5) Diplomacy 1 (+5) Gather Info 11 (+15) Intimidate 11 (+15) Skill Mastery Investigate 9 (+10) Skill Mastery Knowledge (Streetwise) 9 (+10) Languages 2 (Cantonese, Spanish) (Base: English) Notice 12 (+15) Skill Mastery Sense Motive 12 (+15) Skill Mastery Stealth 8 (+10) [GM Notes: OK, skills are where this character really shines - distinguishing her from all the other bricks out there! I’ve built her as a gruff, streetwise detective who knows almost everything about the neighborhood she protects - in some ways she'll play a lot like a powered Batman. Her high Notice and Sense Motive help with the detecting - and make her a formidable opponent in combat. She has a strong personality to at least try to be nice, or tricky, when she has to be - and she’s a good enough sneak to get around low-level security guards and the like.] Feats: 17PP All-Out Attack Attack Focus (Melee) 4 Benefit (PI License) Challenge (Fast Startle) Dodge Focus 4 Power Attack Skill Mastery (Intimidate, Investigate, Notice, Sense Motive) Startle Takedown Attack Uncanny Dodge (Auditory) Well-Informed [GM Notes: It’s up to you - and your GM! - how much benefit the Private Investigator license gives her. One advantage is that it potentially allows snooping around without the use of a costume; always an advantage when you have to do crime-fighting in the grim underbelly of the city. Again, if you’ve made her more Bluff-focused above, switch out the Startle for Taunt and the Fast Startle (letting her Startle as a move action) for Fast Taunt). With her ability to All-Out Attack and Power Attack, she can reasonably fight both people with a higher Defense and a higher Toughness than her - or wind up for a big, risky haymaker (an All-Out Power Attack) that could end the fight in one big punch. Manipulating tradeoffs is an excellent skill for any character like this to have. An idea - one good way to emphasize how strong your character is (i.e., to provide some fluff for that Startle feat) is for her to take a thug’s gun and crush it between her hands - showing what a powerful character she is in her native street-level setting.] Powers: 10 + 10 + 1 + 10 + 3 + 8 = 42 PP Descriptors: all mutation Enhanced Constitution 10 (to Constitution 30 [+10]) [10PP] Enhanced Strength 10 (to Strength 30 [+10]) [10PP] Immunity 2 (Disease, Poison, Flaw: Limited [Half-Effect]) [1PP] Impervious Toughness 10 [10PP] Mighty Movement Array 1 (2PP, Feats: Alternate Powers 1) [3PP] BE: Leaping 2 (x5, Running Long Jump 100', Standing Long Jump 55', Vertical Jump 25') {2/2} AP: Speed 2 (25 MPH / 250' per Move Action) {2/2} Super-Strength 4 (Effective Strength 50; Heavy Load: 12 tons) [8PP] [GM Notes: She’s very ‘tv budget’ in her powers, shrugging off bullets, ripping doors off their hinges, leaping up into second-story windows, etc. With that half-immunity, reflecting just how enhanced her metabolism is, she’ll have to drink a lot if she wants to go booze it up after a big fight. She’s just about strong enough to pick up a car and use it as a melee weapon, often a handy thing when you need to get some distance in a big fight! This build could easily be tweaked in a number of ways - the powerhouse archetype is very broad! If you don’t like the street-level idea, she could be a juvenile/commoner Furion or a Helipolitan, lacking the more advanced powers of many of her kind but still being strong enough and tough enough to be very powerful among humans. If that’s the case, give her some skills to reflect that like Knowledge (Cosmology) or (Theology/Philosophy). If you go the Cyborg route, consider arraying her Enhanced Strength and Super-Strength with some kind of Blast - Blast 10 (Feats: Accurate 2) [22PP] as an AP would let her meet offensive caps with a ranged attack.] Drawbacks: (-0) + (-0) = -0PP [GM Notes: Lots of Vulnerabilities, Weaknesses, etc you could put in here - the books have ideas for drawbacks for chemical, cybernetic, and other 'themed' characters.] DC Block ATTACK RANGE SAVE EFFECT Unarmed w/no Powers Touch DC 20 Toughness Damage [Physical] Unarmed Touch DC 25 Toughness Damage [Physical] Totals: Abilities (40) + Combat (24) + Saving Throws (8) + Skills (19) + Feats (17) + Powers (42) - Drawbacks (0) = 150/150 Power Points
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That just baaaarely hits. Whoops, lost the roll - but he failed by 1, so he is slowed. (This basically means he can take either a standard action or a move action - so he can either run or fight, he can't do both! Phantom is up.
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- hellbinder
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Singularity: 21 Roulette: 19 (Shaken) (+1HP for taking an Intimidate check from her ally) Rock: 15 (Shaken) (+1HP for getting suckerpunched!) Bliss: 14 (Shaken) (+1HP for taking an Intimidate check from her ally) Nae-Dae: 10 (Shaken) Traveler: 8 (Shaken) Cavalier: 5 (Shaken) Ruby: 22 (when it comes up) Eclipse: 14 (when it comes up) Sea Devil: 6 (when it comes up)
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Costumed Detective (originally by Ecalsneerg) [GM Notes: Na-na-na-na, BATMAN! Costumed adventurers, costumed detectives, cowls, whatever you want to call them - they’re a popular archetype, but tough to build. After all, Batman can generally do everything - but you can’t really build a truly omnicompetent PC. A build like the below will certainly feel like Batman, though] Abilities: 8 + 10 + 8 + 10 + 0 + 4 = 40PP Strength: 18 (+4) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 14 (+2) [GM Notes: A physical paragon and genius with an imposing personality, this guy’s abilities had to be normal somewhere. Wisdom 10 is perfectly fine for a starting character (and necessary to be able to afford the other things this guy can do) but it’s an excellent place to improvement with earned PP. Use that Intelligence to fuel more abilities for a different kind of Costumed Adventurer - more Dexterity for a Nightwing type, more Strength (and a weapon) for an Azrael-type, etc.] Combat: 16 + 16 = 32PP Initiative: +5 Attack: +8 Base, +12 Boomerangs, +14 Unarmed Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Grapple: +12 Knockback: -4/-3/-2 [GM Notes: Don’t get forced into a Grapple with any crocodile-themed wrestlers - he’s not very good at that! Note that a Defense of 22 means that he’s very hard to hit (especially when using the environment to his advantage) but is still hittable by thugs with guns or even supervillains with ice rays, if they play their cards right. This gives you a reason to play to the shadows and the fears of your opponents, forcing them to make mistakes or leave themselves open to your attacks while at the same time generally avoiding direct confrontations yourself] Saving Throws: 3 + 5 + 10 = 18PP Toughness: +8 (+4 Con, +2 Defensive Roll, +2 Costume) Fortitude: +7 (+4 Con, +3) Reflex: +10 (+5 Dex, +5) Will: +10 (+0 Wis, +10) [GM Notes: No real weaknesses here, he’s just that good! High exotic saves let you deal with everything from mind-altering plant pollen (probably a Fortitude effect) to fear-inducing gas (probably a Will effect) to exploding jack-in-the-boxes (probably a Reflex effect) without any serious problems. Note that even if caught without his costume, he’s still quite tough for a normal human being, letting him occasionally show off his years of ‘karate training’ if he does get caught in a fight in his secret ID. +8 Toughness is very good for a regular human being - but still, don't let yourself get hit by an enemy's attacks, either a thug's gun or a cosmic ray blast] Skills: 120R = 30PP Bluff 8 (+10) Climb 6 (+10) Disable Device 5 (+10) Escape Artist 5 (+10) Gather Information 13 (+15) Intimidate 13 (+15) Skill Mastery Investigate 10 (+15) Skill Mastery Knowledge (Streetwise) 10 (+15) Skill Mastery Knowledge (Tactics) 10 (+15) Notice 10 (+10) Search 10 (+15) Sense Motive 10 (+10) Stealth 10 (+15) Skill Mastery [GM Notes: This is a pretty solid Batman build - scary as hell, with a matchless knowledge of the city, very sneaky, and truly the world’s greatest detective. Picking up Skill Mastery on Notice, Search, and Sense Motive will be a good thing to do with earned PP - or you can just rearrange the points now if you want him to be good in those areas. More Acrobatics will let you convincingly play a Nightwing sort - more Diplomacy and higher Bluff might help you play the Adam West Batman. His Escape Artist is high enough that he can convincingly work his way free from most deathtraps - but it’ll take a dramatically long time! (i.e., taking 10 or 20)] Feats: 30PP Attack Specialization (Boomerangs) 2 Attack Specialization (Unarmed) 3 Benefit (Wealth 2) Challenge (Fast Startle) Defensive Roll 1 Dodge Focus 4 Equipment 3 Evasion Jack of all Trades Luck Master Plan 2 Power Attack Quick Draw (Draw) Sneak Attack Skill Mastery (Intimidate, Investigate, Knowledge [Streetwise], Stealth) Startle Takedown Attack Uncanny Dodge (Auditory) Well-Informed Equipment: 3PP = 15EP Utility Belt Array 4.5 (9PP Array; Feats: Alternate Power) [10EP] Base Power: Damage 2 (Boomerangs; Extras: Ranged, Feats: Improved Ranged Disarm, Mighty 4) {9/9} Alternate Power: Obscure 4 (Smoke Bombs; Visual, 50' radius, Extras: Independent) {8/9} Costume: Protection 2 (Feats: Subtle) [3EP] Grappling Gun: Super-Movement 1 (Swinging) [2EP] [GM Notes: This is a pretty straightforward starting Batman-type. He uses his boomerangs to target enemies a little too tough to engage in melee without softening them up first, or lone opponents too far away to reach by hand. Use his Stealth and Intimidate to leave opponents flat-footed, and then Power Attack - using Takedown Attack to sweep your way through an enemy’s forces. Stunt things off your Utility Belt Array - spend an HP and you _have_ anything that can reasonably be made as equipment for 9EP. Note that we’re pretty generous about Equipment as it is, so you can pull out any one 1EP piece of Equipment without even having to spend that. If you like the Utility Belt, start saving PP now to buy it as a Device - even a few ranks of the Gadgets power will plausible get you everything you need. One thing he lacks is a vehicle and a headquarters. Here are two sample ones! Headquarters - Size: Huge; Toughness: 10; Features: Communications, Computer, Concealed, Defense System, Dock, Garage, Gym, Hanger, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Workshop [20EP] Heromobile - Strength 35; Speed 5, Defense 8, Toughness 9, Size: Huge; Features: Alarm [5; DC 40], Caltrops, Hidden Compartments Navigation System [3], Oil Slick, Remote Control, Smoke Screen; Powers: Impervious 4 [25EP] One thing to remember when playing a character like this is that you will probably not be the guy who strikes the blow that knocks down the Big Bad - hang back and whittle him down with ranged attacks (or goonsweep his minions), trusting that the damage-shifted characters you are assisting will be able to carry the day by using your Master Plan. That’s what being on a team is all about, right?] Powers: 0PP Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage Unarmed (Sneak Attack) Touch DC 21 Toughness Damage Boomerang Range DC 21 Toughness Damage Boomerang (Sneak Attack) Range DC 23 Toughness Damage Abilities (40) + Combat (32) + Saving Throws (18) + Skills (30) + Feats (30) + Powers (0) - Drawbacks (0) = 150 Power Points
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Edge: Stardust Soldiers Dates Fast-Forward: Your Little Light Beautiful Poetry Harrier: No Nationality Broadcast Day Blessings Woodsman: Bulls on Parade Plentiful Harvest Dirty Twinkling Monotreme Citizen: Honestly a Barbarian Comrade Frost: Pop Some Tags Sea Devil: Our Space Is Vast Glorious Dawn GMing: Kount Every Klan Vote Traveler Get Low Monster Mash
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"Of course, I-" There was dead silence on the line as Dr. Dimitri Peshkov, veteran of seventy years of superheroing and a trained physician, put two and two together, shock mounting in his dead breast for the first time in a very long time. "Wherever we are meeting, I will be right over, Talya," he said in Russian. Once he knew where they were meeting, he thanked her and hung up - too rattled to stay on the line long. "Son of a bastard," he muttered out loud in accented English, second nature after so much time as Comrade Frost in the States. He slid open his desk drawer, fumbling around for his supplies. "Where is my gun?" he demanded to no one in his empty office, finally finding his old service pistol underneath a stack of articles about the mating habits of Western European dragons. When all the gear for what might be a long journey was packed beneath his blue and white parka, he decided to drive himself to the Danger Foundation building in Hanover. His arrival was humble enough, some time later, the old brown sedan he drove being among the older secondhand vehicles in the Freedom League's motorpool. Parking it on the street, he stepped out, looking around from behind big-lensed sunglasses.
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"Am always free for my favorite spy," said Dimitri, his voice full of liquid delight. "And I owe you double favor after trip to Asgard. What a horrible smell in those stables!" She could hear his grin over the phone, then, "Have not heard from you in weeks, Talya, was beginning to think you were too busy with young people for old friends!" He spun in his office chair, lazily, feet folded beneath him and not quite touching the ground. "What are we doing?" he asked hopefully. "Espionage on hated foes? A little stealing?"
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The group found Greta Göessler in the stables of the Valkyries, working alone amid the night-black horses of the Choosers of the Slain. She was filthy and had neither golden helmet nor armor, but when she turned to see them arrive there was something regal in the posture of the tall, blonde, muscular woman with the flashing blue eyes, for all that she was wearing her skirts bound up to muck out the stables and was setting down a rake as they entered. She was a fallen queen, perhaps, but in her carriage and square shoulders was a queen nonetheless. "Lady Thrude," she said, wiping the dung from her hands. "To what do I owe the honor of this visit?"
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Hellbinder is up again. A DC 20 Sense Motive check from either of the two ladies will reveal that:
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With a roar, the White Knight ripped his way free from the bonds wrapped around him by Hellbinder, eyes flaming red as he scowled at the girl. "Witch! I'll show you pain!" he promised, fire erupting from his gaze as he fired beams of scorching-red heat out of his eyes that tore up the ground around Sarah's feet without actually striking her flesh. "Don't you understand?!" he demanded, glaring at the two women. "Must a man explain it to you? I am the White Knight, the mightiest defender of the Aryan States of America! I will destroy you, then shape this world to my will!"
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White Knight: Standard Action: Shifts his Flight/Super-Strength array to Flight 1/Super-Strength 8 That gives him 16+8 = 24 DMG vs the snare, which means he can break it automatically as a standard action. He'll surge (and take fatigue next round) to get another standard action. Standard Action x2: He'll throw fire at Hellbinder! http://orokos.com/roll/370563 = 16 and misses Move Action: He'll fly 100 ft in the air
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Ah, fair enough - lucky for Waverider! Taking 10'll hit one, yup. (The DC to hit them is 15) http://orokos.com/roll/370391 = 6 Hah-hah, you got that one! (Let me know if you're doing lethal or not)
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"No, it's all right," Edge told her reassuringly, his own reflected heartbreak clear in his eyes. "I'm so sorry for what's happened to you. I promise that we'll be sticking with you every step of the way here in Freedom CIty - and we'll do everything in our power to find out who's been doing these terrible things to your people." "And our power is vast," agreed Monsoon, a sharp promise in her own voice. "Just pretend we're not here," said the man in shiny blue and gold as he and the woman in dark blue and off-white nodded her head. "Where are you having lunch?"
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Steve's armor retracted at her touch - an all-too-familiar gory transformation that in a moment resolved itself into the face and body of her lover. "I never considered it. When they chose to put you in danger, I chose to teach them fear." And with that, he bent down. He was substantially taller and broader than Gina, but his great strength made that no obstacle. He picked her up by the waist, supported her with his hand on her buttocks, and kissed her passionately on the lips - the kind of fiery embrace that for all their time together had been reserved for the most private of moments. - The police officers, luckily, couldn't quite make out the moment with Bombshell obscuring the way. "We had a call about men impersonating police officers attempting multiple kidnappings - and then an Omegadrone and Bombshell fighting the police?" inquired one officer, looking at Talya over his sunglasses. He didn't sound suspicious so much as...fatigued. "Mind telling us what happened?" he asked over the sound of sirens, as other emergency personnel went to tend the injured and uninjured hostages, including the unfortunate, bloodied lawyer whose beating had motivated Gina's original call.
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Woodsman kept the bow aimed between the four men, knowing that just because those men weren't on the scam didn't mean they wouldn't shoot an intruder. "S'bomb," he warned them, "Don't try it." He focused his gaze on the guard who seemed to know something, locking his dark eyes on his. "Could save me an arrow and talk now, man. Prolly keep your friends outta jail too. Smugglin' drugs is a whole thing on Prime, 'n plus there's a man dead already. You gonna do it?"
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Waverider is up
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The blow hit, and did damage, tearing away a gob of writhing shapeshifter flesh that disintegrated into a red, pulpy mist as it struck the ground. The Victoria-thing (there was no better word for it) focused on Shrike, mad, blinking yellow eyes that had erupted spasmodically across its forehead like a spider's all stared into her very soul. The creature moved suddenly, limbs skittering along the metal ground, and lashed out with a sudden tentacle erupting from the center of its face, one that bit down with human-shaped teeth on Shrike's arm, leaving behind a bloody bite mark in its place. The mouth-tentacle snapped back into that writhing face and suddenly it reformed as the monstrous parody of Victoria Atom, her bloody mouth now wet with fresh blood, raising her head to the ceiling and exulting in an all-too-human voice. MEAT! The others took up the same cry, hooting as they charged past the corpses of their fellows and their alpha, swarming over Waverider with biting mouths and reaching, bloody hands. These had been human once, in the ancient, tattered rags of lab workers clothes over sunburnt nakedness and filth, but they weren't human anymore. MEAT! MEAT! MEAT!