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Avenger Assembled

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  1. Reality Warper Abilities: 22 pp STR 10 (+0) DEX 10 (+0) CON 24 (+7) INT 10 (+0) WIS 14 (+2) CHA 14 (+2) Combat: 12 pp ATK: +3 DEF: +5 (+2 flat-footed) Init: +0 Grapple: +3 Saves: 13 pp TOU +15 (+7 Con, +8 Protection) FORT +7 (+7 Con) REF +5 (+0 Ref, +5) WILL +10 (+2 Wis, +8) Skills: 13 pp=52 r Concentration 13 (+15) Intimidate 8 (+10) Perform (guitar) 4 (+6) Notice 12 (+14) Sense Motive 13 (+15) Feats: 6 pp Dodge Focus 2 Fearless Luck Ultimate Save (Will) Powers: 86 pp Reality-Warping Array [62+4=66 pp] Disintegration 10 (Extra: Range [Perception]; PFs: Reversible, Variable Descriptor 1 [psionic]) AP: Create Object 10 (Extras: Duration [Continuous], Movable, Range [Perception]) (PFs: Innate, Precise, Progression 7, Subtle) AP: Move Object 10 (Extras: Area [Targeted Shapeable], Damaging, Range [Perception], Selective; PFs: Precise, Variable Descriptor 1 [psionic]) AP: Teleport 20 (anywhere in the Universe) (Extras: Accurate, Affects Others, Range [Perception]; PFs: Progression 2 (500 lbs)) AP: Transform 10 (5000 lbs) (inanimate to inanimate) (Extra: Range [Perception]; PFs: Precise, Subtle) Immunity 5 (disease, poison, sleep, suffocation) [5 pp] Protection 8 [8 pp] Super-Senses 7 (Accurate Acute Radius Ranged Mental Sense, Danger Sense [mental], Uncanny Dodge [mental]) [7 pp] costs abilities 22+ combat 12 + saves 13 + skills 13/52 + feats 6 + powers 86= 150 pts --------------- Design Notes: In retrospect, you were one of the reasons the Moore Act passed. (You didn't know you were the problem, though) You were born powerful, damn powerful, one of the most powerful psychics in the world; unfortunately you were just a kid in a really small town in rural Ohio. You weren't bad so much as you were just a child, and you did what you wanted, when you wanted it, and there was no one to stop you. Luckily the Centurion showed up and talked you down, and got psi-nullifiers for your parents so they could keep a better eye on you till you could get one yourself. You had power enough to reverse the effects of almost everything you'd done, but your parents still moved very far away after that. They were scared of you till you turned 18, whereupon which they moved even further out of state. It wasn't until you were in your teens that you read about Psychic X; the ludicrously powerful small-town boy whose horrible deeds had helped inspire Franklin Moore to pass the Moore Act back in the 1980s. You already felt guilty about what you'd done as a kid, but now you knew what you had to do! When you were of age, you took off your psi-nullifier and headed into Freedom City so you could pay back the world for everything you owed it. Here's my attempt at Bill Mumy's character from "It's A Good Life" as a PL 10 hero. (One thing he doesn't have is that character's telepathy, I've gone with the idea that he was able to tell what the PL 0 adults around him were thinking via very high Sense Motive). He's a very, very powerful character, able to take apart anything he sees, put it back together, and make anything he wants with Create Object and Transform. He can stunt tremendous effects off his 62 pp array. He's also got some decent mental senses, so you can't just throw a bag over his head and keep him from using his Perception-range powers on people. His big weakness is that he can't power attack, so someone with high enough saves and Toughness can take him down, and if you do have Concealment vs visual and mental senses he's much more vulnerable. (The Protection and Immunities come from wondering why his parents didn't just throttle him while he was sleeping or something). His big weakness is his Reflex save. Make sure you have his descriptors nailed down exactly; a character as powerful as this really does need to have some significant weaknesses, and some pretty serious ideas about what he can and can't do. (Note that he's only got the one 'cornfield' power, and so can't fly or get around quickly; someone who's out of his line of sight and at all smart is pretty safe from him) You should definitely dial back the horror of the kid's early upbringing (he's based on a less creepy expy of his from PS238). An unrestrained child psychic is scary enough with just some implications here and there, without writing in horrible animal mutilations and the like; omnipotent children are scary enough on their own...
  2. Vampire Thief Abilities: 30 pp STR 24 (+7) DEX 18 (+4) CON n/a INT 12 (+1) WIS 14 (+2) CHA 22 (+6) Combat: 24 pp ATK: +6 (+10 melee) DEF: +10 (+3 flat-footed) Init: +4 Grapple: +17 Saves: 9 pp TOU +10 (+8 Protection, +2 Defensive Roll) FORT n/a REF +7 (+4 Dex, +3) WILL +8 (+2 Wis, +6) Skills: 15 pp=60 r Acrobatics 6 (+10)* Bluff 10 (+16/+20)* Diplomacy 5 (+11/+15) Disable Device 9 (+10)* Escape Artist 6 (+10) Intimidate 4 (+10) Knowledge (Streetwise) 4 (+5) Languages 2 (French, Italian) (Base: English) Notice 3 (+5) Sense Motive 3 (+5) Stealth 8 (+12)* Feats: 18 pp Acrobatic Bluff Attack Focus: Melee 4 Attractive Defensive Roll Dodge Focus 4 Evasion Move-By Action Power Attack Skill Mastery (Acrobatics, Bluff, Disable Device, Stealth) Takedown Attack Taunt Uncanny Dodge (auditory) Powers: 57 pp Device 1 (Whip) (Easy to Lose) [3 pp] Strike 3 (PFs: Improved Trip, Mighty) Drain Constitution 2 (Flaw: Requires Grapple) [1 pp] Immunity 30 (Fortitude Saves) [30 pp] Impervious TOU 8 (Flaw: Not Vs. Fire/Silver/Wood) [4 pp] Flight 2 (25 MPH) (PF: Subtle) [5 pp] Protection 8 [8 pp] Regeneration 6 (+0 Recovery Bonus, Resurrection 1/week) (Flaw: Source [blood]) [3 pp] Super-Senses 3 (Acute Scent, Darkvision) [3 pp] Drawbacks: -3 pp Weakness (dazed by holy items; Charisma check) [-3 pp] costs abilities 30 + combat 24 + saves 9 + skills 15/60 + feats 18 + powers 57 -drawbacks 3 = 150 pts ------------------------- Design Notes: She was one of the best thieves in town, fast, acrobatic, and beautiful. She'd come up from circumstances and she'd gotten rich in the process. At least up until the day she broke into that European aristocrat's house and discovered what had looked like an abandoned house, with no power hooked up and no heartbeat inside, was anything but! It's tough to cage a thief, though, and she escaped his clutches, if not his Embrace. She steered her buddy the costumed adventurer there the next day, and then disappeared to a new city. She still has needs to sate and itches for adventure that needs scratching, it's just she has new urges best solved by throwing lots of money at them: maybe it's for the best if she sticks to robbing blood banks and supervillains from now on, and maybe it's time to repay that karma sooner rather than later. Inspired by the art in the recent Catwoman #2, here's a Vampire Thief perfect for stealing heroes' hearts (hopefully not literally) and anything else that isn't nailed down. She's fast, she's gorgeous, she's really athletic, and she's undead! She's not great at picking locks, but she is good at talking her way past guards and getting them to hand over their keys. Subtle Flight lets you do all kinds of crazy implausible acrobatic tricks and parkour stunts; I figure she's let some of her skills slip a bit now that she's got superpowers, a living conversion would probably have more Stealth and Acrobatics. She's a melee specialist but she's best with the whip, she probably 'swings' around the city with it when she's trying to get around without showing off. And hey, she's bulletproof! She could use some more INT to back up her Disable Device, or maybe you could save up for Insubstantial 2 and say that she doesn't actually need to pick locks at all! As a semi-villain, she's a fine antagonist for heroes. she doesn't mean to be monster, and she does her best to retain her humanity even in the midst of shenanigans. (She also makes a fun outright villain, one who's really good at winking at the boys and distracting them while she's up to some pretty bad stuff). She could work just fine as a hero, too, where the reason for her Heel Face Turn really should be kept from other heroes until she gets to know them better...
  3. If you ignored the white nationalist shirts, Aryan Nation tats, and swastika-wearing crowd, it could have been any low-rent concert venue: there were even merchants hawking beer and hot dogs from a little cart. Cannonade got a lot of attention, being the only hero in costume, a mixture of people taking the chance to sneer at the hated "SHARP goon" and those who were glad to see he was "coming over to the right side!" At least no one took his picture; indeed, the Aryan Nation bangers running security were keeping a close eye on cameras. With all the convicted felons who were in the crowd, no wonder! Trevor didn't see any wanted fugitives out there, but he recognized several ex-cons from their rap sheets. Aryan Angel's stage crew was surprisingly cordial to the 'new girl', Erin got the idea that the business of being a roadie tended to be the same all over. A couple of her colleagues had swastika tats and other white nationalist symbols visible, others didn't; with the long sleeves the cold weather brought, it was hard to tell who had ink and who just was trying to stay warm. Mark was glad not to recognize anyone but his fellow heroes, given the nature of the crowd. He could stand being around gang members and meth users easily enough; the hard part was the little kids bundled up in cozy black and red sweaters against the cold. Aryan Angel was family-friendly, after all, and some of these people had brought their families. Little kids among swastikas wasn't easy to see, even when you'd seen the end of the world. This was no way for kids to grow up. When the crowd was large enough, the stage crew started up with the opening music, first staticky, old-fashioned trumpets full of artifact, and then bouncy, cheerful pop music! In a flirty outfit that was a cross between a BDM outfit and a cheerleader's costume, Aryan Angel came cartwheeling out on stage, beaming at the audience with a huge smile on her face. She had a lot of stage presence, you had to give her that, if not much else. "The flag on high! The ranks closed tightly..."
  4. I've got to end this now so we can hold the building up and stop whatever the hell that Bastion kid turned into! "Hey." Citizen got close, ducking under a backswing that deflected the gun away from Papercut, and shoved his hand inside Orion's flak jacket. "You're carrying stun grenades." Orion's eyes widened behind his mask, a second before a flat boom echoed inside the room, attentuated behind his armor enough that all it did was blow Koshiro's hair back. Orion went flying across the room and hit the opposite wall and fell, unconscious but alive: the armor had caught the blast too. Standing over him, Citizen nodded in satisfaction, driving one fist into another. "Life's not a video game, O'Ryan." He turned and looked at Papercut. "Hey, can you fight?" he asked, looking out at the monster outside. "I think they need a hand."
  5. Citizen knows he doesn't pack enough of a punch in the real world to take out Bastion, so he's going to concentrate on Orion so Papercut (with his very different powers) can shore up the building. I'm assuming Orion's body armor doesn't count as a target for his Possession, so instead Sharl's going to continue with the punching. I believe a 26 hits DC 28 Tou save for Orion, with the Power Attack. Sharl will surge (and spend his last HP to cancel fatigue) Yeah. DC 23 Tou save from the results of his first punch
  6. You know, Rav, you can just have him go down. You don't need (yet another) round of them ganging up on a helpless enemy.
  7. Citizen kept a wary eye out as they went, trying to absorb all he could of this alien civilization. Without a cultural connection to Earth, the romance of the feudal era meant little to him. Instead he saw privation and want, a social pyramid with gorillas at the top and chimpanzees at a very distant bottom. The stone hut where the knights and nobles lived was not much different from the thatch huts of their subjects, when you got right down to it. For Corbin and Koshiro, things were a little easier to understand: this castle was not an ornamental countryhouse; this was a fortress of war, and from the look of the knights and their battered, if polished armor, they were veterans of genuine conflict. As they entered the castle courtyard, its walls rising high on either side of them, they were met by the people they were there to rescue: a three man team in the battered, mud-stained uniform of League civilian employees. "It was a dimensional storm, probably a leftover from the recent crisis." reported the team leader Stuart, a short, balding man with a crisp British accent. "The Pegasus was being pulled out of our time stream before we could abort our descent." "We made it out in time," reported the second officer, Church. "But the Pegasus is in a bad way. We crashed up into the hills and had to walk out. The ship's in pieces, and we can't leave it here." Peering over Church's shoulder as he talked, Sharl made out a small, hunched figure in the stocks, obviously a chimpanzee, near the edge of the courtyard by what were evidently the servant's quarters. "I have heard that the ores in those hills interferes with outlander technology," said Connor thoughtfully. "I am sure my lord would be happy to give you an escort there, and help carry away any pieces of your skybird. If you will follow me?" he asked with courtesy, turning to his squire and barking, "Bonda, take the horses to the stables! Don't just gawk like a gibbon!"
  8. "I can shut off pretty much any alarm," said Sharl with a teenager's confidence, "but like you said, we don't actually want to get into trouble. I don't have any physical cameras," he added, "but as long as I'm connected to my server, I can send files back to it." He took what looked for all the world like a digital camera out of his pocket and held it up to the screen. "Why don't we spend a couple of days getting supplies?" he suggested. "We're all allowed off campus these days, so we'll be able to go shopping if we have to. We can get together again later in the month. From what I've heard, we don't want to be stuck out during the holiday. Strange things happen and it might draw attention to us."
  9. The duo from Archetech arrived over Star Island about the same time Gaian Knight did, as usual Citizen tagging along with his transmitter in Miss Americana's pocket to allow for her much faster speed in the air. The trio of heroes found what looked at first like a very grim scene; a massive crater in the middle of the base parking lot and a giant divot torn out of the site of the lab where Dr. Rao worked. The marines posted at the base were on scene, for all that there wasn't much they'd been able to do to stop the monster. "A giant beetle thing!" said one of the men with stripes on his sleeve, his face red with impotent anger. "It just tunneled out through the asphalt, stuck its jaws in the window, and grabbed the civilian!" Upstairs, an examination of the lab was oddly reassuring, despite the tremendous damage done by some car-sized insect jaws shoving their way through fragile glass and steel like a knife through butter. : there was no blood, suggesting Rao hadn't been seriously hurt in her capture, and her research was still there, even the high-tech laser tunneler she'd been in the middle of building. Whoever had been riding that bug, or commanding it, had evidently only had an interest in Dr. Rao, and they'd wanted her alive. But for how long?
  10. Sharl pushed up his sunglasses and cocked his head, accessing the school's computer network. "One of the most deeply embedded dimensional axes connected to Prime is one where the primary hominid civilization is populated by a collection of simian phenotypes rather than the human norm...it's a dimension of apes," he translated. "It's a dimension where apes are the dominant species, and humans are restricted to some small parts of Africa, and are mostly not even verbal." He couldn't help but laugh; what kind of ridiculous dimension was this? "This is some kind of primitive variant, with feudal serfdom or something. What the hell." He pulled his sunglasses down and joined Papercut for the walk down the hill. Down below, they were greeted by a barrel-chested gorilla knight in green-trimmed armor. "Greetings, outlanders!" he boomed. "Welcome to the domain of my lord Baron Zardon. I am Sir Connor, your escort. I shall show you to your people and your skybird." Behind him, what was evidently a chimp squire rode a small burro. He led the way towards the castle, through what looked like a decidedly unromantic medieval-style village: the peasants were poor and barely clothed, their small huts quite a contrast to the magnificent castle they were approaching.
  11. And since he's a minion, Robot D is down! Robot C fires another blast at Caradoc through the window. and misses Miss A is up.
  12. Caradoc worked his sword and fired a blast of glowing cosmic energy out the already broken window, striking one of the advancing clown robots in the chest. Sparking and hissing, the robot dropped like a stone, a massive crater in its brightly-colored chest. But there were so many of them, and the rest were still advancing. "There are a great many clown robots. This is an unexpected situation," said the armored 'knight' , surprise in his voice. "If you have relocated the boy, I agree that relocating his mother is a fine idea as well." Another rubber nose came flying through the window, but this time he was ready and batted the electrical bomb away before it could explode, sending it sparking away into the corner.
  13. There are a couple of ways to keep the organ thing, though: Maybe it's an organic construct implanted in him for sinister (or good purposes) by magical entities. What jumps to my mind is the Grue Arcane; perhaps as the result of some terrible experiment! He could be an alien himself, all unknowin. Maybe he just thinks the organ is an issue and it's a matter of his psychological limitations on the power. Or maybe he just thinks he's a magician; he's manipulating cosmic energy or psychic powers or something, and that's where the node comes in.
  14. Radioactive Gadgeteer Zombie PL: 10 (150) Abilities: 10 pp STR 34 [14] (+12/+2) DEX 10 (+0) CON n/a (-) INT 20 (+5) WIS 16 (+3) CHA 10 (+0) Combat: 16 pp ATK: +4 (+8 Radioactive Powers) DEF: +8 (+2 flat-footed) Grapple: +6/+18 Initiative +0 Saves: 10 pp TOU +12 (+12 Protection, +6 Imp) FORT n/a REF +5 (+0 Dex, +5) WILL +8 (+3 Wis, +5) Skills: 14 pp=56 r Craft (Electronic) 10 (+15) Craft (Mechanical) 10 (+15) Intimidate 10 (+10) Knowledge (Physical Sciences) 10 (+15) Knowledge (Technology) 10 (+15) Notice 2 (+5) Sense Motive 2 (+5) Feats: 10 pp Dodge Focus 4, Eidetic Memory, Fearless, Inventor, Power Attack, Takedown Attack, Uncanny Dodge (auditory) Powers: 91 pp Radioactive Zombie Array [26+2=28 pp] BE: Blast 12 (PFs: Accurate 2) AP: Enhanced Feats 2 (Attack Specialization: Unarmed 2) and Enhanced STR 20 and Super Strength 2 (Heavy Load: ~5 tons) AP: Nauseate 12 (PFs: Accurate 2) Immunity 40 (Fortitude Saves, Radiation Effects (Flaw: Limited [Half-Effect])) [35 pp] Leaping 1 (x2) [1 pp] Protection 12 (Extra: Impervious 6) [18 pp] Regeneration 6 (Recovery Bonus +0, Resurrection 1/week) [6 pp] Speed 1 (10 MPH) [1 pp] Super-Senses 2 (Darkvision) [2 pp] costs abilities 10 + combat 16 + saves 10+ skills 14/56 + feats 10 + powers 91 = 150 pts ------------ Design Notes: When you realized the Greenpeace protester had gotten past the test fence and was about to get torn to pieces by the backwash from the nuclear rocket you designed, you did the only logical thing: you jumped in your jeep and rushed out there, dragged the hippie into your car, and drove him to safety as fast as you could! You shoved him into the shelter first, but before you could join him, the steel door slammed in your face! When the rocket went up, you took millions of rads and collapsed to the ground and were rushed to the hospital. Where you died. Well, duh! A few days later you woke up in your coffin and tore your way out, where you wandered the desert for days until you learned to stop irradiating everything around you. Unfortunately, now you're a wanted man: your old boss the colonel thinks you're a Grue imposter who stole his friend's body and you're scared to get anywhere near your girlfriend the nurse lest you irradiate her! So you've roamed the country since then, looking for a way to de-radiate yourself so you can go home and get your old life back! Here's a radioactive gadgeteer zombie, a dead man animated by inner nuclear fires, or maybe what the Hulk would have been like if he'd been created by Marv Wolfman instead of Stan Lee. He can blast people with radiation, make them sick from a temporary dose of radiation poisoning, and punch people through the wall with radioactively empowered strength. He's not immune to radiation as such, but he can take some massive hits from it, and has the descriptors to pull off "absorbing radiation" if he has to. He can never be truly killed; radioactivity has a long, long half-life. He can also jump high and run fast enough to catch a car, and shrug off anything short of a vehicle-mounted machine gun. He can see in the dark thanks to his inner radioactive fires, fight fine in melee and at range, and he's a scientific genius who can pull off some fine inventions if you get him to a laboratory. He makes a fine roaming monster if you want him as a villain; maybe his sympathetic girlfriend's dad brings in the heroes to capture his radioactively-warped would-be son-in-law before he hurts anyone else, or maybe he's come to the campaign city to burn things! As far as playing him as a Freedom City character, that'd work okay: a backstory as having once been a roaming monster (maybe the government has cleared him but the mass media isn't so sure) is a fine way to have Reputation complications. Or maybe he proves his good intentions by turning up in his first adventure to help with some big superhero crisis, like a mass supervillain prison breakout!
  15. Rapunzel PL: 10 (150) Abilities: 32 pp STR 18 (+4) DEX 20 (+5) CON 18 (+4) INT 10 (+0) WIS 14 (+2) CHA 12 (+1) Combat: 24 pp ATK: +6 (+10 melee/prehensile hair) DEF: +10 (+3 flat-footed) Init: +13 Grapple: +14/+20 Saves: 13 pp TOU +10 (+4 Con, +6 Force Field) FORT +8 (+4 Con, +4) REF +8 (+5 Dex, +3) WILL +8 (+2 Wis, +6) Skills: 52 r=13 pp Acrobatics 5 (+10)* Bluff 10 (+11/+15)* Climb 1 (+5) Concentration 8 (+10) Knowledge (Arcane Lore) 5 (+5) Language 1 (French) (Base: English) Notice 8 (+10)* Ride 1 (+6) Sense Motive 8 (+10)* Stealth 5 (+10) Feats: 21 pp Acrobatic Bluff, Attack Focus: Melee 4, Attractive, Dodge Focus 4 Evasion, Improved Initiative 2, Move-By Action, Power Attack, Precise Shot 2, Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive) Stunning Attack, Takedown Attack, Uncanny Dodge (auditory) Powers: 46 pp Flight 1 (10 MPH) (PF: Subtle) [3 pp] Force Field 6 [6 pp] Prehensile Hair Array [32+1=33 pp] Move Object 10 (Heavy Load: 12 tons) (Extra: Damaging; PFs: Accurate 2) AP: Damage 10 (Extras: Selective, Targeted Area [Cone]; PFs: Accurate 2) Shield 4 [4 pp] costs abilities 32 + combat 24 + saves 13 + skills 13/52 + feats 21 +powers 46= 105 pts ------------------- Design Notes: Here's Rapunzel, Amalgam and heroine of fairy tales (as well as the recent movie Tangled) as a PL 10 superheroine. I've gone with the idea that all that time locked up in the tower gave her time to work out, perhaps in endless swordfights against imaginary opponents, making her a serious threat in hand to hand combat (and a little stunted in interpersonal relationships despite being a great beauty). Rather than Prehensile Hair, a clunky power that leads to grossly inflated Grapple checks, I've given her Damaging Move Object as a descriptor for her hair, along with an area effect that represents whipping braids at great speed and accuracy. This way a guy climbing her hair is more about her grabbing him and pulling him up. (Why isn't there an action/reaction effect since her hair is a solid object? Well, maybe she doesn't want to get her hair ripped out by the roots! We're through the logic looking glass here, people) She could use more combat feats; maybe Improved Ranged Disarm on her hair to represent ripping the guns out of bad guys' hands, or just improved crit for especially hard slashes with pointy hair. (Split Attack is a pretty poor feat, so I left it off there; you're much better off just using a Selective Area effect as she as. I figure she can block melee and ranged attacks both with her hair (giving her both Force Field and Shield). I let Subtle Flight stand in for making some kind of hair sail, or maybe just swinging around on her hair like Spiderman. (Well, he doesn't swing on his hair...you know what I mean!) If you do want to give her a more mystic focus, perhaps have her be an actual refugee from fae, perhaps some Super-Senses would make sense. I think this build would work just fine in Freedom City; maybe she's a heroine with powers she's opted to tie into a particular storybook theme, or maybe she's the mythic character brought to life, or one who's become an avatar of that particular fable. With her Attractive, she makes a lovely damsel, if one who could plausibly fight a fantasy army and win. She could work fine as a PC in a Warriors and Warlocks game, perhaps one with a fairy tale theme, sweeping goons like they're going out of style and smashing evil queens through stone walls until they give her the key to the tower already!
  16. Okay, just go ahead and specialize that she has fire awareness. In the meantime, APPROVED
  17. Does he have an AP in his Personal Gravity Array?
  18. Healing doesn't work as an AP for your Force Field; it'll hurt you too badly. Please make your Magic Awareness match the house rules. (I know the Archetype you used didn't have that, but this is where we make sure you check the House Rules first!) The drawback doesn't really work mechanically, that should be a Complication. (I did suggest alternate techniques for that to you.)
  19. Taking advantage of Koshiro's arrival, Sharl turned to his room-mate. Conversations about how Earth was a nice place full of nice people that just happened to be a few centuries behind (at their shockingly fast rate of development) where the Lor had been two thousand years ago tended to go wrong pretty badly, and the last thing he wanted was an argument with Corbin when they were about to go adventuring together. "All I got was that it was something about an ethics test, and that we'd only be in combat if we wanted to be." Now that they were all there, they were actually able to call up the scenario's short instructions as they stepped into the gridded-off walls of the Doom Room. As Cobalt Templar was the senior student there, he got the file: they were playing themselves as Freedom League members, visiting a primitive variant of Earth-Ape to recover a Pegasus plane that had fallen through a dimensional crack during yet another inter-reality crisis. The crew was alive, and they and the plane both needed recovered intact. The locals were aware of who they were, so they wouldn't even need to disguise their true nature. As the walls of the Doom Room rippled around them, Sharl was still asking, "Wait, what's this Earth called again?" Sure enough, from their position on top of a low 'hill', they could see a distant castle on the horizon, pennants flying overhead. In the green fields between them, they could see peasants working in what looked like corn fields, the smell of animal ordure strong in the air as peasants worked the crops under the watchful eye of armored knights on horseback. Except the horses were massive draft horses like a Clydesdale, big enough to carry their riders: massive armored figures with simian faces, watching smaller apes in the field: every knight was a gorilla, and every peasant a chimpanzee. This was a world of medieval apes!
  20. With a nod, Sharl led the way back towards Freedom Hall, Miss Americana in tow. They'd helped the injured and stopped the Gorgon's herald, as he'd find out later after Miss Americana told him what had happened to Willow and what Jack and the other Interceptors had risked to bring her down. Now they just had to make sure they hadn't saved the world once only to see it fall into danger yet again. The idea seemed unfair. Unless, he mused grimly, this particular threat hadn't been to the world at all. Maybe the Curator just wanted back the thing he'd lost.
  21. That actually does hit. 16 Well I don't want that! 32 Getting lowww on HP
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