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angrydurf

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  1. The door is fragile and easily bashed down or the lock broken with slightly more difficulty though it would be noisy. The window is easier but even Talya in her current state would have a difficult squeeze.
  2. GM Post The transition was just as sudden as the russian's execution of the ritual such as it was. With a dizzying wrenching sensation the trio of dimensional travellers was thrown through the spaces between worlds finding themselves in a dark and dusty room the walls piled high with assorted boxes and crates in varied states of disrepair. High on one wall a small casement window streamed bright light leaving motes of dust disturbed by their sudden arrival to dance in the beam. Distant drums could be heard as if reverberating off of rough hewn walls of the streets outside though peering out the window would reveal the alley it opened to to be empty and abandoned. A rotted door stood at the far end of the room a heavy lock rusted with age hanging from the bar. No sounds came from beyond it. The air was dry and the harsh light from outside suggested a far more equatorial latitude than that which they had left.
  3. You are not. Robin can drop the remaining one no rolls so just post the IC when you get a chance Alder. there is a keycard on the unconscious scientist when you guys want to open the door.
  4. That'll do. The war was a busy place but there's a much more limited subset of people from the war from other dimensions and only one with the described look. Ib'n Al' Faziar The Spectacular Steam Sheikh! He came from some world where early arabic discovery of steam power unlocked fantastic steamworks by the era of the war. Dimitri may have even aided the ritual to get him home after he aided the north african campaign.
  5. Whoever grabs the letter it reads as follows in Aces Looping script. That info will give a good clue to Dimitri or Talya where he fled to if they make a DC 15 int check, Otherwise Dimitri cna try to trace with a know-arcane check and the dagger.
  6. GM Post The woman smile beatifically at the nonsense Dimitri was spouting. "Well I'm sure one such as Ace danger could not offer much insult to a lady of-" she trailed off as Jack revealed her secret and tersely motioned them inside and into a coat room off the entryway. She let out a heavy sigh, "Who sent you?" She asked accusatory, "That stuck up toad Karakos?" she gritted her teeth then looked them over again particularly Talya and paused, "Wait you're, you're from his world aren't you." she replied finally and pulled an only slightly wrinkled envelope from her ample cleavage, "Here." he said to give this to anyone from there who came looking for him. Handing off the letter she turned on her heel and stepped out to greet the next customer.
  7. If you end up short on people I can toss Phalanx and/or Ace Danger in for threads. But if space is tight no worries I already have Sandman in one.
  8. Ouroboros as a vampire puppet? No that would be absurd. Ace as a puppet could be fun and Sandman certainly might investigate.
  9. I'll pitch in Phalanx VS. the Angel of Death, Sandman into Disease or Boils to follow his doctor angle. If there isn't crowding; Ouroboros vs. Darkness or water into blood as works best, Ace Vs thunderstorms ( he'll rent a jetpack if he needs to!)
  10. That'll drop him.
  11. Ya know lets speed things along a bit DC 30 sense motive/Bluff To figure out she's hiding that they lost a star attraction (Ace) not so long ago.
  12. GM Post The woman looked to dimitri with understanding then betwixt the young couple it wasn't unusual for customers wanting to spice up the marital bed to pay a visit here and in his short tenure Ace had of course managed to earn a reputation for handling such arrangements with grace. At Eriks words however her expression turned to one of commiseration. "No no dear nothing to be ashamed of." she assured Talya with a warm smile and looked Erik over with plain appraisement, "Too bad too he'd have given you lovely children." Looking back to Talya she considered for a moment, "Probably the tight pants, drops the sperm count you know." she confided consolingly. She looked down at the book though clearly it was but an act to appear to be checking scheduling before looking back to the trio and offering to Dimitri a conspiratorial smile, "While we're not a medical establishment so can't make any guarantees I may be able to help you with the, entertainment, you desire." she said with a nod. "And," She'd add to Talya, "No paperwork need be filed about it, no one need know." she clearly assumed Erics unfortunate state to be a matter of secrecy perhaps a politically potent, though otherwise less so, family. Biting her lip however she hedged slightly, "However the specific request is more difficult." she whispered quietly, "Ace while a skillful entertainer has a similar issue." she offered with a nod to Erik and a shake of her head murmuring, "Always the pretty ones."
  13. Yea Grapple was wrong, didn't get changed after a quixotic attempt to build him up to PL 13 caps, fixed it now. For his skills he's built to his full PL 13 skill caps I dropped his combat caps to PL 10 (and then a soft cap as his VP can put him over PL 10 when needed) I can list him as a PL 13 just under capped if that works better. Dropped the alarm on the Danger!mobile a rank to make the points right.
  14. GM Post As the trio left the park and moved southwest the timbre of the city changed in subtle ways, the gilded classical arches and columns remained though more worn, the gilt flaking in places or going unpolished, the lush lawns and hedges gave way to a few stray trees poking out of sparse dirt islands in a concrete jungle. The people too changed, the fine robes and togas of the elites were replaced by more utilitarian wear though still marked with the byzantine embroidery of caste and rank. This was the sort of change Erik was well accustomed, the change akin to that from the shining towers of glass and steel to the less regal but more personable apartments and bodegas of the West End. Then again the West end had nothing quite like the Jungle Room. The exterior sharply diverged from the classical design of the surrounding buildings with a large fence woven of the trunks of some exotic tree and a great timber and Iron gate standing open beneath a torchlit sign proclaiming it's name in bright red letters carved in a savage font evocative of the exotic and perhaps dangerous. On the signs flanks animated neon lights portrayed well built dusky men fanning with palm fronds, apparently Talyas jibes had not been purely in jest. Inside the gates a tumult of wild seeming vegetation lined a gravel walk around a bubbling pond full of brightly colored fish as it wound it's way to a towering rough hewn porch someone must have stolen from some forgotten Adventureland attraction. At the entrance to the Jungle Room proper stood a matronly woman of indeterminate age in a floor length toga and a cape of tigerskin, "Welcome visitors to the Jungle Room," she intoned with a warm smile, "Come and enjoy the fruits of far off lands and the pleasures earned in valorous service to our Lady." she invited with a sweep of her arm then took in Talya and the two men with a quirked brow, "Or perhaps you seek something more exotic still yes?" she asked with a slight quirk of her lip.
  15. GM Post The scientist went down with a muffled yelp as the bolt protruding from his arm pumped the sedative cocktail into his system his hand inches from the alarm trigger. "Punk Kids!" one guard yelled as Robin charged and the well trained security officers smoothly drew batons from their belts snapping them open and thumbing the triggers in tandem sending a wicked arc sparking at the tip of each. Robins goading words hit home as they raised the shock batons in well telegraphed arcs to swing at the teen hero who evaded the blows with ease. Only then did they seem to realize this wasn't some gangbanger looking for drugs or kids prank, "Call backup!" the other shouted as he tried to square off with robin and hopefully buy his partner time to make the call.
  16. Round 1 Fight! Initiative 23 Guards 2 minions 19 Scientist he gone 15 Woodsman 1HP Uninjured 13 Nighthawk 2HP Uninjured Guards will draw stun batons and attack Nighthawk. 1d20+6 = 17, 18 Both miss! Woodsman is up
  17. OK surprise round the goons don't get to act! Initiative 23 Guards 2 minions 19 Scientist 1 minion 15 Woodsman 1HP Uninjured 13 Nighthawk 2HP Uninjured woodsman is up. Smoke Arrow will fill the room with smoke and blind everyone. But the scientist may still be able to hit the alarm on his action next round.
  18. Ouroboros could get in on magical hijinks certainly.
  19. I'd be interested in getting Sandman in on the Dreamer as it's pretty solidly in his wheelhouse. Chairman might be better served with using one of the existing Masterminds in the setting? There are a few out there with potential.
  20. Phalanx 0 + 15 GM posts = 15 for 2 PP Ouroboros 1 for 1PP Teenage Superstars (1) Ace Danger 1 for 1 PP Unkindness, Conspiracy, and Murder (1) Sandman 3 + 3 GM posts = 6 for 1PP The Nightmare Before Recess (2) Brave Enough to Burn (1) GM Posts 9 * 2 = 18 GM posts Exes and Ohs (9)
  21. Ok you all get a surprise round! lets go ahead and get initiative out of the way if these guys don't get to act we'll use it for hte next group. Guards 1d20+4=23 Scientist 1d20+0=19 Orokos shows its usual love for the pointless and villainous rolls... It's surprise so you get a move or a standard action but not both. They are not in melee range without reach. They are all minions, clustered, and surprised however if either of you have a trick up your sleeve for goonsweeping in the 10 foot range.
  22. As he bolted past the receptionists recumbent form Woodsman could make out the silent alarm switch she hadn't quite reached before he'd subdued her. Of course his noisy entrance or just people monitoring the office cameras might have raised hte alarm still. The rush of the sudden eruption from the wall and sprint down the hall was in stark contrast to the slow ride down in the elevator, hard to guess the full distance without floor numbers to mark the passing but the trip was long enough to ensure they were far below most normal city infrastructure when the doors finally parted. In the vestibule beyond stood two security guards idly chatting while a nervous man in a labcoat awaited robin armed with a clipboard of scant personal details. Beyond the guards stood a secure door with a card reader attached, the casual welcome party indicated the alarm hadn't been raised but it seemed unlikely for that to last long as the lab coat pinwheeled his arms trying to scramble behind the security officers with a yelped, "Stop them!" as he tried to reach a nearby alarm panel. When the doors finished opening the guards were just turning to look at what the researcher had reacted to, it seemed they were lucky and had managed to preserve the element of surprise thus far.
  23. Full Rebuild of Ace Danger to PL 10 caps with his full 211PP and update of the sheet to current fluff and formatting.
  24. Ace Danger Power Level: 15 (233/250PP) (PL 10 combat caps) Unspent Power Points: 17PP Trade-Offs: +1 Attack / -1 Damage, ± Defense / ± Toughness In Brief: Daring Boy Adventurer who grows into a Superspy and Immortal Playboy. Catchphrase: Theme: Alternate Identity: None Birthplace: Freedom City Residence: Danger Manor, North Bay, Freedom City Base of Operations: Danger Manor, North Bay, Freedom City Occupation: International Man of Mystery Affiliations: Allies of Freedom*, Danger Industries, Liberty League*, AEGIS*, Freedom League*, The Jungle Patrol* (*Former Ally/Member) Family: The Danger Family Description: Age: 90 (July 4th 1925) Apparent Age: 22 Gender: Male Ethnicity: Caucasian Height: 6' Weight: 185lbs Eyes: Blue Hair: Blond Ace has a sturdy six foot frame not overly muscled but certainly well defined in an almost careless way that suggests given effort he could develop quite the physique. His head is topped by thick blonde locks that are maintained in a perfect semblance of disarray. He retains much of his fathers classic lines but softened slightly, a strong jaw and chin, but not quite chiseled, his bright blue eyes always have a slight twinkle of mischief dancing in them. Despite his advanced age he appears an attractive man of 24. He dresses well socially though favors a somewhat beaten down Fedora and bomber jacket while "on duty", and favors a kind of retro chic look without looking like he can't keep up with the times. History: The first of the Danger children was born on July 4th 1925, named Ace after Ace Adams his godfather also his father's pilot and close companion through many an adventure. His early childhood was fairly normal despite his father's extended absences with two more siblings following A brother and a sister (the youngest) over the next five years. The family relocated to Africa where his famed father made his fortune in diamonds of dubious origins by today's standards. Once Ace reached the age of eight his father decided to make up for lost time and Ace joined him on his various adventures throughout the 30's and into the early 40's despite the dangers Ace enjoyed this time though he was always felt he had fallen short of his fathers larger than life expectations of his first born. As Ace came of age his brother was included in more and more of his father's travels and Ace found himself at loose ends. While he could certainly claim a unique education it was perhaps even worse suited than he was to academia. Eventually, wishing to prove himself on his own merits he lied about his age and signed up with the army his skills, and family name, earning him placement with the sometimes empowered special forces operating often behind enemy lines. After the War it wasn't long before his maverick stylings and controversial activities had him discharged (honorably thanks to family connections) to his father's deep disappointment. After his socially disastrous, if technically successful, military career Ace fell to the baser accusations of his father and became the exact layabout his father claimed him to be and dear old dad seemed to just give up and instead focused on his second born Rex. By 1950 Ace had earned quite the reputation as a libertine and despite the efforts of Little sister Donna to control the rumors he was steadily eroding the family's reputation. Her answer was simple and with some maneuvering of family money and contacts she neatly made him someone else's problem as he was inducted into service with the CIA where he was the very picture of the dashing spy later immortalized in print and film. He roamed the world much as he had with his father only now it was a deadly game of cat and mouse with the Soviets rather than thwarting Nazi schemes. He was well suited to the work and relished the risk. Due to his unique contacts and knowledge from his days traveling with his father he was assigned to the more esoteric missions no simple spying on ambassadors for Johnny Dangers son when there were communist backed voodoo cults in Havana or Soviet researchers developing doomsday devices in the himalayas. His fast and loose interpretation of regulations kept him fairly stationary in the organization despite his successes but at least he wasn't bored. It was during this time that his training with Shambala monks and blessings from witch doctors and voodoo queens led to some of his more extraordinary abilities though he carefully hid these from his antsy employers given the political climate. It was only natural that when the fledgling AEGIS organization cropped up he was optioned off to it though that barely lasted a year before he was drummed out for disrespecting a superior officer. The family stepped in once more to keep the specifics quiet but he was still blacklisted form government work. By this time his sister and her children were fully running Danger Industries and his father was retired having passed the torch to Rex who continued to live up to all of the Danger elders expectations. Ace for his part also prided himself on living up to every claim his father made. He with pride says that his actions alone supported the fledgling tabloid industry through the sixties and early seventies and it's not far from the truth. He publicly partook of much of the worst the decades had to offer and was the center of most major scandals of the era. Likely he much like the rest of the country would have continued on the self destructive course they were on if not for the Big One. The Terminus invasion was a rather brutal wake-up call for everyone but it was particularly so for Ace. His brother Rex had recently spirited him away from yet another party gone too far when the call came in. The city was under attack. Rex being Rex immediately spun the car in the direction of the trouble and told Ace to stay out of the way if he could. They never even had a chance as the burning lance of energy sliced through the car. Ace's last memory was his brothers scream as they were both vaporized. Ace woke up still in the tangled wreckage of the car after it was all over. In the end Rex was yet another in a long list of Heroes who fell in the invasion, Ace was sure to embellish the story the press got, to everyone else Rex went out like a Hero should. His brothers death affected Ace strongly, he had experience and more than a few tricks up his sleeve, he would do what Rex would have wanted. He became a Hero too, though granted still with his own specific idiom. In hero work a handsome smile and flare for the dramatic turned out to be as much a benefit as it had been a hindrance in his days at the agency. Of course he still had his father's globe trotting tendencies and soon was swept up in events throughout the world. His niece Rachel is fairly supportive of such activities but has slowly convinced him to stick to freedom city for now on and with Ace Danger is back in town the funs sure to start soon. Personality & Motivation: Ace has really been training for the Hero gig almost since birth and despite some unorthodox methods he's good at it. He's a larger than life personality from a larger than life family and lives it up as such. To most appearances he's a shallow attention grabbing playboy with too many toys, and that's not entirely inaccurate but he does have a strong sense of justice and feels a responsibility for the people of freedom. Rex's death pulled him out of a pretty self destructive spiral but that hasn't kept him from having fun while doing good in the here and now. Coming up and living his long life in the public eye as a hero or sidekick as the times have called for has left him distinctly out of touch with those less immersed in the world of high adventure. He knows no life but the absurd one that he calls his own and knows a certain loneliness drawn from that. Even other Heroes often have downtime or off camera moments, for Ace every day is another day on duty and privacy, though not secrecy, is all but unknown. Powers & Tactics: Every person who asks how Ace got his talents gets a different answer each more unbelievable than the last some of them are probably even true. He has been blessed by mystics of many traditions for long life and that's likely the actual core reason for his immortality, He most often will say however that he's to pretty to die. In his travels he has also picked up more than a few tricks. He has learned many martial arts forms from various groups through the years that has left him a capable hand to hand fighter though no specific style really take preeminence and his fathers wicked left hook is still his most signature move. He has also trained with various yogi's and mystics throughout the world to hone his mind and has picked up on the tricks that he most liked granting him a suite of mind tricks harnessing the power of his mind. He has also made some upgrades to his home to better fit with his new "super" lifestyle, using daka crystals he has pulled it off the grid and installed a communications and computing suite made it in his mind the perfect luxurious base of operations. He augments his training and vast collection of super tech and mysterious curios with some special items from his days as boy adventurer and super spy. The famed Danger!Mobile and it's suite of counter pursuit addons and specialized equipment for operation in the skies and seas is the most famous certainly but the Danger!Jet and it's cloaking and VTOL capabilities have gotten him into and out of some hairy situations. The S.S. Danger! seems at first glance little more than a pampered dilettantes luxury yacht, yet with but a few small adjustments and extensions it can vary it's appearance from Junk, to sailing yacht, to commercial fisher and more, for truly stealthy endeavors of course the craft can convert to submersible mode with advanced cloaking devices rendering it all but undetectable. Power Descriptions: Most of Aces powers are of a subtle nature, mental techniques and skills or his immortal nature are not obvious in nature. He has however a long life of adventures steeped in the science and magic of a thousand cultures and even worlds. This results in a motley collection of devices, talismans, techniques, and maneuvers that he can call upon when the situation demands, Whether it be calling forth his inner fire to melt an icy prison, assembling a makeshift lathe to craft a weapon upon, or drawing forth a treasure or relic of power from his past adventures Ace has a long life of interesting times to draw upon. Complications: Disarmed!: Aces Interesting Times VP isn't able to be taken away completely but if he is stripped of his assorted gadgets he can't put the points into devices without some kind of work around for the missing items. Fame: He's THE Ace Danger Code of Honor: Hero code: don't kill or main, no torture, protect innocents etc. Ace follows it as much as he seems to be reluctant to. Reputation: Wastrel playboy and worse. Abilities: 14+8+16+8+8+14=68PP Strength: 24 (+7) Dexterity: 18 (+4) Constitution: 26 (+8) Intelligence: 18 (+4) Wisdom: 18 (+4) Charisma: 24 (+7) Combat: 12 + 12 = 24PP Initiative: +4 Attack: +6 base, +7 Melee, +11 Unarmed Defense: +10 (6 base + 4 Dodge Focus) (+3 flat-footed) Grapple: +14 Knockback: -5 Saving Throws: 0 + 4 + 6 = 10PP Toughness: +10 (+8 Con, +2 Defensive Roll) Fortitude: +8 (+8 Con) Reflex: +8 (+4 Dex, +4) Will: +10 (+4 Wis, +6) Skills: 108r = 27PP Bluff 15 (+22) Distract, Skill Mastery, Taunt Diplomacy 7 (+14, +20 with Wealth) Connected, Skill Mastery Disguise 13 (+20) Skill Mastery Drive 1 (+5) Gather Information 7 (+14, +20 with wealth) Contacts, Skill Mastery, Well-Informed Intimidate 3 (+10) Skill Mastery Notice 16 (+20) Skill Mastery Perform: Acting 3 (+10) Perform: Dance 3 (+10) Perform: Singing 3 (+10) Perform: Oratory 3 (+10) Pilot 1 (+5) Ride 1 (+5) Sense motive 16 (+20) Skill Mastery Stealth 16 (+20) Skill Mastery Feats: 56pp Attack Specialization: Unarmed 2 Attack Focus: Melee 1 Beginner's Luck Benefit (Security Clearance: Danger International, Security Clearance: AEGIS, Wealth 3/Filthy Rich, Fame, Status: High Society) Connected Contacts Defensive Roll Distract (Bluff) Dodge Focus 4 Equipment 10 Fast Feint Fast Taunt Hide In Plain Sight Improvised Tools Inspiration 5 Jack of all Trades Leadership Luck 3 Quick Change 2 Redirect Set-Up Skill Mastery 2 (Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Notice, Sense Motive, Stealth) Sneak Attack Taunt Teamwork 3 Uncanny Dodge (mental) Well Informed Equipment [45 equipment points] Danger! Vehicles (Alt Equip 2) [24] Danger!Mobile [24] Size: Large [1] Strength 25 [1] Speed 6/Swim 6/ Flight 3 [7] Defense 9 [0] Toughness 12 [5] Features: Alarm 2 (DC25), Autopilot, Disguise, Ejector Seats, Oil Slick, Smoke Screen, Communications(radio), Navigation system, Tire inflators Danger!Jet [24] Size: Gargantuan [3] Strength 40 [0] Flight 7 [14] Defense 6 [0] Toughness 11 [0] Features: Autopilot, Ejector seats, Concealment(Radar), Concealment(visual), Communications(Radio), Computer, Navigation Systems S.S. Danger! [24] Size: Gargantuan [3] Strength 50 [2] Swim 4 [4] Defense 6 [0] Toughness 15 [4] Features: Autopilot, Submersible, Concealment(Auditory), Concealment(Visual), Concealment(Radar), Communications(Radio), Computer, Hidden Compartments, Navigation System, Disguise, Living Quarters Danger Manor [total 24] Toughness 20 [3] Size Large [2] Combat Simulator [1] Communications [1] Computer [1] Dock [1] Defense system (Stun 13 [Crazy Purple Knockout Gas; Extra: Sleep](Gas, Poison)[1] Fire prevention system [1] Garage [1] Gym [1] Hangar [1] Infirmary [1] Library [1] Living space [1] Personnel [1] Pool [1] Power system [1] Security System x 3 (DC 30) [3] Think Tank [1] Powers: 6 + 4 + 10 + 6 + 22 = 48PP Comprehend 3 (Polyglot; Speak any language one at a time, Read and understand all languages) (Training) [6pp] Immunity 4 (Aging, Disease, Poison, Starvation/Thirst) (Magic)[4pp] Regeneration 8 (True Resurrection 7 [1 minute], Recovery Bonus 1; Power Feats: Persistent, Regrowth) (Magic)[10pp] Super Senses 6 (Mind Like the Moon; Mental Sense, +Accurate, +Acute, +Radius, +Ranged) (Chi, Training) [6PP] Variable 2 (Interesting Times; 10pp Any Combination of Traits; Extras: Action 2 (free Action), Power Feats: Variable Descriptor 2) [22pp] Variable Pool sample Configurations Drunken Style Kung Fu (Attack Specialization [Unarmed 2], Fast Feint, Fast Taunt, Dodge Focus 2, Protection 2, Improved trip, Instant up) Rocket boots and flight helmet (Device 2 {Hard to lose; Restricted 2; Flight 4, Immunity 2 (suffocation)}) Jury Rigged Hand Cannon (Device 5 {25PP Device; Easy to lose, Unreliable (50% fail chance); [Damage 10 {Ranged; Accurate 5}]}) Ghost dust ( Super Senses 2 {Visual counters concealment}, Damage 6 (Flaws: Limited [Undead], Power Feats: Affects insubstantial 2, Mighty, Accurate 2) (+11 attack +13 Save Damage) Warding Chant/mudra/rune (Mind Control 10, Area, Limited {supernatural type}) Jungle patrol Pistol (Device 3 {easy to lose; Power Feats: Accurate; [Damage 7 (Extras: Ranged, Power feats: Variable Descriptor)]}) Drawbacks: DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Sneak Attack Unarmed Touch DC 15 Toughness Damage Totals: Abilities (68) + Combat (24) + Saving Throws (10) + Skills (27) + Feats (56) + Powers (48) - Drawbacks (0) = 233/250PP
  25. GM Post The officer let out a slow authoritative sigh that some might recognize as the ever popular 'great drunks' sigh that it seemed transcended cultures and dimensions. She fixed a quizzical look on Talya as she handed off a flask and offered a somewhat vodka soaked explanation of her condition moments before Dimitris ever so helpful aside about her condition. Holding up one hand to silence the trio she shook her head slightly, "Ma'am you should know better than to be drinking if your boy is being truthful." she intoned somberly and looked to Jack with a shake of her head, "And you," she scolded, "You need keep in mind your families best interests mister this is no way to run a household." she implied a nod to Dimitri whom she clearly had labeled an incompetent domestic of some sort. "Well you made it to the garbage can." she stated her visage stern, "And in the spirit of our ladies wisdom and protection," She intoned emphatically, "I'll overlook any drunk and disorderly charges." she granted graciously and fixed Erik a firm look, "Now you get these folks home." she stated plainly, "No respectable family sort goes down to that Danger Jungle room." she intoned quietly trying to give the odd group a respectable way out though her eyes drifted to the west when she spoke of the Danger establishment.
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