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Everything posted by Gizmo
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"You... you dare?!" Lady Lunar managed to sputter in the face of the off-colour tirade, pink rising in her inhumanly pale face in royal outrage. Before she could continue, the Farsider was forced to throw her hands up, a telekinetic force-field springing into being along with the gesture to defend against the physics rending attack from the armored heroine. While their mistress managed to weather the show of force with merely a strained grunt, the dumbfounded crater apes fared less well, the bulk of them collapsing with injuries where empty air had suddenly decided to become twisted and dangerous.
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- dragonfly
- jill o cure
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Jill O'Cure Move Action: Auto-DC 24 Feint vs. Lady Lunar. Standard Action: Create Object 'attack'. Lady Lunar Sense-Motive vs. DC 24. (1d20+12=27) Reflex Save vs. DC 22. (1d20+5=10) Toughness Save vs. DC 27. (1d20+12=30) Crater Apes Reflex Save vs. DC 22. (1d20+6=15, 1d20+6=9) Toughness Save vs. DC 27. (1d20+5=6, 1d20+5=23) 15 - Dragonfly - Uninjured - 3HP, Fatigue Pending 11 - Jill O'Cure - Uninjured 5 - Crater Apes (x12) - Unconscious 5 - Lady Lunar - Bruised x1 Lady Lunar Standard Action: Telekinetic Blast vs. Jill O'Cure. (1d20+11=20) Miss! Dragonfly is up.
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Midnight turned wary at the first sound of Edge's boot crushing the insect underfoot and silently joined the others in sweeping his gaze about for more of its like. It wasn't simply a question of any personal aversion to the cockroaches; they very clearly should not have been there and as he spotted one then another and another his suspicions quickly grew. Three vectors made their shared destination clear and each additional skittering intruder confirmed it. "They're going for the time machine," he grated urgently, pointing with one hand while the other retrieved compressed aerosol grenades from his belt.
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- liberty league
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Quick question, are the heroes able to see the other Hosts, or just the one Nightwatchman took a swipe at and the one flying overhead? Also, before I forget:
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15 - Dragonfly - Uninjured - 2HP, Fatigue Pending 11 - Jill O'Cure - Uninjured 5 - Crater Apes (x12) - Uninjured 5 - Lady Lunar - Uninjured I assume that has the spatial descriptor? Crater Apes actually have Absorption for radiation, which shouldn't matter here, but! Crater Apes Reflex Save vs. DC 21. (1d20+6=17, 1d20+6=10, 1d20+6=15, 1d20+6=14, 1d20+6=19, 1d20+6=24, 1d20+6=14, 1d20+6=24, 1d20+6=14, 1d20+6=17, 1d20+6=24, 1d20+6=23) 8 Failures, 4 Successes. The eight that failed can't beat the Toughness save, so as minion's they are out! Toughness Save vs. DC 20. (1d20+5=7, 1d20+5=24, 1d20+5=23, 1d20+5=18) That leaves just two standing! Lady Lunar Reflex Save vs. DC 21. (1d20+5=11) Toughness Save vs. DC 26. (1d20+13=20) Dazed and Bruised. Mara gets and HP since I'm waiving the Daze; can't wrap this up faster than the Overthrow mooks! 15 - Dragonfly - Uninjured - 3HP, Fatigue Pending 11 - Jill O'Cure - Uninjured 5 - Crater Apes (x10) - Unconscious 5 - Crater Apes (x2) - Uninjured 5 - Lady Lunar - Bruised x1
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The popped up right in the middle of a crowd of them, but there's a little space. Call it a good two or three meters of moon between them and the closest crater apes.
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Initiative. (1d20+5=17) It probably won't come up, but for Redbird: Initiative. (1d20+3=23)
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Payola'd by AA Ghost Girl 2PP - Raise Base Attack to +8 1PP - Add one rank of Dodge Focus, 6 total 2PP - Add one rank to Ghost Array, raise Powers in Array to Rank 12 effects 1PP - Add one rank of Protection, 12 total Minor formatting adjustments for clarity. [b][u]Players Name[/u][/b]: Gizmo [b][u]Power Level[/u][/b]: 12 (179/180PP) [b][u]Trade-Offs[/u][/b]: None [b][u]Unspent PP[/u][/b]: 1 [b][u]Progress to Impervium Status[/u][/b]: 24/150 (Platinum status earned by [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=2517]Jack of all Blades[/url]) [b][u]In Brief[/u][/b]: Teenage poltergeist with an upbeat personality and chilling powers. [floatr][img=http://www.freedomplaybypost.com/wiki/images/f/fd/KimberHFHuman.png[/img][img]http://www.freedomplaybypost.com/wiki/images/c/cd/KimberHF.png[/img][img]http://www.freedomplaybypost.com/wiki/images/0/0a/KimberHFGhostGirl.png][/floatr][b][u]Characters Name[/u][/b]: Ghost Girl [b][u]Alternate Identities[/u][/b]: Kimber Storm [b][u]Identity[/u][/b]: Public [b][u]Birthplace[/u][/b]: Thunder Bay [b][u]Occupation[/u][/b]: Student [b][u]Affiliations[/u][/b]: Claremont Academy [b][u]Family[/u][/b]: None [b][u]Age[/u][/b]: 16 (DoB: August, 1979; DoD: January, 1996) [b][u]Gender[/u][/b]: Female [b][u]Ethnicity[/u][/b]: Deceased-Canadian (Caucasian) [b][u]Height[/u][/b]: 5’7†[b][u]Weight[/u][/b]: None [b][u]Eyes[/u][/b]: Ice-Blue (Sea Green) [b][u]Hair[/u][/b]: Ice-Blue (Chestnut Brown) [b][u]Description[/u]:[/b] In her natural state, Kimber appears as the image of teenage girl rendered in frosty, luminous blues, slightly translucent and floating a few feet off of the ground as though she were swimming through the air. Long hair drifts about her face, carried by an absent wind, while the faint chill of fresh snow surrounds her. The disturbing sight is considerably softened by her perpetually chipper expression and broad, friendly smile - even if she still had bones, none of them would be mean. Expressive and given to animated gestures, she tends to flit about a room, chattering excitedly. Her phantasmal abilities allow her to take on a more lifelike appearance, returning colour to her flesh and bright green eyes while dropping dark drown hair back to fall between her shoulder blades. Although she can appear as almost anyone she likes, direct sunlight reveals her true form, making it impossible for her to maintain the day-to-day illusion of a normal life. In her heroic identity as Ghost Girl, she shrouds herself in a long, tattered reaper's cloak of the same pale blue, its hood and a simple domino mask concealing her face. [b][u]Powers Description[/u]:[/b] Kimber's ghostly nature renders her both completely incorporeal and translucent to a degree. Keeping the aura of cold that perpetually surrounds her to a barely perceptible minimum takes considerable concentration on her part; if she is distracted the temperature about her rapidly drops to well below freezing. She is also able to render herself completely invisible, though telepaths may sense her as a mental echo and electronics equipment will hiss with static at her passing. Not being restrained by any actual physiology, Kimber has a considerable ability to alter her appearance, from her clothing and apparent age to disguising herself as other individuals. The most extreme application of this sees her taking on an aspect that combines heartbreaking beauty and the sheer, existential horror of piercing, for a moment, the veil between life and death. The more paranoid might wonder if this is, in fact, her [i]true[/i] nature revealing itself. [b][u]History[/u]:[/b] Kimber's life before her passing is largely a mystery. Her own memories are few and indistinct - she could tell you who the Prime Minister was when she was alive or what her favourite brand of cereal was, but she has little actual context for any of that information. Even after her death, she lost several years, punctuated by infrequent but steady reports of strange, terrifying activity surrounding a particular log cabin in the camping grounds near Thunder Bay. Trespassing teenagers related tales of horrible faces in windows, dishware smashing itself against the walls and an unearthly chill that defied campfires and generator-powered space heaters alike. Eventually the stories caught the attention of Daniel Storm, an outdoorsman with no small amount of experience with the sorts of supernatural hazards that become more frequent the further north and away from large settlements one travel. A terse, unsociable sort, Storm wasn't typically one to get involved, but for whatever reason, his interest was piqued. Despite the poltergeist's repeated attempts to drive him away, he eventually found the long dead remains of a young woman in the woods. What little cooperation the admittedly suspicious Storm was able to get from the local authorities pointed to the winter of 1996, one of the coldest on record, as the time of death. Taking it upon himself to give the Jane Doe a proper cremation should have put the ghostly apparition to rest. Instead, Storm found himself face to face with the floating but quite distinct image of an alarmed girl. Although understandably distressed as she came to understand her situation, the phantom adapted with surprising speed, taking the name Kimber because, "I just [i]feel[/i] like a 'Kimber', right?" Storm did his best to fill in as many blanks for her as he could over several weeks, and contacted various occult peers when it became clear that the situation fell well outside his personal experience, not just in terms of supernatural phenomena, but also dealing with a teenage girl! Eventually, through friends of friends, he was put in touch with Duncan Summers, a gentleman with no small expertise in helping teenagers of unusual natures. Nonchalantly suggesting that she might as well use his last name for the resulting paperwork, he sent the heroine-in-training out into the world for a second shot at life! [spoiler]In life, Kimber was Rebecca Stone, a Thunder Bay native born in 1979. Observant and astute, she was otherwise mainly notable for her energetic disposition, growing into a happy if largely unremarkable teen. Becca had little connection with superheroics; the Mulroney administration saw government funding of super teams heavily reduced then cut altogether, and North American opinion remained for the most part negative towards costume vigilantes until the Terminus Invasion in 1993. The newly elected Liberal government under Chrétien rode the rocketing popularity of superheroes that resulted, and the band posters in Becca's room were replaced with images of national heroes. In 1996, Becca and several friends went on a winter camping trip, despite the weather that was frigid even by Northern Ontario's standards. The group camped out in a log cabin, but while out hiking through the wooded trails, Becca became separated from the others and lost her way among the twisting paths. Heavy snow hampered any search efforts, eventually forcing the police to note her as missing and presumed dead. The details of her case were unfortunately among those lost in the move to a digital database.[/spoiler] [b][u]Personality & Motivation[/u]:[/b] Despite her regrettable situation, Kimber retains a surprisingly upbeat attitude. She tends to react to any new situation with curiosity and enthusiasm, asking lots of questions and rapidly jumping from thought to thought. Looking oddly doesn't seem to particularly bother her, but a surprising talent for reading people makes her acutely aware of how disturbing her undead nature can be for some. As a result, she may compensate with an even cheerier manner or make reassuring attempts at humour. Death has done nothing to dull Kimber's sense of empathy - if anything, it's given her a greater perspective on the preciousness of life. Despite her positive mindset, she considers herself to have very little to lose, or at least to be in very little danger of true harm, and so is quick to lend whatever aid she can. The adventure and romance of the superheroic lifestyle certainly appeals to her as well, though her notion of it is more than a little idealized. After all, people might be scared of a ghost, but who could be scared of the marvelous Ghost Girl! [b][u]Powers & Tactics[/u]:[/b] Kimber's main offensive ability is a bone-chilling ethereal touch that drains the strength from her target's limbs, eventually leaving them helpless and shivering. Although reluctant to engage in violence in the first place, particularly given how little threat convention weapons pose to her, when her teammates are put at risk she moves to disable their opponents as quickly as possible. She takes advantage of her unhindered mobility, but is [i]not[/i] entirely beyond being hurt, and her sense of invulnerability can get her into trouble. Her incorporeal nature, along with her powers of invisibility and disguise, make Kimber an ideal scout and infiltrator. A side-effect of her concealment scrambles radio signals in a small radius, a handy trick for disabling nearby communications even as it serves as an unfortunate tell for those who are familiar with spirits and their ways. Although she cannot truly touch physical objects, she is able to manipulate them with a minor amount of telekinesis. [b][u]Complications[/u]:[/b] [b]Amnesia:[/b] Kimber's memories before her untimely demise are foggy at best. [b]Naive:[/b] Kimber's a naturally trusting sort inclined to give everyone the benefit of the doubt. [b]Pyrophobia:[/b] Intense heat and fire are one of the few things that can actively harm Kimber, and she's understandably hesitant around either. [b]She's Dead, Jim:[/b] It's a living man's world, Kimber's just haunting in it. [b]Truly, Truly Outrageous:[/b] Kimber missed out on a lot of pop culture and world history after her death, though she's been quickly catching up. [b]Untouchable:[/b] Kimber has no physical form. [b]Young Freedom 2.0:[/b] Kimber's friends are pretty rad. [b][u]Abilities[/u]:[/b] -10 + 6 - 10 + 0 + 6 + 2 = -4PP STR: - (-) DEX: 16 (+3) CON: - (-) INT: 10 (+0) WIS: 16 (+3) CHA: 14 (+2) [b][u]Combat[/u]:[/b] 16 + 12 = 28PP Attack: +8 (+12 Ghost Array) Defense: +12 (+3 flat-footed) Grapple: +6 Init: +3 [b][u]Saves[/u]:[/b] 2 + 7 = 9PP Toughness: +12 (+12 Protection) Fortitude: - Reflex: +5 (+3 Ref, +2) Will: +10 (+3 Wis, +7) [b][u]Skills[/u]:[/b] 15PP = 60R Bluff 4 (+6/+10 Attractive) Diplomacy 11 (+13/+17 Attractive) Intimidate 8 (+10) Knowledge [Arcane Lore] 4 (+4) Languages 1 (French) (Base: English) Notice 8 (+11) Sense Motive 12 (+15) Stealth 12 (+15) [b][u]Feats[/u]:[/b] 12PP Dodge Focus 6 Luck 2 Power Attack Second Chance (Diplomacy) Startle Uncanny Dodge (Auditory) [b][u]Powers[/u]:[/b] 30 + 2 + 1 + 3 + 3 + 30 + 21 + 12 +7 + 3 + 10 = 122PP [b]Ghost Array 13[/b] (26PP, [i]Power Feats:[/i] Alternate Power 4) [30PP] [array][b][u]Base[/u]: Concealment 8[/b] (all visual, auditory and olfactory, [i]Extra:[/i] Linked, [i]Power Feats:[/i] Close Range, Selective, [i]Drawback:[/i] Power Loss [Detect Ghosts/Undead, Necromantic Awareness]) [17PP] (invisibility) [device]+ [b]Concealment 2[/b] (all mental, [i]Extra:[/i] Linked, [i]Flaw:[/i] Displacement) [2PP] (mental echo) + [b]Obscure 4[/b] (radio, 50' radius, [i]Extras:[/i] Action [Free, +2], Linked, [i]Flaws:[/i] Partial, Range [Touch], [i]Power Feats:[/i] Reverse Progression 1 [Area, min 25']) [5PP] (radio static)[/device] [b][u]AP[/u]: Damage 12[/b] ([i]Extras:[/i] Affects Corporeal, Autofire, Linked [Drain], [i]Flaws:[/i] Limited [Objects], Limited [Electronics], [i]Power Feats:[/i] Accurate 2) [14PP] (disrupt electronics) [device]+ [b]Drain Toughness 12[/b] ([i]Extras:[/i] Affects Corporeal, Affects Objects, Linked [Damage], [i]Flaws:[/i] Limited [Objects], Limited [Electronics]) [12PP][/device] [b][u]AP[/u]: Drain Strength 12[/b] ([i]Extra[/i]: Affects Corporeal, [i]Power Feats:[/i] Accurate 2) [26PP] (chill of the grave) [b][u]AP[/u]: Emotion Control 12[/b] ([i]Extras:[/i] Area [Perception, +2], [i]Flaws:[/i] Range [Touch, -2], Sense Dependent [Vision], [i]Drawback:[/i] Power Loss [In Sunlight, -3]) [9PP] (beautiful terror) [equip][b]Morph 6[/b] (Any Humanoid, +30 Disguise, [i]Power Feats:[/i] Attractive, Fascinate [Diplomacy], [i]Drawback:[/i] Power Loss [In Sunlight, -3]) [11PP] (terrible beauty) [b]Super-Senses 6[/b] (Detect Fear [Mental], [i]Extras:[/i] Acute, Analytical, Radius, Ranged, Tracking]) [6PP][/equip] [b][u]AP[/u]: Snare 12[/b] ([i]Extras:[/i] Affects Corporeal, Area [General, Cone], [i]Flaws:[/i] Action [Full Action]), Range [Touch], [i]Power Feats:[/i] Progression 1 [Area, max 275'], Reverse Progression 1 [Area, min 100']) [26PP] (ice breath)[/array] [b]Comprehend 1[/b] (Spirits) [2PP] [b]Enhanced Feats 1[/b] (Quick Change) [1PP] [b]Environmental Control 3[/b] (Extreme Cold, 25' radius, [i]Extra:[/i] Duration [Special], [i]Flaw:[/i] Range [Touch]) [3PP] [i]This power is always active by default, but can be 'turned off' with a free action and a sustained duration. If Kimber is unable to take the free action required, it automatically reactivates.[/i] [b]Flight 1[/b] (10 MPH, [i]Extra:[/i] Duration [Continuous], [i]Flaw:[/i] Permanent, [i]Power Feat:[/i] Subtle) [3PP] [b]Immunity 30[/b] (Fortitude effects) [30PP] [b]Insubstantial 4[/b] (Incorporeal, Affected by Fire/Heat, [i]Extra:[/i] Permanent, [i]Power Feat:[/i] Innate) [21PP] [b]Protection 12[/b] [12PP] [b]Regeneration 7[/b] (+0 recovery bonus, Resurrection 2/one day) [7PP] [b]Super-Senses 4[/b] (Counters Concealment [Visual, [i]Flaws:[/i] Limited (Undead)], Darkvision) [3PP] [b]Telekinesis 2[/b] ([i]Extras[/i]: Affects Corporeal, Range [Perception]) (Heavy Load: 100 lbs) ([i]PFs[/i]: Precise, Subtle) [10PP] [b][u]Drawbacks[/u]:[/b] -3PP [b]Vulnerability ([/b]Fire/Heat, [i]Frequency:[/i] Common, [i]Intensity:[/i] Moderate [x1.5 DMG][b])[/b] [-3PP] [code]DC Block ATTACK RANGE SAVE EFFECT Disrupt Electronics Touch DC22 Fortitude Drained Toughness Touch DC27 Toughness [Autofire] Damage Drain Strength Touch DC22 Fortitude Drained Strength Emotion Control Perception DC22 Will Emotion Snare 100' Cone DC22 Reflex Entangled Abilities (-4) + Combat (28) + Saving Throws (9) + Skills (15) + Feats (12) + Powers (122) - Drawbacks (-3) = 179/180PP
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Alright, with the edits made to her Array and Super-Senses, this is looking good! :approved:
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- claremont alumni
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Ah, pardon me. I was looking at the Alternate Save on the Stun, but that should just be +0, of course. Selective on any Attack power is typically an Extra not a Power Feat. Given that it's an Extra on Illusion, which is fairly close to what that Morph is ultimately achieving, I'd say it should be an Extra there, as well.
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-zMMdH8ofwo Neo Portland, 2013
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Alright, I think we've addressed the main 'fluff' concerns, with the caveat that in-play she should be actively working to overcome her remaining issues. On the 'crunch' side of things, a few issues: As a fully traded-off PL7, she's going to get knocked about. A lot. Which is fine so long as you're aware! She'll also have some issue putting a dent in anything, but with all of her 'support' and manipulation powers, I'm less concerned about that. On a personal note, I usually don't let a character get below +5 in anything even after trade-offs, meaning a +2/-2 trade-off at character creation that might increase to +5/-5 by the time they reach PL10. Take from that what you will. She'll probably want to bring up her Strength to at least average eventually, if only to represent her active lifestyle. The Wisdom penalty makes sense given her poor judgement, though! Onto bigger problems, I had to fix a considerable amount of formatting in her Powers section. You'd listed her Power Feats as Extras; those are not the same thing, and listing them together makes auditing the math of the sheet much more difficult. As is, her Mental sense doesn't have Ranged, meaning she can sense living, sentient creatures with a soul... in her own head. Given the Uncanny Dodge feat, I'm guessing that's not what you're going for. Scroll down a bit here to see what each sense type gets automatically. Mental doesn't have any innate qualities, in exchange for how few things can block it. With the formatting fixed in her array, the biggest issue is that you've brought two Range [Touch] Powers up to Range [Perception] but only paid enough to bring them to Range [Ranged]. Perception is two steps and as such is a +2 Extra. That puts both her Stun and Morph (with Attack [+1]) over the Array's pool of PP.
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"Well, I wouldn't be too worried," Erik reassured Chris with blatantly forced cheers. "I'm feeling really confident about my new policy of not living in anything designed by an evil, psychopathic--" Ellie interrupted her brother with a light clearing of her throat and a raised eyebrow, causing him to let out a long breath and close his eyes for a moment before continuing. "Right, well. If Liz has time to take a look around, that would be great," he told the younger man. "She did a good job setting up your treehouse and we can use all the favours we can call in at this point."
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- interceptors
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Gathering together what supplies would be useful on the move and which could be carried without weighing her down into a shoulder-strung saddlebag, Jill grew increasingly distracted by the sounds coming from the nearest medical ward. Eventually she stormed in with a scowl, her ill mood leaving her with little patience as she berated one of the base's staff for his numerous mistakes, presumably doing his best with what little training he had. The masked prodigy quickly went to work on the injured rebels herself, foregoing the use of her metamagi abilities to demonstrate the proper methods of treatment. Nearby, her brother gave the flustered nurse a reassuring grin and began lightly joking with the injured and their caretakers, his infectious charm slowly raising their collective spirits as he played the cheerful heart to his sibling's practical mind. By the time they moved on, both bodies and morale were in notably better shape. Later, taking in the Siren at a glance, Jack made an expression of consideration. "Well, it's no spaceship, but it's got potential," he decided with exaggerated magnanimousness. "I'm going to need an eyepatch, though, and maybe a parrot."
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Jack of all Blades (9) Scrier's Masquerade (3) Interceptors: From the Ground Floor (6) Midnight II (12) Faded Giant (3) Spoiler Alert (3) If It Bleeds, It Leads (4) Vault Construction 101 (2) Wail (7) Science Shenanigans (5) Kramp My Style (1) Mind Your Manners (1) Ghost Girl (20) Change is Necessary for Growth (3) Fine Spirits (2) It's Gonna Be the Future Soon (6) Raising Spirits (9) GM (8) Kramp My Style (1) Hours in the Day (7) NPC (9/2=4) Jill O'Cure Hours in the Day (9/2) Contributions Added Glow, Heraldo, Starlight, Synth, Weaver and Young Britannia to the Visual Guide. With Jill's posts, the GM PP for the month and the Contribution PP, Jack should move 4 points closer to Impervium. Between the two maxed out characters, GM and NPC posts, I've got 33 posts to sling around, which I'll use to bring Ghost Girl effectively up to 50 for the month, along with the 2 'bonus' PP.
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"Girl, I work for a living," Wail responded with a derisive snort, a deep, reverberating sound that had taken the wind from the sails of many a brash, self-righteous student. "The brain behind any old successes I've had was my late husband. He died from doing the right thing his whole life, because he was the best man I've ever known." LaMarr's voice was a frozen boulder of resounding ice as he indicated the fallen Block. "If I'd snapped his fool neck while you were in the middle of protecting a bunch of kidnapping cowards, could you honestly say the same of him? Give your damn head a shake."
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Jill O'Cure - Initiative. (1d20+4=11) Lady Lunar - Initiative. (1d20+1=5) Crater Apes - Initiative. (1d20+2=5)
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25 with Skill Mastery.
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"Kill the...? What does that even mean?" the temporarily named Gal Vanic demanded on their captive rather indignantly. Was Rogue trying to move the city's citizens to a different computer or into the real world as holograms? Kimber could actually grasp the motivation of wanting to be treated as real and not a second class imitation pretty well, but that was where her understanding of the malicious Tronik native's scheme ended. As Cobalt Templar filled them in on what he'd learned over the telepathic net, she gulped audibly. "I guess that's why they wanted to distract us. Where were the other targets? I'm pretty fast in here, and I shoot lightning, did you see? I bet I can make get at least one of them rounded up in no time!"
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- young freedom
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Kimber paused what she was doing to draw her legs up beneath her floating form to mimic reclining in a car seat with one forearm resting out an imaginary open window. "Same way I ride in a plane; just sort of float along and try not thing about it too much!" the phantom laughed brightly, nose crinkling slightly as she beamed. "Ugh, thirty degrees?" she repeated as Kristin described her home. "Sweltering! The weather usually just a little over freezing in Thunder Bay, but it can get down around minus twenty or twenty-five during a good winter!" The phantom sighed, still in a seated position as she rested her chin in her palm. "I don't really remember much anyway, though, so it's not like I can miss it too much! Silver lining!"
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- claremont academy
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"Thank you, ringbearer," a feminine alto voice replied from the direction of the Night Cycle when Corbin made mention of the motorcycle's subtle crimson wing pattern. The autonomic machine intelligence inhabiting the vehicle seemed quietly pleased as though complimented on a hew hairstyle. "Redbird," Midnight clarified shortly for his fellow humans' sake. Cobalt Templar at least had met the Furion AI before, though not since she had finished the imprinting process. "Hnh. Technological and mystic precautions. Wise." The Claremont alumni was glad to see his former classmate growing steadily into a more confident, competent hero. "Suggest high sonics. Disrupt concentration, hamper formation of energy constructs."
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- redbird
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"Belongs to Lady Lunar!" an imperious voice rang out to finish Dragonfly's sentence. Floating a few feet off of the rocky surface was an impossibly thin woman with pale skin and practically luminous hair down the length of her considerably height, clad in a shimmering blue robe with an ornate black collar. He pupilless pink eyes glared balefully down at the down at the recently arrive pair as she gestured with emphatic regal authority. "We do not know how you learned of Our plans, peasants," Lady Lunar spat coldly, "but We shall brook no interference from lesser beings!" The Farsider villain was enough of a shocking distraction that it took a moment to realize that she was speaking normally to them, unlike Dragonfly's use of a short range radio built into Jill's life support arm band. They were in the center of a huge dome of faintly purple light evidently being generated and filled with breathable air by the range of large, fanciful looking machines far to their left. More immediately surrounding them were an even dozen hulking, gorilla-like apes with light blue fur and scowling, tusk-filled mouths. One of the largest roared and beat its chest as though echoing its mistress' sentiment. Jill responded with a beat of silence followed by profuse swearing.
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As Dead Head elaborated on Equinox's talents, Ghost Girl's eyes lit up first metaphorically and then literally, suffused with a faint blue light as she clasped her hands excitedly before her. Visions of spellcasting danced through her head and it was all she could do to prevent herself from immediately forming a tall, pointed hat for herself. The tricks the zombie hero demonstrated suggested additional possibilities; if learning from Nick had helped Dead Head develop new talents then the cheerful apparition didn't see any reason why she herself couldn't benefit. After all, Sharl seemed to have learned so much just from working with Miss Americana and the more Kimber learned, the better she'd be able to help her friends. "Oh my goodness, do you guys really mean it? I'd love to learn anything you can teach me!" Giving the trio of more experienced heroes a pair of thumbs up and a broad grin, she promised, "I'm a really attentive student and I always give a hundred and ten percent, for sure!"
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- haley the raccoon
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"He's not dead," Wail noted flatly, turning himself and Tackle in the direction of the downed villain and releasing his grip, giving the statuesque woman just enough of a shove on the shoulder to force her a step away in case of any immediate counterattack. "I've got forty years of practice and control backing that up." He folded his arms again and kept a close eye on Tackle from behind his sunglasses. His act of trust wasn't quite to magnanimous as it might have seemed; his voice was more powerful than even his super-strong fists and he didn't need to be standing right next to the concerned wife to use it if it turned out to be a ploy. The aging hero doubted it, however. "So maybe ask yourself what fool thing you're doing where you have to rely on an old man's good mood to keep your partner alive." If LaMarr's tone had been flat before, it now reverberated with ill contained anger and indictment.