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Gizmo

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  1. Midnight spends an HP to avoid fatigue from the surge last round. Move Action: Grapple-line down to the Ultramime fight. Free Action: Release midnight mist. Free Action: Arrange Gadgets: Damage 10 (Extras: Ranged) [20PP] (exploding throwing disks)Standard Action: Exploding throwing disks, Power Attack 5. (1d20+4=18) So, DC 30 or 32 if Sneak Attack applies.
  2. Ghost Girl balked noticeably as Equinox summoned her small flame, floating backward through the air until Dead Head and Mutt were partly between her and the elementalist. Her leery expression quickly faded along with the fire but was replaced by a look of muted embarrassment over her reaction as she moved her foot in a manner that would have been toeing the dirt if she hadn't been hovering well above it. Coughing slightly she nodded at Nick's explanation, her innate good cheer reasserting itself with a brief application of will. "I don't even know what a psychopomp is! Probably not a crazy person in formal wear, huh?"
  3. Gather Information, Intimidate. (1d20+10=29, 1d20+10=20)
  4. "'Give me a shout,' he says..." Wail rumbled to himself shaking his bald head and briefly rolling his eyes skyward. Letting it go, the experienced hero considered his next move. Assuming Lamont's kidnappers were on the payroll their insignia suggested, he had at least one lead to follow up on. Sloppy carrying ID like that, but they might have just been that cocky. Certainly they would have been long gone before anyone would have had a chance to respond had he not already been on the scene. Cracking his sizable knuckles, he prepared to make some pointed inquiries among those who might have more information for him to go on.
  5. Gizmo

    I am...

    Full resolution. Made using this generator. Sagebrush - 283200110082D8A6FFC49D0030100725CUN183710400000051FEFEFEE8FEE50K107F3FCC004CB2 Cortland - 3W1O2S30007F0000CCC48502300CC8100UN183700000000070191100FF7FFF1V107F3FCC004CB2 Spookiboo - 2S2I0020208CF5FE9EA6FE002018359FEUN1837002100000R13D55CC80D4FE0P107F3FCC004CB2 Silverstar - 2W2W001000E5E5E5D6CFE500801857B9BUP1E39008000001K1B3B3B2CCC3D80G107F3FCC004CB2 Binary Spark - 2S2S00700100260A00BF300000000BB96UN1837203000001A0003F1000BF300F107F3FCC004CB2 Looseleaf - 2X2K0K4000FEFEFEE5E5E503000E5E500UN18372250000025099B9FEFF7FFF0C107F3FCC004CB2
  6. Midnight gave Wander a brief nod of understanding as she took care of her alternate self, already fitting together pieces of miniaturized electronics from his belt and jacket. Within moments, he had assembled a narrow shaft of matte silver and black about a meter long, the raised end humming with energy as thin lines of electricity arced up its surface. "Ne craignez pas," the dark figure rumbled to the civilians close by as he fell to one knee and slammed the device into the the observation deck as though planting a flag. Instantly a bolt of furious, eye-searing lightning whipped upward, striking the very peak of the national monument. The effect was immediate as loose jewelry, coins and other bits of metal flung themselves to the nearest girder, secured in place by the now powerful magnetic pull of the tower itself. The robotic mimes scuttling up the sides of the tourist attraction were caught, struggling to pull their spindly fingers and toes free, tilting their heads in mechanical confusion. That was all the advantage the heir of Travis Hunter required. In a blur of living darkness, escrima sticks slid from their sheathes and were launched into a whirlwind of crashing blows. By the time it registered to most of the crowd that the invaders assaulting Edge lay in broken, dented pieces, Midnight was already vaulting over the twisted railing, free-falling toward the next wave of automatons until his boots struck the side of the tower and stuck there, magnetic soles allowing him to run across the near vertical surface as easily as if it were level ground. Gravity added to the force of his strikes as he worked his way though the trapped mimes, snapping through metal limbs to leave disembodied hands and feet attached to the monument while the rest of the robot plummeted.
  7. Midnight II Free Action: Arrange Gadgets: Snare 12 (Extras: Area [General, Cone], Flaws: Action [Full Action], Limited [Metal], Power Feats: Progression 4 [Area]) [16PP] (magnetize the Eiffel Tower!) Super-Movement 3 (Slow Fall, Wall-Crawling 2 [Limited to Metal]) [4PP] (magnetic boots) Extra Effort: Surge for Standard Action. Standard Action: Charge, Escrima Sticks: Power Attack 5, Inspire 5, Charge. (1d20+16=32) Okay, so: DC 22 Reflex save for all the robot mimes against the Snare, then Trevor makes a bee-line for the nearest mime and/or one of them that's bound and helpless. DC 28, 30 if they're helpless. He does have Takedown Attack 2, let me if that comes up.
  8. Wail, Asad and Pyre dress up as Santa for charity! And then: DOOM!
  9. For all its wonders, Freedom City could be a dangerous place and it was a sad fact that the metropolis was home to more than its fair share of orphaned children. Fitting for a city known for rebirth from the ashes and undying resolution, many of those orphans had grown to become wealthy industrialists, expose-writing journalists, well known photographers and so on. Their legacy meant that Freedom boasted one of the best developed and funded social services programs in the nation. Even so, there never seemed to be quite enough beds, food or cheer to go around, particularly during the holiday season. Keith LaMarr had first become aware of the Santa's Super Helpers charity through his friend Reverend Stone of Lincoln's Church of the Eternal Rock of Justice. The concept was elegant in its simplicity: local superheroes volunteered to dress up in the traditional red and white suit of the jolly elf and spend the day with underprivileged youths at Millennium Mall, bringing some cheer in their own right and drawing much needed attention to the cause at the same time. Jingling bells next to a hanging pot taken to the logical extreme - at least logical by Freedom's standards. Certain bylaws unfortunately made it prohibitively difficult to have heroes participate in their secret identities, so those who's true names were public knowledge were typically approached. It was thus that the earsplitting educator known as Wail stepped into the bustling shopping center from the temporary changing area with a fluffy brimmed hat atop his bald head and bright red across his broad chest, stroking his grey streaked beard through a black glove that matched his boots and wide, gold-buckled belt, looking at though he could shake considerably more than a bowlful of jelly with his super-dense footfalls. The other two heroes in attendance were no less eye catching. The presence of Amir Al-Misri, the high-profile billionaire playboy turned superhero, assured a substantial media presence. His reputation as an irresponsible fop and dilettante would have raised LaMarr's eyebrow more if not for the good things he'd heard about the man as Asad, the energy absorbing metahuman. Neither of them was much comeptition for sheer visual impact next to Louis Ross, the popular cartoonist who's transformation into one of his one, massive, four-armed creations was almost too fantastical to believe. Wail knew he'd seen stranger things than the genial artist's demonic appearance in his decades of experience, but he was hard pressed to name more than a few off hand.
  10. Initiative. (1d20+4=7) Sigh.
  11. Floating in the air closest to the formerly empty compartment, Kimber didn't bother to flinch when the plexiglass shattered, pieces of it flying through her immaterial form. She did glide back the distance of a pace in apprehension when the summoned thing began to move forward, Papercut's cranes flapping around and through her on their way to harry the creature. "I... I don't think that's a tree at all!" she said finally, the surprised words tumbling from her lips in with an indignant tone. This trip had not been going at all as she'd hoped and, fists bunching at her sides and jaw jutting forward in determination, the specter decided that she'd had quite enough. "You can just stay where you are, pal!" she demanded before her mouth opened into a yawning chasm, stretching lengthwise even longer than unhinging should have allowed as the ectoplasmic flesh about her cheeks and eyes grew taut and skeletal while her long hair flew even more wildly behind her, whipped about in an ethereal gale. With a hollow echo that conveyed terrible, terrible distance, a blast of frigid wind poured from Ghost Girl and washed across the gnarled monster, the vats and the remnants of the cell as though a door had been opened during a blizzard or unnatural fury. A thickening coating of ice quickly began to coat everything in the wake of her impossible maw.
  12. Well, of course the mimes are attacking, Trevor thought inwardly without a trace of irony. At some point in the past year his sense of incredulity had been well and truly broken. "Mark, you'll have to teleport us. Plane won't get us there fast enough." His voice remained calm, but there was an immediate and noticeable change in his manner as he stood from the kitchen table, his shoulders squared to make his lean build abruptly more imposing, his jaw set in the manner of someone accustomed to giving orders and having them followed. "Hn. You'll have to... dress us en route, too. You left my belt at Erin's apartment." It occurred to him that that might have been more information that the Whites would really be comfortable with, but he wasn't going to take time away from evacuating their daughter for a comedy of errors. "Hold these, please," he said instead, removing his sunglasses and passing them to Clarissa, revealing the onyx orbs ringed in ruby irises they had been concealing in the process. This was going to be tricky enough without Mark having to remember to remove the eyewear before adding the mask of Midnight.
  13. Midnight is making a Auto-35 Intimidate check with Skill Mastery. I'll roll with Second Chance is need be.
  14. "How many?" Midnight interjected abruptly, the cold emotionless rumble of gravel pressed against gravel escaping from the filter in his featureless mask. "You know what I am," he observed, his ruby lenses close to her face and shining with might have been reflection or inner, hellish luminance. "On your Earth, how many of your scum did Midnight kill?" The true terror invoked by the question blossomed because it wasn't stated as an idle ponderance nor an angry threat nor a sadistic jab. There was no inflection, no context, and Ratner's mind was free to infer the worst it could summon up. "Edge warps realities. Easy to send you back. A failure." There were faint wisps of mist rising from him now, just enough to blur his outline and sting her eyes. "Sixty seconds to convince me to let you see a prison cell."
  15. Ghost Girl Full Action: Ice Breath Snare 11 (Extras: Affects Corporeal, Area [General, Cone], Flaws: Action [Full Action]), Range [Touch], Power Feats: Progression 1 [Area, max 275'], Reverse Progression 1 [Area, min 100']) [24PP] That's a DC 21 Reflex save against entanglement (bound and helpless if it fails by 5 or more). Let me know how that goes; she certainly has the HP available to surge if necessary.
  16. "Less than it used to be," Wail admitted, straightening from his crouch over the unconscious soldiers and cracking his thick neck loudly as aging bones protested faintly to the evening exertions so far. He gave the officer a brief accounting of what had happened since they had last spoken, which didn't take very long given how little the broad-shouldered teacher really knew about the situation beyond the obvious. "Shouldn't have any trouble booking these fools," he rumbled, noting the pile of thugs and the witnesses in the smashed apartment above, "but you oughta know they've got friends with deep pockets. Don't think I got your name...?"
  17. Gizmo

    HAX (IC)

    Ellie had to bite back hard on a kneejerk reaction to imposing female reporter's phrasing, an exercise in self-restraint that was becoming more familiar to her but was by no means comfortable. And how do you feel about adults standing up for their partners? wasn't going to do anybody any favours even if it hadn't been needlessly confrontational towards someone who was obviously at least attempting to do right by both her and Mara. "Right... Eliza Espadas. Friend of our plucky, genius hostess who happened to be in the audience." The young woman folded her arms across her chest once again, looking upward at Joan coolly. "Mara may have a few people doubting she can pull this off, but there are plenty in her corner, too."
  18. "Mop up," Midnight instructed his allies as he strode into the room with an almost disinterested attitude, oily mist roiling at his feet. For all the terse wording, it was less of an instruction than it was a clarification as to what he would be doing in the meantime. Easily evading the assorted thugs given how occupied they suddenly were with the League's powerhouses, he made his way to Ratner, drawing a matte black ziptie from his belt and holding it in plain view. "Retraining you first," he intoned, an imposing figure of black and sanguine pinpoints. "Then inspecting your injuries. Then getting answers." He didn't need to raise his voice, didn't need to make any threats. He was implacable and civil in equal measures despite his contempt for the blonde woman before him and it was in her best interests not to encourage him to be otherwise.
  19. Shaking Dead Head's hand vigorously enough that her floating feet upward and away for a moment, Kimber beamed cheerfully at the genial ghast's welcome. "Right?! Love meeting new people, and Freedom City's so good for that!" Seeing Mutt looking up at her, she released the zombie's hand in order to stoop enough to scratch the lumbering canine about the ears with both hands. "Hee, what a big doll. Oh, I was just saying, actually, I'm from Thunder Bay! I guess there aren't a lot of Canadians around here or maybe I have an accent because people always ask me that!"
  20. Gizmo

    HAX (IC)

    "So what else is new?" Ellie teased, sotto voce, her lips barely moving as she stood just far enough from Mara to be avoid generating any new questions. The young pre-med student wasn't sure if she's done the right thing, despite the thanks. On one hand, more than defusing a potentially awkward line of inquiry, she'd managed to shift the tone of the event favourably. On the other, the reporters were going to need to attribute her sardonic little outburst to someone and she hadn't really thought far enough ahead to know how to handle those questions.
  21. Kimber floated back upright as the lumbering beast jumped off of her, still laughing uncontrollably with a strip of her pale blue hair about as wide as her wrist sticking straight up from Mutt's eager greeting. She hurried after Nick and Equinox, feet passing easily through a few upturned roots and fallen branches, but she was quickly distracted by the third figure's antics as he came down the hill. Between her supernatural night vision and the desiccated head's glowing eyes, she was able to make out the routine pretty well, bringing on a new peal of a giggling. She lost sight of him for a moment and yelped loudly when he abruptly appeared from behind the small group. Whirling about as the zombie reattached his cranium, she clapped delightedly. "Hahaha, that was just outrageous, I love it!" she gushed, bobbing up and down excitedly. "You must be Dead Head, right? I'm Ghost Girl! Is that your dog? He's so big! And he could touch me! How do you do that with your head?! And how'd the rest of you get down here so quickly?!" The teenage phantasm was talking almost too quickly to understand, floating about as absently as her train of thought as she tried to simultaneously interrogate the new arrival and take in all of the necropolis' activity at once.
  22. Trevor reentered the kitchen with his customary silence of movement, to the point that it wasn't until he was actually sitting back down that his presence was obvious. With equal nonchalance he passed the noted Mark had left to Erin under the table while giving the Whites a wan smile. "Miss anything?" he asked politely, folding his emptied hands casually on the edge of the table in front of him. There was little point in alarming Erin-Prime's parents about her absence. If anything, Trevor was glad to know that Mark had decided on travel as the best way to entertain her... though the 'City of Love' might not have been his first choice.
  23. Done by Ecal Ghost Girl 5PP to spend. 1PP: +4 Knowledge [Arcane Lore] 1PP: +1 Luck 2PP: Comprehend 1 (Spirits) [2PP] 1PP: Super-Senses 2 (Counters Concealment [Visual, Flaws: Limited (Undead)]) [1PP] [b][u]Players Name[/u][/b]: Gizmo [b][u]Power Level[/u][/b]: 11 (167/167PP) [b][u]Trade-Offs[/u][/b]: None [b][u]Unspent PP[/u][/b]: 0 [b][u]Progress to Impervium Status[/u][/b]: 17/150 (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] 26PP Attack: +7 (+11 Ghost Array) Defense: +11 (+3 flat-footed) Grapple: +6 Init: +3 [b][u]Saves[/u]:[/b] 9PP Toughness: +11 (+11 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] 10PP Dodge Focus 5 Luck 2 Power Attack Second Chance (Diplomacy) Uncanny Dodge (Auditory) [b][u]Powers[/u]:[/b] 28 + 2 + 1 + 3 + 2 + 30 + 21 + 11 +7 + 3 + 6 = 114PP [b]Ghost Array 12[/b] (24PP, [i]Power Feats:[/i] Alternate Power 4) [28PP] [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']) [3PP] (radio static)[/device] [b][u]AP[/u]: Damage 11[/b] ([i]Extras:[/i] Affects Corporeal, Autofire, Linked [Drain], [i]Flaws:[/i] Limited [Objects], Limited [Electronics], [i]Power Feats:[/i] Accurate 2) [13PP] (disrupt electronics) [device]+ [b]Drain Toughness 11[/b] ([i]Extras:[/i] Affects Corporeal, Affects Objects, Linked [Damage], [i]Flaws:[/i] Limited [Objects], Limited [Electronics]) [11PP][/device] [b][u]AP[/u]: Drain Strength 11[/b] ([i]Extra[/i]: Affects Corporeal, [i]Power Feats:[/i] Accurate 2) [24PP] (chill of the grave) [b][u]AP[/u]: Emotion Control 10[/b] ([i]Extras:[/i] Area [Perception], [i]Flaws:[/i] Limited [Fear], Range [Touch], Sense Dependent [Vision], [i]Power Feats:[/i] Startle, [i]Drawback:[/i] Power Loss [In Sunlight, -3]) [3PP] (beautiful terror) [equip][b]Morph 8[/b] (Any Humanoid, +40 Disguise, [i]Power Feats:[/i] Attractive, Fascinate [Diplomacy], [i]Drawback:[/i] Power Loss [In Sunlight, -3]) [15PP] (terrible beauty) [b]Super-Senses 6[/b] (Detect Fear 2 [Mental, [i]Extras:[/i] Acute, Analytical, Radius, Tracking]) [6PP][/equip] [b][u]AP[/u]: Snare 11[/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']) [24PP] (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) [2PP] [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 11[/b] [11PP] [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 1[/b] ([i]Extras[/i]: Affects Corporeal, Range [Perception]) (Heavy Load: 50 lbs) ([i]PFs[/i]: Precise, Subtle) [6PP] [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 DC21 Fortitude Drained Toughness Touch DC26 Toughness [Autofire] Damage Drain Strength Touch DC21 Fortitude Drained Strength Emotion Control [Fear] Perception DC21 Will Shaken Snare 100' Cone DC21 Reflex Entangled Abilities (-4) + Combat (26) + Saving Throws (9) + Skills (15) + Feats (10) + Powers (114) - Drawbacks (-3) = 167/167PP
  24. Trevor stepped out of the kitchen with a casual gait that suggested a lack of immediate urgency, making sure the door closed securely behind him. Foregoing the bathroom, he instead ascended the stairs with the silent subtlety that was very much his birthright. A small part of him felt apprehensive about checking in on his friend, even unseen, but experience had taught him that it was far better to know what Mark was up to and apologize later if necessary than the alternative. The layout of the upper floor he recognized from its ruined counterpart and he soon stood outside the resident Erin's room. It took less time than it did to pinch the bridge of his nose and count backward from ten than it did to confirm that neither she nor Mark were anywhere to be found. Paris. Of course he did, the dark haired young man inwardly sighed as he picked up and read the hastily scrawled note.
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