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Gizmo

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  1. "Haven't seen power," Midnight corrected calmly as Meistermann whirled about from hero to hero, sputtering at their casual taunts and scorn. The stoic, unnervingly still figure in black burst suddenly into movement as the Nazi finally focused his attention on Edge, springing forward and drawling twin escrima sticks from their holders on his shins in one fluid motion. The weapons cracked down on what would have been a debilitating weak point on any normal human; for the enraged übermensch it served as a shock that took him momentarily off-guard and opened him up to further attack.
  2. I've always operated under the assumption that it starts immediately and lasts until the Inspire-er's next turn. Otherwise, if Character A uses Inspire at the beginning of the initiative order, then everyone else has to take an action first and Character A actually does something else, of a potentially less inspiring nature, before anyone gets the bonus, and that doesn't make any sense. Having it last until the initiator's next turn also puts it in line with the duration of Demoralize, which seems apropos.
  3. Midnight II Move Action: Startle. That's DC 35 with the benefits of Mark's Inspire. Standard Action: Escrima Sticks; Power Attack 5. (1d20+10=11) Nertz. Hero Point: Escrima Sticks; Power Attack 5, HP reroll. (1d20+10=14) That's 24, 29 with Inspire. Should be DC 15 + 3 Strike + 4 Strength + 2 Sneak Attack + 5 Power Attack = 29.
  4. Gizmo

    Nanofibers (IC)

    Trevor maintained the suggestion of a scowl tugging at his mouth, irked than someone had thought that the brute force method had been an acceptable tactic for introducing chemicals into his girlfriend's body. "Hnn. Would have suggested Archeville..." Adjusting the lever on the control panel again, he sent the sliding ring continuing the rest of the way downward. "Maybe the Lab. Think they focus more on technology, but sure they'd have a nullifier to borrow. Could go with you?" he offered.
  5. Gizmo

    Nanofibers (IC)

    Trevor seemed considerably less amused as he regarded the monitor. "Incompetent..." he grumbled largely to himself, the faint beginnings of a scowl playing at his lips. "Hardly the first metahuman they've treated, could be more careful. Hnh." Letting out a short breath to calm down, he took a closer, more analytical look at the tiny piece of metal. "Well. Too small to be any danger. Body should expel it on its own eventually. Still."
  6. Regarding Mara's stance, Erik hesitated for a moment before pressing a button on the control panel and activating the quartet of robots. With a brief hum that slid rapidly upward in pitch, the metal drones shifted into surprisingly fluid movement, taking up fighting stances of their own and moving to circle the young inventor. Mara's first attack came faster than the androids were apparently expecting, squarely tagging on in the chest. The moment it was hit, the robot sagged, shambling out of the way before powering back down. In response, the remaining three let loose with punch and kicks of their own, which the trainee managed to remain just ahead of for the time being.
  7. That's one hit! Attack Mara. (1d20+1=10, 1d20+1=11, 1d20+1=8) Oh ho!
  8. Erik tossed Mara a pair of light, fingerless gloves with panning stitched in over the knuckles. "No suit. Don't worry, the drones are on the lowest level; they'll be pulling their punches." The athletic fencer moved to one wall of the Wreck Room, accessing a small control panel rather than bothering to climb the ladder up to the booth that overlooked the training facility. "Here's the idea: you manage to tag one of our shiny pals there, they're 'out'. But if they tag you three times, you're out. Got it?" "I'll be right over here cheering you on," Ellie promised, planting one hand on her hip and raising the other in the air as loose spheres of blue light surrounded each of them. "Sis boom bah, and so on and so on."
  9. Alright, tell you what, get Initiative up for Mara. I'm going to be using the PL1 Criminal minion from the Core Rulebook for the robots. They won;t be doing any real damage, goal is to tag each of them once before she gets hit three times herself. Training Drones: Initiative. (1d20+2=12)
  10. Wendigo Toughness Save vs. DC 27. (1d20+11=17) Ouch! That's a renewed stun and staggered! 25 - Sage - Uninjured - 2HP 20 - Sharl - Uninjured - 1HP 19 - Wendigo - Bruised x3, Stunned, Staggered, -5 Strength 17 - Cobalt Templar - Uninjured - 2HP 15 - Ghost Girl - Uninjured - 2HP 5 - Wraith - Uninjured - 2HP
  11. Gizmo

    Nanofibers (IC)

    "Should be fine," Trevor agreed, powering up the console and waiting for its outdated monitors to warm up and come online. Pushing a lever a few inches upward from its rest at the bottom of the panel, the dark haired youth waited for a moment, the frowned when nothing happened. Lifting the brim of his fedora slightly with one hand, he laced his fingers absently through his hair in thought. Before he had a chance to reach any conclusions, however, the moving ring of the apparatus made a brief grinding sound before slowly starting its decent. He looked to Erin with a silent, apologetic look.
  12. True North - Canada's Premier National Superteam Canadian Shield - Geokinetic Elizabeth Combs is the daughter of an RCD Corporal and a minor Igneous noble, of the subterranean civilization dwelling beneath much of the area surrounding Hudson Bay. Taking more after her human father, Liz is still easily recognizable, being nearly seven feet of somewhat ashen skin tone and subtle, scale-like mineral deposits that run across her cheeks and down her spine. Luckily her rugged good looks and confident charm made her an ideal poster woman for the government funded Canadian super team when her geokinetic powers, present from birth, began to develop in earnest. Favouring creating rocky armor and weapons to enhance her already considerable toughness and strength, Canadian Shield is also a decisive leader on and off the battlefield. She's a canny political player, but always stops short of compromising her high ideals, something that has earned her the respect of even her more difficult teammates. Bombardier - Battlesuit Paul Bouchard was a young blue collar worker from Dorval whose chance at an athletic scholarship as a goalie had been cut short thanks to stepping out of the crease to throw down his gloves one time too many. Bouchard's stubborn streak manifested itself in his job as an assembly line worker where he drove himself to learn as much of the engineering principles behind the areospace components he helped build as he could on his own time. Because of that, when a rush order on a limited run of components came his way, he recognized them as pieces of a powered gauntlet moments before heavily armed technology pirates broke into the factory to steal them. Managing to cobble together the concussive blast weapon in the resulting chaos, Bouchard defeated the thieves and saved the lives of his coworkers. An instant media sensation, he was soon tapped to don the full, prototype armor as the one-man air force, Bombardier. Coyote III - Acrobat The latest in a line of First Nations heroes, Jim Pegahmagabow is easily an Olympic level acrobat and martial artist. Neither he nor any of his predecessors possessed any superpowers, although the original Coyote played on superstitions to cultivate an aura of mystery, some of which remains today. The very definition of a street-level hero, Coyote spends as much time helping around the community as he does fighting crime, but after demonstrating an ability to take down metahuman opponents well out of his supposed 'weight class' he was approached about joining the premier national team. Deciding he could do the most good in the spotlight, he agreed. A penchant for banter and minor issues with authority mark him as a young man still trying to find his own way to live up to his legacy, but his genuinely caring nature has made him a key part of bringing team's disparate members together as more than comrades-in-arms. Daniel Storm - Mystic/Survivalist Calling Daniel Storm a superhero would take an extremely generous use of the term. A stocky survivalist with a weathered face typically concealed by a full beard and a scowl, Storm spends most of his time in the undeveloped wilderness and would just as soon keep to himself if not for an uncanny habit of running into the varied preternatural strangeness of the Canadian North. From haunted cabins to feral wendigo to rogue nature spirits, without meaning to Storm has become one of the world's most experienced monster hunters, picking up more than a few mystical tricks of the trade along the way. Officially a consultant rather than a full member, Storm rarely accompanies the team into all-out brawls, but more than once he's been the deciding factor against a supernatural foe. Despite his gruff personality, Storm rarely refuses a call for help and takes a vaguely avuncular attitude towards the younger heroes. Verglass - Super Speed/Ice Generation Adhira Zev was always a little odd, the sort of up-and-coming particle physicist who rode her bike to work, went rock climbing on weekends and made puns requiring multiple fluencies to appreciate. A lab accident made her much stranger, a kinetic energy sink who uncontrollably slowed the molecules around her to increase her own speed, resulting in severe temperature drops. Crafting a suit that let her channel that ability to good use, she took the name Verglass and became Victoria's most prominent superhero in short order. A brilliant thrill seeker, Adhira loves going fast and solving complicated problems on the fly, but being forced to wear her containment harness nearly all the time or endanger everyone around her wears on the gregarious woman more than she lets on. Some of that strain shows in her reckless attitude, but fortunately she's usually able to get out of trouble nearly as quickly as she gets into it. Cosmic Constable - Alien J'ou Dorah't is a member of an interplanetary police force tasked with guarding their little corner of the Lor republic. Ending up on Earth on the trail of a criminal, he teamed with Canada's superheroes to bring the offender to justice and afterward decided to remain. This wasn't so odd: J'ou's particular rank suggests an anthropologist as much as a peacekeeper, seeking to understand the guilty while protecting the innocent. With bright red skin and a stately white uniform, the Cosmic Constable rides into battle on the back of his robotic steed and brandishing a pair of symbiotic sidearms that can form laser pistols or cavalry sabers. Unfailing polite and friendly, the mild empathic abilities of his people help him compensate for most cultural differences, making him surprisingly adept at making friends out of enemies. He spends most of his time in the prairie provinces when not with the rest of team on larger missions. Wendy Go - Monster Becky Shuster was working a summer job as an airport attendant when a chance encounter with a group of visiting Claremont students ended with her possession by a wendigo spirit in the woods outside of Thunder Bay, transforming her into a creature of terrible strength and unspeakable hunger! Thankfully her new friends were able to subdue her and True North's consulting mystic Daniel Storm spent nearly two years training her to keep her bestial side under tenuous control. Now a junior member of the national superteam, Wendy Go is a young woman doing her best to prove herself in a suddenly much larger, stranger world. Curious and enthusiastic by nature, Becky is eager to learn from her more experienced teammates but her fear of losing control again has added a streak of glum introspection to her personality that matches the streak of white in her hair.
  13. To give you some context for that, Tira, you've probably already noticed that 'magic' is a really, really broad descriptor. Which is alright, but you are going to be paying a premium for it in a few places as a result.
  14. Before I forget, he'll also use a Free Action to Gadget up: Immunity 2 (Suffocation [All Types]) [2PP] (Midnight Mask)
  15. All eyes were naturally on the intruder's startling entrance, and by the time the trajectory of the UNISON agent's uncontrolled flight drew attention back to where Erin was seated, the chair next to her was mysteriously empty. Moments later, inky black mist rolled about der Meistermann's feet, the rushing winds of the depressurized cabin drawing it past him. Turning about, he found the grim figure of Midnight standing behind him, his pitch black outline made indistinct by the cloud rising from him like tendrils of living shadow. "Wrong plane, von Streitcher," came the cold, inflectionless voice echoing with the chill of oblivion.
  16. Midnight II Move Action: Auto 30 Stealth w/Skill Mastery and Hide in Plain Sight. Hero Point: Heroic Feat [Quick Change] Free Action: Change. Quickly. Move Action: Auto-DC 30 Demoralize w/Skill Mastery.
  17. Initiative. (1d20+3=19) Midnight can make the DC20 Acrobatics and DC20 Gather Information checks automatically with Skill Mastery. Now, he's seated, so he should have something to hold onto, right? If not... he holds onto Wander!
  18. The wendigo took a beating from Cobalt Templar's assault, but managed to get two of her arms up to mitigate some of the damage, evidently beginning to realize the super powered teenagers were not easy prey. The varied displays of amazing powers on the part of her new acquaintances seemed to encourage the ethereal young woman floating behind the hairy white beast to get down to brass tacks herself. Rolling of the sleeves of her jacket - presumably an affectation, since the garment couldn't be any more solid than she was - the ghost flew forward and plunged both arms into the creature's back up to the elbow. "You need to stop!" Standing suddenly still as if shocked, the monster stumbled slightly as the leg she was stepping with almost buckled. Frost formed across the fur where the apparition had attacked and the wendigo's quartet of arms sagged just noticeably.
  19. 16 actually is enough, thanks to Bekigo's stun. Have that HP back! Wendigo Toughness Save vs. DC 31. (1d20+12=27) Ghost Girl Standard Action: Drain Strength. (1d20+10=17) Again, hits thanks to the stun. Wendigo Fortitude Save vs. DC 20. (1d20+14=15) Oh snap! Uh, that's -5 Strength, then. Okay. Of course, that still leaves Str 33. 25 - Sage - Uninjured - 2HP 20 - Sharl - Uninjured - 1HP 19 - Wendigo - Bruised x3, Stunned, -5 Strength 17 - Cobalt Templar - Uninjured - 2HP 15 - Ghost Girl - Uninjured - 2HP 5 - Wraith - Uninjured - 2HP, +2 Defense
  20. Wraith's bludgeoning blow hit the distracted beast hard, the wendigo grunting in pain as one of her smaller arms clutched its side. A snarl from her lupine jaws was cut short by the blue and orange bands of light cut off her shambling advance toward the alien teenager, and when she turned aside to move in a different direction, she was met by Citizen's all-too solid fist crashing into her face. Stumbling back and pawing at the point of impact, the harried predator let out a confused whimper tinged with anger and the frustration of a withering hunger.
  21. Wendigo Toughness Save vs. DC 28. (1d20+13=22) That's another bruise and a renewed stun. Sense Motive Check. (1d20+15=17) Fooled! Of course, because of the stun, she's not chasing anybody. Corbin is up. 25 - Sage - Uninjured - 2HP 20 - Sharl - Uninjured - 1HP 19 - Wendigo - Bruised x2, Stunned 17 - Cobalt Templar - Uninjured - 2HP 15 - Ghost Girl - Uninjured - 2HP 5 - Wraith - Uninjured - 2HP, +2 Defense
  22. The untamed nature of his white haired sparring partner seemed to have rubbed off on Erik, perhaps literally, as with a deep, throaty growl that reverberated in his chest and against her back, he locked his arm around Willow tightly and placed a line of kisses along her arched neck, leaning over her shoulder to continue down to her throat. It was looking less and less like any actual combat training was going to get done that afternoon, but the fencer could live with that. The Wreck Room wasn't going anywhere, after all, and his time with the Interceptors had taught him that it wasn't enough to simply fight, one had to have something they were fighting for.
  23. 25 - Sage - Uninjured - 2HP 20 - Sharl - Uninjured - 2HP 19 - Wendigo - Bruised x1, Stunned 17 - Cobalt Templar - Uninjured - 2HP 15 - Ghost Girl - Uninjured - 2HP 5 - Wraith - Uninjured - 2HP, +2 Defense
  24. As odd as it was seeing Mark in his UNISON uniform, Trevor wasn't remotely surprised to learn that the probability controller had managed to pull spending the day with an attractive celebrity as an assignment. The youngest al-Darsah's seemed more cordial than he might have expected, if a bit haughty; he wondered if that had influenced her desire to study abroad or vice versa. The quiet young man had a polite inclination of his head for Ace and Talya as well. He was never quite sure what to make of the former Liberty League members. His grandfather considered them both war heroes, the bouts of poor press each had received over the year eliciting foul moods from the aging hero, but the younger Midnight had trouble reconciling that with the pair's over-the-top public personas. Taking his seat next to Erin, he intoned almost inaudibly, "Rather stick to 'things with wheels' myself."
  25. Gizmo

    Nanofibers (IC)

    The pause in Erin's voice caused Trevor to blink once and look about as he pulled the tarp from over top a large device significantly taller than he was. With his metahuman eyesight, the young man sometimes had to take a moment to extrapolate what darkened places would look like to others, and now he was forced to admit that their current locale was more than a touch foreboding. "Ah. Sorry. More lights here somewhere..." Letting the covering drop the the floor, he walked over to the wall and felt about until he found the controls for another bank of flood lights that illuminated with an audible sound. In the new light, the uncovered object was revealed as a framework of three metal posts spaced equidistantly and supporting a ring at the bottom and top, with a third apparently designed to slide up and down the open cylinder. A monitoring station the shape and size of a small podium was connected to the main piece with a number of thick cables, adorned liberally with monitors and dials.
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