Jump to content

Gizmo

Moderators
  • Posts

    11,085
  • Joined

  • Last visited

Everything posted by Gizmo

  1. Frowning slightly at the oddly accented young woman's voice on the other end of the line, Erik considered. Even over the phone, the fencer was adept at reading a feint, and 'Etain' seemed genuine enough. "Huh, not like her to skip out on a social call..." he mused largely to himself, his frown deepening. Turning slightly away from the phone, he snapped the fingers of his free hand insistently. The show he'd been watching paused and the brightly clad figure of Vince walked onto the sitcom set and offered his human friend a bemused shrug. If the AI couldn't find Lynn either, something was certainly up. "Okay, stay put, help's on the way."
  2. Initiative. (1d20+3=12)
  3. Notice Check. (1d20+10=25) Initiative. (1d20+9=13)
  4. "'Cosmic Bad Trip'. Hrn, apt," Midnight mused absently as he strode forward to take a closer look at the second bomb. It appeared to be identical to the one he'd just disabled in Erde's past, but there was no sense in making assumptions. He paid little heed to the ASTRO Lab scientists except to extend a silent hand demanding to borrow one of the clipboards full of readouts and accumulated data they all seemed to be carrying and referring back to. "Should be quick."
  5. Reaching up into the air to borrow enough of the column of flame to form a rapier of hungrily licking in his hand, Jack bounded after Equinox with a grin broad enough that it seemed to dominate his masked face. The light of the flickering blade reflected off of his teeth and cast shadows behind him that flowed as his greatcoat flapped behind him. "Now that's what I've been talking about!" he practically cheered, his smile remaining wide but taking on a humourless, predatory quality even as his body language became reflexively smoother.
  6. Having stepped upstairs for a brief phone call, Jack returned behind Dynamo, watching in bemusement as the speedster got himself caught up on the conversation in record time. He looked considerably more composed having taken a moment, but he seemed to be having a little difficulty looking directly at Grim or Colt. "For context, ladies," the swashbuckler told their guests, "Zip used to be the youngest one here until he spent a few years in the far flung future before popping back right when he left." He gave his much changed friend a broad smirk. "Which makes mature, insightful Dynamo really, really weird to hear."
  7. "Gracias, cariño," Jill thanked Dragonfly as she accepted the frozen confection, reflexively checking it for stray hairs given the method of conveyance. Before tasting it, she watched her girlfriend with a slightly tilted head, propping herself up with her empty hand. Mara's eyes were moving back and forth the way they did in any new situation, trying to take in everything at once. "Everything okay?" she asked, lightly bumping the inventor's shoulder with her own and smiling slightly. "You're being pretty quiet."
  8. "And while the ladies of your court seem to be each more stunningly beautiful than the last, your Majesty," Jack interjected, taking a step forward and bowing low with a broad flourish of his free hand that sent his royal blue greatcoat faring out behind him, "the whole 'losing their minds' part wasn't really acceptable." Rising, the swashbuckler gave the Queen a broad grin. "I sincerely hope that part was only the result of their wicked plan and not an unfortunate side-effect of all your people's bewitching grace."
  9. "Hey, Benjy, do you think I'd let my sister run around in a mask if I was worried?" Jack asserted with a reassuring wave of his hand, brushing of the groomsman's concerns. "Pfft," Jill pursed her lips in flat retort, raising her fingers in air quotes. "'Let me,' he says." Jack shrugged affably. "Yeah, yeah. Point is, our gal Grim here's a shapeshifter. They're notoriously hard to keep down," he explained frankly. "Seriously, even repeated stabbing doesn't do the trick, and stabbing works on just about everything. I mean, naturally it depends what you're stabbing with, you're not going to fight a extradimensional graviton-based villain with a sword made out of thermal radiation, obviously--" "What mi hermano is trying to say," Jill interrupted, "is that Lynn can take care of herself just fine."
  10. Whilst his sister sat amid textbooks and notepads on one end of the couch in the Incerceptors' bownstone apartment building, Erik Espadas, the swashbuckling swordsman better known as Jack of all Blades, idly flicked through channels on the large, wall mounted television. Admittedly, the crime fighter was more than a little bored, but it was the siblings' turn to be 'on-call' in case of an emergency, and he'd already finished his training routine for the day. When the phone rang, Erik rose to retrieve it, cracking his back as he went. "Y'ello?" he answered, tilting his head to one side as he listened. "Lynn? No, she's out right now. Who's this?"
  11. "Can certainly do some more direct training, too," LaMarr agreed, inclining his head almost enough to be a shallow bow. "Sonic blast control won't do you much good, but I've learned a trick or two for hand-to-hand over the years." The imposing educator wryly placed one large fist lightly into his opposite palm. Opening his hand to pick his mug back up, he took a thoughtful sip. "About me, hmm? Well, let's see if I can give the Cliff's Notes. I was born here in Freedom, in 1954..."
  12. "Now, this is the point where we would typically give you the chance to surrender, since things obviously aren't going your way," Jack explained patiently as he strode up to the last remaining knight, seeming surprisingly casual about his teammate's terrifying display as he abruptly launched into an acrobatic roundhouse kick that laid the final opponent low. "Ain't I a stinker?" Turning to the others he rested his luminous energy blade on his shoulder. "I like this place, it's fun. Off to see the queen, then?"
  13. Jack of all Blades Move Action: Auto-DC 31 Taunt Standard Action: Energy Blade; Power Attack 5. (1d20+15=17) Tch. Hero Point: Energy Blade; Power Attack 5, reroll. (1d20+15=22) So make that a 32. DC 22 Fort Save, DC 30 Toughness Save, and let me know if it's worth surging.
  14. Jack was uncharacteristically silent for a moment once the car stopped, looking vaguely contemplative behind his bandana mask and a small frown. "Alright, look," he said finally, folding his arms over his chest, "first thing is to lose that 'know he can beat me' garbage. Honestly, a realistic concept of your own capabilities is way overrated." The fencer attempted a comical expression of exaggerated dismissal, but a more sober look of concern edged through the routine. "So you made some arguably lousy choices, got taken advantage of and some people paid for it. Okay. Use that. Guilt is a lot less helpful than cheesed off right now." Opening the ramshackle door, he stepped outside and looked around, still talking. "Listen, if you want to just stay in the car, that's okay. Really. I figure everybody gets one thing they just shouldn't have to deal with. I can probably handle this myself." Even Jack's impressive bravado didn't sound completely convinced of that, but it was clear he was more than willing to find out if it was true. Turning back around, he leaned down to look back into the car. "But for what it's worth, I think you can do this."
  15. "Hmm?" Jack realized he was glancing over at the second of the other tables and drumming the fingers of one hand absently in front of him and turned his attention to Lynn's brother with a reflexively charming smile. Clad in a rented tuxedo that still fit better than most of the suits he'd borrowed over the years and a matching black bandana mask, the swashbuckler would have felt considerably more conspicuous if not for his considerably more striking teammates. He'd stood throughout the ceremony without complaint, but the athletic young man's attention span was beginning to wane. "Oh yeah? Well, hey, that's neat. Should try picking it up again if you find time; exercise, amirite?" While her brother made a game effort at small talk, Jill fidgeted with the skirt of the bridesmaid dress she hadn't been able to get comfortable in since putting it on. It was a nice enough outfit, avoiding the unfortunate stereotypes for the most part and combining with her own bandana mask surprisingly well The slender girl suspected she was simply overthinking it, but it was certainly distracting her from the conversation around the table, enough that she only barely managed to avoid mentioning that a strong case could be made for the bride's glamour-based clothing qualifying as technical nudity. Looking up as her jaw clicked tightly shut, she managed a wan smile instead.
  16. Ghost Girl Power Level: 15 (250/250 PP) [285] Trade-Offs: Ghost Array: None; Soul Scythe: -2 Attack, +2 Damage Unspent PP: 0 Theme: Dance Apocalyptic by Janelle Monáe In Brief: Teenage poltergeist with an upbeat personality and chilling powers. Alternate Identities: Kimber Storm Identity: Public Birthplace: Thunder Bay Occupation: Student Affiliations: Claremont Academy, DuTemps Building, Midnighters, Young Freedom Family: None Description: Apparent Age: Early Twenties (DoB: August, 1979; DoD: January, 1996) Gender: Female Ethnicity: Deceased-Canadian (Caucasian) Height: 5'7" Weight: None Eyes: Ice-Blue (Sea Green) Hair: Ice-Blue (Chestnut Brown) In her natural state, Kimber appears as the image of a young woman rendered in frosty, luminous blues, slightly translucent and floating a few feet off of the ground as though she were swimming through the air. Hair trimmed short on the sides and long on top is ruffled 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, though she has taken to affecting a black and light blue colouration for her hair as a small acknowledgement that she is no longer who she once was. 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. Since forging her soul scythe she's altered her costume as Ghost Girl to include a long, hooded coat with a tattered fringe and an ornate ice crystal pattern over the shoulders, buckled at the waist. She still includes a domino mask to the ensemble from time to time even if she makes little effort to maintain an actual secret identity. Powers Description: 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 true nature revealing itself. Her soul scythe is formed from a curved snath of faintly luminous wood and a long, wicked looking blade of impossibly reflective metal. The tang is ornamented with what looks suspiciously like human bone while a charm in the shape of a highly stylized skull hangs from the far end of the shaft. The scythe grants Kimber a number of abilities, most notably the option to take on a corporeal form and interact with the world directly. The weapon can only be picked up by one who has died: a normal mortal attempting to lift it will find their hand passing through the handle as thought it were empty air. History: 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 feel 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! Kimber attended Claremont Academy, where she joined an iteration of Young Freedom alongside her roommate Wraith, a Kinigosi warrior who had adopted the human identity of Indira Singh. Since neither girl actually needed to sleep they instead spent their nights talking and exploring, quickly becoming inseparable. The team's numerous adventures culminated in a desperate battle against the Curator at the Centurion's Sanctum. Witnessing the heroic sacrifice of her friend Sharl Tulink, Citizen of Tronik, had a profound effect of Kimber, planting a desire to become stronger to better protect the people she care for. After graduating Kimber accepted an offer from fellow Young Freedom alumnus Eve Martel to stay in the newly finished castle atop the DuTempts Building. Somewhat adrift for a time she continued to adventure with her friends and became a well liked part of Freedom City's supernatural community. Turning her attentions to expanding her arcane knowledge, the poltergeist began looking for a solution to her inability to interact with her world and the people around her in a truly tactile manner. Personality & Motivation: 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! Successfully forging her soul scythe with the help of her friends has helped Kimber come to terms with the idea that she is her own person now, distinct from whomever she might have been had her life not been cut short. This has added a layer of genuine confidence underneath her good cheer and made her less likely to avoid serious or uncomfortable topics. She still prefers to resolve situations through talking but is sure of her ability to handle herself should gentler measures fail. Powers & Tactics: Kimber's main offensive ability outside of her scythe is a bone-chilling ethereal touch that drains the strength from her target's limbs, eventually leaving them helpless and shivering. She can also let loose a blast of frigid wind that quickly coats anything in her path in a hindering layer of ice. 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 not 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. After years of relying solely on her telekinesis to interact with the world it remains her default even with her soul scythe offering the option of traditional touch. A quick study, Kimber rounds out her repertoire with a number of minor tricks and cantrips picked up from her friends. Complications: Amnesia: Kimber's memories before her untimely demise are foggy at best. Avro: A pet manticore kitten is a big responsibility, missy! Carry A Big Stick: Kimber's soul scythe is an object of considerable power, likely to draw interest. Naive: Kimber's a naturally trusting sort inclined to give everyone the benefit of the doubt. Pyrophobia: Intense heat and fire are one of the few things that can actively harm Kimber, and she's understandably hesitant around either. She's Dead, Jim: It's a living man's world, Kimber's just haunting in it. Truly, Truly Outrageous: Kimber missed out on a lot of pop culture and world history after her death, though she's been quickly catching up. Untouchable: Kimber has no physical form without the aid of her scythe. Young Freedom 2.0: Kimber's friends are pretty rad. Abilities: -10 + 6 - 10 + 0 + 6 + 6 = -2PP STR: - /16 ( - /+3) DEX: 16 (+3) CON: - (-) INT: 10 (+0) WIS: 16 (+3) CHA: 16 (+3) Combat: 16 + 12 = 28PP Initiative: +3 Attack: +8 Base, +10 Scythe, +12 Ghost Array Grapple: - /+11 (+8 Attack, +3 Strength [Scythe]) Defense: +12 (+6 Base), +3 Flat-Footed Knockback: -6/-11 Saving Throws: 2 + 9 = 11PP Toughness: +12 (+12 Protection; Impervious 10 [Scythe]) Fortitude: - Reflex: +5 (+3 Ref, +2) Will: +12 (+3 Wis, +9) Skills: 19PP = 76R Bluff 6 (+9/+13 Attractive) Diplomacy 13 (+16/+20 Attractive) Intimidate 9 (+12) Knowledge [Arcane Lore] 15 (+15) Languages 1 (French) (Base: English) Notice 8 (+11) Sense Motive 12 (+15) Stealth 12 (+15) Feats: 20PP All-Out Attack Attack Specialization [Scythe] Attractive Critical Strike [Undead] Dodge Focus 6 Fascinate [Diplomacy] Favoured Enemy [Undead] Improved Critical 2 [Scythe] Luck 2 Minion 8 Power Attack Second Chance (Diplomacy) Startle Takedown Attack 2 Uncanny Dodge (Auditory) Powers: 30 + 15 + 40 + 2 + 1 + 3 + 3 + 30 + 21 + 12 + 7 + 3 + 10 = 177PP Ghost Array 13 (26PP, Feats: Alternate Power 4) [30PP] Base: Concealment 8 (Invisibility; All Visual, Auditory and Olfactory, Extras: Linked, Feats: Close Range, Selective, Drawbacks: Power Loss [Necromantic/Undead Awareness, -1]) [17PP] + Concealment 2 (Mental Echo; All Mental, Extras: Linked, Flaws: Displacement) [2PP] + Obscure 4 (Static; Radio, 50' radius, Extras: Action [Free, +2], Linked, Flaws: Partial, Range [Touch], Feats: Reverse Progression 1 [Area, min 25']) [5PP] AP: Damage 12 (Disrupt Electronics, Extras: Affects Corporeal, Autofire, Linked [Drain], Flaws: Limited [Objects], Limited [Electronics], Feats: Accurate 2) [14PP] + Drain Toughness 12 (Extras: Affects Corporeal, Affects Objects, Linked [Damage], Flaws: Limited [Objects], Limited [Electronics]) [12PP] AP: Drain Strength 12 (Chill of the Grave; Extras: Affects Corporeal, Feats: Accurate 2) [26PP] AP: Emotion Control 12 (Beautiful Terror; Extras: Area [Perception, +2], Flaws: Range [Touch, -2], Sense Dependent [Vision], Drawbacks: Power Loss [in Sunlight, -3]) [9PP] Morph 6 (Terrible Beauty; Any Humanoid, +30 Disguise, Feats: Attractive, Fascinate [Diplomacy], Drawbacks: Power Loss [in Sunlight, -3]) [11PP] Super-Senses 6 (Fear Awareness [Mental], Extras: Acute, Analytical, Radius, Ranged, Tracking) [6PP] AP: Snare 12 (Ice Breath; Extras: Affects Corporeal, Area [General, Cone], Flaws: Action [Full Action]), Range [Touch], Feats: Progression 1 [Area, max 275'], Reverse Progression 1 [Area, min 100']) [26PP] Friendship is Magic Array 4 (8PP, Feats: Alternate Power 7) [15PP] Base: Enhanced Feats 8 (All-Out Attack, Attack Specialization [Scythe], Critical Strike [Undead], Favoured Enemy [Undead], Improved Critical 2 [Scythe], Takedown Attack 2) [8PP] (Indira’s Instruction) AP: Flight 4 (Rank 5 Total, 250 MPH) [8PP] (Koshiro’s Kiting) AP: Healing 8 (Extras: Restoration, Total; Flaws: Empathic, Limited 2 [Others, Touched by der Schattenwelt]) [8PP] (Tarva's Touch) AP: Nullify Illusion 12 (Extras: Nullifying Field [+0]; Flaws: Limited [Technological Effects]; Feats: Progression 2 [Area, 300’ radius]) [8PP] (Sharl’s Skepticism) AP: Obscure 4 (Visual Senses, 100' long, icy fog; Extras: Action [Move], Area [Cone, +0], Independent [+0], Flaws: Range [Touch]) [8PP] (Siobhan's Shroud) AP: Super-Movement 2 (Dimensional Movement 2 [Realms of Death and Cold]; Extras: Portal [+2]) [8PP] (Dimitri’s Doorway) AP: Super-Senses 4 (Death Awareness [Mental]; Extras: Extended 1 [100'], Radius, Ranged) [4PP] + Super-Senses 4 (Postcognition; Extra: Affects Others, Flaw: Limited [Moments of Death]) [4PP] (Nick's Necrovision) AP: Telekinesis 2 (Rank 4 Total; Extras: Affects Corporeal, Range [Perception]) (Heavy Load: 400 lbs Total) [8PP] (Eve's Elevation) Device 12 (Soul Scythe; 60PP Container; Flaws: Easy to Lose; Feats: Indestructible, Restricted 2 [Only Lifted by Those Who Have Died], Subtle [Transforms into Necklace]) [40PP] (cosmic, necromantic) Base: Drain Will 14 (Spirit Sever; Extras: Affects Corporeal, Affects Objects, Alternate Save [Will, +0]; Flaws: Limited [vs. Spirits/Undead], Objects Only; Feats: Affects Insubstantial 2, Alternate Power 2) + Damage 14 (Extras: Affects Corporeal, Alternate Save [Will]) [18 + 42 = 60PP] AP: Damage 12 (Reap; Extras: Affects Corporeal, Area [General, Cone], Selective; Feats: Affects Insubstantial 2, Knockback 8) [58PP] AP: [33 + 25 = 58PP] Corporeal Form 6.4 (33PP Container; [Active, Sustained]) [33PP] Duration 4 (on Insubstantial; Continuous; Feats: Selective) [5PP] Enhanced Strength 16 (+3, Heavy Load 230 lbs; Feats: Affects Insubstantial 2) [18PP] Impervious 10 [10PP] Mental Transform 12 (Restore Lucidity; Extras: Area [General, Cone], Duration [Continuous]; Flaws: Action [Full Round], Limited [Undead]; Feats: Progression [Area]) [25PP] Comprehend 1 (Spirits) [2PP] Enhanced Feats 1 (Quick Change) [1PP] Environmental Control 3 (Extreme Cold, 25' radius, Extras: Duration [Special], Flaws: Range [Touch]) [3PP] 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. Flight 1 (10 MPH, Extras: Duration [Continuous], Flaws: Permanent, Feats: Subtle) [3PP] Immunity 30 (Fortitude Effects) [30PP] Insubstantial 4 (Incorporeal, Affected by Fire/Heat, Extras: Permanent, Feats: Innate) [21PP] Protection 12 [12PP] Regeneration 7 (Recovery Bonus [+0], Resurrection 2 [One Day]) [7PP] Super-Senses 4 (Counters Concealment [Visual, Flaws: Limited (Undead)], Darkvision) [3PP] Telekinesis 2 (Extras: Affects Corporeal, Range [Perception], Feats: Precise, Subtle) (Heavy Load: 100 lbs) [10PP] Drawbacks: -3PP Vulnerability (Fire/Heat, Frequency: Common, Intensity: Moderate [x1.5 DMG]) [-3PP] DC Block: ATTACK RANGE SAVE EFFECT Disrupt Electronics Touch DC22 Fortitude Drain Toughness DC27 Toughness [Autofire] Damage Drain Strength Touch DC22 Fortitude Drain Strength Emotion Control Perception DC22 Will Emotion Ice Breath 100 - 275' Cone DC22 Reflex Snare Reap 120' Cone DC27 Toughness Damage [Knockback as 20] Spirit Sever Touch DC24 Will Drain Will DC29 Will Damage Totals: Abilities (-2) + Combat (28) + Saving Throws (11) + Skills (19) + Feats (20) + Powers (177) - Drawbacks (-3) = 250/250 PP Avro the Manitcore Kitten
  17. "Heh," Nightlife chuckled, observing the other pairs from the translucent blue platform he shared with the stonily silent Midnight. "Well, the teams seem to finding a mutual groove." "Don't," the more stoic young man replied flatly, jaw set behind his featureless black mask. After a brief pause, his counterpart gave him a quizzical look. "...don't what, brother?" With a short exhalation through his nose, Midnight turned to face Nightlife directly. "You're about to talk about your personal life," he predicted, a statement rather than a question. "I don't want to know. You don't want to know." Raising one eyebrow slightly, the local iteration placed his hands on his hips again and muttered, "Can pretty much guess how someone's personal life is hanging..." Eyes narrowing behind red lenses, Midnight responded in a gravely baritone, "Personal life is fantastic, thank you." "Uh huh..."
  18. "Yow!" Nightlife grinned as he followed Cobalt Ranger toward the visiting team, adding considerably more acrobatics into his approach than were strictly necessary, mixed in with something that looked suspiciously like the electric slide. "This kitty's most definitely got the claws to be the real Sage." Finally coming to a halt, he tugged on his ostentatious collar to straighten it crisply as he looked Young Freedom up and down, spending a little longer on the female members. "...please stop talking," Midnight managed is a grating tone, the grinding of teeth very nearly audible through the filter of his gasmask. Inwardly, the black clad young man was exercising a number of meditative techniques to hang onto the last of his fraying patience. Raising an eyebrow, Nightlife placed his hands on his hips, his stance wide. "What's eating you, brother?" he asked before doing a double take and stepping backward half a step at Wander's grim pronouncement. "Woah there, mama, you can't be jivin' to Wonder like-" "Bomb's in Bayview," Midnight interrupted without apology. "Near the school. Let's go."
  19. "Girl, you're in a line of work where your life will be on the line regularly," LaMarr pointed out gravely, giving Eve a level look across the table as he set down his coffee mug. "You ever think somebody has something useful to teach you, you don't be shy about asking." Stroking his beard with one hand, the big man frowned slightly. "That said, I'm not sure how relevant my experience will be for you. I'm more than a little dated these days, and our fighting styles are obviously different. Still, if you've got questions, I can try to answer them."
  20. "Mhmn," LaMarr murmured wryly, raising his eyebrows slightly in an expression that suggested that considering wealth a trivial matter of options was a luxury of the wealthy in and of itself. "Just remember, in some ways you are different. You'll be held to a higher standard, whether that's fair or not." Public scrutiny was one of the main reasons most heroes opted for a secret identity, and it was certainly going to a challenge for the acrobatic socialite. "Just do your best and don't let them get in your head, that's the trick."
  21. "Is it actually loyalty if it's programmed?" Jill mused aloud as they walked, sounding very much as though she were talking largely to herself before blinking and looking to the rest of the group and the robotic bee itself. "It's not like you got to make a choice about it; he says jump, you say zero one one zero one zero zero zero." The young woman raised her hands to fend of any protests shrugging to make it obvious that she wasn't trying to start an argument over it. "I'm just saying, is all. I'm sure you'd do something about it if you thought you were being taken advantage of."
  22. Midnight was still reaching forward as they materialized in the new dimension and though the young man quickly schooled his body language into impassivity, it was clear he was in no mood to deal with particular brand of obnoxiousness that was Rick Lucas' pet world. "Reality manipulator's equivalent of buying a red convertible," he answered Cobalt Templar's first question with a faint rumble of annoyance, even as he drew a small device from his belt and began scanning the area for Terminus radiation. He was able to narrow his sensor's criteria considerably, having seen the first bomb up close now. "Sage, see about calming our new friend. Please." The vigilante had a suspicion that they weren't going to able to pose as their local equivalents this time around.
  23. The younger Midnight made a flat sound of appreciation behind his featureless black mask as he regarded the still body of Die Eule. Trevor was no killer, had been taught that resorting to lethal force was the mark of utter failure, but what recourse did the last hero of Erde have? Could the Ãœbersoldaten be turned in to the local authorities, tried for their crimes, imprisoned to serve their sentence? This world was a horror of the Nazis' own construction, and he would lose no sleep over the assassin's poetic end. "Bomb's defused," he confirmed. "Done here.
  24. "Eh, I'd still hit that," Jack decided aloud as he punished the icily armored knight for taking his attention off of the scintillating swashbuckler, delivering a piercing strike that sizzled through the protective layers and into his opponent's side. "What? I would." The Lady's minions were proving sturdier than he'd expected even as he clearly had one of them on the ropes. Hrn. No more Mr. Nice Of All Blades, then.
  25. Jack of all Blades Move Action: Auto-DC 31 Feint vs. Knight 3 Standard Action: Energy Blade Power Attack 5 That's 18 total, let me know if that works, otherwise I'll just spend an HP. That's a DC 22 Fort Save and a DC 30 Toughness Save.
×
×
  • Create New...