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Raveled

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  1. Ironclad took a deep breath and studied the walls and floor, turning back to look at the invisible (to her, at least) trap they had avoided so deftly -- or rather that Supercape had gotten them around so easily. She reached out to touch the wall, pushing on it lightly; she didn't really think that busting through the structure room by room was the right idea, but what else could they do? It wasn't they could just materialize a door in place, or even shut off the security systems that were blasting them with radi-- Hm. That was a thought, there. Ironclad closed her eyes inside her helmet and concentrated. She was still carrying the translation device the Lor had given her; she could route her unusual mind through the translator and try to make a connection to the artificial intelligence controlling the complex! It was no sooner concieved of than acted upon, and before long her senses were questing for contact.
  2. Ironclad will be messing about with the computer. Auto check of 25 for Computers.
  3. Brian Harris followed behind his friend, a frame backpack loaded down with camping gear on his back. He was wearing jeans, a brief tee-shirt, and hiking boots, and his face and red eyes shone with a simple joy at being out in nature. He'd spent many a day, when he was younger, before learning about his parents and his powers, hiking and camping in forests and parks. Being out here with his best friend reminded him of those simplier, happier times and took his mind away from the stresses of the present. Watching Morgan Crowe, usually so self-assured and confident, struggle vainly against the environment was just a bonus. Brian had eschewed trying to lead them, instead letting his friend take point, and had managed to keep his mouth shut over the job Morgan was doing navigating. "I thought it was just past the last ridge," he joked, "or the rise half a mile back." It wasn't like they were in any real danger; even if they were lost, Brian could fly into the air and get back to the city in less than an hour. He just enjoyed the chance to rib his friend. Morgan worked so hard to be the best at everything, but sometimes it could do a person good to be brought back to earth.
  4. Power Level: 10 (150 PP) Trade-Offs: None Abilities: 6 + 2 + 6 + 2 + 0 + 0 = 16 PP Strength 30/16 (+10/+3) Dexterity 20/12 (+5/+1) Constitution 30/16 (+10/+3) Intelligence 12 (+1) Wisdom 10 (+0) Charisma 10 (+0) Combat: 12 + 12 = 24 PP Attack: +10 Melee, +6 Ranged Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Initiative: +9/+5 Grapple: +16 Knockback: -5/-1 Saving Throws: 0 + 1 + 5 = 6 PP Toughness: +10/+2 (+10/+2 CON) Fortitude: +10 (+10/+2 CON, +0) Reflex: +6 (+5 DEX, +1) Will: +5 (+0 WIS, +5) Skills: 80r = 20 PP Acrobatics 10 (+13/+9)Skill Mastery Climb 8 (+18/+11) Disguise 10 (+10)Skill Mastery Medicine 4 (+5) Notice 9 (+10) Search 9 (+10) Sense Motive 9 (+10) Stealth 8 (+13/+9)Skill Mastery Survival 5 (+5)Skill Mastery Swim 8 (+18/+11) Feats: 15 PP Accurate Attack Acrobatic Bluff Attack Focus (Melee) 4 Defensive Attack Dodge Focus 4 Improved Initiative Power Attack Skill Mastery (Acrobatics, Disguise, Stealth, Survival) Uncanny Dodge (Auditory) Powers: 69 = 69 PP Device 17 (85 PP, Hard to Lose, Feat: Subtle) [69PP] (Adaptable Alien Symbiote) Concealment 2 (Normal Visual, Flaw: Blending) [2PP] (Chameleon Skin) Enhanced Constitution 14 [14PP] Enhanced Dexterity 8 [8PP] Enhanced Feat 2 (Quick Change 2) [2PP] Enhanced Strength 14 [14PP] Leaping 2 (x4, move action) [2PP] Immunity 5 (Environmental conditions [All]) [5PP] Mimic 6 (30 PP, All Powers) [30PP] Morph 5 (Any humanoid, Flaw: Limited [Target of Mimic]) [5PP] Speed 2 (25 MPH) [2PP] Abilities (16) + Combat (24) + Saving Throws (6) + Skills (19) + Feats (15) + Powers (69) - Disadvantages (0) = 150 PP What would you do if, one night, you were hiking in the woods and you saw a meteorite impact in the forest? What if you investigated and found a weird, black liquid oozing out of it, like tar out of the world's biggest jawbreaker? What if the tar made a leap for your face? Congraulations, you just became the latest host of an adaptable alien symbiote, a traveler among the stars that needs a host for a little bit, just until it gets back in fighting trim... This is a build for Mimic inside of a battlesuit. For a long time I was stumped on how to do it -- how does a purely mechanical construction justify absorbing and duplicating such a wide range of effects? Then I realized, I don't have to make it purely mechanical! This battlesuit is a living thing, closer in spirit to the Venom symbiote of Spider-Man fame than anything Tony Stark has ever dreamed up. It can mimic up to 30 PP worth of effects from any superpowered individual it touches, plenty of points to grab (most of) an array. Even in situations where you can't steal those powers, the suit boosts its wearer's physical abilities to superhuman levels, letting them stand toe-to-toe with much more powerful foes. This character could be a versatile hero as well as an intimidating foe, due in part to the Morph attached to the Mimic. The bearer can imitate the form of any humanoid enemy they can Mimic. On the one hand, a villain could use this to steal a hero's powers and identity to tarnish their good name. On the other hand, what better way to reinforce your secret identity than to be saved by the hero you're supposed to be -- complete with the correct power set? Keep in mind as the character increases in PL to keep Mimic up, as well. I would recommend being able to grab a number of PP equal to about three times your effective PL, but find what works for you.
  5. GM Leeroy raised a conspiratorial eyebrow. He didn't have much training in magic, but he could make the proper conversion to a bomb or the like. "An evil spirit, huhn? Certainly sounds like someone has something against the aquarium." He narrowed his eyes and gave the student a hard look. "Of course, if I tell the Headmaster you're dealing with the situation, you're also going to be responsible for the other students. Understood?" Inside the aquarium, the reporters had taken all the photographs they were inclined to, and most were filing out or setting up for a quick recording. The tour guide from earlier fought her way through the press to where the teen heroes were standing in a knot. "Excuse me," she said. "I'm Madeline Burke, I'm with the aquarium. Um... Can you tell me exactly what happened here?" She wrung her hands, clearly out of her depth. "It's just, Mr. Hayden was so looking forward to the exhibit, and now he may never get to see it!"
  6. Starlight was caught in a moment of indecision. Part of her wanted to take down the villains, no matter what; in her experience roaming the stars, leaving an enemy at your back was rarely a good idea. On the other hand, if the woman went through with her threat and killed Young Britannia, the blood would be on Starlight's hands; furthermore, this was Freedom City, on Earth, a planet and a city seemingly overrun by superpowered crime fighters. Reluctantly, she stood aside from the doorway and moved between Cold Front and the young light controller. "Get out of here," she hissed, "and take your companion with you." Cold Front backed up towards the blocked hallway, and with a single motion caused a hole to open in the blockade of ice. "Heat Wave," she hissed to the still befuddled villainess. "Come on, we're getting out of here." The pair retreated down the hallway and turned a corner; the heroes heard a door bang open, and they were gone. Starlight continued to watch the empty hallway for several seconds, but eventually she turned and faced Young Britannia. "Hold still," she said, putting a hand on the younger woman's face. Starlight's aura shone particularly brightly for a moment, then flowed towards the other woman. "Let the power of the Light restore you."
  7. Power Level: 10 (150 PP) Trade-Offs: +1 DC/-1 Att, +1 Tou/-1 Def Abilities: -2 + 4 + 2 + 6 + 6 + 2 = 18 PP Strength 16/8 (+3/-1) Dexterity 14 (+1) Constitution 16/12 (+4/+1) Intelligence 16 (+3) Wisdom 16 (+3) Charisma 12 (+1) Combat: 12 + 12 = 24 PP Attack: +6 (+5 Growth, +9 Glorious Arsenal) Defense: +9 (+6 Base, +4 Dodge Focus, -1 Growth), +3 Flat-Footed Initiative: +9 Grapple: +11/+5 Knockback: -0/-10 Saving Throws: 7 + 5 + 6 = 18 PP Toughness: +11/+1 (+4/+1 CON, +7 Protection, 10 Impervious) Fortitude: +6 (+1 CON, +7) Reflex: +6 (+1 DEX, +5) Will: +10 (+3 WIS, +7) Skills: 52r = 13 PP Craft (Art) 7 (+10) Intimidate 8 (+11/+9) Knowledge (Arcane) 12 (+15) Knowledge (Theology & Philosophy) 7 (+10) Notice 9 (+12) Sense Motive 9 (+12) Feats: 13 PP Accurate Attack Dodge Focus 4 Equipment 2 Improved Initiative 2 Power Attack Ritualist Startle Uncanny Dodge (Auditory) Arcane Dimensional Laboratory (PL10 HQ) [10EP] Size: Medium [1EP] Toughness: +10 [1EP] Features: [8EP] Communications Laboratory Library Living Space Power System Sealed Security System (DC 20) Workshop Powers: 67 = 67 PP Alternate Form [67PP] (Emergent Warstrider of the Radiant Dawn) Growth 4 (Extra: Duration/Permanent) [12PP] +8 Str, +4 Con, -1 Att/Def, +4 Grapple, -4 Stealth, +2 Intimidate, +5 Str Carrying Capacity Immunity 7 (Environmental conditions [All], suffocation effects [All]) [7PP] Leaping 2 (x5, move action) [2PP] Protection 7 (Extra: Impervious 10) [17PP] Super-Senses ( Extended 1 [Normal visual], Radius [Normal visual]) [2PP] Glorious Arsenal 11(Feat: Accurate 2, Alternate Power 3) [27 PP] BE: Strike 11 (Extra: Penetrating) (Strike the Demon) AP: Strike 11 (Extra: Area/Burst [General]) (Slay the Army) AP: Blast 11 (Celestial Bow) AP: Blast 10 (Extra: Range/Perception, Flaw: Action/Full Round) (Unerring Aim) Disadvantages: (-3) = -3 Normal Identity (Full Round action, mystic chant) [-3PP] Abilities (18) + Combat (24) + Saving Throws (18) + Skills (13) + Feats (13) + Powers (67) - Disadvantages (3) = 150 PP When I was considering how to make a magical battlesuit for this series, the simple way was to make a normal squishy mage who compensated for said squishiness with a suit of metal. However, since I would prefer to keep this thread from simply being a complete reprint of various Oddballs, I needed to come up with a unique idea. Low and behold, here it is -- an Exalted Warstrider as a PL 10 starting character. Well, not exactly the Warstrider since those are simply mechs that Exalted pilot, but instead sort of the sorcerous equivalent of Extremis armor; a Large-sized suit of armor that makes the user immune to a lot of standard battlefield hazards, composed of pure magical energy and summoned whenever the wielder is in need of it. The armor itself is pretty bare-bones, but still quite expensive! I went for more of a Powerhouse than Paragon, i.e. no Flight and limited Immunities. It wouldn't be at all a bad thing to bolster those with earned PP, or maybe fill out the skills and feats so this guy doesn't look like such a workaholic! The origin for this character is probably tied in to what sort of magic they wield. I made this one into a straight-up Western-style hermetic, but an animist or even some kind of theurge is not outside the realm of possibility. Cloak yourself in the power of ancient spirits, or call upon God Himself to help you smite the wicked and unrighteous!... As long as you don't try to stuff any of that down the throats of your fellow players.
  8. Power Level: 10 (150 PP) Trade-Offs: None Abilities: -2 + 2 - 2 + 4 + 6 + 8 = 16 PP Strength 30/8 (+10/-1) Dexterity 12 (+1) Constitution 8 (-1) Intelligence 14 (+2) Wisdom 16 (+3) Charisma 18 (+4) Combat: 12 + 12 = 24 PP Attack: +6 (+10 Weapon System) Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Initiative: +9 Grapple: +20/+5 Knockback: -8/-0 Saving Throws: 7 + 5 + 6 = 18 PP Toughness: +10/-1 (-1 CON, +11 Protection, 6 Impervious) Fortitude: +6 (-1 CON, +7) Reflex: +6 (+1 DEX, +5) Will: +9 (+3 WIS, +6) Skills: 64r = 16 PP Craft (Art) 13 (+15) Craft (Electronic) 8 (+10) Craft (Mechanical) 8 (+10) Diplomacy 11 (+15) Language 2 (English [Native], French, German) Knowledge (Current Events) 3 (+5) Knowledge (Tactics) 3 (+5) Notice 8 (+11) Sense Motive 8 (+11) Feats: 23 PP Accurate Attack All-Out Attack Benefit (Security Clearance) Connected Defensive Attack Dodge Focus 4 Fearless Improved Initiative 2 Inspire 4 Leadership Luck 2 Move-By Action Power Attack Precise Shot Uncanny Dodge (Auditory) Powers: 53 = 53 PP Device 13 (65 PP, Hard to Lose, Feat: Restricted [small Stature]) [53PP] Flight 4 (100 MPH) [8PP] Immunity 9 (Life Support) [9PP] Protection 11 (Extra: Impervious 6) [17PP] Super-Senses (Extended 1 [Normal visual], Infravision) [2PP] Super-Senses 2 (Direction Sense, Time Sense) [2PP] Weapon System 11(Feat: Accurate 2, Alternate Power 3) [27 PP] BE: Enhanced Strength 22 (Servo Strength) AP: Strike 10 (Extra: Area/Cone [General]) (Flamethrower) AP: Blast 10 (Cannon Arm) AP: Blast 10 (Extra: Area/Shapeable [Targeted], Flaw: Action/Full Round) (Rocket Barrage) Abilities (16) + Combat (24) + Saving Throws (18) + Skills (16) + Feats (23) + Powers (53) - Disadvantages (0) = 150 PP What happens to wimpy Steve Rogers when the Super Soldier Program hits a stumbling block? Like, say, the essential Dr. Erskine dies a day before the fateful experiment to produce the greatest soldier ever known? Well, it turns out that Steve Rogers sticks around long after the other hopefuls have left, and his determination and patriotism made him the perfect test subject for another experiment, affectionately nick-named "Iron Man." The rest, as they say, is comic books... Here's a patriotic battlesuit circa 1940. The suit itself is pretty standard fare; moving all-out it can fly as fast as a Spitfire, it's nearly immune to anything on the battlefield but a tank round, and it can bring enough firepower to a fight to wipe out an infantry battalion with its mechanical strength, autocannon arm, flamethrower attachment, and shoulder-mounted rockets. Or switch out the Flight for Swimming, spend the extra points on a sonar or radar Super-Sense and he's the ultimate sub hunter! (Might want to switch out the flamethrower for something else in that case -- Drain (Toughness) as a cutting torch, to slice through sub hulls?) Some might be crying foul as this is a Captain America without Master Plan or Taunt, but consider it as an Issue 0 version -- he's just stepped into the armor, and hasn't yet picked up the skills that five years of grueling warfare will teach him. At the very least, his Inspire and Leadership hint at the leader he will be. Why doesn't he have the Normal Identity Drawback? Well, in the comic book he was pretty much sealed into the suit... As an origin, the comic book one works more or less perfectly. A military project (probably under the auspices of AEGIS) to create a suit of powered armor hits a snag when it turns out that to make the suit human-sized, the pilot has to be pretty scrawny. So instead of the strapping Marine they were planning, the military has to bring in a 98 pound weakling. Good thing they can boost the power on those servo muscles, ehn? If you don't like the military angle, swap out Connected and Benefit for a couple ranks of Benefit (Wealth) and say that this character bought the suit, to augment his fearsome mind and presence with the correct hardware. Or with Inventor and a rank of Equipment (to buy a proper lab space) he could even have built it! For that last one, you probably will want to cannibalize the skill list for more Craft and Knowledge. As it stands, this character could maintain the suit and make field repairs, but not much else.
  9. Player Name: Raveled Character Name: Lexicon Power Level: 10 (150/150PP) Trade-Offs: None Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: A man who knows the words of creation uses the power to fight evil. Alternate Identity: Berkant Kudret Yilmaz, "Berk" Identity: Secret Birthplace: Queens, New York City, NY Occupation: Lawyer Affiliations: Freedom City University, Public Defender's Office Family: Father, mother, younger sister Description: Age: 26 (DoB: March 1986) Gender: Male Ethnicity: Turkish Height: Weight: Eyes: Brown Hair: Black Power Descriptions: Berkant has unlocked the secret of truenames, of the words spoken at Creation to bring all things into being. By speaking these names he can exert almost unlimited power of what is around him. He can command objects or energy to strike at his opponents, he can reshape matter to his whim, he can break down or build up living bodies, he can turn attacks back on the attacker. He can even make two places share the same space and step halfway across the world, or use his knowledge of the secret heart of language to converse with anything or anyone, anywhere. History: Personality & Motivation: (Describe here) Powers & Tactics: Complications: Secret Identity. Prejudice Pick one: he's a Muslim, he's a lawyer, he works for the Public Defender's office. Master of Circumstances Lexicon can only manipulate his surroundings, not create objects out of thin air. Mechanically, the Descriptor for his powers has to be something existing in his immediate vicinity. Spoken Word Lexicon needs to speak to use his powers, and as such it's impossible for him to do anything subtly. Abilities: -2 + 6 + 4 + 8 + 6 + 2 = 24PP Strength: 8 (-1) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 8 + 12 = 20PP Initiative: +7 Attack: +4 Melee, +4 Ranged, +10 Lexicon of Power Grapple: +3 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -5/-10/-1 Saving Throws: 5 + 5 + 6 = 16PP Toughness: +10/+2 (+2 Con, +8 Force Field, Impervious 10) Fortitude: +7 (+2 Con, +5) Reflex: +8 (+3 Dex, +5) Will: +9 (+3 Wis, +6) Skills: 64R = 16PP Concentration 10 (+13) Diplomacy 9 (+10)Skill Mastery Gather Information 9 (+10) Knowledge (Arcane) 1 (+5) Knowledge (Civics) 11 (+15)Skill Mastery Language 4 (Arabic, Enochian, English [Native], Greek, Latin) Notice 10 (+13) Skill Mastery Sense Motive 10 (+13)Skill Mastery Feats: 13PP All-Out Attack Dodge Focus 4 Fascinate (Diplomacy) Improved Initiative Luck 2 Power Attack Second Chance (Concentrate) Skill Mastery (Diplomacy, Knowledge [Civics], Notice, Stealth) Uncanny Dodge (Auditory) Powers: 8 + 38 + 3 = 49PP All powers have the Magic and Truenaming Descriptors Force Field 8 [8PP] (Words of Protection) Lexicon of Power 13 (26PP Array, Feats: Alternate Power 7, Accurate 3, Variable Descriptor 2 [Any]) [38PP] BE: Blast 10 (Feats: Improved Critical 2 [18-20], Indirect 3, Homing) (Words of Striking) AP: Create Object 8 (Feats: Stationary, Subtle) (Words of Making) AP: Drain Toughness 10 (Extras: Alternate Save/Will, Range/Ranged) (Works of Unmaking) AP: Healing 8 (Extra: Range/Ranged, Feats: Regrowth, Stabilize) (Words of Remaking) AP: Impervious Toughness 10 (Extra: Linked [+0] [Reflective Toughness], Flaw: Limited [Not when flat-footed]) + Reflective Toughness 10 (Melee and Ranged, Extra: Linked [+0] [impervious Toughness], Flaw: Limited [Not when flat-footed]) (Words of Defense) AP: Emotion Control 10 (Flaw: Sense-Dependent [Auditory]) (Words of Influence) AP: Teleport 8 (Extra: Accurate, Feats: Change Velocity, Easy) (Words of Travel) AP: Comprehend 13 (Speak all languages at once, read all languages, understood by everyone at once, speak to and understand spirits, speak to and understand electronics, speak to and understand objects, speak to and understand animals, speak to and understand plants) (Words of Knowing) Super-Senses 3 (Analytical [Normal vision], Counters Illusion [Visual]) [3PP] (See the Truth of Things) Drawbacks: (-3) = -3PP Normal Identity (Needs to speak) [-3] DC Block (see below) Totals: Abilities (24) + Combat (20) + Saving Throws (16) + Skills (16) + Feats (13) + Powers (49) - Drawbacks (3) = 135/150 Power Points
  10. GM It took some time for the police to finish questioning the teen heroes, and by that time the reporters and news crews were filtering in. Glow, Saiph, and El Heraldo were mobbed with questions and cameras demanding to know what had happened and who was responsible. The Claremont students, however, were able to make a much quieter withdrawal, back to the bus, which had at some point drawn up directly in front of the aquarium. As the students filed back on, Leeroy Hawk singled Morgan Crowe out of the crowd and put a heavy hand on the young man's shoulder, pulling him aside. "And what," he asked quietly, giving the man a knowing look, "did Crow find out back there?"
  11. Jessica watched as the brother and sister duo unmasked, her eyebrows climbing almost to her hairline as she saw the features of Ellie Espadas emerge from under Jill O'Cure's bandanna. Ellie Espadas, girlfriend to Mara Hallowman, Jessica Parker's best friend. The revelation rocked her back on her heels, and the young woman fell quiet as she digested it. At least, one version of her did; Goggles didn't waste a mark, nudging her other self in the ribs. "Like the author said," she stage-whispered, "he'd be tall, dark, and handsome, if he hadn't in fact had brown hair?" Grinning, she marched up the gangplank, hitching at the strap of her pack. "I've got to get this stuff stowed beneath decks before we set out." Jessica was left blushing furiously as her other self walked away. She waved her hands in the air as if she was trying to wipe the comment out of existence, and shook her head sharply. "I, um. I don't really do quipping, sorry." She laughed self-deprecatingly. "Heh, that'd be a way to spend the journey, right? Combat Jokes 101?" She shrugged and started up the gangway towards the sub.
  12. Ironclad shook her head sharply. "Right, bad guys are trying to get to a... big cosmic battery, let's say. And if they get there and plug in, they get a huge power boost. And that will not result in good things, at the very least for this world." The armored heroine punched one fist into her palm, and checked the suit's power levels. "And whatever else has happened, you guys have been excellent hosts, so I'm not inclined to let this place get destroyed!" She floated into the air, orienting herself on the Seat. "So what are we waiting for?"
  13. Starlight will use her Detect Magic sense on the CEO, for what it's worth.
  14. Starlight put her head to one side and squinted hard as Ms. Hawthorne. "I thought these creatures were from space," she said slowly, "but from another dimension? That promises even more ill than I thought." She paused for a moment and added, "But how do they know of the Grue? The creature I confronted near the water, he knew of -- he spoke of a plan, a pact with the Unity. And how," she added, pointing sharply at the CEO-cum-demon, "did you escape Hell? I cannot imagine that the powers of that place they agreed to turn you loose on Earth if you weren't their favored minion."
  15. Glowstar's Notice check. (1d20+8=19) And he remains as oblivious as ever.
  16. Ironclad is rubbing her head and thinking that the Preservers are big, fat, cheaters. :P
  17. "Now, now, you misunderstand me." Starlight picked up the glass and sipped at the drink. "Your boss... he's doing too much, too quick, you see? It's like he's building a big ol' house over all of Texas, but he's building the top before the bottom's finished! Pretty soon there's going to be a big wind that comes along and... well." Starlight set his hand upright on the bar, teetered it back and forth, and then let it fall flat. "Boom. No more house, no more business... and woe betide those who are caught underneath it." He smiled and knocked back the whiskey in a single swallow. "I'm actually trying to help you, see? So go get Finnegan for me, sonny jim."
  18. It is technically Asad's turn still, yes.
  19. Eagle Eye'd by Supercape Supercape's eagle eye has spotted a problem with Ironclad, so apparently she IS going to get some sheet edits this month! :arrow: Reconfiguring the suit. Losing a rank of Power Reserve, picking up a rank of Flight outside of the array. Switching out the PFeats on Enhanced Str for a rank of S-Str. Switching out the Lock-On Missile for Cluster Munitions. :arrow: Updated DC Block, since it's behind the times. None of the numbers on the sheet change, this is just to fix some rules issues.
  20. Ironclaf has S-Str from her Power Reserve, remember.
  21. GM As the teens stood over the shattered remains of the shark skeleton, the doors banged open and police officers in their blue uniforms flooded through, weapons at the ready. As soon as they realized the heroes had contained the situation they put their weapons away and moved to secure the scene, instead. The tour guide followed the police in, and her face fell when she saw the shattered remains of the exhibit. "Oh, no!" She glanced back up at the three (visible) heroes. "I mean, I'm sure you did what you had to do but..." Her eyes fell back to the broken plaster bones. "I hope Mr. Hayden isn't too put off."
  22. Raveled

    Ironclad II

    Design Journal 17.1. Notes on alien ship obtained by Dragonfly and Ironclad two weeks ago. It's physically a sphere two and a three-quarters of a metre in diameter. The outside appears to be stainless steel, pockmarked by micrometeorite impacts. The material doesn't respond to material tests in the usual manner, though, leading me to believe that it's a high-quality alloy. Ignoring the damage, the craft is almost perfectly spherical, to within 0.0003 degrees, indicating a high degree of quality in manufacture. The interior is accessed by a single clam shell-style door, with a porthole set into it. It's two metres across, and lined by a soft padding possibly intended to absorb the stresses of launch and flight. There's no controls on the interior that I can determine, though I shouldn't rule out the possibility that it is controlled psychically or via technopathic abilities. There doesn't appear to be any sort of sensor suite or engines aboard the ship. There is latent magnetism, and I hypothesize that it was launched via magnetic rail or coilgun. Going by the principal of Occam's Razor, I don't think the inhabitant (code name 'Glacier King') was supposed to control the flight of the craft at all. I think he may have been a prisoner or other sort of exile. That doesn't answer the question of who exiled him, or why he was fired towards Earth.
  23. Sometimes the dice gods just aren't kind.
  24. Yay for no homelessness in the ref's future!
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