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Fox

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  1. Fox

    Cold Front (OOC)

    Just posting here so that I don't forget the OOC thread exists....
  2. Fox

    Cold Front (IC)

    It was probably more telling of the city than the citizens that Mara gave the television the sort of grumpy eye one would give a news report about an incoming blizzard. "....guess snow only helps for crime that isn't causing snow. Interesting, though. Word choice - 'planet'. Alien? Made of ice? Unusual. Seems unlikely to support living biology." She looked back out the window, mulling something over, and then sighed. "Guess we should do something about this," she said. "Rooftop access from the hall. Won't be seen leaving by nearby buildings if we go straight up before heading out."
  3. Fox

    Cold Front (IC)

    "Mmh." Mara followed her gaze out the window, tilting her head at the falling, frozen precipitation. postpone tomorrow's raid - likely to have found the hole in the roof now - replan - underground access may still be good - would disturb snow? - may have to wait for melt - won't be able to sell before then anyway "Inconvenient, sometimes," she said, frowning. "And hard to drive on. Only two wheels, no roof. But fun to fly in, keeps crime down. Excuse to stay home from work if it piles up enough. So not so bad."
  4. [bg=#555555]"Mmh."[/bg] folded her arms and tapping a finger against her armored bicep (such as it was). [bg=#555555]"Interesting problem. Would normally search for suspicious activity remotely, but problematic there. Not as much....convenient surveillance coverage. Satellites to hack. Though, place like New Freedom...probably something to steal data from. Must keep tabs on citizens somehow. Unless they just use metahumans. ....annoying. Might still centralize somewhere, though. Storage. Worth looking into. Seems unlikely that threat just appeared out of nowhere, to do this. Big step. Should have been signs at some point, suspicions, alternate motives."[/bg] She frowned, and shook her head. [bg=#555555]"Will help how I can. Supposed to be one of your mercenaries, or have somewhere else for me?"[/bg]
  5. Wraith swayed a little bit, looking on with concern but feeling rather helpless at it all. There was nothing here to fight, nothing to hunt, no track to follow, no hidden things in the dark to see.... "I...I am sorry," she offered, hesitatingly. "I do not know - human biology isn't something that I have spent much time studying...." She spared Ms. Harcourt another glance, a frown coming over her face. "We will find who did this, who invaded this place and did terrible things. They will wish they had not."
  6. Indira has no Medicine. Curse you, Trained Only skills! :argh:
  7. Oookay. Bit the bullet! Dragonfly's edits. 18pp to spend, and we're spending all of it. Mara's living a little healthier, she's made some suit improvements, and she has a new HQ (and updated the old one a bit). * +2 STR (2pp) * +2 CON (2pp) * +1 base attack (2pp) * +1 base defense (2pp) * +1 reflex save (1pp) * +1 rank of equipment (1pp) * +2 ranks of Device for her suit (8pp) The equipment points go into her HQs - now plural, as part of that is an alternate HQ representing her new business and the hidden secondary lab underneath it. As for the warehouse, her security system's better, she has a proper (computer-based) library, and her warehouse now has a dedicated communication link to her suit. The 10 new suit points are a bit of everything. 2pp into her spatial array, to bring her damage up. A new Communication power (6pp), because it's silly that she never had it before now. That makes the radio super-sense pointless, so it gets replaced with a communication link to her warehouse (net 0pp). The remaining 2pp go into two new super-senses: Direction Sense (built in compass and mapping of her surroundings, likely combining with her analytical visual quite well) and Spatial Awareness. I'm assuming 'spatial' is an uncommon descriptor, since gravity is; if that's wrong, let me know and I'll revise. [floatr][img=http://www.freedomplaybypost.com/wiki/images/b/b0/DragonflyHF.png][/floatr] [b][u]Player Name[/u]:[/b] Fox [b][u]Character Name[/u]:[/b] Dragonfly [b][u]Power Level[/u]:[/b] 12 (187/187pp) [b][u]Trade-Offs[/u]:[/b] +2 Defense / -2 Toughness [b][u]Unspent PP[/u]:[/b] 0 [b][u]Progress to Gold[/u]:[/b] 82/90 [b][u]In Brief[/u]:[/b] Bitter young genius out to apply her mind on [i]her[/i] terms, and no one else's. [b][u]Alternate Identity[/u]:[/b] Mara Hallomen [b][u]Identity[/u]:[/b] Secret [b][u]Birthplace[/u]:[/b] France (Dual-Citizenship, French/American) [b][u]Occupation[/u]:[/b] Full-Time Inventor/Superhero [b][u]Affiliations[/u]:[/b] Ironclad, Jill O'Cure, The Lab [b][u]Family[/u]:[/b] Alexander "Hollow Man" Hallomen (Father) [b][u]Age[/u]:[/b] 20 (DoB: December 1991) [b][u]Gender[/u]:[/b] Female [b][u]Ethnicity[/u]:[/b] Caucasian [b][u]Height[/u]:[/b] 5'5" [b][u]Weight[/u]:[/b] ~110lbs, ~160lbs in armor [b][u]Eyes[/u]:[/b] Dark Blue [b][u]Hair[/u]:[/b] Dirty-Blonde [b][u]Description[/u]:[/b] On the short side, slim and modestly proportioned but not exactly muscular, Mara tends to take just enough care of herself to maintain her shape and stay alive, but not much else. She nearly always looks a little strung-out, hair disheveled and eyes tired, like she doesn't sleep well (which she doesn't) or spends long stretches distracted by some project or idea to the neglect of all else (which she does). Her clothing is simple, practical, and subdued in color (shades of gray and black being popular, dark reds, blues, and purples being runners-up). Makeup is practically a foreign concept. Her power suit is built to be sleek and afford her full range of motion, colored in greys and gunmetal blacks with neon blue highlights. The gauntlets are, relative to the rest of the outfit, bulkier and have plating that can shift and rearrange for the task at hand, including deploying a number of small tools; the back of the suit carries a smooth 'backpack'-like piece that extends four short articulated nodes to generate and control her wings in flight. Various parts of the suit, most notably the helmet, can be commanded to pull back or fold away for convenience (though this may, of course, invalidate the suit's life support functions, and there are safeties in place to try to avoid that happening). When not in use the suit is exchanged with a heavy, flexible metal choker that rests at the base of the user's neck; it has no visible clasp and does not look terribly valuable, being made of non-precious metal and what little detail there is being quite obviously glass. [b][u]Power Descriptions[/u]:[/b] When Dragonfly's Datalink is active small lights 'dance' behind her eyes; this effect is not very bright, but is highly piercing (being subtly noticeable even through her helmet's lenses, which are otherwise not see-through from the outside). Failed attempts to penetrate her Mental Immunity are met with psychic "static," resistance, and unintelligible echoes of her multiple running thoughts. Her technology-based spatial effects typically manifest as shifting, churning distortions or fragmented space. Some effects are tinted the same distinct neon blue her suit (especially at the gauntlets) emits at the seams and glasswork when charged. In flight the suit creates four thin wings of that same neon blue-tinted energy which leave a soft trail behind her: they are insubstantial, if tingly, to the touch and designed to look like stylized and blade-like dragonfly wings (though they do not flap, but can and do adjust position for in-flight control). [b][u]History[/u]:[/b] In certain parts of the underworld you don't buy or sell weapons without knowing the name Hallomen. Word is that for the right price he can get you anything: designer drugs like Max or Zoom, the very latest in illegal technology, and even, once in a rare while – if you can afford it – gadgets from caught supervillains that got 'lost' on their way to the incinerators or science labs. From the back alleys to high-class black market auctions, he supplies whole armies if the price is right and by luck, bribes, and exceptional planning he never seems to get caught; those who've dealt with him jokingly call him the “Hollow Man†(through rarely to his face) in honor of how the police raid into his storehouses and labs to find empty – 'hollow' – rooms. What customers only very rarely know is where most of the new and custom items came from. Hallomen is a cold and ruthless man but a man none the less, and around the turn of the 20th century had a short tryst with a villainess and frequent buyer. He was completely uninterested in the child she bore (what use did he have for a wailing, disgusting baby?) until several years later, when he got word that the child was displaying superhuman traits – signs of high intelligence (for a child of that age) and her mother's ability to control computers by thought alone. Now and only now was the girl useful to him and when the mother was killed (something he calmly claims he had nothing to do with, of course) the daughter fell into his care. Little Mara Hallomen was indeed predicted to be brilliant when she grew older but that simply wouldn't be enough (or soon enough) for the Hollow Man – no, anything good can be made better. He invested considerable resources into her 'education', and so it was that young Mara grew up all but alone in a barely-staffed lab, under a constant regimen of 'vitamins' and 'medicine', supplied with a never-ending stream of knowledge and information; her only human contact was a rare visit from her father, a scant few researchers or guards, and the occasional empath or psychic paid to enhance her mind in ways conventional science could not. Even this was cold comfort, however, as anyone who set foot in the building was under strict orders not to talk to Mara unless absolutely necessary so she could concentrate on her real purpose: designing new and improved tools of crime. From death rays to personal teleporters to battlesuits, she made them all. Old-school and cutting-edge, energy to gravity to good old bullets, she designed a veritable panoply and Hallomen made money hand over fist. Kept docile, driven, and borderline insane as an intended side-effect of her constant "health treatments," the only thing her father could never have predicted was the net effect it was taking on her mind: redundant and parallel in some places, warped and enhanced in others, bit by bit her brain was growing resistant to outside influence. The older she got the more treatment she underwent and the more treatment she underwent the more resistant she became; the more resistant she became the more disquieting her life seemed. Finally, near her 18th birthday, she was resting in what passed for her private room when a lone dragonfly wandered its way through the barred window and caught her eye. To anyone else it wouldn't even have been a remarkable specimen of a dragonfly, but to her the darting little bug was the most beautiful thing in the world: free. Then and there she made up her mind to be as free as the dragonfly was: to escape and feel the wind under her metaphorical wings. Less than a month later, the guards came to wake her and found the room empty, the majority of her research and designs completely destroyed, and a very large sum vanished from her father's own personal bank account. She's managed to stay a step ahead of her father and his goons ever since, figuring Freedom City and its relatively high hero count to be the perfect place to hide out…and test some new designs on her own terms. [b][u]Personality & Motivation[/u]:[/b] Mara's more than a little bitter about not having had much of a childhood, and not amazingly socially skilled (which she typically deals with using snark and mistrust). When presented with a puzzle or new idea to build she's energized and almost manic as her brain kicks into gear to solve the task at hand. She's very intelligent and highly rational, but a combination of chronic bad sleep and frequent headaches (both side-effects of her altered brain and assorted substances that are even now still washing out of her system) can make her snide and irate (though continuing social exposure and her ongoing relationship are alleviating many of these problems). Given her life so far, she has a fairly intense dislike of criminals. She's softer at heart than she'd ever admit, having an especially strong drive to aid children, but by and large she's more driven by the victimizers than their victims. It's occurred to her that she could accomplish many of her goals by villainy (at the very least as the sort of villain who hunts other villains as often as they break the law), but believes heroism's just more rational – being strictly on the hero side of things provides more advantages than disadvantages...not to mention helps her sleep a little easier, particularly if she gets her own creations off the streets. [b][u]Powers & Tactics[/u]:[/b] Mara dabbles in many areas of technology but most of her combat tech is based on spatial distortions, something she developed under her father's thumb but didn't work the kinks out of until she'd escaped. Her devices, her gauntlets especially, are built to warp and fold space to provide any number of effects. Her Datalink power she finds useful, but more for utility than combat; her mind's resistance to outside influence is something she tries to keep well-hidden as her ace in the hole against manipulation. When given half a chance she plans her battles quickly and efficiently, well aware that she relies on her devices and that those devices have limits. Against an obviously inferior foe she might be careless, but against anything or anyone challenging she is methodical and deliberate, striking when she'll have the upper hand and analyzing the situation for any advantage. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Enemy:[/b] The Hollow Man. When she left she dealt a huge (if sadly not crippling) blow to her father's business, not to mention the very large sum of money she took with her. He wants her back, preferably in good condition, though the longer he has to pretend that the key to his most popular items hasn't vanished the more and more flexible he gets as long as she's alive and her head's in one piece. [b]Hatred:[/b] People taking advantage of or endangering children, anyone using the creations she thought up, and to a lesser extent organized crime or high-end weapons dealers. [b]HUD:[/b] The power suit device communicates most of its Super-Sense powers through Dragonfly's normal senses, and thus may be lost to the appropriate dazzle or similar sense-impairing attack (eg, all visual senses and Uncanny Dodge are lost when visually dazzled; radio signals cannot be 'heard' if deaf; etc). [b]Legacy:[/b] Against her best efforts, some of her creations are still being made here and there, and there are still quite a number of older designs floating around through the underworld. Anyone savvy enough, or connected enough, can link this (often quite lethal or empowering) technology to her. [b]Relationship:[/b] With [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=2517#Jill]Jill O'Cure[/url]. [b]Responsibility:[/b] Mara now owns and runs Hallomen Advanced Experts (HAX), and is responsible for being the boss and keeping the place going and its people employed, not to mention protecting the rather valuable projects and secrets therein. [b]Secret:[/b] Identity. [b]Side-Effects:[/b] Powerful depressants and some other compounds (like Zombie Powder) react badly with chemicals and conditioning still in Dragonfly's system; depending on the dosage used she'll range from being slightly neurotic (as her sense of identity fights the old conditioning) up to complete if temporary regression to a happy and disturbing little worker bee that almost mindlessly devours any technical projects put in front of her. [b]Suit Lite:[/b] Dragonfly's suit, while in choker form, is severely limited in what it can do - generally speaking, it's capable only of the Dimensional Pocket, Force Field, Shield, and Teleport powers. The device is, of course, only Subtle when in choker form and not actively being used. [b][u]Abilities[/u]:[/b] 2 + 4 + 2 + 14 + 2 + 2 = 26pp Strength: 12 (+1) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 24 (+7) Wisdom: 12 (+1) Charisma: 12 (+1) [b][u]Combat[/u]:[/b] 10 + 10 = 20pp Initiative: +7 Attack: +5, +11 Spatial Control Grapple: +4 Defense: +13/+5 (+5 Base, +8 Shield), +2 Flat-Footed Knockback: -6/-1/-0 [b][u]Saving Throws[/u]:[/b] 6 + 5 + 7 = 18pp Toughness: +8/+1 (+1 Con, +5 Protection [Impervious 5], +3 Force Field) Fortitude: +7 (+1 Con, +6) Reflex: +7 (+2 Dex, +5) Will: +8 (+1 Wis, +7) [b][u]Skills[/u]:[/b] 92R = 23pp Computers 10 (+17)[sup]Skill Mastery[/sup] Concentration 4 (+5) Craft (Electronic) 13 (+20)[sup]Skill Mastery[/sup] Craft (Mechanical) 13 (+20)[sup]Skill Mastery[/sup] Disable Device 8 (+15) Knowledge (Physical Sciences) 10 (+17) Knowledge (Technology) 8 (+15) Languages 4 (English [Native], French, Japanese, Russian, Spanish) Notice 4 (+5)[sup]Skill Mastery[/sup] Perform (Stringed Instruments) 9 (+10, +12 Masterwork Instruments) Sense Motive 9 (+10) [b][u]Feats[/u]:[/b] 15pp Ambidexterity Eidetic Memory Equipment 5 (25ep) Fearless Inventor Luck 2 Master Plan Online Research Skill Mastery (Computers, Craft [Electronic], Craft [Mechanical], Notice) Speed of Thought [quote name="Equipment 5pp = 25ep"] Masterwork Double Bass [1ep] Masterwork Violin [1ep] Multitool [1ep] [url=http://www.freedomplaybypost.com/viewtopic.php?f=2&t=4400]The Lab[/url] (HQ) [5ep] [hr][/hr] [b][u]The Warehouse (PL10 HQ)[/u][/b] [16ep] [i]An outwardly-unremarkable warehouse tucked away in Greenbank, no local gangs or criminals seem to want to talk about it. Funny, that....[/i] [b]Size:[/b] Medium [1ep] [b]Toughness:[/b] +10 [1ep] [b]Features:[/b] [14ep] Concealed (+10 DC) Computer Defense System (Blast 12) Fire Prevention System Garage Laboratory Library Living Space Power (Communication Link [Dragonfly's suit]) Power System Security System 3 (DC30) Workshop Alternate HQ: [b][u]Hallomen Advanced Experts[/u][/b] [1ep] [i]A solid, simple lab building in the North End that houses one of Freedom City's newest up-and-coming technology consultant groups, with a little something extra hidden in a sub-basement that's not on the building plans....[/i] [b]Size:[/b] Huge [2ep] [b]Toughness:[/b] +10 [1ep] [b]Features:[/b] [13ep] Concealed (+10 DC) Computer Cover Facility Defense System (Blast 12) Fire Prevention System Laboratory Library Personnel Power System Security System 3 (DC30) Workshop[/quote] [b][u]Powers[/u]:[/b] 9 + 2 + 74 = 85pp [b]Altered Brain 1.6 ([/b]8pp Container [Passive, Permanent], [i]Feats:[/i] Innate[b])[/b] [9pp] [device][b]Immunity 10 ([/b]Mental Effects, [i]Flaws:[/i] Limited [1/2 Effect][b])[/b] [5pp] [b]Quickness 6 ([/b]x100, [i]Flaws:[/i] Limited [Mental Tasks][b])[/b] [3pp][/device] [b]Datalink 2 ([/b]Mental, 100ft[b])[/b] [2pp] (Mutation) [b]Device 18 ([/b]90pp Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Restricted [Datalink], Subtle[b])[/b] [74pp] (Powersuit, Technology) [i]A high-tech armored suit capable of warping space to various effects. It requires Datalink to be properly piloted. When not in use it exchanges (via spatial technology and Quick Change) with a solid-looking metal choker that rests at the base of the wearer's neck.[/i] [device][b]Auxiliary Power Array 4 ([/b]8pp Array; [i]Feats:[/i] Dynamic Base Power, Dynamic Alternate Power[b])[/b] [11pp] [list][u]Base Power (Dynamic)[/u]: [b]Flight 4 ([/b]100mph / 1,000ft per Move Action[b])[/b] [8pp] (Auxiliary Power Allocation: Flight) [u]Alternate Power (Dynamic)[/u]: [b]Super-Strength 4 ([/b]STR 30 [[i]Heavy Load:[/i] 1,600lbs][b])[/b] [8pp] (Auxiliary Power Allocation: Strength)[/list] [b]Communication 5 ([/b]radio, 5 mile range; [i]Feats:[/i] Subtle[b])[/b] [6pp] [b]Features 1 ([/b]Improvised Tools[b])[/b] [1pp] [b]Force Field 3 ([/b][i]Feats:[/i] Selective[b])[/b] [4pp] (Spatial Control) [b]Immunity 9 ([/b]Life Support[b])[/b] [9pp] [b]Protection 5 ([/b][i]Extras:[/i] Impervious[b])[/b] [10pp] (Armor Plating) [b]Shield 8 ([/b][i]Feats:[/i] Evasion 2[b])[/b] [10pp] (Spatial Control) [b]Spatial Control 11 ([/b]22pp Array; [i]Feats:[/i] Accurate 3, Alternate Power 3, Precise[b])[/b] [29pp] (Spatial Control [unless otherwise noted]) [list][u]Base Power[/u]: [b]Blast 11 ([/b]10 110ft Range Increments / 1,100ft Max Range[b])[/b] [22pp] [u]Alternate Power[/u]: [b]Strike 11 ([/b][i]Extras:[/i] Penetrating [DMG 22][b])[/b] [22pp] (Spatial Blade) [u]Alternate Power[/u]: [b]Dimensional Pocket 10 ([/b][i]Feats:[/i] Progression [Cargo] 1 [100 tons], Quick Change[b])[/b] [22pp] [u]Alternate Power[/u]: [b]Stun 11[/b] [22pp] (Electricity, "Taser-Hand")[/list] [b]Super-Senses 6 ([/b]Analytical Visual Senses, Communication Link [warehouse HQ], Direction Sense, Infravision, Spatial Awareness [visual], Uncanny Dodge [Radio][b])[/b] [7pp] [b]Teleport 1 ([/b]100ft per Move Action, [i]Feats:[/i] Turnabout[b])[/b] [3pp] (Spatial Control)[/device] [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Dimensional Pocket Touch DC20 Reflex Trapped DC20 Will (+1 per round) Escape Spatial Blade Touch DC26 Toughness (Staged) Damage (Energy) Spatial Blast Ranged DC26 Toughness (Staged) Damage (Energy) Taser Hand Touch DC21 Fortitude (Staged) Dazed/Stunned/Unconscious Abilities (26) + Combat (20) + Saving Throws (18) + Skills (23) + Feats (15) + Powers (85) - Drawbacks (0) = 187/187 Power Points Diecast by Gizmo
  8. Mara didn't have a very good track record for not letting things bother her - the nigh-perpetual dour exasperation that colored her face was something of an occasional joke among people who were either comfortable enough with her to make such jokes, or who thought she wasn't watching. Still, that was one of the many pleasures of a full-body armored suit: she could make all the dour faces she wanted behind that mask and from the outside she was just a straight-faced, unamused machine. The metal poker face usually helped get through security in a nice and expedient way, anyway. It didn't take her that long to work her way up to the seventh floor and Miss Americana's office, where she was immediately sure that she should know who this nervous man was. She strongly suspected this was one of those 'you should watch more news' things. [bg=#555555]"Hello,"[/bg] the heroine greeted, with all her usual formality. So, not much, though she did at least close the door behind her. [bg=#555555]"Dragonfly. Here to help - apparently. Still not sure what I'm helping with."[/bg]
  9. The attack on Summers was the last straw, really. He was a man she respected, and though he moved with admirable (and suspicious) predatory grace, he was still just another squishy human. Wraith lunged out of her cover, an awful rattling sound echoing from deep inside as her body shifted down into something sleek and dangerous. Both arms became thin and jointless, a pair of whip-like tendrils that ended in terrible, razor-sharp scythes; hammers were for simple fights, fights where you were concerned with the well-being of your enemy. These were not hammers. These were her weapon of choice, and it showed. The first attack came from above, and fell short of its mark as the thing tried to return Summers' blow; that didn't stop her in the least. As the blade embedded itself in the ground she used it for leverage, bringing the other in sideways and straight into the tree-thing's body.
  10. Can un-busy myself for life and death, Mara sent back. She had to use her mind to do it, though; while she had her computer running displays to a wall full of screens, her keyboard was lost somewhere on her office desk under paperwork, plans, diagrams, and even more paperwork. She was pretty sure it was a living, breeding thing, now - that was the only explanation for how, no matter how many things she sat down to read or sign, it never, ever seemed to get smaller. "Jacob," she requested, mentally hitting the intercom, "heading home for the day. Can call me if you need to, but probably going to let it go to voicemail." And then she was off, headed for the elevator. Must be important, she sent Miss Americana, the dryness practically dripping off the letters, if you're asking Dragonfly for help on sensitive projects. Or desperate. Either case, on my way now. Where to?
  11. Indira's eyes were wide, involuntarily hunching a little and watching the stegosauruses with the same rapt, laser-like attention that a cat gives a mouse. A big mouse. A big, armored, spike-bearing mouse.... Her head moved - slowly, minimally, like she was afraid of disturbing their surroundings - to glance at the others and see their reactions before turning back to watch the animals. "They would be glorious prey," she whispered, reverently. "It is a shame they are under protection."
  12. MOVE: Shapeshift: Whip-blades. I think this is the first time she's actually been able to use them! Considering that CT lumberjacked a dark young earlier, Wraith and I are going to go ahead and assume they're kosher to slice&dice. Elongation 1 (5ft) [1pp] Enhanced Feat 1 (Power Attack) [1pp] Speed 1 (10mph / 100 feet per Move Action) [1pp] Strike 5 (Feats: Improved Critical [19-20], Mighty) [7pp] [2 + 1 + 7 = 10/10pp] STANDARD: Charge Dark Young 1, to draw it off Summers (as Indira has respect for his moxie and obvious warrior spirit, but has no idea who he actually is/was). Melee Attack Roll vs. Dark Young 1 (whip-blades; charge +2, Power Attack -3/+3) (1d20 + 10 + 2 - 3=14) D'oh. Why you betray me, power attack? Why? Shapeshift means not having to save HP for stunting! Melee Attack REROLL vs. Dark Young 1 (whip-blades; charge +2, Power Attack -3/+3) (1d20 + 10 + 2 - 3=26) That's more like it. 25 (base) + 3 (power attack) = DC28 toughness for Dark Young 1. Indira's at -2 defense until her next turn, and will Interpose for Summers when and if able until further notice. IC post pending the thing's save.
  13. Fox

    Cold Front (IC)

    Mara made the face she usually made when someone asked that question - the 'why do people always ask that, I'm not that bad am I?' face - and re-pulled the hair back behind her ear, as it had almost immediately escaped. "Am taking care of myself, yes. Eating. Sleeping - mostly. Training, even - when we have time. Probably better shape than I've been in for...mmh. Ever. Also, less headaches." She shrugged, leaning back against a chair. "Usually...worn out. But happy enough. And nice thing about being the boss is I can make other people do work I don't want to do. Most of my time is spent on...business. Boring. But made sure to set it up electronically - must faster to do it with my brain than my hands."
  14. Dragonfly was awfully glad her full helmet hid her face, because she hadn't been expecting quite that dramatic a lightshow from somebody with a sword. Still, her defenses held up surprisingly well: the force field that was normally only visible as a twisted outline around her body lit up as it soaked the energy of the attack, little crimson crackles scattering across its surface as it faded back down. lightning? - lightning - assumed he was purely physical - bad assumption - reassess - crazed - detatched - magic-based? - annoying - hard to predict "<Never want to do it the easy way,>" the heroine dryly complained to Jill (and sparing a moment to let her heart do that little dance it did when she saw her girlfriend being particularly....Jill-ish). "<Oh well. Hard way. My turn.>" Dragonfly lifted one of her gauntleted hands, plates flexing a bit as space around her arm wrapped in on itself and launched, twisting, right at her enemy.
  15. Toughness Save vs. SoS's Red Lightning, DC25 (1d20 + 8=27) Whew! Really need to get her edits in.... Dragonfly, being Dragonfly, starts out with the simple, tried-and-tested classic: Ranged Attack Roll vs. SoS (blast) (1d20 + 10=22) I believe that hits. DC25 Toughness save.
  16. Wraith looked...awfully conflicted for a moment. She'd already been pretty interested in the zoo, but seeing Corbin nearly bouncing at the prospect of seeing these creatures had been fuel on the fire. She didn't have pupils - or any eye features, really - but even still she was visibly shifting her three-eyed glance between the zoo and where she was pretty sure she'd seen Koshiro go off to. Ultimately, something had to win out. She shuffled a little, inclining her head. "" she replied, as politely as she could manage under the weight of her own impatience to see the creatures she'd spent the last few minutes hearing about. " When she was at least mostly sure she hadn't terribly offended, she quietly backed away to catch up with the others in the tour.
  17. "I have heard of your dinosaurs," Indira mused, sounding appreciative as she watched the holographic mini-tour come to an end. She spared a glance at Sharl and Koshrio when Kimber did, but didn't comment - whatever they were discussing apparently wasn't her business, and it wasn't her place to pry. "I do not mean these ones, of course, but I have read stories about them. They sound wonderful." "I do not suppose they would allow us inside the creatures' rooms?" she asked to nobody in particular. "....no, I suppose not. That is a shame - still, it would be very interesting to see them, even through a window."
  18. Same roll, same modifier! How 'bout 'dat. Initiative Tiebreaker Roll vs. CT (1d20=15)
  19. She winced a little in sympathy for Koshiro, but didn't comment - maybe he was enjoying the attention? "I would very much like to see 'something cool'."
  20. Initiative Roll (1d20 + 7=20)
  21. Wraith frowned at the scene, three eyes narrowing as she both studied and tried to ignore the part of her mind that was trying to reconcile the way humans normally moved with the sort of dance that was closer to what she'd expect from her own people. The contrast was...disconcerting. "A disruption should be easy," she quietly noted, turning her head to glance at the others - mostly Summers, mind, but the others too. "But it is also likely to draw a great deal of attention onto the one who does the disrupting. Would it be wiser to all go in at once, or to send one or two of us in as a distraction while the rest flank them?"
  22. Toughness Save vs. Swarm, DC25 (1d20 + 12=21) I think that's the first time Wraith's actually taken damage. Huh! Clearly she needs moar toughness-shifting. Or she just needs to stick to the trees from now on. Initiative Roll (1d20 + 7=25) I find it perfectly appropriate that her first non-crappy init roll comes when she's in a jungle fighting nasty, nasty animals.
  23. Indira admitted to herself. She'd given up on being human when they'd left the plane, finding that something wide and four-legged gave her better traction on the frozen ground...and was probably safer, besides, given her weight. She didn't really bother changing back once they were inside, though she did slim her body a little and grow a tail before slipping off and winding her way up the planet-bearing pair for a better view. "This is...very impressive," she said from her perch, eyes taking in as much of the area as they could. She broadly gestured - with the tail - toward the assorted artifacts and whatnots. "I do like the trophies, very much. I am certain there is a very interesting story behind each of them."
  24. Initiative Roll (Speed of Thought) (1d20 + 7=14)
  25. Survival Check (1d20 + 6=15)
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