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Fox

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  1. Dragonfly nodded, frowning. "Would be...very coincidental, for an malfunction. Odds of repeated anomalies at night showing same patterns due to incidental damage or a design flaw would be...." She shook her head. She'd actually done the math, of course, but over time she'd learned that most people - even scientists - don't particularly want the math when a simple 'unlikely' would do. "...very unlikely. And even if it was a bug, would have to be set off by something abnormal in the input, which would imply that something happened."
  2. I would like to note - for posterity - that the discussion was about cars having sex, not people having sex in cars.
  3. More than a little chagrined, Gaian Knight was satisfied to let cooler heads prevail and follow the robotic bee into what he certainly hoped wasn't a trap. Not that he has a good reason to trap us, since all he seems to want is to talk to Fleur, but still. Less strange people have done stranger things, I think. He kept an uneasy hand resting on the hilt of his sword, just in case...and because it somehow made him feel a little bit better about the whole cut-off thing. "You kinda remind me of your...er, non-robotic cousins," he told the bee, in the hopes of having something besides being powerless and in a prison to focus on. "Excitable, but reasonable; unusual, and very...enthusiastic."
  4. Dragonfly replied by trying to grab the cat burglar by the shoulder, hoping to get her out of the way for a little while - unfortunately, she couldn't quite manage to put a hand on the woman. Not that she'd had just hope of doing so anyway: she was more than a little disoriented, and somewhere in the back of her mind (underneath the dizziness, alcohol-breath-induced nausea, and concern over the varied and assorted warnings and alerts her suit was feeding her about its condition) she was mildly surprised she was still on her feet at all. [bg=#555555]"Mine now,"[/bg] she managed, though it was directed at the woman who'd been trying to beat her helmet open with the butt of a gun. She was pretty sure taunting the woman wasn't wise, but if she was going down she could at least serve as a good distraction for the others...and she couldn't help but grin a little behind her armor, finding a sort of fierce, perverse joy in annoying her assailants even as she lost the fight. [bg=#555555]"Can't have him back. Wouldn't even get him back if you killed me. Feel bad for you though - sad to see couples separated over their stupid choices."[/bg]
  5. Melee Attack Roll vs. Katkvinna (Dimensional Pocket) (1d20 + 10=21) Swing and a miss. It occured to me that having simple notes on hand might be nice, so for ease of reference, because no one but me should have to stare at my sheet and figure out what device fatigue means: Dragonfly has an effective -2 Defense, -2 Toughness, and -1 Damage, on top of her other status conditions.
  6. Gaian Knight was - contrary to his normal reflexes - right behind the young woman in trying to shield Fleur from the mechanical insect. He actually caught himself trying to reach out for a rock, despite having just been contemplating the temporary loss of his abilities; he was a little better, at least, about stopping himself before he tried to smack himself in the forehead. "We go where Fleur de Joie goes," he insisted, managing to reach out and catch the bee with his own taser. "She's a capable woman, and doesn't need to be hauled around by metal mandibles."
  7. Melee Attack Roll vs. Mechanical Bee (taser) (1d20 + 8=20) Hooray! Another stun save for the giant robo-bee.
  8. Goodness, I wish Dragonfly had a defense of 14. Stunned, remember - she's flat-footed, and a -2 on top of that. She's actually Defense 0. She'll also, for bookkeeping purposes, be fatigued at the start of her next turn, if I'm not mistaken. Or, rather, her suit will be. Stupid devices. Toughness Save vs. Katkvinna's Attack, DC25 (bruised x4) (1d20 + 8 - 4=18) Failure by 7; she picks up another bruise, and her stun refreshes. Buuut stun sucks. Unless Kat has any other actions to do on her turn, I'm going to go ahead and spend her last hero point to recover from that stun at the start of Dragonfly's turn so that she can, y'know, actually do something. Even if it's likely the last thing she manages to do.
  9. Initiative Roll (1d20 + 0=19) This...this might be the fastest GK's ever moved. And he and the bee are matched for init, so I think this may be the first initiative roll-off I've ever witnessed. Madness! Initiative Roll-Off! (1d20=15)
  10. Fox

    Catalyst Build

    Mechanics things I notice as I look through, though it's always possible that I'm just tired and mistaken: Initiative should be +10 (+4 from each Improved Initiative, +2 from Dex) A base defense of +5 is basically cheating yourself of points, but I'm assuming you did this because you're going to raise it to +6 when you can afford to? If not, I'd drop it down to +4, use one of the freed points to buy another rank of Dodge Focus, and use the second freed point to buy yourself something nice. I count 18ep of equipment, and you bought 20. That's not wrong, but you could use the two points on something nice, if the character needed anything. Your Blast power costs 21pp, plus 5pp of Alternate powers, for 26pp total. On the bright side, this means each individual power has 21pp to play with. On the down side, it means your device is over costs. I'm guessing you'll want to just drop a feat from the Blast to bring it back to 20pp base. What is the Blast's progression feat applying to? I'm not entirely sure what you're doing with Obscure. It is, by nature, an area power; that's not an extra, that's just how the power works. And if it's Independent, that needs to be listed as an extra. As it is you have a rank 5 Obscure power that only costs 10pp, not 20; you could double its rank (Obscure doesn't provoke a save, so it's not PL-capped), add extra sense types it obscures, or whatever you wanted. Dazzle, like Blast, has progression listed but not what the progression's applying to. I'm not entirely sure what progression could be applying to. Drain Constitution is a 1pp/rank power; +Range and +Area make it 3pp/rank. At rank 5 that's 15pp, plus two feats is 17pp, not 15. A 2pp Immunity to Chemical powers protects you only from damage, not all chemical effects. All chemical effects would cost 5pp. Your fire immunity's okay, though, and protects you from all fire effects. Infravision, not Infrared Vision. (I mess the name of this super-sense up all the time. Every dang time....) For Counters Obscure, you should note what sense it's applied to (I'm assuming vision?). Dazzle's DC in the DC Block should be updated. The sum of costs under Powers should be updated. Down in your final sum, your total's off - you only bought 10pp of Saving Throws, not 12. On the bright side, this means you have 2pp to spend elsewhere.
  11. Gaian Knight cast a rather dubious eye over the walls and floor, shifting his feet a little to try to not step in anything sticky. Or, at the very least, to avoid as much of it as possible. "I'm...probably going to regret asking this," he said, trying to keep his voice down but still audible over the assorted interfering noises, "but where did he get this much honey? They're mechanical bees. I mean, I'm glad to just not think about how he made mechanical bees - I leave that stuff to...oh, what's his name - Doctor Archeville? - and people like him, but honey? It's either terrifying or impressive that this guy can do this - all of this - in Blackstone, and in such a short amount of time."
  12. Dragonfly looked up at Supercape's...alleged food for a moment before turning to look at Gossamer, shifting her weight to one arm so that she could hold up two fingers with the other. "Creamsicles?" she requested, gratefully. "When you aren't busy. Don't think I've tried one - seen them, looked good, but weather's been too cold." She squinted up at the sun, tilting her head and looking...almost pleased. "Looking forward to summer. A little too bright, but warm, lively. Summer food. Should think about putting a chair on my roof."
  13. DONE BY SHAENTHEBRAIN Ugh. How did I not catch this. Edits for Dragonfly: there was a typo in her family (: instead of ") and a weird...AP'd...device thing that was dangling half-formatted off the end of her power suit from a previous idea. I have no idea why it was still on the sheet. I distinctly remember deleting it....argh. At least it wasn't eating pp or anything, just...sitting there illegal and useless and half-finished. No pp or mechanics changes, just those two corrections. [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] 11 (165/165pp) [b][u]Trade-Offs[/u]:[/b] +2 Defense / -2 Toughness [b][u]Unspent pp[/u]:[/b] 0 [b][u]Progress to Gold[/u]:[/b] 60/90 [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] 19 (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] "I can build death rays, you know." [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]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] 0 + 4 + 0 + 14 + 2 + 2 = 22pp Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 24 (+7) Wisdom: 12 (+1) Charisma: 12 (+1) [b][u]Combat[/u]:[/b] 8 + 8 = 16pp Initiative: +7 Attack: +4, +10 Spatial Control Grapple: +8/+4 Defense: +12/+4 (+4 Base, +8 Shield), +2 Flat-Footed Knockback: -6/-1/-0 [b][u]Saving Throws[/u]:[/b] 5 + 4 + 6 = 15pp Toughness: +8/+5/+3/+0 (+0 Con, +5 Impervious Protection, +3 Force Field) Fortitude: +5 (+0 Con, +5) Reflex: +6 (+2 Dex, +4) Will: +7 (+1 Wis, +6) [b][u]Skills[/u]:[/b] 84r = 21pp Computers 8 (+15)[sup]SM[/sup] Concentration 4 (+5) Craft (Electronic) 10 (+17)[sup]SM[/sup] Craft (Mechanical) 10 (+17)[sup]SM[/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]SM[/sup] Perform (Stringed Instruments) 9 (+10, +12 Masterwork Instruments) Sense Motive 9 (+10) [b][u]Feats[/u]:[/b] 13pp Ambidexterity Eidetic Memory Equipment 4 (20ep) Fearless Inventor Luck Master Plan Online Research Skill Mastery (Computers, Craft [Electronic], Craft [Mechanical], Notice) Speed of Thought [quote name="Equipment 5pp = 20ep"] Masterwork Double Bass [1ep] Masterwork Violin [1ep] Multitool [1ep] The Lab (HQ, 1pp contributed to [url=http://www.freedomplaybypost.com/viewtopic.php?f=2&t=4400]The Lab[/url]) [5ep] [u]Warehouse (PL10 HQ)[/u] [12ep] [device][i]An outwardly-unremarkable warehouse tucked away in Greenbank, no local gangs or criminals seem to want to talk about it. Funny, that....[/i] Size: Medium [1ep] Toughness: +10 [1ep] Features: [10ep] Concealed (+10 DC) Computer Defense System (Attack +11, Blast 11) Fire Prevention System Garage Laboratory Living Space Power System Security System (DC20) Workshop[/device][/quote] [b][u]Powers[/u]:[/b] 2 + 66 + 6 + 4 = 78pp [b]Datalink 2 ([/b]Mental, 100ft[b])[/b] (Mutation) [2pp] [b]Device 16 ([/b]80pp Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Subtle, Restricted [Datalink][b])[/b] (powersuit, technology) [66pp] [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]Aux. Power Array 4 ([/b]8pp Array; [i]Feats:[/i] Dynamic Base Power, Dynamic Alternate Power[b])[/b] [11pp] [list][u]DBP[/u]: [b]Flight 4 ([/b]100mph / 1,000ft per Move Action[b])[/b] (aux. power allocation: flight) [8/8] [u]DAP[/u]: [b]Super-Strength 4 ([/b]+20 STR: 1,600lb heavy load[b])[/b] (aux. power allocation: strength) [8/8][/list] [b]Force Field 3 ([/b][i]Feats:[/i] Selective[b])[/b] (spatial) [4pp] [b]Enhanced Feat 1 ([/b]Improvised Tools[b])[/b] [1pp] [b]Immunity 9 ([/b]Life Support[b])[/b] [9pp] [b]Protection 5 ([/b][i]Extras:[/i] Impervious 5[b])[/b] (armor plating) [10pp] [b]Shield 8 ([/b][i]Feats:[/i] Evasion 2[b])[/b] (spatial) [10pp] [b]Spatial Control 10 ([/b]20pp Array; [i]Feats:[/i] Accurate 3, Alternate Power 3, Precise[b])[/b] (spatial unless otherwise noted) [27pp] [list][u]BP[/u]: [b]Blast 10 ([/b]10 100ft Range Increments / 1,000ft Max Range[b])[/b] [20/20] [u]AP[/u]: [b]Damage 10 ([/b][i]Extras:[/i] Penetrating [DMG 20][b])[/b] (spatial blade) [20/20] [u]AP[/u]: [b]Dimensional Pocket 9 ([/b][i]Feats:[/i] Progression [Cargo] 1 [50 tons], Quick Change[b])[/b] [20/20] [u]AP[/u]: [b]Stun 10[/b] (electricity, taser hand) [20/20][/list] [b]Super-Senses 5 ([/b]All Visual Senses [[i]Extras:[/i] Analytical], Infravision, Radio, Uncanny Dodge [Radio][b])[/b] [5pp] [b]Teleport 1 ([/b]100ft per Move Action, [i]Feats:[/i] Turnabout[b])[/b] (spatial) [3pp][/device] [b]Immunity 10 ([/b]Mental Effects, [i]Flaws:[/i] Limited [1/2 Effect], [i]Feats:[/i] Innate[b])[/b] [6pp] [b]Quickness 6 ([/b]x100, [i]Flaws:[/i] Limited [Mental Tasks], [i]Feats:[/i] Innate[b])[/b] [4pp] [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Dimensional Pocket Touch DC19 Reflex Trapped DC19 Will (+1 per round) Escape Spatial Blade Touch DC25 Toughness (Staged) Damage (Energy) Spatial Blast Ranged DC25 Toughness (Staged) Damage (Energy) Taser Hand Touch DC20 Fortitude (Staged) Dazed/Stunned/Unconscious Abilities (22) + Combat (16) + Saving Throws (15) + Skills (21) + Feats (13) + Powers (78) - Drawbacks (0) = 165/165 Power Points DONE BY SHAENTHEBRAIN
  14. Sense Motive Check vs. ????, DC20 (1d20 + 10=15) Fail! Toughness Save vs. ????, DC28 (bruised x4) (1d20 + 8 - 4=8) Faaaail. That'd actually be KO, so I'll go ahead and spend Dragonfly's last hero point to reroll. Toughness Save REROLL vs. ????, DC28 (bruised x4) (1d20 + 8 - 4=7) Fail, but at least not by as much. A roll of 3 becomes 13, so that's a 17 - fail by 11. Dragonfly's staggered + stunned. But a stunned Dragonfly means it's concentration time! Yaaaaaay. Concentration Checks to maintain Force Field, Shield (DC13, DC18) (1d20 + 5=25, 1d20 + 5=17) My goodness I wished those were reversed. Dragonfly keeps her force field, but loses her shield.
  15. Gaian Knight looked...extremely uncomfortable, or at least as uncomfortable as he could look with a costume that covered so much of his body. It was in the little things: the way he hunched, the somewhat lower confidence in his step, the way he kept a hand on the hilt of his still-sheathed sword, the way he kept looking around like someone who'd lost one of their senses. Because, really, he had: he'd spent the last many years growing comfortable with a whole other sense of things, an awareness of what was around him and a connection to something far bigger than himself. As they went deeper into Blackstone that connection had thinned, wavered, and then cut off completely, leaving him feeling...just less, like he'd lost part of himself or misplaced something important. Keeping the sword close helped, but he couldn't help but wryly appreciate that with all the time he spent wondering and even worrying about how he'd been getting tougher, stronger, and just all-around better, it took a prison for super-villains and a sudden power loss to really drive home how comfortable and natural it had become.
  16. Dragonfly was, in general, not one to pull her punches when the enemy was down. She certainly wasn't one to give her enemy a chance to get their feet back under them. The sword, still sticking straight through Valvportmann's chest, got 'pulled free' (for all that, not being a purely physical thing, it offered no real resistance) by way of slicing it sideways through his torso...and then got swept right back through along a path that would have neatly separated him from his lower half if the energy weapon had been built for lethality. She was awfully satisfied to see him finally lose his senses, and she caught his arm with her off hand before he could fall. Little lines like creases in paper spread across his body and he just...folded away, space wrapping in around him until he'd disappeared completely. Her upper body pivoted, slowly, sword reaching nearly to the floor off the end of her arm. Two glowing blue lenses in an expressionless helmet turned to look to the side, toward the door to the Lab, to assess the remaining thieves.
  17. Well, I was hoping he'd at least be stunned. Dragonfly surges for an extra attack. Melee Attack Roll vs. Valvportmann (spatial blade; Power Attack -2/+2) (1d20 + 10 - 2=21) He's stunned, so I'm going to go ahead and assume that hits him. DC27 Toughness. Dragonfly sez: Enjoy your impossible save, you stupid, durable villain you. EDIT: And, as I've been informed he's now unconscious (FINALLY!), Dragonfly spends her move action to Pocket him. Into the white void with you, sir!
  18. That worked fairly well. Let's do it again! Melee Attack Roll vs. Valvportmann (spatial blade; Accurate Attack +2/-2) (1d20 + 10 + 2=24) Barely hits. DC23 Toughness Save.
  19. "Well," Gaian Knight noted, having politely excused his way past the cops to catch up to the group on the steps, "I was mostly waiting to see if I could figure out what was going on. The place may be public, but it doesn't look open at the moment. And please," he added, drolly, "Mister Gaian Knight was my father. Just Gaian Knight will do." Oh, let's see - Changeling, and I don't know the other two, but...one of them has a raccoon? Er. Alright, then. "I dropped by to make some returns -" - he held up the books he was carrying, shaking his head - "- but I'm going to go out on a limb and say the library's been having more problems than a little theft."
  20. If Jill's attending and extending an invitation to Dragonfly, Dragonfly'll show up. She's never been to a wedding, and Grim made a good impression back at poker night.
  21. Gaian Knight nodded, chuckling. "I'm with her. I already have the defense -" - he tapped a finger against his breastplate - "- but I wouldn't mind a little extra offense, and a taser sounds like just the thing. I've got a sneaking suspicion I'm going to feel pretty naked without my rocks." "Still," he added, thoughtfully, "it speaks pretty well for him if no one else is loose. Giving the inmates the run of the place would make it harder for us to get in there and easier for him to escape, but people'd end up pretty hurt. If he's trying to minimize the damage it probably means he's crazy but not, y'know, crazy. Unless he's one of those ones who's twelve steps ahead and it's part of some plan or another. I hate those ones."
  22. Gaian Knight felt a little...conflicted, looking down at the library and its police cars. He sat with one hand resting thoughtfully on his sword, the other keeping the small stack of books in his lap steady as he made his way down toward the ground. On the one hand, he'd really only shown up to return some books he'd found in the bag of someone who'd been 'borrowing' from local bookstores and libraries; on the other hand it looked like something was up, and that certainly seemed worth investigating. On the other other hand, he counted at least two heroes already on the scene.... Ah, screw it. It's the start of summer - what am I going to go do, figure out next year's lesson plans? The castle's wiring can wait, anyway. He brought his ride down to the ground, stepping off it as it silently shattered into a collection of shards that seemed perfectly happy to just follow him around.
  23. Dragonfly managed to keep her cool long enough to dodge the shapeshifter's kick but winced as the second attacker's connected (almost wish I'd used heavy armor - loss of flexibility - but easier on the ribs), trying to focus on the situation and not the gun-wielding tumbler's barbs. She had somewhat limited success. Still, even though he wasn't being as effective as the others the portal-generating thief was her primary concern, and she'd been in more than enough fights to know he wouldn't be disoriented for long. She growled something inarticulate and made a fist, sprouting a long, neon-blue sword blade about an inch away from the end of her hand. Her wings flared as she rushed up to Valvportmann and shoved it right through his chest, fingers actually making contact with the man as the end of the spatial construct sprouted bloodlessly from his back.
  24. Toughness Save vs. Katkvinna's Attack, DC20 (bruised x3, shaken) (1d20 + 8 - 3 - 2=16) Dragonfly picks up another bruise. She's also still shaken; a shame the portalist's stun wears off too quickly for her to take advantage of it. Combat mechanics! Move Action to fly up to the portalist. Standard to attack: Melee Attack Roll vs. Valvportmann (spatial blade; shaken, Accurate Attack +2/-2) (1d20 + 10 - 2 + 2=25) Hah. Suck on that one. DC23 Toughness save.
  25. For the record, as provided to AA in chat while he was doing Sneak Thief's turn: Sense Motive Check vs. Sneak Thief's Taunt, DC25 (1d20 + 10=13)
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