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Fox

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  1. It may have been capable of soaking up such large amounts of radiation, but doing so didn't seem to be very healthy - if the blob had been humanoid it would have been punch-drunk, unsteady even with such a large mass to support it. The creature just looked hurt, like a wounded predator still trying to defeat its prey before it falls. Barely shrugging off the most recent of the radioactive blasts, the amorphous green threat pushed its way out of the dust cloud...and oriented not on the heroes, but on the last remaining mini-blob, and the quiet, disoriented noises it was making. With all the speed it could muster, the large and voracious turned and struggled its way in that direction, still absorbing everything in its way....
  2. GK's turn. Ranged Attack Roll vs. The Blob (autofire blast; fatigued, power attack -2/+2) (1d20 + 11 - 1 - 2=11) Really, Invisible Castle? Really? Sigh. DC26 (base) + 2 (power attack) + 2 (autofire bonus) = DC30 Toughness. Toughness Save vs. GK's Autofire Blast, DC30 (bruised x3) (1d20 + 18 - 3=18) Failure by 12. Staggered + Stunned, but the staggered stacks with the previous staggered to make a KO! Far more Supercape's victory than GK's, though. GK just got lucky with that last blow.
  3. Fortitude Save vs. Supercape's Gamma Blast, DC25 (1d20 + 10=25) Curses. Just barely. The Blob makes its way out of the dust cloud...and then beelines for Blobette 4. Not enough actions left in the round for noms, though. The blobette is stunned, and incapable of action.
  4. Protected as she was by her armband devices, Dragonfly had been content to stay out in the snow and was currently sitting on a rock she'd managed to clear at least some of the drifts off of. She'd much rather have been investigating things, but didn't quite trust the amount of radiation Hiroshima Shadow was capable of leaving behind. didn't want to leave Supercape to get buried in snow either - don't tell him that "Hiroshima Shadow," she supplied, wryly. "Got me too...force field took the worst of it, however. Something wrong with him. More wrong than normal, I mean."
  5. Dragonfly held up a hand as soon as Miss Americana entered the lab, waving her back as she tossed a dark scavenged cloth over the captured sample and left it sitting, covered, inside a hazardous samples lab as she sealed the door behind her. "We have a problem," she dryly observed, out loud and with her comm ope, only once the room was shut behind her. She gestured at one of the nearby monitors. "Starfish parasite...thing, need a name...does not think. Receives. Assuming it transmits, as well, for now," she added, gesturing at the covered and hopefully relatively sound-isolated container in the room behind her, "but isn't independent. Grue influence, likely...but indicates a central, controlling intelligence. With long-distance psychic abilities."
  6. Mara just shook her head, squeezing Ellie's hand reassuringly. "No. Not holding me back, I mean." She stretched up to give her companion a quick kiss on the cheek, smiling a little. "Never. Besides. Have probably done wonders for my state of mind. Too easy to lose myself in work, or...grudges. End up doing things like building gender rays. You keep me...grounded. Let me relax more often. Worth any amount of time."
  7. Dragonfly frowned, both at the antics and what was apparently a lousy hand, pushing it away from her. "Fold. And not really your fault," she reassured her girlfriend, sitting back in her chair and sneaking a couple chips off Jill's plate. "Clearly too young and female to know better. More a physicist than a biologist, but think I remember the common sense gland doesn't grow until 21 in women. Judgement just can't be trusted before then." She wasn't quite as deadpan as she'd have liked, but she shook her head in mock sadness. "Unfortunate. Miracle that the species survives."
  8. She grimaced, making a good-natured grumbling sound. "Am never going to live that down, am I," she asked, though it really wasn't much of a question and she wasn't able to keep her amusement out of her voice completely. "Only major concern with starting a company is time commitments...not worth giving up too much time from other things, and not worth giving up any time with you. Will take some...balancing. But can hopefully do okay. Hire other engineers, maybe...mmh. Still working out details. Slowly. Seem to have lost time to pleasant distractions lately," she added, rubbing against Ellie's shoulder a little. "Very strange. Haven't tracked the source yet."
  9. Poker Hand #2 (1d20=1) A hand full of nothing! Two jokers, a blank card, and two cards with the rules printed on them!
  10. Shaking his head, Gaian Knight swept some debris into action even as Supercape's radioactive attack seemed to well and truly disorient the bigger blob, whose shadow had taken a 'step' back and was looking extremely lost and lethargic. "Not planning to kill them," the hero noted, even as he swept his small rocky projectiles into the smaller blob, "just stop them from hurting anybody. And hopefully from eating each other. Honestly, I'd just cage them in rock if I thought it'd do anything useful...I tried that with the little ones before they ran over here, and all they did was flow or eat through. I guess hopefully we can just knock them out."
  11. GK's gonna keep on the little blobbette, as Supercape seems to have the big one well in hand! Ranged Attack Roll vs. Blobette 4 (autofire blast; fatigued, power attack -2/+2) (1d20 + 11 - 1 - 2=25) DC26 (base) + 2 (power attack) + 5 (autofire bonus) = DC33. Toughness Save vs. Gaian Knight's Autofire Blast, DC33 (bruised x3) (1d20 + 15 - 3=26) Failure by 7. Bruised, and stunned again! Well, this fight has gone in our favor relatively quickly. Let's see if we can keep up that momentum! ROUND SIXTEEN: (16 rounds remaining on Obscure) 9: Gaian Knight - 0HP - bruise x3, fatigued 6: Supercape - 3HP - bruise x1, fatigued 2: Blobette 4 - bruise x4, stunned -2: The Blob - bruise x3, stunned, staggered (5 rounds to gamma blast poison, 6 rounds to gamma blast poison, 9 rounds to gamma blast poison)
  12. Raising an eyebrow, Mara glanced at Ellie as the corner of her mouth tugged into a grin. "Glad to know you volunteer to model," she noted. "Am sure it would take repeated testing. Am willing to put in the observation time. For science." She squeezed the pocketed hand, slipping her other into her own jacket as they made their way toward better-populated areas. "Consulting, probably. Not...comfortable selling my own inventions. But very good at solving problems with others' work, or improving existing items. Do it, in my head, whether I want to or not. Might be able to fund...mmh. Extra-curricular activities, at least. Current money won't last forever."
  13. Dragonfly frowned, peeking at her cards. "Not certain I agree. Much as I'd like to. Seems more like a fundamental force that can override reality. Seems to obey some rules...sometimes...but otherwise seems chaotic, and manipulatable by...odd means. Special words, actions, otherwise normal items, innate talents...." She shook her head. "Also, semantics. If it was...don't know. Scientifically-analyzable energy field that could be altered to great effect by human minds, would still be 'magic'. Just understood 'magic'. Gravity is gravity, if you know how it works or not."
  14. I'm assuming that's another standard Gamma Blast, with no frills or other actions on his turn. Correct me if I'm wrong. Fortitude Save vs. Supercape's Gamma Blast, DC25 (1d20 + 10=12) Failure by 13! Staggered & Stunned! Neither blob nor blobette is capable of action this turn, so I'm folding their post into GK's again.
  15. Readjusting her hazard suit after the long flight, Dragonfly glanced down at the crowd and frowned, bringing her force field back up...just in case. She didn't much like the idea of infected people possibly lurking in one of the few buildings she felt safe in. "Mmh," she agreed, taking the sample and trying not to look at the thing. "Think there's a decent biolab on 25. Not much of a biologist, but will let you know what I find." She took one last glance at the city before heading back toward the stairs. better avoid elevators - asking for trouble - better to be able to flee if needed
  16. Constitution Check for Bruise Recovery, DC10 (1d20 + 0=17) Sure, NOW the dice are nice to her. Hrumble grumble....Dragonfly's back up to full health, though down to one HP and probably more than a little sore.
  17. DONE BY SHAENTHEBRAIN Dragonfly Dragonfly drops a rank of base attack, but picks up another rank of Accurate on her gauntlets, taking her to her attack cap. (net gain: 1pp) Said gauntlets get another device rank. (net loss: 4pp) Her shield, force field, and attack array all go up a rank; her attack powers go up to PL10 caps, as do her defenses. The leftover device point goes into a new AP on her array: Stun 10. The electric pimphand shall teach all criminals respect! Net expense: 3pp. Dragonfly continues to bank the rest. [b][u]Characters Name:[/u][/b] Dragonfly [b][u]Power Level:[/u][/b] 10 (145/150) [b][u]Trade-Offs:[/u][/b] +2 Defense / -2 Toughness [b][u]Unspent PP:[/u][/b] 5 [b][u]Progress to Silver:[/u][/b] 45/60 [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 citizen, French/American) [b][u]Occupation:[/u][/b] inventor; full-time hero [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 (born 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). Very often what she's wearing hasn't been washed recently. Makeup is practically a foreign concept. When out fighting crime her outfit is a little more clean and constant: slim black pants, a short grey jacket with a stylized black dragonfly on the back, and her devices - currently a pair of large, heavy-looking high-tech gauntlets, a high-tech flexible chestpiece and belt, and a large headset which covers both ears and has a translucent blue visor over her upper face. She prefers boots with a little bit of heel to them – they're not very practical, but she's self-conscious about her height (especially when confronting criminals or working with your standard 6' bombshell heroine). [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 under her visor, which obscures most of her features). 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 gauntlets emit at the seams and glasswork when charged. [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 died (something he calmly claims he had nothing to do with, of course) she fell into his care. Little Mara Hallomen indeed was 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 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 science could not. Even this was cold comfort, however: 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 assorted substances that are even now still washing out of her system) can make her snide and irate. 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. [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 has 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 children, anyone using the creations she thought up, and to a lesser extent organized crime or high-end weapons dealers. [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]Visor:[/b] The visor device communicates most of its 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][u]Stats:[/u][/b] 0+4+0+14+2+2 = 22pp Str: 10 (+0) Dex: 14 (+2) Con: 10 (+0) Int: 24 (+7) Wis: 12 (+1) Cha: 12 (+1) [b][u]Combat:[/u][/b] 8+8 = 16pp Initiative: +7 Attack: +4, +10 Gauntlets Grapple: +4 Defense: +12/+4 (+4 Base, +8 Shield), +2 Flat-Footed Knockback: -0 Base, -4 with Force Field [b][u]Saves:[/u][/b] 5+4+6 = 15pp Toughness: +0 Base, +8 with Force Field (+0 Con, +8 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) Concentration 4 (+5) Craft (electronic) 10 (+17) Craft (mechanical) 10 (+17) Disable Device 8 (+15) Knowledge (physical sciences) 10 (+17) Knowledge (technology) 8 (+15) Languages 4 (English [native], French, Japanese, Russian, Spanish) Notice 4 (+5) Perform (stringed instruments) 9 (+10) Sense Motive 9 (+10) [b][u]Feats:[/u][/b] 14pp Ambidexterity Benefit (wealth) 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"]Masterwork Double Bass [1ep] Masterwork Violin [1ep] Multitool [1ep] The Lab (1pp contributed to [url=http://www.freedomplaybypost.com/viewtopic.php?f=2&t=4400]The Lab[/url]) [5ep] Warehouse HQ [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 Toughness/10 Concealed Computer Defense System Fire Prevention System Garage Laboratory Living Space Power System Security System Workshop[/device][/quote] [b][u]Powers:[/u][/b] 2+4+41+6+4 = 57pp [b]Datalink 2 ([/b]100ft, mental; mutation[b])[/b] [2pp] [b]Device 1 ([/b]Visor, 5dp; technology; [i]Flaws:[/i] Easy to Lose; [i]Feats:[/i] Restricted [Datalink][b])[/b] [4pp] [i]A blue, obscuring visor attached to two ear-covering mounts and covering much of the upper face. It requires Datalink to be used properly.[/i] [device][b]Super-Senses ([/b]Radio; Uncanny Dodge[b])[/b] [2dp] [b]Super-Senses ([/b]Visual; Analytical 2, Infravision[b])[/b] [3dp][/device] [b]Device 9 ([/b]Gauntlets, 45dp; technology; [i]Flaws:[/i] Hard to Lose; [i]Feats:[/i] Accurate 3, Precise, Restricted [Datalink][b])[/b] [41pp] [i]A pair of heavy, high-tech gauntlets capable of warping and folding space. They require Datalink to be used properly.[/i] [device][b]Spatial Array 10 ([/b]20pp array; [i]Feats:[/i] Alternate Power 3[b])[/b] (spatial, unless otherwise noted) [23dp] [list] [b]Damage 10 ([/b][i]Extras:[/i] Range [Ranged][b])[/b] (blast) [20/20] [b]Damage 10 ([/b][i]Extras:[/i] Penetrating[b])[/b] (spatial 'blade') [20/20] [b]Dimensional Pocket 9 ([/b]50 tons; [i]Feats:[/i] Progression 1[b])[/b], [b]Enhanced Feat ([/b]Quick Change[b])[/b] [19+1= 20/20] [b]Stun 10[/b] ('taser hand', electricity) [20/20][/list] [b]Protection 8 ([/b][i]Extras:[/i] Force Field (+0); [i]Feats:[/i] Selective[b])[/b] (spatial) [9dp] [b]Shield 8[/b] (spatial) + [b]Enhanced Feat ([/b]Evasion 2[b])[/b] [8+2= 10dp] [b]Teleport 1 ([/b]100ft; spatial; [i]Feats:[/i] Turnabout[b])[/b] [3dp][/device] [b]Immunity 10 ([/b]Mental Effects; [i]Flaws:[/i] Limited [Half]; [i]Feats:[/i] Innate[b])[/b] [6pp] [b]Quickness 6 ([/b]x100; [i]Flaws:[/i] One Type [Mental]; [i]Feats:[/i] Innate[b])[/b] [4pp] [b][u]DC Block:[/u][/b] [code]ATTACK RANGE SAVE EFFECT Unarmed touch 15 DC/Toughness damage (staged) Blade touch 25 DC/Toughness damage (staged) Blast 1000' 25 DC/Toughness damage (staged) Pocket touch 19 DC/Reflex trapped 19 DC/Will, -1 per save failed to escape Stun touch 20 DC/Fortitude daze/stun/unconscious Costs: Abilities (22) + Combat (16) + Saves (15) + Skills (21) + Feats (14) + Powers (57) - Drawbacks (0) = 145pp DONE BY SHAENTHEBRAIN
  18. DONE BY SHAENTHEBRAIN Gaian Knight Very simple this time around. Last month, GK borrowed 3pp worth of equipment from my Bronze reward to pay for his HQ. This month, he uses his 3 real pp to pay that back, freeing the reward up for other purposes. [b][u]Character's Name:[/u][/b] Gaian Knight [b][u]Power Level:[/u][/b] 11 (172/172) [b][u]Trade-Offs:[/u][/b] -3 Defense / +3 Toughness [b][u]Unspent PP:[/u][/b] 0 [b][u]Progress to Silver:[/u][/b] 22/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3731]Dragonfly[/url]) [b][u]In Brief:[/u][/b] Young professor, given powers over the earth by unknown forces, just out to do some good in the world. [b][u]Alternate Identity:[/u][/b] Tarrant David McLeod [b][u]Identity:[/u][/b] Secret [b][u]Birthplace:[/u][/b] United States, west coast [b][u]Occupation:[/u][/b] Professor of Earth Sciences, Freedom City University [b][u]Affiliations:[/u][/b] none [b][u]Family:[/u][/b] Parents (still on the west coast), Brother (location unknown; little contact) [b][u]Age:[/u][/b] 26 (DoB: October 1984) [b][u]Gender:[/u][/b] male [b][u]Ethnicity:[/u][/b] Caucasian [b][u]Height:[/u][/b] 6' [b][u]Weight:[/u][/b] ~160lbs [b][u]Eyes:[/u][/b] green (now flecked with gold) [b][u]Hair:[/u][/b] brown [b][u]Description:[/u][/b] A tall man seeming to be in his early to mid twenties, Tarrant’s fit but not overly muscular: he looks more like someone who spends a lot of time outdoors than someone who hits the gym five days a week. Short brown hair tops a charming face with amused green, gold-flecked eyes. Left to his own devices he trends towards simple, durable clothing (jeans, t-shirt, unadorned jacket), but dresses up a bit more for teaching (button-up shirt, vest, tie, and slacks). No matter what he’s wearing, his footwear is practical – “death before dress shoesâ€. His heroing gear seems serviceable but a little slapdash: black fingerless gloves, heavy brown boots, dark jeans, dark red cloth over his mouth and nose, and a long brown hooded coat. Only three items are truly notable: first, a dull metal platemail chestpiece under the coat keeping the torso well-protected, apparently designed with an eye towards flexibility; second, a pair of round goggles completely obscuring his eyes; and third, an antique-looking but well-cared-for sword which never leaves his side. [b][u]Power Descriptions:[/u][/b] Gaian Knight leverages the abundant nearby earth for his effects, moving or reshaping it to his own ends, attacking from various angles to surprise his enemies or attack around cover. As a hobbyist sculptor he takes a bit of pride in the appearance of the things he makes, and if he's able he likes to add his own little artistic touches. His magic often causes a noticable earthy-gold glow that becomes more and more apparent as he does bigger and bigger things, starting around his hands, then his eyes, and finally his whole body (and any rock nearby). Though he rarely notices, long-term use of his power leads to little rocks following him around in the air. [b][u]History:[/u][/b] Young grad student Tarrant McLeod lived a pretty ordinary life up until a friend of his – an archeology student – called him up to help with a gigantic, mysterious cave they’d unearthed near an old ruined city. Upon entering and touching a distinctly out-of-place pedestal of polished stone he was transported to an unknown, seemingly endless plane of earth where a floating vision of a woman in flowing robes spoke to him in broken sentences and half-formed images, part of some ancient recording or ceremony; she called him the Gaian Knight, charged him with protecting “the swordâ€, and implied the purpose of this place was to empower a defender for the surrounding city when it was at the height of its grandeur. When returned to the cavern he found he’d been linked into the earth: he could feel the stone around him, shape it, move it. He also found a sword and scabbard on the altar where there had been none, and (unconsciously compelled to take it with him) made his way back outside more confused than enlightened. Since then he’s spent quite a bit of time learning to control his power, and taking advantage of his new abilities to complete his schooling in record time. Offered a teaching job at FCU, he finally feels like he’s in a place in life where he can apply what he’s learned...in more ways than one. [b][u]Personality & Motivation:[/u][/b] Strange sense of humor and (sometimes forced) cheer; Tarrant’s a decent guy at heart, level-headed, stubborn, and somewhat 'salt of the earth' – he feels bad when he sees bad things happen, he wants to help when someone’s in need of help. He never paid much attention to superheroes growing up (something he regrets, now), but he has a new start and just wants to help people, even if he’s aware that may be naïve. Enjoys cheap magic tricks and carving/sculpting small art pieces in his spare time. [b][u]Powers & Tactics:[/u][/b] Tarrant is not a practiced fighter (he's pretty awful with that sword, too), and typically subsumes his combat nerves into wry comments and self-depreciating humor. That aside, his ‘fighting style’ is more or less as follows: Priority one: protect people who need protecting. Priority two: stay well away from anyone who looks like they can throw a punch. Priority three: protect yourself from anyone who looks like they can throw anything else...like a bus. Priority four: find a way to take down the enemy with as little possible trouble – trap them, bind them, hit them with a rock. Ambushes are good, and underground is better, where the rock is plentiful and tremorsense/nightvision give him an edge. [b][u]Complications:[/u][/b] [b]Honor:[/b] Chivalry. Respect and honor; he’s not an old-school knight, but even before the magic answering machine he was of the “won’t hurt a lady†sort, and though he’s not usually compelled to fight fair (since your average mook isn’t going to extend him the same courtesy) he can be easily convinced to listen to his opponent’s side of things...and to fight a fair battle against an enemy he knows (or thinks) is honorable. [b]Responsibility:[/b] Professor. He tries to arrange his schedule (and the assigned homework!) as best he can, but he does have students to help and classes to teach. [b]Secret:[/b] Identity. [b]Teleportal:[/b] Gaian Knight's portals require an anchor - he can only create a portal to somewhere he's already set up a special anchor stone, usually in the form of an archway. No anchor, no portal - and destruction of any anchor prevents him from opening a portal to that location until he can get there some other way to fix it. [b][u]Stats:[/u][/b] 2+0+4+4+6+4 = 20pp Str: 12 (+1) Dex: 10 (+0) Con: 14 (+2) Int: 14 (+2) Wis: 16 (+3) Cha: 14 (+2) [b][u]Combat:[/u][/b] 14+12 = 26pp Initiative: +0 Attack: +7 Base, +11 Earthshaping Grapple: +8 Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -7 [b][u]Saves:[/u][/b] 8+7+5 = 20pp Toughness: +14 (+2 Con, +12 Protection, +4 Chestpiece (does not stack with protection)) Fortitude: +10 (+2 Con, +8) Reflex: +7 (+0 Dex, +7) Will: +8 (+3 Wis, +5) [b][u]Skills:[/u][/b] 72r = 18pp Climb 4 (+5) Concentration 12 (+15) Craft (Artistic) 8 (+10) Knowledge (Earth Sciences) 13 (+15) Notice 12 (+15) Profession (Professor, Earth Sciences) 5 (+8) Sense Motive 8 (+11) Sleight of Hand 10 (+10) [b][u]Feats:[/u][/b] 10pp Dodge Focus 2 Equipment 5 (25ep) Luck Precise Shot Taunt [quote name="Equipment] Goggles (Nightvision/Flash) [4ep] Customized Platemail Chestpiece [4ep] Masterwork Sculpting/Carving Tools [1ep] Quality Rock Climbing Gear [1ep] Flying Islands HQ [15ep] [i]A handful of large land masses floating above the surface of [url=http://www.freedomplaybypost.com/wiki/Sanctuary]Earth-Sanctuary[/url]. The largest, central 'island' has a very nice castle, of all things.[/i] [device]Size/Colossal Toughness/10 Holding Cells (Toughness) Infirmary Isolated Library Living Space Pool Power [[b]Flight ([/b][i]Extras:[/i] Duration [Continuous][b])[/b]] Power System Workshop[/device][/quote] [b][u]Powers:[/u][/b] 1+6+45+2+3+12+7+2 = 78pp [b]Burrowing 1 ([/b]1mph / 10ft per Move Action[b])[/b] [1pp] (earth, magic) [b]Device 1 ([/b]"The Sword", 5pp, [i]Feats:[/i] Indestructible, Restricted 2 [Current Knight], [i]Flaws:[/i] Easy-to-Lose 2[b])[/b] [6pp] [i]An old and ornate-looking masterwork sword.[/i] [device][b]Strike 4 ([/b][i]Feats:[/i] Mighty[b])[/b] [5pp][/device] [b]Earthshaping 18 ([/b]36pp Array, [i]Feats:[/i] Accurate 2, Alternate Power 7[b])[/b] [45pp] (earth, magic) [list] [u]BP:[/u] [b]Create Object 16 ([/b]400-foot cube, [i]Extras:[/i] Duration [Continuous], [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Precise, Stationary, Progression 2 [25-foot cube per rank][b])[/b] [36/36pp] [u]AP:[/u] [b]Damage 11 ([/b][i]Extras:[/i] Autofire, Range [Ranged], [i]Feats:[/i] Indirect 2, Variable Descriptor [piercing, bludgeoning][b])[/b] [36/36pp] [u]AP:[/u] [b]Damage 10 ([/b][i]Extras:[/i] Area [General, Shapeable], Range [Ranged], [i]Feats:[/i] Indirect 2, Progression 2 [5 cubes per rank], Variable Descriptor [piercing, bludgeoning][b])[/b] [35/36pp] [u]AP:[/u] [b]Burrowing 8 ([/b]250mph / 2500ft per Move Action, [i]Extras:[/i] Area, Penetrating, [i]Feats:[/i] Subtle, Progression [Reverse Area] 8 [Personal to 40ft radius][b])[/b] [33/36pp] [u]AP:[/u] [b]Move Object 18 ([/b]Strength 90: 1000/2000/3200/6400/16K tons, [i]Extras:[/i] Range [Perception], [i]Flaws:[/i] Limited Material [Earth][b])[/b] [36/36pp] [u]AP:[/u] [b]Snare 11 ([/b][i]Feats:[/i] Indirect 2, Obscure Senses 5 [All], Reversible[b])[/b] [30/36pp] [u]AP:[/u] [b]Teleport 8 ([/b]2,000 miles; [i]Extras:[/i] Accurate, Portal [+2], [i]Flaws:[/i] Long-Range[b])[/b] LINKED TO [b]Super-Movement 1 ([/b]Dimensional Movement [Earth-Sanctuary], [i]Extras:[/i] Portal [+2][b])[/b] [32+4= 36/36pp] [u]AP:[/u] [b]Transform 8 ([/b]Earth into Earth, 250lbs, [i]Extras:[/i] Duration [Continuous], [i]Feats:[/i] Precise[b])[/b] [33/36pp][/list] [b]Flight 2 ([/b]25mph / 250ft per Move Action, [i]Flaws:[/i] Platform[b])[/b] [2pp] (earth, magic) [b]Immunity 3 ([/b]Aging, High-Pressure Environments, Suffocation [Underground][b])[/b] [3pp] [b]Protection 12[/b] [12pp] (earth, magic) [b]Super-Senses 7 ([/b]Detect Earth [mental]; Accurate 2, Acute, Analytical, Radius, Ranged[b])[/b] [7pp] [b]Super-Senses 2 ([/b]Tremorsense [tactile], Ranged[b])[/b] [2pp] [b][u]DC Block:[/u][/b] [code]Unarmed 16 DC/Toughness damage Sword 20 DC/Toughness damage Autofire Blast 26-31 DC/Toughness damage Area Blast 20 DC/Reflex, 20 or 25 DC/Toughness damage Snare 21 DC/Reflex entangled, anchored, optionally sense-obscured Costs: Abilities (20) + Combat (26) + Saves (20) + Skills (18) + Feats (10) + Powers (78) - Drawbacks (0) = 172pp DONE BY SHAENTHEBRAIN
  19. Dragonfly frowned at Miss Americana for a moment, mental gears turning...but whatever she was thinking about she kept to herself, deciding instead to go back to scowling about the static-filled voice in her head. "Protectron hears it...interesting. But glad it isn't only me. Can do without suspicions that I'm infected or crazy. Crazier. Depending on personal opinions." She shook her head. keep it together - need to not confuse the issue by letting psychic influences indirectly cause emotional imbalances "What I hear too, however. Message is clearly coming through...unclear. Static."
  20. Mara snorted, pulling her jacket closed with her free hand. "Zippers. Too easy. No fun without a challenge." That last bit was apparently directed at Ellie rather than zippers, as she gently knocked back with her hips. "Neighborhood...yes. Wanted something isolated and useful...didn't consider having anyone visiting. Am...actually considering starting a company. Funds...success might mean spare money for a better place to live. Somewhere I don't have to teach gangs to avoid the blocks around my home, anyway."
  21. Sighing, Mara put the motorcycle helmets on the bike and patted it, almost apologetically. "Pants next time," she noted, walking with Ellie back to the front door, grabbing her jacket and letting the young Ms. Espadas exit first. "Or...mmh. Could design pants that turn into a skirt or dress. Morphing fabric...risky. Wardrobe malfunction would be...literal. Entertaining in private. Public...not so much." She gave the door a quick mental command to lock behind them, looking out over the streets. She tilted her head. "Good idea to put distance between us and the warehouse. Good thinking. Not bad weather for a walk."
  22. Mara blinked, grabbing her worn but loyal cloth messenger bag, along with a couple of helmets that got tucked under her arm as she took the offered hand. "Company...." She tilted her head, raising her eyebrows. "Aahh. Euphemism. Mmh. Maybe? At minimum...did flirt with Divine. For...given definition of 'flirt'." Her mind went back to groping tentacles of hair for a moment, and she shook her head. "Not sure if she...plays softball or just enjoys all sports." She paused, having led Ellie over to her motorcycle...and glanced down at her skirt. "....did not think this through. Not used to skirts. .....cab? Should really buy a car."
  23. Well, he's blasted every round, it's just had horrifying luck making its saves. But it's going down by inches. Doing a round summary once every two or three players is really, really handy, and I think I stole the idea from Shaen. It makes bookkeeping so much easier, as long as you don't screw up when things like timers are first added. GK's post is up, Supercape's turn.
  24. "They're at least as smart as a decent predator," Gaian Knight agreed, watching them try to escape his sandstorm. "Nice shot on the big one. It doesn't seem to like whatever you're doing very mu-ahh, where do you think you're going?" He'd oriented on the little blob, who had burst out of the cloud, trailing little tendrils of dirt behind it as it searched around for the heroes. "No. You were supposed to stay in there. We can't afford you hurting people." He tilted back, a stream of jagged projectiles detaching themselves from the rock he was riding to hurl into the amorphous escapee.
  25. The giant blob was starting to fare rather badly under the constant and continuing radiation; it only made half the distance to the edge of the cloud before being stopped in its tracks by Supercape, wobbling uncertainly and seemingly highly disoriented by the assault. Its smaller companion, having wisely (or luckily) run in a slightly different direction, managed to escape the sight-impairing storm to emerge angry and flailing, shifting around as if trying to reorient itself and locate what was supposed to be easy, if annoyingly air-borne, prey.
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