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From the album: Supercapes Visions
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Diamondlight Power Level: 11 (229/250) Unspent Power Points: 21 Trade-Offs: none In Brief: Gambling Businessman infused with Daka-Energy Catchphrase: “Lighten Up!”, “How Illuminating!” Theme: Propellerheads.... Alternate Identity: August "Zed" Zoss Birthplace: Switzerland Residence: Various / International Jetsetter Base of Operations: Various / International Jetsetter Occupation: Businessman, Gambler Family: Henri Zoss, Father Description: Age: 37 (DOB 8 / 8 / 1980) Apparent Age: 30-35 Gender: Male Ethnicity: Caucasian Height: 5’11” Weight: 80Kgs Eyes: Silver-Blue Hair: Blonde August looks like a handsome, broad shouldered man in good shape, with mid length blonde hair and peculiar silver blue eyes (that glow when he uses his powers). He dresses stylishly, favouring jackets and turtlenecks, or smart suits (including black tie). History: The wealthy Zoss family stretch back a couple of Centuries in Switzerland . In World War 2, Rudolf Zoss was the recipient of various Nazi Party (including the Thule Society) illegal goods, stored at the Zoss mansion. Amongst the good was a powerful Daka crystal, stolen from Dakana. August Zoss made the most of his inheritance. The Zoss family may not have had the most moral of histories, but they were clever. Hugo was smart, astute, and charming. He studied psychology in Cambridge, Economics in Paris, and European Law in Brussels. He aspired to be an intellectual, but he often was a hedonist, and developed an addiction to gambling. Meanwhile, Doctor Henri Zoss (the son of Rudolf and father of Hugo) was driven to use the Daka Crystal in their vaults when his dear wife was sick, believing he could energise the human body. It did not work, and she perished. However, August (his son) found out about the terrible heirloom, and tried to intercede, believing it belonged to Dakana. Ripping it from his father's laboratory he was exposed to its energies and transformed, infused with the energies designed to save his mother. August was already a capable man, but now energised, he turned his mind to loftier goals than study and pleasure. The realisation that his family had an ignoble past, and his new powers, drove him to a new chapter in his life. He was now concerned with the power and corruption of the emerging plutocrats of the world; and he determined to use his talents to hold to account the rich and powerful who so often were accountable to nobody... Diamondlight would dearly love to return the Daka Crystal to Dakana, but for the fact that he still feels some family shame about the matter (And would prefer to do so secretly). He is however stopped by the fact that his father is now extremely ill too, and is using the energies of the crystal to stay alive... Personality & Motivation: August was always a pleasant, charming, intellectual man. He had trace amounts of narcissism, but these have disintegrated with the knowledge of his heritage. He remains much of his personality but now also is committed towards atoning for his families past. He has a complex relationship with wealth – enjoying and savouring every luxury it brings, but also being deeply concerned about its abuse and corruption. August considers himself (and arguably is) a man of the world, an intellectual. He talks with a hard to trace, pan-European clear accent. That said, he maintains a darker desire – an uncomfortable addiction to risk taking and gambling that he has not, and probably never will, shake. He has therefore an additional “adventurous” streak. This is not quite the same as reckless – he prefers calculated gambles that he can carefully manipulate (but are gambles all the same). Powers & Tactics: Diamondlight can emit blue-silver coloured energy. Combined with his intelligence, and ability to sense light from every direction (thus giving him proverbial eyes in the back of his head), he can strike out with laser beams in every direction, emits bursts of blinding light around him, or most spectacularly, emit shining blades of light from his body to fight with. His Daka infused energies allow him to create a protective force field around his body (of the same colour), and actually provide him with limited sustenance and vitality. Diamondlight can also “bend” light around him, giving him a form of invisibility. If he moves too fast, the distortion becomes apparent so it is really only useful when moving very slowly. Aside from his powers, Diamondlight is an extremely smart, astute, and charming man and is an expert in psychology, law, and economics. He is a master of social skills and a world class gambler. Combined with his resources, he could be considered just as “dangerous” or powerful even without his energy powers. Tactically, Diamondlight will use his social skills (possibly augmented by invisibility and illusions) to first make sure he is “playing” on his terms. Once in a fight, he will use bursts of light and lasers against multiple foes or targets at range – but his preferred mode of combat is to use his “Laserswords” from each hand. Power Descriptions: Diamondlights' powers look like clear blue-silver-white energy constructs. His eyes glow when he uses his powers. When his force field is active, it gives him the same hue. Complications: Daka Deflection: Daka crystals “bend” his powers, causing beams of light and energy to bend away from the crystal or even, sometimes, absorbing them and causing a mighty feedback loop on Diamondlight (which could seriously injure him). This is less of a problem the nearer the crystal is to him, oddly (in other words, it affects his powers more when they are ranged) Gambling Gent: August can hardly ever turn down a game of cards or dice. He is essentially addicted to gambling – if it were not for his mastery of gambling he would be quite broke. People can distract, delay, or manipulate him with this addiction (and he could always lose…) Enigmatic Energies: August constantly emits very low level energy that is harmless. However, if stressed or emotional or distracted (or a combination of), these fluctuations could cause minor disruption to electronics (such as stopping his mobile phone working in a crisis). Horrible Heritage: August and his father keep the family shame quite secret, and he would do anything to keep it that way. Hugo feels a need to make amends to (or at least feels indebted to) Dakana. He will be completely trusting and extremely helpful (And thus easily manipulated) by these groups (or those successfully pretending to be from those groups). As noted above, he would dearly love to return the family Daka crystal, but for the fact its energies are keeping his father alive. Heroic Hedonism: August is a hedonist whose tastes are very broad rather than very gripping. He will seek out and be seduced (in the widest sense of that term) by anything that would feed his intellectual, artistic, philosophical, or sensual lusts. He would “fall” for a masterpiece of modern art, an exclusive wine tasting event in Paris, or dinner party with a revolutionary politician just as he would a pretty face. Paternal Problem: Henri, his father, is sickly and still grieving over his mother. He lives almost as a recluse in the family mansion in Switzerland, and could be a source of vulnerability for August. Abilities: 4 + 4 + 4 + 8 + 12 + 12 = 44 Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 22 (+6) Charisma: 22 (+6) Combat: 22 + 22 = 44 Initiative: +6 Attack: +11 Base Defense: +11, +6 Flat Footed Grapple: +9 Knockback: -6 Saving Throws: 6 + 8 + 6 = 20 Toughness: +11 (+2 Con, +9 Force Field) Fortitude: +8 (+2 Con, +6) Reflex: +10 (+2 Dex, +8) Will: +12 (+6 Wis, +6) Skills: 128 R = 32 PP Bluff 12 (+18) Concentration 14 (+20) Diplomacy 8 (+14) Gather Information 4 (+10) Intimidate 4 (+10) Knowledge (Art) 4 (+8) Knowledge (Behaviour Sciences) 12 (+16) Knowledge (Business) 16 (+20) Knowledge (Civics) 12 (+16) Knowledge (Current Events) 4 (+8) Language 6 (English, French / German / Italian [Native Swiss], Latin, Russian, Spanish) Notice 4 (+10) Profession [Gambler] 16 (+22) Sense Motive 12 (+18) Feats: 13 PP Attractive Benefit 3 (Wealth 3) Connected Equipment 4 Improved Initiative 1 Jack of All Trades Takedown Attack Uncanny Dodge (Visual) Equipment 4PP = 20 EP Headquarters: The High Steaks Restaurant / Casino / Penthouse Residence (Toughness: +10 [1 EP], Size: Large / 10 story building [2 EP], Features: Communications, Computer, Dock, Fire Prevention System, Garage, Gym, Infirmary, Library, Masterwork Living Quarters [2], Pool, Power System, Security System 3, Staffed [16]) [19 EP] Alt HQ: Zoss Swiss Mansion (Toughness: +10 [1 EP], Size: Large / Mansion [2 EP], Features: Communications, Computer, Garage, Grounds, Gym, Hangar, Infirmary, Library, Masterwork Living Quarters [2], Pool, Power System, Security System 3, Staffed [16]) [1 EP] Powers: 18 + 2 + 5 + 41 + 3 + 7 = 76 PP All powers have (in addition to others below) “Daka Energy Crystal” descriptor Force Field Array (16 PP Array, Feats: Alt Power 2) [18 PP] (Light, Force descriptor) BP: Forcefield 9 (Extras: Impervious 6, Feats: Selective) [16/16 PP] "Hardlight" AP: Forcefield 9 (Feats: Selective) linked with Environmental Control 5 (100' r Bright Light, Feats: Precise Flaws: Touch Range) [10+6=16/16 PP] "Shining light" AP: Forcefield 9 (Feats: Selective, Subtle) linked with Concealment 2 (Normal Visual, Feats: Close Range, Selective, Limited Flaws: Blending and Passive - reduce concealment to partial rather than full) [11+5/16 PP] "Softlight" Immunity 2 (visual dazzles) [2 PP] [Light sensitive / no need for eyes] Immunity 10 (Aging, Environmental Cold, Sleep, Own Powers, Starvation and Thirst, Trait Effects, Flaws: Limited to half effect) [5 PP] “Sustained by energy” Light Array (36 PP Array, Feats: Alt Power 5) [41 PP] [Light descriptor] BP: Damage 11 (Extras: Area [Burst, Targeted], Selective, Feats: Improved Critical 2, Precise) [36/36 PP] “Laser Spray” AP: Dazzle 11 (Extras: Area [Burst, General, 1-1100’ radius], Feats: Decrease Area 11, Increase Area 3, Flaws: Range [Touch]) “Light Burst” [36/36 PP] AP: Create Object 11 (Extras: Movable, Feats: Precise, Stationary, Subtle) [36/36 PP] “Hardlight” AP: Illusion 11 (Visual, Extras: Duration [Sustained +1], Feats: Area Progression 3 [50’ Radius]) [36/36 PP] AP: Damage 11 (Feats: Accurate, Extended Reach 2, Improved Critical 2, Precise, Split Attack) linked with Dazzle 11 (Visual, Feats: Accurate, Extended Reach 2, Improved Critical 2, Precise, Split Attack, Flaws: Range [touch, -1]) [18 + 18 = 36/36 PP] “Laserblades” AP: Damage 11 (Feats: Accurate, Improved Critical 2, Increased Range 2 [5000' max], Improved Range 3 [1000' Increments], Precise, Extras: Range, Penetrating [5 Ranks Only]) [36/36 PP] "Laser Vision" Super Senses 2 (Extended 1 Normal Vision [x10], Low light vision, Radius Normal Vision) [3 PP] “Light Sensitive” Teleport 5 (500' a move action, Feats: Change Velocity, Turnabout, Flaws: Short Range Only) "Light Flash" [7 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage Laser Spray Touch/Area Targ. DC 26 Toughness Damage Light Burst Touch/Area Gen. DC 26 Reflex/Fort Dazzle Laser Sword Touch/15’ DC 26 Tough, Ref/Fort Damage, Dazzle Totals: Abilities 44 + Combat 44 + Saving Throws 20 + Skills 32 + Feats 13 + Powers 76 = 229 / 250 Power Points
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Snakebite Power Level: 9 (220/250 PP) Unspent Power Points: 30 Trade-Offs: +3 Attack/-3 DC, +3 Defence / -3 Toughness In Brief: Archaeologist. Adventurer. Snake. Catchphrase: “Sssss….” Theme: Chan Chan Alternate Identity: Cassandra (Cassie) Crow Birthplace: Canterbury, England Residence: London Base of Operations: World Wide Jet Setter Occupation: Archaeologist, Honorary Curator of British Museum Affiliations: British Museum, UNISON, Ministry of powers Family: Vera Crow (Grandmother, Professor of Egyptology), Diana Crow (Mother, Anthropologist), Amanda Crow (Older Sister, Mountaineer) Description: Age: 25 Apparent Age: 25 Gender: Female Ethnicity: Caucasian Height: 5’9” Weight: 70Kgs Eyes: Green Hair: Brown with Red Highlights Cassie looks like an athletic woman with a great physique and reddish brown hair of varying length (depending on her mood and activities). She wears a variety of clothes, including skirts and shirts at the library, to a more adventurous pants and jacket and boots when out in the field. No stranger to danger, Cassie objects to guns but does carry a customised revolver loaded with sedative darts. History: The Crow family stretches back centuries, shrouded in rumours of witchcraft. How much truth in these rumours is debatable, but the it is true to say that many members of the family have had some form of Eldritch sight, and have brushed with the arcane. It is perhaps due to these talents that they have amassed great wealth, with mansions, castles, and estates all over Europe and beyond (even if they are often crumbling and dusty). Cassandra Crow developed, as a teenager, the Eldritch eye – in her case, the ability to see what had transpired in the past. She was an adventurous soul, with her mothers inquisitive academic mind, and her fathers reckless spirit of adventure (he was a Brazilian ranger who protected the entrance to the Lost World). On one of her many trips to South America, the family (her mother, father, and sister) discovered an ancient temple dating back to the last days of Lemuria. And Cassie found a golden snake skull, a great find! Until she snagged her hand on a tooth and got injected with an ancient poison. She woke up a few months later. And recovered a few years later. The poison had awoken some trace Lemurian heritage (possibly the source of the Crow families Eldritch sight). She now had enhanced physical abilities and a fascination for history and archaeology that has propelled her to academic success. Two years later, her father died in Brazil, shot dead by some unknown villains trying to get access to the Lost World. This only gave more fuel to her determination. Now, with the code name Snakebite, she travels the world trying to understand the ancient past and the dread sorceries buried beneath the earth and ocean… Personality & Motivation: Snakebite is a scientist, artist, and explorer. A thrill seeker in many domains. Underneath this exterior she has the mysterious legacy of the Crow family in her blood, and feels compelled – like so many of her family – to explore the hidden worlds both mundane and eldritch. She has a complex relationship with her family and her wealth; on the one hand she enjoys the trappings and opportunity it affords her, on the other she actually admires “primitive” cultures, artists, philosophers and bohemians as opposed to the inhabitants of the Jet set. This gives her a rather conflicted personality. Powers & Tactics: Cassie has always had the magical ability to “see” the past with post-cognition. Cassie was already athletic but now functions at peak human physical performance, and has superhuman acute vision and hearing. She has developed an immunity to poison and an ability to communicate with snakes. Tactically she will either fight unarmed, with her whip, or with her dart gun – although she has a sneaking preference for a hand to hand fight. She is quite at home improvising with makeshift weapons or utilising the environment. Aside from her exceptional physical abilities, Cassie is an intelligent woman who has a PhD in South American history and is well versed in many associated sciences and disciplines. She is an accomplished explorer, a skilled fighter, and is fluent in several languages. Power Descriptions: Cassie's powers are essentially invisible. When using her post-cognition power, her eyes will go jet black. Complications: Curses! Whilst the Crow family have amassed immense wealth over the centuries, there seems to be some Eldritch trade-off, for they also have a habit of attracting curses and dark magics. In particular, Cassie is almost irresistibly drawn to activating curses – such as reading what she should not, or defiling forbidden tombs. She is in essence a magnet to every curse and hex for miles around. Lemurian Ancestor: She doesn’t quite know how (who does?) but the Crow family have some Lemurian heritage. Whatever the cause anyone or thing opposed to Lemuria might have an itchy crawling uncomfortable feeling, and the Snake people themselves will have a feeling that she is, in some way, an abomination (even if she is in disguise or the like). Appropriator: Cassie has a type of greed. Not so much for money (she is wealthy already although of course likes more!), but for prestige. She will go to nearly any costs to acquire rare and valuable antiquities for the British Museum – as long as she gets the credit for it. Flashback: Cassie’s Postcognitive power is not 100% reliable, and – in some cases going back many years and encountering something Eldritch, has even sent her catatonic. Wealthy? Cassie is always reasonably well off. The access to the various large amounts of estates, wealth, and possessions is more complicated as they are tied up in complex and old laws that date back centuries with the Crow family. She might have issues in accessing her resources if her family do not agree or some cunning legal mind is set against her. Abilities: 12 + 16 + 12 + 6 + 6 + 6 = 58 Strength: 22 (+6) Dexterity: 26 (+8) Constitution: 22 (+6) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 24 + 24= 48 Initiative: +12 Attack: +12 Defense: +12, +6 Flat Footed Grapple: +20 Knockback: -3 Saving Throws: 2 + 4 + 5 = 11 Toughness: +6 Fortitude: +8 (+6 Con, +2) Reflex: +12 (+8 Dex, +4) Will: +8 (+3 Wis, +5) Skills: 120R = 30 PP Acrobatics 12 (+20) Skill Mastery Bluff 4 (+7) Climb 4 (+10) Drive 4 (+12) Escape Artist 12/0 (+20)Skill Mastery Intimidate 4 (+7) Knowledge (Arcane) 8 (+11) Knowledge (Art) 8 (+11) Knowledge (Earth Sciences) 4 (+7) Knowledge (History) 12 (+15) Knowledge (Theology and Philosophy) 4 (+7) Language 12 (Ancient Aztec, Ancient Egyptian, Ancient Mayan, Arabic, Chinese [Mandarin], English [Native], French, German, Greek, Latin, Lemurian, Portuguese, Spanish) Medicine 4 (+7)Skill Mastery Notice 12 (+15) Perform (Dance) 4 (+7) Pilot 4 (+12) Search 4 (+7) Sense Motive 4 (+7) Stealth 4 (+12)Skill Mastery Survival 4 (+7) Swim 4 (+10) As enhanced trait: Escape Artist 12 (+20) Feats: 30 PP Acrobatic Bluff Ambidexterity Attractive Benefit 4 (Wealth 3, Honorary Curator of British Museum*) Blind Fight Chokehold Endurance Equipment 7 Elusive Target Evasion 2 Grappling Finesse Improved Grab Improved Initiative 1 Improved Pin Jack of All Trades Power Attack Precise Shot Prone Fighting Skill Mastery (Acrobatics, Escape Artist, Medicine, Stealth) Uncanny Dodge (Auditory) *This esteemed position comes with few duties but many advantages; Cassie has full access to the museum and all its resources, and the goodwill of many academics and staff associated with the museum. The Museum itself is world class and enough to give a +2 situational bonus to knowledge rolls (of a related type such as history and some art, theology, arcane rolls). Equipment: 10 EP = 2 PP GPS Receiver [1 EP] Multi-Tool [1 EP] Rebreather [1 EP] Whip (Damage 0, Feats: Mighty, Extended Reach 2, Improved Trip, Improved Disarm) [5 EP] Headquarters: English Country Manor (Location: Outside Canterbury, Kent) Toughness: +10 [1 EP], Size: Large [2 EP], Features: Communications, Computer, Dock, Fire Prevention System, Garage, Grounds, Gym, Hangar, Infirmary, Library, Living Space, Pool, Power System, Security System 3, Stables, Staffed [19 EP] Total Cost 22 EP 3 EP: Alternate HQs Powers: 2 + 1 + 15 + 3 + 2 + 9 + 7 + 4 = 43 PP (All powers have magic descriptor) Additional Limb 1 (Extendable Tongue, Feats: Duration [Continuous]) [2 PP] Comprehend 2 (Speak to and Understand Animals, Flaws: Limited to Snakes [-2]) [1 PP] Device 5 (Tranq Pistol; 25 DP Flaws: Easy to Lose) [15PP] (Tech) Fatigue 6 (Extras: Poison, Range, Feats: Subtle) [25 DP] (Poison) Enhanced Trait 3 (Escape Artist +12) [3 PP] Immunity 2 (Environmental Heat, Poison) [2 PP] Poison Array (8 PP Array, Feats: Alternate Power 1) [9 PP] BP: Paralyze 6 (Extras: Poison, Feats: Improved Critical 2, Flaws: Requires Grapple, Unreliable [5 uses]) "Poison fangs" [8/8 PP] AP: Dazzle 6 (Visual and Olfactory, Feats: Extended Reach 2, Flaws: Range [Touch], Unreliable [5 uses]) "Poison spit" [8/8 PP] Super Senses 7 (Scent/Acute Olfactory, Extended 1 [Olfactory], Extended 1 [Visual], Extended 1 [Auditory], Darkvision, Tracking [Olfactory]) [7 PP] Super Senses 4 (Postcognition) [4 PP] Drawbacks: none DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage Whip 15’ DC 20 Toughness Damage Dart Gun Ranged DC 15 Fort Fatigue Poison Fangs Touch DC 16 Will Paralyzed Poison Spit 15' DC 16 Reflex Dazzled Totals: Abilities 58 + Combat 48 + Saves 11 + Skills 30 + Feats 30 + Powers 43 = 220/250 PP
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From the album: Supercapes Visions
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From the album: Supercapes Visions
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'SHOT THROUGH THE HEART and HGM'S TO BLAME' Starshot 18 PP to spend Could you add in the first paragraph of sheet, under "In Brief" (as per sheet template) Theme Tune: Ride of the Valkyries Could you fix the picture which went missing with the transfer. The link should be replaced with: https://www.freedomplaybypost.com/gallery/image/618-starshotjpg/ As per reward tracker, only 1 reward spent (6 Points on equipment, 9 points on minion). However on the sheet it looks like two reward spent (something went off in a previous edit, I think)... Hence, could you use spare 15 PP earned to correct this...(i.e. "buy" 15 PP of equipment). This still leaves him with 3 PP spare. Skills 1 PP 4 Ranks Ride to make 4 (+10) Feats 1 PP Ultimate Effort (Aim) Powers 1PP Could you add, under Cybernetic Hand Powers Feature 1 (Hand acts as medical kit) [1 PP] "Inbuilt medical tools / chems" Equipment No extra PP but, in veiw of new feature, eliminate the Medical Kit (saves 1 EP) Replace with: Rebreather (1 EP) Finally he is actually PL 11/15 so could you edit that in at the top of the sheet (it currently says 10/15) Thank you!
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GM From the black hole that was both there and not there, or, more accurately, was a hole in another horrible dimension, came a cold mist. It swirled and formed into the air. "We are the ice. We are leaving this world, but we will return. And we would leave our scars on this earth. From whence we came? The heart, the fear, the cold cold sweat of the dying. We are the frozen corpses that are lost through the ages. In us, things are preserved in icy beauty. It is fire that truly destroys, burning and transforming" hissed the mist. The ground around them seemed to crack. Something was coming up. "Would you side with the fire that changes? that destroys and burns? or with beautiful eternity, giant?"
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GM "There is no one path" concluded Armitage. "Drake may have the mask already, or be attempting to procure it. This is a small risk, a speculation, but on the other hand it is more critical. Getting the mask is important, but it could possibly be delayed" said Armitage. "It would be advisable to do both" he concluded. He pondered a moment. "And perhaps we should. I could see Drake, and you could steal...err...acquire....the mask. However you see fit" he offered. "But in any case, Zyte is the irritation of the moment. How do you propose, exactly, to deflate him?"
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GM Armitage looked disappointed. "Hmmm....very well. Electonic letters it will be" he said, not pleased. He stuffed the amulet back in its drawer. "I think you unwise on this matter, however. If Drake has some kind of Eldritch power at her disposal - and I am not saying she does - but if she does, the Eye may save you" he explained. But the matter was decided, for good or ill. "But I would not force any magic on a soul who was not comfortable with it. That is only fair, even if the results are unpalatable". "Before you go to Drake then, we have the matter of Zyte and his protege to deal with. Annoyingly, he is as clever as he is vexatious. If he spies a story, and he surely will, he will do all he can to get it. Or rather, to present it. The man is a virus, you see" he said, grimly. "And he is persistent. As you brought this little parasite to my front door, I would be most gratefully if you could remove him. Ideally, in a painful and humiliating way. But really, any way will do...."
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GM With the eye of Ember, Dreadnought could now see what previously he could not. And what he could see was a hole. Sailing through the sky, he could see it more clearly now - on the top of a hill, where rocks were plenty and trees were few, a cold eldritch wind flowed down from a hole. He landed with a terrible force that could be heard for hundreds of miles. Stories would be told of the day the earth moved. Of Sky Gods and Cloud Maidens, Giants and Fires. And cold, cold, demons. From the hole came a whisper. "Ember! You come!" It was cold and icy and empty, full of wicked cruelty. "The age of ice is nearly done, and we shall fall away from the earth. Yet we are here still, and glad we shall be too grind your bones! You ride the flesh of a giant, and we shall grind his bones too!"
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For reference, then! Dreadnought - 2 HP - Fatigued
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Fine by me: HP or Fatigue?
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GM "You are strong" said Ember, approaching Dreadnought in an embrace. The heat was ferocious at even a few feet, and the touch would have burned any man. Ember was not solid, but made of burning bone dust. The skeletons of centuries of tribesmen and women, all feeding the fire that never died. As he embraced Dreadnought, the dust parted, and he was more smoke than fire. And then he was on the skin, burning...burning. Dreadnought did not catch fire, but he felt the burning, and felt his skin crackle and pop. And there he was after a moment of agony, a burned man. His skin blackened, cracked, and ashen, scarred and horrible. He could feel Ember in his bones and skin, and there was pain too, but more of a grumbling ache now, than anything more terrible. Whilst he felt uninjured, he could see that his appearance was of a terribly burned giant, and his flesh looked terrible. And now, he could see...although it hurt his eyes to look....a path of cold air blowing through the invisible world....a path to the ice demons....
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GM "Morgen..." murmured Ember. "It is not a question of price, but of transformation. She is bold and brave, and would transform herself. One eye flesh to see in the mortal world, one eye fire to see the world beyond" he explained. "To do this would take will and an affinity to the ways of the tribe. Morgen could do it. I do not think you could. Why, would you burn out your eye to do so?" he asked. "No, I think instead you would need me. My fire, my light. Inside of you, or held in your hand. Or crackling over your skin. I could be your guide, directing you. It will burn, though, such is my nature. Burn to your bones..." "And if I am here, the tribe will be without the everlasting fire. For I am it, and it is me. You must be swift!"
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GM "Such is coldness" replied Ember, floating now, a few feet from the floor. It was an impressive sight, if one was honest. At least, the tribe seemed quite impressed. "And such is fire" The flames flickered just that little bit stronger. "And thus it is that fire is life, and fire is sight. An coldness is death and blindness" he went on, mulling every word. "What then, are you suggesting?" he added, quite plainly and firmly. "What is your heart set on?"
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GM "Everything can be stopped with ice and time, bold one" answered Ember, his body still but smouldering and fiery. "I do not bargain, I protect. I hold back the ice, I hold back the demons. This is my will" he explained, voice low. It was surprisingly soft, but cracked lite a spitting fire every now and again. "I do not require sacrifice, but sacrifice is required. The fire gives light, and grants vision. It is through fire we see in the night and illuminate the invisible. I can see the demons, I can see the ghosts. But you cannot, and few mortals can..." He pointed at the Seer. "You! Can you not see?" he demanded of the crazed man. "I can! I can!" "Yes, but you see too much, and cannot make sense of it! Your will is broken. You see too much! too much!" "Yes! Too much!" replied the Seer, tugging at his scalp furiously, and weeping. "How then, do we find the ice and stillness that cannot be seen?" asked Ember of Dreadnought.
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A hero point for acting heroically! Dreadnought - 2 HP
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Starshot "Thirty seconds. That's not much time to cover a thousand feet" muttered Starshot. "Especially in sand". "At least the robot gives us a bigger window" he acknowledged. Starshot was fast, but thirty seconds for 300 metres was a stretch in sand. He could maybe just make it, if he put everything in. But it would be close. On open plains, he could make it. On sand.... But... He looked at his hand. However, his hand could make it, with time to spare. Powered by its micro jets, still full of energy, it could cover the ground easily. And his hand could hold a grenade. "I have a plan. Get a few grenades there, set them off inside the complex. That will disorientate them. Then, we go in, from two angles, hard and fast...."
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GM The Fire spat, choked, and grumbled. "What have you done!" screamed Morgen, as the fire died. And then, but a moment later, it arose. The fire was ten, maybe twelve feet bone, spitting embers, its form that of a thin and tall skeleton, with whips of fire and smoke and ash curling from its body. It was bones, many many bones, and from its body came heat and dull red light. "You are not from this tribe, giant...." it croaked, as the tribe itself cowered and gave praise to the god of fire and sight. The giver of life. "I am Ember...the fire of this tribe. I kept them warm and alive through the ice, and further beyond. Countless generations past have burned in my flames, and I am their bones and will...." "Who are you?" it asked.
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GM "Electronic letters? Mobile phones? I may be a touch on the old side but I can use such things" said Armitage, a little indignant, but a smile on his face. "There may be other ways, however. The eye of Amrun-Ket, for instance" he suggested. He reached into his desk and pulled out a tiny stone on a tiny necklace. "With enchantment, I can see through the stone, and hear too. It is a one way thing, but you can easily let me know what is happening" he suggested. "And the eye see's many things..." he added more softly, shuddering slightly. He shook himself too. "It can see more than the mundane, you see. Too much, arguably. It is something of a strain to see through it, but if it would aid us, I would endure it...!"
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Starshot Cheap...that's good. He was not surprised. Cost cutting would be reasonable practice for the Pirates. It was a business, and they would only pay for what they needed - and could not steal. The electric fence was not, he judged, a major problem but it would be an obstacle. Easy enough to cut or blast through. But it would eat valuable seconds. The remote camera's however... "Camera's scanning the place. Sweeping. If we time it right we can cover some ground out of their sweep, but it's not going to be easy" he explained. "And they have a combat droid patrolling. If we time it right, we can avoid him for a bit" If only his plasma rifle was charged, he could have used it to good advantage. Sniping from a distance. Phalen's blaster rifle was functional, but not up to the task. "Its going to be tight. But if we time it right, we have a chance..." he explained.
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GM "Last month, I saw her face to face" conceded Armitage. "And aside from my previous observations I have little to add. Other than we enjoyed a rather fine Pinot Noir at the High Steaks Restaurant" "But of course I have kept in contact via electronic letters" he said, full of antiquity in his terminology. "She knew about the mask. And all of my finds. Perhaps not the details, but the essence. As to the true power of the mask, well, if I did not understand it, I doubt she did. She is an intelligent woman, it is true, but of the cunning type, not the academic. She is no scholar!" he added, proudly. "As for your associates...ah...I would prefer not to meet them. Apart from the odious aura of Ztye Guyst, my work requires as much anonymity as possible. I would not discard it lightly".
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Starshot Oskar lay down in the sand, quite still, studying the building - which he presumed was the camp. "This does not look good" he muttered for all to hear. "Flat terrain. Not good to approach". He commented, switching his focus to the ravine mouth. Plenty of cover here, but little further ahead. "Three hundred and six point twelve metres" he read out, the HUD of his helmet calculating the precise distances to the camp. "This won't be easy..." In fact...it will be hard.... "We will get picked off quickly covering that distance. We really do need that distraction" was his conclusion, before once again studying the camp itself. Even if they got there - how would they approach? What defences were there? What sensors, come to that?
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GM "There lies the problem" said Armitage, stroking his beard. "I have no idea at all how the mask ended up in that thug's hand. Maybe it wants to be lost. That is a worrisome prospect. I hope instead it is a more mundane matter, namely that someone on this ship got greedy and stole it. Perhaps, it is both" He sat down, spreading his hands on his table and pressing them into the wood lightly, trying to focus, trying to calm. "As for Elizabeth, I imagine she could acquire the mask if she wished. I do not know her mind on this matter. I do not exactly trust her, but neither do I distrust her. My dealings with her have not been frequent, but they have been fair. On the other hand, she is somewhat desperate. She enjoys wealth and the life that goes with it. And she has turned to Eldritch forces to extend her life. If she feels the Mask can give her youthful vigour, I would think she is capable of much..."
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GM "My business is not quite smuggling, for I keep on the right side of the law. But it is not far from it either" conceded Armitage. "I am essentially an antiquities dealer, except my antiquities are Eldritch. It is, ah, a family business, stretching back over a hundred years" he said, with some pride. "My own study is Egypt, but I do not confine my business there. Much interesting and serpentine treasure circles in South America, for instance" he explained. "But I digress. My current partner, if you can call her that, is Elizabeth Drake, a woman of significant wealth and significant years. Lives here in Freedom City, atop a heap of gold and as a virtual recluse. I suspect, frankly, that she wishes immortality" he said, blunt and grim. "I doubt she will get it, but she pays exceptionally well, and is not tedious company. Quite clever, actually. And she does appear to have a fondness for art, which I confess softens my heart. It is easier to part with the goods I acquire if I know the buyer will actually be interested and appreciate them" he added. "I would have sold the mask to her. I would not do so now".