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Freedom City Guidebook
Freedom City PBP: A How-To Guide
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Everything posted by Supercape
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GM Closer up, even in the dim light, Kit could see the figures more clearly. The ginger hair of Filth, in his tattered leather jacket, was carefully examining the Cantos cane - a long, bronzed stick of wood with a brass goats head as a handle. It certainly looked demonic, which was fair enough, as it was... By his side, the last two members of the Filth Gang, Donny and Duck. Both were of the usual calibre of the Filth gang - scrawny and uncool, rejects even from the gangs of Freedom City. And Carmen Cantos, bound by a zip cord with hands behind her back, a bloodied nose, and more than a few bruises, sitting, head slumped on a beat up old chair that somebody had thrown down the hole to dispose of it many years ago. And... A rat? It looked about the same size and shape as any normal rat, but it was hissing at Filth and staring at him intently. And Filth seemed to be listening as he fingered the Cantos cane...
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Supercape Rene Lord Steam Bloody Mess Pitch (1PP) (1PP) NPC/Non-Cannon GM Misc Ref point to go to Supercape, to roll over to Rene. GM/NPC posts to go to Supercape to push him up as far as possible, remainder (and Supercape Rollover) to go as best suits.
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GM The old disused sewer did indeed stink, and was filthy, damp. But perhaps not as much as a real sewer. This one was dried up, sealed off, and small. Plenty of shadows for Kit to hide in, but not large. Within a few hops, she saw the light. A small electric light had been rigged up. It wasn't much to go on, but it was enough. She could see, dimly, a few shapes. It was hard to know if any of them were Carmen, but she could count four. And some mumbled talking. "I got her! and this stick!" said Filth. "You are the greatest, Filth! Now we can kick some ass!" "Yeah. That's right. That little rat, he told me everything! we can summon up a whole load of demons now! we will rock!!!" All around her, Kit could here the faint rustling and sniffing of rats, or at least what remained of them after Tazel's work...
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If you are doing stealth, can you give me a stealth roll? +2 Situational benefit for your teleport ability. Also throw me a notice roll for hearing!
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Round 2 18 - YB - 3 HP - Unharmed 14 - EH - 6 HP - Holding little girl, dazed, bruised, pinned. 10 - Giant Snake - Unharmed Young Brittania is up!
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Bah I forgot to add its a improved grab feat, meaning also needs a Toughness 28 save,.
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Pitch snapped open her eyes. She wasn't entirely sure what she had heard, but she didn't like the sound of it. She dragged her mind back to the scene outside the estate, with the Captain Maddicks, Cannonade, Wail, and Warp. "That can't be good" she repeated, lost in a moment of the dream. "I guess that place is sealed off, another dimension, another time, I don't know. My little friend got in, so I guess people can come in and out. I don't now f'sure what's going on in there, but it sounded like somebody was repairing the universe. And it sounded like that somebody got rudely interrupted..." She turned her gaze to the building. "And I'm guessing that means we don't have the time for a robot or any fancy plans..."
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APPROVED!
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"I think there may be a more...disposable...option" hissed Pitch through some smoke. Under normal circumstances, it may have taken some time to find such vermin. But this was the Fens, and not even the good side of the Fens. Trash was plenty, and ill managed. And with such an abundance of garbage, rats were plenty. It took only a few minutes to find a suitable one for Pitch and bring it to her. She looked into the mangy creatures eyes, mumbling something in Latin, and, hissing and smouldering, she brought up the Cantos devil stick, touching the creature with the brass goats head on the tip. "Time to serve, my rodent friend. Be my eyes, and ears..." she whispered to it, as the Cantos stick thummed, and penetrated the small creatures skull and brain. Penetrated its soul, such as it was. Carmed stepped back, firmly gripping the Cantos stick, seeing the world through the rat. Larger, brighter, and full of smells. "That will do..." she said in an almost trance like state, as she sent the creature scuttling off to the mysterious estate...
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1d20+2=16 Initiative for future reference.
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"Well, there are more than one spirits at work here" laughed Rene, appreciating the story and the meaning. "And not all are malign. Although I always prefer a man - or woman - to make his own choice rather than be plucked like a chess piece!" His mind cast back to the portrait - or rather, sketch, of Gallia he had made years ago. He could not rightly say if his passionate work had been for good or for ill. But it certainly seemed to be a nexus of importance. And one he would be inclined to protect. Or control. "I think that painting is best kept blind to prying eyes and out of grabbing hands" he explained to Elisabeth. "Many years ago I made the sketch for it, and at that time things where..complex. It was not the best of times, as I recall, layers within layers of schemes. I would rather have forgot it, or at least put it behind me, but it seems once again I am dragged onto the chessboard!" The truth was, he would not wish to forget what happened, although it had birthed a deep unquiet in him for many years. "We must stop the Priory!"
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"That sounds like a plan" said the Hound, somewhat jealous that Lucy was much cooler at smoking Cigars than he was. Dammit, and she ain't even got working lungs... "A damn dangerous plan, mind you..." he added, as the realisation of the danger this would involve set in. "Hellfire, I feel like a rat caught in a trap" he cursed "there ain't any safe way right now, I guess..." he said in an irritated tone, throwing his cigar down and stamping it out. "I got Hector. Freddy, you follow the fighters like Lucy says. And try to keep undercover, you know, like I told ya?" he said, hoping his partner would keep his rather slow-witted head on this time. The Mess nodded, disliking the situation as much as his partner. "Sure, Harry. Just stay safe, huh?" he said, concerned that his less resilient friend would keep his nerve. And head.
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Supercape didn't quite have the time to worry about Smokey right now. Although if he had space in his head, he almost certainly would have. He felt overcome with vague anxieties. "I'm not here to fight, Anton. It's not really my thing, and I'll try and keep my two friends here out of trouble in that regard. All I want to do is protect my home. And that means the whole world I come from. Ms. Azel, well - I'm not entirely sure she is a threat, but I'm pretty worried she might be. She has what can only be called a disregard for safety. And that's being charitable..." "What I need to know is who she is, and what does she intend to do? If that isn't going to involve the rending of worlds and universes, then it's fine by me. I don't want to break a pax..."
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Done, post away! fenris is up. He is about to be hit by the Ski-girl. DC 10 Reflex to dodge out of the way as a free action. Of course, may want to grab her or do other stuff, but he is holding Robert (the snow is soft for a landing, of course!)
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"I don't really" answered Supercape. "It's just I am really good at looking, and when I find something, I'm quite good at sorting it out.." The Supernatural is another matter altogether though! What have I got myself into? It should be those strange Parkhurst people sorting this out. Ah well, too late to back out now! I'm in this far and the clock is ticking... "And you are quite correct, concluding it is Ms. Azel I am after. She has caused me considerable..concern. I'm not sure who, or what, she is. But she has been handling interdimensional portals like they are toy balls. And that's a dangerous thing to do as far as I am concerned..." "This...sanctuary. I don't suppose you could tell me where it is, exactly? I feel like Dorothy right now..." "And perhaps more importantly, where could I find this Ms. Azel?" he asked, firming up his resolve.
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GM Fenris' launch through his own private space-time tunnel was impressive. "Very impressive" called out the Time Agent who had been impersonating Herr Apfelbaum. "But we can put a stop to that!" he retorted. Unseen, he dialled up a complex code on his suit's bracelet. The suits themselves were able to traverse time - and the as Fenris had just launched himself through a space-time tunnel... Something went pffft in the air, a subtle but precise moment of sound. Fenris was acutely aware of it. Whatever time travel technology these agents of Harrow had, they had used it to short out something locally, collapsing any such space-time tunnels he could summon up. "There is no escape!" came the invisible voice, although in the deep snow, the footprints were all too clear, with three sets running quickly towards the armoured hero. "Out of the way!!!!" yelled a young, tanned, and rather attractive skier, who had only just turned a corner to find Fenris appear in front of her. She was headed on a collision course for him!
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The Time Agents are not fast! Following Fenris with all out movement, 120 feet. At least, two of them are. We have an HP for Fenris as there is some Nullify Effect in progress! We are moving into snow and slope terrain here, folks! No particular rules I know of, so some fudged ones: Terrain is at 50% movement penalty due to snow and ice on the flat. Terrain is at 25% movement penalty uphill. Going downhill is possible normally, but make a DEX roll DC 10 to avoid going into a slide (travelling downhill all out, and at x2 speed. You can act but are effectively prone and flat footed, and -4 to attacks). If you want to go down hill at half speed, you can automatically make the DEX roll. If you are skiing, you can move as if moving all out and at x2, but are not flat footed. Just roll DC 10 DEX to avoid tumbling! NB: Ill give Fenris +2 Situational bonus on his DEX rolls above due to nifty claws! Round 3 54 - Velocity - Fatigued - 2 HP 7 - Fenris - Unharmed - 2 HP 6 - Time Agents [3?] - Unharmed Fenris is 600 ft from Hotel, on an snowy slope, the Time Agents are 500 feet from him...
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Post away, and then Fenris is up!
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GM And next to the Stand... The legal discussion was beyond Glow and El Heraldo - and Captain Meddows took to the stand only comprehending a little more. He answered dutifully, and honestly. As far as he was concerned, El Sierpe was a menace to the border, as well as his involvement in shipping illegal immigrants into Freedom City and exploiting them. He had escaped arrest - violently. And captain Meddows had found him just south of the border. No, he didn't know how he got there. No, he couldn't possibly comment on Mr. Sierpe's story about being thrown over the border. He didn't witness that, he was just doing his job, Ma'am. Calling Glow... "So Miss...errr...Glow" started Mr. Cane. "Can you describe to me how you arrested Mr. Sierpe? Was he, in fact, resisting arrest, when you arrested him in America?"
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Round 2 54 - Velocity - Fatigued - 2 HP 7 - Fenris - Unharmed - 1 HP 6 - Time Agents [3?] - Unharmed Velocity is up!
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1D20+12 => 29 matches the acrobatic bluff, and his defence is +13, making that a miss (A defence shifted, acrobatic villain!) Post away!
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There was a burst of activity in the small hotel room. Noisy now, but still unseen. "We can't let you take the Stopwatch" said the cold and determined voice of "Herr Apfelbaum" in response to Fenris. "And we certainly cant let you take it with him. It's our only weapon against Collapse. We need it to control...to help this time point..." he said. "There is nowhere we can't find you. Even if you do escape us here, what will you do? our agents can be anyone, or no-one, anywhere, any time. We have eyes, and ears, everywhere. And we know the past before you do. There is no path out of this for you. There is no outcome of this where you succeed. It is only a matter of time..." To emphasise his point, three brightly coloured yellow beams swept the room. Two of them smacked Fenris straight in the armour.
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Unfortunately that is a miss. Incidentally, he is now invisible to normal senses, so total concealment will apply to both of you. In response, we have three stun beams at y'all! Two are at Fenris: 1D20+6 => 26 and 1D20+6 => 20 So thats a DC 21 and 16 Fort Save (due to crit) Stun Effects One to Velocity 1D20+6 => 20 a miss.