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KnightDisciple

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  1. Gabriel frowned as the creature shrugged of his sonic assault, but thankfully Fleur was there proving why people paid attention when she got mildly irritated at you. He also felt the group frustration as they kept battering the Simurgh and it kept not going unconscious. He decided to try and fix that. With barely a thought, he floated down and to one side of the great creature, even as the not-quite-audible hum of sonic energy around his body shifted subtly. Taking just a split second, he let loose with a sonic barrage...that seemed to only just barely hit. "Hmph. You'd think with a beastie this big aiming would be easy..." He seemed mostly to be thinking aloud to himself.
  2. Man, at this point, Gabriel just wants the beastie taken down. Free Action: Switch Sonic Control Array to Autofire Blast. Move Action: Float down a bit and to the kaiju's right side. Standard Action: Fire a Blast! Ranged Attack 19. Urgh. I'd imagine it hits, since it's Bound and Demoralized. If it really does matter, Autofire on the Blast, Base Toughness Save DC 27.
  3. Gabriel is more than willing to take on a sideki-I mean, uh, temporary partner! EDIT: A couple thoughts. 1.) They should definitely contact him via the League, both since he's a member, and since they'd only know his heroic ID. 2.) There probably should be some sort of invite from, if not the Emerald Knights, then at least Ireland's spirit itself, for YB to go over there. Otherwise there could be some really awkward tension. "England goes over to fix Ireland's problems whether they like it or not' might be in-character, but would probably engender bad feelings. :-P
  4. Happy Birthday, DocBoss!
  5. Gabriel actually laughed at Wail's comment. "Martyr? What makes you think I'm trying to be a martyr? I'm winning! This is just to let you two back up Caradoc. It lets these Fae know they don't rule the skies undisputed!" He grinned as the ship under his feet fell from the sky. He took one step to his right, and then just kept standing in the same spot for a moment as the ship fell away. Then he gently rose just a bit in the air, giving him an even better view. He eyed the ship that Wail had hit with the force of a wrecking ball. "Thanks for winging this one though!" He flung his left hand toward the skyship, and several waves of near-solid sound rocketed out, quickly slamming into the ship head-on. "I suppose shooting these isn't much worse than hitting the broad side of a barn, but that still is so satisfying. Has a nice ringing sound, too!"
  6. Right then. Time to continue being dramatic and stuff. Move Action: Gain about 15 feet straight up altitude, letting the crippled ship fall out from underneath me. Free Action: Switch Sonic Control Array to Autofire Blast. Standard Action: Ranged Attack at the ship Wail hit. 28. That's a DC 27 Toughness Save base, plus whatever that gets him with Autofire (up to +5 of course).
  7. Fenris >Stopwatch: 4 IC Posts >The Man Who Fell To Earth: 2 IC Posts Total: 6 IC Posts Gabriel >Here There Be Dragons: 1 IC Post >The Sun Never Sets: 3 IC Posts Total: 4 IC Posts
  8. So, here's a comic book quiz that one of my friends ran across. I got 16 of 19 correct, with absolutely no searching or cheating, totally from memory. I'll post the quiz now. In a week or so, after people have posted what they think are the answers, I'll post the actual answers. 1. The Incredible Hulk was initially what color? 2. Who was the most popular superhero of the 1940s? 3. What is Wonder Woman's secret identity? 4. Which superhero did Superman once mistakenly believe to be his older brother? 5. What building serves as the headquarters for the Fantastic Four? 6. The Marvel character Prince Namor is better known by what name? 7. The "DC" in DC Comics actually stands for what? 8. Who is the twin sister of He-Man? 9. Which hero is also known as "The Man of Bronze"? 10. Flash Gordon travels to the planet Mongo with how many people from Earth? 11. What is Aquaman's secret identity? 12. Which superhero says, "In birghtest day, in blackest night, no evil shall escape my sight"? 13. Who was the first African-American superhero? 14. In DC Comics, which superhero is known as "The World's Mightiest Mortal"? 15. In Marvel Comics, the mutant known as Cable is the son of which two X-Men? 16. What type of kryptonite will permanently take away Superman's powers? 17. What is the name of Green Arrow's sidekick? 18. Superhero Daredevil is also know by what nickname? 19. Who knows what evil lurks in the hearts of men?
  9. Gabriel smiled at a job well-done by the heroes as Wail's yell laid the Fae out flat. "Ha! Nice shot. Bet your bowling scores are good, too." He frowned as his sharp ears picked up the incoming sirens. He floated up a bit until he was near Cannonade's position. "Not good. This mission needs to keep moving, but if we don't slow down those ships they'll box us in. Right then. You two keep moving, try to start rounding up the folks who have been taken captive. I'll handle the local cops." Before either Wail or Cannonade could get a word in to protest, Gabriel was just gone, the air echoing a crack in the wake of his passage. Cannonade might be able to spot the shining white-and-silver speck next to one of the ships that was Gabriel. As he roared in close to the ship, Gabriel braced his spear as best as he could. That way, what was about to happen didn't rip it from his grip. On the tail end of a charge that broke the sound barrier a couple times over, that shining spear bit into the prow of the airship and ripped a hole along one entire side, before finishing by tearing off half the rudder assembly in a tortured scream of metal and steam that sent debris scattering to the rooftops below. Gabriel himself looped around just enough to burst through into the crew deck of the ship. As he slid to a stop, the nearest crew member received a quick jab to one shoulder before the butt of the spear slammed into his temple, sending him flopping to the ground. Gabriel looked at the others with a somewhat manic smile. "Hello boys and girls. My name is Gabriel, and I'm your new self-defense instructor. Let's see how well you defend yourselves, shall we?" The spear spun a quick flourish before he gave the remaining crew a "come and get me" gesture.
  10. So, usually Gabriel is a pretty level-headed guy. But see, he's got this thing about Fae. And he's in an entire world full of them. With that in mind, Gabriel's not going to be acting with 100% rationalism, or fully utilizing those 18 points of Wisdom. If possible, I'd like to invoke his Complication "I Hate Faeries!" for what's about to go down. Anyways, right now there are boats heading toward him, yes? Time to charge! Free Action: Switch Sonic Control Array to Flight. Flight 10, 100k feet/move action. Move Action: Move to the nearest boat and, if possible, get on deck/inside, and within melee range of a crew member (preferably pilot or CO). if the crew are locked inside, get near the rudder or balloon bag or some other slightly vulnerable piece of the ship. Standard Action: Melee attack the crew member (or ship, if I can't get to the crew). 28. DC 27 Toughness Save (Blessed/Holy, Piercing, Silver). Free Action: Surge! Another Standard Action. (Will burn an HP to avoid Fatigue.) Standard Action: Another Melee attack. Either same target (crew or boat), or next available target of opportunity. Booyah, 32. That's a Crit. Go for +5 Damage, so DC 32 Toughness Save. Same Descriptors. EDIT: FYI, going to wait for confirmation on what target or targets he hit/took down before doing my IC post.
  11. What better character to help than a guy who wears scary-looking metal armor! Fenris should totally be in on this.
  12. Fenris moved into the ship and stayed close to Dragonfly, clearly interested in the same things she was. They both poked and prodded at the machinery, and came to basically the same conclusion. His head nodded as his eye-lenses narrowed a bit. "Indeed. And it's not the sort of system that draws in power from an external source, like some of my systems do. So there's no fuel source. And no energy collectors. Only..." He crouched down and inched next to the eerie white flame, his armored hand poking just inside the rim of the pit containing it. "Capacitors. But...if they can use capacitors on something, that means they can not only measure it, they can manipulate it. More importantly, I think we could try rigging up something to track it with!" He stood up, energy starting to leak into his movements as his brain "spun up" on the beginnings of some ideas.
  13. Just for reference's sake, I feel compelled to note the existing
  14. Ireland, Earth-Prime While Freedom City is the most famous and densely populated location for superheros, it is by no means the only such place. Many other countries have varying numbers of heroes (and villains!) serving within their own borders. The Republic of Ireland is no exception; and as it goes for that nation-state, so it goes for Northern Ireland. Today both countries enjoy a time of relative peace, both in the political arena and the superhero field. More to the point, Ireland has had a long tradition of heroes, though it seems to be somewhat cyclical with the famed Emerald Isle. Ancient Times to Modern Day Throughout history, Ireland has played host to more than a few heroes, be they larger-than-life legends like Cú Chulainn, humbler heroes like Saint Patrick, or those whose names are lost to the rivers of time. Ancient Times to 20th Century The truth is even wilder than the myths. Ireland seems to have bred metahumans of notable potency throughout history; the stranger part is how these powers seemed to randomly fade in and out of existence from generation to generation. Many modern-day mages, both in Ireland and abroad, point to the rather heavy presence and influence of the Faerie Realm on the island. In centuries past, it was not uncommon for the Sidhe to prey upon isolated villages. Some attacks were driven back with simple courage aided by iron weaponry. Others had the help of home-grown super-powered men and women who wielded enough strength to drive back small armies of the Seelie and Unseelie courts. Occasionally, heroes empowered by the likes of the Fae (such as the dreaded Hound of Ulster himself) would turn and fight back against their benefactors; seeing your home threatened by their cruel inhumanity turns most any half-decent person into a stalwart patriot. The coming of Saint Patrick heralded a slow decline in the local metahuman population. Ireland was still fairly open towards home-grown heroes, and while they might occasionally face accusations of "consorting with the Devil", nothing ever came of it. Inevitably, said metahumans would have a chance to prove themselves heroes, and their neighbors would see the proverbial light. There were a few church-based heroes, but just as many of them tried to work for their fellow men as much as the church. But even these times of heroics faded, until Ireland settled into a mundane existence for several centuries, all the way until World War 2. Early to Mid Twentieth Century During the era after the First World War, several minor metahumans (those with small gifts that pushed them only slightly above the human norm) were born in Ireland. None had the flashier powers of the metas from Britain, the US, or other countries, but when World War 2 rolled around, they were willing and ready to fight the Axis powers; despite their birth nation's neutral stance, they decided to volunteer in the Allied fight (thought many opted to join the American military rather than the British). Unfortunately, their abilities were more than once overestimated, and several lost their lives when they were sent against some of Germany's elite supers. Still, when fighting against more traditional troops, they were invaluable as line-breakers and morale-boosters. These brave men fought through some of the darkest hours of human history and came out heroes one and all. After the war, the remaining supers split into roughly three groups. One group stayed in the military, bolstering its ranks with some moderately powered humans. One group simply retired, choosing to hide away their abilities in favor of a normal life. The last group chose to turn to the life of the costumed mystery men. Never as famous as their American counterparts, but also not having to deal with the likes of the HUAC, they simply fought crime, both mundane and super-villain (which was also comparatively small-time in Ireland; there just weren't as many people, or as many things to steal and such). Then came the Troubles. The Troubles to Present For a couple of months, even superheroes started to involve themselves in the worsening violence associated with the Troubles of Ireland. They justified it by stating they simply wanted to protect their home (wherever that home was, exactly), but they soon realized just what kind of damage they might end up doing to their island home. After all, it's bad enough when regular men cause what destruction they can with guns and bombs. When virtual demigods start to war in the sky... So it was decided that all metahumans of any notable power would stay out of the conflict, no matter what. Their only involvement would be rescue efforts when a number of lives were put on the line. But anything else, including pursuing non-meta groups of terrorists, was out. They felt it better to draw a stark line in the sand to prevent themselves from sliding down a slippery slope. For the most part, even the villains of Ireland seemed to go along with it; many of them were more the "steal lots of money" or "gain a twisted form of fame and recognition" sort, so causing more deaths did them no favors. So things continued, even through the so-called "Iron Age" of hero-dom, with the hero community in Ireland remaining largely unaffected, mainly due to the government of the nation taking a lighter stance than the mayor of Freedom City. Heroes lived and died as time went on, with all but a very tiny few claimed by old age. And then the Terminus Invasion struck, and many retired heroes gave the ultimate sacrifice to drive back the force that struck at Ireland. Almost all of the heroes in both the Republic of Ireland and Northern Ireland were struck down, leaving the Emerald Isle almost devoid of heroes. It took roughly a decade for any significant heroic presence to really return to their shores. In that time, the Troubles had gone away, and any violence that remained was rare and fairly isolated. But finally, there were heroes in Ireland again. Major Hero Groups Republic of Ireland Emerald Knights The only major superhero team of the Republic of Ireland, and indeed the roster of all the major heroes of that same country, the Emerald Knights debuted in early 2002. They're a diverse team that brings a good mix of strengths to their never-ending battle, and they have an optimism that's hard to suppress. They're not quite a subsidiary of the Freedom League, but they have received a fair measure of guidance from the more experienced group of heroes. Still, they've managed to carve their own niche in the world, forge their own identity, and it shows through the enthusiasm Ireland gives in its support of their home-grown heroes. Even Northern Ireland can't help but appreciate them! Note: Only Father Patrick's identity is fully public. However, at least a small handful of non-heroes know the identity of the other 4 members, including a couple of government liaisons. >Fireman: Tim Kennedy, as the fire-controlling-and-absorbing Fireman, is the leader of the Emerald Knights, a man who tries to follow in the footsteps of the Centurion, in spirit if not in powers. He is a vibrant young man, and while he's not a tactical genius, he's never led his team astray in a fight. He's the one most often pushing the team to go help in one disaster or another, and the first to the fight with any super-villain, near or far. Some people would consider him a naive fool; those people have rarely even met him, as he has a strong insight into the character of others. His costume consists of a rugged red and orange morphic molecule bodysuit, with a stylized red and orange firefighter's coat over the top. He wears a stylized firefighter's helmet and a large domino mask on his head; both are solid red. >Father Patrick: Father Patrick McCarthy, usually called simply Father Patrick, in most any other country, would likely be an incredibly controversial figure. After all, he's not just a hero who's openly religious; there are plenty of those. No, he's openly a Catholic priest, one born and raised in Ireland, but assigned by the Church to help the Emerald Knights. Not for some sinister agenda of control (despite the nature of his powers), but rather to give the somewhat overworked hero team a line to an organization with vast resources. Father Patrick notes that it never hurts to have help like that waiting in the wings! He's something of a mentor to the rest of the team, being in his late 30s himself. He especially works to temper the unbridled enthusiasm of Fireman. He has the most subdued outfit of any of them, merely wearing a very sturdy version of the normal casual wear of a priest. >Medusa: Melissa Walsh was a typical office worker at one of the smaller subsidiaries of the various multinational businesses Labyrinth runs. That meant she was an ideal test candidate for another iteration of the DNAscent process; few would miss her on a personal level (so they thought), and her removal would not unduly hurt the company. So it was she was taken after work one Friday, and forcibly turned into a metahuman. Thankfully, she managed to break out before any brainwashing could be put in place. But she was left as a vastly changed woman! With scaly skin, snakes for hair, and the ability to turn flesh to stone (at least for a time), it was inevitable she'd gain the nickname "Medusa". For almost a year, she struggled to find her place in the world, until finally Father Patrick and Fireman recruited her for the Emerald knights. She slowly grew to enjoy her work on the hero team; it helped that she'd manage to go back to school (with some assistance from the Church via Father Patrick), and had earned a degree as an actuary. She now makes a comfortable living with her job, while still having plenty of free time to devote to hero work. She's probably the most controversial member of the team within the shores of Ireland; her connection to Greek myth has some berating her as a "servant of pagan false gods", while others fear her for her snakelike appearance (after all, Saint Patrick drove them from the island for areason, you know?). She manages to keep her head held high, though sometimes these things leave her feeling somewhat melancholy. While "on duty", she wears a sleeveless black bodysuit of morphic molecules, trusting her enhanced physiology to see her through fights. >Caladbolg: Gail O'Reilly had always had a way with machines. When she was tasked by the Irish government with finding a way for them to be able to protect their citizens from the likes of the Terminus or Labyrinth or any of the other world-threatening groups that might just try to hurt them, it came as no surprise. She spent long hours working on her prototype; it was intended as a sort of scaled-up testbed, to show them the basic idea of what she would do, but with less refinement. Of course, the Foundry attacked the first testing of the Caladbolg suit (so named as it would be a new weapon for the people of Ireland to defend themselves with), it was Gail who hopped in the suit and drove the small attack force of drones away. The people she'd demonstrated for decided she ought to try her hand at the hero market; so long as they got a smaller, slimmer, and simpler suit of armor, they'd be happy! Joining the Emerald Knights was a fairly natural choice, and she's slotted in surprisingly well, despite her quiet nature. She's taken the name of her armor, and her enemies have learned to fear the name of Caladbolg! She and Medusa get along quite well, and her relationships with the men of the team are friendly, if a bit stiffly formal at times. Still the years of working together have removed much of the early awkwardness. Today she still fights the good fight in her steel-gray battlesuit sporting blue highlights in the fashion of Celtic woad markings. >Lepton: Jeq-Vay spent centuries studying the Ultimen version of anthropology in the safety of Hyperborea. He was one of the handful of them that had an interest in worlds not their own. At first it was simply a desire to examine cultural trends and the like. But eventually, it became a desire to physically visit these places. He decided to start with the melting pot that was Earth-Prime. After all, they had a multitude of cultures right there on the planet! Somehow, he ended up finding himself in the countryside of Ireland; less than a day later, he was meeting with the four members of the Emerald Knights. Eventually, he was convinced to join their team, as it would give him some first-hand experience with local culture! He took the name "Lepton" after the subatomic particle type that he had a fondness for; the rumors spread by Fireman that Jeq-Vay "just thought it sounded cool in English" are just that: rumors. Lepton finds himself often feeling an outsider; after all, he has so little in common with his fellow heroes. Still, he shares their sincere desire to help those in need; inexperienced he might be, but he has enough enthusiasm to make up for that. He prefers to use a colorful, maskless costume in his work with his colleagues. When going about in the civilian identity prepared for him (that of Michael Smith), he uses an advanced nanite solution to recolor and style his hair, glasses with a device that subtly changes his eye color, and a bit of acting to change posture and voice tone. He finds the whole affair a fair bit of fun, though he's had some trouble with what amount to out-of-context problems for him. Saint Patrick's Irregulars Saint Patrick's Irregulars are a force of volunteers dedicated to helping out at scenes of major hero/villain battles in the Republic of Ireland, as well as serving as additional security. Individually, they're not nearly as powerful as any of the Emerald Knights. However, there are over 50 members. As well, a good number of them have powers dedicated to either protecting groups of bystanders, or healing anyone hurt (which thankfully isn't terribly regular). Those with more "martial" powers tend to work together to help restrain defeated criminals. There are several sub-groups scattered in the major cities of the Republic, meaning these semi-ordinary folks in dark green uniforms (full-body coverage, with a simple domino mask and helmet somewhat like a firefighter or policeman, depending on their "focus") with a Celtic cross on the left side of the chest can be be on-site to help no matter where the fight takes the Emerald Knights! Northern Ireland Archangels "Archangels" is the not-quite-official name for the duo of heroes that work in Northern Ireland, which has proportionally less crime to go with its smaller amount of territory. While the Emerald Knights operate fully in the open, being publicly supported, the Archangels work in the shadows, with no official support (though most citizens and government officials don't take major issue with their work). They face fewer metahuman foes, dealing with a larger number of petty criminals, arms dealers, and the like. They do have a small "rogue's gallery" that includes a couple of rather powerful individuals. >Uriel: John Kelley had a happy childhood, with two loving parents who lived fairly normal, if successful, lives. The car accident that took them was a tragedy, but by that time he was almost eighteen years old. Of course, he had one big secret, one he'd hidden from even his parents: he was a metahuman. A rather powerful one, with a "classic" powerset (flight, enhanced strength, incredible resistance to injury, etc.). But he felt even that power wasn't enough. After all, while the Republic of Ireland had several somewhat notable metahumans living there, Northern Ireland had only the Hospitallers to help them out. John knew that wasn't enough. So he worked on training himself, using whatever resources he could get. Then again, with his ability to fly, he was able to go to a fair number of remote places to receive esoteric training in martial arts, and any other skills he felt would be useful. With his ability to travel on his own, he managed to get to the level of skill he desired in merely 5 years. At age 23, he was ready to start his one-man quest...but as who? Though he had no close family, he had a fair number of friends and coworkers (he worked part-time in a moderately-sized investment firm, his income complementing what his parents left him between their will and life insurance). Finally, he settled on a motif that should appeal to most all of his homeland: an archangel. Specifically, Uriel. He fashioned a costume he felt struck the right theme and tone. The base was a dark grey, almost black bodysuit that covered his whole body, excepting his head and hands. Over that went a dark silver sleeveless tabard that fell to his mid-thigh. The matching-color belt that cinched it carried some tools that he found useful, even with his powers. Thick boots and gloves went over his feet and hands, matching the color of his bodysuit. A full-face mask that matched his bodysuit fully disguised his identity; the dark green, glowing eyepieces gave him an otherworldly air. And the dark red hooded cloak that went over the whole thing helped him blend into shadows while still striking an imposing figure when he burst onto the scene. Uriel has been active for about 10 years now, and has more recently acquired a partner in crime-fighting that still leaves him a bit vexed at times... >Marut: Jennifer O'Conner was not born with that name. However, her birth name is lost to mortal knowledge, as she was an orphan from a Middle Eastern country just after her birth. The tiny child was rescued from a half-destroyed hospital, and eventually one of many such children's charities put her up for adoption. Kenneth and Mary O'Conner fell in love with the darling girl just with photos and her sad story. She came to their home in Northern Ireland and found a happy childhood. Until the Troubles claimed both her parents in the spring of 1997, when she was only 17 years old. She was heartbroken, and for almost a year, young Jennifer searched for answers. She looked for them in the church, but even in a comparatively religious place like Ireland, the clergy of any denomination seemed powerless. She wept as more people died, were wounded, or were otherwise affected by the violence. Finally, in early March 1998, she flippantly tossed out a statement that she'd sell her soul if it would buy peace for Ireland. Of course, she didn't quite expect to see a well-dressed man in her dream who offered to take her up on her offer! He didn't give her a name, instead merely remarking that it was a trifle of a thing to pay for peace, was it not? For almost half an hour, she debated with herself, before finally giving in. How much harm could it do? A month later, she saw the Belfast Agreement successfully go through. She was, to say the least, shocked. And a little voice in the back of her head told her she'd soon have to pay up. So when the same man from her dreams appeared in her bedroom a week later and painfully endowed her with her powers, she found herself convinced of what had happened. Agnostic that she was, some small part of her wept at the disappointment she must be to her parents, even as part of her will was subverted to be a sort of "supernatural hit-woman" for a being she assumed to be the Devil, or one of his chief lieutenants. She found herself wearing a somewhat risque outfit, even as she traveled the world and fought rebellious fallen angels. Somehow, she managed to exert enough control to only go after the likes of marauding demons who threatened the plans of her "boss"; in retrospect, she was relieved she never targeted innocents. Finally, in the summer of 1999, she hit her breaking point. Another fight with a rogue demon spilled onto a city street, and though she remained indistinguishable in shadow, the creature she hunted was fully visible. Worse, it was in such pain it flailed and fired randomly, hurting several bystanders even as Jennifer struck it down. This was the proverbial last straw; that same night, she called up her "master" and tried to tender her resignation. Somehow, his hold on her had loosened; perhaps because even with the Agreement, there was still a measure of violence in the land. So instead of control, he opted to entomb her in a stasis-sleep underneath Belfast, where he hoped to have her stay for a century or more, to "learn her lessen". But plans don't always work; a decade later, in late 2009, Uriel stumbled across her "tomb" and managed to unwittingly free her. Once they exchanged "Cliff's notes", Jennifer decided to join John's crusade. She decided to honor her ethnic heritage and her source of power, and called herself Marut. Her partner often has to reign in her more savage tendencies, but they work surprisingly well together, as well as enjoying a cordial relationship with the Emerald Knights and Saint Patrick's Irregulars (and of course the Hospitallers). The Hospitallers Northern Ireland has its own version of Saint Patrick's Irregulars, though for better or worse they're at least somewhat influence by Britain. The Hospitallers take their name from the ancient Order of Knights Hospitaller, but are more precisely a fairly recent subsection of the Venerable Order of Saint John; specifically, they were formed to provide metahuman-level search and rescue functions. This mission is one they manage to perform with excellence whenever they are called upon (which, during the last years of the Troubles, was more often than they would have liked). Of the 30 or so members, all but 8 have some form of healing and/or protective powers. The remainder function as sort of impromptu security force, similar to their counterparts in the Irregulars. However, as these individuals typically possess notable physical strength, they're also handy for removing rubble, opening warped doors on crashed cars, or other similar tasks. The group as a whole is solemn, though in the field they're polite and good-natured folk. They enjoy a comparatively cordial relationship with their counterparts in the Republic of Ireland, and fistfights haven't happened even a half-dozen times. Their reception by civilians in the Republic is sometimes frosty, but they take it all in stride. All in all, they make an excellent emergency response force for the small section of this proud island nation. Author's Notes This is always open to change. Both groups with named NPCs are, indeed, roughly PL10. Because they can always jump to the rescue of the rest of Europe! Also, I figure Ireland has had enough hard times a full-blown super-team isn't totally out of the question. The Irregulars and Hospitallers are intended to span the range of Pl3 to PL6, albeit with NPC rules; some might hit PL4 combat caps, but have crazy-good Healing powers, or whatnot. You can assume there are probably a few mage or druid types on the island, but they're not major players, so there's not really a need to mention them. I think it'd be interesting if someone wanted to play an Irish hero, and gave them connections to the WW2 group of supers who were underappreciated and over-estimated, to sad effect.
  15. "Slipped away, or slipped on a new face. Hopefully us getting this to the League means they won't keep pestering us. I stay busy enough without upstart time travelers mixing it up in my business." He was now simply ignoring Harrow, giving Velocity one final nod before taking a moment to orient himself. Velocity could feel the beginnings of his suit systems powering up; it seemed like he was rerouting power from its normal paths. He went down into a runner's stance... And suddenly the only trace of him was some snow that was kicked up, a slight *crack* that echoed through the air for a moment, and a disjointed trail of lights flashing off into the distance.
  16. Tim for some rolls of skillfulness! Knowledge (Physical Sciences): 15. Knowledge (Technology): 21. Craft (Mechanical): 32.
  17. "Impersonating Baron Katastrof. Interfering with the safety operations of his company facility. Bringing a potentially dangerous artifact to him for study with less than sufficient warning. I'm sure he could come up with a couple more items, Lord Harrow. Oh, and there's also "resisting restraint by a member of the Freedom League", who was attempting said restraint for your own safety and the safety of others. It's clear this Watch is a dangerous artifact that must be remitted to the care of the Freedom League, before it is eventually disposed of." His arms were crossed over his chest, and Fenris was clearly unimpressed. "And you were in no danger of death. I tossed you such that it wouldn't bring anything more than a bruise or two to your august person. You'll be perfectly fine. Consider me not tasing you again a courtesy."
  18. Fenris sighed in relief as Velocity disarmed the avalanche. Seeing that the pursuers were, for the moment, subdued, he tapped the side of his waist. A small compartment extended out, and the bagged Stopwatch was tucked and sealed inside. 'Should keep it secure until we hand it over to Daedalus and the League.' He stopped for a moment, then smiled and rolled his shoulders. He could feel his major motive systems working properly again. With a grin, he was gone in a flash and rush of air. Only moments later, he appeared next to Harrow, who had finally stopped sliding. His arms were crossed as he loomed over the man. "Will you come quietly, or do we have to take a couple more trips up and down the slope?"
  19. "Threats? I do not make threats, Fae. I make promises." And just like that, he was standing right next to the leader of the police group, and firing several bolts of sound point-blank into the man's torso. Inexplicably, Gabriel began softly singing, only barely audible to the rest of his group, though likely easily heard by the otherworldly Fae. "Mine eyes have seen the glory of the coming of the Lord. He is trampling out the vintage where the grapes of wrath are stored." Suddenly, he whirled, and his hands spun his spear in a complicated pattern that brought its butt crashing into a half-dozen places on the Fae to his left, even as its shining point brought a couple of slashes into the fray, as well as mangling the "law" enforcement officer's tunic. "He hath loosed the fateful lightning of His terrible swift sword! His truth is marching on." His gaze wandered over the remaining officers, almost daring them to try something. Then, suddenly, he ceased singing and shouted over his shoulder. "Wail! Hit them all! Now!" While nominally an order, yes, it was clear what Gabriel's intent was; he wished for Wail to use his powerful shout to strike down the rest of the Fae clustered at the end of the alley. That such an action might strike Gabriel didn't appear to faze him in the least, for better or worse.
  20. Right then. Free Action: Extend Spear. Move Action: Get right in on the squad of mooks. As in, melee range with the 2 front guys. Free Action: Switch Sonic Control to Autofire Blast. Standard Action: "Ranged" Attack vs the Leader of the Constables. 28. DC 27 base Toughness Save. Exceeded Defense by 10. That's +5 Autofire. So total of DC 32 Toughness Save. Free Action: Surge! Extra Standard Action! Standard Action: Melee Attack vs the next-closest Constable. 32. Let's go with +5 Damage. So a DC 32 Toughness Save from him. Descriptors are Blessed/Holy, Piercing, Silver, if that matters. Will be burning an HP next turn to not Fatigue.
  21. Um. As far down the hill as he safely can. Again, aiming to have him land and skid along open ground/snow, well away from any trees or rocks. Bruises and scrapes are fine, broken bones and concussions are not, if that helps.
  22. Fenris nodded as Kyle...Cavalier...explained. "Sounds like we have our work cut out for us. And for what it's worth, sounds like you did your best." Dragonfly's HUD got a message on it. --Ease up on the guy a bit. If he hadn't pushed that thing may have hit the city before we got it in the tunnel. Not everyone is quite the techno-wizards we are. We should spend more time figuring this out, less time getting on his case.-- The armored man moved into the ship, keeping his pace slow and his eyes open. "Right then, let's have a look at the pyre, and then maybe the control center..."
  23. Fenris shrugged, and gave a slight grin at Harrow's words. "Okay. I'll catch up in a bit, but you go ahead and enjoy the slopes." And with that, he wound back his arm and chucked Lord Harrow down the side of the mountain, careful not to aim for any rocks or trees. The trajectory was such that the British man ought to start sliding on the snow before too long, so it's not like he'd hit anything before slowing down plenty. He might end up a bit chilly, but life would move on. Stiff upper lip and all that. The armored hero increased his pace a bit, carefully stepping on the rather treacherous ground and navigating a terrain better suited for teleportation. He hoped the strange space-time field shut off soon...
  24. Dex Check: 10. Actually 12, forgot the +2 He's going to throw Robert down the slope, aiming away from rocks and trees, and basically trying to get him to slide down the snow. If he ends up wet and cold, who cares. Go long! Yay Standard Action. Fenris will then make a Dex Check to move normally down the slope. 10 again. That's him moving at normal speed, though. Single Move for 30 feet do
  25. What would it take to use my Super-Strength (currently active) and throw him a long ways down the hill? Tempting as it is I'd like to avoid hitting any trees on the way down.
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