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KnightDisciple

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  1. Perhaps a more focused question: Has anyone run across (or run/been run through) a pre-made module/adventure for one of the two following systems: -Shadowrun -Mechwarrior/Battletech
  2. Gabriel Sanctuary: Panacea: 1 IC Post Street Sharks: 3 IC Posts OVERTHROW in Freedom Hall!: 2 IC Posts Beenevolent Benediction: 2 IC Posts Total: 8 IC Posts Cobalt Templar A Briefing With Friends: 1 IC Post When It Rains It Snows: 12 IC Posts Bumble Rumble: 3 IC Posts Total: 16 IC Posts Totals as of: 3:10PM CST 12/31
  3. While the armor was still coming online, there was a sudden commotion outside the store. An unidentifiable noise resolved into a *crash*, accompanied by a wordless yell. If he glanced out into the mall's central area, he'd see what looked like a giant made of blue fire, with a ninja in each hand, crouched on the ground. "Booyah! Take that, ninjas! You guys don't scare me, I've fought Nazis!" ---*A Few Moments Ago*--- Cobalt Templar didn't have to wait long as he slowly lowered himself into the mall proper; a ninja gave a wordless cry as he leapt from the 2nd floor walkway into a flying kick aimed right at CT's face...that didn't so much as force him to turn his head. Before the ninja could react, Templar had grabbed his ankle and was holding him upside down. "Next time wash your boots better, dude." A cluster of 4 ninjas rushed him from various angles while he was seemingly distracted. One was dispatched using the still-struggling Jump Kick Guy as a club, while another experienced an impact with JKG. The last two were easily man-handled when Cobalt Templar shifted to his "giant form" and grabbed them, one per hand, and started dragging them along as he sped to the food court (as good of a place as any to start cleaning out the mall from). He now stood in front of a sports shop, not noticing the hero inside the store. He instead focused on the ninjas in his hands, who he was quickly working into a state of "battered and unconscious", mostly by slamming them into the ground. That of course meant he didn't notice the two trying to sneak up on him with swords in hand!
  4. "I'd listen to the kid. Splitting headaches are never fun; I hear having one in prison is even worse." In all the excitement, everyone present had somehow missed the man clad in silver and white (with golden trim) flying down from a rooftop to land next to the get-away truck, a vehicle he was now leaning against. He had his arms crossed over his chest, but uncrossed them as he spoke his net words. "Besides, it looks like you've got two flats." Before the robbers could protest, he'd pointed the index fingers of both hands at the tires on his side of the car. There was a brief, high-pitched humming sound, and suddenly the tires noisily burst, the truck quickly sagging to the ground on that side. "I am honestly shocked punks like you still try stunts like this. Have you tried going to a city where there aren't hundreds of hero-types always in town? Just a thought."
  5. So....No pre-made adventures for it? :P
  6. Corbin was walking out of the store around the same time as Baxter was working on his delicious, delicious shishkabobs. The tall teen was himself feeling a bit hungry, and started making his way to the food court, book purchases swinging merrily in the plastic bag from the store. 'I wonder if there's a kabob place here...' He wouldn't know for a few weeks, though. Because right as the near-titanic teen was teeming with teriyaki-fueled hunger, there were a series of sounds not unlike glass breaking, followed by a stadium-like wave of screams, topped off with a somewhat chilly wave of air. Corbin's confusion compelled him to turn around and behold the cause. When he realized what was going on, he gave a groaning sigh. "Great. Ninjas." Indeed! A couple dozen (at least!) ninja-like forms had broken through the mall's skylights and were descending on ropes. They wore full-body suits, but these were clearly not meant to give the wearer stealth, but the power of fear. They bore color patterns of dull yellow and red, with odd markings around their eyes. In fact, for the young man from the Midwest, they somewhat reminded him of- "Wasp ninjas? This town officially has everything." With a sigh, he started muscling his way through the panicking herd of humanity that filled the mall. Even as the ninjas began causing havoc (some seemed to be engaging in larceny, while others in causing terror or attempted injuries, though no blood was shed, yet), Corbin slipped into one of the side hallways of the mall, which led him to one of the larger public restrooms. He was lucky, as it was empty; further luck gave him a drop ceiling where he could stow his purchases. The fact that the camera had strangely emitted sparks as he passed may well have been the fault of the ninjas; his cell phone was suddenly signal-less. 'Guess they don't want the police interrupting too soon...At least the lights work.' With a thought, he was Cobalt Templar, and he managed to slip back in the hall (which was empty, but there wasn't an emergency exit nearby, so that made sense) with no one the wiser. He sped through the air, a blue blur that went over people's heads before they could properly register what was going on, settling into his imposing armor-clad figure as he calmly descended from a broken skylight, arms crossed over his chest. "I appreciate long underwear on days like this, guys, but you seem to have forgotten your other layers."
  7. So, sorta related to one of my threads from a while back.... I'm trying to see if people know of many/any good pre-made adventures for various game systems. Now, I'll be nice and be more specific. -These would be intended for 1-4 sessions of play (a session being 4-6 hours average). -These would be very new-user-friendly for the GM, so that there's not much work that has to be done ahead of time, if any. -They would be flexible, allowing between 3 and 5 players. -They would (hopefully) be of the kind that would "whet the appetite" to at least theoretically get people wanting something more. As for system/setting, I'm definitely wanting something with at least sci-fi influences, if not a straight up hard-core scifi system. I'm willing to branch pretty far afield, system wise. We've got resources to get our hands on most anything that's in physical print easily enough. Some systems/settings/addons I'd be interested in: -Dragonmech -Dragonstar -Battletech/Mechwarrior -CthulhuTech -Mekton -Eclipse Phase -Warhammer 40,000 (offhand Deathwatch might be fun) I'm open to other suggestions, but as you can see, setting-wise I'm leaning toward stuff that's either "mash scifi and fantasy into a big pot" or "ALL THE HIGH TECH" sort of stuff. Or at least Big Stompy Robots. So, you know. Anyways, advice appreciated!
  8. Gabriel's expanded patrols still tended to gravitate to areas with a decent bit of "petty" crime; while he was always glad to help stop some mad fool from destroying the building/city/state/country/continent/world/universe/those jocks who picked on them in high school, he was determined not to forget one of his original missions, helping and protecting average citizens. Besides, it was (for him) rather relaxing. Sometimes the guys on the street just surrendered without a fight! Definitely a nice change of pace for him. Tonight looked like it might be interesting, though. He had, of course, gotten word from Stesha about the newest Bee-Keeper, a young man working to be a hero, not a villain. He was glad Barry wasn't on the loose again, but part of him still wanted to get a feel for the character of this new armor-clad hero for himself. He didn't want to just stalk the boy, but if he happened upon him, well... Such was the way of things this day. If Bee-Keeper (the Third) hadn't been there, Gabriel would have casually intervened. As it was, the hero in white perched himself on a roof across the street and turned on his "long-distance ears" (as Sonya sometimes called that particular ability) to listen in. He couldn't help but smirk at the humor in the armor-clad hero's words. 'Kid's got commitment to the theme, that's for sure. And it seems like he's not in it just for the fight, that's good to know...' He settled in to see how things progressed.
  9. Tagging.
  10. December 8, 2012 Shopping Mall, Midtown, Freedom City Corbin Alphonse Hughes hated shopping in malls. Hated. Bad enough dealing with crowds and parking in strip malls or "shopping centers", but at least there if you were in a particular building, you were there for the stuff in that building. Here, there was no such guarantee! People going back and forth, and enough of them things could get tightly packed for normal-sized people. When you were built like an NFL fullback, it was terribly annoying. Thankfully, he only had two stops total in this place, and one of them (his mother's present) had already been acquired. He was currently jammed in the back end of a small bookstore, looking for a couple of "how to" books (cookbooks and the like) he could send Quo-Dis. She was faring decently enough, but had expressed frustration with the transition from school dorm life. Besides, while he knew she wasn't as big of an eater as him, she still needed to, and he'd found a couple of books with simple but exotic recipes. 'I'm sure she'll like these. And at least this place is close to the college. But...ugh! Man, some of these folks use Axe a bit much...' He didn't let himself wrinkle his nose or some such, but simply moved back to the checkout line. 'This is boring! I kinda wish something would go down, just to get some action...patrols have been pretty sparse lately...'
  11. Just in case, especially for non-combat skill checks.
  12. MONK-EYSHINE'D by GIZMO Gabriel :arrow: Adjustments to PL line and PP count. :arrow: Trimmed and revised History. Most of it's on his wiki. :arrow: Touched up his Complications. PP Spending :arrow: Using 3 of 5 PP to buy his HQ, so that my Silver reward slot is now totally free. :arrow: Leaving 2 PP unspent for the time being. :arrow: Draft of sheet found here. EDIT: Added Freedom League to Affiliations. EDIT2: Touched up fluff sections a bit. [floatr][img=http://www.freedomplaybypost.com/wiki/images/e/e4/GabrielHF1.png][/floatr][b][u]Player Name[/u]:[/b] KnightDisciple [b][u]Character Name[/u]:[/b] Gabriel [b][u]Power Level[/u]:[/b] 15 (238/240PP) (PL 12 Caps) [b][u]Trade-Offs[/u]:[/b] None [b][u]Unspent PP[/u]:[/b] 2 [b][u]Progress To Platinum Status[/u]:[/b] 90/120 [b][u]Alternate Identity[/u][/b]: Carson Finbar Keefe [b][u]Identity[/u]:[/b] Secret [b][u]Birthplace[/u]:[/b] Limerick, Ireland (Chalk it up to the Almighty's sense of humor) [b][u]Occupation[/u]:[/b] Drama Teacher [b][u]Affiliations[/u]:[/b] Freedom College, Freedom League (Reserve Member) [b][u]Family[/u]:[/b] Angus Keefe (Father), Bevin Keefe (Mother), Brody Keefe (Older Brother), Doyle Keefe (Younger Brother), Riona Keefe ("Baby Sister"), Brogan Keefe (Paternal Grandfather), Bridget Keefe (Paternal Grandmother), Colin Doherty (Maternal Grandfather), Moreen Doherty (Maternal Grandmother) [b][u]Age[/u]:[/b] 28 ([i]DoB:[/i] March 21, 1984) [b][u]Apparent Age[/u]:[/b] N/A [b][u]Gender[/u]:[/b] Male [b][u]Ethnicity[/u]:[/b] Irish Caucasian [b][u]Height[/u]:[/b] 6' [b][u]Weight[/u]:[/b] 170 lbs. [b][u]Eyes[/u]:[/b] Blue [b][u]Hair[/u]:[/b] Red [b][u]Speech Color[/u]:[/b] Maroon [b][u]Description[/u]:[/b] Tall and fairly thin, Carson is nonetheless a comparatively unremarkable figure in his civilian guise. Often electing to wear jeans and a plain polo shirt, Carson manages to strike a balance between "comfortable" and "professional" that many people find baffling. He almost always has an easy smile on his face. Gabriel is a bit sterner figure, but still one that tends to put innocents at ease when they meet him. His outfit, once reminding others of a heroic priest-figure, now seems more like a warrior-priest. Loose white pants, rugged gray leather boots, a gray cloth belt, and a baggy white shirt form the base of his outfit. Covering everything but his mouth and lower nose is a white mask pulled over his head. Over his chest is a sculpted breastplate; at a glance it looks almost like silver, but its obvious strength and lack of corrosion bely that. His hands have fingerless gloves that seem to have an inner layer of cloth or leather, but an outer layer of fine chainmail (of a material similar to his breastplate); over his forearms are smooth vambraces of the same otherworldly material. His lower legs bear smooth greaves of the same holy metal as the rest of him. And over his head is an open-faced helmet of that polished silver-steel. Most amazingly, the metal seems to actually [i]flex[/i] with him when he moves, which seems to make it extraordinarily comfortable to wear. Finally, a predominately white leather duster sits on top of everything else, with a black trim bearing intricate gold patterns consisting of Celtic knots and crosses. The most amazing part of this outfit is its ability to, in a flash of light, exchange itself for his normal outfit (though leaving the, ah, bottom-most layer intact) from its hiding place as an elegantly simply silvered wristwatch. [b][u]Power Descriptions[/u]:[/b] At its most basic, all of Gabriel's abilities loop back to his innate mastery of Sound. His Charisma, his more explicit powers, everything. It all goes back to those little vibrations moving through various sorts of matter. (Further descriptions [url=http://www.freedomplaybypost.com/wiki/index.php?title=Gabriel#Powers_.26_Abilities]here[/url]. Just as noticeable as his armor is Gabriel's new weapon. Where before he relied solely on his sonic powers, he now has a shining spear to help surprise unsuspecting opponents, or those who display unusual resistance to his favored powers. The spear itself is exactly as long as Gabriel is tall (6'), with 10 inches being the the leaf-shaped blade; said blade has a smooth curve, and flares out to 4 inches wide before narrowing down again. The whole weapon seems made of silver, yet notably stronger than said metal has any right to be. The spear has incredible power within itself, shining out when Gabriel wishes it. Just as incredible is its ability to turn into into a great shining silver trumpet, or its ability to turn into a simple silver ring on his right hand (so that it's available when he wants it without being obvious). All in all, Gabriel looks the part of the guardian angel so many already think of him as. [b][u]History[/u]:[/b] (Full history found [url=http://www.freedomplaybypost.com/wiki/index.php?title=Gabriel#Biography]here[/url].) Gabriel has proven himself a fearless hero of Freedom City, rightfully earning his place in the Freedom League. His soft skills, especially diplomacy, have marked him as something of a diplomat among heroes, as well as an unofficial "go-between" for the Catholic Church to the hero community in Freedom City (though it's not a role that's needed often). Though he is by no means an "elder statesman", Gabriel strives to build bridges, both between himself and others, and between other people in general. As one of the semi-official "protectors of Sanctuary", he can find himself stretched thin, but it's simply an occasion to rise to another challenge. He will continue to stand as a barrier between the innocents of Freedom City (and the world itself) and any evils that might prey upon them. [b][u]Personality & Motivation[/u]:[/b] Carson is, at heart, an optimistic people-person. He loves talking to and helping people, be they a close friend or stranger. He believes that most people can, and will, do good things if given the chance and a little encouragement. He believes that if enough people honestly stand up and try their best, the world can be made a better place. He's realistic enough to acknowledge it would be a long, slow, painful process; that people would still disagree and argue and fight and mess up. But the goal, the ideal, is something Carson believes is worth fighting for. This belief in the potential for good in people is what drives him to be a teacher at Freedom College. Seeing that more kids from poor and broken homes ended up there, he sought to be a beacon to the students. Not only does he teach drama/theater classes, Carson volunteers to mentor a couple of kids each year. He views these mentorships as one of his best opportunities. Carson always strives to provide the best positive role model to the students he helps; his words are backed up by sincere actions. He acknowledges that sometimes, students will still make bad choices, and that he cannot blame himself. Once he has done his best, the rest is up to the students. As Gabriel, his focus has often been on helping "the little guy," such that he still stops non-powered petty criminals, instead of focusing solely (or even mostly) on super-crime. Some of these people he tries to help start down the road to redemption; some, he realizes, won't be swayed by his words alone. It makes him sad when he has to use force on a teenager who's robbing a convenience store to feed a destructive habit, or even to try scraping together money to feed themselves and/or their family. But Gabriel believes in the law, and in right and wrong, strongly enough to not let that sadness stop him from doing the right thing. That said, he's not afraid to mix it up with more powerful foes, since they can often offer an even greater immediate danger to civilians. Even as his focus has broadened over the last couple of years, Gabriel's approach hasn't really changed; his heart still goes out to some criminals who he sees as victims of their own sickness (such as Bee-Keeper II). He will show a touch of wrath for the more hardened elements of the super-criminal world, though, especially the ones who deal in the more despicable trades. And his righteous anger in the presence of the Powers of Darkness can shake a building (if not quite the world). [b][u]Powers & Tactics[/u]:[/b] Most of Gabriel's powers revolve around disabling foes, rather than directly beating them unconscious. Often times, he will batter a foe or group of foes with a hit from each of his varied tricks, keeping them severely off-balance, leaving them vulnerable to a final knockout blow from his sonic blast. Gabriel's supernatural charisma is, in his mind, his most powerful tool. With it, he can often convince petty criminals to lay down their weapons, and cooperate with the police. In turn, he will speak with the police afterwards to ensure the criminals (often fairly young) receive good treatment, and get as much of their prison time converted to things like community service. It also helps convince civilians to clear the area, and can occasionally allow him to put a more threatening opponent off-guard long enough to get a better hit in. [hr][/hr] [b][u]Complications[/u]:[/b] [b]Demons, Why Did It Have To Be Demons?:[/b] Gabriel has had a large number of encounters with demons, with the worst outcome being a withdrawal by his opponent. These encounters have left him with a natural caution for the demonic, and a reputation among their kind that makes them particularly hostile to him (not to mention their dislike of his faith and the One whom he works for). A GM may give Gabriel a Hero Point if he finds himself a specific target of one or more demons, whether as part of a longer-term plot, or the focus of their ire in a fight. [b]I Hate Faeries!:[/b] Due to a trip to ancient Ireland, as well as several poor meetings at other times, Gabriel has a bit of intense dislike reserved for faeries, or most anything having to do with them. The only real exception so far is the heroine Grimalkin, whom he has had several friendly meetings with in the course of his hero work. As well, he has now repeatedly thwarted plans made by various factions among the Seelie and Unseelie Courts. A GM may feel free to give him a Hero Point if this dislike drives him to sour an initial meeting with another hero who derives his power from the Faerie Realm, if it causes him to recklessly attack faeries (as opposed to watching out for himself and his comrades), or if it brings down unwanted attention or diplomatic difficulties from various Fae factions upon him. [b]Old Wounds:[/b] Gabriel has acquired a fair number of scars during his comparatively short time as a hero; the worst set by far are the large ones across his chest, dealt to him by a "super-ghoul" in October of 2010. Any and/or all of these wounds can occasionally give him trouble, be it due to cold weather, wet weather, or even being around too much necromantic energy (which resonates with the cause of his chest scars). A GM should feel free to give him a Hero Point if the flare-up of these scars is induced, giving him a small to moderate penalty of the GM's choosing, while making sure said flare-ups don't work as a sort of "evil indicator" or the like. [b]Responsibility:[/b] Carson is employed as a Drama/Theater teacher at Freedom College. He has to balance his time spent as Gabriel with his job, especially since he views his work as equally important. At the same time, he is [i]also[/i] a Reserve Member of the Freedom League. A GM should feel free to give Gabriel a hero point when his hero work and teaching work come into notable conflict. [b]Secret (Identity):[/b] Gabriel has several people he wishes to protect, most notably his family. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult. [b]Shepherd of The Flock:[/b] Gabriel feels intensively protective of others, especially those without powers to fight back against powerful villains. Thus, he may be borderline reckless attempting to protect those he feels need it. A GM should feel free to give Gabriel a hero point when his protective instinct drives him to reckless decisions. [b]Relationship:[/b] Carson Keefe is in a romantic relationship with Sonya Sokolova; anyone who knew of his dual identity might seek to harm him through her (though she's not an easy target), and if she's in danger for one reason or another, Carson may not think rationally. A GM should feel free to give Gabriel a hero point whenever his romance leads to immediate and dangerous difficulty in his life. [b][u]Abilities[/u]:[/b] 4 + 4 + 6 + 4 + 8 + 10 = 36PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 50/30/20 (+20/+10/+5) [b][u]Combat[/u]:[/b] 16 + 16 = 32PP Initiative: +6 Attack: +8, +12 Spear, +12 Sonic Control Grapple: +11 Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -6/-4, -3/-1 Flat-Footed [b][u]Saving Throws[/u]:[/b] 7 + 8 + 9 = 24PP Toughness: +12 (+3 Con, +4 Defensive Roll, +5 Holy Armor), +8 Flat-Footed Fortitude: +10 (+3 Con, +7) Reflex: +10 (+2 Dex, +8) Will: +13 (+4 Wis, +9) [b][u]Skills[/u]:[/b] 124R = 31PP Acrobatics 8 (+10) Bluff 10 (+40/+20/+15)[sup]SM[/sup] [sup]UE[/sup] Diplomacy 10 (+40/+20/+15)[sup]SM[/sup] [sup]UE[/sup] Gather Information 10 (+40/+20/+15)[sup]SM[/sup] [sup]UE[/sup] Intimidate 10 (+40/+20/+15)[sup]SM[/sup] [sup]UE[/sup] Knowledge (Arcane Lore) 8 (+10) Knowledge (Art) 8 (+10) Knowledge (Streetwise) 8 (+10) Knowledge (Theology & Philosophy) 8 (+10) Notice 12 (+16) Perform (Acting) 10 (+30/+20/+15) Perform (Wind Instruments) 10 (+30/+20/+15) Sense Motive 12 (+16) [b][u]Feats[/u]:[/b] 34PP Attack Specialization (Sonic Control) 2 Beginners Luck Defensive Roll 2 (+4 Toughness) Distract (Intimidate) Dodge Focus 4 Equipment 3 (15EP) Fascinate (Bluff) Improved Initiative Inspire 5 Leadership Luck 5 Rallying Cry Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate) Ultimate Bluff Ultimate Diplomacy Ultimate Intimidate Ultimate Gather Information Uncanny Dodge (Auditory) Well-Informed [quote name="Equipment 3PP= 15EP"]Headquarters ([url=http://www.freedomplaybypost.com/viewtopic.php?f=40&t=4052&p=147243#p147243]Monastery[/url]) [quote]Size: Huge (3EP), Toughness +10 (1EP) Features: Isolated, Living Space, Personnel (Monks), Gym, Library, Masterwork Infirmary, Power System, Animal Pens, Chapel Power: Super-Movement (1EP) [b]Super-Movement 1 ([/b]Dimensional Movement (Sanctuary<->Earth Prime), [i]Extras[/i]: Portal, Duration (Continuous) [i]Flaws[/i]: Limited (Others); Action (Standard)[b])[/b] (Dimensional Portal inside the Monastery, effectively a Feature) (1EP) [b]Masterwork Infirmary ([/b]+2 to Medicine checks[b])[/b][/quote][/quote] [b][u]Powers[/u]:[/b] 8 + 14 + 10 + 2 + 1 + 43 + 3 = 81PP [b]Device 2 ([/b]10PP Container, [i]Flaws:[/i] Hard-To-Lose[b])[/b] [8PP] (Holy Armor) [device][b]Features 1 ([/b]Quick Change[b])[/b] [1PP] [b]Immunity 2 ([/b]Critical Hits[b])[/b] [2PP] [b]Protection 5[/b] [5PP] [b]Super-Senses 2 ([/b]Darkvision[b])[/b] [2PP][/device] [b]Device 4 ([/b]20PP Container, [i]Flaws:[/i] Easy-To-Lose, [i]Feats:[/i] Subtle [Transforms into a Ring], [i]Features:[/i] Masterwork Wind Instrument [Transforms into a Trumpet][b])[/b] [14PP] (Heavenly Spear) [device][b]Light Control 5 ([/b]25ft radius, [i]Flaws:[/i] Range [Touch][b])[/b] [5PP] [b]Strike 10 ([/b][i]Feats:[/i] Accurate 2, Mighty[b])[/b] [13PP] (Blessed/Holy, Piercing, Silver) [b]Super-Movement 1 ([/b]Dimensional Movement 1 [Earth-Prime and Sanctuary] [b])[/b] [2PP][/device] [b]Enhanced Charisma 10 ([/b]to 30/+10[b])[/b] [10PP] [b]Flight 1 ([/b]10mph / 100ft per Move Action[b])[/b] [2PP] [b]Immunity 1 ([/b]Own Powers[b])[/b] [1PP] [b]Sonic Control 12 ([/b]34PP Array, [i]Feats:[/i] Alternate Power 9[b])[/b] [43PP] (Mutation) [array][u]Base Power[/u]: [b]Dazzle 12 ([/b]Auditory Senses, [i]Extras:[/i] Area [General, Burst, 60ft radius], Selective[b])[/b] [34PP] [u]Alternate Power[/u]: [b]Blast 12 ([/b][i]Extras:[/i] Autofire [b])[/b] [34PP] [u]Alternate Power[/u]: [b]Communication 6 ([/b]Auditory, 20 miles ["Anywhere In Freedom City"], [i]Extras:[/i] Area, Linked [Comprehend, Super-Senses], [i]Feats:[/i] Selective, Subtle[b])[/b] [14PP] [b]+ Comprehend 3 ([/b]Languages 3 [Speak Any, All At Once, Understand All], [i]Extras:[/i] Linked [Communication, Super-Senses][b])[/b] [6PP] [b]+ Super-Senses 3 ([/b]Extended Hearing 4 [100,000ft / 20-mile Notice Increments], [i]Extras:[/i] Linked [Communication, Comprehend], [i]Flaws:[/i] Limited [Speech], [i]Feats:[/i] Selective[b])[/b] [4PP] (Far-Hearing, The Tongues of Men & Angels, Ventriliquism) [14 + 6 + 4 = 24PP] [u]Alternate Power[/u]: [b]Confuse 12 ([/b][i]Extras:[/i] Area [General, Burst, 60ft radius], Selective[b])[/b] [34PP] [u]Alternate Power[/u]: [b]Drain Toughness 12 ([/b][i]Extras:[/i] Affects Objects, Range [Ranged][b])[/b] [34PP] [u]Alternate Power[/u]: [b]Enhanced Charisma 20 ([/b][i]Extras:[/i] Linked [Enhanced Skills][b])[/b] [20PP] + [b]Enhanced Skills 10 ([/b]40 Ranks: Bluff 10, Diplomacy 10, Intimidate 10, Gather Information 10 [b])[/b] [10PP] [20 + 10 = 30PP] [u]Alternate Power[/u]: [b]Emotion Control 12([/b][i]Extras:[/i] Area [General, Shapeable, 12 5ft cubes][b])[/b] [34PP] [u]Alternate Power[/u]: [b]Flight 9 ([/b]Rank 10, 10,000mph / 100,000ft per Move Action, [i]Feats:[/i] Moving Feint, Subtle[b])[/b] [20PP] [u]Alternate Power[/u]: [b]Nauseate 12 ([/b][i]Extras:[/i] Range [Ranged][b])[/b] [34PP] [u]Alternate Power[/u]: [b]Paralyze 12 ([/b][i]Extras:[/i] Range [Ranged][b])[/b] [34PP][/array] [b]Super-Senses 3 ([/b]Ultrasonic Hearing, [i]Extras:[/i] Accurate[b])[/b] [3PP] (Echolocation) [b][u]Drawbacks[/u]:[/b] -0PP None [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Blast Ranged DC27 Toughness (Staged) Damage (Energy) Confuse Ranged DC22 Will Confused Dazzle Ranged+Area DC22 Reflex 1/2 Effect DC22 Reflex Deafened DC22 Fortitude Recover Drain Ranged DC22 Fortitude Drain Toughness Emotion Control Perception DC22 Will (Staged) Special Nauseate Ranged DC22 Fortitude (Staged) Sickened/Nauseated/Helpless Paralyze Ranged DC23 Will (Staged) Slowed/Paralyzed Spear Touch DC27 Toughness (Staged) Damage (Physical) Abilities (36) + Combat (32) + Saving Throws (24) + Skills (34) + Feats (31) + Powers (81) - Drawbacks (0) = 238/240 Power Points MONK-EYSHINE'D by GIZMO
  13. Cobalt Templar gave the man a nod and a smile. "It was my pleasure to help. I don't entirely understand the reasoning, though it's certainly not for anyone's good. I remember what the books say these things could do. It's really rather impressive. Are you...going to disassemble him?" The hero clad in faintly glowing blue armor seemed slightly sad at the idea. "I mean, he's a piece of history and all, despite the armaments. It'd be a shame, but...well, I'm sure ASTRO knows better on the matter. Sorry for poking my nose in on that. Do you folks need help with anything else? If not, don't be afraid to try dropping me a line if something comes up again; I'd be more than glad to help safeguard such a potent part of our nation's heritage."
  14. Gabriel couldn't help but show a look as if he'd smelled something horrible when he beheld the shark idol. "I think 'garish' is an...understatement. Let's clean up the decor a bit, shall we?" He calmly walked over to the larger-than-life piece of "decoration" and laid one hand flat on its surface. He closed his eyes for a moment. "Everyone might want to stay one or two steps back so you stay clean." Suddenly, the statue started to hum with an other-worldly sound, originating from Gabriel's hand. The surface buckled in places, cracks quickly spreading, but the overall construct staying in place (though it crumbled more quickly where Glowstar had struck it). It ceased vibrating for a moment...before a different pitch started up, and perhaps 15 seconds later, triggered a chain reaction that saw the entire shark idol crumble into thick dust. Gabriel himself floated back in time to avoid getting more than a few specks on his immaculate outfit, specks he quickly flicked away. He gave a short smile to the teenage hero as he rambled about movies and actresses. "There's probably a lesson about thoughts and words there, but it's late enough I don't feel like giving a lecture."
  15. Cobalt Templar :arrow: Adjusted things like the PL line, Unspent PP, Progress, Age, etc, to reflect current state of things. :arrow: Trimmed his history down to a link and a short blurb, with the bulk of his history being on his wiki page. PP spending :arrow: 3PP for his Forest Vault (finally spent!) :arrow: 1PP to get 4 ranks in Knowledge: Arcane Lore, representing a combo of him taking in bits and pieces from the various mage-types he knows, and his own research to better understand the basic nature of his ring. :arrow: Full sheet presented below since several sections were majorly modified. "Draft" can be viewed here. EDIT: :arrow: I've pasted in a mildly altered version of the sheet; only changes are in fluff. I touched up everything, brought it up to date, and gave him 1 more Complication. At some point in the future I might try slimming his sheet down to just point at his wiki or something. :geek: [floatr][img=http://www.freedomplaybypost.com/wiki/images/4/4d/CobaltTemplar1.JPG][/floatr][b][u]Player Name[/u]:[/b] KnightDisciple [b][u]Character Name[/u]:[/b] Cobalt Templar [b][u]Power Level[/u]:[/b] 13 (201/201PP) (PL 12 Caps) [b][u]Trade-Offs[/u]:[/b] 0 (Normal); -5 Defense / +5 Toughness and -5 Attack / +5 Damage (Giant Form) [b][u]Unspent PP[/u]:[/b] 0 [b][u]Progress to Platinum Status[/u]:[/b]: 78/120 (41PP earned pre-bump, 37PP earned post-bump, 15PP bump; Gold Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=4043]Gabriel[/url]) [b][u]In Brief[/u]:[/b] A teenage boy who aspires to be an archeologist stumbles across an ancient artifact: a ring that grants him incredible power! Now, as the Cobalt Templar, Corbin Hughes must work to discover the origins of his powers, and his destiny, all while fighting to protect the innocent from evil! [b][u]Alternate Identity[/u]:[/b] Corbin Alphonse Hughes [b][u]Identity[/u]:[/b] Secret [b][u]Birthplace[/u]:[/b] St. Louis, Missouri, USA [b][u]Occupation[/u]:[/b] FCU Student [b][u]Affiliations[/u]:[/b] Claremont (former student), Young Freedom (former member/leader) [b][u]Family[/u]:[/b] Albert Hughes (Father), Sarah Hughes (Mother) [b][u]Age[/u]:[/b] 19 ([i]DoB:[/i] October 27, 1993) [b][u]Apparent Age[/u]:[/b] N/A [b][u]Gender[/u]:[/b] Male [b][u]Ethnicity[/u]:[/b] Caucasian European Mix (1/2 German, 1/4 Norwegian, 1/4 French) [b][u]Height:[/u][/b] 6'6" (9ft Giant Form) [b][u]Weight:[/u][/b] 250 lbs. (1,800 lbs Giant form) [b][u]Eyes[/u]:[/b] Brown [b][u]Hair[/u]:[/b] Black [b][u]Description[/u]:[/b] Corbin is a tall, broad-shouldered teenage boy; he's grown to the point he could be mistaken for an NFL Fullback. His dark hair is worn in a fairly short cut, just above "buzz cut;" Corbin says he likes not having to mess with it. His face is clean-shaven. Whenever possible, he wears loose, plain-color t-shirts and cargo shorts. When the weather is colder, he'll throw on jeans, and eventually a hooded sweatshirt or the like when he's outside. His one indulgence is a peculiar-looking [url=http://fc02.deviantart.net/fs43/i/2009/072/d/5/Steampunk_Pocketwatch_by_purpleglovez2.jpg]pocket watch[/url] that he says his father bought for him several years ago. Otherwise, all of his clothes seem to be the sort of thing you'd find in a Wal-Mart, rather than a Ralph Lauren. Cobalt Templar is decidedly more exotic-looking. His image evokes an armored knight, though one with plenty of colored paint; his costume is primarily cobalt blue, with maroon red trim (base layer, mask, and most of the armor is cobalt blue; armor has maroon red trim). The base seems to be a thick cloth, itself almost metallic-looking. Over that, he wears a what looks like a strong armored breastplate covering most of his torso, long armored gloves that go past his elbows, leg-plates that reach halfway up his thighs, and armored faulds that protect his upper legs and lowest torso. His identity is protected by a domino mask, with a simple helmet worn over his head. Much of the Templar's armor seems to have an odd mix of classical and futuristic lines, giving him a rather other-worldly appearance. Topping all of this off is a maroon cape that not only seems somewhat frayed, but is actually noticeably transparent; sometimes it will move as if flapping in the wind, even if there is no wind to move it. [b][u]Power Descriptions[/u]:[/b] Cobalt Templar wields the [url=http://www.freedomplaybypost.com/wiki/index.php?title=The_Seven_Rings#Blue_Ring_of_the_Determined_Leader]Blue Ring of the Determined Leader[/url], one of [url=http://www.freedomplaybypost.com/wiki/index.php?title=The_Seven_Rings]The Seven Rings[/url]. While he has not delved the full depths of its abilities yet, he has accessed a large well of power nonetheless. His costume is just for show; the ring reinforces his body with a sort of force field just around skin level, meaning he is always protected. The "armor" is just a construct of its power; the material feels like something between plastic and aluminum if examined more closely. The ring allows him to effortlessly and almost instantly shift between his "civilian" wear and his "work" attire, and in fact to virtually any outfit he imagines. Anything that isn't his "natural" clothes (which get shunted into a small pocket dimension in the ring) tend to carry a blue coloration, often with some red or maroon mixed in. As well, the the ring allow him to survive in the most hostile of environments, including space, and to see in even the deepest of darkness. It even helps him unconsciously sense danger, giving him an edge in combat. His flight seems unsupported by any wings or other visible means of propulsion, simply lifting him into the air as if gravity were an option, rather than a law, though he often has an aura of blue, flickering flames (harmless) surrounding his body. He is able to reach speeds around 10,000 miles per hour in-atmosphere, and once he exits the atmosphere, he has found he can exceed the speed of light, hitting up to 25[i]c[/i]. Cobalt Templar's most obvious powers center around his control of the unearthly cobalt fire that the ring produces. Strangely enough, he is not limited to burning things with blasts of this fiery power. Not only can he form hand-held weapons out of it, he can also create various simple objects, including walls, chairs, and the like. And most amazingly, the ghostly flames can wrap harmlessly around people and objects, quickly moving them out of harm's way. His unique artistic streak shines through in his power usage here, as his attacks almost always look at least slightly different each time, manifesting the blasts and strikes of energy in unique ways. More recently he devised a way to channel his fire into a large "shell" around himself (which he shapes to his whims); this shell makes him almost 10 feet tall, and gives him enough strength to move buildings. On the downside, he suffers from blunted senses in this "mode", meaning he has a harder time hitting opponents or avoiding blows. But his near-invincibility, as well as his sheer power, tend to make it a worthwhile trade in the right circumstances. While his ability to create and manipulate independent objects (rather than constructs he channels his powers through to attack an enemy) have waxed and waned, it is still part of his ability set, though he typically uses it to help him move large objects or numerous smaller ones, or occasionally to reach otherwise hard-to-get things. [b][u]History[/u]:[/b] Most of Cobalt Templar's history can be found [url=http://www.freedomplaybypost.com/wiki/index.php?title=Cobalt_Templar#Biography]here[/url]. [u]Recent Times:[/u] Currently Cobalt Templar is starting classes at Freedom City University while still trying to get some hero work in on the side. He's maintaining his relationship with Quo-Dis, which now often means traversing the USA on a weekend to spend some time with her. He's not in any team at the moment, but who knows what the future holds... [b][u]Personality & Motivation[/u]:[/b] Corbin Hughes is boy of contradictions. Despite his athletic build and apparent love for rock-climbing, he's looking to become an archeologist and historian. On top of that, he has a not-very-secret love of drawing and painting, something which he has some decent talent at (as demonstrated in gifts to his friends, and his love of reading is well known, at least to his friends. Corbin tends to read various sorts of suspense books, as well as alternate history fiction, classical epics, westerns, and sword and sorcery. His taste in movies tends to run similar to his literary tastes, with more allowance for individual films that he enjoys. As for music, he enjoys most blues and jazz, as well as soft, blues, folk, southern, and classic rock and roll. On a deeper level, Corbin has fully embraced his heroic path, a path now fully supported by his parents. He loves helping people, and some part of him (a part he doesn't always like to acknowledge) enjoys the fighting, too. He finds himself constantly working to balance his personal relationships, his education, and his hero work; none of them are things he wishes to abandon, but all take quite a bit of time. As well, he has found he has a distaste for death; even when fighting Omegadrones, a part of him hated what he had to do. Only against Omega himself was that reservation truly put aside. For all that he's a near-giant of a man tossing around bright blue fire, Corbin treasures life, and is shaken when it just snuffs out in front of him. [b][u]Powers & Tactics[/u]:[/b] Cobalt Templar has gone from a cautious fighter to, if not reckless, certainly a more straightforward combatant. He relies upon his incredible resistance to injury to see him through a fight, and he often abandons caution even more to give himself a better chance at a telling blow. He is equally capable of fighting up close or at range, though against notably tough foes he will try to get close, as his melee abilities have a greater chance of bypassing their defenses (via concentrating all that energy into something that cannot leave his hands). He will shift into his "giant form" when faced with a tough-but-slow opponent, or a large number of less-skilled opponents. [hr][/hr] [b][u]Complications[/u]:[/b] [b]The Fires of Hell Shall Not Prevail:[/b] Beings which channel the energies from the deepest pits of Hell (or similar places and energies) tend to have a better chance of hurting Cobalt Templar, despite his not-insignificant protections. A GM should feel free to let Cobalt Templar earn a Hero Point by somewhat increasing the effectiveness of hellfire-based attacks, or other effects and powers of a similar nature, against him. [b]Secret (Identity)[/b]: While his parents and many of his friends know of his powers, Cobalt Templar is not at all officially connected to Corbin Hughes. Which is how Corbin would like to keep things. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult. [b]With Great Power...:[/b] Corbin's own sense of responsibility and personal code of ethics mean that he feels he must be a hero, since he has powers. Often, he will prioritize protecting and rescuing bystanders over pursuing escaping villains. A GM should feel free to give him a Hero Point when Cobalt Templar faces a choice between protecting bystanders and dealing with villains. [b]You Must Know No Fear!:[/b] Corbin's powers (or the ones still granted directly from the ring) tend to have serious troubles when he's experiencing serious amounts of fear (such as from the powers of a villain). Often, they work with less effectiveness, or stop working entirely. A GM should feel free to grant Corbin a Hero Point if he fails a save versus a fear affect, which should cause him to lose power, perhaps by losing ranks in his attack powers, defenses, and so on granted by his ring. [b]Dethroner of Omega:[/b] Corbin, or "Cobalt Templar the Swordsman" as the Furions have dubbed him, is one of the members of the iteration of Young Freedom that faced off against Omega on a dead world, and helped "kill" the Knight of Entropy. While many would consider him a hero, this has obviously earned him the ire of the Terminus (or at least made him the target of ambitious Annihilists). A GM should feel free to give CT a Hero Point when his participation in the defeat of Omega brings the forces of the Terminus to him (perhaps attacking him unawares, or drawing him into a conflict he may have otherwise avoided). [b]Relationship:[/b] Corbin Hughes and Quo-Dis (Ultiteen) are in a long-term, intimate dating relationship. Their care for each other is deep, but her lagging unfamiliarity with the more nuanced parts of human culture causes friction. As well, she is (unknown to most) not only a member of the Ultima Thule community of Ultimen, but the daughter of Superior himself. A GM might award Corbin a Hero Point if his connection to Quo-Dis brings trouble to his door, be it an angry father, someone seeking a member of the Ultimen, or someone (or something) else. [b][u]Abilities[/u]:[/b] 12 + 6 + 10 + 4 + 4 + 2 = 38PP Strength: 44/28/22 (+17/+9/+6) Dexterity: 16 (+3) Constitution: 32/28/20 (+11/+9/+5) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 12 (+1) [b][u]Combat[/u]:[/b] 24 + 12 = 36PP Initiative: +7/+3 Attack: +12/+7 (Giant Form) Grapple: +15, +28 Ring, +32 Giant Form Defense: +12 (+6 Base, +2 Dodge Focus, +4 Enhanced), +3 Flat-Footed, +7 Giant Form Knockback: -8/-1 [b][u]Saving Throws[/u]:[/b] 2 + 4 + 8 = 14PP Toughness: +17/+12/+5 (+11/+9/+5 Con, +6/+3 Protection, 10 Impervious (Giant Form only)) Fortitude: +13/+11/+7 (+11/+9/+5 Con, +2) Reflex: +7 (+3 Dex, +4) Will: +10 (+2 Wis, +8) [b][u]Skills[/u]:[/b] 48R = 12PP Acrobatics 8 (+11) Craft (Artistic) 8 (+10) Knowledge (Business) 8 (+10) Knowledge (Arcane Lore) 4 (+6) Knowledge (History) 8 (+10) Language 4 (Arabic, English [Native], Greek, Hebrew, Latin) Notice 8 (+10) [b][u]Feats[/u]:[/b] 11PP All-Out Attack Dodge Focus 2 Equipment 3 (15EP) Luck 2 Power Attack Precise Shot 2 Equipment 3PP = 15EP [equip][b]Headquarters[/b] (Underground Base; [url=http://www.freedomplaybypost.com/viewtopic.php?f=40&t=4596&p=158844#p158844]Templar's Forest Vault[/url]) [u]Size[/u]: Large (2 EP) [u]Toughness[/u]: +10 (1 EP) [u]Features[/u]: Concealed, Defense System ([b]Paralyze 12[/b], [i]Attack Bonus[/i]: +12, [i]Extras[/i]: Targeted Shape-able Area, [i]Flaw[/i]: Full-Round Action), Gym, Holding Cell (Extra Toughness, +15 Toughness Save), Isolated, Living Space, Power System, Security System (DC 20 Disable Device) (8 EP) [b]Vault :[/b] [device][u]Size[/u]: Fine (-3EP) [u]Toughness[/u]: +20: (3EP) [u]Features[/u]: Security System (DC 35 Disable Device) (4EP)[/device][/equip] [b][u]Powers[/u]:[/b] 90PP [b]Device 22 ([/b]110PP Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Restricted 2[b])[/b] [90PP] (Power Ring [Blessed/Holy, Magic]) [device][b]Enhanced Constitution 8 ([/b]to 28/+9[b])[/b] [8PP] [b]Enhanced Defense 4[/b] [8pp] [b]Enhanced Feats 3 ([/b]Improved Initiative, Quick Change 2[b])[/b] [3PP] [b]Enhanced Strength 6 ([/b]to 28/+9[b])[/b] [6PP] [b]Immunity 9 ([/b]Life Support[b])[/b] [9PP] [b]Protection 3[/b] [3PP] [b]Super-Senses 2 ([/b]Darkvision[b])[/b] [2PP] [b]Super-Strength 7 ([/b]Lifting STR 61 [[i]Heavy Load:[/i] 58 tons 1,760 lbs.][b])[/b] [16PP] [b]Flight 6 ([/b]500mph / 5,000ft per Move Action[b])[/b] [12PP] [b]Space Travel 1 ([/b]1[i]c[/i][b])[/b] [2pp] [b]Speed of Flame 4 ([/b]8PP Array; [i]PFs[/i]: Alternate Power 1[b])[/b] [9PP] [array][b][u]BP[/u]: Flight 4 ([/b]Rank 10, 10,000mph / 100,000ft per Move Action[b])[/b] [8PP] [b][u]AP[/u]: Space Travel 4 ([/b]Rank 5, 25[i]c[/i][b])[/b] [8PP][/array] [b]Fires of Creation 1 ([/b]5PP Array; [i]PFs[/i]: Alternate Power 1 [b])[/b] [6PP] [array][b][u]BP[/u]: Create Object 1 ([/b]1 5ft cube, Toughness +1, Lifting Strength 5 [[i]Heavy Load:[/i] 50 lbs.], 10 10ft Range Increments / 100ft Max Range; [i]PFs[/i]: Precise, Selective, Tether[b])[/b] [5PP] [b][u]AP[/u]: Move Object 2 ([/b]Effective Strength 10, Heavy Load: 100 lbs[b])[/b] [4PP][/array] [b]Holy Fire Control 12 ([/b]24PP Array; [i]PFs[/i]: Affects Insubstantial 2, Alternate Power 2[b])[/b] [28PP] (Fires of Judgement) [array][b][u]BP[/u]: Blast 12 ([/b]10 120ft Range Increments / 1200ft Max Range[b])[/b] [24PP]"Rain of Fire" [b][u]AP[/u]: Strike 3 ([/b][i]Extra[/i]: Penetrating 12 [DMG 24], [i]PF[/i]: Mighty[b])[/b] [16PP] "Unlimited Blades" [b][u]AP[/u]: Growth 4 ([/b]9ft height, 10ft reach, Large size; [i]Extra[/i]: Linked [Density], [Protection], [Super-Strength][b])[/b] [12PP] [b]+ Density 4 ([/b]+8 Str, [b]Immovable 1[/b], [b]Super-Strength 1[/b], +2 Toughness Mass x3; [i]Extra[/i]: Linked [Growth], [Protection], [Super-Strength][b])[/b] [12PP] [b]+ Protection 1 ([/b][i]Extra[/i]: [b]Impervious Toughness 10[/b] Linked [Density], [Growth], [Super-Strength][b])[/b] [11pp] [b]+ Super-Strength 2 ([/b] [i]Extra[/i]: Linked [Density], [Growth], [Protection][b])[/b] [4PP]; [b]Temporary Drawback ([/b] -4 Defense, -4 Attack[b])[/b] [-16pp] [12+12+11+4-16=23PP] "Giant's Strength" [u]Results of Form[/u] [spoiler]+16 Strength (+8 modifier), +4 Con, +3 Toughness, Large Size (-1 Attack/Defense, +4 Grapple, -4 Stealth, +2 Intimidate, 10ft space, 10ft reach), Immovable 1, +1 Super-Strength, -4 Attack, -4 Defense. Strength total: 44 (+17); Constitution Total: 32 (+11); Toughness Bonus: +17 (10 Impervious); Defense Bonus: +7; Attack Bonus: +7; Damage Bonus: +17; Super-Strength 10 (Effective Strength 94)[/spoiler] [/array][/device] [b][u]DC Block[/u]:[/b] [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC24/21 Toughness (Staged) Damage (Physical) Unarmed(G) Touch DC32 Toughness (Staged) Damage (Physical) Blast Ranged DC27 Toughness (Staged) Damage (Energy) Strike Touch DC27 Toughness (Staged) Damage (Energy) Abilities (38) + Combat (36) + Saving Throws (14) + Skills (12) + Feats (11) + Powers (90) - Drawbacks (0) = 201/201 Power Points Sealed by Supercape
  16. Templar's Forest Vault While it's name is somewhat deceiving, the Forest Vault is indeed quite a secure location. Buried in a hill that Corbin found, it's embedded in a granite hillside that stretches several hundred feet around, a couple hundred feet down, but only about 75 feet above the ground around it. Running through the center of that is the reinforced bunker-like complex Corbin has transformed into a home away from home. The entrance is a disguised door that seems a smaller copy of the door to Cheyenne Mountain; a mix of a layer of dirt over natural granite over steel-reinforced concrete with a thin layer of mystically-engraved lead sandwiched in there. It leads through a short hallway that takes a right turn into a similar door. Through that door is an "entry hall", one that even has an area for people to leave coats and muddy/wet shoes (and with several sizes of basic house shoes included!). Past the entry hall is a common room, rather large, enough to have several couches, chairs, and a couple coffee tables; there's a large TV present, as well as a subtle surround-sound system. The lighting is muted and warm, and special circulation systems ensure a plentiful supply of fresh air is constantly flowing into the entire complex (heated or cooled as needed). The common room's walls are sheetrocked and sound-insulted (to help movie viewings); a few doors lead to various other sections of the complex. One door leads to a large kitchen with a fully-stocked pantry and refrigerator (though most of the food is the sort that keeps long-term, rather than choice, fresh items), with a couple of attached dining rooms. Another heads toward the gymnasium (with both exercise machines and open mat areas) with small locker/shower rooms to one side. Yet another leads to several basic bedrooms; bed, nightstand, small dresser and closet, but no real decorations. Each bedroom has a small bathroom, with a couple extra besides. All in all, it seems a place designed to house several people long-term, though it rarely has anyone besides Corbin in it for any length of time. Deeper in, any attempt to make the place "comfortable" disappears; the hall becomes bare concrete with a few vents and pipes along the ceiling. The next "story" below the main living area (which itself occupies a couple of levels) has approximately 10 feet of solid rock between it and the upper levels. It has a half-dozen spartan holding cells, designed to restrain powerful but comparatively un-powered individuals; Cobalt Templar is ready to, if necessary, detain up to 6 former Ring-Bearers at a time. After his last encounter with one, it seems a wise precaution. Another 10-foot rock layer occurs, and then there's the major pieces of machinery, including the main component of the geo-thermal power generator (supplemented by arrays of small, discrete solar panels at the surface), as well as water refining machines and other major components of the necessary upkeep of a structure like this. Pipes and machinery are, of course, scattered about the complex, and some pipes (mainly the geothermal tap) run a fair bit down below anything else; said deep pipes are set on the far side of the complex from the final "layer". 20 feet below the Machinery Room, there is a 50-foot hallway lined with surveillance cameras, magical wards, and an extra helping of the sonic disabler system laced throughout the whole bunker. At the end of the hall, embedded over 100 feet below ground level and more than 200 feet from the edge of the huge chunk of granite housing the entire complex, there is a room encased in concrete, steel, lead, and copper. Shielded from electronics and magic alike, reinforced with science and mystical arts, and with a complex locking system designed to allow only Corbin and perhaps a handful of other people, there is a true vault. Within this vault, observed by yet more sensors and secured behind transparent alloys, there is a pedestal with 7 individual cases that are themselves locked. Each case can hold a single human-sized ring, and each "slot" bears a muted shade of a color, plus a "nametag" indicating which Ring goes where. Corbin has prepared for a day where none of the Rings, not even his own, have worthy holders. They will be secure, and if necessary they will be forgotten for a time. In the meantime, it gives him a retreat from his home, and occasionally a place to have a simple get-together with friends.
  17. Not anticipating this guy getting used soon, but I think I'll bring him out at some point, anyways. He's going to be worked as a "PL12", with 180PP, but put to PL 10 caps. Because it's more fun that way.
  18. MERRY CHRISTMAS, FREEDOM CITY PLAY BY POST BOARD!!! :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: I reckon somebody had to say it. xMtuVP8Mj4o XFLOh44P5z0 :catholic: :catholic: :catholic: Bsz3wxlK398 hUkyeqGK_Zs cQ8whvjhFww Hope everyone stays safe, enjoys the holiday, and has a blessed time. :D
  19. So, it's that Season again. And you know what that means, besides Merry Christmas! ? I'm going to be out of town, starting tomorrow (Saturday) until Wednesday (5 days total). I don't anticipate much, if any, internet access in that time. So I'm basically "going dark" for most of the next week. So with that in mind, I'm going to use this chance to wish everyone on the board: MERRY CHRISTMAS! :mrgreen: :mrgreen: :mrgreen:
  20. Cobalt Templar had slowly floated to the ground, his face mostly showing a bit of shock. He clearly hadn't expected the result he got. He tensed slightly at Wander's first comment, but the sword remained in his hand, unconsciously gripped tightly. "I...I just wanted to knock her out. That'd been the goal. I mean, that was...That was a home run swing, you know? But even still, it should have just knocked her down and out, maybe given her some sunburn and blisters. I got lucky, and she...no way she was even close to human. I think she was a vampire. Between the dusting, the name, and the way she was going about things, anyways. I dunno. I just...didn't actually mean for that to happen." While not heartbroken, the large young man was clearly still shaken by the results of his actions. Finally his blade dissipated as he looked around. "We need to get them out of here. Too exposed. I can carry us all, no problem. We'll need to leave the truck, but I can do it easy. Make a box for it, even. He just needs to say where to go." It was a clear and deliberate change of subject.
  21. "Trust me when I say your life is richer for that fact." Gabriel's reply to Wail was equal parts sarcasm and long-suffering. When one dealt with college-age kids and the occasional teenager, one tended to pick up on all the inane happenings in the "larger world". He turned his attention to their last foe, considering the sight of the shark-man for a moment. "I think they've lost the ability to nod. Which also means they can't headbang. Which makes them all the poorer, not that they'll get much music in prison..." He snapped his hand toward the last cultist, firing off another well-aimed barrage of sonic bolts. He smiled as they all struck home, a good, tight grouping. "Other than the ringing in their ears, I suppose."
  22. Right, well, not a lot of targets left. Standard Action: Ranged Attack against Shark 2 15. Guessing that doesn't hit. Hero Point Reroll. :oops: 32. So, uh, yeah. Base DC 27, +5 from Crit for 32, +however much his Autofire will let him have. 8-)
  23. Cobalt Templar frowned at the "girlfriend" taunts, before gritting his teeth as lightning raked across his body, leaking through the protection of his "armor". Once it was done, he slowly drew a hand across his mouth, coming away a bit bloody. He hurt, but he was very much still in the fight. "Thank you, ma'am. May I have another?" He held out his right hand, and a large cruciform sword coalesced, formed of blue fire and will of equal measure. He grinned as he gripped it with both hands and adjusted his stance on thin air... Then he was suddenly right in front of Bloodstorm, the blade of shining fire tearing through the air before driving across the weather controller's body, the construct of flame biting deep. "She's not my girlfriend, you're lucky her boyfriend isn't here to kick your butt, and Hades needs to get in line."
  24. Time to get up close and personal. Free Action: Fires of Judgement Array set to Unlimited Blades (Strike) Move Action: Get right up in vampire lady's face. Standard Action: Melee Attack! 32. Natural 20! Critical! So add 5 to his DC, which makes it...DC 32! Hey, gotta love that kind of math! 8-)
  25. Right, let's see. Toughness DC 29: 25. I'll eat the bruise for now.
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