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Ari

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  1. Okay, Alderwitch failed on the initial roll but got a 13 on the subsequent reroll. All the people imperiled are rescued!
  2. Ari

    Player Away Thread

    Looking forward to your return, Vahn!
  3. Dreaming Deep Far beneath the surface, under and dimensions away from the Earth, sleeps a crab-like monster little bigger than a puppy. It lies nestled in the arms of two people who love it more dearly than its own kind ever could, and its mind resides almost wholly in the Dream Dimension. Around them, for hundreds of thousands of miles, is the dream-self that those unfortunate to meet it in their nightmares have seen, a Nameless One little more horrible and soul-shattering than the Unspeakable One itself. The monster doesn't know how or why it came to Earth-Prime, it only understands that all and everything that is not itself is terrible and strong. But the people, a Chinook couple from centuries ago, found and were kind to the strangely timid extradimensional thing. Both mystically gifted, they understood the danger it presented and took it into Sub-Terra. There they could sleep eternally, guiding the horror from its nightmares and into peace. But they never anticipated the creation of the Emerald Cities, the desires of millions over the years that called to the Dreaming Deep and drew its drifting thoughts up into the humming astral hive of humanity. Feeding it with longing and dread until the little thing now dwarfs the Earth it cowers within. Now the Nameless One slowly intermingles with the people of the city, reaching into the minds of those with unusually potent hopes or fears and making them come true. These threads are becoming a rope that will pull the Dreaming Deep out into the waking world and the Emerald Cities into the shadow of the Dream Dimension where nothing will be impossible. The former Dragoneye Zhi was aware of this, but kept it secret in the foolish hope that he could use it as a status boost and leverage against the rest of the Chamber. With him dead, and no Dragoneye or local mage with the power of Ghorumazz to cast out the invader, the people of the Emerald Cities are entirely at the mercy of the monster. The couple know about the danger, but can't do much more than send their own dreams out into the upper world and search for a way to warn someone of the coming disaster. Kale-Kalakala searches the northern shore of the Columbia while her husband Pilpil-Piah combs the south. Children of Dreams, the Monsters Most people in the area of the Atlas Range have a similar recurring nightmare of going deep under ground into suffocating darkness. Most of them wake up when it starts, but a few fail to or manage to press on and that brings them into the world-warping presence of the Dreaming Deep. Nobody who gets that far wakes up unchanged, some mentally and others physically or spiritually. The horror from beyond the void lashes out at these terrifying visitors and in the material world that often translates into bodily transformation. Most people who get altered aren't really different from how they were before, but the shock of their new, monstrous form and countless eons of expectations that anything so hideous as they often turn out must be evil has severe consequences. They usually run from their old lives into the wilderness, where many of them meet and join one of the Cryptid Clans around the Columbia River delta. They are most comfortable with the wide-ranging and diverse Wood Clan. Unlike their new brethren, however, even other Changed Ones, they feel their very existence is intrinsically evil. Ironically, this is because of the Dreaming Deep's own biases and fears, but the result is that the Monsters(as they insist they be called) believe they are so because they were always evil, and that the Dream just made them on the outside what they were on the inside. Monsters can look like practically anything, even nearly-normal people, though most meld the traits of various animals with bizarre supernatural gifts. Like their shaper, all of them can inhabit the dreams of others, and some use this to travel unseen through civilization. They tend to push others in their Clan to abandon any vestiges of humanity and are often responsible for attacks and disappearances of people in the mountains, forests and water around the Emerald Cities. However, some reject this and try to use their new forms and preternatural powers to protect humans from danger or from other Monsters. Either way they have few friends, even among the accepting Wood Clan and Unhumans. _________________________________________________________________ [OOC] All Monster characters, in addition to their other traits, have the Power Super-Movement 1(Dimensional(Dream Dimension))[2PP]
  4. GM Flinching a little at the unexpected contact, the girl nonetheless looked very differently at Osla. Almost catiously hopeful. "Um, well.." She swallowed and went on quickly "Those guys tried to fool me. They came to where I usually, uh, hang out, and said they needed me to come meet the Hammer of Justice. Apparently he wanted to 'interview witnesses' who'd seen somebody attacking somebody just outside the Hill. I knew it was bull****, that ain't my place, but they were offering good money so I went along with it. We went in there." Standing up, she pointed at the apartment building behind them. Only one room, on the second floor, had its lights out. "It was a real fancy-looking place, but didn't look like anybody actually lived there, you know what I mean? They did something with some statue thing and a bookcase moved. They went in, I heard some shouting, then they came out in a hurry with the bag, stuffed me in and, well..." She didn't look at the pile of men, but she took an especially long drag of the cigarette. "I'm, uh, Zelda, case you need me later. I'm usually on Shambliss, by that pawn shop with the green diamond on the sign."
  5. Ari

    Out of/In to (OOC)

    That does indeed change her fomerly Unfriendly Attitude to Helpful. Post forthcoming.
  6. The Chamber A secret society bent on perpetuating its shadow rule of the Emerald Cities, a coterie of the most powerful local figures of organized crime and some of its most diabolical secret villains, with many political figures and nascent technocrats, including Maximilian Mars of MarsTech, among its associates. ____________________________________________________________ [OOC] The Chamber is a book-canon organization, found in Secrets of Emerald City, which here has some modifications. First, counter to the status quo in the book, the Chamber and its stranglehold on what are here the Emerald Cities still exists. Max Mars is still on the board as the Commander and no Silver Storm has occurred to shatter the conspiracy's monopoly on super-powered dominance. As in the book, Zhi, the former Dragoneye of the Golden Dragon Society, is dead. Both by the weakening of his body by poison from his subordinate Feng-Li Chen and from the shock of being confronted by the neophyte superhero the Salmon. Also as in the book, the dragon's mystic power has not been granted to Chen, though no other Dragoneye has appeared. Chen has kept up appearances with magic artifacts.
  7. The Federation Of Elites, F.O.E. In Brief: A loose affiliation for otherwise unconnected superhuman or super-skilled criminals. Background The unofficial supervillain "team" of the Emerald Cities with influence worldwide, which since the 1970s has been the name under which dozens of strangers have joined forces on countless criminal operations. Less a team than a talent pool, the Federation has leaned heavily on the philosophy of selecting specific skillsets over catch-all base-covering. This has kept them from open confrontations and in business at the expense of having little reputation outside of the members themselves. Their preferred(and only)method of contact and organization is via telepathic messages from some unknown master plotter. Thus far they've had no reason to complain. Except for the name, which was changed by petition in the 90's from the Fraternal Order of Evil to its present state. Means With access to potentially hundreds of superpowered beings and the accumulated wealth of countless jobs big and small, not very much is beyond the reach of FOE, assuming so many extreme personalities and clashing ideologies manage to work together smoothly. Motive Personal wealth and the easy life is what attracted most of the FOEs to criminal life in the first place, and so much positive reinforcement has done nothing to change their attitude. They were in it for the money and are still wholly mercenary. ____________________________________________________________________________ [OOC] F.O.E. is a book-canon organization from Secrets of Emerald City. Besides the name it is functionally identical to what is described in the book. Because it has no set membership, FOE is an excuse to use any combination of supervillains for a given thread. Pretty much any source works, from Freedom's Most Wanted, Rogues Gallery entries or the Threat Report collection from Green Ronin, Vigilance Press' Rogues, Rivals & Renegades, WordMonkey Studios' Algernon Files, or almost any other source of characters. Setting-specific details would need to be changed, but the genericizing effect of both superhero genre conventions and the need to fit things into RPGs makes that the easiest thing imaginable.
  8. The League of Overlord Associates, "LOA" In brief: The international henchman's union. Background Thanks to decades of tradition and their relative cheapness and interchangeability, henchmen have been a reliable backbone of many supervillainous organizations. However, in the last decade or so there has been a massive push by the unpowered minions of evil to better working conditions, pay and equipment from their patrons. This so far has been grudgingly accepted by masterminds the world over, as superpowered henchmen are thus far much more unreliable, rarer and exponentially more expensive. The improvement in performance has been substantial, but time will tell if it is enough for the powerless to keep their place in the world of supers. Membership More individual-focused organizations, like Overthrow or some branches of the Ghostworks, have a very strong LOA presence, largely on account of its benefits for morale and loyalty to a mastermind who treats their underlings like people. At least nominally. Obviously, groups like SHADOW or the Foundry have little reason to care. The inner circle of the Labyrinth has a commission underway exploring the pros and cons of upgrading to LOA standards at their more permanent operations. Worldwide, the number of card-carrying members is likely in the tens of thousands and steadily growing. Means LOA-certified henchmen are typically 1-3 PL higher than normal, with Equipment/Devices to match, the Teamwork 2 Feat and 5 ranks in Knowledge(Tactics). Otherwise they're dependent on their employer and little different from other minions. Motive Improving the lot of everyone unpowered who has somehow come to work for criminal masterminds who want to variously take over or destroy the world.
  9. Ari

    Out of/In to (OOC)

    Ecal, a Diplomacy check will be necessary to get any useful information out of This Person.
  10. GM "One, I never asked for your help, two, they were Scarpia thugs, this is Scarpia-territory from here to the other side of Stark Hill, three, it's none of your business and you wouldn't care even if it was." The girl hunched in on herself, glowering at the sidewalk like she hated it personally. "'Sides, it wouldn't have been too bad. I mean, I'd probably have lived. Now I'm a witness to some super beating them an' they'll wanna take it out on me if they ever see me again. Thanks a lot, Freya, great job." Lapsing again into silence, the as-yet nameless young woman scratched at her scalp with glittering fingernails.
  11. GM As the zipper was pulled down, a pair of skinny arms shot out, flailing so much that all of Osla's skill was needed to avoid being struck on the nose. Following them, spluttering and yelling a variety of curses, came the rest of a very young woman at least two heads shorter than Osla. Black and with her frizzy hair piled into an amateurish beehive, she was wearing a lot less than an August night by the Great Lakes warranted. Leaping ungainly to her feet, she stared blearily about at Osla, at the unconscious, groaning men and at the bullet-riddled pickup truck. She peered closely at the archer "Huh, whuzappen'd? Who're...?" Suddenly remembering herself, the girl pounced on one of the men and wrenched his coat open, trembling hands extracting an incredibly gaudy small purse. She opened it, took out a roll of bills and held it up to the streetlamp, eyeing it critically. She flung it away with a snarl "Fake, of course. Why'd they gimme real money? I'd just spend it all on drugs! Yeah 'cause Scarpia's boys're just so gosh darn clean, you know what I'm sayin'?" Snatching a packet of cigarettes and a lighter from the same coat, the girl slumped moodily onto the sidewalk and started smoking. After a moment she glared side-eyed at Arrowhawk "What you want? Get lost, Freedom City's that way."
  12. Ari

    Out of/In to (OOC)

    Rolling for the group: 20. They are all down. Combat over! 80XP and +20 relationship with the Prince of Shadows Icon!
  13. GM Stepping back as she advanced, the blustering guy began to visibly wilt and Osla's megawatt stare. "H-hey, w-we ain't scared of you! Stay back! Guys, don't just stand there, shoot!" Startled, the other two men hastily tried to line up the young woman and gun her down, but failed miserably. Two sharp *KRAK*s blasted through the air, but the bullets whined harmlessly past Arrowhawk and embedded in the truck's tires. The apparent leader all but screamed "No you idiots, like this!" Clenching his gun in his fists, the man gave a wild yell as he fired...and another yell as the shot took out the windshield in a shattering cacophany.
  14. Ari

    Out of/In to (OOC)

    Vs. Demoralize: 13. Failed by six, so Shaken (-2 to checks, Saving Throws and Attack rolls for the next round). Round 0 over, Round 1 start: Scarpians(x3): Unharmed-GM Arrowhawk: Unharmed, 4HP(+1 for invoking the Deal With The Devil Complication) The two unchastened Scarpia men attack: 3 and 12, total miss. Lead Scarpia man: 1. All three ahots go into his truck. Arrowhawk's turn.
  15. Yes, there are no further complications, just residual damage from being shot at with energy beams,
  16. GM The man in the lead stopped first, startling the others into a brief chorus of curses as they stumbled to a halt. In horrified silence, the man looked at Osla, then at thw truck, then at Osla again. The first time was with berwilderment and shock, the second was with incandescent rage. Dropping his end of the bag with an ugly *smak* his hand dove under his creased suit jacket, drawing out a handgun. All too willing to dump their cargo, the rest followed hurried suit until a trio of trembling firearms was levelled at the archer. "I just payed that off, you bastard!" their leader roared, lips pulled back and eyes aflame "Go tell the Schusters or the Malakovs or whoever the *{%# you work for that they ain't welcome in Bedlam! This is Scarpia turf!"
  17. Ari

    Out of/In to (OOC)

    Well they can't very well let some outsider's enforcer boss them around. They drop the bag and go for their guns! Initiative: 22. The truck is: 14, so Disabled and Injured. They're not getting away in it, or at least not very fast. Osla has the Surprise Round advantage.
  18. Yes you are both in the same place.
  19. GM Her perch afforded the young archer a perfect view of the local refuse, human and otherwise. The faltering streetlamps illuminated little episodes of misery, one a block, while the lights of the hurrying cars pitilessly picked out the alleys. Even if she hadn't had such good eyes, Osla wouldn't have missed the three men in rumpled suits furtively carrying a bodybag out of a ground-floor apartment and towards a waiting pickup truck. But with them she could see very clearly that the bag was moving, struggling. Absently, the man carrying the head gave the bag a savage punch somewhere in the region of the throat. The struggling stopped.
  20. GM The battle was very short. Although the memory-foreshortened guards briefly overwhelmed the solo iced teen, they were in turn floored by the electric arrival who darted through them in lances of high voltage that left them stunned and twitching on the floor. The monster crouched in front of Alex as the fractured and melting ice slid and resolved into his old form, the deadly barrage of energy just moments ago already a fading memory. "Kzzkkcomennnf'loww VOLT!" Barked the strange creature, dancing around Alex "Ssssss--KreandeavOUR tolmegetyou! Oprations!" Like a bipedal puppy, Volt shepherded the changing boy back to the genius girl, bursting back into the facility's bridge literally bouncing off the walls with crackles of power and howls of glee. Now reunited, the duo could more easily plan their escape, but first... Richard, as it turned out, was a prisoner, or close to one. He was in a cell in the branch closer to the hanger than Endeavor's had been, more comfortably appointed but still behind bars. His file was marked "Alter for Brute Sqd".
  21. Emerald City, Washington Gem of the Columbia A child of the natural wealth of the Columbia River delta, Emerald City, WA started life in what is now the district of Islandview, nestled in the rich farmland at the foothills of the Atlas Coastal Range. Over time, as its sister city to the south grew, so did the northern town, until it now stands as a smaller but still prominent city occupying the northern delta. Comparatively new, it has a more common Euro-American style and less glamorous image abroad, which has started to change after it became the center of an Archetech branch. It has a remarkably large military presence, given its size and location. Emerald City, Oregon The Facet City Originally a fort and trading post on the bank of the Columbia River built by members of the famous Stanley-Malory charting expedition 1809, Emerald City, OR is now a thriving port town and technological development center. Always friendly and welcoming to new things, the city is dramatically different from most others in the United States, with architectural, social and cultural influences from hundreds of countries across the globe and high technology made commonplace. Despite this, and its population that rivals Portland, the city suffers from a strong colonial cringe in regards to its lumberjacking, fishing and mining past, begrudging it and the kitsch culture surrounding its nominal ties to The Wizard of Oz. Districts, North: Hookville: The location of Fort Brewer Naval Base, and the housing and support center for Navy and Coast Guard personnel, families and civilian contractors. Cascadia: The location of Joint Army/Air-Force Base Clark-Gordon and their support and housing for military families, military & civilian personnel, and retirees. Bridgepoint: The center of Emerald City North, a collage of industry, businesses and housing next to the city's major civilian port. Location of Archetech West. Northern Shore: A wealthy suburban development under the shadow of looming Mt. Forge. Home of 'Mini Mumbai', a large Hindi and Punjabi community. Island View: The historic birthplace of Emerald City, rich in farms and ranches, and where most of the local mining interests and workers are. Districts, South: Oceanside: The Outer Peninsula of the Arcadian Peninsulas, separated by the Bronze River, location of the major airport and aerospace facilities. Houses the low-risk prison Arcadia. West Vallee: The Inner Peninsula of the Arcadian Peninsulas, separated by the Red River, a working-class district with a heavy focus on manufacturing. Abutts the middle-class suburbs of Arcadian Peaks. Lakeside: An enclave of the rich, eccentric and reclusive around the shores of the artificial Lake Vallee(pronunciation contested). Many of the city's new tech barons live here. Eastern District: The dense center of Emerald City's East Asian population, with the majority being colorful Jadetown's Chinese and austere Little Osaka's Japanese. Sunset Hill: The lofty seat of Emerald City's old money, home to a large gated community of out-of-town eccentrics. Location of beautiful Overlook Park. Royal Hill: The thriving upper-scale business and housing outside downtown. Location of the famous art-deco Crown Tower Hotel. Riverfront: Emerald City's downtown and birthplace, home of its major businesses, city government, numerous art and culture centers, and the famous Yellow Brick Row shopping blocks. University Hill: Formerly Gallows Hill, the town's execution site, now a sprawling campus for well-regarded Emerald City University. Location of the persistently-innovative Parker Sciences Building. Southern Shore: A sprawling suburb that reaches from downtown to the vast Elysian Forest, site of the mini-Silicon Valley of MarsTech Campus, tech development center. Bethlehem Heights: Another working-class community that used to be the center of Emerald City's lumber and mining workforce. Site of Bethlehem Heights Psychiatric Hospital. The Islands Stepstone Islands: Carry the bridges between Islandview, EC-WA, and Bethlehem Heights, EC-OR Fortress Island: Home of the dour Fortress Island State Penitentiary, the high-security prison. Council Island: Location of an upscale community in the shadow of the Astoria-Megler Bay Bridge, also home of Devlin, a massive rusted-copper green derelict Devestoid from the Devestoid Disaster of 2005. Malory Island: Home of the city's lighthouse. What Needs Doing Thanks to their distance from the major super-human capital of Freedom City the Emerald Cities enjoy a relatively super-crime-free existence. ECS's enormous wealth and access to supertechnology hasn't attracted any superhuman thieves or the likes of even hyper-competitive Dr. Otaku. Its branch of A.S.T.R.O. Labs has this far failed to produce any accidental monsters, madmen or misfits and if any mutations have occurred from the Columbia River's tainting by upriver nuclear plants it has been well-hidden. Even their famous viridian gemstones appear to lack the supernatural qualities attributed to them by superstitious 19th century miners. ECN's military installations and experimental hardware have thus far failed to catch the attention of any would-be worldbeaters. The only supercriminals likely to be encountered are foreigners, most likely hired by the major cartels and mob branches known or suspected to operate in the Emeralds. Despite that, the "mundane" criminal element is still a serious threat to the lives and livelihoods of those in their territory, and some parts of the inner Eastern District are nearly impenetrable without an understanding of the power structure of the local Triad or Yakuza. Besides human evil, the Pacific Northwest is quite geologically active and presents many damgers of its own. Earthquakes, while not as common as further south, are still regular events. Living in the shadow of the Atlas Range also puts the cities at risk from mudslides and avalanches, while the Red River Dam and the Columbia River pose significant flooding hazards. Out to sea, the steady shipping traffic and passage of civilian vessels has started to draw the ire of the nearby Umiquan Empire, the warlike fish-people beginning to get very threatening about the pollution, noise and garbage. Closer to home, the Elysian Forest, Atlas Mountains and Columbia have been hotbeds of rumors about strange creatures and mysterious sights, disappearances and inexplicable events since the area was ruled by the Chinook. Any heroes setting up in the region will have plenty of crank calls about UFOs, wingéd shadows and Sasquatches to deal with, long before the conspiracy theorists start to just accost them in the street. The Emerald Cities, especially ECS, have long had a simultaneous problem with a substantial homeless population and human trafficking. The neglect of one has not helped the other, and of all the problems in the city that needs heroes the most, caped or otherwise. But there aren't any local supervillains. There never have been. Honest.
  22. Okay then. Round four: Ghost-Smashers: Unharmed(x6)-GM Volt: Unharmed-GM Facsimile: Injured(x3), Dazed, 1HP Volt, having arrived, splits the attention of the guards. Three attack it, three keep firing on Facsimile. Vs. Volt(DEF12): all misses. Vs. Facsimile: All 13s(???). Volt uses his zip-zap: 19 hits. DC23 Toughness save for the Ghost-Smashers: All fail. Combat over. Ruling Alex shakes off the Daze, both get to the Operations Room without further incident.
  23. OOC thread for this thread. A simple sabotage mission. Against the local Batman. @Ecalsneerg
  24. GM August 15th, 2016, 6.00PM An abandoned subway car, underneath Stark Hill... It was a remarkably pleasant dream that Osla Jonsson was abruptly jerked from. Standing on the half-rusted roof of the car, eyes twnkling as he met the groggy woman's gaze, was a man in furs and leather with red hair that flickered and shifted like fire underwater. "Osla. Dearest debtor." His voice, as usual, was full of a childish self-satisfaction at talking down to someone who could never hurt him. It was, admittedly, a rare thing for the nominally-bound trickster. He began to pace the roof, his illusory booted feet making no sound "I have decided not to wait, as I'd at first expected. An opportunity has presented itself already." He grinned down at the archer "You are going to attack a superhero tonight. Not directly," he frowned and his pacing grew more rapid "Your victim is none other than that most valiant and stalwart champion of unalloyed justice, the Hammer Thereof. I have no wish to lose such a valuable fish, so this battle while certain to rattle will serve you danger's most minutest dish." "He has a safehouse for some weapons and sensitive information that he cannot trust to Stark Hill." As he spoke, the man took out his dagger and began idly scratching at the wall with it "You are to go to it and destroy everything in it. How hardly matters to me, though a little self-preservation and restraint never hurt anyone. All I care about is that it is done, and done tonight." "That's all. Be a good girl and don't die. I could never keep a straight face in front of your father if I had to tell him." With a snicker, the man was gone. But the scratches on the wall remained. Garf-Stav corner. Remember, a Hammer falls...
  25. GM In response to Bolt's point, Kessler had only snorted, rolled up the window and ordered the driver to depart, the black limo sweeping out into the narrow car lanes with an elegance belying its ungainly bulk. Entering the Tower was quiet. Like entering a vast, corporate cathedral. The vast entry room, its high ceiling, towering windowed walls with stained-glass-like depictions of the various companies and contracting firms who had helped build the Emerald Tower, not to mention the austere, altar-like reception desk of curvéd green metal, helped with the effect. The receptionist, a trim blond man with lenseless glasses and a winning smile, gave Prof. Bolt his visitor's pass on a lanyard, a map and directions to the 40th floor office "the man from Mars" used for his more public private meetings. Very casually, the receptionist suggested that Bolt take the service elevator to "ensure an uninterrupted arrival for such an important guest!" Rising rapidly in the green-glass-walled elevator, which ascended gracefully on the outside of the Tower, Erasmus had a perfect view of the layer upon layer of cubicle offices, laboratories, meeting rooms and the other boxes ideas and work happened. Almost all of them were full of busy people. A lot of the busy people looked remarkably relaxed, even a little happy to be there. Very smoothly the elevator came to a halt, far above the bustling city below. A woman's voice said brightly "40th floor. Passage to floors 41-45 prohibited to non-employees. This week's motto is: Be somebody great today!" The 40th floor was home to the local MarsTech bigwigs and to their indisputed overlord. Mars' office wasn't hard to find, even without a map. Room 4004 had 'Maximilian Mars' in brass letters on the door, and was at least twice the size of the other offices. Inside was all warm wood and warm lighting, a wall crammed with books on sciences from astrophysics to zoology backing a heavy English oak desk crammed with office paraphinalia, photos, a MarsTech Olympus Mons computer-monitor and Maximilian Mars' shoeless feet propped up on a forbidding stack of file binders. The man himself was slumped in his seat, mouth open and snoring gently, his coal-black suit jacket serving as an impromptu pillow. A red holographic display was showing in black letters qraW 00.4.
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