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Ari

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  1. nOt at aLL, eVErythiNg iS on tHe LeVEl with our party structure! And if not, adjusting and personalizing challenges is trivial in a text medium. Glad you've decided to officially join, Thevshi!
  2. OOC for this thread. Her name is Chorus She helps Ray By making messes Which he can fix. Sometimes messes kill But that's okay Because they're mortals So whatever, really. NEXT.
  3. GM "Yes, brother Araeriel" Chorus smiled placidly up at the sullen angel "Me. With another chance to show the world the glory of the LORD." She was different than last time. Heavier-set, with curly brown hair and pale skin freckled around the nose. The crucifix around her neck, shining silver over the slightly frumpy black clothes, was also new. What wasn't were her eyes, blue gimlets reflecting the otherworldly ice that trapped her true body. In her gentle, kindly tone she went on "On Lantern Hill there is a woman named Faye Andrews, who has just stabbed her fianceé Matthias King Kenzie after years of long work on my part. She has called upon our Renewer for help, and as a trusty servant of the everlasting mercy I know you can give it her." Rising until her feet left the floor, Chorus beckoned, the ceiling above their heads replaced by a vortex of darkness "Come with me, brother, let us do the LORD's work as we were intended." Reaching out her hand, the demon added earnestly "You will not just leave them to suffer, will you?"
  4. 3.25AM, January 27th, Wednesday, 2016 Matheston House, 428 Kurtzberg Rd., Freedom City, U.S.A., the border of life and Hell. Her fingers shivering, Faye felt the knife slip through them, heard it clatter and clang on the tiled floor of the cavernous manor house. The steady beat of rain on the roof and the whistle of wind through the window that had shattered from his wild punch was all so much white noise. What had her frozen in place was the sight of her fianceé lying facedown in a slowly growing pool of blood gone black in the stark twilight. Sinking down, clutching her knees to her chest, Faye ignored the bloody smears she was leaving on her party clothes. She couldn't seem to shut her eyes or look away, no matter how much she wanted to. She wanted to cry, scream, stab herself, call the police, run for help, hug Matthias' body and beg its forgiveness. Torn in so many different directions, Faye remained where she was, dry-eyed and silent. How had this happened? Only last month they'd been so happy, Matty had come for Christmas and her parents had swallowed every hateful word they'd said about him. When had he started drinking, refusing to talk except to accuse her of things she couldn't have done, trying to control her every move and... ...why had he tried to kill her? "Wasn't a reason" she mumbled, starting a little at the croak of her voice "guess this is just how he really was, all along. Should have seen this, god help me...this is all my fault..." Self-recrimination had one benefit: it made crying easier. Watching from the stairway above the sobbing woman and the dying man, the demon Chorus sighed in relief and opened the Way of her kin. Unfurling black wings that would have spanned universes if they were pinions and muscle, she darted across the shadowy physical plane to where a tattooed man was sleeping. She slid down through the roof like it was so much vapour, which to her higher form it might as well have been. Kneeling beside the sleeping man she whispered into his ear "Ray, awaken. A sinner is in need."
  5. OUTFITT'D BY HGM With 10PP buying Equipment 5, adding a rank to the Device(4PP) and fixing the Space Travel to be in line with 2.5 rules(1PP). Redid the History so it'd be less of an unreadable bloated mess.
  6. Summary: A.S.T.R.O. Labs has embarked on an ambitious(especially at their budget) expedition into the mysterious, sub-atomically-accessed parallel universe known as the Infraverse. There an energy suffuses the space between eccentrically-shaped planets in a dim red void, called the "lifeglow". Its attributes are many, including sustaining life all but indefinitely. With the help of the Atom Family, whose members are well-acquainted with this bizarre world, and some independent volunteers from among the super-powered and super-skilled, they hope to establish a beachhead and begin work on unraveling the lifeglow. The medical and humanitarian fruits alone are a tempting prize, but unfortunately the Infraverse is not without life and dangers all its own. Not to mention that A.S.T.R.O. Labs hasn't gotten there first. Who: 3-4, as always, is the optimum number. Preferably they would have something to do with super-science or controlling energy, but it's not exclusive to those. This is a long-planned trip, so feel free to have built something tailored to this mission if your PC has the Inventor Feat. Suggest back doors in case you end up having to drop the game part-way through, and of course talk about how your PCs might help or hinder each other over the journey. Special relationships with the Atoms or the Lab are also handy, whether positive or negative. What: Like a Star Trek episode, lots of talking and technical skills at the forefront, with sporadic and hard-hitting fights interspersed. This is primarily exploration of a strange new world. If you want more information, feel free to ask here or via PM.
  7. Dol-Druth the Speaker Power Level: 10 (150/159PP) Trade-Offs: None Unspent Power Points: 9 In Brief: Planetary inspector and hive-mind-aided super-mentat with a government mandate. Residence: The Lighthouse. Base of Operations: Earth Catchphrase: "Why is this real?" Alternate Identity: Lor Civic Rotunda(Planetary Inspection Committee Division) Officer Dol-Druth Identity: Public Birthplace: Lor-Dotra, birthing pod cavern in the southern continent Occupation: Planetary inspector, representative of Dotrae. Affiliations: Lor Republic, Freedom League Family: The other eighty billion Dotrae. Description: Age: 46 Apparent Age: N/A Gender: Male Ethnicity: Subterranean(near colourless skin) Height: 7'2" Weight: 300lbs Eyes: Black Hair: None White is his dominant colour, from the pearly, nearly translucent skin to the teeth like chips of pale grey ice. Slender, twitching antennae protrude from the top of Dol-Druth's head, as edgy and irritable as their owner, while large, deep-set black eyes glare out at the world over a broad, broken Roman nose and perpetually-pursed thin lips. His bulky, ungainly body is swathed in an enormous loose suit of good-enough-for-government-work iridescent beige, on which his name and elected titles stream constantly in a shifting collage, the letters warping to make themselves intelligible to anyone looking at them. His voice is a deep, frustrated growl with clipped, sharp syllables even in telepathic communiques. Power Descriptions: When drawing on the collective mental force of Dotrae, Dol-Druth's eyes glow an eerie blue, and anyone with psychic sensitivity can feel the presence of many other, whispering minds suddenly at hand. Anything being affected by these powers similarly starts to glow and emit a low-pitched whine. Dol-Druth tends to gesture in ways mimicking the effect of his powers on their target, lifting his arms to pick up a car or thrusting his hand forwards to throw telekinetically-accelerated projectiles and so on. It is not necessary, but it is an ingrained habit. History: The office of Speaker(originally Voice) of Dotrae was first created around three hundred years ago, when the inhabitants of Lor-Van encountered the hive-mind race during their Great Experiment in empire-building. While they had encountered species of loneminds in the past, the Dotrae were still unused to the idea of any one specific being having any special authority over their manymind, preferring the never-ending psychic debate between each other to make decisions. When inducted into the Lor Empire, however, the visiting generals impressed on the Dotrae the need to have some representative for their people, arguing that in times of crisis snap decisions would need to be made without the benefit of argument, even at the speed of thought. Dotrae considered the matter, found the logic compelling, and presented a then-unknown adolescent girl named Gana-Ley to be their Voice. Since then, what was intended as a means of Imperial control over the Dotrae has grown into a respected and valued position in the Republic. With access to the collective wisdom and psychic might of a race tens of billions strong, Speakers have filled countless specialty roles in government, military and judicial fields. But until an obscure functionary named Dol-Druth no Speaker was ever a planet inspector. Dol-Druth was appointed after his predecessor was uncovered, after being cleared two years before, as the head of a lucrative kidnapping ring "acquiring" test bodies for unscrupulous lab-corps in a sensational exposé that led to the downfall of over a thousand other Dotrae officials responsible for 'screening' their ringleader's thoughts from the manymind. Before that he had performed the thankless work of surveying prospective member races with a kind of principled, rigorously honest and fair bloody-mindedness, and was already notorious for his very strong opposition to the post of Speaker long before the Senator's crimes were public knowledge. That last quality made him a perfect fit. As part of his new duties, Speaker Dol-Druth was required to meet with the more prominent ambassadors and negotiators of the still-weakened republic. While on these rounds he met with a number of the people who had helped lead the Coalition, including an ambassador named Th'emme who had a lot to say about the fringe world of Earth and its incredible inhabitants. What was intended as glowing praise sparked immediate suspicion in the inspector. The tour done, and with the security of border worlds a pressing concern, Dol-Druth decided to clear up the matter himself and asked to make the next scheduled survey of the Sol system and its inhabited bodies. His comrades in the Rotunda were happy to hand off such an unimportant job, and setting out in the basic flit pod that had been his home-away-from-home for decades the voice of his race sped through space to confront this strange world of myths, monsters and madness. Personality & Motivation: Even for one of Dotrae, Dol-Druth is aloof, withdrawn and largely impersonal. While he understands personal rights and privileges, and the need to take more than a broad-strokes view of any people, he abhors the way even others in the manymind glorify isolated selves and exceptionals. The idea of heroes, of private, personal property, of selfishness and self-interest is as baffling and alien a concept to him as many of his base assumptions would be to humans. The fact that he's even on Earth over a private, individual feeling and idea rankles him, and frays his perfectionist's irritation and discomfort with a self that doesn't fit its ideals. He sees his duty in Solar space as partly therapeutic and partly investigatory, exorcising his aberrant mindset and expanding Lor information and projection about a possible future member. Powers & Tactics: Since he isn't licensed to use his mentat powers without supervision by local authorities, Dol-Druth has to limit his use of telekinesis on natives to temporary immobilization, and relies on his hard-earned people skills and access to billions of helpful minds to make a compelling case against violence for the less immediately hostile. Due in part to shortages and also a preference to experience the planet like its inhabitants do, the Speaker of Dotrae has no independent means of fast movement, forcing him occasionally to 'push' against the ground or 'latch' onto solid objects and fling himself through the air. His standard-issue stun-pistol is less restricted, but still only drawn in dire circumstances. Complications: Alien Nation: While reasonably up to date on what's happening on Earth, Dol-Druth has very little frame of reference for much of the planet's history and culture. Bow your head: Dol-Druth is easily annoyed and needled by people with strong senses of self and identity outside a group or society. I am not I: Dol-Druth is first and foremost the Speaker of Dotrae. His own wishes and opinions are secondary to the decisions and aggregate view of the manymind. If they think he should act or speak otherwise than he wants, he feels compelled to obey. May I?: As an alien and non-citizen of Solar space, Dol-Druth is sharply limited in what he is and is not allowed to do with his powers. Attacking without obvious cause, reading minds without express permission(from the authorities), and damaging Earthly property are only a few of his restrictions. Mental Malarkey: Like most mentats, Dol-Druth channels his will and connects his thoughts through the Astral Plane, and things affecting that dimension around Earth affect him much more heavily, since his mental 'door' is wide open in constant communication, unlike the more segregated minds of humans. 1=0: Used to thinking of things on planetary scales, Dol-Druth is wholly unused to the idea that individuals can be as important as whole nations to the locals. Abilities: 0 + 0 + 4 + 6 + 6 + 4 = 20 PP Strength 10 (+0) Dexterity 10 (+0) Constitution 14 (+2) Intelligence 30/16 (+10/+3) Wisdom 16 (+3) Charisma 14 (+2) Combat: 12 + 12 = 24 PP Attack: +6 (+10 Multitudes, frazzer) Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Initiative: +10/+0 Grapple: +6/+20 w/Mass Mgmt. Knockback: -5/-1 Saving Throws: 5 + 4 + 6 = 15 PP Toughness: +10 (+2 CON, +8 Protection) Fortitude: +7 (+2 CON, +5) Reflex: +4 (+0 DEX, +4) Will: +9 (+3 WIS, +6) Skills: 68r = 17 PP Computers 7 (+17/+10) Diplomacy 8 (+10) Disable Device 7 (+17/+10) Gather Information `7 (+10) Intimidate 8 (+10) Knowledge (current events) 5 (+15/+8) Knowledge (Galactic lore) 6 (+16/+9) Languages 4 (Galstandard(Native), Farsider, Grue, Jerreid, Zultasian) Notice 8 (+11) Sense Motive 8 (+11) Feats: 18 PP All-Out Attack Benefit 3(Rank 2(Lor Republic Civic Planetary Inspection Committee Rotunda Official, Speaker of the Dotrae; Security Clearance (Lor Republic) Dodge Focus 4 Equipment 5 Power Attack Skill Mastery (Diplomacy, Intimidate, Notice, Sense Motive) Speed of Thought Uncanny Dodge (Mental) Well-Informed Powers: 37 + 8 + 5 + 6 = 56 PP Multitudes, 32 PP Array (Power Feats: Accurate 2, Alternate Power 3) [37 PP] Base: Enhanced Intelligence 14 [14 PP] + Quickness 4 (x25, Flaws: Mental Only) [2 PP] + Comprehend (Languages) 3(Understand/Read/Speak All, One at a time) [6 PP] + Communication 7 (Mental; 200 miles, Power Feats: Rapid) [10 PP] + Enhanced Feats 2 (Improvised Tools, Jack-of-All-Trades) [2 PP] Concentrated Wills Alternate Power: Blast 10 (Extras: Autofire 1, Power Feats: Improved Critical 2) [32 PP] Telekinetic Barrage Alternate Power: Telepathy 10 (Extras: Area Burst(Mind Reading only), Power Feats: Rapid, Selective) [32 PP] Linked Minds Alternate Power: Move Object 10 (Extras: Damaging, Power Feats: Subtle, Split Attack) [32 PP] Mass Mgmt. Protection 8 [8 PP] Super-Senses 5(Communication link(Dotrae manymind, Mental), Mental Sense Acute Radius Ranged)[5 PP] Variable Skills 1 [6 PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness(Staged) Damage(Physical) Frazzer Ranged DC17 Fortitude Stunned Mass Mgmt Ranged DC25 Toughness. Damage(Physical) TK Barrage Ranged DC25 Toughness Damage(Physical) Abilities (20) + Combat (24) + Saving Throws (15) + Skills (17) + Feats (18) + Powers (56) - Disadvantages (0) = 150/159 PP
  8. Quick note, the numbers inside the parentheses are supposed to be the totals of the bought rank plus attribute/other bonuses.
  9. Player Name: Ari Character Name: Dol-Druth the Speaker Trade-Offs: None Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Planetary inspector and hive-mind-aided super-mentat with a government mandate. Residence: The Lighthouse. Base of Operations: Earth Catchphrase: "Why is this real?" Alternate Identity: Lor Civic Rotunda(Planetary Inspection Committee Division) Officer Dol-Druth Identity: Public Birthplace: Lor-Dotra, birthing pod cavern in the southern continent Occupation: Planetary inspector, representative of Dotrae. Affiliations: Lor Republic, Freedom League Family: The other eighty billion Dotrae. Description: Age: 46 Apparent Age: N/A Gender: Male Ethnicity: Subterranean(near colourless skin) Height: 7'2" Weight: 300lbs Eyes: Black Hair: White White is his dominant colour, from the pearly, nearly translucent skin to the long white hair bristling from the scalp and cheeks in fine wires. Slender, twitching antennae protrude from the top of Dol-Druth's head, as edgy and irritable as their owner, while large, deep-set black eyes glare out at the world over a broad, broken Roman nose and perpetually-pursed thin lips. His bulky, ungainly body is swathed in an enormous loose suit of good-enough-for-government-work iridescent beige, on which his name and elected titles stream constantly in a shifting collage, the letters warping to make themselves intelligible to anyone looking at them. His voice is a deep, frustrated growl with clipped, sharp syllables even in telepathic communiques. Power Descriptions: When drawing on the collective mental force of Dotrae, Dol-Druth's eyes glow an eerie blue, and anyone with psychic sensitivity can feel the presence of many other, whispering minds suddenly at hand. Anything being affected by these powers similarly starts to glow and emit a low-pitched whine. Dol-Druth tends to gesture in ways mimicking the effect of his powers on their target, lifting his arms to pick up a car or thrusting his hand forwards to throw telekinetically-accelerated projectiles and so on. It is not necessary, but it is an ingrained habit. History: The office of Speaker(originally Voice) of Dotrae was first created around three hundred years ago, when the inhabitants of Lor-Van encountered the hive-mind race during their Great Experiment in empire-building. While they had encountered species of loneminds in the past, the Dotrae were still unused to the idea of any one specific being having any special authority over their manymind, preferring the never-ending psychic debate between each other to make decisions. When inducted into the Lor Empire, however, the visiting generals impressed on the Dotrae the need to have some representative for their people, arguing that in times of crisis snap decisions would need to be made without the benefit of argument, even at the speed of thought. Dotrae considered the matter, found the logic compelling, and presented a then-unknown adolescent girl named Gana-Ley to be their Voice. Since then, what was intended as a means of Imperial control over the Dotrae has grown into a respected and valued position in the Republic. With access to the collective wisdom and psychic might of a race tens of billions strong, Speakers have filled countless specialty roles in government, military and judicial fields. But until an obscure functionary named Dol-Druth no Speaker was ever a planet inspector. Dol-Druth was appointed after his predecessor was uncovered, after being cleared two years before, as the head of a lucrative kidnapping ring "acquiring" test bodies for unscrupulous lab-corps in a sensational exposé that led to the downfall of over a thousand other Dotrae officials responsible for 'screening' their ringleader's thoughts from the manymind. Before that he had performed the thankless work of surveying prospective member races with a kind of principled, rigorously honest and fair bloody-mindedness, and was already notorious for his very strong opposition to the post of Speaker long before the Senator's crimes were public knowledge. That last quality made him a perfect fit. As part of his new duties, Speaker Dol-Druth was required to meet with the more prominent ambassadors and negotiators of the still-weakened republic. While on these rounds he met with a number of the people who had helped lead the Coalition, including an ambassador named Th'emme who had a lot to say about the fringe world of Earth and its incredible inhabitants. What was intended as glowing praise sparked immediate suspicion in the inspector. The tour done, and with the security of border worlds a pressing concern, Dol-Druth decided to clear up the matter himself and asked to make the next scheduled survey of the Sol system and its inhabited bodies. His comrades in the Rotunda were happy to hand off such an unimportant job, and setting out in the basic flit pod that had been his home-away-from-home for decades the voice of his race sped through space to confront this strange world of myths, monsters and madness. Personality & Motivation: Even for one of Dotrae, Dol-Druth is aloof, withdrawn and largely impersonal. While he understands personal rights and privileges, and the need to take more than a broad-strokes view of any people, he abhors the way even others in the manymind glorify isolated selves and exceptionals. The idea of heroes, of private, personal property, of selfishness and self-interest is as baffling and alien a concept to him as many of his base assumptions would be to humans. The fact that he's even on Earth over a private, individual feeling and idea rankles him, and frays his perfectionist's irritation and discomfort with a self that doesn't fit its ideals. He sees his duty in Solar space as partly therapeutic and partly investigatory, exorcising his aberrant mindset and expanding Lor information and projection about a possible future member. Powers & Tactics: Since he isn't licensed to use his mentat powers without supervision by local authorities, Dol-Druth has to limit his use of telekinesis on natives to temporary immobilization, and relies on his hard-earned people skills and access to billions of helpful minds to make a compelling case against violence for the less immediately hostile. Due in part to shortages and also a preference to experience the planet like its inhabitants do, the Speaker of Dotrae has no independent means of fast movement, forcing him occasionally to 'push' against the ground or 'latch' onto solid objects and fling himself through the air. His standard-issue stun-pistol is less restricted, but still only drawn in dire circumstances. Complications: Alien Nation: While reasonably up to date on what's happening on Earth, Dol-Druth has very little frame of reference for much of the planet's history and culture. Bow your head: Dol-Druth is easily annoyed and needled by people with strong senses of self and identity outside a group or society. I am not I: Dol-Druth is first and foremost the Speaker of Dotrae. His own wishes and opinions are secondary to the decisions and aggregate view of the manymind. If they think he should act or speak otherwise than he wants, he feels compelled to obey. May I?: As an alien and non-citizen of Solar space, Dol-Druth is sharply limited in what he is and is not allowed to do with his powers. Attacking without obvious cause, reading minds without express permission(from the authorities), and damaging Earthly property are only a few of his restrictions. Mental Malarkey: Like most mentats, Dol-Druth channels his will and connects his thoughts through the Astral Plane, and things affecting that dimension around Earth affect him much more heavily, since his mental 'door' is wide open in constant communication, unlike the more segregated minds of humans. 1=0: Used to thinking of things on planetary scales, Dol-Druth is wholly unused to the idea that individuals can be as important as whole nations to the locals.
  10. I'd be honoured if you'd let me act as GM for Leviathan's opener, Blarghy. Provided that's fine with the others and you can all agree on a general tone and goal and/or opponent. Surprises can be left for later, other threads. A big punch-up short-circuited by the appearances of Blue Jay and Kit, a careful bit of stealth stopping when Leviathan busts through the skylight, Levi's transformation going haywire and needing some help not going on a rampage/causing mass panic in an already tense situation, etc, etc. (Yes Thevshi I remember what I said, circumstances have changed)
  11. Power Level: 10 (150 PP) Trade-Offs: None Abilities: 0 + 0 + 4 + 6 + 6 + 4 = 20 PP Strength 10 (+0) Dexterity 10 (+0) Constitution 14 (+2) Intelligence 30/16 (+10/+3) Wisdom 16 (+3) Charisma 14 (+2) Combat: 12 + 12 = 24 PP Attack: +6 (+10 Multitudes, frazzer) Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Initiative: +10/+0 Grapple: +6/+20 w/Mass Mgmt. Knockback: -5/-1 Saving Throws: 5 + 4 + 6 = 15 PP Toughness: +10 (+2 CON, +8 Protection) Fortitude: +7 (+2 CON, +5) Reflex: +4 (+0 DEX, +4) Will: +9 (+3 WIS, +6) Skills: 68r = 17 PP Computers 7 (+17/+10) Diplomacy 8 (+10) Disable Device 7 (+17/+10) Gather Information `7 (+10) Intimidate 8 (+10) Knowledge (current events) 5 (+15/+8) Knowledge (Galactic lore) 6 (+16/+9) Languages 4 (Galstandard(Native), Farsider, Grue, Jerreid, Zultasian, Notice 8 (+11) Sense Motive 8 (+11) Feats: 18 PP All-Out Attack Benefit 3(Rank 2(Lor Republic Civic Planetary Inspection Committee Rotunda Official, Speaker of the Dotrae; Security Clearance (Lor Republic) Dodge Focus 4 Equipment 5 Power Attack Skill Mastery (Diplomacy, Intimidate, Notice, Sense Motive) Speed of Thought Uncanny Dodge (Mental) Well-Informed Powers: 37 + 8 + 5 + 6 = 56 PP Multitudes, 32 PP Array (Power Feats: Accurate 2, Alternate Power 3) [37 PP] Base: Enhanced Intelligence 14 [14 PP] + Quickness 4 (x25, Flaws: Mental Only) [2 PP] + Comprehend (Languages) 2(Understand/Read/Speak All, One at a time) [4 PP] + Communication 9 (Mental; anywhere on Earth, Power Feats: Rapid) [10 PP] + Enhanced Feats 2 (Improvised Tools, Jack-of-All-Trades) [2 PP] Concentrated Wills Alternate Power: Blast 10 (Extras: Autofire 1, Power Feats: Improved Critical 2) [32 PP] Telekinetic Barrage Alternate Power: Telepathy 10 (Extras: Area Burst, Power Feats: Rapid, Selective) [32 PP] Linked Minds Alternate Power: Move Object 10 (Extras: Damaging, Power Feats: Subtle, Split Attack) [32 PP] Mass Mgmt. Protection 8 [8 PP] Super-Senses (Communication link(Dotrae manymind, Mental), Mental Sense Acute Radius Ranged) 5 [5 PP] Variable Skills 1 [6 PP] Abilities (20) + Combat (24) + Saving Throws (15) + Skills (17) + Feats (18) + Powers (56) - Disadvantages (0) = 150 PP I think this works well enough as-is. Changed Datalink to Communication and Comprehend(Electronics) to Languages, removed the bonuses to Strength and Dexterity and the Knowledge(Technology) Skill(under the thinking that the Computers and Disable Device come from frequently working with much more advanced technology rather than actual study). Obviously mobility is the primary problem, but that can wait. What's most pressing is the question of whether to fiddle with things further and try to squeeze in some way to travel independently, or leave that be and increase something else. Maybe a Teleport beacon to the Lighthouse?
  12. Well they could always be mildly telepathic, because aliens. Telepathic monster octopi isn't too big a stretch considering the Cosmic Handbook already introduced sapient octopus and squid species in the hexxim and kailur(telepathic octopi and telepathic giant squids!) Maybe this species and those two are long-time rivals for the same homeworld, or another comrade race. EDIT: My mistake, the kailur were first introduced in Worlds of Freedom with the Starro ripoff Kalamus.
  13. Yes, you can make the power of Empathy Permanent in Duration, and have its attached Boost as a Reaction to certain feelings. Bookwyrm, I have a proposition. In the Teen Titans cartoon show Starfire, the alien girl with the funny dialect and massive strength, had to feel certain strong emotions for her powers to "work" right. Joy for flight, rage for her energy blasts, etc. How about reversing that, and certain emotional responses from others is what powers up and lets him use various powers from an Array. Instead of a Boost, others' rage lets him shoot lasers from his eyes/mouth or make him really strong, calm gives him increased intelligence or Super-Senses or Insubstantial, fear makes him fast/be scary, love makes him invulnerable/lets hin fly, etc. With a Dynamic Array, you could mix and match from the various Alternate Powers in cases of different feelings in the area. There's nothing wrong with Boost, per se, but I feel this is a better way to do it.
  14. Ari

    Player Away Thread

    Glad you sorted that out, EternalPhoenix, welcome back. Don't let that get you down, everyone makes silly mistakes that look SO obvious in retrospect they wonder if they actually have brains.
  15. If you could, Alderwitch, fit into your schedule something with Kyle Steward in mid-transformation into Cavalier, I'd be profoundly grateful. He already has an entry in Gizmo's marvelous Visual Guide, which might help give an idea for how to portray armor unfolding from some otherworldly space.
  16. Ari

    Secret Identities

    Welcome aboard, Deel! Don't worry about needing detailed knowledge about 'Jersey or havinng an uneven posting schedule. You only need a general idea of how Freedom is set up, and relatively few people, even among the regulars, can post every day or even every week. Just make sure ahead of time that won't be a problem with the GM, ask questions if you need to, and you should be perfectly fine.
  17. Added Apex, Bastion, El Huracan, Grim, Gryphon, Interventor, Myth, Nighthawk, Prism, Reagent, Sparkler, Torpedo Lass and Woodsman.
  18. Ari

    Player Away Thread

    Good luck, Granspear! Hope everything goes right!
  19. Ari

    Player Away Thread

    Sad to see you go, Mad Scientist, but good luck and like Morrison said you're welcom eback anytime.
  20. Well, a Magic Array is like any other, 2PP per rank of the Base Power and 1PP each for the Alternate Powers. I count 9PP of APs, which at rank 20.5 would be 50PP(41PP for the base Array, +9). The Flaw changes things, I am guessing it halves the Power Point cost of the Array, making it only cost 21PP. +9PP from t Alternate Powers, and the total is 30PP. EDIT: Also, you'll need to add the Power Feat of Alternate Power (at rank 9) in the Array to make things perfectly clear.
  21. Ari

    Sky Crime! (IC)

    GM The excited shouts quickly gave way to resounding cries of suprise and pain, the featureless masks obviously not enough to protect the command staff from such a brilliant assault on the senses. The formerly dim room now ablaze with sapphire light, Cerulean's eyes quickly found a formidable(though very open) door with a harshly military sign next to it that tersely explained "Security Centre". Some of the officers had been moving towards it, but all unlucky enough to have their eyes open were forced to exert every effort defending themselves from the sunlike superhero, dropping to the ground or pressing against the walls, putting every possible obstacle between their eyes and her light. Among the mass of viewscreens, dials and gauges, one picture grabbed attention, both in its size and content. In some large room elsewhere on the Lady Aetheria, Sky Lord was walking up and down before the people selectively taken from the passenger list, all of whom were bound to a large, ominous-looking machine that attached by cumbersome tubes to the prisoners' heads. The airy archvillain was obviously shouting, gesticulating, haraunging his helpless victims while coated and masked technicians worked a wall full of levers and switches and dials, bringing what looked from various read-outs like some chaotic energy to heel! Surrounding the dais holding their lord and his victims was a whole squad of the heavy soldiers Eileen had spent so much time running from, and the angle was not nearly enough to see all their number.
  22. Ari

    Sky Crime! (OOC)

    To the contrary! Eileen very clearly sees a door marked "Security Centre"! And some other stuff that will come up in the GM post which will be in a bit and not days.
  23. Ari

    Sky Crime! (OOC)

    I will say that just works, none of these folks are relevant to fighting. The Dazzle prevents those running for the alarms from finding them for at least a minute. Could you give me a Notice roll, Mad Scientist?
  24. Ari

    Sky Crime! (IC)

    GM By some miracle, the briefly-polarized ornithopter and its charged passenger avoided smashing into one of the hundreds of support beams or armor plates criss-crossing the Lady Aetheria and instead blasted through a gap, the Gyro-Gryphon losing its vibrating wngs to the super-hardened flex-beams on either side and launching like some avian-themed javelin into the interior, ploughing past frozen figures in uniforms and blank masks sitting or standing before banks of viewscreens, screens that frequently burst in showers of sparks as the vehicle and its two passengers roared past! Behind them, a segmented wall fell into place over the hole they'd made, sealing the gap via pressure difference. At last, with a final crash that seemed to rattle the teeth from Cerulean's head, the plane smashed to a halt. As an afterthought, the pilot's seat ejected in front of the young superheroine, throwing its pilot face-first into the wall, which they rebounded from with a startled grunt and a quick loss of consciousness. Surrounding the girl, her erstwhile carrier and unwitting chauffeur, towered what could only be the command-center of the Sky Lord's ship. It was shaped roughly like a conning tower, a column of information-gathering and remarkably advanced sensory readouts staffed by a large number of officers, many of whom now crowded the upper catwalks, shouting and pointing in amazement at their returned guest. None of them looked well armed, and those on her level were already moving very quickly away to cover or passageways leading deeper into the ship. "Call for backup! Inform Sky Lord!" shouted one of the more enterprising officers, breaking from the herd in a mad dash for a vivid red device shaped like an ancient telephone mounted on the wall. As if on cue, others began to follow her example, and almost before quiet had set in the familiar ruckus seemed ready for another round. "Surrender, superhero!" another yelled(from the back of the crowd) "we have your corrupt officials captive, and if you dare continue our leader will-!" the officers melted like snow, quickl revealing the speaker, who fumbled awkwardly, glancing left and right in vain hope of support "...will p-punish the...passengers?"
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