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Aoiroo

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  1. Player Name: You can use your messageboard handle, you don't need to submit your real name. Character Name: Power Level: 7 or 10 (105/105PP or 150/150PP) Trade-Offs: +/-0 Attack / +/-0 Damage, +/-0 Defense / +/-0 Toughness (or "None") Unspent Power Points: 0 Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP Strength: 10/14*/22** (+0/+2/+6) Dexterity: 10/14**/22* (+0/+2/+6) Constitution: 10 (+0) Intelligence: 10/22*** (+0/+6) Wisdom: 10/18*** (+0/+4) Charisma: 10 (+0) Combat: 0 + 0 = 0PP Initiative: +0 Attack: +0 Melee, +0 Ranged Grapple: +0 Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed Knockback: -0 Saving Throws: 0 + 0 + 0 = 0PP Toughness: +0 (+0 Con, +0 [Other]) Fortitude: +0 (+0 Con, +0) Reflex: +0 (+0 Dex, +0) Will: +0 (+0 Wis, +0) Skills: 0R = 0PP [skill] [# of Ranks] (+[Total Bonus]) [skill] [# of Ranks] (+[Total Bonus]) [skill] [# of Ranks] (+[Total Bonus]) Examples: Craft (Structural) 5 (+5)Skill Mastery -- would be used for someone with 5 ranks in the skill and a +0 Int modifier, and the Skill Mastery feat for that skill. Knowledge (Technology) 8 (+10)Second Chance -- would be used for someone with 8 ranks in the skill and a +2 Int modifier, and had the Second Chance feat for that skill. Languages 2 (English, French [Native], German) -- would be used for someone who speaks those three languages, but learned French first. Notice 5 (+4) -- would be used for someone with 5 ranks in the skill and a -1 Wis modifier. Feats: 0PP [Feat Name] [Feat Name] [Feat Name] Examples: Accurate Attack Dodge Focus 2 Equipment 2 (10EP) Luck 2 Equipment: XPP = 5*XEP Name (power breakdown, if applicable) [XEP] Examples: Gas Mask [1EP] Sword (Damage 3 [Feats: Improved Critical, Mighty]) [5EP] Undercover Vest (Protection 3 [Feats: Subtle]) [4EP] Note: The Equipment block is only applicable if your character has the Equipment feat! Powers: Device 14 (Talisman of Tyrants, Hard-To-Lose) 56PP Array (70 PP Array, Alternate Powers x4) Base Power: Alternate Form (Bird of Prey) 66PP Flight 3 (Feats: Maneuverability) 6PP Strike 6 (Claws, Extras: Piercing 3 Feats: Split Attack, Mighty) 11PP Enhanced Dexterity 12 12PP Enhanced Strength 4 4PP Immunity 6 (Fall Damage, High Altitude) 6PP Protection 6 6PP Stun 7 (Sonic Shriek, Extras: Area: Perception (Hearing)) 21PP Alternate Power: Alternate Form (Aquatic Tyrant) Immunity 7 (Disease & Aging, Critical Hits, Drowning) 7PP Swimming 4 (25 MPH, Feat: Environmental Adaption (Aquatic)) 5PP Enhanced Strength 12 12PP Enhanced Dexterity 4 4PP Protection 7 (Impervious Toughness 3) 13PP Blast 4 (Water Blast, Feats: Accurate 2, Knockback 2) 12PP Alternate Power: Alternate Form (Dark Mage) Immunity 1 (Disease & Aging) 1PP Enhanced Intelligence 12 12PP Enhanced Wisdom 8 8PP Super-Sense 3 (Detect Magic, Mental, Analytical) 3PP Protection 4 4PP Enhanced Feats (Skill Mastery: Knowledge: Arcane Lore, Notice, Sense Motive, Bluff) 1PP Blast 5 (Magical Burst, Extra: Area: Targeted Area Burst Feats: Accurate 2, Affects Insubstantial 2, Variable Descriptor 1 (Fire, Lightning and Ice), Extended Area 1: 10 Feet) 19PP Teleportation 3 (Flaw: Short Range, Feats: Change Direction, Turnabout) 5PP Drawbacks: (-0) + (-0) = -0PP Drawback (Description; Frequency: [Uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major]) [-XPP] Example: Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP] Note: You can only have a number of Drawbacks equal to your PL, not including Power drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here. DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage (Physical) Chain Lightning Ranged DC 25 Toughness (Autofire) Damage (Energy) Taser Blast Ranged DC 16 Fortitude Stun (Staged) Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 105/105 (or 150/150) Power Points
  2. Character Name: Short Range Illusionist Power Level: 7 (105) Trade-Offs: +3 Attack / -3 Damage +5 Defense / -5 Toughness In Brief: A short range weapons master illusionist. Abilities: 4 + 4 + 0 + 2 + 8 + 6 = 24PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 12 (+1) Wisdom: 18 (+4) Charisma: 16 (+3) Combat: 8 + 8 = 16PP Initiative: +2 Attack: +10 Melee, +4 Ranged Grapple: +12 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -4 Saving Throws: 2 + 4 + 3 = 9PP Toughness: +2 (+0 Con, +2 Defensive Roll) Fortitude: +2 (+0 Con, +2) Reflex: +6 (+2 Dex, +4) Will: +7 (+4 Wis, +3) Skills: 40R = 10PP Bluff 7 (+10) Concentration 6 (+10) Craft: Artistic 3 (+5) Diplomacy 7 (+10) Intidimation 2 (+5) Knowledge (Arcane Lore) 3 (+5) Knowledge (Weapons) 4 (+5) Notice 1 (+5) Search 1 (+5) Sense Motive 6 (+10) Feats: 20PP Accurate Attack Attack Focus (Melee) 6 Defensive Roll Dodge Focus 8 Equipment Power Attack Takedown Attack Uncanny Dodge (Audial) Equipment 5ep Butterfly Sword Strike 2 (Feats: Mighty, Multiple Weapon x1, Subtle) 5ep Powers: 26 = 26PP Illusion Weaponmaster 11 (22PP, x4 Alternate Feats) 26PP Base Power: Illusion 7 (All Senses, Flaws: Phantasm, Feats: Insidious) [22PP] Alternate Power: Concealment 10 (Extras: Affects Others, Flaws: Phantasm, Feats: Close Range) 21/22PP Alternate Power: Strike 7 (Extras: Alternate Save: Will, Area: Cylinder (5ft wide, 10ft tall), Feats: Variable Descriptor (Slashing, Bludgening, Slicing) 21/22PP Alternate Power: Strike 4 + Drain (Will) 4 (Extras: Alternate Save: Will, Feats: Variable Descriptor 2 (Any Melee Weapon)) 14/22PP Alternate Power: Stun 7 (Extras: Alternate Save: Will, Area: Cylinder, Sleep, Feats: Sleep) 22/22PP Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Butterfly Sword Touch DC19 Toughness (Staged) Damage (Physical) Strike Touch/Area DC22 Will Save (Staged) Damage (Physical) Strike/WillDrain Touch DC19/19 Will Save (Staged) Damage, Drain Will (Slow Fade) Stun 7 Touch/Area DC 17 Will Save (Staged) Stun/Sleep Totals: Abilities (24) + Combat (16) + Saving Throws (9) + Skills (10) + Feats (19) + Powers (26) - Drawbacks (0) = 105 Power Points This is another take on Etain, or really, this is how I should of been playing her the first couple months I had her, the psychic weapon user. Essentually this is an illusionist with the lowest possible range, 5ft, what's that useful for, illusion weapons. This build is designed that the range doesn't increase, this person has to be close to do anything except sneak around, but if they can get there, watch the heck out.
  3. Character Name: Emilia Wendell Power Level: 5 (22PP) Trade-Offs: In Brief: Caroline's niece, Emilia, she's magnetic (negative, she repels) Identity: (Secret) Birthplace: Freedom City Occupation: Student Affiliations: Nicholson School Family: Caroline Wendle (Aunt), Carly Wendle (Mom), Trent Wendle (Dad), Emanuel Wendle (Faternal Twin) Description: Age: 8 (DoB: 2007, October 3rd) Apparent Age: 8 Gender: Female Ethnicity: Caucasian/Hispanic Height: 3'8 Weight: 66 lbs Eyes: Brown Hair: Black A cute little girl, she's still a bit chubby. She's got a rounded face and dark hair that curls back. She likes green clothing and prefers shorts to skirts. Power Descriptions: She's magnetic and can push things away from her. History: Caroline's niece, recently discovered her powers in an incident where she held back the rubble when their appartment collapsed in a crisis. Her parents are Trent (Carolines Brother) and Carly. She was suggested to go to school by Caroline. Personality & Motivation: Adventurous and a little clingy, she doesn't go anywhere without her brother. She likes sweets, pop music, Adventure Time, and is a little bossy. Powers & Tactics: Push it away, fast. Complications: Abilities: 4 – 4 – 4 – 4 – 4 – 4 = -24PP Strength: 6 (-2) Dexterity: 6 (-2) Constitution: 6 (-2) Intelligence: 6 (-2) Wisdom: 6 (-2) Charisma: 6 (-2) Combat: 4 + 8 = 12PP Initiative: +0 Attack: +2 Melee, +2 Ranged Grapple: +0 Defense: +4 (+4 Base, +0 Dodge Focus), +2 Flat-Footed Knockback: -0 Saving Throws: 4 + 4 + 4 = 12PP Toughness: +2 (-2 Con, +4 Forcefield) Fortitude: +2 (-2 Con, +4) Reflex: +2 (-2 Dex, +4) Will: +2 (-2 Wis, +4) Skills: 16R = 4PP Acrobatics 2 (+0) Bluff 4 (+2) Diplomacy 4 (+2) Notice 4 (+2) Search 2 (+0) Feats: 2PP Lucky Teamwork Powers: 4 + 3 + 10 = 17PP Force Field 4 4PP Flight 3 (50 MPH) 3PP Move Object 5 (Extras: Damaging, Perception Range (Visual) Flaws: Limited: Direction (Away From Her), Limted: Material (Metal)) 10PP Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC13 Toughness (Staged) Damage (Physical) Move Object Perception DC 20 Toughness Damage Totals: Abilities (-24) + Combat (12) + Saving Throws (12) + Skills (4) + Feats (1) + Powers (17) - Drawbacks (0) = 22 Power Points Character Name: Emmanuel Wendell Power Level: 5 (24PP) Trade-Offs: In Brief: Caroline's nephew, he's magnetic (Postive, attacks things) Identity: (Secret) Birthplace: Freedom City Occupation: Student Affiliations: Nicholson School Family: Caroline Wendle (Aunt), Carly Wendle (Mom), Trent Wendle (Dad), Emilia Wendle (Faternal Twin) Description: Age: 8 (DoB: 2007, October 3rd) Apparent Age: 8 Gender: Male Ethnicity: Caucasian/Hispanic Height: 4'0 Weight: 68 lbs Eyes: Brown Hair: Black A bit lanky, he's a skinny boy with a midtone complexion like his sister. His hair is cut short. Power Descriptions: Magnetic, can pull things towards him. History: Caroline's nephew, recently discovered his powers shortly after his sister discovered hers. Parents are Trent (Caroline's brother) and Carly. He goes to Nicholson School. Personality & Motivation: A little calmer than Emilia, but loves green just the same. He is always there with her, and the first to defend her (not that it matters if she's right). He's also pretty bossy. He likes rock and pop music, especially AC/DC. Powers & Tactics: Try to hit by pulling it in. Complications: Abilities: 4 – 4 – 2 – 4 – 4 – 4 = -22PP Strength: 6 (-2) Dexterity: 6 (-2) Constitution: 8 (-1) Intelligence: 6 (-2) Wisdom: 6 (-2) Charisma: 6 (-2) Combat: 2 + 8 = 10PP Initiative: 0 Attack: +1 Melee, +1 Ranged Grapple: +0 Defense: +4 (+4 Base, +0 Dodge Focus), +2 Flat-Footed Knockback: -0 Saving Throws: 4 + 4 + 4 = 12PP Toughness: +1 (-1 Con, +2 Defensive Roll) Fortitude: +3 (-1 Con, +4) Reflex: +2 (-2 Dex, +4) Will: +2 (-2 Wis, +4) Skills: 16R = 4PP Acrobatics 2 (+0) Bluff 4 (+2) Diplomacy 4 (+2) Notice 4 (+2) Search 2 (+0) Feats: 4PP Defensive Roll Improved Initiative Lucky Teamwork Powers: 3 + 5 + 10 = 18PP Leaping 3 3PP Immunity 5 (Falling Damage) 5PP Move Object 5 (Extras: Damaging, Perception Range (Visual) Flaws: Limited: Direction (Towards him), Limted: Material (Metal)) 10PP Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC13 Toughness (Staged) Damage (Physical) Move Object Perception DC 20 Toughness Damage Totals: Abilities (-22) + Combat (10) + Saving Throws (12) + Skills (4) + Feats (4) + Powers (18) - Drawbacks (0) = 24 Power Points
  4. "Nothing so dramatic," She looked at the sword, "You seem to act as if you do not have a choice. You do, walk away," Putting a hand on the table she took her glasses off and took a good look at it, "It is connected to you, but it cannot act without a host. It also cannot force you to do anything, it is not strong enough. Simply put it in a magical void and it will not be able to leave the way it warps normally. This thing has no power over you, it cannot control your fate or make your destiny for you."
  5. Etain paused, "It is a sentient sword, a sentient sword which expects you to be trained in a forgotten art to complete a task you have not a clue how to do so for something that may happen in the future but you have no way of knowing when and no means to secure someone to prepare you." She paused as she looked at the glass and took another deep sip, "I will be quite honest, that is really quite shitty."
  6. She swirled her scotch before setting it down, "So if I understand correctly. You were stalked by an enchanted suit of armor, when you touched it you unwittingly made a contract with said suit and the sword it carried and this contract makes it so that if you do not abound by this items will you will have pounding headaches." Putting a finger on her forehead, "That is quite troublesome, it seems to me you are being honest, at least by tone. It would be easier if I could see your face to determine your intentions but this is not the first of such an incident I have heard. How does this armor manipulate you past the headaches?'
  7. Walking into the bar she held the door for him, as he walked in the bartender didn't even blink at his attire. Which made sense since to the bartender he looked to be a more elderly gentleman so no need to ask questions about whether he could drink. Once he was in she reached into her purse and set a couple of bills on the table "Bottle of the Highland Park you got there, and two glasses please." She pointed at the bottle and as the man took and counted the money she picked it up with the glasses and sat down in a booth waiting for her. She set them down on the table and poured a bit in each glass, a bit more for her, since she was partial to good scotch. She finished the illusion she had cast on everybody but the Knight in question that they were speaking of something not at all like what she really said. He heard however, "Entropy is not the death of everything. It is natural decay, a cycle in which something returns to a baser form and begins a new cycle of life. Hellfire is the flames of eternal damnment, so yes, it is preferable." She started to drink her scotch though she paused to enjoy the taste.
  8. "You should not joke about hellfire, many would kill you on sight." She took a step back from the sword but still, did not touch it. She didn't want too, no she hated things like these. They left a mark, she didn't need any more on her. Looking at the boy she had to wonder what sort of thing had forced him into this. It wasn't too uncommon, but he seemed exceptionally uncomfortable in the armor or with the sword. "Should we go back inside," She paused, "Are you of drinking age?"
  9. Etain paused and looked at him as he switched tone. This one seemed more natural on him. She walked over and leaned down, "No, it does not certainly." Kneeling by the sword she looked over it very carefully, it was ancient for certain. This cut and style was something she had seen before, in the other world, though in brass instead of the darkened steel. It was also magic, destruction, both the armor and the sword. She understood that, it scared her, but this person in of himself did not. "People have a strange notion of knights, while there was a code of conduct, they were soldiers. As soldiers they often killed and plundered as they pleased in the time of war for their own benefit and often fell short of the conduct since those under their station could claim no word against them because of their status." She didn't pick it up, but she examined this closer, "Where did you get this?"
  10. She paused and looked at him, he wasn't in a stance it seemed for attacking, but that could mean nothing. Taking a step forward she paused at the more archiac dialect he chose when he spoke too him. Was he really that old? Honestly his voice didn't sound it, but she couldn't tell with that armor. She moved her hands away from her wrists. Reaching into her pocket she instead pulled out a pair of long black opera gloves. Pushing them up as she took a step forward she spoke very calmly as she approached, "If you would be so kind, could you please set your weapon on the ground."
  11. Etain left her glass on the counter as she walked towards the door. Dark boots clicked into the alley as she peered out under the chinese figure cast in neon into the darkness before her to see an outline against the dark walls. "Oh," She took another step out and approached the shape which in the glow resembled a figure in full plate armor. A piece from a museum, no it moved, that meant someone was in it, in the middle of China. That was unusual, taking a step forward she glanced at the figure and saw, a sword as well, though she couldn't really get a good read on it from the distance as to what type, an armed armored man, in the middle of China. That hadn't been there before, armor made noise after all. She took another step and pushed down her glasses and let out a startled half noise as the sight of entropy and decay exuded from the armor, the startled noise was high and she took a half step back looking at the person outlined herself int he light she pushed her hands towards her bracelets that set on each wrist.
  12. Out of character thread.
  13. The sudden appearance of Etain in the small alleyway in downtown Hong Kong wasn't loud enough for there to be much noticed. Though Etain noticed immediately that it was MUCH smaller than she anticipated. She had landed sideways and had to squeeze along a bit uncomfortably around the chest but managed to get out dusting off her shawl as she did and arranging her skirt which she was graceful in this case at least didn't have a thick petticoat. Letting out a sigh she adjusted a pair of perfectly round brass framed glasses that sat on her nose and set the matching hat back straight as she found her way to the front of the thing. This was roughly the area she was said to look for before. Pulling her phone out from her purse she absently began to push through the screen with her thumb as she moved along the alley. She had to sniff for a few seconds. It smelled, more stuffy than most cities she was used too. Plus, she couldn't exactly speak the language. Not that it mattered, she just had to get some local currency if she wanted to ask that way, or she could just try to track magic activity in the area she supposed. Either way, she didn't think it would be easy to find the point where this plain touched what the one she was looking for, but she would certainly try regardless. So she started her search immediately. A few hours later. The small bar must of been ripe with what the Chinese considered gang members, not that Etain could tell with what they were chatting about. She might of asked Morgan for a translating rune, but he had locked himself away again on an experiment she was half certain would either turn him a strange color or temporarily render his arm insubstancial before it fell off. It was times like these she wished he'd let her help more. Anyway, it was much smokier than the outside and she sat at the bar talking with the bartender who knew maybe a little bit of English, but not actually enough to be more useful than ordering her drink. What was the drinking law in China again? She was pretty certain it was more lenient than America, but he didn't seem to care since she had currency. Either way, she knew there was magic here, even if she didn't know the chinese equivilant, well, okay, she found it, but it was still hard to explain through the dictionary ap on her phone. Really all this meant was that she needed to either be more direct, or she needed someone to help her smooth things over. It was with that thought as she took a swig of the scotch on the bar that there was a loud commotion outside that even if she couldn't see she knew was not a normal sound found in the city.
  14. Most likely, she won't FORCE him to do things her way, but she's going to argue her point. Sil is a bit wary with a mind controller around.
  15. "It's honestly like I'm talking to a wall." She turned to Blue Jay, "Has Cannonade knocked out crowd control, I'm not going to the police if there still there to be controlled. There unreliable variables in this situation," She turned to him, "I know it seems wrong, but it's true, mind control by it's nature makes it hard for standard law enforcement to be reliable, plus they have guns. I can maybe intercept but if you get shot by a cop what's gonna happen? It won't matter if their mind controlled, if they hurt you they're gonna blame themselves for the inability to protect you. We need to keep things at a minimum. I suggest we take him to the Freedom League, they're equipped for this sort of thing."
  16. "I don't think Champion was responsible for that." She chewed on her pen, "I mean, gall aside, I don't think he would have the sheer ability to think to use something like that. Headcase would, but I have no idea why. It seems like an incredibly forceful method, not to mention unethical to the point that if discovered the press might send an outright revolt against Vanguard to shutdown immediately." Looking at them she let out a shrug, "I doubt this was everything there was about that either. This isn't something not perfected without intense practical experimentation, you can theorize all you want but this was brutally effective. That meant that whoever did this, in this working theory headcase, had done this before, maybe on human scale. Psychics are sometimes like that, they have a harder time finding borders because there are no effective laws or limitations on their powers. We can't of course do anything about this without solid proof. That is the scientific way so for the moment we should shelf that. Are we ready to go?"
  17. "..." She took a step, "They just turned an entire gymnasium of people into mind puppets to revolt around you, and you don't think she CAN'T also control the police." Holding up a finger, "Mr. Walsh, it'll be simpler if I take you myself. If they attack you or if you get into a police car then get kidnapped because Crowd Control's also manipulating the cops, then things go from bad to worse faster because then we have to hunt you down to make sure some terrorist sect or something doesn't use you as leverage or something or another." Pushing her head on the side she let out a sigh, "The short version is, I'm here to protect you. The police are fine men and women in uniform I work with them a lot on the drug beat, but nine times out of ten they just aren't equiped to deal with metahumans of this caliber. So I'm going to ask you again, can we please just go to my car?"
  18. Carrie moved quicker then you could expect when she figured it out, she grabbed him and held him in place, her forearm over his chin, "Where is M?" She didn't seem mad. She didn't even seem surprised. But she had a hard, hard look in her eyes as she looked at the other passengers. From her sleeve she pulled a small thin blade from her sleeve and she held it at the ready.
  19. Putting a hand on her chin she thought about it, "While this matches the M.O. of a previous spirit of fury I've encountered I doubt that's the case. No, this seems like the work of a mercenary who's been dubbed Crowd Control by the Interpol. I guess someone put a hit out on you, not too surprising really." She stretched for a tick, "While I would be fine fighting them myself, that's not why I'm here of course. Plus, Cannonade is perfectly well equipped for the job. Doesn't matter how many people are in there if they're all normal humans. We should move on in case they notice you're gone." Reaching into her pocket she pulled out a black cap, "Put this on, if you have any perscription sunglasses those too. Keep your head down and keep close. They may have more people under control outside the building, or a sniper in case you leave through any designated entrances. My car's out back, if we can get there I can get you to a police station or the Freedom League to be safe."
  20. Can I roll any knowledge checks or gather information against Crowd Control?
  21. Silhouette examined her options, they didn't look too terrible good. Crowd control wasn't especially her area of expertise, and it wasn't like she could talk them down. At least, she very much doubted it because the severity of the reaction suggested outside mental stimulas that would otherwise block reasonable conversation. Given, someone who was good at it would have a chance, but she was most definitely not. Cannonade was good with crowd control, and he was making an effort, but he couldn't reasonably cover all aspects such a large crowd reliably enough to guarentee the safety of Walsh. No, he didn't have the tools, he had a hammer and they're were far to many nails to pound down. She assessed her options again. She couldn't talk, so what was she good at in this situation. Attacking didn't work, and she was very fair at fighting. Not that she really wanted to fight these people, as riled as they were they weren't acting without a prompt, they weren't making their own choice to act this way, or were being overly influenced otherwise. That made her angry, but she pushed that aside, it wasn't useful right now. She was good with locks, she was good at acrobatics, and most of all, she was good, no really one of the best at disappearing, and that, actually was what she needed to do, her and Walsh. In the confusion helped by the archer pelting the crowd in rubber blunted arrows, she walked over to Walsh, leaned over, and whispered, "Now, this isn't going to be pleasant, but bear with me, it's much easier, and we're much less likely to be seperated." Grabbing his arm she with a boost hoisted him over her shoulder in a fireman carry then started off the back of the stage. Finding cover in the very crowd that was after them she disappeared with Walsh in tow out of the auditorium before anyone was the wiser.
  22. Right, Carrie is going to initiate a grapple with DeRombert. So, 20 to hit.
  23. Fine, she picks him up, ducks behind the lowered of the podium with him to try and sneak away with him, 33 Stealth roll (+14 stealth with the fact that she's down 6 points cause of her carrying someone.
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