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About Ari

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  • Birthday 04/30/1991

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  1. Spider on the Roof [OPEN]

    Salmon hurtled to his feet at Sha'ir's sudden appearance, but flopped back to the roof with a groan. "Oh, hey there, Spells. Please stop giving me heart attacks. Yeah, I've been thinking about this ever since the hospital, back last year when Fastcat showed up." The Emerald Cities' first home-grown supervillain's bizarre name had quickly shortened in the passage of time. Mostly from lobbying by the retro freaks who had thoroughly colonized the comment sections of any periodical that dared raise its head on either side of the Columbia. That and, even though nobody had seen her since her mysterious escape from police custody en-route to the city jail, it was kind of a mouthful to tell people you were being attacked and/or robbed by a speedster with such a long name. The really out-there theorists were claiming the government had given her that name for just such a reason. Waving aside that long-cold case, Salmon grabbed the box of noodles and upended around half of the steaming mess into his mouth. It was several seconds of noisy, slurpy chewing before he spoke again. "Please give my compliments to the chef, Spide-E, and tell them I am at their service for all time." he said around a mouthful of grain and spices, rolling onto his back to stare up at the sky "And I know what Max is like. We've all seen his other face. He just wants supers on his side to protect him and his business. But...that's not wrong. There's a bunch of supers over on the East Coast who have other supers as security and lab assistants and stuff, if the Ghost's not talking cuss. And-" Salmon found himself staring up at what wasn't a familiar face, but the cause for a very familiar phenomenon. The Outsider. Dragoneye had detected a new power in the Emeralds, one who could walk through the void as easily as walking through a doorway, who brought the chill of endings and the red darkness of a butcher's cleaver with every step. Inside, Salmon thanked his lucky stars that he was lying down and(mostly) wearing a mask. It made concealing the waves of raw terror a lot easier. Careful. Tip-toe. You'll get used to this in no time. ---------- "Evening, stranger!" a lanky kid in a weird, Coast Salish art-derived costume waved from what was presently the floor. "I was just telling these fine people that I've decided to sign up with Mr. Mars. Always wanted to find out what's up at the top of that tower of his," another hand, one holding a very-much-depleted box of noodles, waved at the distant gleaming shard of emerald glass that was the Emerald Tower of Emerald City, Oregon. "Name's Salmon, but call me Ishmael. The fine shou in the high-tech suit is Emerald Spider, our city's loveliest and first heroine. The glowy-eyed shon in the robes is my main man Sha'ir the Spellsmith. What d'you call yourself?"
  2. Mag-Might - PL7 Hero - Ari

    @olopi Combat: Sorry, that's from an earlier iteration. Fixed. Saves: That was from an earlier iteration when they were +2 Toughness -2 Defence. Fixed. Powers: That bit in Regeneration is just a mistake. Fixed. Sorry for the huge delay, Olopi.
  3. Legends of Freedom?

    I'd like to offer my Red Moon for this one. I have several points to put into the ship with them, and frankly they aren't much use on this Earth anyway.
  4. Spider on the Roof [OPEN]

    There was a sound of scrabbling, a whirr of movement, and suddenly a young man in a torn green, black and orange costume was rolling over the edge of the roof and flopping like a sack of potatoes onto the smooth, blessedly solid procrete. Salmon took a few gulps of air before managing a husky "Hey, Spide-E." It had been a whirlwind of a day, and one Paris was still trying to fit into any kind of logic he understood. First had come the invite to Emerald Tower, to meet Max Mars and the "friends" he was bringing in from Tokyo and Singapore, even some from distant Freedom City. All to help make good on his promise from last year's Christmas party. This isn't right. I'm not some oru who thinks it's all glitz and glamour. I know what it's like to be a corp-hero. I won't...if I go through with this, I won't have my own life back even after I die. "Do I want to run forever?" Though he said it aloud, it was obviously not aimed at Emerald Spider. That was the crux of Mars' argument. Frankly, on Paris it wasn't a hard sell. Rolling into a cross-legged seat next to Spider, Salmon said, without preamble, "I'm going open, Spide-E. A new name, a new identity. I'm going to work for Mars." The rest of the day....actually, now he thought about it, the rest ofthe day was kind of a blur. He'd sort that out later,
  5. DRAFT: Pi Epsilon Delta

    I'd say so. Go for it, Heritage.
  6. Book-by-book, in order of publication. Anything not listed can be taken as read.: Emerald City: Omitted material: *No Silver Storm, the central figures and events of the Emerald City Knights adventure are not present in that form in this game. *No Sentinels, the Emerald Cities of the Columbia Delta have had no public superheroic figures since the Second World War, until the debut of the player-created Emerald Spider. Altered material: *Emerald City relocated to the Columbia River delta, split into Emerald City, Washington and Emerald City, Oregon. Basic geography unchanged. *The Chamber remaining as dominant criminal force in the cities. F.O.E. renamed to the Fellowship of Elites. *Tellax robot statue replaced with the derelict Destructoid "Devlin". Added material: *Added NPC supercorp Ming Xi Visions and player-created Archetech. *The Emerald Cities have practically no public heroes or villains, but a strong population of metahumans of all stripes without the power or desire to take part in that world. *Future expansions will fill this space. Cosmic Handbook: Omitted material: *Collapsar, the Stellar Imperium and the Republic Alliance do not exist on this site. The site's Galactus analogue is the Gorgon, the Stellar Khanate has been mostly shattered and depowered after its disastrous part in the Incursion War and rather than being conquered the Lor Republic is a founding member of the intra-galactic union of the Coalition. Altered material: *Star Island alien refugee site resulting from the Incursion War, not the fall of the Lor Republic. *Mentor and the Star Knights drastically reduced in numbers and efficacy, with Mentor badly damaged in the War. No material added Earth-Prime: Omitted material: *Elite has not taken the name and job of the Raven, though he has become the unpowered protector of New York City. *There is no Centuria. The closest analogue is the player-created Triakosia. *Team Canada does not exist. The premier Canadian team is the player-created True North. *Dominion City and Dominion do not exist. *Volkavia and its Baroness do not exist. The Doctor Doom and Latveria counterparts are the player-created Typhoon and Socotra. Altered Material: *The Buckner Ridge Superhuman Penitentiary and Buckner Ridge have been moved from Tennessee to Marquette County, Michigan. Material added: *The addition of the above player-created Typhoon and Socotra. Freedom City 3E *[To be continued]
  7. Mag-Might - PL7 Hero - Ari

    I wasn't sure which powers to put Descriptors on so I put them on all of them. Also wasn't sure quite the best way to deal with the Array, so put everything on its own line to make it more compact and readable. How's that?
  8. Mag-Might - PL7 Hero - Ari

    @TheAbsurdist Removed the Complication and fixed the name issue. What's the problem with formatting?
  9. Relay(IC)

    GM In the eerie rush of wind and the near-noiseless thrum of the fuel cell churning out watts, the vintage reconstruction hurtled towards its date with fate. In Light's failed attempt to entirely cloak the large, heavy vehicle from sight of the automated sensebots Scion had managed to slide almost up to the imposing towers of the complex gate, all but underneath the titanic barrier of impervium alloy suspended between them. But this wasn't some crude assembly of metal and wood, a drawbridge or portcullis needing a cumbersome and time-consuming process of positioning. It almost had even less in common with the old-fashioned electric gates still used in some rural areas from the Federal Era. This was controlled by a sophisticated artificial intelligence with eyes open to every part of the spectrum, able to track the march of an ant three hundred miles away. There were even rumors SouTeq surveillance gear was used to spy on the lesser corps who bought it to oversee their employees, able to see through walls and interpret the disturbance of atmospheres from sound waves created by speech. More pressing to Scion was its power to accelerate the dropping gate by a factor of 10. The splintered second a sensebot saw Suvou's Carrera speeding for the gate with Suvou himself conspicuously absent, the wall of metal all but roared as its descent made the towers beside it smoke and hiss, the impervium glowing red-hot where it met its carriage from the friction trying hopelessly to halt the down-rushing edifice of certain doom. Madness seethed and bubbled in glee, twisting and grasping at Scion's arms and legs, urging her to risk it all in one last dash for freedom!
  10. Player Name: Ari Character Name: Mag-Might Power Level: 7 (105/105PP) Trade-Offs: None Unspent Power Points: 0 In Brief: Upper-strata Magmin bruiser, dispatched to the surface on an impossible quest. Catchphrase: "MRGH!" Theme: Alternate Identity: Magh'kee/Maggy (Secret: nobody knows Maggy is Mag-Might) Birthplace: The Glasslands, Sub-Terra Residence: An apartment complex in downtown Emerald City, Oregon Base of Operations: The Emerald Cities Occupation: Underwater welder/ knight of the Chasm Affiliations: The Chasm, Sub-Terrans, the Oregon Welder's Union Family: 3000 brothers and sisters born from the same sorcery. Description: Age: 53 (DoB: 1964) Apparent Age: N/A Gender: Woman Ethnicity: Green obsidian Height: 4'6"/1.5m Weight: 330lbs/150kg Eyes: Opal Hair: dark green/black strings Maggy is stocky, a vaguely human-shaped block of green and blue obsidian crystal, burning inside with a never-ending green flame. Her eyes glow, her crystal skin is warm to the touch and slight wafts of flame lick from her mouth when she's angry or excited. Her long strings of glassy hair is shaped into small, numerous loops that frame her head like an elegant crown. Her hands are huge and powerful, and her feet are little more delicate. She's slightly top-heavy, with broad shoulders and a disproportionately large head. Most of the time, she wears large coats and hats to disguise herself among humanity. Sometimes she remembers to wear shoes. On the job, she wears proper protective gear. As Mag-Might, she wears nothing at all. History: Magmin are born from sorcery, transformative spells laid on humans, sub-terrans, morlocks and lemurians. Maggy was born from from fire and volcanic glass, what she once was a mystery never to be revealed, not that she's interested. She had a new life to live. She joined the communities of upper-strata magmin that dwell far above the seething magma flows and smoking lava tubes of their blazing brethren, in the dazzling gardens and wide, pitch-black meadows of razor-sharp. She learned the ways of war by endless skirmishes in broken ruins, ambushes in the depths of sunless seas and one-on-one duels at the blinding mouths to the overworld. Despite the violence and fear, she was content. There was the clan, those who meant it harm, and her, who stood between them. The Chasm was her home, with all its beauties and horrors, and that was all the world she needed. For fifty years Maggy lived like this, and the few times she saw people from the surface she kept well-hidden, her bright eyes watching the slender, frail creatures with awe and pity. Then came Lord Quake and the stonekin. A race of giants who could mould and reshape the very world around them, gods with fiery eyes and an endless hunger. Lord Quake named himself the King-Under-The-Mountain, the Black Spear of Justice and the Saviour of Monsters. He brought hundreds of surface creatures with him, pitiful things not meant for the deep, and made them lush and peaceful homes in the great Chasm. He made a new sun, one that even the morlocks could bear to see by, carved out palaces, reactivated long-forgotten technology that protected all in his dominion, banished or slew terrible monsters and named all Sub-Terra as his rightful domain. He told the people of the underworld of the evils of humanity, their rapacious greed and the need to band together to survive. He demanded peace between all who would join him. The morlocks and the magmin were the first to break this truce, a squabble over tunnel rights leading to a pitched battle which boiled over into Chasm's tiers. Both sides found themselves separated within moments, and forced to confront the fury of Lord Quake. He spoke softly, but in his wrath he forced a terrible price on the feuding peoples: to each give up one of their number in a mission to the surface. Two were chosen, one of them Maggy, who hadn't even been in the fight. They were charged with finding an ancient artefact which was rumored to control the flow of continents, giving one the power to cause or avert earthquakes at will. They had a year to succeed. Training was swift and to the point, instructing the pair in surface politics, culture and language relevant to their mission in the Emerald Cities. They were dismissed with enough money and legal cover identities for their sojourn amongst the humans, aided by a strange fact about the Emerald Cities. For decades they had become a haven for metas and mutants with no interest in heroics or villainy. As a result, truly strange appearances and minor powers weren't as uncommon as they are on most of the surface. Maggy found herself a job helping in the underwater construction of the city's new wave-power generator, with more than enough money coming in to support herself and her strange, chatty partner. Now all she needs to do is find a mysterious mystical weapon, bring it back to Lord Quake, and all will be back to normal. She hopes. Personality & Motivation: Maggy is a straightforward and uncomplicated person. She's the muscle of the operation, a role she's inhabited for half a century, one she understands and enjoys. She's mildly curious about the strange world of humanity, but always as a tourist attraction rather than as a place to really appreciate for its own sake. It's still relatively the same routine as her old life, but the stakes are higher. Deep inside, she relishes this as a jolly, inconsequential adventure. She doesn't entirely trust Lord Quake, but in her own calculations it would be much riskier to defy him than to obey. Her relationship with Mo is one of strict lines and boundaries. He deals with all the things with talking and making problems go away, she steps in when things can't be talked out. She doesn't see Mo as a friend so much as an invaluable tool for their mutual success. Powers & Tactics: By and large Maggy charges in and punches, then punches again. Then breathes fire by venting the inner furnace that powers her crystalline body. Then punches some more. She's a competent but uninspired fighter, with the additional mobility of creating launchers out of the ground. She's confident that if she gets into real trouble she can just regenerate her way out of it. Power Descriptions: All crystal and fire, Maggy is an upper-strata magmin with the power to partially reshape herself and the world she stands on. All the elements that make up her body are, in a real sense, part of her no matter where they are or how scattered throughout the crust. They can be summoned into a fragile pillar that rockets her into the air, used to repair her crystalline lattice and even bolster her already prodigious strength by partially bonding her to the planet. Her inner fires let her create light in deepest darkness and can be concentrated into white-hot bolts or great green waves of fire. Her crystal body lets her ignore most mundane concerns, but has drawbacks. She must eat, sleep, avoid cold places and is totally incapable of human-style speech. Complications: Code: Unlike Mo, Maggy operates on a very strict code of ethics. She can't refuse a challenge, must keep her word under any circumstances and must never reveal the secret of the Sub-Terran Chasm. Mission: To find the Claw of Ghorummaz, a powerful artefact. To protect her ally 'Mo'. To serve the mighty Lord Quake. Secret: To most people she's encountered, Maggy is just a weird mutant with a disfiguring condition and severe disability. That she's kin to the magmin of Sub-Terra must be kept secret, to avoid a LOT of awkward questions and scrutiny her mission can't survive. The Thinnest Veil: Keeping the secret that she's not Mag-Might is impossible in the long-term. Abilities: 10 + 0 + 8 - 2 - 2 + 6 = 20pp STR 20 (+5) DEX 10 (+0) CON 18 (+4) INT 8 (-1) WIS 8 (-1) CHA 16 (+3) Combat: 10 + 8 = 18pp ATK: +5 (+7 Unarmed, Blast) DEF: +7 (4 Base, +3 Dodge Bonus, +2 flat-footed) Init: +8 Grapple: +15 Saves: 3 + 5 + 6 = 14 pp TOU +7 (+4 Con, +3 Protection, +7/+0 Impervious) FORT +7 (+4 Con, +3) REF +5 (+0 Dex, +5) WILL +5 (-1 Wis, +6) Skills: 6pp = 24r Intimidate 9 (+12) Language 3(American ASL, English, Igneous, Sub-Terran(native)) Notice 6 (+5) Sense Motive 6 (+5) Feats: 10pp Attack Specialization (Unarmed) 1 Dodge Focus 3 Improved Initiative 2 Luck Power Attack Second Chance (Intimidate checks) Uncanny Dodge (tactile) Powers: 1 + 1 + 7 + 5 + 7 + 3 + 2 + 2 + 17 = 45 pp Burrowing 1 (1MPH)[1PP](Earth/Rock) Environmental Control 2(10ft radius, Light, Flaws: Range(Touch))[1PP] (Fire/Heat) Immunity 7 (All Suffocation, Hot, High-Pressure, Radioactive Environments, Disease, Poison) [7pp](Earth/Rock) Immunity 10 (Fire Damage, Heat Damage; Flaws: Half-Effect)[5PP](Earth/Rock) Impervious Toughness 7 [7 pp](Earth/Rock) Protection 3 [3 pp](Earth/Rock) Regeneration 4 (Bruised 3(No Action), Resurrection 1(1 Week); Power Feats: Regrowth; Flaws: Source (stone))[2PP](Earth/Rock) Super-Senses 2 (Tremorsense) [2pp] (Earth/Rock) Mantle Array 7 (14PP Array, Feats: Alternate Power 3)[17PP] BP: Blast 6 (Feats: Accurate, Precise)[14PP](Fire/Heat) AP: Damage 7 (Extras: Area(Cone)[14PP](Fire/Heat) AP: Damage 2(Extras: Penetrating 2, Feats: Mighty[DMG7])[5/14PP] (Earth/Rock/Slashing) + Super-Movement 3(Wall-Crawling 3)[6/14PP] (Claws/Slashing) + Enhanced Burrowing 2(to Burrowing 3(5MPH); Extras: Penetrating 1)[3/14PP](Earth/Rock/Slashing) AP: Super-Strength 10(+50, 70 (+effective STR; Flaws: Duration(Sustained); Feats: Groundstrike(50ft radius), Shockwave(50ft max range, DC20 TOU))[7PP] (Earth/Rock) + Leaping 7(x250 jump distance(3750ft long-run/1875ft long-stand/937ft vertical)(Earth/Rock) Drawback: -4 pp Disability (Cannot Speak) (Very Common, Moderate) [-4] Vulnerable (Cold) (Common, Major(x2 DMG rank)) [-4 pp] Cost: abilities 20 + combat 18 + saves 14 + skills 6 + feats 10 + powers 45 - drawback 8 = 105/105PP
  11. Relay(OOC)

    That only fails by 1, so still gives enough cover to reach the gates. To fully avoid the magrays and slip under the closing door, a DC15 Drive (or Reflex, whichever is higher)check. -2 to the result for working with unfamiliar technology.
  12. Relay(OOC)

    So this is just a Stealth roll, with a bonus from the Concealment ranks implicit to the Light spirit. DC20
  13. Relay(IC)

    GM Le Roi' d'Tenues had many eccentric tastes, but his passion for the painfully, impractically anachronistic knew few bounds. For example, the car Scion slid into and, after a few false starts, managed to key into an obedient electric purr, was a soft indigo replica of a Porsche Carrera, with a modern self-replenishing energy cell stuffed under the hood. With a soft rasp of superfluous tires on sand, the magnetic field kicked in, and in a bone-jarring jolt the absurd luxury car hissed across the desert sand for the complex gate. The softest part of the intricate defensive installation, but still a hard nut to crack without some way to fool the e-Is. In her gut Scion could feel Light tugging and squirming. The spirit had trouble understanding proper context, but this time it might have a point...
  14. Mind the B's and Pew-Pews(OOC)

    And @SomethingHere Your action was to change into costume and activate your Animal Mimicry to become a large kit?
  15. Mind the B's and Pew-Pews(OOC)

    @TheAbsurdist Hey TA you still up for this one? Round 1: Lady Lincoln: Unharmed, 3HP Asad: Unharmed, 3HP The Bs(x5): Unharmed(x5)-GM