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  1. Today
  2. I would do anything for Jessie, Aquaria agreed to the voice from the trident, but she doesn't need my help right now. Indeed, even as she had the thought, Singularity smashed one of the drones completely to pieces just by striking it with her shield. The trident fell silent at those words, perhaps not sure what to make of its champion's attitude. Aquaria wasn't particularly concerned by the exchange - in her experience, powerful artifacts tried to tell her to do things all the time, and real willpower represented making a treasure, even a divinely empowered treasure, work for you rather than for its makers. The gods are testing my sense, she decided, and that was that. Of course, with that dilemma resolved, she had to settle the other dilemma - the hordes of murderous cybernetic fiends that were trying to murder all she loved! With Cobalt Templar committed to his opponent and Singularity engaged in battle, Sea Devil did move to help Jessie - dodging and leaping her way to her friend's side. The horde was coming fast and strong, but she fell into the rhythm of battle as if she'd been born there - striking again and again with her trident, impaling a torso here, slicing a head off there, the energy of her armor crackling along the black blade with a greenish lightning fury! "I have them!" she croaked loudly to Singularity, hoping to free her friend to rescue the prisoners she'd overheard.
  3. Sea Devil is going to target the omegadrones around Jessie, hopefully so Jessie can go help rescue those Surface-Men - Attack vs DC 15: 13 + 12 = 25 Omegadrone Horde Tou vs DC 27: http://orokos.com/roll/653248 = 16! Okay, they're dazed and injured! Singularity is up, @Electra!
  4. GM A stray pike shot had slammed into Gauss, driving her into the asphalt with punishing force that left the world a shaky, hazy din just outside the grip of fully-rational thought. But that was the end of the violence for the moment, and the convoy obligingly kept a wide berth besides a few who left their cars to try and help the disoriented hero. With the wrecked vehicle cleared, shoved into an alley big enough to contain it, and the shaky couple and their belongings beginning to be redistributed, the convoy began to crawl ahead. Pushed by the furious honking behind them and the sight of the distant horrors at the City Center, the front line of cars rolled briskly into gear as they rumbled for train station. Then the storm hit. Before Prism's eyes, a cyclonic wall of air howled to life and grew into a solid, shaking grey shell around the packed vehicles. Its power swept stray debris, trash, pieces of Omegadrone and anyone unfortunate enough to be out of their cars into the sky, hovering and buffeted by the air pressure coursing from below! Following them in short order, the cars, trucks and otherwise of the convoy began to leisurely levitate, carrying their screaming occupants dozens of feet into the air. With little apparent hurry, the wall began to usher them along...down the wrong road, the one leading right to the City Center where the black fort of the Terminus rose.
  5. The convoy is lifted only 50ft above the ground, well within Prism's Flight range, so she does manage to get people out of their vehicles on her Move Actions. First attack hits, DC25 Toughness vs. +10 Toughness: 23. Bruised. Redshift will start moving the convoy 500ft down the road over the course of her turn. Preventing her from moving around the convoy in a steady loop will force her to abandon this plan. Ways to do this involve placing physical blocks, Stunning/Dazing her, Snaring/Grappling her, etc. Because she's moving at super-speed throughout she's considered to be within range and as an available target for the considerations of game mechanics. @Azuth65 Would you give me Gauss' next three actions when she regains her place in Initiative? Next shot misses. Redshift moves the convoy as a whole 1000ft down the road. Next Actions please, @Thunder King
  6. Keeping her grip by the simple expedient of locking her hands together, Mag-Might flexed her crystalline muscles and braced herself as the towering creature's flames roared around her . They weren't like the fires that powered her magical shell, or even like the blaze that drove her lower-strata cousins down in the mantle. These fires were angry. Well, that made sense. What place did one of the Burning Children have on the cold, barren surface staring out into the endless void? Sometimes, when she was alone in the buzzing city, Maggy surrendered to the urge to crawl, driven by the unreasoning fear she'd fly off into the empty blue. Maybe she'd found a kindred spirit at last. "Grr'klk," she began in a gentle, even tone, "lurrhlgraaaughlkuh'k." She doubted this strange entity knew what she was talking about, but she hoped the spirit came through. "Gulkraghklkullkarghaugh. Uhaughlk Magh'kee klughl." It was a little personal, of course, but it might help break the ice a little. Regardless, she held on. Not to hurt, but to make sure the torcher wasn't going anywhere. She winced audibly as the flames spiked, a thin crack growing down her side as a flaw in her crystal surrendered under the strain.
  7. DC20 Toughness save: 23. Initiative: 12. DC20 Toughness from Aura: 17. Bruised. First action, if allowed, will be to maintain Grapple and attempt to initiate negotiations(Diplomacy roll to attempt to nudge them away from Hostile: 22.
  8. Might be a good place for you to post, @Tiffany Korta!
  9. Anna stared back at Merge, her eyes widening and her heart racing, and grabbed Nicola's hand for a moment the vampire could barely perceive. "I'm sorry," she said firmly but politely, never breaking eye contact with Merge, "you must have mistaken me for someone else." Ready to bolt if the point was pressed, she began the process of getting her way out of the car, not an easy task in a dress like this if she wanted to stay ladylike - and truthfully because she wasn't as fast or as flexible as she used to be.
  10. Though if they take Sin and the Duke into custody while Frost is getting beaten up, that wouldn't be so bad!
  11. Hmm, I assumed Comrade Frost's friends were going to help him with this one and that they were maybe going to take on the Duke and Sin rather than Morgen herself, hmm. What do you guys think?
  12. Yesterday
  13. it was a strange sensation to feel ones arm seperate itself from his body, becoming lifeless motionless matter its it rocketed through the water, propelled to its target by the tremendous force of influenced momentum. It had of course already grown back and able to properly seperate it through concious effort he'd avoided the painful side effects usually associated with ripping out chunks of ones self and throwing them at enemies as uncommon a tactic as it might've been for those not composed of regenerative matter (or those blessed with the abilities of starfish) his shot raced towards the beak behind the wall of rotten tentacles!
  14. hmm well lets say its erroding at him, either a damage effect or occasionally it just gnaws through him and trips him over or some such or it causes him to become sedentry? maybe reducing the range or effectiveness of his powers as they're turned to mud rather than soil?
  15. It could! What kind of complication were you thinking?
  16. Fire the clod cannon! 1d20+10=25 that said i am soil underwater if that kicks off my feat of clay complication i am hungry like a hippo for delicious HP! (Hippo Points!)
  17. GM With the impact came the sound of tinkling glass - just magnified a hundred, nay a thousand fold. The Glass woman was fast, and strong, but not resilient. At least, not resilient to the mighty charge of Replica. She landed several dozen feet away, in a sprinkling of shattered glass. Half of one leg had broken off, and there were cracks everywhere. She wailed in pain and despair. More pressing however, was the explosion of razor-sharp glass fragments that followed the impact. Treestock took several, and a particularly nasty one - millimeteres thick at most, a foot long, was sticking out of his abdoment. "Hell, that't don't look good..." he muttered, on the floor, bleeding on to the road.
  18. That just hits! Now, Glass is fragile! So only toughness +3 Toughness: 1d20+3 13 vs DC 23 (I think) puts her disabled, and staggered and all the rest, so effectively out of action. However, there is a splintering of glass that hits you and Treestock! DC 17 Toughness Save for you both! Tough vs Glass: 1d20+2 7 meaning he is also disabled, staggered and all the rest!
  19. GM "Squids? Dis a lake not an ocean!" commented the Gravedigger, displaying either mind reading abilities or a remarkable knowledge of marine biology. Still, he grew up in an Island. "This is a magic lake, silly!" replied Pixie, her voice vanishing as she ran with her uncanny speed to the other said. "True. Not like any lake I have bin seen..." agreed the Gravedigger. The zombie squid did not comment. If it had any mind whilst alive, it had rotted away. Instead, its tentacles started encroaching on Fascimile and the Gravedigger. Its smell was extremely awful, as one might expect from rotting squid flesh.
  20. Zombie Squids Get Initiative 0 Initiative: 1d20+7 14 for GD Round 1 19 - Fax - Unharmed - 1 HP 14 - GD - Unharmed 0 - Zombie Squid - Unharmed
  21. GM "Well, that sure sounds like you caused it..." contemplated the Destructor. She was hearing what she wanted to hear, and believing what she wanted to believe. And these delusions started cementing themselves with every video and snap photo the gang took on their mobile phones. Calling the authorities, however, was something they did not want to hear, and thus they heard it not. For the authorities would mean the blaze would be put out, which would spoil the awesomeness of the night. The building was smoking and choking, and Lady Horus began to cough, splutter, and feel faint. Plus, she could hardly see five feet. That said, with super speed came super-draft, and with judicious use of running-around-very-fast, she could clear enough smoke to at least see a bit, and at least breathe a bit. Still, it was dusty and smoky despite the best breeze. It took longer than she might have normally wished, but it would do - it would suffice. As far as she could see Barrelhouse, apart from glowing a dull orange, was quite as impervious to heat as its small protector robots. And he moved not a millimeter, quite inert. The remaining five protector robots seemed to content to scuttle about checking it was unharmed. They had no intelligence or initiative, and providing Lady Horus just observed, they did not act. Fortunately, there were no other robots to be found. Nor anything else alive (or possibly dead) that moved.
  22. @Avenger Assembled @Exaccus @Tiffany Korta This one was a bit of a tough call to make, and having slept on it, I have editted the IC to better suit Morgen's reponse in keeping with her character and the situation. I hope that is ok. One note however, Morgen was designed before I knew about this thread (she is from an old one). As designed, it will be fairly hard for Comrade Frost to win (although far from impossible), due to the rock-paper-scissors nature of superheroes. For me, that makes an interesting thread, but that does mean that there is a high chance of getting defeated here. If thats an issue, let me know.
  23. I should have done the calculations right, but please let me know if there is any miscalculations or if I have misunderstood how any powers work, or just if there is something wrong with how I have set up the profile. --- Forever Boy Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: +5 Defense / -5 Toughness In Brief: Super powered trickster from Neverworld, a world of adventure and action. Catchphrase: (Optional) Example: "Its Clobberin' Time!", "By the Power Cosmic!", "Hulk Smash!" etc. Theme: Storytime by Nightwish Alternate Identity: Pan Barrie (Secret). Birthplace: Neverworld. Residence: Claremont Academy, Freedom City. Base of Operations: Claremont Academy, Freedom City. Occupation: Student at Claremont Academy. Affiliations: Claremont Academy. Family: None known. Description: Age: 16 (DoB: 2002) Gender: Male Ethnicity: Alien, from Neverworld. Appears Caucasian. Height: 5’10’’ Weight: 170 lbs. Eyes: Green. Hair: Dark red. Pan is an attractive young man with dark red hair and green eyes. He has an athletic build, which he doesn’t mind showing with mostly form fitting clothing. Pan prefers green and red clothing, rarely wearing any dark colors. He almost always seem to be smiling. Pan’s costume is relatively simple. A green form fitting suit that leaves his neck, face and lower arms free. His outer legs are red, as are the shoulders, stretching down to his solar plexus. He wears golden and red buckle at the front of the costume, despite it having no belt. To hide his identity as Peter Barrie, Pan wears a green domino mask. History: In Neverworld, adventure and action rules. Swashbuckling heroes chase heinous villains across the seas in flying airships, pixies guide adventures in search of treasures haunted by ghosts in the machine. The Lost Heroes chase the being known only as the Crocodile across the endless ocean, hoping that it will one day fulfil its destiny and defeat The Hooked Man for good. Pan Barrie was born into this world. Raised by pixies, he never knew his parents. Always believing they abandoned him, Pan quickly came to resent most adults. Aided by the pixies, he performed daring heists into the bustling cities of Neverworld to gather food or just play pranks, and Pan became something of a myth: A never aging trickster that would disappear into the night. Eventually, the Lost Heroes happened upon the city that Pan had decided to visit. Hearing the rumors of the mysterious Forever Boy, they set a trap, and managed to capture him. Feeling pity for the boy, they took him in, and through time and effort, Pan came to trust them, joining them in the quest for the Crocodile. Pan spent 1 year travelling with the Lost Heroes, until they met the Hooked Man. A man of monstrous power, the Hooked Man defeated the Lost Heroes one by one, until he finally stood before Pan. With the strike of his blade, the Forever Boy severed the Hooked Man’s hand, which hurled into the waters below. As the Hooked Man prepared to kill Pan in retaliation, the Crocodile rose from the depths. Pan blacked out, and the next thing he knew, he woke up in Freedom City. With no way home, Pan wasted little time in exploring this strange new world. While living on the street and surviving through petty theft, he was eventually discovered while stopping a robbery. Offered the choice of joining the Claremont Academy, Pan eventually accepted. If he could not find a way home to Neverworld, he could at least try to find a new adventure. Personality & Motivation: Pan is a trickster, preferring to solve problems through trickery rather than brute force. He enjoys playing tricks on others, whether they are practical jokes or something more. Pan is utterly fearless, aside from one thing: The fear that he will never return home. He hides this fear behind bravado and a smile, while trying to find anyone to become his friend, rather than remain alone in this strange, new world. Despite his fears, Pan is determined to enjoy Freedom City as his newest adventure, and to aid his new home however he can, at least until he can find a way back to Neverworld. Powers & Tactics: Pan’s powers are either an innate part of his alien nature, or an extension of that nature, taught to him by the pixies of Neverworld. True to his nature as a trickster, Pan prefers to disable his opponents through his various tricks, rendering them unable to fight back against him and his allies. While he will taunt and provoke his enemies, he prefers to fight at range. Power Descriptions: While flying, Pan leaves behind a shimmering golden trail, almost like glowing dust. He is able to create a thick golden fog that can obscure the vision of any he wants. He can manipulate the same golden light into a number of offensive abilities that he calls his Tricks. The Stun Burst is a quick burst of light that can leave his target paralyzed. The Tracker Blast is a golden ball of light that follows Pan’s foes. The Mind Wave mentally confuses enemies around him. Fireworks are, as the name implies, a noisy explosion of light that can leave a target deaf and blind. Finally, the Binding Bands creates a set of glowing kinetic around their target, ensnaring them. Complications: Never is an awfully long time: While usually fearless, Pan has just one fear: That he will never be able to return to Neverworld. Oh, the cleverness of me: Pan is a trickster, and he has trouble not taunting and otherwise aggravating his enemies. To live will be an awfully big adventure: To Pan, a life without adventure would be worse than death. He searches for adventure in any form. Second star to the right and straight on 'til morning: Earth and Freedom City is a strange place, at least to someone from Neveworld. While he is slowly adapting, Pan is not quite used to living in this strange world yet. If you cannot teach me to fly, teach me to sing: While he has enrolled in Claremont Academy, Pan’s legal status is somewhat vague, as he is essentially an alien refugee. All children, except one, grow up: At times, Pan can appear naïve, but it is really just down to the differences in morality between Earth and Neverworld. Not everything is as black or white as it was on Neverworld. I don't want to go to school and learn solemn things: It is awfully difficult to sit still when you’re itching for adventure, be it during classes, stakeouts or strategy meetings. Abilities: 4 + 10 + 4 + 4 + 2 + 10 = 34PP Strength: 14 (+2) Dexterity: 20 (+5) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 20 (+5) Combat: 10 + 10 = 20 PP Initiative: +9 (+5 Dexterity, +4 Improved Initiative) Attack: +5 Melee, +10 Ranged (+5 Base) Defense: +15 (+5 Base, +10 Dodge Focus), +15 Flat-Footed Grapple: +0 Knockback: -0 Saving Throws: 3 + 5 + 3 = 11PP Toughness: +2 (+2 Con) Fortitude: +5 (+2 Con, +3) Reflex: +10 (+5 Dex, +5) Will: +4 (+1 Wis, +3) Skills: 20R = 5PP Acrobatics 2 (+7) Bluff 5 (+10) Notice 6 (+7) Sense Motive 3 (+4) Sleight of Hand 2 (+7) Stealth 2 (+7) Feats: 30PP Attack Focus [Ranged] 5 Defensive Roll 2 Distract Dodge Focus 10 Evasion 2 Fearless Improved Initiative 1 Jack-of-All-Trades Move-by Action Quick Change 1 Redirect Taunt Uncanny Dodge 3 [Visual, Auditory, Mental (Danger Sense)] Powers: 6 + 8 + 9 + 2 + 22 + 3 = 50PP Comprehend Rank 3 (Understand, speak and read all languages) [6PP] (alien, genetic) Flight 4 (Flight at 100 MPH) [8PP] (alien, genetic) Obscure 3 (Creates a golden fog that creates total visual concealment; Feats: Selective) [9PP] (fog, chi, trained) Quickness 4 (Quick thinker; Flaws: One type [Mental]) [2PP] (alien, genetic) Tricks Array 6 (18 PP Array; Feats: Alternate Power 4) 22PP] (light, chi, trained) Base Power: Stun 6 (Stun Burst; Extras: Ranged) {18/18} Alternate Power: Blast 6 (Tracker Blast; Extras: Homing) {18/18} Alternate Power: Confuse 6 (Mind Wave ; Extras: Area, Selective) {18/18} (mental) Alternate Power: Dazzle 6 (Fireworks, affects visual and auditory senses) {18/18} Alternate Power: Snare 9 (Binding Bands) {18/18} (kinetic, light) Super-Senses 3 (Accurate Hearing, Danger Sense) [3PP] (alien, genetic) Drawbacks: 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Stun Burst Ranged DC 16 Fortitude Dazed/Stun/Unconscious Tracker Blast Ranged DC 16 Toughness Damage Fireworks Ranged DC 16 Reflex Auditory/Visual Senses Useless Binding Bands Ranged DC 19 Reflex Entangled/Bound Mind Wave Ranged DC 16 Will Confused Totals: Abilities (34) + Combat (20) + Saving Throws (11) + Skills (5) + Feats (30) + Powers (50) - Drawbacks (0) = 150/150 Power Points
  24. Round 2! Wadjet keeps sneaking. We're now in the dice side of things; go ahead and start rolling if you want to be punching baddies!
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