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Almilee

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  1. On a later page of the newspaper, on October 9th, a small blurb can be found. Are The Dead Rising? Late last night, the police responded to a disturbance at the Lantern Hill Graveyard. Several mourners reported that they heard loud banging noises, followed by what could only have been an explosion. They claimed to have not spotted whoever, or whatever, was causing it, only being able to point the police in the general direction of the disturbance. The police searched for several hours, before finding the apparent cause - a stone mausoleum with the front door destroyed. Within was what appeared to be a very old sarcophagus, also blown open, and empty. The most curious thing? Both the sarcophagus and the mausoleum had apparently been blown open...from the inside. Are the dead rising again? Is this another attack by some leader of the undead? What is next - will the rest of Lantern Hill rise up to attack us?
  2. Ah, must have missed that while correcting. Fixed!
  3. "That sounds, uh..." Well, Jimmy wasn't personally that into the murder of tiny animals. He certainly would never be able to get that excited or...intense, about it. But hey, to each his own, right? Jimmy's hands fiddled together, fingers getting twiddled and moved about as he thought. "I've never had venison." Change the subject, a tried and true tactic. "Is it good? What's it like? Is it like chicken?" Everything was like chicken, or so he'd been told. Now was the best time to really find out.
  4. "Well, until fairly recently, I wasn't at home quite enough to know what they talk about." His mouth said happy-smile, but his eyes said buried pain. "Hospitals are not conducive to a good home life, you know." One of Jimmy's hands moved to scratch his neck slightly, giving him a bit of an excuse to let his eyes move to the ground, then back up. "I haven't gotten to the forest yet, I only just got here, and figured I should probably make a show of good faith and wait til my first appointment before going out wandering. You know, in case they warn me about something out there." He paused. "What's hunting like?"
  5. Fallout (10) Lime in the Coconut (5) Empty Vessel, Loudest Sound (2) Monster Mash (3) Rahman the Undying (5) Reputation Fright Night (5) Shell (1) Praetorians: Sovereign Right (1)
  6. Giant Bug Abilities: 16 + 20 + 16 + 0 + 4 + 0 = 56PP Strength: 26 (+8) Dexterity: 30 (+10) Constitution: 26 (+8) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 10 + 8 = 18PP Initiative: +10 Attack: +6 Melee, +4 Ranged Grapple: +18 Defense: +10 (+4 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -0 Saving Throws: 0 + 0 + 4 = 4PP Toughness: +10 (+8 Con, +2 [Carapace]) Fortitude: +8 (+8 Con, +0) Reflex: +10 (+10 Dex, +0) Will: +6 (+2 Wis, +4) Skills: 48R = 12PP Acrobatics 5 (+15) Climb 4 (+12) Intimidate 15 (+15) Notice 8 (+10) Sense Motive 8 (+10) Survival 3 (+5) Stealth 5 (+15) Feats: 19PP Attack Specialization 2 (Claws) Dodge Focus 6 Evasion Fearless Hide in Plain Sight Uncanny Dodge (Olfactory) Startle Takedown Attack 2 Fearsome Presence Favored Environment (Arboreal) Move-By-Action Elusive Target Powers: 20 + 3 + 2 + 6 + 5 + 5 + 3 + 8 = 52PP Blast 8 (Spike Launcher; Feats: Accurate 3, Ricochet) [20PP] Leaping 3 (Strong Legs and Weak Wings; x10) [3PP] Speed 2 (Strong Legs; 25MpH) [2PP] Super-Senses 6 (Accurate Acute Tracking [Quarter-speed] Olfactory, Darkvision) [6PP]\ Regeneration 5 (+2 Con, Rate 3) [5PP] Protection 2 (Carapace; Extras: Impervious, Reflective 2; Flaws: Limited (Physical), Drawbacks: Noticeable) [5PP] Concealment 6 (Cloaking; All Visual/Auditory Senses; Flaws: Passive, Blending) [3PP] Strike 2 (Claws; Extras: Penetrating, Autofire; Feats: Mighty, Affects Insubstantial) [8PP] Drawbacks: (-4) + (-5) + (-2)= -11PP Vulnerable (Fire; Frequency: Common; Intensity: Major)[-4PP] Disability (Claws instead of Hands; Frequency: Very Common; Intensity: Major) [-5PP] Weakness (DEET; Frequency: Uncommon; Intensity: Moderate) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Claws Touch DC 25 Toughness Damage 10(Physical), Penetrating, Affects Insubstantial, Autofire Spike Launcher Ranged DC 23 Toughness Damage 8(Physical) Totals: Abilities (56) + Combat (18) + Saving Throws (4) + Skills (12) + Feats (19) + Powers (52) - Drawbacks (11) = 150 PP
  7. Mimic Abilities: 10 + 10 + 10 + 10 + 10 + 10 = 60PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 20 (+5) Combat: 20 + 12 = 32PP Initiative: +5 Attack: +10 Melee, +10 Ranged Grapple: +15 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -2/4 Saving Throws: 2 + 2 + 2 = 6PP Toughness: +5/8 (+5 Con, +3 [Jumpsuit]) Fortitude: +7 (+5 Con, +2) Reflex: +7 (+5 Dex, +2) Will: +7 (+5 Wis, +2) Skills: 20R = 5PP Bluff 4 (+9) Computers 4 (+9) Disguise 2 (+7) Notice 4 (+9) Sense Motive 4 (+9) Stealth 2 (+7) Feats: 7PP Dodge Focus 4 Jack of All Trades Equipment 2 [10PP] Equipment: 2PP = 10EP Armored Jumpsuit (Toughness +3) [3EP] Utility Belt (5EP Max) [7EP] Power Knuckles (Strike 4; Feats: Mighty) {5/5} HUD/Earpiece (Communication 3, Datalink 2) {5/1} Smoke Pellets {4/1} Powers: 40 = 40PP Mimic 13 (65PP; All Powers (4PP/r); Extras: Duration (Cont); Flaws: Tainted, Saving Throw; Feats: Innate) [40PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage 5(Physical) Power Knuckles Touch DC 24 Toughness Damage 9(Physical) Totals: Abilities (60) + Combat (32) + Saving Throws (6) + Skills (5) + Feats (7) + Powers (40) - Drawbacks (0) = 150/150 PP
  8. "Ohhhh. Okay, that makes sense. So, I guess that means your mom works at the nuclear power plant, but in the other dimension? Or, the mom of the you from this dimension works at the power plant?" Jimmy's face scrunched up a little as he considered the possible permutations of a simple sentence like that, when spoken by someone who was technically two someones. Simultaneously, he reviewed what he could actually specifically remember of their conversation, and double-checked for new meaning. Satisfied that he didn't find anything, he returned to the conversation. "I haven't been to the gym yet. Don't really see the appeal of doing all that stuff in-doors. I'd rather go for a jog or play football or baseball or soccer, in the park. You know, outside, with the wind, and the birds chirping. In-doors gets pretty cooped up after a while, and with all those people sweating, it probably smells awful." The real meaning of Riley's final revelation flew at Jimmy...and passed right over his head, barely even ruffling his hair as it went by. "Oh, you have that thing where your body doesn't produce enough testosterone? I thought it was just old people who had that. Maybe it's a dimensional thing..." Busy as he was mulling that over, Jimmy only answered Riley's question as an afterthought. "Oh, uh, my mom does some part-time teaching work, and my dad's an executive at...a tech company of some sort, I never really learned the specifics."
  9. Following Whoop-Ant to the common room, Jimmy reflected that, at least, he knew he was getting taken along the quickest path. Which meant he had to pull his suitcases less. It didn't make him feel much better, but it helped, since at least he could imagine a worse situation. When he reached the room, he took a quick few-minute pause, then scanned down the list til he found his name and room. As suspected, he'd gotten a medical exemption and a solo room as well. It was a bit of a bummer, but hey, at least it would keep other people from complaining about getting irradiated. A short jaunt to drag his stuff up to his room and set up what needed setting up, and Jimmy was right back downstairs, lurking in the common room and waiting for Whoop-Ant's tour.
  10. Jimmy's gaze fell gently into one of empathy. "Oh...man, sorry. That sucks. I...well, I'm mostly fine." Knuckles rapped gently on the arm of his seat, just in case. A little superstition never hurt anyone. "I used...yeah, some sort of radiation. Did some weird things though, so they like to keep an eye on it. Plus, they can't find the guy who administered the treatment to have a chat about the side effects, so they're a little more paranoid than normal." He smiled slightly. "Thanks, though. I need to do some exercise. My mom wanted to sign me up for physical therapy, but I told her I could handle that without a doctor." He paused, folding his hands together and crossing his legs, then a thought occurred to him. "You're from around the plant? And you're getting your immunizations?"
  11. Jimmy's hand, in contrast to Riley's, was fairly soft and bony, like the rest of the boy. He retracted his hand after shaking Riley's, flexing the fingers slightly before dropping it into his lap. Jimmy mulled the name and what he knew about it over a few times in his mind, then decided that caution was a good choice. As usual, the shorter boy had to look slightly up to meet his conversation partner's eyes - he was used to it, so it only slightly bothered him anymore. "Lung cancer. Well, it used to be, but, it went into remission recently. I used, uh...unproven treatment, though, so my family was all paranoid about recurrence and arranged for regular checkups." There was a short pause, afterwards, as he mulled over whether or not he should say the other reason. "Also, they like to, you know, monitor my rad levels and make sure nothing's spiking abnormally. Safety thing, mine and everyone else's, you know? What are you in for?"
  12. Jimmy entered the infirmary waiting room looking much the same as usual. He was dressed casually in a t-shirt and cargo shorts, and was wearing flip-flops, for the comfort. He liked his feet to breathe. The short kid made his way to the check-in counter, pulling his student ID from his pocket and flashing it quickly. "Hi, Jeremy Stone, I think my old doctor sent my patient files? I need bi-monthly checkups to check for recurrence and make sure everything's A-OK." The smile on his face was a little forced, but after a bit the nurse found his file and told him to go wait in the seats. He made his way across the room and, quite disrespectful of privacy, plopped into a seat right next to Riley and immediately started talking. "Hiya. Don't think I've met you yet. Jimmy." His hand was stuck out to shake, and the grin on his face was maybe only a little bit forced this time.
  13. Player Name: Almilee Character Name: Shell Power Level: 10 (150/152PP) Trade-Offs: None Unspent Power Points: 2 In Brief: Deserter from the Stellar Khanate Residence: Varies Base of Operations: Varies Catchphrase: Alternate Identity: Khulan Chakha Identity: Public Birthplace: Zultas Occupation: Mercenary Affiliations: The Stellar Khanate Family: None Description: Age: 26 Apparent Age: Mid-20s Gender: Female Ethnicity: Zultasian Height: 5'7” Weight: 136lbs Eyes: Black Hair: Lavender Khulan is an average-sized, muscular woman. She could almost pass for human, but for her purple skin, black eyes, and long, lavender-colored hair. She usually wears her hair up in a ponytail, and when she chooses to not wear her link-suit (whenever not on duty), she wears simple, comfortable clothes with a large hood to hide her head in. Her link-suit is a skintight black bodysuit, with holes along her spine to allow her implants through. The mech itself is built for size and efficiency. Standing at just over seven and a half feet tall, the grey machine looks humanoid, with two arms (one of which is capped by a plasma cannon rather than a hand), and two legs with rear-bending knees, allowing for greater agility than certain other mechs might have. Instead of eyes, it has a single sensor that acts as the center for the suite of optics the machine transmits to its pilot. Power Descriptions Khulan's powers are built around her mech-suit. She controls it via a neural link, through her spine implants, while she herself is curled up inside a protective bubble, compacted to save space. The suit is equipped with everything necessary to keep her alive, as well as a suite of plasma weaponry, the cannon retracting and forming a plasma blade when it becomes necessary. History: Khulan grew up in the Stellar Khanate during a special time in its history - under the rule of Star-Khan's expansionist regime. Growing up amid the propaganda and emotions of the era imprinted a pride in the Khanate that could only be imprinted on someone who lives far from the true consequences of expansion. Even more influential, was the fact that her family believed in the Khanate as much as she did, and gave her a name similar to that of their rulers. After spending so much time watching Star-Khan's occasional victory parades, and seeing the dumbed-down broadcasts of Khanate victory over whatever planet was currently being conquered, Khulan surprised none of her family when she put in her application to join the military as soon as she was physically able to - like many of her friends. After a series of tests for skill and compatibility, Khulan was assigned into what she considered to be a prestigious branch of the military: piloting a Hunter battlesuit in the vanguard. Hunters were designed for orbital drop in packs, to lead the way and eliminate primary targets such as artillery batteries and enemy commanders. As they had been in service since long before the rule of Star-Khan, and even long before the rule of his mother, assignment to a Hunter was considered a hallowed tradition, and one that Khulan was glad to participate in. After her spine-jacks were put in for the neural interface, and she went through several months of training to adapt her to the strange feeling of piloting a Hunter, Khulan was put into service. War was nothing like what she'd imagined, or been shown. Later, she considered that, if she'd been put into a branch that didn't jump in ahead of time and act as roaming assassins, she might have been able to maintain some idealism. However, she was not. Even just within her first operation, deep within enemy territory, wreaking the devastation that came with hunting a commander, she began to doubt her choice. Watching as that particular war played out in front of her, made it worse. By the end, she was disillusioned, and already considering desertion. However, in the state it was in, she knew that a deserter would be swiftly found and brought down, and her family punished for her actions. So she stayed, and waited for a time where she might actually make it. The opportunity came after years of service, after the Incursion. As part of the forces that had evaded the Communion and moved to help the Coalition, Khulan was far from Khanate territories afterwards. As worlds split, and the Khanate was forced to look inwards and rebuild, she took her chance, and her mech, and fled. Repainting the Hunter into a drab gray and passing from planet to planet, she eluded what few former comrades came after her, and scraped together a living as a short-term-contract mercenary, picking and choosing contracts based on how much she believed in their cause. Personality & Motivation: Khulan is largely looking to redeem herself. As a Hunter, she was the vanguard that broke a hole in a target's defences, and paved the way for the conquering forces of the Khanate. Because of that, she feels partly responsible for the atrocities that followed, on top of those she and her pack caused already. She often comes across as irreverent, the facade behind which she hides her real feelings on any given subject. Powers & Tactics: Khulan's training as a Hunter has never really left her. Despite the fact that the Hunter can handle multiple opponents without too much issue, at close or long ranges, she prefers to split enemies apart, picking them off one by one, and removing leaders before anything else - cutting the heads off of the snakes. Her first act in any situation is to identify Primary Targets, which she removes before anything else. If surrounded, however, she adapts quickly, activating her plasma blade and cutting through anything between her and her current target. Complications: Infamy: Not only is Khulan a clear Zultasian, like many of her kind she has served in the Stellar Khanate's invading army – a fact clearly indicated by the symbols on her weapon and armor. Deserter: As a deserter from the Khanate's army, Khulan is not welcome on any of their worlds, and is wanted dead by what remains of the government. One-Handed: While Khulan herself has two working hands, her battlesuit does not. One arm is entirely taken up by its plasma weapon array, leaving it with only one hand to operate other things. In addition, this hand is only three-fingered and fairly clumsy – unsuited for fine manipulation. Abilities: 10 + 10 + 8 + 10 + 0 + 0 = 38PP Strength: 20 (+5) (35 (+12) [Battlesuit]) Dexterity: 20 (+5) Constitution: 18 (+4) (21 (+5) [Battlesuit]) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 16 + 12 = 28PP Initiative: +8 Attack: +8 Melee, +8 Ranged (+10 Weapons Array) Grapple: +13/+20 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -2/-10 Saving Throws: 0 + 1 + 4 = 5PP Toughness: +4/10 (+4Con, +6 [Battlesuit]) Fortitude: +4/8 (+4 Con, +0, +4 [Battlesuit]) Reflex: +6 (+5 Dex, +1) Will: +4 (+0 Wis, +4) Skills: 32R = 8PP Craft (Electronic) 4 (+9) Craft (Mechanical) 4 (+9) Computers 4 (+9) Disable Device 4 (+9) Knowledge (Galactic Lore) 4 (+9) Knowledge (Technology) 4 (+9) Language 1 (GalStandard; Native: Khanate) Medicine 5 (+5) Pilot 2 (+7) Feats: 7PP Ambidextrity Benefit (Native: Stellar Khanate) Dodge Focus 4 Takedown Attack Powers: 68 = 68PP Device Rank 17 (Khanate Military Battlesuit; 85PP Container; Flaws: Hard-To-Lose) [68PP] Array 10.5 (Weapons Array; 21PP Array; Feats: Alternate Power 3) [24PP] Base: Blast 10 (Plasma Cannon; Feats: Accurate) {21/21} AP: Blast 6 (Plasma Barrage; Extras: Area (Explosion); Feats: Progression 3 (Range; 6000ft)) {21/1} AP: Blast 6 (Plasma Burst; Extras: Area (Cone); Feats: Incurable) {19/1} AP: Strike 10 (Plasma Blade; Extras: Penetrating 8; Feats: Affects Insubstantial 2, Accurate) {21/1} Communication 9 (Combat Radio; Feats: Subtle) [10PP] Enhanced Strength 9 (Servos) [9PP] Enhanced Fortitude 3 (Life Support Systems) [3PP] Growth 3 (Mech-Suit; Feats: Innate; Extras: Duration (Continuous); Flaws: Permanent) [10PP] Immunity 9 (Life Support) [9PP] Immovable 5 (Inertia Dampers; Extras: Unstoppable) [10PP] Protection 5 (Armor) [5PP] Super-Senses 5 (Darkvision, Tracking Infravision, Extended Vision) [5PP] Drawbacks: (-4) = -4PP Normal Identity (Full Round to Enter Battlesuit; Frequency: Common; Intensity: Major) [-4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20/25 Toughness Damage 5/10(Physical) Plasma Barrage Ranged DC 21 Toughness Damage 6(Energy) Explosion Plasma Blade Touch DC 25 Toughness Damage 10(Energy) Plasma Burst Ranged DC 21 Toughness Damage 6(Energy) Cone Plasma Cannon Ranged DC 25 Toughness Damage 10(Energy) Totals: Abilities (38) + Combat (28) + Saving Throws (5) + Skills (8) + Feats (7) + Powers (68) - Drawbacks (-4) = 150/152 PP
  14. I figured, since I keep making characters, it'd be a good idea to start a thread for them, rather than keep making new ones. First up! Khanate Battlesuit Pilot - Deserter Abilities: 10 + 10 + 8 + 10 + 0 + 0 = 38PP Strength: 20 (+5) (35 (+12) [Battlesuit]) Dexterity: 20 (+5) Constitution: 18 (+4) (21 (+5) [Battlesuit]) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 16 + 12 = 28PP Initiative: +8 Attack: +8 Melee, +8 Ranged (+10 Weapons Array) Grapple: +18 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -2/-10 Saving Throws: 0 + 1 + 4 = 5PP Toughness: +4/10 (+4Con, +6 [Battlesuit]) Fortitude: +4/8 (+4 Con, +0, +4 [Battlesuit]) Reflex: +6 (+5 Dex, +1) Will: +4 (+0 Wis, +4) Skills: 28R = 7PP Knowledge (Galactic Lore) 4 (+9) Computers 4 (+9) Disable Device 4 (+9) Knowledge (Technology) 4 (+9) Medicine 5 (+5) Language 1 (GalStandard; Native: Khanate) Pilot 2 (+7) Craft (Electronic) 4 (+9) Craft (Mechanical) 4 (+9) Feats: 8PP Benefit (Native: Stellar Khanate) Dodge Focus 4 Ambidextrity Takedown Attack 2 Powers: 64 = 64PP Device Rank 16 (Khanate Military Battlesuit; 85PP Container; Flaws: Hard-To-Lose) [68PP] Protection 5 (Armor) [5PP] Communication 8 (Combat Radio; Feats: Subtle) [9PP] Enhanced Strength 9 (Servos) [9PP] Enhanced Fortitude 3 (Life Support Systems) [3PP] Immunity 10 (Life Support, Falling Damage) [10PP] Immovable 5 (Inertia Dampers; Extras: Unstoppable) [10PP] Super-Senses 5 (Darkvision, Tracking Infravision, Extended Vision) [5PP] Growth 3 (Mech-Suit; Feats: Innate; Extras: Duration (Continuous); Flaws: Permanent) [10PP] Array 10.5 (Weapons Array; 21PP Array; Feats: Alternate Power 3) [24PP] Base: Blast 10 (Plasma Cannon; Feats: Accurate) {21/21} AP: Blast 6 (Plasma Barrage; Extras: Area (Explosion); Feats: Progression 3 (Range; 6000ft)) {21/1} AP: Blast 6 (Plasma Burst; Extras: Area (Cone); Feats: Incurable) {19/1} AP: Strike 10 (Plasma Blade; Extras: Penetrating 8; Feats: Affects Insubstantial 2, Accurate) {21/1} Drawbacks: (-4) = -4PP Normal Identity (Needs Devices; Frequency: Common; Intensity: Major) [-4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20/25 Toughness Damage 5/10(Physical) Plasma Cannon Ranged DC 25 Toughness Damage 10(Energy) Plasma Barrage Ranged DC 21 Toughness Damage 6(Energy) Explosion Plasma Burst Ranged DC 21 Toughness Damage 6(Energy) Cone Plasma Blade Touch DC 25 Toughness Damage 10(Energy) Totals: Abilities (38) + Combat (28) + Saving Throws (5) + Skills (7) + Feats (8) + Powers (68) - Drawbacks (-4) = 150 PP
  15. I've been playing with a concept for a deserter from the Stellar Khanate, in all the chaos, who might fit in. Power-wise, she's going to be device-based, dressed up in a mech or heavy battlesuit, with plenty of survivability and a ranged energy damage attack-set.
  16. Alright, I moved points away from Feats and Skills and dropped 2 spells, to get Defence up to a +9, and he'll still be weaker without his staff, but, oh well. To be fair, if he doesn't have his staff, he probably has a whole host of other issues. Also fixed the Drain (got rid of Disease entirely and turned it into a General Ability Score Drain with Selective) and added it and the Illusion to the DC block.
  17. Alright, I pulled out Mind Control to fix the price of the Power Loss, instead of dealing with that headache. Fixed the Illusion and got rid of the Aura to add another Accurate to the Blast. I'm at a +9 with the Accurates on the Blast and Strike, but I can't do much better than that, and I only managed to push Defence to 6 by moving Ambidextrity into another Dodge Focus. I also added another Necromancy power, cause I realized there was an obvious one I was missing! Otherwise, yes, he has a lot of non-Necromancy magic, because his power is limited to the lower end of what he has, and a lot of the Necromancy he had learned was locked away by the chains, so he's stuck with the things he had less knowledge of. That question had actually slipped by my mind, but I realized that I do have an answer! Becoming a hero is actually largely influenced by Rahman himself. He tasted power after he became a lich, and learned what it felt like to be able to affect the world around you. Now, even bound and weakened, he can't stand going back to a life of pure research - it would bore him. The morals of the Order just restrict how he can affect the world. He doesn't like it, since it doesn't really allow him to express his power, but hey, beggars and choosers.
  18. "Oh, cool, Scotland. I've never been there, how is it?" Jimmy tilted his head questioningly at Cathy, but then was immediately distracted when Raina went off on her rant about how they did roommate assignments. Well, maybe not a rant. Tangent, at least. Followed by four other tangents. "I'm sure they did it based on a personality analysis, and individual needs. Or at least, I hope." Jimmy didn't want to be stuck in a room with someone who'd complain endlessly about being irradiated. That would just suck the fun right out of his time here. "Those rules sound pretty silly, yeah. But, you know, they can't actually really stop you from doing what you want. I mean, they can kick you out, or otherwise provide carrot or stick, but, ultimately, you can still decide to do the thing. You just might not like the consequences." The philosophy on rules and regulations dumped out quickly from his mouth, which was frozen into a smile. Then, he heard someone talking to them, and he turned. Just in time to catch the dude who suddenly appeared! Jimmy sounded the name out quickly, 'Whoop-ant'. Well, it was a weird name, but hey, he graduated, so he couldn't be too bad. "Hi! I'm Jimmy. No, we haven't, not yet, we were just heading over."
  19. Player Name: Almilee Character Name: Rahman the Undying Power Level: 9 (150/153PP) Trade-Offs: None Unspent Power Points: 3 In Brief: Lich Mage Residence: His mausoleum. Base of Operations: His mausoleum. Catchphrase: Alternate Identity: Ibraheem El-Hashem (when necessary to pass unremarked, he hides behind an illusion of a polite, well-dressed Arabic gentleman with a striking resemblance to the Rahman of flesh...not that most would remember what that looked like.) Identity: Rahman Nehjem Birthplace: London Occupation: Wizard Affiliations: The Order of Hermes Family: None Description: Age: 656 (6 August, 1959) Apparent Age: Dead Gender: Male Ethnicity: Arabic Height: 6'2” Weight: 90lbs Eyes: Blue-White Hair: White A tall drink of water, Rahman towers easily over the average person, but is about as muscular as a twig. His skin has been reduced to paper-thin, crackling and opening as he moves, and sits extremely close to his bones, close enough to allow them to be visible. Overall, he looks like a mummy who's wrappings someone took off. Where his eyes should be, there is nothing but a ghostly blue light that crackles like fire. Long threads of white hair sit on his head, patches of it missing, along with the skin that should have been under it, revealing greyish-white bone only a slightly different color from his skin. Rahman, when being himself, wears a set of deep red and black robes, as well as a slightly oversized hat. However, sometimes, he finds it enjoyable to throw on a fuzzy red bathrobe and slippers, when he's about to settle down with a good book - being a lich, after all, is no reason not to appreciate fine clothing. Power Descriptions: Rahman, quite simply, uses magic. Though the spells take different forms, they often look the same – waving and a short burst of chanting. The only real exception is when he uses the spells in his staff – those spells are permanently stored, and can be activated merely with his will and a wave of the staff (though that's mostly because it looks suitably dramatic). History: In Eastern Europe, during the mid 13th century, operated a group of wizards who called themselves simply by the moniker of The Order of Hermes. When young Rahman discovered the mysteries of magic in the late 13th century, these were the mages who came to teach him. They took him into their sanctum, and taught him the secrets of the schools of magic. When it came time to choose his own path, however, he surprised them. The Arabian wizard had been studying in secret, poring through the Order's ancient tomes, and had found a school of magic that he had barely been taught about – necromancy. However, the Order members, firm believers in pure knowledge, did not prevent him from choosing this path – a choice they would later regret. In the depths of the sanctum, over the next few years, Rahman studied. His attention was utterly devoured by his studies, as he dived deeper and deeper into the darkest art. One day, after having almost forgotten of the necromancer's existence, the Order was called to his workshop in the middle of the night by loud rumbling and manic chanting. What they found there surprised none of them, though it horrified them nonetheless. They watched, powerless to stop him, as Rahman carried out a dangerous ritual and tore his soul from his body, binding it into his staff in exchange for eternal life. Once the ritual was concluded, the wizard used a simple spell of Conjuration to disappear from the Sanctum, taking his tomes and secrets with him. Rahman did not stay hidden for long however, resurfacing within a week, as he sent hordes of skeletons to conquer a small town on the outskirts of what is now France. The wizards of the Order spent days following as he carved a swathe of destruction for no apparent reason beyond his own mad desire to bring about the Ends of things. Their tracking culminated in a long battle, wherein both sides called upon powers not meant for the ken or mortal minds but, finally, the Order prevailed over Rahman through sheer force of numbers. They trapped him in a sarcophagus, binding it with spells from each school, so that he would not escape, and finally, as an ultimate punishment, binding a scrying spell into it, that he could watch the world around him change and survive without him. A pact was struck by the Order, that their descendants would continue to watch the sarcophagus and renew the spells, and prevent such darkness from being brought down upon the world. The sarcophagus remained in place, watched over by the Order, until World War 2 came down onto Europe. Fearing that the Thule Society would release Rahman, whether on purpose or not, they took his sarcophagus and took it to Freedom City. It was placed into a mausoleum in the Lantern Hill Graveyard, and they continued to watch over it. However, in recent time, the Order disappeared from the sight of man or lich, and the spells binding Rahman into his eternal punishment weakened. Sensing his chance, the lich called upon what power he could and blasted open his prison, making an escape. Right when he thought he was free, however, the most dastardly of the original Order's traps sprang into action. A powerful spell, taking the form of an almost-imperceptible enchanted chain, wrapped itself around the necromancer, binding large parts of his power, and forcing him to follow the morals of the Order. Though he strains against the magic, Rahman is bound to the side of the Light in the eternal war, at least until he manages to remove his chains... Personality & Motivation: Rahman is not what one would normally think of as a 'hero'. He takes on crime and disorder more out of obligation than he does out of choice, though he would be lying if he said he didn't quite enjoy it...sometimes. Most of the time, it's something that gets in the way of his studies – but if he refuses to participate, the chains tighten and cause discomfort, on top of restricting his magic further. However, more often than he freely admits, he takes pleasure from demonstrating his power by removing some lesser villain. How dare they commit crimes in Freedom City anyway? It should be kept crime free, until it's his turn. It's only fair, after all. He's waited over six hundred years for it. Rahman has a simple motivation: freedom. He longs for the day when he cuts away the magical chains that bind him and is freed to use his magic however he wishes once more. Powers & Tactics: Due to his skill with magic – even bound as it is – Rahman is a versatile combatant. Depending on what is necessary, he can summon allies to fight his opponents, seek to trick them, or simply crush them like the insects he believes they are. In a situation where no special effort is necessary to defeat his enemies, he simply raises the bodies of the dead and hits his opponents with blasts of pure entropic energy, ripping the life from their very bodies as he strikes. One of his most common tactics for combat is simply to sheathe himself in entropic energy, summon a horde of the undead, and read a book while they beat whoever has aroused his ire, into unconsciousness. Despite how little he thinks of his enemies, Rahman is incapable of outright killing them - or even harming them beyond what is necessary. Trying to do so locks the chains and his magic with them, leaving him quite defenseless. Complications: Prejudice: As a powerful necromancer, Rahman faces much prejudice – his arts rip the dead from their graves to serve him, and even he is an undead abomination. How could anyone trust him? Infamy: Students of ancient obscure history may recognize the name Rahman as that of a necromancer who wreaked havoc in Europe in the late 13th and early 14th centuries before being captured and imprisoned by fellow mages. Chains of Magic: The ghostly chains that occasionally appear around Karahazar indicate a simple fact: Rahman is bound to work his magic only in the pursuit of order and upholding the law. Though the spells woven pull largely from his personal perception, they still heavily restrict his actions. If he tries to work against their restriction, his magic is locked away temporarily and he experiences terrible pain. Phylactery: Being a lich, Rahman has bound his soul into a gem on the top of his staff; should it be destroyed, it would deprive him of his eternal life and weaken him significantly. In addition, any who possess it literally have his soul, allowing them a great degree of power over him. Abilities: 2 + 0 + (-10) + 20 + 16 + (-4) = 24PP Strength: 12 (+1) Dexterity: 10 (+0) Constitution: -- (--) Intelligence: 30 (+10) Wisdom: 26 (+8) Charisma: 6 (-2) Combat: 10 + 12 = 22PP Initiative: +0 Attack: +5 Melee, +5 Ranged (+9 Blast, +9 Strike) Grapple: +6 Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed Knockback: -9 Saving Throws: 0 + 3 + 0 = 3PP Toughness: +9 (+0 Con, +9 [Entropic Shield]) Fortitude: -- (+0 Con, +0, Immunity) Reflex: +3 (+0 Dex, +3) Will: +8 (+8 Wis, +0) Skills: 24R = 6PP Craft (Artistic) 2 (+12) Craft (Structural) 2 (+12) Investigate 2 (+12) Knowledge (Arcane Lore) 5 (+15) Knowledge (Tactics) 5 (+15) Knowledge (Theology and Philosophy) 5 (+15) Medicine 1 (+9) Sense Motive 2 (+10) Feats: 6PP Artificer Dodge Focus 3 Fearless Ritualist Powers: 3 + 30 + 37 + 24 = 94PP Regeneration 4 (Lich; Resurrection 4; Extras: True Resurrection; Drawback: Power Loss (If Phylactery is Destroyed)) [3PP] Immunity 30 (Fortitude Saves) [30PP] Magic 16.5 (Spellcasting; 33PP Array; Feats: Alternate Power 5; Drawbacks: Power Loss (Requires Chanting and Waving) [-1PP]) [37PP] (Magic) Base Power: Summon 10 (Karahazar's Rising Dead; Feats: Progression 3; Extras: Horde) {33/33} (Necromancy) Alternate Power: Teleport 7 (Endymion's Mystic Tunnel; Extras: Portal) {28/1} (Conjuration) Alternate Power: Healing 14 (Zeniri's Undying Blessing; Feats: Persistent, Stabilize, Regrowth) {31/1} (Necromancy) Alternate Power: Illusion 7 (Fenk's Unreal Constructs (All Senses); Feats: Progression 5) {33/1} (Illusion) Alternate Power: Move Object 15 (Bigby's Invisible Hands; Feats: Precise) {31/1} (Conjuration) Alternate Power: Drain Ability Scores 9 (Karahazar's Wasting Touch; Feats: Incurable, Affects Insubstantial, Selective) {30/1} (Necromancy) Device Rank 8 (Phylactery Staff; 40PP Container; Flaws: Easy-To-Lose) [24PP] (Magical, Necromantic) Protection 9 (Entropic Armor; Extras: Impervious) [18PP] Magic 10.5 (Stored Attack Spells; 21PP Array; Feats: Alternate Power) [22PP] Base Power: Blast 9 (Bolt of Decay; Affects Insubstantial, Accurate 2) {21/21} Alternate Power: Strike 9 (Lifesapping Blow; Feats: Affects Insubstantial, Accurate 2) {12/1} Drawbacks: (-3) + (-2) = -5PP Vulnerable (Fire; Frequency: Common; Intensity: Moderate) [-3PP] Weakness (Holy Symbols; Frequency: Uncommon; Intensity: Moderate) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage 1(Physical) Bolt of Decay Ranged DC 24 Toughness Damage 9(Energy) Lifesapping Blow Touch DC 24 Toughness Damage 10(Physical) Wasting Touch Touch 5ft DC 19 Fortitude Lose (19 - Save Result) PP from every Ability Score [Max 9] Unreal Constructs Perception DC 17 Will Believe the Illusion. Totals: Abilities (24) + Combat (18) + Saving Throws (3) + Skills (6) + Feats (6) + Powers (94) - Drawbacks (-5) = 150/153 PP
  20. Fallout (8 Posts) New Shipments (4) Lime in the Coconut (4)
  21. Alright, fixed up the costs and format and such.
  22. Alright, I tossed a Flaw into the Magic Array, but I think I confused myself, so can someone check it and make sure I did it right?
  23. Jimmy blinked at Raina and her floating suitcase. It's funny - he hadn't actually noticed it was floating until she drew attention to it. The prospect of tossing his stuff on top and letting her handle the hard work was definitely a good one. On the other hand, he didn't really want to seem like the weak one who needed help right from the start. Jimmy coughed and shook his head. "Nice to meet you, but, I'll handle it. I need the exercise anyway!" The declaration was accompanied by a cheerful grin, which disappeared as soon as she asked about his powers. It took a second of thinking to figure out how to answer. What was he supposed to say? He wasn't 100% clear if there was some short and succinct way of explaining his powers, so he went the long route. "Oh, I turn into a blue giant who can fly and shoot energy out of his hands." It was a solid enough description, he figured. To really get more specific he'd have to actually show them, which he wasn't planning on doing until he had to. "And you...make things fly?" Half of him thought that was kind of a lame power. The other half of him realized that it was at least a useful power, which was more than he could say. The short man nodded at Huang, frowning a little at the possibility of seeing a fang - but maybe it was a trick of his mind. "Nice to meet you too. I'm new, from New York. Or, well, originally. I've been all over. And you?" He followed along politely towards the dorm, dragging his suitcases behind him, but seemingly distracted enough by the conversation to not notice the effort.
  24. Mhmm, that's true on both of those. Done!
  25. However, it's cheaper to do it the long way, given that I don't need Immunity (Disease, Poison) if I have Immunity (Fortitude Saves). I've redone parts of the ability section, but I think it should all be working.
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