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Sophistemon

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  1. 1st edit: Thank you for your feedback! In order, I've added his Solid Form knockback resistance, fixed the number of alternate powers, moved the power feats to Strike where they belong, and added Speed 1 to his Solid Form alternate power to make up the point difference. Is there anything else you would like me to change? 2nd edit: A misunderstanding led me to believe that I had to have certain powers linked to have them together as one alternate power set. I've split them with semicolons. 3rd edit: Robert Goodman is now Jack Reynolds, a more fitting "noir detective" name.
  2. THE MIRROR Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: -2 Defense / +2 Toughness In Brief: A metamorphic detective patrols the streets of Vibora Bay, unraveling mysteries and dispensing justice. Catchphrase: “Surprise.” Theme: Shawn Lane – Hardcase Alternate Identity: Jack Reynolds (secret) Birthplace: Vibora Bay, Florida (United States) Residence: The back room of a dingy office, Vibora Bay, Florida (United States) Base of Operations: A dingy office, Vibora Bay, Florida (United States) Occupation: Private detective / retired VBPD special agent Affiliations: None (looking for group) Family: Selma Clark (estranged ex-wife) & Joshua Reynolds (estranged son) Description: Age: 52 (DoB: 1967) Apparent Age: Varies (formerly 50s) Gender: Varies (identifies male) Ethnicity: Varies (formerly Caucasian) Height: Varies (formerly 6’1”) Weight: 215lbs Eyes: Varies (formerly brown) Hair: Varies (formerly brown) Description: Not too long ago, Jack Reynolds looked every last one of his 52 years. Wrinkled, paunchy, his graying hair going thin at the crown, Jack was as well-worn by life as his beloved khaki suits. Following his transformation, however, Jack’s flesh became a reflective, semitransparent jelly that he can shape, color, and texture however he pleases. He still wears the khaki suits. History: Years ago, Special Agents Jack Reynolds and Arthur Clark of the Vibora Bay Police Department were investigating billionaire chemical magnate Francis DuKatt III for his company’s connections to the recent appearance of a new, dangerously potent designer narcotic called “Cicada.” Midway through their inquiries, Special Agent Clark disappeared one evening, never to be seen again. The loss of his best friend and brother-in-law destroyed Reynolds’s marriage, drove him to the bottle, and cost him his career when the case was dropped and he was ordered to cease any and all investigations. Suspecting foulest play, Reynolds retired from the force in disgust and established a small, one-man private detective business. It paid peanuts, but at least the work was honest. One day, while tailing a wayward husband, Jack learned that the man's midnight rendezvous weren't with a younger mistress, as his wife had feared, but to plot and enact a clandestine meeting at the DuKatt Chemical factory with a cadre of black-clad conspirators. Spotted by a lookout before he could report what he’d seen, Jack was captured, disarmed, and forced to enter the factory. There, the detective was savagely beaten, shot twice in the stomach, and dumped in a waste chemical tank to die. That he didn't expire surprised no one so much as Jack himself, though he would live forever changed. Transformed by the toxic chemicals into a large puddle of reflective sludge, Reynolds oozed free of the vat and was able to escape soon after his murderers fled the scene. Fighting shock, he was able to take a more humanoid form and return home under cover of darkness. After some experimentation, Jack realized that his reflective, jellylike flesh could assume all manner of shapes, colors, and textures – and turn from a liquid to a durable solid with a thought. Inspired by Vibora Bay's long and storied heroic history, he resolved to use his strange new powers to defend the city, avenge his own murder, and learn the truth behind his late partner’s mysterious disappearance. Personality & Motivation: Tough and determined to the point of obduracy, Jack Reynolds epitomizes the term “hard case.” But beneath that stony, suspicious exterior lies a heart of gold and an undying dedication to unearthing the truth. A nightmare to crooks and an angel to the innocent, Reynolds works tirelessly as the Mirror to bring justice – both punishment and protection – to the citizens of Vibora Bay. Powers & Tactics: A shapeshifter with extensive control over the psychoplasmic sludge that makes up his body, the Mirror is capable of assuming nearly any form he can imagine with exacting precision. He able to relax his body into a slippery liquid and tense it into a durable, super-strong solid. When wounded, the Mirror is able to concentrate and literally pull himself back together to heal himself. The Mirror uses his abilities to disguise himself when undercover, infiltrate secured locations, and battle criminals directly when necessary. In combat, he tends to open with his fluid form to engage enemies from a range before turning solid to reduce incoming damage and finish the job in close quarters. Injuries sustained in battle are healed after, when he has a moment to regenerate. Power Descriptions: A human being mutated by a vat of toxic chemical waste, the Mirror’s powers are all physical in nature and application. He is capable of reshaping his body to alter his appearance and assuming an elongating fluid form or a stronger, more durable solid form. In combat, the Mirror can cause bludgeoning, piercing, or slashing damage by transforming his limbs into clubs, spikes, or blades. Complications: Identity: Jack Reynolds endeavors to keep the fact that he is also the Mirror a carefully guarded secret. Obsession: the Mirror is determined to unravel and solve the mystery of Arthur Clark’s disappearance. Relationship: Jack has an estranged ex-wife and a son that he desperately wants to reconnect with. Responsibility: Reynolds works as a private detective, working various cases for the people of Vibora Bay. Rival: the Mirror is dedicated to proving the guilt of Francis DuKatt III, the head of DuKatt Chemical. Abilities: 4 + 6 + 8 + 2 + 2 + 2 = 24PP Strength: 14/24 (+2/+7) Dexterity: 16 (+3) Constitution: 18/28 (+4/+9) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 10 + 10 = 20PP Initiative: +3 base Attack: +5 base, +7 melee Defense: +5, +3 flat-footed Grapple: +9 base, +12 fluid form, +14 solid form Knockback: -4 / -9 (solid form) Saving Throws: 0 + 4 + 4 = 8PP Toughness: +9 (+9 Con, +0) Fortitude: +9 (+9 Con, +0) Reflex: +7 (+3 Dex, +4) Will: +5 (+1 Wis, +4) Skills: 64R = 16PP Bluff 4 (+5 base, +13 Attractive, +15 to imitate sounds when Morphed) Diplomacy 4 (+5 base, +13 Attractive) Disable Device 4 (+5 base, +10 Beginner’s Luck) Disguise 0 (+1 Base, +26 Morph) Gather Information 8 (+9 base) Investigate 8 (+9 Base) Knowledge Civics 4 (+5 base, +10 Beginner’s Luck) Knowledge Streetwise 4 (+5 base, +10 Beginner’s Luck) Notice 8 (+9 base) Search 8 (+9 base) Sense Motive 8 (+9 base) Stealth 4 (+7 base, +12 Beginner’s Luck) Feats: 7PP Attack Focus 2 (Melee) Attractive 2 (when Morphed) Beginner’s Luck Connected Contacts Luck 2 Powers: 10 + 23 = 33PP Psychoplasmic Body 10 (20PP Array; Feats: Alternate Power 3) [23PP] (Physical, Mutation) • Base Power: Healing 10 (Active Regeneration; Extras: Total; Flaws: Limited to Self) {20/20} • Alternate Power: Morph 5 (Active Camouflage; Extras: Any Form 2, Feats: Attractive 2, Covers Scent, Mimicry, Precise) {20/20} • Alternate Powers: Elongation 3; Insubstantial 1; Speed 1; Strike 5 (Feats: Variable 1 [Physical], Mighty); Super-Movement 2 [Slithering 1 + Wall-Crawling 1] (Fluid Form) {20/20} • Alternate Powers: Enhanced Strength 10; Impervious Toughness 9; Speed 1 (Solid Form) {20/20} Enhanced Constitution 10 (Psychoplasmic Endurance) [10PP] (Physical, Mutation) Drawbacks: (-3) = -4PP Vulnerability (Electricity; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness DMG Bludgeoning Strike 5 35ft DC 22 Toughness DMG Blg/prc/slsh Enhanced Strength Touch DC 22 Toughness DMG Blg/prc/slsh Totals: Abilities (24) + Combat (20) + Saving Throws (8) + Skills (16) + Feats (7) + Powers (33) - Drawbacks (3) = 105/105 Power Points Base Carrying Capacity: L: 58; M: 116; H: 175; Mx: 350; P/D: 875 Base Throwing Distance: 175lbs 5ft; 10lbs 25ft Base Jump Distance: Running jump: 12ft; Standing jump: 6ft; High jump: 3ft E-Str Carrying Capacity: L: 233; M: 466; H: 700; Mx: 1.4t; P/D: 3.5t E-Str Throwing Distance: 700lbs 5ft; 100lbs 25ft; 10lbs 100ft E-Str Jump Distance: Running jump: 17ft; Standing jump: 8ft; High jump: 4ft Speed: 10mph/88ft per round
  3. The Mirror Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: -2 Defense / +2 Toughness In Brief: A metamorphic detective patrols the streets of Vibora Bay, unraveling mysteries and dispensing justice. Catchphrase: “Surprise.” Theme: Shawn Lane – Hardcase Alternate Identity: Robert “Bob” Goodman (secret) Birthplace: Vibora Bay, Florida (United States) Residence: The back room of a dingy office, Vibora Bay, Florida (United States) Base of Operations: A dingy office, Vibora Bay, Florida (United States) Occupation: Private detective / retired VBPD special agent Affiliations: None (looking for group) Family: Selma Clark (estranged ex-wife) & Neil Goodman (estranged son) Description: Age: 52 (DoB: 1967) Apparent Age: Varies (formerly 50s) Gender: Varies (male) Ethnicity: Varies (formerly Caucasian) Height: Varies (formerly 6’1”) Weight: 215lbs Eyes: Varies (formerly brown) Hair: Varies (formerly brown) Description: Not too long ago, Robert Goodman looked every last one of his 52 years. Wrinkled, paunchy, his graying hair going thin at the crown, Bob was as well-worn by life as his beloved khaki suits. Following his transformation, however, Bob’s flesh became a reflective, semitransparent jelly that he can shape, color, and texture however he pleases. He still wears the khaki suits. History: Years ago, Special Agents Robert Goodman and Arthur Clark of the Vibora Bay Police Department were investigating billionaire chemical magnate Francis DuKatt III for his company’s connections to the recent appearance of a new, dangerously potent designer narcotic called “Cicada.” Midway through their inquiries, Special Agent Clark disappeared one evening, never to be seen again. The loss of his best friend and brother-in-law destroyed Goodman’s marriage, drove him to the bottle, and cost him his career when the case was dropped and he was ordered to cease any and all investigations. Suspecting foulest play, Goodman retired from the force in disgust and established a small, one-man private detective business. It paid peanuts, but at least the work was honest. One day, while tailing a wayward husband, Bob learned that the man's midnight rendezvous weren't with a younger mistress, as his wife had feared, but to plot and enact a clandestine meeting at the DuKatt Chemical factory with a cadre of black-clad conspirators. Spotted by a lookout before he could report what he’d seen, Bob was captured, disarmed, and forced to enter the factory. There, the detective was savagely beaten, shot twice in the stomach, and dumped in a waste chemical tank to die. That he didn't expire surprised no one so much as Bob himself, though he would live forever changed. Transformed by the toxic chemicals into a large puddle of reflective sludge, Goodman oozed free of the vat and was able to escape soon after his murderers fled the scene. Fighting shock, he was able to take a more humanoid form and return home under cover of darkness. After some experimentation, Bob realized that his reflective, jellylike flesh could assume all manner of shapes, colors, and textures – and turn from a liquid to a durable solid with a thought. Inspired by Vibora Bay's heroic history, he resolved to use his strange new powers to defend the city, avenge his own murder, and learn the truth behind his late partner’s mysterious disappearance. Personality & Motivation: Tough and determined to the point of obduracy, Robert Goodman epitomizes the term “hard case.” But beneath that stony, suspicious exterior lies a heart of gold and an undying dedication to unearthing the truth. A nightmare to crooks and an angel to the innocent, Goodman works tirelessly as the Mirror to bring justice – both punishment and protection – to the citizens of Vibora Bay. Powers & Tactics: A shapeshifter with extensive control over the psychoplasmic sludge that makes up his body, the Mirror is capable of assuming nearly any form he can imagine with exacting precision. He able to relax his body into a slippery liquid and tense it into a durable, super-strong solid. When wounded, the Mirror is able to concentrate and literally pull himself back together to heal himself. The Mirror uses his abilities to disguise himself when undercover, infiltrate secured locations, and battle criminals directly when necessary. In combat, he tends to open with his fluid form to engage enemies from a range before turning solid to reduce incoming damage and finish the job in close quarters. Injuries sustained in battle are healed after, when he has a moment to regenerate. Power Descriptions: A human being mutated by a vat of toxic chemical waste, the Mirror’s powers are all physical in nature and application. He is capable of reshaping his body to alter his appearance and assuming an elongating fluid form or a stronger, more durable solid form. In combat, the Mirror can cause bludgeoning, piercing, or slashing damage by transforming his limbs into clubs, spikes, or blades. Complications: Identity: Robert Goodman endeavors to keep the fact that he is also the Mirror a carefully guarded secret. Obsession: the Mirror is determined to unravel and solve the mystery of Arthur Clark’s disappearance. Relationship: Robert has an estranged ex-wife and a son that he desperately wants to reconnect with. Responsibility: Goodman works as a private detective, working various cases for the people of Vibora Bay. Rival: the Mirror is dedicated to proving the guilt of Francis DuKatt III, the head of DuKatt Chemical. Abilities: 4 + 6 + 8 + 2 + 2 + 2 = 24PP Strength: 14/24 (+2/+7) Dexterity: 16 (+3) Constitution: 18/28 (+4/+9) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 10 + 10 = 20PP Initiative: +3 base Attack: +5 base, +7 melee Defense: +5, +3 flat-footed Grapple: +9 base, +12 fluid form, +14 solid form Knockback: -4 Saving Throws: 0 + 4 + 4 = 8PP Toughness: +9 (+9 Con, +0) Fortitude: +9 (+9 Con, +0) Reflex: +7 (+3 Dex, +4) Will: +5 (+1 Wis, +4) Skills: 64R = 16PP Bluff 4 (+5 base, +13 Attractive, +15 to imitate sounds when Morphed) Diplomacy 4 (+5 base, +13 Attractive) Disable Device 4 (+5 base, +10 Beginner’s Luck) Disguise 0 (+1 Base, +26 Morph) Gather Information 8 (+9 base) Investigate 8 (+9 Base) Knowledge Civics 4 (+5 base, +10 Beginner’s Luck) Knowledge Streetwise 4 (+5 base, +10 Beginner’s Luck) Notice 8 (+9 base) Search 8 (+9 base) Sense Motive 8 (+9 base) Stealth 4 (+7 base, +12 Beginner’s Luck) Feats: 7PP Attack Focus 2 (Melee) Attractive 2 (when Morphed) Beginner’s Luck Connected Contacts Luck 2 Powers: 10 + 23 = 33PP Psychoplasmic Body 10 (20PP Array; Feats: Alternate Power 2) [23PP] (Physical, Mutation) Base Power: Healing 10 (Active Regeneration; Extras: Total; Flaws: Limited to Self) {20/20} Alternate Power: Morph 5 (Active Camouflage; Extras: Any Form 2, Feats: Attractive 2, Covers Scent, Mimicry, Precise) {20/20} Alternate Linked Powers: Elongation 3 + Insubstantial 1 + Speed 1 + Strike 5 + Super-Movement 2 [Slithering 1 + Wall-Crawling 1] (Fluid Form; Feats: Variable 1 [Physical], Mighty) {20/20} Alternate Linked Powers: Enhanced Strength 10 + Impervious Toughness 9 (Solid Form) {20/20} Enhanced Constitution 10 (Psychoplasmic Endurance) [10PP] (Physical, Mutation) Drawbacks: (-3) = -4PP Vulnerability (Electricity; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness DMG Bludgeoning Strike 5 35ft DC 22 Toughness DMG Blg/prc/slsh Enhanced Strength Touch DC 22 Toughness DMG Blg/prc/slsh Totals: Abilities (24) + Combat (20) + Saving Throws (8) + Skills (16) + Feats (7) + Powers (33) - Drawbacks (3) = 105/105 Power Points Base Carrying Capacity: L: 58; M: 116; H: 175; Mx: 350; P/D: 875 Base Throwing Distance: 175lbs 5ft; 10lbs 25ft Base Jump Distance: Running jump: 12ft; Standing jump: 6ft; High jump: 3ft E-Str Carrying Capacity: L: 233; M: 466; H: 700; Mx: 1.4t; P/D: 3.5t E-Str Throwing Distance: 700lbs 5ft; 100lbs 25ft; 10lbs 100ft E-Str Jump Distance: Running jump: 17ft; Standing jump: 8ft; High jump: 4ft Speed: 10mph/88ft per round
  4. Florida-Man Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: -2 Defense / +2 Toughness In Brief: An accident prone novice with enemies in high places attempts to restore his reputation. Catchphrase: “I meant to do that!” Theme: Unknown Brain – Superhero Alternate Identity: Grant Potosi (Secret) Birthplace: Vibora Bay, Florida (United States) Residence: His mom’s house, Vibora Bay, Florida (United States) Base of Operations: His mom’s house, Vibora Bay, Florida (United States) Occupation: Student; webcomic author/artist Affiliations: None (looking for group) Family: Selma Potosi (mother) & unknown father; Luiza Gonzales (sometimes girlfriend) Description: Age: 19 (DoB: 2000 [19th October]) Apparent Age: 19 Gender: Male Ethnicity: Mestizo (3/4ths Caucasian) Height: 6’2” Weight: 195lbs Eyes: Blue Hair: Blond Description: Grant Potosi is a tall, powerfully built young man with bright blue eyes and red-gold hair. He is naturally friendly and possesses a good sense of humor. As a civilian he can usually be found wearing a pair of faded denim bluejeans and a tee-shirt. As Florida-Man, he dresses in a costume sporting the official state colors (red, white, and orange) with a stylized reflective F on the chest and keeps his facial features concealed from onlookers with a pair of large, mirrored, visor-like sunglasses. History: Grant Potosi loves superheroes. The only child of a single mother and an absentee father, young Grant would run around the house with a bath-towel tied around his neck and paper the walls with crayon drawings of his favorite heroes performing their most famous deeds. At night, while he slept, Grant would sometimes dream that his father WAS a superhero, away fighting crime somewhere. These childhood fantasies seemed more likely than ever when his own powers began to develop at puberty. As a teenager, Grant developed a tall, powerful build that undersold his phenomenal superhuman strength. Although only academically average, Grant's artistic talents also matured and he became quite skilled at illustration. He eschewed sports, both out of a sense of fair play and a desire to keep his abilities a secret, though he did practice with his high-school wrestling team and picked up quite a few of their techniques. Those came in handy when he debuted as Florida-Man a year ago. Unfortunately, Florida-Man's superheroic career has had a rocky start. The fact of the matter is, Grant lacks fine control over his powers and often underestimates his own strength, with his inexperience often leading to expensive property damage. A series of misadventures led the Wimsey Corporation, one of the world's largest and most powerful media conglomerates, to smear Grant as an inept and incompetent embarrassment to Florida. Recently admitted to a trade school in the hopes of earning a visual arts degree and supplementing his income by writing and illustrating a weekly webcomic, Grant struggles to repair Florida-Man's reputation and become the kind of hero he looked up to as a child, the kind of hero his state deserves. Personality & Motivation: Grant is a friendly, jocular young man with more idealism than common sense. He is motivated by a desire to be accepted into the superheroic community he’s idolized since early childhood. As such, he adheres to a rigid, perhaps naive code of conduct. He tries to hold true to the familiar trappings of being a superhero, which includes withholding his secret identity from everyone – even those who could help him keep it safe. Powers & Tactics: Florida-Man’s powers, even his flashier ones, are simply brute applications of his incredible strength and durability. Despite his colorful costume and bombastic personality, Grant’s abilities are generally mundane in practice. Powerful muscles propel him at incredible speeds when running, for incredible distances when leaping, and allow for enormous physical strength when lifting or striking. His body is durable enough to withstand the stress of his strength, can resist most forms of damage, and is capable of rapid self-repair when wounded. Unfortunately, Grant lacks the training of a proper fighter and battles without grace or strategy. He’ll employ wild punches and sloppy counterattacks until he can pull his opponents into a grapple, where he’ll use what he learned from practicing with his high school wrestling team to subdue his enemies with a super-strong chokehold. Power Descriptions: Unbeknownst to Grant himself, his powers have more potential than he realizes due to his undiscovered nature as a biokinetic -- someone with the ability to modify the form and function of their own body. While largely uncontrolled at the moment, Grant’s powers have responded to his desire to be a hero and are providing him with the superhuman strength, speed, and durability needed to make it possible. Psionic attacks can interfere with Grant’s subconscious control over his physiology, more easily bypassing his defenses and causing him more damage. Complications: Accident Prone: Grant's misadventures all too often result in misunderstandings and property damage. Bad Reputation: the biased reporting of the Wimsey Corporation has turned the public against Grant. Enemy: Grant has somehow earned the ire of David Wimsey III, head honcho of the Wimsey Corporation. Identity: Grant endeavors to keep the fact that he is also the hero Florida-Man a carefully guarded secret. Relationship: Grant has a long-suffering, on again/off again girlfriend who doesn't know he's Florida-Man. Responsibility: Grant is a trade-school student and the writer/illustrator of a semi-successful webcomic. Worldview: Grant is idealistic to the point of being naive, and views the world in black and white terms. Abilities: 4 + 6 + 8 + 0 + 2 + 4 = 24PP Strength: 14/24 (+2/+7) Dexterity: 16 (+3) Constitution: 18/28 (+4/+9) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 14 + 10 = 24PP Initiative: +3 Base) Attack: +7 Base Defense: +5, +3 Flat-Footed Grapple: +23 Super-Strength 9, +17 Super-Strength 3, +14 Base Knockback: -4 Saving Throws: 0 + 4 + 4 = 8PP Toughness: +9 (+9 Con, +0) Fortitude: +9 (+9 Con, +0) Reflex: +7 (+3 Dex, +4) Will: +5 (+1 Wis, +4) Skills: 52R = 13PP Craft (artistic) 10 (+10) Diplomacy 6 (+8 Base, +12 Attractive) Gather Information 6 (+8) Knowledge (current events) 6 (+6) Knowledge (popular culture) 6 (+6) Language 1 (English [native], Spanish) Notice 6 (+7) Search 6 (+6) Sense Motive 5 (+6) Feats: 6PP Attractive (+4) 1 Beginner’s Luck Chokehold Improved Pin Luck 2 Powers: 20 + 13 = 33PP Linked Powers 20 (Biokinetic Enhancements) [20PP] (Biological, Physical) • Linked Power: Enhanced Constitution 10 (Extras: Linked) [10PP] • Linked Power: Enhanced Strength 10 (Extras: Linked) [10PP] Biokinetic Focus Array 4.5 (9PP Array; Feats: Alternate Power 4) [13PP] (Biological, Physical) • Base Power: Healing 9 (Extras: Total; Flaws: Distracting, Limited to Self) [9PP] • Alternate Power: Impervious Toughness 9 (Flaws: Sustained) [9PP] • Alternate Power: Linked Power 8 (Feats: Improved Initiative) [9PP] ◦ Linked Power: Leaping 3 (Extras: Linked) [3PP] ◦ Linked Power: Quickness 2 (Extras: Linked) [2PP] ◦ Linked Power: Speed 3 (Extras: Linked) [3PP] • Alternate Power: Super-Strength 3 (Feats: Groundstrike, Shockwave, Thunderclap) [9PP] • Alternate Power: Super-Strength 9 (Flaws: Sustained) [9PP] Drawbacks: (-3) = -3PP Vulnerability (Psionic; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness Damage Groundstrike 70ft Radius Strength Check Trip Shockwave 70ft Cone DC 17 Reflex Damage Thunderclap 35ft Area DC 17 Reflex Auditory Dazzle Totals: Abilities (24) + Combat (24) + Saving Throws (8) + Skills (13) + Feats (6) + Powers (33) - Drawbacks (3) = 105/105 Power Points Base Carrying Capacity: Light: 233; Medium: 455; Heavy: 700; Maximum: 1.4k; Push/Drag: 3.5k Base Throwing Distance: 700lbs 5ft; 100lbs 25ft; 10lbs 100ft E-Str Carrying Capacity: Light: 1.9k; Medium: 3.7k; Heafy: 2.8t; Maxium: 5.6t; Pusg/Drag: 14t E-Str Throwing Distance: 2.8t 5ft; 100lbs 250ft; 10lbs 1000ft S-Str Carrying Capacity: Light: 59.6t; Medium: 119.4t; Heavy:179.2t; Maximum: 358.4t; Push/Drag: 896t S-Str Throwing Distance: 179.2t 5ft; 100lbs 4.7mls; 10lbs 18.9mls Jumping Distance: Running jump: 170ft; Standing jump: 85ft; High jump: 42ft Speed: 100mph/880ft per round
  5. A metallic sphere, only slightly larger than a softball, hovers in midair. It defies the wind of the storm, its swiveling back and forth noticeable only for the movement of the recessed camera lenses embedded in its chassis and the glowing red emitter that had launched the beam in Warne's direction. Adepts gets the distinct, creeping feeling that the sphere was thinking as its gaze darted between Meryl's care and himself -- as thought it was weighing its options. Finally, the sphere made its choice and, launching itself upwards, fired another bolt of energy at the psionic super-agent. =-=-=-= "No," Upgrade boomed. He shook the Pangolin again, again, again, so that the cyborg's head whipped back and forth from the shaking like that of a child's doll. "Tell me!" he shouted, in an augmented voice that could shatter windows and drive dogs deaf. "Who's after my family? Tell me! Spit it out!" But the Pangolin remained silent, either reticent, unconscious, or rendered unable to speak by whatever mysterious handlers had equipped him with his deadly enhancements. But then, someone did speak, and the voice emerged from Pangolin's sparking speakers, it was not the Pangolin that spoke. "Ethan Stone, Upgrade. Before you die, I just want you to know that while this is business... it's also personal. Merry Christmas -- there'll be no happy New Year." The cyborg's chest began to emit a high-pitched, climbing whine that increased in potency with every passing second. Thinking quickly, Ethan kicked the thrusters and began to spin the AMP like a top, around and around, faster and faster while the whine climbed to a climactic crescendo. Finally, after reaching maximum speed he released the AMP's grip on the Pangolin and threw him, spinning like a spread-eagle Frisbee, out to sea. Seconds passed. Pangolin rose, rose, rose -- then fell. Moments before the cyborg struck the water there was a tremendous flash and then a distantly roaring shockwave. Disgusted, Ethan turned the AMP around and heading back inland, to his friend and family.
  6. Attack Roll (plasma beam; DC22): 1d20+12 24.
  7. Even here, in the depths of a foreign mind, Steiner's jealousy could find him and throb dully behind his eyes. The way Warne walked, armed with only a light to guide the way while his companions carried guns, made the magician's teeth itch. He thought about his wand and the love and hate he felt for it. Love for the control it gave him over his own incredible powers, hate for the need he had for it. And that twisting, snake-like desire to be holding it, damn the potential consequences. In prison they'd taken his wand and quashed his power -- made him mortal and mundane. He felt imprisoned here and hungered for a chance to escape. But first, he had to find Baku and take care of the mess he'd made. Still, perhaps the inability to use his wand didn't mean he had to remain entirely powerless. At the very least, he might be able to scavenge something from Warne's mental landscape with which to defend himself from the hunting Id. He glanced around, moving to keep in step with Warne and his crew, and searched for something to swing with.
  8. @Heritage The two women searched the room for any evidence of clandestine surveillance, but when Lynn picked up and inspected the underside of the bedside lamp, they discovered that someone else has beat them to it. The base of the lamp had suffered the indignity of modification and then, subsequently, mutilation. There was an indentation there, a hole drilled into the metal with the torn remnants of rubber sealant around the rim. Hanging from the hole was a solitary cable, stripped to the wire and rudely severed. It may have, at some point in the recent past, connected to a microphone. Now, whoever had been spying on the room was -- at least insofar as this was concerned -- deaf. Any further searching of the room revealed nothing. The spying seemed to have begun, and ended, with the microphone beneath the lamp. @Blarghy The boy took the bill, stared at it brightly, and then hesitated. /"You won't need it?"// he asked, but Warne's look confirmed the gift was genuine. /"Thank you!"// he crowed, and then fished around in his pocket for a trinket, which he pressed into Warne's hand. It was a length of rope, woven together out of threads of yarn in Val Verde's national colors. It looked just long enough to be tied around the wrist. /"Welcome to Val Verde,"// said the boy, turning to leave. /"God keep you, sir."// Not long after that, Agent Warne arrived at La Rosa Dorada, one of the island's premier eateries. He tipped his driver, who drove off smiling to have a pocketful of currency, and entered the building. The lights were dim, and the low murmur of conversation was interrupted periodically by the clinking of glasses and the clacking of tableware. La Rosa was the kind of restaurant where the servers wore tuxedo shirts and bow-ties, shined their shoes and smiled brightly enough that their teeth reflected the chandeliers. Warne felt somewhat out of place, but grit his teeth and waited to be noticed. Eventually, he was. A woman, eyes shadowed and lips painted a scalding red, approached him. In bubbly Spanish she said "/Welcome to the Golden Rose! Are you here with anyone, or will you be dining alone tonight?//"
  9. Lilly nodded, sniffling, and gathered her things. "I know," she said. "I just wish he didn't have to." Once they were loaded into the car and on the road, Warne flying above to keep them safe from the storm, the agent almost felt himself relax. His partner, Stone, could take care of himself. The Upgrade suit looked to have received some improvements since its previous battle, and the Pangolin was on his last legs, practically comatose. So, Adept felt a laurel of peace settle over his brow, an unexpected calm. It was Christmas and, despite the loss of a home and some no-doubt overpriced presents, things had worked out in the end. That was, of course, until a beam of superheated plasma lanced out of the night and sliced through the air beside him. =-=-=-= Ethan had enough. "Who?" he demanded, and gave Pangolin a shake. "Who? Who has it out for me, for Warne, for AEGIS? Who are we up against?" But Pangolin only laughed, his wheezing breath escaping from damaged respirators. "Too late," he said. "It's too late. They've triggered the countdown."
  10. Yelping, panic nearly taking over, Presto releases his grip on the ladder and drops several rungs before taking hold of the vertical rails and sliding the rest of the way down. Disturbingly, the slickness of Warne's blood on his hands made the trip easier, though it did leave his pristine white gloves stained a muddy red. How he missed his magic, the power it afforded him, the ability to fly and defend himself. If he could only cast a spell and teleport to where he wanted to go... but no, that would alert Warne's mental defenses and he'd have a war on his hands he couldn't hope to win despite his power. Even at his peak, when his name was whispered reverently among the criminal elite*, Samuel Steiner had never been so foolhardy as to pick a fight when the odds were against him. So, he dropped, hands slipping down the ladder, away from the amorphous and ravenous creature above him, the Id, the monster at the center of the man. *These thoughts may be influenced by an inflated sense of self-importance.
  11. I can relate to that. Two Search rolls, one per character, should be enough.
  12. I apologize for the delay. I've been busier in these last few weeks than I ever was back in college proper.
  13. As Miracle Girl lifted the two women up into the air, the younger shook her head at Warne's question. "No," stated Gabby. "No, I don't think so. He looks like a cheap knock-off of some other movie villain, and my dad was more original than that. Everything my dad made was special, unique. He put himself into the work." And then, with a whoosh of collapsing vacuum, they were gone. Rhekgar looked up, watching the three women fly away, his stony face betraying nothing. Finally, he looked back down and his steely eyes pierced into Sea Devil. "You wear heretech," he stated. "Your armor, can it sense things? Can it sense my truncheon? There are men that need breaking and I am not at my mightiest without it." Dirk laughed at that. "The caveman wants his club," he chortled. Then, turning to Warne, he winked. "You and I can agree -- all a man needs in a fight are his wits."
  14. The savagery on display turns Steiner's stomach, and his averts his gaze from Warne's gleeful use of his mind's more destructive potential. That man's hand would never function properly again, and based on what Samuel knew of Warne it was likely the agent would never forgive himself for what he'd been forced by Berns' strange power to do. The explosion shocked him back to reality. He wanted to stay, to help, but was able to remind himself that what he was seeing had already happened. Warne survived, likely scarred but alive, and there was nothing Presto could do to change the past. Then he saw the hole, and the subconsciously conjured ladder leading down. Unfortunately, it was being guarded by the liquid-black monster. Convenient and inconvenient, respectively. "Can't risk running for it," the magician grumbled to himself. "Have to distract it somehow." Being able to use his magic would make this a much simpler thing, but of course that would bring Warne's other mental defenses down on him like a ton of bricks, defeating the purpose. Thinking quickly, the former criminal cast his eyes around for something to pick up and throw to the other side of the room. Hopefully the creature would go chasing after it, allowing Steiner enough time to make a break for the ladder.
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