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  1. Let the games begin! Dice Roller Roller Vorik Character Mannequin Campaign Danger Zone Description Initiative Results 1d20+4: 15 [1d20=11]
  2. This wasn't the first time Mannequin has found himself lost in some random place with random people nor will it be the last. He remembered fondly of the time he was doing a stakeout on a local crime syndicate disguised as a storefront mannequin just across the street. After nodding off he found himself in the middle of being loaded into a shipping container going across the ocean. Regardless he didn't have time for it then and he sure didn't have time for this now. "I don't know who you are but I have no time for your "tests". If you release me now we can forget about the kidnapping and go our separate ways."
  3. I could see Mannequin dressing up as a spooky scarecrow using his built in fog machine to scare people in the maze. Let me know if you need me.
  4. Hey everyone, Vorik here! Ive recently purchased Hero Lab and Ultimate power would felt like I could do a much better attempt at remaking Mannequin my current character. I would like this new sheet to replace the older sheet I currently Have for Mannequin. The reason why its 153PP instead of 150 is because the original sheet at 3PP bonus.
  5. Mannequin Power Level:10 (153/157PP) Unspent Power Points: 4 Trade-Offs: ±0 Attack / ±0 Damage, -6 Defense / ±6 Toughness In Brief: A scientist who has lost it all and closed themselves off from the world literally. Catchphrase: Theme: Alternate Identity: Mannequin (Public) James Horridan(Secret) Birthplace:Freedom City Residence: Uptown Freedom City Base of Operations: N/A Occupation: Head of R&D for Vision Inc Affiliations: Vision Inc Family: His mother Mary,his boss Jimmy at Vision Inc. Description: Age: 27 DoB: 1990/23/3 Apparent Age: N/a Gender: Male Ethnicity:Caucasian Height:8,2ft Weight:365Pounds Eyes:N/A Hair:N/A Mannequin is made up of sleek alabaster white segmented joints joined together on ball joints, chains, and electromagnets. His face has near blank features sans the shallow indents where the eyes would be. The only remotely human thing still left of him is his brain inside his chest cavity, beyond that everything else is robotic. History: James Horridan cursed at the pain of getting out of his bed. For as long as he could remember his body has been all but broken. When he was born he was diagnosed with both Osteogenesis Imperfecta and hemophilia. His bones were paper and his blood ran like water. He grew up confined to his home having to treat every move he made with great care or it would be another injury. He couldn't go outside to play, couldn't ride a bike, couldn't do so many little things and it was all due to his flawed body. To stop himself from going crazy from being a prisoner to his body he learned. His parents were somewhat well-known scientists who brought him all the books he ever wanted and taught him the curiosities of the world and encouraged him to be an explorer and learn everything he could despite his limits. And so from the time of 7 years old to 18 years James devoured knowledge as it came. Quickly coming to be seen as an intellectual equal to his parents and their colleagues. The employer of his parents "Vision Inc" saw great potential in this young man and gave him the same job as his parents working in the research and development department. For one of the few times in his life James was happy. Finally he was able to strive for something despite his body holding him back. He finally had a chance to make a difference in the world. The next few years went in relative peace as James worked alongside his parents making breakthroughs through technology to keep the body alive in the worst kind of environments. With their technology they would finally be able to colonize the stars. This isn't a fairy tale this is real life and with it comes tragedy. On the verge of a long awaited breakthrough Vision Inc was raided by Hired Mercenaries. They wanted to steal what James worked to hard to achieve. James and his father tried to stop these dastardly men from ruining everything only to be repaid in kind with the father being shot and James getting thrown to the side. When James awoke he was in a hospital with his mother by his bedside. Just one look at his mom told him everything. The work was gone, his father was gone, and his spine was crushed rendering him in a wheelchair. James filled with outrage over how life keeps knocking him down no matter how hard he tries to get back up. Cursed how his life been destroyed. Cursed how he was too weak to do anything about it. Too weak to stop the criminals and save his father. Something clicked for him in his hysteria and he realized the problem isn't the world its with himself. He had tried to make the world a better place for everyone, tried to make everyone else better while he remained broken. If he was to truly help people he would need to stop being broken. He would need to fix himself before fixing the world. And so using the life insurance and the last will of his father James devoted all his time to fix what nature has mistaken. Life gave him broken bones? He removed it. Life gave him a bleeding heart? He removed it. When James was done with his "Improvements" He hardly resembled a man anymore, looking more like a store display mannequin that has gained a life of its own. James was happy with this as he can finally be his own person free of the chains of his damaged body. James now roams the streets helping others where any crime might be because as he puts it "Why dream big and fail when you can think small and achieve.". Personality & Motivation: Mannequin is a hero because ever since he was a child he wanted to make the world a better place. However due to his body he was limited and tried to help the world by being an inventor. This failed horribly and Mannequin decided to finally fix his body and help the world on a smaller scale and to enact justice for his deceased father. Due to being raised at home he hasn't had much social interactions leaving him with less than desired social skills. He is very intelligent and empathetic to those who are disabled and will try everything he can to make life better for those who are down. Powers & Tactics: Mannequin's main strength is that his only vulnerable part is his brain enclosed inside his chest, any harm to the rest of his body can easily be replaced/fixed. He is able move at high speeds using his Magnetic Drift and will be hard pressed to ambush thanks to his Radar capabilities. In a fight he will focus mainly on crowd control using his assortment of chemical compounds and his ability to manipulate the magnetic field. He prefers to attack from afar separating his limbs and launching them like rockets towards his foes bringing the pain and shocking them into unconsciousness. Any foe who tries to get near him will have to deal with flying metal objects, a colorless blinding, deafening haze, and globs of Adhesive Goo all buying Mannequin time to gain more ground away from his foe. Power Descriptions: The most obvious thing about Mannequin is his power. He looks like something straight out of a mad scientist's lair made up of several "pieces" all in a alabaster white chassis. He moves by use of electromagnets and chains making his movements seem unnatural. One would be pressed into thinking that Mannequin is a human. Complications: Unnatural Form: Mannequin has replaced his entire body but his brain with a humanoid construct that isn't restricted in the ways a human body is. Because of this people will usually not assume he is a person. and is just another machine leading them to have unfair treatment of him. Selfish Greed: Despises people who commit violence and harm for the sake of profit. Considers them to be the worst kind of people Blank Slate: Mannequin has a blank canvas for a face leading to the inability to make any facial expressions. This makes it hard when he is trying to display his emotions. Foreign Senses: Mannequin doesn't have conventional senses due to not have a "head". Instead He hears normally and sees via radar. If anything were to disrupt his radar he would effectively be rendered blind. Abilities: 8 + 0 - 10 + 12 + 0 - 2= [8PP] Strength: 18 (+4) Dexterity: 10 (+0) Constitution: N/A Intelligence: 22 (+6) Wisdom: 10 (+0) Charisma: 8 (-1) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +4 Attack, +10 Melee Defense: +4 (+4 Base), +2 Flat-Footed Grapple: +14 Knockback: -8/-2 flat-footed Saving Throws: 0 + 7 + 7 = 14PP Toughness: +15 (+0 Con, +12 Defensive Roll, Protection 3) Fortitude: N/A Reflex: +7 (+7) Will: +7 (+7) Skills: 64R = 16PP Computers 3 (+9) Craft 10 (Electrical) (+16) Craft 10 (Mechanical) (+16) Intimidate 11 (+10) Knowledge 12 (Life Sciences) (+18) Knowledge 8 (Technology) (+14) Medicine 2 (+2) Notice 6 (+6) Sense Motive 2 (+2) Feats: 19PP Attack Focus (Melee) 6 Defensive Roll 6 Dodge Focus Improved Grab Improved Grapple Inventor Equipment 3 Equipment: Powers: 1 + 30 + 2 + 10 + 3 + 3 + 31 = [80PP] All powers are apart of Mannequin's constructed body and are robotic and electro-magnetic in origin. Anatomic Seperation 5 (Magnetic Split) [10PP] (Limited to Head, Arms, Legs) Feature (Indestructible brain casing) [1PP] Flight 2 (Magnetic Drift; Feats: Limited to being in Magnetic Split) [2PP] Immunity 30 (Fortitude effects) [30PP] Protection 3 (Hardened Ceramic Casing) [3PP] Super-Senses 3 (Radio; Ranged, Accurate) [3PP] (radar) Built In Armory Array 14 (28PP Array; Feats: Alternate Power 3) [31PP] (Chemical, Magnetic, Technological) Base Power: Strike 6 (Shock Punch; Feats: Linked, Mighty) {27/28} Base Power: Stun 10 (Shock Punch; Feats: Linked) {27/28} Alternate Power: Snare 9 (Adhesive Goo; Flaws: Entanglement; Extras: Cone Area, Regenerating) {27/28} Alternate Power: Move Object 13 (Magnetic Control; Flaws: Limited to metal; Feats: Accurate 2, Damaging, Precise, Subtle) {18/28} Alternate Power Obscure 6 (Colorless Sense Prevention Haze; Feats: Subtle 2, Independent; Extras:Selective Attack ) (Affects Visual Senses and Hearing) {26/28} DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage Shock Punch Touch DC 25 Toughness Damage Shock Punch Touch DC 20 FORTITUDE Dazed/Stunned/Unconscious Adhesive Goo Ranged DC 19/14 Reflex Entangled Move Object Ranged DC 27 Damage Totals: Abilities (8) + Combat (16) + Saving Throws (14) + Skills (16) + Feats (19) + Powers (80) - Drawbacks (0) = 153/157 Power Points
  6. It That Stalks Power Level: 7 (105/105PP) or 10 (150/150PP) Unspent Power Points: 0 All PP must be spent at character creation but unspent points may accrue during play. Trade-Offs: ±X Attack / ±X Damage, ±X Defense / ±X Toughness (or "None") In Brief: A creature from a different dimension summoned to this reality from the feelings of a girl not wanting to be alone. Catchphrase: (Optional) Example: "Its Clobberin' Time!", "By the Power Cosmic!", "Hulk Smash!" etc. Theme: (Optional) A theme song for the character. Alternate Identity: None Birthplace: The Nothingness Residence: I.T.S. follows the girl wherever she goes. Base of Operations: (Optional) Where in the city the character primarily operates or their headquarters' location, if anywhere. Occupation: None Affiliations: I.T.S. is loyal to the girl and It That Waits Family: It That Waits, It That Knows Description: Age: I.T.S. is timeless Apparent Age: Unknowable Gender: None Ethnicity: Void-born Height: 9ft Weight: 645 Eyes: N/A Hair: N/A I.T.S. is a pure black with a featureless round head save for its maw full of jagged teeth. It walks on its dog-like hind legs supporting itself with its 6 triple joined arms as it lumbers around. When there is a sense of urgency a multitude of prehensile tentacles will sprout throughout its back. Few can see I.T.S. as its appearance is constantly shifting from the Void to the currently reality. It has no oder and doesn't make a sound save for a wispsy hiss when it feels threatened. History: Before everything was a vast nothingness and as reality came into creation The Nothingness still existed between the folds of reality. Eventually creation bled over into The Nothingness and with it came concept. The first primordial thinkers gave concept to primal needs and fears. With the need of knowledge came It That Knows, from planning came It That Waits and finally the primal fear of being hunted by the unknown gave birth to It That Stalks. For Eons these concepts given form simply existed in a reality of nothing sating themselves on the wanting of other realities growing in power. It That Knows spread itself out covering as much distance as it can to absorb the most thought it could, It That Waits rooted itself making massive reserves to prepare for when reality no longer existed. It That Stalks took a more proactive approach using its power to become real momentarily across the vast dimensions of reality to hunt for power going for the biggest desires and feasting off it. Personality & Motivation: It That Stalks is simple minded and only wants to seek out the greatest of wanting and sustaining itself on it. It stays with the girl because her wanting to not be alone is ever flowing. ITS is stoical but is highly protective of the girl and will react very aggressively to anyone threatening or endangering her. Powers & Tactics: It That Stalks is a combination of the primal fears of everything in reality and uses its assortment of claws, appendages and overwhelming strength to defeat its enemies. Before it does strike it will stalk its prey from the shadows invisible to the eye waiting for them to make the wrong move. Power Descriptions: Usually there is no description as It That Stalks is concealed from normal senses but if you were to see it then you will see swaths of pure darkness surrounding it like a cloud as it uses its power. Complications: Primal: I.T.S. is not used to dealing with society cultures and sees the world like any other primal non domesticated animal would. Its first thought is the well being of the girl and the 2nd thought is food. Tethered: I.T.S. is able to linger for so long due to the wanting of the girl, without her it cannot remain for long. Monstrous: The first thought almost everyone has upon seeing I.T.S. is to destroy this monster before it destroys them leaving I.T.S. little in the way of making a peaceful approach. Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 0 (2PP / Base Attack) + 0 (2PP / Base Defense) = 0PP Initiative: +0 Attack: +0 Melee, +0 Ranged Example: +10 Swords, +6 Melee, +4 Base Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed Grapple: +0 Knockback: -0 Saving Throws: 0 (1PP / Fortitude) + 0 (1PP / Reflex) + 0 (1PP / Will) = 0PP Toughness: +0 (+0 Con, +0 [Example: Protection, Defensive Roll]) Fortitude: +0 (+0 Con, +0) Reflex: +0 (+0 Dex, +0) Will: +0 (+0 Wis, +0) Skills: 0R = 0PP (1PP = 4 Skill ranks) Skill # of Ranks (+ Total Bonus) Skill # of Ranks (+ Total Bonus) Skill # of Ranks (+ Total Bonus) Examples: Craft [Structural] 5 (+5) Skill Mastery -- 5 ranks in Craft [Structural], a +0 Intelligence modifier and the Skill Mastery Feat for that Skill. Diplomacy 8 (+10) Second Chance -- 8 ranks Diplomacy, a +2 Charisma modifier and the Second Chance feat for that skill. Languages 2 (English, French [Native], German) -- Speaks those three languages, but learned French first. Notice 5 (+4) -- 5 ranks in Notice and a -1 Wisdom modifier. Feats: 0PP Feat Name Feat Name Feat Name Examples: Accurate Attack Attack Focus [Melee] 1 Attack Specialization [Swords] 2 Dodge Focus 2 Equipment 2 (10EP) Luck 3 Power Attack Equipment: 0PP = 0EP (1 rank of the Equipment Feat = 5 'Equipment Points') Name (Power breakdown, if applicable) [XEP] Examples: Gas Mask [1EP] Sword (Damage 3 [Feats: Improved Critical, Mighty]) [5EP] Undercover Vest (Protection 3 [Feats: Subtle]) [4EP] Note: The Equipment block is only applicable if your character has the Equipment feat! Powers: 0 + 0 + 0 = 0PP Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors) Example: Damage 10 (Heat Vision; Extras: Range [Perception, +2], Flaws: Action [Full], Feats: Precise, Subtle) [22PP] (heat, solar radiation, alien physiology) Array Name Rank (2*Rank PP Array; Extras: ???, ???, Flaws: ???, ???, Feats: Alternate Power, ???, Drawbacks: ???, ???)[XPP] (descriptors) Base Power: Power Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors) Alternate Power: Power Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???;Drawbacks: ???, ???) {power cost/array cost} (descriptors) Example: Electrical Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (electricity, genetic) Base Power: Blast 10 (Chain Lighting; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20} Alternate Power: Blast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20} Alternate Power: Stun 6 (Taser Blast; Extras: Range [Ranged]) {18/20} Device Rank (Descriptive Name; 5*Rank PP Container; Extras: ???; Flaws: Easy/Hard-To-Lose, ???; Feats: ???; Drawbacks: ???) [XPP] (descriptors) Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors) Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors) Example: Device 2 (Mighty Shield; 10PP Container; Flaws: Hard-To-Lose; Feats: Indestructible) [9PP] Damage 3 (Feats: Improved Critical, Mighty, Thrown) [6PP] Force Field 2 [2PP] Shield 2 [2PP] Note: If all Powers have the same Descriptor (all genetic, all technological, etc.), you can just write that directly under the Powers header. Drawbacks: (-0) + (-0) = -0PP Drawback (Description; Frequency: [Uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major])[-XPP] Example: Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP] Note: You can only have a number of Drawbacks equal to your PL, not including Power Drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here. DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Chain Lightning Ranged DC 25 Toughness (Autofire) Damage Taser Blast Ranged DC 16 Fortitude Stun Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 150/150 (or 105/105) Power Points
  7. Dangit, so any tips to fix that or should I just dumb the fluff?
  8. Challenger Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: None In Brief: A teen pushing themselves to the breaking point to feel worthy Catchphrase: CHALLENGE! Theme: Alternate Identity: Public-Challenger, Secret-Norman Prim Birthplace: Freedom City Residence: Claremont Dorms Base of Operations: Claremont Occupation: Claremont Student, Inspiring hero-to-be Affiliations: Claremonts and any one else looking for glory Family: Mother-Anne, Father-Mike, Brother-Jacob, Brother- Chris, Brother-Henry Description: Age: 17 (DoB: 2000) Apparent Age: 17 Gender: Male Ethnicity: Caucasian Height: 6,2 Weight: 178 Eyes: Blue Hair: Dirty Brown with Blonde highlights Out of costume Norman likes to wear form fitting blue jeans and muscle shirts that show off his impressive arms. His hair is spiked up towards the right giving it a more windblown look with each spike ending with a blonde tip drawing further attention. He has a slim build with very fine definition of his muscles. Has a strong jawline that makes you think of celebrity material. If one was to look past this otherwise perfect look they would see just how ragged the man is with his sunken eyes and the way his hands shake from time to time. In costume Challenger dresses like a Hoplite from ancient Greece, wearing a titanium muscle cuirass with the impression of chiseled abs ending in a heavy cloth skirt. Wears bracers on each arm ending short of the elbow and leather-strapped grieves on his legs ending 2 inches below the knee. All the armor pieces have a very reflective golden polish giving him a sort of glowing effect when in the light. He hides his face behind a golden murmillo gladiator helmet with a black veil covering the eye holes. There are multiple etched marks lining his helmet each representing his dueling victories. History: Born to a wealthy family known for their extraordinary accomplishments in the Olympics Norman grew up being the runt of his 4 brothers. He was smaller, slower, weaker, and younger than all of them which only became more so as each of them started developing supernatural powers during puberty. Jacob became a skilled practitioner over all he tries his hand at, Henry could simply ignore people to the point where whatever they did had no effect upon him, and lastly Chris who could think out exactly how something something is made up and how to build it with less resources. Norman hated being overlooked compared to the rest of his heroic family and vowed that he could be a better hero than them. Using the Olympic training regiment of his parents he made leaps and bounds before finally he could stand toe to toe with his brothers through sheer ability. Despite his impressive feats his brothers still looked down upon him as he still had nothing truly special. This all ended after one particularly bad night where in the heat of an argument he shouted at the top of his lungs his first challenge, wanting nothing more than to have a cage match to settle his dispute where his power manifested allowing him to create hard light in the forms of simple constructs. He is currently enrolled in Claremont and seeks to further establish his hero career and prove to himself and everyone else that he is a hero. Personality & Motivation: Challenger is very competitive constantly looking for the chance to prove himself whether it be through combat or anything else. He has a strong sense of justice which basically boils down to "Did they get a fair chance?" and will not fight enemies who are at a major disadvantage such as being out numbered or vastly injured/ill. Outside of combat he will give anyone a chance to show their potential before having any sort of opinion on them. He tends to be hot headed when it comes to a chance to prove himself to the point where if he sees a worthy opponent he will actively seek to challenge them to single combat before making any real plan. Powers & Tactics: He is able to create objects made out of hard light. This ranges from simple boxes and platforms to more complex things such as blades, javelins, to even massive cages. Challenger likes to jump right into the fray creating hard light cover as he closes in before challenging whoever he sees as the biggest threat and will attempt to entrap both of them in a cage to do combat without out outside interruption. If he cannot entrap his opponent in a cage then he will launch volleys of javelins hoping to ground them. Power Descriptions: When Challenger creates his hard light there is a bright flash of light leaving the shape he intended to make. The shape afterwards has a brilliant golden hue. Complications: The Greatest: Growing up with super powered brothers Challenger constantly feels the need that in order to live up to the family name and be accepted that he must be the best. He constantly gives his all in his pursuit to be the greatest hero to the point where its detrimental to his own health leaving him with little to no sleep on most days and the constant strain makes him shake from time to time. If he believes he has not given something his all he will feel ashamed. Fair Chance: Feeling like he never got a fair chance when being compared to his brothers he will always give anyone the chance to prove themselves. If he sees his opponent being at a disadvantage he will attempt to level the playing field by limiting himself on his abilities. Abilities: 8 + 10+ 4 + 0 + 0 + 4 = 26PP Strength: 18 (+4) Dexterity: 20 (+5) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 5 + 5 = 20PP Initiative: +0 Attack: +5 Melee, +5 Ranged, +13 Energy Swords, +13 Energy Shard Defense: +13 (+5 Base, +8 Dodge Focus), +0 Flat-Footed Grapple: +4 Knockback: -3 Saving Throws: 4 + 5 + 6 = 15PP Toughness: +7 (+2 Con, +3 Protection, +2 Defensive Roll) Fortitude: +6 (+2 Con, +0) Reflex: +10 (+5 Dex, +0) Will: +6 (+0 Wis, +0) Skills: 44R = 11PP Acrobatics 7 (+12) Climb 6 (+10) Drive 2 (+7) Escape Artist 7 (+12) Notice 8 (+8) Search 8 (+8) Swim 6 (+10) Feats: 27PP Accurate Attack All-out Attack Attack Specialization [Energy Shards] 4 Attack Specialization [Energy Swords] 4 Defensive Roll 2 Dodge Focus 8 Elusive Target Evasion 2 Fearless Instant Up Move-by Action Power Attack Powers: 24 + 10 + 3 + 3 + 5 + 1 = 51 Create 8 (Hard Light Construct; Feats: Stationary, Impervious) Dazzle 5 (Golden Flash) (Targets Sights, Fort Save) Protection 3 ( Hard Light armor) Strike 3 (Energy Sword; Feats: Mighty) Blast 5 (Energy Shard) Super Senses 1 (Dark Vision) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Entrap Ranged DC 23 Reflex Trapped Energy Sword Touch DC 22 Toughness Damage Energy Shard Ranged DC 20 Toughness Damage Totals: Abilities (26 + Combat (20 + Saving Throws (15 + Skills (11) + Feats (27) + Powers (51) - Drawbacks (0) = 150/150 Power Points
  9. This sounds horrifying! Luckily though with my decades of potato eating I think I have developed a respectable skill in the art of eating potatoes and will be the potato masher this thread needs!
  10. Mannequin never played b-ball let alone any sports growing up but he would be up for a few games.
  11. Mannequin http://www.freedomplaybypost.com/topic/9564-the-story-of-tonight-ic/?page=4 (3)
  12. Accounted for. - Fox Sorry for not listing earlier, still new to the site. http://www.freedomplaybypost.com/topic/9564-the-story-of-tonight-ic/#comment-250915 6 Posts http://www.freedomplaybypost.com/topic/9672-honey-i-shrunk-the-heroes-ic/#comment-254977 1 Post
  13. Sorry for the very long wait to reply but when life calls you must answer sadly.
  14. Thankfully the trip back was far less troubling to Mannequin. Even though he no longer had the need for air there was still that primal fear of having the speedster drop you in the middle of the ocean to drown...Or get eaten by a big fish. Pondering back on what transpired today Mannequin couldn't help but feel a little disappointed in the outcome. There was no new information on those who rob and killed his father. No news on the missing potentially dangerous technology. Some thugs were caught but the mastermind was still at large and would probably come at us in revenge in the future. He never even found out the reason why Dr.Van Raalte was the target. And so Mannequin felt empty handed from the lack of answers he has been searching for for so long. Perhaps things are not a total loss. Before this Mannequin hadn't met any other heroes like himself and it felt...nice for a change. He was growing used to being a silent vigil striking terror into the hearts of criminals but it got so lonely because the same terror seemed to affect the very people he was protecting. The reasons to why his new featureless form scared people still eluded him. But today was the first time in months Mannequin was able to connect with others doing what he loved to do. They may not see him as a friend yet but being on a good work relationship was all Mannequin needed and perhaps in the future things will change. Maybe tonight wasnt a total loss after all.
  15. All good Kolo didn't have internet anyway Results 1d20+4: 14 [1d20=10]
  16. Sounds good to me, sorry for devouring all your plans! Maybe we could get another player in to mix things up?
  17. Going to try to intimidate the captured thugs on any leads. Roller Vorik Character Mannequin Campaign Story of Tonight Description Intimidate the Thugs Results 1d20+13: 26 [1d20=13]
  18. And so there were two. Probably for the best since between the three of us Hyper seems to be the less successful when it comes to talking to the bad guys. The question now is who would make them spill faster between myself and Bowman. Bowman would probably struggle with him trying to pull the whole dark and mysterious act, hard to ask questions when all you do is act mysterious. I'm not the best when it comes to making friends but I have found that this form is very intimidating. No idea why its just a simple artificial bipedal made up of various elements of concert and ceramic. Nonetheless I scare people and that's all we need. Looking down towards Bowman Mannequin pointed a white finger towards himself. "I'll handle the thugs, think you can watch for trouble?" With that Mannequin slowly walked towards the captive thugs letting them know full well in advance that he was coming. Nearing them Mannequin started lengthening the chains making up his body to appear larger than he's giant body already way. He did this slowly letting the chains creak and groan as they were pulled. By the end of it Mannequin took up the space of about 15ft with his elongated limbs. Coming to a standstill next to the restraint thugs Mannequin lingered for a few long moments before elongating his neck dropping it down face to face with a thug and starred as best as he could right at him. Moments of silence lingered before Mannequin's head was quickly sling-shotted back into place and he hunched over planting his hands on either side of the thugs making a loud thud. With a low rumble that made his voice sound more like a windup music box slowly losing power he said one word. "Where?" while slowly scrapping a blade along the ground leaving shallow indents.
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