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EviscerusNox

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  1. Max turned to see the newcomer and squinted his eyes. He looked familiar, but Max was having trouble placing it. "If this fine gentleman is buyin' set me up with another one o' them Laphroaig's. Sorry to say friend, but I got expensive tastes. Ya don't feel like coverin' it, that's fine I brought my own cash tonight. Thought it was fair to warn ya is all that I got what they call a "high tolerance." And a taste for finer things I usually shouldn't be buyin." Max continued to stare at the newcomer and started tapping his feet. "Sorry to stare but damned if you don't look familiar sir, what's yer name? Mine's Spitfire." Max slid the book over to Torpedo Lass. "Here you go darlin' have at it. Got my song picked out already, just have to finish these now two rounds of scotch first."
  2. Max smiled warmly at the newcomer raised his glass to her. "That's some nice ink you got there darlin'. You ever need anymore you just come find me. Name's Spitfire, but like I told this lovely young lady," Max said pointing to the Magenta haired woman drinking the Guinness, "You can call me Maxie, or Max. As far as this not singing thing goes that's just hogwash, you don't need to be a good singer to get down with some karaoke. I'm no classically trained Alto or nothing. It's all about the performance, not the singin'. But if yer chicken, I totally get it." Max winked as he took another long sip from his scotch, obviously teasing the young woman. Max was starting to relax, and having pleasant conversations with other heroes while the world wasn't on fire was actually a lot more fun than he thought it would be. He always imagined most heroes to be so wound up that they'd be no fun. Turns out he wasn't as much the exception to the rule as he thought he was. Then of course, he was doing most of the talking so maybe he was just projecting. He had a tendency to run his mouth a bit, after all.
  3. Max swiveled in his bar seat to look at the newcomer and smiled his toothiest smile. "Honey, everything I do is for fun!" He noticed her magenta hair first, her eyes second, and the Guinness third. He raised his glass of scotch to the young lady and nodded a toast. "Prost," Max took a small gulp of the whiskey and it simultaneously sent a comforting burn down his stomach and filled his mouth and thoughts with memories of campfires. "President eh? Well don't we have friends in high places! I knew a carnie when I was on the road that did a pretty good impersonation of the guy. Her beard was longer though. Name's Spitfire, but you can go ahead and call me Maxie, or Max. I plan on gettin' up on that stage in a bit, but figured I'd settle in and get loosened up. You gonna sing for us, Miss...?"
  4. Prince Akkar just got approved so him and his ship Leviathan would be willing to help the Praetorians provided they pay well enough! He has to feed his crew you know!
  5. Prince Akkar has a ship! He usually deals in the sale of interstellar space junk and other contraband, but he's willing to play Ferry boat for the disenfranchised folk of the universe. Maybe also would enjoy a well paying contract with Praetorians
  6. Alright all the Thread is up here! Let's all get loud and have a good time!
  7. Morley's Pub September 16th, 2017, Saturday @ 2100 Maxie walked into Morley's and smiled at the already gathering crowd. He needed this, needed some time to relax, even if he was being forced into his superhero get up. He remembered thinking idly that He was rarely ever in it when doing actual heroing, as it always seemed to catch him by surprise, but he had to admit he cut a dashing figure in an all leather black biker outfit with flames stitched into them up the arms and legs. It was early still, around 9 PM and so the place hadn't quite filled out yet. The entertainment on the docket today was billed as Super Hero Appreciation Karaoke Night. Apparently the heroes of the city were supposed to show up in their digs and sing some for the crowd and their fellow do gooders. This sounded like an excellent idea to Maxie, aka: Spitfire. He had spent most of his life as a performer, a carnival fire breather to be exact but crowds were all the same. They just wanted a good show and Maxie knew just the song to give them that good show. Seeing that the crowd wasn't quite big enough yet, though, he decided to wait. He walked up to the bar, greeting the patrons as he went. Most did not recognize him personally, he was relatively new in town, again. But they recognized a hero get up when they saw one and offered praise and claps on the back as he made his way to the bar. "Laphroaig Triple Wood, if ya got it please. If not, any Scotch of 12 years or older should do. As long as it's single malt! That blended stuff is atrocious." Max smiled as the drink was handed to him and took a long deep sniff of the alcohol. Drinking scotch was a lot like drinking wine, you had to do it right. You had to acclimate your senses to the smell so the alcohol wouldn't overwhelm the flavors. Recognizing the peaty aroma of the triple wood, Max closed his eyes and let out a slow happy sigh. This was gonna be a good night.
  8. Overview Illthus is a large planet in the backwater of the Grue Unity. The planet itself is 97 percent water, the tops of large underwater mountains form the insignificant land masses that dot it's surface. Flora and Fauna on these landmasses consist mostly of hardy plants able to survive the devastating storms that come with a planet of mostly water, and insectoid creatures and small mammals that make their homes in the caves of these small islands. The atmosphere is much thicker than most earth like planets, and the surface world is in a constant state of fog and cloud cover in most areas. Beneath the surface, Illthus is home to giant coral cities, rushing currentways that allow fast travel between these cities, and an abundance of marine life that is not easily quantifiable. All the intelligent life on the planet developed beneath the surface in the ocean, which explains the inordinate amount of time it took for the dominant species, Illthusians, to develop space travel. The predominant race that inhabits the planet today is the Illthusians, a race of bipedal creatures with a physiology similar to the earth Histioteuthis Heteropsis, or the Strawberry Squid. They have anywhere between 5-8 facial tentacles, and their skin is covered with pigment cells known as chromatophores, these allow them to change colors to communicate or to aid in camouflage, in fact the Illthusians spoke solely in a language of color change for millennia, until a written language was needed to record their history. As Illthusian society progressed beneath the waves the technology they developed relied on a mix of steam and geothermal power that was supplemented with Illthusian magic. This allowed the Illthusians to develop an advanced culture that was a mix of science and magic, and the ruling class was predominantly those with inherent magical abilities. Overtime the magical bloodlines became more and more dilluted, proliferating itself in smaller quantities throughout Illthusian society, however the Monarchy remained the ruling governmental system of the planet until the Grue Unity invasion and subsequent subjugation. Planetary Characteristics Illthus is a large planet, about twice the size of Earth. Its years are 423 Earth days long, and a day lasts for 33 hours. The atmosphere is dense and mostly consists of water vapor, keeping the surface temperature on the low side of inhabitable for earth species (around 20-55 degrees Farenheit). There are no continents and the small island land masses are separated by vast oceans that make travel between them prohibitive on the surface. Rules traits: The surface environment is inhospitable at best, the small islands are almost constantly wracked by violent storms, piloting any craft, aerial or otherwise is a dangerous proposition and requires a relatively difficult Pilot or Drive check of DC20. Travel from space to the inhabited world beneath the surface is mostly done via teleportation from a space station satellite orbiting Illthus. Illthus' atmosphere and gravity are within survivable norms for a Human, although the gravity is slightly higher than earth's at 1.02g. At the GM's discretion, tsunamis and hurricanes and tropical storms plague the planet surface. These will have a variety of Area effects at a variety of ranks, from Nullifying Electronics, to straight-up Blasts, Dazzle effects from blinding lightning, and large scale Obscure and Move Object effects from vast sea squalls and hurricanes. Fauna & Flora Save for a sparse spattering of hardy plants and insectoids living on the surface, most of the wildlife of Illthus is below the surface of the water. Many different species of fish, cephalopod, and marine reptile inhabit the underwater world. Finger Shark: A strange cephalopod and fish hybrid this creature looks much like a typical grey reef shark, but it’s mouth and face has several (upwards of a dozen) tentacle like protuberances. These protuberances have small mouth openings filled with six rows of sharpened small cartilage, much like shark’s teeth. The tentacles are used both for feeding and for feeling and digging for its prey in the ocean floor. The similarities between this animal, the Illthusians and several other marine species with facial protuberances has led some Illthusian scientists to the conclusion that the evolution of the creatures on Illthus may have been directed by an outside force like the Preservers. Scuttlefish: Illthusians aren’t the only species on Illthus with inherent magic traits. The scuttlefish is a strange creature that appears almost whale like due to it’s size and shape, but it’s head has a long flat disc that protrudes from behind it’s eyes like a horn, in every instance the disc is a perfect circle when measured and encompasses the entirety of the creature’s body. Somehow the scuttle fish is able to project blasts of kinetic energy from the ring, which it uses to destroy the structures it’s prey might hide in, hence it’s name. The devastation that can be wrought by a scuttlefish has led to the domestication of the creature as a riding animal/implement of war. Coralion: This structure resembles a tree made completely out of coral, and much like trees are home to many creatures that use it for food and habitation. These coral trees can grow to immense sizes, easily twice that of Redwood trees on earth, and many were the ancestral home of the Illthusians before they learned to shape coral growth into city structures. Still some use the Coralion for shelter, especially those that can not afford to live in the city proper, and those wishing to connect with their heritage. The School: The most dangerous and prolific predators of Illthus is known simply as “The School” these tiny fish swim in swarms that rival the size of some small cities and are made almost entirely of teeth. The only thing that these carnivorous nightmares can’t seem to eat through is an amalgam of coral and a metallic ore called Veridium that is native to Illthus. As such this composite known as Coridium lines the structure of all modern coral cities in Illthus, offering protection from The School when it’s mating season brings them within the inhabited parts of the deep. When two schools meet to mate it could be considered a fairly large natural disaster as the size of the school doubles and the voracious appetite of the creatures is compounded by their mating rituals, leaving large barren swaths of ocean floor littered with the fine dust that was once the skeletons of any hapless creature that happened to be in the path of The Schools. Illthusian Society Illthusians by nature were war-like, having constant skirmishes between small feudal states in its early development. With the harnessing of Illthusian magic came a dominant force however that brought the entirety of the race under the rule of a monarch. The rule of the monarchy was in many ways a stark dichotomy from the almost fatalistic pragmatism that Illthusians practiced beforehand. Living in such a hazardous environment led to a belief in utilitarianism that espoused function and benefit over any aesthetics. The Monarchy, having great powers in magic were seen as almost deific, and were worshipped in a way. Many monuments, ceremonies, and rituals were performed for their appeasement. Illthusian architecture also changed to incorporate both ideals. A beautiful (in Illthusian eyes) exterior combined with a spartan interior became the fashion, and this was modeled in everything from their philosophy, to the material they used to build said architecture (Coridium is opulent in looks, but serves a dire function of survival from The School). This monarchy lasted past the diffusion of magic throughout the populace, and would have lasted generations more if not for the invasion and subjugation of Illthus by the Grue Unity. The Grue conquered the Illthus with ease as the Illthusians were early in their development of space flight and had only traveled their own solar system, and had only colonized 2 of the 7 moons that orbited Illthus. Outmatched technologically, and no longer masters of magic as they once were, they were decimated by the invading forces. Under Grue rule Illthusian society has flourished to include many species and many new technologies, but the history and strength of the Illthusian people has stagnated and atrophied over the centuries. The thought of rebellion, the will to seek freedom has all but been eradicated from Illthus. This was most apparent when the last remaining member of the exiled royal bloodline led a doomed siege of Illthus in an attempt to free it’s people from Grue rule. The Illthusian people did not take the opportunity to attempt to overthrow their Grue masters and instead quietly watched as the fleet encircling the planet was destroyed. Many ships among the siege actually took the opportunity to plunder the water world and it’s moons, leaving destruction in their wake before making good their escape. This served as further proof to the Illthusian people that all hope for freedom was dead, and any would be saviors were actually just sharks in shrimp clothing, looking to devour or steal what they have cultivated. Notable Places Tempest Station: Not actually on the planet, this Space Station orbits Illthus and is the hub for most if not all commerce and travel to and from Illthus. This is also a "last stop" as it were before entering Grue space. As such the space station sees a lot of commerce for those willing to trade within the borders of such a dangerous nation. Tempest station is also home to a prolific black market that trafficks in both stolen/forbidden goods and the transport of prisoners or fugitives of the Grue Unity. Though often in disguise, many an outlaw or criminal can be found at the station, looking to sell their illegal wares or avoid the long arm of other space faring societies like the Lor Republic. Travel to and from Illthus is done from this station’s teleportation stations as direct travel to the surface is dangerous due to the constant storm activity. This station is run by the Grue Unity and has only a figurehead Illthusian official known as Curator Dor’Sall. Dor’Sall is nothing more than a lackey and dog of the Unity, having no empathy for the plight or cares of Illthusians as a whole, despite the station’s slogan as the “Jewel of Illthus.” Weather Lattice: Casting a wide net over the atmosphere of Illthus is the Weather Lattice, an interconnected web of telemetry probes that monitors the weather patterns of Illthus, this is used to predict storm patterns that may effect life beneath the surface as large enough storms can alter currents and temperature to vast degrees, it’s primary function, though is clandestine intelligence gathering of the populace. Each probe is outfitted with high tech sensors able to penetrate the waters and monitor the movements and activites of all denizens of the deep. The Grue keep this function secret, and only a select few Illthusian lackeys are entrusted with this secret and the operation of the Weather Lattice. The Hatchery: Before the Grue dominated Illthus there were thousands of Illthusian Hatcheries, one in every major city. However in an attempt to both control the population and breed out undesirable traits (such as magic) a great central Hatchery was built in the capitol of Marinus Voll, and all Illthusians that are born hatch from here, and have for centuries. Illthusians are not allowed to work in The Hatchery as the genetic alterations done by the Grue are kept in strict secret. Marinus Voll: The Capital city of Illthus, Marinus Voll is the center of Power of the Grue Unity and home to a staggering 40 percent of the world’s population. The City’s size is roughly that of the United States, but houses near to a billion residents. As such it is a very crowded city with many sections of poor or destitute familys. The largest of which is known as The Warrens and is roughly the size of Alaska and houses a quarter of all living Illthusians. For the most part the wealthier sections of the city were seized by Grue citizens centuries ago and barely resemble the beautiful masterpieces of coral growth architecture they once were. The ruling body of Illthus is in the geographical center of the city and resembles in shape the head of an Octopus, the waterways branch off from this center structure like tentacles, of which there are 10 major waterways with small branches protruding from them every few thousand feet. If seen from above the city itself looks like a massive, ten tentacle Octopus that lies dead and dessicated at the bottom of the sea. Illthusian Template: 14pp Stats: Str 10 (+0) Dex 14 (+2) Con 10 (+0) Int 10 (+0) Wis 10 (+0) Cha 10 (+0) 4pp Powers: Immunity 1 (Drowning) 1pp Swimming 1 1pp Additional limbs 3 (5 Facial Tentacles) 3pp Obscure 3 (Flaw: Touch Range; Ink Cloud) 3pp Super Senses 2 (Darkvision) 2pp 10pp Illthusian Adventure Hooks (Ideas for plots involving Illthus or it's peoples) A Hankering For Resources Following the beating The Grue took during The Communion invasion, The Unity is in need of replacement supplies. Ores for ships, technology, and fodder for their army. It is possible and even likely that The Grue Unity might decide to strip mine Illthus for it's Coridium to use in the making of ships, and draft it's citizens into it's war machine (more than they already do). A brave, and large group of powerful allies would be needed to free Illthus from Grue control and save it's peoples. The Transporter... In Space! The Tempest Station is sort of a way station in a galactic underground railroad that smuggles the slaves and wanted criminals of the Grue Unity to more acceptable areas of space. This is a great recruitment tool for the enemies of the Grue, and also a great set up for a rescue mission. A small group of heroes could be sent to Tempest Station to oversea the smuggling of said slaves or criminals, or perhaps the defection of a highly placed Grue intelligence officer with intel on the Grue that would be invaluable to a foreign power. Infiltrating the Unity Tempest Station also provides something that few other places do in the galaxy: preliminary access to The Grue Unity. It is possible that some spy types might wish to infiltrate the Grue Unity, posing as some official or ranking officer to retrieve intel to bring back to a foreign power.
  9. Thanks Ari! Appreciate the feedback and I have made a few edits: Added the Illthusian Template (not much, but I wanted to leave plenty to build off of to customize) Added notes about criminal activity/trade/black market at Tempest station Expanded the philosophy/government of pre-Grue Invasion Illthus to better show the duality of Illthusian nature. Also added some possible plot hooks for those wanting an Adventure on or near Illthus
  10. with a little help from Eternal Phoenix made some math/housekeeping adjustments, was way off on the ranks available for corrosion and added ranks to the containers. thanks @EternalPhoenix !!
  11. edited interface tentacle alternate power to include Comprehend 2 (speak/understand all languages) it's an additional 4pp but still well under the base power cap
  12. This is my draft for the guidebook entry for Illthus, birthplace of Prince Akkar (PC) and the infamous Captain Kraken (Villain NPC). Since there was very little information on the planet in any of the Freedom City source books I went ahead and did this up for any that wish to use to planet for adventures or backstory. I plan to add an Illthusian character template to this as well for those wishing to build an Illthusian hero or NPC. Any feedback on what's here, or what might need adding I welcome and appreciate greatly!
  13. Overview Illthus is a large planet in the backwater of the Grue Unity. The planet itself is 97 percent water, the tops of large underwater mountains form the insignificant land masses that dot it's surface. Flora and Fauna on these landmasses consist mostly of hardy plants able to survive the devastating storms that come with a planet of mostly water, and insectoid creatures and small mammals that make their homes in the caves of these small islands. The atmosphere is much thicker than most earth like planets, and the surface world is in a constant state of fog and cloud cover in most areas. Beneath the surface, Illthus is home to giant coral cities, rushing currentways that allow fast travel between these cities, and an abundance of marine life that is not easily quantifiable. All the intelligent life on the planet developed beneath the surface in the ocean, which explains the inordinate amount of time it took for the dominant species, Illthusians, to develop space travel. The predominant race that inhabits the planet today is the Illthusians, a race of bipedal creatures with a physiology similar to the earth Histioteuthis Heteropsis, or the Strawberry Squid. They have anywhere between 5-8 facial tentacles, and their skin is covered with pigment cells known as chromatophores, these allow them to change colors to communicate or to aid in camouflage, in fact the Illthusians spoke solely in a language of color change for millennia, until a written language was needed to record their history. As Illthusian society progressed beneath the waves the technology they developed relied on a mix of steam and geothermal power that was supplemented with Illthusian magic. This allowed the Illthusians to develop an advanced culture that was a mix of science and magic, and the ruling class was predominantly those with inherent magical abilities. Overtime the magical bloodlines became more and more dilluted, proliferating itself in smaller quantities throughout Illthusian society, however the Monarchy remained the ruling governmental system of the planet until the Grue Unity invasion and subsequent subjugation. Planetary Characteristics Illthus is a large planet, about twice the size of Earth. Its years are 423 Earth days long, and a day lasts for 33 hours. The atmosphere is dense and mostly consists of water vapor, keeping the surface temperature on the low side of inhabitable for earth species (around 20-55 degrees Farenheit). There are no continents and the small island land masses are separated by vast oceans that make travel between them prohibitive on the surface. Rules traits: The surface environment is inhospitable at best, the small islands are almost constantly wracked by violent storms, piloting any craft, aerial or otherwise is a dangerous proposition and requires a relatively difficult Pilot or Drive check of DC20. Travel from space to the inhabited world beneath the surface is mostly done via teleportation from a space station satellite orbiting Illthus. Illthus' atmosphere and gravity are within survivable norms for a Human, although the gravity is slightly higher than earth's at 1.02g. At the GM's discretion, tsunamis and hurricanes and tropical storms plague the planet surface. These will have a variety of Area effects at a variety of ranks, from Nullifying Electronics, to straight-up Blasts, Dazzle effects from blinding lightning, and large scale Obscure and Move Object effects from vast sea squalls and hurricanes. Fauna & Flora Save for a sparse spattering of hardy plants and insectoids living on the surface, most of the wildlife of Illthus is below the surface of the water. Many different species of fish, cephalopod, and marine reptile inhabit the underwater world. Finger Shark: A strange cephalopod and fish hybrid this creature looks much like a typical grey reef shark, but it’s mouth and face has several (upwards of a dozen) tentacle like protuberances. These protuberances have small mouth openings filled with six rows of sharpened small cartilage, much like shark’s teeth. The tentacles are used both for feeding and for feeling and digging for its prey in the ocean floor. The similarities between this animal, the Illthusians and several other marine species with facial protuberances has led some Illthusian scientists to the conclusion that the evolution of the creatures on Illthus may have been directed by an outside force like the Preservers. Scuttlefish: Illthusians aren’t the only species on Illthus with inherent magic traits. The scuttlefish is a strange creature that appears almost whale like due to it’s size and shape, but it’s head has a long flat disc that protrudes from behind it’s eyes like a horn, in every instance the disc is a perfect circle when measured and encompasses the entirety of the creature’s body. Somehow the scuttle fish is able to project blasts of kinetic energy from the ring, which it uses to destroy the structures it’s prey might hide in, hence it’s name. The devastation that can be wrought by a scuttlefish has led to the domestication of the creature as a riding animal/implement of war. Coralion: This structure resembles a tree made completely out of coral, and much like trees are home to many creatures that use it for food and habitation. These coral trees can grow to immense sizes, easily twice that of Redwood trees on earth, and many were the ancestral home of the Illthusians before they learned to shape coral growth into city structures. Still some use the Coralion for shelter, especially those that can not afford to live in the city proper, and those wishing to connect with their heritage. The School: The most dangerous and prolific predators of Illthus is known simply as “The School” these tiny fish swim in swarms that rival the size of some small cities and are made almost entirely of teeth. The only thing that these carnivorous nightmares can’t seem to eat through is an amalgam of coral and a metallic ore called Veridium that is native to Illthus. As such this composite known as Coridium lines the structure of all modern coral cities in Illthus, offering protection from The School when it’s mating season brings them within the inhabited parts of the deep. When two schools meet to mate it could be considered a fairly large natural disaster as the size of the school doubles and the voracious appetite of the creatures is compounded by their mating rituals, leaving large barren swaths of ocean floor littered with the fine dust that was once the skeletons of any hapless creature that happened to be in the path of The Schools. Illthusian Society Illthusians by nature were war-like, having constant skirmishes between small feudal states in its early development. With the harnessing of Illthusian magic came a dominant force however that brought the entirety of the race under the rule of a monarch. The rule of the monarchy was in many ways a stark dichotomy from the almost fatalistic pragmatism that Illthusians practiced beforehand. Living in such a hazardous environment led to a belief in utilitarianism that espoused function and benefit over any aesthetics. The Monarchy, having great powers in magic were seen as almost deific, and were worshipped in a way. Many monuments, ceremonies, and rituals were performed for their appeasement. Illthusian architecture also changed to incorporate both ideals. A beautiful (in Illthusian eyes) exterior combined with a spartan interior became the fashion, and this was modeled in everything from their philosophy, to the material they used to build said architecture (Coridium is opulent in looks, but serves a dire function of survival from The School). This monarchy lasted past the diffusion of magic throughout the populace, and would have lasted generations more if not for the invasion and subjugation of Illthus by the Grue Unity. The Grue conquered the Illthus with ease as the Illthusians were early in their development of space flight and had only traveled their own solar system, and had only colonized 2 of the 7 moons that orbited Illthus. Outmatched technologically, and no longer masters of magic as they once were, they were decimated by the invading forces. Under Grue rule Illthusian society has flourished to include many species and many new technologies, but the history and strength of the Illthusian people has stagnated and atrophied over the centuries. The thought of rebellion, the will to seek freedom has all but been eradicated from Illthus. This was most apparent when the last remaining member of the exiled royal bloodline led a doomed siege of Illthus in an attempt to free it’s people from Grue rule. The Illthusian people did not take the opportunity to attempt to overthrow their Grue masters and instead quietly watched as the fleet encircling the planet was destroyed. Many ships among the siege actually took the opportunity to plunder the water world and it’s moons, leaving destruction in their wake before making good their escape. This served as further proof to the Illthusian people that all hope for freedom was dead, and any would be saviors were actually just sharks in shrimp clothing, looking to devour or steal what they have cultivated. Notable Places Tempest Station: Not actually on the planet, this Space Station orbits Illthus and is the hub for most if not all commerce and travel to and from Illthus. This is also a "last stop" as it were before entering Grue space. As such the space station sees a lot of commerce for those willing to trade within the borders of such a dangerous nation. Tempest station is also home to a prolific black market that trafficks in both stolen/forbidden goods and the transport of prisoners or fugitives of the Grue Unity. Though often in disguise, many an outlaw or criminal can be found at the station, looking to sell their illegal wares or avoid the long arm of other space faring societies like the Lor Republic. Travel to and from Illthus is done from this station’s teleportation stations as direct travel to the surface is dangerous due to the constant storm activity. This station is run by the Grue Unity and has only a figurehead Illthusian official known as Curator Dor’Sall. Dor’Sall is nothing more than a lackey and dog of the Unity, having no empathy for the plight or cares of Illthusians as a whole, despite the station’s slogan as the “Jewel of Illthus.” Weather Lattice: Casting a wide net over the atmosphere of Illthus is the Weather Lattice, an interconnected web of telemetry probes that monitors the weather patterns of Illthus, this is used to predict storm patterns that may effect life beneath the surface as large enough storms can alter currents and temperature to vast degrees, it’s primary function, though is clandestine intelligence gathering of the populace. Each probe is outfitted with high tech sensors able to penetrate the waters and monitor the movements and activites of all denizens of the deep. The Grue keep this function secret, and only a select few Illthusian lackeys are entrusted with this secret and the operation of the Weather Lattice. The Hatchery: Before the Grue dominated Illthus there were thousands of Illthusian Hatcheries, one in every major city. However in an attempt to both control the population and breed out undesirable traits (such as magic) a great central Hatchery was built in the capitol of Marinus Voll, and all Illthusians that are born hatch from here, and have for centuries. Illthusians are not allowed to work in The Hatchery as the genetic alterations done by the Grue are kept in strict secret. Marinus Voll: The Capital city of Illthus, Marinus Voll is the center of Power of the Grue Unity and home to a staggering 40 percent of the world’s population. The City’s size is roughly that of the United States, but houses near to a billion residents. As such it is a very crowded city with many sections of poor or destitute familys. The largest of which is known as The Warrens and is roughly the size of Alaska and houses a quarter of all living Illthusians. For the most part the wealthier sections of the city were seized by Grue citizens centuries ago and barely resemble the beautiful masterpieces of coral growth architecture they once were. The ruling body of Illthus is in the geographical center of the city and resembles in shape the head of an Octopus, the waterways branch off from this center structure like tentacles, of which there are 10 major waterways with small branches protruding from them every few thousand feet. If seen from above the city itself looks like a massive, ten tentacle Octopus that lies dead and dessicated at the bottom of the sea. Illthusian Template: 14pp Stats: Str 10 (+0) Dex 14 (+2) Con 10 (+0) Int 10 (+0) Wis 10 (+0) Cha 10 (+0) 4pp Powers: Immunity 1 (Drowning) 1pp Swimming 1 1pp Additional limbs 3 (5 Facial Tentacles) 3pp Obscure 3 (Flaw: Touch Range; Ink Cloud) 3pp Super Senses 2 (Darkvision) 2pp 10pp Illthusian Adventure Hooks (Ideas for plots involving Illthus or it's peoples) A Hankering For Resources Following the beating The Grue took during The Communion invasion, The Unity is in need of replacement supplies. Ores for ships, technology, and fodder for their army. It is possible and even likely that The Grue Unity might decide to strip mine Illthus for it's Coridium to use in the making of ships, and draft it's citizens into it's war machine (more than they already do). A brave, and large group of powerful allies would be needed to free Illthus from Grue control and save it's peoples. The Transporter... In Space! The Tempest Station is sort of a way station in a galactic underground railroad that smuggles the slaves and wanted criminals of the Grue Unity to more acceptable areas of space. This is a great recruitment tool for the enemies of the Grue, and also a great set up for a rescue mission. A small group of heroes could be sent to Tempest Station to oversea the smuggling of said slaves or criminals, or perhaps the defection of a highly placed Grue intelligence officer with intel on the Grue that would be invaluable to a foreign power. Infiltrating the Unity Tempest Station also provides something that few other places do in the galaxy: preliminary access to The Grue Unity. It is possible that some spy types might wish to infiltrate the Grue Unity, posing as some official or ranking officer to retrieve intel to bring back to a foreign power.
  14. If we want we could make it sort of a super hero appreciation night thing and have them all be in get ups, I have no qualms either way
  15. I see it as either or, depends on if they want to be out and about in their super hero get ups
  16. Spitfire cursed under his breath and said to the girl who had just swung a club at his head, "If it ain't one thing it's another. Arrows or other folks shooting fire from fingers and such. Let's get you to safety while I help deal with this." Spitfire extricated himself as best he could from Moira and smiled at her "Thanks fer the lift, hun." then ducked behind some nearby trees, hoping the commotion would distract the would be assailants and set the lady in his arms down gently behind a tree and out of sight. "Now you can do or believe what you want, but I suggest you stay here and stay quiet. These folks look to mean business. I'll come back for you after I'm done charbroiling this Shakespeare in the park crew." Max slinked back to the road and started moving to join the fray, from the looks of it, that girl back at his trailer was going to have to leave with half a butterfly on her butt because he didn't think he'd be home again anytime soon.
  17. ok then, Spitfire will attempt to hide behind some trees and deposit Nicole behind one then come back to burn some people next round stealth roll: 1d20+10 22 Not terrible
  18. The Leviathan Crew (25, PL3 Minions) Abilities: 4 + 2 + 5 + 0 + 0 - 2 = 9PP Strength: 14 (+2) Dexterity: 12 (+1) Constitution: 15 (+2) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 8 (-1) Combat: 4 + 4 = 8pp Attack: +2 Grapple: +4 Defense: +2, +1 flat-footed Knockback: -1 Initiative: +1 Saving Throws: 2+0+0 = 2pp Toughness: +3/ (+2 Con, +1 Armor) Fortitude: +4 (+2Con, +2) Reflex: +1 (+1 Dex) Will: +0 (+0 Wis) Skills: 20r = 5pp Craft: Mechanical 4 (+4) Intimidate 4 (+3) Knowledge: Streetwise 4 (+4) Notice 4 (+4) Pilot 4 (+5) Feats: 4pp Equipment 4 Equipment: 4pp 20ep Space Armor [Protection 1 (Extra: Impervious)] 2ep Blaster Pistol [Blast 4] 8ep Commlink 1 ep Space Suit [Immunity 9 (Life Support)] 9ep Powers: 0 = 0pp Drawbacks: (-0) + (-0) = -0PP Totals: Abilities (9) + Combat (10) + Saving Throws (2) + Skills (5) + Feats (4) + Powers (0) - Drawbacks (0) = 30/30 Power Points
  19. Player Name: EviscerusNox Character Name: Prince Akkar Power Level: 9/10 (in ship) (150/154PP) Trade-Offs: -1/2 Damage/ +1/2 Attack (PL9) (+2 Damage/ -2 Attack In Ship, PL10) Unspent Power Points: 4 In Brief: Cybernetically Enhanced Illthusian Space Junk Dealer. Alternate Identity: Ak’Kar Kalmari Identity: Public Birthplace: Illthus Occupation: Space Junk Collector/Dealer, and Exiled Prince of Illthus Affiliations: none Family: None alive. Last surviving member of Royal Illthusian bloodline. Description Age: 38 Gender: Male Ethnicity: none Height: 6’1” Weight: 182 Eyes: Pearlescent Blue Hair: none Prince Akkar is a tall, slender Illthusian with lean muscles like that of a swimmer or runner. His skin color changes with his mood, but most of the time it is a pale white/blue as this is the preferred color of Illthusian royalty. He is typically found wearing a sleek, black space suit that looks like a mix between a clergy cassock robe and a neoprene wet suit with helmet. The helmet retracts into the neck of the suit when not in the vacuum of space or similar environment that required a breathing apparatus. Around Akkar’s neck is an amulet with the royal crest of Illthus, a symbol that has been banned by the Grue Unity, he keeps this tucked away under the suit or whatever clothes he’s wearing most of the time. Akkar’s face is covered in scars, especially around the cybernetic facial tentacles, and his back also bears the marks from the rough treatment of the Grue. Power Descriptions: Akkar’s cybernetic facial tentacles resemble his organic ones, but are segmented and a brushed steel color, the tips of them blossom open to reveal different tools depending on which he needs access to. The energy blaster tentacle glows blue on the end. The stun tentacle crackles with electricity. The plasma cutter tentacle glows an orange/white color when activated. There is also a tentacle that sprouts multiple flail like chains from the end that he can use for striking foes. The interface tentacle sprouts a key like protuberance that can shift its form like mercury to access all manner of computers/terminals. History: Ak’Kar was born to rule, and was told that often from the first moments he can remember. He was taught the true history of his people, the once proud and noble heritage of Illthus, a world almost completely of water. Once his proud people roamed both the waterways of the deep and the stars with abandon, and the Royal house Kalmari ruled justly, and all the denizens of Illthus were happy. That was, until the Grue Unity came. They subjugated Ak’Kar’s people, murdering all that stood to defy them, including the royal house of Kalmari. Only a few survived, running for their lives and living in quiet exile. This was the story as told to him, over and over again, by the loyal subjects of his House as he grew into adulthood. He was told it was his destiny to free his people, to lead them in an uprising against the Grue Unity. The only thing that his people waited on, he was told, was for him to make his presence known and they would follow him to victory. Life, it turns out, wasn’t as simple as the stories he’d been told. When of sufficient age and training, he set out gathering forces that wished to oppose the Grue, he offered many seats on his council, powerful positions in the new government he was to build on Illthus, and the riches of his home beneath the seas. Gathering a rather sizeable armada, he believed that if he laid siege to his home world that the Illthusians on the surface would rise up and join his rebellion, taking over the advanced technology in place and ousting the Grue. Little did he know that it had been centuries since the old stories of the grandness of the Illthusian Empire had been told, and he was all but a forgotten figurehead to all except the few in his inner circle who were devout believers, as they too had been brought up to believe. His compatriots had joined him for their own ends, never disabusing him of the notions of his childhood, instead using the siege as an opportunity to pillage valuable resources from both the Grue and Illthus, then absconding as soon as reinforcements came. Ak’Kar was taught a harsh lesson that day, and many harsher ones over the next 3 solar cycles as a prisoner of the Grue and favorite play thing for their torturers. Many terrible things were done to Ak’Kar over that time, he talks about none of it, but the most obvious thing was the amputation of his facial tentacles. A disgrace among the Illthus even to this day. Eventually the Grue grew tired of abusing him, and left him alone in his cell to die forgotten and alone. It was happenstance and luck that saw him freed. A group of mercenaries had been sent to rescue quite a different prisoner from the Grue, and in the chaos Ak’Kar escaped with them. He was of course, left on the very next backwater planet available, but Ak’Kar minded little. He set to the task of survival, and found himself in the salvage business. He made enough eventually to buy his own ship, hire a crew, and live life free among the stars. He was also fortunate enough to save a doctor from an advanced race of technopath cyberneticists from the Grue, and in return received cybernetic replacements for his tentacles as well as a few other enhancements. Always, though, in the back of his mind, is the freedom of Illthus. Though his people and allies had given up on him, he would not do the same. He would see them freed, and the Grue fall. He will need new allies, and a much bigger boat. Personality & Motivation: Ak’Kar is a driven alien, and used to giving orders due to his upbringing. He can come off as officious or authoritarian, but those that know him, including his crew, know that he would put his life on the line for those he calls friends, and those in his employ. Rarely showing the colors of mirth, Ak’Kar can seem morose or downright sullen, but this is due to his being taught that a ruler must remain aloof and above reproach, and so he adopts this practice with his crew and most others he comes in contact with. When he finally makes a friend, he is very protective, but still guarded, and doesn’t talk much about his feelings, though they can become evident by his coloring by other Illthusians, or those that know what those colors mean. Powers & Tactics: Ak’Kar leads from the front lines, he knows no other way, and so he will face foes head on, seeking to inspire his men with both actions and words. Ak’Kar isn’t much for subtlety in battle and does no hiding or feinting. He prefers to fight battles in the open, and let the superior combatant prevail without trickery or guile. Complications: Prince in Exile: Ak’Kar is of the royal House Kalmari, and believes he is destined to free his people, and take his rightful place as ruler of Illthus. Enemy: Grue Unity and his former allies that left him high and dry at the siege of Illthus and of course Captain Kraken. Reputation: Among other captains and spacefaring citizens, Akkar as seen as inconsequential or low rent due to being a salvager and junk dealer. Among those that believe in the restoration of the Illthus empire, he's seen as a failure due to his first attempt by some, and promised savior by others. Responsibility: Ak’Kar believes it is his responsibility to serve as an example of what Illthusian manner and temperament should be, and so when in public takes great pains to not bring dishonor to his race. Also he is responsible to his crew for their safety and will do his best to keep them out of harm’s way, despite the danger inherent in salvage operations, illegal or legal. Abilities: 4 + 6 + 4 + 2 + 0 + 4 = 20PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 24/14 (+7/+2) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 12 + 12 = 24pp Attack: +6/11 (Melee)/10 (Tentacle Blast) Grapple: +13 Defense: +8, +3 flat-footed (Dodge Focus 2) Knockback: -5 Initiative: +3 Saving Throws: 1+4+5 = 10pp Toughness: +10/5 (+7/2 Con, +3 Protection) Fortitude: +8/3 (+7/2 Con, +1) Reflex: +7 (+3 Dex, +4) Will: +5 (+0 Wis, +5) Skills: 24r = 6pp Computers 4/12* (+5/13*) Craft: Mechanical 4 (+5) Disable Device 0/12 (+1/13)* Notice 8 (+8) Pilot 8 (+11) *= with interface tentacle active Feats: 33pp Ambidexterity Attack Focus Melee 5 Dodge Focus 2 Equipment 18 Leadership Minions 6 (25, PL3 minions) Equipment: 19pp 95ep The Leviathan [90ep] STR 50 [2ep] Defense 6 Toughness 14 [3ep] Size: Gargantuan [15ep] Cannons: Blast 12 [25ep] AP: Tractor Beam: Telekinesis 12 Flight 12 [24ep] Super Movement 4: Space Flight 2 [4ep] Features: [8ep] Computer Communications Infirmary Living Space Cargo Hold Holding Cells Workshop Security System Powers: 6 + 16 + 23 + 12 = 57pp Illthusian Physiology 1.2 [6pp] Immunity 1 (Drowning) [1pp] Obscure 3 (Visual; Flaws: Touch Range) “Ink Cloud” [3pp] Super Senses 2 (Darkvision) [2pp] Cybernetic Enhancements 3.2 [16pp] (Technology) Additional Limbs 3 (5 facial tentacles) [3pp] Enhanced Constitution 10 [10pp] Protection 3 [3pp] Cybernetic Facial Tentacle Array 9.5 (19pp Array, Feats: Alternate Power 4) [23pp] (Technology) Base Power: Blast 8 (Power Feats: Accurate 2, Incurable) “Energy Blaster Tentacle” [19pp] AP: Stun 7 (Power Feats: Extended Reach 5) “Stun Tentacle” [1pp] (Electricity) AP: Corrosion 3 (Power Feats: Extended Reach 5) “Plasma Cutter Tentacle” (Plasma/Heat) [1pp] AP: Strike 7 (Extra: Autofire; Power Feats: Extended Reach 5) “Weaponized Tentacle" [1pp] AP: Datalink 1 (Power Feat: Machine Control), Enhanced Skills 5 (Computers 8, Disable Device 12) Comprehend 2 (Speak/Understand all languages) “Interface Tentacle" [1pp] Kalmari Royal Space Suit/Robe (Device 3; Hard to Lose) [12pp] Immunity 9 (Life Support) [9pp] Flight 3 (50 MPH, 500 ft/round) Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Energy Blaster Tentacle Ranged DC 23 Toughness (staged) Damage (Physical) Stun Tentacle Melee DC 17 Fortitude (staged) Dazed/Stunned/Unconcious Weaponized Tentacle Melee DC 22 Toughness (staged) Damage (Physical) Plasma Cutter Tentacle Melee DC 17 Fortitude/DC22 Toughness Drain Toughness/Damage (Physical) Totals: Abilities (20) + Combat (24) + Saving Throws (10) + Skills (6) + Feats (33) + Powers (57) - Drawbacks (0) = 150/154 Power Points
  20. Declan watched the cannister bobble to floor amused, until the explosion turned the world white in front of his eyes. Declan let out a ghostly wail and put his hands to his eyes, he heard "Toes" Moretti do the same, and fumbled about, trying to lay hands on the big man. Meanwhile the mercenary moved to bring up his assault rifle, intent on giving Brigandine new holes as a present. He was, however not near quick enough as the giant translucent hand wrapped around his middle, pinning his arms to his sides and lifting him from the floor. The merc was no long in a position to do much of anything except struggle against the telekinetic assault, but such struggles were useless and futile. "Toes" Moretti used the opportunity to grope for the secret door the merc had entered from and attempted to make good his escape. Declan could do nothing but swing out with ephemeral fists, hitting nothing but air. He now knew how the thugs had felt moments ago when trying to pepper him with bullets and the like. "Whoever you are, I am going to end you for this!"
  21. ok, forgot to roll for Toes for the flashbang Reflex save vs flashbang: 2#1d20+4 7 5 Both super failed so he's both blind and deafened, and the fight has left him so we're out of the combat essentially go ahead and post IC the badass grappling moves of Brigandine and we'll go from there
  22. Ok, the attack hits, let's see about that opposed grapple check Grapple Check: 1d20+10 24 He is successfully grappled! What effect would you like to apply?
  23. either one of those sound promising to me
  24. Spitfire is willing to lend his firebreathing and carnie talents to raising money for those less fortunate! Everybody is scared of carnies anyway! Though fire in a corn field sounds problematic, so maybe he wouldn't do any of that
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