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  1. Notice: 1d20+5 9 Ms. Thursday sees no evil.
  2. Astrid could have wrapped out Porrklubba and just flew above the somewhat rough terrain as they all traveled across the desert and the foothills in search of the missing scientists, but ultimately decided against it. She found that she oddly enjoyed hiking and the mundane experience of just walking in a land that she never been before. It was serene in a way, though she did still keep in mind they here to help some missing people. When Veronica abruptly stopped the group in their tracks Astrid asked the obvious. "Well? Did you find something?" The Asgardian herself looked around the terrain, trying to see whatever Veronica had already spotted.
  3. Ms. Thursday Föðursystir Sanngriðr (4 posts) Nordic (4 posts) Reptile Brain (3 posts) = 11 IC posts (2PP to Ms. Thursday)
  4. Reaction: Sacrificing another HP to remove Fatigue condition. Move Action: Using Flight on Porrklubba Device to move around 420 Ft. closer to Goanna. Reaction: Spending another HP add Snare 8 (Feats: Accurate 2, Improved Critical 1 [19-20], Precise Shot 1) onto the Powers of Porrklubba Array. Free Action: Switching from Teleport to the new Snare Power on the Array. Standard Action: Attacking Goanna: 1d20+12 27 using All-Out and Power Attack on the Snare. That's a 23 Ref for the Snare. Ending Conditions: Ms. Thursday's Defense is now at 3.
  5. Cubismo

    Reptile Brain IC

    Astrid scowled when she saw that her fake-out attack had failed to do much more than annoy Goanna but cheered when she that Micah was able to at least zap the lizard man's partner out of the fight for good. "That's one down for you, newt! Thinking it might be time to call it quits?" It was a rhetorical question, of course. After all this chaos the Asgardian wasn't exactly in the mood to just let Goanna walk away so he could do this all over again. With that in mind, Astrid started to prep Porrklubba for another attack. Seeing how effective Ben's paralyzation effect was when combined with Micah's follow up attack, she thought up a new spell that would hopefully slow down Goanna just enough to finally drop him later. Using Porrklubba to get back into air and closer to Goanna, Astrid called upon the frosty winds of faraway Niflheim and concentrated that power through Porrklubba to lash Goanna with icy bonds.
  6. Astrid took Sanngriðr's hand to get off her stead, but made sure to give Frárvængr one last pet before she dismounted. Back on solid ground, she took in the new location a the clearing. Astrid could make out and read the runes around the main stone slab easily enough, but the actual monument itself was something of a mystery. "So is this some kind of a monument to a peace meeting after a war?" she asked Sanngriðr before going into a little more detail about her theory. "The Indigenous people here and the Vikings that arrived get into a fight, because of course, but then they found a way to broker some kind of peace?"
  7. Ms. Thursday "And. Here. We. Are!" Astrid exited the fading corona of the Bifröst's multicolored light and took in her new surroundings. On first glance it seemed as if the Rainbow Bridge had dropped them somewhere in the rainforests of the Pacific Northwest and not a great realm beholden to the gods. Dressed in her rocker chic best, Astrid took another step forward and performed the aged old sniff test on the off-chance that the bridge had accidentally sent her and her companions to the wrong place. The demigoddess took in strong scent of something ancient, earthly, and by this point, quite familiar. "Oh, ja," she said turning to the nearby duo of Leroy and Dio. "Definitely aren't on Earth anymore. We're on the World Tree. Sometimes its hard to know for sure when you end on a part of the tree that doesn't have the cosmos' biggest canopies hanging above you, but the sniff test is always a dead give away. No forest or tree on Earth quite smells like this place." Astrid smiled as she admired the view. It had been way to long since she last got to enjoy the rustic beauty of the World Tree. She and her two travelling companions were standing upon what appeared to be the surface of a wild and untamed forest floor. The timeless wildness was all around and beneath them. From the tall ash trees that seemed to form an impenetrable wall of packed together greenery to the maze of thick vines that they stood. Even with the sun breaking through the canopy, the forest wasn't as chilly as one would except for a realm devoted to the Norse gods. That probably had something to do with Muspelheim, the Realm of the Fire Giants, only being a few miles away. That not to distant kingdom of literal fire and brimstone loomed in the distance, with puffs of volcanic ash being clearly visibly on horizon even from this distance. "Welp. Enough gawking for now. Gotta get a move on if we want to reach Muspelheim before the wolves chase Sól out of the sky. Dreki hunting at night doesn't exactly make for decent training. Trust me on that." Astrid was on the verge of blasting off with Porrklubba but stopped herself before summoned the weapon's powers of flight. She was pretty sure Leroy and Dio knew the plan or already, but she supposed it wouldn't hurt to ask before they really started the hunt. "Oh, if you got any more last minute questions about the hunt or the realms feel free to ask. But try ask them while we fly, ja." And with that she was off the ground.
  8. GM The Nine Realms, The Branches of the World Tree Góa (March), Sól Hangs Triumphant (Noon) Our saga begins as so many others have began before. There were three young heroes. One was a prince, another a princess, and the third a faithful friend and mentor. From beyond the realms they would come to the mighty and all-encompassing World Tree Yggdrasil. For what cause you ask? A common one for a saga of young heroism. They intended to find a worthy foe and high adventure in the realm of the gods. But in what you ponder? In a dreki, of course! The great and fearsome winged fire beasts of Norse legend. And so they would travelling upon the rainbow light of the Bifröst and descend upon one of the smaller branches of the World Tree. From there they would begin their perilous journey to the fiery halls and mountains of Muspelheim in search of their blazing quarry. Or would they? There was no telling what kind of mythical beasts they would find and encounter along their intended path. Perhaps the Norns intend from something far stranger and wilder for this heroic saga...
  9. Figuring that Ben and Veronica were going to be the very important persons for this part of the mission seeing as they were the Green Team's best trackers, the Asgardian waited outside with the others while Ben and Danica went about digging through the missing scientist's laundry. When Veronica started to explain a bit more about the archaeologist's mission and the site itself a question popped up in her head. "Hmm. So our missing people were helping survey a long-lost trade hotspot. Sounds cool. But is there anything else here that we should know about? Call me paranoid, but have any of the scientists here found anything... weird I guess? Something really unusual for this kind of dig?"
  10. When they left the veil of rainbow light Astrid's vision was meet with the view of a staggering land and seascape of high cliffs and crashing waves against the shore. Immediately the sight of it reminded Astrid of her own home country of Norway, which quickly put an nostalgic smile on Astrid's face. "Hmm?" she asks, still kind of mesmerized by the view by still able and courteous enough to listen to Sanngriðr's words. "Somewhere important? Like your hometown or something? You're uh... host? Partner? Lives here, yeah?"
  11. Character Name Power Level: 7 (105/105PP) Unspent Power Points: Trade-Offs: In Brief: 1-2 sentences which sum up the whole character. Catchphrase: (Optional) Example: "Its Clobberin' Time!", "By the Power Cosmic!", "Hulk Smash!" etc. Theme: (Optional) A theme song for the character. Alternate Identity: ??? (Public) or (Secret) Birthplace: Residence: (Optional) Where the character normally resides / lives. Base of Operations: (Optional) Where in the city the character primarily operates or their headquarters' location, if anywhere. Occupation: Affiliations: People and/or groups you work with. Family: Close or otherwise significant relatives. Description: Age: ??? (DoB: Year [Optionally, Day & Month]) Apparent Age: If applicable. Gender: Ethnicity: Caucasian, Asian, Atlantean, Etc. Height: Weight: Eyes: Hair: Physical Appearance: History: (Remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, you'll need to rethink it. When in doubt, ask a Staff Member.) Personality & Motivation: (Describe why they do what they do here.) Powers & Tactics: (In-character descriptions of how they do what they do.) Power Descriptions: (Describe the appearance of their powers as applicable: the colour of energy blasts, the shape of portals, the design of a battlesuit. Also give an idea of the Descriptors those powers use: fire, technological, cosmic energy, etc.) Complications: Abilities: 30PP Strength: 12 (+1) Dexterity: 20 (+5) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 16 (+2) Combat: 24PP Initiative: +5 Attack: +5 Melee (+5 Base), +5 Ranged (+5 Base) Grapple: +6 (+5 Melee Attack, +1 Strength) Defense: +10 (+7 Base, +3 Dodge Focus), +4 Flat-Footed Knockback: -2 Saving Throws: 10PP Toughness: +4 (+2 Con, +2 Defensive Roll) Fortitude: +4 (+2 Con, +2PP) Reflex: +10 (+5 Dex, +5PP) Will: +5 (+2 Wis, +3PP) Skills: 44R = 11PP Acrobatics 5 (+10) Bluff 4 (+7, +11 Attractive) Diplomacy 4 (+7, +11 Attractive) Gather Information 4 (+7) Investigate 5 (+7) Knowledge (Streetwise) 5 (+7) Notice 4 (+6) Search 4 (+6) Sense Motive 4 (+6) Stealth 5 (+10) Feats: 15PP Attack Specialization (Bows) 2 Attractive Benefit (Status) 1 Benefit (Wealth) 2 Defensive Roll Dodge Focus 3 Evasion Jack-of-all-Trades Luck Quick Draw Precise Shot Powers: 15PP Container 0.4 ("Fitness") (2PP Container [Passive, Permanent]) [2PP] (Training) Leaping 1 “Gymnast” (Jumping Distance: x2) (Training) [1PP] Speed 1 “Runner” (10 MPH / 100 Ft. Per Move Action) (Training) [1PP] Device 4 ("Collapsible Bow and Trick Arrows") (20PP Container; Flaw: Easy-to-Lose; Feat: Subtle [Collapsible]) [13PP] (Weapon) Trick Arrows (15PP Array; Feats: Alternate Power 5) [20PP] (Weapon) Base Power: [15PP] “Standard Arrows" Blast 5 (Feats: Improved Critical 2 [18-20], Improved Range 2, Variable Descriptor [Bludgeoning, Piercing, Slashing]) (Bludgeoning, Piercing, Slashing) Alternative Power: [15PP] “Rapid-Fire Arrows" Blast 5 (Extras: Area [Targeted, Cone: 25 Ft. Radius], Selective Attack; Flaws: Action [Full Action]) (Piercing) Alternative Power: [15PP] “Flashbang Arrows" Dazzle 5 (Affects: Visual; Feats: Improved Critical [18-20], Improved Range 2, Reversible) (Light, Piercing) Alternative Power: [15PP] "Sticky Arrows" Snare 5 (Feats: Improved Critical [18-20], Improved Range 2, Reversible) (Adhesive, Piercing) Alternative Power: [15PP] “Taser Arrows" Stun 5 (Extra: Range [Ranged]) (Electricity, Weapon) Alternative Power: [15PP] “Bow Strike" Strike 6 (Feats: Accurate, Extended Reach [5 Ft.], Improved Critical 2 [18-20], Improved Throw, Improved Trip, Mighty, Stunning Attack, Takedown Attack) (Bludgeoning) Drawbacks -0PP DC Block ATTACK RANGE SAVING THROW EFFECT Unarmed (+5) Touch DC 16 Toughness Damage (Bludgeoning) Blast 5 (+9) 250 Ft. DC 20 Toughness Damage (Bludgeoning, Piercing, Slashing) Blast 5 (+9) Cone Area: 25 Ft. DC 20 Toughness Damage (Piercing) Dazzle 5 (+9) 250 Ft. DC 15 Fortitude Blinded (Light) Snare 5 (+9) 250 Ft. DC 15 Reflex Entangled/Helpless (Adhesive) Stun 5 (+9) 50 Ft. DC 15 Fortitude Dazed/Stunned/Unconscious (Electricity) Strike 6 (+7) 5 Ft. DC 22 Toughness Damage (Bludgeoning) Totals: Abilities (18) + Combat (20) + Saving Throws (12) + Skills (12) + Feats (20) + Powers (101) - Drawbacks (0) = 105/105 Power Points
  12. As all three started to play in relative if still kind of chaotic harmony, Astrid began to smile. She honestly didn't think they'd get to this point with all the earlier arguments and talk of sky concerts, but right now they were jamming together in a way that reminded Astrid of the tragically short-lived bands she and a couple of her friends back in Norway would habitually try to form. It was a good feeling and Astrid hoped that it would last. Still playing along with the others, Astrid finally broached the question that all bands eventually come to answer. "So what are going to call ourselves?"
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