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RocketLord

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Freedom City PBP: A How-To Guide

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  1. GM December 7th 2018 7 PM Royal Arena, Copenhagen The Danish winter was, as it almost always was, cold, windy and wet. Still, it was December! Christmas lights were hung all over Denmark, celebrations had started. Gifts were being bought, Santa was visiting stores. Advent calenders were being opened, and Christmas trees bought. And Christmas dinners and parties were as popular as ever. Almost every business, office or shop held one. Those had not prepared far in advance were left with little luck. Almost everyone went to one such party. And yet, on this day, December 7th, a Friday, which would usually be one of the busiest days for Christmas dinners, they were left empty. For on this day, the Royal Arena was absolutely packed. Every single seat in the arena was filled, with children and adults of all ages. For Zombo! had come to town, to put on his frightfully spectacular Christmas show! One night only, this night only! 16.000 seats filled, all excited, all waiting for Zombo! to begin! And something else was watching. Something older.
  2. Oh, great. Detective Kidd had no plan, he was just gonna start shooting. That was just great. He obviously knew more than Robin did about the situation, and yet he wasn't about to do anything to try to resolve it. Wait, did he say he was really bulletproof? If that was true, then his approach kind of made sense for him, but what about everyone else? He sounded just as bad as Mrs. Doors, though. Only willing to protect one side. Giving him a speech about immigrants probably wouldn't much good, would it now. At least Kidd didn't like Jack Jackson either. That was a plus. She pulled a bit back, letting Kidd get some space, and trying to turn away. Let's have Jack Jackson focus on him for now, if possible.
  3. GM "Jeg aner ikke hvad du siger, men i lige måde, kammerat!" the driver roaded, his car responding with a roar of its own as he shifted gears. The approach was quick, even as the light darted out towards the water, stopping just shy of it, looking back as the taxi came to a screeching halt, sliding to a stop a few meters away from the light. Now that they were close, Lament could see it clearly. It was a young woman, almost impossibly beautiful, incredibly light and almost glowing. She was turned towards them now, but then, with a small laugh, she turned away, and ran across the water. With her back turned, Lament could see that her back was hollow. Clearly, she was not human. "Elverfolk!" the driver gasped, pointing at her. "That's just a myth! Just what's going on here?" --- "No idea what you're saying, but likewise, buddy" "Elves!"
  4. "Yeah, I kinda got the feel that the protest wasn't gonna be as peaceful as they wanted to be." Great. Just great. Nothing was ever simple, was it? "You got any proof of all that? I mean, I have heard about Blowfish, and I don't like what I'm hearing." He was a cop. Robin was supposed to trust cops, right? Didn't mean that she felt like trusting this particular cop a whole lot, not yet at least. "So, what's your plan to deal with it? It seems like you know a whole lot more about what's going on than me." Maybe she could get some information at least. While talking with the detective, Robin made sure to glance over at Jack Jackson and Blowfish, just to make sure about what they were doing. Didn't want to be surprised by them suddenly showing up. At the same time, she had pulled out her phone and entered the deactivation command, causing the suit to retract into her belt again, making herself stand out just a little bit less.
  5. GM The light was past the more or less open construction yard now. On the other side, it was moving alongside a number of rather artistically designed apartment buildings, the lights shutting down as it moved. It was almost to a small lake that separated the Ørestad area from Fælleden. Lament would not have long to pursue, before it was gone. The taxi driver blinked once at the costumed madman before him. Perhaps Lament's words were a bit too flowery for someone where English was his second language, or perhaps he was just staring at the crazy man, but the end result was clear: The passenger door opened, and the driver yelled "Get in! Der er ingen som skal kidnappe børn når jeg er her!" The moment that Lament had entered, he pressed his foot to the floor. The taxi screeched to a start, as the driver turned violently, almost flying over the construction yard. He was obviously not about to waste any time, and in moments they had crossed the construction yard, flying down the road after the light that was nearing the water. --- Translations, including previous post, in order (sorry, forgot): "What the devil! Are you crazy, man?" "What the devil are you supposed to be?" "Nobody is kidnapping any children when I'm around!"
  6. So I don't have to create a new thread whenever I feel like building/creating something PCs Forever Boy Dust Devil II Justice Kid Terror (WIP) NPCs Conversion guide from 3E Cortex (converted from 3E) The Chamber (all in Emerald City Secrets) (convert from 3E) - Big Brain (WIP) - Maximilian Mars (WIP) - Steel Shogun (WIP) - The Grandmaster (under The Chessmen in book) (WIP) - Koschei the Deathless (WIP) The Terror (from Threat Report) (WIP) Guidebook Neverworld Forever Boy Dust Devil II (WIP) Justice
  7. Kid Terror 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 conspiracy theorist using the power of the Terror to seek the truth. Catchphrase: Boo! (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: (Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.) 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: BAD_POWERS/GOOD_PEOPLE: ? is well aware that his powers come from an evil source. He is willing to turn them on evil, or even morally questionable, people, but will in general refrain from using his powers on anyone that is good. A GM can award Kid Terror a Hero Point whenever he is in situation where he cannot use his powers on others, because he believes them to be good. KID/TERROR: ? subconsciously represses his powers, unless he is wearing a mask. Once he puts on a mask, he can easily summon the full extent of his powers, but without, he cannot actively access any of his powers, though any passive powers are always active. A GM can award Kid Terror a Hero Point whenever he is in a situation where he cannot use his powers for this reason. TERROR/HERO: There is just something off about Kid Terror. While he is ultimately heroic, he has some serious issues in positive interactions with others. A GM may award Kid Terror a Hero Point whenever he is in a situation where his mannerisms, appearance and abilities negatively affects other's reaction to him. FEARLESS/FOOL: As Kid Terror, ? feels no fear. While this is a great advantage, it is also a disadvantage, as he has been known to take actions that were extremely dangerous, if not outright suicidal. A GM may award Kid Terror a Hero Point whenever he is in a situation where his fearlessness leads him into trouble. TRUTH/SEEKER: Kid Terror wants to find the truth about Emerald City. It is his great mission in life. Just what is the Terror? Why does the city have so few super villains? Is there some secret chamber that runs the city behind the scenes? And so much more. He has few qualms about discovering the truth and what he must do to get there. A GM may award Kid Terror a Hero Point when he is in a situation where his decision to seek out the truth makes the current situation worse in some way, or HE_KNOWS/TOO_MUCH: Kid Terror's knowledge of Emerald City is still growing, as he works to uncover secrets and conspiracies, but there are those that do not take kindly to his meddling. A GM may award Kid Terror a Hero Point if the current situation is made worse by Kid Terror being hunted by those working for the secrets that he has uncovered in Emerald City. Name: Description Example: Everyone Deserves A Second Chance: The character believes in everyone's better nature, even if it would be more prudent to be wary. 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
  8. Changes from 3E version: Powers Added Emotion Control power Affliction -> Paralyze. It being Permanent is a Complication The Terror Power Level: 11 (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: 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: (Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.) History: The being known as “The Terror” is an Emerald City urban legend and media sensation. According to victims and eyewitnesses, a dark-clad figure stalks and corners victims in the city at night, apparently emerging from the city’s underground or sewer system. Victims report lights dimming in the area around them immediately before the attack and a growing sense of fear which becomes paralyzing terror upon spotting the figure swaddled from head to foot in dark, concealing, tattered garments. Initially, sightings of the Terror ended there: victims experienced long moments of utter fear, then the mysterious figure disappeared as quickly as it came, leaving its victims gasping for air and thankful to have escaped. Things progressed, however, until an eyewitness reported a shadowy figure matching descriptions of the Terror fleeing the scene of a victim left catatonic and unresponsive. Emerald City police have potentially connected the Terror to several unsolved incidents of coma or catatonia in the city. In spite of their best efforts, they have no clear leads: the Terror seems to appear and vanish at will, and conscious victims and witnesses are all too badly shaken by the experience to provide any useful details. Many are concerned the authorities are not doing enough, or that the Terror may be unstoppable, which only increases public concerns and has everyone jumping at the slightest sound or movement out of a dark shadow late at night. Whatever it may be, the Terror has become a force in Emerald City, and it is growing more powerful. Personality & Motivation: Virtually nothing is known about the Terror’s personality or motives beyond its stalking behavior. It has never spoken to a victim, so far as anyone knows, nor has it contacted the authorities or the media, as some serial killers do. It seems driven to find new victims to feed on their fear, although some of its earliest survivors have described the Terror as hesitant, perhaps even afraid itself, although it seems to have become bolder over time. Powers & Tactics: The Terror appears to mystically or psychically induce unreasoning fear in anyone who sees it, impairing the victim’s ability to function until complete paralysis sets in. In some cases, victims pushed beyond this point become catatonic or comatose, completely cut off from the outside world (essentially, four or more degrees of failure against the Terror’s Affliction impose this condition). The very presence of the Terror seems to carry a dark aura; lights go dim in its presence and it is difficult to make out details. Every shadow seems filled with menace. What’s more, the Terror feeds on its victims’ fear, giving it the ability to recover from injury or harm. It is difficult to damage in the first place, being apparently immune to most mortal concerns (like breathing) and virtually invulnerable to counter-attacks from its victims. They report that, even when able to attack the Terror, their efforts seemed utterly ineffective and did nothing to deter it. Any character suffering from the Terror’s Affliction or Intimidation is unable to affect it with damaging attacks, or anything resisted by Toughness. Even if they can, so long as someone within sight feels fear, the Terror quickly recovers. 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: Motivation - Inflict Terror: The Terror exists to create—and feed upon—fear. It is driven to seek out and stalk victims. Outsider: By its very nature, the Terror is an outsider incapable of interaction with society, and apparently with little understanding of people beyond their ability to feed its hunger for fear. Neverending Nightmare: The Terror is constantly creating fear in all those that surround it. The powers Primal Fear and Aura of Terror are constantly active, which makes it difficult for anyone to work alongside the Terror. Abilities: 10 + 0 + 10 + 0 + 2 + 10 = 32PP Strength: 20 (+5) Dexterity: 10 (+0) Constitution: 20 (+5) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 20 (+5) Combat: 12 + 16 = 28PP Initiative: +0 Attack: +6 Base, +6 Melee, +6 Ranged, +10 Unarmed (+6 Base, +4 Attack Specialization) Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed Grapple: +11 Knockback: -2 Saving Throws: 0 + 10 + 9 = 19PP Toughness: Immune to attackers that feel fear / +5 (+5 Con) Fortitude: Immune / +5 (+5 Con) Reflex: +10 (+0 Dex, +10) Will: +11 (+2 Wis, +9) Skills: 64R = 16PP Climb 6 Intimidation 16Skill Mastery Notice 6Skill Mastery Sense Motive 15Skill Mastery Stealth 16Skill Mastery Swim 5 Feats: 15PP Attack Specialization [Unarmed] 2 Chokehold Distract [Intimidation] Diehard Dodge Focus 2 Fascinate [Intimidation] Fearless Hide in Plain Sight Improved Grab Improved Pin Move-by Action Skill Mastery (Intimidation, Notice, Sense Motive, Stealth) Startle Powers: 33 + 30 + 40 + 1 + 77 + 5 = 186PP SHOULD THE TERROR GET A DAMAGE ATTACK TO MAKE IT ABLE TO MEET CAPS ON ATTACKS, OR IS THE AURA OF TERROR AND USING GRAPPLES ENOUGH? Already VERY expensive. Maybe just get rid of Emotion Control? Emotion Control 11 ("Primal Fear"; Extras: Area [Perception], Duration [Continuous], Flaws: Limited [Fear only], Permanent) [33PP] (Fear) cost/rank: 2+2+1-1-1 = 3 Immunity 30 ("Beyond Mortal"; Immunity to Fortitude Effects) [30PP] (descriptors) Immunity 80 ("Invulnerable Terror"; Immunity to Toughness Effects, Flaws: Limited [Subjects feeling fear]) [40PP] (descriptors) Environment Control 1 ("Dark Miasma"; Visibility -4) [1PP] (Darkness) OR USE OBSCURE? Paralyze 11 ("Aura of Terror"; Extras: Action [Reaction], Area [Perception], Flaws: Permanent) [77PP] (Fear) cost/rank: 2+3+2 = 7 Regeneration 10 ("Feeds on Fear"; Flaws: Source [Fear]) [5PP] (descriptors) CHOOSE OPTIONS Drawbacks: (-0) + (-0) = -0PP 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 (32) + Combat (28) + Saving Throws (19) + Skills (16) + Feats (15) + Powers (186) - Drawbacks (0) = 296/296 Power Points NOTES ON IDENTITY Choose an identity... or maybe something that can happen to ANYONE, essentially someone being transformed into the Terror for a night?
  9. Chatting with SuperCape in the chat inspired me to do an ocean focused thread, preferably starring some sea based heroes (and any others that might be interested). I'm still putting together the exact ideas, but wanted to test the waters. So, anyone interested? EDIT: Gonna be going with a max of 3 characters here. I'll pick the ones that'll fit best.
  10. Alright, let's go with Sea Devil, Sgt. Shark and Asad. Sorry Ex! I'll get a thread up some time this week, probably Friday at the latest.
  11. "You do not point a gun at people like that. Doesn't matter who's watching or not!" Robin's tone was harder than before. She had taken a shot at the Gas Man like that before, but then he was a danger to both others and herself. These guys? No matter if what they were doing were wrong or not, Detective Kidd had pointed a gun at them, even after they had dropped their weapons. Robin was well aware that going incognito wouldn't really work anymore, now that she was wearing all red and gold. Maybe she should try going for some different colors in the future, once she got her suit upgraded a bit more, but she really shouldn't be thinking about that now. It was only a matter of time before Jack Jackson would notice the commotion, and she had to deal with Detective Kidd first. "Right, this place is a powderkeg. Look around." Robin gestured to the protesters, Jack Jackson, Blowfish, the building and the fleeing workers. "Look at this. What would happen if they'd seen your gun? If you just tried to scare them, you'd be caught on camera, and that whole group would explode." Alright, deep breath. Get a chance to figure out what was going on while she could. "I really don't have all the info here, so please, what do you mean about Blowfish financing this? What do you know about that?" Maybe they could actually work together here.
  12. The Forever Boy Pan was ecstatic. He was only barely keeping himself contained, as he looked at the Pegasus. He was floating a few inches off the ground, unable to keep his eyes of the spacecraft, even as Mr. Austin explained things to them. He was dressed in the loose fitting vacuum suit he had been supplied with, his uniform underneath, including his mask. It might be silly to wear in space, but it wasn't like he wore it to conceal his identity in the first place. This was so exciting. he had never been to space before! Not here on Earth, not back on Neverworld! He had honestly never even thought to try! Maybe he could fly in space! Maybe he couldn't! But actually getting to go out there like this, together with Veronica, Alex and Echohead? Awesome! He positively beamed at the question about questions. He had so many! "How fast will the Pegasus go? Do you mind if we bring souvenirs back? Is there bathrooms on the Pegasus? Will we hit any stars on the way?" He could keep going, but he had to stop for air, and to give Mr. Austin a chance to reply.
  13. RocketLord

    Ink

    GM December 12th, 3 PM Bedlam City, all across town It hadn't happened all at once, but slowly, unrest had begun to spread in Bedlam City. It was small things at first. At first, any paper or print with the initials W.E.B. had been changed to the simple I.G. instead. Random menus at restaurants or fast food places would show different prices than usual. The grades on all papers at Walgrove Prep had been replaced by what appeared to be random fractions. The students revolved, the teachers apologized, but they knew little of what was going on. If it had just been just papers graded by one teacher, it would have made sense, but it was all of them. The first big issue happened on December 10th. The lottery numbers were drawn, and exactly 100 self-proclaimed winners showed up. On closer inspection, all of their tickets had the exact same number. They started a small riot. On December 11th, the workers at Snacktastic all went on strike. By what was announced as a printer error, all paychecks had been made out to the CEO of the company. All attempts to rectify the mistake seemed to produce the same results. The already threadbare city government ground to a complete halt on December 12th, in the early hours of the morning. All papers, all their archives, had been rendered entirely blank. And all animals at Stone Ridge Animal Shelter had the name tags on their cages switched around. Not much in the long run, but one inattentive volounteer was bitten as a result. Similar reports flowed through the city. Anything written could suddenly change, seemingly at random. The would-be heroes and super human element of Bedlam City did not go unaffected. Ronin found the labels on his grandmother's medicine changed. They made little sense anymore. Mister Strix had found all books he read in libraries to be altered, to greater or less degrees. Anything from a different text all together, such as a newspaper showing part of Harry Potter, with several expletives insert, to being complete nonsense or being blank. Lady Horus found that everywhere she went to distribute toys to needy children, the address was instead for the rich and powerful. Clearly, it was those not in need. And Doctor Thorne found Thorne Investigations rebranded as I.G. Investigations. Any notes she had in the office, any books, anything with written words, had the text replaced with the repeated phrase: "I AM YOUR GOD." Would the heroes come together to stop the chaos, follow their own paths, or simply let it be?
  14. RocketLord

    Ink

    GM As assemblage of heroes made their plans, and were joined by Wadjet. Whatever Mister Strix might be trying to conceal from the others, whatever their differences in approach were, they would have to make their choice, because Ronin had been right. Nancy Street might have calmed down, but riots were starting elsewhere. Fire began to rise from an overturned car near Snacktastic. The striking workers were beginning to riot. It would only be a matter of time before they clashed with Snacktastic's security. Blood would soon flow. Similar scenes took place at the lottery offices. And at one of the government offices, one that dealt with taxes in specific, a man was standing at the edge of a window, ready to jump. Everything was ruined, his life was over. What else could he do?
  15. GM The light moved over the small construction yard near the Royal Arena, as Lament stopped the car. As it just so happened, it was a cab. Very dark blue, with the word TAXI written on it in a few places, as well as the company's slogan and number to call. "Hvad fanden!? Er du sindssyg, mand!" the driver shouted after rolling down his window. He paused, looking over Lament. "Hvad fanden skal du forestille?" The driver was a man in his 50'es. He had a full beard, which was once a dark brown, but was now dotted with grey, almost silver streaks. His hair was thinning on the top. He was wearing a dark jacket, but now he seemed to realize what Lament had been saying, and that he was talking English. "Wait! What children? What are you talking about?" His Danish accent was heavy, but Lament could understand him, at least.
  16. GM November 8th, 2018 5 PM It had been a long day in the Eastern Seaboard Bank Building in Wading Way. The effects of the recent Terminus Invasion had been felt, and everyone was rushing to keep up with the resulting workload. Amidst the chaos, it had been decided to move the bank's already small gold deposit to another location. After all, Freedom City was teeming with super villains as it were. They never got the chance. The moment the gold had left the vault, a group of two heavily armored men, all covered in shining gold, emerged from the nearest staircases. They moved quickly and with purpose, quickly taking down any the guards that got in their way, before heading towards the exit with the gold, carried in a pair of heavy bags. The alarms sounded soon after, easily being heard out in the streets. After all, this was Freedom City. While the city home to villains, it was also the home of heroes.
  17. Cortex Power Level: 10 (244/244PP) Unspent Power Points: 0 Trade-Offs: (Pulse Blasters) -2 Attack / +2 Damage, -3 Defense / +3 Toughness In Brief: Mutated super genius drug lord. Alternate Identity: Henry Todd (Secret) Birthplace: Emerald City Residence: Hidden location in Emerald City, normally known simply as the Laboratory. Base of Operations: Emerald City Occupation: Drug Lord Affiliations: The Cartel Family: Louisa Todd (Mother, deceased) Description: Age: 36 (DoB: 1982) Apparent Age: Difficult to tell, due to mutation. Appears to be at least early 40'es. Gender: Male. Ethnicity: Caucasian. Height: 5'4'' Weight: 190 lbs. (most contained in cranium and brain) Eyes: Black Hair: None Cortex is a rail thin man, standing below average height. His face twisted, his body seemingly having little fat or muscle, he would appear just malnourished, if not for his very visible mutation: A gigantic skull and brain, weighing enough to make movement all but impossible for the man, stretching down to almost at his waist. His face appears older than it should be, perhaps from the strain. Without the mechnical support pod he has built for himself, he would have difficulty even moving. He is usually dressed in loose green suit, with a large yellow belt, a yellow harness on his chest, connected to his support pod and yellow boots. History: Cortex grew up in Black Pines, a small town south of Emerald City. His mother was a former mental patient, institutionalized after she was found wandering on the highway in a state of hysteria with no memory of who she was or how she had gotten there. The doctors determined that she was pregnant, and at birth little Henry seemed normal. By the age of two, however, his head was already starting to show growth outstripping that of the rest of his body; he was also already reading at a college level and spoke several languages. As he continued to grow, so too did his frightening intellect. Louisa Todd (given a first name by a caring nurse and taking her last name from the county hospital that had delivered Henry) tried to provide for and protect her son, but she was a weak and fragile woman that never recovered from whatever ordeal had placed her on that road the night she was found. She lacked marketable skills and was prone to incapacitating panic attacks. Unable to hold a job for long, she and little Henry stayed in subsidized housing, where her son quickly became the source of amusement and target of ridicule for the neighboring children. He learned quickly and painfully that the world broke down into two fundamental categories of people: victims and victimizers. Henry Todd resolved that he would not remain a victim, no matter what it cost himself or others, especially others. Early in life, he was exposed to drug dealers, their processes for making drugs, and their business practices… and he observed the respect and fear people showed these men, as well as the money they made. By the age of five he had mastered “kitchen” chemistry to the point where he could produce marketable merchandise using only cheap and legally obtained materials. Effective drugs bought him allies, who sold his drugs in the surrounding area. Money bought him better material to work with, and connections, both of which he leveraged to make more powerful merchandise. By the age of ten, he had manipulated a number of older teenagers into forming the first of many short-lived gangs used solely to front his product. Where money alone failed to motivate, he supplied drugs; where money and drugs both failed to sway, difficult to trace toxins crippled or eliminated. As he grew older, those who encountered Henry learned that it was very profitable to work for him, and very dangerous to work against him. By his early teens, Henry’s mother had passed away gently in her sleep (with a little assistance) and he had disappeared from social service’s records completely. Todd took the name “Cortex” and used various inventions to portray himself as a “supervillain” simply because such beings held so much sway over certain elements of the criminal underworld. Over the past two decades, he built a sophisticated network of fronts, connections, and distributors so large it became a drug cartel all its own. Despite the fact that Cortex would rather stop designing drugs and instead follow his own interests into more esoteric research (still in the realm of biochemistry and organic engineering), his money and respect are both tied up with the cartel, so he continues to split his time between the two. However, in his mind, he now views the cartel as the source of money for his research, not the goal itself. Personality & Motivation: Henry Todd has no conscience or moral restraint. People and money are both just tools to be used and discarded as needed. As Cortex, Henry doesn’t aspire to world domination or other traditional manias associated with the villainous set. He simply wants to be left alone to pursue his research; however, he knows his kind of research usually provokes some form of interference from those with badges or costumes, and so he makes sure he has the resources and power base to deal with any such obstacles. Cortex is coldly vicious when interfered with or confronted. He doesn’t waste time with games or bluster or other egotistical displays unless he thinks such actions grant him some form of advantage. Though not a coward, Cortex is invested in his own personal safety above all else—he abandons facilities, people, and projects without hesitation if he has to choose between himself and them. He is a patient man and in his estimation, he can always get more ”tools”. Powers & Tactics: Cortex possesses superhuman intelligence. He can forecast the likely events of the future from current information and work out the past with the same certainty. Telepaths find it difficult to process his thoughts, granting him a degree of resistance to most forms of mental intrusion. His knowledge and mastery of the biological sciences knows few equals, knowledge he uses to develop and sell designer drugs ranging from horribly addictive narcotics to super-soldier treatments. Cortex’s body is highly underdeveloped thanks to his cranial deformity, but the support pod he uses more than compensates as it is capable of protecting him from even most superhuman threats with its offensive and defensive capabilities. Power Descriptions: Cortex's powers are all ultimately due to his genius. Either the cause of it, or made by it. While his grotesquely oversized brain makse him incredibly intelligent, he has created a support pod to both stabilize him when standing, protect him and aid him in combat. The support pod's most obvious enhancement are the pair of extendible cyberarms, capable of supporting Cortex's weight, fine manipulation and being used in combat. Less obvious are the protective force field that keeps Cortex safe, and the gravitic pulse generator that not only helps keep him upright, but also allows him to fly. The onboard systems include computer and navigation systems, and tools to enhance Cortex's senses, allowing him greater clarity as he works on new drugs. The support pod's weapon systems include pulse blasters, gravity wave discharges and neurotoxin aerosol dispensers. While the exact origin of Cortex's mutation remains unknown, his father might have been involved. Was his mother abducted and experimented on by aliens? Did she escape some secret lab where research on the DNAscent process was being conducted? Or is he simply a mutation or Terminus Baby? Or something far more sinister in pedigree? Complications: Disability: Cortex’s grossly overgrown cranium and brain are larger than the rest of his body. He needs artificial support for his head to keep his neck from breaking and would barely be able to crawl without its support. Motivation - Power and Fortune: In the back of Cortex’s mind, he is never very far from the roach-infested countysubsidized housing where he grew up hungry and ridiculed. Power and money are his security blanket and he can never have enough of either. He may find the cartel and its upkeep tedious now, but they are too necessary to discard. Rival - The Labyrinth: Cortex has created many enhancement drugs and cutting edge bio-modification technologies. This has put him into competition with other fronts for the Labyrinth’s DNAscent enterprises. Todd suspects there is more to his competition than is apparent, but is far from piecing together Taurus’s involvement. Abilities: -2 + 0 + 2 + 20 + 8 + 2 = 30PP Strength: 8 (-1) / 18 (+4) Dexterity: 10 (+0) Constitution: 12 (+1) Intelligence: 30 (+10) Wisdom: 18 (+4) Charisma: 12 (+1) Combat: 8 + 14 = 22PP Initiative: +0 Attack: +4 Base, +4 Melee, +8 Ranged (+4 Base, +4 Attack Specialization), +10 Cyberarm Smack (+4 Base, +6 Accurate) Defense: +7 (+7 Base, +0 Dodge Focus), +0 Flat-Footed Grapple: +8 Knockback: -6 Saving Throws: 0 + 0 + 6 = 6PP Toughness: 13 (+1 Con, +12 [Force Field]) Fortitude: +0 (+0 Con, +0) / Immune Reflex: +7 (+0 Dex, +7 [Enhanced Reflex Save]) Will: +10 (+4 Wis, +6) Skills: 200R = 50PP Bluff 15 (+16) Computers 15 (+25) Craft [Chemical] 15 (+25) Craft [Electronic] 15 (+25) Craft [Mechanical] 15 (+25) Diplomacy 9 (+10) Disable Device 8 (+18) Intimidation 6 (+7) Investigation 6 (+16) Knowledge [Business] 9 (+19) Knowledge [Life Sciences] 15 (+25) Knowledge [Physical Sciences] 15 (+25) Knowledge [Technology] 15 (+25) Medicine 12 (+16) Notice 9 (+13) Profession [Drug Lord] 12 (+16) Sense Motive 9 (+13) Feats: 27PP Attack Focus [Ranged] 4 Benefit 1 (Status: Head of drug cartel) Benefit 3 (Wealth: Multi-millionaire) Connected Eidetic Memoery Equipment 10 (Underground Lair, 3 Abandoned Warehouses) Inventor Languages 5 (Japanese, mandarin, Chinese, Russian, Spanish, whatever else needed by GM) Well-Informed Equipment: 10PP = 50EP The Laboratory (Headquarters; Underground Lair) (19 EP) Secret Labs in Abandoned Warehouses x3 (Headquarters; Abandoned Warehouse) (10x3EP = 30EP) Powers: 19 + 90 = 109PP Computer-Like Mind 9.5 (Container) [19PP] (Mutation, applies to all powers in Container) Impervious Will 10 [10PP] Quickness 10 (Flaws: Mental Only; x1000 normal speed) [5PP] Super-Senses Rank 4 (Postcognition; Flaws: Limited [Requires evidence to study]) [2PP] Super-Senses Rank 4 (Precogntion; Flaws: Limited, [Macro-scale trends]) [2PP] Support Pod 22.5 (112/112PP Device; Flaws: Hard-to-lose) [90PP] (Technology, applies to all powers in Device) Extendible Cyberarms 7 (Container) [15PP] Damage 6 ("Cyberarm Smack"; Flaws: Limited [Extra Limbs Only]; Feats: Accurate 3, Mighty) [7PP] Elongation 2 (Flaws: Limited [Extra Limbs Only]; 10 feet) [1PP] Enhanced Strength 10 (Flaws: Limited [Extra Limbs Only]) [5PP] Extra Limbs 2 [2PP] Gravimetric Pulse Generator 7 (Container) [14PP] (Gravity) Enhanced Reflex Save 7 [7PP] Flight 2 (Flight Speed 25 mph, 220 ft./rnd) [4PP] Flight 3 (Flaws: Distracting; Flight Speed 250 mph, 2200 ft./rnd) (Stacks with Flight 2) [3PP] Onboard Systems 2.5 (Container) [5PP] Features 2 (Computer, Navigation System) [2PP] Super-Senses 3 (Analytical Auditory, Analytical Visual, Radio) [3PP] Protective Fields 22 (Container) [54PP] (Kinetic Energy) Force Field 12 (Extras: Impervious) [24PP] Immunity 30 (Fortitude Effects; Extras: Linked to Force Field) [30PP] Weapon Systems Array 10 (20PP Array; Feats: Alternate Power 3) [24PP] BP: Blast 10 ("Explosive Gravity Wave Discharge"; Extras: Area [Burst (50 ft. radius)]) {20/20PP} (Kinetic, Gravity, Impact) AP: Blast 12 ("Pulse Blasters"; Extras: Secondary Effect 8, Feats: Autofire, Incurable) {20/20PP} (Kinetic, Impact) AP: Stun 10 ("Gravity Knockdown"; Extras: Alternate Save [Reflex], Area [Burst (50 ft. radius)], Flaws: Daze) {20/20PP} (Kinetic, Gravity, Impact) AP: Stun 6 ("Neurotoxin Aerosol Dispensers"; Extras: Area [Cloud (30 feet diameter)], Feats: Subtle 2) {20/20PP} (Pharmaceutical, Gas) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed 10 ft. DC19 Tou (staged) Damage +4 Cyberarm Smack 10 ft. DC25 Tou (staged) Damage +10 Explosive Gravity Wave Discharge 50 ft. radius DC25 Tou (Staged) Damage +8 Pulse Blasters 120 ft. DC27 Tou (staged) (DC23 secondary effect) Damage +8 Gravity Knockdown 50 ft. radius DC20 Ref (staged) Dazed +8 Neurotoxin Aerosol Dispensers 15 ft. radius cloud DC16 Tou (staged) Dazed/Stun/Unconscious +8 Totals: Abilities (30) + Combat (22) + Saving Throws (6) + Skills (50) + Feats (27) + Powers (109) - Drawbacks (0) = 244/244 Power Points Cortex tends to use criminals that he enhance with his drugs as foot soldiers. While they can be different, these are their common stats. Enhanced Soldier Power Level: 7 (70/70PP) Unspent Power Points: 0 Trade-Offs: +2 Attack / -2 Damage, -2 Defense / +2 Toughness Complications: Drugged Loyality: Addition to the drugs provided by Cortex means that the enhanced soldiers are fanatically loyal to the drug lord. Abilities: 2 + 2 + 4 + 0 + 0 + 0 = 8PP Strength: 12 (+1) / 20 (+5) Dexterity: 12 (+1) Constitution: 14 (+2) / 22 (+6) Intelligence: 10 (+10) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 10 + 10 = 20PP Initiative: +1 (+1 Dex) Attack: +5 Base, +5 Melee, +5 Ranged Defense: +5 (+5 Base, +0 Dodge Focus), +0 Flat-Footed Grapple: +6 / +10 Knockback: -4 Saving Throws: 3 + 4 + 1 = 8PP Toughness: +9 (+6 Con, +3 [Body Armor]) Fortitude: +9 (+3, +6 Con,) Reflex: +5 (+4, +1 Dex) Will: +1 (+1) Skills: 24R = 6PP Climb 4 (+9) Drive 2 (+3) Intimidation 3 (+3) Knowledge: Tactics 4 (+4) Notice 3 (+3) Profession: Soldier 4 (+4) Swim 4 (+9) Feats: 12PP Attack Focus [Ranged] 4 Equipment 7 Fearless Equipment: 7PP = 28EP Assault Rifle (Blast 5) [16EP] (Ballistic damage) Body Armor (Protection 3) [3EP] Assorted other Equipment worth up to 9EP Powers: 16 = 16PP Chemical Enhancement 8 (Container) [16PP] (Pharmaceutical, Physical) Enhanced Constitution 8 [8PP] Enhanced Strength 8 [8PP] DC Block Name Range Save Effect Attack bonus Unarmed Touch DC20 Tou (staged) Damage +5 Assault Rifle 50 ft. DC20 Tou (staged) Damage +9 Totals: Abilities (8) + Combat (20) + Saving Throws (8) + Skills (6) + Feats (12) + Powers (16) - Drawbacks (0) = 70/70 Power Points
  18. I couldn't find the a list for the different NPC tiers and what they mean, but he should be generally usable. Adapted from the 3E threat report on Cortex, with a few changes, mostly to both fit in house rules and to meet caps for some attacks, and some things that just didn't work as well in 2E. Changes from 3E version: Powers Additional feats and extras added to Pulse Blasters. Damage power in Extendible Cyberarms has increased level, to meet caps. Accurate 2 added to feats. Explosive Gravity Wave Discharge split into two powers in the array: Explosive Gravity Wave Discharge and Gravity Knockdown, for the different effects. "Neurotoxin Aerosol Dispensers" level lowered from 10 to 6. Feats Added Attack Focus [Ranged] 4
  19. Robin's trying to push the detective's hand and gun up, so he'll shoot into the sky again. What check do I need to make?
  20. Aw, c'mon. Why couldn't it have been that nice cop from the other day, when Robin had stopped that mugger? He'd been a real sweetheart. Detective Kidd was just looking for trouble here. And causing it. Robin had no idea that Blowfish was building this place, which gave her pause for a moment, but just because someone was paying for it, did that mean that the place wasn't good? Especially if he was doing it all legally, right? So. Another wrinkle to this whole issue. Just great. She wasn't about to let Detective Kidd shoot the guys in the back with a lethal weapon. No way. Time to bring out the bigger guns, so to speak. Phone out. Code entered. Maybe transforming in front of Detective Kidd would be enough to give him pause, but at any rate, she had to stop that. "Henshin!" The Justice Driver belt made its announcement as the Justice suit appeared, all red and gold, while Robin moved forward, reaching out for Detective Kidd's hand and pushing it up as fast as she could. "That's not justice, detective!"
  21. OOC for this. Information on Royal Arena, for anyone interested.
  22. I was thinking Acrobatics, I think. Check's good enough for keeping up, but not getting closer.
  23. GM The exits to the building were not far from the exit to the arena. As the Duke of Despair chased, he saw the faint light outside the glass doors, which were slowly closing. It was already far away, but in the relative darkness outside the royal arena, the light stood out all the more. It was heading South, towards the apartment buildings that stood between the Royal Arena and the great nature area called Fælleden, other the Commons in English. Wherever it moved, the street lights would turn off, leaving behind a path of darkness. Maybe the Sultan of Sorrow would be able to catch up, but unless it changed direction, its course was clear.
  24. Feel free to make any Athletics or similar rolls to try catching up to the glowing figure.
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