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RocketLord

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  1. TOU save 16 Gonna spend a HP to reroll that: 10+11 = 21+10 = 31
  2. Boosting Ghost to PL12, replacing his old sheet. Not a whole lot new, aside from increasing ranks and adding some Immunities to his Insubstantial powers.
  3. Ghost Power Level: 12 Effective Power Level: 12 Power Points: 235/240PP Unspent Power Points: 5 Trade-Offs: +5 DEF / -5 TOU In Brief: Long time hero still in action after a life of hardship. Catchphrase: "Just your friendly neighborhood Ghost." Theme: 100 Bad Days - AJR Alternate Identity: Casper Baltazar Church Birthplace: Freedom City Residence: The Fens Base of Operations: Freedom City Occupation: Constantly changing Affiliations: Freedom League Family: Jessie Taylor Wilson (Born 1988, real estate agent, ex-wife), Carrie Belinda Church (Born 2014, daughter living with mother), Cole Church (1950-1995, father), Carrie Elizabeth Church (1948-2017, mother) DESCRIPTION Age: Born Febuary 13th, 1988 Gender: Male Ethnicity: Caucasian Height: 6’0’’ Weight: 155 lbs. Eyes: Light blue Hair: Brown Casper is a brown haired man in the mid 30'es. His eyes are light blue, almost, but not quite unnaturally so. His hair is usually cut short, and he sports a full beard. He usually dress in cheap or well worn clothes. Casper often seems to be tired. The friendly neighborhood Ghost wears a light grey and white costume with thick black accents. The costume is mainly light grey, with white boots and gloves, separated from the rest of the costume with thick black lines. The middle of his chest and lower body is white, separated from the light grey with the same thick black lines, which also show the difference between pants and shirt. Thick black lines stretch from just under his chest, under his arms and connecting on his back. He wears a white mask that covers his entire face, leaving just his eyes visible. Casper wears a pair of x-ray goggles with light blue glass that seems to glow over his eyes. While they seem to be built into the costume, each lens can be moved and placed separately. His logo is a stylized light blue ghost that almost seems to be glow, placed directly in the middle of his chest. Offensive use of Ghost's powers tend to create a chaotic light blue energy effect . HISTORY Casper Church probably shouldn't have attended that science expo at ASTRO Labs back in High School. Looking back, that was the thing that pretty clearly changed his life forever. The malfunctioning extradimensional looking glass device that bombarded him with some strange radiation was a dead give away. The researchers at ASTRO Labs checked him out, everything seemed fine. Harmless particles, they said. Nothing to worry about. Have a nice little promise of an internship down the line, everything will be fine, nothing to worry about. A few weeks later Casper fell through a floor and then walked through a wall. Everything was not fine. In fact, they were better than fine. He had super powers. With help from Doctor Benjamin Palmer, the ASTRO Labs researcher that had first checked him out, he figured out his powers and limits, developing a close relationship with Doctor Palmer in the process. As any other enterprising Freedom City youth suddenly granted powers, Casper had a choice to make. He tried to use his powers to become rich and famous. The Ghost made a few headlines appearing on television and online, made some money. It was some good weeks. Then, he saw something he shouldn't have at the set. The man that had hired him had ties to a super villain group, one that was planning a large scale heist. Casper didn't care, it didn't have anything to do with him. Then the gang hit ASTRO Labs. Casper's mentor was killed in the attack. Casper reasoned it was all his fault, and the Ghost went on the warpath. He confronted the producer and fought the gang. Victorious, the Ghost set out to become a hero. That was the prologue. Since 2003, the Friendly Neighborhood Ghost has remained a Freedom City fixture, fighting the good fight and saving lives. Never one of the most well known heroes of Freedom City, his status has fluctated wildly from beloved hero to hated menace and back again over the years. With an evergrowing rogues gallery of his own, the Ghost has saved Freedom City on multiple occasions, though his efforts have rarely been acknowledged by the city at large. Not that it bothers him. Action is his reward, after all. Having experienced a great deal of super heroic and extra normal conflicts have left him a bit wiser about the ways of the world, and perhaps a bit weary, but nonetheless still a dedicated hero. Ghost seemed to be doing well. Casper on the other hand? Not so much. Turns out that having a super heroic double life is hard work. Professionally, he never amounted to much. He just couldn't hold a steady job, always rushing off to play the hero. He had married his high school sweetheart in 2010. In 2014, their daughter Carrie was born. Casper had told Jessie his secret identity long before they were married, but even then, his double life eventually created cracks in the relationship. In 2017, the marriage broke, with Jessie gaining custody of Carrie. Even though the former couple tried to remain on friendly terms, Casper had lost an important pillar in his life. Casper's father had died when he was young. In 2019, illness claimed his mother. A chance encounter with Fleur de Joie of the Freedom League led to Casper to realize that he had been in a rut at best, spiralling at worst. He needed to do better, to become better, at least according to himself. To become someone that his daughter would be proud of. At Fleur de Joie's suggestion, he reached out to Comrade Frost, then leader of the Freedom League Auxillary, which he joined. The Freedom League Auxillary saw little action during this time, and would eventually become inactive, though Ghost would make the move to the Freedom League proper. Staying busier than ever, Casper initially formed few bonds with other members of the Freedom League, often hindered from participating in meetings due to action elsewhere. During this time, he met and befriended another experienced crimefighter, Grimalkin. The duo were clearly attracted to each other, though Casper would, as usual, continue to second guess himself and what they felt. After all, Grimalkin could just be friendly. A long, hard life of fighting is piling on, but still, Casper remains a hero as the Friendly Neighborhood Ghost. At least things have started to look up, at least until the other shoe drops. PERSONALITY & MOTIVATION Casper is tired. He has been fighting crime in Freedom City and beyond since 2003, and it has cost him much. The once optimistic and happy-go-lucky Ghost has become jaded. He will still crack jokes and snark with the best of them, but with far less enthusiasm than he used to. Still, despite his seeming reluctance, Casper is a hero. He might act like he doesn't believe he can make a difference, but that doesn't matter: He will still try. No matter what else happens in his life, Casper will always be a hero, and he will never give up. Even if he will complain a lot along the way. Casper's sense of responsibility will always win in the end. If he can do something to save the day, he will. This has cost him missed dates, job interviews, meetings with his mother and so much more. He might be brilliant, but what does that matter if he can never keep to an appointment? As Casper's personal life has fallen apart, he has retreated more and more into the Ghost persona, spending at least as much time in his mask as outside it. He is still reeling from his divorce, and the fact that he can't spend nearly as much time with his daughter as he would like to. After all, he has responsibilites, and it wouldn't be fair to try to explain those to a preteen. Casper desperately wants to be seen as a good father and a cool dad by his daughter Carrie, with little succes. She likes her father, sure, but she sees him more as a bumbling dad than being cool in any way. He has finally decided to give up on Jessie, and is content to be on friendly terms with her. Despite his love for Carrie, Casper is really not too fond of teenagers or young heroes in general. He feels that he has been where they are now, and, well, look where that got him? Sure, they might end up doing better than him, but really, why even bother? There's plenty of people out there and yeah, he knows that he's a bit of a hypocrite there. He's already gone through it all, no reason they gotta go through heartbreak too, right? POWERS & TACTICS Casper prefers a stealthy approach, approaching his targets and attacking through walls, floors, ceilings or anywhere else where they can't see him until it is too late. He is not above living up to his codename and taking actions to scare his enemies. He will often quickly change his position, rarely staying in one place at once, while moving his surroundings to his own benefit. Despite his preferance for stealth, Casper seems to have trouble stopping talking if he is discovered, throwing jokes and taunts as often as attacks. POWER DESCRIPTIONS The strange radiation from the extradimensional looking glass irrevocably altered Casper's body, granting him the ability to become intangible by dimensionally dispersing his body. Through time and training, he has learned to use this power in a great number of ways, from simply passing through matter to completely dispersing his body to reconstitute close by, effectively teleporting. He posses fine enough control to only make part of his body intangible or tangible, and he can use this ability to fly. His body also seem to have been generally enhanced, making him much sturdier and agile than he would otherwise be. Casper's intangibility can have a number of interesting effects on the world around him. By touching a living person, he can perform what he calls a Chilling Touch, effectively stunning on knocking out his foe. Alternatively, he can disrupt a target's nervous system, causing severe, lingering damage with a single touch. Casper calls this ability the Shock Touch. Casper can turn another person or item temporarily intangible by touching them, effectively allowing him to push them into the floor, walls, cars or whatever else is around, allowing him to trap them with his Phantom Touch. Casper can augment the effect of his intangibility into affecting a greater area by becoming fully tangible. When he imbues his effect with Phantom Force in this way, he might be tangible, but his abilities affects the entire area around him. When he affects the world around him he creates a chaotic, light blue energy effect. Casper augments his powers with a pair of goggles that gives him X-Ray vision, only stopped by lead. Originally built as a jointly by Casper and Dr. Palmer, Casper has since refined and improved the device, adding GPS capabilities. COMPLICATIONS Can't Get No Respect: Despite his long career, having saved the day, the city and much more countless times, Casper is hardly considered an A-list hero, with a number of his victories not even being public knowledge. He's popular in some circles, hated in others, or even outright dismissed. Casper has some ambivalent feelings towards this, and might react harshly if dismissed, despite his experience. If Casper lashing out at someone for dismissing him makes the situation worse, the GM can award him a Hero Point. Friendly Neighborhood Ghost: So far, being Ghost have pretty much ruined Casper's personal life, but he can't help himself. He has these powers, and he has to use them for good. The GM can award Casper a HP if his sense of responsibility somehow makes his social situation worse, be it missing appointments, losing yet another job or getting someone mad at him. Ghostbusters: Casper has made a great number of enemies over the years, having fought just about any bad guy. When Ghost encounters an enemy, there's at least a 50/50 chance that he has fought them or thwarted a scheme before, which means they might know some of his tricks, and might want to defeat or even kill Ghost in retaliation. If Ghost has encountered an enemy before and their knowledge of him or attitude towards him makes the situation worse, the GM can award Casper a Hero Point. Hands-On Approach: Casper's power to temporarily phase the solid objects and make others slip into them relies on his targets being relatively close to a surface. If Casper's target is flying or the GM otherwise deems them to be too far away from a surface, they can negate any succesful Snare via Phantom Touch, giving Casper a Hero Point instead. Loser Dad: Casper wants nothing more in life than for his daughter to think that he's cool. The GM can award Casper a Hero Point if Carrie is somehow placed in danger and used to weaken Casper, Casper finds some way to try and make her seem him as cool, but being cool means worsening the situation, or he is otherwise hindered by the love for his daughter. Scary Ghost: Casper's enemies have at times managed to convince the public that he is, in fact, a super villain. While he has always managed to clear his name, some people are still suspicious of Ghost's motives. If this somehow complicates or worsens a situation, the GM can award Casper a Hero Point. ABILITIES 0 + 2 + 2 + 10 + 6 + 6 = 26PP Strength: 10 (+0) Dexterity: 12 (+1) / 24 (+7) Constitution: 12 / 20 (+5) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 16 (+3) COMBAT 8 + 12 = 20PP Initiative: +7 (+7 Dex) Attack: +4 Base, +12 Melee, +4 Ranged, see Power attack bonuses in DC Block Defense: +17 (+6 Base, +11 Dodge Focus), +3 Flat-Footed Grapple: +12 (+4 Base Attack, +8 Attack Focus [Melee]) Knockback: -3 / -2 without Defensive Roll SAVING THROWS 5 + 7 + 7 = 19PP Toughness: +7 (+5 Con, +2 Defensive Roll) Fortitude: +10 (+5 Con, +5) Reflex: +14 (+7 Dex, +7) Will: +10 (+3 Wis, +7) SKILLS 124R = 31PP Bluff 12 (+15) Skill Mastery Computers 1 (+6) Craft [Electronic] 5 (+10) Craft [Mechanical] 2 (+7) Disable Device 10 (+15) Gather Information 12 (+15) Skill Mastery Knowledge [Current Events] 5 (+10) Knowledge [Physical Sciences] 10 (+15) Knowledge [Streetwise] 10 (+15) Knowledge [Technology] 10 (+15) Notice 12 (+15) Search 10 (+15) Sense Motive 12 (+15) Skill Mastery Stealth 13 (+20) Skill Mastery FEATS 38PP Attack Focus [Melee] 8 Benefit 1 [Freedom League Member] Challenge (Fast Feint) Contacts Defensive Roll Dodge Focus 11 Evasion 2 Hide in Plain Sight Inventor Jack-of-All-Trades Luck 4 Move-By Action Power Attack Skill Mastery (Bluff, Gather Information, Sense Motive, Stealth) Taunt Uncanny Dodge [Auditory] Well-Informed Veteran Awards Equipment 2 (10 EP) Freedom Leagues Communicator [6EP] Communications 5 (Radio, 5 miles; Extra: Area; Flaw: Limited [Other FL Communicators]) [5EP] Communications Link 1 (Freedom League HQ) [1EP] POWERS 4 + 8 + 12 + 7 + 30 + 40 = 101PP Device 1 (5DP Container; Flaws: Hard-To-Lose) [4PP] (Descriptors: X-Ray Goggles, Invention, Technology) Super-Senses 4 (Vision Penetrates Concealment; Drawbacks: Power Loss [Lead]) [3DP] (Descriptors: X-Ray Vision) Super Senses 2 (Direction Sense; Distance Sense) [2DP] (Descriptors: GPS) Enhanced Constitution 8 [8PP] (Descriptors: Ghostly Constitution, Physical Mutation) Enhanced Dexterity 12 [12PP] (Descriptors: Ghostly Dexterity, Physical Mutation) Flight 3 (Feats: Subtle 1) (500 ft./turn, 50 mph) [7PP] (Descriptors: Phantom Flight, Dimensional, Physical Mutation) Friendly Neighborhood Ghost Array 14 (28PP Array; Feats: Alternate Power 2) [30PP] (Descriptors: Dimensional, Physical Mutation) BP: {4 + 23 = 27/28PP} (Descriptors: Intangible Ghost) Immunity 2 (No need to breathe, Vacuum; Flaws: No Permanent Flaw (+1): Continuous Duration) [4PP] Insubstantial 4 (Incorporeal; Affected by Cold; Feats: Selective, Subtle 2) [23PP] AP: Teleport 11 (Extras: Accurate; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Progession [Mass] 3, Turnabout) (Teleport w. 1000 lbs. of mass. Distance 1100 ft.) {28/28} (Descriptors: Poltergeist 'Port) AP: Selective Area Power 12 Adds (Extras: Area [General Shapeable], Selective; Feats: Progression [Area] 4) (12-300 5 ft. cubes) to Ghost With The Most Array {28/28} (Descriptors: Phantom Force) Ghost With The Most Array 18.5 (37PP Array; Feats: Alternate Power 3) [40PP] (Descriptors: Dimensional, Physical Mutation) BP: Stun 12 (Extras: Affects Corporeal; Feats: Reversible) {37/37} (Descriptors: Chilling Touch) AP: Damage 12 (Extras: Affects Corporeal, Secondary Effect; Feats: Reversible) {37/37} (Descriptors: Shock Touch) AP: {3 + 27 + 6 = 36/37} (Descriptors: Turning Others Ghost) Affects Others Flight 3 Adds (Extras: Affects Others, Linked [Insubstantial 4]) to Flight [3PP] Insubstantial 4 (Incorporeal; Affected by Cold; Extras: Affects Corporeal, Affects Objects, Affects Others, Linked [Immunity 2] (+0); Flaws: Action 2 [Standard]; Feats: Selective, Subtle 2) [27PP] Immunity 2 (No need to breathe, Vacuum; Extras: Affects Others, Linked [Insubstantial 4] (+0); Flaws: No Permanent Flaw (+1): Continuous Duration) [6PP] AP: Snare 12 (Extras: Affects Corporeal, Secondary Effect; Flaws: Range [Touch]; Feats: Reversible) {37/37} (Descriptors: Phantom Touch) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 TOU (staged) Damage +12 Chilling Touch Touch DC22 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +12 Shock Touch Touch DC27 TOU (staged) Damage +12 Phantom Touch Touch DC22 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +12 Chilling Touch - Phantom Force Area, 12-300 5 ft. cubes DC22 REF Area effect: Pass to reduce Stun Effect to DC15 Area DC22/16 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious Shock Touch - Phantom Force Area, 12-300 5 ft. cubes DC22 REF Area effect: Pass to reduce Damage Effect to DC20 Area DC27/21 TOU (staged) Damage Phantom Touch - Phantom Force Area, 12-300 5 ft. cubes DC22 REF Area effect: Pass to reduce Snare Effect to DC15 Area DC22/16 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless Totals: Abilities (26) + Combat (20) + Saving Throws (19) + Skills (31) + Feats (38) + Powers (101) - Drawbacks (0) = 235/240 Power Points
  4. Tech Knowledge: 14 Boo!
  5. GM "I don't know," the mighty Woodsman says. "The white list is the key, the white list determines who goes where, but it is out of reach." He looks down at the hole that he has been working on in the wall. "But... I have made a small hole through the wall. It is much too small for me. Perhaps you can fit, and help me get through from the other side, if you can find the white list. I am sure that it is stored somewhere safe inside."
  6. Baz sees nothing, but Parker and Lawrence notice a secret door in the brick wall. There's a hidden scanner behind a wall next to it, the kind you might use with a key card.
  7. Spaceman Parker hears the shout and stops. He doesn't need to turn around to know where the ball is, spinning through the air towards him. It is going fast. A regular person could be hurt, so it makes sense that Michael would throw it at him. He has to time it right, but it should be fine. Without turning around to face it, he raises his right hand up and, as the ball comes flying in, but at a wrong angle, heading towards his face and... It is suddenly in his hand, a few black drops of energy floating from the point between his hand where the ball connected. "Nice throw!" he calls out. He had never really played much sports after getting his powers. It would've been cheating. But with everyone else around, it might be different. He holds the ball up in his hand, then throws it back. Regular throw, some power behind it, but aimed well, at least. "How far can you get it?"
  8. Space Ranger III "Interesting," J'onn says, as they look at the entrance. An artificial entrance, dug into the asteroid. Why would anyone do this? "Whatever it is, we better give it a look, right? Who knows what kind of weapon it might be?" Letting Sri take the lead, he follows close behind, stealing glances at the Star Khan. The Star Knights seem to have a grudge, or at least be more vary of him than J'onn, but he honestly can't blame them. He knows about the Khanate, even if they haven't been all the way out to Korus yet. Still... he's curious. "So, Cavalier. Where does that phrase come from? My grandfather's Terran, and I've never heard him use it before."
  9. GHOST "Commercial stuff," Ghost explains to Sitara, while he watches them work. "Valentine's day, supposed to be a big love thing where you go and give your significant others gifts, does grand romantic gestures and all that, but it's really mostly just a commercial thing to sell expensive chocolate, cards and flowers." Cynical? Maybe, but Casper had never wanted to let others decide which days he should show people he loved them. Watching the events of this Star Khan in action, Casper has to admit that he at least seems like he's trying to do good. Not for the best reason, sure, but he seems like he's doing his best. "That's not bad," he says, pointing up at the screen as the Star Khan and Predator fight the costumed super villain. "I mean, if we didn't know all this about him, he'd seem like he's trying to do good."
  10. GM The program stares at Haven once more, like it is trying to remember. "I try to enter... because that is my purpose." It is obviously not nearly as self aware as Haven. It is program, nothing more. Still, it seems to take interest in Haven's idea. "Another way? Please, share what you know."
  11. GHOST "Err, yeah... she's living with her mom. Kinda thinks I'm a deadbeat and doesn't know anything about all, y'know... this" He gestures with his hand, all over himself and the Ghost costume and well, everything. "She can tell I'm getting better, at least, so we'll see what she has to say about me dating again. So yeah. She should definitely meet Lynn Epstein first." Casper pauses for a moment, realizing he changed the entire tone of everything once Grim turns into Lynn. He doesn't mind, but they did go from romance to talking kids, and well... Carrie is the most important part of his life, so it's important Grim knows that, but still... Well, nothing to do about that. "Ha, just about everything she gets her hand on. She's gotten big into reading a Centurion biography lately. She's just 10 years, it's insane how interesting she thinks it is. Talks about it all the time."
  12. GM "No fighting, kids," Dr. Macedon says, standing between Baz and Bernadette while holding her hands up to separate them. "Whatever issues you got, you don't bring them up on a survival trip. Trust me, you don't want to end up fighting both nature and each other." "With that said..." she continues, "I'm afraid Bernadette's right. No flying, no GPS. Besides, you're not gonna get a signal out here. So... Carmen, you'll want to start by establishing where we are and where we want to go. We need to plan a route. There's no a ton of landmarks out here, but there's a lot of mountains that you can find and use for your navigation. So try to look for the station over there, and see if you can find anything nearby. The map shows its North, so use the compass with it to align it right. Then we need to chart out a route. You can see the town there," she points it out, "so we need to cross the desert to get there."
  13. GM The Woodsman program looks down at Haven. It seems confused by what Haven is saying. Maybe, like he said, it is a blunt tool, that does not understand such considerations. "But... the Wizard determines the white list." The Woodsman speaks slowly. Like it is deciding its words. "And those on the white list enter through the front gate. That is why I... try to break through."
  14. The STORMCROW Background Color Charlie is gone, a dark caped shadow slipping out of the hole and into the street, where he quickly disappears from sight, as he moves along the street. Keep out of sight, scout ahead, figure out what they're dealing with. Stormcrow reaches for his cowl, activating his communicator. Bernie should at least be wearing hers... and they really need to get the rest of the team some. "Tell the rest of the team that Paper's already getting into trouble. We got thirteen hostiles, a big guy, a guy with a visor, a guy with a green ring and ten women all dressed the same, armed with a staff each. Seems like they've taken down the a couple of AEGIS guys." He pauses a moment. Bernie can almost hear Charlie's grin on the other end. "I'm gonna poke the guy with the visor and see what he can do. Tell everyone to pick targets and work together, I'll stay out of sight and support you." He reaches for a sharp boomerang like object and twirls it between his fingers, before letting it fly towards the man with the visor.
  15. Well, let's see what Visor can do. Attacking with Crow's Claws from Stealth: 33 Well, I'm guessing that hits, so that'll be a DC25 TOU save for Visor if I'm right!
  16. The STORMCROW "Don't worry, we'll get there," Charlie says. "Plenty of time to get to know everybody, don't worry. Besides, I'm gonna run you all ragged with training exercises anyway! Gotta make sure everyone works together!" If Charlie notices the slip, he doesn't comment on it, instead turning back towards everyone else. "Alright, who wants to see the secret rooms and the jet?" he says, as he walks back to them. "We got training rooms, computers, labs and even a library for Leon!"
  17. Spaceman "Rot!" Parker calls out when Ashley, or Eclipse, strikes her and then begins to morph into her... Parker has no idea what the Shadow Academy is, but as Eclipse makes her speech, taking Consuelo's powers into herself, while the dragon's still there, he realizes one thing, at least. It seems like she needs to touch someone to drain their power. He hopes he is right, at least, since that's something he can do something about. "I don't care what you call yourself, Ashley, but I don't think I got to introduce myself either." They are in a theater. There's things he can use everywhere around them. Reach out, grab hold. Almost instantly, a stone pillar smashes into the back of Eclipse's head. This was another trick he hadn't shown her before, or anyone here for that matter, before. "I'm Spaceman, and I'm not going to let you hurt my friends."
  18. Fun times. Shouldn't I be at 4HP if I get a Hero Point? Parker remains Insubstantial and will use his Move Object to throw something heavy from the theater at Eclipse, Let's say there's a heavy stone altar that was used in the Carmilla play there. That's a Perception effect with Subtle 2 and Insidious (so it happens pretty much instantly), for a DC23 TOU save for Eclipse. That does leave Parker distracted too, but also still Insubstantial, so that might help.
  19. The STORMCROW They're doing it! They're actually doing it! As they all work together to get the Conqueror Worm into the portal, to defeat him and then... he is almost free. Coming for them. Stormcrow is already reaching for his weapons, ready to do anything he can to get him back in, but Shadowborne closes the portal, at the last possible moment. The grin that is spreading over his lips freezes as the psychic scream washes over them all. Even with all the mental training that the Raven put him through, Charlie feels himself crumbling under the weight of the scream. Chump and Casanova are gone when he comes to. The rest of them are still there. That's good, at least, even if he's sure that more than a few of them are pissed at him. The Zombie Girl is shouting about what she wants to do to Casanova, and he can't really blame her. Jumping down from the container he had been standing on, Stormcrow approaches her, securing the Crow's Claw he had readied to throw back into his belt. "We're gonna have to find him first, and everyone here needs help first." He looks around at everyone. "I know I've been away for a while, but thank you, everyone. You did great."
  20. Move Action to Stealth out there with Skill Mastery for Stealth at 30. Can I see how many spot me, so I can try to do a Stealth attack to catch one of them flat-footed, hopefully?
  21. Spaceman Hearing Ryan's worries about changing the timeline and Lawrence's assurances doesn't do much to change Parker's own thoughts on the matter, and he finds that he agrees with Michael's view on it, as he joins the others in beginning to guide people away. "Timeline or not, we don't have to make it more complicated than it needs to be: If anyone is in danger, we save them." He stays on the ground, the others are bringing in enough attention as is. If Michael is right about their very presence changing the outcome, then there's no reason to bring anymore attention to himself than need be. He agrees with Michael, anyway. Isn't the very outcome of something supposed to change just by it being observed, or something like that?
  22. Parker will likewise help the crowd, while Interposing for anything that might come their way.
  23. ARCHER II A boy comes out of nowhere, swinging his sword wildly at the fire woman, and doesn't get her. Can't be more than 17 at most. An amateur, already getting himself hurt. Connor curses to himself as he readies more arrows. Now he has to keep the the kid safe, too. Divide and conquer, then. The guy with the sword looks like he can take a few hits. Might teach him something, and Connor still doesn't know what the man with the golden aura can do. That's too dangerous. Stepping out from the corner again, the Archer takes aim and let's loose with a volley of arrows with razor sharp arrowheads, hitting all over the man before he steps back behind cover again.
  24. Well, let's keep the pressure on Peter, since Sever is dealing with Vicki. Autofire Standard Arrows: 33 WELL WELL WELL Guess who got Improved Crit 2 with his bow and just rolled a 19 with an Autofire attack? DC21 + Up to +3DC from Autofire + 5 = DC29 TOU save for Peter. And moving back into cover again.
  25. GM The Conqueror Worm reaches. It comes ever closer. Closer. The portal begins to close, the darkness inside almost threatening to spill out as the Conqueror Worm's outstretched hand reaches towards reality again. And then, the darkness is gone. The Conqueror Worm's Puppets drop to the ground, unconscious, and Sebastian Shields, Casanova lets out an earsplitting psychic scream. Pain, loss, nothing... There is nothing. Whatever Sebastian once was, seems to be gone. Torn away when the connection was forcibly closed. The effect is immediate. Everyone is paralyzed, frozen in their tracks, unable to do anything but watch as Chump pulls Sebastian from Nightscale, gently holding his friend for a moment... and then he takes off. Running, leaping, disappearing into the night. By the time the group begins to regain the use of their bodies, he is long gone, and the Puppets around them have begun to stir as well. So has Toxin and Bluebird, while Ms. Scorpion curses up a storm at the thought of being left behind.
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