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RocketLord

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  1. GM "Hello, nice to meet you," Alice responded to Leroy, but her eyes quickly returned to Felix. She slowly reached out, gently taking hold around Felix's biceps. "Yes, that sounds like an absolutely wonderful idea. It might be a good idea to get your head out of the books for a moment, right? Get some air and clear your head with me a moment?" Her voice was sweet, like music to Felix's ears. There was still some kind of recognition there. She reminded him of someone, but the question was who. Alice tucked gently on Felix's arm. "C'mon, I'm sure a big strong guy like you can show a girl around? Already been to that garden in the house, so maybe somewhere else?"
  2. Doktor'd! Cheval Please remove this power: Immovable 2 (Extras: Unstoppable; Flaws: Limited [Only while moving]) [2PP] And instead add two ranks of the Unstoppable extra to his density power, making it look like this: Density 8 (Extras: Duration [Continuous], Unstoppable 2; Flaws: Permanent; Feats: Buoyant) (Strength +16, Toughness +4, Impervious Toughness +4, Immovable 2, Super-Strength 2, Mass x8) [27PP] Thank you
  3. 26 hits, rest miss. TOU vs. DC25: 25 Just makes it. Give me an IC.
  4. Doktor'd! Forever Boy Please add the power feat Selective to Pan's Comprehend power, spending 1PP and making it look like this: Comprehend Rank 3 (Understand, speak and read all languages; Feats: Alternate Power 1, Selective) [8PP] (Descriptors: "Universal Understanding", Alien, Genetic, Magic) AP: Mind Reading 10 (Flaws: Feedback, Limited to Surface Thoughts; Feats: Subtle 2) {6/7PP} (Descriptors: "Tell Me What You Think", Alien, Genetic, Magic, Training) And slightly updated power descriptions POWER DESCRIPTIONS Pan's powers come from one of two sources: His alien genetics as a resident of Neverworld, or his usage of magical Pixie Dust, gifted to him by the Pixies of Neverworld. Compared to humans of Earth Prime, Neverworlders posses enhanced hearing, which Pan has honed into a sort of danger sense, his senses being sharp enough to warn him of any incoming danger he can hear. All Neverworlders posses inate magic, an universal understanding that lets them understand and talk any language, whether written or spoken. Pan has further trained this ability, allowing him to read a target's surface thoughts, a sort of weak mind reading, or to filter the ability to only allow some to understand him. Even for a Neverworlder, Pan's mind is sharp, and he is able to perform mental tasks far faster than normal persons of Earth Prime. Whether through fate or chance, Pan posses incredible luck, even if this luck tends to have strange consequences for both himself and those around him. Any powers with the Pixie Dust descriptor, save for those explicitly told otherwise, tend to have a golden glow and leave behind golden glitter that disappear after a few seconds. Pixie Dust is a form of magical technology used by the Pixies of Neverworld. Anyone is able to be empowered by Pixie Dust, if it is given as a gift by the Pixies, though it might cause different effects. The only standard effect for everyone seem to be the ability to fly, though few to the same level as Pan. For Pan, the Pixie Dust has also resulted in his lack of aging, seemingly being stuck at the age of 16 forever. He is freedom and joy, and he can never be held down against his will. By manipulating the Pixie Dust that infuses his body, Pan is able to summon his uniform from nowhere, and to perform a great number of magical feats. The Pixie Dust has enhanced Pan's natural charisma to super human levels, and through training and experience, Pan has learned to form the Pixie Dust into life-like illusions and strange mists that block the sight of his enemies. He can shape the Pixie Dust into what he has dubbed Forever Weapons, creating any weapon he knows, even if he seems to prefer swords. By his very presence, he can entangle those around him in powerful emotions, or simply let his shadow roam free to grasp and bind a target.
  5. Doktor'd! And it looks like your math is a bit off -- you've still got 1 point free! Rebellion 7PP to spend, spending it all! 2PP to increase the Uncanny Mind container to rank 3.8, and adding a Super-Senses power. The container should now look like this: Uncanny Mind 3.8 (19PP Container) [19PP] (Physical Mutation) Enhanced Ability 16 (Intelligence+8, Charisma+8) [16PP] Immunity 1 ("No Fear") (Fear Effects) [1PP] (Mask) Super-Senses 2 ("See the Pattern"; Cosmic Awareness) [2PP] (Mask, Hyper-Awareness) And 5PP on skills: Gather Information +5 to rank 15 (+20) Search +5 to rank 8 (+15) Investigate +3 to rank 7 (+14) Notice +2 to rank 12 (+15) Sense Motive +5 to rank 12 (+15) Please update the power descriptions to read like this: --- Power Descriptions: Elliot's powers are a strange mixture of mutation caused by being possessed by the Terror fear spirit, and latent inherited powers being triggered by said possession. Due to psychological issues related to said possession, Elliot is only able to access certain powers without wearing a mask, essentially only those that enhance his physical and mental abilities. He has become stronger, faster and tougher than he ever were before. He is smarter, and when he wants to, posses a strange, almost unnatural charisma. When he wears a mask, Elliot's has access to further powers. He is now able to cling to walls and perform amazing leaps, while being able to slow his falls. While they appear to be physical enhancements, these abilities are psionic in nature, being a very limited degree of personal tactile telekinesis. Unknown to any but himself, Elliot has inherited his father's ability to change his features, creating instant disguises or blending in with his surroundings, making him almost invisible. His most common use of this power is to create his Rebellion disguise, or for infiltration. Perhaps the most horrifying part of Elliot's powers is his ability to create fear in those around him. This psionic ability appears to be a variation of the Terror's "Aura of Terror" ability, though if Elliot's wishes to create paralyzing fear, he requires great focus. In the time since his transformation, Elliot's senses have started to expand. With both he and the Terror being tied to Emerald City, he has begun to notice patterns and clues in the city itself. Seemingly unconnected sights and events can lead him to strange, new discoveries during his investigations, as he follows the grid of the city to the find the monsters that lurk beneath. Finally, Elliot uses a pair of batons for physical combat. Through training, he has learned to throw them with enough precision that they return to himself when thrown, and to perform powerful blows, strong enough to stun an enemy. --- And please add this complication --- CITY/GRID: Rebellion's expanded awareness of grids and patterns seems to be tied to Emerald City, and to a lesser degree to other metropolitan areas. If Rebellion attempts to use his See the Patterns power outside a metropolitan area, the GM might deny the request, as Rebellion's expanded awareness is simply unable to connect the dots, giving Rebellion a Hero Point instead. If the use of the power has been denied once in an area, repeated uses in the same or a similar area cannot be used to gain additional Hero Points. --- And finally, a small fix: Rebellion's Constitution in Abilities should read like this: Constitution: 12 (+1) / 20 (+5) And his Toughness under Saves should read like this: Toughness: +8 (+5 Con, +1 Protection, +2 Defensive Roll) Thank you!
  6. GM The men on the ground fired in vain at the Emerald Spider, the kinetic energy in the quantum balls being more than enough to send them tumbling all over the pavement. These Mafiya wanted their debt repaid, sure, but they obviously hadn't counted on super heroes showing up. After all, why should they? This was Emerald City. On the roof, the gunmen fired on Justice, bullets bouncing off her armor. She was up close and ready now. The obvious leader of the group sneered at the sound of his soldiers falling and pulled up his phone, opening it and calling a number. "This is Olek. We need help. Send big guy for the trucks."
  7. Swept. That means there's 5 men left on the roof, including the one that's barking orders. The 4 attack Justice: 23 8 13 15, two hits. TOU from Justice vs DC20. First hit: 20 Second hit: 30 Still unharmed. The leader calls for help, which will come in at Initiative 16 on the next round. 23 - Kanunu - 4HP - Unharmed 22 - Justice - 4HP - Unharmed - DEF+5/TOU+15 20 - Emerald Spider - 1HP - Unharmed 16 - ? - Unharmed 9 - Mafiya Soldiers x20 - 3 Snared, 12x KO 3x Transports: Protected by Water Dome, TOU 18
  8. GM With Spectre's fist phasing through him, something seemed to glitch in the thug. The entire body seized, before just exploding into a small cubes that faded away. "Nice hit, O'Brian. Real nice." The sarcasm in Armstrong's voice was palpable. "But you can't go ghost while you do that little trick, can you? And now you've left yourself wide open." All three thugs raised their rifles, aimed, fired, and... all missed. Hard light bullets flew all around Spectre, not a single one hitting. Armstrong fumed in his chair, leaned back and looked over the buttons. "Right."
  9. All 3 fire at Spectre, since she's all up and close and dangerous: 20 10 97 Well, they all suck. @Wyverntamer, you're up.
  10. Justice visibly deflated at the comment about Mars having stolen her tech and her being compromised... Yeah, yeah, Salvo was right, sure, but... but there was more to it, right? "Mars got some of my old tech." She crossed her arms. She wasn't angry. "Judging from what I've seen of the Ultio Suits, it was the stuff I worked on at the u... err, at the old place. I got a new place that's much more secure. But yeah, its a fair point. Good thing the old tech didn't have any communications tech in it, then." She should bring Salvo there, if she had all that tech she boasted about. Yeah, that would probably be a good idea, but so far, only Meta-Naut had seen the AnneX. "Only two ways to get hold of a suit as far as I know: Buy one, or grab one of a random guy. I don't really have the money for the first, and I dunno if anyone here is comfortable with grabbing a random guy that might just be trying to do good off the street. Still, solid plan." Her confidence was starting to build here, ever so slightly. "Woah, nice. Good to see you, welcome!" People were just flocking in. Really... so many more than she had expected. She paused, just staring at the woman in the skull mask. She... she really didn't know what to say to that. Space and time, right. Magic, psychopomps hanging around if they were near death and... "I'm really sorry, but that sounds incredibly creepy. I'll leave a message, sure, but that whole psychopomp thing sounds really scary. I... I really don't think I wanna know more about that, sorry! And... err... I'm sorry, I didn't quite catch what you call yourself?" Quick pause. She was right, though. Using the Paks' place as a meeting spot wouldn't be a good idea, even if they didn't mind. "I'm with you on not using this place for regular meet ups. I know you don't mind," She looked over at Mrs. Pak with an apologetic smile, "but what if someone finds out and well... I don't want you guys to get hurt." "Well... yeah. That actually sounds pretty good. I dunno if we could get city hall to make us anything official or anything like that, but we could at least work together, right?" She looked around at the rest. There was a lot of people in here. Some she knew a bit about, some she knew nothing, then there was the ones she actually knew and... well, there was a lot of people here. She looked over at Meta-Naut with a weak smile while she stayed in the corner. Meta-Naut, Emerald Spider, Kanunu, Waverider, Salvo, Protectotron, Skullface Woman, Red Guy and herself, that was... 9 people? A lot of people to get working together, they'd need to get some time to make it all work... if everyone was interested, at least. Which was actually a good point. "Uh, so... are all of you interested in forming a, well, a super team, I guess? Everyone working together? Don't wanna pressure anyone into doing something you don't want to. Just sharing info should be fine even if you don't join, right?" ES clearly had ideas here, which was good.
  11. Pan rolled back to put in the space, his feet sliding across the floor leaving just the tiniest amount of golden dust behind where his feet had been but moments before. He held the scarf in his hand, playfully moving it around a bit, distracted by it for but a moment, before he tied it around his wrist. "Just one: We have to stay on the floor, yet? No flying?" He sounded almost disappointed, like he had already guessed the answer to the question, but of course, it was quite obvious. Making sure the scarf was tight against his right wrist, he then shifted his position slightly, holding out his open right hand towards Eira, a devilish smile on his lips, a challenge in his eyes. "Shall we, then? Try to keep up, yes?"
  12. "In-te-res-ting." Pan lightly poked at one of the dogs, trailing a long finger across its shadowy form. He seemed deep in thought for a moment, simply observing the shadowy dogs, his eyes following them and their movements. "I suppose even a nightmare can be playful," he mused, moving his hand up to stroke the puppy behind the ears. He looked up at the half-smiling Eira, matching her with a wide smile of his own. "When have I ever said no to trying something new?"
  13. OOC for this. @Grumblefloof
  14. GM 11PM, April 1st, 2020 Bridgepoint, Emerald City A man had walked into Mictlan this morning. He had looked disheveled, scared. His hoodie was torn in a few places, he had some bruises. He was rubbing his right arm, looking around with a frantic look in his eyes. He'd heard rumours that some kind of witch was hanging around, someone that dealt with bad stuff. He had just met some bad stuff, the night before, at the port in Bridgepoint. Some kinda demon, he said. A shadow man. It seemed to be just shadows and glowing white eyes under clothes. It had attacked him, it had beaten him, then left him alone. He wasn't the only one. A lot of the night shift had visited by the same thing the last few weeks. He hoped that the people in the shop would pass word on to the witch, before he hurried out of there. The public port in Bridgepoint was not as silent as one would expect at night. A few men were walking around, sure. Guards, probably. The man that had rushed into Mictlan and asked about the witch was one of them, patrolling at the docks, making sure no one entered any of the ships in the port. Some people would pay good money to keep their ships safe, after all. There was a party at a larger yacht, with music playing and laughter filling the air. They could be heard from far away, attracting plenty of attention. Someone on the city council throwing a party. Maybe the shadow man would show, maybe he wouldn't. Perhaps Santa Muerte would find out.
  15. Archer II: 4 posts + 6 GM posts = 10 posts = 2PP The Eye, the Bird, and the Arrow (3) The Hunter (1) Cheval: 0 posts + 1 GM posts = 1PP None Forever Boy: 33 posts + 17 GM posts = 50 Posts = 4PP + 1PP [Guide Point] + 1PP [NPC created] + 2PP [Guidebook page created] = 8PP Belly of the Beast (Posts marked Forever Boy) (6) Dead Men Tell No Tales (2) Fairy Talers (Posts marked Forever Boy) (1) Hero Prom (13) Phone a Friend (6) Strange Like Me (4) Survival Class (Posts marked Forever Boy) (1) Extracurriculars NPC created: +1PP Guidebook page created: +2PP Justice: 16 posts + 9 GM posts = 25 posts = 3PP Backtrack (Posts marked Justice) (6) Calling All Heroes (3) Emerald Consequences (Posts marked Justice) (1) If You Meet Yourself On the Road [Special Edition] (2) Mars Ultor (2) Monster of the Week (Posts marked Justice) (2) Little Mermaid II: 3 posts + 7 GM posts = 10 posts = 2PP Bubblegum Heart (3) Rebellion: 3 posts + 22 GM posts = 25 posts = 3PP The Basement Shudders (2) The Market of Mystery (1) Spaceman: 7 posts + 3 GM posts = 10 posts = 2PP Two Suns in the Sunset (7) GM: 35 GM posts = 70 posts A Different Kind of Justice (1) Belly of the Beast (Posts marked GM) (7) Cosmic Love (2) Daddy Issues (6) Emerald Consequences (Posts marked GM) (1) Fairy Talers (Posts marked GM) (2) Ghosts and Knights (7) How To Get A Nice Suit (Posts marked GM) (1) Joint Operations (3) Monster of the Week (Posts marked GM) (2) Shadow Man (Posts marked GM) (2) Extracurriculars NPC Created: Steel Shogun [+1PP to Forever Boy] Guidebook page created: Danish Super Humans [+2PP to Forever Boy] GM post division 6 posts to Archer II 1 post to Cheval 17 posts to Forever Boy 9 posts to Justice 7 posts to Little Mermaid II 22 posts to Rebellion 3 posts to Spaceman That should leave me with 5 unused GM posts, in case any counts are off. Otherwise, let me know.
  16. I'll be gone with no computer from Thursday after work till some time Sunday.
  17. Jonathan: 20 Crimson Cross: 19 Preacher: 14 Alright, you're up 23 - Ms. Bright - 1HP - Unharmed 20 - Jonathan - Unharmed 19 - Crimson Cross - Blinded 14 - Preacher - Unharmed
  18. Justice "HEY!" These guys really weren't playing around, were they? Shooting all over, not caring who they hit, and shooting straight at her? At least the armor held up, it wasn't anything more serious than that, which, really? That was good. Really good. Really nice to stay just a little bit safe from the bad guys, and to know the armor was working and... She had to get to work. Full power to the gauntlets, get through these guys and get to the guy barking orders, right? The motors in her gauntlets and boots whirred to life once more. Pulling back, she delivered a quick blow that connected with the chest of the nearest shooter. The blow sent him tumbling back, out cold. As the next raised his gun at her, Robin spun around, delivering a roundhouse kick to his face that sent him down for the count, continued the movement to spin around and jump, kicking the last one and bringing him down, before she landed on the roof right behind him. Then looked up to the rest of the people on the roof and their leader. "Hey! Stop that! Those people are already going away!" She set into a run, she had to get through them and stop this.
  19. Since Durf made me remember that you can take 10 against minions, Justice will do just that with Takedown Attack against the 3 guys next to her. Rolling TOU for them, vs DC25, in order: 17 12 24 All three go down, and Justice moves into melee with the other group of 4 at the roof, with the leader left on his own for now. @Tiffany Korta, you're up 23 - Kanunu - 4HP - Unharmed 22 - Justice - 4HP - Unharmed - DEF+5/TOU+15 20 - Emerald Spider - 1HP - Unharmed 9 - Mafiya Soldiers x20 - 3 Snared, 6x KO 3x Transports: Protected by Water Dome, TOU 18 There's 8 men on the roof, including the one that barked out orders. There's a group of 4 and the one barking orders. Justice is engaging the group. The last 3 have been KO'ed. There's 12 men on the ground. 6 on the left side of the building, 3 of those are stuck together with webbing, the other 3 Kanunu just KO'ed. The others 6 on the ground are grouped in groups of two in front of the building, with ES in front of them.
  20. Yep, but in case there's other things you want to do, like attack and such.
  21. Archer's snare will hold the cages some, but it can't hold all the cages up on its own for long. Unless you're willing to let cages drop, you need to use some arms to hold them up, or to get the cages or the people in the cages away from the pit. There's currently 6 cages with people in them. The cages won't drop immediately if you stop supporting them, but they won't last long, especially not if the Pinball Wizard interferes.
  22. GM "If you guys don't wanna play by the rules, then I'm gonna break 'em too, muchachos!" The wasp-like robots flew around in their swarm, circling away from the group and grouping closer together for the moment. At the same time, a trio of shiny silver balls, each roughly 3 feet in diameter, rolled out from around a corner, coming to a stop a short distance away from the pit and the cages. "Maybe you're hidden in all that black goo you shot out, and that's pretty disgusting by the way, but hey, I'll take the shot anyway! Just remember, you put everyone here in danger when you didn't wanna play!" 1 foot long barrels extended from the silver balls, quickly firing yellow energy blasts into the cloud. At least none of them hit their mark.
  23. Archer's Initiative: 21 Pinball Wizard's Initiative: 23 That's some rolls initiative for all involved! A group of three silvery ball shaped robots with cannons on top rolls in and fire at Octoman in the ink: 11 13 18 One hit, miss at 11+ from Obscure: 18 All miss! The Stun Bots are flying around in a big swarm, but doesn't attack this round @Darksider42 you're up with an IC for your dazed, then its me with Archer. @Grumblefloof: You'll need to divert at least some, if not all, of your attention on not dropping those cages. 23 - Pinball Wizard & His Toys - Unharmed - Swarm of Stun Bots - Group of Pinball Bots 21 - Spectre - 1HP - Bruise (x1), Dazed 21 - Archer - 4HP - Unharmed 20 - Octoman - 5HP - Unharmed Cages: Obscured for 4 rounds, held by Ben and Area Snare, dropping to the pit!
  24. GM "WHAT!?" It was quite obvious that the Crimson Cross just couldn't believe what she was hearing, as Ms. Bright flew above them, shining brightly. "Cover your eyes you damn idiot!" Jonathan broke from the passivity of before, moving to cover the Preacher, while he covered his own eyes with an arm. "I knew she couldn't be trusted." Despite it all, the Preacher remained calm. He chuckled, as he held a hand up against the bright light. "Oh, if only you knew how wrong you are. This is not murder, child. This is justice!"
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