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RocketLord

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  1. GM The creature struggled and slashed at the quantum webbing as it was covered in it. It screamed, it roared, but even the spikes all over its body did little to help it. It toppled and fell over, screeching as Justice's blasts hit it. Lucky shots, probably, raining down on the creature with enough force to at least knock the wind out of it. The thing breathed, it seemed. The captives started running in the opposite direction, as fast as they could, towards any exits they could find, scattering all around the heroes and the monster.
  2. Justice With the webbing flying all over the creature and binding it in place, Robin leapt into action on her own. Gun at the ready, aim taken, she fired a shots at him and prayed. He was bigger than before, looked even more pissed off. They'd managed to stop him before, but it had hurt, so really, they'd need more than a little luck for this. At least she wasn't alone here. Emerald Spider was here, she'd knew what to do. With Robin's shots hitting their target, she watched with some joy as the creature grunted in pain from the hits. She shouldn't enjoy it, but this guy had kidnapped all these people, and who knew what else he had been up to? "Come on, you heard the Spider! Get out of here, we'll stop this guy!" She sounded confident, sure, but she wasn't really feeling it.
  3. Alright, I'm just gonna roll the Snare TOU then: 26, made it. Justice shoots at the monster, who has no dodge bonus and -5 to his defense from being helpless: 29 Very much a hit. Monster rolls TOU vs DC21: 14 Fail by 7, Bruise and Dazed. You're up! Please roll a TOU for the snare, since it touches on your turn. 16 - Emerald Spider - 2HP - Unharmed 13 - Justice - 1HP - Unharmed 9 - Enemy - Bound & Helpless, Bruise (x1), Daze until its turn
  4. GM Rising, the old man turned slowly and approached, only pausing when Agnes threw herself before him and called for salvation. The old man's skin was greying, maybe once Caucasian, but no longer. His eyes seemed unnaturally bright, almost like a light shone from them. He moistened his lips, dry from his prayers. "Oh, my child, there is no reason for that. Of course I will help you." His voice was grandfatherly. With his left hand, he made the sign of cross in front of himself, then reached out with his right and placed it on Agnes' shoulder. "Come now, stand. I understand you had some trouble with my dear friend Crimson Cross. I am sure it was all a big misunderstanding." The winged woman in red, this Crimson Cross, remained by the door, crossing her arms and scoffing. Jonathan remained close by, leaning against one of the pews in the old church.
  5. CHEVAL Not everything is for everyone, but maybe I will win you over yet. I will see you there. Placing his phone down, Marcus found himself just staring at it for a moment. It seemed pretty clear what Persephone wanted from him. It still felt weird to think about her as anyone but Persephone, but that was not her name, was it? Camellia, then. Would bringing flowers be too obvious? It had been way too long since anyone had shown any interest in him that wasn't just because of his fame. Saturday, he stood by the door by the address in Atwater. Not the nicest place in Vibora, but better than most of the surrounding neighborhoods, at least. The driver had dropped him off a bit away. No need to let anyone know just where he was going, after all. He wore a red dress shirt with a black tie, a pair of black slacks, with a thick dark grey jacket over it. Marcus had thought much more about all this than he probably should, but still, now he was here, standing in front of her door, looking at it. He had a bouquet of flowers in his left hand, mainly peonies and stock, with a few other flowers in between. He knew little about flowers, but he had to bring something, didn't he? Looking at the door, Marcus shook his head. He was Marcus Dumont, he was Cheval! Not some lovestruck teenager! Why was he hesitating? They were both grown people, adults! Finally gathering the courage needed, he knocked twice on the door.
  6. GM With a yell of pain, die Walküre reeled back from the blow to the side of her head. The helmet had protected her from the worst of it, but Adamn was still strong enough to hurt her. Apparently not a feeling she was used to, as she took a second to regain her bearings, before starting to wildly swing her sword around herself, hitting nothing but the fog.. <"Where are you? American monster, stand and fight!"> Unless Adam knew German, he understood little of what she said, but he probably got the gist of it, especially the monster part. The terrible Sea-Wolf howled and charged straight ahead into the fog that surrounded them, thundering straight past Forever Boy and Specimen. Appearances aside, it seemed he had a plan of some sort, and was more than the mindless monster he had appeared to be at first glance. High above, Roter Adler dove towards Legatus, almost falling out of the sky towards the hero, a wide grin on his lips. <"Always wanted to fight the Centurion."> As he passed by Legatus, a powerful shockwave knocked everything around him away, even as it left the teen of adamant. "Scheisse!" Roter Adler shouted, as he continued up into the sky once more.
  7. For the record: With Forever Boy's update, his Obscure now only targets Visual senses, not Auditory senses, so those caught in it can hear. Die Walküre swings wildly around her, let's see if she manages to hit Specimen. She knows you're somewhere nearby, so let's add a -5 to her roll: 6, complete miss Sea-Wolf starts running straight ahead, trying to make it through the fog. 1 in 4 chance of hitting something along the way: 3, nope. At a base speed of 30 feet, he'll move 120 feet, which means he's still within the fog, but only barely. Roter Adler quickly descends towards Legatus and hits him with a shockwave, a cone area attack, then flies back up in the sky. DC is too low to actually hurt Legatus. Visual Obscure on villains in 100 feet radius near the bridge: 20 rounds remaining @TheAbsurdist you're up, then @Avenger Assembled is next. 29 - Forever Boy - 5HP - Unharmed24 - Specimen - 2HP - Unharmed23 - Die Walküre - Bruise (x1) - On frontlines, near Forever Boy and Specimen22 - Sea-Wolf - Unharmed, No dodge bonus - On frontlines, between Forever Boy and Specimen (near the bridge) and the church. Still in Obscure effect20 - Roter Adler - In the air, striking at Legatus18 - Rebound - 4HP - Unharmed17 - Watchdog - 2HP - Unharmed - 1 assorted explosives used11 - Daystar - Unharmed11 - Madame Blitz - Outside church11 - Enemy Combatants_____ Tanks: 4 smashed, 1 near Specimen and Forever Boy (1 damaged: Bruise (x1), Injury (x1))_____ Soldiers: 9 KO, 4 near Legatus, 10 near Specimen and Forever Boy7 - Donar - Unharmed - Outside church2 - Legatus - 0HP - Unharmed
  8. @Avenger Assembled not quite yet! @Thunder King: +2 since you attack from Total Concealment puts you at 17, and you hit. TOU for Walküre: 30, that's a bruise. Give me an IC for that, and I'll follow up with a GM post. 29 - Forever Boy - 5HP - Unharmed24 - Specimen - 2HP - Unharmed23 - Die Walküre - Bruise (x1) - On frontlines, near Forever Boy and Specimen22 - Sea-Wolf - Unharmed - On frontlines, near Forever Boy and Specimen20 - Roter Adler - In the air, striking at the city18 - Rebound - 4HP - Unharmed17 - Watchdog - 2HP - Unharmed - 1 assorted explosives used11 - Daystar - Unharmed11 - Madame Blitz - Outside church11 - Enemy Combatants_____ Tanks: 4 smashed, 1 near Specimen and Forever Boy (1 damaged: Bruise (x1), Injury (x1))_____ Soldiers: 9 KO, 4 near Legatus, 10 near Specimen and Forever Boy7 - Donar - Unharmed - Outside church2 - Legatus - 0HP - Unharmed
  9. Archer will follow up with his own Snare with Autofire 1 add-on active: 1d20+14 = 26 I'm guessing that's a hit (maybe even flat- footed since I don't think he was aware of Archer yet?) DC16 + 1 for every 2 above Kronk's defense.
  10. A PL10 rebuild of Forever Boy. Please archive this version of his sheet. I've altered a good deal of his powers and added others and a bunch of feats, so figured it fit with a brand new sheet.
  11. FOREVER BOY Power Level: 15 Effective Power Level: 10 Power Points: 239/250PP Unspent Power Points: 11PP Trade-Offs: +5 Defense / -5 Toughness, (The Forever Weapon) -2 Attack / +2 DC In Brief: Super powered trickster from Neverworld, a world of adventure and action. Catchphrase: "Just trust me!" Theme: Storytime - Nightwish / Fly - Blind Guardian Alternate Identity: Pan (Secret), Pan Barrie (Secret, Earth identity) Birthplace: Neverworld. Residence: Claremont Academy, Freedom City. Base of Operations: Claremont Academy, Freedom City. Occupation: Student at Claremont Academy. Affiliations: Claremont Academy, Blue Squad. Family: None known. DESCRIPTION Age: Unknown. Claims to be 16. (DoB: Unknown, legally listed as 2002 on Earth) Apparant age: 16 Gender: Male Ethnicity: Alien, from Neverworld. Appears Caucasian. Height: 5’10’’ Weight: 170 lbs. Eyes: Green. Hair: Dark red. Pan is an attractive young man with messy dark red hair and green eyes. He has an athletic build, which he doesn’t mind showing with mostly form fitting clothing. Pan prefers green, white and red clothing, rarely wearing any dark colors. He almost always seem to be smiling. In uniform, Pan wears a pair of green dark green pants, with green boots in the same dark green nuance. The boots have white piping that separate them from the pants, as well as a white stripe above the ankle and white soles. On his upper body, Pan wears a red t-shirt with a logo at a white heart interconnected with an infinity symbol on his chest. He wears an emerald green jacket over the t-shirt. The jacket is left open, with what appears as a thick white elongated square shape, revealing the interconnected heart and infinity symbol on the t-shirt. The jacket has white piping details in three strips on his shoulders and around his elbows, with thick white cuffs at his wrists. Pan wears an emerald green domino mask in the same color as his mask. HISTORY In Neverworld, adventure and action rule. Swashbuckling heroes chase heinous villains across the seas in flying airships, pixies guide adventures in search of treasures haunted by ghosts in the machine. The Lost Heroes chase the being known only as the Crocodile across the endless ocean, hoping that it will one day fulfil its destiny and defeat The Hooked Man for good. Pan was born into this world. Raised by pixies, he never knew his parents. Always believing they abandoned him, Pan quickly came to resent most adults. Aided by the pixies, he performed daring heists into the bustling cities of Neverworld to gather food or just play pranks, and Pan became something of a myth: A never aging trickster that would disappear into the night. Eventually, the Lost Heroes happened upon the city that Pan had decided to visit. Hearing the rumors of the mysterious Forever Boy, they set a trap, and managed to capture him. Feeling pity for the boy, they took him in, and through time and effort, Pan came to trust them, joining them in the quest for the Crocodile. Pan spent long travelling with the Lost Heroes, until they met the Hooked Man. A man of monstrous power, the Hooked Man defeated the Lost Heroes one by one, until he finally stood before Pan. With the strike of his blade, the Forever Boy severed the Hooked Man’s hand, which hurled into the waters below. As the Hooked Man prepared to kill Pan in retaliation, the Crocodile rose from the depths. Pan blacked out, and the next thing he knew, he woke up in Freedom City. With no way home, Pan wasted little time in exploring this strange new world. While living on the street and surviving through petty theft, he was eventually discovered while stopping a robbery with several future classmates from the Claremont Academy. Offered the choice of joining the Claremont Academy, Pan accepted, given the identity Pan Barrie. If he could not find a way home to Neverworld, he could at least try to find a new adventure. PERSONALITY & MOTIVATION Pan is a trickster, preferring to solve problems through trickery rather than brute force. He enjoys playing tricks on others, whether they are practical jokes or something more. Pan is utterly fearless, aside from one thing: The fear that he will never return home. He hides this fear behind bravado and a smile, while trying to find anyone to become his friend, rather than remain alone in this strange, new world. Despite his fears, Pan is determined to enjoy Freedom City as his newest adventure, and to aid his new home however he can, at least until he can find a way back to Neverworld. POWERS & TACTICS Pan’s powers are either an innate part of his alien nature, or a use of Pixie Dust taught to him by the pixies of Neverworld. True to his nature as a trickster, Pan prefers to disable his opponents through his various tricks, rendering them unable to fight back against him and his allies, sowing chaos and confusion on his way, making them disbelieve if what they see are even true. Pan will often act to support his allies in one way or another, from encouraging them in combat to setting up opportunities for them to strike. 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. COMPLICATIONS Never is an awfully long time: While usually fearless, Pan has just one fear: That he will never be able to return to Neverworld. If Pan is affected by a Fear effect targeting his fear of never returning to Neverworld, his Fearless feat will not apply. Alternatively, if faced with a situation where he might be able to return home, it might cause him to hesitate or otherwise make the current situation worse.  Oh, the cleverness of me: Pan is a trickster, and he has trouble not taunting and otherwise aggravating his enemies. This can lead to escalation of conflict if Pan manages to aggravate the enemy enough, or Pan being attacked where he was previously ignored, making the situation worse for him. To live will be an awfully big adventure: To Pan, a life without adventure would be worse than death. He searches for adventure in any form, always having trouble sitting still, be it during classes, stakeouts or strategy meetings. This can apply in many ways, such as picking up a strange idol, pressing the tempting button with "Do not press" or flying after something the glowing light in the sky, having trouble staying focused during planning on learning, which can cause problems later on, if Pan forgets crucial information or just didn't pay attention in the first place. I'll hold you in my heart, until I can hold you in my arms: Pan is quick to find friends, and quick to trust them. He is willing to do just about anything for his friends, even if he shouldn't. Hurt his friends, and his revenge will be swift, even if it shouldn't be. If Pan's friends are hurt or in situations where they will be seriously hurt or worse if Pan or someone else doesn't help them, Pan will be spurred into action, even if the situation places Pan himself in great danger. All you need is faith, trust and a little bit of pixie dust: Pan has to actually believe in himself and his abilities for his powers to work effectively. If his faith in himself is shaken, for instance by being met with an overwhelming foe or otherwise being worn down, any of his powers with the Pixie Dust descriptor might fail when he try to use them. All children, except one, grow up: Pan has a soft spot for children, and they tend to like him in turn. While he might not outright believe everything a child will say or do, knowing all too well how mischievous a child can be, he will always believe in children, prioritizing their protection and well being. It may have been quixotic, but it was magnificent: Pan's uncanny luck tends to have strange consequences. If probability is pushed far enough in one direction, it might just decide to push back, causing improbable things to happen, like the password to a computer suddenly changing, or a piano suddenly falling from the sky. ABILITIES 4 + 16 + 6 + 4 + 2 + 10 = 42PP Strength: 14 (+2) Dexterity: 26 (+8) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 20 (+5) / 40 (+15)Forever Charisma COMBAT 12 + 12 = 24PP Initiative: +12 (+8 Dex, +4 Improved Initiative) Attack: +6 Base, +6 Melee, +6 Ranged, see Power attack bonuses in DC Block Defense: +15 (+6 Base, +9 Dodge Focus), +3 Flat-Footed Grapple: +8 (+6 Base Attack, +2 Strength) Knockback: -1 / -3 (with Defensive Roll) SAVING THROWS 7 + 6 + 9 = 22PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +10 (+3 Con, +7) Reflex: +14 (+8 Dex, +6) Will: +10 (+1 Wis, +9) SKILLS 68R = 17PP Bluff 15 (+20) / (+30)Forever Charisma Languages 1 (Native: Neverspeak; Learned: English) Notice 14 (+15)Skill Mastery Sense Motive 14 (+15)Skill Mastery Sleight of Hand 12 (+20)Skill Mastery Stealth 12 (+20)Skill Mastery FEATS 37PP Beginner's Luck Challenge [Fast Feint] Challenge [Fast Taunt] Defensive Roll 1 Distract [Bluff] Dodge Focus 9 Evasion 2 Fearless Improved Initiative 1 Inspire 5 Jack-of-All-Trades Leadership Luck 3 Move-by Action Setup Skill Mastery (Notice, Sense Motive, Sleight of Hand, Stealth) Taunt Teamwork 3 Uncanny Dodge 2 [Auditory, Visual] Enhanced Feats Luck 3 -> Luck 5Forever Lucky Quick Change Takedown Attack 2The Forever Weapon POWERS 8 + 1 + 10 + 1 + 5 + 11 + 2 + 31 + 27 + 3 = 99 Comprehend 3 (Understand, speak and read all languages; Feats: Alternate Power 1, Selective) [8PP] (Descriptors: Universal Understanding, Alien, Magic) AP: Mind Reading 10 (Flaws: Feedback, Limited to Surface Thoughts; Feats: Subtle 2) {6/7PP} (Descriptors: Tell Me What You Think, Alien, Magic, Training) Enhanced Feat 1 (Quick Change) [1PP] (Descriptors: Forever Uniform, Magic, Pixie Dust) Flight 5 (Flight speed: 250 MPH / 2500 ft./rnd) [10PP] (Descriptors: Fairy Flight, Flight, Magic, Pixie Dust) Immunity 1 (Aging) [1PP] (Descriptors: The Forever Boy, Immortality, Magic, Pixie Dust) Immunity 5 (Entrapment Effects [Snare, Grappling, Bonds]) [5PP] (Descriptors: Forever Free, Freedom, Magic, Pixie Dust) Luck Control 3 (Force Rerolls, Spend Hero Points for Others. Bestow Hero Points to Others; Feats: Luck 2) [11PP] (Descriptors: Forever Lucky, Luck) Quickness 4 (Flaws: One type [Mental]) (Able to perform mental tasks at x25 normal speed) [2PP] (Descriptors: Cleverness of Me, Alien, Quick Thinking) Tricks Array 14 (28PP Array; Feats: Alternate Power 3) [31PP] (Descriptors: Tricks, Magic, Pixie Dust. Additional descriptors on individual powers) BP: {27 + 1 = 28/28PP} (Descriptors: The Forever Weapon, Light, Precise Strikes, Slashing/Bludgeoning/Piercing Damage Type, Training, Weapons) Damage 10 (Extras: Penetrating 5; Feats: Accurate, Extended Reach 2 [10 ft.], Improved Critical 2, Incurable, Mighty, Paralyzing Attack, Precise, Takedown Attack 2, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) [27PP] Feature 1 (Light Source) [1PP] AP: Emotion Control 10 (Feats: Mind Blank, Reversible, Subtle 2) {24/28PP} (Descriptors: Powerful Emotions, Emotion) AP: Illusion 6 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 2) (Duration: Sustained, Area: 25 ft. radius) (Stacks with Endless Forms) {26/28PP} (Descriptors: Forms Most Beautiful, Illusion) Stacked Power: Illusion 10 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Snare 10 (Feats: Accurate 2, Indirect 3, Subtle) {26/28PP} (Descriptors: Binding Shadow, Pan's Shadow, Grasping Shadows) Trickster Array 12 (24PP Array; Feats: Alternate Power 3) [27PP] (Descriptors: Trickster, Magic, Pixie Dust. Additional descriptors on individual powers) BP: Enhanced Charisma 20 {20/24PP} (Descriptors: Forever Charisma, Superhuman charisma) AP: Flight 12 (stacks with Fairy Flight) {24/24PP} (Descriptors: Forever Flight, Flight) Stacked Power: Flight 17 (2,500,000 MPH / 25,000,000 ft./rnd) AP: Illusion 4 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 4) (Duration: Sustained, Area: 100 ft. radius) (Stacks with Forms Most Beautiful) {20/24PP} (Descriptors: Endless Forms, Illusion) Stacked Power: Illusion 10 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Obscure 6 (Affects Visual Senses; Extras: Independent [+0], Selective Attack, Total Fade) (Duration: Independent [20 rounds], Radius: 250 ft.) {24/24PP} (Descriptors: Hide & Seek, Illusion, Mists) Super-Senses 3 (Danger Sense [Sense Types: Auditory], Audiotory [Sense Type: Normal Hearing; Default Extras: Acute, Radius, Ranged; Extras: Accurate]) [3PP] (Descriptors: Never Senses, Alien, Enhanced Senses, Training) DRAWBACKS -2PP Vulnerable (Emotion effects; Minor Intensity: +1 to saving throw DC) [-2PP] DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +6 The Forever Weapon Touch (Up to 10 ft.) DC27 Tou (staged) Damage +8, Crit 18-20, Incurable, Precise The Forever Weapon - Paralyzing Attack Touch (Up to 10 ft.) DC22 Fort (Staged) Fail: Slowed 1 round >5: Paralyzed 1 round +8, Crit 18-20, Incurable, Precise Powerful Emotions Perception DC20 Will (staged) Fail: Emotion Changed >10: Target takes no hostile action Mind Blank, Reversible, Subtle 2 Binding Shadow 100 ft. DC20 Ref (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10, Indirect 3, Subtle Endless Forms Perception DC14 Will (staged) Tricked if disbelieving illusion N/A, 100 ft. radius Forms Most Beautiful Perception DC16 Will (staged) Tricked if disbelieving illusion N/A, 25 ft. radius Endless Forms Most Beautiful Perception DC20 Will (staged) Tricked if disbelieving illusion N/A, 500 ft. radius Totals: Abilities (42) + Combat (24) + Saving Throws (22) + Skills (17) + Feats (37) + Powers (99) - Drawbacks (2) = 239/250 Power Points
  12. @Thunder King @Heritage anything either of you want to add before I do another GM?
  13. @Thunder King Just to be sure of what's going on here with positions and moving around. Right now, Specimen is near the frontlines a bit East of the church together with Forever Boy, who has just created the golden mists to obscure things for the bad guys. Sea-Wolf and Walküre are near them. Donar and Madame Blitz are on the opposite of the church from Specimen's current position, at the doors, which would mean that Specimen can't really see them right now. You could still go there, of course, but its not like Specimen know that they're there right now. Would you still like to go for Donar, or one of the two enemies right in front of you? Your call of course, just want confirmation.
  14. Was that Terrifica calling out to the guy? That was good, right? Froggy didn't exactly sound like he worked for Omega, but they had no idea what would happen if he did blow it up, did they? It was some kind of interdimensional doomsday machine, right? Maybe it'd blow up everything. The people in charge had to have a reason for having left it here in the first place. Getting to a higher point on the Doomforge with somewhere he could actually plant his feet and get a proper shot. No reason to go for the heavy stuff yet. A riot foam arrow should do the trick, but better to wait for now. Give Terrifica another moment first.
  15. Archer II Go patrolling, the old man said. Maybe pick somewhere outside Southside for once, the old man said. Yeah, Connor had picked somewhere outside Southside alright. Had taken a while, but he'd made it to Kingston. He'd meant to give the Doomforge a look at some point anyway. The old man hadn't let him go and fight back in '18, had locked him up rather than risk Connor going out against a Terminus Invasion before he was ready. That still stung, but with the chaos taking place at the Doomforge now, it seemed like he'd get his wish anyway. Some giant frog man on a bike, flying around and shooting at the guards? That wasn't really what he had expected, but it wasn't like Connor had any idea what kind of things the Terminus would spit out. Not that a biker frogman was high on his list of ideas... He'd need to get into a good position before he took his shot. A grappling line arrow later, and he was scaling the Doomforge, trying to find any kind of place where he could get to and get ready to fire at Froggy.
  16. Forever Boy Pan couldn't suppress a smile. Whatever Lulu had done, the man was clearly reacting to it, spouting about some Council, but he had taken the owner hostage, holding that chair leg to his neck like that. It would be painful for the older man, at the very least. He could not allow that, could he now? Whatever Lulu had done, talking about some council, she had the right idea. For his part, Pan moved a bit to the side, just out of the way, so if the man tried something in his direction, the others wouldn't get caught in it. Then he spoke up. There was a laugh in his voice, mixed with a small hint of the disdain he felt for the man. His voice sounded just a bit older than it normally would. "Someone much more powerful than you." Lulu must have mentioned that Council, whatever it was. He could just as well build on her lie, follow her lead. "We are everywhere, we are watching, and when we see someone act like you? Then we act. Release the man, leave, or we will give you an answer you should know not to seek!"
  17. Bluff from Pan: 1d20+22 = 40 And I'll wait for someone else to get a chance to post before getting the guy's reaction to Pan's little bluff, so just I don't post back and forth to myself.
  18. GM "The Council?" The man went silent. The sound of some struggling, then he moved into view again, pushing an older man in front of him. He held the broken chair leg to the older man's throat, a hand on each side, ready to pull back to crush the man's windpipe, if need be. "Who's there? Who are you?" He spun in place, standing in view as he was. "What Council? Where are you? Show yourself, or the old man gets it? I'm... I'm not afraid of some disembodied voice!" Oh, but afraid he did seem to be, from the trembling in his voice and the way he quickly looked around him, trying to catch but a glimpse of the one that talked.
  19. Alright, effects from that will come after it's been your turn. @Thunder Kingis still up, then its Über-time
  20. @Heritage Can you give me a bluff or intimidate roll for that, whichever one you prefer?
  21. Oh, this was good. Pan turned around, flying on his back with his arms behind his head. He whistled as Veronica came down from the jump, then spun around himself while he flew over by her, keeping up with her on her little board and sail. "Impressive, but is that all?" She was good, yes, but was that all the speed she could muster? "I thought this was going to be a race!" Winking, he sped up again, making a wide turn towards the shore and the others.
  22. GM The cage descended until it reached the floor below the, and what appeared to be long, brightly lit service tunnels stretching out ahead of them. The entire place was white, having a very much 50's futuristic look to it. As the cage reached the floor, it began to move, having connected to some kind of automatic floor that started bringing it further down along the halls. "Hey! You're not supposed to do that! Get back in the game!" It seemed that, even here, the Pinball Wizard could see them. There was a sound like everything above them shook, the tunnel the cage was moving down shaking from side to side, but not enough to topple any of the heroes. "That's cheating! What kinda hero cheats?"
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