Jump to content

RocketLord

Guides
  • Posts

    6,630
  • Joined

  • Last visited

Everything posted by RocketLord

  1. As per chat, idea works, and Rosa is now down on the second floor, with the ink currently being on the fifth through third floors.
  2. Oh, that earned a reaction. Swift, and full of wrath it seemed. So, Pan put some more distance between them in the cramped sewer. There was little reason to stay too close to someone that was clearly angry with him simply for existing. Or rather, for having something that he had had for ages. "I believe that I asked the first question, Mr. Lorenzo." The smile on Pan's lips had broadened into a wide grin once more. He could not help himself. There was just something in Lorenzo's voice, or rather, in the anger in its tone, that made it so easy for him. If this man hated the fact that he had Pixie Dust, then just why should he tell why? "Share your story of a lack of a body, and I shall share mine of Pixie Dust."
  3. Fae. Fairies. Pixies. Oh yes, Pan had met plenty of Pixies on Neverworld, and while they could be strange to human minds and eyes, calling them mad was not something he would ever have done, but if other worlds did indeed have mad Pixies, or other kinds of Fae, then that could lead to awful situations indeed. Like the man's missing body. Pan eyed him for a moment, a dry grin splitting his lips. "Well, if you are trying to reach Fae lands, then it appears that my appearance here has something of an explanation, at least." He gestured to the golden dust that continuously fell from his body as he floated before Lorenzo. "Pixie Dust." He paused for a brief moment, to let the thought set in. And wait for the inevitable mention of Peter Pan, before he continued with another question. "Care to share why exactly they have your body?" Maybe it was a just punishment? Or perhaps an act most unjust? Time would tell, if Lorenzo were to be trusted at least!
  4. Pan did not like the black leather look on this Lorenzo fellow. Without really waiting, he drifted up from the circle he had found himself standing in. Summoning circles did not sound nice at all, especially not with the events at Halloween. Summoning something from somewhere else just made him think of that. But at least this Lorenzo did not seem like a lust mad teenage boy, though of course the helmet could hide just that. The glowing dust falling from him, he stayed a bit above the ground, circling slightly around Lorenzo. "Well, that could depend on a good many things, Mr. Lorenzo. Do tell, where exactly did you try to open a portal a to?" Pan did not like this at all, no. He was confined in the sewer, which did not exactly smell well, he had no idea what was going on either... no, he would need to figure that out first.
  5. Looking purely at crunch, there's a few things I can see. Others more experienced in the system can probably see more, but here's what I got at least: Combat Caps You will want to reach your combat caps, no matter what. That means as PL10, with no trade offs, you should reach Defense +10 (which you got) and Toughness +10, as well as +10 Attack and +10 DC/Damage for offensive effects, or with some trade offs. For a character such as this, who is largely skill and training oriented, and without much in the way of actual powers, I'd recommend a trade off to get higher defense and lower toughness, and likewise higher attack and lower DC/damage. For your current +8 Toughness / +10 Defense, you could find some way to add +2 defense to reach defensive caps, at least. Now, from the top with the rest Combat You should write out your attack bonuses the same way you have done defense, so it would be something like: Attack: +8 Base, +8 Melee (+8 Base), +8 Ranged (+8 Base), +10 Unarmed (+8 Base, +2 Attack Specialization). Also remember that attack specialization is a +2 bonus, not +1. As for defense, it should be: Defense: +10 (+5 Base, +5 Dodge Focus), +2 Flat-Footed, since flat-footed is Base Defense / 2, rounded down. Saving Throws Already mentioned toughness under combat caps. Averaging PL-2 for non-Toughness saving throws is the standard, with maybe one a bit higher and one a bit lower. I'd recommend getting a bit higher fortitude, and if your character is really good at dodging, as your feats and such seem to imply, try to get a higher reflex save too. The reflex save will help a lot against Area Effects where your Defense score doesn't matter. Skills No real comments here from me. Feats First a general thing: If you're heavily reliant on Dodge Focus and Defensive Roll to meet your caps, I'd really suggest getting Evasion, maybe even Evasion 2, and at least one rank of Uncanny Dodge. Evasion helps reduce situations with area attacks where your high defense doesn't matter, and Uncanny Dodge helps you avoid situations where you end up flat-footed. For Skill Mastery, remember to pick 2 more skills. No sense letting it go to waste. I'd recommend not taking Sneak Attack. Sure, the +2/rank damage bonus sounds nice, but you are not allowed to break the PL caps with it, so you will have to factor it into your tradeoffs, which means that in situations where you are not making a sneak, you will be under caps. Equipment 7x5=35, you got another 5 EP to spend. Maybe get a grappling hook for your utility belt? Powers Descriptors: You really need to add that to all your powers. It helps a lot with determining what the power is, what you can do, how others can affect and be affected by it and so on. There's a list of official descriptors here, but you can also come up with your own, and one power can have multiple descriptors, if you want to. You should at least have an origin descriptor, which is how you have the power. For your Immunity it would probably be Mutation, for your Device it would probably be Technology, just to give some examples. For Communication, you got no reason for Selective unless you also have area modifier. Without that, you can only communicate with one target at once, anyway. --- Anyway, after going through the crunch, some suggestions for meeting caps: Try and maybe get to +12 Defense, then stay at +8 Toughness. That's Toughness/Defense caps reached. For offensive caps, you could always get a Damage power with the Mighty feat (so that you add your Strength bonus to its DC), which then has the descriptors Unarmed and Training. Basically, something to symbolize him knowing where to strike with martial arts training, or alternatively get a weapon as a device, and change the Attack Specialization to the weapon type. Hope all that made sense!
  6. Forever Boy One moment, Pan was at Claremont Academy. It was a normal day, classes, training with the rest of the Blue Squad, more classes, trying not to fall asleep. Class had just ended, he was about to head to lunch and then he was suddenly standing in the middle of a sewer, in the middle of a summoning circle. Pan blinked once, his eyes darting around, before being drawn to the voice in front of him. A very tall man in a cape and with no head, just a glass bowl. He had tried much, but suddenly disappearing while flying to lunch was new. It was hopefully still Earth Prime. He really hoped so, at least. And the man with the glass bowl for a head and the cape did not seem pleased to see him, so best to assume it was still the same plane, and with a flash of Pixie Dust, his Forever Boy uniform replaced his regular clothes. The man obviously didn't know him, so no reason to give away the secret identity that had been set up for him. "Greetings, I am Forever Boy." He bowed with a flourish, while keeping his eye on the man. "And where exactly have you brought me?"
  7. Archer II (maybe eventually Bowman V) Someone who has been trained by the original Archer for a good long while, deciding to appear now that Bowman IV is semi-retired running the family business. The legacy of an Iron Age Hero, dealing with the stigma and teachings of that, and learning to change for the modern age and different from what his mentor taught him. Initially a somewhat hostile hero. Out to prove himself as a great hero, and that the old man (Archer) was a hero, not one to be forgotten for his actions during the Iron Age. Loud, brash, but with skills to back it up. Can have some interesting clashes with some heroes. Initially found by original Archer in situation echoing when he was found by Bowman III. Will get the attention of Bowman IV at some point, learning and growing from that, and at some point eventually becoming Bowman V. Potential rivalry with Facsimile in Southside Rogues Gallery - "Blood Archer/U.S.Archer" (name pending): A rival archer, who fancies himself a hero. Inspired, but not trained by, the original Archer, but taking all the wrong lessons to heart. Kills criminals, caring little for collateral damage, etc. Extreme. +4 Attack/-4 DC in general. Don't want to go lower than rank 6 for effects. Advancement maybe more mobility? HQ Feats to get: Teamwork, Leadership, Set Up, Luck+, Equipment+, Skill Mastery (Notice, ?, ?, ?) Improve skills 12PP Skills: 5PP Bluff -2 ranks, reducing it to Bluff 8 Concentration +5 Craft [Mechanical] +1 Knowledge [Streetwise] +1 Knowledge [Tactics] +5 Notice +3 Search +1 Sense Motive +2 Stealth +4 New skill totals Acrobatics 10 (+15) Bluff 8 (+10) Concentration 7 (+10) Craft [Mechanical] 9 (+10) Knowledge [Streetwise] 7 (+8) Knowledge [Tactics] 9 (+10) Notice 12 (+15) Search 9 (+10) Sense Motive 7 (+10) Stealth 10 (+15) Feats: 4PP Challenge [Fast Acrobatic Bluff] Challenge [Fast Taunt] Challenge [Notice Lip Reading] Improved Initiative +1 Powers: 3PP Protection 3 [3PP] (Descriptors: Tough, Training) Changing the Equipment feat to this: Equipment: 1PP = 5EP Commlink [1EP] Flash Goggles [1EP] Mini-Tracer [1EP] Night Vision Goggles [1EP] Signal Flare [1EP] New look Stunts Obscure 10 ("Mental Chaff Arrow"; Options: Mental Senses; Extras: Independent (+0); Feats: Improved Range 2, Slow Fade) (250 ft. range, 100-foot radius, Fades 1PP/minute) {13/14PP} (check ranges) Nullify 6 ("Mental Blocker"; Counters All Mental/Psionic Effects; Extras: Alternate Save [Fortitude] (+0), Effortless; Flaws: Action [Full]; Feats: Improved Range 2) {14/14PP} Archer II Power Level: 12 (built as PL 10; 174/186PP) Unspent Power Points: 12PP Trade-Offs: (Ranged Attacks) +4 Attack / -4 Damage, +4 Defense / -4 Toughness  In Brief: Rebellious hero trained by the original Archer, out to prove himself and his mentor as heroes to the world. Theme: Comeback - Redlight King Alternate Identity: Connor King (Secret) Birthplace: Southside, Freedom City Residence: Southside, Freedom City Base of Operations: Southside, Freedom City Occupation: Adventurer, Crime Fighter Affiliations: Ethan Keller (Archer I) Family: Rachel King (Mother, deceased), Fabian King (Father, deceased) Description: Age: 18 (DoB: 2001, May 4th) Gender: Male Ethnicity: Caucasian Height: 6' Weight: 190 lbs. Eyes: Blue Hair: Brown Connor is a young man with an athletic build and great shape, owing to his regular and intense training schedule. He has short brown hair, shaved in a buzzcut, and blue eyes. He will usually dress in jeans and t-shirts or tank tops, with little preference in color. As Archer II, Connor wears a form fitting dark red and white costume, loosely based on the original Archer's costume. On his upper body he wears a primarily white jacket, with small red bracers on his wrists. It has a red part, pointing down like a red triangle from the top of the jacket, pointing down and ending at Connor's solar plexus. The jacket has a zipper on the front, which can be zipped up to cover his neck, which Connor usually leaves open to just under his neck, letting the collar hang freely. He wars a red mask with white lenses, which leaves only his mouth free. On his lower body, he wears red pants, and a black utility belt with grey pockets. He wears red boots with white soles and front, and a thick white trim at the top, in a sort of T pattern. Connor will usually wear a square dark red quiver on his back, and uses a metallic bow. History: Connor King were born and raised in Southside, Freedom City, to Rachel and Fabian King. They were young parents, high school drop outs that tried to make their way on the street, often with little success. All their dreams of leaving Southside behind for a better life were continually thwarted: Not by others. Though they did their best to shield young Connor, and were, by all accounts, as good parents as they could be, it could not last. What started as addiction to prescription pain killers due to an accident spiraled into harder drugs, until, finally, the pair were killed for their stash. Connor, only 6 years old at the time, were sent into the foster care system. What followed was years spent going in and out of orphanages, moving from home to home, never staying long. Connor's own issues caused him to lash out, losing him many seemingly stable homes in the process. Finally, at age 11, he ran away, escaping back to Southside in Freedom City. He wanted revenge. Everyone he knew had failed him, so he would make it on his own. Falling in with a gang, more for survival and everything else, Connor had turned 12 by the time he was sent to steal a car. It was some security consultant that had been hired to protect a place they were trying to hit, and Connor was the distraction. Easy to do, easy to handle. Of course, Ethan Keller was no ordinary security consultant. Until he hang up his costume and bow after the Terminus Invasion of 1992, he had been known as Archer. For Ethan, history repeated itself, as he met Connor the very same way Bowman III had first met Ethan. As Connor struggled to escape, Ethan saw a kindred spirit, and a fire that had long been doused awakened in him. To Connor's initial protests, Ethan took him as a protege. All protests eventually stopped, as Ethan revealed his past and his goals for Connor. For the next six years, Connor King trained under Ethan Keller. Provided and cared for, the angry teenager slowly grew into a confident, if still angry, young man. It was hard work, but Connor grew quickly, as Ethan tutored him in not just the skills, but also the knowledge and ethics needed to become a true hero, learned from his own hard life. Based more on his own research and interpretation than anything Ethan taught him, Connor began to see the Archer as the underdog, as the hero that had stayed even when everyone had left, and yet had been left with a tarnished reputation. Aiming part of his anger at the heroes he felt had abandoned his mentor, Connor resolved to become the best, to prove that the Archer's methods worked, even as Ethan worked to reign back some of the more extreme ideas. In June 2019, the Archer appeared once again, prowling the streets of Freedom City. Personality & Motivation: Connor is a serious, stand offish young man. He is greatly distrustful of most authority, or those that he perceive to be authorities in some way. Supremely confident in his own abilities and methods, Connor will almost always believe that he knows best in any given situation, and even if he doesn't, he will try to act as if he does. His desire not to kill is fueled by the same feeling of superiority: Killing someone would be easier than the lengths he go to simply disabling them. If he's that good, then why would he need to kill? Connor has some anger issues, perhaps owing to the deaths of his parents and his time in the foster system, though he is far from a hothead, and will rarely fly off the handle. Connor displays a particular hate for drug and weapon dealers, which he has confirmed is due to the way his parents died. While simply taking revenge for his parents' murder was his initial reason for taking up the Archer mantle, Connor's mission has since evolved to protecting those in need and proving to the world that the Archer, both the original and himself, is a hero worth respect. Connor absolutely loves cats, owning three American Bobtails: Arthur, Alexander and Ajax. Powers & Tactics: When in a fight, Connor prefers to start off with an ambush, if at all possible, taking the necessary time to set up and stay hidden, before taking down as many targets at once before being discovered, usually focusing on disabling smaller, weaker targets first, before focusing on the more serious threats. Once discovered, he will fight openly, doing his best to stay at a distance from his foes, maintaining his advantage at a range. Power Descriptions: Everything Connor can do is the results of years of training and use of specialized equipment. He posses no super powers or anything of the like, though he is a master marksman with any weapon, even if he specializes in using a bow and assorted trick arrows, created either by Ethan Keller, the original Archer, or himself. He is constantly updating and upgrading his arsenal, giving him a varied number of responses to any given situation. Working together with his mentor, Connor has developed a style of movement in combat that makes it difficult to make out his exact position, based around near constant movement and attempting to predict enemy positions and actions. While not always succesful, Connor's training helps him evade many attacks, though it does little against those targeting him with senses other than sight. Complications: Secret Identity: So far, only the original Archer knows that Connor has taken up the mantle. Secret identities are, of course, known to be a source of trouble. Out Of Arrows: You can only bring so many arrows at once. Connor might run out of a particular type of arrow, making the related power unusable until he can restock, or maybe a lucky shot hits his quiver, forcing him to abandon it. Perhaps a strong enough knockback can cause the arrows to scatter even from the secured quiver, forcing Connor to pick them up again if he want to continue fighting Legacy of the Iron Age: The first Archer was a hero during the Iron Age, and in some ways, he became a symbol of what it represents. Some might remember him as a hero, others as someone barely better than the villains he fought. In any case, the legacy and memory of the first Archer can easily affect people's opinion of the new one. And who knows? Maybe the original Archer still has enemies out there. Rage Against the Machine: Connor has a problem with authority, whether it be policemen, teachers or established super heroes, like the Freedom League. Though he will work with established heroes if needed, Connor is likely to create a tense situation, be it ignoring orders due to a perceived slight or just by complaining about any problems he might have with the particular hero. Rule Number One: Despite the original Archer's brutal methods, the first rule he taught Connor was simple: Always save the civilians. If any civilians are in danger, Connor will always focus on saving them first, whether by getting them out of danger or disabling those targeting them. Outlaw Hero: Connor has taken his mentor's words to heart, and even if the police and other law enforcement agencies are not as corrupt as they were during the Iron Age. While Connor will not go out of his way to antagonize law enforcement, he also won't let them get in his way. Abilities: 6 + 10 + 6 + 2 + 6 + 4 = 34PP Strength: 16 (+3) Dexterity: 20 (+5) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 20 + 18 = 38PP Initiative: +9 (+5 Dex, +4 Improved Initiative) Attack: +10 Base, +10 Melee (+10 Base), +14 Ranged (+10 Base, +4 Attack Focus [Ranged]) Defense: +14 (+9 Base, +5 Dodge Focus), +5 Flat-Footed Grapple: +13 (+10 Attack, +3 Strength) Knockback: -3 (Toughness/2) Saving Throws: 7 + 6 + 7 = 20PP Toughness: +6 (+3 Con, +3 Protection [Costume]) Fortitude: +10 (+3 Con, +7) Reflex: +10 (+5 Dex, +6) Will: +10 (+3 Wis, +7) Skills: 68R = 17PP Acrobatics 10 (+15) Bluff 10 (+12) Concentration 2 (+5) Craft [Mechanical] 8 (+9) Knowledge [Streetwise] 6 (+7) Knowledge [Tactics] 4 (+5) Notice 9 (+12) Search 8 (+9) Sense Motive 5 (+8) Stealth 6 (+11) Feats: 36PP Accurate Attack Acrobatic Bluff Attack Focus 4 [Ranged] Benefit 1 [Mentor - Archer I - Can provide knowledge and tactics suggestions, potential knowledge, per GM's discretion] Defensive Attack Dodge Focus 5 Eagle Eyes [Visual Notice checks have range increment of 100 feet, instead of 10 feet. Equal to 1 rank of Super-Senses [Extended Vision]] Equipment 1 Evasion 2 Improved Aim Improved Critical 2 [Bow] Improved Initiative 1 Improved Ranged Disarm Luck 3 Move-By Action Power Attack Precise Shot 2 Quick Draw 2 Ranged Pin Takedown Attack Taunt Ultimate Effort [Ultimate Aim] Uncanny Dodge [Visual] Equipment: 1PP = 5EP Costume (Protection 3) [3EP] Commlink [1EP] Signal Flare [1EP] Powers: 4 + 21 + 4 = 29 PP Concealment 4 ("Combat Training"; Options: All Visual Senses; Flaws: Limited [Miss Chance Only]) [4PP] (Training) Device 7 ("Bow and Arrows"; 35PP Container; Flaws: Easy-To-Lose) [21PP] (Technology) Arrows 7 (14DP Array; Feats: Alternate Power 12) [26DP] (All Arrow and Technology unless otherwise noted, with additional descriptors) BP: Blast 3 ("Standard Arrow"; Feats: Improved Range 2, Mighty 3, Split Attack, Variable Descriptor 1 [Bludgeoning, Piercing and Slashing damage type]) {14/14DP} (Bludgeoning/Piercing/Slashing Damage Type) AP: Blast 6 ("Hail of Arrows"; Extras: Targeted Area [Cone]; Feats: Improved Range 2; Flaws: Range [Touch]) {14/14DP} (Piercing Damage Type, Multiple Arrows) AP: Blast 6 ("Thermite Arrow"; Feats: Improved Range 2; Extras: Area [General Burst]; Flaws: Action [Full Round]) {14/14DP} (Ballistic Damage Type, Explosive, Thermite) AP: Damage 7 ("Bowsmack"; Feats: Extended Reach (5 ft.), Improved Critical 2, Improved Pin, Improved Trip, Mighty, Stunning Attack) {14/14DP} (Bow, Bludgeoning Damage Type, No Arrow descriptor) AP: Dazzle 6 ("Flashbang Arrow"; Visual Dazzle; Feats: Improved Range 2) {14/14DP} (Light) AP: Drain 6 ("Hypodermic Arrow"; Drain Any One Save; Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) {14/14DP} (Pharmaceuticals, Needle) AP: Nauseate 6 ("Vertigo Arrow"; Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) {14/14DP} (Sonic, Vertigo) AP: Obscure 5 ("Smoke Arrow"; Options: Visual; Extras: Independent (+0); Feats: Improved Range 2, Slow Fade) (250 ft. range, 100-foot radius, Fades 1PP/minute) {13/14DP} (Smoke) AP: Paralyze 6 ("Strobe Light Arrow"; Feats: Improved Range 2; Extras: Alternate Save [Will], Range [Ranged]; Flaws: Sense-Dependent [Visual]) {14/14DP} (Light, Hypnotic Pattern) AP: Snare 6 ("Riot Foam Arrow"; Feats: Improved Range 2) {14/14DP} (Rapidly hardening foam) AP: Stun 6 ("Stun Arrow"; Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) {14/14DP} (Electricity, Taser) AP: Super-Movement 2 ("Grappling Line Arrow"; Options: Slow Fall, Swinging) [4DP] + Speed 2 (Flaws: Limited [Only Swinging]) [1DP] + Leaping 2 (Flaws: Limited [Only when started with a swing]) [1DP] {6/14DP} (Grappling Hook, Swing Line) AP: Trip 6 ("Bolas Arrow"; Feats: Improved Range, Improved Trip; Extras: Knockback) {14/14DP} (Bolas) Arrow Add-Ons 3 (6DP Array; Feats: Alternate Power 3) [9DP] (Stacks with Arrows array, for powers with Arrow descriptor) (All Technology with additional descriptors) BP: ("Rapid Fire Arrows") Adds (Extras: Autofire 1) to Arrows array {6/6DP} (Multiple Arrows) AP: ("Setup Add-Ons") Adds (Feats: Triggered 2, Ricochet 2, Subtle 2) to Arrows array {6/6DP} (Timer, Proximity sensor, Remote trigger) AP: ("Shredder Arrowhead") Adds (Extras: Penetrating) to Arrows array {6/6DP} (Arrowhead) AP: ("Increased Payload") Adds (Extras: Area [General Burst]) to Arrows array {6/6DP} (Payload) Healing 4 ("Walk it Off"; Extras: Action [Standard], Total; Flaws: Distracting, Personal, Temporary) [4PP] (Will Power) Drawbacks: (-0) + (-0) = -0PP DC Block Note that all arrows can have one of the extras Autofire, Penetrating, Area [General Burst] or the power feats Triggered 2, Ricochet 2 and Subtle 2 added, as long as it doesn't conflict with the power Name Range Save Effect Attack bonus/Other Unarmed Touch DC18 TOU (staged) Damage +10 Standard Arrow 300 ft. DC21 TOU (staged) Damage +14, Crit 18-20 Vertigo Arrow 300 ft. DC16 FORT (staged) Fail: Sickened >5: Nauseated >10: Helpless +14, Crit 18-20 Hail of Arrows 60-300 ft. cone DC21 TOU (staged) Damage +14, Crit 18-20 Bowsmack 5 ft. DC25 TOU (staged) Damage +10, Crit 18-20 Riot Foam Arrow 300 ft. DC16 REF (staged) Fail: Entangled >5: Bound/Helpless +14, Crit 18-20 Flashbang Arrow 300 ft. DC16 REF to avoid / DC16 FORT to remove Blinded +14, Crit 18-20 Stun Arrow 300 ft. DC16 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +14, Crit 18-20 Bolas Arrow 150 ft. DC16 worse of STR or DEX Tripped, Knockback +14, Crit 18-20 Strobe Light Arrow 300 ft. DC16 WILL (staged) Fail: Slowed >5: Paralyzed +14, Crit 18-20 Thermite Arrow 300 ft., 30 ft. radius area DC16 REF Reduce damage effect to DC18 Area DC21 TOU (staged) Damage Hypodermic Arrow 300 ft. DC16 FORT (staged) Drain one save (TOU/REF/FORT/WILL) +14, Crit 18-20 Totals: Abilities (34) + Combat (38) + Saving Throws (20) + Skills (17) + Feats (36) + Powers (29) - Drawbacks (0) = 174/186 Power Points
  8. I'm leaning towards allowing it, but what kind of knowledge do you think Sgt. Shark have about the so-far unseen aliens that will allow him to make a plan?
  9. Forever Boy Pan was, as ever, barely contained in the classroom. Everything in him screamed to start flying, but he tried to keep it down. He liked Mr. Perry well enough, but sitting still, having to actually do homework and group work like this, when he could be out flying, exploring and getting into adventures? So boring! Still, at least this would be an interesting exercise, though he honestly had little idea how to put himself in the shoes of an ordinary person from Earth Prime. Sitting in the same group as Leroy, he was in a bright red t-shirt, with a large black logo on the front, a stylized depiction of a sword. He wore a slightly darker red shirt with a zipper over it to keep warm, and a simple pair of jeans. His hair was, as ever, standing in every direction. "Hello Leroy and Dio." He winked at them, and the last member of their little group. They had seen plenty of action together already, had they not? Still, if they were to present themselves... "I am Pan of Neverworld!" He eyed the book that Leroy produced slightly, somewhat amazed at how it was produced from Leroy's sleeve, but shrugged at the question. "Honestly, I am not quite sure, both on what to think or who to place myself as! I am not really used to ordinary." Pan emphasized the last word a bit, with a bit of a questioning tone. He was honestly not quite sure. "Perhaps I could play into the literary references? The general reaction in this world seems to be to compare me to the book."
  10. Pan grinned at the laugh and the giggle, gladly offering his hands for the complex shapes, his eyes fully focused on the glowing strands. There were ballets based on the book about him, too? "I had not heard about the ballets!" He was even more famous in this world than he had thought! So many different tales and stories, all about him, twisted and changed though they might be. "Oh, I have read the book a few times now. It is kind of weird to read about someone that is you, but not at the same time, if that makes any sense?" That had to be some significance to being here, right? "But maybe you are right! If I will ever understand if there is a significance of being here, rather than there," a map of Neverworld appeared in the air before them, with New Avalon, Victori, the Wish Isle and more, and moving images of sea monsters in the water around the islands, "then perhaps it is best to just let it happen! Besides, where would I even go to figure it out?" There was a bit of triumph in his voice, his optimism still shining through.
  11. Alright, it worked! And then Robin's excitement died out a bit as she had the crunch and crack of the other goon being thrown into a wall by the Wall. It would have been funny, if he had not been working himself into a semi-murderous rage. For a short moment, Robin pondered whether to take a shot at him, try and stop him here and now, but he hadn't made any moves towards her yet, only threats. She couldn't do that. It just seemed wrong. And then Kidd came rushing past them, charging straight after Blowfish and the rest of his goons. And Jackson behind them, getting everything he could on the camera he was carrying. Well, it was Robin's own idea to use Jackson here... "Wait up!" Kidd might be a gloryhound, and a bit of an ass to be honest, but Robin was not going to let him get hurt. Instead, she set into a sprint, doing her best to avoid any unstable steps on the floor as she did her best to catch up with both Kidd and Blowfish, hopefully leaving the Wall behind.
  12. Justice follows Kidd, readying an action to take a shot at the first of Blowfish's goons that she sees, preferring one shooting at her or outside cover if there's a chance. Attack roll for that, in case it comes up: 1d20+11 = 28, DC20.
  13. Lemurians. Should have figured. He was just about to make a comment about Setho when he Tsunami raised her hand. The meaning was clear, and he stopped himself. Staying completely still, he simply listened. There were voices, coming from outside the chamber. Friend or foe? Who could tell. It could be anyone or anything out there. The voices were too faint to make out, anyway. His moving to Tsunami, he pointed at himself once, then towards the doorway. I'll go. Hopefully, it would get his meaning across. Letting go of the cohesion in his body, Cassidy let himself becoming nothing but a loose group of sand that lightly flew across the floor towards the exit, as he did his best to stay hidden while trying to find out who the newcomers were.
  14. Switching Walking Desert array to Whirling Sand Form, to turn DD to a gaseous sand state. Then approaching the outside with some stealth, taking 10 with Skill Mastery for 24.
  15. GM The Elf King stared at Lament, his expression still unreadable, but the annoyance building in his eyes. A slight twitch of his lips. A finger tapping against his cup. He opened his mouth to speak, but already, his subjects had begun to gather around the table, to watch the exchange. It seemed that Lament's gamble and showmanship had paid off, and now the burden of the choice was on the king entirely, rather than on himself. "You have not been permitted to address my people." The King's response was short and sharp. "And yet, my tears are indeed among this collection. A vial of glass, a cup of gold or a cup of wood." There was something behind his eyes, as he looked towards Lament. Something terrible. "I know which container the thief would use. But how am I to know that you have not switched the contents, mortal?"
  16. GM Emerald and crimson light shone from Sea Devil's trident, creating a cascade of light that shone into the trench. The warm orange and red hues changed in response, becoming emerald and crimson as well, before shifting back to red, yellow and orange hues. Still, they did not move. The light that shone back towards the group would occasionally shift to emerald and crimson like Sea Devil's trident, but would otherwise remain in the warm hues. It seemed that the heroes would have to make the first move. After all, the aliens had nothing but time.
  17. Well, this made it clear, at least. Ashley did have some history with the Raven, with the way she was shouting at it. This was not the child's imagination run wild, this was something else, something focused just on Ashley, it seemed. She actually blasted holes in the thing! It was magnificent! "As you wish!" Pan called back to Ashley's command. However surly or annoyed she might seem to be at pretty much the entire student body save Judy, Pan could not fault her skills or tactical abilities. He grinned widely as he stepped in close to the shadow for but a moment. Taking the chance, Pan whirled his spinning Forever Blade in a quick cut towards the creature's chest, or whatever would pass for its chest at least. He was not quite sure if it had chests exactly, but it did look vaguely like a woman, at least. Whether his hit connected or not, Pan stepped back slightly, still spinning his sword around him, moving in erratic patterns, the falling Pixie Dust from it creating an almost hypnotic effect.
  18. Using an accurate attack maneuver with the Forever Blade for +2 attack/-2 DC. Attack roll: 1d20+8 = 14. DC29 Toughness with light descriptor if it hits. I kinda doubt that'll hit, even without the dodge bonus, so another feint as move action to try to set up for next round: Bluff 1d20+16 = 20
  19. @Grumblefloof I think that Lady Horus, Ronin, Wadjet and Doctor Thorne is in the room with the books, where they have currently started setting the ink on fire... including the ink that is pouring into the floor below, where Mr. Strix is currently clinging to the ceiling. Lady Horus' last strike created holes to the floors further below, which the burning ink is now falling into, though there is still a lot of it in the same room as Mr. Strix.
  20. Bullets flying everywhere, the Wall behind her, and Kidd just a bit further behind... This was a fine mess alright. Still, Justice powered through, even as the bullets flew all around her. She was not going to let this stop her. This was the reason she became a hero, right? Take down the bad guys, save the people that need it. Even with the whole confusion on who to trust here, she was at least clear about one thing. Blowfish and his goons were bad guys, and she was going to stop them. Power to the legs, engines roaring, she ran straight up to the thug closest to her. Or more accurately, the crate in front of him, kicking at it with all the power she could muster to send it crashing at him, hopefully taking him down with it.
  21. Alright then. Move action: Get up to the box of the nearest thug. Standard Action: Use Justice Kick to kick at the box, hopefully with enough knockback that it hits the thug.
  22. "Figures. Nothing is ever that easy, is it?" Cassidy's tone was a bit joking. He really hadn't thought it would be that easy, after all. Still, tree top houses. He'd like to see that. So, Tsunami had attended a super hero school. That would've been useful starting out, but then again, he was too old for schools, wasn't he? He kind of wondered where it was, but it didn't really matter right now, did it? Still, school trips to lost lands would've beat his own school. "Wait, Serpent People? Was it Lemurians? Or is there some other kinda snakemen out there?" He paused a moment, and looked around. No, this place was not the place he had travelled to before. It was too different. Still, it seemed like Tsunami here had done a lot more super hero work than he had. Just casually throwing out going to a place like this three times, fighting dinosaurs, super villains and invasions.
  23. GM The King stopped, cup halfway to his lips. His expression was unreadable, like he could not decide if he was glad or appalled at Luther's sudden appearance. He looked at Lament, then at the child for a moment, then made a cutting motion with his hand, prompting a guard to appear and take the child back to the cage. "You return indeed." There was some surprise to his voice. His eyes rested on Lament for but a moment longer. "Well, then? Did you bring that which I sought? Are my tears in your hand?"
  24. Intiative: 1d20+2 = 15. So, Justice's at the same time as The Wall. Who do you want to go first?
×
×
  • Create New...