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Lone_Star

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  1. Ghule (2) The Young Guardians Returns! (2)
  2. Ghule Ghule was still very confused, but what the duplicating heroine made sense - she didn't remember how she got here, and her powers had been activated without her knowledge. Rage boiled inside her - how dare he use her in his evil schemes? But there were more important things to consider, namely the superhero battle that was going on around her! "I believe you," she said to Multi-Girl. "We'll talk after the fight - I think I recognize you from the news. Just tell the cops I'm a superhero when they show up, okay?" She turned her gaze to the fight around her, and tried to focus on something other than her anger and confusion. She drew in a deep breath, and released it slowly. There. Not one to bandy words, Ghule charged towards Toxin, and as she ran, the bone-axes on her hands morphed with a crackling sound into bludgeons, which resembled boxing gloves made of layered bone. Her leather duster flapped behind her as she ran, and she leapt into the air, holding both her hands over her head, ready to bring them down on Toxin's head. It wouldn't kill her, but Toxin would definitely feel it in the morning! "Say goodnight!"
  3. Ghule changes the descriptor of her attack to Bludgeoning, and will attempt a regular melee attack with 8 Autofire damage: 1d20 (12)+12 = 24!
  4. Ghule She holds her head, groaning her memories return to her all at once. She remembers Casanova, and another girl about her age...and someone in a containment suit? She looks around and sees those two. Then she turns her gaze to the ongoing battle, and she realizes she may have been mind-controlled! Confusion quickly turns to anger. She had experienced many things in her life, but never a complete loss of her autonomy. She turns towards Casanova and, unfortunately, someone beat her to, well, beating him up. Her breath quickens: she is reminded of the many fights she endured while in juvie, preparing herself to dish out a beating. She spins around, still brandishing the bone-axes, and shouts: "Will someone tell me what the %#&@ is going on?! Who are you people? Why am I here? Someone needs to give me some answers or I'm just gonna start swinging!"
  5. First, a roll against Mind Control: Nope, that's a 13! Now she will try to punch Paper. That's a 17, I doubt that will hit. Gonna save my HP. More time for banter!
  6. @RocketLord She rolled a 23, which is a Bruise. I’ll take it. https://orokos.com/roll/996624
  7. Ghule will make a Will save against 22 and fail! That's more dramatically interesting, anyway. She will spend the rest of the round hacking away at the foam covering Shields. Her attack is DC 23 Toughness, and I'll edit my post to cover what happens. She crits, and she scores! That's a DC 28, with Autofire.
  8. Ghule shakes her head a bit as her eyes refocus - how did she get here? Who are all these people? Then she remembered, her best friend Sebastian Shields promised her he'd help her turn back into a human if she beat up his enemies! That sounded more than fair to Vik, who was spoiling for a fight anyway. She ties back her unruly, curly black hair, and cracks her knuckles. She's dressed in a black leather trenchcoat as well as a heavy pair of Doc Martens boots. This has the unintended effect of making her look like an extra from The Crow...not that you'd tell her that. Her skin is marble white, or so it appears, but she wears black greasepaint makeup resembling a skull. And she's pissed off. How dare they attack her best friend?! She looks across the room and the first thing she sees is Paper. She gives him a rictus grin, and holds her arms out in front of her. Bones pop and crackle as her body reconfigures itself, and two very sharp scapular bones emerge from her forearms, two bone axes, which she clashes together for intimidation. I bet I can kick this guy's ass, easy. Bet he hasn't even been in a real fight before! But unfortunately, that would need to wait...Shields was in trouble! She wastes no time trying to free him, hacking away at his bonds with her bone axes. She works frantically, the axes falling quickly. Hopefully it wasn't too late - a-ha! With one final blow, she breaks him free of his bonds, and yanks him out of the foam. "Who did this to you?!" she growls, as she brushes foam off of Shields. "I'll kick their ass! You hear that, losers? Why don't you come over here and see what you're made of? I'll cut you to ribbons!"
  9. I fixed it, @Avenger Assembled. Protection is just fine, the protection from her costume can be strictly ornamental!
  10. Gotcha. I’ll look at that tomorrow.
  11. Ghule Power Level: 10 (155/156PP) Unspent Power Points: 1 Trade-Offs: +2 Attack / -2 Damage, -2 Defense / +2 Toughness In Brief: A rough-and-tumble young zombie trying to make good. Catchphrase: Her catchphrase is a work in progress for Vic. She’s trying her best, okay? Theme: Zombie Stomp by Ozzy Osbourne Alternate Identity: Viktorya “Vik” Steinman (Secret - Vic is legally dead!) Birthplace: Freedom City Residence: Crummy apartment or hotel in Southside, Freedom City Base of Operations: See above Occupation: Vic does odd jobs where she can and is occasionally a superhero. Affiliations: N/A Family: Viktor Steinman [father], Gloria Steinman [mother] Description: Age: 20, Born 2003 Gender: Female Ethnicity: Caucasian, marble white skin. Height: 5’ 6” or 168 cm Weight: 110 lbs. or 50 kg Eyes: Dark grey Hair: Black and curly History: Viktorya did not grow up knowing the prosperity of Freedom City. In fact, her family raised her in a one-bedroom apartment in Southside, where she endured a rough childhood. Her father was a constantly out-of-work contractor for DeCosta Construction, and her mother scraped together extra income working at a few local diners. Vik felt the pressure her family’s lack of income imposed on her parents from an early age, and in her own way, her first stint in Freedom Juvenile Hall at 14 was well-intended. They didn’t have enough money to buy groceries that week, so she decided to “borrow” from the local gas station. She was caught, and after a brief scuffle with the arresting officer, Vik landed in juvie for six months. Vik always had the capacity to learn, and she learned many skills in juvenile detention. She learned how to defend herself (by any means necessary), she learned how to steal properly, how to lie, and how to cheat. It is with those skills that she survived several more stints in juvie, culminating in a two-year sentence on her 18th birthday. By this point, Vik had abandoned any hope of a legitimate career, and resigned herself to a life behind bars. Those two years were the most difficult of her life. By that point, she had developed somewhat of a reputation as someone not to mess with, and she spent those two years mostly alone. The isolation of not having any friends or support of any kind wore heavily on her, and her parents visited less and less. When she emerged two years later, a changed woman, something dawned within her. This was not the life she wanted. She moved back in with her parents and found a job at a secondhand store that accepted those with criminal records. It was hard work, and menial, but she found a kind of solace in earned a day’s wages (little as they were). However, the bills stacked higher and higher, and her family was in danger of being evicted. Vik could not allow that to happen, so she risked it for one final job. She kept her ear close to the ground and waited for several months for the inevitable: that a major supervillain was planning a job in Southside. Her moment came when she heard Baron Samedi was back in town and making major plans in Freedom City. She didn’t really care what he was planning, but she knew he had magical artifacts that she would be able to sell for a good price. She was caught almost immediately. The Baron decided to make an example of her and turn her into one of his zombie henchmen for his upcoming attack. As the torturous magical energies flowed through her body, Vik felt her life ebbing away. She had never experienced something so horrible as being turned into an undead, and just before the spell was finished, it was interrupted by Calypso, who soundly defeated the Baron. During the fight, the last of Vik’s life ebbed away, and she was pronounced dead on the scene. She awoke a week later in her own coffin, panicked and terrified. She remembered very little of what happened, she only knew she was trapped and running out of air! She pounded against the walls of her coffin, and found they broke easily. Dirt started to flood in, so she crawled to the surface. Her hands dug through the dirt as if it were nothing, and she soon found herself surfacing, gasping for air. Vik then experienced the horror of seeing her own grave, and her “death” came back to her in a flood. Vik was overcome with emotion but found she could not cry. In a fit of rage, she picked up her own headstone and smashed it, and it broke as if it were made of cardboard. She looked at her arms and found they were white as alabaster – she awoke from her death transformed into a zombie! Vik is still processing her death, but she has decided to use her new “life” as a chance to do some good, or at least try. She has yet to really dive into what happened, but she knows this: she wants to become human again, and she wants revenge on Baron Samedi, preferably both! Personality & Motivation: Vik has difficulty making friends and trusting others, but it is something she is consciously working on. She needs friends, especially other superhumans, and especially mystic practitioners, if she is going to turn herself human again. She is capable of manipulating others if it suits her, as she did not have the luxury of conventional morality during her stints in juvie, and often does not realize her callousness until it is too late. It could be said that Vik often has “foot-in-mouth syndrome”. She will say hurtful things to others without realizing it until much later, and can be seen as rude at times. However, those she considers family she will fight for to her last breath. She is intensely loyal and defensive of those she cares about. Vik is learning to become a superhero and will rely on more experienced heroes to teach her the right way. Although she does not feel like her previous criminal actions were done with bad intentions, she knows she must try to do good in a world that has done much harm to her, or at least try her very best. In the back of her mind, she must make the most of these strange new abilities she has been given, or she will until the first opportunity to become human presents itself. Powers & Tactics: Vik relies mostly on her hand-to-hand fighting, but has no formal training, and it shows. Her experience fighting was mostly from juvenile detention, where her only strategy was to put down her opponent first, by whatever means necessary. She is a hammer in a world of nails, and happily draws any fire she can, due to her ability to shrug off most conventional firearms. However, she can easily get in over her head, and until she trains up with a larger superhero team, she will charge into any situation. However, she is fairly sneaky and may attempt to at least try to sneak up on an enemy before clobberin’. Power Descriptions: Since her transformation/resurrection, Vic has manifested some minor necromantic abilities. Her well-honed ability to fight hand-to-hand has been enhanced with the ability to create bone spikes from her arms and legs which are disturbingly effective. She is slowly learning that her body no longer conforms to traditional anatomy, a combat technique she will learn about as her powers grow. Her rotting fist manifests itself as black necromantic tendrils manifesting from her arm, and if they connect, a distinct shrieking sound is heard as the life energy of the target is siphoned away. Gross, but effective! As Ghule, Vik does not wear a mask, but paints her face to resemble a skull to disguise her identity. She wears a black leather trenchcoat with "appropriated" body armor beneath to protect herself in combat. She hopes to upgrade her costume soon! Complications: 28 Days Later: Vik’s friends and family before her death are unaware that she is alive (as far as that goes) and her past life as a juvenile delinquent may catch up with her. Evil Dead: Vik will undoubtedly face some prejudice as a zombie and will have trouble gaining public trust. After all, decades of zombie media have not exactly inured the public to a heroic zombie! Poultrygeist: Vik must consume at least a pound of meat per day (preferably raw) or she starts to lose control of her remaining humanity. Although this is typically not an issue, there may be situations where she is unable to obtain this, and her hunger will quickly become out-of-control. Re-Animate(her): Vik wants nothing more to return to human form and would be willing to do anything to become “normal” again. She is desperate and may easily be tricked into finding a cure to her condition. The Walking Dead: Vik has a lot of difficulty passing for humans, and this will create plenty of situations where she will have a hard time fitting in, especially in public. Her best efforts to conceal her condition are temporary at best, and do not stand up to close scrutiny. Warm Bodies: Vik will have a lot of trouble with social connections, compounded with the fact of her condition. She is traumatized by her own death and was not exactly friendly before that. Vik will lash out and say hurtful things because she herself is in pain. She is not easy to get along with, to say the least. Abilities: 16 + 4 + -10 + 2 + 4 + 0 = 16PP Strength: 26 (+8) Dexterity: 14 (+2) Constitution: n/a Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 8 + 10 = 18PP Initiative: +3 Attack: +4 Base, , +12 Bone Weapon Array Defense: +8 (+5 Base, +3 Dodge Focus), +4 Flat-Footed Grapple: +8 Knockback: -0 Saving Throws: 0 + 9 + 4 = 13PP Toughness: +12 (+0 Con, +12 Protection) Fortitude: Immune Reflex: +11 (+4 Dex, +9) Will: +6 (+2 Wis, +4) +10 vs. Mental effects with Mind Shield active) Skills: 48R = 12PP Bluff 8 (+8) Climb 2 (+10) Intimidate 13 (+13) Knowledge [Streetwise] 8 (+9) Notice 6 (+8) Sense Motive 6 (+8) Stealth 5 (+8) Feats: 13PP All-Out Attack Attack Specialization [Bone Weapon Array] 4 Dodge Focus 3 Equipment 2 Evasion Luck 1 Power Attack Equipment: 2PP = 10EP Lock Release Gun [1EP] Motorcycle [9EP] Powers: 30 + 27 + 7 + 12 +12 = 88PP Immunity 30 (All Fortitude Effects) [30pp] Bone Weapon Array 12 (24 PP array; 3 Alt powers) [27 PP] o Base Power: Blast 8 (Thrown Bone Weapons; Feats: Penetrating 4, Improved Critical 2 [18-20], Improved Disarm, Ranged Pin) (necromancy, zombie physiology) {24/24PP} o Alternate Power: "Flurry of Bones Stance" Add Autofire to Strength Bonus [8pp] Feats: Variable Descriptor 1 [bludgeoning/slashing/piercing], Evasion [Adds to Evasion from Feats], Extended Reach [10 ft], Improved Critical 2[18-20]) + Speed 3 + Super-Movement 5 (Sure-Footed, Swinging, Wall-Crawling 2) (necromancy, zombie physiology) {24/24} o Alternate Power: "Bonebreaker Stance" Add Penetrating to Strength Bonus [8pp] + Impervious Protection 10 [10pp] + Mind Shield 4 [4pp] (bludgeoning, necromancy, zombie physiology) {22/24} o Alternate Power: Stun 8 + Drain Toughness 8 (Rotting Fist) (necromancy, magic) {24/24} Between Life and Death Array 6 (6 PP array; 1 alt power) [7 PP] o Base Power: Super-Sense 4 (Soul Sense; Ranged Detect Life (Very Common) [Mental Sense]) + Comprehend 1 (spirits) (necromancy, magic) {6/6} o Alternate Power:Comprehend 3 (Living Psychopomp; languages [speak any one at a time, understand all, read all]) {6/6} Protection 12 (necromancy, zombie physiology) [12pp] Regeneration 12 (+7 Recovery Bonus) [12pp] Drawbacks: -5PP Vulnerability (Magic; Frequency: Very Common; Intensity: Major [x2]) [-5PP] Note: You can only have a number of Drawbacks equal to your PL, not including Power Drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here. DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23 Toughness Damage Bone Weapons Touch DC 23 Toughness (Autofire) Damage Thrown Bone Weapons Ranged DC 23 Toughness Damage Rotting Fist Ranged DC 18 Fortitude x2 Stun and Drain Totals: Abilities (16) + Combat (18) + Saving Throws (13) + Skills (12) + Feats (13) + Powers (88) - Drawbacks (5) = 155/156 Power Points
  12. Ghule Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: +2 Attack / -2 Damage, -2 Defense / +2 Toughness In Brief: A rough-and-tumble young zombie trying to make good. Catchphrase: This is a work in progress for Vic. She’s trying her best, okay? Theme: Alternate Identity: Viktorya “Vik” Steinman (Secret - Vic is legally dead!) Birthplace: Freedom City Residence: Crummy apartment or hotel in Southside, Freedom City Base of Operations: See above Occupation: Vic does odd jobs where she can and is occasionally a superhero. Affiliations: N/A Family: Viktor Steinman [father], Gloria Steinman [mother] Description: Age: 23, Born 2000 Gender: Female Ethnicity: Caucasian, marble white skin. Height: 5’ 6” or 168 cm Weight: 110 lbs. or 50 kg Eyes: Dark grey Hair: Black and curly History: Viktorya did not grow up knowing the prosperity of Freedom City. In fact, her family raised her in a one-bedroom apartment in Southside, where she endured a rough childhood. Her father was a constantly out-of-work contractor for DeCosta Construction, and her mother scraped together extra income working at a few local diners. Vik felt the pressure her family’s lack of income imposed on her parents from an early age, and in her own way, her first stint in Freedom Juvenile Hall at 14 was well-intended. They didn’t have enough money to buy groceries that week, so she decided to “borrow” from the local gas station. She was caught, and after a brief scuffle with the arresting officer, Vik landed in juvie for six months. Vik always had the capacity to learn, and she learned many skills in juvenile detention. She learned how to defend herself (by any means necessary), she learned how to steal properly, how to lie, and how to cheat. It is with those skills that she survived several more stints in juvie, culminating in a two-year sentence on her 18th birthday. By this point, Vik had abandoned any hope of a legitimate career, and resigned herself to a life behind bars. Those two years were the most difficult of her life. By that point, she had developed somewhat of a reputation as someone not to mess with, and she spent those two years mostly alone. The isolation of not having any friends or support of any kind wore heavily on her, and her parents visited less and less. When she emerged two years later, a changed woman, something dawned within her. This was not the life she wanted. She moved back in with her parents and found a job at a secondhand store that accepted those with criminal records. It was hard work, and menial, but she found a kind of solace in earned a day’s wages (little as they were). However, the bills stacked higher and higher, and her family was in danger of being evicted. Vik could not allow that to happen, so she risked it for one final job. She kept her ear close to the ground and waited for several months for the inevitable: that a major supervillain was planning a job in Southside. Her moment came when she heard Baron Samedi was back in town and making major plans in Freedom City. She didn’t really care what he was planning, but she knew he had magical artifacts that she would be able to sell for a good price. She was caught almost immediately. The Baron decided to make an example of her and turn her into one of his zombie henchmen for his upcoming attack. As the torturous magical energies flowed through her body, Vik felt her life ebbing away. She had never experienced something so horrible as being turned into an undead, and just before the spell was finished, it was interrupted by Calypso, who soundly defeated the Baron. During the fight, the last of Vik’s life ebbed away, and she was pronounced dead on the scene. She awoke a week later in her own coffin, panicked and terrified. She remembered very little of what happened, she only knew she was trapped and running out of air! She pounded against the walls of her coffin, and found they broke easily. Dirt started to flood in, so she crawled to the surface. Her hands dug through the dirt as if it were nothing, and she soon found herself surfacing, gasping for air. Vik then experienced the horror of seeing her own grave, and her “death” came back to her in a flood. Vik was overcome with emotion but found she could not cry. In a fit of rage, she picked up her own headstone and smashed it, and it broke as if it were made of cardboard. She looked at her arms and found they were white as alabaster – she awoke from her death transformed into a zombie! Vik is still processing her death, but she has decided to use her new “life” as a chance to do some good, or at least try. She has yet to really dive into what happened, but she knows this: she wants to become human again, and she wants revenge on Baron Samedi, preferably both! Personality & Motivation: Vik has difficulty making friends and trusting others, but it is something she is consciously working on. She needs friends, especially other superhumans, and especially mystic practitioners, if she is going to turn herself back into a human, especially mystic practitioners. She is capable of manipulating others if it suits her, as she did not have the luxury of conventional morality during her stints in juvie, and often does not realize her callousness until it is too late. It could be said that Vik often has “foot-in-mouth syndrome”. She will say hurtful things to others without realizing it until much later, and can be seen as rude at times. However, those she considers family she will fight for to her last breath. She is intensely loyal and defensive of those she cares about. Vik is learning to become a superhero and will rely on more experienced heroes to teach her the right way. Although she does not feel like her previous criminal actions were done with bad intentions, she knows she must try to do good in a world that has done much harm to her, or at least try her very best. In the back of her mind, she must make the most of these strange new abilities she has been given, or she will until the first opportunity to become human presents itself. Powers & Tactics: Vik relies mostly on her hand-to-hand fighting, but has no formal training, and it shows. Her experience fighting was mostly from juvenile detention, where her only strategy was to put down her opponent first, by whatever means necessary. She is a hammer in a world of nails, and happily draws any fire she can, due to her ability to shrug off most conventional firearms. However, she can easily get in over her head, and until she trains up with a larger superhero team, she will charge into any situation. However, she is fairly sneaky and may attempt to at least try to sneak up on an enemy before clobberin’. Power Descriptions: Since her transformation/resurrection, Vic has manifested some minor necromantic abilities. Her well-honed ability to fight hand-to-hand has been enhanced with the ability to create bone spikes from her arms and legs which are disturbingly effective. She is slowly learning that her body no longer conforms to traditional anatomy, a combat technique she will learn about as her powers grow. Her rotting fist manifests itself as black necromantic tendrils manifesting from her arm, and if they connect, a distinct shrieking sound is heard as the life energy of the target is siphoned away. Gross, but effective! Complications: Evil Dead: Vik will undoubtedly face some prejudice as a zombie and will have trouble gaining public trust. After all, decades of zombie media have not exactly inured the public to a heroic zombie! Re-Animate(her): Vik wants nothing more to return to human form and would be willing to do anything to become “normal” again. She is desperate and may easily be tricked into finding a cure to her condition. The Walking Dead: Vik has a lot of difficulty passing for humans, and this will create plenty of situations where she will have a hard time fitting in, especially in public. Her best efforts to conceal her condition are temporary at best, and do not stand up to close scrutiny. Warm Bodies: Vik must consume at least a pound of meat per day (preferably raw) or she starts to lose control of her remaining humanity. Although this is typically not an issue, there may be situations where she is Abilities: 14 + 6 + -10 + 2 + 4 + 0 = 16PP Strength: 24 (+8) Dexterity: 16 (+3) Constitution: n/a Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 10 (+1) Combat: 8 + 10 = 18PP Initiative: +3 Attack: +4 Base, +8 Melee, +4 Ranged, +12 Bone Weapons Defense: +8 (+5 Base, +3 Dodge Focus), +0 Flat-Footed Grapple: +8 Knockback: -0 Saving Throws: 0 + 9 + 4 = 13PP Toughness: +12 (+0 Con, +9 Protection +3 Body Armor) Fortitude: Immune Reflex: +11 (+2 Dex, +9) Will: +6 (+2 Wis, +4) Skills: 48R = 12PP Bluff 8 (+9) Climb 2 (+10) Intimidate 13 (+13) Knowledge [Streetwise] 8 (+8) Notice 6 (+8) Sense Motive 6 (+8) Stealth 5 (+8) Feats: 13PP All-Out Attack Attack Focus [Melee] 4 Attack Specialization [Bone Weapons] 2 Dodge Focus 3 Equipment Evasion Power Attack Equipment: 1PP = 5EP Body Armor (+3 Toughness) [3EP] Lock Release Gun [1EP] Multi-Tool [1EP] Powers: 30 + 26 + 14 +12 = 82PP Immunity 30 (All Fortitude Effects) [30pp] Blast 8 (Thrown Bone Weapons; Feats: Accurate 4, Improved Critical 2, Improved Disarm, Ranged Pin) (necromancy, zombie physiology) [24pp] o Alternate Power: Strike 0 (Bone Weapons; Extras: Autofire 8, Mighty 8 Feats: Accurate 2 Variable Descriptor 1 [bludgeoning/slashing/piercing], Extended Reach [10 ft], Improved Block, Improved Critical 2, Improved Defense) (necromancy, zombie physiology) {24/24} o Alternate Power: Stun 8 + Drain Toughness 8 (Rotting Fist) (necromancy, magic) {24/24} Protection 9 (Extras: Impervious 5) (necromancy, zombie physiology) [14pp] Regeneration 12 (+7 Recovery Bonus) [10pp] Drawbacks: -4PP Vulnerability (Magic; Frequency: Common; Intensity: Major [x2]) [-4PP] Note: You can only have a number of Drawbacks equal to your PL, not including Power Drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here. DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage Bone Weapons Touch DC 18 Toughness (Autofire) Damage Thrown Bone Weapons Ranged DC 18 Toughness Damage Rotting Fist Ranged DC 18 Fortitude x2 Stun and Drain Totals: Abilities (16) + Combat (18) + Saving Throws (13) + Skills (12) + Feats (13) + Powers (82) - Drawbacks (4) = 148/150 Power Points
  13. Corsair Vynn waited until Sri's back was turned, and made a little face, mocking herher. "Perhaps you don't realize this, but friendships aren't something to be rushed into. I'm no stranger to carousing, but I do know when its time to get serious," he said, putting more edge in his voice than he meant to. "Even though we have warrants, so will most of the people we're talking to. I don't think it'll be a problem, especially if we are offering free drinks." "Sri, I see your point. You don't have any reason to trust me, and that's fair. But trust me when I say that this is my forte. With Sitara by my side, we'll get you the information you need. Okay?"
  14. El will attempt to intimidate Sportsman for her turn, and take 10 with Skill Mastery, so that's a 20.
  15. Outrider El's armor quickly formed over her, clanking loudly as rusty hinges slammed open, soon covering her whole body. As her helmet locked into place, she quickly drew her grav-hammer, ready for a fight! Sportsman and Princess Poison? The names sound familiar - and that isn't good. These villains will be serious business! "Understood, Nevermore," she said, her voice booming from beneath the helmet. It was nice to work alongside Nevermore for reasons she didn't completely understand. Weird...maybe he was just a good team leader? Regardless, she moved along with the group, holding herself back, even though she wanted to charge forward by herself very much! However, she kept her battle-rage in check, as she ran along with her team. She gripped her grav-hammer tight, ready to take the villains on and help her friends!
  16. Corsair "I agree! Sitara and I should scout out the situation, see what we can dig up, while you two goody two-shoes brave adventurers should wait in reserve. After all, the criminal element is, uh," he said, looking over to Sitara, "Our speciality." He rose, brushing off his jacket. Surely this would be a friendly port - or had he left such a bad impression with Kraken that these contacts wouldn't be good anymore? Well, there was only one way to find out. Truth be told, he was glad he wasn't on this mission by himself. Though he had to rely on his wits for most of his life, it helped to have a friend nearby. "And shall we meet you at a rendezvous point in say, three hours? Better make it four..."
  17. Corsair "Do you want to join us, then? It seems you're far more an expert than I am capable of being, in a chronological sense. And yes, now you're getting it! I think consuming alcoholic beverages (and perhaps finding suitable mates) would do wonders for us! I never have had a problem with either. A mate in every port, eh Traveler?" Okay, that was enough. There was only so far Vynn could push someone, and it looked like Space Ranger had reached his limit. His humor was well-intended, and though he certainly knew how to push the young man's buttons, that didn't mean he needed to all the time. He looked up at him with a look that bordered on actual embarrassment for his behavior. "Sorry, Space Ranger. I didn't mean anything by it. I can understand being attached to a ship, much less one that your mother owned." He stood up, and extended his hand as a gesture of goodwill. "Hey, we're okay, right? First round's on me. Well, first two, eh?," he said with a winning smile. "Hell, why not have all three of us hit the surface?"
  18. El will attempt to knock him out with...well, a hammer knockout! Gravity Knockout: 19 + 5 = 24. That's a crit! He will need to make a DC 24 Fortitude save.
  19. Outrider She glared back at him, and walked towards him slowly, charging up her hammer. Her breath came in short bursts, and she was practically foaming at the mouth. This wouldn't happen to any more people, not on her watch. "You're a coward, you know," she said, continuing to stride towards him, flicking the gravitic energy on and off. "One who can experiment on others without any regard for life, or morality. It's so very easy when its not you on the table, isn't it? But this is all over for you. You're going to jail for a long, long time. I wish there was more I was allowed to do, but that wouldn't be the kind of justice allowed in this world. So count yourself lucky. Nighty-night." She leveled her hammer at him, and fired a powerful blast of gravitic energy - not nearly enough to kill him, but enough that he would definitely feel it when he woke up.
  20. Outrider's Initiative: 24 She doesn't have those skills, but that won't stop her from punchin' stuff!
  21. Corsair Vynn was sitting in a chair on the bridge, spinning it around and around. As she discussed the plan with the team, he spun faster and faster, until finally he stopped all of a sudden, and clapped his hands together. "I've got it! If you would, my dear, send me down to the surface to talk to some ne'er-do-wells, perhaps get the information without force? You could say that is my specialty. Unless you want to accompany me in disguise?" he said, gesturing at her Star Knight armor. "As well you know, it is easier to catch Arcturian bloat-flies with honey, than with vinegar." "What do you think, sidekick?" he asked, turning towards Space Ranger.
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