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alderwitch

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  1. Players Name: Alderwitch Power Level: 10 (150/150 pp) Trade-Offs: 0/0 Unspent PP: 0 Characters Name: Bombshell Alternate Identity: Natalya Browning (aka Rebecca Danvers) Height: 5' 6" Weight: 135 lbs Hair: Honey Blonde Eyes: Blue Description: A curvy bombshell, for lack of better term. Talya didn't look out of place as a sultry songbird in the 1940s. In fact, low end lounge singer was her cover for much of the war years. These days, she's only average in height but in her hey-day she was considered statuesque. Talya always makes the effort to blend in with the current decade. In the 40s she did femme fatale. In the 60s it was go-go boots and micro-minis. These days, while swinging from lines accross Freedom City, she favors a leather cat-suit and domino mask. In any era, however, she is a stunning woman with a smokey voice and a rare wry wit. History: Bombshell started out hero. Born in England to an upper-class family, when the war arrived, Talya was quick to head overseas with her group of friends to serve as a spy. Mental training helped her sheild her thoughts and presence from the Nazis. They were even lucky enough to break into a cache of one of the mystical artifacts that was one of the secret weapons. In the ensuing explosion, all four Brits were gifted with eternal life and minor protection. For Talya, she left the war and gave into her thrill-seeking ways, becoming a pre-eminant theif. She abandoned war-torn England for the prosperous US. Still slightly bitter at how her country had been decimated while America thrived, she had no moral qualms with helping herself to that bounty. She only stole artifacts that were not native to the Americas. Never anything as gauche as money. She favored ancient jewelry but any British artifact would do. She clashed with Freedom League greatly during the 60s, enjoying a special game of cat and mouse with the Scarab as her training helped her remain elusive to his senses. When her old 'friends' showed back up, Talya was quick to catch up for old times sake. Unfortunately, they had grown far darker than Bombshell was willing to go. She was a thief but never a killer. In fact, Talya worked with the Freedom League to turn on her old friends in exchange for a minimum sentence. Twenty-five years instead of the life terms the others got. She didn't intend to stay in prison but when Scarab died a few months after her sentance began, she changed her mind. No one knew she was unaging. She'd kept that secret carefully. Instead, she's been biding her time and using her disguise skills to look more fragile with the years. She's been paroled an elderly little old lady but no one realizes that Bombshell's about to break out on the scene of Freedom once again. Personality & Motivation: Bombshell is chaotic, not evil. She'll steal and break most laws but lives by her own moral code. She might even end up working with a hero now and again if her morals align for the situation. She will, not, however play by a hero's rules. She won't kill or cause harm to innocents. She's still liberating British artifacts as its become something of her 'thing' now, but the years have mellowed her patriotic streak somewhat. Powers & Tactics: Bombshell will do her best to cut and run from most conflicts. She's not interested in exchanging blows with meat-heads and considers it a win if she gets away. She prefers, when she has to fight, to strike from stealth and distract or taunt her opponent. She fights with her head but the years have left her a skilled hand-to-hand combatant, plus the magic that imbued her with immortality increases her hand to hand damage. Stats: (0+14+4+4+6+14=42pp) Str: 10 (+0) Dex: 24 (+7) Con: 14 (+2) Int: 14 (+2) Wis: 16 (+3) Cha: 24 (+7) Combat: (10+10=20pp) Attack: +9 (+5, +4 Attack Focus) Grapple: +16 (+9 Attack Bonus, +7 Dex (Grappling Finesse) Defense: +9 (+5, Dodge Focus +4) Knockback: +0 Initiative: +7 Saves: (1+5=6pp) Toughness: +10 (+2 Con, +3 Protection, +5 Defensive Roll) Fort: +2 (+0, +2 Con) Reflex: +8 (+1, +7 Dex) Will: +8 (+5, +3 Wis) Skills: (112r = 28pp) Acrobatics 13 (+20) Bluff 13 (+20) Disable Device 11 (+15) Disguise 13 (+20) Escape Artist 13 (+20) Gather Information 3 (+10) Investigate 6 (+10) Language 4 (German, French, Polish, Russian) Notice 7 (+10) Perform 5 (+12) Search 6 (+10) Sense Motive 7 (+10) Slight of Hand 8 (+15) Stealth 15 (+22) Feats: (25 = 25 pp) Attack Focus x 4 (Melee) Defensive Roll x 5 Dodge Focus x 4 Beginner's Luck Blindfight Evasion Fascinate (Bluff) Grappling Finnesse Hide in Plain Sight Jack of All Trades Quick Change x 2 Second Chance (Stealth) Skill Mastery x 2 (Stealth, Disable Device, Notice, Search, Escape Artist, Gather Information, Disguise, Acrobatics) Sneak Attack Uncanny Dodge Powers: (27 pp) Concealment 2 (ESP, Mental Senses; PF: Selective) [5 PP] Immunity (Aging, Mental (half, selective)) [7 PP] Strike 8 [8 PP] Protection 3 [3 PP] Slow Fall (Super Movement) [2 PP] Swinging [2 PP] DC Block: ATTACKS: SAVE DC: DAMAGE TYPE: (Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other) Unarmed ------ 23/Toughness ------ Bruise/Staged Sneak Attack - 25/Toughness ------ Bruise/Staged
  2. I did ask Q to put up his alt form so I could get ref opinions on things. No worries Q: quick notes. Calm is not going to incite the critter into obeying orders. Its mood is indifferent but that doesn't mean its incapable of acting. I'll get you the rolls on the other two for hypnosis in a sec but wanted to give you that info and give you a chance to edit (if you want). I'll take a look at the alt form more closely when I'm home and can look up a few things.
  3. Home run, slugger! All three are down
  4. Yes, you can reach them by leaping and yes they are in groups of 3
  5. In light of her friend's much more showy explosions on the field, Psyche's glittering trail of energy wasn't very noticible as she floated up and into the control room. She paused breifly to squeeze around the stunned people then let out a sigh at the control panel. It, too, had been rigged with mystic sigils and tech devices and Psyche didn't know where to begin. She knew where to start as she looked through the glass at the labcoated boy and reached for his mind. Unaware of the psychic presence rifling through his brain, the large screen flickered to life with the image of the two masterminds of this little plot. "Citizens of Freedom, despite attempts by the pathetic excuse for heroes-" The voice of the labcoated boy started to boom out before being cut off by the younger boy. "Seriously, Geckoman? And I don't even know the rest of these guys. What, is there some hero convention going on and this was all you had?" The possessed camera panned the kids fighting demons before jumping back to the Labcoated boy who had yanked back the microphone and given his brother a dirty look. "Unless our demands are met, all of Liberty Stadium will feel the wrath of Tech Kid and Mystic Force... the Technomancers!" He paused for an evil laugh, which wasn't bad as evil laughs go. He'd clearly been working on it. "To prove our might we will start by blowing up... the Airship!" The screen went black dramatically as 'Tech Kid' pushed a button on his remote and ended the transmission. During his speech, the kids in question had been swift in dealing with the demons who, when vanquished, exploded in sulfurous puffs of smokes. Except for the patrols of robots, only a few demons remained in the stand. Two cowered at Hellions feet, begging for mercy in their demonic tongue. The only other group of demons was Breakdowns. There, one demon had started to make odd crooning noises back at Breakdown, a strange look on its ugly little face as it seemed entranced by the kid superhero. Its packmates, however, were staring at the entranced demon like it had lost its mind.
  6. Labcoats will save vs. Mindreading Round 2 Wander: 25, 3 HP - Uninjured Breakdown: 24, 3 HP - Uninjured Edge: 21, 4 HP - Uninjured Big Bads: 20 - 3 demons, 2 robots Phalanx: 19, 1 HP - Uninjured Geckoman: 18, 2 HP - Uninjured Demon Patrols: 10 - 2 active demons left from Hellions 2 patrols, 1 calmed in Breakdowns patrol with 2 active Robot Patrols: 10 - 6 patrols Hellion: 9, 2 HP - Uninjured Mystic Force: 8 - Uninjured Psyche: 7, 2 HP - Uninjured The Tech Kid: 6 - Uninjured I'll put up an IC post for Psyche and the baddies then it'll be back to Wander.
  7. Two of the demons leap free of the fire. The others are charred and sent back to their hell dimension
  8. Your mooks also go squish, Ecal: Crap saves for 2, 3rd can't make a dc 27 That leaves 3 groups of demons ko'd, Eddie has engaged 1 and 2 are left whole. The big guys are still in the center along with the boys. There are also 6 robot patrols. Hellion, you're up.
  9. I'd love to get phantom in more threads
  10. Your demons go squish. Q, go ahead and toss up the alt form you want to stunt.
  11. Nope tho you can if you'd like don't worry. Things get harder :twisted:
  12. Its DC 14 to hit the demon. You will hit and knock it out. There are two more demons to hit within range. There are 3 demons in this group.
  13. Iniative: Wander: 25, 3 HP - Uninjured Breakdown: 24 3 HP - Uninjured Edge: 21, 5 HP - Uninjured Big Bads: 20 - 3 Demons, 2 Robots (centerfield) Phalanx: 19, 2 HP - Uninjured Geckoman: 18, 3 HP - Uninjured Patrols: 10 - 6 demons, 6 robots Hellion: 9, 3 HP - Uninjured Mystic: 8, Uninjured Psyche: 7, 2 HP - Uninjured Labcoat: 6, Uninjured Top of round 1. Baddies will be surprised this round so they will not act at their turns. Wander, you're up :)
  14. Alex had gone quiet although her expressions had fluctuated wildly. At first she'd looked guilty, and focused. For Mike, it was easy to guess she was reading the girl's brain. Alex always looked guilty when she was reading minds. Then she'd paused before blushing as red as her hair. Her mental voice projected out to the kids, including Chris, 'Uhm, she wants to do some stuff to Chris that I'd rather not go into if its okay? She's flirting. Sorta. She's also considering giving him to her friend who controls emotions and then they wanna kick him out naked and laugh at him. Or maybe break him and keep him as a lap dog? She's not sure. And scary. And gross.' Alex's face screwed up in embarssment and disgust as she rapidly disengaged from the girls thoughts.
  15. Hmm, why she's toying with Geckoman and what her plans for him are.
  16. Psyche nodded, her eyes wide and frightened but she relayed his commands steadily, I'll head up to someplace I can see everything. My powers all function as long as I can detect the person. I'll keep you informed! I might be able to get up to where all the cameras n' control stuff is. She didn't respond verbally to Mike but she did send him a steady pulse of that affection and rock-solid faith in him that had always defined their friendship. The groups were spread out equidistant around the stadium, at odd places up and down the aisles but the teams remained together although they weren't mixed. All in all, they could count six clumps of demons and the same number of robots. These robots were not human looking like the one James found. Instead they looked suspiciously like the robots from Star Wars: Clone Wars. The demons were all hideous, bristling with fangs and claws and warty looking hides. Down in the center of the field, in addition to the two young men, were three larger and more spikey demons and two more droids. These looked like the battle droids from the same movies. If one had seen the Star Wars flicks it would not be a difficult leap to assume they would be capable of projecting forcefields. Of the boys, the one in the red labcoat was messing with a camera, and the other was offering less than helpful advice.
  17. Iniative: Wander: 25, 3 HP - Uninjured Breakdown: 24 3 HP - Uninjured Edge: 21, 5 HP - Uninjured Phalanx: 19, 2 HP - Uninjured Hellion: 9, 3 HP - Uninjured Psyche: 7, 2 HP - Uninjured Geckoman: ?, 3 HP - Uninjured Once I have Geckoman's init, I'll include the bad men!
  18. 22 notice check for the red-chick's mood. And a DC: 16 will save for her for me to read her mind :)
  19. The cops were setting up a barricade outside and both Edge and Geckoman could see several squad cars outside. The teacher that had driven the kids was frantically arguing with a cop. When the Claremont teacher saw Geckoman walking out and Edge in the window she begain gesturing in desperation at them. It was hard to say what it could be interpreted as. It could have been 'Sneak out now and don't let anyone see you' or 'Headmaster Summers is going to lose it if you end up on tv'. Or possibly 'There's a crazy man in there with a gun'. Breakdown was easily able to access between radio transmissions: "-ty Stadium taken over by two young lunatics-" "-holding the entire Liberty Stadium hostage-" "-waiting for their purported telivised demands!" Psyche dashed up next to Wander, sliding in next to her on her stomach. The two girls were peering out from under one of the benches in the stadium and into the field proper. Psyche projected her vision of the stadium to each of the Claremont kids. In the field proper were two individuals, not too much older than the teens themselves. One was covered in thick robes that looked hot. They were decorated with mystic sigils that seemed to glow but were easily distiguished as reactive fabric paint. The other boy, slightly older, although there was a definate physical resemblance was wearing a red lab-coat with a thick belt with all manner of devices hanging from it. One looked suspiciously like a poke-ball. Of greater concern was the odd device that appeared to be some sort of unholy amalgamation of technology and magic that sat on the field between them. It projected the sickly green field that kept the audience stunned and immoble in their seats. Also worrisome were the small clusters of robots or demons patrolling up and down the aisles. Near the boys were slightly larger demons and robots. Clearly the last line of defense. Just in case. Alex's thought came through after the image: 'This is the part where we come up with a plan, right?'
  20. Alex looked up from the grateful smile she'd aimed at Mark to give a startled look to Erin before she opened up her senses to the room, and directed her gaze to the girl in question. 'Hi, Chris, its Alex, her mental tone projected at Chris, tinged with appology, Erin says there's something weird - wrong - with your friend. Want me to guage her mood?'
  21. Notice results are up in the IC thread.
  22. Eddie and Chris happened to be over by the concession stand and realize no one appears to be able to take their requests. Mike, being the rule follower that he is, notices that the ticket takers are absent and the kids have strolled in without handing their ball park tickets to anyone. James notices that a pair of booted feet are sticking out of one utility clost whose door isn't all the way closed. Mark happens to be turned at just the right angle to see the flashing lights of Freedom's finest showing up in the parking lot. At her place in the stairwell, Erin notices a sound, or in this case, a lack of sound from what should be a stadium full of people. Instead she hears the sort of silence that sends chills down her spine and evokes bad memories for the exchange student. Alex has frozen in the lobby, her hands going to her head, "That's not right. I should feel a bunch of thoughts. Its like... everyone's sleeping? Or all thinking the same thing?"
  23. Alex: 31 We're waiting on Mike then I'll put up what everyone notices
  24. "Uhm, this was all Belladonna's idea," the more talkative one said, gesturing back to the 'witch', "She said she knew a guy with connections for items of real Power and that if we joined her coven, we'd be set! We met her at the Black Cat." The Black Cat was an occult shop in the district. The teen said the name with disdain, clearly having decided that was all parlor tricks. Her moment of rebellion faded and she clutched at the notebook. "Is she, uh, gonna be okay?" Phantom stood, her hands glowing with energy that lifted the 'witch', "I know where she lives. We'll take her home." The teens eyes widened and they stared at the two heroines, obviously revising their ideas of Power. "We're not in her coven," Phantom said with exasperation.
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