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Gizmo

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Everything posted by Gizmo

  1. "Hey, away from that!" Jack shooed Lynn away from the vegetables. Before he could answer any food related questions, Colt outlined his manifold troubles and revealed his wound. The swordsman whistled. "Man, meeting the folks, big step." He glanced between his two housemates and coughed awkwardly. "The, uh, train and laser stuff sounds rough, too. Aheh. You know what?" He gestured to the simmering pans. "I can leave these for a minute. So I'll just... yeah." Pointing over his shoulder with a thumb, Jack backed out of the kitchen to give the couple some privacy.
  2. Jack swore under his breath as Fulcrum reacted to Dark Star's force field. "Stupid. Now she's stewing in her own juices." The swordsman turned back to the cosmically powered hero. "So, yeah. Too much time around Miss Centurion 2010 over there and we're all gonna need toupées. Well, you'll probably be fine. And I guess Grim could just magic her hair back. Not sure about Atlas either way, he's got a thing going on, but--" Jack waved the question away. "Look, whatever, just give me a minute to talk to her then let her go before she radio-smothers herself, okay?" Jogging over to the two massive combatants, he whistled sharply. "Hey, flygirl! A word." Waiting until she came over, Jack hissed darkly. "Listen very carefully. Roof of the Jade Dragon Theater, in one hour. We've got things to discuss." If the paragon was truly familiar with the West End, she'd recognize the name of the cinema, a mainstay in the neighbourhood, specializing in kung-fu movie marathons. "And try to stay away from any groundwater in the meantime, huh?" The swashbuckler's tone and expression made it clear that he was not making a suggestion.
  3. "Ugh..." Jack wiped his mouth with the back of his hand as Grim helped him to his feet. "Baaad trip." With Atlas and Fulcrum restrained, his mundane senses slowly adjusted to take over from his energy awareness, the room gradually coming back into focus and strength returning to his limbs. Brushing the petite shapeshifter aside, Jack stood, grasping his head and wobbling for a moment before steadying himself. His expression dark, he marched down to what was left of the ring. Once he was close enough, he called to the floating referee, modulating his tone to carry to those in standing amidst the debris but not into the crowd over the noise of their own cheers. "'Star, there needs to be a force field around Fulcrum now. Full radiation shielding." He glowered at the heroine; even at rest, she was venting enough Terminus energy to feel like a splinter in the back of his eye.
  4. "Dude, I really don't think we're at the stage in our relationship where pet names are appropriate, you know?" Jack called from the kitchen. Out of costume in simple jeans and a faded t-shirt, the swordsman had a number of pans sizzling on the stove and was in the process of rapidly chopping up a tomato. "Don't force it, we'll get there naturally," he continued with a smirk, pausing in his cooking to wash his hands and amble into the foyer. "What's the matter, someone try to pass off a nine gallon hat as the real deal?"
  5. Added the descriptors. The drawback comes straight from the writeup for the original Midnight in Golden Age, and I'd say "cannot reposition" is pretty significant. The whole drawback is only worth one point off; the "countered by air/wind powers" part isn't a separate drawback. As for the sneak attack, I needed +2 DC to meet caps. If I took Strike 2 I'd need to add Mighty, and that'd be 3 points, and improving his Strength enough to cover it would have been 4 points. Is there a better way of doing it?
  6. Good call. I dropped Evasion 2, put Gadgets up to 'hard to loose' and added the complication. Thanks, durf!
  7. Yeah, go for it. Hopefully I'll be able to get through March without it coming up too much, and then I can buy it up to the more appropriate levels. As good a use for questionnaire and reputation chart pp as any!
  8. Not really; I was trying to reflect that the individual gadgets themselves would be handheld and easy to loose. Is there a better way to do that? I'll probably just end up spending his first pair of point to bring it up to 'hard to loose' anyway.
  9. Done, with Equipment point arithmetic for good measure!
  10. I don't think he'd be appropriate for this first thread, but I'd like to have Jack of all Blades meet up with Madcap at some point as well. Unlike Colt and MA, Jack takes a pretty dim view on supposedly 'reformed' villains, and he'd probably be inclined to fight first and let the cops sort it out later. Once things were cleared up, though, he'd definitely be able to relate to Matt's desire to protect his neighbourhood, and his theatrical fighting style.
  11. Jack of all Blades will almost certainly be hitting Gold status in March and in anticipation of that, I present my new character for your consideration! You may or may not be aware of a certain other character of the same name, but that issue has been discussed and resolved elsewhere. There's nothing too fancy here, so it shouldn't be too hard to get him up to code. Build suggestions are welcome, as well.
  12. Player Name: Gizmo Character Name: Midnight II Power Level: 15 (229/238PP) Trade-Offs: +2 Attack, -2 Damage Unspent PP: 9 Progress to Impervium Status: 89/150 (Platinum Status earned with Jack of all Blades) New hotness here [floatr][/floatr]Alternate Identity: Trevor Hunter Age: 17 Gender: Male Height: 6'2" Weight: 165 lbs. Hair: Black Eyes: Black Sclera With Red Irises Description: Trevor Hunter is a tall, lanky teenager with dark hair just a little too long to be kept tidy and a relaxed demeanour. Although over six feet he's still growing into his full height, giving him a thinness accentuated by angular features. Dressing largely in subdued browns and blacks, he eschews logos and accessories, preferring plain long-sleeved shirts and jackets with a generally uncluttered appearance. His one concession is a battered black fedora which he wears whenever convenience allows. As the second Midnight, he wears a costume only slightly altered from the one used by his grandfather, starting with a lightly armoured jump-suit. Trevor has shortened the trench coat to a jacket to make it more practical for riding the Night Cycle, and added a matte black utility belt containing an array of gadgets. His featureless mask and fedora are in fact the very same ones used by Travis Hunter, although the mask’s functional elements had to be replaced. The entire costume is pitch black save for glowing red eyes. History: Shortly after the Liberty League disbanded in the late 1950s, the mysterious vigilante known as Midnight disappeared, never to be seen again. Remaining active but underground for several years, chemist Travis Hunter eventually settled down and raised a family. Though the occasional crisis would bring him out of retirement, it was never for long and always without public knowledge. The years of exposure to his ‘midnight mist’ had left a greater mark of Hunter than he realised, however. With his son forced to move often due to his job, Hunter’s grandson Trevor came to live with the now elderly, though still remarkably vigourous, chemist in his sizeable estate. This turned out to be fortuitous, for when Trevor’s metahuman abilities manifested at puberty, his grandfather instantly recognised the familiar light blocking gas he produced. Calming the confused youth, Hunter revealed to him the long abandoned ‘Midnight Manor’ hidden below their home and explained his history as a masked crime fighter. The moment the old, flickering lights illuminated the glass case containing the Midnight costume, Trevor’s fate was sealed. He knew his destiny was to follow in his grandfather’s footsteps and, seeing the boy’s determination, Hunter had to agree. Trevor’s training began immediately, with the condition that he was not to venture out into the city until he earned his license and refurbished one of the Manor’s decrepit vehicles to drive himself there. To Hunter’s chagrin the mechanically inclined Trevor not only met both conditions with surprising ease, but insisted on claiming the Night Cycle as his transportation of choice. The new Midnight’s first forays into the world of super heroism caught the attention of Duncan Summers, who recognised the modus operandi of the hero who was in many ways the spiritual predecessor of the Raven. Sending his daughter out to make contact with the teen, Summers invited Trevor to enrol at Claremont Academy. With his grandfather’s blessing he accepted, eager to give a new generation of villains a very good reason to be afraid of the dark. Personality & Motivation: Trevor is outwardly reserved without being cold. He’ll smile slightly rather than laugh, and he’ll narrow his eyes rather than shout belligerently. What sense of humour he does display is bone dry, often leaving those he interacts with uncertain if he made a joke or not. Slow to anger, he has little interest in social drama and is unfailing genuine in his sentiments. Content to let others have the spotlight, when he does speak his words carry a weight that belies his years. Fighting crime is a point of family pride for Trevor, one he takes very seriously. The exploitation of the innocent is one of the few things sure to draw a reaction from the typically demure teen, and he takes a good deal of satisfaction from utilising fear against the villains who make it their stock and trade. Powers & Tactics: Trevor is able to produce clouds of “midnight mistâ€, the gas invented by his grandfather, at will. The mist blocks out light, plunging those caught in its wake into darkness. Using his specially designed goggles, Trevor takes advantage of the cover to terrify his foes and strike undetected, leaving no trace of himself save unconscious criminals. A secondary power clouds his presence from telepathy and other mental senses, making him a shadowy figure even on the mental plane. Supplementing these powers are an array of compact gadgets secreted about the pockets of his coat and belt. Complications: Camera-Shy: Trevor prefers to remain unseen by the public; the shadows are where he does his best work. Disarmed: Trevor's coat and belt need to be removed to completely deprive him of his gadgets, but many of the individual items are hand-held, and can be disarmed as such. Don’t Touch The Hat: Don’t. Touch. The Hat. Erin White: Dating. It's complicated. Frightening: The Midnight costume is great for scaring bad guys, not so great for reassuring civilians, especially kids. Honest: Trevor’s a lousy liar, to the point of bluntness. Legacy: Living up to his inherited code name means the world to Trevor. Loyalty: Trevor insists he's only a part-time member of Young Freedom, but his teammates know better and deep down, so does he. Mental Familiarity: Trevor and Eve Martel have developed their telepathic rapport to the point where she is unaffected by his otherwise difficult to read mind. Abilities: 8 + 6 + 6 + 4 + 4 + 10 = 38PP Strength: 26/18 (+8/+4) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 20 (+5) Combat: 18 + 12 = 30PP Initiative: +3 Attack: +9 Ranged, +15 Melee Grapple: +23/+19 Defense: +13 (+6 Base, +7 Dodge Focus), +3 Flat-Footed Knockback: -8/-5, -6/-3 Flat-Footed Saving Throws: 4 + 5 + 8 = 17PP Toughness: +16/+10 (+3 Con, +4 Defensive Roll, +9 Protection or +3 Midnight Costume) Fortitude: +7 (+3 Con, +4), +9 Sensory Shield (Vision) Reflex: +8 (+3 Dex, +5), +10 Sensory Shield (Vision) Will: +10 (+2 Wis, +8), +12 Sensory Shield (Vision) Skills: 136R = 34PP Acrobatics 7 (+10)Skill Mastery Craft (Mechanical) 13 (+15) Disable Device 8 (+10) Drive 12 (+15)Skill Mastery Gather Information 5 (+10)Skill Mastery Intimidate 20 (+25)Second Chance, Skill Mastery Investigate 8 (+10) Knowledge (Streetwise) 3 (+5) Knowledge (Tactics) 13 (+15) Knowledge (Technology) 3 (+5) Language 2 (ASL, French, English [Native]) Medicine 3 (+5)Skill Mastery Notice 8 (+10)Skill Mastery Perform (Dance) 1 (+6) Sense Motive 13 (+15)Skill Mastery Stealth 17 (+20)Skill Mastery Feats: 47PP Attack Focus (Melee) 6 Benefit 2 (Wealth 2 [Rich]) Blind-Fight Defensive Roll 2 (+4 Toughness) Distract (Intimidate) Dodge Focus 7 Evasion 2 Equipment 10 (50EP) Hide in Plain Sight Jack of All Trades Luck 3 Master Plan 2 Power Attack Second Chance (Intimidate) Skill Mastery 2 (Acrobatics, Drive, Gather Information, Intimidate, Medicine, Notice, Sense Motive, Stealth) Sneak Attack Startle Takedown Attack 2 Well-Informed Powers: 5 + 27 + 5 + 19 + 1 + 6 = 63PP Concealment 2 (All Mental Senses, Extras: Duration [Continuous], Flaws: Permanent) [4PP] + Concealment 1 (ESP Effects, Extras: Duration [Continuous], Flaws: Limited [Mental/Psychic Effects], Permanent) [1PP] (Mutant, "Shadowy Presence") [5PP] Gadgets 3 (15PP Variable Power, Any Power, Multiple Powers At Once, Extras: Action 2 [Free], Duration [Continuous], Flaws: Hard-To-Lose) [27PP] (Utility Belt & Coat) Example Gadgets Immunity 10 (Mental Effects, Flaws: Limited [1/2 Effect]) [5PP] (Mutant, "Telepathic Resistance") Midnight Mist 8.5 (17PP Array, Feats: Alternate Power 2) [19PP] (Mutant) Base Power: Midnight Mist [16 + 1 = 17PP] Obscure 4 (Olfactory & Visual Senses, 50ft radius, Extras: Action 2 [Free], Independent, Flaws: Range [Touch]) [16PP] (Gaseous Cloud) Speed 1 (10MPH / 100ft per Move Action) [1PP] Alternate Power: Supersaturated Muscle Tissue [8 + 9 = 17PP] Enhanced Strength 8 [8PP] Protection 9 (Extras: Force Field [Free Action, Sustained Duration]) [9PP] Alternate Power: Mist Form [5 + 12 = 17PP] Flight 2 (25MPH / 250ft per Move Action, Feats: Subtle) [5PP] Insubstantial 2 (Extras: Action [Reaction]) [12PP] (Gaseous Cloud) Sensory Shield 1 (Visual) [1PP] Super-Senses 6 (Counters Obscure [Visual Senses, All Descriptors], Infravision) [6PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC19(21*, 25^) Toughness (Staged) Damage (Physical) Escrima Sticks Touch DC22(24*, 28^) Toughness (Staged) Damage (Physical) *Sneak Attack, ^Supersaturated Muscle Tissue Abilities 38 + Combat 30 + Saves 17 + Skills 34 + Feats 47 + Powers 63 = 229/238 Power Points
  13. Gizmo

    After Midnight

    Cool, alright. I'll put Trevor up in the Character Bank to try to get him approved in time for March. Thanks for weighing in on this, everyone.
  14. For the sake of argument, I was roughly treating Fulcrum's surge attack like a Nauseate check against Jack's Fortitude; since that's only +5 and the DC was 32... I'm just assuming it messed him up pretty bad. Probably won't do that every time this happens, since he'd be expecting it now, but right after Atlas' 300 megaton punch, this really did him in. EDIT: Since this takes place before the Interceptors Intervention thread, Jack's still being kind of a jerk. He just wanted to take a night off from thinking about dying and getting all hellfired-up, but nooooo, Mona had to go and spill Terminus energy all over his new blouse. Also, I have no idea if Dark Star can even shield from radiation, but neither does Jack; he's just assuming. 'Cause, hello, cosmic guys can do anything.
  15. Nyrath, come out an pla-ay...!
  16. Just as Jack's vision was clearing from Atlas' kinetic onslaught, Fulcrum unleashed her own full power. The paragon's aura lashed out, a thousand tentacles of macabre anti-light flaring up and ripping at the very fabric of the world. The bulk of the sickening emissions wrapped around her arm, drilling into the Russian, but the serrated strings flew out to whip hungrily at everyone in the audience. For the energy aware swordsman, it was like his brain and stomach experiencing whiplash in two separate directions. Blindly he tried to leap from his seat, but his knees buckled and he fell, nauseating vertigo making the arena spin about him. Shuddering, Jack emptied his stomach over the cement stands, vomit mixing with a trickle of blood from his nose. "Hurghnagh..." He struggled feebly to get his limbs to obey his mental commands, but it was all he could do to keep himself propped up on his hands and knees as another wave of vomit poured forth. "Gotta... hgh... pe...people... away... ngh..."
  17. Gizmo

    After Midnight

    Weeell... Little bit, they do. In ex3lev3n's version, the original Midnight is just gone, and his version is a spoiled rich dude who stumbles upon the abandoned Manor and pretty much decides to take all the cool stuff for himself, once he convinces Doc Metropolis to magic it all fixed. In mine, the original is still around, but retired, and the Manor is undisturbed, but full of outdated and broken tech that needs to be slowly refurbished (ie bought with Equipment over time). There's no way the original Midnight would have let ex3lev3n's Midnight II run around if he was still on hand to do something about it. I could mess around a bit to make it all fit, but it seems like a disproportionate amount of effort and compromise to make over a character who barely existed in the first place. Sorta like saying Jason Todd was really the third Robin 'cause some random kid dressed up as Robin for a couple of pages in an old Golden Age comic or something.
  18. Gizmo

    After Midnight

    That was my feeling. If we were talking about a character who'd gotten a significant amount of play, I wouldn't have even asked.
  19. Gizmo

    After Midnight

    Okay, so, here's the deal. Jack's coming up on Gold, and after monkeying around with a bunch of character concepts I got one together that I really like. He's a Claremont student and a legacy character! Yay! Midnight II, the grandson of the original Liberty League member. Except I found out afterward that ex3lev3n already had his own version of Midnight II, and not surprisingly, the back stories clash a little bit. The existing version was only around long enough to earn a single, solitary pp, however, and was almost immediately NPC'd, while ex3lev3n himself hasn't been heard from in a couple of months. Now, I'm a man who generally loves him some continuity, but I'm wondering if this is a situation where I can Superboy-punch the other version into a corner and ignore it. Alternately, I could try to work around it, but it would really hobble some of the key points in my guy's history. I guess I'm looking for a yay or nay from you lovely staff-type-persons. Obviously you need to get a look at the character I'm proposing, so here's the first draft: Players Name: Gizmo Power Level: 10 Trade-Offs: +4 Attack, -4 Damage, +2 Defence, -2 Toughness Unspent PP: 0 Characters Name: Midnight II Alternate Identity: Trevor Hunter Age: 17 Gender: Male Height: 5’10†Weight: 135 lbs Hair: Black Eyes: Brown Description: Trevor Hunter is a tall teenager with dark, well-kempt hair and a relaxed demeanour. Dressing largely in subdued browns and blacks, he eschews logos and accessories, preferring plain long-sleeved shirts and jackets with a generally uncluttered appearance. His one concession is a battered black fedora which he wears whenever convenience allows. As the second Midnight, he wears a costume only slightly altered from the one used by his grandfather, starting with a lightly armoured jump-suit. Trevor has shortened the jacket to make it more practical for riding the Night Cycle, and added a utility belt containing an array of gadgets. His featureless mask and fedora are in fact the very same ones used by Travis Hunter, although the mask’s functional elements had to be replaced. The entire costume is pitch black save for glowing red eyes. History: Shortly after the Liberty League disbanded in the late 1950s, the mysterious vigilante known as Midnight disappeared, never to be seen again. Remaining active but underground for several years, chemist Travis Hunter eventually settled down and raised a family. Though the occasional crisis would bring him out of retirement, it was never for long and always without public knowledge. The years of exposure to his ‘midnight mist’ had left a greater mark of Hunter than he realised, however. With his son forced to move often due to his job, Hunter’s grandson Trevor came to live with the now elderly, though still remarkably vigourous, chemist in his sizeable estate. This turned out to be fortuitous, for when Trevor’s metahuman abilities manifested at puberty, his grandfather instantly recognised the familiar light blocking gas he produced. Calming the confused youth, Hunter revealed to him the long abandoned ‘Midnight Manor’ hidden below their home and explained his history as a masked crime fighter. The moment the old, flickering lights illuminated the glass case containing the Midnight costume, Trevor’s fate was sealed. He knew his destiny was to follow in his grandfather’s footsteps and, seeing the boy’s determination, Hunter had to agree. Trevor’s training began immediately, with the condition that he was not to venture out into the city until he earned his license and refurbished one of the Manor’s decrepit vehicles to drive himself there. To Hunter’s chagrin the mechanically inclined Trevor not only met both conditions with surprising ease, but insisted on claiming the Night Cycle as his transportation of choice. The new Midnight’s first forays into the world of super heroism caught the attention of Duncan Summers, who recognised the modus operandi of the hero who was in many ways the spiritual predecessor of the Raven. Sending his daughter out to make contact with the teen, Summers invited Trevor to enrol at Claremont Academy. With his grandfather’s blessing he accepted, eager to give a new generation of villains a very good reason to be afraid of the dark. Personality & Motivation: Trevor is outwardly reserved without being cold. He’ll smile slightly rather than laugh, and he’ll narrow his eyes rather than shout belligerently. What sense of humour he does display is bone dry, often leaving those he interacts with uncertain if he made a joke or not. Slow to anger, he has little interest in social drama and is unfailing genuine in his sentiments. Content to let others have the spotlight, when he does speak his words carry a weight that belies his years. Fighting crime is a point of family pride for Trevor, one he takes very seriously. The exploitation of the innocent is one of the few things sure to draw a reaction from the typically demure teen, and he takes a good deal of satisfaction from utilising fear against the villains who make it their stock and trade. Powers & Tactics: Trevor is able to produce clouds of “midnight mistâ€, the gas invented by his grandfather, at will. The mist blocks out light, plunging those caught in its wake into darkness. Using his specially designed goggles, Trevor takes advantage of the cover to terrify his foes and strike undetected, leaving no trace of himself but unconscious criminals. A secondary power clouds his presence from telepathy and other mental senses, making him a shadowy figure even on the mental plane. Supplementing these powers are an array of compact gadgets secreted about the pockets of his coat and belt. Complications: Camera Shy (Trevor prefers to remain unseen by the public; the shadows are where he does his best work.) Don’t Touch the Hat (Don’t. Touch. The Hat.) Honest (Trevor’s a lousy liar, to the point of bluntness) Frightening (The Midnight costume is great for scaring bad guys, not so great for reassuring civilians, especially kids.) Legacy (Living up to his inherited code name means the world to Trevor.) Abilities: 30pp Str: 14 (+2) Dex: 16 (+3) Con: 14 (+2) Int: 14 (+2) Wis: 14 (+2) Cha: 18 (+4) Combat: 36pp Attack: +10 (+14 melee) Grapple: +16 Defence: +12 (+4 flat-footed) Knockback: -4 (-2 flat-footed) Initiative: +3 Saves: 12pp Toughness: +8 (+2 Con, +4 Defensive Roll, +2 Midnight Costume) Fortitude: +4 (+2 Con, +2) Reflex: +5 (+3 Dex, +2) Will: +10 (+2 Wis, +8) Skills: 80r = 20pp Acrobatics 7 (+10) Craft (mechanical) 13 (+15) Disguise 1 (+5) Drive 12 (+15) Gather Information 1 (+5) Intimidate 15 (+19) Knowledge (streetwise) 3 (+5) Knowledge (technology) 3 (+5) Notice 8 (+10) Slight of Hand 2 (+5) Stealth 15 (+18) Feats: 29pp Attack Focus 4 (melee) Benefit 2 (Wealthy) Blind Fight Defensive Roll 4 Distract (Intimidate) Dodge Focus 4 Equipment 3 Evasion 2 Hide in Plain Sight Power Attack Second Chance (Intimidate) Skill Mastery (Acrobatics, Drive, Intimidate, Stealth) Sneak Attack 3 Startle Powers: 23pp Obscure 3 [midnight mist; visual, 25’ radius, Extra: Continuous, Flaw: Fades, Drawback: Cannot reposition, countered by air and wind powers] [5pp] Concealment 2 [all mental, Power Feat: Close Range, Flaws: Partial, Phantasm] [2pp] Device 1 [Midnight mask; hard to loose] [4pp] Gadgets 2 [utility coat and belt; 10 points, easy to loose] [12pp] DC Block: Unarmed -- DC 17/Toughness -- Bruised Sneak Attack -- DC 21/Toughness -- Bruised Costs: Abilities 30 + Combat 36 + Saves 12 + Skills 20 + Feats 29 + Powers 23 = Total Cost 150
  20. "Creepy voice...?" Jack asked raising an eyebrow. His confusion was cut short by Grim's next statement. "Whoa-ho, hey now, who says I'm not doing, y'know, just fine for myself, huh? I mean, I... guess I did, but... uh... shut up." The swashbuckler cleared his throat and adjusted the waist of his bodysuit. "Well, if this friend of yours is good police, that sounds like a good place to start," he allowed, changing the subject. "Dunno how much training in crazy evil fire sword things they get downtown these days, but I guess everybody's gotta have a hobby." He let out a long sigh when Colt suggested getting a drink. "Dios yes."
  21. Sure. I think what I want to do is eventually have Jack take on the big demon again... in his mind. Winning gives him control over the hellfire. I'll have to get the stats from Cyroa, but you could have Colby do some research and suggest that sort of thing.
  22. "You know I heard that," Jack agreed, pointing back at Colt when the cowboy posited that the pair of them were just too pretty to be damaged. Smirking, he turned back to fight just in time for a massive wave of kinetic energy to temporarily white-out his energy sense. "Dios...! That's just... that's... wow." he finished lamely. His mind positively boggled at the amount of force Atlas had just unleashed, but it wasn't until he realized that Fulcrum was still standing that his jaw dropped. The verbose rogue found himself sputtering, for once at a loss for words.
  23. A figure appeared on the roof of the warehouse just above the gaping hole, greatcoat flapping behind him and crackling electrical rapier held loosely at his side. "You heard the hipster, kids. You're already outnumbered in collective IQ points; how about coming along quietly?" called Jack of all Blades from his perch above the scene. He'd been the closest Interceptor to the robbery when Vince had gotten word; a quick change and some rooftop acrobatics later and he was ready to show the superpowered thieves how they did things in the West End. The swashbuckler quickly scanned the opposing forces. Vince's intel said they were called the Power Pack, but there hadn't been time for much beyond that. The big guy and the fast guy wouldn't be an issue; they'd have to close to fight him and he was confident he could easily deal with them in melee combat. The other two members of the Pack were harder to pin down; probably ranged fighters, he decided, which meant they were the higher priority. His eyes fixed on the comelier of the two with a twinkle. "Well, hey there," he grinned in Force's direction. "How you doin'?"
  24. So... 40 - Dash 20 - Breakdown 17 - Strong Man 16 - Mongrel Angel 15 - Jack of all Blades 12 - Burn 6 - Thad Minker 2 - Force ...yeah? (Yes, I realize that all of that is listed above, but you just know sooner or later you're going to have to check and it'll be nice to have it in one place.)
  25. Jack silently stared unblinkingly into the deep blue flames, giving little indication of hearing what Grim was saying. When she produced the card, he finally tilted his head to the side to look directly at her for a long moment before dropping his gaze to the paper rectangle in her hand. As he did, he lowered the arm holding the eerie blade, and the fire at it's tip inadvertently licked across the card. The swordsman blinked rapidly as it caught alight. "Gah!" he exclaimed, releasing the blade into nothingness as he swatted the burning paper out of the shapeshifter's hand. It was consumed before it hit the floor. Jack followed its path with his eyes before clearing his throat and looking back up, his expression chagrined. "Jeez, sorry, I... ngh. That, uh, that wasn't the real card, right?"
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