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Taar

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  1. After meeting the heroine Divine, Sarah had kept in touch with her. Thus when Moira had called with an offer to patrol together, she'd eagerly agreed. Meeting up later, the two headed out on Divine's motorcycle. Deciding to range northwards, they had been patrolling through Hanover when Sarah saw something flash by overhead. Curious, she asked Divine to follow, and the duo arrived in time to hear Phalanx's challenge. Drawing her sword from it's dimensional holding place, Sarah wrapped herself in the space-warping properties of what she was privately beginning to think of as her "AT Field." Flashing a quick grin at Divine, she teleported to a spot on the roof where she could observe the situation, letting the caped hero keep the attention on himself and prepared to strike if things turned violent.
  2. Taar

    Seeking Delphi (IC)

    Arching a brow at "fortune cookie advice," Sarah pondered for a few moments. "I suppose most importantly, is there any sort of network or something heroes could call if they come across something they can't handle? Not trying to brag but if I hadn't happened along at the same time he did, Knight, the other hero I've met, would probably have been killed by that cult. Or someone comes across something big going down and the Freedom League happen to be in Dimension X that week." After pausing to take another drink, she continued, "Does anyone collaborate on a patrol schedule, or have some sort of central contact they can pass information through, stuff they can't make sense of themselves or that doesn't really apply to what they're working on, but might be important for some other hero?" Looking up at Moira again, "I get that most heroes seem to be solo operators, but is anyone working to even semi-coordinate people? Just in case?"
  3. I'd like sign Sarah up for this, please
  4. Taar

    Seeking Delphi (IC)

    Sarah watched as the bartender headed into the back, wondering why exactly he'd been sniffing the air so heavily. Quickly downing her drink, she popped a breath mint into her mouth just in case. She sat crunching on it while quietly waiting for her hostess to hopefully appear. The wait was not a long one as Moira Morley entered the barroom shortly thereafter, followed by the bartender. Sarah quickly swallowed the last bits of mint as she saw her. Wow. The photos did not do that woman justice. She quickly stood up as Moira approached, trying not to stare. Smiling, Sarah offered her hand in greeting. "Hello, Ms. Morley, I'm Sarah Prescott. Thank you for your time." Retaking her seat, Sarah watched Moira expertly mix her a new drink. Nodding her appreciation for the free rum, she took a swallow while considering the redhead's question. "Well, it's like this. Did you see the news this last Saturday about the Hunter Museum? This old sword sort of fell into my hands during the attack, and next thing I know I'm basically a superhero. And I want to do something useful with this, but I have no idea what I'm doing. I don't know anyone, well, I met this guy the other night who had powers too, but we didn't talk much, what with the demon and all. I'm just sort of stumbling around blindly here. Randomly wandering around without any sort of real plan or contacts. You've been a superhero for a few years now, even a member of the Knights when they were still around, you're identity's public, and well... You just seemed a lot more approachable than Captain Thunder." Blushing slightly at the way she was babbling, Sarah fiddled with her glass a bit before continuing. "Anyways, I guess I was hoping for some advice or something on how to do all this," she said, waving a hand vaguely around.
  5. Taar

    Seeking Delphi (IC)

    "Yeah, thanks." "My name's Sarah Prescott."
  6. Sarah chewed her lip worriedly as she approached the bar. She wasn't entirely sure if anything truly productive would come of this. Hopefully this would give her some guidance on what she could do, or at least some decent liquor. Entering Morley's, the woman, dressed in jeans and a green t-shirt with a stylized bear design, gave the bar a look over, taking in place's ambiance. Not seeing who she was looking for immediately, Sarah headed over to the bar. Smiling in greeting to the man behind it, she took a seat. "Hello. May I have a rum sour, please?" After getting her drink, she takes a sip before looking up, "Is the owner, Ms. Morley, around today?"
  7. Sarah Prescott Uninvited Guests (2) Seeking Delphi (8) Feather & Blade (6) No Mutation Without Representation! (7) Unearthing the Past - Part One (1) Monsters in the Streets! - Greenback (2) Total 2+8+6+7+1+2 = 26
  8. Snarling in anger at being denied her target, Sarah began clawing at the demon's cloak. Hearing more grunts of pain from underneath, she sped up her efforts. Finally managing to yank the heavy cloth away, she saw the monster still wrapped around her erstwhile ally, gnawing an even larger hole into him.
  9. Attack roll 23 Used Extra Effort to Surge Attack roll 14
  10. "And where do you think you're going!" Warping up after the hellspawn, Sarah aimed a slash at the thing's back. While the strike seemed to land true, the demon's flesh proved far more resilient this time, deflecting the blade easily. Letting out a grunt of annoyance, she quickly recovered and thrust up at the fiend's head, only to be foiled again as her sword skittered off it's unnaturally strong skin.
  11. 19 to hit DC 23 Toughness save. Lethal damage.
  12. Sarah took a quick glance at the man on the catwalk, thankful that appeared to be on her side. Taking advantage of the demon's distraction from it's failed attack, she stabbed her runeblade into the thing's side, trying to destroy it quickly and put the poor woman's body to rest. Despite the thing's incorporeal form, the blade bites into it's flesh easily, tearing a large wound from which large streams of reddish energy sprayed forth before streaming into the sword.
  13. A wild grin split Sarah's face at the corpse and it's minions' response. With a screech of rent air, the young woman vanished from the catwalk above. Reappearing amidst the cultists, the air around her began to distort and shift wildly, causing her apparent position to vary wildly with each movement. Swinging her sword wide , it now glowing with a sick red light, a howling rift full of maddening colours tore through several of them, dropping them from the resulting shock. As the remainder fell upon her, they found their strikes passing through false images, sliding off solid spatial distortions, or even twisting through back to somehow hurt themselves. Laughing wildly, Sarah spins and slashes more of them, her blade passing through them like smoke and trailing streams of red light that are quickly sucked into the weapon before slipping into thin air and coming out across the warehouse from the crowd. Still giggling to herself Sarah began scything more of the rifts through the remainder of the cultists, teleporting behind the last one with her sword thrust through his chest. Flourishing the blade as he fell unconscious, she turned to face the possessed corpse. "I'm terribly sorry, I seem to have exhausted all the partners you supplied me with. Would you do me the honour of a last dance then?" Saluting her opponent, Sarah entered en garde.
  14. Sarah Prescott sat in a recliner, staring out south through the open balcony doors. Behind her she could hear her cat chasing it's jingle ball around the living room. The last few days had been unusual, to say the least. She was actually looking forward to going back to work tomorrow, get some normalcy back. She looked over at the sword resting in it's new stand in the corner, glinting oh-so-innocently in the late afternoon light. Her sword now she supposed, though at times using it felt like hitting a bad patch of ice at 80 mph. Then there was the damage to her psyche. After handing the bleeding and unconscious attackers over to the police, Adrian Eldritch who apparently consulted for the Hunter Museum, offered to escort her to the Albright Institute to find out what had happened to her. It seemed that what according to Eldritch was a failed possession attempt had left some nasty mental scars. Her emotional balance was off, she would be more vulnerable to future mental assaults, and she'd completely lost her ability to feel fear. The sword itself, which dated back to sometime after Atlantis, had bonded to her. In light of the fact it would make it's way back to her even if she gave it up, the Museum had gifted it to her in thanks for stopping the attackers. Still, she could do some cool things now. All her little scars and blemishes had disappeared when she was infused by the sword. She had telekinesis, healing abilities, and the world's coolest pocket. She'd already stashed first-aid supplies and a set of camping gear in it, along with a few changes of clothing and her 'costume.' Noticing the sunlight starting to fade, Sarah got up to put the dishes from dinner away. Changing into the black suit she was using as a costume, she tied a black bandit mask over her face. Picking up her sword, she took another look out the balcony window. Maybe she'd try for something more challenging than just muggers tonight.
  15. Growling slightly at being too late to stop the sacrifice, Sarah stepped out onto the catwalk. "Well, this doesn't look like particularly upstanding behavior" she called out, sword resting on her shoulder. "I think we all need to have a friendly chat. With tea and maybe cookies."
  16. Sarah initiative roll is 18.
  17. Sarah Prescott Reflections (1) Uninvited Guests (5) Total 1+5 = 6 posts
  18. Deciding to finally give herself a challenge, Sarah decided just mugger hunting tonight wouldn't suffice, and so wandered farther afield once night fell. During her meandering, something finally caught her eye. Dim light coming out of a warehouse with no workers moving around? Moving closer, she peeked in through a window. Seeing a group of people inside, she decided to investigate. Spying what looks like some offices overlooking the main floor, Sarah quickly teleported inside of one of them. Appearing in what looks like a breakroom, Sarah moved over to door. Cracking it open slightly, she tried to figure out what was going on. As she moved to see what was happening the sensation she'd come to associate with active magic washed over her Sarah concentrated on what was happening, trying to figure out what was going on.
  19. Sarah eagerly looks forward to stabbing things.
  20. Taar

    Secret Identities

    Greetings fair citizens. I just recently found this place through TV Tropes. I live in the Huntsville area of Alabama in the US, and work at a bank there. I've been gaming for a little over a decade now, all of it face-to-face, so this is my first experience with a PbP game. I don't have a great deal of experience with the M&M system either, having only picked it up within the last year. I look forward to gaming with you all.
  21. [floatr][/floatr]Player Name: Taar Character Name: The Cheshire Blade Power Level: 11 (159/161PP) Trade-Offs: -1 Attack / +1 Damage (Melee) Unspent PP: 2 Progress To Bronze Status: 11/30 In Brief: Mystic swordswoman with an life-sucking sword and a snazzy suit! Alternate Identity: Sarah Prescott Identity: Secret Birthplace: Hopewell, New York, USA Occupation: Programmer, Adventurer Affiliations: Star Island SCC Family: Frederick Prescott II (Father), Frederick Prescott Senior (Paternal Grandfather), Danica Prescott (Mother), Matthew Prescott (Brother), Lisa Prescott (Sister-in-law), James Prescott (Nephew), Karolina Gurov (Aunt) Age: 28 (DoB: March, 1983) Gender: Female Ethnicity: English / Slavic Height: 5'7" Weight: 132 lbs. Eyes: Green Hair: Ash-Blonde Description: Sarah is a slim, fit young woman who, while attractive, should not be as striking as she is. Closer inspection reveals eyes a shade of green too bright, actually reflecting light at the right angles; an unusual level of physical grace; and a sort of wild, charismatic presence, like some great predator stalking through life. She usually wears her hair drawn into a ponytail and prefers loose jeans with a t-shirt or blouse. When up to heroic antics, the Cheshire Blade wears a dark suit and tie, with a black domino mask over her eyes. Her weapon is a bastard sword forged from black steel with red-glinting Atlantean runes scrawled along the blade. Power Descriptions: The surge of power when she first took up the sword left Sarah’s body mystically enhanced as well has gifting her with knowledge of an ancient style of sorcery as well as stray flashes of knowledge and skill, accounting for her new talent for swordplay. It also left her with a need to be slightly more careful around cast iron and bad nightmares from some of the more unpleasant memories she absorbed. Her runeblade is able to partially phase through different dimensions, both allowing her to harm incorporeal beings, but also inflict non-lethal wounds. In addition it is able to twist the fabric of space around her, distorting her actual position from moment to moment. Sarah can also briefly tear open a rift in space and send it slashing through her foes. Sarah's own magic typically expresses itself as blue-tinged, crystalline light, giving a gem-like appearance to any powers she invokes, and she has enchanted a ring with a number of protective spells. History: Born in a mid-sized town in western New York, Sarah had a fairly normal, if slightly nerdy, childhood. After getting into the Hanover Institute on a scholarship program, she majored in Computer Science. Upon graduation, she was able to get a job with the SCC, coding test programs for various pieces of equipment. While she always admired several superheroes and often daydreamed of being one herself, nothing had come of those dreams until a group of criminals attacked the Hunter Museum while she was visiting. A stray energy blast collapsed the floor near where Sarah was hiding, dropping her into a storage room containing several magical artifacts Adrian Eldritch had yet to catalogue. Dazed from the fall, Sarah felt herself drawn towards one item in particular: a large sword that seemed to pulse in time with her heartbeat. The instant she laid hand to the blade, her life changed forever. Her world disappeared in flaming agony as some dark presence within the blade invaded her mind even as a torrent of energy poured through her body. The sword had belonged to a sorcerer-king from the time shortly after the Great Cataclysm. Slain in combat, the wizard’s essence had retreated into the blade, waiting the day when a descendant would lay hands on it. After millennia, the spirit of Sarah’s distant ancestor sought to consume her mind and soul and thus be reborn in her body. Though not understanding what was happening, Sarah refused to submit to the dark will. Whether her determination to live, time having robbed the spirit of its power, or both, the spell was turned back on its caster and the mage was instead destroyed with everything he was given to his many times removed granddaughter. Awakening from the ordeal Sarah found the pain completely gone, a sword, her sword eager to be put to use again, and a whole bunch of bad guys waiting to be thrashed. Since then she has taken up heroics and begun studying the arcane in order to master her new powers. Personality & Motivation: Sarah is friendly if often quiet person, preferring to listen with brief interjections. Formerly fairly controlled, recent events have left her with a tendency towards boredom, a violent streak, and occasionally erratic behavior. Her stubbornness and determination to do the right thing means she fully intends to use her abilities to help protect people. Powers & Tactics: The Cheshire Blade's preferred tactics are fairly simple. Teleporting hit-and-run attacks against singular targets or standing back and pelting foes with spatial rifts against groups. Complications: :!: Psychic Scarring: The failed possession attempt nevertheless left deep scars upon Sarah’s mind not only weakening her resistance to future mental assaults, it damaged her emotional control, attention span, and sense of self-preservation. :!: Responsibility: Employed as a software engineer with the Star Island Space Control Center. :!: Secret: Identity. :!: Weirdness Magnet: Her new nature, coupled with the powers of her sword, means strange supernatural things are drawn towards her. Abilities: 0 + 0 + 2 + 5 + 0 + 0 = 7PP Strength: 20/10 (+5/+0) Dexterity: 20/10 (+5/+0) Constitution: 20/12 (+5/+1) Intelligence: 20/15 (+5/+2) Wisdom: 20/10 (+5/+0) Charisma: 20/10 (+5/+0) Combat: 8 + 8 = 16PP Initiative: +5/+0 Attack: +4 Ranged, +9 Melee Grapple: +14/+9 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -5/-0, -2/-0 without Ring Saving Throws: 3 + 3 + 0 = 6PP Toughness: +10/+1 (+5/+1 Con, +5 Ring) Fortitude: +8/+4 (+5/+1 Con, +3) Reflex: +8/+3 (+5/+0 Dex, +3) Will: +5/+0 (+5/+0 Wis, +0), +10 (Impervious 5) vs Mental Effects with Ring Skills: 36R = 9PP Computers 5 (+10) Craft (Electronics) 4 (+9) Intimidate 5 (+10) Knowledge (Arcane) 5 (+10) Knowledge (Technology) 4 (+9) Languages 1 (Atlantean, English [Native]) Notice 6 (+11) Sense Motive 6 (+11) Feats: 16PP All-Out Attack Attack Focus (Melee) 5 Dodge Focus 6 Fearless Jack of All Trades Power Attack Ritualist Powers: 17 + 12 + 22 + 8 + 10 + 5 + 10 + 10 + 10 + 1 + 1 + 6 + 1 = 113PP (All powers have the "Magic" descriptor) Atlantean Sorcery 7 (14PP Array; Feats: Alternate Power 3) [17PP] Base Power: Spatial Control 3 (300 ft per Move Action, 1,000ft per Full Action; Extras: Accurate; Feats: Change Direction, Change Velocity, Turnabout) [12PP] Alternate Power: Dimensional Pocket 6 (5,000 lbs.) [12PP] & Features 2 (Quick Change 2) [2PP] Alternate Power: Move Object 4 (Lifting STR 20 [Heavy Load: 400 lbs.]; Extras: Range [Perception]; Feats: Precise) [13PP] (Mystic Hand) Alternate Power: Healing 10 (Flaws: Distracting; Feats: Persistent, Regrowth, Stabilize) [13PP] Device 3 (15PP Container, Flaws: Hard-To-Lose) [12PP] (Enchanted Ring) Immunity 1 (Poison) [1PP] Mind Shield 5 [5PP] Mirror Image [4PP] Protection 5 [5PP] Device 7 (35PP Container; Flaws: Easy-To-Lose; Feats: Indestructible, Restricted [bloodline]; Drawbacks: Power Sink) [22PP] (Runeblade) Hungry Steel 17 (34PP Array; Feats: Alternate Power) [35PP] Base Power: Strike 6 (Extras: Autofire 2 [interval 1, Max +3], Penetrating, Vampiric; Feats: Affect Insubstantial 2, Improved Critical [19-20], Mighty) [34PP] (Runeblade Strike) Alternate Power: Blast 10 (Extras: Area [General, Shapeable, 10 5ft cubes]; Feats: Affects Insubstantial 2) [32PP] (Spatial Rift) Enhanced Constitution 8 [8PP] Enhanced Dexterity 10 [10PP] Enhanced Intelligence 5 [5PP] Enhanced Strength 10 [10PP] Enhanced Wisdom 10 [10PP] Enhanced Charisma 10 [10PP] Immunity 1 (Aging) [1PP] Regeneration 1 (Resurrection 1 [1 week]) [1PP] Super-Senses 6 (Darkvision, Detect Magic 3 [Visual, Extras: Analytical]) [6PP] (Mage Sight) Super-Senses 1 (Danger Sense [Mental]) [1PP] Drawbacks: (-3) + (-4) + (-1) = -8PP Recurring Nightmares (DC10 to wake up Fatigued, Frequency: Common, Intensity: Moderate) [-3PP] (Mental Trauma) Vulnerability (Mental Effects, Frequency: Common, Intensity: Major [x2]) [-4PP] (Mental Damage) Vulnerability (Cold Iron, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] (Supernatural Nature) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Runeblade Touch DC26 Toughness (Staged) Damage (Physical and Life Energy) Spatial Rift Ranged DC20/25 Reflex (Area)/Toughness (Staged) Damage (Energy) Mystic Hand Perception Grapple Pinned/Bound Dimensional Pocket Touch DC16/DC16 Reflex/Will Trapped in Pocket Abilities (7) + Combat (16) + Saves (6) + Skills (9) + Feats (16) + Powers (113) - Drawbacks (8) = 159/161 Power Points
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