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  1. Pausing only long enough to run a tired hand back through his hair, Tarrant pulled his hood back up. "Right," he said, gathering stones together into a small platform, "the direct approach it is." Outside, his companion had already disappeared in crimson fire, emerging in all her terrible scaled glory. They set off with all due haste, bee-lining toward the greater conflict and trying to ignore the...everything, all around them, as hard as that was. "We'll punch you the best hole we can," he was saying; behind him, he was trailing a jet stream of rubble - a growing cloud of stone and cement and even some asphalt, as unresponsive as that usually was. Maybe the city itself was angry. "They are many, and nearly feral things," rumbled the dragon. "We may not hold the attention of all of them, if they are too many or too well-commanded. We must all keep one eye on each other, and our backs."
  2. I'll take you up on the bruise -> HP, there. Tarrant's usually half-bruise by the end of a fight anyway, may as well keep up the tradition.
  3. Gaian Knight ran a hand down his face, looking off toward the horizon with tired horror; those two fighting each other was better than some of the alternatives, but not by much. He was tired, and battle-worn - not too hurt, thankfully, though his coat was badly torn in the back where a drone had jumped him with a pike. Tiamat had paid that back in full before he'd had the chance, but he suspected none the less that he'd be feeling it for days. If he had days. If any of them did. They'd have to make sure everyone lived to regret his bruises. "Much as I'd rather let them fight it out and clean up the winner, I don't think we can stand the collateral," he said. Tiamat had detached her cape; she was laying it over the messenger with something akin to respect - or as close as she ever got before getting to know you; she nodded at her partner and stepped away to radio out and add him to the long list of injured in need of pick-up and triage. "If we're lucky, they've already taken chunks out of each other and we don't have to take them at full strength. If we aren't, we're in for a rough fight. I've got no rank to pull and make you jump in that mess, but if you do, we're going to have to go in swinging. I'm open to suggestions." Stones and rubble were already gathering into a platform for him to ride; that was perhaps the only grim upside to a cataclysm like this. He wasn't short on loose material. "I doubt they came alone. Tiamat and I can sweep groups pretty effectively if we have to, buy ourselves some breathing room."
  4. "Not here. Where are we?" Wraith was just inside, having almost made it to the castle balconies before they...traveled. Went? It had been an incredibly unpleasant experience, even to her more mundane senses, and she didn't want to think about what it must have felt like to some of the others. At least it had stopped the noise; Wraith's hearing was extraordinary even on her worst day, and she wasn't sure she'd heard such a sound....well. She wasn't sure she'd heard such a sound. She was on the ceiling, all claws and sharp bits, and the line of scratches indicated that she hadn't shown enormous care getting here in a hurry. "Blackness and unsettling magic. I do not know where we have been sent," she said, a nearly-inaudible rattling betraying her nerves, "but in this building, the list of people to ask will be very short. Where is Tarva?"
  5. And then Matt was alone again, a half-dozen eyes casting around for a man out of time. "....okay." ----- Grim sat on the rooftop of the Freedom Masonic Temple, leaning forward with his elbows on his knees in what probably would have been some excellent brooding, hand-clasped silence if a large, unnatural dog hadn't managed to shove its head between his hands for pets. Good brooding was always difficult against the sound of a happy tail thumping away against the ground. He probably hadn't been first to arrive, but he'd been close; he was fast when he had to be, and had only stopped long enough to throw on his bandanna mask, the rest of him still clad in a white shirt and a matched black jacket and pants that sat somewhere between 'musician' and 'mortician'. Climbing a building was a problem for people who couldn't teleport. "....so," he said, to himself, to others, or to his dog. "I guess we play cupid."
  6. Fox

    Masque - Fox

    I've updated the Power Descriptions to cover the magical tricks a bit better. I may eventually fold ranged weaponry into her summoned weapons, but she won't have it at this point.
  7. Customers & a VP have been at work this week; it's been...fun. Missed the May cutoff. But hey, at least this time I have an excuse. Grim Pop Quiz: All You Have Is Your Fire (3) When We Were Gone Astray (1) Ref point to Wraith, please.
  8. Fox

    Masque - Fox

    The blast is explicitly magic, indeed - I took a small shortcut on the per-power descriptor notes, to save some clutter. I can absolutely expand that out if it was unclear, though; my own eyes are biased, after all!
  9. Works for me! On to the crunch. Combat Base attack and defense cost 2pp per point, so 3 base attack and 3 base defense would cost 12pp total. This is priced correctly in the final pp tally at the bottom of the sheet, though, so it shouldn't throw overall costs off. Feats I think you're short-changing yourself a little here - I count only 16pp of feats. Powers It's an incredibly minor thing to bring up, but while you're in there, you have a dangling ( on the end of the Speed/Wall Crawling AP; looks like Super Movement ate the pp total that was going to be on the end of the line, too? Super-Strength costs 2pp/rank; 8 ranks and two power feats would cost 18pp, not 22pp. Double-check the powers tally: I count 22+10+10+8+5+18= 73. So the total's right, but the math to get there is a little funky.
  10. Fox

    Chromium - PL 7

    Alright, let's dig in! Fluff How contagious do you see Chromium being? Hero work, even in Bedlam (arguably, especially in Bedlam) will require a lot of close contact with a lot of people, up to and including blood contact (again, especially in Bedlam). Even for a teenager, running around as an active carrier for a not-fully-understood and already-demonstrated pathogen is...a concern. At 18, Jason's probably past the age where he'd be considered for Claremont, unless he missed a good chunk of education - and it's not generally the kind of place they'd hold you against your will if you really don't want to be there. No more so than any school system, anyway! Combat You're shorting yourself a little on the Knockback - with 7 Impervious Toughness and 5 Non-Impervious Toughness, knockback would be -9. The Insubstantial/Super-Movement array slot is slightly over-budget, if I'm doing my math right; Insubstantial is 5pp/rank, or 6pp/rank with the +1pp/rank Extra; that's 6pp for 1 rank, plus the feat for 7pp. Super-Movement 3 is 6pp, so you have 13pp total in a 12pp slot. Depending on how you expect the car thing to go in-thread, it may be worth making a note of the -1 combat modifier it applies to you, even with Dispersal (effectively, a penalty to your attack and defense).
  11. Fox

    Masque - Fox

    Let's fill in one of those vet award slots, while the three base character slots remain somewhat empty, because I've apparently forgotten how to build on a 150pp budget. The drawback on Duplication comes from Kenson; normally when you summon a duplicate, it shows up unharmed. With the drawback, this duplicate would inherit with any damage or conditions the real PC has at time of creation.
  12. Fox

    Masque - Fox

    Masque Power Level: 10 (180/180PP) Unspent Power Points: 0 Trade-Offs: +5 Attack / -5 Damage (Weaponry), +2 Attack / -2 Damage (Magic), +3 Defense / -3 Toughness In Brief: Teenaged trickster making up for lost time. Theme: Pinkzebra - Larger Than Life Alternate Identity: Elizabeth Grey (secret) Birthplace: London, England Residence: Freedom City, USA Base of Operations: Claremont Academy Occupation: student, amateur magician Affiliations: Claremont Family: mother, father, three older brothers Description: Age: 16 Gender: female Ethnicity: Caucasian Height: 5' 8" Weight: 125lb Eyes: grey Hair: white Elizabeth Grey has her mother's refined, delicate features and her father's sharp, lively eyes; she's still a little soft in the face as she works her way through the rest of her teens but she has the cheekbones and the smile to be quite stunning as an adult if she continues on her current trajectory, growing up and reclaiming the shape her body's in after years of ill inactivity. For now she's thin, both older and tougher than she looks, and if she'd kept the sandy-blonde hair of the rest of her family she wouldn't look so out-of-place as the young princess of a fantasy novel. That ship, though, has long-since sailed: some manner of semi-desperate cure attempt in her past bleached her short, unruly hair white, a change she carries with dignity and some infrequent playful dyes. Her personal wardrobe is as varied as her mood, especially with magic behind it, and her hero costume isn't far off: she favors a simpler design, a sleeveless tunic in soft blue over clean white spandex, with gloves and boots to match, and a pure white cloak and hood to look as mysterious as possible. She builds on this foundation happily and with little prompting, ever eager to ape an opponent or harmonize with a group. Her mask is almost more a plate than a face, a uniform white oval marked only by two stylized eyes holes. A pair of thick bands of color flow down from the top edge, following along its contours to run through the center of the eyes before curving out across the cheeks toward the bottom; a single round circle marks the center of the forehead; were it a more ornate offering one gets the impression that circle would be a gem or a bit of ostentatious silver. These markings were grey when Elizabeth found them - the sort of tired, faded grey of a tired, faded spirit. In her hands they're whatever color they need to be...and, for that matter, she has an awful habit of reshaping the mask itself to suit her mood and the theatrics of the moment. Even when not on hero duty, the mask is guaranteed to be on or near her person in some capacity: a key chain, a phone charm, a decidedly odd decoration for her belt or backpack. History: Little Elizabeth was born tiny and sick; it wasn't her fault, or her parents' fault, nor was it the work of some criminal mastermind or wicked curse. She was just sick in the way that happens sometimes, to some babies and to some parents: too sick to go home right away, too fragile to play outside with her brothers, too weak to attend public schools for long, too exhausted to go out and about when the family went on vacation. Still, it was a good family, full of light and love, and they never stopped looking for relief or a cure - not when the family's previously-considerable funds ran low, not when it meant moving to America for different doctors and different trials, not when treatment turned her hair white. Not even when she'd given up on herself, shutting herself away with her books and her card tricks, encouraging them to live their own lives. A brush with Freedom City's infamous villainy was probably inevitable, but sometimes cures do come from the strangest of places: a successful lawyer's sick daughter makes for a fantastic hostage in a museum heist, but maybe less so when you lock her up in the room with the restricted artifacts. Less still when one of them, an old, worn mask, calls out to be worn. Essentially useless when the hostage up and disappears from a shuttered vault just when she'd be most useful. Personality & Motivation: Elizabeth is better now - for perhaps the first time in her life, really, actually better. She has so much living to catch up on - so many things she dreamed of seeing, places she dreamed of going. With so little known about her mask, its origins, or what it can do, she's decided that embracing everything life has to offer is better than sitting at home and worrying about how long her good fortune may last - she will eat the good food, live the good life, and help others do the same if she can. Powers & Tactics: While Elizabeth has some amount of training in both legerdemain and hand-to-hand combat - her own hobby and her mother's attempt to build her strength on the 'good' days, in turn - the majority of Liz's tricks come through and from the ancient mask two which she finds herself bonded. It seems, to her research and the limited impression she gets from the artifact itself, to be a grab-bag of trickster fare. She stops crime and fights baddies not just because it's right, but because it's fun. So long as nobody's seriously endangered, she has a strong (and, worryingly, growing) impulse to enjoy herself, mocking the proud and teaching lessons to the weak, employing a level of theatrics and pomp that are not strictly necessary. Power Descriptions: Elizabeth's mask cannot be separated from her for long - the moment it's left unattended or slips out of sight, it finds its way back to her side. The mask's trickery is exactly as flashy or as subtle as it needs to be, and highly versatile in its appearance, which Elizabeth enjoys immensely; even her conjured weaponry, impossible and short-lived call-backs to story and legend, seem to be literally pulled from her sleeve more on whim and chance than any lasting insight into the mask's point of origin. The most common of these may be a shepherd's crook - a terribly long thing of pale wood, with a long white strip of cloth wound around it as grip. Her more overtly-magical fare hearkens back to fables and folklore, casting illusions, calling up fiery spheres reminiscent of will-o'-wisps to harass her enemies, or even calling up a full copy of herself - though the latter takes nearly every ounce of her magic to maintain. Complications: 'Borrowed': She may be bound to the mask, and it to her, but it doesn't technically belong to her. Legally. She won't tell if you don't. Communication Issues: Elizabeth and her duplicate share a mental link, but it's more empathy than telepathy; the only reliable way she gets information from her double is when the double disappears and she inherits its memories. Nothing Up My Sleeves: Elizabeth has genuine passion for stage magic; she'd be mortified if word of having actual magic got out to the public and people started assuming that she was using real magic to cheat. Carpe Diem: While not naive per se, Elizabeth has not had quite as much of a life until only recently, and her desire to see and experience and enjoy can border on hedonism if she isn't careful. Relapse: While her mask can't be forcibly separated from Elizabeth for long under normal circumstances, prolonged exposure to power suppressors, anti-magic effects, or plot-based separation from her source of power also negates its 'cure', likely represented by a slow drain on her Strength and Constitution as she relapses. Relapse Fear: The idea of this happening is terrifying. Secret: Identity. Suspicious Circumstances: That villain seemed awfully keen to leave her there, alone, with the uncatalogued artifacts. He almost seemed surprised when she disappeared....almost. Trickster's Mask: Magic artifacts draw attention, and ones mysterious both in power and origin are no different. Abilities: 2 + 6 + 4 + 6 + 0 + 6 = 24PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 16 (+3) Combat: 12 + 10 = 22PP Initiative: +3 Attack: +7 Melee (+6 Base, +1 Melee Focus), +15 Conjured Weaponry (+7 Melee, +8 Accurate), +6 Ranged, +12 Magic (+6 Base, +6 Accurate) Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed Grapple: +8 Knockback: -3 Saving Throws: 3 + 6 + 7 = 16PP Toughness: +7 (+2 Con, +5 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +9 (+3 Dex, +6) Will: +7 (+0 Wis, +7) Skills: 92R = 23PP Acrobatics 8 (+11)SM Bluff 8 (+11, +15 Attractive)SM Concentration 8 (+8) Diplomacy 4 (+7, +11 Attractive) Disguise 2 (+5) Escape Artist 12 (+15)SM Knowledge (Arcane Lore) 8 (+11) Knowledge (Popular Culture) 8 (+11) Notice 8 (+8) Perform (Comedy) 4 (+7) Search 2 (+5) Sense Motive 8 (+8) Sleight of Hand 12 (+15)SM Feats: 19PP Attack Focus (Melee) 1 Attractive Dodge Focus 8 Equipment 1 Evasion Fast Task [Feint] Luck 1 [to 4, from powers] Power Attack Set-Up Skill Mastery (Acrobatics, Bluff, Escape Artist, Sleight of Hand) Taunt Uncanny Dodge [Auditory] Equipment: 1PP = 5EP Handcuffs [1EP] Knife [3EP] Masterwork Magician's Kit [1EP] Powers: 2 + 4 + 1 + 1 + 38 + 6 + 5 + 1 + 10 + 5 + 3 = 76PP All powers have the 'magic' descriptor unless otherwise noted. Enhanced Feats 2 (Quick-Change 2) [2PP] Environmental Control 4 (50' radius; Light 1) [4PP] Feature 1 (mask cannot be removed by force) [1PP] Immunity 1 (Disease) [1PP] Trickster Array 17 (34PP array; Feats: Alternate Power 4) [38PP] Blast 8 (Feats: Accurate 3) [19/34] (will-o'-wisp) Dazzle 8 (visual; Feats: Accurate 3) [19/34] (will-o'-wisp) Concealment 6 (all visual [4], all auditory [2]; Feats: Close Range, Selective), Morph 10 (any humanoid [2], +50 disguise) [14 + 20 = 34/34] Illusion 10 (visual [2], audio [1]; Feats: Progression 4 [100' radius]) [34/34] Duplication 10 (150/150PP clone; Feats: Mental Link; Extras: Heroic; Drawback: duplicate inherits conditions) [30/34] Luck Control 1 (Spend for Others; Feats: Luck 3) [6PP] Protection 5 [5PP] Speed 1 (10mph) [1PP] (training) Strike 4 (Feats: Accurate 4, Mighty, Variable Descriptor 1 [any physical]) [10PP] (conjured weaponry) Super-Senses 5 (Visual Counters Illusion [2], Magic Awareness [3]) [5PP] Teleport 3 (300'; Flaws: Short-Range) [3PP] Drawbacks: 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed melee DC16 Toughness damage (staged) Conjured Weapons melee DC20 Toughness damage (staged) Blast ranged DC23 Toughness damage (staged) Dazzle ranged DC18 Reflex blind DC18 Fortitude recover Illusion 100' DC20 Will disbelieve Totals: Abilities (24) + Combat (22) + Saving Throws (16) + Skills (23) + Feats (19) + Powers (76) - Drawbacks (0) = 180/180 Power Points
  13. With the per-city rule, I'll throw Gaian Knight in for some event action - anywhere that needs a heavier hitter, like a macguffin thread or a raid that needs rounding out.