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Supercape

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  1. Ok, this is a skeleton draft of a replacement for Slick. None of this is set in stone, but loose ideas are: 1. Character may well be from the Earth Victoriana alternate universe, mainly for complications and fluff (has an antiquated view of life!) 2. Steampunk Inventor 3. Master detective - as an amalgamation of 2, he is an inexperienced polymath. Not so skilled, but very bright. 4. Baristu master! Basically a badass normal, with detective and steampunk inventor features. Fluff is an old school Victorian Hero in the style of "Biggles", Jules Verne, etc. "Tally ho, Pip pip!" etc. In some ways similar to Supercape except a) this guy actually acts! rushes in, etc. he is a smoocher too... On that last point he is incorprating some of the elements of Slick, but in a more Victorian way. Player Name: Lord Steam Character Name: Lord Lucien Lockwood Power Level: (7 or 10) (105/105PP) Trade-Offs: +2 Attack / -2 Damage Unspent PP: 0 Progress To Bronze Status: 0/30 In Brief: Steampunk Sherlcok Alternate Identities: None Identity: Public Birthplace: London Occupation: Aristocrat Gentleman. Affiliations: None Family: tbc Age: 30 (DoB: 03/03/1981) Apparent Age: 30 Gender: Male Ethnicity: Caucasian Height: 6'1" Weight: 85 Kgs Eyes: Blue-Green Hair: Brown Description: Power Descriptions: n/a History: tbc Personality & Motivation: tbc Powers & Tactics: to carefully study and track his opponents, but in the end, to leap in fearlessly and defeat evil. Complications: Steampunk Mechanic: Whilst clever with steampunk technology, modern stuff usually defeats Lord Steam. Antiquated Attitude: Lord Steam is somewhat antiquated in his view on servants, class, and women, although always polite about it. Silver Spoon: Only the best will do. Lord Steam simply can't do without luxuries or living in anything but splendour. Curiosity killed the Cat: The finest mind means the finest curiosity. Poking his nose in, and never letting go till the mystery is unravelled! Schmoozer: With an eye for the ladies, fine wine, and parties, Lord Steam can be distracted... Abilities: 6 + 6 + 6 + 12 + 12 + 10 = 52PP Strength: 16 (+3) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 22 (+6) Wisdom: 22 (+6) Charisma: 20 (+5) Combat: 10 + 10 = 20PP Initiative: +3 Attack: +5 (+9 Melee, +10 With fine Baritsu Cane) Grapple: +12 Defense: +7 (+5 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -2 Saving Throws: 1 + 1 + 0 = 2PP Toughness: +7 (+3 Con, +4 Defensive Roll) Fortitude: +4 (+3 Con, +1) Reflex: +4 (+3 Dex, +1) Will: +6 (+6 Wis, +0) Skills: 46R = 12PP Bluff 5 (+10) Craft (Mechanical) 4 (+10) Diplomacy 5 (+10) Gather Information 5 (+10) Investigate 4 (+10) Knowledge (Technology) 4 (+10) Notice 4 (+10) Search 4 (+10) Sense Motive 4 (+10) Languages 7: English [Native]. French, German, Greek, Japanese, Latin, Russian, Spanish Feats: 0PP Attack Focus: Melee 4 Benefit 4 (Wealth 3, Aristocrat) Connected Contacts Defensive Roll 2 Dodge Focus 2 Eidectic Memory Inventor Master Plan Well Informed Equipment 1 Powers: 0 + 0 + 0 = 0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Cane Touch DC 20 Toughness (Staged) Damage (Physical) Abilities (52) + Combat (20) + Saving Throws (2) + Skills (12) + Feats (19) + Powers (0) - Drawbacks (0) = 105/105 Power Points May have some rollover points from Slicks Vignettes etc but Dok said he would check on that!
  2. Thats probably enough for HS to make his getaway unless you have any particular ideas?
  3. Supercape paused, scanning the situation. The caped living radar could easily penetrated the dust and debris caused by both Gaian Knight and the Blobs, and he detected the two creatures parting ways. "They really do seem rather intelligent" he commented, as another eruption of Gamma radiation flowed through the larger creature. "Where did they come from? and more importantly - are there any more?"
  4. More Gamma from Supercape. Incidentally, I think that once the 7 rounds kicks in (or 6 now), it has been gamma blast every round, meaning it will "double up" every round. ALthough hopefully we will have finished or be on home run by then!
  5. Supercape walked over to a nearby console - they littered every square meter of most floors of the Lab. "Well, lets see if we can find the elusive guest, shall we?" For all he knew, Protectron had some fancy stealth system that would make him undetectable to the scanners of the Lab. Possibly even to Supercape. Peeking into the flow of energy inside its metal casing was like looking into a work of fractal mathematics created Van Gough. "Supercape to Protectron, Supercape to Protectron" he said through the speaker. "Are you reading me, old chap?"
  6. Edits done by Geez3r Now then, Rene! with 17 PP to spend! First off +4 WIS (to 30 WIS) for 4 PP. Giving +2 to will save Codes for this and Combat/Saves (Including the modifications to devices below) [b][u]Abilities[/u][/b]: -2 + -4 + 0 + 2 + 20 + 4 = 20pp Str 8 (-1) Dex 6 (-2) Con 10 (+0) Int 12 (+1) Wis 30 (+10) Cha 14 (+2) [b][u]Combat[/u][/b]: 8 + 4 = 16pp Initiative: +2 (-2 Dex, +4 Improved Initiative) Attack: +4 Grapple: +0 Defense: +10 (+4 Base, +1 Defence from coat of mists, +5 Dodge Focus from coat of Mists Device), +2 Flat-Footed Knockback: -0 [b][u]Saving Throws[/u][/b]: 0 + 2 + 0 = 2pp Toughness: +8/0 (+0 Con, +8 [Ring of Protection]) Fortitude: +7/0 (+0 Con, +7 [Ring of Protection]) Reflex: +0 (-2 Dex, +2) Will: +10 (+10 Wis, +0) That leaves 13 PP Next, 1 Rank to Magic Array for 2 PP (All APs, including Mystic Paintbrush Powers with the exception of Animate Object) Code for Magic Array [b]]Magic Array 14.5[/b] (mystic; 29 pp Power Feats: Alternate Power 3 [+5 more from Mystic Paintbruch]) [30pp] [list][u]BE[/u]: [b]Blast 9[/b] (mystic; Power Feats: Accurate 2, Affects Insubstantial 2, Homing 1, Incurable, Indirect 3, Variable Descriptor 2 [any mystic]) [27pp] [u]AE[/u]: [b]Fatigue 9[/b] (Morpheus' Grasp, mystic, mental; Extras: alternate save (will), range, sleep (+0), mental (+0); Flaws: Action (full round); Power Feats: Accurate 2, Insidious, Homing 1, Indirect 3, Reversible, Sedation, Subtle) [26/27pp] [u]AE[/u]:[b] Snare 9[/b] (mystic; Extras: transparent; Flaws: action (full round); Power Feats: Accurate 2, Affects Insubstantial 2, Homing 1, Indirect 3, Reversible, Variable Descriptor 2 [any mystic]) [27/27pp] [u]AE[/u]: [b]Stun 9[/b] (mystic; Extras: Range; Flaws: action (full); Power Feats: Accurate 2, Affects Insubstantial 2, Homing 1, Indirect 3, Reversible, Variable Descriptor 2 [any mystic]) [27/27pp] [u]From Mystic Paintbrush[/u]: [u]AE[/u]: Animate Object 6 (Animates Pictures 90 PP worth; mystic; Extras: range (perception), duration (continuous), horde; Flaws: Full Action Required, Unreliable (50% failure chance)Power Feats: Progression 3 [10 Objects]) [27pp] [u]AE[/u]: Dimensional Pocket 9 (mystic; Extras: alternate save [will], range (perception); Flaws: Unreliable (50% failure chance), Action (full) PF: Reversible, Progression 12 [x10k total mass]: Drawbacks: Noticeable [Can see trapped target in painting], Power loss [requires some surface to paint onto])) [27pp] [u]AE[/u]: Illusion 9 (visual senses, mystic; Extras: Duration (continuous); Flaws: Action (full round); Unreliable (50% failure chance); Power Feats: Progression, Area 11 (4.7 Miles) [27pp] [u]AE[/u]: Obscure 9 (Visual senses; mystic; Extras: Duration (continuous), Range (perception); Flaws: Action (full round); Unreliable (50% failure chance)Power Feats: Dimensional 2 [any mystic], Progression Area 7 [up to x250 area = 47 mile radius], Variable Descriptor 2 [Can Paint any colour or environmental effect, mystic descriptor]) [27pp] [u]AE[/u]: Teleport 9 (20,000 miles long range, mystic; Extras: Accurate, Affect Others [+1], Range (perception); Flaws: Long Range, Limited [Requires a picture of target area to paint onto], Unreliable (50% failure chance); Power Feats: Change Direction, Change Velocity, Progression Mass 1 [Carry 250 lbs]) [27pp][/list] THis leaves me with 11 PP. Ok, I am scrapping Robe of Mists for similar device: this frees up 4 PP so I have 15 PP to spare. The Robe of Mists is becoming a less conspicuous coat of mists, Device 4, Hard To Lose, Subtle costing 13 PP. Powers: Enhanced Feat: Defence +1, Dodge Focus +5 (Bringing Defence up to +10, Flat Footed +2) 7 PP Insubstantial 2: Gasous: 10 PP Flight 1: Subtle, 3 PP Codes for Device Alterations [b]Device 4[/b] (Coat of Mists; Mystic; Hard to Lose; 20 PP; [i]Power Feat[/i]: Subtle [appears to be normal bland clothing]) [13 PP] [list][b]Enhanced Traits 7[/b] (Defence +1, Dodge Focus Feat 5) [7 PP] [b]Insubstantial 2[/b] (Gaseous) [10PP] [b]Flight 1[/b] (Power Feat: Subtle) [3 PP][/list] 2 PP adding to skills. +1 Skill to Craft (Artistic), Knowledge (Arcane Lore), +2 Skill ranks to Notice, and +4 Skill Ranks to Sense Motive Giving 14 (+15), 14 (+15), 2 (+12), and 4 (+14) respectively. Skill changes code (including WIS increase) [b][u]Skills[/u][/b]: 56r = 15pp Craft (Artistic) 14 (+15) Diplomacy 4 (+6) Knowledge (Arcane Lore) 14 (+15) Knowledge (Art) 4 (+5) Knowledge (History) 4 (+5) Languages 10 (Arabic, Egyptian, English, French [Native], German, Greek, Italian, Latin, Russian, Spanish, Summerian) Notice 2 (+12) Sense Motive 4 (+14) Cheers!
  7. Done by Ecalsneerg, and math corrected as discussed in Chat Right then! Supercape time! 16 PP to spend. FIrst off, a significant alteration to Supercape's Radiation Array. Basically he is taking off Penetrating to reduce it to 4PP/Rank, and marching it up to PL 13. This means the Array goes from 50 to 52 base (plus feats) Total cost is 2 PP. The Alternate Powers need adjusting to compensate for this: Blast Explosion: Lose Penetrating, Increase to Rank 13 Create Object: Lose Impervious, Increase Rank to 13 Dazzle: Increase Rank to 11, Lose Area Progression Drain Toughness: Lose Total Fade, Increase Rank to 13 Nauseate: Lose Contagious, Increase Rank to 13 Transform: Increase duration to continuous, Decrease Rank to 9 Teleport: Stays the Same ESP: Stays the Same Radiation Aura (an AP from Device): Loose the Immunity Bonus, Increase Rank to 13. Code for Array [b]Atomic Force Control 28[/b] (58PP Array; Feats: Alternative Power 8) [66PP] [list][u]Base Power[/u]: [b]Blast 13[/b] (Radiation Control; Extras: Range [Perception], Secondary Effect ["Afterglow"]; PFs: Affects Insubstantial 2, Incurable, Precise, Subtle, Variable Descriptor [Any Electromagnetic]) [58PP] [u]Alternate Power[/u]: [b]Blast 13[/b] (Radiation Burst; Extras: Area [Targeted, 40-ft radius Burst], Range [Perception]; PFs: Affects Insubstantial 2, Incurable, Subtle, Triggered 2) [58PP] [u]Alternate Power[/u]: [b]Create Object 13[/b] (10 5-ft cubes [Quantum Material], STR 50, Toughness +10; Extras: Duration [Continuous], Range [Perception]; PFs: Affects Insubstantial 2, Progression 2 [10 25-ft. cubes], Stationary, Subtle) [58PP] [u]Alternate Power[/u]: [b]Dazzle 11[/b] (Visual + Radio Senses [radiation pulse]; Extras: Area [General, 50-ft. radius Burst], Range [Perception]; PFs: Subtle, Triggered 2) [58PP] [u]Alternate Power[/u]: [b]Drain Toughness 13[/b] (Atomic Unbonding; Extras: Affects Objects, Range [Perception]; PFs: Affects Insubstantial 2, Insidious, Reversible, Slow Fade 1 [1 min], Subtle) [58PP] [u]Alternate Power[/u]: [b]Nauseate 13[/b] (Irradiate; Extras: Range 2 [Perception]; PFs: Affects Insubstantial 2, Reversible, Subtle) [58PP] [u]Alternate Power[/u]: [b]Transform 9[/b] (Inanimate objects, between solid/liquid/gas states [Atomic Bond Manipulation], 4PP/r; Extras: Range [Perception], Duration [Continuous]; PFs: Precise, Selective [Only certain types of molecules in the material], Subtle) [57PP] [u]Alternate Power[/u]: [b]Teleport 20[/b] "Anywhere in the universe": (Extras: Accurate; Flaws: Long Range PFs: Change Velocity, Change Direction, Progression (Mass) 3 [1000lbs] + [b]Supermovement 2[/b] (Dimensional 2 [Any non-mystic] PFs: Profression (Mass) 2 [1000lbs]) [52 PP] [u]Alternate Power[/u]: [b]ESP 20[/b] "Anywhere in the universe" (PFs: Dimensional 2 [Any non-mystic], Subtle) + [b]Communication 20[/b] "Anywhere in the Universe" (Radio medium; PFs: Dimensional 2 [Any non-mystic], Subtle, Variable descriptor -2 [Any energy medium]) [48 PP][/list] 2 PP: +2 Base Defence (to +9 Base) 4 PP: +4 to Fort (which, incidentally was missing in last edit - which brings it up to +2 CON, +8 = +10) 2 PP: +2 to Reflex (+0 DEX, +4 = +4) 4 PP: +4 to Will (+4 WIS, +8 = +12) That makes 12 PP overall. 1 PP +4 to Concentration (to +18 Total) 1 PP +4 to Knowledge (Physical Sciences) (to +20 Total) Code for Combat, Saving Throws, and Skills [b][u]Combat[/u][/b]: 8 + 18 = 24PP Initiative: +0 Attack: +4 Grapple: +4 Defense: +9 (+9 Base, +0 Dodge Focus), +4 Flat-Footed Knockback: -8 [b][u]Saving Throws[/u][/b]: 8 +4 +8 = 20 PP Toughness: +16 (+2 Con, +10 Forcefield, +4 Supercape) Fort: +10 (+2 Con, +8_ Reflex: +4 (+0 Dex, +4) Will: +12 (+4 Wis, +8) [b][u]Skills[/u][/b]: 64R = 16PP Concentration 14 (+18) Diplomacy 9 (+10) Knowledge (Behavioural Sciences) 6 (+10) Knowledge (Life Sciences) 6 (+10) Knowledge (Physical Sciences) 16 (+20) Knowledge (Theology and Philosophy) 2 (+6) Languages 3 (French, English [Native], German, Latin) Notice 6 (+10) Perform (Orate) 2 (+3) Makes 14 PP 2 PP Increase Forcefield to Forcefield 10 for a total of +16 Toughness [b]Force Field 10[/b] [10PP] Also: A few edits to fluff: Replace "Monologue" with "Man of Inaction", which is a bit broader, and captures his general propensity to both monologue, debate, and think about things without actually disarming the bomb that needs disarming NOW! Lose "Unpredictable Effects" - whilst this may happen, Supercape is now experienced enough to master his powers and has +20 bonus in Physical Sciences Knowledge! Add "pomfretphobia" ever since Dr Simian blasted his mind with his Idiot Beam, Supercape has had a fear of Monkeys and Apes. And of becoming an Idiot. Powers & Tactics: No longer an inexperienced hero. No longer uses the Contagious nauseate power. Code for fluff changes: [b][u]Powers & Tactics[/u][/b]: Supercape has the psychic ability to perceive mass and energy and manipulate atomic forces. This doesn't mean he can actually move matter, but he is able to affect these forces directly. Most usually, this means nudging a few atoms to degrade and releasing a large amount of different types of EM radiation. He can bathe individuals in this radiation, or cause explosions of light and energy. By setting up unstable molecules ready to degrade, he can create "molecular mines" that are triggered by various forces. In addition, he can manipulate the forces between atoms, to strengthen or weaken them - thus decreasing tensile strength (drain toughness) or altering inanimate objects from solid to liquid to gas (toughness). The latter power is precise and selective, meaning he can cause expansion and contraction of objects as the atomic forces alter (as if they had been heated or cooled), or choose just to affect certain molecules in the substance, effectively "distilling" the target. Tactically, Supercape is a straightforward (even inexperienced) hero. He will fly in and try a monologue or diplomacy at first. This doesn't mean he is a fool. If he see's an oppurtunity or tactic, he will use it. Whilst he can cause explosions of damaging radiation, this is something of a last resort; it may well harm bystanders. He may start with a radiation pulse; although he would think twice with bystanders around (although at least the effects aren't painful or dangerous). He is not adverse to irradiating enemies to weaken them, but again its contagious nature may make him think twice (although he can reverse the effects, a plague is not a desirable outcome). [b][u]Complications:[/u][/b] [b]Academic Reputation[/b]: Quentin is quite vain about his academic credentials, and whilst his life is fairly leisurely, he has the political infighting of the university to contend with, and debates to win. [b]Man of Inaction / Monologue[/b]: Supercape loves a monologue and a debate, even if the timing is highly inappropriate. Engaging an enemy in an academic debate is worth stopping any fight for. In addition, he tends to use the maxim "think before you act" to the extreme, making him indecisive at times. [b]Secret Shame Over ID[/b]: Supercape is absolutely petrified of his secret ID being revealed. He thinks it would mean the end of his cosy little academic career, and he is secretly ashamed of his antics and "ridiculous" cape. [b]Pomfretphobia[/b] ever since Dr Simian blasted his mind with the amazing Idiot Beam, Supercape has had a fear of Monkeys and Apes. And of becoming an Idiot.
  8. GM Slick laughed "light some Crack.. well, that's a new way of giving Ghosts some rest, but why not... we have the means!" He grabbed the pipe from the nearly unconscious slumbering figure in the corner and proceeded to light it up - wafting the fumes around. "Don't get to near, chaps!" he said as the smoke filled the room. "My metabolism is pretty good at getting rid of this junk..." He gave an enigmatic smile "...not perfect at it, of course..."
  9. Ok GM stick has been used to shuffle onto next scene! Feel free to make a few posts about preparations and then meet in the Lab for take off! On a mechanical note, those with inventor skills, feel free to use them - Id say keep this to 48 hours aprox for inventing. Also, feel free to use the time in other ways such as gather information, knowledge based research, using a HP to get 5 EP worth of equipment, or contacts/connected... or just spending time in the bar to unwind before a stressful mission! (You can have Space Suits for free as 9 EP, but Ill impose a -2 check to a few rolls such as notice, reflex, and DEX skills as they are cumbersome)
  10. Supercape pondered the issue carefully. "Well, detonation seems the most prudent approach then, at least for the first attempt? We will have to take stock of the situation when we are there - readings, samples, and so forth. " "How much can you supply, Victor? Space suits? Scanners? Mining equipment? In any case, I think we should all think about getting ourselves ready for our little excursion... we don't want to waste away too much time, even if it is on our side. " Later... The pegasus space craft gleamed in the sunshine. It had temporarily been parked in the massive hangar of the lab, with the roof unfurled, and even now was being loaded and checked. Commander Bill Spiker was the military officer in command of the operation, a sensible and intelligent man in his 40s who had found growing a beard had immensely improved his status and respect when dealing with the science-boffin-geek types. He had spent the last ten years in the field, and had grown to love his work, and indeed, the science-boffin-geek types he worked with. And now, he was acting as ground liason to the most important space mission in history, with the worlds finest minds on the worlds finest space station!
  11. Rene shuffled over to the Knight. "As you can see, Sir Thomas, I am but a helpless old man, but I may know a thing or two about ze lands around us. Pray tell, from where do you come, and what is the year of our Lord?" "I come from Merryport-on-sea, from the fair English Isles!" replied the Knight proudly "in the year of our Lord 1320, although it is a queer question to ask!". Rene nodded. "You have travelled far indeed then. It is a testament to both ze beast and its hunter!" he bowed at the Knight. He gestured to Marcus "my companion here, is not such a beast as you hunt. Indeed, I suspect we would also be concerned that another beast is roaming our... er.... lands"
  12. Sorry RL woes have kept me from posting recently - started up the Protectron gambit!
  13. "There is also, of course, our current resident non-organic visitor" said Supercape, tapping his chin. "He, or rather it... actually, I'm not sure how to refer to it, is still a bit of a mystery to me. Perhaps even to itself. " He shrugged. "But there is no doubt it has highly advanced technology. And I do mean highly advanced. It's complexity is staggering. And believe me, I can see complexity. If you are willing to take a gamble, you could see what it has to say?"
  14. GM Hiroshima Shadow neatly ducked under the pulsating energy blast of Dragonfly's gauntlets and returned fire, emitting a stream of radiation straight at the young heroine. "Weak Gaijin!" he laughed, muttering something in Japanese, and grimacing again as electricity coursed through his body. "Enough, you will soon discover the true extent of my power!" he proclaimed, leaping into the sky and flying away.
  15. And thats a Miss. Hiroshima Shadow blasts ya back! 1d20+11=30 not quite a critical! DC 26 Toughness save. And then flies off 250mph!
  16. Rene fondled the artifact for a moment. He wasn't entirely sure this was wise, but it had worked in the past. Not strictly in a beneficial way, of course, but then, it had come under the foul influence of a malign denizen of the nightmare world. Hopefully this time no such corruption would be present. "Lets see what happens..." he said. It could hardly make the situation worse. He slowly placed the ruby pendant around the girls neck, brushing her hair away gently. "Sweet Dreams, little girl..." he whispered.
  17. THe only obvious thing I can think of is shave a few points by Making Strike Accurate 1 or 2, and lowering attack accordingly.
  18. You could possibly throw in a few APs to the ESP array and call it your "Urban Power Array" eg Move Object Transform Illusion Permeate Environmental Control (Slow movement, fluff would be odd angles and obstacles just happening to appear). Some of these powers could have drawback only in urban environment. Or in a few cases limited to urban materials, I suppose (if careful). Some kind of tracking power in cities might be in order later? Looks like a fun character.
  19. "Aha, you mean this?" answered Rene, bringing out the Ruby pennant of the Boogieman. "I did... although I confess I am still unsure as to what ze lovely thing actually does. But if it can help..." he shrugged. "This young lady, she is another walker of dreams is she? and has become trapped? is it our friend? or something else?"
  20. Rene nodded and muttered something positive in French. He was probably older than the combined ages of the other mages put together, with the possible exception of Etain - who, for all he knew, was older than he was. It was all going a bit fast for him. But he could feel the tides of destiny, and he was going to sail them. "Oui, oui. Tomes are good. We should collect as much learning as we can. Make it safe as we can. A library of all magical texts - and historical references. Much safer that way. " He was still pacing, mentally looking at things to paint. "And a nice big magical bell tower, warning of arcane threats to ze fabric of ze universe!" he proclaimed with a wink. "I always wanted one of them! sounded so dramatic!"
  21. Rene arrived at the hospital and had some time arguing with hospital staff about the case in question. He had a tendency to get irritable at red tape (the plague of the modern world, in his opinion), and a tendency to get irritable full stop if one was honest about it. After cursing in French and making a few phone calls, he managed to barge his way into the room still muttering under his breath. "'Allo, 'Allo" he said with a wave of his hand, still red faced. "Rene de Saens at your service" he said by way of introduction giving a slightly too extravagant and slightly too quick bow with a doff of his beret. He took a look at the slumbering girl and the assorted hero's. "What is ze situation?"
  22. Depends how many people are chipping in?
  23. "The very first I have met" replied Quentin. "Well, the very first I have met and actually known about. I don't know what's what these days, with every third kid saying they are a new age witch or spiritualist or something... I over-stress the point, but I guess you real artists wouldn't go around broadcasting the fact?"
  24. "Hurt? I think you are mistaken! Muahaha! There is no paiiiiiii....." he grimaced as more electricity and light coursed through his glowing body. "...in... Only power!" He struggled to regain composure before fixing his daze once more on Dragonfly. "I have become more powerful than you can possibly imagine... and I will become more powerful still! Now leave, before I blast you to atoms!!!" he roared, and raised a lightning coursed fist.
  25. Rene closed in, laying a hand on Marcus to refrain the ursine hero from tearing off the head of the Knight. Not that he thought Marcus would - but he had a nagging suspicion about the beast rune, especially at the moment. "Oui, sir Knight. Perhaps you are mistaken in your quarry?" he added, scrutinising the warrior. There was a glare in reply, but also doubt in the eyes. "It is true, you are not... quite... what I had expected. But I sense something of the dark arts in you nonetheless, beast. But, I concede, you are not the... quarry... I hunt, now I look at you. No, my quarry is more unnatural than you, from the stories and shadows that hint at its appearance. "
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