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Vahnyu

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  1. HOLY HIGH HE... ahem, ok, so Unless I'm reading Glam's sheet incorrectly, she should be at Base +29 (14 STR + 9 Sup-Str + 6 Speed). But that's beside the point. The point is... at +2 STR, the Fowl Bandid doesn't even need to roll for Glam to get Max Distance.... Enough to hit several objects on the way, like tables, walls, etc. At +4 Toughness, all tables in the way are automatically destroyed, and even the wall isn't safe, at +5 Toughness. So, lets treat those like Combine Attack, for a total of DC15 + Speed Rank + Combined Attack for 5 additional objects (Three Tables + Two Walls) = DC31 Toughness Save. Toughness Roll vs DC31: 1d20+8 22 so that's a Bruise and a Daze! Note that Glamazon and Bandida Aves are now outside, in the middle of the street!
  2. no doubt. The three non-thrall Hellhounds are nicely lined up for the attack. Concentration roll vs DC21: 3#1d20+2 11 4 22. One of them surprisingly made their concentration check for Defensive roll. Toughness Roll vs DC25: 1d20+5 22 Impressive thought that might have been, it's still a fail, so all three Hellhounds bite the dust. One thrall Hellhound and One Ogre Elephant remain.
  3. He is about 180 feet away from Pitch, and currently at 50 feet above the ground.
  4. Mater Vyrdna flew back the way she came. She knew she'd meet Cor, but taking him down was the fastest way out of the cage, and with Moon-Moth along, they had the numbers advantage on the fugitive. As she turned around the corner, she saw the Moonborn mothinid Praetorian withstand a blow from the escapee's mace. "Moon-Moth! Are you ok?!" She didn't have time to lose. Now was the time for action. She started concentrating energy on her Mecha Dragon Head Cannon. "Work with me, partner! Keep him occupied while I charge up, then run clear of my blast radius!"
  5. Mater Vyrdna Move Action: Fly back up, and meet up with Moon-Moth and Cor. Free Action: Coordinate with Moon-Moth Free Action: Delay until after Moon-Moth Acts
  6. GM Post Metal violently sprung from the ground, impalling two Winged Hellhounds, and almost hurting the Ogre Elephant, but the hulking creature was no worse for wear, its tough skin easily withstanding the cutting force of the blades. However, amidst the horrible noise the blades made, Pitch could hear the soudn of wood being thrashed and sawed off. "Wha?" Came Billy's voice, as he suddenly found the tree he had been climbing up to rocking uneasily. In a next instant, metal sprung out from the ground, and more specifically, from where the roots of the nearby trees had been. This included the tree Billy was up, which, having lost a significant portion of its base stump to the spikes Pitch had summoned, started falling towards the ground. *CCCCCCKRRRRRRRRRRREEEEAAAAACCCKKKKKKK* "AAAAAAHHHHH!! HELP!!!!" Came the panicked voice of the young photographer, as the Winged Hellhounds once more opened fire at Pitch. Once more she was able to effortlessly brush their projectile flames off, but this time, the mutts were able to see what was happening, and would be sure not to repeat the same mistake again! The Elephantine Ogre jumped in order to avoid the spikes, and land with its entire weight on Pitch's head, but he overshot, landing a few feet away, on top of the tree near Pitch, which was also on its way to meet the ground. As soon as the Ogre landed on it, the stump broke and the rest of the tree fell abruptly, making a loud thud, which elicited Billy's cry from the nearby tree. "WAAHAHA!! OH GOD!! PLEASE!"
  7. Round 08 Pitch: 21 (6 HP, Bruised x2, Fatigued) Hellhounds: 21 (Minions, Unharmed, 1 Enthralled, 3 Distracted) x4 Elephant Ogres: 11 (Minions, Unharmed, -2 def) x1 Pitch is up! Billy is in danger! Hailstorm Weather Pitch Traits
  8. Hellhounds You know the drill. Only, this time, they finally figure what's what! Elephant Ogres The lone Elephant Ogre surviving will Charge with a mighty Leaping Jump at Pitch. Charge Attack, -2 Def: 1d20+9 12 And the fumbling continues!
  9. Ref Save to Halve Area Damage vs DC20, +Evasion 2: 6#1d20+5 7 7 24 22 15 23 Two save completely, the other Four get half damage. Concentration roll vs DC15: 4#1d20+1 8 3 6 12 No Distracted Winged Hellhound gets their Defensive Roll Toughness Roll vs DC15: 4#1d20+5 14 24 6 9 so, -2 to all those rolls. Only one of the 4 makes the Toughness save Ref Save to Halve Area Damage vs DC20: 1d20+4 18 The Elephant Ogre doesn't halve damage. Toughness Roll vs DC20: 1d20+13 20 He does make his Toughness Save, though! So 2 out of 6 dead Winged Hellhounds, and 0 out of 1 Ogre Elephants this round Also, the nearby trees have been gnawed off to their roots, and are on their way to fall to the ground...
  10. GM Post As Billy started his long climb up the tree, it seemed that the Hellhounds possessed a one-track mind, intent on pelting the walking smoke area with their unholy breaths of fire, completely unawares that they were not even scratching Pitch's skin, much less melt it off. The rampaging Elephant Ogre, on the other hand, upon witnessing his two fellow demons fell under Pitch's voley of attacks, and nearly succumbing to the same fate himself, stopped right dead on its tracks. Using his twin probosces, he unleashed a gigantic torrent of water that leveled everything on its path. It seemed like Pitch's smoke would suffer the same fate, but in truth, Pitch had little problem resisting the water blast's influence, and maintaining her covering darkness.
  11. Hellhounds You know the drill Elephant Ogres The lone Elephant Ogre surviving will use Twin Water Spout to counter Pitch's Smoke, becoming Distracted in the process. Counter Hot Smoke: 1d20+10 11 Fumbled a roll, master EO has. How embarrassing. Even on a 1, Pitch would still win this one, so... Pitch's turn!
  12. Alright, let's see if I can pitch in some help. Things you need to know, when building your character's crunch. Power Points (PPs): These are the points you use to buy abilities, powers, equipment, skills, etc, for your character. Power Level (PL): This indicates how strong and/or experienced your character is, in rough terms. Your ranks in abilities, skills, saves, and powers, is limited by your PL. Character Slot: Initially, you get 3 character slots. Two PL10 slots, and one PL7 slot. A PL10 slot comes with 150PPs for you to spend, while a PL7 slot comes with 105PPs. It is highly recommended that you start with a PL10 slot. Even if you wish to create a "weaker" character as your first character, you can still use the PL10 slot for that, using the 105PPs to make your PL7 character normally, then adding the rest 45PPs to buy additional stuff to round out your concept. Saving Throws: As a general rule of thumb, it is highly suggested that you aim for Fort+Refl+Will = 3*(PL-2). A more in-depth explanation of PL Caps: Generally speaking, you don't want your character's effective PL to fall bellow PL7, as he'd be swiftly overshadowed by other heroes! Now, on to your main concern. Alternate Forms vs Object Mimicry: The question is whether you wanna go with an Array, or with a Variable Power. Obviously, the Variable Power is more flexible in terms of what it can offer, but you may find it too costly. Additionally, changing the configuration of a variable power takes a standard action, whereas changing the configuration of an array takes a free action. My personal opinion is that you should consider using Arrays if the concept of your hero is that he has only a limited amount of forms (though you could always power surge an additional form, in the heat of battle). Hell, it may just be possible to use an Array to simulate a wide berth of alternate forms, using power feats like Dynamic Alternate Powers and Variable Descriptor to fill in the blanks. If you plan on going with a Variable Power, instead, keep in mind that you'll have to submit some common configuration nonetheless, for both yours and your GM's shake. Even if you don't use these configurations, they'll still help by acting as general guidelines to what you want to accomplish. Powers to consider: Burrowing, Concealment, Create Object, Damage, Density, Elongation, Enhanced Traits, Enviromental Control, Flight, Immovable, Immunity (Asphyxiation), Insubstantial (Liquid), Insubstantial (Gas), Morph, Super Strength, Swimming. Suggested Budget: Abilities (20PP), Combat (20PP), Saves (5PP), Skills (10PP), Feats (10PP), Powers (90PP), Drawbacks (5PP). If you find your Combat and Saves are undercapped, you can buy them up using Enhanced Feats, Enhanced Abilities, and Enhanced Saves. Feel free to tune the suggested budget to your needs (you may prefer more Enhanced Abilities as Powers than Base Abilities, you may prefer less skills, more combat, etc). Density: 10 ranks of Density alone would mean you have 30 Strength (+10), +5 Impervious Toughness, 3 ranks of Immovable, 3 ranks of Super Strength (for an Effective Strength of 45 Strength, and a mass of x12. All for the cost of 30PPs. 12 ranks would mean 34 Strength (+12), +6 Impervious Toughness, 4 ranks of Immovable, 4 ranks of Super Strength (for an Effective Strength of 54), and a mass of x25, for the cost of 36PPs (Buying those effects seperately would cost 24 + 12 + 4 + 8 = 48PPs. Thus, you've saved 8PPs!), Just be mindful of your Caps. Power Array: Alternate Form 10 (50PP Container; Feats: Alternate Powers 2, Dynamic Powers 3, Versatile Descriptor) [56PP]. This would give you more than enough PPs to play around for your alternate forms. Dynamic Powers would allow you to mix and match your powers and configurations inside the array (You could combine Density with Elongation and Burrowing, for one form, then use Density and Flight for another form, or use Insubstantial [Gas] with Flight and Concealment for another form, then finish up with Insubstantial [Liquid] with Burrowing). A lot of versatility, this means that you've bought for 1 Power with 2 Alternative Powers and probably dozens of configurations at the cost of 1 Power with 5 Aleternate Powers (with only as many configurations). Just make sure that you always stay within your Caps. Shameless Self-promotion Ad: This is my character, Meatheral. Since his schtick is "Guy who can transform into one of four elementals", you can use it as a referrence, as it's very close to Metamorpho, if not in flavor, at least in terms of mechanics. Hope this wasn't terribly wall-o-texty!
  13. GM Post "Dammit, these superheroes are persistent!" One of Bandida Aves' underlings shouted, as he and his partner proceeded to unleash a whirl of stabs at Temperance. "THERE THEY ARE!" "FALL BACK AND REGROUP!" The reinforcements shouted at their comrades as they entered the main room of the museum, and the two happily obliged them. "My, did I touch a nerve, there?" Meanwhile, as Glamazon's attention turned towards the civilians, Bandida saw her opening, and lunged in for a surprise attack, slashing at the Atlantean superheroine as she flew by her, barreling around, and turning towards the incapacitated King Theseus, landing next to him. She then taunted Glamazon. "I'd be careful with those wild-swing punches of yours! Wouldn't wanna accidentally hurt the King here, would we?"
  14. INITIATIVE ORDER (Round 04) Temperance (Unharmed, 4HPs) 16, Tou DC19 pending Fowlerings x2 (Unharmed, Minions) 14 Fowl Bandid (Bruised, -2 Defense, NPC) 13 Glamazon (Unharmed, 3HPs) 5 <- Current Turn, Tou DC27 pending Meatheral (Unharmed, Concealment Countered, Distracted 2HPs) 1 Glamazon's Turn. Political SNAFU in 5, 4, 3...
  15. Fowlerings Standard Action: Combine Attack Temperance. Combined Attack + Autofire: 2#1d20+8 21 10 That's a DC18+1 = DC19 Toughness check for Temperance. Move Action: Move away 60ft. The rest of the Fowlerings move closer to Temperance and Meatheral. Fowl Bandit Move Action: Fly-By to the surprised Glamazon Standard Action: She will hit her with her sword. Attack roll + Autofire, Power Attack +4 / -4, All Out Attack +2 / -2: 1d20+12 16 DC22+1+4 = DC27 Toughness Save. Move Action: Complete her Fly-By towards the King.
  16. Vahnyu

    [IC]Warped Drive

    As Serge caught Dancia's wave, he caught wind of his flight's status update. Smiling at that, he headed towards the line, having with him only his backpack, which carried inside it his laptop, and more importantly, in a hidden compartment, his VibroNet Suit. As he arrived at the line, his phone rang. "Hey mom... yeah, no problem, the flight had a sudden delay... Nah, I think it's okay, now. Whatever problem seemed to be there, they've probably dealt with it... Will you and Greg be alright?... No, seriously, I mean, I get it, yeah... Uh huh... Uh huh... Right... Ok... Ummm, what?... No... No, I won't! I'm only going there for the Expo, I told you!... No... I don't... Yeah, ok... Ok, mom, gotta go... Bye!" And with that, he closed his phone and turned it off. He'd hoped that there wouldn't be any more delays. He then wondered where Dancia was headed, and if he'd meet another familiar face.
  17. oh, that JUST beats their Impervious! Tou saves vs DC21: 3#1d20+13 20 22 15 Surprisingly enough, you've got two Elephants down!
  18. GM Post Billy did as instructed from afar, while Pitch took her time to run towards the trees for cover. The hellhounds, realizing that the darkness that veiled their sight had been lifted from them, growled angrily at the moving smoke, and they all joined in blasting their unholy firey breaths at the smoke cloud. They were, naturally, unaware once more that they'd managed to do piddly-squat. The Walking Elephants, on the other hand, seemed to have no trouble stomping through whatever trees might have gotten in their way. In fact, as soon as they noticed the inconspicuous smoke move, they altered course, and headed straight towards Pitch's location, their biforked probosces trumping loudly through the hail.
  19. Round 06 Pitch: 21 (6 HP, Bruised x2, Total Concealment vs Visual + Olfactory) Hellhounds: 21 (Minions, Unharmed, 1 Enthralled, 5 Distracted) x6 Elephant Ogres: 11 (Minions, Unharmed, 3 at -2 def) x3 Pitch is up! Hailstorm Weather Pitch Traits
  20. Hellhounds All Hellhounds, minus the thrall, fire their shadow flame at Pitch's general direction. They should have known better than that! They all Distracted Elephant Ogres Alerted by the moving smoke, they charge forward, destroying trees in their path in the process. They cover a distance of 500ft in doing so.
  21. Player Name: Character Name: Volt Scorpion Power Level: 12 (180/180PP) Trade-Offs: +2 Attack / -2 Damage, -2 Defense / +2 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 Theme: Heavy Violence (Hardcore Fighter), Fire! (Rev. 1){Reason 5} (Arrogant "Hero") In Brief: Former street punk Martial Artist with a shocking punch. Alternate Identity: Kang Jin-Ho Identity: Secret Birthplace: Seoul Occupation: Affiliations: Dr Sin, Lady Shen Family: Unknown Description: Age: 21 (DoB: 1995 [12, October]) Apparent Age: (20 years old) Gender: Male Ethnicity: Asian (Korean). Height: 6' 2" Weight: 183 pounds Eyes: Brown Hair: Dark Red (Bleached. Natural: Black) Lean and well-muscled, Kang Jin-Ho has unrully medium-short bleached red hair and brown eyes. He usually sports a self-sure grin. His casual attire consists of blue jeans, brown hiking boots, black shirt, white leather jacket, and black finger-less gloves. His costume is mostly grey, composed of a spandex-like material, covers most of his body, except the face and hair, and it has extra pockets strapped at his thighs. He wears red boots with black stripes, a red sash around his waist, a black jacket with red shoulderpads, and red heavy gloves covering his hands up to his elbows. Power Descriptions: Kang Jin-Ho is a skilled martial artist, specialising in aggressive takedowns and combat, while foregoing defense. A combination of Judo, Tae Kwon Do, Boxing, Kickboxing, Shotokan, and Wing Chun, his Total Style Martial Arts allows him to strike with power, precision, and flexibility. Furthermore, Volt Scorpion is able to augment his normal strikes with bio-electricity, running through his nervous system and muscles. Not only do his strikes become more powerful and more fast, but a well-placed strike can also cause the nervous system of his foes to collapse, and it is especially devastating against electronic equipment. Aside from his strikes, Volt Scorpion can also enhance his mobility by pumping his leg muscles full of bio-electricity, which grants him superhuman speed and jumping power. History: Kang Jin-Ho cared for only one thing; proving that he is the strongest. To that end, he pursued and mastered various martial arts, and got to fights wherever he found them, whether they were random street fights or illegal underground tournaments. By the time he was 16, Jin-Ho was already becoming notorious among Seoul's gangs. It was at that time that he got involved in an accident. While beating up a bunch of delinquents, a van hit him in an abandoned street, rendering him unconscious. The driver, at the behest of his employer, a scientist by the name of Myung Do-He, took Jin-Ho inside the van, and taking him to the scientist's lab. Through this unfortunate event, Do-He saw a great opportunity to test her teleportation device on a living subject. The experiment proceeded, but it was less than successful, due to a malfunction that caused the equipment to explode, and the entire building to catch fire. Do-He and her employee left the scene with haste, leaving the still unconscious Kang Jin-Ho to his fate. By the time he woke up, the entire building was engulfed with flames, and the only way out was through a window. The problem was that the window was situated too high for him, and there was nothing nearby that he could use as a makeshift ladder. Finally, desperation drove him to start jumping randomly, and it was at this point that he realised that he could jump at incredible distances, way beyond those of a normal human. Jin-Ho had managed to save his own life, and soon, came to realise the extent of his newfound powers, which he took great advantage of, establishing himself as Seoul's #1 undefeated martial artist. It was this that attracted Lady Shen's attention, as she was scouting through Asia for disciples. Not particularly caring about her motivations, Jin-Ho nevertheless saw a great opportunity to further refine his martial prowess, accepting her invitation. It was then, that Jin-Ho would participate in a "friendly sparring match" along with Lady Shen's other students, against captive Claremont students Net Fly, El Heraldo, and Tsunami. During their sparring match, Kang Jin-Ho made it increasingly obvious that he was holding back and going easy on Net Fly, as he didn't recognize Serge as a true martial artist, instead being more interested in proving his mettle against Tsunami. That his superpowers explicitly negate Net Fly's VibroNet Suit didn't help matters. Nevertheless, when the other Claremonters came knocking, a free-for-all battle royal errupted, during which Net Fly proved to Kang Jin-Ho that there are more ways to win a fight than a straight up martial arts contest, thus earning the grudging respect of Jin-Ho. Soon after the escape, Jin-Ho broke ties with Lady Shen, and decided to follow Net Fly to America, adopting the villain monicker of Volt Scorpion. He soon developed an annoying knack of tracking Net Fly down during his patrols and commiting robberies or otherwise endangering innocents, in order to goad the young hero into meeting his challenge. To date, Net Fly has never managed to claim a clean victory over his rival, but Volt Scorpion hasn't come out clean from their scuffles, either. Indeed, so big is his obsession of using Net Fly as a punching bag, that he has, on occasion, joined forces with the young hero, on the rare occasion that he measured Net Fly's foes to be dangerously out of the hero's league. It wouldn't do, after all, to lose the best sparring partner you ever had, now, would it? Personality & Motivation: Brass and self-sure, Kang Jin-Ho has a fiery temperament to match his bleached hair. He usually doesn't bother being mean towards those he deems inferior to him, and may even treat them with something akin to kindness. However, he does not hesitate to reveal his fangs to those who could provide him with a decent fight. The only thing he cares about is getting stronger. Money and fame don't even begin to enter the picture for him. Nevertheless, if it'd get the attention of whatever foe he's currently interested in testing his mettle against in serious combat, Jin-Ho is not above commiting crimes. By the same token, on the other hand, if he feels that said foe's life or combat prowess is seriously threatened, he would gladly ally himself with said foe, even if it's a hero. Powers & Tactics: Rather straigth-forward in his tactics, Volt Scorpion runs headlong into his opponent, tackling them and pummeling them to submission. When the foe exhibits a bit more fight in them than that, he abandons recklessness for calculativeness, assessing the situation and responding in accord. Thanks to his powers, he is also able of engaging his opponents in hit-and-run tactics, and he can mow down a group with brutal efficiency. Abilities: 10 + 10 + 12 + 0 + (-2) + 4 = 34PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 22 (+6) Intelligence: 10 (+0) Wisdom: 8 (-1) Charisma: 14 (+2) Combat: 10 + 20 = 30PP Initiative: +13 Attack: +14 Melee, +5 Ranged Grapple: +19 Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed Knockback: -7/-3 Saving Throws: 4 + 8 + 6 = 18PP Toughness: +14 (+6 Con, +8 [Defensive Roll]) Fortitude: +10 (+6 Con, +4) Reflex: +13 (+5 Dex, +8) Will: +5 (-1 Wis, +6) Skills: 120R = 30PP Acrobatics 17 (+22)Skill Mastery Climb 5 (+10)Skill Mastery Concentration 13 (+12) Escape Artist 10 (+12)Skill Mastery Intimidate 15 (+17)Skill Mastery Knowledge (Streetwise) 10 (+10)Skill Mastery Notice 15 (+14)Skill Mastery Sleight of Hand 15 (+20) Stealth 15 (+20)Skill Mastery Swim 5 (+10)Skill Mastery Feats: 39PP Acrobatic Bluff Accurate Attack All-Out Attack Assessment Attack Focus (Melee) 9 Blind-Fight Defensive Attack Defensive Roll 4 Distract [Intimidate] Elusive Target Evasion 2 Fearless Grappling Finesse Improved Initiative 2 Improved Grab Improved Pin Instant Up Move-By Action Power Attack Prone Fighting Skill Mastery 2 (Acrobatics, Climb, Escape Artist, Intimidate, Knowledge[Streetwise], Notice, Stealth, Swim) Startle Takedown Attack 2 Uncanny Dodge (Normal Hearing) Powers: 6 + 28 + 5 = 39PP Damage 5 (Extras: Linked[Volt Amp], Feats: Mighty) [6PP] (Total Style) Volt Amp 13 (26PP Array; Extras: Linked[Total Style], Feats: Alternate Powers 2) [28PP] Base Power: Autofire Extra on Damage 10 (Extras: Linked[Paralyze], Linked[Trip]) + Paralyze 10 (Feats: Linked[Damage], Flaws: Slow) + Trip 10 (Extras: Linked[Damage], Flaws: Range[Touch], Feats: Improved Trip) [10 + 10 + 6 = 26PP] (Lightning Barrage) Alternate Power: Penetrating Extra on Damage 3 (Extras: Linked[Drain]) + Drain 10 (Toughness; Extras: Affects Objects, Linked[Penetrating], Total Fade Flaws: Affects Objects Only, Limited[Electronics], Feats: Affects Insubstantial, Incurable, Slow Fade) + Paralyze 10 (Extras: Alternate Save(Fortitude), Linked[Penetrating], Flaws: Distracting) [3 + 13 + 10 = 26PP] (Thunder Strike) Alternate Power: Area[Burst] Extra on Damage 10 (50ft radius; Extras: Linked[Trip], Selective, Flaws: Distracting) + Trip 10 (Extras: Area[Burst], Linked[Damage], Selective, Flaws: Range[Touch], Unreliable, Feats: Improved Trip) [10 + 11 = 22PP] (Shocking Takedown) Bio-Electric Agility 2 (4PP Array; Feats: Alternate Power) [5PP] Base Power: Speed 4 (100mph/1'000ft per Move Action) [4PP] Alternate Power: Leaping 4 (x25 per Move Action, 750ft running long jump, 375ft standing long jump, 187ft standing high jump) [4PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Total Style (Damage) Touch DC25 Toughness (Staged) Damage (Physical) Lightning Barrage (Damage+Paralyze+Trip) Touch DC25 Toughness (Staged) Autofire Damage (Physical + Electrical) DC20 Fortitude (Staged) Paralyze (Slow) 1d20+10 vs STR or DEX (worse) Trip Thunder Strike (Damage+Drain+Paralyze) Touch DC25 Toughness (Staged) Damage (Physical + Electrical) DC20 Fortitude (Staged) Paralyze + Drain (Toughness) Shocking Takedown (Damage+Trip) Area DC25 Toughness (Staged) Damage (Physical + Electrical) 1d20+10 vs STR or Dex (worse) Trip Totals: Abilities (34) + Combat (30) + Saving Throws (18) + Skills (30) + Feats (39) + Powers (39) - Drawbacks (0) = 190/190 Power Points
  22. "Moon-Moth! Glad to hear your vo-" Vyrdnaya said, before being rudely interrupted by Cor, who appeared right in front of her, wielding an energy mace in a manner that suggested that he'd like to have said mace aqcuainted with Vyrdnaya's head in the most violent way possible. It was pure insticts that protected her, raising her metalic wings and using them to cover herself from the attack, but she could still feel the force behind the blow reverbrate through her body. "Ahgh, you bedridden monkfish!" she shouted in Delaztri once again. Prepping her hand cannon, she opened fire at Cor, widening the crack on the forcefield behind him. "Eat Plasma cannon, you wretched villainous scum!" Deciding that staying up close in an enclosed space to such a dangerous foe was ill-advised, she decided that it was time for some tactical retreat. "Moth? Can you hear me? Where are you?" She spoke, hoping that hers and Myothzar's voices would guide each other, as she flew down the winding corridor, only to be met by a dead end. "Crap... Moon-Moth, be careful, we've got a mace-wielding hostile in here!"
  23. Okay, then, doing so removes the obscure effect from the hellhounds, which means the thrall should be better able to attack its brethren, come next round.
  24. Vahnyu

    [IC]Warped Drive

    "Oh, man, talk about lame." Serge had arrived at the waitting room, and he was feeling quite antsy. After pulling an all-nighter, preparing his stuff for the trip, he overslept, which led to him running like frantic through the Freedom City streets, with nary a care about his disguise. He had hoped that no one could tell his facial features as he ran at the speed of sound, but nevertheless, he did wear a single cap and sunglasses to aid the effect. Then, when he arrived at the airport, Serge found his stomach growling in protest, so he impatiently bought a hamburger and a cola, a mistake he soon came to regret, as he recalled that the security does not allow passengers to bring their own food through the terminal. With a heavy heart, he scarfed down as much as he could, then discarded the rest when he arrived at the check in, only to be informed that the flight for the Harrow Association Labs Expo in Europe had been delayed. So, there he stood, now, looking aimless, as he scanned the area around him. There was the usual hubbub involved in airports. He tried walking around, to pass the time. The arcade store seemed over capacity, so he tried hitting the bookstore, which seemed to be filled with science mags. Well, that's apropos, I guess. He thought, as he scanned the covers in case something interesting might catch his eye. As he continued scouring the books, absorbed in them as he was, he found himself almost tripping to a man in his 40s. "Ah, 'scuse me for that." He apologised, but the man just glared at him and went his way, muttering under his breath as he did. Serge followed him with his gaze for a bit, before spotting someone in the crowd nearby. Someone familiar. He raised his hand a bit, and was about to head over to Dancia, before seeing her talk to someone. Deciding that he'd best be discreet, lest he compromise Dancia's secret identity, he decided to just wave and smile at her, for a bit, and then get back to looking around the bookstore.
  25. Let's tag and follow!
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