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Shofet

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  1. "Well, I'm kind of bleeding and missing my shirt, so I don't think I'm first pick for that. Corp, looks like it's up to you." He grinned at him. "And thanks for seeing if I was alright." He went over, grabbing his shirt and looking it over. "Gosh darnit, this one was nice, too." No, it wasn't. "Seems a cryin' shame that he had to go an-- Oh? What's this?" He looked on the inside of the shirt, and found a small pocket. Fumbling around inside, he pulled out some cash. "Well, jeez, how did that get in there? That's... Mmm... twenty three dollars and fourteen cents. I could buy a lot of hot dogs with that... Well, I know what I'm doing when this is done. Anyone who wants to join me is quite welome to do so." He looked back at Jessica. "Oh, and if you need me to do anything, just ask. I like to be useful."
  2. "Weissnacht was plannin' on killin' me, and that hit rattled my brains a little is all. Nothin' much to worry about, I think. I can handle it." The Penitent slowly rose to his feet, holding his hand against the wound for a moment, before letting go of it, looking down at his hand, then at Corporal Cosmos. "You did good, Corporal. Got the people to clear out when there was a threat of danger in that hallway, and danged good fighter, too." He gave a brief grin to the Corporal. "By the way, call me Bram. Don't worry, I don't expect any reciprocation, s'just I don't have an off-mode for this, so... Y'know, no point in keeping my name from anyone."
  3. The Penitent nodded to Ironclad, before sitting down and running his fingers through his sweat-soaked hair, sighing to himself. "You go ahead and do that, missy. I'm afraid I'm only muck things up for ya." Relaxing against the ground, he sighed as he looked at the remains of his shirt and sunglasses over by the stairwell. Dangit, there goes one of my very few shirts. He rubbed at his throbbing head, pulling back to see he was indeed bleeding from the wound, and then paused for a moment, hoping he could detect if he had been concussed. Of course, he wouldn't actually ever be certain with no medical training, but he knew it made you dizzy, right? Oh, well. Better just try and get a grip on things.
  4. The Penitent landed rapidly after firing off at Giselle, creating a loud clap throughout the alleyway. He twisted on his heels, his eyes spying the only demon that had been spared most of the combat. "Well, hello, there, come on and join the party." He lifted off into the air again, racing towards the demon and then kicking at its jaw with intense force. However, the demon moved out of the way before he could strike it, and the Penitent groaned to himself, before hurrying back to where he started out. "Well, that didn't go exactly as planned."
  5. "Oh, fer cryin' out loud." The Penitent grunted, and stared down the robots. "Well, if fancy weaponry won't knock y'all down, well, we'll just have to see if some good ol' fashioned brute force will." The Penitent surged forward, going from still to full-speed in a matter of a couple seconds, before craning his head down and levelling the point of his horns with the Weissbot's "chest". After mere instants, the Penitent rammed his horns into the Weissbot, then rapidly craned his neck upward to get them nice and in there. The robot shuddered, and then fizzled out, before the robot was shaken off the Penitent's horns. It was then that the robot erupted into flames, much to the Penitent's alarm. "Well that was darned lucky.". He looked at the other robot. "I don't suppose you're smart enough to what surrendering and that this would be a good time fer it?"
  6. 1d20+5=17 Time for a powah pawnch on Monsieur Six. DC34 Toughness check
  7. 1d20+10=14 Punch on Demon Number 3. IC is really messing with me in this one.
  8. The +9 was actually a holdover from something else that I forgot to remove. Additionally, I removed the favoured opponent and replaced it with 4 ranks in Search and Investigate to fill the void.
  9. Alright, amended that by removing the power feat Turnabout and the flaw to make it even.
  10. The Penitent's eyes narrowed at Giselle's comment about the fireball. "Right." He began to slowly lift into the air. "You know what the worst trait anyone on God's Green Earth can have?" He raised higher into the air as he cupped his hands then parted them, a fireball generating between them. It grew bigger and brighter as his hands distanced each other, reaching about double the size of the one before. "It's an ego, and Christ if you have not shown it right here and now, and coupled with the fact that you thought I was some gift to give to someone, well that makes me burning mad." He readied the ball of Brimstone Flames. "Now, I figure all this tough talk ain't much when my opponent can't move all that much, so I'm just gonna let you have it now. Here you go." With all his might, he whipped the ball of flames at her, glaring.
  11. 1d20+7=14 That'll be a DC32 Toughness Check.
  12. The Captain looked up at Lord Steam grimly, and shook his head. "I..." He sighed, looking at the remains, obviously frustrated. "That's just it. They seem to age so fast... The remains, I mean. The hair probably won't even last the night..." He looked up at him. "I know it's hard to believe, but I need you to believe me. I... You can watch the hair sample. Watch it age before your own eyes! Just wait the night and I can prove it!" The Captain was frantic, but seemed sincere. "There's something terrible on this ship!"
  13. "Now don't taunt the unconscious psychopath, madame, you'll only waste your energy." The Penitent grinned, and his eyes caught the rapidly moving robot. "Well lookit what we have here. I am afraid that it is in fact quite rude to just run out on us like that. I am forced to reprimand you." The Penitent summoned up a ball of Brimstone Flames, and then whipped it at the fleeing robot, chuckling softly. "You know, despite having the tar kicked out of me just a little while ago, this is going surprisingly well."
  14. 1d20+12=28 Brimstone Flames for you, Robo Number Nine.
  15. You're absolutely certain he's being completely honest with you.
  16. Player Name: Shofet Character Name: Maskelyne Power Level: 7 (0/105PP) Trade-Offs: +2 Attack, -2 Damage Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: An amateur escape-artist and magician with the slightest tinge of the mystic Alternate Identity: Mabel Terrick (Birth name: Maruska Tesarik, Jr.) Identity: Secret Birthplace: Praha, Czech Republic Occupation: Amateur magician Affiliations: Gymnastics studio, the Circus Family: Father: Damien Terrick (Damek Tesarik), Mother: Mary Terrick (Maruska Tesarik, Sr.) Description: Age: 17 (DoB: March 24, 1994) Apparent Age: 17 Gender: Female Ethnicity: Czech Height: 5'04" Weight: 122lb Eyes: Chocolate brown Hair: Russet Mabel (or Maruska if you know her well enough) has a lithe, athletic form that is well-toned, with a very linear body that does not curve all too much. Her face is narrow and hawkish, yet pretty in a girlish sort of way, her youth still quite apparent. Her eyes often maintain an almost predatory look about them, except in close company, where they switch rapidly to a doey, wide-eyed look. Her eyebrows are very thin, but highly expressive. Her skin is lightly browned from frequent excercise in the sun, and some freckles scatter across the bridge of her nose. The canine tooth on the upper right side is chipped in half. Everything about her appearance is neatly kept. Her hair is kept it in a bob cut that is impeccably well-kept, her teeth perfectly white and her skin taken almost obessively care of. When dressing in her civilian identity, she prefers to wear blouses with knee-length skirts, or a pair of drab trousers with suspenders, save for when she works out, where she exchanges her normally stuffy attire for bike shorts and a sports bra with some sneakers. She usually wears a pair of horn-rimmed glasses, save for when she works out, when she switches for contacts Dressed as Maskelyne, she wears 1920s inspired "circus performer" style tights, with lacing up at the neckline, and sleeves cutting off just below the elbows, coloured in swatches of black, dull red, and brown. On her hands, she wears a pair of black gloves that start at the base of her palm, leaving her wrists exposed. Like many unpowered heroes, she wears a utility belt filled with the goodies she needs to help fight the bad guys. Power Descriptions: Her magical capabilities, though few in number, tend to create a small, but controlled flash. History: Maruska Tesarik was born in Praha, or Prague, in the Czech Republic, to a circus performer named Damek Tesarik, and an art critic named Maruska Tesarik, neé Prazsky. Her father was a well-known contortionist and acrobat amongst the circuses of Europe, and happily dragged his family along with him all across Europe while he performed, and even got the occasional movie deal in the European film community. This meant that young Maruska never made friends for very long outside the circus, so she often had to entertain herself by reading up on magician's history or more "legitimate" magic whe she wasn't being schooled by her various tutors, an interest sparked by her time around the circus. During her reading, she found out about Harry Houdini, whom she grew deeply interested in, after she found out she had the same birthday as him. She loved his escape tricks, as well as his magician skills. But she also deeply appreciated his skeptic mind, and his unwillingness to let superstition be used as a tool to manipulate the gullible and desperate. This led her to begin to mimic Houdini's tricks and look upon her old readings on the occult with disdain, much to the delight of her father at the time, who wanted her to go into the "family business". Through Houdini she found out about other magicians of a similar nature, like John Nevil Maskelyne, who was an equally well-known escapologist of the time, somewhat infamous amongst cardsharps for revealing all their secrets in one of his books. Sadly, her mother suffered cardiac arrest when Maruska was eight, and though her mother survived, it permanently affected Maruska, who become obsessed with keeping good health and doggedly doing all she could to avoid going through something similar. She also began to practice magician's tricks aside from Houdini's, and continued practicing both to perform feats of increasing difficulty as she grew up, mostly to keep her mind off what had happened. By the time she was fourteen, she was an accomplished magician and escape artist for her age, exceeding the skill of many adults who made a living off doing such things. Unfortunately, her life changed rather dramatically in November of 2011. Her father had accidentally drawn the attention of mafiosos while in Sicily, who tried to scratch off some of her father's earnings with threats of violence, which her father balked at. The result was a rather brutal fight, which although her father technically one, knocking two of his opponents unconscious and one permanently paralysed in the right hand, he received permanent damage in several locations that more or less made performing any more in the future near-impossible. The event inspired her father to pack up the family and finally leave Europe without so much as a notice to his fellow workers, and heading to Freedom City, where he felt the family would be safe due to the presence of so many heroes. He encouraged the family to adopt new names, taking on the more generic "Terrick" as a last name and picking more English sounding names to fit in. Maruska, now calling herself Mabel, was sullen about moving to America, which she had always considered somewhat "backwards", though not out of any genuine knowledge of the place, but more stereotypes. However, she figured that if her idol, Harry Houdini could survive in the United States, then so could she. Since her father discouraged practicing her escape artistry and magic tricks, as they would "draw unwanted attention", she picked up reading on the occult as she had done when she was young. This time, she actually managed to find some legitimate spells, much to her initial disbelief. However, attempting them proved to her that they were in fact the genuine article. This event, combined with increasing restlessness at being unable to pursue her hobby, led her to go out into the night quite recently, and attempt to fight the sort of crime that had forced her to abandon her own life, figuring that the "larger scale" heroes would be too busy fighting the cosmic level threats. Within Freedom City, the family had lost a lot of their money through the escape and the creation of new identities, so Damek took up a job as a gymnastics instructor at a local studio, and Mabel took a part-time job as a ballet instructor, a talent she picked up while her father was touring in Russia and France. However, during her night-time escapades, she has found that perhaps her family didn't flee secretly enough, as they might just have been followed... Personality & Motivation: Mabel is an intelligent, strong-willed, and determined young woman. However, she is also arrogant and conceited to a lot of people, mostly as a defense mechanism. This does not make it any less grating for those who know her. She has the problem of assuming people don't know what she is talking about, which is not necessarily true, and thus coming off as talking down to other people. She's also very much a health-nut, refusing to put anything she feels is "damaging" into her body like alcohol (which was often legal for her to drink while in Europe, though she never drank it) or fatty foods, and criticising choices by others to do so. Her temper rarely ever flares, instead becoming icy and venomous when she is upset with someone, and she is never shy, often to her detriment. However, she does have a softer side, however hard it is to get to. She's remarkably patient with her ballet students, and is actually engaging when someone is trying to learn something from her, where she loses the edge she normally carries in her personality and instead becomes friendly, cooperative and informative. She also has a weakness for seeing people cry that tends to knock her defenses down. In terms of motivations, a lot of it is restlessness and anger at having her life snatched from her like it was, but there is another component to her that is a lot less self-serving and genuinely noble. She has a very real sense of self-sacrifice when someone is in danger, and that wrongs need to be righted. She's also very much against pointless cruelty for the sake of revenge, believing that it only leads to escalation that often ends up fatal, something she is very keen to avoid. Her priorities when opposing criminals are more to prevent them from hurting any more people rather than to just hurt them, though she remains a moral absolutist: if you do bad, you are bad (though that doesn't mean you deserve anything especially terrible). Powers & Tactics: Maskelyne does what she can to avoid up-front confrontations, preferring to use the shadows and acrobatics to her advantage. Having no illusion of immortality, Maskelyne will not take unnecessary risks, and tries to deal with opponents based on their perceived threat level: with large bruisers, she will try and use ranged weapons, though if forced will try and sneak up on them to knock them out quickly and efficiently; with leaner, less capable opponents, she will occasionally risk hand to hand, as she is a capable fighter, but still prefers to attack at a range. If in a bind, she will use the few spells she knows to help herself out of it -- only one of these spells is offensive, the rest being more about moving quickly and unseen. Complications: Hunted: The Casa Nostra is very much after Maskelyne and her family, especially her father, and isn't afraid to use her to hurt him in any way they can. Secret: Identity: Because of the above, Maskelyne's father is desperate to ensure his family draws as little attention to itself as possible, so if he were to find out what his daughter was doing, he'd be absolutely livid, and as he likes to threaten when mad, "send her off to a convent in Bavaria." Famous family: Try as they might, the Tesariks, or now, the "Terricks" can not escape the fact that their family was actually rather famous in Europe. While Maskelyne and her mother have more of a chance to escape notice, her father has acted in movies and was huge in the circuses of Europe, so those familiar with him will probably figure out who he is if they talk with him long enough, and by proxy, figure out who she is. Abilities: 2 + 10 + 4 + 8 + 4 + 0 = 28PP Strength: 12 (+1) Dexterity: 20 (+5) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 12 + 7 = 19PP Initiative: +5 Attack: +7 Melee/ +5 Ranged Grapple: +8 Defense: +7 (+7 Base, +0 Dodge Focus), +0 Flat-Footed Knockback: -1 Saving Throws: 3 + 3 + 3 = 9PP Toughness: +7 (+2 Con, +5 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +8 (+5 Dex, +3) Will: +7 (+4 Wis, +3) Skills: 72R = 18PP Acrobatics 8 (+13)Skill Mastery Climb 8 (+9) Escape Artist 8 (+13)Skill Mastery Investigate 4 (+8) Knowledge: Arcane Lore 4 (+8) Knowledge: History 4 (+8) Language 5 (Czech [Native], English, Italian, German, Spanish, Russian) Perform: Dance 7 (+7)Skill Mastery Search 4 (+8) Sleight of Hand 8 (+13)Skill Mastery Stealth 8 (+13) Feats: 6PP Benefit 1: Wealthy Improved Trip Instant-Up Luck Move-By-Action Skill Mastery Powers: 12 + 4 + 9 = 25PP Device 4 (Multi-purpose Club, Technology; 20PP Container; Flaws: Easy-to-Lose) [12PP] Strike 7 (Studded club, Technology) [7PP) Blast 6 (Sling, Technology; Power Feats: Mighty) [13PP] Device 1(Hypermesh Suit, Technology; 5PP Container; Flaws: Hard-To-Lose) [4PP] Protection 5 (Hypermesh Suit, Technology) [5PP] Magical Array 3 (6 point array, Magic; Power Feats: Alternate Power 3) (9PP) BP: Concealment 3 (Normal Sight, Hearing) {6PP} AP: Teleport 3 ([Range]) {6PP} AP: Darkness Control 3 ([Range]) {6PP} AP: Super-Movement 3 (Wall-Crawling 2, Slow-Fall) {6PP} DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Club Touch DC22 Toughness (Staged) Damage (Physical) Sling Ranged DC22 Toughness (Staged) Damage (Physical) Totals: Abilities (28) + Combat (19) + Saving Throws (9) + Skills (18) + Feats (6) + Powers (25) - Drawbacks (0) = 105/105 Power Points
  17. The Penitent remained unphased by the burning chains, and grinned. "Well howdy to both of you. I'm the Penitent, nice to meet you all. Now, if you'll excuse me." He smirked at Giselle. "Now, as for that "gift fer yer master", thing? I don't think that's gonna happen. Y'see, I'm a citizen of the United States, can't be property, and thus can't be a gift. I'm sure you understand, though I appreciate the sentiment. I am quite the specimen." He generated a fireball in his hand. "But speaking of gifts, here's one from me to you." He whipped the ball of fire at Giselle's face, grinning devilishly.
  18. 1d20+12=20 Brimstone Flames on Giselle. DC 27 TOU check, please.
  19. Player Name: Shofet Character Name: Maskelyne Power Level: 7 (0/105PP) Trade-Offs: +2 Attack, -2 Damage Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: An amateur escape-artist and magician with the slightest tinge of the mystic Alternate Identity: Mabel Terrick (Birth name: Maruska Tesarik, Jr.) Identity: Secret Birthplace: Praha, Czech Republic Occupation: Amateur magician Affiliations: Gymnastics studio, the Circus Family: Father: Damien Terrick (Damek Tesarik), Mother: Mary Terrick (Maruska Tesarik, Sr.) Description: Age: 17 (DoB: March 24, 1994) Apparent Age: 17 Gender: Female Ethnicity: Czech Height: 5'04" Weight: 122lb Eyes: Chocolate brown Hair: Russet Mabel (or Maruska if you know her well enough) has a lithe, athletic form that is well-toned, with a very linear body that does not curve all too much. Her face is narrow and hawkish, yet pretty in a girlish sort of way, her youth still quite apparent. Her eyes often maintain an almost predatory look about them, except in close company, where they switch rapidly to a doey, wide-eyed look. Her eyebrows are very thin, but highly expressive. Her skin is lightly browned from frequent excercise in the sun, and some freckles scatter across the bridge of her nose. The canine tooth on the upper right side is chipped in half. Everything about her appearance is neatly kept. Her hair is kept it in a bob cut that is impeccably well-kept, her teeth perfectly white and her skin taken almost obessively care of. When dressing in her civilian identity, she prefers to wear blouses with knee-length skirts, or a pair of drab trousers with suspenders, save for when she works out, where she exchanges her normally stuffy attire for bike shorts and a sports bra with some sneakers. She usually wears a pair of horn-rimmed glasses, save for when she works out, when she switches for contacts Dressed as Maskelyne, she wears 1920s inspired "circus performer" style tights, with lacing up at the neckline, and sleeves cutting off just below the elbows, coloured in swatches of black, dull red, and brown. On her hands, she wears a pair of black gloves that start at the base of her palm, leaving her wrists exposed. Like many unpowered heroes, she wears a utility belt filled with the goodies she needs to help fight the bad guys. Power Descriptions: Her magical capabilities, though few in number, tend to create a small, but controlled flash. History: Maruska Tesarik was born in Praha, or Prague, in the Czech Republic, to a circus performer named Damek Tesarik, and an art critic named Maruska Tesarik, neé Prazsky. Her father was a well-known contortionist and acrobat amongst the circuses of Europe, and happily dragged his family along with him all across Europe while he performed, and even got the occasional movie deal in the European film community. This meant that young Maruska never made friends for very long outside the circus, so she often had to entertain herself by reading up on magician's history or more "legitimate" magic whe she wasn't being schooled by her various tutors, an interest sparked by her time around the circus. During her reading, she found out about Harry Houdini, whom she grew deeply interested in, after she found out she had the same birthday as him. She loved his escape tricks, as well as his magician skills. But she also deeply appreciated his skeptic mind, and his unwillingness to let superstition be used as a tool to manipulate the gullible and desperate. This led her to begin to mimic Houdini's tricks and look upon her old readings on the occult with disdain, much to the delight of her father at the time, who wanted her to go into the "family business". Through Houdini she found out about other magicians of a similar nature, like John Nevil Maskelyne, who was an equally well-known escapologist of the time, somewhat infamous amongst cardsharps for revealing all their secrets in one of his books. Sadly, her mother suffered cardiac arrest when Maruska was eight, and though her mother survived, it permanently affected Maruska, who become obsessed with keeping good health and doggedly doing all she could to avoid going through something similar. She also began to practice magician's tricks aside from Houdini's, and continued practicing both to perform feats of increasing difficulty as she grew up, mostly to keep her mind off what had happened. By the time she was fourteen, she was an accomplished magician and escape artist for her age, exceeding the skill of many adults who made a living off doing such things. Unfortunately, her life changed rather dramatically in November of 2011. Her father had accidentally drawn the attention of mafiosos while in Sicily, who tried to scratch off some of her father's earnings with threats of violence, which her father balked at. The result was a rather brutal fight, which although her father technically one, knocking two of his opponents unconscious and one permanently paralysed in the right hand, he received permanent damage in several locations that more or less made performing any more in the future near-impossible. The event inspired her father to pack up the family and finally leave Europe without so much as a notice to his fellow workers, and heading to Freedom City, where he felt the family would be safe due to the presence of so many heroes. He encouraged the family to adopt new names, taking on the more generic "Terrick" as a last name and picking more English sounding names to fit in. Maruska, now calling herself Mabel, was sullen about moving to America, which she had always considered somewhat "backwards", though not out of any genuine knowledge of the place, but more stereotypes. However, she figured that if her idol, Harry Houdini could survive in the United States, then so could she. Since her father discouraged practicing her escape artistry and magic tricks, as they would "draw unwanted attention", she picked up reading on the occult as she had done when she was young. This time, she actually managed to find some legitimate spells, much to her initial disbelief. However, attempting them proved to her that they were in fact the genuine article. This event, combined with increasing restlessness at being unable to pursue her hobby, led her to go out into the night quite recently, and attempt to fight the sort of crime that had forced her to abandon her own life, figuring that the "larger scale" heroes would be too busy fighting the cosmic level threats. Within Freedom City, the family had lost a lot of their money through the escape and the creation of new identities, so Damek took up a job as a gymnastics instructor at a local studio, and Mabel took a part-time job as a ballet instructor, a talent she picked up while her father was touring in Russia and France. However, during her night-time escapades, she has found that perhaps her family didn't flee secretly enough, as they might just have been followed... Personality & Motivation: Mabel is an intelligent, strong-willed, and determined young woman. However, she is also arrogant and conceited to a lot of people, mostly as a defense mechanism. This does not make it any less grating for those who know her. She has the problem of assuming people don't know what she is talking about, which is not necessarily true, and thus coming off as talking down to other people. She's also very much a health-nut, refusing to put anything she feels is "damaging" into her body like alcohol (which was often legal for her to drink while in Europe, though she never drank it) or fatty foods, and criticising choices by others to do so. Her temper rarely ever flares, instead becoming icy and venomous when she is upset with someone, and she is never shy, often to her detriment. However, she does have a softer side, however hard it is to get to. She's remarkably patient with her ballet students, and is actually engaging when someone is trying to learn something from her, where she loses the edge she normally carries in her personality and instead becomes friendly, cooperative and informative. She also has a weakness for seeing people cry that tends to knock her defenses down. In terms of motivations, a lot of it is restlessness and anger at having her life snatched from her like it was, but there is another component to her that is a lot less self-serving and genuinely noble. She has a very real sense of self-sacrifice when someone is in danger, and that wrongs need to be righted. She's also very much against pointless cruelty for the sake of revenge, believing that it only leads to escalation that often ends up fatal, something she is very keen to avoid. Her priorities when opposing criminals are more to prevent them from hurting any more people rather than to just hurt them, though she remains a moral absolutist: if you do bad, you are bad (though that doesn't mean you deserve anything especially terrible). Powers & Tactics: Maskelyne does what she can to avoid up-front confrontations, preferring to use the shadows and acrobatics to her advantage. Having no illusion of immortality, Maskelyne will not take unnecessary risks, and tries to deal with opponents based on their perceived threat level: with large bruisers, she will try and use ranged weapons, though if forced will try and sneak up on them to knock them out quickly and efficiently; with leaner, less capable opponents, she will occasionally risk hand to hand, as she is a capable fighter, but still prefers to attack at a range. If in a bind, she will use the few spells she knows to help herself out of it -- only one of these spells is offensive, the rest being more about moving quickly and unseen. Complications: Hunted: The Casa Nostra is very much after Maskelyne and her family, especially her father, and isn't afraid to use her to hurt him in any way they can. Secret: Identity: Because of the above, Maskelyne's father is desperate to ensure his family draws as little attention to itself as possible, so if he were to find out what his daughter was doing, he'd be absolutely livid, and as he likes to threaten when mad, "send her off to a convent in Bavaria." Famous family: Try as they might, the Tesariks, or now, the "Terricks" can not escape the fact that their family was actually rather famous in Europe. While Maskelyne and her mother have more of a chance to escape notice, her father has acted in movies and was huge in the circuses of Europe, so those familiar with him will probably figure out who he is if they talk with him long enough, and by proxy, figure out who she is. Abilities: 2 + 10 + 4 + 8 + 4 + 0 = 28PP Strength: 12 (+1) Dexterity: 20 (+5) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 12 + 7 = 19PP Initiative: +5 Attack: +9 Melee/ +5 Ranged Grapple: +8 Defense: +7 (+7 Base, +0 Dodge Focus), +0 Flat-Footed Knockback: -1 Saving Throws: 3 + 3 + 3 = 9PP Toughness: +7 (+2 Con, +5 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +8 (+5 Dex, +3) Will: +7 (+4 Wis, +3) Skills: 68R = 17PP Acrobatics 8 (+13)Skill Mastery Climb 8 (+9) Concentration 4 (+6) Escape Artist 8 (+13)Skill Mastery Knowledge: Arcane Lore 4 (+8) Knowledge: History 4 (+8) Language 5 (Czech [Native], English, Italian, German, Spanish, Russian) Perform: Dance 7 (+7)Skill Mastery Sleight of Hand 8 (+13)Skill Mastery Stealth 8 (+13) Feats: 8PP Benefit 1: Wealthy Favoured Opponent: Casa Nostra 2 Improved Trip Instant-Up Luck Move-By-Action Skill Mastery Powers: 11 + 4 + 9 = 24PP Combat Array 2 (10 PP Array, Power Feats: Alternate Power) [11PP] BP: Strike 7(Studded Baton; Power Feats: Mighty, Thrown 2) {10PP} AP: Blast 4 (Super-Sling; Power Feats: Accurate, Sedation) {10PP} Device 1(Hypermesh Suit, Technology; 5PP Container; Flaws: Hard-To-Lose) [4PP] Protection 5 (Hypermesh Suit, Technology) [5PP] Magical Array 3 (6 point array, Magic; Power Feats: Alternate Power 3) (9PP) BP: Concealment 3 (Normal Sight, Hearing) {6PP} AP: Teleport 3 ([Range] Power Feats: Turnabout; Flaws: Short-Range) {6PP} AP: Darkness Control 3 ([Range]) {6PP} AP: Super-Movement 3 (Wall-Crawling 2, Slow-Fall) {6PP} DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Baton Touch DC23 Toughness (Staged) Damage (Physical) Sling Ranged DC20 Toughness (Staged) Damage (Physical) Totals: Abilities (28) + Combat (19) + Saving Throws (9) + Skills (17) + Feats (8) + Powers (24) - Drawbacks (0) = 105/105 Power Points
  20. 1d20+13=18 Oh, balls. Hero pointing it up. 1d20=9, but since I can't get below ten, that nine becomes a 19, meaning I scored 32. Completely unharmed.
  21. The Penitent noticed the commotion almost instantly, and sped up dramatically, before he saw the monstrous creatures attacking the two people there. Promptly, he summoned up some brimstone flames, and hurled it at the bearlike creature swinging at the man with full force. Quickly, he zoomed down to the fight, and landed rather roughly. "I hope I'm not interrupting, but I noticed this little soiree and I thought maybe I might come anc crash the party, so to speak." He grinned, not knowing that all these people here were in some way connected to death, and could see the ghosts clinging tightly to him, looking on with maddened expressions.
  22. 1d20+12=21 Brimstone flames on Demon Numero Uno. DC 27 TOU.
  23. Complete success. The teeth show evidence of what seems like years of decomposition... In the sea. Meanwhile, the hair scraps show something interesting -- they're perfectly cut. No jagged edges even at the closest scrutiny, pointing to non-natural methods of removing it.
  24. GM Volodomir nodded silently to Blodeuwedd, giving her a brief thumbs up, while the Captain nodded to Lord Steam and Blodeuwedd. "I shall do what I can. I can't promise much, but we have been keeping the remains..." The Captain's eyes became distant for a moment. "...We've keeping them in storage." He looked about at the men. "Alright, I want all of you to tell as much as you can to any of them who asks you a question. Additionally, there will be no eating in our bunks anymore. We've already lost two men when they were unsupervised in their rooms. We'll all be resuming eating in the mess, as usual." The Captain nodded to Lord Steam, leading him off to the storage area, which was a musty, dark place. He flicked on the light, though it was dim. He grabbed a jar, and opened it up. "This is the teeth... They seem to be the only thing that last very long. I don't know what to say about it." He handed the jar to Lord Steam. "About seven men so far." He then looked at Lord Steam, beckoning him to follow. He brought him to the bunk area, and sighed as he opened the door. The smell of seawater was strong, and the Captain moved forward, bringing Lord Steam to the scene where some sea foam remained, along with some teeth and scraps of hair. "This one happened just a while before you arrived... I've not been able to get anyone to pick it up." He sighed, looking at Lord Steam. "Can you make anything of the jar and the evidence here?"
  25. 1d20+10=28 Massive lag-out wouldn't let me get to the roll-lookup page like four times before this one worked. Bloody weird weather.
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