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Curious Key

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  1. Player Name: Curious Key Character Name: Aurora Power Level: 10/10 (150/153) Trade-Offs: +2 DEF -2 TOU Unspent Power Points: 3 In Brief: Cripplingly anxious wannabe heroine with a mysterious interstellar artifact. Alternate Identity: Aurora Identity: Reina Nightingale Birthplace: Ceduna, South Australia Occupation: Student Affiliations: Claremont Academy Family: Samantha Nightingale (Sister), Raymond Nightingale (Dad), Gretchen Nightengale (Mom) Age: 16 (DoB: December 4th, 2002) Height: 5'6" Weight: 125lbs Eyes: Green/Purple Hair: Black/Purple In her regular form, Reina is a smallish, mousy girl with scruffy dark hair stopping at about her ears, green eyes and a pair of spectacles she needs to address her severe nearsightedness. She prefers baggy clothes a couple sizes too large that she can feel cozy and shapeless inside. On the inside of her left palm is a broken white circle containing a symmetrical arrangement of eleven stars. In the dark, it seems to glow. When she invokes her powers, Reina's hair shifts to purple and stretches at length down her back and her muscle gains clear definition. A scarf roughly half the length of her body spools out from her shoulders behind her, where it floats and shifts in a gradient of gentle blues, greens and purples. The rest of her clothing is replaced with a a long purple shawl laid over a blue sleeveless shirt with the same white symbol on her torso that's on her palm. Below that, she wears a purple, knee-length skirt over star-speckled black leggings and purple boots. History: Growing up, Reina's family moved a lot for their parents' jobs. She and her older sister were forever strangers moving in and out of schools every year or so, but where her sister quickly connected with those around her, Reina was deeply shy...a quiet girl who other children were often unkind to. Her admiration of heroes, and in particular, heroines, was deep-seated on the edge of obsession, and while she was all too happy to plaster their posters on her walls, the reasons that others assumed she wanted too sat deeply wrong in her stomach. In her mid-teens, Reina finally put two and two together discovering she didn't just admire girls, but that she was a girl, and struggled with what exactly to do about it. One day, when Reina was fifteen, she was with her family on a summer camping trip, exhausted and miserable, taking a rest a little ways away from their camp. She saw a shooting star and made a wish. But this star didn't disappoint over the horizon. It crashed into the forest, and Reina chased after it. When Reina found the crash site, the ship was a wreck. Just outside of it, Reina saw a scorched and smoking cat, and rushed to help it. But it wasn't a cat at all. It whispered something to Reina and pressed its head against her palm. She blacked out. When she came to, the 'cat' was dead, she was empowered and things started moving very quickly. People searched for the mysterious meteor that had been seen flying in, but no one seemed able to find what, if anything, had landed. No one but Reina, for whom the wreck existed always in her mind, a thought away. Her new powers, and the nature of the ship she was not connected too, were deep and inscrutable mysteries to her. But to Reina, it didn't really matter. In her heart, fear and exhilaration made war on one another. Her powers had made her dreams come true...Made her a heroine. She had been patrolling haphazardly for a few weeks when a Freedom cape met up with her and tried to talk her down. Eventually, she pointed Reina in the direction of an academy in the city that would make sure that, if she was set on doing this, would at least show her how. Her parents were confused and overwhelmed, when she told them everything. They were almost happy to hand her off to Claremont, who at the very least would have a better idea how to handle her. Personality & Motivation: Deeply anxious and nervous, Reina is constantly worried about coming off poorly and imposing, her conversations peppered with a constant stream of apologies for nothing. She lives her life in constant fear that the people who she hangs around and call her 'friend' are just tolerating her irritating self. She's shy, sweet, sincere, and just wants to make as many people around her happy as possible. Reina is scared of conflict and scared of fighting, which doesn't seem like it should line up with her goal of becoming a hero, but its something incredibly precious to her. For the longest time, Reina has watched heroes from afar with starry eyes, picked her heroes from among the ranks of Freedoms' finest and spent her quiet, vulnerable moment wishing she could be like them while dismissing that she'd ever get the chance. But now she has it, and Reina knows now that if she waits until she's not afraid then she wouldn't be able to get up in the morning. Powers & Tactics: Reina can use the Sidereal Sigil to manifest her will as an idealized self, through which she can access her powers. When invoking her sigil, Reina can fly freely through the air at her will, has super-strength and becomes much more sturdy, and can manipulate her scarf with the same dexterity she could any of her arms or legs. She can also conjure bursts of energy and light from her left hand, which she mostly uses to attack from afar. In general, being somewhat easily overwhelmed, Reina prefers to soften her targets up from afar, injuring and blinding them, before getting all close and personal to finish the job. Complications: The Meek Will...Um...I'm Sorry... — Reina has crippling social anxiety, especially around people she doesn't know, which makes it very hard for her to talk to people clearly, especially in tense situations. This can put her in some very bad spots. ...What Do I Do... — Reina is very new to the hero business and doesn't have a clear idea of what's appropriate and what's not. She's scared and prone to moment of hesitation. Bluff and emotional pleas are very easy ways to manipulate Reina into stopping, and a creative villain might be able to find even more creative ways to take advantage of Reina's deep-seated insecurities. Sidereal Sigil — While its plain enough what Reina can do with it, even people who have studied it don't really know what the Sidereal Sigil is. Its an extraterrestrial artifact sure, but whose is it? What is its true purpose? Is there anyone looking for it? Why was it given to Reina in the first place?...And what kind of people want to get their hands on it? No one really knows. With the nature of her power shrouded in mystery. But its certain to cause trouble somewhere down the line... Emotional Resonance — The Sidereal Sigil operates on a wavelength of emotional resonance with Reina, making her wishes real. But having that kind of connection can have its downsides. When incredibly distressed or upset Reina may be unable call up her Sidereal avatar at all...or, even worse, it might breathe life into her fears and nightmares. The Derelict — Aurora's mind and soul are tethered in ways that are poorly understood to a wrecked spaceship. Reina barely understands anything about it, and certainly can't read any of the text or warnings on its displays. Aurora could easily have trouble coaxing the Derelict to act as she needs, and who knows what sort of other strangeness might be drawn to the crash, or what malfunctions in the ship Aurora will need to deal with? Abilities: 0 + 0 + 2 + 4 + 6 + 0 = 12PP Strength: 10/30 (+0/10) Dexterity: 10 (+0) Constitution: 12/26 (+1/8) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 8 + 14 = 22PP Initiative: +0/16 Attack: +4 Base, +10 Melee, +10 Starbolt Grapple: +12/22/27 Defense: +12 (+7 Base, +5 Dodge Focus), +4 Flat-Footed Knockback: -0/-4 Saving Throws: 0 + 7 + 3= 10PP Toughness: +1/8 (+1/8 Con) Fortitude: +1/8 (+1/8 Con +0) Reflex: +7 (+0 Dex, +7) Will: +6 (+3 Wis, +3) Skills: 36R = 9PP Computers 8 (+10) Knowledge (Pop Culture) 10 (+12) Knowledge (History) 4 (+6) Notice 8 (+11) Sense Motive 4 (+7) Language 2 (English [Native], German, Japanese) Feats: 15PP Attack Focus 6 (Melee) Dodge Focus 5 Power Attack Equipment 3 Equipment (15EP) HQ: The Derelict 15EP Size: Small (+0) Toughness: 20 (+3) The Derelict is a crashed alien spacecraft in the wilderness of Wyoming, on a camping ground that closed for business shortly after the Derelict first fell from the sky which is now being incorporated into the nearby Red River nature preserve. Concealed from the casual observer by some still-active perceptual masking technology, the derelict, once a sleek, beautiful marvel of magitech has been grounded indefinitely, its cockpit and piloting tools a mess, its engines fried, and its hull compromised too much to reach space safety. Much of the ships' original capabilities remain a mystery, as the only parts of the ship that have retained full functionality are the living quarters, coms, magic door and a backup computer system. It has some sort of poorly understood connection to Aurora and the Sidereal Sigil she bears and has been ever since she gained her powers. It will only listen to her. Aurora uses the Derelict primarily as a secret hideaway, all too happy to lounge in the sleek and comfy rooms accessible from the magic door while the rest of the ship lies broken behind its own sealed bulkhead doors. Features: Concealed 3 (DC +20) Communications Computer Fire Prevention System Living Space Isolated Powers System Security System (DC20) Powers 2 Teleport 8 (Magic Door, 2000 Miles, Extras: Portal [+2]; feats: Progression 1 [10ft by 10ft]) 33PP Descriptor: Magic, sidereal Super Senses 1 (Sidereal Communion; Mental Communication Link: Aurora) [1PP] Descriptor: Magic, sidereal Powers: 81+1= 82PP Alternate Form (Sidereal Avatar) 20+14+5+3+13+1+1+24 81PP Descriptors: Wish Magic Enhanced Strength 20 (Sidereal Strength) 20PP Descriptor: Prowess Enhanced Constitution 14 (Sidereal Body) 14PP Descriptor: Prowess Enhanced Feats 5 (Sidereal Reflex; Improved Initiative 4, Uncanny Dodge [Auditory]) 5PP Descriptor: Prowess Flight 1 (Starbound; 10mph, 100ft per round; Feats: Subtle) 3PP Descriptor: Sidereal Stellar Array (10PP Array; Feats: Dynamic Alternate Power [+2], Dynamic) 13PP DBP: Enhanced Flight 5 (Shooting Star, 500mph, 5000ft per round) 10PP Descriptor: Sidereal DAP: Super Strength 5 (Rising Star, 4 ton light load, 8t ml, 12t hl, 24t maxl, 60t p/d) 10PP Descriptor: Prowess Additional Limbs 1 (Prehensile Scarf) 1PP Descriptor: Animation Elongation 1 (Extending Scarf, 5 ft, Flaws: Limited [Scarf], Extras: Continuous) 1PP Descriptor: Animation Damage 10 (Starbolt; Effects: Ranged, Feats: Precise, Accurate 3) 24PP Descriptor: Sidereal Super Senses 1 (Sidereal Communion; Mental Communication Link: The Derelict) [1PP] Descriptor: Magic, Sidereal Drawbacks: -0 DC Block ATTACK RANGE SAVE EFFECT Unarmed [Base] Touch 15DC Toughness Damage (Physical) Unarmed [Powered] Touch 25DC Toughness Damage (Physical) Startbolt Range 25DC Toughness Damage (Energy) Totals: Abilities (12) + Combat (22) + Saving Throws (10) + Skills (9) + Feats (15) + Powers (82) - Drawbacks (0) = 150/153 Power Points
  2. Player Name: Curious Key Character Name: Aurora Power Level: 10/10 (150/150) Trade-Offs: +2 DEF -2 TOU Unspent Power Points: 0 In Brief: Cripplingly anxious wannabe heroine with a mysterious interstellar artifact. Alternate Identity: Aurora Identity: Reina Nightingale Birthplace: Ceduna, South Australia Occupation: Student Affiliations: Claremont Academy Family: Samantha Nightingale (Sister), Raymond Nightingale (Dad), Gretchen Nightengale (Mom) Age: 16 (DoB: December 4th, 2012) Height: 5'6" Weight: 135lb Eyes: Green/Purple Hair: Black/Purple In her regular form, Reina is a smallish, mousy girl with scruffy dark hair stopping at about her ears, green eyes and a pair of spectacles she needs to address her severe nearsightedness. She prefers baggy clothes a couple sizes too large that she can feel cozy and shapeless inside. On the inside of her left palm is a broken white circle containing a symmetrical arrangement of eleven stars. In the dark, it seems to glow. When she invokes her powers, Reina's hair shifts to purple and stretches at length down her back and her muscle gains clear definition. A scarf roughly half the length of her body spools out from her shoulders behind her, where it floats and shifts in a gradient of gentle blues, greens and purples. The rest of her clothing is replaced with a a long purple shawl laid over a blue sleeveless shirt with the same white symbol on her torso that's on her palm. Below that, she wears a purple, knee-length skirt over star-speckled black leggings and purple boots. History: Growing up, Reina's family moved a lot for their parents' jobs. She and her older sister were forever strangers moving in and out of schools every year or so, but where her sister quickly connected with those around her, Reina was deeply shy...a quiet girl who other children were often unkind to. Her admiration of heroes, and in particular, heroines, was deep-seated on the edge of obsession, and while she was all too happy to plaster their posters on her walls, the reasons that others assumed she wanted too sat deeply wrong in her stomach. In her mid-teens, Reina finally put two and two together discovering she didn't just admire girls, but that she was a girl, and struggled with what exactly to do about it. One day, when Reina was fifteen, she was with her family on a summer camping trip, exhausted and miserable, taking a rest a little ways away from their camp. She saw a shooting star and made a wish. But this star didn't disappoint over the horizon. It crashed into the forest, and Reina chased after it. When Reina found the crash site, the ship was a wreck. Just outside of it, Reina saw a scorched and smoking cat, and rushed to help it. But it wasn't a cat at all. It whispered something to Reina and pressed its head against her palm. She blacked out. When she came to, the 'cat' was dead, she was empowered and things started moving very quickly. People searched for the mysterious meteor that had been seen flying in, but no one seemed able to find what, if anything, had landed. No one but Reina, for whom the wreck existed always in her mind, a thought away. Her new powers, and the nature of the ship she was not connected too, were deep and inscrutable mysteries to her. But to Reina, it didn't really matter. In her heart, fear and exhilaration made war on one another. Her powers had made her dreams come true...Made her a heroine. She had been patrolling haphazardly for a few weeks when a Freedom cape met up with her and tried to talk her down. Eventually, she pointed Reina in the direction of an academy in the city that would make sure that, if she was set on doing this, would at least show her how. Her parents were confused and overwhelmed, when she told them everything. They were almost happy to hand her off to Claremont, who at the very least would have a better idea how to handle her. Personality & Motivation: Deeply anxious and nervous, Reina is constantly worried about coming off poorly and imposing, her conversations peppered with a constant stream of apologies for nothing. She lives her life in constant fear that the people who she hangs around and call her 'friend' are just tolerating her irritating self. She's shy, sweet, sincere, and just wants to make as many people around her happy as possible. Reina is scared of conflict and scared of fighting, which doesn't seem like it should line up with her goal of becoming a hero, but its something incredibly precious to her. For the longest time, Reina has watched heroes from afar with starry eyes, picked her heroes from among the ranks of Freedoms' finest and spent her quiet, vulnerable moment wishing she could be like them while dismissing that she'd ever get the chance. But now she has it, and Reina knows now that if she waits until she's not afraid then she wouldn't be able to get up in the morning. Powers & Tactics: Reina can use the Sidereal Sigil to manifest her will as an idealized self, through which she can access her powers. When invoking her sigil, Reina can fly freely through the air at her will, has super-strength and becomes much more sturdy, and can manipulate her scarf with the same dexterity she could any of her arms or legs. She can also conjure bursts of energy and light from her left hand, which she mostly uses to attack from afar. In general, being somewhat easily overwhelmed, Reina prefers to soften her targets up from afar, injuring and blinding them, before getting all close and personal to finish the job. Complications: The Meek Will...Um...I'm Sorry... — Reina has crippling social anxiety, especially around people she doesn't know, which makes it very hard for her to talk to people clearly, especially in tense situations. This can put her in some very bad spots. ...What Do I Do... — Reina is very new to the hero business and doesn't have a clear idea of what's appropriate and what's not. She's scared and prone to moment of hesitation. Bluff and emotional pleas are very easy ways to manipulate Reina into stopping, and a creative villain might be able to find even more creative ways to take advantage of Reina's deep-seated insecurities. Sidereal Sigil — While its plain enough what Reina can do with it, even people who have studied it don't really know what the Sidereal Sigil is. Its an extraterrestrial artifact sure, but whose is it? What is its true purpose? Is there anyone looking for it? Why was it given to Reina in the first place?...And what kind of people want to get their hands on it? No one really knows. With the nature of her power shrouded in mystery. But its certain to cause trouble somewhere down the line... Emotional Resonance — The Sidereal Sigil operates on a wavelength of emotional resonance with Reina, making her wishes real. But having that kind of connection can have its downsides. When incredibly distressed or upset Reina may be unable call up her Sidereal avatar at all...or, even worse, it might breathe life into her fears and nightmares. The Derelict — Aurora's mind and soul are tethered in ways that are poorly understood to a wrecked spaceship. Reina barely understands anything about it, and certainly can't read any of the text or warnings on its displays. Aurora could easily have trouble coaxing the Derelict to act as she needs, and who knows what sort of other strangeness might be drawn to the crash, or what malfunctions in the ship Aurora will need to deal with? Abilities: 0 + 0 + 2 + 4 + 6 + 0 = 12PP Strength: 10/30 (+0/10) Dexterity: 10 (+0) Constitution: 12/26 (+1/8) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 8 + 14 = 22PP Initiative: +0/16 Attack: +4 Base, +10 Melee, +10 Starbolt Grapple: +12/22/27 Defense: +12 (+7 Base, +5 Dodge Focus), +4 Flat-Footed Knockback: -0/-4 Saving Throws: 0 + 7 + 3= 10PP Toughness: +1/8 (+1/8 Con) Fortitude: +1/8 (+1/8 Con +0) Reflex: +7 (+0 Dex, +7) Will: +6 (+3 Wis, +3) Skills: 34R = 9PP Computers 8 (+10) Knowledge (Pop Culture) 10 (+12) Knowledge (History) 4 (+6) Notice 8 (+11) Sense Motive 4 (+7) Language 2 (English [Native], German, Japanese) Feats: 15PP Attack Focus 6 (Melee) Dodge Focus 5 Power Attack Equipment 3 Equipment (11/15) HQ: The Derelict 8PP Size: Small (+0) Toughness: 15 (+2) The Derelict is a crashed alien spacecraft in the wilderness of Wyoming, on a camping ground that closed for business shortly after the Derelict first fell from the sky which is now being incorporated into the nearby Red River nature preserve. Concealed from the casual observer by some still-active perceptual masking technology, the derelict, once a sleek, beautiful marvel of magitech has been grounded indefinitely, its cockpit and piloting tools a mess, its engines fried, and its hull compromised too much to reach space safety. Much of the ships' original capabilities remain a mystery, as the only parts of the ship that have retained full functionality are the living quarters, coms, magic door and a backup computer system. It has some sort of poorly understood connection to Aurora and the Sidereal Sigil she bears and has been ever since she gained her powers. It will only listen to her. Aurora uses the Derelict primarily as a secret hideaway, all too happy to lounge in the sleek and comfy rooms accessible from the magic door while the rest of the ship lies broken behind its own sealed bulkhead doors. Features: Concealed Communications Computer Living Space Isolated Powers System Security System Powers 2 Teleport 8 (Magic Door, 2000 Miles, Extras: Portal [+2]; feats: Progression 1 [10ft by 10ft]) 33PP Descriptor: Magic Super Senses 1 (Sidereal Communion; Mental Communication Link: Aurora) [1PP] Descriptor: Magic Powers: 81+1= 82PP Alternate Form (Sidereal Avatar) 20+14+5+3+13+2+24 81PP Descriptor: Magic Enhanced Strength 20 (Sidereal Strength) 20PP Enhanced Constitution 14 (Sidereal Body) 14PP Enhanced Feats 5 (Sidereal Reflex; Improved Initiative 4, Uncanny Dodge [Auditory]) 5PP Flight 1 (Starbound; 10mph, 100ft per round; Feats: Subtle) 3PP Stellar Array (10PP Array; Feats: Dynamic Alternate Power [+2], Dynamic) 13PP DBP: Enhanced Flight 5 (Shooting Star, 500mph, 5000ft per round) 10PP DAP: Super Strength 5 (Rising Star, 4 ton light load, 8t ml, 12t hl, 24t maxl, 60t p/d) 10PP Additional Limbs 1 (Prehensile Scarf) + Elongation 1 (5ft, Extras: Duration: Permanent [+0]) 2PP Damage 10 (Starbolt; Effects: Ranged, Feats: Precise, Accurate 3) 24PP Super Senses 1 (Sidereal Communion; Mental Communication Link: The Derelict) [1PP] Descriptor: Magic Drawbacks: -0 DC Block ATTACK RANGE SAVE EFFECT Unarmed [Base] Touch 15DC Toughness Damage (Physical) Unarmed [Powered] Touch 25DC Toughness Damage (Physical) Startbolt Range 25DC Toughness Damage (Energy) Totals: Abilities (12) + Combat (22) + Saving Throws (10) + Skills (9) + Feats (15) + Powers (82) - Drawbacks (0) = 150/150 Power Points
  3. Warp listened as Peri went on about the building, made a face and shrugged. "I wanna be all doom and gloom and 'sure he needs them,' but I don't know how any of this works, so maybe he does need all that dangerous stuff?" Apparently you could make a bomb with the stuff in your kitchen, so who's to say? Honestly, the ID trick didn't shock her one bit. "You can do whatever you like, put all the fancy tech you want in the way, but as long as there's people the only thing you really gotta do is talk past them and act like you're supposed to be there." Warp took 'her' ID card from Peri, gave it a quick lookover before pocketing it. Lionfish's next question took Warp by surprise. "Huh," Warp tilted her head to the side, absently tapping at the back of her neck, "Iunno Goby," she said. "Sounds kinda familiar, but I don't remember where from."
  4. Warp whistled. "Fancy. What's in there that's so nasty they need real, actual hazmat suits?" She grabbed at one of the suits, exploring the lengths of its cuffs, legs, waist and all the rest with her hands, trying to get a bead on its shape. How long. how wide, how thick...casually, she looked up and around across the park, up at the tower. No cameras, no people. Quietly, she waltzed behind the van. Another red-black 'flash' and then she was coming back out, already wearing the suit. "Real comfy, isn't it? It's already getting warm." She said. "But I guess that's the price you pay for safety."
  5. Warp has a vested interest in making this sort of stuff stop as fast as possible.
  6. The suggestion had seemed like a pretty good one, though it had meant more work for Lily. Her band could display the image of a normal looking girl, sure enough, but that normal looking girl was still Katharine Lilly Shade and she didn't have the confidence to mess with the settings. Luckily, her time in theater was on her side. She hadn't really had to try to make herself up much lately, and even then there were some new problems she had to solve. The marks on her face and arms were tell-tale, even if she disguised the rest of it, which meant some more thorough body makeup than she was normally used to. But with time she managed to give her skin a passable even tone. Her eyes were kind of a lost cause, even for contacts. So she went with the nuclear option with a couple dark glasses. To keep up the actual disguise aspect, she hid her freckles and dyed her hair black. It was exhausting to try to pass as a normal person. Sooner this was done, the better. "Heeeeeey~" A voice singsonged from down the street, as Lily marched up, giving a nice big wave. "So, I don't know if this is the right place," she said, looking the strange woman in front of the van up and down. "But you seem like someone I think I'm supposed to meet? Me and two friends, for a bit of temp work?" She reached back and scratched behind her head, still smiling. "Have I got the wrong person? Cause that'd just be embarrassing."
  7. Warp's conscience, on the other hand, had absolutely no such compunctions. "I mean, either way we're not really going somewhere we're supposed to, are we?" Warp gave an easy little shrug. "But hey, if it makes you feel better..." It would take a bit of work, but Kat had done some work with her own makeup back when she was trying theater in Freedom, before everything fell to pieces. She couldn't probably use some makeup to cover up the nasty stuff her mutations had done to her body. "And . . . Yeah, if anything goes wrong we'd be good to get out of there just like that." She snapped her fingers, flashing black sparks. "More noodles, please?"
  8. The machines seemed to relax, their massive limbs stopped thrashing, their 'feet' no longer trudging along. A harsh sound came from the intercom as it emitted almost painful static. "How can I?" It said. With how it seemed to love to used borrowed voices, it was hard to properly measure its frustration, but it seemed quite bother. "How can I makeyou understand whatthey are? To me? To you?To free—" But the operatives had not stopped. Those engaged in melee tried their hardest to strike the robots down, but ultimately their hits went wide. The gunmen in the back had better luck, pepper the machine that had been hanging over their comrade with fire until gunfire tore through its innards, causing it to leak some kind of hydraulic fluid as it toppled. "No no nO NO NO!"
  9. Looks like the machines are all pausing in indecision as a result of Rat's words! They lose their next turn. Which safeguards poor 04's life, for now. They might have even stayed paused, except the operatives are still focused on getting rid of them. 05 is going to take a swing at machine 5! 13 Yeah, that doesn't connect. 06 is taking fire on machine 4! 15 You're supposed to be accuracy shifted! Miss. 07 does the same. 19 A hit, barely! Can Machine 4 beat 21? 15 No, they apparently cannot! Down it goes. Which brings us around to 02. She's going to go after Machine 2 again. 14 Wow, orokos REALLY doesn't like them General Status - (AKA Wow i put too many characters in here) Init Order 17 - Wolframe Operatives [3] 14 - Operative 02 13- Red Rat 9 - Mechabeasts [7] Operative 02: Unharmed Operative 03: Down Operative 04: Down Operative 05 Unharmed, Engaged with Machine 5 Operative 06 Unharmed Operative 07 Unharmed Machine 1: Scrap Metal Machine 2: Engaged with 02 Machine 3: Indecisive, at Red Rat's former location Machine 4: Scrap Metal Machine 5: Engaged with 05, Indecisive Machine 6: Indecisive Machine 7: Indecisive Machine 8: Indecisive Machine 9: Indecisive
  10. That hit beats their impervious anyway! Let's see... 27. Yeeesh, the dice are not being kind today. It takes the hit, but keeps going. Let's see. For her attempts to appeal to whatever is talking over the intercom, I think, maybe . . . A quick diplomacy roll? i know this kind of violates the action economy but I think it fits the moment. The higher the better, but you're aiming for a DC15 . . . It REALLY wants to kill them.
  11. THere wasn't a lot of room where the packs of operatives and machines overlapped, so Rat picked a place in the middle and fired. There was a flesh of fire and light. In the aftermath, two of the operatives looked a little worse for wear, but otherwise fire. On closer examination, their gear looked positively fancy. Wolfram might have been in Bedlam, but it produced some of the highest quality weaponry out there, and apparently they hadn't skimped on outfitting this little excursion. But here it might not have been enough.Of the weird mechanical amalgamations, four of them lumbered into close range of the operative. They raised their haphazard limbs and swung. The operatives in front tried to draw some sort of electrical batons to bat away their blows, but it was too little too late. They were big and clumsy but hit like a truck, literally, smashing two of the operatives into the floor while the operatives in the back barked fire from what Rat recognized as assault rifle fire. One of the machines at the front line fell, but two remained, taking positions above the fallen operatives while sharp things closed in on them from above. The operative who'd barked into her coms about a 'witness' reached into her belt and pulled out a silvery rod which quickly extended into a staff. She literally leaped over her comrades, her staff flashing with electrical discharge as she brought it down, hard, on a machine leaning over her comrades. It looked like it hurt. Nevertheless, the machine was unphased, but turned its attention from its prey to its assailant, apparently unwilling to continue the process while someone was actively fighting with it so close. "I willtryto understand yourpredisposition toward aidinghumanityabovemachinery once the Wardens havebeenpacified/expelled/KILLED.Butuntil such atime, either helpme destroy them or STAY OUT OF IT!" One of the machines had stopped in front of Rat, reaching toward her with limbs that sparked with electricity that looked like it would have given a real nasty shock. It came at her surprisingly fast...
  12. Alright, since your area burst looks like it's only about 25 feet, and the robots are real spread out, you can't get a lot of them. I'll say you got three of the closest, while clipping the edge of the operatives. Let's say you get two of them in range. I'll roll for the operatives first. Agent 03 Reflex - 18 SUCCESS Agent 03 Toughness - 18 Success again! Agent 04 Reflex - 8 FAILED Agent 04 Toughness - 21 Annnnd he makes it by a nose! Machine 1 Reflex - 7 expected faaaaail Machine 2 Reflex - 19 unlikely success However, that amount of damage doesn't seem to be enough to overcome their impervious either way . . . Eight of the mechabeasts march toward the operatives. One is going to turn and try to get at red rat. It seems to be using its exposed wires to use some kind of stun attack. Machine 3 Attack - 21 I'mma be real i did not expect it to get that high. Still, it misses! Four of the eight others reach the operatives. The rest are still running! Machine 1 Attacks 03! - 13 Swing and miss. Machine 2 Attacks 03 like it's going out of style - 18 Hit! Can 03 beat 25 toughness? - 9 ABSOLUTELY not. Down! Machine 4 Attacks 04 - 26 Oh dang, that's a crit. Luckily they're minions, so i don't think they get bonus damage. Toughness - 23 So close! But he still goes down. Machine 5 goes around and attacks 05 - 9 Good, someone's gonna live today. The remaining operatives minion operatives engage! 05 Pulls out some kind of stun baton and hits Machine 5 with it - 12 . . . Or not. Agile machines! 06 opens fire on machine 1 - 18 That'll hit! Can Machine 1 beat 21? - 15 No! Down. Which leaves 07 to fire on machine 2 - 22 Hit! Does it go down? - 25 It does not! Which makes it 02's turn. She pulls out some kind of electrified nightstick and leaps into the fray, attacking Machine 2 - 18 It looks like electricity does not agree with the machine at all! Can it beat a 24? - 27 Apparently it can. General Status - (AKA Wow i put too many characters in here) Init Order 17 - Wolframe Operatives [3] 14 - Operative 02 13- Red Rat 9 - Mechabeasts [8] Operative 02: Unharmed Operative 03: Down Operative 04: Down Operative 05 Unharmed, Engaged with Machine 5 Operative 06 Unharmed Operative 07 Unharmed Machine 1: Scrap Metal Machine 2: Engaged with 02 Machine 3: Engaged with Red Rat Machine 4: Looming over 04, Unharmed Machine 5: Engaged with 05 Machine 6: Running toward the operatives Machine 7: Running toward the operatives Machine 8: Running toward the operatives Machine 9: Running toward the operatives Which brings it back around to Rat's turn. Next I'll try to turn this into an actual post. Yeeesh. And to think I thought the combat would be too simple. Well . . . If things remain as they are 04 is dead meat. Those who are loomed over them are clear in their intentions.
  13. Warp Spider on the Roof Visitors? Visitors! From Beneath Us It Devours: Age of Aquarian
  14. You're up! At long last, I know.
  15. The agents froze up when they saw Rat—"Who's this?" One said, training their weapon at the place Rat had ducked to. "Who the ____ is this?!" The agent in the center of the crowd, seeming far better equipped than the others, pressed a hand to her ear. "01 respond, we have a witness on site, I repeat, we have a witness on sit—" The intercom screamed with static rage as the assortment of mechanized things broke free of what what infrastructure yet tied them to their repair positions. Seeming to ignore Rat, they howled and began to dash toward the hole in the wall and the operatives that had invaded.
  16. Initiative Order Operative 02 - 14 Wolframe Operatives [5] - 17 Red Rat - 13 Mechabeasts [9] - 9 The operatives are clearly not expecting to see you here, so they're going to forego their first round, because you're an unexpected element. I'm going to give you a hero point for that, because knowing Red Rat's prerogatives I think she's going to regard that as a negative, because the mechabeasts are not hesitating at all. Cause this seems like it would be a bit unfair to red rat and the operatives if this was all shaken out normally, I've messed with a couple things about how combat'll work this time to try to make it more interesting. The unspecified operatives are all minions, and so are the mechabeasts. Only Operative 02 is not a minion. The Mechabeasts are going to descend on the operatives with intent to kill, but it's going to work like this: once any operative has failed a toughness save, they count as not dead but unconscious. With An uninterrupted full action a mechabeast can finish off a downed Operative. The operatives are using what would normally be lethal force as well, but they seem quite intent on the machines, rather than the people, so that may not matter to Red.
  17. Curious Key

    Gloom

    Oh, it's meant to be a ruse, they're not really headless. It's basically them exploiting their insubstantial power. They're not so much headless, so much as they leave their head insubstantial when they wanna go be Gloom. Should that maybe be more obvious? Or is that maybe a little too weird?
  18. Curious Key

    Gloom

    Does anyone have any questions or comments about Gloom they'd like to bring up? Suggestions, maybe? been thinking about pushing them out into play.
  19. Curious Key

    Ember

    Player Name: Curious Key Character Name: Ember Power Level: 7/7 (105/105) Trade-Offs: +2 Def, -2 Tou Unspent Power Points: 9 In Brief: Pyrotechnic mage drafted by and liberated from an oppressive magical state. Alternate Identity: Amber Brand Identity: ? Birthplace: Earth-J-Coldwar-1, Sector 12 (geographically, Brooklyn, New York) Occupation: What you do Affiliations: Alexander Wolff (Lexicon) et all Family: Read left for instructions Age: 16 (DoB: Birthday, birth year) Gender: Female Height: 5'6" Weight: How Heavy Eyes: Blue Hair: Black Amber is lean, stands a a middling height and only now really beginning to really develop into her adult proportions. Her training has built up the clear athletic physique of a dancer or acrobat; nimble, flexible and strong. Her hair is true black, cut above her bangs and long in the back, where she either leaves it free or pulled back in a low ponytail. When it comes to her wardrobe, Amber favors plain shirts or tank-tops, with shorts, leggings or skirts, paired with a jacket or vest—regardless of what the weather is. costume: light orange, White, Black Power Descriptions: Ember can summon magical blue-red flames in an act of what people from her dimension call pyrosympathy. Her flames are deeply tied to the rhythm of her body, in particular her breathing. Her fire follows her movement of her body, less a spell she inflicts on the world and more an extension of herself. Her powers are most precise at close range, which she can use to propel herself from place to place as well as augment her strikes. Working at greater distances requires most of her focus, cutting off her ability to use most of the little flourishes that allow her to a really mobile fighter. Her armor, on the other hand, was a gift from her mother before she was first sent off. It insulates Ember from her own powers, allowing her to use her flames without risking burning herself in the process. It provides her important cushioning against fire, but its foritifications double as a means to bolster her defenses. History: Amber was born in a dimension where all 'superpowers' have a magical origin and where the governments of the world had run headfirst into an arms race in search of how to use magical power in the service of their country—and their military. People of magical potential were well cared for in a way, but they also had no choice. Their lives, futures and powers belonged to their nation. When the testers came to her school, her innate pyrosympathy marked her out of the crowd. Her life from that instant had been planned for her, as a federal magician of the country. She was trained, monitored, and her family was thrilled when she was chosen to be enrolled in a pretentious military program, and they were likewise thrilled to know the privileges they would receive as the family of someone who would become a federal magician. Her dad was happy, and gladly took advantage of the fringe privileges he received. Amber's mom quickly left the picture. But there were many fundamental details of Amber's life that her handlers refused to budge on. When the time came they refused to respect what she would like to be called or acknowledge any of her unique needs. She was quickly marked as a problem child, subjected to geis to effectively curtail what they considered embarrassing behavior. In this state within a gilded cage in which disobedience had become impossible, it was easy to see the true nature of the regime that had drafted her as they shaped her into their magician. It was her mother who helped her escape. Having worked with the elusive 'Prometheus Movement' since after Amber was conscripted. She used her powers of foresight through flame to stay one step ahead of the state, and eventually to retrieve Amber from their clutches. Given precious little time to catch up, she was paired with her old friend Alex and cast adrift into the multiverse where they would both be safe. They came 'ashore' on Earth Prime. Personality & Motivation: Personality Powers & Tactics: While she has options at range, Ember really shines in close combat. An acrobatic fighter with a lot of tricks up her sleeves, with the depth of her training and the versatility of her physical blows Ember has more in common with martial artists than she does with most other energy manipulators, relying on her fire as a force to bring her blows up to par in an arena of superhumans rather than the true heart of her power. Complications: Complication — How it complicates Abilities: 6 + 8 + 2 + 0 + 6 + 0 = 26PP Strength: 20 (+5) Dexterity: 18 (+4) Constitution: 12 (+1) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 6 + 6 = 12PP Initiative: +16 Attack: +3 Base, +7 Melee Grapple: +13 Defense: +9 (+3 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -0/-0 Saving Throws: 4 + 3 + 2 = 9PP Toughness: +5 (+1 Con, +4 Insulating Armor) Fortitude: +5 (+1 Con, +4) Reflex: +7 (+4 Dex, +3) Will: +5 (+3 Wis, +2) Skills: 48R = 12PP Acrobatics 8 (+12) Concentration 9 (+12) Disable Device 6 (+10) Notice 7 (+10) Sense Motive 12 (+15) Stealth 6 (+10) Feats: 27PP Accurate Attack Acrobatic Bluff Attack Focus 4 (Melee) Challenge (Fast Feint) Dazzling Attack Defensive Attack Dodge Focus 6 Elusive Target Evasion 2 Fearless Improved Initiative 2 Improved Sunder Power Attack Stunning Attack Takedown Attack 2 Uncanny Dodge (Auditory) Powers: 8 + 11 = 19PP Insulating Armor (10PP Device; Flaw: Hard To Lose) 8PP Descriptors: Enchantment Protection 4 4PP Immunity 10 (Fire, Flaws: Half) 5PP Fire It Up! (11PP Passive Container) 11PP Descriptors: Pyrosympathy Damage 2 (Feats: Mighty; Feats: Improved Critical) 4PP (Burning Melee) Leap 4 (LongJ: 375ft, StandingLJ: 187ft, HighJ: 93ft) 4PP (Fiery Leap) Super Movement 1 (Slow Fall) 2PP (Jet Landing) Speed 1 (10ft per round, 10mph) 1PP (Jet Skate) Drawbacks: -0 DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch 20DC Toughness Damage (Physical) Burning Melee Touch 22DC Toughness Damage (Energy) Stunning Attack Touch 17DC Fortitude Daze/Stun/Unconscious Dazzling Attack Touch 17DC Fortitude Dazzle (Visual) Totals: Abilities (26) + Combat (12) + Saving Throws (9) + Skills (12) + Feats (27) + Powers (19) - Drawbacks (0) = 105/105 Power Points
  20. It was talked about in one of the threads here, but I don't think anything ever came of it? or if it did, i very much wasn't active while it was happening. I think I'd put Warp forward? But it wasn't like she was ever invited in IC or anything so i don't know if that counts.
  21. He just wanted to do good. And it'd work, no matter how he was dressed. But when he'd stopped, Warp wondered...Would he notice? "I guess we'll see." "Hey," Warp raised her hands. "Just said, I don't know the guy. Just saying, people who build a big tower so they can look down on everyone and get together a bunch of super thugs, tend not to be great people. Although . . ." She paused, her expression sliding into a soft smirk.. "I've never met a place I couldn't get in."
  22. Do I need to role initiative too? How does new people coming onto the scene work
  23. Warp took a deep breath, rubbed at her eyes. That was all well and nice, but couldn't she have realized this sooner? "Maybe your team is top form wherever you're from," she said. "Best of the best, whatever. But if this necromancer thought this world was gonna be an easy squat, he picked wrong." She reached out and touched Windleaf. She wasn't feeling the portal, for now. "No one is going to die today." And, then, in a flash, she and Windleaf were gone.
  24. Things went south real fast, and all the other girls were on the ball about it. Tona was off, leaping into the water, and then Giang, followed and zipping off at astounding speed after something Kat couldn't see, so deep into the water her eyes could not catch it. In the distance, she thought she saw a surfer who looked like he was staying out pretty intentionally, and that the other surfers paddling toward the ferry were doing it WAY too fast. The world had gone mad in a few seconds. But she could do this. The distance wasn't huge. Maybe she could open up a portal to the boat for the surfer to jump in. Wasn't perfect, but at least then they would b— There was a sound of screaming metal and the ferry started to list ominously to the side. So much for that! If the ferry didn't work, they needed something different. Kat clapped her hands, took a deep breath and mustered her power, red-black 'sparks' cascading from her hands and feet into the ferry floor as she turned so she could see everyone in the ferry and all the runaway surfers who had rushed for safety in the rapidly sinking boat. Her typical warping was so routine to her that Kat didn't have to think about it anymore. But she was used to transporting herself, and people right next to her. There were so many, and so far away, that it took a while to get her thoughts in order. Distance was optional. Destroy the difference between two spaces and two become one. Kat locked the faces and bodies of the surfers and the passengers in her mind and held an image of the nearby shore, far away. Two spaces... Kat clapped her hands together. Her power expanded out from beneath her feet and rushed over the boat and through the water, latching onto the passengers and surfers in a wave, seeming to dissolve as they appeared on a beach almost a mile away. ...Become one. Kat sighed, falling back and panting against the wall of the still-sinking ferry.
  25. Oh. Well I didn't need change velocity anyway Edit: Changed when the actual range I needed to travel was clarified! Teleport 4 (40 feet/1 Mile, Extras: Area [Burst], Accurate, Affects Others; Feats: Easy, Change Direction, Selective, Change Velocity, Progression 2 [Area, 100ft]) 26/43PP
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