Jump to content

Search the Community

Showing results for tags 'emerald city'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Welcome to Freedom City
    • Campaign Discussion
    • Character Building
    • Character Bank
    • Freedom City News
  • The City of Freedom
    • Downtown Freedom
    • North Freedom
    • South Freedom
    • West Freedom
    • Other Areas Around Freedom
  • The World of Freedom
    • The Lands Beyond
    • The Worlds Beyond
    • The Realms Beyond
    • Non-Canon Tales
  • Out of Character Discussion
    • Off-Panel
    • Archives

Categories

  • Getting Started
    • Templates
    • About the Site
  • People of Freedom
    • Player Characters
    • Non-Player Characters
    • Super-Teams and Organizations
    • Reputations in Freedom
  • Places of Freedom
    • Freedom City Places
    • Earth Prime Places
    • Interstellar Places
    • Multiversal Places
  • History of Freedom
    • Events
    • Timelines
    • People
  • Objects of Freedom
    • Items
    • Ideas

Categories

  • Player Guide
  • House Rules
  • Sample Characters

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. GM February 1st, 2024 The Digital Den, a hip and happening cyber cafe Emerald City The Digital Den is new, but not exactly well known. The owner doesn't advertise it. They serve a more exclusive clientele than the regular cyber cafes, not just gamers that want the latest fix for the newest online game, but hackers and crackers alike. White, grey or black hat, it doesn't matter. If the mysterious owner M has heard about you, you will receive an encrypted invitation. All activity is rerouted through a multitude of constantly randomized VPN connections to numerous off site networks owned through various shell companies spread across the globe. M claims that it is secure, that no one will be able to track you while you are there. All that he asks in return for patronage is that you share. Information should be free. Haven has found himself part of the Digital Den's clientele. The current location is in a basement in the industrial district. Computers line the tables, with people sitting in front of them, typing away. The lights are somewhat dim, techno jazz is playing. M has spread a rumor that MarsTech is up to something. Maybe that is something worth looking into.
  2. OOC thread for this thread. @Spacefurry @Supercape To start with, DC10 Notice checks to locate the Shadowcaster, our ship in distress. Space, since the boat Blackstaff is in, the PanStar 3QH, has a mission of its own, a DC15 Social Skill (Bluff, Diplomacy, Intimidate) check will be necessary to convince the captain to change course.
  3. GM July 4th, 2023, 6.37PM Pacific Ocean, 50 nautical miles from the Oregon coast Blackstaff The conclusion was as inescapable as it was impossible to accept: under the cold, leaden weight of the Peaceful Ocean, far below the light of the life-giving Sun, the machinations of equally antipyrated hearts had created a dark edifice, a visage, a mask of stone through which eyes alien and incorporeal could peer into the brimming, oblivious swarms of life, and decide their fate by measures impossible for any brain thwarted by a linear existence to comprehend. And now its worshippers gathered, to pledge a fealty as mad as it was undying, to defend it against the feeble struggles of the pale things which sought to avoid their inevitable fate. On the other hand, the PanStar representative had been very eager to make clear that the Deep Ones needn't necessarily be killed, and a diplomatic resolution that allowed them to move their camoflagued underwater surveillance module away from the temple-reef sonar pulses had uncovered would be more than acceptable. And now here he was, on a small, fast boat equipped with diving gear, heading for the locus of unearthly phenomena with only his thoughts, two stolidly uniformed representatives from the Brande Management Security Company, a three-man crew, and a captain constantly dropping by to check how he was doing to fill the anxious hour. Captain Cosmos "We can't thank you enough, Captain Cosmos!" the co-pilot of Singapore Airlines flight 56SO shook the hero's hand fervently, still panting a little from the exhilaration of the last few minutes. Behind him, the plane windows opened on the beautiful sight of the Oregon and Washington coasts, the cloud-strewn Atlas Mountains, the Emerald Cities nestled beneath the peaks on the banks of a wide, slow Columbia River. "I know I can't, they're likely gone forever, but I'd still like to thank Science Communicator Buddy and Labour Activist Buddy for all they did to help us with that bomb, and that near-riot on the second floor." "Approaching the site of the distress call," announced Captain Sen, looking much better without the tape the now-unconscious Overthrow agent had swathed him in, "I believe this is your stop, Captain Cosmos. I took the liberty of contacting the local Coast Guard, in case they need more help than we did." He couldn't help but smirk, though he did a good job hiding it. "Best of luck to you, Captain. If you're ever in Changi, look me up, Jai Sen!"
  4. OOC thread for this thread with @Avenger Assembled's Fast-Forward visiting a family of supervillains. For starters, Notice (min DC 15, max DC 30), for clues in the house At a glance, Richard notices that the son he's met, Michael, quickly changed from a gentle, normal, if unusually athletic child into a glowering pinnacle of physicality that rivals Jack Simmons' propaganda art. Mementos of his life events, especially sports trophies, are displayed prominently throughout the house. There was also a daughter the Cutlers never mentioned, introduced or even hinted at, named 'Melissa', with much sparser and less-obvious tokens of her life. per 5 DC increments: 15 - Both appear to have attended the same Claremont-esque (but much larger, more modern and more thickly-populated) private school. Michael is surrounded in his photos by various flunkies and hangers-on and toadying faculty members, while Melissa is largely alone in hers. The one that isn't, showing her and a small group of other teens, has been vandalized and repaired. 20 - The clutter is so profuse that a slower eye wouldn't have noticed it, but several of the largest photos have been removed from the walls very recently, and smaller ones spread out to take up the space. Of particular interest is the one at the centre of a series showing Michael's rapid physical changes and increasing feats of strength and agility. 25 - Also removed are one of Preston's prized gimmick baseball bats, crossed with its twin over a mantlepiece, and replaced with an obviously normal one. The difference in dust makes clear that this didn't just happen recently, but today. 30 - There's a lavish, full-scale cross-section of the Liberty Dome in one of the sitting rooms, with a tiny 'X' drawn on the model's wall exactly where the real Dome was attacked.
  5. July 4th, Monday, 2022, 4.33PM Sunset Hill, Emerald City, Oregon, USA One hour after a giant bowling ball almost crushed the Liberty Dome... Fort Cutler was well-named, a broad, square, red-brick mansion shouldering its way between other, milder mansions clustered at the top of Sunset Hill, overlooking the grey Pacific Ocean and the glittering twin Emeralds below. It was an open secret in the contacts that the Clines maintained that some of the most successful supercriminals in the world, retired by reason of age or injury, lived behind these handsome doors. Richard Cline was looking for two in particular, Preston Cutler and Josephine Sherman. A few decades back, they'd done crimes as the masked duo of the Sportsman and Princess Poison. Tony played the Robin Hood gimmick by robbing sports events and showing up world champions at their specialties (barring a spectacular defeat at the hands of Bruce Lee), while Josie prowled the society circuit for daring (and deadly) jewel thefts. Both had been pals and accomplices of Richard's in his youth, and they'd eagerly kept in touch well into their current age, even asking him and Paige to be godparents for their now-grown son, Michael. And, very recently, a giant bowling ball exactly like one of Preston's had nearly crushed the Liberty Dome where Richard, Paige, and their children had been. The Cutlers hadn't picked up the phone when called, and somehow couldn't be contacted by less mundane means. And so, here he was. In answer to his knock, the door emblazoned with a stylized 'C-S' swung in, and a trim old man with a neat black suit, a bristling mustache and great wings of white hair peered out. It took a second before his resemblance to Diomedes, one of the deadliest assassins of the 20th century and vicious rival to the second Bowman, sunk in. "Oh!" he blinked, smiling warmly, "Young Mr. Cline! What a pleasant surprise! Mr. and Mrs. Cutler are in the garden, hosting an Independence Day party. Dr. Devastator just got out of prison, they thought it fortuitous. Shall I show you to them, sir?" He stepped partly aside, silently acknowledging that Richard knew the way and could get there *very* quickly.
  6. Rainshadow Power Level: 10 (150/166PP) Unspent Power Points: 16 Trade-Offs: +2 Defense / -2 Toughness In Brief: Weather-controlling salvage tug crewman plagued with visions of disaster. Catchphrase: Theme: Alternate Identity: Law Ming-Yang-Jin, "Marshall Law" (Secret) Birthplace: Emerald City, OR, USA Residence: Jadetown, Emerald City, OR Base of Operations: The Emerald Cities and the Pacific coast Occupation: Salvage tug sailor Affiliations: Tugger & Sons Ocean Salvage Co. Family: Law Yan/Dorcas Law (mother, adopted), Law Feng/Rebecca Law (mother, adopted) Description: Age: Date of birth: November 15th, 1995 Gender: Masc. Ethnicity: Chinese (Cantonese) Height: 6'6"/2m Weight: 280lbs/127kg Eyes: Brown Hair: Black Big, broad, and shaggy-headed, Ming's skin is tanned and weathered, his face is creased in a perpetual frown and his eyes are squinted from years at sea. He speaks curtly, with the harsh growl of a habitual smoker and drinker and a strong Emerald-Cantonese accent to the other languages he speaks. In his regular life, he wears loose grey hoodies, jeans and heavy boots while ashore, unless he has to be in church or somewhere fancy, in which case he wears a blue suit, combs his chest-length beard and ties his shoulder-length hair into a ponytail. Tense and unfriendly, Ming always seems to be braced for something, and often looks over his shoulder for seemingly no reason. As Rainshadow, Ming goes for the utilitarian with a simple green/blue poncho he stole from a police car, leather gloves, a balaclava and old-fashioned aviator goggles. He tries to cut a more classically-heroic and upbeat figure while in costume, even adopting a more neutral-American accent, since that's a tougher disguise to get through. History: Law Ming-Yang-Jin was taken at 8 months from the body of a Jane Doe admitted to the Emerald City University Medical Center in 1995, the victim of a hit-and-run. He was adopted a few months later, by cousins of the doctor who performed the operation, after a failed search for any possible relatives. His adopted parents worked on the old Bethlehem Heights waterfront, and as a small boy Ming came to love the great river and sea. He certainly got along better with the outdoors and birds better than other children. Even when he was young Ming knew something terrible was going to happen, very soon, and nobody listened when he tried to explain. His mothers did their best, but they had limited time to coax answers out of the boy as they juggled their work for the city's legitimate industries and the under-the-table work they had to do to pay off their debts to kindly old Uncle Zhi and his friends in the benevolent Dragon Society. By necessity Ming grew up fast, helping out where he could and keeping quiet about the harassment from other children, who smelled weakness in the shy boy. He learned to keep his visions to himself, and not to mention the strange moments when the rain poured down on his sadness and the clouds cleared in his joy. Somehow, the terrible thing and these changes in the weather were connected. He saw, clearest of all, a shattered fishing boat, surrounded by bodies, including one that he knew was his own. By the time he was 15 he was big, strong and experienced enough to join a salmon fishing boat and go to sea. Ming stepped aboard with a pounding heart, waving shakily to his mothers and a few friends come to see him off, and was overcome with homesickness as the ship chugged for the Pacific Ocean. They didn't make it out of the river mouth. A powerful storm roaring from nowhere drove them back up the Columbia River, stopping as abruptly as it began as the boat drifted, motor swamped and crew drenched, at the dock they'd set out from. Another try a few days later had the exact same outcome. A third nearly sank the boat. Ming knew then that he had to learn to control this, and went to the only man he could think of who could help: Uncle Zhi. The old man had sickened considerably since they'd first met years ago, and he was surprised and elated to hear from his "young associate" that Ming had the power to see the future and control the weather, and revealed that there had been others with similar gifts in his native Hong Kong; some had even come with the first groups of immigrants to the United States and used their powers to aid their fellow Chinese during the vicious nativist years. Zhi warned Ming to tell nobody else, to prevent his identity and powers from becoming linked, and to come back tomorrow to "sort out your future in our organization." The next morning Zhi was dead of a heart attack and his granddaughter Chen Feng-Li was in charge. Something discouraged Ming from going to her with his story and he went quietly back to work. He learned breathing exercises from a Buddhist monk to calm himself down, and went to sea. By slow, careful, hidden experimentation he learned to master his powers, to unleash storms or clear skies, to summon lightning or raise up mist, bringing forth searing heat or biting cold, and even how to fly and shield himself with swirling air-currents. From the fishing fleet he changed careers to the coastal rescue tugs, using his powers to soothe tempests and freshen good winds. Like everyone else in the Dragon's Eyes he became aware of the secret shadow lying across the cities, and unlike most decided to find out what it was. Unfortunately Ming isn't any kind of detective or scientist (outside some amateur meteorology and a passion for tidal physics), and his search has so far been fruitless. He's done good by those he can with his limited powers and even more limited means, but as the cities change and Max Mars' Ultio suits spread through the population, he knows it isn't enough. His flashes have grown worse, and what seemed merely "soon" when he was a child has become "imminent". Something is going to destroy the Emerald Cities, and Ming knows he can't stop it alone. Personality & Motivation: In his day-to-day life, Ming is generally cold and disinterested. His bad experiences as a child and life of secrecy and suspicion has left him without true friends and a certainty that if he had any they'd betray him somehow. But his heart is easily-melted, and he'll go to any lengths to help out someone in need, knowing all too well what if feels like to be alone. Unfortunately, he's also impatient and all too ready to turn to violence, thanks to finely-honed survival instincts from growing up in the periphery of competing street gangs in Jadetown. He's easily-nettled and struggles with backing-down and de-escalating, since restraint often just marked him as a target in his childhood. Powers & Tactics: Far from bulletproof, Rainshadow relies on mobility and the concealing effects of his powers to protect himself. He keeps on the offense at all times, sweeping enemies out of cover and keeping them corralled so he can subdue them without risk to others. Power Descriptions: Rainshadow's powers are those of the storm, from howling wind to crackling lightning to clouds of water. His ability to control them is linked to a mutation that granted him psychic powers affecting the cosmic energies bombarding Earth. His hands glow a spectral green when using his powers, though the effect is hidden by his gloves, and there is a faint green sheen or outline on the output of his powers such as lightning bolts or clouds. Complications: Danger(Hunted): The secret supervillain cabal, the Chamber, has gotten wind of a new superhuman and will do its utmost to identify and subvert or eliminate them. Dialect: Ming learned how to talk, read and write several languages according to a vulgar vernacular common to Emerald City's Jadetown. The words he uses can sometimes be wildly offputting among more refined or even just polite society. Power(Backlash): Ming's powers do not make weather come from nowhere. There are repercussions to careless or extreme use. Responsibility(Stop the destruction of the Emerald Cities): Ming has foreseen the cataclysmic downfall of his home and everyone he's ever known, and is duty-bound to prevent it. Responsibility(Family): Ming loves his mothers dearly, and would take any action or pay any price to keep them safe. Secret(Identity): Ming and Rainshadow must never become linked. He tries to cover his tracks to prevent this. Threats of exposing him are taken very seriously. Abilities: 10 + 4 + 12 + 0 + 4 + 4 = 34PP Strength 20 (+5) Dexterity 14 (+2) Constitution 22 (+6) Intelligence 10 (+0) Wisdom 14 (+2) Charisma 14 (+2) Combat: 12 + 16 = 28PP Attack: +6 Defence: +12 (+4 flat-footed) Initiative: +2 Grapple: +11/+20 (Move Object) Saves: 2 + 5 + 6 = 13PP TOU +8 (+6 Con, +2 Force Field) FORT +8 (+6 Con, +2) REF +7 (+2 Dex, +5) WILL +8 (+2 Wis, +6) Skills: 52 ranks = 13PP Bluff 3 (+5) Concentration 8 (+10) Intimidate 3 (+5) Knowledge (Physical Sciences) 3 (+3) Languages 8 (Arabic, Chinese(Cantonese, Native), Chinese(Mandarin), Chinook, English, Hindi, Japanese, Russian, Spanish) Notice 8 (+10)* Pilot 8 (+10)* Sense Motive 3 (+5) Survival 3 (+5)* Swim 5 (+10)* Feats: 8PP Dodge Focus 4 Move-By Action Second Chance (Weather Control power checks) Skill Mastery (Notice, Pilot, Survival, Swim) Uncanny Dodge (auditory) Powers: 6 + 2 + 5 + 2 + 39 = 54PP All powers have the 'Mutant' and 'Psychic' descriptors Flight 3 (50 MPH) [6PP] Force Field 2 [2PP] Immunity 5 (all weather effects) (Extras: Duration (Sustained) [+0]) [5PP] Super-Senses 4 (Precognition [Flaws: Unreliable]) [2PP] Weather Control Array (33PP Array; Power Feats: Alternate Power 6) [39PP] Blast 10 (Extras: Range [Perception]; Power Feats: Indirect 2, Variable Descriptor 1 [any weather]) [33PP] AP: Damage 10 (Extras: Area [shapeable], Selective Attack; Power Feats Indirect 2, Variable Descriptor 1 [any weather]) [33PP] AP: Dazzle 10 (visual and auditory) (Extras: Range [Perception]; Flaw: Action [Full]; Power Feats: Indirect 2, Variable Descriptor 1 [any weather]) [33PP] AP: Environmental Control 10 (1 mile) [3/pp mix-and-match] (Extras: Duration [independent] (+0), Total Fade [+1]; Flaw: Range [Touch]; Power Feats: Slow Fade 3 [5 minutes/rank]) [33PP] AP: Move Object 10 (Heavy Load: 12 tons) (Extras: Range [Perception]; Power Feats: Indirect 2, Variable Descriptor 1 [any weather]) [33PP] AP: Obscure 10 (1 mile) (visual and auditory) (Extras: Duration [independent] (+0); Power Feats: Slow Fade 2 [1 minute/rank, Variable Descriptor 1 [any weather]) [33PP] AP: Snare 10 (Extras: Area(Shapeable, 20 5-ft cubes); Feats: Progression 1(Cubes per rank), Reversible, Variable Descriptor 1 [any weather])[33PP] Drawbacks: (-0) + (-0) = -0PP DC Block Attack Range Save Effect Unarmed Touch DC20 Toughness Damage (Staged) Blast Perception DC25 Toughness Damage (Staged) Dazzle Perception DC20 Reflex/Fortitude Dazzled (Visual/Auditory) Snare Ranged (Area) DC20 Reflex Entangled/Bound Totals: Abilities (34) + Combat (28) + Saving Throws (13) + Skills (13) + Feats (8) + Powers (54) - Drawbacks (0) = 150/166 Power Points
  7. Justice Power Level: 15 Effective Power Level: 10 Power Points: 231/250PPUnspent Power Points: 19 Trade-Offs: Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see ScaleDriver Weight System In Brief: Genius tokusatsu fangirl making her dreams come true. Catchphrase: [Scales set! Are you ready?] "Henshin!" [Time for justice!] Theme: Hell No! - Mel Senese Alternate Identity: Robin Lynne Langley (Secret) Birthplace: Emerald City Residence: Riverside, Freedom City Base of Operations: The Secret Headquarters, Riverside, Freedom City Occupation: Comic, Gaming & Hobby Store Owner, Adventurer Affiliations: None Family: Anna Maria Langley (mother), Lucas John Langley (father), Lucas John Langley Jr. (2 years older brother), Mark Milton Langley (20 years younger brother), Dottie Patricia Langley (paternal grandmother) DESCRIPTION Age: (DoB: 1997 [April 1st]) Gender: Female Ethnicity: Caucasian Height: 5'5'' Weight: 125 lbs. Eyes: Green Hair: Dark brown Robin is slender, her body honed by years of gymnastics. Her dark brown hair is, quite frankly, a mess that stands out in all directions. She has green eyes and wears glasses with red frames. She will usually dress casually, preferring t-shirts with prints or logos of cartoon characters, dragons and so on. Lately, she has taken to wearing jackets, pants and shoes over the undersuit for her armor. As Justice, Robin wears the ScaleDriver, a grey belt with a darker grey core, forming a sort of A shape with a triangle pointing down from the center of the A and reaching the same parts as the sides of the A in front of Justice. The center of the belt holders a red scale, slightly protruding from the rest of the belt. Activating the ScaleDriver causes the undersuit to appear, unfolding from the belt: A black suit with while soles, three white stripes on both sides of Robin's abdomen, a white line running from each shoulder and down her chest, and thinner white lines around her neck and the inside of her arms near the elbows. While the back of Robin's hands and her palms are covered, her fingers are left free. By scanning an ImagiCard on each of the weights on the scale and setting the weight, Robin can summon the Justice Armor X from Z-Space: Armored red boots with blue knees and shins, with thick white trim, blue armored shoulders and outer upper arms, with the lower arms beind completed covered, with additional white armor over the knuckles and the back of the hand. The center of Robin's chest, stretching from her shoulders and down to the ScaleDriver belt, is covered in red armor. The blue armor on the shoulders extends up in a collar around the side of her neck. She wars a red helmet that completely hides her features, with white guard in front of the mouth, white armor on the side of the hand and a white crest or crown with grey center at the front. Her eyes are hidden behind a black visor with blue trim. She wears a long white scarf around her neck. HISTORY Robin Lynne Langley has lived in Emerald City her entire life, always wondering why she lived in the one city that didn't seem to have any super heroes at all. Still, she loved heroes of all kinds, and if she couldn't find them by staring up at the sky, she would find them in comics and on the screen. When he older brother Lucas Jr. introduced her to the world of Japanese Tokusatsu, she was sold, even going as far as starting gymnastics due to her inspiration. Growing up, she kept her dream of really seeing heroes alive, Robin eventually decided that one day, she would be a hero. Eventually enrolling at Emerald City University, she sought out any class, course or knowledge that could help her in her goal, ending up with a rather varied curriculum, only broadening her knowledge of science in particular. She was only emboldened by the appearance of the Emerald Spider. Finally, using a combination of her own funds and components made available at the university, Robin created the first version of her Justice Driver and Justice Buster, setting out into Emerald City to become a hero. Since her debut, Robin has faced gangs of thieves, monsters, super natural threats and much more. She has been gifted her grandmother's amulet, that she once used as the super hero Miss Step, allowing her to access Z-Space, where she has established headquarters in an abandoned structure, though not going unnoticed by other inhabitants. She has worked through multiple iterations of her armor, finally settling on a modular design. Faced with the knowledge that MarsTech had stolen her designs to create the Ultio Suits and that Max Mars himself had discovered her identity, Robin put out the call to the heroes of Emerald City. Gathering together, the group has started to work against Max Mars and MarsTech, Justice has been thrust into a leadership role that she never expected to find herself in. Robin did not defeat the secret group by Max Mars and MarsTech. Despite her attempts, the whole thing fell apart, and she was eventually captured and disappeared from Emerald City. Six months later, Robin reappared in Freedom City, the owner of the new Riverside comic, gaming and hobby shop the Secret Headquarters. She seems to have forgotten that she was ever a super hero. Faced with villains rampaging through Riverside, Robin found the mysterious ScaleDriver hidden in a stockroom in the Secret Headquarters. Donning the belt, she became Justice for the first time once again. As Robin begins to rediscover herself, she will have to figure out just what happened to her, why it happened... and maybe why Max Mars and his Ultio Program has made their way to Freedom City. PERSONALITY & MOTIVATION Robin is a dreamer. Anything is possible if you have the will and make your own means. Intellectually gifted and curious, she will pursue anything that strikes her fancy. A great fan of super heroes, she has been disappointed at the lack of any prominent heroes in Emerald City, which is part of her reason for deciding to become a hero herself. The other part is her great love of Japanese Tokusatsu shows, which has inspired the technology she uses. She is idealistic, usually willing to give almost anyone the benefit of doubt, but can be surprisingly ruthless in combat. Since arriving in Freedom City, Robin seems to suffer from partial amnesia, having forgotten that she was ever a super hero. She is slowly rediscovering herself, leading to sudden shifts in personality: One moment, she might act as a rookie hero that has no idea what she's doing, before acting as a veteran hero the next. POWERS & TACTICS Robin will usually try and talk her opponent into surrendering at first. Otherwise, she will engage using her arsenal and any other gadgets she has managed to bring along. She will usually switch rapidly between weapons, using whatever the situation calls for, while creating portals to Z-Space to exchange other bits and pieces of her armor while in action. Robin posses no innate powers. All her abilities come from gymnastic skills or technology she created herself. While she had studied magic under Salvo, she has found herself utterly unable to actually use magic herself, instead relying on merging technology and magic as what she has dubbed WonderTech. After several different battle suit iterations and design philosophies, including her prototype suit and using a number of different armors for different situations, Robin's newest armor channels powers directly from Z-Space. As with previous versions, the undersuit unfolds from Robin's belt, dubbed the ScaleDriver, while other armor pieces are summoned from Z-Space and attaches directly to Robin. Robin's grandmother's amulet powers the ScaleDriver and allows Robin to access Z-Space and teleport short distances in real space, while also giving her access to her storage. She uses a number of different gadgets she has created or cobbles together on the fly as needed. The Justice Armor X enhances Robin's physical capabilities and assists her in combat, including a built-in A.I. that assists in combat. Robin can switch between different weapons and armor by scanning magically programmed NFC cards that she has dubbed HeroCards to the two scales on her belt, with each HeroCard being able to activate either the Alpha or Beta slot. By manipulating the weights on the scale, she can increase or decrease her armor, allowing her to switch between three modes: Balance: a balanced mode, Lightweight: Quick, but with little armor and Heavyweight: Slow, but heavily armored. Robin commonly uses the following HeroCards to set her armor's Alpha Slot, giving her access to different attacks: Lady Liberty: Melee focused, with enhanced strikes. Justice: Gives Robin access to the Justice Kick, damaging everything in her path. Patriot: Gives Robin access to the Patriot Blaster, a weapon with variable magical attacks. Emerald Spider: Gives Robin access to Quantum Webbing, used to entangle her targets. Captain Thunder: Gives Robin access the stunning Thunder Strike. and the following HeroCards to set her armor's Beta Slot, giving her different defensive and utility abilities: Centurion: Enhanced strength and environmental defenses. Synapse: Psionic efenses and mental senses. Raven: Stealth focused abilities. Freedom Eagle: Flight and gives Robin access to the Eagle Blaster, which she can use to channel any of her attacks at a range, making some of her attacks instant hits. Velocity: Increased speed. While these are the HeroCards commonly used by Robin, she has access to others through stunts. Furthermore, Robin can access the more powerful World's Finest Mode armor by using the Centurion HeroCard in the Alpha slot and the Raven HeroCard in the Beta slot at the same time. COMPLICATIONS Fangirl: Robin is a big fan of super heroes. Even as experienced as she has become, meeting a famous hero can give her pause, or at worst go into complete fangirl mode. The GM can award Justice a Hero Point if fangirling over another hero causes her to skip a turn or otherwise become distracted. Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action. The GM can award Justice a Hero Point if a situation arises where she has to choose between saving someone or defeating a villain, and Justice's choice to save someone lets the villain get away or get an advantage over her. HeroCards: Robin uses special cards with NFC reader and magic code to activate her different weapons and abilities. While she can quickly use different cards, situations can arise where change weapons just isn't feasible, such as being in a situation where she can't use her arms or being caught in an intense fight. The GM can award Justice a Hero Point if they decide that the situation makes it difficult or outright impossible for Justice to activate a new HeroCard, which in turn means that Justice can't change the active powers in her ScaleDriver Alpha Slot and ScaleDriver Beta Slot arrays. Mars Attacks: While Justice has become an enemy of the entire Chamber of Emerald City, she has, in particular, become one of Max Mars' targets. While he has kept her around for now, he is not above sending enemies to mess with her just because he can. Ultio Suit Users tend to attack Justice on sight, for instance. The GM can award Justice a Hero Point by, at any point, deciding to involve Max Mars' machinations in the plot, such as sending a group of Ultio Suit Users to make life difficult for Justice and her allies. Motor Mouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something. The GM can award Justice a Hero Point if her constant talking causes issues, such as making a social situation worse or getting her in trouble by overxplaining thing. No Secret Identity: Somehow, Robin was lucky enough that only Max Mars learned her secret identity back in Emerald City. Her debut in Freedom City was much too public for that, and her identity is now out in the open. On the other hand, she does usually wear an armor while working as a hero, so she won't be as easy to recognize as someone running around without a mask. The GM can award Justice a Hero Point if her lack of secret identity causes issues, such as people recognizing her. Power Up Let Down: Justice's World's Finest Mode. armor, accessed through the Morph power Centurion/Raven: World's Finest requires large amounts of power to run. The GM can effectively veto any use of the World's Finest Mode Armor if they don't want Justice to use it in a thread. Invoking this complication does not award Justice a Hero Point, but allows the GM an excuse to keep Justice from increasing in PL during a thread. ABILITIES 4 + 4 + 8 + 14 + 6 + 6 = 42PP Strength: 14 (+2) / [Justice Armor X] 18 (+4)Dexterity: 14 (+2) / [Justice Armor X] 16 (+3)Constitution: 18 (+4)Intelligence: 24 (+7)Wisdom: 16 (+3)Charisma: 16 (+3) COMBAT 8 + 8 = 16PP Initiative: +7 (+7 Int [Speed of Thought]) / [Justice Armor X] +11 (+7 Int [Speed of Thought], +4 Improved Initiative) Attack: +4 Base / [Justice Armor X] +4 Base, +10 for Individual Attacks, +10 MeleeLady Liberty HeroCard(+4 Base, +6 Attack Focus [Melee]) Defense: +4 Base, +2 Flat-Footed / [Justice Armor X] +10 (+4 Base Defense, +1 Enhanced Defense, +5 ScaleDriver Weight System set to Balance), +5 (+4 Base Defense, +1 Enhanced Defense, +0 ScaleDriver Weight System set to Heavyweight), +15 (+4 Base Defense, +1 Enhanced Defense, +10 ScaleDriver Weight System set to Lightweight), +3 Flat-Footed Grapple: +6 (+4 Base Attack, +2 Strength) / [Justice Armor X] +8 (+4 Base Attack, +2 Strength, +2 Enh. Strength), +14Lady Liberty HeroCard(+4 Base Attack, +2 Strength, +2 Enh. Strength, +6 Attack Focus [Melee]), +20Lady Liberty/Centurion HeroCard(+4 Base Attack, +2 Strength, +2 Enh. Strength, +6 Attack Focus [Melee], +6 Super-Strength), +22Lady Liberty/Centurion HeroCard/Balance(+4 Base Attack, +2 Strength, +2 Enh. Strength, +6 Attack Focus [Melee], +8 Super-Strength) Knockback: -2 (TOU 4) / [Justice Armor X] -2 (TOU 5 ScaleDriver Weight System set to Lightweight), -5 (TOU 10 ScaleDriver Weight System set to Balance), -12 (TOU 15, Imp. TOU 10, ScaleDriver Weight System set to Heavyweight) No Armor Balance Heavyweight Lightweight Defense +4 +10 +5 +15 - Flatfooted +2 +3 +3 +3 Toughness +4 +10 +15 / Imp 10 +5 Fortitude +10 +12 +13 +14 Reflex +7 +10 +8 +12 Will +11 +13 +14 +15 Knockback -2 -5 -12 -2 Base Armor Balance Lady Liberty Centurion LL+C B+LL B+C B+LL+C Grapple +6 +8 +10 +14 +14 +20 +16 +16 +22 SAVING THROWS 6 + 5 + 8 = 19PP Toughness: +4 (+4 Con) / [Justice Armor X] +10 (+4 Con, +1 Protection, +5 ScaleDriver Weight System set to Balance), +15/Imp. Tou 10 (+4 Con, +1 Protection, +10 ScaleDriver Weight System set to Heavyweight), +5 (+4 Con, +1 Protection, +0 ScaleDriver Weight System set to Lightweight) Fortitude: +10 (+4 Con, +6) Reflex: +7 (+2 Dex, +5) / [Justice Armor X] +8 (+2 Dex, +1 Enh. Dex, +5), +10 (+2 Dex, +1 Enh. Dex, +5, +2 ScaleDriver Weight System set to Balance), +12 (+2 Dex, +1 Enh. Dex, +5, +4 ScaleDriver Weight System set to Lightweight) Will: +11 (+3 Wis, +8) SKILLS 124R = 31PP Acrobatics 12 (+14) / [Justice Armor X] (+15) Computers 8 (+15) Concentration 7 (+10) Craft [Electronics] 8 (+15) Craft [Mechanical] 8 (+15) Diplomacy 12 (+15) Disable Device 8 (+15) Drive 7 (+9) / [Justice Armor X] (+10) Gather Information 7 (+10) Investigate 3 (+10) Knowledge [Arcane Lore] 3 (+10) Knowledge [Physical Sciences] 8 (+15) Knowledge [Popular Culture] 5 (+12) Knowledge [Technology] 8 (+15) Medicine 3 (+10) Notice 7 (+10) Search 3 (+10) Sense Motive 7 (+10) FEATS 11PP Acrobatic Bluff Artificer Challenge [Fast Acrobatic Bluff] Equipment 7 [Veteran Reward] Improvised Tools Inventor Jack-of-All-Trades Luck 3 Speed of Thought Uncanny Dodge [Auditory] Enhanced Feats Accurate Attack Attack Focus [Melee] 6Lady Liberty HeroCard Evasion 2 Improved Initiative Power Attack Quick Change Takedown Attack 2Justice Strikes Uncanny Dodge [Mental]Synapse HeroCard Uncanny Dodge [Visual] Equipment: 7PP = 35EP The Law Rider (Vehicle; Motorcycle) [15EP] The AnneX (Headquarters; Abandoned Outpost in Z-Space) [20EP] POWERS 14 + 90 + 8 = 112PP Device 3 (15DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [14PP] (Descriptors: Grandmother's Amulet, Magic) Dimensional Pocket 2 (PF: Progression 3 (1,000 lbs) [5DP] (Descriptors: Dimensional, Magic, Z-Space) Feature 2 (Adaptible Power Source - Can be used to power anything that requires power to function) [2DP] (Descriptors: Magic) Z-Space Array 3.5 (7DP Array; Feats: Alternate Power 1) [8DP] (Descriptors: Dimensional, Magic, Z-Space) BP: Teleport 4 (Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (400 ft. distance) {7/7} (Descriptors: Combat Teleport) AP: Super-Movement 1 (Dimensional Movement [To and From Z-Space]; Extras: Portal (+2), Feats: Alternate Power 1, Progression [Portal Size] 3) (Up to 50ft x 50ft portal) {7/7} (Descriptors: Z-Space Portal) Device 22 (110DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [90PP] (Descriptors: Justice Armor X, Invention, Magic, Technology) Datalink 2 (Radio; 100 feet; Feats: Machine Control) [3DP] (Descriptors: Remote Hacking) Enhanced Dexterity 2 [2DP] (Descriptors: A.I. Assisted Coordination) Enhanced Feat 5 (Accurate Attack, Evasion 2, Improved Initiative, Power Attack) [5DP] (Descriptors: Combat Subroutines) Enhanced Feat 1 (Quick Change) [1DP] (Descriptors: Instant Armor) Enhanced Strength 4 [4DP] (Descriptors: Enhanced Musculature) Enhanced Trait 2 (Defense Bonus+1) [2DP] (Descriptors: Combat Subroutines) Features 2 (Built-in Subtle Computer) [2DP] (Descriptors: Computer, A.I. System) Morph 1 (One Form [World's Finest Mode]; Feats: Metamorph 1) [2DP] (Descriptors: Centurion/Raven: World's Finest, Super Mode) Protection 1 [1DP] (Descriptors: Armor) ScaleDriver Alpha Slot 14.5 (29DP Array; Feats: Alternate Power 4) [33DP] (Descriptors: Weapons, Z-Space) BP: {23 + 6 = 29/29DP} (Descriptors: Lady Liberty HeroCard) Damage 6 (Extras: Penetrating 4; Feats: Improved Critical 2, Indirect 3, Knockback 5, Mighty, Takedown Attack 2) [23DP] (Descriptors: Justice Strikes, Kicks, Punches, Enhanced Musculature, Bludgeoning Damage Type) Enhanced Feat 6 (Attack Focus [Melee] 6) [6DP] AP: {13 + 16 = 29/29DP} (Descriptors: Justice HeroCard, Justice Kick, Enhanced Musculature, Finishing Move, Bludgeoning Damage Type) Damage 6 (Extras: Area [General Trail], Linked [Drain Toughness] (+0); Feats: Mighty) (60 ft. trail area) [13DP] Drain Toughness 8 (Extras: Area [General Trail], Linked [Damage] (+0)) (80 ft. trail area) [16DP] (Descriptors: Z-Space Energy) AP: Blast 10 (Feats: Accurate 3, Improved Critical 1, Indirect 3, Variable Descriptor 2 [Any Magic]) {29/29DP} (Descriptors: Patriot HeroCard, Patriot Blaster, Variable Ammunition, Z-Space Portals) AP: Snare 10 (Feats: Accurate 3, Improved Critical 2, Indirect 3, Tether) {29/29DP} (Descriptors: Emerald Spider HeroCard, Quantum Webbing) AP: Stun 10 (Feats: Accurate 3, Improved Critical 2, Indirect 3, Sedation) {29/29DP} (Descriptors: Captain Thunder HeroCard, Thunder Strike, Electricity) ScaleDriver Beta Slot 10.5 (21DP Array; Feats: Alternate Power 4) [25DP] (Descriptors: Armor, Z-Space) BP: {16 + 5 = 21/21DP} (Descriptors: Centurion HeroCard) Super-Strength 6 (Feats: Groundstrike, Shockwave, Super-Breath, Thunderclap) (+30 STR Carry, Heavy Load: 9.6 tons) [16DP] (Descriptors: Centurion's Strength) Stacks with Super-Strength in Weight System Array Balance: Total Super-Strength 8 (Feats: Groundstrike, Shockwave, Super-Breath, Thunderclap) (+40 STR Carry, Heavy Load: 38 tons tons) Immunity 9 (Life Support; Flaws: Limited [Half Effect]) [5DP] (Descriptors: Centurion's Protection) AP: {10 + 11 = 21/21DP} (Descriptors: Synapse HeroCard) Immunity 10 (Psionic Effects) [10DP] (Descriptors: Psi-Shield) Super-Senses 11 (Danger Sense [Sense Types: Mental], Mental [Sense Type: Mental; Default Extras: None; Extras: Accurate, Acute, Counters Concealment, Counters Illusion, Radius, Ranged]) [21PP] (Descriptors: Danger Sense) AP: {3 + 10 + 6 + 2 = 21/21DP} (Descriptors: Raven HeroCard, Stealth) Concealed Attack 3 Adds (Feats: Insidious, Subtle 2) to Weight Alpha Array [3DP] (Descriptors: Hidden Attacks) Concealment 10 (All Senses; Flaws: Blending) [10DP] (Descriptors: Superior Stealth) Obscure 6 (Visual Obscure; Flaws: Range [Touch]) [6DP] (Descriptors: Instant Darkness, Darkness) Super-Movement 2 (Wall-Crawling 2) [2DP] AP: {11 + 10 = 21/21DP} (Descriptors: Freedom Eagle HeroCard, Flight, Range) Eagle Eyes 10 Adds (Extras: Range; Feats: Progression [Range] 1) to Weight Alpha Array [11DP] (Descriptors: Eagle Eyes, Blaster, Channel Attacks, Z-Space) Flight 5 (250 mph, 2500 ft./rnd.) [10DP] (Descriptors: Wings of Freedom, Flight, Gravity) AP: {10 + 4 + 3 + 4 = 21/21DP} (Descriptors: Velocity HeroCard, Super Speed) Full Velocity 10 Adds (Extras: Autofire) to Weight Alpha Array [10DP] (Descriptors: Full Velocity, Quick hits) Speed 4 (100 mph, 1000 ft./rnd.) [4DP] Stacks with Speed in Weight System Array Balance: Total Speed 6 (500 mph, 5000 ft./rnd.) Lightweight: Total Speed 8 (2500 mph, 25,000 ft./rnd.) Super-Movement 4 (Sure-Footed 2, Wall-Crawling 2; Flaws: Limited [While Moving]) [3DP] Quickness 4 (Tasks at x25 Speed) [4DP] ScaleDriver Weight System 10 (20DP Array; Feats: Alternate Power 2) [22DP] BP: {5 + 2 + 2 + 5 + 2 + 4 = 20/20} (Descriptors: Balance) Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) [5DP] Enhanced Trait 2 (Reflex Save +2) [2DP] Leaping 2 (Leap distance x5: Running 70 ft.) [2DP] Protection 5 (Total Toughness +10) [5DP] Speed 2 (25 MPH, 250 ft./rnd) [2DP] Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature) AP: {10 + 10 = 20/20} (Descriptors: Heavyweight) Impervious Toughness 10 [10DP] Protection 10 (Total Toughness +15) [10DP] AP: {10 + 4 + 2 + 4 = 20/20} (Descriptors: Lightweight) Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) [10DP] Enhanced Trait 4 (Reflex Save +4) [4DP] Leaping 2 (Leap distance x5: Running 70 ft.) [2DP] Speed 4 (100 MPH, 1000 ft./rnd) [4DP] Super-Senses 8 (Counters Visual Concealment, Counters Visual Obscure, Uncanny Dodge [Visual]) [8DP] (Descriptors: H.U.D., Computer Analysis, Combat Subroutines) Gadgets 1 (5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]) [8PP] (Descriptors: Summon Gadgets, Invention, Technology, Z-Space) Sample powers DRAWBACKS 0PP DC BLOCK Name Range Save Effect Attack Bonus Unarmed Touch DC17 TOU (staged) Damage +4 Unarmed – Lady Liberty HeroCard Touch DC19 TOU (staged) Damage +10 Justice Strike Touch 100 ft.Freedom Eagle DC25 TOU (staged) Damage +10, Crit 18-20, Indirect 3, Knockback 5, Penetrating 4, Takedown Attack 2, AutofireVelocity, Insidious, Subtle 2Raven Justice Kick 60 ft. Trail Area 100 ft.Freedom Eagle DC18 Fort (staged) TOU Drain General Trail Area, linked to Damage Effect, Insidious, Subtle 2Raven DC25 TOU (staged) Damage General Trail Area, linked to TOU Drain Effect, Insidious, Subtle 2Raven Patriot Blaster 100 ft. PerceptionFreedom Eagle DC25 TOU (staged) Damage +10, Crit 19-20, Indirect 3, Variable Descriptor 2 [Any Technological] , AutofireVelocity, Insidious, Subtle 2Raven Quantum Webbing 100 ft. PerceptionFreedom Eagle DC20 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10, Crit 18-20, Indirect 3, Tether, AutofireVelocity, Insidious, Subtle 2Raven Thunder Strike Touch 100 ft.Freedom Eagle DC20 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +10, Crit 18-20, Indirect 3, Sedation, AutofireVelocity, Insidious, Subtle 2Raven Totals: Abilities (42) + Combat (16) + Saving Throws (19) + Skills (31) + Feats (11) + Powers (112) - Drawbacks (0) = 231/250 Power Points
  8. GM You don't know the time. You don't remember the date. You don't know where you are. You feel cold. Your eyes open, and you find yourself in a bed that you know is not your own. You appear to be in a hospital, with an IV drip connected from the back of the wrist on your left arm to a clear back that hangs by the side of the bed. You're sure that you're not dreaming. You are alone. The room is small, quadratic. Your bed is squashed up against the corner so you can see the door over the foot of the bed. The walls are light, grey. Monotone. Boring. The door is a slightly darker grey, barely standing out, if not for the handle and a small window that lets you see another door outside your room. There is a window on the wall opposite of your bed, with bars over it. It is closed. A single chair stands next to the bed. It seems to be made of a shiny metal. Aluminium, maybe. You don't remember how you got here. Were you in an accident? Did something happen? And realization slowly begins to set in. You are alone. And you are not dreaming.
  9. GM 11:30 PM February 12th, 2021 Jadetown, Emerald City The Night of the Chinese New Year Celebrations It was an evening of celebration in the streets of Jadetown, and on this evening, even the Takazumi-gumi seemed to be at ease, content to simply celebrate. It was the year of the metal ox. Some saw that as a sign, the year that the Steel Shogun would rise even further. Others simply enjoyed the festivities. Anyone and everyone in the city were welcome, at least for now. Perhaps the party, a smell of the supernatural at play, or something else entirely, would bring heroes to this night. While a parade made their way through the streets, a group of Takazumi-gumi that were defintely not in a party mood, led by a young man, led a young woman through the streets of the city...
  10. OOC for the IC. https://www.freedomplaybypost.com/topic/13063-fate-of-the-serpent/
  11. The Undercity, Emerald City, Washington Sunday, May 17, 2020 07:38:21PM @Kaede Kimura The Red Summer's resident magic specialist smokes a cigarette as he watches Mixnus and Nixnus lug the bars of gold from the deck of the PT boat down to its cabin. Blonde, sporting an obnoxious Hawaiian shirt, and eyes half-hidden by the rim of his glasses and the darkness there is no mistaking the naked greed and slightly slack-jawed awe as he intently follows the gargoyle twins carry their newly gained wealth. It had been nearly half an hour of continuous back and forth trips from the gargoyles, and only a small pile of gold bars lies in neat stacks on the sewer floor, when Alaynah goes up to you. She smacks her pack of cigarettes and offers one up to you. "Gotta tell you, should have asked for more." She chuckles slightly then shakes her head, obviously in a good mood. "Tell me, you can create all this wealth so why're you here chasing after a murderer knee-high in sewer water?" *** A few more minutes pass before Zach, holding a hand-held radio, waves at Alaynah. "Boss, the package's coming." Alaynah nods at the comment and turns to you, her one good eye hard, all business now. "We'll keep this simple. We all get on my ship and when we're in the middle of the river, nowhere for him to run to, and then you take him and leave. Then me and my crew gets out of dodge, never to show our faces in this city again." She motions for the gargoyles to finish their work with a "Hurry up." "Oh, and I almost forgot," she turns back to you. She raises two fingers. "There's another one coming with Advay, some P.I. in-the-know and packing magic. Goes by the name of Christopher Daye of Blackstaff Investigations. He's yours to handle and, uh, your pet if it comes to that." *** @Spacefurry At long last your trip is nearing an end. You can see the metaphorical and literal light at the end of the tunnel as you guide Advay down the sewers, the professor's boxes of personal belongings and research bobbing up and down as they trail the both of you in the air. "I-is that it?" Advay asks as your flashlight gleams against a PT boat's hull. "I must say, I can't wait to finally sleep somewhere that isn't a cramped, dusty cave always with one eye open. It takes a lot out of a person, you know." Your flashlight quickly beams over the whole of the PT boat and its light is joined by several other flashlights from the crew of the boat. A dark-haired woman with an eyepatch, who looks to be the leader, walks forward to meet you. A bespectacled man in an obnoxious Hawaiian shirt watches from the deck, smoking a cigarette. Then two gargoyles emerge from the boat's cabin, matching and glowing runes on their foreheads. They move to a a couple of gold bricks lying on the sewer floor and haul it back into the PT cabin. Lastly, a woman in armor atop a clockwork pony made of bronze and brass. "Cristopher Dayes?" The woman with the eyepatch greets you with a smile and an offered cigarette. "Advay Upal? Welcome to The Red Summer . We're your ticket out of here." She gestures at her PT Boat. "None of us want to be inside a sewer for longer than we have to. So get on board."
  12. OOC for this. @Heritage @Cubismo I'll let you know once the initial setup is over and Justice and Shrike goes looking for Ultra Girl.
  13. GM 3PM, August 28th, 2020 Silberman's Northwest, Emerald City Silberman's Northwest was a nice place, even if it was very different from the original Silberman's back in Freedom City. Gretchen McDaniels, otherwise known as the Shrike, was, of course, retired. She had left Freedom for Emerald to get out of the hero life, but some times, you just couldn't. She had met Robin Lynne Langley on a few occasions. She had become a regular at Silberman's Northwest, and about a year before, she and Gretchen had shared an adventure into a magic book that was some knock off of the Wizard of Oz. They had managed to escape, and they had kicked ass and taken names, but even as they learned each others secret identities, Robin had respected Gretchen's choice to not be a hero anymore. Of course, things were different now, and Emerald needed all the heroes they could get...
  14. OOC for this. @EternalPhoenix feel free to make any description of the Starbucks that you want.
  15. GM 3PM, August 25th, 2020 University Hill, Emerald City Naomi might not have expected that Elliot would ever take her up on the offer to talk or help with the issues at his school, but months after their meeting, she had received a simple text message: Things are getting worse at the school. I need your help. Meet me at the Starbucks to the South of the University Hill Campus. The Starbucks was busy. People talking all around. A lot of people that Naomi recognized from the university, some that she shared classes with, others that she had only see. It wasn't completely crowded, but there was enough people around that it would be difficult for anyone to cause a scene of any kind without being noticed. She would soon see Elliot, sitting by himself by a table, fending off a guy that asked if he could sit.
  16. Justice Power Level: 13 Effective Power Level: 10 Power Points: 198/233PPUnspent Power Points: 35 Trade-Offs: Justice Buster: +4ATK/-4DC; Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see M.O.D. System power In Brief: Genius tokusatsu fangirl making her dreams come true. Catchphrase: Time for justice! Theme: Hell No! - Mel Senese Alternate Identity: Robin Lynne Langley (Secret) Birthplace: Emerald City Residence: University Hill, Emerald City Base of Operations: University Hill, Emerald City Occupation: PhD Student at Emerald City University, Tech Support Affiliations: None Family: Anna (mother), Lucas (father), Lucas Jr. (2 years older brother), Mark (20 years younger brother), Dottie (paternal grandmother) DESCRIPTION Age: (DoB: 1997 [April 1st]) Gender: Female Ethnicity: Caucasian Height: 5'5'' Weight: 125 lbs. Eyes: Green Hair:Dark brown Robin is slender, her body honed by years of gymnastics. Her dark brown hair reaches her shoulders and is almost always worn loose. She has green eyes and wears glasses. She will usually dress casually, preferring t-shirts with prints or logos of cartoon characters, dragons and so on. As Justice, Robin wears a dark red suit with her Justice Driver belt. The upper body part of the suit has a tall collar with bright pink trim, which connects to a pink zipper that goes to Robin's right shoulder and down over her right breast to the center of her belt. She has a classic, heraldic lion in pink over her left breast, using it as a logo. Her sleeves end in bright pink trim at her wrists, while she wears grey gloves that leave the back of her hand bare, with a pink trim in a square shape. She wears light grey boots that ends about halfway up her lower leg in a W-shape, with the trim and soles being bright pink. To protect her identity, she wears a dark red domino mask with white lenses, in the same color as the costume. Activating the Justice driver causes her armor to appear: A dark red suit with purple-pink power lines running up the arms and down the legs from the belt buckle of the Justice Driver belt, with grey metal plating on the chest and shoulders. Her arms and legs are wrapped in dark grey and purple armor, with similar armor plating as the chest area. Her helmet has silver armor plating on the side and two small antenna on top, and a silver armor plate over her mouth, with large purple-pink one-way lenses over her eyes. Robin has also added red scarf in a brighter color to the rest of the armor. HISTORY Robin Lynne Langley has lived in Emerald City her entire life, always wondering why she lived in the one city that didn't seem to have any super heroes at all. Still, she loved heroes of all kinds, and if she couldn't find them by staring up at the sky, she would find them in comics and on the screen. When he older brother Lucas Jr. introduced her to the world of Japanese Tokusatsu, she was sold, even going as far as starting gymnastics due to her inspiration. Growing up, she kept her dream of really seeing heroes alive, Robin eventually decided that one day, she would be a hero. Eventually enrolling at Emerald City University, she sought out any class, course or knowledge that could help her in her goal, ending up with a rather varied curriculum, only broadening her knowledge of science in particular. She was only emboldened by the appearance of the Emerald Spider. Finally, using a combination of her own funds and components made available at the university, Robin created the first version of her Justice Driver and Justice Buster, setting out into Emerald City to become a hero. Since her debut, Robin has faced gangs of thieves, monsters, super natural threats and much more. She has been gifted her grandmother's amulet, that she once used as the super hero Miss Step, allowing her to access Z-Space, where she has established headquarters in an abandoned structure, though not going unnoticed by other inhabitants. She has worked through multiple iterations of her armor, finally settling on a modular design. Faced with the knowledge that MarsTech had stolen her designs to create the Ultio Suits and that Max Mars himself had discovered her identity, Robin put out the call to the heroes of Emerald City. Gathering together, the group has started to work against Max Mars and MarsTech, Justice has been thrust into a leadership role that she never expected to find herself in. PERSONALITY & MOTIVATION Robin is a dreamer. Anything is possible if you have the will and make your own means. Intellectually gifted and curious, she will pursue anything that strikes her fancy. A great fan of super heroes, she has been disappointed at the lack of any prominent heroes in Emerald City, which is part of her reason for deciding to become a hero herself. The other part is her great love of Japanese Tokusatsu shows, which has inspired the technology she uses. She is idealistic, usually willing to give almost anyone the benefit of doubt, but can be surprisingly ruthless in combat. Having grown more confident in herself, Robin has begun learning what it means to be a hero. She has faced tough decisions and battles, reacting by continuing to update her armor and arsenal. POWERS & TACTICS Robin will usually try and talk her opponent into surrendering at first. Otherwise, she will engage using her arsenal and any other gadgets she has managed to bring along. She will usually switch rapidly between weapons, using whatever the situation calls for, while creating portals to Z-Space to exchange other bits and pieces of her modular armor while in action. A favorite trick is to activate her smoke in an area around her, then shift to her visual enhancements, allowing her to see through the smoke, while her enemies are left unable to see her. POWER DESCRIPTIONS Robin posses no innate powers. All her abilities come from gymnastic skills or technology she created herself. After several different battle suit iterations and design philosophies, including her prototype suit and using a number of different armors for different situations, Robin has finally settled on a modular armor design, using her grandmother's amulet, now incorporated directly in the new and improved Justice Driver belt. The amulet is a large light purple, almost pink, round stone, normally hanging from a necklace. Unknown to Robin, her grandmother had used the amulet's ability to access Z-Space as the 70'es super hero Miss Step. Unaware of the amulet being magic, rather than just a great source of energy and a way to reach Z-Space, Robin continues to use it as her power source. The newest iteration of the Justice Driver belt houses both an utility belt, able to access a multitude of Robin's inventions, and access to the Justice Armor. By activating the Justice Driver through inserting her grandmother's amulet, and using the keyword "Henshin", Robin expands the under armor from the Justice Driver belt, while simultaneously summoning the rest of the armor. While the armor's actual appearance seems more or less unchanged since the last iteration, everything underneath, both hardware and software, has been changed greatly, utilizing 4 systems that Robin has created. Together, they utilize the power source in the amulet in a fine balance, driving precisely the amount of power needed for each task. The principal system used by the armor is the Rapid Intervention Defense and Emergency Response (R.I.D.E.R.) system . The R.I.D.E.R. system provides base enhancement to the wearer's physical strength, while offering protection and computer assistance to the wearer's reflexes and combat skills. The Modular Output Defense system (M.O.D.) , was designed to offer variable speed and protection in combat. By rapidly altering the armor plating on the suit, the wearer can quickly switch between slow, but heavily protected armor, or fast, but not quite as formidable armor, or anything in between, adapting to fit the situation as needed. While the process is quick, it is possible to interrupt it during combat, which leads to Robin prefering an armor setting for the M.O.D. system as combat starts. To improve her mobility in combat, Robin designed the Multivariable Outrageous Virtous Extension (M.O.V.E.) system. By using rocket boosters housed in the boots, Robin can either propel herself forward in great leaps or move at incredible speeds for brief periods of time. The system also enhances the wearer's carry weight, due to the various support structures needed in the armor to make sure the rocket boosters caused her no harm. Alternatively, by diverting energy from the rocket boosters, Robin can attach heavier, bullet proof armor. Whereas the other systems are rather rigid in their design and utility, the Interactive Dynamic Expansion Application system (I.D.E.A.) contain a great number of different gadgets and tools that Robin developed for the armor, connected by using the same power source from the armor. While the list of tools in the I.D.E.A. system is ever expanding, it so far contains enhanced visual options and, allows Robin to use her grandmother's amulet to create portals to Z-Space, allowing her access to the AnneX, or to summon different armors parts and weapons. Finally, Robin has begun using what she has dubbed her Z-Space Arsenal. By rapidly creating portals to the AnneX in Z-Space, Robin is able to swiftly exchange the weapons she need during a battle. While she has a number of plans for how to expand her arsenal, it currently includes the Justice Buster a one-handed gun that fires a number of different blasts,, Snare Grenades, rapidly expanding heavy wire meshes that expand from grenades to entrap targets, Stun Stickers, small stickers with technology that carries a powerful charge capable of stunning targets and Smoke Grenades, which releases a thick, obscuring smoke when activated. Both the Justice Buster and Smoke Grenades can be aimed through Z-Space Portals to arrive from any position near their target. Outside of the external arsenal, she retains her signature Justice Strikes, where she redirects power from the armor into powerful motors in her legs or arms, allowing her to strike with incredible force. To combat the ever growing threats of Emerald City, Robin has developed Heuristic Emergency Response Operator mode, or H.E.R.O. mode, an alternative battlesuit. While the H.E.R.O. mode armor is more powerful, drawing directly on energies from Z-Space, it is designed solely for combat, with little utility outside speed and pure power. COMPLICATIONS Family: Robin's family is generally unaware of her activities as Justice, but can all be used against her if a villain were to find out. Fangirl: Robin is a big fan of super heroes. Meeting a famous hero can give her pause, or at worst go into complete fangirl mode. Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action. Modular Armor Problems: It can take time to change the amount of armoring, allowing Robin to shift between defense and speed. If the GM determines that a situation is too chaotic, they can prevent changes in PP allocation for the M.O.D. systems array, giving Robin 1 HP instead. Motormouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something. Power Up Let Down: Justice's H.E.R.O. armor, accessed through the Morph power Armor Change, is often undergoing maintenance, either needing repairs or being in the process of being recharged. The GM can effectively veto any use of the H.E.R.O. armor if they don't want Justice to use it in a thread. Invoking this complication does not give Justice a Hero Point. Secret Identity: Robin tries to keep her identity as Justice a secret. So far, only her grandmother Dottie knows. Superhero 101: For all her good intentions, Robin is rather new to the game, and a lot of her understanding of super heroics comes from movies and tv shows. Not all of this knowledge will necessarily translate to real life. ABILITIES 4 + 4 + 8 + 14 + 6 + 6 = 42PP Strength: 14 (+2) / [Justice Armor] 18 (+4)Dexterity: 14 (+2) / [Justice Armor] 16 (+3)Constitution: 18 (+4)Intelligence: 24 (+7)Wisdom: 16 (+3)Charisma: 16 (+3) COMBAT 8 + 8 = 16PP Initiative: +7 (+7 Int [Speed of Thought]) Attack: +4 Base, [Justice Armor] +6 Base, See additional Attack Bonuses for individual attacks on DC Block Defense: +4 Base, +2 Flat-Footed, [Justice Armor] +10 (+4 Base Defense, +1 Enhanced Defense, +5 M.O.D. System set to Base Armor), +5 (+4 Base Defense, +1 Enhanced Defense, +0 M.O.D. System set to Extra Armor), +15 (+4 Base Defense, +1 Enhanced Defense, +10 M.O.D. System set to Less Armor), +3 Flat-Footed Grapple: +6 (+4 Base Attack, +2 Strength), [Justice Armor] +10 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength, +2 Enh. Strength), +12 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength, +2 Enh. Strength, +2 Super-Strength) Knockback: -2 (TOU 4/2), [Justice Armor] -2 to -7 (TOU 5-15, based on M.O.D. System), -6 to -11 (tou 5-15, based on M.O.D. System, +4 from Impervious Toughness 8 if applied) SAVING THROWS 6 + 5 + 8 = 19PP Toughness: +4 (+4 Con), [Justice Armor] +10 (+4 Con, +1 Protection, +5 M.O.D. System set to Base Armor), +15 (+4 Con, +1 Protection, +10 M.O.D. System set to Extra Armor), +5 (+4 Con, +1 Protection, +0 M.O.D. System set to Less Armor) Fortitude: +10 (+4 Con, +6) Reflex: +7 (+2 Dex, +5) / [Justice Armor] +8 (+2 Dex, +1 Enh. Dex, +5), +12 (+2 Dex, +1 Enh. Dex, +5, +4 M.O.D. System set to Base Armor or Less Armor) Will: +11 (+3 Wis, +8) SKILLS 124R = 31PP Acrobatics 12 (+14) / [Justice Armor] (+15) Bluff 2 (+5) Computers 8 (+15) Concentration 7 (+10) Craft [Electronics] 8 (+15) Craft [Mechanical] 8 (+15) Diplomacy 12 (+15) Disable Device 8 (+15) Drive 7 (+9) / [Justice Armor] (+10) Gather Information 7 (+10) Investigate 3 (+10) Knowledge [Arcane Lore] 3 (+10) Knowledge [Physical Sciences] 8 (+15) Knowledge [Popular Culture] 3 (+10) Knowledge [Technology] 8 (+15) Medicine 3 (+10) Notice 7 (+10) Search 3 (+10) Sense Motive 7 (+10) FEATS 11PP Acrobatic Bluff Artificer Challenge [Fast Acrobatic Bluff] Equipment 7 [Veteran Reward] Improvised Tools Inventor Jack-of-All-Trades Luck 3 Speed of Thought Uncanny Dodge [Auditory] Enhanced Feats Accurate Attack Evasion 2 Power Attack Quick Change Takedown Attack 2Justice Strikes Uncanny Dodge [Visual] Equipment: 7PP = 35EP The Law Rider (Vehicle; Motorcycle) [15EP] The AnneX (Headquarters; Abandoned Outpost in Z-Space) [20EP] POWERS 82 = 82PP Device 20 (100DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [82PP] (Descriptors: Justice Armor, Invention, Technology) I.D.E.A. System 5.4 (27DP Container) [27DP] Datalink 2 (Radio; 100 feet; Feats: Machine Control) [3DP] (Descriptors: Remote Hacking) Gadgets 1 (5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]) [8DP] (Descriptors: Summon Gadgets, Invention, Technology) Sample powers Super-Movement 1 (Dimensional Movement [To and From Z-Space]; Extras: Portal (+2), Feats: Alternate Power 1, Progression [Portal Size] 3) (Up to 50ft x 50ft portal) [8DP] (Descriptors: Z-Space Portal, Dimensional, Magic, Z-Space) AP: Teleport 4 (Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (400 ft. distance) {7/7DP} (Descriptors: Combat Teleport) Super-Senses 8 (Counters Visual Concealment, Counters Visual Obscure, Uncanny Dodge [Visual]) [8DP] (Descriptors: H.U.D., Computer Analysis, Combat Subroutines) M.O.D. System 7 (14DP Array; Feats: Alternate Power 2) [16DP] BP: {5 + 4 + 5 = 14/14} (Descriptors: Base Armor) Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) {5DP} Enhanced Trait 4 (Reflex Save +4) {4DP} Protection 5 (Total Toughness +10) {5DP} AP: {10 + 4 = 14/14} (Descriptors: Extra Armor) Impervious Toughness 4 {4DP} Protection 10 (Total Toughness +15) {10DP} AP: {10 + 4 = 14/14} (Descriptors: Less Armor) Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) {10DP} Enhanced Trait 4 (Reflex Save +4) {4DP} M.O.V.E. System 4 (8DP Array; Feats: Alternate Power 2) [10DP] BP: {4 + 4 = 8/8DP} Leaping 4 (Leap distance x25: Running 350 ft.) [4DP] (Descriptors: Jump Jets, Rocket Boots) Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature) AP: {4 + 4 = 8/8DP} Speed 4 (100 MPH, 1000 ft./rnd) [4DP] (Descriptors: Boost Jets, Rocket Boots) Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature) AP: {6 + 2 = 8/8DP} Impervious Toughness 6 {6DP} (Descriptors: Armor Plating) Leaping 2 (Leap distance x5: Running 70 ft.) [2DP] (Descriptors: Jump Jets, Rocket Boots) R.I.D.E.R. System 3.6 (18DP Container) [18DP] Enhanced Dexterity 2 (Dexterity +2) [2DP] (Descriptors: Combat Subroutines, A.I. Assisted Coordination) Enhanced Feat 4 (Accurate Attack, Evasion 2, Power Attack) [4DP] (Descriptors: Combat Subroutines) Enhanced Feat 1 (Quick Change) [1DP] (Descriptors: Collapsible Armor) Enhanced Trait 4 (Attack Bonus+2) [4DP] (Descriptors: Combat Subroutines) Enhanced Trait 2 (Defense Bonus+1) [2DP] (Descriptors: Combat Subroutines) Features 2 (Built-in Subtle Computer) [2DP] (Descriptors: Computer, A.I. System) Morph 1 (One Form [H.E.R.O. Mode]; Feats: Metamorph 1) [2DP] (Descriptors: Armor Change) Protection 1 [1DP] (Descriptors: Armor) Z-Space Arsenal 12.5 (25DP Array; Feats: Alternate Power 4) [29DP] (Descriptors: Weapons, Z-Space) BP: {21 + 4 = 25/25DP} Damage 6 (Extras: Penetrating 5; Feats: Accurate 2, Improved Critical 2, Knockback 3, Mighty, Takedown Attack 2) [21DP] (Descriptors: Justice Strikes, Kicks, Punches, Enhanced Musculature, Motors, Bludgeoning Damage Type) Enhanced Strength 4 [4DP] (Enhanced Musculature) AP: Blast 6 (Extras: Penetrating 4; Feats: Accurate 4, Indirect 3, Variable Descriptor 2 [Any Technological]) {25/25DP} (Descriptors: Justice Buster, Blaster, Variable Ammunition, Z-Space Portals) AP: Obscure 9 (Visual Obscure; Extras: Independent (+0); Feats: Indirect 3) (2500 ft. area radius) {21/25DP} (Descriptors: Smoke Grenade, Grenade, Smoke, Z-Space Portals) AP: Snare 10 (Feats: Accurate 2, Indirect 3) {25/25DP} (Descriptors: Snare Grenade, Rapidly Expanding Wireframe, Z-Space Portals) AP: Stun 10 (Feats: Accurate 2, Improved Critical 1, Reversible, Sedation) {25/25DP} (Descriptors: Stun Sticker, Electricity, Sticker) DRAWBACKS -3PP Normal Identity (Major, Uncommon; Free action to activate, Normal ID has no access to Justice Armor; Requires Justice Driver Belt to activate) [-3PP] DC BLOCK Name Range Save Effect Attack Bonus Unarmed Touch DC17 TOU (staged) Damage +4 Unarmed – Justice Armor Touch DC19 TOU (staged) Damage +6 Justice Strike Touch DC25 TOU (staged) Damage +10, Crit 18-20, Knockback 3, Penetrating 5 Justice Buster 60 ft. DC21 TOU (staged) Damage +14, Penetrating 4, Indirect 3, Variable Descriptor 2 [Any Technological] Snare Grenade 100 ft. DC20 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10, Indirect 3 Stun Sticker Touch DC20 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +10, Crit 19-20, Reversible, Sedation Totals: Abilities (42) + Combat (16) + Saving Throws (19) + Skills (31) + Feats (11) + Powers (82) - Drawbacks (-3) = 198/233 Power Points
  17. OOC for this. @EternalPhoenix @Dr Archeville @Growth Spurt @Tiffany Korta Your opening post could describe how you avoided being affected by the initial outburst of friendship from the White Rabbit. You might not have heard him, you might have passed a Will save, you might have broken free of his control, I'm good with most choices. The effect from radios, tvs and phones are based on audio. Can't hear it, can't be affected by it. Doesn't mean you'll be immune if you go up against White Rabbit in person, though! You'll find some way of discovering the large concentration of affected people near Yellow Brick Row, and then we'll go from there. You might spot the others there, or you might not. Up to you.
  18. GM Tea Time, Around 4PM, May 15th, 2020 All Across Emerald City Hello, hello, all my new friends! I am the White Rabbit. The man on the screen looked smart, in his long tailed jacket. The jacket was black, with a red and white pattern on the lapel, with the red on each side looking suspiciously like half of a heart. He wore an off-white vest under it, with a white dress shirt and a neatly tied dark red tie. On his head, a black bowler hat, with a pair of white rabbit ears under it, pointing down. His hair was short and blonde, but he sported some impressive sideburns. The man looked so happy, a wide smile on his lips, as he looked down at a golden pocket watch in his hand. To most, he probably looked like a slightly deranged kids' show host. Some saw him on their television, where he had suddenly appeared. Some heard him on the radio. For others still, his image had suddenly appeared on the screen of their smart phones. Anything connected to the public air waves, he was there. Oh my, would you look at the time? It is tea time! The very best time of the day! And oh, what a party we will have! So come, my friends! Come, and let us have tea! Join us, my friends and I, and come for tea! We even have cake! He threw his head back, laughing quickly at himself, before turning back to the screen. My old friends are out there already, y'know. Go and find them, they will tell you what to do. They'll show you how to really get the party started! Now, hurry up! After all, you're late, you're late, for a very important date. All across Emerald City, the effect was instant: Anarchy. As they were drawn into the White Rabbit's power, the citizens of Emerald City took to the streets. Even to those that escaped the madness of the mind, the city seemed to take on a brand new life. Everything was changing, twisting and turning. A cartoony world of wonder, with giant flowers, playing cards and more, spreading all across Emerald. It was almost enough to make one go mad. A fairy tale wonderland, spreading out across the city streets, as the White Rabbit's new friends began to spread into shops, stores, homes, banks, government offices and more. A group of heroes were among the unaffected. Whether by chance or design, they had escaped the White Rabbit's friendship. It wouldn't take long for them to notice that the greatest concentration of White Rabbit's friends seemed to be centered near the Yellow Brick Row shopping district...
  19. I'm looking for 3-4 characters, preferably around PL10-12, who'll want to join Justice in fighting a very big and public threat in Emerald City. If there's more than the 3-4 takers, I'll try and prioritize on who doesn't already have threads going in EC or have fewer threads, or who I think will have the most interesting interactions with the threat. Maybe some priority to the members of the so far unnamed EC team, depends on who's interested. Lower PL can apply, but will probably have a harder time.
  20. OOC for this, @Kaede Kimura.
  21. GM Emerald City Saturday, May 16, 2020 10:54:2APM "How are you liking Emerald City, Miss Adrianna?" Vicente Cruz sat beside your dining table, a folder full of official papers laid unopened on your table. You had heard a knock on the door and when you opened it, he had introduced himself and his partner, Daria Bell, as officials from the government agency handling your refugee status. He had flashed his badge and asked that you let him inside. "We heard about the commotion you caused a few days ago. Nothing too serious? Everything turn out alright?" Daria piped up from behind Vicente. She began to count with her fingers. "No one hospitalized? No charges for assault or disturbing the peace or--" Vicente, his eyebrows twitching in what you assume to be irritation, motions for her to stop. "That's enough, Daria." Then he returns his gaze to you. "But why we are here is somewhat because of that... incident, Miss Adrianna." From out of the folder he draws a document and slides it towards you, a primer of Emerald City University's Cryptozoology program. It boasts its curriculum and faculty, including among them some of the country's leading Sasquatch experts. "As you might know," Vicente continues after you finish reading. "Emerald City has a bit of a reputation for, how would you say it, weirdness? There's an undercurrent of the hidden and the odd in the city and its surroundings, even if most people could go about their lives not really seeing anything explicit to validate their beliefs." He gestures, palm up, at you. "You yourself is a prime example. A refugee from a world where dreams are made real, and who can dream up monsters and creatures from nightmares and fairy tales." "Oh, don't string her along, Vicente. Just say what you need to say to the poor girl." Vicente, for his part, ignores his partner's comments and continues as if she had said nothing. "So perhaps you would like to be part of a community made of beings like yourself? The flotsam of space or other dimensions. Humanity can never really understand us. They see us as a phenomenon to study, or bedtime stories to frighten. Sometimes, they hunt us, believing us a threat even when we have called this Emerald City home longer than any of them. Longer than this country even." Over his shoulder, Daria is beaming at you. "We're extending you an invitation. What do you say?" Daria says and this time Vicente is nodding thoughtfully. Then visibly his features begin to change, melting back into flesh that slowly turns a bright orange. Soon, his face is blank save for solid white eyes and a mouth, which opens as he speaks. "Don't be alarmed, Miss Adrianna. I just wanted to show you who I really am." He slides his hand, orange like his face, forward as if to reassure you. "Like you, this isn't the dimension where I was born. And even then I was from another planet in the galaxy, not that Earth."
  22. OOC for this. @Exaccus @Spacefurry
×
×
  • Create New...