The Campaign Builder's Guild

The Archives => Roleplaying (Archived) => Topic started by: Xathan on May 17, 2008, 11:39:03 PM

Title: The Hidden: Mutanst and Masterminds IC
Post by: Xathan on May 17, 2008, 11:39:03 PM
[ooc]Here's some brief OOC information: I'll fill in more later on, but I figure this post has waited long enough without stalling for me to fill in that info.

You have been given a base of operations built off the coast of Manhattan. It's beyond state of the art by human means, incorporating technology from all the various Hidden cultures that are participating. This facility has a large staff and, besides your personal living quarters, is also home to the various Hidden diplomats as their embassy, making it sovereign soil. You all receive for free the Benefit (Diplomatic Immunity) feat as well as equipment in the form of a communication link with your base (I'll let you guys pick a name for it. The first meeting with the Hidden Ambassadors  and the UN went surprisingly well, though the public at large is still unsure how to react to entities that were - at best- myths and rumors. Each of you has your private quarters - please describe them in your opening post. [Xeviat, if your alter-ego doesn't reside on base, and only arrives astrally when called, describe instead where you live.] Now, the IC begins. We are assuming for the sake of this post that you are all in your quarters. I'll name important NPCs as they come up with a brief OOC background for them, until I get the main post updated.

NPC:

Maya Ochoa

A member of the Hidden lycanthropes, Maya is a highly developed shape shifter, able to assume a number of human/animal hybrid forms as well as full animal forms. She is also in charge of public relations for the Hidden (a name she wishes they would drop), and organizes most of your public appearances.

[/ooc]

[ic]Each of your communicators beeps. Maya is on the line.

'Everyone, meet me in the main operations room in twenty minutes, human standard measure.'[/ic]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xeviat on May 18, 2008, 02:25:27 AM
[ooc]Simon does have a room at the base, as he is trying to allow his normal identity to remain functioning; the perks are too good to lose. I'm not sure if he tries to keep his true nature secret from the other Hidden, but he'll never be in the base in his normal form. Oh, and I'm saving this post to edit with my IC post.[/ooc]

[ic]In his perfect form, Simon is just over six feet tall, with slender defined features that are perfectly symmetrical, a textbook example of handsomeness. His mental might requires him to rarely physically exert himself, as he finds it easier to fly or teleport everywhere and use telekinesis to interact with the world. Perceptive observers will notice that while he uses many of his impressive mental powers, his appearance loses its luster and grows dull and forgettable.

Simon is currently sitting in his room, apparently in a half trance, as he uses his ESP to check up on friends, colleagues, and academic rivals; to better keep up his cover story. His room is more than sparse, and the walls are made up of countless facets sitting at nearly impossible angles. Candles encircle him on the floor. Upon receiving the call, he focuses on the main operations room and teleports into his seat.[/ic]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Belabras on May 18, 2008, 11:09:27 PM
[ooc]
Rhaj Athbakar Urlaw, PL 10
Str 34/20 (+12)
Dex 12 (+1)
Con 30/16 (+10)
Int 12 (+1)
Wis 20 (+5)
Cha 10 (+0)
30pts

Skills: Acrobatics 8 (+9), Notice 7 (+12), Knowledge (Arcane Lore) 8 (+9),  Knowledge (History) 8 (+9), Search 5 (+10), Sense Motive 8 (+13)
Languages 4: English, German, Russian, Spanish, Hindi
12pts

Feats:10pts

Powers:Enhanced Constitution 14
14pts
*Enhanced Strength 14
14pts
*Immunity 11 (Life Support)(Aging)(need for Sleep)
11pts
*Protection - Impervious (10)
10pts
*Regeneration 5 (Recovery Rate 2)(Ability Damage 2)(Resurrection 1)
5pts
*Speed 3
3pts
*Super-Strength 6 (Heavy Load: 100 tons)(Ground Strike)
12pts
[/list]

Combat: Attack +8, Damage +12 (unarmed), Defense +4, Initiative +9
24pts

Saves: Toughness +10, Fortitude +10 (+3 w/out powers), Reflex +5, Will +10
9pts

Drawbacks:-4pts


[spoiler]


Real name: Rhaj Athbakar Urlaw
*Alias: Mr. Urlaw, Senor Yurlaj, Comrade Urhlav, etc.
*Age: 123
*Physical description: Urlaw looks like a man of indeterminate age, of mixed Asian and Eastern European descent.  His skin is a sun darkened brown, he has short cropped black hair, and dark eyes.  He is muscled like a professional athlete, and has a complex, interlocking set of tattoos covering his whole body.
When his powers are activated, which is much of the time, the tattoos and his eyes glow a poisonous green color while the rest of him turns a light drinking black that obscures all details.
*Powers: Urlaw's powers are a combination of innate Lengite abilities and powers granted by the old-speech spells tattooed on his body.  They break down like so:
The Enhanced Abilities, Protection, Super-Strength, Immunities, and Speed are all mystical in nature and granted by the body art.
His Fearsome presence ability is the result of the key sigil, a symbol that appears on his forehead when his powers are active, that is loathsome and painful to human sight.  It takes an act of will to even attempt to read it, as the eyes of the observer water, then bleed from prolonged exposure.  He can dim or brighten the symbol at will, and it is not present as a tattoo, only as a glowing sigil when his powers are active.
The Regeneration is a result of his heritage, and all Lengites possess it.
*Source of powers:  Extensive magical alteration and extra-dimensional origin.
*Notable skills/knowledge: Urlaw has in depth knowledge of arcane practices, a detailed grasp of history gained from study in the libraries of Leng and personal experience from a long life, as well as highly honed senses and physical prowess.
*Background/Origin:
Leng, Specifically the Plateau of Leng, is a kind of inter dimensional nexus.  The walls between worlds are thin in some places, but in Leng, they are thin everywhere.  For much of the time before pre-recorded history this meant that it served as a way station for the Old Ones and their servants.  And even though the ancient powers have been bound away for eons, their touch can still be seen and felt in the frozen halls of Leng.

The Denizens of Leng arose from the abandoned servants of the Old Ones.  They appear in varying forms - from the totally alien looking, to those that can pass for human in all but the most detailed inspections.  Even those that can pass must avoid hospitalization, as their internal workings share traits with mushrooms, cephlopods, insects, as well as mammals.  Yet, despite all this, they are close enough to their human ancestors that they can interbreed.  Lengites all share a gift for magic, and to some degree, the touch of their archaic masters.

Despite the taint, the Plateau has served as a meeting point and bazaar for magical practitioners and dimensional travelers since the rise of man.  As a result, word of Leng can be found in esoteric lore all over the world, and for the determined, travel there is just a matter of applying force in the right manner.  The return trip is often more costly, but travelers and the incautiously curious continue to find their way to the frost haunted streets of Leng.

The Lengites themselves are often inscrutable, as they are guided by a council of elders whose lives stretch back thousands of years, many whom can recall first hand encounters with their sanity crushing masters of old.  They are not active as other remnants (such as the Deep Ones) in efforts to return the Old Ones to the world, but they do still revere them, and the libraries of Leng hold the greatest collected lore about the Primeval Powers in existence.  Sages who know of the paths to reach the forbidden streets of Leng speak of the inhabitants as aloof, eccentric, and merciless.  For all intents and purposes this is a correct description.

It seemed natural for those of Leng to side with the Thulians against the rest of the Hidden.  For reasons of their own, and perhaps unknowable to any not possessed of their often alien mindset, those of Leng choose the other side.  And so Rhaj Athbakar Urlaw, Denizen of Leng and Physical Adept, was sent to join the other good will emissaries.

Urlaw himself is the child of a Russian mystic and a Lengite sorceress.  Such unions are uncommon, but not unknown in Leng, and the mixed ancestry holds no stigma.  Indeed, his parentage is largely responsible for his very human-like appearance and such individuals are valued for their ability to pass between worlds and return with news of human civilization.  This was Urlaw's task for much of his life, and he traveled the world observing events and reporting back to the Council.  Now, with the Hidden revealing themselves he was chosen to represent Leng, and move among the humans once more, no longer hiding his nature, but serving as an emissary of his people.

*Allies: Leng has never made alliances with other races or civilizations.  Their extreme remoteness, neutrality, and mystical might have allowed them to stay free agents throughout history.  Urlaw himself has some contacts in the darker sections of many cities all over the world, but no one close, and none that he trusts.
*Enemies: the Thulians
[/list][/spoiler]
[/ooc]

 [ic]Urlaw's room is relatively unadorned, but what is present is a mix of time periods.  In addition to a few items of extra-dimensional origin, he has decorated the room with books and items from the last 100 years, from all over the world.  A Soviet propaganda print is hung next to an original promotional poster for Enter the Dragon, and on the desk a button for the Kennedy presidential campaign sits next to an armband from the Italian facist party.

Urlaw himself is sitting on a meditation mat as the call comes in, and he slowly rises from his contemplative pose before heading out to answer the page.[/ic]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Poseptune on May 19, 2008, 04:17:52 PM
[ic=appearance]
Ilurean is slender compared to a human and a little shorter that the human average. He is hairless (well not actualy), what appears to be his skin is in fact that his hair is interwoven over their entire body in a coarse shell allowing him to survive the depths. The pigmentation of the hair is a little lighter than a human. His clothes are simple, dark blue, and form fitting. He the only ornamentation that he wears is a fancy looking belt and the watch communicator given to him by the hidden
[/ic]

[ic=Ilurean]The Atlantian slips into the shallow pool that takes up about half the room. The water seeps into his "skin" rehydrating his body. Ilurean relaxes and is about to fall alseep when the blasted communicator goes off. He sits there for a moment hoping it will just go away, as it continues to beep he reaches for it. Twenty minutes? Ilurean sighs he might as well start getting ready now.

He slips out of the pool and starts getting ready. The pool is the only thing that makes his room stand out from an ordinary one. The rest of the room is furnished with a bookshelf containing old and new text mostly on biology and historical books, with a few smatterings of magazines such as ExtremeTech, and InfoWorld, a closet, a small flat panel tv, and two small tables.

Ilurean takes his time getting dressed and ready and heads down to main operations, making it with a few minutes to spare. He also notices he isn't the first one there.
[/ic]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xeviat on May 19, 2008, 05:45:39 PM
[ic]Hello Ilurean, Simon's resonating "voice" sounds in the Atlantian's mind as he enters the room. I haven't yet heard your opinion on coming public as our peoples have; has it changed your view of the world? Simon "speaking" would be slightly unnerving to those not used to it; he rarely made eye contact, and the act of "speaking" didn't seem to take any effort.[/ic]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Poseptune on May 19, 2008, 05:58:33 PM
[ic=Ilurean]Ilurean counters projecting is own thoughts.You won't hear much, if the conversation is never spoken... He continues with spoken word Atlantis was public once, it did not work out then. Hopefully this time will be better. In time I suppose, we will see. .[/ic]

[ooc]That brings up an interesting question, would Ilurean's telepathy work on Simon given that his body is far away? Does it work on his alternate form?[/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xathan on May 19, 2008, 11:21:35 PM
[ooc]Yes, it works on his alternate form, since his consciousness and "mind," are contained within it. Everyone who enters, make a notice check - if you make DC 15, look under the spoiler. Remember to use the dice roller here for dice rolls.[/ooc]

[ic]Maya enters, appearing in her human form as an attractive Mediterranean female of indeterminable age wearing a dark red business suit - virtually indistinguishable from a normal human, if not for the somewhat elongated ears and yellow eyes. The room itself is large and spacious, including a wide, panoramic window showing the skyline of New York city.
[spoiler=Notice DC 15]A bit in the distance, five small forms - too small to be planes - fly in a V formation.[/spoiler]

"The humans have changed a lot since then, Ilurean." She smiles at all of you in turn. "Pleasure to see you all. We've still another couple of minutes for Emain to arrive. How'd you all sleep?"[/ic]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Poseptune on May 19, 2008, 11:52:53 PM
[ooc]Notice=[dice]1d20+10[/dice][/ooc]

[ic=Ilurean]We'll see, Ilurean responds to the woman as she claims humans have changed.[/ic]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xathan on May 20, 2008, 12:11:59 AM
[ic]Maya clucks her tongue and shoots towards Ilurean. "Just keep that attitude to yourself in public. It wouldn't do for a member of the goodwill team to be distasteful of humans."[/ic]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Belabras on May 20, 2008, 01:31:43 AM
[ooc] [dice]1d20+12[/dice] [/ooc]

 [ic]Leaning against the wall, Urlaw replies "We are discussing the humans?  Certainly their capacity for greatness or depravity has grown in the last hundered years.  Whther they, as a people, have grown with it..." and he shrugs.[/ic]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Poseptune on May 20, 2008, 03:34:17 PM
[ic=Ilurean]I only answered as simply as I could. I did not think we were here to debate the growth of the human race since their humble beginnings. I could have given extensive reasons beyond what was the truth of the matter, the secret organization is no longer secret and we will see how the humans react and whether or not they have grown as a species. However we probably do not have the time to debate such reasons. Ilurean straightens in his chair.[/ic]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xeviat on May 20, 2008, 05:01:37 PM
[ooc]I forget how the dice roller works. My notice skill is +20, though ...

Oh, and Simon lacks the capacity for physical speech. As his brain power has grown beyond that of a normal human, certain physical capabilities have shut down. He doesn't walk or use his limbs in this form either, he flies and uses telekinesis to interact.[/ooc]

[ic]Telepathically to all in the room, As an awakened human, my presence here shows the capacity of the human species. I worry for their fear overtaking them, but I have long suspected that irrefutable proof of the supernatural would force them to grow, and maybe even to unite. Long ago when religion was more important to humans, they were closer, at least with those of the same faith. As he speaks, he focuses on the flying objects.[/ic]

[ooc]I switch my AP from Enhanced Charisma to ESP, which has a range large enough to cover the world, moving my mental sense to the flying objects. What do I see?[/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Numinous on May 20, 2008, 10:47:44 PM
[ooc]Notice=[dice]1d20+14[/dice]
[ic]Emain's room is an indoor garden, centered around two apple trees that weave together to form an arch, which sends a prickling sensation through anyone foolish enough to approach it.  A small stream runs around the room, filling it with a soft and natural melody.  After waiting until the absolute last second, Emain zips from his perch in a bushel of fruit, through the ventilation duct that serves as the only entrance into his quarters, to the main operations room at the leisurely pace of 70 mph[/ic]
[ic=Emain]A humanoid figure of about 7 inches in height appears in the main operations room abruptly, to adopt a hovering position at eye-level with the others present.

"Sorry-I'm-late, the-fruit-was-so-delicious, I-simply-had-to-relax-after-such-a-reassuring-welcome, such-a-grand-show-of-goodwill-indeed!"  His speech is rapid and of an unnatural tinny sound[/ic]

Title: The Hidden: Mutanst and Masterminds IC
Post by: Xathan on May 20, 2008, 11:10:28 PM
[ic][spoiler=Xeviat]With your mental senses, you'll only pick up one mind. It's a human, male, feeling the unique blend of bored alertness only a professional soldier on guard duty is capable of. He's also slightly distracted, because he is manipulating something else while he flies.[/spoiler][/ic]

[ooc]Ahh, ninja'd. Ignore what was here: I'll get new IC up tomorrow.[/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xeviat on May 21, 2008, 01:32:16 AM
[occ]The mental sense should give him a sense of surroundings too; it's built off of the "Spatial Awareness" example power in Ultimate Power; it just also has the Mental Awareness on it.[/occ]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xathan on May 21, 2008, 09:01:01 AM
[ic][spoiler=Xeviat]The surroundings are the five humanoid forms, bulkier than one would expect from humans. The mind you detect is at the point of the V, and you are able to tell the other four forms are moving in unison.[/spoiler]

Maya smiles. "Not a problem, Emain, you're just in time."

She stands up and her demeanor changes, becoming much more business-like. "So far, our emergence has gone smoothly. We've received no credible threats, though the government does have two teams patrolling our perimeter just in case. We have a meeting later on today with the Paragons, Earth's most notable superhero team. After that, we'll be here, waiting for a potential incident."[/ic]

[ooc]
[dice]1d20+8[/dice]Everyone give me a notice check, DC 20. Xeviat, since your senses are displaced, you notice what you would see with them right away. Maya's back is to the window, so she does not get a notice check.

[spoiler=Notice DC20]There are six forms, headed towards the guard rapidly. Five are riding what appear to be aerial motorcycles, while the sixth is humanoid and seems to be standing on a shimmering platform.

[spoiler=Xeviat]With your awareness, you'll also be able to tell that the five riding the sky-bikes are humans and have an elated mood corresponding with an adrenaline rush: their is also an undertone of...determination, perhaps, tinged with rightness. The sixth figure is really hard to you to focus on, like a photo taken of someone moving rapidly. You get similar emotions emanating from him, but it's all tinged by some sort of "static," for lack of a better term.[/spoiler][/spoiler][/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Belabras on May 21, 2008, 09:53:13 AM
[ooc] [dice]1d20+12[/dice] [/ooc]

[ic]His eyes drawn to the window by the motion, Urlaw offers "We may have contact before that event."[/ic]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Poseptune on May 21, 2008, 10:33:53 AM
[ooc] [dice]1d20+10[/dice] [/ooc]

[ic=Ilurean]Oblivious to what might be going on around him, Ilurean asks, What would make you think that?[/ic]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xathan on May 21, 2008, 11:57:28 AM
[ooc]Since Urlaw pointed it out, anyone that fails the reaction notice check can make a second, intentional notice check as a move action.
[/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Poseptune on May 21, 2008, 05:06:50 PM
[ooc]Move Action Notice: [dice]1d20+10[/dice]  :morons: [/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xeviat on May 21, 2008, 07:21:12 PM
[ic]Telepathically to everyone in the room, I am to assume that those men are the Paragons? Are they here to keep us in line? He pauses as his appearance takes on its more vibrant version, signifying that he's focused his mental power on his Charisma once more.[/ic]

[ooc]My ESP only displaces my mental senses, my others remain just fine. I'd like to make a knowledge check (whatever would apply, I have eidetic memmory: [dice]1d20+5[/dice]; +4 if "checks to remember things" applies to Knowledge checks) to see what I already know about the Paragons; if that isn't enough to aquire sufficient information, I'm going to switch my AP back to Enhanced Charisma and use my Contacts feat, Communication Power, and Mental Quickness x25 to make a Gather Information check (I have skill mastery, so I take 10 and get a 35) to see what my Contacts know of them. Because of Mental Quickness x25, how fast can I do all this?[/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Belabras on May 22, 2008, 10:08:32 AM
[ooc]Just a request, but could we see everyone's self descriptions and maybe a little bit about their race?  I feel like I'm flying blind on character interaction right now, not having anything to build from.[/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xathan on May 22, 2008, 12:35:08 PM
[ooc]Good idea, Belabras. Could all of you post that over in the OOC thread? Also, until names are known, the first people you spotted are Group A, the second are Group B.

[spoiler=Xeviat]You're able to find out this between the time you posted and my next IC action: The Paragons are Earth's premiere super-hero team. Founded in 1998, the original roster of 6 members has rapidly expanded to about 32, counting honorary members. Their primary Earth base is about twelve miles south of here, and they also have an orbital base in addition to three other axillary Earth bases, for the European, Asian, and African branches of the team. All Paragons have the team logo on the left shoulder of their uniform/battlesuit/etc. While they were media darlings, the team has recently taken a hit for their handling of a world-domination attempted by Count Nox, where a few members started killing Nox's soldiers, and even killed Nox himself. (With your high Gather Information, you'll be able to find out that they only started killing after one of their own was killed, but the media glosses over that.) Since then, the team has begun to slowly fragment, which each of the Earth bases becoming more independent, and most of the powerful members either retreating to their orbital base or to various points unknown. They have several policies, including a formerly strict no-killing policy, a non-interference policy with the sovereign workings of a nation as long as all those workings are kept internal and are in compliance with the Geneva convention on human rights, and a few others. They also are treated as a sovereign "power," a term which not only encompasses the Paragons, but also covers two other super-hero teams, the Hidden as a whole, a colony of exiled aliens living in Brazil, and an advanced AI that was created by a member of the Paragons and exists disembodied in the Internet. While the loose nature of the organization makes it impossible to be certain, the figure approaching doesn't match any known Paragons.[/spoiler]

Meanwhile, the DM makes some rolls behind the screen...(From now on, unless there is a reason you guys have a problem with it, I'll be rolling with actual dice here to avoid rolls being public. :P)[/ooc]

[ic]Maya turns around, her face and eyes shifting as she does so. "That's none of the Paragons I have met, and he's not wearing their insignia..."

At this point, everyone is looking in the right direction, which is all that's needed to see what happens next: Glowing blue and yellow energy erupts from the lead figure, and lances through four of the figures of Group A. All struck figures fall.[/ic]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Poseptune on May 22, 2008, 08:24:18 PM
[ooc]Can we get some more information. How far away are they? What is the building like? Does the base have any guards or defenses? Any other information that would be helpful?[/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xeviat on May 23, 2008, 08:42:17 PM
[ic]Simon's eyes narrow as he switches his power to Mind Reading.

[spoiler=To Maya Telepathically]Would you like me to pry into its mind and find out all I can?[/spoiler][/ic]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xathan on May 25, 2008, 03:55:56 PM
[ooc]
The remaining member of group A is about an even 1,000 feet away, while the totality of Group B is closer to 2500 feet away.  The building you are in is part of a larger complex. This is the main building, a tower about 30 stories high, and you are on the 28th floor, hence the view. Above you is a landing pad for your vehicles. It also features a dock and submarine entrance. The building that houses the diplomats and their families is on the other edge of the island. You don't know the details of the building's defenses, but you know that they are all passive and protective in nature: it could create force fields, not blast foes out of the air. There is not a guard force: that's you guys :P None of you have the access codes yet, but Maya does.

Hope that helps. If you need more information, ask, and I apologize if this post makes little sense: I've got a 101.5 fever and pain meds, so weeeeeeeee! Also note that while Maya is here, I'˜m not going to have her take charge: she'˜s a publicists, not a warrior. (plus, it'˜s no fun of the DM orders you guys around)[/ooc]

[ic][spoiler=Maya to Xeviat]Go for it'¦but be careful[/spoiler][/ic]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Belabras on May 25, 2008, 10:07:12 PM
[ooc]Feel better man![/ooc]

 [ic]As the confrontation in the sky plays our, Urlaw calls upon his powers.  In less than a blink of an eye his entire body is covered in inky darkness, with only the complex, full body tattoos showing through.

He heads for the stairs up to the landingpad, saying "I do not like the look of this."[/ic]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xeviat on May 26, 2008, 02:35:16 AM
[ooc]Sorry, the second group is on the flying bikes, right? I'm unsure of what the two groups were.[/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xathan on May 26, 2008, 11:38:00 AM
Quote from: Kapn Xeviat[ooc]Sorry, the second group is on the flying bikes, right? I'm unsure of what the two groups were.[/ooc]

[ooc]Yes - sorry for the confusion.[/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xathan on May 26, 2008, 11:44:38 AM
Quote from: Belabras[ooc]Feel better man![/ooc]

 [ic]As the confrontation in the sky plays our, Urlaw calls upon his powers.  In less than a blink of an eye his entire body is covered in inky darkness, with only the complex, full body tattoos showing through.

He heads for the stairs up to the landingpad, saying "I do not like the look of this."[/ic]

[ooc]Thanks - the meds are finally kicking in, so I'm more or less coherent[/ooc]

[ic]When you get to the landing pad, you'll see the usual transport ship, a silver craft of Atlantean make, it's overall curves suggesting some type of manta ray...as well as some discs, about a meter and a half wide.[/ic]

[ooc]At this point, everyone needs to roll initiative for me. We're going to start acting in combat-time.[/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Belabras on May 26, 2008, 08:46:58 PM
[ooc]Urlaw's Initiative [dice]1d20+9[/dice] [/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xeviat on May 26, 2008, 10:41:30 PM
[ooc]Initiative [dice]1d20+7[/dice]
My intention is to mind read the lead guy who attacked the other flyers. I'm also going to use aura reading to see which of them are hostile; my mental sense is analytical, so I think I can get a read on that; is that cool?[/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Numinous on May 27, 2008, 02:41:43 AM
[ooc]I'll get this taken care of after school tomorrow, if that's cool.  I had a busy weekend vacation, and now I'm back in action.[/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Poseptune on May 27, 2008, 10:28:12 AM
[ic=Ilurean]Judging the distance, Ilurean knows groupB is well outside his limitations. The remaining survivor of group A however isn't, so he reaches out with his mind. Who are you and what is going on out there?[/ic]
[ooc]Initiative=[dice]1d20+3[/dice][/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xathan on May 29, 2008, 10:01:10 AM
[ooc]Turn Order:

Xeviat
Group B Leader
Poseidon/Urlaw (Whoever posts first goes first each round)
Group A
Group B Minions

Xeviat, that's fine. I'll respond when you actually post it as a turn, just to keep things neat. Crit will be sitting this fight out: I'll explain Emain's absence from battle later.

Oh, and Poseidon, the way I read it, he won't be able to respond until his turn.[/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xeviat on May 30, 2008, 12:03:59 AM
[ic]Simon, having already switched to Mind Reading, spends a move action to read the last person in Group A's surface thoughts. I then expend my standard action to ready to switch to Move Object and start a grapple to pin if I deem his surface thoughts to be hostile towards us.[/ic]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xathan on June 02, 2008, 06:13:10 PM
[ic][spoiler=Xeviat]The remaining member of Group A does not seem at all hostile. In fact, he's more panicking, his thoughts disjointed and erratic. The primary thought process is focusing on attempting to operate his battle suit, and trying to figure out why his orders are being overridden. You also get a line referring to the four members that were destroyed as "Drones A-D."[/spoiler][/ic]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xeviat on June 03, 2008, 08:37:53 PM
[ooc]Since I had readied, can I jump back in later in the initiative to power stunt to gain an AP, Teleport (perception range, affects others only) with enough ranks to teleport the group A guy in, but leave his suit outside (which I assume would require the precise feat on the teleport)? My Psychic Array powers are worth 30 points each. And I'd use a Hero Point to negate the fatigue.

Or am I limited to my readied action's stipulation? I had wanted to say "I read his mind with my move action, then I'll decide what to do; if he's hostile, I'll ...", but I won't be hurt if you go with what I originally said.[/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xathan on June 04, 2008, 07:23:53 PM
[ooc]Even though you said what you were going to do with your standard action, reading his mind and such was only a move action - you didn't need to ready the standard in the first place, so as far as I'm concerned, its still your turn.[/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xeviat on June 04, 2008, 10:57:40 PM
[ooc]Sweet[/ooc]

[ic]I use Extra Effort to gain a feat, in this case Alternate Power on my Psychic Power Array. I spend a free action to switch to this new Alternate Power, which is the following:

(30 points) Teleport 8 ranks (3/rank)
-Change Velocity: 1 point
-Affects Others Only: 0 points per rank (makes it touch)
-Ranged: +1 points per rank
-4 Accurate Feats: 4 points
-1 Precise Feat (I want to teleport just him to us, not his suit): 1 point

Then I spend a Hero Point to add 2 ranks to the effect, making it Rank 10 Teleport, which will allow me to teleport him the 1,000 feet necessary; 1,000 feet is also the maximum range of my attack roll (which is +8 from the Accurate feats).

Before I make the "attack", I send him a mental message (which he is free to ignore, since I don't have a forced version): Friend, this is Simon of The Hidden Goodwill Task Force. I am going to teleport you into our base for your safety.

Then I attack: [dice]1d20+8[/dice][/ic]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xathan on June 08, 2008, 11:35:52 PM
[ic]You're able to hit. He appears in the base, looking extremely confused, wearing a skintight uniform. "I-i'm Seargent Russel Andross, USA Mechanical Devision."

----

Outside, the leader of Group B flys much closer and opens fire, shooting a stream of powerful energy beams at the roof of the building, where Urlaw is. They explode about ten feet in the air, deflected off some invisible force. Urlaw hears a voice in his ear, from Maya. "We've got the shields up. They'll hold, but they're only while you're in range - ten feet away from building." [/ic]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Belabras on June 09, 2008, 11:18:52 PM
[ooc]Did they pass within jumping distance?  Urlaw has an impressive jump, but out and out flyers are bit beyond his reach.[/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xathan on June 10, 2008, 02:29:30 AM
[ooc]You should be able to get to the group B leader with a running jump[/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Poseptune on June 11, 2008, 02:43:32 PM
[ic]Seeing the lone survivor is now ok, Illurean concentrates for a moment putting up a barrier around himself before lifting off the floor. He decides to head to the roof to join the other member of the newly form group.[/ic]

[ooc]Put up force field and flying to the roof as he can move faster this way than walking. Hope this is ok.[/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xathan on June 12, 2008, 02:26:55 AM
[ooc]looks fine to me.[/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xathan on June 15, 2008, 02:32:01 PM
[ooc]bump?[/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Belabras on June 16, 2008, 01:09:14 AM
[ooc]to hit [dice]1d20+8[/dice]
damage  +12[/ooc]

[ic]Protected from the attack by the base's defenses, Urlaw is no less enraged by the audacity of the assault.  He leaps after the flying machine, intending to strike down the offender. [/ic]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xathan on June 16, 2008, 10:13:29 AM
[ic]His target nimbly slips out of range, raising an arm cannon and opening fire: the shot goes wide, however, but only just. Urlaw will land on top of the force field, on the far edge.[/ic]

[ooc]Group B leader uses GM Fiat to surge and attack, missing. Urlaw gains a hero point, and another for the complication of being caught in the open.[/ooc]

[ic=Group A leader]Back in the base, the remaining member of group A pulls out a small radio and speaks into it. "This is Seargent Andross, Identify as X-3183. We've got an attack at the Eagle's Nest. My drones and suit are disabled, suspect Technarchs. I need a team in here, and give me a properly shielded team: one of the attackers is using a long range jamming device and shooting exotic energy."[/ic]

[ic=group B Minions]The bike riders attack. The first one fires at Illurean at and hits the force field. The second and third, seeing what happened, fly down and their bikes and bodies shimmer as they pass through where the force field would be, launching bolts of the same odd energy their leader uses at Illurean. The first misses but the second's aim is true. The remaining two, outside the force field, fire at Urlaw, with one hitting and one missing again. One shouts as his blast hits "Die freaks!"[/ic]

[ooc]Group B Minions attack. Since the first two roll really poorly to attack Illurean, I'm fiating a hit with the second: make a DC 22 toughness save, and take a hero point. The one that hits on urlaw does so with a regular roll, but your impervious is high enough to prevent you from needing to save (I think: it's an attack with a +7 damage bonus).[/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xeviat on June 16, 2008, 08:53:29 PM
[ic]I turn my senses towards group B to determine if any of the motorcycles are living beings. If their leader is alive, I use a free action to switch to my Wisdom Drain attack and attack him (perception range). If I determine them to be automations, I switch to my Teleport power and teleport 100 feet behind Group B.

Also, I broadcast a mental message to everyone, If you have any technologies, be careful, he seems to be able to control them.[/ic]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xathan on June 17, 2008, 12:14:15 AM
[ooc]You're up - the minions are in the spoiler.[/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Belabras on June 17, 2008, 01:22:51 AM
[ooc]And that's what Impervious if for :D[/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Xeviat on June 17, 2008, 06:33:04 PM
[ooc]posted[/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Belabras on July 13, 2008, 11:49:18 PM
[ooc]Guess we're dead in the water. :( [/ooc]
Title: The Hidden: Mutanst and Masterminds IC
Post by: Poseptune on July 14, 2008, 12:06:38 AM
I think so, Xanthan hasn't been on in a long time. He hasn't been on AIM either.
Title: The Hidden: Mutanst and Masterminds IC
Post by: Numinous on July 14, 2008, 10:46:49 PM
I would assume we are left out to dry.  It happens with Xathan.  Good guy, bad at reliability.

Belabras, if you're interested in a 4E game of Kee on the Shadowfell, Xathan's place as a player is vacant, and you are welcome to join.  Click Here for Out-of-Character (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?51180.last) and Click Here for In-Character (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?50626)