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BunnySue

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  1. Re: And now, for your daily dose of cute... I found Baby V like this when I picked her up from daycare last week: [ATTACH=CONFIG]45211[/ATTACH]
  2. Re: The "Nice Happy" Thread So not only is Baby V pulling herself up to stand, but I felt her first tooth this morning!
  3. Re: The "Nice Happy" Thread Baby V is crawling! Watch out world, here she comes!
  4. Re: The cranky thread What an awesome Daddy you are. <3
  5. Re: The Chronicles of Foxton Session 30: Don’t Mess with the Bard 6 Lightening to 18 Lightening, 960 RM 6 Lightening to 14 Lightening, 960 RM The Deadly Seven left Foxtown the morning of 6 Lightening, heading toward Hill Rose. Following the map Quion had given them, they headed deeper into the woods. They had purchased a goat to use as bait and several potions from Wythri. The weather started turning bad on 10 Lightening and they had not found any signs of any unusual creatures. The evening of 14 Lightening, a storm broke loose. The monster hunters found shelter and pitched their tents for the evening. The first watch was uneventful, even though Benedikt and Randall were not paying full attention. Tatiana and Brictius took over the next watch. The goat and mule became more agitated as the night wore on, but the two elves could not tell if it was due to the storm or something else. During a flash of lighting, Brictius caught a glimpse of a large creature rising up out of the woods. Tatiana descended from the tree she was in and attacked the creature, but missed hitting it with her axes. The monster crashed through Brandwyn’s tent severely injuring the bard on its way to scooping up the goat. Brictius charged the creature, hitting it in the shoulder. Tatiana did a running attack at the creature, but missed. The creature charged Brictius, destroying Randell and Benedikt’s tents, and struck Brictius in the shoulder. The commotion in the camp failed to waken Errol, but the rest of the team was roused from their slumber. Brictius ran toward the clearing, trying to draw the creature out into the open. Tatiana did another running attack at the creature, but missed again. The creature charged Brictius, but slipped in the mud missing the gray elf. Tatiana did another running attack at the creature, but also slipped in the mud and missed. Keinan shot the creature in the head, but did little damage. Brictius swept his spear under the monster’s legs knocking it down. Randall moved up to the monster, “accidentally” pulling Errol’s tent down. Brandwyn, although injured, started chanting a song of fighting to aid her companions. Benedikt moved to Brandwyn, kicking Errol awake on the way, and healed the bard’s wounds. Errol, finally awake, assessed the situation. The creature stood up and hit Randall in the chest. Tatiana moved toward the creature and hit it in the foot. She also threw two more axes at it, hitting it in the arms and vitals. Keinan shot the creature in the head again, still doing little damage. The monster swung at Brictius and Randall, missing Brictius but hitting Randall in the head doing little damage. Brictius knocked down the creature again. Randall hit the creature in the head. Brandwyn continued changing. Errol used a spell to illuminate the area so everyone could see. The creature was a large owlbear with two sets of tentacles instead of forearms. Benedikt moved over to the creature, hitting it in the chest, but not doing much damage. Brictius and Randall started to feel the effects of the creature’s poison. Tatiana ran pasted the creature again, hitting it in the foot. The monster stood up and took a swing at Randall who dodged the blow. Keinan shot the creature in the vitals, doing more damage there. Brictius knocked the creature down again. Brandwyn moved closer to the fight, still chanting, the creature found her song funny and started to laugh uncontrollably. Errol shot his magic shards at the creature, drawing blood. Benedikt cast a warblessing on Randall. Tatiana dumped a flask of lamp oil on the creature. The monster continued to laugh. Keinan hit the creature in the vitals again. Brictius hit the creature in the chest. Brandwyn continued her chanting. Benedikt drank his potion of Fire Breath he had bought from Wythri and caught the monster on fire, killing it. Benedikt was able to slow the progress of the poison effecting Brictius and Randall using some herbs he had until the effects of the poison faded. He was also able to save the goat, which the group adopted and named it Lucky George. 15 Lightening to 16 Lighting, 960 RM The group spent the next couple of days back tracking to the creatures den. Keinan determined that the den had not been established for very long, less than a season. While Brandwyn composed a report to the Baron, Benedikt and Randall stood watch over the area and Keinan, Tatiana, and Brictius searched the area for any signs of more creatures. Tatiana found a glass tube buried in the mud and Randall recognized it as a syringe belonging to Dr Rothbury. Brandwyn finished her report and sent it by pigeon back to Gray Haven. The group then made a quick march back to Foxtown. 18 Lightening, 960 RM Returning to Foxtown, the Deadly Seven requested an audience with the Baron. They presented the skull of the creature and the syringe to Quion for study. Captain Hawthorne dismissed the monster hunters until Quion could complete his report. Quion requested Wythri assist him with the analysis, which the elf reluctantly agreed to. The examination of the skull revealed it to have belonged to a particularly large owlbear, but not outside the norm. The analysis of the syringe showed it to have contained a sedative. Quion requested a sample of blood from the goat to analyze the poison from the creature. Captain Hawthorne talked to the Deadly Seven and was quite disappointed that they asked for payment for the sample. After some “gentle” persuasion, the group reluctantly agreed. Examination of the blood showed the poison to be very potent and caused death by completely paralyzing the victim. This type of poison was similar to that found in some types of snakes around the Sylvan Gulf, specifically around Brills and Korma. After hearing this, Captain Hawthorne went to speak to the Baron. Several ideas were discussed as to why the syringe would be found near the den, the most logical one being if the creature did indeed have trolls blood, then it would need to be constantly sedated to be moved. The next course of action would be to visit the good doctor and learn what he had been doing.
  6. Re: The Chronicles of Foxton Session 29: Flynn’s Final Rest 11 Lightening to 17 Lightening, 960 RM 11 Lightening, 960 RM Storm clouds had rolled in over night and the rain had already started to fall when Captain Hawthorne and Wythri left Gray Haven for the village of Golden. They arrived in Golden at mid-afternoon, drenched from the constant down pour. They stopped at Father Ethelred’s house to warm up and to learn what the state of affairs was in the village. Father Ethelred reported that the village was carrying on as best as could be expected. Rich and Penn were still in the village, their parents never letting the boys out of their sight. Mayor Golden was performing his duties, but without the previous gusto he had exhibited before. Captain Hawthorne told Father Ethelred that she would be taking the two boys and Darla Golden to Gray Haven. When Father Ethelred asked if the Burleys would be protected also, Captain Hawthorne said she would look into that also. Captain Hawthorne and Wythri then stopped at Mayor Golden’s house. The mayor agreed to allow Darla to travel to Gray Haven, but not without be accompanied by the maid. Captain Hawthorn promised to protect the girl as if she were her own daughter. The two women then went to the Miller’s house. There, Rich apologized for Flynn’s death and agreed to submit to any punishment that would be appropriate. Captain Hawthorne told the Millers that she would be taking Rich to Gray Haven for protection and asked Rich to be at the stables at dawn. The same scene was just about repeated at the Smith’s house with Penn and his parents. Captain Hawthorne and Wythri then braved the rain again to visit the Burleys. They found the couple in the field attempting to plow, but having a hard time with all the rain and the mud. When Farmer Burley saw Captain Hawthorne, he stomped over to her, cursing the whole way. He yelled at her to get off, and stay off his land. Captain Hawthorne just ignored him and went to speak with Mrs Burley. Isobelle told Mrs Burley, that she would make sure Flynn would find peace. Mrs Burley was still as timid as ever, but told Isobelle that Flynn had told her he would never hurt her. Knowing there was nothing else they could do, the two women returned to Father Ethelred’s house to dry off for the night. 12 Lightening, 960 RM At dawn, the two boys arrived at the stables accompanied by their fathers. The two boys were instructed to behave themselves and do as Captain Hawthorne commanded. A short time later, Darla and her family arrived at the stables and the group started the trip to Gray Haven. The rain had not stopped from the previous day. They arrived at Gray Haven just before dark. They were greeted by Mrs Walker, who took the children and Wythri into the kitchen for dry clothes, and warm food. Darla was confused as to why she and Marion, her maid, had been brought to Gray Haven; her father had not told her anything about what was happening. The two boys suddenly found that their food had their undivided attention. Wythri quickly tried to figure out what to say to the girl. Captain Hawthorne found the Baron in his office next to the fire. The Baron invited Isobelle to sit next him and asked her if she had a plan. Isobelle explained that she did not think Darla had been told anything about what was happening and she would take the girl to Hawthorne Manor until the new moon. She also thought that the spirit would be drawn to the boys and she hoped the chapel would protect them while she destroyed the spirit. The Baron explained that some spirits existed in the ghost realm, which can touch this world, but not necessarily the other way around. He hoped that Wythri would be able to cast a spell that would be able to enchant a weapon so that the weapon could affect the spirit world. He would also like to talk with Wythri before the coming conflict to prepare the elf. Isobelle gratefully accepted the Baron’s help. Captain Hawthorne returned to the kitchen and told Wythri that the Baron would like to speak with her. She then made sure that Mrs Walker had a place for the boys to stay and left with Darla and Marion for Hawthorne Manor. Once at Hawthorne Manor, Isobelle told Darla what had happened to Flynn and the other boys and explained why the girl had been taken from Golden. Darla told Isobelle that she had had several drams about Flynn. In her dreams, Flynn had returned home, having found his fortune, and they were walking in fields of golden barely. She never remembered how that dreams ended, just that she always woke up crying. 13 Lightening to 14 Lightening, 960 RM Rich and Penn were kept busy working around Gray Haven while Captain Hawthorne kept an eye on Darla. Wythri and the Baron talked and worked out a strategy for dealing with the spirit. Captain Hawthorne enlisted the help of Quion, Gunn, Niamh, and Featherlight in dealing with the spirit. She also talked with Sergeant Thomas so he could be prepared for what would happen. The rain continued. 14 Lightening, 960 RM, dusk, Gray Haven Niamh arrived at Gray Haven just before dusk. The storm had slowly been building in intensity all day and as darkness descended, the full force of the storm was unleashed. Captain Hawthorne escorted the four children to the chapel and made sure they were settled as comfortably as possible. Wythri confided in Captain Hawthorne that she was a wild mage and that she was unsure if she would be able to keep her magic under control during the fight with the spirit. Captain Hawthorne reassured Wythri that she had every confidence in the young elf. Baron du Clef and Featherlight took up positions on the balcony overlooking the courtyard. Wythri, Captain Hawthorne, Niamh, and Quion stood guard in front of the chapel while Gunn watched the back of the church. Wythri felt a cold magic current building in the area. Everyone in Gray Haven, both inside and outside was on edge. Just before midnight, a guard informed Captain Hawthorne that there had been a knocking at the gate, but then had stopped. They could see no one outside the castle walls. Captain Hawthorne told the guard to open the gates if the knocking continued. As the guard left, there was a commotion in the chapel. Captain Hawthorne and Niamh entered to find the children terrified and Penn choking. Niamh examined the boy and told him there was nothing attacking him, he was just panicking and he needed to calm down and breathe because everything was going to be fine. Isobelle also talked to the boy and managed to calm him down. As Niamh exited the chapel, one of the guards told her that the torches at the gate had turned blue. Outside, there was a bright flash of lighting and a loud clap of thunder. While the courtyard was illuminated, Quion saw a figure standing in the rain. The figured vanished with the fading light. Quion released a spell he had prepared earlier, in hopes that it would slow the spirit down. A supernatural howl filled the castle, causing almost everyone to freeze in dread. Exiting the chapel, Captain Hawthorne drew her blades and challenged the spirit. Wythri cast the spell the Baron had taught that enabled Captain Hawthorne, Niamh, and Gunn’s weapons to glow with magical power. Baron du Clef also enchanted several of Featherlight’s arrows. Naimh placed a warblessing on Captain Hawthorne who charged the spirit, but missed her target. Gunn leapt into position to prevent the spirit from leaving. Featherlight let loose one of her arrows, hitting the spirit which caused it to stumble and disappear. The spirit reappeared in front of the chapel. It touched Wythri, causing her to scream out in pain. Quion cast a ghost wall in front of Wythri to protect the elf. Captain Hawthorne attacked the spirit again, but her swing went wild. Wythri stood up and saw that the spirit had two forms, one was the boy Flynn and the other, surrounding the boy, was a dark shape of pure hate, rage, and anger. “Flynn, this is not what you are, I’ve seen what you are. This is not what Darla would love.” Wythri shouted to be heard over the storm. The spirit hesitated. Featherlight aimed another arrow, but did not release it. The Baron cast a spell that caused the spirit to become visible. Gunn cast a warblessing on Niamh, but she held her attack waiting to see what the spirit would do. Quion beseeched Flynn to let his pain go and pass on peacefully. Featherlight let loose her arrow, not realizing what Wythri and Quion were attempting to do. Her arrow hit true, causing the spirit to attack. The spirit lashed out at Captain Hawthorne, who blocked the attack. Niamh cast a destroy undead on the spirit. Captain Hawthorne called on the power of Durom to smite evil and drove her sword into the boy’s heart. The spirit gasped, stepped back, and turned into smoke that blow away in the wind. The storm started to subside. Niamh tended to Wythri who was drained by the spirit’s attack. Captain Hawthorne checked on the children in the chapel. They had started to calm down, but wanted to know what had happened. When Darla realized the full impact of what had happened, she started yelling and hitting the two boys. Isobelle pulled the girl off the boys and took them into the castle. Quion found Cici and attempted to comfort her by explaining what had happened. 17 Lighting, 960 RM Darla continued to be mad at the two boys, but Wythri talked to her, reminding her that it was Flynn’s anger that caused all the terrible things to happen. Wythri and Captain Hawthorn took the girls back to Golden and explained what had happened. The village was still on edge when they arrived, fearful the children had been harmed. They assured everyone the two boys were safe, they were still in Gray Haven, waiting to hear what their punishment would be. They learned that Farmer Burley had been found dead on the 15th. He had slipped and drowned in his well. Mrs Burley had so complete lost touch with reality, she had not noticed. Captain Hawthorne made sure Farmer Burley was buried properly and that Mrs. Burley was placed in the care of the church in Foxtown. Penn and Rich approached Niamh and told her that they were ready to take responsibility for what had happened. Niamh took them to the Baron, who scheduled a trial to be held in the next few days.
  7. Re: The Chronicles of Foxton Session 28: What is it with the tentacles? 26 Coolwater to 6 Lightening, 960 RM 26 Coolwater, 960 RM, evening, Gray Haven Late in the evening, Master Gunn and Mistress Featherlight retuned to Gray Haven with the Circle of Iron and the contents of the cart. Captain Hawthorne was summoned. After hearing (and smelling) what was in the cart, she sent for Quion and Baron du Clef. Quion quickly arrived and began questioning the monster hunters. Caption Hawthorne was informed that the Baron was not in Gray Haven and no one had seen him leave. Captain Hawthorne suggested that the Circle of Iron return to Foxtown for a much deserved rest (and cleaning) and a full report could be made in the morning along with their payment. The Circle of Iron demanded a receipt, which Quion provided and the group made a hasty retreat. Quion made notes on the creature: a very large bear with two sets of tentacles instead of forearms. Captain Hawthorne had Master Gunn and Mistress Featherlight remove the carcass from the castle and burn it in a nearby field. Before leaving for Hawthorn Manor, she asked the guards to inform her when the Baron returned. Around midnight, Meghan woke Captain Hawthorne to let her know the guards had reported Baron du Clef had returned to Gray Haven, apparently in a good mood. 27 Coolwater, 960 RM, Gray Haven The last day of the trials for Court Mage started with Baron du Clef speaking with each of the candidates privately in his office. The wizards from Cli were called in first, followed by Rhonda Joslyn, and finally Sage Eldamoth. Afterwards, the Baron called in Captain Hawthorne, Quion, and Wythri. He explained to them that the judging for his court mage was based on several factors, but mostly on the candidate’s knowledge of the barony and it’s people; and they must keep the welfare and best interests of the barony in mind at all times. Two of the wizards from Cli he believed were spies, and the other wanted a place to do research. Mistress Joslyn was well trained, but considered this position a way to move on to better things. Eldamoth would have been perfect, but he could not pass any of the physical tests, although in his younger years he probably could have. “Since you have rejected all the applicants,” Captain Hawthorne asked, “what is the next step?” The Baron smiled, “I’m glad you asked,” he looked over at Wythri, “I am pleased to announce that Mistress Majaera has accepted the position (after a bit of convincing) and she and Sage Eldamoth will be moving into Gray Haven shortly.” He paused, “Now I have to go inform Mayor Hobbs. Wythri will officially begin her duties on the first. Now, what’s this I hear of a new monster in my woods?” Captain Hawthorne and Quion described the creature and the limited report they had received from the Circle of Iron. The monster hunters were summoned and quickly arrived. “D”, the hooded man thought to be a mage, reported that they had not seen any signs of more monsters. He also reported that this creature might have had trolls blood as it continued to heal it’s wounds while they were fighting it. The creature also disliked fire. The Baron offered to continue paying them if they would search the woods and kill anything they found that was unnatural. The group agreed and accepted payment to resupply themselves. The Deadly Seven were also summoned and offered the same job, which they also accepted. The Baron reminded both groups that any infighting would result in any further payments being forfeited. Niamh and Damien were feeling much better by late morning and the healers cleared them to return to Foxtown, which both did with great haste. Wythri returned to Eldamoth’s shop to find the old sage very excited that she had accepted the Baron’s offer. He told her that during his talk with the Baron, he had told the Baron that he had thought she would be excellent for the job. He even started packing in preparation for the move to Gray Haven. 28 Coolwater, 960 RM, Draconian Headquarters Niamh arrived at Draconian Headquarters before her shift started. She wanted a chance to speak with Captain Waggoner before she officially reported for duty. He was in his office working on reports when she knocked on the door. Entering, she apologized for her recent conduct. To her surprise, the captain dismissed her apology stating that he understood her to be under a curse and not in control of herself. Niamh asked if there was anything troubling the captain, as he had also seemed distracted lately. He informed Niamh that he would be leaving on pilgrimage to Crow’s Head Mountain in the morning. In his absence, Lieutenant Tower would in charge of the morning shift, Niamh would be moved to the afternoon shift, and Sargent Will would be placed in charge of the night shift. 1 Lightening, 960 RM Baron du Clef called a meeting with his task force. The first item of business was welcoming Wythri in her new position as court mage. The second item of business was the monsters and monster hunters. The big question was were the monsters were coming from. Master Gunn gave a summary of the Circle of Iron’s findings. Quion was instructed to provide both groups of monster hunters maps and pigeons so they could record where and what they found. They would also be asked to report in at least once a week. Wythri would ask Eldamoth to research what types of creatures were in the area so the monster hunters would know what to look for. Captain Hawthorne would send runners to the surrounding villages to inquire what news, if any they had. Mistress Featherlight was assigned to keep an eye on Dr Rothbury’s estate. The monster hunters would also be asked to keep an eye out of any ruins or current inhabitants with magical abilities. The third item of business was Nobbin. It was decided that since there had been no sighting of him since the fight with the werewolves, he had obviously gone into hiding. There would be nothing to do until he made himself known again. The forth item of business was the revenant in Golden. Quion had been unable to determine if the spirit was physical or incorporeal. Captain Hawthorn planned to return to Golden on the 10th to make sure the two remaining boys and Darla would be on holy ground between the 14th and 16th. Wythri agreed to accompany her. The fifth item of business was the giants. Captain Hawthorn would leave after the business in Golden was finished. There was also a question as to the whereabouts of the taleweaver Bri. Damien would look for the missing Kalonse bard. In closing, Quion still wished to do a survey of the Barony. The Engineers from Warford should be arriving later in the month. The Baron had a few projects in mind for them when they arrived, including a gatehouse at the Foxton Gate, a shrine at the massacre site on the Pilgrims Trail, and watchtowers into the hills and along the Pilgrims Trail. Niamh also report that Captain Waggoner had left on pilgrimage for Crow’s Head Mountain that morning. Wythri reported that Master Crown had bought Master Eldamoth’s shop. 2 Lightening to 5 Lightening, 960 RM Over the next several days the monster hunters resupplied themselves and received their instructions as well as the maps and pigeons from Quion. Allen Ethel and Ryan Casey, the two wizards from Cli whom the Baron suspected of being spies, left the barony after spending a few days in town complaining about the trials. Wythri and Eldamoth finished moving into Gray Haven. Wythri was dong a final walk through of the shop when there was a knock on the door. Morris Adams, the third wizard from Cli, was there. He was interested in opening a shop in Foxtown, but wanted to know what the profitability and time constraints would be. Wythri spent some time with him answering his questions. 6 Lightening, 960 RM Lieutenant O’Derry was on duty at Draconian Headquarters when a squad of five Draconians arrived. They were the combat engineers from Warford that Quion had request. They introduced themselves as Lieutenant Ruport March, Sargent Rance Stewart, Corpsman Andrew Cooper, Corpsman Cyril Gibson, and Corpsman Cordila Foxglove. Lieutenant O’Derry offered to escort them to Gray Haven, which they accepted. Captain Hawthorne was on duty at Gray Haven and met the engineers as they entered. Cici bounded up the stairs of Quion’s tower to inform her master, without pausing for breath, that new soldiers had arrived. Lieutenant O’Derry introduced the engineers to Captain Hawthorne and Quion. While Lady Hawthorne went to look for the Baron, Quion showed the new arrivals to their quarters and briefly explained the types of projects that had been planned. Captain Hawthorne found the Baron in his greenhouse and informed him of the engineer’s arrival. The Baron greeted the Draconians and invited them to dinner. He also warned them about the possibility of encountering bandits, undead, werewolves, and giants. Lieutenant March was surprised at the last bit as he had heard that the Giant Wars had been over for many years. Damien had spent several days looking for Bri, but did not find her. He did learn that she had left a few days ago heading toward the hills. She had been boasting that she was going to deal with the giants, as she had done so in the past. When Damien reported this to the Baron and Captain Hawthorne, the Baron decided that it would be safest to have the engineers start on some of the other projects before sending them into the hills where the giants might be agitated. Captain Hawthorne informed Quion of the change in plans. During the dinner, Quion briefed the engineers on the plans for the gate, message towers, and the cemetery. He explained that the survey had been delayed due to the possibility of the giants being riled up and until Captain Hawthorne to further assess the situation; they would have to focus on the other projects. The purpose of the survey was to better map out the lay of the land to assist in finding bandits, investigate the upsurge in undead activity, and facilitate the improvements needed for the Barony.
  8. Re: Help with character: The Spider Thanks for all the great help.
  9. Any ideas on what kind of skills, powers, equipment the Spider would have? Has anyone tried building him before? Any good resource material on the web? Thanks for any help.
  10. Re: Quote of the Week from my gaming group... From the last Foxton game (and in honor of election day.) Setup: Bri, our local taleweaver, is being tempted by a demon. Bri: I don't know you from, say Adam. Demon: here's my card, you can check out my website http://www.dreamdeamon.org(?) Lady Hawthorne (OOC): no, demons network, it would be .net Damien (OOC): nope, we're talking demons, definitely .gov
  11. Re: Quote of the Week from my gaming group... The Baron of Foxton struck out with the tale weaver: Baron to Lady Hawthorne: If I wasn't me and you weren't you, would you sleep with me? Lady Hawthorne, deadpan: Yes.
  12. Re: Bloodmäter Seems we missed posting the last part of this adventure. We managed to kill the spiders and save the king. With the king back in power, Bloodmater started returning to it's former glory, but the Countess Quintessa escaped with the pirate queen. Not wanting to let her escape, our heroes chased her down in their own ship. We boarded the ship that Quintessa was on the palidin went toe-to-toe with the evil magic user (after placing her under arrest for crimes against Bloodmater, the king, and the Raven Queen; and offering to let her surrender, but really wanting the chance to kick her ***). But it turned out that Quintessa had switched bodies with our dwarf's lost kin (or girlfriend, I don't remember) but the ruse was discovered it time so the hobbit was saved. Quintessa jumped overboard wanting to face the mist than the judgement of the king. The paladin spent two re-rolls and two action points to catch her to make sure she was brought back for justice. So our heroes saved the city and the king, stoped the King Who Crawls, and arrested the traitor! They returned to the Tower of the Red Wizard (who's still missing) to celebrate their success with the Barien's pancakes and bacon! Or something like that.
  13. Re: Quote of the Week from my gaming group... Correction: that was Ghost-angel
  14. Re: Quote of the Week from my gaming group... Cleo flubs an attack roll and the GM states... GM: You do have a reroll. Cleo (OOC): *I'm* not wasting a reroll on a minion!
  15. Re: Quote of the Week from my gaming group... Nope. He's straight out of Masterminds and Madmen (Thanks Steve! )
  16. Re: Avengers: The Next Generation on Hero Central Just for the record, *I* would like to talk to my husband *face-to-face* sometimes. [pout] Therefore, I'm putting a moratorium on any further Bunnyverse games! [Y'all can monopolize him at GenCon ]
  17. Re: Confessions of an Online GM My biggest problem with online gaming is that it is very difficult for me to write. Mostly because I'm a very poor speller and I spend most of my time making sure everything is spelled correctly. I know what I want to say, but making sure it comes out correctly on paper is hard for me. So a three line post may take me half an hour to get "right." All that aside, I've been enjoying the game and all the characters. Being the "new kid on the block" lets me surprise the other players with new tricks.
  18. Re: [interest in an online game?] Avengers: Generation 3 Here's a copy of her in text format THE BLACK KNIGHT Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 23 DEX 39 14- OCV: 8/DCV: 8 20 CON 20 13- 15 BODY 10 12- 23 INT 13 14- PER Roll 14- 18 EGO 16 13- ECV: 6 20 PRE 10 13- PRE Attack: 4d6 18 COM 4 13- 10/25 PD 6 Total: 10/25 PD (0/15 rPD) 10/25 ED 6 Total: 10/25 ED (0/15 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 10 REC 4 40 END 0 40 STUN 5 Total Characteristic Cost: 160 Movement: Running: 6"/12" Leaping: 4"/8" Swimming: 2"/4" Cost Powers END 37 The Ebony Blade: Multipower, 75-point reserve, all slots OAF (-1) 3u 1) Flat Blade: Hand-To-Hand Attack +15d6; OAF (-1), Hand-To-Hand Attack (-1/2) 7 3u 2) Flat Blade: Hand-To-Hand Attack +12d6, Reduced Endurance (1/2 END; +1/4); OAF (-1), Hand-To-Hand Attack (-1/2) 3 4u 3) Sharp Edge: Killing Attack - Hand-To-Hand 5d6 (6d6+1 w/STR); OAF (-1) 7 3u 4) Energy Absorption/Redirection: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target, Adjacent Hex (+1/2); OAF (-1) 25 Shield of Night: Force Wall (12 PD/12 ED), Reduced Endurance (1/2 END; +1/4) (75 Active Points); OAF (-1), No Range (-1/2), Self Only (-1/2) 3 Magical Black Armor, all slots OIF (-1/2) 30 1) Magic Black Armor: Armor (15 PD/15 ED); OIF (-1/2) 7 2) Magic Black Armor: Power Defense (10 points); OIF (-1/2) 3 3) Magical Black Armor: Mental Defense (9 points total); OIF (-1/2) 6 4) Magical Black Armor: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum); OIF (-1/2) Eternal Ancestry 27 1) Eternal Physiology: Life Support (Eating: Character only has to eat once per week; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Sleeping: Character only has to sleep 8 hours per week) 25 2) Eternal Physiology: Healing 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 100 Sersi's Matter Transmutation: Variable Power Pool (Cosmic Pool), 60 base + 40 control cost, all slots Powers Can Be Changed As A Zero-Phase Action (+1) (120 Active Points); all slots Requires A Sorcery Roll (-1/2) 7 Instant Change: Custom Power (7 Active Points) 1 Perks 40 Strider the Winged Horse: Follower 5 Money: Well Off 6 Contact: Sersi (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 8- 7 Contact: Dane Whitman (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 11- Avengers Membership Perks 3 1) Fringe Benefit: Federal/National Police Powers 6 2) Reputation: Earth's Mightiest Heroes (A large group) 14-, +2/+2d6 7 3) Vehicles & Bases Skills 6 +2 with the Ebony Blade 3 Acrobatics 14- 6 Animal Handler (Equines) 15- 3 Breakfall 14- 3 Bureaucratics 13- 3 Climbing 14- 3 Conversation 13- 10 Defense Maneuver I-IV 3 Fast Draw 14- 3 High Society 13- 3 Scholar 1 1) KS: Arthurian Legends (2 Active Points) 11- 1 2) KS: Avengers Villains and Menaces (2 Active Points) 11- 1 3) KS: Entertainment World (2 Active Points) 11- 1 4) KS: Fashion (2 Active Points) 11- 3 Oratory 13- 3 Persuasion 13- 3 Power: Eternal Sorcery 14- 3 PS: Broadcasting 14- 5 Riding 15- 3 Seduction 13- 3 Stealth 14- 3 Streetwise 13- 3 Teamwork 14- Avengers Package Deal 1 1) TF: Quinjet 3 2) Paramedics 14- 3 3) Systems Operation 14- Total Powers & Skill Cost: 440 Total Cost: 600 450+ Disadvantages 10 Distinctive Features: Aura of Cosmic Energy (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 25 Enraged: When the Ebony Blade draws blood (Uncommon), go 14-, recover 8- 20 Hunted: The Deviants 8- (Mo Pow, NCI, Harshly Punish) 15 Hunted: The Eternals 11- (Mo Pow, NCI, Watching) 15 Psychological Limitation: Code against Killing (Common, Strong) 15 Psychological Limitation: Knight's Code of Honor (Common, Strong) 15 Psychological Limitation: Overconfident (Common, Strong) 15 Social Limitation: Secret Identity (Rosemond Whitman) (Frequently, Major) 10 Vulnerability: 2 x STUN Cosmic Energy (Uncommon) 10 Vulnerability: 2 x BODY Cosmic Energy (Uncommon) Total Disadvantage Points: 150 Background/History: Rosemond Whitman never knew her mother. She was raised by her father, famed physicist Dane Whitman, in his ancestral home of Garrett Castle in England. While still just a child, she loved to explore the castle, climbing up long-abandoned towers and delving into the dungeons below. During one such expedition, she discovered the tomb of Sir Percy, the original Black Knight. Her presence stirred up the ancient warrior's ghost, and he instantly recognized her kinship. "You are not ready yet, he told her, "but someday, when you are in need, call on me and the power of the Black Knight will be yours." As she grew older, she forgot about the ghost and his promise, chalking it up to a childhood fantasy or a dream. She knew about her father's past as a superhero and an Avenger, but she was never particularly interested in science or heroism (much to her father's disappointment), but instead elected to become a broadcast major. When she graduated, she moved to New York City, where took a job as a production assistant at a TV studio. It was there that she first met the woman who claimed to be her mother -- a bewitchingly beautiful woman named Sersi. Sersi told Rosemond that there was more to the young girl than she yet understood, and that there were great things in her future. Rosemond didn't really understand, but she felt a strong connection and kinship with the strange woman. Rosemond saw Sersi only infrequently, but each time the gregarious woman (who certainly didn't look old enough to be her mother) made a big impression on her. It was later that year, while attending one of Sersi's infamous parties, that Rosemond discovered the spark that would create a hero. The party was attacked by a hoard of hideous, misshapen creatures. These monsters didn't care who they hurt, but they were obviously after Sersi. They overpowered her using some strange weapon and were in the process of dragging her underground when Rosemond suddenly remembered the promise the spirit of Sir Percy had made decades ago. She called out the name of the Black Knight, and suddenly found herself encased in armor and wielding a black sword. The Deviants were unprepared for the arrival of another superhero and were easily overpowered. Rosemond spent the next several months learning about her powers. She learned the truth about Sersi and her Eternal heritage. Her mother taught her how to manipulate Cosmic Energy (though she's not nearly as good at it as Sersi is), and her father taught her about the Ebony Blade and the enchanted lands of Avalon. Now, she wants to join the Avengers and make good on both of her parents' legacies! Personality/Motivation: There are two conflicting facets to Rosemond's personality. When she is working, she strives to maintain a completely professional demeanor. This extends to both her civilian and her superhero identities. But when off-duty, she loves to relax and let her hair down. She loves to go out -- to concerts, to the theater, to movies, and especially to parties. She is gregarious and fun-loving, always willing to try a new adventure. It seems that her father's and her mother's personalities both exert a draw on her. She became the new Black Knight because she feels it is important to carry on her father's legacy. But she has discovered that she loves the thrill of adventure and she has come to relish the opportunity to put on her armor and draw her sacred blade -- to stand strong against the enemies of humanity and see that justice is done! Quote: "Halt foul villian and face my wrath! Oh, bloody hell, let's just party!" Powers/Tactics: Rosemond's powers come from both sides of her family. From her mother, she inherited the power of the Eternals -- their immortality and their ability to manipulate the Power Cosmic. From her father, she has inherited his weapons -- the enchanted armor, Ebony Blade, and the winged horse known as Strider. As she grows in power, which side of the family will she favor? Only time can tell. Campaign Use: Appearance: Rosemond is a pretty girl with long, straight, black hair and green eyes. She is 22 years old, and dresses professionally in her civilian ID. She grew up in Great Britain, and still retains her accent and her love for hot tea. In costume, she wears her hair in a ponytail which pokes out the back of her black helmet. She wears a suit of enchanted chainmail (forged in the mystical land of Avalon), a black tabbard that displays the symbol of the Black Knight, and a flowing black cloak. Her sword has a shining silver hilt and a blade as black as the night.
  19. Re: [interest in an online game?] Avengers: Generation 3 I am submitting the following charcter for inclusion in the game. She is the daughter of the Black Knight II and Sersi the Eternal. Enjoy!
  20. Re: [Online Game]New 'Marvel: Next Generation' game They were an "an item" in the comics. She used her pheromones to suduce him (not that she need much help in that area)
  21. Re: [Online Game]New 'Marvel: Next Generation' game Typhoid Mary
  22. Re: [Online Game]New 'Marvel: Next Generation' game Here is my submission for the game. I hope y'all like it. RECKLESS Val Char Cost Roll Notes 25 STR 15 14- Lift 800.0kg; 5d6 [2] 27 DEX 51 14- OCV: 9/DCV: 9 28 CON 36 15- 20 BODY 20 13- 10 INT 0 11- PER Roll 16- 11 EGO 2 11- ECV: 4 25 PRE 15 14- PRE Attack: 5d6 20 COM 5 13- 15 PD 10 Total: 15 PD (15 rPD) 15 ED 9 Total: 15 ED (15 rED) 6 SPD 23 Phases: 2, 4, 6, 8, 10, 12 20 REC 18 60 END 2 50 STUN 3 Total Characteristic Cost: 209 Movement: Running: 15"/30" Leaping: 5"/10" Swimming: 2"/4" Cost Powers END 60 Invulnerable I: Energy Damage Reduction, Resistant, 75% 60 Invulnerable II: Physical Damage Reduction, Resistant, 75% 15 Invulnerable III: Damage Resistance (15 PD/15 ED) 20 Invulnerable IV: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents) 14 Invulnerable V: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 18 Quicker Than She Looks: Running +9" (15" total) 2 5 Crazy Mind: Mental Defense (7 points total) Heightened Senses 15 1) Amazing Senses: +5 PER with all Sense Groups 27 2) Radar Sense: Spatial Awareness (Hearing Group), Increased Arc Of Perception (360 Degrees) 10 3) Heightened Sense of Touch: Discriminatory with Touch Group 10 4) Heightened Sense of Hearing: Discriminatory with Hearing Group Jeet Kune Do Maneuver OCV DCV Notes 4 Martial Block +2 +2 Block, Abort 4 Choke Hold -2 +0 Grab One Limb; 4 1/2d6 NND 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 3 Martial Grab -1 -1 Grab Two Limbs, 60 STR for holding on 5 Offensive Strike -2 +1 14d6 Strike 3 Legsweep +2 -1 11d6 Strike, Target Falls 4 Nerve Strike -1 +1 4 1/2d6 NND 4 Martial Strike +0 +2 12d6 Strike 3 Martial Throw +0 +1 10d6 +v/5, Target Falls 20 +5 HTH Damage Class(es) Talents 22 Danger Sense (self only, out of combat, Function as a Sense) 11- 4 Double Jointed Skills 6 +2 with Martial Maneuvers 3 Acrobatics 14- 3 Acting 14- 3 Breakfall 14- 3 Climbing 14- 3 Concealment 11- 3 Contortionist 14- 10 Defense Maneuver I-IV 3 Disguise 11- 3 Mimicry 11- 3 Persuasion 14- 2 PS: Xtreme Sports 11- 3 Seduction 14- 3 Shadowing 11- 3 Stealth 14- 3 Streetwise 14- Total Powers & Skill Cost: 391 Total Cost: 600 450+ Disadvantages 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 5 Distinctive Features: Martial Arts Style (Not Concealable; Noticed and Recognizable; Detectable Only By Small Group) 15 Enraged: When Attacked with Mental Powers (Uncommon), go 11-, recover 11- 10 Hunted: LA Police 11- (Less Pow, NCI, Limited Geographical Area, Harshly Punish) 10 Hunted: Matt Murdoch 11- (As Pow, PC has a Public ID or is otherwise very easy to find, Watching) 10 Hunted: Mary Menzinis 11- (As Pow, PC has a Public ID or is otherwise very easy to find, Watching) 10 Hunted: Kingpin of Crime 8- (Mo Pow, NCI, Watching) 20 Psychological Limitation: Crazy Risk Taker (Very Common, Strong) 15 Psychological Limitation: Overconfident (Common, Strong) 10 Psychological Limitation: Fear of being imprisoned (Uncommon, Strong) 10 Psychological Limitation: Highly Competitive; Hates to Lose (Common, Moderate) 15 Reputation: Crazy & Dangerous, 11- (Extreme) 10 Unluck: 2d6 Total Disadvantage Points: 150 Background/History: Kira Menzinis-Murdoch grew up in Califorina with her mother, Mary Menzinis. She was told that her father was a lawyer in New York. Kira knew from a young age she was differnet from the other children. For one thing, she never got sick and she never broke any bones; even though she would climb any tree, jump her bicycle over anything, and skateboard down any slope. Her senses were super sharp, she could hear heartbeats, read with her fingers, and smell things from blocks away. Because she realized she couldn't be hurt, she looked for more extreme thrills. Because she was talanted, she made money from endorsements. Her mother was overly cautious, always telling her to be careful. "Just because you can't be hurt, doesn't mean those around you can't be hurt. You must look out for others." Kira never paid her any mind until she caused a deadly accident during a motor cross race. Kria was not paying attention to what was going on around her and caused another racer to lose control of his bike and slam into her and other racers. There were some deaths and a some serious injuries, but Kira walked away without a scratch and no remorse for what had happened. Mary feared that her daughter was growing too reckless and unconcered for others, so she sent Kira to her father in New York, hopping Matthew Murduch would be able to teach his daughter responsiblity and control. Matt was surprised to see the daughter he had never met showing up on his doorstep. He was quickly discouraged to find his own flesh and blood so self-centered and oblivious to those around her. He made her work in Hell's Kitchen as a voluteer to show her that others need help and he encourged her to join the Thunderbolts to learn teamwork. Only time will tell whether his lessons will have any effect. Personality/Motivation: Kira is first and formost a thrill seeker. She acts before thinking and the more dangous the situation, the happier she is. Quote: "Hello suger pie, I'm your distraction for the evening. Take your best shot." Powers/Tactics: Kira uses her acrobatic agility to move around the battlefield quickly. She uses her invulnerablity to draw fire away from the rest of the team. She's still learning to work with others, so she will often rush in without waiting for her teammates or hearing what the plan is. Appearance: Kira is a tall, attractive young woman with short brown hair and brown eyes. She keeps herself in excellent physical condition. She has a number of tattoos on her arms, ankles, back, and shoulders, which she shows off every chance she gets. As Reckless, she is dressed in red and black. She wears red boots, red leather shorts, and a red jacket. She does not wear a mask, perfering to show off any chance she gets.
  23. Hey all! I'm going to be running a "League of Extrodinary Gentlewoman" at an upcoming Con. It's set in 1938 and there is a reason there are no male characters on this trip... I have my cast of LXGs, but I need more background info, suggestions for stats & skills, and more villianess. My cast is: Marion Ravenwood (from Raiders of the Lost Ark) as my archeologist/reporter and bar owner (her occupation after she left Indy); Amelia Earhart as my pilot; Nita Van Sloan (from The Spider) as my sharp shooter/socialite; Patricia Savage (cousion of Doc Savage) as my adventurer; Carrie Cashin (by Theodore Tinsly) as my hard boiled detetive; and Josephine Baker as my actress (I'm using the stats in Digital HERO #3 for her.) My only villianess is Dr. Elsa Schneider (from Indiana Jones and the Last Crusade) and I don't have any information on her other than from the movie. Can anyone help me out here? I need another Pulp-era villianess, and some help with everyone's stats/skills (and if anyone is feeling really generous, full write-ups would be really wonderful!). I'd really appreciate it. Thank you. BunnySue
  24. Hi! I'm looking for fierce, independent female heroes from the late 1930's-early 1940's from fiction and/or real life. People like Lois Lane, Marion Ravenwood (From Raiders of the Lost Ark), Amelia Earhart, and others. Does anyone have any ideas?
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