Scene: Above Collapsed Entryway, Paragon Sewer Network
"The Mole & The Mystic"
"Beyond Underdome" - Doom Pool: 2D6
Scenic Distinctions (D8/D4 +1PP/DD)
Most Peculiar Dome
Field Of Debris
Strobe-Lit & Dusty
As Roulette manages to reach the end of her rigorous and uncertain ascent...the sight that greets her is nothing short of a post-apocalyptic film director's dream-come-true. About two to three stories of reinforced concrete, bedrock, miscellaneous piping and electrical wiring were literally dropped onto the abandoned sewer network entryway below when the colossal hydraxian cell destroyed the entryway's support structure. A series of sparking wires illuminate the general area...albeit poorly through the dusty air like some gothic indoor colosseum. The field of debris is uneven and treacherous to walk upon, but it's a whole lot better than being buried underneath it...though the artificially created 'dome' doesn't seem to have any immediately identifiable entrances or exits.
...at least the integrity of the Paragon Sewer Network above didn't buckle and collapse...this could've been worse, a LOT worse.
Roulette hears raised voices not far from where she surfaced...and when she turns to see who it might be, she can see a woman with an illuminated fist holding a short squat man off the ground by the throat!
...it's the Mole.
"For cryin' out loud, Lady!" The Mole chokes, "There's people still buried underneath all this! Can ya put that stupid ID away long enough to do something useful...like help me dig them out?!"
"So you can dig your OWN way out, right?" the young woman replies, "NOT happening, Shortstuff...you're under arrest."
"You really wanna throw-down?...at a time like this?" The Mole growls, "Glad I quit the Corps...they're handing out badges to ANY ditzy dame these days..."
"What...did you call me?" the young woman sneers, eyes smoldering as her fist begins glowing more vibrantly.
Galaxy-Gal (Jessica St. John)
Origin: Mutant
Affiliations: Solo: D4, Duo: D6, Team: D8
Distinctions (D8/D4 +1PP)
1) Petite Mutant Powerhouse
2) Dedicated To The Core
3) Downhome Sensibilities
Mutant Powerhouse
1) Superhuman Strength: D10
2) Supersonic Flight: D10
3) Godlike Stamina: D12
4) Energy Blast: D8
5) Psychic Resistance: D8
6) Enhanced Senses: D8
SFX) Energize: When using Superhuman Strength in a dice pool, add Energy Blast at no cost or pay 1 PP to step up Energy Blast +1 step.
SFX) Supernova: Against multiple targets, add a D6 to the Doom Pool and step up Energy Blast +1 step. For each additional target, add a D6 to your dice pool and keep an additional effect die.
SFX) Megabeam: Against a single target, pay 1 PP in order to step up and double Energy Blast. If the action fails, add a D8 to the Doom Pool.
SFX) Resilient: Pay 1 PP to ignore Physical Stress, Trauma or Mental Complications unless caused by Mystic sources.
SFX) Spirited: Move your Emotional Stress to the Doom Pool in order to step up a Mutant Powerhouse power +1 step for your action. Convert Mental Stress into Emotional Stress at no cost.
SFX) Sentinel: Pay 1 PP and redirect Physical Stress or Complication to yourself intended for a nearby target.
LIM) Mutant: Gain 1 PP when affected by mutant specific tech, complications or milestone event triggers.
Specialties (D8/2D6, or D10/2D8/3D6)
Combat Rookie (Starguard): D6
Science Rookie (Epigenetics): D6
Cosmic Rookie (Sol Sector): D6
Crime Rookie (Recruit): D6
Background: A passionate powerhouse, Jessica St. John (a.k.a. - Galaxy-Gal) tends to be considered synonymous with concepts like 'overt property damage', 'emotionally overcompensates' and similar less-than-savory titles than generally mean she's a wrecking ball. A relatively new recruit to Starguard, as well as a new student in Paragon University, her inexperience shows in the field in the form of stray blast scorch marks, wrecked vehicles from emotional backlashes and the like. Still, it doesn't stop her from 'try-harding'...fortunately the more individuals she's affiliated with, the more she 'try-hards'. When solo, she tends to be insecure causing her to fallback on more pragmatic ways of dealing with issues 'just like Daddy'...in other words, she punches whatever it is that's causing her grief - the tv, a thug, some wall, etc. Her powers, as a mutant, appear to be psychoactive in nature and seemingly based purely upon her sense of self-resolve as if by mere willpower alone...she could survive a nuclear explosion at ground zero. Truth be told, it has yet to be determined what her survival limits may be as she has survived out in the depths of space, at the bottom of the ocean, in the heart of a volcano, etc. This is considered unusual because she doesn't show any outright means to actually prevent herself from being harmed, she just seldomly looks worse for wear regardless of how extreme of a situation she finds herself in...again alluding to the probability that her powers are psychic in nature. GIFT has her strength rated as easily one of the more stronger members of the heroic community, and when frustrated or otherwise angered...she can get even stronger, albeit momentarily. Her energy blasts also seem to be generated purely out of will, utilizing her body as a conduit for vasts amounts of cosmic energy which she employs in various ways - from regular beams to massive area explosions to a colossal beam devastating enough to take out scenic distinctions. Lately, she's been using her energy projection to emit strong pulses of light causing momentary blindness as a power stunt though has yet to perfect the technique and is work in progress. Despite her destructive tendencies, Vanguard is just fine pointing her in the direction of the Rikti Mothership or nearest Rikti Dropship and let her rip...and she has proven to be effective when dealing with either. GIFT prefers to have her perform protective services as her keen senses and phenomenal speed at which she can fly has allowed her to intercept many a blow and blast intended for the one she has been assigned to safeguard. Starguard has trained her to be a recruit in Sol Sector, safeguarding the region from intergalactic threats. Hero Corps has managed to provide basic instruction on law enforcement...and hopes she toes the line instead of crossing it. "Gee-Gee" just wants to make her father, William St. John (a.k.a. - Thunder-Puncher) proud...and pass the epigenetics final. What's a college girl gotta do to get a break?
Name: The Mole
ID: Maxwell Tillerman (Public)
Origin: Mutant
Affiliations: Solo: D8 Buddy: D6 Team: D4
Distinctions (D8/D4+1PP)
1) Soft Spot For The Needy
2) Crass, Brash & Full Of Sass
3) Former Streetwise Vigilante/Escaped Convict
MUTANT PHYSIOLOGY
1) Enhanced Strength: D8
2) Enhanced Stamina: D8
3) Burrowing: D6
4) Seismic Sense: D8
5) Shrinking: D6
SFX) Collateral Damage - Add a D6 to the Doom Pool in order to create a Mutant Physiology Stunt.
SFX) Shrug It Off - Spend a die from the Doom Pool in order to ignore up to D8 Physical stress or complications, or step back up to D8 Physical Trauma by -1 step.
SFX) "Claw Through Anything" - Can Burrow through D8 material at D6 speed. Can remove a single Durability trait die from an opposing reaction dice pool up to D8 value at no cost; remove a single Durability trait up to D10 value by spending a Doom Die.
SFX) Seismic Awareness - Can use Seismic Sense as a targeting sense though D8 material at D8 distance/radius.
SFX) Tunnels & Traps - Add a D6 and step up the effect die +1 step when using Burrowing to create Physical Assets (like 'Tunnels') or Complications (like 'Pits').
LIM) Mutant: Add a D6 to the Doom Pool when affected by mutant-specific complications and tech.
LIM) Seismic Overload: Add a D6 to the Doom Pool and Shutdown Seismic Sense during Earthquake or other strong vibrational conditions, recover when said conditions subside or during a Transition Scene.
LIM) Short: Add a D6 to the Doom Pool when your size becomes a complication for you. Size cannot be consciously altered and is considered persistent.
Specialities (D8/2D6 or D10/2D8/3D6)
1) Combat Expert: D8
2) Crime Expert: D8
3) Menace Expert: D8
4) Medic: D6
5) Science (Geology): D6
Always eager to lend a hand, Gee-Gee arrives on the scene shortly after the collapse of the abandoned sewer network entryway upon hearing of the containment breach, preparing to have to deal with scouring the area of the alien infestation. What she didn't expect to find was a totally collapsed entryway, but when she found a way above the wreckage...she spies the Mole. Believing the Mole responsible for the destruction, Gee-Gee accosts him with the intent of putting him down hard and fast before he can get away and unless stopped, she tries her best to clobber the Mole senseless (physically stress him out). At the current time and moment, Gee-Gee has caused the Mole a D10 Physical Complication - Held By The Throat. This would be a problem if he were trying to get away, but up close and personal works as he grips her arm with claws ready to go to work.
This message was last edited by the GM at 03:17, Tue 08 Aug 2023.