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23:28, 1st May 2024 (GMT+0)

Scene: Above Collapsed Entryway, Paragon Sewer Network.

Posted by Mender PhantasmFor group 0
Mender Phantasm
GM, 443 posts
Sat 22 Jan 2022
at 02:42
  • msg #1

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.
Roulette
player, 47 posts
Bad Grrl gone Good
PP:2
Sun 23 Jan 2022
at 21:55
  • msg #2

Scene: Above Collapsed Entryway, Paragon Sewer Network

Spending 1PP to maintain the 'Lucky Grrl' persistent Asset

              "Beyond Underdome":  let the bitch fight begin!

Roulette's immediate Reflexes were to duck behind nearby cover in the Field of Debris before she was noticed.

She wasn't sure how she was going to get her allies out of the cave-in, but help would certainly help:   and this guy, The Mole, seemed like a perfect person to do so.
But the bitch that had him needed to be ... persuaded ... to let him go, and stay out of their way.

Black disks of 'Bad Luck' formed around Roulette's hands.

Stepping out of the cover she'd used, and without any kind of warning, she spun them off into the aura of Galaxy-Girl.

taking the initiative here ...

Action:  inflict  'Bad Luck'  complication on GG
d6   Solo
d8   Bad girl tryin’ to be good
d10 Luck Manipulation
d8   Reflexes
d8   Combat Expert
d10 'Lucky Grrl'
{SFX} Afflict: Add a D6 and step up your effect die by +1 when inflicting BAD LUCK complication on a target.

- rolled 6,5,5,4,4,10 using d6,d8,d19,d8,d8,d10
         + rolled 4 using 1d6 for the 'add a d6' SFX that I forgot to add
                    Spend 1PP to keep an additional Die in the total

Total: 21
Effect:  d10 stepped up to D12

- 1XP: Whenever you use ‘Bad Luck’ SFX to create a complication for a target.

Current PP: 0


Next: Mole Man

Mender Phantasm
GM, 445 posts
Sun 23 Jan 2022
at 23:59
  • msg #3

Scene: Above Collapsed Entryway, Paragon Sewer Network

As Roulette sends misfortune Galaxy-Gal's way, her keen senses pick up on Roulette's movement and instinctively reacts as per her training with Starguard, but she feels uncertain...operating solo, she wasn't expecting to have to deal with multiple adversaries...

Today: Mender Phantasm rolled 1,7,2 using d4,2d8,d6 ((1,5,2,2)
Total: 7
Effect: D8
Opps: 1


"Who the..." inquires Galaxy-Gal before The Mole digs his claws into her forearm causing her to yelp in pain and release her grip reflexively on The Mole who lands in a three-prong stance, whether to fight or fly remains to be seen...but it's not a long wait.

A double decker bus-sized slab of granite cracks free from the 'ceiling' of the dome and crashes down upon Galaxy-Gal obscuring her entirely from sight...buried underneath a substantial slab of real estate! ***KA-THOOM!!!***

Well, that was quick...Gee-Gee's complicated out of the scene AND has D8 Physical Stress. She won't be able to do anything until the D12 Physical Complication - Flattened By Granite is eliminated. Gee-Gee won't be able to take an action because the action scene has to end before she can take any action, but since she was the only one that may have posed as an obstacle...it's essentially a transition scene unless Roulette wants to actively assist those still buried underneath.

"THAT was lucky..." the Mole states as he cautiously examines the massive granite slab where Galaxy-Gal once stood before giving Roulette a squint. "Yer one of them folks that's buried underneath this mess...please don't tell me yer hear to arrest me, I'm here ta help."

The Mole can provide a D10 Support action to any character still stuck in the debris.
This message was last edited by the GM at 22:41, Tue 08 Aug 2023.
Roulette
player, 49 posts
Bad Grrl gone Good
PP:2
Tue 25 Jan 2022
at 21:47
  • msg #4

Re: Scene: Above Collapsed Entryway, Paragon Sewer Network

Mender Phantasm:
"THAT was lucky..." the Mole states as he cautiously examines the massive granite slab where Galaxy-Gal once stood before giving Roulette a squint. "Yer one of them folks that's buried underneath this mess...please don't tell me yer hear to arrest me, I'm here ta help."


Roulette turned a huge, grateful smile on the Mole then,   "Thank you, so much.
There's four of them stuck under there ... um, one of them is some kind of robot, I think
".

At this point, Roulette desperately wanted to just get the hell out of that place.   She glanced up at the threatening, compromised dome above, knowing it could send more debris down at any moment ... or even simply cave in again, the rest collapsing in.
But Daniel was still trapped down there; as were those others that, at least briefly, had been her allies.

Roulette took a deep breath, and reminded herself that 'selfish' was who she was trying very hard not to be these days.
Turning to The Mole, she said, "I don't know how I can help, just tell me what I can do".

- 3XP: Once a scene, when you go against your own desires to do the right thing instead.
Mender Phantasm
GM, 453 posts
Wed 26 Jan 2022
at 21:59
  • msg #5

Re: Scene: Above Collapsed Entryway, Paragon Sewer Network

The Mole just thumbs over his shoulder at the granite slab and grumbles, "Keep an eye on Twinkle-Tootsie. I can put my claws through reinforced concrete and I didn't leave a mark on her...something tells me she more than just a little thick-headed."

The Mole begins bounding from one precarious slab to another staring down at the field of debris before halting momentarily to give the 'dome' a squint. "Oh, and watch yer head...don't yodel. Be right back."
This message was last edited by the GM at 21:30, Tue 08 Aug 2023.
Roulette
player, 50 posts
Bad Grrl gone Good
PP:2 XP:3
Thu 27 Jan 2022
at 23:07
  • msg #6

Re: Scene: Above Collapsed Entryway, Paragon Sewer Network

"Sure, I'll do what I can to keep her under wraps", Roulette said, moving to keep an eye on that situation.

As the Mole moved to help her Team, though, she turned, and a disk of white energy glowed around her left hand.
"Oh, here", she said, as she spun it off into the situation ... hoping to give all her allies a boost of Luck over the next few minutes.


Action:   create 'May the Luck be with you' asset for The Mole
d10 Team
d8   The Lady is on my our side
d10  Luck Manipulation
5d6 {SFX} Area Attack: Add a D6 and keep an additional effect die for each additional target  (The Mole, CF, Dan, Strix, WW)

- rolled 5,3,1,6,4,6,4,4
Total: 12
Effect: d10
Opps: 1    ... +1PP

Current PP: 2


Next:  The Mole

Mender Phantasm
GM, 460 posts
Tue 8 Aug 2023
at 03:32
  • msg #7

Re: Scene: Above Collapsed Entryway, Paragon Sewer Network

"Err...thanks, lady...need all the help I can get right about now..." replies the Mole looking a bit confused at Roulette's power manifestation before plunging into the debris.

We'll cut to the next scene from here. Roulette helps the others escape by boosting their overall luck and fortune in their attempts to escape. We'll start back up in the next scene - "Aftershock".
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