Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Cheers all - been an unexpected blast :) Kudos to the pair of you, do think you've done the heavy lifting through large sections where the MCU lore was required, but am very proud of how things progressed and how I developed Frank as the game went on. A couple of post credits scenes would be fitting and who knows set up another season down the line? Again the collaboration has been as rewarding as anything I've worked on and I do tip my hat to the creative forces you both are.
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
As NIN's Head Like A Hole subsides, another track drifts into the audio (from a fellow titan of Industrial Metal): Zeit - Rammstein [MOMENTS] The fight lasts moments. Bad guys nullified… He’d given the kids a chance to escape. The gift of a life to live. Their own moments to make. Hell I hope Dot waits for you all. Waits for me… [MOMENTS] Anchored to its foes, the Constrictor suit bobs heavy in the rising water. Suddenly cold and tired, Frank leans back and allows the chaotic sounds of the base to become a muffled calm. He breathes deep, taking a moment as his daughters voice drifts into his good ear; ”I think if you could be a hero again Mom might let you come home…” Frank smiles. Somewhere else he hears a woman’s voice; Blanche? Darque? Dot? Pushing the distant roar that answered aside he instead refocusses on his daughters words, answering with a calm, quiet voice; ”Reckon this is what being a hero is. Reckon we made it kiddo. me an' Dot. Reckon it's time to come h-“ [MOMENTS]
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Thanks guys - have been creatively struggling of late and also wanted to find the right words for Frank at this bittersweet season finale. Have had some inspiration today, so will formulate and get a fitting post up tomorrow. Appreciate the patience :)
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
1d20 + 8 ⇒ (19) + 8 = 27 Frank takes the shot well... ... blinking though water spray and the sting of Blanche's shot he nods knowingly with a hard smile. "You hit hard, I'll give you that. Fair play too on the loyalty, in our business its often a rarer than hen's teeth." Soaking he shifts, trying to plant his feet as the water wants to make him rise with it. "Won't be enough... So we all stay. You, me... an' the Doc." His coil tightens round the limp Darque, plunging the villain under the water. With his free coil Frank launches a vicious whip seeking to down the amazonian merc as quickly as possible... Coil Whip: 1d20 + 7 ⇒ (9) + 7 = 16 Know you said to run with theatre of mind ST but I'm massively burnt out from work at the moment and at a real creative rut. Easier to keep things in my head using the system as bones for the meat and muscle of the story
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Frank shouts to Blanche as Darque goes limp; "Listen, this doesn't have to go down like this. Darque is done. We could try and get out together..." He grimaces trying to keep the mercenary above water, while not loosing his own footing... all the while buying the boys more time to make it topside... and maybe Dot. "No strings. No rematch. We go separate ways. You ain't dumb Blanche, you'll find work just like I did... What ya say? We drowning together... or surviving together?" Persuasion: 1d10 + 2 ⇒ (10) + 2 = 12 ...
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
As his coils hold Darque, Frank grimaces and shouts to the boys; "Go! Get out of here! Ride the water and make an exit... Find my partner, Dottie... she's with the other kids! GO!" As he shouts, the enforcer's fist clenches and his thumb depresses the trigger within his glove - sending green energy pulsing from his chest plate to the trapped Darque; Coil Spasm Shock 10: 1d20 + 6 ⇒ (12) + 6 = 18 (DC25 Fort) - Hindered/Immobile
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Arggh was convinced I had posted. Apologies. As Darque attempts to make an exit Frank weighs up the threat to himself vs to the boy: Blanche here looks like she can hit... hard... but can't let the kid get hurt more... "Can't let you do that Doc. You're the host of this party, so best stick around!" He lashes out a coil toward Darque, seeking to seize the slippery scientist; Coil Snare: 1d20 + 5 ⇒ (2) + 5 = 7 Hero Point reroll if I've got one to burn Coil Snare: 1d20 + 5 ⇒ (13) + 5 = 18
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
As Blanche drops into the water Frank moves forward and grabs the woman in an attempt to keep her afloat; "She's just a merc... Lord knows I done plenty worse gigs for the coin... but she don't deserve to die for this... for you..." The enforcer spits out his anger towards Darque... then shoots a hard look toward the remaining guard. "Grab her and let's get out of here. You, me, Blanche an' the kid. Leave Darque to the water... or we can all die in this watery grave... for nothin'... Whatya say?" Not sure if this would be a Persuasion check or Hero Point to edit the scene?
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Shoot - missed that. My bad Frank's jaw hardens and he "You all heard the kid. Back off or I put the squeeze on you all..." Am trying here not to engage, but to lash the coils to make them back off... not sure if that would be an attack but holding back or an intimidate check?
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Frank frowns, then nods inwardly. "Easy mistake to make kiddo. We all get desperate when we got no other option..." He casts his gaze back to the trio blocking their escape... "Okay. Here's the deal. Open all the doors. Let everyone go and I'll play nice. Don't an' well you're all in for a helluva shock..." Frank's coils slip free into the rising water... No idea what the endgame is here lol. Was going to fry the water, but then the kid gets it... then again kid's probably going to die anyway... Worth a bluff :)
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Frank keeps his eyes on the security crew as he mutters an aside to the kid; "Kid. What special stuff can you do? Anything that will help you get above the water?" His own jaw set, he acknowledges the blondes words; "I'm worried about him gettin' his feet wet... Look I hear ya. We all get hurt if this turns nasty." Have a plan depending on what the kid can/can't do
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Frank's jaw sets as his coils slide from his wrists; "Get behind me kid. When I take these two out, you bolt topside fast as you can..." He eyes the security detail; "Nuthing's changed, you both know my rep. Know how this goes if we throw down..." Intimidate: 1d10 + 6 ⇒ (9) + 6 = 15
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Spend the Hero Point chief. Frank starts to drag the boy to his feet; "Don't have much time kid. Name's Frank and here to try and save you. Do you think you can climb outta here?" He points towards the elevator shaft...
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Yeah was thinking of the Hero Point solution Unresponsive and stonecold, Frank's brow furrows as he tries to recall the Emergency First Aid & Triage section of his SHIELD Field Agent training... C'mon Frank! Heroes save lives! Who cares now how hungover you were! Breathing deep he thinks... The 3Ps. Preserve Life. Prevent The Situation Worsening. Promote Recovery. Preserve Life. Spending a Hero Point to give the kid CPR ... then acts.
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Sorry was convinced I'd posted (in my minds eye). Not gonna lie am stuck for inspiration. As the water gushes in Frank struggles with what he's seeing... The kids dead? They cleaning up what's left? He leans down to examine the body, hoping the boy is clinging to life, but fearing the worst... "Kid!? You hear me?"
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Ah skit. Not good... As he gains his footing on the pooling floor Frank looks to the other untouched doors. "Gotta hope those cells are airtight..." He lashes out with his coils again, hoping to rent the door enough to free the pale boy... Coil Whip: 1d20 + 7 ⇒ (6) + 7 = 13 DC22 if its a hit Not sure how quickly the chamber is filling and how much time he has?
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Know the feeling GM ST - am still in the doldrums over my Eldritch pitch/reboot. Frank cocks his head, worried his eardrum is acting up and throwing his hearing off. He brings his coils to bear on the chamber door, once again attempting to wrack them open; Coil Whip: 1d20 + 7 ⇒ (8) + 7 = 15 DC22 if its a hit
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Doubt still playing on his mind, Frank moves quickly moving to the next clockwise cell from the last opened. Like before he clangs the door with a coil, addressing the occupant; 'Hey! Anyone awake in there? Don't be afraid, I've come to get you out of here..."
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Read between the lines that the girls arms being strong and she could walk with her braces meant she could likely climb, manually move one leg up at a time etc. Would be slooooow progress but progress none-the-less. Could be wrong? If above is not applicable, then Frank will secure her and get up to safety before making the aforementioned drop back down.
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Frank winces, not sure how to proceed. Everything Dot said made sense. It was savvy and about self preservation as much as time sensitivity. I think if you could be a hero again Mom might let you come home... The words echoed again in his mind. Hero. Again Mulling the words both real and remembered he nods. "Sorry Partner... If I got time enough to play hero, maybe I'll have time to save another son or daughter... Get to the chopper and I'll try an' get to you." With that he drops down the ladder, coils scraping against the bulkhead as he disappears from sight. (Movement: Safe Fall)
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Frank nods with a wry smile, keeping Ohnn anchored as Dottie relieves his corpse of the bracelet. "Girls meet Granny Dot. She's a dab hand at killing bad guys and order me around. Let's get out of here yeah?" Once ready he allows the girls to climb ahead of them, then pauses his own ascent. "We got you two. What about the others? Can't leave them here... being rescued shouldn't be a lottery right?"
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Frank nods in satisfaction as Ohnn flails and he lashes out with one of his coils, attempting to ensnare the villain further; Coil Snare: 1d20 + 5 ⇒ (19) + 5 = 24 (Close, Affliction; DC18) Am hoping that'll be enough - was trying to grab his wrist :) As his coil finds purchase, the enforcer flashes a hard smile; "Make a wish time?"
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Frank nods to the woman, gesturing to her to hold onto the ladder tight, then turns his attention back to Ohnn. Arm and coil now free from their carriage, the enforcers eyes narrow; "Sounds like you have everything planned out Doc... except th-" His coil poised, his words die on his lips as a Hazmat-suited Dottie Bomb is dropped on the unsuspecting villain... With a hard grin he shouts to the girls; "That's the cavalry ladies!"
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Frank eyes the dangerous Doc; "Why would you do that Doc? You took the time to experiment on 'em... don't think you'll leave such precious commodities behind..." he then whispers an aside to the woman he carries; "I need you to hang onto the ladder by yourself for a minute... can you do that?"
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Frank frowns, and curses silently under his breath. Keep it together Frank. We got precious cargo Constrictor's jaw sets as he calls out defiantly; "Ohnn. You here to make me another offer Doc? Or drop me to somewhere else? Regardless I ain't got the time to parley..."
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Well darn. Just clocked my post from ages ago's been eaten. My bad. Frank pauses, looking down then up. "Good news an' bad news girls. Good news is there's a ladder going up. Bad news it looks about 200 odd feet to the top..." He mulls the situation. "I can likely hold you both in a coil, but then climbing myself will be too tough." Frank nods toward the younger girl; "You manage to climb yourself? If not I'll help you up first, then come back. Am hoping topside we've got friends an' no resistance left... He flashes a hard smile at the girls, hoping his words instills in them hope...
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Frank nods as the door buckles; "Okay. We got this... Gently laying down his charge, the enforcer turns his coils onto the rent and wracked door, seeking to flay them apart; Coil Whip: 1d20 + 7 ⇒ (3) + 7 = 10 DC22 if that hits... :S
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Dammit - post was eaten and didn't notice... Grrrr Frank's jaw sets as the girls both scream in pain... Unsure what to do or how to shield them, but keen not to be in the proximity of the dark force, he moves quickly from the cell out to where the little Russian girl writhes. Still holding one in his coils, he stoops to try and shield the other with his armoured body.
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
She Hulk actually looks decent - pleasantly surprised! Just checking if any retconning of posts is happening or am good to go in the game thread. Actually panicked when I read above and mistook it that Frank had been fried! :S
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Frank nods; "Absolutely Ma'am. One of my friends onboard knows Captain America! Doesn't get more heroic than that!" He inwardly winches at the stretching of the truth... but knows reassuring these wards of Roxxon is paramount to keeping them calm, and them all getting off the rig in one piece. Keep 'em calm Frank. No panic... Just hope Dottie isn't decorating upstairs with the boffins... least not yet. Sliding his coils under the woman he smiles reassuringly then nods; "You ready? Am gonna lift you and move you outside the cell okay."
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Frank nods, a fleeting moment of relief that this place is not responsible for the woman's circumstances. "No problem. I can lift you free with these.." He allows his coils to slip free; "I'm... Constrictor.. one of the good guys."
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Apologies - missed I was up Frank nods and moves toward the bed where the girl lies; "You able to move? Do I need to free you?" Perception: 1d20 + 4 ⇒ (19) + 4 = 23 (Looking primarily for a release mechanism if necessary or worse a defence mechanism if he comes into contact with the bed or its occupant)
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Frank frowns as he discovers another imprisoned woman; Another girl... What are they cooking up here? Jaw set he edges into the cell, wary of potential offensive defences... Perception: 1d20 + 4 ⇒ (6) + 4 = 10 "I'm the cavalry. We're here to rescue you. I am one of the good guys. He flashes a hard smile at his own answer. Sonofagun. I am one of the good guys
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Frank frowns, the keypad to escape is stymieing him, and his gut tells him to bolt... one rescue is enough right? His daughter's words from her letter flash into his mind; I think if you could be a hero again Mom might let you come home. He eyes his new ward, then flashes a hard smile; "Stay here kiddo. Elevator open you shout. Ok?" Extending his coils, he moves to the next door clockwise; Time to make her proud Frank. Time to be a hero.
Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |
Frank nods with a smile, pulling back his cowl to make himself seem less threatening. Speaking slowly he gives her the thumbs up; "Ok... We. Go. Up." He leads the girl towards the aforementioned elevator, looking for some kind of control or key pad. Gesturing towards the other cell doors; [b]"Do... you... know... who... else... is... inside?"/b]
|