The T-Verse [Earth 75]: Dragon Mandarin, Ninjas, & Naginatas, the Storms, Black Fox, Scorpion, Toad

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The Imagineria

Post by Tattooedman »

The Imagineria:

The Imagineria is a mystical realm that appears to exist along side the Earthly Plane as a sort of alternate dimension but its shape is not the same, in fact it seems to be much, much larger then the mortal world. It seems that the Imagineria is loosely connected to the Earthly Plane, as it is the home to a number of creatures and beings from all types of myths, beliefs, and legends from all over the Earth, thus lending credit to the idea that the Imagineria is somehow connected to the collective unconsciousness of mankind. Thus the Imagineria is the place where on can find the likes of angels, demons, faeries, and other entities of various mythologies. As well as the resting place of the deities of the various sects after they retired from our reality in accordance with the Pact made between all of pantheons and the Aurelius several hundred years ago.

But that’s not to say that mystics and mages haven’t made use of the Imagineria, as several travel there to locate rare components for spells, or in case of the Aurelius and Blackstone, return lost magical beings who had somehow gotten to Earth or deal with problems pertaining to the powerful beings that reside there (which normally involves the likes of the Sidhe, or as they’re better known, the Fae) that affect the Mortal Plane in some way. While most of the non-magical world is generally unaware of the Imagineria, or the realms that exist within it there are also villainous factions who are interested in the Imagineria; the members of the Brimstone House have been summoning beings and creatures for their own gain for decades.

It should be noted that traveling through the Imagineria can be very dangerous. There are all manner of wild creatures that most people consider to be the things of legends; giants, trolls, ogres, gnomes, nymphs, giant spiders, malks, goblins, gruffs, and dragons to name a few of the various creatures one might encounter while roaming the Imagineria. Depending on how a person reacts to, or deals with them many might not bother them (though that depends largely upon whose realm within the Imagineria one is located at) but in the areas in between realms it is much more likely such creatures have nothing but bad intentions for anyone who crosses their path.


Realms Within The Imagineria:
Asgard: Home to the Asgardians and other beings of Norse mythology. Asgard possesses realms within it, eight other lands (Vanaheim, Alfheim, Midgard [which is the Earthly Plane and connected to Asgard by the Bifrost], Jotunheim, Svartalfheim, Nildavellir, Niflheim and Muspelheim) that support the Norse myths of the Nine Worlds.

Avalon: Home of the Sidhe. The Summer Court lives in an area that is very reminiscent of how Camelot was said to have looked while the Winter Court lives in a place known as Arctis Tor is an enormous shadowy cube made of black ice with flickers of green and amethyst energy played within it. There is an area in between the homes of the two courts; the further away from the Summer Court one goes the more the trees and lush greenery gives way to hard and unforgiving stone then eventually ice and the bitterly cold winds of Arctis Tor.

Elysium: Is the realm of humanities ideas of goodness, and constitutes the heavens of various denominations and creeds. It is the home to Angels and the souls of good mortals as well as Saints and divine figures.

Heliopolis: A celestial city that is the home of the Egyptian Gods, it appears to be built upon a small planetary object much like the realm of Asgard and its passage in or out of the realm is a golden bridge through space called the Path of the Gods.

The Netherworld: The home to demons, the souls of the dammed, Hades, Hel, Mephisto, and other evil entities that bedevil humanity dwell here and control their own separate realms here.

Olympus: Home of the Greek Gods, it looks a great deal like ancient Greece with lush country sides and sea to sail across. There are also a few cities filled with people, who of course worship the Gods and still pray for their favor on a daily basis.
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Omnivex

Post by Tattooedman »

Omnivex:

Omnivex is a greenish colored crystalline mineral that gives off a slight radioactive field that fell to earth many years ago. It originally formed in deep space, as a naturally occurring mineral deposit in meteorites and came to Earth in the 1800s when a meteor shower passed by and a significant amount of it was pulled in by the planet’s gravitational field. Over the years’ scientists have learned that Omnivex is an extremely potent mineral with several unique properties.

Probably the best-known property of Omnivex is the ability to grant super powers in subject that is a latent Alpha. This manner of triggering a power manifestation is a huge chance in of itself, as it can lead to violent insanity and while Omnivex can empower latent Alphas it is toxic to those who are not; any being that isn't a Alpha (manifested or latent) will become sick and eventually die if they remain in the presence of Omnivex over a long enough period of time (normally this takes a period of several hours but situations have arisen that have made this a problem before). It is unknown why Omnivex has this effect. It should also be noted that there are several different variants of Omnivex that have been discovered, or created (most of them on accident), over the years. So, while Green is the most common, the other variants include:


-Amber: Amber Omnivex is one of the rare forms of Omnivex that is not dangerous in the manner that most other variants are. It causes organic matter to increase in size; the only downside is that the matter in question will remain at its new size permanently. The plant themed criminal, Nemestrinus, created this variant accidentally while trying to increase his own powers through exposure to Omnivex.

-Black: Black Omnivex is another of the non-harmful variants but is considered to possibly be the most powerful of them all as it allows a being making physical contact with it to manipulate temporal energies; from stopping the passage of time in a particular area (and thus freezing everyone and everything in place while allowing the person holding it to move freely) to allowing a person to travel through time. The time manipulating hero Chronos is constantly on the look out for any new batches of this version of Omnivex to appear and supposedly he has a collection of several fragments hidden away. For reasons only known to him, the time traveler known as the Timespan created this variant and has planted several veins of it across time.

-Blue: Blue Omnivex transforms Alphas, causing them to become simple minded, violent, gray skinned bizarre copies of themselves. In this state, the victims are violent, delusional, and completely insane. Often times speaking in a very broken and child-like manner, thankfully Blue Omnivex’s effects are temporary. This variant was created accidentally by scientists working for Oddessy Technologies that was quickly stolen.

-Gold: Gold Omnivex can remove the powers of any Alpha, turning them into baseline human. The effect is only temporary, though the amount of time varies on a case-by-case basis, but prolonged exposure to it can render the effect permanent. Since it has no chance of bestowing power it is often employed by anti-Alphas groups to forcibly depower captured Alphas, but Gold Omnivex is exceedingly rare due to it having a very short half life. The creator of this variant is unknown.

-Red: Red Omnivex has a very unique effect: it can cause incredible and often bizarre mutations in exposed Alphas (from growing additional arms, to becoming a “monkey-ized” version of themselves to only being able to manifest their power from one side of their bodies). These changes last only 24 hours, but can cause incredible devastation during that time. Once exposed to Red Omnivex, a subject becomes immune to the effects of that particular piece thereafter and need not worry about exposure to it ever again. The creator of this variant is unknown.

-Violet: Violet Omnivex is another variant that isn’t outright harmful to anyone, in fact it has shown the ability to alter probabilities in favor of the person who has physical possession of it. The creator of this variant is unknown.
Last edited by Tattooedman on Sun Oct 18, 2020 3:59 am, edited 2 times in total.
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
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Re: The T-Verse (Earth 75)

Post by EnigmaticOne »

So this is a new melange setting as opposed to the original Force OPS/New Freedom League stuff we've been doing?
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Re: The T-Verse (Earth 75)

Post by Tattooedman »

Yeah, it is. As much as I've enjoy playing in the WOF Setting for the past decade (which I just realized is actually the longest running game I've ever done) I've been debating about using an original setting for a while now. So once the FORCE Ops game ends, which will be a little while as there are things I want to wrap up, I'll be using this setting.
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New Alcatraz

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New Alcatraz Prison:

Image

For many years it was problematic to incarcerate criminal Alphas because of their powers despite the efforts of many various prison facilities. Alpha restraint technology wasn’t a thing back then and the few successful efforts involved medically induced comas and even those had varying results and were constantly drawing political attention. It was in the aftermath of the Ahriman War that the then time Director of C.A.S.T.L.E., Sebastian Kingsley, saw an opportunity to correct this problem by building an Alpha exclusive prison. After gaining the support of members of congress a new bill was put forth to fund the creation of the new prison that would be overseen and run by C.A.S.T.L.E., all that was needed was a location. To which Kingsley answered: “There is already a location that’s perfect for a prison, it is in the bay of the newly rebuilt Capital City just waiting to be put to use.”

That’s how New Alcatraz was born. Well, the concept of New Alcatraz to be honest, the actual prison took another two years to be built (as Kingsley already had the design plans and restraining technology ready to go). Coronado Island had been heavily damaged by the Ahriman Wave, losing almost half of its mass, with the majority of the remaining buildings being completely demolished and the rest in such bad condition that they were condemned. Part of what made the remains of Coronado attractive as the location for New Alcatraz was the remains of North Island Naval Air Station and the total loss of Silver Strand Blvd that used to connect Coronado to San Diego, making the island a much more remote location.

The staff that works at New Alcatraz includes guards, medical staff, maintenance (which includes scientists to help maintain the power countering systems), and administration. They all work in block style shifts, staying at New Alcatraz during the two-week period of a shift in a separate wing of the prison. Over the course of three days the on-coming personnel are slowly rotated into their shift while the members of the previous shift depart for their two weeks off. Each block shift has enough members to work three 8-hour shifts (a 1st shift, 2nd shift, and 3rd shift) no matter what job they do at New Alcatraz.

New Alcatraz is unique in the fact that they will put certain inmates into what is known as Cold Sleep - a combination of a virtual reality program that is set to help rehabilitate the inmate while their body is preserved cryogenically. The use of Cold Sleep has constantly been an issue with the media and certain prisoner's rights groups ever since the opening of New Alcatraz, but the Warden, Corbin Alston, has gone on record stating that Devastator (an extremely destructive Alpha criminal) had never spent more than an hour inside a cell but thanks to New Alcatraz's use of Cold Sleep the monster was incarcerated for over eight months before he was broken out during a prisoner transport.


Wings Of New Alcatraz:

Brain Freeze: This section is where inmates who possess psychic powers are housed.

Brownout: This section holds prisoners with energy generation/manipulation based powers.

Crowleyville: Magical and supernaturally empowered inmates are held in this wing.

Hench Deck: This section of the prison is where inmates whose powers are focused on superhuman strength and durability.

Junkpile: Inmates who have extensive skills in designing, building and using technological devices that oftentimes challenge current scientific theories.

Neverland: This section of the prison where the inmates being kept in Cold Sleep are monitored 24/7.

Special Ed: Inmates housed in this wing are non-powered, but so highly skilled in a form of combat (unarmed or armed) that allows them to successfully challenge those who do have Alpha abilities.



Power Countering Technology:

Brainlockers:
This device neutralizes psychic powers by redirecting the brain wave normally used to activate and direct how the inmate’s psychic energy is regulated, channeling it evenly throughout the rest of the higher brain functions, particularly those used to cope with frustration and acceptance of authority. Powerful psychics can sometimes still manage to access and use their psionic powers. However, the results are one third its usual effect and typically easy to be managed by the guards.


Lock Jaw Implant:
This device renders the inmate unable to open their mouth fully (and have to eat a liquid diet through a straw). Prisoners wearing the Lock Jaw can grunt, groan, and even utter slurred words through clenched teeth, but cannot speak clearly, shout or whistle. This has proven an effective countermeasure to inmates who can cast magic spells or who possess sonic powers that require the use of the mouth and throat.


Gravity Field Generators:
This device is a two part system; part of it is built into the walls, floors and ceilings of the prisoner cells with the other half is a harness that consists of a belt, arm bands, and leg bands worn by the inmate that increase their personal gravity so much that any super-strength is brought down to ordinary human levels. People not wearing the harness are unaffected by the increased gravity created by the device (such as the guards).


Feedback Rig:
These devices are used on inmates with the powers that relate to energy generation and manipulation; such as blasts of light, fire, electricity and even sound, kinetic, and cold, for example. Through the harness that consists of a belt, arm bands, and leg bands worn by the inmate that contain power conduits that intercepts the energy as it leaves the prisoner's body and redirects it back to them, causing the inmate to suffer a form of feedback that is painful to them. This even works on Alphas who are otherwise immune to their own powers.


Molecular Stabilizers:
This device is used to prevent prisoners who can alter their physical structure (any kind of shape changing, altering the body into a form of energy, including those who can become intangible, or inorganic matter). This restraint takes constant readings of the inmate's genetic structure and monitors for even the slightest change or alteration. Once a change is detected the system activates, releasing an electrical shock that disrupts the inmates concentration, effectively turning off one's power to transform before it ever gets a chance to turn on.


Some Of The Inmates Of New Alcatraz:
Araña
Argent
Atlas
Azul
Blackbright
Blindspot
Brother Eye
Cannon
Carrion Crow
Chokechain
Color Crew (Green, Blue, and Indigo)
Cottontail
Devastator
Goma
Gunslinger
Icepick
Ironside
Juice
Killjoy
Mammuthus
Meteor
Mindpyre
Mood Ring
Patchwork Man
Scraper
Spectrum
Spotlight
Taurus I
Tiamat
Wolfen
Zugzwan (King, Queen, Bishop, Knight, Rook & Pawn)
Last edited by Tattooedman on Sun Jan 21, 2024 6:04 am, edited 13 times in total.
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
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Icepick

Post by Tattooedman »

Image
Icepick:
PL:
10
Strength 2
Stamina 6
Agility 2
Dexterity 2
Fighting 5
Intellect 0
Awareness 2
Presence 0

Skills: Athletics 6 (+8), Expertise [Criminal] 7 (+7), Intimidation 9 (+9), Insight 6 (+8), Perception 6 (+8), Ranged Combat [Ice & Cold Control Array] 5 (+10), Stealth 6 (+8)

Advantages: Close Attack 5, Daze [Intimidation], Improved Initiative, Power Attack, Ranged Attack 3

Powers: Ice & Cold Generation Array:
Is That Too Hot To Eat/Drink?: Feature 1 [Can generate sufficient cold to perfectly chill food and beverages by touch]
Cool It Down: Feature 1 [Can cool small, hot items instantly by touch, turning boiling water into ice water, for example, or making hot food cold]
Arctic Armor: Protection 4 (Flaw: Noticeable)
Cold Proof: Immunity 10 [Cold Effects]
Ice Slides: Flight 5 (Flaw: Platform)
Infrared Invisibility: Concealment 2 [Infravision]
Ice & Cold Control Array:
Cold Blast: Ranged Affliction 10 [Fatigued, Exhausted, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Bitter Freeze: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Flash Freeze: Ranged Weaken Toughness 10 (Extra: Affects Objects [Only])
-Freezing Aura: Damage 7 (Extra: Reaction)
-Hailstorm: Ranged Damage 9 (Extra: Area [Cloud]); (Feats: Indirect 2, Variable Descriptor [cold and bludgeoning])
-Ice Blast: Ranged Cold Bludgeoning Damage 10 (Feat: Variable Descriptor 2 [cold slashing])
-Ice Binding: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Extra: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Ice Fist: Strength-Based Cold Damage 8 (Feat: Improved Critical 2)
-Ice Slick: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Prone; resisted by Dodge] (Extras: Area [Burst], Extra Condition): (Flaw: Limited Degree)
-Ice Sculpting: Create 10 (Feats: Innate, Precise); (Flaw: Permanent)
-Ice Shifting: Move Object 10 (Extra: Perception); (Flaw: Limited [Ice & Snow Only])

Offense: Initiative +6
Melee Attack +8
Ranged Attack +5 // Ice & Cold Array Attack +10

Defense: Dodge +10
Parry +10
Toughness +10
Fortitude +9
Will +7


Costs: Abilities 38+ Skills 16+ Advantages 11+ Powers 64+ Defenses 21= 150 pts.


Real Name: George Simmons
Height: 5’10”
Weight: Unknown
Hair: Black
Eye Color: Brown


Complications:
Power Loss: Icepick loses all his powers without water/moisture in the atmosphere to draw from.

Prejudice: Alpha Criminal.

Vulnerable: Icepick takes an extra degree of failure against fire/heat based effects.


Background: George Simmons was a contract killer who accidentally became trapped in a cryonic freezer when he was trying to hide from the street hero Janus. However, instead of being killed, the accident triggered the manifestation of his cold-based Alpha abilities that allowed him to survive the ordeal.

Taking this as a sign to move himself up in his chosen profession, George made a costume for himself and started taking contracts under the name Icepick. For several years Icepick fought a number of heroes, from members of the Vanguard as well as solo heroes, earning a reputation as a skilled user of his powers that wasn’t afraid to use them in lethal ways.

Eventually Icepick ended up locked away in New Alcatraz following a confrontation with members of the Vanguard, and has been imprisoned there for the last 5 years.
Last edited by Tattooedman on Mon Sep 16, 2019 11:10 pm, edited 7 times in total.
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
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Snowblind

Post by Tattooedman »

Image
Snowblind:
PL:
10
Strength 2
Stamina 2
Agility 0
Dexterity 0
Fighting 4
Intellect 0
Awareness 2
Presence 0

Skills: Athletics 4 (+6), Close Combat [Unarmed] 6 (+10), Deception 8 (+8), Expertise [Criminal] 6 (+6), Insight 6 (+8), Intimidation 6 (+6), Perception 6 (+8), Ranged Combat [Ice Generation Array] 6 (+10), Stealth 6 (+6)

Advantages: Benefit [Crime Union Membership rank 1], Improved Feint, Improved Initiative, Power Attack, Ranged Attack 4, Set-Up, Teamwork

Powers: Ice & Cold Generation Array:
Is That Too Hot To Eat/Drink?: Feature 1 [Can generate sufficient cold to perfectly chill food and beverages by touch]
Cool It Down: Feature 1 [Can cool small, hot items instantly by touch, turning boiling water into ice water, for example, or making hot food cold]
Cold Proof: Immunity 10 [Cold Effects]
Cold Field: Protection 8 (Feat: Subtle)
Ice Slides: Flight 3 (Extra: Affects Others); (Feat: Move-By Action); (Flaw: Platform)
Hailstorm: Ranged Ice Bludgeoning Damage 10 (Extra: Area [Cloud]); (Feat: Indirect 2)
-Ice Blast: Ranged Ice Slashing Damage 10
-Ice Bindings: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Ice Fist: Strength-Based Ice Bludgeoning Damage 8
-Ice Shapes: Create 10 (Feat: Precise); (Flaw: Permanent)
-Snow Blind: Affliction 10 [Visually Impaired, Visually Disabled, Visually Unaware; resisted by Fortitude] (Extra: Area [Burst], Independent)

Offense: Initiative +4
Melee Attack +4 // Unarmed Attacks +10
Ranged Attack +4 // Ice Generation Array Attacks +10

Defense: Dodge +10
Parry +10
Toughness +10*/+2 [*Cold Field]
Fortitude +8
Will +8


Costs: Abilities 20+ Skills 20+ Advantages 10+ Powers 64+ Defenses 28= 142 pts.


Real Name: Amy Simmons
Height: 5’3”
Weight: 113 lbs
Hair: Blonde
Eye Color: Blue

Complications:
Legacy: Snowblind is the daughter of super villain Icepick.

Power Loss: Snowblind loses all her powers without water/moisture in the atmosphere to draw from.

Prejudice: Alpha Criminal.

Vulnerable: Snowblind takes an extra degree of failure against fire/heat based effects.


Background: Amy Simmons knew from an early age that her father was a career super villain, specifically known as Icepick, though he did make sure that she was taken care of by always sending money as often as he could to her mother. However, his absence made that a hollow effort as all Amy wanted was a chance to actually know the man, and during her teenage years she did try to find a suitable replacement with a number of boyfriends (most of who were “bad boys”, ironically like her father had been). It was while on a date with one of them that she found out something else George Simmons had given her – the power to create extreme cold.

When the young man in question tried to take their make out session further than she wanted, Amy gave him hyperthermia so badly that the fellow lost several fingers. Amy understood what had happened to her and decided that she’d use them for herself and her mother, likely to try to make up for her father’s less than reliable support. After spending a few months developing her powers Amy made her criminal debut as Snowblind, making off with thousands of dollars despite the efforts of the police trying to stop her.

Amy followed her father’s example in a way; carefully planning her crimes so that they went as smoothly as possible. This made her very successful in her new profession and soon brought her to the attention of Erudite, who thought he could make use of such a super villain. So when he approached the young woman she realized the resources he was offering and quickly accepted the offer. So far she’s been enjoying the benefits of membership in the Crime Union.
Last edited by Tattooedman on Mon Sep 16, 2019 11:11 pm, edited 6 times in total.
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
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Re: The T-Verse (Earth 75)

Post by Shock »

I think you're missing an opportunity with 2 ice villains with the last name Simmons but aren't related.
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Re: The T-Verse (Earth 75)

Post by Tattooedman »

Shock wrote:I think you're missing an opportunity with 2 ice villains with the last name Simmons but aren't related.
It says in the first sentence of Snowblind's backstory that her father is Icepick.
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
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Re: The T-Verse (Earth 75)

Post by Shock »

Tattooedman wrote:
Shock wrote:I think you're missing an opportunity with 2 ice villains with the last name Simmons but aren't related.
It says in the first sentence of Snowblind's backstory that her father is Icepick.
Shesh, i miss one word and end up looking like a dope :D
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Re: The T-Verse (Earth 75)

Post by Tattooedman »

Shock wrote:
Tattooedman wrote:
Shock wrote:I think you're missing an opportunity with 2 ice villains with the last name Simmons but aren't related.
It says in the first sentence of Snowblind's backstory that her father is Icepick.
Shesh, i miss one word and end up looking like a dope :D
~shrug~

I do that all the time, it happens. Especially when you start getting older.
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
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Re: The T-Verse (Earth 75)

Post by Psistrike »

Actually sat down and read through the whole thread, backgrounds for characters, items and all. Great stuff, can't wait to see more. Though the last two characters images aren't showing, might be something to do with Imageshack since the Photobucket ones are okay.
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Re: The T-Verse (Earth 75)

Post by Tattooedman »

Psistrike wrote:Actually sat down and read through the whole thread, backgrounds for characters, items and all. Great stuff, can't wait to see more. Though the last two characters images aren't showing, might be something to do with Imageshack since the Photobucket ones are okay.
Thanks, there is more to come. It's just slow going as I sort everything out and fit it all together in a way that 1) I'm happy with & 2) seems interesting or unique to me in some way.

As for the images, I transferred everything over to Imageshack before I started this thread so everything is linked from there. So it's odd just the last two not showing for you.
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
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Re: The T-Verse (Earth 75)

Post by Psistrike »

Tattooedman wrote:Thanks, there is more to come. It's just slow going as I sort everything out and fit it all together in a way that 1) I'm happy with & 2) seems interesting or unique to me in some way.

As for the images, I transferred everything over to Imageshack before I started this thread so everything is linked from there. So it's odd just the last two not showing for you.
Yeah, that is weird. I can right click on the X and copy/paste the url from properties to see them, normally that fixes it on the forum thread but not this time. And only those two, really weird. Nice use of the Cold Powers guy for Icepick and Celsius from Champions for Snowblind, perfectly fit each of them.
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Re: The T-Verse (Earth 75)

Post by Tattooedman »

Psistrike wrote:Yeah, that is weird. I can right click on the X and copy/paste the url from properties to see them, normally that fixes it on the forum thread but not this time.
Huh, really odd. Maybe the internet is just running wonky tonight as I'm having to wait about a minute for pages to load. Who knows?
Psistrike wrote:Nice use of the Cold Powers guy for Icepick and Celsius from Champions for Snowblind, perfectly fit each of them.
Thanks, I'll admit up front that I'll be re-using some of the characters from my RA thread. Granted they're originals of mine, but that's part of the idea of this new setting - taking parts of (I think) three different settings I've used over the whole of my GMing time and mixing them all together into a new setting.
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
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