[OOC] NPC Investigations-Tales From The Junior Associates (Case 1-Nora de Santos)

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EternalPhoenix
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Re: [2e Recruitment] NPC Investigations-Tales From The Junior Associates

Post by EternalPhoenix »

pathfinderq1 wrote: Sat Dec 31, 2022 2:56 pm Okay, some more meat with them taters:

snip
As much as I like the "multiversal key" idea, it's both a bit large concept for something as relatively down to earth as NPC is and the crew shaping up is gonna need a Warrior to do some fighting. The three builds I have ain't that punchy, really, and sometimes the best way to solve a given problem is to hit it until it stays down. :mrgreen:
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Re: [2e Recruitment] NPC Investigations-Tales From The Junior Associates

Post by FuzzyBoots »

I thought about building a bruiser computer guy, but we still hasn't filled the investigation roles. Plus, Princess Fedora felt more interesting to me.
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Re: [2e Recruitment] NPC Investigations-Tales From The Junior Associates

Post by EternalPhoenix »

FuzzyBoots wrote: Mon Jan 02, 2023 5:17 am I thought about building a bruiser computer guy, but we still hasn't filled the investigation roles. Plus, Princess Fedora felt more interesting to me.
Brother, I was just speaking facts. This is a judgement free zone in that department.
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Re: [2e Recruitment] NPC Investigations-Tales From The Junior Associates

Post by jmucchiello »

Well, it's on the character sheet now:

Complications
Motivation-Thrills: Nothing is more exciting than being undercover.
Power Loss: Blank loses flexibility when wet. Total immersion disables their morph power for at least an hour.
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Re: [2e Recruitment] NPC Investigations-Tales From The Junior Associates

Post by pathfinderq1 »

EternalPhoenix wrote: Mon Jan 02, 2023 4:22 am
As much as I like the "multiversal key" idea, it's both a bit large concept for something as relatively down to earth as NPC is and the crew shaping up is gonna need a Warrior to do some fighting. The three builds I have ain't that punchy, really, and sometimes the best way to solve a given problem is to hit it until it stays down. :mrgreen:
All right- the whole "multiversal key" was meant to be a mostly "behind the scenes" plot device, but I can definitely see it might have been a bit out there. I'll post the "totally not a Slayer" version shortly. Basic version is mildly supernatural and may or may not be of partial Faerie heritage- could go more mundane and sand off the supernatural aspects (making her more Jessica Jones) or could fold in a bit MORE supernatural (probably add Ritualist and some Arcane Lore).

Anyway, up shortly.
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Re: [2e Recruitment] NPC Investigations-Tales From The Junior Associates

Post by pathfinderq1 »

All right, first pass. I still need to do a review/edit and finalize a few details, like Complications, but this ought to get the basic ideas across.

>Capsule: Meredith "Merry" Weaver, age 24, was likely hired as much for her office experience as for her other gifts. She has worked in a legal services office and around investigators enough to have a solid grounding in the mundane basics of keeping such an operation running, She is definitely interested in improving her "outside the office" skills (and her other abilities).

Meredith is fairly simple and straightforward. She is stronger, tougher, faster than a normal person- and her senses are closer to a supernatural predator than to a normal person. While she has some combat experience, most of her abilities so far are instinctive (And about ways to NOT fight, or at least not fight fair), and this would probably be the area where she would most want to improve (probably training with Penny and the ninjas)- she doesn't want to hurt people, but she wants to be able to defend and protect those around her when matters do get violent (and if she does have to hurt someone after all, she wants to hurt them BAD).

Meredith Weaver (Warrior)
Power Level: 8; Power Points Spent: 150/150

>Attributes: (52pp)
STR: 21/ 26 (+8)
DEX: 20 (+5)
CON: 21/ 26 (+8)
INT: 14 (+2)
WIS: 26 (+8)
CHA: 10 (+0)

>Defenses: (7pp)
Tough: +8 (0)
Fort: +8 (0)
Ref: +8 (3)
Will: +13 (4, +1 power)

Skills: (Ranks/ total)(52sp =13pp; +Jack of all trades); Acrobatics 3 (+8); Climb 1 (+9); Computers 1 (+3); Concentration 1 (+9); Disable device 2 (+4); Escape artist 1 (+6); Gather information 2 (+2); Intimidate 1 (+1); Investigate 2 (+4); Knowledge (Behavioral sciences) 2 (+4); Knowledge (Civics) 2 (+4); Knowledge (Pop culture) 1 (+3); Knowledge (Streetwise) 6 (+8); Knowledge (Supernatural creatures) 1 (+3); Languages 2 (2: Spanish, Japanese); Medicine 1 (+9); Notice 6 (+14); Profession (Office administration) 1 (+9); Research 1 (+3); Search 2 (+4); Sense Motive 6 (+14); Sleight of hand 1 (+6); Stealth 3 (+8); Survival 1 (+9); Survival (Urban) 1 (+9); Swim 1 (+9)

Feats: (24pp) Assessment, Attack focus (Close) x2, Attack specialization (Close- unarmed) x1, Blindfight, Direction sense, Dodge focus x4, Equipment x1, Evasion x1, Grappling finesse, Hide in plain sight, Immunity to disease, Improved critical x1 (Unarmed strike), Improved initiative x1, Interpose, Jack of all trades, Luck x1, Move-by action, Power attack, Skill mastery x1 (Acrobatics, Notice, Sense motive, Stealth), Stunning attack

>+Feats from powers: Endurance x1, uncanny dodge (Scent), Improved strike, Improved sunder

>Powers: (38pp total)
=Predator senses: (Container 1, Passive; 5pp)
Awareness (supernatural beings; scent)
Uncanny dodge (Scent)
Acute sense (Scent)
Low-light vision
Ultrahearing

=Untamed mind: (Container 1, Passive; 5pp)
Enhanced Will +1
Immunity 8 (half effect): Fear 1, mind-reading 2, interaction effects 5

=Warrior-born: (Container 5, Passive; 25pp)
Enhanced STR +5
Super-strength 1 (31)
Enhanced CON +5
Immunity 4 (Half effect): Aging, Poison, need for sleep, starvation/thirst
Feat: Endurance x1
Speed 2
Leaping 2
Immovable x1 (+Unstoppable)
Regeneration 4 (Recovery bonus 1, Ability damage 1, Injured 1, +Persistent)

=Living weapon (Container 1, Active; -Noticeable 1, -Action 1: Move; 5-2= 3pp)
Feature: Hands like tools
Feats: Improved strike, Improved sunder
Power feat: STR Affects insubstantial 2 (full power)
(Note: When powers in this container are active, her hands glow and leave a trail of silvery "smoke")


>Attack Bonus: +4(Close +6, Ranged +4, Grapple: +?)

>Attacks:
Close- unarmed basic
Close- unarmed lethal
Close- unarmed Stun
Ranged- throw object

Defense: +4, Dodge +8, Flat-footed: +2, Knockback: -?

Initiative: +9

Languages: Native Language (English); +Spanish, Japanese

Complications
-Motivation:

-Subconscious Faerie honor: It may be due to some Faerie blood (probably her father's heritage), or possibly due to some Fae influence in the magics that her mother used before Meredith was born, or even some sort of geasa intertwined with her powers- but whatever the cause, the results are the same. While she doesn't even realize she is doing it (or WHY she is doing it), Meredith operates under the constraints of Faerie honor. She cannot directly lie (actually physically cannot), though she may keep silent or shade the truth (Thanks Obi-Wan). Any promise she makes has the force of law to her- though unlike some Faerie this only applies to actual, consciously made, promises. And bargains are meant to be an exchange- both goods and services are meant to be given in trade; there are no "gifts freely given" and any debt incurred must be paid for, the scales must be balanced. (This makes her much more suited to a more neutral, mercenary trade like detective work than to free-lance "Hero work").

-Mysterious heritage: There are at least two parts to this. Her mother was (probably) a sorceress of significant ability who disappeared years ago; her father is unknown and mysterious. Perhaps someone might claim to be able to identify or locate one of her missing parents (for a price?); perhaps someone might claim to be an ally of one of them and offer help, or request (demand?) payment for one of their debts. Or perhaps some actual physical component of her heritage might become important- to her, or to someone else...


>Drawbacks: None generally; (Power drawbacks -2)

>Equipment:


Totals: Abilities 52 +Defense/ saves 7, +Combat 16, +Skills 13 (52 ranks) + Feats 24 + Powers 38 + Drawbacks 0 = 150pp total

>Description: Merry is a tiny little slip of a woman, barely five feet tall and just over a hundred pounds. In addition, a minor side effect of her powers slows her aging process- while she is in her early twenties, she actually looks to be in her mid- to late teens. She has brown eyes, and brown hair that she usually keeps cut rather short. In general, she just tends to fade into the background, wherever she is- most people barely notice her at all, and she almost never draws a second glance (this may or may not be a minor aspect of her powers, a degree of protective camouflage). She looks entirely unthreatening (and is conscious of this, playing it up to a degree- it helps get people to open up to her). She tends to dress in "dark academia" style- vests or cardigans, collared shirts, sensible shoes, knee-length skirts with dark stockings, lots of wool and tweed; if she were older, it would come off as the old "spinster librarian" stereotype, but for her it looks more like "refugee from archaic prep school". She disdains flashy jewelry or obvious make-up. In the world in general, she might be a bit out of place, but in a law office or similar setting, she fits right in.

In the unlikely event that someone did give her a closer, more careful, look that might get nearer to the truth. While she is short and slender, it is the sharply-toned musculature of a competitive gymnast or dancer, maintained through constant work. And while she may look quiet and demure, even vulnerable, there is never a trace of fear or unease- she conveys an almost eerie sense of calm. She generally prefers her dark academia clothing, but she also knows how to dress when venturing into the rough part of town- while she may not look threatening, she also doesn't look like prey.


>Background:
Meredith Weaver is a Bad Girl.

Well, wait... Let's back that up a bit. MaryBeth Warner was a Bad Girl, but it really wasn't her fault. No, really. It can be hard to be anything other than bad when you start displaying superhuman abilities just before your tenth birthday, and when your mother disappears before you turn ten. Your mother who may or may not have been human, or native to this world (or this dimension) at all...

No one really seems to know who "Jennifer Warner" was, or where she came from- or where she went after she disappeared in 2007, leaving her daughter behind. It seems quite likely that she was a sorceress of significant ability, but little else is known, and some details seem to contradict others. While Jennifer was human (or at least mostly so), and probably a sorceress; MaryBeth's father was something else- while several entities over the years have claimed to know who or what he was, they haven't actually told her, and they might be wrong (or lying, depending on which entity, at which time). Whatever he was, their union shouldn't have been possible, shouldn't have produced a child (see "sorceress" for the most likely reason why).

MaryBeth (or Meredith, as she is now known) has few specific memories of her earliest years- whether this is accidental or due to deliberate action is unknown. She DOES remember years of constant movement and upheaval- few contacts or connections of anything but the most transient nature, and seemingly endless travel all around this world (and possibly others). When she managed to ask her mother where they were going, the only answer was "We're looking for your father"- but even at a young age, Meredith could sense that their lifestyle was as much about being pursued (by who, or by what?) as it was about being the pursuers. Even less is known about who or what her father was (Is?), though various entities have hinted that they might know, over the years- but they may have been wrong (or lying, depending on which entity at which time).

When MaryBeth first began to display superhuman abilities at the age of ten, her mother was, at first, pleased- hoping that this extra edge would make both their lives easier, and it did, for a while. But whatever she had expected from her daughter, it wasn't what she actually got. Less than two years later, MaryBeth was on her own- she has not seen her mother since (though there have been hints, rumors, that she is still out there somewhere)(ages 10-12).

Life on her own was tough, but life inside the machinery of Youth Services and the foster care system were not much better. And sometimes strange things happened, or strange people (using the term "people" quite loosely in some cases) sought her out. (Age 12-14)

Soon enough she fell into the entirely unofficial custody of an "uncle", an unscrupulous minor sorcerer (and equally minor criminal), who used her abilities to augment his own gifts for criminal ends. Their life together was much like the one she remembered with her mother- a constant flight, sometimes hesitant, sometimes headlong. He was smart, and shunned the spotlight and the larger cities- to avoid having to face superhuman opposition. Their combined career lasted about two years, and during this period they crossed paths with the Exiles more than once (but never in an adversarial fashion, more of a "us against The Man" way). Until they ran into real serious superhuman foes, and lost- he went to jail, and MaryBeth was dumped into juvenile confinement. (age 14-16)

Unfortunately for just about everyone involved in the process, the juvenile justice system is NOT set up to handle kids with superpowers, and the standards of care and confinement tend to vary quite a bit from state to state, institution to institution. MaryBeth probably could have escaped a dozen times, or caused all kinds of problems. But for the first time she could remember, she was in one place. The guards didn't like her, weren't friendly or kind, but neither were they needlessly cruel (maybe they were in other places, but not where she was being held). The other kids didn't like her, weren't friends, not really- but for the most part they were mostly troubled kids just like her. The bad ones, the violent ones, were transferred to other places. The ones who stayed kept an uncomfortable fragile peace- no one really knew what powers the other kids had, or what might set them off. (age 16-18).

MaryBeth stayed until she was discharged at the age of eighteen, a legal adult with her youthful record sealed and expunged (for the most part). She earned her GED, learned the kinds of skills regular teenagers learn (either from the institution or from the other inmates), learned how to connect with other people in a reasonable fashion. though she was always quiet and withdrawn, and none of the connections were anything like actual "friendship".

But she had done her part, served her time, learned her lessons- so the machinery of the state upheld its end of the bargain. When she left the Institution, there were pathways open before her- or at least one, the "straight and narrow". And she had learned to walk it, or at least to pretend. There was community college, and a real state university afterwards. There was financial aid, and help with all manners of paperwork and adulthood, including changing her name legally (This was HER life, and the new name sealed it). Her checkered past led her into an interest in law and the legal system- she wanted to help people, especially those facing the sort of trouble that she had.

At university, she got an internship in the state's youthful offenders program, which worked as both a juvenile Public Defenders Office and social services/ rehabilitation clearinghouse. The office was chronically understaffed, and they had never really had an actual intern before- most college kids were more interested in more profitable law firms. She did a little of everything, except for the tasks which legally required an actual lawyer. There was typing and filing, making copies in triplicate, taking statements and dealing with possible witnesses- the office had two investigators and they were the most overworked of the whole staff. Meredith found herself working with them as often as roles and legality would permit, and actually liked it. When she graduated from college, the office offered her a real full-time job. The night that she accepted, and went out clubbing with a few people from the office, people that she actually called friends, she realized that she hadn't used her superhuman abilities in literally years, hadn't even thought of them.

And hadn't had any unexplained events, or weird visitors either...

The next day, when she returned to the office as an actual employee for the first time- that was when half of everyone was snapped out of existence. And at that moment, two paths diverged- the life that she had built, and the life that she would have to live in a much-altered world:

Meredith watched as people vanished around her- while it was only half of humanity, it ended up being more like three-quarters of her office. For a single brief instant, she thought it was her fault somehow... While society as a whole did not collapse, some portions of it did- her job, her neighborhood, her life. She lived, but the life she had built was gone. Over the course of a month or so, she reverted to what her life had been before, all those years ago. She went out on the road, moving through the wreckage of the modern world. In some places things were almost normal- she passed through places like this without a trace, without a ripple. In other places they very much were NOT normal- in some of those places she did leave traces, did leave a mark (typically a fist-shaped indentation). It didn't matter in the long run- she kept moving. But unlike her earlier years, she made sure to help out where she could- sometimes in little ways, sometimes not so little. Because she had superhuman abilities, which had not faded in the time she had ignored them, and they let her make a difference. While each bit of help she offered came at a cost, for reasons she could not explain- well, those costs were often trivial for whoever was helped, and more importantly, Meredith could choose WHO she helped, and HOW... During that terrible year, she crossed paths with some of the Exiles, during her West Coast swing- on good terms for the most part. A year passed...

When the Endgame happened, she was there, like almost everyone else who had Abilities- she couldn't throw cars or anything, but she could fight, and she did. And wonder of wonders, she survived. In the aftermath, she found herself among the Exiles. When society began to pick back up, she knew she couldn't return to the life she had been living. She had embraced her powers again, and that changed things. And while she was not the right fit for the Exiles, they had connections, and they put her in touch with NPC Investigations who were, coincidentally, looking for some new recruits...
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EternalPhoenix
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Re: [2e Recruitment] NPC Investigations-Tales From The Junior Associates

Post by EternalPhoenix »

Sheet notation needs a lot of tightening up, but it's the first draft so whatever I'll wait. :D
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Re: [2e Recruitment] NPC Investigations-Tales From The Junior Associates

Post by Commander Titan »

Back from the holidays, so attempting to finish / update my build & background. Any and all notes on build or otherwise are eagerly welcomed.

Cecil Mortlake, Scientific Detective!

Power Level: 8; Power Points Spent: 120/120

STR: +0 (10), DEX: +1 (12), CON: +0 (10), INT: +6 (2), WIS: +5 (20), CHA: +0 (10)

Tough: +8/+0 (without Vest), Fort: +5, Ref: +5, Will: +8

Skills: Computers 4 (+10), Concentration 6 (+11), Craft: Chemical 8 (+14), Craft: Electronic 8 (+14), Craft: Mechanical 8 (+14), Diplomacy 4 (+4), Disable Device 10 (+16), Gather Information 8 (+8), Investigate 10 (+16), Knowledge: Behavioral Science 8 (+14), Knowledge: Civics 4 (+10), Knowledge: Earth Science 8 (+14), Knowledge: History 6 (+12), Knowledge: Life Sciences 6 (+12), Knowledge: Physical Sciences 8 (+14), Knowledge: Technology 10 (+16), Language 4, Notice 8 (+13), Ride 4 (+5), Search 8 (+14), Sense Motive 8 (+13)

Feats: Dodge Focus 4, Eidetic Memory, Equipment 1, Improvised Tools, Inventor, Quick Draw, Skill Mastery (Knowledge: Physical Sciences, Craft: Electronic, Craft: Mechanical, Disable Device)

Powers:
The Mind of a Scientific Detective! (Quickness 4 - Flaw: Limited to Mental Tasks)

Lightning Pistol (Device 4, Easy to Lose)
Blast 8 (Feat: Accurate)
AP - Dazzle 8 (Visual)
AP - Paralyze 5 (Feat: Reversible, Extras: Range, Alt-Save [Fort])
AP - Stun 5 (Feat: Sedation, Extra: Range)

Magneto-Field Vest (Device 2, Hard to Lose)
Force Field 8

Equipment: Smart Phone (Camera / Cellphone / Computer / Video Camera / Flashlight),

Attack Bonus: +6 (+8 with Lighting Pistol Blast)

Attacks:
Lighting Pistol Blaster Setting (Blast 8): +8 to hit, DC 18 Toughness Save
Lightning Pistol Dazzler Setting (Dazzle 8): +6 to hit, DC 16 Reflex Save (Fort Save for recovery)
Lightning Pistol Paralyzer Setting (Paralyze 5): +6 to hit, DC 16 Fort Save
Lightning Pistol Stun Setting (Stun 5): +6 to hit, DC 15 Fort Save

Defense: +8 (Flat-footed: +2), Knockback: -8

Initiative: +1

Languages: English (Native), French, German, Russian, and Latin

Totals: Abilities 24 + Skills 37 (148 ranks) + Feats 10 + Powers 16 + Combat 20 + Saves 13 + Drawbacks 0 = 120

Complications:
  • Cryosleep Side Effects: Cecil was on ice for 115 years. That he’s alive at all is a miracle. There were a number of complications. His hair isn’t growing back (he once took pride in his stylish locks and mustache) and he looks pale white, but more seriously he sometimes deals with dangerous side effects. These can arise without warning - coughing fits, headaches, muscle spasms, etc.
  • Man Out of Time: Cecil spent a few years catching up before he went back in the field, but he’s still wildly out of his comfort zone. Catching up on technology was easy enough (though he still has hardly had the chance to read every scientific journal he missed), but the social and political changes are a whole ‘nother thing. He thought of himself as forward-thinking for his time. And he was! But sometimes his lack of knowledge shows. Especially with pop culture.
  • Motivation - Justice: Ultimately, it’s why Cecil became a detective. “Science advances. Crime has always been the same.”
Age (as of Jan 2019): Chronologically 153, appears & mostly physically 38
Height: 5’ 11”
Weight: 180 lbs.
Ethnicity: Caucasian
Hair: None, formerly black
Eyes: Brown

Background: The second son of the wealthy Mortlake family, Cecil was born in 1866 in the United Kingdom. He was a bookworm, and obsessed with the latest developments in the sciences, a real believer in scientific progress and the hope that it might lead to social progress as well. But he also came to know that human nature is fallible, and a technology only as good as its user. In this era of rapid societal and technological development, there was a spate of crimes and offenses committed via novel, never-before-seen means.

Thus, he turned his wealth towards financing his career as the first Scientific-Detective! He was a minor celebrity helping Scotland Yard deal with strange machinery and unusual chemicals. Mortlake was also a contemporary (and acquaintance) of the likes of H.G. Wells and George Bernard Shaw, and developed a strong social conscience, and took on many cases pro bono to help out those who could not turn to anyone else, perhaps especially the law, for help.

In 1901, not long after the death of Queen Victoria, during an investigation into several missing persons, Cecil found that a mad scientist had been attempting early cryogenic storage efforts, to try and freeze and restore organs. While struggling with the mad scientist, Mortlake was himself sealed in one of the cryopods, and left buried.

Mortlake spent more than a century frozen, until 2016 when Carla Perkins was on a “business trip” to London. Carla stumbled across the long-abandoned lab while following up on potential lead for Dr. Chromium (which turned out to be a bust - different mad scientist, looking for inspiration/resources). This included the frozen Mortlake. He was (mostly) successfully thawed out, and aided Carla in closing the case. Left with nowhere else to go - the Mortlake family had died out over the World Wars, and Mortlake Manor had become a decrepit ruin - Cecil accompanied Carla back to New York. There, he worked for a few years doing various forms of research, occasionally as a sort of paralegal for NPC, to start catching up on the science and technology of the modern age, and more slowly catching up on the social and cultural changes.

Then came the Eternity War, the Dusting, and the Endgame. Cecil was somewhere in the background of one of the crowd shots, firing his lightning pistol at alien warriors. After the Dusted returned, he felt a need to become more active, taking a position as a junior associate. After all, Cecil is all-too-aware of how it feels to discover one has lost time, with the world moving right out from under your feet.
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Miracle
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Re: [2e Recruitment] NPC Investigations-Tales From The Junior Associates

Post by Miracle »

jmucchiello wrote: Mon Jan 02, 2023 4:28 pm Well, it's on the character sheet now:

Complications
Motivation-Thrills: Nothing is more exciting than being undercover.
Power Loss: Blank loses flexibility when wet. Total immersion disables their morph power for at least an hour.
Welcome, fellow thrill seeker :mrgreen:
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Re: [2e Recruitment] NPC Investigations-Tales From The Junior Associates

Post by EternalPhoenix »

I ain't dead. Just whipped from two weeks of effectively no days off work because of the holidays.
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Re: [2e Recruitment] NPC Investigations-Tales From The Junior Associates

Post by pathfinderq1 »

Definitely sympathize there. "Getting back into the groove" for work has been... challenging (thus, no meaningful progress last couple of days- should be able to sand down some of the jagged edges tomorrow-ish.
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Re: [2e Recruitment] NPC Investigations-Tales From The Junior Associates

Post by Miracle »

Any information on djinn/genies in the Phoenixverse? Right now Seven's luck is based off of her unknown father's magical nature. I plan to start using big stunts later on to reflect that. So, what kind are we looking at here? Wishmaster or Aladdin or both or something else?
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Re: [2e Recruitment] NPC Investigations-Tales From The Junior Associates

Post by pathfinderq1 »

pathfinderq1 wrote: Thu Jan 05, 2023 12:35 am Definitely sympathize there. "Getting back into the groove" for work has been... challenging (thus, no meaningful progress last couple of days- should be able to sand down some of the jagged edges tomorrow-ish.
And nearly a week later, I have accomplished... nothing. Crummy return to work turned into sick as a dog- not Covid, thankfully, but mid-level flu, and absolutely wiped out. Feeling a bit better tonight, but nowhere near Good- just in time to go back to work tomorrow.

I'm going to have to step back from this one.

Good luck, all.
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EternalPhoenix
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Re: [2e Recruitment] NPC Investigations-Tales From The Junior Associates

Post by EternalPhoenix »

Miracle wrote: Mon Jan 09, 2023 12:34 am Any information on djinn/genies in the Phoenixverse? Right now Seven's luck is based off of her unknown father's magical nature. I plan to start using big stunts later on to reflect that. So, what kind are we looking at here? Wishmaster or Aladdin or both or something else?
I have not had any reason to think about it yet. So I dunno. What's your idea?
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Re: [2e Recruitment] NPC Investigations-Tales From The Junior Associates

Post by EternalPhoenix »

jmucchiello wrote: Mon Jan 02, 2023 4:28 pm Well, it's on the character sheet now:

Complications
Motivation-Thrills: Nothing is more exciting than being undercover.
Power Loss: Blank loses flexibility when wet. Total immersion disables their morph power for at least an hour.
All right, you're in the approved group. That makes three.
pathfinderq1 wrote: Mon Jan 09, 2023 12:45 am
pathfinderq1 wrote: Thu Jan 05, 2023 12:35 am Definitely sympathize there. "Getting back into the groove" for work has been... challenging (thus, no meaningful progress last couple of days- should be able to sand down some of the jagged edges tomorrow-ish.
And nearly a week later, I have accomplished... nothing. Crummy return to work turned into sick as a dog- not Covid, thankfully, but mid-level flu, and absolutely wiped out. Feeling a bit better tonight, but nowhere near Good- just in time to go back to work tomorrow.

I'm going to have to step back from this one.

Good luck, all.
Well. While I am going to attempt to start this on Tuesday, I can keep a slot open for you.
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