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RocketLord

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  1. Reputation Table Theme Music Vignettes 20/20 Hindsight: Greatest Hits
  2. Rebuild for PL15, 250PP' Spaceman Power Level: 15 Effective Power Level: 15 Powers Points: 245/250PP Unspent Power Points: 5PP Trade-Offs: -5 Defense / +5 Toughness In Brief: Young paragon with space manipulation powers, heavily Superman inspired. Theme: Million -- Divide Music Alternate Identity: Parker Powers (Secret) Birthplace: Freedom City Residence: Bayview, Freedom City Base of Operations: Freedom City Occupation: Student at Claremont Acadeny Affiliations: Claremont Academy, Powers Holdings Inc. Family: Peter Powers (Born 1975, father), Penny Powers (Born 1972, mother, CEO of Powers Holdings Inc.), Tracy Powers (Born 2003, sister, CEO of Powers Holdings) Description: Age: 16 (DoB: 2007 [May 27] Gender: Male Ethnicity: Caucasian Height: 6'1'' Weight: 200 lbs. Eyes: Light blue Hair: Blonde Parker has short blonde hair, and light blue eyes that seem almost inhuman in color. He has an athletic build, somewhat powerful build. He tends to stand up straight, and will usually have a friendly smile on his lips. While in normal clothes, Parker tends to wear dress shirts and ties, ranging from solid colors to more abstract shapes and colors and to cartoon characters. He will usually wear dark pants or jeans, often in contrast to his shirt and tie. He has a habit of using his hands much when talking, gesturing to get his point across. As Spaceman, Parker wears a primarily white costume, with a black triangle shape at the top of his chest, starting from his solar plexus. He wears a black cape directly attached to the black area of his costume, near his shoulders. In the center of the black area on his chest, he displays his logo, a stylized golden "S". He wears a golden belt and golden armbands. He wears no mask. When he uses his powers, black bubble-like krackle tend to appear around him, growing in size and intensity the greater the feat. History: Peter and Penny Powers: What had started as a business partnership had evolved into romance and eventually marriage. Philanthropists, adventurers, explorers, they travelled across the world, spending their wealth and time to try and make the world a better place. Penny came from old money from the Freedom City Powers family, but she was all too happy to take Peter up on his offer to actually start using that money for good. Not even the birth of their daughter Tracy seemed to slow them down. During late August 2006, when their daughter Tracy was 3, the Powers family visited one of the many laboratories that Penny had set up, one that was researching alternative sources of power. One particular research group led by one Doctor Joseph Siegel was working on a device that would siphon energy from a theoretical buffer zone that laid between universes. While Doctor Siegel explained the machine and its potential uses to the Powers couple, young Tracy grew restless and bored, and started toying with the machine, unnoticed by all. One fateful click of a button, and Penny was bombarded with a cascade of rainbow energy from the machine. She screamed in shock, but the shock soon turned to confusion, as it seemed to be nothing more than colors. While Doctor Siegel scrambled to shut off the machine and was quick to apologize and subject Penny to a number of tests, all but one came up as negative: Penny was unharmed by the burst of energy, but she was pregnant with the Powers couple's second child. The experiment into the theoretical buffer zone continued, before eventually being shelved a few years later. On May 27nd the following year, Parker Powers was born into a loving family. A doting older sister, parents that loved both siblings and did their best to teach them wrong from right, to threat everyone with respect and offer what help they could. In short, the Powers children were taught to believe in truth and justice, and to always apply those lessons to the best of their abilities. They attended the very best private schools in Freedom City, both Parker and Tracy loving the old Freedom Friends cartoon. Parker in particular idolized the Centurion, while his sister was always more fond of the Daedelus. The siblings were inseperable, spending virtually all their time together. In 2007, on his tenth birthday, Parker first displayed super human abilities, as he found himself floating above the ground. Tracy was of course the first to discover it, even when Parker tried to keep it hidden. Still, after some experimentation where they discovered that flight was simply the first of Parker's abilities, the siblings came clean to their parents, revealing Parker's ability to seemingly manipulate space itself. While worried for their child's safety, Penny and Peter showed nothing but love for their children as they did their best to help Parker understand his strange new abilities and what he could do. Still, despite his parents' help, it was Parker's sister that helped him understand how he could use his abilities on not just the world around him, but himself as well, allowing him to emulate several abilities of his heroes. Parker spent the following years struggling with his powers and keeping them to himself. He couldn't risk discovery by the Moore Administration, but with everything he had been taught and how he had been raised by his parents, it felt wrong to not use his powers to help others. Eventually, in an effort to master both his powers and learn to become a true hero. Personality & Motivation: Parker is a confident young man, who is nonetheless struggling with the complexity of his power and what he might end up doing if he is unable to control them. While acting in his secret identity, he hides some of his confidence and changes his posture, hunching over somewhat and doing his best to appear different from his Spaceman identity. He has a strong sense of justice and has trouble accepting being unable to help others, even if he has to keep his identity secret. While acting as Spaceman, Parker tries to act much like he saw Centurion do in the old Freedom Friends cartoon: He is a champion, a defender, standing up for everyone in danger. He focuses on keeping people safe and tries to avoid violence whenever possible. If he finds himself believing that a villain can be redeemed, he will try to help them to the best of his ability, whether behind the scenes or with their knowledge, depending on their individual needs. Powers & Tactics: Parker tends to present himself as a typical paragon. Strong, fast, tough and can fly. While the more advanced uses of his powers are not exactly a secret, its not something he will boast about using. Spaceman's first priority is keeping people safe and out of harms way, and he prefers to solve conflicts through words. If the situation allows him to talk down a foe instead of fighting them, he will attempt to do so. Power Descriptions: Parker's powers come from a peculiar connection to Z-Space, the realm between universes in the multiverse. On top of a general physical enhancement, giving him greater reflexes and making him physically tougher, the connection allows him to manipulate space, the distance between two objects. He has a total spatial awareness and a constant sense of the exact distance between everything around him. He is also granted a peculiar ability to seem unassuming and have a forgettable apperance when he is out of his costume, an unconscious effect of his connection to Z-Space, a sort of dimensional ripple effect that makes him harder to recognize By manipulating the distance between himself and other things, Parker can fly, or, by moving himself instantly, achieve a teleportation effect. Turning his powers on himself, he can make himself harder to hurt and move or stronger by increasing his molecular density and space, or become incorporal by decreasing his molecular space. Turning his powers outward, Parker can decrease the distance between himself and his targets, allowing him to hit someone far away, even from different angles, or alternatively to hit everyone in an area at once, applying the full force of his strength at once. He can change the physical distance between two objects, effectively moving them through space, slam space itself into a target, create a sense of vertigo by manipulating the distance that a target's senses inform them about, or even effectively locking a target in place by increasing the distance between them and everything around them. As Parker uses his powers, black bubble-like krackle tend to appear around him, growing in size and intensity the greater the feat. Complications: Chronic Hero Syndrome: Parker has always had some serious issues with not helping those in need. Walking ladies over the street, getting beat up fending off muggers, you name it. This makes it very difficult for him to ignore someone in need, a fact that can, and has been, used against him numerous times. Deviant Doctor: Spaceman has earned the attention of a villain known that he knows only as Doctor Deviation, though he so far knows little about her, aside from that fact that she is a villain and primarily acts through various minions. While Doctor Deviation will never do anything to target Spaceman's family and friends, she is prone to aiding other villains when fighting Spaceman, either by sending minions, directly interfering or simply finding ways to make the situation more difficult, earning Parker a Hero Point from the GM in the process. Son, Brother, Hero: Parker has a lot of responsibilities to his family. While his family might be understanding, that doesn't mean Parker won't feel responsible if he lets them down. The GM can award Parker with a Hero Point if he ends up in a situation where having to choose between his responsibilites somehow hinders Parker, including putting them in harms way, or even just having to answer a call from his mother who wants to chat while he is fighting Gargaton the Unspeakable. Redemption Sponsor: Even if he is by no means naive, Parker would much rather redeem any villains or criminals into using their abilities for the good of society and others, rather than just beat them up. Of course, they have to be judged as the law dictates, but before, during and after serving their sentence, he is more than willing to help them. This also means that, if it is possible in the situation, Spaceman will often try to diffuse a situation without violence, and at least offer a villain a chance to surrender and turn their skills to good before a fight. A GM can award Spaceman a Hero Point if this stalls him during a battle or gives the villain a chance. Secret Identity: Parker's parents and sister knows of his secret identity, though as the son of the owners of Parker Holdings Inc., getting found out might put his somewhat well known family in trouble. Z-Spaceman: While he is aware that his powers are tied to somewhere or something else, Parker doesn't know how deep this connection runs, or just how the connection works, but it gives Parker a certain feel and background radiation that interdimensional travellers tend to be able to sense, attracting him a lot of the wrong kind of attention. The GM can award Parker a Hero Point if someone being able to sense or detect him due to being interdimensional travellers or having the right equipment causes trouble. Abilities: 0 + 2 + 2 + 6 + 6 + 8 = 24PP Strength: 10 (+0) / 40 (+15) w. Spatial Strength Dexterity: 12 (+1) / 16 (+3) Constitution: 12 (+1) / 50 (+20) w. Enhanced Constitution Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 18 (+4) Combat: 10 + 8 = 18PP Initiative: +3 (+3 Dex) Attack: +5 Base, +15 Melee (+5 Base, +10 Attack Focus [Melee]) Defense: +10 (+4 Base, +6 Dodge Focus), +21 Flat-Footed Grapple: See table below Knockback: -10 (TOU 20/2) / -22 (TOU 5/2, -15 Imp. TOU, -5 Spatial Constant) Grapple Table Total Score Base Attack (BA) + Attack Focus Increase Molecular Space (IMS) Infinite Reach + Spatial Strength (IR) Change Physical Distance (CPD) Values +15 +10 +25 +40 BA +15 +15 CPD +40 +40 IMS +25 +15 +10 IR +40 +15 +25 IR+IMS +50 +15 +10 +25 Saving Throws: 0 + 7 + 12 = 19PP Toughness: +20 (+1 Con, +19 Enhanced Con) Fortitude: +20 (+1 Con, +19 Enhanced Con) Reflex: +10 (+3 Dex, +7) Will: +15 (+3 Wis, +12) Skills: 56R = 14PP Bluff 6 (+10) Diplomacy 11 (+15) Gather Information 6 (+10) Knowledge [Behavioral Sciences] 2 (+5) Knowledge [Physical Sciences] 7 (+10) Language 3 (Native: English; French, German, Spanish) Medicine 2 (+5) Notice 7 (+10) Search 3 (+6) Sense Motive 7 (+10) Survival 2 (+5) Feats: 30PP Accurate Attack Attack Focus [Melee] 10 Benefit 2 (Wealth) Chokehold Dodge Focus 3 Improved Grab Improved Grapple Interpose Luck 5 Power Attack Ultimate Save [Toughness] Powers: 46 + 22 + 50 + 17 + 6 = 141PP Enhanced Physiology 9.2 (46PP Container) [46PP] (Descriptors: Physical Mutation, Z-Space) Enhanced Constitution 38 [38PP] Enhanced Dexterity 4 [4PP] Enhanced Feat 1 (Quick Change) [1PP] Feature 1 (Forgettable appearance out of costume) [1PP] Flight 1 (Flight Speed: 10 mph, 100 ft./rnd) (Stacks with Spatial Flight from Space Movement Array) [2PP] (Descriptors: Spatial Flight, Space/Spatial, Personal Spatial Placement Manipulation) Stacked Power: Flight 7 (Feats: Move-By Action, Subtle 2) (Flight Speed: 1,000 mph, 10,000 ft./rnd) (Descriptors: Spatial Flight) Personal Space Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (Descriptors: Mutation, Space/Spatial, Z-Space, Personal Density Manipulation) BP: {8 + 10 = 18/20} Impervious Toughness 15 [15PP] (Descriptors: Increase Molecular Density) Immovable 5 [5PP] (Descriptors: Spatial Constant) AP: Insubstantial 4 (Incorporeal) {20/20} (Descriptors: Decrease Molecular Space) AP: Super-Strength 10 (+50 Strength to Carrying capacity: Heavy load 51.2 tons (base), 417 tons (Spatial Strength)) {20/20} (Descriptors: Increase Molecular Space) Stacked Power: Super-Strength 12 (+60 Strength to Carrying capacity: Heavy load 204.8 tons (base), 13.1k tons (Spatial Strength)) Space Control Array 23.5 (47PP Array; Feats: Alternate Power 3) [50PP] (Descriptors: Mutation, Space/Spatial, Z-Space) BP: {13 + 30 + 4 = 47/47} (Descriptors: Personal Space Manipulation) Elongation 8 (Feats: Indirect 3, Subtle 2) (Reach: 1000 ft., range incr 80 ft.) [13PP] (Descriptors: Infinite Reach, Distance and Position Manipulation) Enhanced Strength 30 [30PP] (Descriptors: Spatial Strength) Super-Strength 2 (+10 Strength to Carrying capacity: Heavy load 12.8 tons) [4PP] Stacked Power: Super-Strength 12 (+60 Strength to Carrying capacity: Heavy load 204.8 tons (base), 13.1k tons (Spatial Strength)) AP: Move Object 20 (Extras: Range [Perception]; Flaws: Distracting; Feats: Affects Insubstantial 2, Insidious, Precise, Subtle 2) {46/47} (Descriptors: Change Physical Distance, Distance and Position Manipulation) AP: Nauseate 8 (Extras: Range [Ranged]; Feats: Subtle 2) {26/32} (Descriptors: Vertigo, Sensory Distance Manipulation) MAKE ANOTHER POWER INSTEAD - Brings a Blast from a Hostile Environment like the Sun, Intense Cold, Poisonous Atmosphere, Lightning there with a portal: Variable Description 2 [Hazardous Conditions], better explanation in power description AP: Paralyze 15 (Extras: Alternate Save [Reflex] (+0), Range 2 [Perception]; Flaws: Distracting; Feats: Subtle 2) {47/47} (Descriptors: Unending Prison, Distance Manipulation) Space Movement Array 7.5 (15PP Array; Feats: Alternate Power 2) [17PP] (Descriptors: Mutation, Space/Spatial, Z-Space) BP: Flight 6 (Feats: Move-By Action, Subtle 2) (Flight Speed: 500 mph, 5,000 ft./rnd) [14PP} (Descriptors: Spatial Flight, Personal Spatial Position Manipulation) Stacked Power: Flight 7 (Feats: Move-By, Action Subtle 2) (Flight Speed: 1,000 mph, 10,000 ft./rnd) (Descriptors: Spatial Flight) AP: Teleport 5 (Feats: Change Direction, Change Velocity, Progression [Mass] 3) (Range: 500 ft. as move action, 5 miles as full action, 1000 lbs. along) {15/15} (Descriptors: Change Personal Position, Instant Personal Spatial Position Manipulation) AP: Area Strength 15 Adds (Extras: Area [Targeted Burst] 15, Selective 15; Flaws: Action [Full Round]) to Strength (75 ft. radius) {15/15} (Descriptors: Reach Everything) Super-Senses 6 (Distance Sense, Spatial Awareness [Sense Type: Mental, Extras: Accurate, Acute, Radius, Ranged]) [6PP] (Descriptors: Spatial Senses, Enhanced Senses, Mutation, Space/Spatial, Z-Space) Maybe add extended 1, 2 or 3? Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +15 Unarmed – Infinite Reach + Spatial Strength Touch at 1000 ft. Range incr: 80 ft. DC30 Tou (staged) Damage +15, Elongation 8, Indirect 3, Subtle 2 Change Physical Distance - Thrown Objects 200ft. DC30 Tou (staged) Damage Perception Range, Insidious, Precise, Subtle 2 Vertigo 100 ft. DC18 Fort (staged) Fail: Sickened 2nd Fail or Fail >5: Nauseated 3rd Fail or Fail >10: Helpless +8, Subtle 2 Unending Prison 150 ft. DC25 Ref (staged) Fail: Slowed 2nd Fail or Fail >5: Paralyzed Perception Range, Subtle 2 Totals: Abilities (24) + Combat (18) + Saving Throws (19) + Skills (14) + Feats (30) + Powers (140) - Drawbacks (0) = 246/250 Power Points
  3. Doktror'd! Spaceman Please change the top block to this, putting the effective power level on its own line Power Level: 13 Effective Power Level: 10 Powers Points: 185/198PP Unspent Power Points: 13PP Trade-Offs: -5 Defense / +5 Toughness Please update his powers to the ones listed below. I haven't made any changes, just changed the notation so the name of the power is listed in bold instead of in "quotation marks", to bring it in line with my other sheets Please mind the indents. Thanks! Enhanced Physiology 7 (35PP Container) [35PP] (Descriptors: Physical Mutation, Z-Space) Enhanced Constitution 28 [28PP] Enhanced Dexterity 4 [4PP] Feature 1 (Forgettable appearance out of costume) [1PP] Flight 1 (Flight Speed: 10 mph, 100 ft./rnd) (Stacks with Spatial Flight from Space Movement Array) [2PP] (Descriptors: Spatial Flight, Space/Spatial, Personal Spatial Placement Manipulation) Stacked Power: Flight 5 (Feats: Subtle 2) (Flight Speed: 250 mph, 2500 ft./rnd) (Descriptors: Spatial Flight) Personal Space Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (Descriptors: Mutation, Space/Spatial, Z-Space, Personal Density Manipulation) BP: {10 + 10 = 20/20} Impervious Toughness 10 [10PP] (Descriptors: Increase Molecular Density) Immovable 10 [10PP] (Descriptors: Spatial Constant) AP: Insubstantial 4 (Incorporeal) {20/20} (Descriptors: Decrease Molecular Space) AP: Super-Strength 10 (+50 Strength to checks; Carrying capacity: Heavy load 819.2 tons w. Spatial Strength) {20/20} (Descriptors: Increase Molecular Space) Space Control Array 16 (32PP Array; Feats: Alternate Power 3) [35PP] (Descriptors: Mutation, Space/Spatial, Z-Space) BP: {12 + 20 = 32/32} (Descriptors: Personal Space Manipulation) Elongation 7 (Feats: Indirect 3, Subtle 2) (Reach: 500 ft., range incr 70 ft.) [12PP] (Descriptors: Infinite Reach, Distance and Position Manipulation) Enhanced Strength 20 [20PP] (Descriptors: Spatial Strength) AP: Move Object 14 (Extras: Range [Perception]; Flaws: Distracting; Feats: Insidious, Precise, Subtle 2) {32/32} (Descriptors: Change Physical Distance, Distance and Position Manipulation) AP: Nauseate 10 (Extras: Range [Ranged]; Feats: Subtle 2) {32/32} (Descriptors: Vertigo, Sensory Distance Manipulation) AP: Paralyze 10 (Extras: Alternate Save [Reflex] (+0), Ranged; Feats: Subtle 2) {32/32} (Descriptors: Unending Prison, Distance Manipulation) Space Movement Array 5 (10PP Array; Feats: Alternate Power 1) [11PP] (Descriptors: Mutation, Space/Spatial, Z-Space) BP: Flight 4 (Feats: Subtle 2) (Flight Speed: 100 mph, 1000 ft./rnd) {10/10} (Descriptors: Spatial Flight, Personal Spatial Position Manipulation) Stacked Power: Flight 5 (Feats: Subtle 2) (Flight Speed: 250 mph, 2500 ft./rnd) (Descriptors: Spatial Flight) AP: Teleport 4 (Feats: Change Direction, Change Velocity) (Range: 400 ft. as move action, 1 mile as full action) {10/10} (Descriptors: Change Personal Position, Instant Personal Spatial Position Manipulation) Super-Senses 6 (Distance Sense, Spatial Awareness [Sense Type: Mental, Extras: Accurate, Acute, Radius, Ranged]) [6PP] (Descriptors: Spatial Senses, Enhanced Senses, Mutation, Space/Spatial, Z-Space)
  4. GM The moment Luke tried to move past the starting tile, it felt like he ran face first into a wall. If he tried to feel, he would find an invisible field that just stopped him from moving past it. Any attempts at moving past it, be it flight, passing through the wall, running at it, teleportation or anything else would just result in them ending up with their face smacking into an invisible wall. Quirk laughed, standing upside down now, looking down at the Claremont students and Spaceman. "What do they teach at that fancy school of yours? You really haven't heard about me?" He sounded both amused and disappointed at once. "I'm Quirk, Dragonboy! And I make the rules, so you better play along!"
  5. Anybody wanna go with an IC, or do you need more info?
  6. Justice The Lawrider tore through the streets. Robin at the front, weaving back and forth between the cars, Gretchen behind her. She was wearing a dark red helmet, and had offered a navy blue one to Gretchen. "I've been hacking into MarsTech's TroubAlert system," she explained, while speeding between two cars only narrowly avoiding them. "It sounds like Ultra Girl's worth a lot of points, so there's a bunch of them that's planning to take her out. The system make her out to be some kind of raid boss or something like that, so they've been tracking her for a while." She turned sharply around a corner. "She's close to Jadetown at the moment. We should get there in a moment."
  7. GM Irrational or not, Ultra Girl was right. She was not alone. She could pick out multiple radio signals below. She had seen them before, it seemed to be the communication system that the Ultio Suits were using. All courtesy of MarsTech, of course. They were moving into position, circling around her far below. Either they were just tracking her, or they were trying to trap her. Something was going on, at the very least.
  8. She notices that there's a group of Ultio Suits following her, picking up their communication signals. You'll see in my IC.
  9. You decide if you know Spaceman or not. He do have a Benefit for Fame, but he might have been before your time.
  10. GM "They're fine, they're fine. See?" An image appeared in the air before them. Mr. Powers stood on top of a building, looking around confused, then the image shifted to the teacher's aide standing in the middle of a crowded street. "See? See? They're not fun people! Why would I care about boring people?" He looked Luke dead in the eye, the smile never leaving his lips. "Oh, you have no idea, Dragonboy! No idea at all! But, let us wait a moment! I think the last contestant is just about to arrive!" When Spaceman appeared from out of nowhere, Quirk clapped his hands together and laughed. "Perfect! This will be great! All the pieces are here!" And then they were all gone. Heroes, students, teens, children, all of them. Before they knew what was happening, they found themselves in a featureless void. Well, featureless, except for the winding path that were visible in front of them, divided into numbered colored squares. Shift, Nightscale and Spaceman stood on a big red square marked with a 0. The students were all standing to the side on a small platform, right next to three giant six sided red dice. "Here's the rules, players! Roll the dice and move your players! First to the victory line wins! But watch out, there's trouble along the way!"
  11. SPACEMAN He should have noticed. Quirk. Of course it was Quirk. But why here, why now? Did Quirk even know that he was back? It didn't matter right this moment. He could figure out the why later, right now, the kids needed him. Parker Powers might not be able to get back in time for whatever Quirk was planning. Parker Powers couldn't do anything to stop someone like Quirk. But Spaceman could. Racing across the city, a blur of black, white and gold appearing and reappearing, until he arrived in the middle of the classroom, white uniform, black cape with stars and the golden armbands, belt and stylized S on his chest. He doubted anyone here would recognize him. Maybe the Claremont kids? It didn't matter. The kids needed him. "Leave them alone, Quirk."
  12. Nevermore II Who were these guys? The big guy moved around, not even being hit by one of Arrow's shots, the others actually took one of Alek's punches without going down and... what did he do? It didn't seem like they had spotted him from up here, but he couldn't just stay on the walkway and let Alek and Arrow deal with these guys. With the crash of the container being thrown, Charlie made his choice. Reaching for his utility belt, he pulled out a small baton that quickly telescoped into a staff. Stretching out his cape with his left hand, he leapt from the walkway and landed behind one of the thugs making their way towards Arrow. "Comin' through!" Not the best battlecry, but he just needed their attention for a moment as he jabbed the staff into the first guy's solar plexus, then pulled it back and swung up, hitting him straight in the jaw and knocking him down. Moving up, he leapt above the falling man and slammed the staff down on the next guy's shoulder, drawing an audible snapping sound. While the thug stumbled, Charlie spun around, slamming the staff into the side of the man's head to knock him down. Finally, he moved forward, pushing the staff into the ground and using it to leap ahead of the big guy, tumbling around while shouting for him, hopefully drawing his attention away from Arrow.
  13. GM "Hn." The big man moved to the side, somehow sidestepping the arrow that Arrow had shot his way as deftly as he had evaded the snareline that Nevermore had thrown at him. While the two thugs that had accompanied him moved past the containers, one of them swinging a baseball bat at Arrow, but unable to see her in the darkness. The man that Raven had hit shook, trying to regain his footing, but with little luck. He shook his head, trying to regain his composure, while the other man next to him raised a gun to fire at the Raven at close range. Unable to see him properly in the darkness, the shot went wide. Up close like this, the three men in front of the Raven were differently dressed than the others he had taken down so far. They wore Victorian clothes, an ill fit for the two bodyguards, but fitting much better for the slim young man that gave the orders. Even in the darkness, he smiled as he spoke once more. "Little bird, little bird." His words were like shards of ice being jabbed into the Raven. "You have rested for too long. Your city is ours now." Behind the Raven, near Arrow, the large man grabbed a container and threw it directly at the nearest wall. It blew through it, as he stepped forward. He towered above Arrow, his own Victorian dress shirt having the arms torn off, his clothes torn and ripped. Olivia could see the manic look in his eyes, his lips twisted back into a wicked grin. "Found you."
  14. That is, in fact, a miss! Changing names a bit to make it easier to make them out Bodyguard 1 clears the daze. Bodyguard 2 attempts to attack Raven through the Obscure: 22, and he misses Thug 1 and Thug 2 moves towards Arrow's position, between Big Guy and her. Thug 1 reaches her and attempts to attack: 13, that's a miss. Spooky Guy attacks Raven with a perception range attacks. @KnightDisciple give me a DC18 Will save vs. a Paralyze effect And the big guy moves towards the container North of Arrow and throws it aside, clearing space for him to engage the next round. --- Nevermore uses a move action to drop down behind Thug 2 and attack with his Staff, using Takedown Attack 2 to attack Thug 1 if Thug 2 goes down: 24, that's a hit. Thug 2 TOU vs DC23: 13 He's down Nevermore attacking Thug 1: 19 Thug 1 TOU vs DC23: 17 He's down Gonna Surge and do an Acrobatic Bluff vs the Big Guy: 24 Big Guy save vs. Acrobatic Bluff: 21 He's flat-footed, and I'll pass that bonus on to Arrow via Setup. --- Gonna remove the KO'ed enemies with my next post to clear up the initiative order a bit. @KnightDisciple is up after my ICs! 20 - Raven III - 3HP - Unharmed 19 - Arrow IV - 2HP - Unharmed, Discovered 16 - Criminals - 3 visible on walkways, 3x KO - 4 visible among crates and containers, 4x KO (NE, NW, SE, SW) - 3 visible under skylight -- Bodyguard 1 - Bruise (x1) -- Bodyguard 2 - Unharmed -- Spooky Guy - Unharmed - Big Guy East of elevator - Unharmed, Flat-footed vs. Arrow's next attack - Thug 1 - KO - Thug 2- KO 6 - Nevermore II - 3HP - Unharmed (fatigued on his turn) - Darkness obscure effect: 8/10 rounds remaining Note the container just North of the South-East X has been thrown into the wall.
  15. @RedSpine just remember you'd still be in the cave with Macedon, the rest are a bit ahead of you.
  16. GM Ultra Girl was a hero. She was bright, she was all smiles, and yet, her encounter with the Dreamer and MarsTech's Ultio Suits had painted a target on her back. So far, it didn't seem like they really knew anything about her, aside from the fact that she had been branded a troublemaker... and was apparently worth a lot of points. While Robin had been busy recruiting Gretchen, the Ultio users had been busy tracking down Ultra Girl across the city...
  17. GM Moving further down, it didn't take long for Anthony to reach the stairs that led to the bank. The door was closed and locked, of course. There was a small window at eye height. Peeking inside Anthony would be able to see a man dressed in dark grey combat fatigues and body armor moving around a corner, with two men and a woman on the floor next to the wall. He couldn't see more of the bank from here, there was a wall about 15 feet from the door, where you could only go left. A single man, three hostages, and a locked door.
  18. Everyone with Knowledge [History] or Knowledge [Popular Culture] give me a DC15 skill check to reveal the spoiler.
  19. GM "What the hell?" With only Zach left behind, Macedon had finally stirred and noticed that most of the students were gone. "Wake up!" he shouted, his voice echoing through the caves and reaching the group that had split away. "Get up, get whatever you need and follow me." The old man moved far quicker than one would expect anyone at his age to move, quickly strapping on his belt and a holster with a revolver, then pulling out a flashlight and starting to move into the cave once Zach was ready. "Help us." Muirne could hear the voice, calling out to hear. It sounded almost like a child. "Help us." Muirne was further ahead. Somehow, no matter how fast Callie, Luke and Charlie moved, they just couldn't catch up. The path was winding, twisting and turning. Nothing seemed to break the darkness, even those that could normally see in the dark was blind as bats. On and on the path went. Before long, everyone else started to hear the voice as well. "Help us." The single voice, calling out for help from inside the darkness. And then, suddenly: Light. Muirne was the first to reach the end of the cave, an exit into a bright day. She could see grass and trees. If she left the cave, she would notice a city all around them, one that seemed strangely familiar, and yet different. In the distance, she could hear the sounds of battle. It wouldn't be long before the second group caught up and reached the mouth of the cave, while Macedon and Zach were still in the dark.
  20. Nevermore II "So, what're we doing?" Charlie had heard them, first Muirne, then Luke and Callie... all leaving one by one, while Macedon slept, or at least seemed to sleep. So of course he had snuck up behind them, after making sure he still had his gear under his clothes, at least. He frowned, looking ahead. "Did something spook her, the way she geared up?" Or maybe she just wanted to be ready?
  21. Skill Mastery for 25 Stealth to get away and catch up with the others.
  22. Justice They ate each other? Oh come on. Robin frowned, taking some big steps around the massive mouth that even Froggy seemed like she didn't want to get too close to. "Do all all big magic things turn out like this? Every thing you discover being more horrible than the last?" Her voice wasn't shaking. No, not at all. This wasn't freaking her out at all. She reached for her belt, but removed her hand again. She was almost ready to escape back to Z-Space, but she couldn't really do that, could she? They had to press on and find this Vhoka. She moved closer to Ouroboros. He at least seemed to know what was happening here. "How do we deal with the leader if Vhoka is possessing him? I'm pretty sure that just beating him up won't help, right?" After an answer or not, she moved past Aquaria and deeper into the temple. She could at least try to block any hits coming their way, plus, she could see in the dark.
  23. GM The transformed Captain yelped, shaking his head after the blow, like he was trying to clear his mind for a moment. Then his lips pulled back into another snarl, while he looked around, trying to find his prey. His snout moved slightly, as he picked up Miracle Girl's scent. The scent of the one that had just hit him. With a howl, he threw himself at her, wildly swinging his claws, with little thought or plan beyond tearing the attacker apart.
  24. Captain Thundewrolf attacks Miracle Girl with a swipe from his claws: 18 That's a hit, give me a DC28 TOU save @Heritage @Brown Dynamite is up. Starting next round, the heroes acting between the NPC turns can act in whatever order you like. So after Spectacle's post, @EternalPhoenix and @Brown Dynamite can in the order they like for Terrifica and Sureshock. 32 - Terrifica - 4HP - Unharmed 31 - Sureshock - 2HP - Unharmed 21 - Werewolves - x? - Unharmed 19 - Captain Thunderwolf - Blinded, Deafened (Fort save vs. DC22 to remove at Initiative 32, after Terrifica's action) 16 - Facsimile - 3HP - Unharmed 15 - Miracle Girl - 2HP - Pending 11 - Captain Thunderwolf - see above 4 - The Spectacle - Unharmed
  25. "There, there, there... and there. And look, some are walking away over there." Pan was pointing out their fellow time travellers, or at least their groups, with his free hand, while still holding Eira close to him with his other. "It is curious, do everyone that rides travel? Or is it just this group? I think I saw others getting off the ride back in our time." "We know what brought us to this time, so it should be easy enough to return, but I suppose we should round up everyone first, no? Someone else might actually know some lottery numbers, and I quite like the world as it is in our own time." He squeezed Eira at the end of the sentence, just to make his point. "How about a neat little paper trick to lead the stragglers back here?"
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