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RocketLord

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  1. Using my free PL10 slot.
  2. Bounce Power Level: 10 Effective Power Level: 8 Power Points: 150/157PP Unspent Power Points: 7pp Trade-Offs: No Offensive, Defensive switch between TOU+4/Def-4, TOU+0/Def+0 and TOU-4/Def+4 In Brief: Happy-go-lucky shapeshifter hero! Catchphrase: "Let's Bounce!" Main Theme: Welcome to the Show - Britt Nicole Other Themes: Playlist Alternate Identity: Matilda 'Mattie' Hopper aka Bouncin' Mattie Birthplace: Rumblefall, Kansas Residence: Claremont Academy, Freedom City Base of Operations: Claremont Academy, Freedom City Occupation: Student Affiliations: Claremont Academy Family: Jonathan 'Johnny' Hopper (Father, born 1982), Veronica 'Ronnie' Hopper (Mother, born 1983), Samantha 'Sammie' Hopper (Sister, born 2011), Duke Hopper (Paternal grandfather, born 1945) DESCRIPTION Age: Born May 23rd, 2008 Gender: Female Ethnicity: Caucasian Height: 5’6’’, but variable Weight: 120 lbs., but variable Eyes: Brown, shapeshifted purple when in heroic identity Hair: Black, shapeshifted purple when in heroic identity Mattie is a slim and athletic young woman with short black hair big brown eyes. She usually wears loose clothing in bright colors, preferring shorts and t-shirts. She is almost always smiling and enthusiastic. As Bounce, Mattie generally wears a formfitting purple costume with white details and lines on her sides and chest. Using her shapeshifting abilities, including shifting her eye and hair color to purple, changing her hairstyle and shifting her features enough that no one should be able to recognize her as Mattie. While her costume is usually consistent, it changes along with Mattie and can quickly change in both design and color. HISTORY Rumblefall's a nice little town in Kansas. Everyone knows everyone, and while the town has its share of troublemakers, everyone generally gets along. It is also the only place that one Matilda 'Mattie' Hopper has ever known, growing up as everyone's favorite kid sister and friend, always out to make everyone smile and be happy. It could've continued on like that forever, and Mattie would've been more than happy, but Rumblefall has a secret, y'see. One that they keep secret from outsiders. One fateful night when Mattie was 14, glowing colorful meteors fell from the sky, raining down all over the town and the surrounding area. Anyone that found one of these meteors and touched them got some kinda power. Some folks decided to use their new powers to settle old disputes, causing all kinds of trouble in Rumblefall. Almost like those meteors made them want to cause trouble, to use their new powers. Mostly minor stuff, nothing that'd get any big time super heroes involved, but it was enough to be enough to be a nuisance, and some people got hurt. Mattie couldn't just stand by and let that happen. She decided she had to do something about, so out she went, looking for a meteor of her own. Something that could give her the power to help people. She found a pretty purple one, embedded deep within an old oak tree. Now, some folks got real strong, some got real fast. Some could shoot lasers outta their eyes, sneeze lightning or fart storms. Maybe they could grow to giant size, or just got real good at talkin' to their livestock. But Mattie? Mattie could bounce. Bouncin' Mattie made her way around Rumblefall, quickly becoming a local hero that'd show up to stop the troublemakers. It was good times for the young hero, and she would just as readily stop a bad guy by making friends with them than she would by beating them up. Family feuds, big trouble, cattle herds going crazy or that one guy that kept trying to rob the local store? Mattie'd be there to stop 'em, and it would all be one big adventur. Mattie's first big challenge came when the Devil's Advocates rolled into town and claimed it as their own. She couldn't just stand by and let some no good biker gang do something like that, but they just proved too strong for her to handle on her own. Still, she kept going, rising to the challenge, but she wouldn't be alone. Everyone in town that she had helped or fought, they all joined up, and together they drove the bikers out of town. With everything at peace again, Mattie went back to her usual life, but driving the Devil's Advocates out of town created ripples that Mattie's previous antics didn't. Claremont Academy in Freedom City sent someone out to look. They found Mattie and offered her to join the school. It took some time, convincing, and maybe a firm push from the her family and the people of Rumblefall, but Mattie finally took the offer. Now she finds herself in a strange new place called Freedom City, where super people fly across the sky, super crime and villains are much more dastardly than back home, and you even got to keep your real name secret from everyone. It's a change for sure, but Mattie's always been flexible and adaptible, and sometimes, all you can do is bounce along. PERSONALITY & MOTIVATION Mattie is an enthusiastic and outgoing young woman, who just wants to use her powers and abilities to help others. She is friendly and talkative, and while she genuinely only means well, her constant talking and jokes can be annoying to some. Mattie honestly just wants to be friends with everyone around here. Unused to the city life, both in terms of regular life and super heroics, Mattie can sometimes come off as naive, even if she is a quick learner. She is generally not happy about the greater violence than what she is used to, and meeting more genuinely evil rather than misguided opponents, actual villains, instead of what was mostly just petty squabbles back home in Rumblefall, and she can at times feel overwhelmed by the situations she now faces. Still, she is flexible, and it seems clear that she will adapt, given enough time. A genuine hero at heart, Mattie nonetheless still has a lot to learn. POWERS & TACTICS Mattie's powers appear somewhat cartoony at first, like she has a rubber body that she can shift to anything. She can stretch her body, completely shift it into other forms and configurations, grow wings, become a plane or car, grow claws, turn her hands into drills, grow armor plates, shift her appearance to that of anyone real or imagined, grow additional limbs, put herself back together when hurt, and just about anything else she can think of. Owing to her unique physiology, she is incredible resistant to any kinds of physical damage, and she can easily shift her form to either make herself sturdier or quicker moving, becoming harder to hit. Even Mattie doesn't quite realize the depths and limits of her powers. So far, there is nothing she has tried to do that she haven't been able to do. In combat, Bounce tends to rapidly shift her form, stretching to hit enemies from afar and try to keep everyone that she can safe. She will become whichever form or shape that finds most useful, or just the most fun, for a given situation. COMPLICATIONS Advocating Against the Advocates: One time, a group of bikers rolled into Rumblefall and caused trouble. Their leader had some kind of demonic powers, but Mattie took care of them, saving the day as usual. Too bad that they were part of the Devil's Advocates, and now that Mattie is in Freedom City, the rest of the gang might come looking for her. The GM can award Mattie a Hero Point if they make the Devil's Advocates appear to cause trouble for Mattie, or have their hatred of her escalate a situation. Country Mouse: Mattie's from the small town Rumblefall in Kansas, where she mostly dealt with local super hero stuff, which was rarely anything beyond petty squabbles among the sometimes suddenly empowered townspeople. As such, she can sometimes be overwhelmed by the brutality or sheer evil she might face in Freedom City, giving her pause while she adjusts. If this happens, the GM can, for instance, affect Mattie with the Dazed condition in combat or give her a setback in a social situation and, in turn, give her a Hero Point. Naive: Calling Mattie naive is maybe a bit harsh, but she at least always wants to believe the best about everyone, or at least until she figures out if they are bad guys. The GM can make Mattie automatically fail a Sense Motive check or other social check and be tricked by a bad guy, giving her a Hero Point in return. Rubber Body: Mattie's body is decidedly inhuman, seemingly composed of a sort of rubbery substance. While she appears to have all the organs and bones that one would expect, this seems to be subject to the shape that she chooses for herself. Any medical examinations, even as simple as checking for vitals, can be very difficult, even more so if Mattie is in a non-human shape. The GM can award Mattie a Hero Point if her powers makes it difficult for others to help her with medical issues or other issues related to her body. Secret Identity?: Back in Rumblefall, everyone knows everyone, and there were no need for Mattie to keep a secret identity. Now that she's in Freedom City, that obviously has to change, but despite being told to do so and having her powers that easily lets her hide her identity, Mattie isn't always the best at keeping her secrets. The GM can award Mattie a Hero Point if her actions in fumbling her secret identity worsens a situation. ABILITIES 4 + 4 + 4 + 2 + 0 + 6 = 20PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 16 (+3) COMBAT 6 + 8 = 14PP Initiative: +6 (+2 Dex, +4 Improved Initiative) Attack: +3 Base, +8 Melee (+3 Base, +5 Attack Focus [Melee] Defense: +4 (+4 Base), +2 Flat-Footed, Bouncy Shape +8 (+4 Base, +4 Dodge Focus), Fluid Shape +12 (+4 Base, +8 Dodge Focus) Grapple: +16 (+3 Base Attack, +5 Attack Focus [Melee], +2 Strength, +6 Elongation) Knockback: Fluid Shape -2 (4/2), Bouncy Shape -4 (8/2), Sturdy Shape -6 (12/2) SAVING THROWS 4 + 4 + 6 = 14PP Toughness: Fluid Shape +4 (+2 Con, +2 Protection), Bouncy Shape +8 (+2 Con, +6 Protection), Sturdy Shape +12 (+2 Con, +10 Protection) Fortitude: +6 (+2 Con, +4) Reflex: +6 (+2 Dex, +4) Will: +6 (+0 Wis, +6) SKILLS 44R = 11PP Acrobatics 8 (+10) Diplomacy 7 (+10) Escape Artist 3 (+5) Gather Information 7 (+10) Medicine 5 (+5) Notice 10 (+10) Search 4 (+5) FEATS 11PP Acrobatic Bluff Attack Focus [Melee] 5 Improved Initiative 1 Luck 2 Takedown Attack 2 POWERS 6 + 10 + 10 + 12 + 2 + 27 + 13 = 80 All powers have the descriptors Mutation, Physical and Shapeshifting unless otherwise noted Elongation 6 (250 ft.) [6PP] (Descriptors: Elongated Girl) Immunity 20 (All Non-Lethal Physical Damage; Flaws: Limited [Half Effect]) [10PP] (Descriptors: Physical Resistance) Malleable Body Array 4 (8PP Array; Feats: Alternate Power 2) [10PP] BP: {4 + 4 = 8/8PP} (Descriptors: Bouncy Shape) Enhanced Feat 4 (Dodge Focus 4; Total Defense +8) [4PP] Protection 4 (Total Toughness +8) [4PP] AP: Protection 8 (Total Toughness +12) {8/8} (Descriptors: Sturdy Shape) AP: Enhanced Feat 8 (Dodge Focus 8; Total Defense +12) {8/8} (Descriptors: Fluid Shape) Morph 4 (Any form with same mass; Diguise +20) [12PP] (Descriptors: Shapeshifter) Protection 2 [2PP] Shapeshift 3 (15PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action 2 [Free]) [27PP] (Descriptors: Megamorph) Sample powers Shifting Strikes Array 5.5 (11PP Array; Feats: Alternate Power 2) [13PP] BP: Damage 6 (Feats: Improved Critical 2, Mighty, Variable Descriptor 2 [Any shapeshifting]) {11/11} (Descriptors: Shapeshifted Strike) AP: Snare 8 (Extras: Engulf (+0); Flaws: Range [Touch]; Feats: Obscure Senses 2 [Sight, Hearing], Reversible) {11/11} (Descriptors: Wrap-Around) AP: Stun 8 (Flaws: Action [Full]; Feats: Improved Critical 2) {10/11} (Descriptors: Massive Strike) DRAWBACKS DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch, 250 ft. DC17 Tou (staged) Damage +8 Shapeshifted Strike Touch, 250 ft. DC23 Tou (staged) Damage +8, Crit 18-20 Wrap-Around Touch, 250 ft. DC23 Ref (staged) Fail: Entangled >5: Bound and Helpless +8 Massive Strike Touch, 250 ft. DC23 Fort (staged) Fail: Dazed >5: Stunned >10: Unconscious +8, Crit 18-20 Totals: Abilities (20) + Combat (14) + Saving Throws (14) + Skills (11) + Feats (11) + Powers (80) - Drawbacks (0) = 150/157 Power Points
  3. Forever Boy Pan smiles as he looks at Tun, like he knows exactly what the AI is thinking. "I am all for sharing my tales, but perhaps it is time to get the show started, no? Where is the action?" Now Pan is the one that seems impatient. "If you need it, then ask me question while we get going. I can multi task."
  4. ARCHER II "Ah, hell." Connor is ready for something happening, but not that. The freak becomes even freakier, breaking his entire body into some kind of monstrous shape and coming straight for him. The thug's got no idea what's going on, of course. He's probably just been used by the real bad guys, which means he's not important right now. He's let the steel mesh arrow he had selected fly, then fire another and another, hoping to layer them on top of the monster, while beginning to move to the side, away from the thug. Hopefully it can hold that freak, but otherwise he'll have to go for something actually dangerous.
  5. Alright, shot with a Snare Arrow it is, with the Autofire extra, and additional +5 from the Aim bonus: 33 I'm hoping that'll give the full +3 bonus from Autofire, so that should be a DC19 Ref save vs. Snare
  6. Archer II: 2 Posts = 1PP Cool Drugs (2) The Sword, the Gold, the Arrow (0) Bounce: 3 Posts + 7 Titanium posts = 10 Posts = 2PP Big City Lights (3) Ghost: 1 Posts + 9 GM = 10 Posts = 2PP +2PP [Vignette] = 4PP Ghosts and Grimalkins: Family Matters (1) Written in the Stars (0) Vignette: Ultimate Ghost (1000+ words) [+2PP] Rex Atom: 1 Post = 1PP A Journey Into Mystery (1) Spaceman: 6 Posts + 4 GM posts = 10 Posts = 2PP + 1PP [Guide Point] = 3PP Barking Raven Arcade (2) Mind And Matter (2) Only Monsters Left Alive (2) Never Was (0) Space Ranger III: 0 Posts + 1 GM posts = 1 Posts = 1PP Aphelion (0) GM: 8 GM posts = 16 posts A Journey Into Mystery (1) Deviations (1) Ghosts and Grimalkins: Family Matters (0) Mind And Matter (2) Oh No, There Goes Tokyo (1) Operation Ares (1) Power Vacuum (1) Survival Class: Survival in the Hereafter (1) Titanium Characters: 1+6 = 7 posts Forever Boy: 1 Posts The House of the Caged Sun (1) Stormcrow: 6 Posts Dance Beneath the Stars (2) It is Black and It’s Hollow and It’s Cold (2) Mystery Guardian's Theater (1) Oh no, there goes Tokyo! (0) Power Vacuum (1) Teenage Dream (1) GM posts: 9 GM posts to Ghost 4 GM posts to Spaceman 1 GM post to Space Ranger III 2 GM posts left over, in case of miscounts Titanium posts: 7 Titanium posts to Bounce Guide point: 1PP to Spaceman
  7. @Poncho @Tiffany Korta @Kaede Kimura let's see some initiative rolls for when I get my laptop back so we can get things going.
  8. GM The moment they are all in the room, everything falls apart Everything around them breaks into a rainbow kaleidoscope of color. Rushing around them, moving at breakneck speed. Everything and nothing all at once. A barrier that breaks the wall between worlds. Falling into the great nothing, falling into the great everything. And then they land, hard, crashing down onto a floating platform in the middle of the rainbow space. Remains of the Goodman Building, from before it became the Atomic Tower, floats around them, platforms within and outside reach. Before them, a short distance away, there is half a woman. The left half, to be precise. Her young blonde hair floats in space. Her face is locked in a scream. She is unmoving, frozen in time and space, and yet, there is a definite sense that she is struggling, that she is stuck. Stuck between this realm and her own. She is not alone. By her side, floating in the kaleidoscope of color, there is man shaped beings that are not men. They are hard to look at, a shimmering absence and presence, a distortion in time and space. It is difficult to count them, it hurts to look at them for too long, beings that are both empty and full, like they exist in more than 4 dimensions, drawing in the rainbow light around them. One by one, they turn. And the young woman screams. A single word escapes her frozen lips. HELP! The group of explorers stand alone. And the strange human shaped holes in this world between realities turn towards them. Welcome to Z-Space
  9. The STORMCROW Taking a step to the side, Stormcrow spins his staff to deflect the blow from the Legion duplicate, but he isn't really paying attention right now. His attention is all over the battlefield. Paper is doing fine, but the prolonged fight is starting to take its toll on everyone, especially Nightscale and Ghule. "Back each other up! We need to find the prime duplicator! Paper's got the right idea, take down their leader before he gets to the rest of them!" Get a quick overview of whatever else is going on... the Star Khan is still helping, at least.
  10. Gonna spend a Hero Point on Inspire to give Shadowborne, Nightscale, Ghule, Multi-Girl and Shift a +5 boost to Attack, saves and checks until my next turn, should hopefully help the ones with bruises stick around.
  11. Spaceman He doesn't even care. Whatever that thing is, it doesn't even care about what Parker is doing. It doesn't even distract him. He has to do something different. Just hitting it with enhanced strength won't do it. "Do you think that anyone here will stop fighting?" he asks. Focus. Don't just try to hurt things, expand, use his powers. Use his head. "Why are you this desperate to get your hands on Lawrence? And if you're this powerful, then why do you need to put on a show like this?" He reaches out and touches the barrier, placing his hand on it. Break it. Pour all his power into it. Millions of tiny pint point explosions all across it, pulling and pushing it in all directions, weaken the space that connects it. "We won't let you take him."
  12. Well, not sure if Parker can hear Vueriz since he's over by the entity already, but he will stunt to get this Blast power off his Space Control Array (minding that his current base attack bonus for this thread is +8) Damage 8 (Extras: Autofire, Penetrating; Feats: Affects Insubstantial 2, Indirect 3, Variable Descriptor 2 [Space Manipulation]) {31/32} And rolling to attack the barrier with that, essentially trying to break it down by manipulating the space in the barrier to weaken. Since it's stationary, no attack roll, but full Power Attack for +5, to DC30 + however much you want to add from Autofire and Penetrating in case of Impervious... or adding it to the combo, however you want to play it!
  13. GHOST Yeesh... that snake alien is tough. Just absolutely tanking when he tries to scramble their entire nervous system, and going straight for Patriot too... can't have that! "Right here, Patriot!!" He rushes out of the floor next to her, flying straight towards the snake alien, passing a hand through it, to, hopefully, actually do some damage this time. "Lay it on me, boss lady!" he calls out as he swerves around, flying back to Patriot's side.
  14. Ghost flies towards Yass'ir and tries to hit them with another damage: 26 I think that's a hit, so another DC27 TOU save if I'm right, and a secondary damage against that next turn too.
  15. Archer II: 0 Posts + 1 Titanium post = 1 Posts = 1PP Cool Drugs (0) The Sword, the Gold, the Arrow (0) Ghost: 1 Posts + 0 GM/Titanium post = 1 Posts = 1PP + 1PP [Guide Point] = 2PP Ghosts and Grimalkins: Family Matters (0) Written in the Stars (1) Rex Atom: 0 Posts + 1 GM = 1 Posts = 1PP A Journey Into Mystery (0) Spaceman: 1 Posts + 0 GM/Titanium post = 1 Posts = 1PP Deviations (0) Mind And Matter (0) Only Monsters Left Alive (0) Never Was (1) Space Ranger III: 0 Posts + 1 GM posts = 1 Posts = 1PP Aphelion (0) GM: 1 GM posts = 2 posts A Journey Into Mystery (1) Deviations (0) Ghosts and Grimalkins: Family Matters (0) Mind And Matter (0) Oh No, There Goes Tokyo (0) Operation Ares (0) Power Vacuum (0) Survival Class: Survival in the Hereafter (0) Titanium Characters Forever Boy: 0 Posts The House of the Caged Sun (0) Stormcrow: 1 Posts Dance Beneath the Stars (1) It is Black and It’s Hollow and It’s Cold (0) Oh no, there goes Tokyo! (0) Power Vacuum (0) Teenage Dream (0) GM posts: 1 GM posts to Rex Atom 1 GM posts to Space Ranger III Titanium posts: 1 Titanium posts to Archer II Guide point: 1PP to Ghost
  16. Sheet should be finished, aside from backstory needing to be written out instead of just being in a note form. Any thoughts, anyone want to try to check the math? Bounce Power Level: 10 Effective Power Level: 8 Power Points: 150/150PP Unspent Power Points: 0 Trade-Offs: No Offensive, Defensive switch between TOU+4/Def-4, TOU+0/Def+0 and TOU-4/Def+4 In Brief: Happy-go-lucky shapeshifter hero! Catchphrase: "Let's Bounce!" Main Theme: Welcome to the Show - Britt Nicole Other Themes: Playlist Alternate Identity: Matilda 'Mattie' Hopper aka Bouncin' Mattie Birthplace: Rumblefall, Kansas Residence: Claremont Academy, Freedom City Base of Operations: Claremont Academy, Freedom City Occupation: Student Affiliations: Claremont Academy Family: Jonathan 'Johnny' Hopper (Father, born 1982), Veronica 'Ronnie' Hopper (Mother, born 1983), Samantha 'Sammie' Hopper (Sister, born 2011), Duke Hopper (Paternal grandfather, born 1945) DESCRIPTION Age: Born May 23rd, 2008 Gender: Female Ethnicity: Caucasian Height: 5’6’’, but variable Weight: 120 lbs., but variable Eyes: Brown, shapeshifted purple when in heroic identity Hair: Black, shapeshifted purple when in heroic identity Mattie is a slim and athletic young woman with short black hair big brown eyes. She usually wears loose clothing in bright colors, preferring shorts and t-shirts. She is almost always smiling and enthusiastic. As Bounce, Mattie generally wears a formfitting purple costume with white details and lines on her sides and chest. Using her shapeshifting abilities, including shifting her eye and hair color to purple, changing her hairstyle and shifting her features enough that no one should be able to recognize her as Mattie. While her costume is usually consistent, it changes along with Mattie and can quickly change in both design and color. HISTORY Grew up in small town where everyone knows everyone, regular happy and well liked girl Small meteors fall on the town, empowers people, Mattie gets her powers and becomes Bouncin' Mattie, keeping the peace Mostly deals with small time things, feuds where someone suddenly finds a meteor and gets powers, then decides to solve a family feud or do something illegal but slightly silly. Everyone knows everyone, so Mattie finds them and stops them. Most serious stuff is out of towners coming in and trying to find the meteors or do other things, only for Mattie to stop them A recurring bad guy tries to steal from the local store, only to be stopped every time, being all chummy with Mattie when he does Callie Summers sends Stormcrow to figure it out, he finds her, offers her a place at Claremont, entire town sees her off She comes to Freedom and Claremont, where it's suggested she doesn't use her name as her super hero name, so she becomes Bounce instead of Bouncin' Mattie. Having a secret identity is very novel and exciting! Got a bit of a big city shock and is bit naive about super heroing, but really wants to do her best Rumblefall's a nice little town in Kansas. Everyone knows everyone, and while the town has its share of troublemakers, everyone generally gets along. It is also the only place that one Matilda 'Mattie' Hopper has ever known, growing up as everyone's favorite kid sister and friend, always out to make everyone smile and be happy. It could've continued on like that forever, and Mattie would've been more than happy, but Rumblefall has a secret, y'see. One that they keep secret from outsiders. One fateful night when Mattie was 14, glowing colorful meteors fell from the sky, raining down all over the town and the surrounding area. Anyone that found one of these meteors and touched them got some kinda power. Some folks decided to use their new powers to settle old disputes, causing all kinds of trouble in Rumblefall. Almost like those meteors made them want to cause trouble, to use their new powers. Mostly minor stuff, nothing that'd get any big time super heroes involved, but it was enough to be enough to be a nuisance, and some people got hurt. Mattie couldn't just stand by and let that happen. She decided she had to do something about, so out she went, looking for a meteor of her own. Something that could give her the power to help people. She found a pretty purple one, embedded deep within an old oak tree. Now, some folks got real strong, some got real fast. Some could shoot lasers outta their eyes, sneeze lightning or fart storms. Maybe they could grow to giant size, or just got real good at talkin' to their livestock. But Mattie? Mattie could bounce. Bouncin' Mattie made her way around Rumblefall, quickly becoming a local hero that'd show up to stop the troublemakers. It was good times for the young hero, and she would just as readily stop a bad guy by making friends with them than she would by beating them up. Family feuds, big trouble, cattle herds going crazy or that one guy that kept trying to rob the local store? Mattie'd be there to stop 'em, and it would all be one big adventur. Mattie's first big challenge came when the Devil's Advocates rolled into town and claimed it as their own. She couldn't just stand by and let some no good biker gang do something like that, but they just proved too strong for her to handle on her own. Still, she kept going, rising to the challenge, but she wouldn't be alone. Everyone in town that she had helped or fought, they all joined up, and together they drove the bikers out of town. With everything at peace again, Mattie went back to her usual life, but driving the Devil's Advocates out of town created ripples that Mattie's previous antics didn't. Claremont Academy in Freedom City sent someone out to look. They found Mattie and offered her to join the school. It took some time, convincing, and maybe a firm push from the her family and the people of Rumblefall, but Mattie finally took the offer. Now she finds herself in a strange new place called Freedom City, where super people fly across the sky, super crime and villains are much more dastardly than back home, and you even got to keep your real name secret from everyone. It's a change for sure, but Mattie's always been flexible and adaptible, and sometimes, all you can do is bounce along. PERSONALITY & MOTIVATION Mattie is an enthusiastic and outgoing young woman, who just wants to use her powers and abilities to help others. She is friendly and talkative, and while she genuinely only means well, her constant talking and jokes can be annoying to some. Mattie honestly just wants to be friends with everyone around here. Unused to the city life, both in terms of regular life and super heroics, Mattie can sometimes come off as naive, even if she is a quick learner. She is generally not happy about the greater violence than what she is used to, and meeting more genuinely evil rather than misguided opponents, actual villains, instead of what was mostly just petty squabbles back home in Rumblefall, and she can at times feel overwhelmed by the situations she now faces. Still, she is flexible, and it seems clear that she will adapt, given enough time. A genuine hero at heart, Mattie nonetheless still has a lot to learn. POWERS & TACTICS Mattie's powers appear somewhat cartoony at first, like she has a rubber body that she can shift to anything. She can stretch her body, completely shift it into other forms and configurations, grow wings, become a plane or car, grow claws, turn her hands into drills, grow armor plates, shift her appearance to that of anyone real or imagined, grow additional limbs, put herself back together when hurt, and just about anything else she can think of. Owing to her unique physiology, she is incredible resistant to any kinds of physical damage, and she can easily shift her form to either make herself sturdier or quicker moving, becoming harder to hit. Even Mattie doesn't quite realize the depths and limits of her powers. So far, there is nothing she has tried to do that she haven't been able to do. In combat, Bounce tends to rapidly shift her form, stretching to hit enemies from afar and try to keep everyone that she can safe. She will become whichever form or shape that finds most useful, or just the most fun, for a given situation. COMPLICATIONS Advocating Against the Advocates: One time, a group of bikers rolled into Rumblefall and caused trouble. Their leader had some kind of demonic powers, but Mattie took care of them, saving the day as usual. Too bad that they were part of the Devil's Advocates, and now that Mattie is in Freedom City, the rest of the gang might come looking for her. The GM can award Mattie a Hero Point if they make the Devil's Advocates appear to cause trouble for Mattie, or have their hatred of her escalate a situation. Country Mouse: Mattie's from the small town Rumblefall in Kansas, where she mostly dealt with local super hero stuff, which was rarely anything beyond petty squabbles among the sometimes suddenly empowered townspeople. As such, she can sometimes be overwhelmed by the brutality or sheer evil she might face in Freedom City, giving her pause while she adjusts. If this happens, the GM can, for instance, affect Mattie with the Dazed condition in combat or give her a setback in a social situation and, in turn, give her a Hero Point. Naive: Calling Mattie naive is maybe a bit harsh, but she at least always wants to believe the best about everyone, or at least until she figures out if they are bad guys. The GM can make Mattie automatically fail a Sense Motive check or other social check and be tricked by a bad guy, giving her a Hero Point in return. Rubber Body: Mattie's body is decidedly inhuman, seemingly composed of a sort of rubbery substance. While she appears to have all the organs and bones that one would expect, this seems to be subject to the shape that she chooses for herself. Any medical examinations, even as simple as checking for vitals, can be very difficult, even more so if Mattie is in a non-human shape. The GM can award Mattie a Hero Point if her powers makes it difficult for others to help her with medical issues or other issues related to her body. Secret Identity?: Back in Rumblefall, everyone knows everyone, and there were no need for Mattie to keep a secret identity. Now that she's in Freedom City, that obviously has to change, but despite being told to do so and having her powers that easily lets her hide her identity, Mattie isn't always the best at keeping her secrets. The GM can award Mattie a Hero Point if her actions in fumbling her secret identity worsens a situation. ABILITIES 4 + 4 + 4 + 2 + 0 + 6 = 20PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 16 (+3) COMBAT 6 + 8 = 14PP Initiative: +6 (+2 Dex, +4 Improved Initiative) Attack: +3 Base, +8 Melee (+3 Base, +5 Attack Focus [Melee] Defense: +4 (+4 Base), +2 Flat-Footed, Bouncy Shape +8 (+4 Base, +4 Dodge Focus), Fluid Shape +12 (+4 Base, +8 Dodge Focus) Grapple: +16 (+3 Base Attack, +5 Attack Focus [Melee], +2 Strength, +6 Elongation) Knockback: Fluid Shape -2 (4/2), Bouncy Shape -4 (8/2), Sturdy Shape -6 (12/2) SAVING THROWS 4 + 4 + 6 = 14PP Toughness: Fluid Shape +4 (+2 Con, +2 Protection), Bouncy Shape +8 (+2 Con, +6 Protection), Sturdy Shape +12 (+2 Con, +10 Protection) Fortitude: +6 (+2 Con, +4) Reflex: +6 (+2 Dex, +4) Will: +6 (+0 Wis, +6) SKILLS 44R = 11PP Acrobatics 8 (+10) Diplomacy 7 (+10) Escape Artist 3 (+5) Gather Information 7 (+10) Medicine 5 (+5) Notice 10 (+10) Search 4 (+5) FEATS 11PP Acrobatic Bluff Attack Focus [Melee] 5 Improved Initiative 1 Luck 2 Takedown Attack 2 POWERS 6 + 10 + 10 + 12 + 2 + 27 + 13 = 80 All powers have the descriptors Mutation, Physical and Shapeshifting unless otherwise noted Elongation 6 (250 ft.) [6PP] (Descriptors: Elongated Girl) Immunity 20 (All Non-Lethal Physical Damage; Flaws: Limited [Half Effect]) [10PP] (Descriptors: Physical Resistance) Malleable Body Array 4 (8DP Array; Feats: Alternate Power 2) [10PP] BP: {4 + 4 = 8/8PP} (Descriptors: Bouncy Shape) Enhanced Feat 4 (Dodge Focus 4; Total Defense +8) [3PP] Protection 4 (Total Toughness +8) [3PP] AP: Protection 8 (Total Toughness +12) {8/8} (Descriptors: Sturdy Shape) AP: Enhanced Feat 8 (Dodge Focus 8; Total Defense +12) {8/8} (Descriptors: Fluid Shape) Morph 4 (Any form with same mass; Diguise +20) [12PP] (Descriptors: Shapeshifter) Protection 2 [2PP] Shapeshift 3 (15PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action 2 [Free]) [27PP] (Descriptors: Megamorph) Sample powers Shifting Strikes Array 5.5 (11PP Array; Feats: Alternate Power 2) [13PP] BP: Damage 6 (Feats: Improved Critical 2, Mighty, Variable Descriptor 2 [Any shapeshifting]) {11/11} (Descriptors: Shapeshifted Strike) AP: Snare 8 (Extras: Engulf (+0); Flaws: Range [Touch]; Feats: Obscure Senses 2 [Sight, Hearing], Reversible) {11/11} (Descriptors: Wrap-Around) AP: Stun 8 (Flaws: Action [Full]; Feats: Improved Critical 2) {10/11} (Descriptors: Massive Strike) DRAWBACKS DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch, 250 ft. DC17 Tou (staged) Damage +8 Shapeshifted Strike Touch, 250 ft. DC23 Tou (staged) Damage +8, Crit 18-20 Wrap-Around Touch, 250 ft. DC23 Ref (staged) Fail: Entangled >5: Bound and Helpless +8 Massive Strike Touch, 250 ft. DC23 Fort (staged) Fail: Dazed >5: Stunned >10: Unconscious +8, Crit 18-20 Totals: Abilities (20) + Combat (14) + Saving Throws (14) + Skills (11) + Feats (11) + Powers (80) - Drawbacks (0) = 150/150 Power Points
  17. GM Tracy smiles approvingly at Michael when he shows his interest, and, with some reluctance, lets go of him to shake Michael's hand. "Ah, still learning all the bureaucracy myself. Mom usually takes care of that, but I guess somebody will have to take over the family business when somebody is more busy playing super hero." She looks at Parker with a rather pointed look, before sticking out her tongue and turning to Daniel and Iris. "But you two! You gotta be the telepathic twins, right? Right?" She sounds excited. The science is clearly her passion. "So, the idea here is that we're trying to set up telepathic communication. Like a phone or a headset or something like that, but with telepathic communication instead of having to talk. Quicker, easier, hopefully wider range, but not easy to figure out." She smiles, and holds her hands out to the twins. "Which is where you come in. We need to get some data, see what happens when you use your powers, but can you tell me something about yourselves first? Like, what are your powers like? Do you know how they work? Did you get them in some kind of accident, were you born with them?" She is talking fast, going a million miles an hour.
  18. GM "Don't be too happy about explosions and world wars, Mr. Botez," Doctor Macedon mentions as she starts running towards the explosion. "My grandfather told me that a group of students got sent back to the second world war to fight nazi super villains once." She pauses and grimaces. "I don't want that to happen again." Carmen soon finds the source of the explosion of flying statue that almost hit her. In the middle of the park where she passed by before, that is now a large crater, with a woman with short white hair dressed in a blue costume with a gold chest plate and white cape lying on her back. She appears to be barely concious, her costume torn showing bruises and scrapes underneath. Meanwhile, the rest of the group is reaching the source of the explosion, at the edge of the park in the city. Several costumed individuals, all wearing rather futuristic costumes, are on the ground or in buildings, while a group of men and women in uniforms with black legs, dark grey shirts and red markings showing two jagged S symbols on the chest. They are all heavily armed and seem to be regrouping.
  19. The STORMCROW "Hey, we both know you'd be the one complaining complaining first if you got me in the face," Charlie quips in response to Bernie's own poor dear quip. Taking a step back, he bows to Vik and Bernie with a flourish. "Well, guess I'll referee then. Everyone fighting over me again, been a while since that happened."
  20. ARCHER II Connor ignores the man's pleading. Kids or no kids. They'll be better off without someone like this man taking care of them. The city government probably won't be much help, but this way, they won't be mixed up with drugs again. The way that the albino has started to tremble is concerning, though... "What's he doing?" Instinctively, he reaches for another arrow. A steel mesh snare, something that should hopefully be able to hold him, in case he acts up.
  21. GM The Katanarchist almost growls as they pulls back for another strike. There is something animalistic about the sound, something not quite human about the sound. They don't have much chance to do anything, before Neko strikes with her naginata. The moment that it connects, the illusory weapon causes the ninja to flinch and stop, like it was a real weapon. They don't even have the time to respond.
  22. The STORMCROW The new ninja is moving fast. Seems better than the others. Their leader, maybe? Whatever the cause, they go straight for Neko, and she recognizes him, calling him Katana's dog. Right, backstory development it is. While she prepares a burning naginata, Charlie throws a ravenrang right past the ninja's face, drawing attention long enough to distract them from their next strike.
  23. Yes, you were up @Avenger Assembled, and sorry about delays this month. Stormcrow is gonna use Aid to Neko to give her higher Defense against the Elite Ninja, since you don't need a bonus to your attack roll: 20, that's +5 Defense for Neko on the next attack. I assume that you will hit once the Elite Ninja approaches, so he's hit by the readied action, for a DC25 Will Save vs. Damage: 19, Bruised and Dazed, which means @Spacefurry is up while the ninja clears the daze. As noted below, there are no ninjas visible on the ground, but 4 in the rafters and the Elite Ninja in melee with Neko. 28 - Stormcrow - 7HP - Unharmed 27 - Elite Ninja - Bruise (x1) 24 - Paper - 4HP - Unharmed 23 - Multi-Girl Dupe - Bruise (x1) 17 - Ninjas - Minions - 10x Defeated, none visible on the ground, at least 4 in the rafters (under effects of Obscure) 17 - Multi-Girl - 2HP - Unharmed 9 - Neko - 1HP - Unharmed
  24. That gets everyone: Soldiers saves in order, last ones being the ones already affected: 14 13 17 11 27 19 16. That ends up with 5 being paralyzed and 2 being slowed Doctor Deviation: 19 Give me an IC @Thevshi, then I'll follow up with Spaceman 28 - Experimental Soldiers x7 - 2 slowed, 5 paralyzed 21 - Timeout - 1HP - Unharmed 20 - Spaceman - 2HP - Unharmed 19 - Gamma Buzz - 0HP - Unharmed 9 - Doctor Deviation - Unharmed, Slowed
  25. I'd like to try to use Pan's Mind Reading power to try and skim Tun's surface thoughts. That's a DC22 Will Save, unless she's immune to Mind Reading effects, of course.
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