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RocketLord

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  1. Archer II Power Level: 12 (built as PL 10; 248/250PP) Unspent Power Points: 0PP Trade-Offs: (Ranged Attacks) +4 Attack / -4 Damage, +4 Defense / -4 Toughness  In Brief: Rebellious hero trained by the original Archer, out to prove himself and his mentor as heroes to the world. Theme: Rogue - DizzyEight ft. Johnald & KBN Chrollo Alternate Identity: Connor King (Secret) Birthplace: Southside, Freedom City Residence: Southside, Freedom City Base of Operations: Southside, Freedom City Occupation: Adventurer, Crime Fighter Affiliations: Ethan Keller (Archer I), Evangeline (Kismet II) Family: Rachel King (Mother, deceased), Fabian King (Father, deceased) Description: Age: DoB: 2001, [May 4th] Gender: Male Ethnicity: Caucasian Height: 5'10 Weight: 180 lbs. Eyes: Blue Hair: Brown Connor is a man with an athletic builde, owing to his regular and intense training schedule. He has short brown hair, shaved in a buzzcut, and blue eyes. He will usually dress in jeans and t-shirts or tank tops, with little preference in color. As Archer II, Connor wears a form fitting dark red and white uniform, loosely based on the original Archer's. On his upper body, he wears a white top with a red triangle pointing down from his neck and ending just below his solar plexus. A red cowl is connected to the red part of the top, leaving his nose and mouth free, while his eyes are hidden behind white lenses. He wears red pants, with a red belt with multiple pouches and a white V shaped belt buckle. He wears white boots with red shoelaces, toes and soles. Connor wears a white jacket with a hood over his upper body. The jacket has a red V on each should, and a red V across the chest when it is zipped. He wears red gloves that reach about halfway up his forearm, ending in a flare. He wears a dark red quiver with arrows on his back and uses a metallic bow. History: Connor King were born and raised in Southside, Freedom City, to Rachel and Fabian King. They were young parents, high school drop outs that tried to make their way on the street, often with little success. All their dreams of leaving Southside behind for a better life were continually thwarted: Not by others. Though they did their best to shield young Connor, and were, by all accounts, as good parents as they could be, it could not last. What started as addiction to prescription pain killers due to an accident spiraled into harder drugs, until, finally, the pair were killed for their stash. Connor, only 6 years old at the time, were sent into the foster care system. What followed was years spent going in and out of orphanages, moving from home to home, never staying long. Connor's own issues caused him to lash out, losing him many seemingly stable homes in the process. Finally, at age 11, he ran away, escaping back to Southside in Freedom City. He wanted revenge. Everyone he knew had failed him, so he would make it on his own. Falling in with a gang, more for survival and everything else, Connor had turned 12 by the time he was sent to steal a car. It was some security consultant that had been hired to protect a place they were trying to hit, and Connor was the distraction. Easy to do, easy to handle. Of course, Ethan Keller was no ordinary security consultant. Until he hang up his costume and bow after the Terminus Invasion of 1992, he had been known as Archer. For Ethan, history repeated itself, as he met Connor the very same way Bowman III had first met Ethan. As Connor struggled to escape, Ethan saw a kindred spirit, and a fire that had long been doused awakened in him. To Connor's initial protests, Ethan took him as a protege. All protests eventually stopped, as Ethan revealed his past and his goals for Connor. For the next six years, Connor King trained under Ethan Keller. Provided and cared for, the angry teenager slowly grew into a confident, if still angry, young man. It was hard work, but Connor grew quickly, as Ethan tutored him in not just the skills, but also the knowledge and ethics needed to become a true hero, learned from his own hard life. Based more on his own research and interpretation than anything Ethan taught him, Connor began to see the Archer as the underdog, as the hero that had stayed even when everyone had left, and yet had been left with a tarnished reputation. Aiming part of his anger at the heroes he felt had abandoned his mentor, Connor resolved to become the best, to prove that the Archer's methods worked, even as Ethan worked to reign back some of the more extreme ideas. In June 2019, the Archer appeared once again, prowling the streets of Freedom City, where he quickly got into trouble with heroes and villains alike, including establishing a rivalry with the hero Facsimile, which would eventually turn into grudging respect, and getting involved with a number of heroes such as Shooting Star. He quickly established a reputation as a skilled hero, though one with a chip on his shoulder. A few years after Connor had entered the scene, a young woman named Evangeline showed up on Ethan's doorstep and announced that she was Kismet's daughter, who had survived growing up in the Terminus alongside her mother. Eventually, Kismet died sending her daughter to Earth-Prime, where she had been told to seek out Ethan. After taking the time to confirm things, Ethan decided that it would be good for Connor to team up with Evangeline to put her chaotic powers to good use. They do, of course, not get along as well as Ethan had hoped. Personality & Motivation: Connor is a serious, stand offish young man. He is greatly distrustful of most authority, or those that he perceive to be authorities in some way. Supremely confident in his own abilities and methods, Connor will almost always believe that he knows best in any given situation, and even if he doesn't, he will try to act as if he does. His desire not to kill is fueled by the same feeling of superiority: Killing someone would be easier than the lengths he go to simply disabling them. If he's that good, then why would he need to kill? Connor has some anger issues, perhaps owing to the deaths of his parents and his time in the foster system, though he is far from a hothead, and will rarely fly off the handle. Connor displays a particular hate for drug and weapon dealers, which he has confirmed is due to the way his parents died. While simply taking revenge for his parents' murder was his initial reason for taking up the Archer mantle, Connor's mission has since evolved to protecting those in need and proving to the world that the Archer, both the original and himself, is a hero worth respect. Connor absolutely loves cats, owning three American Bobtails: Arthur, Alexander and Ajax. Powers & Tactics: When in a fight, Connor prefers to start off with an ambush, if at all possible, taking the necessary time to set up and stay hidden, before taking down as many targets at once before being discovered, usually focusing on disabling smaller, weaker targets first, before focusing on the more serious threats. Once discovered, he will fight openly, doing his best to stay at a distance from his foes, maintaining his advantage at a range. Power Descriptions: Everything Connor can do is the results of years of training and use of specialized equipment. He posses no super powers or anything of the like, though he is a master marksman with any weapon, even if he specializes in using a bow and assorted trick arrows, created either by Ethan Keller, the original Archer, or himself. He is constantly updating and upgrading his arsenal, giving him a varied number of responses to any given situation. Working together with his mentor, Connor has developed a style of movement in combat that makes it difficult to make out his exact position, based around near constant movement and attempting to predict enemy positions and actions. While not always succesful, Connor's training helps him evade many attacks, though it does little against those targeting him with senses other than sight. Complications: Secret Identity: So far, only the original Archer knows that Connor has taken up the mantle. Secret identities are, of course, known to be a source of trouble. Out Of Arrows: You can only bring so many arrows at once. Connor might run out of a particular type of arrow, making the related power unusable until he can restock, or maybe a lucky shot hits his quiver, forcing him to abandon it. Perhaps a strong enough knockback can cause the arrows to scatter even from the secured quiver, forcing Connor to pick them up again if he want to continue fighting Legacy of the Iron Age: The first Archer was a hero during the Iron Age, and in some ways, he became a symbol of what it represents. Some might remember him as a hero, others as someone barely better than the villains he fought. In any case, the legacy and memory of the first Archer can easily affect people's opinion of the new one. And who knows? Maybe the original Archer still has enemies out there. Rage Against the Machine: Connor has a problem with authority, whether it be policemen, teachers or established super heroes, like the Freedom League. Though he will work with established heroes if needed, Connor is likely to create a tense situation, be it ignoring orders due to a perceived slight or just by complaining about any problems he might have with the particular hero. Rule Number One: Despite the original Archer's brutal methods, the first rule he taught Connor was simple: Always save the civilians. If any civilians are in danger, Connor will always focus on saving them first, whether by getting them out of danger or disabling those targeting them. Outlaw Hero: Connor has taken his mentor's words to heart, and even if the police and other law enforcement agencies are not as corrupt as they were during the Iron Age. While Connor will not go out of his way to antagonize law enforcement, he also won't let them get in his way. Abilities: 6 + 10 + 12 + 2 + 6 + 4 = 40PP Strength: 16 (+3) Dexterity: 20 (+5) Constitution: 22 (+6) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 20 + 18 = 38PP Initiative: +13 (+5 Dex, +8 Improved Initiative) Attack: +10 Base, +10 Melee (+10 Base), +14 Ranged (+10 Base, +4 Attack Focus [Ranged]) Defense: +14 (+9 Base, +5 Dodge Focus), +5 Flat-Footed Grapple: +13 (+10 Attack, +3 Strength) Knockback: -3 (Toughness/2) Saving Throws: 4 + 5 + 9 = 18PP Toughness: +6 (+6 Con) Fortitude: +10 (+6 Con, +4) Reflex: +10 (+5 Dex, +5) Will: +12 (+3 Wis, +9) Skills: 160 R = 40PP Acrobatics 10 (+15) Bluff 8 (+10) Concentration 7 (+10) Craft [Mechanical] 9 (+10) Drive 10 (+15) Gather Information 8 (+10) Intimidate 13 (+15) Investigate 9 (+10) Knowledge [Streetwise] 14 (+15) Knowledge [Tactics] 9 (+10) Medicine 7 (+10) Notice 12 (+15) Pilot 5 (+10) Search 14 (+15) Sense Motive 12 (+15) Stealth 10 (+15) Survival 3 (+6) Feats: 83PP Accurate Attack Acrobatic Bluff Attack Focus 4 [Ranged] Challenge 3 [Fast Acrobatic Bluff, Fast Taunt, Notice-Lip Reading] Benefit 1 [Mentor - Archer I - Can provide knowledge and tactics suggestions, potential knowledge, per GM's discretion] Defensive Attack Dodge Focus 5 Eagle Eyes [Visual Notice checks have range increment of 100 feet, instead of 10 feet. Equal to 1 rank of Super-Senses [Extended Vision]] Equipment 3 Evasion 2 Improved Aim Improved Critical 2 [Bow] Improved Initiative 2 Improved Ranged Disarm Luck 3 Move-By Action Power Attack Precise Shot 2 Quick Draw 2 Ranged Pin Sidekick 41 Takedown Attack Taunt Ultimate Effort [Ultimate Aim] Uncanny Dodge [Visual] Equipment: 3PP = 15EP Commlink [1EP] Flash Goggles [1EP] Mini-Tracer [1EP] Night Vision Goggles [1EP] Signal Flare [1EP] Sky-Bike (Vehicle; Flying Bike) [10EP] Powers: 4 + 21 + 4 = 29 PP Concealment 4 (Options: All Visual Senses; Flaws: Limited [Miss Chance Only]) [4PP] (Descriptors: Combat Training, Training) Device 7 (35DP Container; Flaws: Easy-To-Lose) [21PP] (Descriptors: Bow and Arrows, Technology) Arrows 7 (14DP Array; Feats: Alternate Power 12) [26DP] (Descriptors: All Arrow and Technology unless otherwise noted, with additional descriptors) BP: Blast 3 (Feats: Improved Range 2, Mighty 3, Split Attack, Variable Descriptor 1 [Bludgeoning, Piercing and Slashing damage type]) {14/14DP} (Descriptors: Standard Arrow, Bludgeoning/Piercing/Slashing Damage Type) AP: Blast 6 (Extras: Targeted Area [Cone]; Feats: Improved Range 2; Flaws: Range [Touch]) {14/14DP} (Descriptors: Hail of Arrows, Piercing Damage Type, Multiple Arrows) AP: Blast 6 (Feats: Improved Range 2; Extras: Area [General Burst]; Flaws: Action [Full Round]) {14/14DP} (Descriptors: Thermite Arrow, Ballistic Damage Type, Explosive, Thermite) AP: Damage 7 (Feats: Extended Reach (5 ft.), Improved Critical 2, Improved Pin, Improved Trip, Mighty, Stunning Attack) {14/14DP} (Descriptors: Bowsmack, Bow, Bludgeoning Damage Type, No Arrow descriptor) AP: Dazzle 6 (Visual Dazzle; Feats: Improved Range 2) {14/14DP} (Descriptors: Flashbang Arrow, Light) AP: Drain 6 (Drain Any One Save; Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) {14/14DP} (Descriptors: Hypodermic Arrow, Pharmaceuticals, Needle) AP: Nauseate 6 (Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) {14/14DP} (Descriptors: Vertigo Arrow, Sonic, Vertigo) AP: Obscure 5 (Options: Visual; Extras: Independent (+0); Feats: Improved Range 2, Slow Fade) (250 ft. range, 100-foot radius, Fades 1PP/minute) {13/14DP} (Descriptors: Smoke Arrow, Smoke) AP: Paralyze 6 (Feats: Improved Range 2; Extras: Alternate Save [Will], Range [Ranged]; Flaws: Sense-Dependent [Visual]) {14/14DP} (Descriptors: Strobe Light Arrow, Light, Hypnotic Pattern) AP: Snare 6 (Feats: Improved Range 2) {14/14DP} (Descriptors: Riot Foam Arrow, Rapidly hardening foam) AP: Stun 6 (Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) {14/14DP} (Descriptors: Stun Arrow, Electricity, Taser) AP: Super-Movement 2 (Options: Slow Fall, Swinging) [4DP] + Speed 2 (Flaws: Limited [Only Swinging]) [1DP] + Leaping 2 (Flaws: Limited [Only when started with a swing]) [1DP] {6/14DP} (Descriptors: Grappling Line Arrow, Grappling Hook, Swing Line) AP: Trip 6 (Feats: Improved Range, Improved Trip; Extras: Knockback) {14/14DP} (Descriptors: Bolas Arrow, Bolas) Arrow Add-Ons 3 (6DP Array; Feats: Alternate Power 3) [9DP] (Stacks with Arrows array, for powers with Arrow descriptor) (Descriptors: All Technology with additional descriptors) BP: Autofire Arrows 6 Adds (Extras: Autofire 1) to Arrows array {6/6DP} (Descriptors: Rapid Fire Arrows, Multiple Arrows) AP: Triggered Arrows 6 Adds (Feats: Triggered 2, Ricochet 2, Subtle 2) to Arrows array {6/6DP} (Descriptors: Setup Add-Ons, Timer, Proximity sensor, Remote trigger) AP: Penetrating Arrows 6 Adds (Extras: Penetrating) to Arrows array {6/6DP} (Descriptors: Shredder Arrowhead) AP: Area Arrows 6 Adds (Extras: Area [General Burst]) to Arrows array {6/6DP} (Descriptors: Increased Payload) Healing 4 (Extras: Action [Standard], Total; Flaws: Distracting, Personal, Temporary) [4PP] (Descriptors: Walk it Off, Training, Will Power) Drawbacks: (-0) + (-0) = -0PP DC Block Note that all arrows can have one of the extras Autofire, Penetrating, Area [General Burst] or the power feats Triggered 2, Ricochet 2 and Subtle 2 added, as long as it doesn't conflict with the power Name Range Save Effect Attack bonus/Other Unarmed Touch DC18 TOU (staged) Damage +10 Standard Arrow 300 ft. DC21 TOU (staged) Damage +14, Crit 18-20 Vertigo Arrow 300 ft. DC16 FORT (staged) Fail: Sickened >5: Nauseated >10: Helpless +14, Crit 18-20 Hail of Arrows 60-300 ft. cone DC21 TOU (staged) Damage +14, Crit 18-20 Bowsmack 5 ft. DC25 TOU (staged) Damage +10, Crit 18-20 Riot Foam Arrow 300 ft. DC16 REF (staged) Fail: Entangled >5: Bound/Helpless +14, Crit 18-20 Flashbang Arrow 300 ft. DC16 REF to avoid / DC16 FORT to remove Blinded +14, Crit 18-20 Stun Arrow 300 ft. DC16 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +14, Crit 18-20 Bolas Arrow 150 ft. DC16 worse of STR or DEX Tripped, Knockback +14, Crit 18-20 Strobe Light Arrow 300 ft. DC16 WILL (staged) Fail: Slowed >5: Paralyzed +14, Crit 18-20 Thermite Arrow 300 ft., 30 ft. radius area DC16 REF Reduce damage effect to DC18 Area DC21 TOU (staged) Damage Hypodermic Arrow 300 ft. DC16 FORT (staged) Drain one save (TOU/REF/FORT/WILL) +14, Crit 18-20 Totals: Abilities (40) + Combat (38) + Saving Throws (18) + Skills (40) + Feats (83) + Powers (29) - Drawbacks (0) = 248/250 Power Points
  2. 3e to 2e conversion, taken from old Atomic Think Tank thread --- Hello all. I have purchased the new DC Adventures in both PDF and Book format, but I have decided not to change over to the new edition. However, I have decided it would be nice to have unofficial official 2e conversions of the characters contained in the DCA. I have posted a question in the General Forum about this, but I will reiterate it here. Is this Kosher? Please let me know if this is in any way unacceptable and I will cease and desist. I am going to wait a little while before I post anything just to be sure it is OK. Rules for Converting 3e/DCA characters to 2e Mutants and Masterminds The Characters in this thread were converted from the D.C. Adventures system (DCA)to the Second Edition Mutants and Mastermind system (2e) using a method I developed for the process. However, this has involved adopting some features from DCA. These are entirely optional and you do not need to adopt them to use these conversions. Therefore this thread will, first, deal with the concepts that I used for my conversion method and, second, list and explain the additional rules I adopted from DCA. Table of Contents: Conversion: Abilities. Saves. Combat. Skills. Powers. Feats. 2.5 ed. Rules: Affliction. Athletics. Dazzle. Extraordinary Effort. Fatigue. Fearsome Presence. Mind Control. New Conditions. Precise Strike. Speed Feint. Abilities: This is pretty understandable to anyone who has played both systems. The bonus is changed to the corresponding D20 score that would produce that value. For Example: An ability score of 0 is now 10 (+0) and a 20 is now 50 (+20). Of course most Abilities are direct ports. Some abilities are more complicated. Agility and Dexterity are one of the problems, since agility is overall physical coordination and Dexterity is manual dexterity. I use the average of the two (rounded up) as the "new" dexterity ability. My justification is that of the original characters in the DCAHHB only one has greater than a +2 difference between the two and half have the same ability. For example Cheetah has a 7 Agility and a 4 Dexterity, so her 2e Dexterity is 22 (+6). 3e >>>>>> 2e Strength >>> Strength Stamina >>> Constitution Dexterity >>> SEE ABOVE & COMBAT BELOW Agility >>> SEE ABOVE Fighting >>> SEE COMBAT BELOW Intellect >>> Intelligence Awareness >>> Wisdom Presence >>> Charisma Saves: Will and Fortitude Saves are the same. Toughness is the same as well. Reflex equals the Dodge save. Combat: Defense is the average of the dodge and parry traits. In some cases where needed, just use some judgment as to what portion should be from Dodge Focus and what should be from purchased Defense Bonus. Attack is the tricky part. Begin by looking at Fighting and Dexterity. The lower of these two is what the character should have in “straight” Attack Bonus. Next, look to the Advantages section of the character entry for Close Attack and Ranged Attack. If the character has these, it may be appropriate for them to have an equal number of ranks in Attack Focus (melee) and Attack Focus (ranged) respectively. Then look to the skills section for Close Combat and Ranged Combat. These should be replaced by Attack Specialization of the same type. However this does not always work out perfectly. Sometimes, for accuracy you must abandon buying any “straight” Attack Bonus at all to make the numbers work. For example: In DCA Superman’s attacks are: Heat Vision +10, Unarmed +11, Any (other) Melee Attack +8, Any (other) Ranged Attack + 2. The conversion I did matches this. However, in order to get the +11 Unarmed, I had to give him, +0 Attack Bonus, +7 Attack Focus (melee), and Attack Specialization (unarmed) 2. Because the number 11 is odd and attack specialization gives bonuses in 2’s I had to use all Attack Focus and abandon “straight” Attack Bonus to get to 11. Otherwise one of the other numbers would have been inaccurate. Skills: To deal with either the close combat skill or the ranged combat skill see the combat section above. Any expertise skill becomes either knowledge or profession, or perhaps both. (See below for skills substitution.) The thing to remember is that you are going to have twice as many skill points to allocate to skills, so your 2e build may end up spending less points than the DCA version. Acrobatics >> Same Athletics >> Athletics* Close Combat >> None Deception >> Bluff, Disguise** Expertise >> Knowledge or Profession, or Probably Both. Insight >> Sense Motive Intimidation >> Same Investigation >> Investigation, Search, Gather Information Perception >> Notice Persuasion >> Diplomacy Ranged Combat >> None Sleight of Hand >> Sleight of Hand, Escape Artist Stealth >> Same Technology >> Knowledge: Technology, Craft: Electronics, Craft Mechanical, Disable Device, or Computers Treatment >> Medicine Vehicles >> Drive or Pilot, or Both Note: It may be appropriate to give some characters Concentration as well as there is no corollary in 3e/DCA. a good number to use is the Will save. However, do not apply it to the chart below, merely give a bonus equal to the save. *I have adopted the Athletics skill in my aforementioned 2.5ed version game. If you wish you can give the character ranks in all three skills: Climb, Ride and Swim. ** Give Disguise if appropriate, but keep in mind most of these people dress up as someone else for kicks. How many Ranks? When deciding how many ranks one should assign, keep in mind that there is a large difference in the number of skill points given per power point in both games. There is also a pretty decent disparity between the allowable maximum skill bonuses in both games. With this in mind I created a system for conversion that I think represents the capability of the DCA characters in the 2e system well. For every PL there is a Max Bonus. These bonuses and therefore the difference between them changes based on PL: PL >>> 2.5 ed. >>> DCA >>> Percentage Difference 1 >>>>> 11 >>>>> 12 >>>>> .91 2 >>>>> 12 >>>>> 14 >>>>> .85 3 >>>>> 13 >>>>> 16 >>>>> .81 4 >>>>> 14 >>>>> 18 >>>>> .77 5 >>>>> 15 >>>>> 20 >>>>> .75 6 >>>>> 16 >>>>> 22 >>>>> .72 7 >>>>> 17 >>>>> 24 >>>>> .71 8 >>>>> 18 >>>>> 26 >>>>> .69 9 >>>>> 19 >>>>> 28 >>>>> .68 10 >>>>> 20 >>>>> 30 >>>>> .66 11 >>>>> 21 >>>>> 32 >>>>> .66 12 >>>>> 22 >>>>> 34 >>>>> .65 13 >>>>> 23 >>>>> 36 >>>>> .64 14 >>>>> 24 >>>>> 38 >>>>> .63 15 >>>>> 25 >>>>> 40 >>>>> .63 16 >>>>> 26 >>>>> 42 >>>>> .62 17 >>>>> 27 >>>>> 44 >>>>> .61 18 >>>>> 28 >>>>> 46 >>>>> .61 19 >>>>> 29 >>>>> 48 >>>>> .60 20 >>>>> 30 >>>>> 50 >>>>> .60 The average difference of these is .69. So what I originally proposed that one multiply the bonus by 1.69, bu that seemed a bit much. Instead, use 1.5 as the multiple. This has two advantages. It less often results in max skills and the math is easier so it can be done on the fly. Here is the chart: 3rd ed. >>> 2.5 ed. 1 >>>>>>> 1 2 >>>>>>> 3 3 >>>>>>> 4 4 >>>>>>> 6 5 >>>>>>> 7 6 >>>>>>> 9 7 >>>>>>> 10 8 >>>>>>> 12 9 >>>>>>> 13 10 >>>>>>> 15 11 >>>>>>> 16 12 >>>>>>> 18 13 >>>>>>> 19 14 >>>>>>> 21 15 >>>>>>> 22 16 >>>>>>> 24 17 >>>>>>> 25 18 >>>>>>> 27 19 >>>>>>> 28 20 >>>>>>> 30 21 >>>>>>> 31 22 >>>>>>> 33 23 >>>>>>> 34 24 >>>>>>> 36 25 >>>>>>> 37 Not all increases will be possible, as the maximum ranks in 2e are a combination of independent skills and attribute caps, while DCA has one cap. Example: Aquaman has an Athletics of 4 (14) in DCA. I look to the chart and 14 becomes a 21. Aquaman is going to have a +10 strength modifier in 2e as well, so he needs 11 ranks in 2e. This is well under a PL 12 character’s max ranks of 17. As for the cost, the ranks cost 3 power points, with 1 rank left over. DCA Aquaman’s lowly 4 ranks cost two points. In the end, He spends 27 points on them, whereas his DCA version spends 25. However, I must note that the entire build is “cheaper.” (DCA: 216 vs. 2e: 197) Powers NOTE: The Powers section is incomplete. I am sure there are other powers that do not directly port over. As I come across them, I will amend this section. Strangely Powers are not as difficult to convert as one might think. Most powers have wholesale analogs in 2e, while the same is not true of DCA to 2e conversions. Two major differences are Speed and Flight. On this chart, I simply looked at the mph of the power and made the equivalent the closest number (whether more or less). 3rd ed. >>> 2.5 ed. 1 >>>>> 1 2 >>>>> 1 3 >>>>> 2 4 >>>>> 2 5 >>>>> 3 6 >>>>> 4 7 >>>>> 5 8 >>>>> 6 9 >>>>> 7 10 >>>>> 8 11 >>>>> 9 12 >>>>> 10 13 >>>>> 10 14 >>>>> 11 15 >>>>> 12 16 >>>>> 13 17 >>>>> 14 18 >>>>> 15 19 >>>>> 16 20 >>>>> 17 21 >>>>> 18 22 >>>>> 18 23 >>>>> 19 24 >>>>> 20 25 >>>>> 21 For Quickness it is more difficult. Let’s use an example: Flash has Quickness 20. When one looks at the Measurements Table, one sees that the equivalent length of time is two months. An ordinary person takes 6 seconds to perform a full round action. In 2 months they go through about 864,000 full round actions. 6 seconds x 10 rounds = 1 minute (60 seconds) 60 seconds x 60 minutes = 3600 seconds, 3600 x 24 hours = 86,400 seconds 86,400 x 60 days = 5,184,000 seconds 5,184,000 % 6 = 864,000 That means that the Flash can perform the equivalent of 864,000 full rounds actions in one round. So he is 864,000 times faster than a normal person. This is closest to rank 18 Quickness in 2e (About 1,000,000 times faster than normal) Here is the chart: 3rd ed. >>> 2.5 ed. 1 >>>>> 1 2 >>>>> 2 3 >>>>> 3 4 >>>>> 4 5 >>>>> 5 6 >>>>> 6 7 >>>>> 6 8 >>>>> 8 9 >>>>> 8 10 >>>>> 9 11 >>>>> 10 12 >>>>> 11 13 >>>>> 12 14 >>>>> 12 15 >>>>> 13 16 >>>>> 14 17 >>>>> 15 18 >>>>> 16 19 >>>>> 17 20 >>>>> 18 I also adopt Affliction for my rules. Most of my adoptions are easily ignored, but this one I HIGHLY recommend. It is a great mechanic. My version is slightly less balanced, but it is more balanced than the powers it replaces and allows more flexibility. Besides flexibility was my favorite feature of affliction. I also have a version for 2e Hero Lab if anyone is interested. Feats Most Advantages are the same as their 2e feat equivalent. Sometimes, the feat has a different function while having the same or similar name. Do not worry about this. The reason the character has been given the feat should be the concept behind the feat/advantage, no the mechanics. Here is a chart for converting the feats: Accurate Attack >>>>> Same Agile Feint >>>>> Acrobatic Bluff or Speed Feint* All-Out Attack >>>>> Same Animal Empathy >>>>> Same Artificer >>>>> Ritualist Assessment >>>>> Same Attractive >>>>> Same Beginner’s Luck >>>>> Same Benefit >>>>> Same Chokehold >>>>> Same Close Attack >>>>> Attack Focus (melee) Connected >>>>> Same Contacts >>>>> Same Daze >>>>> Distract (Intimidate) or (Bluff) Defensive Attack >>>>> Same Defensive Roll >>>>> Same Diehard >>>>> Same Eidetic Memory >>>>> Same Equipment >>>>> Same Evasion >>>>> Same Extraordinary Effort >>>>> Extraordinary Effort* Fascinate >>>>> Same Fast Grab >>>>> Improved Grab Favored Environment >>>>> Same Favored Foe >>>>> Favored Opponent Fearless >>>>> Same Grabbing Finesse >>>>> Grappling Finesse Great Endurance >>>>> Endurance Hide in Plain Sight >>>>> Same Improved Grab >>>>> Improved Grapple Improved Initiative >>>>> Same Improved Hold >>>>> Improved Pin Improved Smash >>>>> Improved Sunder Improved Trip >>>>> Same Improvised Tools >>>>> Same Improvised Weapon >>>>> Same Inspire >>>>> Same Instant Up >>>>> Same Interpose >>>>> Same Inventor >>>>> Same Jack of All Trades >>>>> Same Languages >>>>> Same Leadership >>>>> Same Luck >>>>> Same Minion >>>>> Same Move-By Action >>>>> Same Power Attack >>>>> Same Precise Attack >>>>> Precise Attack* Prone Fighting >>>>> Same Quick Draw >>>>> Same Ranged Attack >>>>> Attack Focus (range) Redirect >>>>> Same Ritualist >>>>> Same Second Chance >>>>> Same Seize Initiative >>>>> Same Set-Up >>>>> Same Sidekick >>>>> Same Skill Mastery >>>>> Same Startle >>>>> Same Takedown >>>>> Takedown Attack Taunt >>>>> Same Teamwork >>>>> Same Throwing Mastery >>>>> Same Tracking >>>>> Same Trance >>>>> Same Ultimate Effort >>>>> Same Uncanny Dodge >>>>> Same Weapon Bind >>>>> Same Weapon Break >>>>> Same Well-Informed >>>>> Same *New 2.5 ed. Feat AFFLICTION Type: Alteration, Attack Action: Standard Range: Touch Duration: Instant Saving Throw: Fort or Will (staged) Cost: 1 point per rank Note: This power supersedes/removes the powers Dazzle, Fatigue, Mind Control, Nauseate, Paralyze, and Stun, and the feat Fearsome Presence. You can impose some debilitating condition or conditions on a target by making a melee attack. You set the conditions that your Affliction causes at each stagewhen you acquire it and they may not be changed. See the possible conditions below for each stage under the Affliction Resistance Check table. The target resists with Fortitude or Will save (chosen when you take the effect): AFFLICTION RESISTANCE CHECK FORTITUDE OR WILL VS. DC [AFFLICTION RANK + 10] Success: No effect. Failure: The target is dazed, fascinated, fatigued, impaired*, hampered*, shaken, sickened (choose one). Potential descriptors include coughing or sneezing, creeping mental influence, drowsiness, euphoria, fear, itchiness, lethargy, nausea, pain, or tipsiness. Failure of five or more: The target is compelled*, disabled*, exhausted, frightened, flat-footed, nauseated, prone, slowed, stunned (choose one). Potential descriptors include agonizing pain, confusion, ecstasy, momentary emotional or mental influence, paralysis, seizure, terror, or vomiting. Failure of ten or more: The target is controlled*, helpless, panicked, paralyzed, transformed*, unaware*, unconscious, (choose one). *New Condition The target of an Affliction makes a resistance check at the end of each turn to remove first and second stage conditions. Third stage conditions require a minute of recovery time or outside aid, such as the Medicine skill or Healing effect (DC 10 + rank). The exact nature and descriptors of the Affliction are up to you, chosen when you acquire the effect, with the GM’s approval; some examples are provided in this section, but feel free to make up your own. EXTRAS: Alternate Save: Some Afflictions may be initially resisted by Reflex, representing the need for quick reaction time to avoid the effect. In this case, the later resistance checks to remove the Affliction’s conditions are typically still based on Fortitude or Will. For example, a target might make a Reflex to avoid a blinding light or spray of liquid, but a Fortitude check to eliminate the effect if the initial Reflex fails. +0 cost per rank Duration: Once you have hit with an Affliction with duration concentration, so long as you continue to take a standard action each turn to maintain the effect, the target must make a new resistance check against it on your turn, with no attack check required. +1 cost per rank Cumulative: Normally, an Affliction does not have a cumulative effect on the same target, so getting two results of one stage, one after the other, has no more or less effect than that stage's result; you have to get a higher stage with a later attack, which replaces the initial result. A Cumulative Affliction adds any further stages to the existing stages on the target. For example, your Affliction might have the three stages of dazed, stunned, and unconscious. A hit with a first stage of failure imposes a dazed condition. An additional attack that results in another dazed condition instead imposes the Affliction’s second stage condition, in this case, stunned. +1 cost per rank Extra Condition: Your Affliction imposes an additional condition per stage. So with one application of this extra, your Affliction imposes two conditions—such as dazed and hampered, or impaired and shaken—rather than just one. With two applications, it imposes three conditions, and so forth. Since mutually incompatible conditions are largely wasted, Afflictions with this extra often have the Limited Stage flaw as well. +1 cost per rank Progressive: This modifier causes an Affliction to increase incrementally without any effort from you. If the target fails a resistance check to end the Affliction, it not only persists, but increases in effect by one stage! So a target affected by the first stage of a Progressive Affliction who fails to resist, progresses to the second stage of the effect at the start of his next round. A successful resistance check still ends the Affliction, as usual. +2 cost per rank FLAWS: Instant Recovery: Similar to the Reversible extra (see page 132), the target of an Affliction effect with this modifier recovers automatically, no check required, at the end of the round in which the duration ends. So, for example, an instant duration Affliction only lasts one round, while a sustained duration Affliction lasts until no longer sustained. –1 cost per rank Limited Stage: Your Affliction is limited to no more than two stages of effect. With two applications of this modifier, it is limited to no more than one stage of effect. –1 cost per rank ATHLETICS (STRENGTH) This skill includes the Climb, Ride and Swim skills. It can also aid on jump checks in the same way Acrobatics can. DAZZLE [Affliction (Limited [single sense, -2], Range, Cumulative)] Type: Alteration, Attack, Sensory Action: Standard Range: Ranged Duration: Instant (lasting) Saving Throw: Fortitude or Will Cost: 2 points per rank You can overwhelm one of the target’s senses, chosen when you take this effect. The target makes a Fortitude or Will save against your effect DC (choose one when you acquire the effect). One stage of failure (fail) leaves the sense impaired (–2 penalty). Two stages (failure by five to nine) leave it disabled (–4 penalty) while three stages (failure by ten or more) leave the sense unaware, plus the target automatically fails Perception checks involving the sense, and everything effectively has total concealment from that sense. The target makes another save at the end of each turn to recover. Success removes the condition imposed by the Dazzle effect. Failure means it persists. Multiple Dazzle effects against the same sense are cumulative. If a target is already visually disabled, for example, another Visual Dazzle with one stage of failure leaves the target blind, as if subjected to a Dazzle with two stages of the effect. Your Dazzle effect can work on more than one sense at once; apply the Extra Condition modifier for each additional sense affected. EXTRAORDINARY EFFORT (GENERAL) When using extra effort, you can gain two of the listed benefits, even stacking two of the same type of benefit. However, you also double the cost of the effort; you’re exhausted starting the turn after your extraordinary effort. If you are already fatigued, you are incapacitated. If you are already exhausted, you cannot use extraordinary effort. Spending a hero point at the start of your next turn reduces the cost of your extraordinary effort to merely fatigued, the same as a regular extra effort. FATIGUE [Affliction (Cumulative)] Type: Attack, Alteration Action: Standard Range: Touch Duration: Instant Saving Throw: Fortitude or Will Cost: 2 points per rank You can inflict fatigue on a target. Make a melee attack roll. The target makes a Fortitude save (DC 10 + Fatigue rank). A failed save means the target is fatigued: –2 to Str and Dex, –1 to attack and defense, and cannot move all out. If the save fails by 5 or more, the target is exhausted: –6 to Str and Dex, –3 to attack and defense, and unable to move faster than normal pace. If the save fails by 10 or more, the target is unconscious. Targets immune to fatigue are unaffected. FEARSOME PRESENCE [Affliction (Range [perception], Limited [range = 5 x PL], Limited [interaction required])] Type: Alteration Action: Standard Range: Perception (limited) Duration: Instant (lasting) Saving Throw: Will Cost: 1 points per rank You can inspire fear in others. Take a standard action to strike a suitably fearsome pose or utter an intimidating threat; anyone within (Power Level × 5) feet able to interact with you must make a Will save (DC 10 + rank) or become shaken. If the save fails by 5 or more, the subject flees from you. If the save fails by 10 or more, the subject panics, dropping any held items and fleeing from you as quickly as possible. MIND CONTROL [Affliction (Range +2)] Type: Alteration, Sensory (mental) Action: Standard (active) Range: Perception Duration: Instant (lasting) Saving Throw: Will (staged) Cost: 3 points per rank You can control another character’s mind, and therefore actions. One stage of failure (failure by one to four) leaves the subject fascinated (takes no actions other than to pay attention to you and suffers a –4 penalty on checks made as reactions, such as Notice checks). Two stages (failure by five to nine) leave the subject compelled (limited to a single standard action each turn, chosen by you), while three stages (failure by ten or more) leave the target controlled (all actions controlled by you, losses free will). PRECISE STRIKE (COMBAT, RANKED) When you make melee attacks you ignore attack check penalties for cover or concealment (choose one), although total cover still prevents you from making attacks. Each additional rank in this advantage lets you choose an additional option, so with Precise Strike 2, your melee attacks ignore penalties for both cover and concealment. SPEED FEINT (COMBAT, SKILL) You can use your Speed instead of your Bluff skill to feint and trick in combat. NEW CONDITIONS This section describes new adverse conditions that can affect characters. It is meant to amend pages 170-171 of the Core Rulebook. If multiple conditions apply to a character, apply all of their effects. If effects conflict, apply the most severe. If one condition supersedes another apply the superseding condition. • Compelled: A compelled character is directed by an outside force, but struggling against it; the character is limited to a single standard action each turn, chosen by another, controlling, character. As usual, this standard action can be traded for a move or even free action. Controlled supersedes compelled. • Controlled: A controlled character has no free will; the character’s actions each turn are dictated by another, controlling, character. • Disabled: A disabled character is at a –4 circumstance penalty on checks. If the penalty applies to specific checks, they are added to the name of the condition, such as Attack Disabled, Will Disabled, Notice Disabled, and so forth. Debilitated, if it applies to the same trait(s), supersedes disabled. • Impaired: An impaired character is at a –2 circumstance penalty on checks. If the impairment applies to specific checks, they are added to the name of the condition, such as Attack Impaired, Notice Impaired, and so forth. If it applies to the same trait(s), disabled supersedes impaired. • Hampered: A hampered character moves at half normal speed. This condition’s effect is similar to moving through heavy obstruction or over a bad surface. • Transformed: Transformed characters have some or all of their traits altered by an outside agency. This may range from a change in the character’s appearance to a complete change in trait ranks, even the removal of some traits and the addition of others! The primary limit on the transformed condition is the character’s power point total cannot increase, although it can effectively decrease for the duration of the transformation, such as when a powerful super hero is turned into an otherwise powerless mouse or frog (obviously based on considerably fewer power points). • Unaware: The character is completely unaware of his surroundings, unable to make interaction or Notice checks or perform any action based on them. If the condition applies to a specific sense or senses, they are added to the name of the condition, such as visually unaware, tactilely unaware (or numb), and so forth. Subjects have full concealment from all of a character’s unaware senses.
  3. Character Power Level: X Effective Power Level: X Power Points: X/XPP Unspent Power Points: 0 Trade-Offs: X In Brief: X Catchphrase: X Theme: X Alternate Identity: X Birthplace: X Residence: X Base of Operations: X Occupation: X Affiliations: X Family: X DESCRIPTION Age: X Apparant age: X Gender: X Ethnicity: X Height: X’X’’ Weight: X lbs. Eyes: X Hair: X Physical description HISTORY X PERSONALITY & MOTIVATION X POWERS & TACTICS X POWER DESCRIPTIONS X COMPLICATIONS Complication: X. ABILITIES X + X + X + X + X + X = XPP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) COMBAT X + X = XPP Initiative: +X (+X Dex,) Attack: +X Base, +X Melee, +X Ranged, see Power attack bonuses in DC Block Defense: +X (+X Base, +X Dodge Focus), +X Flat-Footed Grapple: +X (+X Base Attack, +X Other) Knockback: -X (TOU/2) SAVING THROWS X + X + X = XPP Toughness: +X (+X Con, +X Other) Fortitude: +X (+X Con, +X) Reflex: +X (+X Dex, +X) Will: +X (+X Wis, +X) SKILLS XR = X/4PP Skill X (+X) FEATS XPP X POWERS X + X + X = X Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Name, X) Array X (Xx2PP Array; Feats: Alternate Power X) [XPP] (Descriptors: ) BP: Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) DRAWBACKS -0PP Effect (Description) [-0PP] DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 180/180 Power Points
  4. Useful links Names Empty sheet 3e to 2e conversion Character Index Archer II - Kismet II Bounce Dust Devil II Forever Boy - Forever Boy 250PP Ghost Rex Atom - Regular SIze - Small - Big Stormcrow - Nevermore 250PP Space Ranger III Spaceman v2 - Spaceman 250PP In progress MarsTech Hero Titan Billy Sol and Captain Sunshine - Billy Sol - Captain Sunshine Masked hero -> Regular teen the gets powers by putting on a mask, becoming a New God inspired psychedic reality warper, potentially becoming someone else. Potential names: Vivid Inactive Freedom Eagle ∞ Holger Danske - Ratatoskr Justice - HERO Mode Little Mermaid II Rebellion Rocket Spaceman - original version Ideas Guidebook pages for - New Young Freedom storyline - Little Mermaid II guidebook Young Guardians Old Build Thread Characters ARCHER II BOUNCE! Forever Boy GHOST Rex Atom The STORMCROW Space Ranger III Spaceman
  5. OOC for this. @Tiffany Korta, @Cubismo
  6. GM Late September 2020 A cold evening in Oslo, near the Holmenkollen Ski Museum They all heard the call. A raven with a whisper came on the wind. The word is given. Come to Oslo. Odin is calling. To the eyes of any, they were a strange crowd. Mythic warriors, demigods, valkyries. People out of their own time, out of their own world, and yet, brought together by the words of the ravens. At the top of Holmenkollen, two ravens waited. A single bolt of lightning split the sky.
  7. @Growth Spurt repeated from discord, just in case: Are you sure you don't want to do something to fight back or attack?
  8. Justice Guess they built them to be strong where Protectron was from... at least compared to Bill the Lizard. Robin grit her teeth behind her helmet, the force of the blow was something alright. She turned to face wherever the Dormouse had gone, but... he was gone. No luck tracking him, either. The crowds were still all around them, still getting into trouble, but what could they do to stop them without hurting them? Emerald Spider's webbing was a good step, but they would break free eventually, and then what? "Is anyone able to track the Dormouse or the signal that White Rabbit's using? I can probably rig something up real quick, but, ya know..." She motioned to the webbed up people around them.
  9. That should keep most of them contained for now. Justice does some talking, @Growth Spurt is up 25 - Waverider - 2HP - Unharmed 22 - Bill the Lizard - Bruise (x1), KO 21 - Dormouse - Unharmed 19 - Protectron - 2HP - Injury (x1) 18 - Emerald Spider - 1HP - Unharmed 18 - Justice - 4HP - Unharmed 11 - Visionary - 1HP - Unharmed 6 - Tea Party Guests - 2 Snares Applied, Deafened - Currently disabled enough to not prove a threat and skip their turned
  10. ...
  11. And to make it a bit easier, here's a map of the building as you can see it so far. Remember Bowman counted at least 12 enemies, so far you've got eyes on 9-10. The x's are enemies. The grey boxes on the ground floor are containers. You're currently in the office on the first floor. Which is the second floor, the one with the catwalks. Because I went with the weird Danish floor numbering where we go ground floor, 1st floor, 2nd floor, etc.
  12. Holger Fixed the costs, must've been a typo, cus the totals were right. Fixed Trip cost. Fixed Shield indent. Ratatoskr Fixed the wrong Attack Bonus, it should be +4, as paid for. Comprehend was supposed to include read too, which it now does. Thanks for catching it.
  13. GM Bowman was in position above. Raven, Arrow and Nevermore entered through the window. No sound, no shouts, they seemed unnoticed. The room was almost completely empty. Some rubble, some old boxes. The remains of a table. It seemed like it had been an office, once. Now it was just deserted. Ahead, a door leading into the room stood open, moving slightly in the draft from the broken window. They could hear voices from up ahead, outside the room. There was a walkway outside, leading around the large open cargo space. A few men were moving around the walkways, but a larger group of maybe six or seven people were stationed under the light from the overhead window, talking in hushed, if slightly agitated, voices.
  14. Rolling a combined Notice for now: 13 Nobody noticed for now. Let's see some Initiative rolls for the infiltration phase, now that the action begins. Nevermore: 6 And Charlie's obviously letting Arrow take the lead here.
  15. Nevermore II Charlie was dressed very differently from the others. A pair of khaki shorts, sure. A bright red t-shirt with a big picture of Daedelus on the chest. Aviator sunglasses, a black cap with a white exclamation mark on the front. It made sense. But under it all, he wore a dark suit, his full costume, with the cowl hanging from his neck. You could just see the top of the teal raven's beak peeking up from under the neck of the t-shirt. "Man, I don't know what the rest of you are complaining about. Its nice and cool here." He swung his old worn out backpack over his shoulders, having already checked the contents in the van. The survival gear they were allowed to bring, the rest of his costume, his utility belt... Survival class, where he could use his tech, including the fancy costume that Alek had put together for him? The one with the thermal underlayer? Yeah, no problem at all.
  16. The dark clouds and rain came suddenly. When Pan had felt the first drops, he had not cared much, but now? Now it was something else entirely. What was that saying he had heard here? When it rains, it pours? It seemed fitting. He was under Lucy in a matter of seconds, water flying off him as he came to an abrupt stop. Still dripping wet and soaked, he was grinning nonetheless, looking to Ashley. "You called?"
  17. Spaceman Parker shook his head at Luke's question, while he led the way. "Ah, no, I'm afraid not. I'm nothing that exciting. Unless you count being these kids' favorite teacher as a super power, heh." "You can call me whatever you're most comfortable with, Pol. If you want to stick to Mr. Powers, that's just fine." He wasn't walking fast, just taking his time. He didn't seem to be in a particular hurry, even if the kids were waiting for them. "See, that right there? That's exactly why the two of you sounded perfect for this." He sounded happy with both his choice. "You see, you," he pointed at Luke, "want to be a hero. Keep people safe and everything. Why? Because you can. That's all the reason you need. That is pretty cool. And you?" he pointed at Pol this time, "you're still learning, well, basically everything. Its all new to you, right? That's perfect for the kids. They're kids, they don't know anything about the world yet, just like you." He paused, turning to look at them both. "Besides, you turn into a draogn, and you're a robot. Do you have any idea how cool a bunch of 9 years olds are going to think you are?"
  18. "Destroyed?" Mette shuddered at the idea. "So, they might have outright killed Otaku to do whatever they've done to him?" Yeah, no, that didn't sit well with her at all. "If that's what's happened, then how do we know he's the only one they've done that to? I mean, this is pretty huge, right? Take someone prisoner, essentially kill them, upload their mind? That's bad, right?" She couldn't be the only one to think like that, and thankfully, Klara seemed like she was taking charge now. Good, great. Mette had done her best with Muirne, but she wasn't really used to working with a team like this... No, she really shoudln't be in charge of this. She wasn't even a Vanguard, like the rest of them. Well, except for Eira. "Alright. Let's do this. Tell me what to hit and I'll be right next to you."
  19. "No, not Peter," Pan corrected. "That was just one of the things Mr. Barrie got wrong, or changed." He let Leon continue his story, listening with some interest, but occassionally leaning in close to Eira, pulling her to him before loosening his grip again. He didn't seem to pay Leon's story all that much mind, at least not until it was over. "Responsibility? Such a boring word, yes? So, what will they do if you simply... do not? Cause trouble, then you go to jail, is that it?" Eira would probably recognize Pan's tone. Ideas were brewing.
  20. "That depends on what she wanted, does it now?" Pan said. "You mentioned that it kept saying something about you and Felix ruining the story. Perhaps it wanted the love story more than the heart? It had to have reasons for coming for Claremont, instead of the city at large, at least." He grinned briefly at Eira. "Besides, if it came to steal your heart, it would have to take it from me first." His tone quickly serious again after the quick comment, he returned to Micah. By now, he was sitting cross-legged in front of Micah, resting his elbows on his legs, and his face on his hands. "What did you dream?"
  21. "We are not taking their power if it puts a child in danger." Pan's voice was focused, hard. There was no questioning him. "I can take their eyes, if we need it." "Storms?" He looked puzzled, but amused. "That is quite a good fit... Maybe you should consider a name change, my friend?" As always, his voice changed from serious to jovial at the drop of a hat. He looked to Lulu, waiting for her response to Micah's question.
  22. Nevermore II Charlie let out a breath it hadn't seemed like he had been holding until just now, before shifting his head slightly to look at the Felix and Adam. "So, I guess that's not normal for Claremont, right? I mean, most people I've met haven't been jerks like that guy, so I guess students don't get in fights that often, right?" He seemed to think it over for a moment, before speaking up again, this time turning to look at the spot where he had sent the ravenrang into the wall. "I'd like that back, Leon. The boss is kinda protective about the trademark and everything."
  23. GM Eddie stood still for a moment, remaining between Sebastian and the others. "Oh, please, that's your word against mine," Sebastian finally said, a certain annoyance, and arrogance, to his tone. "Zach was just nice enough to help me when the rest of you decided to act like jerks instead of the heroes we're supposed to be. And now you're all just trying to turn it around and make it seem like I mind controlled him? Like I would ever use my powers on another student! It's just sad, isn't it, Eddie?" Eddie didn't say anything, just staring at the rest. "Right you are, my friend. There's no need to stick around. I'll just go some place where I'll be appreciated! Come on, Eddie. Help me with the bags, please." Eddie, for his part, broke his vigil and moved to pick up the bags, before turning to leave with Sebastian, the pair quickly disappearing into their room. Leon would try to pull the raven-rang out of the wall, but it wasn't as easy as it first seemed. It had been thrown with some force to stick to the wall like that, after all.
  24. "Oh, yes, Claremont has people from everywhere," Pan added to Micah's response to Utsuwa. "Other countries are pretty much the school's backyard, it seems." He paused to count on his fingers while he continued: "Other times, other worlds, alternate realities, and, my personal favorite, different dimensions." He smiled widely, holding up his hand with the four fingers and thumb showing, the back of his hand turned towards Utsuaw. "It is all very exciting. You never know what kind of people you are going to meet or what adventure you will find." Another brief pause. "Everyone here has their own story, so what is yours? A host family? What brought you to Claremont? Something incredible, no?" His interest sounded genuine, at least.
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