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That's a hit. Fort save vs. the stun: 21, he's dazed! And Justice follows up by teleport to him and bringing down the hammer: 26, and that's a crit, so DC32 TOU. TOU save: 27, dazed and bruised, but since he's already dazed, that's just a bruise. You're up. 14 - Justice - 2HP - Unharmed 7 - Mrs. Doors (Inside) - Unharmed, Gone 7 - The Man at the Tree - Bruise (x1) 7 - Evil Justice - Unconscious 2 - Salvo - 0HP - Unharmed
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GM "Good. At least one of you are getting it." He looked at Spectre. He clearly wasn't a fan, but it seemed like there was something more to him than he had seemed at first, at least. Claremont was a school, a place to learn, and it seemed like Armstrong had his own way of doing things. "Go hit the showers, and, y'know, wind down a bit. Think about what you did here, try to come up with what you could have done. Strategize a bit, go out and socialize and talk to people. Figure out who everyone is, what they can do. Don't be that loner. Trust me, it won't work out well in the end."
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REBELLION Another guard down. And Mingzhu denying. Of course she's denying everything. The zombies are still there. More and more. And Abracadaver is calling out to him, telling him to give back the book in his hand. He smirked, even if they couldn't see it. Of course he wasn't about to give them the book. If it was this important to them, then that was all the more reason to keep it out of their hands. "Sure." He had no reason to argue with her, instead leaping across the room towards her, grasping at her. If he caught her, and managed to hold her, he would push her against the wall. Maybe Acradaver could hear him, maybe he couldn't. He'd find out one way, at least. "Tell your pet magician to call off his zombies or I take you out."
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Will Save: 16 Gotta make sure to try to disrupt that Aim, so Mingzhu first! Moving to her and attempting a grapple! Attack roll: 22 Grapple check, if that hits: 35
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ic If you meet yourself on the road... [Open]
RocketLord replied to Tiffany Korta's topic in Else Ifs and What Worlds
Right. Meteor probably had the right idea, but the Science Police didn't like that idea. Anyone with powers was a target to them? Alright, cool. She didn't have any powers. But she sure as hell had something that should make those tin pot tyrants wet themselves. "They sound just like the Chess Guard from back home. Give some people some armor they barely understand, and they'll start pushing people around. Seems like a rule of nature or something." She wasn't speaking to anyone in particular, just whoever from the team was within earshot. Then, she stepped forward, towards the Science Police officers and Meteor, reaching for the belt that materialized on her. Whatever stoic facade she had put up until now seemed to vanish in a heartbeat. "Hey punks! Listen up! You're gonna leave those ladies alone right now!" She pushed a button on the belt. The purple pink jewel in the belt buckle began to shine, then... Are you READY!? Julia grimaced as she assumed her position. The jingle was annoying, but she hadn't figured out how to turn it off yet. Legs spread slightly, she raised her right hand above her hand, hand held open. She lowered her left hand to in front of her chest, clenched into a fist. HENSHIN! Brilliant purple pink light enveloped her body for a brief second, flashing as first a dark purple undersuit with purple pink power lines appeared, then metallic, almost silver pieces of armor appearing around her body, before finally a helmet with an insect mandible-like silver mouth guard appeared. For a split second, the area over Julia's eyes flashed, a purple pink visor appearing. Justice lowered her right hand, pointing towards the Science Police as she slid her left foot behind the right. The belt let out the final piece of the transformation jingle. It's time for JUSTICE! -
Justice: 14 For the armor: Basically Justice's armor, but with the red replaced with purple.
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Doktor'd! Justice I've applied a Veteran reward to give Justice 7 ranks of the Equipment feat on her new sheet here: https://www.freedomplaybypost.com/topic/12964-justice-pl1012-rocketlord/ Please update that on my Veteran rewards, which should read 4/6 veteran rewards before applying this update, and 5/6 veteran rewards after. I'll figure out what to do with the other 8PP worth of feats later. Also, please update the link to Justice's sheet on the veteran rewards to the new sheet above. Thanks
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Ex got something, so I'll let him go.
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That's a hit. I'll add +2 to DC for using his own harpoon against him. TOU vs. DC25: 18, a bruise and dazed. Give me an IC.
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vignette What-ifs and Elseworlds - The June/July Vignette
RocketLord replied to Tiffany Korta's topic in Freedom City Stories
The hoverbike screams between her legs as she pulls it up, soaring towards the sky. The curve is far steeper than what a standard model can handle, but with the city’s Chess Guard on her tail, she doesn’t have much choice. The emerald hued holographic neon of the cityscape is a distraction. Flashing, changing, switching. Advertising the latest MarsTech technological breakthrough, the newest Emerald City developments. It is almost blinding, but she can’t let it stop her. Behind her, the Pawns break off. They can’t follow where she is going. The Knights are another manner entirely. They get the good tech. But at least there’s no Bishops or Towers on her tail. Those are the bad ones. Something inside the hoverbike dies. She can feel the vibration rocking through her body, as her ascend begins to slow. Whatever she is hoping to do, the hoverbike can’t handle it. It simply won’t be enough to get her to the top of the Viridian Tower, and the Chess Guard knows it. She can hear the chatter on MarsNet. They’re laughing at her. The Chess Guard get the best tech. Much better than what’s available to the public. They keep law and order in Emerald City, after all. Of course they get the best that MarsTech has to offer. Too bad for them that she’s got something better than MarsTech. She crawls forward, towards the nose of the hoverbike as she angles it ever further up, going straight up by now. It won’t last long. It sputters, smoke rising from it, while she stands on the nose. Even the Knights are struggling with an ascent this steep, fighting to keep up as they pass the fabled floor 100. So high up, above the ground. She must be crazy to do this. On the other hand, she wouldn’t go against MarsTech if she wasn’t already a bit crazy. A few seconds more, that’s it. All that she needs. The hoverbike’s engine finally gives out in an explosion of neon yellow energy, catapulting the front up, further. She stands, kneeling down on the remains of the hoverbike, and then, she activates the flow of the strange extradimensional power that courses through the armor. The purple pink energy runs through the powerlines on the purple suit, lighting up, making her clearly visible against the emerald city around her. She leaps, a powerful burst of energy from the sole of her feet catapulting her up, farther than ever before. She leaves the Chess Guard behind as she reaches her goal. A single, secret entrance on the Viridian Tower’s 126th floor. Placing her hand on the secret spot, she lets her tech do the work. Move through the archaic digital architecture, disable the locks, and the secret entrance is open. She slips inside, running through the halls. A few floors to go, just a few more, and she would get to her target. It impossible to do this alone. One woman against a whole city. Luckily, she had help. She wouldn’t ever have been able to find out about the secret entrance without her allies. The Rebellion had spread its consciousness across the citizens, hoping to find anything, anyone, that might know something that could work. It had taken years, but the Rebellion’s effort had borne fruit. It had found a man, on death’s door. An old man that was ready to be a rebel once more. He had shared what he knew, all the Emerald City secrets, before he passed. The Spider had found the connections. With the knowledge shared by the Rebellion, the Spider had been able to discover the true purpose behind the Viridian Tower: It wasn’t simply a place for MarsTech’s experimental weapons: It was a stronghold, a fortress, meant to protect MarsTech’s greatest assets. Even now, the Rebellion, the Spider and many others are out there, fighting in the city, distracting the eyes of MarsTech. The Rebellion and the Spider are fighting the Takazumi-Malakov Mafiya: Challenging the leaders of the Emerald City underworld is bound to get the Chess Guard’s attention as well. At the same time, the consciousness of the ancient MarsTech android is waging open war against the secret mind that hide inside MarsNet. Others are out there, as well. The robot from a parallel timeline. Magicians, monsters and heroes. Friends and foes, they all want one thing: To put an end to MarsTech’s reign, to set Emerald City free. This is it, after all. The big push. And it all rests in her hands. The sound of her heavy boots echo through the strangely silent halls. Everything here is too silent. She shouldn’t be the only one here. The halls should be swarming with Chess Guard by now. She finally comes to a stop, almost crashing into an iron statue that stands guard in front of door that leads to her goal. The man is old, dressed in some kind of ancient ceremonial armor. A sword is stuck in his chest, protruding out through his back. His hands hold on to the sword. Stepping around the statue, she reaches the door and pushes it open. “You must be the new Justice.” An ancient woman with long white hair lies in a bed, her body attached to several machines. Vital signs flash over several screens, with commands appearing to regulate any divergence from her baseline. Her voice is pleasant, despite the circumstances. She is blind, her eyes milky white, with severe scar tissue around them. “You’re Tomiko?” Justice isn’t sure that she believes it. Tomiko was supposed to be a precog. She was a beautiful young woman. Part of the Takezumi-Malakov Mafiya, not some old lady. She looked like she was at least a hundred. “I know why you’re here. Don’t worry, I’m happy that you’re here to end this, to kill me. That’s the only way they won’t be able to use me again. Just, please make it quick. Give the world a little justice.” Tomiko sounds almost happy. She wants it to be all over. With a heavy heart, Justice raises her gloved gauntlet, a flash of rainbow colored energy summoning a heavy weapon. She takes aim as the weapon charges. --- An explosion rocks the Viridian Tower. Debris fall to the street below. A woman in a purple armor with purple pink powerlines steps into the hole she had blown in the side of the building. She is holding an old woman in her arms. Tomiko holds on to her, a slight smile playing over her lips. Justice leaps from the building, towards the darkness below. ---- Justice 2099 in Future Justice -
Justice - H.E.R.O. Mode Armor Power Level: 12 Effective Power Level: 12 Power Points: 186/186PP Unspent Power Points: 0 Trade-Offs: Defense Trade-offs scale between -5DEF/+5TOU to +5DEF/-5TOU, see M.O.D. System power In Brief: Genius tokusatsu fangirl making her dreams come true. Catchphrase: "Power up! Activate H.E.R.O. mode! Henshin!" Theme: Light Up The Sky - Thousand Foot Krutch DESCRIPTION Justice's H.E.R.O. mode armor is a dark red undersuit with circuitry woven through it. She still wears the grey metal belt with the Justice Driver and her grandmother's amulet. Over the undersuit, the armor is golden with pulsing purple-pink energy lines running through it. She wears heavy golden armored boots that reach and cover her knees, a golden chest plate with a purple-pink energy core just above her abs. The chest plate connects to two-part golden shoulders with purple-pink energy lines. Heavy gold gauntlets channel Z-Space energy into her blows. Her helmet is dark red, with a purple-pink visor over her eyes, running down the sides of her face. A golden face plate covers her mouth, while she sports small golden antenna from her forehead, mirroring the ones from her normal armor. POWERS & TACTICS Putting on the H.E.R.O. mode armor means that Justice is done talking. It is time for action. Robin favors pure power over much subtlety, overpowering her foes through pure speed and power. She stays mobile using a combination of pure speed and teleportation, moves in close to break down her enemies' defenses, stun them with rapid fire punches or blow them away with powerful waves of Z-Space energy. POWER DESCRIPTIONS Robin posses no innate powers. All her abilities come from gymnastic skills or technology she created herself. After several different battle suit iterations and design philosophies, including her prototype suit and using a number of different armors for different situations, Robin has finally settled on a modular armor design, using her grandmother's amulet, now incorporated directly in the new and improved Justice Driver belt. The amulet is a large light purple, almost pink, round stone, normally hanging from a necklace. Unknown to Robin, her grandmother had used the amulet's ability to access Z-Space as the 70'es super hero Miss Step. Unaware of the amulet being magic, rather than just a great source of energy and a way to reach Z-Space, Robin continues to use it as her power source. The Heuristic Emergency Response Operator (H.E.R.O.) mode armor is a designed solely for combat, using both designs based on Robin's standard Justice armor, as well as brand new weapons that utilizes stored Z-Space energy in addition to the power inherent in her grandmother's amulet. The armor posses multiple combat subroutines that enhance Robin's abilities and reflexes while in combat. The H.E.R.O. mode armor's Modular Output Defense system (M.O.D.) is designed from the same principles as the standard Justice armor's M.O.D. system. Rather than using armor plating, the H.E.R.O. mode armor switches between dividing energy between rapid movement and powerful Z-Space energy powered force fields. The Multivariable Outrageous Virtous Extension system (M.O.V.E.) switches between charging the suit itself, allowing Robin to move at super speed, or to pour Z-Space energy directly into Robin's grandmother's amulet, allowing her to teleport across short distances while in combat. The Advanced Total Tactical Attack Control Kit system (A.T.T.A.C.K.) channels the Z-Space energy stored in the suit into Justice's gauntlets and boots for a number of powerful effects. At the most basic effect, Justice can combine the power with the speed of the suit to perform rapid fire Hero Srikes, or with teleportation to quickly strike every target in the area around her with a Tactical Teleport Strike. By focusing on her target's defenses and armor, Justice can throw a multitude of Armor Breaker Blows that let her slowly wear down her foes' defenses, opening them up for further attacks. By overwhelming her foe with a barrage of Lightning Speed Stun Strikes, Robin can temporarily stun them, even teleporting her blows to different locations around her target for surprise attacks. Finally, she can channel the Z-Space energy into a Rainbow Spiral Shockwave: Releasing spiralling waves of rainbow Z-Space energy around her, Robin weaves them around those that she wishes to keep safe, while knocking anyone caught in the shockwaves off their feet and away from her. COMPLICATIONS Family: Robin's family is generally unaware of her activities as Justice, but can all be used against her if a villain were to find out. Fangirl: Robin is a big fan of super heroes. Meeting a famous hero can give her pause, or at worst go into complete fangirl mode. Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action. Modular Armor Problems: It can take time to change the amount of armoring, allowing Robin to shift between defense and speed. If the GM determines that a situation is too chaotic, they can prevent changes in PP allocation for the M.O.D. systems array, giving Robin 1 HP instead. Motormouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something. Secret Identity: Robin tries to keep her identity as Justice a secret. So far, only her grandmother Dottie knows. Superhero 101: For all her good intentions, Robin is rather new to the game, and a lot of her understanding of super heroics comes from movies and tv shows. Not all of this knowledge will necessarily translate to real life. ABILITIES 4 + 4 + 8 + 14 + 6 + 4 = 40PP Strength: 14 (+2)Dexterity: 14 (+2) / [H.E.R.O. Mode Armor] 16 (+3) Constitution: 18 (+4)Intelligence: 24 (+7)Wisdom: 16 (+3)Charisma: 14 (+2) COMBAT 8 + 8 = 16PP Initiative: +7 (+7 Int [Speed of Thought]) Attack: +4 Base, [H.E.R.O. Mode Armor] +6 Base Defense: +4 Base, [H.E.R.O. Mode Armor] +7 to +17 (+4 Base, +3 Enhanced Defense, +0 to +10 from M.O.D. System) Grapple: +6 (+4 Base Attack, +2 Strength), [H.E.R.O. Mode Armor] +8 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength) Knockback: -2 (TOU 4/2), [H.E.R.O. Mode Armor] -4 to -9 (TOU 7-17, based on M.O.D. System) SAVING THROWS 6 + 5 + 8 = 19PP Toughness: +4 (+4 Con), [H.E.R.O. Mode Armor] +7 to +17 (+4 Con, +3 Protection, +0 to +10 from M.O.D. System) Fortitude: +10 (+4 Con, +6) Reflex: +7 (+2 Dex, +5) / [H.E.R.O. Mode Armor] +14 (+2 Dex, +1 Enh. Dex, +5, +6 Enh. Reflex Save) Will: +11 (+3 Wis, +8) SKILLS 108R = 27PP Acrobatics 12 (+14) / [H.E.R.O. Mode Armor] (+15) Bluff 3 (+5) Computers 8 (+15) Concentration 6 (+9) Craft [Electronics] 8 (+15) Craft [Mechanical] 8 (+15) Diplomacy 8 (+10) Disable Device 8 (+15) Drive 2 (+5) / [H.E.R.O. Mode Armor] (+5) Gather Information 3 (+5) Investigate 3 (+10) Knowledge [Physical Sciences] 8 (+15) Knowledge [Popular Culture] 3 (+10) Knowledge [Technology] 8 (+15) Medicine 3 (+10) Notice 7 (+10) Search 3 (+10) Sense Motive 7 (+10) FEATS 9PP Acrobatic Bluff Equipment 7 [Veteran Reward] Improvised Tools Inventor Jack-of-All-Trades Luck 3 Speed of Thought Uncanny Dodge [Auditory] Enhanced Feats Accurate Attack All-Out Attack Luck 1 -> Luck 4 Power Attack Quick Change Uncanny Dodge [Visual] Equipment: 7PP = 35EP The Law Rider (Vehicle; Motorcycle) [15EP] The AnneX (Headquarters; Abandoned Outpost in Z-Space) [20EP] POWERS 78 = 78PP Device 19 (90DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [78PP] (Descriptors: H.E.R.O. System Justice Armor, Invention, Technology) A.T.T.A.C.K. System 15 (30DP Array; Feats: Alternate Power 4) [34DP] (Descriptors: Dimensional, Z-Space Energy) BP: Damage 10 (Extras: Autofire [1] 12, Penetrating 2; Feats: Accurate 3, Improved Critical 2, Mighty) {30/30DP} (Descriptors: Hero Strikes, Bludgeoning Damage Type, Super Speed) AP: Damage 10 (Extras: Area [Targeted Burst] 12, Selective 12; Flaws: Action [Full Round] 12; Feats: Accurate 3, Indirect 3, Mighty, Progression [Area] 1) (Area: 50-100 ft. radius) {30/30DP} (Descriptors: Tactical Teleport Strike, Bludgeoning Damage Type, Teleportation, Z-Space) AP: Drain Toughness 12 (Extras: Affects Objects; Feats: Accurate 3, Improved Critical 2, Slow Fade 1 [1 pt./10 rnds,]) {30/30DP} (Descriptors: Armor Breaker Blow, Bludgeoning Damage Type, Powerful Strikes) AP: Stun 12 (Feats: Accurate 3, Extended Reach 1 [5 ft.], Indirect 2) {30/30DP} (Descriptors: Lightning Speed Stun Strikes, Bludgeoning Damage Type, Rapid Strikes, Super Speed, Teleportation, Z-Space) AP: Trip 12 (Extras: Area [Targeted Burst], Knockback, Selective; Flaws: Action [Full Round], Range [Touch]; Feats: Accurate 3, Improved Trip, Progression [Area] 2) (Area: 60-300 ft. radius) {30/30DP} (Descriptors: Rainbow Spiral Shockwave, Impact Damage Type, Controlled Shockwave) H.E.R.O. Mode 6.6 (33DP Container) [33DP] Enhanced Dexterity 2 (Dexterity +2) [2DP] (Descriptors: Combat Subroutines, A.I. Assisted Coordination) Enhanced Feat 6 (Accurate Attack, All-Out Attack, Evasion 2, Power Attack, Uncanny Dodge [Visual]) [6DP] (Descriptors: Combat Subroutines) Enhanced Feat 1 (Luck 1) [1DP] (Descriptors: Power Reserves) Enhanced Feat 1 (Quick Change) [1DP] (Descriptors: Collapsible Armor) Enhanced Trait 4 (Attack Bonus+2) [4DP] (Descriptors: Combat Subroutines) Enhanced Trait 6 (Defense Bonus+3) [6DP] (Descriptors: Combat Subroutines) Enhanced Trait 6 (Reflex Save +6) [6DP] (Descriptors: Combat Subroutines) Features 2 (Built-in Subtle Computer) [2DP] (Descriptors: Computer, A.I. System) Morph 1 (One Form [Justice Armor]; Feats: Metamorph 1) [2DP] (Descriptors: Armor Change) Protection 3 (Extras: Force Field (+0)) [3DP] (Descriptors: Force Field, Z-Space Energy) M.O.D. System 5 (10DP Array; Feats: Alternate Power 1, Dynamic Alternate Power 2) [13DP] DBP: Protection 0-10 (Extras: Force Field (+0)) (Total Toughness +7 to +17) {0-10DP} (Descriptors: Force Field Boost, Z-Space Energy) DAP: Enhanced Feats 0-10 (Dodge Focus 0-10; Total Defense +7 to +17) {0-10DP} (Descriptors: Speed Boost, Z-Space Energy) M.O.V.E. System 7 (14DP Array; Feats: Alternate Power 1) [15DP] (Descriptors: Dimensional, Magic, Z-Space) BP: {10 + 4 = 14/14DP} (Descriptors: Z-Space Powered Speed) Speed 9 (Feats: Moving Feint) (5000 MPH, 50.000 ft./rnd.) [10DP] Quickness 4 (Perform Routine Tasks at x25 Speed) [4DP] AP: Teleport 10 (Flaws: Short-Range; Feats: Change Direction, Change Velocity, Moving Feint, Turnabout) (1000 ft. distance) {14/14DP} (Descriptors: Combat Teleport) DRAWBACKS -3PP Normal Identity (Major, Uncommon; Free action to activate, Normal ID has no access to Justice Z Armor; Requires Justice Driver Belt to activate) [-3PP] DC BLOCK Name Range Save Effect Attack Bonus Unarmed Touch DC17 TOU (staged) Damage +4 Unarmed – H.E.R.O. Mode Touch DC17 TOU (staged) Damage +6 Hero Strikes Touch DC27 TOU (staged) Damage +12, Autofire 1, Crit 18-20, Penetrating 2 Tactical Teleport Strikes Touch Targeted Burst Area 50-100 ft. radius DC27 TOU (staged) Damage +12, Targeted Burst Area, Selective, Indirect 3 Armor Breaker Blow Touch DC22 FORT (staged) Toughness Drain +12, Affects Objects, Crit 18-20, Slow Fade 1 [1pt./10rnds.] Lightning Speed Stun Strikes Touch, 5 ft. DC22 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +12, Indirect 2 Rainbow Spiral Shockwave Touch Targeted Burst Area 60-300 ft. radius Worse of Str/Dex vs. Power Check Trip + Knockback +12, Selective Attack Totals: Abilities (40) + Combat (16) + Saving Throws (19) + Skills (27) + Feats (9) + Powers (78) - Drawbacks (-3) = 186/186 Power Points
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Before I go and post (yet another) version of Justice's sheets up on the bank... any math or things that I missed here? For the PL10 form I've added another rank of equipment, adding the Teleport from here to Justice's HQ, and and I've moved the Gadgets power into the Justice Armor device, since having it outside the armor was at best borderline with her Normal Identity drawback. I've also added Evasion 2 to her Enhanced Feats in the R.I.D.E.R. System container and added Morph with Metamorph, to allow Justice to activate her more combat focused H.E.R.O. mode armor. The H.E.R.O. mode armor is all new, but everything outside the device have the same values, since the Metamorph only applies to the armor (or I'll only apply it to the armor, anyway) --- Justice Power Level: 12 Effective Power Level: 10 Power Points: 186/186PP Unspent Power Points: 0 Trade-Offs: Justice Buster: +4ATK/-4DC; Defense Trade-offs scale between -5DEF/+5TOU to +5DEF/-5TOU, see M.O.D. System power In Brief: Genius tokusatsu fangirl making her dreams come true. Catchphrase: Time for justice! Theme: The Moment - Miracle of Sound ft. Karliene Alternate Identity: Robin Lynne Langley (Secret) Birthplace: Emerald City Residence: University Hill, Emerald City Base of Operations: University Hill, Emerald City Occupation: PhD Student at Emerald City University, Tech Support Affiliations: None Family: Anna (mother), Lucas (father), Lucas Jr. (2 years older brother), Mark (20 years younger brother), Dottie (paternal grandmother) DESCRIPTION Age: (DoB: 1997 [April 1st]) Gender: Female Ethnicity: Caucasian Height: 5'5'' Weight: 125 lbs. Eyes: Green Hair:Dark brown Robin is slender, her body honed by years of gymnastics. Her dark brown hair reaches her shoulders and is almost always worn loose. She has green eyes and wears glasses. She will usually dress casually, preferring t-shirts with prints or logos of cartoon characters, dragons and so on. As Justice, Robin wears a dark red suit with her Justice Driver belt. The upper body part of the suit has a tall collar with bright pink trim, which connects to a pink zipper that goes to Robin's right shoulder and down over her right breast to the center of her belt. She has a classic, heraldic lion in pink over her left breast, using it as a logo. Her sleeves end in bright pink trim at her wrists, while she wears grey gloves that leave the back of her hand bare, with a pink trim in a square shape. She wears light grey boots that ends about halfway up her lower leg in a W-shape, with the trim and soles being bright pink. To protect her identity, she wears a dark red domino mask with white lenses, in the same color as the costume. Activating the Justice driver causes her armor to appear: A dark red suit with purple-pink power lines running up the arms and down the legs from the belt buckle of the Justice Driver belt, with grey metal plating on the chest and shoulders. Her arms and legs are wrapped in dark grey and purple armor, with similar armor plating as the chest area. Her helmet has silver armor plating on the side and two small antenna on top, and a silver armor plate over her mouth, with large purple-pink one-way lenses over her eyes. Robin has also added red scarf in a brighter color to the rest of the armor. HISTORY Robin Lynne Langley has lived in Emerald City her entire life, always wondering why she lived in the one city that didn't seem to have any super heroes at all. Still, she loved heroes of all kinds, and if she couldn't find them by staring up at the sky, she would find them in comics and on the screen. When he older brother Lucas Jr. introduced her to the world of Japanese Tokusatsu, she was sold, even going as far as starting gymnastics due to her inspiration. Growing up, she kept her dream of really seeing heroes alive, Robin eventually decided that one day, she would be a hero. Eventually enrolling at Emerald City University, she sought out any class, course or knowledge that could help her in her goal, ending up with a rather varied curriculum, only broadening her knowledge of science in particular. She was only emboldened by the appearance of the Emerald Spider. Finally, using a combination of her own funds and components made available at the university, Robin created the first version of her Justice Driver and Justice Buster, setting out into Emerald City to become a hero. Since her debut, Robin has faced gangs of thieves, monsters, super natural threats and much more. She has been gifted her grandmother's amulet, that she once used as the super hero Miss Step, allowing her to access Z-Space, where she has established headquarters in an abandoned structure, though not going unnoticed by other inhabitants. She has worked through multiple iterations of her armor, finally settling on a modular design. Faced with the knowledge that MarsTech had stolen her designs to create the Ultio Suits and that Max Mars himself had discovered her identity, Robin put out the call to the heroes of Emerald City. Gathering together, the group has started to work against Max Mars and MarsTech, Justice has been thrust into a leadership role that she never expected to find herself in. PERSONALITY & MOTIVATION Robin is a dreamer. Anything is possible if you have the will and make your own means. Intellectually gifted and curious, she will pursue anything that strikes her fancy. A great fan of super heroes, she has been disappointed at the lack of any prominent heroes in Emerald City, which is part of her reason for deciding to become a hero herself. The other part is her great love of Japanese Tokusatsu shows, which has inspired the technology she uses. She is idealistic, usually willing to give almost anyone the benefit of doubt, but can be surprisingly ruthless in combat. Having grown more confident in herself, Robin has begun learning what it means to be a hero. She has faced tough decisions and battles, reacting by continuing to update her armor and arsenal. POWERS & TACTICS Robin will usually try and talk her opponent into surrendering at first. Otherwise, she will engage using her arsenal and any other gadgets she has managed to bring along. She will usually switch rapidly between weapons, using whatever the situation calls for, while creating portals to Z-Space to exchange other bits and pieces of her modular armor while in action. A favorite trick is to activate her smoke in an area around her, then shift to her visual enhancements, allowing her to see through the smoke, while her enemies are left unable to see her. POWER DESCRIPTIONS Robin posses no innate powers. All her abilities come from gymnastic skills or technology she created herself. After several different battle suit iterations and design philosophies, including her prototype suit and using a number of different armors for different situations, Robin has finally settled on a modular armor design, using her grandmother's amulet, now incorporated directly in the new and improved Justice Driver belt. The amulet is a large light purple, almost pink, round stone, normally hanging from a necklace. Unknown to Robin, her grandmother had used the amulet's ability to access Z-Space as the 70'es super hero Miss Step. Unaware of the amulet being magic, rather than just a great source of energy and a way to reach Z-Space, Robin continues to use it as her power source. The newest iteration of the Justice Driver belt houses both an utility belt, able to access a multitude of Robin's inventions, and access to the Justice Armor. By activating the Justice Driver through inserting her grandmother's amulet, and using the keyword "Henshin", Robin expands the under armor from the Justice Driver belt, while simultaneously summoning the rest of the armor. While the armor's actual appearance seems more or less unchanged since the last iteration, everything underneath, both hardware and software, has been changed greatly, utilizing 4 systems that Robin has created. Together, they utilize the power source in the amulet in a fine balance, driving precisely the amount of power needed for each task. The principal system used by the armor is the Rapid Intervention Defense and Emergency Response (R.I.D.E.R.) system . The R.I.D.E.R. system provides base enhancement to the wearer's physical strength, while offering protection and computer assistance to the wearer's reflexes and combat skills. The Modular Output Defense system (M.O.D.) , was designed to offer variable speed and protection in combat. By rapidly altering the armor plating on the suit, the wearer can quickly switch between slow, but heavily protected armor, or fast, but not quite as formidable armor, or anything in between, adapting to fit the situation as needed. While the process is quick, it is possible to interrupt it during combat, which leads to Robin prefering an armor setting for the M.O.D. system as combat starts. To improve her mobility in combat, Robin designed the Multivariable Outrageous Virtous Extension (M.O.V.E.) system. By using rocket boosters housed in the boots, Robin can either propel herself forward in great leaps or move at incredible speeds for brief periods of time. The system also enhances the wearer's carry weight, due to the various support structures needed in the armor to make sure the rocket boosters caused her no harm. Alternatively, by diverting energy from the rocket boosters, Robin can attach heavier, bullet proof armor. Whereas the other systems are rather rigid in their design and utility, the Interactive Dynamic Expansion Application system (I.D.E.A.) contain a great number of different gadgets and tools that Robin developed for the armor, connected by using the same power source from the armor. While the list of tools in the I.D.E.A. system is ever expanding, it so far contains enhanced visual options and, allows Robin to use her grandmother's amulet to create portals to Z-Space, allowing her access to the AnneX, or to summon different armors parts and weapons. Finally, Robin has begun using what she has dubbed her Z-Space Arsenal. By rapidly creating portals to the AnneX in Z-Space, Robin is able to swiftly exchange the weapons she need during a battle. While she has a number of plans for how to expand her arsenal, it currently includes the Justice Buster a one-handed gun that fires a number of different blasts,, Snare Grenades, rapidly expanding heavy wire meshes that expand from grenades to entrap targets, Stun Stickers, small stickers with technology that carries a powerful charge capable of stunning targets and Smoke Grenades, which releases a thick, obscuring smoke when activated. Both the Justice Buster and Smoke Grenades can be aimed through Z-Space Portals to arrive from any position near their target. Outside of the external arsenal, she retains her signature Justice Strikes, where she redirects power from the armor into powerful motors in her legs or arms, allowing her to strike with incredible force. To combat the ever growing threats of Emerald City, Robin has developed Heuristic Emergency Response Operator mode, or H.E.R.O. mode, an alternative battlesuit. While the H.E.R.O. mode armor is more powerful, drawing directly on energies from Z-Space, it is designed solely for combat, with little utility outside speed and pure power. COMPLICATIONS Family: Robin's family is generally unaware of her activities as Justice, but can all be used against her if a villain were to find out. Fangirl: Robin is a big fan of super heroes. Meeting a famous hero can give her pause, or at worst go into complete fangirl mode. Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action. Modular Armor Problems: It can take time to change the amount of armoring, allowing Robin to shift between defense and speed. If the GM determines that a situation is too chaotic, they can prevent changes in PP allocation for the M.O.D. systems array, giving Robin 1 HP instead. Motormouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something. Secret Identity: Robin tries to keep her identity as Justice a secret. So far, only her grandmother Dottie knows. Superhero 101: For all her good intentions, Robin is rather new to the game, and a lot of her understanding of super heroics comes from movies and tv shows. Not all of this knowledge will necessarily translate to real life. ABILITIES 4 + 4 + 8 + 14 + 6 + 4 = 40PP Strength: 14 (+2) / [Justice Armor] 18 (+4)Dexterity: 14 (+2) / [Justice Armor] 16 (+3)Constitution: 18 (+4)Intelligence: 24 (+7)Wisdom: 16 (+3)Charisma: 14 (+2) COMBAT 8 + 8 = 16PP Initiative: +7 (+7 Int [Speed of Thought]) Attack: +4 Base, [Justice Armor] +6 Base Defense: +4 Base, [Justice Armor] +5 to +15 (+4 Base, +1 Enhanced Defense, +0 to +10 from M.O.D. System) Grapple: +6 (+4 Base Attack, +2 Strength), [Justice Armor] +8 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength, +2 Enh. Strength), +10 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength, +2 Enh. Strength, +2 Super-Strength) Knockback: -2 (TOU 4/2), [Justice Armor] -3 to -8 (TOU 5-15, based on M.O.D. System) SAVING THROWS 6 + 5 + 8 = 19PP Toughness: +4 (+4 Con), [Justice Armor] +5 to +15 (+4 Con, +1 Protection, +0 to +10 from M.O.D. System) Fortitude: +10 (+4 Con, +6) Reflex: +8 (+2 Dex, +6) / [Justice Armor] +12 (+2 Dex, +1 Enh. Dex, +5, +4 Enh. Reflex Save) Will: +11 (+3 Wis, +8) SKILLS 108R = 27PP Acrobatics 12 (+14) / [Justice Armor] (+15) Bluff 3 (+5) Computers 8 (+15) Concentration 6 (+9) Craft [Electronics] 8 (+15) Craft [Mechanical] 8 (+15) Diplomacy 8 (+10) Disable Device 8 (+15) Drive 2 (+5) / [Justice Armor] (+5) Gather Information 3 (+5) Investigate 3 (+10) Knowledge [Physical Sciences] 8 (+15) Knowledge [Popular Culture] 3 (+10) Knowledge [Technology] 8 (+15) Medicine 3 (+10) Notice 7 (+10) Search 3 (+10) Sense Motive 7 (+10) FEATS 9PP Acrobatic Bluff Equipment 7 [Veteran Reward] Improvised Tools Inventor Jack-of-All-Trades Luck 3 Speed of Thought Uncanny Dodge [Auditory] Enhanced Feats Accurate Attack Evasion 2 Power Attack Quick Change Takedown Attack 2Justice Strikes Uncanny Dodge [Visual] Equipment: 7PP = 35EP The Law Rider (Vehicle; Motorcycle) [15EP] The AnneX (Headquarters; Abandoned Outpost in Z-Space) [20EP] POWERS 78 = 78PP Device 19 (90DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [78PP] (Descriptors: Justice Armor, Invention, Technology) I.D.E.A. System 4.8 (24DP Container) [24DP] Gadgets 1 (5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move] Duration [Continuous]; Flaws: Hard-To-Lose) [8DP] (Descriptors: Summon Gadgets, Invention, Technology) Sample powers Super-Movement 1 (Dimensional Movement [To and From Z-Space]; Extras: Portal (+2), Feats: Alternate Power 1, Progression [Portal Size] 3) (Up to 50ft x 50ft portal) [8DP] (Descriptors: Z-Space Portal, Dimensional, Magic, Z-Space) AP: Teleport 4 (Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (400 ft. distance) {7/7DP} (Descriptors: Combat Teleport) Super-Senses 8 (Counters Visual Concealment, Counters Visual Obscure, Uncanny Dodge [Visual]) [8DP] (Descriptors: H.U.D., Computer Analysis, Combat Subroutines) M.O.D. System 5 (10DP Array; Feats: Alternate Power 1, Dynamic Alternate Power 2) [13DP] DBP: Protection 0-10 (Total Toughness +5 to +15) {0-10DP} (Descriptors: Extra Armor) DAP: Enhanced Feats 0-10 (Dodge Focus 0-10; Total Defense +5 to +15) {0-10DP} (Descriptors: Less Armor) M.O.V.E. System 4 (8DP Array; Feats: Alternate Power 2) [10DP] BP: {4DP + 4DP = 8/8DP} Leaping 4 (Leap distance x25: Running 350 ft.) [4DP] (Descriptors: Jump Jets, Rocket Boots) Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature) AP: {4DP + 4DP = 8/8DP} Speed 4 (100 MPH, 1000 ft./rnd) [4DP] (Descriptors: Boost Jets, Rocket Boots) Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature) AP: Impervious Toughness 8 {8/8DP} (Descriptors: Armor Plating) R.I.D.E.R. System 4.4 (22DP Container) [22DP] Enhanced Dexterity 2 (Dexterity +2) [2DP] (Descriptors: Combat Subroutines, A.I. Assisted Coordination) Enhanced Feat 4 (Accurate Attack, Evasion 2, Power Attack) [4DP] (Descriptors: Combat Subroutines) Enhanced Feat 1 (Quick Change) [1DP] (Descriptors: Collapsible Armor) Enhanced Trait 4 (Attack Bonus+2) [4DP] (Descriptors: Combat Subroutines) Enhanced Trait 2 (Defense Bonus+1) [2DP] (Descriptors: Combat Subroutines) Enhanced Trait 4 (Reflex Save +4) [4DP] (Descriptors: Combat Subroutines) Features 2 (Built-in Subtle Computer) [2DP] (Descriptors: Computer, A.I. System) Morph 1 (One Form [H.E.R.O. Mode]; Feats: Metamorph 1) [2DP] (Descriptors: Armor Change) Protection 1 [1DP] (Descriptors: Armor) Z-Space Arsenal 11 (22DP Array; Feats: Alternate Power 4) [26DP] (Descriptors: Weapons, Z-Space) BP: {21 + 4 = 25/25DP} Damage 6 (Extras: Penetrating 5; Feats: Accurate 2, Improved Critical 2, Knockback 3, Mighty, Takedown Attack 2) [21DP] (Descriptors: Justice Strikes, Kicks, Punches, Enhanced Musculature, Motors, Bludgeoning Damage Type) Enhanced Strength 4 [4DP] (Enhanced Musculature) AP: Blast 6 (Extras: Penetrating 1; Feats: Accurate 4, Indirect 3, Variable Descriptor 2 [Any Technological]) {25/25DP} (Descriptors: Justice Buster, Blaster, Variable Ammunition, Z-Space Portals) AP: Obscure 9 (Visual Obscure; Extras: Independent (+0); Feats: Indirect 3) (2500 ft. area radius) {21/25DP} (Descriptors: Smoke Grenade, Grenade, Smoke, Z-Space Portals) AP: Snare 10 (Feats: Accurate 2, Indirect 3) {25/25DP} (Descriptors: Snare Grenade, Rapidly Expanding Wireframe, Z-Space Portals) AP: Stun 10 (Feats: Accurate 2, Improved Critical 1, Reversible, Sedation) {25/25DP} (Descriptors: Stun Sticker, Electricity, Sticker) DRAWBACKS -3PP Normal Identity (Major, Uncommon; Free action to activate, Normal ID has no access to Justice Armor; Requires Justice Driver Belt to activate) [-3PP] DC BLOCK Name Range Save Effect Attack Bonus Unarmed Touch DC17 TOU (staged) Damage +4 Unarmed – Justice Armor Touch DC19 TOU (staged) Damage +6 Justice Strike Touch DC25 TOU (staged) Damage +10, Crit 18-20, Knockback 3, Penetrating 5 Justice Buster 60 ft. DC21 TOU (staged) Damage +14, Penetrating 1, Indirect 3, Variable Descriptor 2 [Any Technological] Snare Grenade 100 ft. DC20 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10, Indirect 3 Stun Sticker Touch DC20 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +10, Crit 19-20, Reversible, Sedation Totals: Abilities (40) + Combat (16) + Saving Throws (19) + Skills (27) + Feats (9) + Powers (78) - Drawbacks (-3) = 186/186 Power Points
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GM Metal rained down around him, a shadow lashed on to him, but Ahab stood tall, struggling to push the shadow away, while he grabbed another harpoon. "I will not end my days in the belly of the beast, scum! This is not the way for Ahab to go!" He raised the harpoon high, took aim... and let it fly towards Gauss with deadly force and precision.
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Forever Boy He could feel it. The whale was moving, even as they fought inside it. He could hear it, something was happening. "We need to get out of here, and fast!" The people inside the whale would be safe, at least, but something was happening. A strange sensation, something that made the hairs at the back of Pan's neck stand up. "Up, up and away!" he called out to Gauss again, pointing up, towards the ceiling of the whale's belly, towards the blowhole far above. The one that Ahab had tried to reach. His shadow spun around Ahab, trying to leash him, to bind him further, but Pan did not move quite yet. Not until Selena followed, at least.
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Pan goes for another snare: 28 That's a hit and Ahab saving vs. DC20 ref, with reduced dex: 22, he makes it, so still only entangled. Ahab moves to break the snare: DC22 TOU save from the snare: 25 Still holding. He now gets two standard actions per turn to keep up, and attacks Gauss with a harpoon: 21 That's a hit. Give me a TOU save vs. DC25. 22 - Forever Boy - 4HP - Unharmed 17 - Ahab - Unharmed, Entangled (ATK/DEF-2, Dex-4) 11 - Gauss - 3HP - Unharmed
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GM The Justice over Salvo's shoulder remained silent and immobile. She was simply hanging there, unmoving, but breathing. The attack seemed to have taken a lot out of her. But, she had not been alone, had she? There was another one out there, somewhere. And maybe they hadn't escaped, despite disappearing. Salvo's senses would pick up a humanoid shape standing out there, near some trees. It seemed like it was watching them, but the shape didn't match Mrs. Doors. It was a man, with a weapon in his hand. He was invisible, unmoving, waiting.
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Justice notice: 16 Opposed stealth: 20 Effects of beating that in IC.
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Carnifex: That's a hit, rolling TOU: 25 What're the odds? (well, 1 in 10, but hey) Ultio Suits reflex vs. box: 21 18, both escape And DC23 TOU save for another Ultio: 8, one down and flying @Kaede Kimura give me an IC. And no need to hold back with your ICs and wait for me to respond to the OOC. For the record: I got a set number of Ultio Suit Users, we'll see how things develop as you fight them. 25 - Ultio Suit Users - KO:1 --- Ultio Red: Unharmed --- Ultio Blue: Unharmed 17 - Carnifex - Unharmed 16 - The Dreamer - 0HP - Unharmed 9 - Ultra Girl - 2HP - Unharmd
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Justice "What? That's not enough?" Man, Salvo was paranoid. And, alright, Robin knew she was probably too trusting, but she wasn't about to just go telling everyone everything. That other Mrs. Doors that Salvo talked about was still out there, so... what could she do? "Alright, alright, let's see if this is good enough for you... and we really need to figure out something in case this happens again..." She held up her hands, though she still had the Justice Buster in her right one. She wasn't about to let go of it right away. "My name's Gregoria Gregovich III, I live on the Moon and my favorite movie is Snow White." This better work, if Salvo remembered her being anything but serious for a while outside.
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Give me another Notice before I do the GM.
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The people were in there, somehow. Or something of them, at least. Focusing his powers around it, Parker pushed the form together, molding it, holding it, without touching it. Keeping it in place, moving it with them. Everything was shaking, crumbling down. The scavengers, for a lack of better word, was still there... and the damage to above would be catastrophic. The support was gone, it had to be rebuilt, but could it be done in time? "I got this. I hope." Focus, again. Push back against it. Keep everything locked in place, unmoving. Do not allow it to fall, keep it at the exact distance it had now... maybe even push it back to where it was.
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Was waiting for Ex, but I'll get something in there while waiting for him to feel better! Using Move Object at rank 14 to try to hold everything up. Give everyone a chance to get out of there, while he figures out how to try and repair it. Or Jovian steps in with something.
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You know the following: The White Rabbit seems to be an anarchist of some kind. He shows up, does something chaotic, then disappears. There seems to be little rhyme or reasons behind his tactics. The Lizard-man is Bill the Lizard. He's the White Rabbit's right hand reptile. He is strong and tough, and has shown the ability to shrink, becoming just a little lizard. The Mouse-man is the Dormouse. He doesn't seem to be all there, almost seeming like he's sleepwalking through life. He seems to be the gang's getaway specialist, somehow able to turn any door into a portal to who knows where. All in all, very little is actually known about any of them beyond their names and abilities they have demonstrated in the past.
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"I'm not sure. Sounds pretty accurate to me. Both are otherworldly in a way, aren't they?" Mette grinned back at Muirne. She liked this girl. You'll see when it comes up, she added mentally with a bit of a humor to her tone. I gotta have some secrets. Don't worry, I'll be sure to make a splash. So, anyone else feel like this entire place is kind of too silent? I know its all robots and such, but did they kill all the birds and other animals or something like that? It was eerie, really. She felt weird, just being here. There were people, sure, and they seemed to like it here. The woman coming out, all bloodied but looking happy. Some kind of fight? Boxing or something like that? And Muirne ran in there. Ah, crap. Muirne, wait up. No running off alone! She looked over her shoulder at Synapse, quickly calling out "I'll get her!" before turning and hurrying after Muirne into the building.
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