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RocketLord

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  1. @Thevshi Let's take 10 then, for a total score of 18, and more time passing.
  2. Archer II Power Level: 12 (built as PL 10; 203/247PP) Unspent Power Points: 44PP 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: Bleed - Divide Music 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) Family: Rachel King (Mother, deceased), Fabian King (Father, deceased) Description: Age: 18 (DoB: 2001, May 4th) Gender: Male Ethnicity: Caucasian Height: 6' Weight: 190 lbs. Eyes: Blue Hair: Brown Connor is a young man with an athletic build and great shape, 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 primarily white jacket, with small red bracers on his wrists. The jacket's shoulder and a loose triangular pattern on his chest is dark red, ending just below his solar plexues. A light grey zipper runs from the neck and across the left side of his chest. He wears red pants, and a black utility belt with grey pockets. He wears red boots with white soles and front, and a thick white trim at the top, in a sort of T pattern. He completes the uniform with a dark red bandana with long clothes pieces hanging from the back of his head. Connor will usually wear a dark red quiver 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. 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 + 6 + 7 = 17PP Toughness: +6 (+6 Con) Fortitude: +10 (+6 Con, +4) Reflex: +10 (+5 Dex, +6) Will: +10 (+3 Wis, +7) Skills: 148 R = 37PP Acrobatics 15 (+20) Bluff 8 (+10) Concentration 7 (+10) Craft [Mechanical] 9 (+10) Drive 5 (+10) Gather Information 8 (+10) Intimidate 13 (+15) Investigate 5 (+6) Knowledge [Streetwise] 14 (+15) Knowledge [Tactics] 9 (+10) Medicine 2 (+5) Notice 12 (+15) Pilot 5 (+10) Search 14 (+15) Sense Motive 12 (+15) Stealth 10 (+15) Feats: 42PP 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 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 (17) + Skills (37) + Feats (42) + Powers (29) - Drawbacks (0) = 203/247 Power Points
  3. Yep, a complete dodge then. Justice: Reflex 1d20+8 = 20 TOU vs DC17: 1d20+8 = 10 Ouch, Bruise and Dazed, and you're up. 26 - Emerald Spider - 2HP - Unharmed 19 - Justice - 1HP - Bruise (x1), Dazed 14 - Enemy - Unharmed
  4. GM The man almost roared as the webbing flew towards him. It seemed almost as if the Emerald Spider got him, but at just the last moment, he managed to twist to the side. The twist tore some of his clothes further, revealing what appeared to be rather pale flesh underneath, and even more bones. Justice's blast collided with his chest, but he barely even flinched, though the force blew his hat off, fully revealing his head. It was a chaotic mix of flesh and bones, horns and spikes and strange bone growths jutting out from his head in seemingly random directions. With a sound that was something between a groan and a roar, he swung his right arm in an arc, releasing a barrage of razor sharp bone spikes towards the heroes.
  5. Justice The Emerald Spider was so fast! She just twisted and shot out her web and it was just so quick. Not that Robin was any slouch either, as she spun around to face the attacker. "Henshin!" While the undersuit quickly expanded from her belt, Robin slotted her amulet into the Justice Driver, providing the necessary power to the suit. A swirling purple-pink portal opened behind her, bits and pieces of her armor quickly flying out and attaching to her. It happened in an instant, then the pink power lines on the suit and the visor lit up. Reaching for the Justice Buster at her side, Robin quickly raised it and grabbed the weapon with both hands, pulling the trigger to send a burst of kinetic energy towards the attacker.
  6. Enemy action: Standard action: Fire a blast in an area cone that hits both Emerald Spider and Justice. TOU DC19 with Penetrating 4, reflex DC14 to make that a TOU DC17.
  7. That's a hit, Enemy Reflex: 12, fail by 7, bound and helpless. That's a bit too early for him to go down, I think, so you'll get a HP and the bad guy evades the snare. Justice: Free action: Activate Justice Driver Move action: Draw Justice Buster Standard action: Fire Justice Buster at bad guy: 1d20+11 = 28 That's a hit, so DC20 TOU save for the bad guy: 23, made it.
  8. U.F.O. 777 had stood beside Sitara in its slightly humanoid form, arms extended by its sides. The display that showed its red eyes had been flickering and moving around, trying to take in everything around it, but otherwise, it had remained motionless. It was strange to be here. It had only recently returned to duty with the Praetorians, and now it was representing them alongside Sitara, one of its designers! There were so many beings around it that it had never seen, and the Terrasi students were all so different, even from each other. It was all a bit overwhelming, so many things to try and understand at once. When Sitara had moved towards the Terrasi students, 777 had followed, though it stood back. It was unsure how they would react to it, after all. Still, they were rather interesting, these Terrasi heroes, as they bickered among themselves. For now, 777 just watched, standing close by Sitara. It was really rather unsure of whether it was even permitted to speak up in this situation.
  9. Pan drifted along as they went through the streets, flitting back and forth between various sights and shops that caught his attention as they went along, pointing out anything he found particularly interesting to the others. So much to see, and they hadn't even started the actual adventure yet. "What a wonderful place," Pan mused, looking up towards the top of the restaurant. There was just something cozy about it, despite the size, and if it promised great food, different from back in Freedom? Even better. It seemed that Veronica had studied up before their trip, if she already knew about a place like this. Honestly, preparation was not quite Pan's way of doing things, but he could still appreciate his friend's work. "Yes, the food just seem to have so much more soul in places like these, do they not?" he agreed with Davyd. And wasn't Davyd a bit taller before? Curious, but oh well!
  10. THAT THING WITH THE IMAGINARY FOOD, FROM THE ROBIN WILLIAMS MOVIE'd by Fox Forever Boy Updating Forever Boy's complications and spending his current PP. Please replace what Forever Boy's current complications with these: Never is an awfully long time: While usually fearless, Pan has just one fear: That he will never be able to return to Neverworld. If Pan is affected by a Fear effect targeting his fear of never returning to Neverworld, his Fearless feat will not apply. Alternatively, if faced with a situation where he might be able to return home, it might cause him to hesitate or otherwise make the current situation worse.  Oh, the cleverness of me: Pan is a trickster, and he has trouble not taunting and otherwise aggravating his enemies. This can lead to escalation of conflict if Pan manages to aggravate the enemy enough, or Pan being attacked where he was previously ignored, making the situation worse for him. To live will be an awfully big adventure: To Pan, a life without adventure would be worse than death. He searches for adventure in any form, always having trouble sitting still, be it during classes, stakeouts or strategy meetings. This can apply in many ways, such as picking up a strange idol, pressing the tempting button with "Do not press" or flying after something the glowing light in the sky, having trouble staying focused during planning on learning, which can cause problems later on, if Pan forgets crucial information or just didn't pay attention in the first place. I'll hold you in my heart, until I can hold you in my arms: Pan is quick to find friends, and quick to trust them. He is willing to do just about anything for his friends, even if he shouldn't. Hurt his friends, and his revenge will be swift, even if it shouldn't be. If Pan's friends are hurt or in situations where they will be seriously hurt or worse if Pan or someone else doesn't help them, Pan will be spurred into action, even if the situation places Pan himself in great danger. All you need is faith, trust and a little bit of pixie dust: Pan has to actually believe in himself and his abilities for his powers to work effectively. If his faith in himself is shaken, for instance by being met with an overwhelming foe or otherwise being worn down, any of his powers with the Pixie Dust descriptor might fail when he try to use them. All children, except one, grow up: Pan has a soft spot for children, and they tend to like him in turn. While he might not outright believe everything a child will say or do, knowing all too well how mischievous a child can be, he will always believe in children, prioritizing their protection and well being. It may have been quixotic, but it was magnificent: Pan's uncanny luck tends to have strange consequences. If probability is pushed far enough in one direction, it might just decide to push back, causing improbable things to happen, like the password to a computer suddenly changing, or a piano suddenly falling from the sky. --- Pan has 13PP to spend, and I'll be using those to boost his Illusion array a bit, and changing its name, so to summarize changes: - Rename the power Illusion Array to Trickster Array - Increase Alternate Power 1 to Alternate Power 3 [2PP], adding Enhanced Charisma as the new BP and another Illusion power - Increase rank from 3.5 to 9 [11PP] New array below: Trickster Array 9 (18 PP Array; Feats: Alternate Power 3) [21PP] (Pixie Dust, Training) BP: Enhanced Charisma 18 ("Forever Charismatic") {18/18} AP: Illusion 8 ("Endless Forms"; Affects: Visual; Feats: Progression [Area] 2) (Area: 25 ft.) {18/18} AP: Illusion 4 ("Endless Forms Most Beautiful"; Affects: All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 2) (Duration: Sustained, Area: 25 ft.) {18/18} AP: Obscure 5 ("Hide & Seek"; Affects: Auditory, Visual Senses; Extras: Independent [+0]; Feats: Progression [Area] 2, Selective) (Duration: Independent [18 rounds], Radius: 500 ft.) {18/18} Updated Ability score and Skills blocks to go with the above: Abilities: 4 + 10 + 6 + 4 + 2 + 10 = 36PP Strength: 14 (+2) Dexterity: 20 (+5) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 20 (+5) / 38 (+14) w. Forever Charismatic Skills: 40R = 10PP Acrobatics 2 (+7) Bluff 17Skill Mastery (+22) / (+31 w. Forever Charismatic) Notice 13Skill Mastery (+14) Sense Motive 3Skill Mastery (+4) Sleight of Hand 2 (+7) Stealth 3Skill Mastery (+8)
  11. Yep, both are about 200 feet above ground, Ship A being 50 feet away and Ship B being 500 feet away.
  12. Search: 1d20+8 = 9 Ha, let's see where this gets me.
  13. Pan had fallen silent, practically glued to the window as Veronica explained the huge ship, and how it carried thousands of passengers! It was simply amazing! This world held so many wonders that were never even dreamed possible back on Neverworld! The opposite might be true as well, but this? This was not home! This was the adventure for Pan! Getting off with the rest, Pan happily shook Coburn's hand, before his attention started to wander again, looking all around them at all the wonders of this new place. In some ways, it was like home, or at least like places back home. In others, so so different. This was exciting, and he could barely decide where to look first, before Veronica's question brought him back down to Earth, litterally and figuratively, his feet having started to lift off the ground already. "Yes! Yes, let us eat! Anything new, anything exciting! What kind of food do they eat here? What kind of drinks?" He paused a bit, after realizing Lulu's question, leaning in a bit closer to her with a sly smile. "I could probably get us something, if everyone agrees, of course." Some illusions, some charm, what more could it take?
  14. GM If the stalker noticed the Emerald Spider's reaction, he did not react to it. Looking over her shoulder, Peri could see a man in a trenchcoat and fedora approaching them rapidly, slowly raising his right hand to reach out for them. Under the coat, his form seemed irregular, like bits and pieces were protruding out of his body in strange places. In a few places they even seemed to have pierced through the coat, what appeared to be sharp bones or spikes. His fingers ended in bone claws, and several spikes seeming seemed to stick out from his wrist. The parts of his legs that were visible were bare, the toes ending in bone claws, much like his fingers. Irregular growths of pone poked out of his begs in random places, most of them being some form of spikes. His face, visible under the fedora, was as much of a mess. He seemed to have overly large tusks jutting out from his jaw, a crest of bone on his forehead that the hat failed to hide, and random, smaller bones sticking out in different locations. He did not seem to have a nose, simply having two holes where it should have been. His eyes seemed filled with madness. He would reach them in moments, if the heroes did not act.
  15. Justice If she was being completely honest, Robin had almost forgotten everything about the reason she was actually here. She was happily chatting along, just the fact that she was hanging out with the Emerald Spider was just so exciting! That excitement wavered a tiny bit when Emerald Spider told her of whoever was coming from behind. Robin froze for just a a second, before continuing walking, giving a small node. She slowly moved a hand to her medallion, while moving the other to the Justice Driver, ready to activate the armor at a moment's notice. Alright, this might be it. Time to show the Emerald Spider what she could do.
  16. Justice: 1d20+2 = 19 (no armor on to boost it, yet) Enemy: 14 So! 26 - Emerald Spider - 1HP - Unharmed 19 - Justice - 1HP - Unharmed 14 - Enemy - Unharmed I'll do a pre fight post with Justice and the enemy, then you're up
  17. @Tiffany Korta Could I get an initiative roll?
  18. GM Guy glared at Nicole, but backed off, turning and throwing his hands in the air. "Fine! Scare the kid! Maybe she'll change your damn mind and we can start making some actual progress here!" He stomped off, returning to whatever he had been doing and sitting down heavily in his chair. Rita shook her head, turning her back to Guy. "He is right about us not making much progress, at least. We do need to move up the food chain, but it gotta be safe first, right?" She thought about it for a moment, before coming to a decision. "Alright. I'll show you, but remember, I'd rather not. Come along." Turning, she started moving out of the room and down the hallway, leaving Guy and the other scientists behind. "We're keeping the remains in a secure location. I wouldn't even keep them around if not for needing to find out what went wrong in the first place." She paused when they got to an elevator. "You handled Guy well, by the way. He's a tool, but one of the best in his field, and he's been instrumental in our research, so gotta keep him around."
  19. GM Ms. Bright didn't have to wait long before the man turned up. Only about twenty minutes or so, in fact. Muscles and size was, of course, not everything, but even then, the man's sheer size would give most pause, as she spotted him approaching from down the street. As she had been told, he easily stood more than 6'4'', broad shouldered and rather muscular. His white t-shirt was form fitting, probably a few sizes too small. He wore sunglasses this morning, a pair of aviator shades that protected his eyes from the sun as he approached from West. With homeless people still leaving the shelter, he stopped near the door, turning to lean against the wall while he crossed his arms, just watching the homeless as they went about their business.
  20. GM Nicole's tinkering was a success, it seemed. Through her mix of both science and the arcane, she had connected her laptop to the Horologium. It had not been easy, and who knew how long it would work? No matter, it seemed like it would work for now, and that would have to be good enough. All she needed now was to put it into use. The cannonball from the nearest ship had smashed into Zenith's barrier, weakening it once more, but without breaking through, but the second ship, still approaching, shot once more, yet another glowing cannonball flying through the sky. Below, the young heroes could only barely make out the pirates of the second ship singing shanties about rum and treasure.
  21. Since Cubismo's away for a short bit, skipping to the Pirates at Ship B: @Cubismo, still need a DC27 TOU roll with your next post Pirate Ship B approaches, and is now about 500 feet away. They take another shot at the dome: 23 @TheAbsurdist, can I get a DC27 TOU save for the dome? 32 - White Lioness - 1HP - Unharmed - Waiting for a lift for the rest of the turn 26 - Thunderbird - 2HP - Unharmed 25 - Veronica Danger - 3HP - Unharmed 24 - Forever Boy - 4HP - Unharmed 23 - Ship A Crew - Undamaged - 8 Pirates on Ship - 8x Unharmed - 3 Pirates near Danger building - 1x Unharmed, 2x KO - 4 Pirates inside the small dome - 4x Unharmed *21 - Ms. Thursday - 2HP - Unharmed (Currently DEF 5) 19 - Salvo - 2HP - Unharmed 15 - Ship B Crew - Undamaged *11 - Zenith - 2HP - Unharmed 5 - Building Defenses Other Zenith's Big Dome - Toughness 10, Def -7? (5-12) (Awesome Size) - Damaged x4 Zenith's Small Dome - Toughness 10, Def ? (coming later) - Undamaged Fog/Rainclouds around the building, courtesy of Thunderbird. No longer providing cover, but slowly fading. The cannonball that didn't break the dome was destroyed, the other is now inside the dome, not too far from the people near the entrance, with pirates appearing from it. The second, smaller dome is over it. There's a visual obscure fog effect on Ship A, with the heroes not being affected. The defense system has been activated: 4 Ranged Stun 9 cannons with +7 to hit. Salvo has the following Jury-Rigged device: Comprehend 3 (Horologium; Extras: Linked [Damage]; Flaw: Limited [To Nicole's Laptop], Unreliable) 1PP + Damage 15 (Extras: Linked [Damage], No Saving Throw [+2]; Flaws: Action [1 minute]), Distracting, Limited [Object Connected to Nicole's Laptop], Range [Touch], Uncontrolled); Drawbacks: Full Power, Lethal Only, Noticeable) 0PP*  Current situation, to summarize: The institute is currently surrounded by a Toughness 10 dome, which the teens can pass or shoot through without harm. The flying Sky-Pirate ships are approaching from above. Ship A is about 50 feet away at this point, and Ship B about 500 feet away at this point, but approaching rapidly. Both are about 200 feet above ground. Forever Boy has reached Ship A, flying near it. White Lioness is has landed on Ship A, Veronica is above on her sky bike. Ship A is covered by a fog. Salvo has created a weapon from the Horologium and summoned Belios, ready for action. A group of 5 pirates have appeared from a glowing light from the cannonball that managed to break through the dome. Ms. Thursday is in melee with 4 pirates of the Pirates inside a smaller dome, with 3 other pirates outside it, and Zenith on top of it. Thunderbird is in melee with the 3 pirates outside the smaller dome, having KO'ed two. @Cubismo, @TheAbsurdist, you're up. Building defenses will go off after one or both has acted.
  22. Flagging.
  23. Remember it got 3 injuries/damage already, so that's a 17, failure by 6, so another injured condition, but cannonball did not get through. IC coming when I get the time.
  24. "... And that is when the island turned out to be a giant turtle, and it really did not like that we had set off the bomb to drive the Whale Hunter away!" Pan was in the middle of a riveting tale of adventure at Neverworld. Davyd had so far been a captive audience, and Pan was only more than happy to play the role of storyteller. The tale had involved him and a few others being chased by a Sky-Pirate ship, ending up on a huge unknown island and generally fighting a small war against the pirates among the mountains and jungles, until, finally, Pan had managed to set off a bomb that the pirates had been pulling around, awakening the giant turtle that was the island. Still, Pan gave pause and whistled at the view of Road Town and the harbor. He had been more than happy to accept Veronica's proposal for a new adventure, one that would take him to, to him, unknown lands! And a shipwreck! Maybe it was even haunted, not that Veronica had mentioned that, but Pan had seen enough shipwrecks to know that many were haunted. He had been excited, and he still was, leaning over to get as good a view of the many ships as he could. He had never seen ships as large as the cruise ships before. "What are those huge ships for? How can they even make them that big and still float?" For his part, Pan was dressed in a all green. dark green shorts that ended just above his knees and a slightly lighter green Hawaii style shirt with a pattern of stylized white feathers split somewhat randomly on it. He wore a pair of loose sandals.
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