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Freedom City Guidebook
Freedom City PBP: A How-To Guide
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Everything posted by RocketLord
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GM "Hey, get back here!" the male guard yelled after Zenith as she stepped towards the ground floor entrance. He moved towards her, but stopped the moment her appearance started to change. As she stepped outside and the put up the dome around the building, she was the first to see the approaching vessels that the others would soon be able to see on the screens at the security booth: A pair of full-rigged ships, flying through the sky, cutting straight through the still powerful sandstorm with little effort. The sails were large and white, catching the wind much like a normal sailing ship would do at sea. The ships even bobbed up and down, much like a ship at sea meeting waves. And at the very top of the highest mast, but ships flew a black flag with a skull and crossbones. Inside, most of the researchers were running towards the safe rooms. Some were carrying various artifacts, some were being carried by things such as flying carpets or walking chairs. At the security station, the woman was frantically speaking into her headset, looking up at Vegas and the group approached. "Comms are out." Seeing the panicked expression on Vegas' face, she instead turned her attention to Veronica. There was a Danger at the location, and protocol was protocol, even if she was a teenager. "We're not gonna be able to call for help. Automatic defenses and the thing your friend put up might be able to keep them away, but we got have no idea if it will even work."
- 60 replies
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- sky-pirates
- danger international
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So many hits! Hit one: 15 Staggered and Dazed! Hit two: 22 But not enough to remain upright! Squid Leader is down! Give me an IC @Avenger Assembled and I'll get to the squid minions. 28 - Sgt. Shark - 1 HP - Bruise (x1) 19 - Asad - 3 HP - Undamaged 18 - Sea Devil - 1 HP - Undamaged 12 - Squid Jerk Minions x5 (x3 guns nullified) - Undamaged. 5x - KO 8 - Squid Jerk Leader - KO
- 129 replies
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Was (and is) waiting for @Exaccus. Feels wrong that Pan makes the first intro to where they've gone!
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Easter vacation time! Gonna be gone without a laptop from the 18th to the 22nd, then probably with a laptop but limited internet at best from the 23rd till some time in the weekend during the 27th/28th.
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Edited - TA Justice Justice got 9PP that I'll use for a skill and a Gadgets power, and I'll be reworking her Justice Driver device quite a bit, detailed below. First, new things: Skills: 1PP Buying Knowledge [Popular Culture] 4 (+9) Powers: 8PP Buying Gadgets 1, as this, with sample powers included: Gadgets 1 ("Utility Belt"; 5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move] Duration [Continuous]; Flaws: Hard-To-Lose) [8PP] (Invention, Technology) Sample powers And then, the reworked Justice Driver. Please replace Device 5 (Justice Driver Alpha v5) with the power below: Device 5 ("Justice Driver"; 25 PP Container; Flaws: Action [Free], Hard-To-Lose; Feats: Restricted 2 [Only you can use], Subtle) [18PP] (Invention, Technology) Armor Change Array 10 (20PP Array, Feats: Alternate Power 2, Drawback: Action [Move]) [21PP] (Z-Space) BP: Alternate Form 4 ("Justice Armor"; 20PP Alternate Form) {20/20PP} Damage 8 ("Justice Kick"; Feats: Knockback, Mighty) [10PP] (Bludgeoning Damage Type) Enhanced Stats 4 (Strength+4) [4PP] Enhanced Trait 4 (Attack Bonus+2) [4PP] Protection 2 [2PP] AP: Alternate Form 4 ("Stealth Armor"; 25PP Alternate Form) {20/20PP} Concealment 6 ("Stealth Field"; Options: All Visual, All Auditory) [12PP] (Technology) Enhanced Blast 0 ("Silenced Justice Shot"; Stacks with Justice Shot; Feats: Subtle 2) [2PP] Enhanced Trait 2 (Attack Focus [Ranged] 2) [2PP] Enhanced Trait 4 (Defense Bonus+2) [4PP] AP: Alternate Form 4 ("Blaster Armor"; 25PP Alternate Form) {20/20PP} Blast Array 3 (6PP Array, Feats: Alternate Power 1) [7PP] BP: Enhanced Blast 2 ("Enhanced Justice Shot"; Stacks with Justice Shot to Blast 7; Feats: Homing, Incurable) {6/6PP} (Impact Damage Type) AP: Obscure 3 ("Smoke Grenade"; Options: Visual Obscure; Extras: Independent; Flaws: Limited [Only Affects Normal Vision]) {6/6PP} (Smoke) Impervious Toughness 8 [8PP] Leaping 3 ("Jump Jets") [3PP] Protection 2 [2PP] Enhanced Feats 1 (Improved Initiative) [1PP] Enhanced Stats 4 (Constitution+4) [4PP] And since that update changes Justice a fair bit, here's updated versions of the Trade-Offs, Power Descriptions, Abilities, Combat, Saving Throws, Feats and DC Block, to make it somewhat possible to read the profile: Trade-Offs: Justice Armor [+3ATK / -3DC (Justice Shot), -2ATK / +2DC (Justice Kick)], Stealth Armor [+3ATK / -3DC (Justice Shot), +2DEF / -2TOU], Blaster Armor [+2ATK, -2DC (Justice Shot)] Power Descriptions: Robin posses no innate powers. All her abilities come from gymnastic skills or technology she created herself. At the moment, Robin's main inventions are the Justice Buster and the Justice Driver. The one exception to the rule is Robin's grandmother's amulet, which lets her open portals to Z-Space, and works as a power source for the Justice Driver. The Justice Buster is a slightly over sized gun, but not too large to be fired one handed. It fires bursts of kinetic energy rather than any kind of bullets. The Justice Driver is Robin's prized invention. She can cause a lightweight body armor to appear from the belt, hiding her identity, either by the voice command "Henshin" or by a code entered with her fingerprint on a special program on her phone. Robin has enhanced her design to improve her combat capabilities and flexibility, using the magic power from her grandmother's amulet as a power source for the armor. By opening portals to Z-Space, Robin is able to exchange parts of her armor by remote control, altering her capabilities. She currently has 3 armor configurations: The balanced Justice Armor, the heavily armored and powerful Blaster Armor that improves the power of the Justice Buster and the Stealth Armor, useful for infiltration. Robin has added an utility belt to the Justice Driver, letting her bring a large assortment of gadgets into the field. Abilities: 0 + 4 + 4 + 10 + 4 + 4 = 26PP Strength: 10 (+0) / 14 (+2) [w. Justice Armor Form] Dexterity: 14 (+2) Constitution: 14 (+2) / 18 (+4) [w. Justice Driver] Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +2 / +6 (+4 Improved Initiative from Justice Driver) Attack: +4 Base, Justice Armor [+6 Melee (+4 Base, +2 Enhanced Attack), +9 Ranged (+4 Base, +3 Attack Focus, +2 Enhanced Attack), +11 Justice Buster (+4 Base, +3 Attack Focus, +2 Attack Specialization, +2 Enhanced Attack)], Stealth Armor [+4 Melee (+4 Base), +9 Ranged (+4 Base, +3 Attack Focus, +2 Enhanced Attack Focus), +11 Justice Buster (+4 Base, +3 Attack Focus, +2 Attack Specialization, +2 Enhanced Attack Focus)], Blaster Armor [+4 Melee (+4 Base), +7 Ranged (+4 Base, +3 Attack Focus), +9 Justice Buster (+4 Base, +3 Attack Focus, +2 Attack Specialization)] Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed, Stealth Armor [+10 (+4 Base, +4 Dodge Focus, +2 Enhanced Defense)] Grapple: +4, Justice Armor [+6 (+4 Base Attack, +2 Strength)] Knockback: -2 (TOU 4/2), Justice/Blaster Armor [-4 (TOU 8/2)] Saving Throws: 3 + 6 + 6 = 15PP Toughness: +4 (+2 Con, +2 Defensive Roll) / Justice/Blaster Armor [+8 (+4 Con, +2 Defensive Roll, +2 Protection)], Stealth Armor [+6 (+4 Con, +2 Defensive Roll)] Fortitude: +5 (+2 Con, +3) / +7 (+4 Con, +3) [w. Justice Driver] Reflex: +8 (+2 Dex, +6) Will: +8 (+2 Wis, +6) Feats: 18PP Attack Focus [Ranged] 3 Attack Specialization [Justice Buster] 1 Defensive Roll 1 Dodge Focus 4 Eidetic Memory Equipment 4 Improvised Tools Inventor Skill Mastery (Craft [Electronics], Craft [Mechanical], Knowledge [Physical Sciences], Knowledge [Technology]) Uncanny Dodge [Auditory] Enhanced Feats Improved Initiative DC Block Name Armor Range Save Effect Attack Bonus Unarmed All Touch DC15 TOU (staged) Damage +6 Unarmed Justice Touch DC17 TOU (staged) Damage +6 Justice Shot All 50 ft. DC20 TOU (staged) Damage +11 Enh. Justice Shot Blaster 70 ft. DC22 TOU (staged) Damage +9 Justice Kick Justice Touch DC25 TOU (staged) Damage +6 Thank you!
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So close. Another acrobatics roll, if you keep pursuing.
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GM The Seeker was closing in, almost reaching the figure. Whoever it was, he was certainly faster, especially with the graceful landing. A smell of zone and burning preceded the figure's jump, followed by a short burst of flames from its heavy boots. It didn't appear to be quite flight, rather a powerful boosted jump that catapulted them towards the next building. The burst of flames left burnt smell in the air, as the silent figure released several further bursts of flames before landing heavily on the roof across the street. It was quite a distance, not an easy jump to make, but of course, the Seeker had options. The figure turned upon landing, drawing something from a pocket.
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Computers roll to see what Robin can come up with about the killbots: 1d20+11 = 13 Well, that could've gone better, but oh well.
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He mentioned Anna. Robin was right after all! It felt kind of good, she had to admit that, being right just once in a while. And she was maybe actually winning him over now? He still wanted to blow up the place, but he was doubting whether he'd overdo it? That was actually pretty good. Meant he wasn't completely mad bomber crazy just yet. It gave Robin some hope that she could try to talk to him, still. "Yeah, I can try, at least. Take down the place, but try to make sure nobody gets hurt. I can probably live with that, but give me a chance to get some data first, alright? Maybe I can use it to help your friend." Common ground at least, so of course Robin had to keep at that. They had a ton of stuff in the laboratory. To be honest, it was kind of a mess, but it wasn't like Robin was one to talk. Only reason she managed to keep that labs at campus neat was to make sure that nobody saw what she was really working on, after all, and yet, Jones had managed to salvage some of her old prototypes for part of his armor, it seemed. "Wait a moment." Raising her gun, Robin pointed out the robots around the room. Right, Jones was starting to win her over on blowing this place to kingdom come. Who actually called their robots killbots? This place was way too obvious about being run by bad guys. "Those things might be in pieces, but they could still be functioning. Don't want them waking up all of a sudden, right? Keep an eye on them while I check out the computer they're hooked up to." Gun still drawn, Robin began making her way around the Killbots, keeping an eye on them as she made her way to the monitors they were hooked up to start. She'd put the Justice Buster down on the table next to it if it had space, otherwise holster it. Then, time to get to work.
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The visible building is a that measures 330x330x330 feet. From the area that the group has seen so far, it makes up maybe 1/3rd of the entire structure, though the underground structure doesn't seem confined to a cube form, stretching further into the ground in all directions.
- 66 replies
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- forever boy
- ms. thursday
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GM The gunman didn't seem to believe his own eyes. "This wasn't the deal!" He backed away, stumbling slightly and avoiding the blow from Captain Cosmos! As the might paper thin fist passed through the air, he started screaming various curses and worse as he raised his rifle and started frantically pulling the trigger, spraying a wide pattern of bullets all over Captain Cosmos. He was getting frantic. "I didn't sign up to deal with any freaky heroes!" Up the hole, the other gunmen let out a string of curses, somewhat mimicking their leader. "He's gone!" "Nah, I saw him moving!" "There he is!" "Just the light, man!" Captain Cosmos' actions were clearly throwing them off guard, even as they struggled to hold on to their hostages. Except for one of them. "There!" Pushing the hostage to the side, he quickly raised his rifle and pulled the trigger, firing into the hole at Captain Cosmos.
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That's a miss! And gunman leader retaliates, trying to put some holes in the 2D form, backing away to put some distance in first: 25 Since the assault rifle got Autofire, that means a +5 bonus to save DC: DC25 TOU for you! The gunman minions are positioned around the hole, so some might be able to see you. I'll roll for 5 of them. On a roll of 14 or higher, they will be at an angle where they can see you: 5#1d20: 5 # 11 [1d20=11] 10 [1d20=10] 2 [1d20=2] 15 [1d20=15] 13 [1d20=13] One of them is positioned properly and can see you, and he fires his rifle: 23 Another hit with an assault rifle with Autofire, so that means a +4 bonus to save DC: DC24 Tou from the minion! And I completely forgot before: +1HP for the heroic action of saving the gentleman from the gunman leader. 20 - Captain Cosmos - 2HP - Unharmed? 18 - Gunman Leader - Bruise (x1) 15 - 9x Gunmen Minions - Unharmed
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Let's see if the other guy notices you before the grappling hook stunt! 18 Nope! Alright, let's see some acrobatics if you pursue!
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GM The Seeker moved swiftly between the buildings, his grappling hook finding a nook to attach to, before pulling him to the rooftop. As he approached, it became clear that the figure was wearing some kind of mask to cover the face, and heavy clothes. A jacket of some kind covered the upper body, pulled up to cover the lower face, with a hood pulled up to cover the figure's hair. The figure didn't just wait around to let the Seeker catch up, however. It turned around and started running towards the opposite side of the rooftop. It seemed that the chase was on.
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That's a hit, so you can initiate grapple. Opposed grapple: 31 Grapple failed, so unless Grumble wants to spend a HP to reroll the grapple, @Tiffany Korta is up after Grumble's IC.
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They're a bit spread out, but since its cramped, let's go with 3. 2 of those 3 have their weapons currently disabled.
- 129 replies
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I like the idea of 10-15 mins design and 1 hour build per PP, to cut down the time at least. Didn't see it mentioned, but just ahead of time, I don't think we should add the option of taking 20 for the build phase no matter what, or anyone with quickness could build inventions in a matter of moments.
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Alternate form array for multiple armors
RocketLord replied to RocketLord's topic in Character Building
Updated version, which is what I'll probably use, unless something isn't allowed. In particular, I'm not sure if the Blaster Array inside the Blaster Armor would be allowed or not. Thoughts? Device 5 ("Justice Driver"; 25 PP Container; Flaws: Action [Free], Hard-To-Lose; Feats: Restricted 2 [Only you can use], Subtle) [18PP] (Invention, Technology) Armor Change Array 10 (20PP Array, Feats: Alternate Power 2, Drawback: Action [Move]) [21PP] (Z-Space) BP: Alternate Form 4 ("Justice Armor"; 20PP Alternate Form) {20/20PP} Damage 8 ("Justice Kick"; Feats: Knockback, Mighty) [10PP] (Bludgeoning Damage Type) Enhanced Stats 4 (Strength+4) [4PP] Enhanced Trait 4 (Attack Bonus+2) [4PP] Protection 2 [2PP] AP: Alternate Form 4 ("Stealth Armor"; 25PP Alternate Form) {20/20PP} Concealment 6 ("Stealth Field"; Options: All Visual, All Auditory) [12PP] (Technology) Enhanced Blast 0 ("Silenced Justice Shot"; Stacks with Justice Shot; Feats: Subtle 2) [2PP] Enhanced Trait 2 (Attack Focus [Ranged] 2) [2PP] Enhanced Trait 4 (Defense Bonus+2) [4PP] AP: Alternate Form 4 ("Blaster Armor"; 25PP Alternate Form) {20/20PP} Blaster Array 3 (6PP Array, Feats: Alternate Power 1) [7PP] Enhanced Blast 2 ("Justice Buster Booster"; Stacks with Justice Shot to Blast 7; Feats: Homing, Incurable) {6/6PP} (Impact Damage Type) Obscure 3 ("Smoke Grenade"; Options: Visual Obscure; Extras: Independent; Flaws: Limited [Only Affects Normal Vision]) {6/6PP} Impervious Toughness 8 [8PP] Leaping 3 ("Jump Jets") [3PP] Protection 2 [2PP] Enhanced Feats 1 (Improved Initiative) [1PP] Enhanced Stats 4 (Constitution+4) [4PP] -
He brought explosives. Inside his jacket? In that haphazardly put together armor? Just one wrong hit and he'd blow himself up. Jones was crazy. That had to be it. Honestly, how could anyone try pulling something like this off without being crazy? He had to be, honestly! It was the only way it made any sense! And then, they reached Metaphasic lab, and it seemed to be what Jones was here for. Robin guessed she had been right about him doing this for Anna, but would that even work? "Right. You blow this place up, and so what?" She pointed to the big CAUTION word. "Who knows what'll happen if you blow something like that up in the first place? If you're lucky, you just take out the whole block. If your friend tried to do this legally, then how do you think he'll feel about you doing it like this?" She paused for a moment. There might be plenty of evidence in there, or even something about what had happened to Anna. Maybe, if she got the chance, she could help. "I'm good with computers. Let me at one of the computers in there and I'll see if I can find something that can help."
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GM The swing hit home, knocking the gunman back a few steps. Whatever else he was going on, the gunman seemed human enough, or at least human enough to be hurt by the punch. He groaned, reaching up to grab his nos, where blood had started pouring. It seemed the cosmic fist of Captain Cosmos had managed to break his nose. "Hey!" Above, five of the gunmen had maneuvered closer to the hole, making sure that Captain Cosmos could see them. "One more step, and these guys get lead poisoning, hero!" The one that was addressing Buddy didn't seem to be playing around at all. No, he sounded deadly serious in fact. And who was he holding, but the very gentleman that had roused Captain Cosmos into action?
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That's a hit. Toughness Save: 22 Fail by 6, so a bruise and a daze. If you want to get close enough to the gunman, you'll have to move into the line of sight again The 9 gunmen move closer, each with their hostages, looking into the hole. 20 - Captain Cosmos - 1HP - Unharmed 18 - Gunman Leader - Bruise (x1), Dazed 15 - 9x Gunmen Minions - Unharmed
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GM Vegas looked almost relieved that Veronica was stepping up to take command of the situation. He tried to hide it, but at least the more perceptive of the students would be able to see it. "I... I really can't. I know that you're the senior Danger family present, but you're all just kids! We don't know what's out there, what's going on!" He looked to Harcourt for support, but she just shrugged in response. She was the science teacher, not about to get in between super powered teens and whatever was attacking this place. With a defeated sigh, Vegas gave in. "Alright, alright... Let's see what's going on." He was a company man, all things considered, and the Danger family was in charge. Even if the Danger present was a teenager. "Follow me, then. Everyone to the entrance, then we'll get those that want to go to the safe rooms and find out where the rest of you can help, unless there's any objections?"
- 60 replies
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- sky-pirates
- danger international
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Forever Boy Pan could think of quite undesirable persons that would be looking for a Horologium, but if they had been driven enough to follow this Horologium to another world, then there was but a few it could be, and he was well aware of who was at the very top of that list. "Very mighty. All but two persons that has changed the fate of Neverworld has been in possession of a Horologium. Depending on what they have learned to do with their Horologiums, they could change the face of the world, level entire cities or worse. A Horologium owner has almost always meant changes to the world." He was not smiling as he was talking, a rarity. Pan had folded his arms over his chest, holding them in place as he looked at the others solemnly. "There are plenty that would want a Horologium, but I can only think of one mad enough to chase it across worlds: The Hooked Man." He shook his head. "But, I have no idea how he would even have arrived on Earth. I still don't know how I ended up here in the first place, after all! It is probably just a coincidence after all, or the Horologium is trying to warn us about whoever is attacking!" No, he did not quite believe that either, but it was worth a shot, was it not? He looked to Veronica, a weak smile playing over his lips. "Whoever is coming, it would be best to keep the Horologium away from them. A safe location, or safely with someone."
- 60 replies
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- sky-pirates
- danger international
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@Avenger Assembled is up! 28 - Sgt. Shark - 1 HP - Bruise (x1) 19 - Asad - 3 HP - Undamaged 18 - Sea Devil - 2 HP - Undamaged 12 - Squid Jerk Minions x5 (x3 guns nullified) - Undamaged. 5x - KO 8 - Squid Jerk Leader - Bruise (x2)
- 129 replies
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GM With the energy draining into Asad, the leader of the squids seemed to hesitate at first, before redoubling its efforts. Did it understand him, and what he was doing? Or was it merely biding its time, trying to figure out what to do? No matter the reason, the electric aura around it seemed to flicker for a brief moment, but it was still there. The other squids just looked puzzled. Or at least as puzzled as giant, alien squids could look to normal humans. For three, the weapons in their arms seemed to fizzle and sputter, being quickly brought up to be inspected to try and figure out what was happening.
- 95 replies
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- sea devil
- sgt. shark
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