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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 It didn't take long for sirens to come. A couple of police cruisers escorting a larger car, which, once they stopped, released what appeared to be a few members of the bomb squad. No one taking any chances, in case another bomb might go off. They disappeared into the building, probably hurrying up the stairs, while the officers outside started blocking the entrance. As one would expect, people started to gather, eager to see what was going on. Phones pulled out, pictures taken, that kind of thing. It would probably only be a question of time before the news would be arriving too. There was a lot going on, at at once, and yet, nothing seemed out of place for a situation like this. Everyone reacted like you would expect, but then, the Seeker noticed something else. There was someone there, at the opposite side of the street, standing on top of a building overlooking the situation below.
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Pan had to agree with Danica. "A sad angst baby do sound rather unappealing, but I am open to anything!" He looked over Danica shoulder at her phone and the pictures that scrolled past. Dragons or a park of wonders? Both sounded interesting, but to be honest, he was fine with either. "Honestly, I am fine with seeing either, or something else! Dragons and parks of wonders sounds great!" It was his first time at a movie theater, of course, so he trusted that the others would know what to pick. His attention was almost immediately diverted at the mention of movie food and drinks. "I have some money, but not that much, so if anyone wants to share, then I am in!" He should remember to ask what was good and what wasn't once they got in.
- 58 replies
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- white lioness
- pulse
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Getting the hang of smashing? Robin was half of a mind to start smashing Jones, if he kept the commentary up. Well, at least there were nobody inside, which meant that nobody had gotten hurt by Jones' stunt. Breathing a sigh of relief, she turned back to Jones. Robin replied, with a bit of a harsher tone to her voice than before. "No. I don't." And even if she did, she was not about to share it with a lunatic like Jones. Once this was all over, she'd really have to look into him back at uni, try and make sure he wasn't up anything dangerous. But, she needed something else here, didn't she? Why was Jones doing this? So, maybe if she stuck around, she could find out something more about him, and just why he was doing this. Was he related to Anna somehow? Grabbing the Justice Buster with both hands, Robin raised it and started moving forward, trying to take the lead now. Better than Jones running ahead and smashing everything. "So, why are you doing this anyway? Did they hurt somebody you know?" Bit of a leading question, sure, but it might help.
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GM "What the %&#¤!?" the leader of the gunmen had not expected the ground to be shattered under him. Wood, dust and tiles were all shattered by the mighty cosmic fist of Captain Cosmos! What he lacked in finesse and skills, he certainly had in pure power! Despite his initial shock, he was quick to act once he landed on the floor below, quickly holstering his gun and grabbing his rifle. "Die you %¤#&ing bastard!" His language was certainly colorful as he pulled the trigger, sending bullets flying all around Captain Cosmos, but alas, it seemed that the shock of the fall threw off his aim. At the same time, the other gunmen moved quickly, each moving to grab a hostage, while shouting for everyone else to sit down.
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You're on the top floor, in fact! I agree that the Breaking Objects apply, and the floor can't take a hit like that, so down you go! Floor below is not especially high to the ceiling, so that's a 25 foot fall, so DC17 Tou saves, which you makes. Gunman leader Tou roll: 25 Made it! Move action to change weapons, Standard attacking to shoot with his assault rifle: 14 And he misses! I'm guessing you're still 4-dimensional and can see through walls: The other 9 gunmen each grab a hostage.
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Very stealthy. Give me a notice.
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Current situation around the room: The Cultist 2 (the big cultist) is blocking the doorway into the room. Ronin has reached outside the room and shot at Cultist 2. Cultist 3 (the Shadow cultist) is on the floor, between Cultist 2 and Ronin. Wadjet is in the hallway, next to the big cultist, learning that he's knife proof. Lady Horus and Liam is in the room behind Cultist 2. Mr. Strix is a bit further into the small room, with Cultist 1 having retreated to the corner the furthest away from Lady Horus. 31 - Ronin - Uninjured - 2HP 24 - Lady Horus - Uninjured - 0HP 24 - Wadjet - Uninjured 24 - Cultist 1 (Illusion Creator) - Uninjured 21 - Cultist 2 (Big Brute) - Bruise (x4), Dazed 12 - Mr. Strix - Shaken - 2HP 10 - Cultist 3 (Shadow) - Unconscious 7 - Dr. Thorne - Uninjured - 2HP @Grumblefloof you're up, followed by @Tiffany Korta
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GM While the brute remained in the doorway, blocking any further entrance, the other cultist struggled and pushed, and finally managed to free herself from Mr. Strix's grasp. She didn't have much space to move, and Mr. Strix had already shown that he was capable of crossing the entire room in a single bound, so where would she go? No doors, no windows. And Lady Horus and Liam had appeared in the room as well. With a loud yell in some strange language, sounding almost like a garbled mixture of English, German and French, she retreated towards the corner of the room opposite of Lady Horus and Liam.
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- ronin
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Edited - TA Dust Devil II Time for his big update to get from PL10 to PL12! First of all, please remove the power Super-Movement 1 (Sand Man; Trackless; Flaws: Limited to Sand) [1 PP] (Magic, Sand) which gives me 36PP tp spend Abilities: 4PP 4PP: Constitution +4, to 24. Combat: 8PP 4PP: Base Attack Bonus +2, to +8 4PP: Base Defense Bonus +2, to +7 Saving Throws: 3PP 3PP: Will Base Save +3, to +9 Skills: 1PP 1PP: Buying 4 ranks of Intimidate. Feats: 3PP Add All-out Attack and Interpose, increase the rank of Luck by 1 to Luck 2. Powers: 17PP 9PP: +9 ranks to Immunity, making it Immunity 12. Add the Life Support option. 2PP: +1 rank to the Walking Desert Array, making it rank 6. - Updating Base and Alternate Powers in the array as per the Powers block below. 6PP: +2 ranks to Magic Mesa Guardian Array, 4PP. Increase the Alternate Power power feat by 2 ranks to Alternate Power 5. - Updating Base and Alternate Powers in the array as per the Powers block below. - I have made a few changes to some of the powers in this Array, but they should all be visible below. 36PP spent. Updated Power Descriptions, Abilities, Combat, Saving Throws, Skills, Feats, Powers and DC blocks below. --- Power Descriptions: All of Cassidy's powers come from the magic of the Magic Mesa. Appointed as the Mesa' newest Dust Devil, Cassidy has become a being of living sand. Like the previous Dust Devil, Cassidy cannot be killed and he requires no rest or sustenance, and while he has yet to see the signs, he has stopped aging. He is incredibly resilient to damage, being able to shrug off most attacks and being unaffected by most kinds of poison and diseases. He posses incredible strength, only just learning the limits to his power. He can sense magic around him, just getting a feeling that there is something weird going on, though he has yet to explore this ability. While Cassidy's body normally appears fully human, he is able to to reshape it in various ways. He can become a cloud of sand, allowing himself to move freely through small cracks and become immune to most types of physical damage, or he can merge with sand around him, using it as a medium for travelling great distances. This is even possible if the sand at his location and destination is not directly connected. By manipulating the sand in his body, Cassidy is able to fly at roughly 25 mph. With Cassidy's mastery of his new body and abilities having grown, the disconnect that let to him creating weapons out of sand has disappeared, and he is now able to directly reshape his body into various weapons and extending his reach, or directly shoot sand out of his body in various forms, whether as quick blasts of hardened sand or longer storm effects that can push enemies back, without the need for creating fake weapons out of sand to do the work for him. Starting to tap into the mystic side of his abilities, he can create wide ranging sandstorms around him that only affects those that he wants, and can use the temporal abilities of the Magic Mesa to rapidly dehydrate enemies around them, making them easier to hurt. All of Cassidy's powers has the Magic and Sand descriptors, with some having additional descriptors as noted. --- Abilities: 8 + 4 + 14 + 0 + 4 + 0 = 30PP Strength: 18 (+4) / 34 (+12) Dexterity: 14 (+2) Constitution: 24 (+7) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 16 + 14 = 30 PP Initiative: +10 (+2 Dex, +8 Improved Initiative 2) Attack: +8 Base, +12 Unarmed (+8 Base, +4 Attack Specialization [Unarmed]) / +12 Sand Weapon (+8 Base, +4 Accurate Attack) / +12 Sand Blast (+8 Base, +4 Accurate Attack) Defense: +7 (+7 Base), +4 Flat-Footed Grapple: +12 (+8 Attack, +4 Strength) / +13 (+8 Attack, +4 Strength, +1 Super-Strength) / +17 (+8 Attack, +4 Strength, +5 Super-Strength) / +18 (+8 Attack, +4 Strength, +6 Super-Strength) / +20 (+8 Attack, +12 Strength) / +21 (+8 Attack, +12 Strength, +1 Super-Strength) / +25 (+8 Attack, +12 Strength, +5 Super-Strength) / +26 (+8 Attack, +12 Strength, +6 Super-Strength) Knockback: -8 / -20 (Impervious Toughness -12, Toughness -17/2) Saving Throws: 4 + 6 + 9 = 19PP Toughness: +17 (+7 Con, +10 [Protection]) Fortitude: +11 (+7 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +11 (+2 Wis, +9) Skills: 68R = 17PP Concentration 8 (+10) Gather Information 8 (+8) Intimidate 4 (+4) Knowledge (Arcane Lore) 8Skill Mastery (+8) Notice 8Skill Mastery (+10) Sense Motive 12Skill Mastery (+14) Stealth 12Skill Mastery (+14) Survival 8 (+10) Feats: 13PP All-Out Attack Attack Specialization [Unarmed Attack] 2 Favoured Environment [Desert] Hide in Plain Sight Improved Initiative 2 Interpose Luck 2 Move-by Action Skill Mastery Takedown Attack Enhanced Feats Accurate Attack Improved Critical 2 [Unarmed Attack] Instant Up Power Attack Powers: 33 + 12 + 10 + 2 + 14 + 5 = 76 All have the Magic and Sand descriptor unless otherwise noted. Magic Mesa Guardian Array 14 (28PP Array, Feats: Alternate Power 5) [33PP] BP: Guardian's Strength (Linked) {28/28} Enhanced Strength 16 [16PP] (Rock) Enhanced Trait 2 (Improved Critical 2 [Unarmed Attack]) [2PP] Super-Strength 5 (Effective Strength 59, heavy load 44.8 tons) [10PP] (Rock) AP: Blast 12 ("Devil's Storm"; Extras: Area [Cone]; Flaws: Action [Full]; Feats: Knockback 4) {28/28} (Impact Damage type) AP: Blast 12 ("Sand Blast"; Feats: Accurate 2, Incurable, Precise) {28/28} (Impact Damage type) AP: Damage 12 ("Sand Weapon"; Extras: Penetrating 5; Feats: Accurate Attack 2, Variable Descriptor 1 [Bludgeoning, Impact, Piercing and Slashing damage type]) [20PP] + Enhanced Trait 2 (Accurate Attack, Power Attack) [2PP] + Elongation 6 [6PP] {28/28} AP: Drain Toughness 12 ("Dehydration"; Extras: Area [Burst], Selective; Flaws: Limited (Only affects living); Feats: Incurable, Progression 2 [Area], Reversible) {28/28} (Temporal) AP: Environmental Control 6 ("Sandstorm"; Distract DC5, Hinder Movement ½, Visibility -4; Extras: Selective, Duration [Continuous]; Flaws: Range [Touch]; Feats: Progression 4 [Area]) {28/28} (Radius: 250-6250 ft.) Immunity 12 (Aging, Life Support, Sleep, Starvation & Thirst) [12PP] Protection 10 [10PP] Regeneration 2 (Resurrection 1/day) [2PP] Walking Desert Array 6 (12PP Array, Feats: Alternate Power 2) [14PP] BP: Impervious Toughness 12 ("Solid Rock Form") {12/12} (Rock) AP: Insubstantial 2 ("Whirling Sand Form"; Gaseous Form; Feats: Selective) [11PP] + Enhanced Trait 1 [Instant Up]) [1PP] {12/12} AP: Teleport 12 ("Travel through sand"; Extras: Accurate; Flaws: Long-Range, Medium [Sand]) {12/12} (Range: 20 million miles) (Dimensional, Temporal) Whirling Sand Array 2 (4PP Array, Feats: Alternate Power 1) [5PP] BP: Flight 2 (Flight Speed 25 mph, 220 ft./rnd) {4/4} AP: Super Strength 1 (Effective Strength 23/64, heavy load 600 lbs./89.6 tons. Feats: Shockwave, Super-Breath) {4/4} DC Block Name Range Save Effect Attack bonus/Other Unarmed Touch DC19/27 Tou (staged) Damage +12, Crit 18-20 Sand Blast 120 ft. DC27 Tou (staged) Damage, Incurable, +12, Precise Sand Weapons Touch (10 ft.) DC27 Tou (staged) Damage, Penetrating 9 +12 Devil’s Storm Cone Area 120 ft. DC27 Ref Reduce Damage effect to DC21 Tou Area DC27 Tou (staged) Damage, Knockback 4 Dehydration Area 120 ft. radius DC22 Ref Reduce Drain effect to DC16 Fort Area DC22 Fort (staged) Toughness Drain Shockwave Cone Area 40/120 ft. DC14/22 Ref Reduce Damage effect to DC16/21 Tou Area DC19/27 Tou (staged) Damage Super-Breath Cone Area 40/120 ft. DC14/22 Ref Reduce trip effect to +2/+6 Area Opposed Trip save vs. +4/+12 Trip Totals: Abilities (30) + Combat (30) + Saving Throws (19) + Skills (17) + Feats (13) + Powers (76) - Drawbacks (0) = 185/185
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Gunmen: 12 came in, 2 down, 10 remaining, including leader. Gunmen minion initiative, just rolling them as one: 15 Gunman Leader: 18 20 - Captain Cosmos - 1HP - Unharmed 18 - Gunman Leader - Unharmed 15 - 9x Gunmen Minions - Unharmed You're in front of the leader, while the rest of the gunmen are scattered around the room! Better move fast, before they start shooting hostages!
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GM "What the hell!?" the leader of the gunmen were clearly shocked as the caped man quite litterally flew through the wall and came straight for him. He was moving, almost impossibly fast, but the leader of the gunmen were either faster, or just plain lucky, pulling back to get his gun out of Captain Cosmos' cosmic grasp! "Ha!" The gentleman with the great mustache was absolutely thrilled. "Go get 'em, kid!" The leader of the gunmen looked as shocked as a masked man could, slowly taking a step back. Buddy could swear that he muttered something about this not being part of the deal before raising his gun again, pointing it straight at Buddy. "Get him!"
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That's a miss, yes, even with the gunman being caught flatfooted. Let's see some intiative!
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Alright, Robin had to admit that Jones had a point about having wanted to punch somebody like that, but honestly, Jones seemed to be enjoying this way too much, and being way too reckless on top of it. She remained silent as he moved to the elevator, moving to cut the cables. "Hey!" She reacted too late, and the entire thing came crashing down. "Think about what you're doing! There could've been people inside!" He had no way of knowing if there were anyone in there, right? He could just as well had let someone fall to their deaths without ever having known. "You wait right there!" Robin shouted back to Jones, while she moved to the elevator door, then shouted, addressed at anyone that might be inside. "If there's anyone in there, move away from the door, I'll get it open!" There might not be anyone in there, sure. She really hoped there weren't, but she had to be sure. Power to the leg engine, feeling its hum around her lower leg, Robin kicked at the door, hopefully with enough force to break it open but not enough to hit anyone that might be inside.
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GM The moment after the window was slammed shut, the Seeker heard the door being broken down inside the apartment and cursing from the inside, followed by cries of nobody being around, someone saying they should wait for the police, followed by more murmur. It was a few floors to get to the roof of the building, but it didn't take him long to reach it. It was a simple rooftop, really. Nothing much to set, aside from a door leading up there connected to a small building, usual on many rooftops, really. Looking out over the building, he would be able to sense several other nearby buildings. He might be able to make it to one of them with a jump, or at least with the use of his trusty grappling hook. Otherwise, he could most likely break the door open and leave through the building. Who would take him for the man that had just been inside the room with the exploded toilet, after all? Or perhaps, the Seeker would find a third option.
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GM "Yes, it does seem rather convenient." Sam Vegas had stopped, listening as Pan explained and his friends asked questions. He sounded suspicious, gently rubbing his chin with his right hand without really realizing he was doing it. "We've been looking at this thing for weeks trying to figure out what it was, aside from a fancy clock, and the moment that you show up, it hits thirteen for the first time, and the alarm starts? Pretty convenient." And then he saw Nicole reaching for the Horologium, quickly moving forward to place a hand between them, but too late to stop her from taking the watch into her hand. "Hey, don't touch that!" He was worried, his voice was showing as much, but he was too slow, and the watch was in Nicole's hand. And nothing happened. Not at first, at least. Nicole could see something like magic, but not quite magic. Almost like if magic was a naturally occurring thing, and what she was seeing was someone's attempt to replicate it, but without using actual magic. It was very much like it, of course, but also very different in certain places. And to Nicole, the ticking seemed to grow ever louder, as she saw something else too. A distinct impression, an image engraved directly into her mind. Perhaps it was the owner of the item, perhaps it was merely related in some way, but if she remembered the story that Pan had told at Thanksgiving, and the images he had shown, she would recognize it: A giant, a beast of untold proportions: The Crocodile. "Alright, that's it! Put the clock down and everyone with me, right now!" Vegas was at least trying to take charge of the situation. He had a hand on a bluetooth earpiece he had produced from somewhere. "All communication's down, and I want you kids somewhere safe! Back to the entrance, figure out what's going on, then get you into the safe rooms! Go, go!" With some help from Harcourt, he began guiding the teens back down the hallways towards the atrium where they had first entered.
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- sky-pirates
- danger international
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Cultist 1 tries to escape Strix, so opposed Grapple from @Grumblefloof: 26 Cultist 2 is dazed again for this round, IC coming after opposed grapple.
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Rebellion Power Level: 14 (built as PL 10; 213/215PP) Unspent Power Points: 2 Trade-Offs: (Baton Throw) +4 Attack / -4 DC, (Baton Ricochet) +2 Attack / -2 DC, +2 Defense / -2 Toughness In Brief: Former villain in training uses the power of the Terror to seek the truth. Catchphrase: Boo! Theme: What's Up Danger - Blackway & Black Caviar / Untravelled Road -Thousand Foot Krutch Alternate Identity: Elliot Elijah Elder (Secret), Bronze Hornet (Secret, Super Villain Identity) Birthplace: Emerald City. Residence: Elder Mansion, Northern Shore, Emerald City / Elysium Academy Dorms. Base of Operations: Emerald City. Occupation: Student. Affiliations: None. Family: Emma Emmelie Elder (Mother, Emerald City politician, nee Kessler), Everett Eaton Elder (Father, officially idle rich, unofficially known as "The Royal" super villain saboteur and spy), Elaine Emma Elder (Older sister, College Student), Elaine Kessler (Aunt on mother's side, deceased). Description: Age: 17 (DoB: 2002 January 1st). Gender: Male. Ethnicity: Caucasian. Height: 6'1'' Weight: 180 lbs. Eyes: Hazel Hair: Blonde Elliot is a young man with an athletic build, leaning on the slightly muscular side. While by no means bad looking, he is not particularly remarkable, looking very much like the All-American boy stereotype. He has short blonde hair and hazel eyes, usually keeping himself clean shaved. He carries himself with a certain pride and arrogance. He will usually wear clothing in lighter colors, or the Elysium Academy colors. As Bronze Hornet, Elliot wears a predominantly dark grey uniform. Simple pants, heavy black boots. A heavy dark grey jacket with a large bronze hornet icon on the back, and black gloves. His face is hidden by a black full face mask, with a smaller hornet logo, similar to the one on his back, on his face, with its wings over his eyes. As Rebellion, Elliot appears pitch black, with large white eyes. He does not appear to have a nose or mouth, though it is there. While he will wear whatever clothes is at hand at the time, his "official" look consist of a pair of dark blue pants and a blue jacket with nothing underneath, showing only pitch black, and a blue cap on the top of his head to complete the look. He is somewhat shifty, keeping to dark places or out of sight if possible. History: Elliot Elijah Elder lived a charmed life. His mother was Emma Elder, a local Emerald City politician of some renown, and her career had left her family with a mansion, servants and more than enough money to get whatever they wanted. His father, Everett Elder, came from a rich family, and he spent much of his time either supporting his wife's campaigns, golfing or travelling, often leaving Elliot at home with his older sister Elaine and his aunt Elaine. Elliot grew particularly close to both, while never knowing much of his parents. Elliot was smart, and he knew it, which led him to develop an arrogant streak, which only his sister and uncle Jacob seemed to disapprove of. He had few friends, and never seemed to really push himself in any way. After all, why should he? He was smart, and he was rich. To Emma Elder, Elliot was almost the perfect son, except for one sore point: He was miserable at sports or other physical departments, and Emma needed to have the perfect All-American son to further perfect her image. Over the objection of his father, Elliot was sent to the prestigious Elysium Academy, where he could make something of himself. That was the official reason, at least. In truth, Emma was disappointed in her son, for reasons he had never been told. Everett Elder did not really come from a rich family. He did not just support his wife's campaigns or go golfing. No, he was working working for Brande Management. A super human with the ability to change his appearance, he were one of many agents performing industrial espionage and sabotage for Brande Management, all to increase their stock. Everett wanted out, but he was in too deep, and so, he continued. And Elaine had inherited their powers, perhaps to an even greater degree. Elliot, however, had not. He was a disappointment. Emma needed some way to use him, and Elysium Academy would be how. At the Elysium Academy, Elliot was pushed for the first time that he could remember. With a particular focus on his physical prowess, as per his mother's requests, and Elliot's arrogance grew once again. He was now both a physical and mental threat to those around him, a fact that he reveled in. He didn't care that Elysium Academy was grooming him to be a super villain. He would take what he learned and use it for his own, once he left the Academy. Fine, they wanted to underestimate him. Elliot would deal with them all when the time came. He was given the code name the Bronze Hornet, which he did not particularly like, but he did not care. He could make a proper name for himself at a later point. Unknown to Elliot, his mother had made a fatal mistake. Emma had been in the pocket of the Chamber for a long time. They boosted her political career, she looked in the wrong way or campaigned for what they wanted. Now she made the mistake of actually having law enforcement investigate a business that was closely related to the Chamber. Not something big, not something famous. A money laundering front, a car wash, of all places. Still, she had to be punished. Soon after, during a break at Elysium Academy, Elliot's aunt Elaine went missing. At the same time, the mysterious villain known as the Terror reappeared to stalk the city, killing many along the way. When Elliot was alone at home, with only servants for company in their mansion, the Terror appeared, smashing through the window. As the Terror stood before Elliot, he learned what fear was. And as it collapsed, the fear spirit left the shriveled corpse of his aunt Elaine behind. That could have been the end of it. A terrified youth, a dead aunt. The start of a rebellion by a politician put back in place, and everything could continue as it had. The fear spirit that was the Terror had other plans. Elliot does not know why it did, as it did. From he learned next, it had always returned to the Chamber when its job was done, and its host was left as nothing. Maybe it was its own act of rebellion. Maybe it wanted to punish its creators. Maybe it just wanted Elliot to feel fear. Maybe the last of Elaine's soul influenced it. Or maybe it simply wanted to create another vessel to spread fear throughout Emerald City. Whatever the cause, the fear spirit possessed Elliot for the briefest of moments. And in those briefest of moments, Elliot knew fear and he knew truth. Through the distorted point of view of the artificial fear spirit, Elliot caught glimpses and visions of its creation. Of the things it had seen. Of the things it had done. A weapon, created by a secret conspiracy that ruled the city from behind the shadows. Used to eliminate their enemies. Used to create chaos and fear. He caught glimpses of their plans. About the enormity of everything. Distorted by the fear spirit, distorted by his own fear, distorted by the lingering remnants of Elaine's soul. They were everywhere. They were everything. Elysium Academy was worse than he thought. His mother was in their pocket. And no one knew. It lasted only moments, then the fear spirit was gone, leaving Elliot a changed man. The fear and the truth had changed him. His arrogance gone, he rebuilt his sense of self through sheer willpower. Something had to change, the city had to change. The conspiracy had to be exposed. And Elliot would do it. In the weeks that followed, Elliot did his best to keep up his facade at Elysium Academy, acting as arrogant as ever. Even as he began to become stronger, faster and tougher, displaying strength unlike ever before, he was demoted to Omega Squad, the so-called "Jobber Squad." Probably another punishment for his mother. Elliot didn't care. Being in Omega Squad meant he didn't really have to try hard to keep up his facade anymore. They were meant as distractions, dumb muscle, nothing more. The perfect guise for something much more. He spent all the free time he could researching and planning, until finally venturing out into the night to gather rumors. As he put on a mask to hide his identity, something even stranger happened. While Elliot's physical abilities had grown since his possession, that was only part of his mutation. He found that when he wore a mask, he could morph his appearance, he could blend in with his surroundings, and, perhaps even stranger still, he seemed to posses his own version of the Terror's ability to instill great fear in its targets. His mission was clear. He would use his powers to uncover the truth. By day, he is Elliot Elijah Elder, an once almost-remarkable student at Elysium Academy, now relegated to being used as cannon fodder. By night, he is Rebellion, a fearsome hero that prowls the streets of Emerald City for the truth. Personality & Motivation: Elliot can at first appear arrogant, but humbled by his demotion to Omega Squad, and this is the personality that he tries to project to the outside world. He is smarter, faster, stronger and better than others, so why shouldn't he be? What better way to hide his goals from the world around him than behind a facade that can easily push others away? In truth, Elliot is greatly changed from his previous ways. He has become more withdrawn, though it is noticed by few. He rarely opens up to others around him, having become almost entirely focused on his goal of discovering the truth about the conspiracy behind Emerald City, and how to dismantle it. He keeps notes in secret places, he finds connections even where there aren't any. As Rebellion, Elliot lets his obsession run wild. He takes notes of anything he finds relevant in a small notebook, he tends to stick to the shadows. He can be terrifying or creepy, depending on the subject at hand. He is entirely fearless, which can lead him to taking great risks with little thought for the consequences to himself. Yet, for all of his obsession with his quest for the truth, he is also slowly discovering a more heroic side to himself. It feels good to be good, and to protect others for the sake of it, not just to spite the conspiracy behind Emerald City. Powers & Tactics: Rebellion is a master of infiltration. He will usually morph into unassuming shapes, such as janitors or cleaning crew, anything that will usually not get noticed, to make his way into a building, changing his appearance as necessary, blending in with his surroundings or moving along walls and ceilings. When pressuring a target for information, he will make full use of his ability to cause fear in others. In combat, Rebellion fights using a pair of batons. He is proficient in using them both up close and at a range, being able to throw them with enough skill to make them quickly return to himself, ready for another strike. He uses his strength and agility, rarely standing still, disappearing and reappearing to strike again. He will freely use his ability to cause fear in others to terrify and disable his opponents. Being rather pragmatic, Rebellion will use just about anything around him to his advantage. With great strength, the ability to perform incredible leaps and cling to wall, Rebellion is highly mobile, able to quickly travel across the length of Emerald City. In his identity as the Bronze Hornet, Elliot eschews the use of most of his powers, only utilizing his enhanced strength, agility and stamina. He does not cling to walls, he does not scare heroes and civilians, change his appearance or use batons to fight, instead preferring simple hand-to-hand combat. Power Descriptions: Elliot's powers are a strange mixture of mutation caused by being possessed by the Terror fear spirit, and latent inherited powers being triggered by said possession. Due to psychological issues related to said possession, Elliot is only able to access certain powers without wearing a mask, essentially only those that enhance his physical and mental abilities. He has become stronger, faster and tougher than he ever were before. He is smarter, and when he wants to, posses a strange, almost unnatural charisma. When he wears a mask, Elliot's has access to further powers. He is now able to cling to walls and perform amazing leaps, while being able to slow his falls. While they appear to be physical enhancements, these abilities are psionic in nature, being a very limited degree of personal tactile telekinesis. Unknown to any but himself, Elliot has inherited his father's ability to change his features, creating instant disguises or blending in with his surroundings, making him almost invisible. His most common use of this power is to create his Rebellion disguise, or for infiltration. Perhaps the most horrifying part of Elliot's powers is his ability to create fear in those around him. This psionic ability appears to be a variation of the Terror's "Aura of Terror" ability, though if Elliot's wishes to create paralyzing fear, he requires great focus. In the time since his transformation, Elliot's senses have started to expand. With both he and the Terror being tied to Emerald City, he has begun to notice patterns and clues in the city itself. Seemingly unconnected sights and events can lead him to strange, new discoveries during his investigations, as he follows the grid of the city to the find the monsters that lurk beneath. Finally, Elliot uses a pair of batons for physical combat. Through training, he has learned to throw them with enough precision that they return to himself when thrown, and to perform powerful blows, strong enough to stun an enemy. Complications: CITY/GRID: Rebellion's expanded awareness of grids and patterns seems to be tied to Emerald City, and to a lesser degree to other metropolitan areas. If Rebellion attempts to use his See the Patterns power outside a metropolitan area, the GM might deny the request, as Rebellion's expanded awareness is simply unable to connect the dots, giving Rebellion a Hero Point instead. If the use of the power has been denied once in an area, repeated uses in the same or a similar area cannot be used to gain additional Hero Points. FEARLESS/FOOL: As Rebellion, Elliot feels no fear. While this is a great advantage, it is also a disadvantage, as he has been known to take actions that were extremely dangerous, if not outright suicidal. A GM may award Rebellion a Hero Point whenever he is in a situation where his fearlessness leads him into trouble. HE_KNOWS/TOO_MUCH: Rebellion's knowledge of Emerald City is still growing, as he works to uncover secrets and conspiracies, but there are those that do not take kindly to his meddling. A GM may award Rebellion a Hero Point if the current situation is made worse by Kid Terror being hunted by those working for the secrets that he has uncovered in Emerald City. HERO/VILLAIN: Rebellion is new to the whole hero thing. While he tries to shed the mindset instilled by Elysium Academy, he still has some problems with doing the right thing. What do he choose, to save one life or many? Do abandon his mission and lose a lead to save a life from a random mugging? He is also rather pragmatic and ruthless. A GM may award Rebellion a Hero Point when he is in a situation where he is tested in following his quest for the truth or performing a heroic action. KID/TERROR: Elliot subconsciously represses his powers, unless he is wearing a mask. Once he puts on a mask, he can easily summon the full extent of his powers, but without, he cannot actively access any of his powers marked with the Mask descriptor. A GM can award Rebellion a Hero Point whenever he is in a situation where he cannot use his powers for this reason. REBELLION/HORNET: Elliot's training at Elysium Academy has instilled in him the values of a villain, and given him an identity as the Bronze Hornet. While he struggles to overcome the morals and mindset taught at the academy, he might also come into conflicts where he finds himself on the sides of both heroes and villains. While Elliot's true allegiance is on the side of the angels, he is reluctant to abandon his identity at Elysium Academy, and the safety it provides as he continues his quest. A GM may award Rebellion a Hero Point when he is in a situation where his conflicting identities or values taught at Elysium Academy cause him trouble. TERROR/HERO: There is just something off about Rebellion. While he is ultimately heroic, he has some serious issues in positive interactions with others. A GM may award Rebellion a Hero Point whenever he is in a situation where his mannerisms, appearance and abilities negatively affects other's reaction to him. TRUTH/SEEKER: Rebellion wants to find the truth about Emerald City. It is his great mission in life. Just what is the Terror? Why does the city have so few super villains? Is there some secret chamber that runs the city behind the scenes? And so much more. He has few qualms about discovering the truth and what he must do to get there. A GM may award Rebellion a Hero Point when he is in a situation where his decision to seek out the truth makes the current situation worse in some way, or WHITE/SHEEP: The matriarch of the Elder family is an ambitious politician in the pockets of the Chamber. The patriarch is a super villain saboteur and spy. The daughter has inherited her father's abilities, and though the proces is slow, she is begin groomed into following in his footsteps. The son is trying to be a hero. Elliot might once have shared this mindset, but his meeting with the Terror left him greatly changed. Now he seeks to dismantle the same conspiracy that his family benefits from, and while he pretends that nothing has changed, it is getting harder to hide his changed outlook from his family. Being the unfavorite to at least his mother may also cause him some serious issues. A GM may award Rebellion a Hero Point when he is in a situation where he runs into trouble with his family, either from trying to keep his facade as still truly being one of them, due to conflicts where his actions could cause them trouble in some way, or if his mother's favoritism towards Elliot's older sister causes him problems. Abilities: 2 + 2 + 2 + 6 + 6 + 2 = 20PP Strength: 12 (+1) / 16 (+3) Dexterity: 12 (+1) / 20 (+5) Constitution: 12 (+1) / 20 (+5) Intelligence: 16 (+3) / 24 (+7) Wisdom: 16 (+3) Charisma: 12 (+1) / 20 (+5) Combat: 8 + 12 = 20PP Initiative: +5 (+5 Dex) Attack: +4 Base, +4 Melee, +4 Ranged, +10 Baton Smack (+4 Base, +6 Attack Specialization), +14 Baton Throw (+4 Base, +6 Attack Specialization, +4 Accurate) Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +5/+7 Knockback: -4 Saving Throws: 5 + 5 + 7 = 17PP Toughness: +8 (+5 Con, +1 Protection, +2 Defensive Roll) Fortitude: +6/+10 (+1 Con/+5 with Enhanced Con, +5) Reflex: +10 (+5 Dex, +5) Will: +10 (+3 Wis, +7) Skills: 116R = 29PP Bluff 5 (+10) Computers 3 (+10) Disable Device 3 (+10) Disguise 5 (+10, +15 with Morph)Skill Mastery Escape Artist 5 (+5) Gather Information 15 (+20)Skill Mastery, Well Informed Intimidate 15 (+20)Distract, Fascinate, Skill Mastery, Startle Investigate 7 (+14) Knowledge (Popular Culture) 3 (+10) Knowledge (Streetwise) 8 (+15) Notice 12 (+15) Search 8 (+15) Sense Motive 12 (+15) Stealth 15 (+20)Skill Mastery Feats: 23PP Attack Specialization (Batons) 3 Benefit (Wealth) 1 Challenge - Improved Feint Contacts Defensive Roll 1 Distract (Intimidation) Dodge Focus 6 Fascinate (Intimidate) Hide In Plain Sight Jack-of-All-Trades Luck 3 Skill Mastery (Disguise, Gather Information, Intimidate, Stealth) Startle Well-Informed Powers: 12 + 32 + 4 + 19 + 37 = 104PP For Mask descriptor explanation, see the complication TERROR/HERO. Device 4 ("Batons"; 20PP Container; Flaws: Easy-To-Lose) [12PP] (Baton) Baton Attack Array 9 (18PP Array; Feats: Alternate Power 2) [20PP] BP: Damage 5 ("Brutal Precision Baton Smack"; Extras: Alternate Save [Fortitude] 10; Feats: Enhanced Critical 1, Mighty, Stunning Attack) {18/18} (Bludgeoning Damage Type, Training, Weak point/nerve targeting) AP: Damage 3 ("Baton Throw"; Extras: Autofire 1 [6 ranks], Range [Ranged]; Feats: Accurate 2, Mighty 3, Precise, Ricochet 2; Drawbacks: Reduced Range 2 [Max Range 75 ft.]) {18/18} (Bludgeoning Damage Type, Training) AP: Damage 3 ("Baton Ricochet"; Extras: Area [Targeted Burst], Range [Ranged], Selective Attack; Flaws: Action [Full Turn]; Feats: Accurate 1, Indirect 3, Mighty 5, Progression [Area Size] 2; Drawbacks: Reduced Range 2 [Max Range 75 ft.]) (Area: 15-75 ft. radius) {18/18PP} (Bludgeoning Damage Type, Training, Ricochet) Fear Array 15.5 (31PP Array; Feats: Alternate Power 1) [32PP] (Emotion, Fear, Mask, Mutation, Psionic) BP: Emotion Control 10 ("Aura of Terror"; Extras: Area [Burst], Mental, Selective, Flaws: Limited [Fear Only], Feats: Reversible) {31/31} AP: Paralyze Rank ("Paralyzing Terror"; Extras: Mental, Range 2 [Perception], Flaws: Action [Full Action], Feats: Reversible) {31/31} Stealth 0.8 (4PP Container) [4PP] (Inherited, Mask, Physical Mutation) Concealment 4 ("Camouflage"; Flaws: Blending, Passive) (All Visual Senses) [2PP] Morph 1 ("Enigmatic Terror"; +5 Disguise, Broad Group: Humanoid) [2PP] Uncanny Mind 3.8 (19PP Container) [19PP] (Physical Mutation) Enhanced Ability 16 (Intelligence +8, Charisma +8) [16PP] Immunity 1 ("No Fear") (Fear Effects) [1PP] (Mask) Super-Senses 2 ("See the Pattern"; Cosmic Awareness) [2PP] (Mask, Hyper-Awareness) Uncanny Physique 7.4 (37PP Container) [37PP] (Mutation) Enhanced Constitution 8 [8PP] (Physical Mutation) Enhanced Dexterity 8 [8PP] (Physical Mutation) Enhanced Strength 8 [8PP] (Physical Mutation) Leaping 4 (x25 Leaping distance, run 375 ft.) [4PP] (Mask, Psionic) Protection 1 [1PP] (Physical Mutation) Super-Movement 4 (Slow Fall, Trackless, Wall-Crawling 2) [8PP] (Mask, Psionic) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC18 Tou (staged) Damage +4 Brutal Precision Baton Smack Touch DC25 Fortitude (staged) Damage +10, Crit 19-20 Baton Throw 30 ft., max 75 ft. DC21 Tou (Staged) Damage +14 Baton Ricochet 30 ft., max 75 ft. 15-75 ft. radius area DC23 Tou (Staged) Damage +12, Targeted Area Aura of Terror Perception DC20 Will (Staged) Fear: Shaken, Frightened, Panicking N/A Paralyzing Terror Perception DC20 Will (staged) Slowed, Paralyzed N/A Totals: Abilities (20) + Combat (20) + Saving Throws (17) + Skills (29) + Feats (23) + Powers (104) - Drawbacks (0) = 213/215 Power Points
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Dust Devil (0) ... +10 posts from GM posts = 10 posts = 2PP Forever Boy (11) Fright Night at Claremont (1) Puzzle Box: The Fun Guy (3) Sky-Pirates! (posts marked Forever Boy) (3) The Wearing of the Green (4) +14 posts from GM posts = 25 posts = 3PP Justice (14) Armor Leg (11) Forgotten != Gone (1) Monster of the Week (posts marked Justice) (2) +11 posts from GM posts = 25 posts = 3PP Rebellion (0) ... +25 posts from GM posts = 25 posts = 3PP U.F.O. (1) Return to the Fold (1) = 1PP GM (30) Defenders of the Deep (5) Glitter and Gold (10) Ink (2) Sky-Pirates! (posts marked GM) (3) Two For Tragedy (10) 30 GM posts = 60 posts to divide 10 to Dust Devil, getting him 10 posts total. 14 to Forever Boy, getting him to 25 posts total. 11 to Justice, getting her to 25 posts total. 25 to Rebellion, getting him to 25 posts total. If I've miscounted anything, remove GM posts from Dust Devil.
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A bit of a Superman riff in some ways, but very different powers. --- Costume evolution for guidebook page His costume slowly evolved, first switching the jeans and t-shirt for white pants and a white t-shirt with a stylized golden 'S' that would become his logo, the black leather jacket still worn over it. The white pants and shirt was soon replaced by a similar costume made of morphic molceules, after an encounter where he met the Atom Family, with a golden belt added around his waist. By 1996, he had dropped the goggles and no longer wore any kind of mask, and the now 17 year old Parker began calling himself Spaceman instead of Spaceboy. The leather jacket was gone, and he had instead started wearing a short sleeved white shirt made of morphic molecules, with a black triangle design stretching from his solar plexus and up, the stylized 'S' being placed at the bottom of the triangle. He was growing his hair longer, usually wearing it loose. By 1998, he put added long sleeves, white gloves, golden armbands and a black cape. The new black of the costume seemed to contain stars, giving an evershifting appearance. --- - Powers - Powers related to Z-Space - Due to something or other that his parents had picked up, which changes their genes to produce someone with powers. - An artifact related to Z-Space? - Or look up Magic book? - Radiation from Terminus invasion event in 90'es? - Lab accident In early 40'es Debuted following the 90'es Terminus invasion Hero until ~2006-8, where he lost his powers. - Never knew how he got his powers in the first place - Potential reasons for power loss: -- Psychological block caused by his own unknown wishes to be normal and start a family -- After a devastating fight with his archvillain (DOCTOR DEVIATION), he lost his powers. Could be one of a few reasons: --- Villain somehow disabled powers, they seem permanently lost --- Lost confidence in self, psychologically suppressed powers until he felt "strong enough" again --- Injuries Has since then married and is raising a family, with two children. Has a wife, who was his girlfriend during super hero period, knows about his previous alter ego. Children does not know that dad used to be a hero. Has a career, is doing fine. Misses being a hero at times, but that's in the past. - Career: Teacher at Nicholson. Suddenly one day, his powers return. Feels compelled to use them again, but he has a life built around not having super powers - Reappear at random one morning? Wakes up and suddenly there's kirby krackle? - Reappear during an "event", like the Terminus invasion? Potential plot hooks - Does he tell his wife that his powers are back? How will she react when she learns, how will it be different if she's not told before finding out? - How does he juggle responsibilities as a hero, teacher (or other job), husband and father? - Just how did he lose his powers the first time? Can he end up losing them again at a critical stage? - How powerful is he now? What can he do, can he potentially end up hurting someone? He is weaker than before losing his powers (PL14->PL10, never gonna get above PL12 or 13 now) - Been out of the game for a while. He might have been a hero 10+ years ago, but he is rusty. - Maybe try and get into more of a teacher position for younger heroes? Use that teacher job! Stuff to get Upgrade to PL12/13 (Feat) Luck (Feat) Improved Trip (Feats) Grapple based feats - Chokehold (suffocate grappled) - Improved Pin (-4 for others to escape pin) (Ability) Increase Charisma, probably others too Spaceman Power Level: 12 (Built as PL10) Powers Points: 180/180PP Unspent Power Points: 0 Trade-Offs: -5 Defense / +5 Toughness In Brief: Retired hero returns to action when his powers return. Now he has to balance his life, family and need to use his powers for good. Theme: Shooting Star - Kirby Krackle Alternate Identity: Parker Powers (Secret) Birthplace: Freedom City Residence: Bayview, Freedom City Base of Operations: Freedom CityOccupation: Teacher at the Nicholson SchoolAffiliations: Nicholson School, Powers Holdings Inc.Family: Penelope Powers (nee Thomas) (Born 1980, wife, Writer), Paris Powers (Born 2006, son), Pia Powers (Born 2011, daughter), Peter Powers (Born 1949, father, Retired), Penny Powers (Born 1948, mother, Retired), Tracy Powers (Born 1975, sister, CEO of Powers Holdings) Description: Age: 41 (DoB: 1979 [May 27] Gender: Male Ethnicity: Caucasian Height: 6'1'' Weight: 265 lbs. Eyes: Light blue Hair: Blonde Parker has semi-long blonde hair with a full beard, and light blue eyes that seem almost inhuman in color. He has an athletic build, having done his best to keep in shape even during his retirement. He tends to stand up straight, and will usually have a friendly smile on his lips. While in normal clothes, Parker tends to wear dress shirts and ties, ranging from solid colors to more abstract shapes and colors and to cartoon characters. He will usually wear dark pants or jeans, often in contrast to his shirt and tie. He has a habit of using his hands much when talking, gesturing to get his point across. As Spaceman, Parker wears a primarily white costume, with a black triangle shape at the top of his chest, starting from his solar plexus. He wears a black cape directly attached to the black area of his costume, near his shoulders. In the center of the black area on his chest, he displays his logo, a stylized golden "S" with light grey, almost silver, borders in a diamond shape. He wears a golden belt and golden armbands. He wears no mask. When he uses his powers, black bubble-like krackle tend to appear around him, growing in size and intensity the greater the feat. History: Peter and Penny Powers: What had started as a business partnership had evolved into romance and eventually marriage. Philanthropists, adventurers, explorers, they travelled across the world, spending their wealth and time to try and make the world a better place. Penny came from old money from the Freedom City Powers family, but she was all too happy to take Peter up on his offer to actually start using that money for good. Not even the birth of their daughter Tracy seemed to slow them down. During late August 1978, when their daughter Tracy was 3, the Powers family visited one of the many laboratories that Penny had set up, one that was researching alternative sources of power. One particular research group led by one Doctor Joseph Siegel was working on a device that would siphon energy from a theoretical buffer zone that laid between universes. While Doctor Siegel explained the machine and its potential uses to the Powers couple, young Tracy grew restless and bored, and started toying with the machine, unnoticed by all. One fateful click of a button, and Penny was bombarded with a cascade of rainbow energy from the machine. She screamed in shock, but the shock soon turned to confusion, as it seemed to be nothing more than colors. While Doctor Siegel scrambled to shut off the machine and was quick to apologize and subject Penny to a number of tests, all but one came up as negative: Penny was unharmed by the burst of energy, but she was pregnant with the Powers couple's second child. The experiment into the theoretical buffer zone continued, before eventually being shelved a few years later. On May 27nd the following year, Parker Powers was born into a loving family. A doting older sister, parents that loved both siblings and did their best to teach them wrong from right, to threat everyone with respect and offer what help they could. In short, the Powers children were taught to believe in truth and justice, and to always apply those lessons to the best of their abilities. They attended the very best private schools in Freedom City, both Parker and Tracy loving the Freedom Friends cartoon, even years after the Freedom Leagoe disbanded. Parker in particular idolized the Centurion, while his sister was always more fond of the Daedelus. The siblings were inseperable, spending virtually all their time together. After going public with their criticism of Mayor Moore, The Powers couple saw their wealth dwindling during the Moore administration, leading to the eventual shutdown or many of their humanitarian efforts during Freedom City's Iron Age, though they still did what they could to make the world a better place. In 1989, on his tenth birthday, Parker first displayed super human abilities, as he found himself floating above the ground. Tracy was of course the first to discover it, even when Parker tried to keep it hidden. It wasn't a good time to have powers in Freedom City, after all. Still, after some experimentation where they discovered that flight was simply the first of Parker's abilities, the siblings came clean to their parents, revealing Parker's ability to seemingly manipulate space itself. While worried for their child's safety, Penny and Peter showed nothing but love for their children as they did their best to help Parker understand his strange new abilities and what he could do. Still, despite his parents' help, it was Parker's sister that helped him understand how he could use his abilities on not just the world around him, but himself as well, allowing him to emulate several abilities of his heroes. Parker spent the following years struggling with his powers and keeping them to himself. He couldn't risk discovery by the Moore Administration, but with everything he had been taught and how he had been raised by his parents, it felt wrong to not use his powers to help others. In 1993, he got his wish. The Terminus Invasion struck Freedom City, and as the largest alliance of heroes united to repel the invaders, Parker couldn't just look on anymore. Donning a pair of jeans, a t-shirt with a stylized S, a pair of goggles and a leather jacket, Spaceboy made his debut fighting the minions of the Terminus. Stumbling into the battles and saving anyone that he could, Spaceboy joined the fight against Omega and saw as his hero, the Centurion, sacrificed himself to save the world. In the years after the Terminus Invasion, Spaceboy became a regular sight in Freedom City, flying across the sky, fighting villains and saving the day. Despite the extent of his abilities, he would only rarely use them to their full extent, instead prefering to give the appearance that he only possessed flight, super strength, invulnerability, intangibility and not much else. As he fought for truth, justice and protect the people, Parker found his powers slowly increasing, and as he grew more comfortable in the role of a hero, he gradually changed his look. By 1996, the now 17 years old Parker started calling himself Spaceman, and by 1998, he started wearing the costume that he would be known for. Through trials, battles, partnerships and more, Parker gradually grew into a better man and hero, often being the sponsor to give villains and criminals the chance to redeem themselves before, during and after serving their sentence. While his parents stood by him the entire time, offering help, advice and shoulders to cry on, none was closer to Parker than his sister Tracy, who he credited with keeping him grounded as Spaceman soared to ever greater heights. He met Penelope Thomas in 1997, and the two immediately hit it off. An aspiring writer, Penelope sought to write the story of the heroes of Freedom City, her first goal being the story of Spaceman. While he was amused, Parker did not wish to deceive Penelope, and soon after they started dating, he revealed his identity to her. What kind of hero would he be if he lied to his significant other, after all? The two remained a steady couple, with Parker eventually proposing in 2000. In the years that had followed since his debut on the super hero scene, it seemed that Parker met and fought a veritable who's who of super heroes and villains, including encounters with the Atom Family, the Delinquents, Flashforward and Hologram, Doctor Metropolis and many, many more, but since her first debut in 1999, his most recurring and personal foe was the mysterious villain known as Doctor Deviation. Seemingly Doctor Deviation's only target, and a quite personal one at that. While strangely never targeting any of Parker's friends or loved ones, Doctor Deviation seemed all too willing to target any other civilian or public gathering that could draw Spaceman's attention. While Spaceman would triump again and again during their battles, Doctor Deviation always worked through proxies or managed to escape, and her motives never seemed clear, beyond hurting and stopping Spaceman. Even when Parker confronted Doctor Deviation alongside allies, she seemed intent on targeting him. As the years passed, Doctor Deviation's methods grew more brutal, as did their battles. Spaceman remained a respected member of the hero community in the years that followed. In 2003, Parker and Penelope married, and by 2006, Penelope was pregnant with the couple's first child. Then, Doctor Deviation struck. More unhinged than ever, Deviation lured Spaceman to Greenland, where they fought what would turn out to be their final battle. At the end of an extended, gruelling duel where Doctor Deviant held the life of a small village in her grip, Spaceman finally prevailed, seemingly defeating his archenemy for good, as Doctor Deviation disappeared below the arctic waters. Sustaining massive injuries that left him wheelchair bound for months and walking with a cane for a year after, Parker found that his powers had disappeared, and the Spaceman disappeared from the public eye, his fate left uncertain to the world at large. With his young son Paris to take care of and be an example to, Parker decided that he still had to do something, even if he couldn't be a super hero anymore. Despite his access to the Powers fortune meaning that he didn't actually have to work for a living, Parker started to study to become a teacher. By 2011, Penelope gave birth to their daughter Pia, and both Parker and Penelope agreed to keep their father's past as a hero secret, at least until the children were old enough to properly understand. By 2012, Parker earned a position as a science teacher at the Nicholson School in Freedom City, happily teaching the super powered children of the world. Since then, Parker had lived a quiet life with his family, letting his sister Tracy run the revived Powers Holdings Inc., carrying out the family's vision, while he was content to teach and spend time with his family. Still, despite being content with his life, Parker would at least admit to himself that he missed being a hero, and he still felt a twinge of regret when he heard of situations where he could have helped. Parker woke in the morning to find small black bubbles generating from his body as he once again affected space around him. It seemed that it was once again time for Parker to put on the cape, but if Spaceman returned, could Doctor Deviation be far behind? Personality & Motivation: Parker is a loving father, a devoted husband and a respected teacher. He is caring and slow to anger, secure in himself and his life. Despite feeling the pull of heroics, and still ending up putting himself in harms way to protect his loved ones and students a few times, he had accepted that his days as a super hero was over, and he was happy with his life. Compassionate and always prefering to talk through problems rather than fight, Parker is the calm presence that keeps his family together. With the return of his powers, Parker has once again taken on the mantle of Spaceman, unable to deny the responsibility that his powers give him, though he feels out of place in the world of modern heroes, which has moved on since he hung up his cape. He recognizes few of the current generation, but despite his prior heroics, he has found himself content to let the younger heroes act on their own, rather than try to force them to conform to the way he thinks heroes used to be. Despite the return of his powers, Parker has found himself feeling less secure in his abilities than he used to. Was it his injuries that caused his powers to disappear, or something else? They might have returned, but he is weaker than he used to be, and as his familarity with his powers have resurfaced, he has found himself acting as if they were at their old levels on numerous occassions. Having yet to tell his children of his secret identity, Parker struggles with whether he should tell them, hating that he is, so far, keeping secrets from them. While acting as Spaceman, Parker acts much like he used to: He is a champion, a defender, standing up for everyone in danger. He focuses on keeping people safe and tries to avoid violence whenever possible. If he finds himself believing that a villain can be redeemed, he will try to help them to the best of his ability, whether behind the scenes or with their knowledge, depending on their individual needs. Powers & Tactics: Parker tends to present himself as a typical paragon. Strong, faster, tough and can fly. While the more advanced uses of his powers are not exactly a secret, its not something he will boast about using. Spaceman's first priority is keeping people safe and out of harms way, and he prefers to solve conflicts through words. If the situation allows him to talk down a foe instead of fighting them, he will attempt to do so. Power Descriptions: Parker's powers come from a peculiar connection to Z-Space, the realm between universes in the multiverse. On top of a general physical enhancement, giving him bigger reflexes and making him physically tougher, the connection allows him to manipulate space, the distance between two objects. He has a total spatial awareness and a constant sense of the exact distance between everything around him. By manipulating the distance between himself and other things, Parker can fly, or, by moving himself instantly, achieve a teleportation effect. Turning his powers on himself, he can make himself harder to hurt and move or stronger by increasing his molecular density and space, or become incorporal by decreasing his molecular space. Turning his powers outward, Parker can decrease the distance between himself and his targets, allowing him to hit someone far away, even from different angles, or alternatively to hit everyone in an area at once, applying the full force of his strength at once. He can change the physical distance between two objects, effectively moving them through space, slam space itself into a target, create a sense of vertigo by manipulating the distance that a target's senses inform them about, or even effectively locking a target in place by increasing the distance between them and everything around them. As Parker uses his powers, black bubble-like krackle tend to appear around him, growing in size and intensity the greater the feat. Since his powers returned after being unable to access them for more than 10 years, Parker has found them greatly weakened than before. Complications: Broken Pedestal: While the majority of Freedom City in general is happy to have Spaceman back, some people might feel differently, perhaps feeling that he abandoned the city, especially since he has done little to explain where he has been. The GM can award Spaceman with a Hero Point if a situation is made more difficult by encountering someone that has taken offense to his disappearence. Chronic Hero Syndrome: Even before and after losing his powers, Parker has always had some serious issues with not helping those in need. Walking ladies over the street, getting beat up fending off muggers, you name it. This makes it very difficult for him to ignore someone in need, a fact that can, and has been, used against him numerous times, and makes it nigh-impossible for him to not start using his powers as a hero once again. Dented Iron: Parker isn't as powerful as he used to be and still feels the effects of his last battle before he lost his powers. The GM can award him with a Hero Point if he tries to do something he just can't anymore, or if his old injuries act up causing him to lose concentration. Alternatively, not wanting to let others down, he might end up in situations that he could once have handled, but are now much more difficult. Deviant Doctor: During his years as an active hero, Spaceman was the almost sole target of the villain Doctor Deviation, who seemed to personally target him at every opportunity, doing everything she could to draw him out, even doing small and petty acts just to annoy him. While Spaceman would eventually emerge victorious in most of their battles, Doctor Deviation was never captured, and he never learned her true identity. After their final fight, which greatly injured Spaceman and, at least temporarily, cost him his powers, Doctor Deviation disappeared. Now that Spaceman is back, Doctor Deviation is bound to return as well. While Doctor Deviation will never do anything to target Spaceman's family and friends, she is prone to aiding other villains when fighting Spaceman, either by sending minions, directly interfering or simply finding ways to make the situation more difficult, earning Parker a Hero Point from the GM in the process. Enemies: As the Spaceman, Parker fought a number of enemies before losing his powers and retiring. When he retired, some of these enemies remained active, while others disappeared. Now that he is back, they might return, looking to settle old scores, or new villains might take a shot at the once prominent hero. Father, Husband, Son, Brother, Teacher, Hero: Parker has a lot of responsibilities to his parents and to his students. Now that his powers have returned, he has even more. While his family might be understanding, that doesn't mean Parker won't feel responsible if he lets them down. The GM can award Parker with a Hero Point if he ends up in a situation where having to choose between his responsibilites somehow hinders Parker, including putting them in harms way, having to finish up something before picking up his children, dealing with curious students or even just having to answer a call from his mother who wants to chat while he is fighting Gargaton the Unspeakable. Redemption Sponsor: Even if he is by no means naive, Parker would much rather redeem any villains or criminals into using their abilities for the good of society and others, rather than just beat them up. Of course, they have to be judged as the law dictates, but before, during and after serving their sentence, he is more than willing to help them. This also means that, if it is possible in the situation, Spaceman will often try to diffuse a situation without violence, and at least offer a villain a chance to surrender and turn their skills to good before a fight. A GM can award Spaceman a Hero Point if this stalls him during a battle or gives the villain a chance. Secret Identity: Parker's wife, parents and sister knows of his secret identity. Even his children haven't been told, though now that his powers have returned, it is getting harder and harder to keep the secret. Z-Spaceman: While he is aware that his powers are tied to somewhere or something else, Parker doesn't know how deep this connection runs, or just how the connection works, but it gives Parker a certain feel and background radiation that interdimensional travellers tend to be able to sense, attracting him a lot of the wrong kind of attention. The GM can award Parker a Hero Point if someone being able to sense or detect him due to being interdimensional travellers or having the right equipment causes trouble. Abilities: 0 + 2 + 2 + 6 + 6 + 4 = 20PP Strength: 10 (+0) / 30 (+10) w. Spatial Strength or Reach Everything Dexterity: 12 (+1) / 16 (+3) Constitution: 12 (+1) / 30 (+10) w. Enhanced Constitution Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 20 + 4 = 24PP Initiative: +3 (+3 Dex) Attack: +10 Base Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Grapple: See table below Knockback: -8 (TOU 15/2) / -23 (TOU 5/2, -10 Imp. TOU, -10 Spatial Constant) Grapple Table Total Score Base Attack (BA) Increase Molecular Space (IMS) Infinite Reach + Spatial Strength (IR) Change Physical Distance (CPD) Reach Everything A/B/Stacked (RE) Values +10 +20 +17 +14 +8/+2+10 BA +10 +10 CPD +24 +10 +14 IMS +30 +10 +20 IR +27 +10 +17 IR+IMS +47 +10 +20 +17 RE +18/+12/+20 +10 +8/+2/+10 RE+IMS +38/+32/+40 +10 +20 +8/+2/+10 Saving Throws: 0 + 3 + 6 = 9PP Toughness: +15 (+5 Con, +5 Enhanced Con, +5 Protection) Fortitude: +10 (+5 Con, +5 Enhanced Con) Reflex: +6 (+3 Dex, +3) Will: +9 (+3 Wis, +6) Skills: 44R = 11PP Diplomacy 13 (+15) Gather Information 3 (+5) Knowledge [Behavioral Sciences] 2 (+5) Knowledge [Physical Sciences] 7 (+10) Language 3 (Native: English; French, German, Spanish) Medicine 2 (+5) Notice 7 (+10) Sense Motive 7 (+10) Feats: 10PP Benefit 1 (Fame) Benefit 1 (Wealth) Dodge Focus 3 Improved Grab Improved Grapple Interpose Luck 2 Powers: 30 + 22 + 37 + 12 + 5 = 106PP Enhanced Physiology 6 (30PP Container) [30PP] (Descriptors: Physical Mutation, Z-Space) Enhanced Constitution 18 [18PP] Enhanced Dexterity 4 [4PP] Feature 1 ("Forgettable apperance out of costume") [1PP] Flight 1 (Flight Speed: 10 mph, 100 ft./rnd) (Stacks with Spatial Flight from Space Movement Array) [2PP] (Descriptors: "Spatial Flight", Space/Spatial, Personal Spatial Placement Manipulation) Stacked Power: Flight 5 (Feats: Subtle 2) (Flight Speed: 250 mph, 2500 ft./rnd) (Descriptors: "Spatial Flight") Protection 5 [5PP] Personal Space Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (Descriptors: Mutation, Space/Spatial, Z-Space, Personal Density Manipulation) BP: {10 + 10 = 20/20} Impervious Toughness 10 [10PP] (Descriptors: "Increase Molecular Density") Immovable 10 [10PP] (Descriptors: "Spatial Constant") AP: Insubstantial 4 (Incorporeal) {20/20} (Descriptors: "Decrease Molecular Space") AP: Super-Strength 20 (Flaws: Duration [Sustained]) (+100 Strength to checks; Carrying capacity: Heavy load 52.4k tons / 838.9k tons w. Spatial Strength/Reach Everything) {20/20} (Descriptors: "Increase Molecular Space") Space Control Array 16 (32PP Array; Feats: Alternate Power 5) [37PP] (Descriptors: Mutation, Space/Spatial, Z-Space) BP: {12 + 20 = 32/32} (Descriptors: Personal Space Manipulation) Elongation 7 (Feats: Indirect 3, Subtle 2) (Reach: 500 ft., range incr 70 ft.) [12PP] (Descriptors: "Infinite Reach", Distance and Position Manipulation) Enhanced Strength 20 [20PP] (Descriptors: "Spatial Strength") AP: Enhanced Strength 16 (Extras: Area 8 [Targeted Burst], Selective 8) (Stacks with "Reach Everything B" from Space Movement Array) {32/32} (Descriptors: "Reach Everything A", Distance Manipulation, Personal Space Manipulation) Stacked Power: Enhanced Strength 20 (Extras: Area 10 [Targeted Burst], Selective 10; Feats: Progression [Area Size] 2) (250 ft. radius) (Descriptors: "Reach Everything", Distance Manipulation, Personal Space Manipulation) AP: Blast 10 (Extras: Range [Perception]; Feats: Subtle 2) {32/32} (Descriptors: "Space Slam", Force, Impact Damage Type) AP: Move Object 14 (Feats: Insidious, Precise, Subtle 2) {32/32} (Descriptors: "Change Physical Distance", Distance and Position Manipulation) AP: Nauseate 10 (Extras: Range [Ranged]; Feats: Subtle 2) {32/32} (Descriptors: "Vertigo", Sensory Distance Manipulation) AP: Snare 10 (Extras: Transparent; Feats: Subtle 2) {32/32} (Descriptors: "Unending Prison", Distance Manipulation) Space Movement Array 5 (10PP Array; Feats: Alternate Power 2) [12PP] (Descriptors: Mutation, Space/Spatial, Z-Space) BP: Flight 4 (Feats: Subtle 2) (Flight Speed: 100 mph, 1000 ft./rnd) {10/10} (Descriptors: "Spatial Flight", Personal Spatial Position Manipulation) Stacked Power: Flight 5 (Feats: Subtle 2) (Flight Speed: 250 mph, 2500 ft./rnd) (Descriptors: "Spatial Flight") AP: Enhanced Strength 4 (Extras: Area 2 [Targeted Burst], Selective 2; Feats: Progression [Area Size] 2) (Stacks with "Reach Everything A" from Space Control Array) {10/10} (Descriptors: "Reach Everything B", Distance Manipulation) Stacked Power: Enhanced Strength 20 (Extras: Area 10 [Targeted Burst], Selective 10; Feats: Progression [Area Size] 2) (250 ft. radius) (Descriptors: "Reach Everything", Distance Manipulation) AP: Teleport 4 (Feats: Change Direction, Change Velocity) (Range: 400 ft. as move action, 1 mile as full action) {10/10} (Descriptors: "Change Personal Position", Instant Personal Spatial Position Manipulation) Super-Senses 5 (Options: Distance Sense, Spatial Awareness [Sense Type: Mental, Extras: Accurate Radius Ranged]) [5PP] (Descriptors: "Spatial Senses", Enhanced Senses, Mutation, Space/Spatial, Z-Space) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +10 Unarmed – Infinite Reach + Spatial Strength Touch at 500 ft. Range incr: 70 ft. DC25 Tou (staged) Damage +10, Elongation 7, Indirect 3, Subtle 2 Unarmed - Reach Everything A Touch Burst Area Area: 40 ft. radius DC23 Tou (Staged) Damage +10, Selective Targeted Burst Area, Subtle 2 Unarmed - Reach Everything B Touch Burst Area Area: 50 ft. radius DC17 Tou (staged) Damage +10, Selective Targeted Burst Area, Subtle 2 Unarmed - Reach Everything Touch Burst Area Area: 250 ft. radius DC25 Tou (staged) Damage +10, Selective Targeted Burst Area, Subtle 2 Space Slam Perception DC25 Tou (staged) Damage Subtle 2 Change Physical Distance - Thrown Objects 140 ft. DC25 Tou (staged) Damage +10, Insidious, Precise, Subtle 2 Vertigo 100 ft. DC20 Fort (staged) Fail: Sickened 2nd Fail or Fail >5: Nauseated 3rd Fail or Fail >10: Helpless +10, Subtle 2 Unending Prison 100 ft. DC20 Ref (staged) Fail: Entangled 2nd Fail or Fail >5: Bound & Helpless +10, Transparent, Subtle 2 Totals: Abilities (20) + Combat (24) + Saving Throws (9) + Skills (11) + Feats (10) + Powers (106) - Drawbacks (0) = 180/180 Power Points
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My bad, missed that part. Anyway, squid leader got the same bonus for its fort save as will, so still makes the roll
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Squid minion's guns power check vs. DC21 = 17 [1d20=10] 25 [1d20=18] 9 [1d20=2] 21 [1d20=14] 16 [1d20=9], 2 squid guns remain functional. Squid leader's electric aura, Will save vs. DC21 = 21, Electric aura remains active.
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One shot, and the guard was down, and then the other acted, shooting all over the place. He was panicking alright, and Robin couldn't really blame him. She did just take out his buddy, after all. Moving to the side, she tried to get out of the way of the blaster-bolts that scorched the walls, but either she was too slow, or the guard was just plain lucky. A bolt slammed into her side. Ow. It had at least bruised her ribs, and there were scorch marks on the armor. That was kind of impressive, in its own way. She was almost thankful that Jones took the guard out, even if he did seem needlessly brutal about it. But alright, she had thrown her lot in with Jones now. Time to see where it went. Propping herself up again, she moved closer to the guard that Jones had taken out. "Please tell me you at least didn't kill him."
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And that's bad enough! TOU roll: 1d20+8 = 17 Ow, bruise for Justice.
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GM The bed seemed uninteresting, and unused. The dresser had a pair of pants and some shirts, but was otherwise empty. The table was filled with papers, but nothing else it seemed. All in all, there was nothing terribly exciting to find. And then there was a sound, hard knocking on the door and someone yelling. "Hey! What's going on in there? Is everyone alright! Can you get to the door?" Frantic shaking of the door handle. It seemed that the Seeker's time in the apartment was up.
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GM "Get down on your knees now! And you two, keep going! Find out what's taking so damn long!" Buddy could hear through walls, and the voice was obviously the lead gunman. He was holding his handgun again, pointed down at an older gentlemen with an impressive black but grey moustache, who was slowly climbing to his knees. A pair of other gunmen were moving towards the Buddy's current location, and would turn around the corner to meet him in but a moment. He wouldn't have long to react. Meanwhile, the gentleman with the moustache climbed to his feet, defiantly staring down the barrel of the gunman's weapon. "I am not scared of you." His eyes were like lightning, and the lead gunman seemed to be losing his composure. And Tricia Thorne seemed even more unsure about the entire situation than before.