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GM The King looked down on Lament. There was something different about his eyes. They seemed to shine. Not with tears, not yet, but they were different. And not necessarily for the better. "Yes. A test will suffice. After all, I have made the correct choice, with the options present. If these are not my tears, then clearly, you will have brought me a replacement, or a forgery." There was an edge to his word, and a clear threat. "But I tire of Shakespeare. You are far from the first to present such an idea. I crave something different, something new. So please, bard. Show me that these are my tears. Complete your end of the bargain."
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Really? This was Kidd's play now, all of a sudden? Turning on all of them? Robin knew that he was a gloryhound, but still, this was a new low. So what was she going to do? Fight Kidd if he started trying to arrest her too? Let him take in the Wall and Blowfish? Sure, Blowfish and his goons were fine, but the Wall had only really acted in self defense until now, and so had she. Blowfish's last goon was still standing, gun in hand, and the Wall looked like he was about to start smashing Blowfish to pulp the first chance he got. So, what should she do? Shoot him? Try to fight him? Or try something else. "So, trying to bring me in too, Kidd?" Robin asked, a somewhat coy tone in her voice. "And Wall, shut up." She was done with this. Just so done. The floor seemed weak, so she raised the Justice Buster and took aim, before firing a quick shot towards the floor under the Wall's feet.
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Since the floor seems unfinished and weak, taking a shot at the floor under the Wall's feet, hoping that he'll fall at least partway through. He's tough, he should be able to handle it. Attack roll: 1d20+11 = 13 Wow, that was bad. Well, it is a floor. Let's see what happens! Could work as a warning shot!
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"Yes, yes, protecting myself someone that attacks me simply for not wanting to share personal details is surely the proof that I am indeed mad and cruel!" Pan countered from the mists and darkness, fingers still clamped on his nose. It was starting to get a bit annoying not to be able to see, so he would have to do something about that. "Now, I have no desire to stick around in a dark and smelly sewer such as this, at least not for something as boring as a summoning gone wrong." Pan eyed where the man was. Could he perhaps simply fly away? It would be difficult in an all-consuming darkness such as this, and he did not particularly care for the smell, but he was not about to simply give in to Lorenzo. "Now, as I said, I will happily share the story of my Pixie Dust, on a simple condition: Why were you body taken away?"
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Let me know if the effects of the Drain is off and I'll edit. And can I get notice checks from everyone? And mention anything that deals with darkness, too.
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GM The energy was strange, alien. Not quite like something he had felt before, but it was still something he could use. The power drained from the cable, the light slowly dying out. The light up ahead seemed to start dimming as well. Continuing towards the now dimming lights, the group were in complete darkness. In the trench, not even the last bit of sunlight could reach them, all they could see was the glow ahead, and the glow from the Sea Devil's trident. Perhaps Asad might glow a bit, had he absorbed any of the energy that he drained from the cable. There was a deep silence around them, even deeper than what Sea Devil and Sgt. Shark would be used to under the sea. Up ahead, they could see the structure that created the light. It was certainly alien in design. A great disk, very thin compared to its length. At least half of it seemed to be embedded into the ocean floor, the other half sticking out. It was difficult to make out from the distance, but it was probably made from the same coral material.
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No heroes? As magnificent as Ashley's final shot was, and no matter how well it was placed, the growl and the brutality clearly frightened the child. Pan let the Forever Blade dissolve into Pixie Dust, his eyes slowly turning to Ashley. And then she completely changed for a moment, as she seemed to realize what she had said. Intriguing. Pan had a sneaking suspicion. The Raven, the madness around them. This could hardly be just the child, could it? What was the cause of all this? Why was this Ashley's nightmare. Was there more to her than appeared? More than just her sister's keeper? Intriguing, yes. Pan was just about to say something when Leroy and Judy appeared from the darkness, Judy in Leroy's arms. He gave a last suspicious look in Ashley's direction, before turning fully to Leroy and Judy. He made a quick bow, left arm bent under his body, before standing fully upright. "Ah, Judy and Leroy! You are alright, I hope? And yes, Ashley managed to find her and protect Olga. Really, this was all Ashley. I merely provided assistance." He looked at Ashley. He wanted to know more about this. The look in his eyes probably made that more than clear, but not now. There were children trapped. They were the priority. "Nice work." He echoed Ashley's own compliment after he had helped Leroy and Mardo. He turned to Miss Lupine and the child, kneeling down beside her with a reassuring smile, and a hand held out. A stuffed toy, like the one he was sure he had seen Olga carrying while she had been talking with Jack earlier, appeared in his hand. It might be a simple image, but it could feel real, he hoped. He offered it to Olga, while he waited for Miss Lupine to answer Leroy's question. "You were very brave, Olga. A true hero." His emphasis on the word hero was, of course, no accident.
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Raising the Justice Buster, Robin took aim at the Wall now. She hated doing this, but as much as she would enjoy seeing Blowfish knocked out cold, the Wall wanted more, and she could not allow that. "Wall, stand down, right now!" She agreed with Kidd here. A signed confession would go a long way here, and even better, it might help the Wall. "Blowfish, you got one shot here! A signed confession, right here, right now, and it includes how you forced him and his people into being criminals. Or we let the Wall run wild!" She was not going to do that, of course, but Blowfish didn't need to know that.
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Calling out to the Wall, as per IC. No attacks this round.
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Oh, there was something else in the air now. Did this Lorenzo not know any other tricks than filling the air with things that smelled or was worse than that? It was really quite disgusting. Still, against his general behavior, he decided to stay silent. Lorenzo liked to have him a bit away it seemed, but he had his own tricks. And right now, he could hear where Lorenzo was, and that would be a fine way to play a trick on his own. If Lorenzo did not like Pixie Dust, then he would give him some! Pan's hand glittered slightly, then glitter spread around Lorenzo. It would quickly grow solid around him and catch him, if he did not move at least.
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Reflex save: 1d20+10 = 11 Well, let's try for Fortitude then: 1d20+7 = 26 Safe! Keeping moving around, and throwing some Binding Bands at Lorenzo. Pan's accurate hearing should allow him to know where he is from his voice, if I understand that right. Attack: 1d20+11 = 30 DC21 Ref save to avoid being caught in a Snare if it hits.
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Pan's left hand flew to his nose the moment he smelled the sweet floral scent. No, he was not about to be caught that easily! "No, I do believe that I will not! You might be the Black Rose, but I am the Forever Boy! And you are not the first mad two-bit magician that I have faced!" And then, following his bold declaration, and with his fingers clamped on his nose, Pan fell silent. But silence was not the same as inaction. Oh no, not at all. Rather, if he could not see, then he saw no reason that Lorenzo should be able to either! An illusion, an image, an imaginary fog spread through the sewer. As thick as the darkness, as difficult to penetrate! And while it spread out, Pan himself moved, swiftly away from where he had been but a moment before, as he prepared his own attack. After all, why would he need to see, if he could hear?
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LEFT! And using Pan's own obscure effect to create a mist that means Lorenzo can't see either! And moving to another location. No reason to stay in the same spot if the other guy can't see you.
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Reflex Save: 1d20+10 = 24
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GM "I do not know you at all, mortal." The King answered swiftly, not bothering to look away from the content. "You could be a trickster in disguise, for all I know." He fell silent, staring at the two cups. One to show his glory, or one to mock him. The surrounding court held their breath, as their king made his choice. One hand, impossible long moved slowly towards the table, finally picking the wooden cup. "Behold, the glow and shine of the tears. Not even a cup as mundane as this can diminish my glory." He picked the cup, and held it up above his eyes. He tipped it, a drop falling in each, then the cup was empty. And he stood silent. The court still held their breath.
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Oh, alright then. This was fine. This man, Mr. Lorenzo was quite obviously not a good guy! That made things so much easier. And making demands of him now, stating that his mind had danced through centuries in ways that Pan did not understand? Now he was just trying to insult his intelligence! The man might be furious, but Pan was almost laughing! "And yet, for all the knowledge you seem to posses, you do not seem to have the simple ability to listen! I asked you a question first! An answer for an answer!" He was not about to give in this easily, rasied voices and threats or not. He could very well make his own threats.
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As per chat, idea works, and Rosa is now down on the second floor, with the ink currently being on the fifth through third floors.
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Oh, that earned a reaction. Swift, and full of wrath it seemed. So, Pan put some more distance between them in the cramped sewer. There was little reason to stay too close to someone that was clearly angry with him simply for existing. Or rather, for having something that he had had for ages. "I believe that I asked the first question, Mr. Lorenzo." The smile on Pan's lips had broadened into a wide grin once more. He could not help himself. There was just something in Lorenzo's voice, or rather, in the anger in its tone, that made it so easy for him. If this man hated the fact that he had Pixie Dust, then just why should he tell why? "Share your story of a lack of a body, and I shall share mine of Pixie Dust."
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Fae. Fairies. Pixies. Oh yes, Pan had met plenty of Pixies on Neverworld, and while they could be strange to human minds and eyes, calling them mad was not something he would ever have done, but if other worlds did indeed have mad Pixies, or other kinds of Fae, then that could lead to awful situations indeed. Like the man's missing body. Pan eyed him for a moment, a dry grin splitting his lips. "Well, if you are trying to reach Fae lands, then it appears that my appearance here has something of an explanation, at least." He gestured to the golden dust that continuously fell from his body as he floated before Lorenzo. "Pixie Dust." He paused for a brief moment, to let the thought set in. And wait for the inevitable mention of Peter Pan, before he continued with another question. "Care to share why exactly they have your body?" Maybe it was a just punishment? Or perhaps an act most unjust? Time would tell, if Lorenzo were to be trusted at least!
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Pan did not like the black leather look on this Lorenzo fellow. Without really waiting, he drifted up from the circle he had found himself standing in. Summoning circles did not sound nice at all, especially not with the events at Halloween. Summoning something from somewhere else just made him think of that. But at least this Lorenzo did not seem like a lust mad teenage boy, though of course the helmet could hide just that. The glowing dust falling from him, he stayed a bit above the ground, circling slightly around Lorenzo. "Well, that could depend on a good many things, Mr. Lorenzo. Do tell, where exactly did you try to open a portal a to?" Pan did not like this at all, no. He was confined in the sewer, which did not exactly smell well, he had no idea what was going on either... no, he would need to figure that out first.
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Looking purely at crunch, there's a few things I can see. Others more experienced in the system can probably see more, but here's what I got at least: Combat Caps You will want to reach your combat caps, no matter what. That means as PL10, with no trade offs, you should reach Defense +10 (which you got) and Toughness +10, as well as +10 Attack and +10 DC/Damage for offensive effects, or with some trade offs. For a character such as this, who is largely skill and training oriented, and without much in the way of actual powers, I'd recommend a trade off to get higher defense and lower toughness, and likewise higher attack and lower DC/damage. For your current +8 Toughness / +10 Defense, you could find some way to add +2 defense to reach defensive caps, at least. Now, from the top with the rest Combat You should write out your attack bonuses the same way you have done defense, so it would be something like: Attack: +8 Base, +8 Melee (+8 Base), +8 Ranged (+8 Base), +10 Unarmed (+8 Base, +2 Attack Specialization). Also remember that attack specialization is a +2 bonus, not +1. As for defense, it should be: Defense: +10 (+5 Base, +5 Dodge Focus), +2 Flat-Footed, since flat-footed is Base Defense / 2, rounded down. Saving Throws Already mentioned toughness under combat caps. Averaging PL-2 for non-Toughness saving throws is the standard, with maybe one a bit higher and one a bit lower. I'd recommend getting a bit higher fortitude, and if your character is really good at dodging, as your feats and such seem to imply, try to get a higher reflex save too. The reflex save will help a lot against Area Effects where your Defense score doesn't matter. Skills No real comments here from me. Feats First a general thing: If you're heavily reliant on Dodge Focus and Defensive Roll to meet your caps, I'd really suggest getting Evasion, maybe even Evasion 2, and at least one rank of Uncanny Dodge. Evasion helps reduce situations with area attacks where your high defense doesn't matter, and Uncanny Dodge helps you avoid situations where you end up flat-footed. For Skill Mastery, remember to pick 2 more skills. No sense letting it go to waste. I'd recommend not taking Sneak Attack. Sure, the +2/rank damage bonus sounds nice, but you are not allowed to break the PL caps with it, so you will have to factor it into your tradeoffs, which means that in situations where you are not making a sneak, you will be under caps. Equipment 7x5=35, you got another 5 EP to spend. Maybe get a grappling hook for your utility belt? Powers Descriptors: You really need to add that to all your powers. It helps a lot with determining what the power is, what you can do, how others can affect and be affected by it and so on. There's a list of official descriptors here, but you can also come up with your own, and one power can have multiple descriptors, if you want to. You should at least have an origin descriptor, which is how you have the power. For your Immunity it would probably be Mutation, for your Device it would probably be Technology, just to give some examples. For Communication, you got no reason for Selective unless you also have area modifier. Without that, you can only communicate with one target at once, anyway. --- Anyway, after going through the crunch, some suggestions for meeting caps: Try and maybe get to +12 Defense, then stay at +8 Toughness. That's Toughness/Defense caps reached. For offensive caps, you could always get a Damage power with the Mighty feat (so that you add your Strength bonus to its DC), which then has the descriptors Unarmed and Training. Basically, something to symbolize him knowing where to strike with martial arts training, or alternatively get a weapon as a device, and change the Attack Specialization to the weapon type. Hope all that made sense!
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Forever Boy One moment, Pan was at Claremont Academy. It was a normal day, classes, training with the rest of the Blue Squad, more classes, trying not to fall asleep. Class had just ended, he was about to head to lunch and then he was suddenly standing in the middle of a sewer, in the middle of a summoning circle. Pan blinked once, his eyes darting around, before being drawn to the voice in front of him. A very tall man in a cape and with no head, just a glass bowl. He had tried much, but suddenly disappearing while flying to lunch was new. It was hopefully still Earth Prime. He really hoped so, at least. And the man with the glass bowl for a head and the cape did not seem pleased to see him, so best to assume it was still the same plane, and with a flash of Pixie Dust, his Forever Boy uniform replaced his regular clothes. The man obviously didn't know him, so no reason to give away the secret identity that had been set up for him. "Greetings, I am Forever Boy." He bowed with a flourish, while keeping his eye on the man. "And where exactly have you brought me?"
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Archer II (maybe eventually Bowman V) Someone who has been trained by the original Archer for a good long while, deciding to appear now that Bowman IV is semi-retired running the family business. The legacy of an Iron Age Hero, dealing with the stigma and teachings of that, and learning to change for the modern age and different from what his mentor taught him. Initially a somewhat hostile hero. Out to prove himself as a great hero, and that the old man (Archer) was a hero, not one to be forgotten for his actions during the Iron Age. Loud, brash, but with skills to back it up. Can have some interesting clashes with some heroes. Initially found by original Archer in situation echoing when he was found by Bowman III. Will get the attention of Bowman IV at some point, learning and growing from that, and at some point eventually becoming Bowman V. Potential rivalry with Facsimile in Southside Rogues Gallery - "Blood Archer/U.S.Archer" (name pending): A rival archer, who fancies himself a hero. Inspired, but not trained by, the original Archer, but taking all the wrong lessons to heart. Kills criminals, caring little for collateral damage, etc. Extreme. +4 Attack/-4 DC in general. Don't want to go lower than rank 6 for effects. Advancement maybe more mobility? HQ Feats to get: Teamwork, Leadership, Set Up, Luck+, Equipment+, Skill Mastery (Notice, ?, ?, ?) Improve skills 12PP Skills: 5PP Bluff -2 ranks, reducing it to Bluff 8 Concentration +5 Craft [Mechanical] +1 Knowledge [Streetwise] +1 Knowledge [Tactics] +5 Notice +3 Search +1 Sense Motive +2 Stealth +4 New skill totals Acrobatics 10 (+15) Bluff 8 (+10) Concentration 7 (+10) Craft [Mechanical] 9 (+10) Knowledge [Streetwise] 7 (+8) Knowledge [Tactics] 9 (+10) Notice 12 (+15) Search 9 (+10) Sense Motive 7 (+10) Stealth 10 (+15) Feats: 4PP Challenge [Fast Acrobatic Bluff] Challenge [Fast Taunt] Challenge [Notice Lip Reading] Improved Initiative +1 Powers: 3PP Protection 3 [3PP] (Descriptors: Tough, Training) Changing the Equipment feat to this: Equipment: 1PP = 5EP Commlink [1EP] Flash Goggles [1EP] Mini-Tracer [1EP] Night Vision Goggles [1EP] Signal Flare [1EP] New look Stunts Obscure 10 ("Mental Chaff Arrow"; Options: Mental Senses; Extras: Independent (+0); Feats: Improved Range 2, Slow Fade) (250 ft. range, 100-foot radius, Fades 1PP/minute) {13/14PP} (check ranges) Nullify 6 ("Mental Blocker"; Counters All Mental/Psionic Effects; Extras: Alternate Save [Fortitude] (+0), Effortless; Flaws: Action [Full]; Feats: Improved Range 2) {14/14PP} Archer II Power Level: 12 (built as PL 10; 174/186PP) Unspent Power Points: 12PP Trade-Offs: (Ranged Attacks) +4 Attack / -4 Damage, +4 Defense / -4 Toughness In Brief: Rebellious hero trained by the original Archer, out to prove himself and his mentor as heroes to the world. Theme: Comeback - Redlight King Alternate Identity: Connor King (Secret) Birthplace: Southside, Freedom City Residence: Southside, Freedom City Base of Operations: Southside, Freedom City Occupation: Adventurer, Crime Fighter Affiliations: Ethan Keller (Archer I) Family: Rachel King (Mother, deceased), Fabian King (Father, deceased) Description: Age: 18 (DoB: 2001, May 4th) Gender: Male Ethnicity: Caucasian Height: 6' Weight: 190 lbs. Eyes: Blue Hair: Brown Connor is a young man with an athletic build and great shape, owing to his regular and intense training schedule. He has short brown hair, shaved in a buzzcut, and blue eyes. He will usually dress in jeans and t-shirts or tank tops, with little preference in color. As Archer II, Connor wears a form fitting dark red and white costume, loosely based on the original Archer's costume. On his upper body he wears a primarily white jacket, with small red bracers on his wrists. It has a red part, pointing down like a red triangle from the top of the jacket, pointing down and ending at Connor's solar plexus. The jacket has a zipper on the front, which can be zipped up to cover his neck, which Connor usually leaves open to just under his neck, letting the collar hang freely. He wars a red mask with white lenses, which leaves only his mouth free. On his lower body, he wears red pants, and a black utility belt with grey pockets. He wears red boots with white soles and front, and a thick white trim at the top, in a sort of T pattern. Connor will usually wear a square dark red quiver on his back, and uses a metallic bow. History: Connor King were born and raised in Southside, Freedom City, to Rachel and Fabian King. They were young parents, high school drop outs that tried to make their way on the street, often with little success. All their dreams of leaving Southside behind for a better life were continually thwarted: Not by others. Though they did their best to shield young Connor, and were, by all accounts, as good parents as they could be, it could not last. What started as addiction to prescription pain killers due to an accident spiraled into harder drugs, until, finally, the pair were killed for their stash. Connor, only 6 years old at the time, were sent into the foster care system. What followed was years spent going in and out of orphanages, moving from home to home, never staying long. Connor's own issues caused him to lash out, losing him many seemingly stable homes in the process. Finally, at age 11, he ran away, escaping back to Southside in Freedom City. He wanted revenge. Everyone he knew had failed him, so he would make it on his own. Falling in with a gang, more for survival and everything else, Connor had turned 12 by the time he was sent to steal a car. It was some security consultant that had been hired to protect a place they were trying to hit, and Connor was the distraction. Easy to do, easy to handle. Of course, Ethan Keller was no ordinary security consultant. Until he hang up his costume and bow after the Terminus Invasion of 1992, he had been known as Archer. For Ethan, history repeated itself, as he met Connor the very same way Bowman III had first met Ethan. As Connor struggled to escape, Ethan saw a kindred spirit, and a fire that had long been doused awakened in him. To Connor's initial protests, Ethan took him as a protege. All protests eventually stopped, as Ethan revealed his past and his goals for Connor. For the next six years, Connor King trained under Ethan Keller. Provided and cared for, the angry teenager slowly grew into a confident, if still angry, young man. It was hard work, but Connor grew quickly, as Ethan tutored him in not just the skills, but also the knowledge and ethics needed to become a true hero, learned from his own hard life. Based more on his own research and interpretation than anything Ethan taught him, Connor began to see the Archer as the underdog, as the hero that had stayed even when everyone had left, and yet had been left with a tarnished reputation. Aiming part of his anger at the heroes he felt had abandoned his mentor, Connor resolved to become the best, to prove that the Archer's methods worked, even as Ethan worked to reign back some of the more extreme ideas. In June 2019, the Archer appeared once again, prowling the streets of Freedom City. Personality & Motivation: Connor is a serious, stand offish young man. He is greatly distrustful of most authority, or those that he perceive to be authorities in some way. Supremely confident in his own abilities and methods, Connor will almost always believe that he knows best in any given situation, and even if he doesn't, he will try to act as if he does. His desire not to kill is fueled by the same feeling of superiority: Killing someone would be easier than the lengths he go to simply disabling them. If he's that good, then why would he need to kill? Connor has some anger issues, perhaps owing to the deaths of his parents and his time in the foster system, though he is far from a hothead, and will rarely fly off the handle. Connor displays a particular hate for drug and weapon dealers, which he has confirmed is due to the way his parents died. While simply taking revenge for his parents' murder was his initial reason for taking up the Archer mantle, Connor's mission has since evolved to protecting those in need and proving to the world that the Archer, both the original and himself, is a hero worth respect. Connor absolutely loves cats, owning three American Bobtails: Arthur, Alexander and Ajax. Powers & Tactics: When in a fight, Connor prefers to start off with an ambush, if at all possible, taking the necessary time to set up and stay hidden, before taking down as many targets at once before being discovered, usually focusing on disabling smaller, weaker targets first, before focusing on the more serious threats. Once discovered, he will fight openly, doing his best to stay at a distance from his foes, maintaining his advantage at a range. Power Descriptions: Everything Connor can do is the results of years of training and use of specialized equipment. He posses no super powers or anything of the like, though he is a master marksman with any weapon, even if he specializes in using a bow and assorted trick arrows, created either by Ethan Keller, the original Archer, or himself. He is constantly updating and upgrading his arsenal, giving him a varied number of responses to any given situation. Working together with his mentor, Connor has developed a style of movement in combat that makes it difficult to make out his exact position, based around near constant movement and attempting to predict enemy positions and actions. While not always succesful, Connor's training helps him evade many attacks, though it does little against those targeting him with senses other than sight. Complications: Secret Identity: So far, only the original Archer knows that Connor has taken up the mantle. Secret identities are, of course, known to be a source of trouble. Out Of Arrows: You can only bring so many arrows at once. Connor might run out of a particular type of arrow, making the related power unusable until he can restock, or maybe a lucky shot hits his quiver, forcing him to abandon it. Perhaps a strong enough knockback can cause the arrows to scatter even from the secured quiver, forcing Connor to pick them up again if he want to continue fighting Legacy of the Iron Age: The first Archer was a hero during the Iron Age, and in some ways, he became a symbol of what it represents. Some might remember him as a hero, others as someone barely better than the villains he fought. In any case, the legacy and memory of the first Archer can easily affect people's opinion of the new one. And who knows? Maybe the original Archer still has enemies out there. Rage Against the Machine: Connor has a problem with authority, whether it be policemen, teachers or established super heroes, like the Freedom League. Though he will work with established heroes if needed, Connor is likely to create a tense situation, be it ignoring orders due to a perceived slight or just by complaining about any problems he might have with the particular hero. Rule Number One: Despite the original Archer's brutal methods, the first rule he taught Connor was simple: Always save the civilians. If any civilians are in danger, Connor will always focus on saving them first, whether by getting them out of danger or disabling those targeting them. Outlaw Hero: Connor has taken his mentor's words to heart, and even if the police and other law enforcement agencies are not as corrupt as they were during the Iron Age. While Connor will not go out of his way to antagonize law enforcement, he also won't let them get in his way. Abilities: 6 + 10 + 6 + 2 + 6 + 4 = 34PP Strength: 16 (+3) Dexterity: 20 (+5) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 20 + 18 = 38PP Initiative: +9 (+5 Dex, +4 Improved Initiative) Attack: +10 Base, +10 Melee (+10 Base), +14 Ranged (+10 Base, +4 Attack Focus [Ranged]) Defense: +14 (+9 Base, +5 Dodge Focus), +5 Flat-Footed Grapple: +13 (+10 Attack, +3 Strength) Knockback: -3 (Toughness/2) Saving Throws: 7 + 6 + 7 = 20PP Toughness: +6 (+3 Con, +3 Protection [Costume]) Fortitude: +10 (+3 Con, +7) Reflex: +10 (+5 Dex, +6) Will: +10 (+3 Wis, +7) Skills: 68R = 17PP Acrobatics 10 (+15) Bluff 10 (+12) Concentration 2 (+5) Craft [Mechanical] 8 (+9) Knowledge [Streetwise] 6 (+7) Knowledge [Tactics] 4 (+5) Notice 9 (+12) Search 8 (+9) Sense Motive 5 (+8) Stealth 6 (+11) Feats: 36PP Accurate Attack Acrobatic Bluff Attack Focus 4 [Ranged] Benefit 1 [Mentor - Archer I - Can provide knowledge and tactics suggestions, potential knowledge, per GM's discretion] Defensive Attack Dodge Focus 5 Eagle Eyes [Visual Notice checks have range increment of 100 feet, instead of 10 feet. Equal to 1 rank of Super-Senses [Extended Vision]] Equipment 1 Evasion 2 Improved Aim Improved Critical 2 [Bow] Improved Initiative 1 Improved Ranged Disarm Luck 3 Move-By Action Power Attack Precise Shot 2 Quick Draw 2 Ranged Pin Takedown Attack Taunt Ultimate Effort [Ultimate Aim] Uncanny Dodge [Visual] Equipment: 1PP = 5EP Costume (Protection 3) [3EP] Commlink [1EP] Signal Flare [1EP] Powers: 4 + 21 + 4 = 29 PP Concealment 4 ("Combat Training"; Options: All Visual Senses; Flaws: Limited [Miss Chance Only]) [4PP] (Training) Device 7 ("Bow and Arrows"; 35PP Container; Flaws: Easy-To-Lose) [21PP] (Technology) Arrows 7 (14DP Array; Feats: Alternate Power 12) [26DP] (All Arrow and Technology unless otherwise noted, with additional descriptors) BP: Blast 3 ("Standard Arrow"; Feats: Improved Range 2, Mighty 3, Split Attack, Variable Descriptor 1 [Bludgeoning, Piercing and Slashing damage type]) {14/14DP} (Bludgeoning/Piercing/Slashing Damage Type) AP: Blast 6 ("Hail of Arrows"; Extras: Targeted Area [Cone]; Feats: Improved Range 2; Flaws: Range [Touch]) {14/14DP} (Piercing Damage Type, Multiple Arrows) AP: Blast 6 ("Thermite Arrow"; Feats: Improved Range 2; Extras: Area [General Burst]; Flaws: Action [Full Round]) {14/14DP} (Ballistic Damage Type, Explosive, Thermite) AP: Damage 7 ("Bowsmack"; Feats: Extended Reach (5 ft.), Improved Critical 2, Improved Pin, Improved Trip, Mighty, Stunning Attack) {14/14DP} (Bow, Bludgeoning Damage Type, No Arrow descriptor) AP: Dazzle 6 ("Flashbang Arrow"; Visual Dazzle; Feats: Improved Range 2) {14/14DP} (Light) AP: Drain 6 ("Hypodermic Arrow"; Drain Any One Save; Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) {14/14DP} (Pharmaceuticals, Needle) AP: Nauseate 6 ("Vertigo Arrow"; Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) {14/14DP} (Sonic, Vertigo) AP: Obscure 5 ("Smoke Arrow"; Options: Visual; Extras: Independent (+0); Feats: Improved Range 2, Slow Fade) (250 ft. range, 100-foot radius, Fades 1PP/minute) {13/14DP} (Smoke) AP: Paralyze 6 ("Strobe Light Arrow"; Feats: Improved Range 2; Extras: Alternate Save [Will], Range [Ranged]; Flaws: Sense-Dependent [Visual]) {14/14DP} (Light, Hypnotic Pattern) AP: Snare 6 ("Riot Foam Arrow"; Feats: Improved Range 2) {14/14DP} (Rapidly hardening foam) AP: Stun 6 ("Stun Arrow"; Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) {14/14DP} (Electricity, Taser) AP: Super-Movement 2 ("Grappling Line Arrow"; Options: Slow Fall, Swinging) [4DP] + Speed 2 (Flaws: Limited [Only Swinging]) [1DP] + Leaping 2 (Flaws: Limited [Only when started with a swing]) [1DP] {6/14DP} (Grappling Hook, Swing Line) AP: Trip 6 ("Bolas Arrow"; Feats: Improved Range, Improved Trip; Extras: Knockback) {14/14DP} (Bolas) Arrow Add-Ons 3 (6DP Array; Feats: Alternate Power 3) [9DP] (Stacks with Arrows array, for powers with Arrow descriptor) (All Technology with additional descriptors) BP: ("Rapid Fire Arrows") Adds (Extras: Autofire 1) to Arrows array {6/6DP} (Multiple Arrows) AP: ("Setup Add-Ons") Adds (Feats: Triggered 2, Ricochet 2, Subtle 2) to Arrows array {6/6DP} (Timer, Proximity sensor, Remote trigger) AP: ("Shredder Arrowhead") Adds (Extras: Penetrating) to Arrows array {6/6DP} (Arrowhead) AP: ("Increased Payload") Adds (Extras: Area [General Burst]) to Arrows array {6/6DP} (Payload) Healing 4 ("Walk it Off"; Extras: Action [Standard], Total; Flaws: Distracting, Personal, Temporary) [4PP] (Will Power) Drawbacks: (-0) + (-0) = -0PP DC Block Note that all arrows can have one of the extras Autofire, Penetrating, Area [General Burst] or the power feats Triggered 2, Ricochet 2 and Subtle 2 added, as long as it doesn't conflict with the power Name Range Save Effect Attack bonus/Other Unarmed Touch DC18 TOU (staged) Damage +10 Standard Arrow 300 ft. DC21 TOU (staged) Damage +14, Crit 18-20 Vertigo Arrow 300 ft. DC16 FORT (staged) Fail: Sickened >5: Nauseated >10: Helpless +14, Crit 18-20 Hail of Arrows 60-300 ft. cone DC21 TOU (staged) Damage +14, Crit 18-20 Bowsmack 5 ft. DC25 TOU (staged) Damage +10, Crit 18-20 Riot Foam Arrow 300 ft. DC16 REF (staged) Fail: Entangled >5: Bound/Helpless +14, Crit 18-20 Flashbang Arrow 300 ft. DC16 REF to avoid / DC16 FORT to remove Blinded +14, Crit 18-20 Stun Arrow 300 ft. DC16 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +14, Crit 18-20 Bolas Arrow 150 ft. DC16 worse of STR or DEX Tripped, Knockback +14, Crit 18-20 Strobe Light Arrow 300 ft. DC16 WILL (staged) Fail: Slowed >5: Paralyzed +14, Crit 18-20 Thermite Arrow 300 ft., 30 ft. radius area DC16 REF Reduce damage effect to DC18 Area DC21 TOU (staged) Damage Hypodermic Arrow 300 ft. DC16 FORT (staged) Drain one save (TOU/REF/FORT/WILL) +14, Crit 18-20 Totals: Abilities (34) + Combat (38) + Saving Throws (20) + Skills (17) + Feats (36) + Powers (29) - Drawbacks (0) = 174/186 Power Points
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Go ahead and make a roll.
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I'm leaning towards allowing it, but what kind of knowledge do you think Sgt. Shark have about the so-far unseen aliens that will allow him to make a plan?
- 129 replies