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RocketLord

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  1. Considering putting the examples in spoiler tags or quotes, not sure if that works on the getting started page? First things first: The most important Mutants and Masterminds rules for you to have in mind at any given point in time are 1) Power Level Caps, 2) Trade-offs, 3) Extra Effort, and 4) Hero Points. Most everything else is just "Roll a D20, add a bonus, try to hit a target number (Difficulty Class, or DC)." This page does not exist to replace reading the first 8 chapters in the Mutants and Masterminds 2E core book, but to help understanding these rules. Power Level Caps Power Level Caps and Trade-offs are covered in Chapter 1 of the core book, the red chapter, pages 24-26. Power Level is how Mutants and Masterminds achieves combat balance, and to a lesser extent, overall character balance. Most of your traits (but not all of them) are capped at a certain value relative to your Power Level. Power Level is usually abbreviated to PL, followed by a number. E.g., PL10 means Power Level 10, which means the character caps out at Power Level 10 caps. On Freedom City Play By Post, you start with two PL10 slots and one PL7 slot. It is recommended that your first character be one of the PL10s slots, since it is easier to build a character with PL10 caps and 150PP available, than a character with PL7 caps and 105PP available. It is also highly recommended that you build your character in such a way as to actually meet your PL caps, so your PC isn't frustratingly ineffectual in play. If your character does not meet their offensive PL caps, you will have a hard time hitting or damaging enemies, and if you do not meet your defensive PL caps, it will be much easier to hit or hurt you than it should be. In most other RPGs, you start with a foundation, and you build on it, as high as you can stack the bonuses. Mutants and Masterminds isn't like that. You start with a ceiling, your Power Level, and you build up to that ceiling. Since your PC is PL10, you want your best possible Attack Bonus, Save Difficulty, Defense Bonus, and Toughness Saving Throw Bonus (what Mutants and Masterminds has instead of Hit Points) to all reach +10. There are several ways to do this. None of them are "better" than the others, but some of them are cheaper, because they're more limited in scope and usefulness. You can be a generalist, or you can specialize. Specialization is cheaper, but does not apply to all situations. Attack Bonus Your Attack Bonus determines how well you hit a target. To hit try to hit someone, you roll a d20 and add your Attack Bonus to the roll to determine if you hit someone or not. Examples You could buy your base Attack Bonus that gets used for all attacks you make up to the full +10 cap for 20PP. Then you have +10 Attack no matter what attack you're using - punching a guy in the face, shooting him with a gun, whacking him with a baseball bat, picking up a dumpster and throwing it at your target, whatever: You will add +10 to your Attack Roll to hit your target. Or you could decide to specialize. Buy Base Attack up to +5 for 10PP, 3 ranks of the Attack Focus [Melee] feat for another 3PP, and one rank of the Attack Specialization [Swords] feat for 1PP. Then you have a +10 attack bonus when swinging a sword at a guy, or a +8 bonus when using some other melee attack, or a +5 bonus when using any kind of ranged attack. Save Difficulty Damage and the effect your powers have on their target depends on what you use to attack and sets the DC a target must beat on a Toughness or Exotic Save Roll to avoid being affected. The Save Difficulty of a given attack sets the full DC that target must reach on their save: A Toughness Save to avoid taking Damage is 15 + Save Difficulty = Toughness Save DC, while an Exotic Sav to avoid being affected is 10 + Save Difficulty = Exotic Save DC. A melee attack will use your Strength Bonus as the Save Difficulty, while other DC Bonuses will depend on the ranks of your Powers. The total Save Difficulty is capped by your PL, so for a PL10 character, it cannot go above +10. Examples A generalist might buy their Strength ability score up to 30, costing 20PP, giving them a +10 Save Difficulty to all attacks made using their Strength, whether its when hitting someone with a punch, with a sword, throwing a car at them or whatever else. The specialist could buy their Strength ability score up to 18, costing 8PP, then buy the Damage power at Rank 6 with the Mighty feat, costing 7PP, that lets you add your Strength bonus to the Save Difficulty of the power, for a total +10 Save Difficulty, for a total cost 15PP. While cheaper, you will only have the full +10 Save Difficulty when you use the given power, not with all attacks. This Damage power could for instance be used to show you using a sword, claws coming out of your hands, coating your hands in a strange energy, or even just a martial arts move. Another specialist could buy a power at rank 10, for instance Blast, costing 20PP, which would give you a Save Difficulty at +10, but only for the attacks you make using the given power. This might cost more than the specialist above, but you can use the attack at a range. This Blast could be eye beams, which you could use in a situation where your hands are bound, or something entirely else. Defense Bonus Your Defense Bonus determines how difficult you are to hit. In order to hit you, an attacker's Attack Roll (1d20+Attack Bonus) must be equal to or higher than your Defense Bonus + 10. Half of your Defense Bonus is called the Dodge Bonus, and it will only be applied if you're aware of an attack. In other words, if you're surprised by an attack, you will be easier to hit. Examples You can buy your Base Defense Bonus up to +10, costing you 20PP. In that case, you will have a total Defense of 20 in most cases, or a Defense of 15 if you're surprised. Alternatively, you could buy Base Defense Bonus +4, costing you 8PP, and 6 ranks of the Dodge Focus feat for 6PP, costing you a total of 14PP, and giving you a total Defense Bonus of +10. The downside is that only half the bonus from the Base Defense Bonus applies when you're surprised, not the bonus from the Dodge Focus feat, so when surprised, you would only have a Defense of 12. Toughness Saving Throw Bonus Your Toughness Saving Throw Bonus determines how difficult you are to hurt. If an attacker has hit you, you must roll a Toughness Save Roll to avoid being hurt. In order to avoid being hurt, your roll of 1d20 + Toughness Bonus must be equal to or greater than the attack's Save Difficulty + 15. Toughness is a bit different in that you can't buy a base Toughness bonus, like with the Base Defense and Attack Bonuses. Your Constitution modifier is added to your Toughness bonus, which can also be improved by buying the Protection power (or any of its variations) or the Dodge Roll feat. Examples A generalist could buy their Constitution ability score up to 30, costing 20PP, giving them Toughness +10. The Constitution modifier gives a lot of other benefits, and in this way, they would always have the full Toughness bonus. But perhaps you don't want your character to have super human constitution, it just doesn't make sense for them. Then, you could buy your Constitution ability score up to 16, costing 6PP, giving you a +3 to your Toughness Saving Throw Bonus. On top of that, you could buy 5 ranks of the Protection power for another 5PP to give you another +5 to your Toughness Saving Throw Bonus, and 1 rank of the Dodge Roll feat for 1PP to get another +2, for a total of +10 to your Toughness Saving Throw Bonus, at a cost of 12PP. This would give you the same total bonus, but maybe the Protection power comes from an armor, so it won't apply if you're not wearing the armor, and the Dodgle Roll feat's bonus doesn't apply if you're surprise attacked. It is cheaper, but more specialized. Note that we have special house rules for the Dodge Roll feat found here. In most other games, Sword Guy is just as good as The Generalist in overall combat, but he's even better than The Generalist with a sword. In Mutants and Masterminds, The Generalist pays a premium to be good with everything, including swords, while Sword Guy gets a discount for only reaching his maximum potential with a sword, and not being as good as The Generalist at non-sword attacks. You don't have to hit your PL caps under all circumstances, just under your best possible circumstances - Using your preferred attack, against your preferred enemy, in your preferred environment, etc. Specialization is cheaper than being a generalist because your "best possible circumstances" come up less often. The exact list of everything affected by your Power Level Caps are found in the core book, on page 24 Trade-offs Power Level Caps and Trade-offs are covered in Chapter 1 of the core book, the red chapter, pages 24-26. That was a lie, or at least a half-truth, to ease you in. Technically, your Attack Bonus is on an axis with your Save Difficulty, and your Defense Bonus is on an axis with your Toughness Saving Throw Bonus, and each of those pairs has to average to 10 (or lower, but you don't want to go lower). So you can have Attack +10 and Save Difficulty +10, or Attack +15 and Damage 5, or Attack +5 and Save Difficulty +15, or anything in between. You don't even have to stick to the same trade-off for different attacks, so maybe you have an accurate but weak attack with Attack +15 and Save Difficulty +5, but then another that's more balanced, at Attack Bonus +12 and Save Difficulty +8. Trade-offs are a way to 1) Keep every character from looking the same, and 2) More accurately represent certain characters and archetypes. Note that, as per our house rules, at least 1/3rd of your total Defense or Attack Bonus must be bought with Base Defense or Attack Bonus. Examples All as PL10. You might want to create an acrobatic hero that is difficult to hit. In that case, you would want to increase your Defense Bonus, at the cost of lowering your Toughness Saving Throw Bonus. Let's say you go for a +4 Defense Bonus / -4 Toughness Saving Throw Bonus trade-off. Then, your total Defense Bonus could reach +14 and your total Toughness Saving Throw Bonus could reach +6. At least 1/3rd of your total Defense Bonus must be bought from Base Defense Bonus, so you buy Base Defense Bonus +5, for 10PP, and then buy 9 ranks of the Dodge Focus feat for another 9PP. For a total cost of 19PP, your Defense Bonus is now +14. You buy Constitution 18, for 8PP, to get +4 to your Toughness Saving Throw Bonus and 1 rank of the Dodge Roll feat for 1PP, giving your another +2 to your save, for a total Toughness Saving Throw +6 for 9PP. Having part of your Toughness Saving Throw Bonus coming from Dodge Roll even further goes to show that you're an acrobatic hero that rolls with the punches you do take. You want someone that's a great shot, which will in turn meet your attack is weaker. You decide to get a +2 Attack Bonus / -2 Save Difficulty trade-off for one of your attacks. You need at least 1/3rd of your Attack Bonus to come from your Base Attack Bonus, and you don't care about hitting in melee, so you buy Base Attack Bonus +4 for 8PP, then buy 8 ranks of the Attack Focus [Ranged] feat for 8PP, giving you a total Attack Bonus with ranged attacks of +12 for 16PP. Then, you buy a Blast power at rank 8 for another 16PP, which will have a Save Difficulty of +8. Extra Effort Extra Effort and Hero Points are covered in Chapter 6 of the core book, the pink chapter, pages 120-122. With Extra Effort, you take a free action (so you can only do it on your own turn, but it doesn't cost any actions), get something special, and then suffer a level of Fatigue on the next round. There's a number of possible uses of Extra Effort, but the most common use is a Power Stunt: You temporarily gain a single Power Feat on one of your powers of your choice. The most common choice for that power feat is Alternate Power, which allows you temporarily do something you can't normally do. The temporary power feat sticks around for the entire scene, unless you grabbed a new Alternate Power, in which case it goes away sooner if you swap to the original power you gave the Alternate Power feat, or another power in the array, in case you added another Alternate Power to an existing array. These Alternate Powers gained through Power Stunting represents things that you can always do, but its not something that you use often enough for it to make sense to spend PP on. Maybe its a special weapon in your battlesuit that you only need to pull out once in a while, maybe its a creative use of your powers or something that takes some effort actually do. A wizard might have 100s of spells, but if there's only 4 or 5 that see any regular use, then you have those as your regular attacks in an array, and for the rest, you stunt. In short: Just because its not on your character sheet, it doesn't mean you can't do it. Examples You are facing a group of weaker enemies and you have a Snare power, which allow you to trap one enemy. You want to trap them all with just one attack. In order to try to trap all enemies at once, you use Extra Effort to Power Stunt, adding an Alternate Power with the Area Extra to the hit them all. Since the original power and the Alternate Power have the same PP cost total, the new power will be weaker, but since its weak enemies, it doesn't matter. You have an array with a number of electric powers. You want to shut down a big super computer, but its shrugging off all damaging attacks you throw at it! You then use Extra Effort to Power Stunt an Alternate Power to the Array, choosing the Nullify power, applying it to electronics in order to shut down the computer. Facing an overwhelming foe, you need an attack that can take him down in the next hit. Your battlesuit has a bunch of weapons, but none of them are strong enough to really hurt him, even if he's easy to hit. You use Extra Effort to Power Stunt a new power off your Weapons Array, a secret gun that has +15 Save Difficulty / +5 Attack Bonus. Hero Points Extra Effort and Hero Points are covered in Chapter 6 of the core book, the pink chapter, pages 120-122. Hero Points is a special resource that only Player Characters have access to. NPCs, no matter if they're enemies controlled by the GM or sidekicks controlled by the player, do not have them. As a standard, you enter a thread with 1 Hero Point and can earn more by performing heroic actions or by triggering your complications. There is no limit to the amount of Hero Points you can save, but they are not carried between different threads. The number of Hero Points you have in one therad does not in any way affect the number of Hero Points you have in another. You can start a thread with additional Hero Points by buying ranks in the Luck feat, with each rank letting you start the thread with one extra Hero Point. Luck cannot go higher than 1/3rd of your Power Level under normal circumstances. You can spend Hero Points for a number of different effects, see page 121 of the core book for the full list. Spending a Hero Point is a Reaction, so you can do it at any time, even during another player's turn or during a NPC's turn. One of the many things you can do with a Hero Point is "Heroic Feat", where you gain a single Feat (normal or power) for 1 round, in essence the same effect as Power Stunting for Extra Effort, but also extending to regular Feats. In this way, you could suddenly gain the use of a feat that might be not normally be useful, but be incredibly useful in just this situation. Another thing you can do is immediately recover from a level of Fatigue. Because you can do this, a lot of people will short-hand spending a Hero Point for a Power Stunt. The big takeaway here is that "what your character can do" is not limited to just what's written on their sheet. You don't have to buy a massive power Array with a dozen Alternate Power feats to cover every conceivable use of your character's powers. You don't have to buy every single feat you think your character might have use for at some point. You can just buy the stuff you'll use most often, buy a few Luck feat ranks to start each game with some extra Hero Points, and then use Extra Effort and Hero Points to temporarily grab stuff during play as you need it. And if you find yourself temporarily grabbing the same thing over and over again, then maybe you spend some earned Power Points on buying it permanently.
  2. Did he disappear? First, Setho was ranting about all that he could do. He knew a lot of things, he could probably do even more, and yet... he disappeared again. Who was he trying to convince, them or himself? Was this the kind of mystical mumbo jumbo that Cassidy would have to get used to as the Dust Devil? Is this what he would have to deal with all the time now? Everything was so much simpler back in Southside. But fine then. If Setho was in here, he would find him. "Not again." Quickly, a sandstorm started raging around around him, but leaving his allies unharmed, as he moved into the room. If Setho was still here, he would find him.
  3. Creating a Sandstorm in the room, leaving Dust Devil, Venomax and the 3 snakemen unaffected, but helping them find Setho if he is in there.
  4. @Supercape Can I get a Swim check and a Stealth check?
  5. GM "Go get it!" the driver shouted after Lament, as he dove into the water... only to find that it was only about half a meter deep. The Elf has slowed down considerably. It had not seen Lament diving into the water, did not expect the humans to follow it, as it danced across the water. It was not far. There were maybe a hundred meter from one side of the small man made lake to the other, the sides of the lake covered by square grey stone about half a meter above the water's surface. So, the Elf danced, and Lament snuck closer, moving under the water if he could. Would he make it in time? Would he be discovered?
  6. Oh, great. Detective Kidd had no plan, he was just gonna start shooting. That was just great. He obviously knew more than Robin did about the situation, and yet he wasn't about to do anything to try to resolve it. Wait, did he say he was really bulletproof? If that was true, then his approach kind of made sense for him, but what about everyone else? He sounded just as bad as Mrs. Doors, though. Only willing to protect one side. Giving him a speech about immigrants probably wouldn't much good, would it now. At least Kidd didn't like Jack Jackson either. That was a plus. She pulled a bit back, letting Kidd get some space, and trying to turn away. Let's have Jack Jackson focus on him for now, if possible.
  7. GM "Jeg aner ikke hvad du siger, men i lige måde, kammerat!" the driver roaded, his car responding with a roar of its own as he shifted gears. The approach was quick, even as the light darted out towards the water, stopping just shy of it, looking back as the taxi came to a screeching halt, sliding to a stop a few meters away from the light. Now that they were close, Lament could see it clearly. It was a young woman, almost impossibly beautiful, incredibly light and almost glowing. She was turned towards them now, but then, with a small laugh, she turned away, and ran across the water. With her back turned, Lament could see that her back was hollow. Clearly, she was not human. "Elverfolk!" the driver gasped, pointing at her. "That's just a myth! Just what's going on here?" --- "No idea what you're saying, but likewise, buddy" "Elves!"
  8. "Yeah, I kinda got the feel that the protest wasn't gonna be as peaceful as they wanted to be." Great. Just great. Nothing was ever simple, was it? "You got any proof of all that? I mean, I have heard about Blowfish, and I don't like what I'm hearing." He was a cop. Robin was supposed to trust cops, right? Didn't mean that she felt like trusting this particular cop a whole lot, not yet at least. "So, what's your plan to deal with it? It seems like you know a whole lot more about what's going on than me." Maybe she could get some information at least. While talking with the detective, Robin made sure to glance over at Jack Jackson and Blowfish, just to make sure about what they were doing. Didn't want to be surprised by them suddenly showing up. At the same time, she had pulled out her phone and entered the deactivation command, causing the suit to retract into her belt again, making herself stand out just a little bit less.
  9. GM The light was past the more or less open construction yard now. On the other side, it was moving alongside a number of rather artistically designed apartment buildings, the lights shutting down as it moved. It was almost to a small lake that separated the Ørestad area from Fælleden. Lament would not have long to pursue, before it was gone. The taxi driver blinked once at the costumed madman before him. Perhaps Lament's words were a bit too flowery for someone where English was his second language, or perhaps he was just staring at the crazy man, but the end result was clear: The passenger door opened, and the driver yelled "Get in! Der er ingen som skal kidnappe børn når jeg er her!" The moment that Lament had entered, he pressed his foot to the floor. The taxi screeched to a start, as the driver turned violently, almost flying over the construction yard. He was obviously not about to waste any time, and in moments they had crossed the construction yard, flying down the road after the light that was nearing the water. --- Translations, including previous post, in order (sorry, forgot): "What the devil! Are you crazy, man?" "What the devil are you supposed to be?" "Nobody is kidnapping any children when I'm around!"
  10. POTENTIAL PLOT HOOKS - The Quest for the Truthtm: Rebellion searches for the conspiracy that runs Emerald City. His ultimate goal is to dismantle it entirely. -- Infiltration -- Open Rebellion - Family Ties -- Father vs. Son: Rebellion is brought into direct conflict with his father. -- Election Campaign: Emma Elder runs for a higher political position. Will Rebellion hinder her or aid her? -- Big Sister: Elaine has inherited a version of her father's powers, and is being groomed to take his place. Will it stick? Will she be corrupted and become an enemy? Or run away, and become a hero? - The Hero's Path: Rebellion learns to be a hero. -- Hero of the People: Making his presence known to Emerald City. -- Rebellion vs. Terror: Fighting the Terror. Revenge vs. heroics vs. finding out the truth. NOTES ON ADVANCEMENTS - Potentially spend PP on Fear Array, to change Emotion Control to Action (Move) (Or Action (Free)) and to get rid of the Full Action flaw on Paralyze - Device with variable power for various spy devices (enhanced hearing, wiretap, etc.) E.g. Raven III - Teleport through shadows? - computers and bluff ranks? Other music: Help Is On The Way - Rise Against / Ready To Fall - Rise Against / Prayer of the Refugee - Rise Against / Worth Dying For - Rise Against / Behind Closed Doors - Rise Against / Life Less Frightening - Rise Against / Rumors of My Demise Have Been Greatly Exaggerated - Rise Against / A Deep Mentality Dual Mix - Persona 3 Dancing Moon Night / Untravelled Road -Thousand Foot Krutch / I'm Dangerous - The EverLove Powers? Concealment 2 (All Mental Senses; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Close Range) [5PP] (Descriptors: Mental Static, Mutation, Psionic) Enhanced Feat 1 (Second Chance [Mind Reading/Control]) [1PP] (Descriptors: ) Immunity 5 (Mind Reading effects) [5PP] (Descriptors: Unreadable Mind, Mutation, Psionic) REBELLION Power Level: 14 Effective Power Level: 10 Power Points: 214/215PP Unspent Power Points: 2 Trade-Offs: (Melee) -1 Attack / +1 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 / Elysian Academy Dorms Base of Operations: Emerald City Occupation: Student Affiliations: Elysian Academy 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: 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 Elysian 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 Elysian 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 Elysian Academy would be how. At the Elysian 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 Elysian 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 Elysian 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. Elysian 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 Elysian 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 Elysian 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. This inherited power has mixed with the Terror's power, becoming far greater than his father's own ability. Unlike his father, Elliot can change his voice, throw his voice and has learned how to morph his muscles, in essence making him far stronger than he would normally be. 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. He can also create an intense fear that allows him to issue commands to his targets, effectively mind controlling them for a brief moment. 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. COMPLICATIONS 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 Elysian 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 Elysian 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 Elysian 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 Elysian 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. 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. ABILITIES 2 + 2 + 2 + 6 + 6 + 2 = 20PP Strength: 32 (+11) / 12 (+1)Dexterity: 20 (+5) / 12 (+1) Constitution: 22 (+6) / 12 (+1) Intelligence: 24 (+7) / 16 (+3)Wisdom: 16 (+3)Charisma: 20 (+5) / 12 (+1) COMBAT 8 + 12 = 20PP Initiative: +5 (+5 Enh. Dex) / +1 (+1 Dex) Attack: +4 Base, +9 Melee (+4 Base, +5 Attack Focus), +4 Ranged Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +10 (+4 Base Attack, +5 Attack Focus, +1 Str) /+20 (+4 Base Attack, +5 Attack Focus, +11 Enh. Str) Knockback: -4 SAVING THROWS 4 + 5 + 7 = 16PP Toughness: +8 (+6 Enh. Con, +2 Defensive Roll) / +3 (+1 Con, +2 Defensive Roll)Fortitude: +10 (+6 Enh. Con, +4) / +6 (+1 Con, +4)Reflex: +10 (+5 Enh. Dex, +5) / +6 (+1 Dex, +4)Will: +10 (+3 Wis, +7) SKILLS 116R = 29PP Bluff 5 (+10) Computers 3 (+10) Disable Device 3 (+10) Disguise 0 (+5, +10Royal Morph, +40Terror Morph)Skill Mastery Escape Artist 10 (+15) Gather Information 15 (+20)Skill Mastery, Well Informed Intimidate 15 (+20)Distract, Fascinate, Skill Mastery, Startle Investigate 8 (+15) Knowledge (Popular Culture) 2 (+9) Knowledge (Streetwise) 8 (+15) Notice 12 (+15) Search 8 (+15) Sense Motive 12 (+15) Stealth 15 (+20)Skill Mastery FEATS 25PP Attack Focus [Melee] 5 Benefit [Wealth] 1 Challenge - Fast Startle Contacts Defensive Roll 1 Distract [Intimidation] Dodge Focus 6 Hide In Plain Sight Jack-of-All-Trades Luck 3 Skill Mastery (Disguise, Gather Information, Intimidate, Stealth) Startle Takedown Attack Well-Informed POWERS 8 + 10 + 8 + 8 + 33 + 1 + 1 + 4 + 8 + 21 = 104 For Mask descriptor explanation, see the complication TERROR/HERO. Enhanced Charisma 8 [8PP] (Descriptors: Uncanny Charisma, Physical Mutation) Enhanced Constitution 10 [10PP] (Descriptors: Uncanny Physique, Physical Mutation) Enhanced Dexterity 8 [8PP] (Descriptors: Uncanny Dexterity, Physical Mutation) Enhanced Intelligence 8 [8PP] (Descriptors: Uncanny Mind, Physical Mutation) Fear Array 15.5 (31PP Array; Feats: Alternate Power 2) [33PP] (Descriptors: Emotion, Fear, Mask, Mutation, Psionic) BP: Emotion Control 10 (Extras: Area [Burst], Mental, Selective, Flaws: Limited [Fear Only], Feats: Reversible) {31/31PP} (Descriptors: Aura of Terror) AP: Paralyze 10(Extras: Mental, Range 2 [Perception], Flaws: Action [Full Action], Feats: Reversible) {31/31PP} (Descriptors: Paralyzing Terror) AP: Mind Control 10 (Extras: Conscious, Effortless; Flaws: Duration [Instant]; Feats: Subtle) {31/31PP} (Descriptors: Commanding Terror) Feature 1 (Directed Inspiration) [1PP] (Descriptors: See The Pattern, Mask, Hyper-Awareness) See the Complication CITY/GRID Immunity 1 (Fear Effects) [1PP] (Descriptors: No Fear, Mask, Mutation) Leaping 4 (x25 Leaping distance; Run 250 ft./525 ft.) [4PP] (Descriptors: Mask, Mutation Psionic) Morph 1 (+5 Disguise, Broad Group: Humanoid) [2PP] (Descriptors: Royal Morph, Inherited, Mutation) Super-Movement 4 (Slow Fall, Trackless, Wall-Crawling 2) [8PP] (Descriptors: Mask, Mutation, Psionic) Terror Array 10 (20PP Array; Feats: Alternate Power 1) [21P] (Descriptors: Inherited, Mutation) BP: Enhanced Strength 20 {20/20PP} (Descriptors: Uncanny Power, Muscle Morph) AP: {4 + 2 + 14= 20/20PP} (Descriptors: Terror Morph, Mask) Concealment 4 (All Visual Senses; Flaws: Blending) [4PP] (Descriptors: Camouflage) Feature 2 (Vocal Mimicry, Throw Voice) [2PP] Morph 6 (+30 Disguise, Broad Group: Humanoid; Feats: Covers Scent, Precise) (Stacks with Royal Morph) [14PP] Stacked Power: Morph 7 (+35 Disguise, Broad Group: Humanoid; Feats: Covers Scent, Precise) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC16 Tou (Staged) Damage +9 Unarmed - Uncanny Power Touch DC26 Tou (Staged) Damage +9 Aura of Terror Perception DC20 Will (Staged) Fail: Shaken >5: Frightened Panicking Reversible Paralyzing Terror Perception DC20 Will (Staged) Fail: Slowed >5: Paralyzed Reversible Commanding Terror Perception DC20 Will Mind Control Conscious, Effortless, Subtle Abilities (20) + Combat (20) + Saving Throws (16) + Skills (29) + Feats (25) + Powers (104) - Drawbacks (0) = 214/215 Power Points
  11. Endgame PL12 build, post Claremont FOREVER BOY Power Level: 15 Effective Power Level: 12 Power Points: 250/250PP Unspent Power Points: 0 Trade-Offs: +5 Defense / -5 Toughness, (The Forever Weapon) -2 Attack / +2 DC In Brief: Super powered trickster from Neverworld, a world of adventure and action. Catchphrase: "Just trust me!" Theme: Storytime - Nightwish / Fly - Blind Guardian Alternate Identity: Pan (Secret), Pan Barrie (Secret, Earth identity) Birthplace: Neverworld. Residence: Claremont Academy, Freedom City. Base of Operations: Claremont Academy, Freedom City. Occupation: Student at Claremont Academy. Affiliations: Claremont Academy, Blue Squad. Family: None known. DESCRIPTION Age: Unknown. Claims to be 16. (DoB: Unknown, legally listed as 2002 on Earth) Apparant age: 16 Gender: Male Ethnicity: Alien, from Neverworld. Appears Caucasian. Height: 5’10’’ Weight: 170 lbs. Eyes: Green. Hair: Dark red. Pan is an attractive young man with messy dark red hair and green eyes. He has an athletic build, which he doesn’t mind showing with mostly form fitting clothing. Pan prefers green and red clothing, rarely wearing any dark colors. He almost always seem to be smiling. In uniform, Pan wears a pair of green dark green pants, with green boots in the same dark green nuance. The boots have white piping that separate them from the pants, as well as a white stripe above the ankle and white soles. On his upper body, Pan wears a red t-shirt with a logo at a white heart interconnected with an infinity symbol on his chest. He wears an emerald green jacket over the t-shirt. The jacket is left open, with what appears as a thick white elongated square shape, revealing the interconnected heart and infinity symbol on the t-shirt. The jacket has white piping details in three strips on his shoulders and around his elbows, with thick white cuffs at his wrists. Pan wears an emerald green domino mask in the same color as his mask. HISTORY In Neverworld, adventure and action rule. Swashbuckling heroes chase heinous villains across the seas in flying airships, pixies guide adventures in search of treasures haunted by ghosts in the machine. The Lost Heroes chase the being known only as the Crocodile across the endless ocean, hoping that it will one day fulfil its destiny and defeat The Hooked Man for good. Pan was born into this world. Raised by pixies, he never knew his parents. Always believing they abandoned him, Pan quickly came to resent most adults. Aided by the pixies, he performed daring heists into the bustling cities of Neverworld to gather food or just play pranks, and Pan became something of a myth: A never aging trickster that would disappear into the night. Eventually, the Lost Heroes happened upon the city that Pan had decided to visit. Hearing the rumors of the mysterious Forever Boy, they set a trap, and managed to capture him. Feeling pity for the boy, they took him in, and through time and effort, Pan came to trust them, joining them in the quest for the Crocodile. Pan spent long travelling with the Lost Heroes, until they met the Hooked Man. A man of monstrous power, the Hooked Man defeated the Lost Heroes one by one, until he finally stood before Pan. With the strike of his blade, the Forever Boy severed the Hooked Man’s hand, which hurled into the waters below. As the Hooked Man prepared to kill Pan in retaliation, the Crocodile rose from the depths. Pan blacked out, and the next thing he knew, he woke up in Freedom City. With no way home, Pan wasted little time in exploring this strange new world. While living on the street and surviving through petty theft, he was eventually discovered while stopping a robbery with several future classmates from the Claremont Academy. Offered the choice of joining the Claremont Academy, Pan accepted, given the identity Pan Barrie. If he could not find a way home to Neverworld, he could at least try to find a new adventure. PERSONALITY & MOTIVATION Pan is a trickster, preferring to solve problems through trickery rather than brute force. He enjoys playing tricks on others, whether they are practical jokes or something more. Pan is utterly fearless, aside from one thing: The fear that he will never return home. He hides this fear behind bravado and a smile, while trying to find anyone to become his friend, rather than remain alone in this strange, new world. Despite his fears, Pan is determined to enjoy Freedom City as his newest adventure, and to aid his new home however he can, at least until he can find a way back to Neverworld. POWERS & TACTICS Pan’s powers are either an innate part of his alien nature, or a use of Pixie Dust taught to him by the pixies of Neverworld. True to his nature as a trickster, Pan prefers to disable his opponents through his various tricks, rendering them unable to fight back against him and his allies, sowing chaos and confusion on his way, making them disbelieve if what they see are even true. Pan will often act to support his allies in one way or another, from encouraging them in combat to setting up opportunities for them to strike. POWER DESCRIPTIONS Pan's powers come from one of two sources: His alien genetics as a resident of Neverworld, or his usage of magical Pixie Dust, gifted to him by the Pixies of Neverworld. Compared to humans of Earth Prime, Neverworlders posses enhanced hearing, which Pan has honed into a sort of danger sense, his senses being sharp enough to warn him of any incoming danger he can hear. All Neverworlders posses inate magic, an universal understanding that lets them understand and talk any language, whether written or spoken. Pan has further trained this ability, allowing him to read a target's surface thoughts, a sort of weak mind reading, or to filter the ability to only allow some to understand him. Even for a Neverworlder, Pan's mind is sharp, and he is able to perform mental tasks far faster than normal persons of Earth Prime. Whether through fate or chance, Pan posses incredible luck, even if this luck tends to have strange consequences for both himself and those around him. Any powers with the Pixie Dust descriptor, save for those explicitly told otherwise, tend to have a golden glow and leave behind golden glitter that disappear after a few seconds. Pixie Dust is a form of magical technology used by the Pixies of Neverworld. Anyone is able to be empowered by Pixie Dust, if it is given as a gift by the Pixies, though it might cause different effects. The only standard effect for everyone seem to be the ability to fly, though few to the same level as Pan. For Pan, the Pixie Dust has also resulted in his lack of aging, seemingly being stuck at the age of 16 forever. He is freedom and joy, and he can never be held down against his will. By manipulating the Pixie Dust that infuses his body, Pan is able to summon his uniform from nowhere, and to perform a great number of magical feats. The Pixie Dust has enhanced Pan's natural charisma to super human levels, and through training and experience, Pan has learned to form the Pixie Dust into life-like illusions and strange mists that block the sight of his enemies. He can shape the Pixie Dust into what he has dubbed Forever Weapons, creating any weapon he knows, even if he seems to prefer swords. By his very presence, he can entangle those around him in powerful emotions, or simply let his shadow roam free to grasp and bind a target. COMPLICATIONS Never is an awfully long time: While usually fearless, Pan has just one fear: That he will never be able to return to Neverworld. If Pan is affected by a Fear effect targeting his fear of never returning to Neverworld, his Fearless feat will not apply. Alternatively, if faced with a situation where he might be able to return home, it might cause him to hesitate or otherwise make the current situation worse.  Oh, the cleverness of me: Pan is a trickster, and he has trouble not taunting and otherwise aggravating his enemies. This can lead to escalation of conflict if Pan manages to aggravate the enemy enough, or Pan being attacked where he was previously ignored, making the situation worse for him. To live will be an awfully big adventure: To Pan, a life without adventure would be worse than death. He searches for adventure in any form, always having trouble sitting still, be it during classes, stakeouts or strategy meetings. This can apply in many ways, such as picking up a strange idol, pressing the tempting button with "Do not press" or flying after something the glowing light in the sky, having trouble staying focused during planning on learning, which can cause problems later on, if Pan forgets crucial information or just didn't pay attention in the first place. I'll hold you in my heart, until I can hold you in my arms: Pan is quick to find friends, and quick to trust them. He is willing to do just about anything for his friends, even if he shouldn't. Hurt his friends, and his revenge will be swift, even if it shouldn't be. If Pan's friends are hurt or in situations where they will be seriously hurt or worse if Pan or someone else doesn't help them, Pan will be spurred into action, even if the situation places Pan himself in great danger. All you need is faith, trust and a little bit of pixie dust: Pan has to actually believe in himself and his abilities for his powers to work effectively. If his faith in himself is shaken, for instance by being met with an overwhelming foe or otherwise being worn down, any of his powers with the Pixie Dust descriptor might fail when he try to use them. All children, except one, grow up: Pan has a soft spot for children, and they tend to like him in turn. While he might not outright believe everything a child will say or do, knowing all too well how mischievous a child can be, he will always believe in children, prioritizing their protection and well being. It may have been quixotic, but it was magnificent: Pan's uncanny luck tends to have strange consequences. If probability is pushed far enough in one direction, it might just decide to push back, causing improbable things to happen, like the password to a computer suddenly changing, or a piano suddenly falling from the sky. ABILITIES 4 + 16 + 6 + 4 + 2 + 10 = 42PP Strength: 14 (+2) Dexterity: 26 (+8) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 20 (+5) / 44 (+17)Forever Charisma COMBAT 16 + 12 = 28PP Initiative: +12 (+8 Dex, +4 Improved Initiative) Attack: +8 Base, +8 Melee, +8 Ranged, see Power attack bonuses in DC Block Defense: +17 (+6 Base, +11 Dodge Focus), +3 Flat-Footed Grapple: +10 (+8 Base Attack, +2 Strength) Knockback: -1 / -3 (with Defensive Roll) SAVING THROWS 7 + 6 + 9 = 22PP Toughness: +7 (+3 Con, +4 Defensive Roll) Fortitude: +10 (+3 Con, +7) Reflex: +14 (+8 Dex, +6) Will: +10 (+1 Wis, +9) SKILLS 72R = 18PP Bluff 17 (+22) / (+34)Forever Charisma Languages 1 (Native: Neverspeak; Learned: English) Notice 14 (+15)Skill Mastery Search 2 (+4) Sense Motive 14 (+15)Skill Mastery Sleight of Hand 12 (+20)Skill Mastery Stealth 12 (+20)Skill Mastery FEATS 41PP Beginner's Luck Challenge [Fast Feint] Challenge [Fast Taunt] Defensive Roll 2 Distract [Bluff] Dodge Focus 11 Evasion 2 Fearless Improved Initiative 1 Inspire 5 Jack-of-All-Trades Leadership Luck 4 Move-by Action Setup Skill Mastery (Notice, Sense Motive, Sleight of Hand, Stealth) Taunt Teamwork 3 Uncanny Dodge 2 [Auditory, Visual] Enhanced Feats Luck 4 -> Luck 6Forever Lucky Quick Change Takedown Attack 2The Forever Weapon POWERS 8 + 1 + 10 + 1 + 5 + 11 + 2 + 33 + 27 + 3 = 101 Comprehend Rank 3 (Understand, speak and read all languages; Feats: Alternate Power 1, Selective) [8PP] (Descriptors: Universal Understanding, Alien, Magic) AP: Mind Reading 12 (Flaws: Feedback, Limited to Surface Thoughts; Feats: Subtle 2) {6/7PP} (Descriptors: Tell Me What You Think, Alien, Magic, Training) Enhanced Feat 1 (Quick Change) [1PP] (Descriptors: Forever Uniform, Magic, Pixie Dust) Flight 5 (Flight speed: 250 MPH / 2500 ft./rnd) [10PP] (Descriptors: Fairy Flight, Flight, Magic, Pixie Dust) Immunity 1 (Aging) [1PP] (Descriptors: The Forever Boy, Immortality, Magic, Pixie Dust) Immunity 5 (Entrapment Effects [Snare, Grappling, Bonds]) [5PP] (Descriptors: Forever Free, Freedom, Magic, Pixie Dust) Luck Control 3 (Force Rerolls, Spend Hero Points for Others. Bestow Hero Points to Others; Feats: Luck 2) [11PP] (Descriptors: Forever Lucky, Luck) Quickness 4 (Flaws: One type [Mental]) (Able to perform mental tasks at x25 normal speed) [2PP] (Descriptors: Cleverness of Me, Alien, Quick Thinking) Tricks Array 15 (30PP Array; Feats: Alternate Power 3) [33PP] (Descriptors: Tricks, Magic, Pixie Dust. Additional descriptors on individual powers) BP: {29 + 1 = 30/30PP} (Descriptors: The Forever Weapon, Light, Precise Strikes, Slashing/Bludgeoning/Piercing Damage Type, Training, Weapons) Damage 12 (Extras: Penetrating 5; Feats: Accurate, Extended Reach 2 [10 ft.], Improved Critical 2, Incurable, Mighty, Paralyzing Attack, Precise, Takedown Attack 2, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) [29PP] Feature 1 (Light Source) [1PP] AP: Emotion Control 12 (Feats: Mind Blank, Reversible, Subtle 2) {28/30PP} (Descriptors: Powerful Emotions, Emotion) AP: Illusion 7 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 2) (Duration: Sustained, Area: 25 ft. radius) (Stacks with Endless Forms) {30/30PP} (Descriptors: Forms Most Beautiful, Illusion) Stacked Power: Illusion 12 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Snare 12 (Feats: Accurate 2, Indirect 3, Subtle) {28/30PP} (Descriptors: Binding Shadow, Pan's Shadow, Grasping Shadows) Trickster Array 12 (24PP Array; Feats: Alternate Power 3) [27PP] (Descriptors: Trickster, Magic, Pixie Dust. Additional descriptors on individual powers) BP: Enhanced Charisma 24 {24/24PP} (Descriptors: Forever Charisma, Superhuman charisma) AP: Flight 12 (stacks with Fairy Flight) {24/24PP} (Descriptors: Forever Flight, Flight) Stacked Power: Flight 17 (2,500,000 MPH / 25,000,000 ft./rnd) AP: Illusion 5 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 4) (Duration: Sustained, Area: 100 ft. radius) (Stacks with Forms Most Beautiful) {24/24PP} (Descriptors: Endless Forms, Illusion) Stacked Power: Illusion 12 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Obscure 6 (Affects Visual Senses; Extras: Independent [+0], Selective Attack, Total Fade) (Duration: Independent [20 rounds], Radius: 250 ft.) {24/24PP} (Descriptors: Hide & Seek, Illusion, Mists) Super-Senses 3 (Danger Sense [Sense Types: Auditory], Audiotory [Sense Type: Normal Hearing; Default Extras: Acute, Radius, Ranged; Extras: Accurate]) [3PP] (Descriptors: Never Senses, Alien, Enhanced Senses, Genetic, Training) DRAWBACKS -2PP Vulnerable (Emotion effects; Minor Intensity: +1 to saving throw DC) [-2PP] DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +6 The Forever Weapon Touch (Up to 10 ft.) DC29 Tou (staged) Damage +10, Crit 18-20, Incurable, Precise, Takedown Attack 2 The Forever Weapon - Paralyzing Attack Touch (Up to 10 ft.) DC24 Fort (Staged) Fail: Slowed 1 round >5: Paralyzed 1 round +10, Crit 18-20, Incurable, Precise, Takedown Attack 2 Powerful Emotions Perception DC22 Will (staged) Fail: Emotion Changed >10: Target takes no hostile action Mind Blank, Reversible, Subtle 2 Binding Shadow 100 ft. DC22 Ref (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +12, Indirect 3, Subtle Endless Forms Perception DC15 Will (staged) Tricked if disbelieving illusion N/A, 100 ft. radius Forms Most Beautiful Perception DC17 Will (staged) Tricked if disbelieving illusion N/A, 25 ft. radius Endless Forms Most Beautiful Perception DC22 Will (staged) Tricked if disbelieving illusion N/A, 500 ft. radius Totals: Abilities (42) + Combat (28) + Saving Throws (22) + Skills (18) + Feats (41) + Powers (101) - Drawbacks (2) = 250/250 Power Points
  12. Alright, let's go with Sea Devil, Sgt. Shark and Asad. Sorry Ex! I'll get a thread up some time this week, probably Friday at the latest.
  13. "You do not point a gun at people like that. Doesn't matter who's watching or not!" Robin's tone was harder than before. She had taken a shot at the Gas Man like that before, but then he was a danger to both others and herself. These guys? No matter if what they were doing were wrong or not, Detective Kidd had pointed a gun at them, even after they had dropped their weapons. Robin was well aware that going incognito wouldn't really work anymore, now that she was wearing all red and gold. Maybe she should try going for some different colors in the future, once she got her suit upgraded a bit more, but she really shouldn't be thinking about that now. It was only a matter of time before Jack Jackson would notice the commotion, and she had to deal with Detective Kidd first. "Right, this place is a powderkeg. Look around." Robin gestured to the protesters, Jack Jackson, Blowfish, the building and the fleeing workers. "Look at this. What would happen if they'd seen your gun? If you just tried to scare them, you'd be caught on camera, and that whole group would explode." Alright, deep breath. Get a chance to figure out what was going on while she could. "I really don't have all the info here, so please, what do you mean about Blowfish financing this? What do you know about that?" Maybe they could actually work together here.
  14. The Forever Boy Pan was ecstatic. He was only barely keeping himself contained, as he looked at the Pegasus. He was floating a few inches off the ground, unable to keep his eyes of the spacecraft, even as Mr. Austin explained things to them. He was dressed in the loose fitting vacuum suit he had been supplied with, his uniform underneath, including his mask. It might be silly to wear in space, but it wasn't like he wore it to conceal his identity in the first place. This was so exciting. he had never been to space before! Not here on Earth, not back on Neverworld! He had honestly never even thought to try! Maybe he could fly in space! Maybe he couldn't! But actually getting to go out there like this, together with Veronica, Alex and Echohead? Awesome! He positively beamed at the question about questions. He had so many! "How fast will the Pegasus go? Do you mind if we bring souvenirs back? Is there bathrooms on the Pegasus? Will we hit any stars on the way?" He could keep going, but he had to stop for air, and to give Mr. Austin a chance to reply.
  15. GM As assemblage of heroes made their plans, and were joined by Wadjet. Whatever Mister Strix might be trying to conceal from the others, whatever their differences in approach were, they would have to make their choice, because Ronin had been right. Nancy Street might have calmed down, but riots were starting elsewhere. Fire began to rise from an overturned car near Snacktastic. The striking workers were beginning to riot. It would only be a matter of time before they clashed with Snacktastic's security. Blood would soon flow. Similar scenes took place at the lottery offices. And at one of the government offices, one that dealt with taxes in specific, a man was standing at the edge of a window, ready to jump. Everything was ruined, his life was over. What else could he do?
  16. GM The light moved over the small construction yard near the Royal Arena, as Lament stopped the car. As it just so happened, it was a cab. Very dark blue, with the word TAXI written on it in a few places, as well as the company's slogan and number to call. "Hvad fanden!? Er du sindssyg, mand!" the driver shouted after rolling down his window. He paused, looking over Lament. "Hvad fanden skal du forestille?" The driver was a man in his 50'es. He had a full beard, which was once a dark brown, but was now dotted with grey, almost silver streaks. His hair was thinning on the top. He was wearing a dark jacket, but now he seemed to realize what Lament had been saying, and that he was talking English. "Wait! What children? What are you talking about?" His Danish accent was heavy, but Lament could understand him, at least.
  17. Adapted from the 3E threat report on Cortex, semi-requested by Ari. I'm well aware of the PP cost being way above 15PP/PL, but this is in part due to the conversion, and the Terror being a major threat when it shows up in Emerald City. If there's any changes to suggest, in case that won't be allowed, please let me know, and I'll see what I can do about changing it. The way I at least choose to see it, is that he is a higher PL character that haven't advanced in PL, much like player characters can, if that helps. Tier pending, will edit once I got that, based on what an Emerald City ref will decide, since it isn't my own original character.
  18. Cortex Power Level: 10 (244/244PP) Unspent Power Points: 0 Trade-Offs: (Pulse Blasters) -2 Attack / +2 Damage, -3 Defense / +3 Toughness In Brief: Mutated super genius drug lord. Alternate Identity: Henry Todd (Secret) Birthplace: Emerald City Residence: Hidden location in Emerald City, normally known simply as the Laboratory. Base of Operations: Emerald City Occupation: Drug Lord Affiliations: The Cartel Family: Louisa Todd (Mother, deceased) Description: Age: 36 (DoB: 1982) Apparent Age: Difficult to tell, due to mutation. Appears to be at least early 40'es. Gender: Male. Ethnicity: Caucasian. Height: 5'4'' Weight: 190 lbs. (most contained in cranium and brain) Eyes: Black Hair: None Cortex is a rail thin man, standing below average height. His face twisted, his body seemingly having little fat or muscle, he would appear just malnourished, if not for his very visible mutation: A gigantic skull and brain, weighing enough to make movement all but impossible for the man, stretching down to almost at his waist. His face appears older than it should be, perhaps from the strain. Without the mechnical support pod he has built for himself, he would have difficulty even moving. He is usually dressed in loose green suit, with a large yellow belt, a yellow harness on his chest, connected to his support pod and yellow boots. History: Cortex grew up in Black Pines, a small town south of Emerald City. His mother was a former mental patient, institutionalized after she was found wandering on the highway in a state of hysteria with no memory of who she was or how she had gotten there. The doctors determined that she was pregnant, and at birth little Henry seemed normal. By the age of two, however, his head was already starting to show growth outstripping that of the rest of his body; he was also already reading at a college level and spoke several languages. As he continued to grow, so too did his frightening intellect. Louisa Todd (given a first name by a caring nurse and taking her last name from the county hospital that had delivered Henry) tried to provide for and protect her son, but she was a weak and fragile woman that never recovered from whatever ordeal had placed her on that road the night she was found. She lacked marketable skills and was prone to incapacitating panic attacks. Unable to hold a job for long, she and little Henry stayed in subsidized housing, where her son quickly became the source of amusement and target of ridicule for the neighboring children. He learned quickly and painfully that the world broke down into two fundamental categories of people: victims and victimizers. Henry Todd resolved that he would not remain a victim, no matter what it cost himself or others, especially others. Early in life, he was exposed to drug dealers, their processes for making drugs, and their business practices… and he observed the respect and fear people showed these men, as well as the money they made. By the age of five he had mastered “kitchen” chemistry to the point where he could produce marketable merchandise using only cheap and legally obtained materials. Effective drugs bought him allies, who sold his drugs in the surrounding area. Money bought him better material to work with, and connections, both of which he leveraged to make more powerful merchandise. By the age of ten, he had manipulated a number of older teenagers into forming the first of many short-lived gangs used solely to front his product. Where money alone failed to motivate, he supplied drugs; where money and drugs both failed to sway, difficult to trace toxins crippled or eliminated. As he grew older, those who encountered Henry learned that it was very profitable to work for him, and very dangerous to work against him. By his early teens, Henry’s mother had passed away gently in her sleep (with a little assistance) and he had disappeared from social service’s records completely. Todd took the name “Cortex” and used various inventions to portray himself as a “supervillain” simply because such beings held so much sway over certain elements of the criminal underworld. Over the past two decades, he built a sophisticated network of fronts, connections, and distributors so large it became a drug cartel all its own. Despite the fact that Cortex would rather stop designing drugs and instead follow his own interests into more esoteric research (still in the realm of biochemistry and organic engineering), his money and respect are both tied up with the cartel, so he continues to split his time between the two. However, in his mind, he now views the cartel as the source of money for his research, not the goal itself. Personality & Motivation: Henry Todd has no conscience or moral restraint. People and money are both just tools to be used and discarded as needed. As Cortex, Henry doesn’t aspire to world domination or other traditional manias associated with the villainous set. He simply wants to be left alone to pursue his research; however, he knows his kind of research usually provokes some form of interference from those with badges or costumes, and so he makes sure he has the resources and power base to deal with any such obstacles. Cortex is coldly vicious when interfered with or confronted. He doesn’t waste time with games or bluster or other egotistical displays unless he thinks such actions grant him some form of advantage. Though not a coward, Cortex is invested in his own personal safety above all else—he abandons facilities, people, and projects without hesitation if he has to choose between himself and them. He is a patient man and in his estimation, he can always get more ”tools”. Powers & Tactics: Cortex possesses superhuman intelligence. He can forecast the likely events of the future from current information and work out the past with the same certainty. Telepaths find it difficult to process his thoughts, granting him a degree of resistance to most forms of mental intrusion. His knowledge and mastery of the biological sciences knows few equals, knowledge he uses to develop and sell designer drugs ranging from horribly addictive narcotics to super-soldier treatments. Cortex’s body is highly underdeveloped thanks to his cranial deformity, but the support pod he uses more than compensates as it is capable of protecting him from even most superhuman threats with its offensive and defensive capabilities. Power Descriptions: Cortex's powers are all ultimately due to his genius. Either the cause of it, or made by it. While his grotesquely oversized brain makse him incredibly intelligent, he has created a support pod to both stabilize him when standing, protect him and aid him in combat. The support pod's most obvious enhancement are the pair of extendible cyberarms, capable of supporting Cortex's weight, fine manipulation and being used in combat. Less obvious are the protective force field that keeps Cortex safe, and the gravitic pulse generator that not only helps keep him upright, but also allows him to fly. The onboard systems include computer and navigation systems, and tools to enhance Cortex's senses, allowing him greater clarity as he works on new drugs. The support pod's weapon systems include pulse blasters, gravity wave discharges and neurotoxin aerosol dispensers. While the exact origin of Cortex's mutation remains unknown, his father might have been involved. Was his mother abducted and experimented on by aliens? Did she escape some secret lab where research on the DNAscent process was being conducted? Or is he simply a mutation or Terminus Baby? Or something far more sinister in pedigree? Complications: Disability: Cortex’s grossly overgrown cranium and brain are larger than the rest of his body. He needs artificial support for his head to keep his neck from breaking and would barely be able to crawl without its support. Motivation - Power and Fortune: In the back of Cortex’s mind, he is never very far from the roach-infested countysubsidized housing where he grew up hungry and ridiculed. Power and money are his security blanket and he can never have enough of either. He may find the cartel and its upkeep tedious now, but they are too necessary to discard. Rival - The Labyrinth: Cortex has created many enhancement drugs and cutting edge bio-modification technologies. This has put him into competition with other fronts for the Labyrinth’s DNAscent enterprises. Todd suspects there is more to his competition than is apparent, but is far from piecing together Taurus’s involvement. Abilities: -2 + 0 + 2 + 20 + 8 + 2 = 30PP Strength: 8 (-1) / 18 (+4) Dexterity: 10 (+0) Constitution: 12 (+1) Intelligence: 30 (+10) Wisdom: 18 (+4) Charisma: 12 (+1) Combat: 8 + 14 = 22PP Initiative: +0 Attack: +4 Base, +4 Melee, +8 Ranged (+4 Base, +4 Attack Specialization), +10 Cyberarm Smack (+4 Base, +6 Accurate) Defense: +7 (+7 Base, +0 Dodge Focus), +0 Flat-Footed Grapple: +8 Knockback: -6 Saving Throws: 0 + 0 + 6 = 6PP Toughness: 13 (+1 Con, +12 [Force Field]) Fortitude: +0 (+0 Con, +0) / Immune Reflex: +7 (+0 Dex, +7 [Enhanced Reflex Save]) Will: +10 (+4 Wis, +6) Skills: 200R = 50PP Bluff 15 (+16) Computers 15 (+25) Craft [Chemical] 15 (+25) Craft [Electronic] 15 (+25) Craft [Mechanical] 15 (+25) Diplomacy 9 (+10) Disable Device 8 (+18) Intimidation 6 (+7) Investigation 6 (+16) Knowledge [Business] 9 (+19) Knowledge [Life Sciences] 15 (+25) Knowledge [Physical Sciences] 15 (+25) Knowledge [Technology] 15 (+25) Medicine 12 (+16) Notice 9 (+13) Profession [Drug Lord] 12 (+16) Sense Motive 9 (+13) Feats: 27PP Attack Focus [Ranged] 4 Benefit 1 (Status: Head of drug cartel) Benefit 3 (Wealth: Multi-millionaire) Connected Eidetic Memoery Equipment 10 (Underground Lair, 3 Abandoned Warehouses) Inventor Languages 5 (Japanese, mandarin, Chinese, Russian, Spanish, whatever else needed by GM) Well-Informed Equipment: 10PP = 50EP The Laboratory (Headquarters; Underground Lair) (19 EP) Secret Labs in Abandoned Warehouses x3 (Headquarters; Abandoned Warehouse) (10x3EP = 30EP) Powers: 19 + 90 = 109PP Computer-Like Mind 3.8 (19PP Container) [19PP] (Mutation, applies to all powers in Container) Impervious Will 10 [10PP] Quickness 10 (Flaws: Mental Only; x1000 normal speed) [5PP] Super-Senses Rank 4 (Postcognition; Flaws: Limited [Requires evidence to study]) [2PP] Super-Senses Rank 4 (Precogntion; Flaws: Limited, [Macro-scale trends]) [2PP] Support Pod 22.5 (112/112PP Device; Flaws: Hard-to-lose) [90PP] (Technology, applies to all powers in Device) Extendible Cyberarms 2.8 (14PP Container) [15PP] Damage 6 ("Cyberarm Smack"; Flaws: Limited [Extra Limbs Only]; Feats: Accurate 3, Mighty) [7PP] Elongation 2 (Flaws: Limited [Extra Limbs Only]; 10 feet) [1PP] Enhanced Strength 10 (Flaws: Limited [Extra Limbs Only]) [5PP] Extra Limbs 2 [2PP] Gravimetric Pulse Generator 2.8 (14PP Container) [14PP] (Gravity) Enhanced Reflex Save 7 [7PP] Flight 2 (Flight Speed 25 mph, 220 ft./rnd) [4PP] Flight 3 (Flaws: Distracting; Flight Speed 250 mph, 2200 ft./rnd) (Stacks with Flight 2) [3PP] Onboard Systems 1 (5PP Container) [5PP] Features 2 (Computer, Navigation System) [2PP] Super-Senses 3 (Analytical Auditory, Analytical Visual, Radio) [3PP] Protective Fields 10.8 (54PP Container) [54PP] (Kinetic Energy) Force Field 12 (Extras: Impervious) [24PP] Immunity 30 (Fortitude Effects; Extras: Linked to Force Field) [30PP] Weapon Systems Array 10 (20PP Array; Feats: Alternate Power 3) [24PP] BP: Blast 10 ("Explosive Gravity Wave Discharge"; Extras: Area [Burst (50 ft. radius)]) {20/20PP} (Kinetic, Gravity, Impact) AP: Blast 12 ("Pulse Blasters"; Extras: Secondary Effect 8, Feats: Autofire, Incurable) {20/20PP} (Kinetic, Impact) AP: Stun 10 ("Gravity Knockdown"; Extras: Alternate Save [Reflex], Area [Burst (50 ft. radius)], Flaws: Daze) {20/20PP} (Kinetic, Gravity, Impact) AP: Stun 6 ("Neurotoxin Aerosol Dispensers"; Extras: Area [Cloud (30 feet diameter)], Feats: Subtle 2) {20/20PP} (Pharmaceutical, Gas) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed 10 ft. DC19 Tou (staged) Damage +4 Cyberarm Smack 10 ft. DC25 Tou (staged) Damage +10 Explosive Gravity Wave Discharge 50 ft. radius DC25 Tou (Staged) Damage +8 Pulse Blasters 120 ft. DC27 Tou (staged) (DC23 secondary effect) Damage +8 Gravity Knockdown 50 ft. radius DC20 Ref (staged) Dazed +8 Neurotoxin Aerosol Dispensers 15 ft. radius cloud DC16 Tou (staged) Dazed/Stun/Unconscious +8 Totals: Abilities (30) + Combat (22) + Saving Throws (6) + Skills (50) + Feats (27) + Powers (109) - Drawbacks (0) = 244/244 Power Points Cortex tends to use criminals that he enhance with his drugs as foot soldiers. While they can be different, these are their common stats. Enhanced Soldier Power Level: 7 (70/70PP) Unspent Power Points: 0 Trade-Offs: +2 Attack / -2 Damage, -2 Defense / +2 Toughness Complications: Drugged Loyality: Addition to the drugs provided by Cortex means that the enhanced soldiers are fanatically loyal to the drug lord. Abilities: 2 + 2 + 4 + 0 + 0 + 0 = 8PP Strength: 12 (+1) / 20 (+5) Dexterity: 12 (+1) Constitution: 14 (+2) / 22 (+6) Intelligence: 10 (+10) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 10 + 10 = 20PP Initiative: +1 (+1 Dex) Attack: +5 Base, +5 Melee, +5 Ranged Defense: +5 (+5 Base, +0 Dodge Focus), +0 Flat-Footed Grapple: +6 / +10 Knockback: -4 Saving Throws: 3 + 4 + 1 = 8PP Toughness: +9 (+6 Con, +3 [Body Armor]) Fortitude: +9 (+3, +6 Con,) Reflex: +5 (+4, +1 Dex) Will: +1 (+1) Skills: 24R = 6PP Climb 4 (+9) Drive 2 (+3) Intimidation 3 (+3) Knowledge: Tactics 4 (+4) Notice 3 (+3) Profession: Soldier 4 (+4) Swim 4 (+9) Feats: 12PP Attack Focus [Ranged] 4 Equipment 7 Fearless Equipment: 7PP = 35EP Assault Rifle (Blast 5) [16EP] (Ballistic damage) Body Armor (Protection 3) [3EP] Assorted other Equipment worth up to 16EP Powers: 16 = 16PP Chemical Enhancement 8 (Container) [16PP] (Pharmaceutical, Physical) Enhanced Constitution 8 [8PP] Enhanced Strength 8 [8PP] DC Block Name Range Save Effect Attack bonus Unarmed Touch DC20 Tou (staged) Damage +5 Assault Rifle 50 ft. DC20 Tou (staged) Damage +9 Totals: Abilities (8) + Combat (20) + Saving Throws (8) + Skills (6) + Feats (12) + Powers (16) - Drawbacks (0) = 70/70 Power Points
  19. Robin's trying to push the detective's hand and gun up, so he'll shoot into the sky again. What check do I need to make?
  20. Aw, c'mon. Why couldn't it have been that nice cop from the other day, when Robin had stopped that mugger? He'd been a real sweetheart. Detective Kidd was just looking for trouble here. And causing it. Robin had no idea that Blowfish was building this place, which gave her pause for a moment, but just because someone was paying for it, did that mean that the place wasn't good? Especially if he was doing it all legally, right? So. Another wrinkle to this whole issue. Just great. She wasn't about to let Detective Kidd shoot the guys in the back with a lethal weapon. No way. Time to bring out the bigger guns, so to speak. Phone out. Code entered. Maybe transforming in front of Detective Kidd would be enough to give him pause, but at any rate, she had to stop that. "Henshin!" The Justice Driver belt made its announcement as the Justice suit appeared, all red and gold, while Robin moved forward, reaching out for Detective Kidd's hand and pushing it up as fast as she could. "That's not justice, detective!"
  21. I was thinking Acrobatics, I think. Check's good enough for keeping up, but not getting closer.
  22. GM The exits to the building were not far from the exit to the arena. As the Duke of Despair chased, he saw the faint light outside the glass doors, which were slowly closing. It was already far away, but in the relative darkness outside the royal arena, the light stood out all the more. It was heading South, towards the apartment buildings that stood between the Royal Arena and the great nature area called Fælleden, other the Commons in English. Wherever it moved, the street lights would turn off, leaving behind a path of darkness. Maybe the Sultan of Sorrow would be able to catch up, but unless it changed direction, its course was clear.
  23. Feel free to make any Athletics or similar rolls to try catching up to the glowing figure.
  24. GM It wasn't long before Oswald had stepped in that he heard frantic tapping on the floor coming for him. The man, now fully a penguin, with a butterfly no less, came running towards him, its beak opening and closing rapidly, as it shouted in the same deep voice as before. "Out! Out! You have not been allowed to enter! Begone, you tramp!" It was quite a ridiculous sight, actually. But on the other hand, it was also fascinating. After all, this appeared to be nothing less than a talking penguin. How often would one see something such as that? The penguin was running straight for him, flapping its flippers. What would Oswald do?
  25. I'm thinking a single post for each of you, then we can close this, unless either of you want to continue this in any way?
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