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RocketLord

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  1. BOUNCE! "This'll be so much fun!" Mattie exclaims, as she walks alongside Lynn. "Just look at everything! Everyone looks so awesome!" Mattie is, for her part, dressed in a very elaborate light purple princess style dress, complete with garlands, a small silver crown and a veil over her face. The dress wouldn't look out of place in a Disney movie. She is not quite putting in the effort to act like a princess, though, instead walking briskly alongside Lynn while holding the long dress slightly lifted in the front. "Oh, hey Renee! Sounds like you're having fun! And Alden, you look awesome! What's the deal with the horns? It looks great, but..." She didn't have a chance to respond before Gookgak pops up with the stolen chest of fake gems, which Renee quickly latches onto. "Gookgak! You shouldn't steal! We're supposed to be the good guys, and good guys don't steal unless they're, like, fighting against some big, evil guy that they need to steal from to give money to the poor or somethin'!"
  2. ARCHER II Connor is not big on authorities in general, but something about the fire chief gives him the right vibes. Maybe it's the whole very specific way he tells Connor about something that is absolutely not there, or maybe there's something that reminds him of the old man. Doesn't matter. "Sounds like I should just mind my own business here, then." Connor nods once at the fire chief. "I guess I won't be heading East to look into this WEST science station or anything. Should probably go somewhere else entirely and stay out of trouble before I start any other fires, shouldn't I?" He pauses for a moment, looking around. "I don't suppose you'd know anything about some vehicle I could grab nearby to head any other direction than East?"
  3. Archer II: 2 Posts + 8 GM posts = 10 Posts = 2PP + 1 PP [Guide Point] = 3PP (New total PP: 247) Cool Drugs (2) Bounce: 3 Posts + 0 GM posts = 3 Posts = 1PP (New total PP: 157) Girls' Move-In (Third Floor) (0) Ren Faire: Royal Court (2) Student Assessment Group B (0) Quirkvision (1) Rex Atom: 0 Posts + 0 GM posts = 0 Posts = 0PP (New total PP: 188) A Journey Into Mystery (0) Space Ranger III: 0 Posts + 0 GM posts = 0 Posts = 0PP (New total PP: 205) Aphelion (0) Spaceman: 6 Posts + 4 Titanium posts = 10 Posts = 2PP (New total PP: 209) Boys' Move-In (Second Floor) (1) Mind And Matter (1) Only Monsters Left Alive (0) Orange Team in: Black Mirror (1) Never Was (2) Ren Faire: Training Grounds (1) Titanium Characters: 0+0+0 =0 posts Forever Boy: 0 Posts Ghost: 2 Posts 1, 3, 5, 7 (1) Ghosts and Grimalkins: Family Matters (1) Stormcrow: 2 Posts Mystery Guardian's Theater (1) Oh no, there goes Tokyo! (0) Power Vacuum (1) GM: 4 GM posts = 8 posts A Journey Into Mystery (1) Ghosts and Grimalkins: Family Matters (0) Mind And Matter (1) Oh No, There Goes Tokyo! (0) Operation Ares (1) Power Vacuum (1) Student Assessment Group B (1) GM posts: 8 GM posts to Archer II Titanium posts: 4 Titanium posts to Spaceman Guide point to Archer II
  4. Oz Power Level: 7 Effective Power Level: 7 Power Points: 105/105PP Unspent Power Points: 0 Trade-Offs: None In Brief: X Catchphrase: X Theme: X Alternate Identity: X Birthplace: X Residence: X Base of Operations: X Occupation: X Affiliations: X Family: X DESCRIPTION Age: X Apparant age: X Gender: X Ethnicity: X Height: X’X’’ Weight: X lbs. Eyes: X Hair: X Physical description HISTORY X PERSONALITY & MOTIVATION X POWERS & TACTICS X POWER DESCRIPTIONS X COMPLICATIONS Complication: X. ABILITIES 0 + 4 + 0 + 14 + 2 + 2 = 22PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 24 (+7) / 30 (+10)Enh. Intelligence Wisdom: 12 (+1) Charisma: 12 (+1) COMBAT 6 + 8 = 14PP Initiative: +2 (+2 Dex) Attack: +3 Base, see Power attack bonuses in DC Block Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Grapple: +3 (+3 Base Attack,) Knockback: -3 (TOU/2) SAVING THROWS 5 + 4 + 6 = 15PP Toughness: +7 (+0 Con, +7 Protection) Fortitude: +5 (+0 Con, +5) Reflex: +6 (+2 Dex, +4) Will: +7 (+1 Wis, +6) SKILLS 60R = 15PP Bluff 6 (+8) Computers 2 (+12) / 10 (+20)w. Hacker Tools Concentration 4 (+5) Craft [Electronic] 8 (+18) Craft [Mechanical] 8 (+18) Disable Device 2 (+12) Knowledge [Physical Sciences] 9 (+19) Knowledge [Technology] 9 (+19) Sense Motive 4 (+5) Stealth 8 (+10) FEATS 4PP Eidetic Memory Inventor Online Research Well-Informed Enhanced Feats Dodge Focus 3 POWERS X + X + X = X Enhanced Intelligence 6 (to Intelligence 30) [6PP] (Descriptors: Name, X) Person Defense 2 (10DP Device; Flaws: Hard-To-Lose) [8PP] (Descriptors: Name, X) (maybe a belt or a suit or something?) Enhanced Feat 3 (Dodge Focus 3) [3DP] (Descriptors: Enhanced Reflexes, X) Protection 7 (Extras: Force Field (+0)) [7DP] (Descriptors: Force Field, X) Toolkit 7 (35DP Device; Flaws: Easy-To-Lose) [21PP] (Descriptors: Name, X) Array 15 (30DP Array; Feats: Alternate Power 5) [35DP] (Descriptors: ) BP: Healing 7 (Extras: Affects Objects, Restoration, Total; Flaws: Limited (Only Objects); Feats: Persistent, Regrowth) {30/30} (Descriptors: Name, X) (repair Tin Man) AP: Stun 7 (Extras: Ranged; Feats: Accurate 2, Homing 2, Indirect 3, Precise, Subtle) {30/30} (Descriptors: Name, X) (Flying mini drones with stun guns) AP: Dazzle 7 (Visual and Auditory Dazzle; Feats: Accurate 2, Homing 2, Indirect 3, Precise, Subtle) {30/30} (Descriptors: Name, X) (Flying mini drones with flashbangs) AP: Snare 7 (Extras: Regenerating; Feats: Accurate 2, Reversible, Tether) {25/30} (Descriptors: Name, X) (self-regenerating nanomesh?) AP: ESP 5 (Auditory and Visual ESP; Extras: Duration [Sustained], No Conduit, Simultaneous; Flaws: Medium [Small Flying Drone]; Feats: Subtle 2) {27/30} (Descriptors: Name, X) (remote view drones) AP: {6 + 8 + 2 = 16/30} (Descriptors: Hacker Tools, X) Comprehend 3 (Codes, Electronics, Read any language) [6DP] Datalink 4 (Radio; 1 mile; Feats: Rapid 2 (x100), Subtle 2) [8DP] Enhanced Skills 2 (Computers 8, to Computers 10 (+20) [2PP] DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +3 Dazzle 70 ft. DC17 Ref DC17 Fort to recover Blinded and Deafened +7 Stun 70 ft. DC17 Fort (staged) Fail: Dazed >5: Stunned >10: Unconscious +7 Snare 70 ft. DC17 Ref (staged) Fail: Entangled >5: Bound and Helpless +7 Totals: Abilities (22) + Combat (14) + Saving Throws (15) + Skills (15) + Feats (4) + Powers (35) - Drawbacks (0) = 105/105 Power Points
  5. Tin Man Power Level: 10 Effective Power Level: 8 Power Points: 150/150PP Unspent Power Points: 0 Trade-Offs: +3 TOU/-3 DEF, (Unarmed) +2 DC/-2 ATK In Brief: X Catchphrase: X Theme: X Alternate Identity: X Birthplace: X Residence: X Base of Operations: X Occupation: X Affiliations: X Family: X DESCRIPTION Age: X Apparant age: X Gender: X Ethnicity: X Height: X’X’’ Weight: X lbs. Eyes: X Hair: X Physical description HISTORY X PERSONALITY & MOTIVATION X POWERS & TACTICS X POWER DESCRIPTIONS X COMPLICATIONS Complication: X. ABILITIES 0 + 0 - 10 + 0 + 0 + 4 = -6PP Strength: 10 (+0) / 30 (+10)Enh. Strength Dexterity: 10 (+0) Constitution: - (-5) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 14 (+2) COMBAT 8 + 6 = 14PP Initiative: +0 (+0 Dex) Attack: +4 Base, +6 Melee, see Power attack bonuses in DC Block Defense: +6 (+3 Base, +3 Dodge Focus), +1 Flat-Footed Grapple: +6 (+4 Base Attack, +2 Attack Focus), +20 (+4 Base Attack, +2 Attack Focus, +10 Enh. Strength, +4 Super-Strength) Knockback: -5 (TOU/2) SAVING THROWS 0 + 6 + 5 = 11PP Toughness: +11 (+11 Protection) Fortitude: - (Immune) Reflex: +6 (+0 Dex, +6) Will: +5 (+0 Wis, +5) SKILLS 36R = 9PP Diplomacy 6 (+8) Notice 10 (+10) Search 10 (+10) Sense Motive 10 (+10) FEATS 28PP Attack Focus [Melee] 2 Dodge Focus 2 Interpose Luck 2 Sidekick 21 POWERS 6 + 30 + 10 + 11 + 32 = 89 Flight 3 (50 mph, 500 ft./rnd) [6PP] (Descriptors: Name, X) Immunity 30 (Fortitude Effects) [30PP] (Descriptors: Name, X) Immunity 10 (Mental Effects) [10PP] (Descriptors: Name, X) Protection 11 [11PP] (Descriptors: Name, X) Weapons Array 15 (30PP Array; Feats: Alternate Power 2) [32PP] (Descriptors: Name, X) BP: {20 + 10 = 30/30} (Descriptors: Name, X) Enhanced Strength 20 [20PP] Super-Strength 4(Effective Strength +20; Heavy Load: 12 tons; Feats: Groundstrike, Shockwave) [10PP] AP: Blast 8 (Extras: Autofire, Penetrating 2; Feats: Accurate 2, Improved Critical 2) {30/30} (Descriptors: Eye Lasers, X) AP: Snare 8 (Extras: Regenerating; Feats: Accurate 2, Improved Critical 2, Reversible, Tether) {30/30} (Descriptors: Name, X) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +6 Unarmed - Enh. Strength Touch DC25 Tou (staged) Damage +6 Eye Lasers 80 ft. DC23 Tou (staged) Damage +8 Snare 80 ft. DC18 Ref (staged) Fail: Entangled >5: Bound and Helpless +8 Totals: Abilities (-6) + Combat (14) + Saving Throws (11) + Skills (9) + Feats (28) + Powers (89) - Drawbacks (0) = 145/150 Power Points
  6. Sportsman/Princess Poison Family Sportsman I 3E Rogues p. Gallery 161 *PL11 *Abilities: STR: +3 (16), DEX: +6 (22), CON: +4 (18), INT: +5 (20), WIS: +5 (20), CHA: +5 (20) *Saves: TOU (+11), Fort (+12), Ref (+12), Will (+9) *Skills: Acrobatics 14 (+20), Climb 9 (+12), Swim 9 (+12), Stealth 9 (+15), Craft [Technology] 5 (+10), Knowledge [Technology] 5 (+10), Knowledge [Popular Culture] 5 (+10), Escape Artist 9 (+15) *Feats: Accurate Attack, All-Out Attack, Attack Focus [Melee] 4, Chokehold, Defensive Attack, Evasion, Hide in Plain Sight, Improved Aim, Improved Defense, Improved Disarm, Improved Grab, Improved Initiative, Improved trip, Inventor, Power Attack, Takedown Attack, Teamwork 3, Weapon Bind *Powers Device (Jet Ski) Flight 3 (50 mph) Device (Protective Gear) Protection 7 Device (Gimmick Sports Equipment) Gimmick Sports Array Snare 10 (Extras: Area [General Line]) - Goal Net Blast 10 (Extras: Area [General Burst], Ricochet 4) - Exploding Balls Damage 7 (Feats: Mighty, Variable Descriptor 1 (Weapons, Bludgeoning or Piercing damage) - Baseball Bat / Golf Club / Fencing Sword / Hockey Stick Blast 7 (Extras: Penetrating 5; Feats: Accurate 4, Mighty 3, Precise, Split Attack, Subtle 1) - Bow & Arrows Adds (Feats Extended Reach 16 [80 ft.] to Strength-based Damage), Damage 4 (Feats: Might, Linked (Strength based damage) - Fishing Rod & Reel Blast 11 (Extras: Area [General Line]; Feats: Triggered 2) - Giant Expanding Bowling Balls *Combat: Initiative +10, Defense +11 (flat +5), Attack +6, Ranged Attack +6, Melee Attack +14, Knockback -5 , Grapple +17 (normal) *Attacks Goal Net: DC20 REF vs. Area, DC25/20 TOU vs. Damage Exploding Balls: DC20 REF vs. Area, DC25/20 TOU vs. Damage Baseball Bat, etc.: DC25 TOU vs. Damage, +12 Bow & Arrows: DC25 TOU vs. Damage, Penetrating 5, Subtle, +12 Fishing Rod & Reel: 80 ft. reach, Grapple +17, DC22 TOU vs. Damage, +12 Giant Expanding Bowling Balls: DC21 REF vs. Area, DC26/21 TOU vs. Damage Princess Poison 3E Rogues Gallery p. 162 *PL12 *Abilities: STR: +0 (10), DEX: +6 (22), CON: +4 (18), INT: +4 (18), WIS: +5 (20), CHA: +5 (20) *Saves: TOU (+10), Fort (+12), Ref (+10), Will (+9) *Skills: Acrobatics 10 (+15), Bluff 10 (+15), (+10), Intimidation 10 (+15), Notice 5(+10), Sleight of Hand 3 (+10), Stealth 5 (+10), Sense Motive 5 (+10) *Feats: Attractive 2, Attack Focus [Melee] 4, Defensive Roll 2, Distract [Bluff], Set-Up, Skill Mastery [Acrobatics , Bluff, Sleight of Hand, Stealth], Teamwork 3, Well-Informed *Powers Immunity 1 (Poisons) Toxic Touch Array Mind Control 10 (Touch Range; Extras: Contagious, Alternate Save [Fort]) Stun 10 (Touch Range; Extras: Contagious) Damage 10 (Touch Range; Extras: Contagious, Secondary Effect) Paralyze 10 (Touch Range; Extras: Contagious, ALternate Save [Fort]) *Combat: Initiative +5, Defense +14 (flat +7), Attack +6, Ranged Attack +6, Melee Attack +14, Knockback -2 , Grapple +14 (normal) *Attacks Damage: DC25 TOU vs. Damage, Contagious, +12 Stun: DC20 Fort vs. Stun, Contagious, +12 Paralyze: DC20 Fort vs. Paralyze, Contagious, +12 Mind Control: DC20 Fort vs. Mind Control, Contagious, +12 Sportsman II 3E Rogues Gallery 119 *PL10 *Abilities: STR: +5 (20), DEX: +5 (20), CON: +5 (20), INT: +3 (16), WIS: +0 (10), CHA: +1 (12) *Saves: TOU (+12), Fort (+12), Ref (+8), Will (+7) *Skills: Acrobatics 14 (+20), Climb 13 (+18), Swim 13 (+18), Stealth 13 (+18), Craft [Technology] 5 (+8), Knowledge [Technology] 5 (+8), Knowledge [Popular Culture] 7 (+10), Bluff 14 (+15) *Feats: Accurate Attack, All-Out Attack, Attack Focus [Melee] 1, Challenge [Fast Feint], Chokehold, Defensive Attack, Evasion 2, Hide in Plain Sight, Improved Aim, Improved Defense, Improved Disarm, Improved Grab, Improved Initiative, Improved trip, Inventor, Power Attack, Takedown Attack, Teamwork 3, Weapon Bind *Powers Container (Trained and Enhanced) Super-Strength 4 Super-Movement 6 (Environmental Adaption [Urban], Slow Fall, Sure-Footed 2, Wall-Crawling 2) Leaping 2 Swimming 1 Speed 1 Device (Skates) Flight 4 (100 mph) Device (Protective Gear) Protection 5 Impervious TOU 10 Device (Gimmick Sports Equipment) Gimmick Sports Array Snare 10 (Extras: Area [General Line]) - Goal Net Blast 10 (Extras: Area [General Burst], Ricochet 4) - Exploding Balls Damage 7 (Feats: Mighty, Variable Descriptor 1 (Weapons, Bludgeoning or Piercing damage) - Baseball Bat / Golf Club / Fencing Sword / Hockey Stick Adds (Feats Extended Reach 16 [80 ft.] to Strength-based Damage), Damage 7 (Feats: Might, Linked (Strength based damage) - Fishing Rod & Reel Blast 10 (Extras: Area [General Line]; Feats: Triggered 2) - Giant Expanding Bowling Balls Stun 12 - Hard Blow *Combat: Initiative +9, Defense +8 (flat +4), Attack +6, Ranged Attack +6, Melee Attack +8, Knockback -7 , Grapple +17 (normal) *Attacks Goal Net: DC20 REF vs. Area, DC25/20 TOU vs. Damage Exploding Balls: DC20 REF vs. Area, DC25/20 TOU vs. Damage Baseball Bat, etc.: DC27 TOU vs. Damage, +8 Fishing Rod & Reel: 80 ft. reach, Grapple +17, DC27 TOU vs. Damage, +8 Giant Expanding Bowling Balls: DC20 REF vs. Area, DC25/20 TOU vs. Damage Hard Blow: DC22 Fort vs. Stun, +8 Ms. Scorpion See New Young Freedom
  7. New Young Freedom Casanova Hero High 3e p. 155 Power Level : 12 *Abilities: STR: +0 (10), DEX: +2 (12), CON: +0 (10), INT: +4 (18), WIS: +3 (16), CHA: +6 (22) *Saves: TOU (+10), Fort (+10), Ref (+8), Will (+14) *Skills: Bluff 6 (+12/+16), Intimidation 9 (+15), Notice 2 (+5), Sense Motive 12 (+15), Search +8 *Feats: Attack Focus [Ranged] 2, Attractive, Benefit (Wealth), Eidetic Memory, Fascinate 2 (Bluff, Intimidation), Luck 3 (Work it as more chances for HP to heroes) *Powers - Mind Control 12 -- Blast (Alternate Save [Will]) 10 -- Mind Control 8 (General Area) -- Dazzle (Alternate Save [Will], Perception Range) 10 - Super-Senses (Mental Awareness) - Super-Senses (Psychic Blindsight) - Device (Suit) -- Protection 6 *Combat: Initiative +4, Defense +14 (flat +6), Ranged Attack +12, Melee Attack +8, Knockback -5 *Attacks - Mind Control: DC22 Will, Perception - Mind Blast: DC25 Will, +14 - Mind Control: DC18 Will, General Area Burst - Dazzle: Choose one sense; DC22 Will, Perception, Will to overcome Chump Hero High 3e p. 15 *Power Level: 10 *Abilities: STR: +15* (4,*), DEX: +3 (16), CON: +15 (34), INT: +2 (14), WIS: +2 (14), CHA: +0 (10) *Saves: TOU (+15), Fort (+15), Ref (+8), Will (+4) *Skills: Climb 6 (+15/+17), Swim 6 (+15/+17), Knowledge [Popular Culture] 3 (+5), Knowledge [Technology] 1 (+3), Computers 3 (+5), Notice 3 (+5), Stealth 2 (+5), Intimidate 10 (+10) *Feats: All-Out Attack*, Attack Focus [Melee] 2, Diehard, Fearless*, Improved Critical 2 [Unarmed]*, Improved Grab, Takedown Attack 2*, Ultimate Effort [Toughness]* *Powers - Invulnerability -- Enhanced Feat 1 (Ultimate Effort [Toughness]) -- Immunity 8 (Cold, Disease, Heat, High Pressure, Poison, Radiation, Vacuum, Suffocation [Must hold breath]) -- Impervious Toughness 10 -- Regeneration 1 (Bruised 1/r) - Super-Strength 6 (Feats: Groundstrike, Shockwave, Thunderclap) *Combat: Initiative +3, Defense +5 (flat +2), Attack +3, Ranged Attack +3, Melee Attack +5, Knockback -13, Grapple +26 *Attacks - Unarmed: DC31, +5 - Groundstrike: Trip vs. +9/+11* Strength in General Burst Area at DC19/21 Reflex - Shockwave: DC24/26 Cone Area Strength damage at DC19/21 Reflex - Thunderclap: DC19/21 General Burst Area Auditory Dazzle at DC19/21 Reflex Toxin Hero High 3e p. 156 *Power Level: 10 *Abilities: STR: +0 (10), DEX: +2 (14), CON: +5 (20), INT: +0 (10), WIS: +0 (10), CHA: +1 (12) *Saves: TOU (+12), Fort (+10), Ref (+8), Will (+5) *Skills: Bluff 4 (+5), Perform [Acting] 4 (+5), Notice 5 (+5) *Feats: Attack Focus [Melee] 4 *Powers - Immunity 2 (Poison, Disease) - Stun 10 -- Damage 10 (Extras: Secondary Effect) -- Fatigue 10 -- Nauseate 10 -- Drain TOU/FORT 10 - Device (Protective Suit) - Damaging the suit means a constant Area Damage effect -- Protection 3 *Combat: Initiative +2, Defense +8 (flat +3), Attack +4, Ranged Attack +6, Melee Attack +8, Knockback -4 *Attacks - Stun: DC20 Fort, +10 - Damage: DC25 TOU, +10 - Fatigue: DC20 Fort, +10 - Nauseate: DC20 Fort, +10 - Drain TOU/FORT: DC20 Fort, +10, Drain TOU or FORT Bluebird Hero High 3e p. 155 *Power Level: 8 *Abilities: STR: +0 (10), DEX: +4 (18), CON: +2 (14), INT: +1 (12), WIS: +1 (12), CHA: +0 (10) *Saves: TOU (+8), Fort (+6), Ref (+6), Will (+6) *Skills: Acrobatics 6 (+10), Climb 5 (+5), Swimming 5 (+5), Bluff 5 (+5), Knowledge [Current Events] 4 (+5), Knowledge [Popular Culture] 4 (+5), Notice 9 (+10), Stealth 6 (+10), Medicine 4 (+5) *Feats: Connected, Evasion 2, Improved Initiative 1, Move-By Action *Powers - Move Object 8 (Extras: Damaging; Feats Accurate 2) - Flight 6 (120 mph; Feats: Subtle 2) -- Flight 4 (Extras: Area, Affect Others, Selective; Feats Subtle 2) - Force Field 8 (Impervious Sustained) *Combat: Initiative +8, Defense +8 (flat +4), Attack +6, Ranged Attack +6, Melee Attack +6, Knockback -8 *Attacks - Move Object Throw/Damage: DC21, +10 - Move Object Grapple: +16 Stinger/Ms. Scorpion Hero High 3e p. 156 *Power Level: 10 *Abilities: STR: +4 (18), DEX: +7 (24), CON: +5 (20), INT: +2 (14), WIS: +5 (20), CHA: +5 (20) *Saves: TOU (+8), Fort (+8), Ref (+11), Will (+10) *Skills: Acrobatics 8 (+15), Bluff 5 (+10), Climb 8 (+10), Swim 8 (+10), Bluff 10 (+15), Intimidation 10 (+15), Investigation 8 (+10), Notice 5(+10), Sleight of Hand 3 (+10), Stealth 3 (+10), Sense Motive 3 (+10) *Feats: All-Out Attack, Attack Focus [Melee] 4, Chokehold*, Defensive Attack, Evasion 2, Endurance, Hide in Plain Sight, Improved Disarm*, Improved Grab*, Improved Trip*, Instant Up, Skill Mastery 1 (Bluff, Stealth, Intimidation, Notice), Taunt, Well-Informed *Powers - Device (Scorpion Sting Whip) -- Enhanced Feat (Chokehold, Improved Disarm, Improved Grab, Improved Trip) -- Adds (Feats Extended Reach 3 [15 ft.] to Strength-based Damage -- Damage 2 (Feats: Extended Reach 3 [15 ft.], Linked to Toxin Whip Array, Mighty) -- Toxin Whip Array (Extras: Linked to Damage) --- Dazzle 6 (Visual; Alternate Save [Fort]; Feats: Extended Reach 3) --- Stun 6 (Feats: Extended Reach 3 [15 ft.]) --- Paralyze 6 (Extras: Alternate Save [Fort]; Feats: Extended Reach 3 [15 ft.]) - Device (Suit) -- Super-Senses (Darkvision, others as needed) -- Impervious Toughness 8 *Combat: Initiative +7, Defense +12 (flat +6), Attack +6, Ranged Attack +6, Melee Attack +12, Knockback -5 , Grapple +16 (normal) *Attacks - Grapple +16 (3 ft.) - Dazzle: DC18 Fort vs. Visual Dazzle, DC21 TOU vs Damage, +10 - Stun: DC18 Fort vs. Stun, DC21 TOU vs Damage, +10 - Paralyze: DC18 Fort vs. Visual Dazzle, DC21 TOU vs Damage, +10
  8. The Looking Glass Gang Threat report p. 143 The White Rabbit Power Level: 12 Abilities: STR: +0 (10), DEX: +2 (14), CON: +1 (12), INT: +1 (12), WIS: +2 (14), CHA: +4 (18) Saves: Tou: +1/+7, Fort: +10, Ref: +12, Will: +13 Skills: Acrobatics 8 (+10), Bluff 12 (+14), Diplomacy 6 (+10), Notice 8 (+10), Sense Motive 12 (+14), Sleight of Hand 8 (+10), Stealth 8 (+10) Feats: Attack Focus (melee) 3, Defensive Roll 3, Dodge Focus 9, Evasion 2, Fascinate (Bluff), Improved Initiative, Improved Trip, Redirect, Set-Up, Taunt Powers: Down The Rabbit Hole (Mind Control 12) (DC 22) Mad, Mad Mind (Immunity 10) (mental effects) Now You See Me... (Concealment 10) (all senses; Saving Throw (Will); Variable Descriptor (Narrow group - Illusions)) Wonderland (Illusion 12) (affects: all sense types, DC 21; Duration (sustained), Independent, Selective Attack; Progression, Area 9 (5000 ft. radius)) Attack Bonus: +4 (Ranged: +4, Melee: +7, Grapple: +7) Attacks: Down The Rabbit Hole (Mind Control 12) (DC Will 22), Unarmed Attack, +7 (DC 15) Defense: +17 (Flat-footed: +4), Knockback: -2 Initiative: +6 Complications Escaped Government Experiment: He’s also not entirely wrong about THEM... Mad As a March Hare: White Rabbit is a delusional paranoid certain THEY are out to get him. Tea-Time Forever!:White Rabbit wants to bring down institutions to “free” people, whether they want to be or not Dormouse * = with Shrinking Power Level: 10 Abilities: STR: +0/-1* (10/8*), DEX: +3 (16), CON: +0 (10), INT: +2 (14), WIS: +2 (14), CHA: +1 (12) Saves: Tou: +0/+8, Fort: +8, Ref: +12, Will: +10 Skills: Acrobatics 9 (+12), Bluff 12 (+13), Knowledge [Technology] 9 (+11), Notice 9 (+10), Sense Motive 9 (+11), Sleight of Hand 12 (+15), Stealth 12 (+15/+19*) Feats: Attack Focus [Melee] 4, Defensive Roll 4, Evasion 2, Hide In Plain Sight, Taunt Powers: Fey (Immunity 3 [Aging, Disease, Poison], Morph 4 [Any shape] Mouse Door (Teleport 11, Accurate, Extended, Portal, Medium [Door or surface]) Run The Maze (Stun 11 resisted by Will) Small (Shrinking 4, Continous duration) Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +8/+4*) Attacks: Run The Maze +8/+9* (DC21 Will Save vs. Stun), Unarmed +8/+9* (DC14 TOU) Defense: +11/+12* (Flat-footed: +5), Knockback: -2 Initiative: +3 Complications Fey: Dormouse is not of this world but of the world of faery. Sleepy: Acquires teh Entranced condition when left with nothing to do for more than two rounds, asleep after ten rounds. Bill The Lizard Power Level: 10 Abilities: STR: +12 (10/34), DEX: +2 (14), CON: +12 (22/34), INT: +0 (10), WIS: +2 (14), CHA: +0 (10) Saves: Tou: +12, Fort: +12, Ref: +8, Will: +8 Skills: Acrobatics 6 (+8), Intimidate 12 (+12), Notice 6 (+8), Sense Motive 9 (+11), Stealth 9 (+11) Feats: All-Out Attack, Animal Empathy, Attack Focus (melee) 4, Improved Grapple, Improved Grab, Improved Pin, Improved Trip, Interpose, Power Attack, Takedown Attack 2 Powers: Just a Little Lizard Array BP: Enhanced Constitution 12 (Linked; +12 CON) Enhanced Strength 24 (Linked; +24 STR) AP: Shrinking 12 (Alternate; -12 STR, -3 size categories, 1/4 movement speed; Normal Toughness) Scaly Hide (Impervious Toughness Snake-Eyes (Super-Senses 2) (infravision, low-light vision) Tail (Additional Limbs 1) (1 extra limb; +1 to Grapple when not using Imp. Grapple, Feats: Improved Grapple; Custom (Detactable), Innate) Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +20) Attacks: Unarmed Attack, +8 (DC 27) Defense: +8 (Flat-footed: +4), Knockback: -9 Initiative: +2 Complications Amnesiac: Bill doesn’t remember his life before the Gang. Cold-Blooded: Dazed in cold environments. Lizard: Bill is strange-looking at best Red Queen Power Level: 11 Abilities: STR: +7 (24), DEX: +1 (12), CON: N/A, INT: +3 (16), WIS: +2 (14), CHA: +1 (12) Saves: Tou: +8, Fort: Immune, Ref: +9, Will: +10 Skills: Knowledge (Cosmology) 12 (+15), Knowledge (Technology) 8 (+11), Notice 8 (+10), Sense Motive 8 (+10) Feats: Eidetic Memory, Fearless Powers: Immunity 30 (Fortitude Saves) Super-Senses (Detect Dimensional descriptor effects, Direction Sense, Distance Sense, Low-Light Vision, Time Sense, Tracking) Enhanced Feats (Improved Initiative 2) Comprehend (Languages 3 (Understand and be understood in any language)) Temporal Circuitry Array BP: Accelerate Self Enhanced Feats (Dodge Focus 6) Quickness 8 Speed 8 (2500 mph, 25,000 ft/rnd) AP: Decelerate Others Stun 11 (Area [General Burst]; Extras: Alternate Save (Will), Selective, Insidious) Attack Bonus: +8 (Grapple: +15) Attacks: Unarmed: +8, DC23 Damage, - Deceleration: General Burst Area (DC21 Reflex) -> DC21 Will Save vs Stun Defense: +14 (+8 without Dodge Focus, Flat-footed: +4), Knockback: -4 Initiative: +10 Complications Alien: Robot from another dimension and time. Amnesia: No recollections prior to recent arrival on Earth Alice and The Hatter coming eventually.
  9. I've converted a number of 3e villains, mainly from Threat Report and Rogues Gallery, but until I feel like creating whole npc profiles for them, I can just as well share. Some are more fleshed out than others, depending on what I've needed. Some are straight conversions, some have been changed based on what was needed. I use most of these or have plans for them, so please ask before you use them, just to be sure there's no conflicts. Index New Young Freedom: Casanova, Chump, Bluebird, Toxin, Stinger/Ms. Scorpion Princess Poison/Sportsman Family: Princess Poison, Sportsman I, Sportsman II, Ms. Scorpion The Looking Glass Gang: White Rabbit, Bill the Lizard, Dormouse, Red Queen. Coming: Alice, the Hatter coming eventually... Scarlet Mist and Purple Haze The Devil's Advocates
  10. Combat Your Attack bonus lists Attack Focus [Melee], but there's no Attack Focus [Melee] anywhere else on your sheet. Your flat-footed defense should be +4, not +3. Skills Your Skills add up to 60 ranks, costing 15PP Your Knowledge Theology should only give a +3 total bonus, since it's an Int skill Feats I got your Feats adding up to 21, not 20 Powers Your Enhanced Skills lists +4 Will and +6 Attack Bonus as some of their Skills. I can see that you've moved the Will bonus to its own Enhanced Will Save (and remember to remove it from here), you should do the same for the Attack Bonus, which I guess are your Attack Focus [Melee]? You should list it as Enhanced Feat 6 [Attack Focus [Melee] 6) [6PP]. This also puts the total cost of your Enhanced Skills at just 8PP instead of 24. Your Trip attack only has a +8 attack bonus with Base Attack 4 + Accurate 2, and it is only a +4 to your power check. You're not gonna get much use out of it. I'd personally increase to at least rank 8, and then increase Accurate by 2 more ranks, or to rank 10 and increase Accurate by 1 more rank.
  11. BOUNCE! "Heck yeah, it's gonna be awesome!" Mattie exclaims, pumping her fist in the air at Harper's declaration. "Of course we'll all support each other and we'll be awesome friends! Right? Right?" She might be putting it on a bit thick, but Mattie is honestly just so excited about all this. At least she catches herself before responding to Renee about the theater club, when Renee's roommate arrives and... wow, she looks like a princess. Having enough social graces to at least see it would be better to let those two talk, she steps over to Harper and Lynn instead, continuing the conversation about them being used to this kind of place or not. "We had a bunch of people gettin' powers from weird space rocks back in Rumblefall all the time, but it wasn't really anythin' like this, y'know? More like Mr. Harrison would find a rock and get some kinda power, then he'd go and get drunk and get into trouble and I'd have to go and get him to calm down, before we'd find out how he could put his new flame breath to good use. Or some bully like Tanner Mitchell's would find a rock and try to rob a store, and then I'd have to find him and get everythin' back he stole."
  12. OOC for this. Please give me Initiative rolls so we're ready once the assessment starts.
  13. GHOST "Get back, I got this." Not the time for a joke right now. A burning wooden pillar. It couldn't just be a wooden pillar, no, it had to be fire. But that's fine, he can deal with fire. Moving towards the man under the burning pillar, Ghost reaches through it, crouching down near him as he makes contact and grasps hold of the young man, standing up, Ghost pulls him along as he steps away from the fire. The heat's intense, they have to get away from that, but other than that, they should both be safe as long as he keeps ghosting them both. "Alright, done. Gather up and we'll get out of here. C'mon, don't be shy." He turns solid again. Give them something to hold on to. Then, out of there, a chaotic flash of bright blue energy crashing through the building until they reach the group of 'Gators outside.
  14. BOUNCE! "We only had this old Nintendo 64 back home. There was always too much to do at the farm to get a lot of time to play, but we sure did play a lot of Mario Kart whenever us kids got together," Mattie adds to the conversation about video games. She's never really been big into them, but hey, she's happy that it's something that everybody here seems to enjoy. It's not really her thing though, so she decides to move over to Lynn and Renee instead. "Lynn really helped me find out where everythin' is when we went to visit. I wouldn't have been able to figure the library from the cafeteria if she hadn't been around!" She continues to be all smiles as she speaks. "You lookin' for anywhere in particular, Renee?"
  15. Spaceman "Probably still best to ask anyone before you do that, Michael," Parker responds to Michael's explanation of his ability to super charge others. It had been the most powerful he had ever felt, but at the same time, the sheer power that Michael carries would probably have burned Parker out if he had stayed charged for much longer than he had been. "Magic?" he asks Alden. "How did you learn that? It's not really something I know a lot about, but I think there might be a few other students that got some kind of magic of their own."
  16. Spaceman Parker has never felt like this before. Never used his power like this. Never used that much. He almost feels like he is starting to disappear into the black crackling energy that keeps bubbling off him. But he keeps pushing. They need time and space to do this. To give Vueriz's machine a chance to break through. And then... She does it. Vueriz breaks the barrier. Exhausted, Parker drops to his knees. He doesn't have anything more to give. At least he doesn't have to. All the past heroes, everyone, they just pile on and in moments, the robed figure is gone. The black crackle dissipates around Parker, just a few bubbles continuing to flow from his hands. Grunting with some effort, he climbs back up. He is clearly looking worse than any of the others have seen him before. "The barrier's going down, Baz," he explains. He can feel it disappearing, feel the distance to it eroding, going away. "Any idea what that's going to do, Lawrence? Break down this place?"
  17. Sub-Basement of Claremont Academy Bayview, Freedom City, New Jersey Tuesday September 10, 2024. 10:00 AM BOUNCE! A new year at Claremont means new students, and new students mean that the teachers need to figure out just what they can do, see them in action, put them through the paces. In short, it's Doom Room time! After the start of the school year on a Monday, and with the first group of new students participating in their assessment Tuesday, the second group have been scheduled for Wednesday at 10 AM, featuring none other than Diego D'Angelo, Lady Estelle de Havilland, Annabelle Simran Jones, Matilda Hopper and Alden Underwood. They had all been told to be there on time, and they had all been told to be in uniform, costume or whichever they prefered to call it. They should be ready for combat, and ready to show off what they could do. For her part, Mattie Hopper is more than happy to be there. Her eyes are all but bulging out of her head as she walks into the large room, gawking at the sheer size of the hexagon covered room. She is dressed in a form fitting purple costume with white details on her sides and chest. Her short hair is purple, and her smile is wide as she spots the dark plexiglass windows on one of the walls. That's gotta be where the teachers are, right? She enthusiastically starts waving at whoevers in there, while shouting for them. "This sure is somethin'! Do all the big time super heroes here in Freedom got a place like this?"
  18. I'll let you do that hit, and then it'll be a miss on 11+ on this roll: 5 That's a hit! Tou save: 12 Well, that roll could've gone better! Failure by 15 exactly means that he is KO'ed, so give me an IC @Thevshi, then I'll follow up with Charlie and some bad guys. All villains except for Scarlet Mist are currently covered in Visual Obscure focused on Purple Haze: Total concealment (Can't attack directly, 50% miss chance on attacking target) 29 - Shadowborne - 2HP - Unharmed 26 - Multi-Girl - 3HP - Unharmed 25 - Multi-Girl Dupe - Unharmed 25 - Stormcrow - 5HP - Unharmed 20 - Purple Haze - Bruise (x1), Dazed, (taunted until Paper's turn: -2 Attack Rolls and Checks) 19 - Cueball - Unharmed, Entangled (Atk/Def -2, Dex -4), Snare (TOU+10, 1 Injury) 19 - Ghule - 2HP - Unharmed 17 - Paper - 4HP - Unharmed 15 - Scarlet Mist - Unharmed, Fatigued (-2 Str/Dex, -1 ATK/Def, Cannot move all out) 12 - Buddy - Bruise (x1), Dazed 10 - Angel - Unharmed 8 - Nightscale - 3HP - Unharmed 7 - The Born Loser - KO
  19. @Thevshi The Born Loser moved, but he was shouting while he did so, so it's reasonable for her to keep up with him, even in the Obscure, if you want to.
  20. That'll get her through! Give me an IC for what it looks like @Kaede Kimura and I'll follow up with what happens!
  21. Will Save: 20, so a Mental Bruise. Give me an IC @Dracostern 33 - Big Brain Projection - Unharmed 26 - Apparation - Bruise (x1) 17 - Cerebral - 2HP - Unharmed 9 - Golden Star - 2HP - Unharmed 5 - Spaceman - 4HP - Unharmed 3 - Cerebellum - Unharmed
  22. GHOST "One condition," Ghost says, holding up a hand. "You stay put once you're out. I want to find out who did this, and I'm sure you wanna do that too, so I'm gonna need your help. And you know I'm gonna find you if you run off. Now, grab on to each other." He waits for them all to hold on, then takes hold of the leader's shoulder. To the group, everything is a blur, as almost white lightning courses through the building, before appearing outside in an instant, on the other side of the building from where Capser had seen the Eagles. It would be disorienting, so who knows, maybe these punks will stay put? Casper didn't exactly count on that happening, but weirder things could happen. "Alright, you guys stay right here until I'm back with your buddies, got it?" Ghost doesn't bother waiting for a reply. Maybe he'll be lucky and they'll wait, but nah, he won't be that lucky. At least he'll be saving lives. He disappears once more, reappearing inside Theater 13, holding up his hands again, while shouting for the last two Gators. "The supreme leather guy told me I could find some baby gators in here. You guys want a ride out of here, or would you rather take your chances with the smoke and fire?"
  23. GHOST Aww, no. Not Tucker's Theater. That's just wrong. Falling down from above, the white and grey figure should be easily recognizable in the Fens. The friendly neighborhood Ghost. Sure, some might say that he had sold out by joining the Freedom League, but even with his slightly better finances, Casper had stuck to the Fens. Then again, maybe its time to let the Gators and Eagles know that he's still around? Not right now, though. He can see the Eagles hanging out and laughing in their car through his X-Ray Goggles, but he can also see Gators inside the burning theatre... and that has to come first. He looks through the building. How many Gators are in there? How many groups? He has to focus, has to be fast. Flying in from above, Casper goes straight through the walls, heading directly for the largest group of Gators he can see in there, emerging through the wall, his goggles glowing light blue as he raises his hands to show that he doesn't mean to attack. "Alright guys, all of you get in close, and we'll see what I can do about you not becoming alligator leather pouches, alright?"
  24. Spaceman Ducking under the blow, Parker glares at the time shade. He can't be held up here, he has a job to do. He has to stop it now and... then the large woman appears with the shield, blocking a blow. He blinks once, stares and then Lawrence is there. "Good. I don't know how long I could keep up trying to distract the guy in the robe. He didn't really seem to care about me at all." Which honestly made sense, if the bad guy did all this to get at Lawrence, but still, Parker would have liked to do more. He nods at Vueritz' plan. He had listened to hear before, but sounds like she is finally reading. Good. He's just about done. He has no idea how much more energy he has to give. The already intense black crackle that are rising around intensifies, his entire body beginning to appear as if it is dissolving, as he tries to push his power as far as he can. He looks towards the bad guy in the robe and nods at Lawrence. "Alright. Let's go."
  25. currently got this stunted: Damage 8 (Extras: Autofire, Penetrating; Feats: Affects Insubstantial 2, Indirect 3, Variable Descriptor 2 [Space Manipulation]) {31/32} Parker is gonna join Lawrence in breaking space time. Do you want me to do a roll, or delay my actual turn to roll with Lawrence?
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