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Thevshi

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Everything posted by Thevshi

  1. Both miss the reflex saves and then miss the toughness saves, so are down!
  2. Fair enough on the Throwing Mastery. Was not something you needed to change, just figured I would bring it up as there were things that did need to be fixed. And with those fixes.... APPROVED
  3. So, the things Mad pointed out, but in addition: Combat: You have the same problem with your unarmed attack as Mad pointed out you have with defense. You need at least +5 from base attack as 1/3 of the total bonus needs to be from base attack. Also, you want your Attack Spec to be Attack Spec: Strike, not Unarmed. As you have things right now, your Grapple would be +5 (+4 base, +1 Str), as Attack Spec: Unarmed does not add to that. Also with your defense, right now you only have Dodge Focus 5, which only adds +5 to defense, so your defense would only be +9 total. As you have your toughness right now, your Knockback would be -3. Skills: Attractive only adds to Bluff and Diplomacy, so would not help your Disguise and Gather Information totals. There is no Knowledge (Law), you want Knowledge (Civics) which includes law within it. Feats: As Mad pointed out, Defensive Roll adds +2 toughness, so you only need two ranks. Also, I would suggest maybe dropping All-Out Attack in place of Power Attack (so you can trade off more of your attack bonus for damage). But your call. Powers: As Mad said, you have 47 pp worth, not 37. Also, with your Super Senses, are you applying Extended and Radius to Danger Sense? For one thing, I do not believe adding either of those helps Danger Sense in any way. For another, before you can added extended to a mental sense, you first need to make it ranged. So, final thing, totaling up what you have (and including the correct amount spent on powers) you have spent 162 pp, so you need to find 12 pp of stuff to cut.
  4. So, looking things over, a few small things Mad: Skills: I only count 32 ranks of skills, not 36. So, either you have 4 more ranks to apply, or a pp to use somewhere else. Feats: Please list Equipment 2 as a feat, I almost missed seeing that was not listed and though you were 2 pp short. Powers: I believe you have overspent by 1 pp on your supersenses. I see five things purchased, with Accurate costing 2 pp and the other 4 costing 1 pp each, for only 6 pp, not 7. Also, I would possibly think twice about Throwing Mastery. It is a lot of points for not very much benefit, seeing as your Boomerang does more damage than it. In addition, it would technically be something you could use with the boomerang, but cannot as that would violate PL caps. You might be better served using the points to bring your attack with your club up to PL caps, right now you only have +5 melee and +7 damage with the club, putting you at PL 6 caps in melee.
  5. This time it does not avoid the effect. Then its save vs the snare: nope it is bound and helpless as well.
  6. The first one fails the save to avoid the area effect, but the second one makes it!. Evasion means it avoids the snare altogether. The second save for the first one is a: 11, so bound and helpless.
  7. Velocity managed to work the manual door release and push the two doors open enough so she could slip into the central core of the Lighthouse. The round shaft travelled the entire length of the spacestation, allowing the lifts to travel to all the station's decks. Right now the shaft was pitch black, but luckily the speedster's goggles compensated for that. Pushing off a wall, she angled herself downward, floating though air on her way down toward the engineering level. She did not travel far when she spotted a pair of Communion clinging to a wall and apparently trying to hide in wait. One hand quickly reached down to a pouch on her belt, pulling out a handful of steel ball bearings, which she then hurled at one of the antibodies in a blur of motion. *CRACK* *CRACK* *CRACK* Miniature sonic booms echoed in the confined space, as the ball bearings broke the sound barrier on their way toward the target. However, the speedster aim was off due to the zero gravity, and the hypersonic projectiles ricocheted off the walls, missing just to one side of the antibody. Velocity's momentum kept her moving down toward the antibodies, both of which pushed off the walls they were clinging to and up toward the speedster. Green energy crackled along their clawed hands as they slashed them toward the yellow clad speedster. But even floating in the zero gravity, Velocity was still too quick and agile to be an easy target, and she twisted and turned out of the way of each attack.
  8. So now it is: Round Six 52 Velocity (unharmed, 4 HP) 25 Fleur de Joie (bruised, 4 HP) 19 Gaian Knight (unharmed, 5 HP) 19 Boarding party 4 (2 minions on Fleur, 2 minions on Gaian) 19 Boarding party 10 17 Boarding party 13 14 Gabriel (bruised, 2 HP) 10 Boarding party 1 (fighting Gabriel, 1 left - minion) 10 Boarding party 9 (Tiamat, Comrade Frost there, 4 left) 8 Boarding party 2 7 Tiamat (bruised, dazed on Round 5) 3 Comrade Frost (unharmed, 3 HP) Velocity will start down the central core and along the way, spot a pair of antibodies that were trying to lay in wait. She will a barrage of steel ball bearings flying at one at hypersonic speeds (Rapid Fire), using Power Attack (-2 atk/+2 dam): missing with a 17. The two antibodies use their readied actions to propel themselves at her (standard action charge +2 at/-2 def): but neither come anywhere near hitting her. Fleur is up!
  9. GM Up on one of the rock plateaus, Seresk trudged forward toward the nearest heavy weapon emplacement, his large spiked tail whipping around as he came to a halt, aimed at the weapon itself. The club like tail smashed into the large energy weapon with tremendous force, smashing it apart and knocking the crew to the ground. Pulling his tail back, the large reptilian Praetorian turned his attention toward the next heavy weapon, just as the pirates manning it lowered its barrel and fired. The powerful energy beam kicked up dust as it crossed the short distance in a blink of an eye, hitting Seresk squarely in the torso. Bits of rubble flew in all directions from the impact of the blast, but the hulking reptilian figure held his ground, seemingly uninjured by the powerful blast. Several other pirates fired their personal blasters at the figure, although they had little hope the weaker energy weapons would be any more effective. That fear was quickly confirmed, as several of the blasts glanced harmlessly off Seresk's scaly hide. Over on the other plateau, two of the heavy weapons took aim at Paradigm, but were unable to track the flying Naram quickly enough, their powerful blasts missing their mark. A few of the other pirates managed to score hits with their personal blasters, but the attacks proved no more effective against the flying woman than they had against Seresk.
  10. Okay, Moon does not spot any threats in the immediate area. Everything seems quiet and no sign that the pirates are aware you’re here. Up on the plateau above, Seresk moves toward one of the heavy weapon emplacements, whipping his large spiked tail around at it: hitting with a 26. The weapon only gets a 14 on its toughness save, and is destroyed. Two of the heavy weapons on the other plateau take aim at Paradigm: both missing. Another heavy gun fires at Seresk, hitting with a 21. Seresk easily makes his toughness save with a 32. Numerous other pirates open fire with hand held blasters, but even those that hit cannot penetrate the Impervious protection of the two Praetorians on the ground. So, we are on to: Round Two 19 Dragonid (unharmed, 1 HP) 19 Kharag (unharmed, 2 HP) 17 Paradigm (unharmed, 2 HP) 16 Energy Controller (unharmed) 13 Traveller (unharmed, 1 HP) 11 Moon Moth (unharmed, 3 HP) 10 Lightning Controller (unharmed) 8 Telekinetic (unharmed) 7 Seresk (unharmed) 2 Average pirates Dragonid is up!
  11. Okay, Moon does not spot any threats in the immediate area. Everything seems quiet and no sign that the pirates are aware you’re here. Up on the plateau above, Seresk moves toward one of the heavy weapon emplacements, whipping his large spiked tail around at it: hitting with a 26. The weapon only gets a 14 on its toughness save, and is destroyed. Two of the heavy weapons on the other plateau take aim at Paradigm: both missing. Another heavy gun fires at Seresk, hitting with a 21. Seresk easily makes his toughness save with a 32. Numerous other pirates open fire with hand held blasters, but even those that hit cannot penetrate the Impervious protection of the two Praetorians on the ground. So, we are on to: Round Two 19 Dragonid (unharmed, 1 HP) 19 Kharag (unharmed, 2 HP) 17 Paradigm (unharmed, 2 HP) 16 Energy Controller (unharmed) 13 Traveller (unharmed, 1 HP) 11 Moon Moth (unharmed, 3 HP) 10 Lightning Controller (unharmed) 8 Telekinetic (unharmed) 7 Seresk (unharmed) 2 Average pirates Dragonid is up!
  12. Paradigm gets a 21 for initiative.
  13. Not Paradigm's strong point, but she gets a 28!
  14. GM Traveller guided the small shuttle craft low over the rocky surface of the planet, headed toward one of the outer sides of the plateaus surrounding the valley. As the shuttle drew near, those inside could see the blasts of the pirates' heavy weapons streaking into the sky, likely targeted at their fellow Praetorians, who were too small to see from this distance. The shuttle landed next to a small cliff along the side of the plateau, a location that gave them at least some concealment from anyone that might be located up on the top of the plateau. As Traveller powered the shuttle down, those seated inside took a moment to look out the cockpit at the area around them. So far, the area around them seemed deserted, and given that they were not yet being fired upon, it appeared that for the moment their approach was undetected. The two other recent additions to the Praetorians got up from their seats, moving over and opening the rear loading door of the shuttle. A hot wind immediately blew in, sweeping in dust and sand, but the air was breathable, for those that needed to breath anyway.
  15. "Well…" Bittman began, looking slightly uneasy, "I am not sure why he might target me. Although, I was in the crowd when they opened the time capsule at the Mayfair Building, when that supervillain showed up and then you did to stop him and his goons. I…I was hoping to try to talk to the owner of the Mayfair about possibly getting anything associated with the Garrote for the museum." Bittman gave a small sigh as he look downcast, but continued. "See…business has been in decline for some time now, and I…I have been desperate to try to find something to get more people in here so I can keep the museum going. With the recent attention that was out there about the Garrote, I thought if I could get something associated with him I might be able to attract more people." The curator looked over at the unconscious figure, shuddering slightly. "How could I have been so blind to what a monster the legacy of the Garrote was?" When Coiled Lighting pulled back the hood of the dark cloak, he reveled the good looking features of a young man in his early twenties with dark brown hair. Bittman shook his head after taking a look at the unconscious young man. "No, I do not recognize him."
  16. The antibody (I assume the one attacking Tiamat?) fails its toughness save with a 17, so it is done.
  17. The first one goes down. You are close enough to Foreshadow that you do not need to move to attack the one attack him. That one goes down as well.
  18. The first antibody misses toughness save. Assuming you will takedown the second: it makes its save.
  19. GM <Bloody wonderful.> Synapse replied to Ulysses' comment. <But as long as it keeps focused on the Communion, should not be too much of a problem.> Out on the grounds of the UNISON headquarters, more of the Communion antibodies rushed toward the defenders of the building housing the Uni-Storm space fighters. A pair moved toward Foreshadow, the first lunging at the dark clad hero, causing him to step to one side, right into the path of the second antibody. The creature's long claws slashed at Foreshadow's stomach, who was just able to twist to one side, avoiding potentially serious damage and instead ending up with only some minor gashed on one side. The antibody that withstood Coiled Lightning's whip rushed toward the hero, but missed as he dodged aside. Over on the other side of the building, the antibody that had taken the hit from Ulysses reached out toward the steam powered hero as its hands crackled with green energy. Grasping Ulysses' forearm, the green energy arched up the man's arm, causing his muscles to stiffen and pinpricks of pain to shoot through his body. Ulysses staggered back a half step, but managed to remain on his feet as another anitbody began to close around him along with the first. Up in the sky, Stella blasts another of the needle fighters to dust.
  20. <I have something of an advantage. My mind operates far quicker than average.> Dee replied mentally to Erik's question. <Although there was a short period of getting used to it. A large part of that was learning not to always reach into another's mind.> At the question asked aloud, the young Englishwoman picked up her wine glass and took a sip as she took another moment to look back out at the skyline that was slowly passing by. "Well, although I have come to detest my family's estate in Dorset, I still have happy memories of the grounds around it. The countryside in the area can be quite breathtaking in places as well."
  21. Dee had done her best not to engage in too much small talk with Lady Pennington, quickly noting how well briefed the woman appeared to be on them all. When Angus finally arrived and they got down to business, the Englishwoman remained quiet as the older woman mentioned the mission that had brought Dee into the fold of the Ministry as part of the new Vanguard. "Well, she doesn't need to bother about anything for me." Dee replied as Lady Pennington mentioned arranging some sort of honors for her and Angus. "Just something I would have to refuse to accept anyway." As the older woman went on about the changes in the Ministry and the shutting down of various projects, Dee could not help but stiffen unintentionally at the mention of providing care to the subjects of some of those projects. "I will be around if you need help rooting out anyone that is compromised." She replied quietly, turning to regard Erik as he spoke up about wondering what there was to be gained in agreeing to be part of the new Vanguard. Dee could understand where Erik was coming from, she still had very little trust for anyone in the Ministry, or much else of the government bureaucracy. But she knew she could trust Angus, and Erik, and even Ulysses, so long as that strange Spirit of Industry was not trying to take control of his body. "You remember the Sleeper?" Dee asked, more a rhetorical question. "This is about like that."
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