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Dr Archeville

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  1. Marvel's YouTube page has many of the micro-eps up. What little I've seen has piqued my interest.
  2. Welcome, new peoples! So very, very true. Though there are some elements of the HERO system that will definitely help you wrap your brain around M&M (as opposed to someone who comes from just a D&D background), since they both use many of the same ideas. Do you mean Memento mori?
  3. Great Old Spice Body Wash Xc90UhV6hJA
  4. Fulcrum streaked through the air, who-knows-what thoughts going through her head, when her attention was suddenly diverted by a focused bolt of hypercompressed air whizzing by her ear! Cyclone's silvery form flew above her, and he was preparing for another shot! Thunderbolt turned and ran back into the Castle. Suddenly his body converted completely to electrical energy, and bolted into a nearby robot recharge station! The Castle's monitors showed him appearing at the 4th floor r&D labs, where Slick was doing a second sweep of the room. Radium, again bound by Archeville's metallic capturefoam, was hating everything right now. He focused that hatred -- and his own biologically-generated nuclear energies -- into a fine beam, which cut away large portions of the foam restraints. He was not totally free, but he was mobile enough to be a threat! Blackstar turned and ran through the gate, but before entering the Castle itself, he knelt down and began wailing on the courtyard ground! Why? Was he up to some diabolical plan, or merely venting frustrations?
  5. "" With his left hand the Doktor used his techno-wand to order the Castle's defenses to focus on Radium, then set the gadget to a new function. With his left, he rapidly reconfigured some of the components of his Gravimetric Belt; rather than create a protective field around him, it would dissociate the gravitic bonds between his molecules until he was as intangible as a wraith. He flew up through the ceiling, rising before Binder, whose surprise could be seen even through his suit. " Meanwhile, at the Castle entry, Radium was again attacked by the Castle's defenses, and again encased in super-science quick-hardening metallic foam!
  6. Binder continued up to the 3rd floor, making a bee-line for the very research laboratory Mona saw as she had entered the Castle. The handful of scientists present, already alert due to the warning klaxons sounding through the building, were still unprepared for the armored man who flew in and doused them all with a stream of fast-hardening resin. All were held fast, leaving the intruder to do as he willed in the lab. Slick, no longer running in circles, concentrated for a moment to free Blackstar of the effects of the increased friction field he was still under. He then skated inside, and was next to the still-bound Radium. He concentrated on that teammate for a moment, decreasing all friction around him in the same way it shed off him, and the super-science metallic foam from Scholl Wissenschaft's defenses slid away from the now frictionless Nuclear Reactor That Walked Like A Man. The featureless red form nodded to the purple blur, which had already sped off, up to the 4th floor.
  7. That does, in fact, miss. 20 -- Blackstar -- Unharmed, Entangled (Snare 8), Shaken 18 -- Fulcrum -- Unharmed -- 1 HP 17 -- Binder -- Unharmed, Shaken 16 -- Slick -- Unharmed, Shaken 14 -- Dok -- Unharmed -- 5 HPs 11 -- Cyclone -- Unharmed, Shaken 4 -- Thunderbolt -- Bruised, Shaken 4 -- Radium -- Unharmed, Bound/Helpless (Snare 13), Shaken Binder Move Action: Fly to the R&D labs on the 3rd floor (life sciences). Standard Action: Line Area Snare to bind everyone. There are six scientists present. Reflex saves vs. Area of Area Snare (DC 17) (1d20=19, 1d20=13, 1d20=10, 1d20=17, 1d20=20, 1d20=16) #1,4 and 5 made it! Reflex saves vs. Snare of Area Snare (DC 17 for 2,3, and 6, DC 13 for 1,4 and 5) (1d20=18, 1d20=16, 1d20=13, 1d20=11, 1d20=9, 1d20=16) All fail, and since all are treated Minions, any failure is the worst result, so all are bound & helpless. Slick Free Action: Reverse effects of Snare, freeing Blackstar. Move Action (Partial): Race into the Castle, sees Radium is bound. Standard Action: Extra Effort to stunt an Affects Others Sustained Immunity 5 (entrapment effects) off his Friction Control array, and use it on Radium, freeing him. Will be fatigued at start of his turn next round. Move Action (Partial): Race to R&D labs on the 4th floor (physical sciences). 20 -- Blackstar -- Unharmed, Shaken 18 -- Fulcrum -- Unharmed -- 1 HP 17 -- Binder -- Unharmed, Shaken 16 -- Slick -- Unharmed, Shaken (will be fatigued at his turn next round) 14 -- Dok -- Unharmed -- 5 HPs 11 -- Cyclone -- Unharmed, Shaken 4 -- Thunderbolt -- Bruised, Shaken 4 -- Radium -- Unharmed, Shaken Dok Standard Action: Reconfigure Gadget to Free Action: HP to gain the Alternate Power power feat, to stunt an Intangibility Field off his Force Field. Move Action: Fly up to 3rd floor R&D lab, where Binder is. Extra Effort to SURGE and gain another Standard Action. Will be fatigued at beginning of his turn next round. Standard Action: Use Dazzle on Binder. Attack vs. Binder (Defense 16) w/ Dazzle; DC 17 Ref save to avoid if it hits (1d20+8=14) Misses! HP to re-roll. 4 HP now. Attack vs. Binder (Defense 16) w/ Dazzle; DC 17 Ref save to avoid if it hits; HP re-roll (1d20+8=22) Hits Reflex save vs. Dazzle (DC 17), w/ +4 for Visual Sensory Shield (1d20+9=15) He's blind! Castle Defenses Attacks Radium w/ Snare Attack vs. Radium (Defense 16); DC 23 Reflex save (for Snare 13) if it hits (1d20+14=28) Reflex save (DC 23) vs. Snare (1d20+7=10) Fails by 5+, so he is again bound/helpless. Note: Effects of Dok's intimidate ends, so the baddies are no longer Shaken. 20 -- Blackstar -- Unharmed 18 -- Fulcrum -- Unharmed -- 1 HP 17 -- Binder -- Unharmed, Blind 16 -- Slick -- Unharmed (will be fatigued at his turn next round) 14 -- Dok -- Unharmed -- 4 HPs (will be fatigued at his turn next round) 11 -- Cyclone -- Unharmed 4 -- Thunderbolt -- Bruised x2 4 -- Radium -- Unharmed, Bound/Helpless (Snare 13) Cyclone Move Action: Move to attack Fulcrum. Standard Action: Attack vs. Fulcrum (Defense 18), with +2 from Master Plan ; Blast 9 [Knockback 6], so DC 24 Toughness if it hits, and if it stuns her, knockback is treated as if it is a Blast 15 (1d20+8=17) Free Action: Wish he had set his Favored Environment bonus at the beginning of the round to attack, not defense. Thunderbolt Move Action: Run into Castle Move Action: Transmit via Castle's power grid to the 4th floor R&D lab. Radium So angry... Extra Effort to stunt Corrosion 7 off his Radiation Control 10. Will be fatigued at beginning of his turn next round. Full Round: Use Corrosion. This reduces the Toughness of the Snare (which, being an unattended and inanimate object, does not get a save, it just takes the full effect of the Drain Toughness part) to 6. Radium's taking a full round to destroy it, so it "takes 5," for a total of 11. DC of the Toughness save of th Damage portion of the Corrosion is 22, so it fails by 11. That puts it as disabled/badly damaged, which I'll say is enough to reduce the Snare from bound/helpless to merely entangled. Begin Round 4 20 -- Blackstar -- Unharmed 18 -- Fulcrum -- Unharmed -- 1 HP 17 -- Binder -- Unharmed, Blind 16 -- Slick -- Unharmed (will be fatigued at his turn next round) 14 -- Dok -- Unharmed -- 4 HPs (will be fatigued at his turn next round) 11 -- Cyclone -- Unharmed 4 -- Thunderbolt -- Bruised x2 4 -- Radium -- Unharmed, Entangled (Snare 6); (will be fatigued at his turn next round) Blackstar Move Action: Runs inside Castle, but not very far in -- just to the courtyard beyond the front gate. Standard Action: Attacks floor. Why? Who knows?! Floor is of Schloss Wissenschaft is Toughness 20. Taking 10 on Toughness saves gets it a 30. Blackstar can't miss, but he also can't do enough damage to even dent it. Fulcrum's up, and I don't need any saves from her at this time!
  8. Despite having seen them numerous times, Jack Jr.'s fangs still creeped him out a little. "Danke, Jack... everyding looks good, no signs of gum diseases or throat infections. He has been... eating vell?" The Doktor nodded at Erin's words, "ah, dat is very good to hear. How are your studies going?" he asked out of the blue.
  9. Actually, it is not. The only Knowledge skill needed for inventions/the Inventor feat is Knowledge (Technology). And even that's not needed if you're jury-rigging. Of course, having Knowledge (Physical Sciences) is something he should have if he's, say, a nuclear physicist.
  10. "Over my dead body!" a familiar and rich tenor voice echoed. Doktor Archeville, the secret benefactor of the Interceptors -- who had only barely been heard from by Mona in the past week, and not at all by the others in that time -- appeared in the doorway, though the lack of a light show or any feelings of vertigo indicated he had not teleported in, but came in through more conventional means. Had he been standing there long? Who knows! What was clear, though, was that he looked royally ticked off. He stomped towards Erik and Ellie, gesticulating wildly, "this is a tactical command center for extranormal police & rescue operations, not some college dorm where you can just have friends and family in whenever you want! The only way she is staying here..." His facial features and vocal tone did a 180, and he looked upon Ellie with a very kind and welcoming look, "is if I am here to help you move in! That is, if you even want to, of course. You are more than welcome to, given how highly I regard the two who could vouch for you." The super-scientist cocked his head to Erik, and smirked, "'bout time you told them."
  11. The fifth line of the Newbie Guide answers that: Besides, 3E isn't even out yet (not as its own thing), so we're nowhere close to considering whether or not we'd change. (Though we did adapt/assimilate/steal some 3E stuff for our House Rules.)
  12. Midnight's cycle sped down the city streets, though to him it could not go fast enough. Something had happened, would be happening, to his grandfather, and he would not allow that. Minutes later they'd reached the spot the odd zombie had described, the seaside mouth of a cavern half a mile south of Providence Asylum. The crisp sea air and clear, cloudless (and moonless) night sky was an eerie contrast to whatever dread things might wait withing the caverns. And that's if the ones behind this were here -- all Trevor knew from the dead man was that this is where he was killed, but it was not necessarily where the bad guys were holed up. But it was the only lead they had, so here they were. The other dead man, the one who'd been riding with Trevor, was silent through the trip. Or, if he had said anything, Trevor's intense focus had blocked it out. Once they arrived, though,it spoke up. "Some bad stuff's gone down here," it said in a strained whisper, "I'm sensin' lots'a magic 'round here."
  13. Knievel's nearly-invisible radiation blast punched through Archeville's force field, shorting it out and causing the super-scientist to reel! "Nice von... Taylor," the Doktor grunted, referring to the barely-conscious Knievel by his birth name. "I t'ought I had... fortified meinself... against dat attack... since de last time you... you used it on me. Seems I haff... more vork to do." "Und you, Erik," he grunted, turning to Malice, "vhen did you break out? It cannot haff been dat long ago... I dink I vould haff heard of... of your escape by now." As he talked, the Doktor used his Electromagnetic Screwdriver to rapidly scan through Malice's armor. In moments he isolated the bomb control components, and the frequency it operated on. Suddenly Archeville straightened up, reactivated his force field with his right hand, and with his left held up his wondrous techno-wand. The lights flashing on one end matched a few blinking lights on Malice's HUD -- the one for the bomb controls. Which had all just gone off. "Guess I vill haff to tell de men at Blackstone to do a better job at holding you vhen ve send you back. Seeing as how I just overrode your control of de bombs... und now dey are all under mein control! Muah hah hah hah hah!"
  14. All in. Also, we forgot that Knievel's blast had actually bruised & stunned Dok, and made his Force Field fall! 3 HPs. Fatigued. Also Bruised form Knievel's shot, and stunned until Knievel's next action. Brain's in Combat Mode No force field up. Free Action: Spend HP to recover and clear stun. 2 HP now. Free Action: Maintain Combat Brain Free Action: Raise Force Field. Move Action: Reconfigure Gadget to mimic the bomb controls in Malice's armor. All 15 points go to "Disarm Bombs." Standard Action: Deactivate all bombs. Free Action: Cackle madly.
  15. Heh, Blackstar should've power attacked So, what's our sightless superheroine going to do now? You'll get a Fort save on Thunderbolt's initiative to try and shake it off. Though you can spend an HP to make an attempt now.
  16. Schwarzstern (Blackstar) PL: 10 (150PP) Trade-Offs: -2 Attack/+2 Damage, -2 Defense/+2 Toughness when Dense, +2 Defense/-2 Toughness when Incorporeal Background/History: Overweight, ugly, socially maladjusted, and acne-covered, Johannes Wagner had only one redeeming feature as a child: his brain. He was highly intelligent, with a real gift for science. But that was small consolation for the universe of taunts, insults, and bullying he endured growing up in Schönwald im Schwarzwald (the same German village Doktor Archeville had called home). Things didn't improve much in at the Technical University Munich, though by that point the abuse mostly took the form of people leaving him alone and whispering insulting comments behind his back. But his researches into gravitics and density earned him his doctorate, and attracted the attentions of several major corporations. They didn't care what he looked or acted like, as long as he could produce profitable new technologies. Wagner took a job with Multitrex Incorporated. Hoping to find acceptance among the scientific staff there, he was rudely disappointed as his colleagues rejected his radical, cutting-edge theories about gravitics. He became angrier and angrier over the way he was treated, and his work began to suffer. Finally, in an effort to prove that his theories were valid, Wagner pushed forward with an experimental procedure to produce a density alteration device. Unfortunately, in his desire to show results, he went too far, too fast -- his technology wasn't ready for practical trials yet. The machinery exploded, bombarding Wagner with gravitic waves. But instead of killing him, the waves somehow altered his body. Almost instantly, he became taller, athletically proportioned, handsome, and stronger; so what if his skin was now slate-gray? He soon discovered he had the ability to alter his density -- he could make himself intangible, or weigh over two thousand pounds. Now the shoe was on the other foot! Now he could take what he wanted, and no one could stop him. He smashed his way out of Multitrex, making sure to destroy the other scientists' precious experiments on his way out, and launched a career of crime as Schwarzstern (Blackstar). Not long after that, he met Binder and became the first member of the Science Squad. Personality/Motivation: Blackstar's primary motivating factor is his love of fighting. He likes nothing better than mixing it up with other superhumans (particularly super-strong ones) and proving that he's the best -- it's his way of getting back at the world for the abuse and scorn he suffered as a child. He never retreats or surrenders, but keeps fighting until he wins, gets knocked out, or his teammates drag him away. He gets even angrier if someone insults him (that reminds him of the bad old days when he was a wimp), and gladly picks that person out for some special punishment. Blackstar suffers from a significant fear of heights (dating from several unpleasant let's-dangle-the-nerd-out-the-window incidents from his childhood). This restricts his combat tactics somewhat; he rarely makes prodigious leaps like most "bricks," and won't let his flying teammates carry him very far off the ground unless it's absolutely necessary. Quote: "" Powers/Tactics: Blackstar's powers involve control over his own density. He can become so diffuse as to be intangible (handy for breaking into vaults and such), or so dense that he weighs over a ton and is immensely strong; even when not actively using his powers, his physical form is strongly cohesive. He has to be careful where he uses his Density, though, as only solid ground or a similarly reinforced surface can support his weight. In addition to his density alteration powers, Blackstar possesses an unusual "selective gravity" power. He can increase his personal gravitic attraction to draw people to him, or hold them to him even without using his hands. He sometimes uses this ability to hold a foe motionless while he and his teammates beat the poor victim to a pulp. A favorite Science Squad tactic is for Cyclone to pick Blackstar up at his normal weight, and then make a "fastball special" or similar attack, with Blackstar increasing his density in mid-flight. The only restriction on this tactic is Blackstar's fear of heights; he's not likely to let Cyclone carry him up high and then drop him. (This fear is also why he's never developed the Leaping power so common to Powerhouses.) Campaign Use: See introductory text for general information. Blackstar happily Hunts anyone who annoys him too much; he particularly likes to pursue other bricks so he can show his superiority by beating them up. His Hunting isn't subtle; he simply picks an appropriate moment and attacks (taking care to choose battlefields where he can employ all of his Density Increase). Appearance: Blackstar wears a dark grey costume with a black star on the chest, and a matching star on his belt buckle. His gloves, boots, and belt are gold, but his mask matches the rest of his costume. He sometimes wears a high-collared gold cape, though even when he does wear it, he often takes it off before going into battle so it won't get in his way while he smashes superheroes. Abilities: 6 + 6 + 6 + 10 + 2 + 0 = 30pp Str 34/16 (+12/+3) Dex 16 (+3) Con 16 (+3) Int 20 (+5) Wis 12 (+1) Cha 10 (+0) Combat: 8 + 12 = 20pp Initiative: +3 Attack: +4 ranged, +8 melee Grapple: +23, +11 w/out Density; +12 w/ Telekinesis Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed; +12 (+6 Base, +6 Dodge Focus), +3 flat-footed when Incorporeal Knockback: -11, -6 w/out Density Saving Throws: 5 + 2 + 4 = 11pp Toughness +12 (Impervious 9); +8 (Imp 5) w/out Density Fortitude +8 (+3 Con, +5) Reflex +5, +10 when Incorporeal (+3 Dex, +2/+7) Will +5 (+1 Wis, +4) Skills: 52 = 13pp Computers 5 (+10) Craft (electronics) 10 (+15) Intimidate 10 (+10) Knowledge (physical sciences) 10 (+15) Knowledge (technology) 10 (+15) Language 3 (English, French, German [native], Italian) Notice 4 (+5) Feats: 13PP All-Out Attack Attack Focus (Melee) 4 Dodge Focus 2 Inventor Power Attack Startle Takedown Attack Teamwork 2 Powers: 36 + 4 + 10 + 13 = 63PP Density Manipulation Array 17.5 (35 points; PF: Alternate Power) [36PP] BE: Density 9 (+18 Strength [to 34/+12], +4 Imp Toughness, Immovable 3, Super-Str 3 [effective Str 49], x10 mass [2,200 lbs.]; Extra: Linked [super-Str]) {27} + Linked Super-Strength 3 (total effective Str 64; PFs: Demolish, Groundstrike) {8} {27+8=35/35 AP: Enhanced Feats 6 (Dodge Focus 4, Evasion 2) {6} and Enhanced Reflexes 5 {5} and Insubstantial 4 (incorporeal; affected by force, gravitic, or magnetic attacks; Extra: Duration [Continuous]) {24} {6+5+24=35/35} Device 1 (Mask Radio, 5 points; Flaw: Hard to Lose) [4PP] Communication 4 (radio, 1 mile) [4pp] Super-Senses 1 (radio) [1pp] 1 + 4 = 5/5 Protection 5 (Extra: Impervious) [10PP] Telekinesis 6 (Str 30; Extra: Range [Perception]; Flaw: Only to pull objects directly to him and/or "stick" them to him; PF: Subtle) [13PP] Drawbacks: 0 + 0 + 0 = 0pp None DC Block: ATTACK RANGE SAVE EFFECT Unarmed, Normal Touch DC 18 Toughness (Staged) Damage Unarmed, Dense Touch DC 27 Toughness (Staged) Damage Demolish Touch DC 22 Fort or Toughness (Staged) Drain Toughness, Affects Objects Groundstrike 100 ft. DC 20 Reflex Area Trip Abilities (30) + Combat (20) + Saving Throws (11) + Skills (13) + Feats (13) + Powers (63) - Drawbacks (0) = 150/150pp Schwarzstern Plot Seeds Blackstar's powers begin to feed back on him. He becomes weaker and wimpier, and more importantly his Selective Gravity ability goes haywire. He's wreaking environmental havoc by altering gravity wherever he goes. If the PCs don't stop him and cure him, he's likely to cause citywide devastation. Blackstar works with a sleazy promoter to set up a secret "Superhuman Toughman Competition" so he can prove he's the strongest, toughest guy around. The PCs may want to take part, or try to stop it to keep anyone from getting hurt. One of Blackstar's density experiments accidentally breaches a dimensional barrier and brings some strange, demonic-looking aliens to Earth. They steal Blackstar's power and start using it themselves to attack and conquer Earth. The PCs have to work with Blackstar to return his power to him and defeat the aliens.
  17. Radium PL: 10 (150PP) Trade-Offs: -2 Attack/+2 Damage, -2 Defense/+2 Toughness Background/History: In 1994, Jean Martin, a private in the French Army, volunteered for a "wargame" called Projet: Rayon de Soleil (Project: Sunburst) so he could earn some extra pay. In fact, the unscrupulous generals running the "wargame" were actually conducting an experiment to evaluate the effects of nuclear war on the average soldier (and see if they could controllably create beings like Hiroshima Shadow or Gamma the Atom Smasher). Martin lined up for the wargame preparations like everyone else, and suddenly saw a bright light off in the distance. As the light got closer, he passed out. He woke up, days later, in a secured military hospital. Something had happened to him; he couldn't talk! The doctors explained to him that he'd been subjected to a minor nuclear blast, and that the radiation had somehow burned out his vocal chords. They were conducting tests to find out if there were any other effects. Martin soon discovered he was one of the lucky ones. All around him, dozens of other Sunburst test subjects were slowly and painfully dying of radiation sickness. But he began to feel better and better -- more energetic, more alive, than ever before. Then came the day when the doctors realized he was emitting radiation... enormous amounts of it, through some biologically-controlled process. To keep themselves safe from him, they designed a containment suit he had to wear night and day. He didn't like that very much. Further tests determined that he could actually project bursts of radiation on command, causing damage to both living and unliving matter. He kept practicing, and soon developed other abilities. Now he knew the Army would never let him go; it'd make him one of its pet super-soldiers. He liked that even less. One night, Martin was awakened by a strange figure in an armored costume. "Do you want to get out of here?" the person asked him. Martin frantically nodded his head and gestured toward the door. "There's a lot of security between here and the outside world. If I take a chance on you, will you work for me? I can design a better suit for you, help you cope with your condition -- and make you rich." "Rich" sounded good. Rich he liked. He nodded again. A half an hour and a lot of glued-up soldiers later, Binder led him to a waiting vehicle and they sped off into the night. Soon Radium was a full-fledged member of the Science Squad. Personality/Motivation: Radium is bitter and angry about his condition. Cut off from normal human interaction because his radioactive body harms people if he takes off his containment suit, he isn't even able to talk to other people. He's become vindictive and cruel, taking out his frustrations on other people at the slightest opportunity. (His gratitude to Binder, who has made his life as good as possible, keeps him from treating his teammates this way.) He particularly hates chatterboxes, and will gladly shut them up... permanently. Although he's glad to help out with Science Squad missions, beyond that Radium doesn't have much ambition or drive. He spends most of his time watching TV and rented movies. Slick often hangs out with him and watches, too. He talks too much, but it's better than watching alone. Quote: None. Radium cannot speak. He communicates through gestures, writing, and the occasional grunt. Powers/Tactics: The Project Sunburst experiment bombarded Radium's body with high-intensity radiation, which for unknown reasons his body somehow "metabolized." Radium's flesh is actually part-energy now, which makes him unusually resistant to energy damage and protects him from other forms of harm (he no longer needs to breathe or eat, for example). In addition to his body's ambient radiation (which temporarily sickens anyone who touches him), he can emit destructive blasts of pure radioactive energy. Radium has to wear his containment suit at all times. If his suit is removed or significantly damaged, it can no longer counteract the Permanent Drain Con/Environmental Control, making the area around him dangerously radioactive until he can replace the suit. Even worse, if he is reduced to dying by physical or energy attacks, there's a danger he will explode. (This is largely a Plot Device effect, with the exact trigger, size and intensity being left up to the GM.) In battle, Radium usually focuses on enemy energy projectors, since he has so much protection from energy damage. If his normal Radiation Control/Blast won't work, he can vary it so it causes sickness and weakness, or temporarily boost its power (i.e., use Extra Effort to increase his Radiation Blast by two ranks, to 14). Campaign Use: See introductory text for general information. Radium doesn't Hunt heroes; he just doesn't care that much. He'll do his job, and follow any orders Binder gives him, but left to his own devices he'll just go back to watching television. Appearance: Radium wears a featureless skintight red containment suit that covers his entire body. When he uses his powers, they manifest with a sickly green light phenomenon. Abilities: 2 + 6 + 4 + 0 + 2 + 2 = 16pp Str 12 (+1) Dex 16 (+3) Con 14 (+2) Int 10 (+0) Wis 12 (+1) Cha 12 (+1) Combat: 8 + 12 = 20pp Initiative: +3 Attack: +4 melee, +6 ranged, +8 w/ Radiation Powers Grapple: +5 Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -11 vs. Energy, -6 vs. Physical Saving Throws: 6 + 4 + 4 = 14pp Toughness +12 (Impervious 10) vs. Energy, +12 vs. Physical Fort +8 (+2 Con, +6) Ref +6 (+3 Dex, +3) Will +6 (+1 Wis, +5) Skills: 24r = 6pp Intimidate 9 (+10) Knowledge (current events) 5 (+5) Knowledge (popular culture) 5 (+5) Language 1 (French [native], German) Notice 4 (+5) Feats: 9PP Accurate Attack All-Out Attack Attack Focus (Ranged) 2 Dodge Focus 2 Power Attack Precise Shot Startle Powers: 12 + 33 + 13 + 5 + 4 + 27 = 94pp Device 3 (Containment Suit, 15 points, Hard to Lose) [12PP] Drain Con 0 (buys off 5 ranks of the Uncontrolled Flaw) [5] Environmental Control 0 (buys off 4 ranks of the Uncontrolled Flaw) [4] Protection 6 [6] 5 + 4 + 6 = 15/15 Drain Constitution 5 (Extras: Action 3 [Reaction], Area [50-ft. Burst]; Flaw: Uncontrolled; PF: Progression [Area] 1) [21] and Environmental Control 4 (50-ft radius; radiation 2 [moderate]; Extras: Action 3 [Reaction], Duration [Continuous], Linked [Drain Con]; Flaws: Duration [Permanent], Range [Touch], Uncontrolled) [12PP] [21 + 12 = 33PP] Immunity 13 (cold, heat, pressure, radiation damage, sleep, starvation & thirst, suffocation, vacuum) [13PP] Impervious Toughness 10 (Flaw: Limited to Energy) [5PP] Protection 4 [4PP] Radiation Control Array 12 (24 points; PFs: Accurate, Alternate Power x2) [27PP] BP: Blast 12 (radiation blast I) {24/24} AP: Blast 8 (radiation blast II; Extra: Alt Save [Fortitude]) {24/24} AP: Drain Constitution 10 (withering radiation; Extra: Range [Ranged]; PFs: Slow Fade 4 [1pp per hour]) {24/24} Drawbacks: 4 + 5 = 9PP Disability (mute; very common, moderate; 4pp) Weakness (when containment suit is breached by a critical hit, -1 cumulative drain on all abilities per minute; uncommon, moderate; 5pp) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness (Staged) Damage Aura 50 ft. DC 15 Reflex Area DC 15 or 12 Fort Drain Constitution Blast I Ranged DC 27 Toughness (Staged) Damage Blast II Ranged DC 18 Fort (Staged) Damage Drain Con Ranged DC 20 Fort (Staged) Drain Constitution Abilities (16) + Combat (20) + Saving Throws (14) + Skills (6) + Feats (9) + Powers (94) - Drawbacks (9) = 150/150pp Radium Plot Seeds Radium decides there might be Project Sunburst data a doctor could use to cure him, so he starts breaking into military facilities where he thinks the Army might keep the data, hurting and sickening many people in the process. The PCs are asked to help stop him. Defeated in his first attempt to gather data about Project Sunburst, Radium figures he can accomplish the same thing by exposing the Project to the public (and then he could sue the government for big bucks!). He kidnaps a prominent news reporter, but since he can't talk, has trouble communicating what he wants. As an Army "hit squad" controlled by the renegade generals who created Project Sunburst closes in, the PCs have to decide what to do -- do they help Radium (assuming they even understand his actions), or just bring him to justice once more? Radium's powers begin to increase, and the Science Squad kick him out "so you won't give us all cancer, freak." Despondent, he decides to commit "suicide by superhero" and goes on a rampage, not caring that he'll take a big chunk of the city with him when he dies.
  18. Munja (Thunderbolt) PL: 10 (150PP) Trade-Offs: -2 Attack/+2 Damage, -2 Defense/+2 Toughness Background/History: Nikola Jovanović, a skilled Serbian electrical engineer, was working on a new high-voltage power transmission line at an experimental magnetohydrodynamic (MHD) power plant. Unfortunately, not all the workers there were as conscientious as he. Suddenly, an improperly-tightened valve burst open, spraying Jovanović with liquid oxygen. Staggering back, he fell over the catwalk railing and down into the main generator just as it was building to full capacity. There was an incredible flash of light, followed by an explosion that wrecked the generator. Jovanović disappeared. Rescue workers assumed he'd been annihilated by the blast, but suddenly, all the metal railings and fixtures around them began sparking. With a second flash of light, Nikola Jovanović was reborn -- as a living munja (thunderbolt)! Jovanović discovered he'd been transformed from a being of flesh and blood to one composed of "organic electrical energy." People touching him got unpleasant shocks, and until he learned to control himself, tiny bolts of lightning often arced between him and metal objects. Soon he was able to project lightning bolts deliberately, and could even travel instantaneously down wires or between conductive objects! Jovanović soon realized this was a big opportunity. A man with powers like his could do anything! He could become a famous crimefighter, the idol of millions and a savior of humanity -- or a super-criminal, feared and hated, but extremely wealthy. There was no choice. Who cared about the adulation of the masses? Money and power were better than that! A supervillain he would become. It never occurred to him that the accident might have unhinged his mind a little. The first step was to make sure his secret stayed a secret. He slagged the power plant, destroying it utterly, and killing everyone he could find who knew about him. Then, after adopting the costumed identity of Thunderbolt, he began traveling across the country, wrecking other MHD power plants so no one could duplicate the accident that created him. That was how the Science Squad found him, trashing a power plant. When he needed help escaping from superheroes, they provided it, and in return he joined the group. Personality/Motivation: Thunderbolt spent years slaving away for other people, and now he's in control as far as he's concerned. He does what he wants, and he hates having to take orders (which makes him something of a tactical weak link in the Science Squad). He takes himself quite seriously, so condescension or mockery infuriate him and usually provoke a violent response. Even after years of having superpowers, Thunderbolt still can't get enough of them; he's endlessly fascinated by his own abilities, and loves to show them off. This doesn't do much for his tactical effectiveness either, especially when some hero goads him into a "contest of power" to prove who's the best. But he wins such contests more often than not; he can generate some mighty impressive voltage. Thunderbolt has a deep and abiding loathing of Captain Thunder, whom he regards as having "stolen" his name. (Captain Thunder debuted the very day after Jovanović was transformed.) They have yet to meet, but when they do, sparks will fly... literally. Quote: "" Powers/Tactics: Since joining the Science Squad, Thunderbolt has achieved a much finer control over his powers. Once he could only project bolts of electricity, create an electrical field around himself for protection, and use wires and conductive materials to "teleport." Now he can take control of computers and many other types of electricity-using machines, blast his foes with ball lightning, and use his electrical energy to enhance his punches (he really enjoys using the latter attack; it look flashy and makes him feel tough). Unfortunately for him, since Thunderbolt's powers derive from having a quasi-electrical body, he also suffers some significant restrictions. Metallic attacks which pierce his form do extra damage to him, causing an impressive discharge of electrical sparks. If he's restrained with metal -- handcuffed, in a solid metal cage, caught in a wire-cable Snare -- he suffers damage as his body begins to "ground out." If he doesn't "recharge" himself from a source of electricity (such as a household outlet) at least once an hour, he starts to lose cellular cohesion; he'll die if he goes too long without a shot of "juice." Thunderbolt attacks aggressively in combat, especially if he senses a weakness in his foe that he can exploit. He usually opens up with his basic Blast, hoping for an easy, early victory, but he'll switch to more varied attacks if the battle starts to drag out. He's gotten pretty skilled at making Move-By/Turnabout attacks with his Transmit. Campaign Use: See introductory text for general information. Thunderbolt makes a fairly competent Hunter for a heroic PC. He won't go out of his way, but if sufficiently angered or humiliated will find a way to get back at his tormentor. Straightforward attacks are his most common tactic, but he may also resort to nuisance attacks (like shorting out his quarry's power, again and again). Appearance: Thunderbolt's costume is a charcoal black bodysuit with red boots, belt, gloves, and a red M on his chest. His mask covers his entire face, but not the top of his head, leaving his blonde hair visible. He's 5'9" tall and weighs approximately 190 pounds. Abilities: 4 + 6 + 8 + 10 + 2 + 2 = 32pp Str 14 (+2) Dex 16 (+3) Con 18 (+4) Int 20 (+5) Wis 12 (+1) Cha 12 (+1) Combat: 8 + 8 = 16pp Initiative: +7 Attack: +4 melee, +6 ranged, +8 w/ Electricity Attacks Grapple: +7 Defense: +8 (+4 Base, +4 Shield), +2 Flat-Footed Knockback: -11; -3 without Force Field Saving Throws: 4 + 5 + 7 = 16pp Toughness +12 (Imp 10); +4 [imp 2] without Force Field Fort +8 (+4 Con, +4) Ref +8 (+3 Dex, +5) Will +8 (+1 Wis, +7) Skills: 40r = 10pp Computers 5 (+10) Craft (electronics) 10 (+15) Intimidate 4 (+5) Knowledge (physical sciences) 10 (+15) Knowledge (technology) 5 (+10) Language 2 (English, German, Serbian [native]) Notice 4 (+5) Feats: 7PP Accurate Attack Attack Focus (Ranged) 2 Improved Initiative Inventor Power Attack Precise Shot Powers: 28 + 20 + 5 + 16 + 2 + 8 = 79PP Electrical Control 12 (24 points; PFs: Alternate Power x4) [28PP] BE: Blast 12 (lightning) {24/24} AP: Blast 8 (ball lightning; Extra: Area [40-ft. Burst, General]) {24/24} AP: Datalink 9 (global) {9/24} AP: Mind Control 8 (electrical control; Extra: Conscious; Flaw: Limited [Androids/Robots and Battlesuit Systems]; PF: Mental Link; Drawback: Noticeable) {24/24} AP: Strike 10 (Extra: Linked [Dazzle]; PFs: Accurate, Mighty) {12} + Linked Dazzle 12 (Visual; Extra: Linked ; Flaw: Range [Touch]) {12} {12+12=24/24} Force Field 8 (Extras: Impervious, Linked [shield]) [16PP] + Linked Shield 4 (Extras: Linked [Force Field]) [4PP] [16+4=20PP] Healing 1 (Extras: Action 4 [Reaction], Total; Flaws: Personal, Source [Electrical Attacks]) [5PP] Immunity 21 (electricity effect, life support, sleep, starvation & thirst; Flaw: Limited [1/2 effect on electrical effects]) [16PP] Impervious Toughness 2 [2PP] Transmit 6 (between conductors and through wires, 600 ft./20 miles; PFs: Instant Up, Turnabout) [8PP] Drawbacks: 3 + 2 + 5 = 10pp Vulnerable (to metal attacks, x1.5 to save DC modifier; common, moderate; 3pp) Weakness (must recharge with electricity at least once per hour of begin suffering a cumulative -1 drain on Constitution; uncommon, moderate; 2pp) Weakness (to being restrained with metal, -1 cumulative drain on Constitution per minute; uncommon, moderate; 5pp) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness (Staged) Damage Blast Ranged DC 27 Toughness (Staged) Damage Blast, Area Ranged DC 18 Reflex Area DC 23 or 19 Toughness Damage Mind Control Perception DC 18 Will Controlled Strike Touch DC 27 Toughness (Staged) Damage DC 22 Reflex Blinded Abilities (32) + Combat (16) + Saving Throws (16) + Skills (10) + Feats (7) + Powers (79) - Drawbacks (10) = 150/150pp Munja Plot Seeds Thunderbolt's attempt to keep his Secret Identity secret wasn't entirely successful. A survivor of his initial attack is trying to blackmail him. Unable to strike back directly, Thunderbolt plans to try to trick the PCs into eliminating this pest for him. In a terroristic extortion attempt, Thunderbolt takes control of the power grids in [insert city name here] and threatens to short them all out if he's not paid a $10 billion ransom. How can the PCs stop him without creating a disaster? During a Science Squad attack on the PCs' base, Thunderbolt, while teleporting, is accidentally caught in a security subroutine and shunted into the base's computers, from which he cannot escape. Now he has to find his way out -- and hopefully commit a little mayhem in the process (or processor, as the case may be).
  19. Liso (Slick) PL: 10 (150PP) Trade-Offs: -2 Attack/+2 Damage, +2 Defense/-2 Toughness Background/History: Born and raised in northern Portugal, Ricardinho Lopez grew up on the beach, swimming, surfing, playing frisbee and volleyball, and flirting with beautiful women. To keep himself supplied with surfboards, fast cars, and spending money, he got into dealing drugs -- just pot at first, but soon he branched out into harder drugs. Convinced that if he could find "the next crack," he'd be set for life, he began concentrating on designer drugs. As a point of pride, he personally tested each one, so he could describe its effects to his clients. It paid off; he built a big customer base and was raking the money in. Then one of his suppliers sold him an all-new drug. "Hot stuff, man," the guy said. "Fresh from the lab -- no one else has this." Ricky gave it a try, figuring this might be the one to give him the big break he'd been looking for. It did... but not in the way he expected. The experimental drug (he never did learn its name or where it came from) interacted in a very unusual way with his metabolism. Instead of getting him high, or simply killing him, it altered his molecular structure, giving him the power to control friction. Terrified at first, he got over it when he began to realize what he could do with these strange new abilities. He could skate without skates! He could break in anywhere! He could become rich! Liso (Slick, as he christened himself) had a few successes early on, but his confidence got the better of him. He took on some jobs that were more than he could handle, and got beaten badly by superheroes because of it (though he did manage to escape them and stay out of jail). He realized he couldn't do it all by himself; he needed some friends to back him up. He read about the Science Squad and decided they were the ones for him. Some underworld contacts put him in touch with them, and after a brief probationary period, he was accepted into the group. Personality/Motivation: Compared to the rest of the Science Squad, Slick is a pretty normal guy -- laid back, friendly, interested in good old-fashioned male pursuits like fast cars and beautiful women. He's the most stable and personable member of the team, and can be seductive and friendly if he wants. While the others spend time in their laboratories, or in their rooms brooding and scheming, he hangs out with Radium and watches TV, or slides into town to spend time (and a lot of money) at the trendiest nightclubs, where he's known as "Ricky." Slick's one big hang-up (besides his overconfident nature) is his fear of being confined or tied up in any way. It's not claustrophobia, but an intense hatred of being denied his freedom of movement. The longer he's confined, the more anxious and desperate he'll get. The thought of spending time in prison terrifies him. Fortunately, it's hard to keep him restrained for long. Quote: "" Powers/Tactics: Slick has the power to control friction, both as it applies to himself and as it affects others. By decreasing the friction between himself and what he's touching, he can "skate" along at tremendous speeds, or slip effortlessly out of the tightest bonds. By radically increasing or decreasing friction, he can stop other people from moving (even over a wide area), or make it much harder for them to hold onto things and keep their footing. In combat, Slick moves around a lot. He rarely performs Overruns (he doesn't enjoy hurting himself in the process), but a Move-By & Disarm, particularly when enhanced by his Friction Control, is a great tactic. He also makes extensive use of his Snares, which leave the enemy wide-open for his teammates' attacks. Campaign Use: See introductory text for general information. Slick doesn't Hunt heroes; it's just not his style. He might steal a hero's girlfriend just for spite, but nothing more. Appearance: Slick wears a purple-blue bodysuit with a silver swirl design on it. He doesn't wear a mask, but he moves around so much people normally can't get a good look at his features anyway. Abilities: 0 + 10 + 8 + 0 + 0 + 2 = 20pp Str 10 (+0), 34 (+12) when disarming Dex 20 (+5) Con 18 (+4) Int 10 (+0) Wis 10 (+0) Cha 12 (+1) Combat: 8 + 12 = 20pp Initiative: +3 Attack: +4 melee, +6 ranged, +8 Friction Control; +4 more when disarming Grapple: +4 Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -6, -4 flat-footed; -4, -2 flat-footed out of costume Saving Throws: 2 + 4 + 3 = 9pp Toughness: +8 (Imp 4), +4 (Imp 4) flat-footed; no Impervious without Costume Fort: +6 (+4 Con, +2) Ref: +9 (+5 Dex, +4) Will: +3 (+0 Wis, +3) Skills: 36r = 9pp Acrobatics 10 (+15) Bluff 5 (+6, +10 w/ Attractive) Drive 5 (+10) Gather Information 4 (+5) Knowledge (Streetwise) 5 (+5) Language 2 (English, Portuguese [native], Spanish) Notice 5 (+5) Feats: 10PP Acrobatic Bluff Attack Focus (Ranged) 2 Attractive Connected Contacts Improved Grapple Redirect Teamwork 2 Powers: 4 + 8 + 16 + 41 + 5 + 8 = 82PP Concealment 4 (All Visual Senses; Flaws: Limited [Displacement]) [4PP] Device 2 (Armored Costume, 10 points; Flaw: Hard to Lose) [8PP] Communication 5 (radio, 5 miles) [5PP] Impervious Toughness 4 [4PP] Super-Senses 1 (radio) [1PP] 5 + 4 + 1 = 10/10 Enhanced Feats 16 (Defensive Roll 2, Dodge Focus 6, Elusive Target, Evasion 2, Improved Disarm 2, Improved Trip, Instant Up, Move-By Action) [16PP] Friction Control 18 (36 points; PFs: Accurate, Alternate Power x4) [41PP] BE: Enhanced Strength 24 (to 34/+12; Flaw: Limited 2 [Only for opposed Str roll when Disarming]) {8/36} AP: Environmental Control 7 (slickness field; 500-ft. radius, hamper movement 2 [1/4]; Extras: Range [Perception], Selective Attack) {28/36} AP: Snare 12 (focused friction manipulation; Extras: Transparent) {36/36PP} AP: Snare 9 (wide-area friction manipulation; Extras: Area [45-ft. Burst, General], Range [Perception], Selective Attack; Flaw: Limited [Entangle]) {36/36PP} AP: Trip 9 (wide-area friction manipulation; Extras: Area [45-ft. Burst, General], Range [Perception], Selective Attack) {36/36PP} Immunity 5 (entrapment [grappling, snares, bonds]) [5PP] Speed 8 (2,500 mph / 25,000 feet per Move action) [8P] Drawbacks: 0pp None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage Snare Ranged DC 22 Reflex (Staged) Snare Snare, Area Ranged DC 19 Reflex Entangled Abilities (20) + Combat (20) + Saving Throws (9) + Skills (9) + Feats (10) + Powers (82) - Drawbacks (0) = 150/150pp Liso Plot Seeds Slick unknowingly finds himself attracted to a PC's girlfriend or wife and begins hitting on her. Wackiness ensues. Slick discovers that the drug which gave him his powers was a Labyrinth experiment. Now he wants to find out if the Labyrinth deliberately gave him the drug (in which case, he wants revenge), or if getting his hands on the drug was an accident (in which case, he wants to learn more about it, in the hope of improving his powers). Unable to take on the Labyrinth by himself, he decides to trick the PCs into helping him. Wouldn't it be cool to be a movie star? With his good looks and charming personality, Slick figures he can break into the movies easy. Somewhere along the line he encounters one of the PCs, and events spin out from there, as he eventually gets fed up with Hollywood and decides to teach those idiot producers a lesson.
  20. Cyclone PL: 10 (150PP) Trade-Offs: +2 Attack/-2 Damage, +2 Defense/-2 Toughness Background/History: Bernard "Barney" du Lierre was a French pilot and engineer in the Aviation Division of Drake-Victoria, Inc. Hired for his expertise with jet engines, he was soon sidelined by the company's scientific establishment when it became apparent to them that his ideas about engine miniaturization were a pipe dream. Nothing could have enraged du Lierre more. He was a genius; he knew it, everyone at school had known it. All he needed was the chance to prove himself. But again and again, he found his projects canceled, his budgets slashed, and his work scorned. Then he developed a breakthrough the company could actually use -- a small, lightweight, but incredibly powerful jet engine that was certain to revolutionize the field of unmanned aerial vehicles. Du Lierre expected lavish praise, a big raise, and increased budgets for all the rest of his work. What actually happened was that his bosses stole the credit for his work. They got the raises; he got the shaft. That was pretty much the last straw. Rather than turn over his notes and prototypes, du Lierre took them and fled, becoming a fugitive. Well, if Drake-Victoria wanted to arrest him, fine. He'd give them a real reason to arrest him! Over the next several months du Lierre designed a special armored suit for himself, one tough enough to withstand the g-forces generated by his miniaturized engine. He equipped it with several weapons using compressed air. Inspired by those weapons, he took the name Cyclone. He started his criminal career by attacking several Drake-Victoria facilities, stealing valuable technology, data, and materials. His "cyclone blasts" were so destructive that he soon earned a reputation as a dangerous super-criminal, though he actually went out of his way to minimize casualties as much as possible. When Binder heard about Bernard du Lierre, it didn't take long for him to put two and two together and realize who Cyclone really was. Du Lierre was surprised to return to his "headquarters" (an old warehouse he'd rented) one day to find Binder waiting for him. Sharing his own tale of oppression and institutional theft of his hard work, Binder made Cyclone a friend and ally -- and soon, a member of the Science Squad. Personality/Motivation: Cyclone's career as a supervillain stems from being angry at the world. Like Binder, he feels as if he's been cheated, overlooked, and snubbed by people all his life, and he's finally gotten so sick of it he intends to show them just who's boss. If given the opportunity to strike back at anyone he considers a former tormentor, he'll almost certainly take it (even if it means endangering a mission). Cyclone isn't really "into" the supervillain game, and it shows. He doesn't have much of a grasp of tactics or criminal common sense; he often spends more time showing off (flying rings around his opponents, announcing just how powerful his attack will be before he makes it, wasting an action marveling at how cool his armor is) than he does trying to achieve his objectives. Binder is working with him to correct this fault, but it will take time. Unlike some of his teammates, Cyclone is a pretty mild-mannered and nonviolent guy. He doesn't like the idea of seriously hurting (much less killing) anyone, and always tones down his attacks when he uses them on security guards and other normals. Schwarzstern considers him a wimp; Liso thinks he's a square. Binder recognizes his potential, though, and is quite willing to spend the time it takes to nurture him along. Quote: " Powers/Tactics: Cyclone wears a suit of powered armor designed for speed and efficient movement. With his engines at maximum, Cyclone can reach speeds of nearly 4,000 miles per hour. The suit's steering jets and systems allow him to turn and maneuver much more quickly than most flyers can. Cyclone's weapons use compressed air weapons that generate blasts that scatter targets like tenpins. His Area attacks are particularly effective, but he reserves them for just the right moment because of their destructiveness. In battle, he keeps to the air and attacks flying foes. Once he has command of the air, he helps his teammates take out targets on the ground. Cyclone's Sight and Radar both work in 360 degrees, which makes him difficult to surprise in combat. Campaign Use: See introductory text for general information. As a Hunter, Cyclone is intelligent and dangerous, though sometimes prone to making mistakes because of his inexperience at such matters. At first he'll use his technical skills to bedevil and attack his quarry indirectly, and slowly work his way up to a direct confrontation. Appearance: Cyclone's silver-colored armor is a model of aerodynamic efficiency. Airfoil "wings" on his back help him maintain control and speed, and most of the armor's features, including its weapons, are built into it so they don't interfere with the airflow around the suit. Out of his armor, Bernard Ivey is an average looking black man in his late 20s, 5'10" tall with a bald head but well-groomed moustache and beard. Since becoming a criminal, he's taken to wearing expensive clothes and driving fast sportscars. Abilities: 0 + 6 + 2 + 10 + 2 + 0 = 20pp Str 10 (+0) Dex 16 (+3) Con 12 (+1) Int 20 (+5) Wis 12 (+1) Cha 10 (+0) Combat: 8 + 8 = 16pp Initiative: +15, +3 out of armor Attack: +4 melee, +8 ranged, +12 w/ Compressed-Air Weaponry; +4 melee, +6 ranged out of armor Grapple: +4, up to +11 w/ full Super-Str Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed; +6 (+4 Base, +2 Dodge Focus), +2 Flat-Footed out of armor Knockback: -4, -3 flat-footed; -0 out of armor Saving Throws: 4 + 3 + 3 = 10pp Toughness +8, +6 flat-footed; +1 out of armor Fortitude +5 (+1 Con, +4) Reflex +8/+6 (+3 Dex, +3, +2 more w/ Armor) Will +4 (+1 Wis, +3) * +4 more vs. Visual Sensory effects Skills: 68r = 17pp Acrobatics 12 (+15) Computers 5 (+10) Craft (electronics) 10 (+15) Craft (mechanics) 10 (+15) Knowledge (physical sciences) 9 (+14) Knowledge (technology) 9 (+14) Languages 2 (English, French [native], German) Notice 4 (+5) Pilot 7 (+10) Feats: 11PP Acrobatic Bluff Attack Focus (Ranged) 2 Dodge Focus 2 Evasion (Evasion 2 w/ Suit) Inventor Move-By Action Precise Shot (Precise Shot 2 w/ Suit) Teamwork 2 Powers: 80PP Device 20 (Cyclone Powered Armor, 100 points; Flaw: Hard to Lose) [80pp] Communication 5 (radio, 5 miles) [5PP] Compressed-Air Weaponry 15 (30 points; PF: Accurate 2, Alternate Power x3) [35PP] BE: Blast 10 (cyclone effect; Extra: Area [50-ft. Burst, General]) {30/30} AP: Blast 8 (focused cyclonic blast; PFs: Knockback 8 [16 total]) {24/30} AP: Move Object 8 (cyclone effect; Str 40, Hvy Load 3 tons; Extras: Damaging; PFs: Indirect 2) {26/30} AP: Strike 10 (wide-beam cyclonic blast; Extras: Area [50-ft. Cone, General], Duration [Concentration]) {30/30} Enhanced Defense 2 [4PP] Enhanced Feats 12 (Attack Focus [Ranged] 2, Defensive Roll, Dodge Focus 4, Evasion, Improved Initiative 3, Precise Shot) [12PP] Evasion & Precise Shot from Suit + Cyclone's own Evasion & Precise Shot = Evasion 2 & Precise Shot 2 Enhanced Reflex 2 [2PP] Flight System 7 (14pp; PFs: Dynamic, Dynamic Alternate Power) [17PP] DBE: Flight 7 (1,000 mph) {14/14} DAP: Super-Strength 7 (total effective Str 47) {14/14} Immunity 9 (life support) [9PP] Protection 5 [5PP] Sensory Shield 2 (polarized faceplate; Visual, +4) [2PP] Super-Senses 9 (extended {2} for all vision, radius {2} for all vision; infravision, radar [radio sense; enhancements: accurate 2, extended], radio) [9PP] 5 + 35 + 4 + 12 + 2 + 17 + 9 + 5 + 2 + 9 = 100/100 Drawbacks: 4pp Normal Identity (full-round to don suit, Frequency: common, Intensity: major) [-4PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage Blast 10 Ranged DC 20 Reflex Area DC 25/20 Toughness (Staged) Damage Blast 8 Ranged DC 23 Toughness (Staged) Damage Knockback 16 Strike 10 Touch DC 20 Reflex Area DC 25/20 Toughness (Staged) Damage Abilities (20) + Combat (16) + Saving Throws (10) + Skills (17) + Feats (11) + Powers (80) - Drawbacks (4) = 150/150pp Cyclone Plot Seeds Cyclone starts dating a fascinating woman named LuAnn. Then she steals his armor! It turns out he was spending time with Grab, who was just setting him up so Larceny, Inc. could get its hands on his armor. Now LI is using his invention, and he's getting all the blame. He doesn't dare tell his teammates about this, so he decides to trick the PCs into helping him recover his property. While he's conducting tests to improve the efficiency of his Miniaturized Jet Engine, Cyclone accidentally loses control of the device and finds himself thrust into outer space! Fortunately, a Stellar Khanate scout ship is nearby and picks him up before he runs out of air. In exchange for some information, the extraterrestrials provide him with technology to upgrade his armor. After finding out how much more powerful he is, the PCs have to determine why, and learn where he got his new "improvements." Drake-Victoria, Inc. tires of Cyclone's attacks on its facilities and hires a team of supervillains (GM's choice) to eliminate him. Now these villains and the Science Squad are fighting a war, with lots of innocents caught in the crossfire. It's up to the PCs to put a stop to the battles.
  21. Binder PL: 10 (150PP) Trade-Offs: -2 Attack/+2 Damage, -2 Defense/+2 Toughness Background/History: Although he was a gifted German scientist, respected by many of his colleagues, Earl Whitacker wasn't satisfied. He felt underappreciated, overworked, and ignored. He wasn't paid nearly enough, and his moronic supervisors in the AEGIS/UNISON joint project laboratories never listened to him the way they ought to. Determined not to put up with their abuse anymore, he began spending his spare time working on a secret project -- a new superadhesive that would make him rich -- even though personal use of agency resources was unauthorized. Lacking the funding he needed for the work (since his ungrateful siblings wouldn't even bother to loan him some money), he had to cut corners and compromise on safety measures. Everything was going fine... until an unexpected chemical reaction caused the entire project to blow up in his face. Blinded and scarred, he staggered out of the lab, fell unconscious, and awakened later in the hospital. The doctors told him the loss of eyesight was temporary, but the scarring, unfortunately, was permanent. Plastic surgery might alleviate some of it, but never all of it. Then UNISON announced it was firing him, which meant he didn't have the medical coverage for even that much reconstructive surgery. The worst scars were the ones the doctors couldn't see. Whitacker lost some of his grip on sanity, becoming convinced that his failure was the result of UNISON's refusal to help him, his family's refusal to help him, and society's general overlooking of his genius. He realized they were out to get him -- he had to strike back! After checking himself out of the hospital, Whitacker bluffed his way back into UNISON to get his notes and equipment, then went into hiding. After reviewing the data gained from his last experiment, he discovered he had succeeded! His "Resin A" and "Resin B," when combined, made a revolutionary form of adhesive, which he called "Bind-All." He had once intended to make money selling his new super-glue, but now he had a better idea. He designed a rifle that used Bind-All as a weapon, and built himself an armored costume and a jetpack. The world had ignored and mistreated Earl Whitacker -- but Binder would make them all sit up and take notice! Personality/Motivation: Binder comes across as disciplined and confrontational, but in truth he's often wracked by self-doubt. He covers up his feelings of inferiority with bluster and aggression, since he thinks that if he shows weakness, no one will ever listen to him again. This sometimes pushes him into situations he'd rather not be in -- he bites off more than he can chew, then has to find a way out of the dilemma. Exacerbating this tendency is his paranoia. He trusts his teammates (more or less), but he thinks the rest of the world is out to get him, to exploit him, to use him up and then throw him away. He has difficulty distinguishing genuine offers of help from attempts to trick him; he thinks it's all an elaborate plot by "them" (though he's careful not to articulate his suspicions in ways that make him look delusional). Binder remains sensitive about his scarred face; he rarely takes his helmet off. References to his looks, particularly expressions of sympathy, may anger him. At least insults and mockery are honest. Despite his mental problems, Binder is actually a competent and effective villain team leader. He's disciplined, keeps his head in a crisis, and has good tactical sense. He's also adept at planning and executing missions. Quote: "" Powers/Tactics: Binder is more of a tactical leader and planner than a frontline combatant, but he can hold his own in a fight if need be -- he's even had some martial arts training. His primary weapon is his Glue-Gun, which can spray Bind-All in a variety of configurations. The rifle keeps the Resin A and Resin B components separately, mixing them only in the final stream after they leave the barrel. Binder usually takes a support roll in combat, Snaring enemies to keep them out of the way of his comrades. Whenever possible, he tries to use his Area Snares to disable multiple opponents. He knows that bricks and natural energy projectors can usually get out of his Snares quickly, so he focuses on martial artists, gadgeteers, and other such characters first. He can also create barriers of solidified glue to cut off pursuers or provide some cover for his team. He also carries a solvent that can quickly degrade the resins, in case one of his teammates gets caught in it. Campaign Use: See introductory text for general information. Binder's smart enough not to get caught up in Hunting heroes very often. If he does start Hunting one -- perhaps because of a few too many insults or defeats -- he'll approach the situation methodically, with plans and contingency plans to increase his chances of success. Appearance: Binder wears a suit of light battlearmor, gold with green trim. His Glue-Gun is also gold, and obviously not a normal ballistic firearm or a standard blaster. His helmet's faceplate is divided in two vertically, giving it a vaguely insectile appearance. When he's not wearing his helmet, Whitacker's horrifically scarred, almost completely bald head can be seen... not that anyone looks at him any longer than they have to. Abilities: 2 + 0 + 2 + 10 + 2 + 0 = 16PP Strength 12 (+1) Dexterity 10 (+0) Constitution 12 (+1) Intelligence 20 (+5) Wisdom 12 (+1) Charisma 10 (+0) Combat: 12 + 12 = 24PP Initiative: +5 Attack: +6, +8 w/ Glue-Gun Grapple: +7 Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -0, -11 while in suit Saving Throws: 7 + 5 + 7 = 19PP Toughness: +12 (+1 Con, +11 Protection [impervious 10]) Fortitude: +8 (+1 Con, +7) Reflex: +5 (+0 Dex, +5) Will: +8 (+1 Wis, +7) Skills: 80R = 20PP Computers 10 (+15) Craft (chemical) 10 (+15) Craft (electrical) 5 (+10) Craft (mechanical) 5 (+10) Disable Device 5 (+10) Knowledge (life sciences) 5 (+10) Knowledge (physical sciences) 10 (+15) Knowledge (tactics) 10 (+15) Knowledge (technology) 10 (+15) Language 2 (English, French, German [native]) Notice 4 (+5) Pilot 4 (+5) Feats: 13PP Attack Specialization (Glue-Gun) Benefit 3 (can use Knowledge [tactics] in place of Stealth to set up a surprise attack; Can use Knowledge [tactics] in place of Notice or Sense Motive to detect an ambush or avoid a feint in combat; can use Knowledge [tactics] in place of an Intelligence check for the Master Plan feat) Dodge Focus 2 Improved Throw Inventor Master Plan Precise Shot (Precise Shot 2 w/ Armor) Speed of Thought Teamwork 2 Powers: 18 + 44 = 62 PP Device 6 (Glue-Gun, 30 points; Flaws: Easy to Lose) [18PP] Glue Gun Array 13 (26 points; PFs: Alternate Power 4) [30PP] BE: Snare 12 (glue-beam; PFs: Reversible, Tether) {25/26} AP: Blast 8 (rapid-fire quick-hardening glue-blobs; Extra: Autofire) {24/26} AP: Create Object 8 (barriers of glue; Extra: Duration [Continuous]; PF: Innate, Tether) {26/26} AP: Snare 8 (glue-blob; Extra: Area [40-ft. Burst, General]; PF: Reversible) {25/26} AP: Snare 8 (glue-stream; Extra: Area [80-ft. Line, General]; PF: Reversible) {25/26} Device 11 (Battlesuit, 55pp; Flaws: Hard to Lose) [44PP] Communication 5 (radio, 5 mile radius) [5PP] Enhanced Feats 4 (targeting system; Accurate Attack, Improved Aim, Power Attack, Precise Shot) [4PP] Precise Shot from feats + Precise Shot from suit = Precise Shot 2 Flight 5 (rocket boots, 250 MPH / 250' per round) [10PP] Immunity 9 (life support) [9PP] Protection 11 (Extras: Impervious 10) [21PP] Super-Senses 6 ( Direction Sense, Distance Sense, Infravision, Radio, Time Sense, Tracking [infravision]) [6PP] 5 + 4 + 10 + 9 + 21 + 6 = 55/55 Drawbacks: 4PP Normal Identity (full-round to don suit and prime glue gun, Frequency: common, Intensity: major) [-4PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness (Staged) Damage Snare 12 Range DC 22 Reflex Snared Snare 8 (Area) Range DC 18 Reflex Area DC 18 or 14 Reflex Snared Abilities (16) + Combat (24) + Saving Throws (19) + Skills (20) + Feats (13) + Powers (62) - Drawbacks (-4) = 150/150 Power Points Binder Plot Seeds Binder invents a third compound, Resin C, that makes his Glue-Gun even more powerful and gives him more control over Bind-All. He goes on a rampage, using his increased powers to commit crime after crime and hold off entire teams of superheroes. The PCs have to find a way to counteract Resin C and defeat him. To get back at his former employers, Binder concocts an elaborate attack on AEGIS's space station, GATEWAY. But to get there, he has to modify the Starbird for outer space flight, and that means he has to steal some parts and plans from Uni-Storm (UNISON's fleet of ten space-capable fighters used to help fight off the Grue Invasion in 2003). Unless the PCs figure out what's going on and stop him, he’ll be able to invade GATEWAY and make off with a lot of cutting-edge AEGIS technology — or maybe even crash the station into Earth! Binder decides to find out if advances in plastic surgery have made it possible to repair his ravaged face. He kidnaps all of the most renowned reconstructive surgeons in the world and forces them to work on him, with the threat of a painful death hanging over their heads if they fail. The heroes have to track him down and put a stop to his plans... but once they find him, they may discover that some of the doctors genuinely want to help the scarred supervillain.
  22. Der Wissenschafts-Geschwader (The Science Squad) (Based on The Ultimates, from Conqueror, Killers, and Crooks, a villain sourcebook for Champions 5E) Members: Binder, Cyclone, Liso (Slick), Munja (Thunderbolt), Radium, Schwarzstern (Blackstar). Background/History: Der Wissenschafts-Geschwader (The Science Squad) is the brainchild of Earl Whitacker, better known to the world as the supervillain Binder. After stealing his prototype technology from his former employers at UNISON and embarking on a career of crime, Binder realized that since the heroes work in teams, he'd better do the same -- as amazing as his weaponry is, it isn't enough to take on a group of superheroes. Binder switched to low-key crimes and began keeping his eyes and ears open for word of other supervillains who might fit the group he had in mind. He got his first break when he and Schwarzstern (Blackstar) both tried to rob the same jewelry store. The two might have come to blows, but before a fight could break out, a group of superheroes found them. By working together, the two criminals were able to defeat several of their foes and escape. That gave Binder the opportunity to make his pitch. Impressed by Binder's tactical skills and intelligence, Schwarzstern agreed to team up with him. Through his contacts in the scientific community, Binder heard about Bernard du Lierre, a scientist who, like him, had been robbed of the fruits of his inventive genius and turned to crime. It didn't take much for Binder to track Cyclone down and, by telling his own story, convince the new supervillain to join up with "the Science Squad." Now they were three, but Binder wanted more. When Cyclone heard about the disastrous results of a French government superhuman soldier experiment called Projet: Rayon de Soleil (Project: Sunburst), Binder decided to check out the things. Sneaking into a military complex at night, he found a "dormitory" where several survivors were kept tightly guarded. Among the few survivors was one who could not speak, but who used gestures to beg Binder to get him out of there. Sensing a kindred soul -- and one whose body was bursting with radiation -- Binder broke him out of the facility and brought him back to the team's base. There he and the other two designed a costume to restrain the new recruit's ambient radiation field, and christened him Radium. Unlike the other members, Liso (Slick) sought the group out and asked to join. He'd already been beaten and captured twice by superheroes, and he didn't want it to happen again. He got in touch through underworld contacts and offered his services. After talking with him and testing out his powers, Binder offered him membership right away. Liso's inability to be restrained seemed a perfect complement to Binder's ability to restrain almost anyone. On the other hand, the Science Squad recruited their last member by tracking him down. Schwarzstern heard reports of a new supervillain destroying magnetohydrodynamic power plants around central Europe. The team staked one out and waited. When Munja (Thunderbolt) arrived, they tricked him into thinking some superheroes were approaching, then helped him destroy the plant and "escape." Impressed with their skills, Munja accepted an offer to join the group. With their number stabilized at six for several years, the Science Squad have become a major thorn in the side of law enforcement and superheroes. Powerful and tactically experienced, the group has proven to be a danger both to conventional authorities and superpowered foes. They've crossed paths with Doktor Archeville numerous times while he was active as a hero throughout Europe during the 2000s, often getting the upper hand during their early battles. Archeville admits a small degree of grudging respect for their technical skills; they see him as everything -- admired, respected, wealthy -- that they should be. Group Relations: By and large, the Science Squad get along well together. Many of them share a common sense of having once been picked on, snubbed, ignored, or scorned, and want to strike back at the society that "rejected" them -- and get rich and powerful in the process, of course. None of them is sufficiently power-hungry or unstable to want to try to take Binder's place as team leader. The Science Squad has a heavy complement of scientists, and the four scientifically adept members of the group often spend a lot of time together, arguing theories, conducting experiments, or building devices for use in their next series of crimes. Liso and Radium, who couldn't care less about such things, hang out together and watch TV or play video games. The Science Squad has a hidden base in Münster, Germany; when in Freedom City, they make base in Greenbank. The team also has a fast flying vehicle, the Starbird, which is detailed below. Tactics: The Science Squad have worked together for several years now, and have a lot of battlefield experience. Several of the members have the Teamwork feat, and they make use of them. The Science Squad are fast and mobile, with two speedsters (Cyclone and Slick) on the team, and only two members without significant movement powers (Blackstar and Radium). Many of the team's tactics, including combined Move-By Actions and Move-By Attacks with Grabs to toss a foe toward a waiting Blackstar, depend on speed and mobility. Slick is working on a way to grant Blackstar and Radium the ability to move on frictionless fields the way he does, but has had no success so far. The team also relies, to an unusual degree, on Snares. Both Binder and Slick have powers that involve immobilizing people, and the other team members have learned to play off that. Their tactic "Home Run," in which either Binder or Slick stops a target from moving so Blackstar can wallop him with a large club, has frequently proven to be highly effective. Both Binder and Slick can also restrain multiple foes at once, a good way to improve the group's chances to escape if necessary. Tactically, the group has two weak links. The first is Cyclone, who's considerably less violence prone than the others and may hold back in a crucial situation. The other is Thunderbolt, who doesn't particularly like taking orders and may directly or indirectly ignore or disobey them. The Science Squad members tend to spend a lot of time and effort researching, preparing for, and planning their crimes. Practice makes perfect, as Binder often reminds them. Though Blackstar and Slick would definitely prefer a more action-oriented approach, no one on the team can quibble with results, and Binder's plans usually lead to success. Campaign Use: The Science Squad are an intriguing foe for most superhero teams. Rather than simply slug it out with Blasts and high Strength, the Science Squad use Snares and other unusual attacks to accomplish their tactical objectives. They're experienced and cagey, difficult to predict or capture. The Science Squad don't go out of their way to Hunt heroes, but can be driven to do so by the right chain of circumstances -- including simply being beaten or humiliated by the same hero once too often. Blackstar, with his eagerness for fighting, may drag the team into a Hunting situation by refusing to stop pursuing a hero for "a rematch." As Hunters, the Science Squad make use not only of their powers, but their scientific skills. They won't just attack the target mindlessly; they'll observe and plan, gathering data to help them determine when and how best to strike. Science Squad's Headquarters Size: Large; Toughness: 15; Features: Combat Simulator, Communications, Computer, Concealed, Defense System, Fire Prevention System, Garage, Gym, Hangar, Holding Cells, Infirmary, Laboratory, Living Space, Power System, Security System, Workshop. Cost: 2+2+16 = 20 equipment points. The Starbird When the Science Squad need to travel to or from the scene of a crime quickly, they use the Starbird, a flying vehicle built by them with plans stolen from a joint AEGIS/UNISON project. Fast and maneuverable, the Starbird launches from a hangar hidden beneath a junkyard near the team's secret headquarters. Strength 50 (medium load 8 tons), Speed (see below), Defense 6, Toughness 11, Size Gargantuan Features 1PP Communications Powers 18+9+4 = 31pp Flight 9 (5,000 mph) [18PP] Immunity 9 (life support) [9PP] Super-Senses 4 (extended radar [accurate extended radio sense]) [4PP] Cost 2+0+0+3+1+31 = 37ep Total Shared Equipment: 20+37 = 57ep = 12 ranks in Equipment Science Squad Plot Seeds Binder decides it's time to make a bid for true power and plans an attack on Geneva, Switzerland take over the UN. The plan requires a small team of hired mercenaries and a cache of special weapons (some of which Binder can build, others the team has to buy from the Foundry or Doc Otaku). Will the PCs find out about the plot in its early stages in time to keep the Science Squad from threatening global chaos? Cyclone finally tires of the team’s violent criminal lifestyle and begins working undercover for UNISON as a way to earn a pardon after the team's arrested. Aft er several weeks of regular reports, he drops out of contact. The PCs are called in to investigate and, hopefully, rescue him. After several clashes, the Science Squad challenge the PCs to a knock-down, drag-out, no holds barred battle to determine who's the best. If the Squad win, the PCs must agree to leave them alone for a year; if the heroes win, the Squad will go to jail peacefully. Is the offer legitimate -- and if not, what is Binder planning?
  23. Fulcrum heard a soft boom overhead, and glanced up enough to see a silver streak -- Cyclone -- flying away as fast as he possibly could. Must have been something the German Doktor said that really spooked the French aeronaut... Thunderbolt finally shook his head clear, and turned to Fulcrum. His eyes and fists crackled with lightning, and he yelled something in Serbian as he charged towards her. She noted he was actually running, not flying... right as a million megavolts slammed into her jaw, and a blinding light flashed before her eyes! Elsewhere, beyond the smashed door/gate, the cocooned Radium silently struggled with his bonds. A soft, sickly green glow could be seen within, and the super-science foam bulged in places, but it held... for now. Blackstar (slowly, due to being affected by the increased friction field) shakes his fist towards the sky while spewing curses in German, then dramatically tosses his cape aside as he tuns back to Fulcrum. She may or may not have been able to see this (due to the blinding flash from Thunderbolt's fists), but she certainly felt his double-fisted blow(s) connect!
  24. If he hadn't, he would've sounded like the titular character from Bones. Well, more like her. 20 -- Blackstar -- Unharmed, Entangled (Snare 8), Shaken 18 -- Fulcrum -- Unharmed -- 2 HP 17 -- Binder -- Unharmed, Shaken 16 -- Slick -- Unharmed, Shaken 14 -- Dok -- Unharmed -- 5 HPs 11 -- Cyclone -- Unharmed, Shaken 4 -- Thunderbolt -- Bruised, Shaken 4 -- Radium -- Unharmed, Bound/Helpless (Snare 13), Shaken Cyclone got a natural 1 on his check to oppose Archeville's intimidate, failing by over 20... Move Action x2: Run away! (Will he get a hold of himself before battle's end? Who can say...) Thunderbolt is no longer stunned! Full Action: Charge Fulcrum with his Lighting Fists (Linked Strike/Visual Dazzle effect). Charging Fulcrum (Defense 18); +2 from Master Plan, -2 from Shaken, +2 from Charging; DC 26 Tough save (Damage) & DC 21 Ref save (Visual Dazzle) if it hits (1d20+5=14) Fiat for HP Re-roll; Fulcrum gains an HP. Charging Fulcrum (Defense 18); +2 from Master Plan, -2 from Shaken, +2 from Charging; DC 26 Tough save (Damage) & DC 21 Ref save (Visual Dazzle) if it hits; HP re-roll (1d20+5=21) Radium Is bound by a Toughness 13 Snare. Full Round Action: Attempt to break Snare with his Radiation Control (Blast) 10. When doing so, treat the item as taking 5 on its Toughness save, for a total of 18. Against a DC 25 Blast, that fails by 7. That damages the Snare, reducing its Toughness by 1, to 12. He is quite irked. Begin Round 3 20 -- Blackstar -- Unharmed, Entangled (Snare 8), Shaken 18 -- Fulcrum -- Unharmed (Damaged? Dazzled?) -- 3 HP 17 -- Binder -- Unharmed, Shaken 16 -- Slick -- Unharmed, Shaken 14 -- Dok -- Unharmed -- 5 HPs 11 -- Cyclone -- Unharmed, Shaken 4 -- Thunderbolt -- Bruised, Shaken 4 -- Radium -- Unharmed, Bound/Helpless (Snare 12), Shaken Free Action: Curses and shakes fist at Cyclone. Free Action: Dramatically remove cape and toss it to the wind. Standard Action: PUNCH! Attacking Fulcrum (Defense 18); +2 from Master Plan, -2 from Shaken, -2 Entangled; DC 25 Tough save (Damage) if it hits (1d20+4=13) Note that if Thunderbolt's attack stunned or blinded her, her Defense is only 12, so that would hit. Extra Effort to SURGE and gain another standard action. He'll be fatigued at the start of his next action. Standar Action: MOAR PUNCHING! Attacking Fulcrum (Defense 18); +2 from Master Plan, -2 from Shaken, -2 Entangled; DC 25 Tough save (Damage) if it hits (1d20+4=18) which hits whether she's stunned or blinded or not. Your turn. I need a Toughness save (DC 26), a Reflex save (DC 21), and one or two more Toughness saves (DC 25) from you.
  25. Y'know, this'd be perfect for Ironclad's news thread...
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