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ss_BmTGv43M Weird Al is awesome. That is all.
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The Cape [floatl][/floatl] [floatr][/floatr] Abilities: 14 + 6 + 14 + 4 + 4 + 4 = 46PP Strength: 24/50 (+7/+20) Dexterity: 16 (+3) Constitution: 24/50 (+7/+20) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 16 + 12 = 28PP Initiative: +3 Attack: +8, +10 Melee, +14 Laser Eyes Grapple: +15, +30 with powers, +42 at full Super-Strength Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -15, 3 without powers Saving Throws: 0 + 4 + 8 = 12PP Toughness: +7/+20 (+7/+20 Con) Impervious 10 Fortitude: +7/+20 (+7/+20 Con, +0) Reflex: +7 (+3 Dex, +4) Will: +10 (+2 Wis, +8) Skills: 80R = 20PP Bluff 10 (+12) Diplomacy 10 (+12, +20 w/ Respected) Intimidate 10 (+12) Knowledge: Business 10 (+12) Knowledge: Civics 10 (+12) Knowledge: Physical Sciences 10 (+12) Notice 10 (+12) Sense Motive 10 (+12) Feats: 19PP Accurate Attack All Out Attack Attack Focus Melee 2 Benefit (Respected) Connections Dodge Focus 4 Interpose Last Stand Leadership Luck 3 Move By Action Power Attack Ultimate Toughness Powers: 26 + 26 + 10 + 29 + 34 = 125pp Enhanced Strength 26 [26pp] Enhanced Constitution 26 [26pp] Impervious Toughness 10 [10pp] Drain Toughness 12 Extras: Affects Objects (+1), Ranged; Flaws: Distracting; PF: Accurate 3, Precise [29pp] * AP: Super-Senses (Visual: Darkvision, Infravision, Ultravision, Microscopic Vision 3, Analytical 2, Extended 2, Rapid, Penetrates Concealment) [16pp] + Super-Senses (Auditory: Ultrahearing, Accurate, Analytical 2, Extended 2, Rapid, Penetrates Concealment) [12pp] Super-Strength 12 PF: Counter Punching, Haymaker, Power Lifting Shockwave, Strike of Valor, Dynamic [34pp] * DAP: Flight 14 * DAP: Quickness 14 Drawbacks: (-0) + (-0) = -0PP Abilities (46) + Combat (28) + Saving Throws (12) + Skills (20) + Feats (19) + Powers (125) - Drawbacks (0) = 250/250 Power Points Alright, this is my version of a Paragon who has reached the very pinnacle of what is possible for a hero to achieve. Unarguably, the most iconic superhero of them all. That's why I went with 3 different pictures. Every character in the setting looks to these characters to set the tone, directly or indirectly. When they go bonkers, so does the rest of the universe. When they take up arms to set things right, the world becomes a better place. An their heart, this characters is a Flying Brick. They fly fast and they hit things hard. Actually that's not entirely the case. A character like this often times checks their strength due to the world being made out of cardboard. That's why they've got Accurate Attack; most of the time you see this hero in action, they are using Accurate Attack 5 every round. When Supergirl first showed up for instance, everyone thought she was actually stronger than Superman because she was much more lose with her strength and would frequently mechanically use Power Attack... and then Superman showed the world just how powerful he really was. A character like this is constantly aware that they could potentially be a great danger to the world they have dedicated their life to protecting, and must constantly toe the line for how much oomph the situation calls for. It is ironically due to their dedication to their cause that this hero often times gets frustrated with the world around them. People always seem to need saving, and no matter how powerful they are, they are still only one person, and they can't be everywhere. People will slip through the cracks. And this hero will hear them cry out, and be unable to do anything about it. In regards to the build itself, I went with Drain Toughness for the laser eyes rather than a straight Blast because if you want something blown up, you've got fists for that. However, said attack is rarely used against living things... unless you severely piss them off. Plus it gave me room for lots of shiny Super-Senses. I didn't give them Speed on the Dynamic power as it is redundant with Flight. You may notice that they seem to be a little skimpy when it comes to their Skill selection. This is done intentionally. Superman is a competant professional in many areas, but I can't say that he is stellar in any given area. Lastly the Benefit feat gives them a +8 to Diplomacy checks to call in favors with Connections while in their heroic identity. Superman is awesome, and he's got more public sway than Oprah.
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Amalgam Abilities: 4 + 4 + 4 + 4 + 4 + 4 = 24PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +14 Attack: +4, +5 Melee, +7 Mimic Grapple: +7 Defense: +5 (+4 Base, +1 Dodge Focus), +2 Flat-Footed Knockback: -2, -1 Flat-footed Saving Throws: 3 + 3 + 3 = 9PP Toughness: +4/+2 (+2 Con, +2 Defensive Roll) Fortitude: +5 (+2 Con, +3) Reflex: +5 (+2 Dex, +3) Will: +5 (+2 Wis, +3) Skills: 56R = 14PP Acrobatics 8 (+10) Bluff 8 (+10) Diplomacy 8 (+10) Language 1 (German; Native: English) Notice 8 (+10) Sense Motive 8 (+10) Stealth 15 (+17) Feats: 13PP Attack Focus Melee Attack Specialization (Mimic touch) Challenge (Accelerated Stealth) Defensive Roll Dodge Focus Improved Initiative 3 Hide in Plain Sight Luck 3 Move By Action Powers: 74pp = 74pp Mimic 10 (All traits) Extras: Continuous, Extra Subjects +2 (5 targets total), Stacking; Flaws: Split Personality, Tainted [70pp] LINKED Morph 2 (Mimic'd targets) Extras: Permanent (+0) [4pp] Drawbacks: (-0) + (-0) = -0PP Abilities (24) + Combat (16) + Saving Throws (9) + Skills (14) + Feats (13) + Powers (74) - Drawbacks (0) = 150/150 Power Points And now for another stupidly powerful build. This is the reason Mimic gets watched like a hawk, because it can quickly become incredibly broken. But unlike my preceding build, this character isn't at its full potential even most of the time. Their first goal in the first round of combat (or the surprise round if you can fanagle it) is to touch someone, anyone and yoink their traits. This characters direct power comes from their PL as normal, but they have the advantage of potentially building up in such a way to have no real weaknesses... other than the ones they've picked up along the way that is. So this character is effectively Russian roulette. You'll either become nigh unstoppable after a couple of rounds, or get roflstomped immediately. The most dangerous bit about this build is the Split Personality Flaw. It can effectively take your very powerful PC right out of your hands. If I were running a thread, and a PC had this Flaw, I would have an mental grapple come up whenever the PC did something that's dramatically opposed to the mimic'd personality. Not a big deal if you've mimic'd some heroes and you're saving an orphanage. A big deal if you've mimic'd a villain whose archenemies is in a vulnerable state. Suddenly your ally is facing both his archenemies and a (potentially) more powerful version of said nemesis that used to be his ally (and technically still is). The Morph power on this character also deserves a quick mention as well. The character begins to look like the one they borrowed the traits from, in addition to still looking like their old self. This processes continues for each additional target they Mimic. So long as you maintain the Mimic'd traits, you continue to have the same appearance. Drop the target's traits and you drop the Morph. Not before, not after.
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Atlas touched down not long after Gabriel. "Hello Fulcrum. Formidable as ever I see. Scarab; Avenger and Phantom's praise vas not undue I see. Gabriel, a pleasure to meet you." he said after converting his form to a leaner 7ft and still bright red version, offering his hand to each in turn as some of his accent crept in. Getting right down to business, he continued "Vhatever snagged me to bring me here did so vhile I vas in mid-air. I vas a target. Not a random occurrence. As for ze battle, I sent along any information I found out vhen I found it out. Zere vas also a shocktroop group lead by a female officier (did not catch a name) zat vas heading to one of ze sorcerers to take zem out. Apparently zey are an enemy zey have fought before, as zey knew of ze sorcerers." he finished simply.
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"It is almost cosmetic." says Atlas after some pondering. "I take on amalgam form. It's like "what would skin be like if it was made of stone" for this past example. It's not truly stone, and not truly skin." He thought for another minute as he went to sit back down. "So I'd guess I'd be more conductive if I was metal because I can already be shocked, but I don't think I'd rust because skin doesn't rust, plus I could still heal. I'm just guessing though." he said with a shrug. "And as for the catfish question, I couldn't change into an eyeless catfish. All of my forms have to have eyes, or some other visual means. There doesn't have to be 2 of them, or even be human eyes, but I must retain the 5 senses and I've got to have something that's similar enough to hands to allow fine manipulation. I find that human-like forms are the easiest for those reasons."
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Orange Tier Blockbuster: T-Wrecks - The Killing Machine (PL 15 - 275pp) Abilities: 16 + 4 + 20 + 0 + 4 + (-2) = 42PP Strength: 26/50 (+8/+20) Dexterity: 14 (+2) Constitution: 30/42 (+10/+16) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 8 (-1) Combat: 28 + 16 = 44PP Initiative: +2 Attack: +14 base, +10 Melee, +15 w/Weapons Array Grapple: +46 Defense: +10 (+8 Base, +6 Dodge Focus, -4 Size), +0 Flat-Footed Knockback: -29 Saving Throws: 0 + 5 + 8 = 13PP Toughness: +20 (+10/+16 Con, +4 Protection) Fortitude: +10/+16 (+10/+16 Con, +0) Reflex: +7 (+2 Dex, +5) Will: +10 (+2 Wis, +8) Skills: 52R = 13PP Intimidate 20 (+25) Notice 16 (+18) Survival 16 (+18) Feats: 9PP All Out Attack Attack Focus Ranged 1 Finishing Blow Last Stand Power Attack Startle 2 Track Ultimate Toughness Powers: 37 + 18 + 32 + 3 + 4 + 68 = 162pp Growth 12 Extras: Permanent (+0); PF: Innate [37pp] Strength +24 Constitution +12 Grapple +12 Intimidate +6 Size modifier: -4 Stealth modifier: -12 Carrying Capacity: +15 Protection 4 Extras: Impervious 15; Drawback: Noticeable [18pp] Immunity 32 (Fatigue, Life Support, Interaction Skills, Mental Effects, Aging, Starvation & Thirst, Need for Sleep) [32pp] Speed 3 (50mph, 500fpr) [3pp] Super-Senses 4 (Infravision, low light vision, Extended Scent) [4pp] Weapons Array 30 PF: Accurate x2, Improved Critical 2 [68pp] * BE: Blast 15 Extras: Autonomous (+2) - Autocannon * AP: Blast 15 Extras: Autofire x2 (1:1, +5) - Gatling Guns * AP: Blast 15 Extras: General Area Burst, Secondary Effect - Missile Salvo * AP: Paralyze 15 Extras: Ranged, Poison, Alternative Save (Fortitude) - Deadly Neurotoxin * AP: Drain Toughness 15 Extras: General Area Cone LINKED Dazzle 15 (auditory) Extras: General Area Cone; Flaws: Touch Range - Sonic Roar Drawbacks: (-4) + (-4) = -8PP No Fine Manipulators [-4pp] Mute (can only roar) [-4pp] Abilities (42) + Combat (44) + Saving Throws (13) + Skills (13) + Feats (9) + Powers (162) - Drawbacks (8) = 275/275 Power Points Ok, so I'm cheating a bit here by exceeding our maximum power point cap, but screw it, I wanted to make this as a father's day present (or whatever better excuse I come up with at some later date). But what're you looking at me for?! It's a T-Rex Tank! It's awesome! I didn't use the standard T-Rex build from the core rule book, because in general, I don't like the NPC's from the core book. For instance, they only give the T-Rex a Str of 28. That'd be good for like your average gorilla or a bear. But I'm all pretty sure you realize a T-Rex is a heck of a lot bigger. So I made it a whole heck of a lot stronger. Then I decided this was a super-T-Rex and I took things up another notch. I also split the difference between a "realistic" T-Rex and a cinematic T-Rex. Realistically, T-Rex was a scavenger. He'd smell things from nearly miles away, spend an hour slowly lumbering towards it, scare off anything that happened to be nearby the kill, and then om nom nom himself some lunch. Cinematically, T-Rex was a 4-wheeling, all-terrain murder machine. He'd run, purposefully get into fights and chomp on anything that came by. So I went ahead and took the best of both worlds, and then ramped that up a bit. I also dropped the Strike power for the bite. I do this quite often for dragons and other very large critters. I do this because I consider the sharpness of their attack to be quite inconsequential in comparison to the rest of the power behind the attack. Plus in Jurassic Park, whenever the T-Rex munched on someone there was a crunch sound and not a chomp sound. Then after all that, I added the Tank part of the T-Rex with one of the most stupidly powerful Weapon Arrays I've every drawn up. Autonomous is from that book we never mention, and it's basically a Free Action Attack. It comes with a few limitations however. Firstly, it must make its attack at the very beginning of your turn, and it only makes one attack. Secondly, if you let the gun do its thing, it effectively shuts down the rest of the Weapons Array for the rest of the turn, meaning you can't make an attack with any of the other AP settings, and must settle for the chomping with the rest of your actions. Conversely, you could chose to forgo this free attack at the beginning of your turn, which allows for the full suite to be used as normal. My favorite setting is the Sonic Roar, which structurally damages everything in the area, in addition to being really fricken loud. He's got a computer built into his tiny dinosaur brain making him much smarter, and there are robotic parts throughout that mitigate many of the short comings of his fleshiness. He has the basic instincts of a T-Rex, which is find a territory for yourself, kill anything that you disagree with in the area, eat as necessary (even though the Rex no longer has that biological need), Repeat. Oh and if you're wondering why it doesn't have Luck, it's because this thing is never intended to be a PC. Tactics: In a 1 on 1 environment, T-Wrecks is very powerful as they can effectively make 2 attacks per round. Use the Autocannon to open up the round, then close to melee range and attempt to grapple the target. If target is bound, proceed to coup de grace until target is defeated. Against a larger cluster of enemies, open with the Missile Salvo. When a tough opponent reveals itself, grapple it while using autocannon on secondary targets. Instead of dealing damage to grappled target, simply keep it grappled to take it out of the fight. In addition, due to the large Size of the T-Wrecks, they can grapple many characters at once, removing them from the fight. Prioritize targets based upon their potential to deal large damage to the T-Wrecks, or their ability to bolster their allies. If many opponents appear to be strong, use Sonic Roar and Surge to use Missle Salvo in the same round. This effectively provokes 5 saves in a round, plus another save in the next round against all targets. Against targets with high Reflex or high Defense, use the Deadly Neurotoxin to slow them down, using All Out Attack to ensure a hit. Once a target has been Paralyzed and can no longer move, ignore it, focus on enemies still moving. Once those enemies have been defeated, coup de grace any targets that have been rendered helpless. Remember, you can coup de grace as a standard action, so if you use your bite (technically an unarmed strike) that leaves your autocannon still active. If at any point the T-Wrecks has sustained heavy damage, use EE in conjuction with Last Stand to restore full fighting effectiveness for 1 round. Remember, this can be done without spending a HP until the start of the next round, and therefore doesn't count as GM Fiat in the immediate round. Also fatigue isn't a debilitating condition, so it may be worthwhile to simply allow the fatigue and "rob" the targets of any HP they would ordinarily gain through GM Fiat. The T-Wrecks is meant to be a very dumb, very strong brute. It can be out smarted and out maneuvered. That's the point. Sometimes the superheroes just need something really big to wail on.
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Angry Ring Bearer Abilities: 2 + 2 + 6 + 4 + 10 + 6 = 30PP Strength: 12 (+1) Dexterity: 12 (+1) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 20 (+5) Charisma: 16 (+3) Combat: 10 + 8 = 18PP Initiative: +1 Attack: +5, +7 Ring Grapple: +6 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat Footed Knockback: -1, -11 with Ring Saving Throws: 5 + 2 + 8 = 15PP Toughness: +3/+13 (+3 Con, +10 Force Field) (Impervious 10) Fortitude: +8 (+3 Con, +5) Reflex: +3 (+1 Dex, +2) Will: +13 (+5 Wis, +8) Skills: 52R = 13PP Concentration 12 (+17) Intimidate 15 (+18) Knowledge (Arcana) 8 (+10) Notice 11 (+16) Sense Motive 10 (+15) Feats: 9PP All Out Attack Dodge Focus 3 Luck 2 Power Attack Startle 2 Powers: 64 = 64pp Power Ring - Hard to Lose Device 16 (80pp pool) [64pp] Enhanced Feats 2 (Fearless, Quickchange) [2pp] Force Field 10 Extras: Impervious 10 [20pp] Flight 7 (1,000 mph, 10,000fpr) PF: Move By Action [15pp] Psycho-construct Manipulation Array 19.5 (39pp, 3 AP's, Accurate) [43pp] * BE: Blast 13 Extras: Concentration Duration * AP: Blast 13 Extras: Autofire * AP: Damage 13 Extras: Targeted Area Cone, Selective * AP: Create Object 12 Extras: Movable; PF: Progression 2, Precise, Drawbacks: (-0) + (-0) = -0PP DC Block: Abilities (30) + Combat (18) + Saving Throws (16) + Skills (13) + Feats (9) + Powers (64) - Drawbacks (0) = 150/150 Power Points NOTES And now we got ourselves a Ring bearer. I went with the one empowered by rage. There would likely be a slew of complications for this character, most notably a Temper complication. Such a character is also quite unlikely to be heroic, unless they are the type of hero that was Blessed with Suck, and even then this is at best a gray area. But gosh-darnit, I love me some characters with anger issues. There's really not that much to say about this character. You are scary and you hurt people (see also: the previous statement that you are likely not a hero). The Concentration duration on Blast, like in my Volcana build, represents some sort of near continuous form of damage. Maybe the energy you blast is corrosive and will continue to eat away at everything around you. Unlike many ring bears, you are not a space cop, and your trips will be quite short as you will run out of air very quickly.
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For their part, the goons were at least dutiful and loyal because they still weren't stopping their attempted delivery in the face of the heroes. Even after most of the tires burst on the getaway cars, they still weren't deterred, keeping their feet on the gas. The SUV's were now much harder to control and quite a bit slower. So long as they didn't try any hairpin manuevers, they should work well enough, though it would make tracking them incredibly easy due to the grooves being cut into the pavement. Those in the sabotaged vehicles, open fire on Blueshift, but their aim is rather terrible, and Blueshift is rather nimble.
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Gun Bunny Abilities: 12 + 10 + 12 + 4 + 4 + 4 = 46pp Str 22 (+6) Dex 20 (+5) Con 22 (+6) Int 14 (+2) Wis 14 (+2) Cha 14 (+2) Combat: 20 + 16 = 36pp Initiative: +5 Attack: +10, +13 Ranged Grapple: +16 Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -3, -4 with suit Saving Throws: 1 + 4 + 6 = 11pp Toughness: +8/+6 (+6 Con, +2 Protection) Fortitude: +7 (+6 Con, +1) Reflex: +9 (+5 Dex, +4) Will: +8 (+2 Wis, +6) Skills: 64r = 16pp Acrobatics 10 (+15) Bluff 8 (+10) Knowledge (technology) 8 (+10) Language 2 (Japanese, Russian; Native: English) Notice 8 (+10) Sense Motive 8 (+10) Sleight of Hand 10 (+15) Stealth 10 (+15) Feats: 17PP Acrobatic Bluff 2 Attack Focus Ranged 3 Dodge Focus 4 Hide in Plain Sight Luck 2 Move by Action Power Attack Precise Shot Skill Mastery (Acrobatics, Notice, Sleight of Hand, Stealth) Uncanny Dodge (auditory) Powers: 8 + 16 = 24pp Nanowire Exosuit - Hard to Lose Device 2 (10pp pool) [8pp] Protection 2 Speed 1 Leaping 1 Super-Movement 1 (Slowfall) Super-Senses 2 (Lowlight vision, Ultrahearing) Super-Strength 1 Morphic Nanowire Arsenal - Easy to Lose Device 5 (25pp pool) PF: Restricted (Autofire & Selective are useable by Gun Bunny only) [16pp] Blast 7 Extras: Autofire; PF: Improved Critical 2 * AP: Strike 4 Extras: Autofire 2 (1:1, max +5); PF: Mighty, Takedown Attack 2 * AP: Damage 7 Extras: Targeted Cone Area, Selective; PF: Progression 2 - Note this is considered a Melee Attack Drawbacks: 0pp Abilities (46) + Combat (36) + Saving Throws (11) + Skills (16) + Feats (17) + Powers (24) - Drawbacks (0) =150pp / 150pp This character is a mix between a gadgeteer and a secret agent type character. However, they are a bit lacking in the more esoteric skills of each profession, instead bringing more firepower to the front lines. A character like this needs extra work on the backstory as they likely have connections for some sort of agency (and should therefore have some of the associated benefits). In such a case, it should also be explained why they have gear so much better than that of their peers. Maybe they're an ex agent who decides to leave the organization to pursue their goals in their own way, having gotten disenfranchised with the way things are done at their old organization. The weapons they carry are decidedly high tech, and likely fire lasers or some other type of esoteric energy. Bullets kill people, the audience knows this. They audience doesn't know anything more about "harmonized electrons fired through the alpha spectrum" than what you tell them; if you say its non-lethal, then it is. Devices are cool like that. Anyways, this character is spread a little thin. They could use a bunch more skills and a plethora of feats. Computers, Disable Device, Craft, Diplomacy, Intimidate, various Knowledges, Investigate, etc. Agent types tend to have a lot of skills, but this character is a bit lacking. Where they a specialized operative or are they simply out of practice? Maybe they were never an agent have more gadgeteer roots?
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Abilities: 10 + 10 + 10 + 2 + 4 + 4 = 40pp Str 20 (+5) Dex 20 (+5) Con 20 (+5) Int 12 (+1) Wis 14 (+2) Cha 14 (+2) Combat: 20 + 20 = 40pp Initiative: +17 Attack: +10, +15 Melee Grapple: +20 Defense: +13 (+10 Base, +3 Dodge Focus), +5 Flat-Footed Knockback: -3, -2 flat footed Saving Throws: 11pp Toughness: +7/+5 (+5 Con, +2 Defensive Roll) Fortitude: +7 (+5 Con, +2) Reflex: +12 (+5 Dex, +7) Will: +7 (+2 Wis, +5) Skills: 100r = 25pp Acrobatics 15 (+20) Bluff 10 (+12) Diplomacy 10 (+12) Intimidate 10 (+12) Notice 10 (+12) Sense Motive 15 (+17) Sleight of Hand 15 (+20) Stealth 15 (+20) Feats: 31PP Acrobatic Bluff 2 Attack Focus Melee 5 Defensive Attack Defensive Strike Defense Roll Dodge Focus 3 Evasion 2 Finishing Blow Follow Up Strike Hide in Plain Sight Improved Critical (unarmed) 2 Improved Initiative 3 Luck 2 Power Attack Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth) Stunning Fist Takedown Attack 2 Up the Wall Drawbacks: 0pp Abilities (40) + Combat (40) + Saving Throws (14) + Skills (25) + Feats (31) + Powers (0) - Drawbacks (0) =150pp / 150pp The highly trained Martial Artist superhero. More of a staple in the Marvel Universe than in the DC verse, but a character with their place in the genre solidly in tact. They don't have any sort of special powers or even any gadgets to supplement their heroics, it's just their ability to punch people in the face. Good thing for them they're pretty darn good at it. They may not have too much stopping power ordinarily, but catching an opponent flat-footed, something made much easier due to their high Stealth and Acrobatic Bluff 2, they are able to Power Attack with impunity. A good tactic for this character to use is for them to use Defensive Attack 5 on one round, wait for an opponent to miss while attacking him, and then use the bonus granted by Defensive Strike to offset the penalties for a full Power Attack/ Defensive Attack counter attack. Rinse, repeat. You can have even more fun if you manage to crit by using Follow Up Strike to attack again. You're pretty good at the more esoteric forms of combat such as grappling, tripping and disarming. If you want to be better at them, consider dropping ranks in Attack to get a little high Strength score. There's only so high you can go though before reaching the maximum for humans. But who's to say that a Martial Artist of your caliber isn't just a little super human?
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It seemed like Dynamo was always running a little bit late these days. Time was harder to manage now that he was a bit slower. But this time he had an excuse; he had stayed behind at the ceremony to make sure everyone got to where they were going safely and that they weren't being tailed by anyone with a nefarious purpose. He also helped clean up the bookshop a little after the wedding. Plus running around in a tux felt really weird. He came in in time to hear Karl's toast. "Don't sell yourself short." he said with a tap on his arm. "People like you are the ones that gives people like us the drive to keep doing what we're doing." he said sincerely. "Think about it. How many of us do you think would be doing this for years on end if we didn't think we were making a difference. You've made your mistakes and now you're going to make amends. People like you remind us that we never lose the ability to get up off the ground, dust ourselves off and try again. And I can't give any higher praise than that." concluded Dynamo smartly as he raised his beer to toast good old Karl.
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Abilities: 22pp Str 30/14 (+10/+2) Dex 10 (+0) Con 28/14 (+9/+2) Int 20 (+5) Wis 14 (+2) Cha 10 (+0) Combat: 16pp Initiative: +8 Attack: +4, +6 Melee Grapple: +8, +18 w/suit, +23 w/ full Super-Strength Defense: +6 (+4 Base, +2 Dodge Focus), +2 Flat-Footed Knockback: -1, -14 w/suit Saving Throws: 11pp Toughness: +14/+2 (+9/+2 Con, +5 Protection) Impervious 10 Fortitude: +11/+4 (+9/+2 Con, +2) Reflex: +3 (+0 Dex, +3) Will: +8 (+2 Wis, +6) Skills: 116r = 29pp Computers 15 (+20)* Craft (Electronics) 15 (+20)* Diplomacy 8 (+8) Disable Device 15 (+20)* Intimidate 14 (+14) Investigate 6 (+11) Knowledge: Physical Sciences 10 (+15) Knowledge: Technology 15 (+20)* Notice 8 (+10) Sense Motive 10 (+12) Feats: 22PP All Out Attack Attack Focus Melee 2 Benefit (Wealth 3) Dodge Focus 2 Eidetic Memory Equipment 4 Improved Initiative 2 Interpose Inventor Luck 2 Power Attack Skill Mastery (Computers, Craft: Electronic, Disable Device, Knowledge: Technology) Ultimate Toughness Powers: 54PP Mass Driver Armor Hard to Lose Device 13 (65 device points; PF: Restricted 2) [54pp] Density 6 Extras: Duration - Permanent (+0) [18pp] [*:1tzy4jqa]Strength +12 [*:1tzy4jqa]Protection 3, Impervious Toughness3 [*:1tzy4jqa]Super-Strength 2 [*:1tzy4jqa]Immovable 2 Protection 2 Extras: Impervious Toughness 7 (Total of 10) [9pp] Enhanced Constitution 14 {14pp} Enhanced Strength 4 [4pp] Strike 4 PF: Knockback 2, Mighty [7pp] Flight 5 PF: Dynamic [13pp] * DAP: Super-Strength 5 Drawbacks: -4pp Normal Identity - Full Round Action to don Armor [-4pp] Abilities (22) + Combat (16) + Saving Throws (11) + Skills (29) + Feats (22) + Powers (54) - Drawbacks (-4) =150pp / 150pp A variation of the preceeding 2 sets of armor. More basic in that you only have the ability to smack things about, but advanced in the sense that you can fly. They have have the traditional smarts of a battlesuit designer but decided to use it on an esoteric form of energy that they only barely understand to make this decidedly no frills battlesuit. You can fly and hit things. That's about it. But you have an HQ and an embarrassingly large amount of cash, so that's something.
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Abilities: 0 + 0 + 2 + 14 + 4 + 0 = 20pp Str 10/30 (+0/+10) Dex 10 (+0) Con 12 (+1) Int 24 (+7) Wis 14 (+2) Cha 10 (+0) Combat: 12 + 8 = 20pp Initiative: +0 Attack: +6, +8 Weapons Array, +10 unarmed Grapple: +8, +18 in strength setting, +24 with full Super-Strength Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -0, -11 in suit Saving Throws: 5 + 3 + 8 = 16pp Toughness: +13/+1 (+1 Con, +12 Protection) Impervious 8 Fortitude: +6 (+1 Con, +5) Reflex: +3 (+0 Dex, +3) Will: +10 (+2 Wis, +8) Skills: 84r = 21pp Computers 13 (+20)* Craft (Electronics) 8 (+15)* Craft (Mechanical) 8 (+15) Disable Device 13 (+20)* Knowledge: Business 3 (+10) Knowledge: Civics 3 (+10) Knowledge: Physical Sciences 8 (+15) Knowledge: Technology 8 (+15)* Notice 10 (+12) Sense Motive 10 (+12) Feats: 13PP All Out Attack Attack Specialization (weapons Array) Attack Specialization (unarmed) Benefit (Wealth 2) Dodge Focus 2 Inventor Luck 2 Power Attack Skill Mastery (Computers, Craft: Electronic, Disable Device, Knowledge: Technology) Speed of Thought Powers: 54PP Battlesuit (Hard to Lose Device 16) [64pp] Immunity 9 (life support) [9pp] Power Reserve 6 (Flight, Super-Strength) [12pp] Protection 12 Extras: Impervious 8 [20pp] Weapons Array 18 (36pp power pool, 3 AP's) [39pp] * BE: Blast 12 Extras: Autofire * AP: Blast 10 Extras: General Area Burst, Selective; Flaws: Unreliable (5/day) * AP: Enhanced Strength 20 PF: Knockback 4; Super-Strength 2 PF: Counter Punching, Haymaker * AP: Snare 12 Extras: Regenerating Drawbacks: -4pp Normal Identity - Full Round Action to don Armor [-4pp] Abilities (20) + Combat (20) + Saving Throws (16) + Skills (21) + Feats (13) + Powers (64) - Drawbacks (-4) =150pp / 150pp And now we move onto a more classic battlesuit. Flight, lots of armor and lots of guns. What's not to like? Well actually, this guy. He doesn't have any of the classic social skills, so he's more likely one of those nerdy intellectual types who doesn't get out much. But who needs friends when you have a never ending fascination with building an nearly endless supply of death dealing weapons? But basically this is close to what the original 150pp Malice looked like. I had a few other tricks stashed in the old build, a few of which I took out in literally the first month's edit because I felt that they were too over powered back then. Plus the house rules in place now are RADICALLY different from the ones in place back then. Your saves are a little lack luster, and you could use a few more skills to round out your character. Some of the more esoteric functions of a battlesuit would also do good here, such as Super-Senses, but Malice 1.0 didn't have it so neither does this one.
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Abilities: 8 + 6 + 8 + 4 + 4 + 2 = 32PP Strength: 18/30 (+4/+10) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 16 + 8 = 24 PP Initiative: +3 Attack: +8, +10 unarmed & weapons array Grapple: +12, +20 w/ Power Armor Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -4, -5 w/ Equipment Saving Throws: 4 + 3 + 6 = 13PP Toughness: +12 (+4 Con, +8 Protection) Impervious 3 Fortitude: +8 (+4 Con, +4) Reflex: +6 (+3 Dex, +3) Will: +8 (+2 Wis, +6) Skills: 76R = 19 PP Acrobatics 12 (+15) Computers 8 (+10) Craft (mechanical) 8 (+10) Disable Device 8 (+10) Investigate 8 (+10) Knowledge (arcane) 8 (+10) Knowledge (technology) 8 (+10) Notice 8 (+10) Sense Motive 8 (+10) Feats: 14 PP Acrobatic Bluff Attack Specialization (unarmed) Dodge Focus 4 Fearless Improved Critical (Unarmed) Improved Initiative Improvised Tools Luck Move By Action Power Attack Precise Shot Powers: 52 = 52 PP Battlesuit 13 (65pp worth of traits, Hard to Lose Device) [52pp] Density 6 Extras: Permanent (+0) [19pp] Immunity 9 (Life Support) [9pp] Speed 4 (100 mph, 1,000fpr) [4pp] Leaping 2 (x5 distance) [2pp] Protection 5 [5pp] Blast 10 PF: Accurate, Precise [24pp] - Laser Blasts * AP: Blast 10 Flaws: Unreliable (5/day); LINKED Trip 10 Extras: Knockback; Flaws: Unreliable (5/day)l PF: Accurate, Improved Throw - Power Missiles * AP: Snare 10 PF: Accurate, Tether - Laser Tether Super-Senses 2 (Ultravision, Infravision) [2pp] Drawbacks: -4pp = -4PP Normal Identity (Full round Action) [-4pp] Abilities (32) + Combat (24) + Saving Throws (13) + Skills (19) + Feats (14) + Powers (52) - Drawbacks (4) = 150/150 Power Points NOTES Ok, first things first. I've never played any of the Metroid games. I've seen clips and snap shots, but that's about it. Samus is one of the only characters that I can think of off hand that represent this particular niche. As such, I didn't try to model Samus' suite of powers, mostly because I don't know what they all are. Anyways this battlesuit character is rather "basic" as far as battlesuits go. Life support systems, metal plating, guns. This character also has a unique advantage when compared to the standard battlesuit user: outside of the suit, they are likely able to kick the crap out of their nerdy cousins. They don't have the greatest scientific mind going, but they're pretty good, and they've got a lot of room for improvement. They also have quite a few more feats than the traditional battlesuit users, though they lack Inventor currently. This is a character that dedicates their time to improving their current suit rather than trying to make additional little devices. Like many battlesuit characters, this one is a little lacking in the saves department so a few points could do well here. Also, they are a little lacking in skills so they could get a few points added in there to add to their repertoire or enhance what they're already good at. Or you could go the more direct route and throw some more points into the suit to give it more bells and whistles.
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Glad that's over... mused Atlas mentally as the remaining beastmen fled the field of battle in one way or another. And while there was quite a bit of celebrating going on, there was something else playing on Atlas's mind: what the heck they were going to do now. Making a note to find the shocktroops later, Atlas grew himself a pair of bat-like wings and took to the air, trying to pick out the rest of the heroes that had been assembled from his world, which wasn't really all that hard due to the bright colors many of them were wearing and the fact that many of the soldiers were celebrating around them. "I think its time we got together to compare notes." thought Atlas over his mental link to Scarab, and thereby the rest of the heroes.
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"They're alive." reported Atlas after doing some mental investigating. "But there's no higher brain function to speak of. They're just meat at this point." he continued, seemingly not too terrible bothered by this turn of events now that he was over the initial shock of finding this place. He should have been expecting this by now. Practically every mission he had gone on with the Midnighters had them eventually winding up with them walking down some dark and deserted corridor before winding up in a room for some sort of occult ritual. Maybe he was taken aback because he got here through an office building? "What did you find?" asked Atlas to Push. "Besides them making zombies?"
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It was about this time that Dynamo descended the steps of the C&C in full costume, toweling off his rather wet looking hair. He stopped about halfway down the stairs when he realized that not only was he not alone, there were quite a few people there he didn't know, and it looked like they were all in a rather involved conversation. He held up his finger to signify that they should give him a minute. He turned on the speed and made his way over to a console and monitor. He accessed the security camera footage for this main area and rewound it several minutes prior. He then watched it in fast forward judging by the squeaky voices. "Right." says Dynamo as he claps his hands together. "So in order...." He strode over to Thrude and gave her the same forearm handshake she had demonstrated earlier. "Well met Thrude. I am called Dynamo. For Dr. Archeville to invite you here without first informing us, you must have made an incredible impression on him. And as such, you have impressed me as well. I look forward to joining you on the field of battle!" He finished with a bit of borrowed bombast. Turning his attention to Willow, he shook her hand in the normal fashion. "A pleasure to make your acquaintance Willow." he said rather straight faced, but he snuck in a very wry smirk when he caught Erik's eye. That was a radical improvement, the old Eli might have gone for a high five. And then there was Grim and Colt. He eyed them both for a minute before dragging them unceremoniously into a bear hug. "Ok now listen up, Uncle Dynamo's gonna give you some knowledge. Getting married? It changes your perspectives on things. Things are going to change, and you may not always know where you're going, or even if you want to get there, but the journey is the best you're ever going to take. Do what you got to do to be happy. You've earned it. We'll hold down the fort for ya, we promise. And I'm going to have to stop now or I'm going to start crying."
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Gargoyle!Atlas winces slightly as Gossamer gathers her sample. "I can take almost any form so long as it doesn't remove any traits I've got." he explained, proving that he both had nerves in this form and could speak. Turning back into human form there was a small pin prick of blood where Gossamer had drawn her sample on Atlas' arm, which was wiped away with an offhand swipe with his other arm, the "wound" underneath having apparently healed already. "It is not a matter of fair." corrected Atlas. "I came here so that I could learn more about myself, and so that humanity could learn more about the Grue. Because I didn't know who and what I was, the Unity was able to control me. I do not wish to make the same mistake again. Please continue."
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After the effects of that attack, there are only 6 mooks left standing. Each of them is in a different car however as previously mentioned.
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Despite their mad dash and their best efforts, the street thugs are still just street thugs. They are completely unprepared to take on a super in a direct fight, and as such, drop like flies being hit with an oversized mallet. There apparently being no honor among thieves, the goons that were already in the SUV's show no signs of even considering to help their downed comrades. They instead focused all of their efforts on getting their vehicles to move NOW. As such, none of them even considered closing the doors to the SUV's.
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Eli took a spot at the table, this was going to take some time. "My case is a bit different actually." began Eli speaking primarily to Colt, though also to the room as a whole. "When I was on patrol earlier on today, a portal opened up beneath me, and I fell through. I wound up in the year 3025. As I already mentioned, I made my way to 26, 27 and 28 the traditional way. But from the snippets of history I was able to glean, I knew I was going to eventually come back to this time. And before you ask, I didn't pry to much into their past or our present. A thousand years does much to distort the truth and hide details; their account of the Terminus Invasion was enough to prove that point for me." explained Eli. Truth be told, the main thing that was holding him back was the fear that he would run across his profile or one of his teammates and see their date of death well before their retirement years. "Now you all noticed my altered appearance. What you probably didn't gather however is that many of these changes were wrought on the first day I was in the future. I met up with the Freedom Legion, the Freedom League of their time. A villain of their time utilized a doomsday weapon that created a chain reaction that would eventually destroy gravity itself throughout the universe. The "gravity hole" however was in its infantile stages, and if it were to consume too much at once, it would collapse in on itself. As Dr. Archeville can attest to, near lightspeed movement has a rather pronounced effect on gravity and time." he continued with a a small wave in Archeville's direction. "As you may have already surmised, I ran straight into that gravity hole at my maximum velocity. I cancelled out the gravity sink, just as it canceled out my speed. For the first 5 months of my stay, I was outright slower than a normal human, as if I was out of synch with the normal passage of time, which I do believe was the case. I am slowly, but steadily increasing my speed, but I am no where near as fast as I used to be, and I am unlikely to reach that point again. So, I trained other areas." he finished with a shrug. He hadn't said anything about the people he had met, those details were going to come, but he wanted to give a context to the scenario he found himself in.
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And I'm back from my trip. I'll need a day or two to get all my ducks in a row before I get to posting again.
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Alright, because I'm going to be absent for the next two weeks, and I don't want to hold everything up, I do hereby give Quinn and/or Shaen full authority to play Atlas as an NPC with as much or as little involvement to the progression of the plot as they see fit.
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I've got my graduation today. See also: this.
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Right totally forgot that the goons were up next in the initiative order. Every one of them takes a double move towards the vehicles. All of the guys that were on perimeter duty (the same guys with the machine guns) are still another double move away from the rest of the vehicles. They form basically a semi circle around the vehicles, so none of them are particularly close to another one. Of the 11 remaining guys, 6 make it to the trucks (1 guy per truck) and are at various stages of getting into the car, none have been started yet; the last 5 goons are a single move action away from the trucks. The trucks are at most, 20ft away from one another. This means that at the furthest, all of the non-machine gun goons are within 80ft of each other. And I don't know how to turn that into an IC post beyond "they run towards the trucks".