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Freedom City Guidebook
Freedom City PBP: A How-To Guide
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Everything posted by Geez3r
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Eli grumbled worldessly at Jill's retort. He wanted to say something back, but she had her brother's snark in spades and continuing the snark fest with either of them would be rubbing salt in the wounds. He had always had trouble not making a fool of himself in front of pretty girls, and even though all three were "taken" and even though he had gotten better at it in the past couple of months (being a super hero is a nice confidence booster), he didn't want to screw it up and wind up back peddling. While waiting for Vince to see if Colt or Fulcrum were around, Dynamo busied himself by doing the dishes from this morning's breakfast. He usually didn't let them sit out this long, but he had gone out on patrol almost immediately after, responding to what turned out to be a false alarm. When he got back, he didn't feel like doing them and had been putting it off. But now he had to make it look nice for company.
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Abilities: 4+ 6 + 10 + 4 + 6 + 2 = 36pp should read: Abilities: 8+ 6 + 10 + 4 + 6 + 2 = 36pp Combat, Grapple is +10, +12 Total points spent is: 12 + 10 = 22 Feats, Still haven't purchased the ranks in Dodge Focus. Powers: 2 +0 + 12 = 14PP should be 12 + 2 = 14PP
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Dynamo just kind of stood there for a moment while Iron Clad did her thing. And then he promptly got quite bored. He assumed she was doing something in that helmet of her's and didn't just fall asleep or suddenly decide to ignore him. Therefore the "shut up Zippy" reflex kicked in and Dynamo just let her do her thing. He did however go through the streets and start cleaning everything up. He got some of the smaller pieces of debris out of the way, got some cones and caution tape up to make sure others were aware of what had transpired. This was Freedom City though, people came to expect stuff like this. "Alrighty. We just need to hang out until they get here in case Mr. Sunshine hear comes too."
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:approved:
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You forgot to purchase the Dodge Focus ranks you have listed in your Defense line. For your Fortitude, the Con bonus is +5 and +7 respectively. Also, when Boosted, you break offensive Caps. You have a +6 Strength modifier, and +2 Sneak attack = +8, and a +7 attack. One of those needs to be lowered by 1.
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No, x5 speed. Which is rank 2. Not "Quickness 5".
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I'm Counting 36 points in Abilities. Combat, Initiative is +3, +5 at full Boost Grapple is +11, +13 at full boost Knockback is -2, -3 at full Boost Saves, You need to denote that they are 2 points higher when at full Boost. Skills, you've got 58 ranks which costs 14.5 points. Adjust it so that the point cost comes out to an integer. Feats, good. Powers, Near as I can tell you've got the version of Boost that lets you increase all traits of a given type at once. Base cost of 3pp/rank. With the flaw that falls back to 2pp/rank. So it costs 8pp, and 1 AP brings the total to 9pp. With the Immunities, you have a total of 11 points in powers.
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Welcome to the boards, we're just going to go down the line here and I'll give you my opinion on each item in succession. Abilities: Ok, just a general note, buying odd numbered Ability scores doesn't grant any mechanical benefit at all with the one exception that it provides a minor buffer against Drains. Generally speaking, you want to purchase your Ability Scores in even increments. Strength: I'd recommend a significantly higher expenditure in Strength, as most human/ animal hybrids in comics are at least strong humans (16+) if not higher. This ties into the inability to hit caps at the current time, see below. Dexterity: You might want to lower it slightly, but I don't have any problem with a high Dex per se. Constitution: It's a super hero game, so your character is most likely in pretty good shape. I always suggest a Constitution of 14 or higher, but I'm not going to split hairs on this. Intelligence/ Wisdom /Charisma: Seem to be pretty much spot on for what you want. ------------------------- Speed, Rank 7 speed would equate to running 1,000 mph. All powers in M&M use the time and value progression table. When it says that your speed starts at 10, go to the Time and Value Progression table located on page 70 of the Core book, and find the Value that says "10". For each additional rank, move one more step down the table. So rank 2 Speed is 25mph. Then 50, then 100, etc. Strike: You'll note that the Lion write up is terrible. Why is it terrible? Because there is no Strike and/or Damage power representing claws and teeth. The +5 Damage from the Lion is resulting from its Strength of 21. But for our purposes, Strike 3 would be fine. However, with your lacking Strength, and our House Rules on Trade-offs, it would be physically impossible for your character to "hit caps". This is a super-hero game. Not only are you expected to fight, you are expected to win (even if just barely). Super Senses/Movement: These look fine. ---------------------------- Time Control Ok, I'll be blunt. Erase Time Control from your mind, it is not what you want. M&M is an effects based game. You buy the effect and then slap a descriptor on it that describes what you it does over that. We have 2 very fast Speedsters right now: Dynamo and Zephyr. Both have high levels in the Speed and Quickness powers. Dynamo runs fast. Zephyr slows down time for everyone but herself. Same effect(s), different descriptors. This leads me to my second point. Generally speaking, the "Powers" section of UP is useless. All the Powers section does is take several Effects from the previous chapter and mash them together, without telling you how it is done. Time Control happens to be the worst offender of this. Time Control is the "Super-Speed" Power with the Extras: Affects Others and Ranged. The Super-Speed Power contains each of the following Effects: Speed Quickness Enhanced Feat: Improved Initiative Array. The two speedsters I mentioned above do not use Super-Speed as written. They use the Effects given above seperately, and in the quantities they desire with the Super-Speed descriptor (or Time Manipulation for Zephyr). In addition, by making Speed Permanent, it will require you to take a move action every single round to move some distance. You could literally not stay in one spot. Having a perpetually sped up perception would best be covered as a complication.
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Dynamo stands over the fallen Wrecking Ball for a moment, breathing a little heavy to catch his breath. He broke into a smile when he saw Iron Clad wasn't any worse for wear. "Hey, no problem! You'd a done the same thing for me." called Dynamo happily. He strode over and shook Iron Clad's hand firmly, even if she couldn't feel it through the armor. "Pleasure working with ya." Following her gaze, he shook his head. "Not a clue. Figured he just woke up on the wrong side of bed this morning. Since we don't want that happening again, why don't we see to it that he gets a new one in Blackstone? Got a radio in that thing to let FCPD know we got one for 'em?"
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Dynamo's eyes hardened into a glare as Wrecking Ball grabbed IronClad. "You have no idea who you're dealing with. I'm taking you down, now!" And then suddenly, Dynamo was gone. He put on a burst of speed, far surpassing his previous exploits by orders of magnitude. In the space between seconds, Dynamo had closed the distance between him and Wrecking Ball, and began hitting every single square inch of Wrecking Ball that he could get to. Punches, kicks, elbows, knees, didn't matter. If it could be used, Dynamo used. He pushed his body its normal limits, doing everything in his power to end this fight right now, cursing himself for not having done this in the first place.
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Alright. Gloves are coming off now. Free Action: Allocate Full Points to Speed, now Rank 18 Free Action: Switch back to Vibro Punch. Move: Close to melee range; really, really quickly Standard: Vibro Punch Atk Roll, Power Attack 5, DC 28 + Autofire (1:1, +4) (1d20+13=26) So that'll be a DC 32 save if they have less than a 22 Defense (or +12). Extra Effort to SURGE: Standard: MOAR Vibro Punch Atk Roll, Power Attack 5, DC 28 + Autofire (1:1, +4) (1d20+13=14) BOO! HP to reroll MOAR Vibro Punch Atk Roll, Power Attack 5, DC 28 + Autofire (1:1, +4), HP reroll (1d20+13=29) better. So that's 2 DC 32 Toughness saves for Mr. Wrecking Ball. EDIT: Also, totally doing knockback, because no matter how far he flies, with max speed, Dynamo can catch back up to him and be there to pummel him.
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Eli didn't say anything else either, he was too busy laughing. Not a giggle, not a chuckle. We're talking full on, barely coherent, eyes watering, red faced, doubled over laughter. He couldn't explain it, it just struck him as really, really funny. The other Interceptors likely found it really annoying. When Eli got laughing like this he couldn't quite control his speed, so he'd have a few brief spans where he'd wind up laughing at like 2-5 times normal speed, which in addition to looking freaky as all get out, raised his voice a couple of octaves so he sounded like a gerbil on helium. Grim's comment just added fuel to the fire.
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Free Action: Switch UD Array to Blast 16. Move Action: Run around, just for ha's. Standard action: Lighting Bolt Attack Roll, DC 31 Toughness on a hit (1d20+10=17) Probably a miss.
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"Hey I resent that remark! If you'll consult the Interceptors by laws, you'll clearly see that Jack of All Blades handles the Stabpunching. I get enough guff from him as is, I don't need him thinking I'm horning in on his shtick too." warned Dynamo. "How 'bout you try this on for size!" Dynamo streaks off down the block, and running up buildings. He builds a charge in his body as he runs, growing in intensity until his whole arm is alight with crackling electricity when he returns from the opposite direction a few seconds later. "Hrrah!" roars Dynamo as he tosses the powerful, but not necessarily accurate lighting bolt like an ordinary person would throw a cinder block.
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"Hello... again apparently." said Eli a little sheepishly to Talya, but he was at least able to shake her hand like a gentlemen. He honestly didn't remember meeting her. Turning his attention to Jack he retorted "Yeah, I met her once four months ago, along with like half the hero population of the city. That's a lot of names and faces. And it was four months ago. Do you have any idea how long 4 months is to me?" Truth be told, his memory got a little spotty if he spent a nice chunk of the day at high speed, as he had done that day preparing everything for Grim's party. Turning to Talya, he hastily added "Not that I'm saying you're forgettable or anything. I was just a little... distracted that day."
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You're not knocked back unless you get Stunned by an attack.
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"None taken." replied Eli as he watched the scene below develop. "Sorry Vince, but I ain't gonna let Jack hog all the fun." continued Eli as he dashes out of the room getting dressed, brushing his teeth, etc. at high speed. He goes back down to normal speed as he goes down the stairs, and heads towards the back patio. Standing in the doorway, he takes just a little bit of pleasure in spoiling the moment for Jack, calling out "Hey Jack. Who's your friend?" Well it was that and he could practically see the aneurysm for in Vince's head. This was a good day to be an Interceptor. Name kind of takes on a whole new meaning now... mused Eli.
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Actually, you just give a HP to whoever's roll you're Faiting for. So Dynamo doesn't get a HP for the reroll on the Toughness because his attack didn't provoke a save. In addition, neither Dynamo nor IronClad attacked from surprise, in fact they announced their presence before attacking, so Wrecking Ball wouldn't have been flat footed. Unless there's some other flaw at work here that I'm unaware of.
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In between the swings of the giant wrecking ball, a white streak made its way through the streets, and suddenly many of the citizens who were unlucky enough to be on the street when Wrecking-Ball attacked found themselves a few blocks away from where the scene was developing. The white streak slowed itself to reveal Dynamo, one of the city's premier speedsters on the scene. "Hey how you doin' there broshka? Really? That's fantastic now." continued Dynamo, not waiting for a reply. "But if you're really worried about the common man, don't waste tax payer money by breaking stuff!" shouts Dynamo as he charges forward to deck Wrecking Ball with a vibrofist.
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Initiative Check (1d20+22=36) Free Action: Allocate Super-Speed Power Reserve to Speed 10/ Quickness 10 Move Action: Run as many civilians out of the area as possible; can cover a total of a little less than 20 miles, as I still need a token amount of movement. Standard Action: Punch in the face. Attack Roll w/ Autofire Speed Punch, Power Attack 5, DC 28 + Autofire 1:1, max +4 (1d20+13=16) Or at least try too.
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Dynamo was up in his room doing some more homework. Well actually, that was a lie. He was playing video games. He should be doing his homework. It seemed as if the professors wanted to get all the work done before Thanksgiving break so they had really upped the work load in the past couple of weeks. He could do it all in a couple of minutes, but then he wouldn't really gain all that much from it. His memory retention was getting better at higher speeds, but it still wasn't as good as it was doing things the boring, slow way. ' Pausing the game for a moment, Eli got up to stretch a bit, having been sitting on his keester for the better part of a half hour. During his stretch, he caught a glimpse of the backyard and had to do a double take. "Vince...." said Eli slowly. "Is that who I think it is?"
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Just to clarify, is this open to all of the Interceptors?
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"<... Right. Forgot what city we were talking about here.>" mused Atlas as he rubbed the back of his neck. "" Atlas said the last part as if he was thinking aloud to himself. He hadn't really talked to any of the heroes in Freedom for the past couple of months. He doubted if most of them even knew he was coming back today. He was hoping that a few of them had at least noticed him gone.
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