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Everything posted by Geez3r
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You'll find the other Wraith easily. It is not in the middle of combat, it appears to be looking for something.
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Alright going to get things started moving again. CC, you're up. 28 - Blitz - Unharmed - HP x2 24 - Avenger - Unharmed - HP x7 - Vary Stealthy 19 - Aiko - Unharmed - HP x1 16 - Scarab - Unharmed - HP x2 15 - Valkerie - Unharmed - HP x5 9 - Rift - Unharmed - HP x4 7 - Grue Bruiser (2) - Unharmed 7 - Grue Lasher (2) - Unharmed 7 - Grue Ooze (1) - Unharmed 4 - Ironclad - Unharmed - HP x2 EDIT: CC's been skipped for the time being, Avenger's turn.
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Alright, gonna see if I can get the Invasion threads starting to move again. Sorry for letting them stall for so long. Raveled, what was the intent behind that last action? Were you trying to intimidate the guy? Were you just saying "Ha! Got you!" Or were you doing something else entirely?
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The only people in the smoke bomb are Malice, Knievel and the Giant robot IIRC because the radius is only 10ft.
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In an out of character move, Dynamo didn't start sprinting around the room at insane speeds as soon as he got the chance. Rather he just let the electricity build up and crackle all around him. He did take a moment however to watch Grim fly around the room in slow motion. One of the first things he did when he realized he could see far away and use slow motion on demand was watch the wings flap on critters as they flew by. Eli joined the others once Colt entered the room, trying to discreetly (read: plainly visible to everyone) hide a butterfly net behind his back which he had pulled from who knows where. "So what's the plan now O' Southern one?"
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Actually, Shapeshift is a Move Action in Ultimate power Sand. And as a general bit of advice, are you really sure you want to limit yourself to being able to actively see the monster you want to change into? That is incredibly, oppressively limited in scope in my opinion.
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Alright, gonna spend some points here. For Dynamo I'll spend all 3 points getting Sleight of Hand 12 (+14). For Atlas, I'll spend 4 points to bump the Communication power up to rank 4. I'll spend 1 more point to get an AP off this upgraded Mental Communication power. He'll have 4pp still unspent, and I will keep them as such for the time being. [b]Comprehend 2[/b] (Languages; Speak/Understand Any) [4pp] [u]LINKED[/u] [b]Communication 4[/b] (Mental, 1 mile, [i]Extras:[/i] Two-Way) [8pp] * [u]AP[/u]: [b]Mind Reading 16[/b] [i]Flaws[/i]: Requires Grab (-3) [4pp] [u]LINKED[/u] [b]Drain Wisdom 16[/b] [i]Extras:[/i] Alternate Save (Will) [i]Flaws[/i]: Requires Grab [8pp] DONE BY SHAENTHEBRAIN
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OK I think we're gonna shelf the big boom for a later date, it it's used at all. Move: Fly Up out of the Smoke Bomb area Standard: Liberation Attack roll vs Everyone, AoA/PA 3, DC 30 Tough (1d20+12=16) And that'll miss pretty much everyone unless they All Out Attacked for alot last round. But it's got Homing 2, so I try again and again for the next 4 rounds. Sorry for the hold up everyone.
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Happy Birthday!
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As you have probably noticed, I haven't been as active lastely. My final paper/presentation for the MBA thing is this Friday and since I haven't done anything because of the wedding, I'm playing catch up. I should get back into the swing of things by the weekend. Sorry I haven't been around too much, but feel free to move the threads without me. Just do whatever you think my characters would do, or skip them entirely.
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My activity is going to be spotty over the weekend, I'm going to a wedding on Saturday.
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Yeah the corporate spokesman thing is going to be met with a lot of friction. Ok, in regards to the Tetsubo, you don't have one. As in, you have not spent the necessary points in Equipment to have one. I would also look out for the limitations on Equipment. Specifically, attacking with a higher Rank attack than the Toughness of the weapon you are using causes said weapon to break. If Hulk hits someone with a car, the car breaks, the same thing could come into play here.
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OK, you had a good back story up until the corporate sponsorship showed up, but a word of caution I do know very little about the Ultimen. I don't feel that would fit well within our game. Put another way: do you really thing Centurion would like to see heroes gallivanting around with cola logos on their costume? Onto the stats: Stats are good, Combat, you've got a typo for your defense. Your Base Defense is +4. Also, your Knockback is -5. And your Grapple should be +14. Saves, good. Skills, good, although I'd seriously recommend putting more points into here. Feats, good, with the exception that I have no idea what the Tetsubo is. Powers, The Cosmic Energy Array needs work. It should look like this: Cosmic Energy Control Array 12.5 (25 pts per power, Feats: 1 Alternate Power ) [26PP] (Cosmic Energy) * BE: Cosmic Energy Control 10 Feats: Accurate Attack x3, Precise x2 * AP: Create Object 10 (10 25ft cubes, toughness 10, Feats: Progression x2) [b]Cosmic Energy Control Array 12.5[/b] (25 pts per power, [i]Feats[/i]: 1 Alternate Power ) [26PP] (Cosmic Energy) * [u]BE[/u]: [b]Cosmic Energy Control 10[/b] [i]Feats[/i]: Accurate Attack x3, Precise x2 * [u]AP[/u]: [b]Create Object 10[/b] (10 25ft cubes, toughness 10, [i]Feats[/i]: Progression x2) For Regeneration, I'm only counting 13 points spent. 1 For Bruised, 4 for Injured, 5 for Disabled, 1 for Ressurection, and 2 for the PF's. Super-Strength. Now, cost wise you've got it right. I will however like to point out something. The ranks in Super-Strength DO NOT count as Strength ranks for determining the applicable rank of Super-Strength PF's. All Super Strength PF's like Shockwave for instance, use your Strength (plus any enhanced Strength) for determining the DC. Because your character has +6 Strength, the Shockwave is rank 6. It will stay rank 6 regardless of how many ranks in super Strength you have. Therefore it would be a DC 21 Toughness save allowing a DC 16 Reflex save for Half Damage. Lastly, giving your attacks fancy names is actually pretty common. We just ask that you clearly show which are which. The preferred way of doing this is adding the flavor text at the end of the power in question. Example: Blast 10 - Heat Vision
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No you just happened to post at the end of the month, which is when Refs are at their busiest, and some of the refs were MIA. I'll give it a look now.
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Firing up his jet engines, Malice took flight out of the smoke cloud, finally finding his vision to no longer be obscured. "This is why we don't give away the plans with the mad scientist in the room!" shouted Malice back over his shoulder at Knievel. "Things tend to go south from there." Turning his attention back to the heroes "Villainous coworkers: evil, loyal, smart. Pick two. What are you gonna do?" he asks with a shrug. "Oh right: This." he says as he fills the corridor with mini energy blasts. The heroes avoid them without much difficulty, but the energy beams double back with extreme precision and look like they'll hound the heroes until they hit their mark.
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OK. Probably went over board with that. So before we continue, we need to discuss this. First question: Does Malice actually have another bomb (or several) on him? Asked another way: is this a good idea or should we not go ahead with it and do something else instead? Second question: If we do go ahead and have Malice blow more crap up, how the heck to we handle it mechanically? I expect lots of Fiats will come into play. For the first time, I don't have a bloody clue. So I throw up my hands at this. Oh, and I'll leave you with this.
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Alright, my weekend just got unexpectedly busy, I may not be back until Tuesday as I have another one of those MBA classes all day Monday.
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Malice has a +25 with either so it doesn't make a difference, but he gets a +3 due to Master Plan. Counter Science! check DC 35 (1d20+28=31) And to be fair, Malice already used a Fiat this round to reroll, so I won't do it again. See also: :argh:
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"Woo!" cheered Eli as Jack went down. "Nah. Jack'll be fine. Bro's made of some tough stuff there. Shame he couldn't stand up to these massive guns!" joked Eli as he did a few over the top flexes and poses, which prominently displayed his complete lack of muscle. Eli then knelt down next to Jack. "Hold on, lemme see if I can get him to come too. Hey Jaaacck~ Your sister's pretty cute. You don't mind if I take her out on a date do you?" said Eli as he was barely able to hold back his laughter.
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"Don't let Colt hear you say that." quipped Eli with a smirk. He figured as long as he was throwing jabs at Jack, he could throw a few Grim's way. Seeing as how well being over the top had worked for him last time, Eli decided to play it a bit more safe this time around. Eli did a hand spring maneuver (much more subtle) as he charged towards Jack. He went directly from that little trick to a flying roundhouse kick aimed at Jack's head. Even though the blow went right over Jack's head, Eli was able to land smoothly, and give Jack a one-two body combination. "Yeah, no song this time. Real men sing with their fists!"
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Attack roll vs JoAB, PA 5, DC 20 (1d20+6=12) Whiff. Attack roll vs JoAB, PA 5, DC 20, HP Reroll (1d20+6=13+10=23) Yay. Surge Attack roll vs JoAB, PA 5, DC 20, SURGE (1d20+6=17)
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:oops: Never mind. Guess I looked at the wrong attack roll or something.
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Nyrath, need a save from you. 28 - Blitz - Unharmed - HP x2 24 - Avenger - Unharmed - HP x7 - Vary Stealthy 19 - Aiko - Unharmed - HP x1 16 - Scarab - Unharmed - HP x2 15 - Valkerie - Unharmed - HP x5 9 - Rift - Unharmed - HP x4 7 - Grue Bruiser (2) - Unharmed 7 - Grue Lasher (2) - Unharmed 7 - Grue Ooze (1) - Unharmed 4 - Ironclad - Unharmed - HP x2