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Ecalsneerg

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  1. Well, not particularly worried. In the blink of an eye, he'd dropped into an easy firing stance with an arrow nocked, and the one he'd fired as he'd dropped to one knee sending one SHADOW trooper flat on his back with a concussion. A few seconds later, another six of the troopers had been dropped with concussions, broken ribs and crippling groin shots. Arrowhawk scanned the oncoming mass of troopers, eyes narrowing. Well, that was a drop in the ocean. "You heard the man," he growled. "Get me."
  2. "Probably not, minivans aren't inconspicuous. Old sedans are," Liz said, getting a little irked at her work being criticised. "And I'd hardly call a 250 MPH top speed slow. The repanelling does slow it, yes, but when you get down to it, much of the parts aren't switched, they simply flip around. It cuts costs, and it cuts down on weight. The majority of the extra mass is from the parts neded to turn it all around."
  3. John nodded curtly at the table. "Well, apparently it's 'all gather round and listed to Doktor Archeville speak' time." He pulled out the back of the chair that Estelle had indicated, and gestured to Vivianto sit down. When she had, he propped his cane up against the table and sat down in the seat next to her, letting his leg rest straight out underneath the table without taking note of anyone sitting on the opposite side of the table. Hey, I'm an old man. Possibly the oldest one here. Christ, that's a depressing thought.
  4. After they'd left, Siobhan didn't bother going back to sleep. Instead, she pulled down a couple of books on vampires, especially in regards to their ability to dominate and manipulate with their minds. Urgh. Some of these stories are nasty. She grimaced after reading over a couple of case reports, then went into a cupboard and pulled out a simple wooden box. Daylight was pouring in through the window as Siobhan finished the ritual, empowering the three wooden rings with magical energy. If her calculations were correct, they'd just redirect and absorb vampire mentalism, and dissipate it harmlessly through the small lumps of black agate stone which adorned each ring. Now all she had to do was to get ready for the dinner, and hope that their preparations would be enough...
  5. OK, as Doc concurred, Immunity (vampire mental powers) is a mere 2pp. So, I'm not going to bother making them as Devices, but rather 2pp free effects with the " shaped like a ring" descriptor. Equinox can take 10 easily with Skill Mastery on her Arcane and Artistic to hit DC 25. Both checks are DC 12. Now, taking a +10 to DC to do it in halfxhalf=quarter of the time, it'll take only half an hour to design it with Arcane knowledge and only two hours per ring, so 6 and a half hours in total. I'll let you do Inventor montages if you so choose, then proceed :P
  6. EVERYONE can do this. You just need to make a Bluff roll to say "Look behind you". HiPS is Benefit (Don't Need To Say Look Behind You)
  7. Sure, why not. Power Attacking for 5, taking 10 on the attack roll, hits a Defence 23 target with a DC 27 save anyway, so it's fair to assume if I can knock out 7 in a round, I will knock out seven in a round. Sound fair?
  8. In a shriek, a smash and a shower of ceramics, the scarecrow shattered into shards and smashed into the floor. The straw that had been on it was hurled up into the air and rained down, showering both Equinox and Lady Winter with it, and freezing to the walls and ceilings in several places. From the back room, there came the sound of a shocked gasp and the clatter of work boots trying to run on slick ice. Clearly, the artificer was trying to escape.
  9. Equinox - 21 - 0 HP - unharmed, Exhausted Lady Winter - 15 - 1 HP - Bruisedx2, Injuredx2 Scarecrow - 5 - Injuredx2 DC24 Toughness (1d20+8=10) BOOM! Out of combat
  10. Yeah, he's assuming she doesn't know who she is and is acting accordingly. Bluff check... is John acting odd? (1d20+10=18)
  11. john raised an eyebrow. "Oh, I agree. Especially in the field of medieval weapons technology, I'd say most of its still valid." He gave her a quick wink. It's refreshing being able to make allusions and have someone get them. "Well," he said, letting the word trail off. "The lack of sleep for the past three days has been a factor. I've been... working on some stuff. Developments in... drugs."
  12. So... Finalized Artifacts and Rituals, kids!
  13. God knows what the penalty would be to Intimidate a group this size... (1d20+20=30)
  14. Arrowhawk had chased the criminal up the steps of the old water tower, looming over the man as he shied away, lashing out frantically with a knife. "Johnny," he growled, lashing in hard with his right hook. Johnny's arm was smashed clean through the wooden hand rail, the knife flying out of bruised fingers. "I gave you one chance to go straight, and yet you go back to the Mob..." His threats were suddenly distracted as something outside a nearby warehouse caught his eye. It looked like a small army of men in grey jumpsuits. Oh no... Suddenly caught between his desire to apprehend this one criminal, and to stop this army of them, he made a compromise. Barrelling forwards, Arrowhawk barrelled upwards, grabbing Johnny by the collar as his cape billowed out behind him in the shape of a hawk's wings, carrying him across the night to slam into the warehouse they seemed to be loading the truck from. Johnny screamed in sheer terror as they flew, but stopped suddenly when his torso was thudded into the corrugated metal which formed the roof. Standing up straight, Arrowhawk narrowed his eyes and drew his longbow, kicking Johnny's prone form to make sure it was unconscious. Then he addressed the SHADOW troops below. "You chose a bad night."
  15. "Having fun down there?" smiled Liz sardonically. "Because I've got a skateboard you can lie on if you want it." "Although I don't need it fast, I need it armoured. It's got a very niche purpose, and that's not anything to do with speed, we've got the airship for that. The fact that it turns into a non-descript green sedan at the touch of a button is its real purpose." She looked off as if looking far into the distance for a while. "That, and we needed a car so we can go away on winter break..."
  16. Ecalsneerg

    Umbra WIP

    Not only is that unnecessarily derogatory, it's also WRONG, considering the game system, and especially considering you're considering submitting her as an NPC. PL is descriptive for NPCs. If you make something with 105pp, but it hits PL6 caps, it's a PL6 with 105pp, not an undercapped PL7. For a PC, it's a whole other ballgame. We recommend at least meeting caps up until PL10. After that, it's not as necessary, because most of the canon NPCs are designed assuming a PL10 superteam is facing them. But underneath PL11+, I'd advise hitting caps simply so your superheroes can perform the superheroic task of fighting people.
  17. "True," conceded Equinox. "I suppose that's the pain in the butt with elemental magic." Although Tempest couldn't know it, she rarely even swore that mildly, so must be somewhat frustrated. "The elementals, by their very definition, are better at it." "But that's just one spell. Can you do other things? Such as..." She lifted her wand up to around head height, and spun it quickly in a tight circle. The tip ignited with a gout of flame, shooting off into a puff of smoke, before settling down into a small flame around the size of a lighter's.
  18. Network is hovering outside the cafe, looking around in awe at the more high-tech Freedom City than the one he's used to in the 90s. He's probably in grappling hook distance. People are still running from the crazy electrical monster, though.
  19. "Yeah, well, sometimes to make an omelette you've got to be willing to explode a few eggs," said Liz briskly. She seemingly ignored Trevor's lack of contribution to the computer discussion for now, leading him over to a small metal door set into the side of the room. Pushing it open, she strode forward into a well-lit room with a floor covered in concrete slabs. In the middle of the floor was what appeared to be a unique model of sports car, low slung but possessing large enough wheels to not get stuck on speed bumps. The front and read were thick with armour, yet still sleek-looking, and the roof and doors, while not as armoured, still looked very, very tough. The whole thing was painted a dark green colour, apart from the large yellow Gs on the front and roof of the car. "This more to your liking?"
  20. Equinox raised her wand and took aim at the flailing, panicking scarecrow. Staggering slightly, her aim visibly wavered as her head swum with exhaustion. She just wanted to lie down and sleep... .. but no. "En-fuego!" she shouted, flicking her wand. Unfortunately, at the same time, her left knee buckled and sent her toppling, the fiery blast gouting into the wall and blasting a huge chunk through the ice and the masonry.
  21. Equinox - 21 - 0 HP - unharmed, Exhausted Lady Winter - 15 - 1 HP - Bruisedx2, Injuredx2 Scarecrow - 5 - Injuredx2 Exhausted is nasty. Move at half speed, -6 to Strength and Dexterity, and -3 to Attack and Defence. Explodey time now, yus? All-out attack for 2, DC 25 Elemental Blast. Halved to DC 20, and... (1d20+7=11, 1d20+8=16) Misses. Oi vey. Equinox - 21 - 0 HP - unharmed, Exhausted Lady Winter - 15 - 1 HP - Bruisedx2, Injuredx2 Scarecrow - 5 - Injuredx2
  22. I was not aware of that. (And it'd need to be a -31 circumstance penalty for Arrowhawk to fail to notice anyone standing in plain sight )
  23. Ecalsneerg

    Null

    Power Level: 15 (250/250PP) Trade-Offs: -3 Attack / +3 DC, -3 Defence / +3 Toughness Power Specific Complications: "An' it harm none, do as you will": Equinox follows the Wiccan Rede, and thus is reluctant to use damaging spells except as a last resort, preferring to talk or use binding spells initially. She also loses access to her Magic array for 24 hours if she stunts mind-controlling powers like Emotion or Mind Control against a human being. Magical Gestures: Equinox needs her hands free to gesture in order to use her powers. Abilities: 4+4+4+6+10+4 = 32pp Str: 14 (+2) Dex: 14 (+2) Con: 30/14 (+10/+2) Int: 16 (+3) Wis: 20 (+5) Cha: 14 (+2) Combat: 16+16 = 32pp Attack: +8, +12 Magic Grapple: +10, +24 Telekinesis Defense: +12 (+8 Base Defence, +4 Dodge Focus), +4 flat-footed Knockback: -5, -13 with Pentagram, -6 with stone body, -22 with both Initiative: +2 Saving Throws: 5+5+8 = 18pp Toughness: +18/+10 (+10/+2 Con, +8 Pentagram [impervious 12], Impervious 15 with stone body) Fortitude: +15/+7 (+10/+2 Con, +5) Reflex: +7 (+2 Dex, +5) Will: +13 (+5 Wis, +8) Skills: 96r = 24pp Concentration 15 (+20) Craft (Artistic) 12 (+15, Skill Mastery) Diplomacy 13 (+15) Knowledge (Arcane Lore) 17 (+20, Skill Mastery) Knowledge (Theology and Philosophy) 7 (+10, Skill Mastery) Languages 2 (English [Native], Greek, Latin) Medicine 5 (+10) Notice 15 (+20) Sense Motive 10 (+15, Skill Mastery) Feats: 14pp Artificer Attack Specialisation (Magic) 2 Dodge Focus 4 Equipment 2 Luck 2 Ritualist Skill Mastery (Craft [Artistic], Knowledge [Arcane Lore], Knowledge [Theology/Philosophy], Sense Motive) Trance Powers: 16+52+14+2+16+9+6 = 115pp Device 4 (Pentagram of warding; Hard to Lose; 20pp of powers) [16pp] Force Field 8 (spells of warding, Extras: Impervious 12) [20pp] (magic) Magic 23 (Elemental Magic, 46PP Array, Power Feats: Alternate Power 6) [52pp] (elemental, magic) BP: Blast 16 (Summon the elements; Power Feats: Affects Insubstantial 2, Indirect 3, Variable Descriptor 2 [any natural]) [39PP] AP: Dazzle 15 (flash of fire; visual senses, Extras: Alternate Save - Fort [+0], Area - Burst [+1]) [45PP] AP: Obscure 14 (visual senses, 100,000' radius, Extras: Independent [+0], Selective Attack [+1], Power Feats: Reversible, Variable Descriptor [smoke/water vapour]) [44PP] AP: Snare 15 (Binding; Extras: Backlash 13 [+1], Power Feats: Reversible, Variable Descriptor 2 [any natural]) [46PP] AP: Telekinesis 16 (Move the elements; Heavy load: 32,000 tons; Power Feats: Precise, Subtle) [34PP] AP: Healing 7 (Seal wounds; Extras: Action - Standard [+1], Energizing [+1], Range 1 - Ranged [+1], Total [+1]; Power Feats: Regrowth) [43PP] AP: Weather Control 9 (Call down the sky; 2500ft area; 4pp of mix and match environments; Extras: Independent [+0], Total Fade [+1]; Power Feats: Reversible) [46PP] Elemental Attunement Array 5 (10pp array, Power Feats: Alternate Power 4) [14PP] (elemental, magic) BP: Flight 5 (wings of air; 250MPH) [10PP] AP: Environmental Control 3 (spirit light [bright as daylight], 25' radius, Extras: Action 2 - Free [+2], Flaws: Range - Touch [-1]) [9PP] AP: Immunity 10 (fire effects, Extras: Sustained [+0]) [10PP] AP: Immunity 2 (Critical hits, Extras: Sustained [+0]; stone body) and Immovable 5 and Impervious 3 (Extras: Sustained [+0]) [10PP] AP: Immunity 2 (suffocation by drowning, pressure, Extras: Sustained [+0]) and Swimming 8 (500 MPH) [10PP] Enhanced Feats 2 (Quick Change) [2pp] (magic) Enhanced Constitution 16 [16PP] (elemental) Immunity 10 (aging, all environmental conditions, need for sleep [Half effect], starvation and thirst [Half-effect, weather-based lightning) [9PP] Super-Senses 6 (Detect Magic [Mental; Extras: Accurate 2, Acute, Extended, Ranged]) [6pp] (magic) Abilities (32) + Combat (32) + Saves (18) + Skills (24) + Feats (14) + Powers (115) - Drawbacks (00) = 235/250pp This is scary, super-elemental Equinox. She no longer needs her magic so much, and isn't entirely human anymore. Her main weakness is simply that she's only attuned to one element at a time; if she's flying, fire can hurt her, she's not so tough when she's using other elements, and so on. Unlike Tempest, she needs to eat and sleep, although not quite so much as a normal human. She also doesn't meet offensive caps, but does do so defensively.
  24. Power Level: 12 (0/180PP) Trade-Offs: -2 Attack / +2 Damage (melee), -3 Attack / +3 Damage (ranged), -4 Defense / +4 Toughness In Brief: Unhinged magus who cut a Deal with the Devil. Alternate Identities: Simon Kerr Identity: Secret, doesn't use original identity any more Birthplace: Freedom City, NJ Occupation: Mage Affiliations: Belphegor [current holder of Simon's soul] Family: Lost contact with many years ago Age: 35 (DoB: Month [day, optional], 1975) Gender: Male Ethnicity: Caucasian Height: 5'10'' Weight: 160 lbs Eyes: Grey (or Red) Hair: Blonde Description: [floatl][/floatl] Keter is a terrifying looking man. Despite dressing and looking like a scruffy blond hobo, he nonetheless carries an air of menace to him, with piercing grey eyes and a slasher smile. His whole body is quite well-muscled from living on the streets for so long, which only makes all the more intimidating. Nonetheless, when he so wishes, he can charm the pants off most anyone he wishes. When using his Hell-given powers to their full, his eyes burn a brilliant red and, without his appearance changing drastically, he exudes even more menace so much that people on the street would instantly flee in terror. Nonetheless, he becomes slightly more muscular looking, his skin takes on an undesirably solid look and his fingernails subtly sharpen. History: Simon Kerr was born in Freedom City many years ago, but tired of the place. Even from a young age, he was an arrogant, conceited young man. In his eyes, if you could seize power, you should. And all these superheroes... didn't. He was simply unable to comprehend it. And, when at a young age he started showing signs of magical talent, he ran away from home to seek power. Over the years, he survived simply on raw charm and a little bit of magic. He'd talk up the waitresses into giving him free meals, convince hotel managers he was a critic so he'd get a free room and good service, and most importantly, convince any young street kids and teens he found to join his band of followers. The problem was, he didn't have much magical power. And, while if he'd been a little more logical, he could easily have made millions in advertising or some other profession which would have appreciated his charm and intelligence, he didn't want material wealth. He wanted raw, unadulterated power, which to him meant demonic servants and soldiers. And, because of the sheer lack of strong magicians among his followers, he kept failing. By this point Simon had abandoned his old name and called himself Keter, the Hebrew word for crown. And he was on the run. Disappearances and cons were his modus operandi, and after all these years, they'd been noted. People were hunting him. Which was why he was intrigued by this girl who'd joined his group. She had definite magical talent, but she wasted it. She kept reading these goddamn texts which epoused using magic for good. Simon drove her away eventually with his coercion, and finally snapped. In one violent, depraved rite, he succeeded in calling up a demon. And it broke free, slaughtering most of his followers and grievously injuring him. Crawling away as Siobhan Drake tussled with the demon, he managed to go on the run once more, this time eschewing "weak" followers and striking off on his own, running cons and scams once more. Until one morning, over breakfast, where he saw a picture of a new Freedom City heroine in a newspaper. Equinox. It was her. En-route back to Freedom City, he somehow managed a successful summoning of a demon, this time striking a deal rather than trying to bind it. The demon would take his soul, and all his magic, for its own. In return, he'd be gifted with prodigious hellfire powers with which to bring havoc to Freedom City's magic community. Sitting in his shop, Belphegor chuckled at the thought of what this man would do, and what he could do with his soul... Personality & Motivation: Keter is a madman. Obsessed with garnering personal power, and holding a self-entitlement complex so massive that he feels the world should bow to his feet, he thinks that Equinox should use her not-inconsiderable power to bring about these ends. While not averse to harnessing anyone else's magic, the injuries he sustained the last time he met her have damaged him further to the point where he thinks only she can bolster his might. Of course, his single-minded bent means that even when shown to be more powerful than her, he won't give up. Part of what makes him so dangerous is that despite his madness, he is a charming man, able to talk anyone into anything in most cases. People listen to him in spite of his terrifying visage, and that's what makes him dangerous. Until he strikes, people will listen to what he has to say, and that's how he managed to accrue his followers over the years, simply by stringing them along until they realized what he truly wanted. Powers & Tactics: Keter quite literally fights like a man possessed. He has little access to complicated magical effects, but the powers he does possess are immense. Not caring much about anyone else, he'll happily cause as much collateral damage as possible with huge hellfire blasts, while soaring on wings of flame. If he meets an opponent he can't bring down through sheer brute force, he'll wreath himself in demonic fire, and using his huge strength, teleport around, delivering devastating blows before teleporting away again. The big problem is that he is much harder to take down than he appears. Despite looking like a mere human, perhaps in better shape than most, in actuality the deal that Keter cut with Belphegor means that, in addition to his hellfire powers, he is insanely resilient to all but holy or silver weaponry. In addition to that, he also heals insanely fast even from those weapons. Complications: Abilities: 4 + 2 + 4 + 4 + 0 + 8 = 22pp Str 14/20 (+2/+5) Dex 12 (+1) Con 14/20 (+2/+5) Int 14 (+2) Wis 10 (+0) Cha 18/24 (+4/+7) Combat: 10 + 8 = 18pp Initiative: +1 Attack: +5, +9 hellfire gout, +10 melee Grapple: +15 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -1, -2 w/ Enhanced Con, -14 w/ Impervious Saving Throws: 7 + 3 + 7 = 15pp Toughness: +3/+5/+16 (+3/+5 Con, +11 Protection [not against silver or holy]), Impervious 12 [not against silver, holy or magic] Fortitude: +10/+12 (+3/+5 Con, +7) Reflex: +4 (+1 Dex, +3) Will: +7 (+0 Wis, +7) Skills: 60r = 15pp Bluff 13 (+17, +20 w/ Enhanced Charisma, Skill Mastery) Knowledge [Arcane] 13 (+15, Skill Mastery) Knowledge [Theology/Philosophy] 8 (+10) Intimidate 13 (+17, +20 w/ Enhanced Charisma, Skill Mastery) Language 3 (English [native], Greek, Latin, Egyptian) Sense Motive 10 (+10, Skill Mastery) Feats: 13PP Attack Focus (melee) 5 Dodge Focus 4 Power Attack Ritualist Skill Mastery (Bluff, Knowledge [Arcane], Intimidate, Sense Motive) Taunt Powers: 6 + 6 + 7 + 38 + 15 + 6 + 9 + 10 = 97PP Enhanced Strength 6 (demonic might) [6PP] Enhanced Constitution 6 (demonic fortitude) [6PP] Enhanced Charisma 6 (demonic presence, Power Feats: 1 Alternate Power) [7PP] Alternate Power: Emotion Control 12 (demonic terror, Extras: Area - Burst [+1], Flaws: Limited - to fear [-1], Range 2 - Touch [-2]) [6PP] Flight 3 (hellfire wings, 50 MPH / 500' per round, Power Feats: 1 Alternate Power) [7PP] Alternate Power: Teleport 5 (hellfire jump, 500' teleport, Flaws: Short Range [-1], Power Feats: Move-By Action) [6PP] Hellfire Projection Array 18 (36pp array, Power Feats: 3 Alternate Powers, Drawbacks: Full Power [-1]) [38PP] Base Power: Blast 15 (hellfire gout, Power Feats: Accurate 2, Improved Critical 2) [34P] Alternate Power: Blast 12 (hellfire explosion, Extras: Explosion [+1]) [36PP] Alternate Power: Create Object 12 (solidified hellfire, Extras: Moveable [+1]) [36PP] Alternate Power: Strike 9 (hellfire aura, Extras: Aura [+1], Duration - Sustained [+2]) [36PP] Immunity 15 (aging, fire damage, life support) [15PP] Impervious Toughness 12 (demonic skin, Flaws: Limited against silver, magic and holy attacks [-1]) [6PP] Protection 11 (demonic skin, Drawbacks: Power Loss [against silver or holy attacks, common, minor, -2PP]) [9PP] Super-Strength 5 (demonic might, Heavy load: 6 tons) [10PP] Drawbacks: 0pp Power Loss (all powers, if Belphegor chooses it be so, Plot Device only) [0pp] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage Abilities (22) + Combat (18) + Saving Throws (15) + Skills (15) + Feats (13) + Powers (97) - Drawbacks (0) = 180/180pp
  25. Yeah, this does seem to be dragging? Anyone got anything more to add?
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