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Ecalsneerg

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  1. Animal Scientist Comics examples: Beast (sort of), Ultra-Humanite PC examples: None Power Level: 10 (150/150PP) Trade-Offs: None Description: Trapped in an animal's body, but with a human's mind, you get the best of both worlds. On the one hand, you're an immensely strong gorilla, able to heft cars and shrug off bullets from huge monkey strength. On the other hand, you're a brilliant genius, smart enough to transfer human minds into the bodies of gorillas. Complications: You're a brilliant scientific genius in the body of a damn dirty ape. The whole concept is a Complication. Abilities: 12 + 4 + 6 + 10 + 2 + 0 = 34PP Strength 30/22 (+10/+6) Dexterity 14 (+0) Constitution 20/16 (+5/+3) Intelligence 20 (+5) Wisdom 12 (+1) Charisma 10 (+0) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +5, +10 melee [includes -1 penalty from Growth] Grapple: +23 Defense: +10 (+6 Base, +5 Dodge Focus, -1 Growth), +2 Flat-Footed Knockback: -4, -8 including size Saving Throws: 6 + 4 + 6 = 16PP Toughness: +10/+8 (+5 Con, +3 Protection, +2 Defensive Roll) Fortitude: +11 (+5 Con, +6) Reflex: +6 (+2 Dex, +4) Will: +7 (+1 Wis, +6) Skills: 120R = 30PP Climb 14 (+20, Skill Mastery) Craft [Chemical] 15 (+20, Skill Mastery) Craft [Electrical] 10 (+15) Handle Animal 10 (+10) Intimidate 13 (+13, +15 from size) Knowledge [Life Sciences] 15 (+20, Skill Mastery) Knowledge [Physical Sciences 10 (+15) Knowledge [Technology] 15 (+20, Skill Mastery) Notice 9 (+10) Survival 9 (+10) Feats: 19PP All-out Attack Animal Empathy Attack Focus [melee] 5 Challenge (Accelerated Climb) Defensive Roll 1 Dodge Focus 5 Inventor Master Plan Power Attack Skill Mastery (Climb, Craft [chemical], Knowledge [life sciences], Knowledge [technology]) Startle Powers: 2 + 13 + 1 + 3 + 1 + 2 + 5 = 27PP Comprehend 2 (speak to and understand animals, Flaws: Limited to simians [-1]) [2PP] Growth 4 (Large size, Extras: Continuous [+1], Flaws: Permanent [-1], Power Feats: Innate) [13PP] Leaping 1 (x2 distance: 32' running long jump/16' standing long jump/8' high jump) [1PP] Protection 3 (tough hide) [3PP] Speed 1 (10 MPH, or 105' per round) [1PP] Super-Movement 1 (swinging) [2PP] Super-Senses 5 (simian senses; low light vision, scent [Accurate, Acute, Tracking olfactory sense]) [5PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed [without suit] Touch DC 16 Toughness (Staged) Damage Blast 12 [lasers] Range DC 27 Toughness (Staged) Damage Unarmed [in suit] Touch DC 27 Toughness (Staged) Damage Abilities (34) + Combat (24) + Saving Throws (16) + Skills (30) + Feats (19) + Powers (27) - Drawbacks (0) = 150 Power Points Notes: :arrow: Well, this archetype is sadly a jack of all trades, master of none. You're very, very strong, but you're no Powerhouse. You're pretty skilled and intelligent, but a real Gadgeteer would have turned himself back by now. But, hell, who cares, you're a giant ape! Combat should be fairly simple, just charge in, All-out Power Attack, and monkey smash! (Note: some things in this archetype blatantly exaggerate what gorillas can do. The strength is only a slight exaggeration. At best.) :arrow: You're an inventive genius! While specialising in chemicals and the life sciences, you can also whip up some electronics and the like if needed. But, when it comes down to it, you're not especially flexible in other fields. Mind you, you still have Master Plan, so feel free to think up plans while chewing on a banana. :arrow: You also have some pretty animalistic skills. You can track by scent, swing from trees, leap great distances, run as fast as a car when you knuckle down to it, and above all, you can climb like the majestic ape you are. With Accelerated Climb and Skill Mastery, you can hit DC 30 easily, letting you move at maximum speed, as a full-round action, up even a ceiling with handholds and no footholds. While it's slippery. Without needing to roll. :arrow: Note that you can actually talk to humans, since you're not Mute. And you can talk to other gorillas, chimps and orangutans too. Customisation: :arrow: Well, who says you have to be an ape? You could be a bear, or a shark with legs, or something more esoteric! Customise the powers as needed. :arrow: Maybe you've got superpowers beyond being an animal, like cybernetic limbs, or some telepathic ability to control others of your species, and the like. Maybe you're a psychic ape who HATES speedsters! :arrow: One idea would be that you simply transform into an ape when needed, with the Normal Identity drawback. Perhaps you need special equipment to do so, or a serum. Hell, maybe you need to yell like Tarzan at the top of your lungs.
  2. Firstly, I'd advise you to look at my Badass Normal too, along with its huge paragraph of notes. No offence to AA, but he tends to play superpowered PCs, whereas I opt for low-powered ones. What I'd say is this: don't aim for high DCs. You're unlikely to get them due to a lack of superpowered stats or big arrays to AP off of, so what you want is a nice chunk of accuracy, with Power Attack for some added punch. Now, with a big Easy to Lose device, the risk is this: it can be easily lost. That may seem obvious, but when it comes down to it, when you're disarmed, how do you contribute? Thus, even if you've got low Str, a high melee attack bonus will at least let you punch out dudes. And, most importantly, specialise. Your build seems to be all +10s, of course you can't be good at everything, but you also aren't great at anything. Are you more stealthy than most Badass Normals? More Intimidating? Smarter? Got a bit of Gadgeteer Genius? What can you do that Batclone Number 53 can't? (Three minor things: don't note Languages 0, don't note Diehard, and modern cars tend to have Str 35, not 25.)
  3. While the lion once more gracefully evaded the icy attack, its friends were not so lucky. The Scarecrow nearly fell backwards, shards of ice and snow embedding themselves in its form of clay and straw. And the Tin Man? He was battered up, his axe splintered into shards, his torso cracked open and his head shattered to smithereens on the frozen ground it fell upon. Not too fazed, once more the other two golems fell upon Lady Winter, the Lion darting out from underneath a feigned strike by the scarecrow, claw gouging into Lady Winter's torso.
  4. Ok, again, the scary Blast O' Doom! DC 17 to avoid, DC 22 for damage. Lion - 5 - NPC - Injuredx2 - Boom. (1d20+2=21, 1d20+8=17). It successfully dodges the attack. Scarecrow - 5 - Injured - DOOM (1d20+2=5, 1d20+9=21) It's injured a second time. Tin Man - 5 - Injuredx2 - TIN (1d20+2=5, 1d20+9=13) It fails by 10 (because I forgot an injury), Disabling it, stunning it, and essentially rendering it unable to function. Will post rest of actions later.
  5. "Stay down," growled Equinox as the golem struggled, despite the horrendous damage it had suffered, up once more. "DOWN!" Sighing deeply, she pointed her wand at another car nearby, and lifted it up into the air without a word. And spun full circle, wielding the car like a giant mallet suspended on a handle of white force, hitting the golem full force in the stomach. The cracks and dents groaned once more, the massive beast crashing to the ground once more, making buildings reverberate around it. And Equinox lifted the car high into the air. "I'm sorry," she told the clay thing, slamming the car into the ground. Clay and pottery rained across the street.
  6. Ok, PC power! Equinox - 21 - 1 HP - unharmed, Fatigued Lady Winter - 15 - 1 HP - Bruised, Injured Artificer - 10 - NPC - unharmed Lion - 5 - NPC - Injuredx2 Scarecrow - 5 - Injured Tin Man - 5 - Injured Woobie golem - 2 - Injuredx5, Disabled, Stunned Move Action: Pick up another car! Standard Action: I'm going to All-out Power Attack the Woobie Golem for 2. So, DC 27 attack, and he's rolling +8 to resist it! Whack-a-golem (1d20+10=23, 1d20+8=21) He's injured a sixth time, and stunned. I'll assume that a normal car is, with a +8 bonus, not quite blown apart and is still intact, so I have no recourse but to surge. And hit him again. Free Action: Surge for another standard action. Standard Action: The -2 Defence, +2 DC linger for the round, so... a nice DC 27 hit! He's only got +7 to resist it. DIE DAMMIT DIE (1d20+10=29, 1d20+6=13) I regret lacking Improved Critical, but still... he fails by 14 and is now destroyed! FINALLY! Equinox - 21 - 1 HP - unharmed, Fatigued, Exhausted next round Lady Winter - 15 - 1 HP - Bruised, Injured Artificer - 10 - NPC - unharmed Lion - 5 - NPC - Injuredx2 Scarecrow - 5 - Injured Tin Man - 5 - Injured Woobie golem - 2 - Injuredx6, Disabled, Destroyed
  7. We would have told you if it wasn't. Anyway, there's no point in arraying it now. Taking Speed 1 as an AP of Leaping 2, so you can't Leap and run at full speed at the same time, is 3pp. Taking Speed 1 and Leaping 2, so you can move fast and then jump in the same round... is 3pp. I'd just not array them. Then could you specify it was a Weakness to submersion in water, or drenched in water, then, so it's easier for Refs to know what you mean?
  8. Approved
  9. For player reference: Last updated 12.00pm GMT, 29/09 Arrowhawk 2 IC posts = 1PP Valhalla Don't Serve Chicken Wings (3) Equinox 6+9+5+1+4=25 IC posts = 3PP Classic Elementals (6) I Don't Drink Wine (9, initial post is GM post) Iced Tea In The Morning (5) Thistle and Thyme (1) News (4) Geckoman 1+3=4 IC posts, +1 Non-canon post = 4.5 IC posts = 1PP, +1 PP Vignette At the Mountains (1) Geckoman R.I.P (3) Geckoman R.I.P (1 Non-canon) Vignette GM posts 6+1+5=12 GM posts = 6 IC posts Hunter In The Forest (6) I Don't Drink Wine (1, initial post is GM post) Iced Tea In The Morning (5)
  10. John raised an eyebrow as he led Vivian to the car. "Crazy? It's Freedom City, I doubt they'd think you were that crazy." Opening the passenger door of the Mercedes using the beeper on the keys, he held the door open to let his date get in. "M'lady," he said dryly, bowing his head in mock reverence. Seriously, one minute without sarcasm, is it too much to ask?
  11. Diving through the maelstrom of ice and snow, the scarecrow and lion roared and hissed and circled, trying to herd Lady Winter into the path of the Tin Man golem, which was swinging its axe viciously towards Lady Winter's chest. Against all odds, despite the massive amounts of punishment it had taken from Equinox's attack, and from Lady Winter's earlier savage beating. Pushing against the ground with a deep groan, it began to pull itself up off the ground, standing to face Equinox with a ferocious look on its fierce face.
  12. Equinox - 21 - 1 HP - unharmed, Fatigued Lady Winter - 15 - 1 HP - unharmed Artificer - 10 - NPC - unharmed Lion - 5 - NPC - Injuredx2 Scarecrow - 5 - Injured Tin Man - 5 - Injured Woobie golem - 2 - Injuredx5, Disabled, Stunned A'ight, time to kick ass and take names. The Lion and the Scarecrow advance, using the aid action on the Tin Man's attack. Aid another rolls (1d20+4=6, 1d20+4=11) So he only gets +2 to hit. And proceeds to All-out Power Attack for 2! DC 27 attack of doom! (1d20+6=19) Wham. Make the save, DS. Woobie Golem recovers from his stun and stands up.
  13. Equinox raised an eyebrow at this last statement. "Well, it both is and isn't fighting the natural order. I mean, magic exists and is perfectly natural, but no matter how you look at it, most people can't just change the weather when they want." "I'm not entirely sure what you mean by fighting the natural order, though. I'm not sure what would give you that impression."
  14. Liz took a step back and lifted her hands in surrender. "OK, no taking Chris's bagels, no taking Trevor's bikes. Fair enough." She turned back to her workbench, emptying her pockets of screwdrivers, nails and various small tools. "How does that get in there?" "So..." she smiled mischievously. "I heard from Chris... what's up with you and that Erin girl?"
  15. Equinox nodded. "Yes, I expect it'll let us prepare ourselves more fully." She stood up to show them to the door. "But, until then, I'm going to try and get some sleep, so without wanting to be rude..." She let her words trail off. "You're welcome to borrow the book, by the way," said Siobhan, turning to Kid Cthulhu.
  16. OK, here's a quibble. I'm not sure these superheroes ever existed in print form in Freedom, because, well... they had real superheroes. But similar Golden Age superheroes would include people like Midnight I (i.e. Wesley Dodds), the Bowmen lineage (Green Arrows, the WWI Bowman and Arrow were Golden Age Green Arrow and Speedy), or Le Renard Rouge (Golden Age Black Canary, only French!) Now, his history is rather short, but I'll not moan too much as your Personality & motivation are very well fleshed out, more than I'm accustomed to. Good show. Potential NPC hook? Adds up. Initiative should be +4, not +2, as your Dexterity is +4. The rest adds up, but, you could easily save points by dropping the Attack down to, say +6. Then make the Blast power Accurate 2, and possibly the same for the Strike power. Although, since you've got grappling feats, going for straight-up Attack Focus (melee) would let you keep up your grapple modifier, and to-hit roll for the grapple. Also, a word of warning, +13 is quite low for someone focussed on grappling, so as long as you don't want it as a huge focus, just keep wary of that. Adds up/ Please look at other people's sheets to see how this should be formatted. Example: Language 1 (Chinese, native: English) Sleight of Hand 8 (+12) Stealth 12 (+16, +21 w/ night camo) I'm getting 23pp, not 21pp. You don't need to note what all the Equipment does, the Refs know. Also, the smoke pellets need statted out. I'd make them Obscure 1 (visual, 5' area) [2EP]. They're definitely not 1ep, if you're getting that from the sample utility belt, that's because it's an Alternate Power off a Utility Belt Array. Please, please, please glance at other sheets, because you're close to the right format, but not quite. Force Field 10 (Chi Aura; Drawback: Power Loss/submerged in water [uncommon, minor; -1]) [9pp] Super Movement (Slow Fall; Wall climbing); Descriptors (Training) [4pp] Again, format it as I showed above. And, now a slight concern. While I'm aware Badass Normals can do insane things with the training descriptor, perhaps the Speed should be training and ki, because 25MPH isn't the top speed. It's the speed while moving as a Move Action. Running all-out, you move at 100MPH. That seems slightly much for an entirely training-based power, but seems more like a martial artist ki move. I assume this is submersion in water, rather than say, rain? Or an attack from a water elemental soaking you, and such?
  17. Having absolutely no resources is potentially a 1pp Drawback, although if you're sure you want it as a Complication, then feel free. I'm just making sure. Minor quibble, this should be Fast Acrobatic Bluff, not Fast Feint.
  18. I would advise against buying it with pp. If you are stranded without a kit, which the system assumes you have by default, odds are you'll have picked up a HP somewhere along the way. It's nice, but far from essential.
  19. So... Kinda been drunk this week. May return on Friday. I hate my head right now.
  20. Moving faster than any normal human, Geckoman dodged two sniper bullets as he ran, leaping over a third as he came at Rick in a flying kick. Hitting at full force, the man went flying to the ground with a dull THUMP. It was then that the final sniper shell hit him in the shoulder. Feeling bone crunch, he fell to his knees, bullets still ricocheting around him as he collapsed beside Rick. Three shots hit him despite his sudden fall, but he ignored them. He looked at Liz, also lying on the ground, and tried to smile. Well, at least we're all going to die lying on the ground in a row... actually, that kinda sucks.
  21. Geckoman uses Instant Up due to hitting DC 20 Acrobatics with skill Mastery, and heals his Bruise as a no action. Then charges Slim Rick head-on, All-out Attacking for 2, Power Attacking for 5, and using the Charge action. That's a net -1 to hit (+12), -4 Defence (to +11) and DC 25 if it connects. Def 18 to hit, and DC 25 to save (1d20+12=16, 1d20+4=18) He'll use Extra Effort to up that to 18, Stunning Rick and Bruising him. So the snipers open fire. DC 20 attacks! (1d20+5=21, 1d20+7=25, 1d20+5=10, 1d20+7=18, 1d20+5=25, 1d20+7=15) OMFG, two hits! The first is saved against outright, the second one is failed by 5, bruising, injuring and stunning Gecks again! OK, and the gang open fire. Gecks is on Defence 16 from a combination of factors, effectively 20 as lying next to Slim Rick means they need to avoid shooting their leader. (1d20+5=10, 1d20+5=23, 1d20+5=21, 1d20+5=17, 1d20+5=11, 1d20+5=10, 1d20+5=18, 1d20+5=25) 3 hits. DC 20 saves (1d20+6=25, 1d20+6=12, 1d20+6=14) 2 more injuries. Geckoman - 20 - 0HP - Bruisedx3, injuredx3, stunned, last round of Rage, Fatigued at start of next round. Group 1 [snipers] - 16 - Unharmed Group 3 [gang] - 13 - Unharmed Group 2 [two guys] - 8 - Down Slim Rick - 5 - Bruised
  22. Geckoman felt the bullets push out through his skin again, the exit wounds scabbing over. Liz... He rolled to one side, no longer operating consciously. Mud and dust flew up around him, but when the dust cleared, Geckoman stood among the wreckage. Not a single shot had hit him. "You're all dead." He looked Rick dead in the eye. "All of you." Then he charged.
  23. Geckoman - 20 - 1HP - Bruised, injured, stunned, 3 rounds of Rage Group 1 [snipers] - 16 - Unharmed Group 3 [gang] - 13 - Unharmed Group 2 [two guys] - 8 - Down Slim Rick - 5 - Unharmed Ok, Gecks is stunned, but still regenerates: Recovery check (1d20+4=15). And once more, they all open fire on him. However, due to being prone, his +4 Defence cancels out their measly +2 from aim, for a net -2. At effective Defence 25, all but Rick hit only on a 20. They all miss. Including Rick. Geckoman - 20 - 1HP - Bruised, 2 rounds of Rage Group 1 [snipers] - 16 - Unharmed Group 3 [gang] - 13 - Unharmed Group 2 [two guys] - 8 - Down Slim Rick - 5 - Unharmed
  24. Without even waiting for a response, Chris leapt at the two men in front of him. "Bring it ON!" he roared, pivoting in mid-air to send a crushing roundhouse into a man's jaw. Landing on one foot, he swept around again, his foot shattering through the rifle that had been hefted to block his assault. This man went down too, hard. Geckoman looked up at Rick, aware of every man in the room aiming a gun at him. And there stood Rick, pulling the trigger on his rifle as he stood over Liz's still, lifeless body. He only had time to register what he'd just done before the pain hurled him backwards off his feet.
  25. OK, here's the deal. There are 3 groups of soldiers, not thugs. They're armed for bear, and it's simpler to handwave it this way. Rick: Slim Rick (PL6 Agent with an assault rifle) Group 1: 3 snipers on roof Group 2: Two guys with rifles Group 3: 8 guys, again with rifles Geckomam, Rick, Groups 1, 2, 3 (1d20+10=20, 1d20+2=5, 1d20+1=16, 1d20+1=8, 1d20+1=13) Geckoman - 20 - 1HP - Unharmed, 4 rounds of Rage Group 1 [snipers] - 16 - Unharmed Group 3 [gang] - 13 - Unharmed Group 2 [two guys] - 8 - Unharmed Slim Rick - 5 - Unharmed OK, GECKOMAN He'll blow his last HP on Takedown Attack. And charge the two guys. He'll take 10 while Power Attacking for 5. They've not acted, so are flat-footed, it hits easily. For DC 27. Geckoman is hitting so hard that he can't be resisted. The snipers use the aim action. The gang also use the aim action. Slim Rick just opens fire. Autofire DC 20 vs Def 13, and saving throw... (1d20+9=24, 1d20+7=15) He hits by 10, so gets his shiny +2 DC. Against the DC 22 attack, Gecks fails by 7 and is now bruised, injured, and stunned. Oh, poop. Geckoman - 20 - 1HP - Unharmed, 3 rounds of Rage Group 1 [snipers] - 16 - Unharmed, aiming Group 3 [gang] - 13 - Unharmed, aiming Group 2 [two guys] - 8 - Down Slim Rick - 5 - Unharmed
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