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Freedom City Guidebook
Freedom City PBP: A How-To Guide
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Everything posted by Ecalsneerg
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I would personally recommend the .pdfs, especially if you're likely to log on at work/college/library as well as home, as then you can put them on a USB stick.
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"Yes and no," said Liz, hauling the engine over to the chassis. "The airship isn't actually a self-sustained reaction, it just scoops up a lot of oxygen molecules and splits them for fuel. The life support works by storing the CO2, then breaking it down for air and fuel if needed." She hefted it up and into the chassis. "Right, see those sticky out bits on the sides. Weld there, and there, but not there. That would be a horrendous idea." She supported the engine with one hand while picking up a pair of spare Geckoman goggles and tugging them on. "You need some goggles?"
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Would it be in poor taste for me to laugh? :P
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There are lots of similarities, but there also a shedload more differences.
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Moira - Ghost - PL 13 NPC (Tier 2)
Ecalsneerg replied to Moira Morley's topic in Archived Characters
I'm sorry, but I have trouble believing that. Why does the same array which lets her summon a giant snake let her create objects from the city, heal people, fatigue people and make her super-strong. It all seems very disparate array of spells. And why are they Perception. Why are they, in a world of super-fast people, ordinary human beings who can dodge bullets from inches away, undodgeable? I mean, they're not Subtle, so they can obviously see spirits or whatever theexact descriptor for the blast is, why is it unavoidable? And, no, that's not an explanation. Why is she uniformly resilent, reactive and will-powered? Why has she, unlike most mystics, got the same Fortitude and Reflex as she does Will save, without the stupid "+10 or +0" philosophy, which is actually poor optimisation. Exotic attacks are DC 10+rank, not 15+rank, so if you're exotics are under your toughness, then it's not going to affect you that much. Hell, a DC 20 Fortitude Paralyze save, against a +6 save bonus, will fail 35% of the time, and only inflict a slow effect an extra 25% of the time. Not only is it not thematic, it's not especially optimal. I'm sorry, but I am not seeing most of the mechanics here as anything other than optimisation hidden underneath a story. -
Ok, that's a Fiat HP for both of us, as I didn't allow a Notice check to notice the Large, dense, snarling lion golem lurking near-by. Roll Initiative! Lady Winter - 3 HP - unharmed Equinox - 3 HP - unharmed, Fatigued DC 25 Toughness save, hopefully without it rolling 4 dice instead of one this time. GO GO POWER DC 25 LION! And Initiative for Equinox (1d20+10=29, 1d20+1=21) ... :o
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Equinox nodded curtly, and started striding upon towards the man. As she walked, she spoke in a high clear voice which reverberated around the room. "Sir, we know you made the golem which rampaged along the waterfront. And, before we have to arrest you by force, I ask you: please, hand yourself in. If you serve your time, perhaps you can-" Her words were cut off as she hit the mid-point in the small hallway, at which point a snarl erupted from one of the walls. In a shower of woodchip and masonry, a lion-shaped form, still glistening wet from new-formed claw, erupted through one wall and hurling Equinox to the ground, her mystic force field throwing up white sparks as it repelled the blow.
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Geckoman turned and winced as the cyborg Centurion levelled a punch into Phalanx. "That's gonna hurt," he muttered, dropping one hand to his utility belt. "Got a good left hook on you there, son," said Geckoman, dropping a grey capsule onto the ground as he dropped into a crouch. "Thing is," he waited for the smoke to rise up to just below his eyes as the cloud of grey smog spead from his little smoke pellet. "Float like a butterfly, sting like a bee, your fist can't hit what your weird robot eye can't see!" He back-flipped out of the cloud of smoke.
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Hmmm... so, Cyborg Centurion, eh? Seems like a pretty cool guy... Free Action: Switch Utility Belt array to smokebombs. Free Action; Quick Draw a smokebomb. Standard Action: DROP IT LIKE IT'S HOT! That's a 6pp Obscure effect, with a 25' radius around the Centurion. It'll fade at 1pp per round, going down in area accordingly. Free Action: Surge! Standard Action: Standard Action Taunt: I LAUGH AT YOU, MORTAL! (1d20+22=39) Free Action; Set-Up to Phalanx, unless he got stunned from that hit (Schrodinger's punch?), whereupon I'll forfeit the Set-Up to Wander. Move Action: Yes, I have one left! Backflip away! I think I have 1 HP left...
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Mystic Comics examples: Doctor Fate, Doctor Strange, Zatanna PC examples: Equinox, Phantom Power Level: 10 (150/150PP) Trade-Offs: -2 Attack / +2 Damage, -4 Defense / +4 Toughness Description: You have gazed upon the faces of a hundred gods, a thousand demons and a million ghosts. You have walked across the fire planes of Dis, the blasted ruins of After-Earth, and the desolate depression of Wal-Mart at 2AM. Your spells can shatter armies, and your will is second-to-none. You aren't just a magician. You are magic. Complications: A mystic may have made enemies in his careless youth, revealing his True Name to demons, or pissing off the Fae Courts. This will probably come back to bite them. Possibly in Wal-Mart at 2AM. Abilities: 0 + 0 + 0 + 10 + 6 + 6 = 22PP Strength 10 (+0) Dexterity 10 (+0) Constitution 10 (+0) Intelligence 20 (+5) Wisdom 16 (+3) Charisma 16 (+3) Combat: 8 + 8 = 16PP Initiative: +4 Attack: +4, +8 magical attacks Grapple: +4 Defense: +6 (+4 Base, +2 Dodge Focus), +2 Flat-Footed Knockback: -0, -12 w/ Force Field Saving Throws: 6 + 6 + 9 = 21PP Toughness: +0/+14 (+0 Con, +14 Force Field [impervious 10]) Fortitude: +6 (+0 Con, +6) Reflex: +6 (+0 Dex, +6) Will: +12 (+3 Wis, +9) Skills: 72R = 18PP Concentration 12 (+15) Intimidate 9 (+12) Knowledge [Arcane] 15 (+20, Skill Mastery) Knowledge [Theology and Philosophy] 5 (+10) Language 2 (English [native], Greek, Latin) Notice 7 (+10, Skill Mastery) Search 10 (+15, Skill Mastery) Sense Motive 12 (+15, Skill Mastery) Feats: 11PP Dodge Focus 2 Improved Initiative 1 Luck 3 Ritualist Trance Skill Mastery (Knowledge [Arcane], Notice, Search, Sense Motive) Ultimate Save (Will) Ultimate Skill (Knowledge [Arcane]) Powers: 29 + 6 + 25 + 5 = 65PP Magic Array 13 (26pp array, Power Feats 3 Alternate Powers) [29PP] Base Power: Blast 12 (mystic blasts, Power Feats: Accurate 2) [26PP] Alternate Power: ESP 6 (20 miles; visual and auditory senses, Extras: Duration - Sustained) [24PP] Alternate Power: Snare 12 (mystic bond, Power Feats: Accurate 2) [26PP] Alternate Power: Teleport 6 (mystic gateway, range: 20 miles, Extras: Portal, Power Feats: Change Velocity, Easy) [26P] Flight 3 (mystic flight, 50' / 500' per round) [6PP] Force Field 14 (mystic wards, Extras: Impervious 10, Power Feats: 1 Alternate Power) [25PP] Alternate Power: Insubstantial 4 (spectral form) and Super-Senses 4 (X-ray vision) [24PP] Super-Senses 5 (Magical awareness [mental; Acute, radius, ranged, extended]) [5PP] Drawbacks: PP Power Loss (Magic, Flight and Force Field, when unable to speak or gesture to cast spells, common, moderate, -3pp) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage Blast Range DC 27 Toughness (Staged) Damage Snare Range DC 22 Reflex (Staged) Ensnared/Helpless Abilities (22) + Combat (16) + Saving Throws (21) + Skills (18) + Feats (11) + Powers (65) - Drawbacks (-3) = 150 Power Points Notes: :arrow: You are playing the most power stunt friendly archetype there is, hence why you have a 26pp array and Luck 3. You need a spell, you can power stunt it, just don't get too wide-ranging. Your spells should still follow a theme. This build is deliberately bare-bones in this regard, in order to allow you to use your own theme. And remember, Fatigue gives -2 Strength and Dexterity (you don't use them) and only -1 Attack and Defence. It does not hurt you that much, don't be afraid to take it from Extra Effort. :arrow: Unfortunately, power comes at a price. Should you be caught without your Force Field, you are exceptionally vulnerable despite your magical might. However, despite this, to use your Insubstantial power and walk through walls, you must lower it, making yourself incredibly vulnerable to opponents without Affects Insubstantial. In addition, without Affects Corporeal, your spells can't affect them! :arrow: Ritualist allows you to whip up spells on special occasions. You'll not use it often, but it may well prove useful. :arrow: Your Will is second only to Psychics. With a +12 bonus, and Ultimate Save (Will) for special occasions, you are damn near indomitable. You also have a decent Knowledge base in Arcana and in Theology, with the former possessing ultimate Skill for those really obscure arcane facts. Customisation: :arrow: The most obvious thing is swap out the array slots for other powers, to represent different spells. But I will say this: I do NOT buy into magic as a do-anything descriptor, you should pick a magical theme and stick to it. This build is the sterotypical comic-book mage, with glowy sigils and blasts, but not so much with the natural powers. A druid-like mage could have Snare (Extras: Area, Flaws: Medium), i.e. Plant Control, for example. An elementalist could have elemental blasts, and various element-related powers (look in Ultimate Power's Chapter 3 for suggested Alternate powers of Air/Earth/Fire/Water control). Remember, all the different Controls are just Perception Telekinesis limited to one element, so for Element Control just take unflawed Telekinesis. AA has done a nice build of a Druid here. :arrow: It's worth noting that this archetype is for spellcasters, not people with magic descriptors. For example, Captain Marvel is a Paragon, not a Mystic.
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Moira - Ghost - PL 13 NPC (Tier 2)
Ecalsneerg replied to Moira Morley's topic in Archived Characters
Is there a conceptual reason for all +10 saves, or does it come back to the whole "+0 or +10" philosophy? Small formatting request; languages normally go in the main block of skills despite working differently. Ok, here's the issue. I do not in any way think half of these APs were taken for concept, but rather because of points and getting her approved. Case in point: you didn't have a Ranged Damage until I pointed out it seemed slightly hokey to take all-Perception attacks while maintaining a +5 trade-off solely for power stunting. There's no conceptual reason why people can't dodge your non-mental, non-Subtle spells beyond you not wanting to miss. I simply do not think this has been taken for concept reasons, and I'm getting a similar vibe off the Enhanced Constitution too. It's been taken for efficiency, not for concept, which is a good part of why you were asked to stop playing Divine's build. On a more helpful note, I seriously don't think needed a full round action to change array slots will do you any good in-game. -
Last minute edits, since didn't spend most of this month's pp! Arrowhawk has 4pp. Now, I want him to have another pp into Skill Mastery, adding the skills of: (Drive, Intimidate, Knowledge [streetwise], Knowledge [Tactics]) [1pp] Ok, so here's the major rejiggering of skills, to make it more efficient (more +15 and +20, less +16 and +18). Let's up his Int to 16 (+3), for [2pp]. Reductions in skill ranks: [-9r=-2.25pp] -1 Climb: to 11 (+15, Skill Mastery) -1 Craft [Mechanical]: to 11 (+15, Skill Mastery) -1 Investigate: to 2 (+5) -1 Knowledge [Life Sciences]: to 7 (+10) -1 Knowledge [Physical Sciences]: to 7 (+10) -2 Knowledge [streetwise]: to 12 (+15, Skill Mastery) -1 Search: to 7 (+10) -1 Stealth: to 15 (+20, Skill Mastery) Increases in skill ranks: [+9r=+2.25pp] +2 Intimidate: to 18 (+20, Skill Mastery) +4 Knowledge [Tactics]: to 12 (+15, Skill Mastery) +3 Sense Motive: to 12 (+15) On a net whole... he spends 0pp on shuffling skills, and loses and gains 0 ranks overall. And thus, my last pp goes on something fun and shiny! Equipment 1, for a total of Equipment 7, or 35ep. He's only going to spend 3pp of this: Flight 2 (cape, Flaws: Gliding) [2ep] after all that discussion around Black Hand's creation, where I decided not to take the cape after Ref opinions reversed I'm going to spend the final ep on just going and making the Hands-Free feature of his bike a formal, 1pp, element. Now, his sheet is one of the oldest remaining, and as such hasn't got the shiny new format. Nor does it have an up to date DC block. :? So here's a new sheet, with all the changes incorporated, and a new DC block, and some slightly formatting alterations (such as the Defence score breakdown) [b]Player's Name:[/b] Ecalsneerg [b]Power Level:[/b] 13 (198/198PP) [b]Trade-Offs:[/b] -5 Damage for +5 Attack, -2 Toughness for +2 Defense [b]Unspent PP[/b]: 0 [b]Diamond Status:[/b] 48/60 [b]Characters Name:[/b] Arrowhawk [b]Alternate Identity:[/b] John Fraser [b]Height:[/b] 6'0" [b]Weight:[/b] 190 lbs [b]Hair:[/b] Black [b]Eyes:[/b] Grey [b]Description:[/b] Arrowhawk is a tall, menacing figure, broad-shouldered and muscled. He is aclad in a solid-looking black armour, made of many interlocking plates for maximum flexibility. A cape flows down from the shoulders to about knee level, concealing a longbow and quiver clipped to the back of the armour. His face is shadowed by a black hood, shadowing much of his face. Under the hood he wears a domino mask with glowing red lenses. Across his chest is emblazoned the stylised logo of a white hawk in flight. As noticeable in his civilian identity, John Fraser is visibly aged, beginning to grey and heavily 'scarred from sports'. However, he takes great pains to be less of an imposing figure to conceal his identity. Due to an 'incident' in a supervillain's HQ, he walks with a visible limp. [b]History:[/b] Growing up in Aberdeen, Scotland, John Fraser had a promising career in biology ahead of him. Many admired the quiet, thoughtful young man and his quick grasp on science. But a bunch of mobsters trying both to take advantage of the student financial difficulties on campus and invest in endeavours they'd unlikely be traced to, started offering student loans. But the sky-high interest rates landed two or three of John's dorm mates in heavy debt until one fateful night when the enforcers came. Refusing to come quietly, the students were gunned down, setting the halls of residence into mass panic. As the enforcers tried to escape, accidental killings led to the deaths of three more students and seriously wounded John. Recovering, his thoughts turned to revenge. Many had come to know of the mob's involvement with the loans, and the killings left no doubt as to their involvement. Yet nobody tried to bring them to justice. They were scared. So John spent the remainder of his degree training to bring his friends’ killers down. Using guns would bring him down to their level, so he learned archery and basic martial arts. A mere mortal held no power over these ruthless men, but a symbol of revenge, a predator, could bring them down. Dubbing himself "Arrowhawk" as a tribute both to his methods and to the bird of prey, John did not attend his graduation party. He donned a cloak and attacked a mob safehouse he'd managed to root out, subduing every criminal inside. But his training had come at a price. He'd become a different person, quieter, more intense. While he still had friends, none were close. He wasn't romantically involved with anyone. In short, he was lonely. Yet somehow going out in his costume and fighting crime in the alleys and from the rooftops made him feel wanted. And thus Arrowhawk became a legend in the city of Aberdeen, removing the organised crime from a city mostly ignorant of it ("The mob? It's an American thing, right?") and inspiring several copycats. Confident that the city was safe in the hands of those heroes who took the job seriously, he travelled Britain and fought organised crime over the next eighteen years. By day, he held down laboratory work and tried desperately to make close friends and find relationships. By night, he was Arrowhawk, more confident than his secret identity and a skilled crimefighter. Now, at the age of thirty-eight and still alone and looking for a challenge, Arrowhawk has come to Freedom City. While he had been here a few times in the past (establishing a friendly rivalry with Bowman in the process), now he plans to spend a few years here. He hopes to, as Arrowhawk, defeat the tenacious organised crime in a city full of superheroes, and as John, finally find a life apart from Arrowhawk. [b]Complications:[/b] Enemy (Captain Knieval, Malice): Multiple run-ins with these two villains have led to a deep-set grudge against them. Arrowhawk will drop anything to pursue them if he possibly can. Hatred/Obsession (organised crime): The mob killing several students when he was at university led to John Fraser becoming the Arrowhawk. They've also consistently tried to kill him over his crime-fighting career. Thus, his hatred of them makes it difficult for him to trust someone who has been too heavily involved with the mob in the past, regardless of whether they still retain that connection. The obsession has also distracted him from other things like a love life, friends, family, work and in general anything beyond being Arrowhawk. Honour (won't use guns): Firearms sicken Arrowhawk. He refuses to sink to the level of criminals by using one, and condemns openly those who use them, even if they are his allies. This has become a larger problem since his move to America, where the police carry guns, a fact he is not used to and believes to be wrong. Arrowhawk is psychologically incapable of using a gun despite knowing how to, and would be unable to use one to defend himself even if he had no other choice. Rivalry (Bowman): In past trips to Freedom City, Arrowhawk established a friendly rivalry with the Bowman, and each frequently seek to out-do the other in archery and close combat skills. However, despite this deeply competitive attitude, both deeply respect and trust the other. Secret (identity): John Fraser is characterised differently from Arrowhawk by being a lot more quiet and submissive than the aggressive, forceful vigilante. To allow himself privacy and a measure of a social life (should he ever [i]use[/i] that option...), he keeps the two identities apart and doesn't wear any of his costume on his person besides a bullet-proof vest. Arrowhawk is also at risk at running out of arrows, but this should rarely happen except in protracted battles where he can expend large numbers of them, or in remote areas where he is unable to replenish his supplies. If his bowstring gets wet, such as when he gets submerged without it being covered with a cape or quiver, it will also become unusable. [b][u]Abilities[/u][/b] 8+10+8+6+6+4 = 42pp Str: 18 (+4) Dex: 20 (+5) Con: 18 (+4) Int: 16 (+3) Wis: 16 (+3) Cha: 14 (+2) [b][u]Combat[/u][/b] 22+20 = 42pp Initiative +9 Attack +11 base, +15 ranged, +17 bows Grapple +15 Defence +14 (+10 Base Defence, +4 Dodge Focus), +5 Flat-footed Knockback: -5 (-4 flat-footed, -3 w/o Arrowhawk Armour, -2 flat-footed w/o vest) [b][u]Saves[/u][/b] 7+6+6=19pp Toughness +10 (+8 flat-footed, +6 w/o Arrowhawk Armour, +4 flat-footed w/o Armour) Fort +10 (+4 Con, +6) Reflex +12 (+5 Dex, +7) Will +9 (+3 Wis, +6) [b][u]Skills[/u][/b] 168r = 42pp Acrobatics 5 (+10) Bluff 8 (+10) Climb 11 (+15, Skill Mastery) Craft [Mechanical] 12 (+15, Skill Mastery) Drive 10 (+15, Skill Mastery) Gather Information 13 (+15) Intimidate 18 (+20, Skill Mastery) Investigate 2 (+5) Knowledge [Life Sciences] 7 (+10) Knowledge [Physical Sciences] 7 (+10) Knowledge [Streetwise] 12 (+15, Skill Mastery) Knowledge [Tactics] 12 (+15, Skill Mastery) Notice 17 (+20, Skill Mastery) Search 7 (+10) Sense Motive 12 (+15) Stealth 15 (+20, Skill Mastery) [b][u]Feats[/u][/b] 37pp Accurate Attack Attack Focus (Ranged) 4 Attack Specialization (Bows) 1 Defensive Roll 1 (+2 Toughness) Dodge Focus 4 Equipment 7 Evasion Fearsome Presence 4 Improved Aim Improved Critical (Bows) 1 Improved Initiative 1 Jack of All Trades Luck 1 Master Plan 2 Power Attack Precise Shot Quick Draw Skill Mastery 2 (Climb, Craft [Mechanical], Drive, Knowledge [Streetwise], Knowledge [Tactics], Notice, Stealth) Startle Ultimate Aim [quote name="Equipment] Staff: [b]Strike 2[/b] ([i]PFs[/i]: Extended Reach, Mighty, Subtle [collapses]) (5 ep) Arrowhawk Armour: [b]Protection 4[/b] (4 ep) Gliding Cape: [b]Flight 2[/b] ([i]Flaws:[/i] Gliding) (2ep) Arrowhawk Mask: [i]Commlink,[/i] flash goggles, night vision goggles (2 ep) Motorcycle: Features: Alarm, Hidden Compartment (12 ep) Grappling Gun ([b]Super-Movement 1[/b] [swinging] Linked to [b]Speed 1[/b] [10 MPH]) (3ep) [i]Binoculars, cell phone,[/i] handcuffs x2, lock release gun, mini-tracer, rebreather (5 ep)[/quote] [b][u]Powers[/u][/b]: 2+15 = 17pp [b]Archery Supremacy 1 ([/b]Probability Control, [i]Flaws:[/i] Limited 2 [Archery][b])[/b] [2pp] [b]Device 5[/b] (Bow and trick arrows, 25 points, Easy to Lose) [15pp] [b][u]Devices[/u][/b]: [quote][b]Bow & Trick Arrows Array 10[/b] (20pp powers; [i]PFs[/i]: 5 alternate Powers) [u]BE[/u]: [b]Blast 3[/b] ([i]PFs[/i]: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [14PP] (standard arrows) [u]AP[/u]: [b]Blast 3[/b] ([i]Extras[/i]: Autofire [7]; [i]Flaws[/i]: Action - Full; [i]PFs[/i]: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [18PP] (rapid arrows) [u]AP[/u]: [b]Blast 3[/b] ([i]Extras[/i]: Penetrating 7; [i]PFs[/i]: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range]) [20PP] (explosive arrows) [u]AP[/u]: [b]Blast 3[/b] ([i]Extras[/i]: Targetted Area - Shapeable [7], Selective Attack [7], [i]Flaws:[/i] Action - Full, Distracting; [i]PFs[/i]: Improved Range [75' increment], Mighty 4, Progression [750' maximum range]) [20PP] (rain of arrows) [u]AP[/u]: [b]Nullify 7[/b] (technology descriptor, all at once, [i]Extras:[/i] Duration - Sustained, Independent, [i]Flaws:[/i] Action- Full, [i]Drawbacks:[/i] Reduced Range [5 increments]) [20PP] (EMP arrows) [u]AP[/u]: [b]Obscure 7[/b] (visual, 500' radius; [i]Extras[/i]: Independent) [14pp] (smoke arrows)[/quote] [b][u]Drawbacks[/u][/b]: [-1] Disability (Bad leg, uncommon, minor, -1pp) [quote]Arrowhawk was hurt badly destroying the headquarters of the supervillain Malice. While it doesn't hurt under most circumstances, if he moves all-out on foot, he must make a Fortitude Save (DC 15) each round. Failure means he loses his move action that round.[/quote] [b][u]DC Block[/u][/b]: [code]ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness (staged) Damage Staff Touch DC 21 Toughness (staged) Damage Standard Arrow Range DC 22 Toughness (staged) Damage, critical range 18-20 Rapid Arrow Range DC 22 Toughness (staged) Damage, Autofire, critical range 18-20 Explosive Arrow Range DC 22 Toughness (staged) Damage, Penetrating 7, critical range 18-20 Rain of Arrows Range DC 22 Toughness (staged) Damage, Shapeable Area 7 EMP Arrows Range DC 17 Will Nullify Technological, Independent, critical range 19-20 Costs: Abilities (42) + Combat (42) + Saves (19) + Skills (42) + Feats (37) + Powers (17) - Drawbacks (01) = Total Cost (198/198) Power Points Yes, I know Intimidate 18 is PL13, but I couldn't afford +2 Charisma this month... DONE BY AA
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"Actually," said Liz with a wry smile. "They are portable, Chris used to have one on each wrist. Just, y'know..." She hefted the hunk of metal up to demonstrate its size. "His were lighter. And weren't running off AA batteries." She pointed at a glowy metal thing sitting humming happily to itself in the corner, shaped in some bizarre cube-like sphere-like "shape". "That's the fission-fusion reactor, scaled up to a non-wrist-mounted size. works by breaking down molecules for energy, then reassembling them for more energy. Once you've loaded 30 lbs of carbon into it, the reactor's fairly self-sustaining, and has stopped being radioactive at that point."
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I wake up to pain. Oh god, pain. Pushing myself to my feet, I look around my office. Yep, a few shattered floorboards, bullet holes, a broken window, the whole shebang. I sigh and pull my coat around me tightly as realise how cold it is with that gaping hole in the window. I damn near *$%& myself when the phone suddenly rang. "Kenzie," I say apprehensively, holding the receiver to one ear. "Chris, get down here," says Giordano gruffly. "You'll want to see this." I can just imagine him looking grumpy as he says it. "Right. See you in ten," comes my terse reply, and then I'm out the door, not caring about getting robbed while my window's gone. There's little of value anyway.
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Still as fast now as I was in my youth, as soon as he raises the foot for another kick, I'm up on my feet and racing away, feet kicking off from my desk as I land on the opposite wall of the room. I turn my head at the same time I raise my arm to fire my gun... A foot lashes out of the gloom to deflect my hand, the gunshot echoing pointlessly as the bullet shatters a floorboard. Before I can even think of a witty retort, let alone speak one, the foot has pivoted the other way, smashing me clean off the wall and into unconsciousness as my head crashes through a second floorboard.
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Round Six Geckoman is on 3 HP, has 3 shots left, and his bruise automatically heals. He makes a DC 20 Skill Mastery Acrobatics check as a free action, getting to his feet, a move action to cross the room as a move action, and shoots as a standard action. DC 19 Toughness (1d20+10=12) Misses by miles. The assailant is now Fatigued. And charging offensive stance Power Attacks. (-6 defence, -1 Attack, +5 DC) Punch the Gecko! DC 24 with FISTS! (1d20+10=24, 1d20+7=9) He hits, he fails by 16, I'm sick of this, Geckoman's down and out.
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"No," agreed Liz as she pulled on a pair of coarse brown leather gloves. "It wouldn't use a fraction of the power if it was just the engine. But," she picked up a complicated looking hunk of metal, with what looking like 20 AA batteries linked up to it, along with a glass tube of some blue liquid that seemed to be fizzing away of its own volition. "You need it to fire these." In demonstration, she pointed at a far wall and pulled on a trigger, letting loose several globules of white light, sending them flying across the room. They exploded against the wall in a burst of electrical power, hissing and buzzing as the sparks dissipated. "And that's most of the power drained," she said mournfully, holding up the remains for demonstration. Half the batteries had gone black, and one of them had somehow imploded. The blue liquid had turned puce and stopped fizzing.
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"Well," he said, as the elevator arrived, and he escorted her inside, trying to not feel uncomofrtable as she drew her fingers across his chest. How do you respond to that? Well... snarkiness works, but now really at this point in time... "If you want to put a blindfold on at some point, I probably wouldn't stop you," he conceded. "But it's that place called Pietro's. I think it only opened last month." After I drove the old owners out of town... good times.
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Equinox followed Lady Winter into the building, the entire doorway now one black scorch-mark from her spell. I'm getting worryingly good at that... Some smoke from the blast was still wafting across the dusty room, old tables and chairs scattered everywhere. The room had a rancid, fetid smell, of mould, old furniture and something even worse... like someone had taken every chemical in a high school laboratory, mixed it up together and then set it on fire. It was a truly disgusting, rancid stench, cloying into the lungs of the two heroines and threatening to dislodge their dinner. Equinox clapped her hands over her mouth as she held back the retching, breathing in through the mouth to minimise the need to smell that... odour. Then, looking up, she saw the corridor leading away from the main room. It was obvious to both of them that it had doors coming off of either side, although what was in those rooms, was impossible to tell from here. But, at the end of that corridor, was a man, hunched over a desk, wearing grotty yellow robes and a black beret stained with what looked like clay. His face wasn't visible, but his muddy, dirty arms were visible past his rolled-up sleeves, hammering down on something in front of him on the desk. He laughed consistently, a low-pitched, deep giggle. Equinox pointed with her wand and nodded to Lady Winter. "That's him," she whispered. "I think you should watch my back, I need to t-" She was suddenly interrupted as the man started laughing more, and hammering down even more frantically. "Well, I need to talk to him." She tried valiantly to hide her distaste at that fact.
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I'm Fiating for this, since really nothing has brought it on but a sudden urge. Make a save against a Nauseate 10, DC 20 Fortitude save! In the spirit of fairness, I'll make like Shaen and say you can't spend the HP until after this save. If you fail by 1, you only suffer -2 to all attack rolls, skill rolls and saving throws. If you fail by 5 or more, you can take a single move action a turn. Fail by 10, you're helpless. Lady Winter - 1+1 HP - unharmed Equinox - 1+1 HP - 2 - unharmed, Fatigued; Om vom vom vomit (1d20+5=21) The creepy dude won't notice you unless you end up vomiting and staggering around, or pass out on the floor. Failing by 1-4 won't alert him.
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Battlesuit - PL 7 version Comics examples: Iron Man, War Machine, Steel PC examples: Ironclad, Malice (villainous NPC) The notes, complications and customisation options are pretty much the same as the PL 10 version. Power Level: 7 (105/105PP) Trade-Offs: -0 Attack / +0 Damage, -2 Defense / +2 Toughness Abilities: 0 + 0 + 2 + 8 + 0 + 0 = 10PP Strength 10/25 (+0/+7) Dexterity 10 (+0) Constitution 12 (+1) Intelligence 18 (+4) Wisdom 10 (+0) Charisma 10 (+0) Combat: 10 + 8 = 18PP Initiative: +0 Attack: +5, +7 melee while in suit, +7 with blasters Grapple: +5, +12 while in suit, plus +0-+4 from Dynamically Arrayed Super-Strength. Defense: +5 (+4 Base, +1 Dodge Focus), +2 Flat-Footed Knockback: -0, -8 while in suit Saving Throws: 4 + 2 + 5 = 11PP Toughness: +1/+9 (+1 Con, +8 Protection [impervious 7]) Fortitude: +5 (+1 Con, +4) Reflex: +2 (+0 Dex, +2) Will: +6 (+1 Wis, +5) Skills: 40R = 10PP Computers 6 (+10, Skill Mastery) Craft [Electronic] 6 (+10, Skill Mastery) Craft [Mechanical] 6 (+10) Disable Device 6 (+10, Skill Mastery) Knowledge [Technology] 6 (+10, Skill Mastery) Notice 5 (+5) Sense Motive 5 (+5) Feats: 5PP Benefit (Wealth 1) Dodge Focus 1 Inventor Luck Skill Mastery (Computers, Craft [Electronic] Disable Device, Knowledge [Technology]) Powers: 56PP Device 14 (Battlesuit, Flaws: Hard to Lose, gives 70 device pp) [56PP] (all powers have technological descriptor) Drawbacks: 4PP Normal Identity (full-round to don suit, Frequency: common, Intensity: major) [-4PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed [without suit] Touch DC 15 Toughness (Staged) Damage Blast 7 [lasers] Range DC 22 Toughness (Staged) Damage Unarmed [in suit] Touch DC 22 Toughness (Staged) Damage Abilities (10) + Combat (18) + Saving Throws (11) + Skills (10) + Feats (5) + Powers (56) - Drawbacks (-4) = 105 Power Points
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Speedster Comics examples: The Flash, Quicksilver PC examples: Dynamo, Zephyr Power Level: 10 (150/150PP) Trade-Offs: +2 Attack / -2 Damage, +4 Defense / -4 Toughness Description: A hundred people saved in seconds. Bombs disarmed when the counter's already hit zero. Enemies dispatched before they can see what coming. You're fast, you're dangerous, and the world isn't able to keep up with you. Complications: I'M SO HUNGRY! Many speedsters have insane metabolisms, needing to eat huge amounts of food in one sitting, especially if they've used their powers lately. Abilities: 4 + 4 + 4 + 0 + 0 + 4 = 16PP Strength 14 (+2) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 10 (+0) Wisdom 10 (+0) Charisma 14 (+2) Combat: 8 + 8 = 16PP Initiative: +2/+18 Attack: +4/+8, +12 super-speed attacks Grapple: +6/+10 Defense: +4/+12 (+4 Base, +8 Enhanced Dodge Focus), +2 Flat-Footed Knockback: -1/-3 when not flat-footed Saving Throws: 5 + 3 + 7 = 15PP Toughness: +2/+6 (+2 Con, +4 Enhanced Defensive Roll) Fortitude: +7 (+2 Con, +5) Reflex: +5/+12 (+2 Dex, +3, +8 Enhanced Reflex) Will: +7 (+0 Wis, +5) Skills: 44R = 11PP Bluff 8 (+10) Gather Information 8 (+10) Notice 10 (+10) Search 10 (+10) Sense Motive 8 (+8) Feats: 6PP Beginner's Luck Luck 2 Taunt Teamwork 2 Powers: 2 + 3 + 12 + 27 + 8 + 23 + 8 + 3 = 86PP Quickness 2 (x5 speed) [2PP] (super-speed) Speed 2 (25', 250' per round, Power Feats: Moving Feint) [3PP] (super-speed) Super-Speed Power Reserve 6 (12pp reserve; Quickness [up to 12 (x10,000 speed)] or Speed [up to 12 (50,000MPH or 500,000' per round]) [12PP] (super-speed) So Fast It's Awesome Array 12.5 (25pp array, Power Feats: 2 Alternate Powers) [27PP] (super-speed) Base Power: Strike 6 (lightning fast fists, Extras: Autofire 2 [8], Feats: Accurate 2, Mighty) [25PP] Alternate Power: Strike 6 (beat up a gang, Extras: Selective Attack [8], Targetted Area - Burst [8], Feats: Accurate 2, Mighty) [25PP] Alternate Power: Stun 8 (mini sonic boom, Feats: Accurate 2) [18PP] Enhanced Attack 4 [8PP] (super-speed) Enhanced Feats 23 (Accurate Attack, Defensive Roll 2, Dodge Focus 8, Elusive Target, Evasion 2, Improved Initiative 4, Instant Up, Move-By Action, Quick Change, Power Attack, Ultimate Save [Reflex]) [20PP] (super-speed) Enhanced Reflex Save 8 [5PP] (super-speed) Super-Movement 3 (water-running, wall-crawling, Flaws: Limited to while moving) [3PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness (Staged) Damage Super-Speed Strike Touch DC 23 Toughness (Staged) Autofire Damage Area Strike Touch DC 23 Toughness (Staged) Damage Stun Touch DC 18 Fortitude (Staged) Dazed/Stunned/Unconscious Abilities (16) + Combat (16) + Saving Throws (15) + Skills (11) + Feats (6) + Powers (86) - Drawbacks (0) = 150 Power Points Notes: :arrow: Firstly, the most important thing of all: how fast can you go? The answer: it depends. By default, your Speed and Quickness go to 2 ranks. However, you also possess a 12pp Power Reserve (from Ultimate Power). As a free action each round, you can assign any number of pp to each of the powers, which due to them being 1pp/rank, raises the ranks. So, at any given time you'll have Quickness 2/Speed 2, but with the Power Reserve can increase that to Quickness 14/Speed 2, or Quickness 2/Speed 14, or Quickness 8/Speed 8. :arrow: Yes, using Move-By Action and a high Speed rank makes it hard to hit you, and no, you're nowhere near the first to think of it. Watch out for people using the Ready action to make with the punching when you run past. :arrow: Quickness is insanely useful. If you can get an action's time down past a second or so (which isn't too hard at 10,000 times the speed), you can do it as a Free action. Even when taking 20, and this is a phenomenally powerful trait, letting you take 20 on Notice checks, search whole regions in a heartbeat, and so on, and so forth. Experiment with how the maths works out, and you'll find many potential uses for it. An example of this is searching the whole planet for something. As this is 9 steps up the range progression table, it moves 9 times up the time progression table, to a 3 month period. But with your x50,00 speed from Quickness 14, this speed drops to a mere slightly over 2 minutes. To research the planet. Without taking 20. :arrow: You have got a lot of Enhanced Attack, Feats and Saves. Enhanced Attack reflects you moving too fast to dodge, Enhanced Reflex is dodging out of way due to super-fast reflexes, and, of note, Enhanced Accurate and Power Attacks represent you being fast enough to aim blows with greater accuracy, or move faster for greater force. Ultimate Reflex Save lets you spend a Hero Point on your speed to effortlessly dodge things like Area attacks and Snares. And with Evasion 2, you suffer no effect against Areas if you pass the Reflex save, and only suffer half the effect if you fail the save. :arrow: Moving Feint (from Ultimate Power) is awesome. Spend a move action on Speed, a standard action feinting, and use twice your Speed rank instead of Bluff when feinting. At which point you can run in the next round and punch them into submission with Autofire and Power Attack. :arrow: The Autofire on the Strike deserves special attention. By default, Autofire deals +1 DC for each 2 points you exceed the target's Defence, to a maximum of +5, or half of the base attack's DC, whichever is lower. (since the Autofire 2 has [8] suffixed, that states that the extra has been bought for the Strength modifer too, and thus, the Strike counts as rank 8, i.e. maximum +4 damage) For Autofire 2, you can choose to have the interval either increase to +1 DC per 1 point your attack roll exceeds the target's Defence, OR have the maximum additional DC go up to either +10, or the base attack's entire DC. Autofire 3 grants you both of these benefits. This build chooses the first option, and thus the Autofire 2 Strike can only give +4 additional DC to the attack, but you gain +1 DC for each 1 you hit by and thus only need to exceed the opponent's Defence by 4 to get the maximum DC. :arrow: Power-stunt off your speed array. Nauseate (spinning them around at super-speed), Air Control (spinning your arms for whirlwinds) or even Insubstantial (vibrating your molecules through solid objects). Customisation: :arrow: The most obvious customisation is to not have super-speed, but rather, time control. This can take the form of simply a descriptor swap, Affects Others to let others into your altered perception, Immunities to Temporal Effects, Paralyze (time stop), and so on, and so forth. :arrow: Perhaps super-speed isn't your only power. Perhaps you can generate lightning (like a dynamo), fire (from heat friction), ice (by draining heat energy to fuel your own speed) or even air ("you're swift as the wind"?).
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Ok, my array's currently set to the single shot Blast. Free action: Surge for another standard action before, not after my regular actions. Surged Standard Action: Power Attack for 5 with a blunt arrow. DC 27 Toughness save (1d20+12=29) Free Action: Switch array slot to Full-Round Autofire Blast. Full Round Action: Autofire DC 27, +1 for every 2 this hits by, up to a maximum of DC 30 (1d20+12=21). Damn... spend a Hero Point re-roll. Re-roll... (1d20+12=32) I'm down to 4HP and will be Fatigued next round.
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Seeing everyone disappear into the smoke among the chaos, Arrowhawk hesitated, unwilling to walk into a situation he'd be so vulnerable in. Then his dilemna was solved as Knieval burst out of the cloud of smoke. Not reacting fast enough to stop Knieval from shooting the Doktor, he could put him down for good still. Dropping to one knee, he started drawing and firing in rapid succession. "Hey, Knieval," Arrowhawk snarled. "You ever stop to think that if you blow up all those people... I'd let you walk out of here with your spine in one piece?" His eyes blazed under his mask. "You're a wild dog that needs put down."
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Super-Soldier Comics examples: Captain America, Isaiah Bradley PC examples: None Power Level: 10 (150/150PP) Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness Description: Years of research in genetics. Months of careful psychological analysis for candidate selection. Weeks of excruciating physical therapy to deal with the super serum. And hours of being shown off to generals and high ranking politicians. The result? You, a super soldier for the American people. Courageous, inspirational and physical unmatched, armed only with a shield of an indestructible allow you fight crime for Truth, Justice and the American Way. Complications: Your sense of duty and honour may complicate relationships with less morally upright superhumans. Where they can break into someone's home to look for evidence, you need to get the police to acquire a warrant as the law and sense of decency allows. Noone is above the law, and the ends do not justify the means. Abilities: 12 + 12 + 12 + 0 + 0 + 8 = 46PP Strength 22 (+6) Dexterity 22 (+6) Constitution 22 (+6) Intelligence 10 (+0) Wisdom 10 (+0) Charisma 20 (+5) Combat: 20 + 12 = 32PP Initiative: +6 Attack: +10, +12 shield Grapple: +19 Defense: +12 (+6 Base, +2 Dodge Focus, +4 Shield), +3 Flat-Footed Knockback: -4, -3 flat-footed Saving Throws: 4 + 4 + 10 = 18PP Toughness: +8 (+6 Con, +2 Defensive Roll) Fortitude: +10 (+6 Con, +4) Reflex: +10 (+6 Dex, +4) Will: +10 (+0 Wis, +10) Skills: 52R = 13PP Acrobatics 9 (+15, Skill Mastery) Climb 4 (+10, Skill Mastery) Drive 4 (+10) Diplomacy 10 (+15, Skill Mastery) Gather Information 5 (+10) Knowledge (Civics) 5 (+5) Notice 10 (+10, Skill Mastery) Sense Motive 5 (+5) Stealth 4 (+10) Feats: 23PP Acrobatic Bluff Attack Specialisation (shield) Benefit (security clearance) Challenge (Fast Acrobatic Bluff) Connected Defensive Attack Defensive Roll 1 Dodge Focus 2 Evasion Fearless Inspire 5 Leadership Luck 2 Power Attack Skill Mastery (Acrobatics, Climb, Diplomacy, Notice) Set-Up Takedown Attack Powers: 10 + 1 + 1 6 = 18PP Device 3 (indestructible shield, Easy to Lose, 15dp of traits, Power Feats: Indestructible, Restricted [need training to throw shield]) [10PP] Leaping 1 (x2 distance [using Skill Mastery Acrobatics: running long jump 52', standing long jump 26', high jump 13']) [1PP] Speed 1 (10 MPH, 100' per round) [1PP] Super-Strength 3 (Heavy load: 2.1 tons) [6PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 21 Toughness (Staged) Damage Shield Range DC 23 Toughness (Staged) Damage Abilities (46) + Combat (32) + Saving Throws (18) + Skills (13) + Feats (23) + Powers (18) - Drawbacks (0) = 150 Power Points Notes: :arrow: Your shield is the most powerful asset to your armoury. Without it, defensively and offensively, you're PL 7. With it, you meet full caps. It's worth noting that the Blast power represents throwing the shield and hitting people with it, as MnM doesn't penalise shooting ranged weapons at point blank range there's no point buying a melee AP as, mechanically, it'll do the exact same thing. The Restricted feat works in a slightly handwavey way, in that with it, the shield can just be used as if it was Strike with the Thrown feat; namely, they can use it in melee, but if they use it at range it won't return in the same way you use it in. :arrow: You are an inspiration to those around you. Talk down your foes with diplomacy, spend a HP on Leadership to cure your allies of debilitating effects, and use Inspire to give 5 of your allies a +5 bonus to attack rolls and skill checks, to increase the likelihood of them kicking ass. And, unlike most of my builds, you are completely and utterly Fearless. Using Skill Mastery and your Challenge feat, you can Acrobatically Bluff as a move action for a DC 25 feint, rendering opponents flat-footed. And using Set-Up, you can forgo benefiting from this feint so your ally can lay the smacketh down. Alternately, take advantage of their being flat-footed to Power Attack for 5. :arrow: Physically, you're not superhuman, but can overpower any non-powered superheroes. You are simply faster than them, stronger than pretty much anyone else and can jump great distances with ease. Remember, moving all-out, you can go at 40 MPH. Also remember that Leaping multiplies the distance you jump after the Acrobatics check made to increase jumping distance. Compared to Martial Artists and Costumed Detectives, you're a ferocious grappler, able to beat any human-level opponent due to your mighty strength. With Skill Mastery, your high Strength and Climb, you can take 10 and easily climb up sheer cliff faces. Taking a -5 penalty to move at full, not half speed, you can move up ropes at your full Speed. And remember, this isn't based on the default 30' land speed, it uses your Speed 1. Of course, since half speed for this is 50' per round, you scale a cliff face three times as fast as most human beings. :arrow: Remember: your exotic saves are higher than most, averaging out at your PL. Evasion means that if you pass the Reflex against an area attack, you take no effect rather than saving at half rank. Don't shy from getting into a fight, as you're more resistant to exotic effects than most. :arrow: The Benefit and Connected represent your government links, letting you gain access to restricted data, and call in favours from people within the government for specialist equipment and personnel. Customisation: :arrow: Of course, this build is based off the super soldier, Captain America. But what happens if you diverge from this mould? The answer: different superpowers. How about lowering your physical abilities, and making it up with a bionic arm? Perhaps you're closer to a Costumed Detective with a shield? Hell, maybe you don't have a shield, maybe you've got something like a sword, or a staff. The sky's the limit. :arrow: Bear in mind that, if your Strength increases or decreases, you need the Mighty ranks on a Blast power to equal your Strength bonus to apply your full Strength bonus to the DC. This could save points within the shield if you lower Strength, or require you to buy more if you upgrade your physical attributes until they're outright superhuman.