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Ecalsneerg

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  1. John's eyes widened before he could catch himself. Damn... Then he did catch himself and managed a smile. "Wow, you look... fantastic." However, when it came down to it, he was still Arrowhawk. And, of course, that necessitated a little bit of sarcasm. "'Course, I'm actually surprised you thought I'd turn up." He shrugged, and unconsciously shifted his weight onto his good leg.
  2. Ugh. Totally not gonna get used to those eyes. Creepy. It's like he's gazing into yo- aw, crap. "Anyway," said Chris, pushing open the door to the main room. "This is the operations centre." The room was an odd mixture of rough soil and metal. The floor around the doorway they'd just exited from was still rough stone, but a large portion of the room was lined with sleek metal sheeting. In one corner sat a huge computer console, with 9 screens arranged around and above each other. At a few parts of the room, metal walkways seemed to lead downwards or up towards the surface again. "Lizzie?" called Chris. "Trevor's here!" There was no reply for a second, then a voice came from one of the downwards exits. "I'm in the workshop. Bring me a Coke," came the reply, before a worrying sound of welding and hammering resumed from below.
  3. Energy Controller Comics examples: The Human Torch [Fire], Avalanche [Earth], Red Tornado [Air], Aqualad [Water], Static [electricity] PC examples: Dark Star [cosmic/gravity], Lady Winter [ice/cold] Power Level: 10 (150/150PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Description: Energy controllers span a wide range of descriptors, from pyrokinetics, to magicians with water magic, to earth elementals, to wind-controlling robots. But, the most important part is, they can usually do the same tricks with these powers: blast their foes with pure energy, fly through some technobabble, and protect themselves from physical attacks. The important part is: what kind of energy do you want to control? Fire? Water? Electricity? Complications: MY PANTS ARE ON FIRE! Perhaps sometimes, the hero can't quite control their powers, particularly at inconvenient times. The pyrokinetics set their clothes on fire when they're not wearing their fireproof costume. Electricity controllers short-circuit televisions. Aquamancers accidentally make washing machines into churning whirlwinds of death. Abilities: 0 + 0 + 4 + 0 + 0 + 6 = 10PP Strength 10 (+0) Dexterity 10 (+0) Constitution 14 (+2) Intelligence 10 (+0) Wisdom 10 (+0) Charisma 16 (+3) Combat: 8 + 8 = 16PP Initiative: +4 Attack: +4, +8 energy attacks Grapple: +4 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -1, -11 w/ Force Field Saving Throws: 6 + 8 + 7 = 21PP Toughness: +2/+12 (+2 Con, +10 Force Field [impervious 10]) Fortitude: +8 (+2 Con, +6) Reflex: +8 (+0 Dex, +8) Will: +7 (+0 Wis, +7) Skills: 32R = 8PP Bluff 12 (+15) Concentration 10 (+10) Notice 10 (+10) Feats: 8PP Dodge Focus 4 Improved Initiative Luck 2 Taunt Powers: 41 + 12 + 20 + 10 + 4 = 87PP Energy Control Array 18 (36pp array; Power Feats:3 Alternate Powers, Accurate 2) [41PP] Base Power: Blast 12 (energy bombardment, Extras: Autofire) [36PP] (lightning blast) Alternate Power: Blast 12 (energy explosion, Extras: Area - Burst) [36PP] (lightning storm) Alternate Power: Stun 12 (energy overload, Extras: Ranged) [36PP] (lightning tazer) Alternate Power: Strike 9 (energy shell, Extras: Aura, Duration 2 - Sustained) [36PP] (lightning aura) Flight 6 (500 MPH) [12PP] (electromagnetic propulsion) Force Field 10 (energy shell, Extras: Impervious) [20PP] (lightning aura) Immunity 10 (all electricity effects) [10PP] Super-Senses 4 (energy awareness [mental, Acute, extended, ranged]) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage Aura Touch DC 24 Toughness (Staged) Damage Blast [Autofire] Ranged DC 27 Toughness (Autofire, Staged) Damage Blast [Burst] Ranged DC 22/27 Reflex (Area)/Toughness (Staged) Damage Stun Ranged DC 22 Fort (staged) Dazed/Stunned/Unconscious Abilities (10) + Combat (16) + Saving Throws (21) + Skills (08) + Feats (08) + Powers (87) - Drawbacks (00) = 150 Power Points Notes: :arrow: This build assumes the energy you are controlling is electricity. As such, feel free to substitute in other alternate powers where these ones would be inappropriate. :arrow: Defence-wise, this build is somewhat lacking. It's got a decent Toughness, but despite a large amount of pp into saving throws, it's lacking there. Of course, it makes up for this with being fast, flexible, and able to fight at range. :arrow: It also has the weakness of a low grapple, but an Energy aura for electrocuting people who get that close. Of note though, is the fact that it doesn't work on Impervious 10 opponents, which at PL 10, is most powerhouses or paragons. :arrow: You can power-stunt weird effects. 'Energy' is a vague term, and in 90% of cases, referring to an energy controller as controlling energy isn't hugely accurate. Electricity can defibrillate, fire control can make Environmental control (distracting heat perhaps?) and so on, so forth. :arrow: Take advantage of that mobility. You can fly, and keep out of reach of people while shooting them with energy blasts, and your Impervious force field keeping you resistant to retaliation. Customisation: :arrow: As noted above, a lot of customisation could come from the descriptor. Light Controllers are more likely to have Visual Dazzle and Environmental Control for creating light. Fire Controllers could well have Suffocate effects from burning off the oxygen around a target. :arrow: It's not just Alternate Powers off of the Energy Control power that can be customised. An earth-controlling rock elemental is likely to have Immunities and Protection rather than a Force Field, and might well be unable to fly. An energy controlling robot will likely have Con --, Immunity to Fortitude effects and Protection. :arrow: Different powers carry different weaknesses. Perhaps a Light Controller loses all her powers in complete darkness (a Power Loss if it's pitch blackness, partially flawing the highest ranks of her powers if it's even just at night). A Fire Controller could lose all her powers when submerged in water. An ice controller might possess a Vulnerability to fire, causing her to suffer more damage from fire attacks.
  4. To be fair, an entire nation doesn't know what the Sega Genesis is (it was called Sega Megadrive in the UK)
  5. Geckoman looked over at Midnight as he lowered the Pitchoo down towards the Wading river. "Ok, you want to have a look around my gadgets, best place to do it is in my Arborealair," he said, pressing a button. "And to do that, we'll need to kick the life support up a notch." On that word, the ship plummeted down into the river, screeching along with the dust whirling in the ship's wake. "And..." The Pitchoo slid effortlessly into an open hatch somewhere along where the river ran into the forest, the deceleration happening in half a second or so as the hydraulics and cables hefted the ship up into a hangar carved out of rough stone and earth. Sliding down the Pitchoo's exit hatch, Chris stepped out and pulled off his mask. "Computer, Geckoman checking in, anyone else here?" << Current occupants: Spellbound, Location: Workshop>> Chris tilted his head concedingly. "Fair enough. Trevor, I'd advise going in as Trevor, not Midnight. Not that you're not Midnight, but... well, anyway, Liz is not entirely comfortable with superheroes, for a multitude of reasons. And no, I'd probably not ask how we got an underground HQ built in the forest without anyone noticing."
  6. Siobhan went into the kitchen adjourning the living room, shouting through as she put a pot of tea on. "This is probably going to take a while," she called. "Feel free to look through my book collection while I work up something to find a golem." She leaned around the door. "If you're looking for something specific, but can't find it, ask me, odds on if it's printed, I own it." She produced a tray with a pot of tea and mugs, along with some sugar, milk and spoons, laying it atop one of the more stable piles of books.
  7. John had ended up getting changed in a car park somewhere to get changed, stowing his armour, cape and longbow in the trunk of the car. Unable to afford a fancy car rental out of his own somewhat limited means, he'd managed to convince Elena to help him out. The 1995 R129 Mercedes was, appropriately, black, and considering its age, in somewhat good shape. He hadn't driven a car in some time, so it felt awkward. Thankfully, there was the fact he'd had to dress up for once to make him feel awkward about something else. He'd somehow found black trousers and shoes, and a light blue shirt. For once, he'd also washed his hair, now painfully aware of the grey streaks running wildly through it. Dammit. Dammit. Dammit. Should've stayed out of Midtown. Taking a deep breath, he knocked on Vivian's door. Well, I assume it's her door. I can't recall entering a door.
  8. When I last updated my McAfee, I had a power cut mid-installation. McAfee took umbrage and annihilated an entire hard drive. You got lucky.
  9. Equinox flew off towards the Theatre District, pausing every so often to make sure that Lady Winter was following on. Ah, well, the neighbours are used to strange goings-on. Might as well add another. Landing on the sidewalk and clicking her fingers, she immediately switched back to plain old Siobhan Drake, in a white t-shirt and black pants. Her hair dye vanished, leaving her hair a mousy brown, and her eyes stopped glowing brilliant white. Leading Lady Winter up to the apartment door, she turned and pulled her silver pentagram out of her shirt. "Alright, I hereby formally invite you to my abode." She stood aside straight away and led the icy heroine into her sitting room. It was quite cramped, consisting only of a green-grey sofa, a battered TV apparently so old it had a metal V-shaped antenna coming out of the top. The most alarming part of the room was the fact that the dull red wallpaper was barely visible, most of the walls covered in warped brown bookshelves. Even so, the carpet was rendered a dangerous minefield by stacks and stacks of books. Titles apparently ranged from Great Expectations to Harry Potter to Caedes Lamia. "Sorry about having to formally invite you. Well, I don't since you're not a supernatural creature, but it eliminates the risk of messing up the atmosphere." Siobhan gestured to the sofa. "Can offer you anything to drink? Tea, coffee, orange juice?"
  10. Equinox had spun immediately when the Cthulhu-esque symbol was conjured, her wand in hand and her pentagram showering her with solid white light. But when everyone else dropped their spells, she did too. "No, it's alright. It's nice to see people who appreciate a good dramatic entrance." She forced a slightly shaky smile as she offered a hand for the... tentacled thing... to shake. It trembled slightly in revulsion, but she forced herself to hold it out. Now, now, Siobhan, it's not his fault he has horrible tentacles for a face. Probably.
  11. Move Action: Feint as a move action using Skill Mastery, for a DC 27 feint. Standard Action: THE PEOPLE'S ELBOW! Power Attack for 5, giving DC 23, or 25 if the feint succeeded. (1d10+8=13)
  12. Geckoman frowned, even as his goggles shielded him from the flare of the electrical burst. Something's wrong. "You're one screwy robot," he remarked. "What's up with you anyway?" He did a cartwheel over the robot, as if to mock him. "I mean, you're ranting like a madman, not like a machine, and I have my doubts over the involvement of the Crime League, Grue, and Talos." He came up from his cartwheel with his elbow to his chest, ready to bludgeon. "SPILL!" He dropped onto the robot, driving his elbow under him in a hammerblow.
  13. "I dunno, golems are ridiculously powerful," mused Equinox. "Although I'm speaking from the perspective of someone who is nearly defenceless against them. In any case, you must be pretty powerful to take those kinds of blows." Finally, the taxi came, and the old man was helped into it. "Take him to City Hall, please, and if they're not sending police around, could you get them to?" asked Equinox, slipping the driver twenty bucks to cover costs. "Thank you." Flicking her wand, she floated up into the air, eagle wings spread wide. "Ok, my apartment's in the Theatre District." She turned, trenchcoat billowing out in the sea breeze. "Do you want to follow on?"
  14. Equinox quickly phoned the taxi, and was informed it would be there soon. Hanging up the cell phone, she replaced it within the pocket of her trenchcoat. "I'm not entirely sure why it attacked here, hence why I'd like to track down the maker." She pulled out a packet of cigarettes and lit it with the tip of her wand, taking a deep drag as she thought. Lowering her voice so the man couldn't hear, she spoke her thoughts. "If memory serves, golems can sense magic. And I was eating here. I really hope this didn't all happen simply because I came here for breakfast."
  15. "Well, I can cast a fairly simple levitation spell in order to fly," explained Equinox, fussing over the old gentleman and making sure he was alright. "Sir, I teleported Ms Lovegood and your friend to City Hall for safety, and I think that woman who was reading managed to run for safety. But we need to go check on your friends, so I was wondering if you were up to flying, or would prefer a more ground-based means on travel?" The old man shook his head and adjusted his spectacles on his face. "I don't think I want to fly... would it be possible to call a taxi or something?" Equinox smiled at him. "Sure thing, sir." She went to pull a cell phone from her pocket. "Ms Winter, I think we should await this taxi, and when this gent is safely picked up, go to my apartment so that I can try to find the artificer of this golem."
  16. I actually should just stop trying to set Mike up. It's not helping anyone.
  17. Gecko edits Combat caps! *waits for shock to wear off* 1pp into Dodge Focus. This will take him to a total of Defence +8, unenhanced Dodge Focus 5, and Enhanced Dodge Focus 2, for Defence +15/+13, and to defensive PL 11! Change his Defence line as follows to bring it into line with Shaen's new formatting: Defense: +15/+13 (+8 Defence, +5 Dodge Focus, +2 Enhanced Dodge Focus), +4 Flat-Footed I relent, 1pp into Power Attack. :cry: Drop his unarmed Strike power immediately, freeing up -3pp. Increase his Strength to 16 (+3), costing him 2pp. Also, change his Attack Specialisation (unarmed strike) 1 to Attack Specialisation (unarmed) 2, costing 1pp. In addition, spend 1pp on Attack Focus (melee). This changes his combat lines to: Attack: +8, +9 melee, +10 Geckorangs, +13 unarmed Grapple: +12 DONE BY SHAENTHEBRAIN
  18. Geckoman leapt and rolled towards Zeta. Hearing Erin's warning, his eyes went wide. Grue? Wha-what? Undeterred, he resolved to end this quickly so he could help his friends. Although Erin could probably kick any grue's ass, so I'm not that concerned. Yet. "Well, Centuritron, you might be represting War, but I'm going to represent Pestilence." As soon as he was in striking distance, he rolled onto his hands, legs spread wide. "And you're going down with the sickness!" He sprung up and went to wrap his legs around one of Zeta's knees, in order to simultaneously lock himself around Zeta's knee while moving forward to knock him down before he could use his might to push back.
  19. Move Action: Run up to Zeta. Free Action: Spend one of my two HP for Improved Throw. Standard Action: ASSAULT! Trip attack! Offensive Stance to hit, and then using Improved Throw, force Zeta to roll Dex to resist (1d20+12=17, 1d20+6=25)
  20. Equinox casually swept her wand towards a piece of golem shrapnel, pulling it from it's position across the floor in a flicker of white light. "Alright, I should be able to whip something up that'll find the creator." She slid the lump of pottery into her pocket and took Lady Winter's cold hand. "I'm Equinox. And I hope you've got some way of getting us to City Hall. I can teleport, it just takes a lot of effort, and I can fly, but I'm not sure that's going to be good for the poor man."
  21. Well, I just got in from work, so two quick tips: 1. The whole energy storage mechanic seems slightly complicated to use. Just making sure that you know how it works fully, or if you need something clarified on it. 2. This is similar to Reaver (i.e. goddamn abomination of a character). I'm aware at first glance you seem to not be trying to run everything off of Boost in such a cheesy matter, and clearly don't intend to try to, but I'm just gonna warn you ahead of time in case the Refs seem overly cautious from here on in, it's nothing personal.
  22. Martial Artist Comics examples: Fat Cobra, Iron Fist PC examples: Nightrival [archived, non-Ki] Power Level: 10 (150/150PP) Trade-Offs: -4 Damage / +4 Attack, -4 Toughness / +4 Defence Description: This martial artist uses the power of ki (or chi, if you prefer) to enhance his already impressive physical prowess to new heights. e can leap great distances, punch through metal, and run at high speeds. Even without these powers, he's a master martial artist, an expert combatant able to fight almost anything in hand-to-hand combat. Complications: Honorable competition is often valued among martial artists. A fair, one-on-one challenge might prove to be desirable to martial artists, even if such a situation would heavily disadvantage them. Abilities: 8 + 12 + 8 + 0 + 4 + 0 = 32PP Strength 18 (+4) Dexterity 22 (+6) Constitution 18 (+4) Intelligence 10 (+0) Wisdom 14 (+2) Charisma 10 (+0) Combat: 14 + 16 = 30PP Initiative: +10 Attack: +7, +14 melee Grapple: +20 Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed Knockback: -3/-2 flat-footed Saving Throws: 4 + 5 + 6 = 15PP Toughness: +4/+6 (+4 Con, +2 Defensive Roll) Fortitude: +8 (+4 Con, +4) Reflex: +11 (+6 Dex, +5) Will: +8 (+2 Wis, +6) Skills: 72R = 18PP Acrobatics 14 (+20, Skill Mastery) Diplomacy 10 (+10) Escape Artist 4 (+10) Medicine 3 (+5) Notice 15 (+17, Skill Mastery) Sense Motive 13 (+15, Skill Mastery) Sleight of Hand 4 (+10) Stealth 9 (+15, Skill Mastery) Feats: 39PP Accurate Attack Acrobatic Bluff Assessment Attack Focus (melee) 7 Challenge (Fast Acrobatic Bluff) Critical Strike Defensive Attack Defensive Roll 1 Dodge Focus 6 Elusive Target Endurance Evasion 1 Grappling Finesse Improved Disarm Improved Initiative 1 Improved Throw Improved Trip Luck 2 Move-by Action Power Attack Set-Up Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth) Takedown Attack 2 Teamwork 2 Uncanny Dodge (auditory) Powers: 9 + 2 + 1 + 2 + 2 = 16PP Base Power: Strike 2 (Extras: Penetrating 3, Feats: 1 Alternate Power, Improved Critical 2, Mighty) [9PP] (Ki Strike) Alternate Power: Paralyze 6 (Extras: Alternate Save - Fortitude [+0], Flaws: Unreliable [5 uses before requiring to meditate] [-1], Feats: Improved Critical 2) [8PP] (Ki signature move) Leaping 2 (x5 distance) [2PP] (Ki speed) Speed 1 (10 MPH / 100' per round) [1PP] (Ki speed) Super-Movement 2 (Wall-crawling 2, Flaws: Limited: must begin or end round on flat surface) [2PP] (Ki wall-run) Super-Senses 2 (Accurate on normal hearing) [2PP] (Ki focus) Drawbacks: 0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage Ki Strike Touch DC 21 Toughness (staged) Damage Ki Paralyze Touch DC 16 Fort (staged) Slowed/Paralyzed Abilities (32) + Combat (30) + Saving Throws (15) + Skills (18) + Feats (39) + Powers (16) - Drawbacks (00) = 150 Power Points Notes: :arrow: A ki martial artist rather than core's skill and feat character, this character is somewhat different. Higher trade-offs mean not only is it house rules legal, it also can do some damage. It's not a great grappler (when compared to powerhouses and stretchy guys), but Grappling Finesse means you don't lose your Dodge bonus when you try doing so. :arrow: This build has higher saves than average (Shaen advocates them averaging to PL-2, this one's saves average to PL-0). This means that, as most players neglect Fortitude, Reflex and Will, the martial artist is going to be markedly more resistant to attacks. :arrow: Know and USE your Skills and Feats. Using Acrobatic Bluff, Skill Mastery, and Fast Acrobatic Bluff, you take feint as a Move action, taking 10 without any penalty on the result. Using Improved Throw and Improved Trip, you can force your opponent to resist using the worst of Strength or Dexterity, and get +4 (for a total of +10) on your Dex check to trip. With Move-by Action and your wall-running superpower, you can run up a wall, punch the guy shooting from the window ledge, and run back down to floor height. Go and read up on all you can do, and remember: you can spend a HP to acquire a feat you don't have temporarily. An example of this is Favored Opponent, allowing you to critically hurt opponents when used in conjunction with Critical Strike. :arrow: The main offensive ki power is a Penetrating strike able to injure the toughest foes. Combined with Power Attack for 5, you can breach Impervious 14, which allows you to make anyone roll a save bar a very, very select few. Alternately, you can use a paralyzing blow on the nerve centres, but due to its use of ki, must meditate after using it 5 times. :arrow: Ki also allows you to leap and run faster than a normal human, and walk along walls so long as you either begin your turn on a flat-surface, or if you begin it on a wall, end it on a flat surface. It also heightens your senses so that, even when blindfolded, you can fight just as well as anyone else due to hearing people's movements much more acutely than a normal person. In practice, this means that even when visually blinded or Dazzled, you can use your hearing as an Accurate Sense, pinpointing the exact location of targets in order to attack them, as well as being able to target Invisible foes without auditory Concealment. Customisation: :arrow: This martial artist has a nerve-stunning Paralyze as his signature move. For your martial artist, spend more pp on more alternate powers, or even just substitute out the one you have for another. Drain Toughness (and its older cousin, Corrosion if you can find the pp), Stun, Trip, and so on, are all viable special martial arts moves. :arrow: Some martial artists have even more flashy ki moves, like a ranged attack to counteract this build's weakness of, well... lacking one. A ki Blast off of the Strike would be complemented by dropping some Attack Focus for straight Attack, or even just giving the Blast ranks in Accurate. Try not to go for blond spiky-haired planet-destroying blasts, though, that's not in the tone of this game. :arrow: Alternately, you could go for a classical martial artist without all that flashy wuxia. Here's a quick guide:
  23. I'll be away Monday, and likely Tuesday.
  24. Did I ever get a HP for that? ;)
  25. Ecalsneerg's Edits Abound! Arrowhawk Add Knowledge: Tactics +4, for a total of Knowledge (Tactics) 8 (+10) [1pp] Done by Angrydurf
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