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"Ah, the Chosen of Heshem," said Equinox in greeting. "I understand, Eldrich is often busy! Practicing his dramatic intonations in the mirror, I usually presume." She spun her wand casually through her fingers impatiently. "How many of us are due to show up? And, yes, name badges might be a good idea."
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Paragon Comics examples: Superman, Wonder Woman, Captain Britain PC examples: Pharos, Phalanx Power Level: 10 (150/150PP) Trade-Offs: -4 Attack / +4 Damage (melee), +2 Attack / -2 Damage (ranged), -4 Defense / +4 Toughness Description: You're Superman. You can fly, you're near-invulnerable and to top it all off, you're second only to Powerhouses in your might. As the iconic superhero archetype, people look up to you, and when they're looking up, they may well ask if you're a bird or a plane. Complications: Sometimes paragons are reluctant to resort to their mighty powers immediately, often pausing to try and talk it out even when this appears impossible. A possible Complication would mean a paragon has to start combat using Diplomacy rather than charging in with his full strength. Abilities: 6 + 0 + 6 + 0 + 4 + 4 = 20PP Strength 16/38 (+3/+14) Dexterity 10 (+0) Constitution 16/30 (+3/+10) Intelligence 10 (+0) Wisdom 14 (+2) Charisma 14 (+2) Combat: 8 + 8 = 16PP Initiative: +4 Attack: +4, +6 melee, +12 laser vision Grapple: +9, +20 with powers, up to +27 with full Super-Strength Defense: +6 (+4 Base, +2 Dodge Focus), +2 Flat-Footed Knockback: -1/-13 Saving Throws: 0 + 4 + 6 = 10PP Toughness: +3/+14 (+3/+10 Con, +4 Protection), Impervious 10 Fortitude: +4/+11 (+3/+10 Con, +1) Reflex: +4 (+0 Dex, +4) Will: +8 (+2 Wis, +6) Skills: 24R = 6PP Diplomacy 8 (+10) Notice 8 (+10) Sense Motive 8 (+10) Feats: 7PP Attack Focus (melee) 2 Improved Initiative Leadership Luck 2 Power Attack Powers: 22 + 14 + 2 + 17 + 10 + 7 + 4 + 14 = 90PP Enhanced Strength 22 (superhuman strength) [22PP] Enhanced Constitution 14 (superhuman endurance) [14PP] Flight 1 (faster than a speeding bullet; 10MPH / 100' per round) [2pp] Base power: Flight 7 (total of 8, 1000 PH / 10,000' per round, Feats: Dynamic, 1 Dynamic Alternate Power) [17PP] Dynamic Alternate Power: Super-Strength 7 (heavy load 266 tons) [14PP] Impervious Extra on Toughness 10 (superhuman toughness) [10PP] Immunity 7 (suffocation, all environmental effects) [7PP] Protection 4 (superhuman toughness) [4PP] Base Power: Blast 8 (laser vision, Flaws: Distracting, Feats: Accurate 4, 1 Alternate Power, Precise) [14PP] Alternate Power: Super-Senses 9 (extended hearing 2 [1000' increments], extended vision 2 [1000' increments], infravision, ultrahearing, X-ray vision (Power Loss: Lead)) [9PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed [no powers] Touch DC 18 Toughness (Staged) Damage Unarmed [with powers] Touch DC 29 Toughness (Staged) Damage Laser vision Range DC 23 Toughness (Staged) Damage Abilities (20) + Combat (16) + Saving Throws (11) + Skills (6) + Feats (7) + Powers (90) - Drawbacks (0) = 150 Power Points Notes: :arrow: This build is just as tough as a Powerhouse (although it lacks Impervious Toughness and has a point lower in Fortitude), but otherwise is not as strong, not as immune to harm, and without an option for feinting. What it does have is some flexibility in the form of Flight, laser vision, and a small suite of Super-Senses. Only suffering -1 to Notice checks per 1000 feet on sight and hearing, not per 10 feet, that average-looking +10 Notice actually goes very far. Between that and Flight, you're not going to get sneaked up on, giving you a quick opportunity to try Diplomacy before getting attacked. :arrow: Unlike the Powerhouse, you get tired, although your high Fort means that might take a while. Also unlike the Powerhouse, you're immune to suffocation. As of Ultimate Power, Flight works underwater, so technically you're able to swim at remarkable speeds, not just fly. :arrow: Why are laser vision and super-senses arrayed? Well, you try seeing through walls when your eyes are shooting lasers, and hearing when your ears are inches from a glowy beam going FWOOOOOP! :arrow: This build Dynamically Arrays Flight and Super-Strength. This means, as a Free Action when switching array slots, rather than either having Flight or Super-Strength, you can split the 14pp between the two in any ratio, be it Flight 7/Super-Strength 0, Flight 3/Super-Strength 4, or any other combination so long as it comes to no more than 14pp overall. While this looks complex, it's a great way to save pp while avoiding the problem of lifting insane loads while flying high-speed. Conceptual, and efficient! It's worth noting that, with one rank of Flight outside the array, whatever you allocate to Flight is boosted 1 rank. Thus, with 14pp in Flight, you get Flight 7 from the array, and then another rank for a total of 8. With Super-Strength 7, you still have Flight 1 despite a lack of pp to allocate to staying in the air. :arrow: Use Leadership to take status conditions off your allies with your inspiring leadership. You're the paragon, act like it. :arrow: Many Paragons display the power of super-speed. This build doesn't contain much to really represent that, although it's worth noting that Flight makes Speed utterly redundant. If needed, Quickness or appropriate Super-speed powers like the Autofire extra on Strength could be stunted off of Flight. Customisation: :arrow: Paragons are notorious for weird powers, like bullet-deflecting bracers (Deflect in a Device), calling down magic lightning (an Area blast) or freeze breath (a Cone Area Snare). You could try to fit these in by arraying them with appropriate powers, like in the Sense/Blast array, or off of Enhanced Strength. :arrow: Need more points? Try adding some Weaknesses or Vulnerabilities, perhaps to magic, or to magic rocks. In Freedom City, a good kryptonite Expy is Daka crystals. Appropriate Weaknesses include -1 Con per minute, for something that kills you slowly. Alternately, a Power Loss means that, while it won't kill you, you can't fight at full effectiveness. Combine both for a lot of pp, but a lot of weakness. Remember, you can have 10pp worth of drawbacks to start with, as it caps at PL.
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Geckoman + Spellbound... well, I don't buy into easy superpowered procreation. Geckos are not genetically compatible with humans, let alone well enough for "hybrid vigour" uber-powers. So Geckogirl is likely to have dramatically weaker regeneration and wall-crawling, but would get enough of her mother's genius to become a Gadgeteer Genius.
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Powerhouse Comics examples: The Incredible Hulk, The Thing, Golden Age Superman PC examples: Atlas Power Level: 10 (150/150PP) Trade-Offs: -5 Attack / +5 Damage, -4 Defense / +4 Toughness Description: Strong. Invulnerable. Unstoppable. Powerhouses can't fly like their paragon cousins, but if you can't get out of that chokehold, does it matter? And does it matter if you can't fly if you can leap tall buildings in a single bound? Most importantly, when Superman was first published, he couldn't fly. That's how iconic this archetype is. Complications: For a powerhouse who occasionally has issues controlling their immense strength, breaking objects as they touch or use them, this is best modeled as a Complication, regardless of Ultimate Power suggesting it as Uncontrollable Super-Strength. Abilities: 8 + 0 + 8 + 0 + 0 + 0 = 16PP Strength 18/40 (+4/+15) Dexterity 10 (+0) Constitution 18/30 (+4/+10) Intelligence 10 (+0) Wisdom 10 (+0) Charisma 10 (+0) Combat: 6 + 12 = 18PP Initiative: +0 Attack: +3, +5 melee Grapple: +9, +29 with powers Defense: +6 (+6 Base, +0 Dodge Focus), +3 Flat-Footed Knockback: -2/-12, -15 with Immovable Saving Throws: 2 + 4 + 7 = 13PP Toughness: +4/+14 (+4/+10 Con, +4 Protection), Impervious 10 Fortitude: +6/+12 (+4/+10 Con, +2) Reflex: +4 (+0 Dex, +4) Will: +7 (+0 Wis, +7) Skills: 24R = 6PP Intimidate 12 (+12) Notice 5 (+5) Sense Motive 7 (+7) Feats: 9PP All-out Attack Attack Focus [melee] 2 Improved Grab Improved Pin Luck Power Attack Startle Ultimate Save (Toughness) Powers: 22 + 12 + 10 + 10 + 9 + 4 + 21 = 88PP Enhanced Strength 22 (Superhuman strength) [22PP] Enhanced Constitution 12 (Superhuman endurance) [12PP] Immunity 10 (all environmental effects, Fatigue effects) [10PP] Impervious Extra on Toughness (superhuman toughness) [10PP] Base Power: Leaping 8 (x500 distance, 12,500'/2.3 miles per leap, Feats: 1 Alternate Power) [9PP] Alternate Power: Speed 2 (25 MPH or 250' per round) [2PP] and Immovable 3 (Extras: Unstoppable) [6PP] Protection 4 (superhuman toughness) [4PP] Super-Strength 9 (superhuman strength, heavy load of 1,600 tons, Feats: Bracing, Groundstrike, Shockwave) [21PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed [no powers] Touch DC 19 Toughness (Staged) Damage Unarmed [with powers] Touch DC 30 Toughness (Staged) Damage Abilities (16) + Combat (18) + Saving Throws (13) + Skills (6) + Feats (9) + Powers (88) - Drawbacks (0) = 150 Power Points Notes: :arrow: Possible descriptors for the powers include mutation (be it natural, from cosmic rays, or from gamma radiation), magical powers (much like Captain Marvel), or even perhaps subconscious telekinesis! :arrow: This build has much higher trade-offs than the paltry default Powerhouse's. Sure, he's got less defence, and is less accurate. But HULK CRUSH PUNY HUMANS! It also has a lower Fortitude save, as +15 is just overkill at PL 10. He has a decent spread of Immunities to improve that further, although remember: Immunity to Fatigue does not cover Extra Effort. :arrow: Remember that, yes, you lack a ranged attack innately. No, you do not lack the ability to throw cars like a mere mortal would throw a baseball. Improvise ways of attacking your foes. Also remember that, by using Extra Effort for +2 ranks in Super-Strength, you can lift up to 25,000 tons! :arrow: A good tactic is to use Startle to feint, at a -5 penalty to do it as a move action. Then you can Power Attack your now flat-footed foe with impunity, grabbing him and then Pinning him using Improved Grab. :arrow: You can either leap miles in a single bound, or move at great speed while being nigh-impossible to knock away, even with the mightiest of attacks. With the Bracing feat on Super-Strength, it'll take a miracle to move you from where you are. Customisation: :arrow: Not all the Strength has to be from plain Enhanced Strength. Consider, perhaps, a Powerhouse with Permanent Innate Growth, for a big lump of muscle. Maybe Noticeable Density, for a monster made of rock! Alternately, perhaps the character is just a weakling without his powers to back him up, drop his base Strength and Constitution and increase the Enhanced correspondingly. :arrow: Even the toughest, meanest guys have a weakness... well, not in this build, but perhaps a Vulnerability or Weakness of some sort will, while leaving him slightly more vulnerable, increase his pp for MORE SUPER-STRENGTH! Or maybe other skills and feats. :arrow: THAT MAKES ME ANGRY! A Powerhouse with slightly less Strength, but instead the Rage feat to make up for it, could be interesting. It's also a very cheap way to get high Strength in short bursts. :arrow: Mix in some other powers. For example, our PC Atlas has some Shapeshifting powers to complement his might. Perhaps your Powerhouse has a radiation aura (Drain Constitution with the Sustained and Aura extras). :arrow: This Powerhouse has few skills and feats beyond hitting people until they stop moving. Perhaps, at the cost of some of his might, add some non-combat feats and skills, to round out the character as more than a beatstick. The archetype is quite flexible (hell, the Paragon archetype is just a riff on it), so while this one focuses on being the strongest, toughest and meanest, you could easily focus less on those areas to make him smart and skilled, or even scarier, or perhaps a stealthy powerhouse.
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Battlesuit Comics examples: Iron Man, War Machine, Steel PC examples: Ironclad, Malice (villainous NPC) Power Level: 10 (150/150PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Description: The battlesuit build is your classic example of a man without powers outside of his suit. Inside it, he can fly, has incredibly protection and can shoot lasers. In essence, they'll end up looking, and often playing like a Paragon, only with the Device and Normal Identity discount giving you the potential for some nice extras, like Knowledge skills and Inventor. And, with a broad superscience descriptor, you can stunt (or Invent!) plenty of fun effects. Complications: Potential Complications include the Radar. As the radio sense is actually a HUD on the visor, and visual Dazzle by default wouldn't cover being unable to "see" your radio senses [including blindsight], losing access to it when visually Dazzled, and if this disadvantaged you, would certainly be worth a HP. Abilities: 2 + 0 + 2 + 10 + 2 + 0 = 16PP Strength 12/34 (+1/+12) Dexterity 10 (+0) Constitution 12 (+1) Intelligence 20 (+5) Wisdom 12 (+1) Charisma 10 (+0) Combat: 12 + 12 = 24PP Initiative: +0 Attack: +6, +8 melee while in suit, +8 with blasters Grapple: +7, +20 while in suit, plus +0-+5 from Dynamically Arrayed Super-Strength. Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -0, -11 while in suit Saving Throws: 5 + 4 + 7 = 16PP Toughness: +12 (+1 Con, +11 Protection [impervious 10]) Fortitude: +6 (+1 Con, +5) Reflex: +4 (+0 Dex, +4) Will: +8 (+1 Wis, +7) Skills: 68R = 17PP Computers 10 (+15, Skill Mastery) Craft [Electronic] 10 (+15, Skill Mastery) Craft [Mechanical] 10 (+15) Disable Device 10 (+15, Skill Mastery) Knowledge [Technology] 10 (+15, Skill Mastery) Notice 9 (+10) Sense Motive 9 (+10) Feats: 8PP Benefit (Wealth 2) Dodge Focus 2 Inventor Luck 2 Skill Mastery (Computers, Craft [Electronic] Disable Device, Knowledge [Technology]) Powers: 73PP Device 18 (Battlesuit, Flaws: Hard to Lose, gives 90 device pp, Feats: Restricted 1 [+10 Knowledge: Technology to use], ) [73PP] (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 16 Toughness (Staged) Damage Blast 12 [lasers] Range DC 27 Toughness (Staged) Damage Unarmed [in suit] Touch DC 27 Toughness (Staged) Damage Abilities (16) + Combat (24) + Saving Throws (16) + Skills (17) + Feats (8) + Powers (73) - Drawbacks (-4) = 150 Power Points Notes: :arrow: Compared to the core Battlesuit build, this further saves on points by putting a chunk of the combat bonuses into the suit through Accurate and Enhanced Feat (Attack Focus). In practice, unless you lose access to the suit, you'll not notice any difference gameplay-wise. However, in terms of pp, it's a small but meaningful saving. As with all my archetypes, they make slightly greater use of Accurate, Attack Focus and Attack Specialization, to maximize the gain you get from putting your pp into your combat traits. :arrow: This build Dynamically Arrays Flight and Super-Strength. This means, as a Free Action when switching array slots, rather than either having Flight or Super-Strength, you can split the 10pp between the two in any ratio, be it Flight 5/Super-Strength 0, Flight 3/Super-Strength 2, or any other combination so long as it comes to no more than 10pp overall. While this looks complex, it's a great way to save pp while avoiding the problem of lifting insane loads while flying high-speed. Conceptual, and efficient! :arrow: This build's main weaknesses are in that, without Inventor and power stunting, you are "limited" to flying around and shooting/punching things. However, Concealed foes are picked up using radio Blindsight, you can Communicate at distance, and you're immune to suffocation, disease, poison and most environmental hazards, so you do get some extra flexibility from it. Also, to keep up tradition, its exotic saves (Fort, Ref and Will) are rather low. :arrow: You have Luck 2. You start threads with 3 HP. Use them. You can think of so many power stunts, which is partly why this build has only strength and a normal Blast. Get Area Blasts, and Nullifies, and Snares, whatever you think you want. It's a good way to learn power construction, since you'll use the power once or twice, and if you're not happy, can just not stunt it again. If you really like it... well, pp upgrades let you get it permanently Customisation: :arrow: The really obvious one is finding some way to make pp for a couple of alternate powers. Perhaps downgrade the Immunity to Immunity 7 (suffocation, all environmental conditions), leaving you exposed to disease and poison, but letting you get, say rockets (Area Blast), or a force field projector (Create Object). :arrow: Other ideas include flat-out cutting out the Enhanced Strength, the Super-Strength and Attack Focus [melee]. Focus on ranged attacks, add some other ranged powers (Stun or Paralyze with the Range extra might work well), and fly around blasting people. Move-By Action'd be a good feat for this. :arrow: Conspicuously missing from the Instant Superheroes version... Concealment. This is expensive, although less so with the Blending Flaw. Perhaps array it with Communication, so you can use your Concealment... at the cost of requiring radio silence.
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Well, while the core book archetypes are indeed perfectly serviceable, given the skills of some of the players here, in comparison it's very likely they'll look lacking. So, to remedy this, I present a stepping stone: archetypes with a little extra to make them slightly more efficient and less wasteful of pp. Or, in the case of some, to bring them into line with our house rules. It's also more Ultimate Power compliant, so includes Enhanced Saves, Feats and Skills, not just Abilities. For those without that book, don't be off-put, they work just the same as Enhanced Abilities. To be clear, though, this thread is in no way me saying "don't use the core archetypes", except of course for tweaking them to comply with our house rules. For a new player, they are perfectly serviceable, as that's what they're intended for. But, if you want to get ideas on where to spend your earned pp, or just try to upgrade your build slightly, feel free to take a look at these archetypes. Index PL 10/150pp archetypes:- The archetypes without links are not yet written up, but included for sake of completeness Animal Scientist: Oh, oobee doo/ Smashing beakers with you-oo-ooh Battlesuit: The Man in Steel Costumed Detective: Yes, Father. I shall become a winged rodent Demon: Set yourself on fire for Fun and Profit Energy Controller: FLAME ON! Gadgeteer Genius: Fricking lasers Martial Artist: Their kung fu is stronger than yours Mystic: Woah-oah-oah, it's magic Genie Magician: Big, blue and magical too. Paragon: Is it a bird? Is it a plane? Powerhouse: More powerful than a hundred locomotives Street Level Powerhouse: Clean up the streets.Speedster: Outrunning bullets Super Soldier: Truth, Justice And Freedom Vampire: How can I decide what's right? / When you're clouding up my mind Weapon Master: This archetype is split into two, as I think there's a huge difference between Green Arrow and Zorro Sharpshooter: Longbows And Pistols And Knives, Oh My! Swashbuckler: Swords At Dawn! PL 7/105pp archetypes A quick note. These PL 7 archetypes aren't as heavily annotated as the PL 10 versions, and may indeed link to their PL 10 counterpart's notes. This is for good reason, apart from the fact that it remains relevant and reprinting it is redundant. Unlike other RPGs, MnM is easier to learn at PL 10 than PL7. Unlike, say, Dungeons and Dragons, higher PL PCs are the default. This is because they have more pp, and thus are easier to build around. If you're new to the game, I'd recommend filling your PL 10 slot first, not your PL 7, contrary to normal RPG logic. Battlesuit: Man in a can Energy Controller: God of thunder, and rock and roll! Paragon: Benchpressing cars and trains for fun and profit NPCs, and my PCs: Geckoman rebuild PL6/10 Catoblepas: Evil cows... who turn you to stone! PL 8 Hellhound: Acid spitting wolves... from Hell! PL3 Raccoon Familiar: Cute & fuzzy thief! PL10 Troll: Grinding bones to make their bread. Goat bones. Mmmm. The Four Horsemen Of The Apocalypse These are very, very high-powered NPCs, presented as examples only. As such, I'd appreciate use of them to be something restricted only to Refs and those who have consulted very, very extensively with them. Conquest: PL 13 embodiment of subjugation, control and conquering. War: PL 14 embodiment of slaughter, rage, destruction and martial prowess. The Horsemen In Play For my reference, the template: Note: The statements and opinions expressed herein are solely those of Ecalsneerg and do not automatically constitute official/canonical statements or necessarily reflect the views of the other Moderators and Admins. -Dr Archeville Note to Note: And because I'm clearly insane? -Ecalsneerg
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Cool nods. Some people just don't appreciate having the ability to run around dramatically without looking like a complete idiot... "Hmmm," wondered Equinox, as something flashed into her head. "Have you ever worked with the zombie who calls himself Dead Head?" Equinox thought back to the various gossip and rumours and documents she seemed to spend half her time going through these days. "From what I've heard, he appears to share a similar motivation to yourself."
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Siobhan was sitting curled up on her sofa, reading a book about boggarts and how best to deal with them, when the invitation arrived. In a puff of smoke and a pop of powder, a piece of card appeared on top of her book, leaving a ring of ash around it. Siobhan sighed as she turned it over and read the message. Taking the card in one hand, and the book in the other, she shook the book until the ash was left on her carpet instead of on her precious literature. Turning the card over, she read what was inside and then she sighed. "Eldrich," she tutted. "Still not willing to pick up a telephone or something?" Tossing the card aside into a pile of rubbish (underneath which was an overflowing wastepaper basket she'd yet to empty), Siobhan picked up her book and kept reading. A few streets down from the hotel, Siobhan leaned against the wall, a Marlboro in hand. Glancing around to make sure noone was watching, she held a fingertip up to the cigarette and muttered a few words. "Fire, fire, heed my plight, Want a smoke and I need a light." A brief burst of fire flared from her fingertip, lighting the cigarette, which she promptly dragged upon. Leaning there, and pondering, she decided to go in costume. If you're going to keep a secret identity, you should keep it, Shiv, not just reveal it when Eldrich invites you to a meeting. Besides, he likes mystery and showing off, I can't see him disapproving. And thus, pulling out a thin length of oak from her pocket, all engraved with silver sigils, she snapped her fingers. In a flash, her eyes had gone white, leaving her without even a pinprick of a pupil. Her brown hair turned jet black even as her clothes transformed too, turning into a white shirt and pants, complemented by a black trenchcoat. On the shirt and the back of the trenchcoat was the logo she'd devised for her Equinox identity, a circle split down the centre into a white and a black half. Waving her wand, Equinox flew up on spectral white wings, soaring across the buildings and landing outside the hotel. Walking up to the room, she tucked her wand back into her belt and pushed through the doors trying to pretend like she owned the place. "Greetings!!!"
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After ref pestering, Equinox is free to post. So :P
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Equinox would be interested.
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They call him Ecalsneerg, cos he moves like an arctic blizzard! Arrowhawk:7+3+11+1+5=27 IC posts; +1 Ref award [4pp] All the News That's Fit (7) The Arrow and the Orb (3) Broken Wings (11) Jail Break (1) No Mutation without Representation! (5) Geckoman 6+1+1+5=13 IC posts; 1+1=2 GM posts; 1 Non-canon post = 14.5 posts [1pp] At the Mountains (6) Battle of the Bands (1+1GM) Banking On It (1GM) The Maltese Gecko (1NC) No Mercy (1) Three Days of the Gecko (5)
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Well, that was the case in the Ultimate setting for a while IRC, when it was in doubt if he was a god or not. And they've made zero secret of the films including a fair wad of the Ultimate continuity.
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Geckoman dodged a second too late, the radiation blast knocking him to his ass and leaving him prone on the floor. "Ouch," he complained, rubbing his stomach and feeling the nausea burning. His entire front was slightly singed, although the yellow G was still legible among the tattered grey and green. "So... do we have an actual plan here, other than march up under armed guard and hope they don't kick our asses too badly?" His cheeks looked visibly ashen, and his voice was slightly strained.
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"You see, Malice," continued Arrowhawk, rolling to one side and ducking under the blast from Knieval's cannon in one single practiced movement, feeling it rush over his head. "You're a genocidal racist thug whose ability to deem me a hero or not is roughly equal to the dried faecal matter in the toilets of a dive bar." He came to his feet again, bracing them hard into a firing stance. Seriously, I don't like it when Scarab looks at me judgementally, but at least she's justified. As for him... "You're right, Captain. I am hard to hit. And I'm strong, fast, and generally the best at what I do. You, Malice? At least Captain Kangaroo here's got physical training." He deftly nocked an arrow, overdrawing it as he instinctively drew a bead on Knieval's chest, one eye narrowing under the shadow of his hood. "Without our armour, without our weapons, and with me making it fair by tying my hand behind my back... I could use my one free hand to snap your spine." Arrowhawk phrased it not as a threat, or a challenge, but simply as a fact. He fired the shot at Knieval, growling when it apparently had no effect despite hitting easily. "So bring your guns, bring your moral superiority... I'm still not telling you who ruined your life until you stop hiding behind a tin suit and a meathead with a gun."
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I'll use the +2 Reflex vs Areas on Defensive Roll, for... DC 23 Reflex with Evasion, then Toughness DC 28 (1d20+14=31) Arrowhawk's round Unharmed, 3 Hero Points Free action:- Switch back to using Defensive Roll on Toughness Free action:- Switch Trick Arrow array to single target Blast. Then shoot Knieval in the chest. Standard action: Power Attack for 3. DC 25 Toughness save (1d20+14=21) Well, that's no good. I'm now down to 2 HP. Now, with a minimum roll of 11, I only miss on a 1 or 11. Re-roll! (1d20.minroll(11)+14=28) Bazinga.
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I'll bite. Evasion! Then Drain! (1d20+10=15, 1d20+6=18) Ok, -3 to Constitution. Fair is fair.
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Rolling!
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Arrowhawk flung himself to the floor in a roll, feeling the cannon blast above his head. A cindering smell filled his nostrils as it became apparent a huge hole had been blown clean through his cape. With a smirk, he rolled upright again, barely a foot from where he'd dived in his tight arc. "Locked you up, didn't it?"
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To clarify, I'm spending a HP to double my dodge bonus. Whee!!!
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ARROW'D! Knowledge (Tactics) 4 (+6) Benefit (Knowledge: Tactics to Master Plan) Doktor'd
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"C'mon," I growl through reknitting tissue. "This is a very powerful handgun, and when it hits you, then it'll make you cry like the sneaky little girl you are." Ducking and weaving, I notice my words make him hesistate. For a second. Looming over me, I hesitate. Then, pain as he flicks a leg out deftly, sending me crashing to the floor. A nanosecond before I hit it, even through my vest, I feel an armoured boot crack into my ribs. While I try, I ultimately can't stop myself crying out in pain. But I still have the gun in my hand.
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Geckoman has 2 HP still, and has fired 3/6 shots of his clip. Round Five The bruise peels off. Geckoman taunts, then goes for feint number 3. DC 28 on each count. Resist taunt, resist feint [at -2 if taunt works] (1d20+12=22, 1d20+15=30) Well, the taunt worked. The assailant goes to Startle again. It works stupidly well. He then goes to trip. Hit, trip, resist trip (1d20+11=16, 1d20+5=25, 1d20+5=22) When Gecks is prone, he then goes to kick him when he's down. Power Attack for 5, DC 23 (1d20+6=24, 1d20+7=21) Another bruise, and the assailant will be fatigued next round from surging.
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Oh, and just noticed... what's the difference between Feature (communications) and, well... Communication?
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Then came the teen hero xxx, whose alter ego of Liz Lawlett fell in love with Chris. Over time, they grew closer, and then one fateful day, Komodo decided to make a power play. Forcing xxx to make a power booster, to his surprise she didn't resist. Only, she rigged it, knowing he'd finally gone all the way over the edge. Mutating to a full reptile creature, in a rage, he killed xxx with his claws and fangs, fleeing in a desperate rage back to the Academy. As punishment, he's being left without a cure.
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Flight AP Swimming is redundant. As of Ultimate Power, Flight works in water by default.