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Avenger Assembled

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  1. He's still breathing, but shallowly. He looks pale and sick; he needs to get to a doctor sooner rather than later.
  2. A mighty chomp missed the fleet-footed Edge by a mile, who'd been dodging creatures like this since he was fourteen. That wasn't that long ago! I'm only nineteen now! He slid down the slope of scree at his feet to get beneath the slavering jaws, wincing as acidic spittle made the rocks near his head hiss and spew noxious gases. "" taunted the dragon despite its missed attack. "" "SLAVE?" Nina al-Darsah didn't so much as hesitate as she waded into battle with the monster, though it was impossible to tell if she'd been moving to defend Edge before or after the monster had insulted her personally. "" The pond nearby came up and it was all icy daggers that whirled around her in a deadly dance before whipping forward at super-sonic speed to bury themselves deep in the flesh of the dragon's maw, making it hiss and rear back. "
  3. Nina: 18 Edge: 10 Dragon: who has these stats, since he's just a prelude 4 Nina al-Darsah (NPC): (18) Dok A: 16 (5 HP, +1 Complication from his house, +1 from this being an enemy of his apparently?=7 HP) Edge: 10 (8 HP, +1 Complication for his UNISON job, +1 from Nina being there=10 HP) Dragon (NPC): 4 I'll say the dragon gets a surprise attack vs Edge: 10 Given Edge's to-hit, this fails. Nina is up. Move Action: Acrobatic Bluff -5 for Move 18 16 And the Dragon is flat-footed. Standard Action: +5 Power Attack with her Blast. 12 This just barely hits, inflicting a DC 30 Tou save 27 A bruise! Dok is up, as soon as I post in-character.
  4. Beyond the notational errors in how her powers are written and such: The character's background is a pretty heavy concern for all of us, Cubist. This type of character in comics is generally an environmental activist or animal rights fanatic, not a member of an internet fandom subculture. We try and downplay that sort of thing on the site in general, and especially in this particular area. "Animal rights fanatic gets animal powers and goes about unleashing the beast within people" is good. "Furry fangirl gets powers and turns people into anthros" is more of a concern. You see where we're coming from this?
  5. 5 uses is normally not a recommended flaw for jury-rigged Devices but given the vast number of Omegadrones in the thread (i.e., machines who might otherwise be a target for such an easily portable device), I'll allow it!
  6. Comrade Psychonaut PL: 10 (150) Abilities: 22 pp STR 10 (+0) DEX 10 (+0) CON 20 (+5) INT 14 (+2) WIS 24/14 (+7/+2) CHA 14 (+2) Combat: 24 pp ATK: +6 (+10 Telekinesis) DEF: +10 (+3 flat-footed) Init: +0 Grapple: +6/+20 w/Move Object Saves: 13 pp TOU +10 (+5 Con, +5 Protection) FORT +7 (+5 Con, +2) REF +5 (+0 Dex, +5) WILL +13/+8 (+7/+2 Wis, +6) Skills: 10 pp=40 r Concentration 3 (+5/+10) Languages 5 (English, French, German, Romanian, Russian; Base: Romany) Medicine 8 (+10/+15, Skill Mastery) Notice 8 (+10/+15, Skill Mastery) Search 8 (+10, Skill Mastery) Sense Motive 8 (+10/+15, Skill Mastery) Feats: 9 pp Attack Specialization (Telekinesis) 2 Dodge Focus 4 Second Chance (Concentration checks) Skill Mastery (Medicine, Notice, Search, Sense Motive) Ultimate Save (Will) Powers: 72 pp Device 5 (Psychonaut Helmet; Hard to Lose) [20 pp] Feature 25 (Adds Subtle PF and Buys Off Side-Effect Flaw on Psychonaut Array) [25dp] Enhanced Wisdom 10 (to WIS 24/+7) [10 pp] Protection 5 [5 pp] Psychonaut Array 16 (32 pp, Flaws: Side-Effect 2 [stun], PFs: Alternate Powers 7) [15 pp] BE: ESP 4 (Clairvoyance; Auditory + Visual Senses, 1 mile, DC 14 Notice; Extras: Action [Free], Duration [sustained], No Conduit, Simultaneous; PFs: Fast Task 4 [Full Action to search 1-mile-diameter area]) {32/32} AP: Blast 10 (Telekinesis; Extra: Range [Perception]; Flaw: Action [Full]; PFs: Knockback 10 [Total 20], Precise, Split Attack) {32/32} AP: Mental Transform 10 (Memory Alteration; Extras: Alternate Save [Will], Duration [Continuous/Lasting], Mental, Range [Perception]; Flaw: Action [Full]; PFs: Precise, Reversible) {32/32} AP: Mind Control 10 (Domination; Extras: Conscious, Instant Command; Flaw: Action [Full]; PFs: Mental Link, Second Chance [Mind Control checks]) {32/32} AP: Move Object 10 (Telekinesis; Str 50, Hvy Load 12 tons; Extra: Range [Perception]; PFs: Precise, Split Attack)) {32/32} AP: Stun 10 (Pain or Sleep; Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaw: Action [Full]; PFs: Sedation, Variable Descriptor [sleep/pain]) {31/32} Super-Senses 12 (Danger Sense [Mental], Mental Awareness 2 [Mental], Postcognition [Flaw: Uncontrolled], Precognition [Flaw: Uncontrolled], Uncanny Dodge [Mental]) [8PP] Telepathy Array 6 (12 pp, PFs: Alternate Power 2) [14 pp] Communication 6 (telepathy; Mental, 20 miles; Extras: Linked [Comprehend, Mind Reading]; PFs: Rapid [x10], Subtle) {8} + Comprehend 1 (Speak Any Language; Extras: Linked [Communication, Mind Reading]) {2} + Mind Reading 1 (Extras: Action 2 [Free], Linked [Communication, Comprehend], Effortless, Mental; Flaws: Duration [instant/Lasting], Limited [surface Thoughts]) {2} {8+2+2=12/12} AP: Mind Reading 10 (Extras: Mental, Penetrating, Flaw: Duration [instant/Lasting]; PF: Subtle) {11/12} AP: Move Object 2 (Heavy Load: 100 lbs) (Extras: Damaging, Range [Perception], PFs: Precise, Subtle) {10/12} costs abilities 22 + combat 24 + saves 13 + skills 10/40 + feats 9 + powers 72 = 150 pts ------------------------------------------------------------------------------------- Design Notes: Comrade Psychonaut was a Romanian gypsy, swept up in a police raid carried out under the authority of Romania's harsh despot Nicolae Ceaușescu. "Volunteered" for a program designed to give test subjects psychic powers, he survived (unlike all the others) and gained fantastic psychic abilities, albeit at the cost of a transparent skullcap. He feigned total amnesia (and had powers enough to convince the low-level psychics working for the government that he was telling the truth) and took the name and costume they gave him: Comrade Psychonaut, among the mightest psychics of the Eastern Bloc! He used his powers to check up on his family; saw his wife remarried and his children being raised well, and decided to leave them safe at home. His destiny lay elsewhere now. His helmet protects him from the effects of his roughly-gained powers: it can't just be ripped off, but OTOH given his low Strength and Reflex save it won't be that hard to Snare or grapple him and work it right off his head. Psychonaut is growing more and more concerned with what he sees in East Berlin; there are significant cracks growing in the People's Revolution, and if his team fractures, it may take the city, and the world with it. OK, Psychonaut is a fairly straightforward psychic (I just yanked his array from our standard psion archetypes): the difference is that his powers are dangerous to him! With every use of his big array when he's not wearing his helmet, his overwhelmed surgically and drug-altered brain risks mini-strokes, neuro-electrical cascades, and other serious hazards. (He can still use his Telepathy without it, so he's not totally helpless without the Helmet) With his OK Fort save, he can take several hits from his Side-Effect, but eventually they _will_ chip away at him and he will be in serious trouble! The Side-Effect points do allow for strengthening him in other areas; like adding a super-high Wis that gives him an edge over more 'mundane' psychics. Romania needs a native superhero just like any other country, and his story makes a good reminder of the horrors of the old regime. (Nicolae Ceaușescu consciously modeled himself on the Kims of North Korea, for one thing, though unfortunately they haven't met the same fate...) Outside of his Cold War context, he works just fine as a victim of the DNAscendant process given great power albeit at a significant physical cost, given a high-tech device by the Freedom League so he can live his normal life. But he can't just let the psychic cries of the city go unanswered! Or maybe it's worse; maybe he's a villain who pushed his quest for mental powers too far, at the cost of his very sanity!
  7. Initiative time! (And yes, Dok can be fairly sure he never actually did that)
  8. The dragon roared in fury at that, raising his head to bellow fire at the sky! "" "Can we just get to the-" "No! He has to explain himself first, otherwise there's no point," came a quick exchange between Nina and Edge at the fringes of Dok's vision. Princess and hero were obviously ready to strike, but that the dragon had targeted none of them even in its fury seemed like a sign of something. If a dragon doesn't try to eat you first off, he's probably not a bad guy...right? " "" roared the dragon in reply, claws digging into the rockface as it paced back and forth. "" With a snarl, the dragon spread his wings and seemed keen to take flight. "" he snarled at Edge just before leaping from the cliffface at him. ""
  9. Hm, must be a funny link: it's your fairly typical-looking red dragon. And no, it is a very real creature. ...but (assuming Dok lifts himself up and peers in with his sensor down the hole where Fafnir here emerged, the thick walls of which provide partial Radio concealment), he will find lingering traces of a recent teleport. Which is something Dok has the skill Mastery to recognize even without a roll.
  10. The great reptile came boiling out of the hole not long afterwards, a mighty dragon of ancient lore. A sexapod, with four limbs and giant wings that beat the air behind it, the red-hued reptile looked like something from a fable as it came crawling down the broken wall towards the heroes, belching smoke and flame from its nostrils. Nina didn't look like she needed to be told twice; she had a twisted whip of water curled up in her hands before the dragon boomed like something from a 1930s German serial. " "" called Edge in reply in the same language, his German flawless as he moved to back up Nina. " "" boomed the great beast. "
  11. Stupid creatures from space making zombies out of these poor soldiers and scaring the hell out of everyone, thought Mark, his teeth grinding with frustration as they slogged through the monsters one by one. It wasn't that he begrudged his team the fight, or saw anything wrong with them, but there was something so...terrible about this. Those space monsters were manipulating those bodies and practically forcing Mark and his friends to tear them apart one by one, making it all so much the worse. "Time to change our luck!" Edge called out, gesturing in the air as reality (already hard-pressed with all these bizarre colors flyin around) suddenly warped in on itself in the air overhead and with a sickening crack, the last two glowing-eyed creatures crashed into each other with the force of an oncoming jet! The lights faded, and they fell, Mark nodding for just a moment in hard satisfaction at a job well done. "Those poor men..."
  12. Sparrowhawk PL: 10 (150) Abilities: 18 pp STR 10 (+0) DEX 10 (+0) CON 14 (+2) INT 14 (+2) WIS 14 (+2) CHA 16 (+3) Combat: 24 pp ATK: +6 (+10 Norse Magic) DEF: +10 (+6 w/out staff, +3 flat-footed) Init: +0 Grapple: +6/+20 Saves: 20 pp TOU +10 (+2 Con, +8 Protection) FORT +8 (+2 Con, +6) REF +8 (+0 Dex, +8) WILL +8 (+2 Wis, +6) Skills: 72 r=18 pp Bluff 12 (+15, Skill Mastery) Diplomacy 12 (+15, Skill Mastery) Handle Animal 7 (+10, Skill Mastery) Knowledge (Arcane Lore) 13 (+15, Skill Mastery) Knowledge (Life Sciences) 3 (+5) Languages 3 (English, Old Norse, Russian; Base: German) Medicine 3 (+5) Notice 8 (+10) Sense Motive 8 (+10) Survival 3 (+5) Feats: 8 pp Animal Empathy Fearless Ritualist Skill Mastery (Bluff, Diplomacy, Handle Animal, Knowledge [arcane lore]) Taunt Ultimate Save (Will) Uncanny Dodge (mental) Powers: 62 pp Comprehend 2 (speak to and understand animals) [4 pp] Device 1 (Magic Staff) (Easy to Lose: PF: Restricted [Ritualist]) [4 pp] Enhanced Feat 1 (Luck) [1dp] Shield 4 [4dp] Flight 1 (10 MPH) [2 pp] Norse Array 15 (30 pp, PFs: Accurate 2, Alternate Powers 6, Indirect 2) [40 pp] BE: Illusion 10 (all senses) (Flaw: Phantasm) 'Loki's tricks' AP: Healing 10 (Extra: Ranged) 'Frigg's blessing' AP: Blast 10 (Extra: Range [Perception]) 'Thor's lightning' AP: Damage 10 (Extra: Area [burst]) 'Sunna's light' AP: Create Object 10 (Extra: Moveable) 'Heimdall's shield' AP: Move Object 10 (Extra: Range [Perception]) 'Njord's winds' AP: Snare 10 (Extra: Regenerating) 'Hel's grasp' AP: Teleport 6 (600 ft/20 miles) (Extras: Accurate, Portal) 'Bifrost gateway' Protection 8 [8 pp] Super-Senses 3 (Detect Magic 3 [visual]) [3 pp] costs abilities 18 + combat 24 + saves 20 + skills 72/18 + feats 8 + powers 62 = 150 pts ----------------------------------------------------------------- Design Notes: Sparrowhawk is like the little sister to everyone on the People's Revolution. Idunn Werner is young, beautiful, sweet and a little naive, a perfect Soviet propaganda tool. She spends most of her time visiting children in hospitals and meeting dignitaries, where her charming country ways (she's a native of a rural part of East Germany) and sunny personality make her friends wherever she goes. She's a healer and a trickster, using her psionic powers to make everyone's lives better and to fool her opponents in combat. The Red Directorate and some of her fellows on the People's Revolution know her secret: she's not psionic at all, but magic; the official party line is that magic doesn't exist, but unofficially the Soviets maintain a cadre of mystics of whom Sparrowhawk is one of the most well-loved and publically known, albeit one of the weakest. Well, that's what she lets everyone believe, anyway. Idunn was sweet and naive, once, before the Stasi came to her village and dragged her neo-pagan father away. They'd heard of the girl who could talk to animals and heal the sick, and they wanted her for the People's Revolution. A bargain was struck: she would do what they wanted, and in return her father would be allowed to live. (Her mother, a mysterious woman who her father had always sworn was a Ljósálfar, a light elf of ancient lore, had long since disappeared). So Idunn has played the part of the sweet ingenue, earning the love and trust of the people and of her allies. But one day soon, she will find where the Stasi is keeping her father, and then she will rescue him, and then they will...well, she hasn't figured out what she'll do when they have all of Eastern Europe against them. But when she does, there will be justice. Idunn here works fine as a Norse-themed mystic, calling on the usual broad range of Norse spells to get by with a theme of calling on the powers of Norse gods. She works OK as a Verbena-style pagan in general if you want to go that route, or with really any other kind of mystic if you switch the descriptors around. Her staff lets her deflect even the most powerful attacks and makes her magic stronger: with the Enhanced Luck built in, she can freely power-stunt or hastily cast a ritual without suffering any fatigue. She could easily justify stunting Weather Control to fit her natural theme, or an animal or plant summoning power. She's a very formidable young woman.
  13. Investigate+Life Sciences reveals that these are ancient bones, several hundred years old, at least. A mixture of male and female, all adults, and all seem to be of European origin. What killed them, well, it's hard to tell, but from all the necromantic magic bound up in them it must have been powerful.
  14. Doc detects: From inside the crack/cavern, a great source of heat associated with a large object coming at them. Coming at them slowly, but with certain intent! With analytical on his radio, he gets the following result. Like so (Needless to say, as far as he is sure there was no dragon beneath this castle!)
  15. In the sky overhead, Citizen and Rogue had their final confrontation thousands of feet above the city. There were no words now, just deadly intent as the two badly-wounded paragons slugged away at each other with punches that resounded like explosions. Rogue fought hard; head-butting Citizen hard enough to leave his head ringing, slamming her fist against his jaw hard enough nearly to knock him out of the sky, but Citizen would not be denied: he threw two big swings, both of which found their mark. "I have had ENOUGH!" They punched each other at once, and though Citizen fell backwards, Rogue fell out of the sky, unconscious as she plummeted towards the still, flat ocean thousands of feet beneath, with only the rapidly oncoming Ghost Girl to stop her from a high-speed collision with the ground below! Citizen took a moment to gather himself before flying down after his fallen foe, but it was clear he just wasn't going to be fast enough. Down below, Xevon seemed to sense his boss's defeat. His glowing eyes widening in sudden fear, the knife-monster put up his hands in the middle of the fight and knelt before Wraith and Papercut, looking for all the world like the thug caught out by the authorities that he was. "IIII surreeeeennnddeeeeerrr!" he called out, looking battered from the bombardment he's gotten from the two heroes. "Jjjjuuussstttt fiiiixxxx ssimmm tiiimmeeee!" he shouted as the glowing firewall overhead faded, leaving Cobalt Templar free to join them.
  16. The children gave Victory looks that were a mixture of wide-eyed admiration and not a little suspicion; they were impressed by Victory, like most people were, but they had their own reasons to be uncomfortable around cyborgs. Still, they all shook hands without any signs of fear, for all that some of them (especially Pluto, the oldest boy) looked a little mutinous. Murdock introduced Roger as well, after the kids, to Victory. "I've told them about how you are a great and respected hero here," he told Victory, "but why don't you tell them more about yourself?" Harrier and Victory hadn't seen much of each other recently, but Harrier seemed to have improved. The dour ex-drone was at least more relaxed than how he typically looked, and his voice held more confidence. The kids obviously all trusted him.
  17. Salazar's eyes widened at the translated question, and he fired back a rapid-fire response that made the UNISON translator wince before giving back the speech to Nick and Edge. "He...Sao Tome is a civilized nation that does not practice sorcery. Not every African nation has shamans and witch doctors ready to leap out of the jungle and cast spells on Western tourists. Sir." Before the rupture could worsen, Mark stepped in smoothly. "Dr. Salazar, Nick and I are both from the United States, and Nick is one of the most powerful practioners of magic there. Neither of us are judging Sao Tome; we're here to try and figure out what happened to these people. And if someone using magic did it, we need to figure out if it was someone local or an outsider." Salazar looked a little mollified by Mark's sincerity, and finally replied, "Well, there are some traditions imported from Africa...there were no native people here when the Portuguese arrived, all the Africans you see were brought here as slaves or laborers. I have heard there are some like that in the cities." He crossed his arms and went on, "And, well, the first Portuguese settlers were of an unusual sort. I have heard that the old Inquisition would bring prisoners here and leave them in remote places, to live or die as fate provided. Prisoners it was no longer safe to keep in Europe."
  18. As they talked, Edge gradually swept the cockroaches together into a single large mass, one that he gradually surrounded with quick-setting emergency concrete. It looked crude, especially given the high-tech setting, but it seemed likely to be effective for the moment. "I dunno, it's weird that he's not disappearing back to his home reality. Maybe the Clockwatcher was right about them getting a different kind of time travel down in the future." He looked at the others as the concrete dome went up. "When he wakes up, you want a crack at him, maybe, Midnight?" Trevor was the best out of all of them of getting bad guys to spill their guts. Ew, I didn't need that mental picture. "The people in the Legion said there might be a traitor in their ranks," he added, confirming Cannonade's speculations. "I think we should try to handle this one on our own." He wasn't sure how they'd get back from the 26th century in that case, but they'd solve that problem as they went.
  19. People's Guardian PL: 10 (150) Abilities: 24 pp STR 40/24/14 (+15/+7/+2) DEX 10 (+0) CON 30/22/12 (+10/+6/+1) INT 30 (+10) WIS 14 (+2) CHA 14 (+2) Combat: 24 pp ATK: +6 (+7 melee) (+4 w/Growth, +5 melee) DEF: +7 (+3 flat-footed) (+5 w/Growth [+2 flat-footed]) Init: +0 Grapple: +9/+16/+35 Saves: 12 pp TOU +15/+11/+2 (+10 Con, +5 Protection) (+6 Con, +5 Protection) (+2 Con) FORT +12/+8/+2 (+10 Con, +2) (+6 Con, +2) (+2) REF +5 (+0 Dex, +5) WILL +8 (+3 Wis, +5) Skills: 60 r=15 pp Concentration 8 (+10) Computers 5 (+10, Skill Mastery) Craft [Electronic] 10 (+20, Skill Mastery) Craft [Mechanical] 10 (+20, Skill Mastery) Knowledge [Technology] 10 (+20, Skill Mastery) Languages 3 (English, German, Russian; Base [Polish]) Medicine 3 (+5) Notice 3 (+5) Perform (violin) 5 (+7) Sense Motive 3 (+5) Feats: 12 pp Attack Focus: Melee Beginner's Luck Dodge Focus Eidetic Memory Inventor Jack of all Trades Master Plan Second Chance (Concentration checks to maintain powers) Skill Mastery (Computers, Craft [electronic], Craft [mechanical], Knowledge [Technology]) Takedown Attack Ultimate Save (TOU) Uncanny Dodge (auditory) Powers: 63 pp Device 15 (Size-Changing Gear; Hard to Lose) (PF: Restricted [iNT 24+]) [61 pp] Enhanced CON 10 (to 30/+10) [10dp] Enhanced STR 10 (to 40/+15) [10dp] Growth 8 (Extra: Duration [sustained] (+0) )(Huge size) [24dp] (-2 ATK/DEF, +8 Grapple, -8 Stealth, +4 Intimidate, 16 ft tall, 4K-32K lbs, 15 ft space, 10 ft reach, x2 carrying capacity) Impervious TOU 10 [10dp] Protection 5 [5dp] Speed 1 (10 MPH) [1dp] Super-Strength 7 (Heavy Load: 720 tons) (PF: Groundstrike) [15dp] Quickness 4 (x25) (Flaw: Mental Tasks Only) [2 pp] costs abilities 24 + combat 24 + saves 12 + skills 15/60 + feats 12 + powers 63 = 150 pts ---------------- Design Notes: Osman Bobrański grew up in Gdank, a Polish industrial city, where it soon became apparent he was a prodigy. He played chess with all his teachers simultaneously in grade school, spoke three languages before he was 6, and had his first college degree at the age of 16. He's a trained classical violinist (though he's let his skills get a little rusty there in recent years) who secretly listens to bootleg 8-track tapes of the American Ronnie James Dio. He was working on his sixth Ph.D when he made his greatest discovery; the intrinstic field modulator that lets him change the size of any organic object he desires! He'd built the machine for agricultural and industrial purposes, but the KGB (who'd been watching this young genius for quite some time) swept in and made him an offer he couldn't refuse. He's not thrilled about being a propaganda tool for the Soviets, but he _is_ thrilled about the fully-equipped research lab and complete freedom to study and build they afford him. His great secret from his fellows is that Osman believes some dangerous things: his father and brothers are all members of Solidarity, the illegal trade union that is the center of Polish resistance to Soviet rule, and Osman himself is a devout Catholic. He's managed to use his position to protect his family (he also like East Berlin because it's easy to go home and visit them), but he's not stupid. The Soviets give him a long leash as long as he does what they want, but if he goes too far, his family and everyone back home he loves will suffer. His biggest worry is actually about his teammate Crimson Tarantula; she's a KGB killer, sure, but she's not the only one like that on his team. There is something _wrong_ with her, something that deeply unsettles the People's Guardian. If he finds out he's been teaming up with a vampire, his reaction is one of the few things he couldn't predict. OK, so Osman is basically your standard Black Goliath-type: he's big and he's strong thanks to his tech. In something of a role reversal for size-changing guys (who usually take third string behind battlesuits and gadgeteers), I made him very, very smart, with +10 to all his Knowledges thanks to his feats, Osman should know something about almost anything. He's not a very good fighter, but his size and his strength mean he can still be effective if he is forced into confrontations. His inventions will all be pretty powerful. He's big enough to function OK in military and urban settings, since he is a hero in East Berlin and all. Outside of his native setting, this could work fine as a heroic build, or as a genius goon who's made himself huge as a way of getting back at all those who have stood in his way!
  20. Steel Eagle Abilities: 20 pp STR 24/14 (+7/+2) DEX 24/14 (+7/+2) CON 24/14 (+7/+2) INT 10 (+0) WIS 14 (+2) CHA 14 (+2) Combat: 24 pp ATK: +6 (+8 melee) DEF: +10 (+3 flat-footed) Init: +11 Grapple: +15 Saves: 12 pp TOU +10 (+7 Con, +3 Protection) FORT +10 (+7 Con, +3) REF +10 (+7 Dex, +3) WILL +8 (+2 Wis, +6) Skills: 56 r=14 pp Acrobatics 8 (+15, Skill Mastery) Craft (Mechanical) 5 (+5) Diplomacy 8 (+10) Knowledge (Technology) 5 (+5) Notice 8 (+10, Skill Mastery) Languages 2 (English, Russian: Base [German]) Pilot 8 (+10/+15) Sense Motive 8 (+10, Skill Mastery) Stealth 4 (+11, Skill Mastery) Feats: 17 pp Acrobatic Bluff Attack Focus: Melee (2) Dodge Focus (4) Evasion 2 Improved Initiative Luck Move-By Action Power Attack Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth) Takedown Attack (2) Uncanny Dodge (auditory) Powers: 63 pp Device 5 (25dp, Steel Eagle's Sword) (Easy to Lose) (PF: Restricted [+24 Dex]) [16 pp] Sword Array 12 (24 pp, PF: Alternate Powers 1) [25dp] Strike 5 (Extras: Autofire [10], Penetrating 4 [DMG 16], PFs: Improved Crit 2, Mighty, Precise, Variable Descriptor 1 [electrical/metal]) {24/24} AP: Stun 12 {24} Device 4 (Steel Eagle Armor) (Hard to Lose) (PF: Restricted [+24 CON]) [17 pp] Immunity 2 (environmental cold, suffocation [altitude]) [2dp] Flight 6 (500 MPH) [12dp] Protection 3 [3dp] Super-Senses 1 (Radio) [1dp] Enhanced CON 10 (to CON 24/+7) [10 pp] Enhanced DEX 10 (to DEX 24/+7) [10 pp] Enhanced STR 10 (to STR 24/+7) [10 pp] costs abilities 20 + combat 24 + saves 12 + skills 14/56 + feats 17 + powers 63 = 150 pts --------------------------------------------------------------------------------------------------- Design Notes: Here's Steel Eagle, West Germany's patriotic hero in the Wargames setting. When NATO decided West Germany needed a patriotic hero to inspire the populace as the Cold War heated up in the early 1980s, they were left with a pretty serious problem: a lot of the historic symbols of German nationalism are controversial in Germany itself (not to mention the outside world!), particularly with the rise of the anti-nuclear movement in the 1980s. So Steel Eagle was built with a theme like the eagle coat of arms of medieval Germany, combined with a heroic knight in shining armor motif to play to a more innocent era in German history. He's still a controversial figure with a lot of people in his native country, but Steel Eagle is proud to be the hero his country hasn't had in a long time. Rather than just make him yet another battlesuit (there are a lot of those in Wargames, since after all everyone is a government employee), I went with making him a Hawkman/Captain America merger: his super-soldier-serum enhanced physiology lets him fly around in his super-speed armor, which makes him fast as a jet, as well as wield a powerful electrical sword that can cut through anything or deliver stunning blows to more formidable targets. He doesn't have the Charisma of your typical patriotic hero yet, but he's working on it as more of the German populace comes to respect him for the man he is: he frequently patrols the Wall looking to help people escape to the West, and clashes with Nazis and Communists whenever he can. Steel Eagle works fine as a native German hero now; Germany's had a lot of time to get over reintegration, but open symbols of nationalism are still pretty controversial over there. Or maybe he's not a patriotic hero at all, just a battlesuit maker (or inheritor) with an interest in medieval German iconography. If he built the suit, he needs higher INT and technical skills, and maybe fewer combat feats. You could also drop the connection to human history altogether; maybe he's an Avian from Greenland who has compensated for an injury by building his own set of metal wings and lightning claws?
  21. Edge spends an HP to force Host 2 to reroll and take the worst of two rolls.
  22. Edge led them through the camp, mostly quiet this late at night, to the body tent, where through a translator he introduced Nick to Paolo Salazar, the local doctor who'd been part of the initial expedition. As it turned out, UNISON's best efforts hadn't been very successful: Nick was confronted not with a legion of skeletons but with a great, if carefully sorted, pile of bones. "The grave turned up underneath a bulldozer," said the doctor, his eyes focused on his work as he went. "By the time they were found, it was too late to do anything but get them out so they could not be crushed! We have been sorting them, but as you can see..." He gestured to row after row of bones and teeth, laid out neatly enough but with little organization. "There are so many!" These were old bones, Nick could tell right away, decades at least, but the necromantic magic left on them at death was powerful enough to hint even at the edge of the tent.
  23. Erin's redheaded contact had stayed close to the two women, though she'd divested herself of her outfit too, evidently milking her position as spokeswoman for all she was worth. It wasn't hard to guess that she'd had plenty of chances to see what happened to people who her superiors lost interest in. "Oh, well, ah, the nanites work by, you know, rapidly reconfiguring the base components of the body and the brain into Omegadrone replacement parts. There are actually only a few hundred worker units needed; Most of the chemical bath you see there is to add the Terminus steel and other materials not present in the human body naturally." She twirled her fingers together nervously and stumbled on, "It's much more humane, you know, much faster than the old way..." Across the way, Harrier and the others had returned with the remains they'd be disguising, and Harrier had put them to work arranging the signs that would fool whoever came to view the site later. He didn't strike a blow, hardly said a word, but when he approached the techs frantically went about their work in sheer terror of what he represented.
  24. Edge is going to use his Perception Range Move Object 15 to grab Host 4 and slam it into Host 1 as a full round action. 42Grapple check to hit That should be a DC 33 save for both of them.
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