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Avenger Assembled

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  1. Ashley smiled thinly as they closed the door behind them. "Not for three months, not this year. There were, ah, special circumstances last summer," and unaccountably to the teens she blushed as she ran a finger through pink-dyed hair that she'd let grow a touch beyond regulation on assignment. "But Judy and I won't have to live in each other's pockets anymore." "We, ah, shouldn't talk too much about us," said Judy with a glance at the door, "because we actually came with another reason in mind, and Pan's gonna be here real quick." Judy took a breath, a noise that sounded slightly odd, as if she was congested somewhere in her sinuses, and said, "What are you gonna do this summer? Back to doing science out west?" Judy had certainly paid attention in science classes she'd had with Danica, and (perhaps surprisingly enough given what Danica knew of her parents), had never even disputed the age of the Earth with instructor.
  2. "I am not upset," hissed Eira, venom in her voice as she glared at the smaller girl. Turning from Miurne and crossing her arms over her chest, she frowned at Mette before saying, "Kay is like me. A human mind, uploaded into a synthetic body before biological maturity had been reached." With that, she strode up to the door - and blinked in surprise as the seeming old-fashioned door opened for her smoothly and silently. Without another word, she headed inside. The interior of the Studio - wasn't an interior at all. The heroes had walked into what appeared to be an outdoor scene; a white, sandy beach surrounded by dramatic, rugged cliffs and beautiful little coves, the ocean crashing behind them in vigorous but not actually threatening waves. Frowning, Eira looked around before a voice called "Hello! Welcome to Rurland!" Kay Tregennis was tall now, and distinctly deeply tanned, with long brown hair behind her back, her body wrapped in a one-piece brown bathing suit with a towel tied around he rwaist. "Eira! Dee! So nice to see you!" Kay was full of warm embraces, and handshakes for those who preferred otherwise, her Cornish accent a faint lilt as she said, "And this must be the new Vanguard!" She smiled thinly at Miurne. "Welcome to the team, eh? I am so glad you made it here. How was your trip?" Eira was silent, cocking her head and staring at the changed Kay, who looked more like a teen model than the young woman who'd left months ago in secret.
  3. Okay, I should roll for Daystar. https://orokos.com/roll/804454 = 22! Okay, going to post here soon.
  4. I need a Will save from everyone in the main body of the party.
  5. The next morning, as going after a possible hero chaser for questioning was considered a fairly low-danger mission, it was decided that Chelone and Angelic would be teaming up together for the meeting. "After all," Agent Larrikin pointed out, "she's likely to freeze up or demand to talk to a lawyer if AEGIS agents go in to meet with her. But if two stalwart teenage heroes come to meet with her, what self-respecting hero chaser could turn that down?" It was compelling logic. Luckily it was easy enough for Eira to put on her hero 'outfit' - she stepped into the bathroom of the AEGIS office just long enough to divest herself of her clothes, and then step out looking like the robot she was - all silvery chrome-like body that was of no particular gender (albeit with a short metallic "skirt" that began above the waist and descended down to the knees), with flat white eyes and a smoothly polished head. With that, she waited in the office for Danica to finish donning her hero garb - they'd use an unmarked car to actually get out to the hotel where Zuumer420 was staying
  6. "A wiseguy, eh?" Anna grinned at Leon. "I...abandoned my life of crime because it was a self-destructive way to live and fundamentally unproductive, see?" Anna said awkwardly. "They say crime doesn't pay, kids, and they're right. I must have had fifty, a hundred million dollars flow through my hands at one point or another, and that's just the graft from bein' in the League, not to mention what I personally stole from people and then gave back. When they put me away back in '81, what did I have? Nothing, on account of how I'd spent it all or gotten it all seized when they caught me." She sighed dramatically, then glanced off-camera at something for a moment, eyes narrowing, before looking back at the kids. "Sorry, lotta squirrels around here." "Tell them about the time you fought the woolly mammoth, Nana!" offered Holly, who had parked herself next to her brother and was dividing her attention between the preschooler and the screen. That turned out to be a long and implausible-sounding anecdote about how "back in 1964" she had traveled back in time to fight the King of the Woolly Mammoths "and get my hands on his ivory stash! Unfortunately it turned out that was the grave of his honored ancestors and boy was he mad!" She laughed. "Not too fast though! Hey, any of you kids got speed powers? Like a new...Jenni Rocket or Velocity or something?"
  7. It was near the beginning of summer break. Prom and everything that had happened there both good and bad were now decidedly over, and it was time for everyone to get along with their lives. Judith Claudia Cahill had been faced with many challenges in the last few weeks, some of which she was reasonably sure she was never going to be able to solve. Some of them, however, were easier than others and so in the middle of May she knocked on Danica's door in the late afternoon, big book in hand, a watchful Ashley standing just behind her. As usual the contrast between the sisters was striking - Judy in her dark brown dress and Ashley in her jacket and jeans, Judy downcast and Ashley sympathetic, but of course they weren't really sisters at all, were they? When the door opened, Judy handed Danica the book without really thinking about it. "Hey, Danica," she said, a little awkwardly. "Ah wanted to make sure Ah gave this back to you before everybody, um, left." She swallowed hard. Danica's copy of Small Gods was in immaculate condition, though a bookmark was sticking out of the last page. "Ah actually really liked it!" she offered.
  8. Eira made a dismissive noise. "There were many places I wanted to go with you tonight. None of them were the public toilet." Cyberkinesis having failed, she drew back her fist and punched the wall - producing an impressive "boom" that was audible on the other side of the wall even over the noise of the prom but didn't seem to have done any immediate damage. "This is..." She looked at Pan and said, obviously picking her words carefully, "there is no one at Claremont who could stop me from accessing a system I could touch. They do not have that power - but this is something else. We _should_ work together. " - Gradually the reality of the situation began to sink in for everyone. They'd seen the door vanish (or at least, been guided to the spot where it had vanished thanks to Micah's keen eyes) and the wall inside vibrate. But the music was still so loud, holographic and student dancers seeming to move with an animated energy, and it was hard to tell what was real and what was false. Looking around, they could see one ominous sign - there were no signs of their adult chaperones at all. And it wasn't just them who had gone missing. "...is something happening?" Judy Smith looked perfectly immaculate but nonethless as if she'd been hit by a truck in the last few minutes. "Ashley was...was talking to Leroy, and when Ah turned around they were both gone!" She grabbed Micah by the front of his shirt, seemingly thoroughly verklempt, and declared, "She wouldn't just leave me like that! Is something happening!?"
  9. "Hiii!" A small Surfacer boy, perhaps five years old, waved vigorously at Heroditus. "Your hair is green! Ha-ha!" He laughed and laughed at that, then stuffed a big handful of popcorn in his mouth. After Professor al-Salaf greeted Heroditus with a little wave, the first-year student up front, somewhat awkwardly now that no one seemed to be responding to her appeal, said, "...well, just wait till you see this! The amazing, the terrible, the now-fully-reformed Anna Marie Cline, aka the Clock Queen!" This time, the display actually did come on - revealing the face of a woman who looked to be in her late fifties, blonde hair carefully arranged around her head, a blue sky behind her. "-kids!" she was declaring, "nice to see ya!" Anna was charismatic enough even if her name escaped that of any students not particularly interested in history. "Did we get this gizmo workin' okay?" Her voice had a distinct, almost old-fashioned accent; more like Betty Boop than anything else. It was old-line Freedom. "Hi Gamma Anna!" The little guy in the front row waved and a distinct expression of - unease crossed Anna's face at the sight of the happy preschooler. 'Sorry, Nana, I couldn't get a sitter," said Holly apologetically. Seeming to refocus herself, Anna went into a speech to the students about her background - what seemed to be an elaborate, increasingly implausible story about how she'd turned to crime at a young age on account of the limited opportunities available for young working-class ladies like herself, then had turned to bigger and bigger heists "once I became a single mother who had to support herself, and next thing you know, there I was, fighting the Freedom League! That's what you kids gotta remember, you gotta make good choices, or you'll be tryin' to feed your kid while living in the same house as a bunch of talking gorillas, it's terrible. Any of you kids got any questions so far? I got a million stories." As she spoke, Professor al-Salaf got a text on their phone - and, alarmed, stepped outside of the room to take it.
  10. Nothing can be seen!
  11. Daedalus bellowed in righteous wrath at the sight of her armored self battling hordes of squamous-looking amphibians in a partially-flooded, seemingly-abandoned metropolis. "Yes, cursed seamount tribe! They are very bad!" she added firmly to the others, "they steal fish, and mate with dolphins, you do not even know." Rising up on two back legs, she croaked, "Oh, what an exciting day! What must we do?"
  12. Daedalus fell to all fours at the sight of the god - and only reluctantly seemed to raise the tattered crest on its head. "Oh yes," it croaked softly, its voice echoing in the fog. "Worlds where things are not right - and must be made right." It fell silent again when Oz spoke, then hopped up close to the worlds. "I will help," it said, its voice a low rumble. "But why us?" it added. "I am not like any of them, and some of them are different from each other. I think those two might be females!" it said, "you can tell by the shape of the chest! I...am also a female," she added hesitantly in a squeak, "but my chest is not shaped like that! It is...normal..."
  13. Eira focused her eyes on Muirne and hissed quietly "No, they brought me for my charming personality and my taste in music." She tensed the muscles in her arm and the flexible spike she'd driven into the van's side retracted back into her forearm. "Oh, I'm from these parts," said the robot driver cheerfully, sounding distinctly like a London cabbie. "Born 'n made here in Rurland, the finest nation in the world. Just a few weeks old m'self but there's none who love this nation more." "It is non-sentient," said Eira cooly, studying her painted fingernails as they went. "A chatbot, yes?" The cabbie responded by hissing at Eira in a sound like a modem backfiring, prompting a seemingly-instinctive response in the same tone from the girl. She glared at the cabbie as they reached their destination. "Pip-pip! Here we are, honored guests!" The Studio, Kay's new personal stronghold, was built into a part of the Zone that had not yet been reclaimed by the machines. It was an abandoned Soviet building, the concrete cracked and the sidewalk overgrown, but the building itself looked recently refurbished - its thick walls and faintly glowing windows blocking any sort of visual inspection of the interior, with only golden doors on the front emblazoned with the letter K.
  14. What Judy remembered the most afterward was the way it didn't hurt. Oh it hurt inside, as if the heart that was barely there anymore had been torn out of her chest, but nothing else hurt. She didn't cry, she didn't sob, she didn't even feel an ache in her throat. Nothing in the body that she had, if she was honest with herself, been planning to give to Leroy sometime in the very near future felt his lack at all. It was all inside her head, and inside her soul. "Ah was worried at first that he was just going to go back home to his mother, the way Ah always thought he would. But Ashley showed me the letter from Vanguard and she said it all checks out. Tristan da Cunha never had its own hero before!" She laughed, but it didn't sound like she really meant it. It was all a fine thing. The British government would pay Leroy a substantial amount of money to spend the next five years of his life living in their South Atlantic territories with Dio, guarding the remotest inhabited place on Earth from Deep Ones, talking gorillas, and the occasional ghost pirate. Even Dio would get to go, and commune with the sleeping godling beneath the island's quiescent volcano. He'd finish his high school training there (it helped that he was now eighteen) and even take classes remotely. By the time his contract with the British was done, he'd have enough money to buy his own place, whether on the island or somewhere else. He'd be free. "He talked about how, um, he could wait up for me and how Ah could go down there and visit him whenever Ah wanted. And that we could even get married after Daddy's out of office. But the President's daughter can't just go visit her boyfriend in the middle of the ocean whenever she feels like it. And Ah don't...Ah don't want to wait that long." She reached down and twisted a spot on her finger and said, "So Ah gave him his ring back, and we parted amicably, and Ah told him Ah'd pray for him, and that he'd pray for me. And Ah will." She scrubbed her hand across her mouth and said, "And Ah want to cry about it. Ah _feel_ like Ah should cry about it, and scream, at the injustice of it all, but Ah just...Ah just can't." Ashley was around her by now, putting her arm around her shoulders as she said softly, "Ah think there's something wrong with me..."
  15. Kam sure has kissable lips. ?
  16. He notices - the door closing behind him as soon as he enters with what seems to be great force before it vanishes. But that's all for now till everyone gets their interactions in. Give me a roll as well, @alderwitch!
  17. By Grumblefloof and RocketLord First things first: The most important Mutants and Masterminds rules for you to have in mind at any given point in time are 1) Power Level Caps, 2) Trade-offs, 3) Extra Effort, and 4) Hero Points. Most everything else is just "Roll a D20, add a bonus, try to hit a target number (Difficulty Class, or DC)." This page does not exist to replace reading the first 8 chapters in the Mutants and Masterminds 2E core book, but to help understanding these rules. Power Level Caps Power Level Caps and Trade-offs are covered in Chapter 1 of the core book, the red chapter, pages 24-26. Power Level is how Mutants and Masterminds achieves combat balance, and to a lesser extent, overall character balance. Most of your traits (but not all of them) are capped at a certain value relative to your Power Level. Power Level is usually abbreviated to PL, followed by a number. E.g., PL10 means Power Level 10, which means the character caps out at Power Level 10 caps. On Freedom City Play By Post, you start with two PL10 slots and one PL7 slot. It is recommended that your first character be one of the PL10s slots, since it is easier to build a character with PL10 caps and 150PP available, than a character with PL7 caps and 105PP available. It is also highly recommended that you build your character in such a way as to actually meet your PL caps, so your PC isn't frustratingly ineffectual in play. If your character does not meet their offensive PL caps, you will have a hard time hitting or damaging enemies, and if you do not meet your defensive PL caps, it will be much easier to hit or hurt you than it should be. In most other RPGs, you start with a foundation, and you build on it, as high as you can stack the bonuses. Mutants and Masterminds isn't like that. You start with a ceiling, your Power Level, and you build up to that ceiling. Since your PC is PL10, you want your best possible Attack Bonus, Save Difficulty, Defense Bonus, and Toughness Saving Throw Bonus (what Mutants and Masterminds has instead of Hit Points) to all reach +10. There are several ways to do this. None of them are "better" than the others, but some of them are cheaper, because they're more limited in scope and usefulness. You can be a generalist, or you can specialize. Specialization is cheaper, but does not apply to all situations. Attack Bonus Your Attack Bonus determines how well you hit a target. To hit try to hit someone, you roll a d20 and add your Attack Bonus to the roll to determine if you hit someone or not. Examples You could buy your base Attack Bonus that gets used for all attacks you make up to the full +10 cap for 20PP. Then you have +10 Attack no matter what attack you're using - punching a guy in the face, shooting him with a gun, whacking him with a baseball bat, picking up a dumpster and throwing it at your target, whatever: You will add +10 to your Attack Roll to hit your target. Or you could decide to specialize. Buy Base Attack up to +5 for 10PP, 3 ranks of the Attack Focus [Melee] feat for another 3PP, and one rank of the Attack Specialization [Swords] feat for 1PP. Then you have a +10 attack bonus when swinging a sword at a guy, or a +8 bonus when using some other melee attack, or a +5 bonus when using any kind of ranged attack. Save Difficulty Damage and the effect your powers have on their target depends on what you use to attack and sets the DC a target must beat on a Toughness or Exotic Save Roll to avoid being affected. The Save Difficulty of a given attack sets the full DC that target must reach on their save: A Toughness Save to avoid taking Damage is 15 + Save Difficulty = Toughness Save DC, while an Exotic Sav to avoid being affected is 10 + Save Difficulty = Exotic Save DC. A melee attack will use your Strength Bonus as the Save Difficulty, while other DC Bonuses will depend on the ranks of your Powers. The total Save Difficulty is capped by your PL, so for a PL10 character, it cannot go above +10. Examples A generalist might buy their Strength ability score up to 30, costing 20PP, giving them a +10 Save Difficulty to all attacks made using their Strength, whether its when hitting someone with a punch, with a sword, throwing a car at them or whatever else. The specialist could buy their Strength ability score up to 18, costing 8PP, then buy the Damage power at Rank 6 with the Mighty feat, costing 7PP, that lets you add your Strength bonus to the Save Difficulty of the power, for a total +10 Save Difficulty, for a total cost 15PP. While cheaper, you will only have the full +10 Save Difficulty when you use the given power, not with all attacks. This Damage power could for instance be used to show you using a sword, claws coming out of your hands, coating your hands in a strange energy, or even just a martial arts move. Another specialist could buy a power at rank 10, for instance Blast, costing 20PP, which would give you a Save Difficulty at +10, but only for the attacks you make using the given power. This might cost more than the specialist above, but you can use the attack at a range. This Blast could be eye beams, which you could use in a situation where your hands are bound, or something entirely else. Defense Bonus Your Defense Bonus determines how difficult you are to hit. In order to hit you, an attacker's Attack Roll (1d20+Attack Bonus) must be equal to or higher than your Defense Bonus + 10. Half of your Defense Bonus is called the Dodge Bonus, and it will only be applied if you're aware of an attack. In other words, if you're surprised by an attack, you will be easier to hit. Examples You can buy your Base Defense Bonus up to +10, costing you 20PP. In that case, you will have a total Defense of 20 in most cases, or a Defense of 15 if you're surprised. Alternatively, you could buy Base Defense Bonus +4, costing you 8PP, and 6 ranks of the Dodge Focus feat for 6PP, costing you a total of 14PP, and giving you a total Defense Bonus of +10. The downside is that only half the bonus from the Base Defense Bonus applies when you're surprised, not the bonus from the Dodge Focus feat, so when surprised, you would only have a Defense of 12. Toughness Saving Throw Bonus Your Toughness Saving Throw Bonus determines how difficult you are to hurt. If an attacker has hit you, you must roll a Toughness Save Roll to avoid being hurt. In order to avoid being hurt, your roll of 1d20 + Toughness Bonus must be equal to or greater than the attack's Save Difficulty + 15. Toughness is a bit different in that you can't buy a base Toughness bonus, like with the Base Defense and Attack Bonuses. Your Constitution modifier is added to your Toughness bonus, which can also be improved by buying the Protection power (or any of its variations) or the Dodge Roll feat. Examples A generalist could buy their Constitution ability score up to 30, costing 20PP, giving them Toughness +10. The Constitution modifier gives a lot of other benefits, and in this way, they would always have the full Toughness bonus. But perhaps you don't want your character to have super human constitution, it just doesn't make sense for them. Then, you could buy your Constitution ability score up to 16, costing 6PP, giving you a +3 to your Toughness Saving Throw Bonus. On top of that, you could buy 5 ranks of the Protection power for another 5PP to give you another +5 to your Toughness Saving Throw Bonus, and 1 rank of the Dodge Roll feat for 1PP to get another +2, for a total of +10 to your Toughness Saving Throw Bonus, at a cost of 12PP. This would give you the same total bonus, but maybe the Protection power comes from an armor, so it won't apply if you're not wearing the armor, and the Dodgle Roll feat's bonus doesn't apply if you're surprise attacked. It is cheaper, but more specialized. Note that we have special house rules for the Dodge Roll feat found here. Exotic Saving Throws The Fortitude, Reflex and Will Saving Throws are generally known as the Exotic Saving Throws when grouped together. As previously mentioned, the DC of an Exotic Save is equal 10 + Save Difficulty, with the Save Difficulty usually being the rank of the power that affects you. Each of the 3 saves receive a bonus from an Ability Score (Constitution for Fortitude, Dexterity for Reflex and Wisdom for Will), and additional bonuses to each save can otherwise be purchased at a cost of 1PP per +1. Unlike the Toughness Save and Defense, the Exotic Saves do not work by trade-offs, with their maximum bonus (Ability Score + additional save bonus purchased) being equal to your PL+5. A PL10 character can, for example, have Exotic Saves at no more than than a +15 bonus to your Save Roll. Rules As Written, you could potentially increase all of your saves to this bonus, if you have the necessary PP, but unlike your Attack Bonus, Save Difficulty, Defense Bonus and Toughness Saving Throws, this is most likely not something you want. It becomes very difficult for a GM to affect your character in any way if all of your character's Exotic Saving Throws are maxed, which, while awesome for you not getting hurt or stopped at all, also means that you are unlikely to find many GMs interested in involving your character in threads, since action scenes will usually either offer your character no challenge at all or become too difficult for any of the other involved characters to handle. As such, the general suggestion is that your exotic Saving Throws either average your PL-2, or, for particularly hardy individuals, your PL. It is a rule of thumb, of course, and a Paragon might have a particularly high Fortitude Save, or a skilled Acrobat might have a high Reflex Save, but keeping your saves within this average range gives you options for standing out in certain saves, while not needing the GM to annihilate everyone else to still keep you challenged. Examples A PL10 generalist has all their Exotic Saves at +8. A PL10 acrobat could have Fortitude +6, Reflex +11, Will +7, averaging a +8 bonus. A PL10 paragon with maximized Constitution (for a total +15 bonus) could have Fortitude +15, Reflex +5, Will +7, averaging a +9 bonus. Higher than the suggested PL-2, sure, but staying below a +10 average for the PL. In most other games, Sword Guy is just as good as The Generalist in overall combat, but he's even better than The Generalist with a sword. In Mutants and Masterminds, The Generalist pays a premium to be good with everything, including swords, while Sword Guy gets a discount for only reaching his maximum potential with a sword, and not being as good as The Generalist at non-sword attacks. You don't have to hit your PL caps under all circumstances, just under your best possible circumstances - Using your preferred attack, against your preferred enemy, in your preferred environment, etc. Specialization is cheaper than being a generalist because your "best possible circumstances" come up less often. The exact list of everything affected by your Power Level Caps are found in the core book, on page 24 Trade-offs Power Level Caps and Trade-offs are covered in Chapter 1 of the core book, the red chapter, pages 24-26. That was a lie, or at least a half-truth, to ease you in. Technically, your Attack Bonus is on an axis with your Save Difficulty, and your Defense Bonus is on an axis with your Toughness Saving Throw Bonus, and each of those pairs has to average to 10 (or lower, but you don't want to go lower). So you can have Attack +10 and Save Difficulty +10, or Attack +15 and Damage 5, or Attack +5 and Save Difficulty +15, or anything in between. You don't even have to stick to the same trade-off for different attacks, so maybe you have an accurate but weak attack with Attack +15 and Save Difficulty +5, but then another that's more balanced, at Attack Bonus +12 and Save Difficulty +8. Trade-offs are a way to 1) Keep every character from looking the same, and 2) More accurately represent certain characters and archetypes. Note that, as per our house rules, at least 1/3rd of your total Defense or Attack Bonus must be bought with Base Defense or Attack Bonus. This doesn't mean that you have to buy at least 4 points of Base Attack Bonus if your character is PL10. Rather, it means that the total bonus for your attack with your highest Attack Bonus must have at least 1/3rd of its bonus based on Base Attack Bonus. So, if you have an Attack with Attack Bonus +15 and Save Difficulty 5, and another with Attack Bonus +7 and Save Difficulty +13, then your Base Attack Bonus must be at least 5, 1/3rd of the highest attack bonus. Examples All as PL10. You might want to create an acrobatic hero that is difficult to hit. In that case, you would want to increase your Defense Bonus, at the cost of lowering your Toughness Saving Throw Bonus. Let's say you go for a +4 Defense Bonus / -4 Toughness Saving Throw Bonus trade-off. Then, your total Defense Bonus could reach +14 and your total Toughness Saving Throw Bonus could reach +6. At least 1/3rd of your total Defense Bonus must be bought from Base Defense Bonus, so you buy Base Defense Bonus +5, for 10PP, and then buy 9 ranks of the Dodge Focus feat for another 9PP. For a total cost of 19PP, your Defense Bonus is now +14. You buy Constitution 18, for 8PP, to get +4 to your Toughness Saving Throw Bonus and 1 rank of the Dodge Roll feat for 1PP, giving your another +2 to your save, for a total Toughness Saving Throw +6 for 9PP. Having part of your Toughness Saving Throw Bonus coming from Dodge Roll even further goes to show that you're an acrobatic hero that rolls with the punches you do take. You want someone that's a great shot, which will in turn meet your attack is weaker. You decide to get a +2 Attack Bonus / -2 Save Difficulty trade-off for one of your attacks. You need at least 1/3rd of your Attack Bonus to come from your Base Attack Bonus, and you don't care about hitting in melee, so you buy Base Attack Bonus +4 for 8PP, then buy 8 ranks of the Attack Focus [Ranged] feat for 8PP, giving you a total Attack Bonus with ranged attacks of +12 for 16PP. Then, you buy a Blast power at rank 8 for another 16PP, which will have a Save Difficulty of +8. Extra Effort Extra Effort and Hero Points are covered in Chapter 6 of the core book, the pink chapter, pages 120-122. With Extra Effort, you take a free action (so you can only do it on your own turn, but it doesn't cost any actions), get something special, and then suffer a level of Fatigue on the next round. There's a number of possible uses of Extra Effort, but the most common use is a Power Stunt: You temporarily gain a single Power Feat on one of your powers of your choice. The most common choice for that power feat is Alternate Power, which allows you temporarily do something you can't normally do. The temporary power feat sticks around for the entire scene, unless you grabbed a new Alternate Power, in which case it goes away sooner if you swap to the original power you gave the Alternate Power feat, or another power in the array, in case you added another Alternate Power to an existing array. These Alternate Powers gained through Power Stunting represents things that you can always do, but its not something that you use often enough for it to make sense to spend PP on. Maybe its a special weapon in your battlesuit that you only need to pull out once in a while, maybe its a creative use of your powers or something that takes some effort actually do. A wizard might have 100s of spells, but if there's only 4 or 5 that see any regular use, then you have those as your regular attacks in an array, and for the rest, you stunt. In short: Just because its not on your character sheet, it doesn't mean you can't do it. Examples You are facing a group of weaker enemies and you have a Snare power, which allow you to trap one enemy. You want to trap them all with just one attack. In order to try to trap all enemies at once, you use Extra Effort to Power Stunt, adding an Alternate Power with the Area Extra to the hit them all. Since the original power and the Alternate Power have the same PP cost total, the new power will be weaker, but since its weak enemies, it doesn't matter. You have an array with a number of electric powers. You want to shut down a big super computer, but its shrugging off all damaging attacks you throw at it! You then use Extra Effort to Power Stunt an Alternate Power to the Array, choosing the Nullify power, applying it to electronics in order to shut down the computer. Facing an overwhelming foe, you need an attack that can take him down in the next hit. Your battlesuit has a bunch of weapons, but none of them are strong enough to really hurt him, even if he's easy to hit. You use Extra Effort to Power Stunt a new power off your Weapons Array, a secret gun that has +15 Save Difficulty / +5 Attack Bonus. Hero Points Extra Effort and Hero Points are covered in Chapter 6 of the core book, the pink chapter, pages 120-122. Hero Points is a special resource that only Player Characters have access to. NPCs, no matter if they're enemies controlled by the GM or sidekicks controlled by the player, do not have them. As a standard, you enter a thread with 1 Hero Point and can earn more by performing heroic actions or by triggering your complications. There is no limit to the amount of Hero Points you can save, but they are not carried between different threads. The number of Hero Points you have in one therad does not in any way affect the number of Hero Points you have in another. You can start a thread with additional Hero Points by buying ranks in the Luck feat, with each rank letting you start the thread with one extra Hero Point. Luck cannot go higher than 1/3rd of your Power Level under normal circumstances. You can spend Hero Points for a number of different effects, see page 121 of the core book for the full list. Spending a Hero Point is a Reaction, so you can do it at any time, even during another player's turn or during a NPC's turn. One of the many things you can do with a Hero Point is "Heroic Feat", where you gain a single Feat (normal or power) for 1 round, in essence the same effect as Power Stunting for Extra Effort, but also extending to regular Feats. In this way, you could suddenly gain the use of a feat that might be not normally be useful, but be incredibly useful in just this situation. Another thing you can do is immediately recover from a level of Fatigue. Because you can do this, a lot of people will short-hand spending a Hero Point for a Power Stunt. The big takeaway here is that "what your character can do" is not limited to just what's written on their sheet. You don't have to buy a massive power Array with a dozen Alternate Power feats to cover every conceivable use of your character's powers. You don't have to buy every single feat you think your character might have use for at some point. You can just buy the stuff you'll use most often, buy a few Luck feat ranks to start each game with some extra Hero Points, and then use Extra Effort and Hero Points to temporarily grab stuff during play as you need it. And if you find yourself temporarily grabbing the same thing over and over again, then maybe you spend some earned Power Points on buying it permanently.
  18. Okay: Thunderbird - Masque - Red Lynx -
  19. "Thank you!" said the cherubic little guy as he immediately began digging into the popcorn. "I like popcorn!" He plopped down on a seat in the front row, his little legs not quite reaching the floor, and watched his older sister with a fascinated expression on his round rosy face. "Oh," said Gale grandly, "this is not actually _my_ story to tell! Ms. Cline, while I set up the equipment," they said, pointing back to the livescreen behind them, "if you would like to take it away?" "Okay, okay," said Ms. Cline, moving to stand in front of the class. "Hi, Danica," she said with a distracted smile for her older brother's friend before she said in a voice that suddenly commanded attention from the group - as if they could hear it in their heads. "Hi there!" She paused, smiled, and spoke normally. Well, almost normally - this was obviously a memorized speech. "In ethics class, we like to talk about people who have abused their superpowers for gain! Well, would you like to talk to one of the most _notorious_ super-criminals of her day, a woman so terrifying that she fought the Centurion, so fast she outran Johnny Rocket, and so beautiful she won the heart of alien princes from beyond time? Feast your eyes on..." She gestured to the screen, which was still blank. "Ah, sorry!" said Gale, not quite looking up from where they were typing away at a keyboard. "I almost have it! Accursed Zoom, it is a sore trial to me..."
  20. @Fox, that's perfect, drop me a Sense Motive check
  21. The OOC thread. People can make Notice checks in here if they want. DC of 20. First three people to make it will get it.
  22. Eira licked her lips and looked up at Pan, slipping her arm around his waist too so they were holding onto each other. She was warm now to the touch, as warm as any human girl would have been. "We will talk about everything that was outside. But that was a very nice kiss." She walked to the door with him, took the old-fashioned metal knob in her hand, turned it - and it snapped off. "...horunge!" declared Eira, staring down at the knob in her hand as if it was from Mars. "That makes no sense!" She knelt down, a little awkwardly in the heels and dress, and peered at the hole where the knob had once attached. Frowning, she extended her hand towards the door, her dataspike lashing out and driving into the spot where the knob had been. Her eyes unfocused - she stared forward - and then looked up at Pan. "Something is - blocking my access!"
  23. Eira kept her own council, though she did look fascinated as she studied the cyborg helpers assisting the refugees, studying them with unfocused eyes. When everyone had taken their fill of the scenery, they boarded the van, their robot driver hopping into the front at their approach. It was a big passenger van, almost but not quite a bus, with tinted windows and a wet bar. Though their driver didn't say much, some of the windows came alive with displays, obscuring the outside with what looked like a local news broadcast by a smiling human newscaster, speaking in Russian and English as she discussed the local weather, the new arrivals from Venezuela, and the visiting team from Vanguard - then the upcoming weather, the latest food served in the cafeterias, the building of the Great Work, and other details that seemed to pass by as if they were everyday occasions. As they headed out, Eira eyed the van's interior control panels for a moment before extending a hand - from underneath her wrist there lashed out a silvery cord like a snake, her dataspike burying itself in one of the panels near her seat. Her face tensed - then she smirked and spoke in a throaty whisper. "Only access to the local intranet - the one the refugees use. Clever." "Next stop - The Studio!" declared their driver in a tinned voice. "Where do you hail from, strangers?"
  24. "You-you really do, yes?" Eira reached up and touched Pan's face, her fingertips cool against his skin. "You are very pretty," she said softly. "I forgot that you're not like the other boys." She smiled at him, biting her silver lower lip for a moment in a look that was almost shy. "I like that about you." She took advantage of her heels to step up and kiss him on the lips, then wrapped her arms around him, her grip very firm as it went around his shoulders.
  25. Professor al-Salaf kept on chattering as more students arrived - this being their usual way when in large groups unless it was time for student discussion. There was perhaps a larger crowd than people might have expected, but not every Claremont student was interested in dating, and anyway most younger students weren't even invited to prom. One in particular had other duties in mind. "Hihihi!" Leon didn't know the preschool-aged kid who rocketed into the room just behind a light-haired first-year girl, but the kid seemed interested in saying hello to everyone as what must have been his sister chased after him before rolling her eyes and saying apologetically, "I'm sorry, Professor al-Salaf, but my parents got called away on a time crisis, and my brother is in California, and there's nobody to sit my little brother at home, and I really didn't want to miss this!" The little boy stopped next to Leon and gave him an ingenous look, eyes big and light hair thick and curly in that style that comes when little boys are too small to sit still for the barber. He was oddly dapper for someone so little, and looked almost as if he'd been put in his Easter suit for the occasion. "Popcorn?" he asked hopefully as Professor al-Salaf assured her that her brother could stay - they did have some supplies for small children somewhere in the back.
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