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Freedom City Guidebook
Freedom City PBP: A How-To Guide
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Everything posted by angrydurf
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Ace nodded slowly gladened to see some kind of hope stirring in his friend. "What time you need your service has earned you Victor." he said simply relaxing back in the chair in a now casual mode. "Just be sure it is time you need for recovery and not fear that keeps you here." Ace looked around the sparse but comfortable room, "I know well how easy it can be to hide behind ones mistakes and the ease that one can take in letting the smallest of obstacles bar us from doing that which we know we ought." he returned his gaze to Archeville, "I learned the hard way however that every moment I spent thus another would be suffering." Ace looked sadly out the window for a time after that and finally with a faint glisten in his eye looked back to his friend his face lighting once more with the frivolity that was his norm, "So what is your plan to find Ms. Teymourian?" He asked knowing even in his current state the Doctor had at least one if not many.
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That hits. DC 29 Toughness Save (1d20+14=28) Another Injured INITIATIVE Protectron 22 1HP Uninjured Large Robot #1 16 Injuredx2 Dazed Until Protectrons action Large Robot #2 14 Uninjured Harrier 10 4HP Uninjured Ironclad 9 4HP Staggered Small Bots 3 20 Remain Large Robot #3 3 Uninjured Ironclad is up once Harriers IC goes up.
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TP will work though if anyone doesn't want to get sucked through time and space in an area still resonating with extradimensional weirdness they can choose not to go. Cape your senses will be able to see it duck through the floor shortly after you teleport over (assuming you do) looks like its fleeing though your senses don't extend through the floors/walls.
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GM The creatures head parts whipped toward Blueshift as it became aware of her as a threat. There was a low roar that was more felt than heard as it turned to face her with vicious intent. As the light of the lasers outlined its form it thrashed as if in shock or perhaps pain and dropped the remaining artifacts. With more meddlesome heroes arriving it shook with what almost seemed contempt and the walls vibrated once more with unheard roars. It turned and charged away from the interrupting heroes in an attempt to flee. The thick wall would prove impediment to even some of the strongest heroes. for the creature though it was almost as if it wasn't there at all and in fact as it vanished through the wall the waiting heroes could see that it left the wall near unmarred.
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Ace rounded the corner moments after Supercape taking in the scene with concern and obvious worry at the building flames and smoke over the ancient Atlantean devices. "How are those ..." He spoke before the glinting light of the lasers limned the creatures absent form. "Well that is certainly ugly." he said with a shudder as he tried to think of anything he may be able to use against such a creature.
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Initiative 20 The Creature Uninjured 10 Blueshift 4HP Uninjured 7 Supercape 3HP Uninjured 3 Ace Danger 6 HP Uninjured Creature actions Full round action: All out move to get away from the Heroes.
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Ace nodded calm agreement with the doctors assertions and relaxed back into his seat as he pulled a bit out of self recrimination and mused on his future. "Indeed they are, indeed they are." he murmured quietly, "I would not expect you to feel free of the burden of hindsight, such is after all how we learn from our mistakes. Guilt, uncertainty, and sorrow are all to be expected, healthy even." he mused lazily now glancing about his former intensity melting away as some of the doctors walls came down. Ace looked kindly to Archeville, "But the fact is you are a hero Doctor." He said without hesitation, "And this world needs its heroes." Ace had lived through enough of this life to know that at least was one constant. "Many old allies may distrust you, or despise you, possibly worse." he shrugged as if the opinions of such people were of no significance, "But I do not think that should ever stop you from being the best hero you can be Victor." He smiled a cocky smile, "And I for one would love to see you back in the game," he waved a hand with a carefree air, "And I am not without resources if that is your concern."
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The smaller steambot let out a hiss of scalding steam as Protectron grabbed it and detonated in a hissing smoking cloud against the armor of the Much larger Mechanoid. The Huge mechanical monstrosity lurched and the large room was filled with a screech of rending metal as its gears tore through the remnants jamming its locomotion. From behind the damaged construct another mammoth mountain of bronze and Iron charged inexorably towards the Headless hero responsible. With a mighty leap it soared through the air and brought its massive fists down in a brutal double handled chop shattering the floor in front of the headless protector of humanity with its powerful blows near miss.
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Large Robot 1 Is dazed. Large Robot 2 will Charge the Headless Protectron for fist smashy! Charge! Attack VS Protectron (1d20+7=13) Failure! DC 15 notice checks If successful DC 20 Knowledge: technology Check. INITIATIVE Protectron 22 1HP Uninjured Large Robot #1 16 Injuredx1 Dazed Large Robot #2 14 Uninjured Harrier 10 4HP Uninjured Ironclad 9 4HP Staggered Small Bots 3 Uninjured Large Robot #3 3 Uninjured Harrier is up. *Edit* 14 is not a high enough notice to pinpoint the mastermind behind this all.
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Small steam bots are minions BTW You hit either way though so that's fine. Small bot is destroyed somewhere in there. Toughness save DC 26 (1d20+15=20) Injured and Dazed for the large bot. INITIATIVE Protectron 22 1HP Uninjured Large Robot #1 16 Injuredx1 Dazed Large Robot #2 14 Uninjured Harrier 10 4HP Uninjured Ironclad 9 4HP Staggered Small Bots 3 Uninjured Large Robot #3 3 Uninjured I'll post once Docs IC goes up.
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Ace fixed a nonplussed gaze on Archeville, "Could have? Should have? Would have?" He asked with a smirk and shook his head. "Hindsight Victor is a deadly thing in our business." he said sadly, "We ever can examine each of our choices and after the fact see where we could have done more or acted sooner." The ageless hero looked all of his years for a long moment as he gazed out the window lost in the flowing river of his own memories. He slowly pulled his attention back to Archeville. "I have seen you before and now Victor and you are the same good man at the heart of it." Aces tone brooked no argument on that fact, "If you could have done more I know you would have. You with all your genius and all your good intentions did all that you thought necessary to control what was eroding your will. The Man I know Could Not do any less." He argued emphatically.
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Needs more boobies :D
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Pretty much. Also still need blueshifts Init When you get a chance quote.
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Here is my answer to the Brotherhood of Evil Mutants. A reason for Terminus Babies to be feared and mistrusted by a public that otherwise loves it's heroes. The Fellowship for the Advancement of Humanity AKA; The Fellowship, FAH The Fellowship for the Advancement of Humanity is an organization gaining recent ground online and among youth angry at the status quo. On the surface its is a somewhat shady charitable organization devoted to 'Improving the Human Condition'. It's lite on specifics and heavy on rhetoric however and has a rather fervent base of support in among disaffected suburban youth throughout the west. It blames the problems of the world on authority figures such as 'an uncaring government' and 'Business leaders more interested in profit than parity'. While it falls well short of anything like calls for revolution it stirs the anarchistic tendencies of its followers to bring in plenty of donations with little transparency as to where that money goes beyond 'humanitarian efforts to help those oppressed by authoritarian regimes the world over'. It's followers are vocal but largely unorganized and it's popular online message boards clogged with arguments as to how best to free humanity from the repressive cultural norm of the week. In actuality the fellowship is a front for a violent group of Terminus Enhanced Human Supremacists. They follow a line of thought that those effected by the terminus energies are the next stage of human evolution and that humanity as it stands and it's morals and governments can not continue to exist in the New World Order. They know that eventually Humanity will realize that Enhanced humans are their superiors and that then a war will come. They plan to be on the winning side when that time comes. All of this is a deeply held secret of those at the helm of the fellowship of course and nearly none outside of those few are aware of the groups true goals. At best any normal humans int he organization believe it to be a fine mesh money screen to siphon funding from spoiled and angry college students. It has found itself on a few government watch-lists but only with regard to possible fraud but they are squeaky clean when it comes to payment of fees and taxes and thus is largely ignored. The Fellowship The group of Terminus Children calling themselves The Fellowship has no public ties to the FAH despite the near identical names. The Humanist orientation of the FAH seems completely at odds with the Fellowships Terminus Baby Supremacist platform and the FAH's general all talk little action approach (rarely even staging protests) is far from the Fellowships attacks on groups and organizations promoting peace with or worse subjugation by humanity of those touched by the terminus. They hold that their power grants them effective sovereignty and that those without are automatically by evolutionary design their subjects to be done with as they please. Needless to say organizations from AEGIS to UNISON and nearly every national government is very interested in this group of terrorists and their actions reflect poorly not only on the already tenuous reputation of other T-Babies as they are occasionally derisively called but to a degree on all of the super powered. Not enough to sway public opinion in any significant way as yet but if a hero or group of heroes is seen as going light on them it would certainly be quite the media frenzy. There is of course more to the Agenda of the Fellowship than even They are aware. The core of the group are empowered by Mutations originating in exposure to Terminus energies. Like most "Terminus Babies" they do not draw their power directly from the Terminus instead having been changed by the energies at a genetic level. The Terminus does however know that which has been touched by its entropy. This is how Omega first came to know Providence and how Omega has influenced the Fellowship to the ends of his grander plans. Even Providence is not aware of the invisible hand guiding the movement in any conscious sense but their purpose still serves the needs of Omega as a world where humanity looks with fear upon its protectors is a world vulnerable to Omega's plans. Should The Fellowships crusade succeed Providence will be the first to be raised into an Anihilist, and the Fellowship his servitors. Providence "Everyone Wants to Save the World." Providence is the Charismatic leader of the Fellowship and the shaper of their Ideology. It is from him that the others have taken up their evolutionary superiority ideals and more importantly it is Providence who has led them to the path of revolt against human authority. Providence's true identity is unknown even to the rest of the fellowship however. Providence has no given name only a serial number. In a dark future those with powers have been subjugated by those without. Any who rise to far above the average are removed from population and interned in government controlled advancement facilities where their talents and abilities can be mined and studied to produce advances for 'normal' humans. Providence was freed by an underground agency fighting against the regime for the equality of 'abnormals' as they were called in his time. In a failed assault on a major abnormal studies facility his cell was wiped out and he was about to be recaptured. In a desperate bid he attempted to overcharge his temporal control powers to get a 'do-over' nearly killing himself in the process and almost burning himself out completely. However his 'do-over' was more than he could have possibly imagined. He had shifted himself far enough back that he could prevent the imprisonment and subjugation of his kind. He is now a man on a mission to ensure that his dark future does not come to pass. At any cost. What Providence does not know is that all of this is a lie. His memories are not his own and the cruel experiments upon himself and others like him were preformed at the hands of Physician Friendly at Omegas express request. In the aftermath of the Terminus Invasions agents of Omega abducted Infants changed by the Terminus intending to create native agents in willing thrall to Omega. The experiment was a failure. But Providence showed such will that Omega took him and personally honed him into the weapon he needed. The other infants if lucky became Proles or Omegadrones. Providence had another destiny put upon him. His escape, the resistance, his near recapture and his 'time Travel' all were a carefully crafted facade. It was Omega all along guiding the lie to create the perfect weapon in his war on Prime. A native hero who would turn on Humanity like Centurion never would. A leader of men who would gather the superpowered to him and use them to ease the way unknowingly for Omegas inevitable return. Providence is no Anihilist, Yet. But he has the life experiences to become one should he gain the power to turn on his own world as the Anihilists must always do. His memories are absolutely real. His experiences were a grand facade but he experienced all of it and none but Omega knows his true purpose. Of course with Omega being so weakened by recent events there is a chance for others to turn Providence away from his path should they manage to discover his secret unknown even to himself. Firestarter "And some just want to see the world burn." Jennifer Holmes is a loosely leashed psychotic little more than an attack dog of the Fellowship but a potent one none the less. She has come to Providence's teachings from a neo anarchist ideology. She doesn't feel strongly about the whole idea of T-baby superiority but she knows she neither likes nor trusts authority and is a big fan of being a sovereign state in and of herself so long as that means she can act on her more outlandish urges with impunity. She however is well aware that she can't stand on her own against the world so she follows orders and keeps most of her darker tendencies in check, for now. Jersey-Devil "Devil Boy what have you done?" Anthony Bates has become the monster his parents took him to be at his birth. His mutations from the terminus energies were plain upon his skin at birth from the misshapen limbs to the odd hue hue of his skin to the small buds of horns on his forehead he looked every bit the part of some demonic force born into this world. While the authorities wished to study the infant his parents refused knowing in their zealotry exactly what sort of creature had been born to them and that it must be purified by the light of the their lord and savior. They kept him isolated and pushed more and more extreme exorcism rituals upon the child as he grew. Keeping him locked in a hidden basement room the rest of the time as they prayed for divine intervention. There was nothing divine about the intervention that eventually came to free Anthony. Providence and the fellowship had found out about the odd case through connections in the FAH and came for him not long after his thirteenth birthday. Bates has become Providences most loyal follower as he knows first hand what the humans fear can do to those who are different. Shortcut "Hang on I know a Shortcut." Shortcut, born Lucas Davies, discovered his powers later than most of those touched by the terminus likely due to the concentration required for them to function in a noticeable fashion, thus lived a normal life until his early teens. He's able to open portals to places near and far and has in recent years perfected how to do so in more creative ways than mere transportation. In his youth he used it mainly to shoplift in his poor Lincoln neighborhood before being inducted into the fellowship. Lucas is the least invested in the cause of the fellowship and at first glance the easiest weak point to exploit on the team. He is however absolutely Loyal to Providence and in fact so deeply in love with the charismatic leader as to blur the line to obsession. Providence teases just enough interest to keep Shortcut from feeling spurned yet always craving more with all the skill the master manipulator can muster. Fury"You wouldn't like me when I'm angry." Shelly Chou was always little more than a spoiled brat. By the time she reached her teen years her parents had grown from overindulgent to terrified of their little princess. Her temper tantrums had ramped from destructive to dangerous as she and her powers grew. Out of fear that they were somehow responsible and shame of their fear they hid her obviously supernatural powers from neighbors and authorities alike. they lied about deaths in the family, trips, whatever they had to fulfill Shellys wishes to stay home from school or really participate in anything she didn't want too. It all of course couldn't last and went very very wrong when Shelly was the object of a prank by an immature eighth grader at a school dance. She lost it and it took a full MAX squad to restrain her. Several students and chaperones were injured and her parents cut a deal with the state to ensure she couldn't come home. Providence busted her out en route to Blackstone and she has served him since, at least to the degree it serves her purposes her 'shopping' trips are a constant frustration risking blowing their operations but her potent power set is thus far worth it. She's always known she was better and deserved more from the world now with the fellowship she can just take it. Faceless "I'm your man..." Perhaps the only one to know Faceless' true name is Providence. Certainly no one else does. Some of the others mistrust him of course and he's made reference to events that would suggest he is older than the others and most assume he's either a mercenary or just an old fashioned super-villain jumping on the winning team. He is in fact much older but gained his powers in the first terminus incursion. He's done many bad things under many now discarded names and acts as the teams perfect infiltrator his abilities to change his appearance and minor psychic abilities perfectly suited to the task. Providence seems to trust him absolutely but no one is certain why. There seems to be history there but if so it is so deeply hidden as to be nonexistent. Others This is not an exhaustive list of Fellowship members. Any touched by the terminus and enhanced are allowed entry though there is certainly many checks to prevent infiltration. Most have minor powers at best and are used as distractions or only for minor jobs of little import. Likewise these individuals know little of the operations true intents and plans in case of capture. Oddly though even these seemingly expendable members are broken out of whatever holding they are placed in in short order. At least some of the Fellowships claims of fraternity seem to be true. How to Use The Fellowship in Play first and foremost they don't all need to be in a thread where the Fellowship is acting. The fellowship at large holds many more devotees of their philosophy and is not above hiring mercs to fill out on tricky missions. So you can have any one of these folks act as a single threat or as the main threat with minions or lower power villains. They are all about their ideology thus their activities are to that point and purpose. If they are ripping off a back it is due to the bank backing some kind of Tbaby registration legislation not just for money. However the individuals do have their own goals and may have slipped out to cause some general mayhem. They consider themselves above the laws of normal people thus stealing and other crimes are like shopping to a normal person. Providence tries to keep them somewhat in check to avoid costly incarceration and the inevitable breakout that must follow but many are strong willed personalities in their own right. Mix and match the Members to fit the group they are facing. You can also use generic antagonists or even appropriate Oddballs (Plausible T-babies or at least people likely to be mercs or friendly to the cause) or Ecals archetypes as minor members of the Fellowship. Very few know of the tie between the Terrorist Group and the Charitable FAH even within the Fellowship so don't let that slip too easily and even if it does it is likely to be undermined by the FAH and Fellowship before any real proof can be gathered. (They do have a man who can be anyone and a person who can go pretty much anywhere) Providence in particular takes care. He is as currently built high on PP but 'only' PL 15 with caps. Without his devices he drops much further (5 Offensive 10 Defensive) But he has alot of tricks available to him between skills etc. As with any Mastermind type add in appropriate equipment, HQ, or minions at no cost. That can apply as well to most of the other members. The Fellowship through the FAH has alot of access to cash and no compunctions about using it to forward the cause.
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Player Name: Angrydurf NPC (Tier 2) Character Name: Faceless Power Level: 10 150/150 Trade-Offs: None Unspent Power Points: 0 In Brief: Master of disguise and Fellowship Infiltration Specialist Alternate Identity: Innumerable Identity: Secret Birthplace: Unknown Occupation: Terrorist and sometimes thief Affiliations: The Fellowship Family: None Description: Age: Apparent Age: Varies Gender: Varies (Self Identifies male) Ethnicity: Varies (Default Caucasian) Height: Varies Weight: Varies Eyes: Varies Hair: Varies Faceless is really quite the opposite. He can wear any face he chooses at any time, his 'default' look is from whence he draws his name. When dropping his disguise he appears as a hooded faceless figure of approximately six feet in height with an almost skeletally slim build. The look is designed for maximum efficiency in unnerving opponents. Similarly he will adopt the appearances of loved ones or enemies to draw enemies off guard when he no longer is trying to hide who he is. Power Descriptions: It takes but a thought for Faceless to assume a new appearance. However he often will play up the theatrics burying his face in his hands or otherwise obfuscating his change. History: Perhaps the only one to know Faceless' true name is Providence. Certainly no one else does. Some of the others mistrust him of course and he's made reference to events that would suggest he is older than the others and most assume he's either a mercenary or just an old fashioned super-villain jumping on the winning team. He is in fact much older but gained his powers in the first terminus incursion. He's done many bad things under many now discarded names and acts as the teams perfect infiltrator his abilities to change his appearance and minor psychic abilities perfectly suited to the task. Providence seems to trust him absolutely but no one is certain why. There seems to be history there but if so it is so deeply hidden as to be nonexistent. Personality & Motivation: A master of disguise not only of his features but also his emotions his true motivations are a mystery. He has some sort of loyalty to Providence related to events neither of them discuss with the others. He has numerous times graphically proven this loyalty however and constantly double crosses those who think they have gotten him to turn on Providence. Powers & Tactics: Faceless prefers to attack from ambush either hidden or even better disguised as an ally. He utilizes his near perfect mimicry of others to sow chaos and discord through a fight. When confronted with an upfront fight and little or no back up he will flee into a crowd or otherwise utilize his mastery of disguise to effect an escape. Abilities: 10 + 16+ 16 + 8 + 6 + 10 = 66PP Strength: 20 (+5) Dexterity: 26 (+8) Constitution: 26 (+8) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 20 (+5) Combat: 20 + 4 = 24PP Initiative: +8 Attack: +10 Grapple: +15 Defense: +10 (+2 Base, +8 Dodge Focus), +1 Flat-Footed Knockback: -5, -4 flat-footed Saving Throws: 2 + 2 + 7 = 11PP Toughness: +10 (+8 Con, +2 Defensive roll), +8 flat-footed Fortitude: +10 (+8 Con, +2) Reflex: +10 (+8 Dex, +2) Will: +10 (+3 Wis, +7) Skills: 48R = 12PP Acrobatics 2 (+10) SM Bluff 5 (+10) SM Climb 2 (+10) SM Diplomacy 5 (+10) SM Disable Device 11 (+15) SM Disguise 0 (+5, +40 w/ Morph) SM Escape Artist 2 (+10) Intimidate 5 (+10) SM Languages 3 (Cantonese, English [Native], French, Spanish) Notice 2 (+5) Sense Motive 7 (+10) Sleight of Hand 2 (+10) Stealth 2 (+10) SM Feats: 23PP Agile Climber Acrobatic Bluff Defensive roll 1 Dodge Focus 8 Equipment 2 Hide in Plain Sight Improvised Tools Jack of All Trades Second Chance(Disguise) Skill Mastery 2 (Acrobatics, Bluff, Climb, Diplomacy, Disable Device, Disguise, Intimidate, Stealth) Sneak Attack 4 Equipment 10 ep Heavy Pistol (MW, Surpressor) [10ep] Powers: 14 = 14PP Morph 7 (Any Humanoid, +35 Disguise) [14PP] (Many forms, Mutation) Drawbacks: (-0) + (-0) = -0PP Abilities (66) + Combat (24) + Saving Throws (11) + Skills (12) + Feats (23) + Powers (14) - Drawbacks (0) = 150/150 Power Points
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Player Name: Angrydurf NPC (Tier 2) Character Name: Shortcut Power Level: 12 175/175pp Trade-Offs: None Unspent Power Points: 0 In Brief: Terminus Baby with the ability to generate portals to near anywhere. Alternate Identity: Lucas Davies Identity: Secret Birthplace: Freedom City Occupation: terrorist and Paralegal Affiliations: The Fellowship, FAH Family: Only Child, Father deceased Mother in nursing home. Description: Age: 19 Apparent Age: N/A Gender: Male Ethnicity: African American Height: 5'10" Weight: 175 Eyes: Brown Hair: Black Slight and sharply dressed in civilian ID, As Shortcut he wears black leathers accented with a vibrant green in asymmetrical patterns. Power Descriptions: Rippling rifts in space and time opening to regions known and unknown. History: Shortcut, born Lucas Davies, discovered his powers later than most of those touched by the terminus likely due to the concentration required for them to function in a noticeable fashion, thus lived a normal life until his early teens. He's able to open portals to places near and far and has in recent years perfected how to do so in more creative ways than mere transportation. In his youth he used it mainly to shoplift in his poor Lincoln neighborhood before being inducted into the fellowship. Lucas is the least invested in the cause of the fellowship and at first glance the easiest weak point to exploit on the team. He is however absolutely Loyal to Providence and in fact so deeply in love with the charismatic leader as to blur the line to obsession. Providence teases just enough interest to keep Shortcut from feeling spurned yet always craving more with all the skill the master manipulator can muster. Personality & Motivation: As mentioned in the Fellowship history Shortcut is motivated by his love/obsession with Providence. He has little interest in the ideology and some distaste for the methods but is in deep enough to have little choice he feels and is unwilling to leave or disappoint Providence. He tends towards a rather mocking attitude in a fight and is the least serious of the Fellowship sometimes his jibes earning the enmity of the others. But he is their ticket out of a bad situation so they let it slide. Powers & Tactics: Shortcut uses his mobility as much as he can to keep away from dangerous opponents preferring to leave stronger members to go toe to toe with the heroes. He tries to use his portals to harass and surprise the Fellowships enemies and always keeps prepared to extract them if things go south. Abilities: 0 + 4 + 6 + 0 + 6 + 2 = 18 pp STR 10 (+0) DEX 14 (+2) CON 16 (+3) INT 10 (+0) WIS 16 (+3) CHA 12 (+1) Combat: 28 pp Init: +14 ATK: +6 Melee, +6 Ranged, +12 Portals Grapple: +6 DEF: +16 (+8 Def + 8 Dodge focus) (+4 flat-footed) Knockback: -4 Saves: 5 + 10 + 9 + = 24 pp TOU +8 (+3 Con, +5 Protection) FORT +8 (+3 Con, +5) REF +12 (+2 Dex, +10) WILL +12 (+3 Wis, +9) Skills: 22 pp=88 r Bluff 14 (+15) Climb 9 (+9) Diplomacy 14 (+15) Knowledge: Civics 8 (+8) Knowledge: Pop Culture 8 (+8) Languages 3 (English [native], German, Japanese, Spanish) Notice 8 (+11) Sense Motive 8 (+11) Stealth 8 (+10) Survival 8 (+11) Feats: 17 pp Dodge Focus 8 Elusive Target Evasion 2 Improved Initiative 3 Move-By Action Taunt Uncanny Dodge (auditory) Powers: 61 + 5 = 66 pp Array 28 (56 pp Powers Power Feats: Alternate power 5) [61pp] (Now You're thinking with portals, Mutation) Base Effect: Blast 12 (portal bombardment; Extras: Autofire, Penetrating; Power Feats: Accurate 3, Indirect 3, Variable Descriptor 2 [any physical]) [56PP] Alternate Power: Blast 12 (portal storm; Extras: Area [General; Shapeable], Selective Attack; Power Feats: Indirect 3, Progression 3 [120 5-ft. cubes], Variable Descriptor 2 [Any Physical]) [56PP] Alternate Power: Disintegrate 12 (It Goes Away; Extra: Penetrating [on Blast]; Flaws: Action [Full, for Drain], Action [Full, for Blast]; PFs: Accurate 3, Reversible, Split Attack 4) {56/56} Alternate Power: ESP 10 (Earth to Moon; all senses; Power Feats: Rapid 7 [x1,0000,000], Subtle) [48PP](peeking through portals) Alternate Power: Move Object 12 (Str 60; Extras: Damaging, Range [Perception]; PFs: Accurate 3, Indirect 3, Variable Descriptor 2 [Physical]) [56pp](mass transit) Alternate Power: Teleport 9 (900 ft / 20,000 miles Extras: Accurate, Portal [+2]; Power Feats: Change Velocity, Change Direction, Easy, Progression 6 (500x500), Selective, Turnabout) [56pp](portal) Force Field 5 [5pp] Costs Abilities (18) + Combat (28) + Saves (24) + Skills (22) + Feats (17) + Powers (66) =175 pts
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Player Name: Angrydurf NPC (Tier 2) Character Name: Fury Power Level: 13 190/190 Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Unspent Power Points: 0 In Brief: Furious powerhouse wrecking ball for the Fellowship Alternate Identity: Shelly Chou Identity: Public Birthplace: Freedom City Occupation: Terrorist Affiliations: The Fellowship Family: Parents both in witness protection, estranged Description: Age: 17 Apparent Age: n/a Gender: Female Ethnicity: Asian Height: 5' 6" Weight: 110 Eyes: Hazel Hair: Black Fury normally appears as a fashionably dressed slightly built teen the only hint of her sinister nature a near permanent glower at the wrongs of a world that doesn't let her always have her way. When enraged her muscles bind against her clothes and her face is twisted in a rictus of furious anger her eyes burning like coals. She crouches down in an almost anamalistic fashion as she leaps about the battle in furious abandon. Power Descriptions: Other than the odd glow to her eyes when enraged and her changes in demeanor there is no obvious tell of her powers. History: Shelly Chou was always little more than a spoiled brat. By the time she reached her teen years her parents had grown from overindulgent to terrified of their little princess. Her temper tantrums had ramped from destructive to dangerous as she and her powers grew. Out of fear that they were somehow responsible and shame of their fear they hid her obviously supernatural powers from neighbors and authorities alike. they lied about deaths in the family, trips, whatever they had to fulfill Shellys wishes to stay home from school or really participate in anything she didn't want too. It all of course couldn't last and went very very wrong when Shelly was the object of a prank by an immature eighth grader at a school dance. She lost it and it took a full MAX squad to restrain her. Several students and chaperones were injured and her parents cut a deal with the state to ensure she couldn't come home. Providence busted her out en route to Blackstone and she has served him since, at least to the degree it serves her purposes her 'shopping' trips are a constant frustration risking blowing their operations but her potent power set is thus far worth it. She's always known she was better and deserved more from the world now with the fellowship she can just take it. Personality & Motivation: Frankly put Shelly chou is an extreme extrapolation of a spoiled child. Her Terminus Mutations amplify her adrenal responses to supernatural levels and leave her a seething mass of unreasoning rage at stimuli that is for most only minor frustrations. She is driven to get what she want when she wants and if denied is fueled by her anger to mass destruction. She cares little for the Fellowships ideals beyond them serving her purposes but knows she needs them to remain free to continue to live in the lifestyle to which she is accustomed. Keep in mind she's a rage filled sociopath not an angry barbie doll. She's super strong and nigh invulnerable and that's before she gets really angry. She's a bully and not at all above threats to get what she wants whether that be as minor as your spot in line at the coffee shop or the latest device in Providences plans. Powers & Tactics: Tactics are not really in Furys vocabulary. Mostly it's "RAAAHHGG ARGGHH SMASH!" in fact. When more in control of herself she takes advantage of her young and innocent appearance to try and manipulate those around her into doing as she wishes. She is unfortunately a bit too intense for that to often work and will soon fly into a rage at the injustice of it all. In a fight she throws herself with furious abandon at the object of her ire caring little for other threats and will attack with murderous intentions until they are disabled before moving on to the next target. Abilities: 0 + 0 + 0 + 0 + 0 + 8 = 8PP Strength: 10/36/46 (+0/+13/+18) Dexterity: 10 (+0) Constitution: 10/36 (+0/+13) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 18 (+4) Combat: 6 + 8 = 14PP Initiative: +0 Attack: +8 Melee, +3 Ranged Grapple: +30/+35 Defense: +8/+6 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -23 Saving Throws: 0 + 10 + 5 = 15PP Toughness: +18 (+13 Con, +5 Protection) +11 Impervious Fortitude: +13/+18 (+13 Con, +0/+5) Reflex: +10 (+0 Dex, +10) Will: +5/+10 (+0 Wis, +5/+10) Skills: 40R = 10PP Bluff 3 (+7/+15Attractive) Climb 2 (+15/+20) Diplomacy 0 (+4/+12 Attractive) Intimidate 15 (+19) Knowledge: Pop Culture 8 (+8) Language 2 (Cantonese, English [native], Mandarin) Notice 10 (+10) Feats: 18PP All Out attack Attack Focus: Melee 5 Attractive 2 Dodge Focus 4 Improved Grab Improved Grapple Improved Pin Power Attack Take Down Attack 2 Powers: 26 + 26 + 10 + 8 + 16 + 3 +18 + 18 = 125PP Enhanced Strength 26 [26PP] (Superhuman Strength, Mutation) Enhanced Constitution 26 [26PP] (Superhuman Health, Mutation) Enhanced Feats (Fearsome Presence 4 [20 ft., DC 14], Rage 6 [4 Ranks effect, 2 ranks duration; +10 Str, +5 Saves, 15 round duration]) [10PP] (Supernatural Rage, Mutation) Immovable 9 (Extras: Unstoppable) [18PP] (Momentum, Mutation) Leaping 8 (Jump Distance {Normal/Raging}: 11500Ft/1400Ft Running Long Jump, 5750Ft/7000Ft Standing Long jump, 2875Ft/3500Ft High Jump) [8PP] (Strong Legs, Mutation) Protection 5 (Extras: Impervious 11 ) [16PP] (Invulnerable, Mutation) Speed 3 (50 MPH / 500 feet per Move action) [3PP] (Enhanced Musculature, Mutation) Super Strength 9 (effective Str 81/91; Max Load 800/3,200 Tons) [18PP] (Stupendous Strength, Mutation) Drawbacks: (-0) + (-0) = -0PP Abilities (8) + Combat (14) + Saving Throws (15) + Skills (10) + Feats (18) + Powers (125) - Drawbacks (0) = 190/190 Power Points
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Player Name: Angrydurf NPC (Tier Two) Character Name: Jersey-Devil Power Level: 10 150/150 Trade-Offs: None Unspent Power Points: 0 In Brief: Demonic appearing Brawler and zealous Fellowship member Alternate Identity: Anthony Bates Identity: Semi-Secret Birthplace: Salem New Jersey Occupation: Terrorist Affiliations: The Fellowship Family: Estranged Description: Age: 16 Apparent Age: N/A Gender: male Ethnicity: Demonic? Though masked by his mutations Anthony is of Causcasian descent Height: 7' Weight:280 lbs Eyes: Red Hair: None Jersey-Devil looks utterly inhuman. His hairless skin varies from red leathery hide to black scales and bony plates. His limbs are misshapen with arms too long and legs too short to even pass as human and his head sport two curling red/black rams horns over a heavy brow, glowing red eyes, twin almost reptilian slits where his nose ought be and a thin lipped mouth full of jagged teeth. His over-sized hands and fingers end in wicked black claws and his almost stunted legs in cloven hooves. Power Descriptions: Beyond his altered physiology Jersey Devil has no obvious powers. History: Anthony Bates has become the monster his parents took him to be at his birth. His mutations from the terminus energies were plain upon his skin at birth from the misshapen limbs to the odd hue hue of his skin to the small buds of horns on his forehead he looked every bit the part of some demonic force born into this world. While the authorities wished to study the infant his parents refused knowing in their zealotry exactly what sort of creature had been born to them and that it must be purified by the light of the their lord and savior. They kept him isolated and pushed more and more extreme exorcism rituals upon the child as he grew. Keeping him locked in a hidden basement room the rest of the time as they prayed for divine intervention. There was nothing divine about the intervention that eventually came to free Anthony. Providence and the fellowship had found out about the odd case through connections in the FAH and came for him not long after his thirteenth birthday. Bates has become Providences most loyal follower as he knows first hand what the humans fear can do to those who are different. Personality & Motivation: Tony has seen first hand the terrors normals can inflict on what they fear and don't understand and he won't be caged again. He is a true believer in Providences cause and a deeply damaged psyche angry and hurting from years of abuse. He is actually a relatively intelligent young man but uneducated and deeply mistrustful of anyone not part of the fellowship the only family he has known worthy the name. Powers & Tactics: In combat Jersey-devil is a terror a whirling mass of claws and fists and scales and hooves striking out at his foes with startling grace and accuracy. He uses his superior mobility to attack from odd angles and to trick opponents where he can. He isn't above using his fearsome mien to target weak wiled opponents and draw them off guard. Abilities: 14 + 14 + 10 + 6 + 0 - 4 = 40PP Strength: 24 (+7) Dexterity: 24 (+7) Constitution: 30 (+10) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 6 (-2) Combat: 8 + 8 = 16PP Initiative: +7 Attack: +4, +10 w/ Claws Grapple: +11 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -7 Saving Throws: 5 + 8 + 10 = 23PP Toughness: +10 [imp 5] (+10 Con) Fortitude: +15 (+10 Con, +5) Reflex: +15 (+7 Dex, +8) Will: +10 (+0 Wis, +10) Skills: 80R = 20PP Acrobatics 15 (+22) SM Climb 15 (+22) SM Intimidate 15 (+13) SM Knowledge: Philosophy and Theology 12 (+15) Notice 10 (+10) Sense Motive 10 (+10) Swim 13 (+20) SM Feats: 21PP Acrobatic Bluff Attack Specialization: Claws 3 Dodge Focus 6 Evasion 2 Fearsome Presence 3 Improved Critical: Claws 2 Move By Action Skill Mastery (Acrobatics, Climb, Intimidate, Swim) Takedown Attack 2 Powers: 5 + 3 + 5 + 5 + 3 + 9 = 30PP Damage 3 (PFs: Innate, Mighty) [5PP] (Claws, Mutation) Emotion control 2 (Extras: Aura, Area [10-ft. Burst, General], Duration [Continuous]; Flaws: Limited [Fear Only], Permanent, Range 2 [Touch]; PF: Subtle) [3PP] (Aura of dread, Mutation) Impervious Toughness 5 (PF: Innate; Drawbacks: Noticeable -1) [5PP] (Armored Hide, Mutation) Leaping 4 ( Running Long Jump 425', Standing Long Jump 213', High Jump 107'; PF: Innate) [5PP] (Strong Legs, Mutation) Speed 2 (25 MPH / 250 feet per Move action; PF: Innate) [3PP] (Animal Lope, Mutation) Super-Movement 4 (Slow Fall, Swinging, Sure footed 2; PF: Innate) [9PP] (Natural Grace, Mutation) Drawbacks: (-0) + (-0) = -0PP Abilities (40) + Combat (16) + Saving Throws (23) + Skills (20) + Feats (21) + Powers (30) - Drawbacks (0) = 150/150 Power Points
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Player Name: Angrydurf NPC (tier 2) Character Name: Firestarter Power Level: PL 12 175/175 Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Unspent Power Points: 0 In Brief: Psychotic Pyromaniac Terminus Baby Alternate Identity: Jeniffer Holmes Identity: Secret Birthplace: Freedom City Occupation: terrorist Affiliations: The Fellowship Family: Estranged Description: Age: 19 Apparent Age: (if applicable) Gender: Female Ethnicity: Caucasian Height: 5'6" Weight: 145lbs Eyes: Blue Hair: Strawberry blond A slender and athletic woman sheathed in a corona of roiling flame. When not in active flame on mode she appears to be an average attractive young adult on the street though with an intensity in her eyes that can be unnerving. Power Descriptions: Firestarter starts and controls flames. All of her powers revolve around using this to one purpose or another. She can project fires from any source as an attack either those she has created or those dancing around her body in combat. History: And some just want to see the world burn." Jennifer Holmes is a loosely leashed psychotic little more than an attack dog of the Fellowship but a potent one none the less. She has come to Providence's teachings from a neo anarchist ideology. She doesn't feel strongly about the whole idea of T-baby superiority but she knows she neither likes nor trusts authority and is a big fan of being a sovereign state in and of herself so long as that means she can act on her more outlandish urges with impunity. She however is well aware that she can't stand on her own against the world so she follows orders and keeps most of her darker tendencies in check, for now. Personality & Motivation: Firestarter is a dangerous Psychotic kept only vaguely in check by the leadership of Providence. Thus far her murderous urges have been largely kept in check but she constantly pushes the line and only timely intervention form heroes has stopped her death toll from rising to staggering numbers. Powers & Tactics: Firestarter is very upfront about her tactics. She arrives on the scene and tries to do as much damage as she can as quickly as she can. Her penchant for collateral damage has both compromised missions (when alerting heroes too soon) and saved them (When a burning building with civilians inside distracts heroes long enough to allow escape) Abilities: 0 + 0 + 8 + 0 + 0 + 6 = 14PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 18 (+4) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 16 (+3) Combat: 8 + 8 = 16PP Initiative: +8 Attack: +4 Melee, +4 Ranged, +10 Fire Array Grapple: +4 Defense: +10 (+4 Base, +6 Dodge Focus), +0 Flat-Footed Knockback: -12 Saving Throws: 8 + 10 + 10 = 28PP Toughness: +14 (+4 Con, +10 Force Field) +10 Impervious Fortitude: +12 (+4 Con, +8) Reflex: +10 (+0 Dex, +10) Will: +10 (+0 Wis, +10) Skills: 32R = 8PP Intimidation 12 (+14) Concentration 10 (+10) Notice 10 (+10) Feats: 9PP Dodge Focus 6 Improved Initiative 2 Startle Powers: 54 + 12 + 20 + 10 + 4 = 100PP Energy Control Array 24 (48pp array; Power Feats: Accurate 3, Alternate Powers 3) [54PP] Base Power: Blast 14 (Extra: Autofire; PFs: Indirect 3, Improved Range 2, Incurable) [48PP] (Fire blast) Alternate Power: Blast 14 (Extra: Area [70-ft. Burst, General]; PFs: Progression 4, Improved Range 2, Incurable) [48PP] (Fireball) Alternate Power: Dazzle Visual 14 (Extra: PFs: Indirect 3, Improved Range 2, Split Attack) [34PP] (Flash) Alternate Power: Strike 12 (Extras: Aura, Duration [sustained]) [48PP] (Flame Sheath) Flight 6 (500 MPH / 5,000 feet per Move action) [12PP] (Flame Jets) Force Field 10 (Extras: Impervious) [20PP] (Flaming Armor) Immunity 10 (all Fire effects) [10PP] Super-Senses 4 (Fire awareness [mental, Acute, extended, ranged]) [4PP] Drawbacks: (-0) + (-0) = -0PP Abilities (14) + Combat (16) + Saving Throws (28) + Skills (8) + Feats (9) + Powers (100) - Drawbacks (0) = 175/175pp
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Player Name: Angrydurf NPC (Tier Two) Character Name: Providence Power Level: 15 274/274 Trade-Offs: None Unspent Power Points: 0 In Brief: Traveler from a dystopian Future he will stop at nothing to prevent from coming to pass. Alternate Identity: Several all false Identity: Secret Birthplace: Freedom Arcology (the FUTURE!) Occupation: Terrorist Mastermind Affiliations: The Fellowship, the FAH Family: None Description: Age: 36 (By his personal timeline) Apparent Age: N/A Gender: Male Ethnicity: Indistinct, looks most like Asian/Pacific Islander. Height: 6' Weight: 170 LBS Eyes: Green Hair: Black with scattering of gray Providence looks to be a fit middle aged man of respectable if not imposing stature. His face is relatively free of signs of aging and his hair speckled with hints of grey in a distinguished way. He wears long sleeves and gloves at all times in public to hide his Cybernetic limbs and keeps his hair somewhat shaggy to disguise the telltale scarring of assorted cranial surgeries he underwent in his time. When not actively forwarding his goals he presents himself in tailored business suits, when representing the interests of The Fellowship (IE Terrorist actions) he has an apparently armored jumpsuit and harness containing his advanced future tech equipment. Power Descriptions: Most of Providences powers are related to the the weapons of war he brought with him when he fled the future. He has two cybernetic arms several cranial implants, as well as advanced armor and weaponry. His personal powers are more subtle and restricted at this point to minor personal speed increases. With extreme effort he is in theory still capable of grander manipulations of time but such is generally reserved for plot points. History: Providence is the Charismatic leader of the Fellowship and the shaper of their Ideology. It is from him that the others have taken up their evolutionary superiority ideals and more importantly it is Providence who has led them to the path of revolt against human authority. Providence's true identity is unknown even to the rest of the fellowship however. Providence has no given name only a serial number. In a dark future those with powers have been subjugated by those without. Any who rise to far above the average are removed from population and interned in government controlled advancement facilities where their talents and abilities can be mined and studied to produce advances for 'normal' humans. Providence was freed by an underground agency fighting against the regime for the equality of 'abnormals' as they were called in his time. In a failed assault on a major abnormal studies facility his cell was wiped out and he was about to be recaptured. In a desperate bid he attempted to overcharge his temporal control powers to get a 'do-over' nearly killing himself in the process and almost burning himself out completely. However his 'do-over' was more than he could have possibly imagined. He had shifted himself far enough back that he could prevent the imprisonment and subjugation of his kind. He is now a man on a mission to ensure that his dark future does not come to pass. At any cost. What Providence does not know is that all of this is a lie. His memories are not his own and the cruel experiments upon himself and others like him were preformed at the hands of Physician Friendly at Omegas express request. In the aftermath of the Terminus Invasions agents of Omega abducted Infants changed by the Terminus intending to create native agents in willing thrall to Omega. The experiment was a failure. But Providence showed such will that Omega took him and personally honed him into the weapon he needed. The other infants if lucky became Proles or Omegadrones. Providence had another destiny put upon him. His escape, the resistance, his near recapture and his 'time Travel' all were a carefully crafted facade. It was Omega all along guiding the lie to create the perfect weapon in his war on Prime. A native hero who would turn on Humanity like Centurion never would. A leader of men who would gather the superpowered to him and use them to ease the way unknowingly for Omegas inevitable return. Providence is no Anihilist, Yet. But he has the life experiences to become one should he gain the power to turn on his own world as the Anihilists must always do. His memories are absolutely real. His experiences were a grand facade but he experienced all of it and none but Omega knows his true purpose. Of course with Omega being so weakened by recent events there is a chance for others to turn Providence away from his path should they manage to discover his secret unknown even to himself. Personality & Motivation: The future from which Providence hails is one he will not see come to pass. He is ruthless and unyielding on his goals to prevent it but is in fact doing so out of genuine if misguided morality. He feels a strong kinship with others touched by the terminus as he reffers to the condition or in fact any who posses powers. If given the option he will avoid fighting or harming them but if they stand in the way of his attempts to prevent his future from coming to pass he will not hesitate to take whatever action is needed to achieve his goal. He carries himself with a calm self assurance and quiet grace rarely raising his voice or showing extremes of emotion. His will is however rock solid and unshakeable. Powers & Tactics: Providence is the brain and heart of the Fellowship. He is a careful planner and rarely enters the fray until he can do so to maximum efficiency. With a guerrilla fighters tactical training he has no qualms about retreating if the battle turns against him preferring to strike hard where the enemy is weakest and fade away when the enemies strength is brought to bear. His devices let him be a power on the field the equal of near any super of the modern era inf a straight up fight but his cunning planning assures he never has to face such uncertain odds. Abilities: 0 + 10 + 0 + 10 + 10 + 20 = 50PP Strength: 10/20 (+5) Dexterity: 20 (+5) Constitution: 10/20 (+5) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 30 (+10) Combat: 10 + 10 = 20PP Initiative: +13 Attack: +5, +15 Plasma Weapon Grapple: +20 Defense: +15 (+5 Base, +10 Dodge Focus), +5 Flat-Footed Knockback: -7 Saving Throws: 5 + 5 + 10 = 20PP Toughness: +15 (+5 Con, +10 Armor) Fortitude: +10 (+5 Con, +5) Reflex: +10 (+5 Dex, +5) Will: +15 (+5 Wis, +10) Skills: 152R = 38PP Bluff 16 (+26/+30) SM Computers 15 (+20) SM Diplomacy 16 (+26/+30) SM Disable Device 15 (+20) SM Gather information 10 (+20) Intimidate 20 (+30) SM Knowledge: technology 15 (+20) Notice 15 (+20) SM Sense Motive 15 (+20) SM Stealth 15 (+20) SM Feats: 30PP Attractive 1 Contacts Dodge Focus 10 Improved Initiative 2 Inspire 5 Leadership Luck 4 Master Plan 2 Quick Draw Skill mastery 2 (Bluff, Computers, Diplomacy, Disable Device, Intimidation, Notice, Sense Motive, Stealth) Well Informed Powers: 13 + 12 + 9 + 9 + 3 + 5 + 5 + 5 + 7 + 36 + 12 = 116PP Communication 5 (Radio; Extras: Area; PFs: Rapid, Selective, Subtle) [13PP] (Implant Radio, Technology) Comprehend 6 (Codes, Electronics 2, Language 3 [speak any one at a time, Understand all, R/W all]) [12PP] (Neural Interface Implant, Technology) Device 10 (50PP Container; Flaws: Easy To Lose; PFs: Accurate 5, Restricted 1 [Knowledge]) [36PP] (Plasma Weapon, Technology) Plasma Weaponry 24 (48 points; PFs: Alternate Power 2) [50DP] Base Effect: Blast 15(plasma beam; Extras: Autofire; PFs: Improved Range 3 [1,500' range increments]) {48/48} Alternate Power: Blast 15 (Extras: Area [60-75-ft. Burst, General]; PFs: Progression(Reverse Area) 3) [48PP] Alternate Power: Drain Toughness 15 (plasmafist; Extras: Affects Objects, Linked ; PFs: Extended Reach 2, Incurable, Precise, Split Attack 3) {37} + Strike 10 (plasmafist; Extra: Linked [Drain Toughness]; PF: Mighty) {11} {37+11=48/48} Device 3 (Armored Jumpsuit, 15PP Container, Flaws: Hard-To-Lose ) [12PP] (Technology) Concealment 2 ( Normal Vision; Flaws: Blending, Passive) [1PP] (Chameleon Circuitry, Technology) Immunity 4 (Critical Hits, Heat, Cold, ) [4PP] (Insulated, Technology) Protection 10 [10PP] (Armor, Technology) Enhanced Strength 10 (Drawbacks: Noticeable -1) [9PP] (Cybernetic Arms, Technology) Enhanced Constitution 10 (Drawbacks: Noticeable -1) [9pp] (Reinforced Skeleton/Cyber organs, Technology) Enhanced Feats 3 (Eidetic Memory, Fearless, Uncanny Dodge [Hearing]) [3pp] (Neural Implants, Technology) Healing 5 (Time Lapse; Flaws: Personal) [5PP] (Mutation) Quickness 5 (x50) [5PP] (Time Dilation, Mutation) Speed 5 (250 MPH / 2,500 feet per Move action) [5PP] (Time Dilation, Mutation) Super Senses 7 (Extended Vision 2, Extended Auditory 2, Infravision, Ultra Hearing, Ultra Vision) [7PP] (Cybernetic Senses, Technology) Drawbacks: (-0) + (-0) = -0PP Abilities (50) + Combat (20) + Saving Throws (20) + Skills (38) + Feats (30) + Powers (116) - Drawbacks (0) = 274 Power Points Notes: As an arch-villain he has quite a few more points to play around with than a fresh PL 15 Enough to place him closer to PL19. He however at best hits PL 15 caps and without his devices can drop to PL 5 Offensively and PL 10 Defensively. He may well engage some foes Sans Devices as well particularly if trying not to seem to be who he is. His skills and raw stats are what make him dangerous at this range to PL ~10s. With the Devices he is a full PL 15 with lots of extras to support the other members of the fellowship. Keep in mind however that he is likely to toy with or disable heroes with minimal harm done to them unless they pose a significant threat. He can tune down the settings on his gun to fire at lower accuracy and damage potentials and has IC reason to do so VS. other heroes. His primary role is as a leader figure for the Fellowship so he needn't be directly involved in all their capers.
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Initiative (1d20=3) Ace Danger Initiative (1d20+10=20) The Creature! For reference it is a geigeresque monster from mysterious dimensions beyond human ken. Many limbed vaguely insectoid but not right also surrounded by dimensional flux that causes it to seem to change shape and size and flicker in and out of existence.
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INITIATIVE Protectron 22 1HP Uninjured Large Robot #1 16 Uninjured Large Robot #2 14 Uninjured Harrier 10 4HP Uninjured Ironclad 9 4HP Staggered Small Bots 3 Uninjured Large Robot #3 3 Uninjured Protectron is up.
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Breaking away from the construction are about 20-30 smaller robots and three of the large ones like you faced in the hall. Go Ahead and roll initiative. Initiative Small Robot Minions (1d20=3) Initiatives Large Robots (1d20-2=16, 1d20-2=3, 1d20-2=14) Initiative Leader (1d20+17=19) For when he actually gets involved in the fight. Not currently visible or acting.
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The wall was very complete with few gaps at all and none that could fit even the detached head parts of Protectron. Yet he was able to glimpse what was being built within. Inside the cavernous room hundreds of Steam powered mechanoids toiled amid sparks and brilliant arcs of electricity. Towering Tesla Coils passed current through the air ripe with ozone, Jacobs ladders sparked and spat energy skyward, and dominating the center of the chamber stretching up towards the now torn asunder roof were two towering pillars on iron wrapped in coils of copper wire. Moments after humanities robotic protector took all this in the wall finally gave way to the combined might of Ironclad and 'Caradoc'. With a thunderous crash the wall came apart spewing shrapnel in all directions and briefly filling the corridor with a cloud of dust and smoke. A piercing shout could be heard from within, "STOP THEM! MY WORK MUST BE COMPLETED!" followed by the heavy foot falls of steambots large and small moving to engage the heroes!
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Ace shook his head ever so slightly at the doctors somewhat defensive response though he had to admit he hadn't been at his most tactful in his initial foray he still had little idea how much the controlling entity had left in Archevilles memories. "I apologize Victor." he said simply as he held up a hand to calm the doctor he hoped. As the hand dropped he looked directly into his friend and sometime teammates eyes with a gaze that for once carried the weight of his many years. "I do not mean to attack you nor to call in question what you must to do cope with what you were forced to do." Gaze linger on the Doctor he continued to explain himself and his presence here in hopefully more diplomatic terms. "We do help people Victor. But you must look at the how and the why." The legendary adventurer looked to the window with a wry smile, "Both our fortunes combined could do little but put a dent in suffering of the world that wrought by your Other and that wrought by petty men the world over." he mused with a sad sigh, "By all means help those in need but think if you are truly doing the most you can to help by setting up foundations and digging up victims families." He turned back to Archeville, "And think long on your purpose, when we first met you explained your impetus in heroics was in part to prove your name free of the taint of your grandfathers," he paused with the discomfort of one who had seen it first hand, "Research." "Victor," he said gently, "You have within you the heart and genius that let you be one of the greatest heroes this world has known." His piercing gaze remained fixed on the doctors own, "Don't rob the world of that out of guilt for that which you could not control."