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angrydurf

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  1. "Well no one can doubt his devotion to his distinct style." Ace agreed as Bombshell headed across the hard water gangplank. He paused as he tried to recall if he was still a wanted man on Socotran soil but shrugged as tat was more a problem to deal with later. Wouldn't be his first time in one of Typhoons cells after all. Ace smirked lightly to Cannonade, "Absolutely though what is defined as under-dressed may be a bit different than you are accustomed." he suggested with a small carefree laugh. "I think at worse we'll be treated to a droning speech about the decline of society when such garb is considered 'heroic' in these times." the elder hero offered with a shrug that left unclear if he shared such beliefs. That said Ace slipped a small ring onto one finger and headed across the bridge with a confident smile.
  2. Sorry I think I was unclear on that. The check is 12d0 + str mod. + SS ranks. So for torque 1d20+13+2 or 1d20+15 if I read his sheet right. So with that Roll it would be a 23 total. This isn't really a binary succeed fail kinda check more a staged deal the better you do the more you slow the plane so re-roll if you want. Blueshift and Supercape lemme know if you want to try anything as well.
  3. Ace will burn an HP for beginners luck to get +5 to his Pilot skill. Pilot check for crash landing: 1d20+5=24 Near success! The plane is in danger of colidign with a building if not slowed. Torque give me a straight up strength test (+superstrength) to help slow the plane before it hits a building.
  4. At the controls of the Danger!-jet Ace Danger let out a small cheer as the clouds cleared revealing an escape from the impossible place between worlds into which he had stumbled. All his instruments of course were still spinning wildly but given the fluctuations of the space time continuum such a breach was bound to create that wasn't so unexpected. This in his head said in his best Dr. Archeville voice. He paled slightly as the walls of the skyscrapers of midtown loomed into view, well he was no quantum scientist how was he supposed to aim a jury rigged dimensional portal accurately. Math never had been his strong suit. Gritting his teeth he wrestled with the controls trying to keep the plane level, with one engine already down he wasn't able to gain altitude the best he could hope for was a 'safe' landing in the street. Drawing on years of experience if not expertise he deployed the flaps and began to engage the airbrakes. The jet shuddered under the strain as it sped past Supercape the famed hero at the controls struggling to keep the nose up as the plane made its too rapid descent. The atomic hero's protections did seem to deflect teh worst of the supernatural energy arcs wending their way toward the plane but did little to stabilize its flight.
  5. Ace hasn't been seen in freedom for nearly a year but he's well known for dropping off the map for extended periods. No need to stat it all out. You can get the info I mentioned above from it.
  6. Ace produced a heavy duty looking pair of handcuffs with etchings of electronics along them from a pocket of his jacket with a dramatic flourish as Midnight vanished. "I may be a bit rusty on international law but I believe the French Authorities have first crack at this fellow." he said as he quickly secured the prisoner with hands behind his back. "Though I assure you the French will likely take just as dim a view as you of this fellows actions." he explained with a laugh, "There is some history there if memory serves." with a final twist and key entry there was a quiet hum as the nullifying cuffs kicked into action. Looking to Cannonade Ace gave a small nod, "Care to see to it that the prisoner is well looked after?"
  7. Alright to keep things moving beating the spot check lets you take note of the much scuffed and scraped lettering along the side of the damaged jet reading "DANGER!" In bold red letters outlined in a golden yellow, revealing the strange Craft to in fact be the Danger!Jet flying chariot of globe trotting adventurer and hero Ace Danger.
  8. I'd like to cram the vehicles in as well but given the lack of use for them in most FC roles its hard to justify. Danger-Jet [55EP] Strength: 40 [0EP] Med Load: 16 tons Speed: 8 (flight, Subtle) [17EP] Defense: 7 [1EP] Toughness: 13 [2EP] Size: Gargantuan [3EP] Features: Computer [1EP] Communications [1EP] Living Quarters [1EP] Navigation System [1EP] Remote Control [1EP] Smokescreen [1EP] Powers: Immunities: Life Support(for passengers) [9EP] Danger-mobile [23EP] Strength: 30 [2EP] Speed: 6 (Speed) [6EP] Defense: 10 [1EP] Toughness: 10 [1EP] Size: Large [1EP] Features: Alternate movement Flight 3 [1EP] Alternate Movement Swimming 6 [1EP] Caltrops [1EP] Communications [1EP] Disguise 2 [2EP] (Sleek Sports car, Beater, Danger-Mobile) Jumping Jacks [1EP] Nitro-Boosters [1EP] Navigation System [1EP] Oil Slick [1EP] Remote Control [1EP] Smokescreen [1EP] Tire Inflators [1EP]
  9. /me is pretty sure he will be a man who was killed by a pissed off leopard.
  10. So goals of the rebuild. Trim some fat from the feats. There were some things that just didn't come up often enough to justify namely teamwork and the quickchange 2 +high disguise skill to do the master of disguise thing. Secondly Ace was never really supposed to be a martial artist type but he slowly morphed into one from me pushing on hitting caps. Dropped all the attack focus/specialization, for straight attack as thematically he's supposed to be a well rounded expert in many forms of combat not just fisticuffs. Also wanted to get his stats to a more uniformly high state. He's not super human but he's experienced and very fit. This also better allows him to take advantage of Jack of all trades and Beginners luck. So what did I lose in the process? PL mostly. Without Gadgets set to weapons or armor he's at PL 10 Defensively, PL 8.5 Offensively. Gotta say not super satisfied with that but gadgets help and allow me to get at least one or the other to PL caps. Example Gadgets Melee Weapon: Strike 9 (Feats: Mighty) [10pp] (Brings him up to PL caps offensively at attack +10 DC +16 w/sneak attack, examples include; magic sword/axe/hammer, Alien Force weapon, Medallion of the Iron Fist) Ranged Weapon: Blast 5 (Brings him to PL 8.5 offensively at range, examples include; Lightning projector, Blasting rod, Ray Gun) Full action Ranged Weapon: Blast 10 (Flaws: Action: Full) (PL 10 offensive caps from range, Examples include; armor Piercing RPG launcher, Holocaust cannon, Collapsible rocket launcher) Protection Items: forcefield 6 (Extras: Impervious 4) (Defensive caps with a toughness shift; Examples Include; Force-field generator, Body Armor if protection instead of forcefield) Protection 3 Linked: Shield 3 (Brings him to unshifted defense caps with 4pp for utility Items; Examples Include; Protection Charms, force shield) Utility: super senses 4 (assorted goggles visors, glasses and gems of seeing) super movement 1 (Swinging) Linked: Speed 3 (Grapple gun) immunities 4 (Protective charms, Gas masks, nullifier fields) Create Object 10 (force generator, prayer scroll of warding)
  11. In which I tweak my characters in some hope of squeezing PP from a stone... Ace Danger Rebuild Complications: Disarmed!: Aces gadget power is hard to lose as he has to be stripped of all of his devices to completely lose access. However many of the individual items are hand held and can be disarmed as normal. Fame: He is The Ace Danger Honor: A Product of an earlier age Ace sees the world as very black and white and hile not an 'honorable foe' in the traditional sense given his predilictions for trickery he has firm lines regrarding right and wrong. Reputation: It Precedes him. He is known as a wastrel and a libertine as well as a dangerous and clever foe villians trying to make a name often may try to 'Prove' themselves against Ace. Enemies: Ace has made alot of enemies over the years and any number of them would love a chance at taking a shot at the legendary hero. Abilities: 10 + 10 + 14 + 10 + 10 + 14 = 68PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 24 (+7) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 24 (+7) Combat: 20 + 8 = 28PP Initiative: +5 Attack: +10 Melee, +10 Ranged Grapple: +16 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -5 Saving Throws: 3 + 5 + 5 = 13PP Toughness: +10 (+7 Con, +3 [Concealed Vest]) Fortitude: +10 (+7 Con, +3) Reflex: +10 (+5 Dex, +5) Will: +10 (+5 Wis, +5) Skills: 112R = 28PP Acrobatics 10 (+15) Bluff 18 (+25) Diplomacy 7 (+14, +20 with Wealth) Disable Device 15 (+20) Gather Information 7 (+14, +20 with wealth) Language 10 (Cantonese, Dakanan, French, Tibetan, German, Atlantean, Spanish, Russian, Navajo, Arabic; English is native) Notice 15 (+20) Sense motive 15 (+20) Stealth 15 (+20) Feats: 34PP Beginners Luck Benefit 3 (Wealth 3/Filthy Rich) Connected Contacts Distract (bluff) Dodge Focus Equipment 5 Hide In Plain Sight Improvised Tools Inspire 5 Jack of all Trades Leadership Luck 4 Power Attack Redirect Set-Up Skill Mastery (Bluff, Notice, Sense Motive, Stealth) Sneak Attack Taunt Uncanny Dodge (mental) Well Informed Powers: 14 + 3 + 12 = 29PP Gadgets 2 ( Extras: Action: MoveFlaws: Hard to lose ) [14PP] (Whats in his Pockets!) Immunity 3(Aging, Disease, Poison) [3PP] (Immortality, Magic) Regeneration 10(Disabled 4 {1/5 minutes}, True Resurection 6{1/5 minutes}Feats: Persistent, Regrowth) [12PP] (Immortality, Magic) Drawbacks: (-0) + (-0) = -0PP None Abilities (68) + Combat (28) + Saving Throws (13) + Skills (28) + Feats (34) + Powers (29) - Drawbacks (0) = 200/200 Power Points
  12. Well if you get some kind of analytical dimensional sense you can tell that this is pretty much a "natural" dimensional rift or at least that it is chaotic and unstable enough that if it isn't it's being generated by some pretty jury rigged mechanism. Regardless the point of origin is on the other side.
  13. GM As the heroes arrive and approach their electronic equipment begins to send out all sorts of spurious signals and errors. With redundant systems and error correction it doesn't damage anything or reduce their efficacy but certainly adds to the overall strangeness of this event. Communications systems and even Cell phones in the area will crackle to life with broken messages that sound vaguely like distress signals in some cases. Soon the lightning strikes begin to intensify and people flee their vehicles running for shelter in buildings as the astringent scent of ozone fills the air and a pulsing energy seems to fill the area. Suddenly the center of the cloud begins to collapse inward forming a swirling maw filled with arcs of red and purple lightning. With a flash and a booming roar of thunder you will all note the nosecone of an aircraft emerging from the vortex the craft obviously heavily damaged and nearly out of control.
  14. Blueshift: That's no Storm! Despite the obvious visuals and effects there is none of the pressure variations or radar/infrared signature that a storm of this magnitude would normally display. Visually it is also highly localized. There is pretty limited data available on whether villains like Dr. Stratos' storms show up on dopler etc. but Supers both villainous and heroic are the primary examples of storms this localized that your research turns up. As you approach closer your electronics start to show alot of obvious false readings. Pop culture turns up that many of these phenomenon have been recorded as part of the "mysteries of the Bermuda Triangle" but are usually attributed to equipment failure or other such explanations. Supercape: You too will note that you are not getting the radar feedback you would expect from a storm such as this suggesting a supernatural origin. Additionally you will note strong high energy EM fields pulsing in the center of the "cloud". Torque: Likewise none of your suits sensors are showing the normal readings one gets off a storm. High likelihood of supernatural origin. Additionally you all have plenty of senses to notice one another and meet up if you choose. Beyond that you all if you wish can get some idea that this effect seems to be extra dimensional in origin, perhaps some sort of rift or portal? Need Notice checks from Torque and Supercape. DC 25
  15. Ace was seemingly unperturbed by the sudden spurt of violence and chaos aboard the plane, whether due to an unflappable nature, a good poker face, or most likely living a life where a trans-Atlantic flight without interruption by the powers of evil was the exception not the rule was anyones guess. He shrugged lightly to his companion, "Counting has never been their forte." he mused quietly, "Most still think they're on three." As the exceptional young woman wrenched the door back into place he slowly stood the wind now not so much an impediment. "Why Princess I do believe your father has managed to collect an enemy I like less than him." he declared casually as he eyed the ubersoldaten. "Hair hasn't grown back yet?" He inquired voice full of mockery, "Well it's not so bad your head isn't that misshapen I suppose." he drove home trying to keep the furious nazis attention where it belonged on him rather than on his mission or the rather hulking fellow who had tackled him.
  16. Alright Move action: Quick Feint set-up for Cannonade. Standard: Distract (Bluff) Skill mastery both for DC 34 on each
  17. Ace Danger League Rebirth Invisible Horizons (Also GMing) GM Invisible Horizons Power Struggle!
  18. Invisible Horizons, Midtown. IC: viewtopic.php?f=12&t=5734 OOC: viewtopic.php?f=12&t=5733
  19. GM The skies over midtown suddenly grew dark, heavy thunderheads seeming to appear out of nowhere. St. Elmos Fire arced along the sides of buildings and the lights in the high rises and famed millennium mall Flickered and dimmed ominously. throughout the city of Freedom those who monitored such things would note a large build up of extra dimensional energies in the region and race into action. As the bizarre rainless storm grew cars and electronics in the streets and homes below went haywire as lances of strange green lightening struck out seeking ground. In the streets people climbed from their cars and stared up at the ominous portent wondering what new threat loomed over their fair city and hoping to catch a glimpse of one of the cities famed defenders spring into action.
  20. Supercape, Blueshift, and Torque respond to a dimensional anomaly in midtown and track down an escaped creature. May be a special guest star or two. You each for the purposes of this thread have some kind of equipment either on your person or in your Lab/HQ that detects inter-dimensional fluctuations that tells you something big is about to go down in Midtown. For cinematic ease you all will arrive at about the same time differences in travel powers accounted for by how early a warning you got. Regardless you have just enough time to get in costume and there once you get the warning. I'm aiming for like Early august with this and will default to August 1st but I know the timeline is snarled so lemme know if that'll be an issue for anyone.
  21. Alright gonna be Supercape, Blueshift, and Torque on this one for the best fit. I'll be post a link here when it's up.
  22. righto. Ace can't fail the Gather info check, nor the fort save. The others uhm. Ace will remain seated for the time being. Being belted in in no way impinges upon use of his greatest weapon. Initiative 1d20+0=1 Uhm... Ace goes last. Glad to get that roll out of the way.
  23. Doktor'd Alright I dunno who I was kidding with bringing back only one character (and not the one closest to gold at that!) I'd like to unarchive Phalanx and make a few edits given the passage of time. To start with A few Complications are gonna go Bye Bye. Holding Back and Teenager gotta go, He's a MAN now. (By most metrics at least) Remove the Young Freedom part from his responsibility while still close to his friends it's less likely to catch him up in things now. Add; Responsibility: FCFD (He's an active duty Fireman in his civies so that can sometimes conflict with hero work) On to Points! I has 5 to spend. I'd like to buy two ranks of attack Focus: Melee (Bringing his Melee up to 12) for 2 PP 3pp to spend Remove Equipment Feat (No longer part of YF so no communicator or HQ) to get back 1pp 4pp to spend I'd like to buy a rank of his strength/laser vision array Bringing that up to Array 13 With Enhanced Strength 26 and Blast 9 (making Strength 18/44 +4/+17For a 2pp Cost Array 13 (26pp; Power Feat: Alternate Power 1) [27pp] BE: Enhanced Strength 26 AP: Blast 9 (Energy vision; PFs: Precise, Accurate 6, Improved Range 1{200' Increments) [b]Array 13[/b] (26pp; Power Feat: Alternate Power 1) [27pp] BE: [b]Enhanced Strength 26[/b] AP: [b]Blast 9[/b] (Energy vision; PFs: Precise, Accurate 6, Improved Range 1{200' Increments) 2pp to spend Raise Paragon Array 1 rank for 2pp Paragon Array 11 (22pp; Power Feats: Dynamic, Dynamic Alternate Power x5) [33pp] DBE: Flight +11 DAP: Quickness 22 DAP: Speed 22 DAP: Space Travel +22 DAP: Super Strength 11 DAP: Immovable 11 (Extras: Unstoppable) [b]Paragon Array 11[/b] (22pp; Power Feats: Dynamic, Dynamic Alternate Power x5) [33pp] DBE:[b] Flight +11[/b] DAP:[b] Quickness 22[/b] DAP: [b]Speed 22[/b] DAP: [b]Space Travel +22[/b] DAP: [b]Super Strength 11[/b] DAP: [b]Immovable 11[/b] (Extras: Unstoppable) Dropping me to 0 PP left to spend. Doktor'd
  24. I would guess that your best option is a Continuous Innate Create object with a water descriptor. Then take a complication that your created objects lose cohesion (though the water remains) when you stop sustaining them. Refs MAY go for a low cost drawback for the same thing but you'd probably be better off getting the HP when your water wall goes splat due to stun then the extra PP at character creation.
  25. First is Continuous Inate Create object. Maybe with a Complication that without your concentration it is just water and will thusly flow away to wherever water would flow given terrain. Second is just straight Create object with water as the medium Third is a blast with water descriptor (Possibly linked to a trip power or knockback extra to represent people getting knocked over by said water) Fourth is actually doable just with the standard create object mentioned above. and so forth. Basically Create object does not just create the substance it creates basic shapes out of the substance. Those shapes are maintained for the duration of the power at which point the shapes and their substance vanish. Continuous allows the shapes and substance to remain until you dismiss them or they are nullified, Innate means they can not be nullified. In both cases they unless dismissed or nullified standardly they retain both the substance and the shape. Just because your substance is a liquid does not mean you need an additional power to get it to retain its shape that is part of the core power and is in fact a possible Complication/drawback if losing concentration causes it to lose its shape. IE: You create a wall of water to protect some civilians from the terrible attacks of a villain. The Villain stuns you and the water collapses into a giant puddle allowing him to get at the civilians. Though there is some flexibility and some GMs would allow water created to stick around as much as it would given terrain even without continuous as it's not holding shape any longer. Though thats a ref call as to how it would work here.
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