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angrydurf

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  1. The script the name of a Japanese tech firm, if you do even a little digging you'll find that a truckload of microprocessors from the company was stolen a week or so ago. Nothing terribly exciting, parts for like clock radios or those little AM/FM radio headsets that never actually work. The papers look to be lists of names and addresses, they look to be gathered from different sources. If you go and look under the papers there's a class list and what looks like surveillance pictures of the students on the list. Given Docs big ol brain and the fact that he sent an agent there recently he'll recognize it as claremont Academy. There are also several cunningly forged notices canceling a filed trip to ASTRO Labs but none of the ones here have names filled in.
  2. Reflex then Toughness saves (1d20+10=16, 1d20+8=26) So he fails the reflex but passes the Toughness unharmed.
  3. Zealot muttered a quiet prayer of protection as the witch caught sight of him. He had clearly been to lax after so easily catching her unaware last time. He stepped back letting the shadows envelop him only to emerge within the gloom of their bewitched glade. He understood the risks inherent in attacking a witch on the ground of their choosing but with the life of an innocent hanging in the balance his hand was forced. He burst forth cracking Witchbreaker in the vile sorceress's direction to keep them away from the child as he tucked and rolled to his feet having snatched it away from their ritual preparations. "You will not feast on innocent blood this night foul witch." he decried as he clutched the infant to his breast as it began to wail. "I will not stand by and let your blasphemous touch harm another." he challenged his scourge ever moving before him prepared to deflect whatever sorcerous vileness they directed at him and the child he had rescued from their dark ritual. He kept his eyes on the women as he whispered soothingly to the baby, "Hush now, I'll protect you from the witch and her thrall, the Order will see you raised to Righteousness."
  4. Alright he can tell Phantom spotted him but doesn't think Stesha has. Move action: TP through the shadows (which you are so conveniently lurking in) Standard Action: Make a grab for Jack Jr. Since he's not being held unless one of you has interpose to jump in the way of his grab he'll succeed in grabbing the baby. Free Action: Monologue about your wicked ways.
  5. Sense Motive vs. Bluff (1d20+11=27) Since I think that Stesha is planning on trying to "play it cool"
  6. Alright you both spot him lurking in the shadows a good 20-25 feet away. Initiative! Zealots Initiative: (1d20+9=14)
  7. As the decorating work finished up Mike stepped out the back and in a flash streaked across the city to his room at Claremont where his Tux awaited. It had been no mean feat to track down one that was well fitted in the first place. If he had been a more forward thinking type he might have bought instead of rented but somehow he still hadn't really processed that he would have many uses for one beyond tonight. With a burst of superhuman speed he traded out his faded jeans and t shirt for the fine suit and with a quick hand fixed his hair before launching himself back towards the venue arriving back in less than a minute to meet Alex on the dance floor corsage in hand as he approached with a wide smile. "I think everyone will be suitably impressed." he said jovially as he pulled the delicate bundle of flowers from ifs container and offered to pin it for her.
  8. Phalanx made a slight adjustment to his course and scooped Alex into his arms before looping around to drop her off clear of the blast zone but near the others. He clicked over his com quickly, "I'll see if I can make out anything but I don't think I'll see anything Psyche and Hellion didn't." he replied to Wander as he shot upwards to see if he could make out anything of use. As he sped through the atmosphere he added, "Hellion Port up to meet me and we'll see what we can do about this thing."
  9. Phalanx ... And I'm a Mutant. No Mercy (1 post) No Mutation Without Representation (1 Post) Simple Plan (Closed 17posts) Summer Job Listing High Noon Save Tonight News Posts +1 For Vingette Ace Danger What Was Old Is New Again GM Posts The Games Afoot (1post) So We Meet Again (4 posts) Three Generations
  10. If my calculations are correct I'll be hitting platinum this month so this'll be character number three.
  11. Ouroboros Power Level: 12/15 (250/250 PP) Trade-Offs: None Unspent Points: 0PP Alternate Identities: Jack Huang Faretti (Junior) Height: 6'1"" Weight: 180 lbs. Hair: Black Eyes: Blue (glows Red when angry) Description: Jack hopes to have inherited his fathers height though on a more fine boned frame though time will tell as he is still trapped in his sixteen year old body at this point. He tends to compensate for his lighter weight build with bulky or flowing clothing that can make him look larger than he is. He has his Mothers dimples and a distinctly Asiatic cast to his features though sharpened just enough to break out of really looking like a specific ethnicity of the region. His general avoidance of the sun has left him pale but it seems to suit him well and lacks the sickly or corpsen cast that many full vampires take on when underfed. His hair is dark and straight, styled simply back to keep it out of his face. Though he easily passes for human and living to casual examination he does had a significant tell in his elongated canines, while not extended to the full length of a vampire in feeding mode they are beyond the norm for human. The majority of his powers are basic hermetic magic the purely magical energy's usually taking on a blue-green tinge and more obvious elemental energies looking like normal examples thereof. The exception is his one spell drawing off the darker aspects of his nature and mirroring the effects of his bite enhanced with his own skill at spell-craft which is a spell of mottled red and black suffusing both his target as well as himself as he mystically feeds on their life force to restore his own injuries. History: Jack's birth was something that should not have been able to happen for many reasons and yet it did. The child of the nearly human Chosen of Heshem and a powerful vampire his birth was heralded by assaults from none other than Dracula himself. Needless to say as the child of two of Freedoms more potent Heroes his childhood was anything but normal. While they protected him from the worst of it and then some he was no normal child. His sitters even in infancy were often heroes in their own right and he never attended any normal form of schooling instead moving from one specialized school for the "gifted" to another until he began to attend the Claremont Academy. Despite his pedigree his powers were relatively minor. As an entity likely immortal he did not develop apace. None the less he was not suitable for normal schooling either. He did well in his studies however and received valuable training while attending Claremont. After graduation some strings were pulled and he began to study under Adrian Eldricht, perhaps in time to be come the master mages chosen successor. His skills with the arcane flourished under the Master mages tutelage and he really began to come into his own. It was then that disaster struck. The crime league attacked major cities the world over holding billions hostage with nuclear devices. Fast action from assorted heroes uncovered and disarmed all but one. In Freedom City the Hiroshima Shadow finally lost itself to its madness and supercharged the device detonating it before the heroes of the league could reach it. Behind the mystic portals of the master mages demesne Jack should have been safe but then something extraordinary happened. In the moment of the blast something else took hold of the city slicing through the careful wards and dimensional barriers of the Archmages home. As the strange effect began to take hold Jack slid reflexively into the void for safety. He found himself unable to return. Some force had locked that time and place away from him. With some effort he was able to trace some element of the effect and in time wrestle his way through the barriers between worlds as well as times and emerged nearly twenty five years earlier. He's uncertain what exactly happened in the future but he knows that it goes well beyond anything so mundane as a nuclear blast. Jack does not know what time he has emerged into and is still uncertain what this place will hold for him. His first order of business is to return to his families home from there perhaps he can reach Eldricht for advice or aid. When he discovers the world he has entered of course that may all change. Well that was what he told his parents at least when he found his way to the Mansion once more. The truth of a ritual misshap whilst working on spells he was forbidden to, was rather less mysterious and far more likely to result in grounding or worse a tightening of their already restrictive rules about his safety. Hiding behind a carefulyl crafted illusion and using what he knew of recent events in the city he crafted a new more mature persona. It lasted a good long while as he continued his studies in peace hoping to at the least undo the damage done by his initial botched ritual. However years later his ploy was revealed quite on accident when a Magic Eating beasty escaped his mothers care and in the course of its rampage destroyed his disguise. Revealed to be a boy of no more than sixteen the lies came charshing down along with rather harsh censure from his parents at the whole debacle. The worst of it is over and though he claims he is somehow time locked and not aging since his arrival there is no way to be sure it was not an errant tween with too much power that first arrived four years ago. He has been sent to attend Claremont much to his chagrin despite his protestations he would learn better at home or in the field. Update 07/2019: Having completed both his education at Claremont and the tutelage of Phantom Ouroboros has been elevated to replace the former in her role as Chosen of Heshem and Guardian of hte Void with Phantom stepping into the role of Master mage. He has grown as a magician and his knowledge of hte arcane and other dimensions has few rivals. The young Dhampir has embraced this new role with zeal while putting his own mark on the duties of extra-dimensional protector. His personal life has grown as well as he has made allies both among his fellow former students he might call upon in times of need and closer relations with other heroes as well particularly the returned Set. Personality & Motivation: Huang is still young and has a rather sharp wit and sometimes dark humor. He knows he's more intelligent then many and better trained in the arcane arts than most, his confidence has little hubris though as he knows enough to realize just how little he knows but doesn't let that stop him from taking a more active role in heroic events. Jack is a second (arguably third, if you count Hong Kong Harry of the Jungle Patrol) generation hero. In many ways its in his blood as much as his predators instincts and connection to the mystic realm of the void. His life thus far has been a relatively coddled existence. Due to his unique nature he grew up in very real danger of being assaulted or kidnapped by one faction or another or even as a strike at his parents and was thus kept from much of their activities. A fact he often resents. When he found himsel distimed he saw it as an opportunity to prove himself and resents that with the collapse of his disguise he is being sent off like an errant child to attend Claremont. Powers & Tactics: Huang is first and foremost a Mystic. He harnesses arcane forces to his command. In addition to his studies of magic he has developed several abilities of his birthright. As yet his Vampiric abilities are a lesser part of his arsenal but they serve as a dangerous surprise for any foe that makes the mistake of thinking him helpless without access to his spells. In a combat situation he prefers to remain hidden either with stealth or an invisibility spell before attacking where he can do the most good. He prefers to remain at range and utilize his magic to arm and hinder his foes or aid his allies. If cornered he'll try to escape either with mist form or attempting to flee to the void. He will use terrain and his abilities to control and move about the battlefield to his advantage and to disorient his enemies. Complications: Chosen: Being the Chosen of Heshem makes Ouroboros a target for those seeking to influence across the barriers between worlds. It also means he must put those duties ahead of many others, despite what his wishes might otherwise be. (Gain HP for being targeted when not the primary threat or when his duties demand he take actions for the good of the dimensions that may interfere with other goals in a thread.) Dhampir: Vampires want to kill or use him, and those who hunt vampires will still see him as an abomination. Fangs: He has them. They don't retract. It makes blending difficult. From the Future!: Jack knows the dangers of mucking with time, and while he'd like to go back to his time eventually, he'd rather it not be as a prisoner of the Time Keepers. The GM can say certain things "have to happen" and Jack will likely let them for the sake of the future. It Burns Like Hygiene!: Jack is very uncomfortable in direct sunlight. It causes him no real harm, and won't rob him of most of his powers, but he avoids it none the less. Parental Units: He has them. They will likely muck with his life, and their enemies will (of course) become his, one way or another. ABILITIES: 16 + 6 + 16 + 6 + 8 + 6 = 58PP Strength: 26 (+8) Dexterity: 16 (+3) Constitution: 26 (+8) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 16 (+3 COMBAT: 16 + 12 = 28PP Initiative: +3 Attack: +8 Base, +12 Eldritch Blast, Mage Hand, Vampiric Touch Defense: +12 (+6 Base, +2 Dodge Focus, +4 Forcefield), +3 Flat-Footed Grapple: +16, +24 Mage Hand Knockback: -6/-4 (with/without forcefield) SAVING THROWS: 0 + 0 + 8 = 8PP Toughness: +12 (+8 Con, +4 Force Field) Fortitude: +8 (+8 Con, +0) Reflex: +3 (+3 Dex, +0) Will: +12 (+4 Wis, +8) SKILLS: 108R = 27PP Bluff 3 (+6, +10 w/ Attractive) Skill Mastery Concentration 6 (+10) Diplomacy 3 (+6, +10 w/ Attractive)Skill Mastery Gather Information 2 (+5) Intimidate 17 (+20)Skill Mastery Knowledge (Arcane Lore) 17 (+20)Skill Mastery Knowledge (Cosmology) 17 (+20)Skill Mastery Languages 7 (Ancient Egyptian, Atlantean, Cantonese, English [Native], Latin, Lemurian, Mandarin, Old Slavic) Notice 6 (+10)Skill Mastery Search 7 (+10) Sense Motive 6 (+10)Skill Mastery Stealth 17 (+20)Skill Mastery FEATS: 14PP Attractive Dodge Focus 2 Eidetic Memory Equipment 2 Hide In Plain Sight Luck 4 Ritualist Skill Mastery 2 (Bluff, Diplomacy, Intimidate, Knowledge [Arcane], Knowledge [Cosmology], Notice, Sense Motive, Stealth) Equipment: 10EP = 2PP The Unbound Oubliette (HQ) Size: Medium [1EP]; Toughness: 10 [1EP]; Features: Concealed, Isolated, Library, Living Space, Personnel, Power System, Sealed, Self-Repairing [8EP] - [Total 10EP] POWERS: 4 + 12 + 35 + 8 + 10 + 3 + 4 + 14 + 18 + 7 = 115PP Concealment 4 (No Reflection; All Visual Senses, Extras: Duration [Continuous], Flaws: Limited [Machines], Permanent) [4PP] (Vampiric) Immunity 12 (Child of The Void; Aging, Dimensional Effects, Life Support) [12PP] (Dimensional, Magic) Magic 15 (30PP Array, Feats: Alternate Power 5) [35PP] (Magic) Base Power: Blast 12 (Eldritch Blast; Feats: Accurate 2, Affects insubstantial 2, Variable Descriptor 2 [Any Magic]) [30PP] (Magic, Variable) Alternate Power: Create Object 13 (Force Constructs; Feats: Affects Insubstantial 2, Selective, Tether) [30PP] Alternate Power: Damage 12 (Vampiric Touch; Extras: Alternate Save [Fortitude], Vampiric, Flaws: Action [Full], Feats: Accurate 2, Affects Insubstantial 2, Extended Reach 2 [15ft])[30PP] Alternate Power: Move Object 12 (Mage Hand; Feats: Accurate 2, Affects Insubstantial 2, Precise, Indirect 1) [30PP] Alternate Power: Super Movement 3 (Banish; Dimensional Movement 3; Extras: Attack +0, Attack 13 [to DC 16]{26}, Continuous, Alt Save Will +0; Flaws: Limited [non-prime natives to home dimension only], Distracting; Feats: Affects Insubstantial 1 ) [30/30AP] (magic, dimensional) {0 net PP} Alternate Power: Teleport 10 (Void Portal; 2,000 miles, Extras: Accurate +1, Dimensional +1, Portal +2; Flaws: Long Distance Only -1, Action (Standard to Open Portal) -2) [30PP] (Magic, Teleportation) Protection 4 (Force Field; Extras: duration(sustained) +0; Feats: Dodge Focus4) [8PP] (Magic) Regeneration 8 (Child of The Void; Recovery 2 [+10], Bruised 1 [1 Round], Injured 2 [5 minutes], Staggered 1 [20 Minutes], Disabled 1 [5 hours], Resurrection 1 [1 week], Feats: Persistent, Regrowth) [10PP] (Dhampir, Dimensional, Magic) Super Movement 1 (Return To The Void; Dimensional Movement 1 [The Void], Feats: Innate) [3PP] Super Senses 3 (Mage Sight; Magic Awareness [Visual], Analytical 1, Tracking 1 [Half Speed]; Feat: Dimensional) [4PP] Super Senses 14 (Watcher at the Gates: Dimensional Awareness [Mental], Acute 1, Accurate 2, Analytical 1, Radius 1, Ranged 1, Tracking 3 [All Out Move], extended 4 (100,000'/19 mile Increments) [14PP] (dimensional) Vampire Array 5 (Vampiric Power; 10PP Array; Feats: Alternate Power 2, Dynamic Alternate Power 3) [18PP] (Vampiric) Base Effect: Drain Constitution 2 (Vampiric Bite; Extras: Linked [+0], Flaws: Requires Grapple, Feats: Insidious, Subtle 2) [4PP] linked Heal 2 (Extras: Linked [+0], Action [Standard]; Flaws: Limited [Self]; Feats: Persistent) [5PP] linked Emotion Control 1 (Euphoric Bite; Extras: No Save [+2], Linked [+1], Flaws: Range [Touch, -2], Limited [Euphoria], Requires Grapple) [1PP] Alternate Power: Flight 2 (25mph / 250ft per Move Action, Flaws: Limited [Night], Feats: Subtle, Drawbacks: Low Ceiling [30ft], No Swimming) [3PP] linked Insubstantial 2 (Gas, Flaws: Limited [Night], Drawbacks: Can't Speak or Gesture) [7PP] Alternate Power: Emotion Control 10 (Vampiric Mesmerism; Flaws: Sense Dependant [Visual; eye contact]) [10PP] Dynamic Alternate Power: Quickness 10 (Vampiric Speed) [10PP] Dynamic Alternate Power: Speed 10 (Vampiric Speed) [10PP] Dynamic Alternate Power: Super Strength 5 (Vampiric might) [10PP] Variable Power 1 (5PP any one power at a time; cantrips; Extras: Action 2 [Free]) [7PP] (magic) Drawbacks: 0PP [None] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC23 Toughness Damage Force Constructs Ranged DC22 Reflex Trapped DC27 Toughness Damage Eldritch Blast Ranged DC27 Toughness Damage Vampiric Bite Touch DC12 Fortitude Drain Constitution No Save Euphoria Vampiric Touch Touch [10'] DC27 Fortitude Damage Vampiric Mesmerism Perception DC20 Will Emotion Control TOTALS Abilities (58) + Combat (28) + Saving Throws (8) + Skills (27) + Feats (14) + Powers (115) - Drawbacks (0) = 250/250 Power Points
  12. Victor Cross, known as Zealot amongst the twisted cultists he hunted, normally kept to the night much like his prey. However after his humiliating defeat in being used as a crude missile against a fellow student by some over muscled demon he had found himself in need of proving himself once more in the eyes of his teachers as well as his fellows within the shadow academy. He had discovered the twisted grove with its ensorceled plant life some time prior and had taken what time he could from his studies to stake it out and stop whatever foul rights were defiling the otherwise pristine park. His nostrils filled with the foul stench of magic as the women and small child arrived to their secluded corner of the park. The champion of righteousness peered at the trio quaking in rage. He knew that woman, the one that had escaped his clutches before with the foul beast she commanded. He wouldn't give her the chance this time but he must ensure that they could not harm the child doubtless the innocent blood they spilled to feed the foul sorcery permeating their comely forms. He would not be drawn away from his duty this time by their enchantments however. He would save the child and vanquish the witches and deliver the poor infant into the hands of the Order for training. The Zealot carefully waited for the perfect moment to strike.
  13. Alright I need Notice checks from you both. He's a good 20' away so it'll be at a -2. He'll skill mastery for a 30.
  14. Mike gingerly took Taylors hand and shook it with a smile, "Mike Harris." he introduced himself as he carefully sunk into the chair behind him eyes flitting every so often to Jack in the corner somewhat nervously. He refocused his attention on Taylor once more with a nod trying his best to ignore the man behind the curtain assuming he had good reason to be there since they had been talking just before he entered. "Thanks for having me." he answered politely as his eyes darted to Jack and back once more.
  15. It would be Concealment 1 (auditory) with the attack extra and whatever range you want to put on it (of course more ranks would allow it to be harder to save against. That would silence all normal sound they emit. Now if you just want them not to be able to speak there're other ways with either mind control or a grapple or snare effect with chokehold or something similar.
  16. Alright gonna pull the x-ray vision out of the super senses array. Dropping the AP gives me 3pp to spend total so I'll add the 'not through Lead' drawback to the penetrates concealment effect. which should drop it to a 3pp cost. Final product looks like: Super Senses 8 (Penetrates Concealment{blocked by lead} 3, Infra-vision, Ultra-vision, extended vision 2 [1000ft increments]) [7pp] [b]Super Senses 8[/b] (Penetrates Concealment{blocked by lead} 3, Infra-vision, Ultra-vision, extended vision 2 [1000ft increments]) [7pp] DONE BY SHAENTHEBRAIN
  17. Mike had passed the advertisement for a sitter wanted several times as he went too and from class or the cafeteria without much thought. With the restrictions of the program he hadn't been able to take on a job and it hadn't really occurred to him that he might need one. After some of his recent planning though he was more and more realizing that a little extra spending cash couldn't be a bad thing thus he plucked one of the remaining numbers off the flyer to call in and sign up when he got back to his room. Come the day itself he pulled on a nice sweater and switched out his normal jeans for a pair of slacks perhaps overkill for a babysitting job interview but it was a first for him so he decided to ere on the side of overdressed. He walked up to the door at the appointed time and focused his vision beyond the door to make sure he wasn't interrupting the prior interview before gently knocking on the door and waiting for a reply before entering.
  18. angrydurf

    High Noon (OOC)

    I assume we still need it as a trained skill so Phalanx sez: Duuuuuhhh What?
  19. Well part of the problem is we don't have very hard and fast rules about too Iron or not here. I will say this background is no worse than some of those on the books though I'm not comfortable with what his current attitude sounds like from the last bit there. Being glad to have helped and even thinking the thug got what he deserved when you beat him up is on thing but it sounds like he's more excited by hurting someone than having helped someone else. Its a matter of flavor but something to watch out for.
  20. Revision! I managed to squeeze most of what I wanted into 150pp. Suggestions still welcome. Stats: 38pp Str: 10 (+0) Dex: 16 (+3) Con: 24 (+7) Int: 16 (+3) Wis: 16 (+3) Cha: 16 (+3) Combat: 16pp Attack: +4 (+10 w/ Blast and Strike) Grapple: +4 Defense: +10 (+2 flat-footed) Knockback: -8 Initiative: +3 Saves: 6pp Toughness: +10 [+6 Impervious] (+7 Con, +3 Forcefield) Fortitude: +8 (+7 Con, +1) Reflex: +3 (+3 Dex, +0) Will: +8 (+3 Wis, +5) Skills: 68r = 17pp Bluff 1 (+4, +8 W/attractive) Concentration 7 (+10) Diplomacy 1 (+4, +8 W/attractive) Disable Device 7 (+10) Intimidate 7 (+10) Knowledge(Arcane Lore) 12 (+15) Notice 7 (+10) Search 7 (+10) Sense Motive 7 (+10) Stealth 12 (+15) Feats: 10pp Attractive Dodge Focus 6 Eidetic Memory Hide In Plain Sight Ritualist Powers: 63pp Array 12 (Magic/Magic; 24pp powers; PFs: Alternate power 4; Drawbacks: Power Loss: Must be able to Speak and Gesture -1) [27] BE: Blast 10 (Eldricht Blast/Magic; Power Feats: Acurate 3, Variable Descriptor 2; Drawbacks: Full Power -1) {24} AP: Concealment 10 (Invisibility/Magic; Power Feats: Close Range, Selective) {22} AP: Move Object 12 (Mage Hand/Magic; Extras: Range: Perception; Flaws: Duration: Concentration) {24} AP: Create Object 6 (Force Constructs/Magic; Extras: Moveable; Power Feats: Affects Insubstantial 2, Selective, Progression 2, Tether) {24} AP: Strike 10 (Siphon Life/Magic, Vampric; Extras: Vampric, Alt Save: Fort; Flaws: Action: Full Round; Power Feats: Acurate 3, Extended Reach 1){24} Concealment 4 (No Reflection/Vampric; All Visual; Flaws: Limited: Machines only, Permanent) [4pp] Immunity 10 (Child of the Void/Magic, Dimensional; Life Support, Aging) [10pp] Protection 3 (Forcefield/Magic; Extras: Forcefield, Impervious 6) [9pp] Regeneration 8 (Child of the Void, Dhampir/Magic, Dimensional; Recovery 2, Bruised 1 (1 Round), Injured 2 (5 minutes), Staggered 1 (20 Minutes), Disabled 1 (5 hours), Resurection 1 (1 week); PFs: Persistant, Regrowth) [10] Super Movement 1 (Return to Void; Dimensional Movement, Void only; PFs: Innate) [3] Drawbacks: 0pp DC Block: ATTACKS: SAVE DC: DAMAGE TYPE: (Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other) Eldricht Blast ------ 25/Toughness ------ Bruise/Injury Siphon Life ------ 25/Fortitude ------ Bruise/Injury Costs: Abilities (38) + Combat (16) + Saves (6) + Skills (17) + Feats (10) + Powers (63) - Drawbacks (00) = 150pp
  21. Very Very WIP. trying to figure out how to find room for more of the vampy/Avengery stuff Like Stealth for instance LOL :Sigh: Definitely can drop some of the Int/Wis in favor of Dex but he's mostly a Magician by trade so some of those seem needed. Any advice welcome. Stats: 38pp Str: 10 (+0) Dex: 10 (+0) Con: 24 (+7) Int: 20 (+5) Wis: 20 (+5) Cha: 14 (+2) Combat: 16pp Attack: +4 Grapple: +0 Defense: +10 (+2 flat-footed) Knockback: -0 Initiative: +0 Saves: 8pp Toughness: +10 [+6 Impervious] (+7 Con, +3 Forcefield) Fortitude: +10 (+7 Con, +3) Reflex: +0 (+0 Dex, +0) Will: +10 (+5 Wis, +5) Skills: 48r = 12pp Bluff 0 (+2, +6 W/attractive) Concentration 5 (+10) Diplomacy 0 (+2, +6 W/attractive) Disable Device 5 (+10) Intimidate 8 (+10) Knowledge(Arcane Lore) 10 (+15) Notice 10 (+15) Search 5 (+10) Sense Motive 5 (+10) Feats: 12pp Attractive Dodge Focus 6 Eidetic Memory Luck Ritualist Skill Mastery (Intimidate, Knowledge(Arcane Lore), Notice, Sense Motive) Powers: 0pp Power X (name/descriptor; Extras: whatever; Flaws: whatever; PFs: whatever) [cost] AP: Power X (name/descriptor; Extras: whatever; Flaws: whatever; Power Feats: whatever; Drawbacks: Whatever) Array 12 (Magic/Magic; 24pp powers; PFs: Alternate power 4; Drawbacks: Power Loss: Must be able to Speak and Gesture -1) [27] BE: Blast 10 (Eldricht Blast/Magic; Power Feats: Acurate 3, Variable Descriptor 2; Drawbacks: Full Power -1) {24} AP: Concealment 10 (Invisibility/Magic; Power Feats: Close Range, Selective) {22} AP: Move Object X (name/descriptor; Extras: whatever; Flaws: whatever; Power Feats: whatever; Drawbacks: Whatever) AP: Power X (name/descriptor; Extras: whatever; Flaws: whatever; Power Feats: whatever; Drawbacks: Whatever) AP: Power X (name/descriptor; Extras: whatever; Flaws: whatever; Power Feats: whatever; Drawbacks: Whatever) Concealment 4 (No Reflection/Vampric; All Visual; Flaws: Limited: Machines only, Permanent) [4pp] Immunity 10 (Child of the Void/Magic, Dimensional; Life Support, Aging) [10pp] Protection 3 (Forcefield/Magic; Extras: Forcefield, Impervious 6) [9pp] Regeneration 9 (Child of the Void, Dhampir/Magic, Dimensional; Recovery 2, Bruised 1 (1 Round), Injured 2 (5 minutes), Staggered 1 (20 Minutes), Disabled 2 (1 hour), Resurection 1 (1 week); PFs: Persistant, Regrowth) [11] Super Movement 1 (Return to Void; Dimensional Movement, Void only; PFs: Innate) [3] Drawbacks: 0pp DC Block: ATTACKS: SAVE DC: DAMAGE TYPE: (Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other) Costs: Abilities (00) + Combat (00) + Saves (00) + Skills (00) + Feats (00) + Powers (00) - Drawbacks (00) = Total Cost
  22. Mike smiled over to Alex as she explained her reasons in complete agreement with the sentiment even if he had just assumed they would refuse such an attempt. Alex's way was undoubtedly better. He looked down to Zoe then to Alex, "Or we can go in Style." he suggested and extended an arm to them each heedless of the fact that immediately after her coming out might not be the best time for them all to fly out across the city for pretzles.
  23. Phalanx breathed a sigh of relief as his struggle against the careening aircraft came to an end and he was able to safely lay it down in the quad. He knew that the teachers and students would be able to handle the evacuation of the plane and with a snappy if inexpert salute to the headmaster he rocketed skyward once more. Catching sight of the colossal balloon now that he was no longer distracted by the falling plane he shook his head and headed toward the evacuation path thumbing his communicator as he did so, "Plane's safe, where you need me?" he asked the others.
  24. angrydurf

    High Noon (OOC)

    HP: to Reroll the first Roll (1d20+27=40)
  25. angrydurf

    High Noon (OOC)

    Next 4 rolls Vs. the plane (1d20+27=32, 1d20+27=32, 1d20+27=46, 1d20+27=35)
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