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Everything posted by angrydurf
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Shapeshifter with a mentor and cowl like tendencies is a good basis and it seems like you have a solid base for the personality. The only points of concern I really see are with regard to some of the visuals. We're focused on the western comic book tradition, and while that tradition is full of (sometimes problematic) 'Mysteries of the East' it is a very different flavor than that of anime/manga and that is a distinction we maintain. The 'Traditional Clothing' and swirl of cherry blossoms on transformation lean pretty well into the anime/manga visuals so some thought and adjustment might be warranted there. For the garb I'm not really seeing why they would choose that over normal clothing an american teen would wear, at the very least some explanation might be in order of why a child raised in america by what one assumes is an american (or at least immigrant) would choose traditional clothing of a bygone Japan over jeans and t-shirts would be in order. Likewise if the cherry blossom effect is part of the transformation some explanation of the relevance of that iconography to the characters particular backstory (lost Kitsune in this case) what is the significance of hte blossom to whatever spirit her family serves or is empowered by? How did that come about? What is its significance? Is it just an illusion she's take to using because the character has watched one too many magical girl cartoons? There is room also for a Kitsune type character like this either not of asian origin or who has a certain disconnect from that tradition and perhaps wishes to rediscover it? (though that would beg the question of why she does not try to get to Japan instead of staying here.)
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I think that works if it works for Jack. A good meet up and foundation for future work together and if you guys want to do a more thoughtful investigative thing lemme know and I can see about whipping up a thread to try and find the source of hte super juice.
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So with Black Panther out and in theatres there might be some interest in our own little corner of African supersecretsuperpower. And not JUST because I wanna make a Dakanan I thought we might start to make sure we have a vision of hte state of Dakana and it's interactions with the rest of the world, timeline, how much 3E Dakana we want to incorporate. So without further ado: What have people done so far with it in site canon so we can make sure that doesn't get trampled on? I have 'Doctor Daka' as a member of hte Jungle patrol and ally of Johnny Danger. Between the two of them they brokered a deal for Danger International to work with the Dakanan Government for trade, etc. Never made it explicit how open this made Dakana but it is a line there for potential PC interactions. What is the internal dynamics of Dakana, who is the current White Lion? 3E in it's general cycle and update of canon PC's had M'balla replaced by his daughter Tefiri I think. THis would make the current White Lion a young woman and an NPC (Probably). Do we want to maintain that or keep the mantle open for a potential PC and have M'balla remain the current White Lion but an aging one. What is the internal political structure of Dakana? Are they an alliance of tribes like Wakanda or a singular entity, I don't believe it is explicit in the books anywhere so we can pick what works best for our set up. How open is Dakana? What is known about it? From my reading Dakana is not as closed off as Wakanda and it is known they have high tech and Daka Crystals. But are they openly trading? Limited trading brokered through Danger International or Other Governments? How does tourism, security, aid to the rest of Africa work with Dakana right there? How has Dakana's presence and power in central Africa affected the political and economic situation of the continent as a whole? Have they halted the bloodier civil wars and ethnic cleansings before they happened do they provide aid? take in refugees? Thoughts welcome!
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The sporadic fire continued to track the Interceptors as the dashed for the relative safety and cover of the breach Dragonfly had carved in the blast doors. Atop a small rise across from the door the heavier armed mercenaries took aim with anti-armor weapons to eliminate the heavily armored threat that ignored all of the lesser ordinance throw his way. With a flash and sizzle of rockets igniting the anti-tank rounds sped toward Harrier and moments later he was engulfed in a flare of fire and smoke as first one impacted the ground carving a large crater into the hardened concrete followed by a better aimed shot that flew true to detonate against his armor with a searing fury. Inside the Majors thralls had taken cover in well protected nooks along hte walls intended for the purpose as they alternated firing down the wide entryway toward where Jack, Willow, and Bombshell stood in silhouette against the flares of ricochet and explosion outside. With tight well timed bursts many hot chunks of lead whizzed past every time one of the Interceptors risked exposure. The noise in the echoing chamber was deafening and made it all the harder to tell form where and when the next burst might be unleashed. Crossing the empty parking area behind the blast shield was going to be deadly dangerous if nothing could be done to quiet the mercenaries firing.
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So the minion count is the ones inside. those outside at still firing at the door but can;t effectively do much at the moment other than the heavy weapons crew that's aiming at Harrier. Minions with RPGs will fire at Steve. Two fire and get a 22 and a 12 hits are a DC 25 toughness check (Anti Tank rounds so penetrating +5 instead of explosion) Inside minions will instigate suppression fire on Bombshell, Jack, Willow, and Dragonfly, -5 on attacks and checks unless you choose to not take cover and take two attacks instead. Initiative Round 1 Minions! 21 10 currently Bombshell 20 4HP Uninjured Harrier 19 1HP Uninjured Dragonfly 15 3HP Uninjured Jack 10 5HP Uninjured Willow 9 1HP Uninjured I'll get the IC up and Bombshell will be up.
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And we're out of combat feel free to react to the police or firefighters showing up or anything similar
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The drug enraged young man that Jack had engaged looked prepared to take advantage of his distraction for a moment. Though when the transformation took hold he rapidly thought better of it and beat feet in the opposite direction from his cohort that had fled Jessica moments before. In the looming shadow of hte collapsing burger shack the young child that had remarked on Jessica's skin stood wide eyed and in danger staring at the man-bear-man now holding up the heavy steel and concrete structure. They barely even registered Jessicas word as the heroine whisked them and their mother off to safety outside the fall area. In the distance sirens could be heard as someone had alerted the authorities and police and rescue were on their way. As Jessica set the mother and child down a safe distance away the last of hte violent thugs vanished around a distant corner perhaps the police would catch up to them yet. The young mother looked up at Jessica with grateful eyes, "Thank you miss. I don't know what might have happened if you and your partner hadn't been there." she praised effusively as she held her child tight. From a safe distance several of the construction workers had pulled out phones to recorded Arctos holding aloft the damaged ceiling and roofline sure to be the next viral hit, it wasn't every day a polar bear saved the day after all.
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There is one of the super punks fleeing and about a move action away. One who was recently attacking Jack and hasn't been able to run yet though looks like he's gonna. The shack is supported at least long enough for everyone to get clear so long as Jack keeps holding it up. Jessica is up if she wants to try to take out the runner that threw the table or the other one before he starts running.
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Most of the drug fueled strongmen were in a pile at Arctos' feet. Thier remaining compatriot's eye flared bright red as he roared in challenge and telegraphed a brutal uppercut at the big man running on rage more than strategy at this point. The blow was clumsy but with deadly force behind it should it connect. The teen who had tried to tackle Jessica picked himself up from the rubble as the spirit of greed entered him and he twitched for a moment before it settled in quite at home there. He shook his head at the red skinned women, "You best stay out my head woman." he bellowed and hefted a slab of concrete table hurling it like a frisbee toward the shake shack itself shattering one of the supporting pillars and sending an spray of mortar and debris to scatter over the huddled customers and staff who had taken shelter for the battle in the lee of the small building now threatening to collapse atop them. With a cocky sneer he turned to lumber away making for an exit, leaving his compatriot to his own fate and Arctos and Jessica the choice of pursuit or stopping the collapsing building.
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He gets a 20 on his save so manages to resist the spirit. RoidRagers actions: The first will attack arctos again. and gets a 14 which I think misses, DC 28 toughness if that does somehow hit. The second will huck a piece of debris at the shake shack knocking out a support, the stand is under threat of collapsing on some of the customers and workers that were cowering behind it. Then he'll turn and run. You each get an HP for the setback. Initiative round 3 14 Arctos 3HP Bruisedx1 10 Jessica 2HP Uninjured 3 RoidRagers 2 remain, 4 unconscious Arcots is up
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Arctos Takes a Bruise. So from what I read Arctos in human form triggers a DC 21 toughness save. I'm going to give you the take down effect on this since they are technically in melee range and it fits with the idea behind the manuever so saves go as follows. First thug hit 17(KO), grappled Thug(28 unharmed), second thug Hit17(KO), second save for grappled thug 16(KO) (rolls for orkos) So those three are all KO'd Two thugs remain the one who tried to grab Jessica and the one who hit Arctos. Initiative round 2 14 Arctos 2HP Bruisedx1 10 Jessica 1HP Uninjured 3 RoidRagers 2 remain, 4 unconscious Jessica is up.
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Initiative round 2 14 Arctos 2HP Uninjured 10 Jessica 1HP Uninjured 3 RoidRagers 4 remain, 1 grappled, 1 unconcious Arctos is up once more.
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The group almost as one turned on Arctos as he approached clearly feeling challenged by the man's words and far to high on whatever they were huffing to recognize the danger they were in. One of their brethren struggling with all his considerable might to free himself from Arctos steely grasp egged them on, "Take this guy out!" he bellowed angrily as he thrashed his legs trying to find purchase or leverage to free himself. Two telegraphed obvious wild blows the bug man easily sidestepped even with his burden but he foundhilself backed up against a table when a third delivered a vicious punch to his midsection with more force behind it than would seem possible even in their obviously altered states. The last one stared at where his cohort fell lost to the crushing weight of hte carnal spirit the demonic woman had inflicted upon him and growled angrily as he plowed toward her in a lunging tackle that cracked the bench he collided with and bent the frame of the steel fencing where he impacted.
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Three of the four remaining thugs will try and smash Arctos. they roll: 4, 4, 22 so one will hit and two will definitely not. The hit is a DC 28 toughness check. the last one will try and Tackle Jessica as the "lesser" threat. He rolls: 16 Not quite enough.
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Alright since these are minions you can take ten and will hit them with your bonus. Normally you write that out so the GM doesn't have to dig up the relevant stats off hte sheet somthing like: Take 10 to hit with fill with sin hitting a 20 if that hits its a DC 25 will vs. damage. That said you can hit and they can not actually make that will save so that one will drop.
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Alright You got him. (BTW grapple bonus is Strength mod + melee attack bonus + SS ranks (and any growth, elongation etc.) so I think yours would be +21 not +11 if I read your sheet right (Enough to grab him either way) Jessica is up.
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Yea that will hit just barely. For future reference these are minions so you can take 10 to hit them. (though can't crit when taking ten obviously) His grapple check is a 25
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Initiative round 1 14 Arctos 1HP Uninjured 10 Jessica 1HP Uninjured 3 RoidRagers 6 remain Arctos is up. If you're trying a Demoralize action give me your Intimidation roll. If you're trying to just scare them into Passivity take an HP for the auto fail and you can take your action.
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Angrydurf GM 3 * 2 = 6 Posts Interceptors: Sounds Of Silence = 3 Posts Kanunu 1 post From Beneath You It Devours: Age of the Aquarian = 1 Posts Ace Danger 1 post Entrance of the Gladiators = 1 Posts Ref point to Ouroboros 2 GM post to Savant 2 GM post to Sandman 2 GM post to Ouroboros
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The teens conflict grew louder and more heated as the boys began shoving one another the other teens starting to take sides as they cheered their compatriots posturing and insults. The staff and other patrons edged away from the growing conflict staring nervously at the heated exchange of words and threats. Shortly after Jack returned to the table there was a resounding crack as one teen snapped the heavy concrete table off it's pedestal and sent it spinning through the air to crash into a closed storefront across the boardwalk. The reckless vandalism and obviously unnatural strength of the teen seemed to do nothing to quell the growing bloodlust of the rest of the group as they beat their chests and several appeared to take hits off some kind of inhalant eyes flaring with a a dangerous red glow and already muscular frames distorting to grotesque exaggerations of strongman physiques. The crowd started to scatter trying to get away from the likely collateral damage that would come of the groups growing clash, but the bulk of the teens were between the crowd and the nearest exits. More of the teens bulked up and began tearing free the anchored steel stools wielding them like crude clubs as they clashed.
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Alright and lets get initiative out of the way. Violent Teens go on: 3 Huh Orkos usually saves those for my PC's
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Notice check DC 20 to catch the first teens eyes briefly glowing red as he gets in his friends face.
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The odd hue of Jessica's skin did not go unnoticed by the passersby though it being Freedom she drew fewer stares than she might have. A young child was quickly hushed by her mother when she exclaimed, "Why's that lady red?", the young mother offering a strained embarrassed smile as she shushed the inquisitive youngster and quickly distracted her with crayons and the kids meal placemat. Next to more colorful entries Jacks unusual manner of dress attracted almost no attention at all. As the pair got to know eachother better the group of teens across the dining area grew more rowdy and loud. The jovial nudging and laughter shifting in tone to more aggressive displays of dominance among the young men. As one stooped to retrieve his cap after it was knocked aside another leaned in and snagged the remains of his nearly untouched burger. As the first teen turned he rumbled angrily, "The hell, where's my burger!" and stood looming over his compatriots who still laughed as he turned more red in the face, "Not cool Brody!" he boomed angrily veins straining at his neck as the other boy stood to face of against him, "Yea what you gonna do about it?" he threatened as the other teens hooted and egged their friends on in the burgeoning conflict.
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Red Lynx Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: +2 Attack / -2 Damage, -1 Defense / +1 Toughness In Brief: Dakanan Prince taking a more 'personal' approach to aiding the less privileged nations. Catchphrase: Theme: The Message Alternate Identity: Kameron 'Kam' Kingdom, Officially Prince Kamau (Secret outside Dakana) Birthplace: Dakana Residence: Dakana Royal Palace, Claremont Academy Base of Operations: Bayview Occupation: Prince & Student Affiliations: Dakana Royal Family, Claremont Academy Family: M'Balla (Father), Asma'u (Mother), M'Zale (Grandfather), Ubasti (Grandmother), Àjàṣorò Tafari (Twin Sister), Baako (Half-Brother) Description: Age: 16 (DoB: 12th April 2002) Apparent Age: 16 Gender: Male Ethnicity: African (Dakanan) Height: 6' Weight: 185 lbs Eyes: Brown Hair: Black Dark skinned and powerfully built Kamau looks every bit the part of Dakanan Royalty. With an athletic frame and well defined musculature he evokes a distinct bearing of controlled power and moves with a sure grace. A strong jaw and broad features continue that trend though his eyes have a thoughtful and considering cast. He attempts to school his features into an implacable mask fo royal propriety but is easily given to an all to boyish grin revealing nor at all regal dimples. He wears his hair shorn in a tight fade on the sides with a crown of tight 'locks coiled above. He usually dresses to suit the occasion though when given to leisure prefers utilitarian workout clothes. In costume his augmented suit is a deep almost black crimson with the interwoven daka crystals flaring to a bright red when struck with force. Vitals are covered with hardened plates of lightweight composites that gives the central torso an articulated appearance but leaves his range of motion free. He's stylized the armored helmet with high peaked 'ears' and a feline shape to the visor to better strike fear in the hearts of 'cowardly and superstitious' villains. History: Kamau is the second born of twins, children of King M'ballas second marriage. As such he has been afforded every benefit growing up the wealth and power of his upbringing grooming him to be a leader and perhaps eventual White Lion. It also instilled in him a deep feeling of responsibility for both his nation and his fellow man throughout the world. Unlike his (As she is quick to point out, elder) twin he has always taken a keener interest in his home country and it's heroes the White Lions and other champions throughout the years. As he grew he began training with the palace security in addition to his tutoring in assorted skills believed necessary for a prince and potential White Lion. Kamau excelled in most tasks put to him with a natural talent and easy confidence in his ancestry. Despite this, or perhaps because of it he has always approached his tasks and lessons with a certain careful and collected care. Both to avoid unintended consequence and to ensure success through application of his skills and abilities. When it came time for the challenge of the White Lion he fully expected he'd emerge the victor. Though his half brother was powerful he was reckless and easy to manipulate. Kamau's own sister had little more than passing interest in the title. While evenly matched in many of the trials when the final challenge came Kamau held back unwilling to commit lest Baako seize the power of the White Lion. In the end this proved his undoing. His sister acted unhesitatingly sizing opportunity when presented and carried the day. For some the failure at the trial may have soured their opinion of the winner or caused a crisis of faith or confidence. But Kamau felt something more akin to relief. He had pursued the position out of a default feeling of responsibility not out of any surity he was the right person. In truth he saw almost immediately the wisdom of the trials construction and that his sister was best suited for it took much more than strength of body or mind to be hte White Lion, or in this case the White Lioness. Kamau joins his sister at Claremont, seeing attendance at the Freedom school as an opportunity to not only learn from the americans but help them to clean up their 'crime ridden' streets and corrupt institutions. Personality & Motivation: Kamau affects a friendly and gregarious persona for public events a skill he has developed over the course of many state events from childhood on. In more private settings he's more withdrawn with a more naturally dry wit and quiet confidence until an area of particular interest draws out enthusiastic, and at times exhaustive, discussion of the topic at hand. As Red Lynx Kamau takes on the collected personality of the dark avenger his voice a low growl and a carefully curated body language to evoke fear in criminals and unsettled gratitude in innocents and law enforcement alike. Publically Prince Kamau is a strong proponent of his fathers policies of inclusion and action outside Dakanas borders. The nation has power and wealth and the responsibility to use them for the betterment of the world as a whole. This is not to say he is ignorant of the geopolitics his nations long isolation and how it effects modern attempts at involvement. In part this is why he was eager to leave Dakanas borders. He disagrees with the Isolationist old guard and imperial ambitions of some of the Red Hyena but also feels more must be done on the ground not only through economics and soft power but by citizens of good intention doing what is in their power to bend the other nations toward greater equity. He takes this duty seriously as Red Lynx to strike out against injustice in his adopted home of Freedom where despite the benefits afforded the citizens of the US many still find themselves victims of corruption or criminal enterprise turning ht tools of freedom to personal gain. Powers & Tactics: Lynx fights with a tactical efficiency born of his training with the Dakanan security forces. He approaches a potential conflict with tight focus on ending it quickly and with minimal collateral damage using the environment and keen tracking of his environments to give himself the advantage. Preferring to strike from unexpected directions he avoids direct confrontation until the time of his choosing whenever possible then attacks with single minded determination to eliminate the threat as quickly as possible. Utilizing his superior athletic abilities and training he's willing to stand toe to toe with an enemy to buy time if that is what is required or distract and draw an enemy to a battleground of his choosing denying the enemy the ability to use innocents or property damage against him. Power Descriptions: Beyond his physical training and conditioning Red Lynx utilizes advanced technology from Dakana for his efforts fighting crime abroad. In addition to his armored suit he uses a pair of Marungu. The throwing clubs are similar to those utilized by many Dakanan security forces and made of advanced alloys lightweight and strong, well balanced for throwing or striking. Complications: The Hero Formerly Known as Prince: Kamau is a foreign Royal operating as a secret vigilante on U.S. soil. International incidents are not out of the question. OLDER Sister: His elder twin is the White Lioness, and in his school, here enemies will be his enemies as well as the reverse. The World is a Mess and I Just Need to ... Rule it: Kamau see's the world outside of Dakana as less civilized and a little backwards. This can get him in trouble when he acts unilaterally for the good of "the people" regardless of authority. Keep it in the Family: Kamau's half brother Baako, as well as Ubasti sometimes put their politics into action, with fists. Kamau and his sister are likely targets. Abilities: 10 + 10 + 10 + 10 + 10 + 10 = 60PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 20 (+5) Combat: 6 + 4 = 10PP Initiative: +5 Attack: +9 unarmed, +7 Melee, +3 base Defense: +6 (+2 Base, +4 Dodge Focus), +1 Flat-Footed Grapple: +14 Knockback: -4 Saving Throws: 0 + 0 + 0 = 0PP Toughness: +8 (+5 Con, +3 Armored Costume) Fortitude: +5 (+5 Con, +0) Reflex: +5 (+5 Dex, +0) Will: +5 (+5 Wis, +0) Skills: 28R = 7PP Acrobatics 5 (+10) Gather Information 2 (+7) Intimidate 5 (+10) Language 1 (Dakanan:Native, English) Notice 5 (+10) Sense Motive 5 (+10) Stealth 5 (+10) Feats: 15PP Acrobatic Bluff Attack Focus: Melee 4 Attack Specialization: Unarmed 1 Benefit: Diplomatic Immunity Benefit: Wealth 2 Dodge Focus 4 Eidetic Memory Hide in Plain Sight Equipment: 0PP = 0EP Powers: 4 + 4 + 5 = 13PP Device 1 (Armored Costume; 5 PP Container; Flaws: Hard-To-Lose;) [4PP] (Technology, Daka Crystals) Protection 3 (Absorptive Armor;) [3PP] Immunity 2 (Shock Plates; Critical Hits) [2PP] Device 1 (Marungu; 5 PP Container; Flaws: Easy-To-Lose; Feats: Multiple Weapons 1;) [4PP] (Technology) Damage 2 (Strike; Feats: Mighty,Thrown, Split Attack;) [5PP] (Bludgeoning) Container 1 (Training and Conditioning; 5 PP) [5PP] (Training) Enhanced Feats 1 (Situational Awareness; Uncanny Dodge (Mental);) [1PP] Immunity 2 (Conditioning; Starvation/Thirst, Need For Sleep; Flaws: Limited(Half Effect);) [1PP] Leaping 1 (Acrobatic Leap;) [1PP] Quickness 1 (Efficiancy;) [1PP] Speed 1 (Sprinter;) [1PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage Marungu(melee) Touch DC 22 Toughness Damage Marungu(Thrown)Thrown DC 19 Toughness Damage Totals: Abilities (60) + Combat (10) + Saving Throws (0) + Skills (7) + Feats (15) + Powers (13) - Drawbacks (0) = 105/105 Power Points
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She's a demon blooded sorceress, he's a shaman with a bear of a temper. They fight crime! The ooc for: http://www.freedomplaybypost.com/topic/10273-what-made-my-hamburger-disappear-ic/