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Jack of all Blades / Jill O'Cure >Growth Rings (2) Midnight >Midnight Dynasty (2) Wail >Embrace the Silence (1) Ghost Girl >Night Rings (1) >Polar Vortex (2) >With Ice Cold Hands (2) >Necklace of Ropes (1) Set / Sekhmet >Werewolves Are So Hot Right Now (7) GM / NPC >Appetites (1) Set can have my Ref Point for the month.
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"Well, we can't just send you back home to do whatever," Kimber pointed out to Tarva in the tone of someone pointing out something obvious though without malice or reproach. "You're still at least a little bit evil, right? Plus you're going to need help with all the paperwork; dual-citizenship is a pretty big deal but we're all basically experts on it so you'll want us around! We'll just take you with us to the Palace of the-- um. The Palace. It'll be a great way to start earning some brownie points, so two birds, one stone! Evil people like efficiency, right?" The phantom glanced over at her friends for confirmation before giving the sorceress a big thumbs up with genuine encouragement. "You don't need to worry about us dying first, either! I'm already dead, makes just about everything way safer." Snapping her fingers as she remembered something, Ghost Girl added, "Oh, right, should ask, though: are you going to betray us?"
- 69 replies
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- scavros the scarred
- furions
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"Aha, a lone maverick on the fringe of the norm, then!" Set exclaimed, lifting his elongated snout into the air in Skaere's direction. The inhuman head did nothing to alter the timbre of the godling's confident voice. "Well within my domains, you lucky duck you! I applaud your exceptional life decisions!" Sekhmet crossed her arms and gave the conscious werewolf an openly appraising look from head to toe. "Balancing mortal aspects speaks to ma'at, betrayer," she observed in a warning tone. "Be not so quick to claim her." Rolling his grey eyes, Set turned back to the fallen beast. "I'm hardly handing out pamphlets door to door, Lady. Merely making conversation. More on topic, all that infects this fellow be questionable taste in fashion accessories." Indicating a strip obscured by the misshapen brute's coarse fur, he clarified, "Wolf hide belt, I'd wager. My elder self did something similar with-- well! Never you mind, I do go on." "Snakes?" Sekhmet hazarded, something suggesting a satisfied smirk briefly touching the warrior goddess' bronze lips. Pinching the bridge of his suddenly human nose between two fingers, her charge sighed and muttered something under his breath. "One must admire the dedication to theme, at least... Regardless, this was done quite intentionally, it would appear. Feral, aye. Rogue? I wonder."
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"Huh," Daybreak hummed in bemusement, jogging over from his patrol of the adjacent hallway and following Mystery's gaze out the window. Resting his sledgehammer on the floor he placed an elbow atop the petite teen's head with the familiarity of someone who'd only ever been a sibling. "Wasn't even laying odds on 'berserk bank van'. Knightfall, you seeing this?" he added over the radio to his twin. Just to one side of the bank of monitors that displayed the views from the multitude of cameras encircling the mansion and its grounds, Travis turned to the quietly tense but animated discussion between the Furion autonomic intelligences. "Would be my cue. Redbird, if you please?" The taller hologram glanced briefly in Trevor's direction, receiving the faintest hint of a nod before bowing in deference. "Of course, honored shadow-walker." The humanoid image winked out of view as the Night Cycle scooted forward and folded in upon itself. The wheels slid about until they were adjacent rather than one behind the other and the seat extended upward. The result was altogether too dynamic and obviously combat ready for 'wheelchair' to feel appropriate but the basic shape remained. The original Midnight took a seat, placing his cane across him lap and glancing over the chair's information readouts with unshakeable calm. "Switching mansion defenses to manual control," he noted for the benefit of the others in the underground base, driving through a previously hidden door that revealed itself as part of the computer bank slid away. When the door closed it was as if it had never moved. "Panic room? Didn't know about that," Hematite grunted, pulling his mask back on and disconnecting the interface between his suit - and by extension Blackbird - and the Manor's extensive databases. "Control center," Trevor corrected him smoothly, pulling his own featureless mask into place and securing his utility belt around his waist. The sleepless night had given him a chance to change into his actual patrol gear and stock its many pouches and pockets with a few surprises for their unwelcome guest. "Knightfall, keep watching. Possible distraction. Checking with Wander and Sojourner upstairs." He gestured with his shin for Hematite to follow and headed for the ground floor. Back at the window, Mystery ducked her shoulders up and down, unsure how to respond to the elbow on her head but trying to stay focused on the more pressing matter. "Um, I think maybe we should go help Tensile?" she suggested quietly to Daybreak, frowning down at the armored car. "My mist form is pretty tough to hurt, if it's a trap... and I think it's maybe probably a trap."
- 143 replies
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- midnight i
- travis hunter
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I'll give Skaere and Temperance a chance to comment before Set shares what he's found, if that's alright?
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Set Investigate check.: 1d20+5 18 Notice check.: 1d20+15 33 Search check.: 1d20+4 21
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"If only you had access to a master magister, one who had been unraveling the mysteries of arcana since the beginning of all things!" Set exclaimed, examining his fingertips in a show of feigned humility that suggested he had only ever read about the sensation in passing. Sekhmet grumbled to herself, knowing what was coming. The goddess focused on the unconscious wolf creature at he feet, kicking its side none too gently to ensure that it wasn't simply playing dead. "Speak with haste, liesmith, and save us all thy prattle." Without missing a stride, Set turned to the more articulate werewolf with a wide smile. "Manners, Sekhmet! Introductions first, methinks. Set at your service, oh bestial beauty, Scion of Storm and Sand, Prince of Power and Perspicacity!" The godling bowed deeply from the waist and when he straightened his thick nest of deadlocks had been replaced with a brick red feathered mohawk resembling the hairstyle of their new acquaintance. "My always charming counterpart tis Sekhmet, Mistress of Dread, Lady of Slaughter, She Who Mauls, so on and so forth. Also something of a cat person, so forgive her any instinctual rivalries." "Already I would choose her company over yours," Sekhmet interjected, giving her fallen opponent a final shove with one sandal before looking up and crossing her arms. "Aye, aye. She loves me," Set assured the mortals with an airy wave of his hand. "Now, onto our novice shapeshifters, hm? You strike me as a modern woman my friend, no time for rituals and dead languages! Recruited by an alpha, I expect? A bite, a scratch, a sip of blood? Always comes back to blood in the end, you know. Consider that the lesson of the night, oh splendid spiritualist," he added to Temperance, nodding largely to himself. "Always check the blood. Still! More than one way to skin a wolf or wolf a skin, ha! Belts and cloaks, herbs and ointments, spirits and summonings. Old school!" Shaking his head vigorously like a dog shaking off water, the godling changed his own visage to that of an odd, black furred animal with a long snout and ears on stalks. "Adorable, really. Let's have a closer look at you, then..." Sauntering over, he crouched to examine the second werewolf, scratching his furry chin contemplatively.
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Set Knowledge (Arcane Lore) check.: 1d20+15 35
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Revenant was left to free fall for a long moment, then another, seconds ticking by in the roar of rushing wind. Then a slight pressure wrapping under her arms slowed her descent to a more controlled speed, feeling like the half-forgotten memory of supporting hands. Kimber appeared on her left, matching the plummet with the nonchalance of someone floating atop still waters. "You guys don't really need to give me 'The Talk,' y'know!" the phantom called, cupping her hands around a grin. "You're like the overly supportive vampire parents I never had! Ooh! Ooh! 'Vamparents'!" With a fit of giggles Ghost Girl added a loop to her downward path.
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- comrade frost
- ghost girl
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"Business first, hm?" Set sighed with exaggerated weariness, slipping his smartphone away somewhere in the front of his shendyt and turning his attention more fully to the struggling monster in Sekhmet's hold. "Very well! Endeavor not to move overmuch, Sekhmet." Closing one eye and catching the tip of his tongue between his teeth, the godling raised a hand dramatically before him. As he did, the night sky rumbled threateningly with storm clouds that had not been there moments before, what little night sky that could be seen in the park's refuge from the city's light pollution blotted out above them. "Tis perhaps an opportune moment to make peace with your own gods," Set suggested with a glint of dark humour in eyes that subtly shifted for a moment, becoming almost avian before he snapped his fingers, leaving the thumb pointing upward and the index finger outstretched like a pistol's barrel. Crimson tinged lightning screamed downward from above, striking the pinned beast squarely, preternatural electricity rippling violently through its misshapen frame. The werewolf collapsed, unconscious and with only Sekhmet holding it upright while Set blew imaginary smoke from the tip of his finger.
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Set Move Action: Shapeshift: Enhanced Feat 1 (Precise Shot) [1PP] + Super-Senses 4 (Visual; Extended 2 [1000'], Rapid 2 [x100]) [4PP] (falcon eyes)Standard Action: Lightning Bolt vs. Werewolf.: 1d20+7 17 Since the Werewolf gets -4 Defense for being pinned, that should hit. It's a DC 22 Toughness Save.
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Ghost Girl Initiative.: 1d20+3 16
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The enraged beast hadn't taken more than half a step, however, before Sekhmet came sprinting forward with a reverberating roar that rattled the bones of everyone present. The goddess lowered her head and caught the werewolf around the midsection in an unrestrained tackle, knocking it back against the tree and digging into its misshapen sides with claws wreathed in blistering flame, twin handfuls of raw sun-stuff scorching her foe. Taking advantage of its disorientation, she shoved one palm straight upward so that its heel caught the beast squarely in the throat then slipped behind it and pinned its bulky arms, putting force on joints in directions in which they were not meant to bend. "Yield, monstrosity! Thy defeat be assured!" There was something in Sekhmet's low growl that suggested she was really hoping the werewolf would ignore her excellent advice.
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Sekhmet Move Action: Demoralize Werewolf.: 1d20+11 24 Standard Action: Charge Werewolf.: 1d20+9 26 That'd be a DC 22 Toughness Save. Improved Grab: Initiate Grapple vs. Werewolf.: 1d20+16 30 Trying for a pin, this time.
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Character Name: Mystery Power Level: PL 10 (165PP) Trade-Offs: None The youngest of the kids who show up at sixteen and also the most soft-spoken. She can dissolve herself into a cloud of midnight mist, slipping under doors, letting attacks pass right through her and granting effective invisibility in shadows. She also has burgeoning psionic powers, getting often conflicting training from her Aunts Eve and Alex. She's timid and a little awkward but earnest and determined. Abilities: 0 + 4 + 4 + 6 + 4 + 6 = 24PP Strength 10 (+0) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 16 (+3) Wisdom 14 (+2) Charisma 16 (+3) Combat: 12 + 12 = 24PP Attack: +6 Base, +10 Psi-Bolts, +14 Mystery Form Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Initiative: +2 Grapple: +6/+16 w/Move Object Saving Throws: 3 + 3 + 8 = 14PP Toughness: +10/+2 (+2 Con, +8 Force Field) Fortitude: +5 (+2 Con, +3) Reflex: +5 (+2 Dex, +3) Will: +10 (+2 Wis, +8) Skills: 64R = 16PP Bluff 5 (+8) Concentration 8 (+10) Diplomacy 7 (+10) Investigate 7 (+10) Skill Mastery Knowledge (Theology and Philosophy) 2 (+5) Notice 8 (+10) Skill Mastery Search 6 (+9) Skill Mastery Sense Motive 13 (+15) Skill Mastery Stealth 8 (+10) Feats: 9PP Dodge Focus 4 Power Attack Quick Change Skill Mastery (Investigate, Notice, Search, Sense Motive) Takedown Attack Uncanny Dodge (Auditory) Powers: 40 + 5 + 8 + 25 = 78PP Concealment 2 (Mental; Extras: Duration [Continuous], Flaws: Permanent) + Concealment 1 (ESP Effects, Extras: Duration [Continuous], Flaws: Limited [Psionic Effects], Permanent) [4 + 1 = 5PP] (genetic, psionic) Force Field 8 [8PP] (partial mist transformation, genetic) Mystery Form 8 (40PP Container [Active, Sustained]) [40PP] (genetic) Flight 1 (10 MPH; Power Feats: Subtle) [3PP]Insubstantial 2 (Power Feats: Selective) [11PP] (Mystery mist) Mist Array 10 (20PP; Power Feats: Alternate Power 1) [21PP] Base: Concealment 4 (Auditory, Olfactory, Visual; Power Feats: Close Range, Selective) [10/20]+ Obscure 3 (Olfactory & Visual Senses, 25’ radius; Extras: Action [Move], Independent, Flaws: Range [Touch], Power Feats: Reversible) [10/20]] (Gaseous Cloud)AP: Damage 6 (Extra: Alternate Save [Fortitude], Power Feats: Accurate 4, Extended Reach 1, Improved Critical 2, Incurable) [20/20] Super-Senses 6 (Counters Obscure [Visual, Fog/Mist], Darkvision, Radius [All Visual]) [6PP] Psi Array 11 (22PP; Power Feats: Alternate Powers 3) [25PP] (genetic, psionic) Base: Damage 10 (Extras: Ranged, Power Feats: Accurate 2) [22/22] (psi-bolts)AP: Drain Wisdom 10 (Extras: Ranged, Power Feats: Accurate 2) [22/22] (cloud minds) AP: ESP 4 (Auditory, Visual; 1 mile, DC 14 Notice; Extras: Action [Free], Duration [sustained], Power Feats: Rapid 2 [1 Minute/1 mile diameter]; Complication: Medium [Living Creatures]) [22/22] (clairvoyance) AP: Move Object 10 (Effective STR 50, Heavy Load: 12 tons; Power Feats: Accurate 2) [22/22] (telekinesis) Totals: Abilities 24 + Combat 24 + Saving Throws 14 + Skills 16 + Feats 9 + Powers 78 = 165PP
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Character Name: Daybreak Power Level: PL 11 (165PP) Trade-Offs: -1 Attack / +1 Damage Abilities: 4 + 4 + 4 + 4 + 4 + 6 = 26PP Strength 24/14 (+7/+2) Dexterity 24/14 (+7/+2) Constitution 24/14 (+7/+2) Intelligence 14 (+2) Wisdom 14 (+2) Charisma 16 (+3) Combat: 14 + 12 = 26PP Attack: +7 Base, +10 Melee Defense: +11/+8 (+6 Base, +2 Dodge Focus, +3 Shield; +3 Flat-Footed) Initiative: +7 Grapple: +17 Saving Throws: 1 + 1 + 7 = 9PP Toughness: +11/+7 (+7 Con, +4 Costume) Fortitude: +8 (+7 Con, +1) Reflex: +8 (+7 Dex, +1) Will: +9 (+2 Wis, +7) Skills: 52R = 13PP Acrobatics 3 (+10) Skill Mastery Climb 3 (+10) Craft (Mechanical) 13 (+15) Skill Mastery Disable Device 8 (+10) Skill Mastery Intimidate 2 (+5) Knowledge (Technology) 8 (+10) Skill Mastery Notice 6 (+8) Sense Motive 6 (+8) Stealth 3 (+10) Feats: 15PP Acrobatic Bluff Attack Focus (Melee) 3 Challenge (Fast Acrobatic Bluff) Dodge Focus 2 Evasion 2 Power Attack Set-Up Skill Mastery (Acrobatics, Craft [Mechanical], Disable Device, Knowledge [Technology]) Takedown Attack 2 Uncanny Dodge (Auditory) Powers: 8 + 7 + 1 + 24 + 30 + 6 = 76PP Device 2 (10PP Container; Flaw: Hard to Lose) [8PP] (Daybreak costume) Protection 4 [4DP] Shield 3 [3DP] Super-Senses 1 (Extended Visual [100’]) [1DP] Device 2 (10PP Container; Flaw: Easy-to-Lose, Power Feats: Indestructible) [7PP] (sledgehammer) Damage 5 (Power Feats: Extended Reach, Improved Critical 2, Mighty, Stunning Attack) [10DP] Feature 1 (Temporal Inertia) [1PP] (dimensional descendant) Gadgets 3 (15PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move], Duration [Continuous], Flaws: Hard-To-Lose) [24PP] (utility belt) Serum Inheritance 6 (30PP Container) [30PP] (genetic) Enhanced Constitution 10 (to CON 24/+7) [10PP] Enhanced Dexterity 10 (to DEX 24/+7) [10PP] Enhanced Strength 10 (to STR 24/+7) [10PP] Super-Senses 6 (Counters Obscure [Visual Senses, All Descriptors], Infravision) [6PP] (genetic) Totals: Abilities 26 + Combat 26 + Saving Throws 9 + Skills 13 + Feats 15 + Powers 76 = 165PP
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The twins, with similar power sets of improved strength, speed and durability. They both have auburn hair and eyes that turn red-on-black when they use their night vision. Knightfall is about an inch taller than her brother, albeit slimmer. Her costume is primarily black with purple elements and includes a cloak and hood. She's more serious but inherited a taste for terrible jokes from her Uncle Mark. Daybreak is a boisterous young man with a sleeveless, black and gold costume. He wields a sledgehammer balanced for battle and inherited a love of mosh pits and loud music from his Uncle Joe. The former is a better driver but the latter is a better mechanic. Character Name: Knightfall Power Level: PL 11 (165PP) Trade-Offs: +2 Attack / -2 Damage Abilities: 4 + 4 + 4 + 4 + 4 + 6 = 26PP Strength 24/14 (+7/+2) Dexterity 24/14 (+7/+2) Constitution 24/14 (+7/+2) Intelligence 14 (+2) Wisdom 14 (+2) Charisma 16 (+3) Combat: 14 + 12 = 26PP Attack: +7 Base, +10 Melee, +12 Bo Staff Defense: +11/+8 (+6 Base, +2 Dodge Focus, +3 Shield; +3 Flat-Footed) Initiative: +7 Grapple: +17 Saving Throws: 1 + 2 + 6 = 9PP Toughness: +11/+7 (+7 Con, +4 Costume) Fortitude: +8 (+7 Con, +1) Reflex: +9 (+7 Dex, +2) Will: +8 (+2 Wis, +6) Skills: 52R = 13PP Acrobatics 3 (+10) Skill Mastery Climb 3 (+10) Craft (Mechanical) 3 (+5) Disable Device 3 (+5) Drive 8 (+15) Skill Mastery Intimidate 12 (+15) Skill Mastery Notice 6 (+8) Sense Motive 6 (+8) Stealth 8 (+15) Skill Mastery Feats: 15PP Acrobatic Bluff Attack Focus (Melee) 3 Challenge (Fast Demoralize) Dodge Focus 2 Evasion 2 Leadership Power Attack Skill Mastery (Acrobatics, Drive, Intimidate, Stealth) Startle Takedown Attack Uncanny Dodge (Auditory) Powers: 8 + 7 + 1 + 24 + 30 + 6 = 76PP Device 2 (10PP Container; Flaw: Hard to Lose) [8PP] (Knightfall costume) Protection 4 [4DP]Shield 3 [3DP] Super-Senses 1 (Extended Visual [100’]) [1DP] Device 2 (10PP Container; Flaw: Easy-to-Lose, Power Feats: Subtle [Collapsible]) [7PP] (bo staff) Damage 3 (Power Feats: Accurate, Extended Reach, Improved Critical 2, Mighty, Variable Descriptor 2 [Any Technological]) [10DP]Feature 1 (Temporal Inertia) [1PP] (dimensional descendant) Gadgets 3 (15PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move], Duration [Continuous], Flaws: Hard-To-Lose) [24PP] (utility belt) Serum Inheritance 6 (30PP Container) [30PP] (genetic) Enhanced Constitution 10 (to CON 24/+7) [10PP]Enhanced Dexterity 10 (to DEX 24/+7) [10PP] Enhanced Strength 10 (to STR 24/+7) [10PP] Super-Senses 6 (Counters Obscure [Visual Senses, All Descriptors], Infravision) [6PP] (genetic) Totals: Abilities 26 + Combat 26 + Saving Throws 9 + Skills 13 + Feats 15 + Powers 76 = 165PP
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Character Name: Hematite Power Level: PL 12 (180PP) Trade-Offs: -2 Attack / +2 Damage The strongest of the group by a considerable margin, Hematite also has the hardest time controlling that strength. As such a friend of the family crafted a dark super suit with glowing blue highlights that uses spatial technology to manage his power while a sensor suite and onboard AI named Blackbird compensate for his lack of experience as a detective. He has a bit of a temper and can be defensive about his challenges. Abilities: 14 + 4 + 14 + 4 + 4 + 0 = PP Strength 38/24 (+14/+7) Dexterity 14 (+2) Constitution 24 (+7) Intelligence 14 (+2) Wisdom 14 (+2) Charisma 10 (+0) Combat: 12 + 16 = 30PP Attack: +6 Base, +10 Melee Defense: +12 (+8 Base, +4 Dodge; +4 Flat-Footed) Initiative: +2 Grapple: +31/+24/+17 Saving Throws: 2 + 5 + 5 = 12PP Toughness: +12 (+7 Con, +5 Protection) Fortitude: +9 (+7 Con, +2) Reflex: +7 (+2 Dex, +5) Will: +7 (+2 Dex, +5) Skills: 76R = 19PP Computers 8/13 (+10/+15) Craft (Electronic) 8 (+10) Craft (Mechanical) 8 (+10) Disable Device 8 (+10) Intimidate 15 (+15) Investigate 0/8 (+2/+10) Knowledge (Cosmology) 0/8 (+2/+10) Knowledge (Technology) 8 (+10) Notice 8 (+10) Sense Motive 8 (+10) Stealth 5/8 (+7/+10) Feats: 12PP Attack Focus (Melee) 4 Dodge Focus 4 Inventor Power Attack Takedown Attack Uncanny Dodge (Auditory) Powers: 35 + 29 + 1 + 2 = 67PP Like Unto Iron 7 (35PP Container) [35PP] (genetic) Enhanced Strength 14 (Drawbacks: Full Power) [13PP]Leaping 2 (x5) [2PP] Protection 5 [5PP] Super-Strength 7 (Heavy Load: 320 tons; Power Feats: Groundstrike) [15PP] Device 7 (35PP Container, Flaw: Hard-to-Lose, Power Feats: Restricted) [29PP] (Hematite suit) Blackbird 2 (10PP Container) [10DP]Datalink 1 (10', Radio) [1DP]Enhanced Feats 3 (Eidetic Memory, Online Research, Well Informed) [3DP] Enhanced Skills 6 (24R; Computers 5, Investigate 8, Knowledge (Cosmology) 8, Stealth 3) [6DP] Concealment 4 (All Visual; Power Feats: Alternate Power 1, Close Range) [10DP] AP: Illusion 3 (Auditory, Visual) [9/9]Enhanced Power Feats 2 (Removes Full Power Drawback, Adds Alternate Power 1 to Super-Strength) [2DP] AP: Knockback 14 (on Strength Bonus) [14/15]Immunity 9 (Life Support) [9DP] Super-Senses 1 (Infravision) [1DP] Teleport 1 (100'; Power Feats: Turnabout) [3PP] Feature 1 (Temporal Inertia) [1PP] (dimensional descendant) Immunity 2 (Disease, Poison) [2PP] (genetic) Totals: Abilities 40 + Combat 30 + Saving Throws 12 + Skills 19 + Feats 12 + Powers 67 = 180PP
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Character Name: Sojourner Power Level: PL 12 (180PP) Trade-Offs: +2 Attack / -2 Damage (Melee), +4 Attack / -4 Damage (Monster-Blastin' Guns) With long black hair, high cheekbones and a coolly dry personality, Sojourner has an aristocratic air. She's only slightly stronger and more durable than normal but has extreme regenerative powers. A monster hunter by trade, she carries a belt full of gadgets and a surprising number of firearms. She comes across as a little distant, reluctant to let people in but is instinctively protective of her new 'siblings'. Abilities: 6 + 8 + 6 + 4 + 4 + 0 = 28PP Strength 20/16 (+5/+3) Dexterity 22/18 (+6/+4) Constitution 20/16 (+5/+3) Intelligence 14 (+2) Wisdom 14 (+2) Charisma 10 (+0) Combat: 20 + 16 = 36PP Attack: +10 Base, +14 Melee, +14 Firearms, +16 Monster-Blastin' Guns Defense: +12 (+8 Base, +4 Dodge Focus; +4 Flat-Footed) Initiative: +10 Grapple: +17 Saving Throws: 7 + 8 + 6 = 21PP Toughness: +12 (+5/+3 Con, +4 Defensive Roll, +3 Protection) Fortitude: +10 (+3 Con, +7) Reflex: +12 (+4 Dex, +8) Will: +8 (+2 Wis, +6) Skills: 64R = 16PP Acrobatics 12 (+16) Skill Mastery Knowledge (Arcane Lore) 8 (+10) Investigate 12 (+14) Skill Mastery Notice 12 (+14) Skill Mastery Sense Motive 8 (+10) Stealth 12 (+16) Skill Mastery Feats: 23PP Acrobatic Bluff Attack Focus (Melee) 4 Attack Specialization (Firearms) 2 Challenge (Fast Acrobatic Bluff) Defensive Roll 2 Dodge Focus 4 Evasion 2 Fearless Hide in Plain Sight Improved Initiative Power Attack Ritualist Skill Mastery (Acrobatics, Investigate, Notice, Stealth) Takedown Attack 2 Uncanny Dodge (Auditory) Powers: 18 + 8 + 1 + 14 + 15 = 56PP Device 5 (25PP Container; Flaws: Easy-to-Lose, Power Feats: Multiple Weapons 2, Subtle [Concealable]) [18PP] (monster-blastin’ guns) Damage 8 (Extras: Ranged, Power Feats: Accurate 1, Alternate Power 1, Improved Critical 2, Variable Power 2 (Any Ammunition [Lead, Silver, Rock Salt, etc.]) [22DP]Damage 5 (Extras: Autofire, Linked, Power Feats: Mighty) + Stun 10 (Flaws: Limited [Daze]) [18/21] (pistol whip)Super-Senses 3 (Visual, Extended 3) [3DP] (scope) Gadgets 1 (5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move], Duration [Continuous], Flaws: Hard-to-Lose) [8PP] Feature 1 (Temporal Inertia) [1PP] (dimensional descendent) Regeneration 14 (Bruised 3 [No Action], Injured 5 [standard Action], Recovery Bonus 4; Power Feats: Persistent, Regrowth) [14PP] (genetic) Serum Inheritance 3 (15PP Container) [15PP] (genetic) Enhanced Constitution 4 [4PP]Enhanced Dexterity 4 [4PP] Enhanced Strength 4 [4PP] Protection 3 [3PP] Totals: Abilities 28 + Combat 36 + Saving Throws 21 + Skills 16 + Feats 23 + Powers 56 = 180PP
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Character Name: Tensile Power Level: PL 13 (195PP) Trade-Offs: -3 Attack / +3 Damage (Power Pike), -3 Defense / +3 Toughness The oldest of the kids who show up, looking around thirty or so though his white hair makes it harder to tell. He's broad shouldered with a prominent scar on his cheek that continues down his neck and one cybernetic arm loaded with Furion weapons tech and a modified Omegadrone lance. He's also the sunniest personality, with an easy laugh and physically affectionate manner. Abilities: 14 + 6 + 14 + 4 + 4 + 6 = 48PP Strength 30/24 (+10) Dexterity 16 (+3) Constitution 30/24 (+10) Intelligence 14 (+2) Wisdom 14 (+2) Charisma 16 (+3) Combat: 18 + 16 = 34PP Attack: +9 Base, +10 Melee, +13 Blast Defense: +10 (+8 Base, +2 Dodge Focus; +4 Flat-footed) Initiative: +7 Grapple: +20 Saving Throws: 2 + 4 + 8 = 14PP Toughness: +16 (+10 Con, +6 Protection [+5 Impervious]) Fortitude: +12 (+10 Con, +2) Reflex: +7 (+3 Dex, +2) Will: +10 (+2 Wis, +8) Skills: 64R = 16PP Bluff 7 (+10) Skill Mastery Computers 5 (+7) Craft (Mechanical) 8 (+10) Skill Mastery Diplomacy 12 (+15) Skill Mastery Knowledge (Technology) 8 (+10) Language 1 (Galstandard, English [base]) Intimidate 7 (+10) Skill Mastery Notice 8 (+10) Sense Motive 8 (+10) Feats: 13PP All-Out Attack Attack Focus: Melee Challenge (Combat Diplomacy) Distract (Diplomacy) Dodge Focus 2 Improved Initiative Interpose Skill Mastery (Bluff, Craft [Mechanical], Diplomacy, Intimidate) Takedown Attack 2 Ultimate Save (Toughness) Uncanny Dodge (Auditory) Powers: 35 + 14 + 6 + 2 + 1 + 11 + 1 = 70PP Cybernetics 7 (35PP Container) [35PP] (cybernetic arm and implants) Damage 13 (Extras: Ranged, Power Feats: Accurate 2) [28PP] (energy) Enhanced Strength 6 [6PP] Feature 1 (Hidden Compartments) [1PP] Device 4 (20DP Container; Flaw: Easy to Lose, Power Feats: Restricted, Subtle [Collapsible]) [14PP] (power pike; technological) Damage 6 (Power Feats: Extended Reach 1, Improved Critical 2, Incurable, Mighty, Variable Descriptor 2 [any technological]) [13DP] Leaping 2 (x5) [2PP] Super-Movement 1 (Temporal [To Future]) [2DP] Super-Senses 3 (Radio, Extras: Analytical, Detect Weakness) [3DP] Enhanced Constitution 6 [6PP] (Silver Tree blessing; cosmic) Immunity 2 (Disease, Poison) [2PP] (genetic) Feature 1 (Temporal Inertia) [1PP] (dimensional descendant) Protection 6 (Extra: Impervious 5) [11PP] (genetic) Super-Senses 1 (Infravision) [1PP] (genetic) Totals: Abilities 48 + Combat 34 + Saving Throws 14 + Skills 16/64 + Feats 13 + Powers 70 = 195PP
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Table of Contents Tensile Sojourner Hematite Knightfall Daybreak Mystery Midnight Dynasty IC
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Sekhmet Move Action: Back up. Standard Action: Overrun Hekatonkheires. Trip Attack vs. Hekatonkheires.: 1d20+7 18 Opposed Trip Check.: 1d20+18 19 That's +7 Strength, +4 Improved Overrun, +4 Improved Throw and +3 Speed. Hekatonkheires Opposed Trip Check.: 1d20+12 19 That's +0 Dexterity (thanks to Sekhmet's Improved Trip) and +12 size bonus. Opposed check, so Sekhmet wins!
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"That'd be you, fresa," Erik replied smoothly, sliding the frying pan around without really looking and giving his wife a toothy grin. "Eggs are turning out alright, too, though, sure." Deciding that omelettes were indeed as ready as they were going to get, he slid them onto plates and then the plates onto the kitchen table before ducking back into their bedroom to quickly dress. Emerging again in dark denim jeans and pulling a light long-sleeved shirt on over his head, Erik continued, "Mi hermanita should be over in about half an hour to watch Eden, then we've pretty much got the day to ourselves. Figured we could take a walk out through the forest, see what we felt like after that?"
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The darkness of descending nightfall didn't slow the Omegadrones down in the least and if Wail had to guess he would have ventured that they didn't need sleep, either. Even if they did there were apparently more than enough of them that the defenders of Lincoln wouldn't have been able to tell if the waves of oil-blooded invaders were taking shifts or not. They did, however, seem to be shifting their focus periodically to different sections of the city, leaving LaMarr with some semblance of a breather in which to tiredly contemplate the sleeping habits of cyborg killing machines. Every part of him ached. Not just the sore knuckles and throbbing bruises that came after a long, drawn out fight; that was a feeling which which he was familiar enough that it would have almost been a reassuring presence. This was the pain of muscles screaming from being asked to hold up collapsing buildings, a throat raw from screaming not just sonic attacks but anguished denials at coming across one more broken body too late, eyes burning from smoke and blood and tears. Trudging along to the latest temporary shelter they'd set up, one yet to be overrun, the broad-shouldered hero noted dimly that his right arm wasn't really working as well as he would have liked and realized with a grunt that he was leaning heavily against the wall next to him.
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"Pfft, 'fences'," Ghost Girl scoffed without concern. Everything Heimdall and the jotun were describing sounded pretty awful, admittedly, but the poltergeist didn't have much to fear from cold nor poison nor walls. "I swear, if it's not some space computer jerk with space computer metal it's a magic ice heart with magic ice juice making a mess of the place instead. Alrighty." Rolling up the sleeves of her cloak, though they fell back down to their usual length immediately, she floated a little higher in the air, leaving Avro perched atop the Asgardian's helmet. "I'll go keep the icicle men distracted for a bit while you guys figure out a way to clean this all up, okay?"
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