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Raveled

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  1. Starlight shook her head slightly. "Alright, so you got out of Hell by volunteering for this... mission. But once you were here you worked against the plan, preparing for this day so you could do... What, exactly? Stockpiled what materials, to what end?" She narrowed her pure-gold eyes at the demon. "These businessmen you were sent here to claim -- was one of them head of who you were meeting today?"
  2. "Well now, keep your cape on." Ironclad traced a finger through the map, avoiding the most direct route and bypassing most of the traps. "If we follow this path, we should avoid most of the radiation and the traps." She glanced all around and shrugged. "It'll take a little longer, but this suit tops out somewhere above Mach 3. I don't think we'll save that much time by taking a round-about route."
  3. Ironclad didn't duck. Ironclad didn't duck. Ironclad didn't roll away. She just tucked her chin into her chest and waited out the hail of plasma bolts. Inside her armor it was dark and loud, and seemed to last an eternity; but eventually the noise died down and she was left standing there, armor scorched but undented. She raised her face, addressing the roof and Weissnacht. "See," she said, "this the difference between quality, and your shoddy work."
  4. Ironclad's Toughness save, vs DC 25. (1d20+16=25) You're not the only one that can just barely make a save, robots!
  5. Vanguard sounds good to me. I like the connotation of being ahead of everything. Technology, ahead of the curve, it works well together.
  6. Clad'll punch Sneakbot 1. Finally. Ironclad's ranged attack, vs Sneakbot 1's Def. DC 27 Tou (1d20+12=16) Or not. :facepalm:
  7. "Now, you misunderstand me." Starlight took the drink but merely held it in his hand. "I'm really not here to hurt you. Truly, I'm doing you a favor." He took a sip of the liquor and let it slide down his throat. "There are some mighty powerful people turning their eyes towards your little slice of heaven, sir. And truth is, I'm on your side. I'd rather see Texas spread out across the whole world; hell of a lot better than what the Brits have set up. But your boys... they aren't being too nice with what they have, you understand?"
  8. Glowstar dropped into a seat around the briefing table, letting it spin around as he listened to the suggestions. "Well, not to toot my own horn, but who would that be? The Collector?" He shuddered at the idea. "Gamma?" He stared up at the ceiling and thought for a long minute. The idea of the Alpha-Centurion and Superior both occurred to me and he dismissed them. He wasn't about to ask Wisp to confront her own personal demons, at least not before Fulcrum. Then suddenly, he sat up and looked at Crow. "Hey... what about the Beast of Kilimanjaro?"
  9. Ironclad twisted away from the scything attack, sending the 'bot's calculations off causing it to miss. "Hah! Need to upgrade that processor, perhaps? Deal with problems in real time! Like this!" Routing power to her servo-muscles, the heroine hauled off and hit the mechanical minion square in its chest, pushing it back several feet and denting it badly. "C'mon, open up and let Auntie Jess take a look at what you cannibalized to power this thing."
  10. FYI if the 'bots have Fortitude Immunity, then they take Injuries, not Bruises. Ironclad's gonna knock #2's block off! Ironclad's melee attack, vs Sneakbot's Def. DC 27 Tou (1d20+12=18) :facepalm:
  11. Pop Culture You recall a Discovery Channel special about Todd Hayden. He's an underwater archeologist and explorer, something like Indiana Jones meets Jacques Cousteau. Recently he's been working in the Mediterranean, bringing up artifacts of pre-Minoan civilization. He's come under fire from the Atlantean government, who consider him a grave-robber; other history groups praise him for revealing the secrets of a much-lost portion of Earth's past.
  12. Well we could do a situation where they defeat the BBEG and part of the lair collapses or it otherwise unusable. So that as other PCs contribute, we can increase the size and facilities, opening new areas up and bringing more stuff on-line.
  13. Without switching to her Servos AP, she can't use her S-Str. So yes, ATM she has Flight 5. Not that it much mattered, of course...
  14. Ironclad glanced at the Penitent. "Hm? Oh, those plans you broadcast? Let's see, I think it was..." She frowned for a moment, then snapped her fingers, quite an accomplishment with metal gloves on. "Yes! They're plans for a remote detonator! If he set the charges in the right places, he could bring down this whole building!" She shook her head. "Holding all the attendees hostage. We have to stop him!" The armored heroine flew into the air and followed her sensors, zeroing in on the disturbance. She rolled to one side as one of the chrome robots zipped past her. "More robots? Geez, Weiss. If you wanted a booth here, you just have to rent one!" The heroine pulled up short of running into the robot's brother and instead hit it in the face with her wrist blaster.
  15. In that case, Ironclad will fly to somewhere that she has a clear line of sight on, let us say, Sneakbot 2 and attack it. Ironclad's ranged attack check, vs Sneakbot's Def. DC 27 Tou (1d20+12=22) The most utterly average roll possibly.
  16. Power Level: 8 (120 PP) Trade-Offs: +2 Dam/-2 Att Abilities: 6 + 8 + 6 + 8 + 2 + 0 = 30PP Strength: 16 (+3) Dexterity: 18 (+4) Constitution: 16 (+3) Intelligence: 18 (+4) Wisdom: 12 (+1) Charisma: 10 (+0) Combat: 12 + 16 = 28PP Initiative: +4 Attack: +6 melee, +6 ranged Grapple: +9 Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed Knockback: -4 Saving Throws: 3 + 1 + 6 = 10PP Toughness: +8 (+3 Con, +5 Protection) Fortitude: +6 (+3 Con, +3) Reflex: +5 (+4 Dex, +1) Will: +7 (+1 Wis, +6) Skills: 108R = 27PP Computers 11 (+15) Craft (Electronic) 11 (+15) Craft (Mechanical) 11 (+15)Skill Mastery Disable Device 6 (+10) Disguise 12 (+12) Drive 5 (+10) Knowledge (Current Events) 6 (+10) Knowledge (Pop Culture) 6 (+10) Knowledge (Technology) 11 (+15)Skill Mastery Language 2 (English [Native], German, Japanese) Pilot 5 (+10) Notice 10 (+11)Skill Mastery Stealth 12 (+17) Skill Mastery Feats: 14PP Accurate Attack All-Out Attack Challenge 3 (Fast Craft [Mechanical], Hide Tampering, Simultaneous Pilot) Defensive Attack Improvised Tools Improved Trip Inventor Power Attack Skill Mastery (Craft [Mechanical], Knowledge [Technology], Notice, Stealth) Teamwork 2 Uncanny Dodge (Auditory) Powers: 6 + 5 = 11pp Device 2 (10PP, East to Lose) [6PP] (Bo Staff) BE: Strike 7 (Feats: Extended, Mighty, Takedown Attack) [10PP] Protection 5 (Heroes in a Half Shell) [5PP] Abilities (30) + Combat (28) + Saving Throws (10) + Skills (27) + Feats (14) + Powers (11) - Disadvantages (0) = 120/120 PP And I bet you thought I was going to leave all those Devices unexplained! Here's Donatello, the last of the brothers and the smart one. I'm half-way sure that his main role on the TV show was to create new gadgets and vehicles to sell more toys, but who cares? Donny's cool, man! He's the most technically inclined of the Turtles, and as such is responsible for the vast majority of their little tricks. Given that he also spends a fair bit of time surfing the web (NEEEEEERRRRRRRD!) he's also the one who's usually up on current events.
  17. Power Level: 8 (120 PP) Trade-Offs: +2 Att/-2 Dam Abilities: 10 + 10 + 8 + 2 + 0 + 10 = 40PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 20 (+5) Combat: 12 + 16 = 28PP Initiative: +5 Attack: +6 melee, +6 ranged, +10 with Sais Grapple: +9 Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed Knockback: -4 Saving Throws: 0 + 2 + 6 = 8PP Toughness: +8 (+4 Con, +3 Protection) Fortitude: +5 (+5 Con, +0) Reflex: +7 (+5 Dex, +2) Will: +6 (+0 Wis, +6) Skills: 64R = 16PP Disguise 10 (+15) Intimidate 10 (+15)Skill Mastery Knowledge (Streetwise) 9 (+10)Skill Mastery Language 1 (English [Native], Japanese) Notice 12 (+12)Skill Mastery Stealth 12 (+17) Skill Mastery Survival 10 (+10) Feats: 21PP Accurate Attack All-Out Attack Attack Specialization (Sais) 2 Challenge 4 (Fast Startle, Fast Stealth, Fast Track, Vanishing) Defensive Attack Power Attack Set-Up Skill Mastery (Intimidate, Knowledge [streetwise], Notice, Stealth) Startle Teamwork 2 Throwing Mastery 4 Track Uncanny Dodge (Auditory) Powers: 3 + 4 = 7pp Device 1 (5PP, East to Lose) [3PP] (Sais) Strike 1 (Feats: Improved Disarm, Mighty, Split Attack, Thrown) [5PP] Protection 4 (Heroes in a Half Shell) [4PP] Abilities (40) + Combat (28) + Saving Throws (8) + Skills (16) + Feats (21) + Powers (7) - Disadvantages (0) = 120/120 PP And here's the angry one, Raphael. Raph was the loner of the group, at least as prone to striking off on his own as he was to stay with the group and fight alongside his brothers. That's okay, though, every Four Man Band needs a choleric ass-kicker to turn to when things are down. Raph's the guy who takes point when someone needs to be scared, or when they need to track someone through the mean streets of New York.
  18. Power Level: 8 (120 PP) Trade-Offs: +2 Def/-2 Tou Abilities: 10 + 10 + 6 + 4 + 0 + 10 = 40PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 20 (+5) Combat: 12 + 20 = 32PP Initiative: +5 Attack: +6 melee, +6 ranged, +8 with Nunchaku Grapple: +9 Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed Knockback: -3 Saving Throws: 1 + 2 + 6 = 9PP Toughness: +6 (+4 Con, +2 Protection) Fortitude: +5 (+4 Con, +1) Reflex: +7 (+5 Dex, +2) Will: +6 (+0 Wis, +6) Skills: 56R = 14PP Acrobatics 10 (+15)Skill Mastery Bluff 10 (+15)Skill Mastery Disguise 10 (+15) Knowledge (Streetwise) 3 (+5) Language 1 (English [Native], Japanese) Notice 10 (+10)Skill Mastery Stealth 12 (+17) Skill Mastery Feats: 17PP Acrobatic Bluff Accurate Attack All-Out Attack Attack Specialization (Nunchaku) Challenge 4 (Fast Acrobatic Bluff, Fast Stealth, Fast Feint, Fast Taunt) Defensive Attack Power Attack Set-Up Skill Mastery (Acrobatics, Bluff, Notice, Stealth) Takedown Attack Taunt Teamwork 2 Uncanny Dodge (Auditory) Powers: 3 + 2 = 5pp Device 1 (5PP, East to Lose) [3PP] (Nunchaku) Strike 3 (Feat:s: Mighty, Takedown Attack) [5PP] Protection 2 (Heroes in a Half Shell) [2PP] Abilities (40) + Combat (32) + Saving Throws (9) + Skills (14) + Feats (17) + Powers (5) - Disadvantages (0) = 120/120 PP Brother number two, Michelangelo! The clown and the mouth of the group, Mickey was the "totally radical" mouthpiece of the 80s cartoon show. He's built a little bit more around Defense than his brothers, but with a lot more ways to make an enemy flat-footed. His nunchaku make him a bit more able to handle a whirlwind of mooks, rather appropriate for a pair of spinning sticks!
  19. Power Level: 8 (120 PP) Trade-Offs: None Abilities: 10 + 10 + 8 + 6 + 2 + 8 = 44PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 18 (+4) Combat: 12 + 16 = 28PP Initiative: +5 Attack: +6 melee, +6 ranged, +8 with Katanas Grapple: +9 Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed Knockback: -4 Saving Throws: 0 + 2 + 5 = 7PP Toughness: +8 (+5 Con, +3 Protection) Fortitude: +5 (+5 Con, +0) Reflex: +7 (+5 Dex, +2) Will: +6 (+1 Wis, +5) Skills: 60R = 15PP Diplomacy 7 (+10)Skill Mastery Disguise 11 (+15) Knowledge (Streetwise) 7 (+10)Skill Mastery Knowledge (Tactics) 12 (+15) Language 1 (English [Native], Japanese) Notice 10 (+11)Skill Mastery Stealth 12 (+17) Skill Mastery Feats: 20PP Accurate Attack All-Out Attack Attack Specialization (Katanas) Challenge 3 (Combat Diplomacy, Fast Stealth Quick Change) Defensive Attack Dodge Focus 2 Fascinate (Diplomacy) Leadership Master Plan 2 Power Attack Skill Mastery (Diplomacy, Knowledge [streetwise], Notice, Stealth) Takedown Attack Teamwork 2 Uncanny Dodge (Auditory) Powers: 3 + 3 = 6pp Device 1 (5PP, East to Lose) [3PP] (Katanas) Strike 3 (Feat:s: Improved Critical [19-20], Mighty) [5PP] Protection 3 (Heroes in a Half Shell) [3PP] Abilities (44) + Combat (28) + Saving Throws (7) + Skills (15) + Feats (20) + Powers (6) - Disadvantages (0) = 120/120 PP One of many, folks. Or at least one of four. One day four ordinary Brooklyn turtles crawled into some very un-ordinary mutagenic ooze, grew in size and intelligence, and were taken in by a similarly mutated rat who went by Master Splinter. The oldest and more dutiful of these sons was Leonardo, trained with the deadly katanas (though in the picture it's more like a pair of ninjato). Inspired by Michael Bay's, uh, interpreation of the turtles, here's the first of my own. This, as previously stated, is Leonardo, the leader of the group. Before a fight, he can use Master Plan to give the Turtles an edge on a foe (he could conceivably hit the +3 mark every time) and during it, the Teamwork feat lets him set up enemies for his brothers to take down!
  20. Ironclad can take 20 on both the Know/Tech and Notice checks as a Free action, blowing those DCs out of the water. What does she learn about those plans?
  21. Fool Dok once, shame on you, fool Dok twice, the lab animals eat well that evening... Ironclad As I was a foolish fool, I forgot to update Ironclad's actual attack bonus when figuring her new sheet. That is corrected below. Fool Dok once, shame on you, fool Dok twice, the lab animals eat well that evening...
  22. I'm always in favor of chrome or some LED-blue for a tech team. Here's a question to ponder: do we want a team HQ, and if so what kind? We could build an HQ, or the team could 'discover' one and inhabit it as the climax of the first round of stories.
  23. It's hugely points-inefficient. Let's look at a break-down. Base Deflect requires you to take a Standard action to negate an attack from one of three sources; fast projectiles, slow projectiles, or melee attacks. In essence it is Nullify (Attacks) Limited to one of those three. To block all of them requires 3 PP/rank. Moreover, ever attack after the first imposes stacking penalties. Since Deflect is limited to PL, you're already only going to have a 50/50 chance of blocking any attack from an opponent of your PL; throw in a higher-PL opponent or some Minions to wear you down first, and your chances start to go down the drain. To be able to block anything without penalties buying Deflect up to a Reaction, or +3 Extra. Now we're at 6 PP/rank, and all we're doing is negating attacks; to send them back at an opponent requires another rank of an extra, so 7 PP/rank. Compare this to an alternative, Reflective Toughness. It requires that a character's Toughness be Impervious, so that's +1, and it requires +2 Extra to reflect all damage, but the damage hits automatically. There's a fair chance most mooks would be taken out by their own attacks, and even if they didn't the attack wouldn't hurt at all anyway. As it stands you could probably grab full Impervious Toughness from the shield itself, and then grab Reflective to either melee or ranged attacks within the Shield Fighting Mastery container.
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