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Freedom City PBP: A How-To Guide
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Everything posted by Fox
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Odd to see a damage-shifted Cowl; that must be one heck of a collapsible staff to hit twice as hard as a warhammer. I count 85 ranks of skills, not 60. I'm concerned that the Second Chance may be over-broad; it's intended to apply to specific hazards, citing examples of specific powers or very specific effects: falling, mind control, Blasts with the fire descriptor, etc. That last one is telling, since it limits Second Chance not just by descriptor, but also by effect. With that guide in mind I'm largely fine with Ballistics, as it's very specific, but 'piercing and slashing' covers 2/3rds of all physical damage (across a wide variety of effects) and that's a lot for 2pp. You're only using 27/30dp in the costume device. The utility belt has two base powers? What's the descriptor on the Trip's +Knockback? Tripwires aren't known to fling people back 10-50 feet through the air.
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Doktor'd! Masque A very silly fluff edit, here; I was looking at Masque's sheet today and noticed that she's...5'8"?? This is much taller than the Masque in my head. Please adjust Masque's height to 5'5" & weight 120lb as a blatant retcon. She was always 5'5". Nobody will be able to prove otherwise.
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"Hey! You don't - you can't just say that about your friends!" insisted Elizabeth; she'd mostly recovered from being stabbed in the brain...at least, enough that one of her had come over to inspect the commotion at the newly-revealed bathroom. "She's not...she's not dead, right? Not dead-dead. She's just in sleep mode, or--" She cut off, something in the corner of her eye dragging her attention sideways toward Danica. That wasn't right, Danica didn't.... The young trickster pulled upright like someone had yanked up on her strings, clasping her hands together with her fingertips to her lips. "I'm so dumb. I'm so dumb. The dress! I saw the fake person earlier and stopped looking so that I wouldn't spoil anybody's fun, but that's-- you're not real. You're not the real Danica. You're..." She frowned, brain turning over. Fake people were a show; she knew shows. Misdirection, look for the other hand. The slip-ups. The pride. They're in the walls? "....are you the Doom Room?"
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Whoops, missed the request, because I am the worst. Notice Check, DC25: 1d20+10 24 Barely! Odds aren't good, but she has the hero points to spare, so she'll retry that: Notice Check REROLL, DC25: 1d20+10 25 Just makes it! Masque is down to 4HP.
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done by Durf Work had me up until 1am-2am for the last couple weeks, and I lost my dang mind; completely missed the turn of the month. Woop! Thread post for April 2020: Masque Hero Prom (8) Ref point to Eclipse, please.
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Elizabeth hissed, sucking air in between her teeth as she hunched down, hand to her head. "I don't know what that was, but it's awful," she said, still grimacing as she looked around. "If that's something the Doom Room can do, that's sure new for me! I would like that to not happen again, please." She tried to play that last bit off as a joke, but there was a little bit too much nervousness in it to land; she clutched at a tiny mask charm hanging from her bracelet and stepped in two directions at once, leaving a pair of Elizabeths looking around in opposite directions for something - anything - that could explain what was going on. "Does anyone who's left in here have one of the nice fancy teleporting powers? Mine's not much good if I--" The Elizabeth stopped, glancing at her twin, then down, then back again. The two of them threw a single, distracted game of rock-paper-scissors, and the loser (?) snapped her fingers, replacing her 20s-era flapper dress with a rakish 20s-era getup of slacks, button-up, and suspenders. It was a little more 'charming gangster' than 'party-goer', but it would do on short notice. She pulled a matching flat cap out of thin air before continuing. "Mine's not much good if I can't see where I'm going. It'd be really nice to have someone on the outside."
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pl 10 Rebellion (PL10/14) - RocketLord (Silver)
Fox replied to RocketLord's topic in Archived Characters
Archiving; this sheet has been replaced with a new version.- 5 replies
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Nocturne Power Level: 8 (150/150PP) Unspent Power Points: 0 Trade-Offs: -2 Defense / +2 Toughness In Brief: Gravity-powered mean teen. Theme: Dear Rouge - Black To Gold Alternate Identity: Natalia Koshchei Birthplace: Freedom City, USA Residence: Claremont Academy Occupation: student Affiliations: Claremont Academy Family: parents, grandfather (Viktor Koshchei - 'Graviton'). Description: Age: 16 (DoB: December 2004) Gender: female Ethnicity: Caucasian Height: 5'7" Weight: 125lb Eyes: gold Hair: black Natalia is relatively tall and svelte, long-limbed with a teenager's approximation of elegance. She has her father's short nose, pale skin, strong features, and piercing eyes (now gold, a side-effect of being infused with her powers), and her mother's straight dark hair and sharp chin. She's probably smiled at least once, surely, but there's no evidence and one gets the impression that all witnesses to the event have since disappeared. She dresses fashionably but not ostentatiously, favoring clean lines and well-fitted clothes in her signature blacks and golds. She has expensive tastes rarely sustained on a teen's budget, and she makes up the difference with self-made (and thus perfectly-fitted) clothing of her own increasingly sophisticated design, along with a carefully-maintained closet of favorites. When up to no good Natalia wears a sleeveless black bodysuit that covers her from her feet to her neck; over this she drapes carefully-tailored gold and black cloth, cut low and tight in the top and flowing freely below the waist, slit up to her hips in an invocation of a fine dress or elegant robe. With a pair of low-heeled ankle boots she can stand just a little bit higher (the better to look down on her foes), and with gold-accented gloves she can protect her hands (and not have to touch...anything). A simple black mask and hood protect her identity. History: Born as the sun set on the Second World War, Viktor Koshchei was a mountain of a man in both statue and intellect, his potential quickly identified and dedicated to the development of new sciences and tools to promote the Soviet Union. He broke ground on exotic sciences. He developed new and fantastic weapons. And he was, in truth...entirely disinterested in all of it. His last great work was a way to harness gravity itself: a machine, attached to a man, that could amplify his strength and abilities to punch through any problem, crush any wall, defeat any enemy. This had always been his way: the direct solution, solving troubles with your own two hands. When he and his work were to be buried, shuffled off to a secret laboratory where neither might see the light of day again, he donned the machine and punched through the problem. From that point on he was a villain of the Cold War, asset and hindrance to all sides. He was Graviton, and his solutions to his problems were direct, decisive, and far more entertaining than a lab. Still, his machine was imperfect, his particles difficult to source; there was a better way, a theoretical way. Not for him, but for a child - a worthy successor. A legacy. His own child, his son, was too old to gain the power himself...and besides, he made eyes at every spy and hero they encountered. No, he would need a new generation. A new child to empower and teach. Natalia was born in 2004 to parents that had long-since settled down, and who had neither the ability nor interest to keep her from her grandfather's attention. Under his guiding hand she learned about a power that was a part of her - not half-machinery, like her deda, but built into her being, infused into every cell of her body. Under his guiding hand she learned everything he thought she would need to survive, and to be every inch as great as he had been. These were possibly not good lessons for a young girl. She got better at manipulating people than at making friends, better at being who she thought she should be than being who she really was. She got into fights (and mostly won) but the more she thought she knew about the world the worse she got at being her own person, and the worse she was at being her own person the more she cut herself from real, human connections. She was a bully, aloof and mean...and worse, she was good at it, even when she didn't want to be. Natalia's parents finally put their foot down when, at 13, Viktor attempted to take her on a 'proper job' - which is to say, an attempt to knock over a bank. Faced with the influence Viktor had already had and who their daughter risked becoming, they cut ties with him and sought to enroll their daughter in a more positive environment where she could still learn about herself and what she could do. Personality & Motivation: There is not a normal person in Natalia's family tree, not to mention a distinct lack of trust all around, and she wears the signs of both wherever she goes. Natalia seeks control - control of herself, control of her abilities, and control of her life; historically she's sought control of the people around her if she could get it. She's not comfortable with vulnerability, nor open displays of empathy between equals, nor seeking help from others. She's been taught, implicitly or explicitly, that there are many kinds of strength but it is always strength that wins in the end. There are movers, and the moved; the manipulators, and the manipulated; hunters and prey. She will not be the latter. Being a young teenage girl she has no idea how to properly pursue any of that, but she assumes a school full of the empowered will be an excellent place to learn. She is lonely in a way she can't properly admit, even to herself. Powers & Tactics: Natalia wields power over the force of gravity, generating & controlling exotic particles that decay far too quickly for proper study. She prefers the hands-off approach, keeping her enemies at bay - she'll lock them down if she can, controlling the battle to the best of her ability and pressuring her enemies until they don't pose any further threat. This more practical tactic is somewhat undercut by her sense of impact and presentation, however; she'll rarely turn down an opportunity to crush an enemy's will along with their strength, all the better to keep them from being a threat in the future, and all the better to make herself seem more controlled and powerful than she may sometimes feel. Power Descriptions: Lower-key uses of her powers may be difficult to perceive, but any larger efforts will see energy pour off of Natalia in uneven black-and-gold patterns; this gravitational energy is far more evenly-distributed at her target, re-manifesting as fields of dim light or fluctuating circles. Complications: Critical Mass: Not all of Natalia's self-control is unhealthy; her power is driven as much by instinct as intellect and in times of great distress or emotional turmoil it may manifest unreliably or unbidden. The Gravity-Powered Menace!: Natalia's grandfather was quite active back in the day, and his identity is not a secret. She is the gravity-powered granddaughter of a known (if partly-retired) gravity-powered supervillain and one could easily assume the apple didn't fall far from the tree. Leverage: Natalia's family contains several criminals, at least one supervillain, and an ex-spy. The politics of this are complicated, and a teenage girl would make excellent leverage for anyone trying to get at or through any given piece of her family. Pride Goeth Before: Natalia cloaks herself in her pride, wields it as both armor and sword; she can be provoked into acting against her best interests if an enemy can dig into her pride and sense of self. She may also be reasonably blackmailed if one found evidence of anything she might consider embarrassing or immature. Social Distancing: Natalia's not used to dealing with other people, and while she's capable of turning up the charm when she wants something, her disdain and the social distance she keeps with casual acquaintances is easily mistaken for malice. Her reputation suffers for it, which may leave anyone who doesn't know her (and some of those who do) unfriendly and untrusting at the outset. Abilities: -2 + 2 + 0 + 4 + 4 + 8 = 16PP Strength: 8 (-1) Dexterity: 12 (+1) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 8 + 6 = 14PP Initiative: +5 (+1 Dex, +4 Improved Initiative) Attack: +4 Melee, +4 Ranged, +8 Gravitics Defense: +6 (+3 Base, +3 Dodge Focus), +2 Flat-Footed Grapple: +3 / +20 Move Object (Improved Pin) Knockback: -0 / -7 Saving Throws: 5 + 5 + 7 = 17PP Toughness: +0/+10 (+0 Con, +10 Force Field; 5 Impervious) Fortitude: +5 (+0 Con, +5) Reflex: +6 (+1 Dex, +5) Will: +9 (+2 Wis, +7) Skills: 60R = 15PP Bluff 8 (+12 / +16 Attractive) Concentration 5 (+7) Craft [Artistic] 12 (+14) Diplomacy 6 (+10 / +14 Attractive) Intimidate 8 (+12) Knowledge (Current Events) 4 (+6) Knowledge (Physical Sciences) 4 (+6) Knowledge (Popular Culture) 8 (+10) Language 1 (English [native], Russian) Notice 4 (+6) Feats: 11PP Attractive Connected Dodge Focus 3 Environmental Adaptation 3 (high/low/zero gravity) Improved Initiative Improved Pin Luck 1 Powers: 5 + 15 + 38 + 1 + 6 + 12 = 77PP (all powers have the 'gravity' and 'mutant' descriptors, ultimately from a 'science' source) Flight 2 (25mph; Feats: Subtle) [5PP] Force Field 10 (Extras: Impervious 5) [15PP] Gravitics Array 18 (36pp Array; Feats: Alternate Power 2) [38PP] BP: Move Object 10 (crush/throw; 12 ton heavy load; Extras: Damaging; Feats: Accurate 2, Indirect 2, Precise, Variable Descriptor 1 (any physical)) [36/36] AP: Paralyze 8 (collapse; Extras: Area (general, burst), Alternate Save [Reflex], Range [Ranged]; Feats: Indirect 2) [34/36] AP: Trip 8 (riptide; Extras: Area (general, burst), Knockback; Feats: Indirect 2) [34/36] Immunity 1 (own powers) [1PP] Super-Senses 6 (Gravity Awareness [mental; Accurate, Acute, Radius, Ranged]) [6PP] Utility Array 5 (10pp Array; Feats: Alternate Power 2) [12PP] BP: Environmental Control 3 (low gravity, 25' radius; Extras: Action 1 [Move]) [9/10] AP: Environmental Control 3 (high gravity, 25' radius; Extras: Action 1 [Move]) [9/10] AP: Super-Movement 2 (Wall-Crawling 2; Extras: Affects Others, Area [general, burst], Range 1 [Ranged]) [10/10] Useful Notes: Environmental Gravity Drawbacks: -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness Damage Move Object Ranged DC23 Toughness Damage Paralyze Ranged (45' radius) DC18 Reflex Area Check |> DC18 Reflex Slowed/Paralyzed |> DC18 Reflex (+1/round) Recover Trip Ranged (45' radius) DC18 Reflex Area Check |> Contested Check (STR/DEX) Prone + Knockback Totals: Abilities (16) + Combat (14) + Saving Throws (17) + Skills (15) + Feats (11) + Powers (77) - Drawbacks (0) = 150/150 Power Points
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pl 10 Torque - PL 10 Vibora Bay PC - Heritage (Gold Reward)
Fox replied to Heritage's topic in Archived Characters
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Archiving at player request.
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Masque: Will Save: 1d20+7 13 Oof.
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"Well, it's definitely still high-energy!" Elizabeth grinned, gesturing out at the dancing crowds, but her expression halted a moment as the gesture scanned over some of their more distracted peers. "But the correct dress is the one you wear and feel great in! I have a brother who told me that, and it was a really important lesson." She nodded at her own great wisdom, but her grey eyes were still darting between their friends. "....between you and me," she said, bending down to talk to Danica in a stage whisper, "people are acting pretty weird! I bet this dance either quiets down really soon, or gets really exciting. Maybe we should ask them what they're looking at!"
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I have snuck the indent in for you. Be very careful with that Transform - it's a very powerful effect, and we tend to police it accordingly. Please don't make your GMs cry! APPROVED!
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Mostly just some math stuff, here. Mathmathmath. Dreamer Perception-range powers that are used to grapple don't get modified by your attack bonus; you can read about this in more detail in the House Rules where we clarified grappling. A perception-range Move Object grapples with (rank x2) as its bonus. With -1 Con and +12 Protection, the Dreamer's Toughness would be +11, not +12. Her Knockback modifier would thus be -5. The stacked power note on the Summon Array's Move Object appears to have slipped above its power, rather than below! You should probably mention that the Environmental Control is 4pp/rank, since that limits what Dreamer could do with it (e.g., she could create 2pp/rank light and 2pp/rank hamper movement, but not those and heat as well, as that would exceed her budget). It isn't immediately clear to me what the Transform power does. It shouldn't need Affects Objects/Affects Only Objects, for instance, since Transform inherently picks what it can and cannot effect when you buy it, which also decides its price. What could Dreamer transform with this power? What can she affects, and what can she change those things into? Carnifex Growth modifiers apply to defense, too; Carnifex would have a -1 defense modifier, for +3 overall. Grapple bonus may be a little off; let's look at the minimum/maximum here: Minimum: +10 Strength, +4 Melee Attack Bonus, +4 Growth = +18 (since the strength bonus from Growth is +Innate, we don't need to worry about the non-Growth strength!) Maximum: +10 Strength, +4 Melee Attack Bonus, +4 Growth, +3 Super-Strength = +21 Similarly, the Growth affects Knockback, and you don't need to worry about the non-Growth version since it's Innate We could probably worry about the Impervious Toughness, but that's a permanent power and it'll be pretty rare that we won't have it. Math time: (impervious toughness) + (non-impervious toughness / 2) + misc. modifiers 7 + (3/2) + 4 (growth) = 7 + 1 + 4 = -12 Double-check the Fortitude Save; should be +10/+7 if you want to account for the non-Growth save, or just +10 if we assume the Innate Growth is always going to be there.
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With a +3 Base defense, Chimera would have a +2 Flat-Footed defense. This is one of the common gotchas with Mutants and Masterminds - everything rounds down, except when it doesn't! Double-check that Grapple score; you're short-changing yourself. With a +7 Melee attack bonus, +0/+7 Strength, and Super-Strength 1 this character would have a +7/+15 Grapple bonus. Double-check the Powers cost tally; the individual powers look okay, but the Powers line doesn't match the powers listed, and I count 33pp of powers, not 32. Also, not something that's wrong but just because I know it comes up for new characters sometimes: keep in mind that Regeneration (Bruised 1 [1 round]) doesn't mean that the character will heal a bruise per round - it means that with 1 round of doing nothing but resting, they can make a recovery check to heal a bruise. Which is still pretty good, since that would normally take 10 rounds! But it's not free, action-less healing.
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"Either way she's very fancy!" Elizabeth had mingled in on the dance floor just long enough for Pan to go after Eira, and then re-emerged for punch and a chance to find new mischief. Or, as chance would have it, new arrivals! It was taking a concerted effort to not split and go spy...but she figured she owed Eira at least that much. She could bother her robotic friend for details later. "That's a very impressive dress. Definitely not your usual style! Which is, you know, great - but it's a dance! It's fun to see what everyone put together!" She grinned, gesturing at everyone with her cup. "Is that dress something you were hiding for a special occasion?"
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Sense Motive Check: 1d20+10 28 Well, apparently that she can do....
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Notice Check: 1d20+10 16 Masque doesn't quite make it!
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"It's been pretty great to watch," admitted Elizabeth, grinning. "You two have been dancing without dancing, and that's a lot of fun! But it's all fun and games until someone actually gets hurt. If we're being perfectly honest, I was going to push if you weren't, because no story's fun without a good climax...but it looks like Eira's a step or two ahead of us both." She took control of the dance, without warning or apology, deftly leveraging surprise to spin Pan around just in time to see Eira leave. "That's an 'exit: stage left' if I've ever seen one," she said from behind, resting her chin on his shoulder and watching alongside him. "It's all fun and games until someone's feelings get hurt, hmm? Trickstering's always easier from the outside of the drama, so here's your outside trickster advice for the day: in any good romance story this'd be your chance, go fix it, and don't break any hearts or I'll mess you up." She pushed his back, shoving him a step toward the bathrooms as she disappeared into the crowd, laughing.