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Freedom City Guidebook
Freedom City PBP: A How-To Guide
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Huzzah, cowls! Looks like a pretty solid foundation. Just some fairly minor notation stuff: Looks like the Trade-Offs bit at the top may need some updating - right now the character's +4 Attack, -4 Damage. With +8 Toughness, 2 of which is from defense roll, this character's Knockback would be -4/-3 Flat-Footed. Keep in mind that it'll be slightly lower (-3/-2) when out-of-costume. Will should probably read "Will: +10 (+0 WIS, +10)"; a minor thing, but it'll save your GMs a little confusion. Double-check the final skill bonuses - looks like the Charisma-linked skills were originally set up with a CHA +1 bonus instead of the current CHA +2.
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Initiative time again! There are a lot of eyes looking for Wraith and Kimber - they don't have much time before someone thinks to look up, and the guard between the overlook and the empty space that takes up most of the center of the second floor here doesn't offer them much concealment. If they attack now, they get a surprise round; alternative, they could try something inventive to better their odds (at the cost of the surprise round itself) or find another approach. Wraith: Initiative Roll: 1d20+7 12 Boo, Wraith.
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GM If nothing else, the small man's vision of the building had given both Ghost Girl and Wraith a general understanding of the lobby, and they were more than able to sneak across to the lip of the upper floor's ledge to take a look. There weren't legions awaiting him - that, thankfully, seemed to have been his own fabrication - but there were enough, a half-dozen glowing forms of varying levels of instability holding ranks around a small, well-dressed man trying to clutch both his cane and hand at once, with limited success. The cane was smoking, part of its head split open to reveal what looked like circuitry - it periodically spat out a spark that arced several feet to a smoldering hat on the ground nearby. A metallic band hidden inside the hat was smoking, too, and they could smell the tell-tale acrid odor of burning electronics even from halfway across the room. The man's hand was fine, but you'd never have known it for how he held it to his chest, glancing fearfully around the room. He was a cornered animal, caught between flight and fight - and when an ill-fated mouse dared poke its nose out of a pile of broken chairs, he met it with an unseen wave of kinetic energy that tore the pile apart. His guards didn't seem particularly enthusiastic about their current job, but none the less tried to ignore the little man's strangled noises of fear, casting unseen eyes around the room.
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"Yes," Wraith confirmed, eyes narrowed in a Kinigosi scowl. She made her way down the stairs carefully, eyes watching the hallways with unsettled distrust. "I was in a...basement, I think, with many of the glowing henchmen. The small man was not there, but his voice was, and he had many things to say about the 'alien menace'." Wraith certainly seemed to be in the mood for menacing. "I do not know what his...'deal' is, but he seems very insistent that most or all super-powered people are aliens in disguise, or get their powers from aliens or...I believe I lost him at that point. He is, I think you would say, 'off his rocker'?" She glanced at Ghost Girl, rippling her body in some kind of alien shrug. "Still, we should perhaps be careful. It smells like he had some kind of machine assistance, but he was still a psychic, and we do not know what he has left in him. You left the greater impression, I think, hands aside. I will follow your lead."
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This is the full - and, barring any minor tweaking and fluff updates, final - rebuild for Gaian Knight and Tiamat, maxing their allowed PP and bringing them up to full PL15. As it isn't entirely trivial and required some obnoxious trade-off balancing, especially on Tiamat's part, I'm submitting it as a full sheet review.
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TiamatPower Level: 15 (240/240pp)Trade-Offs: +2/-2 Attack/Damage (human, unarmed) -2/+2 Attack/Damage (human, mace) -3/+3 Attack/Damage (dragon) -4/+4 Defense/Toughness (dragon)In Brief: A dragon stuck in the modern world, with a chance at a clean slate and a society with fewer torches and pitchforks.Alternate Identity: Teagan DelphyneIdentity: secret(-ish)Birthplace: Europe, Alternate EarthOccupation: part-time translatorAffiliations: Gaian Knight, Sanctuary, Freedom LeagueFamily: none localDescription:Age: 301Apparent Age: late twentiesGender: femaleEthnicity: Lizard (Caucasian, in human form)Height: 6'1" (human), up to 16' (dragon)Weight: 210lbs / ~10 tonsEyes: redHair: dark red, down to her waistTall and fit with dark red hair and red eyes, few would disagree that Teagan is attractive, but not the sort of attractive one finds on a runway or the cover of a magazine; where willowy supermodels may look like they'd be blown over by a strong wind, Teagan Delphyne is better described as the strong wind itself. Powerful and imposing features built on a well-muscled frame, she wouldn't look terribly out of place in a suit of armor at the head of a medieval army...which is something she's likely well aware of, as when fighting crime she dons a dark grey and red chestplate and cape over dark red pants and sturdy boots, her hair pulled up and her identity nominally hidden under a simple domino mask. When she changes to her true form, though, she looks like the thing the army rides against: large and awfully powerful, a European-style quadrupedal horned dragon straight out of myth and legend. Her hide runs dark like coal along her underside but a deep crimson everywhere else, a tyrannosaurus-sized creature of razor teeth and rippling scales and terrible glory. For all her savage beauty, the intelligence behind her slitted red eyes mark her unmistakably above a common beast.Power Descriptions:Teagan's powers are typically either subtle or inherent to her being - the major exception to this is her fire breath, a directed storm of billowing dragon's fire, changing in hue and intensity with her mood and need. When changing shape her personal belongings disappear, clothes and mace simply lost from existence until she changes back. Though she's reluctant to use it, Teagan is no slouch at magic: given the time to set up, she can invoke the Old Words to work a ritual to meet her needs.History: Once upon a time there was a dragon, living in a world where magic had never quite been traded in for science, and where the populace knew that dragons were something to be feared and destroyed, lest they destroy cities and eat livestock...or worse. And that's precisely what dragons did, too, out of desire or pure necessity: difficult to gather together when your species is so competitive, and nigh impossible to blend into human society when the magic that offered you human form left you marked with a symbol of what you truly were - and a dragon's glory is not so easily hidden from a wizard's eyes.It was simply the way of things. It was how Teagan was raised, and it was how she lived, until one day she encountered a dimensionally-displaced heroine from a far-away place called Freedom City. They fought, of course, but even a mighty dragon isn't prepared for modern technology; her last waking memory on her home was hitting the ground and assuming that the nearby peasants would take advantage of her weakness and finish her, once and for all.And then she woke up somewhere very different with a very strange man waiting nearby. He smelled of earth and old magic, and patiently explained that this may have been the way of things, but circumstances had offered her a new way: a clean slate, in a new place, full of strange people and powers. A place where she could blend in, if she wanted. Where her kind was the stuff of unbelieved but fondly-remembered legends, where - if she chose, and wanted it badly enough - she could be respected, not feared...or at least, only feared by those worth being feared by. Where every day could be something new, and interesting, and carry fights to remember.Personality & Motivation:Teagan is proud to the point of egotism, and she can be more than a little brash and hot-headed, but with a new chance and a clean slate her heart's in the right place. Helping people - and having them thankful to be helped! - is both novel and deeply gratifying, and the ability to fight truly worthy battles is the delicious icing on a treasured cake. She's loyal to a fault (if you earn that loyalty), enjoys a good challenge (and generally respects those who give her one), and she's willing to stand her ground, no matter the cost, for a worthy cause. She is, in general, a far better and more intellectually-minded creature than she cares to let on.She has a lot to learn about her new world, but she's not as thick-headed as she'd like to appear: she learns quickly, and looking foolish or out of place hurts her dignity enough that she puts real effort into trying to fit into modern day America.Powers & Tactics:No matter her form or the battle, her strategy is pretty straight-forward: hit it until it stops fighting back, and then stop hitting it. She's a little too used to being able to win by pure, overwhelming force, but she's a cunning and experienced fighter coming from a lifetime of conflict. Said lifetime has taught her that sometimes you have to hit them when they're down - striking at a weak enemy is not dignified, but leaving your enemies to stab you in the back as soon as you run around isn't wise. The angrier she gets the more ruthless she's likely to become, falling more and more on old habits and lessons learned from deadlier foes. Complications:Dragon: Dragon. Ex Nihilo: As far as the rest of the world is concerned, Teagan didn't exist until a matter of years ago. She has some amount of official personhood on record now, but it doesn't take enormous effort to realize she sprang up out of nowhere.Funny Glowing Noise Boxes: Teagan's adjusted well enough to modern life, but where she's from they didn't have 'computers' and 'cars' and 'cell phones'. With experience she can mostly navigate the basics of modern life, but don't ask her to do anything fancy.Secret: Identity.Abilities: 20 + 4 + 14 + 4 + 4 + 6 = 52ppStrength: 30 (+10) / 46 (+18)Dexterity: 14 (+2)Constitution: 24 (+7) / 32 (+11)Intelligence: 14 (+2)Wisdom: 14 (+2)Charisma: 16 (+3)Combat: 10 + 8 = 18ppInitiative: +2Attack: +5 Base, +10 Melee, +14 Unarmed (human) / +12 Unarmed (dragon)Grapple: +18 (human) / +34 (dragon) / +45 (super-strength)Defense: +12 (+4 Base, +8 Dodge Focus) / +10 Dragon, +2 Flat-FootedKnockback: -6 / -18Saving Throws: 3 + 8 + 10 = 21ppToughness: +12 (+7 Con, +5 Protection) / +20 (+11 Con, +9 Protection)Fortitude: +10 (+7 Con, +3) / +14 (+11 Con, +3)Reflex: +10 (+2 Dex, +8)Will: +12 (+2 Wis, +10)Skills: 76r = 19ppBluff 7 (+10) Concentration 3 (+5) Craft (Smithing) 8 (+10)Intimidate 17 (+20, +24 dragon)Knowledge (Arcane Lore) 13 (+15)Language 1 (Draconic [native], English)Notice 8 (+10)Search 3 (+5)Sense Motive 8 (+10)Survival 8 (+10)Feats: 27ppAttack Focus (Melee) 5Attack Specialization (Unarmed) 2 Benefit (Wealth)Dodge Focus 8 EnduranceEquipment 1Fast Task (Startle) Improved Grab Improved Grapple InterposePower AttackRitualistSet-UpStartleTakedown AttackEquipment: 1pp=5ep League Communicator (Communication 5 (Radio; Extra: Area (5 miles), Flaw: Limited [Other League Communicators]) [5ep] Powers: 53 + 6 + 18 + 3 + 11 + 6 + 6 = 103ppAlternate Form 9 (45pp Container; Extras: Duration [Continuous], Drawbacks: Action [Move]) [53pp] (dragon form; magic, shapeshifting) Drain Toughness 2 (stacks with Drain Toughness 12 below, to Drain Toughness 14; Extras: Affects Only Objects, Area (General, Cone), Linked (Damage); Flaws: Action [Full], Distracting) + Damage 3 (stacks with Damage 12 below, to Damage 15; Extra: Area (General, Cone); Flaws: Action [Full]; Feats: Alternate Power 2) [1+5 = 6pp; 24pp array budget] (dragon's breath) AP: Nullify Magic 15 (counter all magic effects; Extras: Area (General, Cone); Flaws: Action [Full], Distracting; Feats: Selective) [20/24] (cleansing fire) AP: Super-Strength 11 (effective strength 101; Heavy Load: ~12.5K tons; Feats: Super-Breath, Thunderclap) [24/24] Flight 3 (50mph / 500 ft per move action) [6pp] Growth 8 (Extras: Duration [Permanent, +0], Feats: Innate) [25pp] +16 STR, +8 CON, +10' Movement, -2 Combat Modifier, +8 Grapple, -8 Stealth, +4 Intimidation, +10' reach, +10 Effective Carrying Strength. Protection 4 (stacks with Protection 5 below, to Protection 9) [4pp] (dragon hide) Super-Movement 1 (Wall-Crawling) [2pp] Super-Senses 2 (Auditory (Extended), Visual (Extended)) [2pp] Comprehend 3 (Speak Any, Understand Any, Read/Write Any) [6pp] (gift of tongues)Drain Toughness 12 (Extras: Affects Only Objects, Area (General, Cone), Linked (Damage); Flaws: Action [Full], Distracting) + Damage 12 (Extras: Area (General, Cone), Linked [Drain]; Flaws: Action [Full]) [6+12= 18pp] (fire breath)Device 1 (5pp mace; Flaw: Easy-to-Lose) [3pp]A heavy, unadorned steel mace with a leather-wrapped handle and a hanging leather loop. Its spherical head is studded with blunt spikes. Strike 4 (Feats: Mighty) [5dp] Immunity 11 (Aging, Fire Effects) [11pp] Protection 5 (Feats: Innate) [6pp]Super-Senses 6 (Magic Awareness: Very Common [3], Olfactory, Acute [1]; Infravision [1]; Ultra-Hearing [1]) [6pp] DC BlockATTACK RANGE SAVE EFFECTUnarmed (human) Touch DC25 Toughness Damage (Physical)Unarmed (dragon) Touch (+10') DC33 Toughness Damage (Physical)Mace Touch DC29 Toughness Damage (Physical)Fire Breath (human) 120' cone DC22 Fortitude Drain Toughness, Objects Only (Fire) DC27 Toughness Damage (Fire)Fire Breath (dragon) 110' cone DC24 Fortitude Drain Toughness, Objects Only (Fire) DC30 Toughness Damage (Fire)Thunderclap 55' radius DC21 Reflex Deafened DC21 Fortitude (-1/round) Recover Abilities (52) + Combat (18) + Saving Throws (21) + Skills (19) + Feats (27) + Powers (103) - Drawbacks (0) = 240/240 Power Points
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Gaian Knight Power Level: 15 (250/250 pp) [252] Trade-Offs: -3 Defense / +3 Toughness Unspent PP: 0 In Brief: Professor given powers over the earth by unknown forces, just out to do some good in the world. Alternate Identity: Tarrant David McLeod Identity: Secret Birthplace: United States, West Coast Occupation: Professor of Earth Sciences, Freedom City University Affiliations: Sanctuary, Freedom City University, The Freedom League Family: Parents (west coast), Brother (location unknown; estranged) Sidekick: Tiamat Description: Age: 33 (DoB: October 1984) Gender: male Ethnicity: Caucasian Height: 6' Weight: 190 lbs. Eyes: green (now flecked with gold) Hair: brown A tall man seeming to be in his late twenties to early thirties, Tarrant's quite fit but not overly muscular - he looks more like someone who spends a lot of time outdoors than someone who hits the gym five days a week. Short brown hair tops a strong, charming face with amused green, gold-flecked eyes. Left to his own devices he trends towards simple, durable clothing (jeans, simple t-shirts or button-ups, unadorned jacket), but dresses up a bit more for teaching (button-up shirt, vest, tie, and slacks). No matter what he's wearing, his footwear is practical - when asked, he generally offers something vague about personal comfort and the stride of his walk. His heroing gear seems serviceable but a little slapdash: black fingerless gloves, heavy brown boots, dark jeans, dark red cloth over his mouth and nose, and a long brown hooded coat. Only three items are truly notable: first, a dull metal platemail chestpiece under the coat, apparently designed with an eye towards flexibility; second, a pair of round goggles completely obscuring his eyes; and third, an antique-looking but well-cared-for sword which never leaves his side. Power Descriptions: Gaian Knight leverages the abundant nearby earth for his effects, moving or reshaping it to his own ends - attacking from various angles to surprise his enemies or strike from around cover. As a hobbyist sculptor he takes a bit of pride in the appearance of his creations, and while not flamboyant he always adds his own artistic touches when able. As his power is instinctive and rooted to his being he doesn't need to gesture or invoke his magic, per se, and he's perfectly capable of directing his attacks with both hands in his pockets and both feet firmly on the ground. Still, a little dose of dramatic hand-movement now and again doesn't hurt one's focus. His powers often causes a noticeable earthy-golden glow that becomes more and more apparent as he takes larger and larger actions, starting around his hands, then his eyes, and finally his whole body (and any rock nearby). Though he rarely notices, long-term use of his power leads to small rocks orbiting him or following him around through the air. History: Young grad student Tarrant McLeod lived a pretty ordinary life up until a friend of his - an archaeology student - called him up to help with a huge, unlikely cave they'd unearthed near an old ruined city. Upon entering and touching a distinctly out-of-place pedestal of polished stone he was transported to an unknown, seemingly endless plane of earth where a floating vision of a woman in flowing robes spoke to him in broken sentences and half-formed images, part of some ancient recording or ceremony; she called him the Gaian Knight, charged him with protecting "the sword", and implied the purpose of this place was to empower a defender for the surrounding city when it was at the height of its grandeur. When returned to the cavern he found he'd been linked into the earth: he could feel the stone around him, shape it, move it. He also found a sword and scabbard on the altar where there had been none and, unconsciously compelled to take it with him, made his way back outside more confused than enlightened. Since then he's spent quite a bit of time learning to control his power, and took advantage of his new abilities and intuition to complete his schooling in record time. Offered a teaching job at Freedom City University, he finally feels like he's in a place in life where he can apply what he's learned...in more ways than one. Personality & Motivation: Tarrant is, at his core, just a fundamentally nice person; the boy scout, the nearly-literal salt-of-the-earth type who genuinely likes teaching and helping others. This is arguably his greatest strength as a hero - the ability to believe in others, to trust in doing the right thing, to have the conviction to take a third option when the options presented are terrible - but it also leaves him somewhat naive and overly-trusting. He isn't stupid, mind you (he is, technically, Doctor Tarrant), and he's too experienced to set himself up for a knife in the back, but he fundamentally wants to believe that people are fundamentally good, and that isn't always a safe assumption when confronting villainy. Given the option, Tarrant will always do what's right, even if it isn't easy. He's friendly, affable, and unimposing with a noted dislike of violence, but anyone who tries to push him too hard is going to find out that he's as much mountain as man when he needs to be. Powers & Tactics: With his determination and power-reinforced body, Tarrant tends to be the proverbial immovable object in a fight: he won't walk heedless into danger, but if necessary he will stand and take his licks while giving as good as he gets. He's an experienced hero but no master strategist or tricky fighter - he tends to fight as simply and as effectively as he can while minimizing the outright damage he's doing to most opponents and the environment. Complications: Honor (Chivalry): Respect and honor; he's not an old-school knight, but nevertheless tries to hold to a code of behavior that isn't always to his advantage. Tarrant is unlikely to pick a fight without threat of immediate danger, he leans toward inaction if too unsure of the negative consequences, and he's quick to offer clean surrender or a chance at someone's redemption. Responsibility: Professor. He tries to arrange his schedule (and the assigned homework!) as best he can, but he does have students to help and classes to teach. Secret: Identity. Teleportal: Tarrant's portals require an anchor: he can only create a portal to somewhere he's already set up a special anchor stone, usually in the form of an archway. No anchor, no portal - and destruction of any anchor prevents him from opening a portal to that location until he can get there some other way to fix it. Time and Tide: Tarrant isn't immune to aging, exactly - even the greatest mountains erode over time. He does, however, age very, very slowly - sufficiently powerful aging effects or the like will affect him, just far less than they might otherwise. Abilities: 6 + 2 + 8 + 6 + 6 + 4 = 32pp Strength: 16 (+3) Dexterity: 12 (+1) Constitution: 18 (+4) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 10 + 8 = 18pp Initiative: +1 Attack: +5 Base, +13 Sword, +15 Earthshaping Grapple: +8, +30 (Earthen Hands) Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -9/-4/-2 Saving Throws: 9 + 9 + 9 = 27pp Toughness: +18/+8/+4 (+4 Con, +14 Protection or +4 Breastplate) Fortitude: +13 (+4 Con, +9) Reflex: +10 (+1 Dex, +9) Will: +12 (+3 Wis, +9) Skills: 88R = 22pp Climb 5 (+8) Concentration 7 (+10) Craft (Artistic) 7 (+10)SM Diplomacy 13 (+15)SM Knowledge (Earth Sciences) 17 (+20)SM Knowledge (Physical Sciences) 7 (+10) Notice 7 (+10, +6 Nightvision)SM Perform (Oratory) 8 (+10) Sense Motive 8 (+11) Sleight of Hand 9 (+10) Feats: 55pp Attack Specialization 4 (Swords) Dodge Focus 8 Equipment 6 (30EP) Luck 2 Precise Shot Sidekick 33 + 15 (Veteran Award) = 47 Skill Mastery (Craft [Artistic], Diplomacy, Knowledge (Earth Sciences), Notice) Equipment: 6pp = 30ep Customized Platemail Chestpiece (Protection 4) [4ep] Goggles (Flash/Nightvision) [4ep] League Communicator (Communication 5 (Radio; Extra: Area (5 miles), Flaw: Limited [Other League Communicators]) [5ep] Masterwork Sculpting/Carving Tools [1ep] Flying Islands (PL12 HQ) [16ep] A handful of small islands floating above the surface of Earth-Sanctuary. The largest, central island has a very nice castle, of all things. A platform on the ground offers a gateway to transport others to an island-based entry courtyard. Size: Colossal [5ep] Toughness: +10 [1ep] Features: [10ep] Holding Cells (Toughness +15) Infirmary Isolated Library Living Space Pool Power: Teleport 5 (gateway; Extras: Duration 2 [Continuous], Portal, Selective; Flaws: Anchor; Feats: Progression 1 [10' portal]) [26pp] Power System Sealed Workshop Powers: 1 + 6 + 52 + 3 + 3 + 5 + 14 + 12 = 96pp Burrowing 1 (1mph / 10ft per Move Action) (Earth, Magic) [1pp] Device 1 (5pp Container, Flaws: Easy-To-Lose, Feats: Indestructible, Restricted 2 [can only be wielded by the current Knight]) [6pp] An old and modestly ornate masterwork sword. Strike 4 (Feats: Mighty) [5pp] Earthshaping 20 (40pp Array, Feats: Accurate 5, Alternate Power 7) (Earth, Magic) [52pp] Base Power: Create Object 15 (15 cubes, Supporting STR 75 [Heavy Load: 400 tons], Toughness +15; Extras: Duration [Continuous]; Flaws: Action [Full]; Feats: Innate, Extended Range 2, Precise, Progression 5 [250ft cubes], Stationary) [40/40] AP: Blast 15 (Feats: Indirect 3, Split Attack, Variable Descriptor [bludgeoning, piercing, slashing]) [35/40] AP: Blast 15 (Extras: Area [General, Shapeable]; Flaws: Action [Full]; Feats: Indirect 3, Progression [Area] 5 [15 to 750 5ft cubes], Variable Descriptor [bludgeoning, piercing, slashing]) [39/40pp] AP: Snare 15 (Feats: Indirect 3, Obscure Senses 5 [All], Reversible) [39/40] AP: Burrowing 10 (1000mph / 10,000ft per Move Action; Extras: Affects Others +1, Area [General, Burst, 100ft diameter tunnel], Feats: Progression [Reverse Area] 9 [10ft-100ft tunnel], Subtle) [40/40] AP: Move Object 20 (Lifting STR 100 [Heavy Load: 12.5K tons]; Extras: Range [Perception], Flaws: Limited [Earth]) [40/40] (Earth Control) AP: Move Object 15 (Lifting STR 75 [Heavy Load: 400 tons]; Extras: Damaging; Flaws: Distracting; Feats: Precise) [31/40] (Earthen Hands) AP: Super-Movement 3 (Dimensional Movement 3 [Any], Extras: Linked [Teleport], Portal, Flaws: Action 2 [Standard Action to open portals]) [6pp] + Teleport 11 (2 million miles ["Earth To Past The Moon"]; Extras: Accurate, Linked [Dimensional Movement], Portal, Flaws: Action 2 [Standard Action to open portals], Feats: Progression [Portal Size] 1 [10ft x 10ft], Complications: Medium [Anchor-Stones]) [34pp] [6 + 34 = 40/40] Flight 3 (50mph / 500ft per Move Action; Flaws: Platform) [3pp] (Earth, Magic) Immunity 3 (Aging, High-Pressure Environments, Suffocation [underground]) [3pp] (Earth, Magic) Immunity 10 (All Fire Effects; Flaw: Limited [1/2]) [5pp] (Earth, Magic) Protection 14 [14pp] (Earth, Magic) Super-Senses 12 (Earth Awareness: Common [2], Mental, Accurate [2], Acute [1], Analytical [1], Extended 2 [2, 100x], Radius [1], Ranged [1]; Tremorsense: Tactile Sense [1], Ranged [1]) [12pp] (Earth, Magic) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness Damage (Physical) Sword Touch DC22 Toughness Damage (Physical) Blast Ranged DC30 Toughness Damage (Physical) Area Blast Ranged/Area DC25 Reflex 1/2 Effect DC30 Toughness Damage (Physical) Snare Ranged DC25 Reflex Entangled/Bound Disabled (All Senses), Tethered Create Object Ranged DC25 Reflex Trapped Dropped Object Ranged/Area DC25 Reflex No Effect DC30 Toughness Damage (Physical) Thrown Object Ranged DC30 Toughness Damage (Physical) Abilities (32) + Combat (18) + Saves (27) + Skills (22) + Feats (55) + Powers (96) - Drawbacks (0) = 250/250 Power Points
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No worries, and no harm done - I'll move this sheet out into Character Building so that you have it for mechanical reference in case you need it.
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New characters need to hit their combat caps; we hate to draw a hard line on that, but it's been trouble in the past. I'm afraid you'll need to scrounge that last .5 from somewhere. If I may: our house rules say that at least a third of your total defense must come from base defense - this character's currently at 6 base out of 14 total. You could drop that to 5 base defense, and use the freed-up 2pp to buy two more ranks of Dodge Focus, which would bring you up to a solid +15 defense total - you wouldn't gain or lose any pp in the deal, overall, but you'd meet defensive caps (and just barely meet the 1/3rd base defense requirement) and your flat-footed defense wouldn't change (since it's one of the only things in the system that round up).
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Notice, Grim: Notice Check: 1d20+13 30 Notice, Dog (mostly paying attention to neat smells, acute, tracking olfactory, and such): Notice Check: 1d20+10 13 (boo, dog!) The dog by the front door serves mostly to relay interesting information to Grim via Mental Link...and to mildly weird out the designated authority figures.
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Grim's expression on seeing the officers at the door was hard to read, especially with the top half of his face covered, but he didn't offer them much more than a nod and a flash of his badge before following Woodsman into the building. He only had the two dogs with him, still, but they too were 'in costume' - which is to say they'd stopped bothering to look like normal dogs, now all smoke-fur that blew in a breeze no one else could feel, eyes like round, burning coal watching their surroundings with amused curiosity. One parked itself there, by the front door, grinning up at the nearest officer with teeth too white to be normal, while the other silently padded in after its master. "'Sup," Grim said, nodding to the techs; he waved the badge again, a little awkwardly, his attention mostly on the room's disorder. The dog may have looked like something out of a ghost's nightmare, but its sniffing and pacing was none the less terribly dog-like...for all that its pacing didn't seem to actually disturb anything it happened to step on. "We're here to help, if we can," he said, frowning at the window. "Find anything good so far?"
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Please accept our apologies for the delay on this sheet's review - end of the month can get a little busy! Definitely an unusual concept, there. 27's a little young for a retired spy, but hey, comic books. Do keep in mind that we don't expect all of our heroes to be nice or uniformly bleached-white-underpants good wholesome people, but we do expect them to be heroes - raw selfishness or comic anti-hero blundering aren't going to fly quite as well in- or out-of-universe. Not saying you're planning on going there, but it makes for a good standard disclaimer. Keep in mind, too, that while we're not all serious business on these boards and have a wide range of heroes from the grim cowls to the happy-go-lucky spectral undead, reactions in-game to a guy with a fake accent and....interestingly-named boomerangs are going to be very, very mixed. An American pilfering Australian stereotypes to chase fame as a hero is not going to be well-received by many. Fair warning, and all that - Booster Gold types take really good writing and a deft touch to walk the line between "good hero" and "eminently punchable". On to the crunch! General This character is way under combat-caps, defensively; with no tradeoffs, a PL10 character should have a defense+toughness of 20; this character has +10 Defense and +5 Toughness for an effective PL of 7.5. They're going to need to scrape together 5 defense, 5 toughness, or some mix thereof so that they don't get knocked flat on their butt the moment they enter a fight. On a similar note, your character's ability to dish out raw damage is somewhat limited - +15 on attack, and some solid +5 offensive abilities (Dazzle, Trip, etc), but his ability to actually knock fools out is only +3, for an effective damaging power level of PL9. Unlike the defenses, I'm not going to call this one a deal-breaker because it's pretty close and you do have some PL-capped non-damaging attacks, but be wary of how easy it's going to be for enemies to shrug your boomerangs off. Combat Attack bonus here would just be "+13 Melee, +15 Ranged"; sorry if that wasn't clear in the template. It's most important to know, at a glance, what a character's working with - for you, and for the GMs and refs! Your strength bonus contributes to your grapple rolls: with +13 Melee attack rolls and a +2 Strength bonus, Boomer Lad would have a +15 Grapple bonus. GMs will need to know what your flat-footed Knockback is, once in a while - in this case, Knockback would be -1/-2. Feats The final PP tally at sheet's end is incorrect in that there are 29PP of feats, but the feat section itself still says 30. Trivial notation stuff, but trivial notation stuff makes the world go 'round. Powers Datalink 2 with 1 feat would cost 3pp, not 2. Dazzle (Visual Senses) is a 2pp/rank power (since visual senses count for double) - with 5 ranks and three feats, that's 13pp, not 10pp. As a word of crunch warning: Deflect is not a very good power. We don't ban it, and it isn't costing you much, but it's based on the melee Block action and I can tell you that in many years on this site I've never once seen anyone actually use the Block action. Maybe you'll be the first! Just...thought I'd throw that out there in case one day you have to cut 1pp from the device.
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Gaian Knight/Tiamat - Dragonfly - Wraith Horrorshow (2) Eclipse Vignette Gremlin - Grim Deep Into That Darkness Peering (3) GM Horrorshow (2) Split the GM posts between Gremlin and Eclipse, please, so that they both get 1pp from posts; ref point to Eclipse.
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Re-activating at player request.
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Matt would probably vote for the warehouse or home to start. Offices aren't really his style and the storefront's pretty visible for their first go.
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Eclipse and Rock/Nae-Dae Civil Discourse Coalition Victory Station - Inqué’s Bar “Look, no. I’m just saying. I’m just saying,” Talisyn insisted, slung sideways in her chair. She was gesturing with a bottle, halfway along its lonely journey toward joining its empty brethren on the table. She wasn’t drunk yet, her Alarian immune system fighting her every inch of the way, but she was trying. “I’ve seen people like this before. It doesn’t end well. It’s all well and good and sounds great but someone ends up under someone else’s boots, and history studies get holo-inserts with words like ‘tragic’ and ‘misguided’.” “Rock,” Rock noted with a certain philosophical rumble. The metal cylinder on the table in front of him didn’t contain alcohol but whatever it was interacted with the stoney titan’s molten core such that a distinct plume of smoke was rising from the left side of his head. Talisyn’s bottles rattled as Nae-Dae drummed on the table with two of her hands while a third held what would have been a shot glass for a larger sentient. “You would say that, gravel brains,” the Irreran chittered irritably. “We know ya met the other one. We met the big shot admiral-or-whatever lady too only she actually paid us, yeh?” “She did! She did pay us,” Talisyn confirmed, dropping her now-empty bottle to perilously wobble next to the others. She could have sworn she had another to follow it, but she couldn’t quite figure out where it had gone - that was good. That was progress. “She paid us as a general. Or...admiral, I guess. They’re basically space generals. And, y’know what, that’s fine. She was a jerk, and I didn’t like that job, but we gotta get paid and we got paid.” The gray-skinned alien let the admission hang in the air a moment, her metal tail curling around out of her cloak to surrender the missing drink - she gave it a polite nod, as if she somehow didn’t control the thing. It nodded back. “Military needs people like her. I don’t like it, and someone’s gotta yank on their leash sometimes, but they get stuff done. But as Imperator? Nuh uh. Too much. Plus,” she added, popping the top off her bottle - it smelled foul, and she grinned, her extra set of canines gleaming, “if they go too military, where’re we gonna get work? If they dig too deep into the special ops stuff, they won’t need our brand of...troubleshooting.” Somewhere behind her, a few too many eyes had started to watch the conversation - a few too many conversations had started to mirror their own. She didn’t seem to notice. Nae-Dae made a dismissive sound while she leaned back in her seat and continued her drumming using her lowest pair of limbs. “So if they wanna collapse all the best tunnels that just means more work smuggling or whatever.” Most Irreran idioms had something to do with tunnels one way or another; from context this one had something to do with restrictive laws. The mechanic tapped one long finger against the side of her head knowingly, the implication of cleverness somewhat undercut by a hiccup. “Besides, if the Lor go all touchy-feely, nobody left behind you think they’re gonna wanna sign off on the other stuff? Phaw, right, yeh. The blonde one wins, first thing is the loser an’ all her pals in the fleet gotta ‘retire’ early, guaran-flarkin’-tee it.” Rock shook his head and made a sweeping gesture with his free hand that a passing server narrowly managed to avoid. “Rrrrock,” he reiterated before raising one finger at a time to count off his points. “Rock. Rooock? Rock.” Talisyn slumped her head a little bit, mulling that one over. “I mean, yeah,” she said, gesturing helplessly, “but how’m I supposed to argue against that? Frankan’s bad, but Nae-Dae’s not without a point, the peacemakers risk going too-” “She isn’t!” Talisyn blinked, electric purple irises turning toward the high-pitched noise. There was a little alien standing on a table, and it still barely came up to eye-level, but was trying never the less to glare at her with all its tiny might. Dimitan? She frowned, as if trying to remembering something important about them. “That’s what I said. She isn’t without a point.” “No!” it shouted, stomping its foot - the table, mostly circled by native Lor, wobbled dangerously. “She isn’t bad! Frankan’s going to save us! You know what happened out there! We need strong hands, for a strong Republic!” There was cheering, from the table, and scattered throughout - mostly drowned out by the angry noises on the other side of the room. Rock looked between the patrons weighing in on the subject with heated shouts, the plume of smoke rising from his head sputtering as he worked his jaw back and forth in deliberation. Coming to a decision he raised his broad hands placatingly toward the Dimitan and suggested, “Rrrooock?” The argumentative barfly looked uncertainly at the hulking pile of stone squeezed into his chair before turning to the other members of the Horizon’s crew. “...what’d he say?” “He said yer ma has to duck under doorways!” Nae-Dae shouted back with a guffaw, her puckish nature evidently winning out over her desire to win the discussion of politics. Rock opened his mouth to protest but the Dimitan had already launched himself from his perch with an almighty roar of indignation, tackling the bigger sentient square in the midsection. Talisyn finally recalled the most notable trait shared by natives of the high gravity world of Dimitos as her crewmate was sent flying backward several meters with improbable force. With his equivalent of ears ringing enough to drown out the string of choice curses being hurled by his attacker, Rock rose unsteadily to his feet, leaving an indent in the table her gripped for support. He blearily attempted to focus on the knee high figure before the shot to the gut forced him to turn and heave a sizable stream of red hot magma onto the closest entree. It was chaos and noise, after. Tensions had run high in recent times - high enough that anyone who hadn’t immediately left the bar seemed more happy to resolve political differences with punching than with talking. Talisyn managed to remain seated, trusting Nae-Dae to be more than capable of escaping her own karma, until someone tried to brain her with a mug...at which point they found out that she was about half as drunk as she seemed, and her tail about twice as sharp. She did at least manage to maneuver her way over to her crewmate on that distraction, partly through luck and agility and partly through being hurled bodily over two tables when she tried to snag another drink off someone’s still-standing table. A bruise or two were already visibly healing as she sat up in Rock’s lap, trying for all the world to look like she’s meant to do that. “I think the atmosphere’s gone kind of sour, Rock,” the captain noted, eyeing the room with dull caution. One of her arms snapped out with cybernetic speed, grabbing a bottle before it could smash into Rock’s face or shower her with sharp glass. “....so’s the beer, maybe,” she noted, lips pulling back as she sniffed at it. “Figure we try another one? Place, not beer. Although!” Predictably unscathed, Nae-Dae appeared from somewhere behind the bar with an unopened bottle of something that looked expensive and jumped up onto Rock’s shoulder. “So anyway! What was I sayin’?” With one hand over his midsection Rock wiped a dribble of magma from the corner of his mouth and shook the mangled remains of a cybernetic hand out of the crevices between the stones of his right arm. Ever the political moderate he shook his head at the wreckage and dryly summed up, “Rock.”
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TiamatPower Level: 15 (240/240pp)Trade-Offs: +2/-2 Attack/Damage (human, unarmed) -2/+2 Attack/Damage (human, mace) -3/+3 Attack/Damage (dragon) -4/+4 Defense/Toughness (dragon)In Brief: A dragon stuck in the modern world, with a chance at a clean slate and a society with fewer torches and pitchforks.Alternate Identity: Teagan DelphyneIdentity: secret(-ish)Birthplace: Europe, Alternate EarthOccupation: part-time translatorAffiliations: Gaian Knight, Sanctuary, Freedom LeagueFamily: none localDescription:Age: 301Apparent Age: late twentiesGender: femaleEthnicity: Lizard (Caucasian, in human form)Height: 6'1" (human), up to 16' (dragon)Weight: 210lbs / ~10 tonsEyes: redHair: dark red, down to her waistTall and fit with dark red hair and red eyes, few would disagree that Teagan is attractive, but not the sort of attractive one finds on a runway or the cover of a magazine; where willowy supermodels may look like they'd be blown over by a strong wind, Teagan Delphyne is better described as the strong wind itself. Powerful and imposing features built on a well-muscled frame, she wouldn't look terribly out of place in a suit of armor at the head of a medieval army...which is something she's likely well aware of, as when fighting crime she dons a dark grey and red chestplate and cape over dark red pants and sturdy boots, her hair pulled up and her identity nominally hidden under a simple domino mask. When she changes to her true form, though, she looks like the thing the army rides against: large and awfully powerful, a European-style quadrupedal horned dragon straight out of myth and legend. Her hide runs dark like coal along her underside but a deep crimson everywhere else, a tyrannosaurus-sized creature of razor teeth and rippling scales and terrible glory. For all her savage beauty, the intelligence behind her slitted red eyes mark her unmistakably above a common beast.Power Descriptions:Teagan's powers are typically either subtle or inherent to her being - the major exception to this is her fire breath, a directed storm of billowing dragon's fire, changing in hue and intensity with her mood and need. When changing shape her personal belongings disappear, clothes and mace simply lost from existence until she changes back. Though she's reluctant to use it, Teagan is no slouch at magic: given the time to set up, she can invoke the Old Words to work a ritual to meet her needs.History: Once upon a time there was a dragon, living in a world where magic had never quite been traded in for science, and where the populace knew that dragons were something to be feared and destroyed, lest they destroy cities and eat livestock...or worse. And that's precisely what dragons did, too, out of desire or pure necessity: difficult to gather together when your species is so competitive, and nigh impossible to blend into human society when the magic that offered you human form left you marked with a symbol of what you truly were - and a dragon's glory is not so easily hidden from a wizard's eyes.It was simply the way of things. It was how Teagan was raised, and it was how she lived, until one day she encountered a dimensionally-displaced heroine from a far-away place called Freedom City. They fought, of course, but even a mighty dragon isn't prepared for modern technology; her last waking memory on her home was hitting the ground and assuming that the nearby peasants would take advantage of her weakness and finish her, once and for all.And then she woke up somewhere very different with a very strange man waiting nearby. He smelled of earth and old magic, and patiently explained that this may have been the way of things, but circumstances had offered her a new way: a clean slate, in a new place, full of strange people and powers. A place where she could blend in, if she wanted. Where her kind was the stuff of unbelieved but fondly-remembered legends, where - if she chose, and wanted it badly enough - she could be respected, not feared...or at least, only feared by those worth being feared by. Where every day could be something new, and interesting, and carry fights to remember.Personality & Motivation:Teagan is proud to the point of egotism, and she can be more than a little brash and hot-headed, but with a new chance and a clean slate her heart's in the right place. Helping people - and having them thankful to be helped! - is both novel and deeply gratifying, and the ability to fight truly worthy battles is the delicious icing on a treasured cake. She's loyal to a fault (if you earn that loyalty), enjoys a good challenge (and generally respects those who give her one), and she's willing to stand her ground, no matter the cost, for a worthy cause. She is, in general, a far better and more intellectually-minded creature than she cares to let on.She has a lot to learn about her new world, but she's not as thick-headed as she'd like to appear: she learns quickly, and looking foolish or out of place hurts her dignity enough that she puts real effort into trying to fit into modern day America.Powers & Tactics:No matter her form or the battle, her strategy is pretty straight-forward: hit it until it stops fighting back, and then stop hitting it. She's a little too used to being able to win by pure, overwhelming force, but she's a cunning and experienced fighter coming from a lifetime of conflict. Said lifetime has taught her that sometimes you have to hit them when they're down - striking at a weak enemy is not dignified, but leaving your enemies to stab you in the back as soon as you run around isn't wise. The angrier she gets the more ruthless she's likely to become, falling more and more on old habits and lessons learned from deadlier foes. Complications:Dragon: Dragon. Ex Nihilo: As far as the rest of the world is concerned, Teagan didn't exist until a matter of years ago. She has some amount of official personhood on record now, but it doesn't take enormous effort to realize she sprang up out of nowhere.Funny Glowing Noise Boxes: Teagan's adjusted well enough to modern life, but where she's from they didn't have 'computers' and 'cars' and 'cell phones'. With experience she can mostly navigate the basics of modern life, but don't ask her to do anything fancy.Secret: Identity.Abilities: 20 + 4 + 14 + 4 + 4 + 6 = 52ppStrength: 30 (+10) / 46 (+18)Dexterity: 14 (+2)Constitution: 24 (+7) / 32 (+11)Intelligence: 14 (+2)Wisdom: 14 (+2)Charisma: 16 (+3)Combat: 10 + 8 = 18ppInitiative: +2Attack: +5 Base, +10 Melee, +14 Unarmed (human) / +12 Unarmed (dragon)Grapple: +18 (human) / +34 (dragon) / +45 (super-strength)Defense: +12 (+4 Base, +8 Dodge Focus) / +10 Dragon, +2 Flat-FootedKnockback: -6 / -18Saving Throws: 3 + 8 + 10 = 21ppToughness: +12 (+7 Con, +5 Protection) / +20 (+11 Con, +9 Protection)Fortitude: +10 (+7 Con, +3) / +14 (+11 Con, +3)Reflex: +10 (+2 Dex, +8)Will: +12 (+2 Wis, +10)Skills: 76r = 19ppBluff 7 (+10) Concentration 3 (+5) Craft (Smithing) 8 (+10)Intimidate 17 (+20, +24 dragon)Knowledge (Arcane Lore) 13 (+15)Language 1 (Draconic [native], English)Notice 8 (+10)Search 3 (+5)Sense Motive 8 (+10)Survival 8 (+10)Feats: 27ppAttack Focus (Melee) 5Attack Specialization (Unarmed) 2 Benefit (Wealth)Dodge Focus 8 EnduranceEquipment 1Fast Task (Startle) Improved Grab Improved Grapple InterposePower AttackRitualistSet-UpStartleTakedown AttackEquipment: 1pp=5ep League Communicator (Communication 5 (Radio; Extra: Area (5 miles), Flaw: Limited [Other League Communicators]) [5ep] Powers: 53 + 6 + 18 + 3 + 11 + 6 + 6 = 103ppAlternate Form 9 (45pp Container; Extras: Duration [Continuous], Drawbacks: Action [Move]) [53pp] (dragon form; magic, shapeshifting) Drain Toughness 2 (stacks with Drain Toughness 12 below, to Drain Toughness 14; Extras: Affects Only Objects, Area (General, Cone), Linked (Damage); Flaws: Action [Full], Distracting) + Damage 3 (stacks with Damage 12 below, to Damage 15; Extra: Area (General, Cone); Flaws: Action [Full]; Feats: Alternate Power 2) [1+5 = 6pp; 24pp array budget] (dragon's breath) AP: Nullify Magic 15 (counter all magic effects; Extras: Area (General, Cone); Flaws: Action [Full], Distracting; Feats: Selective) [20/24] (cleansing fire) AP: Super-Strength 11 (effective strength 101; Heavy Load: ~12.5K tons; Feats: Super-Breath, Thunderclap) [24/24] Flight 3 (50mph / 500 ft per move action) [6pp] Growth 8 (Extras: Duration [Permanent, +0], Feats: Innate) [25pp] +16 STR, +8 CON, +10' Movement, -2 Combat Modifier, +8 Grapple, -8 Stealth, +4 Intimidation, +10' reach, +10 Effective Carrying Strength. Protection 4 (stacks with Protection 5 below, to Protection 9) [4pp] (dragon hide) Super-Movement 1 (Wall-Crawling) [2pp] Super-Senses 2 (Auditory (Extended), Visual (Extended)) [2pp] Comprehend 3 (Speak Any, Understand Any, Read/Write Any) [6pp] (gift of tongues)Drain Toughness 12 (Extras: Affects Only Objects, Area (General, Cone), Linked (Damage); Flaws: Action [Full], Distracting) + Damage 12 (Extras: Area (General, Cone), Linked [Drain]; Flaws: Action [Full]) [6+12= 18pp] (fire breath)Device 1 (5pp mace; Flaw: Easy-to-Lose) [3pp]A heavy, unadorned steel mace with a leather-wrapped handle and a hanging leather loop. Its spherical head is studded with blunt spikes. Strike 4 (Feats: Mighty) [5dp] Immunity 11 (Aging, Fire Effects) [11pp] Protection 5 (Feats: Innate) [6pp]Super-Senses 6 (Magic Awareness: Very Common [3], Olfactory, Acute [1]; Infravision [1]; Ultra-Hearing [1]) [6pp] DC BlockATTACK RANGE SAVE EFFECTUnarmed (human) Touch DC25 Toughness Damage (Physical)Unarmed (dragon) Touch (+10') DC33 Toughness Damage (Physical)Mace Touch DC29 Toughness Damage (Physical)Fire Breath (human) 120' cone DC22 Fortitude Drain Toughness, Objects Only (Fire) DC27 Toughness Damage (Fire)Fire Breath (dragon) 110' cone DC24 Fortitude Drain Toughness, Objects Only (Fire) DC30 Toughness Damage (Fire)Thunderclap 55' radius DC21 Reflex Deafened DC21 Fortitude (-1/round) Recover Abilities (52) + Combat (18) + Saving Throws (21) + Skills (19) + Feats (27) + Powers (103) - Drawbacks (0) = 240/240 Power Points
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Gaian Knight Power Level: 15 (250/250 pp) Trade-Offs: -3 Defense / +3 Toughness Unspent PP: 0 In Brief: Professor given powers over the earth by unknown forces, just out to do some good in the world. Alternate Identity: Tarrant David McLeod Identity: Secret Birthplace: United States, West Coast Occupation: Professor of Earth Sciences, Freedom City University Affiliations: Sanctuary, Freedom City University, The Freedom League Family: Parents (west coast), Brother (location unknown; estranged) Sidekick: Tiamat Description: Age: 33 (DoB: October 1984) Gender: male Ethnicity: Caucasian Height: 6' Weight: 190 lbs. Eyes: green (now flecked with gold) Hair: brown A tall man seeming to be in his late twenties to early thirties, Tarrant's quite fit but not overly muscular - he looks more like someone who spends a lot of time outdoors than someone who hits the gym five days a week. Short brown hair tops a strong, charming face with amused green, gold-flecked eyes. Left to his own devices he trends towards simple, durable clothing (jeans, simple t-shirts or button-ups, unadorned jacket), but dresses up a bit more for teaching (button-up shirt, vest, tie, and slacks). No matter what he's wearing, his footwear is practical - when asked, he generally offers something vague about personal comfort and the stride of his walk. His heroing gear seems serviceable but a little slapdash: black fingerless gloves, heavy brown boots, dark jeans, dark red cloth over his mouth and nose, and a long brown hooded coat. Only three items are truly notable: first, a dull metal platemail chestpiece under the coat, apparently designed with an eye towards flexibility; second, a pair of round goggles completely obscuring his eyes; and third, an antique-looking but well-cared-for sword which never leaves his side. Power Descriptions: Gaian Knight leverages the abundant nearby earth for his effects, moving or reshaping it to his own ends - attacking from various angles to surprise his enemies or strike from around cover. As a hobbyist sculptor he takes a bit of pride in the appearance of his creations, and while not flamboyant he always adds his own artistic touches when able. As his power is instinctive and rooted to his being he doesn't need to gesture or invoke his magic, per se, and he's perfectly capable of directing his attacks with both hands in his pockets and both feet firmly on the ground. Still, a little dose of dramatic hand-movement now and again doesn't hurt one's focus. His powers often causes a noticeable earthy-golden glow that becomes more and more apparent as he takes larger and larger actions, starting around his hands, then his eyes, and finally his whole body (and any rock nearby). Though he rarely notices, long-term use of his power leads to small rocks orbiting him or following him around through the air. History: Young grad student Tarrant McLeod lived a pretty ordinary life up until a friend of his - an archaeology student - called him up to help with a huge, unlikely cave they'd unearthed near an old ruined city. Upon entering and touching a distinctly out-of-place pedestal of polished stone he was transported to an unknown, seemingly endless plane of earth where a floating vision of a woman in flowing robes spoke to him in broken sentences and half-formed images, part of some ancient recording or ceremony; she called him the Gaian Knight, charged him with protecting "the sword", and implied the purpose of this place was to empower a defender for the surrounding city when it was at the height of its grandeur. When returned to the cavern he found he'd been linked into the earth: he could feel the stone around him, shape it, move it. He also found a sword and scabbard on the altar where there had been none and, unconsciously compelled to take it with him, made his way back outside more confused than enlightened. Since then he's spent quite a bit of time learning to control his power, and took advantage of his new abilities and intuition to complete his schooling in record time. Offered a teaching job at Freedom City University, he finally feels like he's in a place in life where he can apply what he's learned...in more ways than one. Personality & Motivation: Tarrant is, at his core, just a fundamentally nice person; the boy scout, the nearly-literal salt-of-the-earth type who genuinely likes teaching and helping others. This is arguably his greatest strength as a hero - the ability to believe in others, to trust in doing the right thing, to have the conviction to take a third option when the options presented are terrible - but it also leaves him somewhat naive and overly-trusting. He isn't stupid, mind you (he is, technically, Doctor Tarrant), and he's too experienced to set himself up for a knife in the back, but he fundamentally wants to believe that people are fundamentally good, and that isn't always a safe assumption when confronting villainy. Given the option, Tarrant will always do what's right, even if it isn't easy. He's friendly, affable, and unimposing with a noted dislike of violence, but anyone who tries to push him too hard is going to find out that he's as much mountain as man when he needs to be. Powers & Tactics: With his determination and power-reinforced body, Tarrant tends to be the proverbial immovable object in a fight: he won't walk heedless into danger, but if necessary he will stand and take his licks while giving as good as he gets. He's an experienced hero but no master strategist or tricky fighter - he tends to fight as simply and as effectively as he can while minimizing the outright damage he's doing to most opponents and the environment. Complications: Honor (Chivalry): Respect and honor; he's not an old-school knight, but nevertheless tries to hold to a code of behavior that isn't always to his advantage. Tarrant is unlikely to pick a fight without threat of immediate danger, he leans toward inaction if too unsure of the negative consequences, and he's quick to offer clean surrender or a chance at someone's redemption...even if he's pretty sure someone's just going to take advantage of the opening. Responsibility: Professor. He tries to arrange his schedule (and the assigned homework!) as best he can, but he does have students to help and classes to teach. Secret: Identity. Teleportal: Tarrant's portals require an anchor: he can only create a portal to somewhere he's already set up a special anchor stone, usually in the form of an archway. No anchor, no portal - and destruction of any anchor prevents him from opening a portal to that location until he can get there some other way to fix it. Time and Tide: Tarrant isn't immune to aging, exactly - even the greatest mountains erode over time. He does, however, age very, very slowly - sufficiently powerful aging effects or the like will affect him, just far less than they might otherwise. Abilities: 6 + 2 + 8 + 4 + 8 + 4 = 32pp Strength: 16 (+3) Dexterity: 12 (+1) Constitution: 18 (+4) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 10 + 8 = 18pp Initiative: +1 Attack: +5 Base, +13 Sword, +15 Earthshaping Grapple: +8 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -9/-4/-2 Saving Throws: 9 + 9 + 8 = 26pp Toughness: +18/+8/+4 (+4 Con, +14 Protection or +4 Breastplate) Fortitude: +13 (+4 Con, +9) Reflex: +10 (+1 Dex, +9) Will: +12 (+4 Wis, +8) Skills: 92R = 23pp Climb 7 (+10) Concentration 6 (+10) Craft (Artistic) 7 (+10)SM Diplomacy 13 (+15)SM Knowledge (Arcane Lore) 2 (+5) Knowledge (Earth Sciences) 17 (+20)SM Knowledge (Physical Sciences) 7 (+10) Notice 6 (+10, +6 Nightvision)SM Perform (Oratory) 10 (+12) Sense Motive 8 (+12) Sleight of Hand 9 (+10) Feats: 56pp Attack Specialization 4 (Swords) Dodge Focus 8 Equipment 6 (30EP) Luck 2 Power Attack Precise Shot Sidekick 33 + 15 (Veteran Award) = 47 Skill Mastery (Craft [Artistic], Diplomacy, Knowledge (Earth Sciences), Notice) Equipment: 6pp = 30ep Customized Platemail Chestpiece (Protection 4) [4ep] Goggles (Flash/Nightvision) [4ep] League Communicator (Communication 5 (Radio; Extra: Area (5 miles), Flaw: Limited [Other League Communicators]) [5ep] Masterwork Sculpting/Carving Tools [1ep] Flying Islands (PL12 HQ) [16ep] A handful of small islands floating above the surface of Earth-Sanctuary. The largest, central island has a very nice castle, of all things. Size: Colossal [5ep] Toughness: +10 [1ep] Features: [9ep] Holding Cells (Toughness +15) Infirmary Isolated Library Living Space Pool Power: Flight 8 (Extras: Duration [Continuous]) [24pp] Power System Sealed Workshop Powers: 1 + 6 + 51 + 3 + 3 + 5 + 14 + 12 = 95pp Burrowing 1 (1mph / 10ft per Move Action) (Earth, Magic) [1pp] Device 1 (5pp Container, Flaws: Easy-To-Lose, Feats: Indestructible, Restricted 2 [can only be wielded by the current Knight]) [6pp] An old and modestly ornate masterwork sword. Strike 4 (Feats: Mighty) [5pp] Earthshaping 20 (40pp Array, Feats: Accurate 5, Alternate Power 6) (Earth, Magic) [51pp] Base Power: Create Object 15 (15 cubes, Supporting STR 75 [Heavy Load: 400 tons], Toughness +15; Extras: Duration [Continuous]; Flaws: Action [Full]; Feats: Innate, Extended Range 2, Precise, Progression 5 [250ft cubes], Stationary) [40/40] AP: Blast 15 (Feats: Indirect 3, Split Attack, Variable Descriptor [bludgeoning, piercing, slashing]) [35/40] AP: Blast 15 (Extras: Area [General, Shapeable]; Flaws: Action [Full]; Feats: Indirect 3, Progression [Area] 5 [15 to 750 5ft cubes], Variable Descriptor [bludgeoning, piercing, slashing]) [39/40pp] AP: Snare 15 (Feats: Indirect 3, Obscure Senses 5 [All], Reversible) [39/40] AP: Burrowing 10 (1000mph / 10,000ft per Move Action; Extras: Affects Others, Area [General, Burst, 100ft diameter tunnel], Feats: Progression [Reverse Area] 9 [10ft-100ft tunnel], Subtle) [40/40] AP: Move Object 20 (Lifting STR 100 [Heavy Load: 12.5K tons]; Extras: Range [Perception], Flaws: Limited [Earth]) [40/40] (Earth Control) AP: Super-Movement 3 (Dimensional Movement 3 [Any], Extras: Linked [Teleport], Portal, Flaws: Action 2 [Standard Action to open portals]) [6pp] + Teleport 11 (2 million miles ["Earth To Past The Moon"]; Extras: Accurate, Linked [Dimensional Movement], Portal, Flaws: Action 2 [Standard Action to open portals], Feats: Progression [Portal Size] 1 [10ft x 10ft], Complications: Medium [Anchor-Stones]) [34pp] [6 + 34 = 40/40] Flight 3 (50mph / 500ft per Move Action; Flaws: Platform) [3pp] (Earth, Magic) Immunity 3 (Aging, High-Pressure Environments, Suffocation [underground]) [3pp] (Earth, Magic) Immunity 10 (All Fire Effects; Flaw: Limited [1/2]) [5pp] (Earth, Magic) Protection 14 [14pp] (Earth, Magic) Super-Senses 12 (Earth Awareness: Common [2], Mental, Accurate [2], Acute [1], Analytical [1], Extended 2 [2, 100x], Radius [1], Ranged [1]; Tremorsense: Tactile Sense [1], Ranged [1]) [12pp] (Earth, Magic) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness Damage (Physical) Sword Touch DC22 Toughness Damage (Physical) Blast Ranged DC30 Toughness Damage (Physical) Area Blast Ranged/Area DC25 Reflex 1/2 Effect DC30 Toughness Damage (Physical) Snare Ranged DC25 Reflex Entangled/Bound Disabled (All Senses), Tethered Create Object Ranged DC25 Reflex Trapped Dropped Object Ranged/Area DC25 Reflex No Effect DC30 Toughness Damage (Physical) Thrown Object Ranged DC30 Toughness Damage (Physical) Abilities (32) + Combat (18) + Saves (26) + Skills (23) + Feats (56) + Powers (95) - Drawbacks (0) = 250/250 Power Points
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Yes; a character's posts only roll over when that character is maxed.
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And now, the counts for April 2017: angrydurf Phalanx: 0 posts Ace Danger: 1 post = 1pp Ouroboros : 0 posts = 0pp + 1 (ref) = 1pp Sandman: 0 posts Savant: 0 posts Kanunu: 0 posts Ari Salmon: 0 posts + 22 (GM) = 22 posts = 2pp The Speaker: 1 post = 1pp GM: 11 posts x2 = 22 Blarghy Adept: 12 posts + 7 (7/14 GM) = 19 posts = 2pp Leviathan: 13 posts + 7 (7/14 GM) = 20 posts = 2pp GM: 7 posts x2 = 14 Chimeric ArchAngel: 1 post = 1pp EternalPhoenix Terrifica: 7 posts = 1pp Queenie: 2 posts + 15 (15/16 GM) = 17 posts = 2pp Waverider: 0 posts + 1 (1/16 GM) = 1 post = 1pp GM: 8 posts x2 = 16 Exaccus Dreadnought: 0 posts Fox Wraith: 2 posts = 1pp Eclipse: 0 posts + 3 (3/6 GM) = 3 posts = 1 PP + 1 (ref) = 2pp Grim: 8 posts = 1pp Gremlin: 0 posts + 3 (3/6 GM) = 3 posts = 1pp GM: 3 posts x2 = 6 Gizmo Midnight II: 1 post = 1pp Ghost Girl: 3 posts = 1pp Reagent: 18 posts + 1 (Midnight rollover) + 3 (Ghost Girl rollover) = 22 posts = 2pp + 2 (guidebook contribution) + 1 (ref) = 5pp Heritage Grimalkin: 2+2+2+1+1+1+3+5= 21 posts = 2pp Miracle Girl: 16 posts = 2pp Ditra Fifty-Five: 0 posts + 21 (Grimalkin rollover) = 21 posts = 2pp KnightDisciple Thoughtspeed: 2 posts = 1pp Gabriel: 6 posts = 1pp Nevermore: 0 posts + 6 (Gabriel rollover) = 6 posts = 1pp Kolohehonu Hyperactive: 22 posts + 28 (28/32 GM) = 50 posts = 4pp + 1 (vignette) = 5pp Kid Kamehameha: 42 posts = 3pp Greasy Gear: 12 posts + 4 (4/32 GM) = 16 posts = 2pp GM: 16 posts x2 = 32 MBCE Hammer: 3 posts + 2 (GM) = 5 posts = 1pp GM: 1 post x2 = 2 Nick Ardent: 1 post = 1pp + 1 (admin) = 2pp Blue Fox: 0 posts Nightingale: 0 posts Willow: 0 posts olopi Bonfire: 15 posts + 85 (85/146 GM) = 100 posts = 5pp + 1 (vignette) = 6pp Barrier: 0 posts + 17 (17/146 GM) = 17 posts = 2pp Bird of Arms: 6 posts + 44 (44/146 GM) = 50 posts = 4pp Sha'ir the Spellsmith: 6 posts = 1pp GM: 73 posts x2 = 146 Raveled Chrome: 7 posts + 6 (GM) = 13 posts = 1pp GM: 3 posts x2 = 6 Sailor Endeavor: 2 posts = 1pp Sophistemon Presto the Preposterous: 2 posts + 13 (13/14 GM) = 15 posts = 2pp Upgrade: 3 posts = 1pp Punchline: 0 posts + 1 (1/14 GM) = 1 post = 1pp GM: 7 posts x2 = 14 Supercape Starshot: 22 posts + 12 (12/112 GM) = 34 posts = 3pp Synth: 57 posts = 4pp Red Rat: 0 posts + 25 (25/112 GM) = 25 posts = 3pp Flintlock: 0 posts + 25 (25/112 GM) = 25 posts = 3pp Lord Steam: 0 posts + 25 (25/112 GM) = 25 posts = 3pp Bloody Mess: 0 posts + 25 (25/122 GM) = 25 posts = 3pp GM: 56 posts x2 = 112 Tiffany Korta Frostbyte: 4 posts = 1pp Emerald Spider: 5 posts = 1pp The Traveller: 1 post = 1pp Merge Trois: 2 posts = 1pp Miss Grue: 1 post = 1pp Ms Britannia: 3 posts = 1pp Triakosia: 12 posts + 4 (GM) = 16 posts = 2pp + 1 (vignette) + 1 (ref) = 4pp Voin Zhenschina: 1 post = 1pp GM: 2 posts x2 = 4 trollthumper Cavalier: 0 posts = 0pp + 1 (ref) = 1pp Temperance: 1 post = 1pp Vorik Mannequin: 7 posts = 1pp
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Once more I must ascend to my pulpit and make dire proclamations, but first, the disclaimer: Disclaimer: As with all post counts, we guarantee best (and tool-assisted!) effort. We will, on occasion, get a count or edit wrong - please do not hesitate to call us out on this when it happens by sending a polite PM to the month's post-counter (that's me!) or the ref team as a whole. We will fix it ASAP. A very large number of players - dangerously close to half! - did not post threads this month. I've reached out where I could and told them - and you, dear children - that you have until the end of May 31st to post your threads in Late Thread Counting to be considered for April's post counts. People who have already posted there may not yet be accounted for below; they will be added as I get to them. To reduce confusion, I'll make sure edits are visible on sheets, and I'll mark each Late Counting post as I go through it, like we do with character edit requests. And a message for our new players: if you are new to the site and did not realize you had to post threads to get awards for your work here, please reach out to me or the ref team as a whole. I don't want to see new players penalized for not realizing how this whole shibang works, and if you can get your threads up in Late Thread Counting for the last couple of months I'm willing to go back through and make sure you get what you earned.
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APPROVED!
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Some small math things: With a base attack bonus of +11, and a Str bonus of +2, this character would have a grapple bonus of +13, not +12. The Protection power is missing its pp total; it's also missing its descriptor(s). These seem awfully nit-picky, but having them there saves trouble for future GMs and refs who need to reference the sheet. I also took the 2am liberty of changing 'Strike' to 'Damage' - the base name of the effect is a little more clear on what this power represents.
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APPROVED!
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Let's see, mostly little math stuff here: Per our house rules on the subject, at least a third of your attack and defense (rounded up) must come from base attack and base defense. Breakneck's fine on attack, but a third of 13 defense, rounded up, is 5. Gotta drop the total defense or up the base defense for this character to adhere to that rule. Knockback's half your toughness, and Protection counts - with Toughness +7, this character would have a Knockback of -3, not -2. Please include the Alternate Power feats in your Array; it should cost 27pp, not 22pp, and the feats themselves should be noted in the power (Fastest Redneck Alive Array 11 (Dynamic Array; Speed, Mutation; Feats: Alternate Power 5) [22PP]). You're paying too much for your Beat 'Em power - looks like you added AA's suggested flaw, but not his suggested extra! He was recommending Selective to the power so that you can choose who you do and don't hit when you use it. Otherwise, you'll punch all your friends when you use the power, and that's silly (unless you just really like punching your friends!). Concealment from all visual senses costs only 4 ranks of Concealment, not 5. What are you getting with the final rank?