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Freedom City Guidebook
Freedom City PBP: A How-To Guide
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Everything posted by Supercape
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You may indeed! Diplomacy: 1d20+10 15 (Sorry for delay / slowness. Work a bit busy at the moment. And by a bit, I mean a lot)
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Then can I have a reflex check DC 20!
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GM And that was an appropriate description! The laboratory was small and expensive, and rather untidy - this was the minds of creative geniuses! No robot or AI system was in sight, although several robotic arms moved around. None of them seemed dangerous, at least not to Replica who was almost certainly immune to the various potions and injections they carried. In the middle of the laboratory was what could only be described as a sludge. A sludge of bubbling carcapce and orifices, with writhing fronds of uncertain composition. From its many maws came the wail of agony!
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GM And so... An hour of slashing through Jungle in oppressive heat later... Evem Sgt Henry was sweating profusely. The water was being gobbled down at a remarkable rate, and there was an unspoken desire for rain - which never came, despite the awful humidity of the place. The jungle was greener than anything on Earth, and more alive with insects, birds, and things that crawled and climbed through the trees. Plenty of bloodsuckers thirsted for the four explorers. And, as they came to within a few hundred yards of the portal to the Lost World, they came across a most mysterious sight. In a small clearing, maybe a dozen feet across, was a ravaged corpse, all blood, guts, entrails, and bit of flesh that might be a gibbon or a bullabooloon, if such organs existed. It was really rather hard to tell what was what from the bloody mess, although the flies and insects seem to being have a right old feast of the flesh. "What the hell is that!" gasped Sgt Henry. Cortez knew he biology, but she couldnt tell. "....I...." she started, half gagging at the smell and the sight. "....I couldn't say...from here...."
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Im happy to make the roll for you, if you wish!
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Ready for a scene cut (and a notice roll) @Dr Archeville?
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GM Jones paused, contemplating the words of Justice. He didn't like being uncertain, that much was clear. One could almost see the spider web of cognitive dissonance weaving over his face. The solution was simple and commonly used. Denial. "Bull" he muttered. "This place is coming down". Also effective. Even if unwise. Alas, how the wise suffer with uncertainty, how the unwise bask in the glory of certainty. He fingered the remote. "And if you don't hurry up, you are getting buried" he said, brutishly. Fortunately, Justice could see a solution her problem. In contrast to the disordered data, there was a nice neat pile of high-end hard drives stacked up underneath a desk!
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GM Lorenzo turned to face Forever Boy. A face that was essentially orange gas inside a glass bowl was not easy to read - but on the other hand, the Black Rose was no master of deception. He was vexed. "What do I know that you do not? Plenty, I would imagine. It would take me a life time just to list all that I know that you do not, let alone explain that knowledge!" he retorted, quite angry, quite assured of himself. Meanwhile, the Fun Guy screamed in agony. The fungus on his skin seemed determined to act, although quite how it would act was another matter altogether. It pulsed with life, like a heartbeat. "Get it off! It wants to grow! All it wants...." he grunted. "Grow...it wants to get..." He controrted as if having a seizure, then he spoke in a deep and uncertain voice, quite different from his previous shriek. "....do not listen to me! I am....happy to be....." "Don't listen to it!" he shrieked again. "It wants to...." "....Do not listen to him! He seeks to...." came the low grunt again. And then all coherent language was lost in convulsions and pain.
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GM Brock nodded in agreement. "Ill contact Director North, keep him updated. But I'm sure he trusts our jud---" He was interrupted by a long angry wail that came from below. It sounded like something was very loud, very angry, and very tormented. It didn't sound human, either. "...." shuddered Tony Cho. "I told you...somethings down there....I....I don't want to think about it!" he gasped, holding his head in his hands and taking long deep gasping breaths that belonged to a panic attack. Even Brock shuddered in response. "Oooh....that doesn't sound good. Doesn't sound good at all...." he muttered, fear now penetrating his cocksure attitude. "As I said, I'll let Doctor North know of our status whilst you see whats down there...." he said to Replica, confident in his justified revision of the plan.
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GM Buddy was very careful not to move. Not a muscle. And to make doubly sure, he resumed normal three dimensions again. Not just to relieve the assault on his psyche, but because it made him look normal. Well, as normal as you could be dressed in spandex, a mask, and a cape. "Easy" he said softly. "I'm not going to do anything just yet" he explained. "You pull that trigger, and things get a lot more complicated for you, though" He paused to let that sink in. "Why don't you tell me what this is really about?" he asked. "I don't think this is a regular heist, is it? If it is, things are going to go very badly one way or another. But I don't think think that. No, what I think is that this is something else entirely. And that means we might just be able to figure away out of this Mexican standoff without someone's brains on the floor...."
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GM "Oh thank God!" moaned Cho, trying to pull himself together. He was a nervous wreck. "We were developing an AI medic. Something that could handle the healthcare crisis. You know how much more we can do these days? The pace of medical innovation has far outsripped our capacity to provide it. We need something that can deliver the healthcare cheaply. And safely..." He shook himself out of his justification - exposition. "We called it Bones. Like that TV show, you know? But it got corrupted, somehow. Went off line. We tried to reboot it, and that's when it went bezerk. The four developers have gone missing, and...well, I was the only one who escaped..." He cast his eyes downward. "Our development laboratory is down there. I haven't dared go down...I...I hear sounds...." he moaned, softly.
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Codus Immortus History In the late 19th Century, the blind immortal Mr. Murk started conceptualising the Codus Immortus as a voluntary and secretive organisation and code of laws that could be offered to immortals. He spent the most part of 20th Century refining his thinking and seeking out immortal contacts. This included study of philosophy, ethics, and law. By the early 21st Century, the Codus Immortus was written and Mr. Murk started offering immortals the choice of joining. The Rationale Immortals face particular problems that mortals do not. Firstly, there is the issue of endless torture or inhumane treatment which could not be applied to mortal men. Secondly, Immortals face risks from the mortal world, who, out of understandable fear or envy, would wish to eliminate them or try and steal their immortality. Throughout history, some immortals have suffered horrors both out of science and mysticism. Priests and theologists viewing them as an affront to divine order, sorcerers trying to extract some magical quality from them to gain immortality, and scientists attempting to experiment on them to understand their immortality for the greater good. In other words, until immortality is the normal, immortals are at risk. Thirdly, there is the issue of redemption. If an immortal truly lives for ever, then it is not a matter of if, but merely of when and to what frequency, they will commit a horrific crime themselves. Equally, in the case of an immortal criminal, it is also not a matter of if, but of when, they will repent. Hence, if both criminal act and redemption are inevitable, can killing an immortal ever be justified? This is not to say that punishment and incarceration cannot be humanely meted out, or that action does not lead to consequence, but the act of termination seems hard to justify as it will apply to every immortal sooner or later, despite the fact that every immortal will repent and rehabilitate. There is also the matter of punishment. If deprivation of life might be considered an infinite punishment for a mortal, as it robs him or her of infinite years. The Primary Laws The Codus Immortus is strictly voluntary. It comes with responsibilities and benefits. There is no compulsion to remain, either. There is, however, a codified section that serves to prevent people leaving and entering as it when it so suits them, by ensuring that there is a three month period between every “move”. Aside from various by laws and legal flourishes, the Codus Immortus has three main rules that act to protect Immortals from their particular threats. 1: An obligation to protect Immortal members from inhuman treatment or torture (such as might be termed Promethean torment). The scope of this is not easy to quantify. It clearly means not directly inflicting such horrors on another. It also usually means not handing over an immortal to another organisation who would in all probability do the same (such as certain dictatorships around the world). Allowing such torment to happen by inactivity is a more grey area that may need careful consideration based on risk to self and degree and likelihood of inhuman or torturous treatment. 2. An obligation to protect immortal members from death. This is very similar to law 1, and would prohibit deliberate murder of another immortal. A difficult area is the death penalty which still exists in some parts of the world. Whilst this would not mean rescuing an immortal from death row, it would mean trying, with reasonable effort, to prevent the death penalty from being instituted and if possible to have the immortal tried and convicted in an area with no capital punishment. 3. No fighting or violence in Club Immortus. As a final refuge, Immortals are expected to treat these clubs as safe havens. It does not mean that they cannot be expelled at all, but this requires a majority vote and a process of debate and consideration by the members. Secondary Laws The secondary laws of the Codus relate to the first and are predictably numerous, despite Mr. Murk’s best attempts at keeping the issues simple. However, some key secondary laws are: The principle of secrecy. The codus primarily works to keep immortals safe from threats peculiar to immortality. This includes the envy and resentment of mortals. Hence, there is a principle of secrecy, in that the Codus, the Clubs, and the status of immortality should not be revealed without very good reason. It is not absolute, but nobody wants the existence of the Codus to become more than rumour in the public consciousness. The Court of Three In cases where the Primary (or indeed secondary) laws are broken, three other immortal members should consider the facts and come to a unanimous decision that the law was indeed broken. If there is no unanimous decision, the case must be passed onto another group of three. If three groups of three cannot decide unanimously (all three groups are split), then it falls to the Lawmaster to consult with all nine members to see if he can obtain a consensus. If none can still be agreed, the Lawmaster has the “decider” vote. The Will of All There will come times of crisis, when the fate of all immortals is at threat. When the immortals must go to war, or change their way of living, or the Codus itself. Perhaps there might be a state that has captured and is experimenting on immortals, and they must be rescued. Perhaps the fate of the world hangs in the balance, and both mortal and immortal must come together. In this case, a grand meeting is held where all immortals are invited. If all present agree, or all bar one lone dissenter (to allow for crazed outside views), the members of the Codus will act as one in these matters. The Lawmaster The Lawmaster is master of the Law of the Codus. He or She must demonstrate good knowledge of philosophy, law, and ethics. The Lawmaster has no particular powers other than as described above in final arbitration of the court of three. He or she may be called on to advise on the word and meaning of the Codus, or technical points, but this is advisory only. Otherwise, his or her powers are no greater than other member. He or she may still vote in the above formats. The Lawmaster has, to date, only be held by Mr. Murk who is author of the Codus. If he resigns, or is ousted by the will of the immortals, an election will be held. The Codex Immortus The Codex is a splendid red leather bound booked inked in fine calligraphy. Its first part details the laws and principles of the Codus Immortus, its second part details its signatures of those who have entered (or indeed left). It is written in English and Latin (although copies exist in other languages). There are of course copies of the Codex. To preserve secrecy, it is not held in electronic format. The Bookkeeper is an official title that indicates the immortal member who holds responsibility for the care and maintenance, copying, translation, and indeed security of the Codex. In addition, the Bookkeeper will act as Lawmaster in case of absence or incapacity of the Lawmaster (as deputy). Club Immortus The Club Immortus is a privately owned by Mr. Murk. It is forbidden by the Codus to engage in violence there (unless in an emergency such as self defence or protection of others). It is a “safe haven”, although one can be expelled for poor behaviour. Technically, other places could be deemed to be protected Havens by the Codus, but this has as yet not happened. Club Immortus was originally set up in Soho, London. Further clubs have been opened up in Cairo, Delhi, Rio, Hong Kong, and Paris. They are technically private residences in the eyes of the local law but are of course open for Immortals. They all have a certain antiquated air (other than Freedom City, due to its relatively recent history!), with a flavour and style that matches the locality. Of course, superficially in the first rooms there is no particular evidence of association with immortality. The bar and lounge, the kitchen and dining room are all quite unremarkable other than in style. However, the clubs also contain mystic portals to the other clubs around the world, living quarters and even infirmaries (where injured members can recuperate safely). The Club is not strictly for immortals only. Some mortals are aware of the Codus, if a member can vouch for somebody else in terms of discretion and behaviour, they can be invited in.
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GM Cho breathed a sigh of relief. He was hardly calm, but he had taken down his fear several notches. "W.E.S.T, yes, I should have guessed..." W.E.S.T. was hardly on the lips of the world, but it wasn't a secret either (although it held plenty of secrets). A smart man working in AI would have heard of them, and Cho was just that type of man. "...Look, before I help. I dont want to go to prison" he said, the fear bubbling out of him now. "We did nothing wrong. Everything still went wrong" he explained. "Something spontaneously changed in our systems. The AI system went bezerk!" he said, gabbling slightly. He burst in to tears. "I dont want to go to prison!" he gasped inbetween his sobs.
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Cool (or not, as you are in the jungle!) I think its time for a hiking scene cut here? Unless you want to do anything else? Irrespective, can I have some notice rolls.
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GM Tony Cho barely moved. Only the tremor in his hands could be seen. After a pause, he put the taser down. "Freedom City Police? I - ah - haven't got anything to say" Whatever else he was - and he was a bit of a whizz with computers - Tony Cho was an awful liar. He had made a success of himself with his brains, not his charisma. "I - ah - taking the fifth. No comment. Ah...." And it seemed he hadn't really studied law, either. He gulped. He didn't really know what he was doing. But he was sharp. He raised an eyebrow. "Are you police? I mean...you have been sent by police. But you don't look like police. Who are you?"
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Round 3 31 - Tsunami - Unharmed - 3HP 22 - The Hornet - Unharmed 13 - Kamala - Unharmed - 2HP 12 - Frost - Unharmed - 1 HP Tsunami is up, @Thevshi, and I believe you get the advantage of that homing water bolt too! (The Hornet has a defence of +12 incidentally)
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Sgt Shark It was with mighty effor that Victor surpressed his furious brain. He had been burnt, electrocuted, and beguiled, and all he could think about was blood. He chewed his tongue. That helped. Despite his primitive brain screaming at him, he was still a soldier. A professional. He didn't chew up enemies that had surrendered. Although he wasn't entirely sure what they were doing. Not fighting. That was a start. But he couldn't understand much further than that. He knew marine animals communicated by more than sound. They used smells and colours too, and that, presumably, was what these aliens were doing. Allthough what they were saying was beyond him. "That's pretty" he grunted. "But I don't know what the hell it means...."
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Sense Motive: 1d20+5 6 Notice: 1d20+13 27
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GM With a satifsying click, the surprisingly archiac lock was picked. In retrospect, perhaps Tony Cho was wise; his competitors were likely high-tech thieves. A good old fashioned mechanical lock would be something of an enigma to them. The building itself was a pleasant blend of glass and masonry, with a hint of steel. Biege, slightly spartan, but very functional. It was built mainly for work, but had not completely ignored a bit of style. A potted plant could be spotted here and there. As could Tony Cho. He was a short, thin man, rather handsome and young looking for his age. He had an asian heritage, although quite where from was hard to say. He had short spiky jet black hair, and black eyes. On his skin, he wore a sheen of cold sweat, in his hands, some kind of taser weapon. "Who--who--who are you?" he asked, stammering with fear.
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Mr Murk Mr. Murk's face crinkled into a smile. "Yes, the Fae. They used to perfuse this world with song and dance. But times change" he said, a trace of sadness in his voice. "I myself was fond of them, for the most part. Although there was something sickly about the wildest of their realms" he said, lost in memory. "And I foresaw...well, thats another matter. It had something to do with mushrooms" "As for me, I have lived and been awake for most of those years, although not all. And many moments, countless moments, have been lost to memory. Yes, I have changed too. It is quite the different world to the one I was born in. Less brutal, for the most part..." He swam back to the moment he was in, rather than the ocean of the past. "I am immortal. As, I believe, are you. Tell me, what thought have you to the ramifications of immortality?"
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For reference this is a HOT environment (Fort Save throws every hour). Henry has Survival Roll: 1d20+8 23 a good enough survival roll to give every one +2 Bonus on Fort Save (DC 10). No need to roll / avoid that now, but we can I think call for one check over the hike to the portal. You may also roll Know [Earth Sciences] at this point, DC 20
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GM And so it was, it was so, thusly it proceeded, and it proceeded thusly! Archeville's calculations were predictably spot on. The portal took Cortez, Delta, Henry and Archeville to 1.3KM from the lost world portal. And no deviations or fizzing occurred. The Jungle was humid and hot - also precitably. Cortez and Henry started to sweat, and took a swig of water almost reflexively. "Sheesh, this is HOT" said Cortez, redundantly. Henry just smiled. He was used to this. But even by his standards, it was a sticky, hot climate. If one happened to be holding a WEST Scanner, or have certain sensor arrays built into ones body, one could detect something powerful in the manipulation of dimensions. What should have been four dimensional space time looked suspiciously like 8 and half dimensions. They were near the portal, no question. But now, it looked like something was interfering with the portal. It was out of view - for now. Just over a kilometer of think jungle blocking the view. Sgy Henry pulled out his machete and gave Delta a nod. "Time to start hacking then" he grinned, although one did need to hack all the way - as think as the jungle was, much could be navigate by foot and a little agility. "And don't get bitten by a snake!"
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No need - please go ahead!
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Nightlife (AKA “Graveyard Shift” AKA “Shifty”) Power Level: 8 (180/180) Unspent Power Points: 0 Trade-Offs: -2 Attack / +2 DC, -2 Defence / +2 Toughness In Brief: Sometimes undead master of bones! Catchphrase: “Time to die”, “I come alive at night!” Themesong: Bon Jovi “Wanted Dead or Alive” Alternate Identity: Ariel Cloud Birthplace: Freedom City Residence: Freedom City, Downtown Base of Operations: Freedom City (Loiters around graveyards..) Occupation: DJ Affiliations: None Family: Death Description: Age: 22 Apparent Age: 22 Gender: Female Ethnicity: Caucasian. Sort of. Height: 5’9” Weight: 55 Kgs Eyes: Green Hair: Blondish. History: Death is an abstract entity, its thread passing through Gods and Space and Time. And at one point in its infinite (and beyond) existence, Death decided to create life. A sort of experiment. Death ground the bones of a thousand forgotten corpses to dust. In the cauldron of oblivion, he brewed the dust under enchanted moonlight, adding to his mix black orchids and mushrooms from the wild fae realms that were blacker still. The dying breaths of a thousand souls fell into the cauldron and from it was born the daughter of death. She was human, really, as Death had intended. It was just that she was the daughter of death. Death placed her on earth by an orphanage, another abandoned baby that grew through the care home system relatively unscathed, although many professed she was somewhat odd, especially at the dead of night. In fact, some souls were outright creeped by her! By the time she was twenty, the Daughter of Death was a lover of life, a hit on the party scene, dancing and DJing her way to fame. She truly came alive at night. And then she died. She didn’t know quite how, but one frosty midnight, where the moon shone full and bright, she simply died. Not that that stopped her. Quite the reverse! She now understood that she was able to die whenever she pleased, becoming a creature of bone dust, a cloud of undeath. Awesome! Now its time to be a superhero! Personality & Motivation: Nightlife is a confident, sassy, fun loving woman who loves a party. She is generally friendly and supportive, and has her finger on the pulse of night life (obs!). She has seen a fair bit of misery in the care home system, and seen plenty of problems on the streets (and she is very anti-drugs because of it). She has a love of superheroes, idolising many of them, and when she found out she had her own powers, she felt it only naturalise to become her heroes! Powers & Tactics: Nightlife can create bones out of her body on a whim, throwing them to injure, or ensnare her targets. They appear at rapid speeds and can explode when fired, creating even more havoc! She can also move any bones, and hence is able to move many living creatures (or even some corpses), even breaking them with her power. She is highly resilient to injury and immune to any biological attack or need (such as sleep, food, or oxygen!). Normally, she is what might be called “Super-Alive”! her skin glows, her senses are super acute, she heals remarkably quickly (particularly from serious injury) and as a result, she is very attractive. She can become “undead”. In this form she is basically bone dust, although she can assume any shape, fly, and solidify her form. However, Nightlife can only change from “dead” and “alive” forms at night. She will usually operate at night because of this. She prefers to use her “dead” status when a hero, as it preserves her identity, but she would not be averse to using her “alive” form for related espionage or social challenges, and even as a full blown hero (if she has a mask!) It is possible that she can assume a “half-dead” form, either voluntarily or via something like nullify during the daytime (meaning she could not assume her dead or alive form). She becomes a rather pasty looking, normal woman in this case, deprived of the powers of death or life (although still able to command bones!) Power Descriptions: Nightlife’s only visible powers are the spontaneous creation and propulsion of bones from her body. She is able to move bones remotely, and can do this essentially invisibly. Complications: Daughter of Death: As Nightlife is linked to an abstract entity, she may be a person of interest to various other divine persons or abstract entities, or even worldly sorcerers. This may be a benign interest, but others may view her with suspicion or malice. Dreadful Dust Changing into her “dead” state causes a quite visible and lingering cloud of bone dust that can has a characteristic odour. This is far from subtle and may cause problems particularly if Nightlife is trying to be subtle or deceptive Don’t Stop The Party Nightlife is a party girl, prone to burning the candle at both ends, drink (although she doesn’t normally get drunk) and dance and PARTY. She is usually listening to music and can be distracted. Abilities: 0 + 2 + 0 + 2 + 4 + 10 = 18 Strength: 10 Dexterity: 12 (+1) Constitution: 10 Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 20 (+5) Combat: 12 + 12 = 24 Initiative: +5 Attack: +6 Defense: +6, +3 Flat Footed Grapple: +6 Knockback: -5 Saving Throws: 0 + 4 + 6 = 10 Toughness: +10 (+10 Protection) Fortitude: Immune (Either as construct or complete immunity depending on alternate form) Reflex: +5 (+1 Dex, +4) Will: +8 (+2 Wis, +6) Skills: 72 R = 18 PP Bluff 4 (+9) Craft [Artistic] 4 (+5) Craft [Electronic] 2 (+3) Diplomacy 4 (+9) Intimidate 10 (+15) Knowledge [Art] 4 (+5) Knowledge [Pop Cultue] 4 (+5) Knowledge [Streetwise] 4 (+5) Notice 4 (+6) [Or 13 [+15] When in Alive Form) Perform [DJ] 10 (+15) Perform [Dance] 6 (+11) Search 0 (+1) [Or 4 (+5) When in Alive Form) Sense Motive 8 (+10) Stealth 4 (+5) Feats: 3PP Benefit 1 [Wealth, Well Off] Favoured Opponent: Undead Improved Initiative 1 Powers: 30 + 37 + 30 + 10 = 107 All powers have divine and necromancy descriptors in addition to others noted. Alternate Form 5 (Extras: Continuous, Feats: 1 Extra Alternate Form, Drawbacks: Can only activate/change at night [-1]) 30 PP “Life and Death!” Base Form: “Alive!” [6 + 16 + 3 = 25 PP] (Glowing with health!) Enhanced Attributes 6: Notice +9, Search +4, Attractive 2 (6 PP) Regeneration 14 (+9 To recovery check, Disabled 2 [1/hour], Injured 3 [1/minute], Feats: Persistent, Regrowth) [16 PP] Super Senses 3 (Extended 1/x10 to normal visual, auditory, hearing) [3 PP] Alternate Form: “Dead” [-10 + 7 + 2 + 14 + 12 = 25 PP] (Cloud of bone dust] Reduced CON to Zero (Becomes a construct) [-10 PP] Flight 2 (25 mph, Extras: Continuous, Feats: Subtle) [7 PP] Immunity 2 (Critical Hits) [2 PP] Insubstantial 2 (Extras: Continuous, Feats: Selective, Subtle) [14 PP] Morph 3 (Any Form, +15, Extras: Continuous) [12 PP] Bone Array (33 PP array, Feats: Alt Power 4) [37 PP] [Also Has Bone Descriptor] BP: Blast 10 (Extras: Autofire, Feats: Variable Descriptor [Bone], Improved Critical 2) [33/33 PP] AP: Snare 10 (Extras: Autofire, Feats: Reversible, Improved Critical 2) [33/33 PP] AP: Telekinesis 8 (40 STR, Extras: Damaging, Perception Range, Flaws: Limited to things with bones in them [-1], Feats: Precise, Subtle) [32/33 PP] AP: Blast 8 (Extras: Burst Area, Feats: Progression, Decrease Area 8, [1-40’r], Variable Descriptor 1 [Bone]) [33/33PP] AP: Snare 8 (Extra: Burst Area, Feats: Progression, Decrease Area 8 [1-40’r], Reversible) [33/33 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Tough Damage Bone Blast Ranged DC 25 Tough (Autofire) Damage Bone Cage Ranged DC 25 Reflex (Autofire) Snare Bone Explosion Range/Burst DC 25 Tough Damage Bone Cages Range/Burst DC 25 Reflex Snare Totals: Abilities 18 + Combat 24 + Saving Throws 10 + Skills 18 + Feats 3 + Powers 107 = 180/180 Power Points