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Ari

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  1. Ari

    Khan's Kids!

    As a side note, I'm supposing that any GM who uses them will just grant them whatever Minions and Equipment they require, so I haven't noted that on the sheet. If that's not a good plan, give a shout.
  2. Ari

    Khan's Kids!

    As is well known, the Star Khan's most-used offspring is the indulgent and energy-blasting Khania Khan, member of the Earthly Fearsome Five. But there must be others. Without a doubt a barbarian despot like Kinan would have fathered significantly more than one child. And since the Khan himself is busy forming up new plans and drawing up a killer strategy to defeat the Lor Republic and vanquish the Star Knights once and for all(solongasnomeddlingheroesgetinhisway), what better way to represent his interests colliding with Earth's heroes' than his oddly tough spawn? Certainly it makes for a better story than either Kinan getting personally involved with every minor skirmish or the heroes batting aside some piles of Equipment Points and the Minions therein. And elite soldiers, while useful, can only get so high in Power Level before the whole scale turns to ash and bitterness. So to that end I've decided to make up four siblings(three legitimate, one not so much) for their sweet exiled sister. Around PL11-12, with focused specialties but enough overlap that they can cover for each other when leading battlegroups. To start with: Kessallo Khan, the Son of Glory and Art! Player Name:Arichamus Character Name: Kassello Khan Power Level: 12 (180/180PP) Trade-Offs: +3 Attack / -3 Damage (Melee), +3 Defence / -3 Toughness Unspent Power Points: 0 In Brief: Eldest son of the Star Khan, a redoubtable warrior-poet plagued by a stringent interpretation of personal honor. Abilities: 6 + 10 + 6 + 8 + 2 + 10 = 42PP Strength: 16 (+3) Dexterity: 20 (+5) Constitution: 16 (+3) Intelligence: 18 (+4) Wisdom: 12 (+1) Charisma: 20 (+5) Combat: 24 + 16 = 40PP Initiative: +9 Attack: +15 Melee, +12 Ranged Grapple: +18 Defense: +15 (+8 Base, +7 Dodge Focus), +4 Flat-Footed Knockback: -1/-4 Saving Throws: 4 + 7 + 5 = 16PP Toughness: +9 (+3 Con, +6 Force Field, +0/6 Impervious) Fortitude: +7 (+3 Con, +4) Reflex: +12 (+5 Dex, +7) Will: +6 (+1 Wis, +5) Skills: 76R = 19PP Acrobatics 10 (+15) Bluff 10 (+15) Computers 6 (+10) Diplomacy 10 (+15) Knowledge(Civics) 6 (+10) Knowledge(Galactic Lore) 8 (+12) Knowledge(Tactics) 10 (+14) Perform(Strings) 5 (+10) Pilot 5 (+10) Notice 6 (+7) Feats: 17PP Accurate Attack Acrobatic Bluff Attack Focus (Melee) 3 Dodge Bonus 7 Improved Initiative Rallying Cry Skill Mastery (Acrobatics, Bluff, Knowledge(Tactics), Perform(Strings) Teamwork 2 Powers: 16 + 12 + 18 = 46PP Device 4(20PP Device, Hard to Lose)[16PP] Belt and Bracers Flight 4(100MPH, 1000ft. per round)[8PP] Force Field 6(Extras Impervious)[12PP] Device 3(15PP Device, Hard to Lose)[12PP] Headgear Communication 16(Radio("Subspace Waves"), Flaws: Limited(only to subspace receivers))[8PP] Immunity 5(High Pressure, Hot Environments, Pheronome Powers, Suffocation Effects, Vacuum Environments)[7PP] Device 6(30PP Device, Easy-to-Lose)[18PP] Weapon Modulators Weaponry Array 14(28PP Array, Power Feats: Alternate Power 2)[30PP] Base Power: Damage 6(Extras: Autofire, Penetrating 6; Power Feats: Affects Insubstantial 1, Mighty, Variable Descriptor 2(any kind of energy)[22PP] + Drain Toughness 6[6PP] 'Million Blades' AP: Blast 12(Power Feats: Homing 2(2 attempts), Variable Descriptor 2(any kind of energy)[28PP] 'Comet Lance' AP: Damage 6(Extras: Area(Burst), Autofire, Selective Attack; Power Feats: Knockback 3, Mighty)[28PP] 'Meteor Maze' DC Block ATTACK RANGE SAVE EFFECT Unarmed Melee DC18 Toughness (Staged) Damage(Physical) Comet Lance Ranged DC27 Toughness (Staged) Damage(Physical) Meteor Maze Melee(Area, 30ft.) DC24 Toughness (Staged) Damage(Physical) Million Blades Melee DC24 Toughness (Staged) Damage (Physical) Totals: Abilities (42) + Combat (40) + Saving Throws (16) + Skills (19) + Feats (17) + Powers (46) - Drawbacks (0) = 180/180 Power Points
  3. Inwardly Osprey was much relieved 'Big Nelson, that was just about the best thing I could have heard from your lips' Finding out that one of the bigger bosses in England lived in fear of the enigmatic criminal mastermind made his life that much simpler. Now for the matter of his and Tony's lives. "You're right" he said, relaxing his upraised arms just a little "I'm looking for him. I won't have Max in London, Nelson" he added with a level tone that was more stern that outright hostile "but smuggling of any kind is out too. Max kills those who take it. You must have read the reports: athletes dead in locker rooms, kids with swollen muscles in alleys. What do you want with that stuff, Nelson? Want your fighters dead, get a bad word going around?" Leaning just a little forward, the cowled man fixed his eyes on the big man's own. "Give me a hint, Nelson. I'll be out of your hair tonight, and goin' after something you hate a lot more than me. And Tony?" he nodded at the cringing man "Competition's better than a monopoly, surely an experienced man like you knows that."
  4. That fails against the DC26 check. Sunbeam will try for a Visual Dazzle against Chocolateer. 9. Okay, ruling that hits Errant instead. DC18 Reflex save to avoid being Dazzled. Giant Chocolate Bar Monster is Dazed, so it's Blodeuwedd's turn.
  5. El Heraldo 1 IC post 2 IC posts King of Suits Non-Canon: 2 IC posts(counts for 1) 1 IC post Osprey 7 IC posts Red Moon No posts. Wave-Eye 1 IC post GM Please give that point to King of Suits. 1 GM post 2 GM posts 1 GM post 2 GM posts
  6. Alright, going to try for a mixed Bluff-Diplomacy roll to try and get Big Nelson to listen to them rather than gunning them down in a Noiresque hail of bullets that would make an Iron Age hero proud. Bluff: 20. Diplomacy: 28. I did not expect that. You're up to something Invisible Castle. I can smell your schemes!
  7. GM Asad felt the water change, slowly at first but with increasing speed as the paltry warmth of the ocean coursed into him, creating a quickly-expanding ball of frigidity that ground the widening cloud to a halt. But even as the smell and taste dulled, the Many-Moneyed Myrmidon could feel it escaping the cold entrapment. Slipping his energy-absorbing grasp. The way the cloud was thinning almost seemed like a taunt, jeering at the best the consumer could do, daring him to go just one more step. On the AEGIS jetboat "It's stopping!" exclaimed the agent keeping an eye on the monitors "Temperature's dropping and making that stuff denser, we can nab it for sure!", her voice such a surprise her comrade almost dropped one of the Proteus mutates, glaring at her as he hooked the twisted wretch up to a mini-dialysis machine specially modified for purging the bloodstream of concentrated mutagens, which would continue the work started by the small syringes carefully jabbed into the victims' necks. Already the light-warpers were dimming and getting more discernable, the froglike man was losing the green and warped limbs. Humanity was returning but it was clear they would need a lot more to truly recover from this.
  8. A powerful sense of unease had come over Osprey as well as "Bullet" Tony, the masked vigilante urging the gangster to be quiet as he wracked his brain over the tense seconds the quartet spent tiptoeing into the main office, trying to figure out what he had forgotten. Coming up blank just made it worse, and he all but sighed in relief as they sprang the trap...for themselves. Suddenly the lack of resistance made sense. Straightening up as smoothly as he could, calmly stretching his hands out before him to show his peaceful intent, Osprey raced through the things most likely to happen in the next few minutes...no, that was too hopeful. 'We'll be shot down in seconds if we can't make him think we have something he wants, and right now that's a bit of a small list. What he wants is to know how much we know, who we've told, and who expects us. Also his shipment recovered an' on its way in. Come to think of it, how much does he know?' "Easy there, Nelson" Osprey said with the same quiet, piercing tone he had used before, making his face as smooth and cold as a sheet of ice "we just wanted to come in here quietly, keep from raising Hell and scaring your boys. Lower the guns if you want to hear something worth your while. And I hate to ask, but when did you know we were here?"
  9. The drive down to the docks had done a lot for Roi's rattled nerves. The gentle swell of the water, the noise of surf and cry of seagulls reminded him of the day he'd set off, full of hope. Even though he'd arrived to find horror, it was good to remember all the good that was still in the world, good that cared nothing for the miserable hatreds and evils of bitter men who had poisoned their lives. It was while taking stock of the imposing shipyard, marveling at the prosperity that America seemed to have without limit when so much of the world was impoverished, that he happened to see the furtive shapes of policemen ducking into cover. Agnes' first few words were caught only by empty air as her slender companion recovered, though he managed a hissed "We've been followed. Police, we need to act at once! I'll...I'll" he cast about for a good excuse "I'll say I lost something on board and want to look for it. If they tell me to wait I can say I know where it is and just want to find it and leave." A horrified look crept over his young face "Agnes, I won't leave you, what if they take you in and those killers get you? We should go together, we will be stronger than if we separate!"
  10. Unless otherwise stated, presume the sentence "What Vahnyu said" is somewhere in the mix. 1. If one views a role playing game as mix of role-playing (story telling focus) and game (tactical challenge focus), what kind of mix do you like? Like a lot of people on here will say, a relatively equal mix of both is my preference. Too much role-play focus and it turns into a game of make-believe where every now and then you throw a dice, too much game focus and it's easy to feel bored and uninvolved because you're still fighting this villain hideout you were fighting weeks ago and the plot has ground to a halt. When both have weight it's best to my mind, when both matter. 2. Our site operates a policy that no PC should die without player permission. Failure, however, is another matter. A villain could get away, an innocent (or beloved) could die, calamity could happen, your PC could get the snot beaten out of him and humiliated (publicly or privately). How do you feel about the prospect of failure? What chance of failure would you like, and what type of failure would you tolerate, expect, or indeed wish? It really depends on the story you're trying to tell with the character. For a Spider-Man-esque hero like Geckoman, for instance, his repeated beatings and mistakes work because they are about more than just him failing, it's about him growing and changing as a person, and their decline in frequency and severity represent his maturation into somebody respected and capable. On the other hand, somebody like Fulcrum requires sudden, abrupt hardship for it to work right, reminders that although she's impenetrable she's still fallible. For my characters, they're neither everymen nor iconic, they fall somewhere in that maddening between place where if it's too big it feels forced and if it's too small it feels unimportant. As a player I don't really mind failure, my reaction to certain things notwithstanding, and non-permanent setbacks are great for both Hero Points and player engagement! That and people such as Sorus have complained that their listed Complications don't come into play, which is less than ideal when that's supposed to be a major part of the game. I'm say...45% for bad things rather than good to happen to my characters. Hashing big problems out beforehand is vital though. It makes for a better story and nobody should have some hardship befall them just because the GM feels vindictive that evening. 3. Superheroes have great power, the power to impose their will upon the world. This can mean the chance to escape the moral complexities of the world, or it can mean even greater moral complexities. What do you want? Do you like your antagonists as well defined, clear-cut evil, or your antagonists (and protagonists) to be more ambiguous, greyscale and three dimensional? (we should note that this site does not condone vigilantes or the like) I'm starting to think you like this subject Supercape! Anyway, while most of the time our characters are just responding to/helping avert disasters, I see your point. It again comes down to what the game is about, if it's a high-stakes story of political intrigue, a two-dimensional cardboard cut out for a bad guy would be disappointing at best. On the other hand, asking Overshadow "But why do you really want to take over the world?" is not likely to get anybody any particularly enlightening answers, because the real story is about the heroes fighting his armies and agents. Not to say Overshadow can't have intricate and layered reasons, or that all espionage instigators are bottomless enigmas, but sometimes ambiguity and complexity hurts rather than helps. I'd prefer if the situation itself was more ambiguous and without easy answers, rather than the players. It's all too easy(as anyone who has experienced or observed my GMing can attest!) to fall into good good guys vs bad bad guys with little going on around them. Superheroes were invented for children after all. But cases where power isn't enough can lead to some awesome stories, and keeping things grounded in uncertainty can be helpful in preventing whats happened to a lot of shared superhero universes. 4. This site is unambiguously about superheroes. However, within those parameters, there is a fairly wide canvas. Three main categories that formed are the combat focus, The investigative focus, and the Social focus (which does not necessarily mean just chatting and making friends, but social conflict too). There are other themes and sub-themes, too many to mention here. Do you have any thoughts or preferences about themes? How much combat would you like in a thread, for instance? How would you feel if combat could be avoided by a subtle approach? I really, really, really like it when a good investigation thread comes up. I like it when these people with vastly different lives have to puzzle their way to the answer. Next to that I enjoy stories about superheroes dealing with more or less ordinary situations that take cah-raaaazy twists. However, there is a reason so much of the books is about combat, and a good old brawl with stakes of any size is fine by me. Like Vahnyu said comic book heroes work best when playing to their strengths, and locking Mr. Fantastic in a room full of spellbooks with a magically locked door is only intriguing so many times. 5. Finally, do you have any other comments on what your priorities or preferences are in playing a RPG, and more specifically, a superhero RPG? Exploring a world. There are infinite possibilities in one city alone, not to mention the rest of the planet, or the wealth of alternate universes, underground countries, interstellar civilizations and myriad timelines. It's one of the reasons I like the Atom Family so much, that's what they're all about.
  11. Hear hear! I'm still up for this.
  12. This is aimed at becoming another resource page. In this case recent(as of late 2013) happenings and a brief overview of our divergences from the 2nd Edition Freedom City Sourcebook. I trust my fellow players and the Moderation team will report any and all omissions and inaccuracies that would deceive the ignorant if I don't see them first. An important note: the Wiki already has a great deal of information(albeit much of it antiquated, and the Wiki itself can't be edited right now) about what has happened since this site's genesis, this is the condensed version of events that could be known to the public, similar to the History sections in the Freedom City source books. 2013 Events: The Day of Wrath. Tensions have risen, rumors spreading that the Terminus is mustering for another, subtler assault on Earth. Lies sown to hide the true threat until too late. Robots that had impersonated several abducted superheroes and criminals over the last few months erupt into a destructive rampage, initially concealing their artificial nature and claiming to be taking a harder stance against crime than they initially did. Controlled by the Foundry and backed by its more obviously machine minions, they spread havoc throughout the city to distract from their master, the collector AI known as the Curator, and its latest effort to reclaim the digitized city of Tronik. The kidnapped were rescued, including those taken to the Curator's ringworld museum, and senior Claremont team Young Freedom foiled the plot with Tronikian teammate Citizen managing to overwrite much of the AI's code, forestalling future attacks on Earth. Links(in chronological order): >Test Site 1. >Test Site 2. >Test Site 3. >Counterfeit Medications. >Ace in the Hole. >Arms and the Man. >Scratch Team. >These Chains on Me. >Time and Chance. >Pale Moonlight. >War of the Worlds. >Disco Inferno. >The End of the World. >Even Angels Fall. >This Was a Triumph(Inside). >This Was a Triumph(Outside). Timeline
  13. Ari

    Class Gambit (IC)

    GM Errant's mentalist senses picked up a powerful sense of regret from the teacher. "No, Samantha, I merely considered you and the others good examples. As for your other question, the second sheet of the packet has their patterns laid out. But to summarize: pawns have short-range energy blasters, knights flash-teleport and fall on people, bishops move at great speed, castles have longer-range energy weapons, the kings..." he closed his eyes for a second in reflection "...they project an immobilization field. The queens? We haven't seen any used in these heists yet." Shifting the parcel under his arm to a more comfortable position he shrugged apologetically, a frown tugging at his largely impassive face, eyes watching the middle distance over the students' heads "I suppose the mastermind thinks they're being clever. The robots themselves aren't a threat if you don't get in their way or try to attack them, they move in pre-set tracks, the bishops clearing the way for the knights and pawns to gather up whatever they're stealing, the others covering them and their retreat. They can't deviate from those patterns either, if something new gets in the way all the robots can do is try to go through it. They can at least pick up things in the visible light spectrum, most likely a basic camera setup." Dupont turned his gaze to the bald teen "And yes Elias, that is exactly the reason. Every student has to go up against something they aren't the best suited for at some point. For some it's a burning building, others a crashing plane or deadly robot. That shouldn't be any danger unless you make a mistake, and I trust that is unlikely." The instructor made a casual sweep of the other paths "Any more questions?"
  14. "Didn't peg you for the jealous type" Alden said as he dropped in. Wincing as his fall set off a faint metallic *clunk*, he quickly got to his hands and knees, beginning to set off into the warehouse's vent system. 'Must have been somethin' really hazardous, with shafts this big' Osprey pondered, his movements slow and graceful to minimize and noise he made on the hard steel. It was slow going, every sweep of the arm or edging of the leg had to be checked against the ground, his cape soon got in the way and the cramped space had him sweating and itching. There was one consolation 'At least I can make sure this goes smoothly, instead of trusting that Bullet to do this right'. Nodding in satisfaction, Osprey's eyes swept right past the small electronic sensor...
  15. DC20 Notice roll: 9. Missed by a mile.
  16. An Array works like this: Array Rank 10(20PP Array, Power Feats: Alternate Power 2)[22PP] Base Power: Power 10[20PP] AP(Alternate Power): Power 10[20PP] AP: Power 10[20PP] As you can see, the cost comes from the Array rank(that gives you your budget) and however many Alternate Powers you choose to have. Buying more ranks of AP doesn't need to be individually noted, Your Array has 15PP as its budget(making the rank 7.5) and the Primary Power doesn't use the full allotment of Power Points. Giving your Powers fancy names is fine, and can even be a good idea, but they should not be before the name of the Effect like your Stun. It should read Stun 12[24PP] 'Phased Setting'. One final thing I would like to add is that having a whole other power that is exactly the same as another, just described differently, is not such a good plan. Perhaps a rank of Variable Descriptor for the first Strike could help? That way the energy blades could turn into a baton at will, or other similar kinds of weapons to those. Read other people's sheets, especially those used by the Referees/Moderators. Those are the kinds of setups that both let you understand what's wanted without big boring diatribes, and show you good ways to manage your character to make them just how you imagine!
  17. I am fine with a cut to the next scene. Thinking that Osprey follows Bullet Tony and his thugs from the rooftops and goes to sneak inside the building. Stealth roll: 16. Oh no! An imperfect roll that might result in him not being a damned ninja! The calamity! Notice roll to scout out the guards/other problem people. 27.
  18. Put the Powers into their own little subset. Numbered the EP spent on them. EDIT: Aaand that's not what you meant at all. Okay, removed a rank of Equipment and put that in his very low Will save, and added the Communications Feature to his ship.
  19. Taking a replacement card with a gloved hand, Alden looked at it briefly: the King of Spades. 'There's a joke 'bout buryin' in there. Blessed if I know it.' "So you want to make sure everything goes your way, hm?" Osprey shrugged "A small price. You know what happens if you turn on me." For all the cold meaning in those words Alden wasn't too sure what could happen. 'Talks about a code of ethics, but I doubt it'll weigh on him any. Few better choices, though' From a momentary reverie Osprey awoke, and nodded once to Tony. His cold eyes gleamed through the yellow lenses, watching the other man's face as he said "We're agreed. I go in first though, not letting you or your boys take any time to settle private scores or silence witnesses. Kill anyone and both of you are finished." His gaze turned back to the cards "Your turn I believe."
  20. In answer the snake relaxed its coils for a fraction of a second, then, while Subito was disoriented from the sudden release, all but crushed the life out of him with a brutal squeeze! The young Puerto Rican's vision faded and flickered as the air burst from his lips in a cloud of bubbles, and he heard as from a great distance Greenscale say "Is that so? Seems you have naught on your side save brag and air, lumbering ox. Should have trained your skills instead of relying on your powers. Where's your strength now you need it, mm?" The next instant the python swung loose the coils looped around the boy's chest, then pulled them tight with punishing force. It was almost the end for Subito. For one horrible moment he could feel his ribs strain and heart pumping frantically, knowing that it couldn't last. He would fail, he realized 'It's gonna kill me here, I'll never know what this was about, or even why the Dame wouldn't tell me, never see my mother, father, Galanta or Cerys or any of the others again... Not. Happening!' With a silent yell of rage and strangulation, Subito tore a numb arm free and levered the living steel away from his torso, crying out as the flood of oxygen to his body brought with it an equal flood of pain. But this galvanized him into action, as the Herald of the island turned into a whirl of powerful arms and legs and ought himself free, inch by desperate inch, from the embrace of Greenscale. With a final effort, Subito kicked away a grasping tail and spun into a ready position. The pond bed was under his feet now, and he could fight underwater without much more difficulty than on dry land. 'Still,' he thought anxiously as the serpent drifted and circled him, 'no use getting cocky.'
  21. It's cool! Knockback has been fixed to be fit the rules. And Flat-Footed Defense bonus. I have no idea how that Flat-Footed thing got through. Wording on Dodge Focus amended. Dodge Focus adds to the Dodge Bonus, so I suppose I figured they were more or less interchangeable.
  22. No worries about taking so much time Fox. You've been busy. Vehicle changed to add ranks in Alarm, Hidden Compartments, Remote Control and Navigation System. Dropped the rank in Improved Critical and put in a rank of Penetrating in its place.
  23. Well I have no better ideas, so let's go check out that ship.
  24. Osprey nodded in silent thanks and took a stiff drink, looking as cool as if it was orange juice he was sipping. Alden was grateful for the ice. Even if only a smidgen it helped fight the powerful stuff burning its merry way down his throat and into his stomach. "Good stuff" he said "the kind of drink that wakes you up." With his free hand he took up the cards, fanning them out and looking them over. 'Oh damn, three fours, a Jack of Spades and an eight of Diamonds?' And he didn't even know what the thugs across from him had...except what he didn't. Alden had been too young to have any memory of the civil rights movement, and its later reverberations were to him just the accepted way of the world. But he had grown up among people who remembered the world as it had been, and knew what bigotry and prejudice looked like. "So Nelson's a parasite, huh?" the masked hawk tossed one of his threes into the discard pile "Then it makes sense why he'd be the sort to run a fighting ring. Lots of eager young men who want to prove themselves, lots of energy to feed off, make money out of and then throw away. I'd be happy to take him down Tony, even if it didn't please you." Osprey punctuated the statement with a sip of the liquid hellfire. Putting down the glass he added quietly "But I will do it. You know where he is. And I want you to ease up on the smuggling a mite. So how about a street address and a rundown of what he's got?" 'Hope you don't get no ideas about price, Tony. Be a bloomin' shame.'
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