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Ari

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  1. The stocky teen blinked at the sudden influx of disquieting information, at last saying "Well..crud. Now we've got to search this place. If they've been making weapons and stuff, I don't want to risk any of it staying down here, to be found or blown up later by someone a little less scrupled than you or me. If we can find and corral whatever's left, we can stop others from getting to it and alert people to get rid of this stuff" he began searching energetically through the papers for a map of some kind, continuing "Did it say why they were making them? I'm guessing they must've been selling them to somebody, no real point to making weapons if you're not gonna use them" he stopped and took a moment to tug out the gun from the wall with a clatter of glass shards from the now-broken wall "Guess I'll carry this," he said, unceremoniously removing and crushing the ammunition magazine "might as well have one piece of evidence" He glanced up at the robot nervously "Er..does it mention anything about robots in that pile?"
  2. Whaaaaaaa-okay thank you very much! Emotion Control attempt, DC15 Will save to not be hopeful(is there anyone who would actually resist that??)
  3. <"Sorry!"> he called over his shoulder to the SWAT team, just in time to see the impending bazooka fire streaking towards the area he called "Way Too Close", and hurl himself out of the reach of its blast. He felt its flames all but overtake him, but his grapple gun managed to get him clear at the last second, and he looked down at the spear-carrier, amazed at the toughness of its stone to endure bazooka fire. Collecting some further unspent line and weight, he threw them unerringly onto the sword-bearing automaton of Gallu, where it helped bandage some of the harm done by the statue's efforts to free itself. To the SWAT team he attempted to explain himself <"Much obliged for the assistance, sirs, I'm part of the House of Suits, and I've been investigating some recent murders committed recently, which has led me into battle with these statues, who are possessed by a powerful demon"> After a few second's thought he added <"Also I'm not drunk, nor an escapee from a mental institution">
  4. Okay, can I use the Banner to try and raise some hope in the hearts of the prisoners?
  5. GM The mist swirled around the unconscious ninja as he was sent thudding along the floor. After a second, the entire bank of fog seemed to be alive as red-clothed figures came sliding like knives out of the air, aiming their blades at the three heroes who had revealed themselves by their attacks. three went for Voltage and three for Synth, there swords, dyed red out of veneration for the Crimson Katana's famous bloodshed, hissed and cut through the air towards their targets. Most of them missed, but three Katanarchists managed to connect their weapons with a target. Synth and Voltage were dealt rather light blows, while the King's attacker managed to deal him a painful bruise through his breastplate with the hardened edge of their sword. In the swirling fog the leader's voice could be heard "Defeat them quickly! Kill them, and take whatever prisoners you can!" the four caught a glimpse of the more heavily armored man binding two visitors together and dragging them hurriedly through the vault door.
  6. El Heraldo gave a whistle at Glow's display of power, and slid neatly through the emancipated door frame, landed neatly beside the guard who it seemed had not been hit by the flying metal slab, and lining up his fist with care sent it crashing into his torso, a soft golden fog of light shaped like a flag waving proudly about him as he punched the man, calling upon the might of the Blue Dame to best these oppressors of their fellow humans.
  7. Move Action next to the guard not hit by the door, Attacking with Unarmed. Accurate Attack(+-3) roll: 23. DC21 TOU save if that hits.
  8. Alright, so now the Katanarchists shall launch what I'm sure will be a super-effectual counterattack! Katanarchists 6-8 will attack Voltage, 9-11 Synth, 12-15 King of Suits. Attack rolls: 21, 18, 5, 21, 13, 4, 20, 22, 6, 21. Okay, so that's one DC17 TOU save for Synth and Voltage, and one DC22 TOU save for KoS. DC22 TOU save: 19. A Bruise.
  9. That does indeed hit, and unless #5 rolls a natural 20, no way they're withstanding that. 16. They're down.
  10. GM As the efforts of the three students faltered, Professor Expiostinot stood(relatively) unharmed. With a roar of laughter, he hurled himself upon El Heraldo, slamming him to the ground with a single brutal punch to where the neck met the body, tossing the young Paragon to the ground with utter disdain. "So this is all your strength can do? Nibble and worry at my armor, you can't even get past this layer?! Well then, I'll just beat every last one of you into the dust, and leave you to be buried alive under the ruins of my lair!" he set himself in a ready stance, clearly utterly confident that soon he would be victorious! Then he froze in mid-shoulder-roll, dust raised by the falling debris stopping in its tracks, a small boulder hanging in mid air beside Glow's arm, and the very world appeared to have ceased to move. With a crackle, Archer's voice sounded over the loudspeaker "You bunch alright? If you want I can pause the simulation for a bit, no pressure, and I don't want you guys to get hurt in a training situation! Give a shout if you want a break" the voice cut out just after he began speaking with someone else "Nah Duncan, I figure if we run 'em ragged like this the first time they'll-" a sharp his of static signaled the cutoff.
  11. Fluff 1. From what I've read so far of the place, it seems like Freedonians can get acclimatized pretty quickly to people with unusual forms, admittedly none of the PCs or NPCs that live there are red-scaled fish-men with piranha teeth, and if you want me to make him less monstrous in appearance I'll gladly do so. I was thinking of having his features as a Complication earlier, with them acting against his wish to be accepted more than superficially among humans. 2. That is something I apologize for missing, I'll change Tlaloc's role to being his adoptive father if that's alright. 3. I meant that as part of his general experiences after leaving his home, not when he specifically was 240. 4. I at least know that the Lemurians and Serpent-People are synonyms in-setting, I'll amend that bit to reflect how the Pact alerted divine beings. 5. I mean that once he was a LOT stronger, a much better fighter(with the power to sway the minds of animals), and with better weapons besides. In the ages after the Pact he's not really kept up to snuff in his martial qualities. Crunch 1, I do indeed mean MO, my apologies for the error, amended. 2. Fixed. 3. 2 ranks to communicate with and understand animals, 4. That's pretty much what it is. Amended to add Selective and the Distracting Flaw. Changed the Limited(Water) to Limited(Can only Move Water).
  12. Hits easily, DC25 TOU check Katanarchist #4: 25. She's out.
  13. OOC for this thread. Life Knight and the King of Suits fight a gang of kidnappers!
  14. GM The Riverside District, February 1st, 2012, 6.00 P.M. The moon shone placidly down out of the clear sky on the strongly-built bearded man with black hair and close-set features walking out of the tattoo parlor marked "Knights' Ink". "Thanks Wes!" he called over his shoulder with a Korean accent "This is pro'lly your best work yet! Can't wait to see how it turns out, see you man!" walking with smooth, rapid strides, the gray of his fading leather jacket seeming to give him a glow in the quiet, nearly frozen night. He walked along the road to his destination in the Fens, humming quietly as he went and politely greeting the sparse people he met on his way. He had barely gotten four blocks from the parlor when he passed by a large, unusually clean alleyway bereft of litter or graffiti. A heavy hand on his shoulder gave him a start, and jumping away he turned to face whoever so disrespected his personal space. Seeing a drab, utterly forgettable man in a pale blue suit. Easing out of his stance a little he asked cautiously "Who're you? What do you want?" The suited man gave him an unreadable look before turning and pointing at a green Ford Focus just past the alleyway, saying in a polite, almost obsequious tone, "Sorry young man, my car's got some engine trouble, and I was wondering if you could help me find out what's wrong?" after a confused second the younger man nodded hesitantly, and followed the man to the gently smoking car. February 2nd, 2012, Knight's Ink, 11.45 A.M. A lean, hard-muscled man wearing a deep green suit of coveralls walked through the door, and glancing around, asked politely in a rumbling voice a little out of place on his frame "Excuse me, Mr. Wesley Knight? I'm Marceau Suvou, I'd like to ask about a friend of mine who comes here, do you have a minute?"
  15. Really? I had totally missed that, wonderful!
  16. DC14 REF save: 14. DC17 TOU save: 12, -2 makes it a 10. Burning a HP to re-roll: 16, +10 so 26! Alright, so now the KoS shall make a Move Action up onto ANOTHER building, and layer another Snare on top of the Sword Statue. EDIT: Attack roll if needed: 22.
  17. Ari

    Avatars

    That's quite a neat choice! I had no idea this thread existed, so.. I chose this Greek medallion of a fish because I knew that it would be easily recognized, I like it's ancient aesthetic, and because I like stories that take place about the seas.
  18. You need to actually put in the new sheet, Ari. King of Suits :arrow: Altered History(entirely re-written), Personality, Powers and Tactics and Power Description(entirely re-written) sections. :arrow: Increased the Armaments Belt Device to Hard to Lose. :arrow: Buying the Uncanny Dodge(Hearing) feat. :arrow: Removed 2 ranks of INT and 4 ranks of Intimidate and 1 rank of Reflex to pay for the Device. :arrow: Added the "An Army Marches..." and "Bad Bosses" Complications, removed PTSD and Phobia Complications. [b][u]Player Name:[/u][/b] Arichamus [b][u]Character Name:[/u][/b] King of Suits [b][u]Power Level:[/u][/b] 12 (187/187PP) [b][u]Trade-Offs:[/u][/b] +4 Attack / -4 Damage (Unarmed); +4 Defense / -4 Toughness [b][u]Unspent PP:[/u][/b] 0 [b][u]Progress To Silver Status:[/u][/b] 37/60 [b][u]In Brief:[/u][/b] French unpowered crime-fighter come to Freedom City to test and improve his abilities and help anyone he can. [b][u]Alternate Identity:[/u][/b] Marceau Suvou [b][u]Identity:[/u][/b] Secret [b][u]Birthplace:[/u][/b] Aude, France [b][u]Occupation:[/u][/b] Janitor, superhero [b][u]Affiliations:[/u][/b] House of Suits (European superhero alliance), Legio de Halberdiers (French magician's group, members include magical artist Rene de Saens) [b][u]Closest Family:[/u][/b] Masud Suvou (Father), Kioni An-Sallah-Suvou (Mother), Mossar An-Sallah (Maternal Uncle), Erran An-Sallah (Maternal Aunt) [b][u]Age:[/u][/b] 28 (November 2nd 1984) [b][u]Gender:[/u][/b] Male [b][u]Ethnicity:[/u][/b] Moroccan/Kenyan [b][u]Height:[/u][/b] 6'5" [b][u]Weight:[/u][/b] 178 lbs. [b][u]Eyes:[/u][/b] Blue [b][u]Hair:[/u][/b] Black [b][u]Description:[/u][/b] In his regular attire Marceau is a largely forgettable figure in drab earth-toned coveralls and work boots. In-costume, he wears a 'typical' black and red cape-and-cowl with the insignia of one of the four card suits emblazoned on the chest in attractive white shades. He keeps his hair short and at a remove from his face, giving him a high forehead, which combined with his far-spaced eyes gives him a look of constant apprehension. His nose is also short and blunt, his mouth is thin and often curved slightly upwards at some remembered joke, and he wears a a short, bristling beard. His voice is low, deep and resonant, with a slight French accent. [b][u]Power Descriptions:[/u][/b] Marceau's gadgets have a general trend of belying their efficacy through unassuming exteriors, mostly by making them look like cards from a standard playing deck, though a close examination quickly alerts the observer to the fact that they all are much thicker. His [b]Shock Rods[/b \] are much less in line with the rest of his contraptions, and thus more obviously resemble [url=http://images4.wikia.nocookie.net/__cb20110711214732/deusex/en/images/7/75/Prod.jpg]some kind of weapon. Newest to his arsenal is a pair of chemically-powered gauntlets that use the burst of a small explosion triggered by the puling of two levers on the gauntlet to increase the force of a punch. [b][u]History:[/u][/b] Marceau Suvou was born in the Aude river valley on the south coast of France, to a teacher at the College Varsovie in Carcassonne, and his bride, an electrical engineer. They lived in peace in an old stone house converted out of an ancient Roman villa. Nothing of note happened besides the quiet, introspective personality Marceau developed while living in the river valley. At the age of seven, his parents, having saved up enough money, embarked on a series of two-month long vacations throughout the Eurasian continent. The cumulative effect was for the boy's already deep interest in the smaller things of life to turn into a near-obsession. For hours when not in the rigorous schooling his parents took upon themselves to give him, he would watch ants walk under leaves, observe the movements of pebbles in the shallows of the river near his home, and stared in awe at a dust devil he happened across one night when he and his family were sleeping in the Afghanistan desert, entranced by the way it swirled the grains about itself. To his parents' relief, he made friends easily, and learned the languages spoken around him with a moderate effort. He wasn't immune to misfortune however, and suffered several potentially dangerous accidents, including one that rendered him permanently impotent. It took his move to Reims at the age of thirteen, when his mother got a job at the Chooze nuclear power plant, for him to take a wider view. One Saturday morning, while walking in the Jardin de la Patte-d'Oie with a Czech schoolmate of his named Aloysius Novak, when the Raven II and Bowman IV appeared, fighting a flying giant. As they stared in dumbfounded incredulity, the two unpowered heroes managed to lure the giant into a cloud of what turned out to be anesthetics, knocking it out and sending it crashing to the ground. Even back then the two were quick on their feet, and managed to speak for a few seconds with their new idols before the two left to rejoin the rest of the visiting Freedom League. Neither of the two young men took lightly the Raven's joking suggestion that they become heroes themselves to help out. For the next ten years whenever they had time from schooling, the two trained rigorously, offering their help to any who happened to need it. Their early successes were helped in no small part by the duo's enthusiastic acceptance of the smallest or largest of cases. Aloysius soon took on the role of leader due to the simple fact that as the dashing, swashbuckling sort, he assured others of their legitimacy more than the more subdued Marceau, and when the two set up shop in Serbia in 2007 it was Aloysius who drew up the ranking system and enthusiastically designed the guild's uniform, assenting to Marceau and the later King of Spades(a Romanian woman named Sabine Vaduva)'s wish for more concealing colors only after the Frenchman showed him how easily a competent gunman could track a target in the flashier garb the boisterous Czech loved. The two soon had well over a dozen allies, all of whom as enthusiastic about the kind of work the two often did(dealing with unsolved crimes, fighting the incursions of crime families, capturing supervillains), and all equally dedicated to the kind of training program the two required for all members. After becoming well-entrenched in the European superhero family as a reliable group of problem-solvers and competent fighters, Marceau and Aloysius began to discuss the idea of starting a branch in the U.S.A., a long-time dream of theirs on account of nearly mythical Freedom City. The discussion was finalized after Marceau uncovered and thwarted a wide-ranging conspiracy in the lower levels of the European Union's government, a long and maddening case that led to the resignation and jailing of a French politician that Marceau in civilian life had deeply admired. In the investigation the King of Suits had found links between the conspirators and numerous criminal families throughout the continent, including ones that previously had appeared totally self-sufficient. Embittered at this discovery at his work, he gladly took the chance for a change of scenery. Arriving in 2010, he unsurprisingly couldn't find much in the way of work on the New England coast, and found himself moving further and further south from his earlier landing point of Maine, ending up in Freedom City shortly after the Grue invasion in April. He found himself a job as a janitor at an office building used by the American Grant Conglomerate branch's accounting staff, performing sundry maintenance work whenever the place needs it for wages that could be charitably described as "Sub-optimal". As a result, he set up a delivery system to get needed supplies for his costumed adventuring from the base in Europe, which is maddeningly slow and often needs repair after arrival. Nonetheless, the Frenchman is eager to continue his work in his new home, and potentially help people get into his business, and fight the corporeal evils of the world on a level they otherwise would never have the chance to do. [b][u]Personality & Motivation:[/u][/b] Marceau is usually brisk and cheerful, seeing no reason to dwell on misfortune or become over-demonstrative of one's feelings, although he is still as vulnerable as any other human to irrational emotional responses. He tries to carry himself as he feels he should to inspire others, the knowledge that people follow the exploits of people in his line of work partially for encouragement an ever-present aspect in his mind. He doesn't have the charm that some others do, but he'll gladly try to live up to others' expectations, something he knows first-hand as a marvel to behold. [b][u]Powers & Tactics:[/u][/b] Marceau's favored tactic is to make his way to a suitable hiding spot and launch a sneak attack against any opponents he can manage, disarming any with firearms he can beforehand. If caught in the open he'll try to escape to a place where he can use his experience with ranged weapons to even the odds. If trapped, he'll use a smokebomb to blind his enemies before attempting to subdue all opponents around him with whatever will defeat them quickest and quietest. He finds lengthy battles increasingly difficult to fight, meaning he relies overmuch on quick defeats to win his battles. [b][u]Complications:[/u][/b] [b]An Army Marches.[/b]..: Marceau relies on frequent shipments of supplies from Europe to operate at peak effectiveness, and as he doesn't have nearly the resources to replicate the chemicals and metals he requires a disruption of this lifeline would be dangerous for him. [b]Bad Bosses:[/b] Marceau is blissfully ignorant of the Grant Conglomerate's misdeeds, and would probably severely overreact if he found out about them. [b]Hatred:[/b] Conspiracies. [b]Responsibility:[/b] Caring for the needy, especially his 'posse' of sundry homeless, harmless lunatics and underemployed vagrants who have latched onto him as their protector against street-gangs and minor organized criminals. If any threat comes against them, Marceau feels honor-bound to aid them. [b]Secret:[/b] Identity. [b]Struggling:[/b] Maintenance work doesn't pay much. [b][u]Abilities:[/u][/b] 8 + 10 + 8 + 8 + 0 + 4 = 38PP Strength 18 (+4) Dexterity 20 (+5) Constitution 18 (+4) Intelligence 18 (+4) Wisdom 10 (+0) Charisma 14 (+2) [b][u]Combat:[/u][/b] 16 + 16 = 32PP Initiative: +9 Attack: +8 Base, +12 Armaments Belt, +16 Unarmed Grapple: +12 Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed Knockback: -3/-2 Unarmored [b][u]Saving Throws:[/u][/b] 5 + 6 + 10 = 21PP Toughness: +8 (+4 Con, +4 Costume) Fortitude: +9 (+4 Con, +5) Reflex: +11 (+5 Dex, +6) Will: +10 (+0 Wis, +10) [b][u]Skills:[/u][/b] 144R = 36PP Acrobatics 10 (+15) Bluff 8 (+10) Climb 6 (+10) Craft(Chemical) 8 (+12) Diplomacy 8 (+10) Skill Mastery Disable Device 5 (+9) Escape Artist 5 (+10) Gather Information 13 (+15) Intimidate 9 (+11) Investigate 12 (+16) Skill Mastery Knowledge (Streetwise) 10 (+14) Skill Mastery Knowledge (Tactics) 10 (+14) Languages 6 (Arabic, Cantonese, English, French [Native], Hindi, Russian, Serbian) Notice 12 (+12) Search 12 (+16) Stealth 10 (+15) Skill Mastery [b][u]Feats:[/u][/b] 40PP Attack Specialization (Armaments Belt) 2 Attack Specialization (Unarmed) 4 Benefit (Can use Knowledge [Tactics] for Master Plan checks) Dodge Focus 6 Endurance Equipment 6 (30EP) Evasion Improvised Tools Improved Initiative Jack of All Trades Luck 2 Master Plan Power Attack Quick Change Quick Draw Set-Up Sneak Attack Skill Mastery (Diplomacy, Investigate, Knowledge [Streetwise], Stealth) Startle 2 (Move Action) Takedown Attack Throwing Mastery 2 Well-Informed [b][u]Equipment:[/u][/b] 6PP = 30EP 1 + 1 + 5 + 1 + 6 + 1 + 1 + 1 + 1 + 1 + 11 = 30 [b]Binoculars[/b] [1EP] [b]Concealable Microphones[/b] [1EP] [b]Costume w/ Armored Underlay[/b]: Protection 4 (Power Feat: Subtle) [5EP] [b]Gas Mask [/b][1EP] [b]Grapple-Gun:[/b] Super-Movement 3 (Slow Fall, Swinging, Wall-Crawling) [6EP] [b]Handcuffs[/b] [1EP] [b]Mini-Tracers[/b] [1EP] [b]Multitool[/b] [1EP] [b]Night-Vision Goggles [/b][1EP] [b]Re-breathers[/b] [1EP] [b]Utility Belt 4 [/b](8PP Array; Feats: Alternate Power 3) [11EP] BE: [b]Blast 2[/b] (10 20-ft. Range Increments / 200ft Max Range; Power Feats: Homing, Improved Ranged Disarm, Mighty 2 [as DMG 4]) (boomerangs) [8PP] AP: [b]Dazzle Visual 4 [/b](flash grenades) [8PP] AP: [b]Obscure Visual 4[/b] (50-ft. radius; Extras: Independent) (smoke card) [8PP] AP: [b]Snare 4[/b] (bolos) [8PP] [b][u]Powers:[/u][/b] 16 + 3 + 1 = 20PP [b]Device 4 [/b](Armaments Belt, 20PP; Flaw: Hard-To-Lose) [16PP] [b]Armaments Array 8[/b] (16PP; [i]Power Feats:[/i] Alternate Power 4) [20PP] BE: [b]Blast 4[/b] (Extra: Penetrating 4 [as DMG 10]; Power Feats: Improved Ranged Disarm, Mighty 2 [as DMG 6], Split Attack) [16PP] (razor cards AKA Kings of Spades) AP: [b]Blast 5 [/b](Extras: Area (General, Burst; 30-ft. radius); Power Feats: Split Attack) [16PP] (explosive cards AKA Kings of Clubs) AP: [b]Snare 8 [/b][16PP] (coil cards AKA Kings of Hearts) AP: [b]Strike 5[/b] (Power Feat: Mighty [as DMG 10]) [6PP] (ram gauntlets) AP: [b]Stun 8[/b] [16PP] (shock rods) [b]Immunity 2[/b] (Cold, Heat; Power Feat: Innate) [3PP] (training, conditioning) [b]Speed 1[/b] (10 MPH / 100' per Move action) [1PP] (training, conditioning) [b][u]DC Block:[/u][/b] [code] ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 (21*) Toughness (Staged) Damage (Physical) Bolas Ranged DC 14 Reflex (Staged) Entangled/Bound Boomerang Ranged DC 19 (21*) Toughness (Staged) Damage (Physical) Coil Cards Ranged DC 18 Reflex (Staged) Entangled/Bound Explosive Cards Ranged DC 20 (22*) Toughness (Staged) Damage (Physical) Flash Grenade Ranged DC 14 Fortitude Blinded Gauntlet Touch DC 25 (27*) Toughness (Staged) Damage (Physical) Shock Stick Touch DC 18 Fortitude Stunned Razor Cards Ranged DC 21 (23*) Toughness (Staged) Damage (Physical); Penetrating [as DMG 10] *Sneak Attack Totals: Abilities (38) + Combat (32) + Saving Throws (21) + Skills (36) + Feats (40) + Powers (20) - Drawbacks (0) = 187/187 Power Points
  19. End of Round Four, Beginning Round Five. Order: 1. Glow: Unharmed, Fatgigued, 0HP 2. Arcturus: Bruise 2, 0HP 3. Net Fly: Bruise, Exhausted, 0HP 4. Prof. Expiostinot: Bruise 4, -2 TOU Drained 5. Heraldo: Staggered, Dazed, 0HP You're up Glow!
  20. DC28 TOU save: 14. Staggered, Dazed.
  21. Sadly yes, that whiffs. A shame. Prof E punches at Heraldo: 25. DC28 TOU check.
  22. Apparently this was a weapons manufacturing plant of some kind, dealing mostly with small arms. Nothing about the place strikes Net Fly as being even remotely legal.
  23. Okay, DC18 Knowledge(Physical Sciences) check for Heraldo to see if he can figure out what the papers can tell him about the place. 13. Can't tell what sort of place this was, but they used a lot of steel.
  24. In the uncomfortable silence that settled at seeing the bizarre scene before them, El Heraldo flew carefully over to the papers and began to look them over, sorting through the papers to see if any clues about what place this was could be found on them. He glanced nervously over at the gun and the dismantled robot "This place is giving me the creeps all of a sudden, hope whatever happened down here didn't kill anyone, that would have been awful" he muttered while poring carefully over the files, diagrams or whatever it was that so cluttered the interior office. "How was all this stuff hidden from us? It looked like glass walls to me"
  25. I've no opposition to this plan whatever.
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