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GM Post The appearance of Temperance caught Bandida Aves and her gang off guard; certainly, they were expecting some resistance, but they'd hoped that the flashbangs would have bought them some time to do their work and get out while there was still confusion. Having lost the tempo, Bandida swiftly came under the ondine's watery lasso, however, though the lasso managed to make contact with the avian thief, her wings flung instictively at their would be restrainer, giving Bandida Aves ample time to backflip out of the fast closing ensnarement Temperance conjured. "How rude! You always wanna tie your partner from the first date down? You should know that birds aren't particularly fond of captivity." She remarked with a dismissive tone, while drawing a rapier-looking sword from its sheath. She flourished, then pointed her sword towards the floor "Oh, well. Time for plan D. Gang? Why don't you show our uninvited guest here what happens to those who go pecking about others' business." "RIGHT!" Roger and the rest of the Fowlerings aqcuiesced immediately at Bandida Aves's orders, and swiftly maneouvered through the crowd, in order to surround Eliza. Three of them reached her first, and they attempted to unleash a coordinated flurry of stabs and slices with their own rapiers, though only one sword managed to find its target.
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INITIATIVE ORDER (Round 01) Temperance (Unharmed, 4HPs) 16 Fowlerings x5 (Unharmed, Minions) 14 < Current Turn Fowl Bandid (Unharmed, NPC) 13 < Current Turn Glamazon (Unharmed, Deafened, Blinded, 2HPs) 5 Meatheral (Unharmed, Deafened, Blinded, 2HPs) 1 The Fowl Bandid will just hold her action for now. The Fowlerings, on the other hand, will try and surround Temperance, and Combine Attack her. Only 3 are within range, the rest will double move closer to her. Combine Attack vs Temperance, x3, +Autofire: 3#1d20+8 16 13 26 Only one success, so Temperance saves vs DC18 + 4 Toughness INITIATIVE ORDER (Round 01) Temperance (Unharmed, 4HPs) 16 - Pending Toughness save Fowlerings x5 (Unharmed, Minions) 14 Fowl Bandid (Unharmed, NPC) 13 Glamazon (Unharmed, Deafened, Blinded, 2HPs) 5 < Current Turn Meatheral (Unharmed, Deafened, Blinded, 2HPs) 1 Glamazon is up
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Indeed, the Minions were spread out amongst the guests, so that they'd manage to cover the entire museum with their flashbangs. Only one minion is close to Bandida Aves. That hits, and due to being flat-footed, grants te full +5 bonus on the DC, making it DC24 Reflex. Reflex Save vs DC19+5 Autofire Snare: 1d20+13 31 Unfortunately, Bandida Aves is much too swift for that to work.
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INITIATIVE ORDER (Round 01) Temperance (Unharmed, 4HPs) 16 < Current Turn Fowlerings x5 (Unharmed, Minions) 14 Fowl Bandid (Unharmed, NPC) 13 Glamazon (Unharmed, Deafened, Blinded, 2HPs) 5 Meatheral (Unharmed, Deafened, Blinded, 2HPs) 1 Temperance is up, and she's got the jump on Bandida Aves and her Fowlerings(No dodge bonus)!
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Best of wishes to you and Moira, Sandman. Hope she recovers well!
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Grimalkin: You manage to avoid the civilians (DC15 success), but then, before you have a chance to catch your breath, you find yourself headed towards the trees in the park. Thankfully, you were aware enough to steer the horse correctly (DC20 success), thus avoiding a Grimmer fate, and eventually, manage to reign in the horse to a full stop (DC25+ success, remember, using an HP reroll means that rolling anything bellow 11 gets a +10 on the result), before further catastrophe!
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Alrighty then, time to roll for initiative, everyone. Meatheral: Initiative Roll: 1d20 5-4 = 1 Fowl Bandid (PL11 NPC): Initiative Roll: 1d20+10 13 Fowlerings (PL5 Minions) x 10: Initiative Roll: 1d20+5 14
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Roll away, then!
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Grimalkin: A 16 Ride check beats the DC15 to mount the rampaging horse as a move action, and stay saddled. Taming and halting the beast would require a second roll, though, beating a DC20. Alternatively, you could attempt to steer the galloping horse away from Black Knight and the citizens, for a DC15 ride (Something which could solve the immediate problem, albeit at the cost of complicating things). Or you could try something else, if you have another idea.
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Streetfighting Negator Power Level: 10 (150/150PP) Trade-Offs: +2 Illusion Breaker/Dirty Fighting Attack / -2 Illusion Breaker/Dirty Figthing Melee Damage, -2 Beyond the Right Hand Attack / +2 Beyond the Right Hand Damage Abilities: 6 + 6 + 4 + 4 + 6 + 4 = 30PP Strength: 16 (+3) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +3 Attack: +4 Melee, +4 Ranged, +8 Misfortune Streetfighting, +12 Illusion Breaker/Dirty Streetfighting Grapple: +7 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -0 Saving Throws: 2 + 3 + 3 = 8PP Toughness: +10 (+2 Con, +8 [Defensive Roll], 10 Impervious[Illusion Redirect]) Fortitude: +4/+8 (+2 Con, +2/+6) Reflex: +6/+10 (+3 Dex, +3/+7) Will: +6/+10 (+3 Wis, +3/+7) Skills: 60R = 15PP Acrobatics 5 (+8)Skill Mastery Climb 2 (+5) Concentration 2 (+5) Diplomacy 3 (+5) Escape Artist 2 (+5) Gather Information 3 (+5) Intimidate 5 (+7) Knowledge (Arcane Lore) 5 (+7) Knowledge (Street Wise) 6 (+8)Skill Mastery Knowledge (Technology) 5 (+7) Notice 5 (+8)Skill Mastery Sense Motive 5 (+8)Skill Mastery Stealth 5 (+8) Survival 2 (+5) Swim 5 (+8) Feats: 18PP Acrobatic Bluff Attack Specialization (Misfortune Streetfighting) 2 Defensive Roll 4 Dodge Focus 6 Elusive Target Evasion Skill Mastery (Acrobatics, Knowledge[Steet Wise], Notice, Sense Motive) Powers: 19 + 45 + 1 = 65PP Right Hand of Misfortune 9 (18PP Array; Extras: Linked[Misfortune Streetfighting], Feats: Alternate Power) [19PP] Base Power: Illusion Breaker 3.8 (19PP Container; Drawbacks: Power Loss[Severed Right Hand, -1]) {18PP} Alternate Power: Beyond the Right Hand 6 (30PP Container; Flaws: Limited[Disabled/Severed Right Hand], Uncontrollable) {18PP} Misfortune Streetfighting 20 (40PP Array; Extras: Linked[Right Hand of Misfortune], Feats: Alternate Powers 5) [45PP] Base Power: Damage 5 (Extras: Linked[Nullify], Feats: Accurate 2, Mighty) + Drain 8 (Toughness; Extras: Affects Objects, Linked[Nullify], Flaws: Limited[Supernatural], Feats: Slow Fade [1PP/Minute]) + Nullify 8 (All Effects at once; Extras: Effortless, Linked[Damage], Linked[Drain], No Saving Throw, Flaws: Limited[vs Supernatural], Range[Touch], Drawbacks: Power Loss [When not in Illusion Breaker, -1]) {8 + 9 + 23 = 40PP} (Illusion Breaker: Punch)Alternate Power: Drain 8 (All Powers at once; Extras: Affects Objects, Flaws: Limited[Supernatural]; Feats: Affects Insubstantial, Incurable, Slow Fade[1PP/1 Minute], Drawbacks: Power Loss[When not in Illusion Breaker, -1]) + Luck Control 2 (Negate Fiat, Force Reroll[worse]) {34 + 6 = 40} (Illusion Breaker: Power Canceller)Alternate Power: Damage 5 (Descriptive Name; Extras: Linked[Dazzle], Linked[Fatigue], Linked[Trip], Feats: Accurate 2, Mighty) + Dazzle 8 (Visual Senses; Extras: Linked[Damage], Flaws: Range[Touch], Unreliable, Feats: Improved Trip) + Fatigue 8 (Extras: Linked[Damage]) + Trip 8 (Extras: Knockback, Linked[Damage], Flaws: Range[Touch], Feats: Improved Trip) {8 + 4 + 16 + 9 = 37} (Dirty Fighting)Alternate Power: Damage 9 (Extras: Linked[Drain], Penetrating 5, Feats: Affects Insubstantial 2, Mighty, Drawbacks: Power Loss [When not in Beyond the Right Hand, -3]) + Drain 12 (Toughness; Extras: Affects Objects, Linked[Damage], Feats: Incurable, Slow Fade [1PP/Minute]) {14 + 26 = 40} (Beyond the Right Hand: Dragon Strike)Alternate Power: Damage 10 (250x250ft cone; Extras: Area[Cone], Selective, Flaws: Distracting, Feats: Affects Insubstantial 2, Mighty, Progression[Area], Drawbacks: Power Loss [When not in Beyond the Right Hand, -3]) + Impervious 10 (Extra on Toughness; Extras: Reflective 1[All Ranged]]) {20 + 20 = 40} (Beyond the Right Hand: 8 Dragons of Misfortune)Alternate Power: Damage 12 (1'200ft; Extras: Autofire, Penetrating 2, Range[Ranged], Feats: Affects Insabstantial 2, Improved Range 3, Drawbacks: Power Loss [When not in Beyond the Right Hand, -3]) {40} (Beyond the Right Hand: 8 Dragons' Torrent)Speed 1 (10mph/100ft per Move Action) [1PP] (Athleticism) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage (Physical) Illusion Breaker: Punch Touch DC 23 Toughness Damage (Physical) DC 18 Fortitude Drain (Toughness) DC 18 Will/Power Rank(best) Nullify (All Effects) Illusion Breaker: Power Canceler Touch DC 18 Fortitude Drain (All Powers) Dirty Fighting Touch DC 23 Toughness Damage (Physical) DC 18 Reflex/Fortitude Dazzle (Visual) DC 18 Fortitude Fatigue (Staged) 1d20+8 vs STR or DEX(worse) Trip (Knockback) Beyond the Right Hand: Dragon Strike Touch DC 27 Toughness Damage (Physical) DC 22 Fortitude Drain (Toughness) Beyond the Right Hand: 8 Dragons of Misfortune Area DC 25 Toughness Damage (Physical) Beyond the Right Hand: 8 Dragons' Torrent Ranged DC 27 Toughness (Autofire) Damage (Physical) Totals: Abilities (30) + Combat (16) + Saving Throws (8) + Skills (15) + Feats (18) + Powers (0) - Drawbacks (0) = 87/150 Power Points About this Build: Arriving to destroy any and all messed up illusions wrongdoers may hold, the Streetfighting Negator is just a normal guy, albeit with an abnormal right hand. Normally a decent-to-expert street brawler, the Streetfighting Negator's right arm holds the ability to dispel all other powers that come into contact with it. This basically means that, though the Streetfighting Negator doesn't pack more of a punch than your average Badass Normal, his Illusion Breaker power can deny the protective, and even the offensive powers, of his opponents, who rely on those powers like a crutch, a reliance that could doubly hurt them. He lacks a consistent and readily available ranged capabilities, but if met with inferior firepower from supernatural sources, he can fling them back with a twist of his wrist. Skilled, Resilient, and extremely capable at one-on-one to three-on-one confrontations, the Streetfighting Negator fights by using a combination of pluck, wit, and his power negation to bring opponents down to his level, and pummel them to submission by unleashing every trick in the book. Unfortunately, there are some glaring weaknesses the Streetfighting Negator has, and the first one that jumps to attention is that he lacks a readily available hard crowd-control option. His ranged capabilities rely entirely on the nature of his opponents, and are exclusively reactionary. In fact, the nature of his opponents can either make or break the Streetfighting Negator; non-powered martial artists lack any significant weakness that the Streetfighting Negator could take advantage of, and could very well prove to be the superior fighters, while powerful entities that are not supernatural in their nature, such as advanced robots and aliens, are completely immune to his power-negating capabilities, leaving the Streetfighting Negator at a distinct advantage, and even significantly impact upon his ability to defend himself against them. However, all hope may not yet be lost for the Streetfighting Negator, as his right hand, the Illusion Breaker, may hold another significance altogether. Perhaps it's holding something back... something big and fierce, that if left unchecked, could go on a destructive rampage... Nevertheless, despite his shortcomings, the Streetfighting Negator is a very valuable ally, and his true strength shines in supporting other heroes by softening up their foes. He is a street-level hero who, thanks to his right hand, can punch up angels, devils, magicians, T-Babies, etc. Even a miracle of god could stand to be dispelled in front of his touch. Just make sure you don't try to grapple (or get grapple by) anything that's not a helpless granny. Additional Notes: This build obviously relies more on the Illusion Breaker, rather than the power that lies Beyond the Right Hand. Being disabled is not an easy condition to aqcuire, unless you go out of your way to face lethal opponents, and even then, it's no guarantee that it'll translate into the Streetfighting Negator getting his right (hehe) arm chopped off. Not to mention that even then, access to its full ranks are completely left on the GM's discretion.With some reworking, the act of removing his own arm could become completely voluntary and harmless, lowering somewhat his Beyond the Right Hand container, but also, not requiring Regeneration to function.A lot of PP could be saved by lowering some Abilities and skills, and suffling some feats inside the Right hand of misfortune array.
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I think that, given Miras casted the illusion while being right next to Grim, that Grim should be aware that it is, in fact, an illusory effect. No saving throw required for her.
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GM Post Total chaos was reigning inside the museum. While the citizens clutched their ears in pain, they stumbled around blindly, instictively trying to avoid any potential danger, only to bump against each other and fall. No one was giving any attention to the voice of Bandida Aves, something that incensed the leader of the Fowlings to no end. "How rude! I tell them to stay put and they completely ignore me." Turning to one of her underlings, she says "D'you think that we should have gone with the paralyzing gas, instead?" The Fowling, a man in a purple costume with a bird theme, replied "To be fair, boss, I think it'd be kinda hard for them to listen to you, what with being blinded and deafened and all." "Wait, wait, what did you say? Speak up, Roger, I couldn't hear that bit at all." "I SAID, THEY'RE PROBABLY TOO DEAF AND BLIND TO NOTICE US?" "Come on, man, can't you hear me? I told you-" Before she could continue, the Fowling who went by the name Roger indicated at his ears, then towards Bandida Aves. Three seconds passed, before light dawned. "...Ah!" Being the only one to not have yet taken her earplugs off, after the sound from the bang had dissipated, she apologised to her underling after removing them. "Sorry, Rog, forgot we had put these for a moment there." Looking back at the chaos in the room, she lamented "Guess we didn't think this completely through, did we?" "Should we go to the plan B, Bandida?" "Yeah... let's get what we came here for and skedaddle."
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Horses: Will save vs DC15 Illusion: 3#1d20+2 14 16 10 2 of the horses calm down under the illusion, but the third seems still unfettered
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GM Post San Diego, CA At Tsunami's insistence, the people were quick to take safe distance. Still, a woman bearing a professional camera persisted, as she kept intently taking photos of the tears. A boat, still sailing in the beach, was speeding rapidly towards the closest port that it could find, only for three tears to open up; two tears started swallowing large quantities of water nearby the boat's route at a super fast rate, creating a whirlpool effect and causing big waves to form, while the third tear released what appeared to be a very slick car with nothing for wheels, letting it drop towards the photographer. And as all that happened, a peculiar energy started traverse the sand, 50ft away, its movement feeling reminiscent to as if someone was writting on the sand with a stick. Freedom City As soon as Miras tossed the one end of the rope towards the tear, it immediately started sucking the rope, as if it were pasta. Despite Miras' grip, the tear overwhelmed her handle on the rope, which burned her hand as it swiftly disappeared inside the portal. 5 seconds later, the tear closed, leaving no sign of the rope behind, only for another few tears to open up nearby. From one of them, sprang three strong horses clad in steel armor and bearing colorful banners. The beasts stampeded towards Black Knight, who was keeping six civilians behind him. As soon as they saw the rampaging mammals come their way, one of the civilians, a mother, grabbed her two sons and broke for a ran towards the opposite direction, while the other three remained paralyzed from fear. Unfortunately, however, in her haste to avoid the horses, she did not notice where she was going, and she was about to find herself and her kids in the middle of the road nearby, with several cars driving fast by. And while this was going on, 100ft away from Miras and Grimalkin, and 30ft away from Black Knight, Equinox was finding herself having to deal with a nasty surprise from the tear she was examining.
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Blue Stinger:
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Hronos sped towards Parkside, as he'd just arrived back on Earth. He could sense a lot of anomalous temporal activity plaguing the planet, all throughout the globe, but at the moment, Freedom City was returning huge spikes of temporal energy to his chronal sensors, the highest out of any amount. The Mechanodynamis landed on Parkside, as he witnessed dozens of tears open and close, in a seemingly random manner. "You! Are you one of 'em heroes?" A Police Officer asked the Bluechrome Tinman, as he and his partners kept the populace away from the dangerous zone. "That assumption is correct, Police Officer. I am named Hronos. I arrived here at Parkside to offer my assistance in containing this situation." "Elfman. The name's Elfman. Well... that's good to hear. Already spotted a couple of suits rush in, trying to give a hand." "Have there occured any injuries, Police Officer Elfman?" Elfman rose his eyebrow, but the robotical guardian betrayed no emotion, at least, as far as one could tell, so he let that slide. "No... at least, none that I'm aware of. Not yet. Couple of folks got dangerously close to the tears, but they were swept away by other bystanders or suits. These things... they mostly eat up stuff... mailboxes, cars, statues... I saw a few trees get sucked in, no pretty sight, that. It was like, the hole appeared inside the tree, violently folding it and uprooting it until nothing was left there..." Elfman shuddered. "Has the Freedom League been informed about the crisis?" "Ohhh, they've been informed, all right. They're all over the continent, dealing with similar rifts or holes or whatchamacallits." Hronos lacked any eyebrows to raise, but if he had them, he'd definitely be raising them right now. "Chicago, New York, Utah, Boston... I hear talk that Canada, Mexico, and the rest of South America are experiencing similar problems." It was as Hronos feared; Freedom City was but one of the focal points for these phenomena. "I understand your information. I appreciate your help, Police Officer Elfman. I will attempt to discern the nature of these tears."
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King Theseus' entrance drew a lot of looks, and Jerry and his classmates were no different. They felt that they'd collected enough material to start working on their paper, but decided to linger a bit more, in order to see the King and his entourage from up close. When the lights turned off, everyone looked surprised, and though visibility hadn't been extinguished, it had nevertheless gotten considerably darker. "What's going on?" "Dunno, guys... a blackout?" "Talk about annoy-" flash-BANG! The explosion blinded everyone nearby, while also taking all sound away from them, with the only exception being a static noise that kept ringing inside their heads. More similar explosions followed, not a second later, affecting everyone else in the room. Jerry tried to warn his friends, but in vain. "Everyone! Where are you?! Get down!" No one seemed to listen to him, nor could he hear a response, so he flailed about, trying to find them via touch. He grabbed two people, and tried to force them to the ground, so that they'd keep safely away from danger, but they fought back, flailing just as blindly as he had. "Damn!" Jerry rubbed his ears, trying to clear them so that he could at least hear, but to no avail. Not even the female voice's words could reach him...
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Hronos Incursion: Red Five Temporiad: Hasten Slowly Mater Vyrdna Praetorians: The Deadly Dozen Incursion: Only Hope Meatheral Casus Beli: Fowl Play Net Fly Namazu The Savior GM Casus Beli: Fowl Play Temporiad: Hasten Slowly Temporiad: Save on Time GM Posts go to Meatheral, then Net Fly.
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Temperance:
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Space Warrior Power Level: 10 (150/150PP) Trade-Offs: -2 Tek Lancer: Slash Attack / +2 Tek Lancer: Slash Damage, +2 Tek Lancer: Throw Attack / -2 Tek Lancer: Throw Damage, -2 Defense / +2 Toughness Abilities: 8 + 8 + 8 + 0 + 8 + 0 = 32PP Strength: 18 (+4) Dexterity: 18/26 (+4/+8) Constitution: 18//26 (+4/+8) Intelligence: 10 (+0) Wisdom: 18/26 (+4/+8) Charisma: 10 (+0) Combat: 8 + 8 = 16PP Initiative: +4/+8 Attack: +6 Melee, +4 Ranged, +8 Tek Lancer: Slash, +10 Voltekka Crash Intrude, +12 Tek Lancer: Throw Grapple: +6 Defense: +6/+8 (+4 Base, +2/+4 Dodge Focus), +2 Flat-Footed Knockback: -4/-6/-2 Saving Throws: 2 + 2 + 0 = 4PP Toughness: +8/+12 (+4/+8 Con, +4 [Defensive Roll]) Fortitude: +6/+10 (+4/+8 Con, +2) Reflex: +6/+10 (+4/+8 Dex, +2) Will: +4/+8 (+4/+8 Wis, +0) Skills: 40R = 10PP Acrobatics 5 (+9/+13)Skill Mastery Concentration 5 (+9/+13) Knowledge (Cosmology) 5 (+5)Skill Mastery Knowledge (Galactic Lore) 5 (+5)Skill Mastery Notice 10 (+14/+18) Sense Motive 10 (+14/+18)Skill Mastery Feats: 10PP Attack focus (Melee) 2 Defensive Roll 2 Dodge Focus 2 Evasion 2 Move-By Action Skill Mastery (Acrobatics, Knowledge [Cosmology], Knowledge [Galactic Lore], Sense Motive) Powers: 78 = 78PP Teknosuit 19 (95PP Container; Flaws: Hard-to-Lose, Feats: Limited[Teknomen], Quick Change) [78PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Tek Lancer: Slash Touch DC27 Toughness (Staged) Autofire Damage (Physical, Slashing) 1d20+12 vs STR or DEX(worse) Trip Tek Lancer: Throw Ranged DC23 Toughness (Staged) Autofire Damage (Physical, Slashing) Crash Intrude Area DC23 Toughness (Staged) Damage (Plasma) Voltekka Area DC25 Toughness (Staged) Damage (Physical) DC20 Fortitude (Staged) Drain (Toughness) + Stun (Daze) 1d20+10 vs STR or DEX(worse) Trip (Knockback) Voltekka Crash Intrude Touch Aura DC27 Toughness (Staged) Damage (Physical) Totals: Abilities (32) + Combat (16) + Saving Throws (4) + Skills (10) + Feats (10) + Powers (78) - Drawbacks (0) = 150/150 Power Points About this Build: This is the Space Warrior, the knight of the future. Inspired by Teknoman/Tekkaman Blade, a normal human, under ordinary circumstances, he can transform at the flick of his wrist, gainning powers fueled from the intricate energies of outer space. Capable of Flight even in space, the Space Warrior charges into battle with his Tek Lancer, a powerful weapon capable of cutting through the roughest materials. He is also equipped with the Voltekka, shoulder-mounted laser cannons that he can employ with the utmost of accuracies to nail dodging enemies, covering a large area. By transforming his Teknosuit into Crash Intrude Mode, he can rapidly traverse the map, ripping through enemies with his entire body, and by combining Crash Intrude Mode with his Voltekka Energy, he can plough through the hardest of metals, while being practically untouchable. As a Space travelling superhero, he is perfectly capable of operating in the vacuum, and he can travel between Solar Systems in a matter of days. Space Warrior has a few skills, most notably Knowledge(Cosmology) and Knowledge(Galactic Lore), which help him when dealing with alien forces. Of particular note is also that all three of his saves are high, and combined with his Toughness, make Space Warrior a very tough opponent to go up against. That is not, however, to say that this build is not without it's shortcommings. The Space Warrior's grapple is just barely mediocre, to the point that dedicated grapplers can frequently pin him down. His offensive repertoire, while strong and to the point, is rather limited by his Teknosuit, and should he ever find himself disarmed of it, he will be in quite some trouble. Additional Comments: Without the suit, the Space Warrior meets PL7 caps defensively, but he's a few ranks shy of meeting his PL7 offensive caps, at least, as far as hand to hand combat goes. Consider adding some equipment items, such as swords or guns, so that he won't be completely defenseless without his suit. You can free PP to spend by removing some feats, like Evasion, or lowering his Saving Throws.Ideally, however, if you feel that you need to be perfectly capable of operating outside the suit, then this build would require some heavy reworking. Personally, I find that a good guideline is this: "You want your PC to be a perfectly legal PL7 without the Device, both defensively and offensively. With the Device, he should be able to jump to PL10. That means that, without the Device, he needs to be operating with at least 105PPs, while the Device should cost no more than 45PPs." As you understand, this is not an absolute rule, but it's a great starting point. However, I don't feel it works for this concept, personally, as the Space Warrior is supposed to be an ordinary person, without the Teknosuit. I prefer using this guideline for when I'm designing Devices that work as amplifiers to already existing sources of power for a given hero.
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Everyone roll DC14 Reflex Save vs Dazzle (Visual + Audio) (DC14 Reflex for half effect). Everyone gain +1HP. Meatheral: Reflex Save vs DC14, half effect: 1d20+1 19 Fort Save vs DC12 Dazzle visual: 1d20+1 5 Reflex Save vs DC12, Audio Dazzle: 1d20+1 8 Meatheral is blinded and deafened.
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GM Post As if on cue, King Theseus arrived, along with his entourage and his wife, Queen Ariallis. Immediately, the crowd flocked around them, the photographers took pictures, and the reporters asked questions, while he and the Queen shook hands with the representatives of Freedom City, as well as a few ambassadors from various nations around the world who were also attending. As soon as he was free to move, King Theseus walked up to Thaelia and Eliza, greeting the two as he did. "Well met, Thaelia, my dear. I've been hearing some excellent remarks about you from Summers." Grabing Thaelia's shoulder, he smiled as he said "I trust that you've been keeping out of trouble, right?" They both knew, of course, that she hadn't. He whispered to her "Oh well, I've been keeping your father, Poseidon, informed about your... exploits, shall we say? And he wants you to know that, regardless of whatever bad feelings there are between you two, he couldn't be prouder to have you as a daughter. And the same goes for me, of course; though I wish you'd learn some restraint, I am content as long as you are true to your heart, dear child." Pulling back, he then decided to greet Eliza as well. "Greetings, uhh, Eliza, correct? I remember you from your friend's Graduation party in Atlantis. I trust that my niece is not giving you much trouble?" As Queen Ariallis proceeded to hug Thaelia, however, the lights abruptly turned off, and not a second later, a barrage of flashbangs started exploding around the museum, blinding all those who were attending! Before anyone had a chance to react, a female voice with a... Spanish(?!?) accent boomed. "Well met, Freedom City Citizens, and well met Atlantean envoys! Please remain still, making no sudden moves, and I promise you that no harm will come to you. So says I, Bandida Aves, and her merry band of Fowlings!"
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Demon Hunter With Phantom Arm Power Level: 10 (150/150PP) Trade-Offs: -0 Red Queen Attack / +0 Red Queen Damage, -5 Devil Bringer Attack / +5 Devil Bringer Damage, +5 Blue Rose Attack / -5 Blue Rose Damage, +2 Defense / -2 Toughness Abilities: 0 + 0 + 0 + 0 + 8 + 4 = 12PP Strength: 10/20 (+0/+5) Dexterity: 10/20 (+0/+5) Constitution: 10/18 (+0/+4) Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 10 + 8 = 18PP Initiative: +0/+5 Attack: +5 Melee, +5 Ranged, +5 Devil Bringer, +10 Red Queen, +15 Blue Rose Grapple: +5 / +10 / +14 Devil Bringer: Buster / +18 Devil Bringer: Snatch / +26 Devil Trigger Bringer: Devil Buster / +32 Devil Trigger Bringer: Devil Snatch (Up to +34 with All Additional Limbs) Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -2/-4/-8 Saving Throws: 2 + 4 + 4 = 10PP Toughness: +4/+8 (+0/+4 Con, +4 [Defensive Roll]) Fortitude: +2/+6/+8 (+0/+4 Con, +2/+4) Reflex: +5/+9/+11 (+0/+5 Dex, +4/+6) Will: +8 (+4 Wis, +4) Skills: 40R = 10PP Acrobatics 10 (+10/+15)Skill Mastery Bluff 8 (+10)Skill Mastery Concentration 6 (+10) Knowledge (Arcane Lore) 10 (+10)Skill Mastery Sense Motive 6 (+10)Skill Mastery Feats: 20PP Ambidexterity Defensive Roll 2 Dodge Focus 8 Elusive Target Evasion Fearless Move-By Action Precise Shot Quick Draw 2 Skill Mastery (Acrobatics, Bluff, Knowledge[Arcane Lore], Sense Motive) Taunt Powers: 26 + 54 = 80PP Device 7 (35PP Container; Flaws: Easy-To-Lose, Feats: Indestructible, Limited 2 [Nero], Multiple Weapons 2) [26PP] (Devil Arms) Devil Lineage 10.8 (54PP Container) [21 + 5 + 10 + 10 + 8 = 54PP] --> Devil Trigger Lineage 19 (95PP Container) [44 + 7 + 10 + 14 + 10 +10 = 95PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Enhanced Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Red Queen: Split Touch DC25 Toughness (Staged) Damage (Physical) DC20 Fortitude (Staged) Daze Red Queen: Roulette Spin Touch DC25 Toughness (Staged) Autofire Damage (Physical) Red Queen: High Roller Touch DC25 Toughness (Staged) Damage (Physical) 1d20+10 vs. STR or DEX(Worse) Trip Blue Rose: Rapidfire Area Ranged DC20 Toughness (Staged) Damage (Physical) Blue Rose: Charge Shot Ranged DC20 Toughness (Staged) Damage (Physical) 1d20+5 vs. STR or DEX(Worse) Trip Devil Bringer: Buster Touch DC30 Toughness (Staged) Damage (Physical) Yamato + Red Queen: Showdown Touch DC25 Toughness (Staged) Autofire Damage (Physical) 1d20+10 vs. STR or DEX(Worse) Trip Yamato + Red Queen: Maximum Bet Touch DC25 Toughness (Staged) Autofire Damage (Physical) DC20 Fortitude (Staged) Daze 1d20+10 vs. STR or DEX(Worse) Trip Yamato + Blue Rose: Summoned Swords Area DC20 Toughness (Staged) Autofire Damage (Physical) DC15 Fortitude (Staged) Drain Toughness Yamato + Devil Bringer: Devil Buster Touch DC30 Toughness (Staged) Damage (Physical) Totals: Abilities (12) + Combat (18) + Saving Throws (10) + Skills (10) + Feats (20) + Powers (32) - Drawbacks (0) = 70/150 Power Points About this build. Based on Nero, the protagonist of the Devil May Cry 4 game, this build represents a demon hunter, someone whose job is to hunt demons, who himself has some demonic power imbued in him, usually manifesting in a extra phantom arm. Why does he have that arm? Perhaps he was born with demonic blood flowing through his veins, or perhaps he was a victim of unholy experimentation. Whatever the case, he employs the arm to grapple and bring foes away from him to close range, where he can pummel them at his own leisure, or keep them far away and occupied, while he takes care of another threat. He is equipped with three Devil Arms, a versatile and highly magical arsenal, that includes the powerful Durandal Red Queen, the accurate and fast firing Revolver Blue Rose, and the demonic Katana Yamato, which temporally enhances his demonic powers by transforming into a powerful protective aura shaped as a ghostly knight. When thus transformed, the Demon Hunter is incredibly fast and can heal from lesser forms of damage at an accelerated rate, and not only does his phantom arm become extremely powerful, he also gains a second equally powerful one. Furthermore, this form enhances his skills with the Red Queen and the Blue Rose. The three Devil Arms considerably expand his combat options, but don't be fooled for a second; even unarmed, the Demon Hunter with Phantom Arm is a force to be reckoned with. The Demon Hunter with Phantom Arm is extremely agile and maneouverable, and while he lacks slightly in a hard crowd control attack, he can compensate due to his trainning. Very skilled and elusive, he fights as if possessed, preferring to stick close to his foes and performing high speed combos, while using them as a shield against incoming ranged attacks. He greatly favors dodging over taking hits, though he's not entirely frail, and even when immobilised, he can still maintain enough concentration to roll with the damage, most of the time. Particular areas of expertise include knowledge of the arcane, insight to peoples' (and demons') character, and an uncanny ability to fast talk or taunt his enemies. His favored tactic is unloading fire to his enemies from a distance, until he is within range to continuously rush them with charging sword attacks. Additional Notes: Originally, Yamato was going to be portrayed by the use of Boost. Instead, I opted for the simpler Enhanced Trait format, adding the Duration and Fades flaws to represent a temporary burst of power. This was because the Yamato is part of an array, and due to the fact that Boost's Duration is Instant, it would mean that you could switch back to the other two weapons as soon as you'd triggered the boost.To overcome the issue of not being able to use the Red Queen and the Blue Rose, while in a Devil Trigger with the Yamato, I added a couple of APs to the Devil Trigger Bringer power (The original Devil Bringer power, under the effects of Yamato's Enhance power). These represent Nero combining the Yamato with either the Blue Rose or the Red Queen, performing incredible combos that are exclusive to Nero's Devil Trigger form. The feeling of this being a combo between Yamato and another weapon is further enforced by adding the 1 PP drawbacks Power Loss[not Wielding Red Queen] or Power Loss[not Wielding Blue Rose] as appropriate, meaning that if you are disarmed from one of those, the corresponding Devil Trigger Bringer APs become unavailable for use.You may notice that Yamato - Devil Trigger has a drawback, Fast Fade. While that drawback isn't presented in the books, it is, essentially, the drawback version of the Slow Fade feature. Thus, with 1 rank of the drawback, working in reverse, what would normally take 1 round(6 seconds) to reduce the power's PPs by one, now takes half a round (3 seconds), meaning that it loses PPs twice as fast. Coupled with the Total Fade extra, what would take 30 rounds to abruptly shut Devil Trigger off, now takes 15 rounds.Not really much to say about customization. You've got plenty of APs to work with. One thing you could definitely do, is rearrange the PPs in the Devil Trigger Lineage container, the Devil Lineage container enhanced by the effects of Yamato: Devil Trigger. You could, for example, scale down the ranks of the Devil Trigger Bringer, and add ranks of Imprevious Relfective extra for your Toughness. Remember, you can't have more Impervious ranks than your PL or your Toughness, whichever is lower.
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Gotcha, tt. I'll move things allong.
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Superhuman Costumed Martial Artist Power Level: 10 (150/150PP) Trade-Offs: -5 Maximum Strength Attack / +5 Maximum Strength Damage, +5 Energy Barrage Attack/ - 5 Energy Barrage Damage, -3 Blocking Defense / +3 Blocking Toughness, +3 Dodging Defense / -3 Dodging Toughness Abilities: 6 + 4 + 10 + 2 + 6 + 4 = 32PP Strength: 16/40 (+3/+15) Dexterity: 14 (+2) Constitution: 20 (+5) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 14/30 (+3/+10) Combat: 10 + 6 = 16PP Initiative: +2 Attack: +5 Melee, +5 Ranged, +10 Flurry of Blows, +15 Energy Barrage Grapple: +8 / +22 Defense: +7 Blocking / +10 Charging / +13 Dodging (+3/+4/+13 Base, +4/+6/+0 Dodge Focus), +2 Blocking Flat-Footed / +2 Charging Flat-Footed/+7 Dodging Flat-Footed Knockback: -2/-6 Saving Throws: 2 + 7 + 4 = 13PP Toughness: +5 / +13 Blocking / +10 Charging / +7 Dodging (+5 Con, +4/+1/+0 [Protection], +4/+4/+2 [Defensive Roll], +10/+0/+0 Impervious Reflective) Fortitude: +7 (+5 Con, +2) Reflex: +9 (+2 Dex, +7) Will: +7 (+3 Wis, +4) Skills: 20R = 10PP Acrobatics 5 (+10)Skill Mastery Concentration 10 (+13) Diplomacy 5 (+7)Skill Mastery Intimidate 5/13 (+7/+23)Skill Mastery Notice 5 (+8) Sense Motive 5 (+8)Skill Mastery Stealth 5 (+10) Feats: 11PP Acrobatic Bluff All-Out Attack Defensive Roll Distract (Intimidate) Fearless Grappling Finesse Improved Grab Improved Pin Power Attack Quick Change Skill Mastery (Acrobatics, Diplomacy, Intimidate, Sense Motive) Powers: 34 + 32 + 2 = 68PP Super Martial Arts: Offensive Focus 15 (28PP Array; Feats: Alternate Powers 6) [34PP] Base Power: Enhanced Strength 24 + Super-Strength 1 (Effective Strength 45; Feats: Bracing, Countering Punch) {24 + 4 = 28PP} (Maximum Strength) Alternate Power: Blast 5 (250-500ft, 50ft radius; Extras: Area[Burst, Targeted], Autofire 5, Selective, Flaws: Distracting, Feats: Accurate 5, Increased Range 2, Progression[Area]) {28PP} (Energy Barrage) Alternate Power: Damage 7 (Extras: Autofire 10, Linked[Trip], Feats: Accurate, Attack Focus[Melee] 3, Mighty) + Trip 10 (Extras: Linked[Damage], Flaws: Range[Touch], Feats: Improved Trip) {22 + 6 = 28PP} (Flurry of Blows) Alternate Power: Damage 10 (10x250ft; Extras: Area[Line], Linked[Trip], Linked[Stun], Penetrating, Flaws: Action[Full-Round], Feats: Progression[Area]) + Stun 10 (Extras: Area[Line], Linked[Damage], Flaws: Action[Full-Round], Daze, Distracting) + Trip 10 (Extras: Area[Line], Knockback, Linked[Damage], Flaws: Action[Full-Round], Range[Touch], Feats: Improved Trip) {12 + 5 + 11 = 28PP} (Energy Beam) Alternate Power: Enhanced Fearsome Presence 10 (1'000ft radius; Feats: Progression[Area] 4) + Enhanced Skill 2 (Intimidate 8) + Enhanced Charisma 16(Flaws: Limited[Intimidate]) {14 + 2 + 8 = 24PP} (Overwhelming Aura) Alternate Power: Flight 14 (Up to Flight 20, 25'000'000mph/250'000'000ft per Move Action, near Lightspeed) {28PP} (Power Flight) Alternate Power: Enhanced Strenght 4 + Super-Strength 12 (Effective Strength 80) {4 + 24 = 28PP} (Maximum Power) Super Martial Arts: Defensive Stance 15 (30PP Array; Feats: Alternate Powers 2) [32PP] Base Power: Enhanced Defence 10 + Enhanced Feats 10 (Defensive Attack, Elusive Target 2, Evasion 2, Fast Overrun, Move-By Attack, Uncanny Dodge 3[Sight, Hearing, Smell]) {20 + 10 = 30PP} (Dodging) Alternate Power: Protection 1 (Extras: Impervious 10, Flaws: Limited[non-Perception]) + Enhanced Defense 1 + Enhanced Feats 8 (Blind Fight, Defensive Roll, Dodge Focus 6, Elusive Target, Evasion, Move-By Attack, Uncanny Dodge [Sight]) + Flying 5 (Up to Flight 6, 500mph/5'000ft per Move Action) {6 + 2 + 12 + 10 = 30PP} (Charging) Alternate Power: Protection 4 (Extras: Impervious 10, Reflective 2[All Attacks], Flaws: Limited[non-Perception]) + Enhanced Feats 6 (Defensive Roll, Dodge Focus 4, Interpose){24 + 6 = 30PP} (Blocking) Flight (10mph/100ft per Move Action) [2PP] (Flight) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Maximum Power Touch DC20 Toughness (Staged) Damage (Physical) Maximum Strength Touch DC30 Toughness (Staged) Damage (Physical) Energy Barrage Ranged Area DC20 Toughness (Staged) Damage (Energy/Ki) Energy Beam Area DC25 Toughness (Staged) Damage (Energy/Ki) DC20 Fortitude (Staged) Stun (Daze) 1d20+10 vs Strength/Dexterity(worse) Trip Flurry of Blows Touch DC25 Toughness (Staged) Damage (Physical) 1d20+10 vs Strength/Dexterity(Worse) Trip Overwhelming Aura Area DC20 Will (Staged) Fear Totals: Abilities (32) + Combat (16) + Saving Throws (13) + Skills (10) + Feats (11) + Powers (68) - Drawbacks (0) = 150/150 Power Points About This Build Most of the time, the Flying Brick as an archetype represents someone who is incredibly powerful, but lacks in skills, both in and out of combat. Being able to take a hit and dish out punishment, while also having the ability to fly, is the golden standard by which all Superheroes are judged. However, for all their strenght, they lack extensive trainning in properly utilising their body to its utmost potential, and as a result, whenever they are denied their powers, they become punching bags even for martial artists. Taking inspiration from Dragonball's Son Gohan's super-heroic identity, the Great Saiyaman, who was a combination of parody of the Sentai genre(visually speaking, at least) and drawing inspiration from Superman, the Superhuman Costumed Martial Artist greatly mitigates that problem, by being adept enough at fighting even without any of his powers, and as an added bonus, whenever he fights at full strength, he is a force to be reckoned with. He could either be an alien with inborn powers, or a human that was somehow bestowed said powers, but the fact is that the SCMA trained for the better part of his life, not as an after-thought, and as a result, he can go toe-to-toe with the baddest, meanest menaces out there. His powers greatly enhance his ki, and he is able to put it to good use in either empowering his strength, or directing it outwardly in the form of energy blasts and beams. Very skilled, his trainning focuses on his acrobatic capabilities, and his concentration is top-notch. While most of the time he prefers to talk things out, if the occasion arises, he can instead exude a powerful aura of Ki that enhances his pressence and acts as a warning sign to would be attackers. He is incredibly fast, and can do tons of heavy lifting. He possesses knowledge of various stances that, combined with his superpowers, compliment his defenses by either making him a nigh-impenetrable wall that deflects all incoming blows, a vigilant dodger who is nigh-unhittable, or a dogged pursuer who balances his defensive focus in order to speed up his flight. On the offensive front, he possesses a powerful array of martial prowess, that combines his innate superpowers, his ki mastery and vast reserves, and his martial arts trainning. Whether blasting multiple foes from afar with a hailstorm of energy balls, piercing through their defences with a powerful beam, unleashing an unrelenting torrent of punches and kicks, or employing a simply yet powerful haymaker, the SCMA can answer almost every challenge that comes his way. Finally, even without his superhuman powers, the SCMA has close to olympic-level-athlete physical capabilities. Additional Notes: Instead of being inately superhuman, the Superhuman Costumed Martial Artist could instead emphasize his Sentai roots more, rather than his Superman ones, by having all of his powers be part of a power-costume. Another option would be to make all of his physical abilities be enhanced, instead. Adding that Enhanced Strenght inside his power array would also increase the potential for his other powers(+6PPs). Yet alternatively, one could axe everything in the Attack Focus array but his Enhanced Strenght and Flight, for a more traditional Flying Brick. Finally, you could reduce his skills and Feats by 5 points each, removing things such as Stealth, Diplomacy, Fearless, and Grappling Finesse(+10PPs). Adding more Feats, would serve towards giving the character a greater repertoire outside of his powers.