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Vahnyu

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Everything posted by Vahnyu

  1. OOC for thread
  2. GM Post Liberty Park Tuesday, April 23rd, 8:12 PM The area roared in commotion, as all the people scattered through the streets, many leaving their cars unattended in their attempts to flee for their lives. The ship had appeared out of nowhere, a frigate with red and white sails, made out of wood and iron, like the ships of old. The masts and the sides of the ship were equiped with steampowered helicopter rotors, and the oars exuded what appeared to be bright powder and light. On the front, a giant lance was held in place, and in the back, propellers rotated furiously as they stirred the hovering vehicle. Freedom City was no stranger to such a peculiar image as that of an airship cruising through the streets and above the traffic, but an airship suddenly emerging in the middle of the road and commencing fire on buildings and such... now *THAT* was a cause for worry and panic. The ship's cannons blasted periodically, causing a deafening noise to thunder throughout the streets, and everything they touched, from buildings to people, disappeared, leaving only spherical holes in their wake. Both the police, the firefighters, and the paramedics, as well as other various disaster relief task forces were dispatched almost immediately, but they are still a long way away from the site, and even if they did arrive, it would be doubtful that they could contribute in any meaningful way, other than removing citizens from the immediate area. The airship continued to rain fire on Freedom City, as it finally made it's way to the park...
  3. Vahnyu

    Zap!(OOC)

    Spending a Luck Point to recover from Fatigue Net Fly flies[250 feet per Move Action] towards the 3 Artifizoids on the PCs' left, that are 10 feet above, as a Move Action Net Fly Attacks using Sonic Fists(Improvised) as a Standard Action. He uses Accurate Attack -2/+2: 1d20+8=26 Toughness Save: DC 23 + Autofire ([Total Attack - Total Defense]/2 | min +0 | max +5) Net Fly is Flat-Footed. 4 Sonic Fists Uses remain
  4. Vahnyu

    Zap!(OOC)

    Net Fly will Power Stunt the following attack, using Enhanced Dexterity 6 [6PP]: Damage 7 (Extras: Autofire, Flaws: Distracting, Unreliable[5 Uses], Feats: Accurate, Mighty) [6PP] (Sonic Fists) Initiative Roll: 1d20+12=13 Yes, seriously
  5. Vahnyu

    Zap! (IC)

    "Iiihh, right, Morsa, sorry, my bad." Serge apologised to the student after they made their way towards the hole Warp had opened in the wall. On Kat's cue, he remained quiet until... "What is it, Kat? Found anything?" he said, and Kat's response prompted him to take a look at the equipment she found. "Hmmm, can't argue with that reasoning. I can fly and run fast, but without my suit, I'm feeling positively naked. Let me see what we can do with these things..." Serge said, as he examined the machinery. It didn't take too many seconds to recall the technology behind them. "Right, yeah, we can definitely use these. Don't expect to hit everything you eyeball, but they're better than nothing. Still, I wouldn't get my hopes too high, and I'm certain we'd be better off using what little's left of our powers, but..." Serge wondered if he could make reroutements to the weapons' powercells in order to channel his powers through. "...not enough time for anything fancy. Just grab what you can, and let's keep moving."
  6. Vahnyu

    Zap!(OOC)

    Net Fly will assist by taking 10 on his Knowledge[Technology], for a total of 20
  7. Vahnyu

    Zap! (IC)

    ",,, ai ai, you obviously haven't seen me keeping a conversation with my mother on a cellphone while running multiple laps around the city, have you?" Serge lamely mumbled, obviously frustrated that his attempt at distracting their captor was met with utter failure. Furthermore, Morza's remarks, even if expected, caused him to fluster, resulting in his face adopting a brighter, pinker hue of salmon pink. "Eh, it's probably nothing, Morza. Thanks for the advice, though..." Kat blasting a hole on the wall wakened Serge, and he grabbed Morza by the upper arm, shoving the boy in front of him. "Right then, great job Kat! You just made yourself our Executive Way Opener. If there's any wall or robot in our path, make sure that it desists. I'll be in the back, making sure that anything following us meets with a fist to the face. Morza, you're in the middle. If anything happens to one end, make sure to let the other end know." Looking at his own hands, Serge tried pulsating them to see if he could generate enough force to create sonic blasts, but lack of feedback and focusing conduit resulted in the energy dissipating in the air. Tsk... can't be helped... I guess I can compensate somewhat with brute speed, but I doubt I'll be able to keep it up for long, maybe half a minute of constant output... Serge once again cursed himself for leaving his armor, but decided that he'd still make do with what he could.
  8. Vahnyu

    Zap!(OOC)

    ...the Dice roller ate my roll, but it was a 1, even though the log shows 3. 1D20 => 1 #Bluff Check
  9. Vahnyu

    Zap!(OOC)

    1d20+5 = 21 Notice Check
  10. Vahnyu

    Flying Flag[IC]

    "Hmmmm.... I honestly don't know... or rather..." Serge said, as he lined his cue with the green 14 ball. "... it's something I'd rather not force. Ya know? I feel that if the time comes for me to join a proper team, it will come, and forcing it won't really help either me or my teammates to be. I guess... it's hard to explain..." He struggled, trying to find the right words. It didn't help matters that he hadn't held the cue down properly, and as a result, he aimed a bit higher and to the right, causing a dull sound to signal that the shot misfired. It just barely avoided commiting a foul by touching another ball, orange 13, which proceeded to just touch the table bound. "... tch..." Giving an excasperated sigh, he continued. "... like, most teams that come to stay are a result of happenstance, the right people at the right time in the right place coming together towards a commong goal. When a proper team comes together it feels like... like... like fate, you know? Or it should feel like that, anyways... And that comes from someone who definitely doesn't believe in such anthropocentric interpretations of abstract concepts."
  11. Vahnyu

    Zap! (IC)

    If Serge could describe the trip with any single world, his choice would be... fantastic! Yes, it's a totally unscientific way to describe basic time-space bending, but it was still such a... profoundly alien experience, if you'd excuse the pun. He was practically experiencing a reverie, until- *blink* That... did not go well. Serge looked around, trying to find as much about his new enviroment as he could, as soon as the spell he got from teleporting wore off, and the scientist's voice brought him back to reality. Yup, we're definitely not in school grounds anymore... I mean, of course we're not! This is right there among the worst things that could happen, do you mean to tell me you didn't expect it, self? ... For a while, no answer came... Then And yet, you didn't bring your costume with you, did you? That... didn't surprise Serge, at least, not as much as having yourself talk back. What did surprise him was that he had a point, or that his other self had a point, or... You know what? Shut it. I'm in the middle of nowhere, with a couple of underclassmen, without our major powers, at the hands of a deranged lunatic, and you just know that if we get out of this, I'll be the first one held accountable by the staff. The last thing I need is for my self to sass me. Especially since Morsa here can still read thoughts... Well, and that surprises you? It's probably an attempt by your subconscious to get attention. ... So, not only is my subconscious borderline dissociative, it's meta as well? Well, hang that thought for a bit. Preferably with a noose. Serge responded to his self, as he decided talking to their captor would be more productive, and less depressing. "Excuse me, Professor Whatshisname? Yeah, don't know if you can hear me, but I have a question, of vital importance. See, here we are, three young adults, practically at your mercy. Why in the name of Boyle's law are you talking to us about who are you and what your plans are? What's the purpose, really? Do you think we GIVE a damn? That the knowledge we're gonna suffer for some allegedly or even actually higher purpose despite our will, somehow aleviates our pain?" Giving a signal at his fellow colleagues to get ready as he attempted to bait Parsec into either rage or indignation, or even stalling for time, Serge moved away from the other teens, and closer to the source of the voice. "What I'm trying to ask here is... Are you really that deluded to think the world revolves around you, or is it the opposite, and you just seek confirmation and acknowledgement?" Great, you either pissed him off, or he'll go on a tirade about his childhood traumas Either way, I'm throwing a monkeywrench at his plans. Also, hush.
  12. Vahnyu

    Zap! (IC)

    Serge just stared at the other kids, without speaking another word, until they started leaving. He watched as the hurdle dispersed, mentally taking a deep breath and letting a sigh of relief. Trully, bringing up Summers' name may very well be the Nuclear option, at least as far as the academy is concerned, but things looked to be heading in a rather bleak direction there, and I'd rather it stopped then and there than having the whole courtyard teleported to Mars. Serge thought. "Hey, listen..." The young man said to his fellow student after a while, making a note to explain to the girl that was with him that light is neither, strictly speaking, a particle, nor is it a wave, but rather that it behaves as either of those, depending on which is more convinient to it. "I'm sorry if I came out scolding you back there. I don't want to sound patronizing, either. But you have to remember that this is an academy of learning, and learning how and when to use your, admitedly incredible, powers is a big part of the courses, and let me tell you; doing so at the first hint of challenge is something that you shouldn't do, unless you're absolutely certain of your capabilities." Massaging his temples a bit, Serge apologized again. "Sorry, patronising. Had a rough couple of weeks, and I don't mean to take it out on you, buddy." "Anyway, your name's Morsa, right? And yours is Jane? My name's Serge." Serge said to his three fellow students. "To tell the truth, I AM kinda curious about your powers... soooo... well..." His sense of responsibility struggled with his curiosity for a bit, but it finally had to give. "... Okay! But make sure that you don't go overboard!" the young hero-in-trainning said in a token effort to sound responsible, though he was certain he wasn't fooling Morsa. Finally regaining some modicrum of sense, he turned to Kat. "How about you? You seem experienced, right? Well, I'm sure you can keep a better eye on him than me, so I'll be countin on you, emm...." he said, indicating that he was inquiring about the girl's name
  13. Vahnyu

    Flying Flag[IC]

    Serge followed, taking aim at the red 11 ball, which was lodged in a somewhat unfavorable position, a few centimeters left of the middle pocket and touching the table bounds. Aiming at the right side of the 11 ball, the white ball flew with speed and accuracy, and the angle, in conjuction with the table bounds, caused the 11 ball to adopt a similar angle and move away from the bounds, and become neatly pocketed at the middle pocket in the other side of the table. He smiled triumphantly, after taking a deep breath, and replied to Subito. "Well, creating bonds is an important part of the super hero jig, isn't it? The way I hear it, half the community is connected to the other half, and considering that they've been at it for far longer than both of us, then my guess is that it's not without reason. Plus, even if things don't work out for all of them, it would be a learning experience, at the very least." This time, taking aim at the purple eleven ball, which was at the other end of the table and in a good position for the upper-right pocket, Serge fired a longshot, aiming slightly at the left of the ball, so as not to accidentally pocket the white ball as well. And it worked... resulting in an awkward finish as the ball in question bounced in the pocket before flewing outside the pocket and back to middle of the table. As for the white, however, it managed to hit the blue 10 ball, which arrived in front of the left pocket, just inches before falling inside. "Crap. Oh, well. at least, you won't be using that pocket for the time being, Subito, lest you'd rather risk losing your turn." He half-taunted his friend.
  14. Vahnyu

    Zap! (IC)

    Serge was quietly relishing his chance at sunlight and excercise, after practically spending the last couple of weeks in the labs, when not attending classes. Things had gotten especially busy, what with constantly runnin adjustments and recalibrations to his suit and he was more than willing to take the chance and wind down. He had decided against wearing his suit, instead wearing the normal Academy schoolwear. I love my suit to bits, but by god does it feel good to be out of it! I can actually feel the air brush against me, and I feel like taking a deep relaxing breath or two(Weird that when less of your body is exposed to air, it feels more like you're suffocating or trying harder to breath... maybe the increased heat due to lack of ventilation, in combination with a feeling of claustrophobia causes that phenomenon...) Serge pondered to himself, and then flew on a completely unrelated tangent, as he increasingly found himself oft to do. But at any rate, if I had known that taking proper care of a suit was so much trouble, I'd have thought twice before I decided to enhance my powers with it... Ah, well, can't say it's not fun tinkering with it... He continued to reflect, until he finally managed to empty his head completely of higher thougths, and feeling the heat leave his head. That moment didn't last for long, though, as he started noticing the kerfuffle that was occuring a couple of feet away from him. Hmmm? He asked no one as he assessed the situation happening before him. Eh, these guys seem to be pestering that kid, eh? Serge sighed. Well, can't say it doesn't happen, and I'd hate to go play the knight in shinning armor, but best to keep an eye out, just in case. No sooner had he completed that thought, and the case just occured. Great, just my luck! The kid took the bait, and no one else seems to be stepping forward? Well, there's no helping it now... Taking flight, Serge quickly stepped between the bullies and the Lor boy. "Alright, that's enough! Hey kid, don't you know any better than to fall for such a cheap trick? You ain't got to prove anything to them, and if they still want some proof, well, tough for them but that's their problem." He said with the authority a second-year exhibits. "And you guys!..." turning to face the other students who were picking on Morsa. "Have you forgotten what principal Summers did to Dynamo Rex and Feather Lass, after the nasty stunt they tried to pull with Tank Marine? I'm sure you haven't seen much of them ever since, but I'm willing to bet that they're still scrubing floors to this day. So, unless you think mr Summers takes any more kindly to taunting and provocation from his students directed towards other students, then I'd highly suggest that you quietly back off while you still can."
  15. Vahnyu

    Flying Flag[IC]

    Serge nodded politely at Mary as the two boys were headed out. "Thank you very much, and have a good day!" His shoulders however started slumping slowly but steadily, as his friend complained about his nickname. "I... uh... sorry, Subito." He said dejectedly. "I didn't know it bothered you so much. I mean, sure, I meant it as a teasing term of endearment, but I can see your point." The young boy awkwardly tried apologising. "Very well, I will, henceforth refrain from referring to you as 'Bito. Feel free to call me Surge, though. I don't mind the nickname." Serge explained with a flourish to give emphasis on his words, and nded with an honest smile. At the pool table, Serge took to setting the balls, making sure that they were in the correct spot and properly aligned. At Subito's suggestion, he declined. "No can do, bro. You won the last time, so you get to break first." After he was finished, he made sure he had applied chalk to his cue.
  16. Cleric[Class Archetype] Trade-Offs: -2 Ranged Attack / +2 Ranged Damage Abilities: 4 + 0 + 4 + 6 + 10 + 4 = 28PP Strength: 14 (+2) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 20 (+5) Charisma: 14 (+2) Combat: 12 + 6 = 18PP Initiative: +0 Attack: +8 Melee, +6 Ranged Grapple: +0 Defense: +3 (+3 Base, +5 Dodge Focus), +1 Flat-Footed Knockback: -0 Saving Throws: 3 + 2 + 3 = 8PP Toughness: +10 (+2 Con, +2 [Defensive Roll], +6 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +2 (+0 Dex, +2) Will: +8 (+5 Wis, +3) Skills: 80R = 20PP Concentration 5 (+10) Craft (Religious Artifacts) 10 (+13) Skill Mastery Diplomacy 10 (+12) Knowledge (Arcane Lore) 5 (+8) Knowledge (History) 5 (+8) Knowledge (Theology and Philosophy) 10 (+13) Skill Mastery Medicine 10 (+15) Skill Mastery Notice 5 (+10) Profession (Priest) 10 (+15) Skill Mastery Sense Motive 10 (+15) Feats: 12PP Artificer Attack Focus (Melee) 2 Defensive Attack Defensive Roll Dodge Focus 5 Ritualist Skill Mastery (Craft[Religious Artifacts], Knowledge[Theology and Philosophy], Medicine, Profession[Priest]) Powers: 6 + 8 + 16 + 2 + 2 = 34PP Device 2 (10PP Container; Flaws: Easy-To-Lose) [6PP] (Forgiveness) Damage 8 (Feats: Mighty, Affects Insubstantial[Half Effect]) [10PP] (Smitting Strike) Device 2 (10PP Container; Flaws: Hard-To-Lose) [8PP] (Templar Armor) Protection 6 (Extras: Impervious 3) [10PP] (Chainmail) Speed 1 (10mph/100 ft per Move Action) [1PP] (Winged Greaves) Device 5 (25PP Container; Flaws: Easy-To-Lose, Feats: Restricted[Knowledge (Theology and Philosophy) 10]) [16PP] (Holy Symbol) Prayer Channeling 10 (20PP Array; Feats: Alternate Powers 5) [25PP] Base Power: Healing 8 (80ft Radius; Extras: Area[burst], Selective, Flaws: Distracting, Unreliable[5 uses], Feats: Regrowth, Persistant, Progression[area], Stabilize) [20PP] (Healing Area) Alternate Power: Healing 12 (1 hour; Extras: Ressurection, Flaws: Distracting, Unreliable[5 uses] Feats: Regrowth, Persistant, Progression[Time], Stabilize) [20PP] (Ressurecting Touch) Alternate Power: Blast 12 (300-3'000ft; Extras: Penetrating 6, Flaws: Unreliable[5 uses], Feats: Progression[Range], Improved Range) [20PP] (Radiant Bolt) Alternate Power: Damage 10 (250 ft radius; Extras: Alternate Save[Will], Area[burst], Penetrating 8, Selective, Flaws: Distracting, Limited[undead], Unreliable[5 uses], Feats: Progression[Area] 2) [20PP] (Exorcising Light) Alternate Power: Paralyze 10 (50 ft radius; Extras: Area[burst], Selective Flaws: Distracting, Unreliable[5 Uses]) [20PP] (Power Word) Alternate Power: Boost 20 (Immovable 5, Impervious 5, Super-Strength 5, 50 ft radius; Extras: Area, Selective, Total Fade[5 Rounds], Flaws: Action[Full Round], Distracting, Unreliable[5 uses]) [20PP] (Heroic Reinforcement) Super Senses 2 (Detect Undead) [2PP] (Sense Unlife) Comprehend 1 (Spirits) [2PP] (Medium) Drawbacks: (-0) + (-0) = -0PP Totals: Abilities (28) + Combat (18) + Saving Throws (8) + Skills (20) + Feats (12) + Powers (34) - Drawbacks (0) = 120/120 Power Points People of faith and miracles, Clerics are pious adventurers who rely on their gods to grant them and their companions the strength they need to overcome adversity. Clad in armor, the Clerics support the adventuring group from the backlines by alternating between slinging holy arrows at their foes or casting healing spells at their friends, but should the need arise, they enter the fray by swinging their weapon of choice, forgiveness, a Morningstar that is oft said to be heavy with Mercy. Studious as they are faithful, they are a very focused lot, and their words are often found appeasing to the ears of listeners. That said, Clerics hold a special enmity against all creatures undead, not only having the proper tools to dispose of them, but also being naturally blessed with an uncanny sense that enables them to sniff out any such abberation. That is not to say that they are opposed to anything non-living, and Clerics can sometimes be 'seen' conversing with the spirits of the departed during funerals, working in their capacity to make the passing of the unrest souls as painless and smooth as possible. Additional Notes: :arrow: As with the Barbarian Archetype, Boost works for 5 rounds at full capacity before all traits boosted are reset to their normal values.
  17. Bard[Class Archetype] Trade-Offs: +2 Defense / -2 Toughness Abilities: 0 + 6 + 4 + 4 + 0 + 6 = 20PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 16/18 (+3/+4) Combat: 6 + 6 = 12PP Initiative: +0 Attack: +3 Melee, +8 Ranged Grapple: +0 Defense: +10 (+3 Base, +7 Dodge Focus), +1 Flat-Footed Knockback: -0 Saving Throws: 0 + 5 + 5 = 10PP Toughness: +8 (+2 Con, +4 [Defensive Roll], +2 [Protection]) Fortitude: +2 (+2 Con, +0) Reflex: +8 (+3 Dex, +5) Will: +5 (+0 Wis, +5) Skills: 112R = 27PP Acrobatics 5 (+8) Bluff 10 (+13/+14)Skill Mastery Concentration 5 (+5) Diplomacy 10 (+13/+14)Skill Mastery Disable Device 5 (+7) Disguise 10 (+13/+14)Skill Mastery Gather Information 10 (+13/+14)Skill Mastery Knowledge [Arcane Lore] 5 (+7) Knowledge [Art] 10 (+12)Skill Mastery Knowledge [streetwise] 5 (+7) Language 2 Magical Devices 5 (+7) Perform 10 (+13/+14)Skill Mastery Perform 5 (+8/+9)Skill Mastery Profession [Entertainer] 10 (+10)Skill Mastery Sense Motive 5 (+10)Skill Mastery Feats: 21PP Accurate Attack All-Out Attack Attack Focus (Ranged) 5 Contacts Defensive Roll 2 Dodge Focus 7 Luck 2 Skill Mastery 2 (Bluff, Diplomacy, Disguise, Gather Information, Knowledge[Art], Perform[1], Perform[2], Profession[Entertainer]) Well-Informed Powers: 4 + 12 + 13 = 29PP Device 1 (5PP Container; Flaws: Hard-To-Lose) [4PP] (Performing Tunic) Protection 2 [2PP] (Leather Armor) Speed 1 (10mph/100 feet per Move Action) [1PP] (Dancing Boots) Enhanced Charisma 2 [2PP] (Fancy Cloak) Device 4 (20PP Container; Flaws: Easy-To-Lose) [12PP] (Repeating Crossbow) Blast 10 (100-1'000 ft; Extras: Autofire, Flaws: Action[Full Round]) [20PP] (Bolt Volley) Device 4 (20PP Container; Flaws: Easy-To-Lose, Feats: Restricted[Perform] 10) [13PP] (Bardic Instrument) Enhanced Feats 10 (Distract[bluff], Fascinate[Perform], Inspire 5, Leadership, Set Up, Taunt) [10PP] (Tool of Trade) Spellsong 3.5 (7PP Array; Feats: Alternate Powers 3) [10PP] Base Power: Dazzle 10 (Auditory, 100 ft Radius; Extras: Area[burst], Selective, Flaws: Action[Full Round], Distracting, Range[Touch], Feats: Progression[area], Reversible) [7PP] (Deafening Flourish) Alternate Power: Illusion 10 (Auditory, Visual, 25 ft radius; Extras: Selective Attack, Flaws: Action[Full Round], Distracting, Phantasm Feats: Proression[area] 2) [7PP] (Picturesque Anthem) Alternate Power: Healing 5 (25 ft radius; Extras: Area[burst], Selective, Flaws: Distracting, Limited to Others, Limited to Non-Lethal, Feats: Persistant, Stabilize) [7PP] (Song of Encouragement) Alternate Power: Probability Control 7 (45 ft radius; Extras: Area[burst], Fortune, Selective, Flaws: Action[Full Round] 4, Distracting, Fortune Only) [7PP] (Inspiring March) Drawbacks: (-0) + (-0) = -0PP Totals: Abilities (20) + Combat (12) + Saving Throws (10) + Skills (28) + Feats (21) + Powers (29) - Drawbacks (0) = 120/120 Power Points Traveling performers, well-learned scholars, cunning orators, aspiring adventurers. A Bard holds many faces, and exhibits great skill in accomplishing many different tasks. They aren't the best in combat, though they can run annoyance thanks to their handy crossbows, but their array of supporting skills is invaluable and sought out by adventuring companies. They don't cast spells like dedicated spellcasters, but their skillful performance with their instrument often turns magical. Another major factor to Bards being in high demand is the prevalance of the superstition that having a good performer brings good luck. It has yet to be confirmed whether this holds true or false, but the matter of fact is that the pressence of a bard can do wonders for group morale. Additional Notes: :arrow: Bards can choose their two Perform specializations, and they can rename their instrument of choice to their liking. The Instrument is restricted to anyone having 10 ranks on a certain Perform specialization.
  18. Barbarian[Class Archetype] Trade-Offs: -2 Attack / +2 Damage, -4 Barbarian Rage Attack / +4 Barbarian Rage Damage, -2 Defense / +2 Toughness, -4 Barbarian Rage Defense / + 4 Barbarian Rage Toughness Abilities: 8 + 6 + 8 + (-4) + 4 + 0 = 22PP Strength: 18/22 (+4/+6) Dexterity: 16/20 (+3/+5) Constitution: 18/22 (+4/+6) Intelligence: 10/6 (+0/-2) Wisdom: 20/14 (+5/+2) Charisma: 10/16 (+0/+3) Combat: 4 + 8 = 12PP Initiative: +0 Attack: +6/+4 Melee, +4/+2 Ranged Grapple: +10 Defense: +6/+4 (+4 Base, +2/+0 Dodge Focus), +2 Flat-Footed Knockback: -6/-8/-9 Saving Throws: 2 + 2 + (-2) = 2PP Toughness: +12/+14 (+4/+6 Con, +2 [Defensive Roll] , +6 [Protection]) Fortitude: +6/+8 (+4/+6 Con, +2) Reflex: +5/+7 (+3/+5 Dex, +2) Will: +4/+0 (+5/+2 Wis, -1/-2) Skills: 40R = 10PP Acrobatics 10/5 (+15/+12) Climb 5/15 (+9/+21)Skill Mastery Concentration 5 (+10/+7) Escape Artist 5 (+8/+10) Handle Animal 5/0 (+5/+3) Intimidate 5/15(+5/+18)Skill Mastery Knowledge (Nature) 10/0 (+10/-2) Knowledge (Tactics) 10/0 (+10/-2) Medicine 5/0 (+10/+2) Notice 5/0 (+10/+2) Ride 5 (+8/+10) Stealth 5/0 (+8/+5) Survival 5/7 (+10/+9)Skill Mastery Swim 5/15 (+9/+21)Skill Mastery Feats: 13PP All-Out Attack Attack Focus (Melee) 2 Defensive Roll Distract(Intimidate) Luck 2 Move-By Action Power Attack Skill Mastery (Climb, Intimidate, Survival, Swim) Startle Takedown Attack 2 Powers: 27 + 12 + 20 = 59PP Barbarian Ferocity 13 (26PP Array; Feats: Alternate Power) [27PP] Base Power: Enhanced Traits 26 (Wisdom 6, Attack 2, Enhanced Will 1, Enhanced Skills 15[60R; Acrobatics 10, Handle Animal 5, Knowledge[Nature] 10, Knowledge[Tactics] 10,Medicine 5, Notice 10, Stealth 10], Enhanced Feats[Dodge Focus 2, Accurate Attack, Evasion 2]) [26PP] (Barbarian Trainning) Alternate Power: Boost 26 (Enhanced Strength 4, Enhanced Dexterity 4, Enhanced Constitution 4, Enhanced Charisma 6, Enhanced Skills 8[36R; Climb 10, Intimidate 10, Survival 2, Swim 10] Extras: Action 2[Free], Total Fade[4 Rounds], Flaws: Personal, Tiring, Unreliable[5 uses]) [26PP] (Barbarian Rage) Device 4 (20PP Container; Flaws: Easy-To-Lose) [12PP] (Great Weapon) Damage 8 (Extras: Linked[stun], Penetrating 3, Feats: Affects Insubstantial, Extended Reach, Mighty) + Stun 12 (Extras: Linked[Damage], Flaws: Daze, Unreliable) [14 + 6 = 20PP] (Power Blow) Device 5 (25PP Container; Flaws: Hard-To-Lose) [20PP] (Barghest Armor) Protection 6 (Extras: Impervious 5) [11PP] (Protective Scales) Immovable 5 (Extras: Unstoppable) [10PP] (Wild Runes) Wargen Boots 1 (2PP Array; Feats: Alternate Powers 2) [4PP] (Fleet Footskins) Base Power: Speed 2 (25mph/250 feet per Move Action) [2PP] Alternate Power: Leaping 2 (x5 per Move Action) [2PP] Alternate Power: Swimming 2 (5mph/50 feet per Move Action) [2PP] Drawbacks: (-0) + (-0) = -0PP Totals: Abilities (22) + Combat (12) + Saving Throws (2) + Skills (10) + Feats (13) + Powers (59) - Drawbacks (0) = 120/120 Power Points A big, sturdy warrior from the wild lands, the Barbarian enters the frontlines swinging his mighty two-handed weapon at his enemies with little regard at finesse. The only thing that matters to her is getting the job done, no matter how messy things turn out. As a result, Barbarians get a bad reputation as savage brutes, which, while not entirely unjustified, it is still quite misinformed; Barbarians haven't managed to survive on their own in the harsh wilderness by disregarding adaptability and skillset aqcuirement, and while they know nothing about mathematics or literature, they can patch up and tend to theirs and their fellow tribesmen wounds just fine. Their most infamous deeds, however, were accomplished not by their combat trainning, but by that which has come to be reffered to as the 'barbarian rage'; a trance-like state the Barbarian is able to enter, that enables him to focus incredible physical bursts of strength for limited amounts of time. Doing so is actually very taxing, and renders the Barbarian unable to access his more refined trainning and experience he has acrued over a lifetime, in favor for relying on his more animalistic instincts. It is this trait that has mislabled the Barbarians to the minds of the common folk as unthinking machines of war. Aditional Notes: :arrow: Due to the way the Barbarian's enhanced traits and bonuses work, relying on which of the two Barbarian Ferocity modes is active, and for simplicity's shake, I have kept the numbers formated as T/R, where T represents the number that applies when Barbarian Trainning is active, and R represents the number that applies when the Boost effect from Barbarian Rage takes place. :arrow: Boost 26 is perhaps an oversimplification of how Boost works, that I took in order to keep things from becoming more clunky. As such, I've made a few choice judgement calls on how it works. Specifically, while the entry for Boost says that it normaly loses 1PP per round, 26 rounds of Boost is way too much. Instead, I ruled that each round it loses 1PP from EACH trait it boosts. The Total Fade extra applies to the power as a whole, and as soon as the first boosted trait loses all of its PPs and Fades, all traits have their PP drop to 0 at the same time. What that means is that Boost 26 works for 4 rounds at maximum capacity, and then it stops working. :arrow: Since Boost affects the Barbarian's Strenght, and as a result, his Caps, I have rulled that while the effect is active, the Barbarian can't switch the Array, an ilegal move that would break Caps. As an alternative, more undisputable solution, instead of the Action extra, the Duration extra could be applied, which would force the Barbarian to not switch the arrays, in order to maintain, and thus keep, the effects from Boost(At least until they naturally wear off). :arrow: Barbarians can name their two-handed weapon of choice.
  19. Human[Racial Template] Trade-Offs: "None" Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 4 + 4 = 8PP Initiative: +0 Attack: +2 Melee, +2 Ranged Grapple: +2 Defense: +2 (+2 Base, +0 Dodge Focus), +1 Flat-Footed Knockback: -0 Saving Throws: 2 + 2 + 2 = 6PP Toughness: +0 (+0 Con, +0 [Other]) Fortitude: +2 (+0 Con, +2) Reflex: +2 (+0 Dex, +2) Will: +2 (+0 Wis, +2) Feats: 2PP Luck Skill Mastery Powers: 5 + 2 + 4 + 3 = 14PP Enhanced Skills 5 (20R) [5PP] (Human Learning) Enhanced Feats 2 [2PP] (Human Trainning) Enhanced Abilities 4 [4PP] (Varied Nature) Enhanced Saves 3 [3PP] (Heroic Defence) Totals: Abilities (0) + Combat (8) + Saving Throws (6) + Skills (0) + Feats (2) + Powers (14) - Drawbacks (0) = 30/30 Power Points Finally, Humans are the most common and widespread race. Though they lack a clearly defined racial identity between them, Humans are adaptable and well learned, capable of performing in various circumstances and conditions. Though once decided, their path is set in stone, Humans exhibit great potential to become anything they want. Humans can gain 20 ranks in skills, and so long as they, combined with their Class, don't break PL Caps, they are free to assign them as they wish, even gainning skills their class doesn't normally have ranks at. From the total of skills they have at least 5 Ranks, they can choose up to 4 additional skills to master. They can gain 2 Feats or Ranks of Feats of their choice, so long as they don't break ranks in doing so(Which means that Feats such as Attack Focus for any Class, and Luck for certain classes, will be ineligible). They can acquire 4 Ranks in their base Abilities, except for Strenght and Constitution(Doing so would break Caps). Finally, they can choose to assign 3 Ranks in their 3 base Saves, so long as they, combined with their Class of choice, don't break the PL+5 Rank limit.
  20. Halfling[Racial Template] Trade-Offs: +1 Weapon Attack / -1 Weapon Damage, +1 Defense / -1 Toughness Abilities: 2 + 2 + 0 + 2 + 0 + 0 = 6PP Strength: 12/8 (+1/-1) Dexterity: 12 (+1) Constitution: 10 (+0) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 2 + 4 = 6PP Initiative: +1 Attack: +2 Melee, +2 Ranged, +3 Weapon Attack Grapple: -3 Defense: +3 (+2 Base, +1 Small Size, +0 Dodge Focus), +1 Flat-Footed Knockback: -1 Saving Throws: 2 + 2 + 4 = 8PP Toughness: -1 (+0 Con, -1 [shrinking]) Fortitude: +2 (+0 Con, +2) Reflex: +3 (+1 Dex, +2) Will: +4 (+0 Wis, +4) Feats: 1PP Attack Focus [Weapons] Powers: 3 + 2 + 4 = 9PP Shrinking 4 (Small Size, +1 Atk, +1 Def,-1 Toughness, -4 Grapple, +4 Stealth Modifier, x3/4 Movement, x3/4 Carrying Capacity; Flaws: Permanent, Feats: Innate) [3PP] (Small Size) Speed 2 (18.75mph/187.5 feet per Move Action) [2PP] (Halfling Stride) Super Movement 2 (Sure-Footed, Slow Fall) [4PP] (Agile Infiltrator) Totals: Abilities (6) + Combat (6) + Saving Throws (8) + Skills (0) + Feats (1) + Powers (9) - Drawbacks (0) = 30/30 Power Points Like Gnomes, Halflings are short of stature but large of heart. Focusing more on land-based movement, Halflings are among the fastest races, and they can expertly traverse even the most rough of terrains. Halflings are among the most naturally intelligent people. The +1 Weapon Attack / -1 Weapon Damage tradeoff translates as Halflings having just as much attack as most races, but having a +1 on their Weapon Attack due to the Attack Focus(Weapon), at the expense of having 2 less ranks of Strenght total. The +1 Defense / -1 Toughness tradeoff similarly translates as Halflings having just as much Defense and Constitution as most races, modified, though, by their small size.
  21. Half-Orc[Racial Template] Trade-Offs: -1 Weapon Attack / +1 Weapon Damage Abilities: 2 + 0 + 0 + 0 + 0 + (-1) = 0PP Strength: 12 (+1) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 8 (-1) Combat: 2 + 4 = 6PP Initiative: +0 Attack: +1 Melee, +1 Ranged, +2 Spell Attack Grapple: +4 Defense: +2 (+2 Base, +0 Dodge Focus), +1 Flat-Footed Knockback: -0 Saving Throws: 2 + 3 + 3 = 8PP Toughness: +0 (+0 Con, +0 [Other]) Fortitude: +3 (+0 Con, +3) Reflex: +3 (+0 Dex, +3) Will: +2 (+0 Wis, +2) Feats: 4PP Attack Focus [spells] Endurance Luck Skill Mastery Powers: 4 + 2 + 1 + 5 = 12PP Super Strength 2 (Effective STR + 10, grapple +2) [4PP] (Half-Orcen Strength) Super Senses 2 (Darkvision) [2PP] (Tunnel Vision) Speed 1 (10mph/100 feet per Move Action) [1PP] (Wilderness Strider) Immunity 10 (All Impact Effects; Flaws: Limited[Half Effect]) [5PP] (Descriptive Name, Descriptors) Totals: Abilities (0) + Combat (6) + Saving Throws (8) + Skills (0) + Feats (4) + Powers (12) - Drawbacks (0) = 30/30 Power Points Half-Orcs, similarly to Half-Elves, borrow their strengths from both Humans and Orcs, being physically capable but also adaptable as well. They are much stronger than most other races, and they can also travel at a faster pace. Their naturally hardened muscles shield them from most forms of impacts, and while they aren't profficient at digging, they have a natural aptitude for seeing in the dark. The -1 Weapon Attack / +1 Weapon Damage tradeoff translates as Half-Orcs having 1 rank less at Attack, in return for 2 ranks of Strenght. In order to properly meet the PL Caps for spellcasting-based classes, Half-Orcs also have the Attack Focus [spells] for a total cost of 1PP. As with Half-Elves, Half-Orcs can choose to master up to 4 additional skills that their class confers to them.
  22. Half-Elf[Racial Template] Abilities: 0 + 2 + 0 + 2 + 0 + 2 = 6PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 10 (+0) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 12 (+1) Combat: 4 + 4 = 8PP Initiative: +5 Attack: +2 Melee, +2 Ranged Grapple: +2 Defense: +2 (+2 Base, +0 Dodge Focus), +1 Flat-Footed Knockback: -0 Saving Throws: 3 + 2 + 3 = 8PP Toughness: +0 (+0 Con, +0 [Other]) Fortitude: +3 (+0 Con, +3) Reflex: +3 (+1 Dex, +2) Will: +3 (+0 Wis, +3) Feats: 4PP Improved Initiative Jack of All Trades Luck Skill Mastery Powers: 3 + 1 = 4PP Teleport 1 (100 feet per Move Action; Flaws: Short-Range, Feats: Easy, Turnaround) [3PP] (Fey Step) Quickness 1 (x2) [1PP] (Half-Elven Swiftness) Totals: Abilities (6) + Combat (8) + Saving Throws (8) + Skills (0) + Feats (4) + Powers (4) - Drawbacks (0) = 30/30 Power Points Skirting the line between Humans and Elves, the Half-Elves borrow their strenghts from both of these races. Not as agile and frail as Elves, nor quite as adaptable as Humans, Half-Elves are nevertheless more than capable enough of carving a name for themselves. Skill Mastery allows Half Elves the ability to master 4 additional skills that their class gives them ranks.
  23. Gnome[Racial Template] Trade-Offs: +1 Weapon Attack / -1 Weapon Damage Abilities: 2 + 0 + 0 + 0 + 2 + 0 = 4PP Strength: 12/8 (+1/-1) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 10 (+0) Combat: 2 + 4 = 6PP Initiative: +0 Attack: +2 Melee, +2 Ranged, +3 Weapon Attack Grapple: -3 Defense: +2 (+2 Base, +0 Dodge Focus), +0 Flat-Footed Knockback: -0 Saving Throws: 3 + 3 + 2 = 8PP Toughness: +0 (+0 Con, +0 [Other]) Fortitude: +3 (+0 Con, +3) Reflex: +3 (+0 Dex, +3) Will: +3 (+1 Wis, +2) Feats: 1PP Attack Focus (Weapons) Powers: 4 + 5 + 2 = 11PP Burrowing 3 (5mph/50 feet per Move Action; Feats: Subtle) [4PP] (Expert Digger) Shrinking 4 (Small Size, +1 Atk, -4 STR, -4 Grapple, +4 Stealth Modifier, x3/4 Base Speed, x3/4 Carrying Capacity; Extras: Normal Toughness, Flaws: Permanent, Feats: Innate) [5PP] (Small Sized) Super Senses 2 (Darkvision) [2PP] (Tunnel Vision) Totals: Abilities (4) + Combat (6) + Saving Throws (8) + Skills (0) + Feats (1) + Powers (11) - Drawbacks (0) = 30/30 Power Points While Gnomes aren't known for their strenght, they are very capable fighters in their own right. Their tunneling capabilities rival those of Dwarves, but where their sturdier brethren prefer direct confrontation and defending against magical attacks, Gnomes prefer sneaking in thanks to their natural aptitude in hiding and going through openings most other races are too tall to traverse. The +1 Weapon Attack / -1 Weapon Damage tradeoff translates as Gnomes having just as much attack as most races, but having a +1 on their Weapon Attack due to the Attack Focus(Weapon), at the expense of having 2 less ranks of Strenght total. Shrinking is included in the calculations, and the net effect is not quite 0.
  24. Elf[Racial Template] Trade-Offs: +1 Defense / -1 Toughness Abilities: 0 + 2 + (-2) + 0 + 0 + 2 = 2PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 8 (-1) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 12 (+1) Combat: 4 + 6 = 10PP Initiative: +5 Attack: +2 Melee, +2 Ranged Grapple: +2 Defense: +3 (+3 Base, +0 Dodge Focus), +1 Flat-Footed Knockback: -1 Saving Throws: 2 + 3 + 3 = 8PP Toughness: -1 (-1 Con, +0 [Other]) Fortitude: +1 (-1 Con, +2) Reflex: +4 (+1 Dex, +3) Will: +3 (+0 Wis, +3) Feats: 1PP Improved Initiative Powers: 3 + 2 + 2 + 2 = 9PP Teleport 1 (100 feet per Move Action; Flaws: Short-Range, Feats: Change Velocity, Turnabout) [3PP] (Fey Step) Quickness 2 (x5) [1PP] (Elven Swiftness) Super Senses 2 (Detect Magic) [2PP] (Mystic Attunement) Immunity 2 (Aging, Sleep) [3PP] (Timeless Life) Totals: Abilities (2) + Combat (10) + Saving Throws (8) + Skills (0) + Feats (1) + Powers (9) - Drawbacks (0) = 30/30 Power Points Elves are lithe and agile, but they are not as sturdy as most races. They excel at working fast, and they are naturally inclined towards the mystical arts, being able to naturally sense the workings of magic. Never-aging, and requiring no sleep, they are able to sidestep the bounds of reality and appear somewhere else, at their own leisure. The +1 Defense / -1 Toughness tradeoff translates as Elves having 1 more rank in defense, in return for 2 ranks in Constitution, for a net effect of 0PPs.
  25. Dwarf[Racial Template] Trade-Offs: -1 Defense / +1 Toughness Abilities: 0 + 0 + 2 + 0 + 0 + (-2) = 0PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 12 (+1) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 8 (-2) Combat: 4 + 2 = 6PP Initiative: +0 Attack: +2 Melee, +2 Ranged Grapple: +2 Defense: +1 (+1 Base, +0 Dodge Focus), +0 Flat-Footed Knockback: -0 Saving Throws: 3 + 2 + 3 = 8PP Toughness: +1 (+1 Con, +0 [Other]) Fortitude: +4 (+1 Con, +3) Reflex: +2 (+0 Dex, +2) Will: +3 (+0 Wis, +3) Powers: 4 + 10 + 2 = 16PP Burrowing 3 (5mph/50 feet per Move Action; Feats: Subtle) [4PP] (Expert Digger) Immunity 20 (All Magic Effects; Flaws: Limited[Half Effect]) [10PP] (Magic Resistance) Super Senses 2 (Dark Vision) [2PP] (Tunnel Vision) Totals: Abilities (0) + Combat (6) + Saving Throws (8) + Skills (0) + Feats (0) + Powers (16) - Drawbacks (0) = 30/30 Power Points Dwarves are naturally sturdy folk, but they're not very quick on their feet. They have a natural resistance to magical effects, and they are swift tunnelers, capable of digging at a quick pace. They are also at place underground, and in poorly lit or completely dark places, since they were both born in and molded by darkness. The -1 Defense / +1 Toughness tradeoff translates as the base Dwarf having 1 less Defense Rank versus 2 more Constitution Ranks, for a net effect of 0.
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