Jump to content

Search the Community

Showing results for tags 'oz'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Welcome to Freedom City
    • Campaign Discussion
    • Character Building
    • Character Bank
    • Freedom City News
  • The City of Freedom
    • Downtown Freedom
    • North Freedom
    • South Freedom
    • West Freedom
    • Other Areas Around Freedom
  • The World of Freedom
    • The Lands Beyond
    • The Worlds Beyond
    • The Realms Beyond
    • Non-Canon Tales
  • Out of Character Discussion
    • Off-Panel
    • Archives

Categories

  • Getting Started
    • Templates
    • About the Site
  • People of Freedom
    • Player Characters
    • Non-Player Characters
    • Super-Teams and Organizations
    • Reputations in Freedom
  • Places of Freedom
    • Freedom City Places
    • Earth Prime Places
    • Interstellar Places
    • Multiversal Places
  • History of Freedom
    • Events
    • Timelines
    • People
  • Objects of Freedom
    • Items
    • Ideas

Categories

  • Player Guide
  • House Rules
  • Sample Characters

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 11 results

  1. Tin Man Power Level: 10 Effective Power Level: 8 Power Points: 150/150PP Unspent Power Points: 0 Trade-Offs: +3 TOU/-3 DEF, (Unarmed) +2 DC/-2 ATK In Brief: A robot superhero! Who is being controlled by a super intelligent nerd. Catchphrase: “Don’t worry! I am here!” Theme: X Alternate Identity: - Birthplace: Oz’s house Residence: - Base of Operations: Claremont Academy Occupation: Superhero Affiliations: Oz Family: Oz (creator/father) DESCRIPTION Age: 3 Apparent age: 20 Gender: Robot (male build) Ethnicity: Robot Height: 6’4’’ Weight: 300 lbs. Eyes: Yellow Hair: Metal Physical description A humanoid robot, it is slick with polished steel instead of skin. His eyes are yellow normally but turn green when scanning and red when shooting laser beans. It wears a basic supersuit, blue spandex and black boots. It has a long black cape behind it that can detach easily. HISTORY Tin Man was created by the young genius Ozwald (Oz). Going into action three years ago, he was mostly an urban legend. Something that people only caught on shaky cam. Tin Man operated mostly in Southside. One day, he came across a powerful Villain. Said villain was too much for the Tin Man to handle, when one of the members of the Freedom League came to aid it. This was the first time the Tin Man was seen outside of the shadows, the hero could tell immediately that the Tin Man had a controller and managed to spot Oz in the crowd. Claremont Academy was recommended to the young inventor whom would accept the offer and now Oz and the Tin Man have a new Emerald City. PERSONALITY & MOTIVATION Tin Man has programmed emotions and feelings, as well as personality. It acts like a stereotypical superhero, spouting one liners and taunts. It does try to communicate with regular humans, as Oz programmed it with empathy, yet such things do not come easy to a machine. So it can come across as awkward. It’s motivation is a simple one: protect the weak, fight injustice! That’s its programmed mission. POWERS & TACTICS The Tin Man is a tank. Its tactic is a simple one: overwhelm an enemy with force and fight through hits. Unless Oz remotely changes said tactic. This is its default. Its powers are basic paragon abilities, super strength, endurance, flight and heat vision. Seeing as it is a machine, it can also scan areas to locate people or objects. It can even scan someone’s heart rate to see if they are lying. He also has a net gun used for capturing foes! POWER DESCRIPTIONS It’s abilities are basic. Its strength and endurance come from its robotic nature. Able to lift cars as well as take hits from being run into by one! It’s eyes glow red when it shoots it’s laser vision, and turn green when it is scanning something or someone. For flight, it has rocket powered boots that it uses, however there is a few seconds delay before it can take off. It’s hand can also turn into a net launcher to Snare enemies. COMPLICATIONS Complication: Man Behind the Curtain: Though Tin Man has limited AI and doesn’t have to take direct commands from Oz, it does need him to be close by to stay powered up. If Oz is knocked out or taken from him then Tin Man will freeze, unable to respond to anything. Search for a Heart: Tin Man has empathy, but it is still a machine, as such it does not relate well to humans. Should it scare a civilian it’s trying to save, an HP can be awarded. ABILITIES 0 + 0 - 10 + 0 + 0 + 4 = -6PP Strength: 10 (+0) / 30 (+10)Enh. Strength Dexterity: 10 (+0) Constitution: - (-5) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 14 (+2) COMBAT 8 + 6 = 14PP Initiative: +8 (+0 Dex, +8 Improved Initiative) Attack: +4 Base, +6 Melee, see Power attack bonuses in DC Block Defense: +6 (+3 Base, +3 Dodge Focus), +2 Flat-Footed Grapple: +6 (+4 Base Attack, +2 Attack Focus), +20 (+4 Base Attack, +2 Attack Focus, +10 Enh. Strength, +4 Super-Strength) Knockback: -5 (TOU/2) SAVING THROWS 0 + 6 + 5 = 11PP Toughness: +11 (+11 Protection) Fortitude: - (Immune) Reflex: +6 (+0 Dex, +6) Will: +5 (+0 Wis, +5) SKILLS 44R = 11PP Diplomacy 6 (+8) Intimidate 8 (+10) Notice 10 (+10) Search 10 (+10) Sense Motive 10 (+10) FEATS 31PP Attack Focus [Melee] 2 Dodge Focus 3 Improved Initiative 2 Interpose Luck 1 Sidekick 21 Takedown Attack POWERS 6 + 30 + 10 + 11 + 32 = 89 Flight 3 (50 mph, 500 ft./rnd) [6PP] (Descriptors: Robot Boots,) Immunity 30 (Fortitude Effects) [30PP] (Descriptors: Metal Body,) Immunity 10 (Mental Effects) [10PP] (Descriptors: Metal Mind,) Protection 11 [11PP] (Descriptors: Metal Body) Weapons Array 15 (30PP Array; Feats: Alternate Power 2) [32PP] (Descriptors: Arsenal) BP: {20 + 10 = 30/30} (Descriptors: Robot Abilities) Enhanced Strength 20 [20PP] Super-Strength 4(Effective Strength +20; Heavy Load: 12 tons; Feats: Groundstrike, Shockwave) [10PP] AP: Blast 8 (Extras: Autofire, Penetrating 2; Feats: Accurate 2, Improved Critical 2) {30/30} (Descriptors: Eye Lasers) AP: Snare 8 (Extras: Regenerating; Feats: Accurate 2, Improved Critical 2, Reversible, Tether) {30/30} (Descriptors: Net Gun) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +6 Unarmed - Enh. Strength Touch DC25 Tou (staged) Damage +6 Eye Lasers 80 ft. DC23 Tou (staged) Damage +8 Snare 80 ft. DC18 Ref (staged) Fail: Entangled >5: Bound and Helpless +8 Totals: Abilities (-6) + Combat (14) + Saving Throws (11) + Skills (11) + Feats (31) + Powers (89) - Drawbacks (0) = 150/150 Power Points
  2. Tin Man Power Level: 10 Effective Power Level: 8 Power Points: 150/150PP Unspent Power Points: 0 Trade-Offs: +3 TOU/-3 DEF, (Unarmed) +2 DC/-2 ATK In Brief: A robot superhero! Who is being controlled by a super intelligent nerd. Catchphrase: “Don’t worry! I am here!” Theme: X Alternate Identity: - Birthplace: Oz’s house Residence: - Base of Operations: Claremont Academy Occupation: Superhero Affiliations: Oz Family: Oz (creator/father) DESCRIPTION Age: 3 Apparent age: 20 Gender: Robot (male build) Ethnicity: Robot Height: 6’4’’ Weight: 300 lbs. Eyes: Yellow Hair: Metal Physical description A humanoid robot, it is slick with polished steel instead of skin. His eyes are yellow normally but turn green when scanning and red when shooting laser beans. It wears a basic supersuit, blue spandex and black boots. It has a long black cape behind it that can detach easily. HISTORY Tin Man was created by the young genius Ozwald (Oz). Going into action three years ago, he was mostly an urban legend. Something that people only caught on shaky cam. Tin Man operated mostly in Southside. One day, he came across a powerful Villain. Said villain was too much for the Tin Man to handle, when one of the members of the Freedom League came to aid it. This was the first time the Tin Man was seen outside of the shadows, the hero could tell immediately that the Tin Man had a controller and managed to spot Oz in the crowd. Claremont Academy was recommended to the young inventor whom would accept the offer and now Oz and the Tin Man have a new Emerald City. PERSONALITY & MOTIVATION Tin Man has programmed emotions and feelings, as well as personality. It acts like a stereotypical superhero, spouting one liners and taunts. It does try to communicate with regular humans, as Oz programmed it with empathy, yet such things do not come easy to a machine. So it can come across as awkward. It’s motivation is a simple one: protect the weak, fight injustice! That’s its programmed mission. POWERS & TACTICS The Tin Man is a tank. Its tactic is a simple one: overwhelm an enemy with force and fight through hits. Unless Oz remotely changes said tactic. This is its default. Its powers are basic paragon abilities, super strength, endurance, flight and heat vision. Seeing as it is a machine, it can also scan areas to locate people or objects. It can even scan someone’s heart rate to see if they are lying. He also has a net gun used for capturing foes! POWER DESCRIPTIONS It’s abilities are basic. Its strength and endurance come from its robotic nature. Able to light cars as well as take hits from being run into by one! It’s eyes glow red when it shoots it’s laser vision, and turn green when it is scanning something or someone. For flight, it has robot powered boots that it uses, however there is a few seconds delay before it can take off. He hand can also turn into a net launcher to Snare enemies. COMPLICATIONS Complication: Man Behind the Curtain: Though Tin Man has limited AI and doesn’t have to take direct commands from Oz, it does need him to be close by to stay powered up. If Oz is knocked out or taken from him then Tin Man will freeze, unable to respond to anything. Search for a Heart: Tin Man has empathy, but it is still a machine, as such it does not relate well to humans. Should it scare a civilian it’s trying to save, an HP can be awarded. ABILITIES 0 + 0 - 10 + 0 + 0 + 4 = -6PP Strength: 10 (+0) / 30 (+10)Enh. Strength Dexterity: 10 (+0) Constitution: - (-5) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 14 (+2) COMBAT 8 + 6 = 14PP Initiative: +8 (+0 Dex, +8 Improved Initiative) Attack: +4 Base, +6 Melee, see Power attack bonuses in DC Block Defense: +6 (+3 Base, +3 Dodge Focus), +1 Flat-Footed Grapple: +6 (+4 Base Attack, +2 Attack Focus), +20 (+4 Base Attack, +2 Attack Focus, +10 Enh. Strength, +4 Super-Strength) Knockback: -5 (TOU/2) SAVING THROWS 0 + 6 + 5 = 11PP Toughness: +11 (+11 Protection) Fortitude: - (Immune) Reflex: +6 (+0 Dex, +6) Will: +5 (+0 Wis, +5) SKILLS 44R = 11PP Diplomacy 6 (+8) Intimidate 8 (+10) Notice 10 (+10) Search 10 (+10) Sense Motive 10 (+10) FEATS 31PP Attack Focus [Melee] 2 Dodge Focus 3 Improved Initiative 2 Interpose Luck 2 Sidekick 21 Takedown Attack POWERS 6 + 30 + 10 + 16 + 32 = 94 Flight 3 (50 mph, 500 ft./rnd) [6PP] (Descriptors: Robot Boots,) Immunity 30 (Fortitude Effects) [30PP] (Descriptors: Metal Body,) Immunity 10 (Mental Effects) [10PP] (Descriptors: Metal Mind,) Protection 11 [11PP] (Descriptors: Metal Body) Weapons Array 15 (30PP Array; Feats: Alternate Power 2) [32PP] (Descriptors: Arsenal) BP: {20 + 10 = 30/30} (Descriptors: Robot Abilities) Enhanced Strength 20 [20PP] Super-Strength 4(Effective Strength +20; Heavy Load: 12 tons; Feats: Groundstrike, Shockwave) [10PP] AP: Blast 8 (Extras: Autofire, Penetrating 2; Feats: Accurate 2, Improved Critical 2) {30/30} (Descriptors: Eye Lasers) AP: Snare 8 (Extras: Regenerating; Feats: Accurate 2, Improved Critical 2, Reversible, Tether) {30/30} (Descriptors: Net Gun) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +6 Unarmed - Enh. Strength Touch DC25 Tou (staged) Damage +6 Eye Lasers 80 ft. DC23 Tou (staged) Damage +8 Snare 80 ft. DC18 Ref (staged) Fail: Entangled >5: Bound and Helpless +8 Totals: Abilities (-6) + Combat (14) + Saving Throws (11) + Skills (11) + Feats (31) + Powers (89) - Drawbacks (0) = 150/150 Power Points
  3. GM Outside a barn in Island View, Emerald City 9PM, May 8th 2020 Charles Charlemagne was not exactly a well known name around Emerald City magic community, but yet, Blackstaff had heard about him. A man that seemed to care for magical creatures, even if his own magic power seemed non-existant, Charlemagne lived in an always moving mansion. Its door would appear on the side of random buildings around the city. If he wanted to be found, he would be. If not? You should count on your luck. Blackstaff had found a note on the desk at his office. An invitation, to the Charlemagne Mansion, and a location. An offer for a job. By now, Blackstaff had found his way to the side of a barn in Island View. I held a simple wooden door, yet one that was entirely out of place in this location. And he was not alone. Oz had received word that Charles Charlemagne wanted to see him. Last time they had met, he had aided Charlemagne in stopping would-be monster poaches. It seemed that Charlemagne had been suitably impressed to reach out to him again.
  4. OOC for this. @Exaccus @Spacefurry
  5. GM 5:30 PM, December 7th, 2020 Riverside, not too far from Riverside Park The Never-Ending Story was an interesting place to be. It was a small bookstore in Riverside, one that was known to be just the place to go to find rare books. Before his passing, Adrian Eldrich himself had been a common visitor. The book store was rarely busy, but it did well enough. The owner Andrew Orlando let his cats roam free among his book, while the portly gentleman puttered about. It was a peaceful place to be, it was a happy place to be, especially during Christmas time. At least, on every other day than today. Today, the sounds of struggles and things being pulled apart would meet a trio that just so happened to enter the building at the same time...
  6. GM December 1st 2018, 3 PM Emerald City Ever since Oz had arrived in Emerald City, rumors had started to reach him through the magical community. Bits and pieces, hints of a story, someone that claimed that their friend's cousin's uncle's grandchild had seen it. A collector of the strange, a man who sought out magical beasts and creatures, collecting them in his own private zoo. Somehow, its true location was kept hidden, somewhere within Emerald City. And on this day, the very first day of December, he had heard one more rumor. Something concrete, something that might actually lead him to this mysterious menagerie of monsters: There was a man that had actually seen it, and right now, this man was in the Eastern District. He had no name, he had no appearance. All he knew was that the mysterious visitor was a man. Perhaps, that would be enough.
  7. OOC for this
  8. GM Jan 21st It started (in a manner of speaking) in Emerald City More precisely, with a puff of smoke outside the cottage of the Great and Powerful Oz, master of the mercurial and magnificent. "Where the hell am I now?" groaned Ms. Penny Coin. She had a woolen hat on to cover her elven ears. She was otherwise dressed like a hipster, in a long sleeved t shirt and jeans, with cool sneakers. She was short, just under five foot, and slender, with big eyes and tussles of golden blonde hair. And she bit her lip with nerves and excitement. In her hand she held the Puzzle box. It was a cube of a few inches in each dimension. At least, to look at. It probably contained infinite expanses of the multiverse. It could twist and turn, expand and contract in many dimensions (not just your regular three). And it was a blessing and a curse from her father, the Witch-King of Elves. "Where have you taken me now? Stupid box" she moaned, although in truth she always liked adventure. "Open up! Open Sesame! Open Season! Shazam! Abracadabra!" she said to the door, knocking loudly. "There is a puzzle to be solved!"
  9. Oz Power Level: 13 (built as PL 12; 199/201PP) Trade-Offs: Attack/Damage Varies; -2 Defense +2 Toughness Unspent Power Points: 2PP In Brief: A Wandering Wizard Washed up on the dimensional Shores by a Transdimensional Tornado Residence: Small Cottage on the Outskirts of emerald city Base of Operations: Earth Prime Theme: The Anomaly Catchphrase: Various Wizard Swears Alternate Identity: Oswald Zappelius Identity: O.Z. Birthplace: The Emerald City (Earth A-Eldrich-1 “Oz”) Occupation: "Retired" Affiliations: Wood clan Cryptids Family: Astra (Pet Cloud Sheep) Description: Age: 52 Apparent Age: 52 Gender: Male Ethnicity: Caucasian Height: 5’8” Weight: 384 lbs Eyes: Green Hair: Black Power Descriptions: making use of powerful osmian magic Oswald’s spells are spectacular to behold, kaleidoscopic in nature to the point of near garishness as he chants mystically and makes arcane gestures to direct the energies at his disposal with the practised hand of a master History: If one were to ask Oswald about his life back home he would claim to be a simple wizard who rose to greatness and after leaving his work to his apprentice left to travel the worlds of the cosmic coil, this is not entirely true; He is indeed a wizard from the dimension known as Oz (almost identical to the world depicted by L. Frank Baum) he is infact that worlds former master mage and after being defeated in a succession duel by his former apprentice was exiled from his home reality to prevent an imbalance of power between the Cardinal Archmages of the Arcanocracy (his objection to that method of government was also a factor in his banishment) Allowed just enough time to gather his personal belongings and to prepare his pet cloud sheep (Astra) for travel his aethernautic balloon was torn from its course by a cosmic Eddie (unbeknownst to him by the fairly recent terminus invasion) crash landing in what appeared to be a tornado veined with kaleidoscopic lightning. He has since found his feet and using his extreme proficiency with transmutation magic purchased himself an idyllic Cottage and enough land for Astra to quite happily wander around He has since come into contact with and arranged to work with the wood clan of cryptids around the emerald cities in exchange for small favours and the use of a dwelling within the city proper. Personality & Motivation: Though he has accepted that he is no longer the master mage of his home dimension and has never been one for earth prime he still feels that it is his responsibility as an Wizard to intervene on behalf of the everyman with the more malignant or mystic forces of the universe. Nothing rouses his ire so much as evil mystics and his usually pleasant demenour vanishes like rain from a forge when confronted by them. Powers & Tactics: An experienced and powerful caster, Oswald is a master of several schools of magic, though he has little talent and little intrest for Necromantic or mindbending spells he bears a tremendous natural talent for transformative spells. Quite an old and out of shape man, Oswald is aware that he can quickly exhaust himself and so carefully assesses wether it is more prudent to try and overwhelm a foe or carefully conserve his stamina, he will prefer to see to any bystanders before engaging in combat Complications: Outta shape: Oswald is quite out of shape and overweight, a mix of his advancing age and dependence on magic for day to day tasks, it is only chasing his escape artist pet that has allowed him to maintain his rather robust constitution, though he can quickly tire if over exerting himself and is prone to mistakes when strained so. Wandering Lonely as a Cloud: Astra Is a Magical creature from Oswalds Home dimension, she much like a cloud desires to wander anywhere the wind blows and has a frustrating proclivity for escaping her pens and finding trouble The circle is complete: Oswalds former apprentice was not of his own choosing but rather provided him by the cardinal council, a young and powerhungry magiocratic noble whom Oswald spent the better part of his tenure reigning in, it deeply troubles him that they now hold such an important position in Oz’s hierarchy and the dimensional landscape, for her part, Edraphine Dispises her old teacher and is most certainly not above using her powers and position to attack and spite him Wibbly wobbly Mumbo Jumbo: Ozmian Magic is a school that requires gestures and incantations to function properly, if bound and gagged or otherwise deprived of the freedom to move his hands and speak freely Oswald can be denied the use of his powers, less total means my alter the intended effects of his spellcasting Smoked Out: Oswald has a unique reaction to skin contact with smoke, in that he begins to turn into smoke himself, though this is not instantaneous and removing himself from the area allows him to reconstitute himself it is still an extremely traumatic experience and as such though he is practically fearless he still possesses and instinctual aversion to smoke and fire. ABILITIES: -2 + 4 + 8 + 8 + 4 + 0 = 22pp Strength 8 (-1) Dexterity 14 (+2) Constitution 18 (+4) Intelligence 18 (+4) Wisdom 12 (+1) Charisma 10 (+0) COMBAT: 8+8 = 16pp Initiative: +12 (+4 Int, +8 improved initiative) Attack: +4, +10 w/ Wizard of Oz Array Grapple:+3 (+4 base attack -1 strength) Defense: +10 (+4 base +6 Dodge focus); +2 flat-footed Knockback: -7, -2 without Force Field SAVES: 4+4+10 = 18pp Toughness: +14/+4 (+4 Con, +10 Force Field) Fortitude: +8 (+4 Con +4) Reflex: +6 (+2 Dex +4) Will: +12 (+2 Wis +10) SKILLS: 16pp (64 ranks) Concentration 8 (+10) Craft (artistic) 4 (+8) Knowledge (arcane Lore) 16 (+20)Ultimate Effort Language 4 (English [Native], Auran, Aquan, Ignan, Terran) Navigate 8 (+12) Notice 8 (+10) Pilot 8 (+10) Sense Motive 8 (+10) FEATS: 25pp Artificer Attack Specialization 3 ("Wizard of Oz" Array) Dodge Focus 6 Eidetic Memory Equipment 2 Evasion Fearless Improved Initiative 2 Luck 4 Ritualist Speed of Thought Ultimate Effort (Knowledge: Arcane Lore) Uncanny Dodge (Hearing) Equipment: HQ "The Ranch" Toughness: +15 (2ep) Size: Huge (3ep) Features 5ep Living Space Personnel Pool Power System Sealed (Pocket Dimension) Description "The ranch" is a demiplane that Oz created in a long ritual to serve as a home to his less... disguisable pets and an escape from the world for those wood clan cryptids and allies of his that need one a near 1:1 model of the farm he grew up on back in his home dimension it houses numerous whimsical pieces of magical farm equipment and a comfortable manor house. Lacking any form of innate defenses it is really little more than a magical vacation home for the old wizard and those he cares to share it with and his numerous pets. Guests and resident animals are waited on by unseen servants composed of programmed magical force of various colours and the residences power is supplied by a state of the art Aethernautic Stormcore providing eldritch lightning to the systems. Of note is the pool, attached to the freshwater lake that serves as both a relaxation spot and a place for those of a strictly aqueous nature to dwell. Entrance requires that one have a specially created invite written in krakens Ink and sealed with the dark purple wax with the signet of Oz, difficult though not impossible to Replicate. POWERS: 8+ 10 + 12 + 72 = 102pp All powers have the Magic Descriptor Device 2 (Emerald-Lensed Pince-Nez Glasses; Flaw: Hard to Lose) [8pp] Super-Senses 10 (counters concealment: Visual, counters illusion: Visual, counters obscure (all): Visual, detect: Hidden)[10/10pp] Gadgets 2 ("Arcane Reliquary," Magic, Dimensional; Flaws: Easy to loose; assign 10pp Pool of traits as a standard action) [12pp] Sample Gadgets "Catalytic Lens": Enhanced Feats 10 (adds 10 ranks progression mass to "Transfiguring Gaze" [2.5 million lbs]) [10/10pp] "Clockwork Key": Super Movement 2 ("Cosmic key"; Magic, Dimensional; Dimensional 2 [mystic dimensions]; Extras: Portal; PFs: Alternate power 2) [10pp] AE: Transform 1 ("Unlock" Transforms Locked locks to unlocked locks, 1lbs; Extra: Duration [Continuous, Lasting]; Flaw: Range [Touch]) {3/8pp} AE: Transform 1 ("Lock" Transforms Unlocked locks to Locked locks, 1lbs; Extra: Duration [Continuous, Lasting]; Flaw: Range [Touch]) {3/8pp} Force Field 10 (mystic barrier) [10pp] Wizard of Oz 30 (60 point Array; PFs: Alternate Power 12) [72pp] BE: Environmental Control 20 ("master aethermancer"; Thaumaturgic ; mix-and-match 3, 2,500 mile radius; Extras: Independent, Selective Attack; Flaws: Range [Touch]) [60/60pp] AE: Blast 14 ("Arcane blast Type 1"; Extra: Autofire; PFs: Affects Insubstantial 2, Homing 4 (10 attempts), Incurable, Indirect 3 (any point, any direction), Precise, Ricochet 4 [4 bounces], Split Attack [2 targets], Variable Descriptor 2 [Broad group - Magic]) [60/60pp] AE: Blast 12 ("Arcane Blast Type 2"; Extras: Area [General, Burst, 45-600 ft. radius], Selective Attack; PFs: Affects Insubstantial 2, Incurable, Precise, Progression [Area] 3 [50 ft. per rank], Progression [Reverse Area] 3, Variable Descriptor 2 [Broad group - Magic]) [60/60pp] AE: Create Object 12 ("Conjure Objects"; Thaumaton Constructs; Max Size: 12 5-1,000' cubes; Extras: Duration [Continuous], Movable (Radius: 60 ft., Strength: 60, Force: 51.2 tons); PFs: Innate, Precise, Progression [Object Size] 7 [up to 1,000 ft.], Selective, Stationary, Subtle) [60/60pp] AE: Create Object 12 ("Emerald Force fields"; Force Max Size: 12x 5-1,000' cubes; Extras: Duration [Continuous], Impervious; PFs: Affects Insubstantial 2, Precise, Progression [Object Size] 7 [up to 1,000 ft.], Selective, Stationary) [60/60pp] AE: Illusion 12 ("Mirage Arcana"; affects all sense types; PFs: Precise, Progression [Area] 10 [10,000 ft. radius]) [59/60pp] AE: Move Object 12 ("Tornado Summoning"; Aerothurgic Strength; STR 60 [Hvy Load 50 tons]; Extras: Area (General, Cylinder, 60 ft. radius + height), Damaging, Selective Attack) [60/60pp] AE: Nullify 12 ("Magic Suppression Wave"; thaumaton suppression; counters all Magic effects at once; Extras: Area [General, Burst, 60 ft. radius], Effortless, Selective Attack) [60/60pp] AE: Strike 14 ("Arcane Blast Type 3"; Extras: Area [Targeted, Cone, 140 ft.], Autofire, Selective Attack; PFs: Incurable, Precise, Variable Descriptor 2 [Broad group - Magic]) [60/60pp] AE: Teleport 9 ("Portal Generation," planar; 900 ft./20,000 miles; Extras: Accurate, Portal, Range [Ranged]; PFs: Easy, Progression [Portal] 5 [250 ft-by-250 ft portal]) [60/60pp] AE: Transform 14 ("Transmuting the transmundane"; Thaumaturgic transmutation; 6/rank [anything to anything], Transforms: 25,000 lbs.; Extras: Duration [Continuous, Lasting); Flaws: Action [Full], Distracting, Range [Touch]; PFs: Extended Reach [5 ft.], Innate, Precise, Reversible) [60/60pp] AE: Transform 12 ("Winds of change"; Thaumaturgic transmutation; 5/rank [any inanimate to any inanimate], Transforms: 5,000 lbs.; Extras: Area [General, Burst, 60 ft. radius], Duration [Continuous, Lasting], Selective Attack; Flaws: Action [Full], Distracting, Range [Touch]) [60/60pp] AE: Transform 10 ("Transfiguring Gaze"; Thaumaturgic transmutation; 5/rank [any inanimate to any inanimate], Transforms: 1,000 lbs.; Extras: Duration [Continuous, Lasting], Range [Perception]; Flaw: Distracting) [60/60pp] DC BLOCK Name Range Save Effect Attack bonus Arcane blast 1 140ft DC29 Tou (staged) Damage +10 Arcane Blast 2 120ft (45ft-600ft radius) DC27 Tou (staged) Damage DC22 Ref For half Arcane Blast 3 140ft cone DC29 Tou (Staged) Damage +10 Transfiguring Gaze Perception DC20 Fort Transform Perception Range Transmuting the Transmundane 5ft Reach DC24 Fort Transform +10 Winds of Change 60ft Radius DC22 fort Transform DC22 Ref for half Magic Suppression Wave 120ft (60ft radius) DC22 Will Nullify DC22 Ref for half Mirage Arcana Perception (10k ft radius) DC22 Will (to disbelieve) Illusion Perception range Tornado Summoning 120ft (60ft Radius and height cylinder) DC27 Tou (Damaging) Move Object DC22 Reflex for half TOTALS Abilities 22 + Skills 16 (64 ranks) + Feats 25 + Powers 102 + Combat 16 + Saves 18 + Drawbacks 0 = 199/201PP
  10. GM May 4th, 2018, 11.55AM MarsTech Park, Emerald City, Oregon, USA, Earth-Prime The loudspeaker fought over the screams and howls of the crowd. Kaloke Keel, the commentator, leaned hard into every syllable as the stadium boomed with vicarious triumph. "And that's another home-run by local legend the Chef! This leaves us at the seventh with Ospreys still in the lead! Better luck next time, Mariners!" The players below were already beginning to sort themselves for the late-game stretch, and the fans were starting to quiet down, some of them tapping out orders for the auto-trays to deliver. The auto-trays were one of MarsTech Park's most popular innovations, largely eliminating the need for human vendors and the unsafe food storage of other stadiums. Hot food could be ready in minutes and sent directly to your seat in the stands via a conveyor system built just behind the surface. That the food was free, compliments of Maximilian Mars, Emerald City's favorite son, was something nobody could find fault with. Kaloke leaned back in his own chair, fading brown eyes sweeping over the field, still startled a little when a second's concentration on one point made the window-like display zoom in. Taking a sip of his now stone-cold coffee and glancing at the schedule, he depressed the microphone button and called out cheerfully "Now, we're doing good time and we all deserve a bit of a break, so let's get to something you've all been waiting for: First up, he's harder than steel but light as a feather, the flickering firepower of Black Diamond has no rival! By day he's an engineering student at Tokyo University, by night he's the baseball legend: Black Diamond!" The Park's main doors slid open, admitting a trim young Japanese man with short, smooth hair and skin like black glass lit by some inner dancing flame. He gave a deep, swooping bow to the audience....and suddenly was on home plate, twirling a bat made of the same glassy substance as his skin, grinning cheekily. The audience roared. "Now folks, I'm sorry to say Black Butterfly couldn't be here, but as we all know after some bigoted remarks by members of the Japanese National Diet she went to the kaido and beat the Prime Minister with a spiked baseball bat." Kaloke took another sip of coffee "She remains at large, and the Minister's in stable condition, so believe in miracles, folks!" "Of course it bears mentioning that this segment is sponsored by some of our favorite local establishments: Oz, where dreams are born, Nguyen's, where old skills meet make new tastes, Joy's, where you can find anything or anybody and our old friends at Bethlehem Heights Psychiatric Hospital. My cousin's been there since 1998, this is the year he's returning to society so let's give a big hand for Andrew folks, a real big hand!" The visiting Seattle fans were totally unprepared for the storm of whoops, screams and the thunderous applause that burst out at Kaloke's final words. "And keep that up for our guest, the numan Curveball! She has four arms, a keen eye and a killer's instincts! Come on out to the pitcher's mound, Jazzy!"
×
×
  • Create New...