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HG Morrison

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About HG Morrison

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    Conqueror of Battletoads
  • Birthday 11/16/1988
  1. Shaking the Branches (OOC)

    Well actually spent an HP two rounds ago to no longer be Fatigued! Free Action: Switch to Staves on the configuration. Move Action: Take 10 on Bluff to Taunt Jack again (He's at +1 to resist now and the Bluff is at -5 due to it being pushed down to a Move Action) Standard Action: Power (-5 Atk/+5 Dmg) Attack Jack with Combined Staves (DC28): 1d20+11 28 On the off chance Jack is out of the picture will the next roll will be a Takedown Attack towards Malcolm...and if Jack is still standing using Extra Effort to Surge Standard Action: Power (-5 Atk/+5 Dmg) Attack Jack with Combined Staves (DC28): 1d20+11 17
  2. Dalir the Dashing (PL 10)

    Hm. It seems I dropped his knowledge skills but, for the life of me can't remember how I divvied them up. Welp just repicking them up. Nauseate is 2PP/R but the math is right. Alternate Save is a +0 Modifier. It's only a +1 modifier when used to change from a TOU save. Which basically just means it's only a +1 when used on Damage (or I guess if weirdly attached to unarmed damage). Fixed Confuse and Emotion Control. Those were just a result of C/Ping the brackets and not going back and changing after the fact. The second device is 32. I must have just annotated it incorrectly in between versions of the build. Fixing. now
  3. Shaking the Branches (IC)

    Foreshadow chased after Jack. His stride doing its best to match the larger man's bountiful leap. Whipping his swing line out towards a telephone pole he would then wing down to the ground. From the outside looking in, it would be hard to believe that Jack could squash him like a bug with how much he kept running all over the street. And then...he hit Synapse. Or rather her force field. But, Foreshadow wasn't looking to see how much of a beating it could really take. Renowned athletes were praised for how they operated in the clutch. That moment of anxiety where all the pressure was on and one needed a win. But, that was when all the pressure was on their individual action. It was an entirely different matter seeing someone he had grown quite fond of. Fine, I get why David wasn't fond of this whole team thing Foreshadow's lips pursed together and he whistled low as he could to get Jack's attention. "So...tall, dark, and brain dead. Let's be perfectly clear. You are going to lose this fight. Now don't get me wrong you were always going to lose. That was decided the moment, you came up to us like you weren't anything other than hired muscle. But, now. Well, now, your next stop isn't going to be Blackstone. Oh no. Now, I'm going to make sure you get a front row seat to the hospital room of your choice."
  4. Shaking the Branches (OOC)

    Move Action: Swing down after Jack Standard Action: Take 10 to Demoralize (Taunt) Jack
  5. Dalir the Dashing (PL 10)

    On a technical level, anyone can use the rings. Though, fluff-wise the Cryptids wouldn't just take the rings back because of tradition and non Psychic or non Superhuman/Metas would just get minor more "human" boosts. But, there's not exactly a mechanic to show that other people would have different effects from wearing the rings (or else I would've built some sort of weird variable power reserve). So no need for Restricted, although I did consider having an "only the worthy" Restriction to just making the other people can technically use them as some sort of convoluted Complication. But, yes essentially it's mostly just flavor for why it's two separate devices rather than one. Mechanically, it does allow for using two different rings at once depending on the hand. Though obviously, only Morph isn't a Standard Action. So it's a moot point past fluff!
  6. Dalir the Dashing (PL 10)

    Dalir the Dashing Power Level: 10/12 (180/180PP) Effective PL: 10 Trade-Offs: -5 Defense / -5 Toughness Unspent Power Points: 0 In Brief: Stage Magician with 10 Power Rings Alternate Identity: Dalir Saleh Identity: Secret Birthplace: Emerald City Occupation: Stage Magician, Illusionist Affiliations: None Family: Magnifico the Magician (Grandfather, presumed de...probably alive), Amir ibn Jafar ibn Abd al-Aziz al-Misr (father), Evie Saleh (mother), Corrine Conrad (half-sister) Description: Age: 27 (DoB: Born 19, June 1990) Gender: Male Ethnicity: Mixed (Of Egyptian, and Caucasian descent) Height: 6" Weight: 176 lbs. Eyes: Black Hair: Black Dalir is a tall muscular man whose torso and face are covered in tattoos. Normally favoring a punk rock aesthetic, while on stage wearing a top a top hat and patched suit, heavy makeup, and multiple talismans and necklaces. History: In 1953, Marionette the sole female founding member of the Crime League was murdered under mysterious circumstances. The following year Magnifico the Magician also died...supposedly. Not even his foe Doc Tomorrow was truly convinced that the master of Illusion had truly passed. And for good reason, as Magnifico had simply retired. Not known to any of their teammates but Marionette and Magnifico had fallen for one another. Before her murder, she had even given birth to a daughter who was raised solely by Magnifico. The real reason behind his retirement from crime? Becoming a doting parent. At least until the day he could aim for striking it rich again. Their daughter, Evie, was a chip off the old block. Falling into bad habits she became a bit of a cat burglar known simply as Matron. Selecting her targets through the rich elites whom she would seduce in her civilian identity, Evie was mostly in the game for the thrills. But, the youth soon found herself in a whirlwind romance with a rich teenage playboy who would one day be known to the world at large as ASAD. Although Evie ended up not robbing Amir, she did end up with a souvenir from their time together. She never told Amir about the product of liaison, not that he actively sought her out. And instead, used her criminal talents to work as an engineer with forged credentials. Dalir had heard the tales of his grandmother’s heroics, and his mother made sure to never speak ill of ASAD either. But he had never so much as heard a whisper of his mother’s own tales of villainy. At least until his mother found herself very popular with a number of her old contacts. Among magical circles, it became known that Evie had stolen ten rings from the Eightfold Web cult. These rings had Arcane sigils of Lemurian origin and nine different colored viridian stones, the tenth ring bore a daka stone. More arrogant members of the Order of the Prophet considered the family the supreme authority on magical matters. Various cults wanted a claim on them. And then there were the cryptids... The Cryptid Clans are an alliance of diverse human offshoots, banded together for mutual protection and benefit. In spite of appearances, the various clans do not share the same origin: some are creations of the ancient Preservers, while others are of more recent genesis. The members of the Hidden Peoples are defined by two primary characteristics: their heritage (or genetic origin) and their clan affiliation. Werewolves, stranded aliens, Deep Ones, and various other beings who couldn't possibly blend into regular society without garnering attention. And long before they Eightfold Web ever got its hands on the ten rings, they were a symbol of unity amongst the Cryptids. Evie took Dalir on the run with her as many a magical foe came out of the woodwork. But, she was out of practice. And after a week they found themselves cornered by members of the Eightfold Web. If not for the timely arrival of a gun-slinging Ape, Dalir would be dead at this moment. But, he wasn't quick enough to save Evie. Who was captured by the Web who mistakenly believed she had the rings in her possession. Unaware that as a contingency she had hidden them on Dalir's person. The gun-slinging ape dragged Dalir to meet with the clan elders who explained the situation to him. Viridian Stones are failed Preserver Stones. As such if one had the means a viridian stone could enhance and strengthen existing attributes of the beings they bond to and who bond to them. Including the latent abilities of a superhuman. It used to be a tradition for chosen champions of the Cryptids (one per clan and one per heritage ) to bond with a ring and act as a protector. But, the rings had already bonded to a wielder. And for the first time, it was an "untouched" as the Cryptids came to refer to the ordinary human. Personality & Motivation: Dalir acts as if he is very anti-establishment. This is an act. A sort of defense mechanism for the fact that both sides of his family tree have a lot of names to live up to. A desire to always be the center of attention led to his career in magic to begin with. His self-doubts have also led to a bit of arrogance. Dalir acts as if he has a high opinion of himself. Rarely viewing anyone else as his intellectual equal. An opinion he is all too quick to share when not performing on stage. Sarcasm may as well be a second language to the man. Still, while Dalir may be quick to insult mainstream tastes he will never turn away from someone in need. Including the group of outcasts, destiny has seen fit to charge him with protecting. His primary motivation is finding his mother. Powers (Descriptions & Tactics): At first glance, he is powerless without his ten Cryptid rings. But, even without his rings, Dalir is extremely intelligent. Despite hardly exercising a day in his life, his physique leaves little to be desired. And his intelligence would have made him competitive in any STEM field. Such physical and mental faculties hint at a possible if not outright obvious mutation. His ten rings are made of a golden orichalcum metal. These rings are inscribed with Arcane sigils of Lemurian origin. Each of them a different color, but only a single ring on each hand can be attuned to at the same time. When this is happening the ring in question glows brightly. Each ring whether actively attuned or not creates a glowing force field protecting Dalir from harm. Appearing as if he was surrounded by a rainbow. As such when wearing even one less ring his force field weakens. If someone else were to wield his rings they would theoretically have completely different powers than he does. White: Provides Empathic Healing by taking on the pain of the subject that Dalir wishes to heal. Yellow: Overtaxes a target with a large burden of emotional stress. Causing burnout and exhaustion. Blue: Influences the Emotions of others in whatever manner Dalir wishes. Green: Allows Dalir to read the emotional states of others. Red: Ramps up all the emotions of the target. Making them impulsive and prone to poor decision making. Black: Dalir overwhelms a targets senses driving them towards a state of sensory deprivation Orange: Dalir can use illusions to change his appearance and the appearance of those nearby to anything that pops up into his imagination Indigo: Dalir can create an image of himself, except he places his consciousness within the image, allowing him to perceive through it as if he were actually present, and to channel other sensory effects through its senses. Violet: Dalir creates an illusion upsetting the victim’s sense of balance, causing the world to seem topsy-turvy and inducing vertigo Daka: Rather than focus on a singular Illusion, Dalir manipulates the psionic energies in the area to create false images and sensory impressions. Tailor fitting the illusion using knowledge known to Dalir. Complications: Mama's Boy: Dalir is motivated by locating his mother. He will be quick to abandon reason at the news of her location (whether real or otherwise). Power Loss: Dalir must gesture to use the powers from his Viridian Rings Responsibility: Dalir is responsible for the protection of Cryptid Tribes. This responsibility can clash with his social life. Especially if the Cryptids feel free to fetching him themselves to perform his duty. Villainous Legacy: The identity of his grandparents is not publicly known. But, that doesn't mean there aren't still geriatric victims of the original Crime League who would be all too keen to take their revenge on the grandson of Magnifico the Magician. Abilities: 8 + 6 + 10 + 20 + 8 + 8 = 60PP Strength: 18 (+4) Dexterity: 16 (+3) Constitution: 20 (+5) Intelligence: 30 (+10) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 4 + 4 = 8PP Initiative: +3 (+3 Dex) Attack: +2 Base, +6 Melee Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Grapple: +10 Knockback: -7 Saving Throws: 0 + 4 + 8 = 12PP Toughness: +15 (+5 Con, +10 Protection) Fortitude: +5 (+5 Con) Reflex: +7 (+3 Dex, +4) Will: +12 (+4 Wis, +8) Skills: 80R = 20PP Bluff 11 (+15) Concentration 6 (+10) Craft (Mechanical) 5 (+10) Diplomacy 6 (+10) Disguise 2 (+6) Escape Artist 12 (+15) Knowledge (Current Events) 4 (+14) Knowledge (Popular Culture) 4 (+14) Knowledge (Streetwise) 2 (+12) Language 2 (Arabic, English [Native], Farsi) Notice 2 (+6) Perform (Stage Magic) 6 (+10) Sense Motive 6 (+10) Sleight of Hand 12 (+15) Feats: 8PP Attack Focus (Melee) 4 Beginner’s Luck Dodge Focus 3 Powers: 40 + 32 = 72PP Device 10 ( 50PP Container; Flaws: Hard-To-Lose; User suffers Fatigue from Extra Effort rather than Device ) [40PP] (Cryptid Rings) Master of Illusions ( 40PP Array; Feats: Alternate Power 4 ) [44DP] BP: Illusion 10 ( All Senses; Extra: Selective Attack; Flaw: Phantasm ) {40/40} AP: Astral Form 8 {40/40} (Illusionary Projection) AP: Morph 9 ( +45 Disguise, Any Form; Feat: Selective; Extras: Affects Others, Area [Burst, General]; Flaw: Phantassm ) {37/40} (“Shapeshifting”) AP: Nauseate 10 ( Extras: Alternate Save [Will], Range 2 [Perception] ) {40/40} (Vertigo) AP: Obscure 10 ( All Senses; Extras: Range [Perception], Selective Attack; Flaws: Distracting, Phantasm ) {40/40} (Sensory Deprivation) Feature ( Prestidigitation [Dalir can create minor illusions as “magic tricks” primarily suitable for entertainment, but potentially good for a circumstance bonus for interaction skills or to distract targets from other happenings.] ) [1DP] Protection 5 [5DP] Device 8 ( 40PP Container; Flaws: Hard-To-Lose; User suffers Fatigue from Extra Effort rather than Device ) [32PP] (Cryptid Rings) Empathy ( 30PP Array; Feats: Alternate Power 4 ) [34DP] BP: Healing 10 ( Extra: Energizing, Restoration, Total; Flaws: Empathic, Limited to Others ) {30/30} (Empathic Healing) AP: Confuse 10 ( Extra: Range [Perception] ){20/30} (Emotional Instability) AP: Emotion Control 10 {20/30} AP: Mind Reading 10 ( Flaw: Limited to Emotions ) {5/30} (Empathy) AP: Fatigue 10 ( Extras: Alternate Save [Will], Range 2 [Perception]; Flaw: Action [Full-Round] ) {30/30} (Emotional Drain) Feature ( Good Vibes [Dalir radiates a subtle emotion or mental “broadcast” (such as the impression of a scent or music) good for, at best, an interaction check circumstance modifier.] ) [1DP] Protection 5 [5DP] DC Block ATTACK RANGE DC EFFECT Unarmed Touch DC20 Toughness Damage (Physical) Emotional Drain Perception DC20 Will Fatigue (Emotion) Emotional Instability Perception DC20 Will Confuse (Emotion) Emotion Control Perception DC20 Will Emotion Control (Emotion) Illusion Perception DC20 Will Illusion (Psionic) Sensory Deprivation Perception DC20 Will Obscure (Psionic) “Shapeshifting” Touch/Area [45’ Burst] DC19 Will Morph (Psionic) Vertigo Perception DC20 Will Nauseate (Psionic) Totals: Abilities (60) + Combat (8) + Saving Throws (12) + Skills (20) + Feats (8) + Powers (72) - Drawbacks (0) = 180/180 Power Point
  7. Shaking the Branches (IC)

    Foreshadow had to admit the slapped together patchwork teamwork was going less smoothly than he planned. Sure, when it came to planning he was a spur of the moment sort of guy. But, this was definitely not a cohesive unit. And now there was an entire building in the way of finishing off one of these Battle Brothers. Okay, yeah he's not going to be singing mental kumbayas anytime soon. Maybe his partner will be a better listener? Reaching for his multi purpose staves, Foreshadow once more shot a grapnel line. This time in pursuit of Jack and Mess. When it came to the canine in need, he would place keeping him safe in Synapse's capable hands. Upon landing on the roof Foreshadow placed himself between the pair and began to spit out, "Alright, not that I mind this whole not dodging forever thing. But, I think you're taking my stamina for granted. I'm ready to go all night." The plan was simple. Jab, jab, and jab some more. Foreshadow stepped in towards Jack and began circling around the roof. Treating the open space like a ring he would alternate in direction at random times. Change the tempo of his punches. But, never divert from the jab. It was a flurry meant to create more damage in multitudes rather than one single powerful blow. And really it only served to hurt his own fist. Or so it seemed... In reality, there was a small air of predictability to his seemingly erratic footwork. Foreshadow would make sure to always wait before throwing his left hand out. Waiting for Jack to turn his head to face away from Mess. The punches acting as nothing more than a distraction so as to provide an opening for the less than the less than cohesive pair to act in unison.
  8. Dakana: State of the Kingdom address

    I'm going to double de-rail the thread with the trial by combat bit. Not in having White Lioness do it. But, why I felt it worked for Black Panther. The fact that no one seemed to even consider the notion, and the shock at the joke of Shuri doing so and more shock from M'Baku doing it. My takeaway? It was simply a matter of tradition. A holdover when the king needed to punch people in the face to keep the country safe, unlike modern advanced civilization times in which the king chooses to punch people in the face to keep the country safe. Anyways, the point is no one likely actually takes up the challenge of challenge day. The crown in MCU probably passes without issue. Now setting wise, yeah multiple trials. Probably a giant maze at some point. Because of course there's a giant maze. Hidden test of character. All that jazz. Toss in some punching and you've got a stew going. Back, to the thread. I think the first time Dakana became less than relatively unknown was actually WWII. Sure 1960s was when the White Lion joined the Freedom League. But, in the Golden Age book it was mentioned that the Dakanese army repelled Nazi attempts to invade the country and take their Daka Crystals.
  9. HG's Builds and Things

    Volcano Totem https://youtu.be/9VylZhputrk PL10 150/150 +2 Damage/-2 Attack, +3 Toughness/-3 Defense “I have roamed the galaxy in search of battle.” Abilities: 10 + 2 + 14 + 4 + 4 + 6 = 40 PP STR 20 (+5) DEX 12 (+1) CON 24 (+7) INT 14 (+2) WIS 14 (+2) CHA 16 (+3) Combat: 8 + 8 = 16 PP ATK: +12 (+4 Base, +8 Ranged) DEF: +7 (+5 Dodge Bonus, +2 flat-footed) Initiative: +1 Grapple: +9 Knockback: -6 Saves: 8+ 0 + 6 = 14 PP TOU +13 (+7 Con, 6 Protection) FORT +15 (+7 Con, +8) REF +1 (+1 Dex, +0) WILL +8 (+2 Wis, +6) Skills: 32r=8 PP Intimidate 10 (+13) Knowledge (Earth Sciences) 8 (+10) Notice 8 (+10) Search 3 (+5) Survival 3 (+5) Feats: 14PP Attack Focus (Ranged) 8 Dodge Focus 3 Endurance Precise Shot 2 Powers: 4 + 16 + 21 + 13 + 6 + 2 = 62 PP Burrowing 4 ( 10 mph/ 100' per round ) [4PP] Damage 4 ( Extras: Aura, Duration 2 [Sustained] ) [16PP] Damage 8 ( Feats: Alternate Power 4, Indirect; Extra: Range [Ranged] ) [21PP] Dazzle 8 ( Extra: Area [Perception]; Flaw: Action [Full-Round] ) {16/17{ Drain Toughness 8 ( Extras: Affects Objects Only, Range [Ranged] ) {16/17} Environmental Control 8 ( Extreme Heate ) {16/17} Trip 8 ( Extra: Area [80' General Explosion ) {16/17} Immunity 13 ( Fire Effects, High-Pressure, Suffocation [All] ) [13PP] Protection 6 [6PP] Super-Movement 1 ( Sure Footed 1 [25% Penalty Reduction] ) [2PP] Drawbacks: -4PP Vulnerable ( Cold; Frequency [Common], Intensity [Major] ) [-4PP] DC Block Abilities (40) + Combat (16) + Saves (14) + Skills (8) + Feats (14) + Powers (62) - Drawbacks (4) = 105PP So Pro Wrestling and Superhero comics have some pretty shared roots. There's the classic good vs evil paradigm. There's the colorful costumes both inspired by circus roots. Yep, underwear on the outside Supes is a straight up Strongman costume. There's even a shared sales ideology with a weekly/monthly story being told in which you have to digest multiple issues/matches to get a full story. Let's not even get into the behavior at respective fan conventions! So clearly, a pro-wrestling gimmick would be an easy inspiration for a superhero. Especially with the to the wall insanity that can only come from Memphis. So this here Volcano Totem is inspired by the Lord of Volcanoes himself the much maligned Ta Gar! If you want to be a special snowflake, perhaps he is the totem of a cryovolcano like those found on Saturn's Moons. You'll have to change some descriptors for icy results. Rather than some sort of galaxy-spanning boisterous bruiser perhaps you want to be the avatar or sire of a volcano god much like Alderwitch's own Volcanic ? There's potentially rife complications to be played being the child of Sutr or hey Hephaestus. Rather than being bitten by a radioactive volcano or the baby mama drama of real gods. Personally, I would go with an Earth Mage using one of the settings original Patrons from the Book of Magic if I were to make a Volcanic empowered individual. Specifically, Ghorummaz the Dragon Within the Earth, the Lord of Storms, the Earth-Binder. But, that's neither here nor there. So this character is built as a fairly standard blaster, with a few tricks up their sleeves. Sample Complications: About to Explode: This PC's powers may be tied to their emotions. Anger or fear causing unintentional consequences such as random earthquakes, boiling nearby water, melting pipes, etc. Hot Blooded: This PC's normal human body temperature hovers well above 100 degrees Fahrenheit, so they show up on thermal scans easily. Power Loss: Whether cryovolcanoes, regular volcanoes, or underwater supervolcanoes volcanoes tend to be part of the ground itself. As such perhaps this character could lose their powers when off the ground. As in riding a plane rather than being on the top of Pyramid plaza.
  10. Rush Hour

    GM From inside the vehicle the passenger's phone began to ring. "What, five minutes? No wait. I'll be right th-" Suddenly, the man in the back threw the phone against the diverter in clear annoyance. The call having not gone the way he wanted. "You know what, we're paying the fine." He called from behind. The phrase seemingly enough of a cue for the driver to begin driving past. There was no question that SFX had successfully punctured the tire. But, it wasn't enough to stop this armored vehicle's tires from moving. Something that became all too clear as the car moved forward past Rev. Intent on speeding past the train tracks. However, the vehicle came to a sudden and immediate stop just before reaching the tracks. It wasn't clear if the nanobots had proven especially effective at stopping the vehicle at the last second. Or if something else drew their attention. But, even from the other side of the tinted windows, Rev could tell one thing was sure. In the reflection of the driver's side mirror, he had begun staring back at her from the moment the train began to pass.
  11. Shaking the Branches (OOC)

    That is true, sure, sure. Of course, my reading of that rule was that if the attack getting the Bonus could already overcome the impervious it'd still be getting the +2 Bonus as it wouldn't be using it to overcome. (So if say Bloody Mess Attacked with a Damage 10 effect against an Impervious 10 foe, Foreshadow could still provide the +2 bonus on the Damage as Mess wouldn't need the bonus to overcome Impervious). As it was mostly to stop minions from ganging up on a high impervious Superman. That could be wrong, of course. In which case live and learn on my part! Buuut, I'm totally cool with ineffectively not doing jack to Jack while trying to help to no avail! Could have fun with that post for sure. Comedy! (Although if the question of whether Jack had his Aid still came up. I would have to wonder if he has the penalty from distance from being away from Malcolm well I guess that depends on how you built him!).
  12. Shaking the Branches (OOC)

    Alright, burning an HP to shake off Fatigue. Free Action: Switch to Grapple Line in Array Move Action: Swing after Mess and Jack on the roof. Assuming he can make the distance in one move action, Standard Action: Delaying for a Combined Attack! (Power(-5 Atk/+5 DC) Attack Jack (DC24): 1d20+15 26)
  13. Player Away Thread

    Getting over a stomach bug. Will be back to posting tomorrow.
  14. Shaking the Branches (IC)

    "Don't forget the butt. I didn't spend an hour today doing barbell hip thrusts to not get at least one compliment." Foreshadow spat backed at Malcolm. Seemingly unconcerned with the threat the pair posed. For a moment, he felt too comfortable. Distracted from the very real fact that they were an ever-present distraction from finally getting his hands on his precognitive foe. Foreshadow chased after Jack upon seeing him rush for Mess. The pair seemed all too happy to gang up two on one. It was a sound choice, if not a bit too dismissive to the fact that technically they quartet of heroes outnumbered them. Bloody Mess appeared to be the most threatening one in the area. Able to hurt them with his fists alone. Which meant they'd have less trouble giving Foreshadow his own share of broken bones when they ganged up on him. No sooner had Jack's fist completely missed Mess than Foreshadow had caught up with the pair and swung. The moment his staff made contact with Jack's stomach and Foreshadow's own shoulder he would swing back and strike against the other side of his abdomen to no avail. Well not for nothing, but why can everyone I fight either lift a car or carries enough ammo to make a small militia jealous? These guys definitely work in concert. Super-strong, durable, punches are thrown solidly enough to be a potential threat. Anything else we need to know Mess? Aside from why they seem to really hate you.
  15. 3 Slots, 3 working Concepts

    I actually have the slots for all three Ari!