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souffle_girl

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Everything posted by souffle_girl

  1. Is anyone here playing Marvel Heroes? I recently found the game and I really like it...
  2. Tougness save: 3+10=13 Staggered and Stunned. Argh. Guess I'll spend a HP to reroll. Rerolled: 3+10=13, +10 because the reroll was a 3, total of 23. Bruised. Regeneration check for Bruised: 9+8=17 Yay! 'tis but a scratch! OK, Nano will attack Antibody 1 with her TK blast at DC 25, using Defensive Attack to get -2 attack/ +2 defense. 11+8=19
  3. Mechanized was starting to feel tired, bet she couldn't let it get to her. Not when they were so close to victory! "Time to end this!" she screamed, and launched herself at the last standing drone. A punch in the chest, and the monster went down lie a rag doll under the force of Emily's armored fist. "There. Someone else wants a fight?" Emily scanned the room for more antibodies, then gave a hard stare at the pirates to see if any of them was going to try anything. She walked over to Memorial, and offered her a hand. "Everything alright, Mem?"
  4. Time to get rid of this last guy. I'm spending Mechanized's last HP to add 10 to my to hit roll if it's 10 or less, and attack the antibody in melee with my base attack bonus and DC 1d20+9 = 10 Good thing I spent that hero point! Total is 20. But I'm not sure it's enough...
  5. Emily didn't expect such a direct attack, and she was still aiming her next shot when the mechanical monster jumped at her. Wicked metal claws found an opening in her armor and dug deep, sparks flying and alarms bleeping, before Mechanized's armored fist fell on the attacker like a hammer, tearing it away. The creature, however, immediately stood up, undamaged. "Ugh. I actually felt that. So you can fight, after all! Computer, reroute power to melee systems. Come on, try again now, you cheap Borg rip-off!" she called, readying herself for the next attack.
  6. Diane staggered before the psychic attack of the drones, completely unprepared to the sheer force of it, but when she was about to break she felt the willpower of her companions reinforcing her own, and she pulled herself out of the vision. "My mind... Is mine!" she screamed in anger, and the hidden compartments in her forearms clacked open, techno-organic tentacles surging forward to bind the metallic monster in deadly spires. "I'm OK... I'm tougher than I look," she told the huge Grue woman.
  7. Not sure what happened to the antibody Nano was grappling with. Are they still grappling?
  8. Mechanized's save: 18 That's a bruise and dazed, right? If she's dazed, I spend a HP to recover, then she punches the antibody in the face. As usual, take 10 with Accurate Attack, +2 Attack / -2 DC.
  9. I think I'll pass on it, considering I'm up against PL12 enemies...
  10. Mechanized (1) >Incursion: Opportunists and Opposition (1) Nano Angel (2) >Incursion: Mind over Matter (2)
  11. I'm used with my pen and paper DM, who rules that a natural 1 is a critical failure...
  12. Nano recovers from Bruised then grabs the closest enemy with all her tentacle-probes. 1d20+18=19 and sucks horribly at it. But I guess it's OK as long as they keep hitting the regenerator.
  13. Which prompts me to ask: are we going to make Corona, Memorial and Mechanized into an official team after incursion? OT, I know.
  14. As another possibility, one of the people Nano is teaming up for Incursion can refer her to the team when word gets out that they need a psionic expert.
  15. Just to know, I get two Fort saves, one for Dazed and one for Bruised, both at DC 27? And I can spend a HP to shrug off the Dazed effect?
  16. Nano is associated to AEGIS. if you like the idea, we can be the Avenger to AEGIS S.H.I.E.L.D.
  17. Diane felt the world shift around her, and suddenly she had the distinct feeling she was no longer exactly there. She had projected her consciousness through wireless connections before; this vaguely reminded her of that, but without the the reassuring feeling of digital data flowing around her in perfectly ordained ones and zeroes. Instead, everything was vibrant and thrumming with the power of all the minds surrounding her. But as powerful and vibrant their minds were, they paled before the thing that now loomed in the sky. Whatever it was, she had no doubts left that it wasn't of this world. Diane swallowed her fear and shot upwards, following her companions, as the alien intellect's defenders flow down to meet them. As soon as she was in range, Diane focused all her telekinetic power in a single blast, aiming it at the closest attacker. However, it nimbly evaded her strike.
  18. That guns don't have flair, I'm not that sure, but I understand your point. what I'm trying to achieve here is someone walking the line between vigilante and hero but still mostly a hero, just with a dark background. I was thinking about people like Domino here. And there's plenty of heroes using guns out there and still coming up as good guys. Star Lord and Rocket, for example, are definitely a bit crazy but they don't end up killing people in the movie. Also, Allison is more than capable to subdue someone without her guns, reserving them for "hard" targets. Why not other weapons? because when you have to fight a brick you need punch and it's not likely they'll get injured by guns. but I'll think about it.
  19. ...in that it's too Iron Age or in that she's going to be beaten to a pulp?
  20. OK, here's a build I've been tinkering with but it's tricky. It's a PL7 four armed girl with Matrix-style Gun-Fu. Meet... The Gunslinger Player Name: Souffle_Girl Character Name: The Gunslinger Power Level: 7 (105/105PP) In Brief: Four-armed reformed villainess with an unusual gun-fu combat style. Catchphrase: "You think I'll go easy on you because I'm a hero? Think again, I'm no hero." Alternate Identity: Allison Rodriguez Identity: Public Birthplace: Occupation: Security systems consultant. Description: Age: 26 Gender: female Ethnicity: Caucasian (Mediterranean) Height: 170 cm Weight: 71 Kg Hair: Dark brown. Eyes: Brown Allison is a young and fit woman with a perpetual sneer on her face. She prefers practical clothes, and in action she wears a comfortable but sturdy lightweight armor, all in black. Hewr most unusual feature are her two extra arms. Power Descriptions: The Gunslinger's only superhuman trait is the couple of addition arms that grow out of her shoulders. Each of her four arms is fully functional and she can move them independently. Her mutation also enhanced her coordination somewhat, adding to her legendary combat skills and leaving her with no specific dominant hand. Everything else is hard earned training. Allison exercises regularly following a strict regimen and keeps practicing her marksmanship and hand to hand combat skills. History: Allison Rodriguez was born in 1988 in a small town, the only child of a family of Spanish descent. Her early life was pretty uneventful; she was a fairly sociable kid, good at sports and a bit of a tomboy. She started studying martial arts in her early teens, and even managed to compete at State level when she was 15. At 16, her life changed completely when her genes betrayed her. She was a mutant, and when her powers took hold she started growing two additional arms. The process was fairly painful, and took a couple of weeks to complete. Of course, the news flied in town, getting to the ears of a local anti-mutant militant group. One night, six armed men stormed Allison's home, looking for "the freak". When her father tried to grab his hunting rifle, he was simply shot and when Allison's mom threw herself at the men to buy time for her to run, she was beaten mercilessly. The girl however managed to recognize one of the aggressors - and he was the town's Sheriff himself! Allison ran from home. Unable to turn to the authorities for fear that they'd betray her, and not knowing the fate of her mother, she grabbed a bus to Freedom, joining the many homeless kids of the big city. Quickly, her desperation put her on the way to crime. It was just small thefts at first, a bag here and a wallet there, and by the time she was 20 Allison found herself a full time thief, living mainly off burglaries. She had her share of run-ins with superheroes, but she always managed to get away with as little violence as necessary - only using her guns against the hardiest targets. Hoping to make more money, she fell in with a gang of other metas. Together, they decided to scale up their "jobs" and assaulted a bank. The heist was a complete failure. They never even made it to the vault before the cops jumped them. One of the gang members panicked, and the situation turned into a bloodbath, with a dead cop and three injured ones, while the gang member was killed. The rest of the gang made a rough escape, just barely. That night, Allison couldn't sleep. Stealing had been something she used to do out of desperation and necessity, but she had always despised killing and was horrified to now be an accomplice to murder. Knowing that such a thing might, and probably would, happen again, she decided she couldn't just stand by. The next day, she marched into the local police station and turned herself over. Allison's help was crucial to find and capture the rest of her gang; in the trial that followed the judge took this into account along with the fact she had never injured or killed anyone personally and sentenced her to five years of jail time. As her sentence drew to an end, Allison started growing restless. She didn't know what she would do once she was free again, but she had learned her lesson and she wasn't going to turn to crime again, but she knew it would be very hard for her to live a normal life. So, she considered her skills and decided to keep fighting - just on the other side of the fence. Personality & Motivation: Powers & Tactics: Character Sheet Tradeoffs: +1 Def/ -1 Tou; +4 Attack / -4 DC (unarmed; machine pistol); +3 Attack / -3 DC (heavy pistol) Abilities: 6 + 4 + 4 + 0 + 0 + 0 = 14PP Strength: 16 (+3) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 10 (0) Wisdom: 10 (0) Charisma: 10 (0) Combat: 10 + 4 = 16PP Initiative: +6 (+2 Dex, +4 Improved Initiative) Attack: Unarmed +11 (+5 Base, +6 Attack Specialization); Ranged +10 (+5 Base, +5 Attack Focus) Grapple: +8 Defense: +8 (+3 base, +5 Dodge Focus) Knockback: -1 Saving Throws: 4 + 5 + 6 = 15PP Toughness: +6 (+2 Con, +4 Tactical Vest); +6 flat-footed Fortitude: +6 (+2 Con, +4 Base) Reflex: +7 (+2 Dex, +5 Base) Will: +6 (0 Wis, +6 Base) Skills: 104R = 26PP Acrobatics 8 (+10) Bluff 10 (+10) Climb 12 (+15) Diplomacy 5 (+5) Disable Device 10 (+10) Drive 3 (+5) Gather Information 10 (+10) Intimidate 5 (+5) Investigate 4 (+4) Notice 10 (+10) Search 5 (+5) Sense Motive 4 (+4) Sleight of Hand 5 (+5) Stealth 8 (+10) Survival 5 (+5) Swim 2 (+5) Feats: 30 PP Ambidexterity Attack Focus (Ranged) 5 Attack Specialization (Unarmed) 3 Defensive Attack Dodge Focus 5 Equipment 7 Evasion Improved Block Improved Grapple -> Free for extra arms Improved Initiative Instant Up Power Attack Precise Shot Quick Draw Uncanny Dodge (Hearing) Powers: 2 = 2 PP Additional Limbs 2 (Extra Arms, biological, mutant) [2PP] Equipment: Binoculars 1 ep Commlink 1 ep Heavy Pistol 8 ep Lock Release Gun 1 ep Machine Pistol w/laser sight 9+1 ep Tactical Vest 4 ep Motorcycle Drawbacks: 0 Totals: Abilities (14) + Combat (16) + Saving Throws (15) + Skills (26) + Feats (30) + Powers (2) = 103/105 Power Points DC Block: Unarmed: +11, DC 18 Machine Pistol: Damage 3 (Extras: Autofire, Range [Ranged]) +11 DC 18. Heavy Pistol: Damage 4 (Extras: Range [Ranged]) +10 DC 19 I'm still floating 2 points, and there's a lot of stuff I'm considering: - 10 points of equipment, including better break & enter gear - Luck 1 - More guns. I originally envisioned her wielding dual machine pistols, but that gives no benefit except having a spare gun. - A utility belt of some sort The main weakness of this build is the low damage output, I'll be using Power Attack most of the time. Thoughts?
  21. When should I check for Regeneration? Now or at the start of my next turn?
  22. One chewed up Diane coming! 1d20+10=18
  23. Mechanized can definitely work in this campaign. She's rich enough that being away for a while doesn't matter, and her dad's company is likely spread in Europe too, so while she can get logistical support, there's always the chance the local warehouse or office doesn't have really everything she needs. The main problem would be involving her, giving her a real reason to take part to the adventure. Also, she's currently involved in Incursion so she wouldn't be available until after that.
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