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Saithor

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Posts posted by Saithor

  1. Gauss grunted as the larger man tackled him and took him backwards back through a train car. At least it had the effect of helping to clear his shaky vision. He ignored the pain he was feeling. He had fought in a war, the war, the Great War! Only beat out by the following one because of the little rat Adofl Hitler! He was not going to fall to a man in an armored suit when head fought at least a dozen british and french metas!  Gauss switched powers, translating the kinetic energy he was building into a blast into something else, a glove of pure kinetic force. He yelled "You think you're an ubermensch in your fancy armor? Your nothing more than a boy playing with toys designed by actual warriors! And I will crush you!" The words, followed by a threatening upper right feint caused the armroed man to block in the wrong direction, and Gauss slammed his left hand into the armored man's chest. Armored plates cracked from the force as the man was sent flying back towards where he had come from.

  2. Going to use that HP to shake off Fatigued, then

     

    Move Action: Quick Startle 1d20+9=28

    Free Action: Switch to Strike and Impervious Toughness AP.

    Standard Action: Strike, 1d20+10=28, it Has penetrating Pentrating 2, Knockback 3, Improved Critical 2, and Mighty. DC 25 Toughness test, and I also believes that it crits as well, so DC 30.

     

    Will wait for confirmation I did not mess up again before posting.

  3. Gunter grunted as the shot hit him, and combined with the overexertion he had tried just a few moments before, left him starry-eyed and unable to tell where anybody was. He bulled his way trhough it, forcing the blurry vision away long enough to take aim at one of the power-suited men again, but yet again the blast of kinetic force missed it's intended target, and Gunter cursed as he took cover yet again.

  4. Gauss was too slow in this instance, as smoke started filling the the back fo the train car. Then the top of the train car started to get ripped off, and he spotted what were similiar to prototype designs for powered armor suits the Bunswehr had been devoloping during World War 1, except these were obviously of modern design. Acting out of instinct, Gauss outstretched a hand towards one of the armored men, and fired off a blast of kinetic force at him. The around sledgehammer sized bundle of kinetic energy failed to even damage or push back the armored man. He hurridly fired off a second blast while moving to take cover behind some train seats, but this time the kinetic force didn't even connect at all, the bundle missing his intended target completely.

  5. Just going to blast one of the power-armored thugs, one of the ones who are trying to tear off the roof, will take an automatic ten if he/she's a minion, here's my roll if not 1d20+10=25. That's a DC 25 toughness test with Piercing 4 ad Knockback 6. Move action will be to take cover. Then Extra Effort for another Standard action to Blast another Power-armored thug, take ten if possible, if not 1d20+10=12. I'll wait for confirmation that this is good before posting IC.

  6. Okay, Will Save 1d20+8=27 Yeah Gunther is not getting fooled at all. 

     

    He will also take a 10 for his attack rolls, and so that is a DC 25 Toughness check for each with Penetrating 4 and Knockback 6

     

    I'm assuming Blast is an AOE effect? Interestingly enough the book does't say. Will get an IC up soon.

     

    Clarify

    Move Action: Get in Cover

    Standard Action: Kineticaly smash Thug

    Free Action: Curse in German? And use Extra effort to create a Damage 10 with Extras: Area with Power Feats: Knockback 6

  7. Guter cursed inside his head as he saw the three men entered he back and front of the car. He recognized the firearms under their coats, he had fought in a war, it wasn't going to be as easy to hide firearms from him as it would be for others. Them, plus the sped-by stop, smelled of a hijacking. There were to many of him to take down in a close-quarters brawl, so he started reapplying the built-up kinetic forces, focusing them into an explosive force that he project instead. Hopefully if he aimed right he could catch one entire group by himself. How he would handle the second he didn't know yet. He noted the man who seemed to be subtly urging the family to leave. Possible ally? He'd find out soon enough.

  8. Gunter Raddick was quietly reading a newspaper when the disturbance happened. He lowered the newspaper to quietly observe a nervous-looking woman get on-board the train, and then the conductor not even bothering to check for a pass. He sighed, folded the newspaper up, and got ready for the worst. Maybe if he was anywhere else in the world the act could be innocent and unlikely to be dangerous, but barely a month in Freedom City had taught him that the place attracted weirdness and idiots trying crime on a more than daily basis. He could always try the direct route, if needed. At the very least get close enough to throw any troublemakers off the train if necessary.

     

    He got up and started walking towards where the woman was sitting. As much as he preferred his old uniform, subtlety demanded something else, hence a suit. As he walked toward the woman, he noticed another person getting up, a tall man who was at least a head taller than Guter get up and walk towards her as well. He started reaching for his powers, starting to build kinetic energy in his hands, which were still in his pocket.

  9. Yep, he does, Gunter Raddick. He's not real open about his identity, offically he's jsut a major in the german army, whose files don't show him as a meta, but anybody who has a good knolwedge of World War 1 miht be able to connect the dots.

  10. Player Name: Saithor

    Character Name: Gauss

    Power Level:10 (150/150PP)

    Trade-Offs:"None"

    Unspent Power Points: 0

    Progress To Bronze Status: 0/30

    In Brief: World War 1 German Kineticist time-traveled to modern times, Is on detached duty to US, wants to help due to Nephew being Nazi Meta..

    Residence: Regular Apartment, paid for out of his pay as a german army Major.

    Base of Operations:

    Catchphrase: “Target Spotted, Target Gone”

    Alternate Identity: Field Artillery Major Günter Raddick

    Identity: Günter Raddick

    Birthplace: Dresden

    Occupation: German Army Major

    Affiliations: None at the moment

    Family: Günter has decided to not pursue meeting any descendants he has unless they approach him first, not wanting to burden them. However, if any of them approach him, he’s more than happy to set them, and may have to, as his nephews possession of meta-abilities suggest that some things may run in the family. 

    Description:

    Age: 27 (DoB: August 11, 1890)

    Apparent Age: Late-Twenties,
    Gender: Male

    Ethnicity: Caucasian

    Height: 5’10”

    Weight: 120 lbs

    Eyes: Green

    Hair: Black

     

    Gunther Raddick is of medium build, really nothing very noticeable about his appearance out-of-costume, hence why the propaganda machine always preferred him in his uniform.

     

    Gunther wears an updated version of his old World War 1 Uniform and Gas Mask.

     

    Power Descriptions:

    Günter’s powers work of invisible created force, so they are unseeable to all people.

     

    History:

    Günter Raddick started his career as a meta right before World War1 started, where he immediately volunteered for the German army. He was immediately put to work countering enemy metas and also destroying enemy fortifications. It was during a fight in 1917 against a pair of British Metas that the incident occurred, Günter fell unconscious and woke up in Freedom City during modern times.

     

    After an unfortunate incident that resulted in broken bones for both Günter and a couple of Freedom City Superheroes, Günter was sent home to Germany, where he was quickly reeducated on modern times and what had happened, and was horrified to find out what his young nephew Hans, ashamed of Günter’s disappearance, which had been labeled as desertion, had joined the SS after manifesting his own Meta powers, and was responsible for dozens of allied soldier deaths and five American superheroes. A year after, after being reaccepted back into the military, Günter volunteered for a goodwill mission to send a German Superhero to aid those in Freedom City, partially because he wanted to find out what had caused his time jump, and partially to make up for the actions of his nephew. 

    Personality & Motivation:

    Günter is a professional solider, working hard and pushing his way through life with an almost single-minded determination. He’s friendly enough, but not overtly so, preferring quiet after the near constant bombardment of the war, and also still feeling unsettled after his recent time shift. 

    Powers & Tactics:

    Günter’s powers work off of the creation of repelling kinetic forces through in-born ability. He can sue them passively as a force-field, or actively to generate these forces. He has used them to smash objects, leap long distances, increase his sped and the force of his blows, slow his momentum, snare people, repeal bullets, and etc. He cannot attract objects at all.

    Complications:

    Old Shame: Günter is trying to make up for the evils that his nephew did in World War 2, including his role in the concentration camps, something which sickens Günter.

    Unforgiving: Günter is not a forgiving man, and he was forged in a lethal battlefield. While he accepts the no killing rules of most superheroes as his own, he sometimes forgets in the heat of the moment.

    Bad Reputation: Günter’s reputation in America is stained by the actions of his nephew, who killed several American Superheroes.

    Enemy: Günter hates the Nazi’s, and will pursue any means to stamp out any resurgence of the group.

     

    Abilities: 4 + 6 + 4 + 4 + 4+ 2 = 24PP

    Strength: 14 (+2)

    Dexterity: 16 (+3)

    Constitution: 14 (+2)

    Intelligence: 14 (+2)

    Wisdom: 14 (+2)

    Charisma: 12 (+1)

     

     

    Combat: 12 + 12 = 24PP

    Initiative: +8

    Attack: +6 Melee, +6 Ranged (+10 Momentum)

    Grapple: +8

    Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

    Knockback: -10/-5/-1

     

     

    Saving Throws: 5 + 5 + 6 = 16PP

    Toughness: +10 (+2 Con, +8 [Forcefield])

    Fortitude: +7 (+2 Con, +5)

    Reflex: +8 (+3 Dex, +5)

    Will: +8 (+2 Wis, +6)

     

     

    Skills: 64R = 16PP

    Concentration 8 (+10)

    Knowledge (History) 4 (+6) (Complication: After 1917, everything is fuzzy)

    Knowledge (Physical Sciences) 8 (+10)

    Knowledge (Tactics) 8 (+10)

    Language (English, German, French)

    Intimidate 8 (+9)

    Notice 8 (+10)

    Sense Motive 8 (+10)

    Stealth 6 (+9)

    Diplomacy 4 (+5)

     

     

     

    Feats: 14PP

    All-Out Attack

    Challenge (Quick Startle)

    Dodge Bonus 4

    Evasion 2

    Improved Initiative

    Move-By Action

    Power Attack

    Skill Mastery (Intimidate, Notice, Knowledge (Tactics), Sense Motive)

    Startle

    Uncanny Dodge (Sight)

     

     

    Powers: 8 + 4 + 38+ 2 + 5 = 56 PP

     

    Force Field 8 [8 PP]

     

    Leaping 4 (Running Long Jump 300 ft., Standing Long Jump 150 ft., High Jump 60 ft.) [4 PP]

     

    Momentum, 30 PP Array (Power Feats: Accurate 2, Alternate Power 4, Subtle 2) [38 PP]

     

        •    Base: Adds Impervious Toughness 10 [10 PP] and Reflective (all physical) [20 PP] to Force Field

        •    Alternate Power: Snare 10 (Extras: Backlash) [30 PP]

        •    Alternate Power: Impervious Toughness 10 [10 PP] + Speed 4 (100 MPH, 1000 ft./round) [4 PP] + Strike 8 (Extras: Penetrating 2; Power Feats: Knockback 3, Mighty, Improved Critical 2) [16 PP] 

        •    Alternate Power: Blast 10 (Extras: Penetrating 4, Power Feats: Knockback 6)

        •    Alternate Power: Move Object 10 (Extras: Range [Perception], Area Burst; Flaws: Limited to Repulsion) [30 PP]

     

    Super-Movement 1 (Slow Fall) [2 PP]

     

    Super-Senses 4 Ranged [2] Extended (-1 per 100') Tactile Sense, Danger Sense [1] [4 PP]

     

    Drawbacks: 0PP

     

     

    DC Block

    Name             Range      Save                        Effect

    Kinetic Blast    Ranged     DC 25 Toughness (Staged)    Damage

    Kinetic Trap       Ranged     DC 20 Reflex (Staged)     Ensnared

    Blasting Punch   Touch      DC 25 Toughness (Staged)    Damage 

     

    Totals: Abilities (24) + Combat (24) + Saving Throws (16) + Skills (16) + Feats (14) + Powers (56) - Drawbacks (0) = 150/150 Power Points

     

     
  11. Just joined, and since I was introduced to this game via the third edition, I just have a quick question, why is the game doing 2nd over 3rd instead? Not saying that it being 2nd edition is bad, just curious as to why, as all of the characters I have built are 3rd.

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