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Amelia

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Posts posted by Amelia

  1. Persephone

     

    Quote

    "<Couldn't sleep.  Ended up here just in time for the excitement.>"

     

    "Sorry, Dear, I can't imagine this will help any with that."

     

    Quote

    <”Also so we don’t have any embarrassment later I speak decent Spanish, as you can obviously tell, and Romanian it a weird story of a great drinking partner.”>

     

    "<¿You do? ¡That's great! I did French in school, but I realized I needed to pick up Spanish when I found out a third of my patients speak it as their native language.>"

     

    Quote

    The corpse would found in the early hours out in Oldcorne, unsurprisingly it was quickly moved to here.”

     

    "Oldcorne. Not far from my old stompin' grounds. No wonder they'd haul tail outta there lickity-split. Easton's unofficial motto may be 'Not In My Backyard', but Oldcorne's is 'Not In My Backyard, Or My Front Yard, Or Anywhere On My Block'. And Valentine's Day weekend? I'd bet a week's salary someone's gettin' married at Sterling Manor tomorrow, and they probably don't want any crime scene tape in the weddin' album. But now I'm startin' to wonder just how old some of the 'old money' is out in that neck of the woods."

     

  2. Persephone

     

    Camellia chuckled and averted her gaze for a moment. "I guess I can't blame you for pumping the brakes a little. Nobody ever accused me of taking things slow, that's for sure. And I know I can be a bit much when I turn my full attention on something." She closed her eyes and smiled, almost mischievously. Then she slid her chair closer to Marcus and looked up at him again. Her smile faded, and her eyes drilled into his. Her hand gripped his a little more tightly, and her other hand reached up to half-cup, half-stroke his cheek. "I know what it's like to be surrounded by people who all only want one thing from you. Even if you want the same thing, after a while it can still tear you up inside, leave you so outta kilter you start second-guessing everything you thought you knew about yourself." Her hand withdrew from Marcus's face to rest on the table between them. "But you need to pick up what I'm puttin' down here: If I wanted to be rich and famous, I wouldn't need Cheval to make it happen. I'm already trying hard enough to get out from under my family's money to want to start going after yours. If I'd wanted to be a kept woman, then I'd be fishing for gentlemen at the yacht club, or in one of the hotel bars on High Street. I'd ask my brother to set me up with one of his fellow executives at V.P. And Persephone has already politely declined SEVERAL endorsement offers. These days, she doesn't have much trouble getting onto the front page, at least not in this town. If I wanted the same for Camellia, I could do it with a single phone call, with one selfie posted to the right social media account. I'm not INTERESTED in Cheval." She broke off all physical contact with Marcus, pushed her chair away from the table, and rose to her feet. Then she turned back to him, and the smile crept back onto her face as she held her hand out to him. "I want the knight, not his armor or his horse or his castle."

     

    She led him a short distance into the main hallway of the house, then turned around and suddenly slammed her own back against the wall, simultaneously grabbing his shirt to pull him toward her. Her arms reached over his shoulders to wrap around the back of his neck as her lips rose to meet his. She kissed him softly but passionately for a few moments, then whispered into his ear. "And right now, Darlin', I'm interested in seeing what the knight looks like without his armor on."

     

  3. Dirge

     

    Quote

    <"It is rude to talk about someone who cannot understand.">

     

    Dirge snorted. "Nonsense. The dogs you Lor keep as pets cannot understand your words, but no one would call you 'rude' while speaking of them in their presence, just as they would not call the dog 'rude' for voiding its bladder upon the floor while you did so. It is the same with Terrans, and other lesser races." The blue-furred giant laughed. "Let me know if this one performs some trick worthy of amusement, and I will run to the mess hall to fetch it a treat!"

     

    As he leaned back in his restored chair, the Fryxian's gaze drifted to the tetrahedral ship floating on the main viewscreen. He silently fantasized about the glorious doom he hoped might await him in the halls of the Stigmata. Perhaps a swarm of ferocious alien beasts have taken up residence in the ship, and the only way to destroy them before they land on an inhabited world it is for one of us to stay behind and manually overload the reactor core...Or mayhap the warp drive will malfunction, and straining my powers to the point of my death will be the only way to contain its power and prevent it from creating a black hole that would consume this entire sector...

     

  4. @Tiffany Korta Betsy's Impervious 10 is just one point lower than what she would need to ignore the damage from the unsecured cargo sliding randomly around the ship, so she still needs to make the DC20 Reflex save (and if she fails, the DC25 Toughness save) once she's aboard. (We're talking multi-ton pallets and containers here.)

     

    As far as getting onto the ship in the first place, she has two options: Through the breach at the water line (before Cheval closes it), or on the upper deck.

     

    The upper deck is at least 50 feet above the water line, so if she wants to enter the ship that way, then she needs to climb up the side (DC20), or power stunt a movement power.

     

    If instead she wants to bring her boat alongside the hull breach and jump through before Cheval closes it, then her 10 feet of standing long jump should just about do it, but she'll need to make a DC15 Reflex save to avoid the molten metal around the rim and dripping down from the top of the rim. If she fails, then she needs to save against the same rank 10 Corrosion effect as Cheval.

     

    Once she's on board, go ahead and make a DC20 Strength+Super-Strength check. Success means she cleared enough debris to free one trapped/pinned person. Every 5 points over is another one freed.

     

  5. @angrydurf Short answer: That works, kind of.

     

    Of the 30 crew members, I'm going to say...7 are currently wounded.

     

    You're correct that the Stabilize power feat specifically exists to relieve you from having to make a power check to stabilize someone, so don't worry about making a check at all, or burning any Hero Points. That general mechanic I outlined above is a tool, not a straitjacket.

     

    Sagrado Corazon is welcome to take the empty spot on Persephone's platform, and I'm willing to have her spend her "round" using her Move Object effect to collect and consolidate the wounded.

     

    Persephone's power check is 25, so she can move 3 wounded people over to Sagrado Corazon's treatment area. That "treatment area" should probably be the very small amount of empty space on the boats that Betsy and Woodsman commandeered, because the Elizabeth Dane is currently leaning at a significant angle and still has unsecured cargo air-hockeying around both the upper deck and the cargo bay.

     

    So that's 3 of the wounded stabilized, 4 still untreated.

     

    I'm also going to say that those 3 were the ones in the water or otherwise easily accessible, and the other 4 are currently trapped or cut off by debris.

     

    @RocketLord Cheval succeeds in closing the hull breach. The Elizabeth Dane is still tilted, but it's no longer in imminent danger of sinking to the bottom of the bay.

    Also, I'm going to retcon that Damage 10 effect from the molten metal into Corrosion 10 instead.

    So have him make a DC20 Fortitude save against Drain Toughness 10. Since his Toughness is Impervious, if he fails the save, the Drain has to drain Impervious ranks as well as Toughness ranks, so he'll effectively only suffer half the usual Drain.

    If he fails the Drain save, and loses enough Impervious, then have him make the DC25 Toughness save as well.

    If Cheval fails the Drain save by even one point, then he gets a Hero Point for the setback.

     

    @Tiffany Korta What's Betsy going to do with her time?

     

  6. Octoman

     

    Quote

    "You know we're going into a complete unknown here, right?"

     

    "Dude, THE UNKNOWN is where I LIVE! BRING. IT. ON! Seriously, Man, that whole 'Look before ya leap' gimmick, it's OVERRATED. Study, train, practice, SURE, but when it comes time ta put fist ta face and foot ta ass, when you're IN THE MOMENT, ya gotta just let INSTINCT take over. Ya already know whatcha gotta do before ya do it, and standin' around thinkin' about it isn't gonna make ya do it any better. It's just gonna make ya SECOND-GUESS everything and PSYCH yourself OUT. That's why Tinder's so popular." Octoman yelled, throwing his hands up, then stage-whispered and motioned with one hand like he was sweeping a bunch of dishes off of a table. "DON'T THINK! Just swipe."

     

    Quote

    "So, where do you think he's keeping the rest of them?"

     

    "This guy's OLD SCHOOL. That means death-traps, puzzles, giant props, THE WORKS. Even if we DID jump the rails and do a major sequence-break, there's NO WAY the hostages are just sittin' in a dungeon playin' Go Fish. They gotta be, like, in a cage hangin' over a pit of acid, or tied to the strings of a giant piano, so if you play the wrong note they get crushed under the hammers, some wacky crap like that."

     

  7. Dirge

     

    Quote

    <"The Doktor, based on observations, is a hyper-intellect for his species. He might make observations that pass by even me. Even if not, having an extra person to bounce ideas off of is useful in its own right.">

     

    "<OFTEN I have heard the lesser races CLAIM that they COMPENSATE for their FRAILTY with CUNNING. MOST of the time, in MY experience, they merely survive on LUCK. But this HAIRLESS BRANCH-SWINGER now INTRIGUES me, if ONLY because he has ALREADY inspired HUMILITY enough to temper even YOUR grand boasts.>"

     

    Quote

    "<Any chance you could put that chair back where it was? You're going to need to buckle in as we enter its gravity well, weak as it is.>"

     

    The woolly warrior snorted as he accompanied Starlok back to the bridge of the Pale Rider. "<At ANY moment I could fuse my feet where they stand with an electromagnetic charge SO POWERFUL that GRAVITY or ANY OTHER FORCE would REND THIS SHIP ASUNDER before I budged A SINGLE MICRON. With the PRESS of a BUTTON, the generator in my belt buckle can create an environmental force field strong enough to spare me even MILD DISCOMFORT whether I float through THE VACUUM OF SPACE or swim under THE CRUSHING DEPTHS OF A GAS GIANT. Still, I suppose it is wise to avoid draining the battery without necessity. And as for your PROPERTY...>" He hoisted the coiled chain from his torso and tossed it toward its former resting place. The links melted together into a blob again during their flight, and as they touched down they took their original shape, down to the smallest detail. The chair was completely restored. "<It would violate every code of sacred hospitality in the galaxy for me to deprive you of it once your defense no longer took priority. A TRUE Fryxian would rather DIE than DISHONOR himself so.>"

     

  8. No, with the range on a crossbow, he doesn't need to save against the fire.

    He beat the base DC15 by 9, so yes, he can put the fire out in both the cargo bay and the water on that side of the ship.

    So now no one else in those locations has to make any saves against the fire either.

     

  9. Octoman

    Free Actions: He maintains his Sustained effects (Additional Limbs, Elongation, Morph).

    Free Action: He maintains the grapple, and also applies a Chokehold.

    Reaction: He burns a Hero Point for Heroic Feat, to pick up Distract (Bluff).

    Standard Action: He attempts to Distract Gabe.

    Bluff check: 30 (He takes 10 with Skill Mastery).

    That's opposed by Gabe's Bluff, Sense Motive, or Will save, whichever is higher.

    If Gabe loses, then he's Dazed for one round.

    Move Action: I got nuthin'.

     

  10. Octoman

     

    "GOOD SAVE!" Octoman flashed a thumbs-up gesture at Soliton as she pulled the cop out of the toxic gas cloud. "Damn, Man, that was NOT RIGHT!"

     

    Damn, this chick's like a brick wall! I could pound on her all DAY and still not wear her out! WOW, that did NOT sound right! C'mon, you know what I mean, ME! One of Octoman's tentacles slid up around Angela's throat and squeezed. But maybe she still needs to breathe? I hope so. I could really use a break right about now. "That's enough outta YOU! I mean, don't get me wrong, you're TOTALLY right, your boyfriend's a freakin' PSYCHO who really needs to listen to you more. I bet he's like this at home, too, isn't he? Goin' on about how his exes are all 'CRAZY', but HE'S the one with H.R. Giger posters and the human-skin lampshades? Be honest, 'OUR friends' are really YOUR friends who just kinda PUT UP with him, right? Does he even let you hang out with your friends anymore, or does he get all jealous and NEEDY and you're slowly losin' touch with everyone else 'cause it's not worth the passive-aggressive little tantrum he's gonna throw if you leave him alone for even one goddamned afternoon? Freakin' emo sadboys, am I right? They seem all brooding and deep at first, but then you figure out that he doesn't really want a girlfriend, he wants an EX-girlfriend he can write whiny poetry about." While he babbled on, Octoman kept glancing over at Gabe, making sure the homicidal teen was still focused on him.

     

  11. Octoman

    Free Actions: Maintain his Sustained effects (Additional Limbs, Concealment, Morph).

    Move Action: Activate Elongation and stretch out his Additional Limbs.

    Standard Action: Grapple attempt against the mysterious stranger.

    Since he's attacking from concealment, this may be a surprise attack for his target. If it is, then his target loses his dodge bonus and suffers an additional -2 Defense.

    After that, however, the Passive Concealment effect ends.

    He'll Accurate Attack for +2 Attack / -2 Damage, and All-Out Attack for +2 Attack / -2 Defense.

    Attack roll: 16.

    If that hits,

    Grapple check: 51.

     

  12. Octoman

     

    Quote

    "The fear effect should be creating chaos, unlock the enclosures and that should keep them busy while we move in for the one you are after."

     

    DEFINITELY not the janitor, then!

     

    Octoman's tentacles stretched as the coiled up like springs. When he'd built up as much muscular tension as he could, he unleashed them, launching hundreds of feet of tentacle flailing at the mysterious stranger. The effort disrupted his skin's ability to monitor and mimic the light being reflected off of his surroundings, causing him to appear as if someone had cut an Octoman-shaped piece out of a photograph and then clumsily pasted it onto another copy of the same picture.

     

    "Sorry Mister Mad Scientist! No unleashing GIANT MUTATED CARNIVOROUS HYBRID ANIMALS to rampage through the city streets until your demands are met today! Not with THE CRIME-FIGHTING KRAKEN HIMSELF, OCTOMAN on the job! These animals are staying nice and UN-mutated today! EAT TENTACLE! Wait, no, that would probably hurt on my end. These things are actually kinda sensitive. Damn, I should really workshop these catchphrases BEFORE I run into the bad guys. It's like, UNPROFESSIONAL, y'know? Like, GECKOMAN wouldn't be out here slingin' his ROUGH DRAFTS at you. I mean, y'all decided to pull this crap on MY DAY OFF, so it's not like you were gettin' my A-game ANYWAY, but STILL."

     

  13. Dirge

     

    "<As you wish.>" The Fryxian reached out with a meaty blue three-fingered hand, and the floating spikes melted together into an amorphous metallic blob, which reformed itself into a coiled chain. Tendrils of electricity and ripples of heat shimmer surrounded both his arm and the metal throughout the process. The coils slid up over his arm and the massive rack of horns atop his head, resting on his shoulder and across his chest. He slowly lumbered toward the human until he was within arm's reach, then bent down and sniffed. His bright orange eyes with their peculiar rectangular pupils bored into Archeville's as he spoke to Starlok, as though the man he held eye contact with wasn't even in the room. "<He doesn't smell any WORSE than the rest of you hairless apes do. But he doesn't smell BETTER, either. NONE of you have a PROPER MUSK. With no fleece to soak it up, you just let it FLOAT AWAY. It's a wonder how any of you find mates to breed with at all.>" He shook his giant head, then turned back toward Starlok. "<So, what 'AID' does the PUNY APE think he can provide to justify his presence? Or is he merely a CURIOSITY the two of you wish to keep around for ENTERTAINMENT value?>"

     

  14. I'm keeping things vague for the moment when it comes to the rescue and relief efforts. There's lots of stuff to do. There's a big ship that's tipping over, sinking, and on fire. It's full of people who are panicking, injured, and/or trapped.

     

    In the next round of IC posts, feel free to describe your PC assisting in the rescue effort however you prefer. We're not in combat rounds yet; I'm keeping the time interval vague, too. Just pick a task, and make a check with whatever skill, power, or other trait makes sense. Most checks are going to be DC20. See the example list below. For every 5 points you exceed the DC by, you get an increased measure of success.

     

    Aid:

     

    If you want to spend your round helping another PC do their thing, then make a DC10 Aid check with whatever trait makes sense, using the standard mechanic: If you succeed, you give them +2 to their check. For every 10 points you exceed DC10, you give them an additional +1.

     

    Inspire is also an option.

     

    Mechanical notes:

     

    At 50,000 tons, the Elizabeth Dane is a Heavy Load for Strength 110.

    At over 600ft in length, she is HQ Size Level "Huge", which is Character Size Level Awesome +2.

    She has a crew of 30.

     

    Movement:

     

    The side of the ship is smooth metal, slippery from the water, but there broken cables and ropes dangling over the side. Climbing aboard without any movement powers requires a DC20 Climb check.

     

    The water in the bay is "Rough Water", so, without any movement powers, swimming is a DC15 Swim check, or DC20 if you're trying to rescue one of the people who have already gone overboard.

     

    If you want to move from one area of the ship to another without first clearing the debris blocking your path, then you need to make a DC20 Escape check.

     

    Hazards:

     

    Anyone who gets anywhere near the ship needs to make a DC17 Toughness save against lethal fire/heat damage due to the heat radiating off of the burning oil pools, the fire on the lower deck, and the molten metal around the hole in the hull.

    For anyone who enters the water immediately surrounding the ship or the exposed lower deck, the save jumps to DC20.

    For anyone who actually touches the burning metal rim of the hole, the save jumps to DC25.

     

    Anyone who moves onto the top deck of the ship or into the cargo hold below needs to make a DC20 Reflex save to avoid the now-unsecured cargo sliding around and falling down. Anyone who fails needs to make a DC25 Toughness save, nonlethal damage. I'll let Interpose and Deflect work against this as if it were an attack, so you can take the bullet for someone else.

     

    Example Actions:

    • If you want to lift/move debris to clear a passage or free a trapped crew member, make a DC20 check, either Strength + Super-Strength or Move Object (or something else if you can justify it). For every 5 points you exceed DC20 by, you free another person or clear another exit.
    • If you want to try to put out a fire, then make a DC15 check. If you succeed, you put out the fire in one location (the cargo hold, the water on the side of the ship with the hull breach, etc.). For every 5 points you score over DC20, you put the fire out in another location.
    • Multiple people are already injured and even dying. If you want to administer first aid, make a DC15 Medicine skill check. If you succeed, you administer aid sufficient to either stabilize a dying person, who will now survive their eventual trip to the hospital, or you restore mobility to a formerly immobilized person. For every 5 points you score over, you help another person one step.
    • If you're just trying to evacuate people from the ship, with stuff like personal movement powers or Move Object effects, then your check is base DC15 instead, since that's relatively easy. Just remember that you need some place to put them. Success gets one person off the ship, and every 5 points over gets you another person evacuated.
    • If you want to try to repair the hull breach, the power check (Strength + Super-Strength, Move Object, etc.) is DC25.

     

  15. GM

     

    The hull markings identified the sinking, burning bulk carrier ship as the Elizabeth Dane. She was over six-hundred feet long and, fully loaded as she currently was, she weighed in at over fifty-thousand tons. The air around the ship was filled with a suffocating heat. It was surrounded on all sides by a field of burning oil, floating on top of the water around it like black algae. The explosion had punched a hole in the left side of the hull big enough for a person to walk through. The ragged edges of the hole were still burning, so brightly it hurt to look at them. Chunks of molten metal were still dripping off and falling into the water, which boiled around them as they continued to burn while plummeting into the depths of the bay. The explosion might have involved some incendiary substance like magnesium or phosphorous, or it might have been the result of metahuman abilities. But not supernatural ones. Betsy couldn't see any traces of of that. And whatever caused it, it couldn't have been anything the ship was carrying, because it was obvious from the way the metal was bent inward that the explosion came from outside.

     

    Since the hole in the hull sat right on the water line, the Elizabeth Dane was taking on water, and fast. The ship was already tilted to the left. Numerous straps securing the stacks of massive metal shipping containers to the top deck had already snapped in half, sending several containers sliding around the deck and a couple of them into the water. Several pallets and crates, some of them also on fire, had also tumbled out from the lower deck exposed by the hole in the hull, where flames and unsecured cargo continued to run rampant. There were bodies in the water too, some moving, some not, some at the surface and some below. Even above the roars of the ocean and the flames and the grinding of metal on metal, the screams of the crew could be heard. Above decks and below, some men were incapacitated, some were trapped, and others were running around trying to aid them, to prevent more accidents, or to right the ship. Debris and unsecured cargo was now blocking several portals and passages, severely limiting movement around the ship.

     

  16. Persephone

     

    Quote

    "Persephone!" Catching up to her, he couldn't suppress his smile despite the situation, but he stopped himself from giving her the hug he wanted. "Can you get us to the ship?"

     

    The green woman smiled wide when she saw him. "Hey there, Sailor! Climb aboard!" The bed of seaweed that Persephone had summoned up from the depths and woven together into a small makeshift raft swung back around to Cheval, and several braided green tentacles slipped out from it to hoist the massive metal man aboard. There was barely enough room for both people on the raft. Persephone stood in front, each of her hands pulling a seaweed stalk taught. She seemed to be using them to steer. She leaned back, pressing her body against Cheval's. "Grab on, Darlin'. Don't want you falling off and sinking. I imagine we got enough people to fish out of the bay as it is." The seaweed stalks flailed around at the edges of the raft, dragging it across the surface of the bay, like the cilia of a bacterium swimming through its host's bloodstream.

     

  17. Octoman

     

    Quote

    We’re on your side, I’m Miss Grue and we were trying to save the Atlantians and defuse this situation without violence.

     

    "Wait, WHAT?" Ben's skin cells unconsciously released the well-rehearsed combination of pigments that created the Octoman costume as his head jerked around in all directions. "I HEARD that! How did I hear that? I-OHHH, riiight." He aimed double finger-guns at the source of the telepathic transmission as his tentacles loosened their grasp upon her. "Miss GRUE. Sneaky shapeshifter with spooky mind-powers, but, like, the KINDER, GENTLER version. We got one'a you guys at Claremont now. Well, KINDA. It's a whole THING we ain't got time for right now. So, now that you're free, you can help me with the Jello-monster over there, I can't do everything, I only got like twelve hands, OK maybe I can do everything, but seriously that thing's about ta OM-NOM the prisone-WAIT, did you say 'WE'? I mean, you didn't really SAY it, but, like, did you THINK 'We'? Is that thing with YOU?"

     

    As Octoman ran his mouth, his other tentacles continued to squeeze the Deep One guards as he pulled them closer. "So, like, you guys got a plan for THESE losers? 'Cause I figure, they're not goin' nowhere, no need to smack 'em around, I'll just choke 'em 'till they're out. Freaky fish-people gotta breathe too, right?"

     

  18. Dirge

     

    The Fryxian scoffed at the human. "<HAH! He is almost as TINY as YOU. And he doesn't even speak Galstandard. The ape is as PUNY as he is STUPID. How did THIS species ever conquer even ONE planet? And why did you waste the time to learn their tongue in the FIRST place?>" He cocked his massive horned head to the side as he studied the man. "<Strange...The Traveller said these savages were identical to the Lor, to her. Yet there are more metal traces than one would find in the blood of a purely biological entity, and more electrical activity than they have in their muscles and synapses. But also less than what one would observe in a cyborg. He has been ALTERED in some manner. Or he is a SYNTHETIC, though if so, a VERY convincing one.>"

     

    Dirge's fiery eyes stared unbroken at the human. The dozens of metal spikes still floated in the air beside him. "<So, does he offer his ALLEGIANCE in this venture? Or does the hairless ape CHALLENGE your claim to the site? Shall I act as your champion, and SMITE HIS RUIN ACROSS THE STARS?>"

     

  19. Quote

    Since the scans are radio-based, Dirge's Electromagnetic Awareness will pick them up, so he'll know they're being scanned.

     

    Dirge's Awareness is a radio-type sense, but radio waves aren't what it detects. Unless the scan specifically uses magnetism or electricity, which it doesn't sound like it does, he won't have any idea.

     

  20. Doktor'd

     

    Dirge:

     

    1PP to spend.

     

    Please change tradeoffs as follows:

     

    Tradeoffs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness

     

    Changes:

    Spoiler

    -1 Base Attack

    -1 Base Defense

    -1 Reflex

    +4 Intimidation

    +3 Luck

    +3 Electromagnetic Control array

    +0.5 Electromagnetic Movement array

    +1 Force Field

    Dropped Limited Impervious Toughness

    Dropped Direction Sense

    Please copy/paste the following to replace the bottom half of his sheet:

     

     

    ABILITIES 8 + 0 + 14 + 0 + 0 + 0 = 22PP

    Strength: 22 (+6) (Heavy Load: 520 lbs.)

    Dexterity: 10 (+0)

    Constitution: 26 (+8)

    Intelligence: 10 (+0)

    Wisdom: 10 (+0)

    Charisma: 10 (+0)

     

     

    COMBAT 10 + 10 = 20PP

    Initiative: +0 (+0 Dex)

    Attack: +5

    Grapple: +11 (+5 Melee Attack, +6 Str)

    Defense: +5, +3 Flat-Footed

    Knockback Resistance: 7/4

     

     

    SAVING THROWS 0 + 5 + 8 = 13PP

    Toughness: +15/+8 (+8 Con, +7 Force Field)

    Fortitude: +8 (+8 Con, +0PP)

    Reflex: +5 (+0 Dex, +5PP)

    Will: +8 (+0 Wis, +8PP)

     

     

    SKILLS 28R = 7PP

    Climb 0 (+4)

    Concentration 5 (+5)

    Intimidation 4 (+4)

    Knowledge (Galactic Lore) 4 (+4)

    Knowledge (Physical Sciences) 4 (+4)

    Knowledge (Technology) 4 (+4)

    Languages 3 (Galstandard, Fryxian [Native], Lor, Zultasian)

    Perform (Oratory) 4 (+4)

    Swim 0 (+4)

     

     

    FEATS 5PP

    Fearless

    Interpose

    Luck 3

     

     

    POWERS 90PP


    Device 3 (15PP Container [Passive, Permanent]; Flaws: Hard-To-Lose) [12PP] (Descriptors: Environmental Force Field Projector, Technology)

     

    Environment Control 1 (Light [Level 1]; Area: 5ft radius; Extras: Action [Move], Duration [Continuous], Linked [Features, Immunity]; Flaws: Range [Touch]) [2PP] (Descriptors: Environmental Force Field, Technology)

    Features 4 (Environmental Adaptation 4 [High-Gravity, Low-Gravity, Underwater, Zero-Gravity]; Extras: Linked [Environment Control, Immunity]) [4PP]

    Immunity 9 (Life Support; Extras: Duration [Continuous], Linked [Environment Control, Features]; Flaws: Action [Move]) [9PP]

     

    Electromagnetic Control 20 (40PP Array; Feats: Alternate Power 4) [44PP] (Descriptors: Alien, Electromagnetism)

     

    Base Power: [40PP] (Additional Descriptors: Magnetokinesis)

    Move Object 15 (Lifting Strength: 75, Heavy Load: 400 tons; Extras: Damaging [10 ranks], Range [Perception]; Flaws: Limited [Metal]) [40PP]

     

    Alternate Power: [40PP] (Additional Descriptors: Magnetokinesis, "Maximum Effort")

    Move Object 70 (Lifting Strength: 350, Heavy Load: 1.024 billion tons; Extras: Damaging [10 ranks], Range [Perception]; Flaws: Action [Full], Distracting, Limited [Metal]) [40PP]

     

    Alternate Power: [39PP] (Additional Descriptors: Lightning Bolts, or Metal Projectiles and "Human Railgun")

    Blast 15 (Feats: Improved Range 4 [1 3,750ft Range Increment], Indirect 3, Progression [Max Range] 1 [3,750ft], Variable Descriptor [Energy and Electrical, or Physical and either Bludgeoning, Piercing, or Slashing]) [39PP]

     

    Alternate Power: [39PP] (Additional Descriptors: Magnetically-Reinforced Metal Bonds)

    Snare 15 (Feats: Improved Range 4 [1 3,750ft Range Increment], Indirect 3, Progression [Max Range] 1 [3,750ft], Reversible) [39PP]

     

    Alternate Power: [40PP] (Additional Descriptors: Shape Metal)

    Transform 10 (Metal; Mass: 1,000 lbs.; Extras: Duration [Continuous, Lasting], Range [Perception]; Flaws: Action [Full], Distracting) [40PP]

     

    Electromagnetic Movement 2.5 (5PP Array; Feats: Alternate Power) [6PP] (Descriptors: Alien, Electromagnetic Control)

     

    Base Power: [5PP]

    Flight 5 (250MPH, 2,500ft [1/2 mile] per Move Action; Flaws: Platform) [5PP]

     

    Alternate Power: [5PP]

    Super-Movement 5 (Permeate 3 [Full Speed]; Wall-Crawling 2 [Full Speed; Not flat-footed]; Flaws: Limited [Metal]) [5PP]

     

    Force Field 7 (Extras: Linked [Immunity]) [7PP] (Descriptors: Alien, Electromagnetic Control, Personal Magnetic Energy Field)

    Immunity 10 (Metal effects; Extras: Force Field [Free Action, Sustained Duration], Linked [Force Field]; Flaws: Limited [1/2 Effect]) [5PP]

     

    Fryxian Biology 2 (10PP Container [Passive, Permanent]; Feats: Innate) [11PP] (Descriptors: Alien Biology)

     

    Damage 2 (Feats: Mighty) [3PP] (Additional Descriptors: Head Butt, Horns)

     

    Features 1 (Insulating Fur) [1PP]

     

    Growth 2 (+4 Strength, +2 Constitution; Extras: Duration [Continuous]; Flaws: Permanent) [6PP]

     

    Super-Senses 5 (Electromagnetic Awareness [Electricity, Magnetism, and Metal]; Descriptor Frequency: Very Common; Sense Type: Radio, Default: Acute, Radius, Ranged; Extras: Accurate) [5PP] (Descriptors: Alien, Electromagnetic Sense)

     

     

    ATTACK                      RANGE                 SAVING THROW              EFFECT

    Unarmed                     Touch                 DC21 Toughness (Staged)   Damage (Physical)

    Horns                       Touch                 DC23 Toughness (Staged)   Damage (Physical)

    Blast (Lightning Bolt)      Ranged (3,750ft Max)  DC30 Toughness (Staged)   Damage (Energy*)

    Blast (Metal Projectiles)   Ranged (3,750ft Max)  DC30 Toughness (Staged)   Damage (Physical*)

    Magnetokinesis              Perception            Grapple vs +30 (Staged)   Pinned/Bound**

                                Perception            DC25 Toughness (Staged)   Damage (Energy)**

     Thrown Object              Throwing (Str 75)     DC30 Toughness (Staged)   Damage (Physical)

     Maximum Effort             Perception            Grapple vs +140 (Staged)  Pinned/Bound**

                                Perception            DC25 Toughness (Staged)   Damage (Energy)**

     Thrown Object, Max Effort  Throwing (Str 350)    DC30 Toughness (Staged)   Damage (Physical)

    Shape Metal                 Perception            DC20 Fortitude            Transformed

    Snare                       Ranged (3,750ft Max)  DC25 Reflex (Staged)      Entangled/Bound

     

    *Variable Descriptor.

    **Only affects Metal targets.

     

     

    Abilities (22) + Combat (20) + Saving Throws (13) + Skills (7) + Feats (5) + Powers (90) - Drawbacks (0) = 157/157 Power Points

     

  21. Doktor'd

     

    Persephone:

     

    1PP to spend.

     

    Please invest another 1PP into her Regeneration powers.

     

    Please copy and paste the following, replacing both effects:

     

    Regeneration 9 (Recovery Rate: Bruised 3 [No rest], Injured 6 [No rest]) [9PP] (Descriptors: Alien, Plant Body)

     

    Regeneration 4 (Recovery Rate: Staggered 1 [20 minutes], Disabled 2 [1 hour], Resurrection 1 [1 week]; Flaws: Source [Sunlight]; Feats: Regrowth) [3PP] (Descriptors: Alien, Cutting, Plant Body)

     

    Please add the Action extra and Range flaw to her Environment Control (Light) effect.

    Please copy/paste the following version in the place of the current one:

     

    Environment Control 1 (Light [Level 1]; Area: 5ft radius; Extras: Action [Move]; Flaws: Range [Touch]) [1PP] (Descriptors: Alien, Bioluminescence, Plant Body, Shapeshifting)

     

    Please add the Action flaw to her Morph effect, freeing up 1PP.

    Please copy/paste the following version in the place of the current one:

     

    Morph 1 (Broad Group [Humanoids]; Extras: Duration [Continuous]; Flaws: Action [Move], Limited [Plant-People]) [1PP] (Descriptors: Alien, Plant Body, Shapeshifting)

     

    Please use that 1PP to purchase the Contacts feat.

    Please make sure to add "Contacts" in superscript next to the Gather Information skill bonus.

     

    Please add the Feedback flaw to the Create Object and Snare APs in her Plant Control array.

    Please copy/paste the following versions in the place of the existing ones:

     

    Alternate Power: [30PP] (Additional Descriptors: Animate Plants, Plant Growth)

    Create Object 10 (Range: 1,000ft; Volume: 10 cubes; Toughness: 10; Lifting Strength: 50, Heavy Load: 12 tons; Extras: Duration [Continuous]; Flaws: Feedback; Feats: Indirect 3, Progression [Size] 4 [100ft cubes], Selective, Stationary, Subtle) [30PP]

     

    Alternate Power: [19 + 11 = 30PP] (Additional Descriptors: Animate Plants, Grasping Branches/Roots/Vines)

    Snare 10 (Range: 10 100ft Increments, 1,000ft Max; Extras: Linked [Trip]; Flaws: Feedback; Feats: Accurate 3 [+6 Attack], Improved Critical [19-20], Indirect 3, Reversible, Subtle) [19PP]

    Trip 10 (Range: 10 100ft Increments, 1,000ft Max; Extras: Linked [Snare]; Feats: Improved Throw) [11PP]

     

  22. Doktor'd

     

    Octoman:

     

    2PP to spend.

     

    Please invest another 2PP in his Regeneration power.

     

    Please copy and paste the following onto his sheet, replacing the current version:

     

    Regeneration 5 (Recovery 1 [+9]; Recovery Rate: Injured 2 [5 minutes], Disabled 2 [1 hour]; Feats: Regrowth) [6PP] (Descriptors: Mutation)

     

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