Jump to content

RocketLord

Guides
  • Posts

    6,611
  • Joined

  • Last visited

Everything posted by RocketLord

  1. GM Holly's mist body threw itself back and forth, she screamed, obviously not used to being hurt, especially not when she was like this. She was screaming in pain and fury, not even noticing what Leon was doing.
  2. Scarlet Mist recovers from her Daze. @Nerdzul is up. 25 - Purple Haze - KO 20 - Paper - 1HP - Unharmed 15 - Scarlet Mist - Staggered, hit by DC25 TOU effect on Initiative 7 10 - Nightscale - 3HP - Unharmed 7 - Ghost - 4HP - Unharmed
  3. GHOST "Yeah. Didn't think that'd work. Anyway, 'scue me for a sec." Ghost drifted forward, flying through the room and towards Chimera. He moved in between the two, a grin behind his mask. "So, Freestyle, huh? Don't think we've met. I'm Ghost."
  4. GM "I'm not going to tell you anything." The man wasn't budging, despite being stuck. For her part, Freestyle stopped struggling, her hands instead darting to her belt, then quickly planted one of her disks on Chimera's side. "You're in way over your head. How about going back and learning how to do this?" She slipped to the side, out of the way and threw a disk towards Chimera that went wide, sticking to a nearby wall instead.
  5. Attempt to resist: 26 Chimera is a cuddly little puppy. Freestyle tries to plant a Sticky Bomb on Chimera: 10, a miss! Ghost moves in and starts an Aid action: 19 You can either get +2 to Attack or Defense vs. Freestyle 25 - Freestyle - Unharmed 25 - Ghost - 4HP - Unharmed 13 - Chimera - 1HP - Unharmed
  6. Space Ranger III "Looks good. I mean, I've seen better, of course, but a good place to stick around for a while, at least." J'onn happily accepted the water, raised the glass and drank. Even with his suit taking care of him, it was still much better to drink some actual water. Plus, this water? It tasted pure. Back home, it wasn't like this in most places. Not yet, anyway. They were still working on that, and in space, it was generally better not to touch water at all. "Sure, did promise the story," he started, putting the glass down, before finding a chair and sitting down, leaning back in it with one arm around the back. "Have you ever heard about the first Space Ranger? Came from the Earth, went out on a space mission and crashed on a planet called Korus and became it's hero? He might've been back here a few times?" He paused, looking exptectantly at Veronica and Prudence. "Anyway, I'm his grandson."
  7. Space Ranger III "Frak!" What did it take to keep that guy on ice? This was the second time he'd broken out in far less time than J'onn would have liked. Even if everyone was going down and that Star Knight had already taken down the Electric Eye guy, that still meant they had to deal with Arryn... and he actually managed to hurt the Star Knight? Alright, if ice wasn't cutting it, then he'd go for something else. "Laser Ray." The glowing parts of his ray guns shifted to a sharp red. Rocketing to the side, J'onn started flying in circles around Arryn, repeatedly pulling the triggers on his weapons to bombard him with laser rays that soared towards him in various zig-zagging patterns.
  8. Alright, time to put the hurt on Arryn, then! Gonna shift the Ray Array to Laser Rays and shoot him: 29 That's a crit! And there's Autofire, so +1DC for every 2 that's above Arryn's defense! So, DC30 TOU save from the hit, then up to +5 to that DC from Autofire. And J'onn's gonna keep moving around to not make himself an easy target.
  9. James looked appropriately sheepish at the damage to the room. He froze up, like he was listening to some voice for a moment and looked shocked, then shook his head. "There's, uh, been some changes compared to now, I guess. The Catholic Church is still pretty strong, and, uh, people's still arguing pretty strongly about who's right and everything. The Centurion Church is going pretty strong, I think." James paused to rub his arm. "I'm, uh, not really sure what I believe. I think there's gotta be something, right? Some greater power that makes sure everything's gonna be alright?"
  10. Nevermore II Charlie gave a brief nod in response to Utsawa, then back to showing off his stuff. "Sure, it's slick and all, but it's remote control, not some kind of A.I. or whatever Ryder's got going for the robugs," he explained, adjusting the watch a bit to make the R.V.D. fly over closer to black, hovering above it and moving around. "Pretty useful for reconnaissance, at least. And yeah, it's keyed to the watch, but I usually control it with some built in controls in my uniform." He shrugged a bit at Ryder's comment about the aesthetic. "Hey, got a brand to maintain. The boss would probably have my hide if I went with anything but black or greys."
  11. GM Matt was heavier than Luke had expected, at least at first. Not so heavy that it was an issue for a dragon, but still. Flying across the city was, luckily, uneventful. Whatever U.S.Archer had done, it had not called in help to go after Luke and Matt, it seemed. He all but crashed into the headmistress office. Summers looked decidedly unimpressed at the sight of the dragon and the cyborg in front of her. She put her pen down with a sigh and stood up, moving around the table. She looked at Luke, before quickly turning her attention to Matt. "Pick him up, and come along to the infirmary. Fill me in along the way, Mr. Landers." --- Back at the dinner, U.S.Archer was still out of it, his hands behind his back as his head swung weakly from side to side. It wasn't long before three black cars came around, driving to a screeching halt in front of the building. Three men in black suits exited each vehicle, all with small flag pins on their suits. Four took up positions outside the building, the rest entered, all with weapons trained on Ashley. "Stand down, Agent." The man that spoke didn't raise his weapon. He was a tall, broad shouldered man, shaved bald, his eyes hidden behind sunglasses. "Mind explaining what happenedh here, before we take you into custody for assaulting a federal agent?"
  12. I've been working on a rebuild and retheming of Justice in preparation for her move to Freedom City. I'll get to the Super Mode later, which will remain PL12 to Justice's normal PL10, but I'd appreciate it if anyone would check this sheet while I work on the other! The super mode doesn't have a ton of changes, mainly adding the device and gadgets outside the Armor that the base form has, changing the speed/teleport array around a bit to make it flight/teleport (with the teleport stacking with teleport from the secondary amulet device), and adding quickness to the armor. Otherwise, it's mostly fluff changes. Justice Power Level: 15 Effective Power Level: 10 Power Points: 231/231PPUnspent Power Points: 0 Trade-Offs: Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see ScaleDriver Weight System In Brief: Genius tokusatsu fangirl making her dreams come true. Catchphrase: [Scales set! Are you ready?] "Henshin!" [Time for justice!] Theme: Hell No! - Mel Senese Alternate Identity: Robin Lynne Langley (Secret) Birthplace: Emerald City Residence: Riverside, Freedom City Base of Operations: The Secret Headquarters, Riverside, Freedom City Occupation: Comic, Gaming & Hobby Store Owner, Adventurer Affiliations: None Family: Anna Maria Langley (mother), Lucas John Langley (father), Lucas John Langley Jr. (2 years older brother), Mark Milton Langley (20 years younger brother), Dottie Patricia Langley (paternal grandmother) DESCRIPTION Age: (DoB: 1997 [April 1st]) Gender: Female Ethnicity: Caucasian Height: 5'5'' Weight: 125 lbs. Eyes: Green Hair: Dark brown Robin is slender, her body honed by years of gymnastics. Her dark brown hair is, quite frankly, a mess that stands out in all directions. She has green eyes and wears glasses with red frames. She will usually dress casually, preferring t-shirts with prints or logos of cartoon characters, dragons and so on. Lately, she has taken to wearing jackets, pants and shoes over the undersuit for her armor. As Justice, Robin wears the ScaleDriver, a grey belt with a darker grey core, forming a sort of A shape with a triangle pointing down from the center of the A and reaching the same parts as the sides of the A in front of Justice. The center of the belt holders a red scale, slightly protruding from the rest of the belt. Activating the ScaleDriver causes the undersuit to appear, unfolding from the belt: A black suit with while soles, three white stripes on both sides of Robin's abdomen, a white line running from each shoulder and down her chest, and thinner white lines around her neck and the inside of her arms near the elbows. While the back of Robin's hands and her palms are covered, her fingers are left free. By scanning an ImagiCard on each of the weights on the scale and setting the weight, Robin can summon the Justice Armor X from Z-Space: Armored red boots with blue knees and shins, with thick white trim, blue armored shoulders and outer upper arms, with the lower arms beind completed covered, with additional white armor over the knuckles and the back of the hand. The center of Robin's chest, stretching from her shoulders and down to the ScaleDriver belt, is covered in red armor. The blue armor on the shoulders extends up in a collar around the side of her neck. She wars a red helmet that completely hides her features, with white guard in front of the mouth, white armor on the side of the hand and a white crest or crown with grey center at the front. Her eyes are hidden behind a black visor with blue trim. She wears a long white scarf around her neck. HISTORY Robin Lynne Langley has lived in Emerald City her entire life, always wondering why she lived in the one city that didn't seem to have any super heroes at all. Still, she loved heroes of all kinds, and if she couldn't find them by staring up at the sky, she would find them in comics and on the screen. When he older brother Lucas Jr. introduced her to the world of Japanese Tokusatsu, she was sold, even going as far as starting gymnastics due to her inspiration. Growing up, she kept her dream of really seeing heroes alive, Robin eventually decided that one day, she would be a hero. Eventually enrolling at Emerald City University, she sought out any class, course or knowledge that could help her in her goal, ending up with a rather varied curriculum, only broadening her knowledge of science in particular. She was only emboldened by the appearance of the Emerald Spider. Finally, using a combination of her own funds and components made available at the university, Robin created the first version of her Justice Driver and Justice Buster, setting out into Emerald City to become a hero. Since her debut, Robin has faced gangs of thieves, monsters, super natural threats and much more. She has been gifted her grandmother's amulet, that she once used as the super hero Miss Step, allowing her to access Z-Space, where she has established headquarters in an abandoned structure, though not going unnoticed by other inhabitants. She has worked through multiple iterations of her armor, finally settling on a modular design. Faced with the knowledge that MarsTech had stolen her designs to create the Ultio Suits and that Max Mars himself had discovered her identity, Robin put out the call to the heroes of Emerald City. Gathering together, the group has started to work against Max Mars and MarsTech, Justice has been thrust into a leadership role that she never expected to find herself in. Robin did not defeat the secret group by Max Mars and MarsTech. Despite her attempts, the whole thing fell apart, and she was eventually captured and disappeared from Emerald City. Six months later, Robin reappared in Freedom City, the owner of the new Riverside comic, gaming and hobby shop the Secret Headquarters. She seems to have forgotten that she was ever a super hero. Faced with villains rampaging through Riverside, Robin found the mysterious ScaleDriver hidden in a stockroom in the Secret Headquarters. Donning the belt, she became Justice for the first time once again. As Robin begins to rediscover herself, she will have to figure out just what happened to her, why it happened... and maybe why Max Mars and his Ultio Program has made their way to Freedom City. PERSONALITY & MOTIVATION Robin is a dreamer. Anything is possible if you have the will and make your own means. Intellectually gifted and curious, she will pursue anything that strikes her fancy. A great fan of super heroes, she has been disappointed at the lack of any prominent heroes in Emerald City, which is part of her reason for deciding to become a hero herself. The other part is her great love of Japanese Tokusatsu shows, which has inspired the technology she uses. She is idealistic, usually willing to give almost anyone the benefit of doubt, but can be surprisingly ruthless in combat. Since arriving in Freedom City, Robin seems to suffer from partial amnesia, having forgotten that she was ever a super hero. She is slowly rediscovering herself, leading to sudden shifts in personality: One moment, she might act as a rookie hero that has no idea what she's doing, before acting as a veteran hero the next. POWERS & TACTICS Robin will usually try and talk her opponent into surrendering at first. Otherwise, she will engage using her arsenal and any other gadgets she has managed to bring along. She will usually switch rapidly between weapons, using whatever the situation calls for, while creating portals to Z-Space to exchange other bits and pieces of her armor while in action. Robin posses no innate powers. All her abilities come from gymnastic skills or technology she created herself. While she had studied magic under Salvo, she has found herself utterly unable to actually use magic herself, instead relying on merging technology and magic as what she has dubbed WonderTech. After several different battle suit iterations and design philosophies, including her prototype suit and using a number of different armors for different situations, Robin's newest armor channels powers directly from Z-Space. As with previous versions, the undersuit unfolds from Robin's belt, dubbed the ScaleDriver, while other armor pieces are summoned from Z-Space and attaches directly to Robin. Robin's grandmother's amulet powers the ScaleDriver and allows Robin to access Z-Space and teleport short distances in real space, while also giving her access to her storage. She uses a number of different gadgets she has created or cobbles together on the fly as needed. The Justice Armor X enhances Robin's physical capabilities and assists her in combat, including a built-in A.I. that assists in combat. Robin can switch between different weapons and armor by scanning magically programmed NFC cards that she has dubbed HeroCards to the two scales on her belt, with each HeroCard being able to activate either the Alpha or Beta slot. By manipulating the weights on the scale, she can increase or decrease her armor, allowing her to switch between three modes: Balance: a balanced mode, Lightweight: Quick, but with little armor and Heavyweight: Slow, but heavily armored. Robin commonly uses the following HeroCards to set her armor's Alpha Slot, giving her access to different attacks: Lady Liberty: Melee focused, with enhanced strikes. Justice: Gives Robin access to the Justice Kick, damaging everything in her path. Patriot: Gives Robin access to the Patriot Blaster, a weapon with variable magical attacks. Emerald Spider: Gives Robin access to Quantum Webbing, used to entangle her targets. Captain Thunder: Gives Robin access the stunning Thunder Strike. and the following HeroCards to set her armor's Beta Slot, giving her different defensive and utility abilities: Centurion: Enhanced strength and environmental defenses. Synapse: Psionic efenses and mental senses. Raven: Stealth focused abilities. Freedom Eagle: Flight and gives Robin access to the Eagle Blaster, which she can use to channel any of her attacks at a range, making some of her attacks instant hits. Velocity: Increased speed. While these are the HeroCards commonly used by Robin, she has access to others through stunts. Furthermore, Robin can access the more powerful World's Finest Mode armor by using the Centurion HeroCard in the Alpha slot and the Raven HeroCard in the Beta slot at the same time. COMPLICATIONS Fangirl: Robin is a big fan of super heroes. Even as experienced as she has become, meeting a famous hero can give her pause, or at worst go into complete fangirl mode. The GM can award Justice a Hero Point if fangirling over another hero causes her to skip a turn or otherwise become distracted. Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action. The GM can award Justice a Hero Point if a situation arises where she has to choose between saving someone or defeating a villain, and Justice's choice to save someone lets the villain get away or get an advantage over her. HeroCards: Robin uses special cards with NFC reader and magic code to activate her different weapons and abilities. While she can quickly use different cards, situations can arise where change weapons just isn't feasible, such as being in a situation where she can't use her arms or being caught in an intense fight. The GM can award Justice a Hero Point if they decide that the situation makes it difficult or outright impossible for Justice to activate a new HeroCard, which in turn means that Justice can't change the active powers in her ScaleDriver Alpha Slot and ScaleDriver Beta Slot arrays. Mars Attacks: While Justice has become an enemy of the entire Chamber of Emerald City, she has, in particular, become one of Max Mars' targets. While he has kept her around for now, he is not above sending enemies to mess with her just because he can. Ultio Suit Users tend to attack Justice on sight, for instance. The GM can award Justice a Hero Point by, at any point, deciding to involve Max Mars' machinations in the plot, such as sending a group of Ultio Suit Users to make life difficult for Justice and her allies. Motor Mouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something. The GM can award Justice a Hero Point if her constant talking causes issues, such as making a social situation worse or getting her in trouble by overxplaining thing. No Secret Identity: Somehow, Robin was lucky enough that only Max Mars learned her secret identity back in Emerald City. Her debut in Freedom City was much too public for that, and her identity is now out in the open. On the other hand, she does usually wear an armor while working as a hero, so she won't be as easy to recognize as someone running around without a mask. The GM can award Justice a Hero Point if her lack of secret identity causes issues, such as people recognizing her. Power Up Let Down: Justice's World's Finest Mode. armor, accessed through the Morph power Centurion/Raven: World's Finest requires large amounts of power to run. The GM can effectively veto any use of the World's Finest Mode Armor if they don't want Justice to use it in a thread. Invoking this complication does not award Justice a Hero Point, but allows the GM an excuse to keep Justice from increasing in PL during a thread. ABILITIES 4 + 4 + 8 + 14 + 6 + 6 = 42PP Strength: 14 (+2) / [Justice Armor X] 18 (+4)Dexterity: 14 (+2) / [Justice Armor X] 16 (+3)Constitution: 18 (+4)Intelligence: 24 (+7)Wisdom: 16 (+3)Charisma: 16 (+3) COMBAT 8 + 8 = 16PP Initiative: +7 (+7 Int [Speed of Thought]) / [Justice Armor X] +11 (+7 Int [Speed of Thought], +4 Improved Initiative) Attack: +4 Base / [Justice Armor X] +4 Base, +10 for Individual Attacks, +10 MeleeLady Liberty HeroCard(+4 Base, +6 Attack Focus [Melee]) Defense: +4 Base, +2 Flat-Footed / [Justice Armor X] +10 (+4 Base Defense, +1 Enhanced Defense, +5 ScaleDriver Weight System set to Balance), +5 (+4 Base Defense, +1 Enhanced Defense, +0 ScaleDriver Weight System set to Heavyweight), +15 (+4 Base Defense, +1 Enhanced Defense, +10 ScaleDriver Weight System set to Lightweight), +3 Flat-Footed Grapple: +6 (+4 Base Attack, +2 Strength) / [Justice Armor X] +8 (+4 Base Attack, +2 Strength, +2 Enh. Strength), +14Lady Liberty HeroCard(+4 Base Attack, +2 Strength, +2 Enh. Strength, +6 Attack Focus [Melee]), +20Lady Liberty/Centurion HeroCard(+4 Base Attack, +2 Strength, +2 Enh. Strength, +6 Attack Focus [Melee], +6 Super-Strength), +22Lady Liberty/Centurion HeroCard/Balance(+4 Base Attack, +2 Strength, +2 Enh. Strength, +6 Attack Focus [Melee], +8 Super-Strength) Knockback: -2 (TOU 4) / [Justice Armor X] -2 (TOU 5 ScaleDriver Weight System set to Lightweight), -5 (TOU 10 ScaleDriver Weight System set to Balance), -12 (TOU 15, Imp. TOU 10, ScaleDriver Weight System set to Heavyweight) SAVING THROWS 6 + 5 + 8 = 19PP Toughness: +4 (+4 Con) / [Justice Armor X] +10 (+4 Con, +1 Protection, +5 ScaleDriver Weight System set to Balance), +15/Imp. Tou 10 (+4 Con, +1 Protection, +10 ScaleDriver Weight System set to Heavyweight), +5 (+4 Con, +1 Protection, +0 ScaleDriver Weight System set to Lightweight) Fortitude: +10 (+4 Con, +6) Reflex: +7 (+2 Dex, +5) / [Justice Armor X] +8 (+2 Dex, +1 Enh. Dex, +5), +10 (+2 Dex, +1 Enh. Dex, +5, +2 ScaleDriver Weight System set to Balance), +12 (+2 Dex, +1 Enh. Dex, +5, +4 ScaleDriver Weight System set to Lightweight) Will: +11 (+3 Wis, +8) SKILLS 124R = 31PP Acrobatics 12 (+14) / [Justice Armor X] (+15) Computers 8 (+15) Concentration 7 (+10) Craft [Electronics] 8 (+15) Craft [Mechanical] 8 (+15) Diplomacy 12 (+15) Disable Device 8 (+15) Drive 7 (+9) / [Justice Armor X] (+10) Gather Information 7 (+10) Investigate 3 (+10) Knowledge [Arcane Lore] 3 (+10) Knowledge [Physical Sciences] 8 (+15) Knowledge [Popular Culture] 5 (+12) Knowledge [Technology] 8 (+15) Medicine 3 (+10) Notice 7 (+10) Search 3 (+10) Sense Motive 7 (+10) FEATS 11PP Acrobatic Bluff Artificer Challenge [Fast Acrobatic Bluff] Equipment 7 [Veteran Reward] Improvised Tools Inventor Jack-of-All-Trades Luck 3 Speed of Thought Uncanny Dodge [Auditory] Enhanced Feats Accurate Attack Attack Focus [Melee] 6Lady Liberty HeroCard Evasion 2 Improved Initiative Power Attack Quick Change Takedown Attack 2Justice Strikes Uncanny Dodge [Mental]Synapse HeroCard Uncanny Dodge [Visual] Equipment: 7PP = 35EP The Law Rider (Vehicle; Motorcycle) [15EP] The AnneX (Headquarters; Abandoned Outpost in Z-Space) [20EP] POWERS 14 + 90 + 8 = 112PP Device 3 (15DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [14PP] (Descriptors: Grandmother's Amulet, Magic) Dimensional Pocket 2 (PF: Progression 3 (1,000 lbs) [5DP] (Descriptors: Dimensional, Magic, Z-Space) Feature 2 (Adaptible Power Source - Can be used to power anything that requires power to function) [2DP] (Descriptors: Magic) Z-Space Array 3.5 (7DP Array; Feats: Alternate Power 1) [8DP] (Descriptors: Dimensional, Magic, Z-Space) BP: Teleport 4 (Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (400 ft. distance) {7/7} (Descriptors: Combat Teleport) AP: Super-Movement 1 (Dimensional Movement [To and From Z-Space]; Extras: Portal (+2), Feats: Alternate Power 1, Progression [Portal Size] 3) (Up to 50ft x 50ft portal) {7/7} (Descriptors: Z-Space Portal) Device 22 (110DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [90PP] (Descriptors: Justice Armor X, Invention, Magic, Technology) Datalink 2 (Radio; 100 feet; Feats: Machine Control) [3DP] (Descriptors: Remote Hacking) Enhanced Dexterity 2 [2DP] (Descriptors: A.I. Assisted Coordination) Enhanced Feat 5 (Accurate Attack, Evasion 2, Improved Initiative, Power Attack) [5DP] (Descriptors: Combat Subroutines) Enhanced Feat 1 (Quick Change) [1DP] (Descriptors: Instant Armor) Enhanced Strength 4 [4DP] (Descriptors: Enhanced Musculature) Enhanced Trait 2 (Defense Bonus+1) [2DP] (Descriptors: Combat Subroutines) Features 2 (Built-in Subtle Computer) [2DP] (Descriptors: Computer, A.I. System) Morph 1 (One Form [World's Finest Mode]; Feats: Metamorph 1) [2DP] (Descriptors: Centurion/Raven: World's Finest, Super Mode) Protection 1 [1DP] (Descriptors: Armor) ScaleDriver Alpha Slot 14.5 (29DP Array; Feats: Alternate Power 4) [33DP] (Descriptors: Weapons, Z-Space) BP: {24 + 6 = 29/29DP} (Descriptors: Lady Liberty HeroCard) Damage 6 (Extras: Penetrating 5; Feats: Improved Critical 2, Indirect 3, Knockback 5, Mighty, Takedown Attack 2) [24DP] (Descriptors: Justice Strikes, Kicks, Punches, Enhanced Musculature, Bludgeoning Damage Type) Enhanced Feat 6 (Attack Focus [Melee] 6) [6DP] AP: {13 + 16 = 29/29DP} (Descriptors: Justice HeroCard, Justice Kick, Enhanced Musculature, Finishing Move, Bludgeoning Damage Type) Damage 6 (Extras: Area [General Trail], Linked [Drain Toughness] (+0); Feats: Mighty) (60 ft. trail area) [13DP] Drain Toughness 10 (Extras: Area [General Trail], Linked [Damage] (+0); Drawback: Progression [Area Size] 4) (60 ft. trail area) [16DP] AP: Blast 10 (Feats: Accurate 3, Improved Critical 1, Indirect 3, Variable Descriptor 2 [Any Magic]) {29/29DP} (Descriptors: Patriot HeroCard, Patriot Blaster, Variable Ammunition, Z-Space Portals) AP: Snare 10 (Feats: Accurate 3, Improved Critical 2, Indirect 3, Tether) {29/29DP} (Descriptors: Emerald Spider HeroCard, Quantum Webbing) AP: Stun 10 (Feats: Accurate 3, Improved Critical 2, Indirect 3, Sedation) {29/29DP} (Descriptors: Captain Thunder HeroCard, Thunder Strike, Electricity) ScaleDriver Beta Slot 10.5 (21DP Array; Feats: Alternate Power 4) [25DP] (Descriptors: Armor, Z-Space) BP: {16 + 5 = 21/21DP} (Descriptors: Centurion HeroCard) Super-Strength 6 (Feats: Groundstrike, Shockwave, Super-Breath, Thunderclap) (+30 STR Carry, Heavy Load: 9.6 tons) [16DP] (Descriptors: Centurion's Strength) Immunity 9 (Life Support; Flaws: Limited [Half Effect]) [5DP] (Descriptors: Centurion's Protection) AP: {10 + 11 = 21/21DP} (Descriptors: Synapse HeroCard) Immunity 10 (Psionic Effects) [10DP] (Descriptors: Psi-Shield) Super-Senses 11 (Danger Sense [Sense Types: Mental], Mental [Sense Type: Mental; Default Extras: None; Extras: Accurate, Acute, Counters Concealment, Counters Illusion, Radius, Ranged]) [21PP] (Descriptors: Danger Sense) AP: {3 + 10 + 6 + 2 = 21/21DP} (Descriptors: Raven HeroCard, Stealth) Concealed Attack 3 Adds (Feats: Insidious, Subtle 2) to Weight Alpha Array [3DP] (Descriptors: Hidden Attacks) Concealment 10 (All Senses; Flaws: Blending) [10DP] (Descriptors: Superior Stealth) Obscure 6 (Visual Obscure; Flaws: Range [Touch]) [6DP] (Descriptors: Instant Darkness, Darkness) Super-Movement 2 (Wall-Crawling 2) [2DP] AP: {11 + 10 = 21/21DP} (Descriptors: Freedom Eagle HeroCard, Flight, Range) Eagle Eyes 10 Adds (Extras: Range; Feats: Progression [Range] 1) to Weight Alpha Array [11DP] (Descriptors: Eagle Eyes, Blaster, Channel Attacks, Z-Space) Flight 5 (250 mph, 2500 ft./rnd.) [10DP] (Descriptors: Wings of Freedom, Flight, Gravity) AP: {10 + 4 + 3 + 4 = 21/21DP} (Descriptors: Velocity HeroCard, Super Speed) Full Velocity 10 Adds (Extras: Autofire) to Weight Alpha Array [10DP] (Descriptors: Full Velocity, Quick hits) Speed 4 (100 mph, 1000 ft./rnd.) [4DP] Stacks with Speed in Weight System Array Balance: Total Speed 6 (500 mph, 5000 ft./rnd.) Lightweight: Total Speed 8 (2500 mph, 25,000 ft./rnd.) Super-Movement 4 (Sure-Footed 2, Wall-Crawling 2; Flaws: Limited [While Moving]) [3DP] Quickness 4 (Tasks at x25 Speed) [4DP] ScaleDriver Weight System 10 (20DP Array; Feats: Alternate Power 2) [22DP] BP: {5 + 2 + 2 + 5 + 2 + 4 = 20/20} (Descriptors: Balance) Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) [5DP] Enhanced Trait 2 (Reflex Save +2) [2DP] Leaping 2 (Leap distance x5: Running 70 ft.) [2DP] Protection 5 (Total Toughness +10) [5DP] Speed 2 (25 MPH, 250 ft./rnd) [2DP] Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature) AP: {10 + 10 = 20/20} (Descriptors: Heavyweight) Impervious Toughness 10 [10DP] Protection 10 (Total Toughness +15) [10DP] AP: {10 + 4 + 2 + 4 = 20/20} (Descriptors: Lightweight) Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) [10DP] Enhanced Trait 4 (Reflex Save +4) [4DP] Leaping 2 (Leap distance x5: Running 70 ft.) [2DP] Speed 4 (100 MPH, 1000 ft./rnd) [4DP] Super-Senses 8 (Counters Visual Concealment, Counters Visual Obscure, Uncanny Dodge [Visual]) [8DP] (Descriptors: H.U.D., Computer Analysis, Combat Subroutines) Gadgets 1 (5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]) [8PP] (Descriptors: Summon Gadgets, Invention, Technology, Z-Space) Sample powers DRAWBACKS 0PP DC BLOCK Name Range Save Effect Attack Bonus Unarmed Touch DC17 TOU (staged) Damage +4 Unarmed – Lady Liberty HeroCard Touch DC19 TOU (staged) Damage +10 Justice Strike Touch 100 ft.Freedom Eagle DC25 TOU (staged) Damage +10, Crit 18-20, Indirect 3, Knockback 5, Penetrating 5, Takedown Attack 2, AutofireVelocity, Insidious, Subtle 2Raven Justice Kick 60 ft. Trail Area 100 ft.Freedom Eagle DC20 Fort (staged) TOU Drain General Trail Area, linked to Damage Effect, Insidious, Subtle 2Raven DC25 TOU (staged) Damage General Trail Area, linked to TOU Drain Effect, Insidious, Subtle 2Raven Patriot Blaster 100 ft. PerceptionFreedom Eagle DC25 TOU (staged) Damage +10, Crit 19-20, Indirect 3, Variable Descriptor 2 [Any Technological] , AutofireVelocity, Insidious, Subtle 2Raven Quantum Webbing 100 ft. PerceptionFreedom Eagle DC20 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10, Crit 18-20, Indirect 3, Tether, AutofireVelocity, Insidious, Subtle 2Raven Thunder Strike Touch 100 ft.Freedom Eagle DC20 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +10, Crit 18-20, Indirect 3, Sedation, AutofireVelocity, Insidious, Subtle 2Raven Totals: Abilities (42) + Combat (16) + Saving Throws (19) + Skills (31) + Feats (11) + Powers (112) - Drawbacks (0) = 231/231 Power Points
  13. "Got a few ideas," Charlie responded to Leon, while fishing out the last of his fries from the wrapper. "But a bunch of the people I considered don't seem to be at the school this year. Besides, I've learned not to plan too much." Charlie chewed thoughtfully on the fries while Luke and Muirne agreed. He raised an eyebrow at Muirne's words, or maybe her voice, but let it go. At least for now. "Yeah, it is cool to kick ass with friends," he agreed with Luke, shaking his head. "I kinda wanna keep that in mind, y'know. We're doing this to protect people while working together. And sure, part of that means keeping an eye on Shields and his team, but that doesn't mean that we're gonna become some kind of Casanova Revenge Squad. Can't be all about vengeance, right?" He paused for a moment for flourish, then added. "So... what do you think we should call ourselves? I kinda wanted to go for Young Freedom, name's got history, but Cas and his gang are kinda ruining that."
  14. Alright, give me an Initiative roll and any other rolls you'd like to make.
  15. GM The entire street around them was starting to fill with people. The only uniform to their looks seemed to be ripped and worn clothing, the kind you would see in people that either couldn't afford or didn't care to take care of themselves. They were searching around the area, obviously looking for the missing woman. A slight roar from a motorcycle down the street drew the Raven's attention. The rider was a large was a scrawny man with blonde hair sticking out from a red bandana. He was wearing a denim vest with no shirt. He was barking orders. When he turned just right the Raven, and Nevermore's drone, could spot a logo on his back with a horned skull with flaming eyes and the words "THE DEVIL'S ADVOCATES" above the skull.
  16. Nevermore II "Got it." It was kind of weird, honestly. Working with Alek meant that Charlie just instantly fell back into the sidekick role, while with his friends, he more easily fell into a leadership role himself. For a brief moment, he wondered if Alek knew about the things he had been up to with his friends at Claremont, before deciding that, yeah, Alek probably knew. Moving towards the woman, he offered her his hand. "C'mon, let's get you out of here."
  17. "It, I mean the, the Aliengators, they're... They're aliens I guess? Big, much bigger than a man, looks like a bipedal alligator. There's, well, a lot of them. A swarm. Lucky only one came through. I'm not really sure where they took it." He paused briefly. "You... um, I did have some issues with the room," James offered after Owain offered to find their room and get settled, after he had accepted Leon's hand and shook it. And the room, well... James did say he had some issues. Most notably with a burnt mark at in the ceiling and several scratches along the walls. "Sorry, the armor kind of acted up a bit."
  18. Nevermore II Charlie glanced briefly at the cat. Wasn't there something about a couple of cat people with the new students? Didn't matter, if it was one of them, they'd probably introduce themselves if they wanted to. "Oh yeah, you got those bug bots." Moving his hand to his wrist watch, Charlie twisted it slightly to the side, bringing up a small holographic display that he quickly clicked and then moved. A small bird shaped drone quickly moved out from Charlie and Heroditus' room, hovering into the room above them. It was, of course, completely black. "Meet the R.V.D.," Charlie grinned as he moved it around the room, controlling it through his wrist watch. "Not as fancy as the bugs, but gets the job done."
  19. Space Ranger III J'onn held his hand up and opened his mouth to say something, then stopped himself and lowered his hand. "Alright, yeah. Fair point." He whistled at the show that Veronica put up, the magic and runes and such, and, to his credit, only froze slightly when she touched him and they suddenly weren't in the desert anymore. Golden light, big pyramids up ahead, desert around them? Yeah, J'onn still didn't have any idea at all where they were. "Nice place you got here," he commented, before giving Prudence a quick salute. "Good to meet ya." "Sure, sure, water's good," J'onn followed her to the table, while looking around the place. "Seems like you got it pretty good here?"
  20. Nevermore II "Sure, I'd love to, but gotta warn you, I'm not really that much of a tech guy. I mostly dabble and modify some equipment my boss had made for me," Charlie responded to Heroditus. "I do have an utility belt though, so... yeah, I think I got some minituarized stuff you can look at if you want to." Charlie whistled slightly at Bernie's display. "Nice. Guess that makes you a multi person powerhouse?" He paused, looked at the couch, opened his mouth to say something else, and then stopped when Ryder made his appearance. "Hey, you joined last year too, right? I think we were on different floors."
  21. Just let us know if you want us to check anything for you
  22. Yup, still a miss. Give me an IC.
  23. Alright, as we discussed on discord, you don't have any specific plans for you PL10 slots, so let's use one of them to build you a PL8 character with 150PP to use, since that's what most new Claremonters are doing anyway. I know that I'm repeating a lot of what we already discussed on discord, but I'll put it in here too, so it's all summarized. Looking purely at your crunch for now, your main issue is that, even for PL7, you are vastly underpowered compared to your power level, so the main thing to fix will be to bring you up to your Power Level Caps. If you don't reach those caps, you'll more often than not have a really bad time when you get in a fight. I'll also make a few notes based on effectivity, but you got the final say, of course! On a more minor note: You should get apply the power formatting to Feats (remove the bullet points) and Powers (remove the bullet points, bold power name) I'll put up a summary of the crunch for the sheet with the changes made at the end. Defense, Toughness & Exotic Saves Let's start with your defenses! I will work from the assumption that you won't have any defensive trade-offs, meaning total Defense +8 and Toughness +8. Toughness: With Constitution 12 for a +1 bonus, we need to get +7 to your Toughness. The easiest way to do that is to increase the your Protection power to rank 7 in your Super Flight Jacket device. To do that, I increase the device's rank by 1. to Device 3. You can take Impervious Toughness as a power by itself, which means it doesn't have to be an extra for Protection, so I split your Protection power into Impervious Toughness 8 and Protection 7. That gives you a total Toughness +8, with Impervious applied to all those ranks. Note that your cannot have more Impervious ranks than either your Toughness or Power Level, whichever is the lowest. Your Jacket device should now look like this: Device 3 (Super flight jacket; 15PP container; Flaws: Hard-To-Lose) [12PP] Impervious Toughness 8 (Super tough leather) [8PP] Protection 7 (Super tough leather) [7PP] Defense: Next, we should make sure your Defense hits +8 as well. At least 1/3rd (rounded up) of your total Defense should come from your Base Defense, which it already does with a +3 bonus. On your sheet, you have noted that as costing 3PP, but it actually costs 2PP/rank of base defense, so it should be 6PP. The cheapest way to get to +8 is to buy 5 ranks of the Dodge Focus feat, which will make your Defense look like this: Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Exotic Saves: Finally, we'll get to the your Exotic Saves: Fortitude, Reflex and Will. While there's a lot of different ideas of what exactly you should put these at, I generally go by the rule of thumb that they should at least average your PL-2. Having them all too low will be boring since you'll be too easily affected by any non-damage effect, but too high will be boring for both you and the GM since then you won't be affected by anything but damage effects. As a rule of thumb, high Toughness characters tend to have higher Fortitude and high Defense characters tend to have higher Reflex. It is easy to increase the Exotic saves, we just buy ranks in each to get them to +6 total. Feel free to increase or decrease as you want with any leftover PP. So now, your Saving Throws should look like this: Saving Throws: 5 + 5 + 3 = 13PP Toughness: +8 (+1 Con, +7 Protection, Impervious Toughness ? Fortitude: +6 (+1 Con, +5) Reflex: +6 (+1 Dex, +5) Will: +6 (+3 Wis, +3) Attack Rolls and Offensive Powers With your Defenses taken care of, let's look at your Powers and Attack Rolls. Like with your Defenses, your Attack Bonus and power rank/DC bonus should average out to your Power Level. We'll look at your individual powers, but since we'll aim for you having no trade-offs, we can start off by setting your Base Attack at +3, which costs a total of 6PP, since at least 1/3rd (rounded up) of your Attack Bonus must come from your Base Attack Bonus. The Attack line under combat should now look like this: Attack: +3 Base, +3 Melee, +4 Ranged (+3 Base, +1 Attack Focus), +8 Lightning Rifle (+4 Ranged, +4 Accurate) So, how do we get to +8 Lightning Rifle? We'll remove the Attack Specialization feat for the Lightning Rifle. Instead, we will buy 2 ranks of the power feat Accurate, which has the same effect, but is applied directly to the power. We're doing this because of something called arrays, which is a really important aspect of powers: Arrays. For an array, you basically set a number of powers together and, for a minimal cost of 1PP per extra power in the array, they basically share the same amount of PP. Right now, you got a lot of individual powers listed that each require that you use either a Standard Action (Blast) or a Full Action (Animate Object, Healing). So, here's the thing: Unless you take a special action Surge Action that will give you the Fatigue condition on your next turn, you will only be able to take either one Standard Action or one Full Action per turn, so you won't be able to use multiple of these powers in the same turn. So you can just as well array them together! So, let's rebuild your Lightning Rifle a bit and make it into a Gadgets array instead. I'll put your Healing, Animate Object and Blast power together, saving your a bunch of PP in the long run. I've let the Progression feat stay for the Healing power, but I'm honestly not really sure what you're applying it to, so it might not even be needed. I've removed the Action flaw from Animate Object, but otherwise left it as is, but note that the touch range means you have to stay in physical contact with the animated object the entire time to keep it animated, so maybe consider dropping that you do have the PP left for it). As I mentioned, I add 2 ranks of the Accurate feat to the Blast (renamed as Lightning Rifle). This means a +4 Attack bonus to hit when you use it, on top of your +4 ranged, for a total +8 to hit. WIth it's rank increase to 8, that means you now hit at Power level when using it. So, your Gadgets Device, replacing your Lightning Rifle device, would look like this: Device 6 (Gadgets; 30PP container; Flaws: Easy to Lose) [18PP] Array 12.5 (Gadgets; 25PP Array; Feats: Alternate Power 2) [27PP] BP: Blast 8 (Lightning Rifle; Feats: Accurate 2) {16/25} (Additional descriptor: Electric) AP: Healing 6 (Mad Medicine; Extras: Resurrection; Feats: Regrowth, Progression 6) {25/25} AP: Animate Object 4 (Reanimation; Extras: Duration [Continuous]; Flaws: Limited [Corpses], Range [Touch]) {8/25} You have now both saved a bunch of PP and you hit at your power level caps! Win-win! The Array is listed as being rank 12.5, which we allow for Arrays to get uneven PP numbers in each. There's a bunch of PP left to spend on the Blast and Animate Objects powers. You should see if you can spend them on something. Other notes I'd suggest not taking the Boost power. While I like your idea, the power is severely limited by PL limits, and as such, it will have limited use. I have removed it from the sheet below, but feel free to add it back, maybe as an alternate power in the Gadgets array. Generally speaking, Second Chance for Craft and Knowledge Skills won't matter a lot. I've left them in on the feats, but something you could consider removing. I've added the Eidetic Memory feat. With Intelligence bonus at +6, it means you can use any Knowledge skills, even the ones you don't have. Your Headquarters might be off, since it doesn't have size listed, but I don't have time to check that atm. Consider adding some more Alternate Powers for your Array (you got 3PP left on the Gadgets device, so you got enough for 3 more powers!), perhaps a Stun effect (with the Ranged Extra to make it Ranged) as another setting on the Lightning Rifle? You got 62 ranks of skills atm, not 60. You should either get rid of 2 skill ranks or buy some more. As Thevshi suggested on discord, you could add the Multiple Weapons feat to the Gadgets device to represent having multiple devices: Multiple Weapons [Ranked]: The character has two or more hand-held weapons or pieces of equipment represented by an Easy-to-Lose Device. Being disarmed while holding one of these weapons does not prevent the character from using the other weapons unless they are also removed from their possession. Each rank of Multiple Weapons adds another weapon beyond the first. These can be identical copies or unique items represented by an Array. All in all, with this build, you've spent 109.5 out of 150 PP (the .5 being from the 62 skill ranks), which means you got a lot of PP left over to spend on more powers, skills, feats or what you want! Abilities: 2 + 2 + 2 + 12 + 6 - 2 = 22 PP Strength: 12 (+1) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 22 (+6) Wisdom: 16 (+3) Charisma: 8 (-1) Combat: 6 + 6 = 12PP Initiative: +1 (+1 Dex) Attack: +3 Base, +3 Melee, +4 Ranged (+3 Base, +1 Attack Focus), +8 Lightning Rifle Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Grapple: +4 (+3 Base Attack, +1 Strength) Knockback: -8 (Impervious Toughness 8 ) / -1 Saving Throws: 5 + 5 + 3 = 13PP Toughness: +8 (+1 Con, +7 Protection, Impervious Toughness 8 ) Fortitude: +6 (+1 Con, +5) Reflex: +6 (+1 Dex, +5) Will: +6 (+3 Wis, +3) Skills: 62 R = 15.5 PP Crafts [Artistic] 3 (+9) Craft [Chemical] 7 (+13) Second Chance Craft [Electronic] 2 (+8) Craft [Mechanical] 6 (+12) Disable Device 2 (+8) Handle Animal 3 (+2) Knowledge [Life Sciences] 7 (+13) Second Chance Knowledge [Physical Sciences] 6 (+12) Knowledge [Technology] 7 (+13) Second Chance Language 1 (English [native], German) Medicine 7 (+13) Second Chance Notice 4 (+7) Ride 3 (+4) Search 4 (+10) Feats: 16 PPs Attack Focus [Ranged] 1 Dodge Focus 5 Eidetic Memory Equipment 2 (10 EP) Improvised tools Inventor Precise shot 1 Second chance 4 (craft [chemical], knowledge [life sciences], knowledge [technology], medicine) Equipment: 2PP = 10EP Headquarters (Underground Hospital / Lab; Features: concealed 2, infirmary, laboratory, library, workshop) [6EP] Masterwork Craft [Chemical] Tools [1EP] Masterwork Knowledge [Technology] Tools [1EP] Masterwork Medical Tools [1EP] Multi-Tool [1 EP] Powers: 18 + 12 + 1 = 31 All with Technological descriptor, unless otherwise noted Device 6 (Gadgets; 30PP container; Flaws: Easy to Lose) [18PP] NOTE: YOU HAVE 3PP LEFT TO SPEND FOR THE DEVICE. YOU COULD USE THEM FOR ADDITIONAL POWERS IN THE ARRAY IF YOU WANT. YOU SHOULD SPEND THE PP FOR THE POWERS IN THE ARRAY BY GIVING THEM ADDITIONAL EXTRAS OR POWER FEATS, BUT I'LL LEAVE THOSE TO YOU. YOU COULD CONSIDER MAKING THE GADGETS DEVICE HARD-TO-LOSE. Array 12.5 (Gadgets; 25PP Array; Feats: Alternate Power 2) [27PP] BP: Blast 8 (Lightning Rifle; Feats: Accurate 2) {16/25} (Additional descriptor: Electric) AP: Healing 6 (Mad Medicine; Extras: Resurrection; Feats: Regrowth, Progression 6) {25/25} AP: Animate Object 4 (Reanimation; Extras: Duration [Continuous]; Flaws: Limited [Corpses], Range [Touch]) {8/25} Device 3 (Super flight jacket; 15PP container; Flaws: Hard-To-Lose) [12PP] Impervious Toughness 8 (Super tough leather) [8PP] Protection 7 (Super tough leather) [7PP] Immunity 1 (Anti-Sleep Cerebral Implant; Immunity to Need For Sleep) [1PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage Lightning Rifle Ranged DC 23 Toughness Damage Totals: Abilities (22) + Combat (12) + Saves (13) + Skills (15.5) + Feats (16) +Powers (31) = 109.5/150 Power Points
×
×
  • Create New...