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RocketLord

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  1. GM "Gack!" Neil made his presence known to any that might have missed him. On the screen behind him, the cartoon chicken was causing trouble once more. Neil looked at him, made another loud "Gack!" sound, then turned back and looked at Blackstaff. The creature was part bird, part lizard. It stared around with large, bulbous eyes, and then, it slowly began to approach, creeping towards Blackstaff.
  2. Archer II Another Merge showed up, with Camera Obscura staying at the bar. Yeah, alright, made sense. Couldn't break her cover like that. At least Connor didn't have any issues like that. "I'm good." Connor put the half empty bottle down on the counter and placed a bill with a nice tip. He winked at Camera Obscura and reached for the heavy backpack on the floor, pulling it up over one shoulder. Once they were out, he couldn't help himself. "Doesn't it get weird, watching yourselves, that whole hive mind thing? Its one thing that you gotta cozy up with a creep like Para LX, but watching yourself do it at the same time gotta be weird."
  3. Nevermore II Callie was good, but Charlie was going to beat her to it... and honestly, it felt good to be able to show off a little bit. She was going to be the second Raven at some point in her future, and he was winning! The alarm instantly broke him out of those feelings. His GPS told him they were near the Diamond Quarter. Alright, yeah, Charlie could only wonder what was going on here. While Callie swung down, Charlie set into a dive, racing down towards her. "You're the local, any diamond thieves running around you know about?"
  4. Yep, but you won't need it here, anyway.
  5. OOC for this. @3personal5me Alright, the bank is barricaded, so the first thing you will probably want to do is to find a way in, or to figure out if you know anything about what's going on. That's where your Skills come in. Suggestions on what you could do: - Talk to the cops near the scene, ask what you can do. This most likely won't require any rolls, but if you want to, you can roll Diplomacy. - Try to find a way inside, you will be rolling with your Search skill for that. - Anything else you might want.
  6. GM An Eastern Seaboard Bank in Wading Way, Freedom City October 19th, 2020 11:45 AM It was peak hour, just around lunch. Everyone wanted to get banking done today, it seemed, and the bank had been stuffed when the gunmen arrived, rushing out of two armored vans and into the bank. They moved quickly, efficiently. They were trained, not just the run of the mill thugs, and they had the equipment to back it up. They were all dressed in black body armors with blacks masks that left only their eyes free. It wasn't quite clear what had happened inside, but a single shot was fired, followed by a burst of gunfire, and then, the hostage situation began. Ten minutes later the police had barricaded the bank. All they knew was that if anyone entered, the gunmen would start shooting the hostages. No demands, nothing. It was a stalemate.
  7. Justice Yeah, alright. Robin would do her best not to eat anything here. Aquaria? Sea Devil? She was... weird. But alright, Robin had seen weird stuff before, and it all kind of paled compared to everything else going on around them. "Alright, bad magic people do bad magic, good magic people handle it. Got it." She slammed her fist into her open palm for the effect and took a step forward. "I'm not gonna pretend I know a lot about magic yet, but tell me who the bad guys are and I'll stop them." Was she as confident as she made it sound like? Hell no. This was weird. So, so, weird. She had dealt with weird, but just about anything had an explanation, not just magic. Even her amulet had to have some form of explanation, even if it was magical and... all of this was just so weird.
  8. GM "Hey! What the hell!?" With Alice moving forward at blinding speed, Billy couldn't really do anything to avoid her before she scooped him up, grabbing on to him and, well, holding without giving him much chance to get out. "Let go of me!" Try as he might, Billy wasn't nearly strong enough to try and get away, even as he struggled against Shooting Star's grip. Four shots fired. Three hit Alice in the back. She could feel it, but not much more than that. Whoever had sent these men hadn't anticipated just how tough she were.
  9. I'd forgotten you had used them! That's a hit, and Billy can't possibly make that grapple atm, so... he's grappled! All four fire: 21 14 8 18 All but one hit, with you shielding Billy, and... your Impervious takes care of it. 17 - Shooting Star - 0HP - Unharmed 7 - Attackers - x4? - Unharmed
  10. @RedSpine: In addition to Arrow's info above, you have managed to learn that Casanova really doesn't come from as rich or influential a family as he pretends. In fact, his family is outright poor, which he seems to hide for some reason. Casanova doesn't seem to be lacking any money himself, though.
  11. A quick better description for current positions, as per EP's request: The heroes are gathered together in front of the city hall, which, as far as I've been able to see on the pictures and such in the books, have some distance from the nearest buildings. Captain Thunderwolf is currently above city hall, getting ready to attack you. Your attacks can reach him, his attacks can reach you, and if you have some form of super-movement that can make you fly or otherwise reach up the top of the building, you can get into melee. The people are fleeing to the nearest buildings. They're moving away from city hall, with the heroes between them and Captain Thunderwolf. To put a timer on it, they will be able to get to other buildings to (hopefully) safely hide in 5 turns. If you keep them safe for 5 turns, then they're out of the way. The werewolves are near buildings and in the dark around you. They're heading towards city hall, you and the civilians, coming in from all around you. That's a hit, rolling vs. DC22: 11 Captain Thunderwolf is blinded and deafened, give me an IC. After that, @Brown Dynamite is up 32 - Terrifica - 4HP - Unharmed 31 - Sureshock - 2HP - Unharmed 21 - Werewolves - x? - Unharmed 19 - Captain Thunderwolf - Blinded, Deafened (Fort save vs. DC22 to remove at Initiative 32, after Terrifica's action) 16 - Facsimile - 3HP - Unharmed 15 - Miracle Girl - 2HP - Unharmed 11 - Captain Thunderwolf - see above 4 - The Spectacle - Unharmed Turns until civilians are inside building: 5
  12. Alright, got what I need then! Go @Avenger Assembled
  13. @Cubismo Sebastian is not really well-liked around Claremont. He acts as if he's better than everyone else, especially those with less money. He has some mind manipulation powers of some kind, and then there's the stuff mentioned already in the opening post.
  14. Nevermore II "Hey, Luke, can you meet outside the library? Bring Shift if you can find 'em?" "Zach, I'm looking into something and I could use some backup, how about bringing that armor of yours and meet me outside the library?" "Hey, Bow-for-brains, it's me. We met at that thing in the warehouse, remember? How would you like to kick a self-righteous prick's ass? Can you meet outside the library, I got a couple of other people coming?" Charlie looked down at his phone for a moment after the last call, then up at the sky. He had overheard Casanova and his New Young Freedom crew talking earlier today. They were gonna find someone to fight tonight, and, well, Charlie really didn't like their tone. He wasn't an angel by any means, neither were any of the friends he had just called, but... well, he wasn't going to be able to do much all on his own if they were really up to no good. Besides, Luke, Zach and Pol had met Casanova too. There was no way he wasn't up to some kind of trouble.
  15. GM Claremont Academy October 15th, 2020 5:00 PM Sebastian Shields had not been happy about the events of the day that he had returned to Claremont after the summer. No, the way everyone had acted, like he was not better than him? It was simply not acceptable. He had been busy, since then. If the newly enrolled students wouldn't give him the respect that he deserved, then he would teach them why they should respect him. He would be better than all of them. All he needed was a team. Eddie Fell was the logical choice. Of course Sebastian needed Chump. Any good team needed some muscles, and Eddie was loyal. He wouldn't even need a nudge to help. Charlene Hart had been by Sebastian's side for a while. The two had often been seen together, at least ever since he had convinced her to go to prom with him. He had helped her, he had calmed her down. She was loyal, would never disobey him. Toxin got to be the second member of the team, her mere touch would be enough to stop anyone from messing with him. Sebastian quickly decided that he didn't need more boys for his team. No, Chump was quite enough. Melanie Cutter was a good choice. No powers, but she had extensive training and she was a killer with that bladed whip. He even liked her codename, Stinger, even if the redhead would probably challenge him a bit more than he would like, but that was fine. Sebastian would enjoy convincing her otherwise. Finally, the team needed some legitimacy, so of course he made friends with Cassie Dugan. Having the vice-principal's daughter on the team would open doors, and she filled in the much needed spot of a flier. She didn't really want to do it, but she did like the attention it would get her. Bluebird probably wouldn't cause too much trouble for Sebastian. So, his team had been set, and on October 1st, Sebastian made a big show out of presenting his group to everyone. Of course, no one else needed to do anything anymore. After all, they were the new big team at Claremont: The New Young Freedom. They had been busy in the few weeks after that, breaking curfew, fighting bad guys and punks. Not really any super villains or anything like that, and of course they did it in secret. Not like anyone would tell on them, that would just get others in trouble too. But... there were rumors. Maybe they had beaten up some kids for just causing a bit of trouble. Maybe the kids had not really done anything really bad, at least not something that deserved that? Maybe it was just a rumor. After all, they were heroes, right? Maybe not everyone trusted Casanova.
  16. Pan slowly reached out for Eira's hand. If he could open the tight grip that her hands had clenched into, he would clench her as tight as he could. "You are Eira. That is all that matters." He looked to Micah, to the Ghost, to the dying girl and her father, and back to Eira. Ultimately, it was not really up to them, was it? He squeezed Eira's hand. "What do you want to do?"
  17. "Yes, you did. It was quite a show." Pan glanced at Eira while he spoke, though his eyes quickly returned to Micah. "Sit still for a moment." He had been kneeling by Micah, but instead stood up and walked behind him while his friend got his bearings, the shirt and jacket of his uniform quickly returned as he finished walking around Micah. "No bumps or anything on the back. Can you stand? Can you fly back?" He looked over at Eira, grinning at her, before shifting the grin to Micah. "Or do you need some Pixie Dust?"
  18. Pan smiled down at the little boy with his mouth full of strawberry-like things. "Maybe I am! Perhaps you could tell me what the sindcut is first, yes?" They were left alone with the children and Lon? Oh, the fun they could have here. After receiving his response, Pan threw some glowing Pixie Dust around, scattering the kids a bit from around him. He stared directly at Ashley, suddenly speaking Vietnamese, that language that he had learned about during some of Ashley's wonderfully creative curses. "Do we have a plan? Perhaps a mutiny is in order? I am sure I can convince Lon to look the other way."
  19. Pan is going to try to read Paper's surface thoughts. Power check: 25 @Spacefurry give me a Will Power save vs. DC25 from my power check. There's subtle 2 on the mind reading, so the attempt won't be detected. Let's see what you're thinking
  20. GM "Or something." Macedon glared at Luke and Charlie. "We're not gonna explore any caves here, kids. We stay put by the light, wait for the day, and then we leave. Sleep and rest, you're gonna need it tomorrow. There's nothing out there any of you need to worry about while I'm here." There was something in the darkness, as Muirne. Nothing she could see. But something she could feel. Something that called to her, beckoned her. Muirne alone could hear a tiny little voice from further inside the cave. "Help us." Outside the cave, the wind was starting to pick up, and sand was starting to whirl.
  21. Nevermore II "A nice cave, huh?" Charlie looked around the dimly lit cave, shooting a grin in Callie's direction. "Almost feels like home." The others had some good questions about the place, mostly about the things in the dark and exploring the cave. Charlie's first impressions of most of them not being used to taking orders seem to stick, which, alright, that was fair. Not everyone was going to find someone like the Raven to train them, and questions should be asked, but... well... maybe they should find out about the first before starting to explore the deep cave? "Yeah, c'mon. What's the story here. This is the Painted Desert, what is it, some old magic monsters or something like that roaming around?"
  22. @Heritage @Nerdzul I'd like you two to go first before I post with Spaceman. @EternalPhoenix
  23. GM "Science and history? Booooring!" one of the kids called out from the back of the class. "I thought you were cool! You're a robot and a dragon, and you're talking about science and history classes? That's just boring." One would be forgiven for not having noticed the kid before, with everyone else having reached the two young heroes in record times, but then again, it was like he had just arrived. He was short, wore a three blue t-shirt with yellow stars and pants in the same opposite pattern. His hair was stark white on one side, black on the other, split equally in the middle of his face. "C'mon, you guys are supposed to be cool! Tell us about the really cool things at Claremont! C'mon!"
  24. Ghost Power Level: 12 Effective Power Level: 10 Power Points: 210/238PP Unspent Power Points: 28 Trade-Offs: +5 DEF / -5 TOU In Brief: Long time hero still in action after a life of hardship. Catchphrase: "Just your friendly neighborhood Ghost." Theme: 100 Bad Days - AJR Alternate Identity: Casper Baltazar Church Birthplace: Freedom City Residence: The Fens Base of Operations: Freedom City Occupation: Constantly changing Affiliations: Freedom League Auxiliary Family: Jessie Taylor Wilson (Born 1988, real estate agent, ex-wife), Carrie Belinda Church (Born 2014, daughter living with mother), Cole Church (1950-1995, father), Carrie Elizabeth Church (1948-2017, mother) DESCRIPTION Age: Born Febuary 13th, 1988 Gender: Male Ethnicity: Caucasian Height: 6’0’’ Weight: 155 lbs. Eyes: Light blue Hair: Brown Casper is a brown haired man in the mid 30'es. His eyes are light blue, almost, but not quite, unnaturally so. His hair is usually cut short, and he often sports a five o'clock shadow. He usually dress in cheap or well worn clothes. Casper often seems to be tired. The friendly neighborhood Ghost wears a light grey and white costume with thick black accents. The costume is mainly light grey, with white boots and gloves, separated from the rest of the costume with thick black lines. The middle of his chest and lower body is white, separated from the light grey with the same thick black lines, which also show the difference between pants and shirt. Thick black lines stretch from just under his chest, under his arms and connecting on his back. He wears a white mask that covers his entire face, leaving just his eyes visible. Casper wears a pair of x-ray goggles with light blue glass that seems to glow over his eyes. While they seem to be built into the costume, each lens can be moved and placed separately. His logo is a stylized light blue ghost that almost seems to be glow, placed directly in the middle of his chest. Offensive use of Ghost's powers tend to create a chaotic light blue energy effect . HISTORY Casper Church probably shouldn't have attended that science expo at ASTRO Labs back in High School. Looking back, that was the thing that pretty clearly changed his life forever. The malfunctioning extradimensional looking glass device that bombarded him with some strange radiation was a dead give away. The researchers at ASTRO Labs checked him out, everything seemed fine. Harmless particles, they said. Nothing to worry about. Have a nice little promise of an internship down the line, everything will be fine, nothing to worry about. A few weeks later Casper fell through a floor and then walked through a wall. Everything was not fine. In fact, they were better than fine. He had super powers. With help from Doctor Benjamin Palmer, the ASTRO Labs researcher that had first checked him out, he figured out his powers and limits, developing a close relationship with Doctor Palmer in the process. As any other enterprising Freedom City youth suddenly granted powers, Casper had a choice to make. He tried to use his powers to become rich and famous. The Ghost made a few headlines appearing on television and online, made some money. It was some good weeks. Then, he saw something he shouldn't have at the set. The man that had hired him had ties to a super villain group, one that was planning a large scale heist. Casper didn't care, it didn't have anything to do with him. Then the gang hit ASTRO Labs. Casper's mentor was killed in the attack. Casper reasoned it was all his fault, and the Ghost went on the warpath. He confronted the producer and fought the gang. Victorious, the Ghost set out to become a hero. That was the prologue. Since 2003, the Friendly Neighborhood Ghost has remained a Freedom City fixture, fighting the good fight and saving lives. Never one of the most well known heroes of Freedom City, his status has fluctated wildly from beloved hero to hated menace and back again over the years. With an evergrowing rogues gallery of his own, the Ghost has saved Freedom City on multiple occasions, though his efforts have rarely been acknowledged by the city at large. Not that it bothers him. Action is his reward, after all. Having experienced a great deal of super heroic and extra normal conflicts have left him a bit wiser about the ways of the world, and perhaps a bit weary, but nonetheless still a dedicated hero. Ghost seemed to be doing well. Casper on the other hand? Not so much. Turns out that having a super heroic double life is hard work. Professionally, he never amounted to much. He just couldn't hold a steady job, always rushing off to play the hero. He had married his high school sweetheart in 2010. In 2014, their daughter Carrie was born. Casper had told Jessie his secret identity long before they were married, but even then, his double life eventually created cracks in the relationship. In 2017, the marriage broke, with Jessie gaining custody of Carrie. Even though the former couple tried to remain on friendly terms, Casper had lost an important pillar in his life. Casper's father had died when he was young. In 2019, illness claimed his mother. A long, hard life of fighting is piling on, but still, Casper remains a hero. He is still the Friendly Neighborhood Ghost. PERSONALITY & MOTIVATION Casper is tired. He has been fighting crime in Freedom City and beyond since 2003, and it has cost him much. The once optimistic and happy-go-lucky Ghost has become jaded. He will still crack jokes and snark with the best of them, but with far less enthusiasm than he used to. Still, despite his seeming reluctance, Casper is a hero. He might act like he doesn't believe he can make a difference, but that doesn't matter: He will still try. No matter what else happens in his life, Casper will always be a hero, and he will never give up. Even if he will complain a lot along the way. Casper's sense of responsibility will always win in the end. If he can do something to save the day, he will. This has cost him missed dates, job interviews, meetings with his mother and so much more. He might be brilliant, but what does that matter if he can never keep to an appointment? As Casper's personal life has fallen apart, he has retreated more and more into the Ghost persona, spending at least as much time in his mask as outside it. He is still reeling from his divorce, and the fact that he can't spend nearly as much time with his daughter as he would like to. After all, he has responsibilites, and it wouldn't be fair to try to explain those to a young child. Casper desperately wants to be seen as a good father and a cool dad by his daughter Carrie, with little succes. She likes her father, sure, but she sees him more as a bumbling dad than being cool in any way. He is still very much in love with Jessie, but he sees little hope for them ever getting back together. Despite his love for Carrie, Casper is really not too fond of teenagers or young heroes in general. He feels that he has been where they are now, and, well, look where that got him? Sure, they might end up doing better than him, but really, why even bother? There's plenty of people out there and yeah, he knows that he's a bit of a hypocrite there. He's already gone through it all, no reason they gotta go through heartbreak too, right? POWERS & TACTICS Casper prefers a stealthy approach, approaching his targets and attacking through walls, floors, ceilings or anywhere else where they can't see him until it is too late. He is not above living up to his codename and taking actions to scare his enemies. He will often quickly change his position, rarely staying in one place at once, while moving his surroundings to his own benefit. Despite his preferance for stealth, Casper seems to have trouble stopping talking if he is discovered, throwing jokes and taunts as often as attacks. POWER DESCRIPTIONS The strange radiation from the extradimensional looking glass irrevocably altered Casper's body, granting him the ability to become intangible by dimensionally dispersing his body. Through time and training, he has learned to use this power in a great number of ways, from simply passing through matter to completely dispersing his body to reconstitute close by, effectively teleporting. He posses fine enough control to only make part of his body intangible or tangible, and he can use this ability to fly. His body also seem to have been generally enhanced, making him much sturdier and agile than he would otherwise be. Casper's intangibility can have a number of interesting effects on the world around him. By touching a living person, he can perform what he calls a Chilling Touch, effectively stunning on knocking out his foe. Alternatively, he can disrupt a target's nervous system, causing severe, lingering damage with a single touch. Casper calls this ability the Shock Touch. Casper can turn another person or item temporarily intangible by touching them, effectively allowing him to push them into the floor, walls, cars or whatever else is around, allowing him to trap them with his Phantom Touch. Casper can augment the effect of his intangibility into affecting a greater area by becoming fully tangible. When he imbues his effect with Phantom Force in this way, he might be tangible, but his abilities affects the entire area around him. When he affects the world around him he creates a chaotic, light blue energy effect. Casper augments his powers with a pair of goggles that gives him X-Ray vision, only stopped by lead. Originally built as a jointly by Casper and Dr. Palmer, Casper has since refined and improved the device, adding GPS capabilities. COMPLICATIONS Can't Get No Respect: Despite his long career, having saved the day, the city and much more countless times, Casper is hardly considered an A-list hero, with a number of his victories not even being public knowledge. He's popular in some circles, hated in others, or even outright dismissed. Casper has some ambivalent feelings towards this, and might react harshly if dismissed, despite his experience. If Casper lashing out at someone for dismissing him makes the situation worse, the GM can award him a Hero Point. Friendly Neighborhood Ghost: So far, being Ghost have pretty much ruined Casper's personal life, but he can't help himself. He has these powers, and he has to use them for good. The GM can award Casper a HP if his sense of responsibility somehow makes his social situation worse, be it missing appointments, losing yet another job or getting someone mad at him. Ghostbusters: Casper has made a great number of enemies over the years, having fought just about any bad guy. When Ghost encounters an enemy, there's at least a 50/50 chance that he has fought them or thwarted a scheme before, which means they might know some of his tricks, and might want to defeat or even kill Ghost in retaliation. If Ghost has encountered an enemy before and their knowledge of him or attitude towards him makes the situation worse, the GM can award Casper a Hero Point. Ghost Love Story: Casper still loves his ex-wife, Jessie. She is a succesful real estate agent with commercials on TV, ad space on buildings and much more. The GM can award Casper a Hero Point if he is somehow distracted by seeing Jessie, whether in the flesh or a commercial. Hands-On Approach: Casper's power to temporarily phase the solid objects and make others slip into them relies on his targets being relatively close to a surface. If Casper's target is flying or the GM otherwise deems them to be too far away from a surface, they can negate any succesful Snare via Phantom Touch, giving Casper a Hero Point instead. Loser Dad: Casper wants nothing more in life than for his daughter to think that he's cool. The GM can award Casper a Hero Point if Carrie is somehow placed in danger and used to weaken Casper, Casper finds some way to try and make her seem him as cool, but being cool means worsening the situation, or he is otherwise hindered by the love for his daughter. Scary Ghost: Casper's enemies have at times managed to convince the public that he is, in fact, a super villain. While he has always managed to clear his name, some people are still suspicious of Ghost's motives. If this somehow complicates or worsens a situation, the GM can award Casper a Hero Point. ABILITIES 0 + 2 + 2 + 10 + 6 + 6 = 26PP Strength: 10 (+0) Dexterity: 20 (+5) / 12 (+1) Constitution: 16 (+3) / 12 (+1) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 16 (+3) COMBAT 8 + 10 = 18PP Initiative: +5 (+5 Dex) Attack: +4 Base, +10 Melee, +4 Ranged, see Power attack bonuses in DC Block Defense: +15 (+5 Base, +10 Dodge Focus), +3 Flat-Footed Grapple: +10 (+4 Base Attack, +6 Attack Focus [Melee]) Knockback: -3 / -1 without Defensive Roll SAVING THROWS 5 + 7 + 7 = 19PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +8 (+3 Con, +5) Reflex: +12 (+5 Dex, +7) Will: +10 (+3 Wis, +7) SKILLS 120R = 30PP Bluff 14 (+17) Skill Mastery Craft [Electronic] 5 (+10) Disable Device 10 (+15) Gather Information 12 (+15) Skill Mastery Knowledge [Current Events] 5 (+10) Knowledge [Physical Sciences] 10 (+15) Knowledge [Streetwise] 10 (+15) Knowledge [Technology] 5 (+10) Notice 12 (+15) Search 10 (+15) Sense Motive 12 (+15) Skill Mastery Stealth 15 (+20) Skill Mastery FEATS 34PP Attack Focus [Melee] 6 Benefit 1 [Freedom League Auxillary Member] Challenge (Fast Feint) Contacts Defensive Roll Dodge Focus 10 Evasion 2 Hide in Plain Sight Inventor Jack-of-All-Trades Luck 3 Move-By Action Power Attack Skill Mastery (Bluff, Gather Information, Sense Motive, Stealth) Taunt Uncanny Dodge [Auditory] Well-Informed POWERS 4 + 4 + 8 + 7 + 26 + 34 = 83PP Device 1 (5DP Container; Flaws: Hard-To-Lose) [4PP] (Descriptors: X-Ray Goggles, Invention, Technology) Super-Senses 4 (Vision Penetrates Concealment; Drawbacks: Power Loss [Lead]) [3DP] (Descriptors: X-Ray Vision) Super Senses 2 (Direction Sense; Distance Sense) [2DP] (Descriptors: GPS) Enhanced Constitution 4 [4PP] (Descriptors: Ghostly Constitution, Physical Mutation) Enhanced Dexterity 8 [8PP] (Descriptors: Ghostly Dexterity, Physical Mutation) Flight 3 (Feats: Subtle 1) (500 ft./turn, 50 mph) [7PP] (Descriptors: Phantom Flight, Dimensional, Physical Mutation) Friendly Neighborhood Ghost Array 12 (24PP Array; Feats: Alternate Power 2) [26PP] (Descriptors: Dimensional, Physical Mutation) BP: {1 + 23 = 24/24PP} (Descriptors: Intangible Ghost) Immunity 1 (Suffocation while incorporeal) [1PP] Insubstantial 4 (Incorporeal; Affected by Cold; Feats: Selective, Subtle 2) [23PP] AP: Teleport 9 (Extras: Accurate; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Progession [Mass] 3, Turnabout) (Teleport w. 1000 lbs. of mass. Distance 900 ft.) {24/24} (Descriptors: Poltergeist 'Port) AP: Selective Area Power 10 Adds (Extras: Area [General Shapeable], Selective; Feats: Progression [Area] 4) (10-250 5 ft. cubes) to Ghost With The Most Array {24/24} (Descriptors: Phantom Force) Ghost With The Most Array 15.5 (31PP Array; Feats: Alternate Power 3) [34PP] (Descriptors: Dimensional, Physical Mutation) BP: Stun 10 (Extras: Affects Corporeal; Feats: Reversible) {31/31} (Descriptors: Chilling Touch) AP: Damage 10 (Extras: Affects Corporeal, Secondary Effect; Feats: Reversible) {31/31} (Descriptors: Shock Touch) AP: Insubstantial 4 (Incorporeal; Affected by Cold; Extras: Affects Corporeal, Affects Others, Linked [Immunity] (+0); Flaws: Action 2 [Standard]; Feats: Selective, Subtle 2) [23P] + Immunity 1 (Suffocation while incorporeal; Extras: Affects Others, Linked [Insubstantial] (+0)) [2PP] {25/31PP} AP: Snare 10 (Extras: Affects Corporeal, Secondary Effect; Flaws: Range [Touch]; Feats: Reversible) {31/31} (Descriptors: Phantom Touch) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 TOU (staged) Damage +10 Chilling Touch Touch DC20 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +10 Shock Touch Touch DC25 TOU (staged) Damage +10 Phantom Touch Touch DC20 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10 Chilling Touch - Phantom Force Area, 10-250 5 ft. cubes DC20 REF Area effect: Pass to reduce Stun Effect to DC15 Area DC20/15 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious Shock Touch - Phantom Force Area, 10-250 5 ft. cubes DC20 REF Area effect: Pass to reduce Damage Effect to DC20 Area DC25/20 TOU (staged) Damage Phantom Touch - Phantom Force Area, 10-250 5 ft. cubes DC20 REF Area effect: Pass to reduce Snare Effect to DC15 Area DC20/15 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless Totals: Abilities (26) + Combat (18) + Saving Throws (19) + Skills (30) + Feats (34) + Powers (83) - Drawbacks (0) = 210/238 Power Points
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