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RocketLord

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  1. REBELLION Elliot looked up at Raya as she sat down. There was a hint of recognition in his eyes for a brief second, then it was gone and he looked back at the sea. "Do what you want." He leaned back, rubbing his face with his hands. He seemed tired, and now that Raya was close it was clear that he had more than a few bruises on his face. Nothing too serious, just still healing marks, but visible enough. After a moment, he spoke again. "You're Raya Wells, aren't you? Aren't you supposed to be running some big super company instead of sitting at the waterfront?"
  2. GM The door stood still. Perhaps it flickered a little bit? Maybe it would move soon? It was not as if Charlemagne's Mansion tended to stay in one place for long, much like the tiger-like man in the magic market had told Oz the last time he had met Charlemagne. In fact, the door opened and a penguin stood in the door, staring at the two men.
  3. No need for a reroll, not when its that hurt anyway.
  4. GM And as if on cue... "Hey! What the hell do ya think yer doing!?" The men and women in silver suits (and a few in other colors as well) had seemed a bit wary, keeping their distance from the great winged monster, the Carnifex and the Dreamer, but now that Ultra Girl had shown up and statred talking? Well, it seemed like that had given them some courage, at least. The one speaking was flying with some sort of built in jetpack, he was wearing a blue armor, which otherwise looked like a standard Ultio Suit. "Yer getting in the way here, lady! The TroubAlert pegged this little monster as trouble, and it's worth a whole lotta points. So how about you take your pretty little cape an' get outta here before you end up caught in the middle of all this, yeah?" The Ultio Users didn't all seem to agree with Blue's statement, but a good deal of them. Ultra GIrl and Dreamer could see at least six of them hovering around them, with more probably on the way. If Carnifex and the winged serpent was worth a lot of points, then it was probably only a question of time before more showed up.
  5. @Exaccus could you show me the exact power and setup that you use? 19 - Venomax - 0HP - Bruise (x2), Fatigued 14 - Gang Group B Demons (x3) - Unharmed 11 - Visionary - 2HP - Bruise (x1) 8 - Takezumi Ryu - Unharmed 5 - Gang Group A (x8) - 5x Unharmed, 3x KO
  6. I'm looking for 3-4 characters, preferably around PL10-12, who'll want to join Justice in fighting a very big and public threat in Emerald City. If there's more than the 3-4 takers, I'll try and prioritize on who doesn't already have threads going in EC or have fewer threads, or who I think will have the most interesting interactions with the threat. Maybe some priority to the members of the so far unnamed EC team, depends on who's interested. Lower PL can apply, but will probably have a harder time.
  7. HP fixed. Gimme an IC.
  8. Roll opposing intimidate: 26 And that's a hit, rolling Reflex vs. DC21: 17, that's a hit. Rolling Fort vs. DC21: 22, makes the save vs. Stun. Rolling vs. Trip: 21 Give me a power check for your total +11 Trip power to see if you trip Mrs. Doors, then give me an IC.
  9. "Keep it up! I'm trying to catch this thing, but its slippery!" It probably looked like he wasn't doing anything, but Parker couldn't care too much about what it looked like. This thing was difficult to catch and keep still, but at least his ally was making some progress. Laser vision? Fast, strong? She could go far. So, once more, Spaceman reached out with his senses, all around the thing that they were fighting. Grab hold of it, trap it. Keep it from moving and give his ally a clear shot to finish it.
  10. Well, Spaceman's not doing too well in this battle, but at least the scavengers are safe! Let's try the subtle snare one more time, and see if its too busy dealing with all the burning and get caught now. Attack roll: 16 Somehow, I kinda doubt it! DC20 Reflex if that hits.
  11. GM Inside, Mrs. Doors threw herself to the ground, rolling out of the way as Salvo released her energy. The woman kept moving faster, rolling into a crouching position and raising her gun. She fired quickly, pulling the trigger several times. Small yellow bullets flew out, raining down over Nicole's armor where they stuck, then started pouring electric energy into her armor, far more than what should've been expected by something roughly the size of a bullet. Mrs. Doors winked... and then she was gone. Unfortunately for her, Salvo's systems easily picked her up. Mrs. Doors was still there, not far from where she had been moments before. Outside, Mrs. Doors looked at Justice and shook her head. "I... I can't. You're here to steal! I'm gonna call the cops! I'm..." Her shocked expression quickly turned into a snide grin as she pulled her trigger, shooting several yellow pellets at Justice's abdomen, before she disappeared, mimicking the actions of Mrs. Doors inside.
  12. Justice "Hey! Stop!" This was Mrs. Doors, right? She was annoying, but harmless. Not like she was gonna shoot her or something, right? With another quick flash of rainbow colors, Justice disappeared from the roof, reappearing right in front of the fleeing Mrs. Doors, hands held up to stop her. "C'mon, give back wahtever it was you took from that room, let's talk about this, right? No need to fight or anything, right?" She had shot Salvo, though... even if it was just a weird stun gun. Maybe she'd just been scared? Yeah, that was probably it. Get the paper, get back to Salvo, sort things out here.
  13. Justice is at balanced +10/+10 Def/TOU and the Jumping power active. That's a miss, so no need for the Reflex save. Justice teleports down in front of the Mrs. Doors outside and tries to talk, so... Mrs. Doors (Inside): Shoots at Salvo with the blaster: 23. The attack got Autofire, so +4DC for a total DC28 TOU save. Then, she disappears! Your radar picks her up, though. She's there, just not visible! Mrs. Doors (Outside): Shoots at Justice with the blaster: 14, miss! Then, she disappears too! Back at Salvo. 14 - Justice - 4HP - Unharmed 7 - Mrs. Doors (Inside) - Unharmed 7 - Mrs. Doors (Outside) - Unharmed 2 - Salvo - 1HP - Unharmed
  14. Pan's eyes left Eira for a moment, glancing towards Talya at the mention of her own eternal youth, before turning his full attention back to his his dancing partner, locking eyes as they held on to each other. "Now that sounds like a challenge to me!" He looked serious for once, but he couldn't keep it up for long before his lips split into a wide grin. "Then let us begin!" He stepped back, pulling Eira along as he started to move to music, just slightly slower than before, but still making sure to keep the ribbon just out of her hands.
  15. GM "Do you see? This is what you get for trying to stop us!" Ryu was laughing, raising his gun and firing blindly at Visionary. He didn't even seem to care how wide his shots went, the bullets not even being close to hitting. "You want to fight against hte Takazumi-gumi? You're going to fight against all of Jadetown if you keep this up!" The non-monstrous gang members raised their guns and started shooting at the Visionary. It seemed they didn't want to risk angering their boss by hitting a target he had missed.
  16. @Growth Spurt actually, since you fail by 5, you're Dazed and Bruised, so you don't get an action! Not that it'd matter here, since you'd missed! Ryu shoots at Visionary, while the other 5 all fire at Venomax. Ryu: 9, epic miss! Gang A: 21 15 9 14 26 Two hits, one a critical. You decide which order you do the saves @Exaccus Give me two TOU saves: 1 vs DC21, one vs DC26, then give me an IC of you being dazed. 19 - Venomax - 2HP - Bruise (x1), Dazed 14 - Gang Group B Demons (x3) - Unharmed 11 - Visionary - 2HP - Bruise (x1) 8 - Takezumi Ryu - Unharmed 5 - Gang Group A (x8) - 5x Unharmed, 3x KO
  17. REBELLION So many options. Which one should he choose? Moving among the zombies, Rebellion kept his distance to reach the clues. Top hat, cape. A laptop. Books with weird text he couldn't read. Notes on the wooden lectern. The note he could decipher, at least. Lectern first, then. He reached for the notes, pulling them off and putting them inside his pocket. If he was undisturbed, he continued to the the laptop. Locked. Of course. From what he had heard about Abracadaver, Rebellion wouldn't expect him to use computers, but even zombie wizards had to adapt to the times, didn't they? It wasn't his first time sneaking into a locked computer for information, anyway. Kneeling before it, he got to work to find a way into it and to find anything that might help him figure out what was going on here.
  18. If Rebellion has the time after grabbing the notes, he tries to unlock the laptop using Computers: 30
  19. Justice "No. Somebody did this. This guy was probably just some regular guy, right?" She sounded more serious and confident than she had until now. "We gotta stop them." She was wobbling a bit, despite her bravado. She was exhausted. Saving people, stopping a monster, finding out that monster was just some guy that had probably been changed? Exhausting. "I'm about to drop. I think I need to go somewhere before the cops show up and think we did this. I'll keep an eye out for this and let you know if I find anything, deal?"
  20. Doktor'd! Forever Boy A semi-major update, spending Pan's PP and moving things around! The different parts from below the breakdown of the changes. 21PP to spend. Combat Increase Base Defense to 6, from 5. Too high Defense for PL will be fixed under feats. 2PP spent, 19PP left. Saving Throws Fortitude Save +2, to +10 total. 2PP spent, 17PP left. Reflex Save +2, to +14 total. 2PP spent, 15PP left. Skills Drop the 4 ranks of Search. +1PP to spend, 16PP left. Feats Decrease Dodge Focus by 1, to rank 9. +1PP to spend, 17PP left. Get rid of Grapple Finesse. +1PP to spend, 18PP left. This in turn changes the Grapple score under Combat to: Grapple: +8 (+6 Base Attack, +2 Strength Get rid of Takedown Attack 2. +2PP to spend, 20PP left. Get rid of 1 rank of Uncanny Dodge, removing the unnecessary Danger Sense from it. +1PP to spend, 21PP left. Powers Updating the descriptors a bit, and changing my notation a bit, as per the full sheet in the spoiler. Main points is getting rid of all Genetic descriptors (its covered by Alien) and the Psionic descriptors on Comprehend and Mind Reading, since that should be Magic. Flight 5: Remove the Moving Feint power feat. +1PP to spend, 22PP left. Luck Control: Increase to Rank 3, making it look like below. 6PP spent, 16PP left. Luck Control 3 (Force Rerolls, Spend Hero Points for Others. Bestow Hero Points to Others; Feats: Luck 2) [11PP] (Descriptors: Forever Lucky, Luck) Tricks Array: Increase to rank 14, updating individual powers in the array as below. 2PP spent, 14PP left. Tricks Array 14 (28PP Array; Feats: Alternate Power 3) [31PP] (Descriptors: Tricks, Magic, Pixie Dust. Additional descriptors on individual powers) BP: {27 + 1 = 28/28PP} (Descriptors: The Forever Weapon, Light, Precise Strikes, Slashing/Bludgeoning/Piercing Damage Type, Training, Weapons) Damage 10 (Extras: Penetrating 5; Feats: Accurate, Extended Reach 2 [10 ft.], Improved Critical 2, Incurable, Mighty, Paralyzing Attack, Precise, Takedown Attack 2, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) [27PP] Feature 1 (Light Source) [1PP] AP: Emotion Control 10 (Feats: Mind Blank, Reversible, Subtle 2) {24/28PP} (Descriptors: Powerful Emotions, Emotion) AP: Illusion 6 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 2) (Duration: Sustained, Area: 25 ft. radius) (Stacks with Endless Forms) {26/28PP} (Descriptors: Forms Most Beautiful, Illusion) Stacked Power: Illusion 10 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Snare 10 (Feats: Accurate 2, Indirect 3, Subtle) {26/28PP} (Descriptors: Binding Shadow, Pan's Shadow, Grasping Shadows) Trickster Array: Increase to rank 12, updating individual powers in the array as below. 4PP spent, 10PP left. Trickster Array 12 (24PP Array; Feats: Alternate Power 3) [27PP] (Descriptors: Trickster, Magic, Pixie Dust. Additional descriptors on individual powers) BP: Enhanced Charisma 20 {20/24PP} (Descriptors: Forever Charisma, Superhuman charisma) AP: Flight 12 (stacks with Fairy Flight) {24/24PP} (Descriptors: Forever Flight, Flight) Stacked Power: Flight 17 (2,500,000 MPH / 25,000,000 ft./rnd) AP: Illusion 4 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 4) (Duration: Sustained, Area: 100 ft. radius) (Stacks with Forms Most Beautiful) {20/24PP} (Descriptors: Endless Forms, Illusion) Stacked Power: Illusion 10 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Obscure 6 (Affects Visual Senses; Extras: Independent [+0], Selective Attack, Total Fade) (Duration: Independent [20 rounds], Radius: 250 ft.) {24/24PP} (Descriptors: Hide & Seek, Illusion, Mists) I'm leaving the last 10PP unspent. Full blocks with updated changes below: --- Please update the top of the sheet to look like this: FOREVER BOY Power Level: 15 Effective Power Level: 10 Power Points: 239/249PP Unspent Power Points: 10 Trade-Offs: +5 Defense / -5 Toughness, (The Forever Weapon) -2 Attack / +2 DC --- Please update appearance (including the picture) to this: Pan is an attractive young man with messy dark red hair and green eyes. He has an athletic build, which he doesn’t mind showing with mostly form fitting clothing. Pan prefers green, white and red clothing, rarely wearing any dark colors. He almost always seem to be smiling. In uniform, Pan wears a pair of green dark green pants, with green boots in the same dark green nuance. The boots have white piping that separate them from the pants, as well as a white stripe above the ankle and white soles. On his upper body, Pan wears a red t-shirt with a logo at a white heart interconnected with an infinity symbol on his chest. He wears an emerald green jacket over the t-shirt. The jacket is left open, with what appears as a thick white elongated square shape, revealing the interconnected heart and infinity symbol on the t-shirt. The jacket has white piping details in three strips on his shoulders and around his elbows, with thick white cuffs at his wrists. Pan wears an emerald green domino mask in the same color as his mask. --- And all the updated crunch, please mind the indents at the powers to make it more readable: ABILITIES 4 + 16 + 6 + 4 + 2 + 10 = 42PP Strength: 14 (+2) Dexterity: 26 (+8) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 20 (+5) / 40 (+15)Forever Charisma COMBAT 12 + 12 = 24PP Initiative: +12 (+8 Dex, +4 Improved Initiative) Attack: +6 Base, +6 Melee, +6 Ranged, see Power attack bonuses in DC Block Defense: +15 (+6 Base, +9 Dodge Focus), +3 Flat-Footed Grapple: +8 (+6 Base Attack, +2 Strength) Knockback: -1 / -3 (with Defensive Roll) SAVING THROWS 7 + 6 + 9 = 22PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +10 (+3 Con, +7) Reflex: +14 (+8 Dex, +6) Will: +10 (+1 Wis, +9) SKILLS 68R = 17PP Bluff 15 (+20) / (+30)Forever Charisma Languages 1 (Native: Neverspeak; Learned: English) Notice 14 (+15)Skill Mastery Sense Motive 14 (+15)Skill Mastery Sleight of Hand 12 (+20)Skill Mastery Stealth 12 (+20)Skill Mastery FEATS 37PP Beginner's Luck Challenge [Fast Feint] Challenge [Fast Taunt] Defensive Roll 1 Distract [Bluff] Dodge Focus 9 Evasion 2 Fearless Improved Initiative 1 Inspire 5 Jack-of-All-Trades Leadership Luck 3 Move-by Action Setup Skill Mastery (Notice, Sense Motive, Sleight of Hand, Stealth) Taunt Teamwork 3 Uncanny Dodge 2 [Auditory, Visual] Enhanced Feats Luck 3 -> Luck 5Forever Lucky Quick Change Takedown Attack 2The Forever Weapon POWERS 8 + 1 + 10 + 1 + 5 + 11 + 2 + 31 + 27 + 3 = 99 Comprehend Rank 3 (Understand, speak and read all languages; Feats: Alternate Power 1, Selective) [8PP] (Descriptors: Universal Understanding, Alien, Magic) AP: Mind Reading 10 (Flaws: Feedback, Limited to Surface Thoughts; Feats: Subtle 2) {6/7PP} (Descriptors: Tell Me What You Think, Alien, Magic, Training) Enhanced Feat 1 (Quick Change) [1PP] (Descriptors: Forever Uniform, Magic, Pixie Dust) Flight 5 (Flight speed: 250 MPH / 2500 ft./rnd) [10PP] (Descriptors: Fairy Flight, Flight, Magic, Pixie Dust) Immunity 1 (Aging) [1PP] (Descriptors: The Forever Boy, Immortality, Magic, Pixie Dust) Immunity 5 (Entrapment Effects [Snare, Grappling, Bonds]) [5PP] (Descriptors: Forever Free, Freedom, Magic, Pixie Dust) Luck Control 3 (Force Rerolls, Spend Hero Points for Others. Bestow Hero Points to Others; Feats: Luck 2) [11PP] (Descriptors: Forever Lucky, Luck) Quickness 4 (Flaws: One type [Mental]) (Able to perform mental tasks at x25 normal speed) [2PP] (Descriptors: Cleverness of Me, Alien, Quick Thinking) Tricks Array 14 (28PP Array; Feats: Alternate Power 3) [31PP] (Descriptors: Tricks, Magic, Pixie Dust. Additional descriptors on individual powers) BP: {27 + 1 = 28/28PP} (Descriptors: The Forever Weapon, Light, Precise Strikes, Slashing/Bludgeoning/Piercing Damage Type, Training, Weapons) Damage 10 (Extras: Penetrating 5; Feats: Accurate, Extended Reach 2 [10 ft.], Improved Critical 2, Incurable, Mighty, Paralyzing Attack, Precise, Takedown Attack 2, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) [27PP] Feature 1 (Light Source) [1PP] AP: Emotion Control 10 (Feats: Mind Blank, Reversible, Subtle 2) {24/28PP} (Descriptors: Powerful Emotions, Emotion) AP: Illusion 6 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 2) (Duration: Sustained, Area: 25 ft. radius) (Stacks with Endless Forms) {26/28PP} (Descriptors: Forms Most Beautiful, Illusion) Stacked Power: Illusion 10 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Snare 10 (Feats: Accurate 2, Indirect 3, Subtle) {26/28PP} (Descriptors: Binding Shadow, Pan's Shadow, Grasping Shadows) Trickster Array 12 (24PP Array; Feats: Alternate Power 3) [27PP] (Descriptors: Trickster, Magic, Pixie Dust. Additional descriptors on individual powers) BP: Enhanced Charisma 20 {20/24PP} (Descriptors: Forever Charisma, Superhuman charisma) AP: Flight 12 (stacks with Fairy Flight) {24/24PP} (Descriptors: Forever Flight, Flight) Stacked Power: Flight 17 (2,500,000 MPH / 25,000,000 ft./rnd) AP: Illusion 4 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 4) (Duration: Sustained, Area: 100 ft. radius) (Stacks with Forms Most Beautiful) {20/24PP} (Descriptors: Endless Forms, Illusion) Stacked Power: Illusion 10 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Obscure 6 (Affects Visual Senses; Extras: Independent [+0], Selective Attack, Total Fade) (Duration: Independent [20 rounds], Radius: 250 ft.) {24/24PP} (Descriptors: Hide & Seek, Illusion, Mists) Super-Senses 3 (Danger Sense [Sense Types: Auditory], Audiotory [Sense Type: Normal Hearing; Default Extras: Acute, Radius, Ranged; Extras: Accurate]) [3PP] (Descriptors: Never Senses, Alien, Enhanced Senses, Training) DRAWBACKS -2PP Vulnerable (Emotion effects; Minor Intensity: +1 to saving throw DC) [-2PP] DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +6 The Forever Weapon Touch (Up to 10 ft.) DC27 Tou (staged) Damage +8, Crit 18-20, Incurable, Precise The Forever Weapon - Paralyzing Attack Touch (Up to 10 ft.) DC22 Fort (Staged) Fail: Slowed 1 round >5: Paralyzed 1 round +8, Crit 18-20, Incurable, Precise Powerful Emotions Perception DC20 Will (staged) Fail: Emotion Changed >10: Target takes no hostile action Mind Blank, Reversible, Subtle 2 Binding Shadow 100 ft. DC20 Ref (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10, Indirect 3, Subtle Endless Forms Perception DC14 Will (staged) Tricked if disbelieving illusion N/A, 100 ft. radius Forms Most Beautiful Perception DC16 Will (staged) Tricked if disbelieving illusion N/A, 25 ft. radius Endless Forms Most Beautiful Perception DC20 Will (staged) Tricked if disbelieving illusion N/A, 500 ft. radius Totals: Abilities (42) + Combat (24) + Saving Throws (22) + Skills (17) + Feats (37) + Powers (99) - Drawbacks (2) = 239/249 Power Points
  21. No worries, nothing to stop Kaede from setting up where Dreamer's at!
  22. OOC for this. @Exaccus @Spacefurry
  23. GM Outside a barn in Island View, Emerald City 9PM, May 8th 2020 Charles Charlemagne was not exactly a well known name around Emerald City magic community, but yet, Blackstaff had heard about him. A man that seemed to care for magical creatures, even if his own magic power seemed non-existant, Charlemagne lived in an always moving mansion. Its door would appear on the side of random buildings around the city. If he wanted to be found, he would be. If not? You should count on your luck. Blackstaff had found a note on the desk at his office. An invitation, to the Charlemagne Mansion, and a location. An offer for a job. By now, Blackstaff had found his way to the side of a barn in Island View. I held a simple wooden door, yet one that was entirely out of place in this location. And he was not alone. Oz had received word that Charles Charlemagne wanted to see him. Last time they had met, he had aided Charlemagne in stopping would-be monster poaches. It seemed that Charlemagne had been suitably impressed to reach out to him again.
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