Jump to content

RocketLord

Guides
  • Posts

    6,630
  • Joined

  • Last visited

Everything posted by RocketLord

  1. <"No need to be so hard on yourself."> Pan replied, speaking the same old language that Muirne had the moment before, the same grin still on his lips. If he noticed that she held some of the golden dust, he didn't seem to show it. He laughed lightly at the question, bent slightly into his knees and held his arms out to the side, as if he was presenting himself. "Well, because I am a forever boy, I suppose." He sounded amused at the question, as well as his answer. "A title from back home, I suppose. One with meaning, one with promise." He paused briefly, as if he was giving his answer great thought, then resumed his full attention on Muirne. "But, what about you, what can you do? What is your secret name?"
  2. Pan had not objected to Eira staying close, he continuously kept an amused smile at all the things that were going on, especially Davyd's little performance, even if he didn't understand the reference. "Is that so?" he asked Eira, to the statement of the opportunity. "You seem to know more than us about all of this, no?" For once, he kept his feet on the ground as they moved to these trainers. He leaned closer to Eira, after Erik had greeted her, before she slipped away. "Another old friend or uncle, I suppose? You could have told me this was going to involve swords." His tone was teasing, even if only slightly so, before he let her leave and instead turned towards the teachers. He made a quick bow to their hosts, turning his head slightly up mid-bow to smile at them. "Hel-lo, I am Pan." He stood up and let his bag drop, then pulled off the jacket and let it drop as well. Fine, fine. Time to see what had Eira all excited.
  3. The pretty boy flew overhead, golden dust trailing behind. Why walk, when you could fly, after all? He slowed down, looking down, his already smiling face truly breaking into a grin as he noticed the group. He dropped abruptly, falling, until he stopped a short distance away, making a quick little bow, his feet never touching the ground. "Hel-lo everyone, good to see you!" He spoke with a noticeable accent, but not one that really stood out as coming from anywhere in particular. It was like he was talking English, and yet not quite, like something was actually helping him be understood, almost like an instant translation. He waved quickly at Cam, Aja and Janus. "You must be new, a pleasure to meet you! I am Pan the Forever Boy!"
  4. Little Mermaid II Power Level: 15 Effective Power Level: 12 Power Points: 212/250PP Unspent Power Points: 38PP Trade-Offs: (Unarmed) ATK-4/DC+4, No defensive In Brief: The second Danish hero to bear the mantle of the Little Mermaid, empowered by H. C. Andersen's hidden true fairy tale. Catchphrase: "Let's make a splash!" Theme: Under The Sea - Jonathan Young Alternate Identity: Mette Madsen (Secret) Birthplace: Copenhagen, Denmark Residence: Copenhagen, Denmark Occupation: Adventurer, Swimming Coach Affiliations: Vanguard Family: Lasse Madsen (Father, Born 1971, Gardener), Tanja Madsen (Mother, Born 1970. School Principal) DESCRIPTION Age: DOB (2000, December 24th) Gender: Female Ethnicity: Scandinavian Height: 5’6’’ Weight: 150 lbs. Eyes: Green Hair: Dark brown Mette is a woman of obvious Scandinavian descent. She has dark brown hair, usually cut into a pixie cut, and dark green eyes. She is toned and in shape from countless hours spent swimming, both with and without the use of her powers. She is good-looking, but not supernaturally so, though she has plenty of charm to make up for that. Mette's style tend to be a clash of frilly dresses in light colors and leather or denim jackets, often with heavy boots. When Mette transforms into her costume, her hair grows to reach her waist, flowing freely. The parts of her costume that covers her upper body are mainly in green scales, with a red pointed mark just below her neck, and red bands aroudn her wrists. She wears a green mask in the same scale material on her head, leaving the top of her head, her mouth and her chin free. The costume's pants are white, with a red line seperating the the green upper body and white lower body. The soles of her feet are red, with three thick red lines on the outside of her lower legs. When Mette enters water, her legs fuse into a white mermaid's tail HISTORY Mette was born on Christmas Eve, 2000. The last Christmas of a millenium, a day full of magic and wonder, of promises of the future. Mette had a normal childhood. Growing up she had friends, she had trouble, she did alright in school, she loved fairy tales and stories. She was a tough girl, standing up to bullies, but all in all, she didn't exactly have much trouble in her life. It was a normal, happy life. Mette's greatest hero was the Little Mermaid, who had been protecting Denmark. The heroine had first been seen on Christmas Eve in the year 2000. A coincidence, perhaps, but it only made Mette love the hero even more. As Luck would have it, Mette met the Little Mermaid by pure chance, during the summer 2012. While out shopping with her mother, Mette was caught in a battle between the Little Mermaid and the villain Metalhead. Mette was saved by the Little Mermaid and then, despite her parents' protest, she seemed to often find herself in the company of the Little Mermaid. Wearing a domino mask of her own making, she became the Little Mermaid's unofficial sidekick and helper, doing all she could to help her hero, even as she struggled to keep up with her obviously supernatural abilities. For five years, Mette had two lives. On one hand, she was just Mette. Growing up, growing older, learning and maturing, going to school, doing homework, spending time with her friends. On the other, she was the Little Mermaid's sidekick, helping her hero however she could, learning all she could from her hero, while doing her best to stay out of fights. After all, she was just a normal girl, right? Things changed on Christmas Eve, 2017. 5 years after they had first met, the Little Mermaid told Mette that she planned to retire. She had been a hero for almost 20 years, and time was taking its toll on her. Mette was distraught, how could her hero do this? Denmark had so few heroes already, what would they do without the Little Mermaid? The hero just smiled as she led Mette to the Little Mermaid statue at Langelinie. There, she revealed the secret of her powers. The power of the fairy tale hidden in the statue, the true legacy of the writer H. C. Andersen. And now, it was Mette's turn to take on the powers. Since then, Mette has acted as the second Little Mermaid, quickly growing to become one of Denmark's most prominent, and beloved, heroes. More powerful and effective than her mentor ever was, Mette has spent most of her time within Denmark's borders, fighting both local and foreign villains, but perhaps the time has come to branch out and try to become something more. PERSONALITY & MOTIVATION At first glance, Mette seems headstrong and boisterous. As the successor to her childhood hero, and with a few years of experience herself, one would think that she would be secure in her abilities, and for as long as she stayed in Denmark, one would assume right. Now that she has entered the international scene, Mette seems to have a constant need to prove herself as more than just a small fish, even if she's from a small country with little super human activity. She will go for the biggest target, she will take on any comers, and won't back down from a challenge. She's tough, she's strong. Mette actively tries to hide many of the softer parts of her personality when she spends time with other heroes. She likes what one would consider girly things, like singing and pretty dresses, but generally tries to downplay these qualities, as she thinks it will lead other heroes to take her less seriously. As a hero she has to be strong, tough and always be ready to protect everyone else, so she is sure there's no room for any interests like fairy talesm going shopping or gushing about the latest romance movie she watched. POWERS & TACTICS Mette likes to get in close, hitting as hard and as often as she can. She's quick to use her water manipulation abilities to both protect and attacks, overwhelming foes with water or creating areas of water to hinder villains. If you're surrounded by an ocean, then you're already caught. Mette is not overly fond of her Siren's Song, both because she finds it kind of creepy to actually mind control others, and because she thinks its kind of weird to start singing in the middle of a fight, but if its what's needed, then she will do it. As part of her efforts to prove herself, Mette tends to go for the biggest and baddest enemy first. If someone's the boss or seems to be the strongest enemy, she will go for them. POWER DESCRIPTIONS The Danish writer H. C. Andersen didn't just write fiction, he created what was essentially blueprints for creating super humans, what he had dubbed as Fairytalers. Mette is empowered by the magic of the fairy tale of the Little Mermaid. The particular blueprint that both Mette and her predecessor used was found in the Little Mermaid statue at Langelinie in Copenhagen. Mette posses all the abilities one would expect a mermaid to posses: She can breathe and survive under water, even in crushing pressure, and she is able to swim far faster than any human, by transforming the lower half of her body into a mermaid's tail. On land, her legs retain the strength of her tail, allowing her to leap great distances. She can see in the dark and is able to feel even the slightest tremor through the water around her. She is able to talk under water and communicate with all manner of marine life. Whether the marine life has anything useful to say is another matter entirely. Mette is able to conjure a costume at will, appearing as if by magic. Physically, Mette has been enhanced, being faster, tougher and stronger than she would otherwise be. She posses incredible strength, much more than one would guess given her size. While she cannot outright create water from nothing, she is able to expand a single drop or even the humidity in the air into great amounts of water, which she can manipulate and shape as she wants, such as by creating a high pressure burst of water or by creating waves to crash down on her opponents. Finally, Mette posses a siren's song. By singing, she can erode the mental defenses of others, in turn allowing her to control their actions through a psionic effect. COMPLICATIONS Babysitter: Mette has spent a lot of time as a babysitter, taking care of children. She loves them, and they tend to love her. If anyone want to get her attention, distract her or get her to do something, targeting or threatening children is a good way to do it. If someone targets children to make a situation worse, the GM can award Mette a Hero Point. Fairytaler: Mette's power comes quite litterally from fairy tales. It is a rather vague description, and she honestly doesn't know much about why they work, just that they do. She has a strange connection to other things that could be considered fairy tales. Some "natural" fairy tales, such as various creatures from folk tales, might consider her an artificial fairy tale, something made by man, a perversion of their purpose. Some might attack Mette on sight, others might not want to work with her, some might instinctively fear her, and others might not do anything at all. If this innate reaction to Mette complicates a situation, the GM might award her a Hero Point. H2O Required: In order to create water, Mette needs to have access to a certain degree of humidity, or even just a single drop of water, being able to expand it into great amounts. If she ends up in a desert or similarly arid place where not even the humidity offers any water, she will be unable to create water using her Create Object power, and the GM can award her a Hero Point. I'm Not Ariel: Sure, Mette doesn't mind Disney's Little Mermaid movie at all, she kinda likes it, but it gets a bit tiresome to have people ask why her tail is white and her hair isn't red. She's a great singer, but that doesn't mean she have to start singing all the time, and her life doesn't revolve around any princes. If Mette loses her temper due to such a situation and complicates everything, the Gm can award her a Hero Point. Small Fish in Big Pond: Mette is used to mainly dealing with issues in Denmark, and while they have their share of trouble, the super human population is fairly low. Despite being a succesful hero at home, Mette feels it doesn't matter much in the grander scheme of things, and as such, she is constantly trying to prove herself. For instance, she could try to attack the leader of a group of enemies, or someone that seems to be the strongest, even if that is tactically the wrong choice. The GM can award Mette a Hero Point if her actions to prove herself ends up complicating a situation. ABILITIES 0 + 6 + 8 + 4 + 10 + 10 = 38PP Strength: 10 (+0) / 42 (+16) Dexterity: 16 (+3) / 20 (+5) Constitution: 18 (+4) / 34 (+12) Intelligence: 14 (+2) Wisdom: 20 (+5) Charisma: 20 (+5) COMBAT 8 + 8 = 16PP Initiative: +3 (+3 Dex) / +5 (+3 Dex, +2 Enh Dex) Attack: +4 Base, +8 Melee (+4 Base, +4 Attack Focus), +4 Ranged, see Power attack bonuses in DC Block Defense: +12 (+4 Base, +8 Dodge Focus), +3 Flat-Footed Grapple: +8 (+4 Base Attack, +4 Attack Focus [Melee]) / +31 (+4 Base Attack, +4 Attack Focus [Melee], +16 Enh Str, +7 Super-Strength) / +32 (+32 Bring the Sea) Knockback: -2 (TOU/2) / -3 w. Defensive Roll / - 5 w. Enh Con / - 6 w. Enh Con and Defensive Roll SAVING THROWS 0 + 7 + 7 = 14PP Toughness: +4 (+4 Con) / +12 (+4 Con, +8 Enh Con) Fortitude: +4 (+4 Con, +0) / +12 (+4 Con, +8 Enh Con, +0) Reflex: +10 (+3 Dex, +7) / +12 (+3 Dex, +2 Enh Dex +7) Will: +12 (+5 Wis, +7) SKILLS 92R = 23PP Diplomacy 15 (+20) SM Gather Information 5 (+10) Intimidate 15 (+20)SM Knowledge [Arcane Lore] 3 (+5) Knowledge [Earth Sciences] 3 (+5)SM Languages 3 (Native: Danish; Learned: Atlantean, English, French) Notice 10 (+15)SM Perform [Singing] 10 (+15)SM Sense Motive 10 (+15)SM Survival 5 (+10) Swim 10(+10) / (+26 w. Enh Str)SM FEATS 29PP Accurate Attack Attack Focus [Melee] 4 Benefit 1 [Famous in Scandinavia, known in Europe] Challenge (Fast Startle) Dodge Focus 8 Evasion 2 Move-By Action Luck 4 Power Attack Skill Mastery 2 [Diplomacy, Gather Information, Intimidate, Knowledge [Earth Sciences], Notice, Perform [Singing], Sense Motive, Swimming] Startle Takedown Attack 2 Uncanny Dodge [Auditory] Enhanced Feats Environmental Adaption [Aquatic] Quick Change POWERS 2 + 16 + 4 + 1 + 53 + 3 + 1 + 2 + 10 = 92 All powers have the Fairy Tale and Magic origin descriptors, unless otherwise noted. Comprehend 2 (Speak with and Understand Animals; Flaws: Limited [Marine Life Only]) [2PP] (Descriptors: Talk to Fish, Physical Enhancement) Enhanced Constitution 16 [16PP] (Descriptors: Physical Enhancement) Enhanced Dexterity 4 [4PP] (Descriptors: Physical Enhancement) Enhanced Feat 1 (Quick Change) [1PP] (Descriptors: Magical Uniform, Summon Uniform) Fairytaler Array 24 (48PP Array; Feats: Alternate Power 5) [53PP] (Descriptors: Mermaid) BP: {32 + 16 = 48/48} (Descriptors: Mighty Mermaid, Physical Enhancement, Underwater Adjustment) Enhanced Strength 32 [32PP] Super-Strength 7 (Feats: Groundstrike, Shockwave) (+35 Strength to checks; Carrying capacity: Heavy load 532.5 tons) [16PP] AP: Blast 12 (Extras: Area [General Line], Penetrating 6; Feats: Knockback 6) {48/48} (Descriptors: High Pressure Water Burst, Water, Impact Damage Type) AP: Create Object 11 (Extras: Duration [Continuous], Movable; Feats: Progression 2, Selective, Tether) (Up to 11x25 feet cubes) {48/48} (Descriptors: Shape of Water, Water, Water Expansion, Water Shaping) AP: Move Object 16 (Extras: Range [Perception]) {48/48} (Descriptors: Bring the Sea, Water, Water Control) AP: {24 + 24 = 48/48} (Descriptors: Siren's Song, Mind Control, Psionic, Song) Drain Will 12 (Extras: Alternate Save [Will] (+0), Area [Auditory Perception], Linked to Mind Control (+0)) [24PP] Mind Control 12 (Extras: Area [Auditory Perception], Duration 1 [Sustained]; Flaws: Range 2 [Touch]) [24PP] AP: Stun 12 (Extras: Area [General Cone], Knockback) {48/48} (Descriptors: Siren Scream, Song) Immunity 3 (Breathe underwater, High pressure, Environmental cold) [3PP] (Descriptors: Underwater Adaption, Physical Enhancement) Super-Senses 2 (Tremorsense [Sense Type: Tactile; Extras: Ranged; Flaws: Limited [Only under water]) [1PP] (Descriptors: Tremorsense, Physical Enhancement) Super-Senses 2 (Darkvision [Sense Type: Visual; Extras: Counters Obscure [Darkness Descriptor]) [2PP] (Descriptors: Darkvision, Physical Enhancement) Tail & Legs Array 4.5 (9PP Array; Feats: Alternate Power 1) [10PP] (Descriptors: Mermaid, Physical Enhancement) BP: Swimming 8 (Environmental Adaption [Aquatic]) (Swim speed: 500 mph, 5000 ft./rnd.) {9/9} (Descriptors: Mermaid's Tail, Mermaid, Physical Change) AP: {5 + 4 = 9/9} (Descriptors: Powerful Legs) Leaping 5 (x50 Leaping distance, run 500 ft. / 1300 ft.) [5PP] Speed 4 (Run speed: 100 mph, 1000 ft./rnd.) [4PP] DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +8 Unarmed - Mighty Mermaid Touch DC31 Tou (staged) Damage +8 High Pressure Water Burst 120 ft., Line Area DC22 Ref Reduce Damage effect to DC21 if passed Area DC27 Tou (staged) Damage Penetrating 6, Knockback+6 Siren's Song Area, Auditory Perception DC22 Ref Ignore Drain Will and Mind Control effects if passed DC22 Will (staged) Drain Will Linked to Mind Control Effect DC22 Will Mind Control Linked to Drain Will effect Siren Scream 120 ft., Cone Area DC22 Ref Reduce Stun effect to DC16 if passed DC22 Fort Fail: Dazed 1 rnd. >5: Stunned 1 rnd. >10: Unconscious Knockback Totals: Abilities (38) + Combat (16) + Saving Throws (14) + Skills (23) + Feats (29) + Powers (92) - Drawbacks (0) = 212/250 Power Points
  5. GM Again, the monster roared as a blast slammed into it from some unknown direction. It turns, swinging its clawed tail, hitting nothing but air and the inside of the container. Then it gasped, grasping at its throat. Robin could see it freezing, perhaps realizing what was happening... Then it turned, starting to desperately claw and strike at the position it had already damaged. It was realizing what was happening, it seemed. Maybe there was more to it than a dumb monster?
  6. Justice "Got it." Keep him busy, right? Try and take him down if she could. She pulled back the Justice Buster and popped out the cartridge, reaching for another in her belt and slotting it in. Alright, she could help with that. One of the full power cartridges. The kickback made it a pain to aim, but if she set up the portals just right, then maybe she could actually hurt that damn thing. Robin grabbed the handle with both hands, raised it and fired, another portal opening in front of her. The force of the kinetic burst sent her stumbling back, but hey, if that was what it took, she'd do it!
  7. Alright, that starts the Suffocate effect. The effect starts at Suffocate 10, rising with 1 per round. Rolling for the monster: 25 Passes with no issue. Justice goes for another shot into the container, with a full +5DC/-5ATK power attack: 21 That's a hit, monster saves vs DC26: 22, gets another bruise. The monster attacks the Container again, DC27 TOU: 24, it takes another Injury. 16 - Emerald Spider - 2HP - Unharmed 13 - Justice - 1HP - Unharmed 9 - Monster - Bruise (x3), Trapped in Container Container: TOU+13 (3 Snares applied) - 2 Injury - Suffocate 10 on Monster
  8. Any comments, anything looking wrong, please let me know. --- Little Mermaid II Power Level: 12 Power Points: 180/180PP Unspent Power Points: 0 Trade-Offs: (Unarmed) ATK-4/DC+4, No defensive In Brief: The second Danish hero to bear the mantle of the Little Mermaid, empowered by H. C. Andersen's hidden true fairy tale. Catchphrase: "Let's make a splash!" Theme: Under The Sea - Jonathan Young Alternate Identity: Mette Madsen (Secret) Birthplace: Copenhagen, Denmark Residence: Copenhagen, Denmark Occupation: Adventurer, Swimming Coach Affiliations: Vanguard Family: Lasse Madsen (Father, Born 1971, Gardener), Tanja Madsen (Mother, Born 1970. School Principal) DESCRIPTION Age: DOB (2000, December 24th) Gender: Female Ethnicity: Scandinavian Height: 5’6’’ Weight: 150 lbs. Eyes: Green Hair: Dark brown Mette is a woman of obvious Scandinavian descent. She has dark brown hair, usually cut into a pixie cut, and dark green eyes. She is toned and in shape from countless hours spent swimming, both with and without the use of her powers. She is good-looking, but not supernaturally so, though she has plenty of charm to make up for that. Mette's style tend to be a clash of frilly dresses in light colors and leather or denim jackets, often with heavy boots. When Mette transforms into her costume, her hair grows to reach her waist, flowing freely. The parts of her costume that covers her upper body are mainly in green scales, with a red pointed mark just below her neck, and red bands aroudn her wrists. She wears a green mask in the same scale material on her head, leaving her mouth and nose free. The costume's pants are white, with a red line seperating the the green upper body and white lower body. The soles of her feet are red, with three thick red lines on the outside of her lower legs. When Mette enters water, her legs fuse into a white mermaid's tail HISTORY Mette was born on Christmas Eve, 2000. The last Christmas of a millenium, a day full of magic and wonder, of promises of the future. Mette had a normal childhood. Growing up she had friends, she had trouble, she did alright in school, she loved fairy tales and stories. She was a tough girl, standing up to bullies, but all in all, she didn't exactly have much trouble in her life. It was a normal, happy life. Mette's greatest hero was the Little Mermaid, who had been protecting Denmark. The heroine had first been seen on Christmas Eve in the year 2000. A coincidence, perhaps, but it only made Mette love the hero even more. As Luck would have it, Mette met the Little Mermaid by pure chance, during the summer 2012. While out shopping with her mother, Mette was caught in a battle between the Little Mermaid and the villain Metalhead. Mette was saved by the Little Mermaid and then, despite her parents' protest, she seemed to often find herself in the company of the Little Mermaid. Wearing a domino mask of her own making, she became the Little Mermaid's unofficial sidekick and helper, doing all she could to help her hero, even as she struggled to keep up with her obviously supernatural abilities. For five years, Mette had two lives. On one hand, she was just Mette. Growing up, growing older, learning and maturing, going to school, doing homework, spending time with her friends. On the other, she was the Little Mermaid's sidekick, helping her hero however she could, learning all she could from her hero, while doing her best to stay out of fights. After all, she was just a normal girl, right? Things changed on Christmas Eve, 2017. 5 years after they had first met, the Little Mermaid told Mette that she planned to retire. She had been a hero for almost 20 years, and time was taking its toll on her. Mette was distraught, how could her hero do this? Denmark had so few heroes already, what would they do without the Little Mermaid? The hero just smiled as she led Mette to the Little Mermaid statue at Langelinie. There, she revealed the secret of her powers. The power of the fairy tale hidden in the statue, the true legacy of the writer H. C. Andersen. And now, it was Mette's turn to take on the powers. Since then, Mette has acted as the second Little Mermaid, quickly growing to become one of Denmark's most prominent, and beloved, heroes. More powerful and effective than her mentor ever was, Mette has spent most of her time within Denmark's borders, fighting both local and foreign villains, but perhaps the time has come to branch out and try to become something more. PERSONALITY & MOTIVATION At first glance, Mette seems headstrong and boisterous. As the successor to her childhood hero, and with a few years of experience herself, one would think that she would be secure in her abilities, and for as long as she stayed in Denmark, one would assume right. Now that she has entered the international scene, Mette seems to have a constant need to prove herself as more than just a small fish, even if she's from a small country with little super human activity. She will go for the biggest target, she will take on any comers, and won't back down from a challenge. She's tough, she's strong. Mette actively tries to hide many of the softer parts of her personality when she spends time with other heroes. She likes what one would consider girly things, like singing and pretty dresses, but generally tries to downplay these qualities, as she thinks it will lead other heroes to take her less seriously. As a hero she has to be strong, tough and always be ready to protect everyone else, so she is sure there's no room for any interests like fairy talesm going shopping or gushing about the latest romance movie she watched. POWERS & TACTICS Mette likes to get in close, hitting as hard and as often as she can. She's quick to use her water manipulation abilities to both protect and attacks, overwhelming foes with water or creating areas of water to hinder villains. If you're surrounded by an ocean, then you're already caught. Mette is not overly fond of her Siren's Song, both because she finds it kind of creepy to actually mind control others, and because she thinks its kind of weird to start singing in the middle of a fight, but if its what's needed, then she will do it. As part of her efforts to prove herself, Mette tends to go for the biggest and baddest enemy first. If someone's the boss or seems to be the strongest enemy, she will go for them. POWER DESCRIPTIONS The Danish writer H. C. Andersen didn't just write fiction, he created what was essentially blueprints for creating super humans, what he had dubbed as Fairytalers. Mette is empowered by the magic of the fairy tale of the Little Mermaid. The particular blueprint that both Mette and her predecessor used was found in the Little Mermaid statue at Langelinie in Copenhagen. Mette posses all the abilities one would expect a mermaid to posses: She can breathe and survive under water, even in crushing pressure, and she is able to swim far faster than any human, by transforming the lower half of her body into a mermaid's tail. On land, her legs retain the strength of her tail, allowing her to leap great distances. She can see in the dark and is able to feel even the slightest tremor through the water around her. She is able to talk under water and communicate with all manner of marine life. Whether the marine life has anything useful to say is another matter entirely. Mette is able to conjure a costume at will, appearing as if by magic. Physically, Mette has been enhanced, being faster, tougher and stronger than she would otherwise be. She posses incredible strength, much more than one would guess given her size. While she cannot outright create water from nothing, she is able to expand a single drop or even the humidity in the air into great amounts of water, which she can manipulate and shape as she wants, such as by creating a high pressure burst of water or by creating waves to crash down on her opponents. Finally, Mette posses a siren's song. By singing, she can erode the mental defenses of others, in turn allowing her to control their actions through a psionic effect. COMPLICATIONS Babysitter: Mette has spent a lot of time as a babysitter, taking care of children. She loves them, and they tend to love her. If anyone want to get her attention, distract her or get her to do something, targeting or threatening children is a good way to do it. If someone targets children to make a situation worse, the GM can award Mette a Hero Point. Fairytaler: Mette's power comes quite litterally from fairy tales. It is a rather vague description, and she honestly doesn't know much about why they work, just that they do. She has a strange connection to other things that could be considered fairy tales. Some "natural" fairy tales, such as various creatures from folk tales, might consider her an artificial fairy tale, something made by man, a perversion of their purpose. Some might attack Mette on sight, others might not want to work with her, some might instinctively fear her, and others might not do anything at all. If this innate reaction to Mette complicates a situation, the GM might award her a Hero Point. H2O Required: In order to create water, Mette needs to have access to a certain degree of humidity, or even just a single drop of water, being able to expand it into great amounts. If she ends up in a desert or similarly arid place where not even the humidity offers any water, she will be unable to create water using her Create Object power, and the GM can award her a Hero Point. I'm Not Ariel: Sure, Mette doesn't mind Disney's Little Mermaid movie at all, she kinda likes it, but it gets a bit tiresome to have people ask why her tail is white and her hair isn't red. She's a great singer, but that doesn't mean she have to start singing all the time, and her life doesn't revolve around any princes. If Mette loses her temper due to such a situation and complicates everything, the Gm can award her a Hero Point. Small Fish in Big Pond: Mette is used to mainly dealing with issues in Denmark, and while they have their share of trouble, the super human population is fairly low. Despite being a succesful hero at home, Mette feels it doesn't matter much in the grander scheme of things, and as such, she is constantly trying to prove herself. For instance, she could try to attack the leader of a group of enemies, or someone that seems to be the strongest, even if that is tactically the wrong choice. The GM can award Mette a Hero Point if her actions to prove herself ends up complicating a situation. ABILITIES 0 + 6 + 8 + 4 + 10 + 10 = 38PP Strength: 10 (+0) / 42 (+16) Dexterity: 16 (+3) / 20 (+5) Constitution: 18 (+4) / 30 (+10) Intelligence: 14 (+2) Wisdom: 20 (+5) Charisma: 20 (+5) COMBAT 8 + 8 = 16PP Initiative: +3 (+3 Dex) / +5 (+3 Dex, +2 Enh Dex) Attack: +4 Base, +8 Melee (+4 Base, +4 Attack Focus), +4 Ranged, see Power attack bonuses in DC Block Defense: +12 (+4 Base, +8 Dodge Focus), +3 Flat-Footed Grapple: +8 (+4 Base Attack, +4 Attack Focus [Melee]) / +31 (+4 Base Attack, +4 Attack Focus [Melee], +16 Enh Str, +7 Super-Strength) Knockback: -5 (TOU/2) / -6 w. Defensive Roll SAVING THROWS 0 + 7 + 7 = 14PP Toughness: +6 (+4 Con, +2 Defensive Roll) / +12 (+4 Con, +6 Enh Con, +2 Defensive Roll) Fortitude: +4 (+4 Con, +0) / +10 (+4 Con, +6 Enh Con, +0) Reflex: +10 (+3 Dex, +7) / +12 (+3 Dex, +2 Enh Dex +7) Will: +12 (+5 Wis, +7) SKILLS 32R = 8PP Diplomacy 5 (+10) Gather Information 5 (+10) Languages 3 (Native: Danish; Learned: Atlantean, English, French) Notice 5 (+10) Perform [Singing] 5 (+10) Sense Motive 5 (+10) Swim 4 (+4) / (+20 w. Enh Str) FEATS 19PP Attack Focus [Melee] 4 Benefit 1 [Famous in Scandinavia, known in Europe] Defensive Roll 1 Dodge Focus 8 Evasion 1 Luck 3 Uncanny Dodge [Auditory] Enhanced Feats Environmental Adaption [Aquatic] Quick Change POWERS 2 + 12 + 4 + 1 + 53 + 3 + 1 + 2 + 7 = 85 All powers have the Fairy Tale and Magic origin descriptors, unless otherwise noted. Comprehend 2 (Speak with and Understand Animals; Flaws: Limited [Marine Life Only]) [2PP] (Descriptors: "Talk to Fish", Physical Enhancement) Enhanced Constitution 12 [12PP] (Descriptors: Physical Enhancement) Enhanced Dexterity 4 [4PP] (Descriptors: Physical Enhancement) Enhanced Feat 1 (Quick Change) [1PP] (Descriptors: "Magical Uniform", Summon Uniform) Fairytaler Array 24 (48PP Array; Feats: Alternate Power 5) [53PP] (Descriptors: Mermaid) BP: {32 + 16 = 48/48} (Descriptors: "Mighty Mermaid", Physical Enhancement, Underwater Adjustment) Enhanced Strength 32 [32PP] Super-Strength 7 (Feats: Groundstrike, Shockwave) (+35 Strength to checks; Carrying capacity: Heavy load 532.5 tons) [16PP] AP: Blast 12 (Extras: Area [Line], Pentrating 6; Feats: Knockback 6) {48/48} (Descriptors: "High Pressure Water Burst", Water, Impact Damage Type) AP: Create Object 11 (Extras: Duration [Continuous], Movable; Feats: Progression 2, Selective, Tether) (Up to 11x25 feet cubes) {48/48} (Descriptors: "Shape of Water", Water, Water Expansion, Water Shaping) AP: Move Object 24 (Extras: Range [Perception]; Flaws: Limited [Water]) {48/48} (Descriptors: "Bring the Sea", Water, Water Control) AP: {24 + 24 = 48/48} (Descriptors: "Siren's Song", Mind Control, Psionic, Song) Drain Will 12 (Extras: Alternate Save [Will] (+0), Linked to Mind Control (+0), Range 2 [Perception]; Flaws: Sense-Dependent [Auditory]) [24PP] Mind Control 12 (Extras: Duration 1 [Sustained], Linked to Drain Will (+0); Flaws: Sense-Dependent [Auditory]) [24PP] AP: {24 + 24 = 48/48} (Descriptors: "Siren's Call", Mind Control, Psionic, Song) Drain Will 12 (Extras: Alternate Save [Will] (+0), Area [Auditory Perception], Linked to Mind Control (+0)) [24PP] Mind Control 12 (Extras: Area [Auditory Perception], Duration 1 [Sustained]; Flaws: Range 2 [Touch]) [24PP] Immunity 3 (Breathe underwater, High pressure, Environmental cold) [3PP] (Descriptors: "Underwater Adaption", Physical Enhancement) Super-Senses 2 (Tremorsense [Sense Type: Tactile; Extras: Ranged; Flaws: Limited [Only under water]) [1PP] (Descriptors: "Tremorsense", Physical Enhancement) Super-Senses 2 (Darkvision [Sense Type: Visual; Extras: Counters Obscure [Darkness Descriptor]) [2PP] (Descriptors: "Darkvision", Physical Enhancement) Swimming 5 (Feats: Alternate Power 1, Environmental Adaption [Aquatic]) (Swim speed: 50 mph, 500 feet per round) [7PP] (Descriptors: "Mermaid's Tail", Mermaid, Physical Change) AP: Leaping 5 (x50 Leaping distance, run 500 ft. / 1300 ft.) {5/5} (Descriptors: "Powerful Legs", Physical Enhancement) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +8 Unarmed - Mighty Mermaid Touch DC31 Tou (staged) Damage +8 High Pressure Water Burst 120 ft., Line Area DC22 Ref Reduce Damage effect to DC21 if passed Area DC27 Tou (staged) Damage Penetrating 6, Knockback+6 Siren's Song Perception DC22 Will (staged) Drain Will Sense-Dependent [Auditory] Linked to Mind Control Effect DC22 Will Mind Control Sense-Dependent [Auditory] Linked to Drain Will effect Siren's Call Area, Auditory Perception DC22 Ref Ignore Drain Will and Mind Control effects if passed DC22 Will (staged) Drain Will Linked to Mind Control Effect DC22 Will Mind Control Linked to Drain Will effect Totals: Abilities (38) + Combat (16) + Saving Throws (14) + Skills (8) + Feats (19) + Powers (85) - Drawbacks (0) = 180/180 Power Points
  9. GM "Agent Chromium." Commander Irons made his presence known in Chromium's earpiece. He was, as ever, stern. "That thing is an enemy. Prepare to engage at the first chance." As always, the commander's tone left little in the way of discussion. Chromium had been given his orders. The dragon breathed out, steam releasing from its nostriles. Levity could feel the winds blowing across her as it flapped its wings to stay airborne. "Anne Mistral." It spoke with the voice of an old man. "Do you stand in the defense of this city? Do you stand to keep things as they are? Or do you wish to embrace change? Do you want to free the shackled masses?"
  10. Justice "Hey, ES!" Alright, this was good! Emerald Spider was here, and with the big guy with the water? Yeah, these goons didn't stand a chance! Dropping her gun into a portal, Justice readied herself, spinning up the servos in her gauntlets, while tiny portals opened around her, armor plating attaching. Time to see if it would be enough to stop those guns. She really hoped. Water guy was running for the people on the ground, after creating the water all around her and the vans, and well... "I'll go high." This was a new trick. She'd practiced, of course, but it was still pretty good. Jumping forward, she vanished with a body tight portal opening around her, then jumping out right in front of one of the gunmen on the roof. The motor in her right gauntlet spinning up, she punched, only to have the guy step out of the way... leaving Justice alone on the roof with a good number of bad guys. Alright. Not good. A quick adjustment on the fly, and tiny portals opened up for even more armor, bulking her up. She'd be slower, sure, but she'd deal with that.
  11. The largest cluster on the ground are the three that ES failed to catch, there's none up close so far. Justice switches the M.O.V.E. array to the Armor Plating, Z-Space Arsenal to Justice strike and goes for a Combat Teleport, teleporting up to some of the shooters on the roof. Going on the attack, she has a possible 3 to hit if she KOs with her Justice Strikes and Takedown Attack: 14 15 11, which doesn't matter at all, cus she misses the first one! With that, using a free action to switch the M.O.D. array to +15TOU/+5DEF. Trying to sketch it out: There's about 8 men on the roof, including the one that barked out orders. They're in groups of 3, 4 and the one barking orders. There's 12 men on the ground. 6 on the left side of the building, 3 of those are stuck together with webbing, the other 3 are close together, with Kanunu engaging them in melee. The others 6 on the ground are grouped in groups of two in front of the building. 23 - Kanunu - 4HP - Unharmed 22 - Justice - 4HP - Unharmed 20 - Emerald Spider - 1HP - Unharmed 9 - Mafiya Soldiers x20 - 3 Snared 3x Transports: Protected by Water Dome, TOU 18
  12. GM The preacher seemed to mull over Agnes' words, but he let it go. Jonathan looked like he was about to say something, but remained silent, as he led them further into the cave. They entered a larger cave. The stench was overpowering here. A large hole before them was filled with bodies in various stages of decay. The missing homeless. "Do you see?" The preacher preached, throwing a hand out to show the pit. "We save them! And in turn, the Lord empowers us! We are right, we are just!"
  13. "The thump, thump, thump, of course." Pan replied, rather matter of fact. "There is a rhytm to it." And then, a splash? Pan was out of the room before he took any chance to explain more to Adam or Davyd, a trail of pixie dust being all that he left behind as he flew up to the main deck, then out, up, over, and around to reach the net, hovering above it and Lulu. He looked around, turning his head, listening intently, trying to find out whatever it was. Curiosity? Alarm? It was hard to tell. Unlike Lulu, Pan had not really taken the time to get dressed, hovering above in just his boxers, not that he seemed to care or notice. "What happened? What was that splash? And the thump, thump, thump?"
  14. Ah, right. Terrifica was a Freedom Leaguer, right? No powers as far as Connor knew, but good enough that the high and mighty wanted her in their little league. Stepping away from the others, he remained silent for now. He didn't really have anything to add here, and Kronk seemed to have calmed down. No need for a fight, then. He kind of wondered if the old man ever fought anything like Kronk. Probably, wouldn't surprise him at least. "We're good here, then? No more trouble?" He didn't really want to stick around if any more leaguers showed up.
  15. Wait, Salvo? Could that be StartASalvo, back from Terrifica's AMA? That was... that was really cool that she showed up, actually. Aw, Meta-Naut was here too. That was... that was really great, actually. Almost everyone she had met up with so far had showed up, and Robin would be lying if she said that didn't warm her heart just a little bit. Give her just that little bit more confidence in what she was doing here. And then Protectron stepped in and Robin completely lost her place. The Protectron was showing up for something that she had started? Wow. Yeah. She had to continue, right? The people here didn't seem to like the Ultio Suits either, which was kinda good, but also... made her feel kinda bad? "Err... yeah, yeah. The whole supers as a service thing, that's bad, right... but, yeah, Mars is pretty popular, so people seem to just love it. I dunno if you've seen those Ultio people in action, some are good guys, but eh... not really all of them?" ES talking about the corporations, corruption and all that, yeah, Robin had started seeing some of those cracks. Probably not nearly as much as ES or the others, she'd tried to just help people, but it kinda tied into the other bad part of everything? "But, yeah, that thing with corrupt corporate people and such, kinda brings me to the next bit of bad news. Those armors? Mars is using at least some of my tech for it, and something else. I... kinda managed to get a close up view of one of those suits, and they're kinda scary with all they can do? My tech alone is a lot, but these guys, and bundling in everything else Mars has put in them? Just takes one of those guys having a bad day to cause some major trouble." She scratched her arm. Obviously, Robin was feeling bad about this. Really bad. "That whole system they use to hide the armors and then suddenly appear? That's my stuff... and I got no idea how Mars got that." Robin really wished she could reply to everyone, but honestly, she just had to get through explaining this right now. Then they could damn her if they wanted to, at least it was out there.
  16. @secondling @Nick @Ari Alice makes her move on Felix: https://www.freedomplaybypost.com/topic/12717-cosmic-love/?do=findComment&comment=296317
  17. GM Leroy, Abby and Felix had been stuck inside the library for a while now. A joint assignment from a teacher. Something that had been taking forever, with their noses buried in the books. Research into the founding of Freedom City, long ago, they needed to have a report ready by tomorrow. The teacher expected minute details, cross references, the works. Of course, that meant they had completely missed the storm that Micah was conjuring outside. They had been alone in the library. After all, it was a nice day, and it was Valentine's, so everyone was busy, but now someone entered, slowly walking up behind Felix. She was short, with short dark hair. She looked Asian, maybe Japanese. She slowly walked up to them, stopping in front of Felix, with a little smile on her face. It was like she reminded him of someone, even if he couldn't quite place it. There was just something about the way she looked. Try as he might, he couldn't quite tear his eyes away from her. The assignment didn't really seem to matter all that much anymore. She reached up and brushed a few stray hairs away from her face. "Hi, I'm Alice, I'm new here. Any chance you wanna show me around?"
  18. Pan shrugged at the question. He had been following the conversation, sure, but that was the future, this was the present. "Well, I hope for a lot of adventure, at least." He smiled slightly, looking at Eira for a second, before looking to Kam. "But no, no plans. I will have to find out when the time comes, I suppose." He stepped out of the van with the others, a grey duffelbag on his shoulder, dark green shorts that reached his knees but no further, a lighter green t-shirt with a dark grey jacket over it. He eyed the dojo before them. "Not really impressive looking, is it? Of course, appearances can deceive, no?"
  19. GM "Nein!" Die Übermensch was angry. The ground shook around him as he struggled to rise. Despite the blows that the young heroes delivered, he seemed momentarily stunned at best. The small bruises that their assault had dealt him already seemed to be healing as he slammed a fist into the ground, burying it to stop himself from being sucked into the portal. "I will not be denied! Do you think a cave will protect you? I will tear the entire mountain apart on top of your heads!" Cosmic energies began to flare around him, as the last few villagers ran into the cave. Just Watchdog and Forever Boy still stood their ground, the rest of the time tossed heroes was inside the dark cave.
  20. Alright, that's just Forever Boy and Watchdog that's not in the cave, everyone managed to last 2 rounds, which means all the villagers are gone. Once Forever Boy and Watchdog are inside the cave, we'll be out of combat, but until then... Übermensch recovers 1 bruised condition with regeneration, and recovers from Dazed at the end of his turn. @Avenger Assembled is up 29 - Forever Boy - 1HP - Unharmed24 - Specimen - 3HP - Unharmed, Inspired +5, Inside the cave22 - Übermensch - Bruised (x1), Tripped --- Round 2/2, villagers saved!18 - Rebound - 2HP - Unharmed, Inspired +5, Inside the cave17 - Watchdog - 1HP - Bruise (x3) - 3 assorted explosives used, Inspired +511 - Daystar - Bruise (x1) - Inside the cave2 - Legatus - 0HP - KO - Inside the cave
  21. "I suppose Eira is doing well." He paused briefly, before continuing. "She did manage to become part of the schools new AV club and do morning announcements." Whether Pan didn't understand what Tarva meant or just played along, well, that was anyone's guess. He crouched down by the dog again, happily resuming petting the dog's belly. "What manner of strange little beasts are they, then?" He raised his hand, a bit of shadow following him from the dog's belly, before he resumed the scratching. "I do not believe I have ever seen any critter quite like this."
  22. That's a hit. TOU: 17 That's a Bruise and a Daze for one of them, give me an IC. 16 - Thug 1 - Bruise (x1), Dazed 16 - Thug 2 - Unharmed 16 - Thug 3 - Unharmed 16 - Thug 4 - Unharmed 8 - Knight of Earth - 4HP - Bruise (x1) - Wall TOU+10 - Disabled, Injury (x1) 7 - Spectre - 1HP - Unharmed
  23. GM It didn't take long for the cops to arrive, now that the bomb threat had been dealt with. The Contenders, aside from the escaped TKO, were carted off to secure holdings. Without the Roman to keep watch, they were just has-beens. Former villains trying to recapture their old glory. The kid, one Troy Jackson, claimed that someone had paid him to help the Contenders, had set up the whole plot to draw Facsimile out, film the entire thing. They wanted him humilated, for whatever reason. That had backfired nicely, as Archer remarked. In the end, the day was saved.
  24. GM It was but a moment. The shadow in front of the sun roared, and soon, Levity would know where to look. The figure that blocked the sun spread out its massive wings. Its long neck stretched out, its tail hung behind it, waving as it slowed down in front of Levity. A massive dragon with grey scales, completely white eyes with no visible irises. It dwarfed Levity as it flapped its huge wings. For the moment, it just stayed there, staring at the flying heroine.
×
×
  • Create New...