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RocketLord

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  1. Yes, yes, reflex, increasing that with next edit, I think. Reflex: 8 TOU: 18 The dice do not like me. Gonna spend a HP on rerolling that TOU. Not sure exactly how many I got, but earned 1 earlier from breaking through the floor, and I had 2HP entering the thread (having Luck 1 by then), so guessing that leaves me with 2HP? Anyway, TOU reroll: 37
  2. GM "Nope, I'm all new here, first day at Claremont! And besides, why would I need the good word of anyone else, right?" Alice beamed, still staying close to Micah, a hand running down his arm from his shoulder until she interlocked their fingers, holding on tight to his hand. There was somthing in the way she looked at Elizabeth. Something just slightly off about it, a bit of cold in her eyes that did not match the warmth in her voice. "Why do you think I would need that? Don't you think I'm good enough for Micah?" The warmth was all gone from her voice for a second. Then almost instantly, the warmth returned as she turned back to Micah. He probably wouldn't even notice the change. "Aw, are you sure you can't keep it? It sounds so good when you play!" She let Micah take the lead, going where he wanted to.
  3. Forever Boy Benny rushed off to help the others. Good. It meant Pan would have to deal with the electric woman before him, but he was completely fine with that. The golden sword in his hand shifted into a rapier, as he stabbed at her, hitting her in the shoulder, puncturing the electric field, before he stepped away, leaving her grabbing her wounded arm. She seemed groggy, not up for much of a fight anymore. Good. She was tough, that much was clear. Still standing, after all the punishment that both he and Benny had put her through, but he couldn't let that give him pause, could he now? Instead, he flew over her, pretended to sweep her leg and instead shifted the rapier into a hammer that he swung up, hitting her in the face. And yet she still stood. "I suppose the Nazis made their soldiers strong, did they not?" He was not as amused as he sounded. "Adam! I have another one for you!"
  4. Forever Boy attacks Madame Blitz with the Forever Weapon, Accurate Attack for +2ATK/-2DC: 27 That's a hit, DC25 TOU for Madame Blitz: 16. fail by 9, bruised and dazed again! Gonna use a move action to feint her with Pan, then: 40 Opposed roll: 23 She's feinted. Then gonna Surge with Pan and spend a HP to get rid of the Fatigue from that immediatelly, letting Pan do another attack: 15 That's a hit, DC27 TOU for Madame Blitz: 23, another Bruise. @Thunder King, you're up. 29 - Forever Boy - 4HP - Unharmed - Obscure East of Church: 19 rounds remaining24 - Specimen - 2HP - Unharmed23 - Die Walküre - Bruise (x1) - On frontlines, near Forever Boy and Specimen. In Obscure effect.22 - Sea-Wolf - Unharmed, Bound and Helpless, No dodge bonus - On frontlines, between Forever Boy and Specimen (near the bridge) and the church. Still in Obscure effect20 - Roter Adler - KO18 - Rebound - 3HP - Unharmed (Pending attack from here)17 - Watchdog - 1HP - Bruise (x3), Dazed - 3 assorted explosives used11 - Daystar - Bruise (x1), Dazed 11 - Die Eule - KO - Inside the Church11 - Madame Blitz - Bruise (x7), Dazed - Outside church, to the East, close to Forever Boy and Specimen11 - Enemy Combatants_____ Tanks: 4 smashed, 1 near Specimen and Forever Boy (1 damaged: Bruise (x1), Injury (x1))_____ Soldiers: 9 KO, 4 near Legatus, 10 near Specimen and Forever Boy7 - Donar - Bruise (x2) - Inside church2 - Legatus - 0HP - Unharmed
  5. @Tiffany Korta feel free to skip, if you want to.
  6. GM Macedon had finally reached the village. Revolver in one hand, he was pointing to the North, towards the cave that they had left, shouting in French for everyone to get to the cave. While the majority of the Nazi soldiers were down or had fled already, he would take a shot whenever he saw someone, doing his best to keep them safe. Not everyone had made it out of the village, several dead left behind, but so far, all the survivors were making good time. To the West of the church, Legatus heard the noise of explosions and fighting form the church. Just outside the church, to the East, Forever Boy faced off against Madame Blitz. Specimen had taken out another of the Übersoldaten, leaving Seawolf behind as he headed towards the church. Inside the church, Donar stood strong against Watchdog, Daystar and Rebound, so far holding his own against the heroes.
  7. Using one of my available rewards, with a PL12 slot. Think I got everything right, and no responses on the character building thread, so let me know if I missed anything.
  8. Powers: 30 + 22 + 40 + 9 + 5 = 106PP Enhanced Physiology 6 (30PP Container) [29PP] (Descriptors: Physical Mutation, Z-Space) Enhanced Constitution 18 [18PP] Enhanced Dexterity 4 [4PP] Feature 1 ("Forgettable apperance out of costume") [1PP] Flight 1 (Flight Speed: 10 mph, 100 ft./rnd) (Stacks with Spatial Flight from Space Movement Array) [2PP] (Descriptors: "Spatial Flight", Space/Spatial, Personal Spatial Placement Manipulation) Stacked Power: Flight 4 (Feats: Subtle 2) (Flight Speed: 100 mph, 1000 ft./rnd) (Descriptors: "Spatial Flight") Protection 5 [5PP] Personal Space Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (Descriptors: Mutation, Space/Spatial, Z-Space, Personal Density Manipulation) BP: {10 + 10 = 20/20} Impervious Toughness 10 [10PP] (Descriptors: "Increase Molecular Density") Immovable 10 [10PP] (Descriptors: "Spatial Constant") AP: Insubstantial 4 (Incorporeal) {20/20} (Descriptors: "Decrease Molecular Space") AP: Super-Strength 10 (+50 Strength to checks; Carrying capacity: Heavy load up to 819.2 tons w. Spatial Strength) {20/20} (Descriptors: "Increase Molecular Space") Max for Enh. Str. and Unarmed extras set to not break PL limits. NOTE: Biggest effects from Dynamic: Enhanced Strength 20 + Elongation 7 (Feats: Indirect 3, Subtle 2) [32PP] Enhanced Strength 14 + Adds (Extras: Area [Targeted Burst], Selective; Feats: Progression [Area Size] 4) to 7 ranks of Unarmed bonus [32PP] Version 1: Space Control Array 16 (32PP Array; Feats: Alternate Power 5, Dynamic Alternate Power 3) [40PP] (Descriptors: Mutation, Space/Spatial, Z-Space) DBP: Enhanced Strength 0-20 {0-20PP} (Descriptors: "Spatial Strength", Personal Space Manipulation) DAP: Elongation 0-7 (Feats: Indirect 3, Subtle 2) (Reach: 500 ft., range incr 70 ft.) {0-12PP} (Descriptors: "Infinite Reach", Distance and Position Manipulation) DAP: Adds (Extras: Area [Targeted Burst], Selective; Feats: Progression [Area Size] 0-4) to Unarmed {0-22PP} (Descriptors: "Reach Everything", Distance Manipulation, Personal Space Manipulation) AP: Move Object 14 (Feats: Insidious, Precise, Subtle 2) {32/32} (Descriptors: "Change Physical Distance", Distance and Position Manipulation) AP: Nauseate 10 (Extras: Range [Ranged]; Feats: Subtle 2) {32/32} (Descriptors: "Vertigo", Sensory Distance Manipulation) AP: Snare 10 (Extras: Transparent; Feats: Subtle 2) {32/32} (Descriptors: "Unending Prison", Distance Manipulation) ALTERNATIVE IDEA: - Selective and Area in separate DAPs, so I can, if I want to, forego any Selective bonus? - Or just separate slots in same DAP, same with Progression [Area Size], if that is allowed for DAP, to spread it as a I prefer? Version 2: Space Control Array 16 (32PP Array; Feats: Alternate Power 5, Dynamic Alternate Power 3) [40PP] (Descriptors: Mutation, Space/Spatial, Z-Space) DBP: Enhanced Strength 0-20 {0-20PP} (Descriptors: "Spatial Strength", Personal Space Manipulation) DAP: Elongation 0-7 (Feats: Indirect 3, Subtle 2) (Reach: 500 ft., range incr 70 ft.) {0-12PP} (Descriptors: "Infinite Reach", Distance and Position Manipulation) DAP: {0-10} + {0-14} = {0-24PP} (Descriptors: "Reach Everything", Distance Manipulation, Personal Space Manipulation) Adds (Extras: Area [Targeted Burst]) to Unarmed {0-10PP} Adds (Extras: Selective; Feats: Progression [Area Size] 0-4) to Unarmed {0-14PP} AP: Move Object 14 (Feats: Insidious, Precise, Subtle 2) {32/32} (Descriptors: "Change Physical Distance", Distance and Position Manipulation) AP: Nauseate 10 (Extras: Range [Ranged]; Feats: Subtle 2) {32/32} (Descriptors: "Vertigo", Sensory Distance Manipulation) AP: Snare 10 (Extras: Transparent; Feats: Subtle 2) {32/32} (Descriptors: "Unending Prison", Distance Manipulation) Take out Reach Everything, do it as a Power Stunt if I need to do it Version 3: Space Control Array 16 (32PP Array; Feats: Alternate Power 3) [35PP] (Descriptors: Mutation, Space/Spatial, Z-Space) BP: {12 + 20 = 32/32} (Descriptors: Personal Space Manipulation) Elongation 7 (Feats: Indirect 3, Subtle 2) (Reach: 500 ft., range incr 70 ft.) [12PP] (Descriptors: "Infinite Reach", Distance and Position Manipulation) Enhanced Strength 20 [20PP] (Descriptors: "Spatial Strength") AP: Move Object 14 (Extras: Range [Perception]; Flaws: Distracting; Feats: Insidious, Precise, Subtle 2) {32/32} (Descriptors: "Change Physical Distance", Distance and Position Manipulation) AP: Nauseate 10 (Extras: Range [Ranged]; Feats: Subtle 2) {32/32} (Descriptors: "Vertigo", Sensory Distance Manipulation) AP: Snare 10 (Extras: Transparent; Feats: Subtle 2) {32/32} (Descriptors: "Unending Prison", Distance Manipulation) Space Movement Array 4 (8PP Array; Feats: Alternate Power 1) [9PP] (Descriptors: Mutation, Space/Spatial, Z-Space) BP: Flight 3 (Feats: Subtle 2) (Flight Speed: 50 mph, 500 ft./rnd) {8/8} (Descriptors: "Spatial Flight", Personal Spatial Position Manipulation) AP: Teleport 3 (Feats: Change Direction, Change Velocity) (Range: 300 ft. as move action, 1000 ft. as full action) {8/8} (Descriptors: "Change Personal Position", Instant Personal Spatial Position Manipulation) Super-Senses 5 (Options: Distance Sense, Spatial Awareness [Sense Type: Mental, Extras: Accurate Radius Ranged]) [5PP] (Descriptors: "Spatial Senses", Enhanced Senses, Mutation, Space/Spatial, Z-Space) Add acutre to spatial awareness if I can find PP
  9. Spaceman Power Level: 13 Effective Power Level: 10 Powers Points: 185/202PP Unspent Power Points: 17PP Trade-Offs: -5 Defense / +5 Toughness In Brief: Retired hero returns to action when his powers return. Now he has to balance his life, family and need to use his powers for good. Theme: Shooting Star - Kirby Krackle Alternate Identity: Parker Powers (Secret) Birthplace: Freedom City Residence: Bayview, Freedom City Base of Operations: Freedom CityOccupation: Teacher at the Nicholson SchoolAffiliations: Nicholson School, Powers Holdings Inc.Family: Penelope Powers (nee Thomas) (Born 1980, wife, Writer), Paris Powers (Born 2006, son), Pia Powers (Born 2011, daughter), Peter Powers (Born 1949, father, Retired), Penny Powers (Born 1948, mother, Retired), Tracy Powers (Born 1975, sister, CEO of Powers Holdings) Description: Age: 41 (DoB: 1979 [May 27] Gender: Male Ethnicity: Caucasian Height: 6'1'' Weight: 265 lbs. Eyes: Light blue Hair: Blonde Parker has semi-long blonde hair with a full beard, and light blue eyes that seem almost inhuman in color. He has an athletic build, having done his best to keep in shape even during his retirement. He tends to stand up straight, and will usually have a friendly smile on his lips. While in normal clothes, Parker tends to wear dress shirts and ties, ranging from solid colors to more abstract shapes and colors and to cartoon characters. He will usually wear dark pants or jeans, often in contrast to his shirt and tie. He has a habit of using his hands much when talking, gesturing to get his point across. As Spaceman, Parker wears a primarily white costume, with a black triangle shape at the top of his chest, starting from his solar plexus. He wears a black cape directly attached to the black area of his costume, near his shoulders. In the center of the black area on his chest, he displays his logo, a stylized golden "S" with light grey, almost silver, borders in a diamond shape. He wears a golden belt and golden armbands. He wears no mask. When he uses his powers, black bubble-like krackle tend to appear around him, growing in size and intensity the greater the feat. History: Peter and Penny Powers: What had started as a business partnership had evolved into romance and eventually marriage. Philanthropists, adventurers, explorers, they travelled across the world, spending their wealth and time to try and make the world a better place. Penny came from old money from the Freedom City Powers family, but she was all too happy to take Peter up on his offer to actually start using that money for good. Not even the birth of their daughter Tracy seemed to slow them down. During late August 1978, when their daughter Tracy was 3, the Powers family visited one of the many laboratories that Penny had set up, one that was researching alternative sources of power. One particular research group led by one Doctor Joseph Siegel was working on a device that would siphon energy from a theoretical buffer zone that laid between universes. While Doctor Siegel explained the machine and its potential uses to the Powers couple, young Tracy grew restless and bored, and started toying with the machine, unnoticed by all. One fateful click of a button, and Penny was bombarded with a cascade of rainbow energy from the machine. She screamed in shock, but the shock soon turned to confusion, as it seemed to be nothing more than colors. While Doctor Siegel scrambled to shut off the machine and was quick to apologize and subject Penny to a number of tests, all but one came up as negative: Penny was unharmed by the burst of energy, but she was pregnant with the Powers couple's second child. The experiment into the theoretical buffer zone continued, before eventually being shelved a few years later. On May 27nd the following year, Parker Powers was born into a loving family. A doting older sister, parents that loved both siblings and did their best to teach them wrong from right, to threat everyone with respect and offer what help they could. In short, the Powers children were taught to believe in truth and justice, and to always apply those lessons to the best of their abilities. They attended the very best private schools in Freedom City, both Parker and Tracy loving the Freedom Friends cartoon, even years after the Freedom Leagoe disbanded. Parker in particular idolized the Centurion, while his sister was always more fond of the Daedelus. The siblings were inseperable, spending virtually all their time together. After going public with their criticism of Mayor Moore, The Powers couple saw their wealth dwindling during the Moore administration, leading to the eventual shutdown or many of their humanitarian efforts during Freedom City's Iron Age, though they still did what they could to make the world a better place. In 1989, on his tenth birthday, Parker first displayed super human abilities, as he found himself floating above the ground. Tracy was of course the first to discover it, even when Parker tried to keep it hidden. It wasn't a good time to have powers in Freedom City, after all. Still, after some experimentation where they discovered that flight was simply the first of Parker's abilities, the siblings came clean to their parents, revealing Parker's ability to seemingly manipulate space itself. While worried for their child's safety, Penny and Peter showed nothing but love for their children as they did their best to help Parker understand his strange new abilities and what he could do. Still, despite his parents' help, it was Parker's sister that helped him understand how he could use his abilities on not just the world around him, but himself as well, allowing him to emulate several abilities of his heroes. Parker spent the following years struggling with his powers and keeping them to himself. He couldn't risk discovery by the Moore Administration, but with everything he had been taught and how he had been raised by his parents, it felt wrong to not use his powers to help others. In 1993, he got his wish. The Terminus Invasion struck Freedom City, and as the largest alliance of heroes united to repel the invaders, Parker couldn't just look on anymore. Donning a pair of jeans, a t-shirt with a stylized S, a pair of goggles and a leather jacket, Spaceboy made his debut fighting the minions of the Terminus. Stumbling into the battles and saving anyone that he could, Spaceboy joined the fight against Omega and saw as his hero, the Centurion, sacrificed himself to save the world. In the years after the Terminus Invasion, Spaceboy became a regular sight in Freedom City, flying across the sky, fighting villains and saving the day. Despite the extent of his abilities, he would only rarely use them to their full extent, instead prefering to give the appearance that he only possessed flight, super strength, invulnerability, intangibility and not much else. As he fought for truth, justice and protect the people, Parker found his powers slowly increasing, and as he grew more comfortable in the role of a hero, he gradually changed his look. By 1996, the now 17 years old Parker started calling himself Spaceman, and by 1998, he started wearing the costume that he would be known for. Through trials, battles, partnerships and more, Parker gradually grew into a better man and hero, often being the sponsor to give villains and criminals the chance to redeem themselves before, during and after serving their sentence. While his parents stood by him the entire time, offering help, advice and shoulders to cry on, none was closer to Parker than his sister Tracy, who he credited with keeping him grounded as Spaceman soared to ever greater heights. He met Penelope Thomas in 1997, and the two immediately hit it off. An aspiring writer, Penelope sought to write the story of the heroes of Freedom City, her first goal being the story of Spaceman. While he was amused, Parker did not wish to deceive Penelope, and soon after they started dating, he revealed his identity to her. What kind of hero would he be if he lied to his significant other, after all? The two remained a steady couple, with Parker eventually proposing in 2000. In the years that had followed since his debut on the super hero scene, it seemed that Parker met and fought a veritable who's who of super heroes and villains, including encounters with the Atom Family, the Delinquents, Flashforward and Hologram, Doctor Metropolis and many, many more, but since her first debut in 1999, his most recurring and personal foe was the mysterious villain known as Doctor Deviation. Seemingly Doctor Deviation's only target, and a quite personal one at that. While strangely never targeting any of Parker's friends or loved ones, Doctor Deviation seemed all too willing to target any other civilian or public gathering that could draw Spaceman's attention. While Spaceman would triump again and again during their battles, Doctor Deviation always worked through proxies or managed to escape, and her motives never seemed clear, beyond hurting and stopping Spaceman. Even when Parker confronted Doctor Deviation alongside allies, she seemed intent on targeting him. As the years passed, Doctor Deviation's methods grew more brutal, as did their battles. Spaceman remained a respected member of the hero community in the years that followed. In 2003, Parker and Penelope married, and by 2006, Penelope was pregnant with the couple's first child. Then, Doctor Deviation struck. More unhinged than ever, Deviation lured Spaceman to Greenland, where they fought what would turn out to be their final battle. At the end of an extended, gruelling duel where Doctor Deviant held the life of a small village in her grip, Spaceman finally prevailed, seemingly defeating his archenemy for good, as Doctor Deviation disappeared below the arctic waters. Sustaining massive injuries that left him wheelchair bound for months and walking with a cane for a year after, Parker found that his powers had disappeared, and the Spaceman disappeared from the public eye, his fate left uncertain to the world at large. With his young son Paris to take care of and be an example to, Parker decided that he still had to do something, even if he couldn't be a super hero anymore. Despite his access to the Powers fortune meaning that he didn't actually have to work for a living, Parker started to study to become a teacher. By 2011, Penelope gave birth to their daughter Pia, and both Parker and Penelope agreed to keep their father's past as a hero secret, at least until the children were old enough to properly understand. By 2012, Parker earned a position as a science teacher at the Nicholson School in Freedom City, happily teaching the super powered children of the world. Since then, Parker had lived a quiet life with his family, letting his sister Tracy run the revived Powers Holdings Inc., carrying out the family's vision, while he was content to teach and spend time with his family. Still, despite being content with his life, Parker would at least admit to himself that he missed being a hero, and he still felt a twinge of regret when he heard of situations where he could have helped. Parker woke in the morning to find small black bubbles generating from his body as he once again affected space around him. It seemed that it was once again time for Parker to put on the cape, but if Spaceman returned, could Doctor Deviation be far behind? Personality & Motivation: Parker is a loving father, a devoted husband and a respected teacher. He is caring and slow to anger, secure in himself and his life. Despite feeling the pull of heroics, and still ending up putting himself in harms way to protect his loved ones and students a few times, he had accepted that his days as a super hero was over, and he was happy with his life. Compassionate and always prefering to talk through problems rather than fight, Parker is the calm presence that keeps his family together. With the return of his powers, Parker has once again taken on the mantle of Spaceman, unable to deny the responsibility that his powers give him, though he feels out of place in the world of modern heroes, which has moved on since he hung up his cape. He recognizes few of the current generation, but despite his prior heroics, he has found himself content to let the younger heroes act on their own, rather than try to force them to conform to the way he thinks heroes used to be. Despite the return of his powers, Parker has found himself feeling less secure in his abilities than he used to. Was it his injuries that caused his powers to disappear, or something else? They might have returned, but he is weaker than he used to be, and as his familarity with his powers have resurfaced, he has found himself acting as if they were at their old levels on numerous occassions. Having yet to tell his children of his secret identity, Parker struggles with whether he should tell them, hating that he is, so far, keeping secrets from them. While acting as Spaceman, Parker acts much like he used to: He is a champion, a defender, standing up for everyone in danger. He focuses on keeping people safe and tries to avoid violence whenever possible. If he finds himself believing that a villain can be redeemed, he will try to help them to the best of his ability, whether behind the scenes or with their knowledge, depending on their individual needs. Powers & Tactics: Parker tends to present himself as a typical paragon. Strong, faster, tough and can fly. While the more advanced uses of his powers are not exactly a secret, its not something he will boast about using. Spaceman's first priority is keeping people safe and out of harms way, and he prefers to solve conflicts through words. If the situation allows him to talk down a foe instead of fighting them, he will attempt to do so. Power Descriptions: Parker's powers come from a peculiar connection to Z-Space, the realm between universes in the multiverse. On top of a general physical enhancement, giving him greater reflexes and making him physically tougher, the connection allows him to manipulate space, the distance between two objects. He has a total spatial awareness and a constant sense of the exact distance between everything around him. He is also granted a peculiar ability to seem unassuming and have a forgettable apperance when he is out of his costume, an unconscious effect of his connection to Z-Space, a sort of dimensional ripple effect that makes him harder to recognize By manipulating the distance between himself and other things, Parker can fly, or, by moving himself instantly, achieve a teleportation effect. Turning his powers on himself, he can make himself harder to hurt and move or stronger by increasing his molecular density and space, or become incorporal by decreasing his molecular space. Turning his powers outward, Parker can decrease the distance between himself and his targets, allowing him to hit someone far away, even from different angles, or alternatively to hit everyone in an area at once, applying the full force of his strength at once. He can change the physical distance between two objects, effectively moving them through space, slam space itself into a target, create a sense of vertigo by manipulating the distance that a target's senses inform them about, or even effectively locking a target in place by increasing the distance between them and everything around them. As Parker uses his powers, black bubble-like krackle tend to appear around him, growing in size and intensity the greater the feat. Since his powers returned after being unable to access them for more than 10 years, Parker has found them greatly weakened than before. Complications: Broken Pedestal: While the majority of Freedom City in general is happy to have Spaceman back, some people might feel differently, perhaps feeling that he abandoned the city, especially since he has done little to explain where he has been. The GM can award Spaceman with a Hero Point if a situation is made more difficult by encountering someone that has taken offense to his disappearence. Chronic Hero Syndrome: Even before and after losing his powers, Parker has always had some serious issues with not helping those in need. Walking ladies over the street, getting beat up fending off muggers, you name it. This makes it very difficult for him to ignore someone in need, a fact that can, and has been, used against him numerous times, and makes it nigh-impossible for him to not start using his powers as a hero once again. Dented Iron: Parker isn't as powerful as he used to be and still feels the effects of his last battle before he lost his powers. The GM can award him with a Hero Point if he tries to do something he just can't anymore, or if his old injuries act up causing him to lose concentration. Alternatively, not wanting to let others down, he might end up in situations that he could once have handled, but are now much more difficult. Deviant Doctor: During his years as an active hero, Spaceman was the almost sole target of the villain Doctor Deviation, who seemed to personally target him at every opportunity, doing everything she could to draw him out, even doing small and petty acts just to annoy him. While Spaceman would eventually emerge victorious in most of their battles, Doctor Deviation was never captured, and he never learned her true identity. After their final fight, which greatly injured Spaceman and, at least temporarily, cost him his powers, Doctor Deviation disappeared. Now that Spaceman is back, Doctor Deviation is bound to return as well. While Doctor Deviation will never do anything to target Spaceman's family and friends, she is prone to aiding other villains when fighting Spaceman, either by sending minions, directly interfering or simply finding ways to make the situation more difficult, earning Parker a Hero Point from the GM in the process. Enemies: As the Spaceman, Parker fought a number of enemies before losing his powers and retiring. When he retired, some of these enemies remained active, while others disappeared. Now that he is back, they might return, looking to settle old scores, or new villains might take a shot at the once prominent hero. Father, Husband, Son, Brother, Teacher, Hero: Parker has a lot of responsibilities to his parents and to his students. Now that his powers have returned, he has even more. While his family might be understanding, that doesn't mean Parker won't feel responsible if he lets them down. The GM can award Parker with a Hero Point if he ends up in a situation where having to choose between his responsibilites somehow hinders Parker, including putting them in harms way, having to finish up something before picking up his children, dealing with curious students or even just having to answer a call from his mother who wants to chat while he is fighting Gargaton the Unspeakable. Redemption Sponsor: Even if he is by no means naive, Parker would much rather redeem any villains or criminals into using their abilities for the good of society and others, rather than just beat them up. Of course, they have to be judged as the law dictates, but before, during and after serving their sentence, he is more than willing to help them. This also means that, if it is possible in the situation, Spaceman will often try to diffuse a situation without violence, and at least offer a villain a chance to surrender and turn their skills to good before a fight. A GM can award Spaceman a Hero Point if this stalls him during a battle or gives the villain a chance. Secret Identity: Parker's wife, parents and sister knows of his secret identity. Even his children haven't been told, though now that his powers have returned, it is getting harder and harder to keep the secret. Z-Spaceman: While he is aware that his powers are tied to somewhere or something else, Parker doesn't know how deep this connection runs, or just how the connection works, but it gives Parker a certain feel and background radiation that interdimensional travellers tend to be able to sense, attracting him a lot of the wrong kind of attention. The GM can award Parker a Hero Point if someone being able to sense or detect him due to being interdimensional travellers or having the right equipment causes trouble. Abilities: 0 + 2 + 2 + 6 + 6 + 4 = 20PP Strength: 10 (+0) / 30 (+10) w. Spatial Strength or Reach Everything Dexterity: 12 (+1) / 16 (+3) Constitution: 12 (+1) / 40 (+15) w. Enhanced Constitution Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 20 + 4 = 24PP Initiative: +3 (+3 Dex) Attack: +10 Base Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Grapple: See table below Knockback: -8 (TOU 15/2) / -23 (TOU 5/2, -10 Imp. TOU, -10 Spatial Constant) Grapple Table Total Score Base Attack (BA) Increase Molecular Space (IMS) Infinite Reach + Spatial Strength (IR) Change Physical Distance (CPD) Values +10 +10 +17 +28 BA +10 +10 CPD +28 +28 IMS +20 +10 +10 IR +27 +10 +17 IR+IMS +37 +10 +10 +17 Saving Throws: 0 + 3 + 7 = 10PP Toughness: +15 (+1 Con, +14 Enhanced Con) Fortitude: +15 (+1 Con, +14 Enhanced Con) Reflex: +6 (+3 Dex, +3) Will: +10 (+3 Wis, +7) Skills: 44R = 11PP Diplomacy 13 (+15) Gather Information 3 (+5) Knowledge [Behavioral Sciences] 2 (+5) Knowledge [Physical Sciences] 7 (+10) Language 3 (Native: English; French, German, Spanish) Medicine 2 (+5) Notice 7 (+10) Sense Motive 7 (+10) Feats: 11PP Benefit 1 (Fame) Benefit 1 (Wealth) Dodge Focus 3 Improved Grab Improved Grapple Interpose Luck 3 Powers: 35 + 22 + 35 + 11 + 6 = 109PP Enhanced Physiology 7 (35PP Container) [35PP] (Descriptors: Physical Mutation, Z-Space) Enhanced Constitution 28 [28PP] Enhanced Dexterity 4 [4PP] Feature 1 (Forgettable appearance out of costume) [1PP] Flight 1 (Flight Speed: 10 mph, 100 ft./rnd) (Stacks with Spatial Flight from Space Movement Array) [2PP] (Descriptors: Spatial Flight, Space/Spatial, Personal Spatial Placement Manipulation) Stacked Power: Flight 5 (Feats: Subtle 2) (Flight Speed: 250 mph, 2500 ft./rnd) (Descriptors: Spatial Flight) Personal Space Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (Descriptors: Mutation, Space/Spatial, Z-Space, Personal Density Manipulation) BP: {10 + 10 = 20/20} Impervious Toughness 10 [10PP] (Descriptors: Increase Molecular Density) Immovable 10 [10PP] (Descriptors: Spatial Constant) AP: Insubstantial 4 (Incorporeal) {20/20} (Descriptors: Decrease Molecular Space) AP: Super-Strength 10 (+50 Strength to checks; Carrying capacity: Heavy load 819.2 tons w. Spatial Strength) {20/20} (Descriptors: Increase Molecular Space) Space Control Array 16 (32PP Array; Feats: Alternate Power 3) [35PP] (Descriptors: Mutation, Space/Spatial, Z-Space) BP: {12 + 20 = 32/32} (Descriptors: Personal Space Manipulation) Elongation 7 (Feats: Indirect 3, Subtle 2) (Reach: 500 ft., range incr 70 ft.) [12PP] (Descriptors: Infinite Reach, Distance and Position Manipulation) Enhanced Strength 20 [20PP] (Descriptors: Spatial Strength) AP: Move Object 14 (Extras: Range [Perception]; Flaws: Distracting; Feats: Insidious, Precise, Subtle 2) {32/32} (Descriptors: Change Physical Distance, Distance and Position Manipulation) AP: Nauseate 10 (Extras: Range [Ranged]; Feats: Subtle 2) {32/32} (Descriptors: Vertigo, Sensory Distance Manipulation) AP: Paralyze 10 (Extras: Alternate Save [Reflex] (+0), Ranged; Feats: Subtle 2) {32/32} (Descriptors: Unending Prison, Distance Manipulation) Space Movement Array 5 (10PP Array; Feats: Alternate Power 1) [11PP] (Descriptors: Mutation, Space/Spatial, Z-Space) BP: Flight 4 (Feats: Subtle 2) (Flight Speed: 100 mph, 1000 ft./rnd) {10/10} (Descriptors: Spatial Flight, Personal Spatial Position Manipulation) Stacked Power: Flight 5 (Feats: Subtle 2) (Flight Speed: 250 mph, 2500 ft./rnd) (Descriptors: Spatial Flight) AP: Teleport 4 (Feats: Change Direction, Change Velocity) (Range: 400 ft. as move action, 1 mile as full action) {10/10} (Descriptors: Change Personal Position, Instant Personal Spatial Position Manipulation) Super-Senses 6 (Distance Sense, Spatial Awareness [Sense Type: Mental, Extras: Accurate, Acute, Radius, Ranged]) [6PP] (Descriptors: Spatial Senses, Enhanced Senses, Mutation, Space/Spatial, Z-Space) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +10 Unarmed – Infinite Reach + Spatial Strength Touch at 500 ft. Range incr: 70 ft. DC25 Tou (staged) Damage +10, Elongation 7, Indirect 3, Subtle 2 Change Physical Distance - Thrown Objects 140 ft. DC25 Tou (staged) Damage Perception Range, Insidious, Precise, Subtle 2 Vertigo 100 ft. DC20 Fort (staged) Fail: Sickened 2nd Fail or Fail >5: Nauseated 3rd Fail or Fail >10: Helpless +10, Subtle 2 Unending Prison 100 ft. DC20 Ref (staged) Fail: Slowed 2nd Fail or Fail >5: Paralyzed +10, Subtle 2 Totals: Abilities (20) + Combat (24) + Saving Throws (10) + Skills (11) + Feats (11) + Powers (109) - Drawbacks (0) = 185/202 Power Points
  10. CHEVAL "Even a broken clock gotta be right once in a while, yeah?" She talked, a lot. Honestly, Marcus didn't mind. He had never been the most talkative person in any room, always content to be the strong, silent type. He rarely knew what to say, so it was better to just keep it to himself, right? But maybe he should make a change there? Marcus let out a short laugh at the mental image of roots and branches busting out all around Camellia. "Don't get me wrong, but that is kind of hilarious. I can just picture you standing there, trying to get the plants to do what you want, and they just keep busting out of the ground in whatever random places they feel like. Then again, I'm not one to talk about things looking hilarious." Marcus nearly got the last piece of meat stuck in his throat at that. Coughing, he reached for the wine to bring it down, and perhaps get some liquid courage. She was right, wasn't she? Camellia had not exactly been shy about her advances, even if he had rarely been sure just what they were, so why had he not acted? "Honestly? I have never been good on picking up on signs like that. Guess I've been a little numb, lately. There's been a lot of women that's gone out of their way to make me know they wanted me once I started getting success, with the boxing or as a hero. All just gold diggers, only interested for my fame and money. Took a bit to realize all that, and well, I've been cautious. You're obviously not like that, but its a tough habit to break. And I guess I'm just not one for taking things fast, but I guess you know that already." He paused. Should he? Or shouldn't he? He looked down at their hands, where she was holding his. To hell with caution, just this once. "But let me try to do things fast, just for once: I do like you, and I would like to see where this could go, what could happen between us. Not just as friends, but something more."
  11. GM Madame Blitz groaned. One hit after another, her force field barely keeping up, and then the boy that had grabbed her had the audacity to leave her behind. "Get back here... boy!" Of course, she wasn't alone. Even as she tried to get to her feet, she was in no position to pursue just yet. She heard Sea-Wolf's howl as he fell, saw the other boy that had appeared from the mists... and heard Donar from inside the church. Singed, but not stopped, Donar sneered at Daystar. "Your God is nothing, American!" He caught his hammer as it returned to him, then swung it around and slammed it hard into the ground in front of himself. A shockwave exploded out from the point of impact, rolling through the church towards the altar and the three heroes.
  12. With Rebound going in through a window, he's closet to Judy and Ashley again. Madame Blitz overcomes her Dazed, so moving on to Donar... Donar does a Shockwave, which should catch Rebound, Watchdog and Daystar. If anyone wants to do Interpose for that, let me know, not sure if you can actually Interpose area attacks or not. @Avenger Assembled, @TheAbsurdist: Give me DC21 Reflex saves vs the area effect, then DC26 or DC20 TOU, depending on whether you make the save or not. @secondling: You're up, Roter Adler is falling and will likely go squish if you don't catch him. 29 - Forever Boy - 5HP - Unharmed - Obscure East of Church: 19 rounds remaining24 - Specimen - 2HP - Unharmed23 - Die Walküre - Bruise (x1) - On frontlines, near Forever Boy and Specimen. In Obscure effect.22 - Sea-Wolf - Unharmed, Bound and Helpless, No dodge bonus - On frontlines, between Forever Boy and Specimen (near the bridge) and the church. Still in Obscure effect20 - Roter Adler - KO18 - Rebound - 3HP - Unharmed17 - Watchdog - 1HP - Bruise (x2) - 3 assorted explosives used11 - Daystar - Unharmed 11 - Die Eule - KO - Inside the Church11 - Madame Blitz - Bruise (x5) - Outside church, to the East, close to Forever Boy and Specimen11 - Enemy Combatants_____ Tanks: 4 smashed, 1 near Specimen and Forever Boy (1 damaged: Bruise (x1), Injury (x1))_____ Soldiers: 9 KO, 4 near Legatus, 10 near Specimen and Forever Boy7 - Donar - Bruise (x2) - Inside church2 - Legatus - 0HP - Unharmed
  13. "You know, I have never tried," Pan mused, to Eira as much to himself. "I do not see why not." He waved his hand in between them, where it seemed to disappear for a moment, before reappearing. "I know that I can hide from cameras, so why not change sound for recording?" He paused again, seeming to be in deep thought for the moment. "I think the first song would be the best choice, yes. I do like the whole thing with the eagle flying."
  14. GM Alice kept slowly brushing Micah's hair, but her eyes stayed on Elizabeth as she talked and danced. "Yes... it would make for a good story," she agreed, her tone sounding a bit uncertain. Micah had of course just met Alice, but it felt like he had always known her, did it not? She seemed distant for a brief second, then tugged on Micah's arm. "Come on, Micah, we should get going, right? I'm sure you can show me around this entire wonderful place, right? I want to see everything here."
  15. GM Irons remained silent as they walked, the soldier by their side. The commander led, with Chromium between him and the soldier. The sound of Commander Irons' feet echoed through the hallways. It didn't take long to get to the room in question, through long, sterile white halls. Wherever they were, they were no longer on the ship, at least. They had passed several soldiers stationed by doors on the way, before Commander Irons stopped outside of a door. The guard opened it, and Irons motioned with his head for Chromium to enter. "Go on in, then. Remember, we're watching."
  16. Pan put on a bit of a pout at Adam's declining. He opened his mouth as if to say something, then closed it, took a moment. "Well, if that is how you feel, and you would rather miss out on an adventure, then I suppose it is for the best." He held out his open hand. "Headphones, then? I trust you will not be spoiling anything, but I suppose it is better if you do not know anymore, then." There was some disappointment in his voice, but by now, Adam should know Pan enough to know that he would quickly get over that. Once Adam had made his final decisions to either stay or leave, Pan would turn back to Eira. "Vain or not, putting your own voice on would make it too easy for the headmistress to pinpoint you as the culprit, as awesome as that would be. I think it would be rather amusing to hear the headmistress sing a song like this." He nodded thoughtfully, and reached forward to scroll through the selection of songs. "Do we want a message, or do we want to make noise?"
  17. "Mesi," Marcus respond as he held on tight to Camellia. She made them move fast. Part of him wanted to change, to shift into his armor, but it might cause her raft to sink. No, he would have to wait for the right time, once they were closer. Everything was a mess. People in the water. Fire, on both the ship and the sea. He could see other heroes, the Woodsman trying to put out the fire. Who even knew what state the people on the ship were in? And the way it was taking on water, with the hole, that couldn't be helping. Of everyone he could see here, he was probably the most uniquely suited for taking care of that. "When we closer, I'm going to transform and leap to the ship, try to close the hole. I'll do my best not to topple the raft, but I can't promise you anything." He was strong, but, well, also heavy. Finally approaching, he let go of Persephone and stood up. He looked down quickly and offered a "Bòn chans", before he called out, as if he was calling out to the gods themselves. "I am iron! I am covered with iron!" The change was instant, as he grew, and then leapt towards the ship. He couldn't even look behind to see how Camellia was doing, cursing himself for having no other options. Hitting the hole in the ship, he quickly came to a stop. Everyone aboard the ship might have felt the impact, but he didn't have time to deal with that right now. Turning back, started reaching broken bits and pieces of the ship. He could see the heat coming off them, but he felt nothing as he went to work, pulling them back into place, doing all he could to close the hole before the ship took on even more water.
  18. Cheval will transform and try to close the hole. His Impervious Tou 12 takes care of the damage DC, and Strength + Super-Strength attempt: 1d20+12+9 = 27 Success!
  19. GM Alice's grip on Micah tightened. Just a little bit, not nearly enough to hurt, or anything, but enough that he could feel it. "Who's Judy?" she asked, rather bluntly. She still sounded calm, but there was a slight edge to her voice. Not that Micah was very likely to notice it. "Why would you want drama, anyway? Wouldn't it be better to just have some fun?" Her grip on Micah remained tight, but her voice quickly losing the edge at the questions about drama and fun. She reached forward with her free hand and started gentlyy brushing Micah's hair.
  20. Alright, let's go with Rebound first: That's a hit, so DC25 TOU save for Madame Blitz: 17, fail by 8, already Dazed and yet another Bruise. Madame Blitz is tougher than the rest of her team, it seems. Donar uses Skill Mastery for his Intimidate to beat the Intimidate attempt. Reflex: 11, nope. TOU: 27, tanks the grenade. Watchdog got 2 explosives left. Daystar hits, obviously, so first fort save: 17. I'll veto him making that save, giving Watchdog a HP instead. TOU Save: 20, he gets another bruise. @Avenger Assembled, @TheAbsurdist: Can I see some IC posts for that? 29 - Forever Boy - 5HP - Unharmed - Obscure East of Church: 19 rounds remaining24 - Specimen - 2HP - Unharmed23 - Die Walküre - Bruise (x1) - On frontlines, near Forever Boy and Specimen. In Obscure effect.22 - Sea-Wolf - Unharmed, Bound and Helpless, No dodge bonus - On frontlines, between Forever Boy and Specimen (near the bridge) and the church. Still in Obscure effect20 - Roter Adler - KO18 - Rebound - 3HP - Unharmed17 - Watchdog - 2HP - Bruise (x2) - 3 assorted explosives used11 - Daystar - Unharmed, Fatigued starting next round 11 - Die Eule - KO - Inside the Church11 - Madame Blitz - Bruise (x5), Dazed - Outside church, to the East, close to Forever Boy and Specimen11 - Enemy Combatants_____ Tanks: 4 smashed, 1 near Specimen and Forever Boy (1 damaged: Bruise (x1), Injury (x1))_____ Soldiers: 9 KO, 4 near Legatus, 10 near Specimen and Forever Boy7 - Donar - Bruise (x2) - Inside church2 - Legatus - 0HP - Unharmed
  21. GM "Aw, that's great!" she said, listening to Micah playing and singing, before she started singing along. Her voice seemed captivating, beautiful, a perfect match for Micah's, it seemed. Leaning in close, she placed a hand on his shoulder as she sang. Her hand felt warm, as she lightly caressed Micah. She stopped singing, but didn't pull away from Micah, when Elizabeth appeared. She smiled at Elizabeth and shook her head. "Oh, hello. Nice to meet you." Her grip on Micah tightened, just slightly. "I'm Alice. We were just having som fun, I hope that's alright?"
  22. A grappling hook arrow and a short swing later, Connor landed on the ground, close to Triakosia, Terrifica and big and ugly. His trick had worked, the pretty colors kept the big guy stunned for the moment. Not that he had any idea how long it'd last. Not like he'd been testing out his arrows against frogs before. Keeping his bow in hand, but without drawing an arrow from the quiver just yet, he approached as Triakosia addressed big and ugly. "You wouldn't listen, man." He stopped some six feet away, not wanting to get too close just yet. He needed to have time to react if Mr. Toad started acting up again. "You agree that rioat foam and pretty lights are better than starting to hit you, right?" A bit out of character, maybe, but the guy had sounded confused. No reason to fight someone that didn't know what was going on.
  23. "Interesting." Pan poked at the headset with his free hand, turning it around a bit, before plopping it on. "Not quite as elegant as an illusion, but serves its purpose, I suppose." He looked at Adam, an amused grin on his lips at his friend's little protest. "Obviously, we do. It would be downright irresponsible to keep our voices low." Pan agreed with Eira, crossing his arms, and looking over to Adam. "It will be an adventure, a chance to learn, to leave you comfort zone! Training for the high risk infiltration missions you will one day have to go through!" He took a brief pause from his attempts to win Adam over to look over at Eira with a grin and a wink. "Obviously, I am in. Do you have plan for what you want to say? Should it be with your voice, or with someone else's?" As he spoke at the end, his voice shifted to the headmistress.
  24. Yep, that's a hit. TOU: 14 And Adam takes out another Nazi... Give me an IC, then @TheAbsurdist is up, followed by @Avenger Assembled 29 - Forever Boy - 5HP - Unharmed - Obscure East of Church: 19 rounds remaining24 - Specimen - 2HP - Unharmed23 - Die Walküre - Bruise (x1) - On frontlines, near Forever Boy and Specimen. In Obscure effect.22 - Sea-Wolf - Unharmed, Bound and Helpless, No dodge bonus - On frontlines, between Forever Boy and Specimen (near the bridge) and the church. Still in Obscure effect - Shadow snare - TOU+12, Injury (x1)20 - Roter Adler - KO18 - Rebound - 4HP - Unharmed17 - Watchdog - 1HP - Bruise (x2) - 2 assorted explosives used11 - Daystar - Unharmed 11 - Die Eule - KO - Inside the Church11 - Madame Blitz - Bruise (x4), Dazed - Outside church, to the East, close to Forever Boy and Specimen11 - Enemy Combatants_____ Tanks: 4 smashed, 1 near Specimen and Forever Boy (1 damaged: Bruise (x1), Injury (x1))_____ Soldiers: 9 KO, 4 near Legatus, 10 near Specimen and Forever Boy7 - Donar - Bruise (x1) - Inside church2 - Legatus - 0HP - Unharmed
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