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RocketLord

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  1. Rebellion Power Level: 14 (built as PL 10; 213/215PP) Unspent Power Points: 2 Trade-Offs: (Baton Throw) +4 Attack / -4 DC, (Baton Ricochet) +2 Attack / -2 DC, +2 Defense / -2 Toughness In Brief: Former villain in training uses the power of the Terror to seek the truth. Catchphrase: Boo! Theme: What's Up Danger - Blackway & Black Caviar / Untravelled Road -Thousand Foot Krutch Alternate Identity: Elliot Elijah Elder (Secret), Bronze Hornet (Secret, Super Villain Identity) Birthplace: Emerald City. Residence: Elder Mansion, Northern Shore, Emerald City / Elysium Academy Dorms. Base of Operations: Emerald City. Occupation: Student. Affiliations: None. Family: Emma Emmelie Elder (Mother, Emerald City politician, nee Kessler), Everett Eaton Elder (Father, officially idle rich, unofficially known as "The Royal" super villain saboteur and spy), Elaine Emma Elder (Older sister, College Student), Elaine Kessler (Aunt on mother's side, deceased). Description: Age: 17 (DoB: 2002 January 1st). Gender: Male. Ethnicity: Caucasian. Height: 6'1'' Weight: 180 lbs. Eyes: Hazel Hair: Blonde Elliot is a young man with an athletic build, leaning on the slightly muscular side. While by no means bad looking, he is not particularly remarkable, looking very much like the All-American boy stereotype. He has short blonde hair and hazel eyes, usually keeping himself clean shaved. He carries himself with a certain pride and arrogance. He will usually wear clothing in lighter colors, or the Elysium Academy colors. As Bronze Hornet, Elliot wears a predominantly dark grey uniform. Simple pants, heavy black boots. A heavy dark grey jacket with a large bronze hornet icon on the back, and black gloves. His face is hidden by a black full face mask, with a smaller hornet logo, similar to the one on his back, on his face, with its wings over his eyes. As Rebellion, Elliot appears pitch black, with large white eyes. He does not appear to have a nose or mouth, though it is there. While he will wear whatever clothes is at hand at the time, his "official" look consist of a pair of dark blue pants and a blue jacket with nothing underneath, showing only pitch black, and a blue cap on the top of his head to complete the look. He is somewhat shifty, keeping to dark places or out of sight if possible. History: Elliot Elijah Elder lived a charmed life. His mother was Emma Elder, a local Emerald City politician of some renown, and her career had left her family with a mansion, servants and more than enough money to get whatever they wanted. His father, Everett Elder, came from a rich family, and he spent much of his time either supporting his wife's campaigns, golfing or travelling, often leaving Elliot at home with his older sister Elaine and his aunt Elaine. Elliot grew particularly close to both, while never knowing much of his parents. Elliot was smart, and he knew it, which led him to develop an arrogant streak, which only his sister and uncle Jacob seemed to disapprove of. He had few friends, and never seemed to really push himself in any way. After all, why should he? He was smart, and he was rich. To Emma Elder, Elliot was almost the perfect son, except for one sore point: He was miserable at sports or other physical departments, and Emma needed to have the perfect All-American son to further perfect her image. Over the objection of his father, Elliot was sent to the prestigious Elysium Academy, where he could make something of himself. That was the official reason, at least. In truth, Emma was disappointed in her son, for reasons he had never been told. Everett Elder did not really come from a rich family. He did not just support his wife's campaigns or go golfing. No, he was working working for Brande Management. A super human with the ability to change his appearance, he were one of many agents performing industrial espionage and sabotage for Brande Management, all to increase their stock. Everett wanted out, but he was in too deep, and so, he continued. And Elaine had inherited their powers, perhaps to an even greater degree. Elliot, however, had not. He was a disappointment. Emma needed some way to use him, and Elysium Academy would be how. At the Elysium Academy, Elliot was pushed for the first time that he could remember. With a particular focus on his physical prowess, as per his mother's requests, and Elliot's arrogance grew once again. He was now both a physical and mental threat to those around him, a fact that he reveled in. He didn't care that Elysium Academy was grooming him to be a super villain. He would take what he learned and use it for his own, once he left the Academy. Fine, they wanted to underestimate him. Elliot would deal with them all when the time came. He was given the code name the Bronze Hornet, which he did not particularly like, but he did not care. He could make a proper name for himself at a later point. Unknown to Elliot, his mother had made a fatal mistake. Emma had been in the pocket of the Chamber for a long time. They boosted her political career, she looked in the wrong way or campaigned for what they wanted. Now she made the mistake of actually having law enforcement investigate a business that was closely related to the Chamber. Not something big, not something famous. A money laundering front, a car wash, of all places. Still, she had to be punished. Soon after, during a break at Elysium Academy, Elliot's aunt Elaine went missing. At the same time, the mysterious villain known as the Terror reappeared to stalk the city, killing many along the way. When Elliot was alone at home, with only servants for company in their mansion, the Terror appeared, smashing through the window. As the Terror stood before Elliot, he learned what fear was. And as it collapsed, the fear spirit left the shriveled corpse of his aunt Elaine behind. That could have been the end of it. A terrified youth, a dead aunt. The start of a rebellion by a politician put back in place, and everything could continue as it had. The fear spirit that was the Terror had other plans. Elliot does not know why it did, as it did. From he learned next, it had always returned to the Chamber when its job was done, and its host was left as nothing. Maybe it was its own act of rebellion. Maybe it wanted to punish its creators. Maybe it just wanted Elliot to feel fear. Maybe the last of Elaine's soul influenced it. Or maybe it simply wanted to create another vessel to spread fear throughout Emerald City. Whatever the cause, the fear spirit possessed Elliot for the briefest of moments. And in those briefest of moments, Elliot knew fear and he knew truth. Through the distorted point of view of the artificial fear spirit, Elliot caught glimpses and visions of its creation. Of the things it had seen. Of the things it had done. A weapon, created by a secret conspiracy that ruled the city from behind the shadows. Used to eliminate their enemies. Used to create chaos and fear. He caught glimpses of their plans. About the enormity of everything. Distorted by the fear spirit, distorted by his own fear, distorted by the lingering remnants of Elaine's soul. They were everywhere. They were everything. Elysium Academy was worse than he thought. His mother was in their pocket. And no one knew. It lasted only moments, then the fear spirit was gone, leaving Elliot a changed man. The fear and the truth had changed him. His arrogance gone, he rebuilt his sense of self through sheer willpower. Something had to change, the city had to change. The conspiracy had to be exposed. And Elliot would do it. In the weeks that followed, Elliot did his best to keep up his facade at Elysium Academy, acting as arrogant as ever. Even as he began to become stronger, faster and tougher, displaying strength unlike ever before, he was demoted to Omega Squad, the so-called "Jobber Squad." Probably another punishment for his mother. Elliot didn't care. Being in Omega Squad meant he didn't really have to try hard to keep up his facade anymore. They were meant as distractions, dumb muscle, nothing more. The perfect guise for something much more. He spent all the free time he could researching and planning, until finally venturing out into the night to gather rumors. As he put on a mask to hide his identity, something even stranger happened. While Elliot's physical abilities had grown since his possession, that was only part of his mutation. He found that when he wore a mask, he could morph his appearance, he could blend in with his surroundings, and, perhaps even stranger still, he seemed to posses his own version of the Terror's ability to instill great fear in its targets. His mission was clear. He would use his powers to uncover the truth. By day, he is Elliot Elijah Elder, an once almost-remarkable student at Elysium Academy, now relegated to being used as cannon fodder. By night, he is Rebellion, a fearsome hero that prowls the streets of Emerald City for the truth. Personality & Motivation: Elliot can at first appear arrogant, but humbled by his demotion to Omega Squad, and this is the personality that he tries to project to the outside world. He is smarter, faster, stronger and better than others, so why shouldn't he be? What better way to hide his goals from the world around him than behind a facade that can easily push others away? In truth, Elliot is greatly changed from his previous ways. He has become more withdrawn, though it is noticed by few. He rarely opens up to others around him, having become almost entirely focused on his goal of discovering the truth about the conspiracy behind Emerald City, and how to dismantle it. He keeps notes in secret places, he finds connections even where there aren't any. As Rebellion, Elliot lets his obsession run wild. He takes notes of anything he finds relevant in a small notebook, he tends to stick to the shadows. He can be terrifying or creepy, depending on the subject at hand. He is entirely fearless, which can lead him to taking great risks with little thought for the consequences to himself. Yet, for all of his obsession with his quest for the truth, he is also slowly discovering a more heroic side to himself. It feels good to be good, and to protect others for the sake of it, not just to spite the conspiracy behind Emerald City. Powers & Tactics: Rebellion is a master of infiltration. He will usually morph into unassuming shapes, such as janitors or cleaning crew, anything that will usually not get noticed, to make his way into a building, changing his appearance as necessary, blending in with his surroundings or moving along walls and ceilings. When pressuring a target for information, he will make full use of his ability to cause fear in others. In combat, Rebellion fights using a pair of batons. He is proficient in using them both up close and at a range, being able to throw them with enough skill to make them quickly return to himself, ready for another strike. He uses his strength and agility, rarely standing still, disappearing and reappearing to strike again. He will freely use his ability to cause fear in others to terrify and disable his opponents. Being rather pragmatic, Rebellion will use just about anything around him to his advantage. With great strength, the ability to perform incredible leaps and cling to wall, Rebellion is highly mobile, able to quickly travel across the length of Emerald City. In his identity as the Bronze Hornet, Elliot eschews the use of most of his powers, only utilizing his enhanced strength, agility and stamina. He does not cling to walls, he does not scare heroes and civilians, change his appearance or use batons to fight, instead preferring simple hand-to-hand combat. Power Descriptions: Elliot's powers are a strange mixture of mutation caused by being possessed by the Terror fear spirit, and latent inherited powers being triggered by said possession. Due to psychological issues related to said possession, Elliot is only able to access certain powers without wearing a mask, essentially only those that enhance his physical and mental abilities. He has become stronger, faster and tougher than he ever were before. He is smarter, and when he wants to, posses a strange, almost unnatural charisma. When he wears a mask, Elliot's has access to further powers. He is now able to cling to walls and perform amazing leaps, while being able to slow his falls. While they appear to be physical enhancements, these abilities are psionic in nature, being a very limited degree of personal tactile telekinesis. Unknown to any but himself, Elliot has inherited his father's ability to change his features, creating instant disguises or blending in with his surroundings, making him almost invisible. His most common use of this power is to create his Rebellion disguise, or for infiltration. Perhaps the most horrifying part of Elliot's powers is his ability to create fear in those around him. This psionic ability appears to be a variation of the Terror's "Aura of Terror" ability, though if Elliot's wishes to create paralyzing fear, he requires great focus. In the time since his transformation, Elliot's senses have started to expand. With both he and the Terror being tied to Emerald City, he has begun to notice patterns and clues in the city itself. Seemingly unconnected sights and events can lead him to strange, new discoveries during his investigations, as he follows the grid of the city to the find the monsters that lurk beneath. Finally, Elliot uses a pair of batons for physical combat. Through training, he has learned to throw them with enough precision that they return to himself when thrown, and to perform powerful blows, strong enough to stun an enemy. Complications: CITY/GRID: Rebellion's expanded awareness of grids and patterns seems to be tied to Emerald City, and to a lesser degree to other metropolitan areas. If Rebellion attempts to use his See the Patterns power outside a metropolitan area, the GM might deny the request, as Rebellion's expanded awareness is simply unable to connect the dots, giving Rebellion a Hero Point instead. If the use of the power has been denied once in an area, repeated uses in the same or a similar area cannot be used to gain additional Hero Points. FEARLESS/FOOL: As Rebellion, Elliot feels no fear. While this is a great advantage, it is also a disadvantage, as he has been known to take actions that were extremely dangerous, if not outright suicidal. A GM may award Rebellion a Hero Point whenever he is in a situation where his fearlessness leads him into trouble. HE_KNOWS/TOO_MUCH: Rebellion's knowledge of Emerald City is still growing, as he works to uncover secrets and conspiracies, but there are those that do not take kindly to his meddling. A GM may award Rebellion a Hero Point if the current situation is made worse by Kid Terror being hunted by those working for the secrets that he has uncovered in Emerald City. HERO/VILLAIN: Rebellion is new to the whole hero thing. While he tries to shed the mindset instilled by Elysium Academy, he still has some problems with doing the right thing. What do he choose, to save one life or many? Do abandon his mission and lose a lead to save a life from a random mugging? He is also rather pragmatic and ruthless. A GM may award Rebellion a Hero Point when he is in a situation where he is tested in following his quest for the truth or performing a heroic action. KID/TERROR: Elliot subconsciously represses his powers, unless he is wearing a mask. Once he puts on a mask, he can easily summon the full extent of his powers, but without, he cannot actively access any of his powers marked with the Mask descriptor. A GM can award Rebellion a Hero Point whenever he is in a situation where he cannot use his powers for this reason. REBELLION/HORNET: Elliot's training at Elysium Academy has instilled in him the values of a villain, and given him an identity as the Bronze Hornet. While he struggles to overcome the morals and mindset taught at the academy, he might also come into conflicts where he finds himself on the sides of both heroes and villains. While Elliot's true allegiance is on the side of the angels, he is reluctant to abandon his identity at Elysium Academy, and the safety it provides as he continues his quest. A GM may award Rebellion a Hero Point when he is in a situation where his conflicting identities or values taught at Elysium Academy cause him trouble. TERROR/HERO: There is just something off about Rebellion. While he is ultimately heroic, he has some serious issues in positive interactions with others. A GM may award Rebellion a Hero Point whenever he is in a situation where his mannerisms, appearance and abilities negatively affects other's reaction to him. TRUTH/SEEKER: Rebellion wants to find the truth about Emerald City. It is his great mission in life. Just what is the Terror? Why does the city have so few super villains? Is there some secret chamber that runs the city behind the scenes? And so much more. He has few qualms about discovering the truth and what he must do to get there. A GM may award Rebellion a Hero Point when he is in a situation where his decision to seek out the truth makes the current situation worse in some way, or WHITE/SHEEP: The matriarch of the Elder family is an ambitious politician in the pockets of the Chamber. The patriarch is a super villain saboteur and spy. The daughter has inherited her father's abilities, and though the proces is slow, she is begin groomed into following in his footsteps. The son is trying to be a hero. Elliot might once have shared this mindset, but his meeting with the Terror left him greatly changed. Now he seeks to dismantle the same conspiracy that his family benefits from, and while he pretends that nothing has changed, it is getting harder to hide his changed outlook from his family. Being the unfavorite to at least his mother may also cause him some serious issues. A GM may award Rebellion a Hero Point when he is in a situation where he runs into trouble with his family, either from trying to keep his facade as still truly being one of them, due to conflicts where his actions could cause them trouble in some way, or if his mother's favoritism towards Elliot's older sister causes him problems. Abilities: 2 + 2 + 2 + 6 + 6 + 2 = 20PP Strength: 12 (+1) / 16 (+3) Dexterity: 12 (+1) / 20 (+5) Constitution: 12 (+1) / 20 (+5) Intelligence: 16 (+3) / 24 (+7) Wisdom: 16 (+3) Charisma: 12 (+1) / 20 (+5) Combat: 8 + 12 = 20PP Initiative: +5 (+5 Dex) Attack: +4 Base, +4 Melee, +4 Ranged, +10 Baton Smack (+4 Base, +6 Attack Specialization), +14 Baton Throw (+4 Base, +6 Attack Specialization, +4 Accurate) Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +5/+7 Knockback: -4 Saving Throws: 5 + 5 + 7 = 17PP Toughness: +8 (+5 Con, +1 Protection, +2 Defensive Roll) Fortitude: +6/+10 (+1 Con/+5 with Enhanced Con, +5) Reflex: +10 (+5 Dex, +5) Will: +10 (+3 Wis, +7) Skills: 116R = 29PP Bluff 5 (+10) Computers 3 (+10) Disable Device 3 (+10) Disguise 5 (+10, +15 with Morph)Skill Mastery Escape Artist 5 (+5) Gather Information 15 (+20)Skill Mastery, Well Informed Intimidate 15 (+20)Distract, Fascinate, Skill Mastery, Startle Investigate 7 (+14) Knowledge (Popular Culture) 3 (+10) Knowledge (Streetwise) 8 (+15) Notice 12 (+15) Search 8 (+15) Sense Motive 12 (+15) Stealth 15 (+20)Skill Mastery Feats: 23PP Attack Specialization (Batons) 3 Benefit (Wealth) 1 Challenge - Improved Feint Contacts Defensive Roll 1 Distract (Intimidation) Dodge Focus 6 Fascinate (Intimidate) Hide In Plain Sight Jack-of-All-Trades Luck 3 Skill Mastery (Disguise, Gather Information, Intimidate, Stealth) Startle Well-Informed Powers: 12 + 32 + 4 + 19 + 37 = 104PP For Mask descriptor explanation, see the complication TERROR/HERO. Device 4 ("Batons"; 20PP Container; Flaws: Easy-To-Lose) [12PP] (Baton) Baton Attack Array 9 (18PP Array; Feats: Alternate Power 2) [20PP] BP: Damage 5 ("Brutal Precision Baton Smack"; Extras: Alternate Save [Fortitude] 10; Feats: Enhanced Critical 1, Mighty, Stunning Attack) {18/18} (Bludgeoning Damage Type, Training, Weak point/nerve targeting) AP: Damage 3 ("Baton Throw"; Extras: Autofire 1 [6 ranks], Range [Ranged]; Feats: Accurate 2, Mighty 3, Precise, Ricochet 2; Drawbacks: Reduced Range 2 [Max Range 75 ft.]) {18/18} (Bludgeoning Damage Type, Training) AP: Damage 3 ("Baton Ricochet"; Extras: Area [Targeted Burst], Range [Ranged], Selective Attack; Flaws: Action [Full Turn]; Feats: Accurate 1, Indirect 3, Mighty 5, Progression [Area Size] 2; Drawbacks: Reduced Range 2 [Max Range 75 ft.]) (Area: 15-75 ft. radius) {18/18PP} (Bludgeoning Damage Type, Training, Ricochet) Fear Array 15.5 (31PP Array; Feats: Alternate Power 1) [32PP] (Emotion, Fear, Mask, Mutation, Psionic) BP: Emotion Control 10 ("Aura of Terror"; Extras: Area [Burst], Mental, Selective, Flaws: Limited [Fear Only], Feats: Reversible) {31/31} AP: Paralyze Rank ("Paralyzing Terror"; Extras: Mental, Range 2 [Perception], Flaws: Action [Full Action], Feats: Reversible) {31/31} Stealth 0.8 (4PP Container) [4PP] (Inherited, Mask, Physical Mutation) Concealment 4 ("Camouflage"; Flaws: Blending, Passive) (All Visual Senses) [2PP] Morph 1 ("Enigmatic Terror"; +5 Disguise, Broad Group: Humanoid) [2PP] Uncanny Mind 3.8 (19PP Container) [19PP] (Physical Mutation) Enhanced Ability 16 (Intelligence +8, Charisma +8) [16PP] Immunity 1 ("No Fear") (Fear Effects) [1PP] (Mask) Super-Senses 2 ("See the Pattern"; Cosmic Awareness) [2PP] (Mask, Hyper-Awareness) Uncanny Physique 7.4 (37PP Container) [37PP] (Mutation) Enhanced Constitution 8 [8PP] (Physical Mutation) Enhanced Dexterity 8 [8PP] (Physical Mutation) Enhanced Strength 8 [8PP] (Physical Mutation) Leaping 4 (x25 Leaping distance, run 375 ft.) [4PP] (Mask, Psionic) Protection 1 [1PP] (Physical Mutation) Super-Movement 4 (Slow Fall, Trackless, Wall-Crawling 2) [8PP] (Mask, Psionic) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC18 Tou (staged) Damage +4 Brutal Precision Baton Smack Touch DC25 Fortitude (staged) Damage +10, Crit 19-20 Baton Throw 30 ft., max 75 ft. DC21 Tou (Staged) Damage +14 Baton Ricochet 30 ft., max 75 ft. 15-75 ft. radius area DC23 Tou (Staged) Damage +12, Targeted Area Aura of Terror Perception DC20 Will (Staged) Fear: Shaken, Frightened, Panicking N/A Paralyzing Terror Perception DC20 Will (staged) Slowed, Paralyzed N/A Totals: Abilities (20) + Combat (20) + Saving Throws (17) + Skills (29) + Feats (23) + Powers (104) - Drawbacks (0) = 213/215 Power Points
  2. Dust Devil (0) ... +10 posts from GM posts = 10 posts = 2PP Forever Boy (11) Fright Night at Claremont (1) Puzzle Box: The Fun Guy (3) Sky-Pirates! (posts marked Forever Boy) (3) The Wearing of the Green (4) +14 posts from GM posts = 25 posts = 3PP Justice (14) Armor Leg (11) Forgotten != Gone (1) Monster of the Week (posts marked Justice) (2) +11 posts from GM posts = 25 posts = 3PP Rebellion (0) ... +25 posts from GM posts = 25 posts = 3PP U.F.O. (1) Return to the Fold (1) = 1PP GM (30) Defenders of the Deep (5) Glitter and Gold (10) Ink (2) Sky-Pirates! (posts marked GM) (3) Two For Tragedy (10) 30 GM posts = 60 posts to divide 10 to Dust Devil, getting him 10 posts total. 14 to Forever Boy, getting him to 25 posts total. 11 to Justice, getting her to 25 posts total. 25 to Rebellion, getting him to 25 posts total. If I've miscounted anything, remove GM posts from Dust Devil.
  3. A bit of a Superman riff in some ways, but very different powers. --- Costume evolution for guidebook page His costume slowly evolved, first switching the jeans and t-shirt for white pants and a white t-shirt with a stylized golden 'S' that would become his logo, the black leather jacket still worn over it. The white pants and shirt was soon replaced by a similar costume made of morphic molceules, after an encounter where he met the Atom Family, with a golden belt added around his waist. By 1996, he had dropped the goggles and no longer wore any kind of mask, and the now 17 year old Parker began calling himself Spaceman instead of Spaceboy. The leather jacket was gone, and he had instead started wearing a short sleeved white shirt made of morphic molecules, with a black triangle design stretching from his solar plexus and up, the stylized 'S' being placed at the bottom of the triangle. He was growing his hair longer, usually wearing it loose. By 1998, he put added long sleeves, white gloves, golden armbands and a black cape. The new black of the costume seemed to contain stars, giving an evershifting appearance. --- - Powers - Powers related to Z-Space - Due to something or other that his parents had picked up, which changes their genes to produce someone with powers. - An artifact related to Z-Space? - Or look up Magic book? - Radiation from Terminus invasion event in 90'es? - Lab accident In early 40'es Debuted following the 90'es Terminus invasion Hero until ~2006-8, where he lost his powers. - Never knew how he got his powers in the first place - Potential reasons for power loss: -- Psychological block caused by his own unknown wishes to be normal and start a family -- After a devastating fight with his archvillain (DOCTOR DEVIATION), he lost his powers. Could be one of a few reasons: --- Villain somehow disabled powers, they seem permanently lost --- Lost confidence in self, psychologically suppressed powers until he felt "strong enough" again --- Injuries Has since then married and is raising a family, with two children. Has a wife, who was his girlfriend during super hero period, knows about his previous alter ego. Children does not know that dad used to be a hero. Has a career, is doing fine. Misses being a hero at times, but that's in the past. - Career: Teacher at Nicholson. Suddenly one day, his powers return. Feels compelled to use them again, but he has a life built around not having super powers - Reappear at random one morning? Wakes up and suddenly there's kirby krackle? - Reappear during an "event", like the Terminus invasion? Potential plot hooks - Does he tell his wife that his powers are back? How will she react when she learns, how will it be different if she's not told before finding out? - How does he juggle responsibilities as a hero, teacher (or other job), husband and father? - Just how did he lose his powers the first time? Can he end up losing them again at a critical stage? - How powerful is he now? What can he do, can he potentially end up hurting someone? He is weaker than before losing his powers (PL14->PL10, never gonna get above PL12 or 13 now) - Been out of the game for a while. He might have been a hero 10+ years ago, but he is rusty. - Maybe try and get into more of a teacher position for younger heroes? Use that teacher job! Stuff to get Upgrade to PL12/13 (Feat) Luck (Feat) Improved Trip (Feats) Grapple based feats - Chokehold (suffocate grappled) - Improved Pin (-4 for others to escape pin) (Ability) Increase Charisma, probably others too Spaceman Power Level: 12 (Built as PL10) Powers Points: 180/180PP Unspent Power Points: 0 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 bigger 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. 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) / 30 (+10) 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) Reach Everything A/B/Stacked (RE) Values +10 +20 +17 +14 +8/+2+10 BA +10 +10 CPD +24 +10 +14 IMS +30 +10 +20 IR +27 +10 +17 IR+IMS +47 +10 +20 +17 RE +18/+12/+20 +10 +8/+2/+10 RE+IMS +38/+32/+40 +10 +20 +8/+2/+10 Saving Throws: 0 + 3 + 6 = 9PP Toughness: +15 (+5 Con, +5 Enhanced Con, +5 Protection) Fortitude: +10 (+5 Con, +5 Enhanced Con) Reflex: +6 (+3 Dex, +3) Will: +9 (+3 Wis, +6) 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: 10PP Benefit 1 (Fame) Benefit 1 (Wealth) Dodge Focus 3 Improved Grab Improved Grapple Interpose Luck 2 Powers: 30 + 22 + 37 + 12 + 5 = 106PP Enhanced Physiology 6 (30PP Container) [30PP] (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 5 (Feats: Subtle 2) (Flight Speed: 250 mph, 2500 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 20 (Flaws: Duration [Sustained]) (+100 Strength to checks; Carrying capacity: Heavy load 52.4k tons / 838.9k tons w. Spatial Strength/Reach Everything) {20/20} (Descriptors: "Increase Molecular Space") Space Control Array 16 (32PP Array; Feats: Alternate Power 5) [37PP] (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: Enhanced Strength 16 (Extras: Area 8 [Targeted Burst], Selective 8) (Stacks with "Reach Everything B" from Space Movement Array) {32/32} (Descriptors: "Reach Everything A", Distance Manipulation, Personal Space Manipulation) Stacked Power: Enhanced Strength 20 (Extras: Area 10 [Targeted Burst], Selective 10; Feats: Progression [Area Size] 2) (250 ft. radius) (Descriptors: "Reach Everything", Distance Manipulation, Personal Space Manipulation) AP: Blast 10 (Extras: Range [Perception]; Feats: Subtle 2) {32/32} (Descriptors: "Space Slam", Force, Impact Damage Type) 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) Space Movement Array 5 (10PP Array; Feats: Alternate Power 2) [12PP] (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: Enhanced Strength 4 (Extras: Area 2 [Targeted Burst], Selective 2; Feats: Progression [Area Size] 2) (Stacks with "Reach Everything A" from Space Control Array) {10/10} (Descriptors: "Reach Everything B", Distance Manipulation) Stacked Power: Enhanced Strength 20 (Extras: Area 10 [Targeted Burst], Selective 10; Feats: Progression [Area Size] 2) (250 ft. radius) (Descriptors: "Reach Everything", Distance Manipulation) 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 5 (Options: Distance Sense, Spatial Awareness [Sense Type: Mental, Extras: Accurate Radius Ranged]) [5PP] (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 Unarmed - Reach Everything A Touch Burst Area Area: 40 ft. radius DC23 Tou (Staged) Damage +10, Selective Targeted Burst Area, Subtle 2 Unarmed - Reach Everything B Touch Burst Area Area: 50 ft. radius DC17 Tou (staged) Damage +10, Selective Targeted Burst Area, Subtle 2 Unarmed - Reach Everything Touch Burst Area Area: 250 ft. radius DC25 Tou (staged) Damage +10, Selective Targeted Burst Area, Subtle 2 Space Slam Perception DC25 Tou (staged) Damage Subtle 2 Change Physical Distance - Thrown Objects 140 ft. DC25 Tou (staged) Damage +10, 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: Entangled 2nd Fail or Fail >5: Bound & Helpless +10, Transparent, Subtle 2 Totals: Abilities (20) + Combat (24) + Saving Throws (9) + Skills (11) + Feats (10) + Powers (106) - Drawbacks (0) = 180/180 Power Points
  4. My bad, missed that part. Anyway, squid leader got the same bonus for its fort save as will, so still makes the roll
  5. Squid minion's guns power check vs. DC21 = 17 [1d20=10] 25 [1d20=18] 9 [1d20=2] 21 [1d20=14] 16 [1d20=9], 2 squid guns remain functional. Squid leader's electric aura, Will save vs. DC21 = 21, Electric aura remains active.
  6. One shot, and the guard was down, and then the other acted, shooting all over the place. He was panicking alright, and Robin couldn't really blame him. She did just take out his buddy, after all. Moving to the side, she tried to get out of the way of the blaster-bolts that scorched the walls, but either she was too slow, or the guard was just plain lucky. A bolt slammed into her side. Ow. It had at least bruised her ribs, and there were scorch marks on the armor. That was kind of impressive, in its own way. She was almost thankful that Jones took the guard out, even if he did seem needlessly brutal about it. But alright, she had thrown her lot in with Jones now. Time to see where it went. Propping herself up again, she moved closer to the guard that Jones had taken out. "Please tell me you at least didn't kill him."
  7. And that's bad enough! TOU roll: 1d20+8 = 17 Ow, bruise for Justice.
  8. GM The bed seemed uninteresting, and unused. The dresser had a pair of pants and some shirts, but was otherwise empty. The table was filled with papers, but nothing else it seemed. All in all, there was nothing terribly exciting to find. And then there was a sound, hard knocking on the door and someone yelling. "Hey! What's going on in there? Is everyone alright! Can you get to the door?" Frantic shaking of the door handle. It seemed that the Seeker's time in the apartment was up.
  9. GM "Get down on your knees now! And you two, keep going! Find out what's taking so damn long!" Buddy could hear through walls, and the voice was obviously the lead gunman. He was holding his handgun again, pointed down at an older gentlemen with an impressive black but grey moustache, who was slowly climbing to his knees. A pair of other gunmen were moving towards the Buddy's current location, and would turn around the corner to meet him in but a moment. He wouldn't have long to react. Meanwhile, the gentleman with the moustache climbed to his feet, defiantly staring down the barrel of the gunman's weapon. "I am not scared of you." His eyes were like lightning, and the lead gunman seemed to be losing his composure. And Tricia Thorne seemed even more unsure about the entire situation than before.
  10. Once safely away from the school, Pan dropped the illusion. It would be bothersome to get into the car if the driver could not see them, would it not? Looking over the red station wagon, Pan was not entirely impressed. Flying, now that would be great, but of course, if he was seen flying across the town while supposedly being in a studio session with Judy, then it could be trailed back to her, could it not? And he did promise to do his best that she would not get caught. "This is great!" he mentioned, as he moved in next to Danica. He really had to get one of those phones, did he not? So much useful information right in your hand! "I have only seen movies on televisions so far, but Micah told me about the big screens! What do you all want to watch?" His excitement of course showed in his voice.
  11. Let's get a notice check each, DC25 1d20+8 = 15
  12. Justice Now that the Emerald Spider mentioned it, yeah, Robin was hungry. She'd skipped lunch, only had some snacks for dinner, and otherwise she had been out walking the entire evening. Yeah, it was probably a good idea to get something to eat. "I could eat." she agreed. And a place used to capes? That sounded great. She hadn't really found anywhere that were particularly happy to have her hanging around if she was wearing the mask. Even less so than the armor. And she just knew that she had to get to show the Emerald Spider her armor before they split, no matter if they found the bad guy or not! She grinned at the thought, before settling on a normal smile again. They weren't far from 14th and Ramos, so it would only be a short walk, or swing, depending on what the Emerald Spider would do. For her part, Robin pulled her hood up again and started walking. This was so awesome. "So, uh, I've noticed that Emerald doesn't really seem to have that many heroes running around. Kinda one of the reasons that I decided to start doing all of this, but I don't think I'd have ever finished my armor and gear if you hadn't shown up."
  13. Alright, stab away, but no effect, since Cultist 2 has Impervious Toughness 5, and this is a rank 4 effect, as far as I can see.
  14. Safe from the exploding toilet! Not much time now! Gonna be people coming soon, and there's still the living room to search! If you continue searching, give me another search roll and describe what you do!
  15. GM The moment he flushed the toilet, Sam felt it. Or rather, saw it. A vision, an explosion rocking through the bathroom, coming from the toilet that he had just flushed. And then he was back, hearing the swirl and flush of the toilet. he had but moments to react to get out of the way as the toilet exploded. Luckily, he was fast, able to make it out of the bathroom, which the explosion seemed confined to. The Seeker was safe, but the bathroom was ruined, and the sound and smoke would attract attention soon. He wouldn't have long to search the remaining space.
  16. No worries at all, could just as well be me misunderstanding the rules, or missing house rules on it. From the top left column of page 157 in the rulebook: Since he succeeded after the hit, I figured he'd be able to apply an effect! If I'm wrong or misunderstood that part, ignore the TOU roll. EDIT: Discussed with Cape, figured out. House rules has going straight for Pin instead of making a choice, so no TOU roll needed!
  17. "Alright, alright, sheesh. Relax." No, she was not about to drop the Justice blaster, no matter what these guys were telling her. From what had happened to Anna to the mention of killbots and those futuristic weapons... Nah. She didn't trust Jones, but she trusted these guys even less. The Justice Buster was in her hand, and yeah, it was a bit oversized for a handgun, Robin knew that, but it did pack a lot of power. Probably even more power than these guys suspected. "See? I'm dropping it. Let me just get the safety first, alright? Don't want to hit anyone by accident." Slowly moving the gun out, but turned away from the guards, aimed at the ceiling, she moved her other hand close to it, to put the safety on. Or rather, to make it seem like she was putting the safety on. Suddenly, she dropped to a knee, raising the Justice Buster with both hands and took her shot at the guard that had aimed at her, sending a blast of focused kinetic energy flying his way.
  18. Initiative: 1d20+2 = 14 Well, then, not quite in combat, but let's make it combat! Feint as Move action that she's about to drop the gun, so -5 to Bluff, but hey: 1d20+3 = 22 Who needs luck when you got justice on your side? And taking a shot a the guard aiming at her: Taking 10 if he's a minion for a total of 21, for a DC20 Tou, otherwise, attack roll: 1d20+11 = 20
  19. GM Everything was happening fast, the world around Captain Cosmos becoming a slowed down jumble of information all around him. But could he truly believe what he was seeing? And just who was Betty? She had seemed scarily competent. And was Tricia Thorne trustworthy, or was she somehow in on this? Was the gunmen amateurs, or just caught off guard? Right outside the toilet, a lone gunman had no time to react as a blur in costume and cape came at him. He tried to move, tried to do something, but before he could even try to react, the cosmic fist of Captain Cosmos collided with his skull, sending him to the ground with one blow. And now Buddy stood alone. He could hear shouts from the ballroom. Something was happening. Were they reacting to the sounds of violence, or something else?
  20. The gunman outside the bathroom can't make that save, so he's down! And beginning of paranoia included!
  21. U.F.O. A mission already! One that could lead to the capture of enemies of the Praetorians at their base of operations! As with the Traveller, 777 responded in the Delaztri. <"Affirmative! This unit will be with you in a moment for mission parameters."> 777 happily floated a bit from side to side at the message, waiting a moment for the Traveller's response, before making a nodding gesture by lightly bobbing up and down. "Affirmative! This unit has recorded much from its travels to internal databanks." It seemed best to follow the designer. It might make for a better impression to accompany a Praetorian, rather than simply appear from out of nowhere. Its upper and lower shell split slightly appear, one arm extending and knocking on the top part of the saucer shell. "This unit's outer armor is still 100% original. Built to last!" A light echo and confirmation of the earlier statement.
  22. Forever Boy Pan was puzzled and excited. How could a Horologium be here, of all places? It was a rarity on Neverworld, and to find it on Earth? It should have been impossible! He moved forward after his statement, before he was stopped by first Sam Vegas, and then the alarms. No, he was quite inclined to agree with Corinne, something was indeed wrong, and perhaps Micah had the right idea of it. "Sometimes. A Horologium bonds for as long as its owner lives. As far as I know, it is all but impossible to find one that has not bonded, unless the owner has recently died." He paused for a moment, even with the alarms blaring, he could not resist some theatrics. "I am not sure quite where they come from, but I have seen a few, always in the possession of someone mighty. I have seen them do a great many things. Heal mortal injuries, transport armadas over great distances, contain maps to impossible treasures, hold prophecies and warnings of danger to come." He knew a bit more than he was telling. In particular, he knew of someone that often sought the Horologiums, but no reason to share that quite yet.
  23. Give me a DC23 Reflex Save for half effect, followed by a DC18 Toughness Save if you succeed, otherwise a DC21 Toughness Save.
  24. GM Even if Sgt. Shark were talking another language entirely, one composed of sound, very unlike what the alien squid was used to for communication, but even then, it understood that Sgt. Shark was a predator, and despite everything, he now seemed to consider it a prey! It was clearly unnerved by his defiance, even as it threatened to crush his body, and the brief pause was enough to give it pause. And that short pause was all that Sgt. Shark needed to escape it seemed, freeing himself entirely from its tentacles, opening it up to clearer attacks from his allies, without risk of harming Sgt. Shark.
  25. Squid Leader applies a Damage effect during his turn for winning the grapple, so a Tou DC27 for Sgt. Shark. Oppposed Intimidate: 18, you succeed! Opposed Grapple, -2 from Demoralized: 29! You're free! I'm not entirely sure, but I *think* the Aura won't apply again quite yet, at least unless you're making an attack. If I'm wrong, Tou 23. @TheAbsurdist you're up 28 - Sgt. Shark - 1 HP - Bruise (x1) 19- Asad - 3 HP - Undamaged 18 - Sea Devil - 2 HP - Undamaged 12 - Squid Jerk Minions x5 - Undamaged. 5x - KO 8 - Squid Jerk Leader - Bruise (x2)
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