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RocketLord

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  1. Spaceman Parker smiles at rather determined smile at Lawrence. "I never said they were." He knows what he can do, of course, but he doesn't know the limits. Or if there are any, beyond him. And honestly? Part of that scares him, just like Lawrence's powers could be scary. And then... Owain rides in on a horse. For some reason, that just catches Parker completely off guard. He's not even sure why, but something about it is too out of place, and he's taken out of it. "Owain, I've been meaning to ask, do you bring that horse everywhere?"
  2. Well, spending a HP to get rid of the Fatigued state that I would've been in, then rolling initiative: 11 Hey, slightly better than last time
  3. Spaceman "Fair enough, but..." Spaceman pulls his right hand back, while still keeping his left hand clenched and, then throws a punch with his right hand. Even at this distance, even without it seeming like he actually touches the hologram, he takes Strand down with a single blow. "Is that what you would do if this was not a training exercise?" Consuelo knows her powers better than him. She knows what she is doing, right? Baz went down, but he's tough, and there's both him, Consuelo and Mizuki out here, dealing with the last two, while Lawrence is on his own... Turning towards the labyrinth. He can sense two people moving around in there. Lawrence and the Blur hologram. Lawrence is running around hitting the buttons, so he has to be closer to those, the other one has to be Blur. And then, he reaches out, and the space around Blur seems to constrict around him, running endlessly in place. "Timeout! I've caught Blur, hit him!"
  4. Alright, gonna Surge to get an extra action, and use free actions to switch my Personal Space Control Array to Impervious Toughness and Immovable, and Space Control Array to Move Object. I'm gonna try to grapple Blur using Move Object (Perception Range), which puts Parker's defense down to just 11 since it's distracting. 1d20+28 = 48 to try and pin him (and maybe make bound and helpless too?). I'm not sure if a rolling a 20 when establishing a grapple counts as a crit or not, since it's not the roll to actually hit?
  5. Can I use my Super-Senses to find out where Blur is inside the labyrinth? 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)
  6. Since I got the feat that lets me use my other hand while grappling with one hand, I'd like to do a Coup de Grace on Strand using a full round action, while maintaining the grapple as a free action. I'm doing it as a Power Attack, so DC+2, and it will be an automatic hit and Critical, so TOU save DC30 for Strand. If Strand isn't KO'ed by the attack, she has to make a Fort save at DC25 (DC10 + 8 from Strength + 2 from Power Attack + 5 from Crit) or get KO'ed. Depending on how that works out, I might have some more things I'd like to do.
  7. GM Bernadette and her duplicate enter through what seems to be a loading dock, where the crates would have been prepared, but it is now mostly empty. It is cut off from the rest of the building by a wall with a door that stands open, which seems to be the source of the greenish light. It would be reasonable to guess that the room that the door leads into is the main warehouse floor. As the duplicate moves closer to the bound man on the floor, it becomes clear from the look in his eyes that he is not quite there, almost like his body is just moving on its own. He barely seems to notice, and doesn't react to the duplicate at all at least, continuing to struggle against the bonds. Suddenly, a figure blocks the green light from the open door, casting a long shadow on Bernadetta and her duplicate. Like the one on the ground, their clothes are ragged, but it is otherwise difficult to make out anything about the figure. They watch, they have clearly spotted you, but they don't call out. Not just yet, at least.
  8. For the record, since I'd forgotten to roll at the start: Master Plan roll from Stormcrow: 18, so that's a +3 bonus to all skill and attacks rolls for 3 rounds, before decreasing by 1 per round until the bonus is gone. A good roll for Notice see if they spot you at 22, though the 22 notice means that you spot them too! IC coming up, and then I'd like to see what @Nerdzul and @Spacefurry are gonna do!
  9. Spaceman Parker isn't really sure what to make of Neko's statement about all of them being the same, but he decides to let it go. As for Lawrence, however, and downplaying his powers, again? Parker can't help but wonder why Lawrence does that. Does he really not realize what he can do, or does he not want to deal with the responsibility of knowing? While Parker's own powers are so very different, they are, as far as Parker is concerned, connected too, just on a different axis. Time and space. Both could do terrible things if applied on a grand enough scale, and working together? Would there be any limits, if they grew powerful? Lawrence's powers would frankly be scary if it wasn't Lawrence. "Lawrence is being modest," Parker says, looking at Michael at first, but also at Lawrence. "You can control time Lawrence. That's... Honestly, that's incredible. How many people with powers can do something like that? And I'm pretty sure you know that, so why do you keep on downplaying it?" Parker knows that he might be coming on too strong, but on the other hand, maybe a push is what Lawrence needs?
  10. GM Getting closer to the warehouse, Leon (and the others, if they follow) only feel the sense of unease increasing. Like whatever they are walking into, whatever is going on in there, it is just inherently wrong. Something that just should not be. There is something at the back of their mind, something pulling on something primal inside them. Reaching the door, which is just slightly ajar, they hear a sound. A man is lying on the ground, struggling against some kind of metal mesh which has wrapped tightly around his body, including his mouth, but not his nose, so he can still breathe. He does not say anything. A ragged hoodie is barely visible sticking out of the mesh, and there are holes in his shoes. His eyes seem vacant, even as he sees the group, and he does not seem to register them. A green-ish light shines from the slightly ajar door, and they can hear loud voices from inside, though it is difficult to make out what they say.
  11. Spaceman "Please stop giving people your body parts, Baz," Parker says, shaking his head while he watches the whole deal with the antenna with the look of someone that's just done with that bit. "I'm local, actually. Grew up right here in Bayview, but we traveled a lot." He shrugs. "Mostly vacations and such, I guess." He forgot about his privilege from his parents' wealth again. He really shouldn't bring that up, if he could help himself. "I'm with Lawrence on the science clubs. It's interesting, but wouldn't say it's easy. I saw a board game club too, might join that. Used to play all kinds of games like that with my sister." He would ask about Michael's own plans, but Lawrence already did. No need to crowd him.
  12. Spaceman "Hi Michael, it's good to meet you," Parker accepts the handshake once it's his turn. "I'm Parker." He seemed friendly enough, and he reacted well to Baz, at least. "Neko's showing you around?"
  13. Archer II: 2 GM posts = 1 PP Ghost: 3 Posts + 7 GM posts = 10 Posts = 2 PP Holiday Cheer (3) Space Ranger III: 2 GM posts = 1 PP Spaceman: 27 Posts + 0 GM posts = 27 Posts = 3 PP Deviations (1) Golden Student (4) Holiday Cheer (4) This Side of the Pond (4) Through the Paces (8) Quirkombat (6) Stormcrow: 12 Posts + 13 GM posts = 25 Posts = 3 PP + 1 PP [Guide Point] = 4 PP Dream Chasing (3) Holiday Cheer (5) The Young Guardians Returns! (4) GM: 12 GM posts = 24 posts Deviations (1) The Young Guardians Returns! (11) GM posts: 13 GM post to Stormcrow 0 GM posts to Spaceman 2 GM post to Archer II 7 GM post to Ghost 2 GM post to Space Ranger III Guide point: 1PP to Stormcrow
  14. Just to point it out, I got String bound and helpless, so she's got very low defense, and somebody could do a coup de grace on her.
  15. Bound and helpless! And then I'd like to use the Chokehold feat to begin Suffocating her, to knock her out: DC10 Fort save to stay conscious, DC increasing per one each turn while suffocating.
  16. Spaceman "Don't worry. I can keep my distance while being close," Parker replies to Consuelo before the headmistress appears and introduces the trial. Fight opponents, solve the maze... push the buttons. Simple enough. Not holding back, though? Parker looks towards the buttons. He could push them from here, give them an advantage, but wouldn't it ruin the exercise? He decides against it, at least for now, as Lawrence runs off and hits the first button, and then everything goes crazy around him. Baz with eye lasers, yelling about teamwork. And Consuelo? She... if that had been a real person... "Isn't that a bit of overkill? I don't think we're supposed to actually kill them." They might just be holograms, but they should act like they would normally, right? Still, teamwork seems to be the idea. He focuses and moves, flying straight towards Torpedo Lass. Then, he raises his hand, throwing a punch and... it comes in from the side at Strand, the woman with the long hair, quickly hitting her. Then, he clenches his hand, holding on. "Buzz! I got the hair lady, hit her!"
  17. Setting Personal Space Control Array to Super-Strength and Space Control Array to Elongation + Enhanced Strength. Move Action: Move close enough that Parker can intercept any attacks coming at Torpedo Lass using Interpose. Standard Action: Attacking Strand with Infinite Reach. Subtle 2 and Indirect 3, so the attack comes from the side and might catch her flat-footed? Anyway, attack roll: 18 With Thev confirming that hits, that's a DC 23 TOU save, and then I'm gonna use Improved Grab to establish a Grapple: 49 And that's it.
  18. Changes: - Lowered Base Attack from 6 to 4, to use Attack Focus [Melee] instead, since most of your attacks are melee anyway. You can buy this up later if you want. - Lowered Base Defense from 6 to 3, using Dodge Focus to bring it up. You can buy this up later if you want. - Increased Dodge Focus to rank 5 - Increased Protection by 2 ranks to Protection 9 - Increased Drain Toughness by 2 ranks to Drain Toughness 12 - Increased Strength by 4 to 22 - Added Attack Focus [Melee] 4 Name: Shift Power Level: PL10/12 Tradeoffs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Power Points: 191/192 Unspent PP: 1 ABILITIES: 22PP (12 + 4 + (-10) + 12 + 4 + 0) Strength: 22 / w. Density: 34 (+12), 54 Lifting (Heavy Load: 22.4 tons) Dexterity: 14 (+2) Constitution: - Intelligence: 22 (+6) Wisdom: 14 (+2) Charisma: 10 (+0) COMBAT: 14PP (8 + 6) Initiative: +6 (+6 Int) Attack: +4 Grapple: +24 (+4 Base Attack, +4 Attack Focus [Melee], +12 Strength, +4 Super-Strength), +29 with Elongation Defense: +8 (+3 Base, +5 Dodge Focus), +1 Flat-Footed Knockback Resistance: 10 (1/2 of Non-Impervious Toughness 4 = 2, + Impervious Toughness 8), 12 at normal speed or slower (Immovable 2) SAVING THROWS: 10PP (0 + 4 + 6) Toughness: +12 (+12 Protection; Impervious 8 ) Fortitude: - Reflex: +6 (+2 Dex, +4PP) Will: +8 (+2 Wis, +6PP) SKILLS: 10PP (40R) Acrobatics 8 (+10) Climb 0 (+4) (No Strength bonus from Density) Computers 4 (+10) Craft (Electronic) 4 (+10) Craft (Mechanical) 4 (+10) Disable Device 4 (+10) Disguise 0 (+0, +20 Morph) Knowledge (Technology) 4 (+10) Notice 8 (+10) Search 4 (+10) Swim - (Density) FEATS: 19PP Attack Focus [Melee] 4 Beginners Luck Dodge Focus 5 Improvised Tools Interpose Jack of All Trades Luck 2 Move-By Action Speed of Thought Takedown Attack 2 Enhanced Feats Improved Grapple if using Additional Limbs POWERS: 124PP Communication 5 (Radio, Range: 5 miles) [5PP] Density 6 (Mass x5; Cannot Swim; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [19PP] Drain Toughness 12 (Extras: Affects Objects; Flaws: Limited [Objects], Requires Grapple) [6PP] Immunity 40 (Fortitude effects; Psionic effects) [40PP] Impervious Toughness 5 (8 ranks total) [5PP] Morph 4 (Any form; Disguise +20; Extras: Duration [Continuous]) [16PP] Movement Array 2.5 (5PP Array; Feats: Alternate Power 1) [6PP] BP: Speed 5 (250MPH, 2,500ft [1/2 mile] per Move Action) {5/5} AP: Leaping 5 (x50, Running Long Jump: 1100ft long x 275ft high) {5/5} Protection 9 (12 ranks total) [9PP] Super-Senses 4 (Darkvision; Infra-Vision; Radio) [4PP] Super-Strength 2 (4 ranks total; Lifting Strength: 54, Heavy Load: 22.4 tons; Grapple +4) [4PP] Variable Power 1 (5PP pool; Multiple Powers of Any Type or Descriptor At Once; Extras: Action 2 [Free], Duration [Continuous]) [10PP] DRAWBACKS: -8PP Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP] Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP] Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage Drain Touch DC 20 Reflex Damage TOTALS: Abilities (22) + Combat (14) + Saving Throws (10) + Skills (10) + Feats (19) + Powers (124) - Drawbacks (8) = 191/192 Power Points
  19. Good catch, seems like that was a mistake from the old Nevermore II sheet that was never caught. I've fixed it!
  20. GM The abandoned warehouse is easy enough to find, given the coordinates that were on the pieces of paper that the three heroes believe that their friend Charlie has left for them. It is easy enough to find each other, given their group chat. The streets around the building seems empty at this time of night, save for a group of what seems to be homeless people that are camping by a nearby bus stop. From the outside, the building looks like any abandoned warehouse. There's a few loading docks with closed gates. Windows with dirty glass at the top of the side of the building, near the roof. A few of them are broken. The building seems to be in a state of disrepair and neglect. It seems like it has been years since anyone has done any repairs or maintenance. But appearances are not everything. The moment each of you reach the area, you feel a strange sensation of foreboding. It feels like things are simply not right. You can see a flickering light from inside the building, which manages to shine through the broken windows, though only barely visible through the intact and dirty glass.
  21. The ones with the highest bonus go first, so since you'll go first between the two of us, since your Initiative bonus is +4 and mine is +3.
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