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RocketLord

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  1. GM The pirates that had gotten too close to Thunderbird was blown away by the force of the storm. The green lightning blinded them, the deafening thunder took away another sense. The lightning struck several ships, and several began to fall burning towards the ground far below. And yet, the pirates aboard were eerily silent. Cannonballs began to fill the sky. Let loose, the armada began to fire on everything.
  2. The armada attacks! Rather than try to catch, they're actually attacking this time. The ones near Thunderbird can't see or hear him, so they're auto missing. And there'll be 2 attacks vs. Forever Boy: 16 12 And 2 attacks vs. Angelic: 14 19 One hit on Angelic. @Avenger Assembled give me a DC25 TOU save, then you're up. You can choose to transfer it to your automatons, but it will take down 20% of them. 31 - Forever Boy - 6HP - Unharmed 24 - The Hooked Man - Unharmed - The Crocodile - Unharmed, Hooked - Chain: Injury (x2) 12 - Thunderbird - 2HP - Fatigued next round 10 - Pirate Armada - (40% blinded and deafened, 10% somewhat damaged [bruise x2], 10% badly damaged [bruise x5]), 50% fine, 10% defeated 7 - Angelic - 2HP - Unharmed? - Angelic's Automatons: 100% fine
  3. You make it, then you're up with your actions!
  4. @Avenger Assembled added some bits to history about that.
  5. Nevermore II Charlie wasn't sure if he could do what Alek was doing. The whole big, bad, dark avenger of the night deal just wasn't him. Sure, he could put on an act, but not the way that Alek was doing. It probably wasn't surprising that the Ushers wouldn't just let people leave them. The way they had their fingers in everything now, they had the reach to get to anyone. He sent a quick message to Alek's HUD. Can we protect her from the Ushers?
  6. GM The woman looked to relax, just a little bit, as the Raven gave her some space. "Y-yeah." She seemed uneasy, at best. Probably scared out of her mind still, staying back and away from the Raven. "It's not the easy. You don't just leave the House."
  7. Holly talks a bit more and @Nerdzul is up. 25 - Purple Haze - Staggered, hit by DC25 TOU save on Init 7 20 - Paper - 3HP - Affected by DC21 Fort save Illusion (+1 to roll) 15 - Holly - Unharmed 10 - Nightscale - 3HP - Affected by DC21 Fort save Illusion (+1 to roll) 7 - Ghost - 4HP - Unharmed
  8. GM Holly smiled at Leon again, and then froze, a look of horror in her eyes. "Leon, look!" She pointed to the DJ pit where a man in white and grey were standing over Holly's brother. "Jordan's in trouble! You gotta go help him!" She tugged on Leon's arm, trying to pull him in the direction. "Please!"
  9. Rolling 5 times again, each roll representing 10% of the armada, with you being able to hit 50% in total Reflex: 3 13 17 20 8 10% makes the Area Reflex Save Saves for full effect: Dazzle: 12 17 7 11: 0% pass For damage, I'll rule that you hit the 10% slightly damaged and 10% badly damaged at full effect. Badly damaged damage: 26, they're somehow still around Somewhat damaged damage: 17, they're out Damage: 31 24: 20% pass, 10% slighty damaged, 10% badly damaged Saves for half effect Dazzle: 11: 10% more blinded Damage: 21: 10% pass Final result: 40% off the armada remains blinded and defeaned, 10% is somewhat damaged, 10% is badly damaged and 10% of the armada has been defeated. Micah is now in range of 40% of the armada. Give me an IC. 31 - Forever Boy - 6HP - Unharmed 24 - The Hooked Man - Unharmed - The Crocodile - Unharmed, Hooked - Chain: Injury (x2) 12 - Thunderbird - 2HP - Fatigued next round 10 - Pirate Armada - (40% blinded and deafened, 10% somewhat damaged [bruise x2], 10% badly damaged [bruise x5]), 50% fine, 10% defeated 7 - Angelic - 2/3HP - Unharmed
  10. "It is a good plan." Jay thought for a second. So, half the blink of an eye to the others. "How do you propose we test the Doomforge's defenses? We can run simulations all we want, but do we have some samples or measurements to make sure what's gonna happen?" He could at least aid with the delivery system, try to move the pylons into place before the defenses would notice.
  11. RocketLord

    Heavy Mettle

    Pan smiled at Ryder and Eira, nodding enthusistically at Natalia's plan. "Yes, yes. That sounds perfect." He sounded somewhat distracted and disinterested at the whole metal drama that unfolded before them, instead keeping his eyes towards the possible meta-terrorist, as Eira put it. He seemed impatient, shifting from foot to foot as he adressed Natalia. "We should go then? Ryder and Eira will help here, and we will deal with the other matter, yes?"
  12. GM Casanova stood still for a moment, staring at Outrider. The other young would be heroes were still hiding, still out of sight, and so, all of New Young Freedom's attention were on them. "Bluebird, go keep watch. Gotta be ready for the villains." Casanova grinned behind his mask and raised a hand towards Outrider. "Shadowborne? How about you show me just how much you want to be part of the team by taking down that oversized Mad Max reject?"
  13. To keep things a bit more fair Bluebird is not around until either Arrow or Howl returns to the fray. Nevermore: 21 Stinger: 16 Toxin: 5 Chump: 23 Casanova: 22 Seriously? Rolling 20's for Casanova and Chump's init rolls? Really, Orokos? I'll do a quick GM IC, then @Kaede Kimura is up 27 - Shadowborne - 3HP - Unharmed 23 - Outrider - 3HP - Unharmed 23 - Chump - Unharmed 22 - Casanova - Unharmed 21 - Nevermore II - 5HP - Unharmed 16 - Stinger - Unharmed 15 - Nightscale - 3HP - Unharmed 5 - Toxin - Unharmed
  14. GM Purple Haze groaned in pain at Ghost's touch, his entire body shaking as he finally broke through the sensation that had paralyzed his body for a moment, only to be thrown back into the turn tables as Ghost touched him. Staggering, he shook his head and climbed to his feet, shaking his head. He could only call out two words, barely audible over the still playing music. "Holly. Help."
  15. GHOST "I guess that shut you up for a moment." Ghost emerged out from the floor, floating up in front of Purple Haze. He didn't look like anyone Casper had been up against before. Somebody new, then. Alright, that was fine, that was normal. Happened way too damn often. "I'm sure you got some big plans and everything, but not tonight." Ghost reached out and touched Purple Haze's shoulder, sending another shock through Purple Haze's body.
  16. Ghost attacks Purple Haze with a Shock Touch: 29, that's a hit. DC25 TOU save for Purple Haze: 12, fail by 13, Staggered and Dazed. Secondary effect hits on Init 7 DC20 Fort save to recover from Stun: 24, no longer stunned. Purple Haze recovers from Dazed, then @Spacefurry is up 25 - Purple Haze - Staggered, hit by DC25 TOU save on Init 7 20 - Paper - 3HP - Affected by DC21 Fort save Illusion (+1 to roll) 15 - Holly - Unharmed 10 - Nightscale - 3HP - Affected by DC21 Fort save Illusion (+1 to roll) 7 - Ghost - 4HP - Unharmed
  17. You can move at up to half your normal movement speed with no penalty to your roll. You'll make a stealth check every round, with me making notice checks for the villains in turn. We can see if you can spot openings for grabbing villains without being noticed by having you roll Notice checks. So, if you want to keep taking them down, give me a Notice check at DC20 to see if you can spot someone you can grab without being discovered, a Stealth check to remain hidden and, if you beat the notice check DC, an attack roll.
  18. GHOST Oh, great. Bystanders. Innocent or not, he would way too easily get caught in the fight, and... yeah. Nobody gets hurt, not if Ghost can help it. While Freestyle engaged Chimera, Ghost flew around them and grabbed hold of the man, then pulled him down into the room below. "Stay right here until we sort things out, deal?" He probably wouldn't, but you never knew.
  19. Ghost: 25 Freestyle: 25 Freestyle starts off by throwing a disk with a Stun effect at Chimera: 27, that's a hit. Give me a DC16 Fort save vs. Stun Ghost goes for the man, pulling him into another room and out of danger. I'll edit Freestyle's action into the previous GM post, and then you're up! 25 - Freestyle - Unharmed 25 - Ghost - 4HP - Unharmed 13 - Chimera - 3HP - Unharmed
  20. GM U.S.Archer reeled back, yelling as he grabbed at his burnng mask. He was sputtering incoherently, stumbling into a table as he tried to tear the burning and melting fabric away, trying to do anything to alleviate the pain. A standard loadout might have left him dead, but maybe that would have been mercy.
  21. Fixed the Dex issue, and I had, for some reason, forgotten to add in Luck 3 despite budgetting for it. Its in the feats now, so it should be 32.
  22. SPACE RANGER III Power Level: 12 Effective Power Level: 10 Power Points: 180/200PP Unspent Power Points: 20 Trade-Offs: DEF+1/TOU-1 In Brief: The grandson of the original Space Ranger and Illyra, caught in a teleport loop between Earth and space! Theme: Cosmic Castaway - Electrasy / Commander Shepard - Miracle of Sound Alternate Identity: J'onn "John" Shepard Birthplace: Houston, Korus Residence: Houston, Korus Base of Operations: Intergalactic Occupation: Intergalactic Adventurer, Protector of Korus, Galactic Defender Affiliations: Space Ranger I, Space Ranger II, Korus Family: Allura 'Allie' Shepard (Mother, Space Ranger II, Missing in Action), Tavarann Hag-Shepard (Father, Councillor), Charles 'Chuck' Shepard (Maternal grandfather, Space ranger I, Retired), Illyra Vey-Shepard (Maternal grandmother), Arran Vey (Maternal great-grandfather) DESCRIPTION Age: (DoB: August 2001) Apparant age: Early 20'es Gender: Male Ethnicity: 1/4 Terran, 3/4 Koruan Height: 6’ Weight: 185 lbs. Eyes: Blue Hair: Black J'onn looks like a Caucasian Terran male, with blue eyes and short black hair. Aside from his eyes being a slightly lighter style of blue and a different hair style, he is the spitting image of his grandfather, Chuck Shepard, when he was in his prime. J'onn will usually wear his Space Ranger uniform. The uniform is primarily blue from the front, though the back, and the side of his arms and thighs are white. The white parts of the suit covers J'onn's neck, with thick black lines running up the front and an upside down back triangle shape at the front with the center of J'onn's neck being black. A black line runs from the point of the triangle and to his white belt, where he wears a dark grey buckle with a small control panel that controls the suit. All white line on the suit is divided from the blue with thick black lines. A six pointed star intersects the upside down triangle on the right side of J'onn's chest. He wears slightly flared black boots and gloves. When activated, the suit creates a white helmet with a see-through orange-yellow glass-like faceplate over his face. J'onn's ray guns are cast in a dark grey metal, with black grips. Five red lines run along the back of each, along with one at the very end of the barrel. He uses a white jetpack that seems to attach directly to his suit, with two light blue square exhaust ports. J'onn will often add jackets or other accesories on top of the uniform, depending on personal preferences at the moment. HISTORY Charles 'Chuck' Shepard is hero. There's no doubt about that. A daring Earthborn astronaut found himself lost in outer space on the planet Korus during the late 1960'es. Once home to an advanced civilization, Korus had been all but destroyed in a war hundreds of years before. On Korus, Chuck became known as the Space Ranger, and with the aid with a group of Koruan survivors, including the warrior Illya, her father Arran Vey and the shapeshifting Groob, Chuck was eventually able to aid the Koruans in rebuilding their civilization. Though given the chance to return home, the Space Ranger decided to remain as Korus' hero and a cosmic champion. Chuck would eventually marry Illyra, who would give birth to their daughter Allura 'Allie' Shepard. While never a major cosmic hero, Chuck was nonetheless a respected hero known by most cosmic powers, though more for his efforts to restore Korus than for any large scale cosmic heroics. He worked together with the Star Knights and other cosmic heroes through the years, building a solid legacy as the Space Ranger. While Korus would never become a major cosmic power, and they were just fine with that, the ancient artificats, including the Spatial Gates, wold ensure that they remained somewhat independent of the major cosmic empires. During the 1990'es, Chuck decided to retire and passed the Space Ranger mantle to his daughter. Allie served both Korus and known space with distinction for years, eventually falling in love with the Koruan politician Tavarann Hag. Allie gave birth to her son J'onn in 2001, and she would marry Tavarann soon after. Following the birth of J'onn, Allie continued to serve as the Space Ranger while Tavarann would eventually rise to the rank of councillor in the Koruan parliament. J'onn grew up to be a cocky young man, always seeking the thrill of adventure that he was sure his mother and grandfather felt. Tragedy struck when Allie defended Korus from the Communion forces during the Incursion. While her ultimate fate remains unknown, the second Space Ranger disappeared during the cosmic crisis. As far as the people of Korus were concerned, they needed a Space Ranger. Urged by his father and trained by his grandparents, J'onn 'John' Shepard rose to the occassion. Unfortunately, his first trip through a Koruan Spatial Gate to visit the Earth went very wrong, and J'onn was bombarded with spatial energies. The energy infused his body, causing J'onn to randomly teleport between Earth and his previous location in space, often at the worst time possible. J'onn Shepard travels the stars and Earth to find a way to undo the accident, doing what good he can along the way, sometimes by accident, sometimes on purpose. The scion of a proud tradition, the third Space Ranger will have to learn what it takes to live up to his family's legacy. PERSONALITY & MOTIVATION J'onn is an inexperienced rookie. He has received plenty of training, but he has little actual experience, which he generally hides by pretending he knows more about the current situation than he actually does. He is a thrillseeker, longing for adventure among the stars, journeys into the great unknown and everything he might meet there. If he happens to do some good along the way, that's a definite bonus, but that is not what defines him. Despite J'onn's usual cocky demeanor, he is gravely aware of the pressure of being the third Space Ranger. The people of Korus judges just about anything he does as their champion, and some times, this pressure will just be too much to bear. Does he do the thing he wants to do or the thing he should do? Only time will tell. POWERS & TACTICS Face first into the fray, J'onn is rarely a subtle fighter. He can use tactics, but he prefers the simple solutions: Blasting his enemies with his Ray Guns while flying around them on his jetpack, staying mobile and out of reach if at all possible. POWER DESCRIPTIONS While J'onn's hybrid Terran and Koruan physiology is slighty enhanced compared to a normal human, the majority of his abilities are honed skills or technology. Like his predecessors he wears a space suit that can be sealed to provide life support and comes equipped with a personal force field. The suit can quickly be hidden away in his belt, appearing or disappearing almost instantly. He also wears a jetpack, much like his grandfather did. He travels through space in the Star Lance, a custom built spaceship. The most impressive part of J'onn's arsenal are his Ray Guns, a pair of advanced pistols from the pre-war Korus. The weapons were found by the original Space Ranger and eventually passed on to J'onn. Through both voice activation or a small dial, the Ray Guns are able to shoot a number of rays with a wide variety of effects, from laser rays that burn the target to X-Rays, Proton Rays, Zero-Point Rays, Freeze Rays, Shock Rays and much more. Owing to J'onn's skills with the weapons, he is able to perform impossible shots, ricocheting rays around an area, almost making it seem like the blasts originate from somewhere other than the muzzle of the Ray Guns. J'onn has a Translator Implant embedded in his body that allows him to understand, read and speak any language. COMPLICATIONS Commander Shepard: J'onn has a lot to live up to. His mother and grandfather are fabled heroes of space, protectors of Korus and defenders of the universe. It's not always easy to be compared to his predecessors, either being expected to be able to do anything they could or simply being underestimated for being the newest Space Ranger. A GM can award J'onn a Hero Point if his legacy makes a situation more complicated, for instance by having other underestimate or overestimate what he knows and can do. Cosmic Castaway: J'onn was exposed to cosmic energies from a failing Koruan Spatial Gateway, which causes him to teleport between Earth and outer space at semi-random intervals. J'onn will randomly appear or disappear from a scene, often at the worst times, such as disappearing while he is helping allies or appearing in the middle of a firefight. A GM can award one of Space Ranger's allies a Hero Point if he is sent back to space or Earth at the wrong time, or his sudden appearance causes complications. Space Ranger: The Space Rangers before J'onn have fought their share of cosmic villains and worse during their careers, protecting Korus and the greater universe along the way. Old enemies of his predecessors may come calling or react negatively to see a new Space Ranger taking up the mantle. The GM can award J'onn a Hero Point if a situation is complicated by predecessors' old enemies, for instance if negations are made more difficult by old enemies reacting negatively to J'onn's presence or they arrive to join a battle against Space Ranger. Spatial Gates Are A Scary Place: Travel by Koruan Spatial Gates are instant, bringing you from one gate to the next. You walk through the entry gate, you appear at your destination gate. J'onn has learned that isn't always the case. There's something hiding in the space between the gates, something that has seen J'onn. It's gaze follows him even into real space. Rarely, J'onn will feel the gaze of the being hiding in the space between the spatial gates, momentarily distracting him. This can make him miss a crucial shot, stumble over words or just make a mistake. If this happens, the GM can award J'onn a Hero Point. Welcome To Earth: J'onn has spent around half his time on Earth and half his time in outer space since the accident with the Koruan Spatial Gateway. While he is at home on Korus and in space, he is very much a fish out of water on the Earth. All that he knows of the planet are the stories that his grandfather has told him, filtered through age and nostalgia. The GM can award J'onn a Hero Point if his lack of knowledge of the Earth causes complications. ABILITIES 4 + 6 + 8 + 6 + 6 + 4 = 34PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) COMBAT 12 + 12 = 24PP Initiative: +3 (+3 Dex) Attack: +6 Base, +6 Melee, +10 Ranged, see Power attack bonuses in DC Block Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed Grapple: +8 (+6 Base Attack, +2 Strength) / +20 Proton Ray (+10 Ranged Attack, +10 Move Object) Knockback: -4 (TOU/2) SAVING THROWS 4 + 5 + 5 = 14PP Toughness: +9 (+4 Con, +5 Protection) Fortitude: +8 (+4 Con, +4) Reflex: +8 (+3 Dex, +5) Will: +8 (+3 Wis, +5) SKILLS 80R = 20PP Acrobatics 7 (+10) Bluff 8 (+10) Diplomacy 3 (+5) Disable Device 2 (+5) Drive 7 (+10) Intimidate 3 (+5) Knowledge [Cosmology] 2 (+5) Knowledge [Galactic Lore] 7 (+10) Knowledge [Technology] 7 (+10) Language 2 [Native: English; Learned: Koruan, Lor] Medicine 2 (+5) Notice 7 (+10) Pilot 7 (+10) Search 2 (+5) Sense Motive 7 (+10) Stealth 7 (+10) FEATS 32PP Ambidexterity Attack Focus [Ranged] 4 Dodge Focus 5 Equipment 15 Jack-of-All-Trades Luck 3 Move-By Action Precise Shot 2 Equipment: 15PP = 75EP The Star Lance (Vehicle; Spacefighter) [75EP] POWERS 6 + 25 + 8 + 12 + 5 = 56 Comprehend 3 (Read All, Speak All [1 at a time], Understand All) [6PP] (Descriptors: Translator Implant, Technology) Device 8 (40DP Container; Flaws: Easy-to-lose; Feats: Multiple Weapons 1) [25PP] (Descriptors: Ray Guns, Technology) Ray Array 17.5 (35PP Array; Feats: Alternate Power 5) [40PP] (Descriptors: Cosmic) BP: Blast 10 (Extras: Autofire; Feats: Improved Critical 2, Indirect 3) {35/35} (Descriptors: Laser Ray, Heat, Laser) AP: Drain Toughness 10 (Extras: Affects Objects, Range [Ranged]; Feats: Improved Critical 2, Indirect 3) {35/35} (Descriptors: X-Ray, Radiation) AP: Move Object 10 (Extras: Damaging; Feats: Affects Insubstantial 2, Indirect 3) (Heavy load: 12.8 tons) {35/35} (Descriptors: Proton Ray, Dimensional, Electromagnetic Energy) AP: Paralyze 10 (Extras: Alternate Save [Reflex] (+0), Range [Ranged]; Feats: Improved Critical 2, Indirect 3) {35/35} (Descriptors: Zero-Point Ray, Quantum Energy) AP: Snare 10 (Extras: Regenerating; Feats: Improved Critical 2, Indirect 3) {35/35} (Descriptors: Freeze Ray, Ice, Cold) AP: Stun 10 (Extras: Range [Ranged]; Feats: Improved Critical 2, Indirect 3) {35/35} (Descriptors: Shock Ray, Electricity) Device 2 (10DP Container; Flaws: Hard-to-lose) [8PP] (Descriptors: Jetpack, Technology) Flight 5 (250 MPH, 2500 ft./rnd) [10DP] (Descriptors: Jetpack Flight) Device 3 (15DP Container; Flaws: Hard-to-lose) [12PP] (Descriptors: Space Suit, Technology) Enhanced Feat 1 (Quick Change) [1DP] (Descriptors: Smart Suit) Immunity 9 (Life Support) [9DP] (Descriptors: Life Support System) Protection 5 (Extras: Force Field (+0)) [5DP] (Descriptors: Force Field) Hybrid Physiology 0.8 (4PP Container; Feats: Innate) [5PP] (Descriptors: Hybrid Physiology, Alien, Human) Leaping 1 (Distance x2; Running jump 24 ft.) [1PP] Speed 3 (50 MPH, 500 ft./rnd) [3PP] DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +6 Freeze Ray 100 ft. DC20 Ref (staged) Fail: Entangled >5: Bound and Helpless +10, Crit 18-20, Indirect 3 Laser Ray 100 ft. DC25 Tou (staged) Damage +10, Crit 18-20, Indirect 3, AUtofire Proton Ray 100 ft. DC25 Tou (staged) Damage, +Grapple +20 +10, Crit 18-20, Indirect 3 Shock Ray 100 ft. DC20 Fort (staged) Fail: Dazed >5: Stunned >10: Unconscious +10, Crit 18-20, Indirect 3 X-Ray 100 ft. DC20 Fort (staged) Toughness Drain +10, Crit 18-20, Indirect 3 Zero-Point Ray 100 ft. DC20 Ref (staged) Fail: Slowed 1 round >5: Paralyzed +10, Crit 18-20, Indirect 3 Totals: Abilities (34) + Combat (24) + Saving Throws (14) + Skills (20) + Feats (32) + Powers (56) - Drawbacks (0) = 180/200 Power Points
  23. GM The Hooked Man followed the streak of golden light that flew through the city with interest, his dark eyes never letting the Forever Boy out of his sight. He pulled on the wheel, and the ship turned starboard, pulling the Crocodile along with it. The beast stumbled, then swung a massive clawed arm that cut through the Forever Boy's path, straight through the golden dust left behind where he was half a second before. "Focus on the Forever Boy and his friends. Kill them all!"
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