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RocketLord

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  1. Spaceman Parker closes his eyes when Michael gets ready. Being able to see the ball is one thing. It will be difficult, given the speed that Micahel will mostly likely be throwing it with, but feeling the distance to it as it passes between Michael and Carmen, going closer... He can keep up. He can feel where it is. A moment before Carmen would catch it, Parker stops it in place, infinitely expanding the space between her and the ball, then increasing the space between it and the ground to send it flying up. "Catch!"
  2. Spaceman The wriggling portal is unnerving, to say the least. Parker stares at it, arms still crossed as he remains at the back of the group. Deep One tech. Or magic. Or whatever it is. He's willing to accept much, but this is just unsettling. He barely notices at first when Lawrence nudges him with his elbow and asks if he is ok, too lost in his own head at the moment. "No, I'm not, but I'll power through." He has to. He's the strong, stoic guy. Everyone expects him to power through.
  3. Spaceman The draconic shapes passes over and through Parker, as he remains above the ground. Consuelo's powers are scary in the hands of herself, but with Eclipse having taken over the power? Then it's even worse. Consuelo destroyed the stone, Mizuki and Carmen are trying to take down the dragon... he could help, give it that final push, but someone has to deal with Ashley, and Parker is, in some way, fine with being the one to do that for now. What she said about black out the sun gave Parker an idea, anyway... Black dots rise from his body at even greater intensity than before. His cape rising around him, the edges fraying and dissolving into the black crackle as he stares at Eclipse. He haven't tried something like this before. Closing the distance to something this far away. It takes him a moment, but, it feels natural. Spaceman has established the connection. "Hey, Eclipse? Let's bring the sunshine." Shining bright light, solar radiation and heat come hurling out all around Eclipse, seemingly from out of nowhere, as Spaceman has closed the distance between them and the sun, opening what is essentially portals to orbit around the sun all around their enemy, catching the solar winds and bringing them here.
  4. You would need to stunt another effect like Healing to be able to do something like that, Huck. Mechanics wise, Eclipse has made a power that does the same thing as your power, a copy of it, but is not your power, and you can reverse other people's powers. What is the descriptor for the power? Being Insubstantial, Parker is immune to Physical and Energy effects at the moment. In case I'm not immune to that (though I think I should be), I'll roll: Reflex save: 9 Fortitude: 17, I'm fine with a 1 TOU drain for now TOU Save: 28, no damage. Again, only if being Insubstantial does not make Spaceman immune. I will spend a HP to stunt this power off my Space Control Array: Blast 8 (Extras: Autofire; Feats: Homing 3, Indirect 3, Variable Descriptor 2 [Hazardous Environment]) {32/32} (Descriptors: Bring Hazard, Change distance to hazardous environment or effect) And then I'll attack Eclipse with the power of the sun: 11, and I'm gonna reroll that with another HP for: 22 That's a DC23TOU + 1DC for every 2 above defense, at max +4 from Autofire. Indirect might catch her flat-footed, but doubt it given all that's going on now.
  5. Fixed, thank you. What you get when you update an existing sheet
  6. Interpose Tou save: 18 I'll take the injury and bruise Regular Tou save: 16 And I'd rather not get Dazed, so I'll spend a HP to reroll the second one, which is an autopass at TOU+10.
  7. The equipment in the lab seems designed to accelerate the creation and growth of whatever it is that the doctor is making. It seems like they might be used to create artificial beings.
  8. Rewind Power Level: 10 (150 PP) Unspent Power Points: 0 Trade-Offs: I would like some advice here? In Brief: Time Loop Survivor who Time Loops for Great Justice! Theme: This Moment by Elevation Rhythm Alternate Identity: Naisha Sidhu Birthplace: Friday, December 21st, 2012 Residence: The Goodman Building, Midtown Freedom City Base of Operations: Worldwide Occupation: Scientist/Researcher Affiliations: The Atom Family / Atom Academy Family: It's complicated... Description: Apparent Age: Looks 20 (DoB: Theoretically September 7th 1993) Gender: Female Ethnicity: Punjabi Height: 1.674m (5'6") Weight: 60kg (132 lbs) Eyes: Green Hair: Naturally dark brown Naisha is a seemingly ordinary Punjabi woman who wears t-shirts and jeans, when she's not dressing up for the office. Although she looks 20, there's a perceptible control and precision to her every movement that no 20-year-old has, still new to a changing body. She's been exactly the way she is for an incalculable period, knows exactly how to step without misstepping, how to catch without fumbling. Her dark eyes show the weight of age, in that she no longer fears the reaction or response of others. Naisiae's voice has a typically Midwestern American accent, except when it amuses her to use one of the 20 other accents she's practiced, and her voice is a soft soprano. As Rewind, her 'costume' is a morphic molecule bodysuit that covers her neck to toe. It features the classic Atom Family/Academy design, a mostly form-fitting costume with a symbol of the atom on the left side of the chest and a distinctive black stripe on the left blocking out the left side and left arm in a light blue color. Her main uniform color is gold. History: In 1979, the original/Silver Age Atom Family discovered the broken day of Friday, December 21st, 2012 while conducting experiments in the Zero Zone. For details, you can read the original Rewind character sheet in Google Docs. The Atom Family eventually left the looped town of Millscroft behind to continue their adventures in other dimensions and realities. One left a journal that made it into the loop and eventually 'awoke' one of the inhabitants to consciousness, thereby condemning her to untold ages of curiosity, boredom, panic and eventual madness. When the new Atom Family returned in the actual year of 2012, they found Naisha Sidhu and freed her. In the real world for the first time, Naisha asked to stay on in the Goodman Building for a time while she acclimatized herself to living where time actually worked. She discovered Millscroft was indeed a real town and there was a Naisha Sidhu living there. Disturbed beyond words, she never made contact. Instead, she joined the Atom Academy as a researcher, for the decades she'd spent learning and practicing science had given her an enormous breadth of uncredentialed education. She happily indulged Dr. Atom's every scientific whim, as one of the gophers and 'hands' the scientist's AI used to continue wrapping up old research. A few years of study revealed she had some marked temporal abilities herself. Feeling a need to make a difference, Naisha started practicing what she could do and eventually joined the Atom Academy formally as a superhero. Her ability to survive death and rewind consequences in general were ideal traits for a team of explorers who kept finding danger. Now, she does what she can whenever the Atom Academy fields a team. Personality & Motivation: Naisha is fundamentally a decent person, motivated to help people and to do nice things when she has the chance. Her work ethic is extraordinary, owing to decades spent being the only source of motivation in her existence. She likes problems and puzzles, mysteries, and gathering data. Focusing on unknowns, variables, and 'things' means she can avoid focusing on her life. She's an accomplished actress and liar, a skill honed by more decades spent trying out every imaginable phrase to explain away why she'd done some crazy thing in front of witnesses back in Friday, December 21st, 2012. This gives her considerable ability in pretending to be a well-adjusted time loop survivor and she tries hard never to create doubt that this is the case. The truth is that Naisha still struggles with her existence. Consequence is meaningless to someone who just wakes up on Friday, December 21st, 2012, no worse for wear. She was raised Sikh, became a born-again Christian in her teens, and practiced every religion she could find at one time or another. She's reasonably sure there's a God after all, given all she's learned from the Atom Family in the past decade, but she's not sure she is anything God cares about. This world already has a Naisha Sidhu. What value is this strange refugee from a broken day? But people give her an excuse to pretend to be normal like them. Whenever possible, Naisha stays around or at least near other people. She's spent the last twelve years spent as a coworker, friend, lover, playmate, or even that girl-who-always-gets-coffee-and-chats-with-the-barista-every-Friday- at-7:52am. It's all to ensure she's real and she's real because others remember her. For better or worse, an eternity in Friday, December 21st, 2012 has destroyed Naisha's sense of object permanence. And she can't possibly let anyone know because talking about her mental health could lead to the possibility of institutionalization and if there's one thing she can't stand, it's the idea that she might be locked up somewhere again. So instead, she focuses on being a hero as a member of the Atom Academy. It's meaningful work with people, for people. Being kind and helping others was the only source of joy in her broken day that never wore out. Even if she helped someone for the 500th time, it was still the first time for them and seeing the genuine appreciation helped her still feel it too. And as long as she can focus on other people, Naisha can keep avoiding her need to deal with her own issues. Powers & Tactics: Naisha's powers allow her to rewind time. On people, this can either heal injuries (by resetting them back to before they took damage) or teleport them (by resetting their location back to somewhere they'd been earlier that day). On objects, this allows her to repair recently broken items or send them back to somewhere else they'd been that day (ex. Load an ambulance up with the injured and rewind the ambulance back to the hospital it'd departed from originally). She can never rewind time further back than her last Reset (capped at 19.5 hours ago). Her 4 point Second Chance feat is themed as her rewinding a mistake and redoing it. Her 5 point Inspire feat is themed as her rewinding her allies, so they can do what they'd do armed with foreknowledge. Her 3 point Uncanny Dodge feat is themed as her rewinding a surprise, so it's no longer a surprise. As a Zero Zone refugee from a broken day, Naisha herself Resets every night at exactly 1:36am CST (no matter what time zone she's physically in), causing her to disappear as if she never existed. At 6:06am CST, exactly 4 hours and 30 minutes later, she reappears in that exact same location. Each Reset reverses her physically to the exact state and condition she was in at 6:06am in Friday, December 21st, 2012. This makes her functionally immortal. If she's killed, however, her body disappears at 1:36am CST and she wakes up at 6:06am CST in Friday, December 21st, 2012 (and thus requiring her to use the equipment left behind by the Atom Family to exit into the Zero Zone and portal back to the Goodman Building). Aside from her Immortality power, this also makes her immune to direct Temporal Manipulation including (especially) her memories. Naisha can always Rewind herself back into Friday, December 21st, 2012. Under no circumstances will she ever do so, unless she's been rendered entirely without volition, mind controlled, etc. Lastly, Naisha has spent incalculable subjective time within Friday, December 21st, 2012, conscious of the temporal loop and unable to escape it. Per her backstory, her efforts to escape the loop or experience every aspect of her cursed, trapped life have left her enormously capable. As such, her Iterative Experience power represents a multitude of lifetimes of learning. So much memory requires her to consciously 'switch gears' in her brain, toggling between general areas as a Free Action. These include: Dawn: Her 'physical' skill set and her default when she's on the job or outside and not talking to people. Zenith: Her social skills, what she uses when talking to, observing or dealing with people. Twilight: Her 'knowledge' base. She switches to it when she needs to look up information, typically using Quickness to Take 20 in a turn. Night: Her 'sneak and infiltration' skill set, which has some overlap with Dawn but includes skills she only uses when being 'sneaky'. Eclipse: Her all purpose mental skill set. This is her default when she's at work in the Goodman Building, conducting scientific experiments for Dr. Atom. Complications Do you ever have déjà vu, Mrs. Lancaster?: Naisha's spent so much time in Friday, December 21st, 2012 that even slightly similar real-world encounters can trigger a PTSD-like flashback, both distracting her from what's happening around her and inducing flight or fight responses. It would be a good idea to list some examples of what could remind her of that Hey, Phil? Phil! Phil Connors?: In connection with the above Complication, under no circumstances will she go anywhere near the state of Ohio. This is fun, but very unlikely to come up. Still, no reason not to have it on the sheet. Otherwise, in case someone would go to Ohio, it would just result in you missing a thread. What will happen if she has to go? He's gotta be stopped. And I have to stop him: In connection with the above Complication, Time Travelers are terrifying and very possibly the reason Friday, December 21st, 2012 exists in the first place. To be avoided at all costs. Like above, what will happen if she do meet time travelers? I'm a god. I'm not the God: Naisha's Rewind power has the potential to bring people back to life. She'll only do so if she thinks she can tell them or others the victim was only really hurt. If people find out she can reverse death...well, 132 people in Freedom City die of a heart attack each day. 23 die from an accidental injury. She'll be chained to the responsibility of bringing the dead to life and... This is not entirely unique to Naisha, though. Others have powers that can bring people back from the dead too, though rare. This isn't likely to be something that'll come up much, unless you want a thread based on it It's gonna be cold, grey and will last you the rest of your life: The most powerful fear that drives Naisha is the potential of being imprisoned, alone. She craves being around other people. She doesn't even like entering an empty room alone. The potential of being captured instantly triggers a fear response. As does being given responsibility she can't put down or get rid of. What will the fear response be? Lash out, panic? This is the best day of my life: Nothing else made Naisha's endless days more meaningful than knowing exactly how to make someone happy. If she sees a way to make someone's day happy, she'll do so with no consideration of cost or consequence because... I think this need to be graded a bit. Like, who would she make happy? Her friends and coworkers? Random people on the street? Okay, campers, rise and shine!: It's nontrivially difficult to remember that consequences exist, for yourself or others, after you've died as many times as Naisha has. She occasionally forgets to think potential consequences through, especially when she's under pressure or stress. While she might be able to Rewind death, she can't Rewind legal consequences. Good, very likely to come up, but be vary of using it as an excuse to be Chaotic Random It was the end of a very long day: Changing time zones changes when in the day the Reset comes. Visiting London means she vanishes out of existence between 7:36am and doesn't reappear until 12:06pm. Needless to say, operating outside of the United States can get very awkward. Given what Atom Academy will hopefully be dealing with, how does this work with other dimensions, space and such? I can't Atom and Eve it: As both a member of the Atom Academy and an employee of Dr. Atom, Naisha has responsibilities and ties to the organization. This can interrupt her schedule or provoke enemies of the Atoms to target her. Abilities: 0 + 2 + 2 + 6 + 4 + 6 = 20 I spent a bunch of the PP I'd saved elsewhere on increasing your mental ability scores, and I lowered your Strength to 10 since it doesn't really give you anything worthwhile with either of these builds Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 8 + 8 = 16 PP Initiative: +1 Attack: +4 Defense: +4 Base, +10 (+4 Base, +6 Dodge Focus), +2 flat-footed Grapple: +4 Knockback: -5 Saving Throws: 7 + 7 + 6 = 20 PP Toughness: 10 (+1 Con, +9 Protection) Fortitude:+8 (+1 Con, +7 base) Reflex: +8 (+1 Dex, +7 base) Will: +9 (+2 Wis, +6 base)Second Chance Skills: 28 R = 7 PP Bluff 2 (+3)Second Chance Computers 2 (+3) Craft [Artistic] 4 (+5) Diplomacy 0 (+1)Second Chance Drive 2 (+3) Gather Information 1 (+2) Handle Animal 1 (+2) Intimidate 0 (+1)Second Chance Knowledge [Art] 3 (+4) Knowledge [Theology and Philosophy] 2 (+3) Language 1 (Native: English; Learned: Punjabi) Not sure which should be learned or native. You can switch them around if you want Medicine 2 (+3) Notice 1 (+2) Perform [Singing] 2 (+3) Sense Motive 2 (+3) Stealth 1 (+2) Swim 2 (+2) Feats: 16 PP I have removed the numbers from feats without ranks, it's just confusing Beginner's Luck Dodge Focus 6 Improvised Tools Inspire 4 I saved you a bunch of PP that I used, among other things, to increase Charisma to 16. If you want more PP, you can always get rid of this one. I lowered it to 4 and got you another rank of Luck instead Inventor Jack-of-All-Trades Luck 2 Enhanced Feats Eidetic Memory Second Chance [Bluff, Diplomacy, Intimidate, Will Saves] 4 Uncanny Dodge [Sight, Sound, Smell] 3 Powers: 8 + 4 + 21 + 9 + 2 + 1 + 26 = 71 Enhanced Feats 8 (Eidetic Memory, Second Chance [Bluff, Diplomacy, Intimidate, Will Saves] 4, Uncanny Dodge [Sight, Sound, Smell] 3) {8 PP} Immunity 4 (Aging, Disease, Poison, Temporal Manipulation) {4 PP} Iterative Experience 3 (15PP Variable Power, Any Skill, Multiple Skills At Once; Extras: Duration [Continuous]) {21 PP} You spend a standard action to switch between these, and can make other setups. These are based on the ones you presented in the original sheet. Remember that Skills get here stack with your regular skills, and the total rank of those skills can't exceed 15 (Power Level +5) Sample configuration Dawn - Acrobatics +10, Climb, +5, Concentration +10, Drive +11, Escape Artist +4, Knowledge (Tactics) +7, Notice +11, Pilot +10, Ride +5, Stealth +12, Swim +3 Zenith - Bluff +9, Diplomacy +11, Gather Information +13, Handle Animal +2, Intimidation +2, Knowledge (Streetwise) +4, Language (Punjabi, Hindi, Spanish, Mandarin, Tagalog, Arabic, Korean, Russian) +7, Perform (Singing) +8, Perform (Keyboards) +7, Perform (Stringed Instruments) +8, Perform (Wind Instruments) +8, Sense Motive +9 Twilight - Knowledge (Art) +10, Knowledge (Behavioral Sciences) +9, Knowledge (Civics) +10, Knowledge (Earth Sciences) +8, Knowledge (History) +9, Knowledge (Life Sciences) +8, Knowledge (Physical Sciences) +10, Knowledge (Popular Culture) +8, Knowledge (Theology and Philosophy) +8 Night - Acrobatics +10, Climb +5, Computers +6, Disable Device +10, Disguise +4, Knowledge (Technology) +12, Knowledge (Streetwise) +4, Notice +10, Escape Artist +4, Sleight of Hand +8, Stealth +10, Survival +5 Eclipse - Computers +6, Craft (Artistic) +10, Craft (Chemical) +8, Craft (Electronic) +12, Craft (Mechanical (+12), Craft (Structural) +5, Investigate +5, Medicine +10, Notice +10, Search +10 Protection 9 Quickness 4 (Perform tasks 25x faster (Take 20 only takes an action); Flaw: One Type (Mental Only) {2 PP} Regeneration 2 (Resurrection 1/day; Flaws: Limited (Death makes her wake up the next day in Friday, December 21st, 2012, requiring her to transit back to the Goodman Building)) {1 PP} Rewind Array 11.5 (23 PP Array; Feats: Alternate Power 3) {26 PP} Base Power: Teleport 9 (900 ft as a move action, 20,000 miles as a full action; Extras: Accurate; Flaws: Limited (to places she's physically been to no longer ago than her last Reset); Feats: Change Direction, Change Velocity, Progression [Mass] 3) {23/23} I removed the secondary teleport, and gave the first one the Progression [Mass] 3 feat. This means you can bring 1000 lbs. along with you. The Affects Others feat gives others the ability to teleport by themselves, but doesn't bring them with you when you teleport Alternate Power: Healing 4 (Extras: Range, Restoration, Total; Feats: Stabilize, Persistent, Regrowth) {23/23} It is very rare for anyone to get killed, even NPCs, so I removed Resurrection. If you need it, stunt for it Alternate Power: Healing 5 (Extras: Affects Objects, Area [General Burst]; Feats: Stabilize, Persistent, Regrowth) (25 ft. radius) {23/23} You don't need both Area and Range. With Area, you heal everything out from a radius from you. Picking the Affects Objects means that this can affect both objects and people, so you can see this as your mass heal. It will affect everyone in range though, including bad guys Alternate Power: Paralyze 10 (Feats: Accurate 3) {23/23} ALTERNATIVELY you can do Alternate Power: Paralyze 10 (Extras: Ranged; Flaws: Action [Full]; Feats: Accurate 3) {23/23} Drawbacks: Totals Abilities (20) + Combat (16) + Saving Throws (20) + Skills (7) + Feats (16) + Powers (71) = 150/150 PP
  9. Backstory wise, everything's fine, and it's pretty great, just remember that Atom Academy was only opened in 2020. You will need to add descriptors to your powers, which you can find here: https://www.freedomplaybypost.com/start/house-rules/descriptor-frequency-r13/ You can add a note under the Powers cost since they all have the same like this: Unless otherwise noted, all powers have the descriptors Temporal and Mutation) Otherwise, there's a few things that stand out, but the big one is that you're not hitting your combat caps, which will mean you'll have a really bad time in combat. With your current caps, you are essentially PL 5.5, making you much weaker than you should be: - The average of your Defense and Toughness should be 10, not just one of the scores. With Toughness +1, getting hit means you'll pretty much immediately go down. - The average of your attack bonus and at least one of your attacks (more if you want to have more options) should be 10 as well. Right now, you got +10 to hit with melee attacks, but with Str 12, anyone you hit only need to pass a DC16 TOU save to not get hurt. So, before we do anything else, we need to fix that, then we'll look at the other things and adjust the sheet accordingly with PP spending after: Let's start with your Defensive Trades, since that's the easiest: We'll add this power: Protection 9 [9PP] That makes your Toughness 10. You can describe it as your body resetting to the point just before you took the hit, and, if they manage to hurt you, simply not being able to reset far enough. So, let's give you some attack options, so you can fight. It's not your focus, and that's fine, but you'll still want to be able to, because that's just how the game works. We'll add another Alternate Power to your Rewind Array, and get rid of your Attack Specialization (Unarmed) 3 feat too Alternate Power: Paralyze 10 (Flaws: Action [Full Action]; Feats: Accurate 3) {13/20} Alternatively, you can put those 3PP earned from getting rid of the Attack Specialization feat into the Rewind Array, making it give 23PP, and then get rid of the flaw for that power. I'd probably suggest that, but let's see what else we get to The Iterative Experience array has some issues, and it might be a bit overkill. Adding Skill Mastery most likely won't be allowed like that. Anyway, given the way this is set up, I think it would be good to rework it into a Variable Power at Continuous Duration, which allows you to have multiple skills. We can set it up like this, with some sample configurations based on your alternate powers: Variable Power 3 (15PP Variable Power, Any Skill, Multiple Skills At Once; Extras: Duration [Continuous]; Standard Action to Configure) [21PP] (Descriptors: Iterative Experience) Sample configuration Dawn - Acrobatics +10, Climb, +5, Concentration +10, Drive +11, Escape Artist +4, Knowledge (Tactics) +7, Notice +11, Pilot +10, Ride +5, Stealth +12, Swim +3 Zenith - Bluff +9, Diplomacy +11, Gather Information +13, Handle Animal +2, Intimidation +2, Knowledge (Streetwise) +4, Language (Punjabi, Hindi, Spanish, Mandarin, Tagalog, Arabic, Korean, Russian) +7, Perform (Singing) +8, Perform (Keyboards) +7, Perform (Stringed Instruments) +8, Perform (Wind Instruments) +8, Sense Motive +9 Twilight - Knowledge (Art) +10, Knowledge (Behavioral Sciences) +9, Knowledge (Civics) +10, Knowledge (Earth Sciences) +8, Knowledge (History) +9, Knowledge (Life Sciences) +8, Knowledge (Physical Sciences) +10, Knowledge (Popular Culture) +8, Knowledge (Theology and Philosophy) +8 Night - Acrobatics +10, Climb +5, Computers +6, Disable Device +10, Disguise +4, Knowledge (Technology) +12, Knowledge (Streetwise) +4, Notice +10, Escape Artist +4, Sleight of Hand +8, Stealth +10, Survival +5 Eclipse - Computers +6, Craft (Artistic) +10, Craft (Chemical) +8, Craft (Electronic) +12, Craft (Mechanical (+12), Craft (Structural) +5, Investigate +5, Medicine +10, Notice +10, Search +10 The Duration and Amnesia flaws won't work for the Healing powers, and Amnesia isn't a flaw that exists, but could be something that could be handled via a complication. Healing is mainly applied to something that just happened in the same scene, after all. I'll help rebuild them, and add the Paralyze power to the same array Your Ability Scores are a very ineffective setup, especially if you want to be a skill monkey. With your build as it is, Strength won't matter at all. You should try to get higher Intelligence, Wisdom and Charisma, and maybe Dexterity. Speaking of that, Inspire 5 is kind of a waste with Charisma 12, since that means you can only boost a single other character using your Inspire. Spending 5PP on Inspire is kind of wasted if you don't have at least Charisma 16 (which will let you boost 3 people) Finally, Immunity from Death need to be bought as Regeneration. I'll work everything above into an updated sheet I'll post in the next post. I have not looked at the complications yet.
  10. A small rebuild of Spaceman, optimizing a few things and changing his defensive tradeoffs around to fit better with how he's ended up acting in combat.
  11. Spaceman Power Level: 12 Effective Power Level: 8 Powers Points: 184/193PP Unspent Power Points: 9PP Trade-Offs: -5 Defense / +5 Toughness In Brief: Young paragon with space manipulation powers, heavily Superman inspired. Theme: Million - Divide Music Alternate Identity: Parker Powers (Secret) Birthplace: Freedom City Residence: Bayview, Freedom City Base of Operations: Freedom City Occupation: Student at Claremont Acadeny Affiliations: Claremont Academy, Powers Holdings Inc. Family: Peter Powers (Born 1975, father), Penny Powers (Born 1972, mother, CEO of Powers Holdings Inc.), Tracy Powers (Born 2003, sister, CEO of Powers Holdings) Description: Age: 16 (DoB: 2007 [May 27] Gender: Male Ethnicity: Caucasian Height: 6'1'' Weight: 200 lbs. Eyes: Light blue Hair: Blonde Parker has short blonde hair, and light blue eyes that seem almost inhuman in color. He has an athletic build, somewhat powerful build. 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". 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 2006, 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 old Freedom Friends cartoon. 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. In 2007, 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. 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. Eventually, in an effort to master both his powers and learn to become a true hero. Personality & Motivation: Parker is a confident young man, who is nonetheless struggling with the complexity of his power and what he might end up doing if he is unable to control them. While acting in his secret identity, he hides some of his confidence and changes his posture, hunching over somewhat and doing his best to appear different from his Spaceman identity. He has a strong sense of justice and has trouble accepting being unable to help others, even if he has to keep his identity secret. While acting as Spaceman, Parker tries to act much like he saw Centurion do in the old Freedom Friends cartoon: 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, fast, tough and can fly. While the more advanced uses of his powers are not exactly a secret, its not something he will boast about using. Spaceman's first priority is keeping people safe and out of harms way, and he prefers to solve conflicts through words. If the situation allows him to talk down a foe instead of fighting them, he will attempt to do so. Power Descriptions: Parker's powers come from a peculiar connection to Z-Space, the realm between universes in the multiverse. On top of a general physical enhancement, giving him greater reflexes and making him physically tougher, the connection allows him to manipulate space, the distance between two objects. He has a total spatial awareness and a constant sense of the exact distance between everything around him. He is also granted a peculiar ability to seem unassuming and have a forgettable apperance when he is out of his costume, an unconscious effect of his connection to Z-Space, a sort of dimensional ripple effect that makes him harder to recognize By manipulating the distance between himself and other things, Parker can fly, or, by moving himself instantly, achieve a teleportation effect. Turning his powers on himself, he can make himself harder to hurt and move or stronger by increasing his molecular density and space, or become incorporal by decreasing his molecular space. Turning his powers outward, Parker can decrease the distance between himself and his targets, allowing him to hit someone far away, even from different angles, or alternatively to hit everyone in an area at once, applying the full force of his strength at once. He can change the physical distance between two objects, effectively moving them through space, slam space itself into a target, create a sense of vertigo by manipulating the distance that a target's senses inform them about, or even effectively locking a target in place by increasing the distance between them and everything around them. As Parker uses his powers, black bubble-like krackle tend to appear around him, growing in size and intensity the greater the feat. Complications: Chronic Hero Syndrome: 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. Deviant Doctor: Spaceman has earned the attention of a villain known that he knows only as Doctor Deviation, though he so far knows little about her, aside from that fact that she is a villain and primarily acts through various minions. 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. Son, Brother, Hero: Parker has a lot of responsibilities to his family. 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, 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 parents and sister knows of his secret identity, though as the son of the owners of Parker Holdings Inc., getting found out might put his somewhat well known family in trouble. 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 + 8 = 24PP Strength: 10 (+0) / 26 (+8) w. Spatial Strength Dexterity: 12 (+1) / 16 (+3) Constitution: 12 (+1) / 36 (+13) w. Enhanced Constitution Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 18 (+4) Combat: 8 + 4 = 12PP Initiative: +3 (+3 Dex) Attack: +4 Base, +8 Melee (+4 Base, +4 Attack Focus [Melee]) Defense: +3 (+2 Base, +1 Dodge Focus), +1 Flat-Footed Grapple: See table below Knockback: -6 (TOU 13/2) / -19 (TOU 5/2, -8 Imp. TOU, -10 Spatial Constant) Grapple Table Total Score Base Attack + Attack Focus (BA) Increase Molecular Space (IMS) Infinite Reach + Spatial Strength (IR) Change Physical Distance (CPD) Values +8 +10 +15 +28 BA +8 +8 CPD +24 +28 IMS +18 +8 +10 IR +23 +8 +15 IR+IMS +33 +8 +10 +15 Saving Throws: 0 + 3 + 7 = 10PP Toughness: +13 (+1 Con, +12 Enhanced Con) Fortitude: +13 (+1 Con, +12 Enhanced Con) Reflex: +6 (+3 Dex, +3) Will: +10 (+3 Wis, +7) Skills: 56R = 14PP Bluff 6 (+10) Diplomacy 11 (+15) Gather Information 6 (+10) Knowledge [Behavioral Sciences] 2 (+5) Knowledge [Physical Sciences] 7 (+10) Language 3 (Native: English; French, German, Spanish) Medicine 2 (+5) Notice 7 (+10) Search 3 (+6) Sense Motive 7 (+10) Survival 2 (+5) Feats: 16PP Accurate Attack Attack Focus [Melee] 4 Benefit 2 (Wealth) Chokehold Dodge Focus 1 Improved Grab Improved Grapple Interpose Luck 2 Power Attack Ultimate Save [Toughness] Powers: 31 + 22 + 35 + 12 + 8 = 108PP Enhanced Physiology 6.2 (31PP Container) [31PP] (Descriptors: Physical Mutation, Z-Space) Enhanced Constitution 24 [24PP] Enhanced Dexterity 4 [4PP] Feature 1 (Forgettable appearance out of costume) [1PP] Flight 1 (Flight Speed: 10 mph, 100 ft./rnd) (Stacks with Spatial Flight from Space Movement Array) [2PP] (Descriptors: Spatial Flight, Space/Spatial, Personal Spatial Placement Manipulation) Stacked Power: Flight 5 (Feats: Subtle 2) (Flight Speed: 250 mph, 2500 ft./rnd) (Descriptors: Spatial Flight) Personal Space Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (Descriptors: Mutation, Space/Spatial, Z-Space, Personal Density Manipulation) BP: {8 + 10 = 18/20} Impervious Toughness 8 [8PP] (Descriptors: Increase Molecular Density) Immovable 10 [10PP] (Descriptors: Spatial Constant) AP: Insubstantial 4 (Incorporeal) {20/20} (Descriptors: Decrease Molecular Space) AP: Super-Strength 10 (+50 Strength to checks; Carrying capacity: Heavy load 51.2 tons (base), 417 tons (Spatial Strength)) {20/20} (Descriptors: Increase Molecular Space) Space Control Array 16 (32PP Array; Feats: Alternate Power 3) [35PP] (Descriptors: Mutation, Space/Spatial, Z-Space) BP: {12 + 16 = 28/32} (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 16 [16PP] (Descriptors: Spatial Strength) AP: Move Object 14 (Extras: Range [Perception]; Flaws: Distracting; Feats: Insidious, Precise, Subtle 2) {32/32} (Descriptors: Change Physical Distance, Distance and Position Manipulation) AP: Blast 8 (Feats: Accurate 2, Indirect 3, Variable Descriptor 2 [Hazardous Environment]) {23/32} (Descriptors: Bring Hazard, Change distance to hazardous environment or effect) AP: Paralyze 8 (Extras: Alternate Save [Reflex] (+0), Range 2 [Perception]; Flaws: Distracting; Feats: Subtle 2) {26/32} (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: 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) AP: Area Strength 8 Adds (Extras: Area [Targeted Burst] 8, Selective 8; Flaws: Action [Full Round]) to Strength (40 ft. radius) {8/10} (Descriptors: Reach Everything) Super-Senses 8 (Distance Sense, Spatial Awareness [Sense Type: Mental, Extras: Accurate, Acute, Extended 2 [Range Increment x100], Radius, Ranged]) [8PP] (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 +8 Unarmed – Infinite Reach + Spatial Strength Touch at 500 ft. Range incr: 70 ft. DC23 Tou (staged) Damage +8, Elongation 7, Indirect 3, Subtle 2 Change Physical Distance - Thrown Objects 140 ft. DC23 Tou (staged) Damage Perception Range, Insidious, Precise, Subtle 2 Bring Hazard 80 ft. DC23 TOU (staged) Damage +8, Indirect 3, Variable Descriptor 2 [Hazardous Environment] Unending Prison Perception DC18 Ref (staged) Fail: Slowed 2nd Fail or Fail >5: Paralyzed Perception Range, Subtle 2 Totals: Abilities (24) + Combat (12) + Saving Throws (10) + Skills (14) + Feats (16) + Powers (108) - Drawbacks (0) = 184/193 Power Points
  12. The STORMCROW "The Terminus Invasion?" Charlie blinks for a moment. Time travel. Cosmic entities. Even with everything he's seen and experienced that is... a lot. "Did you... your dupe I mean... did you end up caught up in all that?"
  13. The STORMCROW "Sure, we'll do that. Got lots of news," Charlie responds, while he returns the hug to Callie. Now Callie's her own big story, but he'll save that one for Bernie for another time. Letting go, he gestures towards Bernie and the rest of the band. "You're gonna love them, they're great. I mean, I do have a certain preference for the singer, but y'know, they're all really good."
  14. GM The chatter in the bar does not stop when Haven enters. He can see a host of blurry green sitting around, exchanging files and data through the ftp server that leads into the system folder that he is now in. The bartender seems to be a lion that stands on his hindlegs, currently busy cleaning glasses. Each glass has a different filename on them. He looks up at Haven, who realizes that his own silver form clearly stands out among the green all around him.
  15. Spaceman From one robot to the next, and, according to Lawrence, definitely not something that is supposed to happen. At least everyone gets to work without complaining about it this time, even as they banter among themselves. Parker gets wanting to let off steam, but it just never comes easy to him. Moving towards the nearest of these machines, he attempts to punch it, while he calls out to Vueriz. "Don't give the bad guys any ideas, Blue Bolt."
  16. With little in the way of area effects, Parker will try to punch the nearest drone: 17 DC23 TOU save if that hits. And is there anything that he can sense nearby with his Super-Senses?
  17. Rex Atom - Going Big! Power Level: 12 Effective Power Level: 10 - 12 for Colossal Size Power Points: 180/180PP Unspent Power Points: 0 Trade-Offs: Varies with size, see Size Overview POWERS & TACTICS Rex grows to incredible size, increasing his strength and toughness as he does so, up to a, so far, maximum size of 64 feet. While he might theoretically be able to hit higher sizes, this is the greatest that he has dared to try for so far. While Rex becomes a veritable powerhouse as he grows, most of his technology becomes unusable due to both his size and the excess exotic energy released as he grows. ABILITIES 0 + 4 + 0 + 24 + 8 + 4 = 40PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 34 (+12) Wisdom: 18 (+4) Charisma: 14 (+2) COMBAT 10 + 10 = 20PP Initiative: +12 (+12 Int [Speed of Thought]) Attack: +5 Base, Varies with size, see Size Overview Defense: +5 Base, +2 Flat-Footed. Varies with size, see Size Overview Grapple: Varies with size, see Size Overview Knockback: Varies with size, see Size Overview SAVING THROWS 6 + 6 + 6 = 18PP Toughness: +0 (+0 Con), Varies with size, see Size Overview Fortitude: +6 (+0 Con, +6), Varies with size, see Size Overview Reflex: +8 (+2 Dex, +6) Will: +10 (+4 Wis, +6) SKILLS 84R = 21PP Computers 3 (+15) Concentration 6 (+10) Craft [Chemical] 3 (+15)Skill Mastery Craft [Electronic] 3 (+15)Skill Mastery Craft [Mechanical] 3 (+15)Skill Mastery Craft [Structural] 3 (+15)Skill Mastery Diplomacy 8 (+10) Disable Device 3 (+15) Drive 3 (+5) Investigate 2 (+14) Knowledge [Earth Sciences] 3 (+15)Skill Mastery Knowledge [Life Sciences] 3 (+15)Skill Mastery Knowledge [Physical Sciences] 8 (+20)Skill Mastery Knowledge [Technology] 8 (+20)Skill Mastery Language: (Native: English; Learned: French) Medicine 6 (+10) Notice 6 (+10) Pilot 3 (+5) Search 3 (+15) FEATS 9PP Benefit 1 - Atom Academy Inventor Jack-of-All-Trades Luck 3 Skill Mastery 2 (Craft [Chemical, Electronic, Mechanical, Structural], Knowledge [Earth Science, Life Sciences, Physical Sciences, Technology] Speed of Thought Enhanced Feats Improved Critical [Strength] 2 Improved Grab Improved Grapple Quick Change POWERS 72 = 72PP Size Shift Technology Suit 18 (90DP Container; Flaws: Hard-To-Lose) [72PP] (Descriptors: Technology, Exotic Energy, Electromagnetic Energy) Enhanced Feat 5 (Improved Critical 2 [Strength], Improved Grab, Improved Grapple, Quick Change) [5DP] Growth Array 39 (78DP Array; Feats: Alternate Power 3) [81DP] (Descriptors: Growing) BP: {4 + 4 + 16 + 11 + 10 = 45/78DP} (Descriptors: Size: Large) Enhanced Feat 4 (Attack Focus [Melee] 4) [4DP] Enhanced Feat 4 (Dodge Focus 4) [4DP] Enhanced Feat Strength 16 [16DP] Growth 4 (Drawbacks: Full Power) [11DP] Protection 10 [10DP] AP: {4 + 4 + 10 + 23 + 9 = 50/78DP} (Descriptors: Size: Huge) Enhanced Feat 4 (Attack Focus [Melee] 4) [4DP] Enhanced Feat 4 (Dodge Focus 4) [4DP] Enhanced Feat Strength 10 [10DP] Growth 8 (Drawbacks: Full Power) [23DP] Protection 9 [9DP] AP: {4 + 4 + 6 + 35 + 9 = 58/78DP} (Descriptors: Size: Gargantuan) Enhanced Feat 4 (Attack Focus [Melee] 4) [4DP] Enhanced Feat 4 (Dodge Focus 4) [4DP] Enhanced Feat Strength 6 [6DP] Growth 12 (Drawbacks: Full Power) [35DP] Protection 9 [9DP] AP: {10 + 10 + 2 + 47 + 9 = 78/78DP} (Descriptors: Size: Colossal) Enhanced Feat 10 (Attack Focus [Melee] 10) [10DP] Enhanced Feat 10 (Dodge Focus 10) [10DP] Enhanced Feat Strength 2 [2DP] Growth 16 (Drawbacks: Full Power) [47DP] Protection 9 [9DP] Morph 1 (One Form [Link]; Feats: Metamorph 1) [2DP] (Descriptors: Go Normal!, Shrinking) Morph 1 (One Form [Link]; Feats: Metamorph 1) [2DP] (Descriptors: Go Small!, Shrinking) DRAWBACKS SIZE OVERVIEW SIZE Height Weight Space Reach Heavy Load Melee Attack Str DC Tou KB Def Str Con Fort Save Grapple Bonus Stealth Bonus Intimidate Bonus Large 8 ft. 500-4,000 lbs. 10 ft. 10 ft. 2.8 tons +8 27 +12 -6 +8 34 14 +8 +24 -2 +4 Huge 16 ft. 4k-32k lbs. 15 ft. 10 ft. 7.4 tons +7 28 +13 -6 +7 36 18 +10 +28 -6 +6 Gargantuan 32 ft. 32k-250k lbs. 20 ft. 15 ft. 25.6 tons +5 30 +15 -7 +5 40 22 +12 +32 -10 +8 Colossal 64 ft. 250k-2 mil. lbs 30 ft. 15 ft. 89.6 tons +7 32 +17 -8 +7 44 26 +14 +40 -14 +10 Totals: Abilities (40) + Combat (20) + Saving Throws (18) + Skills (21) + Feats (9) + Powers (72) - Drawbacks (0) = 180/180 Power Points
  18. Rex Atom - Going Small! Power Level: 12 Effective Power Level: 10 Power Points: 180/180PP Unspent Power Points: 0 Trade-Offs: Varies with size POWERS & TACTICS Rex is able to shrink, attaining a variety of sizes along the way, everything between his normal height and microscopic size. As his mass and size decreases, his reaction speed increases and while he becomes easier to hurt, he becomes far harder to actually hit or even notice. At his smallest size, he can even decrease to Atomic Size and enter the Microverse that lies below reality. At his reduced size, Rex becomes able to harness the energy that empowers him in various ways, such as flight and energy blasts, which can be directed into blasts that cause pain, a sort of telekinesis that can be used to move objects or knock down targets, or even a large burst that stuns everyone in his vicinity. The smaller Rex becomes, the weaker these abilities become, though his small size makes it almost impossible for him to miss. Much of Rex's Atom Academy technology cannot be used at his reduced size, and the signal of his communicator and it's effectivity is greatly reduced, leaving him only able to access his communicator, the radio vision goggles and his auto-mapping GPS. ABILITIES 0 + 4 + 0 + 24 + 8 + 4 = 40PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 34 (+12) Wisdom: 18 (+4) Charisma: 14 (+2) COMBAT 10 + 10 = 20PP Initiative: +12 (+12 Int [Speed of Thought]) Attack: +5 Base, Varies with size, see Size Overview Defense: +5 Base, +2 Flat-Footed. Varies with size, see Size Overview Grapple: Varies with size, see Size Overview Knockback: Varies with size, see Size Overview SAVING THROWS 6 + 6 + 6 = 18PP Toughness: +0 (+0 Con), Varies with size, see Size Overview Fortitude: +6 (+0 Con, +6) Reflex: +13 (+2 Dex, +6 , +5 Enhanced Save) Will: +10 (+4 Wis, +6) SKILLS 84R = 21PP Computers 3 (+15) Concentration 6 (+10) Craft [Chemical] 3 (+15)Skill Mastery Craft [Electronic] 3 (+15)Skill Mastery Craft [Mechanical] 3 (+15)Skill Mastery Craft [Structural] 3 (+15)Skill Mastery Diplomacy 8 (+10) Disable Device 3 (+15) Drive 3 (+5) Investigate 2 (+14) Knowledge [Earth Sciences] 3 (+15)Skill Mastery Knowledge [Life Sciences] 3 (+15)Skill Mastery Knowledge [Physical Sciences] 8 (+20)Skill Mastery Knowledge [Technology] 8 (+20)Skill Mastery Language: (Native: English; Learned: French) Medicine 6 (+10) Notice 6 (+10) Pilot 3 (+5) Search 3 (+15) FEATS 9PP Benefit 1 - Atom Academy Inventor Jack-of-All-Trades Luck 3 Skill Mastery 2 (Craft [Chemical, Electronic, Mechanical, Structural], Knowledge [Earth Science, Life Sciences, Physical Sciences, Technology] Speed of Thought Enhanced Feats Evasion 2 Hide In Plain Sight Quick Change POWERS 8 + 64 = 72PP Atom Academy Technology 7 (35DP Container; Flaws: Hard-To-Lose) [28PP] (Descriptors: Technology) Communication Array 3 (6DP Array; Feats: Alternate Power 1) [7DP] (Descriptors: Communicator) BP: Communication 5 (Radio; 5 miles; Feats: Subtle) [6DP] AP: Datalink 3 (Radio; 1000 feet; Feats: Rapid 2 (x100), Subtle) [6DP] Super Senses 3 (Direction Sense; Distance Sense; Time Sense) [3DP] (Descriptors: Auto Mapping GPS) Super-Senses 1 (Radio) [1DP] (Descriptors: Enhanced Vision Goggle) Size Shift Technology Suit 16 (80DP Container; Flaws: Hard-To-Lose) [64PP] (Descriptors: Technology, Exotic Energy, Electromagnetic Energy) Enhanced Feat 4 (Evasion 2, Hide In Plain Sight, Quick Change) [4DP] Enhanced Reflex Save 5 [5DP] Exotic Energy Array 6 (12PP Array; Feats: Alternate Power 3) [15PP] (Descriptors: Electromagnetic Energy, Exotic Energy) BP: Blast 5 (Feats: Precise, Improved Critical) {12/12} (Descriptors: Energy Blast, Electromagnetic Energy) AP: Move Object 6 {12/12} (Descriptors: Electromagnetic Control) AP: Stun 5 (Extras: Area [General Burst]; Flaws: Action [Full Round]; Feats: Affects Insubstantial 2) {12/12} (Descriptors: Stun Burst) AP: Trip 5 (Extras: Knockback; Feats: Improved Critical, Improved Trip) {12/12} (Descriptors: Knockdown Blast) Flight 3 (500 ft./turn, 50 mph) [6PP] (Descriptors: Electromagnetic Energy) Morph 1 (One Form [Link]; Feats: Metamorph 1) [2DP] (Descriptors: Go Big!, Growing) Morph 1 (One Form [Link]; Feats: Metamorph 1) [2DP] (Descriptors: Go Normal!, Growing) Shrinking Array 20.5 (41DP Array; Feats: Alternate Power 4) [45DP] (Descriptors: Shrinking) BP: {5 + 5 + 8 + 3 + 10 = 31/41DP} (Descriptors: Size: Small) Enhanced Feat 5 (Attack Focus [Ranged] 5) [5DP] Enhanced Feat 5 (Dodge Focus 5) [5DP] Offensive Array 4 Stacks with Offensive Array: All Powers in array +4 ranks [8DP] Shrinking 4 (Drawbacks: Full Power) [3DP] Protection 10 [10DP] AP: {5 + 5 + 6 + 7 + 10 = 33/41DP} (Descriptors: Size: Tiny) Enhanced Feat 5 (Attack Focus [Ranged] 5) [5DP] Enhanced Feat 5 (Dodge Focus 5) [5DP] Offensive Array 3 Stacks with Offensive Array: All Powers in array +3 ranks [6DP] Shrinking 8 (Drawbacks: Full Power) [7DP] Protection 10 [10DP] AP: {5 + 5 + 4 + 11 + 10 = 35/41DP} (Descriptors: Size: Diminutive) Enhanced Feat 5 (Attack Focus [Ranged] 5) [5DP] Enhanced Feat 5 (Dodge Focus 5) [5DP] Offensive Array 2 Stacks with Offensive Array: All Powers in array +2 ranks [4DP] Shrinking 12 (Drawbacks: Full Power) [11DP] Protection 10 [10DP] AP: {5 + 5 + 2 + 15 + 10 = 37/41DP} (Descriptors: Size: Fine) Enhanced Feat 5 (Attack Focus [Ranged] 5) [5DP] Enhanced Feat 5 (Dodge Focus 5) [5DP] Offensive Array 1 Stacks with Offensive Array: All Powers in array +1 ranks [2DP] Shrinking 16 (Drawbacks: Full Power) [15DP] Protection 10 [10DP] AP: {5 + 5 + 21 + 10 = 41/41DP} (Descriptors: Size: Miniscule) Enhanced Feat 5 (Attack Focus [Ranged] 5) [5DP] Enhanced Feat 5 (Dodge Focus 5) [5DP] Shrinking 20 (Feats: Atomic Size, Microverse; Drawbacks: Full Power) [21DP] Protection 10 [10DP] DRAWBACKS DC BLOCK For all, see save DC, Range and Attack Bonus in Size Overview below Name Range Save Effect Attack bonus Unarmed Touch DC15-10 (staged) Damage Varies with size Energy Blast 50-90 ft. DC15+Attack DC Tou (staged) Damage +11 to +15 Electromagnetic Control - Thrown Object 60-100 ft. DC15+Attack DC Tou (staged) Damage +11 to +15 Stun Burst 25-45 ft. radius DC10+Attack DC Ref Area Stun effect halved if passed DC10+Attack DC Fort Fail: Dazed >5: Stunned >10: Unconscious Knockdown Blast 50-90 ft. DC10+Attack DC Trip Resist (Worse bonus) Tripped +11 to +15 SIZE OVERVIEW SIZE Height Weight Space Reach Heavy Load Ranged Atttack Attack DC Tou KB Def Str Str DC Grapple Bonus Stealth Bonus Intimidate Bonus Small 2-4 ft. 8-60 lbs. 5ft. 5ft. 45 lbs. +11 +9 +9 -4 +11 6 13 -6 +6 +0 Tiny 1-2 ft.ft. 1-8 lbs. 2.5 ft. 0 ft. 10 lbs. +12 +8 +8 -4 +12 2 11 -12 +10 -2 Diminutive 6 in-1 ft. 0.25-1 lb. 1 ft. 0 ft. 2.5 lbs. +13 +7 +7 -3 +13 1 10 -17 +14 -4 Fine 3-6 in. 0.09-0.1 lb. 0 ft. 0 ft. 1.25 lbs. +14 +6 +6 -3 +14 1 10 -21 +18 -6 Miniscule 3 in or less 1 oz or left 0 ft. 0 ft. 0.625 lbs. +15 +5 +5 -2 +15 1 10 -25 +22 -8 Totals: Abilities (40) + Combat (20) + Saving Throws (18) + Skills (21) + Feats (9) + Powers (72) - Drawbacks (0) = 180/180 Power Points
  19. Rex Atom Power Level: 12 Effective Power Level: 10 Power Points: 152/180PP Unspent Power Points: 28 Trade-Offs: No defensive, See individual power trade offs in DC Block In Brief: Super scientific size shifter seeking secrets! Also the secret greatgrandson of Doctor Atom. Catchphrase: None yet Theme: Be The One (Eng. ver) - avex/Kamen Rider Build Alternate Identity: Rex Vaulaire Birthplace: Chicago, Illinois, USA Residence: Atom Academy Base of Operations: Atom Academy, Freedom City Occupation: Adventurer, Scientist Affiliations: Atom Family, Atom Academy Family: Roy Vaulaire (father, born 1968), Sarah Wilson (mother, born 1967), Alain Vaulaire (grandfather, born 1943), Jeanette Vaulaire (nee Blanchet, grandmother), Dr. Alexander Atom (Great-grandfather, dead 1994), Marie Vaulaire (Great-grandmother, dead 1944), Anne Atom (nee Banks, wife of Dr. Alexander Atom, died 1972), Andrea Atom (Daughter of Alexander and Anne Atom, born 1959, disappeared 1992), Mentac (Husband of Andrea Atom, disappeared 1992), Maximus Atom (son of Andrea Atom and Mentac, born 1984), Tesla Atom (daughter of Andrea Atom and Mentac, born 1985), Victoria Atom (daughter of Andrea Atom and Mentac, born 1987), Chase Atom (son of Andrea Atom and Mentac, born 1989) DESCRIPTION Age: Born January 1st 2000 Gender: Male Ethnicity: Caucasian Height: 5’9’’ Weight: 170 lbs. Eyes: Black Hair: Black Rex has an average build, not being in a particularly good or bad shape, standing at 5'9'' and weighing 170 lbs. He has short black hair and black eyes, and he is usually clean shaven. He tends to dress casually, though often favoring bomber jackets and, when in the lab, wearing lab coats. While in the field, Rex wears his own custom Atom Academy uniform. The uniform is primarily black, with blue panels on the chest leading from the shoulders to the waist on the front and shoulderpads kept in place with white straps. The sleeves end in white straps, and Rex wears fingerless black gloves and a white belt with pouches. The pants feature black panels on the outside of the legs similar to the panels on Rex's chest, and black boots that end in white straps similar to those that end his sleeves. Glowing pink powerlines on his chest, arms and legs glow whenever he activates his powers. He has a small glowing Atom symbol on his left chest over his heart. Like the powerlines, it glows when Rex uses his powers. HISTORY Everyone knows the story of the Atom Family. The patriarch Dr. Alexander Atom met his wife Anne after World War Two, they fell in love through her aggressive pursuit, and they eventually became the proud parents of the brilliant Andrea Atom and took in the few years older Jack Wolf. Andrea would in turn marry Mentac, exiled prince of Farside City, before their disappearence during the 1992 Omega invasion. Their children Maximus, Tesla, Victoria and Chase would become famous as the Atom Family during the 1990'es, each a mutant with extraordinary powers, guided and helped by Jack Wolf and an AI recreation of their grandfather, and they would eventually establish the Atom Academy in 2020. But before Anne, there was Marie Vaulaire, a French resistance fighter that Dr. Atom met and fell in love with during World War Two. The two shared the kind of intense and passionate romance that could only happen during the war, however brief it was. Marie Vaulaire's death fighting the against the Nazi occupation of her home led to her death, and Dr. Atom was left a broken man, spending a decade engrossed in his work until he fell in love with Anne. Dr. Atom never learned that Marie had given birth to a healthy baby boy half a year before her death. Her time her son Alain was shortlived, but he was raised in a loving home by Marie's sister Sophie, who never learned the identity of Alain's father. Alain was always a bright young man, and he would eventually become a professor at The Université de Lyon, where he met his future wife Jeanette Blanchet. In 1968, their son Roy was born. Roy found a passion for engineering, proving to be a prodigy. He would eventually leave France and move to Chicago in the United States, where het met Sarah Wilson in 1993. They married in 1996, and, at the stroke of midnight, as the clock passed from 1999 to the year 2000, their son Rex was born. Growing up, Rex Vaulaire soon showed that his genius outshone both his grandfather and father. He was, to put it bluntly, a genius, and he quickly accelerated through High School and college at a young age. Never the most social person in the world, prefering his own work and research, Rex was nonetheless part of a dedicated group of friends, and never had any social issues. Both Roy and Sarah did all they could to nurture and help Rex, providing what they could for him. Everything was fine as Rex discovered a potential new energy source, one that could potentially power the world, and he dedicated himself to this source. An accident in Rex's laboratory led to his body being infused with the energy source, triggering a Meta Crisis that caused his body to grow to gigantic proportions, continuously growing and growing. Losing control of himself, Rex accidentally destroyed several buildings as he tried to steer himself away from populated areas. The Atom Family was called in, and, with their help, Rex was able stabilize the energy and return to normal size. When the Atom Family brought him to Atom Tower to create a long-term solution, scans and tests done would eventually reveal the identity of Rex's unknown great-grandfather, much to the surprise of both Rex and the Atom Family. Rex and his parents were welcomed into the Atom Family with open arms, and Rex moved from Chicago to Atom Tower in Freedom City in an effort to connect with his newly discovered family and master his new powers. Inspired by the secret history that led to his grandfather's birth and eventually to himself, Rex has dedicated himself to leading a small group of Atom Academy members to explore the secrets and wonders of the world. PERSONALITY & MOTIVATION Rex is a proud, curious and sometimes arrogant individual. Seeing himself as a scientist first and a super hero second, he is more driven by a hunger for knowledge and progress than to be a hero. Rex rarely takes the time to socialize and can seem distant, preferring to focus on the missions than interpersonal relationships. He is still in awe at being part of the Atom Family and is still coming to grips with what it means to essentially be the illegitimate scion of super hero royalty, and how he fits into the larger world, which in turn feeds his passion for making new discoveries and exploring the world and its secret pasts. Despite the assurances from the rest of the Atom Family, Rex feels like he has something to prove to the world. POWER DESCRIPTIONS The extradimensional energies that infuses Rex's body allows him to manipulate his own size, theoretically without any limit, though past experiences and the destruction that he caused means that Rex is scared to grow too much, in case he loses control again. While at regular size, Rex can also infuse these energies into just about anything else, making his target grow or shrink. Rex carries a large number of shrunken down items in his pouches, allowing him to bring out just about anything he needs. To properly control the energy that allows him to adjust the size of himself and others, Rex's wears costume and his regular clothes incorporates what he has dubbed Size Shift Technology woven into the fabric. To compliment his abilities and powers, Rex uses a variety of technology developed at the Atom Academy, made by both himself and others, including an Universal Translator, a power Communicator that allows him to access computers and machines, goggles that grant him enhanced vision options, a local gravitational distortion that allows him to perform incredible leaps and otherwise locally negate gravity, as well as a highly advanced self-mapping GPS. Only some of these devices work when Rex changes his size, as the radiation interferes with ttheir use, or Rex risks breaking them if he causes their size to shift. COMPLICATIONS Big Man on Campus: Rex's size shifting can cause him issues. Get too big and he might end up in the ceiling, get too small, and he might be stepped on or go unnoticed when he wants to be. The GM can rewards Rex with a Hero Point if changing size or being at the wrong size hinders him in some way. Curiosity Killed the Atom: Rex is a curious individual, and his latest obsession seems to be the secret history of the world that he himself turned out to be part of. The GM can award Rex a Hero Point if his curiosity and drive to find out more makes a situation worse. Pride Goes Before The Fall: Rex is proud of what he can do, and he does not take hits to that pride easily, whether someone points out mistakes he has made, such as the experiment that gave him his powers, or just proves him wrong. The GM can reward Rex with a hero Point if his negative reaction due to his pride makes a situation worse. Secret Atom: As a so far unknown member of Atom Family, Rex's place in the world is unsure, both to himself and others. The GM can reward Rex with a Hero Point if his position as a member of the Atom Family hinders him, such as old Atom Family members being hostile or attacking, or others believing that he is faking being a member of the Atom Family. Unstable: The extradimensional energies that empower Rex are unstable. While he can use his powers without the Size Shift Technology woven into his uniform and clothes, the effects will be unpredictable at best, and dangerous at worst. The GM can deem that Rex's Size Shift Technology is damaged, choosing an alternate effect when he tries to either Morph or use a power in the Size Shift array, giving him a Hero Point in return. ABILITIES 0 + 4 + 0 + 24 + 8 + 4 = 40PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 34 (+12) Wisdom: 18 (+4) Charisma: 14 (+2) COMBAT 10 + 10 = 20PP Initiative: +12 (+12 Int [Speed of Thought]) Attack: +5 Base, see Power attack bonuses in DC Block Defense: +10 (+5 Base, +5 Dodge Focus), +2 Flat-Footed Grapple: +5 (+5 Base Attack) Knockback: -5 (TOU/2) SAVING THROWS 6 + 6 + 6 = 18PP Toughness: +10 (+0 Con, +10 Protection) Fortitude: +6 (+0 Con, +6) Reflex: +8 (+2 Dex, +6) Will: +10 (+4 Wis, +6) SKILLS 84R = 21PP Computers 3 (+15) Concentration 6 (+10) Craft [Chemical] 3 (+15)Skill Mastery Craft [Electronic] 3 (+15)Skill Mastery Craft [Mechanical] 3 (+15)Skill Mastery Craft [Structural] 3 (+15)Skill Mastery Diplomacy 8 (+10) Disable Device 3 (+15) Drive 3 (+5) Investigate 2 (+14) Knowledge [Earth Sciences] 3 (+15)Skill Mastery Knowledge [Life Sciences] 3 (+15)Skill Mastery Knowledge [Physical Sciences] 8 (+20)Skill Mastery Knowledge [Technology] 8 (+20)Skill Mastery Language: (Native: English; Learned: French) Medicine 6 (+10) Notice 6 (+10) Pilot 3 (+5) Search 3 (+15) Sense Motive 6 (+10) FEATS 9PP Benefit 1 - Atom Academy Inventor Jack-of-All-Trades Luck 3 Skill Mastery 2 (Craft [Chemical, Electronic, Mechanical, Structural], Knowledge [Earth Science, Life Sciences, Physical Sciences, Technology] Speed of Thought Enhanced Feats Accurate Attack Power Attack Quick Change POWERS 28 + 44 = 72PP Atom Academy Technology 7 (35DP Container; Flaws: Hard-To-Lose) [28PP] (Descriptors: Technology) Communication Array 4 (8DP Array; Feats: Alternate Power 1) [9DP] (Descriptors: Communicator) BP: Communication 6 (Radio; 20 miles; Feats: Rapid (x10), Subtle) {8/8DP} AP: Datalink 4 (Radio; 1 mile; Feats: Machine Control, Rapid 2 (x100), Subtle 2) {8/8DP} Comprehend 5 (Codes, Read/Understand/Speak All Languages at once) [5DP] (Descriptors: Universal Translator) Leaping 3 (Running long jump 100 ft.) [3DP] (Descriptors: Local Gravitational Distortion) Super-Movement 5 (Slow Fall, Sure-Footed, Wall-Crawling 2, Water Walking) [5DP] (Descriptors: Local Gravitational Distortion) Super Senses 3 (Direction Sense; Distance Sense; Time Sense) [3DP] (Descriptors: Auto Mapping GPS) Super-Senses 6 (Infravision, Microscopic Vision 3, Radio, Ultravision) [6DP] (Descriptors: Enhanced Vision Goggle) Size Shift Technology Suit 11 (55DP Container; Flaws: Hard-To-Lose) [44PP] (Descriptors: Technology, Exotic Energy, Electromagnetic Energy) Enhanced Feat 5 (Dodge Focus) [5DP] Enhanced Feat 2 (Accurate Attack, Power Attack) [2DP] Enhanced Feat 1 (Quick Change) [1DP] Morph 1 (One Form [Link]; Feats: Metamorph 1) [2DP] (Descriptors: Go Big!, Size Shift) Morph 1 (One Form [Link]; Feats: Metamorph 1) [2DP] (Descriptors: Go Small!, Size Shift) Protection 10 [10DP] Size Shift Array 14 (28PP Array; Feats: Alternate Power 5) [33PP] (Descriptors: Size Shift) BP: Create Object 10 (Feats: Precise, Progression Object Size] 3 (10x50 ft. Cubes), Stationary, Subtle 1, Variable Descriptor 2 [Any shrunken item carried by the character or within reach]) {28/28} (Descriptors: Size Shift Carried Item) AP: Damage 10 (Extras: Ranged; Feats: Accurate 2, Attack Focus [Ranged] 1, Variable Descriptor 2 [Any shrunken item carried by the character or within reach]) {25/28} (Descriptors: Throw Size Shifting Item, Bludgeoning damage type) AP: Snare 10 (Feats: Feats: Accurate 2, Attack Focus [Ranged] 1, Reversible, Variable Descriptor 2 [Any shrunken item carried by the character or within reach]) {26/28} (Descriptors: Catch In Size Shifted Item) AP: Damage 10 (Extras: Area [General Burst], Ranged; Flaws: Action [Full Round]; Feats: Variable Descriptor 2 [Any shrunken item carried by the character or within reach]) {21/28} (Descriptors: Throw Large Sized Shift Item, Impact damage type) AP: Shrinking 12 (Extras: Attack (+0, Reflex Save), Independent (+0), Ranged; Flaws: Action (Standard) Feats: Accurate 1, Attack Focus [Ranged] 1, Precise Shot, Reversible) {16/28} (Descriptors: Shrink Target) -> Failed Reflex Save: Medium becomes Diminutive Size (ATK/DEF +4, Grapple -12, Stealth +12, Intimidation -6, Height 6in-1ft, Weight 0.25-1 lbs, space 1 ft, Reach 0 ft, Carrying capacity x1/4, Str -12, Tou -3) AP: Growth 12 (Extras: Attack (+0, Reflex Save), Independent (+0), Ranged; Flaws: Action (Full) Feats: Accurate 1, Attack Focus [Ranged] 1, Precise Shot, Reversible) {28/28} (Descriptors: Grow Target) -> Failed Reflex Save: Medium becomes Gargantuan Size (ATK/DEF -4, Grapple +12, Stealth -12, Intimidation +6, Height 32 ft, Weight 32k-250k lbs, space 20 ft, Reach 15 ft, Carrying capacity Str +15, Str +24, Con +12) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +5 Throw Size Shifted Item 100 ft. DC25 Tou (staged) Damage +10 Catch In Size Shifted Item 100 ft. DC20 Ref (staged) Fail: Entangled >5: Bound and Helpless +10, Reversible Throw Large Sized Shift Item 100 ft., 50 ft. radius DC20 Ref Reduce damage effect to DC20 if passed DC25 Tou (staged) Damage Shrink Target 120 ft. DC22 Ref Target under effect of Shrinking, see Power +8, Precise Shot, Reversible Grow Target 120 ft. DC22 Ref Target under effect of Growth, see Power +8, Precise Shot, Reversible Totals: Abilities (40) + Combat (20) + Saving Throws (18) + Skills (21) + Feats (9) + Powers (72) - Drawbacks (0) = 180/180 Power Points
  20. Notice 21 with Skill Mastery for Charlie. I'll get the results of that in the next GM post, after everyone has done post.
  21. EQUIP'd by Dr Archeville Ghost Adding 2PP worth of Equipment using my veteran reward, to add a Freedom League communicator. Please add it under feats on his sheet like this: Veteran Awards Equipment 2 (10 EP) Freedom Leagues Communicator [6EP] Communications 5 (Radio, 5 miles; Extra: Area; Flaw: Limited [Other FL Communicators]) [5EP] Communications Link 1 (Freedom League HQ) [1EP] I'll figure out what to do with the last 4EP from that some other time.
  22. ADVANCED TRAINING RECEIVED by Dr Archeville Stormcrow He obviously doesn't have enough skills. I should add some more. But first: +1 Fortitude for 1PP, bringing him up to total +10. I noticed that the current skill total is off, adding up to 121 ranks, or 30.25PP spent, so to remedy that, please increase Bluff by 3 ranks to Bluff 10 (+15) That leaves me with 6PP for skills, meaning +24 Skill Ranks, divided like this: Investigate +4 to 13 (+20) Notice +9 to 17 (+20) Search +3 to 8 (+15) Sense Motive +8 to 16 (+19) That should put these as the skill totals: SKILLS 148R = 37PP Acrobatics 15 (+20)Acrobatic Bluff, Skill Mastery Bluff 10 (+15) Computers 13 (+20)Online Research, Skill Mastery Diplomacy 2 (+7) Drive 5 (+10) Escape Artist 5 (+10) Gather Information 7 (+12)Well-Informed, Skill Mastery Investigate 13 (+20)Skill Mastery Knowledge [Tactics] 8 (+15) Language 4 (American Sign Language, Chinese [Mandarin], English [native], Japanese, Russian) Notice 17 (+20)Skill Mastery Pilot 5 (+10) Search 8 (+15)Skill Mastery Sense Motive 16 (+19)Skill Mastery Sleight of Hand 5 (+10) Stealth 15 (+20)Hide in Plain Sight, Skill Mastery
  23. GHOST Everything folds around them, changing, shifting and then... they're at the space ship. In the hangar, with aliens all around, and Velocity is already getting to work, making her way through them. "That was weird, right? That whole space fold thing?" Casper asks no one in particular, while he looks around. A ship this big needs a power source. If they can disable that, then they can disable the ship. Or at least weaken it. Honestly, he has no idea, but it might work. The joys of x-ray goggles, and... there it is. And it should be within reach. If he can get to it, he can try to take it down, but some backup would be nice. "Hey, Patriot?" They joined the League around the same time, and she does seem like the type that'd like this kind of job. "Wanna help me take out their power source?" He is grinning widely behind his mask, which is almost visible despite it hiding his face. He holds a hand out, and once she takes it, they are gone, a chaotic surge of light blue energy rushing through the space ship before they reappear in the reactor room, as close to it as he can get, depending on how many people he could see in the room, Ghost does his best to put them in the best position for Patriot to do some damage.
  24. Alright, bringing Patriot along for the Teleport as my second Move Action. Depending on whether taking the Friendly Neighborhood Ghost Array started on Teleport since that's my first action with it or started on Insubstantial and I had to spend a Free Action to shift it, I will shift it to Insubstantial after the Teleport if possible. Otherwise, not Insubstantial at the moment.
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