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RocketLord

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  1. ROCKET Power Level: 12 Effective Power Level: 10 Power Points: 196/207PP Unspent Power Points: 11 Trade-Offs: DEF+5/TOU-5, No Offensive trade-off In Brief: The nephew of Johnny Rocket II races unto the scene as the Super Scientific Rocket! Catchphrase: "Let's rocket!" Theme: Yellow Line - REDLINE OST Alternate Identity: Jason "Jay" Jacob Wade Birthplace: Freedom City Residence: Atomic Tower, Freedom City Base of Operations: Atomic Tower, Freedom City Occupation: Adventurer, Student/Member at Atom Academy Affiliations: Atom Academy, Johnny Rocket II Family: Jillian "Jill" Wade (Mother, unemployed nurse, born 1978), David Ross (aka Speed Freak, father, unemployed nurse, born 1977. Currently serving time in prison), John "Johnny" Wade II (aka Johnny Rocket II, uncle, professional super hero, born 1982), Chris Penny (John's husband, paramedic, born 1981), Jacob "Jake" Wade (Grandfather, born 1954), John "Johnny" Wade I (aka Johnny Rocket I, maternal great-grandfather, deceased) DESCRIPTION Age: DoB: 1998, August 6th Gender: Male Ethnicity: Caucasian Height: 5’9’’ Weight: 160 lbs. Eyes: Blonde Hair: Blue Jay stands at 5'9'' and weighs 160 lbs, with a slim runner's physique. He has long since given up on trying to tame his blonde hair, which will invariably be a mess after he has moved at super speed, usually appearing slicked back from the wind. Jay prefers shorts and t-shirts, clothes tight enough that they won't restrict him when he's running. He almost always wears running shoes. At Atom Academy, he wears the stand blue, black and white uniform, with blue pants and white boots and gloves with black trim, a white belt with an Atom logo, and blue shirt with black left arm and side, with the tri-colored Atom logo in a white circle on the left side of his chest, divided equally between the blue and black parts of the uniform. On Jay's uniform, the logo have been altered slightly, adding a black rocket between the red, yellow and blue rings of the Atom logo. He wears a pair of pale blue googles that feed him information and acts as a communicator. When acting outside of Atom Academy, Jay tends to wear an orange and yellow suit designed by his uncle Johnny. The orange suit leaves his arms, neck and face bare, but covers the rest, with a yellow line running from his shoulders and down his chest and upper body, before connecting at his waist. He sports a yellow rocket logo on his chest, while he wears specially designed orange running boots with yellow soles and details. He still wears the same pale blue googles. HISTORY Jason Jake Wade was part of a heroic legacy even before he was born. While father David Ross was, as he would often say himself, a nobody, his mother Jill was the granddaughter of the original Johnny Rocket and the sister of the second Johnny Rocket. While never exhibiting any powers herself, Jill would often tell Jay stories of his heroic relatives, of their exploits and victories. Jay practically grew to worship his great-grandfather and uncle, and he would always look forward to their visits. Uncle Johnny was soon his favorite person in the world. Jay was a bright kid. Maybe a bit too bright. He was several grades ahead in school at the least, studying advanced topics even as a child. David, always having had difficulty connecting with his son, started spending less and less time at home. He would be gone for days, further straining his relationship not just with Jay, but with his girlfriend Jill. Eventually, Jill disappeared along with David. Jay was taken in by uncle Johnny and his boyfriend Chris while they searched for his missing parents. Months later, as Johnny fought one of his recurring foes, a speedster that called himself the Speed Freak. Always able to escape, Speed Freak had brought a super fast woman to help him as he and Johnny had clashed several times over the past few months. Finally, Johnny won and unmasked Speed Freak and his accomplice... and found David and Jill! As they soon learned, David had grown to resent at first Johnny and the rest of the Wade family, and later his own son. He had used Zoom to become fast enough to fight Johnny for years. Finally reaching his break points months earlier, he had kidnapped Jill and drugged her into a state where she would help him in his fights against Johnny. In his delusions, he believed that he was saving Jill from her brother and their evil child. David was sent to prison, while Jill, damaged in both body and mind from the ordeal, were given all the help that Johnny's considerable resources could provide. With David behinds bars and Jill unable to take care of Jay, uncle Johnny was appointed as his official guardian. Jay was happy with Johnny and Chris, who made sure he could visit his mother as often as possible. Any visit to his father ended in failure, until they, at last, agreed to stop. Johnny and Chris' nurtured Jay to learn all that he could, helping him grow into a bright young man well on his way to a promising academic career. He had his pick of colleges, but decided to take his time to decide. Near the end of 2019, David escaped, rampaging across the world to find Jill. Johnny sought to stop him, and they finally clashed outside Johnny's home in Freedom City. Seeing his father and uncle fighting triggered something in Jay. Suddenly, he moved as fast as Johnny, if not even faster! The powers inherited from the first Johnny Rocket might have skipped Jay's mother, but soon he was moving at rocket speed! Together, they defeated David, sending him back behind bars. Jay spent most of 2020 learning how to control his speed from Johnny. He took name Rocket, continuing the family tradition. Near the end of year he received an invitation to attend the soon-to-open Atom Academy. PERSONALITY & MOTIVATION Despite the whole situation with his parents, Jay is a generally happy, if slightly awkward, young man. He is highly intelligent, even considered gifted. He is naturally curious, though also cautious. Despite the stereotype for speedsters, he is not a "run in without a plan" type, and instead likes to take his time. Of course, for Jay that still means moving in much quicker than almost anyone else. Since joining Atom Academy he has found a love of exploration. He will often spend his private time exploring across the world or learning new subjects. Jay is not content to simply use his powers as they are, instead being determined to explore the full extent of what he can do and how. Jay has developed a habit of pushing bad thoughts away rather than deal with them, if at all possible, and as such he has a lot unresolved feelings about his father and the things he did as Speed Freak, including what he put Jay's mother through. Despite it all, he has some good memories of his father, leaving him rather conflicted. He makes sure to visit his mother whenever possible. POWERS & TACTICS All of Jay's powers revolves around speed and how he uses it. He rarely stands still, using everything he can to try to end a conflict. Jay tends to be creative in the use of his powers, finding new uses or utilizing his surroundings and technology to aid him, such as by using high tech tools to entrap his targets at incredible speeds, or simply moving debris on top of them to trap them, or using his speed to generate wind, fire or static electricity. Jay is curious, and likes to learn more about enemies he fights: Why they do what they do, how they do it, and how he can help them. He will rarely go all out and attack just to end a fight quickly, unless civilians somehow end up in danger. POWER DESCRIPTIONS Jay has inherited his great-grandfather's super speed, seemingly passed down as a genetic ability in the Wade family, as shown by Jay's uncle Johnny's powers. Though his great-grandfather gained his powers when he was splashed with experimental rocket fuel, Jay believes there might be more to it, though he has found little evidence of his theory. Jay is, to put it simply, able to move at super speed. His his body, his thoughts, his reflexes, everything happens faster, while not affecting his aging. While he needs to eat and drink more than a normal man, it is nowhere near the levels that would be expected for his abilities. By moving fast enough, Jay can run on walls or water, vibrate through walls or move so fast that he can't be seen. He is able to quickly use his momentum and relative speeds to hit with incredible force, build up static electricity to throw lightning, create fire or powerful gusts of wind. COMPLICATIONS Jay Rocket: Jay doesn't have a secret identity. With his uncle's identity being public, it wouldn't exactly be difficult for the press to figure him out, so he simply didn't bother. If Jay's lack of a secret identity complicates a situation, such as him turned away due to being a known hero, being more easily recognized or having friends and loved ones targeted by villains, the GM can award him a Hero Point. Not Johnny Rocket: Jay is well aware that he will probably always be in his great-grandfather and uncle's shadow. While he loves his uncle dearly, this also means that a lot of people expect him to be just like his uncle and great-grandfather when they started out as heroes, an impulsive hothead often in over his head. While Jay doesn't resent his predecessors for this, he might react harshly if others bring this up. If Jay's reaction to being compared to his predecessors complicates a situation, the GM can award him a Hero Point. Rocket's Rogues: While Jay has had little time to make enemies of his own, enemies of his uncle Johnny, or even particularly long-lived foes of his great-grandfather, might try to attack him for his predecessor's action. His own father, who goes by Speed Freak, might even seek him out to make him pay for his perceived slights. Since Jay joined the Atom Academy, he has only added more potential enemies, potentially becoming the target of the Atom Family's enemies. The GM can award Jay a Hero Point if his presence in a thread might bring unwanted complication if a potential foe seeks him out, further complicating a situation. Speed Freak: Jay has some very conflicted feelings about his father, who eventually turned to villainy and forced his mother into the same, requiring her to stay in a care center even almost a decade later. The GM can award Jay a Hero Point if any powers or scenes uses Jay's feelings of his father's, potentially making Jay automatically fail against the effect. Too Fast: Despite his apparent mastery of his speed, Jay is still learning how to use his powers, and he likes to experiment with them. Not everything he does is going to work. The GM can award Jay a Hero Point if they make one of his creative uses of the Variable Descriptor from the Rocket Speed Array backfire or just not work, or if his speed simple proves to be too much in a given situation. Why's and How's: Rocket is not just interested in fighting bad guys. He wants to know why and how. Why do the bad guy attack people? Can they talk him out of it and get him to stop? How does the super science gun works? Can they take it apart and use it for good? The GM can give Jay a reason to not just attack, but study an enemy, giving him pause for long enough to cause potential complications, giving him a Hero Point in return. ABILITIES 0 + 10 + 10 + 14 + 6 + 4 = 44PP Strength: 10 (+0) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 24 (+7) / 30 (+10) Wisdom: 16 (+3) Charisma: 14 (+2) COMBAT 8 + 10 = 18PP Initiative: +18 (+10 IntSpeed of Thought, +8 Improved Initiative) Attack: +4 Base, see Power attack bonuses in DC Block Defense: +15 (+5 Base, +10 Dodge Focus), +2 Flat-Footed Grapple: +4 (+4 Base Attack) / +8 (+4 Base Attack, +4 Super-Strength [While moving]) Knockback: -2 (TOU/2) SAVING THROWS 3 + 0 + 5 = 8PP Toughness: +5 (+5 Con) Fortitude: +8 (+5 Con, +3) Reflex: +12 (+5 Dex, +0, +7 Enh. Reflex Save) Will: +8 (+3 Wis, +5) SKILLS 56R = 14PP Computers 5 (+15) Craft [Electronic] 5 (+15) Craft [Mechanical] 5 (+15) Diplomacy 8 (+10) Knowledge [Physical Sciences] 10 (+20) Knowledge [Technology] 5 (+15) Medicine 4 (+7) Notice 7 (+10) Sense Motive 7 (+10) FEATS 6PP Benefit 1 [Atom Academy] Inventor Jack-of-All-Trades Luck 3 Enhanced Feats Dodge Focus 10 Eidetic Memory Evasion 2 Improved Initiative 2 Move-By Action Speed of Thought Uncanny Dodge [Auditory] POWERS 6 + 18 + 7 + 16 + 7 + 28 + 7 + 3 + 14 = 106 All powers have the Genetic Mutation and Super Speed descriptors, unless otherwise noted Enhanced Intelligence 6 [6PP] (Descriptors: Light Speed Mind) Enhanced Feats 18 (Dodge Focus 10, Eidetic Memory, Evasion 2, Improved Initiative 2, Move-By Action, Speed of Thought, Uncanny Dodge [Auditory]) [18PP] (Descriptors: Rocket Fuel Heart) Enhanced Reflex Save 7 [7PP] Gadgets 2 (10PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move] Duration [Continuous]; Flaws: Hard-To-Lose) [16PP] (Descriptors: Instant Gadgets, Technology, No Genetic Mutation descriptor) Sample Allocations: Quickness 7 (Tasks at x250 speed) [7PP] Rocket Speed Array 12.5 (25PP Array; Feats: Alternate Power 3) [28PP] BP: {10 + 10 + 5 = 25/25} (Descriptors: Full Speed) Quickness 10 [10PP] Stacked Power: Quickness 17 (Tasks at x250,000 speed) Speed 10 [10PP] Stacked Power: Speed 17 (2,500,000 MPH / 25,000,000 ft./rnd.) Super-Strength 4 (Flaws: Limited [While Moving]) (+20 Str. carrying capacity, Heavy load 1.600 lbs) [5PP] AP: Damage 10 (Feats: Accurate 3, Improved Critical 2, Takedown Attack 2, Variable Descriptor 2 [Any Super Speed]1) {19/25} (Descriptors: High Speed Hits, Potential: Bludgeoning Damage Type, Fire, Electricity, Wind and more) AP: Snare 10 (Flaws: Range [Touch]; Feats: Accurate 3, Improved Critical 2, Obscure Senses 5 [Any Sense], Reversible, Variable Descriptor 2 [Any Super Speed]1) {23/25} (Descriptors: High Speed Trap, Potential: Debris, Technology, Wind and more) AP: Stun 10 (Feats: Accurate 3, Variable Descriptor 2 [Any Super Speed]1) {25/25} (Descriptors: High Speed Stun, Potential: Bludgeoning Damage Type, Electricity, Pressure Points and more) Speed 7 (1,000 MPH / 10,000 ft./rnd.) [7PP] Super-Movement 3 (Wall-Crawling 2, Water-Walking; Flaws: Limited [While Moving]) [3PP] (Descriptors: Just That Fast) Super Scientific Rocket Array 5 (10PP Array; Feats: Alternate Power 4) [14PP] BP: {3 + 1 + 5 = 9 /10} (Descriptors: Too Fast To See) Concealment 4 (Visual Senses; Feats: Close Range; Flaws: Limited [While Moving]) [3PP] Moving Feint Speed Adds (Feats: Moving Feint) to Speed [1PP] Super-Movement 5 (Permeate 3, Sure-Footed 2; Flaws: Limited [While Moving]) [5PP] AP: Autofire Rocket Speed 10 Adds (Extras: Autofire) to Rocket Speed Array2 {10/10} (Descriptors: Rapid Hits) AP: Burst Area Rocket Speed 10 Adds (Extras: Area [Targeted Burst], Selective; Flaws: Action [Full Action]) to Rocket Speed Array2 {10/10} (Descriptors: Hit Everyone) AP: Ranged Rocket Speed 10 Adds (Extras: Range [Ranged]) to Rocket Speed Array2 {10/10} (Descriptors: Throw Things) AP: Trail Area Rocket Speed 10 Adds (Extras: Area [Targeted Trail]) to Rocket Speed Array2 {10/10} (Descriptors: Outta the way!) 1: Note on Variable Descriptor 2 [Any Super Speed]: 2: Note on using Rocket Speed Array and Super Scientific Rocket Array together: DRAWBACKS -0PP DC BLOCK All powers from the Rocket Speed array can have one of the following combinations of extras and flaws added from the Super Scientific Rocket Array, marked with SSR on the DC block. Only one option marked with SSR can be active at once: "Extras: Autofire", "Extras: Area [Targeted Burst], Selective; Flaws: Action [Full Action]", "Extras: Range [Ranged]", "Extras: Area [Targeted Trail]" Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +4 High Speed Hits Touch 50 ft. radiusSSR 100 ft.SSR 100 ft. trailSSR DC25 Tou (staged) Damage +10, Crit 18-20, Takedown Attack 2 AutofireSSR High Speed Trap Touch 50 ft. radiusSSR 100 ft.SSR 100 ft. trailSSR DC20 Ref (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10, Crit 18-20, Obscure Senses [Any] AutofireSSR High Speed Stun Touch 50 ft. radiusSSR 100 ft.SSR 100 ft. trailSSR DC20 Fort (staged) Fail: Dazed>5: Stunned>10: Unconscious +10 AutofireSSR Totals: Abilities (44) + Combat (18) + Saving Throws (8) + Skills (14) + Feats (6) + Powers (106) - Drawbacks (0) = 196/207 Power Points
  2. Combat is over after those saves, so post in whichever order!
  3. GM Paper beats drone. At least when that paper is carrying a high voltage wire absolutely sparkling with electricity towards the drone, stabbing straight into the thing and sending a full shock through the drone. Of course, the power needed to take down the drone soon caused the lights to go out in the entire block around them. While the drone shook and rattled from the shock, it was clear what was going to happen... soon, it exploded, much like the other one, catching everyone up close in its explosion.
  4. That's a hit. DC23 TOU with -2 weakness: 11 It is down. Of course, that means another explosion! @Spacefurry, @Nerdzul, @Lone_Star, @Kaede Kimura make a DC20 Reflex Save vs Area Damage, followed by a DC25/20 TOU save vs. damage. Everyone (including @Electra) remember to make the DC20 Reflex Save followed by DC20/15 Fort Save vs. Stun too 27 - *Paper - 1HP - Unharmed 25 - Shadowborne - 1HP - Unharmed 23 - Outrider - 1HP - Unharmed 19 - Chelone - 2HP - Unharmed 18 - Omegadrone 1 - Defeated 18 - Omegadrone 2 - Staggered 14 - *Nightscale - 1HP - Unharmed
  5. Alright. Let's see some builds up, then! I just need finish the fluff that I lost when dropping my mouse lead to accidentally closing my browser @Ari I'll be running the initial thread, but I'd love for you to GM some threads down the line!
  6. @Spacefurry I need some saves first.
  7. Archer II: 8 posts + 17 Titanium posts = 25 posts = 3PP + 2PP [Forever Boy Vignette] = 5PP Original Gangster (Remix) (1) Rising Stars (Posts marked Archer II) (7) Ghost: 30 posts + 20 GM posts = 50 posts = 4PP + 1PP [Reputation Table] + 2PP [Vignette] = 7PP Feels Like Yesterday (11) (OMTB) Interview: Ghost (8) Run With the Devil('s Advocates) (Posts marked Ghost) (11) Extracurriculars 20/20 Hindsight Vignette: Greatest Hits (1000+ words) [+2PP] Reputation Table [+1PP] Justice: 4 posts + 46 GM posts = 50 posts = 4PP + 2PP [Vignette] = 6PP The Mars Connection (Posts marked Justice) (4) Extracurriculars 20/20 Hindsight Vignette: Meet Miss Step (1000+ words) [+2PP] Little Mermaid II: 2 posts + 48 GM posts = 50 posts = 4PP + 1PP [Guide Point] + 2PP [Vignette]= 7PP Mirror Mirror (Posts marked Little Mermaid II) (2) Extracurriculars 20/20 Hindsight Vignette: Nazi Punchin' Mermaid (1000+ words) [+2PP] Nevermore II: 26 posts + 24 GM posts = 50 posts = 4PP Brimstone and Bullet Casings (6) Capers and Casanovas (Posts marked Nevermore II) (4) Family Takeover (1) Playdate (Posts marked Nevermore II) (1) Pre-Apocalyptic Tour (Posts marked Nevermore II) (12) Rough Cut Diamonds (1) Survival Class: Silver Lining (Posts marked Nevermore II) (2) Rocket: 0 posts + 10 Titanium posts = 10 posts = 2PP + 2PP [Guidebook Page] + 1PP [Reputation Table] = 5PP Extracurriculars Atom Academy Guidebook page [+2PP] Reputation Table [+1PP] Titanium Characters Forever Boy: 26 titanium posts A Fiery Gospel (8) How A Young Heart Really Feels (7) Return to Neverworld (Posts marked Forever Boy) (6) Return to Neverworld: Make a Wish (Posts marked Forever Boy) (1) Talking Tomorrow (4) Extracurriculars 20/20 Hindsight Vignette: Spring (1000+ words) [+2PP to Archer II] Rebellion: 1 titanium posts Big Trouble in Little Jadetown (Posts marked Rebellion) (1) GM: 72 GM posts = 144 posts to divide A Different Kind of Justice (2) Bank Job (1) Big Trouble in Little Jadetown (Posts marked GM) (1) Capers and Casanovas (Posts marked GM) (6) Freedom Fallout (4) Freestyle! (10) Fury Road (5) League of Their Own (Posts marked GM) (1) Mirror Mirror (Posts marked GM) (4) Pirates Over Midtown (Posts marked GM) (1) Playdate (Posts marked GM) (0) Pre-Apocalyptic Tour (Posts marked GM) (1) Return to Neverworld (Posts marked GM) (7) Return to Neverworld: Best Intentions (2) Return to Neverworld: Make a Wish (Posts marked GM) (1) Rising Stars (Posts marked GM) (7) Run With the Devil('s Advocates) (Posts marked GM) (12) Survival Class: Silver Lining (Posts marked GM) (3) The Mars Connection (Posts marked GM) (5) 17 Titanium posts to Archer II 10 Titanium posts to Rocket 20 GM posts to Ghost 46 GM posts to Justice 48 GM posts to Little Mermaid II 24 GM posts to Nevermore II 6 GM posts left in case I miscounted anything. Guide Point to Little Mermaid II
  8. Nevermore II Casanova was down. So, what next? Zach was dealing with Chump. Not going great, not going bad, but alright, he seemed to have it covered. Bluebird was still up there, but she hadn't landed a hit yet and O was on her. She could handle that, right? That left Toxin and Stinger ganging up on Luke, and yeah, that wasn't right. "Comin' your way, Dragon-boy!" Shooting a line into a tree, Charlie let it pull him ahead, catapulting him above while he reached for a certain tool in his belt. Landing, he quickly crouched just a bit away from Luke and Toxin, throwing out a snareline that wrapped around Toxin, wrapping her arms and legs closely together, forcing her to fall down.
  9. GM Stinger glared as Nightscale grabbed hold of her, keeping her from following Arrow. She clearly had her sights set on her target. Raising her arms above her head, she slipped down and out of the much larger teen's hold, then kicked at his side to put some distance between them. "Idiot. You're lucky I can read lips." She unfolded her whip once more, starting to swing it around her. "You got no idea what we're doing, anyway." For her part, Toxin remained silent as she broke away from Shift and instead turned her attention back to Nightscale. She ran towards him as fast as she could, coming up behind him with an outstretched hand, touching his shoulder to send a strong paralyc poison into his body. Chump was raging by now, throwing punch after punch after Howl. "Get out of my way! I gotta help Cas!" He barely seemed to care about Howl now, just wanting to get to his friend, but he didn't try to break away. He just kept punching, kept attacking. "Oh shut up! Mom's never gonna figure anything out anyway! Like she'd believe you over me!" Bluebird threw her hand out towards Arrow, digging a long trench in the ground next to her.
  10. Will Save: 27 Stinger tries to escape the grapple again Standard Action: Escape grapple: 32 Free Action: End grapple. Move Action: Move away from Nightscale. Stinger is no longer pinned. Toxin shifts attention away from Shift and instead runs up to attack Nightscale. Move Action: Move into melee with Nightscale Standard Action: Attack Nightscale: 25. That's a hit. @Nerdzul: Give me a DC18 Fort Save vs. Stun Chump punches Howl. Standard Action: Attack Howl: 6 Poor guy can't hit at all. Nevermore runs towards the bigger group and attacks Toxin Move Action: Move away from Casanova, closer to Toxin, Stinger, Nightscale, Shift and Arrow Standard Action: Snare vs. Toxin: 28 And the crits keep coming. That's a DC23 Reflex Save for Toxin vs. Snare: 17 Fail by >5 , bound and helpless. See page 171 in the core book if you need a refresher for what that means. Bluebird goes for Arrow Standard Action: Attacking Arrow with her TK: 21, so close, but a miss! Alright. That's OOC. IC posts coming soon, then @RedSpine is up followed by @Cubismo 23 - Shift - 2HP - Bruise (x1) - Skipping until further notice from Heritage 23 - Arrow IV - 0HP - Unharmed 23 - Nightscale - 2HP - Unharmed 14 - Stinger - Unharmed 12 - Toxin - Bound and Helpless 10 - Chump - Unharmed, Raging 10 - Nevermore II - 1HP - Unharmed 10 - Bluebird - Unharmed - 100 feet above ground 7 - Howl - 3HP - Unharmed 7 - Casanova - Unconscious, Bruise (x1), Entangled (Rank 8 Snare: -2 ATK/DEF, -4 DEX, Anchored branch on tree above him, upside down) Visual Obscure, Darkness: 7/10 rounds, on Initiative 10. Auditory Obscure centered on 100 feet radius from Howl's previous location.
  11. GM With Chimera reaching out and grabbing hold, the woman smiled behind her helmet. "Maybe I like to make things harder on myself, yeah?" She pulled away quickly, slipping out of Chimera's grip and spinning around, her wheels running at full speed as she sprinted towards the opposite end of the floor, dodging and weaving between desks and chairs almost like they weren't there at all.
  12. Freestyle's suit is covered with an effect that gives her half Immunity to Entrapment effects (including grapples) which means your grapple bonus is halved to a +7, so... DC27 instead of DC35 for her opposed grapple: 23 Grappled and Pinned. Taking a standard action to use Escape Artist to escape: 29 Remember that your Grapple bonus is at half effect, so only +7! Since you can't make that, she escapes and spends a movement action to run towards the other end of the room. You're up. 23 - Chimera - 2HP - Unharmed 21 - Freestyle - Unharmed
  13. GM The last Omegadrone shook with the explosion, but it would not falter as Danica resumed her chanting. It was not enough, as Danica herself noted. As the tiny turtle bit at it, the last drone put its hands out to the sides. Purple lightning crackled out from its fingers, striking in the area all around them, crackling and striking all around it, threatening to catch all the heroes in the attack.
  14. Yes yes you're all super badass and doesn't get hurt. DC15 Will vs Stun: 20, -2 from weakness, but still makes it That's a hit, TOU vs DC25: 25 Still standing! The drone can only make a standard or move action, so it makes an area attack that hits everyone, including Chelone. Everyone give me a DC20 Reflex Save followed by DC20/15 Fort Save vs. Stun @Nerdzul and @Spacefurry is up 27 - *Paper - 1HP - Unharmed 25 - Shadowborne - 1HP - Unharmed 23 - Outrider - 1HP - Unharmed 19 - Chelone - 2HP - Unharmed 18 - Omegadrone 1 - Defeated 18 - Omegadrone 2 - Staggered 14 - *Nightscale - 1HP - Unharmed
  15. Canon Hero Status & Legacies Any dead, inactive or retired character without a listed successor is considered available for you to create a legacy character. If you want to be on the safe side, check with the refs first before creating a legacy character. Canon characters with currently active legacies are marked with red text for their name. If any canon character you want to use is missing from the list, let us know and we can add it. 2nd Edition Heroes Everything from the 2nd edition sourcebooks from before 2007 is considered to have happened. Events after 2007 might differ. Liberty League On a whole, the Liberty League has either retired or died, with few members of the team still being active as heroes. Bowman I: Died of old age. Succeeded by a number of heroes, currently Bowman IV, Archer II and Arrow IV. Arrow I / Bowman II: Died of old age. Succeeded by a number of heroes, currently Bowman IV, Archer II and Arrow IV. The Centurion: Died in the 1993 Terminus Invasion. Succeeded by Phalanx, Triakosia, Legatus and others. Available as an inspiration for characters, while the name itself is generally considered unavailable and in bad taste to use. Doctor Tomorrow: Still active. Appointed Guardian of Time by the mysterious Time Keepers. Envoy: Returned to Utopia Isle, current status unknown. Freedom Eagle: Dead from natural causes. His son, Michael O'Connor, served as mayor of Freedom City for many years, eventually becoming president of the United States of America in 2021. Currently succeeded by Freedom Eagle ∞. Johnny Rocket I: Died of old age. Succeeded by Johnny Rocket II and Rocket. Lady Liberty I: Died of old age. Succeeded by a number of mantle bearers, currently Monica Gutiérrez as Lady Liberty III. Midnight: Died of old age. Succeeded by Midnight II. Patriot: Served as director of AEGIS for years. Died due to cancer, mind downloaded into younger android body. Legacy character planned. Siren I: Died of old age. Succeeded by Sea-King and Siren II. Allies of Freedom The Allies of Freedom have all passed away, most murdered by Nacht-Krieger or Crimson Katana. Human Tank: Murdered by Crimson Katana I in 1946. Son served as the head of the British Ministry of Powers for many years. Great-granddaughter active as Kid Celtic. Gunner: Murdered by Crimson Katana I in 1946. Lady Celtic: Killed by Nacht-Krieger in 1945. Son served as the head of the British Ministry of Powers for many years. Great-granddaughter active as Kid Celtic. La Renard Rouge: Killed by Nacht-Krieger in 1945. Succeeded by Blue Fox. Sergeant Shrapnel: Killed by Nacht-Krieger in 1945. Spitfire Jones: Killed by Nacht-Krieger in 1945. White Rose: Sacrificed herself in 1945 to create the mystic prison that held Nacht-Krieger for decades. Succeeded by Beacon. White Thorn: Passed on to "the light beyond life" in the 1960'es. Succeeded by Beacon. Freedom Brigade The members of the Freedom Brigade were all believed killed in 1941, where they immigrated to Erde. Commander USA: Immigrated to Erde. Believed dead on Earth-Prime since 1941. Doctor X: Immigrated to Erde. Believed dead on Earth-Prime since 1941. The Invisible Agent: Immigrated to Erde. Believed dead on Earth-Prime since 1941. The Magister: Immigrated to Erde. Believed dead on Earth-Prime since 1941. The Mysterious Madam Radium: Married Commander USA, see here. Immigrated to Erde. Believed dead on Earth-Prime since 1941. The Sea Hawk: Immigrated to Erde. Believed dead on Earth-Prime since 1941. Freedom League The Freedom League is still active as the world's premiere super team, with many local teams. The current lineup includes, but are not limited to: Bolt, Comrade Frost, Doctor Metropolis, Fleur de Joie, Gabriel, Gaian Knight, Johnny Rocket II, Siren II and Velocity Beacon: Successor of White Rose and Thorn. Current whereabouts unknown. Briefly succeeded by Beacon II, a Claremont Academy student who has likewise disappeared. Black Avenger: Retired, runs the Lincoln Youth Center. Bowman III / Arrow II: Remained retired after his fall from grace. Runs a number of charities devoted to aiding alcoholics, but his advanced age has led him to giving up the reigns to Bowman IV. Succeeded by a number of heroes, currently Bowman IV, Archer II and Arrow IV. Bowman IV: No longer an active member of the Freedom League. Semi-retired, runs the family company. Currently mentoring Arrow IV. He was injured during a battle with the House of Usher. Captain Thunder: Retired due to injuries sustained in the 2018 Terminus Invasion. Centurion: Died in the 1993 Terminus Invasion. Succeeded by Phalanx, Triakosia, Legatus and others. Available as an inspiration for characters, while the name itself is generally considered unavailable and in bad taste to use. Daedalus: Currently inactive in the Freedom League, on trip through space with Pseudo. Doctor Metropolis: Still active member of the Freedom League. Galatea: Shut down, currently in storage. Halogen: Retired as an active super hero. Current status unknown. Johnny Rocket II: Still active member of the Freedom League. Married longtime boyfriend Chris Penny in 2016. Currently spends time mentoring his nephew Rocket. Lady Liberty II: Retired as a hero. Succeeded by a number of mantle bearers, currently Monica Gutiérrez as Lady Liberty III. Mary Minstrel: Retired as an active super hero. Current status unknown. Pseudo: Currently inactive in the Freedom League, on trip through space with Daedalus. Succeeded by Miss Grue. Raven I: Retired from his position as headmaster of Claremont Academy in 2015. Acts as support for the Raven Family. Raven II: Retired as a hero, succeeded her father as headmistress of Claremont Academy as of 2015. Succeeded by Raven III, Madame Raven and Nevermore II. Scarab I: Died in action, currently succeeded by Scarab III. Sea-King: Retired as an active hero to rule Atlantis. Siren II: Still active member of the Freedom League. Her cousin Glamazon is an active hero. Star Knight: The current Star Knight of Earth is Cavalier - and the general public is aware that Star Knights are space cops. Tectonic: Retired as an active super hero. Current status unknown. White Lion: Succeeded by White Lioness and Red Lynx. The Atom Family Maximus, Tesla, Victoria and Chase Atom still operate as the Atom Family. Beginning in January 2021, the Atom Family expanded by creating the Atom Academy out of the former Goodman Building, now renamed Atomic Tower. Dr. Atom still runs the building. The Atom Academy exists both concurrent to the Atom Family and as a legacy group. ALEX: Still runs the Nucleus. Andrea Atom: Believed killed during the 1993 Terminus Invasion. Chase Atom: Still active hero. Currently dating Arizona West, a journalist. Cosmo the Moon Monkey: Still active as Chase Atom's pet. Dr. Atom: Died in the late 1990'es. His intellect, personality and memories are transfered into a computer program that currently runs the Atomic Tower. Jack Wolf: Retired after raising the Dr. Atom's grandchildren. Maximus Atom: Still active hero. Married elementary school teacher Vanessa Hudson in 2010. They have two children: Angela, born 2012, and Jack, born 2014. Mentac: Believed killed during the 1993 Terminus Invasion. Tesla Atom: Still active hero. Single, with no children. The Atom Family member most actively involved with the Atom Academy. Victoria Atom: Still active hero. Succesful writer, with her own blog and collections of stories, travelogues and essays. Married her editor Richard Strong in 2015. They have one child, Andrea, born 2014. The Newcomers The Newcomers are wandering the stars. The fate of most are a mystery. Jacob "Jake" King: Current whereabouts unknown. Jimmy King: Current whereabouts unknown. Bigfoot: Returned to his home planet after passing the Wonderbus on to Young Freedom. Indigo: Current whereabouts unknown. Ryder: Current whereabouts unknown. Serafina: Current whereabouts unknown. Next-Gen The Next-Gen have all graduated from Claremont and are active as heroes on Earth-Prime. Bolt: Graduated from Claremont, currently a member of the Freedom League. Megastar: Graduated from Claremont, currently active as a hero. Nereid: Graduated from Claremont, currently active as a hero. Seven: Graduated from Claremont, currently active as a hero. Works as an instructor in the arcane and occult realms at Claremont Academy. Sonic: Graduated from Claremont, currently active as a hero. The Alterniteens The AlterniTeens have all graduated from Claremont and are active as heroes. Changeling: Graduated from Claremont, currently active as a hero. Dauntless & Relentless: Graduated from Claremont, currently active as a hero. Elite: Graduated from Claremont, currently active as a hero. Magni Thorson: Graduated from Claremont, currently active as a hero. Navigatrix: Graduated from Claremont, currently active as a hero. Whoop-Ant: Graduated from Claremont, currently active as a hero. FORCE Ops All members of FORCE Ops but Archer are believed to have died in the 1993 Terminus Invasion. Archer / Arrow III: Retired following the 1993 Terminus Invasion. Currently runs a private security company and mentors Archer II. Bruiser: Believed killed during the 1993 Terminus Invasion. El Gato: Believed killed during the 1993 Terminus Invasion. Kismet: Believed killed during the 1993 Terminus Invasion. Network: Believed killed during the 1993 Terminus Invasion. Nightrage: Believed killed during the 1993 Terminus Invasion. Others Britannia: Succeeded by Ms. Britannia, in turn succeeded by Ms. Bright. Dust Devil: Dust Devil has disappeared from the Magic Mesa, his fate a mystery. Succeeded for a time by Dust Devil II, who has likewise disappeared. Eldrich: Died during the events of Arcadia, succeeded as Master Mage by Phantom. Eyes of Night, The: Both Evening and Eye of Justice were killed during the 1993 Terminus Invasion. Survived by their child, they are still remembered and honored by the Freedom City police department. Foreshadow: Retired. Succeeded by Foreshadow II. Gatekeeper: Still active, operating in in San Francisco. Hepcat: Status unknown. Could be considered succeeded by Rebound, sidekick of an alternate reality Hepcat. Horus the Avenger of His Father: Succeeded by Lady Horus. Johnny Danger and the Jungle Patrol: Retired to manage Danger International and passed away in 2019. Succeeded by his son Ace Danger and other Danger scions, Other Danger Family legacies available. The Jungle Patrol have retired and/or passed and are available as legacies. Koradji: Still active. Lantern Jack: Has not been seen for quite some time. Space Ranger: Retired to Korus. Thomas Rhymer: Status unknown, believed to still be active. 3rd Edition Heroes Unless noted here, any characters listed in the 3rd Edition sourcebooks for events that take place after 2007 are not expected to exist on FBPCP, due to our alternate timeline. Characters from 3rd Edition books can be made viable in forms that fit our timeline. Claremont Students Bluebird: Enrolled at Claremont. Junior as of 2020. Casanova: Enrolled at Claremont. Junior as of 2020. Chump: Enrolled at Claremont. Junior as of 2020. Toxin: Enrolled at Claremont. Junior as of 2020.
  16. So... anyone still interested in this?
  17. GM Nightscale's claws cut through the Omegadrone's armor, tearing it apart. He could almost feel it glaring at him, as all struggle left its body, and then... It exploded. Everyone but Danica were caught in the explosion that rocked the street.
  18. Alright, gonna go with DC28 then. TOU: 11 Fail by more than 15, KO The defeat causes the Omegadrone to explode! Everyone in melee with the drones make a DC20 Reflex Save vs Area Effect, followed by a DC25/20 TOU save vs. damage By my count that's @Spacefurry, @Kaede Kimura, @Nerdzul and @Lone_Star Omegadrone 2 is caught too: Reflex: 11 TOU: 26 Makes it, still standing. @Electra is up Do you maintain the stun effect? It will be a DC15 Will Save for Drone 2 vs. Stun. 27 - Paper - 2HP - Unharmed 25 - *Shadowborne - 1HP - Unharmed 23 - Outrider - 2HP - Unharmed 19 - *Chelone - 2HP - Unharmed 18 - Omegadrone 1 - Defeated 18 - Omegadrone 2 - Staggered 14 - Nightscale - 2HP - Unharmed
  19. Ghost paused. "Err, I... kinda stopped them? I can do weird things to tech when I move through it." He moved his hand through the chair he was sitting on to demonstrate. "Took a bit before I figured that out, so had to get people outta the way first. Led them on a merry chase across a quarter of the city or so." "Or maybe not so merry. Laser eyes are weird, y'know. Had to take a few hits along the way to keep people safe."
  20. That's a hit. So, give me a grapple check!
  21. Little Mermaid II "So, what do you think? Should be 8 to 10 months, might not be a while, but can use it later? Might last longer then." Mette was holding the little a singlet up to show it to Dee. It was light grey, with a picture of a black domino mask on the chest, and the words "My Mom's A Superhero!" written under it. It had a little black cartoon cape drawn on the back. "Muirne helped me pick it," she quickly added, nudging the younger girl with her elbow. She really hoped she like dit. It had been both kind of awesome and kind of awkward commuting back and forth between Denmark and London for Vanguard business, and she honestly hadn't seen much action as part of the team since Rurland, so, this was nice, getting all together like this. Getting to know the others a bit more. Mette really hoped Dee liked the singlet.
  22. GM Afternoon, Feburary 21st, 2021 The 7th day of the 7th week, in the 3rd 7th year of the 21st millenium Oxford Street, London The teleporter between the British embassy in Freedom City and Haven made it easy enough for Muirne to come visit the rest of the Vanguard, but that didn't mean that she always had the time. Things were busy at Claremont, after all. Between classes, time travel adventures, training and the random super heroics and super villain attacks, she was busy, so when she let Vanguard know that she was going to visit, Mette managed to bring Dee and Karla along for a shopping trip, just the four of them. They had reached Oxford Street, had gone through shops and had now just left Laksamania after finishing lunch. The sky was clear. And something seemed to glitter in the sky, reflections of what came below, every now and again. One would have to be incredibly lucky to look up in time to see the distorted reflections of London above. But no one seemed to notice or care. The sky was clear.
  23. SPACE RANGER III Power Level: 12 Effective Power Level: 10 Power Points: 180/180PP Unspent Power Points: 0 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. 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 (+6) 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 37PP Ambidexterity Attack Focus [Ranged] 4 Dodge Focus 5 Equipment 15 Jack-of-All-Trades 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 (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 180/180 Power Points
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