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RocketLord

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  1. Alright then! Since SpaceFurry rolled a 19 for a Sleight of Hand at total 29 roll... @Spacefurry: Give me a reroll for that Sleight of Hand, Pan's Luck Control compels you!
  2. Archer II: 3 posts + 7 GM posts = 10 posts = 2PP Original Gangster (Remix) (1) Rising Stars (Posts marked Archer II) (2) Ghost: 6 posts + 4 Titanium posts = 10 posts = 2PP (OMTB) Interview: Ghost (6) Holger Danske: 0 posts + 1 GM posts = 1 posts = 1PP Justice: 3 posts + 47 GM posts = 50 posts = 4PP + 1PP [Guide Point] = 5PP League of Their Own (Posts marked Justice) (2) Tail of Gold (1) Little Mermaid II: 1 posts + 9 Titanium posts = 10 posts = 2PP Mirror Mirror (Posts marked Little Mermaid II) (1) Nevermore II: 8 posts + 2 Titanium posts = 10 posts = 2PP + 4PP [Extracurriculars] = 6PP Capers and Casanovas (Posts marked Nevermore II) (1) Dreaming of Falling (Posts marked Nevermore II) (3) Playdate (Posts marked Nevermore II) (2) Rough Cut Diamonds (1) Survival Class: Silver Lining (Posts marked Nevermore II) (1) Extracurriculars Guidebook Page: Canon Hero Status & Legacies [+2PP] Vignette: Nevermore never more? (1000+ words) [+2PP] Rebellion: 0 posts + 1 GM posts = 1 posts = 1PP + 2PP [Extracurriculars] = 3PP (should be maxed) Extracurriculars Vignette (1000+ words) [+2PP] Spaceman: 0 posts + 10 GM posts = 10 posts = 2PP Titanium Characters Forever Boy: 15 titanium posts A Fiery Gospel (3) Dreaming of Falling (Posts marked Forever Boy) (2) Pirates Over Midtown (Posts marked Forever Boy) (1) Talking Tomorrow (8) Think Fast (1) GM: 34 GM posts = 64 posts to divide A Different Kind of Justice (1) Bank Job (1) Capers and Casanovas (Posts marked GM) (2) Freedom Fallout (7) Freestyle! (10) Fury Road (5) League of Their Own (Posts marked GM) (1) Mirror Mirror (Posts marked GM) (1) Pirates Over Midtown (Posts marked GM) (1) Playdate (Posts marked GM) (1) Rising Stars (Posts marked GM) (2) Survival Class: Silver Lining (Posts marked GM) (2) 4 Titanium posts to Ghost 9 Titanium posts to Little Mermaid II 2 Titanium posts to Nevermore II 7 GM posts to Archer II 1 GM posts to Holger Danske 47 GM posts to Justice 1 GM post to Rebellion 10 GM posts to Spaceman That should be 2 GM posts leftover, if I got any miscounts. Otherwise takes posts away from Spaceman in case of miscounts. Guidepoint to Justice.
  3. Initiative: 8 Justice do not get to hit anything quickly today.
  4. Forever Boy Pan had taken a step to the side, letting Micah be a bit closer to Judy on his own, at least now that it did not seem like he would cause any sudden thunderstorms. "See, is that not much better?" He slapped Micah on the back to punctuate the question. Just a little, friendly slap. Perhaps a bit too hard. Certainly nothing that would hurt, of course, but perhaps something that would push him just a bit closer to Judy.
  5. Forever Boy "Believe in your friends." Pan put a hand on Micah's shoulder. He had known. He had told Micah after the fact, he had apologized for not telling him, after all, he had made a promise to Judy and Ashley that he would not tell anyone else, and what kind of friend would he have been if he had not kept his promise, right? His entire being was radiating a calming sensation, at least in Micah's direction. His voice was calm, his movements slow and measured, lacking his usual enthusiasm. "Judy never meant to hurt anyone. Do you honestly think she would not have told you if she could?" Pan leaned slightly to the side to look past Micah at Judy (no, she would never be Judith to him) and Ashley, his lips parting in his usual grin for a second. "Hello Judy. Hello Ashley. It is good to see you again."
  6. "Then perhaps I am a fool." Pan's response to Eira was short and curt, while he looked down at the villain. He looked to Leon, shaking his head. "But will he remain bound? Do you know what else he can do?" Pan obviously did not. All that seemed to matter to him at this moment was that Knieval had hurt Eira. He took a step towards the man, stepping in between him and Eira. He was, after all, one of the few dressed for the occassion in full costume. "Dissatisfied is not quite the right word," he offered with a smile, holding his open hands out to the sides. "The ride itself was fine, amusing, even. Not quite as good as flying, but good. Ending up in another time was quite unexpected. So, let me ask you a few questions: Who are you, how did your machine bring us here, and why did it bring us here?"
  7. Doktor'd! Nevermore II Spending 10PP on increasing Nevermore's Abilities, leaving 3PP unspent for now. Intelligence +4, to 24 Wisdom +2, to 16 Charisma +4, to 20 This should update his Will Save and Skills to the spoiler content below. Please use the updated font for the Saving Throws header to make it the same font as the other headers. I have currently only spent 26 of the 30DP available in the Nevermore II Costume Device power. I'll spend 1 of those remaining DP on changing the Communications power to this array: Communication Array 3 (6DP Array; Feats: Alternate Power 1) [7DP] (Descriptors: Built-In Communication) BP: Communication 5 (Radio; 5 miles; Feats: Subtle) [6DP] AP: Datalink 3 (Radio; 1000 feet; Feats: Rapid 2 (x100), Subtle) [6DP] Please update the Enhanced Feats 2 power for Second Chance in the Costume Device to only grant Second Chance 2 instead of 3, as it should. Please remove the Stun power from the Gadgets Array in the Utility Belt device power and replace it with the power below: AP: Nauseate 8 (Flaws: Action [Full]; Feats: Accurate, Improved Critical 1, Triggered 2) {12/13DP} (Descriptors: Vertigo Inducer, Sound, Vibration) Updated DC Block: Name Range Save Effect Attack bonus Unarmed Touch DC19 Tou (staged) Damage +6 Ravenrang 100 feet DC23 Tou (staged) Damage +8 Collapsible Staff Touch: 5 ft. Thrown: 60 ft. DC23 Tou (staged) Damage +8, Crit 18-20, Takedown Attack 2 Collapsible Staff - Stunning Attack Touch: 5 ft. Thrown: 60 ft. DC20 Fort (staged) Fail: Dazed 1 rnd. >5: Stunned 1 rnd. >10: Unconscious +6, Crit 18-20 Noisemaker 80 ft., 50 ft. area DC18 Will Fail: Belive audio illusion Independent, Triggered 2 Snare Line 200 ft. DC18 Ref (staged) Fail: Entangled >5: Bound and Helpless +8, Subtle, Triggered 2 Tripwire 200 ft. DC18 Trip Resist (Worse bonus) Tripped +8, Subtle, Triggered 2 Vertigo Inducer Touch DC18 Fort (staged) Fail: Sickened >5, 2nd Fail: Nauseated >10, 3rd Fail: Helpless +8, Crit 19-20, Triggered 2 Fully updated sheet in the spoiler below, which also includes font updates to the rest of the headers. Thank you!
  8. 6 9 - Spaceman 12 - Shift 13 - Nightscale @Heritage: Give me a DC18 Reflex Save for Area, followed by a DC23/19 TOU save as fires shoot up all around you! @Nerdzul: Give me a Grapple Roll vs 16 to keep from being grappled by invisible hands! And Spaceman skips to 15 where he gets hit by a DC18 Nauseate effect as the room starts whirling him around. Save vs. that: 31 Give me some ICs!
  9. GM As if on cue, glass shattered above the group. A body fell, hitting the floor hard between the Raven and Arrow, where he lay still. Even in the darkness, their night vision goggles made it clear that it was the Bowman. He was bruised and battered, glass shards stuck in his body in several places. His costume was ripped, the bow he still held in his hand was broken in two. He was barely conscious, struggling to rise.
  10. @Avenger Assembled: 12-9 = 3, so you're knocked 5 feet to the side and falls prone. @Heritage: You gotta first initiate a grapple with your Move Object. Since its Perception range, you hit automatically and roll your rank x2 as your grapple modifier.
  11. Per Ultimate Power page 36, they would get a Reflex Save to avoid being trapped, so you don't need to roll anything, but tell me the rank of your effect and give me an IC description. From the above I'm guessing its just trapping them, but not limiting their mobility, since that would require a Snare effect instead.
  12. That is still a hit, yes. TOU save: 21, bruised and dazed. Fort save: 24 @Cubismo is up after @KnightDisciple's IC. 20 - Raven III - 1HP - Unharmed, Shaken till end of round (-2 on all attack rolls and checks) 19 - Arrow IV - 1HP - Unharmed, Discovered 16 - Criminals - 3 visible under skylight -- Bodyguard 1 - Bruise (x2), Dazed -- Bodyguard 2 - KO -- Spooky Guy aka ??? Usher - Unharmed - Big Guy East of elevator - Unconscious 6 - Nevermore II - 2HP - Unharmed - Darkness obscure effect: 6/10 rounds remaining
  13. GM "Get him!" The pirates only seemed to grow bolder from the Forever Boy's somewhat lacking strikes, all swinging their own weapons at him in close quarters, caring little for anything else that happened around them right now. The last two pirates on the ground fired their strange weapons at Crystal-Gazer once more, seeming none to happy that she had destroyed one of the cannonballs! Aboard the ship, the crew stared at Angelic, looking quickly between each other. "What will we do?" One asked another. The other took a step forward. "Easy now. There's no need for all of that, is there? You obviously do not know what will happen if you break the mast, so... step away, and we will parlay, lass." As soon as he finished, the ship set into a wild spin to the starboard side, threatening to throw Angelic towards the railing, away from the mast. All the pirates stood their ground, somehow secured to the ship itself.
  14. 4 of the crew on the ground goes for Forever Boy up close: 10 16 24 26 One hit, and that's a crit. Pan spends a HP on doubling his Dodge Bonus to avoid it. Last 2 crew on the ground shoots at Crystal-Gazer: 16 23 One hit. @Heritage give me a DC21 TOU save for Lulu. The crew on the ship are clearly rattled, and they're starting to do something drastic! @Avenger Assembled: Give me a DC22 Reflex Save vs. Area Effect, then a DC29 or DC23 if you pass save vs. Trip, using the worse of Strength or Dex (did a typo for a +15, should've been +12, in case any of you wonder about the different roll). There's a Knockback effect that'll throw you towards one of the sides of the ship if you fail. @Heritage, you're up. 28 - Thunderbird - 0HP - Unharmed 25 - Forever Boy - 6HP - Unharmed 23 - Angelik - 3HP - Unharmed, pending 23 - Sky Pirates - Ship: -- Hull: Injury (x1) -- Mast: Injury (x2) - Ship Crew: Bruise (x1) - Pirates on Ground (x6): Unharmed - Teleport Gate Cannonballs on Ground (x2): 2 destroyed 14 - Crystal-Gazer - 2HP - Bruise (x1)
  15. Nevermore II "Part of the jo..." Charlie started to respond to Luke's statement about him being a know-it-all, before he trailed off, just staring. For once, he was out of anything to say. "That was the Centurion... Like, the real Centurion. Not a hoax, not a clone, not an imaginary story or anything like that." He knew that he was rambling, but he couldn't help himself. This was... Past? Alright, he could deal with that. He knew about time travel. Not that most of this crew had to know about that, but, he knew, and then... then this was the Centurion, that was something else entirely. He shook his head. Back in the game, Charlie. Focus, man. Luke was a dragon now. A big dragon. Alright, that could work. "Err, how about we give the prof and Zach a chance to catch up? Then we'll give it a ride." What year was it? What fight? He had studied the first Raven's case files, maybe he was here somewhere.
  16. "He hurt you." Pan's tone was quite unlike his usual self, as he looked down at the not-so-good Captain. "And what happens if we just leave him here, then? He goes on to hurt someone else? Or do a hero from this era just happen to show up to catch him?" He shook his head and crossed his arms. "Where should we go, then? Stay hidden and wait until time catches up?" He looked at Eira, the corner of his lips twisting into a smile once more. "The two of us can wait, but I do not think our companions would like to wait until they reach their old present." He looked up at the sky, then shook his head again. "No more subtlety, then. That machine brought us and others here, and everyone should get to go home." He pointed his hand up to the sky. A shower of fireworks shot up, with all the accompanying noise, hopefully enough to draw anyone's attention. The formed blinking lights above the group that read spelled out "Back To 2020" and pointed an arrow down at them in great neon lights.
  17. GM Neil moved closer, slowly, cautiously. He stared down at the floor, directly at the treats that Blackstaff had thrown out in front of him. He let loose another loud "GACK!" sound, then happily munched on the treats on the floor, with little care for anything else that was going on around him right now.
  18. Give me some Diplomacy or Handle Animal checks to try and win Neil over! Handle Animal will have a lower DC than Diplomacy. Or whatever other rolls you might like to do if you just try to grab him or do something else.
  19. Ship takes 10 as an object, so total 22. Another injury. For the sake of keeping things quick I'll be treating the crew as a single target, with any effects lowering its efficiency, but with higher bonuses than the individual pirates. Opposing intimidate: 15 Oh yes, they're scared. Give me an IC, then I'l follow up. 28 - Thunderbird - 0HP - Unharmed 25 - Forever Boy - 6HP - Unharmed 23 - Angelik - 3HP - Unharmed 23 - Sky Pirates - Ship: -- Hull: Injury (x1) -- Mast: Injury (x2) - Ship Crew: Bruise (x1) - Pirates on Ground (x6): Unharmed - Teleport Gate Cannonballs on Ground (x2): 2 destroyed 14 - Crystal-Gazer - 2HP - Unharmed
  20. Forever Boy "Good one!" Pan exclaimed, as he soared past Lulu, a chaotic mess of golden dust and green and red bouncing all around them. Stop the pirates here, get to the ship, that had to be the plan, but... Eira was up on the ship. Micah was there, of course, and Eira was strong. She could handle herself, and yet, these were Sky Pirates. She only knew what he had told her. The weapon in his hand changed to a glowing sword as he moved between Lulu and the nearby pirates, swinging the sword at the first of them... and missing! He let out a colorful curse in a language that no one else around him would understand.
  21. Move Action: Fly to the Pirates near the cannonball Lulu destroyed. They're still close enough that I can use Takedown Attack to target them if I take them down. Standard Action: Attack the pirates with the Forever Weapon, making 4 attacks in order in case I take them down: 14 11 15 15 And that doesn't matter at all since they would all miss anyway! @Avenger Assembled is up! 28 - Thunderbird - 1HP - Unharmed 25 - Forever Boy - 6HP - Unharmed 23 - Angelik - 3HP - Unharmed 23 - Sky Pirates - Ship: -- Hull: Injury (x1) -- Mast: Injury (x1) - Ship Crew: Bruise (x1) - Pirates on Ground (x6): Unharmed - Teleport Gate Cannonballs on Ground (x2): 2 destroyed 14 - Crystal-Gazer - 2HP - Unharmed
  22. GM "Let me down from here! I swear I'll &%¤# you up you pathetic excuses for heroes!" Casanova was dangling back and forth on the branch, but even if he couldn't hear his own voice, it sounded like he still wanted to be heard anyway! He might not be able to see or hear, but somehow, he still knew exactly where Nevermore was hiding. He focused, letting loose a psychic torrent, focused psychic energy whirling in a chaotic light blue pattern towards Charlie in the tree, only barely missing him, more by luck than anything else.
  23. Casanova Standard Action: Mental Blast at Nevermore: 26 Ow. And that's a crit. That's a DC28 Will Save for Nevermore vs. Damage. I burn a HP to double Nevermore's Dodge Bonus for a total Defense of 28 until the start of Nevermore's next turn. @Heritage is up followed by @Cubismo 23 - Shift - 3HP - Bruise (x1) 23 - Arrow IV - 1HP - Unharmed, Fatigued next round (Will use HP to remove) 23 - Nightscale - 3HP - Unharmed 14 - Stinger - Unharmed 12 - Toxin - Unharmed 10 - Chump - Unharmed, Raging 10 - Nevermore II - 1HP - Unharmed, Dodge Bonus doubled till start of turn (Defense 28) 10 - Bluebird - Unharmed 7 - Howl - 3HP - Unharmed 7 - Casanova - Bruise (x1), Entangled (Rank 8 Snare: -2 ATK/DEF, -4 DEX, Anchored branch on tree above him) Visual Obscure, Darkness: 9/10 rounds, on Initiative 10.
  24. Archer II Alright, no more playing around then. Rolling to the side, with shots flying all around him, Archer only just managed to avoid a shot that would have hit his shoulder, inches away. He quickly placed the arrow he had drawn mid-movement on his bow and took aim at the roof where two of the attackers ahd been hiding. He let the arrow fly, watching it glide through the air, already reaching for the next arrow as it exploded in brilliant, blinding light. It would be a while before those two could see anything again. Archer let the other arrow fly towards a nearby building, then jumped off his roof, swinging on the line attached to the arrow to reach the roof with the two attackers.
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