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Avalon

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Posts posted by Avalon

  1. As something of introducing The Vestige into the game, I was planning on having him attacking a police precinct and some heroes encounter him in the midst of the attack.

    Anyone interested?

  2. MBCE, Lord_Fell just pointed out to me some errors in my build and I'm fixing them now.

    As for your concerns,

    I got the portal extra from teleport over at Ultimate Power. The concept being that he is something like a classic (Urza era) M:tG planeswalker expy that has been severely depowered. The how's and why's of it I plan on detailing in future posts at the News forum.

    Also, I meant the container to be an Alternate Form.

  3. Would any of the following feats be allowed here?

    - Defensive Strike (W&W p. 17)

    - Agonizing Strike (W&W p. 26)

    - Blinding Strike (W&W p. 26)

    - Crippling Blow (W&W p. 26)

    The last three I was planning to be used similar to Stunning Strike from the core book.

  4. So can we make use of several other places outside Freedom City for our adventures? The character concept I had in mind for The Vestige would require the use of several fantastic dimensions of the mystical variety.

    Isn't one of the hallmarks of Silver Age adventures the use of fantastic dimensions like the Realm of Chaos and others?

  5. No, it'd be a sort of a very dangerour spell to cast since he has to be near death to cast it and to have its benefits. If, for whatever reason, he loses his disabled condition the spell effectively ends.

    It'd be a real gambit to pull off and since lethal damage is rarely used here, it will come up fewer times than you'd expect.

  6. Stemming from the discussion here where the refs suggested using a boost instead of the holding back power.

    Now in UP, the boost power allows you to gain a targetted trait temporarily for the 1-pt. and 2-pt versions of boost.

    Well I was wondering if something like this would fly by you guys:

    note: this is meant to be placed inside an array worth 26 pp

    Boost "Life's Last Breath" 52 (Limited - Only if disabled or worse [-1], Personal [-1], Total Fade [+1])

    Container 13 ("Life's Last Breath"; Limited - Only if disabled or worse [-1])

    -Immunity 20 (Interaction Skills, Entrapment, Alteration Effects, Trait Effects, Flaws: Limited - Half Effect)

    -Super-Senses 10 (Counters Obscure (All), Danger Sense: Mental, Penetrates Concealment: Mental)

    -Regeneration 18 (Recovery Bonus +2, Staggered- No Action, Resurrection - No action [Only if there is a body remaining; Diehard, Persistent, Regrowth)

    -Super-speed 4 (Base: Rapid Attack)

    - and about 4 additional AP's for his big array.

    Would that work?

  7. Players Name: Avalon®

    Power Level: 10 (151/156pp)

    Trade-Offs: -2 Attack for +2 Damage, -2 Defense for +2 Toughness

    Unspent PP: 5

    Characters Name: The Vestige

    Real Name: the body currently inhabited once belonged to Lucius Siegfried Mourning-Astaire, a notorius archaeologist and tomb raider.

    Other know aliases: The Forgotten One, The Warrior of the Countless Blades, The Heart of Magic, The Lost Traveller, The Stormwalker, The Hammer and the Forge, The Seeker of the Dead

    Height: 6' 2"

    Weight: 190 lbs

    Hair: Strawberry Blonde

    Eyes: Hazelnut Brown

    1217921865219-1.jpg

    Description:

    The Vestige has a build of a top-level Olympic athelete coupled with a six-foot-four tall frame. He wears a suit of armor made out of an indeterminate metallic material that seems to move about him as if it was a second skin. On top of that, he wears a hooded robe that perpetually casts his face which is covered with a faceplate that's featureless save for two eyeholes and a mouthpiece reminiscent of the mouth of some bizarre arachnid. Aside from these garments, The Vestige is adorned with various mystical trinkets along his shoulders, chest, and arms.

    History:

    The being known as The Vestige appeared a few months ago when an archaeological dig/tomb-raiding team led by Lucius Siegfried Mourning-Astaire broke through the veins of raw orichalcum that made up the walls of the chamber. That was to be their last mistake.

    As soon as the tomb-raiding team entered the ruined crypt/sepulchre, the spirits lashed out and slaughtered everyone except for Lucius. His body was remolded to be near the peak of any human's while his mind and soul were ripped out and scattered through the various reaches of the Cosmic Coil. Lucius Siegfried Mourning-Astaire was no more. In his stead were six spirits from the Golden Age of Atlantis.

    Reaching the surface, the faintest echo of a shadow of his former selves, he finds out that everything has changed. The wonderful towering spires of Atlantis were gone and in their place were humans fighting against one another on so called matters of "faith". Has humanity sunk so low that they wage petty wars against each other instead of against the Lemurians? Even the very nature of the magic within his hands had changed.

    Taking a step into the æther, he tries to find any remnant of Atlantean strongholds. In Methos, The Nine Shards of Sul, and The Iron Bastion nothing but ruins remained while not even their memory remained in Qui'alaas, Cærnum, and the Velahan Rifts.

    Something must have happened. Either the Lemurians won or mankind has become a shadow of its former glory. Either way, he will change things back to what they once were no matter what it takes.

    Personality & Motivation:

    Since he comes from an older, harsher time, The Vestige naturally has a different set of morals than the heroes of today. In his mind, he envisions himself as a hero and knight in the service of Ancient Atlantis. To this effect, he considers himself to be at war with humanity at large with special attention dedicated to this era's "heroes" and he will do anything that it takes to achieve his goals.

    He is not always this harsh though. In addition to bringing down this corrupt world and returning the true Atlantis to its former glory, he will protect and extend his patronage to anyone who he deems a "true Atlantean" (i.e. someone whose bloodline descends from the Golden Age of Atlantis or one of the allied human races). Sadly, the current Atlantean race is not part of this.

    Powers & Tactics:

    Being an amalgamation of six of the greatest heroes from the Golden Age of Atlantis inside a near-peak human body, it would at no surprise that he would have a wide variety of abilities.

    In combat, he is comfortable fighting either at range or face to face. With a variety of spells at his command, he can be extremely mobile with a usual tactic being to either turn into a powerful beast and beat the opponent to a pulp or to withdraw a sword from an extradimensional plane called the "The Vault of Gom'orr'ah".

    Complications:

    -Disdain (The younger races)

    -Enemies (Malador, Serpent People, others)

    -Hatred (Malador, Serpent People)

    -Obsession (Restoring Ancient Atlantis to its former glory, Retrieving Ancient Atlantean artifacts)

    Stats: [15+10+15+8+2+6 = 56 pp]

    Str: 25 (+7), 35 (+12) w/ Aspect of the Wittigo

    Dex: 20 (+5)

    Con: 25 (+7), 27 (+8) w/ Aspect of the Wittigo

    Int: 18 (+4)

    Wis: 12 (+1)

    Cha: 16 (+3)

    Combat: [12+12 = 24 pp]

    Attack: +6 (+8 melee)

    Grapple: +15, +25 w/ Aspect of the Wittigo

    Defense: +8 (+3 flat-footed)

    Knockback: -8, -9 w/ Aspect of the Wittigo, -3 w/out Armor

    Initiative: +5; +25 w/ Super-Speed

    Saves: [3+0+8 = 11 pp]

    Toughness: +11 (Imp 6), +12 (Imp 6) w/ Aspect of the Wittigo; +7 w/out Armor

    Fortitude: +10 (+7 Con, +3); +11 w/ Aspect of the Wittigo

    Reflex: +5 (+5 Dex, +0)

    Will: +9 (+1 Wis, +8)

    Skills: [20r = 5 pp]

    Acrobatics 8 (+13)

    Knowledge - Arcane Lore 8 (+12)

    Notice 4 (+5)

    Feats: 10 pp

    -Acrobatic Bluff

    -Agonizing Strike

    -Attack Focus (melee) 2

    -Accurate Attack

    -Dodge Focus 2

    -Power Attack

    -Ritualist

    -Stunning Attack

    Powers: 55 pp

    Flight 3 ("Stormwalker's Steps," 50 mph / 500 feet) [6 pp]

    Device 2 (Warrior's Plate, 10 points, Hard to Lose) [8 pp]

    Protection 4 (Extra: Impervious 6)

    Magic Array 13 (26pp powers; "The High One's Knowledge"; PFs: 6 Alternate Powers) [32 pp]

    -Base: Blast 11 (Magical; PFs: Accurate, Affects Insubstantial 2, Homing)

    -AP: Teleport 12 (PFs: Change Direction, Turnaround)

    -AP: Snare 12 (Reversible, Subtle)

    -AP: Super-Movement 3 (Dimensional Movement - Any Dimension) plus Dimensional Pocket 10 (100,000 lbs)

    -AP: Boost Super-Speed 25 (gain 25pp/5 ranks in Super-Speed; free Stunt is Rapid Attack) ("Incantation of Lightning"; Personal [-1], Total Fade [+1; lasts 25 rounds])

    -AP: Alternate Form 5 ("Aspect of the Wiitigo")

    -AP: Strike 5 ("The Obsidian Blade"; Extras: Autofire [+1], Penetrating 5; PFs: Affects Insubstantial 2, Improved Critical, Mighty)

    Regeneration 9 ("The Traveller's Gift"; Bruised - No Action, Injured - No Action) [9 pp]

    Aspect of the Wiitigo

    -Growth 2 (+4 Str, +2 Con; Permanent [+0])

    -Enhanced Strength 6

    -Morph 1 (Wiitigo) (Permanent [+0])

    -Super-Strength 5 (effective Str 60; PFs: Bracing, Groundstrike)

    Drawbacks: 10 pp

    Vulnerability to Orichalcum Weapons (Uncommon, Moderate [+50 %]) [-2 pp]

    Vulnerability to Power Drains (Uncommon, Moderate [+50 %]) [-2 pp]

    Weakness to Orichalcum (Uncommon, cumulative -1 drain to all ability scores once per minute, lethal) [-6 pp]

    Attack & Damage:

    Unarmed Strike -- +8 melee -- DC 22 Toughness (Damage)
    
    Unarmed Strike (Aspect of the Wiitigo) -- +8 melee -- DC 27 Toughness (Damage)
    
    Stunning Attack -- +8 melee -- DC 17 Fort (Stun)
    
    Stunning Attack (Aspect of the Wiitigo) -- +8 melee -- DC 22 Fort (Stun)
    
    Agonizing Strike -- +8 melee -- DC 17 Fort (Nauseate)
    
    Agonizing Strike (Aspect of the Wiitigo) -- +8 melee -- DC 22 Fort (Nauseate)
    
    The Obsidian Blade -- +8 melee -- DC 27 Toughness (Damage; Penetrating 5)
    
    Blast 11 -- +8 ranged -- DC 26 Toughness (Damage; Affects Insubstantial 2, Homing)
    
    Snare 12 -- +6 ranged -- DC 22 Reflex (Entangled/Helpless; Reversible, Subtle)
    
    Dimensional Pocket -- +8 melee -- DC 20 Reflex/Will (Dimensional Movement)

    Costs: Abilities (56) + Combat (24) + Saves (11) + Skills (5) + Feats (10) + Powers (55) - Drawbacks (10) = 151/156pp

  8. I'm interested on using the Holding Back drawback from the Hero High book and I was wondering how it would interact here in Freedom City PbP especially for villains?

    How would it activate especially since most guys here are solo chars?

  9. Oh, and there is one bit of background that needs tweaking: as detailed in Book of Magic, The Pact is such that any being trying to break the barriers between worlds and force its way in will cause such power to be released that it would destroy the universe (and so rob them of any prize they might seek). Beings can only come in when invited, so someone on this side will need to summon him. Like Hades did when he invaded in the 60s ;)

    I'd like to refer to this:

    His name was Baalberith, also known as The Executioner. He was one of the Nine and ruling a third of the infinite planes of the Abyss was not enough for him. He wanted more and the Prime Material plane was in his sights for he discovered hidden in the possessions of a newly arrived soul within his demense a spell that will bypass all the restrictions wrought in the past and be able to bring an army composed of 666 legions past the wards and unnoticed by the Master Mage.

    All seemed well and the ritual was well underway when armies from the remaining eight lords attempted to disrupt it. Hurriedly, Baalberith attempted to finish the spell but something went wrong at the last minute and he ended up alone on the Prime Material World with only a infinetissimal fraction of his power and without any of his legions with him.

    So what if the ritual he was performing was miscast due to the interference and allowed only him to pass through without having the world go kaboom?

    Perhaps it was a testament to the power of the spell and his own personal power that nothing else went wrong except for losing most of his power.

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