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Thejoshie

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  1. Emperor Mervyl didn't like being stared at, especially the wy Zealot was doing. His clear eyes narrowed and for a few seconds, Mervyl stopped his coin flipping. "I'm sorry, is something on my face?" It was a very cliced statement, but it carried with it an air of intensity. Mervyl merely wanted this guy to back off him, the last thing he needed was for a guy to try and intimidate him of all people.
  2. The point of origin is Mervy himself. His ForceField negates damage. The range of the attack is 50 feat from point of Origin all around him, so Stinger is safe (last turn she was 65 feet from his position). Reflex save, DC 20 is required. if failed, then Toughness check DC 25 is then needed.
  3. Mervyl was stunned for a moment. Did he...? Did he just...? "Don't..." Mervyl closed his fist around the Energy ball in his hand, causing his fist to glow lightly... "...you dare..." His Body began to glow as the ionically charged air around him began to crackle. It began to get slight warmer and at this point, Breadown would begin to smell the scent of burning air.... "...turn you back to ME!" *BOOM* Mervyl outstretched his arms, sending a ripple of magnetic ions all around him. Cars were flipped over, lampposts flickered and some even snapped off their foundations. The water and gas mains underneath him rumbled in protest and everything around him, Beakdown included, was caught up in the shere force and heat of the blast. To say that Mervyl felt disrespected was an understatement.
  4. DANGER Will Robinson, DANGER! Long post ahead! There's a point to this, I promise. We could try to adopt a slightly looser time system. In comics (and even in the DCAU cartoons), time passes between arcs. Sometimes weeks, even months. This 'deadtime' is a convenient way to accelerate Prison sentences and other things that creep up (like injury recovery and the like). By pigeonholing our threads in the days of a month, we're handcuffing ourselves by moving time forward at a pace of an earthworm doing the moonwalk. One pbp I was in split the time into seasons (Fall, Winter, Spring, Summer) and we would post which season a thread would happen in. When necessary, we post the 'order' it happens, but we keep from being TOO specific. This way, we can keep the opportunity to assume that time has past between threads that are happening simultaneously irl but in different time frames rpg time. It helped mange Dead time and that often helped to explain inconsistancy between threads and even help create new ones (for example, if in the Fall, some one was imprisoned, but hes back in the winter, then a new thread can be made either late fall or early winter chronicalling how he broke out). This allowed players who was moving at different paces to be involved, while those who wanted to build a solid background could still do so. This could work here, cause the players then decide whether days, weeks, or months pass between threads. This unseen Deadtime can be used for the sake of imprisonment and the villian can then post in a 'later season, while making note what happened to him doing the deadime he spent in prison (breaking out, parole, trial thrown out due to technicality, etc) A hero who is in that particular thread would also note the length of the dead time and make notes as to what he may want to do in threads between than and now. Thoughts? On Killing, most mainstream comics and cartoons use death in two ways: First to move the story forward and second, to show the danger of a villian when there is no other way. The Dan Turpin death (And that should've been labelled as a spoiler, curse you Doc Ock) wasn't a random death. It wasn't even a regular 'life isn't fair' death. It served a huge purpose story wise: It strentened the resolve of Superman in his fight against Darkseid. It also was a heroic death for Turpin, who was killed cause he (a human) put himself out there against a monster like Darkseid. Darkseid meant it to be an FU, but he instead mad Dan a Martyr. The point is that death (or rather, meaningful death) is 'scripted'. The Green Goblin kills Gwen Stacy. The story purpose: Spider-Man is ultimately left with a choice of cold hearted revenge or forgiveness. He chose forgiveness which ultimately made him the bigger hero (and note, this is one of the few onscreen deaths in comic s back then and because Green Goblin 'carefully' picked his shot, he became immortalized as one of Spider-Man's greatest foes). Another Example is how Doctor Octopus 'Accidentally' killed Captain Stacy (Gwen Stacy's father), this death served the story purpose of furthering the gap between Peter and Gwen, since she blamed Spider-man for that death. On a side note, notice how each death benefits the story from the _Hero's_ perspective? Ultimately, we'll need to find a way to determine if a death is necessary. What I propose is that if a PC want Villian A to kill Hero/Civilian/whomever X, then he shoud present his case as to what purpose said death will serve others as well as himself. If it's a loved one of another PC, he must get that PC's permission. If it's a random npc and it's onscreen, WHY does it have to be onscreen? If it's off-screen, the WHY does it have to happen. Will it make his character seem deadlier? if so, why can't he think of other things? The Joker is a classic villain not because he kills, but because he kills to prove a point: That Chaos and Insanity is stronger then order (The Dark Knight Movie 'nailed' this theme) If someone killed Jokjer, you merely prove his point and the Joker wins. Every Writer who wrote the punisher has said, in there own words, how psychotic, the Punisher is. After all, he all ready killed the people that killed his family, yet he still has pain over their loss. And he uses that as an excuse to keep killing, justifing it by the fact that he kills only those that 'deserves' it. Garth Ennis often makes it a point to have us 'feel sorry' for him, rather then look up to him. I apologize for the size of this monster post. Just trying to help. >>;
  5. GAH! Iapologize. From here on out, my rolls will go here.
  6. Mervyl didn't even blink as the blast splashed against the ionized air, the energy rippling infront of him in a crackling display of energy. His arms crossed infron of him as the energy disapated and he faked a yawn. He could've returned fire here, but he didn't... he had his full attention now, which should give Stinger a chance to get away. He pressed the adavantage. "A fine display of energy, if such was your intention...." Mervyl brought up a hand, where he started to focus a magnetic pulse and shapit into a ball in his hand. "...are you finished yet? Can I show you _true_ power now?" Normally, Mervyl isn't this chatty, but this time was different. It was all a part of the plan.
  7. Mervyl lowered his hood and removed his shades, revealing his white, pupil-less eyes and his hairless, browless scalp. His skull like face was now in full view. A the assailant continued to talk, Mervyl contemplated his options. Metal cars, engines intact. Lampposts. Water mains under the street. Oh yes, many options. Easy Mervyl. You're here to save the girl, not to blow up the place like a two bit super villain. Mervyl began walking towards the boy, Force Field in tact. "Just like a typical 'hero'. What, you expect people to bow down cause you call yourself a Hero? Forgive me if I don't humble myself to your presence." He stopped mere feet from the two. "I'll give you a choice, 'Hero'. You can stay here and get embarassed, or you can run away and save a life: your own. Choose quickly, or I'll choose for you." His Force field became visable and arcs of polarized, ionic molecules began to flicker all around him. This, along with his souless eyes, was often enough to cause even the bravest to falter.
  8. Blast it, he wasn't fast enough, still, if he was lucky (And stinger was intelligent) then Stinger will distract the man just enough for Mervyl to enter the fray unnoticed. While bold, he was no fool. He made no unnecessary movement or speech. He merely walked out in calculated steps, just within blast range of Stinger's assailent, behind and just off to the side so that he was within view of Stinger. He then crossed his arms and seemingly waited. It was obvious that the boy's mind was at work, already putting together a precise plan to break his foe down... or help Stinger escape at the very least.
  9. Init roll. Entry post upcoming.
  10. Emperor This was the first day to the rest of his life, Mervyl Masters stepped away from childish things and became a man. But not just any man, but the man who is destined to lead 'Beta' group. It was the first time he EVER lost sleep, cause now... now things were for real. No simulations. No reading. No hypothetical situations. Sure, he was still a student, but the problem is that _they_ don't see him as one. They saw him as the second coming. And anything less would be a failure. But moping wasn't his style, planning was. As he took out his magnatized silver dollar out of his pocket, he began to plan. It was the first step of an effective leader. So here he was, 20 minutes early, awaiting the first to arrive as he began flipping the silver dollar. His eyes, hidden behind his visor, focused on the door...
  11. Alrighty, Emporer was recently accepted, so lets all welcome another face in the halls of the Shadow Acadamy.
  12. I tried my best. Mervyl isn't really a bad kid as much as he is a 'pressured' one. And he's 16 going on 17.
  13. Players Name: Josh Power Level: 6 Trade-Offs: +3 defense/ -3 toughness Unspent PP: Characters Name: Enigma Alternate Identity: Mariko Hiroshi Height: 5'4" Weight: 125 lbs Hair: Black (She dies it blond to throw off suspiscion) Eyes: Silver (In her Civilian Identity, she wears Green Contacts). Description: Mariko is beautiful. Elegant cheekbones, full lips, angled eyes with lengthy lashes and is often wrapped in elegant robes or business suits. She goes the extra mile to look good infront of the public and the cameras to hide her sinister nature. History: Mariko was raised by snakes. Her mother was a Yakuza enforcer and her father was he head of an expanding Yakuza family in Freedom City. Her birth was a secret, one that her parents took to the grave, as they were gunned down in a bloody battle between Coda and Foreshadow (Coda was sent by a rival Mob family to end Yakuza influence in Freedom). The shambles of the family packed up and left Freedom, and the fires of vengeance left a very bitter taste in Mariko's mouth. In the following years, Mariko began training and studying the ways of both the Ninja and that of the Shimbola.Using the wealth she inherited from her father, she began an expedition that ended with the discovery of a shimbola temple, where she trained for a majority of her childhood. Learning all she can about disguise, subterfuge andstealth, Mariko returned to Freedom City, where she bought a private estate just outside the city limits. Since her birthright as a Yakuza princess was unknown, many looked at her as another Japanese heiress who is merely trying to muscle her way into the high society of Freedom. Through a year of blackmail and strong armed coercion, she managed to muscle her way into a posistion on Freedom's City Council, her plans to rebuild an empire in honor of her father begins... Personality & Motivation: Mariko is a woman who lives three lives. Two out of the three are false. Her first life is a very shallow one. She plays an innocent, childish act that is overly innocent and sweet. She smiles in front of cameras, kisses babies, date wealthy men and go out to social events and the occasional party. Many see through this but accept it as many Politicians have dirt they try to cover up. This life is an obvious lie. The Second life is one she carefully crafted and is one that most are stopped by. Mariko has carefully started a rumor of Homosexuality and embezzlement of funds, both damaging enough to both hurt her image AND threatens jail time (cause of the embezzlement). She even went as far as starting a few flings under the table with other closeted partners, leaving faint clues for a tabloid reporter or a nosy vigilante. She does this as a cover to explain away why her money and sometimes herself disappear without explanation. Her third life is her real one: Her persona of Enigma. Just like her name sake, she has many faces, both men and women. She has a ton of alternate identities, each with their own driver license, ID's and DMV records. She is slowly working on taking over Freedom from the inside out without EVER having to show her real face. Only her maid knows of her real identity... and she is mute. As Enigma, Mariko works on forming bonds, contacts and friends in many Mafioso families and criminal factions, as well as gather dirt on many public officials so that she have a finger in some of the politics of Freedom. While she may not be able to become mayor, her goal is to ultimately have one of her many puppets be elected. Enigma is a woman who has a reputation of getting things fixed. She takes care of people, things, information, or whatever else someone wants taken or gotten rid of. All she asks for in return are 'favors'. Since she's already rich, she has no need to ask for money, thus making her a cheap alternative to other mercs. It should be noted that Enigma is NOT an Assassin. Her way of taking out a target is by learning everything she can about him or her, then attack by misdirection. Either by blackmail (her favorite is learning secrets), or by the threat of the death of a loved one (again, she doesn't kill, but she made sure that her enemies doesn't know that). Plus she isn't beneath having someone else do the dirty work). Enigma avoids direct attacks unless she must. If she has to, she aims to stay in the shadows, outside the vision of her opponent, and try to take him or her down with a quick strike to a vulnerable area. Whenever she expects Super Hero interference, she calls on her resources to buy the help of an equally powerful partner. Powers & Tactics: Mariko is powerless, yet she is not without power. Through extensive study and training, Mariko has learned the ability to disguise her voice and her appearance through subtle manerisms, latex masks of incredible likeness, and an keen eye to detail. She uses her ability of disguise to go in where others can't, hide where others don't look, and cause discord from a direction people don't bother to look towards. Outside of her disguises, she also has studiedlong and hard thew abilties of the Shimbala masters. while her fighting abilities still need work, one skill she has learned is the Art of the Heavenly Winds... being able to enter and leave a location without a trace. Bordering close to super-human, Mariko can traverse the grond without a sound, leaving no footprints, smell, or any other disturbances that could tip others to her presence. Sometimes, however, she may play with a persons senses by leaving a window open, or moving a stray coffee mug, something to work on a person's paronoia. In combat, she uses the art to stay just out of sight of her foes, waiting for them to lose track of her, then aim to take them down in one hit (or even better, retreat and wait for them to leave). Complications: Yakuza Honor: As Enigma, who she considers is her true face, Mariko is bound by the honor of her Yakuza heritage. Don't kill unless absolutely necessary, never fall back on a promise, and if given a job, see it through to the end. Mariko is lax on this (she retreats from a job to avoid capture) but for the most part, she keeps to them. As of now, she has NEVER taken a life. Distaste towards ranged weaponry: Mariko never, under any circumstances, used a gun or ranged weapon. Seeing her parents gunned down by coda has given Mariko a fear of using such vile and uncivilized weaponry. Stats: 23pp Str: 10 (+0) Dex: 12 (+1) Con: 10 (+0) Int: 20 (+5) Wis: 13 (+1) Cha: 18 (+4) Combat: 8pp Attack: +3 Grapple: +7 Defense: +8 (+1 flat-footed) Knockback: -1 (0 flat-footed) Initiative: +9 Saves: 7pp Toughness: +3/+0 flat-footed (+0 Con, +3 other) Fortitude: +0 (+0 Con, +0) Reflex: +4 (+1 Dex, +3) Will: +5 (+1 Wis, +4) Skills: 75r = 18pp Acrobatics 11 (+12) Bluff 11 (+15) Climb 3 (+3) Computer 1 (+6) Diplomacy 9 (+13) Disguise 11 (+15) Escape Artist 4 (+5) Gather Info 1 (+5) Intimidate 1 (+5) Know: Civics (+5) Know: Pop Culture (+5) Know: Streetwise (+5) Know: Tactics (+5) Notice 2 (+3) Prof: Council Woman 4 (+5) Search 4 (+9) Slight of hand 3 (+4) Stealth 11 (+12) Feats: 30pp Benefit 2 (Rich) Connected Defensive Roll 3 Dodge Focus 6 Eidetic Memory Equipment 1 Fearless Hide in Plain Sight Imp. Init. 2 Improvised Tools Instant Up Leadership Luck Master Plan Quick Change 2 Set-up Sneak Attack Skill Mastery (Stealth, Disguise, Escape, Gather info) Speed of thought Well-Informed Powers: 4pp Immunity 5 (ESP) 2pp Super-Movement (Trackless)2pp Equipment:5ep Camo Clothing (+5 to Stealth Checks when used) Digital Audio Recorder Mini-Tracers Parabolic Microphone PDA Drawbacks: 0pp DC Block: ATTACKS: SAVE DC: DAMAGE TYPE: Unarmed 15/Tough Bruise Costs: Abilities (23) + Combat (08) + Saves (07) + Skills (18) + Feats (30) + Powers (04) - Drawbacks (00) = 90
  14. Okay I had this idea while brainstorming. First of, we judge a villain based on what he or she does. Based on his or her actions, they gain villain points. The catch, however, is that the Player won't be able to use said points till AFTER the villain is captured and imprisoned. The more he does, the bigger reward the player gets... but that reward can't be used till after the Villian is captured. At the same time, If a Villain still have active Villain points, then they can spend one (or more depending on the mods) to break out early or escape capture all together. I got the idea based on the old MSHRPG, where if you played a villain, you gained Karma depending on the level of your crime. This way, you get rewarded for being a villain, then get compensated for getting arrested. This is a rough idea, but I think I'm on to something here. EDIT Alright I found the Karma list from MSHRPG. The source is from the players hand book, which can be seen here So anyway here's a partial list for those of you not in the mood to browse: Action Reward Violent Crime -- Stop/Prevent 30 Violent Crime -- Arrest 15 Destructive Crime -- Stop/Prevent 20 Destructive Crime -- Arrest 10 Theft -- Stop/Prevent 10 Theft -- Arrest 5 Robbery -- Stop/Prevent 20 Robbery -- Arrest 10 Misdemeanors -- Stop/Prevent 5 Misdemeanors -- Arrest 5 Violent Crimes are Crimes involving damage to people, and include murder, assault, and kidnapping. The game does not consider attacking a hero a crime. Destructive Crimes are violent crimes directed against property as opposed to people. Arson, bombings, riots, vandalism, attacks on super-powered heroes, and rampages fall under this catagory Theft is Removal of property without threat or injury. Shoplifting, Pickpocketing, Break-ins and Embezzling are thefts. Robbery is Theft with violence or implied violence. Mugging, bank robbery and store stick-ups are robbery. Whereas theft is done without target's knowledge, robbery involves face-to-face confrontation. Misdemeanors include all minor crimes, including gambling, carrying concealed weapons, possession of drugs, and driving offenses. So yeah, my idea is that we rank each of these instances and if a Villian attempts one of the above (there's more but it's a time typing it all at the moment) the player gets rewarded. He gets captured while doing it, he gets a reward as well (similar to a hero getting a hero point for a setback) EDIT part 2 Forgive me, the ideas keep coming. As I looked this over and re-read the thread there is something else to consider: What particular crimes will be allowed and what particular crimes is a PC going to do? In short, take my newest PC for example: Mervyl is capable of Destructive Crimes and Robberies. In short I'm saying that Mervyl isn't likely to commit Violent Crimes (outside of kidnapping) cause he doesn't kill outside of self defense. He's not likely to commet theft cause he isn't 'sneaky' (he's more of a confrontation like person, hence it'll become a robbery), etc. By saying what crimes your character is likely to do, it will make the Mods classify you MUCH easier and act accordingly (counter-measures). Plus we can make a running tally on how many 'Violent' PC's we have.
  15. Players Name: Josh Power Level: 10 (150/156) Trade-Offs: -2 Attack for +2 Damage, -2 Defense for +2 Toughness Unspent PP: 6 Characters Name: Emperor Alternate Identity: Mervyl Masters Height: 5'6" Weight: 147 lbs Hair: None (Unable to grow hair or eyebrows.) Eyes: Pure white Description: Mervyl, despite his short stature, is quite an intimidating sight. Most of the time his intensity radiates from his eyes. No pupils and the fact that he rarely blinks gives off an aura of omni potence, as if there is nothing he doesn't know or see. His face is almost like a skull, bony with little fat along the edges. Those that dare call him Skull face. Most of those disapeared without a trace. His costume consist of a modest, kevlar plated white jumpsuit. A Crown is displayed on his chest, the only mark of an otherwise pure white ensemble. His mask is similare to that of a ninja, though it carries obvious Kevlar padding to protect his temple and jaw area. The only opening seen is is clear visor, which showcases is white eyes. This was a suggested implementation, since most are intimidated by looking into them. While he is careful not to interact to much in the outside world, Mervyl does carry precautions incase he absolutely MUST. He wears a wig and hodded shirts to cover up his hairless features. He also wear ruby quartz glasses designed to give him the illusion of having normal eyes. They wrap around his head to prevent them falling off accidentally. History: While his distant history is a mystery, many know that the one called Mervyl Masters was destined to be a leader. Many feel it's because he was the first enrollment. Many feel it's because of his scary level of potential. Many feel it's because of the way he often manipulated or pushed around teachers and pupils with but a single glance of his soulless eyes, but in the end there was no doubt, this boy will, sooner or later, become the leader of the team. Mervyl official history begins with him being snatched from an orphanage shortly after he capsized the entire building (by tearing away the foundations during a crying fit). Raised by one of the Shadow Academy's founders, Mervyl Masters (As he was named) was sent down a road of extensive training and education. He soon learned how to control his power, how to effectively plan and execute tactics, know most of Sun Tzu's Art of War, and plainly learned how to become a weapon while using the least amount of effort. Now officially enrolled with the Academy, Mervyl's goals are simple: Prove to his predecessors that he is indeed worthy of their time and patience, since he knows that if he falls below their lofty expectations, he's out on the streets with no where to go. Personality & Motivation: Mervyl's main motivation is to be accepted, both as a person and as being superior. While Mervyl has no problem being humble around other (mostly his friends) he will go into an Arrogant shell if he feels that someone is trying to one up him. If Mervyl does have a weakness, it's that he sometimes thinks TOO much. He's ponderous, often looking to checkmate someone in 20 moves when he could easily do it in one if he took the risk. If he makes a plan, he sticks to it and often delegate others to deal with variables he hasn't considered.He refuses to believe people can get the drop on him cause he is certain he looked at EVERY angle of a situation. Powers & Tactics: Mervyl's body is able to absorb magnetic energy like a sponge, then exert them back. His body channels this energy as if it was his blood or air. As a result, Mervyl is sterile and he is unable to grow hair (As of now, he is unaware of his inability to have children) As a result, he not only posses the ability to manipulate the magnetism his body absorbs around him, but theoretically, his body itself has been enhanced. His bones has become harder, his muscle fiber more resistant (granting him above average strength and reflexes for a teen), and it is hypothosized that his brain may be more efficient due to the magnetic forces running through it (like a high speed processor) which may explain how he is able to retain so much knowledge and use it effectively. He uses this ability in a variety of creative ways, making him dangerous even to a group of combatants. Combine this to his keen mind, and Mervyl could potentially be one of the futures most deadliest villains. Mervyl's greatest asset is his mind. He is quite observant and creative, not only in the use of his powers, but in the use of the environment, manipulation of people, and knowing what people will do before they even realize it. He is never without a plan and this helps in giving him an air of confidence in everything he does. He speaks clearly and decisively, walks with purpose and never second guess his actions. These traits often are contagious and those that fight alongside him often fight harder, knowing that if they screw up, Mervyl is going to have a back-up plan to save their bacon. It will take a chess player like mentality to defeat Mervyl, as reckless, seat of your pants tactics will often lead the combatant smeared on a nearby wall. Complications: Gotta be the strongest: Mervyl feels the pressure of being so powerful, that being that others are expecting him to do great things. When a villain or Heor does a huge feat, people often looks to Mervyl to do something greater. Precision: As stated earlier, Mervyl often holds back his full abilities if they are not a part of the plan. While he can rip apart Tanks, He won't if he already planed away around them, even if they are between him and his objectives. He ignores things he thinks are meaningless or won't do him harm (unless the meaningless target proves to be anything but, then all bets are off). Stats: 0+4+0+8+4+4=20pp Str: 10 (+0) Dex: 14 (+2) Con: 10 (+0) Int: 18 (+4) Wis: 14 (+2) Cha: 14 (+2) Combat: 16+16=32pp Attack: +8 Grapple: +8 Defense: +8 (+4 flat-footed) Knockback: -0/-11 with Force Field Initiative: +2 Saves: 5+4+6=15pp Toughness: +0/+12 (+0 Con, +12 Force Field [10 impervious]) Fortitude: +5 (+0 Con, +5) Reflex: +6 (+2 Dex, +4) Will: +8 (+2 Wis, +6) Skills: 40r = 10pp Concentration 8 (+10) Intimidate 15 (+17) Knowledge (Tactics) 12 (+16) Notice 5 (+7) Feats: 10pp All-Out Attack Benefit (Tactical Mind [uses Knowledge Tactics for Master Plan]) Dedication (Shadow Acadamy) Leadership Luck 2 Master Plan Power Attack Skill Mastery (Intimidate, Knowledge: Tactics, Notice, Sense Motive) Startle Powers: 63pp Magnetic Control 18 (Heavyload: 3,200 tons) AP: Blast 12 [Extras: Penetrating] AP: Blast 10 [Extras: Area (Burst)] AP: Deflect 8 [all projectiles; Extras: Action 2 (Free), Reflection; Flaws: Limited (metal only)] AP: Nullify 12 [one electronic power; Extras: Duration 2 (Sustained)] AP: Nullify 9 [all electronics; Extras: Duration 2 (Sustained), Nullifying Field (60-ft. radius)]) Force Field 12 (Extras: Impervious 10) Drawbacks: 0pp DC Block: ATTACKS: SAVE DC: DAMAGE TYPE: Blast 12 27/Toughness Bruise Blast 10 25/Toughness Bruise Nullify 12 22/Will Nullify 9 19/Will Costs: Abilities (20) + Combat (32) + Saves (15) + Skills (10) + Feats (10) + Powers (63) - Drawbacks (00) = 150/156
  16. First, I apologize for being gone the past couple of months. My laptop, which contained a majority of my school work, MnM material, and other more personal data, died on me. I have been netless and compless for a while. If my char was dropped, I have no problem making a new one, if not, then I am fully prepared to re-take the mantle. I'm back at school now, but classes are mainly tuesdays and thursdays, so I can at the very least come around once a day. -josh
  17. Now safely attached to the side of the building that was the cause of all the trouble (because obviously her swinging blindly into other people could possibly be the reason), Yuki looked over at each of the three in front of her, listening to them talk, all the while calming herself. Her danger-sense was dead quiet. Good enough for her. She nodded to the one called 'Dark Star'... "...sorry for shooting you with webbing..." Despite the fact that she missed. "...but I... well... paniced and I needed a tether. Accidents happen. And... sorry." She turned to Rook. "So... about that grape Nehi..."
  18. I have no problem doing the high will power. I'll make the edits. Question though: Would it be okay if I changed the immunity to enhanced will power? That way, when he loses his helmet and/or his armor is damaged, he'll drop to his original +2 will, which keeps his weakness intact. In layman terms: Enhanced will 10 which bumps his will save to +12... but after a critical hit, he loses enhanced will and it drops to +2.
  19. Still hanging in mid-air, Yuki was beyond a little concerned. Again, the full faced mask was a benefit and after a few silent breaths, her voice didn't crack in fearful anticipation. "Tarantula. Or big-mouth, as some people call me. Can't imagine why." Yuki looked down below her. Looooong way down. "I prefer grape Nehi over coffee... but perhaps we can talk about this AFTER I'm let down to that 'safe place' that was brought up earlier? If it's not too much trouble, of course. The wall is just fine, thank you."
  20. Till he has a chance to repair his armor (in-game terms, till the end of combat and sometime afterwards).
  21. Exactly. He has an insanely low defense, so someone with improve critical has a good chance of doing it, since the critical threat will likely be a hit. It doesn't have to beat his toughness, only his defense. So while his impervious will likely wipe out the attack, he will still be vulnerable to the draw back: his weakness will be open. I guess a crit roll has the usual chance of coming up as any other roll, it depends on luck. Still, one other thing to consider: A critical hit, at this rate, would mean nothing to Rampage. But _now_, even IF his impervious wipes out damage, his immunity to mental effect will still be nullified. So yeah, Imp Crit (who'll nail a crit from 17-20)and a Pyschic would be able to handle him nicely.
  22. the helmet coming off is the power loss, the power loss is the helmet being blown to bits/being removed or smashed etc. In other words, he would 'lose' the immunity after a critical hit.
  23. Alright, your idea is pretty good, but I did something else. Sand made a pretty intreiging sugestion and I added two linked drawbacks that similates his Armor getting damaged (or the iconic 'his helmet is knocked off'). Check it out under drawbacks and give me your thoughts.
  24. What more was to be said? Yuki was left hanging. Embarassed, strung up and made to look like an idiot. It was her lot in life. She wasn't exactly afraid. Her danger-sense was quiet, reveling that who ever grabed her and caused her to float was in no means a threat. ...yet. "Uhm... I come in peace?"
  25. Yuki reflexes saved her from a huge embarrassing spectacle. She twisted her body at an impossible angle, her arm extending and her finger pointing at the man who appeared. The Psychic webline shot out... Yes! Dead center... And went right through him... ...can't say I didn't expect that. *BAM!* Yuki couldn't say for what happened to the break wall she ran into... but Yuki trusted her agility, spinning off the contact to the point where she was able was able to fire another webline at a more sure target... the building she tried to jump. She swung to the side of the building and clung there after a series of cinematic series of flips and spins. Thanks to her danger sense, she looked like she knew what she was doing... but OH the benefits of a full faced mask that covered her terror right now. That was close...
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