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angrydurf

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  1. Initiative order Mercs 22 - 20 minions Scarab 13 - 2 HP - Uninjured(Arrives round 2) Ace 13 - 3 HP - Uninjured Sky Lord Soldiers 10 - 20 minions (First Wave) Phantom 6 - 1 HP - uninjured DC 14 Reflex save to avoid the visual Dazzle effect of the grenades Ace Reflex (1d20+8=14) Success Mercs Refelx saves (1d20+4=12, 1d20+4=22, 1d20+4=9, 1d20+4=12, 1d20+4=10, 1d20+4=14) All but 2 are blinded There is a squad of 6 Rocketmen coming at the forcefield and the 6 mercs with partial cover on the ground within LOS there are the sounds of more fighting throughout the warehouse however.
  2. As soon as the crackling energy shield is erected an alarm is raised and heavy footfalls and sporadic machine gun fire can be heard from outside. There are several tense moments before a small squad of six men in standard military fatigues round the corner and open fire upon the half dome protecting Ace and Phantom. Cursing as the bullets bounc harmlessly off the forcefield they drop to behind cover and radio in for a heavy weapons team. Ace turns and begins clicking pictures of the sarcophagus with his camera phone. Trying to get both wide shots and some detail of the carving without getting too close. "This might get too hot quick, best have some idea what these guys have I say." he yells to Phantom, "How longs that thing going to hold?" Before the insubstantial heroine can respond there is a cacophany as some kind of sonic device is used to shatter all of the skylights quickly followed by several sodiers in the same garb as the robbers this morning. They fire upon the shield as well as droping several grenades that burst in blind flashes of light.
  3. I belive its not so much your native setting that determines whats equipment so much as the setting of the game so as blasters etc are not common in FC they would be best buil as devices. I belive the lists are just examples and guidlines fo what might be equipment for various settings.
  4. Yea but the super strength comes to a total of 14pp so that would be less than the 15 spent on the flight before the alternate Power feat was added right?
  5. Mike stepped in closing the door behind himself to slid down to sit on the floor as it seemed simpler than navigating to one of the piles that might be a chair. He sighed heavily, "I know I'm not exactly Mr. Sunshine, living with Mark has proven that much." he said with a laugh as he toyed with a loose carpet fiber. "Alot of people think I should just be excited or happy about what I can do, they don't really think out what exactly it means to be able to do what I can do." He glanced up at Chris and Eddie nervously. Mikes face was strained for a moment, "I have to watch my every move, take care with every action, or else things can go really badly." he tried to explain but wasn't really able to discuss the root of his problem. "Anyway," He said shaking his mind free of the past, "I'm not trying to say I have it worse than everyone else, honestly I've really done pretty well considering." "I dunno, I didn't mean to minimize the good stuff going on with what I was saying before." He said with a sigh "I'm not so good with this kinda stuff, my old school wasn't very big and we didn't spend much time with other kids." He tossed up his hands not sure what more to say.
  6. angrydurf

    Dynamic APs

    So I'm confused by Dynamic APs I gess the question is this. Is the dynamic PF on the main power or the alternate power? I know the main powwer has to have dynamic as well if it is to be in the dynamic array but does the AP go up to 2pp per AP on the cost of hte main power or do you add the dynamic feat to the AP in the array? IE: is this legal? Flight 7 (PFs: Alternate power, Dynamic) [16] AP: Super strength 6 (PFs: Bracing, Dynamic) Or does dynamic increase the cost of AP to 2pp? UP indicates that Dynamic is a PF applied to the APs themselves not a modifier to the cost of Alternate Power. Refering to UP pg. 110 the dynamic power feat.
  7. Mythbusters did a special on bat devices that proved while you could have a man portable one it wasn't utility belt sized by any stretch more like something between a rifle and a bazooka. Also discovery did a big thing on Bat tech after begins came out showing why most of those won't work. Now with fuzzy comic science we can ignor power consumption and battery size etc however. Much the same with the gliding cape physics IMHO. Now could Wayne Industries make one that works sure but its not something commonly available if thats the constraint on equipment.
  8. I think really it comes down to where we draw the line for comics vs reality. It has been proven numerous times that things like batmans grapple gun etc don't work IRL but for the purposes of M&M such things are generally considered within the realm of Equipment. So I can see a low level flight effect with gliding fitting under the comic deffinition of Equipment just as reasonably. But really its where you draw the line that its just too much to not be made with SCIENCE! A normal cloak that can block and defelct like the shield /deflect slow projectile powers makes sense to me as normal equipment kevlar or no that is possible. Having the same cloak allow gliding might be a bit much but seems to me to fit within the realms of comic reality. Thing is how often do you have a hero with equipment type abilites in comics that isn't rich? all the "super-Normals" pretty much are from my limmited knowledge at least.
  9. Ok looks like my underslept brain forgot to carry some of my edits down the page last night Under powers for Phalanx Array 7 (Super-Strength/Flight; PFs: Alternate power, Dynamic)[16] BE: Super-Strength 6 (PFs:Dynamic, Bracing) AP: Flight 6 (PFs: Dynamic, Subtle) Should be Array 7 (Super-Strength/Flight; PFs: Alternate power, Dynamic)[16] BE: Flight 7 AP: Super-Strength 6 (PFs:Dynamic, Bracing) As I don't need the dynamic on the base power I don't think since I payed for it on the main array power. For ease of edit Array 7 (Super-Strength/Flight; PFs: Alternate power, Dynamic)[16] BE: Flight 7 AP: Super-Strength 6 (PFs:Dynamic, Bracing) Thanks
  10. Changes for Phalanx Change trade offs too: -4 Defense, +4 Toughness; -4 Attack, +4 Save DC Add 4 to Strength - Total 14 - Cost 4 Add 2 to Constitution - Total 12 - Cost 2 Add 1 more rank Impervious Toughness - Total 7 - Cost 1 Add 1 more rank Protection - Total 4 - Cost 1 Add Feat Takedown Attack 1 - Cost 1 Add Feat Luck 2 - Cost 2 Turn Flight 4, 8pp, and super strength 2, 5pp, powers into a dynamic array of rank 7, 16pp - Cost 3 Array 7 (Super-Strength/Flight; PFs: Alternate power, Dynamic)[16] BE: Flight 7 AP: Super-Strength 6 (PFs:Dynamic, Bracing) Total Cost 14 Revised Sheet as follows Stats: 14pp Str: 14/32 (+2/+11) Dex: 10 (+0) Con: 12/24 (+1/+7) Int: 12 (+1) Wis: 12 (+1) Cha: 14 (+2) Combat: 2pp Attack: +1 (+3 Unarmed) Grapple: +14 (+Super-Strength up to +6 for a +20) Defense: +3 (+1 Flat-Footed) Knockback: -9 (-20 Bracing) Initiative: +0 Saves: 4pp Toughness: +11 (7 Impervious) (+7 Con, +4 Protection) Fortitude: +7 (+7 Con, +0) Reflex: +2 (+0 Dex, +2) Will: +3 (+1 Wis, +2) Skills: 12r = 3pp Computer 1 (+2) Craft: Structural 1 (+2) Knowledge: Art 1 (+2) Knowledge: Current Events 1 (+2) Knowlege: Pop Culture 1 (+2) Medicine 1 (+2) Notice 3 (+4) Sense Motive 3 (+4) Feats: 9pp Attack specialization: unarmed 1 Diehard Dodge Focus 1 Fearless Interpose Take-Down Attack Luck 2 Ultimate Save: Toughness Powers: 72pp Enhanced Attribute: Strength 18 [18] Enhanced Attribute: Constitution 12 [12] Enhanced Trait: Defense 2 [4] Immunity 9 (Life Support) [9] Impervious Toughness 7 [7] Protection 4 [4] Speed 1 (10 MPH) [1] Super Senses 1 (Comunication Link {Psyche}) [1] Array 7 (Super-Strength/Flight; PFs: Alternate power, Dynamic)[16] BE: Super-Strength 6 (PFs:Dynamic, Bracing) AP: Flight 6 (PFs: Dynamic, Subtle) Drawbacks: 0pp DC Block: ATTACKS: SAVE DC: DAMAGE TYPE: (Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other) Unarmed ------ 26/toughness ------ Bruise/staged Costs: Abilities (14) + Combat (02) + Saves (4) + Skills (03) + Feats (09) + Powers (72) - Drawbacks (00) = 104/104 Total Cost Edits done by Geez3r
  11. Ace Danger 4PP spent as follows Feats: Set-up, Inspire 3 Deliciously simply edit Done by Geez3r
  12. We'll say you arrive at the top of round 2 of the fight. Sky Lords men are moving in but not actually right on top of them yet so it take a few moments for battle to be joined. Ace and Phantom will be guarding the Sarcophagus for that time. So we'll say Initiative time. Initiative (1d20+2=13) For Ace Sky Lords Minions followed by Merc Minions (1d20+4=10, 1d20+4=22)
  13. Aces DC block is wrong Normal unarmed should be DC 19, Sneak attack should be DC 23 Edits Done by Geez3r
  14. Ok my DC block was wrong so the toughness save DC is 28 not 30
  15. Concealment 5 (all visual and normal hearing; Extras: Affects Others + Self, 25-ft. Burst Area; Flaws: Phantasms; PFs: Selective, Close Range, Progression 1) Is currently active.
  16. I made my save against the gravity control. My understanding was that I was in the same area as the downed officer the paramedic you grabbed was attending too.
  17. Uhm 6 flatfooted -2 for surprise would be 14 doesn't a tie equal success?
  18. Ace struggled briefly against the increased pull of gravity before working his way free of its grip. He crept invisible and silent upon the self proclaimed Captain and unleashing a whicked double axe-handle attack upon the unsuspecting hoodlums back. There was a time for sporting fights of course, but this was not one of them.
  19. Ok Ace is gonna try and take care of the escaping criminal type. All-out attack +5 (Defense set to +3), Power attack +5, Surprise AttackAttack Roll (1d20+8=14) DC 30 toughness
  20. Mike had tried to wait till he thought Chris'd be up, apparently the noctuornal hero thing cause a little different schedual than he had expected. "Uhm, sorry to wake you." Mike said nervously this didn't seem like a good start to working out whatever had upset his friend the day before but leaving now would be worse. "Wanted to apologize for yesterday, It's been a rough week and I might have overstated things." Mike Shifted nervously in the door. He wasn't really that good with the talking in general and this whole thing had him less comfortable than usual but he was making the effort.
  21. August 2nd, 2009: Mike tries to work out his differences with Chris and possibly get some advice in Lurking Fear.
  22. Mike and Chris try and work out their differences
  23. Mike had returned late that night and barely slept before slipping out of his room trying not to wake Mark. He wandered the campus avoiding the more populous parts of the campus, not that much of it was particularly busy in the early hours of dawn in the summer but none the less. Once the morning chill had burned off and the hour seemed to him at least to be more reasonable he made his way to Chris' room. He didn't really know why he was even here but he had done something to set Chris' off and wanted at least to apologize for that. He had resolved in his wandeings to repair his friendships with Boht him and Erin and hoped this would be the easier one. He stood at the door for several long seconds before knocking, it was firm but no louder than would be polite.
  24. assuming no conflicts Mike'll probably show up. Any plans for specifics or are you thinking a social outing?
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