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Semi-Autogyro

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  1. ADVANCED TRAINING by Thevshi Myrmidon Various updates and edits to bring up his history up to date, including removing and editing complications. Note: Edited per Thevs' suggestions. Skills: Move 2 SP from Acrobatics +9 (+17), to +7 (+15) +1 SP to Drive +3(+11), +1 SP to Pilot +3(+11) Change ranks of Demolitions +3 to Swim: total +3 (+11) Change Language(Russian) to Language (Galactic Standard) Buying 3 Skill Ranks: 3 PP +4 Drive: +7(+15) +4 Pilot: +7(+15) +4 Swim: +7(+15) Feats - Buying 5 Feats: 5 PP Skill Challenge 2: Simultaneous Task [Evasive Maneuvers while Attacking] Skill Mastery (Drive, Knowledge [Technology], Medicine, Pilot) Quick Change Wealth 1 [Wealthy] Equipment: Remove Masterwork Demolitions Kit. [+1 EP] Remove Selective, & Insidious from Commlink per equipment rules [+2 EP] Adding Lock-Release Gun [1 EP], GPS Reciever [1 EP], and Geiger Counter [1 EP]. Powers: Change Super-Senses 6 (Direction Sense, Distance Sense, Darkvision, Radio, Ultra Hearing) [6 PP] in armor to: Variable Power 1 (Any Power, 5pp pool; Extra: Action [Move] +1, Flaw: Limited [super-Sense Powers Only] -1) [6 PP] Remove Feature [internal Compartments], Flight Subroutine, Quick Change Enhanced Feats from armor [+3 PP], Remove Power Feats: Indestructible and Disguised from Armor. [+2 PP] Replace with Enhanced Feat 3 (Environmental Adaptation [High, Low, and Zero Gravity]) [3 PP]. Remove Enhanced Feat: Second Chance (Saves vs. Emotion Effects). Immunity (Fear Effects) and Power Feat: Regrowth from Super Soldier container [+3 PP] Buying Immunity (Emotion Effects) [5 PP] into Super Soldier Container; Buying Speed 2 [2 PP] (Speed 3 Total) with 2 APs off of BP:Speed - Leaping 3 [1 PP] & Swimming 2 PF: Environmental Adaptation (Underwater) [1 PP] = [9 PP] Hopefully my math should check out. Masterwork Flashlight [0 EP] GPS Reciever [1 EP] Geiger Counter [1 EP] Utility Gear (4+3+2+1+1+1) = [12 EP] Corrosion 1 (PF: Precise) [4 EP] Radio Scrambler: Obscure 6 (Radio; Flaw: Range [Touch] -1, [250 ft. Radius]) [3 EP] Masterwork Handcuffs (+5 DC to removal checks [DC 30 Disable Device / DC 40 Escape Artist]) [2 EP] Masterwork Medical Kit (+2 to Medicine Checks) [1 EP] Masterwork Survival Kit (+2 to Survival Checks) [1 EP] Lock-Release Gun [1 EP] Miscellaneous Equipment (1+1) = [2 EP] Super-Senses 1 [Time Sense (atomic watch)] [1 EP] Smartphone[0 EP] Vehicle (0) = [0 EP] Powers: 24 + 36 = 60 PP Descriptors: Genetic, Training, Technology Device 6 'LACUNA Suit' (30 PP Container, Flaws: Hard-To-Lose -1, PFs: Restricted [sTR/DEX/CON 25+]; Drawback: Noticeable [suit alters itself to mimic adapted & alt. capabilities] -1) [24 PP] (Technology)BP: 'React Subroutine' - Adaptation 2 (Extra: Controllable +1) [14 PP] AP: 'Cloak Subroutine' - Concealment 6 [All Visual & Auditory] (Drawback: Action [Move] -1, PF: Close Range) + Super-Movement 1 (Trackless) [1 PP] AP: 'Armor Subroutine' - Enhanced Feat 1 (Ultimate Save [Toughness]) + Immunity 2 (Critical Hits) + Protection 0 (Extra: Impervious 10) + Super-Strength 0 (PF: Bracing) [1 PP] Enhanced Feats 3 (Environmental Adaptation [High, Low, & Zero Gravity]) [3 PP] Immunity 5 (High Pressure, Radiation, Vacuum, Suffocation Effects) [5 PP] Variable Power 1 (Any Power, 5pp pool; Extra: Action [Move] +1, Flaw: Limited [super-Sense Powers Only] -1) [6 PP] SHADOW Super-Soldier (35pp Container [Passive, Permanent]; PF: Innate) [36 PP] (Genetic, Training) BP: Speed 3 (50 MPH / 500 ft. per Move action) [3 PP] AP: Leaping 3 (x10 distance; 180 ft. run/ 90 ft. stand/ 45 ft. high) [1 PP] AP: Swimming 2 (5 MPH / 50 ft. per Move Action; PF: Environmental Adaptation [underwater]) [1PP] Enhanced Feats 3 (Eidetic Memory, Tough x2) [3 PP] Immunity 12 (Aging, Emotion Effects, Environmental Cold & Heat, Disease, Fatigue Checks, Poison) [12 PP] Immunity 2 (Sleep, Starvation & Thirst; Flaw: Limited [Half Effect] -1) [1 PP] Regeneration 5 (Recovery Bonus 1 [+9], Disabled 1 [5 hours]; PFs: Last Stand, Persistent) [4 PP] Super-Senses 4 (Auditory [+Extended (100 ft. Notice Increments)], Danger Sense [mental], Uncanny Dodge [mental], Visual [+Extended (100 ft. Notice Increments)]) [4 PP] Super-Strength 3 (+15 Str to Carry Capacity [Effective STR 41], +3 Str Checks) [6 PP] Drawbacks: -6 PP Vulnerability (Mind Control; Frequency: Uncommon, Intensity: Moderate [x1.5 DC]) [-2 PP] (SHADOW Mental Conditioning) Vulnerability (Mind Reading; Frequency: Uncommon, Intensity: Moderate [x1.5 DC]) [-2 PP] (SHADOW Mental Conditioning) Vulnerability (Possession; Frequency: Uncommon, Intensity: Moderate [x1.5 DC]) [-2 PP] (SHADOW Mental Conditioning) DC Block: ATTACK RANGE SAVE EFFECT Armored Gauntlets & Greaves Touch DC 25 Toughness (Staged) Damage (Physical) Compound Bow Ranged DC 23 Toughness (Staged) Damage (Ballistic) Nano-Ceramic Blade Touch DC 27 Toughness (Staged) Damage (Slashing, Piercing); Crit 19-20 Plasma Cutter Touch DC 11 Fortitude (Staged) Drain (Toughness) Touch DC 16 Toughness (Staged) Damage (Energy) Unarmed Touch DC 23 Toughness (Staged) Damage (Physical) Abilities (58) + Combat (40) + Saving Throws (11) + Skills (25) + Feats (27) + Powers (60) - Drawbacks (6) = 215/215 Power Points
  2. Myrmidon busied himself with intertwining the sorcerers fingers together, afterwards applying a goodly amount of gaffing tape to bind the casters' hands. << If you care to share that history, then I will listen. >> He said, as he gagged the man from speaking with more tape before applying the more normal plastic cuffs to the arms and legs. When Giang mentioned not being able to attend the things he wanted to he paused, unnaturally still before standing and folding his arms as he faced her. << No. Never let someone or something compromise who you are. There might be another incident like this yes, but you are now aware of your pursers intent and presence. As long as you take precautions, you can limit the impact of their interference or even seize the initiative and take the fight to them. If you are concerned about others, then tell them. No one should dictate your freedom of choice other than yourself. >>
  3. Myrmidon had sheathed his weapon after the duo proved to be non-hostile. This was not his matter to discuss, and stayed out of the conversation and kept an watchful eye on the assorted comatose attackers. When the others had finished and started going their separate ways he finally spoke to Giang. << You do not need to explain yourself or the situation to me. However, you will need to fully inform the Headmaster as the ramifications of this and future events could put others beside yourself at risk. >> Myrmidon gestured towards the west. << Our transportation is in that direction, I will catch up after securing these men and policing their weapons and effects. >> The clone hero started turned in the direction of the insensate sorcerer, but glanced at the water-controller from over his shoulder. << I regret that our outing was disrupted. It was very enjoyable before the snafu occurred. >>
  4. Sorry for my extended absence. Between work, family issues, and some other choice bits of schadenfreude laden karma I have been unable and generally in the wrong sort of mindset for writing. Now that I have managed to deal with the majority of those issues, I should be back to my irregularly scheduled postings.
  5. Myrmidon did not give any response to the disheveled detectives tirade on finishing his fight. If he had it was hidden behind the blank facade of his faceplate. He did however take a protective step forward, placing the majority of his bulk in the way if he unwisely decided to make a grab for Giang. A split-second after he announced that he was employed by her father, twenty eight inches of nano-ceramic reinforced steel was pointed at the mans' throat. << Another insensate body located here would not be amiss. >> His head slightly shifted to the left, indicating the man he just left comatose. << As they were working for your employer as well. >>
  6. Myrmidon quickly zeroed in on the only remaining hostile still standing which was the leader of the martial artists. Who at the time had their hands full with whatever good Samaritan or off-hour hero that had decided to help. << It is time to end this. >> He said, casting a quick glance over to Giang before launching himself at the unaware target. Myrmidons' blade slammed into the mans lower back, in an area where his armor was not meant to take that sort of strike. With any luck this would disable to man and allow him to extract Giang back to Claremont, where he would have to report this incident to the Headmaster.
  7. Move: Leap Over to the Leader Attack: All-Out Power Attack +5 Dam/-5 Def (currently +5 total) w/ Blade. DC 32 total, if it hits. 1d20+10=15. Bleh. Expend last HP to re-roll and hopefully end this fight 1d20+10=26 Whack!
  8. John had volunteered to police and dispose of any bodies that they would come across during their relief efforts, as he was naturally immune to disease and poisons. Not to mention that the normally gruesome task did not bother him in the slightest, but the blase way he mentioned it garnered the teen some odd looks. Which was why he was a bit taken aback when Mister Wilker tried to talk to him about humanitarian projects. Eventually it got to the point where it was extended periods of awkward silence, at which point John decided to take in the vistas from the cupola instead of attempting small talk.
  9. Myrmidon rolled with the flying strike to his shoulder intentionally dropping off the edge of a nearby building. The jetpack roared to life again, sending the helmeted hero hovering slightly above and to the side of the now freed Tsunami. A cascade of blue signaled the armor changing again, the aerodynamics shifting back into the assault armor as he dropped next to the heroine in a crouch. Sparing a quick glance at this compatriot and seeing the slight glazed look to her eyes, Myrmidon risked placing his free hand on her shoulder. << Tsunami. I need you to focus as enemies still remain. >> His gaze was directed at the lesser martial artists, who would not stand under the deluge of her powers. << Clear them out and we will deal with their remaining master. >>
  10. Toughness Save vs. DC 19: 1d20+10=14 Re-Roll that via HP. 1d20+10=29 (Thanks IC. ) Move Action to move next to Giang, Free action to switch back to Armor Subroutine. Standard Action to use Leadership to remove Daze from Giang. -1 HP. Edit note: GM pointed out better option.
  11. The sorcerers' tactical retreat beyond his normal engagement distance caused the clone hero to change tactics. The heavy armor gave way to a more streamlined set, complete with what appeared to be a jetpack, which moments later roared to life. Myrmidon rose above the rooftops, a cobalt blue contrail extending behind him as he accelerated towards the sorcerers' latest position. Maneuvering thrusters a few scant feet before he plowed into his target, and his blade slashed downward at the sorcerer. He needed to end this and fast, especially as whoever was engaging the leader of the martial artists looked to be in over their head.
  12. Free Action - Activate Flight Subroutine Move & Standard - Charge & Attack w/ Sword, Power Attacking for 3 (So +7 Attack, +3 Dam if hits), with a +2 attack, -2 def from charge. Total +9 Atk, +3 Dam (DC 30 TOU if hits), -2 Def (+8 total) Roll:1d20+9=23
  13. Myrmidon - 3 posts - 4 posts - 1 post - 2 posts - 1 post - 3 posts - 12 posts 26 posts total
  14. Sorry for my recent absence. My modem decided to die over Easter weekend and my ISP dragging their feet on replacing it, but it is finally resolved.
  15. Myrmidon gave a sidelong glance at the two martial artists before turning his attention back to the sorcerer while simultaneously loosing his sword from his over the shoulder scabbard with a click. The blade quietly hissed as it was drawn, a far cry from the traditional slight ringing of steel. His suit calculated the distance of the gap between buildings, and with enough run up Myrmidon could easily clear the distance. << I will be dealing with you and your brethren soon. >> Came the modulated tone from Myrmidons external comm-link, directed at the pair. Crouching into a runners' start, he bolted in the direction of the sorcerer and leaped at the last second. While airborne, he angled his body and weapon to strike the suited man when he landed his blade flashing in a vicious semicircle of destruction. Had his target not been protected by the field, it could have easily incapacitated the man. Instead, the edge of his blade met increasing resistance and stopped a hairsbreadth away from the mans' skin before being shunted trailing golden particles from the portion of the field it had shredded through.
  16. Okay, Myrmidon ignores the mooks and Extra Efforts to surge for a move action. HP to cancel fatigue. Move action (surge): Draw Sword. Move action (running leap): Go after Sorcerer. Standard (attack): Smack Gray Suit with sword. Attack: 1d20+10=20, if a hit that's a DC 27 TOU save.
  17. The exploding transformer had changed the battlefield in addition of being a rather potent distraction, casting dark shadows across sections of the roofs. John took advantage after the pair of swordsmen had attempted to attack him, he moved into into one of the areas of inky blackness and activated his armor. A heartbeat later he was fully clad the scents of the festival fading as he began breathing from his suits filtered air supply. Myrmidon booted up the armor subroutine as he watched the two swordsmen stare uncertainly where he had entered the shadows. Adjusting with familiar ease to the increased mass of the his armor, Myrmidon reengaged the duo with a savage headbutt followed by a elbow strike. He scanned the battlefield; now where was that sorcerer?
  18. I was adding in taking 10 on his attack roll in addition to the +10 attack for the +20 total since they are minions. Just trying to save you from some minor stat checking. Sorry I wasn't clear.
  19. Allrighty, John will use the lights going out as a distraction and for his move: Hide in Plain Sight, using his skill mastery on Stealth to take 10. That's a DC 31 Notice to spot him Free Action to summon his Armor, and he'll activate the Armor Subroutine: Enhanced Feat 1 (Ultimate Save [Toughness]) + Immunity 2 (Critical Hits) + Protection 0 (Extra: Impervious 10) + Super-Strength 0 (PF: Bracing) Standard Action to pop out of the shadows behind them and All-out power attack & Takedown attack those two sword guys. +20 To attack, -5 to defense (+5 total) and DC 28 TOU save if it hits.
  20. Myrmidons TOU save vs. DC 19. 1d20+10=27
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