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Basarin

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Everything posted by Basarin

  1. The Communication Link is linked through audio. The Detect Weakness would be visual. DONE BY SHAENTHEBRAIN
  2. This is something of a massive re-haul of my character, Slipstream. I worked with quote (and a ton of credit goes to him) to make Slipstream more effective. His background and such remain the same. *** Stats: 10+6+10 = 26pp Str: 10 (+0) Dex: 20 (+5) Con: 16 (+3) Int: 10 (+0) Wis: 20 (+5) Cha: 10 (+0) Combat: 8+8 = 16pp Attack: +4 Base, +10 Ranged Combat Grapple: +4 Defense: +10 (+4 Base; +6 Dodge Focus)/ +2FF Knockback: -2 Initiative: +5 Saves: 5+5+4 = 14pp Toughness: +10 (+3 Con, +7 w/Force Field active) Fortitude: +8 (+8 Con, +5 extra) Reflex: +10 (+5 Dex, +5 extra) Will: +8 (+4 Wis, +4 extra) Skills: 110r = 30pp Acrobatics 15 (+20) Concentration 10 (+15) Drive 10 (+15) Notice 15 (+20) Pilot 15 (+20) Sense Motive 15 (+20) Gather Information 15 (+15) Diplomacy 15 (+15) Bluff 10 (+10) Feats: 25 pp Skill Mastery 2 (Acrobatics, Drive, Notice, Pilot, Sense Motive, Gather Information, Diplomacy, Bluff) Connected Acrobatic Bluff Challenge (Fast Acrobatics) Attack Focus 6 (Ranged) Benefit (AEGIS Security Clearance) Dodge Focus 6 Move By Action Precise Shot 2 Uncanny Dodge (Hearing) Power Attack All Out Attack Defensive Attack Powers: 16+15+8 = 39pp Device 4 (Jetpack, Hard to Lose) [16pp] Device 5 (Blaster Pistol, Easy to Lose) [15pp] Device 2 (Helmet, Hard to Lose) [8pp] Devices Jetpack: 20dp (Hard to Lose) Flight 7 (500 MPH; DB: Must make Concentration check to maintain after EVERY hit [-1]) [13pp] Force Field 7 [7pp] Blaster Pistol: 25dp (Easy to Lose) Blast 10 (Extras: Penetrating 1; PF: Affects Insubstantial 2)[23pp] AP: Snare 10 (PF: Affects Insubstantial 2, Tether) {1pp} AP: Blast 10 ("Explosive Gel"; Extras: Area/Burst, Selective, Penetrating 1; Flaws: Action/Full, Unreliable 5/day; PF: Affects Insubstantial 2) Complication: Must be recharged through the jetpack. Helmet: 10dp (Hard to Lose) Commlink (connected to HQ) [1pp] Danger Sense (Hearing) + Hearing Counters Concealment + Extended Hearing [4pp] AP: Radar {1pp} AP: Detect Weakness{1pp} AP: See Invisible + Darkvision {1pp} AP: Time Sense + Ultrahearing + Ultravision + Infravision {1pp} AP: X-Ray Vision {1pp} DC Block: Unarmed --- 15/TOU Blast 10 --- 25/TOU Snare 10 --- 20/REF "Explosive Gel" --- 20/REF, 25/TOU Costs: Abilities (26) + Combat (16) + Saves (14) + Skills (30) + Feats (25) + Powers/Devices (39) - Drawbacks (00) = 140/153pp DONE BY SHAENTHEBRAIN
  3. Alright, switching my target in the IC post then. He's going after the floating Wolfman that tried to take a bite out of him. I'm guessing the same roll from earlier to attack applies? EDIT: IC edit made.
  4. Oooh, oops. My bad. Notice vs. Orion: 1d20+12 = 19. If this isn't enough to locate him, I'll edit my post and switch my target respectively.
  5. "Where the heck?" Slipstream looked around to locate the source of the weapon, but in the chaos of things he couldn't see it at the moment. For now, there wasn't anything to do about it except hope he could find it next time. The wolfman who tried to get at him earlier, on the other hand...this was a target he could see and shoot at. And the best he could do was to try and pick off who he could where he could. He leveled his blaster pistol at the wolf and opened fire while also keeping his distance.
  6. I'm moving Slipstream to attack Orion with Blast 10. 1d20+10 (+2 from Master Plan) = 14. ...ugh. Well, maybe it'll distract him from attacking the one keeping Nexus busy.
  7. "Holy carp!" The force field might have absorbed some of the swipe, but the rest of the force managed to get through. What managed to get through, as it turned out, smarted something fierce. He backed away slightly and resolved to try and keep his distance when he was better able to next time. "Bad...dog? Wolf? Whatever. Bad dog! No cookie!"
  8. Speaking of Executive Splashdown... Slipstream Shakedown Flight Executive Splashdown Jail Break Hope I'm not too late for counting...
  9. Making Slipstream's save versus the Wolfman (edit: er, Savagebeast guy). I'm rolling for toughness, since he just sort of blew past my 18 defense (if just barely). 1d20+9 = 22. I failed that roll by 3, so I believe that's one bruise for Slipstream?
  10. Slipstream punched the engines and flew over the area where the mass number of anonymous inmates were threatening to overwhelm the security personnel present. "Back off!" he yelled as he opened fire on the inmates. "Get back to your cells before something hits you!" As he fired, he hoped none of the inmates had anything dangerous to throw back at him. Maybe he should have thought of that beforehand...
  11. I'm maneuvering Slipstream over to snipe at the rabble to help out the security guards some. Attacking with Blast 10: 1d20+10+2 (from Master Plan) = 26.
  12. "Okay, folks, line up," Slipstream said in a deadpan voice as he herded the hostages to the upper deck (there was really no other word for it). "Single file, no rushing, no cutting in line. Wait your turn, please." He really wished the other heroes didn't just disappear; they might have helped him play traffic cop with the hostages right about now. Thankfully, AEGIS' transports, both boats and airborne, were on their way, though Slipstream wistfully looked at the aerial vehicles and wished he were up there himself. He almost didn't hear the voice in his radio comm address him. "...job, Slipstream. Nice one. You can leave it up to the troops to get the people where they need to. Come on home for debriefing, over." "Roger that," he said thankfully. "Though I'm going to want to have a word with the R&D boys when I get back." "...about that-" the operator said uneasily. "Oh, you're not weaseling out of this one!" he snapped as he dived off of the side of the deck and punched the engine to life. "I was caught in the middle of a freaking tin can with no room to maneuver with this dinky flashlight!" "PLEASE save your debrief for when you actually GET here, flyboy," the operator grumbled. The bickering would continue all the way until his return to AEGIS HQ.
  13. Beneath his helmet, Slipstream blinked as he absentmindedly holstered his blaster pistol. "...waiiiit. That actually worked!?" he sputtered. "...well, I hope he doesn't notice how many AEGIS soldiers AREN'T out there, but still..." He shook his head before remembering. "Oh, right. I should probably go check on the others...wherever the hell they are." With that, he turned around and attempted to find the other two heroes.
  14. Nah. Go ahead and let his turn come up. That hero point is for the inevitably bad defense/tough roll.
  15. "Look," Slipstream said as he blasted him once again for good measure. "Make this easy on all of us and just give it up, would you? I don't even know why you kidnapped these people for, but even if you get through me, you're going to be dealing with a ton of AEGIS soldiers who'll want to have words with you. And they'll have more guns than I do."
  16. Alright, one more time! Hopefully I don't fumble.
  17. Not wanting to let up for a moment, Slipstream continued to fire on the suit while it was down. The last thing he wanted was to let it get back up. "I hope you're one of those problems that just go away when I shoot you enough," he muttered.
  18. As my options are a little bit limited, I'm going to hit the guy while he's down again. And I think whenever I can edit, I WILL invest in a bazooka of some kind.
  19. Oh, right. I forgot that his cloaking was still up. I made the attack roll in the IC thread, btw. 1d20+10 = 10. Though again, not the best roll out there...
  20. Some of the rounds grazed him (and boy did they sting), but he's still on his feet somehow. As the ringing in his ears started to subside, he groggily wondered out loud, "Whatever happened to 'dakkadakkadakka'?" He shook his head, then glared at the powersuit and once again opened fire with his blaster pistol. As he fired at the suit, he mused to himself, When I get back, I am SO requisitioning a freaking bazooka or something. Or even a minigun...and wish for a Super Robot while you're at it.
  21. Well, I'll have him attack then. Blast 10, since it's really the best chance I have with him right now. This thread's really been educational for me regarding gameplay...
  22. Phew! Though this is definitely giving me food for thought on what to invest points into whenever I get new ones. Though do I have to make another roll to put my forcefield and such back up? Or does it count as having gone back up?
  23. Rolling for toughness without the force field benefit, leaving me with a +4 bonus to toughness instead of +9. 1d20+4 = 23. A better roll than most I've had lately but is it enough for this one?
  24. The wind was knocked out of Slipstream, and he was slammed into the wall at the end of the intersection (and he could swear he left an imprint shaped vaguely like himself in it) before falling face flat onto the floor. Aside from the sudden major setback he found himself facing, as he picked himself up from the floor, he found he could not really concentrate or do much aside from just trying to stand; getting punched by the power suit had taken a lot out of him. Above all... "Oh, not now!" he grumbled as the force field began to flicker and slowly fade out. Not exactly the best situation to be in...
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