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Pengwolf

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Everything posted by Pengwolf

  1. Super-thug toughness, 1d20+8 = 18 GM fiat re-roll, 1d20+14 = 22 Super-thug takes a bruise, and Aiko gets an HP for GM fiat.
  2. Sure, Rav, you can do that.
  3. Fort save for the docent: 1d20=7 The guy is knocked out, Rav. That was your standard action, so feel free to describe the knockout and whatever you do with your move action before/after. He definitely would have been in melee range anyway.
  4. Edward realized he needed to do something to keep this from becoming more of a scene than it already was. "That, ah, particular item is no longer on public display, I'm afraid," he said, truthfully. "Um, why don't you come up to my office, and we can talk about why you need to see it? If it's really that important, I'm sure we can arrange something." He took a step back and turned slightly, indicating that he would lead the way to his office.
  5. Edward was slightly annoyed that he'd been interrupted in the middle of his morning coffee break. Oh well, he thought, I'll just have to finish reading that article later. Putting down his copy of Anthropology Monthly, he headed down to the lobby to greet his strange visitor. The guard's description had not prepared Edward for the truly unusual appearance of this guest, but he gathered his wits and strode forward as confidently as he could manage. "Hello, I'm, ah, Mr. Elphinstone, the curator of this musuem," he said, somewhat nervously. "I was told you, um, wanted to speak with me?"
  6. Devin had realized in his first few days at Claremont that he'd be getting that question a lot. What the hell, though, it makes a good story. "Well, I have to explain, first, I'm a teleporter. I can put myself just about anywhere, but it's tough to take stuff with me. Like, pretty much just my clothes, what's in my pockets, little stuff like that," he said, "so anyway, back when I first started doing this, I didn't really have great control yet, and I was stupid enough to try teleporting home drunk. Most of me got there. My arm didn't." He paused a moment to let the horror of that idea sink in, before continuing. "That sucked, hard, but the Doc talked to me when I was in the hospital and offered to make me a new arm if I'd let him run tests on my powers." He paused again to flex the impressive device that had replaced his arm. "Seemed like a bargain to me."
  7. GM post is up and Round 2 is a go. Jessica/Ironclad gets a hero point for her Secret Identity complication. KC, you get to act this coming round. Your flight is fast enough to make it to the lobby in one move action. Aiko, you don't need to hold up the gate anymore. It's clearly jammed in place. Same goes for you on movement speed - one move action to get to the lobby. Rycon still needs at least part of next round to finish getting her costume on before she can enter the lobby, but is closer, so again, only one move action needed to get there. Action order next round is as follows: Aiko Ironclad Kid Cthulu Rycon The Curator GM posts may come mid-round as needed.
  8. (GM) The descending steel gates were clearly not built to super-human tolerances. As Aiko braced her self beneath the descending portcullis, it slowed, then stopped, and finally, with a shake and a screech of metal, the mechanism lowering it broke, freezing it in place. The docent at the other end of the room just stared, mouth open, at this feat of strength from such a young looking girl. Jessica managed to get past the gate and through the 'employees only' door, which thankfully had been left ajar. Unfortunately, a uniformed docent was hurrying up the hallway toward her. "Hey, you can't be in here!" he shouted, "We've got a problem in the lobby, and I don't have time to deal with kids trying to snoop around the back rooms." Ashley moved toward the lobby, but slowed by trying to put on her costume at the same time, she didn't quite make it around the corner to see what was happening. When Edward peeked out into the lobby however, he had a chance to see what all the trouble was about. Except for a few figures, the large room was eerily still. The crowd of people had all frozen in place, but the expressions on their faces were ones of fear and panic. Even the group of Claremont students, some beginning to run, others in confident poses as if about to exercise their powers, were as still as the grave. The few moving people in the room were clearly not patrons. Four of them looked like average thugs with guns, and they were moving among the crowd, filching the wallets and searching through the purses of the unresisting bystanders. Another, a hulking brute of man wearing a black-and-white horizontally striped costume with a cape, was smashing displays one at a time and stuffing their contents into a large sack. The final thief, however, was a pale-skinned, black-haired woman dressed in gothic-style leather pants and corset. She stood near the entrance to the museum, observing the proceedings of the heist and watching the doors and windows for signs of heroes.
  9. (IC) Edward sighed with relief as he slipped into the back room, glad to have an excuse to get away from the kids for a moment. He continued down the hall, and spent a few minutes looking for the artifact he'd come here back to get before finding it, surprisingly, right where he'd left it earlier that morning. This should be a treat for them to see. When the screams and alarm from the lobby began, though, he dropped the ancient object back on the table and hurried back toward the lobby. Carefully, he eased the door open and peeked out. Startled by what he saw, Edward closed the door again, took a few deep breaths, and then mentally triggered the spell that would put him in costume and summon his magical gear. His museum was threatened, and it was time for him to defend it.
  10. Devin Splice, a short, muscular boy in his late teens, entered the reception area of the ArchTech building. The place still felt strange to him, but in the recent months he'd spent as one of Dr. Archeville's regular test subjects, he'd learned to accept the uncomfortable feeling and push it aside. He smiled and nodded briefly at a receptionist he thought he recognized from past visits, but stopped to consider the familiar looking teenage girl who had just entered the room. "Hey, haven't I seen you around Claremont?" he said, approaching her and extending his cybernetic left arm for a handshake. "I'm Devin Splice, or Displacer, if you like. You working with Dr. Archeville too?"
  11. Hey guys, rumor has it there may be an opening in this thread. I was wondering if perhaps my new character, Displacer, might find his way into this adventure. He's already got connections with Dr. Acheville, so that might be helpful. Let me know what you think.
  12. Changed Communication 1 (Radio) into Features 1 (Two-Way Radio built into The Arm).
  13. IC -The Curator A Day at the Museum Angelic Visitation -Displacer Sturm und Dr. Archeville GM A Day at the Museum - Count these toward The Curator.
  14. Okay, LS, that puts KC between Ironclad and Rycon.
  15. (10:25:53) ShaenTheBrain: You can't actually crit on targeted Area attacks (on any Area attacks, actually), so you want to reassign that 1PP on the Rapid Telepunch AP. (10:26:17) Pengwolf: No crit on area, huh? Okay, I'll tweak that. (10:26:53) ShaenTheBrain: Also, the range of TP is totally dependent on the power rank. The Progression feat only applies to the mass you can carry with you on jumps. (10:27:49) ShaenTheBrain: Why Subtle 2? What's the rationale behind a teleport power that absolutely cannot be detected by any Super-Senses under any circumstances? (10:28:02) Raveled: Reality manipulation? (10:28:04) ShaenTheBrain: (I don't think Subtle 2 has ever been approved here, because I don't think we've ever heard a good rationale for it.) (10:28:06) Pengwolf: Well, yeah, I saw that. What I wanted to do was apply the progression feat to the range *per rank*. (10:28:22) ShaenTheBrain: I saw that. But that isn't allowed. (10:28:35) Pengwolf: Oh, not at all? Okay, that's another tweak. (10:29:09) Pengwolf: As for the subtle two, like Rav said, it's reality manipulation. If subtle 1 is more fitting though, I'm okay with that. (10:30:37) ShaenTheBrain: I don't see any of the Refs going for that reasoning, no. (10:30:52) ShaenTheBrain: Also, please list things like skills and feats in alphabetical order. (10:30:59) Pengwolf: Alrighty then, can do. (10:31:31) Dr_Archeville: no, especially given that some chars have "Detect Reality Manipulation" super-senses, so that should be able to detect such shenanigans (10:32:01) ShaenTheBrain: Goddamned reality warpers. GIT OFF MAH LAWN! (10:32:07) Pengwolf: Okay, I didn't realize double subtle was quite that absolute (10:32:21) ShaenTheBrain: Yeah. Subtle 2 is "completely undetectable no matter what." (10:34:48) Pengwolf: Okay, dropping one rank of Subtle, and the Progression (range) on my teleport frees up those two points we mentioned, so I'm going to take that concealment up to All Senses. (10:34:59) ShaenTheBrain: Good call.
  16. The Curator's initiative: 1d20+0=4 Which gives us an initial order of Aiko Ironclad Rycon Curator Go ahead and get started. Lone_star, get your initiative up when you can, and feel free to make an IC post about KC's distraction any time during this round. We'll just insert him in the proper place next round. Also, you can expect a GM post once any of you leave the room you're in, to describe what you encounter.
  17. Character's Name: Displacer Power Level: 10 (150/152PP) Trade-Offs: -5 Toughness for +5 Defense Unspent PP: 2 Gold Status: 2/30 Alternate Identities: Devin Splice (legal name), Devin Sprengelmeyer (birth name) Age: 18 Gender: Male Height: 5'2" Weight: 120 lbs Eyes: Grey Hair: Black Description: Devin Splice is a very short teenage guy packed with muscle. Most of the time, he wears the usual jeans, sneakers, and t-shirts like his peers, and keeps his hair buzzed short. His left arm is clearly a cybernetic replacement from the shoulder down, and he tries to keep the chrome-plated steel clean and shining. Devin doesn't try to disguise himself or his powers, so he wears no mask. When adventuring as Displacer, his costume consists of form-fitting black pants and a short-sleeved black and white jersey with a stylized 'D' on the front. The back of the jersey has the name 'Displacer' and an infinity symbol instead of a number. History: Displacer was born as Devin Sprengelmeyer to an ordinary family in a small town not far from Freedom City. By the age 5, he was already in little league sports, and over the next few years he tried just about every sport he could. It wasn't long before his parents were convinced they had an athletic prodigy on their hands. As Devin prepared to enter high school, he found it easy to convice his parents to legally change his name to Devin Splice, a name that would be more distinctive, sound cooler, and look better on a jersey. Devin Splice quickly became a home-town hero, alternately the star of the high school football, basketball, and soccer teams. Whatever the game, he always seemed to be at exactly the right place at the right time on either the court or field, and this strange skill more than made up for his lack of height and small frame. His favorite competition, however, was boxing. Somehow, being alone in the ring with a single opponent, fists flying, brought out the absolute best of Devin's skills. He once told a friend, "When I'm in the ring, that's the only time I really feel like I know who I am." That all changed in Devin's junior year, when he was chosen to participate in the boxing trials for the new Youth Olympics. The trials went smoothly, and Devon was selected as the U.S. representative for the flyweight division. At the Olympics, he made it all the way to gold medal bout, but something strange happened. With all his family and friends watching the live televised coverage, Devin felt the pressure of being in the most important competition of his life. His Swiss opponent had an inch of height and two inches reach on him, but Devin bobbed and weaved like he never had before. Then, as he dodged back from a vicious uppercut, he realized with a sickening feeling that he wasn't far enough away. "I need to not be here" he found himself thinking, and suddenly, he wasn't. It was only a two-inch teleport, but it was caught on camera and disqualified Devon completely. Devin tried to protest that he didn't mean to do it, that he hadn't even known he could. No one cared. That night, practically every news outlet in America ran coverage of the scandal, and soon the issue of metahuman 'cheating' in athletics and other competition was once again a subject of national and international discussion. Devin quickly realized he'd never be allowed to participate in even amateur sports ever again. After that, his life just seemed to fall apart. Before long, he was skipping class and wandering around the city, feeling sorry for himself. He did mess around with his newfound abilities, but they seemed pointless, since it seemed he couldn't take anything with him besides his clothes. One night, a group of old friends from the school football team invited Devon out to a party to try to cheer him up. Instead, Devon took advantage of the ready supply of booze at the party to get wasted for the first time in his life. At the end of the night, stumbling out of the house in a drunken haze, he tried to teleport home, and was only partially successful. He arrived at home, but without most of his left arm. Devon was transfered to the Freedom Medical Center, due to the extremity of his injury and his status as a metahuman. Over the next two weeks, he slowly recovered, and endured the attempts from physical therapists to teach him how to cope with the loss of his dominant hand. He was offered prosthetics, but they all seemed clumsy and useless compared to his real arm. Then, a surprising visitor came, Dr. Archeville. The Doc had heard about Devin's powers and predicament, and was offering to help. In exchange for Devin's willing participation in the Doctor's research, he would receive a new cybernetic arm, courtesy of Archeville Tech, and placement at Claremont Academy. Devin took a couple days to think about the offer, and in that time he realized that this was his chance to turn his life around. He realized that his whole identity had been based on athletics, but now he needed to craft a new identity for himself, one that included his new powers. He accepted the offer, and over the next few months, he and Dr. Acheville explored the limits of his powers. They examined his maximum load (about twenty-five pounds), distance (practically unlimited, at least on earth), accuracy (impeccable), and rate of teleportation (up to a dozen or so jumps per second, but only at very short range). The Arm was wonderful, and Devin enjoyed how it amplified his own strength. However, it took several weeks before he could reliably teleport without leaving part or all of the device behind. Eventually, the research was finished, and Devin prepared himself for his entry into Claremont Academy. He'd be behind, due to the time spent skipping school and his injury, but he was ready to make a new life for himself. He even had a new name picked out, one that would fit who and what he had become: Displacer. Personality & Motivation: Devin is a fierce competitor at heart, but also highly values good sportsmanship. He is fairly intelligent, but comes off as uneducated due to his age and his focus on sports over school. His primary motivation now is to regain the respect and admiration he once had as a star athlete. He feels the need to be accepted for who he is, and that includes his status as a mutant with super-human powers. Thus, he has decided to try his hand at being a Hero, and is determined not to hide his real identity or his powers from anyone. Powers & Tactics: Devin's powers of teleporation are almost perfect. His main limitation is that he can only transport himself and a very small amount of additional material. Besides the main applications of travel and keeping out of harm's way, he has discovered some interesting tricks that have serious combat potential, such as teleporting rapidly between two nearby points, causing him to appear to be in two places at once. He also can change his velocity as he completes his teleport, which, combined with his steel arm, allows his 'tele-punch' to strike with incredible force, often stunning his enemies. An additional side-effect of Devin's mutation is an acceleration of the rate at which his brain processes information. This has allowed Devin to learn faster, react more quickly, and handle the otherwise disorienting effects of instantaneous teleportation. However, Devin has spent very little time as of yet developing his mental abilities, so he is nowhere near the maximum potential of this power. What Devin doesn't realize, is that the actual nature of his meta-human abilities has very little to do with teleportation directly. Devin Splice is, in fact, a reality warper. By focusing his mind, he can impose his will on the universe itself. The easiest thing for him to affect, of course, is himself, but even that ability is limited by his immature mind and his lack of understanding of his own identity. The loosest and most easily changed aspect of any person or object's identity, however, is its location, and it is this aspect which Devin has managed to master so far, at least with respect to himself. It is not clear how much of this is known to Dr. Archeville, but it is plausible that he is aware of the true nature of Devin's powers. Complications: Don't Drink and Jump (When drunk, intoxicated, or otherwise mentally impaired, he must make a concentration check of at least DC 10 (higher at GM discretion) in order to use his teleportation-based powers without mishap) Brawn over Brain (Devin has spent much more time training his body than his mind. He's liable to use physical force to solve any problem, just because that's what he knows best.) Identity Issues (Devin is still unsure of his own identity. Due to the nature of his powers, this could be a serious problem.) Hey, look what I can do (Devin is very open about his powers, even in situations where it might be more prudent not to mention them) In Brief: A teenage master of teleportation, out to make a name for himself. Stats: 5+6+6+4+0+0 = 21pp Str: 20/15 (+5/+2) Dex: 16 (+3) Con: 16 (+3) Int: 14 (+2) Wis: 10 (+0) Cha: 10 (+0) Combat: 8+12 = 20pp Attack: +4 Base, +10 Melee Grapple: +15 Defense: +15/+6, +3 Flat-Footed Knockback: -2 Initiative: +3 Saves: 5+7+5 = 17pp Toughness: +5 (+3 Con, +2 other) Fortitude: +8 (+3 Con, +5pp) Reflex: +15 (+3 Dex, +5 Enhanced, +7pp) Will: +5 (+0 Wis, +5pp) Skills: 24r = 6pp Acrobatics 12 (+15) Concentration 2 (+2) Notice 5 (+5) Perform (Dance) 1 (+1) Sense Motive 4 (+4) Feats: 19pp Acrobatic Bluff All-Out Attack Attack Focus (Melee) 6 Defensive Roll 2 Evasion Improved Initiative Luck 2 Power Attack Redirect Set-Up Uncanny Dodge 2 (Visual, Audio) Equipment: 0pp (covered by wealth rules) Cell Phone Dorm Room at Claremont Academy Powers: 1+10+9+5+3+1+38 = 67pp Concealment 10 ([teleport] All Senses, Flaws: Displacement) [10pp] Enhanced Dodge 9 [teleport], [9pp] Enhanced Reflex 5 [teleport], [5pp] Enhanced Strength 5 ("The Arm", [high tech cybernetic implant, Built by Dr. Archeville], Drawbacks: Noticable (-1), Left Arm Only (-1)) [3pp] Features 1 (Two-way Radio, built into The Arm) [1pp] Quickness 2 (x5 speed, Flaws: Mental only) [1pp] Teleport Array 18 ([reality warping, mutation]) 36 + 2 APs [38pp] BE: Teleport 10 (Extras: Accurate(+1); Power Feats: Change Direction, Change Velocity, Easy, Turnabout, Subtle, Moving Feint, Precise; Drawbacks: Reduced Load 2 (25 lbs)) [35pp] AP: -"Power Tele-Punch" Strike 5 (Feats: Mighty, Improved Crit.) Linked(+0) to Stun 10 (Feats: Improved Crit) [28pp] -Teleport 2 (Extras: Accurate(+1); Power Feats: Change Direction, Change Velocity, Turnabout, Subtle, Precise; Flaws: Short Range Only (-1) Drawbacks: Reduced load (25 lbs) (-1)) [8pp] AP: -"Rapid Tele-Punch" Strike 5 (Extras: Area (targeted burst), Selective; Feats: Mighty) Linked (+0) to Stun 4 (Extras: Area (targeted burst), Selective; Flaws: Daze) [28pp] -Teleport 2 (Extras: Accurate(+1); Power Feats: Change Direction, Change Velocity, Turnabout, Subtle, Precise; Flaws: Short Range Only (-1) Drawbacks: Reduced load (25 lbs) (-1)) [8pp] DC Block: Unarmed --- 17/Toughness --- Bruised, Staged The Arm --- 20/Toughness --- Bruised, Staged Tele-punch --- 25/Toughness --- Bruised, Staged Stun 10 --- 20/Fort --- Stun, Staged Area Stun 4 --- 14/Fort --- Stun, Daze Only Costs: Abilities (21) + Combat (20) + Saves (17) + Skills (6) + Feats (19) + Powers (67) - Drawbacks (00) = 150/152pp
  18. (GM) From the direction of the main lobby came the sound of shattering glass, followed by screams and a blaring security alarm. A voice came on the PA system, but the words ware hard to make out over the sound of the panicking crowd. Suddenly, the screams and shouts from the lobby ware cut short, and the PA system became intelligible, but still punctuated occasionally by crashes and the tinkling of glass. "...where you are and remain calm. Docents will be along shortly to lead you to the exit. Por favor..." As the voice repeats its message in various languages, our heroes notice great metal grates sliding down at either end of the hallway they are in, clearly part of the security system intended to keep potential thieves from escaping.
  19. Okay, time for initiative rolls. Kid Cthulu will not be acting during the first round, due to being so engrossed in the artwork. He gets a hero point for this complication. The grating which is sliding down at either end of the hallway is moving slowly enough that you should be able to get past it this round without any trouble. The nearest one, which is also the direction you'd go to get to the main lobby, is about 20 feet away.
  20. Latest GM post is up, IC post from the curator coming a bit later today, probably, but no need to wait around for that since you're all off in another part of the museum. And don't worry if things seem boring now, conflict is coming soon.
  21. (GM) The trio of students found their chance to slip away, with their guide off in a back room and Mr. Davis busy examining a nearby display. The rain was driving people out of the park and into the heated halls of the museum, so there were plenty enough crowds for the group to get lost in, unnoticed by their chaperon. They soon found their way to an area they'd skipped during the tour. There was a large display on the history of drawing and painting, all the way from scribbles on cave walls to the development of inks, oils, and watercolors, and eventually the great works of the renaissance masters.
  22. Okay, well, if you're going to do that then you ought to specify what your trade-offs are. I saw that your ranged attack is +10 and just assumed you were going for no attack/damage tradeoff at all. I'm not sure whether having it different for ranged vs. melee is kosher around here either.
  23. Disclaimer: I am not a ref. Stats add up. Combat adds up, but notice that you're only at +7 defense, compared to a cap of +10. Did you want to meet that cap? Also, you could shave a couple points by lowering your base attack and buying more Attack Focus (Range). Saves add up, but seem just a tad low. Skills add up. Feats add up. Powers add up, BUT your snare, strike, and telekinesis are rank 11. Since you don't have attack/damage trade off at all, and your attack is +10, those powers cap out at rank 10 (even tk, because it can be used as an attack). I'm also not entirely certain that you stated out Comprehend right, but I might be mis-remembering how that works. As far as places to cut back, consider what I said about attack/defense above, consider having only partial ranks of impervious (i.e. drop the impervious on your con, but keep it on the forcefield), and maybe drop dex 2 or 4 points and buy up reflex save instead, since you're not investing in any dex-based skills.
  24. (GM) And so the tour began. And continued. And went on and on and on. Sure, some of the artifacts looked cool, but the way Mr. Elphinstone droned on and on about ancient cultures and dead civilizations bored most of the students out of their minds. Even Mr. Davis could be seen checking his watch far more than could ever be considered polite. Finally, as they neared the central lobby again, their guide seemed to realize that he was not exactly providing much entertainment, and decided to try something different. "Wait right here," he said, pulling open a door marked "Employees Only." "I'll be right back with something, ah, a little more interesting, I hope."
  25. If nobody else has anything they want to do IC now, I'll GM-post to move the scene along. You can keep things going here, too, though if you like.
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