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Fox

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  1. "...no, I don't. Should I? Musical exposure has been...relatively low. Still catching up. Play classical, mostly, yes - not always, but it's easier to do solo." note: look up 'Pink Floyd' - list of things unknown that should be known gets longer faster than I can research - so much catching up to do Dragonfly raised an eyebrow - not that it could be seen behind the visor - kept herself from looking towards the line. "Green scales and high technology are not subtle." Just in case, she folded her hands in her lap, out of view. "Even Yellow Sign gets coffee sometimes? Hopefully. A little crowded to fight here."
  2. She nodded, watching the crowd half in analytical curiosity and half like she expected most of them to whip out guns and start shooting. "Violin and the double bass. Enjoy string instruments. Old music, new music...speaks to the soul. Good for relaxing, clearing thoughts. Usually, anyway." She frowned, turning her head a bit to look at him. "Don't think I know Pink Floyd."
  3. strange city - two heroes don't get a second glance "Mocha. Biggest you have." Stepping out of the way so the next people in line could order, she tilted her head. "Looked like you did well, busking. Decent money?"
  4. Dragonfly frowned, holding up a gauntlet to study it. "'Any sufficiently advanced technology is indistinguishable from magic,' hm? Suppose that's true." magic and technology? - could combine them - magic has rules in theory - curious - wonder if it's been done "Spend most of my time building or patrolling. Play music when the mood hits me. Try to catch up on culture...socialize some. Explore. Nothing dramatic, but often interesting. You? Other than play on the street."
  5. She nodded in thanks as she went through the door, idly fiddling with the underside of one gauntlet and trying not to think about the crowd. so many people - too many people - don't think about it - concentrate on conversation - and coffee coffee's a good thing to concentrate on "Cthulhu - suits you. No offense intended; it's interesting." She took a step or two forward as people at the front of the line got served, glad that heroes were common enough they didn't seem to be a huge attraction. "Dragonfly. I am, I mean. Doesn't quite suit me as well, yet...working on that."
  6. no - maybe - couldn't hurt? - worth knowing more heroes - social practice - could certainly use a cup "That's...okay. Yes, but casual, social, only. My type is more...is less....hmm." She tapped a toe on the ground, clearly at a bit of a loss for words. "Different. Slightly complicated, maybe. Ask again later." plan for being asked in the future - very very awkward - best to have prepared response
  7. "I...that's...what?" what - what what what - not - isn't - be polite? "I...thanks, but you're...not really my type. Exactly." Dragonfly grimaced a little at herself, awkwardly pulling the gauntlet back on just to have something to do. so very very awkward - change subject "So...you play on the street often? Don't look homeless." not helping....
  8. "I...hmm." She tilted her head, apparently having to think that one over. "Fair question...suppose so. Not used to people, crowds. Friends, social network. Foreign concept. Poor interpersonal skills; getting better, if slowly. Imagine being green would make socializing much harder, my sympathies." possible solutions - hypnosis willful ignorance blindness - short-range projection shaped distortion chemical coating physical cover - difficult to maintain - interesting theoretical challenge
  9. Dragonfly shook her head. magic - unreliable - so few rules - accident waiting to happen - ironic given present circumstance - reexamine prejudices "Don't...think I'd be worth his time. Lack the reputation. Doubt I make much he hasn't seen. Still, would be interesting to meet." collaboration tempting - don't like sharing - shame - independent projects? - benign uses "I...no. Was supposed to appear in Greenbank. ...slightly off-target. Will fix that. Have been here once or twice...good shopping, good food. Don't get out much." She rubbed the back of her neck, frowning. "Always things to do. You?"
  10. Let's try this again. Master Plan roll (1d20 + 6=15) Not bad, but not awesome. It'll do.
  11. Dragonfly frowned, having spent her time studying the pair of thugs. "Unfortunate options. Go in the front, have to go through the armed guards. Go in the back, might end up alerting them anyway when a fight starts...hmm." odds poor either way - unknown factors - indoor guards likely - armed bodyguards plus lesser thugs - second-rate - risk vs. reward She bit her lip, still studying the front door. "Front is best only if we can take down the watchmen quickly. Back only if we can keep it quiet inside. ...voting front or two-pronged assault if we can risk it. Likely to end up fighting these two at some point, if we can't be subtle. May be able to plan something that evens odds in our favor."
  12. never tried - should have - glad it works - so much potential! Dragonfly turned most of her attention back on the gathered group as a small, transparent window popped into being in the bottom corner of Ironclad's display, like some anonymous messaging program; she smiled despite herself. Her smile faded, though, when she realized why she'd wanted to try this in the first place, and text popped up in the little window with a chirping noise. In lieu of a name was a small icon of a stylized dragonfly.
  13. Most of Dragonfly's attention span was on the collection of - cultists mages hobos drugged mesmerized bribed true believers? - collected down below, but something about one of them just stuck in her head and wouldn't let go. familiar - current villain? - unlikely new don't know many yet - heroes no - pale would have noticed on the street - crime boss? no - something old? memory's better than this would have to be very old broadcasts documentaries newspaper clippings - Raven versus th---- She opened her mouth to speak, but stopped herself as she paid more attention to the echoes. bad cartoon plot - hero talks too loudly villain sends minions who plan goes to waste - ....I wonder Glancing sidelong at Ironclad's armor, something behind Dragonfly's eyes flickered a pale neon blue, barely visible under the visor as a hint of dancing light. The corners of her mouth curled up in a grin despite herself as Ironclad's armor's computer system got an 'incoming signal'.
  14. Dragonfly was terribly glad her visor hid half her face - having a green, scaly, spandex-clad guy show up was...well, 'startling' didn't quite cover it. need to pay more attention - interesting - green skin - makeup unlikely alien magic science? - hybrid accident transformation - wings scales science unlikely - shame She quickly placed the plate back where it went, obviously trying to keep the inner workings out of view, and put the screws back in as rapidly as she'd taken them out. "That isn't...no. Thank you. Minor trouble only; teleportation was...slightly off-target. Spacial refraction or...." She bit her lip, trailing off for a moment into thought before shaking her head. "Will fix it later. Not a pressing issue, highly unlikely to tear holes in reality. Or me." She stood a little awkwardly, glancing around and apparently catching up to the fact that she'd appeared - and spent a short bit muttering to herself - in the middle of a sidewalk in broad daylight. She flicked her multi-tool closed and cleared her throat. "....so. Green?"
  15. Expertly flicking the multi-tool open and one-handedly pulling out...some odd and probably customized tool or another, Dragonfly gently unscrewed something on the back of the gauntlet and pulled off a large piece of the metal plating, scowling at the complex mesh of wires and widgets inside. thought this was working - misaligned? no no can see alignment's fine - lucky fold didn't destabilize - safeties worked failsafe ready good good - magnitude of error is...is.... She looked around herself, trying to get her bearings. "....Riverside? Riverside. Error of...over six miles. Shouldn't even have been able to...." She winced, shaking her head, and went back to poking around in the device, muttering to herself. "...is...no, fine...wouldn't have...hm."
  16. Not a half a block down empty space twisted in on itself, buckling together in ways the human eye really wasn't used to seeing. The effect only lasted a fraction of a second before reality pulled itself back together...and left a visored young woman with heavy, high-tech gauntlets standing there on the sidewalk. Apparently oblivious to the strange looks of passers by she looked around, obviously not liking what she saw. Some dirt traced out in oddly fractured patterns under her feet got a swift and frustrated kick. A scowl, a few (very impolite) words in what must have been Russian, and she pulled off one gauntlet to eye it like it had said terrible things about her mother as she reached for the multi-tool on her belt.
  17. Untrained skill check time! Eidetic Memory, gooooo! Untrained Knowledge (Streetwise) checks (1d20 + 6=19, 1d20 + 6=12) Bah, should have taken 10. Ah well. Also, Dragonfly's gonna start doing her Master Plan thing right now, so I'm rolling that while I'm rolling other things: Master Plan roll (1d20 + 6=25) Not bad! Though, obviously, it'll only apply if nothing interrupts within the next few minutes. Post pending knowledge check results.
  18. Oil-slick vagrants and death-rattle necromancers; Dragonfly had a feeling she was going to regret this. mutants necromancers showmanship? - watch for backfire - too big for just me - defended guarded barricaded - always is - will need the teamwork She sighed and shook her head. "Bike's less than a block away. Unless we walk - only seats one." Frowning a little, the heroine closed her eyes and imagined the map of the city. "Yeats isn't too far...nearly bisects Southside."
  19. Dragonfly knew him - O'Hagan, that was. Only by reputation, though, which left an obvious problem. She eyed Slick as she exchanged numbers - magic visually unlikely - mutation technology - disturbing - before putting her phone back in its pouch and looking around at the other heroes. She cleared her throat. "Leads to the question: Where is O'Hagan? Noticed you forgot to ask." She tilted her head, looking back at where the thugs had been. "Effective methods, though."
  20. Aaaaand Dragonfly's edits. One typo fixed, and updated to (hopefully) meet new sheet standards. 7pp to spend. 1pp to raise Quickness from 4 to 6. 2pp on feats: Online Research and Luck. 4pp into her device. Device's 5 new points spent as follows: Took her Blast from 6 to 7 to meet caps, folded it into an array, which now has an AP: Dimensional Pocket and Quick-Change. (3pp) Gave her a very short-range emergency teleport, having discovered recently that she could really, really use one (Raveled! ). (2pp) [b][u]Characters Name:[/u][/b] Dragonfly [b][u]Power Level:[/u][/b] 7 (113/113) [b][u]Trade-Offs:[/u][/b] +1 Defense / -1 Toughness [b][u]Unspent PP:[/u][/b] 0 [b][u]Gold Status:[/u][/b] 8/30 [b][u]Alternate Identity:[/u][/b] Mara Hallomen [b][u]Age:[/u][/b] 18 (born December 1991) [b][u]Gender:[/u][/b] female [b][u]Height:[/u][/b] 5'4" [b][u]Weight:[/u][/b] "I can build death rays, you know." [b][u]Eyes:[/u][/b] dark blue [b][u]Hair:[/u][/b] dirty blonde [b][u]In Brief:[/u][/b] Bitter young genius out to apply her mind on [i]her[/i] terms, and no one else’s. [b][u]Description:[/u][/b] On the short side, slim and modestly proportioned but not exactly muscular, Mara tends to take just enough care of herself to maintain her shape and stay alive, but not much else. She nearly always looks a little strung-out, hair disheveled and eyes tired, like she doesn’t sleep well (which she doesn’t) or spends long stretches distracted by some project or idea to the neglect of all else (which she does). Her clothing is simple, practical, and subdued in color (shades of gray and black being popular, dark reds, blues, and purples being runners-up). Very often what she’s wearing hasn’t been washed recently. Makeup is practically a foreign concept. When out fighting crime her outfit is a little more clean and constant: slim black pants, a short grey jacket with a stylized black dragonfly on the back, and her devices - currently a pair of large, heavy-looking high-tech gauntlets, a high-tech flexible chestpiece and belt, and a large headset which covers both ears and has an opaque blue visor over her upper face. She prefers boots with a little bit of heel to them – they’re not very practical, but she’s self-conscious about her height (especially when confronting criminals or working with your standard 6’ bombshell heroine). [b][u]History:[/u][/b] In certain parts of the underworld you don’t buy or sell weapons without knowing the name Hallomen. Word is that for the right price he can get you anything: designer drugs like Max or Zoom, the very latest in illegal technology, and even, once in a rare while – if you can afford it – gadgets from caught supervillains that got ‘lost’ on their way to the incinerators or science labs. From the back alleys to high-class black market auctions, he supplies whole armies if the price is right and by luck, bribes, and exceptional planning he never seems to get caught; those who’ve dealt with him jokingly call him the “Hollow Man†(through rarely to his face) in honor of how the police raid into his storehouses and labs to find empty – ‘hollow’ – rooms. What customers only very rarely know is where most of the new and custom items came from. Hallomen is a cold and ruthless man but a man none the less, and around the turn of the 20th century had a short tryst with a villainess and frequent buyer. He was completely uninterested in the child she bore (what use did he have for a wailing, disgusting baby?) until several years later, when he got word that the child was displaying superhuman traits – signs of high intelligence (for a child of that age) and her mother’s ability to control computers by thought alone. Now and only now was the girl useful to him and when the mother died (something he calmly claims he had nothing to do with, of course) she fell into his care. Little Mara Hallomen indeed was predicted to be brilliant when she grew older but that simply wouldn’t be enough (or soon enough) for the Hollow Man – no, anything good can be made better. He invested considerable resources into her ‘education’, and so it was that young Mara grew up all but alone in a barely-staffed lab, under a constant regimen of ‘vitamins’ and ‘medicine’, supplied with a never-ending stream of knowledge and information, her only human contact a rare visit from her father, a scant few researchers or guards, and the occasional empath or psychic paid to enhance her mind in ways science could not. Even this was cold comfort, however: anyone who set foot in the building was under strict orders not to talk to Mara unless absolutely necessary so she could concentrate on her real purpose: designing new and improved tools of crime. From death rays to personal teleporters to battlesuits, she made them all. Old-school and cutting-edge, energy to gravity to good old bullets, she designed a veritable panoply and Hallomen made money hand over fist. Kept docile, driven, and borderline insane as an intended side-effect of her constant ‘health treatments’, the only thing her father could never have predicted was the net effect it was taking on her mind: redundant and parallel in some places, warped and enhanced in others, bit by bit her brain was growing resistant to outside influence. The older she got the more treatment she underwent and the more treatment she underwent the more resistant she became; the more resistant she became the more disquieting her life seemed. Finally, near her 18th birthday, she was resting in what passed for her private room when a lone dragonfly wandered its way through the barred window and caught her eye. To anyone else it wouldn’t even have been a remarkable specimen of a dragonfly, but to her the darting little bug was the most beautiful thing in the world: free. Then and there she made up her mind to be as free as the dragonfly was: to escape and feel the wind under her metaphorical wings. Less than a month later, the guards came to wake her and found the room empty, the majority of her research and designs completely destroyed, and a very large sum vanished from her father’s own personal bank account. She’s managed to stay a step ahead of her father and his goons ever since, figuring Freedom City and its relatively high hero count to be the perfect place to hide out…and test some new designs on her own terms. [b][u]Personality & Motivation:[/u][/b] Mara’s more than a little bitter about not having had much of a childhood, and not amazingly socially skilled (which she typically deals with using snark and mistrust). When presented with a puzzle or new idea to build she’s energized and almost manic as her brain kicks into gear to solve the task at hand. She’s very intelligent and highly rational, but a combination of chronic bad sleep and frequent headaches (both side-effects of assorted substances that are even now still washing out of her system) can make her snide and irate. Given her life so far, she has a fairly intense dislike of criminals. She’s softer at heart than she’d ever admit, having an especially strong drive to aid children, but by and large she’s more driven by the victimizers than their victims. It’s occurred to her that she could accomplish many of her goals by villainy (at the very least as the sort of villain who hunts other villains as often as they break the law), but believes heroism’s just more rational – being strictly on the hero side of things provides more advantages than disadvantages...not to mention helps her sleep a little easier, particularly if she gets her own creations off the streets. [b][u]Powers & Tactics:[/u][/b] Mara dabbles in many areas of technology but most of her combat tech is based on spacial distortions, something she developed under her father’s thumb but didn’t work the kinks out of until she’d escaped. Her devices, her gauntlets especially, are built to warp and fold space to provide a number of effects. Her Datalink power she finds useful, but more for utility than combat; her mind's resistance to outside influence is something she tries to keep well-hidden as her ace in the hole against manipulation. When given half a chance she plans her battles quickly and efficiently, well aware that she relies on her devices and that those devices have limits. Against an obviously inferior foe she might be careless, but against anything or anyone challenging she is methodical and deliberate, striking when she’ll have the upper hand and analyzing the situation for any advantage. [b][u]Complications:[/u][/b] [b]Enemy:[/b] The Hollow Man. When she left she dealt a huge (if sadly not completely crippling) blow to her father’s business, not to mention the very large sum of money she took with her. He wants her back, preferably in good condition, though the longer he has to pretend that the key to his most popular items has vanished the more and more flexible he gets as long as she’s alive and her head’s in one piece. [b]Legacy:[/b] Against her best efforts, some of her creations are still being made here and there, and there are still quite a number of older designs floating around through the underworld. Anyone savvy enough, or connected enough, can link this (often quite lethal or empowering) technology to her. [b]Hatred:[/b] People taking advantage of children, anyone using the things she thought up, and to a lesser extent organized crime or high-end weapons dealers. [b][u]Stats:[/u][/b] 0+4+0+12+2+2 = 20pp Str: 10 (+0) Dex: 14 (+2) Con: 10 (+0) Int: 22 (+6) Wis: 12 (+1) Cha: 12 (+1) [b][u]Combat:[/u][/b] 10+8 = 18pp Initiative: +6 Attack: +5, +7 Gauntlets Grapple: +5 Defense: +4 Base, +8 with Shield, +2 Flat-Footed Knockback: -0 Base, -3 with Force Field [b][u]Saves:[/u][/b] 4+4+6 = 14pp Toughness: +0 Base, +6 with Force Field (+0 Con, +6 Force Field) Fortitude: +4 (+0 Con, +4) Reflex: +6 (+2 Dex, +4) Will: +7 (+1 Wis, +6) [b][u]Skills:[/u][/b] 64r = 16pp Computers 9 (+15) Concentration 4 (+5) Craft (electronic) 9 (+15) Craft (mechanical) 9 (+15) Knowledge (physical sciences) 9 (+15) Knowledge (technology) 9 (+15) Language (Japanese) Language (Russian) Notice 4 (+5) Perform (stringed instruments) 9 (+10) [b][u]Feats:[/u][/b] 12pp Ambidexterity Benefit (wealth) Eidetic Memory Equipment 3 (15ep) Fearless Inventor Luck Master Plan Online Research Speed of Thought [quote name="Equipment"]Multitool [1ep] Masterwork Double Bass [1ep] Masterwork Violin [1ep] Warehouse HQ [12ep] [device][i]An outwardly-unremarkable warehouse tucked away in Greenbank, no local gangs or criminals seem to want to talk about it. Funny, that....[/i] Size/Medium Toughness/10 Concealed Computer Defense System Fire Prevention System Garage Laboratory Living Space Power System Security System Workshop[/device][/quote] [b][u]Powers:[/u][/b] 2+22+6+3 = 33pp [b]Datalink 2 ([/b]mental, 100ft[b])[/b] [2pp] [b]Device 5 ([/b]Gauntlets, 25pp Device, [i]Feats:[/i] Accurate, Restricted [Datalink][b])[/b] [22pp] [i]A pair of heavy, high-tech gauntlets capable of warping and folding space. They require the wearer to have Datalink to be used properly.[/i] [device][b]Spacial Array 7 ([/b]14pp array, [i]Feats:[/i] Alternate Power 1[b])[/b] [15pp] (spacial) [list] [b]Damage 7 ([/b][i]Extras:[/i] Range [Ranged][b])[/b] [14/14] [b]Dimensional Pocket 6 ([/b]10,000lbs, [i]Feats:[/i] Progression 1[b])[/b], [b]Enhanced Feat ([/b]Quick Change[b])[/b] [13+1 = 14/14][/list] [b]Protection 6 ([/b][i]Extras:[/i] Force Field, [i]Flaws:[/i] Ablative, [i]Feats[/i]: Selective[b])[/b] [4pp] (spacial) [b]Shield 4[/b] [4pp] (spacial) [b]Teleport 1 ([/b]100ft[b])[/b] [2pp] (spacial)[/device] [b]Immunity 10 ([/b]Mental Effects, [i]Flaws[/i]: Limited [Half], [i]Feats[/i]: Innate[b])[/b] [6pp] [b]Quickness 6 ([/b]x100, [i]Flaws[/i]: One Type [Mental][b])[/b] [3pp] [b][u]DC Block:[/u][/b] [code]Unarmed 15 DC/Toughness damage Blast 21 DC/Toughness damage Pocket 16 DC/Reflex trapped 16 DC/Will, -1 per save failed to escape (Dimensional Movement grants automatic escape) Costs: Abilities (20) + Combat (18) + Saves (14) + Skills (16) + Feats (12) + Powers (33) - Drawbacks (0) = 113pp I pretend that dragonflies in the night sky are like shooting stars...
  21. Gaian Knight's edits, woo: Typo fixes, updated for new format. Putting his 2pp into his array, bumping it up to rank 16. Powers inside change as follows: Create Object gains a rank, from 13 to 14. The Area Blast gets Progression 1. Burrowing gets another rank of Reverse Progression, allowing complete negation of the Area extra. Obscure is getting replaced by the much more appropriate Environmental Control 6 (Extras: Distraction 2 [DC 10], Hamper Movement [Half], Selective, Visibility) [30/32pp] (sandstorm). Move Object gains a rank, from 15 to 16. Snare gets Obscure Senses 5 [All], as earthy goodness wraps around the sensory organs in question. Non-organ senses get blocked by [insert magic hand-waving here], or don't get blocked, at GM discretion. All remaining powers stay the same. [b][u]Character's Name:[/u][/b] Gaian Knight [b][u]Power Level:[/u][/b] 10 (157/157) [b][u]Trade-Offs:[/u][/b] -2 Defense / +2 Toughness [b][u]Unspent PP:[/u][/b] 0 [b][u]Gold Status:[/u][/b] 7/30 [b][u]Alternate Identity:[/u][/b] Tarrant David McLeod [b][u]Age:[/u][/b] 25 (DoB: October 1984) [b][u]Gender:[/u][/b] male [b][u]Height:[/u][/b] 6' [b][u]Weight:[/u][/b] ~160lbs [b][u]Eyes:[/u][/b] green (now flecked with gold) [b][u]Hair:[/u][/b] brown [b][u]In Brief:[/u][/b] Young professor, given powers over the earth by unknown forces, just out to do some good in the world. [b][u]Description:[/u][/b] A tall man seeming to be in his early to mid twenties, Tarrant’s fit but not overly muscular: he looks more like someone who spends a lot of time outdoors than someone who hits the gym five days a week. Short brown hair tops a charming face with amused green, gold-flecked eyes. Left to his own devices he trends towards simple, durable clothing (jeans, t-shirt, unadorned jacket), but dresses up a bit more for teaching (button-up shirt, vest, tie, and slacks). No matter what he’s wearing, his footwear is practical – “death before dress shoesâ€. His heroing gear seems serviceable but a little slapdash: black fingerless gloves, heavy brown boots, dark jeans, dark red cloth over his mouth and nose, and a long brown hooded coat. Only three items are truly notable: first, a dull metal platemail chestpiece under the coat keeping the torso well-protected, apparently designed with an eye towards flexibility; second, a pair of round goggles completely obscuring his eyes; and third, an antique-looking but well-cared-for sword which never leaves his side. [b][u]History:[/u][/b] Young grad student Tarrant McLeod lived a pretty ordinary life up until a friend of his – an archeology student – called him up to help with a gigantic, mysterious cave they’d unearthed near an old ruined city. Upon entering and touching a distinctly out-of-place pedestal of polished stone he was transported to an unknown, seemingly endless plane of earth where a floating vision of a woman in flowing robes spoke to him in broken sentences and half-formed images, part of some ancient recording or ceremony; she called him the Gaian Knight, charged him with protecting “the swordâ€, and implied the purpose of this place was to empower a defender for the surrounding city when it was at the height of its grandeur. When returned to the cavern he found he’d been linked into the earth: he could feel the stone around him, shape it, move it. He also found a sword and scabbard on the altar where there had been none, and (unconsciously compelled to take it with him) made his way back outside more confused than enlightened. Since then he’s spent quite a bit of time learning to control his power, and taking advantage of his new abilities to complete his schooling in record time. Offered a teaching job at FCU, he finally feels like he’s in a place in life where he can apply what he’s learned…in more ways than one. [b][u]Personality & Motivation:[/u][/b] Strange sense of humor and (sometimes forced) cheer; Tarrant’s a decent guy at heart – he feels bad when he sees bad things happen, he wants to help when someone’s in need of help. He never paid much attention to superheroes growing up (something he regrets, now), but he has a new start and just wants to help people, even if he’s aware that may be naïve. Enjoys cheap magic tricks and carving/sculpting small art pieces in his spare time. [b][u]Powers & Tactics:[/u][/b] Tarrant is not a practiced fighter (he's pretty awful with that sword, too), and typically subsumes his combat nerves into banter and taunts to throw off his opponents. That aside, his ‘fighting style’ is more or less as follows: Priority one: stay well away from anyone who looks like they can throw a punch. Priority two: protect yourself from anyone who looks like they can throw anything else…like a bus. Priority three: find a way to take down the enemy with as little possible trouble – trap them, bind them, hit them with a rock. Ambushes are good, underground is better, where the rock is plentiful and tremorsense/nightvision give him an edge. [b][u]Complications:[/u][/b] [b]Honor:[/b] Chivalry. Respect and honor; he’s not an old-school knight, but even before the magic answering machine he was of the “won’t hurt a lady†sort, and though he’s not usually compelled to fight fair (since your average mook isn’t going to extend him the same courtesy) he can be easily convinced to listen to his opponent’s side of things…and to fight a fair battle against an enemy he knows (or thinks) is honorable. [b]Responsibility:[/b] Professor. He tries to arrange his schedule (and the assigned homework!) as best he can, but he does have students to help and classes to teach. [b]Secret:[/b] Identity. [b][u]Stats:[/u][/b] 2+0+4+4+6+4 = 20pp Str: 12 (+1) Dex: 10 (+0) Con: 14 (+2) Int: 14 (+2) Wis: 16 (+3) Cha: 14 (+2) [b][u]Combat:[/u][/b] 10+12 = 22pp Initiative: +0 Attack: +5 Base, +9 Earthshaping Grapple: +6 Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -6 [b][u]Saves:[/u][/b] 8+7+4 = 19pp Toughness: +12 (+2 Con, +6 Protection, +4 chestpiece) Fortitude: +10 (+2 Con, +8) Reflex: +7 (+0 Dex, +7) Will: +7 (+3 Wis, +4) [b][u]Skills:[/u][/b] 80r = 20pp Bluff 9 (+11) Climb 4 (+5) Concentration 12 (+15) Craft (Artistic) 8 (+10) Knowledge (Earth Sciences) 13 (+15) Notice 12 (+15) Profession (Professor, Earth Sciences) 5 (+8) Sense Motive 7 (+10) Sleight of Hand 10 (+10) [b][u]Feats:[/u][/b] 8pp Distract (Bluff) Dodge Focus 2 Equipment 2 (10ep) Luck Precise Shot Taunt [quote]Equipment wrote: Goggles (Nightvision/Flash) [4ep] Customized Platemail Chestpiece [4ep] Masterwork Sculpting/Carving Tools [1ep] Quality Rock Climbing Gear [1ep][/quote] [b][u]Powers:[/u][/b] 1+6+41+2+3+6+7+2 = 68pp [b]Burrowing 1 ([/b]1mph / 10ft per Move Action[b])[/b] [1pp] (earth, magic) [b]Device 1 ([/b]"The Sword", 5pp, [i]Feats:[/i] Indestructible, Restricted 2 [Current Knight], [i]Flaws:[/i] Easy-to-Lose 2[b])[/b] [6pp] [i]An old- and ornate-looking masterwork sword.[/i] [device][b]Strike 4 ([/b][i]Feats:[/i] Mighty[b])[/b] [5pp][/device] [b]Earthshaping 16 ([/b]32pp Array, [i]Feats:[/i] Accurate 2, Alternate Power 7[b])[/b] [41pp] (earth, magic) [list] [u]BP:[/u] [b]Create Object 14 ([/b]350-foot cube, [i]Extras:[/i] Duration [Continuous], [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Precise, Stationary, Progression 2 [25-foot cube per rank][b])[/b] [32/32pp] [u]AP:[/u] [b]Damage 9 ([/b][i]Extras:[/i] Autofire, Range [Ranged], [i]Feats:[/i] Indirect 2, Variable Descriptor [piercing, bludgeoning][b])[/b] [30/32pp] [u]AP:[/u] [b]Damage 9 ([/b][i]Extras:[/i] Area [General, Shapeable], Range [Ranged], [i]Feats:[/i] Indirect 2, Progression [2 cubes per rank], Variable Descriptor [piercing, bludgeoning][b])[/b] [31/32pp] [u]AP:[/u] [b]Burrowing 10 ([/b]1000mph / 10,000ft per Move Action, [i]Extras:[/i] Area, [i]Feats:[/i] Subtle, Progression [Reverse Area] 10 [Personal to 50ft radius][b])[/b] [31/32pp] [u]AP:[/u] [b]Environmental Control 6 ([/b][i]Extras:[/i] Distraction 2 [DC 10], Hamper Movement [Half], Selective, Visibility[b])[/b] [30/32pp] (sandstorm) [u]AP:[/u] [b]Move Object 16 ([/b]Strength 80, [i]Extras:[/i] Range [Perception], [i]Flaws:[/i] Limited Material [Earth][b])[/b] [32/32pp] [u]AP:[/u] [b]Snare 10 ([/b][i]Feats:[/i] Indirect 2, Obscure Senses 5 [All], Reversible[b])[/b] [28/32pp] [u]AP:[/u] [b]Transform 7 ([/b]Earth into Earth, [i]Extras:[/i] Duration [Continuous], [i]Feats:[/i] Precise[b])[/b] [29/32pp][/list] [b]Flight 2 ([/b]25mph / 250ft per Move Action, [i]Flaws:[/i] Platform[b])[/b] [2pp] (earth, magic) [b]Immunity 3 ([/b]Aging, High-Pressure Environments, Suffocation [Underground][b])[/b] [3pp] [b]Protection 6[/b] [6pp] (earth, magic) [b]Super-Senses 7 ([/b]Detect Earth [mental]; Accurate 2, Acute, Analytical, Radius, Ranged[b])[/b] [7pp] [b]Super-Senses 2 ([/b]Tremorsense [tactile], Ranged[b])[/b] [2pp] [b][u]DC Block:[/u][/b] [code]Unarmed 16 DC/Toughness damage Sword 20 DC/Toughness damage Autofire Blast 24-29 DC/Toughness damage Area Blast 19 DC/Reflex, 19 or 24 DC/Toughness damage Snare 20 DC/Reflex entangled, anchored Costs: Abilities (20) + Combat (22) + Saves (19) + Skills (20) + Feats (8) + Powers (68) - Drawbacks (00) = 157pp Ecalsneerg'd
  22. Untrained Knowledge (Streetwise) check about Knuckles (1d20 + 6=13)
  23. Dragonfly frowned as the thugs ran off. should bring them in - bigger fish - find them later? She turned her attention back to Drifter as he addressed the group, lifting a hand and nodding. "Dragonfly. I am, I mean. Heard about these dealers from their competition -" She paused, just a hint of a smile under the edge of her visor. "- ...excompetition in Greenbank. Was worth investigating." Turning a critical eye on the surrounding heroes, she added, "Should be able to handle things between the lot of us."
  24. Dragonfly wasn't sure if she was happy or disappointed that they'd caved in so easily. took maybe ten seconds - combat experience on the one - unknown power on the other - grating noise sonic manipulation mechanical control very loud telekinesis - may as well let them get information - interesting to watch - good odds the kneeling criminal pees his pants Leaning up against the nearest wall she tilted her head and watched, content to let meatier heads do their intimidation thing.
  25. Force field and shield are both up. And 'cos I imagine we're going to need it shortly: Initiative (1d20 + 6=7) So much fail.
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