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About Synius

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  1. I'll hold onto my HP for now. carry on
  2. "Well that's rather rude." He wasn't sure exactly what that would have done to him, but he was sure that it would be most unpleasant. His bolts didn't seem to get through to this guy, which was rather irritating. he took a moment, and wondered how he might get through. While he was thinking, there was no sense in standing idle. He took a look around the room, and picked a new target. Can't shoot one of the guys holding the mirror, it might fall. So that leaves one of the grunts. He gave a quick blast, reaching out toward one of the lizards, trying not to hit one of the friendlies. The shot goes wide, putting a little burn mark on the wall behind the creature.
  3. gigawatt isn't sure about that magician, so he's going to zap one of the grunts. I believe they're all in close combat, and i have no precise shot so 1d20+1 = 10. Methinks that will not be hitting
  4. "Well, that was entertaining. Hope they can get this cleaned up quickly." Gigawatt looked over the scrap. "Did any civilians not get out in time?" he asked no one in particular. He hoped not, that would add a rather sour note to this whole thing. He took stock of himself. he was rather low on power. He'd need to rest for a while before he'd be back at full strength. A nap sounded good anyway.
  5. Gigawatt rushed forward. All his time with the helicopter had the others to deal with the bots. There were a lot less now, but they needed to be destroyed before they got into the city. Such fun he had. It was a wonder that he had never rushed headlong into a dangerous situation to blow things up on a regular basis before the accident. He gathered a large amount of energy as he headed toward the swarm. it worked out so well last time around. sure he was a little drained, but he'd have time to sleep later. He released the energy into the swarm. He wondered how big the boom would be this time around.
  6. Gigawatt is going to move close to the horde, and hit em with the area blast he stunted turn 1. Blast 4(Affects corporeal, area(burst)) unless i am mistaken. No attack roll for area, iirc, so a wind up, a pitch, and a boom. hopefully some of them will fall down.
  7. I'm using it as a "This is him not at full strength." I'm planning on upping those every now and again, to show him getting back into things, remembering things he'd forgotten, etc etc
  8. Gigawatt gets a 17 for the first notice, and a whole 13 on the second
  9. There goes a wonderfully placid day. What is it about this town that draws all the weirdos and super powered psychopaths? Gigawatt took a quick hop over to the mirror room, where all the noises were coming from, and got a look at the situation. Help already here, 3 guards, 3 priority targets. Guards have the mirror, need to keep them away from that. Alright, the other heroes didn't seem to have a coherent plan, so they could go anywhere. The mirror was a nice obvious target, but he doubted it was going anywhere fast. Robed folks first. One was down, one was up, and one was flying. Well, that seemed like the perfect target for him. He flew into the room and called out "It's very rude to be shouting in a museum." He said, just before sending a bolt of lightning his way.
  10. Gigawatt flys to the door, takes a quick look around, finishes his move, and then zaps the High Sorcerer with a bolt of lightning. let's see if Gigawatt can hit the lizard. 1d20+5 =23
  11. Characters Name: The Ghost of Atlantis Power Level:10 (150/150PP) Trade-Offs: None Unspent PP: 0 Gold Status: 0/30 Alternate Identity:John Milton Age: 30 years Gender: Male Height: 6 feet tall Weight: 175 lbs Eyes: Brown Hair: Brown Description: John Milton has an average build, for his size, not having much muscle on him. He doesn't have any scars, or blemishes, but he does sport a short beard. He wears mostly t-shirts and jeans. When the Spirit manifests, it takes the form of a gray-skinned man with yellow eyes and short white hair. He appears wearing a blue suit, with black dress shoes, most of the time, though he does change things every now and again. History: John is the only son of a moderately wealthy family. As a kid, he had been fascinated by the heroes and villains that ran around the city. He did everything he could to see them in action. Eventually he went off to college, and graduated FCU with his bachelors in Business. He intended to take over his fathers small bookstore, but his father sold it to a family friend, telling his son that he needed to make his own way. At present, he owns and operates a bar and grill. He doesn't like it too much, but it pays the bills, and gives him plenty of free time. The Spirit was trapped in a medallion for hundreds of years, from what he tells John. He was a sorcerer in the days of Atlantis and Lemuria. He was captured by the Serpent people after he had stolen a tome of power, and sent it to another plane. When he refused to tell them where he'd sent it, they imprisoned him in the medallion, hoping isolation would loosen his tongue. It never did, and the medallion passed many hands before it came to John. Personality & Motivation: John loves life. He goes to concerts when his bands are in town, and drinks with his friends. He likes to joke and party. So why does he throw himself into danger? He considers it a duty, something that needs to be done. Instead of joining the military, or the police, he'd serve his country a different way. The Spirit could tear itself from the amulet, trap John forever if he really wanted to. But he'd finally come into the hands of a good hearted man. Before, he was passed from one greedy sorcerer to the next, hoping the promise of freedom would make him tell of his power. Now he can help humanity flourish, even if he needed to push John a little bit every now and then. Powers & Tactics: The Spirit has forgotten some of the spells he used to know, but remembers many useful abilities. He will often use clouds of smoke, or invisibility to confuse his enemies before he strikes. He always tries to incapacitate an enemy before he'll try to harm it. He'll usually attempt to trap his enemy in ephemeral chains, or blind them before he resorts to harming them physically. Complications: Big Eater: Because they are two seperate people, both John and the Spirit need to eat. Changing Form: John must call out the Spirit's name, Balthazar, before he can use any of his powers Last Atlantian: The Spirit didn't know about the sinking of Atlantis until almost 5 hundred years after it had happened, being stuck in the medallion. He now considers himself the last True Atlantian. He holds no animosity for those inhabiting it now, but they are not the people he remembers. Manager: John's bar is staffed by competent folks, but he needs to be there at times to make sure everything is taken care of In Brief: Average man with a magical partner. Stats: 0+4+0+2+2+6 = 14pp Str: 10 (+0) Dex: 14/20 w/Spirit's Agility (+2/+5) Con: 10 (+0) Int: 12 (+1) Wis: 12 (+1) Cha: 16/20 w/Spirit's Charm (+3/+5) Combat: 16+16 = 32pp Attack: +8 Grapple: +8 Defense: +8(+4 flat-footed) Knockback: -0/-7 w/force field Initiative: +2/+5 w/Spirit's Agility/+6 w/Improved Init/+9 with both Saves: 7+3+7 = 17pp Toughness: +0/+10 (+0 Con, +10 force field, 5 impervious) Fortitude: +7 (+0 Con, +7 other) Reflex: +5/+8 (+2/+5 Dex, +3 other) Will: +8 (+1 Wis, +7 other) Skills: 52r = 13pp Acrobatics 5 (+10) Concentration 8 (+9) Knowledge(Arcane Lore) 12 (+13) Knowledge (Business) 8 (+9) Language 1(English, Ancient Atlantian(native)) Notice 5 (+6) Search 5 (+6) Sense Motive 8(+9) Feats: 5pp Benefit Wealth 1 (Owns bar) Contacts Eidetic Memory Improved Initiative Ritualist Powers: 6+4+6+15+34+2+2= 69pp Comprehend 3(Understand spoken languages, Be Understood when Speaking 2) 6 pp Enhanced Charisma 4(Spirit's Charm) 4pp Enhanced Dexterity 6(Spirit's Agility) 6pp Force Field 10(Impervious 5) 15pp Magic Array 12(24 pp, 10 AP) 34pp BE:Teleport 21(Feats: Change Direction, Change Velocity, Turnabout, Flaw: Short Range (-1/r)) {24pp} AP:Blast 10(Arcane Bolt, Feats: Accurate) {21pp} AP:Dazzle 8(Visual Senses, Extras: Area(Burst)){24pp} AP:ESP 5(Visual and Auditory Senses, 5 miles) {15pp} AP:Invisibility 4 {8pp} AP:Mental Blast 6 {24 pp} AP:Morph 4(Humans) {8pp} AP:Nullify 10(Magic) {20pp} AP:Snare 8(Extras: Area(Burst) {24pp} AP:Obscure 4(Visual and Olfactory, 50 ft radius) {12pp} AP:Telepathy 5(5 mile range) {10pp} Immunity 2(Aging, Own Powers) 2pp Super Senses 2(Detect Magic, Ranged) 2pp DC Block: Unarmed –- DC 15/toughness –- Damage Arcane Bolt 10 –- DC 25/toughness –- Damage Dazzle 8 –- DC 18 Reflex/DC 18 Fortitude recover –- Blinded Mental Blast 6 –- DC 23/will –- Damage Snare 8 –- DC 18 Reflex –- entangled, bound & helpless Costs: Abilities (14) + Combat (32) + Saves (17) + Skills (13) + Feats (5) + Powers (69) = 150pp
  12. 1d20+1 = 19 Initiative is good ^.^
  13. He hadn't realized how tiring this would be. He started to fly toward the safe end of the bridge, away from the fight and the bugbots. The last thing these people needed was to be in the middle of this. "Hold on tight, we may experience some turbulence."He called to the folks inside. He heard the machines speaking as one, and started flying as fast as he could, with the helicopter in tow. He needed to get back to the fight, and stop this nonsense, but first he needed to get these folks to safety. 'Couldn't have hung back, couldn't stay a safe distance. No, you needed to get a good shot. Why do some people never think.' he thought. The whole scene was a nightmare. The bridge too close to falling, the damn bots eating everything in sight, making new ones. He set the helicopter about 1000 feet from the fight. "Please be careful getting off. Thank you for flying AirSuper." He was already flying back. There was work to be done.
  14. Gigawatt is going to use his last HP to get rid of some fatigue. Now I get to fly with the CHOPPA
  15. Stealth roll: 1d20+1 = 13
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