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Carces

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  1. Dyne's first attack is another point of damage. Dyne's critical hit is a beaten Fire Elemental! For thee curious, Cannonade's attack would have been another injury. Post to follow. Edit: Actually, I'd rather not double post. Can you guys throw up an IC description of your attacks? If you'd like to include the elemental's defeat in your posts, feel free. The defeat was a team effort.
  2. It doesn't take long before you reach an opening with a larger-than-life oceanic display, complete with 3-Dimensional lettering labeling the location as Poseidon's Parlor. The extravagant decor does not distract you from the slimy little man at the front of the restaurant. Presumably the maître d’ of the establishment, only the ill-fitting tuxedo that wraps around the man's thin frame would be any indication that he normally works here. His clammy skin, bulging eyes, and greasy hair combed over to poorly hide his bald spot gives the kind of impression most classy restaurants want to avoid. "Two?" The maître d’s squeaky voice is difficult to make out, due to his constant wheezing. He sucks in a lungful of air with his mouth as he indicates a table for two, in the center of the restaurant. The inside of the Parlor is just as gaudy and extravagant as the display outside, working the Atlantis theme to an extreme. The walls surrounding you is actually a large aquarium, which appears to be filled to capacity with a huge variety of different fish. Most of them appear to be swimming quite energetically. The other tables in the Parlor are empty, with a few having dishes that have yet to be cleared away. The sound of the in-house waterfall would be relaxing under normal circumstances. The perpetually running water and the air conditioning does its part to help the area smell clean, avoiding a literal fishy smell to compliment your natural suspicions.
  3. With Momentum's help, Cannonade catches the Fire Elemental off guard, bringing the ceiling down on the creature's head. Just before Cannonade's improvised weapon meets its mark, the creature shoots its arms up, catching the heavy piece of stone and metal before it does any real damage. However, this makes the elemental vulnerable from attack from behind, allowing Dyne to fire a Graviton Wave at the corrupt conflagration. Blazing in pain, the creature uses its massive strength and the structural weaknesses of the ceiling weapon to sunder off a piece, throwing it at Dyne in vengeance. As fast as it flies, however, Dyne dodges the attack in the nick of time, and the chunk of building only grazes past his shadowy form. After the attack, the creature stumbles back again. There's very little visual evidence to explain what's going on, but its likely that the atom-wielding Supercape has found a soft spot in the creature's resilient mass. The creature reels backwards - each step spreading the flames on the floor further and further. Things in the building are again getting hot - and this time, there's no sprinkler to help the heroes keep their cool!
  4. You can use upgraded characters as you get 'em. I'm not too concerned about PL continuity unless its something the players would deem particularly important. I assume "Afterglow" is just a repeat of the same attack at the same DC? A save of 24 means that the elemental takes another beating! That's 4 total! Turns left this round: Dyne Cannonade
  5. If you missed it in chat, the building is still salvageable - particularly with the help of Doctor Metropolis. I'll let Cannonade know if that changes. 24 is a save versus Cannonade's attack 22 indicates Dyne inflicts another wound. He would be stunned as well, if he wasn't immune. 3 bruises made so far! The Fire Elemental Barely misses Dyne. Close call! I'm assuming Supercape is still having Internet problems. Feel free to post an action when you get a chance, Supercape. In the meantime, his character won't be part of the action until he comes back, with the exception of bringing down the building, if you guys still want to do that. New Round Actions left: Momentum Cannonade Dyne (Supercape, when he comes back.)
  6. Confused? You guys'll need to reconfirm your actions, as Momentum is still in the building. Turns left this round: Cannonade Supercape Dyne
  7. Alrighty. That's a +5 to hit to Cannonade's to-hit when he goes next. Keep in mind, folks, that this means Momentum is still in the building and isn't coming out this turn. If you collapse the building, you'll do serious damage to your comrade!
  8. Looks like you'll need to make a DC 26 toughness save, Cannonade. If things get too hot, don't forget about your new hero point. 2 successful injuries on the elemental! He'd be stunned if he wasn't immune to being stunned. You've got him on the ropes!
  9. The creature visibly shakes under Supercape's subtle assault and the immense flame flickers again. It flails in a silent, intensified rage. Even flaming monsters are more dangerous when injured and cornered. With Supercape's attack so difficult to perceive and with Momentum away from the battle, the monster turns to his only viable target - Cannonade! With all of the rage built inside the fiery elemental, it brings up its fiery appendages, slamming them down hard right where Cannonade stands!
  10. Thanks for the comments, guys! They really help. Let me just go down the list here. Yeah, I just didn't want the ability to counter another person's casting, since it was a restorative spell. I was trying to express it as having no offensive capabilities. I'll see if I can change it up to better reflect things, since it really doesn't need any extras or flaws to be functional. For the Claustrophobia, the actual effect was taken out of the main book under "weakness" from the moderate section and the base time is set to 20 minutes, which I just didn't change. The three points just assume that the trigger is relatively common. If there's already a suggested format for phobias, though, I'd much prefer to use that then the bizarre version I made above that would make him completely useless during an underground adventure. Looks like I'll have to squeeze some points, then, if phobias are complications. I'll have a look at that, thanks! You're right about the Craft: Electronics. That's what I was goin' for. I'm hoping to give Theorem computer use later, as he gets more involved in normal Freedom City. However, where he's from, there are no computers, so I kept away from that skill. One step ahead of you! It's a 1 point drawback rolled into the base of the Healer's Path array. The formatting splits the drawback a little, but it's there! That's a big struggle I'm having, actually. I have yet to figure out an appropriate travel method for the character, now or later - especially since the concept is turning out to be a fairly costly endeavor, in how I first built him. It can't be too science-y or magical, and it's still gotta be pretty awesome. Perfect! Thanks. I'll add that. The base power, healing, already is a full round action, so I couldn't really add that to the full array. I figured the "Distracting" flaw I added was a suitable replacement, as I had, in my head, the picture of Theorem being stuck there, using his power on the subject until the process was finished. That way, it will apply to all of his healing powers, regardless of what he learns in the future. You got me there. I noticed that there was an entry on the "Irish Language" on wikipedia and went from there. I know very little about Ireland, and I think the character will be a fun learning experience. I'm sure I'll make other, equally embarrassing mistakes before I'm done. Oddly enough, both of these answers are related. The wand was first meant to be a mystical and technological battery for powering things made by Craft: Electronics. It simply happened to convert well into a weapon when Theorem took up fightin' crime. Much like magic in the Freedom City world, science and technology is a rare art that is practiced by few, but is not completely gone. His master on the previous world knew of the discipline of electricity, and was capable of following ancient blue prints left by the technologically savvy Serpent People and people of Atlantis many years ago, before battling each other in a technological duel for the world. As such, Theorem knows the discipline of following technological blueprints, which he then expands upon with his own, arcane might. Thematically, the devices are essentially a fusion of Jules Verne science fiction design and arcane magics. As the mystical traveller archetype, the image demands either craft (electronics) or craft (steam works), and the former seemed like a good idea. Yeah. I just ran out of points at that point. You're right. I'll drop the intelligence a bit. I'm pretty sure I used all my points on the Ohm Wand device, didn't I? I wanted to give it an accuracy ability, but it'd really only be a net gain of 1pp after the extra device rank purchase and there'd be points in the device leftover. Thanks again for the input! I'll edit the sheet tomorrow. Need some sleep now.
  11. I'm working on writing up this guy's history. Any suggestions? Or mathematical flaws you can see? Thanks for your input! Theorem Power Level: 7 (105/105PP) Trade-Offs: None Unspent PP: 0 Gold Status: 0/30 In Brief: A rhyming mystic and scientist from a world where Magic takes the place of science. Alternate Identities: Kyle Quinn Identity: Public Birthplace: Somewhere in the Golden Vale of Ireland, Earth-Cu-f(EE)LD Occupation: Scientist Affiliations: None Family: Travelling band left back on the alternate Earth. Age: 28 (DoB: February 19, 1982) Gender: Male Ethnicity: Irish Height: 5'8" Weight: 157lb Eyes: Green Hair: Red Description: Adorned in a mysterious white labcoat, etched with ancient markings of the mathematical formulas of power, Theorem appears as a mysterious figure indeed... in his own dimension. Here, the round, thick glasses, the brown vest and striped tie, the unremarkable dress shoes make Theorem look more like a slightly eccentric scientist more than anything else. The thin man's appearance is typically kept quite neat and professional, whenever its possible. His hair is fairly short and neatly parted and he is always clean shaven. Vocally, Theorem is rather unusual as he always speaks in rhyme. The meter of his wording is subject to change, but he will almost certainly speak in a series of rhyming couplets. Power Descriptions: One could describe Theorem as a "Technomancer", although that would only cover half of the entire picture. Theorem's devices are a mixture of scientific technology and magical theory working symbiotically to produce amazing and unusual results. This is done mainly through intuition, as the world of super-science is still relatively new to Theorem, and his successes do at least have some element of luck attributed to their creation. The Ohm Wand was one of Theorem's first successful creations, as the power of a lightning bolt is useful both in magic and in science from a practical standpoint. While its original purpose was not offensive in nature, its variable settings allow the wand to be used as both a bolt projectile and as a close encounters taser-like weapon while not causing any serious, permanent damage to the target. After discovering its capabilities as a non-lethal instrument of self-defense, Theorem now carries the Ohm wand on his person whenever possible. The Health Belt is another particularly successful creation of Theorem that was not necessarily originally intended for combat. While a generally healthy person, Theorem was concerned that his tireless work in medicine, combined with his need to master the sciences would have a very negative effect on his health. The Health Belt reduces that risk by elevating elevating his health levels to a practically super-human standard, allowing him to stave off fatigue, injury, and illness far better than he normally would be able to. As an added perk, the belt also increases his reflexes, which has proven exceptionally useful in combat situations. Theorem's magical powers, referred to as "The Healer's Path" on his original world, is the magical ability of restoration and health and covers a large number of common ailments that are suffered in a predominantly magical world, save for bodily exorcisms of ghosts and spirits. The method of healing requires a keen eye, steady hands, and a great deal of concentration, much like surgery on normal earth. As such, Theorem must hold still while performing his magic. The magic described here comes from an "inner talent", much like Theorem's knack for science, and is not dependent on another being for the power. Personality & Motivation: Kyle Quinn has always been a kind, compassionate man, putting others before himself. He has turned down positions that offer a large amount of wealth and respect in order to continue bringing health and happiness to the poor and rich alike. He sees being a superhero as a form of preventative medicine, stopping the production of innocent victims before it starts. Kyle enjoys meeting and drinking with friends: a pastime he has not enjoyed for a long time. Since adopting the path of science, Theorem's shroud of mystery and off-putting rhyming has reduced both the time available and opportunities. Theorem is a traveler at heart. While staying in Freedom City, he calls no single building or even single district his home. He often, occasionally unwisely, accepts the hospitality of strangers when offered, or books himself into a hotel, if he can find one that's willing to take a last-minute booking and isn't thrown off by Theorem's rhyming speech. When all else fails, Kyle Quinn is no stranger to sleeping under the night sky. Theorem has an irrational fear of confined, inescapable spaces, including particularly cramped crowds. While there is no single incident that caused this phobia to emerge, he did encounter a particularly deranged necromancer during his studies into the art of healing who buried him alive. Since then, the phobia has intensified and dreads being buried alive again. Powers & Tactics: Theorem's first concern is for the well-being of any victims and whatever allies he happens to have at the time. Assuming its possible and there's a good chance he won't be interrupted, he will use his power to heal those injured in fights, treating dying patients before bruised ones. In combat, Theorem tends to find cover and attack at range with his Ohm Wand, resorting to the melee, stun version of the wand if he finds himself in melee with an enemy, or against an enemy with an imperviousness he can't beat. When all else fails, Theorem will use his Artificer expertise to get out of a sticky situation. Due to his relatively small amount of firepower and lack of mobility, Theorem prefers not to work as a solo hero and is not afraid to ask for help when help is available. He is also willing to retreat when matched against overwhelming odds, assuming no lives are riding on the outcome of a battle. Complications: Honour: No matter where he roams, Theorem is a doctor. He has sworn an oath of healing, similar in many respects to the Hippocratic Oath. This includes, on top of usual heroic duties, not betraying the trust of his patients, criminal or civilian, so long as keeping that trust does not endanger others. No Set Home: Kyle's habits of changing his address on a regular basis means it can be hard to get in contact with him. Obsession (Rhyming): As everyone knows, anyone who practices the mysterious art of Science must pay "The Price." After declaring himself a scientist on his home earth, Theorem has spoken in rhyme ever since. It is theorized that both Theorem's magic on normal earth and his science on his home earth benefit from people's belief in Theorem's mysterious power, which is reinforced through Theorem's odd speech patterns. Regardless of the reason, Theorem only speaks in rhyme, making disguises particularly difficult to pull off. Abilities: -2 + 2 + 4 + 14 + 8 + 0 = 26pp Str 8 (-1) Dex 12 (+1) Con 14/24 (+2/+7) Int 24 (+7) Wis 18 (+4) Cha 10 (+0) Combat: 14 + 8 = 22pp Initiative: +1 Attack: +7 Grapple: +6 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -3 Saving Throws: 0 + 0 + 5 = 5pp Toughness: +2/+7 (+2/+7 Con) Fortitude: +2/+7 (+2/+7 Con, +0) Reflex: +1/+8 (+1 Dex, +0/+7) Will: +9 (+4 Wis, +5) Skills: 60r = 15pp Concentration 12 (+16) Craft (Electronics) 12 (+19) Knowledge (Arcane Lore) 12 (+19) Knowledge (Biological Sciences) 2 (+9) Knowledge (Earth Sciences) 1 (+8) Knowledge (Physical Sciences) 1 (+8) Knowledge (Technology) 1 (+8) Languages 3 (English, French, German, Gaelic[Native]) Medicine 8 (+12) Notice 4 (+8) Sense Motive 4 (+8) Feats: 3PP Eidetic Memory Artificer Precise Shot Powers: 1 + 11 + 16 + 9 = 37PP Super Senses 1 (Mystical Awareness) [1pp] The Healer's Path 10 (20pp magic array; Flaws: Distracting; Power Feats: Alternate Power 2; Drawbacks: Power Loss[Must be able to speak and gesture] -1) [11pp] Base Power: Healing 9 ("Restore the Body"; Extras: Total; Flaws: Limited to Others; Power Feats: Persistent, Regrowth) [20pp] Alternate Effect: Boost 10 ("Restore the Soul"; Ability Scores; Flaws: Restorative) [20pp] Alternate Effect: Nullify (Transformation) 7 ("Restore the Form"; Extras: Affects Objects) [14pp] Drawbacks: 3pp = 3pp Weakness (Claustrophobia; Frequency: Common; Intensity: Moderate(-1 to all checks, attacks, and defense per 20 minutes of exposure to a confining area.) [3pp] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness (Staged) Damage Blast Range DC22 Toughness (Staged) Damage Stun Touch DC17 Fortitude (Staged) Dazed/Stunned/Unconscious Abilities (26) + Combat (22) + Saving Throws (5) + Skills (15) + Feats (3) + Powers (37) - Drawbacks (3) = 105pp
  12. The damage is how I'm calculating whether he gets snuffed or not. If the roll indicates he's beaten, he's snuffed. If not, he alights anew! IC post to come soon. Remember - if you want to do this, say so and reserve your move action for getting away from the building. Keep in mind, if someone is not on board for this AND they're in the building, then collapsing the building is an unheroic act.
  13. If you're doing it, you'd be doing it next round when everyone has a turn again. It works better for everybody anyway - that way, people have a move action to escape. :)
  14. That would be silly. Discussion, including IC discussion, can occur on anyone's turn as far as I'm concerned. As long as no in-game benefit occurs (i.e. using a speech power that would normally be a standard action), and as long as its not extremely abused (i.e. read War and Peace to each other between turns), I very much encourage IC planning, discussion, and witty banter. As for Supercape's plan, I'm thinking I'll probably make it a Combined area attack starting at Damage +10. with a reflex save = the damage save. If that sounds like something you want to pull off, Supercape, by all means organize the troops.
  15. Not a new round yet. Supercape and Dyne need to take an action this round. Then the fire elemental will go, and will likely attack Cannonade, assuming the two remaining heroes don't do anything to stop him. As for turn initiative, let's change things up. I'm just going to post who has an action before the new turn starts. The monster will go last. First initiative = first person who posts an action. That way, no one's waiting on someone else, and you can post when you're not busy with other things. If you're not sure if you have a turn, just check for my last post in the OOC thread. You're all encouraged to plan together, use combined attacks, do setups, or whatever else you're capable of as the situation best fits. Work the system and initiative to your advantage. Turns left this round: Supercape Dyne Monster
  16. Mr. Suite bows as he hands each of you a voucher. "Very good, sirs." The voucher appears to have been created as part of the grand opening of The Luxury, and depicts a rather jovial fellow masterfully using a skillet while skillfully tossing various cooked vegetables into the air. Each voucher reads "Good for one free entree at Poseidon's Parlor, 5-Star Dining Experience only at the Luxury Casino", a deal that, according to the fine print, expired last night during The Luxury's grand opening. The symbol of The Luxury, an ornate crown, is stamped on the top right corner of each voucher. Mr. Suite finishes bowing. "Unfortunately, I am unable to accompany you any farther, sirs. I'm certain you'll find everything to your liking." Mr. Suite gives both of you a nod, giving you an opportunity to ask any final questions before he leaves.
  17. Under the combined might of Cannonade and Momentum, the telekinetic blow followed by a quick smothering of the fire elemental's flame via weaponry causes the creature's flame to flicker, if only momentarily. As Momentum disappears to safety, the creature's flame glows bright blue in unmistakable anger - with Cannonade as the only source of the monster's ire!
  18. I apologize for the slowness of my response here. I've fallen ill. I'll allow for the sneak attack, Momentum, since you used a hero point while behind him. Cannonade's doing a good job being larger than life at the moment, which should help. Usually, though, you require a stealth check. The elemental is still rolling too well, though. If the dice are just giving you too many problems, don't forget about your exceptional Teamwork 3 feats. It only requires you to hit a defense of 10, and a +5 to hit or a +5 defense bonus against this guy can be a godsend. Since you'll be fatigued, dropping your attack a little more, it's a viable tactic Edit: Cannonade: Your direct attack missed, but it should be just good enough to include the monster in an Area attack. I believe the DC for the reflex save is 17 (10 + your strength modifier). A chunk of the building should also be good enough to give you an extra 2 damage (DC 24 toughness), dropping to DC 20 if he makes his save. I don't have the book in front of me, though, so I'm going by memory. However, if what I recall is correct, we have first blood! The fire elemental is immune to being stunned, however, so exact numbers aren't a big deal. Congratulations, Cannonade! Your improvised weapon is smashed to bits, though.
  19. You can. It's called "Instant counter" and it's allowed in the rules. Take a look at it in the Hero Point section of the main book However, it would waste your perfectly good toughness roll, so I wouldn't waste your roll.
  20. In mid rampage, the elemental stops, fighting off an unknown force. The magical power that binds the elemental buckles, but does not give in to the power of the atom Supercape possesses. Firmly distracted, the fiery foe turns to see who would assault such a belligerent blaze. Grabbing a large, burning chair, he turns back to the building opening, where not one but two hovering heroes interfere with his rampage. With as much precision as a towering inferno could muster, he throws the chair at Dyne, Master of Gravity, giving him a taste of the battle before him.
  21. I took a look at your power, Supercape. From what I can tell, only one application of improved range makes drain a ranged attack (It's normally a touch attack) and you would still need to make an attack roll. It won't change much in this instance, though, as the elemental's roll of 33 would overcome a critical hit. This guy is rolling really well. :/ Keep at it, guys! His luck can only last so long! Edit: Or not. He beats your defense, Dyne, so you'll need to make a DC 26 toughness save. Your stun has worn off, Momentum!
  22. It's a typical office-type building. There is a metal frame holding everything up, but the fifth and sixth floor have taken an awful lot of damage, so those will most likely collapse. If you're going for the floor, though, he'll likely only plummet a floor's length. It'll keep Momentum safe, since he'd be out of reach, but it won't cause any significant damage as an attack. He'll still be capable of attacking either you or Dyne, as you are both currently positioned outside and he can still target people through the hole in the building.
  23. Don't forget to make attack rolls too, Tyrar. Under house rules, grapple checks get an additional +5 if they're part of a critical attack. It won't matter for this attack, though. The fire elemental isn't losing this grapple.
  24. The gravitational energies created by Dyne pull at the fiery monster with an immense amount of force! However, even the all-catching power of gravity has difficulty pulling down the flames, and the monster is not impeded, even as the floor creaks and groans from the added stress. It does, however, seem to make a decent distraction, and the elemental takes its focus off of the young hero Momentum, even if only for the moment.
  25. Assuming you do it before Supercape posts, certainly. Don't forget to roll your nightmare check before you begin.
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