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Vahnyu

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  1. Toughness Roll vs DC36: 1d20+7 23 That's a Bruised+Dazed+Staggered, for our Bandida.
  2. GM Post To say that Bandida Aves felt that, would be an understatement. Thanks to Glamazon's rush, she was knocked down, having droped her sword nearby, and was trying to regain her footing, to no avail, as her equilibrium center had been shaken. Cars seemed to come to an abrupt stop, and a traffic jam was created, some drivers honking in frustration, while onlookers slowly distancing themselves as a safety precaution. "... dear god, but you can't take a friendly joke, can you?" She commented, as she tried to get her bearings, while also examining the wreckage Glamazon caused on her path. "I'd advise you work on that, or at least, learning to reign in your anger a bit... you could have crushed in a car and send it flipping..." Meanwhile, as Temperance finished off the lone robber, the backup he had requested finally entered the room. "DAMMIT! WE'VE GOT MEN DOWN, MEN DOWN!" "SPREAD OUT AND ATTACK!" They were similarly dressed with the other Fowlerings, but these ones seemed to sport advanced heavy duty armaments. These armaments seemed like nothing the surface world possessed, but truthfully, you'd be hardpressed to say they seemed at home with any of the underwater civilizations. "WATCH YOUR AIM!" "I'VE GOT THEM!" "FIRE!" As soon as they were in position, the took aim and opened fire at Temperance and Meatheral, while the civilians remained closely on the ground. The two heroes safely avoided most of the incoming fire, but even so, two laser blasts caught them squarely. "KEEP IT UP!"
  3. Mater Vyrdna (1 Posts total) Praetorians: The Deadly Dozen Net Fly (1 Posts total) Cinco por Cinco: Yo Ere Tan Cool
  4. "Kff, kff, tha-kff, thanks for that." Meatheral said to Temperance, as she transformed the smoke into disippating water, while trying to clear his lungs - or whatever he currently possessed that passed for lungs. "I wasn't expecting them to throw smoke grenades. They really did a number on - hold on a sec." He interrupted himself, as he noticed the two remaining Fowlerings make a run for it. He flew gracefully, letting a gentle breeze behind him, as he overtook the two underlings and assaulted one of them with a forceful barrage of wind blasts, striking his head, chest, left shoulder, and right leg, and taking the fight right out of him. "No running for you two." He threatened, while he floated in front of them. His initially sooty body had now been half-cleared, thanks to the flight, letting half of his aetherial body look transparrent. "Say, you're real good with water, aren't you?" He once more addressed Temperance, this time off-handedly. "How are you doing that? Are you a hydrokinetic?"
  5. After talking in the chat: the Fowlering has +2 toughness to save vs DC25. He autofails. Fowlerings 5 new Fowlerings arrive, and these ones are equipped with advanced weaponry. Standard Action: They'll use their beam weapons to combine attack Temperance and Meatheral, 2 and 3 respectively. Combined Attack + Autofire, 2 against Temperance, 3 against Meatheral, All-Out Attack +2/-2: 5#1d20+5 24 11 17 22 6, +2 to all results due to All-Out attack. 1 hits Temperance, 1 hits Meatheral, Toughness Roll vs DC21: 1d20+6 7 ... AHEM, what I meant to say is... Toughness Roll vs DC21, heroic re-roll: 1d20+6 26 Yeah... moving on! Fowl Bandid Clears her dazed condition. INITIATIVE ORDER (Round 05) Temperance (Unharmed, 4HPs) 16, <- DC22 Toughness Save Pending Fowlerings x5 (Unharmed, Minions, -2 defense) 14 Fowl Bandid (Bruised 2, NPC) 13 Glamazon (Bruised, 1HPs) 5 <- Current Turn Meatheral (Unharmed, Concealment Countered, 1HPs) 1 Glamazon is, once again, up!
  6. INITIATIVE ORDER (Round 05) Temperance (Unharmed, 4HPs) 16, <- Current Turn, Tou DC19 pending Fowlerings x1 (Unharmed, Minions) 14 Fowl Bandid (Bruised 2, Dazed, -2 Defense, NPC) 13 Glamazon (Bruised, 1HPs) 5 <- IC Post Pending Meatheral (Unharmed, Concealment Countered, 2HPs) 1 Temperance is up! Don't forget to roll for your Toughness save from last round, trollthumper. And HG Morrison, don't forget that you still haven't posted Glamazon's epic takedown maneouver on the Fowl Bandid, IC.
  7. Alright, let's try getting this back on track, shall we? Meatheral Move Action: Meatheral will fly above the fleeing Fowlerings, and land 200ft in front of them, in order to cut their escape. Standard Action: Blast against one of the Fowlerings. Attack roll + Autofire.: 1d20+12 26 DC21+4 Toughness Save. He autofails his save, leaving 1 Fowlering still active (but 5 more will enter on the following round, starting on their turn).
  8. This is the place. Serge noted to himself, with a sigh of relief, as he doublechecked the notes of his pda. Yup. El Dueno de ti, just as the sign says. He wiped the sweat from his brow with the water bottle he was holding. This summer had been bad enough as it was for someone living in the midwest. With Mexico being much much closer to the Equator, it made the heat unbearable. It was only mid-September, but Serge did not feel a single ounce of envy for the people who had to deal with this weather for the entirety of the summer. He traveled light on clothes; he doubted he could weather the morning sun with anything more than a t-shirt and shorts. Besides, in his haste to leave his stuff at the hotel room he was renting, in order to not stand his pen-pal up, he didn't really have the pressence of mind to grab anything more than that. He walked into the tavern-like establishment, taking the straw hat that was protecting his head from suffering a sun stroke due to hyperthermia, as he stepped into the shade. He politely waved at the waiter who hurriedly passed in front of him, well on his way to deliver his order. It was 7' past 11. A bit tardy, to be sure, but he hoped his pen pal wouldn't hold a grudge to an out-of-towner. Now, he just scanned the establishment, hoping to spot someone looking for a guy entering the place while sticking out like a sore thumb. <Link-XP> was the nickname he'd been introduced to his pen-pal, so, if someone in here knew it without Serge telling them, that would be the one that Serge was looking for.
  9. No argument there, Gizmo. I mentioned those as minimum benchmarks, but more in the sense of being eligible to apply for membership, not for a no contest approval. But still, you raise excellent points, especially in regards to established players using a PL12 slot. A mechanical PP accruement limit certainly doesn't make sense here (the player has obviously demonstrated their commitment to RPing in the site, beyond shadow of a doubt). I still think, though, that they'd need to be somehow established in the lore's setting, in order to apply, and not just join right out of approval. And if vouching wouldn't make sense, then some alternative, perhaps? Have them earned some noteable fame, in an important and/or prolific event? Perhaps they helped a politician or a wealthy socialite, or maybe they defended a vitally important charity organization, in a very public manner, earning them political clout? Perhaps they had the chance to demostrate to league members that they've got what it takes, despite being anti-social or off-putting? But I digress. In the end, League membership could very well be open invitation, just like the Praetorians. But no matter the direction we chose, I believe having at least a rule-of-thumb, must-be-this-known-to-join threshold would help keep the joining process clear, at least for newcomers. Just my 2 cents on that
  10. My personal opinion would be a minimum of 2 PLs worth of PPs earned in game with the character, as a way to judge the player's investment on the character, on an OOC level. It could be more PPs than that, I'm just tossing a number here as a baseline. IC, I think having two League members vouch for the character is not a bad place to start. Expanding on this thought, making it a choice between either 3 PC League members OR 1 PC and 1 NPC League member would promote would be joiners to establish social links with their would be teammates from the go (and on the second case, encourage familiarization with the established setting itself), but it may be far too mechanic-y. I dunno. Just throwing some thoughts on the wall here.
  11. Psionic Paragon Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Abilities: 0 + 4 + 4 + 0 + 6 + 0 = 14PP Strength: 10/40 (+0/+15) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 10 + 10 = 20PP Initiative: +10 Attack: +5 Melee, +5 Ranged, Grapple: +5/+25/+30 Defense: +5 (+5 Base, +0 Dodge Focus), +3 Flat-Footed Knockback: -11 Saving Throws: 7 + 3 + 8 = 18PP Toughness: +15 (+2 Con, +13 [Protection]) Fortitude: +9 (+2 Con, +7) Reflex: +5 (+2 Dex, +3) Will: +10 (+3 Wis, +8) Skills: 40R = 10PP Concentration 10 (+13) Knowledge (Physical Sciences) 10 (+10) Notice 10 (+13) Sense Motive 10 (+13) Feats: 8PP All-Out Attack Power Attack Improved Grab Improved Initiative 2 Improved Pin Luck 2 Powers: 8 + 13 + 59 = 80PP Flight 4 (100mph/1'000ft per Move Action) [8PP] (TK-Propelled Flight) Protection 13 (Extras: Force Field) [13PP] (TK Layer) Telekinetic Force Manipulation (50PP Array; Feats: Alternate Powers 4, Dynamic Powers 5) [59PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Paragon Forcefield Touch DC30 Toughness (Staged) Damage (Force) Extended Telekinesis Perception DC25 Toughness (Staged) Move Object: Damage (Force) Telekinetic Destruction Perception DC20 Fortitude (Staged) Drain (Toughness) Totals: Abilities (14) + Combat (20) + Saving Throws (18) + Skills (10) + Feats (8) + Powers (80) - Drawbacks (0) = 150/150 Power Points About this build: A more cerebral approach to the classical Flying Brick, the Psionic Paragon is a highly skilled and powerful telekinetic whose mastery allows him to mimic the standard powerset of a Flying Brick (Flight, Super Strength, Invulnerability), and then some! The build may appear to be deceptively simple, but the powers it possesses provide an immense amount of versatility. He can cover himself in a light forcefield that reflect attacks back, and also refracts light, allowing him to appear invisible. He can exert telekinetic force at range, which allows him to not only move objects and people without touching them (if not outright destroy them), but also manipulate the elements themselves, and he can even conjure objects out of pure force, that he can then freely manipulate. Additionally, he is an expert grappler, and he can lift objects as heavy as a tanker. The build isn't particularly focused on skills and feats, only having a bare minimum of both. He doesn't possess any hit-and-run tactics capabilities, but that's because he largely doesn't need them, either. He can just stand there and take punishment all day long. Additional Notes: You may find that Base Attack and Defense are both a bit high for a build that's ostensibly a Flying Brick. Substituting 3 ranks of each with 3 ranks of Attack Focus (melee) and Dodge Focus each respectively, should free up 6PPs for your discreet use. 4 ranks of Flight might be a bit much to have outside the Telekinetic Force Manipulation power array, especially given that it's a fully dynamic array. You might as well get rid of all but 1 ranks of his TK-Propelled Flight, giving you 6 more PPs. You could dial down his Skills by 5 ranks, leaving you a minimum of 20 ranks for his skills. Finally, you could consider adding a few disadvantages to his powerset. Perhaps he needs direct exposure to sun to use his TK Force Manipulation powers (or some of them). Perhaps he is vulnerable to mental attacks (As they break his concentration and thus disrupt his powers). Or perhaps he needs a frequent exposure to green space rocks, lest he lose his powers. Obviously, you could boost his TK Force Manipulation array's base power points with the PPs you might have saved, but you could also add a couple of additional dynamic alternate powers. Transformation and Healing would be prime material for a much more diverse powerset, expanding further his base telekinetic powers. Another option would be to increase his saves, and add a few more feats, like Move-By Action, Fearless, and Grappling Finesse. Or, you could give him some Space Travel, and Immunity 9 (Life Support), to make him a space-based hero.
  12. ... damn, you're right, Thevshi! Sorry Gizmo, nevermind me, then. I do still hope we incorporate internationalism into the Freedom League, but yeah, sorry for that reading comprehension failure on my part.
  13. All excelent points, Gizmo, and I agree with them, except for this one: The reason being that this would leave Freedom League a heavily US based team with a heavily US based team roster, and very little actual incentive for non US based heroes operating on Earth to join up with the world's best (or the world's most prolific, at any rate). At the very least, a UN accord could introduce a special clause that allows superheroes signed in the official Freedom League roster some minimal intervention priviledges, at least on member states of the UN. Non member states like Kossovo and Taiwan could operate under the "invitation by the local government only" clause, like you propose. Additionally, and perhaps more importantly, in order to join the official Freedom League roster, said hero would be expected to gain an explicit government approval from his nation of citizenship, that not only allows them to operate as a member of the Freedom League, but also make them able to request Freedom League assistance or intervention on demand, as an acting representative of said nation.
  14. How about Bowman and Bolt both sharing senior statesmanship, with Bowman serving also as a mentor figure for Bolt? The idea being that Bolt would be the one people look up to to be inspired, while Bowman the one people listen to for tactical intel. Eventually, Bowman plans on helping Bolt mature and come to terms with his legacy and position in the League (and the superhero world at large), in order for Bolt to more comfortably step into the light and take charge (hehe), while Bowman would slink back into the shadows, frome where he'd more comfortly operate?
  15. "Wha-aaaargh!" The truth was, Rux's plasma sword swipe caught Vyrdnaya unaware, the technomorph Praetorian barely having the time to rejoice in hers and Moon Moth's tag team action prevailing over Cor, before she was slashed right in her back. Moon-Moth's warning barely reached her in time, too; a milisecond later, and Vyrdnaya has no doubt that she wouldn't have been able to move away enough, resulting in a deeper and more crippling wound! "You low-life scum!" she cried, unleashing a flailing back kick, and trying to nail her attacker from her blindspot, only managing to hit empty air. Moon-Moth gestured her to the right direction, though, and seeing Cor turtle up behind his barriers once more, Vyrdnaya took his unspoken advice to heart, and sought her attacker's location. Spotting the plasma sword wielding Rux, Mater Vyrdna took flight, priming her draconic cannon, and unleashing a mighty beam at Rux. Unfortunately for her, Rux was right at the edge of its tranjectory, and thanks to her incredible reflexes, Rux had little trouble dodging her attacker's beam. Vyrdnaya was left staring in disbelief, while floating in the air. "Come on!" She taunted Rux. "Let's see you try and get a better shot this time!"
  16. Rightzo, time to get this thing going on. To start things, let's have a looksie at Rux's position. Notice check to spot Rux: 1d20+7 25 Spotted at 200ft Mater Vyrdna Move Action: Fly 100ft towards Rux. Standard Action: Blast him with the Mecha Dragon Head Cannon. DC25 Toughness Save, DC20 Reflex for half bonus.
  17. Well, then, between cleaning the cottage and selling the "farm land" (if you can call it that), the date of my return to civilization is Thursday to Friday!
  18. Vacation time confirmed to start this Tuesday. Estimated to last about 15 days or so. No internet for its duration.
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