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  1. Friday, August 26th, 2016 The Athletic Field, Claremont Academy, Bayview 8:14 PM The sun was beginning to set, the Academy’s main building, located to the south catching a last few glimpses of sunlight. Most of the school’s students had returned or arrived already, in preparation of the new school year starting in just three days. Some had also stayed through the break, or arrived earlier, earlier in their summer break. Among the latter group were Jann Fa-Re, Selena Kwon and Alexander Lloydd, all of whom had been at the school for at least a few weeks now. They all got along, so they had been spending time together, and were doing so right now. While many of the students attended the Kick-Off Dance held in the gym, or were out in the streets of Freedom City doing their own thing, these three had decided to take the relative silence this day would offer, with most people doing the best with their last few days of break-time, to work on something. They had planned it, they had acquired the supplies they needed through various ways, and as the sun was now setting, it was time to put the plan into motion. Meanwhile, a few dozen feet to the south, Naomi Suleiman was spending her time inside her room. A dance did not interest her much, so she just was inside her room for now. Suddenly, something caught her attention. Through her window, she saw a group of people, three or so, flying above the athletic field. It was something unusual for a variety of reasons, including the fact almost everybody was currently at the dance.
  2. For all the rolls and suchlike that show up in this thread. Everyone show up and start getting excited!
  3. July 30th, 2016 ASTRO Labs, Freedom City Lunchtime Downtown Freedom City was busy every single day. No matter what else was going on, the streets were crowded with pedestrians and cars, the weekend just meant the people were of a different flavor. The soaring towers of ASTRO Labs looked down on. Happy families and trendy teenagers thronged the streets, moving from place to place and interspersed with groups of tourists eager to experience the City of Heroes. A large group of elderly Asians with cameras around their necks lined up in front of the skyscraper, a young woman in a red pantsuit in their lead. The woman held a folded map in the air and started talking. "This is the headquarters of ASTRO Labs," she said, her voice projecting above the noise of traffic. "A world leader in scientific R&D, ASTRO Labs is proud to help Freedom City's hero population whenever a mystery is in their path!" Near the back of the group, a man in a trenchcoat lurked underneath a young tree. He chuckled when he heard to guide's pithy summation. Pretty soon ASTRO Labs was going to feel the burn from helping so many heroes.
  4. Player Name: Azuth65 Character Name: Gauss Power Level: 9 (built as PL 8; 120/131PP) Trade-Offs: None Unspent Power Points: 11PP In Brief: Teenage surfer girl turned magnetic controller. Residence: Claremont Academy Base of Operations: Freedom City, New Jersey Catchphrase: Alternate Identity: Selena Kwon Identity: Secret Birthplace: Guaynabo, Puerto Rico Occupation: High school student Affiliations: Family: Kwon Sang (Father), Maria Kwon (Mother), Christian Kwon (older brother), Sofia Kwon (little sister) Description: Age: 16 (DoB: April 3rd, 2000) Apparent Age: Mid-late teens Gender: Female Ethnicity: Mixed, Asian and Latino Height: 5'4" Weight: 125lbs Eyes: Green Hair: Black Description: Selena stands a few inches under average height, her wavy black hair hanging most of the way down her back. She likes to dress in shorts and tank tops during the summer when she isn't shredding waves at the beach, when the temps start to drop she sticks to jeans and hoodies. She's made a few alterations to her Claremont jumpsuit to include a few pouches to store bits of metal for combat and she added a cape with some extra material around the neck looking something like a scarf. Power Descriptions: When Gauss uses her powers her left eye and hands glow with a soft purple light but other than floating, metals she is controlling don't show any difference. History: Selena was the middle child born to Sang and Maria Kwon, though her father still prefers traditional form of surname first while the rest of the family has chosen to Westernize. As a child Selena was enrolled in several after-school programs by her fairly career oriented parents including martial arts classes, girl scouts, soccer, and ballet. It wasn't until a family vacation in 2010 when she learned how to surf did she find an extra-curricular activity she truly enjoyed besides her massive intake of genre fiction in various media. One sunny weekend afternoon in late April 2016 while taking a break between wave sets, Selena and a few of her friends were enjoying some snacks when a cargo van roared onto the beach, hitting anyone unable to get out of the way. When it was about to hit Selena her powers manifested and in a burst of magnokinetic force flung the van over her, dropping it on its roof twenty feet down the beach. The driver of the out of control vehicle was seriously hurt, lucky to be alive after Selena's fight-or-flight response to his vehicle's malfunction. Shortly after that event she tried her hand at practicing on her own, which did not go particularly well for her, before representatives from Claremont Academy invited her to come to the school for professional training. Personality & Motivation: Selena attends Claremont to better hone her powers, hoping to learn the finesse needed so that she would never end up hurting anyone in the course of diffusing a situation. Powers & Tactics: Gauss is a fairly straight forward fighter, firing bits of metal to strike her foes while zipping around the battlefield from one ferrous structure or item to another. Moving more than herself and one object is still more than she can handle most of the time. Complications: Identity: Secret Abilities: 2 + 6 + 6 + 4 + 4 + 4 = 26PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +7 Attack: +4 (+8 Gauss Blast) Grapple: +4 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -3 Saving Throws: 2 + 3 + 3 = 8PP Toughness: +7 (+3 Con, +4 [Force Field]) Fortitude: +5 (+3 Con, +2) Reflex: +6 (+3 Dex, +3) Will: +5 (+2 Wis, +3) Skills: 60R = 15PP Acrobatics 8 (+11) Computers 4 (+6) Concentration 4 (+6) Craft: Structural 4 (+6) Knowledge: Physical Sciences 4 (+6) Language 2 (English [Native], Korean, Spanish) Notice 8 (+10) Sense Motive 8 (+10) Stealth 8 (+11) Swim 10 (+11 Feats: 18PP Attack Specialization (Gauss Blast) 2 Beginner's Luck Dodge Focus 4 Endurance Improved Crit (Magnetic Blast) Improved Initiative Luck 2 Move-By Action Precise Shot 2 Quick Change Ranged Pin Teamwork Powers: 8 + 5 + 2 + 22 = 37PP All powers magnetic, Mutant Flight 4 (Magnetic Flight) 8PP Force Field 5 (Magnetic Force Shield) [5PP] Magnetic Control 10.5 (Feats: Alternate Power) [22PP] Base Power: Move Object 9 (Magnokinesis; Feats; Indirect, Precise, Split-Attack; Extras: Range [Perception]; Flaws: Metal Only) {21/21} Alternate Power: Blast 8 (Gauss Blast; Feats; Variable Descriptor [Blunt, Piercing, Slashing]; Extras: Penetrating [Ranks 1-4]) {21/21} Super Senses 2 (Detect Metals [Mental Detect Metals]) 2PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage (Physical) Gauss Blast Ranged DC 22 Toughness Damage (Magnetic, Blunt/Piercing/Slashing) Totals: Abilities (26) + Combat (16) + Saving Throws (8) + Skills (15) + Feats (18) + Powers (37) - Drawbacks (0) = 120/131 Power Points
  5. GM Post Monday November 9th, Midmorning partially cloudy Centennial Station, Monorail By midmorning the usual crush of commuters on the Freedom City Monorail had thinned to mostly tourists and a grab bag of students, shoppers, and others less bound to the rigors of a timeclock. The doors slid open and a handful of people departed onto the platform at Centennial Station while several more slipped into seats in the sleek passenger car. Just before the doors slid closed a young woman dark haired and well dressed in a style that read wealth without ostentation slipped on board. The astute would note a frustrated pounding by a man in a non-descript dark suit as the door slid shut in front of him before the train launched into motion once more. The women quickly made her way to an empty seat away form other passengers and seemed focused on her cell phone as many commuters were. As the monorail came up to speed a conductor made his way down the car checking passes as he went with an easy smile and polite nod to the passengers.
  6. Player Name: Saithor Character Name: Gauss Power Level:10 (150/150PP) Trade-Offs:"None" Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: World War 1 German Kineticist time-traveled to modern times, Is on detached duty to US, wants to help due to Nephew being Nazi Meta.. Residence: Regular Apartment, paid for out of his pay as a german army Major. Base of Operations: Catchphrase: “Target Spotted, Target Gone” Alternate Identity: Field Artillery Major Günter Raddick Identity: Günter Raddick Birthplace: Dresden Occupation: German Army Major Affiliations: None at the moment Family: Günter has decided to not pursue meeting any descendants he has unless they approach him first, not wanting to burden them. However, if any of them approach him, he’s more than happy to set them, and may have to, as his nephews possession of meta-abilities suggest that some things may run in the family. Description: Age: 27 (DoB: August 11, 1890) Apparent Age: Late-Twenties, Gender: Male Ethnicity: Caucasian Height: 5’10” Weight: 120 lbs Eyes: Green Hair: Black Gunther Raddick is of medium build, really nothing very noticeable about his appearance out-of-costume, hence why the propaganda machine always preferred him in his uniform. Gunther wears an updated version of his old World War 1 Uniform and Gas Mask. Power Descriptions: Günter’s powers work of invisible created force, so they are unseeable to all people. History: Günter Raddick started his career as a meta right before World War1 started, where he immediately volunteered for the German army. He was immediately put to work countering enemy metas and also destroying enemy fortifications. It was during a fight in 1917 against a pair of British Metas that the incident occurred, Günter fell unconscious and woke up in Freedom City during modern times. After an unfortunate incident that resulted in broken bones for both Günter and a couple of Freedom City Superheroes, Günter was sent home to Germany, where he was quickly reeducated on modern times and what had happened, and was horrified to find out what his young nephew Hans, ashamed of Günter’s disappearance, which had been labeled as desertion, had joined the SS after manifesting his own Meta powers, and was responsible for dozens of allied soldier deaths and five American superheroes. A year after, after being reaccepted back into the military, Günter volunteered for a goodwill mission to send a German Superhero to aid those in Freedom City, partially because he wanted to find out what had caused his time jump, and partially to make up for the actions of his nephew. Personality & Motivation: Günter is a professional solider, working hard and pushing his way through life with an almost single-minded determination. He’s friendly enough, but not overtly so, preferring quiet after the near constant bombardment of the war, and also still feeling unsettled after his recent time shift. Powers & Tactics: Günter’s powers work off of the creation of repelling kinetic forces through in-born ability. He can sue them passively as a force-field, or actively to generate these forces. He has used them to smash objects, leap long distances, increase his sped and the force of his blows, slow his momentum, snare people, repeal bullets, and etc. He cannot attract objects at all. Complications: Old Shame: Günter is trying to make up for the evils that his nephew did in World War 2, including his role in the concentration camps, something which sickens Günter. Unforgiving: Günter is not a forgiving man, and he was forged in a lethal battlefield. While he accepts the no killing rules of most superheroes as his own, he sometimes forgets in the heat of the moment. Bad Reputation: Günter’s reputation in America is stained by the actions of his nephew, who killed several American Superheroes. Enemy: Günter hates the Nazi’s, and will pursue any means to stamp out any resurgence of the group. Abilities: 4 + 6 + 4 + 4 + 4+ 2 = 24PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 12 + 12 = 24PP Initiative: +8 Attack: +6 Melee, +6 Ranged (+10 Momentum) Grapple: +8 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -10/-5/-1 Saving Throws: 5 + 5 + 6 = 16PP Toughness: +10 (+2 Con, +8 [Forcefield]) Fortitude: +7 (+2 Con, +5) Reflex: +8 (+3 Dex, +5) Will: +8 (+2 Wis, +6) Skills: 64R = 16PP Concentration 8 (+10) Knowledge (History) 4 (+6) (Complication: After 1917, everything is fuzzy) Knowledge (Physical Sciences) 8 (+10) Knowledge (Tactics) 8 (+10) Language (English, German, French) Intimidate 8 (+9) Notice 8 (+10) Sense Motive 8 (+10) Stealth 6 (+9) Diplomacy 4 (+5) Feats: 14PP All-Out Attack Challenge (Quick Startle) Dodge Bonus 4 Evasion 2 Improved Initiative Move-By Action Power Attack Skill Mastery (Intimidate, Notice, Knowledge (Tactics), Sense Motive) Startle Uncanny Dodge (Sight) Powers: 8 + 4 + 38+ 2 + 5 = 56 PP Force Field 8 [8 PP] Leaping 4 (Running Long Jump 300 ft., Standing Long Jump 150 ft., High Jump 60 ft.) [4 PP] Momentum, 30 PP Array (Power Feats: Accurate 2, Alternate Power 4, Subtle 2) [38 PP] • Base: Adds Impervious Toughness 10 [10 PP] and Reflective (all physical) [20 PP] to Force Field • Alternate Power: Snare 10 (Extras: Backlash) [30 PP] • Alternate Power: Impervious Toughness 10 [10 PP] + Speed 4 (100 MPH, 1000 ft./round) [4 PP] + Strike 8 (Extras: Penetrating 2; Power Feats: Knockback 3, Mighty, Improved Critical 2) [16 PP] • Alternate Power: Blast 10 (Extras: Penetrating 4, Power Feats: Knockback 6) • Alternate Power: Move Object 10 (Extras: Range [Perception], Area Burst; Flaws: Limited to Repulsion) [30 PP] Super-Movement 1 (Slow Fall) [2 PP] Super-Senses 4 Ranged [2] Extended (-1 per 100') Tactile Sense, Danger Sense [1] [4 PP] Drawbacks: 0PP DC Block Name Range Save Effect Kinetic Blast Ranged DC 25 Toughness (Staged) Damage Kinetic Trap Ranged DC 20 Reflex (Staged) Ensnared Blasting Punch Touch DC 25 Toughness (Staged) Damage Totals: Abilities (24) + Combat (24) + Saving Throws (16) + Skills (16) + Feats (14) + Powers (56) - Drawbacks (0) = 150/150 Power Points
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