Heroes of Freedom City

Game Master Joey Virtue

Mutants and Masterminds 2nd Edition Game.

Heroes of Freedom City


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Hero Points: 3 | Luck: 2 | Damage Condition: None | Status Condition: None | Fatigue Condition: None | Defense: 16 (14 w/o Dodge Bonus) KB: -9 | T: 12 (6 Impervious vs. Physical) F:12 R: 4 W: 7 | Initiative: +2 (+10 w/Super Speed Active)| Notice: +7 (Danger Sense (Hearing), Extended Vision & Hearing (-1/100'), Infravision, Ultrahearing, Microscopic Vision (Molecule size), Radio, X-Ray Vision)

I have a wicked idea for an entire faction, which could easily be used in either game. Though I will PM the details to Watcher & Priest, so we can hash out the details.

That way the others are at least kept in suspense! :)

As for a villain, all I have to say is Alpha's, Marcus Ayers. Google that episode, it rocked!


Good luck with that interview tomorrow, Joey!


OMNIPOTENT OMNIPRESENT NARRATOR

Thanks man
It would shave like 45 minutes off my commute and I would be able to get up for work like and hour later. Both teaching jobs but just different school districts


OMNIPOTENT OMNIPRESENT NARRATOR

Waiting for other actions to move the combat forward


Hero Points: 2|Damage Condition:None |Status Condition: None|Fatigue Condition: None| Def: 23 FF Def:17 KB:15 |Saves T: 5 F: 10 R: 13 W: 10 |Init:+0/+12 |Notice: 9 (microscopic, x-ray vision)

Yeah, good luck. My commute is about 7 minutes and it is wonderful.


OMNIPOTENT OMNIPRESENT NARRATOR

Mine right now is an hour and half give or take for traffic and which way im going.


Hero Points: 1 | Damage Condition: 2 | Status conditions: | Fatigue Condition: 0 | Defense: 18 FF Def: 14 KB-5 | Saves T: 10 F: 8 R: 7 W: 7 | Init: +4 | Notice: +8 (Sense water-based fluids (acute, penetrating))

Ouch. Mine is about 20-30 minutes. Good luck on your interview. Break a leg. Preferably not theirs - if you break your leg so that it's their fault, they might get you the job out of guilt!


Hero Points: 3 | Luck: 2 | Damage Condition: None | Status Condition: None | Fatigue Condition: None | Defense: 16 (14 w/o Dodge Bonus) KB: -9 | T: 12 (6 Impervious vs. Physical) F:12 R: 4 W: 7 | Initiative: +2 (+10 w/Super Speed Active)| Notice: +7 (Danger Sense (Hearing), Extended Vision & Hearing (-1/100'), Infravision, Ultrahearing, Microscopic Vision (Molecule size), Radio, X-Ray Vision)

Hey there, Waveform, any chance you could give us some idea of the members of the Authority on the OP site?

I'd love to see current rosters for various other teams that are mentioned in the timelines. The Champions (please please have Seeker on the team, Australian Outback Ninja!), The Sentinels, and the New Champions.


Hero Points: 1 | Damage Condition: 2 | Status conditions: | Fatigue Condition: 0 | Defense: 18 FF Def: 14 KB-5 | Saves T: 10 F: 8 R: 7 W: 7 | Init: +4 | Notice: +8 (Sense water-based fluids (acute, penetrating))

I've been working on them, slowly. Right now I've got lots of pulls on my time.

I'll add in the base roster and fill in the characters.


Hero Points: 3 | Luck: 2 | Damage Condition: None | Status Condition: None | Fatigue Condition: None | Defense: 16 (14 w/o Dodge Bonus) KB: -9 | T: 12 (6 Impervious vs. Physical) F:12 R: 4 W: 7 | Initiative: +2 (+10 w/Super Speed Active)| Notice: +7 (Danger Sense (Hearing), Extended Vision & Hearing (-1/100'), Infravision, Ultrahearing, Microscopic Vision (Molecule size), Radio, X-Ray Vision)

Awesome! You rock! :D

Question for Priest, you had asked us to come up with some Villains, did you want me to post them up, or just send you the .por file for approval from Watcher and yourself?


Hero Points: 1 | Damage Condition: 2 | Status conditions: | Fatigue Condition: 0 | Defense: 18 FF Def: 14 KB-5 | Saves T: 10 F: 8 R: 7 W: 7 | Init: +4 | Notice: +8 (Sense water-based fluids (acute, penetrating))

Well, after finishing up Escher, and the Authority, and starting my Eberron game, then I'll get on villains. You'll see the Pushover, Windbag and the Empty Threat!


OMNIPOTENT OMNIPRESENT NARRATOR

Waveform waiting to see are you going to spend a hero point and what is your action for the turn.


Hero Points: 3 | Luck: 2 | Damage Condition: None | Status Condition: None | Fatigue Condition: None | Defense: 16 (14 w/o Dodge Bonus) KB: -9 | T: 12 (6 Impervious vs. Physical) F:12 R: 4 W: 7 | Initiative: +2 (+10 w/Super Speed Active)| Notice: +7 (Danger Sense (Hearing), Extended Vision & Hearing (-1/100'), Infravision, Ultrahearing, Microscopic Vision (Molecule size), Radio, X-Ray Vision)

Everyone remember we have a Hulk-level threat slowly waking up in front of Invictus & Golem. I think the agents are up to Waveform, Broadway, Quark & Priest, hopefully, Golem and I can hold him off for a round or two while you guys mop up then we team attack Ripper like there's no tomorrow!


Hero Points: 2|Damage Condition: 1 Bruise |Status Condition: Staggered, Stunned|Fatigue Condition: None| Def: 16 FF Def: 13 KB:-4 |Saves T: +9 F:+5 R: +5 W: +6|Init: +2 |Notice: +5 (Darkvision, Tech Awareness, Direction, Distance, Time,Radio)

You'll have to let us know, though. It seems we'd all be too preoccupied with what we're doing to notice Ripper.


Hero Points: 2|Damage Condition:None |Status Condition: None|Fatigue Condition: None| Def: 23 FF Def:17 KB:15 |Saves T: 5 F: 10 R: 13 W: 10 |Init:+0/+12 |Notice: 9 (microscopic, x-ray vision)

It would be nice if Thoth were here so we could push Ripper through a portal.


Hero Points: 1 | Damage Condition: None | Status Condition: None | Def: 16 FF 11 KB: -5 | Saves T: 12 F: 7 R: 7 W: 12 | Initiative: +3 | Notice: +10 (Danger Sense: Mental), Mystic Awareness (Radius, Ranged, Mental), Uncanny Dodge (Mental)

I'm fully open to it. Where is Aegis HQ? I'm usually at my shop in the Theatre District during the day, but I had actually had the thought the other day that while he hasn't tended to get involved in super heroics too much so far, he might be inclined to show up to such a place under a cloak of invisibility in order to extricate any bystanders in danger...


Hero Points: 3 | Luck: 2 | Damage Condition: None | Status Condition: None | Fatigue Condition: None | Defense: 16 (14 w/o Dodge Bonus) KB: -9 | T: 12 (6 Impervious vs. Physical) F:12 R: 4 W: 7 | Initiative: +2 (+10 w/Super Speed Active)| Notice: +7 (Danger Sense (Hearing), Extended Vision & Hearing (-1/100'), Infravision, Ultrahearing, Microscopic Vision (Molecule size), Radio, X-Ray Vision)

Unless he breaks out of his container before Invictus acts, I plan on taking him to the upper thermosphere, or lower troposphere, approximately 500 miles above the surface. The rule is, if you can't beat 'em throw them into space! In this case fly them into space but you get the idea ...


Hero Points: 2|Damage Condition:None |Status Condition: None|Fatigue Condition: None| Def: 23 FF Def:17 KB:15 |Saves T: 5 F: 10 R: 13 W: 10 |Init:+0/+12 |Notice: 9 (microscopic, x-ray vision)

Yeah, I was thinking of suggesting space or the ocean, but I wasn't sure what is appropriate as "table talk" in games like this.


OMNIPOTENT OMNIPRESENT NARRATOR

Table talk is fine by me over here on this thread

As for table talk you sure he can survive in deep space and if he can't are you ok with killing him?


Hero Points: 2|Damage Condition: 1 Bruise |Status Condition: Staggered, Stunned|Fatigue Condition: None| Def: 16 FF Def: 13 KB:-4 |Saves T: +9 F:+5 R: +5 W: +6|Init: +2 |Notice: +5 (Darkvision, Tech Awareness, Direction, Distance, Time,Radio)

Let's not create a World War: Ripper scenario lol


Hero Points: 1 | Damage Condition: None | Status Condition: None | Def: 16 FF 11 KB: -5 | Saves T: 12 F: 7 R: 7 W: 12 | Initiative: +3 | Notice: +10 (Danger Sense: Mental), Mystic Awareness (Radius, Ranged, Mental), Uncanny Dodge (Mental)

Thoth's Portal is limited to 200 miles without power stunting, but that altitude easily counts as space/vacuum. Anywhere within 200 miles of Freedom City that makes a good villain dumping spot? The yard at Super Human pen?

The Ocean probably makes the most sense as it as I doubt he'd drown or die of exhaustion swimming back, and swimming powers don't seem likely to be a part of his repertoire.

The power is Accurate though, meaning that since a power stunt would boost his range up to 200,000 miles, he could open a portal to anywhere on Earth that he is personally aware of (even if he's never actually been there), or anywhere out in space to around Lunar orbit. Hell, opening a portal to the moon itself might be possible. However, I don't think any outer space options are wise, since it would be hard to predict what a hole of sudden explosively decompressive forces would be like in the middle of a major population centre. At the least we'd run a strong risk of Invictus being sucked out in to space along with him.


Hero Points: 2|Damage Condition: 1 Bruise |Status Condition: Staggered, Stunned|Fatigue Condition: None| Def: 16 FF Def: 13 KB:-4 |Saves T: +9 F:+5 R: +5 W: +6|Init: +2 |Notice: +5 (Darkvision, Tech Awareness, Direction, Distance, Time,Radio)

teleport him to hell.

ok, but seriously, porting him to prison sounds like a good idea, until he rages and breaks everyone out. port him to captain thunder's.


Hero Points: 1 | Damage Condition: None | Status Condition: None | Def: 16 FF 11 KB: -5 | Saves T: 12 F: 7 R: 7 W: 12 | Initiative: +3 | Notice: +10 (Danger Sense: Mental), Mystic Awareness (Radius, Ranged, Mental), Uncanny Dodge (Mental)
Techno Priest wrote:

teleport him to hell.

ok, but seriously, porting him to prison sounds like a good idea, until he rages and breaks everyone out. port him to captain thunder's.

Now that would be funny; especially after the dressing down in front of the media. However, Thoth wasn't a part of that, and would have no reason to have a beef with Thunder at this point, so it might be a hard sell to get him to do that...

Any abandoned salt mines in the area with tunnels 5 miles underground?


Hero Points: 3 | Luck: 2 | Damage Condition: None | Status Condition: None | Fatigue Condition: None | Defense: 16 (14 w/o Dodge Bonus) KB: -9 | T: 12 (6 Impervious vs. Physical) F:12 R: 4 W: 7 | Initiative: +2 (+10 w/Super Speed Active)| Notice: +7 (Danger Sense (Hearing), Extended Vision & Hearing (-1/100'), Infravision, Ultrahearing, Microscopic Vision (Molecule size), Radio, X-Ray Vision)

He's unlikely to step through your portal though, so it's kind of a moot point. We're just going to have to see what happens when he wakes up.


Damage Condition: None Fatigue Condition: None Hero Points:1 Def: 15 FF Def:13 |Saves T:+4 IT: F:+9 R:+11 W:+13 |Init:+4 |Notice:+12 Sonar(Blindsight): Hearing

Open the portal under his feet. *shrug*


Hero Points: 3 | Luck: 2 | Damage Condition: None | Status Condition: None | Fatigue Condition: None | Defense: 16 (14 w/o Dodge Bonus) KB: -9 | T: 12 (6 Impervious vs. Physical) F:12 R: 4 W: 7 | Initiative: +2 (+10 w/Super Speed Active)| Notice: +7 (Danger Sense (Hearing), Extended Vision & Hearing (-1/100'), Infravision, Ultrahearing, Microscopic Vision (Molecule size), Radio, X-Ray Vision)

To get the distance it has to be a full round action. And since it's not bought as an attack ... I dunno. GM call I suppose, not sure if there is a side bar optional rule in regards to portals without access to my rule books.


Hero Points: 2|Damage Condition: 1 Bruise |Status Condition: Staggered, Stunned|Fatigue Condition: None| Def: 16 FF Def: 13 KB:-4 |Saves T: +9 F:+5 R: +5 W: +6|Init: +2 |Notice: +5 (Darkvision, Tech Awareness, Direction, Distance, Time,Radio)

I can power stunt a repair ability to fix the stasis pod, but it's probably too late for that


OMNIPOTENT OMNIPRESENT NARRATOR

Thoth is not going to show up and teleport him away
I have a spot for him to enter the game it's just taking a lot longer to get there then I ever thought it would .

New Guard this is your time to shine not have someone show up and bail you guys out.


Hero Points: 1 | Damage Condition: None | Status Condition: None | Def: 16 FF 11 KB: -5 | Saves T: 12 F: 7 R: 7 W: 12 | Initiative: +3 | Notice: +10 (Danger Sense: Mental), Mystic Awareness (Radius, Ranged, Mental), Uncanny Dodge (Mental)

Hey, the bail out is a time honoured comic book tradition, and one that has good potential to help ingratiate me to the team. Doesn't have to be the true intro; could be a teaser that primes the pump for our next encounter.


Hero Points: 1 | Damage Condition: 2 | Status conditions: | Fatigue Condition: 0 | Defense: 18 FF Def: 14 KB-5 | Saves T: 10 F: 8 R: 7 W: 7 | Init: +4 | Notice: +8 (Sense water-based fluids (acute, penetrating))

BTW, I feel your pain. There's another game where I thought it would be a good entrance to appear in the middle of a fight. And it's five weeks later...


Hero Points: 2|Damage Condition: 1 Bruise |Status Condition: Staggered, Stunned|Fatigue Condition: None| Def: 16 FF Def: 13 KB:-4 |Saves T: +9 F:+5 R: +5 W: +6|Init: +2 |Notice: +5 (Darkvision, Tech Awareness, Direction, Distance, Time,Radio)

Ugh seriously, Waveform. That game's pace is glacial. Probably won't be a fight for another week.


Hero Points: 1 | Damage Condition: 2 | Status conditions: | Fatigue Condition: 0 | Defense: 18 FF Def: 14 KB-5 | Saves T: 10 F: 8 R: 7 W: 7 | Init: +4 | Notice: +8 (Sense water-based fluids (acute, penetrating))

I knew the job was dangerous when I took it. :)


Hero Points: 3 | Luck: 2 | Damage Condition: None | Status Condition: None | Fatigue Condition: None | Defense: 16 (14 w/o Dodge Bonus) KB: -9 | T: 12 (6 Impervious vs. Physical) F:12 R: 4 W: 7 | Initiative: +2 (+10 w/Super Speed Active)| Notice: +7 (Danger Sense (Hearing), Extended Vision & Hearing (-1/100'), Infravision, Ultrahearing, Microscopic Vision (Molecule size), Radio, X-Ray Vision)
Watcher of the Freedomverse wrote:
Senator Ted Cream of Texas is introducing his Bi-annual attempt at a Metahuman Registration act.

Was curious Watcher,and not sure how you'd want to do this, but the above hook sounds almost exactly like somebody that Novak's would take down, now he's most likely running with a crew of people with similar origins (ie. mutants), but not sure if you'd be interested in me outlining his attempt or how we'd stop him, or maybe it just gets to a point where our major characters interact with the villains. Just seems like something Novaks would be gunning for.


OMNIPOTENT OMNIPRESENT NARRATOR

Topic giving out hero points?

A lot of the time I dont know when i should give out hero points very well in the past I played using first ed rules where each character started with a pool of Hero points each adventure.
I have read when im to give them but I forget so if any of you see of notice a time please give me a heads up thanks.


Hero Points: 3 | Luck: 2 | Damage Condition: None | Status Condition: None | Fatigue Condition: None | Defense: 16 (14 w/o Dodge Bonus) KB: -9 | T: 12 (6 Impervious vs. Physical) F:12 R: 4 W: 7 | Initiative: +2 (+10 w/Super Speed Active)| Notice: +7 (Danger Sense (Hearing), Extended Vision & Hearing (-1/100'), Infravision, Ultrahearing, Microscopic Vision (Molecule size), Radio, X-Ray Vision)

Any time a Complication is triggered it's worth a Hero Point, any time you use GM fiat, it's worth a Hero Point. Now remember PC's can trigger their own complications too, and you can also trigger similar generic complications, truck driver in a truck about to explode, that's worth a Hero Point. I also award Hero Points for something that makes the entire table laugh, or is just plain awesome.

In one game we went to the future, and were trapped in our hangar bay, the doors our VTOL normally flew through were without power and killer robots were coming down the corridor. I turned to the GM and said, "I remove a piece of debris from the southwest corner of the hangar, and of course because we escaped this situation, when we return to our own timeline I am placing a manual crank in the southwest corner."

He laughed for like five minutes and said sure. Hero point for boggling the GM!


Hero Points: 2|Damage Condition: 1 Bruise |Status Condition: Staggered, Stunned|Fatigue Condition: None| Def: 16 FF Def: 13 KB:-4 |Saves T: +9 F:+5 R: +5 W: +6|Init: +2 |Notice: +5 (Darkvision, Tech Awareness, Direction, Distance, Time,Radio)

Heads up: I'm at a fighting game tournament, so all my posts are via cell phone which means I may have to forgo macros


OMNIPOTENT OMNIPRESENT NARRATOR

Waiting on Priest and Waveform no rush I have a wedding to attend tonight


Hero Points: 2|Damage Condition: 1 Bruise |Status Condition: Staggered, Stunned|Fatigue Condition: None| Def: 16 FF Def: 13 KB:-4 |Saves T: +9 F:+5 R: +5 W: +6|Init: +2 |Notice: +5 (Darkvision, Tech Awareness, Direction, Distance, Time,Radio)

Crap, I thought I posted before I left home.


OMNIPOTENT OMNIPRESENT NARRATOR

Priest I'm not sure what you are asking for can you explain it more on this side so I can give you better info.
Like do you want to try to control Ripper or shut down his statsis field or turn it back on I'm confused.


Hero Points: 2|Damage Condition: 1 Bruise |Status Condition: Staggered, Stunned|Fatigue Condition: None| Def: 16 FF Def: 13 KB:-4 |Saves T: +9 F:+5 R: +5 W: +6|Init: +2 |Notice: +5 (Darkvision, Tech Awareness, Direction, Distance, Time,Radio)

Using my Awareness sense to pick up on any technological item on Ripper. Depending on what I see, I will either use robo-control to take him over (if his brain is wired to a computer or something) or machine control to shut down any enhancements if he's got weapon upgrades, any devices attached to him or something. Basically just let me know what he's got if he's got anything and I'll figure it out from there.


Hero Points: 1 | Damage Condition: None | Status Condition: None | Def: 16 FF 11 KB: -5 | Saves T: 12 F: 7 R: 7 W: 12 | Initiative: +3 | Notice: +10 (Danger Sense: Mental), Mystic Awareness (Radius, Ranged, Mental), Uncanny Dodge (Mental)

Found this over on a thread on Atomic Think Tank and had to share:

Regarding Game Room Rules:

Batgirl III wrote:

1st Rule: You do not talk about Game Room.

2nd Rule; You do not talk about Game Room.
3rd Rule: If someone says "stop" or goes lurker, or quotes Monty Python the campaign is over.
4th Rule: Only one Wolverine expy to a campaign.
5th Rule: One post at a time.
6th Rule: No pouches, no shoulder pads, no Youngblood's Disease.
7th Rule: Campaigns will go on as long as they have to.
8th Rule: If this is your first game in Game Room, you have to game.


OMNIPOTENT OMNIPRESENT NARRATOR

I had way to good of time last night at the wedding and I'm paying for it today so I don't think there will be anything from me till late tonight of tomorrow


OMNIPOTENT OMNIPRESENT NARRATOR

Dealing with real life hope to get a post up tonight of tomorrow morning.


Hero Points: 3 | Luck: 2 | Damage Condition: None | Status Condition: None | Fatigue Condition: None | Defense: 16 (14 w/o Dodge Bonus) KB: -9 | T: 12 (6 Impervious vs. Physical) F:12 R: 4 W: 7 | Initiative: +2 (+10 w/Super Speed Active)| Notice: +7 (Danger Sense (Hearing), Extended Vision & Hearing (-1/100'), Infravision, Ultrahearing, Microscopic Vision (Molecule size), Radio, X-Ray Vision)

Hopefully everyone's doing well, just wanted to wish my fellow Canuckle-Heads a Happy Canada Day!


Hero Points: 2 + Luck 2|Damage Condition: None |Status Condition: None|Fatigue Condition: None| Def:15 FF Def:10 KB:-15 |Saves T:13 IT:7 F:- R:+6 W:+9 |Init: +0|Notice: +11

Happy North of the Border to you!


Hero Points: 2|Damage Condition: 1 Bruise |Status Condition: Staggered, Stunned|Fatigue Condition: None| Def: 16 FF Def: 13 KB:-4 |Saves T: +9 F:+5 R: +5 W: +6|Init: +2 |Notice: +5 (Darkvision, Tech Awareness, Direction, Distance, Time,Radio)

Messing around with hero lab and I think I've got something going for a Techno Priest 2.0

Techno Priest 2.0:

Techno Priest 2.0

Power Level: 9; Power Points Spent: 150/135

STR: +0 (10), DEX: +2 (14), CON: +0 (10), INT: +4 (18), WIS: +1 (12), CHA: +0 (10)

Tough: +9, Fort: +5/+8, Ref: +5/+8, Will: +6/+9

Skills: Acrobatics 2 (+4), Computers 10 (+14), Craft (electronic) 7 (+11), Craft (mechanical) 7 (+11), Disable Device 2 (+6), Drive 4 (+6), Investigate 1 (+5), Knowledge (technology) 10 (+14), Notice 6 (+7/+11), Pilot 5 (+7), Stealth 5 (+7)

Feats: All-Out Attack, Attack Focus (ranged) 2, Attack Specialization 2 (Palm Blasters (Blast 3)), Combat Awareness, Eidetic Memory, Equipment 3, Improved Aim, Inventor, Move-by Action, Online Research, Power Attack, Precise Shot 2

Powers:
Protection 9 (+9 Toughness)
Quickness 3 (Perform routine tasks at 10x speed; One Type (Mental))
S.C.E.P.T.E.R. (Device 9) (Easy to lose)
. . S.C.E.P.T.E.R. Armor (Battle Form 7) (Action (full))
. . . . S.C.E.P.T.E.R. Armor (Battle Form) (Powers: All- Around Vision (Super-Senses 1), Impervious Toughness 3, Laser Weapons Platform (Array 7), Fortitude +3 (+8), Reflex +3 (+8), Will +3 (+9), Notice +4 (+11), Feats: All-Out Attack, Attack Specialization 2 (Palm Blasters (Blast 3)), Combat Awareness, Improved Aim, Move-by Action, Power Attack)
. . . . . . All- Around Vision (Super-Senses 1) (radius: Mental "Vision")
. . . . . . Impervious Toughness 3
. . . . . . Laser Weapons Platform (Array 7) (default power: blast; Distracting)
. . . . . . . . Bombardment Blast (Blast 3) (Default; DC 18; Cluster Area (30 ft. length - General), Selective Attack; Non-Lethal)
. . . . . . . . Devastating Blast 6 (Array; DC 21; Improved Charging)
. . . . . . . . Palm Blasters (Blast 3) (Array; DC 18; Autofire 2 (interval 1, max +5))
. . S.C.E.P.T.E.R. Staff (Array 10) (default power: blast)
. . . . Anti-Tech Field (Nullify 6) (Array; counters: all powers of (type) - technology, DC 16; Cloud Area (30 ft. diameter, lingers - General))
. . . . Blast Laser (Blast 9) (Default; DC 24; Ricochet 2 (2 bounces))
. . . . Disassembler (Disintegration 6) (Array; DC 21; Limited (vs. Machinery); Reversible)
. . . . Nano-Movers (Move Object 9) (Array; Strength: 45, Carry: 4.3k / 4.3 tons / 6.4 tons / 12.8 tons; Limited Material (Metal); Improved Range 2 (450 ft. incr), Precise)
. . . . Nausea Wave (Nauseate 6) (Array; DC 16; Cone Area (60 ft. cone - General))
T.E.C.H. (Device 1) (Easy to lose)
. . Tech Glider (Flight 4) (Speed: 100 mph, 880 ft./rnd; Platform)
. . . . Tech Regen (Regeneration 4) (Alternate; recovery rate (bruised) 2 (recover 1 / action), recovery rate (injured) 2 (recover 1 / 5 mins))
Tech Implant Interface (Container, Active 7)
. . Comm-Link (Communication 4) (sense type: radio; Omni-Directional Area; Selective)
. . . . Video Feed (ESP 4) (Alternate; affects: 2 types - visual, audio; Medium)
. . Comprehend 2 (machines / electronics - speak to, machines / electronics - understand)
. . Robo-Control (Mind Control 8) (DC 18; Affects Objects (Only), Alternate Save (Fortitude); Mental Link; Full Power)
. . . . Machine Link (Datalink 7) (Alternate; sense type: mental; Omni-Directional Area; Machine Control, Rapid)
. . Tech-Invisible (Invisibility 4) (Total concealment from all visual senses; Limited (Only Vs. Technology))

Power Settings:
S.C.E.P.T.E.R. Armor (Battle Form) (Powers: All- Around Vision (Super-Senses 1), Impervious Toughness 3, Laser Weapons Platform (Array 7), Fortitude +3 (+8), Reflex +3 (+8), Will +3 (+9), Notice +4 (+11), Feats: All-Out Attack, Attack Specialization 2 (Palm Blasters (Blast 3)), Combat Awareness, Improved Aim, Move-by Action, Power Attack)

Equipment: Headquarters

Attack Bonus: +7 (Ranged: +9, Melee: +7, Grapple: +7)

Attacks: Anti-Tech Field (Nullify 6) (DC Will 16), Blast Laser (Blast 9), +9 (DC 24), Bombardment Blast (Blast 3) (DC 18), Devastating Blast 6, +7 (DC 21), Disassembler (Disintegration 6), +9 (DC Fort/Tou ), Nausea Wave (Nauseate 6) (DC Fort/Staged 16), Palm Blasters (Blast 3), +13 (DC 18), Robo-Control (Mind Control 8) (DC Fort 18), Unarmed Attack, +7 (DC 15)

Defense: 16 (Flat-footed: 13), Knockback: -6

Initiative: +2

Drawbacks: Power Loss (All Powers), uncommon, minor, EM Pulse +3

Languages: Native Language

Totals: Abilities 14 + Skills 15 (59 ranks) + Feats 10 + Powers 76 + Combat 26 + Saves 13 - Drawbacks 4 = 150

Validation: Hero: Too many PP spent (150, max 135)

Shooting for a more combat oriented Priest, especially after getting his ass handed to him a few times. The idea would be that the Scepter and the Tech Glider both have two configurations.
The tech scepter is now S.C.E.P.T.E.R. (don't ask me what it stands for). Serves as his Tech Scepter (minus the healing ability) and now as a battle form. In the S.C.E.P.T.E.R. battle form, his defenses are improved and he is capable of unleashing a barrage of beam weapons.

The Glider is now T.E.C.H. and can now function as a form of transportation (T.E.C.H. Glider) or, with re-calibration of nanites, can function as T.E.C.H. Regen, a health monitoring system that heals minor injuries while on the field.

Give it a look over and let me know how it looks. I'm thinking this could be the project that he's been working on for a while.


Hero Points: 1 | Damage Condition: 2 | Status conditions: | Fatigue Condition: 0 | Defense: 18 FF Def: 14 KB-5 | Saves T: 10 F: 8 R: 7 W: 7 | Init: +4 | Notice: +8 (Sense water-based fluids (acute, penetrating))

Do not put defenses in an array.

When you put defenses in an array, you are saying "I don't need to be PL9 all the time. I'm willing to be sub-par when I want to use some of my powers."

What's worse is that you cannot be PL9 offensively and defensively at the same time.

And some of your attacks are pointless against real foes. Your palm blasters are sort of pointless. You almost get up to PL damage is you hit by 5+

I think you're going to have to put some attacks in an array with your robo-control.


OMNIPOTENT OMNIPRESENT NARRATOR

Going with the wife to San Fransico and to a ball game tonight so I most likely won't be posting anything today.


Hero Points: 2|Damage Condition: 1 Bruise |Status Condition: Staggered, Stunned|Fatigue Condition: None| Def: 16 FF Def: 13 KB:-4 |Saves T: +9 F:+5 R: +5 W: +6|Init: +2 |Notice: +5 (Darkvision, Tech Awareness, Direction, Distance, Time,Radio)

Waiting to find out if Quark's grapple worked. Will get a post up today. Work's been kicking my ass


OMNIPOTENT OMNIPRESENT NARRATOR

Real life has been keeping me busy sorry guys.
I haven't even been on my computer in days just looking at things on my phone I'm hoping to get everything going some time this afternoon if everything goes as planned.

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