Heroes of Freedom City

Game Master Joey Virtue

Mutants and Masterminds 2nd Edition Game.

Heroes of Freedom City


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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

I've sent a PM to the GM on this too, but figured I'd open this up here too. I'm a total neophyte to M&M. I've played a slew of other games, Hero System, Champions, Marvel, DC (when they first came out and were pretty woeful).

I'm not sure how the defense trade off thing works. At PL 9, the toughness/def would be a total of 18, but you can trade off one for one to have either score lower than the limit of 9? I think I have it right, just not sure.


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

I believe you have a Defense bonus of up to +9 and toughness of up to +9 and you can increase or decrease them by up to 4 according to the limits set by Watcher. So you could have a defense up to +13 but only 5 toughness or a toughness of 13 but defense would be +5. You would add the base of 10 for defense once you are finished, creating a defense range of 15 - 23 (assuming you were keeping everything maxed) and a toughness range of 5 - 13 (assuming max).


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)

Hmmm. My defense bonus is +18 from Dex and shrinking. So I am over the cap? I have no toughness.


Yes, by house rules you are over cap. The raw rules allow any amount of trade off, as long as the two add up to less than double the game's power level. However, many games (including this one) have capped that (our limit is 4) in order to avoid trade offs that are too extreme. You can imagine facing an enemy with 0 Defense but having 18 Toughness, Impervious 9. Hitting him would be a cinch, but how would you hurt him?

As a result, you'll have to rearrange things to bring your Defense down to a max of 13. You could always use those points to bring your toughness up as high as 5.


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))

Likewise your fortitude and reflex saves at 0 mean that any mental or biological attack will floor you.


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

Okay, I think we're set here. I also had the PL on hero lab set at 10 which I think screwed me up. Changes are input in the OP page already. Broadway is no longer oblivious ;)


I did a silly thing last night; I was trying to get my numbers straightened out and arranged the way I wanted. As the Profile page always times out if you keep the modify window open too long, I was typing up the changes in Google Docs. Long story short, didn't save properly, ended up copy/pasting an old version of the character over top of all of the changes I had just ironed out, and then clicked Done.

Grr, grumble, grumble.

Well, so much for all that work. I think I've got it just about fixed up now, except for one question. Trying to figure out places to save points (of course), and so I was looking at my Density power. It is there pretty much only for flavour, as it ties into his backstory quite a bit. In a pinch it does help out some of his defensive abilities, but if he every gets found (in the flesh, as it were), he's probably going to be running away, not fighting (unless he decides to pull a Waldo Butters, and face down the BBEG in a hopeless confrontation). Since 19 points is a hefty investment for a story based element of the character, I'm trying to lighten that load, but I don't want to lose it.

My question is this, with Density, if I took the Immobile flaw at the -1 value, do you think that it would render me immobile in the sense that he would be unable to move under his own power, or immobile in the sense that he pretty much could not be moved? Wheel chair/mobility scooter bound would be fine, and thematically appropriate, but completely unmovable would be pretty hard to explain (Keep in mind this is a permanent effect for him. If he couldn't ever be moved, how did he get to where he is in the first place? Was he born there?) Here's the excerpt from the rules:

Density wrote:
• Immobile (–1): When using Density, you are unable to move from where you stand when you activate the effect, although you can still take actions, so long as they don’t involve movement. If you are completely immobile (and helpless) while using Density, increase the flaw’s value to –3.

I suppose an alternative would be to make him immobile and then have a Device with an anti-gravity system installed (Nullification: Density or Gravity). However, I have his ability set up as innate at the moment as it reflects his story better (he weights that much because he really has that much mass packed into his frame), so I'd have to change that in order for that option to work (such as saying his density is a mass amplification effect or Gravity effect of some sort, unwittingly projected upon himself, but theoretically nullifyable.)


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

I do not believe that being Immobile means you can't be moved, it means you don't have the strength to move yourself. Something could then move you, assuming it has the strength to life/carry you.

If this was champions I would spend points to buy off the immobile version of the DI effect and put it in a focus of some sort. In effect you get less points from immobile because you can ignore it most of the time, that way it wouldn't effect the innate nature, just the immobile part of it.

I would suggest buying the density increase at a lower level, to save points, or you could have a side effect that drains your movement tied to the power that is always on and innate like the power.


Damage Condition: None Fatigue Condition: None Hero Points: 1 Def: 21 FF Def: 15 | Saves T:+7 IT: 4 F:+5 R:+12 W:+5 | Init: +10 | Notice: +5 (Uncanny Dodge [visual], Extended Sight, Accurate Hearing, Direction S., Distance S., Infravision, Radio, Ultra-Hearing, Ultravision)
The Watcher of the Freedomverse wrote:


Everyone as I have been reading the game play discussion I'm am beyond impressed!!! I'm glad you were all chosen to be the Heroes of Freedom

Confession: I poured points into Knowledge (pop culture) entirely so Isaac could make media free associations. :)


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)

@ Imaginator

Personally, I look at it like this. The density increase is a descriptor for a meta-human disability. Currently you are paying for Strength and other stats (don't have a rule book on me at the moment) that you don't really need. I would buy it as a Feature: Increased Mass, pay 1 point per doubling, x2, x4, x8, x16, x32. There you go, 5 points, 3200 kilos. Your Strength & other stats are unaffected because it is just mass, not muscle mass and you save 14 points.

At least my $.02.


OMNIPOTENT OMNIPRESENT NARRATOR

I totally agree with Invictus


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

Been looking into the problem with my Player/Character. On the other campaign I am in it shows both aliases. This one only Taenia.


OMNIPOTENT OMNIPRESENT NARRATOR

With some time hope it will just show both of you.

I was not planning on adding to any of your guys patrols but Techno added something that I can use later and couldn't resist.


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

Is Absorption considered in the total defense?


OMNIPOTENT OMNIPRESENT NARRATOR

Yes it is.

Anything that can be used in Saves or Defense counts.


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)

Ok, I have rebuilt a little. I gave Dr. Quark a helmet that gives him some immunities and a force field. I pulled back his Defense to acceptable trade offs. I didn't want to just give him toughness. He isn't that tough, but he does have an ablative force field that will protect him from some damage. I also bought up his saves a bit since people were so concerned. I want him to be a little bit of a glass jaw, but this makes it less of a problem.

The new version is posted here but not on Obsidian Portal yet.


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)

Just an FYI Quark, in your Tag stats under the Quark alias, you have your saves listed as T:15 F:14 R:15 W:14, those are a little misleading. Your defense is 23 because that is the total an attacker needs to roll to hit you, your saves though are added to a d20 result, and should be listed as T:+5 F:+4 R:+5 W:+4.

Also your Micronaut Life Support is listed as Immunity to Criticals, Disease & Life Support. Life Support is 9 points and includes: Immunity to Poison & Disease, All Environmental Conditions, and Suffocation. You don't need to buy disease a second time.

I noticed that none of your powers are limited to while at a smaller size, you could save points and up ranks that way, but not sure if that's intended or not. :)

Also, since the GM has stated he's not going to be adding to the other 'intro's' as yet, are we waiting for Techno's scene to carry out, or can we do fluff posts as we begin for the next day? Specifically thinking of a class room scene at Roosevelt as the get ready for their field trip.


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)

Thanks for the advice Invictus. After looking at what everyone else can do, I went back and did some major point shifting. Added limitations on most powers so they can only be used while shrinking. Then took those points and put them into a helmet in the style of Star Lord that offers a variety of defenses, boosting saves. It is still fairly easy for someone to pluck it off my head, but that is the peril of being a little man.

As for the saves in the tagline, I thought Watcher wanted static numbers for all of those, but I have updated them to be just bonuses (new bonuses).

Quark won't be such a lightweight now. Of course, as flavor goes, I have no way to have created this cool helmet, but I could have taken it from The Forge.

He can still see at microscopic levels and x-ray all the time.

Let me know if you see any problems. I've never built characters for M&M with Hero Lab before, and it has taken me a while to find a lot of things.


OMNIPOTENT OMNIPRESENT NARRATOR

Invictus yes you are more then welcome to do the next day fluff. I'm working on getting a few characters ironed out on hero labs and waiting for the Imaginators final version, with it being Mother's Day weekend I'm not sure how much posting will get done have s a busy weekend doing stuff my wife wants to do.

Just as a time frame for everyone you need to be at the court house no latter then 10 thouse on jury duty need to be there at 8.


I hear you on the wife-stuff. I think I'm just about done; I'm trying to take a few minutes here and there, whenever I get them. You said not to post until we're totally good to go, so that's what I'm waiting on.


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)

According to our intro's a couple of dynamic things, even for Freedom City occurred, a major fire, a bomb destroying a suburban home, a crack house was destroyed by parties unknown.

Does anyone want to have a meet up in ID after their intro's to banter, or even throw down in a good guys fight trope, for some lite RP over Mother's Day until we can start in earnest next week?


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)

I'm up for it.


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)

@Quark
You could consider the helmet a gift from Techno Priest. After years of self-operation, he believes he's found someone who could help him and gifts the helmet as a sign of trust.
But being the total creep he is, Techno Priest could have deduced your ID and delivered the helmet to your house.

Edit: I pretty much knocked myself out of meeting up with my last narrative unless you guys want to advance our relationship and come over for breakfast hah.


I'm up to meet people. I'll post a link to make myself easy to meet.


Hero Points: 3 + Luck 2 ||Damage Condition: none|Status Condition: None|Fatigue Condition:None | Def: 18; FF 12 Def: KB: -6||Saves T: +9 IT: F:+5 R:+5 W: +5|Init: +5|Notice: +7| Regen 12 (rate: B 2, I 4, S 4, R 2

I'm down


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

Count me in. It is likely that any grouping might attract his attention.


OMNIPOTENT OMNIPRESENT NARRATOR
The Imaginator wrote:
I hear you on the wife-stuff. I think I'm just about done; I'm trying to take a few minutes here and there, whenever I get them. You said not to post until we're totally good to go, so that's what I'm waiting on.

If you are done just trying to massage numbers to get them to work then you can post how are the avatars coming.

Guys that's a regular night in Freedom city that's why it needs lots of heroes.


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)

@ Techno Priest

RET CON! Sure, in Techno Priests solo title, the house blew up he went home, and was talking to the Alcorn's. But in the group title "Freedom City's Finest!" There is a yellow box that reads;

Quote:
*These events immediately follow the detonation as seen in Techno Priests Confessions, Issue #1 - editor

I did the same thing in my post! :)


Invictus Legacy wrote:

@ Imaginator

Personally, I look at it like this. The density increase is a descriptor for a meta-human disability. Currently you are paying for Strength and other stats (don't have a rule book on me at the moment) that you don't really need. I would buy it as a Feature: Increased Mass, pay 1 point per doubling, x2, x4, x8, x16, x32. There you go, 5 points, 3200 kilos. Your Strength & other stats are unaffected because it is just mass, not muscle mass and you save 14 points.

At least my $.02.

Watcher of the Freedomverse wrote:


I totally agree with Invictus

Cool idea. Only thought would be, if it has no advantage associated and limits his mobility, would it be a drawback? He has a mobility drawback as it is, worth just -1 (minimum value) as I am not expectin to come up much (unless the GM has genius bad guys - or telepaths I suppose - figure out his identity more quickly and more often than I anticipated). Could it not just be an aspect of this Drawbac, rather than a feature that is paid for?


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)

Absolutely, BUT, if you pay a few points for it, it IS advantageous in that you'd probably score some bonuses to resist being KB'd if those said telepathic baddies tracked you down, it'd take a full crew to throw you into a van if they intended to kidnap you.

That is like saying Thor doesn't really need to buy Immunity to Aging, the campaign isn't going to go long enough to matter. True to a point, it all depends on the GM.


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)

@Techno Priest I like that plan. It probably creeps Quark out a bit, but he obviously isn't hard to find. I imagine the H.E.L.M looks like one of those neck wraparound bluetooth phone devices when he is in his civilian identity and then it builds itself around his head in hero mode.

Techno Priest probably saw him get his ass kicked one night by a random mugger and then thought to solve the problem.


Watcher, I just realized I didn't buy equipment. Do you want me to rearrange points, or just do without? BTW, Looking it up, a modern smartphone is 8 points of M&M2 equipment.


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

Not sure how it works in M&M2 but in other systems it is an issue only if you use it as part of your Hero ID. For example, it is easy to assume everyone has an office or equivalent, a home, a car a phone and a computer, even though these should cost points.

I would suggest that you do have a smartphone, in your Secret ID name and probably easily traceable, a computer system along the same lines, cars/homes/etc.. so that you probably make a significant effort to NOT use those things for Heroic purposes so they don't trace back to your Secret ID.


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)

8 points for a smart phone seems pretty steep. My whole headquarters only costs 9.

In most 4 color style campaigns I have played in, normal equipment hasn't been much of an issue. It seems reasonable to me to assume that characters have basic equipment in their normal lives.

Peter Parker doesn't have to pay for his camera, but Cap does have to pay for his motorcycle because he uses it in combat. In fact, it might be more a device.

I paid for a headquarters because I want to be able to have a place to have labs and do adventurer stuff. It also has a medical practice in it. At the same time, Invictus doesn't have to pay for his classroom even if it has a computer that he can use to look something up.

Just my 2cp.


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)

^ +1.

Also, waiting on a PM from Techno, and I should have an In Game post up in about an hour, have to go throw some hot dogs on the BBQ, even if it is raining I deserve BBQ'd meat and beer on a Saturday! :)


OMNIPOTENT OMNIPRESENT NARRATOR
Dr. Quark wrote:


In most 4 color style campaigns I have played in, normal equipment hasn't been much of an issue. It seems reasonable to me to assume that characters have basic equipment in their normal lives.

Peter Parker doesn't have to pay for his camera, but Cap does have to pay for his motorcycle because he uses it in combat. In fact, it might be more a device.

I paid for a headquarters because I want to be able to have a place to have labs and do adventurer stuff. It also has a medical practice in it. At the same time, Invictus doesn't have to pay for his classroom even if it has a computer that he can use to look something up.

I fully agree a Smart phone is different then if you were trying to buy a com link system. If it something that isn't used in combat that can be purchased at Target or something similar it wont cost points


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)

Oh, Broadway, I didn't mention it earlier, but I nearly spit my coffee all over my lap top when I read the superhero groupie comment.

I think she needs to make an appearance in each of our stories at one point or another. Something of a professional dnpc! LOL Makes me laugh!


OMNIPOTENT OMNIPRESENT NARRATOR

Im trying to get everyone's finalized characters from Hero Labs posted. I want you to check them out make sure they are all correct.(they will be the final version of characters over your profiles. Im hoping to have them all ready to go by Monday morning we can start at the courthouse and get this rolling for real.


OMNIPOTENT OMNIPRESENT NARRATOR

Ares:

Ares

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

STR: +5 (20), DEX: +5 (20), CON: +5 (20), INT: +0 (10), WIS: +0 (10), CHA: +4 (18)

Tough: +9, Fort: +5, Ref: +5, Will: +5

Skills: Computers 2 (+2), Intimidate 11 (+15), Knowledge (history) 12 (+12), Knowledge (tactics) 12 (+12), Notice 7 (+7), Profession (Book Dealer) 4 (+4)

Feats: Accurate Attack, All-Out Attack, Defensive Attack, Fearless, Fearsome Presence 2, Inspire (+1), Leadership, Luck 2, Power Attack, Takedown Attack 2

Powers:
Gods Never Die (Regeneration 12) (recovery rate (bruised) 2 (recover 1 / action), recovery rate (injured) 4 (recover 1 / round), recovery rate (staggered) 4 (recover 1 / round), resurrection 2 (1 day))
Imortality (Immunity 10) (aging, life support)
Shield of Ares (Shield 4) (+4 dodge bonus)
Strength of The Gods (Super-Strength 3) (+15 STR carry capacity, heavy load: 3.2k lbs; +3 STR to some checks; Bracing)
The Body of a God (Protection 4) (+4 Toughness; Impervious)
The Language of War (Comprehend 2) (languages - speak all, languages - understand all)
Weapon of the Gods (Array 6) (default power: damage)
. . Melee Weapons (Damage 5) (Default; DC 25; Mighty 5 (+5 to damage), Variable Descriptor 2 (Broad group - Any Melee Weapon))
. . Ranged Weapon (Damage 5) (Array; DC 20; Range (ranged); Variable Descriptor 2 (Broad group - Any Ranged Weapon))

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +13/+16)

Attacks: Melee Weapons (Damage 5), +8 (DC Staged/Tou ), Ranged Weapon (Damage 5), +8 (DC Staged/Tou ), Unarmed Attack, +8 (DC 20)

Defense: 18 (Flat-footed: 12), Knockback: -6

Initiative: +5

Languages: English

Totals: Abilities 38 + Skills 12 (48 ranks) + Feats 13 + Powers 58 + Combat 24 + Saves 5 + Drawbacks 0 = 150

Broadway:

Broadway

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

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

Tough: +4, Fort: +9, Ref: +11, Will: +13

Skills: Acrobatics 8 (+12), Bluff 6 (+10), Concentration 7 (+9), Diplomacy 6 (+10), Gather Information 4 (+8), Notice 10 (+12), Perform (acting) 5 (+9), Perform (singing) 5 (+9), Search 8 (+9), Sense Motive 7 (+9)

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 4, Distract (Bluff), Evasion, Move-by Action, Power Attack, Precise Shot 2, Quick Change

Powers:
Sonar (Super-Senses 4) (blindsight: Hearing; Custom (Uses Active Sonar))
Sonic Scream (Sonic Control 9) (Radius: 45 ft., DC 19)
. . Harmonic Dispersal (Absorption 4) (Alternate; absorbs: energy, effect: healing)
. . Piercing Scream (Damage 6) (Alternate; DC 21; Penetrating, Range (ranged))
. . Sonic Blast (Blast 9) (Alternate; DC 24)
. . Sonic Phasing (Insubstantial 3) (Alternate; Energy)
. . Synapse Overload (Stun 8) (Alternate; DC 18; Extended Reach 2 (10 ft.))
. . Vertigo (Nauseate 8) (Alternate; DC 18; Extended Reach 2 (10 ft.))
Sonic Wall (Protection 7) ([0 active, 0/13 PP, 2/r-1], +7 Toughness; Affects Others (Only), Shapeable Area (7 cubes of 125 cu. ft. (5x5x5) - General), Force Field; Power Loss (Not In a Silence Field))
. . Friction Glide (Flight 10) (Alternate; [0 active, 0/13 PP, 1/r-1], Speed: 10000 mph, 88000 ft./rnd; Limited (Only while touching a surface); Power Loss (Not in a Silence Field))
. . Sonic Shield (Protection 8) (Alternate; [0 active, 0/13 PP, 2/r-1], +8 Toughness; Force Field, Impervious [5 ranks only]; Power Loss (Not in a Silence Field))

Attack Bonus: +5 (Ranged: +9, Melee: +5, Grapple: +6)

Attacks: Piercing Scream (Damage 6), +9 (DC Staged/Tou ), Sonic Blast (Blast 9), +9 (DC 24), Sonic Scream (Sonic Control 9) (DC Fort/Ref 19), Synapse Overload (Stun 8), +5 (DC Fort/Staged 18), Unarmed Attack, +5 (DC 16), Vertigo (Nauseate 8), +5 (DC Fort/Staged 18)

Defense: 15 (Flat-footed: 13), Knockback: -2

Initiative: +4

Languages: English

Totals: Abilities 32 + Skills 17 (66 ranks) + Feats 13 + Powers 45 + Combat 20 + Saves 23 + Drawbacks 0 = 150

Dr Quark:

Quark

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

STR: +0 (10), DEX: +0 (10), CON: +0 (10), INT: +6 (22), WIS: +0 (10), CHA: +0 (10)

Tough: +0/+5, Fort: +0/+10, Ref: +1/+13, Will: +0/+10

Skills: Computers 8 (+14), Diplomacy 8 (+8), Knowledge (life sciences) 9 (+15), Knowledge (physical sciences) 4 (+10), Knowledge (technology) 4 (+10), Medicine 9 (+9), Notice 8 (+8), Stealth 4 (+24)

Feats: Defensive Strike, Eidetic Memory, Elusive Target, Equipment 2, Evasion 2, Hide in Plain Sight, Improved Initiative 3, Quick Change

Powers:
Atomic Strike (Strike 6) (DC 21; Limited (Only when Shrinking))
H.E.L.M. (Device 10) (Easy to lose)
. . Force Field (Force Field 5) (+5 Toughness)
. . Fortitude (Enhanced Trait 35) (Traits: Fortitude +10 (+10), Reflex +12 (+13), Will +10 (+10), Feats: Evasion 2, Quick Change)
. . Micronaut Life Support (Immunity 11) (critical hits, life support; Noticeable (Respirator Sound))
Healing 3 (DC 13; Distracting, Limited (Only When Shrinking), Limited to Others)
Microvision (Super-Senses 8) (microscopic vision 4 (atom-size), x-ray vision)
Quantum Size (Shrinking 20) (quantum forces, -5 size categories, 1/16 movement speed; Normal Strength, Normal Toughness; Atomic Size)
Quantum Speed (Super-Speed 3) (Adds: Quickness 3, Speed 3, Feats: Improved Initiative 3; Limited (Only when Shrinking))
. . Quickness 3 (Perform routine tasks at 10x speed)
. . Speed 3 (Speed: 50 mph, 440 ft./rnd)

Equipment: Headquarters

Attack Bonus: +12 (Ranged: +12, Melee: +12, Grapple: -20)

Attacks: Atomic Strike (Strike 6), +12 (DC 21), Unarmed Attack, +12 (DC 15)

Defense: 23 (Flat-footed: 17), Size: Medium/Miniscule, Knockback: +3

Initiative: +0/+12

Languages: Native Language

Totals: Abilities 12 + Skills 14 (54 ranks) + Feats 6 + Powers 115 + Combat 2 + Saves 1 + Drawbacks 0 = 150

Invictus:

Invictus

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

STR: +10 (30), DEX: +2 (14), CON: +10 (30), INT: +1 (12), WIS: +2 (14), CHA: +2 (14)

Tough: +10/+12, Fort: +12, Ref: +4, Will: +7

Skills: Concentration 5 (+7), Diplomacy 11 (+13), Investigate 4 (+5), Knowledge (civics) 4 (+5), Knowledge (current events) 6 (+7), Knowledge (history) 6 (+7), Medicine 1 (+3), Notice 5 (+7), Profession ((Secondary School Teacher)) 5 (+7), Sense Motive 5 (+7)

Feats: All-Out Attack, Attack Specialization 2 (Unarmed Attack), Benefit ((Legacy Hero)), Connected, Dodge Focus 2, Improved Initiative 2, Inspire (+1), Interpose, Luck 2, Power Attack, Untapped Potential, Withstand Damage

Powers:
Cellular Consciousness & Genetic Memory (Super-Senses 4) (postcognition; Limited (Centurion's Memory (Significant Events & Experiences)))
Perfect Genetic & Physical Clone (Container, Passive 10) (Power Loss 3 (Argonite Gas))
. . Impervious to Harm (Protection 2) (+2 Toughness)
. . Incomprehensible Speed & Power (Super-Speed 2) ([2 active, 10/10 PP, 5/r], Adds: Quickness 2, Speed 2, Feats: Improved Initiative 2; Rapid Attack (Radius: 10 ft.))
. . . . Quickness 2 (Perform routine tasks at 5x speed)
. . . . Speed 2 (Speed: 25 mph, 220 ft./rnd)
. . . . Sub Sonic Flight (Flight 5) (Alternate; [0 active, 10/10 PP, 2/r], Speed: 250 mph, 2200 ft./rnd)
. . . . Super Sonic Flight (Flight 10) (Alternate; [0 active, 10/10 PP, 1/r], Speed: 10000 mph, 88000 ft./rnd; Distracting)
. . . . Unearthly Reserves of Strength (Super-Strength 6) (Alternate; [0 active, 10/10 PP, 1/r+4], +30 STR carry capacity, heavy load: 51.2 tons; +6 STR to some checks; Distracting; Bracing, Countering Punch, Groundstrike (Radius: 90 ft., DC 19), Super-Breath (+9, Cone: 90 ft., DC 19))
. . Invulnerability (Impervious Toughness 10) (Limited (Physical Effects Only))
. . Lack of Weakness (Immunity 2) (critical hits; Limited ((Physical Effects)))
. . Super Human Senses (Super-Senses 14) (danger sense: (Auditory), extended: (Visual) 1 (-1 per 100 ft), extended: (Auditory) 1 (-1 per 100 ft), infravision, microscopic vision 3 (molecule-size), radio, ultra-hearing, x-ray vision)
. . Super Human Stamina & Endurance (Immunity 11) (aging, life support, sleep)

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +14)

Attacks: Unarmed Attack, +8 (DC 25)

Defense: +6 (Flat-footed: +2), Knockback: -11

Initiative: +2/+10

Drawbacks: Vulnerable, uncommon, moderate, (Sonic Effects & Attacks: Increase DC by 1.5), Weakness, uncommon, major, Argonite Gas (-1 Con per Minute; Lethal)

Languages: English (Native)

Totals: Abilities 54 + Skills 13 (52 ranks) + Feats 14 + Powers 49 + Combat 16 + Saves 9 - Drawbacks 5 = 150

T.I.G.H.T.S.:

T.I.G.H.T.S.

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

STR: +0 (10), DEX: +2 (14), CON: +0 (10), INT: +7 (25), WIS: +1 (12), CHA: +0 (10)

Tough: +0/+7, Fort: +5, Ref: +2/+12, Will: +5

Skills: Computers 7 (+14), Concentration 4 (+5), Craft (chemical) 7 (+14), Craft (electronic) 7 (+14), Craft (mechanical) 7 (+14), Disable Device 7 (+14), Investigate 3 (+10), Knowledge (business) 3 (+10), Knowledge (current events) 7 (+14), Knowledge (earth sciences) 7 (+14), Knowledge (life sciences) 7 (+14), Knowledge (physical sciences) 7 (+14), Knowledge (popular culture) 6 (+13), Knowledge (technology) 7 (+14), Medicine 8 (+9), Notice 4 (+5), Pilot 1 (+3), Profession (Engineer) 5 (+6), Sense Motive 4 (+5), Sleight of Hand 4 (+6)

Feats: Accurate Attack, Attack Focus (ranged) 3, Eidetic Memory, Improved Initiative 2, Inventor, Skill Mastery (Craft:Chemical, Electronic, Mechanical, Know Physical Sciences), Uncanny Dodge (Visual), Well-Informed

Powers:
Mad Science Genius (Quickness 6) (Perform routine tasks at 100x speed, Feats: Improved Initiative 2, Uncanny Dodge (Visual); One Type (Mental))
T.I.G.H.T.S. (Device 19) (Hard to lose, Only you can use)
. . Antograviton Generator (Flight 7) (Speed: 1000 mph, 8800 ft./rnd)
. . Autonomous Evasive Protocols (Enhanced Trait 10) (Traits: Reflex +10 (+12); Linked (Autonomous Evasive Protocols (Shield 11)))
. . Autonomous Evasive Protocols (Shield 11) (+11 dodge bonus; Linked (Autonomous Evasive Protocols (Enhanced Trait 10)))
. . Hyper-Sensory Suite (Super-Senses 10) (accurate (type): Hearing, direction sense, extended: Vision 1 (-1 per 100 ft), infravision, radio, ultra-hearing)
. . Kinetic Absorbtion Field (Protection 7) (+7 Toughness; Force Field, Impervious [4 ranks only]; Selective)
. . Plasma Beam (Damage 11) (DC 26; Range (ranged); Accurate 2 (+4), Precise, Split Attack (2 targets))
. . . . Memetic Induction (Dazzle 11) (Alternate; affects: visual senses, DC 21; Accurate 2 (+4))
. . . . Plasma Line (Damage 8) (Alternate; DC 23; Line Area (5x200 ft. line - General), Penetrating; Ricochet 2 (2 bounces))
. . . . Stragelet Emission (Disintegration 4) (Alternate; DC 19; Accurate 2 (+4), Precise)
. . Sealed Environment (Immunity 9) (life support)

Attack Bonus: +0 (Ranged: +3, Melee: +0, Grapple: +0)

Attacks: Memetic Induction (Dazzle 11), +7 (DC Fort/Ref 21), Plasma Beam (Damage 11), +7 (DC Staged/Tou ), Plasma Line (Damage 8) (DC Staged/Tou ), Stragelet Emission (Disintegration 4), +7 (DC Fort/Tou ), Unarmed Attack, +0 (DC 15)

Defense: 21 (Flat-footed: 10), Knockback: -5

Initiative: +10

Languages: Native Language

Totals: Abilities 21 + Skills 28 (112 ranks) + Feats 8 + Powers 84 + Combat 0 + Saves 9 + Drawbacks 0 = 150

Techno Priest:

Techno Priest

Power Level: 9; Power Points Spent: 148/150

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

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

Skills: Acrobatics 2 (+4), Computers 10 (+14), Craft (electronic) 8 (+12), Disable Device 2 (+6), Drive 4 (+6), Gather Information 10 (+10), Intimidate 5 (+5), Investigate 1 (+5), Knowledge (popular culture) 1 (+5), Knowledge (technology) 10 (+14), Notice 6 (+7), Pilot 4 (+6), Stealth 5 (+7)

Feats: Attack Focus (ranged) 2, Eidetic Memory, Equipment 3, Inventor, Well-Informed

Powers:
Armor (Protection 9) (+9 Toughness)
Tech Implant Interface (Container, Active 7)
. . Comm-Link (Communication 4) (sense type: radio; Omni-Directional Area)
. . . . Video Feed (ESP 4) (Alternate; affects: 2 types, inc. visual - visual, audio; Medium)
. . Invisibility 4 (Total concealment from all visual senses; Limited (Only Vs Technology))
. . Robo-Control (Mind Control 8) (DC 18; Affects Objects (Only), Alternate Save (Fortitude); Mental Link)
. . . . Machine Link (Datalink 7) (Alternate; sense type: mental; Omni-Directional Area; Machine Control, Rapid)
. . Techno Speach (Comprehend 2) (machines / electronics - speak to, machines / electronics - understand)
Tech Scepter (Array 10) (default power: damage)
. . Disassembler (Disintegration 6) (Array; DC 21; Limited (Only vs Machinery); Reversible)
. . Hurt Laser (Damage 9) (Default; DC 24; Range (ranged); Ricochet 2 (2 bounces))
. . Nano Anti-Tech Field (Nullify 6) (Array; counters: all powers of (type) - technology , DC 16; Cloud Area (30 ft. diameter, lingers - General))
. . Nano-Nurse (Healing 6) (Array; DC 16; Range (ranged))
. . Nausea Wave (Nauseate 6) (Array; DC 16; Cone Area (60 ft. cone - General))
Techno Glider (Flight 4) (Speed: 100 mph, 880 ft./rnd; Platform)
Upgraded Effectiveness (Quickness 3) (Perform routine tasks at 10x speed; One Type (Mental))

Equipment: Cathode Cathedral

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

Attacks: Disassembler (Disintegration 6), +9 (DC Fort/Tou ), Hurt Laser (Damage 9), +9 (DC Staged/Tou ), Nano Anti-Tech Field (Nullify 6) (DC Will 16), Nausea Wave (Nauseate 6) (DC Fort/Staged 16), Robo-Control (Mind Control 8) (DC Fort 18), Unarmed Attack, +7 (DC 15)

Defense: 16 (Flat-footed: 13), Knockback: -4

Initiative: +2

Drawbacks: Power Loss (All Powers), uncommon, minor, EM Pulse, Vulnerable, common, minor, Electrictiy , Vulnerable, uncommon, minor, Magnetic

Languages: English

Totals: Abilities 14 + Skills 17 (68 ranks) + Feats 8 + Powers 74 + Combat 26 + Saves 13 - Drawbacks 4 = 148

Waveform:

Waveform

Power Level: 9; Power Points Spent: 150

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

Tough: +10, Fort: +8, Ref: +7, Will: +7

Skills: Acrobatics 4 (+8), Bluff 6 (+8), Concentration 4 (+6), Diplomacy 6 (+8), Escape Artist 1 (+5), Gather Information 1 (+3), Investigate 1 (+1), Knowledge (earth sciences) 4 (+4), Knowledge (life sciences) 4 (+4), Knowledge (Metahumans) 2 (+2), Knowledge (physical sciences) 4 (+4), Medicine 2 (+4), Navigate 5 (+5), Notice 6 (+8), Search 6 (+6), Sense Motive 2 (+4), Survival 2 (+4)

Feats: Attractive (+4), Environmental Adaptation (Water), Fast Overrun, Grappling Finesse, Improved Grab, Improved Overrun

Powers:
Hydrokinesis (Move Object 10) (Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons, Feats: Improved Grab; Duration (continuous); Limited Material (Water), Range (touch); Focus (Water), Noticeable)
Immunity 3 (environmental condition: Cold, environmental condition: Pressure, suffocation: Drowning; Burst Area (15 ft. radius - General))
Nonwetting water (Features 1)
Resilience (Protection 4) (+4 Toughness)
Water Shield (Protection 4) (+4 Toughness; Burst Area (20 ft. radius - General); Selective; Focus (Water))
Water Slam (Damage 10) (DC 25; Range (ranged); Indirect 3 (any point, any direction); Custom (Requires water source), Reduced Range 2 (max range 250 ft.))
. . Purify water (Transform 8) (Alternate; affects: 1 thing > 1 thing, Transforms: 250 lbs., DC 18; Affects Objects (Only), Burst Area (40 ft. radius - General), Duration (continuous); Action (full), Distracting, Range (touch); Custom (Impurities collected), Precise)
Watersense (Super-Senses 8) (acute: Watersense, detect: Water-based fluids, Tactile 2 (ranged), penetrates concealment: Choose Sense, ranged: Watersense)
Waveriding (Linked)
. . Catch the Wave (Flight 3) (Alternate; Speed: 50 mph, 440 ft./rnd; Burst Area (15 ft. radius - General); Limited (Only in contact with surface); Selective; Focus (Water))
. . Motion Blur (Blur) (Linked; Partial concealment from all visual senses; Custom (Move over 60'))
. . Waveriding (Flight 4) (Linked; Speed: 100 mph, 880 ft./rnd; Limited (Contact with Surface); Custom (Works in water); Focus (Water))

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +12)

Attacks: Purify water (Transform 8) (DC Fort 18), Unarmed Attack, +8 (DC 15), Water Slam (Damage 10), +8 (DC Staged/Tou )

Defense: 18 (Flat-footed: 14), Knockback: -5

Initiative: +4

Languages: English

Totals: Abilities 20 + Skills 15 (60 ranks) + Feats 5 + Powers 64 + Combat 32 + Saves 14 + Drawbacks 0 = 150

I am entering in Golem and still waiting on the final Imaginator
Please check these over make sure your character is done and right.(Techno you still have a point of two from the drawbacks)


OMNIPOTENT OMNIPRESENT NARRATOR

Praxiteles The Golem:

Praxiteles the Golem

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

STR: +0 (-), DEX: +0 (10), CON: +0 (-), INT: +3 (16), WIS: +3 (16), CHA: +0 (10)

Tough: +13, Fort: Immune, Ref: +3, Will: +9

Skills: Bluff 4 (+4), Concentration 9 (+12), Craft (artistic) 11 (+14), Drive 2 (+2), Knowledge (art) 8 (+11), Knowledge (behavioral science) 6 (+9), Knowledge (history) 9 (+12), Language 7 (+7), Notice 8 (+11), Profession (Teacher ) 6 (+9), Search 4 (+7), Sense Motive 7 (+10)

Feats: Beginner's Luck, Eidetic Memory, Luck 2

Powers:
Astral Conduit (Array 11) (default power: regeneration)
. . Animate Object 10 (Array; Affects Corporeal; Limited (One object at a time), Limited (Created object only), Range (touch); Subtle 2 (unnoticable))
. . Astral Travel (Flight 10) (Array; Speed: Normal: 80 ft./rnd, Accelerated: 160 ft./rnd, All-Out: 10000 mph, 88000 ft./rnd)
. . Create Object 9 (Array; Max Size: 9x 5' cubes, DC 19; Affects Corporeal, Duration (continuous); Action (full), Range (touch); Innate, Precise, Subtle (subtle))
. . Healing 7 (Array; DC 17; Affects Corporeal, Affects Objects (Only) [4 ranks only])
. . Regeneration 14 (Default; ability damage 4 (recover 1 / 5 mins), recovery bonus 9 (+9 to recover), resurrection 1 (1 week); True Resurrection [1 rank only]; Persistent, Regrowth)
Flight 2 (Speed: Normal: 40 ft./rnd, Accelerated: 80 ft./rnd, All-Out: 25 mph, 220 ft./rnd)
Immunity 34 (aging, critical hits, fortitude saves, sleep)
Insubstantial 4 (Incorporeal; Permanent; Innate)
Invisibility (Concealment 10) (all senses; Permanent; Close Range, Innate)
Possession 1 (DC 11; Action (move), Affects Corporeal, Affects Objects (Only), Alternate Save (Fortitude); Limited (Antmated Objects Only))
Protection 13 (+13 Toughness)

Attack Bonus: +0 (Ranged: +0, Melee: +0, Grapple: +0)

Attacks: Possession 1, +0 (DC Fort 11), Unarmed Attack, +0 (DC 15)

Defense: 10 (Flat-footed: 10), Knockback: -6

Initiative: +0

Languages: Arabic, Chinese (Mandarin), English, French, German, Greek , Latin, Spanish

Totals: Abilities -8 + Skills 21 (81 ranks) + Feats 4 + Powers 124 + Combat 0 + Saves 9 + Drawbacks 0 = 150

Now I just have enter his golems to possess


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

Watcher:
I thought possession being a mental attack didnt need affects corporeal


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

@ Invictus: I agree, she could wind up being the group DNPC :D


Damage Condition: None Fatigue Condition: None Hero Points: 1 Def: 21 FF Def: 15 | Saves T:+7 IT: 4 F:+5 R:+12 W:+5 | Init: +10 | Notice: +5 (Uncanny Dodge [visual], Extended Sight, Accurate Hearing, Direction S., Distance S., Infravision, Radio, Ultra-Hearing, Ultravision)

T.I.G.H.T.S. looks snug and supporting, but flexible. Just as he should be. :)


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)

Quark looks good.


OMNIPOTENT OMNIPRESENT NARRATOR

Just making sure this is how we all agreed on combat right?

Combat Actions
After the description of your actions please have all the dice rolls actions broken down along with the
Example
The bowman pulls his bow and knocks his bladed arrow as he runs to the edge of the rooftop takes aim on Dr. Simian in his hover chair and lets his arrow fly.

Bowman wrote:
Free Action to draw my bow Move Action to move to the edge of the roof, and Standard Action to fire. Attack Bladed Arrow (+11 (+15 base -4 Power Attack) Attack, DC 24 (DC 20 base, +4 for Power Attack) Toughness). Attack Check w/Bladed Arrow: 1d20 + 11 ⇒ (18) + 11 = 29

Or

The bowman pulls his bow and knocks his Confusion arrow as he runs to the edge of the rooftop takes aim on group of Viper agents and lets his arrow fly.

Bowman wrote:
Free Action to draw my bow Move Action to move to the edge of the roof, and Standard Action to fire. Attack Area Effect Burst Confuse 6 DC 16 Will Save or Confused

Rolling for Skills and Powers

[Dice=Skill or Powers Name] 1d20+14[dice] [ooc] Any modifier besides standard ranks in power or skill [ooc]

(Took me a few times trying it out to get the Quotes to be Non Combat Blue you have to put the OOC after the quote not before.)


OMNIPOTENT OMNIPRESENT NARRATOR

I just made a savings throw macro so I can have saves from combat easier no matter my computer my iphone or my ipad
Here is the example they are over with the other macros if you guys care.

Ares Saves
Ares Toughness Save: 1d20 + 9 ⇒ (8) + 9 = 17
Ares Fortitude Save: 1d20 + 5 ⇒ (12) + 5 = 17
Ares Reflex Save: 1d20 + 5 ⇒ (13) + 5 = 18
Ares Will Save: 1d20 + 5 ⇒ (17) + 5 = 22

Broadway Saves
Broadway Toughness Save: 1d20 + 4 ⇒ (2) + 4 = 6
Broadway Fortitude Save: 1d20 + 9 ⇒ (10) + 9 = 19
Broadway Reflex Save: 1d20 + 11 ⇒ (13) + 11 = 24
Broadway Will Save: 1d20 + 13 ⇒ (11) + 13 = 24

Dr. Quark
Dr. Quark Toughness Save: 1d20 + 5 ⇒ (13) + 5 = 18
Dr. Quark Fortitude Save: 1d20 + 10 ⇒ (11) + 10 = 21
Dr. Quark Reflex Save: 1d20 + 13 ⇒ (13) + 13 = 26
Dr. Quark Will Save: 1d20 + 10 ⇒ (8) + 10 = 18

Invictus
Invictus Toughness Save: 1d20 + 12 ⇒ (3) + 12 = 15
Invictus Fortitude Save: 1d20 + 10 ⇒ (6) + 10 = 16
Invictus Reflex Save: 1d20 + 4 ⇒ (15) + 4 = 19
Invictus Will Save: 1d20 + 7 ⇒ (11) + 7 = 18

Praxiteles the Golem
Praxiteles the Golem Toughness Save: 1d20 + 13 ⇒ (2) + 13 = 15
Praxiteles the Golem Fortitude Save:
Praxiteles the Golem Reflex Save: 1d20 + 3 ⇒ (20) + 3 = 23
Praxiteles the Golem Will Save: 1d20 + 9 ⇒ (4) + 9 = 13

T.I.G.H.T.S.
T.I.G.H.T.S. Toughness Save: 1d20 + 7 ⇒ (3) + 7 = 10
T.I.G.H.T.S. Fortitude Save: 1d20 + 5 ⇒ (16) + 5 = 21
T.I.G.H.T.S. Reflex Save: 1d20 + 12 ⇒ (1) + 12 = 13
T.I.G.H.T.S. Will Save: 1d20 + 5 ⇒ (5) + 5 = 10

Techno Priest
Techno Priest Toughness Save: 1d20 + 9 ⇒ (20) + 9 = 29
Techno Priest Fortitude Save: 1d20 + 5 ⇒ (14) + 5 = 19
Techno Priest Reflex Save: 1d20 + 5 ⇒ (20) + 5 = 25
Techno Priest Will Save: 1d20 + 6 ⇒ (15) + 6 = 21

Waveform
Waveform Toughness Save: 1d20 + 10 ⇒ (9) + 10 = 19
Waveform Fortitude Save: 1d20 + 8 ⇒ (2) + 8 = 10
Waveform Reflex Save: 1d20 + 7 ⇒ (2) + 7 = 9
Waveform Will Save: 1d20 + 7 ⇒ (2) + 7 = 9


BTW, can you give a weather listing for important days? Having some rain around every once a while will make it much easier for me to get into hero mode.


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)

Just realized that Watcher is running with the old build where Invictus had Impervious 10, rather than Impervious 6, Second Chance (Ballistic Dmg) & Ultimate Effort (Toughness).

Questions about the GM rolling our saves, can we retcon posts? ie. I'm at Work, Dr. Big Bad levels Invictus with the Eat-Death Ray, and GM rolls a Toughness save that would result in Invictus being knocked out, can I post when I get home saying I'd like a re-roll (Hero Point expenditure), or I'd like to activate Ultimate Toughness?


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)

Another question, and I know this is a long way off, but I love my character, and the setting! I am an old school Champions player, so the mix of Freedom-verse with iconic Champions villains is awesome! Bring on Mechanon! :)

Anyways, as for earning PP through experience, how will that affect our PL's seeing as we're at 150 & PL 9 currently, at 165 we hit PL 10? Just so I can plot out my advancement so that my defense & offense grow to the new cap along side with my skills & non combat capped powers (senses & what not).


OMNIPOTENT OMNIPRESENT NARRATOR

@Invictus: To a certain extent I will allow you to "retcon" if you use a hero point of sometime of Ultimate effort, you can also after your attack of before the Villains attack put an ooc comment saying that if needed you will use either your hero point or a feat of needed to atempt to stay conscious.
As for power points I was thinking more along the lines of 25 to PL 10 and then like 35 to 50 each additional PL.
Good news for you bad news for the Freedomverse I'm always happy to take requests. Mwwhahahahahaha (in a digitized voice)

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