| *Gust* |
This is DQ with my character. I may change his name from Windrider to something else (Galeforce, maybe?), so right now name is under his secret identity. (Or Gale Force could be a good name for the team. ;) )
I was thinking Nick already knew Freefall and Voltage. He's into adventure sports and bicycling, so he might have meet Freefall surfing or something (maybe even helped him out). Nick is the descendant of the Greek god of wind Aeolus so with Voltage being son of Zeus they might have found a connection there.
| Freefall |
One of my brothers died last week. I was away for the weekend. Might take me a few days to get back into full flow of PBP.
I am planning to adjust Freefall some.
Drop the smart phone, raise wealth from default (8 middle class) to 12 (affluent), which will cover getting the smart phone. Use the remaining equipment points for windsurfing board.
Also will have a smallest size (room) HQ with high secret rating (On his 'house boat' which he stores his superhero gear in).
Full wealth and wealth purchasing rules are in the GMG.
Also thinking of adjusting Teleport to include the reaction extra as well, as part of alternate power.
| Black Dow |
@Freefall: Condolences to you and yours mate.
@Ironperenti: Updated Atlastic's look - went more olde tyme strongman, with a homage to Atlas (and in keeping with the group's Greco-links)
Was thinking of Mr Atlastic but perhaps too "on brand"/cheesy??
Build is pretty much done, just need to transfer to a profile and a character sheet if you want one of them?
I'll try and get him finalised tomorrow or Thursday latest.
| Freefall |
Thank you.
I might make Freefall a scion of Hermes (Messenger of the Gods would fit with instant teleportation). Part of alternate power could be dimensional travel (to Olympus and other realms of the gods).
| Ironperenti |
I'm very sorry to hear about that Freefall. May God comfort you during this time.
@Everyone: I'm traveling for Thanksgiving. I should be able to check in on a regular basis and I will be targeting to start the week of 1 Dec. I have a world history I am tweaking and catching up. I like to have all of my games in the same universe and you develop the history as you go. Driving all day tomorrow and then Thanksgiving so most likely won't have it out until Friday.
| Freefall |
Dropped ranks in Reflex defense down by 1 (so +13 Reflex instead of +14).
Changed Close Combat (unarmed) to Close Combat (disarm).
Dropped close cover from Precise Attack (so only have Precise Attack - close concealment)
Added 1 rank of wealth advantage (wealth rating is 12, which is affluent)
Headquarters on houseboat (0 power point cost)
-4 cost (miniscule size - room)
+4 cost (concealed benefit) (+25 DC to discover hidden cargo storage he keeps his superhero stuff in).
8 points for houseboat (as listed earlier)
2 points for windsurfing board
size medium (0 points, starting toughness of 5, defense of 0)
movement (2 ranks for water walking, dependent flaw - waves/wind) 2 points
Removed Teleport Turnabout from baseline Teleport power (as typed up previously). 2 alternate powers.
1st alternate power (75 point budget)
Teleport 10 ranks (4 miles)
base cost: 2/rank
increased action flaw (move to standard) (-1/rank)
reaction extra (standard to reaction) (+3/rank)
accurate extra (+1/rank)
selective extra (+1/rank)
total cost/rank: 6/rank (60 points so far)
turnabout 1 flat-cost
change direction 1 flat-cost
change velocity 1 flat-cost
8 ranks of increased mass 8 flat-cost (71 points so far)
Senses (1 point/rank)
1 rank (awareness - divine)
1 rank (direction sense)
1 rank (distance sense)
1 rank (time sense)
Total cost of 1st alternate power: 75 points (1 point for the alternate power)
His reactive teleport is when he gets attacked - he teleports 3 miles above the ground. Selective so he can opt to not reactively teleport (such as any woman he is involved with slapping him in the face).
Hypoxia from freefalling 3 miles above the ground
Time it takes to fall to ground from 3 miles above the ground
Note: The second alternate power is for his 'divine mandate' to deliver messages for the gods. I included it as it makes sense for a scion of Hermes to have the power to reach the gods to deliver messages he is charged with delivering, regardless of which dimension/planet the god the message is for is at, but can effectively be a power that does need to have the dimensional/planetary travel come up in play).
2nd alternate power (75 point budget)
Senses (1 cost/rank)
4 ranks (awarenesss -divinity, direction, distance, time) (4 points)
Movement (2 cost/rank)
3 ranks Dimensional Travel (6 points)
3 ranks Space Travel (6 points)
8 ranks of increased mass (8 flat cost)
Senses (4 points) & Movement (20 points) = 24 points
Teleport (base 2 cost/rank)
Accurate (+1/rank)
Increased action flaw (move to standard) (-1/rank)
Reaction (standard to reaction) (+3/rank)
Selective (+1/rank)
Easy (+1/rank)
Extended (+1/rank)
Portal (+2/rank)
Total cost/rank: 10/rank
4 ranks (40 cost) (500 feet, extended range 16 miles)
Change Direction (flat 1)
Change Velocity (flat 1)
Turnabout (flat 1)
8 ranks of Increased Mass (flat 8 points)
Senses (4 points) + Movement (20 points) + Teleport (51 points) = 75 points (1 point for the 75 point alternate power).
His default power is the first alternate power (with the reaction 3 mile above ground 'freefall' port).
| Freefall |
Can a human freefall from 13,500 feet without hypoxia?
How long does it take a human to freefall 13,500 feet?
Freefall's reactive port is 13,500 feet above the ground, not 3 miles.
| DeathQuaker RPG Superstar 2015 Top 8 |
So with all the myth allusions, feels like we have the makings of an already established team. Freefall has suggested how my character and others may have met, Voltage what about you? Atlastic maybe we helped you out of a jam at the circus?
I know some folks are hitting delays (and BTW I'll be slow the next few days) but any thoughts on that?
| ATLASTIC |
@DQ: Yeah that would make sense - not fleshed anything on the circus bar its name as Circus Fantastik/Fantastique or some such. Given the unusual nature of acts and curios could easily make them a target for exploitation or victimisation...
I'd envisaged part of Atlasic's "strongman act" as lifting a prop of the world - maybe there was a message or prophecy from an oracle or the like about seeking out "the titan who bears the heavens" etc - leads the mythic trio to Atlastic and the circus, overcome the threat (internal or external) and three become four :)
| Freefall |
Here is Freefall updated.
Strength 1
Stamina 1
Agility 7
Dexterity 1
Fighting 0
Intellect 0
Awareness 0
Presence 0
Fortitude (Stamina 1 + 6 ranks) = +7
Reflex (Agility 7 + 6 ranks) = +13
Will (Awareness 0 + 7 ranks) =+7
Parry (Fighting 0 +13 ranks) = +13
Toughness (Stamina 1 + 0 ranks + 6 ranks of Defensive Roll) = +7
Acrobatics (Agility 7 + 6 ranks) = +13
Athletics (Strength 1 + 12 ranks) = +13
Close Combat [Disarm] (Fighting 0 + 13 ranks) = +13
Drive (Dexterity + 9 ranks) = +10
Benefit (Wealth) 1 rank
Defensive Roll 6 ranks
Equipment 2 ranks (8 points - 'houseboat' speedboat; 2 points - windsurfing board)
Uncanny Dodge
Senses (1/rank)
Awareness (Divine)
Direction Sense
Distance Sense
Time Sense
Immortality (2/rank) 1 rank (2 weeks)
Teleport (13 ranks; move action/turnabout: 30 miles; two move actions: 8,000 miles (more than the diameter of Earth)
Action: move
Range: rank
Base Cost/rank: 2
Accurate extra (+1/rank) --> 3/rank
Extended extra (+1/rank) --> 4/rank
Easy extra (+1/rank) --> 5/rank
13 ranks at 5/rank = 65 points
Change Direction extra (1 flat-cost) --> 66 points
Change Velocity extra (1 flat-cost) --> 67 points
Turnabout extra (1 flat-cost) --> 68 points
*
1st Alternate Effect (Divine Delivery I)
As base power with following adjustments:
Remove the Easy extra (-13 points)
Remove the Turnabout extra (-1 point)
Add 14 ranks of Increased Mass extra (14 points)
Total Point Cost of Divine Delivery I: 68 points (reduced to 1 point for AE)
14 ranks is 400 tons
rank 14 mass examples (drilling rig)
rank 13 mass examples (747, fishing trawler)
rank 12 mass examples (767, cargo jet)
rank 11 mass examples (tank, locomotive)
rank 10 mass examples (APC, humpback whale)
rank 9 mass examples (fighter jet, semi, streetcar)
rank 8 mass examples (lear jet, subway car)
rank 7 mass examples (truck)
rank 6 mass examples (luxury car, van)
*
2nd Alternate Effect (Freefalling)
2 miles (3,218.688 meters) freefall time: 25.62 seconds
As base power with following adjustments:
Drop Teleport ranks down to 9 ranks (-20 points) (9 ranks = 2 miles)
Remove the Extended extra (-9 points)
Remove the Easy extra (-9 points)
Add Reaction extra (+3/rank) (27 points) (trigger: someone attacking him)
Add Selective extra (+1/rank) (9 points)
Add 1 rank of Movement (2/rank) for Safe Fall (2 points)
Total Cost for Freefalling: 68 points (reduced to 1 point for AE)
*
3rd Alternate Effect (Tandem Skydive)
4 miles (6437.38 meters) freefall time: 36.23 seconds
Two powers: Personal Teleport with Safe Fall and Teleport attack with Safe Fall
Personal Power
Teleport 10 ranks with Accurate extra (+1/rank) (30 points)
Change Direction (1 flat cost)
Change Velocity (1 flat cost)
Turnabout (1 flat cost)
Movement (Safe Fall) (2 points)
Total for Personal Teleport: 35 points
Attack Power
Teleport 10 ranks with Accurate extra (+1/rank) and Attack extra (+0/rank) (linked with Safe Fall) (30 points)
Change Velocity (1 flat cost)
Movement (Safe Fall) (linked with Teleport) (2 points)
Total for Attack Teleport: 33 points
Total for Tandem Skydive alternate power: 68 points (reduced to 1 point for AE)
*
4th Alternate Effect (Divine Delivery II)
Safe Fall (2 points)
Dimensional Travel (3 ranks) with 14 ranks of Increased Mass extra (6 + 14 = 20 points)
Space Travel (3 ranks) with 14 ranks of Increased Mass extra (6 + 14 = 20 points)
3 ranks of Teleport with Accurate, Change Direction, Change Velocity, Turnabout extras and 14 ranks of Increased Mass extra (26 points)
Total for Divine Delivery II: 68 points (reduced to 1 point for AE)
Kenny Morrissey was born to a single mother (a stewardess living in Auckland, New Zealand who works on international flights for Air New Zealand).
His mother was elusive about who Kenny's dad was as he grew up. When his mother had the birds and bees talk with him when he was twelve, she told him his father was a man named Favonius who she had a brief fling with when she used to work for Aegean Airlines during her first year as a stewardess.
Kenny's sperm donor always met his mother in the air and when the plane landed she could never find him remaining on or departing the plane. When she told his father she was pregnant, she was called to the cockpit by the pilot, and when she returned, Favonius had disappeared from the plane (in flight!). "He vanished as if he was the wind."
During his teenage years, Kenny spent most of his free time windsurfing, and won a few local teen tournaments. He earned his nickname of 'Kraken' by winning a number of races by winds surging as he was nearing the finish line with other competitors, which caused his board to ram into the other boards, veering the competition slightly off-course, with Kenny's board reaching the finish line first. With rumours starting to circulate he was controlling the wind to his advantage he made sure to keep a decent distance from other competitors during races. The rumours stopped but the nickname stuck.
When he was 17, he told one of the girls he was seeing what his mother told him his father's name was, she told him that was the Romanized name for Zephyrus, the Greek god of the West Wind.
Kenny set off to the west coast and climbed Mount Karioi and looked west across the ocean and the airplanes in the sky.
He shouted out, "Why don't you love me!!??!!"
As if in response to his question, a west wind whipped around him, and he heard someone say behind him, "Who is it you're yelling at, stranger?" Startled due to thinking he was alone at the edge of the dormant volcano's peak, Kenny stumbled and fell off the mountaintop, and his tumble turned into a fatal fall.
"Time to get you back home to see if you recover. Don't want your mother to see you not breathing after all."
The stranger teleported the two of them to Kenny's bedroom and laid the fresh corpse onto the bed and covered him with a blanket.
"Will you figure out what your mother never did?"
The stranger left a note on Kenny's bedroom door, "Death is no excuse to not deliver a message. Tell your mother I said hi."
As the stranger was about to teleport away, he paused, and placed his left hand on Kenny's chest, his hand glowing light blue, with the light spreading out to envelop Kenny's corse, "Something as simply as falling should never prevent you from delivering words or items you are charged with delivering."
Two weeks went by, his mother not due to return for yet another three days, when Kenny opened his eyes for the first time since he died.
Confused about being in his bed since the last thing he remembered was tumbling from the top of Mount Karioi. As he thought of the stranger surprising him on the mountaintop and looking down as Kenny fell, Kenny teleported to air where he was when he was looking up at the stranger at the mountaintop....and realized he was falling...but unlike the first time, he was conscious when his feet touched the ground, somehow the speed of his fall vanished just before he landed. Looking up at where he fell from, confused to what was happening, he somehow knew the exact distance he was from the spot he fell from, and teleported and was standing at the spot he fell from, looking down at where he had landed.
To be continued...
His default Teleport power array is the 1st alternate effect (Freefalling)
Turnabout (Disarm)
If his Freefalling reaction is triggered, he swaps to Tandem Skydive, turnabout to grab foe that attacked him to bring him into sky with him.
Freefall knows that the foe will not go splat if they hit the ground (but the foe does not know that).
| Freefall |
One of Freefall's biggest saves was saving all the people on a passenger plane that was out of control and was falling to the ground (by porting aboard, then safely porting the plane (with the passengers) to the ground (with at rest velocity).
| Black Dow |
My 2 cents worth (for what its worth):
Galeforce and Gust are both cool. Gust is giving me mutant/X-trainee vibes and Galeforce works as a more forceful "Iron Age" style monicker.
Not feeling Windrider - but probably just me.
Of the three - Gust is probably my favourite!
| Freefall |
I like the name Gust as well.
Nick's middle name could be Augustus (or one of the variations of the name) as well.
onlooker 1 to the group of heroes "Who are you?"
Gust "Gust."
onlooker 2 to onlooker 1 "I told you they were part of the Justice League!"
onlooker 3 "He said Gust, not Just."
onlooker 2 "Oh, the Gust League. A play on Justice League."
onlooker 1 asking the heroes, "Does one of you go by the name Ice? For Gust Ice."
| Ironperenti |
Timeline above in the game header.
You'll see that the Guard was a collection of supers across the world that was disbanded in 2017. We will be starting October 31st 2018. Were you members of the Guard or were you solo or not heroing? Were you working with the Guard as a group or did you meet up later after the Guard disbanded?
| Freefall |
I have read the full timeline. That was a lot of info. No quizzes, please. :)
Superman (arrived as child in 1959). If using 3 years at time of arrival (think that is Christopher Reeve version age in the movie scene), he is 62 (give or take) during campaign start.
Fantastic Four get powers in 1959.
Ironman (born 1974) - 44 years during campaign start
Batman (born 1975) - 43 years during campaign start
Vibora Bay (our heroes' stomping grounds)
2006: The Cirque Sinister terrorizes Vibora Bay by using the Janus Key to remake reality in the city; in the wake of the villain team’s defeat the Key is once again lost.
2012: An extra dimensional invasion from the shadow realm is stopped by a group of independent heroes in Vibora Bay.
2013: Several heroes from Vibora Bay again team up to stop an Elder Worm invasion.
I included all (I might have missed some?) events that occur in Vibora Bay from the timeline for quick reference for the others if they want to be part of the heroes during 2006, 2012 and/or 2013.
* *
I am thinking Freefall did not come onto the superheroing scene until after the Guard was disbanded.
Kenny started competing in windsurfing competitions around the globe when he was 18 (after competing in local/national teen competitions in New Zealand and Australia).
Early in 2018, while recreationally windsurfing (in a blue wetsuit that day) he saw two planes in the sky collide, knew there were some motorcyles in the parking lot at the current beach he was at, dove into the water (out of sight) to teleport to parking lot, grabbed a motorcyle helmet with a tinted visor, then ported aboard one of the planes, teleported it to rest just off shore (away from the swimmers), then did same with other plane. Afterward he returned the borrowed helmet, and teleported to a different country to buy his own blue tinted visor motorcyle helmet, and created some secret compartments in his boat to conceal his heroing gear.
Gust (Nick) and/or Voltage (Hector) could be part of the saving that day too - and could be the day Freefall met Nick and/or Hector for the first time. Nick and/or Hector might be suprised that Freefall knew they are divine scions (due to Freefall's divine awareness sense).
Maybe sometime later in 2018, Atlastic's Circus Fantastik was in Vibora Bay that coincided with a windsurfing competition. Kenny was in attendance at the circus, as well as the other Greek deity-descended heroes, to which Kenny became aware of due to his divinity-awareness sense (if have not already met either/both of them). Something occurs that causes the 'off-duty' heroes to 'hero-up' to save the circus spectators.
Part 2 of Freefall's background is not done yet. I am currently debating between Kenny having already solved the mystery that his father is not Zephyrus, but the trickster god Hermes, or if he has not solved that mystery yet. Any suggestions/preferences from the rest of you regarding whether Kenny thinks his father is Zephyrus because he has not figured out his true father's (Hermes) trickery yet?
| Black Dow |
Interesting read on the history timeline - didn't realise we'd have an amalgam universe - which was a pleasant surprise.
With that in mind I might tweak my characters background to have him a descendent of Timothy "Dum Dum" Dugan of the Howling Commandos. Before beign a soldier he was a circus strongman, so Atlasic may well have been inspired to become a performer by tales of his relative...
| *Gust* |
Gust it is! Apparently alias was taken so did stupid things with asterisks. Didn't want to leave Nick's name in case I need to reuse the alias for something else.
Although if I'd known it was an Amalgam universe I might've submitted my Amalgam character Fusion, but Nick fits better thematically with the group.
I still need to finalize my character and tweak some things, but before I do, any questions/suggestions for the build?
| Freefall |
I still need to finalize my character and tweak some things, but before I do, any questions/suggestions for the build?
Adding in 1 rank of movement (2 power points) for Safe Fall. Your Flight is sustained, so even if knocked out, the wind always ensures you land safely if you fall.
| Ironperenti |
How do you guys operate? Are you like Mr Incredible and Frozone getting together for “bowling night”? Perhaps you meet at someone’s house? Do you have communicators or relying on cell phones?
I’ll scan through the characters this evening with a particular eye to complications and plot interests such as jobs, friends, and family.
| *Gust* |
Freefall -- good idea!
I need to write Nicks bio but he's a professional courier and loves adventure sports--hiking, rafting, etc. I see him at least with Freefall getting together for windsurfing and whatnot.
It would be a good idea to have communicators; should one of us have a minion who can be our Guy in a Chair?
| Ironperenti |
For Roll up Roll up, Big Finish, and Stretching Wrap you have +12 to hit. Damage for 2 of them is 12 and the other is 10 taking all three over power level. Am I missing something?
How do you see your reactive teleport working against Strong Guy when he punches you? Sniper Guy when he shoots you?
You mention using disarm and turn-about but I don't think disarm would be the appropriate option. What are you disarming? I would think it would be more of an unarmed attack. What am I missing?
How do you see your reactive gaseous form working against Strong Guy when he punches you? Sniper Guy when he shoots you?
| Freefall |
** Freefall spoiler omitted **
Against Strong Guy attacking me with a punch: I reactively telport 2 miles high in the sky.
Against Sniper Guy when he shoots at me: I reactively teleport 2 miles high in the sky.
Against women he's dating slapping him in the face or other trivial attacks by civilians/friends: he tries to dodge the slap without using his teleportation powers.
The reaction extra is similar to the triggered extra: the circumstances must be detectable by the hero's senses.
Strong Guy attacking me is pretty detectable.
What about being shot at by someone he is not aware of? Would that trigger the reactionary teleport?
Same general question for whether or not reaction triggers are effective against attacks we are not aware of (even if one or more of our senses can detect something about the attack (such as a gun being fired by a sniper we did not notice before he fired the gun).
Close Combat (disarm): The skill (not the advantage) (for 3rd edition anyway) specifically states you have to choose a type of close combat for your skill ranks, and that you have to take ranks in Close Combat for different types of close combat if you want skill ranks in more than one type of close combat.
Close Combat (unarmed) is an option (punches, kicks) but specifically states Close Combat (unarmed) does not apply to other forms of unarmed combat maneuvers, including, but not limited to, grabbing and tripping. As Disarm is a type of combat maneuver like grabbing and tripping, I decided to go with disarm. He does not try to beat up bad guys, but removes/reduces the threat of the bad guys (be it their weapons (turnabout disarm) or the bad guys themselves (Tandem Skydive).
Strong Guy punching at him: Reactive Teleport 2 miles up. On his turn he free actions to swap to Tandem Skydive alternate power, turnabouts to touch teleport Strong Guy to teleport him 4 miles into the sky (so Strong Guy is 2 miles above Freefall since he was 2 miles in sky when he did Turnabout to Teleport Attack Strong Guy.
Sniper Guy shoots at him: Reactive Teleport 2 miles up. On his turn he Turnabouts to attempt to disarm sniper guy of his gun and ports back 2 miles into the sky. On following turn he turnabouts to 1) disarm sniper guy again if he retrieved the gun (or first disarm attempt was not successful); 2) grabs the dropped gun; on round after Freefall has got the gun he swaps to Tandem Freefall to turnabout Teleport Attack sniper guy 4 miles into the sky (sans gun - or at least sans gun Freefall took from him).
| *Gust* |
Good question! For melee I think it's reasonable he could as a reaction go unsolid and avoid being hit. Mechanically I think that's possible also for ranged. You can only have one reaction a round so he could still get pretty messed up though.
I also recognize that could be super cheesy even with the once per round limitation however. I'm open to suggestions about how it could or should work.
I also forgot, frankly, to add a force field type power that would basically add to his Dodge (and should probably do that rather than just raise Dodge), with the idea that he's surrounded by winds that buffet away projectiles.
I'm sure you're itching to get going and I'll try to get my character finalized soon. Do you have a deadline for us to get our characters together?
| ATLASTIC |
@Ironperenti: Nah chief you're right enough I'm over the PL on those. Let me have a dig and rejig into the numbers and work out a happy medium.
Echoing DQ I'll try and get him nailed down o'er the weekend, but if there's a deadline for kickoff I'll keep that in focus.
| Voltage. |
Hello, I missed that we had moved to Discussion. Voltage should be ready to go.
I do not think his background would fit to him being in the Guard before.
| Ironperenti |
I added the build rules to the campaign tab.
Things of note that some of you appear to have missed and a mistake I made.
Use 2e skills. Skill points are 4 points per character point except for combat skills which will be 2 points per character point.
We have a couple of reactions that go either intangible or move when attacked. I don't think this is a good way to use the reactive trigger if it happens before the attack is completed. It essentially gives you immunity to Toughness saves but that normally costs 80 points alone. I think using it as a reaction to use your power in tandem with being struck or with avoiding the strike is fine. This would mean if Strong guy punches you and misses, you could use your power protecting you from further attacks or if he lands the punch and you remain conscious from the blow, you use the power as a reaction. The bonus is of course the ability to use the power outside of your turn.
| *Gust* |
The 2e skills aren't in the prebuilt spreadsheet I use to build characters. I did change the formula to calculate skill points though.
I'll see if I can find my 2e rulebook and swap out the skills manually.
Question about 2e skills though: IIRC in 2e they didn't have specific combat skills (like you can just build out bonuses to a very specific attack rather than broad fighting capabilities). Are we using the 3e combat skills or do we have to use advantages/fighting/dexterity only for attack bonuses?
| Freefall |
Tentative Updated Skills with combat skills costing 1 point per 2 ranks.
Acrobatics (5 ranks + 7 Agility) = +12 (cost 1 1/4)
Athletics (12 ranks + 1 Strength) = +13 (cost 3)
Drive (4 ranks + 1 Dexterity) = +5 (cost 1)
Knowledge (Theology & Philosophy) (1 rank + 0 Intellect) = +1 (cost 1/4)
Close Combat (Disarm) (9 ranks + 0 Fighting) = +9 (cost 4 1/2)
Total cost of non-combat skill ranks: 5 1/2
Total cost of combat skill ranks: 4 1/2
Total cost of skills: 10
Question: for Windsurfing are you using Athletics or Drive as the revelant skill to use?
Question expanded: for non-motorized water vehicles, are you using Drive or Athletics?
As you have Athletics (3E skill) on the sheet, I take it Athletics includes climbing, jumping and swimming...is that correct?
| ATLASTIC |
Okay think I've ironed out the skills and Offensive bonuses...
Am also not envisaging Atlastic being part of The Guard previously either.
| Ironperenti |
@Freefall: I think Athletics would be better for the non-motorized water vehicles. Yes, Athletics should include climb, jump, swim, and most sports.
@Gust and all: Lets use the following that the 4e rules look to be going to:
Close Combat focus
Array, Blades, Bludgeons, Disarming, Grabbing, Tripping, Unarmed
Ranged Combat Focus
Array, Guns, Throwing
An array just refers to a power array you may have or it could just be an individual power.
| Freefall |
Thanks. I also think Athletics makes more sense for such vehicles (and ground vehicles such as skateboards and skis).
Acrobatics (3 ranks + 7 Agility) = +10 (cost 3/4)
Athletics (12 ranks + 1 Strength) = +13 (cost 3)
Drive (4 ranks + 1 Dexterity) = +5 (cost 1)
Knowledge (Theology & Philosophy) (1 rank + 0 Intellect) = +1 (cost 1/4)
Close Combat (Disarming) (10 ranks + 0 Fighting) = +10 (cost 5)
Total cost of non-combat skill ranks: 5
Total cost of combat skill ranks: 5
Total cost of skills: 10
| *Gust* |
Athletics will cover bicycles as well then?
Will post final sheet tomorrow, as I made some tweaks I pushed myself over by 3 points so need figure out what to give back up.
Can post IC in the meantime certainly to RP.
| *Gust* |
PS Freefall, Voltage, Atlassian... shall we have busted the crimes together? I like the idea we've already been patrolling together.
Do we have a team name? I was thinkng something with Scion in the title. SCION. Superscions. Scions of Justice. Something like that. Any ideas?
| Freefall |
I changed the range he teleports himself to and his foes to. He typically reflexively ports himself 2 miles high, and he ports foes 1 mile high. He typically ports himself and others 'at rest' velocity, so if he is Turnabout teleporting each round while he falls - so starting at 2 miles high (which would take him 25.62 seconds to fall to the ground if he just fell after porting), but with Turnabout porting each round, he falls 579.133 feet each round (6 seconds) [as he turnabouts then ports back to where he was with at rest velocity].
He ports foes 1 mile above the ground, which takes 18.117 seconds (3 rounds) for a foe to reach the ground.
Using Turnabout each round while falling from his initial height of 2 miles, will take him 9.1170767336691226367691013981244 rounds (9 rounds) to fall 1 mile (at the height he ports the foes to)...so on the ninth round the foe he ports 1 mile above the ground would be a bit underneath him when he ports back to his space in the sky.
Potential teamwork tactics - starting with 3 round after Freefall ports first foe 1 mile high, there could be a single foe reaching the ground every round - setting up teammates to dealing with each foe as they drop down to close range on the ground.
1st round: Freefall reactively ports 2 miles above ground and falls 580 feet during the round.
2nd round: Freefall turnabouts foe #1 1 mile above ground and foe falls 580 feet during the round, and ports back to 9,580 feet above ground, and falls 580 feet.
3rd round: Foe #1 falls 1,736 feet during the round (for total 2316 feet so far) and has 1 more round until he reaches ground; Foe #2 1 mile above ground, Freefall ports back to 9,000 feet above ground and falls 580 feet.
4th round: Foe #1 falls the remaining distance to the ground during the round, foe #2 has 1 more round of falling, Foe #3 has 2 more rounds of falling before reaching ground, Freefall ports back to 8,420 feet above ground and falls 580 feet.
5th round: Foe #2 reaches ground, Foe #3 has 1 more round until reaching ground, foe #4 has 2 more rounds before reaching ground, Freefall ports back to 7,840 feet above ground and falls 580 feet.
6th round: Foe #3 reaches ground, Foe #4 has 1 more round until he reaches ground, Foe #5 has 2 more rounds of falling, Freefall ports back to 7,260 feet above ground and falls 580 feet.
7th round: Foe #4 reaches ground, Foe #5 has 1 more round of falling, Foe #6 has 2 more rounds of falling, Freefall ports back to 6,680 feet above the ground and falls 580 feet.
8th round: Foe #5 reaches ground, Foe #6 has 1 more round of falling, Foe #7 has 2 more rounds of falling, Freefall ports back to 6,100 feet above ground and falls 580 feet.
9th round: Foe #6 reaches ground, Foe #7 has 1 more round of falling, Foe #8 has 2 more rounds of falling, Freefall ports back to 5,520 feet above ground (240 feet above Foe #8) and falls 580 feet.
10th round: Foe #7 reaches ground, Foe #8 has 1 more round of falling, Foe #9 has 2 more rounds of falling, Freefall ports back to 4,940 feet above the ground (340 feet below Foe #9 and 1,976 feet above Foe #8) and falls 580 feet.
11th round: Foe #8 reaches ground, Foe #9 has 1 more round of falling, Foe #10 has 2 more rounds of falling, Freefall ports back to 4,360 feet above the ground (920 feet below Foe #10 and 1,396 feet above Foe #9) and falls 580 feet.
12th round: Foe #9 reaches ground, Foe #10 has 1 more round of falling, Foe #11 has 2 more rounds of falling; Freefall ports back to 3,780 feet above ground (1500 feet below Foe #11 and 816 feet above Foe #10) and falls 580 feet.
13th round: Foe #10 reaches ground, Foe #11 has 1 more round of falling, Foe #12 has 2 more rounds of falling, Freefall ports to 3,200 feet above ground (2,080 feet below Foe #12 and 232 feet above Foe #11) and falls 580 feet.
14th round: Foe #11 reaches ground, Foe #12 has 1 more round of falling, Foe #13 has 2 more rounds of falling, Freefall ports back to 2,620 feet above the ground (2,660 feet below Foe # 13 and 344 feet below Foe #12) and falls 580 feet.
15th round: Foe #12 reaches ground, Foe #13 has 1 more round of falling, Foe #14 has 2 more rounds of falling, Freefall ports back to 2,040 feet above the ground (3,240 feet below Foe #14 and 924 feet below Foe #13) and falls 580 feet.
16th round: Foe #13 reaches ground, Foe #14 has 1 more round of falling, Foe #15 has 2 more rounds of falling, Freefall ports back to 1,460 feet above the ground (3,820 feet below Foe #15 and 1,504 feet below Foe #14) and falls 580 feet.
17th round: Foe #14 reaches ground, Foe #15 has 1 more round of falling, Foe #16 has 2 more rounds of falling, Freefall ports back to 880 feet above the ground (4,400 feet below Foe #16 and 2,084 feet below Foe #15) and falls 580 feet.
18th round: Foe #15 reaches ground, Foe #16 has 1 more round of falling, Foe #17 has 2 more rounds of falling, Freefall ports back to 300 feet above the ground (4,980 feet below Foe #17 and 2,664 feet below Foe #16) and falls safely to the ground
With a minimum of 3 foes (with no firearms to disarm), if Freefall has 100% success rate with Teleport attacking, and without his reactive teleport triggering past the first round, he has 18 rounds of potentially keeping a steady 'rain of foes' going - and if his reactive teleport triggers again, it resets how long he can keep the 'rain of foes' going by another 18 rounds.
PS Freefall, Voltage, Atlassian... shall we have busted the crimes together? I like the idea we've already been patrolling together.
Do we have a team name? I was thinkng something with Scion in the title. SCION. Superscions. Scions of Justice. Something like that. Any ideas?
I also like that idea.
@Gust and Voltage: Do you want to be part of the day Freefall ported the two falling passengers planes (after they crashed into each other) to safety?
@Atlastic: Does a crisis happening at your circus while it was in Vibora Bay sound good for when you met the the three Greek deific scions?
For team name ideas....
Working with you all like the three scions meeting Atlastic during a crisis at his circus...before that day, our team name could have been...
Scions of the Sky (since all three of us tend to be in the sky for our most overt powers).
After meeting Atlastic and him joining us...occasional team-ups or if we form a new group that includes him, with a new team name that does not exclude him.
Oh, @Atlastic....could Heracles (or if you prefer, Hercules) be an ancestor of Attie and Timothy Dugan? That would make the Scions work for all of four of us (CrisisChild and Mr Nevets' heroes might not be scions though...)
If Atlastic's circus becomes a defacto HQ/hang-out spot for the team, it could be "The Scion's Lair". :) Does the circus have lions?
| *Gust* |
@Gust and Voltage: Do you want to be part of the day Freefall ported the two falling passengers planes (after they crashed into each other) to safety?
Yes, I would. I think Nick is relatively new to heroing and that was one of his first big deeds.
| ATLASTIC |
@Freefall: I'm thinking that Atlastic is very mortal - albeit one enhanced beyond the human ken, and without any blood or ancestral connection to the old gods. He's Atlas in name, but its a apt homage to the Titan and his strength than by design/destiny.
The crisis at the circus would definitely work as a way to being him into the fold. Also means while the circus is rebuilding or reforming after said crisis, he's free to roam with this new team (and build on his heroic fame) - didn't see us being based at the circus per say - but open to the idea.
Guess it depends on how what the other two players come with?
Regards names we could also riff on the Olympian or Titan themes since we're in an "amalgamverse" of sorts? Dunno...
| *Gust* |
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I think it's still fine to call us all "Scions" and think of Atlastic as a spiritual successor. Doesn't need to be literal. After all a lot of times superheroes don't fully fit into the team theme precisely. Just look at the Birds of Prey! Only two at most were ever bird themed...
Anyway, character sheet is updated. LMK if any other issues.
| Jubal Breakbottle |
@Ironperenti First, I love your timeline. Marvel, DC and Champions all mashed together. I stopped regularly playing Champs before the Millennium stuff, so I enjoyed the development to recent years, especially the reveal of Achilles as the leader of both UNTIL and Hydra!
Second, the Gameplay thread indicates that the group starts in Vibora Bay and infers that that location is near the Florida panhandle. Is Vibora Tampa?
With the heroes that are already declared, I was thinking about bringing in a magic-based utility/sneaky hero. I found in the timeline, "2012: An extra dimensional invasion from the shadow realm is stopped by a group of independent heroes in Vibora Bay." So, I was thinking that a shadow realm denizen who did not support the invasion but maybe went along with it to escape the shadow realm deserted and stayed in Vibora Bay. After observing the locals, they set up a supernatural tourist shop and introduced themselves as an immigrant from Europe. That was about seven years ago. Then, when the local superhero group starts working together, my character joins up.
Would appreciate all feedback, especially about the Shadow Realm. I was thinking it's like the Fey Court or Dark Elf realm of Norse, but would greatly appreciate your perspective, so I can align.
Cheers
| Freefall |
@Jubal: Vibora Bay is Panama City area.
I may have to move the game to Vibora Bay instead of Millennium City. It would make more sense for attracting a wind surfer. It's basically where Panama City is located.
@Ironperenti: Which Panama City? The one in the state of Florida or the one in the country of Panama (where the Panama Canal is?)
As I was not aware of Panama City, Florida, I had been envisoning Panama City, Panama.
| Freefall |
Panama City, Florida location is along the northern coast of the Gulf (about 250 miles as the crow flies, east of New Orleans), and is about 250 miles as the crow flies, from Tampa.