Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
@Sigil: Make a portal underneath the freefalling Lynx? :) Synergy!
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Turnabout Disarm, Attack roll: 3d6 + 10 ⇒ (1, 1, 1) + 10 = 13 Turnabout Disarm, Effect roll: 3d6 + 9 ⇒ (6, 6, 3) + 9 = 24 Freefall briefly appears in the room by one of the thugs that has a firearm in hand and attempts to disarm thug of his gun, before returning to where he was in the sky less than four seconds earlier.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Freefall easily sees the panicked looked panicked look on Lynx's face as he is observing the chase from a mile above the earth, then speaks over his come, "Voltage, have fun playing..." Freefall instanntly pops into the air above Lynx's head and reaches out to touch him on the head... Teleport Other, Attack roll: 3d6 + 12 ⇒ (3, 3, 5) + 12 = 23 Teleport Other, Effect roll: 3d6 + 8 ⇒ (5, 2, 2) + 8 = 17 If the attack roll succeeded, I will spend a hero point to "Improve Roll" Hero Point option for the Effect roll. The rules say to reroll the die and if result is 1-10 to add 10, so the base die result is 11-20 before adding the modifiers to the roll. Keep the same thing for 3d6? 10 or less, add 10? Hero Point reroll for Effect roll: 3d6 + 8 ⇒ (6, 6, 4) + 8 = 24 That's better! ...and teleports Lynx exactly 1 mile above the ground where he just was. Freefall looks at Voltage and points straight up to indicate where Lynx now is before blinking back to where he was freefalling in the sky which is not even close to where Lynx is in the sky. Freefall continus speaking through the coms, "...cat and mouse with him." Unless something others do to affect it, it will take Lynx 6 rounds before he lands (safely) onto the ground (though Lynx does not know he will be having a safe landing!). Voltage knows people Freefall causes to freefall are not in danger of going splat on the ground.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Freefall's next turn: Freefall sees Lynx making a run for it, and calculates the exact spot Lynx will be when he teleports. (Direction Sense, Distance Sense & Time Sense) Turnaabout Teleport Attack, attack rating 12: 3d6 + 12 ⇒ (4, 2, 2) + 12 = 20 Turnabout Teleport Attack, effect rating 8, targeting Will defense: 3d6 + 8 ⇒ (4, 1, 2) + 8 = 15 If successful, Lynx is teleported 1 mile directly above the building the villains are using as their HQ. Freefall returns to where he was freefalling. (No where close to where Lynx is. Freefall will be 4280 feet above the ground at the end of this turn, due to Change Velocity extra. It will take Lynx six rounds to reach the ground (reminder: safe fall in effect.)
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Freefall's next turn: Freefall turnabout teleports to disarm the thug who just fired his gun of the firearm. Turnabout Teleport Disarm, Attack roll: 3d6 + 12 ⇒ (2, 5, 6) + 12 = 25 Turnabout Teleport Disarm, Effect roll: 3d6 + 8 ⇒ (3, 3, 1) + 8 = 15
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Freefall teleports to outside one of the windows near where Voltage made the sonic boom, to get a view of what the current situation inside the room is, then teleports again to be 1 mile above the ground. 2 move actions for the two teleport moves
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
After everyone on the heroes/agents side are teleported/portaled to/near the villains's HQ, Freefall ports to the sky 1 mile above the ground, so that he is directly above a nearby lake and there are no people in/on the lake directly below where he is freefalling to the surface, so when he uses free actions to drop weapons he is holding (after disarming thugs), the weapons will fall down into the lake. While his fellow supes are dealing with the powered villains, Freefall will turnabout disarm the mundane thugs of their weapons (to reduce chances the thugs injure the agents with the weapons) as the thugs make a break for it outside the building, and using free action to release the weapons after he ports back to where he was in the sky above the lake. If no thugs are currently trying to make break for it, Freefall will turnabout disarm thugs that he can see are shooting at the agents from windows/doors of the building. Turnabout Disarm; Attack +12; Effect +8: Enhanced Trait (Close Combat - Teleport Attack) 12 ranks (6 points) Enhanced Trait (Improved Disarm) (1 point) Enhanced Trait (Strength) with Limited (only applies while using Turnabout) and Limited (only applies to Disarming) 8 ranks (4 points) Personal Teleport (29 points) + Teleport Attack (28 points) + Enhanced Trait (Improved Disarm) (1 point) + Enhanced Trait (Close Combat-Teleport Attack) (6 points) + Enhanced Trait (Strength) (4 points) = 68 points (reduced to 1 PP for being AE)
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
After teleporting the agents and their vehicles close to the villains HQ, Freefall will do his Freefalling a mile above the ground to scan tactic....teleporting villains trying to escape a mile up (Turnabout Teleport Attack) followed by (if they have weapon in hand) Turnabout Disarm. Freefall will port the villains (and their henchmen he ports as well) directly above their HQ. Freefall's position in the sky is 1/8 of a mile (horizontally) away from the HQ. Any weapons he disarms he will teleport in the the trunks of the agents' vehicles.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Hope you have a great vacation, Malinor. I am trying to make better use of the less heat/humid hours when I can, so feel free to bot me if I have not responded within 24 hours of my previous post. It is going to take me at least another month or two to get the homestead to the condition I want it.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
I am still checking at least once a day, though feel free to bot me, GM, as I will not be checking for new posts each day as frequently (as I typicall do) for the rest of this month (and possibly next month as well).
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
The website has been not functioning properly more times than not over the long weekend, and it became more frequent (for me) since last night.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Earlier at the grocery store after Rock and Ice were defeated. "I will teleport you and your vehicles near the other powered criminals after you have locked up these two." Now Freefall touches each of the agents on their shoulders and ports each of them to their vehicles. He then ports high above the villains' HQ to get a birds-eye view and ports so he is beside the agents cars. He then ports them and their cars in empty street parking spots facing the villains' HQ building. He then ports back to the fed building and ports Sigil and Voltage. Voltage above the villains HQ building and Sigil in the passenger seat of Deveril's car.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
The fight in the park has made Freefall realize his ability to port foes is not as easy as porting bystanders and non-foes. He did not want to risk separating the agents from the villains. How large a teleportation portal can you create? Large enough for the agents to drive their vehicles through?
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
"Sigil" Malaryth wrote: "Freefall, can you take the FBI guys and bad guys wherever they are going, so we can get to their bunker faster?" Sigil asks. Freefall already told Sigil and Voltage why he is not doing that (see my previous post).
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
"It is safe to go outside now." Freefall tells the people inside the grocery store, still with the poor Arnold impersonation. He then teleports high in the sky and tells his teammates over their private comms, "Have the agents drive Rock and Ice back and lock the up - as I cannot ensure if I teleport the cars back to their HQ if Rock and Ice will be ported with the agents and their cars. Then I will port them near to the gang's base so we still have the element of surprise on our side."
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Freefall ports back by the womman's car and teleports one of the bag of groceries from the shopping cart into her car by the other groceries already in the car and ports back beside the woman. He looks to see how his teammates are dealing with the powered villains as he makes sure the bystanders remain within the grocery store and away from the obvious danger occuring in the parking lot. Turnabout teleport
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
GM, please make it so I can move the pedestrian tokens. Move action: Teleport to be beside blonde woman unloading groceries from cart to her vehicle and port her. Standard action: Teleport woman to inside the grocery store. Freefall ports down beside the woman transferring groceries to her vehicle and the two of them then port inside the grocery store, near the front doors. Freefall waves his hands to indicate everyone get far away from the doors and head farther back into the grocery store. In a poor Arnold vocal impersonation he shouts, "Get back and stay down while me and the others deal with the supervillains outside."
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
For standard action of surprise round, Freefall will use it to scan parking lot for any bystanders/innocents - noting their locations, if there are any, so he can port them inside to the grocery store (during upcoming rounds) so they do not become collateral damage.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
As Freefall freefalls he ports himself back to be in a position exactly 1,000 feet above the ground (Distance Sense, Direction Sense and Time Sense being used for precise calculations]. Over his headset he tells his teammates, "I am going to assess just how far Ice can shoot his ice. Voltage, get his attention so he launches some ice skywards at you that misses you so I can gauge exactly how far he remains a threat with his ice attacks. I will then keep him busy falling while Sigil and the agents deal with Rock. Keep one of your eyes skyward as you are helping deal with Rock, Voltage, in case Ice makes me an icicle so you catch me before I hit the ground."
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
"In their vehicles so I can teleport them and their cars to empty parking spaces in the parking lot. I will be back in a few minutes. Get to your cars now, agents." Freefall teleports 1,000 feet above the parking spaces in the parking lot and starts scanning for best empty parking spaces to teleport the agents and their vehicles to. (He can see everything on the ground as if he was only 10 feet above any part of the ground/parking lot/grocery store/etc.)
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
"Get in your vehicles and I can get you there faster."
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
"Let's deal with Rock and Ice first. No other gang members will be around. Less civilians around if we apprehend them in a parking lot, which they will need at a grocery store as opposed to a fast-food, which they could use the drivethrough or the parking lot that is not as large as a grocery store's."
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Freefall can teleport a fair ways above them and bring Voltage with him while Sigil portal teleports himself and the FBI agents somewhere close by on the ground to engage them. As for when we engage them, what do the others think? @GM: How far away from their base do Ice and whoever is with him travel when they are out and about? Does he going further abroad from their base when he is with Lynx or when he is with Rock?
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
"The one I think might be the one that is the biggest impediment to how I deal with criminals is Ice." Whenever Freefall talks in front of non-team members in Florida will be with a American South accent, until he gets a voice modulater incorporated into his 'hero uniform'.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
"Let's focus on isolating the ones that are threats from range, leaving the ones that are more a threat only when they get close, so they do not have the ranged support to help them when they are the only ones left to take off the board."
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Still here, though lack of sleep is affecting concentration levels. Will check gameplay again later to see what the rest of you post.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
I am up to spending this day in total observation mode via the mirrors, as there are a number of powered individuals we want to gain more knowledge about. That changes if we see they are putting an innocent's life at risk while we are watching them.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Freefall speak with a Southern States accent asks, "Do you know how close Ice has to be to someone to freeze them in place? I have no desire to freefall while encased in ice."
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
As Freefall sees his fellow team members get out of their vehicle. or they arrive via portal in the parking lot/on the grass by it and they see him, he raises his Timmy's cup to them, and blinks out. Five minutes later he returns, with a cardbord coffee cup tray with four Tim Horton's cups filled. One has 'black' printed on the top; one has '2 sugar, no cream; one has '2 cream, no sugar'; and one has 'double double' printed on the top. He offers his teammates first dibs, then offers the remaining to to the two feds. He then sets the cardboard tray down on a desk, lifts his visor, revealing he is wearing half-mask covering the upper half of his face. Presumably there are holes in it for his eyes to see clearly, but he is wearing skier's dark sunglasses as well. He takes a sip of his coffee, and waits for the feds to fill them in.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Freefall will be porting to the roof of the Mobile FBI office at 1500 EST (having woking up a couple hours earlier like he has the past two days). His visor is down, with a mostly full Tim Horton's paper coffee cup in his hand.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
The day before when the agents told the heroes what time they had arranged the time they had arranged for the heroes to question the criminals they got to the police jail cell, he indicated to his fellow team members he wiill leave the questioning to them as he will be asleep. With Freefall being publicly known as not speaking, until a few nights ago and he started mimicking a southern accent he would not be the one asking questions even if he was there. Kenny starts to shift his sleep cycle slightly to arrive in Florida in mid-afternoon as opposed to late afternoon/early evenings.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Freefall silently shakes the offered hands, nodding his head in recognition to the agents as he does so. He listens as the agents detail everything (that they share) about the drug, the gang and their leads. I will add working in investigative skills/advantages to Freefall's leveling up goals.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
With the time difference and spending a few hours windsurfing elsewhere on the globe while it is night time in Florida, and getting sleep, Kenny typically does not return to Florida until it is sometime during the afternoon local time in Florida. I will keep checking for updates and have Freefall make his entrance around that time in-game. Like his three taps over the comms of his helmet to indicate he is saying 'goodnight', whenever he ports back to the city they patrol, he does the same thing to let his teammates know he is available once again to fight crime.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Freefall triple taps the comms of his helmet, the signal the others know indicates he is saying 'I'm signing off' and ports to the interior of his houseboat. Kenny takes off his Freefall clothing and slips into some surfing shorts, grabs his windsurfing board, and ports underneath the waves a ways out from one of the surfer hangout beaches of Australia, and comes into view of the people on the shore from around a large coral reef. He spends a few hours windsurfing and signing autographs for a few locals before covertly windsurfing away to port to his houseboat and retiring for the night.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Round 1: first move action Teleports to inside the hallway corridor of the jail cells in the police station and looks to see which cells are safe to port teenagers to. second move action Teleports to roof of building teenagers were/are in, so he has view of the ground exits so he sees them exiting the building. Free action to switch to Tandem Skydive AE. Round 2: Turnabout Teleport Attack one of the teenagers to get him into empty cell at police station. Tandem Teleport (attack): 3d6 + 12 ⇒ (1, 6, 6) + 12 = 25 Tandem Teleport (effect): 3d6 + 8 ⇒ (1, 4, 5) + 8 = 18
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Freefall ports back in and holds up all ten of his fingers to indicate Sigil waits ten seconds, before he ports away. First move action to port in and hold up ten fingers, second move action to port to the park by a metal trash can (not bin). Immediate round afterwards standard action: He teleports the metal trash can into the room the armed boys are in, just below the ceiling so it falls down onto the floor and causes a clear metallic clinging/clanking sound that Sigil and Voltage can hear from the other side of the door. move action: Teleports to roof (will be looking for something on roof to use as a makeshift shield.)
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Perception vs DC 13: 3d6 ⇒ (2, 1, 2) = 5
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Freefall turnabout ports into and out of the interior hallway to get a better visual of the specifics of what is occurring inside the building.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Freefall ports to the outer wall of the building by an upper floor window, clinging to the wall as he leans his head slightly so he can see through the window Using his routine check of Athletics +13 for a result of 23...which I take it is easily more than high enough to climb/remain 'clung' to the outer wall of a tenement building/window ledge/frames/fire escapes/etc.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Freefall still with Freefalling AE as current 'dial' of his teleporation power array ports to the 1000 feet above the roof of the building, looking below him to see if the railings being referred to are the rooftop railings of the building.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Freefall approaches the woman, puts his left hand on her right shoulder and ports them onto the grass lawn in front of the police station, removes his hand from the woman's shoulder and ports 1500 feet above where he last saw Voltage, to get a better view/bearing on where to port to on the ground.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Freefall ports about 30 feet behind the woman, and disguising his voice in a southern American accent, calls out to her, "Miss, would you like me to give you a lift to the police station?"
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
@GM: Has the woman Voltage was talking to made her way to the police station or is she still walking towards it?
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Freefall continues to fall, keeping an eye on the woman Voltage was talking with, in case she runs into addtional trouble as she is walking to the police station, while also keeping apprised of Voltage's position, and ready to port immediately if the situation requires it.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
With the update from Voltage, after Freefall teleports to PRIMUS, he disappears nearly as suddenly as he appeared and ports to above Cyrpus Grove Park and looks for where Voltage is.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Freefall continues to fall to the ground, keeping an eye out for anything that will require the heroes' help, and with not noticing any such situations, when he is only 1000 feet above the ground, teleports to PRIMUS.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Perception vs DC 20: 3d6 + 0 ⇒ (5, 5, 1) + 0 = 11 - 5 = 6 (-1 per 1000 feet above the ground he is at, starting with -5 on the round he teleports a mile above the ground, then reducing the penalty by 1 each round he is falling ==> 500 feet first round, then 1,000 feet per round after. I will be increasing his effective Perception ranks to his Freefalling AE when he levels.For now, he is unable to meet nor beat DC 20 Notice checks (unless natural 18 is an auto-success).
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Freefall shifts to his Freefalling AE and ports to a mile above the city, scanning for any criminal activity or unusual behaviors as he freefalls towards the ground.
Abilities Str 1 Sta 1 Agi 7 Dex 1 Fgt 0 Int 0 Awe 0 Pre 0 Defenses Dod +13 For +7 Par +13 Tou +7 Wil +7 SkillsAcro +10; Ath +13; Dri +5; Kno (T&P) +1; CC (Disarm) +10 Hero Points: 1; Gained: 1; Spent: 1; Hits 7/7; Turnabout Teleport (+12 attack, +8 effect), Turnabout Disarm (+10 attack, +9 effect) Location at end of current round: on the ground by the small pond in the middle of the map
Int check vs DC 8: 3d6 + 0 ⇒ (5, 2, 2) + 0 = 9 Freefall lowers his voice so only Sigil can hear him, "She works for the courts, so the police in the station might have an on-call number for her for emergencies."
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