Hellknight

Invictus Legacy's page

222 posts. Alias of Honor Guard.


RSS

1 to 50 of 222 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

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

Hey man, no worries, was just checking in!

Happy Birthday dude, hopefully you enjoyed it! I'll work on spending that CP, and we'll go from there :D


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 a poke to see if this thing is still going :)

Hopefully we can get back to our regular posting pace soon, I am kind of curious to see where this whole situation with VIPER is leading us!

Hope everyone's doing all right!


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)

As per the M&M Rulebook, pg 32.

Quote:
Constitution: Any living creature has at least 1 point of Constitution. A creature with no Constitution has no physical body (like a ghost) or is not alive (like a robot or other construct). The creature always fails Constitution checks. This includes checks to avoid dying and to recover from injury, so creatures with no Constitution do not recover from damage naturally. They must be repaired in some fashion. The same is true of objects. Creatures with no Constitution suffer all damage as lethal (like objects do) and do not suffer nonlethal damage conditions. Creatures with no Constitution are immune to fatigue (see Fatigue, page 167). Creatures with no Constitution are often— but not necessarily—immune to many of the things affecting living beings (see Immunity, page 89).

Now, I didn't realize the immunity to Fatigue thing. Were I the GM I would say this only applies to Attacks that may result in Fatigue, but not to the Fatigue/Exhausted conditions themselves. Otherwise you open yourself to Power Stunt, and Surge abuses by the player, as there is no drawback to Surging for 2 standard actions every round.


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)

As Invictus spoke with Elite, he nodded his head, his face turning grim. "A few weeks you said? Could cetainly explain why Thunder was in a mood after the courthouse incident." He reached out, placing a hand on the young man's shoulder, "You are right, Bolt and I never really got along, that doesn't mean I don't respect him, or want to see him returned to his family. If there's anything that the New Guard can do, don't hesitate to ask, ok?"

~

He smiled at Neried's response, "Well depending on how the rest of today plays out, maybe I could pick you up tonight? We could go out in civvies if you prefer, might be less ..." His attention snapped to Waveform as she spoke up about the press and Channel 7 news. "Looks like we have some press to deal with before Bonham gets here for a de-brief. As the lady said, smiles."


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

I'll take a closer look at the builds over the next few days Techno, I'm off on Wednesday and Thursday.

As far as how I want the character to progress, I hope I've portrayed him as a work-a-holic, the intention is that he throws himself into his role as Invictus as a way to escape lingering on the idea of who HE really is. The fact that he is a clone, has caused him to be somewhat concerned with who he really is, whether he is just a copy of someone else, and I hope to explore the idea that he can develop along a different path than Centurion.

Though powers wise I hope to develop along those typical Superman/Paragon type power sets, but his personality may develop and branch out from there. I also hope to deal with the Terminus dimension at some point, and perhaps Omega, or his forces at least.

One thing I'd like to see Watcher, is I really enjoy writing some scenes and taking control of the situation, but it helps when you control the NPC's as well. I'd rather how things work out with Nereid to be out of my control, and to RP through situations and encounters like that.

Are we going to wrap up the week, maybe throw out some PP's for the encounter, and then perhaps introduce Thoth after some interlude posts?


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)

Invictus removes his finger from the comm device, "Alright folks, AEGIS is sending over a salvage team, they'll clear the wreckage and get Ripper and the remaining VIPER agents transported to Blackstone. He's got the Agency onhigh alert, but no VIPER activity."

Invictus watches as the two teams mingle, before he turns and walks over to the Next Gen field leader, "Good to see you Elite, it's been awhile since I had the time to drop in at Claremont, how is Duncan doing nowadays?" He paused, nodding at Elite's response, "I was curious if you, your team, or even Duncan had any ideas about the League's whereabouts? They just disappeared after they helped detain the VIPER mercenaries at the courthouse last week. Any news from your end?"

~

After finishing his conversation with Elite he walks through the various teams, until he comes face to face with Nereid. He looks a little self conscious, as he runs a hand through his hair, "Hey there Thea, didn't know you were back in town. I thought you were still down in 'lantis with your folks. If you're back in Freedom things must have settled down, politically speaking right?" He paused, clearly trying to get his nerves under control, "So, uhh, how long are you planning on staying top side? Maybe we could, uhhh, dinner, or something like that?"


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)

Invictus removes his finger from the comm device, "Alright folks, AEGIS is sending over a salvage team, they'll clear the wreckage and get Ripper and the remaining VIPER agents transported to Blackstone. He's got the Agency onhigh alert, but no VIPER activity."

Invictus watches as the two teams mingle, before he turns and walks over to the Next Gen field leader, "Good to see you Elite, it's been awhile since I had the time to drop in at Claremont, how is Duncan doing nowadays?" He paused, nodding at Elite's response, [/b]"I was curious if you, your team, or even Duncan had any ideas about the League's whereabouts? They just disappeared after they helped detain the VIPER mercenaries at the courthouse last week. Any news from your end?"[/b]

~

After finishing his conversation with Elite he walks through the various teams, until he comes face to face with Nereid. He looks a little self conscious, as he runs a hand through his hair, "Hey there Thea, didn't know you were back in town. I thought you were still down in 'lantis with your folks. If you're back in Freedom things must have settled down, politically speaking right?" He paused, clearly trying to get his nerves under control, "So, uhh, how long are you planning on staying top side? Maybe we could, uhhh, dinner, or something like that?"


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)

Invictus nodded towards Next Gen as they dismounted their grav cycles, as he walked towards Elite, their field leader, he smiled at Megastar's comments. "Last time Ripper fought the League he was in full on rage mode, we're just lucky we caught him coming out of VIPER's contai ..."

Invictus moves with care towards Dr. Quark's side as his gigantic form stumbles to a knee, before shedding the size and mass and reverting to his more typical size. Seeing Waveform rush to his aid, and Quark himself struggle to his feet, he nods his agreement to the Doctor's next statement.

"Yes, I had the same thoughts. By bringing Ripper here in a containment tank of some sort, it makes me feel as if they intended to whip him into a frenzy and set him loose in this facility to distract us from their activities elsewhere." While speaking to Elite, Invictus paused, saw Nereid's wave and smile, returned it in kind, though to any paying attention to the paragon's demeanor, they may catch an awkward pause before he turns his attention back to the matters at hand.

He opens the channel to Bonham, so his next statement is broadcast to him as well. "Have there been any reports of activity elsewhere in Freedom?"


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)
The Watcher of the Freedomverse wrote:

So first I want to apologize to you guys as a GM.

I am a school teacher and during the summer I am not on my computer as as often and able to post so that's why the game has drug on a little. I go back to work the beginning of next month so I'll have more time to dedicate to posting on the game in the mornings during my "prep" period. So if you guys can wait it out though this lull and drag the game will pick up next month.
I'm not stopping running or anything just saying why things have slowed down and when they will speed back up for sure.

No worries about anything at all Watcher, I am still enjoying the game, and the scenario. Looking forward to seeing what you have for us. If you want to wrap up this scenario with Ripper, VIPER & Aegis we could advance the story a few months, maybe throw in a meanwhile type plot hook, and treat this first scenario as issue #0. We could include Thoth, and just RP our way through how he joined the team shortly after VIPER, we could have moved on to investigating where the League disappeared to, etc etc etc ...


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 wrote:
How would I go about building a "Technomancy" power similar to the Wizardry power? I like the idea of making a Kn. Technology roll in place of Kn. Arcane Lore, though I don't see the loss of Dodge bonus as fitting for someone like Techno Priest.

Really the only way to do this would be to use a Variable Pool, and that requires a fair amount of micro managing, unless you pre-build a list of abilities and swap between them on the fly.

Another thought I had, and it might be interesting RP, is go full android, and download your consciousness into that for whatever reason.

Buy off your constitution, buy Immunity to Fortitude Effects, and then a Variable power.

Increase the duration to continuous, and take a limit requires technology etc etc etc. You can internalize your powers then, ie. regeneration, flight, density increase, etc etc etc ... because you have the tech within you. But to externalize power you'd need to have tech available, either cannibalizing your own tech or using VIPER gear, AEGIS containment units, or Rippers own implants ...

That is less of a ret-con, and more of a subplot as you build towards that ultimate goal. Plus it may be interesting to start to figure out why you are abandoning your humanity in a way.


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)

Invictus watched for a moment, Techno Priest concentrated and the a casket like unit opened of it's own accord, cables snaking out to attach to Ripper as he was lifted towards the unit by Waveform's hydrokinesis. As the cables began to interface with Ripper his eyes fluttered closed again and the unit sealed itself.

The major threat neutralized, he surveyed the storage facility, "Good job team, we managed to neutralize a major offensive. My only concern is that this was a diversionary tactic, so lets help AEGIS get the VIPER agents secured."

He began to walk towards one of the AEGIS squad leaders to get a report on casualties and damage to the facility, when he heard the grav bikes accelerating towards the facility. He identified the riders using he superhuman senses, and listened carefully for any radio chatter that was coming from the bikes. He spoke into his comm unit, "We've got incoming, on your toes Guardians."

He lifted off and prepared to match the vehicles speed and altitude.


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)

Question for our GM, can we take the situation out of combat scale? There's a couple agents left, and really, it's all mop up at this point, unless we missed something.

It would just let us move the scene on and allow us to investigate the evidence and begin to speak with the VIPER agents we captured. Once we've secured Ripper, we should see what info our techs can pull from the tanks and vehicles. Also, how the hell did they get obviously military grade vehicles, through the city to the AEGIS storage facility?

We need to investigate and interview our VIPER friends.


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)

Well, Quark can end a grapple as a free action, so if he confirms she can drag him to the containment van.


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)

As Golem hasn't acted, he was delaying to see the effects of the Grapple, maybe he can get the unconscious (for now!) Ripper to one of the containment Vehicles, and hopefully Priest can operate it!


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

Do we know if he has Regeneration lol!

Also, High Five with Quark! Woo!


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! Wow! We'll probably get our asses kicked now because I said anything, but, Ripper seems to have went down a lot quicker than I thought! >.<


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)
OOC wrote:

As I may not be able to post until Sunday, I will place my actions into Spoiler blocks. One for if Quarks Grapple is Successful, and another with my original intent, should Quarks Grapple fail.

Round 3 Init 20
Location: AEGIS Storage Facility
Modifiers
Hero Points: 3 Luck Points: 2
Damage Condition: Bruised (x2)
Status Condition: See Spoilers.
Fatigue Condition: See Spoilers.
Feats: See Spoilers.
Powers: See Spoilers.

If Quark's Grapple is Successful:

Status Condition: Distracted & All Out Attack. No Dodge Bonus. Def 9
Fatigue Condition: Fatigued beginning of Next Round.
Feats: Power Attack (5), All Out Attack (5)
Powers: Power Stunt.

As Dr. Quark, now thirty feet tall, reached out and grabbed Ripper with both hands, Invictus adjusted his plan. "Now Golem, while Quark has him pinned, hit him as hard as you can!"

With that Invictus reached down deep into his reserves of power, calling on all the potential locked within his genetic code. He tapped in Centurion's speed, strength and power. He threw a flurry of punches, each punch creating a successive sonic boom, reverberating across the facility as each blow hammered into Ripper's pinned form.

OOC wrote:

Since it's legal in Tales from the Watcherverse, power stunting my Speed & Strength Array to the following: Super Sonic Flurry (Strike 2) (Alternate; DC 27, Feats: Improved Critical 4 (Super Sonic Flurry (Strike 2)); Autofire 3 (interval 1, max +10); Distracting; Mighty; Custom (Inaccurate: -2 to Attack Check)). Giving me a +6 Attack Check & a Damage value of +12.

As Ripper is successfully pinned, he loses all Dodge Bonus and is -4 on his base Defense. I will Power Attack & All Out Attack for full effect. Super Sonic Flurry Attack Check: 1d20 + 6 ⇒ (17) + 6 = 23 Assuming a total Grappled Defense of 3 or less this is a Crit, results in the full +10 from Autofire, and with a Power Attack will force a Toughness Check DC 47 (15(base)+12(Damage Effect)+5(Power Attack)+5(Critical Hit)+10(Autofire Bonus))

If Quark's grapple is unsuccessful:

[/ooc]Status Condition: Distracted & All Out Attack. No Dodge Bonus. Def 9.
Fatigue Condition: Fatigued beginning of Next Round.
Feats: Power Attack (5). All Out Attack (5.)
Powers: Flight>Super Strength[/ooc]

Invictus watched in awe as the normally diminuative Doctor grew to thirty feet tall and attempted to grab the Ripper with his massive fists. Unfortunately the monstrously strong beast threw off the Doctors best attempt.

"Good try Doctor, lets take him down together!" With that Invictus launched himself into the air and circled the field at super sonic speed, a sonic boom washed over the storage facility as he dove in and clipped Ripper behind his knees with an outstretched arm, he then reversed his speed wrapped his immensely strong arms around the monsters waist, throwing him into a clinch allow Golem to more easily restrain him.

OOC wrote:

I am going to use my roll in the first spoiler for my initial attack. I am using a Hero Point for Heroic Inspiration, and taking the Improved Trip feat. I will switch my array to Super Strength and then I will combine Power Attack & All Out Attack to make a Trip Attack. Assuming a 25 hits (dice roll of 17+8 Unarmed) then my Strength Check would be 10(base Strength)+6(Super Strength)+4(Improved Trip) for a total of Contested Strength Check for Trip: 1d20 + 20 ⇒ (8) + 20 = 28. Assuming that is successful, he is Prone & -4 Defense against Golem's Grapple Check.

Invictus will then Surge for a 2nd Standard Action, and make a Grapple Check himself using the only All Out Attack modifiers, but I am using the attempt as a Combined Attack, allowing my bonus to stack with Golems. Combined Grapple Attempt: 1d20 + 13 ⇒ (14) + 13 = 27. If that is successful Golem gets a +2 to his Grapple Check (the resisted portion, NOT, the initial hit check (hopefully the trip helped with that). Hint for Golem, if the Trip is successful, then I would Power Attack so you get a bonus on the Grapple Check in addition to my +2.[/ooc]


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)

Invictus scanned the battlefield as he flew the driver to safety. AEGIS was beginning to hold their own against the reduced number of VIPER agents, that was a plus in their side.

Ripper coming out of stasis was a bad thing, Invictus tapped his comm. "Bonham, your guys are going to have to hold the line and keep VIPER off of our backs. Ripper's going to take all of our attention!", with that he switched back to the New Guard channel.

"Alright guys, here we go. We need to remove Ripper from the equation before he has a chance to boost up to a Gamma level threat. Golem, I'm going to ground him, and then try to assist you in restraining him, we need to go for the grapple. Broadway, I need you to hit him with your most disorienting sonic scream once Golem and I have him tied up. Then Priest, it's up to you, we need you to scramble his implants, it's our only real chance here. Go!"

OOC wrote:
Some in-character table talk! Essentially I think a good plan is going to be have Invictus Heroic Inspiration for Improved Trip, and then Surge for a 2nd standard action, Trip him, and then use his lowered defense to Power Attack with a team check to add to Golems Grapple. Golem follows form, Grappling when he is at lowered defenses (prone) for a hella Grapple check. Once he is grabbed (and hopefully defenseless), Broadway power stunts for a Stun attack resisted by Will, and tags him with it, and then Priest comes in and disables his neural implants, which is really a descriptor for hitting him with a Power Stunted Damage effect resisted by Will. Quark and Waveform, maybe assist with team attacks for either Broadway or Priest.


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

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


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

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

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

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


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

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


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)

Round 3 Init 20
Location: AEGIS Storage Facility
Modifiers
Hero Points: 2 Luck: 2
Damage Condition: Bruise (x2)
Status Condition: Distracted (No dodge bonus)
Fatigue Condition: None.
Feats: None
Powers: Flight>Super Strength

As Invictus prepared to focus his efforts on restraining the Ripper, he heard something above the cross fire going on around them, a refuelling vehicle had been clipped by plasma fire from the VIPER assault troops, and it looked like the driver was still in the cab of the vehicle unconscious.

"Alright team, heads up on Ripper, lets clear the VIPER agents quickly, and get ready to restrain him, last he broke out of Stronghold it took half the League to put him down, so be careful!"

He kicked off and flew rapidly to the fueling truck, he landed beside the cab and ripped the door off it's hinges extricating the driver from danger. He then took a deep breath and with a gale force winds expelled the flames that threatened to ignite the vehicle.

Quote:
OOC: Move Action: Fly to Vehicle, Free Action: Switch Array to Super Strength, Standard Action: Use Super Breath to extinguish flames (Cone area 90' to a side). Ripping the door off was just descriptor, because if it explodes I will interpose and eat the damage for the driver. Also, I am assuming that the Endangered Innocent trope is a Hero Point? Hoping so, we're gonna need 'em!


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

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


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

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


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

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


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

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


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

Awesome! You rock! :D

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


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

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

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


Hero Points: 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)

b]Round 2 Init 20 [/b]
Location: AEGIS Storage Facility [Entrance Gate]
Modifiers
Hero Points: 2>1 Luck: 2
Damage Condition: Bruised (x2)
Status Condition: None.
Fatigue Condition: None.
Feats: None.
Powers: None.

As Golem slammed into the pavement beside him and began examing the containment unit housing the monstrous form of Ripper, Invictus reached out a hand. Placing it firmly on the larger man's shoulder, he shook off the worst of the effects from the agents barrage of plasma fire.

Ripper's presence complicated things, either he was a weapon they were using to destroy the AEGIS facility, or the entire assault was a feint, and their true objective lie elsewhere.

He nodded to Golem as he stepped forward, "Lets get this wrapped up quickly, without putting any more lives risk."

Quote:
OOC: Hero Point to cancel the Fatigue from my earlier Surge. Full Round to recover from Stun. Hopefully Ripper takes a little longer to come out of cryo sleep!


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

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

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

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


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)

Thanks! My boy got me an Xbox One, mainly so the 360 could move down to the rec room I am sure! Heh. Despite playing Arkham Knight, I'll try not to change my submission for Tales of the Watcher-verse again! LOL!

And there were ribs, wings, corn on the cob, apple pie ... and some perfected Old Fashioned's! Jim Beam's ok, but I still prefer my Jack's. Heh.


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

I don't see him in the Round 2 Initiative list, because if he's still waking up I may let the Stun stand rather than using a HP to recover out of it. Waveform, Broadway, Quark & Golem should be able to mop up the agents this round and let us concentrate fire on Ripper for Round 3.


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)

Awww man! I'll miss Ares, you certainly madea memorable character! I totally understand your reasoning though and wish you the best and happy gaming!


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 S+*~!

Ripper Bio Extract wrote:
...He is capable of brief Centurion level boosts to his already incredible strength via minute quantities of a special chemical produced by an artificial gland implanted within him ...

Broadway get ready to Power Stunt a sonic pacify effect that's resisted by Will, 'Music hath charms that sooth the savage breast.' Otherwise we're getting our asses handed to us!


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)

Round 1 Init 20 (Edit Scene)
Location: AEGIS Storage Facility (Waist deep asphalt)
Modifiers
Hero Points: 3>2 Luck Points: 2
Damage Condition: Bruised (x2).
Status Condition: Stunned. No Dodge Bonus (Def: 14)
Fatigue Condition: None.
Feats: Power Attack (-5 Attack, +5 Effect)
Powers: Super Strength 6 > Super Speed 2

Quote:
OOC: Watcher said I could spend a HP to edit scene, I was going to attack the agents, but Waveform has that handled. So vehicles it is, though that means there is one Mauler left up! (Sorry Golem!) But I need something to throw at the Air Cavalry next round!

It was just under 18 miles from the Lincoln Youth Center on the Southside, to the Aegis Facility just South West of Trainor Airport. As Invictus hit a sub orbital flight path, he cleared the South River and Century Narrows in seconds, his vision allowed him to take in the situation while he was still miles above the skirmish between VIPER & AEGIS.

He isolated the VIPER vehicles & troop carriers, and pulled himself into a power dive, the vehicles were advancing through the gates in a tight convoy deployment. With a sound akin to a dropping bomb, Invictus broke through the cloud layer, his cape streaming behind him. He landed amidst the armored vehicles in a perfect three point landing, his impact leaving a crater almost two feet deep that extended out at least thirty feet from the point of impact.

As the vehicles swerved to compensate for the small earth quake they found themselves in, a blur of red and blue streaked through them, tearing axles and treads from the vehicles.

Quote:
OOC: Move Action to land amidst the vehicles, using my Super Strength to [dice=Groundstrike]1d20+10. Reflex save DC 20. If successful half the DC for the following Check. Strength, Dexterity or Acrobatics check DC 24 (-1/10' from Invictus) or Prone (-4 Melee Attack Checks, -4 Defense against Melee Attacks, +4 Defense against Ranged Attacks). Free Action to switch Array from Super Strength to Super Speed. Surge for a 2nd Standard Action. Using Rapid Attack to attack all Vehicles (hopefully prone!) in a 10' radius from Invictus. [dice=Rapid Attack w/Full Power Attack.]1d20+1. If the attack connects, DC 30 Toughness check.


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)

Sine they are minions that means that the ones that failed their saves take the worst possible result. Techno Priest should fly his three into another three! BOOM!


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)

Weird, it isn't worded as such it is worded that Absorption 4 would reduce incoming energy damage from rank 8 to rank 4, then you'd make your resistance roll. Yet when I plug it into herolab it comes up in error.

Very poorly worded.


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

I miss CoH! :(


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)

Ok, let me know if this fits better, plus it covers a sorely needed ranged aspect of the team. He also fits as our intrusion guy with stealth, and disable devices. Not much on the Investigation side of things, but he does have Gather Info & Streetwise.

Short on a couple advantages I want, but it's something to grow into.

Build:
Wild Card

Power Level: 8; Power Points Spent: 120/120

STR: +1 (12), DEX: +4 (18), CON: +3 (16), INT: +1 (12), WIS: +2 (14), CHA: +4 (18)

Tough: +3/+5, Fort: +5, Ref: +9, Will: +7

Skills: Acrobatics 9 (+13), Bluff 5 (+9), Diplomacy 3 (+7), Gamble 5 (+7), Gather Information 5 (+9), Knowledge (streetwise) 6 (+7), Language 1 (+1), Notice 5 (+7), Sense Motive 5 (+7), Sleight of Hand 7 (+11), Stealth 5 (+9)

Feats: Acrobatic Bluff, Attack Focus (ranged) 2, Attractive (+4), Contacts, Defensive Attack, Dodge Focus 4, Equipment 1, Improved Critical 2 (Focused Ionization (Plasma Control 4)), Improved Initiative, Power Attack, Precise Shot 2, Throwing Mastery 2 (+2), Well-Informed

Powers:
Break & Enter Specialist (Enhanced Trait 2) (Traits: Disable Device +8 (+9); Limited (Locks & Security Systems Only))
Dimensional Apportation (Teleport 1) (100 ft. as move action; Accurate; Change Direction, Change Velocity, Precise; Power Loss (Cannot move into or out of an area with a strong magnetic field (Rank 5+ Magnetic Control)))
. . Random Blink Patterns (Concealment 4) (Alternate; all visual senses; Limited (Visible: Concealment Bonus only applies to Opponents First Attack))
Focused Ionization (Plasma Control 4) (DC 21, Feats: Improved Critical 2 (Focused Ionization (Plasma Control 4)); Autofire (interval 2, max +5), Selective Attack; Range (touch); Accurate 2 (+4), Thrown (Range: 50 ft., incr 10 ft.); Custom (Requires Small Physical Object), Power Loss (Must have used Dimensional Apportation previous Round))
. . Heavy Ionization (Plasma Control 8) (Alternate; DC 25; Penetrating; Range (touch); Thrown (Range: 50 ft., incr 10 ft.); Custom (Requires Small Physical Object), Power Loss (Must have used Dimensional Apportation previous Round))
. . Unstable Ionization (Plasma Control 6) (Alternate; DC 23; Burst Area (30-150 ft. radius - General); Range (touch); Knockback 2, Progression, Increase Area 2 (area x5), Thrown (Range: 50 ft., incr 10 ft.); Custom (Requires Small Physical Object), Power Loss (Must have used Dimensional Apportation previous Round))

Equipment: Multiple Card Decks, Toolkit (Basic), Undercover Shirt

Attack Bonus: +4 (Ranged: +4, Melee: +6, Grapple: +5)

Attacks: Focused Ionization (Plasma Control 4), +10 (DC 21), Heavy Ionization (Plasma Control 8), +6 (DC 25), Unarmed Attack, +4 (DC 16), Unstable Ionization (Plasma Control 6) (DC 23)

Defense: +11 (Flat-footed: +4), Knockback: -2

Initiative: +8

Languages: English, Korean (Native)

Totals: Abilities 30 + Skills 14 (56 ranks) + Feats 18 + Powers 24 + Combat 22 + Saves 12 + Drawbacks 0 = 120

History:
Jin-Soo was born into the Kwon family in 1985, at that point his father, Dae-Jung and mother, Chun-Hei, had just fled North Korea and were in the process of seeking asylum in Nouth Korea. Dae-Jung was a medical doctor and surgeon who had no ties to the North Korean regime; as such was permitted to stay in South Korea while he immigrated to the United States.

Their immigration application confirmed, the Kwon family moved to Freedom City, where Dae-Jung received a prestigious position as a neruologic surgeon with the reknowned Freedom Medical Center located in the North End. As such, Dae-Jung pushed his son tirelessly towards his education, and maintaining a grade point average that would lead him towards medical school.

The fact that his son Americanized his name to Jason infuriated his traditionalist father. And so it was that Chun-Hei had to mediate between her husband, and her son. Dae-Jung's father, had been a reknowned pianist, and concert performer for his entire life in North Korea, and had pushed Dae-Jung towards a career in the pursuit of music. Dae-Jung's mother had passed away while he was still a child, due to a brain tumor, and as such Jason's father pursued a career in neurology despite his father's wishes. Chun-Hei would often remind Jason's father of this in private, but the man would not budge on his stance, as he was concerned the the undisciplined freedom of the United States would lead his son astray.

Instead it was his strict, and traditionalist father that drove Jason to rebel. He found himself hanging around the seedier areas of Campaign City, bars, pool halls, and bars where he could talk himself into. Eventually he fell in with a circle of friends who were able to connect him to local crime rings. Using the steady hands, and surgeons hands he inherited from his father he was able to lift wallets and watches, and even learned to pick locks and work a safe.

One evening, shortly after Jason's 14th birthday, his handlers got a small group together and gave them a specific address to rob. The owners were away, and there was supposed to be some high end jewelry secured in a wall safe. As the group broke in the safe ended up containing legal papers, stocks and bonds, and a city contract that was not strictly legal. Also, the owners were home. At least the wife, and when she stumbled on the youths in her house they panicked and one of Jason's group freaked out and shot her in the stomach.

The three of them fled the house as Jason rushed to the woman's aid. He held her and listened to her dying rasps of breath. That's when he heard the sirens outside, with tears streaming down his face, and blood on his hands he sat there cradling the now dead woman.

He panicked when the police entered the house, and before they got to the bedroom he found himself in the backyard, his body arcing with a strange energy. He stared at the energy coursing over his hands, as it started to dissipate he ran from the police eventually making it home.

The other youths went to their handlers, and revealed that Jason had botched the job and likely taken the contents of the safe for himself. They decided to interrogate the Kwon family for information, as they arrived at their house, Dae-Jung told his son to go to his room and confronted the thugs. They told Dae-Jung they needed to speak with their son, Jason's father, no stranger to intimidation stood up to them. As a message to Jason the three burly men took a hammer to both of Dae-Jung's hands, thereby ending his career as a surgeon.

Jason ran to his father's side when he saw what happened from the stairs. As the men went to grab him he quickly grabbed the hammer and instinctively ported to the other side of the room, then threw the hammer at the largest man's chest. The hammer, now ionized from it's brief exposure to the dimensional energies exploded stunning the three men. Jason then grabbed the lead thugs gun and stared them down at gun point forcing them to leave the house.

Dae-Jung, shocked by the emergence of his son's powers, clutching his broken hands, in a fit of rage told his son he never wished to see him again. Jason fled the house, and turned himself in to the police. As he was still a juvenile, he served minimal time in a group home. With Jason's testimony they were able to arrest the thieves ring, and charge his associates with 2nd degree murder.

Dae-Jung, with Chun-Hei's patience, concern, and love was able to come to terms with his injury, and fully realize his love for his son. Despite his concern over his growing rebellious nature, he planned to use his considerable savings and arrange for Jason's early release and enrollment in University. As he Dae-Jung made the financial arrangements to do so, rifts in the fabirc of space and time began to appear over the skies of Freedom city. The ferocity of the Terminus invasion forces shattered the juvenile center where Jason was being held, and he fled. His powers would have allowed him to escape at any time, but a sense of guilt and responsibility both for the death of the woman, and his father's shattered hands kept him in place.

That guilt, and sense of responsibility fled in the face of the terror he felt at witnessing the power of Omega and the Terminus forces. Those first few weeks he just worked to survive on the streets, until slowly he made his way home. He found his mother alive, though mourning what she thought was the loss of both her husband and her son. Overjoyed at the fact that Jason had lived through the initial assault, she pleaded with him to come home. When asked where his father was, Chun-Hei had the unenviable task of explaining to the young man that he had died in during the initial assault. Jason was flooded with emotion, guilt and relief flooded his chest, together mother and son sat on the stoop overlooking the damage that had been wrought on the city.

Chun-Hei, without Dae-Jung's pride to get in the way, told her son about how Dae-Jung had stood up to his own father, and fought to walk his own path, to become a doctor due to his mother's tragic death. And how he had arranged to smuggle himself and his wife out of North Korea. As she talked Jason wept for the loss of a man he didn't know half as well as he should have. His father had been a hero, risking his own father's displeasure and resentment to walk his own path, saving his wife and child from a totalitarian regime. Could he do any less.

It was at that point that Jason decided to use his new found abilities to help others and balance a karmic debt. Take a life, save a life. His awakening had left him changed, he could step between dimensions to re-appear short distances away on our world, doing so the energies of that in-between place infused objects he carried so that they would react violently with matter from our world. These were his gifts, and with those, and a determination to become a man his father would be proud of Jason took up the name Wildcard and used his wit, his charm, and his gifts to bring justice to Freedom City.

Complications:
Motivation: Balancing the Books: Jason feels that with the death of the young woman during the start of his criminal career, and his father's valiant attempt to protect his wayward son that he has some serious work to do to balance the books. As such he will take extreme risks in an attempt to save, rescue or protect the innocents, or those in need.

Weakness: Blood on my Hands: Due to the trauma and guilt Jason feels at the death he could have prevented, his father's maiming as he stood up to Jason's 'friends', Jason can suffer moments of crippling doubt and fear of failure that can literally paralyze him when his flashbacks are triggered. When an innocent is directly harmed due to Jason's action OR inaction, or when a non-combatant is taken hostage during a confrontation, Jason must succeed on a DC 20 Will check. A single degree of failure will result in the Dazed Condition, two degrees of failure will result in the Stunned condition.

Quirk: Dangerously Good Looking Rebel: Jason is a very attractive young man. His good looks, cocky attitude, and honest good intentions can cause him all sorts of problems. Men tend to either view him as competition, or dismiss his opinions as how can someone that handsome possibly help with a job like this? While women tend to swoon around him, vying for his attention, and even if he manages to enter into a relationship, they immediately feel jealous of any interactions he has with other women due to the concern that someone will steal his affections away from them.

Obsession: Damsel in Distress: Despite his good looks, Jason is not one to play the field, and will remain committed to any relationship that he is in. That being said, he is a gentleman and something of a sucker for a good looker and a sob story. While he won't take advantage of the situation, he will come to the aid of any attractive lady, and due to Dangerously Good Looking Rebel, that can put any relationship he is currently in into jeopardy. He does suffer a -5 circumstance penalty to Sense Motive checks against any women in a difficult situation, or a perceived difficult situation. Something the Syndicate has been known to exploit.

Enemy: The Syndicate: Little did Jason know that his handlers for the botch robbery, were in fact, a cell of a larger organization, Dr. Sin's Syndicate. Now that it is public knowledge that Jason Kwon is a meta-human, they seek to manipulate him into working for them again, and have put larger, more subtle plans into effect that can make Jason's life very difficult, and he doesn't always know who he can trust.

Identity: Jason Kwon, the Wild Card: Jason has never really taken the time to fabricate a heroic identity, and as such trouble always knows where to find him. This has created problems in his various relationships, makes finding a job difficult and can put the people whom he cares most about in considerable jeopardy.

Reputation: Sealed Juvenile Records: Jason was involved in a crime ring as a youth, with auto theft, break and enter, and eventually home invasion charges. This culminated in a manslaughter charge that was eventually dropped due to his testimony against his handlers. Unfortunately every now and then some crusading cop, or investigative reporter attempts to dig this record up and results in Jason trying to convince them otherwise. The public loves a fallen hero and this information continues to be damaging to him. A fact he is aware of and legitimately regrets every time he has to try to keep the truth from coming out.

Relationship: The Women in my Life: Chun-hei Kwon, his mother, is the most important woman in Jason's life. Since his father's death after the Ides of March, Jason would do ANYTHING to protect his mother. Especially considering that after Dae-jung's death, she revealed to Jason the hardships that his father went through to get the Kwon family to the U.S., as well as how alike she feels the two of them are. He also has a string of broken relationships that he is on moderate to good terms with, and any of them can come to him with a problem and due to his obsession with a Damsel in Distress, he is quite willing to drop everything and deal with anything from abusive boyfriends, to helping them get clean or needing a place to crash.

I think he gels with the group alot better than a couple monstrously large dogs. ;)


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

I'll be honest I like your original Nemesis character more. It's more of a street feel to it.

Also, with the above Power Framework there, you are undercapped on your Defenses any time you do not have your Blink slot active. Which is ouch! Plus a 1000' Selective Area attack? Yeah, I don't think anyone would allow that lol! You'd wipe the entire VIPER scene by yourself.

I'm starting to think this team is lacking range, which is making me second guess my submission LOL! Told you I have a problem! >.<


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)

Doh! Totally gapped that they were minions! As Golem & I posted at the same time, can I spend a HP to edit scene, and do my maneuver on the 10 normal agents? 2 Bruises, Stunned & Fatigued for one Mauler hardly seems worth it >.<

Also, could you please post the DC's we're rolling against with our Toughness check so we have a clue as to which attackers are the larger threat.

Thanks! :)


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

LOL! Golem and I posted at the same time, I can totally see Invictus dropping down from orbit as Golem materializes. High five bro, I think we just f*~+ed these guys up! Hardcore.


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)

Round 1 Init 20
Location: AEGIS Storage Facility (Waist deep in Mauler Agents)
Modifiers
Hero Points: 3 Luck Points: 2
Damage Condition: None.
Status Condition: No Dodge Bonus (Def: 14)
Fatigue Condition: None.
Feats: Power Attack (-5 Attack, +5 Effect)
Powers: Super Strength 6 > Super Speed 2

It was just under 18 miles from the Lincoln Youth Center on the Southside, to the Aegis Facility just South West of Trainor Airport. As Invictus hit a sub orbital flight path, he cleared the South River and Century Narrows in seconds, his vision allowed him to take in the situation while he was still miles above the skirmish between VIPER & AEGIS.

He isolated the VIPER agents with the heavy weapons, and pulled himself into a power dive, they were advancing on the AEGIS agents but in a tight formation so that their protective fields overlapped. With a sound akin to a dropping bomb, Invictus broke through the cloud layer, his cape streaming behind him. He landed amidst the Maulers in a perfect three point landing, his impact leaving a crater almost two feet deep that extended out at least thirty feet from the point of impact.

As the Maulers struggled to keep their balance, a blur of red and blue streaked through them, throwing crosses and hooks that could shatter steel.

Quote:
OOC: Move Action to land amidst the Maulers, using my Super Strength to Groundstrike: 1d20 + 10 ⇒ (14) + 10 = 24. Reflex save DC 20. If successful half the DC for the following Check. Strength, Dexterity or Acrobatics check DC 24 (-1/10' from Invictus) or Prone (-4 Melle Attack Checks, -4 Defense against Melee Attacks, +4 Defense against Ranged Attacks). Free Action to switch Array from Super Strength to Super Speed. Surge for a 2nd Standard Action. Using Rapid Attack to attack all Maulers (hopefully prone!) in a 10' radius from Invictus. Rapid Attack w/Full Power Attack.: 1d20 + 1 ⇒ (13) + 1 = 14. If the attack connects, DC 30 Toughness check.


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)

Heading out to take my little guy to tutoring, back later this eve and I will have Invictus' combat actions up! Lets wipe these VIPER goons out!


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)

Not as stupid as Broadway should feel after you pelted him with water for half of your scene together! :P


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)
The Watcher of the Freedomverse wrote:

There are 8 Air Calvary units flying around one of the hangers in a gun fight with some AEGIS agents.

There are 2 squads of 10 agents in full fire fights with AEGIS Agents.

While there are 6 mauler agents hitting multiple targets with their heavy weapons.

They all seem to be working towards the same Hanger.

Hey Watcher, are the Air Cavalry like the old school GI Joe Cobra Copters? One man mini helicopters? Or some sort of jet pack thingy? Just curious ... it may affect Invictus' action >.> ...


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)

Have you read Worm? It's a web series that is really an interesting take on super heroes. Definitely worth a look. It's where I got the idea.

Possession allows her to body to essentially meld with her animals ...

M&M 2E wrote:

check against the result of your target’s Will save. If you succeed, your body vanishes, merging with the target, and you assume control of the target’s body. You retain your mental ability scores, skills based on mental abilities, and powers with mental effects, and gain the target’s physical ability scores, skills based on physical abilities, and powers with physical effects.

The target’s mind is suppressed and unconscious while you are in control. A victim of Possession gets a new saving throw for each interval on the Time and Value Progression Table. Possessed characters used to carry out an action strongly against their nature get a new Will save immediately with a +1 to +4 bonus, depending on the type of action. A successful save ejects you from the target’s body; your own body reappears in the nearest open space. The same occurs when you leave the target’s body voluntarily.

The Conscious Modifier is as follows;

Quote:
Conscious (+1): Your controlled subject is conscious and aware, but completely obedient to your commands. This means the subject can be commanded to relate knowledge or use skills based on mental abilities. Subjects are aware of being controlled once the Mind Control ends unless the power is Subtle, in which case subjects have no explanation for their unusual behavior or simply no memory of it (your choice when you end the control).

Now, in regards to control rolls when Possessing an animal, were she to use it on an animal that is not insanely loyal (Romulus & Remus are after all sidekicks) she would have to make control rolls, and be subject to being forced out for making the animal strongly against it's nature. Now theoretically when possessing the animal they would use their skills ranks but her Mental Stats & Will save.

If having two dogs is too much let me know and I can change it. I am thinking I may switch her name around, have her be of German descent, Kaitlyn Nein, heroic identity K-9.


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)

Your computer froze because you still had rib sauce on your hands as you were posting! Admit it! :D


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)

Honestly, the memory thing is TOO advantageous for a drawback. I would build it like this I think ...

Quote:
Transform (Mental) 8 (affects: memories, DC 18; Cloud Area (40 ft. diameter, lingers - General), Duration (continuous); Limited (Only removes memory of Anonymous), Range (touch), Uncontrolled; Subtle (subtle))

For 9 points it's hella useful, but it only turns on or off when the GM decides. Also, people more than 40' away will remember you. I thought of changing it to area perception, but then people get a reflex check to not be affected by it at all. I think cloud works better, plus after you leave the cloud is still there, so they have to save again.

Also, the punster in me wants you to name him Nobody. Cops get into the above mentioned grocery store, looks like Nobody was here. LOL!

Thanks for the comments on Romulus and Remus! They do have Tracking, it's after low light vision in their animal senses power. I typically like complications more than drawbacks. Drawbacks help initially, hero points every time you encounter the situation help long term. I mean, look someones unconscious and tied up in a burning building, I'd have to bite an extremity and drag them, admittedly less painful than burning to death, but going to leave mark! Have a hero point!


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)

Ok, so here's a confession, I am a character junkie. I started with a ton of ideas, but they didn't 'feel' Street Level. Then I started searching my brains, came up with a few more concepts like I pitched above, but none of them felt street enough, especially after reading Thoth's concepts, and taking a look at Quark's build.

Now the following may be a little scary, I can modify as needed but I give you B!tch! She's a blind runaway with a traumatic past she would rather forget, she has her two dogs, Romulus and Remus.

Now here's the tricky part of the build, she has Possession 6, only against animals, she has the Conscious modifier on her Possession so the animals are aware of her, and a custom Extra allowing her to possess up to two animals at a time. She also has 4 ranks of Growth, Affects others only, with progression two, allowing her to increase any animal she possesses by a size rank. She'd ROCK in a dino world adventure! :D This effectively bumps Romulus and Remus up to two PL eight characters, but they are limited. They cannot communicate, they cannot manipulate objects easily, but they will tag team opponents and bring them down.

The builds are as follows ... I have included the Growth stats for the dogs as well ...

B!tch!:
Alejandra Vasquez

Power Level: 8; Power Points Spent: 120/120

STR: +2 (14), DEX: +1 (12), CON: +3 (16), INT: +2 (14), WIS: +4 (18), CHA: +1 (12)

Tough: +3/+5, Fort: +5, Ref: +3, Will: +9

Skills: Bluff 6 (+7), Concentration 5 (+9), Diplomacy 8 (+9), Disable Device 7 (+9), Gather Information 8 (+9), Handle Animal 10 (+11), Knowledge (current events) 5 (+7), Knowledge (streetwise) 5 (+7), Language 1 (+1), Notice 5 (+9), Sense Motive 7 (+11)

Feats: Animal Empathy, Attractive (+4), Benefit (enigma), Connected, Contacts, Equipment 3, Sidekick 18 (+1 Extra Sidekicks), Well-Informed

Powers:
Primal Bond (Possession 6) (DC 16; Conscious, Custom (Progression (up to Two Creatures)); Limited (Animals Only))
Primal Nature (Growth 4) (+8 STR, +4 CON, +1 size category; Affects Others (Only); Limited ((Possessed Creatures Only)); Progression, Affects Others (2 others))

Equipment: Cell Phone, Knife, Light Pistol, Lock Picks, Undercover Shirt

Attack Bonus: +2 (Ranged: +2, Melee: +2, Grapple: +4)

Attacks: Knife, +2 (DC 18), Light Pistol, +2 (DC 18), Primal Bond (Possession 6), +2 (DC Will 16), Unarmed Attack, +2 (DC 17)

Defense: +4 (Flat-footed: +2), Knockback: -2

Initiative: +1

Drawbacks: Disability, very common, major, (Blind)

Languages: Spanish (Native), English

Totals: Abilities 26 + Skills 17 (67 ranks) + Feats 28 + Powers 33 + Combat 12 + Saves 9 - Drawbacks 5 = 120

Romulus & Remus (Base Stats):
Romulus

Power Level: 8; Power Points Spent: 90/90

STR: +3 (16), DEX: +1 (12), CON: +4 (18), INT: -1 (8), WIS: +2 (14), CHA: +1 (12)

Tough: +4/+7, Fort: +6, Ref: +7, Will: +4

Skills: Intimidate 10 (+11), Language 1 (+1), Notice 5 (+7), Sense Motive 5 (+7), Stealth 4 (+5), Survival 5 (+7)

Feats: Attack Focus (melee) 3, Defensive Roll 3, Diehard, Dodge Focus 3, Endurance (+4), Fearless, Improved Critical (Natural Weapons (Damage 2)), Improved Disarm, Improved Grab, Improved Initiative 2, Improved Pin, Improved Trip, Power Attack, Set-Up, Startle, Teamwork

Powers:
Animal Physiology (Speed 1) (Speed: 10 mph, 88 ft./rnd, Feats: Diehard, Endurance (+4))
Animal Senses (Super-Senses 6) (acute: (Scent), extended: (Scent) 1 (-1 per 100 ft), extended: (Hearing) 1 (-1 per 100 ft), low-light vision, tracking: (Scent) 1 (half speed), ultra-hearing)
Natural Weapons (Damage 2) (DC 20; Mighty (+3 to damage))
Pack Tactics (Enhanced Trait 2) (Feats: Set-Up, Teamwork; Limited (Only with Remus))

Attack Bonus: +5 (Ranged: +5, Melee: +8, Grapple: +11)

Attacks: Natural Weapons (Damage 2), +8 (DC 20)

Defense: +8 (Flat-footed: +3), Knockback: -3

Initiative: +9

Languages: Canine (Native), English

Totals: Abilities 20 + Skills 8 (30 ranks) + Feats 19 + Powers 13 + Combat 20 + Saves 10 + Drawbacks 0 = 90

Romulus & Remus (while Possessed):
Romulus

Power Level: 8; Power Points Spent: 102/90

STR: +7 (16/24), DEX: +1 (12), CON: +6 (18/22), INT: -1 (8), WIS: +2 (14), CHA: +1 (12)

Tough: +6/+9, Fort: +8, Ref: +7, Will: +4

Skills: Intimidate 10 (+13), Language 1 (+1), Notice 5 (+7), Sense Motive 5 (+7), Stealth 4 (+1), Survival 5 (+7)

Feats: Attack Focus (melee) 3, Defensive Roll 3, Diehard, Dodge Focus 3, Endurance (+4), Fearless, Improved Critical (Natural Weapons (Damage 2)), Improved Disarm, Improved Grab, Improved Initiative 2, Improved Pin, Improved Trip, Power Attack, Set-Up, Startle, Teamwork

Powers:
Animal Physiology (Speed 1) (Speed: 10 mph, 88 ft./rnd, Feats: Diehard, Endurance (+4))
Animal Senses (Super-Senses 6) (acute: (Scent), extended: (Scent) 1 (-1 per 100 ft), extended: (Hearing) 1 (-1 per 100 ft), low-light vision, tracking: (Scent) 1 (half speed), ultra-hearing)
Natural Weapons (Damage 2) (DC 24; Mighty (+7 to damage))
Primal Nature (Growth 4) (+8 STR, +4 CON, +1 size category)
Pack Tactics (Enhanced Trait 2) (Feats: Set-Up, Teamwork; Limited (Only with Remus))

Attack Bonus: +4 (Ranged: +4, Melee: +7, Grapple: +19)

Attacks: Natural Weapons (Damage 2), +7 (DC 24)

Defense: +7 (Flat-footed: +2), Size: Medium/Large, Knockback: -8

Initiative: +9

Languages: Canine (Native), English

Totals: Abilities 20 + Skills 8 (30 ranks) + Feats 19 + Powers 13 + Combat 20 + Saves 10 + Drawbacks 0 = 90

Thoughts, comments, suggestions?

1 to 50 of 222 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>