Ghini

Maggie Mui's page

170 posts. Alias of DeathQuaker (RPG Superstar 2015 Top 8).


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Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Maggie takes Reese over her shoulder as the Paper Doll leads the way toward this displacement device.

She's no Sentry, but her human level of strength is adequate to carry an adult human.


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Just getting on the same page where Connor and Reese are. IIRC Sentry put them next to, not in, the elevator. Maggie picked up Reese and took him into the elevator with her. She left Connor there. (I didn't explain why, but given his timewarp costume change I/Maggie thought he wouldn't be much help and/or be antagonistic, and it's easier to have to look after 1 NPC and not 2. Also if he needed to come to to help fight Skullnet he could stay put).

If you need Connor to be there too and retcon that, that's fine with me, but wanted to clarify I had in fact left Connor alone on the hard cold floor. :)


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

"Stand by, Doc. If this goes wrong, we need to get out fast."

Maggie and her Paper Doll enter the elevator and move downward toward the machinery where she will hopefully find the spherical thingy they need to send Reese back. The Doll will cut through doors as needed to access.


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Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

I can't remember where Sentry went in and out, but there's a Maggie-made hole on the map that I've just marked with a red circle


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Maggie moves toward Beetle and offers him the grenade launcher if he wants it. She spots the unconscious men laid by the elevator. The paper doll then passes her the rocket launcher and goes over and picks up Kyle Reese with its four arms.

"Do you know where any time warping tech is?" she asks Beetle.

She'll move in whatever direction she indicates. She responds to Doc on the commlink in Cantonese. "如何制造时间扭曲?"

Spoiler:
"Never mind. How do you create a time warp?"


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness
GM SuperTumbler wrote:

Sentry had only done the one. Jason shows up and steals his kill. Sentry gets to keep his Hero Points.

Skull-Net to fight and/or Temporal Displacement Device to get to and control.

Awesome. I think Maggie understands the issue with trying to get Reese back in time so will focus on that.


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

As cool as it is, I thought Sentry had already dealt with the nukes?

Not to burst your bubble, but I also want to give Sentry credit for his action.

The issue is that we gotta somehow create a rift in time to send Reese back.


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Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness
GM SuperTumbler wrote:
Maggie Mui wrote:
PS: ST I'm not sure what you want from Maggie in response to the comment of not mentioning all the people who can alter the timestream. She's obviously implying the people present can do so, and if Skullnet can't read between the lines, then she's not going to spell it out. I think we can get something suitably epic happening regardless.
I misread your intent. I thought you were thinking of using Maggie's knowledge of the fiction to find another Marvel character who could use time travel to circumvent your need for Skull-Net's time device. And threatening Skull-Net with that.

That is a super cool idea, but not what I was thinking. First, I figured we were pretty much this story's Exiles, no need to bring in another set. I suppose if all else fails she could call on the Watcher and hope for the best, but if we're gonna need a deus ex machina I'd rather it be from Jason and Herakles. :)


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Just checking in and noting I'm still withholding any further action till we get the gods on the scene.

PS: ST I'm not sure what you want from Maggie in response to the comment of not mentioning all the people who can alter the timestream. She's obviously implying the people present can do so, and if Skullnet can't read between the lines, then she's not going to spell it out. I think we can get something suitably epic happening regardless.


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

I figured that much about Kyle. I just wanted to confirm their status.

Maggie pauses. At this point, her mercenary instincts are starting to override her protective ones. Her concern is survival and... getting home to her sisters, not whether this bizarre fictive world survives or not. She knows how the stories end. There will be other worlds where these people live. If there's a last ditch chance they can save them, great. If not, they need to leave. Besides If Doc can control time and space travel, he can pull them out and try this one again if they have to.

She nods at Sentry. "Can you move the whole ship out of the way of the missiles?"

"Mr. Beetle," Maggie subvocalizes into her commlink. "Can you access the time distortion tech?"

She issues one more command into her commlink, hoping their kidnapper/handler. "Doc. Your mission's over unless we leave in seven seconds."

That's a lot of talking to be Maggie's action. The Paper Doll can still go, but I'll delay on that as I'd like to give time for the others to arrive and Sentry and Beetle to do their thing.


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

ST, Connor's not actually on the deck, Sentry moved them to the elevator. Are they just transformed and unconscious?


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Maggie sees the little Stark furiously typing, and figures Beetle could accomplish a lot more without a man at the help. She flexes her fingers and the Paper Doll fires the rocket launcher at the terminal.

If it's a scene edit, I'm not sure if i need to roll, but just in case

Paper Doll Ranged Attack: 1d20 + 6 ⇒ (12) + 6 = 18

She mentions, matter of factly to the supercomputer, "You haven't listed all of the entities who can change the timeline."


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

A dramatic entrance one might say. (And sorry I'm a day late!)


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Should Sentry get a hero point since he can't really put those pieces in character at the moment?

And thanks, ST. I figured the temporal device was there, but it activated when Maggie was booted out of the room by Spot Terminator, so she didn't witness what happened to be able to piece that together IC. She can see that Stark is probably countering what Beetle's doing.

I need to run off to work but I'll post later in the afternoon or evening.


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Glad you're ok, Evindyl. Sorry you are out of work... I just got a job after looking for 6 months. Hope you find whatever you need.


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Hope you feel better soon, man.


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

GM ST, FWIW: I have no idea what we can really do right now. As best I can tell, Skullnet cast a magic spell and turned Kyle and Reese into alt universe Kyle and Reese and so we've basically lost?

I know we need to get Reese to go back in time, and I think we could still accomplish something if we succeed at that, but I have no idea how to do that. Sentry is protecting Reese and Kyle but I think part of why he's waiting is there's been no further update on their condition. Can Beetle manipulate the tech to use Skullnet's timewarping capabilities?

Otherwise my plan is find something appropriate to blow up or otherwise interfere with and see what happens.


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Maggie summons the Paper Doll, who takes a rocket launcher in hand. She takes a grenade launcher, as precision-based weaponry is not her forte. She and her minion march through the door, and she scans for prime targets:

Technology: 1d20 + 8 ⇒ (20) + 8 = 28


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Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Your and Blue Beetle's turn.

IIRC Jason and Herakles are elsewhere. (If the players are even still involved in this.)


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Maggie swings through the hole in the wall and lands in the room, reabsorbing the paper from the bat and blade into her outfit.

She does a quick look to see if there's anything of use in the room she finds herself in...

Perception: 1d20 + 20 ⇒ (7) + 20 = 27

If she finds something--a high tech weapon or clue to dealing with SkullNet--she will take it. Otherwise she tears open the door to the bridge to rejoin the fray.


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

"I'm on my way," Maggie replies to the Sentry. "Protect Reese."

The bat focused on holding her up, she swings adamantine-sharp array of joined index cards at the steel wall.

The damage DC is 25. I believe with an automatic hit, that becomes three degrees of success, which is should be enough to slice a significant hole in it.


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Right, it's a Spot, not a Dot. Why do I keep thinking of the word 'Dot'? Maggie wonders as the Terminator disappears through his portal.

Meanwhile she flies with her bat around the side, dodging drones and looking for a wall to cut into to break back into the bridge, preferably from an unexpected direction. If she notices Sentry fly out, she gives him a thumbs up to let him know she's fine. "Look out for the D- Sp- the one that's making portals!"

Bat moves Maggie and defends as a standard action. Maggie takes total defense. I've moved us where I want us to be. Next round going to have the bat try to bite through the wall to go back inside.


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Maggie has fallen through the air miles above the earth before. It is concerning, but nowhere near as scary as, say, speaking to strangers or being teased by Nenene. She just softly smirks, seeing the terminator fall. If it tries its weird portals again, it is more likely to use them to save itself than her. She waits a moment till they've fallen well away from the helicarrier, then releases the rope, paper flying away on the wind. From her other sleeve, paper flies out creating her bat, which, directly attached to her hand, pulls her up and away from the descent of the sentinel. She'll have to dodge the drones of course, but that's the next moment's problem.

Free action to drop/release rope, action to create bat, and the bat's action is to hold onto Maggie and fly away.


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Trying to take it with me. It might be smarter to just try not to fall, but since when have I made the smart decision?

Strength: 1d20 + 4 ⇒ (8) + 4 = 12

I'll hero point that, why not?

Reroll: 1d20 ⇒ 6

That's a 16 for a total of 20


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Maggie, fighting with the creature with the dimensional dots, has the strangest sense of deja vu. The word "Dot" keeps repeating itself in her mind, identifying multiple meanings at once. (In-joke to SuperT)

But the robot's attack makes her snap out of her anxiety as well as her pain.

Dodge: 1d20 + 8 ⇒ (6) + 8 = 14

But her radiation-seared joints are too stiff, and she falls through anyway.

She allows herself to fall, shooting a paper "rope" out of her sleeve, hurling it to snake around the Dot Terminator's ankle as it looks out through its portal.

What to roll to essentially lasso someone? Ranged grab?

Dexterity: 1d20 ⇒ 8
Fighting: 1d20 + 5 ⇒ (19) + 5 = 24


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Enjoy your travels.

And I'm pretty sure his good rolls are directly proportional to my bad ones.


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Thanks for incorporating the other roll. :)

Yes, Maggie should probably be dazed another round for putting herself out there. Waiting for the round to turn before I post more.


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

"You're... wrong," Maggie says to Skull-Net, trying to ignore her pain. "A- about Connor. He's not a glitch. He's the con- constant."

She tries to search for the right term. Expertise Literature, Fourthwall benefit: 1d20 + 16 ⇒ (10) + 16 = 26

"He's the nexus being. His story is told across universes. And he's always... always the hero." She straightens. "The computer always fails. Your mistake is looking only from his timeline. Can't your programming exceed that limited view? Multiple worlds. Multiple possibilities. And you always lose."

Demoralize: 1d20 + 8 ⇒ (3) + 8 = 11

Oh well, it was a nice speech. So much for being creative.


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Paper flies up instantaneously from Maggie's sleeves to attempt to catch the fist.

Toughness Save DC 24: 1d20 + 12 ⇒ (1) + 12 = 13

Now is not the f&#~ing time, RNG. Spending a hero point to reroll.

1d20 + 12 ⇒ (8) + 12 = 20
That becomes an 18, for a total of 30, so she succeeds.

Blue Beetle, I can also Interpose to protect you, but if you want to take the hit to lose the gun and take the hero point, I don't want to take that opportunity from you. What would you prefer?

When the wave of radiation hits, can Maggie's paper defenses be made dense enough to protect her?

Toughness Save vs radiation DC 25: 1d20 + 12 ⇒ (6) + 12 = 18

But this is not something Maggie can easily dodge or assess the potential damage of, and she winces as heat ripples through her.

-1 Toughness and Dazed for 1 round


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Hi all, back and should be able to post more regularly. Having Maggie shield the more crunchy people is perfect, thanks!


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Yes, Unarmed attack with fast grab would be Dodged first and then they'd make the Strength test vs grab. If the unarmed attack hit (it looks like they did) they also need a Toughness save vs damage.

GM, this definitely looks like a combat scene, so are you going to roll Initiative?


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Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Just an update: WOOO I got a new job!! At my old institution, but NOT in a federally funded position this time, thank goodness. I'll start in a few weeks.

I will be traveling starting this weekend through next and while I'm sure I'll check in on my phone, I will definitely not be regularly posting, so the permission to bot stands. Maggie's general MO is prioritizing defense and aiding others' attacks (something I should be doing more with her familiars, more aid attempts than attacks by themselves).


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Maggie ushers Jason through once he's finished with the comms array to the elevator.


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Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

I may be delayed over the next couple days and may also be traveling next week. Please bot me if needed. Sorry, I know we're in the midst of a lot happening, but there's a lot happening IRL!


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

While we're talking about complications, I feel comfortable activating Maggie's bibliomania when appropriate. Although if the GM throws a rare book in the room to distract her, that is a good tactic. :)

What I don't feel comfortable doing, as a rule, is activating her Source complication. I feel like it should be up to the GM/plot appropriate when she runs out of paper (the way it works in the show is they always somehow have enough until it's dramatically appropriate that they don't . Which is of course exactly how a complication should work). It can be obvious if say she's knocked out and captured and they take all her belongings. But otherwise I tend to assume she has enough until otherwise told. It should also be fine to say "you have enough paper for a small scale effect, but you can't summon your Large or larger familiars." Etc.

Likewise while I can't make enemies attack her with sonic, fire, or water effects. :)


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Maggie waves her arms, backing up toward the comms array, and the paper beast flutters apart as she summons a paper cube to fill the space between her and the dogs. It should take them some time to get through it, hopefully giving Jason the time he needs to finish. That's effectively two walls they need to break through, Impervious Toughness+4

Once he's ready to go, they can head to the bridge. If they need to fly there she can use a paper bat to carry her. If there are walls or doors in the way she'll use her paper blade to cut through them.

On my phone so can't edit doc at the moment but hopefully the action is clear


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Sorry I meant to put that last post in the discussion thread.

"Jason! The breakers!" She points at the panels as an optional target.

She steps back toward him and directs the familiar to stay between them and the dogs.

Moving and maintaining concentration on the familiar


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Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

I posted that Maggie had stepped toward the array so I've moved her icon the the appropriate spot.

Yes, the foldy paper thing is Maggie's Paper Beast, the quadrupedal paper familiar/golem.


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Maggie steps through and looks at what appears to be the comms array, trying to assess the best place to short it out ... And if there's any failsafes.

Technology: 1d20 + 8 ⇒ (12) + 8 = 20


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

PS gm: is that red bar in front of us a door? I assume the comms array is beyond?


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Maggie follows Jason toward the center, staying alert for trouble, her beast helping her look in multiple directions.


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Maggie gives Jason a single nod. "I can do something like that." She brings forward a wolf-like creature who forms from a flurry of paper. She almost smiles. "The symbol on his face is for 'lightning.'"


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Thanks so much.

I am ready to jump in. Does the comms array need taking out still? What can I do to help?


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Hi all, finally recovering from various stuff. Hope to post tomorrow. In the meantime, here's Maggie's rejigged Summons stats, which corrects several oversights from the prior version and hopefully work more as intended. They're still PL 6 so they themselves aren't going to overpower an enemy equal in power to us by themselves, but they should do useful utilitarian things as well as draw fire. LMK if anything looks awry.

===SUMMON STATS==
=All summons are PL 6, 90 pp=

Paper Bat (Wind ☴):

Summons a dire bat that can distract enemies or carry a person in flight. Can be Small or Medium; Stats here include adjustments for Small size.

ABILITIES
Strength 2, Stamina —, Agility 6, Dexterity 4, Fighting 6, Intellect —, Awareness 0, Presence —

POWERS
Paper Bat Powers:
Paper Bite: Damage 6 [Penetrating]
Construct Traits: Immunity 30 [Immune to all Fortitude saves, no Stamina, Intelligence, or Presence Stats]
Reinforced Paper Hide: Protection 6 [6 Toughness; Impervious]
Bat Wings: Flight 3 [Fly 250 ft/round; Wings (-1)]
Flying Rodent of Unusual Size: Shrinking 4 [Can be a Medium or Small sized creature; Normal Strength]
Power Lifting: Power-Lifting 4 [Plus 4 to Strength for the purposes of lifting]
Fly in Your Face!: Affliction 6 [Will Save DC 16, renders foe dazed or stunned; Limited to two conditions]
(42 points)

ADVANTAGES
Fearless, Evasion 2, Move-by Action, Improved Disarm, Weapon Bind, Interpose

SKILLS
Acrobatics 8 (+14), Athletics (+2), Insight (+0), Perception 8 (+8), Stealth: Note: Perm Shrinking mod included. 4 (+14)

OFFENSE
Initiative +6
Paper Bite +6 Penetrating, Damage DC 21

DEFENSE
Dodge 8, Parry 8
Toughness 6 (Impervious 6), Fortitude Immune, Will 0 (Fearless)

PP
Abilities 36 + Powers 42 + Advantages 7 + Skills 5 + Defenses 0 = Total 90

Paper Giant (Mountain ☶):

Summons a giant with telescoping arms that can barrel its way through a fight and destroy objects.

ABILITIES
Strength 8, Stamina —, Agility 2, Dexterity 2, Fighting 6, Intellect —, Awareness 0, Presence —

POWERS
Paper Giant Powers:
Paper Slam: Damage 6 [Penetrating Paper Attack; DC 21]
Construct Traits: Immunity 30 [Immune to all Fortitude saves, no Stamina, Intelligence, or Presence Stats]
Reinforced Paper Hide: Protection 4 [4 Toughness; Impervious]
Telescoping Arms: Elongation 2 [Telescoping arms grant up to 30 foot reach]
Giant Among Men: Growth 4 [Permanently Large; Permanent]
(26 points)

ADVANTAGES
Fearless
Defensive Attack, Accurate Attack, Power Attack, Takedown 4
Improved Critical 4 [slam]
Chokehold, Fast Grab, Improved Grab, Improved Hold
Improved Smash, Weapon Break, Improved Trip
Interpose

SKILLS
Athletics 4 (+12), Insight (+0), Perception (+0), Stealth (+2)

OFFENSE
Initiative +2
Unarmed Attack (normal) +6, Damage DC 23
Paper Slam +6, Damage DC 21 Penetrating

DEFENSE
Dodge 4, Parry 4
Toughness 4 Impervious, Fortitude Immune, Will 0 (Fearless)

Power Points
Abilities 36 + Powers 26 + Advantages 20 + Skills 4 + Defenses 4 = Total 90

Paper Snake (Marsh ☱):

Summons a giant snake that can tunnel through walls and “swallow” its opponents. Typically used in a Gargantuan form, but can be Large or Medium.

ABILITIES
Strength 6, Stamina , Agility 4, Dexterity 0, Fighting 6, Intellect , Awareness 0, Presence

POWERS
Paper Snake Powers:
Paper Bite: Damage 6 [Penetrating Paper Attack; Penetrating]
Construct Traits: Immunity 30 [Immune to all Fortitude saves, no Stamina, Intelligence, or Presence Stats]
Reinforced Paper Hide: Protection 6 [6 Toughness; Impervious]
Tunnel Snakes Rule: Burrow 6 [Snake can burrow 60 ft/round into earth (and other substances), leaving a tunnel behind; Penetrating]
Snake of Epic Proportions: Growth 8 [Snake can be Medium, Large, or Gargantuan (default Gargantuan)]
Snake Slithers: Movement 1 [Slithering (can move at ground speed while prone; no prone penalties)]
Swallow Whole: Affliction 6 [Fort Save DC 16, ""swallows"" foe to render them impaired, immobile, or paralyzed; Grab-Based]
(49 points)

ADVANTAGES
Fearless, Improved Grab, Fast Grab, Improved Hold

SKILLS
Athletics (+6), Insight (+0), Perception (+0), Stealth (+4)

OFFENSE
Initiative +4
Paper Bite +6, Damage DC 21 Penetrating

DEFENSE
Dodge 5, Parry 2
Toughness 6 (Impervious), Fortitude Immune, Will 0 (Fearless)

PP
Abilities 32 + Powers 49 + Advantages 4 + Skills 0 + Defenses 5 = Total 90

Paper Wolf (Thunder ☳):

Summons a wolf-like creature deft at diving into the fray and disabling and attacking enemies.

ABILITIES
Strength 6, Stamina , Agility 6, Dexterity 2, Fighting 6, Intellect , Awareness 2, Presence

POWERS
Paper Wolf Abilities:
Paper Bite: Damage 6 [Penetrating Paper Attack; Penetrating]
Construct Traits: Immunity 30 [Immune to all Fortitude saves, no Stamina, Intelligence, or Presence Stats]
Reinforced Paper Hide: Protection 6 [6 Toughness; Impervious],
Quadruped: Extra Limbs 2 [Gains Improved Grab and +2 to Grab Effects]
Mighty Leaping Beast: Leaping 2 [Leap up to 30 ft]
Swift running beast: Speed 2 [Base ground speed is 120 ft.]
Rideable: Feature 1 [A Small sized individual can ride this familiar.]
(31 points)

ADVANTAGES
Fearless, Improved Trip, Improved Smash, Weapon Break, Improved Disarm, Weapon Bind, Takedown 3, Fast Grab, Improved Defense, Move-by Action

SKILLS
Athletics 8 (+14), Insight (+2), Perception (+2), Stealth 4 (+10)

OFFENSE
Initiative +6
Bite +6, Damage , Damage DC 21

DEFENSE
Dodge 6, Parry 6
Toughness 0 (Def Roll 0), Fortitude 0, Will 2

PP
Abilities 44 + Powers 31 + Advantages 12 + Skills 3 + Defenses 0 = Total 90

Paper Doll (Earth ☷):

Summons a man-sized four-armed paper doll useful for grappling and infiltration

ABILITIES
Strength 4, Stamina —, Agility 4, Dexterity 6, Fighting 6, Intellect —, Awareness 0, Presence —

POWERS
Paper Doll Powers:
Paper slap: Damage 6 [Multiattack, Penetrating]
Construct Traits: Immunity 30 [Immune to all Fortitude saves, no Stamina, Intelligence, or Presence Stats]
Reinforced Paper Hide: Protection 6 [6 Toughness plus 2 points of Imperviousness]
Slender Man Slithers and Slides: Movement 6 [Slithering, Sure-Footed, and Wall Crawling]
Two Extra Arms: Extra Limbs 2 [2 arms that can manipulate; grants Improved Grab]
Paper Thin: Insubstantial 1 [Literally paper-thin body allows movement under doors and other tight spaces.; Limited to narrow areas paper can fight through (can't shrink to go through keyhole, etc.)]
(38 points)

ADVANTAGES
Evasion, Weapon Bind, Improved Disarm, Fast Grab, Grabbing Finesse, Fearless

SKILLS
Acrobatics 6 (+10), Athletics 4 (+8), Stealth 6 (+10)

OFFENSE
Initiative +4
Paper Slap +6, Damage DC 21 Penetrating

DEFENSE
Dodge 6, Parry 6
Toughness 6 (Impervious 2), Fortitude Immune, Will 0 (Fearless)

Power Points
Abilities 40 + Powers 38 + Advantages 6 + Skills 4 + Defenses 2 = Total 90


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Some personal shit has hit the fan and I need to take a break for a couple days. Please bot me if needed.


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Maggie holds a glare for a moment longer at Connor, but says nothing more. It's not her place.

With the rest of the plan, she simply nods. "We should rest before it's time to go."

With that she goes to find a place to recharge. Preferably a closet with a light or under a table, or other suitably cramped, out of the way spot. And there she reads until she falls asleep.

Recovering that fatigue I took from the last fight


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Sounds good to me!


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Maggie continues fixing her gaze on Captain Connor and repeats herself with a slight adjustment, not just in words, but in posture. She straightens herself--she really is tall, ya know--and an ice of fortitude enters her unearthly reddish eyes. She's not trying to scare the Captain but more make him fear the consequences of his silence.

"Captain. Everyone needs to know the plan, or we will not succeed."

Intimidate: 1d20 + 8 ⇒ (8) + 8 = 16

Dropping back into her shy slouch, she looks at Beetle. "How should we infiltrate the carrier? Should we all be in the altered Sentinel?"

Maggie is a follower more than a leader. And the tech expert seems to be ideal for leading the charge on this sort of mission.


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

Maggie has a +17 to Insight.

Captain." She fixes a firm but not angry gaze upon him. "We need to know everything if we are to succeed."


Genetically-engineered metahuman | Init +8 | Toughness 12/Imp 10 (7 without powers) | Dodge 8, Parry 8 | Fort 12 Will 8 | Hero Points: 0 | Status: -1 Toughness

"I'm glad you're okay," Maggie says to Sentry, because even invulnerable demigods need someone to worry about them.



I have never played a Monk, however looking at their listed proficiencies they seem... more limited than I expected.

The updated version of the Monk Weapon group for Fighters is

Spoiler:
"bo staff, brass knuckles, butterfly sword, cestus, dan bong, double chained kama, double chicken saber, emei piercer, fighting fan, hanbo, jutte, kama, kusarigama, kyoketsu shoge, lungshuan tamo, monk's spade, nine-ring broadsword, nine-section whip, nunchaku, quarterstaff, rope dart, sai, sansetsukon, seven-branched sword, shang gou, shuriken, siangham, temple sword, tiger fork, tonfa, tri-point double-edged sword, unarmed strike, urumi, and wushu dart."

As opposed to their origional "kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike."

But Monks as a Class have

Spoiler:
brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.

I did a bit of looking into it here on the boards and found plenty of things, but I never found a direct answer to the problems I have.

Taking into account that the Fighter weapon group "Monk" has a massive amount of weapons, then why do the monks get so few weapon proficiencies? Is this a mistake, because the original version of the weapon group matched the Actual monk proficiencies more closely. Should monks get more proficiencies?

The 3.5 books had said in Unearthed arcana, under the feat Weapon Group (Monk Weapons) that "You understand how to use weapons normally favored by monks."

Yet still, this doesn't seem to make sense. I mean, I understand that Monks shouldn't get all of those proficiencies, but doesn't their list seem a little dated? All they really gained was the Temple Sword and Brass knuckles, and only one of those is truly that much of a benefit.

Bo staff is a simple enough, and common enough weapon in classical and realistic monk culture that I believe all monks should gain that proficiency. What kind of monk doesn't know how to stickfight?

My personal suggestion would be something along the lines of
"A Monk is proficient with the brass knuckles, club, crossbow (light or heavy), dagger, handaxe, javelin, quarterstaff, sai, shortspear, short sword, shuriken, sling, spear and temple sword. Monks also gain a proficiency with a number of weapons from the Monk Weapon Group equaling somewhere around 3 weapons, maybe increasing with levels"

Thoughts? Opinions? Etc. Etc.?
(Also, first post on the board? Did I do anything wrong? Kinda new to this)