Valeros

"Sinclair" Max Sinclair's page

131 posts. Alias of Jubal Breakbottle.


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Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

"I don't have to be a Master at Divination to foretell that we will be in front of the Nexus in seven years from now. Too much at stake to let that fall into the control of others." Max replies.

"Uncle Adrian, what can you tell us to give us the advantage to take new ownership of the Nexus protections? Are there any code words for Sallah to recognize?"


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Besides updating his profile picture, finding some pictures for his new look, and tinkering with his PL10 build, I've updated his Origin for the time jump and added Enemies in his Complications. @GM for ideas about the villains.

Origin update:
Max maintains his plan to work a gap year at the Hunter Museum of Natural History with Professor Æthelweard Langfellow. However, the first absence of the Master Mage of Earth’s dimension in several generations requires most of their time to meet and reconnect the Order of Light and other allies of the Master Mage. Very quickly during these months, Max realizes and is encouraged to attend to his education, especially to deeply understand what is publicly known about magic. With several letters of recommendations and dedicated funding, Max applies and earns a letter of acceptance to attend Havard College.

After starting in 2014, Max finally graduates with honors in 2019 after missing many courses and a whole semester saving Earth’s dimension as a core member of Eldritch. He majors in History, Folklore, and Mythology learning everything that is officially accepted as fact about magical entities and their activities.

Medea first encounters Max in Boston, as a wealthy collector of magical tomes and artifacts. As a student at Harvard, he sought her ought to view her collection for school research. Sinclair ran afoul of Medea by disrupting her revenge on a powerful crime boss in Boston who attempted to back out of a deal with her. Sinclair was able to save the crime boss’s family who have since gone in the witness protection program with the boss.

After graduation, Max returns to Freedom City financially living off the funds of Deadman. He restores his connections with the Claremont Academy and the Hunter Museum of Natural History but refuses to commit to anything time-consuming to avoid disappointing others. The activities of Eldritch are time-consuming enough.

The Hellqueen encounters Sinclair when he discovers and disbands a few of her minion factories upon recent relocation to Freedom City. They have traded blasts a couple of times as she was leaving but have had only one significant brawl to really test magical abilities; Sinclair retreated. Now, she is trying to insinuate into his personal life. Since the demon is from the Netherworld, her attention and ambition will transform if she ever discovers his personal relationship with Seven. Then, she would want to leverage him to potentially take the mantle of the Queen of the Netherworld from Seven.

Seven years after the death of Adrian Eldrich and disappearance of Seven, Max becomes one of the most knowledgeable heroes about magic on Earth-Prime. His highly theoretical use of magic would be tested many times over the years in life or death situations. He would lose battles and friends and becomes battle-hardened. His Motivation at this time becomes, responsibility: with great knowledge comes great responsibility.

I'm waiting for the green-light from the other players, before potentially renaming him Eldritch.

cheers


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked
"Sinclair" Max Sinclair wrote:

I did not notice the difference between Eldritch and Eldrich until GKG pointed it out.

So, I had an idea: with Adrian Eldrich dead, would anyone mind if Sinclair took up the mantle/name of Eldritch? Meaning, calling himself Eldritch. Sort of like when others have taken up the mantle of Batman.

I don't want to take more of a spotlight in the team, but I was thinking it might be an interesting idea for continuity. Obviously, most allies and villains would know the difference, but the mass would not and see continuity.

Appreciate your feedback.

thanks

Storm Dragon? Echoes Myron?

Would like to get your thumbs up before developing. Thanks

For a transport idea, there could always be keyed magical portal coincidentally near the encounter that we access through our Network.

Or if we're rich, a private business jet charter would get us anywhere, too.

cheers


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

I did not notice the difference between Eldritch and Eldrich until GKG pointed it out.

So, I had an idea: with Adrian Eldrich dead, would anyone mind if Sinclair took up the mantle/name of Eldritch? Meaning, calling himself Eldritch. Sort of like when others have taken up the mantle of Batman.

I don't want to take more of a spotlight in the team, but I was thinking it might be an interesting idea for continuity. Obviously, most allies and villains would know the difference, but the mass would not and see continuity.

Appreciate your feedback.

thanks


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked
GM SuperTumbler wrote:

Everyone: For me, part of the fun of Mutants and Masterminds games which may or may not appeal to you (and either way is good with me) is the story but also the meta-story of these being published comics. This is sort of baked into the way the official materials talk about their history.

From that perspective, I see Eldritch as a long running comic, going back as far as comics publishing. Adrian Eldritch has been the lead of that book for its long run. In 2013, the publishers controversially kill off Eldritch, and, even more controversially, sideline fan favorite Seven, who was assumed to be the next Master Mage and take over leading the book.

Instead, the book becomes a team book, featuring Sinclair, Gracie, Deadman, and Eoten. Other members probably come and go. Gracie leaves for a storyline when she disappears to Avalon. Increasingly, Deadman moves to be more of a supporting character.

That's my take on it. If that element doesn't appeal to you, then you can certainly ignore it. It doesn't really affect the game, it just makes happy fizzy bubbles in my imagination.

I really like this perspective, too. Thanks!

I'll add Medea and Hellqueen to Sinclair's complications and story of the time jump.

It would be great if Deadman's HQ would allow entrance using Dimension Travel, so Sinclair can get there from anywhere on the planet. His Teleport is not that far.

Where is the Nexian Nexus, physically, like the front door?

How was Sinclair's history lesson on Master Mages? OK? Meh? Inaccurate?

cheers


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked
Good Knight Gracie wrote:
Getting that Seven's imperiousness is an act, she says nothing as the young Master Mage does her bit and departs. She quietly asks Sinclair if he's alright.

With a goofy, euphoric grin on his face, Sinclair turns and nods toward Gracie. He definitely does not look like he has been struck in the face or abandoned by a friend or even feeling pain from his injuries in the battle.

Good Knight Gracie wrote:
She also looks around to the group. "You are Eldritch? What... seemed like she was saying that to all of us? What did she mean?"

"I think it means we're on our own. A Master Mage has been protecting Earth's dimension for thousands of years. When one dies, their personal Pact with various gods and other mystical entities which prevents easy interaction with Earth dies with them. The new Master Mage needs to restore and maintain that Pact. Seven hasn't had time to do that. And, won't be able to do that from the Netherworld. So, Earth's dimension will be without a Master Mage again." Sinclair explains.

"The last time this happened was before Uncle Adrian inherited the mantle of the Master Mage before World War Two. Before that, the Earth had been without a Master Mage since Lady Violet Pennyworth died in 1895 thwarting the invasion of Kar’Kradas, the Whisperer in the Shadows Between Worlds."

"During her brief tenure, Lady Pennyworth created an organization called the Order of Light to help her. The Order connected several European and American occult groups and took the responsibility to protect the Earth in the absence of the Master Mage, such as they could."

"The Order of Light has not been needed on the front lines, since Uncle Adrian started protecting the Earth in 1935. My parents were librarians for the Order of Light before they were murdered by the Crimson Mask. Without the mantle of the Master Mage, we're going to need lots of allies."

"I guess Seven's Order of Light is us and called Eldritch." Sinclair turned to look everyone in their eyes to study their commitment to the cause.

With Adrian Eldritch at Shambala. Is the Nexus in Freedom City?

Max nods, "Got it. The Nexus is sealed for seven years. Let the Freedom League protect the Eye, hopefully away from Earth."

At this point, Max starts asking Adrian for the current network of magic-users who might be trusted to help protect the Earth and about safe havens around the world, just in case.

We don't need to go into details here, but use this as another basis for his Contacts Advantage


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Forgot
* Medea - PL 10

Potential Villain Complications with magical flavor.
* Brotherhood of the Yellow Sign - PL X
* Conqueror Worm - PL 10
* Hades - PL 15
* Hellqueen - PL 11
* Overshadow - PL 15
* Ragnorak - PL 15
* Tarot - PL 8
* Warden - PL 11

@GM, any preference?


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked
Good Knight Gracie wrote:
Also, how do we "become" Eldritch? No one's yet replied to Gracie IC and while I am happy to handwave if no one wants to roleplay, would be good if we got down how we agree to interpret Seven's last instructions as "stay together and fight magic foes." How do we identify threats and tackle them? How do we agree upon decisions? Do we have an agreed-upon leader? How do we vet new members? (E.g., how do we learn about Cesarina?)

@GM, does it matter where or how our characters are in 2020? 1) Should our characters be well-connected and well-practiced working together? 2) Should we all be based in Freedom City? Meaning, does your first encounter in the jump allow for entrance of new characters and require location in Freedom City, or easy assembly after a call?

After the GM clarifies the sandbox of restart, how do we players want our character relationships to be after the jump?

When we restart in 2020, Sinclair will be based in Freedom City? How and in what capacity, I don't know yet.

During the seven years, he will be active saving the world and collecting magical enemies who are taking advantage of the absence of the Master Mage. He would be available for team-ups and relationship development.

cheers


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Sinclair's tentative jump plan:

2013 start Harvard College
2019 graduate Harvard College. Two extra years due to missing/dropping courses to saving the world
2020 return to Freedom City.

Questions:

Any issues with no obvious source of income? Could use a foundation funded by magical contacts

Potential Villain Complications with magical flavor. @GM, any preference?
* Brotherhood of the Yellow Sign
* Conqueror Worm
* Hades?
* Hellqueen
* Overshadow
* Ragnorak
* Tarot
* Warden

Cheers


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

@GKG

Sinclair would tell everyone about going to Shambala, because he cannot get there by himself. Further, I had Sinclair tag along with Silver Tiger, because Sinclair doesn't know where it is, as the GM inferred in his post. So, no he would not invite Gracie to come with him, but he would not oppose her coming (because the GM and players want it).

All of the other "godmodding" that's in the post above, I stand by this hand-waving statement that two players can do for their two characters, "mending fences with Sinclair is relatively easy. It just needs some better treatment of Sinclair by Gracie."

that's it.


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

@Gracie

While I agree with your normal assumption of not acting on metagame information, we've entered an odd, time-jump phase of the game. Since this is our game, we have joint authorship of the narration, especially with Tumbler's open invitation to travel to Shambala.

From that basis, I assume that you can take Gracie where ever you want to develop and get a handshake with Tumbler and/or player on the result. For example, 1) going to Shambala and 2) mending fences with Sinclair.

From my perspective, 2) is relatively easy. It just needs some better treatment of Sinclair by Gracie. Sinclair doesn't carry grudges unless you kill someone he loves.

cheers


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked
Good Knight Gracie wrote:
Grace would go to Sinclair to Shambala if she could, especially if she is aware the other Master Mages are there, as she would like to see Merlin. Seven only told Sinclair about it, though, so I am not sure how she gets an invitation unless Sinclair tells her, and given Sinclair dislikes Grace, I am not sure he would tell her let alone allow her to come with, so I can't just assume she goes. I am a bit at a loss of how to proceed.

@Gracie, I suggest that you should assume that your character with the red-PC light on its head can go where ever you want, e.g. Shambala Vale.

I agree that we should probably describe/narrate how Gracie mends fences with Sinclair.

IMHO.

Cheers


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Seven's kiss dazzles Sinclair for weeks. Immediately, it relieved his aches and pains of the battle with Una and her dragons. Then, as the physical pain naturally healed, the kiss clarified the potential of his feelings. Maybe as the ultimate long distance relationship. He would need to learn the 1001 keys of Azog, quickly.

When the time was right, Sinclair accompanies the Silver Tiger to Shambala Vale. Before and along the way, he examined Una's book that he stole from her sanctum to develop better questions, in case he found Eldritch. He enjoyed the visit to the mystical vale and evaluated key locations as potentials to return by teleport.

The tears rolled down his face when he finally found his mentor and sponsor. He listened intently to memorize each word. His first, open-ended question fell out with a catch in his throat, "What happened with Una? How did she kill you?"

His next question started his list of things to do, "Serena wants to store the Eye of Balor at the Nerian Nexus. Do you agree? With whom did you leave its responsibility?"

Then, he asked his mentor about the list of duties that needed immediate attention. And, what was the easiest way to consult with the former Master Mage. Maybe in his Magic Expertise Mastery or Contacts mechanics


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

OK. So, I'll put in a Dimensional Movement slot in the Array. That answers that last build question.

Considering how slow the pace of the game is (relative to other games. No judgement, because I'm still really enjoying the game), I would suggest and be good with narration to Nerian Nexus and Shambala. Even narration would probably take a few weeks until we get to our PL10 characters.

Also, there might be other narration that we want to do before the new characters to align, too. For example, Sinclair would want to explore Una's book and see how far he can get to Eldritch in the 7 year gap.

IMHO

cheers


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Thanks for a great conclusion of the first episode of Eldritch #1. Really appreciated the scene with Max and Seven.

Quote:
First: That Silver Tiger guy, he is from a place called Shambala. You have probably heard of it, but what you may not know is that there is a hall there, a special place, it is sort of in the middle of things. And all of the Master Mages of Earth are there. If Adrian is dead, and his spirit isn't trapped somewhere, it will be there, and if not, you can at least talk to Merlin and the others. And you need to move to secure the Nerian Nexus. Take the Eye there. The League doesn't need it. Lock it away in the Nexus.

Do you want to cover the 1) Shambala and 2) Nerian Nexus during the time jump, hand wave?

Sinclair also has that book of Una's and would relentlessly investigate Eldritch's death. How do you want to cover that?

Should Sinclair carry a Dimensional Teleport to the Netherworld in his Magic Array? Or Ritual it?

I was thinking that Sinclair should go to university during the time jump, probably Ivy League or could be anywhere. Maybe use a long distance teleport in his Array to commute. In 7-8 years, he would be able to get his Bachelor's and Master's and could be working on his doctorate. Open to suggestions on which school to support plot and background connections.

Finally, I'll post in Gameplay today-ish but don't plan to jump time, just react to what they've experienced.

cheers


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Sinclair continues to slowly and cautiously close with his friend Seven and would put his hand on her shoulder, around her shoulders, OR hug her if Seven indicated that she would accept it. He understood the distance of secret identity, but she is also human and must be emotionally devastated.

He stood by her when the demon herald of the 999 realms arrived. In response, the crimson bands of Cyttorak appeared to move of their own will slowly positioning the covered Eye of Balor, such that Seven and Sinclair stood between the Eye and the new arrival.

"Shanmai. Seven is the Master Mage of this realm. Can she take the mantle and titles of Una and stay within this realm?" He inquires.


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

1. Agree with Gracie to play what you want. Sinclair will age and become more magey. His tentative build is the profile at the bottom. Would be happy to support backgrounds

2. Atlas has not replied to my PMs either, but s/he is posting in another game of mine. I've posted in that Discussion to share his/her intentions for this game. Hope s/he returns

3. As above, Sinclair's build is in his profile. Before knowing about GKG's desire for a Dispel, I was thinking of removing that ability, because he didn't have a chance to use it. And can always ritual it. I would greatly appreciate any suggestions about what to do with the point or slot

4. My son has been monopolizing our computer, which has severely reduced my opportunities to post, but I'm still here!

Cheers


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Sinclair watches the scene in shock and horror as first the Hypnotist dissolves. Then, Una and her dragons dissolve. And Seven appears scarred for the efforts.

After many heartbeats, the young mage startles realizing the significant pause that his mind takes to digest what he has just personally witnessed. "Professor?!" was the first word to escape his dropped jaw mouth.

Blinking heavily he commands, "Be bound by the Crimson Bands of Cyttorak" causing red streams to reach out and control the Eye of Balor.

Then, he rushes toward Seven but stops himself halfway as his heroic identity training slams down. He starts to approach her slowly respecting allied social etiquette and whispers, "Seven, are you alright? What happened?"


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Sinclair frowns at the ineffectiveness of the giant. He tries to help the dead firefighter by timing his magic missiles to the next water jet against Una.

"Let loose the Mighty Missiles of Melf" the young mage commands causing three acid green missiles to streak from his hands towards the invading master mage.

Teamwork attack with Gylfir: 1d20 + 8 ⇒ (2) + 8 = 10


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Pleased with the effectiveness of his spell, he tries another, "Get her big man! Be bound the Crimson Bands of Cyttorak!" Sinclair moves the red bands swirling around Una to make her easier to hit by the giant.

Teamwork Eoten: 1d20 + 8 ⇒ (10) + 8 = 18


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Sinclair replies, "That's why we need to respect the storm!"

"Hypnotist, send the dragon against Una! I'll add the Crimson Bands of Cyttorak!" Sinclair creates red bands swirling around Una to make her easier to hit for the dragon.

Teamwork Hypnotist dragon


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Does anyone want to Teamwork Una?

Otherwise, I think I might Will attack the released dragon

Suggestions welcome


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

spending a Hero Point for Inspiration

With the team wrapping up the dragons, Sinclair looks around for Una. He refocuses his magical senses to effectively sniff the air for magic, particularly her magic.

He finds a vortex of energy, manifested by the dark vortex of clouds above, drawing magical energy from across the planet into Una's hands. Una would not be fully attuned to Earth's magical energy and ley lines. Although she could manipulate them, they aren't "hers" in the way that they would be on her other realms. On any of those planes, she would be even more powerful, but here on Earth, while she is as powerful as many gods, she is still beatable. The young mage concludes that she is drawing power into the clouds above, preparing to rain that power down in destruction from above.

The young mage shouts to his new companions, "Hey! Look at the clouds! Una is putting magical power into them to rain down on us!"

He starts thinking about a ritual that he could use to disperse the clouds. for next round


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Like a sense magical workings on steroids. Discriminating Una's magic. Because Sinclair that whatever shenanigans Una is up to, it will involve magic. Sinclair is trying to try to get a preview, so he can prepare and best react


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Can Sinclair use a Hero Point to use his Spell pool to add to his magic sense to figure out what Una is doing?

How would I write that mechanically?

thanks


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Sinclair crouched behind his magical cover and tried another magical tool in his kit.

"Let loose the Mighty Missiles of Melf!" He calls out causing three green-glowing spheres to rocket toward the wounded dragon. He had timed it with one of his attacking teammates.

Ranged, Damage 8: 1d20 + 8 ⇒ (9) + 8 = 17

Trying to Teamwork with Toughness damage effect, which is tough not being at the tabletop.


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Anyone want to teamwork on a Will attack vs the dragon?


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Sinclair now smiles widely when the Hypnotist gains control of the black dragon. The young mage turns his attention to the white dragon with the young knight swirling around it.

"Be bound by the Crimson Bands of Cyttorak!" He calls out causing red ribbons to grab and pull the dragon toward the flashing blade of Grace.

Teamwork attack on the white dragon with Ranged +8, Move Object 8 (6 tons)


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Sinclair grinned at the effectiveness of his maneuver to redirect the giant's missiles. He couldn't believe when Una was driven off. Then, he saw the dragons. It had to be dragons.

"Doctor, target that one of there with one of your mind effects." He tries to coordinate an attack on one of the dragons. "The Mists of Morpheus muffles minds!" He calls out to help the Hypnotist.

Teamwork attack on a dragon of the Hypnotist's choice targeting will. I'll roll an attack if that's the best.

Ranged, Affliction 8 (Will; Stunned, Extra Condition, Limited Degree): 1d20 + 8 ⇒ (5) + 8 = 13


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Sinclair has Teamwork, so that roll is +5 if it counts as Teamwork, which I was attempting


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked
Storm Dragon wrote:
Deflect, Reduced Action Required (Immediate/Reaction/Whatever it's called in 3e), Limited: only when Grappling an enemy?

OK. But then, how does the shield person take the damage? Because the move prevents the hero from taking damage AND damages the grappled minion. Reflect?


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Hey

I just finished Titans Season 2 and was imagining how the builds would differentiate all the brawlers. One thing stumped me though. How do you build that move when they use the bad guys as shields against the weapons of their allies?

thanks


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Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

From behind his magical cover, Sinclair surveys the scene. With Seven unable to scratch Una's shields, he wonders how he can. Obviously not directly. So, he considers options.

He thinks about throwing the giant at her, but Sinclair is too slow. The giant has the same idea. So, he decides to try to help it and commands, "By the Crimson Bands of Cyttorak"

Red-glowing ribbons wait behind Una along the trajectory of the giant's projectiles to collect and redirect toward her.

Ranged Combat: Magic: 1d20 + 8 ⇒ (18) + 8 = 26
Move Object 8 (6 tons)


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

DC 30 Dodge check: 1d20 + 4 ⇒ (8) + 4 = 12 umm...

Hero point DC 30 Dodge check: 1d20 + 4 ⇒ (9) + 4 = 13 umm...

DC 30 Toughness check: 1d20 + 12 ⇒ (9) + 12 = 21 This is going to hurt

Sinclair screams as the fireball turns the air around them into an oven. The natural heat burns through his Shield of Seraphim like paper.

As quickly as the inferno started, it dissipates. He gulps breaths trying to inhale oxygen that was consumed by the blast furnace. The young mage has yet to fell the pain of his second degree burns. So, he has a brief moment to think, is she reading my mind? Did my thoughts about a fireball trigger her spell?

In this spare canyon, he calls out, "By Phaedrus's Fortified Forms" creating a blue-glowing, free-standing shield between Una and himself, so he can take total cover from her effects.
Create 5 (30 cft), Continuous, Stationary, Innate


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Sinclair didn't even get a mention in Seven's thoughts...

Sinclair closes his Portal of Portheus after the titan saunters through.

Remembering his training, he walks a bit of away from the the crowd beyond fireball formation.

He has read about situations like these in both fiction and nonfiction. He tries to memorize the details, in case he survives, and to take his mind off the whole 'end of the world' consequences.


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Sinclair eyes narrow in question and hope at Una's opening comments. [i]Before Adrian? Then, he might be alive![/b] The inspiration restores a measure of his confidence and resolve.

He nods to Seven ready to open a Portal of Portheus to take the team to battle Una for the Earth. He takes a deep breath to center himself at the potential consequences if they lose.

The young mage verifies and reinvigorates his Shield of Seraphim waiting for the signal to go.


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Sinclair nods and replies to Gracie, "fine. I'm fine."

But clearly, he's not fine. He still trembles a bit. And gone in his focus on Seven and the situation at hand. He looks like he's in a haze.


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Sinclair gasps inhaling deeply as the nightmare recedes and struggles out of the grave slowly standing. He trembles in emotional shock. He looks around slowly becoming self-conscious of his personal tragedy playing out in front of everyone. He wanted to be a hero not the teenage victim that he has attempted to put behind him.

The living nightmare ripped open an old wound of the loss of his parents. Despite dimensionally traveling with heroes, he internally regresses to that eight year old who found his dead parents in the library of the Order of Light.

He tries to get himself together. He holds his hand up to the doctor and gives him a thumbs up, despite not feeling at all ready to go.


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Strength: 1d20 + 1 ⇒ (19) + 1 = 20

Sinclair cries out as he starts to sink into the grave dirt.


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Sinclair quickly pulls his Shield of the Seraphim around him deflecting or destroying the thousands of tiny star shapes..

He continues to only see the Crimson Mask as he tries to bring the villain who killed his parents to justice. "Let loose the Mighty Missiles of Melf!" He shouts to reply with his own assault. But his emotions cause them to fizzle.
Ranged, Damage 8: 1d20 + 8 ⇒ (1) + 8 = 9


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Toughness save DC 25: 1d20 + 12 ⇒ (14) + 12 = 26


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

DC 23 Fortitude save: 1d20 + 6 ⇒ (18) + 6 = 24

Sinclair quickly reacts to bring his elbow up and cover his mouth and steps away from the cloud of noxious green fumes.

His vision tunnels to only the Crimson Mask as he finally faces the villain who killed his parents. "By the Hoary Hosts of Hoggoth!" He shouts to dispel his mystic defenses.
Nullify 8, Broad (Magic): 1d20 + 8 ⇒ (6) + 8 = 14


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Seeing the Crimson Mask hovering above the graveyard, Sinclair grits his teeth and sees red. The flush of getting another chance washes over him.

"Be bound by the Crimson Bands of Cyttorak!" The young mage commands his magic to bind his arch-nemesis.
Ranged +8, Move Object 8: 1d20 + 8 ⇒ (9) + 8 = 17


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Max hears a familiar voice, which is strong, resonant, and clear, "Maxwell Athersmith Sinclair, I know that you are troubled, but I need for you to follow my voice. Follow the light... Come together. We must all come together."

Max wipes the tears from his eyes and sees the yellow stream of a light coming from the entrance to the library. He slowly gets up from where he had collapsed at the disappearance of the Crimson Mask and staggers toward the doors. A black silhouette stands at the entrance within a Portal of Portheus. It must be the Master Mage.

"Uncle Adrian?" Again arriving too late to defeat or capture the Crimson Mask. Only to comfort without revenge. Max brings his hand in front of his face to hold back the bright yellow light, in order to follow the voice. Stepping through the portal, Sinclair arrives within the Nightmare Graveyard.


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Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Sinclair looks around Una's throne room one last time to remember and steps into the Dreamtime portal. His head whirls as his feet shifts. Dreamtime is not as stable as a Portal of Portheus. He arrives in an old castle.

Not a castle, the priory that he grew up. He walked toward the familiar library slowly accelerating. First, he finds the tragic form limp on the floor that becomes his mother. Dead again. Accelerating he gets to the stout double oak door to find his father crumpled on the floor having given his life to protect the library again.

Into the library of the Order of Light, he sees the villain, the Crimson Mask, casting a Portal of Portheus. Sinclair calls out to dispel the portal as he has practiced countless times, "by the Hoary Hosts of Hoggoth!" But, the magic does not come. The portal does not dispel.

The crimson mask turns to Sinclair. His mask grinning in caricature. And steps through the portal escaping again.

Sinclair runs abandoning his magic wanting to throttle the villain with his bare hands. The portal closes into mist as he arrives at it. He collapses on the floor crying, impotent and alone again.


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Sinclair creates a magic backpack that he stows Una's book. Then, he shoulders the backpack and readies for Dreamtime.


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

While everyone is brainstorming ideas (before the Hypnotist settles on his idea), Sinclair wanders around the walls using his magic senses to find a clue to know what happened to Eldritch. As much as he is here for Una and support Seven, he wants to find his Uncle Adrian.
Sense Magic: Senses 4 (Magical Awareness, Acute, Analytical). AND Magic Comprehension: Comprehend 4 (all languages, read, write, speak & understand), Concentration, Activation (standard action).
Investigation: 1d20 + 10 ⇒ (7) + 10 = 17

===============================================================

In coordination with the Hypnotist, Sinclair stands near to Seven to power the spell.
Expertise: Magic: 1d20 + 16 ⇒ (5) + 16 = 21


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Sinclair listens to several people ready to die to return to Earth. "Seven, what kind of sacrifice would we need a life or blood? While we're here we should look for Eldritch."

Expertise: Magic: 1d20 + 16 ⇒ (16) + 16 = 32


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

where are we in order? Did the bad guys get a turn? Are we waiting on Deadman?


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Fearless, the young mage stows his lack of confidence deep down and steps forward. "Let loose the Mighty Missiles of Melf!" commands Sinclair drawing down on one of the demons with his gesturing hands.
Ranged Combat: Magic: 1d20 + 8 ⇒ (5) + 8 = 13

Green missiles fly from near the mage's hands toward the demon who dodges with a sneer.

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