Fire Elemental

Sinter's page

256 posts. Alias of drbuzzard.


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Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Bummer. I was liking this game.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

"What now boss? " he's in utter fanboy mode now, perfectly happy to led the big blue boy scout come up with the plan.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Since he's in front of his idol, he will spend a hero point to not make a fool of himself.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

"Roger. "
Sinter does his best to moderate his output and replicate the heat beams to weld the supports together.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

"Right weld a building together. Umm, how do I do that?" he responds, not being particularly used to using finesse.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

"Yes, they are pretty old tech by now. Don't worry. We rarely have accidents anymore. " he says right before stepping in.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Sinter will use the transporters since it is marginally faster.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Sinter is now confused after Shale's speech, being somewhat dubious on the Big Blue Boyscout having returned, but he still hopes it's no imposter. He still remains silent, knowing he really can't add anything smart to the debate.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Sinter remains in awe of his boyhood idol and merely follows him to the Hall.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Sinter is pretty much in flat out awe at this point.
"It is him!"


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

"I didn't say I was convinced it's him. I don't know. He is dressed kinda funny and all. "


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

"Umm, how do you know it isn't him? I mean really know. He's been away a long time. He might have changed some. Anyway, Whipper is right, I think fighting here is a real bad idea. "


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Sinter heads into the building, careful not to touch anything.

Not having any ID, he emits a coded burst to verify his identity when queried. He will head in and wait as requested, not saying anything, but quite eager to meet the Man of Steel.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Well he couldn't carry you if he wanted to, so it's rather moot.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Listening to Shale's comment Sinter replies with rather less enthusiasm. "Yeah, I guess you're right. I'll meet you there. " and he launches upwards with a reasonable increase in velocity to prevent a ground level sonic boom. Once trans atmospheric he puts on the speed, and slowing for descent into the DC area so he doesn't cause property damage. This takes a few minutes.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Looking at Shale and Whip "She we go out there and see him? I mean he's gotta have loads of experience and maybe he can help with all the weird stuff we've seen lately. "


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Completely ignoring the not exactly subtle insult, Sinter gets very excited. One of his boyhood idols is back. He hits the coms to let everyone know. "Sinter here, no emergency, I think, but Superman seems to be back. His did a fashion change though. "


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Sinter will tune in his innate radio sense to a local news channel.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Imagine made him into a puppet.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

"I'll escort you back to the jail, but I should be getting back to monitor duty. "


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Sinter looks around to see if there are any more threats "Are we done? Do I need to blast anybody else?"


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

I have a bad feeling tarpatch is immune to heat, so blasting him won't do any good. Guess I can try to blind him.

Sinter, in a rare flash of insight, decides that cooking the burning tar guy won't work so he tries to blind him with a flash of intense light.

dazzle: 1d20 + 9 ⇒ (2) + 9 = 11 DC 22 reflex


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

"Oh, thank God! I'm on my way!" he buzzes back over the radio waves as he flies over to the indicated area.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

The massive blast passes through Sinter's ephemeral energy form. Not having any sort of superspeed reaction time, he has no idea what just happened to his allies and enemies.

"Huh? Where'd everyone go? Oh crap! They all disintegrated!" he yells in a distraught version of his buzzing voice standing in the crater that was once a museum.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

If I had pdfs for the game, I probably would, but I just have the book and Hero Lab.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

If I had any energy absorption powers, I might have tried a stunt to eat the blast, but I never built such in and I can't really rationalize it. Best that you saved their bacon.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

toughness: 1d20 + 20 ⇒ (5) + 20 = 25 Though technically it has to be a 15 blast explosion which is actually under my level of impervious, so it should have no effect


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

I guess I might as well just go, since I'm attacking a different target anyway.

Sinter will again blast at Cyclotron.

to hit: 1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 27 DC 35 toughness.

"Go down you killer!"


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

fort save: 1d20 + 10 ⇒ (9) + 10 = 19

The radiation flux has an odd effect on Sinter's plasma, causing him to feel fuzzy.

Nonetheless he continues to blast away at Cyclotron.

to hit: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14 DC 30 toughness.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

sense motive: 1d20 + 4 ⇒ (15) + 4 = 19
sense motive: 1d20 + 4 ⇒ (12) + 4 = 16

Not much point in those with my bonus

"Umm, what? Isn't that the Flash? I mean the old Flash. Well the kinda old Flash, not the really old Flash. I don't understand. "

and he will blast the same target again since he understands that

to hit: 1d20 + 9 ⇒ (1) + 9 = 10 DC 30 toughness nevermind, some poor of rubble suffers.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Sinter hearing the blue thingy take credit for blowing up the building, and any casualties that entailed, will blast away.

"You killed all those people!"

to hit: 1d20 + 9 ⇒ (15) + 9 = 24 DC 30 toughness (of course it is if it has any effect)


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Young Justice is clearly not the same timeline as JLU.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Sinter will fly over to the figure to take a closer look. He figures he's the least likely to get hurt.

"Let me take a closer look. It probably can't hurt me if it's hostile. "


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

As is fairly usual, even though he doesn't actually have eyes, what passes for them seem to glaze over as technical details are discussed.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

In his normal, sightly distorted buzzing voice, the shape of fire responds "Well, I'm Sinter. Nice to meetcha. "
Then he turns to the wreck of the museum "Something's obviously wrong here, but I'm waiting for JL backup before I go in. I'm a bit one dimensional and I don't want to burn the city down. "


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Sinter, as usual on JL Monitor duty, since they get every sports channel on the planet, notes the news reports of the explosion at the museum and takes the teleporter down to the surface. He then rockets to the site of the attack at a reasonable pace to avoid property damage (subsonic).


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

"Well we stopped the kidnapping. Maybe she'll learn. I think she means well. I think she just relies on her dad a lot. "


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

No, I like Sinter as he is. I'm not one for long exposition no matter the character. I like playing the comic relief dunce for a change.


Actually what might be a good idea is focus on the tech gizmo stuff as a sort of omni-power where you analyze the situation and pull the appropriate solution out of your nether orifice with a gizmo you make for the occasion.

It's always nice to have that ace up your sleeve handy.


Actually while the blast is a bit weak, the penetration does help a bit. However I think it will be resisted most of the time (on the basis of rolls). The stun might work out, though I'm not sure which save it works against. Otherwise it is an amusing build.


Were I GM Tenfold would throw red flags. When I run M&M I tend to frown on things that give you a whole lot of attacks in a round. It really distorts the power curve. Personally I favor Whippoorwill since it fits a need. A JLA without a Batman just doesn't work so well (just look at what happened to JL Detroit- see no Batman).


Sinter is a very much 'I have a hammer' kind of guy. He's also not the sharpest tool in the shed, so even his one other trick (blinding) isn't always that handy. He is close to indestructible, which is nice. He's been stymied a few times before.


Make what you like, though considering what we have left right now, we could probably use someone who can do the brainy guy stuff.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Sinter mostly looks confused at the situation.

he thinks back If you attack a teammate of mine, I will defend him. You know that.


I was in that game. It didn't really last very long, which was a shame since it seemed pretty promising (character was Quicky).


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

He was elected president, after which he went bonkers, and was impeached and tossed in jail (in the standard DC timeline). Lex is not a good guy, though in this world, of course that is up to the GM.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

"Now I know I'm not smart, but that was gibberish. You dad is not the authorities. She's also out now, and which point you can't do anything more to her. I'm calling the cops. " and he will use his radio powers to summon the MPD.

Not our fault if she is deciding to act like a caricature and justify their accusations. The minute this becomes 'hand off to dadd, a known supervillain', I'm going to resist.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Probably need to. I'd ask in my games, but I don't know about how popular M&M is with Pathfinder people.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Sinter showing his usual level of befuddlement asks "What's weird about marshmallows?"

But after the suggestion of handing Steel over to Lex "Wait a sec there, I don't think that's such a good idea. Your Daddy does have a bit of a questionable reputation, so this won't reflect well on the team. "


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Don't want to tick off the Comics Code folks.

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