View Full Version : Fortune's Favorites OOC

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2012-09-25, 05:04 PM

Fortune favors the brave.

Luck favors the prepared, darling.
-Edna Mode

Welcome, one and all, to Fortune City, and what we hope will be a very fun game for all involved!

Things are still getting finalized, so for now, please post your sheets and backstories if you have them done, or if you don't, and want folks to take a look. Possible extant connections between characters, ideas for a team name, and anything else of that sort are also very welcome.

Once the game gets underway, the OOC will also be used for rolls when necessary. The players will make most of their own rolls. The GMs will roll for NPCs, and also any roll where the results need to remain secret. When GitP is being an ass, as it sometimes does, feel free to use Invisible Castle (http://invisiblecastle.com/) instead, just make sure to include a link to the roll in your post.

Setting info will follow as swiftly as possible as we distill it from scribbles and brainstorms into a more readable form. Also, feel free to throw any ideas, questions, criticisms and cash rewards at myself or Star, and we will do our best to respond at all speed. :smallbiggrin:

Edit: Also, please pick a color for your speech, if you will.

While we're going to try to hew to the RAW when possible, well, it's not always possible. Here are the current optional and houserules we will be using. I will do my best to keep this list current.

Houserules and Options in Effect:
-The optional Knockback rules from the Mastermind's Manual are in effect.
-Intimidation can be resisted by Insight, Will, or your own Intimidation score.
-Skill ranks are purchased at a 3 rank/1 pp ratio, rather than RAW's 2/1.
-The Trail Area option, removed in RAW 3e, has been reinstated. The description is otherwise unchanged from 2e.

Trail: The effect fills a line up to 25 feet per rank behind you as you move, affecting anyone in the area you’ve moved through. Note the action required to use the effect does not change unless you also apply an Action modifier. So as a default, you have to take a standard action each round to use an attack effect.

2012-09-25, 05:19 PM
Awesome :smallsmile:

Been looking forward to this. I still need to tweak the lawman a bit, but I'll have him posted before the weekend

2012-09-25, 05:47 PM
Here is Declan Tennant A.K.A. Roulette, a Judge of the Authority. (https://docs.google.com/document/d/1OZ2r9wcYBOPahkGyHumrTa0G_Ti4udBxMlCCbWUpaz0/edit)

He will be speaking in Palatino Linotype Green.

2012-09-25, 06:19 PM
Yeah I'm very glad to see the OOC finally up. More setting info in time :smallbiggrin:

2012-09-25, 10:37 PM
Aegis will speak in . I'll get his sheet up post-haste.

Aegis: The Invincible
Age: 22
Height: 6'2
Weight: 200
Hair: Brown, Eyes: Brown
Speech Color: Red

Character Sheet
Attributes - 40pp
Str- 5/13/20 (25 kton lifting)
Agi- 2
Fgt- 5
Awe- 3
Sta- 5/14
Dex- 0
Int- 0
Pre- 0

Defenses - 8pp
Parry- 6 (1)
Dodge: 6 (4)
Toughness: 14
Fort: 14
Will: 6 (3)

Advantages - 10pp
All-Out Attack
Close Combat Focus 2
Fast Grab
Improved Grab
Improved Hold
Power Attack
Ultimate Effort (Toughness)

Powers - 76
Super-Strength - 23pp

Enhanced Strength 8; Permanent
Enhanced Strength 7 (Limited to Lifting); Permanent

Alternate Strength Powers - 1pp

Freight Train: Selective Trail-Area Damage 10

Super-Movement Array - 9pp

Leaping 8
Speed 8


Enhanced Stamina 9; Permanent - 18pp
Impervious Toughness 14 - 14pp
Immunity: Environmental Heat and Cold, High Pressure, Disease, Poison, Radiation, Falling - 11pp

Skills - 16pp
Athletics: 2 + 13 = 15
Expertise: Streetwise: 5
Insight: 7 + 3 = 10
Intimidation: 10
Perception: 7 + 3 = 10
Persuasion: 10
Ranged Combat: Throwing: 7

Initiative: +2

Unarmed: Close +7; DC 28 toughness (and Fast Grab)
Grab: Close +7; DC 23 strength or dodge check to avoid hold
Freight Train: Trail; DC 20 dodge; DC 25/20 toughness
Thrown Objects: Ranged +7; DC 28 Toughness


Motivations - Doing Good, Recognition: Aegis is a good person at heart. He's going to do what's right because that's the kind of man he is. However, he also wants to be the ultimate P.R. rep for mutant-kind, so he certainly doesn't shy away from publicity.

Prejudice - Mutant

Fame: (Not yet, but soon!)

Relationship - Stephanie Jones: (Teacher, Tim's former land-lord) Tim was only 16 by the time he made it to Fortune City. He was a school drop-out and was living on the streets, doing odd jobs and manual labor. One day he saved Stephanie from being mugged. She brought him home for dinner. She was a single mother of a small boy. Her husband was a firefighter who died in the line of duty. Out of gratitude, she let him rent the room (for less than what she had wanted). They grew close, like family.

Relationship - Raymond Jones: (Stephanie's son - 8 years old) Tim is Ray's hero. Ray absolutely idolizes him, and always says he's the greatest superhero that there ever was. Tim looks out for him like a big brother.

Relationship - Bill Rogers: (fighting coach) Bill is the closest thing Tim has to a father figure. He trains Tim in MMA techniques at his neighborhood fighting gym. They met one day when Bill witnessed Tim taking down a few gang members. He remarked that Tim’s fighting style was “complete sh**.” Since then he’s taken the young man under his wing.

Attributes 40 + Defenses 8 + Powers 76 + Advantages 10 + Skills 16 = 150

Rural Georgia, seven years ago. A big, strong, handsome fifteen year old was at football practice. He played linebacker. The coaches often liked to have the boy blitz. They could always count on him to charge in and give it his all. He went to practice just like any other kid, and took his fair share of bruises and scrapes like any other kid.

He came walking home from practice. He was listening carelessly to some music on his cd-player, and he crossed the highway back to his house. He managed to hear the sound of the horn and look up in time to see the semi truck smash into him.

But he didn't die. The truck was destroyed. The engine block had wrapped around the teenager, who had simply raised his arms to shield himself instinctively. Cars stopped... people got out. Some were stunned... some started to say that word --- mutant.

The boy ran home to his parents to tell them what happened. They reacted with fear and hatred. "No son of mine is a damn freak mutant." "Get out of this house, Spawn of Satan! We do not truck with black magic!" The boy ran out, crying, never to return.

From there, he drifted from place to place. Always a good kid, he tried to use his new-found powers to help people wherever he went. Sometimes he was successful, stopping a little girl from being hit by a bus, and sometimes he did more harm than good -- throwing a bank robber through a wall, for example. A local newspaper once called him the Trailer-Park Titan.

He was Tim McAllister a.k.a. Aegis.

A few years passed like this, the hitch-hiking titan making his way across the country until he made it to Fortune City. A mecca for super-heroes. Aegis wanted to be one, badly. Mutants needed a public face --- and he wanted to step up and do it.

And so he settled into the poorer communities of Fortune City. He found a place to live with Stephanie Jones and her son Ray. He found friends, and even someone to teach him how to fight. Some people still didn't like him, but there were enough people here who appreciated what he was trying to do. Roots formed in the community. He became the hero for the regular folks. When he wasn’t being a hero, he worked a string of bad jobs. Eventually he settled in as a bouncer for a bar called “The Diving Pool.” You go to a Dive and drink like a fish.

Lately, he’s also gotten a job as a low-tier performer in the American Wrestling Association (AWA). It’s there that he actually got the name Aegis. He typically goes into the ring and gets defeated by a heel to make them look better. Tim isn’t a star because they just don’t think he’s got that “special something.” So while this pays his bills, it has not put him into the public eye.

He has a ballsy attitude. He's fearless, cocky, wild, but warm and gentle at the same time. He's a street hero trying to break out into something bigger. He's not in it for money or the perks of fame. He's in it to do the right thing and make a statement for mutant-kind in the process.

2012-09-25, 11:40 PM
Saskia Kendrik aka Anvil has arrived, speaking in customary dark red.

Saskia Kendrik aka AnvilPower Level: 10
Power Points: 152 (13 unspent)
Hero Points: 1

Things didn't start out very well. Hardships are probably the most defining aspects of Saskia's life. Truth be told, things didn't really get that much better, either. People often say "what doesn't kill you makes you stronger". This woman might have a rather peculiar relationship to that saying.

Saskia never met her mother Maya. She died while giving birth due to complications, her large baby proving to be too stressful for her body. The girl was told she was a waitress, but it didn't take long until she found out that she worked as a stripper in one of Fortune City's many nightclubs back then. Her dad, Henry, was just some blue-collar worker. He took his wife's death hard, as he did when he learned that he wasn't actually the father, although the identity of the biological father couldn't be determined. With nothing else left, blame started to fall on the child. When that didn't help, alcohol was supposed to do. Needless to say, Saskia has never been close to her dad.

Grade and high school were difficult for the girl. She towered over the other kids, always standing out. She was mostly quiet, though it happened that her temper would flare if pushed enough. Sadly, her classmates seemed to love doing that. Making fun of her because of how big she was, her "ungirly" face or the fact that she was a little on the chubby side back then, among other flavors of the week, they always found something. When she did lash out, physically, she proved to be much stronger than even the bullies. It seemed they would stop. But the other kids just continued behind her back while blame for the outburst was shifted onto her.

Having few friends (and barely any female ones to speak of) and given what she had to occupy herself with at home, Saskia never really got into the usual "girl stuff". Instead, it turned out she had two rather able hands to herself, a knack for fixing things or even building new ones with what she had (like putting together a small trebuchet for a school project by herself). Something as trivial as fixing his bike was the catalyst for a boy from her class, Alex Jankowsky, to start to get to know Saskia, eventually becoming her best friend. They stuck together over the years, with him witnessing the toll on Saskia from how her classmates treated her as well as having more and more fights at home with her dad, who slowly became a full-blown alcoholic. Though she was glad to have someone who helped her get a break every now and then, preferring to stay at his house and with him and his family rather than going home after school.

Things pretty much melted down on Saskia's fifteenth birthday. That day, someone had spread fotos of Saskia in a changing room in her underwear around school, with the caption saying that the first land whale was found. Having had enough and it being the last day of the school year, as the school gathered for the year's closing ceremony, she went on stage and everyone present that she hoped they would die and go to hell, crying and leaving immediately afterwards. For two months, no one heard anything from her, not even Alex. As she missed the first two weeks of the new school year, rumors spread that Saskia became a total psycho and was thrown into the loony bin. Those rumors quickly stopped when she actually came back. People barely recognized her.

Not only had she grown quite a bit again, but she was no longer chubby. Rather, she was athletic, even downright muscular, putting even the grade's bruisers to shame. Gone was the shy, quiet girl, replaced by a young woman who didn't take crap from anyone, could make people shut up real quick with a withering glance and who didn't care about what others thought. She also dressed differently, not afraid of letting others see her muscular arms and midriff. Still, she hung out with Alex and a few others, very much remembering who had been good to her. Alex learned that Saskia's dad lost custody of her because of his heavy drinking and that they had fought a lot.

As time went on, they finished high school. Alex started training to become a professional athlete, Saskia just opted to become a mechanic, wanting to be able to support herself right away and excelling at her work, although she found it boring and the people she had to deal with at times infuriating (which didn't help her). Her private life was more fulfilling, learning more ways to craft and honing her skills, as well as working out, sports and hanging/partying with friends. Lots of new experiences were had. Alex confessed to Saskia that he was attracted to her, both physically and emotionally (and had been for quite a while, saying that since her change, he couldn't see her as a girl anymore, but a woman), much to the latter's surprise, but she didn't turn him down. Instead, she embraced the prospect with her usual tenacity. The two grew closer, though neither was really sure what they were doing. Parties often involved alcohol at that point, which Saskia was leery of anyway, but she found that it took vast amounts to even feel a little bit of a buzz, reaching the conclusion that "booze is for *******" with a certain degree of defiance and satisfaction. Her first time turned out to be another revelation, although one that was deeply frustrating, learning that her strength was too great and too hard to control, leaving Alex badly bruised. Thus, she abstained from both since then.

Eventually, Alex convinced Saskia to compete in various athletic disciplines, knowing what she was capable of (or thinking he did) in terms of strength, speed, endurance and hand-to-hand combat. Partially doing it for Alex (and to make him shut up about it), Saskia was still curious, beginning training. Much to everyone's surprise, she was deemed worthy of joining the Olympic team. The young woman had her doubts about that, wary of the media attention that already started to pick up on what she had shown, but she still was urged onwards. She did enjoy the sports, her drive to improve herself helping her greatly in that regard, but she still only agreed reluctantly. Every member of the media was turned away by her beforehand and during the event, rapidly growing tired of nosy reporters and them digging up information about her, spinning the story of a hopeful unknown with a dark past whose greatest dream it is to win at the Olympics. More ridiculously, people believed it. One reporter in particular proved especially instrumental in this, pestering her often and in increasingly slimy ways, until she told him to "**** off!" and shoved him out of the room.

Saskia's results baffled people. They even seemed to get better as she became more agitated because of all the things getting on her nerves. Eventually, she pulled far ahead of her competitors. Immediately, doping concerns were raised. The story spinning continued. Something was actually found. But it wasn't doping. Instead, the tests she was subjected to showed so many irregularities that they were handed to several experts, one of them one of the so-called post-humans. Who identified Saskia as a fellow post-human. The young woman was baffled ("I'm *what?*"), but it was prime fodder for the journalists. Within ours, Saskia was slandered everywhere, the media claiming she had known all along and tried to con her way to fame and money in a competition for "non-freaks", using cases of where her temper had flared to make her look like an individual dangerous to society, even twisting her past to fit that picture. When she also found Alex with "some blonde bimbo in his lap", Saskia had enough.

Barely nineteen years old at that point, she stopped her relationship and contact with Alex altogether and travelled home. Even if she hadn't been disqualified, she wouldn't have stayed a moment longer. When she returned to Fortune City, alone, she was immediately crowded in the airport by journalists, all talking at the same time, wanting her comment on what happened and why she "cheated", among a lightning storm of foto flashes. Among them was the same smug reporter from before, grinning in his slimy way, saying she should have talked to him, but didn't expect anything else from "some boozing failure's hick girl". In that moment, Saskia blew a fuse.

Roaring at them to "shut the **** up and leave me the **** alone", among other short profanities, she stomped the ground, sending a shockwave out that threw some of the crowd around her to the ground and cracked the floor. All the frustration built up over the years unloaded itself. Saskia didn't notice, eyes fixed on the reporter who looked horrified before the much bigger woman, her face distorted with unadulterated rage. And in the next moment, she punched the man so hard he flew across the hall against the far wall. The rush of physical power was ignored at that point. As the adrenaline began to subside, the screams of the people around her came into sharp focus. Reporters were crawling away in panic or balling up on the ground, those who had witnessed Saskia's action ran like a stampede of panicked animals. The moment sank into Saskia's mind. Taking her cell phone, she called an ambulance, then took her bags and simply sat down in the middle of the hall on one of the many seats, all others empty with belongings and garbage strewn across. And she simply waited. The SWAT team arrived soon, surrounding her with a dozen men, submachine guns trained on her. Saskia didn't resist, didn't feel anything as she let herself be arrested.

The sentence came very quick. Saskia had no money to afford a lawyer, no one was interested in her side of the story. She was portrayed as an evil, bloodthirsty monster in the media, comments from her (former) friends and such taken out of context to slander her further, calling her a menace to all of society. After only a few days, Saskia was sentenced to prison. They made sure to put her into maximum security, somewhere in the desert nearby, deemed too dangerous to be locked in with other women.

There, Saskia kept to herself, but as the only female prisoner, she had to defend herself against advances and attempts every day. The other prisoners proved to be downright puny compared to her, so they slowly learned to leave her alone. At least after several ended up with broken limbs and bruised bodies, even if they tried to gang up on her, outnumbering her a dozen to one, wielding shivs and everything. Other than that, she kept a low profile. Until the riot came. The various gangs in the prison teamed up and overwhelmed most of the guards, starting to take over. The chief "enforcer", a former SpecOps member called Samantha Speirs, defended the main control room of the locked down building with what was left of her team against the rioting prisoners, being regarded as a force to be reckoned with even by the inmates. Others tried to get Saskia to join in, but she simply refused, staying in her cell. However, when it became apparent that the guards couldn't control the situation, she began to act. Ripping the heavy door and the bars right out of the walls and starting to subdue the rioters as she went, leaving the halls filled with bruised and unconscious men.

As she neared the control room, Saskia ran into something else. She recognized faces of some of the more notorious inmates, but their bodies were grotesquely bloated with muscle, the eyes bloodshot, screaming with rage as they barrelled towards the control room, lashing out against everyone in their path, mauling inmates. Saskia found them to be much stronger than normal humans, witnessing them punching through stone, but still managed to defeat them, every beaten berserker seemingly dying from a heart attack. Some inmates, however, actually joined Saskia, most of them being the ones who thought that their sentence was their rightful punishment, some because the threat of the berserkers was too great.

After clearing a way to the control room, "the Sergeant" Speirs met Saskia. After some wary exchanged words, both women agreed that they should work together, along with the guards under Speirs' command and the inmates following Saskia, to defeat the growing number of berserkers. "Sarge" showed them surveillance pictures of the inner yard, a gigantic hole in the middle of it and a hooded figure creating and commanding the berserkers, with inmates forcibly getting dragged to him and converted. After Saskia sealed the command room with thick iron bars she conjured from the air and welded to the door with fire from her longs, much to everyone's surprise (also explaining where she got her incredibly heavy weight-lifting equipment from), with her telling the others that she discovered those powers in prison.

The large group, the guards armed with guns, the inmates with steel weapons forged on the spot by Saskia, fought it's way to the central yard, encountering a growing number of berserkers, with Sarge and Saskia forming the spearhead and taking out the most. At that point, Saskia earned her nickname Anvil, both because of her supernatural blacksmithing and because of the superhumanly powerful berserkers simply shattering against her. In the central yard, both sides clashed even more violently. Within the chaos, Saskia and Samantha faced the hooded figure, a tall man with hair like fire, telling them that he would enjoy giving them the giants' eitr and making them his army's prime soldiers. The ensuing battle was short and brutal, the revealed fire giant bringing supernatural powers to bear, but was eventually defeated, stabbed in the leg by Sarge and then hammered into the ground by Saskia, disrupting the berserkers. However, it wasn't over. A rumble shook the ground from deep below, coming closer with alarming speed, until a full-sized lindworm burst through the hole that led right down to it's lair.

Faced with a being of such titanic strength, Saskia needed all of her own to oppose it, getting slammed into the ground or thrown through walls at first before getting several resounding hits of her own in and wrestling with the giant creature, the inmates and guards below getting themselves to safety. Eventually, the lindworm caught Saskia in it's fangs and dragged her down to it's lair, with Sarge grabbing some of the demolition explosives that were used to create the hole and grabbing onto the beast's tail. Down below, Saskia and the lindworm battled relentlessly, earthquakes accompanying every blow, especially when the young woman plunged her hands into the lindworm's body and found that she was able to forge with it's blood and hide, withdrawing her hands, but then encased in dark gauntlets, boosting her power even further. With the creature momentarily stunned, Sarge came up with a plan to defeat the regenerating creature. Saskia quickly forged several inhumanly large spears and slammed the shafts into the ground, while Speirs rigged the tips with explosives. As the beast attacked again, Saskia wrestled with it again, her newfound power allowing her to get the upper hand, impaling it on the spears as Sarge triggered the explosive, killing the beast. The cave started to collapse, forcing Saskia to grab Samantha and climb up the shaft as quickly as she could, barely making it out. They were beaten and exhausted, but alive.

Only then did the various law enforcement groups arrive, as well as members of the FLI. Both the Sergeant and Saskia told them what had happened, a government official who had been within the prison at the time confirming their accounts as much as he could. Though the inmates, including Saskia, had to return to their cells, those who had fought to defeat the berserkers and the giant found their sentences lessened, with Saskia being given the chance to tell her side of the story that led to her outburst at the airport, including the slander, invasion of her privacy and twisting of facts by members of the media, especially the one hospitalized reporter who even fabricated reports to harm Saskia as a personal vendetta. Given new evidence an anonymous source had provided, Saskia's sentence was lessened to a year due to her exemplary conduct (given her surroundings), the circumstances leading up to the outburst and her actions during the riot.

Until the end of her sentence, Saskia volunteered to repair the damage around the prison, finding it a good way to pass the time and working much more quickly and inexpensively than others. Unwilling to let things become as they used to be, Saskia secured her place at the top of the food chain in the prison, having saved countless lives and being recognized as much more powerful than anyone else. Effectively, she became the fierce warrior queen of the prison, making those who were loyal to her during the riot and saw their sentences as what they deserved her lieutenants, keeping the violence, abuse and things like that in check, together with the Sergeant and her men. Having become friends, Samantha was the first to congratulate Saskia to her new life as a free woman when she reached the end of her prison sentence. Both still meet regularly to this day.

Since then, Saskia has scrounged together enough money with her various talents to buy herself an old warehouse in Fortune City, getting to work to renovate, rebuild and convert it into her new home and workshop. She still mostly avoids people, and especially the media who are categorically not allowed to set foot onto her property, further annoyed by the many interview requests and offers that arrived (ranging from moonlighting as a weight-lifter, starring in an action film to even things like appearing in porn films), all of which were turned down. Saskia, or Anvil, has been busy in her workshop, mostly working out of her own desire, but also being sought after for her crafting skills, thus earning money through the occasional contract work. She is content, mostly. It's a lonely life, but it's bearable. The light of her forge can often be seen through the windows high up in the building. People, for the most part, do not dare to commit crimes nearby, many before having been punished by this warrior queen.

At least that is a bigger comfort to Saskia than she would like to admit.
Motivation: To be determined - Right now, Anvil simply isn't a superheroine. Yes, she did stop the prison riot to avoid needless bloodshed. Yes, she assumed control of the inmates during the rest of her sentence to run things in a more humane manner. Yes, she helps people near her home, because no one else does. But she is still far from active, spending most of her time holed up in her warehouse. She is tired of people staring at her like some kind of freak or harassing her because of not looking like "normal women". Society, in her opinion, is full of confusing and stupid crap as well as shallow and callous people (especially those working for the media), so she doesn't really want to be part of that. Then again, helping normal people simply feels good and right. Saskia can't deny that being thanked feels good. Not being seen as a freak feels good. But it remains to be seen what makes her become active.

Also, someday, Saskia wants to own some land of her own and build her big castle against the side of a mountain range, with the best damn forge of the world, a big telescope, the ultimate queen-sized bed, away from most civilization. All built on her own, with her own hands. The sheer thought makes Saskia giddy like a child and occasionally emit unusually girly squeals.

Temper - Like the fires of her forge and her breath, Saskia's temper can flare quickly and violently. She has herself a bit better under control, but calling her a freak, a failure, discriminating against her, invading her privacy or telling her what to do or think might set her off with various degrees of severity. Those who really push her might find themselves sprawled on the ground after receiving swift physical retaliation in the form of Saskia's fist.

Reputation - Saskia is a known post-human, one that had been slandered harshly and used to be a convict. Even though it had become publicly known that a lot of what had been written and shown about her was fabricated or overblown, her initial outburst and what had been said still stuck with most people. In the public eye, she's still mostly a violent ex-con freak and the few who know better aren't enough to make a difference in that yet.

Unknown heritage - Saskia's biological father is, to this day, still unknown. It is safe to assume that whoever he (or it or some weird form of *she*) is either post-human or something supernatural. Saskia doesn't think about it too much. Who- or whatever her father is or was, he wasn't there for her, so why should she care. Needless to be said, if they should ever meet, Saskia likely won't react with happiness. If her father is even in any way a good person.
Saskia is a mountain of a woman in her early twenties, towering above most at roughly 7' 2". Her fire red hair reaches past her shoulders and is kept in a loose, wild mane with a few braids in it. Her freckled face has strong, angular features, her eyes looking like they might contain the glow of a blazing fire. Most people would describe Saskia as absolutely ripped, though her muscular frame still looks natural, as opposed to some bodybuilders that grotesquely bloated their bodies, her mass not interfering with her motions. For the most part, Saskia dresses in black or similarly dark colors, usually going with steel-capped boots, rugged pants (often with a tool belt during work) and a simple top or wifebeater, unafraid of letting others see her considerable curves or physique (being proud of both), without being revealing.
Saskia is mostly a loner nowadays. All her life, she has been gawked at or singled out because of being different. By now, her usual attitude consists of "eff people", but she doesn't rub it in people's faces (because that would just be annoying and stupid), unless someone is looking for trouble (which, in turn, would be annoying and stupid). She takes badly to being told what to do or think and is in no way afraid to confront head on whoever still tries to do so, simply sneering at those who think money, birth or power make them better than others. She considers few people her friends, but she is loyal to them. But expects the same in return.

Apart from her punky self, Saskia likes her quiet life. She likes the simple, hard work involved in building and fixing various things, but the act of forging feels best to her, with her own steel, her own fire, her own strength and her own desires. It's simple, it's pure, it's her own. There's still a little of the nice, quiet Saskia left underneath the fiercely independent, sometimes abrasive exterior. Still, she doesn't like to admit that she enjoys helping people. That would include the shallow jerks who got her into prison. She'd rather think about the people that would have got mugged in some alley, the girl who slammed on her door and begged Saskia to let her in as she fled from a gang.

Abilities (48pp) Str 12 (16pp), Sta 12 (16pp), Agi 0, Dex 0, Fgt 0, Int 0, Awa 8 (16pp), Pre 0

Defenses (20pp)
Active defenses
Dodge 8 (10pp)
Parry 8 (10pp)

Passive defenses
Fortitude 12
Toughness 12
Will 8

Skills (14pp)
Expertise +20 ("Building") (20 ranks)
Insight +10 (2 ranks)
Intimidation +15 (+2 from Growth, 13 ranks)
Perception +9 (1 rank)
Technology +6 (6 ranks)

Advantages (19pp)
All-Out Attack
Close Attack x8
Great Endurance
Improved Critical (unarmed)
Improved Smash
Improved Trip
Improvised Tools
Power Attack
Equipment 1
- Cellphone (2ep)
- Computer (1ep)
Powers (38pp)
Growth 4 (innate, permanent, 9pp)
+4 Strength and Stamina, +4 mass rank, +1 size rank, +2 Intimidation, -4 Stealth, -2 to active defenses

Immunity (7pp)
Heat, Cold environments, fire damage

Power-lifting 3 (innate) (4pp)
Up to 800 tons

Quickness 6 (limited to building, 2pp)
Reduces time rank by 6

Strength damage alternate powers (3pp)
(13pp each)

Permanent Create 4: Living Forge (13pp)
Create metallic objects, range 100/200/400ft, volume 15ft³, weight 800kg
Advantages: Innate, Precise, Subtle, Tether
Feature: Everything Saskia creates looks awe-inspiring and/or flat-out awesome
Damage 10: Forge Fire/Winter Breath (13pp)
+8 attack, Toughness DC 25
Advantages: Innate, Precise, Variable Descriptor (fire or cold)
Healing 6: Repair (13pp)
Affects objects only
Extra: Persistent

Dragonblood Gauntlets (device, indestructible, 13pp total cost)
(10pp each)

Shockwave (9 1/3 of 10pp)
Adds to strength damage: burst area 30ft (limited: Saskia and targets must touch ground)
--- Linked: Affliction 10
Burst area 30ft. (limited: Saskia and targets must touch ground), Dodge DC 20
First degree: Hindered, second degree: prone
Extras: Area (burst), Alternate Resistance (dodge)
Flaws: Limited (see above), Instant Recovery, Limited Degree
Ground Spike (10pp)
Adds to strength damage: Range 120/300/600ft
Extras: Accurate 4, Range (ranged), Precise
Flaws: Limited (Saskia and target must touch ground), Diminished Range
Demolish (10pp)
Linked to strength damage
Weaken 10 (toughness), Fortitude DC 20
Flaw: Affects Objects Only
Forgemaster (10pp)
Upgrades Living Forge to 9 ranks
Volume 500ft³, weight 12 tons
Hurl to the Horizon (3 2/3 of 10pp)
- Ranged Combat: Throwing +8
- Feature: Can tell mass and volume of items at a glance

2012-09-25, 11:48 PM


Will be speaking in Dark Orange

Moniker: HELIOS
Real Name: Alan Ballard
Physical Appearance: Blonde hair, very pale blue eyes. Pale skin and rather thin. Wears glasses when not in the SOLAR suit. 6 feet tall.


Str - 0

Parry- 2 + 8 = 10
Dodge- 2 + 8 = 10
Toughness- 0 + 10(protection) = 10
Fort- 0 + 10 = 10
Will- 4 + 6 = 10

Skills: 12pp
Ranged Combat (SOLAR battlesuit) 4 + 6
Close Combat (Unarmed) 2 + 8
Perception 4 + 6
Insight 4 + 6
Investigation 8 + 2
Expertise (Astronomy) 8 + 2
Acrobatics 2
Technology 8 + 4

Move By Action
All Out Attack
Precise Attack
Eidetic Memory

Powers: 59pp (removable - 1pp/5pp)

SOLAR Battlesuit
SOLAR Blast 10 (range, multiattack) 30pp
AP: VENUS System Gas Cloud - Affliction 10 (range, shapable area) Fort Impair/disable/incapacitated
AP: MARS System Strength Actuators- Enhanced Str 10
AP: NEPTUNE System Ice Prison - Affliction 10 (Range, shapable area) Reflex hinder, immoblize, paralyze
AP: JUPITER System Gravity Nodes - Move Object 10 (range, damaging)
AP: MERCURY System Flight Boosters - Flight 15

CORONA Shield System - Protection 10 10pp

FLARE Flight Jets - Flight 5 10pp

EARTH Life System - Immunity Life Support (10) 10pp

URANUS System Cloaking Array - Concealment (All visual, passive) 10pp
AP: SATURN Satellite System - Senses (ultravision, radio, time sense, distance sense, visual counter concealment, acute analytical extended vision

Motivation - Vengance. Against Emperion for killing his father, destroying their lifes work.
Motivation - Responsibility. The SOLAR battlesuit was built for a hero. Alan is now that hero, whether he likes it or not.
Secret - SOLAR research, preventing it from falling into the wrong hands.
Enemy - Emperion.
Relationship - Mother. Alan is afraid she will be targeted if his identity is found out by Emperion or other villains.

Backstory (still need a hero to pull him out of the rubble :smalltongue:)
Alan was born an only child to a stay at home mom and a hard working scientist father. Growing up, his parents realized that their son was developing a rather keen mind, which was nurtured even further by his father.

Alan became the 'smart kid' in school. Actually skipping ahead grades, he graduated high school early and enrolled in a prestigious school, continuing to excel. His father was employed by a high-tech corporation, and his main project was developing new sources of energy. They looked to the sun - the largest source of energy in our solar system - and began work. They continued to hit roadblock after roadblock until one day Alan's father brought home some of his work, and after stumbling upon it Alan found the breakthrough the team was working on.

Impressed by his son's discoveries, he brought him onto the team - taking him out of college early - and put him to work. Alan was thrilled, to not only be working on something new, exciting and challenging, but to be working with his father. Alan was a natural at working on this, the knowledge just seemed to pour from him and soon they had completed the project. They had created a miniature sun. They had developed a variety of different devices that it could power. The real challenge was, Alan always thought, to find something that could handle the amount of power it put out! It could power a whole city if needed! Alan, fueled by curiosity and his childhood of watching superheros defend the city, decided to secretly begin a project with his father - desigining the SOLAR Battlesuit, to be given to someone worthy of being a hero.

The glory days would not last, as others had noticed the development of such a powerful tool. Even others from beyond our world. While working one day, the air around the team became charged - suddenly a sphere of dark energy appeared, and when it dissapated 5 figures were standing there clad in shiny dark tech armor and wielding weapons the like nobody had ever seen before. The largest one stepped forward and spoke in a deep voice with a metallic twinge brought on by his suit. "I am Emperion. We are soldiers of the Aphotic Hegemony. You humans have developed technology beyond your allotted limit. You, and it, shall be negated." And then they opened fire.

Their weapons seemed to be gravity based, collapsing everything they hit upon itself, almost like minature black holes. The scientists had no chance to escape. Alan ran over to the casing with the minature sun and grabbed it without thinking, aiming to try and run out of the lab. However before he could get very far, Alan was pushed down by his father, out of the way of one of those gravity blasts. His father shook him to his senses and pointed to the room where they were working on their secret project. The SOLAR Battlesuit. His father ran with him over to the room and dove inside. He told Alan that he had to use the suit. He was the only one who knew how it worked, and before he could protest, his father forced him in with a sad look in his eyes. As the battlesuit closed around Alan, he watched his fathers body begin to collapse into itself, hit by one of those aliens gravity blasts.

The suit systems quickly came online with the power of the sun fuelling it. Alan seethed as he took his first step off the harness securing the suit. The PLANETS system activated as the 8 orbs began to orbit Alan, and the suit began to glow bright. One of the aliens passed by the door and quickly ate a full solar blast to the face, throwing him back. The rest of the aliens from the Aphotic Hegemony were stunned for a moment, as Alan walked out of the room. "You monsters...I will destroy you!!! BEHOLD THE POWER OF THE SUN!!!!" he shouted as he began firing blast after blast at the aliens. -=NEPTUNE SYSTEM ACTIVATED=- the suit communicated to him, as one of the aliens was trapped in a solid block of ice. -=JUPITER SYSTEM ACTIVATED=- the suit read as Alan crushed an alien against the floor using the gravity control array.

Soon it was just him and the leader, the one who called himself Emperion. "Why?! Why would you do this?! We never hurt anybody! This discovery was going to change the world!" yelled Alan. "Your species is classified R-22. And you have reached your technology limit. Any advancement beyond that calls for negation." responded Emperion in his still commanding voice. "You will be negated." he said as he lunged toward Alan. -=MARS SYSTEM ACTIVATED=- the suits synthetic muscles bulged with strength, and Alan found himself able to fight back against Emperion. The fight quickly destroyed what was remaining of the lab as the building began to crumble. The two combatants faced each other, both wounded and exauhsted from the fighting. "You will be negated." Emperion said, and activated a device on his wrist. Emperion left the same way he entered, as a dark sphere envloped him, deadly promise left hanging in the air. Then the building came down.

Alan was fished out of the building by a familiar face. A genuine hero. After a long talk, Alan decided to become a hero as well. He needed the experience fighting, and after all it was doing good - something his father would have wanted. That day he became HELIOS, and fights among other heroes as he waits for Emperions return.

Name: Emperion
Relationship: Nemesis
Description: Tall imposing figure in pitch black power armor. Alien from another galaxy. What lies under that armor?
about: High ranking military member of the Aphotic Hegemony. Commanded to prevent humans from surpassing a certain tech level for reasons unknown. Promised to finish the job he started that day in the lab.

Name: Emma Ballard
Relationship: Mother
Description: Quiet, sad woman now that her husband has passed away. She now fears for her son as she is one of the few that know of the event that happened in the lab and her son's secret identity.
about: Alan's mother, who lives alone now as Alan is off doing hero things most of the time, and doesn't want to risk Emperion coming back right into his mother's house. She fears for her sons life, but knows that he is doing the right thing and honoring his father's memory by doing so.

Name: Henry Sykes
Relationship: Family Friend
Description: A member of the science team that Alan and his father also belonged to. He survived the attack because he was on extended leave due to family issues.
about: Henry is one of only two people alive that know about the SOLAR project - Alan being the other one. He is trying to get the project started again, although they have lost years of research and funding. Alan visits Henry at times for tune ups and good old science talk. As well as reminiscing about the good times. Henry has taken it upon himself to assist Alan in whatever way he can, and usually this is by making devices and other useful tech for the young hero.

Green Bean
2012-09-25, 11:53 PM
Presenting Avery Johnson, aka Silhouette, aka Scheherazade, aka <redacted>.


Avery Johnson is a mutant, a gifted telepath from a young age. A patriotic child and teenager, she signed up with the CIA in the waning days of the Cold War, eager to serve her country. Naturally talented, Avery excelled at her training courses and was soon deployed in the field. Rather than directly spying, her powers made her invaluable as a handler, coordinating agents already in place and using her mind-reading gifts to find out who among the ranks of the enemy could be compromised. Her first mission was also one of her most successful; the details are heavily classified, but it earned her the codename-slash-nickname Scheherazade.

She spent decades working loyally for the Company, but slowly grew more jaded. The intelligence world was murky, and Avery completed a number of jobs she wasn't proud of. The patriotic kid who signed up to protect her homeland became increasingly cynical and bitter, until a particularly disastrous mission finally made her burn out. She took her pension and retired to Fortune City, picking up a job dealing cards at a casino as something to fill the time. She spent months working quietly at her job, almost convinced her past was behind her, until Miss Macabre crashed a busy night at the casino with a goon squad running backup. With security scattered, Avery directed the evacuation, keeping civilians out of the line of fire as best she could. Miss Fortune quickly arrived on the scene, but Miss Macabre managed to draw her away from the casino floor where Miss Macabre's minions were robbing the stragglers too old or injured to get away in time. Relying on her training, Avery, alongside what few security staff were left, struck quickly, taking out Miss Macabre's minions before anyone was hurt or turned into a hostage.

The daring casino heist was made front page news, mostly for the battle between Miss Macabre and Miss Fortune. For their part, Avery and the security staff received accolades from management and a personal 'thank you' from Miss Fortune herself. More than that, the sudden crisis had awoken something inside Avery that she thought she'd left behind; the desire to serve and to protect people in need. For all she'd tried to avoid it, it was who she was. But this time, she'd be doing in the right way, no dirty jobs, no realpolitik. She would become Silhouette, one of Fortune City's protectors.

Avery is a fairly powerful telepath, able to plumb the depths of people's thoughts and feelings. She isn't just a receiver, and can broadcast her own thoughts to others, both to communicate and deceive. As well, she has extensive intelligence training and experience in investigation, manipulation, and political action, as well as being a crack shot. Even more importantly, she excels at gathering information. Before beginning her career, she turned her skills loose once more to create an extensive network of informants, agents, and other clandestine sources that keep her informed, not to mention a sizable contingent of old Company drinking buddies who wouldn't mind doing her a favor if she really needed one.


PL 10

Strength 0
Stamina 3
Agility 1
Dexterity 2
Fighting 0
Intellect 2
Awareness 6
Presence 0


Mind Reading 10 [Subtle]
Alt: Mental Blast 5 [Subtle]
Alt: Telepathic Illusion: Illusion 5 [Selective; Resistible (Will)]
Alt: Psychic Coordination: Communication 2 [Area, Selective; Subtle]
Mind's Eye: Senses 5 [Ranged, Radius, Acute, Accurate Mental Sense]
(29 points)

Standard Equipment

Machine Pistol (9 ep)
Heavy Pistol (Alternate Equipment) (1 ep)
Smart Phone (2 ep)
Multi-Tool (1 ep)
Mini-Tracer (1 ep)


Defensive Roll 7
Equipment 3
Languages 3 [(Farsi, Mandarin, Arabic, Russian)]
Improvised Tools
Benefit 1 [Cipher]
Benefit 3 [All The Documents]


Deception 20 (+20)
Expertise: Current Events 3 (+5)
Expertise: Politics 3 (+5)
Insight 14 (+20)
Investigation 18 (+20)
Perception 10 (+16)
Persuasion 15 (+15)
Sleight of Hand 13 (+15)
Technology 13 (+15)
Vehicles 3 (+5)


Initiative +1


Dodge 10
Parry 10
Toughness 10 (Def Roll 7)
Fortitude 10
Will 10

Power Points
Abilities 28 + Powers 29 + Advantages 22 + Skills 41 + Defenses 30 = Total 150


Motivation: Doing Good – Avery did a lot of bad things for what she hopes are good reasons. Now that she's a hero, she just wants to do some unambiguous good.
Enemies (Ex-Company) – Avery was big in the intelligence community, but that came at the cost of a lot of enemies. Intelligence agencies don't usually go after retired operatives, but leaks do happen.
Friends (Ex-Company) – Avery worked with a lot of people, and even became friends with a few. It's a dangerous line of work, and if an old friend needs help, she'll give it.
Secrets (Ex-Company) – Avery picked up a lot of secrets in her day, and is professional enough not to reveal them. As a result, she may know information that's useful or important to her friends that she's unable to share with them.
Secrets (Cipher) – Avery is not her real name. She won't say where she grew up or if she's ever had anyone else in her life. Her life before the Company is a closed book, and she intends to keep it that way.

Silhouette will speak in Navy.

2012-09-26, 09:50 PM
The first chunk of setting info is complete. Enjoy a crash course in the history of Fortune City before the coming of the capes. :smallsmile: More will be added as it is completed.

Early Days:

The first non-Natives to visit the area were Spanish settlers. Lake Verde was first named in the journals of an expedition leader in 1778, noting that the shore of the huge lake offered welcome relief from the harsh desert, but that the lake itself was stagnant and covered in algae, with little to recommend it. “Preferable to death by thirst, if nothing else.” was his closing comment.

American trappers and settlers reached the area in the 1830’s. Several small trading posts and homesteads were founded nearby, but the area was desolate, blisteringly hot, and isolated. Population remained sparse and transient for the following decades, until a massive silver lode was discovered in 1875.

The lure of the silver veins running out of the mountains brought multitudes from around the world pouring into what had formerly been one of the more ignored corners of the Americas. A sprawling boomtown rose up almost overnight, aptly dubbed Fortune City. Fortunes were indeed won in what became one of the most rowdy, infamous corners of the Wild West. Far more were lost.

The mines were totally exhausted by 1893, and the boomtown very nearly became a ghost town. Fortune City’s population plunged from tens of thousands to a few hundred. Most of those who remained were farmers, who eked out a living on the edges of Lake Verde, and a few stubborn miners, picking through the scraps left by the great silver rush.
The population had slightly recovered and stabilized by the early years of the 20th century, but Fortune City might have remained a sleepy little historical footnote, save for two events. The construction of the Red Rock Canyon Dam, and the arrival of eccentric millionaire and filmmaker Stanley Morris.

Construction on the Red Rock Canyon Dam began in 1927. It was one of the largest civil engineering projects in American history, designed to divert and store water for the thirsty and swiftly growing farms and cities of Southern California. Thousands of laborers were employed creating the huge structure along the Copper River in the in the high Sierra. When on leave, the men came down from the hills looking for a good time, and Fortune City was all too glad to serve their needs. The population began to grow again, and bars, brothels, and casinos popped up like mushrooms to cater to the tastes of the dam workers. Fortune City’s long-dormant reputation as a place that could provide a good if dangerous time began to spread beyond the tip of Southern Nevada.

It was this reputation, coupled with its notorious Old West history, that brought the maverick mogul Stanley Morris to town in 1931. Many of the movie studios were tightening their belts and offering cheap, frothy comedies and back-lot crime dramas to distract their beleaguered audiences from the miseries of the Great Depression. Morris, a self made millionaire, took a different tack entirely, pouring much of his own money into a soaring, epic western filmed on location in Fortune City. The film was a smash hit, breaking box office records and earning a pair of Academy Awards.

Morris, and indeed much of his cast and crew were quite taken with Fortune City. It offered a place away from the hustle of Los Angeles while still providing all of the “comforts of home,” owing to the many businesses that catered to the dam workers’ less than genteel tastes. Several other movie-makers followed Morris’s example, coming to the area in what became known as the “film rush” of the 1930’s. The spectacular vistas of the local wilderness and the loud and dangerous clubs and casinos of the downtown streets became well-known sights in the movies. Fortune City became Hollywood’s home away from home, then a rival, and eventually a tourist attraction in its own right.

With this influx of cash and attention came organized criminals, looking for their cut, and entrepreneurs, looking to offer higher-class accommodations and entertainment for high rollers coming to the rough and ready frontier city. Sometimes, the criminals and entrepreneurs were one and the same.

With the arrival of WWII, the industries of sin and entertainment were briefly co-opted and sidelined, as more factories were built and war workers flooded the burgeoning city. More importantly for our valiant readers, the war brought something else very different to Fortune City: Her first superheroes, and hot on their heels, her first supervillains.

The Golden Age: WIP, coming soon!

2012-09-28, 05:49 AM
I noticed the IRC this morning. SC if I may give my suggestion, I think Aegis looks better without flight. After all Superman didn't fly for a long time, right? :smallwink:

Also is everyone's sheet present and accounted for? I'd rather not start until everyone is ready and it looks like we're still waiting on Ladorak, SC, Muldoon, and Smuch to finish putting their sheets up here.

2012-09-28, 05:58 AM
Ok, here's the Lawman. I thought I'd have time to write up his backstory before the weekend, but apparently not

Strength 0
Stamina 10
Agility 5
Dexterity 10
Fighting 4
Intellect 0
Awareness 5
Presence 6

Dodge 5 Fort 10 Parry 4 Toughness 10 Will 5

Ranged combat (Guns) 10
Deception 7
Intimidation 9
Persuasion 8
Vehicles 5
Investigation 15

All out attack
Benifits (Ambidexterious and Cipher 2)
Defensive attack
Equiment 9
Move by attack
Quick draw
Well informed

Powers and devices:

Regeneration 5

Immortality 4

Immunity (life support and aging)

Gunslinger's eye:
Senses: Counters concealment (Visual), counters illusion (Visual), Danger sense.

Lock release gun
Night Vision Goggles
Hard Caliber Revelvers (Ranged damage 5, E: Multiattack 6 Accurate 2 ricochet 1) 13ep
The Lawgiver (Ranged damage 10) 5ep
Motorbike 2ep

Utility belt:
Tear Gas Pellets: Ranged Cloud Area Affliction 4 (Resisted by Fortitude; Dazed and Vision Impaired, Stunned and Vision Disabled, Incapacitated) • 16 points.
EMP Grenades: Nullify electronics 5 • 1 point.
Lasso (Snare 5, Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized) 1pp
Lasso (Swinging 5)• 1 point
TNT : Ranged Burst Area Damage 5 • 1 point.
Smoke Pellets: Ranged Cloud Area Visual Concealment Attack • 1 point.

(Please read in the voice of Clint Eastwood)

I'm gonna tell you a story, and you're gonna listen. It's a story about a lawman. A man who only believed in two things, the law and drinking... In that order.

I know you're thinking you're heard this story before, but this one's different. This lawman ain't like the others. Hell we only drunk so much back then because doctors said it was medicinal. This one was clever. Out of all the great lawmen, very few make it far enough to retire. Wyatt Earp made it because he moved out of town when he was done cleaning house. Many a man will get liqured up and come looking for revenge in the dead of night, very few will chase you a few hundreds miles first.

The best of all of us, Wild Bill, he got shot in the back of the head when he was playing poker.

So this lawman uses a false name whenever he collects a bounty, and he don't stay in town after he collects, and he don't brag in other towns about what he does, what villains he pulls in, how fast he is. He minds his own business.

But all that precaution won't stop a man recognising your face, which is what happened to this lawman. Like Wild Bill he was shot from behind.

But this ain't the end of his story. Turns out the law has a mind of it's own, it wanted an avatar. The lawman didn't know what an avatar was, but he wasn't much for being dead. So he swore on the book to keep the book.

For over two hundreds years the lawman has policed America. First he was a bounty hunter, then a sheriff, then a Marshall, then a policeman. Time kept moving on, the law kept getting more complicated. The lawman developed a distaste for paperwork, the volume of which was ever increasing.

Riding with costumes seems the right way now, he can still do the right thing, and he won't have to worry about no paperwork. That's why I'm here.


Addiction: The Lawman enjoys a drink more than he ought to.
Responsibility: Being an Avatar of law isn't something you can easily turn your back on.
Secret identity: Even before he got shot the Lawman knew the best way to not get shot was if no-one knows who you are.
Obsession: The law

2012-09-29, 12:31 PM
Brief History:
Name: Rudy Brandt
Age: 30
History: Rudy had gotten in with the drug transport ring after six months of deep-cover, twenty-four hours a day work. Unfortunately, some minor detail had long since given him away. They let him get close to them, finding out that the supposedly legitimate WARD organization was responsible for the design and shipping of the drugs that were causing mutations in the homeless population. Then, when he had enough to make a case against them, they ended the game and took Rudy prisoner, throwing him in a cage for "special testing".

Obviously, they hadn't expected the cop to survive the process, because they only make token efforts at safety. They dunked him in a tank of freezing cold chemicals with a breathing mask locked onto his face and proceeded to poke, prod, and bombard his body with radiation. They gave him special genetic cocktails of their own design, watching as his skin and hair turned blue and his eyes went yellow. They only stopped when Rudy's heart stopped under the strain, and stuck him with a big needle full of adrenaline to see if they could revive him and continue the torture. Unfortunately for them, that seemed to be just what Rudy had needed to come out of the drug-induced stupor they'd had him in.

Rudy's steel manacles frosted over and the room's temperature plummeted as his heart started beating in tune with his rage and both his bonds and his control finally snapped under the strain. The ice powers that the torturers had cultivated in him to see if they could woke with astounding force, superfreezing steel and shattering it into kindling under Rudy's hands. The men around him started to freeze and choke, assisted into unconsciousness by angry punches, but he forced himself to keep moving instead of pausing to enjoy their suffering. His only thought as he blasted through the nearest wall was escape.

He made it out, past guards and automated containment procedures and doctors with syringes of sedative. He even made it to the local PD, and though they almost shot him when they saw his new appearance, he dragged them back down to the facility telling them all about what was going on there. Of course by the time he made it back the building was scrubbed spotless and empty, leaving Rudy with a freakish appearance, insane superpowers, and a life more than a year disconnected from the world.

What was he going to do now?

Origin: Undercover cop, kidnapped by evil criminal organization WARD (Weaponized Advanced Research and Development -- a weapons for the highest bidder group with shadowy government ties) and experimented on.

Frostbite PL10/150pp


STR 1, STA 2, AGI 4, DEX 4, FGT 4, INT 1, AWA 2, PRE 0

POWERS (55pp)

Create Ice 10, Continuous, Innate, Precise * 32 points
-Affliction 10, Cold Touch, Fortitude Resist, Fatigued-Exhausted-Incapacitated, Progressive * 1 point
-Affliction 10, Ice Slick, Reflex Resist, Hindered-Prone, Limited Degree, Area-Shapeable, Selective * 1 point
-Damage 10, Ice Blast, Ranged, Multiattack * 1 point
-Environment Control 10, Cold, Selective * 1 point
-Weaken Toughness 10, Brittle Touch, Fortitude Resist, Affects Objects * 1 point

Immunity to Cold Effects * 10 points

Protection 8, Ice Armor, Sustained * 8 points


Defensive Attack, Diehard, Luck, Power Attack, Well-Informed


Athletics 5 (+6), Close Combat: Ice Powers 6 (+10), Deception 10 (+10), Expertise: Law Enforcement 6 (+7), Expertise: Streetwise 9 (+10), Intimidation 12 (+12), Insight 6 (+8), Investigation 6 (+7), Perception 6 (+8), Ranged Combat: Ice Powers 6 (+10), Stealth 6 (+10)



Ice Weapon +10 Close, Damage 10
Cold Touch +10 Close, Affliction
Ice Slick Area, Affliction
Ice Blast +10 Ranged, Damage 10
Weaken Toughness +10 Close, Weaken 10


Dodge 10
Fortitude 10
Parry 10
Toughness 2/10*
Will 8
*With Ice Armor

Abilities 36 + Powers 55 + Advantages 5 + Skills 26+ Defenses 26 = 150/150

Motivation: Justice, Enemy: WARD, Hatred: WARD, Phobia: Drowning, Prejudice: Strange Appearance, Relationship: Friends and mentors within the FCPD, Responsibility: On paid "sick leave," but he's still a cop.

2012-09-29, 01:05 PM

Because my esteemed partner in crime has a big test coming up on Monday, the start of the game has been postponed until Tuesday. If your schedule allows, please make an effort to have finalized sheets and backstory up by then, as we will be jumping right in once the time comes.

2012-09-29, 02:50 PM
As it happens I have Monday off. This has worked out wwell for me :smallsmile:

Good luck with the test Star

2012-09-29, 06:58 PM
I have my cousin staying with me until Monday, so I'll post up then.

2012-10-01, 07:37 AM
(Please read in the voice of Clint Eastwood)

I'm gonna tell you a story, and you're gonna listen. It's a story about a lawman. A man who only believed in two things, the law and drinking... In that order.

I know you're thinking you're heard this story before, but this one's different. This lawman ain't like the others. Hell we only drunk so much back then because doctors said it was medicinal. This one was clever. Out of all the great lawmen, very few make it far enough to retire. Wyatt Earp made it because he moved out of town when he was done cleaning house. Many a man will get liqured up and come looking for revenge in the dead of night, very few will chase you a few hundreds miles first.

The best of all of us, Wild Bill, he got shot in the back of the head when he was playing poker.

So this lawman uses a false name whenever he collects a bounty, and he don't stay in town after he collects, and he don't brag in other towns about what he does, what villains he pulls in, how fast he is. He minds his own business.

But all that precaution won't stop a man recognising your face, which is what happened to this lawman. Like Wild Bill he was shot from behind.

But this ain't the end of his story. Turns out the law has a mind of it's own, it wanted an avatar. The lawman didn't know what an avatar was, but he wasn't much for being dead. So he swore on the book to keep the book.

For over two hundreds years the lawman has policed America. First he was a bounty hunter, then a sheriff, then a Marshall, then a policeman. Time kept moving on, the law kept getting more complicated. The lawman developed a distaste for paperwork, the volume of which was ever increasing.

Riding with costumes seems the right way now, he can still do the right thing, and he won't have to worry about no paperwork. That's why I'm here.

2012-10-01, 08:11 AM
I want to say that is a sweet backstory Lad; though anything is a lot cooler anyway when said by Clint Eastwood :smalltongue: Could you add the Backstory with your sheet and add in Complications please? :smallsmile:

Anyway, wish me luck on my test today. Here's a table of each player and their characters for the game. Once everything is set here (aka no "No"s left) we'll be hopefully on our way :smallbiggrin:

Ridai|Anvil|Yes (http://www.giantitp.com/forums/showpost.php?p=13958352&postcount=6)
Raynn|Roulette|Yes (https://docs.google.com/document/d/1OZ2r9wcYBOPahkGyHumrTa0G_Ti4udBxMlCCbWUpaz0/edit)
SuperCracker|Aegis|Yes (http://www.giantitp.com/forums/showpost.php?p=13958100&postcount=5)
SuperMuldoon|Heilos|Yes (http://www.giantitp.com/forums/showpost.php?p=13958375&postcount=7)
Ladorak|The Lawman|Yes (http://www.giantitp.com/forums/showpost.php?p=13970895&postcount=11)
smuchmuch|Lady Luck|Yes (http://www.giantitp.com/forums/showpost.php?p=13986159&postcount=18)
Green_Bean|Silhouette|Yes (http://www.giantitp.com/forums/showpost.php?p=13958393&postcount=8)
ChronicLunacy|Frostbite|Yes (http://www.giantitp.com/forums/showpost.php?p=13977860&postcount=12)[/table]

EDIT: Oh shoot, I forgot I saw Smuch's sheet before; I forgot to add it to my bookmarks. Smuch is it possible you can post it here please?

2012-10-01, 09:29 AM
Hum well, it's not fully complete per se, still needs fluff details and backstorry and I'm currently working on the complications. But kay.

Lady luck (https://docs.google.com/document/d/1Un_xQPneNuQJp0l4cB_uIt9TE5Swu_PlsJLQw4C_L00/edit)

2012-10-01, 09:51 AM
Backstory complete, a few posts up.

2012-10-01, 09:55 AM
Backstory complete, a few posts up.

Looks good CL, just need Complications now (unless you'd rather go without Hero Points but that isn't as fun :smalltongue:)

2012-10-01, 10:12 AM
Done and done.

2012-10-01, 01:54 PM
Everything is edited into my earlier post :smallbiggrin:

2012-10-01, 03:22 PM
Oh, and I'd like to take Blue as my speech color.

2012-10-06, 09:47 AM
Okay, could all players sound off please? With any luck, the IC will be up tonight! :smallbiggrin:

2012-10-06, 09:48 AM
I'm here. On a bus to job three for the week.

2012-10-06, 09:50 AM
(Just wanted to say for this month (and the next, likely) my Tuesdays, Wensdays and Thursday will be pretty busy so I'll be posting less in middel of week)

2012-10-06, 10:06 AM
Here. Going to be in Disney World from the 10-14 but will try to get at least one post out through my phone.

2012-10-06, 10:17 AM
Here and ready.

2012-10-06, 10:58 AM
~ Is ~

Green Bean
2012-10-06, 11:47 AM
Sounding off!

I don't know what I've been told...

2012-10-06, 01:56 PM
All present and accounted for

2012-10-06, 05:05 PM
And we. Have. Begun! (http://www.giantitp.com/forums/showthread.php?p=14004827#post14004827):smallbiggr in:

2012-10-08, 01:07 AM
@Raynn: Quick note, the Luck advantage in 3e isn't an extra hero point, but only an additional reroll.

2012-10-08, 03:55 AM
Oh, I hadn't seen that either. That's.. very inconvenient.
Thanks for pointing it out, I may need to make some alteration to my build then.

2012-10-08, 09:53 AM
Here! Even though we started already :smalltongue: My GITP forums were still telling me it was down last night, although apparently it was back up on the 6th!

2012-10-08, 03:14 PM
Sorry for my lateness in posting everyone. I'm writing up a hell of a big post for everyone here. :smalleek:

2012-10-09, 04:07 PM
@Ridai: Good to know, I'll make the alteration to my build when I can. :smallsmile:

2012-10-11, 06:24 AM
Ever had a day where you wake up and feel that all is right in the world? I feel like I'm having one of those today :smallsmile:

Now if everyone doesn't mind, I'm waiting on Muldoon's post before making responses IC, mostly because I'd like to know who else will be following him and where Muldoon plans to go with Heilos atm.

2012-10-11, 06:41 AM
Great to hear. :smallsmile:

Completely alright with me. Of course, Saskia not going after the random screaming flying person makes getting the group together a little more difficult (unless something dangerous happens on the way to the restaurant), but I try to be low-maintenance about it.

2012-10-12, 02:10 PM
I might have asked this before Ridai, but will you be designing up the restaurant Saskia will be taking Mark to or do you want me to do it instead? (provided you won't be using the one I already described on the opening IC post)

2012-10-12, 03:04 PM
Saskia is indeed going to the Blumminton Inn. Briefly forgot about it, but that one makes the most sense, I think.

2012-10-12, 11:12 PM
Ugh, sorry guys. I tried to finish my post tonight but it's gonna need to wait till tomorrow morning for me to finish it up. Hope no one minds this too much. :smallredface:

EDIT: Augh! Fall asleep trying to finish it regardless and my laptop decides to shut down due to critical battery level. :smallsigh:

Green Bean
2012-10-15, 07:18 PM
Hey, I just noticed your skill points house rule! I was using RAW purchasing rules for my sheet, so I have another 41 skill points to distribute. Should I do it now, or would you rather I wait until the next act break or bit of downtime we have?

2012-10-15, 07:22 PM
Up to you, but I'd do it now. We've got a few posts before it gets decidedly more shooty/explodey, so you've got some time to redo things still.

Edit: Your post was phrased a little oddly. Just so's we're clear: The extra points that houserule gives are just that: extra points. They can be spent on anything, not just skills.

Green Bean
2012-10-15, 07:38 PM
No, I understand, but I figure it'll make for easier math just to add the extra skill points instead of reshuffling my entire sheet. Besides, I do love my skill monkeys. In any case, I am now house rule compliant!

2012-10-20, 04:16 PM
Ladorak: Through searching, Mason can't find too much on the knowledge of these Judges. There have been conspiracy theories of aliens living in Earth but nothing along the lines of one actually showing and admitting that they are/might be one. Somehow Mason gets linked to a site in a language Mason has absolutely never heard of.

I didn't really think this through before responding. Sorry I'll need a moment to get something more coherent to the IC situation. :smallredface:

Green Bean: ...I'm gonna need to get back to you on that, sorry :smalleek:

2012-10-20, 05:08 PM
Ladorak: Through searching, Mason can't find too much on the knowledge of these Judges. There have been conspiracy theories of aliens living in Earth but nothing along the lines of one actually showing and admitting that they are/might be one. Somehow Mason gets linked to a site in a language Mason has absolutely never heard of.

I didn't really think this through before responding. Sorry I'll need a moment to get something more coherent to the IC situation.

(Dunno, but it kind of makes sense to me)

2012-10-21, 03:46 PM
Okay, apologies for the wait, but I've got your info Lad. GB you will receive your info by PM. Kudos to Ripley for helping me with both of these. :smallsmile:

Ladorak: Making a call on his phone, Mason learns that the creature is indeed a Galvan, a being from an extraterrestrial planet. Mason’s source has heard of the title Judge, but one has not been reported for an untold amount of time. Could be a generation ago, could be well before The Lawman was even born. None are known to be active on Earth. Conspiracy theories abound however. One being that an alien creature crashed at Roswell and another that an unknown fugitive has been seen on the run all over the world, last seen location unknown. Whether either of these connect with the Galvan or not, Mason lacks the proof to confirm.

2012-10-24, 03:04 AM
I knew it! Goddamn you, dice roller!

HP to reroll: [roll0]

Result of 32.

edit: I currently have no idea how to roll initiative, I'm AFB at the moment.

Also, well, I'm pretty sure Saskia's actions go beyond the time frame of one round (actually saw that we are in combat time too late), given that she's far away, has no travel powers, wrecks cars and heads in, intimidating along the way. But I gotta make some kind of entrance, since she isn't normally the type to help out anyway. If the others were there before her, she'd just wait for the superheroes to sort things out.

2012-10-24, 08:50 AM
Ridai, great post, but you're right, it's a bit too much for one round, even the opening round, where time is rather... flexible. Also, there are henchmen between Saskia and the bank door. Frostbite was interacting with them. You can't just walk in, there are literally human beings standing in the way. You're welcome to try to push through (which would require an attack roll, since these guys are hostile, unlike the bystanders), or use the Intimidate on the lookouts, so as not to waste that sweet re-roll, but those are both standard actions, so either way that's where the turn ends.

Also, destroying the cars definitely counts as an "imposing action", so add a +5 to the Intimidate score if you pick that route.

Also also, you roll Initiative by... well, rolling Initiative. It's not an "away from book" thing, it's a stat that should've been on her sheet in the first place. That's a my bad on the GM side, just didn't notice it was missing. :smallredface: Anyway, Init is 1d20+your Agility score. Since Saskia's bonus is 0, it's just an unmodified d20 roll for her.

Also also also, HP for the temper complication, since a bunch of heroes just saw a crazy ex-con run up out of nowhere and start destroying things, and the gangsters won't take kindly to it either. And while I'm at it...


If you would, please include your current conditions and HP total in your posts, especially during combat time. This makes things about a million times easier to keep track of.

2012-10-24, 09:56 AM
Yeah I would like to agree with Ripley in that it was a bit much Ridai. Great introduction but I think scaling it down a little, like to what Ripley suggested, could help. :smallredface:

2012-10-24, 09:58 AM
It'd be kind of cool if you took notice of my post when posting, too, Ridai. :smallredface:

Also, forgot my intimidation roll for the henchmen outside.

Intimidate: [roll0]

2012-10-24, 10:01 AM
Changed my post

2012-10-24, 10:53 AM
As for acknowledging Frostbite, Saskia doesn't give a damn.

And it seems one of my two "unique" masteries is being intruded upon (after my other traits were scaled back to not step on Aegis' toes), so I'm raising Intimidation to 20 and Perception to 10 for 2pp. Intimidation result is now 42.

Or not, as the change was shot down.

2012-10-24, 03:59 PM
Initiative, because I forgot it twice.


2012-10-24, 04:20 PM
Also, forgot my intimidation roll for the henchmen outside.

Intimidate: (1d20+12)[29]

HP to reroll: [roll0]

Result of 32.

When you are poor lone henchman on lookout, there are some days where you wonder why you even bothered getting out of bed. And there are days when you wonder if getting out fo the mother womb all those years ago was such a hot idea, in retrospect. Also if you can spontaneously crawl out of existence if you try hard enough.

No overkill here. Hope none of the bystanders have a heart problems, though :smalltongue:

Green Bean
2012-10-24, 05:27 PM
A quick Gather Information check! [roll0]

2012-10-24, 05:42 PM
Going to roll an expertise (fortune city life), in case these guys are already known a bit in the city [roll0]

2012-10-24, 06:24 PM
well informed gather info check: [roll0]

2012-10-24, 07:04 PM


2012-10-26, 03:41 PM
Doing this for all the lookouts at once, mostly for fun, because you people are unholy terrors and they are puny minions and the outcome is already foregone. :smalltongue:

Resistance to Frostbite's Environment power: [roll0]
Resistance to the Lawman's Intimidate: [roll1]
Resistance to Saskia's Intimidate: [roll2]

2012-10-26, 03:47 PM
Attack checks.


2012-10-26, 04:44 PM
At work, but I think my 14 impervious should block the damage. Let me know!

I can have my little superman moment.

2012-10-26, 04:52 PM
At work, but I think my 14 impervious should block the damage. Let me know!

I can have my little superman moment.

Unless said bullets are specialized as hollow-point rounds or penetration rounds, I'm pretty sure you aren't going to be hurt by those shots. :smallwink:

Anyway, my post will come tonight. Last midterm is on Monday so I'm picking up on studies.

2012-10-26, 05:02 PM
Yes, that's enough Impervious. Aegis is immune to this attack. :smallsmile:

2012-10-26, 05:34 PM
We've decided the current IC post is sufficient after all. Post away! :smallsmile:

2012-10-26, 08:30 PM
Just so I know what I'm writing tomorrow...

Tougness: [roll0] bruised

2012-10-27, 03:51 AM
How many enemies are left, where are they, how far away from Saskia are they and can I get a 30ft area attack off only hitting enemies?

2012-10-27, 06:11 AM
There are still quite a few gangsters left, say 20, not counting the molls and boss and the lookouts you made seriously regret their life choices. They are scattered across the lobby of the bank, all currently on the ground floor, with their numbers weighted a bit towards the front door, for obvious you-guys-coming-in related reasons. The closest of them aren't far from Saskia at all, maybe 15 feet away, through a little entrance alcove. She (and everyone else, for that matter) can reach them easily with a normal move action.

She could just barely get off a 30 foot area attack without catching any innocents or teammates with it if she set it off just inside the entrance, and it would hit several of the gangsters.*

*Depending on the nature of the attack, it may also be something that causes dangerous structural damage or endangers an innocent regardless, because yay complications and HP**. :smallamused:

**On that note, please use your hero points, everyone! We will be trying to give the things out like candy on Halloween. They are not precious gems to be hoarded.

Green Bean
2012-10-27, 09:46 AM
Avery's Illusion power can create an illusion of up to 30 cubic feet in volume; does it have to be one contiguous block, or can I split it into, say 3 separate 10 cubic foot illusions?

2012-10-27, 09:49 AM
Normaly, (unless it changed between editions), illusion are pretty much anything you want as long as it's fit in the aera/size defined in your rank, I believe. So 3 separate illusion would work as long as they aren't too far from each other, I think ?
If someone start disbeleiving, they would be all dispelled as one, though.

2012-10-27, 09:53 AM
(Normaly (unless it changed between editions), illusion are pretty much anything you want as long as it's fit in the aera defined in your rank, I believe. So 3 separate illusion would work as long as they aren't too far from you. if someone start dibeleiving, they would be all dispelled as one, though.

I think that's the case yeah, though check with Ripley just to be sure.

2012-10-27, 11:32 AM
From what I can figure from the description in the book, smuch and Star have it right. You can have multiple illusions, so long as they don't total more than the cubic area you've purchased.

2012-10-28, 03:15 PM
Hey guys just a heads up, but we're getting some crazy frankenstorm hurricane, might lose power for a while so if I'm not around that is why.

2012-10-28, 09:33 PM
DC20 Toughness vs. Tommygun: [roll0]
DC25 Dodge vs Debris: [roll1]
Luck Reroll Just in Case: [roll2]

EDIT: I'll take the reroll on the Toughness roll.

2012-10-29, 03:11 AM
Tommygun [roll0]
Debris [roll1]
Breaking free [roll2]
The attack in question has Weaken 10 (Toughness) vs. objects linked to it. Bonus/easier retry DC? Also Saskia can lift several hundred tons of weight.

2012-10-29, 05:08 AM
Dodge roll [roll0]
Toughness [roll1]

Luck reroll, just in case [roll2] Not necessary.

2012-10-29, 10:20 AM
Tommygun [roll0]
Debris [roll1]
Breaking free [roll2]
The attack in question has Weaken 10 (Toughness) vs. objects linked to it. Bonus/easier retry DC? Also Saskia can lift several hundred tons of weight.

You got close, and if it weakens objects, then sure, I'll give it to you.

2012-10-29, 10:25 AM
Many thanks! Honestly, I visualize it as a big chunk falling right onto Saskia's head... and breaking apart. :smallbiggrin:

Just to make sure, does breaking free require an action?

2012-10-29, 10:53 AM
Many thanks! Honestly, I visualize it as a big chunk falling right onto Saskia's head... and breaking apart. :smallbiggrin:

Just to make sure, does breaking free require an action?

Yes, standard action. Description aside, mechanically this is a Snare Affliction, which is why the resistance check was vs the somewhat odd choices of Damage or Sleight of Hand. It's not really a resistance check the way it would be for poison or cold or something. You're taking an action to try and break free of the snare, and if you make the check, you get out.

And I like the visual. :smalltongue:

Green Bean
2012-10-29, 08:59 PM
Toughness Save: [roll0]

2012-10-30, 12:53 AM
After talking with SS and Rip, I've spent a hero point to interpose again for the other bystander who would have been shot.

Edited it in to the last post as unobtrusively as possible.

2012-10-30, 01:36 AM
(I just want to point out that my action, if susccesfull, make this unescessary.)

2012-10-30, 09:22 AM
Toughness: [roll0] Made

2012-11-01, 02:09 PM
Hey all, I've been without power for like a week now. Posting from my friends computer. Don't know when I'll get power back but for now if you want to skip me to get the game rolling that's fine. Just assume Helios goes to rescue that one dude that is choking from his gas attack.

2012-11-01, 02:23 PM
Hey Muldoon, good to hear from you. Hope things are bearable over there until power's back. :smallsmile:

2012-11-01, 03:47 PM
Duly noted, Muldoon. Nice to hear from you. Look after yourself. :smallsmile:

2012-11-01, 03:49 PM
Great to hear from you Muldoon. Take care of yourself now :smallsmile:

2012-11-01, 04:29 PM
Good to know you're ok Muldoon :smallsmile:

2012-11-02, 06:30 PM
HP reroll of attack roll vs. moll attacking Tim: [roll0]

Final result: 20

2012-11-02, 06:52 PM
Toughness save!


Green Bean
2012-11-02, 07:42 PM
Hero Point reroll on that Mind Reading check: [roll0]

HP: 2 1 Condition: Unhurt Initiative: 9

2012-11-03, 06:57 AM
Toughness: [roll0] Saved

2012-11-05, 02:34 PM
Hey all, just an update - I'm supposed to be getting power back on Wednesday, so hopefully that actually happens. Work has started again (which is where I am right now) so I might be able to make a post but things are really busy as we missed a whole week. It'll be touch and go for me for at least this week. I'm hoping to be back on track next week!

2012-11-05, 02:42 PM
Great news, looking forward to seeing Helios back in action. :smallsmile:

2012-11-06, 06:25 AM
Great to hear, Muldoon! We'll wait for ya! :smallsmile:

2012-11-07, 09:41 PM
Just a quick update. We haven't forgotten you, and the game's not going anywhere. :smalltongue: I'll update tomorrow morning, even if Muldoon hasn't found the time to respond yet.

2012-11-08, 10:01 AM
Coinflip: [roll0]
Toughness: [roll1]
Grab resist: [roll2]
Attack #1: [roll3]
Attack #2: [roll4]
Awareness (vs Stealth): [roll5]

2012-11-08, 10:04 AM
Reroll, Attack #1: [roll0]

Edit: Add 10, total of 27.

2012-11-08, 11:12 AM
Toughness check vs. moll's attack [roll0]

2012-11-08, 12:22 PM
Got power back last night! Also, posted! Should be back for good now :smallbiggrin:

2012-11-08, 01:45 PM
Hero point for the attack. I really want to hit with this one.

[roll0] (Becomes 11) + 7 = 18 total. Ugh. Not much better.

2012-11-09, 12:58 PM
Toughness: [roll0]

2012-11-11, 09:02 PM
Intimidate resist, using Will: [roll0]
Toughness check: [roll1]
Nullify check: [roll2]
Mystery roll: [roll3]

2012-11-11, 09:28 PM
Attack roll #1: [roll0]
Attack roll #2: [roll1]

2012-11-11, 09:41 PM
Attack roll #3: [roll0]

2012-11-11, 10:54 PM
It's an area attack. The interpose won't work, will it?

2012-11-11, 11:41 PM
Normally, no, but given the nature of Interpose and the nature of the attack (big falling thing), I'd let you spend an HP to edit the scene so Aegis can push Lady Luck out of the way, or fly by and grab her or something like that, if you want. But no, you can't just "take the hit" for this one.

2012-11-12, 12:16 AM
DC22 Fort: [roll0]
HP Reroll: 1d20+10=20 (http://invisiblecastle.com/roller/view/3779465/) (Adjusted result of 32)

2012-11-12, 04:29 AM
Well before Aegis thinks of pusing her aside lets see if Lady Luck deserves her name.

Dodge [roll0]
Toughness [roll1]

Luck rolls JIC:
Dodge [roll2]
Toughness [roll3]

2012-11-12, 02:41 PM
Since I talked the talk, I gotta back that up. Hero pointing my attack!

[roll0] + 10 = 25

2012-11-13, 08:02 PM
Hero point to reroll that attack


2012-11-14, 02:30 PM
Toughness Save #1: [roll0]
Toughness Save #2: [roll1]
Toughness Save #3: [roll2]
Toughness Save #4: [roll3]
Will Save: [roll4]

2012-11-14, 02:49 PM
Grab check: [roll0]
Grab resist check: [roll1]
Attack roll: [roll2]

2012-11-14, 06:32 PM
I sadly don't think that hits, even with the vulnerability, so I'm going to hp. I'm determined!


2012-11-14, 06:49 PM
Do Keep your hero point , have that reroll for free, courtesy of luck control.

but the jagged spike of concrete that emerges suddenly from the wall behind her isn't as easy to escape.

(Just a nitpick but in case that wasn't clear, Lady luck wasn't using her matter matter transform power to hurt the moll directly but instead using luck control to make sure the moll would be in (more) harm way.
(Else I wouldn' t have bothered using a Hp to power a stunt a subtle 2 damage power, I would have used the one I already have.))

2012-11-14, 07:05 PM
Ooo lala. I like it.

2012-11-15, 04:19 PM
toughness save

[roll0] vs DC 25

2012-11-15, 04:22 PM
ouch, hero pointing that.


ugh, well that becomes a 13 + 10 = 23, still a failure but only by one degree.

2012-11-16, 05:03 PM
Hey guys, just to let everyone know I'm going on vacation to visit my folks for thanksgiving. I'll be away from home but I'll have internet and stuff so it shouldn't impact my posting that much and I should keep up but if I do slow down, that's the reason!

UPDATE: Well I'm back, and since there hasn't been any new posts in the OOC I'll just put this here :smallsmile:

2012-11-30, 06:38 AM
Hey everyone, wanted to let you all know that Ripley is currently busy but will be back to make an IC post. After that I will be back as GM, but my exams start on the 10th of December so I will probably be a little slow for a bit. Sorry for the inconvenience.

2012-12-02, 10:30 PM
Hi folks! I'm gonna be moving tomorrow, hence the radio silence the past few days. I should be able to get set up quickly enough, and I'll try to get a post in to wrap up combat by the evening. Thanks for putting up with me! :smalltongue:

2012-12-04, 02:50 PM
Gotta say I've got some big shoes to fill after how wonderful it was to read through the combat session. Hopefully I won't come off as a mess when we get to a combat session I'll be the GM for this game.

On another note, I do have finals coming Monday so posting won't be quick for me. I will do my best though to get in a post tomorrow as I have that day off (part time job aside) To all participants, my condolences and thanks for being patient. :smallsmile:

2012-12-05, 02:12 PM
Can...anyone see my post? It tells me it posted, even says I'm posting a duplicate when I try again, but I go to the thread and I can't see it.

2012-12-05, 02:18 PM
It says you're the last person to post, but no, I can't see it. :smallfrown:

2012-12-05, 02:24 PM
You'll need to hit the Reply button and then scroll down to see the history of the last 30-something posts. You'll be able to see yours there.

...However I have no idea what your Investigation roll was. Could I ask you to reroll here please? :smallsmile:

2012-12-05, 02:25 PM
Oh, it's that glitch again. It won't show up until someone else posts. :smallconfused:

Investigation: [roll0]

2012-12-10, 06:09 PM
Still waiting on the result of my roll. So let's not pull too far ahead yet, k? :smallwink:

2012-12-12, 10:55 AM
Ack, sorry CL. Been too busy with exams. :smallredface: I'll go get a post in the weekend when all my exams are done.

Anyway, Rudy doesn't happen to notice anything on the ringleader that relates to WARD. He probably managed to resource the supplies and materials himself. It's doubting that WARD couldn't make something like those machines on their own however.

2012-12-12, 01:50 PM
No worries, Starsign. I'll just go off of that so I can keep up with the conversation.

2012-12-16, 10:49 AM
Alright, unless I'm getting confused, I'll wait for Smuch and CL to post and then I'll finish the issue and begin the second one. Sorry that this has taken so long everyone. :smallsmile:

2012-12-16, 11:04 AM
I'm good to go. I don't need to post again.

2012-12-18, 02:27 PM
Um... Sorry I probably should mention to everyone not to post until I have the second issue post up. That should be hopefully today so you all won't need to wait too long. :smallsmile:

EDIT: Just now I had forgotten that Avery also left the bank before I put up my ending post. Gonna make sure I don't forget her next time.

2012-12-19, 08:56 PM
Ladorak, Rudy threw his invitation away at home into his personal trash. Did the Lawman break into his apartment to lift it?

Green Bean
2012-12-19, 09:13 PM
Avery's a spy; like she's going to pass up a casino scene!

2012-12-19, 10:03 PM
"Linda Connor"

I see wut u did thar. :smallbiggrin:

2012-12-19, 11:12 PM
Oh goodness, getting down with the casino work already? I haven't even gotten to describing it in further detail. :smalltongue:

2012-12-20, 08:40 PM
Hey guys, its that time again - christmas vacation! I normally go away for the holidays, and this year is no different. I'm leaving tomorrow the 21st and will be returning the 28th. I'm not sure what kind of internet access I will have, so my posting will probably be very limited. Thanks all and have a happy holidays! :smallbiggrin:

2012-12-20, 09:15 PM
Hey guys, its that time again - christmas vacation! I normally go away for the holidays, and this year is no different. I'm leaving tomorrow the 21st and will be returning the 28th. I'm not sure what kind of internet access I will have, so my posting will probably be very limited. Thanks all and have a happy holidays! :smallbiggrin:

Enjoy yourself Muldoon. I myself likely won't be available from Monday to Wednesday, though I may still be able to get a post in around that point. :smallbiggrin:

Anyway, I'm gonna go work on a post to describe the casino in further detail; if you don't see it tonight hopefully you will in the morning.

EDIT: Ugh, too tired to finish it up. I'll finish it tomorrow, sorry. :smallsigh:

2012-12-23, 04:31 PM
The stony astonishment, and how it faded from their faces, told him much of their tells.

Aren't you getting a bit ahead of yourself by assuming the NPc reaction here ?
I mean, no offense, but 'sligthly amused incredulous smile' or 'Admirative but not particulary surprised recognition on account that Tim gave an open interview thatwaslikely all over the local news for the afternoon" would be just as valid. :smalltongue:

2012-12-23, 09:23 PM
Hey CL, I'm working on a post now. I was wondering something though, do you want to do the meeting with someone who gives Rudy a lead on WARD or do you want to skip that and go straight to said lead? I am hoping the former as I think it would be a good way of seeing how Rudy works on his own and it's RP based instead of rolling-based. :smallsmile:

2012-12-23, 09:59 PM
Whatever works best for you. BTW, I cleared out my private messages so I can receive them now.

Green Bean
2012-12-24, 09:08 AM
Whoops, forgot the actual roll tags for my IC post. Here you go:

Deception: [roll0]
Insight: [roll1]

2012-12-24, 04:55 PM
Okay um... For everyone in the casino, where are you atm? I had thought that Mason and Tim were at the Bar while Avery and Lady Luck are at the Poker Table but I seem to be incorrect on it somehow. :smalleek: I may need to do a bit of retconning if I am horribly wrong on this.

2012-12-25, 05:49 PM
Mason is sitting at the poker table. Tim got a drink from the bar then went over to stand by Mason.

2012-12-26, 01:29 AM
Mason is sitting at the poker table. Tim got a drink from the bar then went over to stand by Mason.

Gotcha. I can go edit my last two posts slightly in a bit. Does Mason or Tim want to get on the poker game or will they just watch?

2012-12-26, 10:08 AM
Mason is playing. Tim is just watching.

2012-12-26, 04:34 PM
Alright then, I'll go edit my posts tonight. Can I take a guess that Tim could easily be identified as one of the people who helped at the bank robbery? :smallwink:

2012-12-26, 06:25 PM
Okay, made a few edits to my last two posts, hopefully enough for SC and Lad :smallsmile:

Also, Lad's cards below. No looking anyone but Lad now.
Two of Clubs and Nine of Spades

2012-12-28, 09:21 PM
Okay I should probably make this easier. Everyone in the poker game, please roll Insight and Deception together if you haven't done so already. I'll do the same for the NPCs too. If it's alright, please have everyone put their rolls in spoilers while I PM the results. It'd be more fun that way. :smallbiggrin:

GM rolls:
Greg's Insight: [roll0]
Maria's Insight: [roll1]

Greg's Deception: 25 (rolled on IC)
Maria's Deception: [roll2]

2013-01-01, 09:58 PM
Sorry I didn't make it clear, but he did go through the hole first. My post was him surveying his new surroundings.

2013-01-01, 10:00 PM
Sorry I didn't make it clear, but he did go through the hole first. My post was him surveying his new surroundings.

...Oh shoot. :smalleek: Alright I'll go edit that as soon as I can.

2013-01-13, 12:22 PM
Muldoon, I got your IC part up, sorry for the delay in getting it up. :smallsmile:

2013-02-03, 01:27 PM
Hey everyone, so sorry for the delay in posts, but I finally managed to get one in. :smallbiggrin: I'll try to have a more reliable schedule from here on out. Could everyone who is still interested please state so? (unless you already mentioned it on Steam or IRC of course :smalltongue:)

2013-02-03, 01:30 PM
Still here.

2013-02-03, 05:59 PM
I'm pretty sure that inanimate objects don't get Fort Saves

Generaly they don't have CON, but they do have Fort immunity by default. (because a table or a door falling asleep, chocking or suddenly dying... yeah doesn't make avwhole lot of sense :smalltongue:)

I believe the answer to that in 2nd ed (mostly for the corrosion/desintegration powers) was that either you bought a version of the power that had a +1 'ignore for saves for inanimate objects' extra (as seen in ultimate power 5 pp per rank desintegration) or constructs and inanimate objects resisted with toughness instead of Fort for in these situation (there was a rulling in atomic think tank).

I believe in 3rd ed, it would be the later applying by default here.
(I'll double check, it's somewhere in the book)

2013-02-03, 06:07 PM
That would make sense. So then my question is what would the corrugated iron wall's toughness be? 7-8? It wasn't in pristine shape.

2013-02-03, 06:12 PM
That would make sense. So then my question is what would the corrugated iron wall's toughness be? 7-8? It wasn't in pristine shape.

I'll ignore that and just say Rudy breaks through the metal wall. Easy for all of us that way, just be sure not to do it in more crowded areas. :smallwink:

2013-02-03, 06:18 PM
Well it's not like he's bringing down a building...yet...:smallwink:

2013-02-03, 06:24 PM
Constructs are immune to effects permitting Fortitude resistance checks unless the effect works on objects.

Like inanimate objects, constructs have a Toughness rank, which measures their ability to resist damage. A construct starts out at Toughness 0 and can increase its rank using the Protection effect

Hum, this is the closest I can find to an official rulling on the issue in the core book.
I know there was an additional rulling somewhere on ATT, but I can't find it so you'll have to ask the great guru Penguin on the IRC chat.

Just to be on the safe side, maybe power stunt your power with a +1 'affect objects' extra for this time ?

That would make sense. So then my question is what would the corrugated iron wall's toughness be? 7-8? It wasn't in pristine shape.

Well I can't find the appropriate table that links toughness to a material. But a basic HQ with no additional points spend in toughness has a toughness of 6.

A headquarters’ Toughness indicates the strength of its structural materials, particularly its outer structure (walls, ceiling, etc.). A structure starts out with Toughness 6 for 0 points. +2 Toughness costs 1 equipment point.

This is also the average toughness of plate armor according to the armor equipement table. Assuming a full wall even if slightly corroded would a tad harder.
Yeah 7-8 sounds about right to me (i'd personly place it around 8 but that's because I feel when you punch a wall the wall should alway have a sluight advantage :smalltongue:), but that's for Star to decide

Actualy found the table on page 192.
Iron is a toughness of 7, so yeah.

@V oH well then it's cool, NP.

2013-02-03, 06:26 PM
The power does have Affects Objects. The primary use of it is situations like this where he needs to shatter something inorganic.

2013-02-03, 06:38 PM
Well it's not like he's bringing down a building...yet...:smallwink:

Hmm, interesting.

*writes plot ideas on how to turn Rudy into Juggernaut*


2013-02-10, 08:50 PM
...Oh crap, completely forgot about Initiative :smalleek: CL, have a Hero Point for my mistake.

Attack roll 1: [roll0] DC 21 Toughness if hit.
Attack roll 2: [roll1] DC 19 Toughness if hit.

Rudy also happens to be in a smoke bomb affect and for the moment he has his visual senses obscured.

2013-02-16, 08:13 PM
Since Ridai isn't in the game anymore, do anyone mind if I switch Lady luck's speech color from Darkgreen to Darkred ?

For some reason, I feel it fits her better (I'll take the time to edit everyone of my previous post later)

2013-02-16, 08:18 PM
Since Ridai isn't in the game anymore, do anyone mind if I switch Lady luck's speech color from Darkgreen to Darkred ?

For some reason, I feel it fits her better (I'll take the time to edit everyone of my previous post later)

Yeah, alrighty then. Just don't get the two confused of which to use from here on out :smalltongue:

I'll try for a post tomorrow.

2013-02-17, 08:15 PM
Hey guys, sorry post won't be happening tonight. I have an assignment due on Wednesday and I'm rather paranoid about getting it done so I'll be working on that a lot. I'll see about posting tomorrow though. :smallsmile:

2013-02-19, 09:22 PM
Alrighty, let's see here CL:

Your multiattack should boost the DC up to 27. Toughness: [roll0]

...Yeah making that save ain't gonna happen :smalltongue: I'll work on an IC post now

2013-02-26, 03:48 PM
DC17 Dodge: [roll0]
DC13 Fortitude: [roll1]

2013-03-01, 11:38 PM
Fort save for the poor guard: [roll0]

2013-03-09, 10:49 PM
Hey everyone. I know things have been way, WAY too slow here and I apologize for that. I do plan on picking the posting rate of this back up eventually; college (and a part of huge anxiety of handling what's to come) has kinda kept me from posting more often than I should.

So I ask, are you all still interested in this game? If everyone, or enough players, still are I will definitely keep going and post some ACTUAL action for a change (so long as there is posting of course :smalltongue:) I would like an answer from everyone who is still here please. :smallsmile:

2013-03-27, 07:30 AM
[roll0] perception

2013-03-28, 04:14 PM
I will be away this weekend at Disney World for a dual Anniversary/Birthday celebration. :smallsmile: I'll try to catch up on things when I get back.

2013-04-01, 05:22 PM
After hesitation, I think I'm going to use a luck point to reroll that search check Investigation [roll0]

2013-04-01, 05:35 PM
You can use Investigation but you'll have to stick with your original result in that case (which is 12) unless you want to spare an HP for that new roll of yours.

Derp, forgot you mentioned about the Luck Point use. :smallredface:

EDIT: We're getting to the point where it's kinda important to keep everyone up in pace, so I will be waiting on SC and Lad to post before I keep things going.

2013-04-10, 12:29 PM
Alright, I was going to post on the weekend before but with exams next week I keep putting it off over studying. I'll do my best to have one up before the weekend. I will be sure to get this game sped up once I'm done the college semester. Apologies once again.

Also Muldoon, could I ask you to remove that last part of the post with Alan automatically heading downstairs please? The door he entered doesn't actually lead down to the main floor and there's a bit ways of interest on the way down :smallwink:

2013-04-11, 01:02 PM
Making a roll here, nothing to see now: [roll0] :smallwink:

2013-04-12, 05:26 PM
Insight [roll0]

2013-04-16, 01:06 PM
Oops, small rolling error on the IC.


2013-04-16, 02:10 PM
Aegis' Initiative: [roll0]

2013-04-20, 04:17 PM
Roll that I had missed earlier: [roll0]

2013-04-20, 04:24 PM
Toughness roll [roll0]

Luck reroll if necessary [roll1]

2013-04-21, 05:16 PM
Init [roll0]

2013-04-22, 02:57 PM


Green Bean
2013-05-01, 12:32 PM
Whoops, sorry about the delay; misread my location.

Initiative: [roll0]

2013-05-01, 01:51 PM
Alrighty, in that case...

Speedster Woman|22
Large Bruiser|19
Masked Leader|15
Older Man|14
Lady Luck|2[/table]

Also, Fort save on the Gadgeteer: [roll0]

I'll work up a post as soon as I can. Lad meanwhile may act now :smallsmile:

2013-05-02, 01:02 PM
So me and Ripley were discussing about this game last night. I was wondering, how interested would you all be in having another thread for purposes similar to that of Raynnverse's Core thread? It'd be one that can show the team's daily lives and lone goals/motives they can do inbetween the main issues of the other thread? I figured that this might help in case of roadblocks that have occurred like with this current issue that I hope to wrap up soon. :smallsmile:

2013-05-02, 01:05 PM
i'm all for more mundane characterisation and possibly small aside scenes and plotlines but couldn't they just happen in the normal thread ?

2013-05-02, 04:58 PM
Screw that. I want to lay him out.


2013-05-02, 05:33 PM
i'm all for mor emundane characterisation and possibly small aside scenes and plotlines but couldn' they just happen in the normal thread ?

They could, but my reasoning is that I think having a second thread for the characterization would help the pacing and posting more than keeping it to a single thread where the group may be waiting on someone or there's an issue in the pacing. It'd give the players more to do than to simply wait.

If you all prefer otherwise though, we can just do it in the same thread if you want.

2013-05-02, 10:16 PM
I would strongly prefer some individual threads where we can crossover if we need to.

It's easier to follow, and I just prefer it. I did a game like that before.

2013-05-02, 10:25 PM
I'd prefer separate threads (or at least a separate thread) as well. I think that would allow the side/solo stories to move at their own pace and keep things relaxed.

2013-05-03, 01:41 PM
I agree, having separate threads does make it easier, though I'm not sure how many we might need. We can definitely go at a thread per character but that could clutter the forums a bit (Mythweavers would be a lot better for that in that case) while having one Core thread could also work, though as for how cluttered that thread itself could get I'm not sure. I'll go with whatever the players decide; whether to have just another, single thread with separate stories that can crossover, or multiple threads mostly dedicated to each PC. :smallsmile:

Also a roll to make: [roll0]

2013-05-04, 10:47 PM
words for my post

[roll0] vs DC 22

2013-05-04, 10:49 PM
ugh, gonna HP that, do not want to be stunned

[roll0] + 10 = 23

2013-05-05, 06:20 PM
Hey CL? Did you roll initiative at all? I stated before that you roll and join in next round, not this one. (technically waiting on GB and smuch)

2013-05-05, 06:31 PM
Oops. Sorry, Starsign. Just have my action occur whenever I show up. I'll spoiler it until then.

Here's my initiative for next turn: [roll0]

2013-05-05, 06:35 PM
Oops. Sorry, Starsign. Just have my action occur whenever I show up. I'll spoiler it until then.

Here's my initiative for next turn: [roll0]

Well you got a huge initiative from that, so technically you go at the same time Lawman does. You can remove the spoiler on your post :smalltongue:

2013-05-08, 11:58 AM
Alrighty, let's take a look at our rolls here...

Helios' shot misses outright, unfortunately. :smallfrown:

Both of the Lawman's shots are easy hits. So making two toughness checks, presuming both are on the masked man. (correct me if I am wrong)
[roll0] and [roll1]

And here's the Pyrokinetic's power check in response to Rudy's: [roll2]

Avery's Illusion requires Will saves for this:

Oh yeah, one more thing: [roll8]

Speedster Woman|22
Large Bruiser|19
Masked Leader|15
Older Man|14
Lady Luck|2[/table]

Will put up an IC post hopefully soon. :smallsmile:

2013-05-09, 09:23 PM
OK, my half of the solo stories are up! Enjoy (I hope)!

The critically acclaimed spinoff of this year's hottest selling comic, Fortune City Showcase will tell the tales of the remarkable individuals who keep the city safe.

Lady Luck (http://www.giantitp.com/forums/showthread.php?t=282859)

The Lawman (http://www.giantitp.com/forums/showthread.php?t=282861)

Silhouette (http://www.giantitp.com/forums/showthread.php?t=282866)

Aegis (http://www.giantitp.com/forums/showthread.php?t=282867)

For those left out in the cold, never fear. Star will be along shortly with your delicious personalized stories.

2013-05-09, 09:31 PM
Looking forward to it! :smallsmile:

2013-05-09, 10:54 PM
Alright, Aegis is Interposed since it only works once a turn: [roll0]

And a Strength check to try and oppose Aegis' own: [roll1]

2013-05-09, 11:23 PM
The bruiser fiats off the Daze, HP to Aegis. Now to make another check: [roll0]

Green Bean
2013-05-10, 12:54 AM
Aww shoot, missed the tags in my IC post rolls.

Notice: [roll0]
Technology: [roll1]

2013-05-10, 11:30 AM
So, to confirm, I've already taken my action for the round: the intimidation attempt. Correct? I can post a reaction to being flame-broiled but nothing else until it's my turn again?

DC24 Toughness: [roll0]
LP: 1d20+10=18 (http://invisiblecastle.com/roller/view/4044497/) (+10)

2013-05-10, 11:31 AM
So, to confirm, I've already taken my action for the round: the intimidation attempt. Correct? I can post a reaction to being flame-broiled but nothing else until it's my turn again?

DC24 Toughness: [roll0]

Yeah it's alright to post without an action, so long as you don't try to make more actions in one round without spending HP of course. :smalltongue:

2013-05-10, 04:55 PM
Boss misses with his gun (LOL).

Dustman hits. Toughness: [roll0]
Strength: [roll1]

2013-05-11, 12:58 PM
rollin it up. I assume by reflex you mean dodge?


2013-05-11, 04:41 PM
Okay everyone. Apologies for the wait but I do have the other threads up and running! Once Raynn is back into the group, Roulette will have a thread of his own. For now he guest stars in Helios' adventure.

Frostbite (http://www.giantitp.com/forums/showthread.php?t=282990)

Helios (http://www.giantitp.com/forums/showthread.php?p=15215741#post15215741)

2013-05-11, 07:10 PM
Just chiming in to say, yeah, yo, back in the group. :smalltongue:

2013-05-16, 05:50 AM
Toughness [roll0] DC 25 (That toughness save should be one lower, for being all bruised)

Reroll if required [roll1] DC 25

2013-05-16, 06:49 AM
[roll0] ggggggggggggggggggggggg

2013-05-17, 10:22 AM
Alright, time to take a look here.

Technology: [roll0]

Toughness: [roll1]

And a Will save: [roll2]

2013-05-18, 03:42 PM
Oh shoot right. Forgot to make another post: [roll0]

2013-05-19, 04:04 PM
[roll0] and some words

2013-05-22, 01:29 AM
(For my solo thread)

My active defenses were down by 3. So dodge... [roll0]

Fort: [roll1]

2013-05-22, 06:34 PM
[roll0] let's see how this goes...

2013-05-23, 03:10 PM
HPing that attack, gotta pour on the hurt :smallamused:


2013-05-24, 03:47 PM
Alright, time for some more rolls:

Another toughness from Helios: [roll0]

Aegis' results from his super-speed frenzy:
Dodge: [roll1] Toughness: [roll2]
Dodge: [roll3] Toughness: [roll4]
Dodge: [roll5] Toughness: [roll6]

And Rudy's own attack misses, unfortunately.

BTW CL, you are owing a post on your own solo thread atm :smallwink: I'll try to get posts in tonight; got called into work for an extra day, sadly.

2013-05-24, 08:40 PM
And... one more because I seem to have forgotten:
Dodge: [roll0] Toughness: [roll1]

2013-05-25, 06:22 AM
For when I get back into this game proper;


Roulette (Avatar Sized):

Question: How long till I return to the main thread?

Question: Will these team-up/solo threads be continuous like Core or only once offs?

2013-05-25, 09:41 AM
Very nice avatar Raynn. :smallbiggrin:

As for your question, I've got it planned for you to enter in starting Issue 3, which should be as soon as this current one ends. As for the solo threads, I think it'll vary depending on the character and issue really.

2013-05-25, 02:40 PM
Time for Tim:

Vs. Dustman- Dodge: [roll0]; Toughness: [roll1]

Vs. Firebug- Dodge: [roll2]; Toughness: [roll3]

2013-05-25, 02:56 PM
Two bruised + dazed. I can live with that, seeing as how bruiser and mask didn't move.

2013-05-26, 01:13 PM
Why are my shots delayed? Did I post out of order? Because you told me to make that post starsign :p

bruised 1
[roll0] DC 20 Dodge and Toughness DC 25 [roll1] bruised
[roll2]DC 19 Dodge and DC 24 Toughness [roll3] bruised and dazed

2013-05-26, 01:17 PM
Why are my shots delayed? Did I post out of order? Because you told me to make that post starsign :p

bruised 1
[roll0] DC 20 Dodge and Toughness DC 25 [roll1] bruised
[roll2]DC 19 Dodge and DC 24 Toughness [roll3] bruised and dazed

Oh, sorry. You post before the speedster along with Avery and Lady Luck. Technically your turn is now and I can let your attack go off if you can brush off the daze. (Daze IIRC just restricts you to a Move or Standard action, not both, though this could be in 2e rather than 3e)

Green Bean
2013-05-26, 05:14 PM
Dodge checks:
For halved DC: [roll0]
Against trip: [roll1]

2013-05-27, 09:07 AM
Oh, sorry. You post before the speedster along with Avery and Lady Luck. Technically your turn is now and I can let your attack go off if you can brush off the daze. (Daze IIRC just restricts you to a Move or Standard action, not both, though this could be in 2e rather than 3e)

Am confused. Don't think dazed can be brushed off. A standard action is all I do in the last post

2013-05-27, 09:47 AM
Any condition, dazed included, can be shaked with the the 'recover' use of a hero point (in 3rd ed too, page 21 of the manual), which I believe is what Star was alluding too.

And dazed means you only get one standart action and free actions, not that you don't get to act (I believe Star may be confusing with stunned wich means you can't take any action at all in 3rd ed), yes.

(Daze IIRC just restricts you to a Move or Standard action, not both, though this could be in 2e rather than 3e)

Actualy in second edition, it was 'stagered' that did this, if memory serves.
That said, since you can use a standart action to do a move action, technicaly 3rd ed 'dazed' ends up being more or less the same.

(Also since I get to act, I'd like to remind Lady Luck as your firendly neighbourhood luck controler can use luck control to give a reroll on a botched toughness or attack roll. (now, would she, that's something else :smalltongue:))

Green Bean
2013-05-29, 09:48 PM
Some quick Well-Informed Rolls -

Investigate Roxanne Chell: [roll0]
Investigate Shadowy Person: [roll1]

2013-06-01, 09:39 PM
Alright now, time to check for rolls.

Smuch, considering the pryokinetic's flame is more about powers than normal flame, I'll go with the Ranged Fire damage one, without need of a power check. After all the flame IS just behind the Dustman. Besides, it's a clever action. :smallwink:

Toughness: [roll0]

Also the Dustman's will save against Mental Blast: [roll1]

All of the Lawman's attacks hit minus the Dustman. Toughness saves:
Speedster: [roll2]
Masked Man: [roll3]
Bruiser: [roll4]

EDIT: Lady Luck and Lawman get an HP.

2013-06-02, 01:39 PM
One more check: [roll0]

2013-06-02, 05:50 PM
CL, you didn't make your Toughness checks for here (http://www.giantitp.com/forums/showpost.php?p=15303962&postcount=277) yet. Could you do that now before you make your attack please?

2013-06-02, 06:24 PM
DC20 Dodge: [roll0]
DC25 Toughness: [roll1]
DC19 Dodge: [roll2]
DC24 Toughness: [roll3]

2013-06-02, 06:25 PM
I don't have my book with me. Posting from phone. Will update later...

2013-06-02, 07:22 PM
Lady Luck has given Aegis just that.

Rerolled the attack. He now has 17+7 for a total of 24 to hit.


2013-06-04, 02:43 PM
CL, being dazed just means you can take only a Standard or Move action in case you were going to be looking that up. Rudy should be able to attack the pyrokinetic as he wants.

Speaking of which:
Toughness: [roll0]
Strength: [roll1]

2013-06-04, 05:07 PM
Bruiser has failed by 2 degrees on the grab.

He is now immobile (can't move), defenseless (his active defenses are set to 0 and anyone can take a 10 to hit him), and impaired (-2 on all his checks). Because Aegis has improved hold, Bruiser's strength/dodge checks to escape are made at -5 (-7 because of impaired).


EDIT: Next person is up, by the way.

Green Bean
2013-06-04, 05:12 PM
Skill checks for Avery's personal thread.

Insight: [roll0]
Perception: [roll1]

2013-06-04, 05:49 PM
Results for Avery's checks above:

Insight: The nervousness Roxanne is showing is very real. Whatever she's up to, she wasn't planning on your interference. You can also tell she's just stalling right now, still looking for a way out of the situation you've out her in. Depending on the content of the warning and offer, that might change.

Perception: From the corner of your eye, you catch the barest glimpse of movement on one of the roofs above. When you turn to look there's nothing there. You can't even be sure what it was. Could be another of Proxy's duplicates, another person entirely, or just a flock of pigeons.

Green Bean
2013-06-06, 05:27 PM
Burning an HP for a reroll on that:

Deception: [roll0]

Green Bean
2013-06-10, 09:31 PM
This was a rather crucial roll, so I'll reroll it:

Deception - [roll0]

2013-06-15, 06:26 PM
Hey everyone. I have unfortunate news that I'm just not able to keep this game going for now. My motivation has been fried, my confidence lost, and my hatred for everything I've done for Issue 2 has grown to unhealthy levels.

However the solo threads have been looking really good and I don't want to see them abandoned. For this case, I am putting the main thread on hiatus for a month or two until I can regain my ability and enthusiasm to continue this game. For now I will work on the solo threads and see if I can do better at those.

Again, sorry for the inconvenience and problems I've given this game. :smallfrown:

Green Bean
2013-06-24, 08:28 PM
Everyone who keeps any sort of electronic way of contacting their hero identity gets the following message:


Wanted criminal Roxanne Chell planning to rob casino @ 5736 Regent Ave within hour. Traveling in blue Honda Accord with undercover disguised as accomplice. Time intervention with police for show of force, peaceful surrender ideal.

2013-06-24, 08:39 PM
Transformation Roll: [roll0]


Which means? Teleportation. :smallbiggrin:

Green Bean
2013-06-30, 06:50 PM
Gather Information for dirt on the superpowered community at large - I am calling in everyone! (http://www.youtube.com/watch?v=MrTsuvykUZk)


2013-07-02, 02:22 PM
So I just realized that I should be posting in Helios' thread, when I figured he was next on the initiative... Yeah, my bad. :smallredface:


2013-07-02, 02:32 PM
A little late to the party but Green Bean that video was perfect! :smalltongue: Heh.

2013-07-09, 02:59 PM
rolls for Helios & Declan story

[roll0] vs dc 22
[roll1] vs dc 27 (unless halved)

how does half effect work exactly? Would it make the DC 14 of the attack? And does it make sense to HP the dodge since I have a better chance of making that but I already rolled toughness so its kind of like cheating :\

2013-07-09, 03:09 PM
rolls for Helios & Declan story

[roll0] vs dc 22
[roll1] vs dc 27 (unless halved)

how does half effect work exactly? Would it make the DC 14 of the attack? And does it make sense to HP the dodge since I have a better chance of making that but I already rolled toughness so its kind of like cheating :\
Well I believe it's halving the power rank of the Toughness save. So DC 27 would become DC 21 since DC 15 is the base and the modifier is +12. Hope that helps. :smallsmile:

2013-07-09, 08:32 PM
Last call for any PCs who want to cameo in Avery's solo story! Link for the lazy!