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Jallorn
2013-02-05, 09:41 PM
I think Kowalsky might be able to handle it. But yeah, this'll be interesting. Good job team, on saving everyone!

ChrisClark13
2013-02-09, 02:16 PM
Yay! (I'm still here! Was a tad bit busy with putting together my first complicated level 5 character for a PF game)

Grim ranger
2013-02-11, 05:16 AM
[roll0] (Strenght)

Grim ranger
2013-02-11, 05:25 AM
Meh, since I feel like sticking it up to SIDE anyhow, using heroic action to re-roll.

[roll0] (Strenght)(If die rolls less than 10, additional 10 is added. And of course 6 from strenght)

Edit: and I fail anyhow. Karma-riffic.

Quellian-dyrae
2013-02-11, 02:50 PM
Can I get an Intimidate check from Jack and a Diplomacy check from Kowalsky, please?

EDIT: Actually, Jack can use better of Intimidation or Persuasion, what he said fits either fine.

Jallorn
2013-02-11, 02:53 PM
Persuasion: [roll0]

I have no skill with Persuasion. Any chance I could boost that check with an Experise (SIDE Agent) check?

Grim ranger
2013-02-11, 04:36 PM
[roll0] (Persuasion)

[roll1] (Psychic Block Defence (Nullify 4) against the telekinetic grip)

BananaPhone
2013-02-12, 03:30 PM
May I roll a persuasian check if Q tells SIDE to bugger off?

Please? I just want to roll some dice.

[roll0]

Quellian-dyrae
2013-02-12, 03:37 PM
Yeah, anyone else who wants to try and convince SIDE to lay off should roll Persuasion (well, or Bluff or Intimidation as appropriate to how you go about it) to do so.

BananaPhone
2013-02-12, 03:40 PM
Hmmm, a deception roll!

[roll0]

BananaPhone
2013-02-12, 03:41 PM
Well **** that roll with a hammergun.

Grim ranger
2013-02-12, 04:35 PM
Oh, and my character's name is Jackknife, or Jack for short. Grim ranger is my actual screenname, as you can see here :smalltongue:

HopeHubris
2013-02-14, 04:56 AM
I thought a couple got unmasked, Quantum just pulled one inside, mask free, no recognition on him?

Quellian-dyrae
2013-02-14, 05:29 AM
Ah, right, had typed that before noticing Quantum's post.

Yeah, facial recognition pulls up a small criminal record. Assault, vandalism, tresspassing...certainly nothing nearly as serious as what he just did today. Accompanying police reports don't provide enough to know for sure if he's a Reclaimer, but the targets of his crimes were all low-powered Dreamers, so take that as you will.

Quellian-dyrae
2013-02-14, 03:39 PM
Initiative to see if anyone catches Jack's hasted move: [roll0]

Jallorn
2013-02-14, 04:47 PM
Can Kowalsky get a check to see if he detects Jack's actions?

Quellian-dyrae
2013-02-14, 04:54 PM
Sure, roll the higher of Initiative or Perception against Jack's previous Initiative check to notice the grab. Unlike the SIDE agents though, Kowalsky would have a reasonable count of the soldiers, so he might notice one (well, two, really, since Quantum took one too) missing even if he doesn't detect the grab itself.

Err...I think two. Quantum did actually grab a soldier, right, not just his gear?

Jallorn
2013-02-14, 05:07 PM
Let's go with Perception: [roll0]

Looks like Kowalsky is clueless.

Quellian-dyrae
2013-02-14, 05:12 PM
Will for the soldier, at -2 circumstance for, ya know, being dangled over the edge of a skyscraper: [roll0]

Grim ranger
2013-02-14, 05:36 PM
[roll0] (the hero point intimidation roll)

BananaPhone
2013-02-15, 05:07 PM
Q took a soldiers weapon and helmet, not the dude himself.


Rolls just aren't going your way, huh Grim? :smalltongue:

Quellian-dyrae
2013-02-15, 05:13 PM
Ah, my mistake.

Grim ranger
2013-02-15, 05:35 PM
Q took a soldiers weapon and helmet, not the dude himself.


Rolls just aren't going your way, huh Grim? :smalltongue:

Not really, no. But at least it seems I survive in combat, where it matters. :smallbiggrin:

Jallorn
2013-02-15, 05:36 PM
Not really, no. But at least it seems I survive in combat, where it matters. :smallbiggrin:

Hey, Kowalsky went down saving others, there's nothing more noble than that!

Plus he'd already mostly incapacitated the biggest threat, he knew you guys could deal with the rest, he just wanted to take a little nap.

Quellian-dyrae
2013-02-15, 05:55 PM
Yeah between scoring a perfect triple-hit multiattack and being staggered by the robots, and then freezing Jarus and throwing the grenade away before going down himself, Kowalsky's starting to look like the master of the sacrifice play. :smallcool:

Quellian-dyrae
2013-02-16, 03:33 PM
Not sure if I made this apparent, but while flying cars aren't by any means ubiquitous in-setting, they're not especially rare either. In an area like this, big business sector, there's a good bit of air traffic, so radar wouldn't really be able to weed out the threats.

That's actually kinda the reason these guys don't have better proximity security in general. This isn't a military base in a controlled environment, it's a corporate headquarters in the middle of a bustling city. My understanding is that makes it really rather hard to reliably detect attackers, even with advanced technology, since there's not much way to distinguish them from the general public until shortly before they make the attack. I mean, assuming they're reasonably smart about it.

Grim ranger
2013-02-18, 03:14 PM
Well, this ought to be interesting. :smallamused:

I will just have Jack return to base, and then we can get to investigation proper I think. Oh, and of course to watching the news: I doulbt there will be a news channel in the country that will not be running this story :smallbiggrin:

shugyosha
2013-02-20, 11:35 AM
Not sure if I made this apparent, but while flying cars aren't by any means ubiquitous in-setting, they're not especially rare either. In an area like this, big business sector, there's a good bit of air traffic, so radar wouldn't really be able to weed out the threats.

not really true. There are surveillance systems that look at behavior of the traffic to pick out anomalous activity, and hence pick out possible threats.


That's actually kinda the reason these guys don't have better proximity security in general. This isn't a military base in a controlled environment, it's a corporate headquarters in the middle of a bustling city. My understanding is that makes it really rather hard to reliably detect attackers, even with advanced technology, since there's not much way to distinguish them from the general public until shortly before they make the attack. I mean, assuming they're reasonably smart about it.

If there are many flying vehicles there would be some type of air traffic control that would monitor their activities. There would be laws for permission to land on a building, etc. and the technology to enforce them.

Also something that carries 3 powered armor and 10 soldiers, should be easy to spot and would cause suspicion landing on a corporate building where it wasn't supposed to be.

I guess the question is how they got there. Did they do a Trojan hourse and jump out of a laundry truck or just jump from another building?

Quellian-dyrae
2013-02-20, 03:37 PM
They just drove in and parked. Generally speaking, if a building doesn't accept air traffic, it has a domed or slanted roof (actually, now that I think about it, I did make a rather glaring mistake in how I set up the roof; it probably should have been a parking lot with an entry to a top-story lobby rather than the way I set it up).

They didn't do anything anomalous or illegal, and there were two vehicles. Both were fairly big, at least SUV-sized, but even that wouldn't have indicated a threat with any reliability (well, unless they have a Detect [Genre Conventions] cameras or Acute Genre Savvy radar or something :smallwink:).

Really, I just don't see the Tower of Dreams as being hyper-secure against physical threats. They have too many people coming and going for me to think they can set up reliable ways to detect the vanishingly-rare threats. I mean, they're not completely open; the ground guys were just out of range of their cameras, and the air guys were picked up on the security feeds as soon as they landed. Once you're in the building, there's very strong security, but on the way to the building there's less, and these guys did work fast.

Anyway, hope that clears it up some. Regarding Burnscar, his information has already been pulled up (it was in that spoiler in post 142). If there's any additional or specific information on him you're looking for, let me know.

EDIT: In other news, any ideas what you guys are planning to do next so I know what sort of stuff to set up (and/or whether I should take the initiative and throw something else violent and hateful at you)?

shugyosha
2013-02-20, 03:54 PM
amended post.

Grim ranger
2013-02-22, 03:58 PM
So, until Curtis replies, Jack can't really do much... Are you guys planning to rush on ahead? You know that splitting the party is a horrible idea, right? :smallannoyed:

Also, we should really get commbeads when we next level.

Quellian-dyrae
2013-02-24, 04:30 PM
So...Vanguard and Gentleman are planning on checking out Burnscar's last address, Jack and maybe Curtis thinking to investigate...who, Smash'n'Grab? Kowalsky not sure, Quantum is currently in the middle of looking into the tech.

Am I off-base for anyone and is there anything anyone wants to do in preparation? And those who I don't have an inclination for, do you want to join any of your allies or look into something specific? Otherwise, if you guys are good to go, I can post a scene shift tonight.

Grim ranger
2013-02-24, 04:37 PM
So...Vanguard and Gentleman are planning on checking out Burnscar's last address, Jack and maybe Curtis thinking to investigate...who, Smash'n'Grab? Kowalsky not sure, Quantum is currently in the middle of looking into the tech.

Am I off-base for anyone and is there anything anyone wants to do in preparation? And those who I don't have an inclination for, do you want to join any of your allies or look into something specific? Otherwise, if you guys are good to go, I can post a scene shift tonight.

I believe it is Smash'n'Grab, yes... If we are talking about Jackknife's Paragon "associate".

I think you have gotten it more or less right all around. I myself would have nothing against scene shift :smallsmile:

ChrisClark13
2013-02-26, 09:27 PM
Curtis is going with Jack because why not. (and that is the IC reason too)

BananaPhone
2013-03-02, 01:15 AM
You guys probably saw this coming but I'll need to drop out of the game. The character I'm writing just doesn't interest me as much as it used to, so the only responsible thing to do is stand aside and let someone else come in.

Sorry to pull this on ya'll, but that's the way it is :smallfrown:

Quellian-dyrae
2013-03-02, 01:36 AM
Gotcha. Sorry to see you go, but thanks for the heads up.

Everyone else, I believe my previous descriptions of what you see basically stand, but want to check if you're waiting on me (and if so, what other information you need).

HopeHubris
2013-03-02, 01:54 AM
I'm just waiting on Vanguard to fly us down, or I could just jump, I have safe fall, so I may be able to land safely

HopeHubris
2013-03-02, 03:28 AM
Let's see what I know
edit: Not a whole lot apparently :smalltongue:

Perception: [roll0]
Mind Reading: [roll1]
Any roll to see if he looks familiar in any way, add applicable modifiers from skill if any, [roll2]

Quellian-dyrae
2013-03-02, 03:31 AM
Yeah you got nothing.

HopeHubris
2013-03-02, 03:34 AM
Yeah you got nothing.

I don't suppose it was a small loss :smalltongue:, if I didn't fail the mind-reading by two degrees I can apparently have another go next round, though I'm not sure how that works out of combat

Quellian-dyrae
2013-03-02, 03:45 AM
Ehh...actually, with a four total, it looks like you did fail by two degrees.

HopeHubris
2013-03-02, 06:34 AM
Well, that sounds just so very believable, but I think I'll roll an insight check anyway, [roll0]

Quellian-dyrae
2013-03-02, 01:56 PM
He's lying. He looks anxious, seems to just be trying to get you to go away.

Grim ranger
2013-03-05, 04:43 AM
Jack will try to get behind Smash'N'Grab (ie. to the other side of the doorway) without getting detected. Should be easier since he is invisible...

[roll0] (Stealth)(Apply any circumstance modifiers to this roll as necessary)

Quellian-dyrae
2013-03-05, 04:44 AM
...Success. :smallbiggrin:

Quellian-dyrae
2013-03-05, 04:53 PM
Toughness vs. Jack (DC 25 from Multiattack): [roll0].
Will vs. Curtis (DC 19): [roll1].

ChrisClark13
2013-03-05, 09:13 PM
Lets see if I roll some nat 20s...

Toughness vs Smash'n'Grab: [roll0] vs Toughness DC 31
Dodge vs Smash'n'Grab: [roll1] vs DC 34

Edit: Nothing like a nat 1 to make you get pwned.

Quellian-dyrae
2013-03-06, 01:44 AM
Insight (eh, with +5, since this guy probably knows it isn't, but he might not): [roll0].

HopeHubris
2013-03-06, 06:44 AM
Hero point to re-read the useless one :smalltongue:

[roll0]

HopeHubris
2013-03-06, 10:11 PM
Hmm, just a little off topic here, how exactly does leaping work, it says distance on a standing jump, do you gain any bonuses for a running jump? I know 2e was a modifier on your jump distance, which seemed to make a lot more sense

Quellian-dyrae
2013-03-06, 10:51 PM
Hmm...normal jumping rule is half distance for standing, so I'd figure a running jump would get +1 distance rank for Leaping.

Jallorn
2013-03-06, 10:52 PM
FYI, I am still around, just, at a loss for what to do.

Quellian-dyrae
2013-03-06, 10:57 PM
About a round or so more on the Jack/Curtis end and I think you'll have something to do. :smallwink:

Hey by the way, I don't think I remembered to tell you to take a Hero Point for "worst result of a failed Resistance check" when Jarus incapped you.

Curtis, you should also take one for Smash'n'Grab's (that is...way too many apostrophes...) hit. Jack, you can feel free to take your turn whenever you get a chance.

ChrisClark13
2013-03-08, 11:06 AM
Ah... haven't been keeping track of Hero Points. So I think I'm at 5 now?

Quellian-dyrae
2013-03-08, 03:31 PM
Mmm...you start with 1. Got one for the training fight. Got four at the start of that big fight and two at the end. And one now. So you'd be at nine minus whatever you've spent, if anything.

Also, Smash's Will: [roll0] (DC 28 for crit).

Quellian-dyrae
2013-03-08, 03:33 PM
Yeah, could have called that. Fortunately (or perhaps not), I learn from my mistakes.

Luck Reroll (1/2): [roll0]

Quellian-dyrae
2013-03-08, 04:39 PM
And Will: [roll0] (DC 28).

And just to hopefully avoid quadruple posting, if he rolls below a total of 14, he'll use his last Luck Reroll:
[roll1]

EDIT: That's actually 19 total, forgot the -1.

HopeHubris
2013-03-10, 09:45 PM
Intimidate [roll0]

Grim ranger
2013-03-13, 03:33 AM
So, can I has the results of Jack's perception check? :smallconfused:

Quellian-dyrae
2013-03-13, 03:43 AM
Whoops! You notice kind of a ripple, like the air over a fire, rising from a house a bit down the block and expanding out into the sky. There aren't any people outside at the moment.

shugyosha
2013-03-13, 10:14 AM
I didn't know we had teleporters.

Just let me know when Vanguard gets to the scene.

Quellian-dyrae
2013-03-13, 10:34 PM
Huh. It's like twenty-five miles from the Tower of Dreams. With your Concentration flight, you fly sixty miles a round.

I'm pretty sure you arrive basically simultaneously. :smallcool:

Writing a post now.

ChrisClark13
2013-03-13, 10:42 PM
Does Curtis recognize the woman?

Quellian-dyrae
2013-03-13, 10:47 PM
He does not.

Quellian-dyrae
2013-03-14, 12:24 AM
Curtis has been entirely healed up. Totally forgot to mention that.

As for the stun gun...give me a Will or Power Rank check, DC 20, please.

Grim ranger
2013-03-14, 02:25 AM
[roll0] (Perception)

ChrisClark13
2013-03-14, 01:41 PM
Mind if I take 10 on the Will save for a total of 22?
If not here's the roll: [roll0]

Edit: Passed anyways! Yay

Quellian-dyrae
2013-03-14, 02:01 PM
Cool, you create your stun gun successfully. She's reading, so she doesn't seem to notice.

ChrisClark13
2013-03-16, 01:26 PM
Ah... does she reply to his questions at all?

ChrisClark13
2013-03-16, 02:22 PM
Curtis makes an Insight check to Detect BS.

[roll0]

Quellian-dyrae
2013-03-16, 03:11 PM
You don't get the sense that she's lying or hostile, but she might not be revealing everything.

HopeHubris
2013-03-17, 04:25 AM
Will Save: [roll0]

Quellian-dyrae
2013-03-17, 04:36 AM
You're fine.

Quellian-dyrae
2013-03-17, 01:55 PM
You are aware of the attempt.

Also, opposing Jack's check: [roll0]

Jallorn
2013-03-17, 05:21 PM
What sort of readings is the satellite capable of?

Quellian-dyrae
2013-03-17, 05:54 PM
Vision (Counters Concealment [Darkness]).
Hearing.
Infravision (Penetrates Concealment).
Acute Analytical Ultravision (this is generally used for deep space analysis rather than watching the planet).
Acute Analytical Awareness (Wireless Communications).
Acute Analytical Detect (Dreamer Powers).

All Extended enough that there's only a -2 penalty on Perception checks due to distance. It can have up to two senses active at once, currently Vision and Infravision.

HopeHubris
2013-03-18, 04:16 PM
Do I know of Holocaust, the name doesn't sound familiar


Roll if applicable, not sure what to add, [roll0]


edit: Natural 20 probably means I know him/her/it :smalltongue:

Quellian-dyrae
2013-03-18, 04:39 PM
Quantum was called Holocaust by the Reclaimers.

HopeHubris
2013-03-19, 01:39 AM
Quantum was called Holocaust by the Reclaimers.

Ah, right, I only briefly skimmed the other players backstories, didn't pick that up

Quellian-dyrae
2013-03-20, 01:17 PM
And it's a crit with +2 Multiattack, Toughness DC 31: [roll0].

Quellian-dyrae
2013-03-20, 01:18 PM
Yeah...let's not start with a Staggered. Luck Reroll 1/2: [roll0]

HopeHubris
2013-03-20, 04:08 PM
Will Save: [roll0]

Quellian-dyrae
2013-03-20, 04:10 PM
That's an incap unless you want to spend a Hero Point.

HopeHubris
2013-03-20, 08:31 PM
I suppose I will, it's 1d10+stuff right?

[roll0]

Quellian-dyrae
2013-03-20, 08:51 PM
Yep, that reduces it to -1 Resistance and Dazed one round. You're up.

Quellian-dyrae
2013-03-20, 09:43 PM
Insight for Erica to resist Intimidation: [roll0].

In the sense of convincing her you're serious, you do receive +5 on the check. In the sense of actually scaring her, though, violence alone doesn't earn a bonus; she's combat-capable.

No Will save required to use the device you've created with your powers; you will need to roll one to activate other powers (since you've succeeded once, I figure you can take routine checks on it normally - but remember, without an appropriate Advantage, you can't take routine checks in combat).

Quellian-dyrae
2013-03-21, 01:09 PM
Toughness (DC 29 from Multiattack): [roll0]

ChrisClark13
2013-03-21, 06:19 PM
Forgot Will Saves to use powers.
Barrier: [roll0]
Haste: [roll1]

If any of them fail, I'll use a Hero Point to auto-pass the DC 20 Nullifier.

So that's 5-6 HP now.

Quellian-dyrae
2013-03-21, 07:48 PM
I'll start keeping a running total of Hero Points in the OP of this thread. I just ran back through looking for them, but the search wasn't incredibly thorough (apparently Find doesn't get things in Spoilers) so there's a fair chance I missed something. If anyone remembers any that I missed, let me know and I'll update.

I came up with the following, though:

Earned:
Start of Episode: 1 to All.
Training Victory: +1 to All.
Invasion Complications: +3 to All, extra +1 to Jack, Curtis, Kowalsky.
Invasion Victory: +2 to All.
OOC Helper Bonus: +1 to Gentleman and Vanguard.
Incapped by Jarus: +1 to Kowalsky.
Incapped by Lawrence: +1 to Curtis.
Solo'd Smash'n'Grab: +1 to Jack.
Captured: +1 to Curtis.
Nullifier Complication: +1 to Curtis.

Spent:
Kowalsky spent one to counter a grenade.
Jack spent one on an Intimidation attempt.
Gentleman spent one on a mind read.
Gentleman spent one to reroll Toughness.
Curtis just spent one on an extra action.

So unless I missed some, the current totals are:
Curtis: 10
The Gentleman: 6
Jackknife: 8
Kowalsky: 8
Vanguard: 8

And I need to start throwing bigger fights at you guys :smalltongue:.

Quellian-dyrae
2013-03-21, 07:49 PM
Err...also, Toughness Save (DC 22): [roll0]

Quellian-dyrae
2013-03-21, 08:23 PM
Oooh wait...you had said Toughness last time, so that's what I rolled, but looking back, the Affliction is indeed Fortitude.

Which normally wouldn't matter much...except she rolled one point above unconsciousness, and her Fortitude is two points lower than her Toughness.

...And I didn't give her Luck ranks. :smallsigh:

ChrisClark13
2013-03-21, 08:24 PM
Ah, derp sorry.

I meant Fort save.

So is she out like a light?

Edit: Email says that in the IC she is! Yay! Lets whip out some shaped C4 charges to deal with the locked door...

Quellian-dyrae
2013-03-21, 08:27 PM
Yep. 'Grats on the one-shot (although the way I roll, I'm not sure how big an achievement it is :smalltongue:).

Also...you get a Hero Point for winning the fight.

Jallorn
2013-03-21, 09:45 PM
Did you miss my post about Kowalsky teleporting to the center of the disaster?

Quellian-dyrae
2013-03-21, 09:48 PM
I did not miss the post, I did completely forget to respond to it. :smallredface:

Jallorn
2013-03-21, 09:54 PM
I haven't really been paying attention to anyone else's story since Kowalsky has no way of knowing much beyond what the satelleite could tell him, and even that was mostly not used, but I assume Kowalsky knows which way to head to reach the person he believes to be the cause of the problem? How far is that?

Quellian-dyrae
2013-03-21, 10:05 PM
He's right outside the house that appeared on the satellite to be the center of the effect. There were three heat signatures inside the house; two that your Detect revealed as summons (exact abilities unknown since their own abilities are not, themselves, Dreamer powers), and the stronger one with that list of powers I had posted for you.

ChrisClark13
2013-03-21, 10:55 PM
Perception Check Reroll: [roll0]
Since I rolled a 3, +10 to the result for a total of 19

HopeHubris
2013-03-22, 06:11 AM
Will Save [roll0]

shugyosha
2013-03-22, 08:11 PM
So Jack and Vanguard are talking to synch the thread... that's cool. Just tell me when we can act. Also, like most weekends, my posting is spotty.

Quellian-dyrae
2013-03-22, 08:41 PM
You guys can feel free to act as time permits, I'll include Shiro giving you a tactical analysis when I post (probably in a couple hours).

Quellian-dyrae
2013-03-23, 12:26 AM
Claire's Toughness: [roll0] (DC 29 with Multiattack).

Minion saves! They need a 13+ on the die to pass the Reflex save. Those that succeed need 10+ to pass Fortitude, those that fail need 15+.

Ref: [roll1]
Fort: [roll2]

Quellian-dyrae
2013-03-23, 12:28 AM
And Claire's last Luck Reroll: [roll0]

Jallorn
2013-03-23, 12:35 AM
Bumping for my conversation.

Quellian-dyrae
2013-03-23, 12:44 AM
That's in the post as well.

Jallorn
2013-03-23, 11:28 PM
Screwed that up: [roll0]

About what I figured. What happens?

HopeHubris
2013-03-24, 04:49 AM
Well, I think I lost track of my Hero Points, I think I'm at... 4ish?

Grim ranger
2013-03-24, 06:36 AM
Hopefully Jack and Vanguard will get news about the layout of the complex soon... seems like Curtis will need help :smallbiggrin:

Jallorn
2013-03-24, 10:53 AM
Toughness save 2 (I think I get one, right?): [roll0]

HopeHubris
2013-03-25, 01:35 AM
Would I know the location of the Embassy, and if so, would it be quicker to run straight there, or to the Tower and 'port?

Quellian-dyrae
2013-03-25, 01:44 AM
Expertise (Local, Geography, or something else that makes sense) DC 15.

The Embassy's actually not far from the Tower of Dreams, so you can roll it untrained since there's a fair chance you'd have seen it.

HopeHubris
2013-03-25, 01:53 AM
Expertise (Local): [roll0]

Quellian-dyrae
2013-03-25, 02:30 AM
Okay, you know the location, and it will be marginally faster to head to the Tower.

There is the slight problem that you're already a bit ahead of what's happening at the Embassy chronologically, and it's going to take more time to get back (and Gentleman's not quite fast enough that I can easily retcon the difference). That said, if the Gentleman is heading there and you don't want to be waiting for stuff to catch up, you're welcome to control Mark or Shiro in the Embassy battle (I'd suggest Shiro since he'll be able to get in there faster, unless Vanguard wants to grab them and fly them in of course).

Mark:
Mark (Cougar Anthro Swordsman) - PL 8. PP: 0/120.
STR: 8. STA: 8. AGL: 8. DEX: 8. FGT: 8. INT: 0. AWE: 5. PRE: 5.
Attack +8, Dodge +8, Parry +8, Damage +8, Toughness +8, Fortitude +8, Will +5.

SKILLS
By Ability.

ADVANTAGES
Accurate Attack, All Out Attack, Attractive 2, Defensive Attack, Improved Critical (Swords), Power Attack.

POWERS
Enchanted Blade: Strength Damage (Penetrating 8, Easy to Lose) [9].
--Alternate Power - Flurry of Blows: Strength Damage (Multiattack).
--Alternate Power - Whirlwind Attack: Strength Damage (Area [Burst]).
--Alternate Power - Dance of Death: Strength Damage (Area 2 [Shapeable], Limited [Only on turns where Mark moves]).
--Alternate Power - Air Slash: Strength Damage (Increased Range).
--Alternate Power - Perfect Counter: Deflect 8 (Reflection, Reduced Range).
--Alternate Power - Overpowering Blow: Strength Damage Linked Affliction 8 (Fortitude; Dazed/Stunned/Incapacitated).
--Alternate Power - Crippling Blow: Strength Damage Linked Weaken 8 (Fighting).

Anthro Senses: Senses 3 (Low Light Vision, Acute Smell, Ultra-hearing); Innate [4].

COSTS:
Abilities: 100.
Defenses: 0.
Skills: 0.
Advantages: 7.
Powers: 13.

Shiro:
Shiro (Black Cat Anthro Rogue) - PL 8. PP: 0/120.
STR: 0. STA: 0. AGL: 10. DEX: 10. FGT: 4. INT: 6. AWE: 6. PRE: 4.
Attack Varies, Dodge +12, Parry +12, Damage Varies, Toughness +4, Fortitude +6, Will +6.

SKILLS

ADVANTAGES
Benefit (Substitute AGL for STR for Athletics), Equipment, Hide in Plain Sight, Jack of All Trades.

EQUIPMENT
Mithral Shirt (Protection 4, Subtle).

POWERS
Sneak Attack: Damage 8 (Multiattack, Limited [Target must be Vulnerable], Accurate 2); Improved Critical 5, Power Attack [16].
--Alternate Power - Throwing Knives: Damage 4 (Ranged, Multiattack, Accurate); Accurate Attack [1].
--Alternate Power - Poisoned Blade: Damage 6 Linked Weaken (Stamina) 6; Accurate 3, All Out Attack [1].
--Alternate Power - Counterstrike: Damage 4 (Reaction [When Attacked], Limited [If attack fails], Accurate 4) [1].
--Alternate Power - Great Escape: Concealment 10 (All Senses), Movement 2 (Sure Footed 2), Speed 2 [1].

COSTS:
Abilities: 80.
Defenses: 16.
Skills: 0.
Advantages: 4.
Powers: 20.

Quellian-dyrae
2013-03-25, 01:09 PM
Jack and Vanguard each still have a standard action this round. Also, here's a map (https://docs.google.com/spreadsheet/ccc?key=0Al0bkPOrZQvZdC1TMjNrSzRseUg2aVpnNW1XUkY0Y 0E&usp=sharing).

shugyosha
2013-03-25, 01:16 PM
what are the c's?

What are the thugs armed with?

Quellian-dyrae
2013-03-25, 01:31 PM
The C's are civilians. The guards are armed with superhuman strength and directed energy blasts.

ChrisClark13
2013-03-25, 06:07 PM
Back from a weekend (that all you know makes posters temporarily disappear from the forums! Especially if they spend 15 hours playing Dead Space 3 from 12 pm to 5 am.)

Energy Attacks huh?

Curtis spends a HP to activate Reflect! (Mwahahahahaha. :smallamused: Though it fails if the attacks have Penetration. :smalleek:)
Attack Rolls to Reflect Energy Attacks
1:[roll0]
2:[roll1]
3:[roll2]
4:[roll3]

Quellian-dyrae
2013-03-25, 06:15 PM
Those all hit, you have two DC 22 Toughness saves and a DC 17 Fortitude save from the physical attacks.

Blaster Toughness saves (15+ to succeed): [roll0]

Bringing three of them down. Aren't minions fun? :smallbiggrin:

I'll remove them from the map so you guys can target accurately.

ChrisClark13
2013-03-25, 06:22 PM
Oh I forgot those in my rush of having Reflect being finally useful! :smallbiggrin: (Though it'll suddenly be possibly OP if we ever go up against mages, I'd be dropping all the low level minions!)

Attack 1 Tough DC 22
Toughness: [roll0]
Attack 2 Tough DC 22, Fort 17
Toughness: [roll1]
Fortitude: [roll2]

Quellian-dyrae
2013-03-25, 06:48 PM
Guard 7 Toughness (DC 23): [roll0]

Curtis, you take -2 on further Resistance checks and are Dazed for two rounds.

Jallorn
2013-03-25, 10:10 PM
I guess the pain is really motivating Kowalsky to succeed.

Quellian-dyrae
2013-03-26, 03:27 AM
How far behind events am I?

Right now it's about 4:15 PM for Jack, Curtis, and Vanguard. It's 4:05 for Kowalsky. It's 4:20 for you, and you'll be arriving at the Tower at about 4:35.

Jallorn
2013-03-26, 07:56 AM
Toughness: [roll0]

Quellian-dyrae
2013-03-28, 03:43 PM
Curtis, you have a turn in the Embassy battle.

Kowalsky, I suddenly realize you're likely waiting on a response. The reason there hasn't been one, is that the attack missed you, so no Toughness save was required, and you have a turn if you wish to take an action. Sorry about that.

Quellian-dyrae
2013-04-01, 12:17 AM
Okay, moved things along in the IC.

Vanguard, two DC 17 Fortitude saves.

Curtis, a DC 22 Toughness save. You're at -2 on the check.

Kowalsky, DC 22 Toughness save. This random resistance check does not appear very random. You also get another DC 22 Toughness to throw off the Impaired status.

All PCs are now on turn in both encounters. Jack, Vanguard, remember to make a DC 20 Will save whenever activating a Dreamer power or switching to a new Dreamer Power in an array. You do not have to make a save for non-Dreamer powers, such as equipment, or for personal defensive powers that don't have an Activation flaw.

Grim ranger
2013-04-01, 03:06 AM
So, how much was one square again in terms of distance? Also, would a single flashbang or tear gas grenade be enough to cover one of those groups of six that just entered the battlefield? :smallconfused:

Quellian-dyrae
2013-04-01, 03:08 AM
One square is five feet. They're basic Area effects right? So yeah, 30' radius should do it easily.

Jallorn
2013-04-01, 07:10 AM
Toughness: [roll0]
Toughness: [roll1]

shugyosha
2013-04-01, 05:11 PM
2 fort saves

[roll0]
[roll1]

Quellian-dyrae
2013-04-01, 11:49 PM
Kowalsky is Dazed and takes -3 Strength.

Vanguard reacts to the heaviest blows these guys can throw in much the same way one might react to a firm poke.

Vanguard, DC 20 Will to activate the power.

shugyosha
2013-04-02, 10:57 AM
will check

[roll0]

ChrisClark13
2013-04-02, 07:23 PM
Toughness Save: [roll0]

HopeHubris
2013-04-03, 05:32 AM
Don't really feel like controlling Shiro, I'll just wait until everyone catches up to me

Quellian-dyrae
2013-04-05, 10:06 PM
May as well do some rolls and organizational work now:

Guards 4-9 vs. Tear Gas Grenade (9+ to save): [roll0].
Guards 1-5, 7-8 vs. Shockwave (13+ to save): [roll1].
Curtis should also roll Dodge against the shockwave (DC 20 vs. Hindered/Prone).
Brown area on the map imposes -2 Speed Ranks for ground movement.

Current Status:
Curtis: -3 Resistance, Dazed 1 round.
Vanguard: Normal.
Jack: Normal.
Kowalsky: -3 Strength, Impaired (DC 22 Toughness), Dazed (DC 22 Toughness).
Gentleman: Being Very Patient.
Shiro: Normal.
Mark: En Route.
Guards: Minions.
Cassandra: Two Rounds to Download.

Curtis and Kowalsky are on turn (single actions only since you're both dazed). I'll act for you again if you haven't gone by tomorrow night (and let me know if you want me to NPC them for a time).

EDIT: Guards 2, 5, and 8 are Prone and Hindered. Guard 9 is Incapacitated.

Jallorn
2013-04-05, 10:08 PM
Kowalsky is waiting for the belt to reinitialize, so I don't think he's really going to do anything till that happens.

Quellian-dyrae
2013-04-05, 10:13 PM
Got it, I'll skip his actions until the download is complete. If you do want to take an action, of course, you may feel free.

Quellian-dyrae
2013-04-08, 12:16 AM
Gonna need...

[roll0]
[roll1]

Jallorn
2013-04-08, 07:55 AM
Toughness: [roll0]

I guess Kowalsky's subdermal armor just isn't very good against magic.

Quellian-dyrae
2013-04-08, 02:36 PM
Well, the good news is, I forgot this was Affliction/Weaken rather than damage, so the DC is actually 27.

The bad news is, you're still looking at -13 Int, Fatigued/Stunned/Asleep, unless you want to spend a Hero Point.

Jallorn
2013-04-08, 02:44 PM
I'd still have to get a 19 to resist, I don't know if that's worth a hero point.

Quellian-dyrae
2013-04-08, 03:35 PM
Yeah, but right now you're getting...basically double-incapacitated (Asleep and Debilitated Int). A Hero Point, you're probably still weakened, but you're not out. Remember, your computers are processing the download; if they go down (I had figured that means, if you're unable to perform mental free actions, although I'm not 100% sure how that fits Kowalsky's fluff) the download stops.

'Course, if you are incapacitated, you gain a Hero Point, and SIDE is on its way, so it's your call.

Jallorn
2013-04-08, 03:38 PM
ah, ok, let's go ahead and spend one then.

Toughness: [roll0]

Quellian-dyrae
2013-04-08, 03:40 PM
K, that takes it to a mere -1 Int and Fatigued.

ChrisClark13
2013-04-08, 08:06 PM
Been a bit sidetracked by throwing a WoD game together, homework, and-no kidding-posting anxiety.

It's like the anxiety that builds up when you don't do homework, except it applies when you don't post for a while.

Sorry, bout that.

But I'm not ready to give up on the fun just yet!

Quellian-dyrae
2013-04-08, 08:33 PM
No worries. PCs are up again, although the enemies seem happy to end the fight unless you guys want to press the issue.

Grim ranger
2013-04-10, 04:14 AM
Well, now we can just leave without issue it seems... And we propably should, given that there is no way we can reach the one ordering the kidnapping before we will be in all sorts of trouble from SIDE and local superheroes. Best to just leg it and follow the news in case the embassy people start publicly painting us as terrorists. :smalltongue:

Quellian-dyrae
2013-04-18, 12:27 AM
Anyone have anything further they want to do where they are, or should we just scene change back to base to move things along?

Jallorn
2013-04-19, 12:16 AM
I was about to radio in and ask some questions of the girl, actually. I'd've gotten to it sooner, but I've been seriously busy lately.

I should be posting tomorrow, not too late in the day.

Quellian-dyrae
2013-04-19, 12:24 AM
Got it, will hold off.

Grim ranger
2013-04-29, 01:33 PM
So, now that the forums are back up, do you think we can get back to posting? :smallsmile:

HopeHubris
2013-05-05, 11:37 AM
How far away from the tower am I?

shugyosha
2013-05-06, 10:43 PM
we are all back at the tower, I think.

Quellian-dyrae
2013-05-06, 10:56 PM
That is correct.

Quellian-dyrae
2013-05-17, 03:31 AM
Anything else to discuss? I know Jack has some plans, what about everyone else?

Jallorn
2013-05-17, 11:37 AM
Kowalsky is planning to go talk to Agent Howards.

Grim ranger
2013-05-21, 02:51 AM
So, I did plan to get Jack to that old academy of his to pay his respects... Think that would be a scene worth playing? :smallbiggrin:

Quellian-dyrae
2013-05-21, 02:56 AM
I see no reason why not.

HopeHubris
2013-05-21, 11:52 PM
Perception: [roll0]

Grim ranger
2013-05-22, 03:13 AM
[roll0] (Perception)(with extended sight)

Grim ranger
2013-05-22, 04:38 PM
[roll0] (Will save)

Grim ranger
2013-05-22, 04:40 PM
re-roll from spending a hero point!

[roll0] (Will save)

Edit: As GM reminded me, +10 bonus due to rolling below 10. So passed the check, barely.

Quellian-dyrae
2013-05-22, 05:11 PM
Go ahead and roll Intimidate, -2 circumstance though (he doesn't buy the argument on its face). DC is 18.

Grim ranger
2013-05-25, 02:41 PM
[roll0] (Intimidate)

Quellian-dyrae
2013-05-25, 04:50 PM
Deception, DC 18, +2 circumstance. If you succeed, they just assume you left. Fail, they don't, although that may or may not matter, you being invisible and silent :smallbiggrin:.

Grim ranger
2013-05-25, 04:54 PM
[roll0] (Deception)

Grim ranger
2013-05-28, 05:52 PM
What roll would asking information out of barkeeper take?

Quellian-dyrae
2013-05-28, 05:54 PM
Persuasion or Investigation are both fine. Intimidation too, if you want to go there.

HopeHubris
2013-06-10, 03:39 AM
How truthful is she being

Insight Check: [roll0]

Also, the incredibly poor mind reading: DC 12

Speaking of horrible mind-reading, anyway I can buff it up a bit, equalise the points with a Check Required: Perception/Insight?

Quellian-dyrae
2013-06-10, 04:13 AM
You get the sense that she's speaking truly and largely believes what she is saying, but also that she's putting a positive spin on things. So, not actively deceiving, but definitely trying to be convincing and writing the narrative in a manner that's beneficial to her.

And yeah, that's fair enough.

Theprettiestorc
2013-06-10, 06:51 AM
So, Grim's been talking about this game for a bit. And he said you guys had a player quit on you.

I'm always up for learning new systems, myself - and was wondering if that spot was open.

shugyosha
2013-06-10, 09:14 AM
did Jallorn quit? Okay I am so stuck with Vanguard. I have no idea what Jallorn wanted to ask.

Grim ranger
2013-06-10, 11:11 AM
did Jallorn quit? Okay I am so stuck with Vanguard. I have no idea what Jallorn wanted to ask.

Not as far as I know of. I was talking about BananaPhone when I told prettiestorc that we had lost a player. That happened a good while ago, after all.

Quellian-dyrae
2013-06-10, 02:12 PM
Yeah as far as I know Kowalsky's still around. We might've lost Curtis at this point, he hasn't posted in a while (will PM him, actually). But no objections here.

Theprettiestorc
2013-06-10, 10:53 PM
Ring ring ring ring ring ring ring, BananaPhone...doo doo da doobie-doo~! :smallbiggrin:

Jallorn
2013-06-10, 11:38 PM
Yeah, I'm still around, sorry. Just started a new job, gonna get a post up tonight.

Quellian-dyrae
2013-06-10, 11:42 PM
Congratulations on the job!

Theprettiestorc
2013-06-11, 11:02 AM
Agent Chameleon
"The Faceless"
http://i.imgur.com/qyf7Ovg.jpg
Power Level 11 - 165 Power Points

Brief: "Chameleon" is an experiment of IDEA, employed by SIDE to infiltrate where they see fit. Able to copy a subject's appearance, and even their physical abilities, just by acquiring their DNA, she is dangerous for those who do not perceive her just from that. However, a number of enhancements to her body, including many to her eyes, enable her to further be able to track and find suitable targets to impersonate. She also possesses the ability to read minds, upon physical contact, garnering the memories and personality-quirks she needs to further replicate an individual, as well as the ability to manifest black tendrils from her back, used to aid in subduing a target. Thus far, she has remained largely untested upon Dreamer-hunting, and lacks advanced field-training, but she compensates with her transformative abilities.

Character sheet:

Abilities: 40 points
STR 2
STA 4
AGL 2
DEX 2
FGT 1
INT 4
AWE 5
PRE 0

IDEA Experiment: 64 points
Regeneration 10 (10 pts)
Immunity 10 (Life Support)(10 pts)
Shapeshift 4 (Sustained; Increased Action(Standard); Limited to Humanoids; Slow; Quirk(Requires DNA profiles))(19 pts)
Extra Limbs - 5 Prehensile Tendrils (Sustained; Multiattack)(10 pts)
Enhanced Strength 4 (Accurate 4; Sustained; Limited to Combat Applications; Activation(Standard))(6 pts)
Mind Reading 9 (Effortless; Close; Grab; Feedback)(3 pts)
Senses (Danger Sense; Distance; Direction; Extended Sight; Infrared Tracking(Noticable); Low-Light Vision)(6 pts)

SIDE Agent Suit: 24 Points
Variable 4 (Limited to Combat Devices; Slow; Removable)(16 pts)
Protection 5 (Removable)(4 pts)
Enhanced Parry 5 (Removable)(4 pts)

Skills: 22 points
Acrobatics 3 (+5)(1.5 pts), Athletics 3 (+5)(1.5 pts), Deception 6 (+6, +20 to Disguise as a specific thing if using Morph)(3 pts); Insight 5 (+10)(2.5 pts); Investigation 5 (+9)(2.5 pts); Perception 8 (+13)(4 pts), Persuasion 4 (+4)(2 pts), Stealth 8(+10)(4 pts)

Advantages: 13 points
Assessment(1 pt), Benefit: Licensed Powers(Privacy Invasion)(1 pt), Benefit: Omnidexterity(1 pt), Chokehold(1 pt), Eidetic Memory(1 pt), Evasion(1 pt), Fast Grab(1 pt), Great Endurance(1 pt), Hide in Plain Sight(1 pt), Improved Disarm(1 pt), Improved Hold(1 pt), Improvised Tools(1 pt), Jack-of-All-Trades(1 pt), Tracking(1 pt)

Equipment: 2 points
Dreamtech Prototype: DNA Scrambler(Immune to Electrical Interference)(2)
Dreamtech Prototype: Infiltration Headset(Cell Phone; Computer; IR-Flashlight; Audio Recording; Immune to Electrical Interference)(5)
Chloroform Gloves: Affliction 6 (Impaired/Disabled/Incapacitated; Fortitude; Grab-based)(3)

Defenses
Dodge +2(+9)
Fortitude +4
Parry +1(+6)
Toughness +4(+9)
Will +5

Combat (Damage 7, for anything involving damage)
Initiative: +2
Close: Unarmed +1(+11)(DC 23)
Improvised +1(+11)(DC 23)
Grab +1(+11)(DC 23)
Disarm +1(+11)(DC 23)

Abilities 40 + Powers 88 + Skills 22 + Advantages 13 + Equipment 2 = 165 Power Points

Hero points: 1
Hero points spent: 0

Complications:

Silent Knight: Moving through the shadows, wall to wall, Chameleon could be considered quite the spy. She does her very best to only go for a kill when absolutely necessary, silencing her targets and choking them into unconsciousness before hiding them. Sometimes, this causes complications if she goes too long on an infiltration, or a body's discovered - rendering her back to straight sneaking around, or getting the hell out of dodge.

The Girl Without Her Face: No name, no past, no...anything. At least, officially. Through multiple surgeries and experiments, through all of the clean wiping of her features that happened, Chameleon has still retained everything she knows. For everyone's sake, she has completely given up who she once was. The girl before is no more. This tends to make her distant, and she'll often hide what she knows, being quite used to having a "Poker Face", and not revealing information.

Freak Experiment: As an agent of SIDE and IDEA, Chameleon's main purpose is to assist, and do what's assigned to her. If she were to be killed, there would likely be a massive coverup to retrieve her and any technology, to prevent her from falling into the wrong hands. She has noble goals to make do with what's been given her. But when she looks in the mirror, she is mortified by what she has become. Perhaps death would be a welcome release...

Dark Vendetta: Everything was taken from her. Experimented on, used, directed...deep down, in her heart of hearts, Chameleon harbors a desire for vengeance upon the ones that made her into a monster. Remembering every name, every clearance, everything she can, she's slowly compiling her information on them. If not blackmail, then someday, an infiltration job of her own. One that will involve forcing her creators to gaze upon the mistakes they made, and take accountability for it. One way or the other.

Deadpan Snarker: Prone to sarcastic comments, and all-around wry humor, she can step on some toes by opening her mouth. Some opponents can really get riled up if you make the right comment, which is just more entertaining to her, but probably not the smartest thing to do. Words can save blows, in her opinion, and can even bring levity to a situation - but often, Chameleon's poking holes in the armor of ignorance that some have.

Backround:

That fateful day, a girl woke up in the recovery ward. Her lips felt strange, parched...her sight was a bit off. And she was restrained. What was all this? Looking, side to side, her head against the pillows, she called out for some water. Attended to by a rather distraught aide, she asked what was wrong. The man could only show her a mirror.

Chameleon. As in "Project: Chameleon". Her new designation. Put through physical therapy, to recover from all the grafts and surgeries, the Faceless One became bad talk around the research labs. A failed experiment. Failed? No! She displayed abilities that were successfully implanted, instead of awoken in a Dream. No past, no face, no identification - a perfect success. And a product, seeking SIDE's approval. With enough training, approval there was.

Set to work, she began by gathering intel. Infiltrating secret meetings, spying even on their closest allies. Providing the information that a mission would need, or finding codes, or planting herself in as an inside mole, or combat support. Neutralizing an enemy leader for a kidnapping. Nobody would ever figure out what she looked like, because she had no identity.

But Sarah remembers. A happy childhood with her mother and father. A Dream, involving facing down a terrible darkness which she could not break, but which could only fail to break her. The first manifestation of her regenerative and healing abilities, and her parents' joy in discovering their daughter could lead a grand life.

Their deaths, committed by a murderous Dreamer who couldn't kill her due to her abilities. Her failure to heal them, as they were already dead, with the murderer taken down by SIDE agents. Her commitment to using her powers to help prevent deaths like those.

No...she's not Sarah. Sarah was a foolish girl, who did the tests, never leaving in two years. One who let them experiment on her, thinking that she was safe. And one who died under the knife, as far as Chameleon is concerned, when she lost her face. Foolish, foolish, foolish. They changed her into an anonymous woman for life...her regeneration losing some of its powerful potency, and her ability to heal others faded completely.

Never once, would this knowledge pass mention outside of Chameleon's head, if she could help it. That life was stolen from her - the life of hell in a mirror, her reincarnation. She's an agent, now, waiting to be directed. Provided all of her IN-SIDE clearance, and her growing skill-training, she's ready to be deployed to any facility to begin drilling her way through the chain of command, cracking their deepest. Or against a specific Dreamer, for their DNA...

Relations with factions:

The Assembly of Dreams: Neutral - In her line of work, she's forced to skirt around them, or not confront them at all, until she's good and ready.

The Children of Paradise: Negative - She has no respect for people who believe themselves higher than others just because they're a "lucky" 1%. As someone who wishes to be human again, the CoP are a nuisance.

SIDE: Employed - Can't say that they pay the bills, but they're the ones directing her. And it's not as if she can lead a normal life at this point, anyway, with how deep she's gone into assisting with DDS tests. They help provide her with equipment for jobs, and a place to live. As well as being part of her "family". Works intensely with IN-SIDE operations, but also does her fair share of TOP-SIDE work, being a partial expert in different Dreamer powers.

IDEA: Variable - As the ones who changed her, and operated on her, she bears a very deep hostile grudge against them. However, that doesn't show in the slightest, in day-to-day interaction. Although she does treat some IDEA representatives rather coldy, such as the Dreamcatchers, she helps with Dreamtech Analysis and Development, and works rather closely with the Department of Dreamer Studies for them to keep a careful check on her vitals and attitudes, ensuring she has no adverse effects. And, perhaps, researching on ways to fix her face, or advance her abilities.

The Reclaimers: Neutral - She quite understands where the foundations for this group come from. Perhaps as a representative, she's been at meetings between the Reclaimers and SIDE a few times, for intel. She greatly dislikes the radicals of the organization, knowing that subtlety is a far greater weapon. But she does not let this affect her opinions of the organization as a whole.

Seekers of the Dream: Extremely negative - People who dupe the public for money gain absolutely no respect from her. Especially with the treatment of Dreamers as "divine". She's an abomination - what the **** is she, in their eyes? A demon? That's right, she's an infernal hellion sent to undermine them. Man, to hell with that.

Skillset Configurations and Appearances:

Current: Jackknife
Shapeshifting - 20 points
Morph 1 (Jackknife; Sustained)(5 pts)
Perfect Concealment (Passive; Blending; Only Broken by Tactile Senses)(5 pts)
Alternate: Elongation 3 (125 ft.) and Enhanced Strength 1 (Accurate 1; Sustained; Limited to Combat Applications)(1 pt)
Speed 2 (Sustained; 120 ft.)(2 pts)
Enhanced Dodge 7 (Sustained)(7 pts)

SIDE Agent Suit(Jackknife-Attire) - 20 points
1st Immunity Array - (Bullets)(5 pts)
Alternate: Immunity (Negative Energy)(1 pt)
Alternate: Immunity (Telepathy, Concentration)(1 pt)
Alternate: Immunity (Unarmed)(1 pt)
Alternate: Immunity (Blades)(1 pt)
Alternate: Immunity (Seismic)(1 pt)
2nd Immunity Array - (Telepathy, Concentration)(5 pts)
Alternate: Immunity (Negative Energy)(1 pt)
Alternate: Immunity (Bullets)(1 pt)
Alternate: Immunity (Unarmed)(1 pt)
Alternate: Immunity (Blades)(1 pt)
Alternate: Immunity (Seismic)(1 pt)

SIDE Agents Red and Blue
http://i.imgur.com/EuSailN.jpg

Shapeshifting - 20 points
Perfect Concealment (Passive; Blending; Only Broken by Tactile Senses)(5 pts)
Alternate: Elongation 3 (125 ft.) and Enhanced Strength 1 (Accurate 1; Sustained; Limited to Combat Applications)(1 pt)
Speed 4 (Sustained; 500 ft.; 250 ft. to keep Concealment active)(3 pts)
Duplication 10 (Summon Duplicate; Permanent; Feedback)(10 pts)

SIDE Agent Suit - 20 points
Immunity Array - (Bullets)(5 pts)
Alternate: Immunity (Explosives)(1 pt)
Alternate: Immunity (Falling)(1 pt)
Alternate: Immunity (Lasers)(1 pt)
Alternate: Immunity (Blades)(1 pt)
Alternate: Immunity (Seismic)(1 pt)
Nullify 4 (Broad(Technology); Concentration; Sustained; Close; Grab)(8 pts)
Alternate: Nullify 4 (Broad(Dreamer Powers); Concentration; Sustained; Close; Grab)(1 pt)
Alternate: Enhanced Dodge 8 (Sustained)(1 pt)

Denise Connor
http://tinyurl.com/kr52p8d

Her preferred form is a pair of tall, short-haired blonde women, with green eyes, in impeccable business suits. Behind her hair, which is usually in front of her face, is her headset - a round piece that fits over her ear, and a small square of blue Active Crystal to act as the visual component to the computer capabilities. It's operated by voice command, and is even augmented to be immune to electrical interference. On her belt is an odd device in a belt-case, which appears to be a sort of large cell-phone or handheld game. More the latter, with relatively few buttons - having a sliding tray, for DNA samples, it's built to analyze the genomes of any Dreamer or Sleeper, and catalog specific bits such as physical features or special abilities. Another slot on the side administers a needle to propel a manufactured sequence directly into the bloodstream, after which Chameleon assimilates it and changes shape. It retains a whole hoard of information, and is also immune to electrical interference. Beside that is another belt-case, containing a pair of fingerless gloves. There's a button on the side, which infuses them with the chemicals also contained in the pouch - most often, chloroform.

Her "normal" form is pretty much the same, except with completely white skin, and a perceived lack of any mouth, eyes, or nasal passages - however, in reality, this is sort of like a "mask", in that she can still breathe, and see. She doesn't normally eat in this form, however. Her agent form, being a woman of decent looks, and a nicely-toned body, is normally a full 6'3" in height, and quite leggy. Her Faceless form is quite similar, except that she's a natural 6'8" in height. Quite tall! Sometimes, though, when she's got to make an appearance in a trial, or in public, or even in the main SIDE offices, she'll go by the name of Denise Connor - a long-haired brunette, 5'6", who would be the official face of any investigation that Chameleon(or Agents Red and Blue) is assigned to, so as to keep her designation, and purpose, a secret. Sometimes, she'll even "represent Agent Chameleon", if there really is a big legal issue. This is all to protect her identity as an IN-SIDE member, and her abilities.

Quellian-dyrae
2013-06-11, 02:19 PM
Looks cool. Interestingly, she would make a uniquely capable infiltrator if her powers are implanted. Technology with Detect [Dreamer Powers] is not entirely uncommon in this setting, a shapeshifter who doesn't ping those would catch people off-guard quite well.

Looks like your Mind Reading only costs one point per two ranks (its normal range is Perception, so lowering it to Close is -2 cost per rank), so you could raise it to six. If you wanted, you could even make it Grab-based and boost it to 9, but that does limit it some.

Might be worth noting that your actual Toughness is +9 on your sheet (4 Stamina, 5 Protection).

I...tend to worry about characters who are well below PL in terms of defenses and attacks (you come out to about PL 6 all told), but as long as you're aware of and okay with the fact that you'll have trouble in battle it's fair enough. And, of course, you have 35 Variable PP available, so that can help significantly.

Theprettiestorc
2013-06-11, 10:01 PM
Alrighty, sheet updated.

HopeHubris
2013-06-12, 03:21 AM
I can't for the life of me remember who exactly the Embassy represents, is it the Paradisians?

Quellian-dyrae
2013-06-12, 04:14 AM
Paradisians, yes.

HopeHubris
2013-06-12, 04:42 AM
Good thing the Gentleman is so polite then, he isn't particularly fond of Paradisians :smalltongue:

Grim ranger
2013-06-12, 05:06 AM
Good thing the Gentleman is so polite then, he isn't particularly fond of Paradisians :smalltongue:

Hey, he still has Jack beat, so you are doing just fine. :smalltongue:

Theprettiestorc
2013-06-12, 05:11 AM
I'm not even in the game yet, and I already know about the famed "Jack Dice". XD.

Quellian-dyrae
2013-06-12, 05:37 PM
Can I get a Deception check from Kowalsky, please?

Jallorn
2013-06-12, 05:41 PM
Oh geeze: [roll0]

Grim ranger
2013-06-12, 05:56 PM
You might want to dial the rest of the team there soon enough... if Howards will try to take you out to preserve his secret, you might use backup :smalltongue:

Theprettiestorc
2013-06-12, 09:53 PM
>.>. Posted my IC post here by accident.

Jallorn
2013-06-12, 11:09 PM
Gonna make an Expertise (SIDE Agent) check to see what I know about Chameleon: [roll0]

I don't feel entirely certain how much that should tell me.

Quellian-dyrae
2013-06-12, 11:32 PM
DC 15 generally gets you specific details, but nothing secretive. Basically, whatever isn't classified in her SIDE file. I...would imagine that at least means you'd know she's specialized in infiltration and information gathering, and probably that she's a shapeshifter and has been involved in an IDEA experiment. Will leave it to the player to add/remove anything from that.

Theprettiestorc
2013-06-13, 01:08 AM
You would know that she's had a reputation for infiltration, yeah. And there's hints that IDEA has been keeping tabs on her. Otherwise, she's largely one of those names you associate with "do I like living?" when and if you try to ask about her.

Implantation of Dreamer powers would be something that's wanted to be kept under wraps. Otherwise...uproar.

Theprettiestorc
2013-06-13, 02:28 PM
Insight: [roll0]
Insight: [roll1]

Quellian-dyrae
2013-06-13, 02:35 PM
Chameleon:
Blue gets the sense that Howards' anger is...somewhat exaggerated, but not feigned. He's a bit concerned and annoyed, but you aren't getting any sort of "Oh no, oh no, I'm caught, I'm caught" vibe. It's honestly more of a "I'm going to be doing paperwork all weekend" sort of thing, mixed with legitimate anger at the Reclaimers.

In other words, best you can tell, he definitely did something on the shady side, but not anything that he believes to be strictly wrong, or that he thinks would get him in any real trouble if it were known.

Theprettiestorc
2013-06-14, 05:03 PM
Making a check to see about knowledge on Cassandra...

Expertise(Dreamer Lore): [roll0]

Quellian-dyrae
2013-06-14, 05:06 PM
That'll probably tell you the basics that are detailed in Curtis's backstory, I don't think any of that stuff is strictly secretive.

Jallorn
2013-06-14, 08:58 PM
Insight directed at Howards: [roll0]

Quellian-dyrae
2013-06-14, 09:07 PM
You don't see anything to suggest he's being untruthful.

Quellian-dyrae
2013-06-15, 08:31 PM
So I've actually started writing out some, ya know, useful information about Aranth, and posted it to the World-Building board (http://www.giantitp.com/forums/showthread.php?t=288135). It's probably still going to be at least a couple days until I'm finished with even just the current ideas I have (and even that is still gonna be leaving a bunch of historical/geographical/cultural information pretty bare-bones if not completely blank), but there's still more there than there is here, if any of you guys want more setting info.

Theprettiestorc
2013-06-16, 01:39 PM
Persuasion: [roll0]

Don't think I need to roll that on other players, though.

Quellian-dyrae
2013-06-19, 11:32 PM
SIDE offices are capably soundproofed. It'd be DC 25 Perception if you want to listen in :smallamused:. Auto-success with hearing that Penetrates Concealment, of course.

shugyosha
2013-06-20, 12:26 AM
he's not listening in. he's just waiting. nor does it take telepathy to guess what they are talking about.

Theprettiestorc
2013-06-20, 03:10 PM
>.>. I think he has a point.

Theprettiestorc
2013-06-23, 10:06 PM
Kinda waiting for introductions to be made...

Quellian-dyrae
2013-06-26, 04:46 PM
Gonna move things along. I'll be doing a time skip...probably sometime tonight, to tomorrow in game. Unless you guys have more you want to do in the current scene/tonight in game, in which case, start posting for that and I'll hold off on time skipping.

Grim ranger
2013-06-26, 05:13 PM
Gonna move things along. I'll be doing a time skip...probably sometime tonight, to tomorrow in game. Unless you guys have more you want to do in the current scene/tonight in game, in which case, start posting for that and I'll hold off on time skipping.

Timeskip would be all good.

Grim ranger
2013-06-27, 05:02 AM
Sorry for double post, but insight roll is required.

[roll0] (Insight)

Jallorn
2013-06-27, 11:03 AM
Technology: [roll0]
Insight: [roll1]

HopeHubris
2013-06-27, 11:24 AM
Insight [roll0]
Tech: Yeah, Gentleman's got no idea what's happening with that

Theprettiestorc
2013-06-27, 11:47 AM
Insight: [roll0]
Technology: [roll1]

:smallannoyed:. Well, **** me.

Grim ranger
2013-06-27, 11:59 AM
[roll0] (Technology)

Theprettiestorc
2013-06-27, 02:10 PM
Going to be setting up a new array.

Shapeshifting - 20 points
Perfect Concealment (Passive; Blending; Only Broken by Tactile Senses)(5 pts)
Alternate: Elongation 3 (125 ft.) and Enhanced Strength 1 (Accurate 1; Sustained; Limited to Combat Applications)(1 pt)
Speed 4 (Sustained; 500 ft.; 250 ft. to keep Concealment active)(3 pts)
Nullify 4 (Broad(Technology); Concentration; Sustained; Close; Grab)(8 pts)
Alternate: Nullify 4 (Broad(Dreamer Powers); Concentration; Sustained; Close; Grab)(1 pt)
Alternate: Enhanced Dodge 8 (Sustained)(1 pt)

SIDE Agent Suit - 20 points
1st Immunity Array - (Bullets)(5 pts)
Alternate: Immunity (Negative Energy)(1 pt)
Alternate: Immunity (Entrapment)(1 pt)
Alternate: Immunity (Unarmed)(1 pt)
Alternate: Immunity (Blades)(1 pt)
Alternate: Immunity (Seismic)(1 pt)
2nd Immunity Array - (Entrapment)(5 pts)
Alternate: Immunity (Negative Energy)(1 pt)
Alternate: Immunity (Bullets)(1 pt)
Alternate: Immunity (Unarmed)(1 pt)
Alternate: Immunity (Blades)(1 pt)
Alternate: Immunity (Seismic)(1 pt)

Quellian-dyrae
2013-06-27, 03:25 PM
Bludgeoning is a Very Common descriptor, so a 20-point Immunity.

Also keep in mind, the 5-point Immunities are Damage only, so that Telepathy immunity will protect from, say mental blasts, but not from, say, mind reading or mind control (this is also a consideration with the others, with regards to Afflictions and Weakens and such, but generally not as big a one).

Negative Energy and Seismic I'd rate as Uncommon, so you can get full Immunity for them (rather than Damage only) at the five point level.

shugyosha
2013-06-27, 04:40 PM
Thanks for the link to the relevant post.

[roll0] insight

Theprettiestorc
2013-06-28, 02:14 AM
Alright, redid it with Immunity (Entrapment) and Immunity (Hand-to-Hand). Although that latter should be Immunity (Punching), in effect.

Edit: Immunity (Unarmed). >.>

Theprettiestorc
2013-06-28, 12:13 PM
Going to be setting up a new array.

Shapeshifting - 20 points
Perfect Concealment (Passive; Blending; Only Broken by Tactile Senses)(5 pts)
Alternate: Elongation 3 (125 ft.) and Enhanced Strength 1 (Accurate 1; Sustained; Limited to Combat Applications)(1 pt)
Speed 4 (Sustained; 500 ft.; 250 ft. to keep Concealment active)(3 pts)
Nullify 4 (Broad(Technology); Concentration; Sustained; Close; Grab)(8 pts)
Alternate: Nullify 4 (Broad(Dreamer Powers); Concentration; Sustained; Close; Grab)(1 pt)
Alternate: Enhanced Dodge 8 (Sustained)(1 pt)

SIDE Agent Suit - 20 points
1st Immunity Array - (Bullets)(5 pts)
Alternate: Immunity (Negative Energy)(1 pt)
Alternate: Immunity (Entrapment)(1 pt)
Alternate: Immunity (Unarmed)(1 pt)
Alternate: Immunity (Blades)(1 pt)
Alternate: Immunity (Seismic)(1 pt)
2nd Immunity Array - (Entrapment)(5 pts)
Alternate: Immunity (Negative Energy)(1 pt)
Alternate: Immunity (Bullets)(1 pt)
Alternate: Immunity (Unarmed)(1 pt)
Alternate: Immunity (Blades)(1 pt)
Alternate: Immunity (Seismic)(1 pt)

Actually, scratch the last bit. Just going to go with one Chameleon. Sticking up a second Immunity Array.

Grim ranger
2013-07-02, 02:23 AM
So, I think someone other than me or Theprettiestorc should post next...

shugyosha
2013-07-02, 12:32 PM
will post later today

HopeHubris
2013-07-02, 08:30 PM
I have an exam in 2 hours, I can probably post after that

Theprettiestorc
2013-07-05, 02:52 PM
Going to be setting up a new array.

Shapeshifting - 20 points
Morph 1 (Vanguard; Sustained)(5 pts)
Immunity 10 (Telepathy)(Concentration)(5 pts)
Alternate: Elongation 3 (125 ft.) and Enhanced Strength 1 (Accurate 1; Sustained; Limited to Combat Applications)(1 pt)
Speed 2 (Sustained; 120 ft.)(2 pts)
Enhanced Dodge 7 (Sustained)(7 pts)

SIDE Agent Suit - 20 points
1st Immunity Array - (Bullets)(5 pts)
Alternate: Immunity (Negative Energy)(1 pt)
Alternate: Immunity (Entrapment)(1 pt)
Alternate: Immunity (Unarmed)(1 pt)
Alternate: Immunity (Blades)(1 pt)
Alternate: Immunity (Seismic)(1 pt)
2nd Immunity Array - (Entrapment)(5 pts)
Alternate: Immunity (Negative Energy)(1 pt)
Alternate: Immunity (Bullets)(1 pt)
Alternate: Immunity (Unarmed)(1 pt)
Alternate: Immunity (Blades)(1 pt)
Alternate: Immunity (Seismic)(1 pt)

Third time's the charm. >_<. Gave immunity instead of the concealment.

Edit: Edited.

Quellian-dyrae
2013-07-05, 03:12 PM
Got it. Do remember, though, your Shapeshifting power involves the abilities of the people you're turning into. I'm thinking the abilities up there are fairly reasonable for the presumed SIDE agent your default form is based on (kind of a speedster/flesh-warper/SIDE agent - but let's not go beyond those archetypes for that DNA source). If you're going to be taking Vanguard's form, your Shapeshifting powers will be restricted to his. To emulate the ability to combine multiple DNA sources, using the physical form of one subject and the powers of another, spend the five Variable PP to add Morph to your Shapeshift powers, and then you can use the remaining 15 PP to take powers unrelated to your current physical appearance.

Theprettiestorc
2013-07-06, 10:54 AM
Edited. And I'm set to a +9 Dodge.

Quellian-dyrae
2013-07-06, 02:19 PM
Cool, looks fine.

Theprettiestorc
2013-07-12, 03:26 PM
Shapeshifting - 20 points
Morph 1 (Jackknife; Sustained)(5 pts)
Perfect Concealment (Passive; Blending; Only Broken by Tactile Senses)(5 pts)
Alternate: Elongation 3 (125 ft.) and Enhanced Strength 1 (Accurate 1; Sustained; Limited to Combat Applications)(1 pt)
Speed 2 (Sustained; 120 ft.)(2 pts)
Enhanced Dodge 7 (Sustained)(7 pts)

SIDE Agent Suit(Jackknife-Attire) - 20 points
1st Immunity Array - (Bullets)(5 pts)
Alternate: Immunity (Negative Energy)(1 pt)
Alternate: Immunity (Telepathy, Concentration)(1 pt)
Alternate: Immunity (Unarmed)(1 pt)
Alternate: Immunity (Blades)(1 pt)
Alternate: Immunity (Seismic)(1 pt)
2nd Immunity Array - (Telepathy, Concentration)(5 pts)
Alternate: Immunity (Negative Energy)(1 pt)
Alternate: Immunity (Bullets)(1 pt)
Alternate: Immunity (Unarmed)(1 pt)
Alternate: Immunity (Blades)(1 pt)
Alternate: Immunity (Seismic)(1 pt)

HopeHubris
2013-07-16, 01:30 PM
That seems right to me, I'm fine with the carpark, anywhere that I can remain hidden from them, but still able to get to them within a turn

Grim ranger
2013-07-16, 01:35 PM
I think that the idea is for both Jack and Chameleon to remain hidden from sight with their full invisibility until the villains are about to grab Vanguard, at which point they swoop in to incapacitate the (physically) weaker ones (Headcase and Deathwatch). The idea with Chameleon taking Jack's appereance is mostly for confusion: since they can't really know which Jack is real, they are forced to deal with both of them as if they are the real deal, keeping them busy further.

HopeHubris
2013-07-16, 01:38 PM
I think that the idea is for both Jack and Chameleon to remain hidden from sight with their full invisibility until the villains are about to grab Vanguard, at which point they swoop in to incapacitate the (physically) weaker ones (Headcase and Deathwatch). The idea with Chameleon taking Jack's appereance is mostly for confusion: since they can't really know which Jack is real, they are forced to deal with both of them as if they are the real deal, keeping them busy further.

Extra confusing because at this points no one is aware we took on another member

Jallorn
2013-07-16, 02:43 PM
Any chance Kowalsky could get the the security room without the bad guys knowing?

Quellian-dyrae
2013-07-16, 03:13 PM
Definitely possible.

Quellian-dyrae
2013-07-16, 11:19 PM
Okay, sorry guys. You'd think I'd be smart enough to have done this all well in advance :smallamused:.

Here's a map (https://docs.google.com/spreadsheet/ccc?key=0Al0bkPOrZQvZdC1TMjNrSzRseUg2aVpnNW1XUkY0Y 0E#gid=0) of the...relevant area of the mall. Do assume there are various people and cars going about but not shown, because there are.

If you guys want to change your position on the map (that is, where you teleport to), feel free. I just set you somewhere so I had "icons" for you.

Kowalsky/Chameleon:
As the team is getting ready to teleport, you receive reports on your cell phone/infiltration headset regarding powers detected or on file for the four targets (see, SIDE is useful! :smalltongue:)

Headcase:
By far the biggest problem in terms of stealth; she has an uncanny ability to sense minds around her, ignoring concealment, obstructions, and at ranges substantially greater than normal human perception. She doesn't get constant thought streaming in this manner, but in terms of knowing who, what, and where you are, it's very good. Most effective known counters are flat-out blocking or countering telepathic effects; standard thought "cloaking" powers and devices prove ineffective.

That aside, fairly standard-issue, albeit advanced, telepathy. Mental lash, mind control, falsified sensory input, and so on. Her defenses, however, are telepathic in nature; she projects a constant field of psychic influence that compels people to pull back or abort their attacks entirely. It's pretty strong, but with enough will, one can resist.

Smash'n'Grab:
He's a beatstick and nothing more. Super strength (including leaping), impervious toughness, that's pretty much it. His file does note that he favors wrestling moves - smash and grab is a pretty apt description of his typical combat style.

Ballistic:
In addition to hasted movement and mundane actions, she's agile and fast enough to run across literally any surface - up walls, over water, even through the air for brief periods. She's a mercenary, proficient with a variety of melee and ranged weapons. Her codename is likewise descriptive; even her punches and kicks cause damage more like bullets than blunt impacts.

She's a proficient sniper, and her hasted senses help her substantially in that field. She's been documented as using a Dreamtech cloaking device that can conceal her from most mundane and Dreamer senses.

She relies on body armor for protection, but her hasted metabolism affords her rapid regeneration.

Deathwatch:
Powerful commands over life and death. Incredibly rapid regeneration that both heals him quickly over time and instantly cures damage as he's hurt, making him very tough to appreciably harm in the first place. Dreamtech Scanners have confirmed his powers are sufficient to restore him to life if killed. His offensive powers rely on draining life energy from single or multiple targets. He's also a powerful healer and is confirmed as capable of healing multiple subjects at once - so both a tough nut to crack and not one to make it easy to bring down his allies.

Not necessarily any more powerful than the others, but quite possibly the most dangerous, especially in a group fight such as this.

Quellian-dyrae
2013-07-16, 11:21 PM
Ooh, also, and this is worth triple-posting just on the off chance someone may have already opened the last message and would miss this one. This is the climactic encounter of the "session". At the end of this, there will be some PP earned, builds can be altered if desired, and Hero Points reset. Use 'em or lose 'em!

Grim ranger
2013-07-17, 04:16 AM
Yipe. Something tells me this will be difficult fight. :smalleek:

Alright, I think Jack will observe situation from M22 (he can get to that roof (I assume it is a roof) with jump (propably landing around C34) without villains noticing, and then using invisibility to sneak to M22 unobserved to keep an eye on the situation.

Since jumping into fray from there would lose him the element of surprise, however, another plan is for him to just walk three squares or so after Vanguard, although that makes him vulnerable to mind reading and can blow our cover in an instant.

Thoughts, guys? :smallconfused:

Theprettiestorc
2013-07-17, 05:11 AM
Chameleon is immune to telepathy as long as she's concentrating. Coupled with concealment, she's going to wait for the signal, and go for Deathwatch.

If she has him in her grasp, it's a matter of keeping him there and dragging him away from the others. As it is, she can only take one person - she does have an immunity array, so she can possibly fend off one other person(besides Headcase) while she's holding him.

If she can keep him incapacitated, this should be fairly straightforward, as she waits for him to stop breathing for a bit. But someone needs to get onto Headcase's...case. :smallbiggrin:

I would say that our plan is fairly safe - she doesn't actually read your mind from a distance. And with The Gentleman as an escort, sticking behind a bit, Vanguard will be able to get off the first move with a shockwave.

Edit: Could also walk publicly, to throw them off their guard if the actual Jackknife comes from behind. There should really be no reason that they'd find Chameleon if she's cloaked and concentrating, though.

shugyosha
2013-07-17, 01:49 PM
I thought Vanguard would fly in but whatever. Place him in what ever square seems appropriate.

Grim ranger
2013-07-18, 03:40 PM
So no more planning on this then? I am fine with it if everyone else is :smallconfused:

Grim ranger
2013-07-19, 03:15 PM
Sorry about the double post, but I just have to check... Jack is supposed to be on that roof right now as I outlined in my mega planning post. What would the Perception check be from there? He'd just have his extended sight 2 atm, since he is being invisible.

Quellian-dyrae
2013-07-19, 03:20 PM
With Extended 2, you'd use only the base DC, and being on the roof, I'd reduce the crowd penalty to only -2. So, DC 2 :smallamused:. DC 12 for the inner spoiler.

Theprettiestorc
2013-07-19, 03:33 PM
Perception: [roll0]

Chameleon and Jack are N/A because they're completely concealed?

Edit: O.O. And that's at the -7 Perc - normally have +13. Holy CRAP.

Quellian-dyrae
2013-07-19, 03:35 PM
Chameleon and Jack are N/A because they're completely concealed?

That is correct.

Grim ranger
2013-07-19, 04:16 PM
[roll0] (Perception)

Edit: ...Jack Dice actually allowed something to succeed this time around. I don't trust this one bit. :smalleek:

Theprettiestorc
2013-07-19, 05:02 PM
Does Chameleon see anything else that would immediately seem off, around her?

Quellian-dyrae
2013-07-19, 05:08 PM
Nothing significant.

Jallorn
2013-07-19, 06:05 PM
Stealthy time: [roll0]

Ouch. Hero Point reroll time. I can do that right? It's been a while since I used Hero Points.

Jallorn
2013-07-19, 06:06 PM
Hero Point Stealth: [roll0]

Much Better.

Quellian-dyrae
2013-07-19, 06:17 PM
Perception, same DCs as previously.

If you succeed with vision-based senses:
Smash'n'Grab is saying something.

If you succeed by 10 or more*:
You can read his lips. He's saying, "I don't see him." You also see Headcase give him an exasperated look.

If you succeed with hearing-based senses*:
Smash'n'Grab says, sounding rather aggravated, "I don't see him!"

*Kowalsky, also make an Insight check, DC 20. If you open the spoiler marked with an asterisk and succeed this check, open the below spoiler.
You realize that while Headcase can likely perceive all of you except perhaps for Chameleon, the Gentleman is the only one of you she's actually met before - without actively reading your minds, she can't really know that the minds she's sensing belong to anyone other than normal people.

Gentleman, give me a Will Resistance check, DC 22. This is a hostile action; if you guys want, you can roll initiative and enter combat time.

Jallorn
2013-07-19, 06:44 PM
Alright, starting with Perception (vision) for that first perception check, I've got Extended 2, so even if I'm 270 feet away, it's not an issue. (Whoo, clear vision out to 1000 feet)

Anywho: [roll0]

Second Perception (Vision): [roll1]

Crud, now I have to figure out how far away after all. Alright, figure I just stood up from being next to The Gentleman, so I'll go with his distance.
Perception (Aural): [roll2]

And if needed (not countin on it) Insight: [roll3]

Jallorn
2013-07-19, 06:47 PM
I'm going to spend another Hero Point to try and get that insight check to work: [roll0]

Quellian-dyrae
2013-07-19, 06:50 PM
Only one Perception check is necessary. It's just that depending on what you roll/what extended senses you have/whatever you may hit or miss different DCs.

You rolled a 20 on your first check, so you're basically good :smallbiggrin:.

Theprettiestorc
2013-07-19, 07:56 PM
Perception: [roll0]
Initiative: [roll1]

Theprettiestorc
2013-07-19, 07:58 PM
Switching Immunity: Telepathy for Immunity: Negative Energy. I can only change one array per turn, correct?

Quellian-dyrae
2013-07-19, 07:59 PM
My understanding has always been you can change multiple arrays per turn, but only one change per turn for any given array.