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Quellian-dyrae
2013-01-03, 10:53 PM
IC Thread (http://www.giantitp.com/forums/showthread.php?t=266464)

{table=head]Player|Character|Description|Hero Points
Hope Hubris|The Gentleman (http://www.giantitp.com/forums/showpost.php?p=14470923&postcount=4)|Elder Hero|1
Grim Ranger|Jackknife (http://www.giantitp.com/forums/showpost.php?p=14471927&postcount=13)|Psionic Assassin|1
Jallorn|Andrew Kowalsky (http://www.giantitp.com/forums/showpost.php?p=14470901&postcount=3)|Cyborg|1
Shugyosha|Vanguard (http://www.giantitp.com/forums/showpost.php?p=14471147&postcount=7)|Brick|1
Theprettiestorc|Chameleon (http://www.giantitp.com/forums/showpost.php?p=15411698&postcount=427)|Shapeshifter|1
[/table]

The World

The world is called Aranth, and the characters will begin in the country Ilessia, which shares a continent with the country of Limbra. Ilessia and Limbra are largely friendly rivals; they have a history of on-and-off warfare up until some three centuries ago, and remain economic competitors (and have their share of military rivalries), but also enjoy lots of trade and a strong military alliance.

The city the characters will start in is called Verdania, the third largest city in the country, a major center of transport and trade. It's located near the middle of the country, not far from the border between Ilessia and Limbra, so there's lots of land and air traffic passing in and out, and a significant military presence.

At current, geography and history are mostly blank to be filled in, so feel free to be creative with backgrounds.

Technology on Aranth is highly advanced, although a lot of it is difficult to mass-produce. Generally, it's worth assuming that general society has access to modern technology with some advancements (flying cars and jetpacks, for example, exist). Militaries, large corporations, the fabulously wealthy, and of course, super-genius and gadgeteer style Dreamers, can have access to all manner of incredibly advanced tech. Things like powered armor, mechs, matter generators, laser weaponry, teleportation, nano-technology, and similar incredibly technology does exist, but is very limited and currently impossible to mass produce.

It is also important to note that Dreamer powers are not entirely limitless. In general play, powers are still usable at will. However, most non-personal powers do have some limits, and repeated use of high frequency or intensity can drain a Dreamer's deeper reserves of energy, which takes a long time to recover. Thus, a healer, for example, could certainly make a living as a doctor, and could easily keep up with the party's injuries accrued in normal play, but it couldn't hope to be constantly healing large numbers of people day after day, or cure an epidemic. A teleporter, likewise, couldn't just invalidate normal trade routes, although every so often, it could transport massive volumes. Most Dreamers who do use their powers commercially, thus, charge appropriately, both to earn a good living and ensure they don't push themselves too hard. Generally speaking, this shouldn't come up in normal play (for standard heroing, powers are still basically at-will unless explicitly limited), but it's the explanation for why society can resemble the modern world at all (although to be fair, there are quite a few differences).

Dreamers

Superhumans are commonly referred to as Dreamers, since their powers are always heralded by very vivid, lucid Dreams. Several terms have been used to mean people without Dreamer powers (the ones favored by the main Dreamer organizations are, in order, "Sleepers", "Mundanes", "Unpowered", "Non-Dreamer", "Normals", and "Potentials"). Thanks to the substantial media efforts of the Assembly of Dreams, their favored term, "Sleepers", tends to be the most commonly used. The Dreams are always related to the powers involved, though they can range from clear depictions of the Dreamer wielding its powers, to value symbolism. Some Dreams have proven to be prophetic, and others of an historical nature, like a memory of a past life. Where the Dreams, and the attendant powers, actually come from remains unknown, despite the best efforts of scientists and Dreamers with divination-related powers alike.

As best anyone can tell, Dreamers have existed for a long time, but they've been relatively rare and often low-profile. As communication and mass media developed, Dreamer sightings became more common and more apparent to the public. Many Dreamers during this time relied on secret identities to avoid notice. Public reaction to living, breathing superheroes was...mixed.

This state kept up for a little more than a century. During this time, Dreamer powers were poorly understood - the Dreams themselves were pretty much unknown outside the Dreamers, who didn't realize they were common to each other. Bits and pieces of data was gathered, but peoples' understanding of Dreamers was very limited.

That changed in what has come to be called the Year of the Awakening (Year 0 PA). Several powerful Dreamers officially revealed their identities to the world, and began the organization which would grow into the Assembly of Dreams. Over the next several decades, Dreamers became a fixture of modern society. Advanced, super-science inventions (commonly called Dreamtech) were developed by Dreamers with such powers as super-intelligence or hyper-creativity, and while such technology was limited in several important ways, it still shot modern technology centuries ahead of where it had been.

It is currently the year 122 PA (Post Awakening). Approximately one percent of people have had a Dream, although only about one percent of them have powers of significant note. Being a Dreamer is considered a major and valuable skill; even the most minor of powers can often be put to good use. Dreamers with serious powers have a vast array of life options, and are often celebrities in their own right. Dreamers are in many ways as important to society as computers; information on Dreamer powers are taught in schools, including such things as basic knowledge of how to discern and resist psychic invasions, recognize illusions, and other basic defensive measures against Dreamer powers.

Organizations

In Ilessia, there are several organizations related to Dreamers. Many of these have analogues in other countries, or cross national borders.

The Assembly of Dreams: Organization devoted to integration of Dreamers into Sleeper society. Emphasizes public relations through the media, use of Dreamer powers to enhance local communities and business, and providing a degree of organization through registration, training, and guidance services, and lobbying for laws to aid in Dreamer integration. Also maintains the Hero Corps, Dreamers who work to aid local law enforcement and counteract Dreamers that are threats to society, or people who are threats to Dreamers. Has numerous Dreamer members, but also many Sleepers on staff. Generally well-respected organization with excellent public relations, especially among Dreamers, though some ranking members use their sway with Dreamers to fulfill their own ends, and there are factions that believe the Assembly should focus on claiming more political power and control of government.

At their best, the Assembly is an organization of heroes and good samaritans, using both supernatural and political power to better the lives of Dreamers and Sleepers alike. At their worst, they are a multinational organization that counts many of the most individually powerful people on the planet among their number, and have no qualms about using that fact and their amazing media proficiency to change the world as they deem best.

The Children of Paradise: The Children of Paradise promote Dreamer separation. They believe that Dreamers and Mundanes can never fully integrate - at best, Mundane lifestyle holds Dreamers back, and at worst is actively detrimental or harmful to Dreamers. The Children of Paradise have created a small continent, Paradisia, as a homeland for Dreamers with their powers. Plans are to eventually colonize the world’s moon as an even more secure home. Though in disagreement with the Assembly, they have a relationship of mutual respect, with each thankful that the other provides a haven for those Dreamers who do not agree with their own beliefs. Though they largely keep to themselves, there are factions who are very militant about threats to Dreamers, and a small but devoted group that feels that Dreamers should be the ones to claim the world, wiping out or banishing the Mundanes. Public relations sometimes suffer as Mundane friends and families of new members blame the society for taking their loved ones from them.

At their best, the Children of Paradise provide a homeland and support network for Dreamers of all races and nationalities, and wield their considerable powers in the creation of a better world. At their worst, they are a supremicist cult who care nothing for non-Dreamers and their societies and will use their powers in the creation of their "paradise" regardless of the risk or cost.

SIDE (Special Investigations and Dreamer Enforcement): SIDE is a military and law enforcement organization specializing in Dreamer-related crimes. They enforce laws governing Dreamers and serve as law enforcement regarding crimes made by and against Dreamers. With a combination of expertly trained and experienced Unpowered and several Dreamers of various levels of power, even the most powerful Dreamers are slow to challenge SIDE. SIDE polices itself rigorously, but there remains a number of members, commanders, and even units that initiate black ops, as well as supplying training and equipment to smaller organizations with such aims. SIDE works closely with the Assembly, and the two organizations have a somewhat wary respect for each other. Relationships with the Children of Paradise is notably cool, but non-hostile.

At their best, SIDE is the front line of defense for and against Dreamers, an elite organization that put their lives on the line to protect, and protect against, people with amazing special powers. At their worst, they are a secretive organization equipped with top of the line military technology and sufficient jurisdiction to use it against any Dreamer they deem even a potential threat.

IDEA (Institute of Dreamer Education and Analysis): IDEA is a scientific organization that studies Dreamer powers, Dreamtech materials, and Dreamers themselves. Although most members of IDEA are knowledgeable and professional scientists, more maverick elements have given them something of a more negative reputation (kidnapping Dreamers to experiment on them, experiments gone wrong, etc). Nonetheless, IDEA has provided the world with a wealth of knowledge about Dreamer powers and numerous practical applications for Dreamer powers and Dreamtech alike. They also provide high-level technology for detecting, neutralizing, and combating Dreamers, and as such have a close relationship with SIDE. They also work with the Assembly to teach and train new Dreamers, and though Non-Dreamers are far more common on their staff than Dreamers, even the Children of Paradise are thankful for their knowledge. However, the Assembly and the Children of Paradise are somewhat leery of some of their methods, and the Children especially are strongly against some of their research - such as their attempts to find a "cure" for Dreamer powers.

At their best, IDEA is a font of knowledge and practical technology, providing the world with amazing advancement and helping people to understand and live with these powerful beings that walk among them. At their worst, they are classical mad scientists who see Dreamers more as an interesting and valuable experiment than living, breathing people.

The Reclaimers: The Reclaimers are an organization strongly opposed to Dreamers in general, seeing them and their powers as serious threats to themselves and to others. Officially, the Reclaimers lobby for strict regulations on the use of Dreamer powers, severe punishments for misuse, and segregation and regulation as necessary to ensure people are protected. Between accidental and deliberate misuses of Dreamer powers, and the damage caused thereby, they do have a fair case. However, their PR is utterly awful, owed largely to the fact that the organization also attracts a large number of Normals with grudges against Dreamers (people who were hurt, lost loved ones, or even were simply replaced by Dreamers), who have taken to violence and terrorism to "curtail the Dreamer threat". Adding to these people are several Dreamers whose powers ruined their lives (often those with highly destructive or uncontrollable powers), many of whom have entered into pacts to eradicate Dreamers and then suicide themselves. Worse, unscrupulous Dreamers who want to eliminate threats or competition often work with the Reclaimers or use them as patsies. Although these fanatics are a minority, they are a very visible one, giving the organization as a whole a bad reputation (and the Assembly, with their strong media connections and opposing ideology, only adds fuel to that fire). The Reclaimers are far less trained, organized, and equipped than SIDE, but many of them are fanatical to the point of obsession or insanity, the Dreamers of their number especially. The Assembly doesn't like them at all, gleefully attacking them in the media with every chance they get, while Hero Corps in particular fights against their more fanatical elements. The Children of Paradise hate them with a (very mutual) consuming passion, and when the more aggressive elements of the two organizations come into conflict, the results are often devastating. SIDE officially denounces those of their number that resort to violence against Dreamers, and they do fight against them often, but they are also one of their main suppliers of equipment and training, and they have a much closer relationship with the more politically-oriented majority of the organization. IDEA has a fairly neutral relationship to them, although the Reclaimers are the main funders of its research into a cure for Dreamer powers.

At their best, the Reclaimers are the voice of reason in a world where the guy walking down the street could possibly have the power to disintegrate you to ash, blow up a city block, or turn you into a helpless slave with a thought. At their worst, they are a paramilitary terrorist organization who fanatically attack Dreamers, and tend to count the most unpredictable and destructive of those beings among their number.

Seekers of the Dream: The Seekers are a religious organization that believes...well, several things, since they have a number of sects and factions in themselves. The overarching premise of the faith is that the Dream and the powers derived thereby are divinely gifted, and that all people have the potential to achieve such powers. Various sects believe that Dreamers are part of some divine plan, divinely rewarded, or even themselves avatars of the divine. Of course, since the evidence of their "miracles" are visible every day, they have amassed a tremendous following in short time. The Assembly is a close ally, and gives them lots of media support, not necessarily because they believe in the divinity of Dreamers, but boy is it a useful thing for other people to believe. The Seekers themselves also have a strong hand in convincing many Dreamers to join Hero Corps. The Children of Paradise tend to see the Seekers as the "church" to their "state"; ordained clerics of the Seekers of the Dream have the easiest time of all Potentials visiting Paradisia, and are the only Potentials permitted to live there. SIDE is completely neutral to them. IDEA doubts their claims, but of course, has no means to fully prove or disprove them; the two organizations tend to see each other as trying to reach the same goal in two different ways, and largely leave each other alone to do so. The Seekers oppose the Reclaimers ideologically, but seek to sway them from their path rather than fighting against them as the Assembly and Children do, especially those Dreamers among them who hate their powers.

At their best, the Seekers of the Dream provides a moral and ethical foundation for new Dreamers, as well as a sense of community and purpose open to Dreamers and Potentials alike, and a more mystical and spiritual insight into these supernatural powers. At their worst, they are charlatans promising power in exchange for devotion...and, of course, a small donation to the church.

World of Aranth Thread (http://www.giantitp.com/forums/showthread.php?t=288135)

Quellian-dyrae
2013-01-03, 10:54 PM
And just in case...

Jallorn
2013-01-03, 11:09 PM
Given that the recruitment thread will eventually go away, I figure we should repost our sheets. Also, I think I like Gray for my speech.

Andrew Kowalsky
Sheet
Abilities
Str:-1/5
Sta:2
Agl:-1/6
Dex:0/6
Ftg:4
Int:4/6
Awe:4
Pre:0

Powers
2 Rank Radio Communication (Subtle 1)

1 Rank Comprehend Language (understand, not speak)

2 Ranks Comprehend Machines (Limited to Computers, Move Action Activation)

Arm Mounted Nano-Blade 5 Ranks Damage

Alternate Power 10 Ranks Immunity (Half Effect Life Support)

4 Ranks Speed

3 Ranks Quickness

7 Ranks Senses Vision (Analytical 2, Extended 1, Infravision, Rapid 1, Ultravision)

Dynamic Alternate Power 6 Ranks Senses Vision (Tracking, Darkvision), Auditory (Analytical 2, Ultrahearing), Olfactory (Analytical (Smell and Taste))

2 Ranks Senses Mental (Ranged, Danger Sense)

7 Ranks Protection

Hero Points: 1

Advantages
Contacts, Eidetic Memory, Hide in Plain Sight, Precise Attack 2 (Ranged), Well-Informed, Equipment 7, Inventor, Uncanny Dodge

Equipment
Custom Issue SIDE Rifle 30
Base: Ranged Penetrating Damage 9 Type: Laser
Alternate Power: Ranged Autofire Damage 9 Type: Laser
Alternate Power: Ranged Burst Damage 9 Type: Thermal/Heat
Alternate Power: Burst Area Snare 7 (Activation 1) Type: Ice
Cell Phone (1), Urban Camo Clothing (1) (3 left to spend)

Defenses
Dodge:9
Parry:5
Toughness:8
Fortitude:5
Will:7

Skills
Acrobatics: 6+3=9
Athletics: 5+2=7
Close Combat (Swords): 4+6=10
Deception: 0
Expertise (SIDE Agent): 6+2=8
Insight: 4+5=9
Intimidation: 0
Investigation: 6+5=11
Perception: 4+5=9
Persuasion: 0
Ranged Combat (Guns): 6+5+2=13
Sleight of Hand: 6
Stealth: 6+6=12
Technology: 6+5=11
Treatment: 6
Vehicles: 6

Total points spent: Abilities 66 PPs+Powers 41 PPs+Advantages 14 PPs+Skills 22 PPs+Defenses 12 PPs

Complications
Motivation(s): Started as a job for cash and thrills, but he acknowledged and accepted the responsibility inherent over time. More recently though, he's been motivated by a desire to be accepted by SIDE once again, since his recent experiences have left him feeling isolated.
Weakness: There's something inside his brain that, if someone can figure out how it works, can control him and effectively make him a slave to that person.
Reputation: SIDE doesn't really trust him right now. They still aren't sure he wasn't completely under his own control at the time, and his reluctance to let them examine the tech that has been installed in his body isn't helping to convince them.
Temper/Hatred: Not sure which applies better, but anything resembling slavery/forbiddance of basic freedoms is quite the sore topic these days, regardless of whose freedom we're talking about (save for criminals, they don't count).
Enemy: Not really an enemy per say, but he's got some really fancy cybernetic tech in his body that works incredibly well. IDEA would really love to get their hands on it and examine it, and he does not want to let them. There might even be a few scientists at IDEA that wouldn't mind strapping him down and pulling him apart if that's what it took.

Background (Fluffy version (I'm not satisfied with it))
Personnel File: Andrew Kowalsky
Sex: Male
Age: 37
DOB: June 21, 85 PA

School record unimpressively average until college, where Kowalsky displayed the full potential of his Dream. In college, Kowalsky successfully achieved top marks in three Majors, Politics, Law, and History, as well as Minors in Computer Science and Biology. He also ran track, and served as the star player on both the college's intercollegiate soccer and basketball teams, not to mention numerous extracurricular activities. All this despite being at a college primarily for Dreamers.

Kowalsky claims to not remember a time when he didn't Dream. This claim has been corroborated by numerous background checks and interviews with those close to him. Of the two possibilities, first that Kowalsky has Dreamed since birth, or second that his Dreaming simply started when he was still very young, our IDEA consultants have concluded that the latter is most likely. Kowalsky's Dream powers are mostly unimpressive, but the potential they seem to have in his hands is far greater than the powers themselves would suggest. His powers come in two parts. The first is an incredibly adaptive mind and brain. This not only makes Kowalsky a rapid learner, but also a natural problem solver and innovator. Even his muscle memory is fast and adaptive, allowing him to master almost anything in far less time than other people. The second power he has is a super-human awareness of his surroundings, most notably when he is in danger. Kowalsky has proven himself capable of successfully evading danger even when blinded and deafened.

Kowalsky himself is brash and eager, like most potential recruits. But with his abilities, that eagerness is incredibly powerful. He has already shown the potential to do incredibly things with his Dream, and it is my personal recommendation that we immediately hire Kowalsky and start him in training.

~~~

Personal Report, Agent Kowalsky, ID number 4396102

Two years ago, I was captured by the late Patrick Morris. In the course of my mission he had become aware of me, and taken special notice of my Dream. He performed horrific operations upon me, replacing the majority of my internal muscles, skeleton, and skin with carbon based, cybernetic, nano-tech "enhancements." See file F2 I346 for the full technical specifications I have to provide. Of particular note was a method of controlling me, the particulars of which I was unable to learn. Through this method he used me as his personal agent against SIDE and others. All relevant data has been added to the files already recording these instances.

Thanks to a powerful electrical shock delivered by Agent Harrison, I was able to regain my freedom. To ensure that it stayed that way, I killed Morris and destroyed every scrap of data he had hidden away. I take full responsibility for this choice and insist that it was the right thing to do. Morris was a madman with no chance for rehabilitation, and the data he had collected was so full of ethical landmines that it was simply not worthwhile.

Background (straightforward)
Kowalsky doesn't remember a time when he didn't Dream, and has been highly adaptable his whole life. This potential was largely wasted until he reached college, where he finally took charge of his potential and excelled at everything. Almost straight out of college, Kowlasky got hired by SIDE, and was put through training. Kowalsky's own ambition and talents allowed him to become one of the agencies' top agents before too long. Then, he was captured by Patrick Morris, a crazy Dreamer with a mind for super-science and a passion for power and dominance.

Morris took Kowalsky apart and rebuilt him using nano-tech augmentations. He then forced Kowalsky to do his bidding for nearly two years. When Kowalsky finally obtained freedom, he turned on his enslaver and destroyed all the data the man had collected. He then returned to SIDE only to discover that he was unwilling to do what it took to prove that he hadn't betrayed the organization: submit himself to a full examination. He was put on probation while they reviewed the situation, and he decided that he would prove to SIDE that he was still an agent for law and order, by performing the civic duty of vigilantism.

Feelings about Organizations
Assembly of Dreams: Has a great deal of respect for their goals and most of their leaders. However, he's been in the spy gig just a touch too long for him to fully trust any organization big enough that he'd never be able to know every member personally.

Children of Paradise: Has mixed feelings. On the one hand, he can understand a desire to seclude oneself from fools. On the other hand, seperation does not foster the understanding necessary for peace, and isolation is, historically, bad. Also, because of their seperation from Sleepers, fears that they do not understand them, and thus would not act morally towards them.

SIDE: His employers. He is loyal, but more to founding goals of the organization than the organization itself. He is used to intra-organizational conflict, one branch of SIDE working against another branch. But he believes the organization does by far more good than harm. Even despite his recent rocky relations, he would prefer to work with and within SIDE.

IDEA: Extremely mixed feelings. Personally, he doesn't want anything to do with them right now. Maybe once he understands the tech inside himself better, but right now, the risk of losing control of himself again is simply too close. He knows that some of their number are extremely morally suspect, but even with all of this, he appreciates that the potential benefit to all mankind is incredible. Even the developments of madmen could be turned to value, and directing some such madmen in more controlled environments might even alleviate the damage they can do personally, while still allowing their genius to benefit mankind. Still, one of the organizations he watches the closest.

The Reclaimers: He is far less positive towards them than towards the Children of Paradise. While he sees them as pretty much the opposite reaction, he also sees that the apparent tilting of power in the favor of the Children makes the Reclaimers more desperate and therefore more dangerous. Also, where the Children want to remain seperate, the Reclaimers want to purge Dreamers from the world at large. In short, he sees them as shortsided, fearmongering, dangerous fools.

Seekers of the Dream: While he doesn't begrudge people their hopes and dreams, he doesn't see the Seekers as beneficial. He sees them as largely taking advantage of people's hopes, as the worst religion has to offer humanity. While he might be able to respect some of the individuals in the organization, and even wish that their dream might someday come true, he simply can't condone the existance of the organization.

HopeHubris
2013-01-03, 11:13 PM
If we're picking colours, the Gentleman is Dim Gray

Dark Green




Willam Squire, the Gentleman (https://docs.google.com/spreadsheet/ccc?key=0AgLDCZunKAaLdEo0TFh5OWR3akVtZkRrUDF2ZHhje VE#gid=1)

Image I could find that best matches my thoughts on his appearance, but with a monocle, and occasionally a top hat
http://upload.wikimedia.org/wikipedia/commons/thumb/6/62/F%C3%A9lix_Nadar_1820-1910_portraits_Eug%C3%A8ne_Delacroix.jpg/436px-F%C3%A9lix_Nadar_1820-1910_portraits_Eug%C3%A8ne_Delacroix.jpg


Character Sheet

William Squire
PL10

Abilities
Strength 7, Stamina 7, Agility 7, Dexterity 4, Fighting 7, Intellect 3, Awareness 4, Presence 2

Powers
Enhanced Body [Also has the enhanced physical attributes, included on the abilities page]:
Ageless: Immunity 1, Grace: Movement 3 [Sure Footed 2, Safe Fall], Regen: Regeneration 5, Speed 2, Leap: Leaping 2
(16 points)
Enhanced Senses:
Body Reading: Mind Reading 6 [Can get an idea of what you're thinkging, using body language and facial expressions; Surface Thoughts, Sight Dependant, Check Required (Perception): DC 12], Senses 3 [Danger Sense, Analytical Vision, Low Light Vision; Limited: Requires Monocle (for Analytical and Low Light only)]
(2 points)

Equipment
Sword-Cane
Sword-Cane Slash: Damage 2 [Multiattack; Penetrating (5), Benefit (Concealed)]
Monocle
Gentleman's Suit [The Gentleman's suit was given semi-mystical properties by a friend he worked with in the 60s]
Blur: Concealment 6 [Visual and Auditory; Blending, Partial], Immunity 1 [Immune to the creator's powers]

Advantages
Move-by Action, Close Attack 2, Defensive Attack, Improved Critical 2, Improved Disarm, Quick Draw, Uncanny Dodge, Assessment, Diehard, Equipment 2, Benefit [Wealthy], Improved Initiative 1

Skills
Acrobatics 5 (+12), Athletics 6 (+13), Deception 3 (+5), Insight 2 (+6), Intimidation 1 (+3), Investigation 2 (+5), Perception 2 (+6), Persuasion 2 (+4), Sleight of Hand 2 (+6), Stealth 1 (+8)

Offense
Initiative +11
Sword-Cane Slash +11, Damage 9

Defense
Dodge 13, Parry 13
Toughness 7 (Def Roll 0), Fortitude 11, Will 9

Power Points
Abilities 82 + Powers 18 + Advantages 15 + Skills 14 + Defenses 21 = Total 150

Complications
Motivation (Responsibility): As an upstanding citizen, The Gentleman believes that it is his duty to uphold the law
Complication (Honour): Upholds a (assuming similar historical timelines, eg. it's 2012 now-ish) 19th century code of British-analogue chivalry



Feelings on Organisations

The Assembly of Dreams
Having worked with some of the older members before they went public, The Gentleman holds great respect for the Assembly and has worked with them on occasion. Is likely to trust anything they say and incredibly unlikely to fight them unless provided with a very good reason.

The Children of Paradise
Thinks they are smarmy arrogant gits and is perfectly happy to just let them all leave to their little island, but would definitely not be joining them.
Some of The Gentleman's best friends over the years have been sleepers, and he does not see dreamers as superior, simply lucky.
Will not work with unless he has to, no problem with stopping some uppity young fools who think they should own the world.

SIDE
Mixed feelings, the Gentleman has faced some seriously bad dreamers and is glad that there is an agency capable of containing them, but has some fears as to their intentions, secretly wonders if their agenda aligns in some way with The Reclaimers.
Will work alongside on occasion, particularly against rather tough villains.

IDEA
Against, very much against.
Using captured dreamers for testing and their attempts to find a "cure" for dreamer powers, along with a general disdain for technology leads the Gentleman to openly opposing them whenever legally possible.

Reclaimers
Yeah... No...
The Gentleman believes all the things he hears about them, and while he obeys the law, he wishes he wasn't such a moral paragon so that he could show them what for.
If it is ever possible to legally oppose them, the Gentleman jumps at the chance.


Seekers of the Dream
Thinks of them as nothing more than another silly cult, no particularly strong feelings one way or another

Jallorn
2013-01-03, 11:17 PM
Let's make a perception check: [roll0]

Jallorn
2013-01-03, 11:19 PM
Alright, maybe I should make a couple rolls so I don't have three posts in a row.

Tech: [roll0]
Some others: [roll1] [roll2] [roll3] [roll4]

Alright, that's it then. Those will be thrown out.

shugyosha
2013-01-03, 11:54 PM
Vanguard

History
Ja'an, as a young boy, looked at the sky and marveled at the Dreamers, with their powers and abilities. He deeply wished to be apart of them... and he did... but not in a way he would have thought.

Ja'an was normal for all he knew, and he tested himself to prove it. He had broken his leg jumping of his roof hoping to fly, tried to read book much above his level hoping he'd have super intellect, he even tried staring at a pot of water hoping to make it boil. Nothing; he was thoroughly normal.

It was in his early twenties when it happened. He met an old man. He was big but frail. Ja'an helped ward off a trio of thugs from him. The old man thanked him with a tale so far fetched Ja'an laughed. The old man claimed to be one of the oldest Dreamer. He had kept himself hidden and in the shadows, helping people when they least knew it. The old man said he was dying and it was time to pass off his Dream.

It didn't happen all at once. The change was slow. Ja'an started to get bigger. With in a month he was twice his original size. He found he had strength, eventually he found he could fly. His own dreams began to slowly tell him of a tale of his own history, but he could never quiet remember it when he woke.

Eventually he became Vanguard. This time he would not help from the shadows. He would fight in the open and inspire the good figut


Character Sheet

Attributes
{table=head]Name | Value | Cost
Str | 14 | 28
Sta | 12 | 24
Agi | 0 | 0
Dex | 0 | 0
Fig | 6 | 12
Int | 0 | 0
Awe | 0 | 0
Pre | 0 | 0
[/table]
total 64

Skills
{table=head] Name | Base | Points | Total
Insight | 0 | 6 | 6
Perception | 0 | 6 | 6
Expertise: History | 0 | 2 | 2
Technology | 0 | 4 | 4
[/table]
total 9

Advantages
{table=head]Name | Cost
Fearless | 1
Move By action | 1
All out attack | 1
Power Attaack | 1
Accurate Attack | 1
Interpose | 1
Inspire | 1
[/table]
total 7

Power
Invulnerability:
{table=head] Description | Ranks | Cost
Impervious | 13 | 13
Immunity
disease
aging
heat
cold
radiation
vacuum| NA | 6
Regeneration | 2| 2
[/table]
(21 points)

Body of Invulnerability
Enhance Dodge -6
Enhance Parry -6
Enhance Toughness +6
Impervious +6
Enhance Will +1
(1 point)

Flight Array:
{table=head] Description | Ranks | Cost
Flight |7 | 14
Flight
Concentration (-1)| 14 | 1
[/table]
(14 points)

Power Boost Array:
{table=head] Description | Ranks | Cost
Shockwave:
Affliction (Hindered, Prone)
Burst Area (+1)
vs Dodge
Limit Two Degrees (-1)
Target must be on the same floor (-1)
2nd Effect: Change Environment
Impede Move Permanent (2 ranks)| 10 | 14
Thunder Clap:
Affliction (vs Fort; Dazed, Stunned)
Burst Area (+1)
vs Fort
Limit Two Degrees (-1)
Affects Insubstantial| 10 | 1
Stunning Blow:
Secondary Effect on STR
Affliction (Dazed, Stunned, Asleep)
vs Will (+1)
Fades (-1)| 14 | 1
Negative Strike:
Secondary Effect on STR
Weaken (Toughness)
vs Will (+1)
Fades (-1)| 14 | 1
Knockback:
Linked with STR
Move Object
close range (-1)
only to push target straight back (-1)| 14 | 1
Flurry of Blows:
Multi-attack on STR| 14 | 1
Harmonious Strength:
Enhance STR +6 (total 20)
Lifting only (-1)
Affects Insubstantial
Incurable| 14 | 1
[/table]

(20 points)


Defenses
Fortitude 12
Tough 14
Dodge 6
Parry 6
Will 6
(14 points)

Total Cost: Attribute (64) + Skills (9) + Advantages (7) + Powers (56) + Defenses (14) = 150

Complications
Motivation: Doing good. Ja'an thinks that doing good is his own desire, but he doesn't know that the Dreamer in him is nudging him along.
Enemy: There is a dark force out there who is after this Dreamer and his powers... But Ja'an is completely unaware of them.
Secret: There is a dark secret that Ja'an doesn't know about the Dreamer in him. I'll need to talk the the GM about this more...
Honor: Protection of the Innocent, Code vs Killing, and Generally a Black and White view of mortality.


Hero Points: 9

BananaPhone
2013-01-04, 12:04 AM
Here's the sheet. I'll put up a backstory by tonight and a bit of fluff. I'll make her speech red.



Danica Rhinehart, Quantum
PL 10, 150 pts

Brief: Quantum can create and control electromagnetic fields. In addition, Quatum's body can regenerate, is forever young and is impervious to diseases.


Sheet:

http://i283.photobucket.com/albums/kk288/HiveFleetX7/Quantum.jpghttp://i283.photobucket.com/albums/kk288/HiveFleetX7/Q4.jpg

Abilities:
Str -1, Dex 0, Stm 0, Fgt -1, Agl 0, Int 5, Awe 3, Pre 4.

Defenses:
Dodge 7, Parry 7, Fortitude +7, Will +10, Toughness +12.

Combat:
Initiative +8, Blast +8, Magnekinesis +7.

Skills:
Deception 7 (+11/+16), Expertise (Science) 11 (+16), Insight 1 (+4), Perception 5 (+8), Persuasion 7 (+11/+1), Ranged Combat (Magnetism Array) +6, Technology 9 (+14)

Advantages:
Attractive 2, Accurate Attack, Benefit (Wealth) 1, Improved Initiative 2, Inventor, Move-by Action, Power Attack, Ranged Attack 1, Ultimate Effort (Toughness), Equipment 1.

Powers:

Electromagnetism Array: 35 pp
Main: Magnekinesis [Linked effect]
- Move Object 13: 1300 ft, 12k tons, Advantages: Accurate Attack, Improved Hold, Increased Mass 6; Precise: Limited Materials: Metals.
- Elongation 5: 250 feet, Limited: Requires Metals.
- Extra Limbs 5: 5 extra limbs, Advantages: Improved Grab. Projection. Limited: Requires metals.

Alt. Power: Blast 12: 1200 ft., DC 27, Accurate +2, Homing 3: Incurable; Precise.
Alt. Power: Burst Area Blast: 1000 ft., DC 25, 30 feet radius, Selective; Limited: Requires Metals.
Alt. Power: Insubstantial 3: Energy.
Alt. Power: EMP: Blast Area Nullify 10: Broad (Technology), DC 20, Area Burst 30 feet radius.
Alt. Power: Metal Manipulation: Transform 8: 1 thing > 1 thing (metals); Transforms 6 tons: DC 18, Increased Mass 6; Increased Duration.

Flight 6: 12pp
120 miles/hour, 1800 feet/round.

Personal Environment: [Linked] 17pp
Force Field 12: 12pp
+12 toughness.
Regeneration 10: 5pp
Every 1 round, Source: Magnetic Shield

Immunity 2: 2pp
Aging, Disease.

Equipment:
Commlink
Computer
Gas Mask
Multi-tool
Packets of stainless steel ball-bearings and rods.


Abilities 20 + Powers 66 + Advantages 12 + Skills 23 + Defenses 29 = 150 pp

Complications:
Enemy: The Reclaimers: The Reclaimers, whether militant or TV face, hate Quantum for what terrible damage she inflicted on their group. Calling her "Holocaust" for her methods of hunting down their cells and exterminating their members, they are legally unable to move against her directly, but would greatly enjoy seeing her demise through other means.

Temper: Despite her normally calm demeanor, Quantum has a vindictive streak and will harm those that deliberately do her wrong. Usually the response is proportionate, but sometimes she goes that extra mile. (although a few bad shots on the golf course has caused her to wreck a few clubs)

Responsibility: Business ventures: The miraculous healing abilities of Quantums body is a treasure chest for modern biotech and pharmaceutical companies, and she is often involved with them in exchange for the money she needs to pursue her own goals.

Motivation: Responsibility: Though she doesn't feel she is under any obligation to use her powers for "good", Quantum is a humanist at heart that believes mankind is destined for expansion across the stars and greater knowledge of the cosmos. She wants to be a part of that and help in its realisation.

Backstory:
Danica was born into a well-to-do merchant family in Aranth, the Rhineharts. Despite the privilege of her upbringing and the generosity of her surroundings, Danica developed into a well-mannered and relatively peaceful young girl that displayed an inquisitive curiosity about the world around her. Discarding toys of athletics or home economics, she surrounded herself with lego and chemistry sets, and took great delight in exploring her family grounds and building things. Somewhat removed from her parents (moreso due to lack of commonality rather than negligence), Danica was a quiet but friendly child that chose to spend time with a small circle of close friends. Often defending herself and friends in school with her sharp wit, she developed a strong dislike for bullies that would influence significant decisions later in life. Growing up without real incident, Danica acquired a masters in electrical and aerospace engineering and seemed poised for a promising career in the aerospace industry.

In the wake of Danica's dreaming she was endowed with a connection to one of the four foundational forces of the universe - electromagnetism. With her rudimentary understanding of physics, Danica was quite aware of what this would entail. However despite the amazing potential for such a capability, this was not what drew attention and monetary rewards towards the dreamer. Instead, biotech and pharmaceutical companies around the world queued up and fought competitively to acquire samples of Danica's blood so that it could be used to produce antibodies. Danica's strange new immune system seemed capable of defeating any pathogen or affliction, and the young woman seemed set for life from the enormous rewards she was granted. Though not a thankless saint, Danica was not unreasonable in the payments she received - she often asked very little in exchange for giving her life-saving blood. With those profits, Danica bought a decommissioned oil rig off the coast and renovated it to provide her with an environment to practice fulfilling her long-term goals: space exploration.

Danica's benefit to the medicinal community did not go unnoticed by the world at large. One group that was not endeared by her miraculous healing abilities was The Reclaimers, or more specifically, militant groups within its ranks. Believing Danica's efforts to be a Dreamer scheme of turning everyone in the world into dreamers through vaccinations, they launched a surreptitious attack on Danica's oil rig that resulted in its destruction and left Danica for dead in the ocean. Almost murdered in her own home and her ultimate dreams of exploring space delayed due to the meddling of boggle-eyed fanatics, Danica paid no attention to any idea of "restraint" and went straight for retaliation. Discovering the location of several militant Reclaimer cells via help from the Children of Paradise, Danica introduced the groups to the other set of powers they hadn't known about: her control over electromagnetism.

Stoked by the fires of her homes destruction, Danica held little qualms for eradicating what she viewed as parasites from the face of the earth. In combat Danica's abilities proved devastating: the technology capable of dinting her powerful shielding was either shut down or turned against them, and weapons that she couldn't disarm such as pointy sticks or plastic clubs proved useless against her defenses. A normally quiet and reflective young woman, Danica proved a fervent and remorseless foe once her ire had been aroused, and one by one across her section of Ilessia Danica tracked down militant cells of the Reclaimers and left naught but ashes in her wake.

Naturally, Danica's actions were swiftly noticed by SIDE - a group that the woman had paid little-to-no attention to in the past. Their first attempt at arresting/apprehending Danica did not end well as the Dreamer interpreted their actions as protecting the Reclaimers. Though no one died during the incident, something Danica performed deliberately, the aircraft that delivered the group to arrest her was found "warped" shut and its personnel detained within threads of steel inside. With assistance from the Children of Paradise, of all people, SIDE was able to persuade Danica away from continuing her vendetta.

In the wake of her actions and accumulated body-count, a problem existed for the authorities: given the nature of her abilities the cost of a prison to specifically hold her would've been enormous - if it was even scientifically possible. As such, she was given the option of community service - putting her sharp mind, her regenerative abilities and her electromagnetic manipulation to "good" use. Not interested in acquiring more enemies needlessly, Danica reluctantly accepted and took the codename "Quantum", for the smallest measurement of space she could influence with her powers. It was much more flattering than what the Reclaimers called her, "Holocaust", for her seemingly pathological desire to mercilessly hunt them down for eradication.

Since then Danica has taken to living in a family manse on the outskirts of Aranth. An explorer at heart, she has revisited the refinement of her abilities with hopes to one day master her surrounding environment and take to the stars. For more mundane matters, bills need to be paid and upkeep requires resources - she still licenses the use of her blood and performs heavy transportation services.

Relationships with Organisations:

The Assembly:

What she thinks of them: "I'd be wary of them if I were a sleeper - such a large, encompassing and persuasive organisation is enough to make anyone nervous."

What they think of her: "She needs guidance and an eye to watch her. Keeping her out of anything shorter than a life sentence was a legal nightmare so she had better be worth it."

Children of Paradise:

What she thinks of them: "I'd rather not recluse myself from the world, but they had my back when no one else did. For that they have my thanks. They have an interesting idea in extending our reach beyond the atmosphere."

What they think of her: "The Reclaimers had it coming. They blew up her house and left her for dead - what was she supposed to do? She's always welcome over on Paradisia."

SIDE:

What she thinks of them: "Get out of my way."

What they think of her: "We live in a world based upon electronics. A world linked via satellites. A world powered by the marvel of the microchip. A world she can shut down and send us all back to the stone age. Dreamers like her are the reason we exist."

IDEA:

What she thinks of them: "I haven't paid enough attention to them to form an opinion. Chances are I've dealt with some of their representatives already and didn't even know it. Heh, fancy that?"

What they think of her: "She'll live forever, is impervious to all diseases, can regrow lost limbs, can control one of the four foundational forces of the universe and is an engineer to boot! Why isn't she working for us?"

The Reclaimers:

What she thinks of them: "Taste your mortality."

What they think of her: "Holocaust is a dangerous murderer of concerned citizens that hunted down men and women whose only crime was believing in a safer society. This prejudiced, lethal psychopath should be where she belongs - in a prison. Yet instead she's held up as a medical marvel and whisked away by the Dreamer conspiracy and their puppets. If a crazed murderer of innocent civilians can get off scot-free and continue living in comfort, then what justice exists anymore?"

Seekers of the Dream:

What she thinks of them: "Who?"
[Brief explanation]
"Oh...cute."

What they think of her: "The medical and scientific value of what her body has provided has saved lives, many lives. Her actions were tragic and borne from anger and a perceived lack of justice. With guidance she can join the ranks of the many dreamers that are brightening the future for all."

ChrisClark13
2013-01-04, 12:05 AM
Character Sheet Repost GO!

I will be claiming #00CC13 as Curtis's color
1Curtis Wright - PL10

Picture
http://fc05.deviantart.net/fs70/f/2012/201/b/a/birthday_picture____krisunesan13_by_kimikonyanchan-d5800m2.png

Character Sheet
Abilities
Strength 1, Stamina 1, Agility 6*/2, Dexterity 4, Fighting 8*/4, Intellect 3, Awareness 3, Presence 1

Powers
Manifestation
Dyn: Manifest Device [Reality Bending, Technological]:
• Variable 3 [15 PP to create Easily Removable Devices based on normal, hand-held items (effectively 25 PP with the discount factored in); Move Action; Quirk (If a created Device is not in the user’s hands it can be unmade at a distance (and thus the points spent on it regained) by spending a Standard Action); 8 points/rank - 1 point]
[b]Dyn: Manifest Objects [Reality Bending]:
• Create 10 [Precise, Subtle, Innate; 2 points/rank + 3 points]
(26 points, 23 points to allocate)

Time Magick
Haste [Speeds the User up in Time, making them a blur as they move. Reality Bending, Magical, Spacetime]:
• Super-Speed 3 [Unreliable (5 rounds)]
• Enhanced Fighting 4 [Unreliable (5 rounds)]
• Enhanced Agility 4 [Unreliable (5 rounds)]
• Activation 1 (-1 points)
• Feature (All of Haste's effects can be refreshed at once with Extra Effort) (5 points)
Alt: Stop [Stops the Target in Time; Reality Bending, Magical, Spacetime]:
• Affliction 9 [DC 19, Resisted by Will, 1st Degree: Hindered + Vulnerable, 2nd Degree: Immobile + Defenseless, 3rd Degree: Paralyzed + Incapacitated; Ranged (90/225/450 ft), Extra Condition, Concentration; Distracting, Instant Recovery; Diminished Range, Incurable]
Alt: Reflect [Bends Spacetime around the User, inexplicably reflecting back Ranged Energy and Magic effects; Reality Bending, Magical, Spacetime]:
• Immunity 40 [Energy, Magic; Sustained, Reflect; Limited (Does not work against effects with Penetration), Limited (Does not work against effects with a range of Close); Activation 2]
(20 points)

Green Magick
Barrier [Reality Bending, Magical]:
Protection 7 [Sustained; Activation 2, Subtle (Only visible when struck)]
(6 points)

White Magick
Cure [Reality Bending, Magical, Holy]:
Healing 5 [Persistent, Stabilize]
(12 points)

Etc
Fox Senses:
Senses 3 [Low-Light Vision, Acute Smell, Ultrahearing; Innate]
(4 points)

Equipment
• Smart Phone (Cell Phone 2, GPS, Video Camera) (5 ep)
• Motorcycle (10 ep)

Advantages
Improved Initiative 3*, Accurate Attack, All-out Attack, Defensive Attack, Power Attack, Benefit 1 [Status: Known Independent], Ranged Attack 4, Equipment 3

Skills
Acrobatics 2 (+8*/+4), Athletics 2 (+3), Close Combat: Swords 2 (+10*/+6), Deception (+1), Expertise: Popular Culture 3 (+6), Expertise: Current Events 1 (+4), Insight 2 (+5), Intimidation (+1), Investigation 2 (+5), Perception 3 (+6), Persuasion 3 (+4), Stealth 1 (+7*/+3), Technology 3 (+6), Treatment 1 (+4), Vehicles 3 (+7)

Offense
Initiative +18*/+2
Unarmed +8*/+4; Close, Damage 1
Swords +10*/+6; Close, Damage Max 10
Ranged +8; Ranged, Damage Max 12

Defense
Dodge 8*/4, Parry 10*/6
Toughness 8†/1 , Fortitude 6, Will 12

Power Points
Abilities 40 + Powers 65 + Advantages 12 + Skills 15 + Defenses 18 = Total 150

*When using Haste
†When using Barrier

Complications
Motivation (Doing Good): He's big on the power of dedicating yourself to a cause and he's chosen to dedicate himself to doing Good.
Honor: Curtis always gives foes a chance to surrender (or get their butts handed to them). He always tries sees the good in someone and is reluctant to kill. He's also a big fan of righting wrongs.
Fame/Prejudice: Curtis, being an anthropomorphic (furry) fox, cannot hide his paranormal appearance, he is also becoming somewhat well-known, these combined sometimes makes him sometimes a target of both sides of the "Dreamer Issue".
Relationship (Cassandra Wright): Curtis's sister who is currently living under close Assembly supervision and with most of her Reality Bending powers suppressed because of the threat they could pose if they were let loose, not only to only to herself but to others. So far no one has targeted Cassandra for her powers, but if someone hurts her... Curtis is not holding back. He assumes whoever would dare hurt her knows the risks and also that they won't be holding back either. Things could get really bad if someone was to Mind Control her into creating whatever reality they wanted.

Backstory
Curtis Wright was pretty much an average teenager, if a bit of a recluse who liked to spend time on a computers or playing a video game rather than with people.

Cassandra Wright was more social than her little brother but she almost always had her head in the clouds when it came to school or just taking care of herself, instead preferring to constantly roleplay in her own detailed fantasy world where anthropomorphic animals lived in a world governed by magic.

She would sometimes tell her younger brother of the crazy things that happened to her characters, though when she grew bored of a current set of characters she would often kill all them off and have them reincarnate so that they could constantly be teenagers/young adults. Her latest roleplays revolved around self-inserts of her and a close friend being taken to her fantasy world and them falling in love with their favorite characters.
These roleplays often ended in disaster because of tensions between her and her friend's characters resulting in the story being rebooted from the beginning, the previous happens being present as weird dreams in their self-inserts minds.

The one night Curtis was having a really weird Dream, it had started with some weird kind of get-together were small stones with colored runes etched on them were being displayed and given out, then at one point he put on a mask of some kind for a tour and had wandered off from the main group, because this was actually the second time this sequence of events had happened in this Dream. Anyways, some huge Boss guy appeared just off a beach and started making big waves. All the people in the Dream got together to fight him and then got killed by the Boss after a brief fight, video game style. Then Curtis decided to respawn as a race/class/something-or-other that had no limits except for what one could imagine up. This time the fight was different, he ran circles around the Boss while at the same time laying on ridiculously powerful attacks, both technological and magical. Then he woke up as an anthropomorphic fox rather abruptly.

He spent a couple hours getting acquainted with his new body, especially his (super fluffy) tail, before his mom came down to check on him. His family had mixed reactions, mostly surprise, but they all got over it pretty fast. After a couple days of testing Curtis seemed to have no powers, only some slightly better senses resulting from being half-fox. Cassandra though seemed to resent her brother because he had ""woken up"" after she’d been waiting to her whole life.

A week later though she got her wish and as the saying goes: ""be careful what you wish for""…

As she slept in one morning having weird Dreams, someone came to the door for her. Curtis groggily opened the door to find one of his sister’s characters staring right back at him. The calico cat woman asked nicely enough if she could see his sister for reasons she said she couldn't say. Curtis slammed the door on her, fearing that his sister's stories might come true, tragedies and all. He ran to Cassandra’s room to check on her and found a black cat man taking his half-awake sister out of bed, the man remarked that the woman at the front door was just a distraction for Cassandra’s family members. As the man prepared to leave out the window with Cassandra, a gun suddenly appeared in Curtis’s hands and he didn’t hesitate to shoot the man in the head. Both siblings stood there for a few moments as they took in what just happened.

Cassandra was sudden overcome with a mixture of grief, anger, shock, and sadness as she realized that her brother had just stopped her from realizing her Dream of going to her fantasy world by, as far as she knew, killing one of her favorite characters right in front of her. She threw herself at him to knock him over then fled outside.

Her emotional state started to make her powers go haywire as the neighbor started to transform into her fantasy world. Half-animal people started to appear out of nowhere to block Curtis’s path as he followed his sister outside. He tried to use the gun he suddenly had earlier, but it had gone as suddenly as it had come. He tried to fight his way to his sister using his fists, but the anthropomorphic people in his way soon knocked him out, saying ""You will not harm The Mistress!""

The next day Curtis came to in a SIDE hospital in a bed next to his sister's bed. He learned that the Hero Corps had come in soon after he had been knocked out and subdued his sister. Cassandra woke up a couple of days later, feeling depressed and that everyone was against her and trying to keep her down.

Over the next couple months they both received lots of tests to determine what powers they had and how strong they were. It turns out both of them had the power to bend reality. Curtis had much lesser powers than his sister, but near-perfect control over what little he did have. Cassandra was much the opposite, her powers were very strong, though not as powerful as before, and she found herself only able to exert a little conscious control over what exactly they did when they were let loose. During a test she spontaneously transformed herself into different anthropomorphic animals and she seemed unable or at least unwilling to change back to human form and when the suppressors were finally turned back on she was left in the form of an anthropomorphic white wolf.

At the end of the testing Curtis was deemed not a serious threat to others and allowed to go back home with his family. At this point he was only able to create the most basic of shapes out of nothing. Cassandra though seemed to be unable to control the brunt of her powers and no one wanted a repeat of what had happened during her ""Awakening"" so she was forced to wear a Deamtech Power Suppression collar provided by IDEA. After a few months at being held at the SIDE facility the issue of her long-term care came up. SIDE decided that because she wasn’t really a prisoner, but more of a mental patient, that she was some other Organization’s problem, not theirs. IDEA and the Assembly of course argued over who would get custody of the reality bending girl, but in the end her parents decided that she should be put under Assembly care, and so she was.

Over the next few years, Curtis has been using his still developing powers to serve as a Superhero. He now has the ability to create more complex objects that generally resemble more advanced versions of mundane items. He also has developed his ability to be able to bring into the existence a small number of magical effects from his favorite video game series (Hint: It's Final Fantasy). He gets visited by an Assembly Counselor twice a month to assess his growing powers (used to be once a month, but ever since he started messing with Spacetime it's been kicked up to twice a month) and his growing status as a Hero since he's expressed interest repeatedly in joining the Hero Corps someday.

Cassandra though has only been allowed to enough of her power to create simple objects and illusions, which she mostly uses as an alternative to other more mundane art forms. Due to her artistic skills, she has gained a small amount of popularity (and money) as a Dreamer artist and plans on moving out soon. She is also visited twice a month by a Counselor from the Assembly to assess her control over her powers, give her advice, but mostly to make sure she isn't going to try and “overwrite” reality in a purposeful repeat of her Awakening.

Feelings on Organizations
The Assembly of Dreams
Number one on my list. They're nice people who help Dreamers like me and my sister out when we need it. She's doing very well thanks to them! Also, when I can join the Hero Corps?

The Children of Paradise
The sound like a bunch of escapists, why can't we all be friends? Where are they going to run when they need a break from themselves I wonder? In general, I don't mind them if they don't try to "Kill All Sleepers" or anything like that and I worry about them.

SIDE
Number two on my list. They do what needs to be done and I respect them for that. That's pretty much it about them.

IDEA
Shady Organization is Shady, 'nuff said... well, at least they help out the Assembly with Dreamertech and training. Wish they would make more of their research Open Source though.

The Reclaimers
Seriously, why can't we all be friends? I see the validity behind their points, but they're making most of their points all wrong. Also, more they just make way too many Logical Fallacies in their arguments.

Seekers of the Dream
I see where they're coming from and agree with them on a lot of things, but I'm pretty sure they'd ask more from me then I'm comfortable with. I go to their churches on holidays sometimes.

Updates
1/4/13 Change due to more setting info
• Advantages: "Benefit: Known Hero" > "Benefit: Known Independent"
1/5/13 Fix/Change due to cost per rank for Healing being off
• Powers: Curasa: Healing 6 (Ranged, Stabilize, Diminished Range) > Cure: Healing 5 (Stabilize, Persistent)
1/21/13 Changes all around
• Abilities: Awareness 4 > 3 (+2 pp); Fortitude 7 > 6 (+1 pp) Will 12 > 12 (-1 pp to keep it at 12 when AWE was lowered)
• Powers: Manifest Device +Move Action (-3 pp); Manifest Object 9 > 10, +Innate
• Skills: Close Combat (Swords) 4 > 2 (+1 pp)
• Offense: Swords +12*/+8 > +10*/+6
1/23/13 Fix for missing a change
• Skills: Insight 2 (+6) > Insight 2 (+5); Perception 3 (+7) > Perception 3 (+6)

Quellian-dyrae
2013-01-04, 12:32 AM
You're fine Shugyosha, and thanks for the sheet reposts, all!

Just so you all know, when I put a check DC to open a Spoiler, while rolling in thread is fine, feel free to roll on physical dice or a different die roller program and just open it if you succeed. Since spoilers are honor-system anyway, the roll can be as well, and that might keep clutter down.

BananaPhone
2013-01-04, 01:20 AM
Just a heads up: I'm planning on Quantumn having had martial run-ins with The Reclaimers that resulted in numerous deaths and some destruction. She'll be shanghaied...er...I mean "recruited" as a means of "Hey we'll overlook this frightening incident if you do some community service!"

Sound okay?

Quellian-dyrae
2013-01-04, 01:46 AM
Pretty much. The Assembly doesn't really have jurisdiction on stuff like that to "overlook" it (that's SIDE's deal). They do, however, dislike the Reclaimers in general, hate the militant ones, and have a beast of a legal team, so it's pretty much just as good.

Whether you want it to be more "We'll keep SIDE from throwing you into prison for the rest of your life if you help us out here" or more "Yeah, looks like you were justified, we'll get SIDE off your back. By the way, you interested in a temporary heroing gig?" is up to you.

Grim ranger
2013-01-04, 03:25 AM
Jackknife
Elijah Warren
Power Level 10 - 155 Power Points

Brief: Jackknife is a trained Dreamer killer, possessing considerable skill with blades and vast array of different gadgets that allow him to pull underhanded moves in middle of a fight with alarming frequency. He can also utilize his developing psychic abilities to strenghten himself in various ways: the exact limitations of his psychic abilities are currently unknown, but he has showcased increased endurance, speed, strenght and even capability to become virtually invisible to naked eye. He can also go without sleep for however long he wishes to, an ability that can be considerably more useful than it looks like.

Character sheet:
Abilities: 56 points
STR 6
STA 4
AGL 5
DEX 3
FGT 7
INT 0
AWE 3
PRE 0

Powers: 40 Points

Pavor Nocturnus - 1 Point
Immunity (Need for sleep)(1 pt)

Bishōnen - 2 Points
Enhanced advantage (Attractive 2)(Limit: Out of Costume only)(1 pt)
Enhanced advantage (Fascinate 1 (Persuasion), Skill Mastery (Persuasion))(Limit: Out of Costume only)(1 pt)

Jack of Blades (array) - 14 Points
● Blade Shield- Immunity 20: Projectiles, Limited: Must be wielding an Edge Weapon (10 pts)
● AE: Clean Cut- Damage 2, Strength Based, Multiattack, Penetrating (6), Incurable, Precise, Limited: Must be wielding an Edge Weapon (1pt)
● AE: Flying Blades- Damage 2, Strength Based, Increased Range, Multiattack, Penetrating (5), Ricochet (1), Limited: Must be wielding an Edge Weapon (1pt)
● AE: Psychic Strike- Damage 8, Affects Insubstantial (2), Alternate resistance: Will, Limited: Must be wielding an Edge Weapon (1pt)
● AE: Paralyzing Blow - Damage 1, Strength-based, Affliction 17 (Resisted by Fortitude, Failure (one degree): Target is hindered, Failure (two degrees): Target is immobile, Failure (three degrees): Target is paralyzed), Affects Insubstantial (2), Limited: Must be wielding an Edge Weapon (1pt)

Psychic Boost (array) - 16 points
● Fast Healing - Regeneration 10 (10 pts)
● AE: Mental Camouflage - Concealement 5 (Full concealment from all visual senses (super senses included) as well as normal hearing) (1 pt)
● AE: Speed Boost - Super-Speed 3 (Enhanced Initiative 3, Quickness 3, Speed 3)(1 pt)
● AE: Stronger Bones - Enhanced Strength 5 (1 pt)
● AE: Third Eye - Senses 10 (Counters Concealment (5 ranks), Counters Illusion (2 ranks), Penetrates Concealement (4 ranks), Noticeable) (1 pt)
● AE: Hyperparkour - Leaping 6, Movement 2 (Safe fall, Sure-footed 1) (1 pt)
● AE: Unconquerable Will - Immunity 30 (Effects resisted by Will)(Reduced Will 5, Concentration) (1 pt)

Jackknife's Suit (removable) - 4 points
● Kevlar lining - Protection 3 (3 pts)
● Adaptive HUD - Senses 2 (Extended Sight 2) (2 pts)

Assassin’s Arsenal (utility belt array) - 4 points
● Monomolecular Blade: Damage 4, Strength based, Enhanced Improved Critical 2, Penetrating 8, Precice Attack 2 (Ignores cover & concelment) (16 points)
● AE: Flashbang grenades: Ranged, Burst Area, Dazzle 4 (1 point)
● AE: Tear Gas grenades: Ranged, Burst Area, Affliction 4 (1 point)
● AE: Fragmentation grenades: Ranged, Burst Area, Damage 5 (1 point)
● AE: Serrated throwing blades: Damage 2, Ranged, Strength based, Precice Attack 2 (Ignores cover & concelment), Extended Range (2), Accurate 2 (1 point)

Fierce Deity Form (Alternate Form) - 1 point
● (Specifics pending discussion with GM)

Skills: 21 points
Acrobatics 5 (+10), Athletics 5 (+10), Close Combat: Edge Weapons 5 (+12); Insight 5 (+8); Ranged Combat: Edge Weapons 5 (+8); Sleight of Hand 5 (+8); Stealth 5 (+10); Perception 4 (+7), Persuasion 5 (+5/+10 out of costume)

Advantages: 21 points
Accurate Attack, Agile Feint, Assessment, Benefit: Omnidexterity, Connected, Defensive Roll 3, Diehard, Evasion, Equipment 2, Favoured Foe (Dreamers), Fearless, Improved Critical 2 (Edge Weapons), Improved Aim, Improved Disarm, Jack-of-all-trades, Power Attack, Quick Draw, Takedown, Ultimate Effort, Weapon Break

Defenses: 12 points
Toughness: +4 (+10)
Dodge: +5 (+10)
Fortitude: +2 (+6)
Parry: +3 (+10)
Will: +2 (+5)

Combat:
Initiative: +5 (+17 with Super-Speed active)

Close:
Monomolecular Blade: +12
Hidden Blade: +12
Dagger: +12
Unarmed: +7

Ranged:
Serrated throwing blades: +12

Equipment: 10 equipment points (2 points)
● Dagger: Damage 1, piercing (2 points)
● Hidden Blade: Damage 1, piercing, Subtle (4 points)
● Commlink (1 point)
● Gas Mask (1 point)
● Multitool (1 point)
● Cell Phone (1 point)

Abilities 56 + Defenses 12 + Powers 40 + Advantages 21 + Skills 21 = 150 Power Points

Hero points: 7
Hero points spent: 2

Complications:
Wrath: Even though he attempts to keep his anger chilled rather than raging out of control, Jackknife can at times be quite temperamental and phrone to give in on the temptations of violence. His anger towards the people he feels have wronged him can act badly against him, as he will attempt to pursue his vengeance even if his emotions can be played to lure him into a trap.

There is no place like...: Even if he is mostly unknown to the world, Jackknife still has friends and extended family, and they are unlikely to exactly approve of his villanous turn. He cannot bring himself to harm most of his few old friends, and as a result is likely have trouble when facing them. Were it discovered by his old friends what his mask hides behind it, he would likely get couple of very persistent pursuers.

Righteous Fiend: Despite being a rather murderous metahuman assassin, Jackknife has his own strict set of "professional ethics" that he maintains even despite potential benefits that working outside them might give at times. These include: not harming children, not killing bystanders unless necessary, allowing honorable opponents honorable burials and many other things besides. As a result, people can be quite confused about his behavioral patterns at times, and Dreamer community can see him as somewhat of a wild card.

Double Life: In order to operate somewhat below notice, Jackknife adopts his civilian persona of Elijah (leaving out the last name on purpose) when he is not on a mission. Thanks to the fact he does not need sleep, Jackknife can maintain his double identity quite easily, but in his civilian guise he does not carry his arsenal and adheres to strick non-killing policy to avoid suspicion.

Backround:
Elijah Warren originally had very good future ahead of himself by the looks of it, or exiting one to say the least. Son of famous pair of Dreamers, Psychoblast and Martial Mistress, he is someone one would likely not expect to find his way to the dark side of the law, living up to his teenage years in luxarious home of his parents and being fully expected to develop Dreamer powers of his own. He was even schooled in academy partially funded by the Assembly for possible Dreamers-to-come, as befitting someone who was fully expected to become a superpowered celebrity by his own right. Those early years left Elijah with strong moral compass and a real, genuine with to become a hero and help his fellow man. Back then, he did not know anything of the varying dangers that the world could have for an aspiring Dreamer.

Sadly his life was not fated to turn all that rosy in the end. His parents were careless, and during one of their battles with one of the villans they encountered, excessive measures were brought into play. No one knows if it was deliberate or simple mistake, but his parents killed the supervillain they had been fighting, something that was still frowned upon by law. Special Investigations and Dreamer Enforcement (or simply SIDE) was forced to apphrehend them, and although the law at times understood accidental Dreamer kills (in self-defence, since superpowered battles were risky for everyone involved), the newly-elected official with anti-Dreamer sentiments wanted to boost his support amongst the anti-Dreamer part of the populance by taking stricter stance in regards of the two, and drove through harshest possible penalty.

Life in maxium-security prison. For both of his parents. They died in the incarceration not long after, some saying that Reclaimers had got to them and made an "example" out of them.

As if losing his parents would not have been bad enough, with them Elijah lost his home in their old house in Verdania due to unexpected legal fallout (most of which was being orchestrated by the radical elements of the Reclaimers: the two Dreamers had been quite influential) and was forced to move to suburb, which whilst being bearable was a far cry from his old life. These turns of events of course devastated the young man: he had lost his parents, as well as his home, and was now apparently more or less expected to fend for himself. The traumatic events triggered his Dreams, and they were not pleasant ones: instead, they were night terrors, visions of blood, fire and darkness. Continuing for a week before halting, the lucid dreams drove the need for sleep entirely from him, leaving him shaken and his worldview rather darkened... But it also left him with his Dreamer powers, ones that grew in strenght week by week. But as his powers awakened, so did cold hate towards everything he saw as being responsible for the destruction of his life: SIDE, Reclaimers, and eventually the entire goverment.

His fury eventually reached the point that he begun to act rather dangerously, some even said self-destructively, and stopped visiting the academy entirely. His friends and tutors hardly had begun to talk in worried tones amongst themselves about his obviously rapidly worsening mental health when the news hit them: the apartment of Elijah Warren had exploded and was merrily burning away, having been attacked by one of the old enemies of his parents.

When the first heroes and SIDE agents reached the scene, however, they were met with gruesome and surprising sight: the corpse of a villain that had had his throat slit from behind, and Elijah nowhere to be found. The posthumous case went down as self-defence, and Elijah Warren was pronounced dead due to his body having never been found, being one of rare 16-year olds that got a honorary plaque at the academy he had been trained in.

But of course, everyone was mistaken. Elijah Warren had not died, but merely adapted. Having survived the encounter with the Dreamer by camouflaging himself with his newfound power and using the only weapon available to him at the time, the boy took on alias of Jackknife and begun wandering the world, living by stealing and killing while seeking masters to train him in arts he would need to rise to power and exact his revenge on all those that he felt had betrayed him. In many cases, he killed his masters as "graduation ceremony" of sorts when he believed he was ready, thus gaining experience in dealing with superhuman opponents and honing his lethal skills ever sharper.

And now, twelve years later, the angry teen has turned into a lethal assassin with mind full of cold, carefully maintained fury, and a long list of names.

A situation that is bound to end in tragedy.

Relations with factions:
The Assembly of Dreams - Neutral: he sees them as good people, but is often forced to pit himself against them to get his way in the world.

The Children of Paradise: - Cautiously positive: He does not believe every bit of the Dreamer surpremacy spiel, but he does support the idea of them gaining their own world.

SIDE: - Hostile: Thanks to their role in leading his parents to their deaths and clashing with them rather regularly, Jackknife despises SIDE. They also have a folder on him.

IDEA: - Neutral: Jackknife does not interact with the IDEA much, so he has no opinion on them.

The Reclaimers: - Extremely hostile: Reclaimers are faction that he tends to attack the most, and is not too selective when it comes to reducing their membership.

Seekers of the Dream: - See Children of Paradise

Also, rolling the dice right now:

[roll0] (Perception)

Jallorn
2013-01-04, 03:59 AM
I'm going to take advantage of Well-Informed to see if I know much about anyone already. I'm going to roll for the other characters, but that's pretty informal, and is really just going to tell me how much I know about each character's backstory.

I'm also going to roll for Barret Anderson: [roll0]

Quantum: [roll1]
Curtis Wright: [roll2]
The Gentleman: [roll3]
Jackknife: [roll4]

Well, that's four successes for everyone except The Gentleman. So I know a lot about everyone. :smallcool:

I don't know if that would tell me Jackknife's origin though. That's up to you I think Grim. Do I get to know Jackknife's original name?

Grim ranger
2013-01-04, 04:11 AM
I really doulbt that, since the "original" persona of Jackknife has been declared legally dead, and he only surfaced years and years after that event, nobody really has enough on him to join the dots... unless you have some kind of postcognition. :smallconfused:

BananaPhone
2013-01-04, 04:15 AM
And there, history/fluff is up. Tell me if it's fine or needs work.

Perception roll: [roll0]

Quellian-dyrae
2013-01-04, 04:17 AM
Andrew:
Barret's got about twenty-five years experience in Hero Corps. He was trained originally by SIDE, but once he had the Dream, he felt the bureaucracy of the organization was too restrictive. He takes a hands-on approach to things and displayed solid management skills, has respect as a leader not for any particular charisma or natural gift at command, but because he's no-nonsense and doesn't tend to mess things up often.

He's known to be staunchly anti-Reclaimer, and tends to an agenda of having the Assembly in general and Hero Corps in particular work closely with SIDE to pick up whatever slack their protocols leave. Since he rose to his current rank, joint task forces between Hero Corps and SIDE have near quadrupled compared to previous years.

Also, since you did roll quite high, he has a daughter who joined the Children of Dreams ten years ago, and moved to Paradisia. He's not happy about it, and it actually wound up pretty much destroying his marriage (his wife's a Sleeper, so being pretty much barred from visiting her daughter? Yeah, didn't go over well). So, he has a sore spot for them.

Powers-wise, his primary capabilities are super-strength and invulnerability, a degree of super-speed (he's not very quick in terms of, say, striking speed, but very fast on the move and heightened reflexes), and creation of a variety of forcefields, most of which have some sort of rider effect (reflection, absorption, backlashing, etc). Given all that and his codename, I trust his general combat tactics are obvious.

EDIT: Yeah, Quantum's backstory looks fine. All the organization feelings towards her look spot on.

EDIT Again: And OP of IC thread has been updated to account for new backstories.

Grim ranger
2013-01-04, 04:26 AM
Oh, I think Jackknife and Quantum will get along just fine... If she can look past the "trained dreamer-killer and boogeyman of Dreamer community" thing :smalltongue:

Quellian-dyrae
2013-01-04, 05:45 AM
So, couple thoughts on combat, to streamline things. Let me know if anyone sees any issues or has any complaints.

We won't roll initiative at combat start. NPCs will simply all act first (but results of actions won't apply until end of the round), then PCs as each player can post, each player posting for their character and any other characters they control (summons, companions, etc). Include any reactions to NPC actions, and any necessary rolls, right in your post.

If you want to "time" an action to occur before or to interrupt an NPC's action (for example, you want to move to block a charging enemy), you roll an Initiative check, DC 11 + the NPC's initiative modifier to do so. This option basically replaces readied actions for PCs (NPCs will ready actions normally, in spoilers). Once everyone's posted, my next post will be to post NPC reactions and responsive rolls, resolve all the numbers, and then post their next turn. If a PC forgets to make a roll called for (a save, for example), I'll roll for them in my post.

If you attempt to time an action and fail, your action gets resolved after all untimed or successful timed actions, rather than simultaneously. If this invalidates your action (for example, you try to nullify an enemy's power but wind up casting too late), you do still lose the action involved. Generally, enemy movement will not prevent you from targeting unless the enemy moves out of range (if you were moving to the enemy to attack, as long as your movement could still get you into reach, you're fine). Additionally, failing to time an action against an action that targets you results in taking a -2 penalty to all defenses against the action, since your attention is divided.

Also, I can already tell I won't be able to keep track of various super-senses and such. If you want to use a super-sense, let me know and I'll tell you what you can perceive. I think I'm explicitly going to do my posts and pacing under the assumption of normal human senses. However, if you feel your character would have been aware of something beforehand, point it out and the senses (and maybe roll a Perception check along with it, just to be safe), and if the sense would have given you early warning, you'll get some extra time to respond "retroactively". This could mean a free surprise round, some prep time, or just being able to be all cool and wind up sneaking up behind the people that were supposed to have snuck up on you, or something.

Finally, at least in the initial few encounters, if everyone could be fairly detailed about what the powers they are using do and how they work as they post their actions, it'll be a big help. As I mentioned, my M&M experience is fairly limited.

One question as well, anyone have particular preferences for or against maps? I figure since speeds can be quite high and AoOs aren't a thing, they won't be that useful, but if anyone is going to find tactical positioning important for their builds, I'm fine with whipping them up.

HopeHubris
2013-01-04, 08:50 AM
When everyone arrives, The Gentleman sizes them all up

Assessment: Insight +7 vs target Deception

Rolls are meant to be secret, so you can roll them, or take these ones


[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

shugyosha
2013-01-04, 10:28 AM
[roll0] perception
[roll1] tech

shugyosha
2013-01-04, 10:46 AM
I'm going to take advantage of Well-Informed to see if I know much about anyone already. I'm going to roll for the other characters, but that's pretty informal, and is really just going to tell me how much I know about each character's backstory.

I'm also going to roll for Barret Anderson: [roll0]

Quantum: [roll1]
Curtis Wright: [roll2]
The Gentleman: [roll3]
Jackknife: [roll4]

Well, that's four successes for everyone except The Gentleman. So I know a lot about everyone. :smallcool:

I don't know if that would tell me Jackknife's origin though. That's up to you I think Grim. Do I get to know Jackknife's original name?

Wouldn't the DC be dependent on how famous and how long they have been active. I'm sure someone like the Gentleman would have a lower DC.

HopeHubris
2013-01-04, 10:50 AM
Wouldn't the DC be dependent on how famous and how long they have been active. I'm sure someone like the Gentleman would have a lower DC.

Yes, I have been active for well over a hundred years, since before the awakening, might be a little easier to know about him than say... a mysterious masked assassin

ChrisClark13
2013-01-04, 03:39 PM
Curtis has a "Benefit: Known Hero" Advantage. Seeing as Hero seems to exclusively apply to the Hero Corps I'm not sure what I should change it to, "Locally Well Known" perhaps?

Quellian-dyrae
2013-01-04, 03:41 PM
For Assessment, I figure since you have each other's character sheets, just roll normally, assume a take 10 on Deception, and you can assess comparative capabilities IC based on your roll.

Likewise, Well Informed can give you access to appropriate understanding of backstories. As I read it, "Protected" information means, out there for those who have access (which may be hard or dangerous to get), but not necessarily secret information that only the character or a select few people would know.

I guess the way it would work for more famous characters, is more information would be available at the lower DCs. The Gentleman's adventures and escapades are likely well-documented, so you could get much more information at DCs 10 and 15, whereas someone like Jackknife or the previous help from the shadows Vanguard, the same sort of information would be much less available, and thus fit the classifications for higher DCs. And again, information that is simply undocumented, such as Jack's previous identity or the fact that this is actually a new Vanguard, probably wouldn't be available (unless your fellow player is cool with it).

Gentleman:
As far as Interceptor goes, I'm assuming him for your last roll. I haven't actually worked his stats out entirely, so uh, these are kinda tentative, but where I'm leaning, Attack 12, Damage 16, Dodge and Parry lower than yours, Toughness, Fortitude, and Will higher than yours.

Edit: Hero with a Capital H is generally used to denote Hero Corps. That said, there are Dreamers who are heroes and not members of Hero Corps. They're usually called independent heroes, or just independents for short. Eh, or vigilantes if they haven't registered their access and intended use of combat-capable powers.

Grim ranger
2013-01-04, 04:54 PM
Insight roll:

[roll0] (Insight)

HopeHubris
2013-01-04, 05:01 PM
Lets see if I can roll a 5 on my insight

[roll0]


Also, I'm assuming 'Dreamless night' is a typical expression, similar to the use of 'oh god' or the like?

Quellian-dyrae
2013-01-04, 05:36 PM
Yeah, pretty much. More common among Dreamers than Sleepers, of course.

ChrisClark13
2013-01-04, 06:52 PM
I take routine checks on Expertise: Popular Culture and Insight for 16 and 16 respectively.

I also updated my character sheet post.

Quellian-dyrae
2013-01-04, 08:06 PM
Just so anyone who was paying more attention than me knows, it's the sixth floor that was off-limits to non-Corps personnel, eighth was bunks, got them mixed up.

BananaPhone
2013-01-04, 11:11 PM
It just occurred to me what a bunch of freaks these guys are lol.

Quellian-dyrae
2013-01-04, 11:30 PM
This being a superhero game, I can only assume it means we're doing something right! :smallbiggrin:

So, I do have some plans, but they don't take place for a few days. If you guys want to set up a training session, get a feel for the characters and such, we can certainly do that. Otherwise, I'm probably going to be quiet IC aside from any setting/NPC responses to your actions. If there's RP you all want to do, go ahead. Whenever you're ready to move along, just post such OOC. Once either everyone has indicated they're ready to move, or everyone who hasn't goes, say, a day without posting, I'll do a more plot-centric post.

ChrisClark13
2013-01-05, 02:19 AM
Changed my character sheet a bit because I just realized I did some math wrong. (Change is logged on the character sheet)

Quellian-dyrae
2013-01-05, 04:36 AM
...It's weird. Making NPCs, and the ones that proved most difficult to keep within PP budget? The pretty much bog-standard Training Robots...

And I know GM doesn't have to stay within PP limits, but I feel it's a bit more fair for most enemies and helps balance things at least a bit.

So, a thought occurs. Since this is basically a training fight, but a battle in PbP can take quite a bit of real-time, one way we could do this would be for me to just post the robots' stats, and each of you can post a solo fight against one, doing pretty much the whole battle in one post, controlling your character and the enemy.

Advantages: Sheer speed of resolution. You have slightly more leeway to manipulate events so you look cool. Everyone can test their characters out/see what each other can do in a vacuum without the possibility of, say, a single area blast wiping out the entire opposition in one go, or something.

Disadvantages: Requires more immediate effort to make the single whole post. Can't analyze how the characters will actually work together. Can't get a feel for how I use NPCs in combat. Fighting against yourself usually isn't as fun. If you get unlucky and lose to the training robot you'll be utterly humiliated before your peers. :smallbiggrin:

Anyway, fair warning, my first IC post tomorrow will usher us into the training room and present the opposition. If we go with normal combat, I'll also immediately begin with the enemy's first turn. If we go with individual combat, I'll include the robots' stats. Anyone who wants to weigh in on how we do it, please do so. Whichever option has a majority of the people who vote will have it, tie goes to normal combat because, well, it's normal.

Jallorn
2013-01-05, 04:50 AM
I will say that I could go for either. My only longstanding PbP game has been shockingly devoid of combat for the most part. (I say shockingly because it is a very dangerous world. Which is of course why we are so evasive of combat.)

Grim ranger
2013-01-05, 08:00 AM
...It's weird. Making NPCs, and the ones that proved most difficult to keep within PP budget? The pretty much bog-standard Training Robots...

And I know GM doesn't have to stay within PP limits, but I feel it's a bit more fair for most enemies and helps balance things at least a bit.

So, a thought occurs. Since this is basically a training fight, but a battle in PbP can take quite a bit of real-time, one way we could do this would be for me to just post the robots' stats, and each of you can post a solo fight against one, doing pretty much the whole battle in one post, controlling your character and the enemy.

Advantages: Sheer speed of resolution. You have slightly more leeway to manipulate events so you look cool. Everyone can test their characters out/see what each other can do in a vacuum without the possibility of, say, a single area blast wiping out the entire opposition in one go, or something.

Disadvantages: Requires more immediate effort to make the single whole post. Can't analyze how the characters will actually work together. Can't get a feel for how I use NPCs in combat. Fighting against yourself usually isn't as fun. If you get unlucky and lose to the training robot you'll be utterly humiliated before your peers. :smallbiggrin:

Anyway, fair warning, my first IC post tomorrow will usher us into the training room and present the opposition. If we go with normal combat, I'll also immediately begin with the enemy's first turn. If we go with individual combat, I'll include the robots' stats. Anyone who wants to weigh in on how we do it, please do so. Whichever option has a majority of the people who vote will have it, tie goes to normal combat because, well, it's normal.

Invidual combat works perfectly well for me... And Jackknife has Blade Shield and Iron Skin Concentration active by default, by the way. Just to make taking him down somewhat more challenging.

HopeHubris
2013-01-05, 11:55 AM
It just occurred to me what a bunch of freaks these guys are lol.

Hey, if you didn't want people to check her out, you shouldn't have put 2 points in attractive, that basically makes her one of the most attractive people alive, I'm wondering why no one else did :smalltongue:
Fox boy is gay, calling it :smalltongue:


Also, how has jack got so many blades on him, he only spent enough points for one dagger and a hidden blade

Grim ranger
2013-01-05, 12:00 PM
Hey, if you didn't want people to check her out, you shouldn't have put 2 points in attractive, that basically makes her one of the most attractive people alive, I'm wondering why no one else did :smalltongue:
Fox boy is gay, calling it :smalltongue:


Also, how has jack got so many blades on him, he only spent enough points for one dagger and a hidden blade

Check his Assassin's Arsenal array. He has as many blades as he requires. :smalltongue:

Those include, let's see... the aforementioned dagger and hidden blade, along with throwing blades, poison blade, monomolecular sword, and bladed whip. And that's not even going into other stuff in his arsenal. :smallbiggrin:

HopeHubris
2013-01-05, 12:06 PM
Check his Assassin's Arsenal array. He has as many blades as he requires. :smalltongue:

I'm curious as to how a utility belt array works, as it seems to basically be a way better form of power array, everything is 1/5 the cost, and you can get at least as many, while removing a utility belt is kind of difficult

Grim ranger
2013-01-05, 12:20 PM
I'm curious as to how a utility belt array works, as it seems to basically be a way better form of power array, everything is 1/5 the cost, and you can get at least as many, while removing a utility belt is kind of difficult

From what I understand (since I am pretty much a newbie when it comes to M&M myself), it functions as any Array would: you can use one effect (in this case, item) at a time and it can be taken away from you, which is the downside in it. The GM approved of it, so I'd say I don't need to scrap it... :smallconfused:

HopeHubris
2013-01-05, 12:25 PM
From what I understand (since I am pretty much a newbie when it comes to M&M myself), it functions as any Array would: you can use one effect (in this case, item) at a time and it can be taken away from you, which is the downside in it. The GM approved of it, so I'd say I don't need to scrap it... :smallconfused:

Never said to scrap it, I'm new to the game as well, it just seemed like it was a really good power

Grim ranger
2013-01-05, 12:49 PM
Never said to scrap it, I'm new to the game as well, it just seemed like it was a really good power

Might be why Batman is still plausible M&M character even without any Powers... :smallbiggrin:

HopeHubris
2013-01-05, 01:03 PM
Hmm, it's not too late to shuffle some points around and grab some minor powers is it? I want The Gentleman to have improved senses as well

edit: All changes I made are currently on the spreadsheet I linked to on my charsheet post if you want to see what I wanted

shugyosha
2013-01-05, 01:14 PM
I am fairly new to 3ed M&M but not new to hero rpg's. A good GM will find moments where he will not have access to his stuff. I have played many a gadget/power suit characters and the DM will find a way so that your goal is to get back your stuff or deal with not having your stuff.

Quellian-dyrae
2013-01-05, 03:11 PM
Shuffling powers is still okay. I'm actually thinking once everyone's seen how their characters work in this test, you'll all have one more chance to make changes before everything's largely "set in stone" (past that point, further significant changes will require, spending earned or unspent PP during downtime, swapping PP around on gaining a new Power Level, or some in-character reason for the character's powers to change fairly dramatically). If this results in conflicts with how the fight went, they'll be handwaved as training room glitches. :smallamused:

If I'm reading Jackknife right, that utility belt costing 1/5 points means it's technically equipment, and subject to all the resulting restrictions. It...also has removable on the array itself. I'm not entirely sure that's kosher, but it's only a point, so whatever; I can find ways to make it work as a flaw. I'm basically thinking, if Jack loses his gear, all items in his utility belt are automatically lost; he has no opportunity to hide one on his person or spend a Hero Point to have one have been missed, since they're all part of a single removable container, in addition to being individually subject to being disarmed or stolen themselves.

ChrisClark13
2013-01-05, 03:25 PM
Newbiw to MM here, so normal combat please.

shugyosha
2013-01-05, 03:59 PM
If I'm reading Jackknife right, that utility belt costing 1/5 points means it's technically equipment, and subject to all the resulting restrictions. It...also has removable on the array itself. I'm not entirely sure that's kosher, but it's only a point, so whatever; I can find ways to make it work as a flaw. I'm basically thinking, if Jack loses his gear, all items in his utility belt are automatically lost; he has no opportunity to hide one on his person or spend a Hero Point to have one have been missed, since they're all part of a single removable container, in addition to being individually subject to being disarmed or stolen themselves.

Taking equipment and the removable modifier is not allowed:
Items provided by the Equipment advantage (see Advantages) are essentially effects and other traits with Easily Removable, along with the various other limitations outlined in the Gadgets & Gear, amounting to a reduction of –4 points per 5 character points of final cost. Thus the Equipment advantage provides 5 points worth of equipment per rank (or 1 character point).
That's not allowed

(Bold is me)

Also equipment should be things that are easily available. I'm not sure if monomolecular blade and a power gauntlet is something that every military person has access to.

HopeHubris
2013-01-05, 04:07 PM
Taking equipment and the removable modifier is not allowed:
Items provided by the Equipment advantage (see Advantages) are essentially effects and other traits with Easily Removable, along with the various other limitations outlined in the Gadgets & Gear, amounting to a reduction of –4 points per 5 character points of final cost. Thus the Equipment advantage provides 5 points worth of equipment per rank (or 1 character point).
That's not allowed

(Bold is me)

Also equipment should be things that are easily available. I'm not sure if monomolecular blade and a power gauntlet is something that every military person has access to.

It says you can include devices

Grim ranger
2013-01-05, 04:30 PM
Excellent points... As I said before, I am still newbie with M&M. I will talk things over with our GM and try to fix the sheet. :smallsmile:

Edit: Things discussed over with GM, and sheet edited. I hope most of the brokenness is gone now...

HopeHubris
2013-01-05, 05:01 PM
Character sheet post updated, feel free to look for any errors I made

shugyosha
2013-01-05, 06:05 PM
In this world what is the typical damage ranks thugs will have? Is damage 8 laser pistol common?

HopeHubris
2013-01-05, 06:18 PM
Hmm, there doesn't seem to be an immunity 15 effect on the wiki, also, you seem to be using 2 different parts of your equipment array (Blade and throwing daggers, though I suppose you could be using your dagger to block)

shugyosha
2013-01-05, 06:19 PM
What is jack's damage rank for his attack?

Grim ranger
2013-01-05, 06:25 PM
Hmm, there doesn't seem to be an immunity 15 effect on the wiki, also, you seem to be using 2 different parts of your equipment array (Blade and throwing daggers, though I suppose you could be using your dagger to block)

True enough: the "15 point immunity" was one of my own rookie mistakes. Turns out that I can just replace it with 20 point immunity that has the same descriptor because I was using a modifier I would not have even needed in the first place. So all's well that ends well. :smallsmile:

And yes, he was using the dagger, since it is not part of his equipment array... but I have to admit that the description was misleading on that matter. I edited it to make the distinction between dagger and his actual sword clearer. :smallsmile:

Also, should someone question him throwing with his "off hand", he is ambidextrous, even having Benefit to prove it. :smallwink:

Grim ranger
2013-01-05, 06:33 PM
What is jack's damage rank for his attack?

Apparently it is damage rank 8, what with his capping out at that point.

Edit: And the more I know, it seems I have even more stat-wrangling to do. Thank everything divine that we are still in stage of the game where stupid mistakes can be corrected: I am not entirely sure what I have been smoking when writing up this sheet.

Quellian-dyrae
2013-01-05, 06:39 PM
In this world what is the typical damage ranks thugs will have? Is damage 8 laser pistol common?

For thugs, no. For people with access - that is to say, an encounter that is actually supposed to be serious - you can probably expect your opponents to be meeting PL limits. Actual soldiers, SIDE, any Reclaimers that are actually a threat, and other non-powered people who expect to be fighting powered people, will generally have weapons with solid damage totals and might have at least access to Penetration, although I expect Impervious 14 will still have its uses (especially when dealing with area blasts and the like).

shugyosha
2013-01-05, 06:41 PM
This is your attack?

Serrated throwing blades: Damage 3, piercing, Increased Range (2 point extra, perception range), Accurate 2 (1 point)

If you have range perception then you don't need to roll to hit.
I don't know what 'piercing' is. If the damage is supposed to be strength based then this cost more than 16 points.
Damage 3 - 3 points
piercing ?
Increase Range - 16 point (2 points per rank up to 8 ranks is 2x8)
Accurate 2 - 2 points (not sure why you have this when you have perception range)

Grim ranger
2013-01-05, 06:49 PM
This is your attack?

Serrated throwing blades: Damage 3, piercing, Increased Range (2 point extra, perception range), Accurate 2 (1 point)

If you have range perception then you don't need to roll to hit.
I don't know what 'piercing' is. If the damage is supposed to be strength based then this cost more than 16 points.
Damage 3 - 3 points
piercing ?
Increase Range - 16 point (2 points per rank up to 8 ranks is 2x8)
Accurate 2 - 2 points (not sure why you have this when you have perception range)

Once again, because I am an utter moron when it comes to M&M mechanics? It might also help that the person helping me to write this profile up in the first place was propably not very aware of the rules either...

I will go and tackle that sheet once again. It kind of horrifies me how utterly clueless I can be, but I suppose suffering builds character and all. I will delete my post in IC if allowed to, given that it will likely be erroneous by the point I am done with the rewrite.

shugyosha
2013-01-05, 06:53 PM
may I suggest:

damage 2 (with your strength 6 that will make it an 8)
increase range (1 per rank, up to 8 ranks)
enhance advantage: Precise Attack 2 (ignore cover and conceal)
accurate 2 (gives you the +4 you need to make a total of +12)

for 14 points.

Grim ranger
2013-01-05, 06:56 PM
may I suggest:

damage 2 (with your strength 6 that will make it an 8)
increase range (1 per rank, up to 8 ranks)
enhance advantage: Precise Attack 2 (ignore cover and conceal)
accurate 2 (gives you the +4 you need to make a total of +12)

for 14 points.

A good suggestion, though right now it looks like I have made some critical mistakes when designing the entire arsenal, and I will have to see what I can do to shed the sheet of it's inherent flaws. Do you have Skype or MSN by any chance? I could use someone to talk about the mechanics, since I am quite green when it comes to them...:smallconfused:

HopeHubris
2013-01-05, 07:05 PM
I have a skype if you wanted to talk to me
ronan_phillips is my id thing

Quellian-dyrae
2013-01-05, 07:19 PM
HopeHubris, Shugyosha, go ahead and give The Gentleman and Vanguard an extra Hero Point. You were both very attentive to the stats, demonstrated a better grasp of the rules than me, and were very helpful besides, and if that's not worth an HP, I dunno what is.

HopeHubris
2013-01-05, 08:24 PM
Wow, my rolls were horrible, I suppose I won't be showing the young'ns what for after all
I just hope they have more toughness than dodge (or Parry as the case may be)
Speaking of! Assessment, and how lifelike are they, enough to read body-language?

Quellian-dyrae
2013-01-05, 08:28 PM
Yeah the dice don't seem to be being that kind to you guys, Kowalsky's multiattack aside (though he paid for it with that Toughness save, ugh).

EDIT: Yeah, they're quite impressively realistic. By the by, for everyone with Assessment, if you roll high enough to learn actual values, I'll give them in order Attack, Damage, Toughness, Dodge, Parry, Fortitude, Will, unless you request a different order...or unless you've already seen the stat as part of a roll, heh.

Gentleman:
Attack lower, Damage lower, Toughness 8, Dodge lower, Parry lower, Fort lower, Will lower

shugyosha
2013-01-05, 10:26 PM
Made some refinements to my character sheet.

ChrisClark13
2013-01-05, 11:37 PM
Back! Ah! Combat started without me! Is it alright if I have Curtis "prep" for the combat retroactively since he would've gotten a chance to right?

Technology: [roll0]

Quellian-dyrae
2013-01-05, 11:56 PM
Yeah, prep time before the fight officially began is fine.

Quellian-dyrae
2013-01-06, 04:13 AM
Think you added an extra space in the "roll" tag for init, but no problem. I figure you guys can be flexible about timing within the group, unless a couple of you really want to beat each other's turn (say, to score a finishing blow or something). Then, of course, you can roll init against each other.

HopeHubris
2013-01-06, 09:11 AM
Rolling initiative to move up the turn order for next turn

[roll0]

ChrisClark13
2013-01-06, 11:26 AM
Whoops, did that to prevent the preview from making [roll2] tags and such

Init: [roll0]

Grim ranger
2013-01-06, 07:45 PM
Rolling initiative to act before the robots in the next round:

[roll0] (Initiative)

Edit: And that is a spectacular fail.

Quellian-dyrae
2013-01-06, 08:09 PM
I'm thinking my initiative plan is just adding complexity where it isn't needed. Everyone who hasn't rolled init, go ahead and do so. We'll still all post each round as we get the chance, but I'll just put the resolutions in order thereafter. Much simpler.

Jallorn
2013-01-06, 08:26 PM
Well, time to find a way to put Init back into my build then.

Jallorn
2013-01-06, 08:28 PM
Oops, meant to roll my current Init first: [roll0]

Quellian-dyrae
2013-01-06, 09:03 PM
Robot Init: [roll0]

Quellian-dyrae
2013-01-06, 09:56 PM
Wow, I'm really sorry guys, but I clearly am not thinking things through. I have a post mostly set, but I'm realizing that since at least Curtis and the Gentleman (and maybe Vanguard) beat the robots in init, if I post now, their actions could invalidate it. If I leave that be, it makes init MASSIVELY powerful. If I go back and revise for invalidations, then anyone who posts before them, but acts after them, might have to revise things, and it just slows things down even worse.

I am...really glad we did this training fight. :smallbiggrin::smallsigh:

For this round, I'm posting, and if the faster characters invalidate any enemy actions, so be it. But I'm really open to hearing suggestions for a more effective solution to the turn order. Right now, kinda the best I can come up with is, GM rolls init for everyone at start of combat (just so we don't need to spend a whole round of posting on seeing turn order), and each team uses the average of all members' results. It's a bit clunky, but I think it keeps init from being over- or under-valued. Every point contributes less, but it contributes to the whole party going first rather than just you.

Again, that is just the option I've seen that seems most workable to me. I'm really, really open to suggestions.

HopeHubris
2013-01-06, 10:11 PM
Wow, I'm really sorry guys, but I clearly am not thinking things through. I have a post mostly set, but I'm realizing that since at least Curtis and the Gentleman (and maybe Vanguard) beat the robots in init, if I post now, their actions could invalidate it. If I leave that be, it makes init MASSIVELY powerful. If I go back and revise for invalidations, then anyone who posts before them, but acts after them, might have to revise things, and it just slows things down even worse.

I am...really glad we did this training fight. :smallbiggrin::smallsigh:

For this round, I'm posting, and if the faster characters invalidate any enemy actions, so be it. But I'm really open to hearing suggestions for a more effective solution to the turn order. Right now, kinda the best I can come up with is, GM rolls init for everyone at start of combat (just so we don't need to spend a whole round of posting on seeing turn order), and each team uses the average of all members' results. It's a bit clunky, but I think it keeps init from being over- or under-valued. Every point contributes less, but it contributes to the whole party going first rather than just you.

Again, that is just the option I've seen that seems most workable to me. I'm really, really open to suggestions.

Well, they both missed so I'm not going to interrupt them :smalltongue:
Also, I'd hate to have my initiative lessened :smalleek: 11 points don't come cheap you know :smalltongue:

I do like the way you've done it this time, posting the thing, then letting us interrupt an action if we're fast enough, though it could get confusing, we should probably all roll initiative before combat next time, then decide how to do it then, the current method will work for this one though

Quellian-dyrae
2013-01-06, 10:32 PM
The other thought that came to mind, was roll init at the start for all the PCs. Do...something for the NPCs to ensure they go as a group. Maybe average them. In any event, in the first round, any PCs who beat the NPCs post, then the NPCs go, and then all PCs go, and we alternate normally from there.

That one has the advantage of being most like normal. The really big disadvantage was when dealing with multiple different types of enemies with different init, but just averaging or something takes care of that. It could be a little clunky if there's like...a speedster and a hulk on the same team or something, but that's really more just awkward than broken.

HopeHubris
2013-01-06, 10:52 PM
The other thought that came to mind, was roll init at the start for all the PCs. Do...something for the NPCs to ensure they go as a group. Maybe average them. In any event, in the first round, any PCs who beat the NPCs post, then the NPCs go, and then all PCs go, and we alternate normally from there.

That one has the advantage of being most like normal. The really big disadvantage was when dealing with multiple different types of enemies with different init, but just averaging or something takes care of that. It could be a little clunky if there's like...a speedster and a hulk on the same team or something, but that's really more just awkward than broken.

That sounds like a better way to do it, we going to use that for this fight (If so, I get to go again :smalltongue:) or wait until the next?

Quellian-dyrae
2013-01-06, 11:00 PM
Probably wait for the next. Trying to shoehorn it into this one would just make things even more disorganized.

shugyosha
2013-01-06, 11:08 PM
init
[roll0]

I think Gm rolling init is good. I think that those with high (higher than the NPCs) go first, then the NPCs, then everyone (low and high init PC's). This way those with high init might get to act first (in essence have an extra action).

shugyosha
2013-01-07, 12:47 AM
Toughness
[roll0]

shugyosha
2013-01-07, 01:06 AM
BTW what is the order of actions and initiatives?

Quellian-dyrae
2013-01-07, 01:11 AM
The Gentleman: 27.
Vanguard: 20.
Curtis: 19.
Robots: 10.
Kowalsky: 9.
Jackknife: 8.

HopeHubris
2013-01-07, 01:13 AM
BTW what is the order of actions and initiatives?

You know you can just edit your post :smalltongue:
No need to triple

Jallorn
2013-01-07, 02:29 AM
Dodge: [roll0]

If Necessary Toughness: [roll1]
#2: [roll2]

Owwwwwch

ChrisClark13
2013-01-07, 03:21 AM
Dodge and Toughness Checks
Dodge: [roll0] [roll1] vs 15
Tough: [roll2] [roll3] vs 17/20

Edit: Woo magick +7 Barrier FTW!

Grim ranger
2013-01-07, 05:11 AM
Dodge and Toughness checks here too:

[roll0] & [roll1] (Dodge checks) vs DC 15
[roll2] & [roll3] (Toughness checks) vs DC 17/20

Edit: Well, good enough for me. And regeneration will mean Jack is not really hindered by that one level of damage...

Quellian-dyrae
2013-01-07, 04:05 PM
So, as part of my continuing learning experience with regards to M&M in general and M&M by means of PbP in particular, another thought occurs. What's everyone's thoughts on, in future battles, switching to an "attacker rolls all the dice" system. You'd roll an attack check as normal (or a Damage check against Dodge for area attacks), and then a Damage check against DC 7 + Toughness (or 12 + appropriate resistance for Afflictions), just rolling both in the same post like one would roll attack and damage in D&D; if you hit, the damage roll applies, if you miss, it's just ignored.

Grim ranger
2013-01-07, 04:14 PM
So, as part of my continuing learning experience with regards to M&M in general and M&M by means of PbP in particular, another thought occurs. What's everyone's thoughts on, in future battles, switching to an "attacker rolls all the dice" system. You'd roll an attack check as normal (or a Damage check against Dodge for area attacks), and then a Damage check against DC 7 + Toughness (or 12 + appropriate resistance for Afflictions), just rolling both in the same post like one would roll attack and damage in D&D; if you hit, the damage roll applies, if you miss, it's just ignored.

This would work for me :smallsmile:

shugyosha
2013-01-07, 04:18 PM
Why DC 7 and why do afflictions have a different base DC?

A test example:

original way
Attacker rolls attack roll vs DC = defense (dodge or parry) + 10
Defender rolls defense (toughness, Fort, Will )vs DC = effect + 15

assume rank 10 effect and rank 10 defense. Then the second roll has a DC 25 vs 1d20+10. Giving a 25% chance of defending


new way
Attacker rolls attack roll vs DC = defense(dodge or parry) + 10
Attacker rolls effect roll vs DC = defense (toughness, Fort, Will ) + 7 (or +12 if Affliction)

assume rank 10 effect and rank 10 defense. Then the second roll has a DC 17 vs 1d20+10. Giving a 35% chance of defending.

I think it should be a +5 not +7 to make it an equivalent mechanics.

The only advantage of the original is that if I roll to defend I know the outcome and then can write it with my post on to attack. As opposed to the GM writing how my character reacts to the attack.

Quellian-dyrae
2013-01-07, 04:29 PM
I believe hitting the DC exactly is considered a success for the character rolling. So, at DC 15 + Damage, an equal Toughness has to get 15, 16, 17, 18, 19, or 20 to avoid damage, is 30%.

Likewise, at DC 7 + Toughness, an equal Damage only fails to damage on 1, 2, 3, 4, 5, or 6, also 30%.

Afflictions likewise are because the base DC is 10 + Damage for them.

HopeHubris
2013-01-07, 04:32 PM
Wouldn't this require us knowing their saves?
My assessment feels so useless :smalltongue:

Quellian-dyrae
2013-01-07, 04:34 PM
Nah, you'd roll your Damage, and then in my next post you'd learn the actual results of your check, based on the resistance DC it compares to.

Jallorn
2013-01-07, 05:08 PM
Prior missed second dodge roll: [roll0]

So all told, that's one total failuer, and one total success.

ChrisClark13
2013-01-07, 06:32 PM
Yay! First critical hit! And with Multiattack no less.

Quellian-dyrae
2013-01-07, 06:36 PM
Yeah, that guy's not going to be in good shape...

Quellian-dyrae
2013-01-08, 11:28 PM
Toughness Saves for the robots:

Robot 2: [roll0] vs. the Gentleman's DC 24.
Robot 4: [roll1] vs. Jack's DC 33 on a multiattacking crit.
Robot 5: [roll2] vs. Curtis's DC 33 on a multiattacking crit.

HopeHubris
2013-01-08, 11:31 PM
Toughness Saves for the robots:

Robot 2: [roll0] vs. the Gentleman's DC 24.
Robot 4: [roll1] vs. Jack's DC 33 on a multiattacking crit.
Robot 5: [roll2] vs. Curtis's DC 33 on a multiattacking crit.

Dreamless bloody nights... The one hit I get is a bloody 20 on it's save

The dice hate me, it's obvious now

Bugger it, Hero Point! If there is anyway for that to make me succeed

Quellian-dyrae
2013-01-09, 12:02 AM
Yeah Curtis got kinda shafted too, an 18 against his beautiful multiattack crit (still hurt the thing good, though).

Let me check...I think you need a specific power to force a foe to reroll...

HopeHubris
2013-01-09, 12:06 AM
Yeah Curtis got kinda shafted too, an 18 against his beautiful multiattack crit (still hurt the thing good, though).

Let me check...I think you need a specific power to force a foe to reroll...

If not, at least they haven't hit me much yet

Quellian-dyrae
2013-01-09, 12:08 AM
Yep, Luck Control. Although I do realize, I might need to do some tweaking to that overall if we switch to attacker rolling all the dice, since that would mean you guys couldn't reroll those natural 1 Resistance checks that will come up.

Still, that's for then. You could reroll your missed attack if you really want to burn a Hero Point on a training battle...

HopeHubris
2013-01-09, 12:15 AM
Well, I'm apparently useless :smalltongue:

Toughness roll [roll0]

shugyosha
2013-01-09, 12:17 AM
forgot the toughness check
[roll0]

HopeHubris
2013-01-09, 12:30 AM
Can I initiative intercept?
I may get lucky and crit, then have him roll a 1
You never know, it might happen :smalltongue:

Quellian-dyrae
2013-01-09, 01:00 AM
Gentleman is ahead in init, so if you drop your attacker, it will invalidate his attack.

HopeHubris
2013-01-09, 01:05 AM
Gentleman is ahead in init, so if you drop your attacker, it will invalidate his attack.

Well, I got a crit, so yay :smallbiggrin:
Can you roll toughness to see if I drop him? I drop him on a 1 or 2 I believe

Quellian-dyrae
2013-01-09, 01:15 AM
Sure.

[roll0]

EDIT: The dice are not fans of you guys...

HopeHubris
2013-01-09, 01:21 AM
Sure.

[roll0]

EDIT: The dice are not fans of you guys...

You can say that again, even my crits seem to damage these guys, 1 degree of success isn't great :smallfrown:

Jallorn
2013-01-09, 01:21 AM
After this thing, I think I'll add a few more features to my gun. I'm afraid of devoting so much to one piece of equipment, but I think I need it.

Or would you mind if I tossed them on now, since they're just extra features I haven't used yet?

And no, no the dice don't like us.

Quellian-dyrae
2013-01-09, 01:27 AM
Two degrees; base DC was 24, you got +5 for crit, so it failed by 5 (actually by 6, forgot that guy had -1 Resistance).

EDIT: @Jallorn: I think just hold until after the fight to actually add all-new stuff to character sheets.

ChrisClark13
2013-01-09, 02:27 AM
Toughness Save: [roll0]

Quellian-dyrae
2013-01-09, 03:06 PM
Robot 2: [roll0] vs. Jack's DC 28.
Robot 5: [roll1] vs. Curtis's DC 29.

ChrisClark13
2013-01-09, 03:58 PM
What's with all these crits? :smallmad:

Toughness [roll0]

Quellian-dyrae
2013-01-09, 04:03 PM
Seriously. Though Curtis has been rolling great on attacks too. You'd think the two of them were just lined up five feet away from each other, pointing their guns at each other's heads, and holding the triggers down or something...

Grim ranger
2013-01-09, 04:17 PM
[roll0] (Toughness save)

Edit: And that did not work.

HopeHubris
2013-01-09, 04:42 PM
Wow shug, you are getting horrible rolls

Also, it did actually hit you, so noticing that you're basically invincible isn't too unlikely :smalltongue:

Quellian-dyrae
2013-01-09, 04:45 PM
I'm a little surprised that the robot 'knows' it can't harm Vanguard when it has been all this time. It's like it can read my character sheet

There is no Subtle on Body of Invulnerability, so a change was apparent. Up to that point, it had been hitting Vanguard as if he were a typical highly-resilient target; it could harm him, with difficulty. Once that was activated, Impervious beat its damage, to say nothing for having a Toughness 20 to deal with. It's like going from a normal human punching, I dunno, a bear, to a human punching a steel wall.

shugyosha
2013-01-09, 04:45 PM
it has hit Vanguard before and did no damage. Even if it knew that Vanguard put up a shield or something, it would know immediately it had no change of getting through.

BananaPhone
2013-01-10, 12:14 AM
It's nice to see a combat situation happening rather quick in a pbp game.

Quellian-dyrae
2013-01-11, 11:45 PM
Toughness saves:
Robot 1 vs. the Gentleman: [roll0], DC 24.
Robot 3 vs. Jackknife: [roll1], DC 25 after Multiattack.
Robot 1 vs. Kowalsky: [roll2], DC 24.

HopeHubris
2013-01-12, 12:17 AM
With -2 resistance and a 33 save, hopefully I'll do something this round :smalltongue:

Quellian-dyrae
2013-01-12, 12:59 AM
Now you're talking!

Grim ranger
2013-01-12, 03:51 AM
[roll0] (Toughness Save)

Grim ranger
2013-01-12, 02:17 PM
[roll0] (Serrated Throwing Blade)

Quellian-dyrae
2013-01-13, 10:59 PM
Gonna roll saves for the hits so far:

Robot 1 vs. the Gentleman: [roll0], DC 33*.
Robot 3 vs. Kowalsky: [roll1], DC 24.
Robot 3 vs. Jack: [roll2], DC 23.
Robot 5 vs. Vanguard: [roll3], DC 24.

Strength vs. Move Object: [roll4], DC 24**.

*? I calculate 34.
**? I believe this would be DC 19, since he's using Accurate Attack for -5 to his power DC, and the base DC would be 10 + rank, yes?

EDIT: Neither of which matter in the least little bit.

HopeHubris
2013-01-13, 11:14 PM
Gonna roll saves for the hits so far:

Robot 1 vs. the Gentleman: [roll0], DC 33*.
Robot 3 vs. Kowalsky: [roll1], DC 24.
Robot 3 vs. Jack: [roll2], DC 23.
Robot 5 vs. Vanguard: [roll3], DC 24.

Strength vs. Move Object: [roll4], DC 24**.

*? I calculate 34.
**? I believe this would be DC 19, since he's using Accurate Attack for -5 to his power DC, and the base DC would be 10 + rank, yes?

EDIT: Neither of which matter in the least little bit.

Yeah, I apparently can't math :smallredface:
But woo? I did something, I am pro :smalltongue:

Grim ranger
2013-01-14, 10:48 AM
Seems like I will bag yet another bot. :smallbiggrin:

HopeHubris
2013-01-14, 10:52 AM
Seems like I will bag yet another bot. :smallbiggrin:

I think I cut one in half, 5 degrees of success :smalltongue:

shugyosha
2013-01-14, 11:49 AM
Gonna roll saves for the hits so far:

Robot 1 vs. the Gentleman: [roll0], DC 33*.
Robot 3 vs. Kowalsky: [roll1], DC 24.
Robot 3 vs. Jack: [roll2], DC 23.
Robot 5 vs. Vanguard: [roll3], DC 24.

Strength vs. Move Object: [roll4], DC 24**.

*? I calculate 34.
**? I believe this would be DC 19, since he's using Accurate Attack for -5 to his power DC, and the base DC would be 10 + rank, yes?

EDIT: Neither of which matter in the least little bit.

Here is my math, please correct if I am wrong:
15 + 14 ranks - 5 Accurate Attack = 24

Quellian-dyrae
2013-01-14, 01:59 PM
I...think everything except basic damage has a base DC of 10. I'll check so we know for future reference. Anyone know for sure?

shugyosha
2013-01-14, 02:08 PM
It is a linked effect anyway, so DC 24 for damage and DC 19 for knockback (although I have no idea how that converts into feet).

Quellian-dyrae
2013-01-14, 02:18 PM
Yeah, damage stays 24 either way. I'm actually not sure either, Move Object is kinda sparse on details...I'll look into when I have some time, if I can't find a rule for it, I'll just figure one out. It would probably be as if throwing something of the target's weight, using your Move Object rank as strength rank.

ChrisClark13
2013-01-14, 04:47 PM
Just was reading through 13 years worth of webcomic, and I kind of wanted to act last but was a bit lazy.

Anyways, yay it's over!

Quellian-dyrae
2013-01-15, 01:58 PM
Yeah, that one kind of dragged on some. Note to self: minions are good!

Just so you all know, I'm moving this week. Hopefully will only take a couple days and should have internet throughout, so I should still be able to post, but it may be sporadic. Hopefully we're at a good point for the PCs to be doing or discussing things without needing much input from me anyway, so it won't matter, but wanted to give the heads up just in case.

Grim ranger
2013-01-15, 02:23 PM
So, team, any ideas as to where we should go to next? Just lounge about in the shiny base of operations, or...? :smallconfused:

BananaPhone
2013-01-15, 04:41 PM
Will post up today, Mr DM.

Quellian-dyrae
2013-01-19, 09:04 PM
Okay, moving's wound down enough that I think I can focus again. You guys have anything in particular you want to do? Otherwise, we can timeskip a few days.

Also, remember, if there's any major changes you want to make to your character sheets, this is basically last call until a PL gain.

HopeHubris
2013-01-19, 09:40 PM
Well, the Gentleman has been trying to get Vanguard to tell him about what happened to his predecessor for a while, but apart from that, got nothing in particular I feel like doing

ChrisClark13
2013-01-21, 03:35 PM
I'm going to scrounge up 3 PP from somewhere to make Curtis's Manifest Device Power a Move action so he can change weapons and tactics easier.

Quellian-dyrae
2013-01-21, 04:11 PM
Gotcha. Also, I want to make sure things stay moving, so fair warning: I'll be posting a timeskip tonight.

Jallorn
2013-01-21, 05:19 PM
Grabbed some Dreamtech grenades for my gun. They're very small, and can both explode with thermal energy, or draw the energy out of an area to freeze enemies in ice.

shugyosha
2013-01-22, 11:51 AM
Well, the Gentleman has been trying to get Vanguard to tell him about what happened to his predecessor for a while, but apart from that, got nothing in particular I feel like doing

For the Gentleman

Vanguard doesn't know. He has never met the original and has always thought of him as a myth. He himself has always been a sleeper, tested 6 time with no inclination of powers, until a year or so ago he started to grow. The one thing he does say is that might catch the Gentleman's interest is that a month or so before developing his powers is that he intervened when an old (but tall) man was being accosted by some hoodlums.

Grim ranger
2013-01-23, 03:20 AM
Rolls!

[roll0] (Perception) (DC 21)
[roll1] (Insight) (DC 15)
[roll2] (Initiative)

HopeHubris
2013-01-23, 03:21 AM
So... 3 perception rolls?

[roll0]
[roll1]
[roll2]

Do we have any sort of communication devices? Comlinks or the like?

HopeHubris
2013-01-23, 03:26 AM
Sorry about the double post, forgot to roll initiative


[roll0]

edit: Well that was great

Quellian-dyrae
2013-01-23, 03:32 AM
If you took them as equipment. You guys in the control room can also send messages over a PA system to certain locations in the building, mostly the three Hero Corps floors, but the lobby and a couple other locations are also connected. Those are not subtle, however.

EDIT: And I'm so glad to see your dice have improved! :smalltongue:

Grim ranger
2013-01-23, 03:51 AM
Some more rolls that I forgot...

[roll0] (Perception)(DC 15)
[roll1] (Technology)(DC 15)

Forgot that Jack could use any skill untrained thanks to Jack-of-all-Trades :smallbiggrin:

HopeHubris
2013-01-23, 04:01 AM
Hmm, how many floors from the roof am I? and can I get there in 3 turns? Are elevators faster than 3 floors per turn, which is approximately what I can jump if I get to a stairwell, also, if I can get to the top, what is the door to the roof like, can I get a look at the people through it, chuck in a quick assessment before I open it? And how easy would it be to hold the door for any allies to catch up?

Quellian-dyrae
2013-01-23, 04:05 AM
Thirty-four floors away. Three floors a round sounds...reasonable enough for an elevator, I'd say, although of course, the elevator also requires waiting for the elevator itself to reach your floor from wherever it is.

HopeHubris
2013-01-23, 04:12 AM
So, bugger waiting, in other words, I can jump up a stairwell that fast and I wouldn't have to wait for it to get there, gah, I'm not making it in time, with my 3 rounds, I can get it down to 26 floors, they'll be everywhere by the time I can get to the top

Quellian-dyrae
2013-01-23, 04:14 AM
Although...you have speed 1, so that's 10 MPH, basically 100' per move action. Figure like...thirty feet movement to get to the stairs, maybe 20' movement per floor (circular stairwell, but you have Sure Footed 2, so no speed reduction). Double moving, you could climb ten floors per round by my estimate.

HopeHubris
2013-01-23, 04:23 AM
Oh, right, I didn't update the forum sheet, my google doc has leap 2, that might be faster straight up, especially seeing as speed 1 is apparently only 4 miles per hour, 60 feet per round from what I see

edit: Also, forgot about double move, might be able to get a bit closer then

Quellian-dyrae
2013-01-23, 04:28 AM
Huh, whoops, was thinking second edition. My mistake.

HopeHubris
2013-01-23, 04:42 AM
So, assuming 10 feet per floor, straight up, 30 feet to get to the stairs, run up first floor, then start jumping, gets me 5 jumps, 3 floors a jump, 16 floors up total, yes?

Grim ranger
2013-01-23, 04:43 AM
So, time for a battle plan methinks.

Since those attacking squads will propably start to butcher whoever they can get their hands on (at least the dreamers), the first priority should propably be to get all the civies out of the line of fire. After that, we can start to take the rest of these guys apart.

That glowy fellow gives me some concern, but I think we really need to take out the bulk of these guys first. So, my plan: Kowalsky goes to engage the squad on the right, with Quantum, while Jack goes to handle one on the left. Curtis should propably try to do something to shield all of those reporters and usher them to safe distance.

Quellian-dyrae
2013-01-23, 04:46 AM
That sounds correct, yes.

Worth noting, you can spend Extra Effort to double your leaping height for one round each time. Not sure if it'd be worth it, but the option is there.

HopeHubris
2013-01-23, 04:53 AM
I have how many hero points, 3? I could use 2 to nullify the extra effort, putting me at 28 floors up, enough that I could jump the rest of the way next turn, and I could re-reroll initiative I suppose, with the third, maybe get up there before they act, decisions decisions.

Quellian-dyrae
2013-01-23, 05:00 AM
You start with one, got one from the previous encounter, three from this encounter's complications, and you also had one for general helpfulness previously. So you're at six.

BananaPhone
2013-01-23, 06:27 AM
Perception Check DC 25: [roll0]
Expertise (science) DC 15: [roll1]
Initiative: [roll2]

So Quantum should be on 5 Hero Points. Nice, that'll be handy. I'm sensing an Area Burst grapple incoming.

Edit: Wow, wind up the magnet girl and let her go off.

BananaPhone
2013-01-23, 07:16 AM
Right, assuming I get a "free" go due to Initiative 24, this is what I plan to do, I hope it all makes sense and is rules proper.

First, Quantum will activate her energy shielding as a free action.

Next, she'll use Extra Effort to Power Stunt on her magnekinesis array, granting her this power:

Linked effect:
- Burst Area Move Object 10: 1000 ft range, 25 tons; Burst Area: 30 feet radius sphere, Advantage: Improved Hold, Limited Materials: Metals.
- Elongation 5: 250 feet.
- Extra Limbs 9: 9 extra limbs: Projection: Advantages: Improved Grab: Limited Materials: Metals


It's essentially the same as her usual one, except: it's an area effect so it hits automatically and effects more people and it's more "limbs" in exchange for lesser rank (10, compared to usual 13) and weight capacity. Hopefully these guys lay off the fried chicken and 25 tons is adequate.

A hero point is spent to mitigate the Fatigued effect.

Then, she'll use Extra Effort again to gain 2 actions, allowing her to apply this area grapple on both goon squads in the foyer using the metal equipment such as ball bearings and rods or metal fragment debris from the two exploded in walls. (piping, wire cabling etc) Each "standard" goon will get 1 extra limb on him, while each powered armored dude will have 3 applied to him.

So the DC to resist should be:
Standard Goon: 10 + 10 (power rank) + 5 (elongation) + 1 (extra limb) = DC 26.
Powered Armor Goon: 10 + 10 + 5 + 3 = DC 29.

They can either use Strength or Dodge to resist this.

Assuming she's successful, Quantum will then use Move-by Action advantage to travel at her flight speed of 1800 feet a round, and fly through the front door, out into the street and 1000 feet in the air. As she's grappling these two groups, they have to go with her. They can resist this by taking another resistance check (this time they have to use strength), but they'll be at -5 to their roll due to the Improved Hold advantage. (So DC 31 and 34, effectively)

Another Hero Point will be spent to mitigate the Fatigued effect.


Once she's up there, she'll decide what to do then.

I hope that made sense and is all legal...

shugyosha
2013-01-23, 11:11 AM
[roll0] perception

@HopeHubris: I could just carry the Gentleman. I have 7 ranks of flight (14 ranks non-combat).

shugyosha
2013-01-23, 11:23 AM
So the DC to resist should be:
Standard Goon: 10 + 10 (power rank) + 5 (elongation) + 1 (extra limb) = DC 26.
Powered Armor Goon: 10 + 10 + 5 + 3 = DC 29.


I believe the elongation breaks the PL.

BananaPhone
2013-01-23, 11:52 AM
Due to it being Area effect? Because I've stacked Elongation + Extra Limbs with Move Object grapples before in the past with single target with GM's believing it was legal. If that's the case I can swap around Elongation and Extra Limbs, as EL isn't limited by PL, it's just got a max bonus of +5. (or even get rid of Elongation altogether and just have 30 extra limbs or at 1/2 per rank + 20 pts for rank 10 area limited metals move object and throw 4-5 extra limbs on each goon in the area of effect.

shugyosha
2013-01-23, 11:56 AM
This is how I read things (the GM may decide otherwise):

Area effect and perception range limits the effect to the PL. Elongation give a bonus to grab only if it doesn't break the PL.

Vanguard's linked and secondary effects all have separate effects so they get a separate resistance checks. So maybe there should be two checks: one for the area effect and one for the elongation.

BananaPhone
2013-01-23, 11:57 AM
I edited my reply to yours as you posted, hah, I think I might go along with the updated plan - throw out AoE limited materials Move Object + lots of multi-limbs to stack DC for their resistance.

Quellian-dyrae
2013-01-23, 01:25 PM
Elongation calls out its Grab bonus as being limited by PL, so I believe Shugyosha's on point with that. It will extend your reach, but not stack with Move Object to boost Grab DCs to unbeatable levels. Extra Limbs will stack as a circumstance bonus, as noted in the description up to five per target. So the DC will top out at 25 on an area effect, assuming enough limbs for everyone (and then of course, if you do land it, Improved Hold penalizes their escape checks by -5). Likewise, as an Area effect, they'll get a Dodge check, DC 20, to halve the effect rank, making it DC 20 (I'm figuring the circumstance bonus doesn't apply to the Dodge DC, but likewise, doesn't get halved if they succeed).

And yeah...I think 25 tons should be easily sufficient. :smallamused:

HopeHubris, you're cool to retcon your post and unspend those Hero Points if you'd rather the Gentleman hitch a ride from Vanguard.

ChrisClark13
2013-01-23, 06:48 PM
I'm about to roll for the Perception checks and whatnot, does having Ultrahearing or Acute Smell help with any of those checks?

Quellian-dyrae
2013-01-23, 07:03 PM
Scent wouldn't. Ultra-hearing...hmm...go ahead and lower the DC by 2 for it. I don't think it would help as much as the listed ones, but there's quite a bit of electronics and such in play, so it could pick something up.

ChrisClark13
2013-01-23, 07:13 PM
Perception: +6 bonus... DC 28... nope.
Insight: [roll0]
Technology: [roll1]

Init: [roll2]

Edit: Protective walls coming up around the bystanders next turn! Yay.

I'm also going to make a Stun Rifle, just an Affliction should cover it yes?

And a question: Even if I use guns/swords/etc, it's still nonlethal damage until I say otherwise yes?

HopeHubris
2013-01-23, 08:38 PM
Huh, so Vanguard got to have the 3 extra turns 'cause I made my perception check? Woot, how far do we get up with his flight? All the way, with a turn to spare? 'cause I'm barring the door if we do

Quellian-dyrae
2013-01-23, 08:53 PM
I figure either the Gentleman heading for the stairs and asking if Vanguard was coming along was sufficient to alert him that trouble was imminent, or Vanguard could have just followed after and caught up to him. Either way, Vanguard's fly speed can get him to the top in a move action easily.

Regardless, at a table, he could have mentioned Vanguard's flight OOC before you committed to the action. I'm not going to force you to waste two Hero Points to accomplish precisely nothing because you happened to be posting at different times of day.

I'm inclined to say that you arrive basically in time for init, though. Strictly speaking, the Perception check got you preparatory rounds before these guys made their presence known (that is, they hadn't entered the building yet and the live feeds weren't up). While a Perception success could enable you to get the impression that more were coming from the roof, using your prep rounds to go up there does actually conflict with the Gentleman's PA message, now that I think of it. So I think the most reasonable retcon is that the Gentleman was alerted, informed the team over PA, and then he and Vanguard flew up just in time to roll initiative. Sound fair?

BananaPhone
2013-01-23, 08:54 PM
Groovy QD, I'll write up Quantum throwing that their way.

So the DC resist should be about 23-25 for each member of the squad, then she'll fly out.

Other folks in the foyer - handling Mr Crispy and hsi incoming goons should be fine, yes?

Quellian-dyrae
2013-01-23, 09:02 PM
Also, Quantum and Kowalsky beat the enemies in init, and get a free turn. Kowalsky, since you got prep rounds and used them to ready an action, you may also make a readied attack at whoever you deem the greatest threat.

Unless I missed it, Vanguard still has to roll init (figure he and Gentleman begin on the other side of the door in the northern structure thing on the roof, and in answer to a missed question, yes, there is a window that you can use to look out of).

HopeHubris
2013-01-23, 09:07 PM
Perfectly fair


Assessment rolls
[roll0] Insight vs mooks
[roll1] Insight vs Power Suit

shugyosha
2013-01-23, 09:08 PM
init

[roll0]

you know I don't mind just saying he moves last all the time, so the speed of the game doesn't slow down.

Quellian-dyrae
2013-01-23, 09:15 PM
Gentleman:
Mooks: Attack 4, Damage 6, Toughness Lower, Dodge Lower, Parry Lower, Fortitude Lower, Will Lower.
Armored: Attack 6, Damage Higher, Toughness Higher, Dodge Lower, Parry Lower, Fortitude Lower, Will Lower.

::Is resisting the urge to houserule that Advantage to something both more helpful and easier to reference.:: :smallannoyed:

Jallorn
2013-01-23, 10:07 PM
A couple questions: first, I have 3 equipment points at the moment I haven't spent. I don't intend to spend them until after this fight, but I'm considering Earbuds for everyone who doesn't have one, so we can be more covertly in contact.
Additionally, does my radio communicate confer a radio sense ability? I'm guessing no, and operated on that assumption.

As for the readied action, that's what the stated cryo grenade was intended to be. That said, I hadn't looked at the map... doy. So first cryo grenade (for all it'll likely be worth) is going to go at Burnscar, and a second cryo grenade is going to go to at the soldiers and Power Armor on the left, to help out the less experienced Dreamers.

That's a DC 17 Dodge save, I think. With one degree of failure leaving the target Hindered and Vulnerable, and two degrees of failure leaving them Defensless and Immobilized. At least, until they make a resistance check to escape based on Damage (including strength damage) or Sleight of Hand.

Am I missing anything?

Quellian-dyrae
2013-01-23, 10:21 PM
I don't believe communication grants sense, at least not one that would be useful for detection purposes.

And go ahead and roll the rank check and damage; attacker rolls all dice is in play for this encounter at least.

Jallorn
2013-01-23, 10:21 PM
While we're at it, let's see if I know whether an electromagnetic burst would disable any of the tech the bad guys are using, especially those huds.

Technology: [roll0]

Quellian-dyrae
2013-01-23, 10:25 PM
You know that the HUDs an power armor are electronic; you aren't sure if the rifles include any special electronic components, or if any of the devices are hardened or otherwise resistant to EMP.

Jallorn
2013-01-23, 10:33 PM
Alright, edited my IC post to reflect my slightly more clarified actions, and include my new knowledge to make a tactical suggestion. Feel free to disregard it though.

Oh, Kowalsky's figuring that the Power Armor is almost definitely shielded, but that the HUDs have even chance at not being, and that it's worth a try either way. I'm also operating on the assumption that Kowalsky's cybernetics use an electrical system closer to a nervous system than electromagnetic machinery, and so he's shielded from all but the most powerful EMPs. I do admittedly like the idea of him being vulnerable to them if they're strong enough, though, but probably at the nuclear device level of strength. The kind of blast that would take out a city's powergrid.

BananaPhone
2013-01-24, 12:20 AM
I figured that Quantumns brainy-brain of Int 5 would tell her that if she was referred to as a "primary target" and the dudes had rocked up in power armor and body-armor that incorporated computer-based HUD's, that they had some sort of hardening when approaching a woman that render electronics useless.

I'd imagine equipment like that would give them a bonus to their save, as it's currently a DC 20 Will save if Q uses her EMP burst on them.



Q-man, do you want to make the resistance rolls for the two groups of goons in here before I put the post up so I can post something more fluid rather than leaving it off at the dice roll?

If each group is having about 30 extra limbs thrown at them, or "chunks, rods, debris and metal cabling" as it were, 4 will go onto each thug (24 limbs total) and 5 will go onto the dude with the power armored suit. (29 in total - maybe the remainnig limb can carry Q's coffee or something)

So DC 25 for the power armored goons, and DC 24 for the normal dudes.

Quellian-dyrae
2013-01-24, 01:47 AM
Dodge vs. Area, Soldiers: [roll0].
Dodge vs. Area, Armored: [roll1].

Dodge vs. Grab, Soldiers: [roll2].
Strength vs. Grab, Armored: [roll3].

EDIT: Yeah, you get 'em all. Worthless mooks are worthless, of course, but gee, I had hoped one of the armored guys would make his check. :smallbiggrin::smallsigh:

BananaPhone
2013-01-24, 05:45 AM
Oh it's okay, they get another resistance check when she tries to move them...


*goes to type up post*

Quellian-dyrae
2013-01-24, 05:49 AM
Ah, right.

[roll0]
[roll1]

Looks like one mook manages to break free with a good ol' nat 20. Go little dude!

BananaPhone
2013-01-24, 05:50 AM
Hey, one got a 20! Oh, unless mooks don't get auto-successes from 20's.

The rest get -5 to their roll for Improved Hold.

Quellian-dyrae
2013-01-24, 05:56 AM
Not that it matters in this case, but I do believe Improved Hold specifically applies to attempts to escape (an active move action). This resistance check is to force you to be immobile unless you choose to release them.

Basically, you hold on particularly tight, but that doesn't make it harder for the target to plant its feet and stand its ground, or whatever.

BananaPhone
2013-01-24, 05:57 AM
Ah, and the thing with mooks getting auto-successes on a 20? Or is that just PC's?

Quellian-dyrae
2013-01-24, 05:59 AM
Best I can tell, minions can get auto-successes on natural 20's, they just can't crit (against non-minions).

BananaPhone
2013-01-24, 06:02 AM
Groovy, will post now.

Grim ranger
2013-01-24, 02:23 PM
[roll0] (Assessment)

Well, since it seems that you have others under control, I will go and deal with mr. Jarus here.

Jallorn
2013-01-24, 02:27 PM
Any word on my Cryo Grenades' effectiveness?

Quellian-dyrae
2013-01-24, 02:32 PM
Jack:
Attack Equal, Damage 12, Toughness 16, Dodge 8, Parry Lower, Fortitude Higher, Will Higher.

Quellian-dyrae
2013-01-24, 02:38 PM
Sorry, was expecting you to roll.

Dodge Resistance vs. Area: [roll0].
Dodge Resistance vs. Snare: [roll1].

Okay, and that was your readied action right, so you still have a standard turn to take? He'll be Defenseless and Immobilized until he breaks free, which he can attempt at the end of his turn.

...How is it that the bog standard training robots gave you guys a good round, but the massive attack squad are going down like chumps? :smallbiggrin:

Quellian-dyrae
2013-01-24, 03:24 PM
And thanks to me being disorganized and dice needing their own new post:

Guys on the left vs. Kowalsky's second cryo:

Soldiers (Dodge vs. Area): [roll0]
Armored (Dodge vs. Area): [roll1]

Soldiers (Dodge vs. Snare): [roll2]
Armored (Dodge vs. Snare): [roll3]

Jallorn
2013-01-24, 03:39 PM
Sorry, was expecting you to roll.

Dodge Resistance vs. Area: [roll0].
Dodge Resistance vs. Snare: [roll1].

Okay, and that was your readied action right, so you still have a standard turn to take? He'll be Defenseless and Immobilized until he breaks free, which he can attempt at the end of his turn.

...How is it that the bog standard training robots gave you guys a good round, but the massive attack squad are going down like chumps? :smallbiggrin:

We're tossing out status effects instead of damage? I know my attack being area is a significant improvement.

So given that Kowalsky used only a standard action, I'm thinking it's sensible to use a hero point to counter that grenade. That said, I'm not sure if it's a better idea to toss it back, or leap on it, or even if both are options.

Grim ranger
2013-01-24, 04:48 PM
We're tossing out status effects instead of damage? I know my attack being area is a significant improvement.

So given that Kowalsky used only a standard action, I'm thinking it's sensible to use a hero point to counter that grenade. That said, I'm not sure if it's a better idea to toss it back, or leap on it, or even if both are options.

Catch it like a baseball and throw it at Jarus? I mean, he would be out of ice soon at any rate, and we really need those civilians to survive.

If you can do that, I am thinking I will do something creative involving pillars, super-strenght and hero point with Jack soon that should take care of the guy... If it succeeds, that is.

Edit: on the second though... In case he does not break out of ice at the end of his turn anyway, just throw the grenade out of one of the holes the strike teams came in from. If he is still snared by the ice, Jarus is bound to get hit by my next attack...And it is a good one.

Quellian-dyrae
2013-01-24, 05:07 PM
Whoops, forgot to see if Jarus breaks out.

Damage, DC 19: [roll0].

...Note to self. Give significant enemies ranks in the Luck advantage...

Jallorn
2013-01-24, 05:21 PM
I was intending to throw the grenade back at the soldiers, but I wasn't sure I could do that as a reaction. Posting in IC then.

Also there's a 1d20+12 in your post QD that I'm not sure what it's for. I'm also uncertain what to roll against for that damage, is it that DC 15 or the DC 19? I'm pretty sure that 19 is my Dodge though.

Quellian-dyrae
2013-01-24, 05:30 PM
I've been...trying to do attacker rolls all the dice for this encounter. It hasn't seemed to be working well...

Quellian-dyrae
2013-01-24, 07:40 PM
Kowalsky, can I get a DC 16 Acrobatics check on that, please?

Jallorn
2013-01-24, 07:56 PM
Alright, well, given how horribly I've been rolling lately, it'll probably be a five or lower on this roll, but I only need 6 or better. Here goes:

Acrobatics: [roll0]

Quellian-dyrae
2013-01-24, 08:02 PM
Good one!

And Jarus is defenseless, so he's hit for full automatically.

Grenade Damage vs. Jarus (DC 23 or 27): [roll0].

Jallorn
2013-01-24, 08:18 PM
So did it go off before it reached the soldiers, or did you misread my post? I was tossing it at the soldier who threw it, past Jarus.

Quellian-dyrae
2013-01-24, 08:25 PM
I misread, sorry.

New rolls!

Soldiers DCs: 16 Dodge, 13 Toughness.
Armored DCs: 18 Dodge, 17 Toughness.

Grenade Area (+8) vs. Soldiers; 8+ for full damage: [roll0]
Grenade Damage (+8/+4) vs. Soldiers; 5+ or 9+ to drop: [roll1]
Grenade Area vs. Armored: [roll2]
Grenade Damage vs. Armored (if it beats Dodge, otherwise ignored from Impervious Toughness): [roll3]

Editing IC post.

HopeHubris
2013-01-24, 08:31 PM
How possible would it be to sprint past the fellows in front of me?
I plan on making a multiattack as I sprint towards the other door, but if we're stuck single file at the entrance, that probably won't work :smalltongue:

Quellian-dyrae
2013-01-24, 08:49 PM
I'd call that an "Acrobatic Maneuver", so Acrobatics DC 15.

HopeHubris
2013-01-24, 09:02 PM
Okay, acrobatics don't fail me now, only need a 3, which means I'll get a 1 :smallannoyed:

[roll0]


edit: Predicted that like a boss
Also, updated my forum sheet with the changes I made at our last chance

ChrisClark13
2013-01-24, 09:12 PM
Hmm, if I try and hit Jarus with Stop. I should be able to get a Critical Hit because he's Defenseless, and no Active Defenses either to get in the way. :smallbiggrin:

Only his Will Save, which with the Critical Hit I should be able to beat without much trouble.

Edit: So what exactly do I roll for this again?

Quellian-dyrae
2013-01-24, 09:25 PM
Yep, so just roll your Effect Rank (at +5 for the crit), which will go against a DC of 12 + his Will.

EDIT: No, wait. You do still have to roll an attack check, it's just at DC 10 rather than 10 + his Active Defense.

ChrisClark13
2013-01-24, 09:52 PM
So how much did it work?

Quellian-dyrae
2013-01-24, 09:55 PM
He's now also Hindered and Vulnerable. That's superseded by his current Immobilized and Defenseless, but he'll have to break both to be completely unrestricted.

Grim ranger
2013-01-25, 05:55 AM
Well, that should be it for Burnscar for now. Damn, even I did not know Jack could hit that hard. :smallbiggrin:

shugyosha
2013-01-25, 12:13 PM
@HopeHubris: Really you are leaving the men alone?

Does Vanguard get to act now or do the bad guys go before him?

BananaPhone
2013-01-25, 12:27 PM
Using the dozen or so reclaimers that she's grappled as an Area attack against the Reclaimers on the roof.

I scoured the rulebook but couldn't find a thing on throwing objects that can be used as an area attack (like in 2E).

However, the damage was another thing. She'll be throwing them from about 250 feet up (!!) so the goons she's throwing have to take a DC 25 toughness check to resist damage (which is (4 + (Distance Rank * 2)), and I'm assuming the ones that she's throwing them at have to take a similar resistance check.

I'm relying on Comic Book physics here and in game mechanics to just mean that if they fail their save, they get knocked out. Otherwise, dropping them from 50 feet would be more apt, because at 250 feet we'd realistically be scraping what's left of them up with a spatula and garden hose. (even the guys in power armor, not to mention the craters they'd make on landing)

Edit: oh and just for clarity, she's throwing them at the South team.

shugyosha
2013-01-25, 12:45 PM
Are you getting two turns? also how do you know where the bad guys are well enough to target them?

BananaPhone
2013-01-25, 12:47 PM
Nope. She does a move-action (she can move at 1,800 feet a round) and an attack action. (throwing her hostages)

She's currently a couple hundred feet above the Assembly rooftop (which she passed on her way up) hovering and staring down at it. She can see two groups, with one in the north fighting Van and Gentleman.

I can roll a Perception check if it's needed?

BananaPhone
2013-01-25, 12:49 PM
Oh, I think I mean what you mean by two turns.

Don't we get a "free" turn if we beat that fire-guy in initiative, then we act now in initiative order after QD just recapped our first round?

Quellian-dyrae
2013-01-25, 03:52 PM
On turns, yep. Quantum and Kowalsky won initiative and took their free turn. My post was NPC turns, and we are now on turn for all PCs. Vanguard still has a turn this round, and Kowalsky would, but was incapacitated.

I'm...a little unsure on using fall damage as an area attack. Definitely, the people you're throwing would be taking full normal fall damage. I would say, the ones you're targeting would be receiving a Slam attack, using either your Magnetism effect rank or the Distance rank of the fall, capped by PL (I am very, very cautious about completely uncapped actions, especially when they can be repeated), with the normal +1 bonus for the Slam which can exceed PL (because there should be some sort of reward for creativity!)

Interestingly, in this particular case, that actually winds up hurting the targets slightly more, but I feel it's a more balanced ruling for the future.

Since it's an area attack, there's no tradeoff, so we'd be looking at Rank 11 both for Dodge and Toughness. On that subject:

Gentleman's target (DC 26): [roll0]
Quantum's Targets (Dodge DC 21, 17+ succeeds): [roll1]
Quantum's Targets (Toughness DC 26/21, 20/15+ succeeds): [roll2]
Quantum's Missiles (Toughness DC 25, 19+ succeeds): [roll3]
Power Armored Missiles (Toughness DC 25, 15+ succeeds): [roll4]

So, all the south soldiers are taken out, one of Quantum's missiles manages to be cushioned enough by the others that he's still in (because comic book physics), the two power armored guys are prone on the roof, but undamaged, and the Gentleman brings down the guy who opened the door.

Jallorn
2013-01-25, 04:01 PM
Kowalsky's down for the count too. Huh, this combat system seems to go much faster than I expected.

Quellian-dyrae
2013-01-25, 04:14 PM
Yeah, Jarus rolled high on damage (which...won't be happening again. Attacker rolls all dice is officially dead I think).

Grim ranger
2013-01-26, 04:10 PM
I suppose that just leaves Vanguard. Then we can see what happens next :smallbiggrin:

Quellian-dyrae
2013-01-27, 12:25 AM
Jarus's Toughness vs. Jack (DC 33 on a multiattacking crit): [roll0].
Soldiers' Dodge vs. Thunder Clap Area (DC 20, 16+): [roll1].
Soldiers' Fort vs. Thunder Clap Effect (DC 20/15, 15/10+): [roll2].
Armored Dodge vs. Thunder Clap Area (DC 20): [roll3].
Armored Fort vs. Thunder Clap Effect (DC 20/15): [roll4].

And having double-checked the map, the activation square, and that there was no Selective Extra: Gentleman, give me Dodge and Fort vs. Thunderclap on your next post.

IC post incoming as soon as I get everything calculated and written up.

EDIT: ::Eyes Jarus's roll::Wow...just...wow...

Skippy over here apparently blew up a Luck Controller's house while I wasn't looking or something...

EDIT 2: ::Then notices the soldiers::Boy the dice just really hate Vanguard...

BananaPhone
2013-01-27, 02:26 AM
Dodge roll:
[roll0]

BananaPhone
2013-01-27, 02:29 AM
Hmm, with all the camera's rolling at the moment, it might be apt in creating an image to appear invincible...so I'll spend a hero point and use Ultimate Effort: Toughness and get a 32 on my toughness roll.

BananaPhone
2013-01-27, 10:39 PM
Quantums Turn mechanics:

Using Extra Effort to get an extra action.

Action 1: Ranged, AoE EMP against the power armored suits. They'll have to take Will saves DC 20 or their power armor shuts down.

Action 2: Ranged Blast against the remaining non-power suit invader. (the one who had the audacity to shoot at her)

To Hit: [roll0]
If it hits: DC 27 toughness.
If it misses: Homing 3 means she gets 3 more tries at 1 turn each.

Move: Move-by Action to fly behind a building in a circling maneuver, as to take her out of Line of Sight of any retaliation.

Quellian-dyrae
2013-01-28, 01:33 AM
Couple things:

Gentleman, still need Dodge and Fortitude from you vs. the Thunder Clap, since you were in its area.

Quantum, the one who attacked you actually was power-armored, (and used a grenade, rather than bullets, but that doesn't really matter mechanically). The single non-armored one shot at Vanguard; are you going after him, or the armored guy that shot at you?

BananaPhone
2013-01-28, 01:34 AM
Ah, my misinterpretation then. Yeah, swap the target around - she'll shoot the random goon in the back to cover vanguard.

HopeHubris
2013-01-28, 05:21 AM
Ah, okay
Dodge [roll0]
Fort [roll1]

I get the feeling I dodged it

shugyosha
2013-01-28, 10:15 AM
Dodging an area affect is only cuts it's ranks in half.

HopeHubris
2013-01-28, 10:22 AM
Dodging an area affect is only cuts it's ranks in half.

Well, thanks for punching me in the face with a shockwave then :smalltongue:

shugyosha
2013-01-28, 10:53 AM
It's only a rank 5 effect after the dodge. I think you can resist that with a 15, right?

Quellian-dyrae
2013-01-28, 02:43 PM
Yep, Gentleman basically dodges the brunt of it, and takes the rest like the champ!

shugyosha
2013-01-29, 08:05 PM
[roll0] (Monomolecular Blade strike)

Critical on 16-20, damage 8... And of course Penetrating 10 :smallbiggrin:]

Not sure what the advantage of Penetrating 10 vs Penetrating 8. At Penetrating 8 the attack is 8 ranks, Penetrating 10 that allowed an effect of 10 ranks would break PL.

Quellian-dyrae
2013-01-30, 03:34 PM
Yeah, that'll just need to be fixed I suppose. Good catch.

Curtis and Vanguard still have actions this round.

shugyosha
2013-01-30, 07:34 PM
been feeling sick. WIll post tomorrow.

Quellian-dyrae
2013-01-30, 07:43 PM
No worries. Feel better!

ChrisClark13
2013-02-02, 04:16 PM
Finally posting! Sorry! I kind of assumed that after Jack the last baddie was taken care of and I didn't need to post or something.

Quellian-dyrae
2013-02-02, 04:47 PM
Resistance checks:
Mook Toughness vs. Gentleman (DC 24): [roll0]
Mook Toughness vs. Gentleman (DC 24): [roll1]
Armored Will vs. Quantum (DC 20): [roll2]
Armored Will vs. Quantum (DC 20): [roll3]
Mook Toughness vs Quantum (DC 27): [roll4]
Mook Toughness vs. Vanguard (DC 26): [roll5]
Armored Toughness vs. Vanguard (DC 26): [roll6]
Armored Toughness vs. Vanguard (DC 26): [roll7]

BananaPhone
2013-02-02, 08:00 PM
I've got a good feeling for a game in which the GM's rolls are almost consistently terrible.:smallamused:

Quellian-dyrae
2013-02-02, 08:07 PM
I swear this was supposed to be a challenging fight.:smallbiggrin:

Grim ranger
2013-02-03, 11:41 AM
[roll0] (Perception)

[roll1] (Toughness save)

HopeHubris
2013-02-03, 11:49 AM
Do I still make the perc from the roof?

Quellian-dyrae
2013-02-03, 02:10 PM
Yeah, both groups can roll it.

BananaPhone
2013-02-04, 02:09 AM
Perception: [roll0]



Quantum will use her area effect grapple on the two offline power suits, using the metal from the downed soldiers guns and knives as extra limbs. She's then going to take them off with her and, I dunno, drop them from really high, or apprehend them somewhere.


This will explain her absence in the game as I'm going to be out of the country for the next 2 weeks.

So, two resistance saves from the offline suits - assuming they're allowed a resistance check seems as they're offline and not working. DC 25.

Quellian-dyrae
2013-02-04, 03:25 AM
Nullify would wear off at the start of your turn I believe, so I'll give them a Resistance check when I resolve things. On the off chance they both manage to resist, should I just NPC Quantum for the rest of the battle?

And have a good trip!

BananaPhone
2013-02-04, 03:32 AM
Sure, go ahead. She uses her mobility (1800 feet a round) and her grappling etc to defeat most people. It's worked out so well so far. Just remember her blasts has Homing 3 so she gets 4 chances to hit.

Quellian-dyrae
2013-02-05, 04:58 PM
Figure I'll roll resistance now, since if my dice keep up the way they have been this fight'll be over anyway.

Mook Toughness vs. Gentleman (DC 24): [roll0]
Armored 2 Toughness vs. Gentleman (DC 24): [roll1]
Armored 1 Toughness vs. Jack (DC 28 crit): [roll2]
Armored 3 Dodge vs. Quantum Area (DC 25): [roll3]
Armored 4 Dodge vs. Quantum Area (DC 25): [roll4]
Armored 3 Strength vs. Quantum Grapple (DC 25 or 20): [roll5]
Armored 4 Strength vs. Quantum Grapple (DC 25 or 20): [roll6]
Armored 3 Toughness vs. Vanguard (DC 27): [roll7]
Armored 4 Toughness vs. Vanguard (DC 27): [roll8]

EDIT:
Mook Out.
Armored 2 Staggered.
Armored 1 Out.
Armored 3 Staggered and Carried Off.
Armored 4 Carried Off.

...Thinkin' Armored 2's gonna just surrender at this point...

Grim ranger
2013-02-05, 06:15 PM
I believe that I will enjoy RP'ing out this PR nightmare :smalltongue: