Builds (2E) of FuzzyBoots - Zdolność, Mockingbird, Trip, Bug

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FuzzyBoots
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Re: Builds of FuzzyBoots - Tarot's Suits, Mechanix, Sailor H

Postby FuzzyBoots » Tue Apr 13, 2010 9:03 pm

Man Called True wrote:You know, I'll be perfectly honest... I couldn't understand any of Mechanix's stat block. Not your fault, I just couldn't unravel it.

No worries. It's... really kind of unfinished. I had an idea involving creating a Voltron-ish robot that could split into smaller robots. I decided to make the base robot large so that the individual ones could be Medium-sized because Permanent Shrinking doesn't pay off until 16 or so. I started with the gestalt components, got bored partway through, and posted it on the thread so that I could work on it later. Upon getting home, it just wasn't coming together, so I somewhat half-assed it just to get it done because it wouldn't let me just delete the post.

Man Called True wrote:Interesting take on the standard "Dirty Sailor Moon" archetype with Sailor H, though. Would be interesting to see her against Loli-chan.

^_^ Not my character, actually. She comes from a roud-robin piece of fiction named Magical Girl Hunters. I've toyed occasionally with trying to run a game with the players being more or less a "franchise" arm of the Magical Girl Hunters. Basically, it's humans armed largely with regular modern weapons and luck going up against superhuman pests who lack genre-savviness. So I statted out Sailor H. I'd already done Pretty Deadly. The rest will have to wait until I reread the stories. ^_^ They're quite good in my opinion.

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Revenant

Postby FuzzyBoots » Mon Apr 19, 2010 7:22 pm

Revenant

Power Level: 8; Power Points Spent: 120/120

STR: +4 (18), DEX: -1 (8), CON: +0 (-), INT: +7 (24), WIS: +6 (22), CHA: +1 (12)

Tough: +5, Fort: Immune, Ref: +1, Will: +10

Skills: Climb 4 (+8), Computers 4 (+11), Craft (chemical) 4 (+11), Craft (mechanical) 8 (+15), Diplomacy 4 (+5), Disable Device 4 (+11), Disguise 4 (+5), Escape Artist 4 (+3), Knowledge (arcane Lore) 10 (+17), Knowledge (theology & philsophy) 4 (+11), Language 8 (+8), Notice 6 (+12), Perform (keyboards) 2 (+3), Sense Motive 4 (+10)

Feats: All-Out Attack, Artificer, Attack Specialization (Sword), Dodge Focus 3, Equipment 1, Jack-of-All-Trades

Powers:
Regeneration 22 (recovery bonus 14 (+14 to recover), resurrection 8 (1 round), DC 32; True Resurrection [8 ranks only]; Uncontrolled Reincarnation 2 [8 ranks only]; Reincarnation, Custom (Retains Mental characteristics)) - When he dies, he rises again in the nearest body, retaining his Intelligence and Wisdom, but acquiring the body's strength, dexterity, and charisma.

Equipment: Sword

Attack Bonus: +3 (Ranged: +3, Melee: +3, Grapple: +7)

Attacks: Sword, +5 (DC 22), Unarmed Attack, +3 (DC 19)

Defense: +4 (Flat-footed: +1), Knockback: -2

Initiative: -1

Drawbacks: Weakness, common, moderate, Decay (Charisma) every 5 hours, Deadly - His body slowly decays unless he performs embalming rituals each day. This reduces his Charisma as his body degenerates and begins to smell. Should his Charisma reach 0, the body proceeds to rapidly decay and he "dies" to arise in his next body.

Languages: Aramaic, Chinese (Mandarin), English, French, Italian, Latin, Russian, Spanish, Sumerian

Complications:
* Amnesia - Does not remember his life further than about 14 years back. Has no idea how he got cursed.
* Prejudice - Even before he starts rotting, people notice something off about him. Animals can't stand him.
* Obsession - Finding a way to die.

Totals: Abilities 24 + Skills 18 (70 ranks) + Feats 8 + Powers 24 + Combat 8 + Saves 41 - Drawbacks 3 = 120



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I created this guy for a PbP horror-based campaign quite a while ago. The GM rejected it, saying that a character who couldn't die lacked sufficient tension for a horror campaign. The background behind him was that somewhere in his murky past, he'd apparently been cursed to always rise again. Every time he died, he would rise again, taking over the nearest human corpse. Over the last 14 years, he has been just about every combination of gender, race, and age. He seeks a way to be able to die finally.

^_^ I thought this guy was terribly clever when I made him, but in retrospect, he's PL 5 at best offensively and defensively. His main strength is his ability to die repeatedly and still keep coming back. I did not intend to play him as a Lemming, constantly throwing himself into danger (if nothing else, he never knows what body he might rise in next, so he prefers to keep with what he knows) but in retrospect, other than his knowledge and craft skills, that was his sole power.

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Re: Builds of FuzzyBoots - Tarot's Suits, Mechanix, Sailor H

Postby MorningKnight » Mon Apr 19, 2010 9:34 pm

I always like "heroic zombies."

This guy has a good feel about him.

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Prinny Y

Postby FuzzyBoots » Fri Apr 23, 2010 8:52 pm

Submitted for the Disgaea: Twilight Symphony game.

Prinny Y
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Power Level: 10; Power Points Spent: 150/150

STR: +2 (14), DEX: +1 (12), CON: +6 (22), INT: +0 (10), WIS: +2 (14), CHA: +0 (10)

Tough: +7/+9, Fort: +6, Ref: +7/+9, Will: +8

Skills: Bluff 3 (+3), Concentration 6 (+8), Notice 7 (+9), Sense Motive 8 (+10)

Feats: Attractive 3, Defensive Roll 2, Jack-of-All-Trades, Precise Shot, Tough

Powers:
Immunity 1 (aging)
Leaping 2 (Jumping distance: x5)
Regeneration 1 (Resurrection 1 [if all of the stitches on his skin are cut, he cannot come back until it's re-sewn] (1 week))
Magic Scarf (Device 7) (Hard to lose, Only you can use)
. . I'm Replaceable, DooD! (Regeneration 10) (recovery bonus 4 (+4 to recover, total +10), resurrection 7 (8) (1 round), DC 20; True Resurrection)
. . To Arms, DooD! (Summon 7) (Horde; Action (full); Progression, # Minions 3 (10 minions))
Oversized Bomb (Device 6) (Easy to lose)
. . Bomb Array (Array 13) (default power: strike)
. . . . Bomb Throw (Strike 9) (Default; DC 24; Burst Area (45 ft. radius - General); Thrown 4 (Range: 200 ft., incr 40 ft.), Ricochet 2 (2 bounces), Variable Descriptor 2 (Broad group - Elemental))
. . . . Cluster Bomb (Strike 10) (Array; DC 25; Line Area (5x250 ft. line - General); Knockback 3, Progression, Incr. Area Extra 3 (area x10))
. . . . Dud Strike (Strike 6) (Array; DC 23; Autofire 2 (interval 1, max +5); Mighty, Extended Reach 7 (35 ft.), Notes: Bomb is thrown and fails to go off. The character quickly runs up, bludgeons the other person with it, then dashes back bomb in hand.)
. . . . Landmine (Damage 6) (Array; DC 21; Range 2 (perception), Cone Area (60 ft. cone - Targeted); Indirect 3 (any point, any direction); Full Power)
. . . . Smoke Bomb (Obscure 5) (Array; affects: all sense types, Radius: 100 ft.; Selective Attack, Independent; Variable Descriptor (Narrow group - Various colors of smoke))
Pouch (Device 4) (Hard to lose)
. . Prinny Attack Array 7
. . . . Prinny Dance (Alternate; Linked)
. . . . . . Confuse 4 (Linked; DC 14; Range (touch))
. . . . . . Drain 4 (Linked; drains: single trait - constitution, DC 14; Poison)
. . . . . . Paralyze 4 (Linked; DC 14; Slow)
. . . . Prinny Barrage (Blast 7) (Alternate; DC 22)
. . . . Prinny Strike (Strike 6) (Alternate; DC 23; Autofire (interval 2, max +5); Mighty, Accurate (+2))
. . Shield 4 (+4 dodge bonus)
Prinny Explosion (Strike 6) (DC 21; Burst Area (30 ft. radius - General), Action 3 (reaction); Side-Effect 2 (always - Kills Prinny), Uncontrolled (can't activate at will), Notes: When thrown or in the explosion of another Prinny)

Attack Bonus: +6 (Ranged: +6, Melee: +6, Grapple: +8)

Attacks: Bomb Throw (Strike 9), +6 (DC 24), Cluster Bomb (Strike 10), +6 (DC 25), Confuse 4, +6 (DC Will 14), Drain 4, +6 (DC Fort/Staged 14), Dud Strike (Strike 6), +6 (DC 23), Landmine (Damage 6), +6 (DC Staged/Tou 21/18), Paralyze 4, +6 (DC Staged/Will 14), Prinny Barrage (Blast 7), +6 (DC 22), Prinny Explosion (Strike 6), +6 (DC 21), Prinny Strike (Strike 6), +8 (DC 23), Unarmed Attack, +6 (DC 17)

Defense: +9 (Flat-footed: +3), Knockback: -4

Initiative: +1

Languages: Native Language

Totals: Abilities 22 + Skills 6 (24 ranks) + Feats 9 + Powers 79 + Combat 22 + Saves 12 + Drawbacks 0 = 150

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Prinny Minion

Power Level: 7; Power Points Spent: 105/105

STR: +0 (10), DEX: +1 (12), CON: +5 (20), INT: +0 (10), WIS: -1 (8), CHA: +0 (10)

Tough: +5/+6, Fort: +5, Ref: +5, Will: +5

Skills: Bluff 4 (+4), Concentration 6 (+5), Knowledge (current events) 2 (+2), Notice 4 (+3), Sense Motive 2 (+1)

Feats: All-Out Attack, Attractive 2 (freaking adorable), Defensive Roll 1, Improved Initiative, Jack-of-All-Trades, Precise Shot, Set-Up, Taunt, Teamwork 3

Powers:
Immunity 1 (aging)
Pouch (Device 4) (Hard to lose)
. . Prinny Dance (Linked)
. . . . Confuse 4 (Linked; DC 14; Range (touch))
. . . . Drain 4 (Linked; drains: single trait - constitution, DC 14; Poison)
. . . . Paralyze 4 (Linked; DC 14; Slow)
. . . . Alternate Powers:
. . . . Prinny Barrage (Blast 7) (Alternate; DC 22)
. . . . Prinny Bomb (Blast 4) (Alternate; DC 19; Explosion Area (40 ft. explosion - General); Progression, Incr. Area Extra (area x2), Ricochet (1 bounce))
. . . . Prinny Stab (Strike 6) (Alternate; DC 21; Autofire (interval 2, max +5); Accurate (+2), Precise)
. . Shield 3 (+3 dodge bonus)
Prinny Explosion (Damage 6) (DC 21; Action 3 (reaction), Burst Area (30 ft. radius - General); Side-Effect 2 (always - Destroys Prinny); Full Power, Uncontrolled (can't activate outside of reaction conditions), Notes: In reaction to being thrown or being caught in the explosion of another Prinny.)
Regeneration 6 Disabled 5 (1 minute)
Shrinking 4 (-1 size category; Normal Abilities; Permanent; Innate)

Attack Bonus: +6 (Ranged: +6, Melee: +6, Grapple: +1)

Attacks: Confuse 4, +6 (DC Will 14), Drain 4, +6 (DC Fort/Staged 14), Paralyze 4, +6 (DC Staged/Will 14), Prinny Barrage (Blast 7), +6 (DC 22), Prinny Bomb (Blast 4 Area), (DC 19), Prinny Explosion (Damage 6), (DC 16), Prinny Stab (Strike 6), +8 (DC 21), Unarmed Attack, +6 (DC 15)

Defense: +8 (Flat-footed: +3), Size: Small, Knockback: -2

Initiative: +5

Languages: Native Language

Totals: Abilities 10 + Skills 7 (26 ranks) + Feats 12 + Powers 56 + Combat 12 + Saves 8 + Drawbacks 0 = 105

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Complications
* Amnesia - Can't remember the life for which he is repenting, but every once in a while, something strikes him with an odd sense of déjà vu like... tennis rackets and chickens?
* Butt Monkey - If something bad can happen to someone in the area, it happens to the Prinny. It is fate.
* Second-class Citizen - Prinnies are expendable cannon fodder in the Underworld and nothing sets Prinny Y apart from the rest appearance-wise which means he's frequently subject to abuse from random strangers.
* Prinny speech, d00d! - Prinnies, for whatever reason, speak in... a very distinctive manner. It unfortunately means they're not always all that easy to follow when they try to say anything more complex. Even among themselves, they're frequently misunderstood.

I was once... someone. Who, I don't know, but I think it might have been someone bad. Like most Prinnies, Prinny Y is a sinner who was reborn as a Prinny to suffer in atonement for his sins. Unlike most of them, he retained a good deal of his sense of self. He doesn't need to serve anyone and he's a lot more clear-headed than most Prinnies. Which... isn't saying much. Still, he's been able to chart his own course, more or less, which has more or less consisted of him roaming the Underworld and getting into the kind of random encounters that are said to give experience and build character. He has a sort of a semi-immortality in that whenever he dies (which is actually fairly often), another Prinny takes his place with his memories, his purpose. It has something to do with the magic scarf that he found... before that, he just had the usual ability of Prinnies to eventually recover even from death so long as their costume was whole enough to hold the soul... now, he spring back into action almost as fast as he dies, and he can even summon more Prinnies to back him up, lesser shades of himself. He doesn't know why he exists or what his purpose is, but he's determined to make his mark on the world even if it's a smoking crater.

Build Notes: Understrength for his PL, but the ability to "come back to life" rapidly and the ability to summon more copies of himself make him a reasonable threat. ^_^ Or at least as reasonable a threat as a zombie penguin who speaks like a surfer dude can be.

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Re: Builds of FuzzyBoots - Sailor H, Revenant, Prinny Y

Postby Man Called True » Sat Apr 24, 2010 1:19 pm

Yay, Prinnies! I've always liked the disposable penguins, for some reason. Not too big a fan of the Disgaea series as a whole (I hate Etna in ways that are probably illegal in some states, and the more focus she gets from Nippon Ichi, the less I want anything to do with it), but I like Prinnies.
I've forgotten more than some people will ever know... Of course, there's my problem...

My Character Stumblings

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Re: Builds of FuzzyBoots - Sailor H, Revenant, Prinny Y

Postby MorningKnight » Sat Apr 24, 2010 8:38 pm

I loves me some super-powered penguins, I does.

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Defenders Six

Postby FuzzyBoots » Mon May 31, 2010 1:05 pm

^_^ I was fiddling with a Golden Age name generator posted by Doug McCrae on the boards and a few of the names were just too good to pass up, so I wound up building up a mini-team (not terribly balanced overall, really) of Golden Age heroes:

Defenders Six
The Flaming Dwarf - Former stuntman, current hero, this pint-sized powerhouse is ready to use his flamesuit to wreak havoc on evil-doers.
The Plastic Hunchback - A melted golem searching for a purpose in a world that recoils from him.
Lady TNT - During her popular comedy act, Bella Hindman faced gangsters trying to hold up the joint. A misspent youth playing with pyrotechnics and tremendous timing allowed her to face them down and begin her one-woman fight against the mob.
Michael Hangman - Raised by Thugee mystics to be their ultimate instrument of vengeance, he rebelled against his training and now uses his mystic powers and his punjab lasso to fight evil.
Radar Doc - A gadgeteer genius who discovered ways to use electro-magnetic waves to find, attack, and defend against criminals.
Face Cook - A living caricature pulled from cartoon serials. Attacks her enemies with kitchen implements including her signature "face cooking" attack where she slams a frying pan on an ememies face and pulls it off to reveal that their face has been changed to someone else's.

Still to be added is some reasonable backstory as to why they may have banded together. :-D
Last edited by FuzzyBoots on Thu Jun 10, 2010 5:47 am, edited 2 times in total.

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The Flaming Dwarf

Postby FuzzyBoots » Mon May 31, 2010 1:15 pm

The Flaming Dwarf
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Power Level: 10; Power Points Spent: 150/150

STR: +6 (22), DEX: +4 (18), CON: +3 (16), INT: +0 (10), WIS: +2 (14), CHA: +1 (12)

Tough: +2/+3 (suit, no roll)/+7 (roll, no suit)/+8 (defensive roll and suit), Fort: +8, Ref: +10, Will: +6

Skills: Acrobatics 10 (+14), Concentration 12 (+14), Escape Artist 5 (+9), Gather Information 6 (+7), Intimidate 11 (+10), Knowledge (Popular Culture) 2 (+2), Notice 6 (+8), Sense Motive 6 (+8), Stealth 2 (+10)

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 4, Attack Specialization (Unarmed Attack), Chokehold, Defensive Attack, Defensive Roll 5, Defensive Throw, Dodge Focus 5, Elusive Target, Evasion 2, Fighting Style: Jujutsu, Fighting Style: Sumo, Fighting Style: Wrestling, Grappling Finesse, Improved Disarm, Improved Grab, Improved Grapple, Improved Pin, Improved Trip, Power Attack, Stunning Attack, Takedown Attack 2, Uncanny Dodge (Scent), Up The Wall

Powers:
Stunt Training (Immunity 20) [/b] (training, Non-lethal physical damage, Flaw: Partial immunity) [10 pp]
Flame Suit (Device 5) (Hard to lose) [20 pp]
. . He's On Fire! (Strike 6) (fire, DC 21; Aura, Duration 2 (sustained)) [24/25]
. . Padding (Protection 1) [1/25]
Short Stature (Shrinking 4) (-1 size category; Normal Strength; Permanent; Innate) [9 pp]

Attack Bonus: +2 (Ranged: +2, Melee: +6, Grapple: +7)

Attacks: He's On Fire! (Strike 6), +6 (DC 21), Unarmed Attack, +8 (DC 21 [DC 27 with Aura])

Defense: +12 (Flat-footed: +4), Size: Small, Knockback: -3

Initiative: +4

Languages: Native Language

Totals: Abilities 32 + Skills 15 (60 ranks) + Feats 35 + Powers 39 + Combat 14 + Saves 15 + Drawbacks 0 = 150

History: One of the "little people" of Hollywood, Charlie Robertson specialized in acrobatic stunts including falls that no one else was willing to attempt. His short stature left him playing dwarvish monsters and children, but it was steady enough employment. When about to perform his signature "man on fire" stunt, a getaway car crashed into the movie lot and armed gangsters spilled out and started shooting in the air. Unwilling to let innocents get hurt, Charlie ignited his suit and leapt from the third story of the set. The gangsters never even knew what hit them as a tiny fireball pummeled them to an inch of their life. Afterwards, Charlie couldn't stop remembering the sheer thrill of the event and he began targeting criminals, first petty ones, but moving up to more organized crime and the occasional super-villain.

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Edit: Removed Normal Abilities from his Shrinking, replaced with Normal Strength. Realized the flame suit had a spare pp (I think I was originally going to make it Selective so he could just light up one hand, but it conflicted with my conception of how the flame suit worked), so I added Protection 1 in the form of padding. Changed Bouncing 2 for Immunity (Nonlethal physical damage, Partial Immunity) and used the last two pp for Takedown Attack 2. I feel like it makes him a little more normal and better reflects his stunt training.
Last edited by FuzzyBoots on Wed Jun 23, 2010 10:10 am, edited 3 times in total.

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Re: Builds of FuzzyBoots - Sailor H, Revenant, Prinny Y

Postby MisterO » Mon May 31, 2010 1:29 pm

The Flaming Dwarf if pretty darn cool Fuzzy! :D

Love to see him in a fight!

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The Plastic Hunchback

Postby FuzzyBoots » Mon May 31, 2010 1:39 pm

The Plastic Hunchback
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Artwork by AlienMastermind
Power Level: 10; Power Points Spent: 150/150

STR: +13 (16/36), DEX: +1 (12), CON: +12 (30/34), INT: +1 (12), WIS: -1 (8), CHA: -2 (6)

Tough: +15 (+10 Impervious, +7 Reflective (Kinetic)), Fort: +12, Ref: +5, Will: +4

Skills: Climb 5 (+8), Craft (mechanical) 14 (+15), Disable Device 11 (+12), Drive 3 (+4), Intimidate 8 (+8), Notice 10 (+9), Pilot 3 (+4), Search 3 (+4), Survival 3 (+2)

Feats: All-Out Attack, Attack Focus (melee), Attack Specialization (Unarmed Attack), Chokehold, Dodge Focus, Improved Critical 2 (Unarmed Attack), Improved Sunder, Improvised Tools

Powers:
(Saving Throw) Protection 7 (saving throw: toughness; Impervious, Reflective (Kinetic); Ablative)
(Strength Bonus) Strike 1 (Affects Insubstantial 2 (full power))
Golem Body (Container, Passive 7) (Innate; Noticeable)
. . Density 6 (+12 STR, +3 Toughness, Weight Multiplier: x5, Adds: Immovable 2, Super-Strength 2; Permanent)
. . . . Immovable 2 (Resist Movement: +8, Resist Knockback: -2)
. . . . Super-Strength 2 (+10 STR carry capacity, heavy load: 14.7 tons; +2 STR to some checks)
. . Growth 4 (+8 STR, +4 CON, +1 size category; Permanent)
. . Super-Senses 10 (true sight; Distracting)
Immunity 29 (aging, common descriptor: Biological, critical hits, emotion effects, life support, sleep, starvation & thirst)
Regeneration 6 (recovery rate (bruised) 1 (recover 1 / round), recovery rate (injured) 3 (recover 1 / minute), resurrection: While metal is not scattered 2 (1 day), DC 16)

Attack Bonus: +4 (Ranged: +4, Melee: +5, Grapple: +23/+25)

Attacks: Unarmed Attack, +7 (DC 28)

Defense: +5 (Flat-footed: +2), Size: Medium/Large, Knockback: -16/-18

Initiative: +1

Drawbacks:
Disability, common, major, Mute: Can't speak
Vulnerable, common, minor, Fire: +1 Damage from fire attacks

Languages: English (native)

Totals: Abilities 24 + Skills 15 (60 ranks) + Feats 9 + Powers 79 + Combat 20 + Saves 9 - Drawbacks 6 = 150

History: In a small village in the Appalachian mountains, there stood an iron statue. It is said that a century ago, the statue possessed mystical powers and would animate to perform labors for the village and to protect it, but the magical word to bring it to life was lost along with the secrets of its creation. Or so most of the village believed. In truth, the magic word became known only to the elders of the village, and they passed it down from generation to generation, unused for fear of losing the potential power of the golem. And then, one day, the coal seam caught fire. Much of the village collapsed into the void created in the earth. One of the surviving elders, at the foot of the statue, intoned its activation word with his dying breaths, commanding it to go forth and protect others. Even as the golem marched through the flames, its form warped, not built for such great heat. The inner core, made of earth and lesser metals, melted and fell away, leaving the hollow structure of enchanted iron. When it emerged from the flames, the structural integrity of the iron had been lost, but the enchantments held enough that the golem resolidified, albeit looking like a melted wax model. He lurched out of the mountains and into a world that recoiled from his hideous melted visage. Still, he was told to protect, and protect he shall.

In his early escapades, the media noted how his body dented and bowed under blows, deforming even as he was struck, and deemed him the Plastic Hunchback for his malleability and deformity. Although large in size and strange in shape, the Plastic Hunchback is deceptively deft and clever, able to reform his fingers into instruments to work with locks and devices. He has an odd affinity with machines. This has most recently led to a mild obsession with cars, coupled with a mild frustration at being too big and heavy for most models.

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Notes: Decided to remake him as a melted golem. ^_^ Would you believe that I couldn't find a single melted statue picture on Google?
Edit: A playtest revealed to me that I'd forgotten that his Desnity Toughness bonus was Impervious, which meant I had Impervious over PL, something I try to avoid. So I dropped 3 points from his Impervious/Reflective/Ablative Toughness save and spent them on skills.
Edit: *sigh* Immunity to stun by damage is 10 pts according to Steve, not 2, which would be an immunity to stun effects. Removed Wallop from feats (he already has insane knockback due to his damage) and added rare Immunities of Aging, Starvation/Thirst, and Need for Sleep.
Edit: While cleaning up his profile in Hero Lab, I made a few more tweaks.
Last edited by FuzzyBoots on Thu Oct 07, 2010 9:18 pm, edited 9 times in total.

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Lady TNT

Postby FuzzyBoots » Mon May 31, 2010 1:56 pm

Lady TNT
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Lady TNT

Power Level: 10; Power Points Spent: 151/151

STR: +0 (10), DEX: +5 (20), CON: +1 (12), INT: +3 (16), WIS: +3 (16), CHA: +3 (16)

Tough: +1 (no Undercover Shirt)/+3 (Flatfooted)/+6, Fort: +6, Ref: +9, Will: +8

Skills: Acrobatics 1 (+6), Climb 8 (+8), Craft (Explosives) 9 (+12), Craft (structural) 3 (+6), Disable Device 4 (+7), Disguise 2 (+5), Gather Information 6 (+9), Knowledge (physical sciences) 9 (+12), Notice 8 (+11), Perform (comedy) 6 (+9), Sense Motive 10 (+13), Stealth 10 (+15)

Feats: Assessment, Attack Focus (ranged) 4, Attractive, Cat's Feet, Challenge - Accelerated Stealth, Challenge - Discrete Inquiry, Challenge - Restealth (Counters -5 per rank of the penalty for hiding after making a ranged attack) 2, Defensive Attack, Defensive Roll 3, Dodge Focus 6, Equipment 3, Evasion, Fighting Style: Aikido, Grappling Finesse, Improved Grapple, Improved Pin, Improved Throw, Improved Trip, Lionheart, Make Pyrotechnics: Use Knowledge: Physical Sciences for research and Craft (Explosives) for build, Precise Shot, Quick Change, Slap Silly, Sneak Attack 3, Truth Sense, Uncanny Dodge (Hearing)

Powers:
Super-Senses 2 (counters obscure: Smoke)
Plant Explosive (Damage 8) (DC 23; Burst Area (40 ft. radius - General), Range (ranged); Progression, Decr. Area Extra 6 (-6 ranks), Triggered 2 (any trigger); Reduced Range (max range 400 ft.))
Obscure 3 (affects: two sense types - visual, Radius: 25 ft.; Action (move), Independent)

Equipment: Caltrops, Thermal Imaging Goggles [Super-Senses 2, counters obscure: Smoke], Smoke Grenade [Obscure 3, affects: two sense types - visual, Radius: 25 ft.; Action (move), Independent], Undercover Shirt

Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +9)

Attacks: Plant Explosive (Damage 8) (DC Staged/Tou ), Unarmed Attack, +4 (DC 15)

Defense: +10 (Flat-footed: +2), Knockback: -3

Initiative: +5

Languages: English

Totals: Abilities 30 + Skills 19 (76 ranks) + Feats 40 + Powers 31 + Combat 16 + Saves 14 + Drawbacks 0 = 150

History: Bella Hindman grew up in New York, playing about much like most kids. Her disarming wit helped her get out of trouble. Her uncanny ability to make homemade firecrackers made her popular with her peers. Once she reached her majority, she started performing a nightclub act, a somewhat more sophisticated form of vaudeville comedy consisting of series of jokes about the various eccentricities of the Big Apple. Then came the hold-up. Apparently the night-club hadn't been paying its protection money and the gangsters were here to collect. Bella thought quickly and ducked into the kitchen. Using various chemicals and materials found there, combined with the knowledge from her misspent youth, she was able to cobble together several simply pyrotechnic effects which she used to great effect on the scattered gangsters. The next day, she found that performing her comedy act paled compared to the excitement of the night before. And so by day, she performed her act and gathered information on local mob activities. At night, she attacked them as Lady TNT, Dame of Demolition.

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Edit: So, after some play-testing, she never used her hold-out pistol and the smoke grenade suffered due to her not being able to use it at the same time as attacking. I re-allocated her equipment to provide a move-action smoke grenade and a way of being able to see through her own smoke. Then, with the points I freed up from her attack specialization for the pistol, I created a custom challenge for being able to re-stealth after attacking. She's still a bit fragile defensively.
Last edited by FuzzyBoots on Wed Sep 08, 2010 1:16 pm, edited 6 times in total.

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Michael Hangman

Postby FuzzyBoots » Mon May 31, 2010 2:28 pm

Michael Hangman

Power Level: 10; Power Points Spent: 150/150

STR: +2 (14), DEX: +3 (16), CON: +9 (12/28), INT: +1 (12), WIS: +3 (16), CHA: +1 (12)

Tough: +9, Fort: +9, Ref: +5, Will: +9

Skills: Acrobatics 6 (+9), Bluff 9 (+10), Climb 10 (+12), Craft (artistic) 8 (+9), Diplomacy 6 (+7), Disable Device 7 (+8), Drive 3 (+6), Investigate 11 (+12), Knowledge (arcane Lore) 8 (+9), Knowledge (streetwise) 4 (+5), Language 1, Profession (Antiques) 4 (+7), Search 9 (+10), Sense Motive 12 (+15), Sleight of Hand 2 (+5), Stealth 4 (+7)

Feats: Attack Focus (melee) 2, Beautiful Voice (Diplomacy), Dodge Focus 2, Equipment 2, Improved Critical (Sickle (Strike 2)), Improved Trip, Sneak Attack

Powers:
Concealment 10 (all senses; Blending, Duration (concentration); Close Range)
Emotion Control 10 (DC 20; Burst Area (50 ft. radius - General), Selective Attack; Limited to Emotion (Fear), Range 2 (touch))
Enhanced Trait 16 (Traits: Constitution +16 (28, +9))
Immortality
Morph 5 (morph: broad group - generic humanoids, +25 Disguise, Feats: Challenge - Face in the Crowd; Limited (Limited to use as Face in the Crowd))
Punjab Lasso (Suffocate 9) (DC 19; Accurate 2 (+4), Extended Reach 3 (15 ft.))
Sickle (Strike 2) (DC 19, Feats: Improved Critical (Sickle (Strike 2)), Improved Trip; Mighty)
Super-Movement 1 (trackless)

Equipment: Antique Shop, Sickle [Sickle (Strike 2), DC 19, Feats: Improved Critical (Sickle (Strike 2)), Improved Trip; Mighty]

Antique Shop
Power Level: 10; Equipment Points Spent: 5
Toughness: +5
Features: Library, Personnel, Security System 1, Workshop
Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 4 + Powers 0 + Combat 1 + Saves 0 + Drawbacks 0 = 5


Attack Bonus: +3 (Ranged: +3, Melee: +5, Grapple: +7)

Attacks: Emotion Control 10, +5 (DC Staged/Will 20), Punjab Lasso (Suffocate 9), +9 (DC Fort 19), Sickle (Strike 2), +5 (DC 19), Unarmed Attack, +5 (DC 17)

Defense: +8 (Flat-footed: +3), Knockback: -4

Initiative: +3

Languages: Native Language, Punjabi

Totals: Abilities 22 + Skills 26 (104 ranks) + Feats 8 + Powers 68 + Combat 18 + Saves 8 + Drawbacks 0 = 150

History: Vash Jaswal was kidnapped and raised by a remnant cult of Thugees to be their instrument of vengeance upon the world. They bestowed upon him mystic powers of concealment and fear and trained him in the arts of noose and knife. However, part of him remembered his upbringing before living with the cult, and rebelled against their ways. He emigrated to America on a steamer and, through diligence in salvaging items from the local junkyard, managed to make a tidy business for himself in the area of restoring and repairing antiques. Unfortunately, the spirit of Vengeance will not let him lie still and Vash finds that he must periodically sate a lust for death. So far, he has been able to restrict his activities to the local criminal element, but one day, his nature will out...

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Radar Doc

Postby FuzzyBoots » Mon May 31, 2010 2:40 pm

Radar Doc

Power Level: 10; Power Points Spent: 150/150

STR: +0 (10), DEX: +2 (14), CON: +1 (12), INT: +6 (22), WIS: +2 (14), CHA: +1 (12)

Tough: +1/+12, Fort: +5, Ref: +5, Will: +9

Skills: Computers 2 (+8), Craft (electronic) 14 (+20), Disable Device 4 (+10), Drive 1 (+3), Investigate 2 (+8), Knowledge (physical sciences) 10 (+16), Knowledge (technology) 12 (+18), Language 4 (+4), Notice 2 (+4), Pilot 5 (+7), Profession (Scientist) 4 (+6)

Feats: Attack Focus (ranged) 4, Conspiracy Theorist 5, Dodge Focus 4, Jack-of-All-Trades, Equipment 5, Genius, Improved Defense 1, Improvised Tools, Interface (Craft (Electronics)), Inventor, Lightning Calculator, Luck 3, Mechanical Genius (Radar)

Powers:
Radar Gun (Device 5) (Easy to lose)
. . Irradiate (Blast 10) (radiation, DC 25; Accurate (+2), Indirect (in front of you, directed away))
. . . . Concussion Blast (Damage 10) (Alternate; kinetic, DC 25; Cone Area (100 ft. cone - General); Knockback 2)
. . . . Ignite 7 (Alternate; DC 22; Incurable, Subtle (subtle); Lethal)
. . Super-Senses 1 (distance sense)
Radar Headset (Device 4) (Hard to lose, Restricted use (Requires DC 20 Knowledge (Physical Sciences) to use))
. . Radar Senses (Super-Senses 20) (accurate: Radar, acute: Radar, analytical: Radar, counters concealment: Radar, counters illusion: Radar, counters obscure (all), extended: Touch (Radar) 2 (x100), penetrates concealment: Radar, radius: Radar)
Radar Shield Belt (Device 5) (Hard to lose)
. . Immunity 7 (ensnarement, suffocation (all))
. . Protection 11 (+11 Toughness; Force Field, Impervious [7 ranks only])

Equipment: Electronics Shop, Vehicle: Autogyro

Vehicle: Autogyro
Power Level: 10; Equipment Points Spent: 12
STR: +10 (30)
Toughness: +9
Powers:
Flight 5 (Speed: 250 mph, 2200 ft./rnd)
Defense: -2, Size: Huge
Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 0 + Powers 10 + Combat 2 + Saves 0 + Drawbacks 0 = 12

Electronics Shop
Power Level: 10; Equipment Points Spent: 10
Toughness: +5
Features: Communications, Computer, Defense System, Fire Prevention System, Hangar, Library, Power System, Security System 1, Workshop
Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 9 + Powers 0 + Combat 1 + Saves 0 + Drawbacks 0 = 10


Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +4)

Attacks: Concussion Blast (Damage 10), +4 (DC Staged/Tou ), Ignite 7, +8 (DC Staged/Tou ), Irradiate (Blast 10), +10 (DC 25), Unarmed Attack, +4 (DC 15)

Defense: +8 (Flat-footed: +2), Knockback: -9

Initiative: +2

Languages: French, Greek, Latin, Native Language, Russian

Totals: Abilities 24 + Skills 15 (60 ranks) + Feats 29 + Powers 52 + Combat 16 + Saves 14 + Drawbacks 0 = 150

History: Michael Young was a nebbish little man, content with his electronics shop and with his tinkering in the basement. One day, while tinkering with a simple RADAR device, he started thinking about how one could use a device like this to detect many other things, or even as an offensive weapon. Struck with sudden inspiration, he cobbled together the first versions of the Radar Headset and the Radar Gun. He went out to confront two vandals in the alley and promptly got cold-cocked by the third one who he hadn't noticed. After nursing his wounds and rebuilding his devices, he devised a third device that used radar waves to repulse incoming attacks, the Radar Shield Belt. Now, he feels ready to take on the world! Well, at least a small segment of New York...

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Notes: I almost built him with a primitive mecha as an exoskeleton, but it just didn't completely gibe with the concept I wanted.
Last edited by FuzzyBoots on Mon Jul 26, 2010 3:04 pm, edited 4 times in total.

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Face Cook

Postby FuzzyBoots » Wed Jun 02, 2010 11:47 am

^_^ And because I felt like I needed a sixth member to round out the team, FACE COOK, a living cartoon who played the omnipresent matronly housekeeper in the serials, brought to life.

Face Cook
Image
Power Level: 10; Power Points Spent: 150/150

STR: +1 (12), DEX: +2 (14), CON: +4 (18), INT: +1 (12), WIS: +2 (14), CHA: +0 (10)

Tough: +10, Fort: +8, Ref: +6, Will: +8

Skills: Diplomacy 7 (+7), Gather Information 5 (+5), Intimidate 5 (+5), Knowledge (popular culture) 4 (+5), Medicine 8 (+10), Profession (Cook) 5 (+7), Profession (Housekeeper) 5 (+7), Sense Motive 1 (+3)

Feats: All-Out Attack, Attack Focus (ranged) 4, Attack Specialization (Cooking Array (Array 16)) 2, Blind-Fight, Dodge Focus 3, Well-Informed, Well-Known

Powers:
Bounce Back (Regeneration 29) (recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 6 (recover 1 / round), recovery rate (injured) 6 (recover 1 / round without rest), recovery rate (staggered) 6 (recover 1 / round without rest), recovery rate (unconscious) 1 (recover 1 / round), resurrection: When remains not doused in paint thinner 7 (10 rounds), DC 39)
. . Healing 9 (Alternate; DC 19; Total; Persistent, Regrowth)
Cartoon Physiology (Protection 6) (+6 Toughness)
Cooking Array (Array 16) (default power: morph)
. . Clingy Custard Pie (Dazzle 8) (Array; affects: all sense types, DC 18)
. . Face Bake (Morph 10) (Default; morph: broad group - humanoids, +50 Disguise, DC 20; Attack (Fortitude), Insidious; Slow Fade 2 (5 minutes))
. . Frying Pan Assault (Strike 10) (Array; DC 25; Autofire 2 (interval 1, max +5); Affects Insubstantial (half ranks), Accurate (+2))
. . Thrown Kitchen Implements (Blast 8) (Array; DC 23; Insidious; Homing 3 (5 attempts), Indirect 3 (any point, any direction), Affects Insubstantial 2 (full power))
Immortality
Out of Frame (Features 1) (Notes: Face Cook's face is always obscured in photographs and video recordings. The most common way in which it will occur is that her head is just out of frame.)

Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +5)

Attacks: Clingy Custard Pie (Dazzle 8), +12 (DC Fort/Ref 18), Face Bake (Morph 10), +8 (DC Fort 20), Frying Pan Assault (Strike 10), +10 (DC 25), Thrown Kitchen Implements (Blast 8), +12 (DC 23), Unarmed Attack, +4 (DC 16)

Defense: +8 (Flat-footed: +3), Knockback: -5

Initiative: +2

Drawbacks: Vulnerable, uncommon, moderate, Slapstick / Cartoon

Languages: Native Language

Totals: Abilities 20 + Skills 10 (40 ranks) + Feats 13 + Powers 77 + Combat 18 + Saves 14 - Drawbacks 2 = 150

History: In the cartoon serials, there was a common figure that appeared in many of them. Never named, but sometimes nicknamed "Mammy" after the traditional caricature design, she was the housekeeper and cook, and was the "only sane man" figure, dealing with everything from the feuds of the talking animals in the household to inept crooks trying to use the house to stash jewels, to alien invasions. She fended them all off with a combination of good humor and kitchen supplies, her trademark attack being a frying pan which, when pried off the face of her target, often left them with a vastly changed appearance. She might have gone on to only become a footnote in animation history were it not for the fateful incident at the Freedom City Arts Theatre.

During one of the movie showings, a gang of bank robbers had taken the people of the theater hostage during a failed attempt at escape. They repelled all attacks from the police and were threatening to start killing hostages when a loud clang was heard from the back of the theater. There, apparently having stepped straight off the screen, was "Mammy" and beside her apparently stood Midnight, albeit still dressed in the clothing of the crook. "We's gonna clean house here," Mammy cried, and pushed the figure of Midnight forward while pulling a large bowl out of thin air and winging it at one of the crooks in the back. Even as that robber fell, the others opened up on the apparently revealed Midnight, who was quickly knocked to the ground by the force of the bullets. It was an epic battle of flying bullets and flying crockery. The pots and pans seemed to come from every direction, and when dodged, would often curve around like boomerangs to still hit their target. Strolling through the carnage, apparently unaffected by the bullets, Mammy struck left and right with her frying pan, occasionally leaving another confused crook with the face of one of the local vigilantes, or the appearance of a police officer, causing the crooks to fire upon their transformed compatriot by accident. Soon, there was just one left. Mammy reared back her frying pan and slugged him across the head, crying, "Are y'all hungry? 'Cause I's a face cook!" Mammy then strode out of the theater and into a life as a crime fighter. The name of "Mammy" turned out to be trademarked by one of the major cartoon studios, so the newspapers picked up on her quote in the theater and started calling her by the appelation of "Face Cook" and cheered her efforts.

When the Defenders Five formed, they sought out Face Cook and asked her to join. She agreed, but only on condition that she be allowed to keep house for the group, cooking and cleaning. They agreed to these somewhat unusual terms and she fought with them for the decade or so that the group stayed together. When they dissolved, Face Cook continued her one-woman spree of vigilante justice, but found that her publicity was beginning to turn against her. At the time when her cartoons debuted, a black housekeeper was a fact of life, and her speech patterns were only mildly exaggerated. As time passed, and Freedom City became more racially sensitive, Face Cook found herself branded a racist symbol, a living caricature. The cartoons she'd starred in were quietly pulled from distribution and the masters burned. As her films slowly slid to obscurity, Face Cook found that she started fading away, becoming less powerful, people's memories of her fading. She was a mere shade, occasionally appearing during crimes commited when the elderly were present, but only as a brief image that attacked once before fading. One day, a woman named Meryl Dawson, a child in the audience at Face Cook's debut who had wished for a hero, stepped into traffic without looking, and was struck by a car. As she breathed her last breath, Face Cook faded away entirely, remembered only by old film buffs and then only for her cartoon appearances.

Future: Although the masters were destroyed, copies of Face Cook's films still exist. If they were to come back into public display once more, the general zeitgeist might be enough to revive Face Cook.

Description: Face Cook is a living caricature of the "mammy" type. She always appears in housedress and house slippers, and somehow, her face is never in view. In pictures of any sort, her head is coincidentally out of frame, or covered by a foreground object. In person, people remember seeing a face, but find that they can't describe it with any degree of detail. Face Cook's distinctive mode of dress and cartoon appearance means that she can be recognized despite this loss of face. In battle, she ignores most attacks since her cartoon physiology means they seldom last long. In terms of personality, she's caring towards most people, but when her dander gets up, she has a bad temper. In either case, she speaks in the stereotypical argot of her portrayal in the films.

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Defenders Six in Charge of the Freedom Brigade

Postby FuzzyBoots » Thu Jun 10, 2010 8:45 am

^_^ To test out the Freedom Six, I'm running them through the free Charge of the Freedom Brigade adventure. I've rolled out the dock encounter, although I don't have descriptive text yet. Perhaps later today... They aquitted themselves as well as six PL 10 heroes ought to against twelve PL2-4 minions, defeating them in one surprise round and two rounds of combat despite the majority of the team not arriving until the second and last round. Lady TNT accounted for the lion's share with ten of them (Seven in one blow!) with Face Cook and The Flaming Dwarf accounting for the last two. Honorable mention to Michael Hangman who kept the thugs shaken to panicking throughout the entire encounter and the only one who expended Extra Effort (admittedly in his somewhat ineffectual grenade attack on the gangplank).

--------
We'll rule that Lady TNT was the one to overhear during her nightclub act that something was going down at the docks and informed the team. For the approach, Michael Hangman and Lady TNT are going to argue that they should scout the way. Reasonable enough. Michael activates his Concealment and Lady TNT rolls 6+15=21. None of the "dockworkers" have a chance to detect anything out of the ordinary. Of course, Michael and Bella don't hear anything out of the ordinary either. They discreetly call in the rest of the team, hoping that a public presence will prevent trouble from coming. As soon as the lumbering bulk of The Plastic Hunchback causes the boards of the pier to creak loudly, the longshoremen start pulling out guns. We'll give a surprise round to Michael Hangman and Bella. The rest of the team will take a round to get in.

Initiative:
Face Cook: 18+2=20
Michael: 15+3=18
Radar Doc: 13+2=15
Flaming Dwarf: 10+4=14.5 (higher Dex)
Spies: 14+0=14
Lady TNT: 3+5=8
Thugs: 4+1=5
Plastic Hunchback: 1+1=2

Surprise Round:
Michael drops his Concealment and opens up by using his area Fear attack. His Notice of 16+3=19 is insufficient to spot where Lady TNT is, so he can't exclude her from the effects. DC 20 Will saves all around. Lady TNT: 19+8=27, Spies(10+3, 4+3, 16+3, 3+3, 16+3, 6+3), Thugs (18, 17, 8, 4, 6, 13). Och... all of the minions fail to some degree. We'll take pity and not force the worst result as we ought to with minions. That's 2 shaken spies, 1 frightened spy, and 3 panicked spies and 2 shaken thugs, 1 frightened, and 3 panicked. Before they can budge, Lady TNT throws a low-yield explosive (using her Progression to reduce the radius by 6 and using a rank 7 effect so that the radius is only 10 feet. DC 17 Reflex save, DC 22/18 Damage saves for four of them (2 of each, let's say) For the two spies, Reflex saves of 6+3-2 and 8+3-2. For the two thugs, 11+1-2 and 19+1-2. ^_^ One thug makes the reflex save. With +2 toughness and a -2 from being shaken, only that last thug has a chance at the toughness save. Amazingly, he rolls 19+2-2 and he's fine. The other three are blown into crates and knocked unconscious.

First round:
Four of the team members will enter next round.
Michael throws his noose at one of the spies who's just shaken. 10+9 easily beats the defense. DC 20 Fort save. Spy rolls 17+4 and isn't affected.
Two of the spies run for the ship, one of them dropping his gun to do so. They get halfway this round. The other two draw a bead on Lady TNT, figuring her to be the easier target. Both fire on her, 7+4 and 18+4. The latter hits, provoking a Toughness DC of 17 (holdout pistol). Lady TNT rolls 17+6=23 and is unharmed as bullet passes through a corner of her cape.
She quickly fades into the shadows of the crates and moves closer to the ship (Stealth 16+15=31) and throws a lit stick of her namesake TNT onto the gangplank. It has a toughness save of 15+3=18 versus the DC of 23, resulting in a chunk being blown out of it. Bella rolls a Stealth check of 17+15-20=12 to remain hidden. One of the remaining spies sees her and call out her position to the others. Darn spoiler.
Three of the thugs bolt for the boat, all dropping their guns in their hurry. The other two lay into Michael with their machine guns (Bella being off further into the crates). They both miss badly.

Second round:
Face Cook hurls a saucepan at one of the remaining spies. 7+12 hits. DC 23 save. The spy can't make it with his shaken penalty and drops. Face Cook proceeds to close range with the remaining spy.
The remaining thugs and spies make Will saves versus the fear at +1. (19+3-2+1, 9+3-2+1, 8+3-2+1 means the one spy still up front is no longer affected. The other two will be panicked and continue running. Thug saves of 20+0-2+1, 15+0-2+1, 11+0-2+1, 8+0-2+1, 16+0-2+1 means we have one shaken and one just frightened, the others panicked, one of which was one of the ones shooting. Seeing that his teammates are here, Michael activates his Concealment and makes his way to the dock. He has to brush by the Spy to do so. Two DC 20 Notice checks (one for each acute sense) both fail (The spy would have had to roll a 20 and Michael makes his way by unnoticed. He sees the situation down at the docks. He surges for a Move action to pick up one of the fallen grenades and uses a standard action to lob it at the gangplank. DC 20 Toughness save for the gangplank yields 16+3-1 which means it's just splintered a bit more (objects in M&M are tough right up until they fail!).
Radar Doc, with his senses, knows the thugs are fleeing on the other side. He uses his Ignite power on the wooden gangplank. 16+3-2 means the gangplank just receives another injured!
The Flaming Dwarf already has his suit on. He'll slam into the remaining spy with a Charge and an Unarmed Attack for 6+8+2 which is sufficient. The spy can't make the toughness save and goes down.
The fleeing spies make it onto the gangplank, but not quite across.
Lady TNT holds her action until after the thugs.
The thugs make it onto the gangplank.
Lady TNT throws another bomb. Reflex saves of DC 18 for the spies and thugs: 5+3-2, 4+3-2, 2+3-2, 13+1-2, 17+1-2, 13+1-2, and 1+1-2 and none of them make the Reflex save. Damage save for DC 23... None of the minions can make that one and the gangplank rolls 2+3-3 (in the future, I'm going to take 10 on inanimate objects...) and utterly disintegrates even as the various spies are blown off of it and into the water. The remaining soldier gets splattered easily by The Plastic Hunchback with a roll of 18+5, enough for a Crit and a damage roll he can't hope to make.

The spies are all down and out without a single injury to our heroes and minimal collateral damage. They fish the drowning foreign agents out, cuff them, and call in the authorities. Our heroes more or less rolled over their opposition, so no Hero Points for them this time.
Last edited by FuzzyBoots on Tue Jul 27, 2010 1:54 pm, edited 1 time in total.


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