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[2e/3e] Great Lakes Guardians (3e: Firekin)

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Re: Great Lakes Guardians (Cheshire Cat, Sagittaire, Warp)

Postby Jabroniville » Tue Mar 16, 2010 12:46 am

I like these builds. Very unique, and not just the same PL and with standard tropes & hero-types in them. Is there any chance we could get some made-up backstory for these characters, or hints to their personality types?
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Re: Great Lakes Guardians (Cheshire Cat, Sagittaire, Warp)

Postby badpenny » Tue Mar 16, 2010 6:27 am

Once I finish building the EC Warriors and stating up the remaining villains, I'll get around to documenting the Guardians world (history, technology, where it deviates from this world, etc) which will include backgrounds and personalities for each of the heroes.

And miles to go before I sleep.....
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Amphibian Intruder

Postby badpenny » Fri Mar 19, 2010 11:39 am

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Abilities: STR: +6/+9 (22/28*), DEX: +4 (18), CON: +10 (30), INT: +2 (14), WIS: +2 (14), CHA: +3 (16)

*When Raging

Saves: Tough: +10, Fort: +14/+17 (raging), Ref: +10, Will: +10/+13 (raging)

Skills: Acrobatics 8 (+12), Climb 8 (+14), Intimidate 12 (+15), Notice 8 (+10), Search 12 (+14), Sense Motive 8 (+10), Stealth 12 (+16)

Feats: All-Out Attack, Endurance 2, Fearless, Improved Initiative, Rage 2 (+1 Increased Duration x5 rounds), Sneak Attack, Startle, Uncanny Dodge (Hearing)

Powers:
Claws/Bite (Strike 4; Power Feats: Mighty, Split Attack (2 targets))
Immunity 9 (Cold, High Pressure, Interaction skills, Suffocation (all))
Super-Senses 5 (Blindsight: Hearing, Low-light vision)
Swimming 5 (50 mph, 440 ft./rnd)

Attack Bonus: +10 (Ranged: +10, Melee: +10, Grapple: +16/+19 raging)

Attacks: Claws/Bite (Strike 4), +10/+13 (DC 25/28 raging), Unarmed Attack, +10 (DC 21)

Defense: 20/18 (raging) (Flat-footed: 15/14 raging), Knockback: -5

Initiative: +8

Languages: Native Language

Totals: Abilities 54 + Skills 17 (68 ranks) + Feats 11 + Powers 25 + Combat 40 + Saves 18 + Drawbacks 0 = 165

Note: Little is known about this creature. Glory encountered it in the middle of the night after it had managed to bypass the Guardian Citadel's security and melt a hole through an Armorplas porthole (Toughness 15). Is it the spearhead of an invasion? A lone intruder?
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Re: Great Lakes Guardians (Cheshire Cat, Sagittaire, Warp)

Postby MorningKnight » Fri Mar 19, 2010 11:50 am

I like the little hints dropped into this Aquatic Intruder.

Plus, Storn art is ALWAYS awesome. Nice build!
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Intruder Alert! (fight)

Postby badpenny » Fri Mar 19, 2010 1:48 pm

Glory wakes in the middle of the night and decides to head to the Citadel's gym to workout. On her way there, she notices a trail of water. Moving to investigate she finds a melted Armorplas porthole. She jumps up, grabbing hold of the window to study what she feels might be a call to the CIC to signal an intruder alert.

Looking out the window at the churning lake below, she knows that someone climbed several hundred feet up the sheer side of the Guardian's HQ in the middle of Lake Michigan and broke in. The Armorplas was cool, so it had been some time ago.

She ticked off what she knew: intruder, climbing ability, melting power or device. Glory began to follow the trail of water; it was cool against her unshod feet.

For several minutes she followed the trail. She'd gone down a flight of stairs. Cigarette butts in the stairwell again. Some things never changed. She was now in the technician's sector. All their rooms were on this floor. Something tingled at the base of her skull. Her years of fighting alongside Omega had taught her to keep her head on a swivel. Then she heard the sound.

Sick. Wet. Fleshy. She didn't need to see in the dark; she was her own light source. As Glory slowly pushed open the door, she glowed mutely--just enough to erase the shadows from the room. Blood. On the walls. The floor. That could be tactical.

It was some kind of sea creature. Fins, and teeth from some kind of nightmarish animal. It's eyes were black and looked back blankly at Glory. Then it charged her with a snarl.

Round 1.

The sea beast charges Glory who easily side-steps and sends a ridge hand crashing down against the back of the beast's neck. Glory feels her hand all but bounce back against the beast's rubbery skin.

The beast charges Glory, who is flat-footed. A 21 is not enough to hit Glory. She easily suceeds in hitting the beast, but the creature is tough and sloughs off her unarmed attack.

Round 2.

Glory knows that if the beast lands even a lucky blow, it could gut her like, well, a fish, so she knows she has to put this creature down fast. She doesn't want to end up like the poor dead technician behind her. Raising her hands, she unleashes the power that people colloquially call her "fireworks," but the creature is fast and avoids the blast of energy. The wall, however, does not and she rips a hole through the steel.

The creature hisses at Glory, it's long talons moving in the dim light that Glory emanates. It sniffs the air, taking the measure of her. It doesn't like the smell of ozone and it wrinkles its nose.

Glory rolls a 3 and misses. The walls Toughness save was a natural 1! The creature uses Assessment as a Move action and rolls substantially less than Glory's Sense Motive skill. The beast will assume that it is considerably better than Glory. It holds it's standard action.

Round 3.

Glory cranks up the intensity of her light output, hoping to blind the creature. It works. While the beast's hands seek to cover its blinded eyes, Glory summons more energy to once again unleash against the creature. Glory's fireworks blast into the beast's chest sending it flying back into the steel bulkhead where it bounces off and falls to its knees.

Glory shoots off her Dazzle and the creature blows its Reflex save. Glory then presses the attack by Surging and Blasting. She hits, the beast fails its Toughness save by 13 and goes flying back (50) feet only to be stopped by the steel bulkhead five feet behind it. It Saves against the knockback damage and is now Stunned and Staggered. Glory takes a Fatigued condition.

Round 4.

"Are you playing possum?" Glory wonders aloud. Omega's words from her teenage years rings again: "When you have your enemy at your advantage, you press the attack. Don't drop your guard because you become concerned for their welfare--they could be pulling a fast one." Glory once again shoots off her fireworks at the creature. Her blast smashes the creature back up against the wall.

Glory hits and the creature fails by 9, giving it a Bruise and another Stun. The knockback save is failed by 6 giving it yet another Bruise and a Stun.

Round 5.

Glory mutters, "Damn you're tough." and again blasts the creature as she's not getting near those talons. Unfortunately the blast had no effect.

Glory hits, but even with two Bruises, it still rolls high enough to ignore her DC25 attack. The beast drops the Stun.

Round 6.

By now the personnel are all awake. The lights in the corridor come on and Glory can hear the sounds of them talking. While Glory was distracted for a moment, the beast lunged forward with its sharp claws, opening a nasty gash across Glory's stomach.

Glory recoiled in horror and pain. It won't be a moment before someone comes into the room to become a potential target. Forgetting about her own injury, she mustered her resolve. She had to put it down. Now.

Pulling up everything she has, she generates a blast more powerful than a tank round firing it in to the creature's chest again. It was blown backward into the solid steel wall and this time slid limply down to the floor.

The beast can only take a Standard action and a five-foot step. It hits Glory with a natural 20 for Critical Damage. Glory takes a Stunned + Bruised + Injured from the lethal claws. She spends a Hero Point to cancel the Stun. She also uses Extra Effort to crank up her Blast to DC 27 and the beast fails the roll to take another Staggered and becomes Unconscious.

Aftermath.

Tyger, who was on duty that night burst into the room. He saw the unconscious creature and Glory holding her bleeding stomach.

"I'm fine, Kitty," Glory said, with a look of grim determination. "I want to know what this means."

Tyger wasn't sure what she was talking about. His look of concern was hard to pick out under all that fur on his feline face.

She stared down at the creature and the series of events played back in her mind. Then it clicked. It didn't look like it had any pockets. Could this thing melt Armorplas with an inherent ability? God, she hoped not. Too many questions swirled through her mind, and she was exhausted.

"Put a forensic team on its entry point; I want to know how that porthole was melted. Secure that--" she aimed her finger at the creature-- "in the brig." Were they being probed? The attack on the technician seemed random. She'd have to look into that. Whoa, the room spun and she sat down on the couch. That caused her to groan and hold her stomach tighter.

"Get a medic in here!" Tyger shouted.

"I'll be fine," Glory said, pushing herself to stand and walk out of the room. "First stop the infirmary," she said to Tyger behind her, knowing that he worried about her. Knowing that he liked her more than he should have.

A few medical personnel walked hesitantly behind her, knowing better than to try to offer any help. They'd gotten a look at the sea creature but they knew that Glory was more dangerous.
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Updated Tendril

Postby badpenny » Thu Apr 15, 2010 5:42 am

After reading some of Steve's thoughts on grappling multiple foes, I changed Tendril's, well, tendrils to a TK effect. I'm still only moderately happy with the result, but at least she's rules compliant now.
Last edited by badpenny on Sun Apr 25, 2010 12:47 pm, edited 1 time in total.
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Updated Cheshire Cat

Postby badpenny » Thu Apr 15, 2010 6:39 am

I changed Cheshire Cat's static Defense Bonus to a more active concept (a "blink" teleport), gave her the Rapid Attack Feat from Super-Speed, and gave her some Super-Senses that reflect her inherent ability to always know where she's going and to accurately sense distances (since it's also implied by her Teleport abilities). I felt she was a little lackluster before, but now I'm eager to see how she fares in a combat.

After testing her out in a fight, she's tough! I really like the Cunning Fighter Feat (allowing you to use your Attack Bonus as the basis for your feint). As Cartman says, "Kick ass!"
Last edited by badpenny on Sun Apr 25, 2010 12:50 pm, edited 7 times in total.
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Re: Updated Tendril

Postby MorningKnight » Thu Apr 15, 2010 12:08 pm

badpenny wrote:After reading some of Steve's thoughts on grappling multiple foes, I changed her tendrils to a TK effect. I'm unclear on whether this TK area is movable though, i.e. could she grapple several people and then move with them?


For Create Object and Snare, Tether is a 1 pt Power Feat (which can or can't be used, player's option). Toss that in there for her, and you've got her able to move around with her TK grappled opponents.
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Cheshire Cat: On the Hunt

Postby badpenny » Thu Apr 15, 2010 1:11 pm

Cheshire Cat is on a mission to find out who's been killing drug dealers and leaving their bodies hanging from lamp posts. While she couldn't care less about what she thinks is someone doing New York a favor, Radiance has other ideas...and Cheshire Cat answers to him.

Quinn teleported to the rooftop of the warehouse. She'd been sniffing around for the better part of a week, getting closer and closer to the source of the fear on the street. Quinn examined her surroundings and spotted the sentry immediately. He was fully ensconced in the shadows, but this was not Quinn's first rodeo--she knew where she would have hidden herself and the sentry had chosen the same spot.

Cheshire Cat, wishing to make no noise, has to take the sentry out quietly. She teleports behind the sentry and unleashes an Atemi strike to the base of the man's skull. Her strike lands, but it seems to have no effect on the man!

The sentry pulls his automatic and wheels around to face his attacker. Quinn is there with a high-arcing kick to the man's head and drops him where he stood. She rolled her eyes, vowing to keep the fancy stuff down to a minimum.

She ejects the magazine from the weapon and clears the barrel, then sticks the ammo down a ventilation shaft. Quinn snags the man's radio and earpiece.

Quinn rolled a 20 on her Notice check and spots the sentry. Since her teleportation is Subtle, the sentry has to make a DC 20 Notice check to spot her sudden appearance, and he fails.

Quinn teleports behind him, gets surprise on the man, successfully strikes him, but he makes his Fort save vs her DC 15 Stunning attack! He spends his turn pulling his weapon and turning to face her.

Quinn takes the sentry out as he fails his DC20 Toughness check.


There's no radio traffic for the moment, so Quinn takes her time to scout the rooftop and peer down the alley. It seems like a curious place to put a sentry. It's like they were expecting a raid, she mused.

With nothing else of interest up on the roof, Quinn teleported straight down into the room below.

Into a room full of armed toughs! Quinn had materialized into thin air, two feet above the floor. The men were terribly startled, began yelling, pushing one another to clear the way, and a general panic broke out. Some were dedicated enough to immediately reach for their weapons. However, Cheshire Cat was faster.

Teleporting around the room, Quinn punches or kicks each man into unconsciousness. She's in place and striking for a split second, before she's gone and on to the next man, delivering a devastating attack. In the end, two men remain standing.

The first man she struck now has his pistol out and is covering Quinn.

"Pull another stunt like that and I'll put a hole in that pretty little head of yours."

Quinn smiled. "Really? I just took out eight of your boys and you're threatening me? I can be across this room and driving my knee into your heart before you can even think about pulling the trigger."

The gunman swallows as he believes every word Cheshire Cat says. That's enough time for her to teleport behind him as he fires at the point where she once stood.

With a heavy ridge hand blow to the man's neck, Cheshire Cat drops the gunman to the floor. She looks across the room at the remaining man, who is looking all around him for a point of escape. "Uh, uh, I never pulled my piece. Don't kill me."

"Aw, sweetie, I'm not gonna kill you," Quinn crooned. "I'm just looking for your boss, that's all. You won't get in trouble if you tell me where he is. That's all I need from ya." Again, she smiled, dropping to one knee to snug her boot, letting the man get a better view of her cleavage.

"Uh, sure, no prob.," he replies, clearly torn between looking at her breasts and at the door, wondering if his doom or his salvation would come through at any moment. "He's on the second floor. Though there's more guys down there than...."

Quinn smiled, standing and walking over to the man who recoiled. "It's okay. Drop your piece and I'll make it quick."

"Qu-quick?!"

Quinn shook her head. "I just have to knock you out, honey. Can't have you trying to backstab me or shouting a warning. You know how it is."

The man let his automatic fall to the floor with a sigh. He closed his eyes, wincing in anticipation. Quinn made it quick with a straight right across the man's jaw. He dropped like a bag of hammers.

Cheshire Cat teleports into the room surprising all the toughs. She uses Rapid Attack to take out eight of the ten men. She uses Bluff vs. the remaining gunman to Distract him as he is leveling his automatic at her with a Covering action. He fails his Sense Motive check as she teleports behind him. Quinn takes him out with a neck chop.

Quinn then uses her Attractiveness to increase her Diplomacy on the remaining target, raising his Attitude to Indifferent. After giving him a little show, he tells her what she wants to know.


TBC...
Last edited by badpenny on Sun Apr 18, 2010 5:46 pm, edited 1 time in total.
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Stonefist

Postby badpenny » Sun Apr 18, 2010 8:04 am

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Quote: "Are you ready for your death, hero?"
Power Level: 10
Concept: Martial Artist Assassin
Occupation: Assassin for hire
Real Name: Kenji Matsumori
Legal Status: Citizen of Japan with a criminal record
Identity: Secret
Place of Birth: Nagoya, Japan
Marital Status: Single
Living Relatives: None
Height: 6 ft. 0 in.
Weight: 175 lbs.
Eyes: Brown
Hair: Black

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

Saves: Tough: +7*, Fort: +8, Ref: +12, Will: +10

*+3 if flat-footed

Skills: Acrobatics 8 (+14), Concentration 8 (+10), Escape Artist 8 (+14), Intimidate 12 (+12), Language 4, Notice 8 (+10), Search 8 (+8), Sense Motive 8 (+10), Stealth 8 (+14)

Feats: Acrobatic Bluff, Assessment, Blind-Fight, Chokehold, Defensive Attack, Defensive Roll 4, Elusive Target, Fearless, Grappling Finesse, Improved Defense, Improved Disarm, Improved Grab, Improved Grapple, Improved Initiative 2, Improved Sunder, Improved Throw, Improved Trip, Power Attack, Prone Fighting, Redirect, Startle, Stunning Attack, Takedown Attack 2, Trance, Uncanny Dodge (Sight)

Powers:
Stone Fist (Strike 5; Power Feat: Mighty; Drawback: Takes a Standard Action to activate his power initially)

Attack Bonus: +11 (Ranged: +11, Melee: +11, Grapple: +17)

Attacks: Stone Fist (Strike 5), +11 (DC 24), Unarmed Attack, +11 (DC 19)

Defense: 23 (Flat-footed: 17), Knockback: -3

Initiative: +14

Languages: Chinese (Mandarin), English, French, Japanese, Russian

Totals: Abilities 30 + Skills 18 (72 ranks) + Feats 30 + Powers 5 + Combat 48 + Saves 19 + Drawbacks 0 = 150
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Cheshire Cat: On the Hunt, cont'd

Postby badpenny » Sun Apr 18, 2010 4:51 pm

Quinn teleports down to the third floor for a little reconnaissance before heading directly to her quarry. At first glance it appeared as if the floor was deserted, but Quinn wouldn't leave that to chance.

Appearing silently in the corridor, Quinn smelled the acrid odor of a cigarette. It didn't take long to spot the sentry lurking in the dim light of the hall way. She teleported behind him and took him out with a kick to the temple.

A few quick teleports down the corridor and into some empty rooms showed this floor to be empty. Quinn had to think about her tactics. Something was off here. A sentry on the roof was one thing, but a lone[ sentry on a deserted floor? What was the point? What was waiting for her?

Quinn took the plunge and teleported down another story. She appeared in an empty room. Putting her ear to the door, she listened for a moment.

Suddenly the door crashed open hitting Quinn full force. Stonefist stood in the doorway, his right leg held out in an unwavering sidekick pose. "We weren't expecting a teleporter, but the motion sensors let us track your progress." He smiled mirthlessly.

"Two can play that game," Quinn said wiping a trickle of blood from the corner of her mouth. She teleported behind Stonefist, kicked him in the spine and returned to her starting position. Quinn's blow was fast and hard enough to drop the man prone and leave the man seeing stars.

She, too, held her leg out in an unwavering front kick pose. She smiled genuinely, adding, "Told ya."

round 1 wrote:Quinn fails her Notice save vs. Stonefist's stealth. Quinn isn't surprised (due to her Uncanny Dodge), but she's hit regardless. She fails her Toughness save and takes a Bruise.

Quinn uses her Turnabout Feat to teleport behind Stonefist. He makes his Notice check against her Subtle Teleport and keeps his Dodge bonus. Regardless, Quinn's attack is high enough to land anyway and he fails his Toughness save by 9, giving him a Bruise and Stunning him. It's less than five feet of knockback, so Stonefist falls prone.


Seizing the opportunity, Quinn pressed the attack. She closed the distance and sent a strong kick into the side of Stonefist's head.

round 2 wrote:Quinn attacks and rolls a 19, for a critical hit. Stonefist fails his Toughness save by 15 and would be out, but GM fiat lets him reroll for a 21 and another Bruise. Cheshire Cat gets a Hero Point for her trouble.


Stonefist glares at Quinn. He calls out something in Japanese. "Now, we will see who ends up laughing." With an easy kip up, he stands to his full height and holds up his arms for her to see. What looks like concrete pools out of his pores, covering his forearms and his fists. "Suffer!"

Quinn is about to tear into Stonefist when three ninjas appear at the door.

Quinn furrows her brow. "Ninjas. I hate ninjas." She regards both Stonefist and the ninjas then quietly readies herself with an en garde position.

round 3 wrote:Stonefist shakes off his stun, uses a Free action to stand up from prone (just making the DC20 Acrobatics check), a Move action to Command his Minions and a Standard action to activate his Stonefist power. Quinn takes a Ready action.


Stonefist again says something in Japanese and the three ninjas vault into the room, swords flashing.

Quinn is ready for them and disappears before their swords can cleave her flesh. She reappears several times in succession, long enough to land vicious strikes or kicks to take out two of the ninjas and send them flying against the wall. One ninja managed to roll with Quinn's punch. Stonefist took a back kick in the solar plexus and had the wind knocked out of him.

The ninja who had rolled out of Quinn's kick came at her with his sword, but she wasn't there any more.

round 4 wrote:The three ninjas move to attack Quinn, but she uses her Readied action and Rapid Attacks. She hits everyone in the room. Two ninjas fail their Toughness saves. One makes his save exactly. Stonefist fails his by 7 and takes another Bruise (3) and a Stun.


"Woman," Stonefist hisses, "your antics are only delaying the inevitable. With these hands, I will rip you limb from limb!"

Quinn scoffs. "And I'm gonna pull your hair and scratch your eyes!" she mockingly replies. Quinn's confident and knows just what she's going to do. If Stonefist attacks her, she'll castle with the ninja and let the boss take out his own henchman. A small smile creeps on to her lovely face.

The ninja looks at Quinn then at Stonefist, unsure if he should act or let the glory go to his master.

round 5 wrote:Stonefist attempts to Demoralize Quinn as a Standard Action, but she rolls a considerably higher Sense Motive check than his Intimidate. Quinn takes a Covering action. Quinn rolls her castling attack ahead of time and succeeds, though it is actually held in anticipation of Stonefist's attack.


Stonefist grows impatient, yells, "Why do you stand there with that stupid grin on your face?!" He charges Quinn, but she's ready for him.

Or so she thinks. For some reason she was unable to swap places with the ninja. A confused look crosses her face and then Stonefist is upon her, landing a straight punch to her face.

Quinn backs up, taking the blow, still wondering why the hell she'd been unable to connect her teleport power to the ninja.

The ninja continues to wait until ordered to attack.

round 6 wrote:Quinn made her attack roll against the ninja, but he also made his Reflex save, something she was not privy to. Stonefist lands his blow and Cheshire Cat fails her Toughness save by 7, for another Bruise (2) and a Stun. She spends a Hero Point to disregard the Stun. The ninja continues to Ready his attack.


"Ah yes," Stonefist gloats, "the sweet caress of my fist against your perfect skin is a delightful thing."

The insane menace in his eyes was unnerving to Quinn and it threw her off. She threw a kick at him, but she was batted away for her trouble.

round 7 wrote:Stonefist Startles successfully as a Standard Action. Quinn misses her attack roll.


Stonefist smirks as he knows he's thrown Cheshire Cat off her game. His spinning roundhouse hand-strike catches her on the back of the head. She grunts with the force of the blow.

This however, only sets her jaw. She's gotten sick of the ninja standing there gawking and wants to make sure Stonefist can't use him to double his odds. She teleports behind the man and drops him with a crushing ridge hand to his brain stem. She teleports again and bicycle kicks Stonefist flat on to his back.

round 8 wrote:Stonefist lands his strike and Quinn takes another Bruise (3) and a Stun. She buys off the Stun with a Hero Point. She uses Rapid Attack to take out the ninja and to hand Stonefist a Staggered and a Stun condition. GM Fiat buys off Stonefist's Stun and gives Quinn back her Hero Point.


Stonefist once again kips up to his feet and has to blink back the haze that threatens to overtake his consciousness. He studies the woman before him and plays back her technique in his mind. She should not be this good, he thinks. She has only been lucky!

Quinn takes the time to take the measure of the man as well. She stands ready, palms held open and up in guard position.

round 9 wrote:Stonefist uses his Assessment feat on Quinn, but fails miserably. This only reinforces his feeling that he is much better than she is. At the same time, Quinn uses her Sense Motive to Anticipate his Action and succeeds by 8 (vs. 21 [DC 10 + his Attack Bonus], giving her a +2 Dodge bonus next round.


Stonefist scoffs, almost to reassure himself. He kiais and launches a tremendous jumping hammer fist that Quinn easily avoids. She retaliates with an elbow strike that he successfully parries.

round 10 wrote:Stonefist Power attacks (+3) but misses (vs her 25 Defense). Quinn hits, but Stonefist makes the Toughness save.


Now Stonefist is all but enraged. He is determined to crush this female! He swings powerfully, however Quinn isn't there for his heavy stone encased fist to connect with. Cheshire Cat snaps off a kick, but she's thrown off by a pool of blood at her feet.

round 11 wrote:Stonefist Power attacks (+5) and misses. Cheshire Cat rolls a natural 1 on her attack roll and also misses.


Cheshire Cat's near-slip instills Stonefist with confidence. Using the wall as a springboard, he backflips off the wall as Cheshire Cat tries to kick him in mid-leap, but misses.

round 12 wrote:Stonefist tries an Acrobatic Bluff as his Standard Action, but fails against Quinn's Acrobatics skill. Quinn misses her attack roll.


Stonefist presses the attack after feeling how sluggish his body was responding and connects. Quinn tries her best to roll with the heavy blow, but his heavy hand leaves its mark. She knows that if it had fully connected, she could have lost her head.

Quinn does a classic shuffle feint, but Stonefist doesn't go after it. She lands a shin kick against his thigh with a resounding thwack!

round 13 wrote:Stonefist uses Aggressive Stance and Power Attacks. he connects but Quinn is lucky against the DC29 attack and only takes a Bruise (4) and a Stun. She again buys off the Stun with a Hero Point. Cheshire Cat connects with her attack and Stonefist misses by 2 for another Bruise.


Again, Stonefist comes after Cheshire Cat aggressively, but once again she's not there for his fist to connect with.

Quinn knows she can't take many more of those stone-encased blows--she has to put this guy down now! Issuing her own kiai, she lets fly with a vicious elbow that connects but fails to leave its mark. She follows the elbow with a straight left that connects and bloodies Stonefist's nose, but fails to drop him. Quinn feels the weight of her arms and legs, but soldiers on, knowing this clown will kill her if he gets the chance.

round 14 wrote:Stonefist misses his attack roll. Quinn connects with her first attack, but he makes his Toughness save. She Surges and hits again. He fails his roll for another Bruise. Quinn is now Fatigued, as she's saving her final Hero Point.


Stonefist is definitely feeling the effect of Quinn's attacks, but he won't acknowledge it. Determined to take Cheshire Cat out, he swings and misses again. Cheshire Cat, on the other hand, keeps herself protected while she aims and connects with another shin kick. She connects squarely with his rib cage and he drops to the floor.

round 15 wrote:Stonefist misses his attack roll. Quinn throws a Defensive Strike (-2 Attack/+2 Defense) and lands a critical hit as he fails his Toughness save for another Staggered, which knocks him out.


Final stats: Stonefist: Bruised (6), Staggered (2), Unconscious. Cheshire Cat: Bruised (4), Fatigued; Hero Points: 1
Last edited by badpenny on Fri Apr 23, 2010 8:13 am, edited 1 time in total.
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Thunderbird

Postby badpenny » Thu Apr 22, 2010 6:29 am

Image
Quote: "I do not take my gifts lightly, and neither should you!"
Power Level: 10
Concept: American Indian Weather Controller
Occupation: College student, Great Lakes Guardian
Real Name: Miranda Twelvetrees
Legal Status: Citizen of the United States with no criminal record
Identity: Secret
Place of Birth: Dorr, Michigan
Marital Status: Single
Living Relatives: Mabel Twelvetrees (mother)
Height: 5 ft. 10 in.
Weight: 145 lbs.
Eyes: Blue
Hair: Black

Motivation: Responsibility
Complications: Identity, Relationship (The Chain), Responsibility

Thunderbird

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

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

Skills: Acrobatics 4 (+8), Concentration 8 (+10), Diplomacy 8 (+11), Knowledge (Arcane Lore) 4 (+5), Knowledge (Life Sciences) 8 (+9), Language 1, Medicine 4 (+6), Notice 8 (+10), Sense Motive 8 (+10), Stealth 4 (+8), Survival 7 (+9)

Feats: Attractive, Defensive Roll 2, Evasion, Favored Environment 8 (Airborne), Improved Initiative, Inspire, Track

Powers:
Environmental Control 10 (Mix-and-match 3, Radius: 5000 ft.)
. . Air Control 10 (Alternate; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons)
. . Dazzle 10 (Alternate; affects: 1 type + visual - auditory, DC 20)
. . Lightning (Blast 10) (Alternate; DC 25; Power Feat: Indirect 2 (any point, directed away))
. . Tornado (Blast 7) (Alternate; DC 22; Extras: Burst Area (35 ft. radius - General), Duration (concentration))
Flight 4 (Speed: 100 mph, 880 ft./rnd; Power Feat: Subtle); Drawback: Power Loss (if wings are restrained))
Immunity 3 (Environmental conditions: Cold, Heat; Own powers)
Super-Senses 5 (Direction sense, Vision 4 (Counters Obscure (Weather descriptor), Extended, Low-Light)

Attack Bonus: +6/+10 Airborne (Ranged: +6, Melee: +6, Grapple: +8)

Attacks: Dazzle 10, +6 (DC Fort/Ref 20), Lightning (Blast 10), +6 (DC 25), Tornado (Blast 7) (DC 22), Unarmed Attack, +6 (DC 17)

Defense: 16/20 Airborne (Flat-footed: 13), Knockback: -4

Initiative: +8

Languages: English, Navajo

Totals: Abilities 36 + Skills 16 (64 ranks) + Feats 15 + Powers 50 + Combat 24 + Saves 9 + Drawbacks 0 = 150
Last edited by badpenny on Fri Sep 02, 2011 4:25 pm, edited 3 times in total.
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Re: Great Lakes Guardians (Cheshire Cat fight, Thunderbird)

Postby FuzzyBoots » Thu Apr 22, 2010 8:00 am

That was an entertaining fight between Cheshire and Stonefist. The descriptions of the maneuvers of the fight were terse but sufficient.
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Re: Great Lakes Guardians (Cheshire Cat fight, Thunderbird)

Postby badpenny » Thu Apr 22, 2010 1:58 pm

FuzzyBoots wrote:That was an entertaining fight between Cheshire and Stonefist. The descriptions of the maneuvers of the fight were terse but sufficient.


What started out as a test fight, is turning into a little story. Part three will be upcoming.

I see Quinn's fighting style being very streamlined: part Muay Thai and part something else direct and efficient, like Kyukushinkai or something.
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Postby badpenny » Sun Apr 25, 2010 7:34 am

- reserved -
Last edited by badpenny on Thu Jan 05, 2012 3:22 pm, edited 2 times in total.
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