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2E Time of Crisis OOC (Act 2) - Ended

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Re: 2E Time of Crisis OOC (Act 2)

Postby Arkrite » Wed Apr 18, 2012 7:56 pm

Well, I just flunked another will save. Gonna sleep on it and see if I feel like burning a HP because I don't want to be depressed in the morning. ;~)
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby FuzzyBoots » Wed Apr 18, 2012 8:34 pm

I'm looking for another player to round out our group. I plan to continue playing one of the party as an NPC for now, and I'm thinking it may be easier to go with five people on the team rather than six, but that leaves room for now more. Our current playing party involved a teleporter/psychic, a kid gadgeteer, and a shapeshifter. We've got a lot of niches that those guys could fill, but I know there's still room for possibilities. You can browse the IC thread for an idea of my GMing style. I try to keep things interesting, I listen to feedback, and I try to make things fun. I'm also a bit on the impatient side... I haven't been forcing a 24 hour turnaround time lately, but I do want players who can post at least once a day as a typical thing and I try to hold myself to at least the same standards.

Note that there are some house rules listed in the first post.

Recruitment will continue until this combat ends, which will probably take at least a week unless something major changes things.

Oh, and the characters are currently PL10 with 161 pp. They'll be up to 162 at least by the end of this, so build accordingly.
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby Karma » Wed Apr 18, 2012 10:53 pm

I love this adventure, and I've been following your thread off and on since shortly after it started. Do you mind a player familiar with ToC?


And are you looking for somebody who could appear while the team's on Erde, or would Quirk be picking up another between worlds?
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby XeroKhan » Thu Apr 19, 2012 4:22 am

I have an idea for an immortal thief. Will post stats later today due to school.
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby FuzzyBoots » Thu Apr 19, 2012 4:39 am

Karma wrote:I love this adventure, and I've been following your thread off and on since shortly after it started. Do you mind a player familiar with ToC?


And are you looking for somebody who could appear while the team's on Erde, or would Quirk be picking up another between worlds?

It would be between worlds. And familiarity with ToC isn't a problem. I'm trying to throw enough curveballs into it as to make knowledge of the module a mixed asset.
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby Arkrite » Thu Apr 19, 2012 6:24 am

Funny, being fatigued and nausiated I can live with, but I'll risk one of my last HP to avoid having to play Thomas as depressed.
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby Karma » Thu Apr 19, 2012 7:19 am

FuzzyBoots wrote:I'm trying to throw enough curveballs into it as to make knowledge of the module a mixed asset.

Yeah, I kinda caught on to that. :P

Not quite sure what to do in that case, though. Hmm..
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby Bill from Accounting » Thu Apr 19, 2012 10:43 am

FuzzyBoots was kind enough to let me know how ineffective my attack would have been and let me edit my post, which is now up. At this range, I feel the best I can do is take cover.
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby Arkrite » Thu Apr 19, 2012 11:16 am

Still nausiated, not much I can do, feel free to skip to the next guy.
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby Aerlwyn » Thu Apr 19, 2012 11:23 am

Well what do you have so far as a group so someone interested could know what roles you dont have?
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby FuzzyBoots » Thu Apr 19, 2012 11:32 am

Arkrite wrote:Still nausiated, not much I can do, feel free to skip to the next guy.

You got a new save for that at the beginning of the round.

Aerlwyn wrote:Well what do you have so far as a group so someone interested could know what roles you dont have?

The current roster are linked from the first post. Either Gunsmith or Charlie Rose is going away, probably Charlie, per the creator's request to go out in a blaze of glory.
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby XeroKhan » Thu Apr 19, 2012 1:08 pm

My Submission:

Zane Guiste
The White Phantom

BIO
Zane Guiste was an average CIA agent that was very well respected. However, an agent discovered an unknown fungus (rightly dubbed the White Phantom Fungus), that can multiply faster than rabbits. Because of this, the CIA established a secret project called "Project Phantom" as a means of creating the ultimate agent. The only downside was the subject must remove his entire identity record and must survive the implantation of the fungus. Zane, thinking that it could support his very ill parents, volunteered for the project, only there is no record of him afterward. After surviving the implantation, Guiste noticed that he has enhanced senses, abilities, and even increased healing abilities. But, the government found out and shut the project down. Guiste was able to vanish. The government even noticed that he stole a top secret sword that was made for Project Phantom's test subject. The White Phantom, as Guiste begin to call himself, eventually became a thief, stealing what he wanted and nothing more, so he could support his parents. The police are after him, but they never seem to catch him. Eventually, the White Phantom grew more wanting of something else, and the idea of crimefighting came into his mind. He now fights crime, but still steals what he wishes. Sometimes, the CIA will call him to do a mission. Eventually, Guiste's parents died, and Guiste continued to be a thief and a hero so he could relieve his sorrow.

DISCRIPTION
He is a 6' 0" tall, 200 lb man with blue eyes and black hair. He usually wears a white cloak and black cargo pants as well as a black mask that he can see through. He wields his modern made, top-secret Killij on his side. Guiste's training makes him want to save the world.

STATS (30 pp)
STR 14, DEX 16, CHA 14, INT 14, WIS 14, CHA 18

SAVES (15 pp)
Toughness +6 (+2 if flatfooted)
Fortitude +5
Reflex +7
Will +7

SKILLS 21
Acrobatics 8 (+11), Bluff 8 (+12) Climb 8 (+10), Disable Device 8 (+10), Gather Information 8 (+12),
Knowledge (current events) 8 (+12) Languages 4 (German, Japanese, Mandarin, Russian), Notice 8 (+10),
Search 8 (+10), Sleight of Hand 8 (+11), Stealth 8 (+11)

FEATS (18 pp)
Benefit (CIA access), Defensive Roll 4, Diehard, Elusive Target, Eidetic Memory, Fascinate (Bluff),
Improved Initiative, Quick Draw (Killij), Second Chance 5 (Reflex save on area attacks, Bluff, Disable Device, Notice, Stealth), Uncanny Dodge (Auditory), Well Informed

POWERS (75 pp)
Device 3 (Killij) [easy to lose]
-Strike 12
--Mighty
--Improved Critical 2

Immunity 7
-Aging
-Disease
-Poison
-Starvation and Thirst
-Need of Sleep
-Critical Hits

Regeneration 36
-Recovery Bonus 9
-Recovery Rate 17
--Bruised/Unconcious 3
--Injured/Staggered 6
--Disabled 8
-Resurrection 10
-Persistent

Super Movement 3
-Sure Footed 3

Super Senses 3
-Darkvision
-Ultrahearing

COMBAT (24 pp)
Attack +6, Grapple +8, Damage +2 (unarmed), +14 (Killij)
Defense +6, Knockback -3, Initiative +7

DRAWBACK (-8 pp)

1) Power Loss (Regeneration) when in contact with Chlorine (-3 pp) [Chlorine can be found in bleach, insecticides, herbicides, refridgerants]

2) Weakness to Chlorine [-1 to all, DC 25] (Major and Common) (-5 pp)

COMPLICATIONS

1) Being weak against Chlorine, Phantom will move a good distance away.

2) Being a thief, will try to steal what he wants without question so he can feel less sorrow.

3) Still a CIA agent, Zane must go on missions from HQ

Any problems?
Last edited by XeroKhan on Fri Apr 20, 2012 2:05 pm, edited 6 times in total.
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby Corebrute23 » Thu Apr 19, 2012 1:21 pm

How would reputation or complication government is hunting him, come up in a dimension hopping game Xkhan?
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby XeroKhan » Thu Apr 19, 2012 3:10 pm

True. Will fix.

EDIT: Fixed
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby badpenny » Thu Apr 19, 2012 3:18 pm

It's up to Fuzzy, natch, but the combination of:

DRAWBACK (-8 pp)
1) Power Loss (Regeneration) when in contact with Chlorine (-3 pp)

2) Weakness to Chlorine [-1 to all, DC 25] (Major and Common) (-5 pp)


and

Regeneration 44
-Persistent


seems way over the top. Basically you're getting an 8pp rebate for something that will just never come up and when there is no chlorine around your Regen will be healing you faster than you get hurt!

I think to make things more interesting, if you're going to play a regenerator, is to make his Toughness save low so that you have to take a turn to recover (kind of like Wolverine--he gets dropped to a knee, has to take a pause, then keeps coming back). That's dramatically more interesting than just healing with no action on your part.

But, hey, that's just IMO.
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