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[2E] Time of Crisis Deux - Redux [OOC - Closed]

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Re: [2E] Time of Crisis Deux - Redux [OOC]

Postby kenseido » Tue May 01, 2012 8:40 am

How long we wait is mostly up to you guys. If you want to wait until Friday, that's cool. More time for me to review the module.
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Re: [2E] Time of Crisis Deux - Redux [OOC]

Postby American_Patriot » Tue May 01, 2012 10:07 am

Friday is a good day to start. :)

That gives the GM time to review the materials, an gives us the time to get things written up for our introductions to each other... and to decide if we're all ready a group that is just starting to get to come together. or if we're just going to be a 'rag-tag band of misfits' that comes together by accident. :)

I reall would like to get to talk to everyone so i can create some artwork of our characters and the like. I've been working on a pic of Zap, and should have it done realy, really soon (looking to get the inking done tonight after i get bak from the dentist).
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Re: [2E] Time of Crisis Deux - Redux [OOC]

Postby FuzzyBoots » Tue May 01, 2012 10:19 am

I'm fine with waiting until Friday, although I'd prefer to not wait much longer than that, just because I've got a bit of paranoia about letting games sit too long.

Femme Fatale wrote:Any word from the rest of you guys on my proposition?

Regarding the Communication Link? Honestly, for the same reasons as before, Xerxes is probably going to make a pass on it. If we're playing an established team, us putting down an EP each for commlinks seems like the best option.
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Re: [2E] Time of Crisis Deux - Redux [OOC]

Postby Crazyivan777 » Tue May 01, 2012 11:51 am

Hank's trusting. He'll take it.

I will toss this in; I'm going to be gone all weekend. Game-writing symposium up north. Leaving Friday afternoon, will be incommunicado til Sunday. I'd hate to miss the start of play, but I also don't want to hold people up.
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Re: [2E] Time of Crisis Deux - Redux [OOC]

Postby FuzzyBoots » Tue May 01, 2012 12:49 pm

I'm personally fine with us all just happening to show up again, but if we're organizing as a team, I think we need to talk over how and why we formed. What do we do that the Freedom League doesn't cover?
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Re: [2E] Time of Crisis Deux - Redux [OOC]

Postby kenseido » Tue May 01, 2012 12:55 pm

I have no problem with some or all of you being grouped together with a shared history. Not everyone has to start out on the team. I'll work it out whatever way you want.
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Re: [2E] Time of Crisis Deux - Redux [OOC]

Postby American_Patriot » Wed May 02, 2012 4:07 am

This is an example of what the campaign title logo can look like, that i'm working on...

Image

We just need to come up with a team name... I've been compling a list of all the teams throughout comicbook history (and many of the teams created for various teams in all the different superhero RPGs. if anyone has a list of codenames an dteam names, please send them my way so i can add them to the master list of codenames. :)
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Re: [2E] Time of Crisis Deux - Redux [OOC]

Postby McGuffin » Wed May 02, 2012 8:43 am

Just posting to let you know I'm here, nothing bad happened, really the exact opposite of that. But basically just me failing to give a heads-up before May Day. I'll make the tweaks discussed with Kenseido to Warp's sheet today or tomorrow, before Friday anyway.

As for team name, I really like 'the Crisis Six', although that'd really only work after the fact, not as the name of a team established before hand. Although I guess they could change it, would be funny if no one else remembers what happened since they changed history, meaning that to the outside world they started calling themselves Crisis Six for no apparent reason.

Anyway, I'm rambling, I have things to do so I'll get on that. Two final things: Danny's down for the mindlink, he's naive/trusting enough to work with something like that without a second thought. Secondly, I'd be honored with whatever you put together for Warp, AP. PM me. :)
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Re: [2E] Time of Crisis Deux - Redux [OOC]

Postby McGuffin » Wed May 02, 2012 12:05 pm

Danny Ward // Warp
2E // PL 10 // 150 pp

Abilities (28):
Str 14 (+2)
Dex 20 (+5)
Con 14 (+2)
Int 10 (+0)
Wis 14 (+2)
Cha 16 (+3)

Feats (23):
Acrobatic Bluff
Attack Focus (Melee) 3
Beginner's Luck
Defensive Roll 6
Dodge Focus 6
Evasion
Improved Initiative
Luck 2
Taunt
Well-informed

Skills (10):
Acrobatics 6 (+11)
Bluff 7 (+10)
Diplomacy 6 (+9)
Gather Information 5 (+8)
Knowledge: Current Events 4 (+4)
Notice 4 (+6)
Search 4 (+4)
Sense Motive 4 (+6)

Powers (53):
Teleport 9 (Accurate, Change Direction, Change Velocity, Turnabout) [30]
- Teleport 8 (800 ft, 2000 miles [full action], Accurate, Change Direction, Change Velocity, Progression x 4 [2500 lbs]) [1]

Teleporter Stunts:
- Shakedown: Nauseate 10 [20]
- Rapid Attack: Damage 9 (Melee, Autofire 1, Accurate) [1]

Super-Senses 1 (Communication Link 1 [The Woman In Black]) [1]

Saves (14):
Fortitude +6
Reflex +10
Toughness +8/+2 (Flat-footed)
Will +7

Combat (22):
Initiative +9
Attack +5/+8 (Melee)/+10 (Rapid Attack)
Defense +3 (Flat-footed)/+12

Complications:
Motivation (Do good) – Danny does his best to live up to the example set forth by his heroes.
Rookie – Danny's still very new to the game and likely to make mistakes.

Abilities 28 + Feats 23 + Skills 10 + Powers 53 + Saves 14 + Combat 22 = 150

Like a lot of kids growing up in Freedom City, Danny grew up idolizing the heroes that flew in the skies above the city and fought for justice in it's streets. It was during one such battle between good and evil that Danny discovered his own abilities. Captain Thunder was battling it out with his arch-nemesis Doctor Stratos and like always a crowd of onlookers had gathered. A stray blast of lightning knocked loose some debris from a nearby building. As Danny looked up at the falling masonry, he froze, closing his eyes. When he opened them, he was surprised to find himself upright and unharmed. At first he thought he'd just instinctively dodged the falling debris, until he realized he was half-way across town. As Danny got to know his powers and started getting a better handle on what he could do, he started working as a solo hero, dreaming of someday getting to join the League. He's still very much a rookie, all eager to leap before he looks. When he's not out fighting crime he studies at the Freedom City College as a Journalism Major, although really it's just a release-valve for his inner fanboy.

Edit 15.5: Modified Rapid Attack within the Teleporter Stunts array as discussed with Kenseido, dropped Instant Up to get the Communication Link w/ Woman in Black.
Last edited by McGuffin on Tue May 15, 2012 1:52 pm, edited 2 times in total.
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Re: [2E] Time of Crisis Deux - Redux [OOC]

Postby kenseido » Wed May 02, 2012 6:04 pm

Okay, so we can start tomorrow, and I can NPC Hank through the weekend, or we can wait until Monday.
Your call, group.
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Re: [2E] Time of Crisis Deux - Redux [OOC]

Postby McGuffin » Thu May 03, 2012 12:23 am

Either works for me. I'm busy, but not too busy to post so I've got no problems starting tomorrow.
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Re: [2E] Time of Crisis Deux - Redux [OOC]

Postby Femme Fatale » Thu May 03, 2012 1:36 am

Well, he is a teleporter. He can arrive any time that seems useful for him :P

Am I the only one who thinks we shouldn't start as a team? I like the idea of us getting to know each other instead of "you know each other, now get to work". it's things like this that could forge bonds! Plus it gives us some cool RP opportunities :D
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Re: [2E] Time of Crisis Deux - Redux [OOC]

Postby McGuffin » Thu May 03, 2012 2:30 am

Either works for me really, I can see the merits of both options. That said, I guess I would slightly prefer the 'group of misfits thrown together by fate to save the day'. Also, like you said, more rp interaction. :) But that doesn't necessarily mean some of the characters haven't worked together or at least met before.

Hm, the more I think about it, the more I prefer us not being a team before the beginning. Warp's still painfully new to actual heroics, up to this point all he's really done is mess around with his powers and surprise one-shot a couple of normal thugs. No actual fights against super villains, although he's read up on anyone who's anyone in Freedom even before he gained his powers.
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Re: [2E] Time of Crisis Deux - Redux [OOC]

Postby kenseido » Thu May 03, 2012 4:13 am

Well just to be clear, I know that hereoes fighting each other before uniting against a common enemy is a very common comic book trope (I should know the name by now); however, I have found PvP fights very disruptive to a campaign. Enough so, that I will step in a prevent it from happening. So please don't tyr to have something like that.

Also, don't think that my saying no PvP fights means you can push characters' buttons with impunity. I doubt anyone is like that here, or you likely wouldn't be so easger to continue with this group. I just want everyone to know where I stand on the subject. If there are no objections, I will post the opening scene tonight.
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Re: [2E] Time of Crisis Deux - Redux [OOC]

Postby FuzzyBoots » Thu May 03, 2012 5:35 am

I'm good with tomorrow night. My suspicion is that Red Ranger and American Patriot will probably butt heads on occasion, but I don't plan on it descending to the level of fighting over it.
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