MisterO wrote:it is like insect but with a harder 'K' sound and the 'x' is prounounced like a 'z' so "InZzeKt", or something like that.
So, how an insect would pronounce the word 'insect', then.
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MisterO wrote:it is like insect but with a harder 'K' sound and the 'x' is prounounced like a 'z' so "InZzeKt", or something like that.

Inspector Yram Sovak
Power Level 3
Abilities: Strength 10 (+0), Dexterity 12 (+1), Constitution 12 (+1), Intelligence 12 (+1), Wisdom 14 (+2), Charisma 12 (+1)
Saves: Toughness +1/+3, Fortitude +1, Reflex +1, Will +4
Skills: Intimidate 3 (+4), Knowledge (civics) 2 (+3), Knowledge (architecture) 3 (+4)
Feats: Equipment 2
Equipment: Light Pistol, Undercover Shirt
Combat:
Attack +3, Grapple +3
Damage +0 unarmed, +3 light pistol
Defense +3 (Flat-footed +2), Knockback -1, Initiative +1
Totals: Abilities 12 + Skills 2 (8 ranks) + Feats 2 + Powers 0 + Combat 12 + Saves 2 + Drawbacks 0 = 30
Background:
Yram Sovak is a special investigator for the city-state of Helios. She is tasked with investigating property damage crimes. So things like arson, sabotage and such are her purview. Yram met Materia while on assignment at a destroyed chemical factory. Yram typically acts as Materia's "face", interviewing witnesses, interrogating suspects and doing much of the leg-work to find out what is going on.
Description:
Yram Sovak is of average height and build. Her skin is pale with dark spots over much of her face. She has a bifurcated upper-lip and small fangs. She is getting on in years and is starting to lose some of her physical skill.



dwellerofthedeep wrote:Interesting character MisterO.
I have a question. Who is that inspector Materia has a sidekick?



Feat: Master Performer
The hero is a master of all forms of entertainment: they can sing, dance, act and play any instrument! As a free action they can assign up to 5 power points worth of Perform skills each round. They are so good, in fact, they can even perform under great duress. (This is the Variable [all of type: skills], Limited to Perform skills with Skill Mastery (all perform)).
Flaw: Winged -1
You fly by using your great wings to lift you aloft. When taking this flaw the maximum ranks of Flight you can have is 4. You lose the ability to fly when you are without an atmosphere, are in water or other liquids or if your wings are bound or restrained in some way. Your wings can be specifically targeted by an attacker. The DC to hit your wings is equal to your Dodge bonus +10. If your wings are hit by a damaging attack they have a Toughness save equal to halve your own, rounded down.





peteyrock wrote:Sweetness! I have one question, though. Is Materia's name meant to coincide with the Latin translation? It makes sense when reading the description, but I still find myself needing ask.
Keep it up!




The Fight:
The Red Horse and Algodon are about 30 feet away from each other.
Red Horse rolls Notice check: 1d20+10=25.
Algodon rolls Stealth check: 1d20+9=27
Algodon is unnoticed.
Surprise Round:
Red Horse is flat-footed; Defense 15.
Algodon will move to attack (All-Out Attack 4/Power Attack 4: Attack +10, Defense 12, DC 29), he rolls: 1d20+10=23. He hits!
Red Horse will save, s'he rolls: 1d20+6=25. S'he fails the save by 4 and takes a Bruise.
Red Horse will fly up to a tree and land. The tree is about 40 feet tall and s'he is about half-way up it.
Round 1
Red Horse (HP 1, Bruise -1), Initiative 14 (1d20+2=14)
Algodon (), Initiative 7 (1d20+1=7)
The Red Horse will try to flatten Algodon with a localized downburst (Air Control). There is no attack roll as Air Control is Perception range and so doesn't require one. Algodon will attempt to stay standing by rolling against a Save DC of 22: 1d20+26=33. He saves!
Algodon will move to the tree and then will start climbing it, moving at half speed, (DC 15): 1d20+12=15. He succeeds the climb check! Algodon is about 15 feet up the tree.
Round 2
Red Horse (HP 1, Bruise -1), Initiative 14 (1d20+2=14)
Algodon (), Initiative 7 (1d20+1=7)
The Red Horse will use Plant Control to try and snare Algodon against the tree: 1d20+8=15. The Red Horse will use a Hero Point to re-roll: 1d20+8=24. The Snare hits! Algodon must save (DC 20) to avoid the snare: 1d20+4=11. Algodon fails the save by more than 5 and is entangled!
Algodon will try to break the grasping tree branches. The branches will Take 10 on the roll against Toughness Save DC 25. 10 + 10 Plant Control = 20. The save fails by 5 and the branches are Injured (-1).



Round 3
Jimmy previously Aimed at the Red Horse and will now take his shot. The Red Horse is flat-footed (Defense 15). Jimmy rolls 18 for 22. He hits!
As this was an unexpected development (the GM just made it up to keep the players, and readers, in suspense) the Red Horse gets a Hero Point (Red Horse's Total HP: 1). The Red Horse rolls a 1 for hir toughness save (DC 20), spends a Hero Point to re-roll and gets 13 for 19. The Red Horse adds Injured -1 to hir condition.
Jimmy's partner, Bobby, is taking off without him in the truck.
The Red Horse uses Plant Control again to try and stop the truck from speeding away. The Red Horse will roll to snare the truck (DC 15) (rolls 7 for 15), succeeds! The truck is immobilized.
Algodon attacks the snare. Branches Take 10 on the Toughness save (20 - 1), fails! The branches break, freeing Algodon! Algodon will take a move action to climb the tree. He reaches the branch the Red Horse is on and the round ends there.
[/b]


*Strange Appearance: Your appearance is so different from the norm that it impacts how people perceive and treat you. This drawback increases the Difficulty Class for Bluff, Diplomacy and Disguise checks and decreases the DC of any Gather Information checks made against you. The intensity of the drawback is based on the severity of your appearance.
Minor (+/- 5DC): you can easily disguise yourself but if revealed then you suffer a +1 to the normal effects of the drawback.
Moderate (+/- 10DC): disguising yourself is difficult and and when you are revealed you suffer a +2 DC increase to the Difficulty Class of any checks made during that adventure.
Major (+/- 15DC): disguising yourself is almost impossible and when you are revealed you suffer a +3 DC increase to the Difficulty Class of any checks made during that adventure.
[are there any better ideas as to how this one should work?-ed.]




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