Adventures Assemble! OOC

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Ysariel
Posts: 111
Joined: Sun Nov 06, 2016 2:14 pm

Adventures Assemble! OOC

Post by Ysariel » Tue Jul 09, 2019 4:09 pm

Adventures,
Assemble!


Starring:
Gilliam as Nightbird
kenseido as Kisai Locust / Kris Majax
Kreuzritter as Qora / Grotesk
Psistrike as Moonlight / March Hare
stavaros-the-arcane as Gelert
Ysariel as Amethyst

Season 1
Episode 1: Forged in Fire! A villain from the future comes to destroy our heroes, but arrives a step too late!
Episode 2: Messages The new Protectors of Phoenix Bay get dragged into a mob war.
Episode 3: The Last Heroes! Hero Corp threatens to make the city's protectors obsolete -- or extinct.
Episode 4: Mutation The heroes race against time to stop one of their own from being turned into a monster!
Episode 5: Media Blitz! An old foe returns to challenge the heroes with the power of bad PR!
Episode 6: Dakana The team journeys to South Africa in search of a missing teammate.
Episode 7: Back From the Future! Lord Steel attempts to conquer the world with the power of Time itself!
Episode 8: Every Dog Has His Day! Gelert and the Ring of Hope face off against a new world-conquerer!
Episode 9: Psi-Club The team finally gets to the bottom of their missing teammate, and finds a conspiracy along the way.
Finale: Iron Curtain! Lord Steel, the future tyrant, makes his bid for world conquest!

Season 2
Episode 1: Twenty Thousand Villains Under the Sea! Danger, intrigue and formidable new enemies greet the Champions inside the world's greatest super-prison!
Episode 2: Return to Dakana The Champions return to Dakana and uncover a plot to overthrow the King!
Episode 3: Call to Arms! The forces of the Illuminati are mustered against the Champions!

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Ysariel
Posts: 111
Joined: Sun Nov 06, 2016 2:14 pm

Re: Adventures Assemble! OOC

Post by Ysariel » Tue Jul 09, 2019 4:10 pm

Campaign clues

Secret entrance below City Hall
From Back From the Future!

You were banished to the future by Lord Steel so that he could conquer your present in peace! While there, you discovered the deposed Mayor of Phoenix Bay, Mr. Reginald P. Cooper, who revealed to you the presence of a secret entrance under City Hall -- the center of the future Imperial Palace -- so that you could sneak in and end Lord Steel's rule. The secret entrance, which Cooper had built when he ordered the razing of historic Glass Canyon buildings decades ago, is a hidden underground tunnel that connects City Hall to a hidden exit somewhere in Glass Canyon, as well as the city sewer system. The door leading to City Hall proper is heavily-reinforced and protected by an advanced security system. Cooper had it built to provide discreet entry and exit for his shady deals.

You know the location of the Glass Canyon exit as well as the passcode for the door.

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Ysariel
Posts: 111
Joined: Sun Nov 06, 2016 2:14 pm

Re: Adventures Assemble! OOC

Post by Ysariel » Tue Jul 09, 2019 4:11 pm

I think as a start, we can repost our character sheets here, and I will update the links to the old sheets ASAP. This way we don't have to link back to the old forum with all its lagginess.

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kenseido
Posts: 586
Joined: Fri Nov 04, 2016 8:13 pm
Location: Kansas City
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Re: Adventures Assemble! OOC

Post by kenseido » Tue Jul 09, 2019 4:20 pm

Image
Kisai (Kenji "Philip" Saito)
PL: 11

STR 2 STA 4 AGI 4 DEX 4 FIG 12 INT 4 AWA 4 PRE 2

Skills: Acrobatics 2 (+6), Athletics 4 (+8), Deception 4 (+6), Expertise (Arcane Lore) 8 (+12),
Expertise (Philosophy & Theology) 4 (+8), Expertise (Science) 8 (+12), Insight 4 (+8), Perception 4 (+8),
Persuasion 4 (+6), Technology 8 (+12/+18), Vehicles 2 (+6/+12)

Advantages: All-out Attack, Artificer, Attractive, Close Attack 2, Defensive Attack, Defensive Roll 2,
Favored Environment (Cyberspace), Improved Critical, Improved Defense, Improved Disarm, Improved Smash,
Luck 2, Move-by Action, Power Attack, Ritualist, Takedown, Weapon Break

Powers:
Technomancy Array (25PP+7PP)
Base: Cybernetic Possession (Cumulative Affliction 8 [Entranced, Compelled, Controlled; Resisted by Fortitude,
Affects Objects, Merges with Target, Subtle, Limited to Technology])
AE: Cybermancy (Remote Sensing 12 [audio and visual, Limited to Technological Sensors])
AE: Cyberpathy (Comprehend 2 [machines/electronics], Machine Communication 2, Sense 1 [radio],
Perception Ranged Move Object 2 [Precise, Limited to Operating Machines])
AE: Digital Blasters (Blast 10 [Accurate 3, Affects Insubstantial 2])
AE: Digital Cycle (Speed 8, Leaping 4, Power Lifting 2, Movement 3 [Wall-crawling 2, Water-walking 1], Feature 2 [Substitute Vehicles for Acrobatics and Athletics])
AE: Digital Objects (Create 11 [Affects Insubstantial 2, Precise, Close])
AE: Digital Weapons (Strength Based Damage 6 [Affects Insubstantial 2, Improved Crit 2, Reach 2,
Variable Descriptor - any melee weapon], Deflect 12 [Reflect, Close])
AE: Digitize (Movement 1 [Dimensional: Cyberspace, Increased Mass 4])

Dragon Avatar (7PP)
-Feature 1 (Add Dragon Magic descriptor to Technomancy array)
-Feature (Add AE: Dragon Blessing (Shukufuku shimasu): Healing 8 [Affects Objects] to Technomancy Array)
-Feature (Add AE: Dragon Curse (Nonoshiru): Nullify Magic 8 [Broad, Effortless, Simultaneous, Close] to Technomancy Array)
-Feature (Add AE: Dragon Fire (Kasai): Area Cone Damage 11 to Technomancy Array)
-Mystic Senses: Senses 3 (Magic Awareness, radius, acute [mental])

Digital Kevlar (Protection 4, Sustained) (4PP)

Mechanical Intuition (Enhanced Skill [Technology +6, Vehicles +6], Skill Mastery 2 [Technology, Vehicles]) (7PP)

Offense: Initiative +4, Close +14, Ranged +4, Digital Blasters +10;

Damage: Unarmed DC17, Digital Weapons DC23, Digital Blasters DC25, Dragon Fire DC26

Defense: Dodge +12, Parry +12, Will +12, Fortitude +10, Toughness +10/+8 (+6/+4)

Abilities 72 + Powers 51 + Advantages 20 + Skills 26 + Defenses 22 = 191

Complications:
Enemy: Philip has been fighting various mystic villains as he has moved about the country; he also is battling a
mysterious digital entity in cyberspace who wants him to stay away.
Family: Philip's father, Reizo Saito, is trying to force Philip to move back to Freedom City and control him. He has other
family members with their own agenda regarding this turn of events.
Motivation: Doing Good: Philip is determined to use the Dragon's powers to do good
Reputation: Philip is an outsider in the magical community

Background:
Philip grew up knowing that it was his brother Grant who would inherit the family kami and become a hero. His real
interests lied in science anyway. While he was away at graduate school, his older brother was investigating some
demonic activity in Phoenix Bay when the Armada came. Like the other heroes present, his brother fell to the
Armada's forces.

Instead of waiting for the next generation like was tradition, the kami came to Philip, in the form of a dragon.
With his Sensei's training, he was able to master control of the dragon. He also found the Dragon's presence awakened
other abilities inside of him with technology, making Philip able to work with technomagic.

Originally thinking he would join Grant as s superhero using science and technology, now Philip was on a new
path. He spent time travelling around the country, trying to avoid his father's control, until a street mage he
helped out contacted him about helping some friends in Phoenix Bay. In Phoenix Bay, his new technomagic
abilities were key in defeating Lord Steel's Iron Curtain and allowed the Champions to defeat the villain from the future.

Philip encountered Lucienne Lightbringer who attempted to steal the Dragon, which he learned was Seiryu, the Azure Dragon.
Rather than let the villain steal the Dragon, Philip forced it into cyberspace to protect him. His connection to the Dragon was
changed forever, creating a strong connection to cyberspace and shifted his natural abilities to technomancy and digital magic.

Kisai's old build

Gilliam
Posts: 415
Joined: Fri Nov 04, 2016 8:28 pm
Location: New Zealand

Re: Adventures Assemble! OOC

Post by Gilliam » Tue Jul 09, 2019 6:24 pm

NIGHTBIRD

Image

Artwork is from T-Nelson's thread on the Superbuddies Website

Real Name: Imogen West
Identity: Secret ID

APPEARANCE
Gender: Female
Age: 22
Size: Medium
Height: 5' 6”
Weight: 134 lbs
Hair: Brunette
Eyes: Hazel


Nightbird
PL11

Abilities
Strength 2, Stamina 3, Agility 6, Dexterity 2, Fighting 9, Intellect 1, Awareness 3, Presence 1

Powers
Hand to Hand Expert:
Marital Strike: Damage 6 [Str Based], Finding the Weak Spot: Enhanced Advantages 3 [Improved Critical - Unarmed]
Alt: Stunning Attack: Affliction 8 [daze/stun/incapacitate, fort resists; Improved Critical]
(10 points)
Sweet Singing Voice:
Birdy Wail: Damage 11 [Sonic; Area: Cone]
Alt: Birdy Screech: Affliction 11 [Resisted/Overcome by Fortitude; 1st: Hearing Impaired, 2nd: Hearing Disabled, 3rd: Hearing Debilitated, Extra: Cone Area [60 ft cone]; Cummulative; Limited - Hearing only]
Alt: Birdy Blast: Blast 11 [Sonic Attack]
Alt: Birdy Rust: Weaken 11 [Weaken Toughness; Affect Objects Only]
(25 points)

Equipment
Mask
Mask: Senses 2 [Dark Vision Mask]
Standard Equipment
Costume Protection 2; Subtle, commlink) (4 ep), Motorcycle (Size - M, Str 1, Flg 4 Alt - Spd 7 Subtle, Def 10, Tough 8, Features 2 - Navigation System, Hidden Compartments, Security System, Remote Control) (17 ep), Swingline (Movement Swinging) (2 ep), Features on Base (5eps) (Garage, Gymnasium, Living Quarters, Defense System, Power Supply) (5 ep)"

Advantages
Agile Feint, Assessment, Defensive Attack, Defensive Roll 4, Equipment 5 (25eps), Equipment 1 [Features on Base (5eps) (Garage, Gymnasium, Living Quarters, Defense System, Power Supply)], Hide in Plain Sight, Improved Critical 3, Improved Disarm, Improved Feint, Improved Initiative 1, Improved Trip, Move-by Action, Power Attack, Prone Fighting, Set-up 1, Skill Mastery [Acrobatics], Skill Mastery [Stealth], Startle, Takedown 2, Teamwork, Uncanny Dodge [Auditory]

[Features on Base (5eps) (Garage, Gymnasium, Living Quarters, Defense System, Power Supply)],

Skills
Acrobatics 9 (+15), Close Combat: Unarmed Attack 5 (+14), Deception 6 (+7), Expertise: Streetwise 9 (+10), Insight 9 (+12), Intimidation 10 (+11), Investigation 8 (+9), Perception 8 (+11), Sleight of Hand 6 (+8), Stealth 8 (+14), Vehicles 6 (+8)

Offense
Initiative +10
Unarmed Attack +14, Damage 8
Sweet Singing Voice +11, Damage 11

Defense
Dodge 13, Parry 13; Toughness 9 (Def Roll 4), Fortitude 9, Will 11

Power Points
Abilities 54 + Powers 35 + Advantages 29 + Skills 42 + Defenses 25 = Total 185


COMPLICATIONS
MOTIVATION - Killpatrick. Imogen wants to honour the memory of her mentor and is willing to help any of his friends.
MOTIVATION - Do Right. Imogen will always try to do her best to help others she meets, no matter what the odds she finds herself against.
HONOUR - Imogen will always keep her given word.

BACKGROUND
As a child Imogen was pushed into ballet and gymnastics at the urging of her mother, she proved to be a gifted gymnast winning age group competitions until she was told she was getting too tall to be a gymnast and round the same time her brother decided to smash all the windows in their house.

Well to be honest Imogen always had a very piercing spine tingling scream as a child. Her older brother thought it was great fun and would always goad her into screaming louder claiming he couldn't hear her until the time she blew out all the windows in the lounge. Collapsing in a heap she missed her brother confessing to breaking the windows to their parents and being grounded until hell froze over. Later at the urging of her brother Imogen started to practice using her sonic blasts as according to him it was a gift and she had to use it to help people and she needed something to do now gym was no longer an option.

Inspired by stories of the Homefront and the Upstarts and encouraged by her brother Imogen started to intervene in street crime in her neighbourhood in her late teens. At first very successful Imogen got caught out when a pair of muggers did not fall over after her sonic attack and would have been in a whole lot of trouble if not for the sudden appearance of a hooded man whom defeated the muggers with a few well placed blows.

About to offer her thanks to the man, Imogen was surprised when the man told her to go home and play with her Barbies. Without thinking Imogen gave him a very direct response to his comments. After she finished the man with a slight smile offered to teach her how to handle herself if she thought she was up to it.

Over the next couple years Imogen learnt hand to hand combat and other skills from the former hero Hustler now known as Killpatrick and went on a couple of adventurers with other companions and students of Killpatrick.

Then the alien invasion of Phoenix City happen, ignoring Killpatrick's demand that she stay hidden with her family Imogen joined the fight doing what she could to drive back the aliens in her neighbourhood. While the fighting wasn't as intense as in the centre of the city Imogen still screamed herself horse and would have been blasted by an alien soldier except that another person took the full force of the blast.

Imogen can't remember much of what happen afterwards only that police or maybe her brother found her crying over the dead body of Killpatrick. Over the last year Imogen has pushed herself hard determined to protect Phoenix City and honour Killpatrick's memory.
3E P10 Version wrote: PL10[/size]

Abilities
Strength 2, Stamina 3, Agility 6, Dexterity 2, Fighting 8, Intellect 1, Awareness 3, Presence 1

Powers
Hand to Hand Expert:
Marital Strike: Damage 5 [Str Based], Finding the Weak Spot: Enhanced Advantages 3 [Improved Critical - Unarmed]
Alt: Stunning Attack: Affliction 7 [daze/stun/incapacitate, fort resists; Improved Critical]
(9 points)
Sweet Singing Voice:
Birdy Wail: Damage 10 [Sonic; Area: Cone]
Alt: Birdy Screech: Affliction 10 [Resisted/Overcome by Fortitude; 1st: Hearing Impaired, 2nd: Hearing Disabled, 3rd: Hearing Debilitated, Extra: Cone Area [60 ft cone]; Cummulative; Limited - Hearing only]
(21 points)

Equipment
Mask
Mask: Senses 2 [Dark Vision Mask]
Standard Equipment
Costume Protection 2; Subtle, commlink) (4 ep), Motorcycle (Size - M, Str 1, Flg 4 Alt - Spd 7 Subtle, Def 10, Tough 8, Features 2 - Navigation System, Hidden Compartments, Security System, Remote Control) (17 ep), Swingline (Movement Swinging) (2 ep), Features on Base (5eps) (Garage, Gymnasium, Living Quarters, Defense System, Power Supply) (5 ep)

Advantages
Agile Feint, Assessment, Defensive Attack, Defensive Roll 3, Equipment 5 (25eps), Equipment 1 [Features on Base (5eps) (Garage, Gymnasium, Living Quarters, Defense System, Power Supply)], Hide in Plain Sight, Improved Critical 3, Improved Disarm, Improved Feint, Improved Initiative 1, Improved Trip, Move-by Action, Power Attack, Prone Fighting, Set-up 1, Skill Mastery [Acrobatics], Skill Mastery [Stealth], Startle, Takedown 2 [Features on Base (5eps) (Garage, Gymnasium, Living Quarters, Defense System, Power Supply)], Teamwork, Uncanny Dodge [Auditory]

Skills
Acrobatics 8 (+14), Athletics (+2), Close Combat: Unarmed Attack 5 (+13), Deception 6 (+7), Expertise: Streetwise 7 (+8), Insight 8 (+11), Intimidation 9 (+10), Investigation 7 (+8), Perception 8 (+11), Persuasion (+1), Sleight of Hand 6 (+8), Stealth 8 (+14), Vehicles 6 (+8)

Offense
Initiative +10
Unarmed Attack +13, Damage 7
Sweet Singing Voice +10, Damage 10

Defense
Dodge 12, Parry 12
Toughness 8 (Def Roll 3), Fortitude 9, Will 10

Power Points
Abilities 52 + Powers 30 + Advantages 28 + Skills 39 + Defenses 23 = Total 172
2E Version wrote: POWER LEVEL
Power Level: 9
Power Points: 153
Max Attack: 12
Max Defense: 11
Max Save DC: 6
Max Toughness: 7

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

COMBAT
Attack +8 (Melee +8, Ranged +8, Unarmed +12**)
Damage: Unarmed +6*, Melee Weapon +2, Sonic Blast +9
Defense +11 (+4 flat-footed)
Initiative +10

* includes +4 bonus from Martial Strike
** Improved Critical 17-20

SAVES
Toughness +7 (+4 flat-footed)
Fortitude +6
Reflex +12
Will +7

SKILLS
Acrobatics 6 (+12); Bluff 6 (+8); Diplomacy 4 (+6); Disguise 4 (+6); Drive 2 (+8); Escape Artist 4 (+10); Gather Info 6 (+8); Intimidation 4 (+6); Knowledge -Streetwise 7 (+8); Knowledge -Theology/Philosophy 3 (+4); Notice 8 (+11); Search 6 (+7); Sense Motive 8 (+11); Sleight of Hand 2 (+8); Stealth 6 (+12)

FEATS
Acrobatic Bluff; Ambidexterity; Assessment; Attack Specialization - Unarmed (2 or +4 bonus); Challenge - Improved Feint (1); Defensive Attack; Defensive Roll (3); Dodge Focus (4); Elusive Target; Equipment (5 or 25eps); Grappling Finesse; Improved Critical - Unarmed (3 or 17-20); Improved Disarm; Improved Initiative (1); Improved Throw; Improved Trip; Martial Strike (4 or +4 damage); Move-by Action; Power Attack; Skill Mastery (Acrobatics, Drive, Stealth); Stunning Attack; Takedown Attack (2); Uncanny Dodge - Auditory (1);

EQUIPMENT
Costume [+2 Toughness; Subtle; Commlink] (4eps)
Mask (Dark Vision) (2eps)
Swingline (Swinging 1) (1eps)
Motor Cycle (9eps)
Features on Base (5eps) (Garage, Gymnasium, Living Quarters, Defense System, Power Supply)

POWERS
ARRAY Sonic Control [9]
--- [a] Blast [9] (Extra: Area Cone) (Flaw: Touch Range)
--- [a] Stun [6] (Extra: Area Cone)

MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 10 ft/5 ft/5 ft

LIFTING
Light: 58 lbs, Med: 116 lbs, Heavy: 175 lbs, Max: 350 lbs, Push: 875 lbs

COMPLICATIONS
MOTIVATION - Killpatrick. Imogen wants to honour the memory of her mentor and is willing to help any of his friends.
MOTIVATION - Do Right. Imogen will always try to do her best to help others she meets, no matter what the odds she finds herself against.
HONOUR - Imogen will always keep her given word.

SUMMARY
Abilities 32 + Skills 19 (76 ranks) + Feats 39 + Powers 19 + Combat 30 + Saves 14 – Drawbacks 0 = 153 / 153

Edit 1: Remove Evasion. Add Elusive Target; Add +1 Reflex Save (now +12); Add 4 ranks Intimidate; Add 1 point Equipment for Base. New Total 153.
Edit 2: Added Hide in Plain Sight, Setup and Teamwork. New total 159pp.
Edit 3: Added Startle, increase Intimidate by +4 ranks (total +10). New total 162pp.
Edit 4: Updated stats for custom motorbike build by Liam: New total 163pp.
Edit 5: Update to PL10 remove grappling finesse, lower presense, add cummulative to Birdy Screech and other changes. New total 168pp.
Edit 6: Add +1 to Will, Increase Stealth, Acrobatics, Vehicles by 2 ranks. New total 172pp.
Edit 7: Updated to PL11
Last edited by Gilliam on Wed Jul 10, 2019 9:58 am, edited 1 time in total.

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kreuzritter
Posts: 105
Joined: Sat Nov 05, 2016 12:37 am

Re: Adventures Assemble! OOC

Post by kreuzritter » Tue Jul 09, 2019 6:43 pm

Image

​Qora Tana

PL 10 (192)

Abilities (60)
STR 14 AGI 6 FIT 6 AWA 2
STA 14 DEX 0 INT 0 PRE 4

Powers (71)
Mutant Strength: Enhanced STR +4, Enhanced STA +8 (32)
nanoscales: impervious TOU +14 (14)
phasewalk: Teleport +8 (extra: agile feint, change direction, increased mass 6, turnabout) (25)
Sparky: senses +8 (danger sense, radius sight, radio, vision penetrates concealment) (8)
Vorlick fortitude: immunity +2 (extreme cold, extreme heat) (2)

Advantages (15)
assessment, benefit 3 (sparky, wealth 2), equipment, fast grab, improved grab, improved hold, improved initiative, interpose, language (english, interlac native), move-by action, takedown 2, uncanny dodge

Skills (26/52)
close combat: unarmed +2
expertise: aliens +6
expertise: courtly intrigue +6
insight +8
intimidation +8
investigation +6
perception +8
persuasion +4
technology +4

Defenses (10)
TOU +14 DODGE +8 FORT +14 PARRY +8 WILL +8

Equipment
Penthouse apartment (as per Gamemaster's Guide, page 218-219) [5]
SIZE Small TOU 6
Features: fire prevention system, gym, library, living space, security system

complications
azure arrogance: due to her strength and status, Qora has something of an ego
duty calls: Qora is developing a relationship with the Mayor's assistant, Beatrice Shields
Game of thrones: there are those with an interest in controlling how Qora comes home, or if she does at all...
ET Go Home!: there are many in Pheonix City who do not like aliens like Qora
hot blooded: Qora tends to throw herself into things without thinking, such as her ego and temper
Motivation - responsibility: Qora is on earth to prove herself worthy of leadership, to live among and serve those she will one day rule
not from around here: Qora is a giant blue amazon and not one to hide herself
PVP: some of Qora's peers and rivals have also come to earth
Roulette: Qora has an enemy in Phoenix Bay's queen of vice
space tinder: Qora's mother has started directing would-be suitors for her daughter to earth

Total
abilities 60 + powers 71 + advantages 15 + skills 26/52 + defenses 10 = 192

An alien warrior princess, Qora Tana was sent to Earth as the final test of her right to rule, to live among and serve the natives of alien world as their champion, and to perhaps select herself a mate, if she so chooses. the planning for this 'training trip' to a backward planet in the next star system had been abrupt and even Qora, who normally cared little for the decadence and politics of her fellow nobles, noticed this reeked of courtly intrigue. But the trip would only last 5 years, and Qora, rebellious as she is, always followed the dictates of her father, King Kron the Usurper, and had grown up on his stories of action and adventure, before he'd met her mother and overthrown his tryrant of a predecessor. she had learned to fight amongst the royal guard, who saw her not as another of the self-professed godlings they worshipped, but like their king, a trusted comrade and fellow warrior.

Unfortunately, Qora was still sheltered by her upbringing, and was easily duped into the wrong crowd not even a day into her arrival on Earth, becoming a gladiator in the illegal super-fight clubs of Roulette, Phoenix Bay's Queen of Vice. When Qora proved too noble and honorable to kill for her master's pleasure, Roulette tried pitting her against the alien giant, Grotesk, hoping the azure alien amazon, faced with a deadly Maxadite biomecha, would fight with such fury that she would either kill or be killed.

The last thing she expected was for the duo to join forces, nor for Qora to join Phoenix Bay's other super-powered protectors...

While a bit haughty, arrogant and headstrong, Qora knows these are flaws for herself to overcome, and enjoys Phoenix Bay far more than the courtly intrigues of back home. Qora is assisted in her test by Sparky, a holographic familiar who is at once her pet, personal assistant and living smartphone-equivalent

EDIT: used the 4 xp to by agile feint on her teleport, and three grappling feats

EDIT: reworked Qora to be more tanky, at the expense of flight and her strength array

EDIT: boosted Qora to PL 11 by upping both her STR and STA to 14 (absorbing the rank of protection), and her DODGE and PARRY to 8. I have also allocated some of her strength and stamina to powers to reflect her being Vorlick.

EDIT: Qora ups her aliens and courtly intrigue skills, and gains +4 persuasion, having become more used to public speaking and diplomacy. added Beatrice and potentional suitors as complications, and reworded Qora's ego complication under "azure arrogance"

EDIT: picked up 2 ranks of wealth and a rank of equipment for Qora's place in the city

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Psistrike
Posts: 361
Joined: Fri Nov 04, 2016 7:57 pm
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Re: Adventures Assemble! OOC

Post by Psistrike » Wed Jul 10, 2019 2:38 am

Quote "You know you can't fight the Moonlight."
Moonlight
11

ImageMoonlight
• Image used is elfgirl_cols_byewg_52815web_by_eryckwebbgraphics from deviantart.

Real Name: Aranel Moonstar
Age: 100 [equal to 20 in human years]
Height: 5'5"
Weight: 125 lbs.
Eyes: Silver-gray
Hair: Blue-green
Race: Other-dimensional elf
Identity: Public
Legal Status: Other-dimensional with no criminal record on Earth
Status: Active
Occupation: Adventurer
Base of Operations: Phoenix Bay
Team Affiliations: The Champions
Concept: Other-dimensional elf elementalist
Marital Status: Single

Abilities: Strength 1, Stamina 3, Agility 4, Dexterity 2, Fighting 6, Intellect 4, Awareness 5, Presence 4

Skills: Athletics 4 [+5], Expertise: Nature 8 [+12], Insight 4 [+9], Perception 7 [+12], Persuasion 6 [+10], Ranged Combat: Elemental Powers 10 [+12], Stealth 4 [+8], Treatment 3 [+7]

Advantages: Accurate Attack, Animal Empathy, Attractive, Defensive Attack, Diehard, Eidetic Memory, Improved Aim, Improved Initiative, Languages 1 [English], Luck 1, Power Attack, Precise Attack 2 [Ranged, cover & concealment], Uncanny Dodge [touch]

Powers:
Other-dimensional elf: Comprehend 2 [speak and understand languages], Enhanced Advantage 1 [Attractive], Immunity 2 [aging, disease], Movement 2 [Sure-footed, Trackless], Regeneration 2, Senses 1 [Low-Light Vision] • 14 points
Air Sense: Senses 2 [Air Awareness, Ranged Touch], Uncanny Dodge [Touch] • 3 points
Ride The Elements: Flight 4 [30 mph], Platform, Variable Descriptor [Classic Elements] • 5 points
Elemental Barrier: Sustained Protection 9, Variable Descriptor [Classic Elements] • 10 points
One With Water; Immunity 3 [Cold, Drowning, Pressure], Movement 1 [Envinromental Adaptation: Aquatic] • 5 points
Water Tricks: Features 3 [Anything she wears or carries never gets wet or suffers water damage if she doesn't wish it to, even if she is immersed; Undo any water damage caused by her powers at will; Make contaminated water pure and drinkable instantly at a rate of -5 volume per round] • 1 point
Elemental Powers: Array [30 points]
Elemental Blast: Ranged Damage 10, Indirect 4, Penetrating 2, Precise, Split 2, Variable Descriptor [Classic Elements [Air, Earth, Fire, Water] • 30 point
Elemental Whip: Ranged Shapeable Area Damage 8, Indirect 4, Variable Descriptor [Classic Elements [Air, Earth, Fire, Water] • 1 point
Element Mastery: Move Object 10, Indirect 4, Precise, Variable Descriptor [Classic Elements] • 1 point
Elemental Creations: Continuous Create 9, Variable Descriptor [Classic Elements] • 1 point
Earthen Hands: Ranged Cumulative Affliction 10 [Resisted by Dodge, Overcome by Damage or Sleight of Hand; Hindered and Vulnerable, Defenseless and Immobilized], Extra Condition, Limited Degree • 1 point
Dousing: Nullify Water-Soluble Effects 10, Broad, Simultaneous • 1 point
Transmute the Elements: Ranged Continuous Transform 4 [Any material into anything else] [12 lbs.], Precise • 1 point

Offense
Initiative +8
Elemental Blast +12, Ranged, Damage 10 [Indirect 4, Penetrating 2, Precise, Split 2, Variable Descriptor [Classic Elements]
Elemental Mastery +12, Ranged, Move Object 10 [Indirect 4, Precise, Variable Descriptor [Classic Elements]
Elemental Creations +12, Ranged, Continuous Create 9, Variable [Classic Elements]
Earthen Hands +12, Ranged, Cumulative Affliction 10
Transform Matter +12, Range, Continuous Transform 4, Precise
Unarmed +6, Close, Damage 1

Defense
Dodge 10, Parry 10
Toughness 12/3*, Fortitude 7, Will 14
*Without Elemental Barrier

Power Points
Abilities 58 + Powers 76 + Advantages 12 + Skills 23 [46 ranks] + Defenses 23= 192 Total

Complications
Motivation: Aranel was taught her gifts are to be used for the good of everyone, to use them responsibly. Yet her very nature leaves her craving thrills and sometimes takes risks when she shouldn't.
Enemy: For some reason the Factor Four can sense her elemental powers and Fathom seems to think her powers combined with the Prime Elements could finally allow his plans to work.
Stranger in A Strange Land: She is from an Earth where magic and technology developed together, where humans are war-like conquerors bent on enslaving all other species, and where various events had multiple species involved and ended differently. It will take her a long time to get used to things, sometimes having trouble with even simple technology and commonly known laws and facts.
Weakness: Elves of her dimension are allergic to synthetic fibers, causing an increasing painful rash the longer the contact and area of contact. Impaired until 5 minutes after the synthetics are removed.

Build Comments: An elf from another dimension, one where they are gifted with a connection to nature and the elements over pure magic, Aranel was whisked from her world and dumped on Earth right in front of the Champions.

History: Aranel Moonstar was born to the queen of her people, the Elemental Elves of the Moonstar clan. She was treated to rare sights and given things other children only dreamed of. But was trained alongside the other children in their inheritance, a connection, and power linking them to the very elements. Riding on a wave of water through the air at just age 6, great things were expected of her.

Aranel though proved to have emotions like the very water, fluid and impossible to predict sometimes. She could be happy making shapes from water or building things from the earth one moment, the next she could be bringing down a windstorm in a fury over a girl or boy rejecting her. She was shielded from the harsh realities of their world, how their people kept to the deep wilds to avoid the notice of humans, war-like beings who sought to conqueror the world and enslave all other beings to their will. She saw little technology in her home city, for the elves had little need of it. But it was a good life.

She was finally an adult by her people's standard, 100 years old and ready to take on more responsibility. But she would never have the chance, as the dimension known as Wonderland whisked her away from her home and dumped her in a strange new world. A world with towering buildings made of metal and glass, technology the likes she had never dreamed off and in front of strange individuals who seemed to stand out even amongst the others. At least they have a cute dog with them.

Description: Aranel is an elf from another dimensional possessing fair skin. Her long, blue-green hair is kept in twin French braids, while her silver-grey eyes make her hard to read, shifting between emotions at a moment's notice.

She tends to wear simple tee-shirts, slacks, a jacket, and sandals most of the time. All are 100% natural with natural dyes, due to her elf allergy to synthetics. Her glasses were a gift from her great-great-great-great grandmother, a magical artifact which she has yet to unlock any of its powers.

Powers & Abilities: Aranel is an elf from another dimension, naturally attuned to the elements and nature and trained in how to control and wield them from an early age. She is able to speak and understand any language, an enchantment all elves of her dimension have cast upon them at the age of 4. Natural beauty and grace, along with immunity to the ravages of time and diseases, she heals rapidly and never scars. Easily able to move through difficult areas and never leaving a trace of their passing, she is difficult to find when she so chooses.

All are taught from an early age to sense the follow of air around them and use it as another sense. Training and experience acclimated her to the elements, allowing her to breathe and survive underwater, call upon the elements to carry her through the sky or shield her from harm.

Trained in the art of wielding and even manifesting the classic elements at will grants many gifts. The power to manipulate the elements to do her bidding, use existing elements or summon them into being to attack her foes, form powerful barriers and even simple structures from them, and even cause the earth and stone to form hands to hold her foes helpless. An advanced technique she learned, rare due to a mix of natural talent and training required to bring it forth, is the power to transmute the very elements no matter their current form, wielding fire at the molecular level to change and reshape them.

She focused more on power over water, thus having a few more abilities with it. She can prevent anything she wears or carries from getting wet even if immersed unless she allows it to; undo any water damage done by her powers at will, a trick she learned after accidentally flooding the great library, and even purify contaminated water. She can use her water more easily to put out fires and deal with other water-soluble effects.

Skills required to survive and understand nature are taught to all young elves, but Aranel excelled at them. Friends with the animals and having learned the healing arts from her elders.

Personality: Aranel is as fluid as water, changing to fit the current mood with a moment's notice. She can be as furious as a blazing inferno, as calm as the still earth, or sometimes as flighty as the air itself. She prefers to take life as it comes and go with the flow but always is focused and serious in a fight or emergency.

Known Tactics: Moonlight seeks to reason with foes first, trying to persuade them before taking violent action. The exception is if innocents are already hurt or being threatened. She will try to restrain with earthen hands or form stone barriers between any threats and innocents. Constantly moving, never in the same place from moment to moment, she might seem hyper to those who don't know her well.

Other than these basic tactics it is impossible to predict what she will do, literally going with the flow and changing foes or actions as the mood takes her, if someone proves themselves a greater threat or harms innocents or friends.

Transmuting any obvious weapons or threats, even if just the trigger to disable it, is a common stunt against those with equipment or devices. Young for her species, she has only begun to tap into her potential with the elements and may pull off new tricks from time to time.

Friends and Allies: A stranger in a strange land, Aranel seeks to find those who would aid her, but is cautious as the humans of her world were war-like conquerors intent on subjugating all beings.

Rivals and Enemies: The nature of her power has sent out a strong signal, one which has drawn the attention of the Factor Four to the elf Elementalist.

Edit 1: Added the Water Tricks features and Dousing alternate effects for 4 pp.
Edit 2: Updated Moonlight with Languages [English] thanks to Gelert training her and being a quick learner for written languages, a new alt power of Elemental Whip, and increased Fortitude by 1.

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stavaros_the_arcane
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Re: Adventures Assemble! OOC

Post by stavaros_the_arcane » Wed Jul 10, 2019 6:36 pm

Gelert, the Hound of Hope
Image

Gelert
PL: 11
STR -1 STA 2 AGI 2 DEX 2 FIG 2 INT 1 AWA 3 PRE 4

Skills: Athletics 5 (+4), Deception 4 (+8), Expertise: Therapy Dog 6 (+7), Insight 7 (+10), Intimidation 6 (+8), Investigation 9 (+10), Perception 7 (+10), Persuasion 10 (+14), Ranged Combat: Power Ring 8 (+10), Stealth 6 (+12), Treatment 6 (+7)

Advantages: All-out Attack, Evasion, Fascinate (Persuasion), Inspire 2, Interpose, Power Attack, Precise Attack (Ranged, Cover), Set-up, Teamwork, Uncanny Dodge, Leadership, Improved Initiative,

Powers: Comprehend 2 (Animals - Speak To, Animals - Understand) (4pp)
Senses 5 (Accurate: hearing, Acute: smell, Tracking: smell 1: -1 speed rank, Ultra-hearing) (5pp)
Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size rank; Permanent) (8pp)

Blue Ring of Hope (Removable, -13pp) (63pp)
-Blue Ray of Hope Array (27pp+7pp)
-AE: Blast: Damage 12 (DC 27; Increased Range: ranged, Precise, Variable Descriptor: close group - laser or concussion) [26]
-AE: Blast: Shapeable Area Damage 9 (DC 24; Shapeable Area: 30 cft., DC 19, Increased Range: ranged) [27]
-AE: Create 9 (Volume: 500 cft., DC 19; Movable) [27]
-AE: Healing 9 (Increased Range: ranged) [27]
-AE: Line Area Damage 11 (DC 26; Line Area: 5 feet wide by 30 feet long, DC 21, Precise, Split 3: 4 targets) [25]
-AE: Move Object 12 (100 tons; Precise) [25]
-AE: Move Object 13 (200 tons) [26]
-AE: Stun: Cumulative Affliction 9 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 19; Cumulative, Increased Range: ranged) [27]

-Comprehend 3 (Languages - Speak All, Languages - Understand All, Languages - You're Understood) (6pp)
-Flight 8 (Speed: 500 miles/hour, 1 mile/round) (16pp)
-Immunity 10 (Life Support) (10pp)
-Protection 11 (+11 Toughness) (11pp)
-Quick Change: Feature 1 (1pp)
-Restricted: Feature 1 (1pp)

Offense: Initiative +6, Close +2, Ranged +2, Power Ring +10;

Damage: Unarmed -1, Blast DC27, Shapeable Blast DC24, Line Area DC26, Stun DC19

Defense: Dodge +9, Parry +9, Will +11, Fortitude +11, Toughness +13/+2

Abilities 32 + Skills 37 + Advantages 13 + Powers 80 + Defenses 27 = 189

=============================
Complications:

Man's Best Friend: All of Gelert's act of heroism stem from the inbred canine love of humans. Not helping humans in whatever way he can is an idea that he does not understand, even with his boosted levels of intelligence.

Every Little Dog ought to have a human: While Gelert has a list of 'friend-humans' longer than he can count, there are two he holds above all others; His trainer Tabitha Sierra, and her Daughter (his bestest best friend forever) Dorothy Sierra.

Ruff language: Gelert's ability to speak human languages is the result of his power ring which is essentially translating his thoughts and animal means of communication into human speech. A side effect of this can be erratic pacing of speech, unusual or childish vocabulary, and sudden distractions or shifts of topics. Also should his ring be removed he is no longer able to speak.

Now pay attention this is very important... SQUIRREL!: While gifted with human level intelligence by the forces that granted him his power ring, Gelert is still a dog. As such even as smart and well trained as he is he has a tendency to behave like a dog. This can mean being distracted by a noise or smell, sniffing things or people he encounters, and occasionally going to the bathroom in public places (he is housebroken though, and with his powers he does clean up after himself).

Adorable Alias: As expected of a dog that spends time with a lot of different children of varying ages, Gelert has picked up a long list of nicknames he often ends up called by. These include but are not limited to: Toto, Mr. Fuzzums, Snookums, Old Geller, Lerty Pie, Princess Fluffypants (despite the fact Gelert is male and does not wear pants), Captain Snuggles, Doctor Adorable, Professor Puppykins, and 'good boy'.

============================
Backstory:

Gelert is a white four year old Corgi mix. Beyond that this little dog is many things... trained from puppyhood, Gelert is a certified therapy dog at the Bernard Clairvaux Medical Centre in Phoenix Bay. He has a gentle temperament and a stellar history of service and is beloved by patients and staff alike, especially in the children's ward.

His trainer, Mrs. Tabitha Sierra , has been Gelert's long time friend and caretaker, raising him and helping him become the caring animal that he is today. Growing up under the care of the Sierra Household meant that Gelert met his best friend... Dorothy Sierra, Tabitha's young daughter. While Gelert has been friends to many children, Dorothy has always had a special place in his little doggy heart. Which made the little dog take his duties as hospital therapy dog all the more seriously when Dorothy was hospitalized with a rare disease which often leaves here weak and bedridden.

This was Gelert's life before the Armada invasion... And it was during that more dire of times that the little Dog's life changed dramatically.

No part of the city was spared from the ravages of the Armada and the Medical Centre was no different. Patients too risky to evacuate were moved to more secure lower levels of the building, including Dorothy. In such a tense and panicky situation Gelert instinctively knew that he was needed here to help the scared humans.

And that was when the building was hit. Badly. Most of the Building collapsed, leaving those safe on the lower levels trapped beneath the rubble. While there was enough emergency power to ensure all of the machines for the patients were still running, this left patient and staff alike buried with only a few emergency lanterns to break the almost total darkness.

The crushing claustrophobic darkness made keeping calm a struggle, the sense of not knowing when or if they would be rescued slowly building the level of panic. This may have devolved into a tragic catastrophe if not for one thing. One little beacon of hope.

Gelert did what he was trained to do, what he was born to do... gave comfort and hope to those in need. Where ever a child was being consumed by fear, they would find a small head resting on their lap. Where ever a patient wanted to give up into despair they would find a canine tongue licking their hand or face. Where ever a nurse or doctor felt the stress overwhelming them, they would find a happy bark at their feet spurring them on.

And what little time he wasn't doing that, Gelert did one other thing that kept those people holding on. He dug, paws scratching against the dirt that separated them from the outside world. It was a futile and impossible gesture for such a small dog to move that much rubble, but it was enough. The efforts of one little dog kept hope alive in that dark dusty hole, letting each and every person down there know that everything would be alright. And that was when it happened.

It was subtle at first. The shadowy rooms seemed just a little bit brighter, a little bit less scary. Then a little more. Soon there seemed to be an almost visible glow around Gelert as he made his rounds. And soon it was more than that. the faint blue glow followed the little dog everywhere he went growing brighter the more he helped. Until the glow became a full presence that was enough to even give the dedicated dog pause from his duties.

The presence spoke, not with true words but in a way that Gelert fully understood.

"Gelert, you stand as a beacon of hope during the darkest hour, you are a caretaker of those lost in despair, you have the potential for great things. Take our power and our blessing for you are worthy."

The Blue force formed into a ring which fit itself onto Gelert's tail. Power and knowledge filled him as the people he helped looked on in amazement. His service dog vest was replaced with a blue uniform and he turned and said, in a way that his human friends could for the first time understand... "All will be well."
--------
The rescue crews trying desperately to get through the rubble of the hospital to find some survivors of the attack were shocked when a beam of blue light smashed its way through, and chucks of concrete were wrapped in a blue glow and moved aside. They were dumbstruck to see a little white dog wrapped in a blue glow wagging his tail and panting in the newly formed hole in the rubble leading to the hospital shelters.
One of the rescue workers just blurted out what was on everyone's mind "What the heck was that?"
Gelert tilted his head and said simply. "I am a dog."

Gilliam
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Location: New Zealand

Re: Adventures Assemble! OOC

Post by Gilliam » Fri Jul 19, 2019 7:36 pm

Nightbird will enter the portal :D

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kenseido
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Re: Adventures Assemble! OOC

Post by kenseido » Fri Aug 23, 2019 12:51 am

I don't want to post until you post Moonlight's scene, but I did roll Insight so I will leave it here.
Insight check: 1d20+8 24

I do have a post planned, mostly Philip realizing how talking with Gelert helped him and had he not done that, he would probably be rushing through this and making a big mess of things.

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Ysariel
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Re: Adventures Assemble! OOC

Post by Ysariel » Fri Aug 23, 2019 8:42 pm

Yup, that's no problem, and you easily pass your check. :D Hang on, I am posting a small update for you.

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Ysariel
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Re: Adventures Assemble! OOC

Post by Ysariel » Wed Sep 04, 2019 7:26 pm

So, I have come to a decision regarding this game. I have been GM'ing non-stop for over 6 and a half years, and I am exhausted and worn out for many reasons. Once, I eagerly checked my own games for posts and thought excitedly about the replies I would write. Now, I put off looking at the thread for as much as possible. I stay up later and later, stare at the screen longer and longer, and take more and more effort to produce posts. Only my obligation to a game I have poured blood, sweat and tears into keeps me going.

I have decided to take a long break, rest, and try and return with a fresh perspective.

So, I plan to run all your current scenes normally to completion. After that, this game will go on hiatus for 30 days.

When I return from hiatus, I plan to resume posting immediately, and I will not wait for confirmation on who is still interested. Anyone who does not respond IC within 7 RL days of me resuming the game is deemed to have lost interest and their character will be lost forever in the supernatural blizzard that tests all who seek passage to the Golden City.

In the mid-term, I plan to run 3 consecutive adventures (including the current one). I want to see the current metaplot to conclusion in a single go, because it has been such an immense burden on me and I would like to be free of it. That does not mean our game will end after that, and we can talk about running new adventures later; but I have started to worry about being able to finish what I began and would like to get it over with.

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