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    Titan in the Playground
     
    Quellian-dyrae's Avatar

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    Default The Nightmare of SIDE OOC 3 - Enter the Matrix

    Useful Links:

    IC Thread
    Original IC Thread
    Original OOC Thread
    OOC 2 - Bravery
    World of Aranth
    Consolidated Rulings on Vague Mechanics

    The PCs:

    Player Character Concept
    Dodgeson Avery Cartoon Hero
    Hyperbolic sine Foxglove In-SIDE Disintegrator
    Thokk_Smash Wraith Don't remember, I'll look it up later
    Dorni Prophet Oracle
    Arlin Kate Portal Investigator

    Quick Reference:

    Character D P T F W I Per Ins
    Avery 9 9 13 11 11 8 8 8 7
    Foxglove 10 10 10 10 10 20 20 (20) 4
    Wraith 12 12 10 11 11 24 6 16 5
    Prophet 11 11 11 11 11 0 11 21 3
    Kate 11 11 11 11 11 12 12 12 3

    Other Notes to Self:

    Avery is immune to gravity effects.
    Avery has 0/2 Luck Rerolls.
    Foxglove has Unreliable Immunity to Critical Hits.
    Foxglove has the following senses: Rapid Vision, Darkvision, Direction Sense, Distance Sense, Extended Vision, Infravision, Ranged Analytical Detect Dreamer Powers.
    Wraith can't be remembered by most people. Let's all appreciate the irony of a note to remind myself of this.
    Wraith has 2/2 Luck Rerolls that can only be spent on Who Were You Fighting Again?
    Prophet has 5/5 Luck Rerolls.
    Kate has 0/2 Luck rerolls.

    Spoiler: House Rules
    Show
    Skills

    Combat Skills: Remove Close Combat and Ranged Combat skills entirely.

    Mobility: Combine Acrobatics, Athletics, and Vehicles into one skill, Mobility. Mobility also gains the Escape and Contortion options from Sleight of Hand. A Mobility check to increase speed can boost any movement mode, not just land speed, and beating the DC by multiple degrees can generally let you cross some spare distance above your normal movement but below the next Distance Rank, if you need to.

    Stealth: Stealth gains all other functions of Sleight of Hand, which is removed.

    Treatment: In addition to its other capabilities, as a standard action, you can use Treatment to assist a character suffering from an Affliction. A successful Treatment check (DC 15 + Affliction rank) reduces the degree of the Affliction by one per degree of success. You can only treat a given Affliction once. Treatment can also be substituted for Expertise (Medicine).

    Abilities

    Strength: You can lift a Mass Rank equal to your Strength Rank. Your basic physical attacks have a Damage rank equal to your Strength rank.

    Additionally, all Affliction, Damage, Move Object, and Weaken powers you possess can be designated as "Strength Discounted". Each rank of Strength reduces the PP cost of such powers by 1. However, in any given round, you may only use one Strength Discounted power at a time, so if you want to Link multiple attacks or have some use lower action types, only one may be Strength Discounted. Strength Discounted powers cost a minimum of 1 PP each.

    Stamina: Each rank of Stamina provides +1 Toughness and +1 Fortitude.

    Agility: Each rank of Agility provides +1 to your Ranged Attack bonus, +1 Dodge, +1 Mobility, and +2 Initiative.

    Dexterity: Each rank of Dexterity provides +1 to your Melee Attack bonus, +1 Parry, +1 Stealth, and +2 Initiative.

    Fighting: Each rank of Fighting provides +1 to your Melee Attack bonus, Ranged Attack bonus, Dodge, and Parry. Note that while these bonuses do stack with Agility and Dexterity, they are still capped at your PL limit.

    Intellect: Each rank of Intellect provides +1 Expertise, Investigation, Technology, and Treatment.

    Awareness: Each rank of Awareness provides +1 Will, +1 Insight, and +1 Perception.

    Presence: Each rank of Presence provides +1 Deception, Intimidation, and Persuasion, and also provides a free rank of the Benefit Advantage (note that while Presence does provide a slightly greater PP value than its cost, this is mitigated somewhat by the fact that Benefits are highly niche Advantages, and the three social skills largely accomplish the same goals, just in different ways).

    Stats

    Attack Bonus: Attack Bonus in general is considered to be worth 1 PP/rank, with Melee or Ranged being 1 PP per 2 ranks, which is accounted for in the bonuses you get from Abilities. The Close and Ranged Combat Advantages thus provide +2 to attack bonus with the relevant attack mode rather than +1, and the skills have been removed. The Accurate Extra still works normally. If you want a character who is only skilled with certain weapons, treat it as a Complication.

    Defense: Dodge and Parry are worth 1 PP per 2 ranks, so Defense in general comes out to 1 PP per rank. This is reflected in the Abilities, and also applies when purchasing Dodge and Parry directly or as Enhanced Traits.

    Other

    Impervious: I'mma go ahead and make Impervious useful. First, only the actual rank of an attack counts against base Impervious. Bonuses to the damage only beat Impervious if they bring the total rank above the Impervious rank. So Damage 5 vs. Impervious Toughness 10, even a crit or full Power Attack wouldn't beat it, although a critting Power Attack would.

    Second, when using an Impervious resistance, if your resistance check is lower than a previous one you made that round, you may use the previous one instead (if the full rank isn't Impervious, deduct the non-Impervious points). So for example, say you have Impervious Toughness 10 and are getting shot at by four guys with Damage 8 weapons. They beat your Impervious immunity, and your Toughness rolls total 15, 25, 22, 12. The 15 results in Bruised and Dazed, the 25 (24 after the Bruise) results in no damage, and the other two attacks are replaced by the 24 and thus result in no damage rather than another pair of bruises and a stagger. Next round, that free 24 goes away and you're back to a new set of Toughness rolls. So basically, Impervious makes you much harder for groups of foes to bring down, even if they deal enough damage that you aren't completely immune, but generally still doesn't help much against single powerful opponents. Third, you can use Impervious Toughness as normal Toughness against Dodge and Parry resisted Damage effects (mainly because otherwise Alternate Resistance Dodge/Parry is strictly superior to Penetrating).

    Penetrating attacks basically just ignore Impervious, but the target defends only against the Penetrating rank rather than the full rank.

    Defense Resistance: Any time Dodge, Parry, or any other form of active defense is used as a resistance, it's subject to the following rules:

    The target may use the higher of Dodge or Parry for the resistance check. If the target has Defensive Roll, it is added to its Dodge or Parry, up to a maximum total equal to the target's Toughness. Active defense modifiers, positive or negative, do not apply to the resistance check with one exception - intentionally taken active defense penalties (such as from All Out Attack or a Distracting power) do apply. Finally, the Power Attack maneuver does not apply to defense-resistance (mechanically to avoid double-dipping against a weakness even more than it already is, thematically because less accuracy for more power actually makes zero sense for defense-resisted attacks).


    Spoiler: Notable Locations
    Show
    Verdania: The city the characters will start in is called Verdania, the third largest city in the country, a major center of transport and trade. It's situated on the western coast, and has the largest sea and airports in the country. It has a lot of attractions, but relatively few major monuments or famous locations or really "must see" sorts of things. Basically, it's a place where people can spend a day or two at a time on the way to their main destination and always have something new to do.

    The Tower of Dreams: The Assembly Headquarters in Verdania is a forty-story skyscraper called the Tower of Dreams. It's one of the most physically secure Assembly holdings ever since substantially beefing up their defenses after a Reclaimer attack two years ago when Hero Corps was otherwise occupied. The Tower of Dreams is a regional Hero Corps base (well, floors 6-8 are, technically), so it contains a portal room.

    The Paradisian Embassy: The embassy in Verdania is the largest in the country, since Verdania is the closest major city in the country to Paradisia itself. As many as a hundred employees of the Paradisian government can be expected to be here at any given time.

    SIDE Headquarters: Like its parent city, the SIDE headquarters in Verdania is the third-largest in the country. The base and offices are built up into a thirty-story building aboveground with another dozen floors of prisons deep underground for containing dangerous Dreamers. Or, well, it was. As of the start of this game, the above-ground building has a gaping fifty-foot-diameter hole in the general vicinity of where the front entrance used to be, the mechanical and technological security has been wrecked, about eighty percent of the prison walls and cell doors have been destroyed entirely, and the whole thing has been liberally strewn with blood, bodies, and pieces of cybernetic defenders.

    Verdania International Airport: Largest airport in the country, fully equipped for standard air travel and space flights. Hundreds of restaurants, theaters, clubs, parks, malls, hotels, casinos, and other attractions surround the airport going for a mile or so in every direction. Competition between the various businesses in the area can be fierce. Crime in the area is high; a large criminal organization that call themselves the Committee operate out of the area through several front businesses, running protection rackets and hiring out to the various businesses to sabotage their competition. Crime against tourists, however, is very low; the Committee doesn't want to risk any loss of the constant revenue they provide to the businesses that are their main targets and/or employers. Naturally, the fact that the vast majority of businesses in the area are A) In their pocket, B) Using their services, C) Being blackmailed by them, D) Outright terrified of them, or E) Some combination of any or all of the above, means that trying to bring down the organization has so far proven next to impossible. There are several Sentinel Project operations trying to make a foothold in the area, and they have managed to make a dent in the crime in some areas, but it's hard going and their aggressive efforts sometimes get them taken in by the police.

    Port Verdant: Verdania's sprawling seaport, stretching down several miles of coastline. Boats of all sorts ranging from yachts and sailboats to cruises and cargo ships to full-fledged battleships and even aircraft carriers can routinely be found moving through the port. Paradisia has actually secured ownership of a small section of the port for their cruise line, and the Ilessian navy has a base there. The second largest OUT-SIDE base in the country is situated there as well, from which they stage frequent missions to support the armies, militias, and rebel groups resisting the expansion of the Haptaran Empire in Indelar, and keep a close watch for possible military movement from Paradisia.

    The Coastal Marketplace: Much of the area near the port is occupied by the Coastal Marketplace. Originally a bustling open-air market by the port, nowadays it's filled with malls and shops and restaurants of all sorts, but you can still find long stretches of the road filled with small, independent salespeople selling goods from all over the world. Crime here is a lot lower than around the airport; a lot of people consider the Coastal Marketplace to be the heart of Verdania, and it has an extensive police presence.

    The Speakeasy: The Speakeasy is a large bar/restaurant/social club built by the Reclaimers originally to hold meetings without fear of being spied upon by Dreamer powers. Over time, it grew as many business owners availed themselves of its exceptional security. In addition to full projection blockers, the Speakeasy has a vast array of security measures that even DES-SIDE agents have complimented. It is a location of choice for private meetings and also offers services for secure storage of objects and information where secrecy is important. The establishment has a well-earned reputation for complete discretion, with most of its staff consisting of robots designed to not be able to retain information. Of course, those robots are also fully capable of physically enforcing the establishment's strict no-Dreamers rules.

    Irving University: A fair-sized private school offering courses from kindergarten all the way through college, Irving University is an IDEA-run establishment that caters primarily to Dreamers and their children. It's not exclusive to them by any means, but the school offers several courses involving the use and control of Dreamer powers, counselors who assist Dreamers with learning about their powers individually, and other features particularly useful to Dreamers. The university also contains a full suite of IDEA labs. Course credit or scholarships are also often offered for Dreamer students who agree to assist in IDEA experiments, which some people do find rather disconcerting.

    Church of the Gift: Not the largest, fanciest, or most important place of faith in the country or even the city by any means, the Church of the Gift does have the distinction of being the first church to embrace the ideas of the Seekers of the Arch-Faith, and is credited as the starting point of the movement. It's also one of, if not the, first religious institutions to officially combine the beliefs of the Seekers with those of another religion.


    Spoiler: Notable NPCs
    Show
    Commander Barrett Anderson (AKA Interceptor): PL 12 Paragon - Motivation: "I'm The First Line of Defene" (Responsibility) - Affiliation: The Assembly (Hero Corps)
    The Regional Commander of Hero Corps in eastern Ilessia, Barrett is a former SIDE agent who left SIDE for Hero Corps after having his Dream late in life and feeling that SIDE's procedures were too restrictive. He still has a lot of respect for SIDE, works with them regularly (official missions including both SIDE and Hero Corps are roughly three to four times as common in Verdania as in other cities), and tries to make use of what he feels are some of the strong points of the organization in his leadership without sacrificing the flexibility and speed that makes Hero Corps valuable. His Dreamer powers include superhuman strength, toughness, and reflexes. He's been deeply affected by what happened to SIDE and has pledged Hero Corps' full support in recapturing the escapees and finding those responsible.
    5'11", ~210 pounds, 55 years old, dark skin, brown hair, gray eyes, stocky and muscular build, full beard.

    Ambassador Erica Cooper: PL 10 Light Controller - Motivation: "Our Departure Should Be As Painless As Possible" (Doing Good) - Affiliation: Paradisia (The Paradisian Embassy)
    One of the Paradisian Ambassadors to Ilessia, Erica is basically the highest-ranking diplomat at the Embassy in Verdania. A friendly and cheery woman, she is deeply devoted to improving the lives of Dreamers and a strong believer that the ultimate way to do that is to get as many as possible to settle in Paradisia. That being said, she still cares about Mundanes as well, and feels that while ultimately Dreamers and Mundanes will be best off living separately, there is no reason they cannot help each other during the process and have good political relations once it's complete. She's highly skilled in the use of her powers, not only able to manipulate light directly, but also to use it to protect and heal, a service she provides regularly for Dreamers and Mundanes alike.
    5'5", ~130 pounds, 38 years old, fair skin, blond hair, gently glowing green eyes, average build, generally appears better lit than her surroundings.

    Chief Vanessa Kerring: PL 9 Gadgeteer - Motivation: "Good Job. Now Do Better." (Responsibility/Justice) - Affiliation: SIDE (TOP-SIDE)
    Chief of SIDE in Verdania, Vanessa Kerring has a background in TOP-SIDE. Though never really a field agent, she's seen action a few times and has a reputation for always managing to have just the right piece of random technology on hand to deal with the problem. She's constantly striving to improve SIDE's efficiency and effectiveness with better equipment, better training procedures, better protocols, and so on. She's also fairly active politically, frequently campaigning for various refinements to laws to cover corner-cases and uncertainties. She's something of a control freak and a workaholic. She's responding to the attack on her headquarters with surprising calm and focus, and not-so-surprising haste (based on how quickly she organized the remaining SIDE agents and handed out orders, it's fairly clear that she had extensive preparations ready in case of this sort of event; she is TOP-SIDE after all). Although she knows her tech, she isn't an inventor herself, nor is she a Dreamer; she's just very, very well-prepared.
    5'8", ~135 pounds, 52 years old, tan skin, dark hair, hazel eyes, slight build, wears glasses.

    Dean Matthew Irving: PL 8 Super Genius - Motivation: "Let's See What You Can Really Do" (SCIENCE!) - Affiliation: IDEA (DAE)
    Dean Irving heads the university that bears his name. An affable man with a ready laugh and grandfatherly demeanor, he has a great fondness for his students but also a deep scientific interest in them - primarily the Dreamers among them. He finds Dreamer powers fascinating, and the main focus of his research is how Dreamer powers develop - not merely how they come about, but how they grow and change over time. It would not be unfair to call the university a long-term science experiment. Dean Irving is a Dreamer himself, gifted with a superhuman intellect and superior regenerative powers that also offer him a slowed lifespan and little to no physiological requirements.
    5'5", ~125 pounds, 137 years old, pale skin, graying black hair, blue eyes, lean build, mustache and goatee.

    Mary and Jared Wells: PL 7 Vigilantes (PL 10 in Powered Armor) - Motivation: "If The Cops Won't Stop You, We Will!" (Justice) - Affiliation: Reclaimers (Sentinels/Defiant)
    Two siblings who have in the past few years earned a high degree of authority in the more militant Reclaimer factions in Verdania. Mary works in the Sentinels, and is pretty much the leader of the branch working to try to clear out the crime in the neighborhoods surrounding the airport. The operation takes up enough of her and her followers' time that you'd almost think they lost interest in the whole "Dreamers are Bad!" thing. Except that, while she receives frequent (though quiet) support from SIDE, the police, and even the military in terms of equipment, training, and money to keep her operation going, she siphons a fair bit of it over to her brother to assist in his efforts fighting dangerous Dreamers. Technically, Jared's group is also a Sentinel operation on paper, but it's no coincidence that the area they patrol is all within half a mile of the Paradisian Embassy - interesting trivia fact: diplomatic immunity offers astonishingly little protection against vigilantes with military weaponry.
    Mary: 5'10", ~150 pounds, 29 years old, fair skin, auburn hair, green eyes, athletic build, freckles.
    Jared: 6'0", ~175 pounds, 28 years old, fair skin, auburn hair, hazel eyes, athletic build, missing left ear.

    High Seeker Aurora Isles: PL 12 Sensate - Motivation: "Spread the Gifts of Arch" (Doing Good) - Affiliation: Seekers of the Dream (Seekers of the Arch-Faith)
    The caretaker of the Church of the Gift, Aurora is a fourth-generation Seeker of the Arch-Faith and a fourth generation Dreamer. As part of a rather large extended family, every member of which going back four generations has had a Dreamer power and most of which have had impressive ones, Aurora feels quite comfortable saying that there's more than mere random chance to who receives such gifts. Like many Seekers, Aurora encourages her flock with the idea the Arch may bestow the Dream upon them, emphasizing however that the Creator would have a reason to do so. The best way to earn Arch's gift is to work towards having a reason for him to provide it. Aurora's own power offers her potent sense-manipulating abilities; she has expanded senses, can project her senses from afar, and can manipulate the senses of others. She frequently uses her powers to project her senses elsewhere and craft an illusion of what she sees for others.
    6'3", ~165 pounds, 49 years old, tan skin, brown hair, blue eyes, statuesque build, birthmark on the left side of her chin.

    Andy Rallins: PL 7 Agent - Motivation: "TOP-SIDE's Ready For Anything!" (Thrills) - Affiliation: SIDE (TOP-SIDE)
    Andy had the great misfortune to be working late drafting a tertiary security protocol for transporting a Dreamer with powers of illusion and teleportation on the night of the attack. He's one of only three survivors (well, four technically, but the last is in a coma and isn't expected to recover) who were at headquarters during the attack. A clever man who enjoys tests of cunning, and rarely misses the opportunity to remind anyone in earshot about the extensive strategies, protocols, and preparations TOP-SIDE agents make for any situation. He's outfoing, friendly, and has a good sense of humor, though he can be somewhat annoying and come off as arrogant at times. Though not a field agent, he takes his combat training seriously and invests a fair portion of his income into practical gear that he only half expects to ever use.
    5'10", ~180 pounds, 31 years old, dark skin, dark hair, brown eyes, heavyset build, great hair.

    Rin Kidora: PL 8 Agent - Motivation: "No One In or Out" (Responsibility) - Affiliation: SIDE (DES-SIDE)
    Rin was on guard duty in the Cells when the headquarters was attacked. He's the second of the three survivors. A quiet, focused man who doesn't like to talk about himself, best clue anyone gets is that he tends to tense up when people start talking about or showing pictures of their families. He's disciplined, skilled, and no-nonsense, but not particularly friendly and prefers to work alone. Known to be slightly obsessive about security checks, often having subordinates double or triple check that everything is locked down and in place. A close-combat specialist who favors knives, expecting any fights he gets into are likely to be close-quarters.
    5'6", ~125 pounds, 34 years old, pale skin, black hair, brown eyes, wiry build, tattoos on both arms.

    Audrey Fells: PL 10 Soldier - Motivation: "I've Got a Family To Think of Now" (Responsibility) - Affiliation: SIDE (DES-SIDE, formerly OUT-SIDE)
    A former OUT-SIDE agent who transferred to DES-SIDE with the birth of her first son eight years ago, Audrey was just clocking out when the attack occurred. She's the last of the three survivors. Very calm and controlled personality, where she was a thrill-seeker in her youth. She even toyed with the idea of joining Hero Corps for a time when she was younger. She has a temper that can flare up if she gets pushed too far, and does admit that she sometimes misses the action. She's a Dreamer, but her power is minor; she can see through an object by touching it. Though she primarily fights with guns, she's developed a martial arts style based around using her power to spot internal weaknesses of her opponents when she strikes them and focus later attacks on those points.
    5'7", ~135 pounds, 36 years old, light tan skin, auburn hair, gray eyes, average build, scars on her forehead and left cheek.


    Spoiler: The Main Villains (or what you know about them)
    Show
    Tara Ellens: PL ??? Power Augmenter. Motivation: Paradisia Burning To The Ground, Apparently.
    An "Orphan of Paradise", Tara was cast out of Paradisia at a young age because she was predicted to never receive a Dreamer power. However, she eventually did - in fact, a very potent ability to augment other Dreamers (and, apparently, Mundanes as well). She is evidently the mastermind behind the breakout, as part of an elaborate plot to infiltrate, attack, and destroy Paradisia with a small army of augmented Dreamer criminals. She is known to have worked with IDEA for a time, and in addition to her power of augmentation, she has been indicated to be a proficient ritualist, credited with the ritual that breached the Verdanian prison's physical defenses in a tremendous outpouring of energy.

    Rin Kidora: PL 12 Augmented SIDE Agent. Motivation: Probably Something Much Closer To Paradisia Burning To The Ground Than Anything Actually Having To Do With His SIDE Duties.
    Another Orphan of Paradise, although one who indeed never developed Dreamer powers. Evidently, he met and befriended Tara on the Orphans of Paradise web forum, and helped her develop her plan to destroy Paradisia. Over several years as a DES-SIDE agent, he slowly accumulated an extensive knowledge of SIDE's security measures and potential flaws, using them to sabotage the Verdanian prison's defenses and inform their technopath of other exploitable openings. The good news is, he has been captured by our heroes. The bad news is, he's the weakest member of Tara's core team, and his primary role in their plan has been basically fulfilled.

    Brava Suldoon: PL 14 Powerhouse. Motivation: Evidently Something About Destroying Dreamers, Epic Battles, And Possibly A Glorious Death.
    An extremely physically powerful Dreamer (how much of her strength is natural and how much is due to Tara's augmentations, if any, is unknown), Brava serves as the heavy for Tara's crew, decimating any individually powerful opponents who get in their way. Causality itself seems to be intimidated by her bulging muscles. She is known as a Repentant, and believed to be a Defiant, so the destruction of Dreamers in particular is presumably one of her goals.

    Evans Ayers: PL ??? Technopath. Motivation: Unknown.
    A technopath who worked for IDEA, the details of his motivations and strength of his powers are unknown, although he's a powerful enough technopath to get through SIDE's defenses, at least with the information provided be Rin. His role in the plan is disabling the technological security SIDE employs. He's a known associate of Tara Ellens, having worked with her at IDEA.

    Daryll Harrens (AKA Shamus): PL ??? Summoner. Motivation: In Love With Tara Ellens.
    A mage who worked at Irving University, specializing in summon magic. He teaches classes on ritual practices to students with the knack for them. Why he is working with Tara is unknown. The extent of his power is uncertain, but it is known from the attack on SIDE that he is able to summon massive numbers of spirit warriors, and he has been confirmed to be able to summon at least four moderately-powerful warriors remotely. He provided the sheer numbers necessary to overwhelm SIDE's personnel and secure their base.


    Spoiler: Setting Edits
    Show
    Aidan is promoted to Overseer (city-scale) for Verdania.

    Tsuki is being trained by a more experienced Hero Abroad.

    Back when they were in FIRE-SIDE, Wraith was being mentored by Interceptor.

    The Storm Runners have joined Hero Corps.

    Kate has established a friendship with Blossom and Lotus.

    Max Victor is an ex-boyfriend of Kate's.


    Spoiler: Episode List
    Show
    Episode 1 [Lurday, 5 Inidawn, 124 PA]: The Nightmare Begins
    The first prison break in SIDE's history occurs at the Verdania SIDE headquarters. A Task Force is assembled to investigate the prison break, and are attacked by a group of escapees while investigating the scene.

    Episode 2 [Lurday, 5 Inidawn, 124 PA]: Running With the Storm
    The Task Force come across a trio of dumb kids with Dreamer powers who had been broken out of the prison.

    Episode 3 [Lurday, 5 Inidawn, 124 PA]: How Much Do You Like Parties?
    The Task Force battles Snatcher, a body-possessing Dreamer whose augmented powers allow him to take an a spectral form and raise the undead.

    Episode 4 [Gefday, 6 Inidawn, 124 PA]: You'd Think They'd Lie Low...
    The Task Force has an...eventful morning.

    Episode 5 [Gefday, 6 Inidawn, 124 PA]: Wrath of God The Dream
    Half a dozen Reclaimers pass away in a Verdanian hospital due to some sort of extreme malfunction in medicine dispensation. The Task Force speak with Agents Rallins and Kidora, the latter of whom directs them to a lead that doesn't pan out, although they do bag themselves a Dreamcatcher. Hayseed is badly injured in the fighting, but receives medical attention.

    Episode 6 [Gefday, 6 Inidawn, 124 PA]: Treachery!
    The Task Force uncovers Rin Kidora's involvement in the breakout and arrest him. With extreme prejudice.

    Episode 7 [Heirday, 7 Inidawn, 124 PA]: I! AM BRAVA! SULDOON!
    The Task Force speaks with Erica Cooper at the Paradisian Embassy, and then they interrogate Rin. And then they Snatch Rin. Using the information they acquired, SIDE wages a full-scale assault on Tara's safehouses in Verdania. The Task Force battles and captures Brava Suldoon.

    Episode 8 [Trueday, 16 Inidawn, 124 PA]: The Battle of Dadram
    The Task Force helps SIDE defend the prison in the city of Dadram, and frankly it would have fallen if not for them. Evans Ayers is captured, though Tara and Darryll escape.

    Episode 9 [Preimday, 19 Inidawn, 124 PA]: Poor Fellows
    Seth and Amber Porello gather together a group of escapees to try to break the rest of their family out from the normal Verdanian prison, but are stopped by the Task Force. Janis Stephens escapes, and Amber Porello is trapped in a dumpster.

    Episode 10 [Fetday, 18 Secundawn, 124 PA]: The Mighty Mecha With The Sissy Pilot
    Aidan and Rook are alerted that Julia and Lena have been kidnapped by attacking Dreamers, working for Major Sartre, a Defiant in the high ranks of the military. Although Sartre is talked down without need to resort to violence, an attack is made by The Red Terror. The heroes, with much credit to Kate and Kyton, chase him off before BODES has a chance to fire a shot!

    Intermission 1 [Dreiday, 9 Thrissdawn, 124 PA]: A Pleasant Afternoon
    The Storm Runners are given parole, and Julia Gallows-Blackwell gives birth to a healthy baby girl named Kate, among other things. Nothing dangerous happens at all for some strange reason. Who's even writing this plot?

    Episode 11 [Lurday, 13 Thrissdawn, 124 PA]: Small Town Life
    The Task Force receives some new members, and a new assignment - to bring in the terraporter Aisha Gross.

    Episode 12 [Dreiday, 1 Quadril, 124 PA]: Everybody Was Kung Fu Fighting
    Wraith's niece Tsuki interrupts the Task Force's lunch with a warning that Tai is in trouble.

    Special 1 [Fetday, 18 Quindril, 124 PA]: Max Victor And His Amazing Friends
    The Task Force tracks down Janis, Chlorine, and a bunch of other escapees, capturing all but Chlorine, who manages to escape, and Janis, who is killed in the fighting.

    Intermission 2 [Varies]: Meets and Greets
    Matt Connors Awakens, Prophet has a meeting with Darryll Harrens, Aidan makes a report to Director Glass, Kate meets with Lotus and Blossom, Wraith's family gets together for Homecoming, and Hayseed interviews Aisha.

    Episode 13 [Heirday, 15 Sesseven, 124 PA]: The Battle of Adaros
    With her new supply of APEX dust and access to cloning rituals, Tara Ellens, Daryll Hallens, and an APEX-irradiated Chlorine stage an attack on the Adaros SIDE prison. The prison's defenders, local SIDE forces, the full might of the Adaros Hero Corps, and the Task Force hold off the assault until the military arrives to help break it, though the cost is high. Prophet receives a series of visions.

    Episode 14 [Heirday, 8 Septeven, 124 PA]: Oh You Poor, Doomed Fool
    Darryll Harrens unleashes a force of horrific summoned elementals to attack people that the Task Force care about, brazenly targeting them while the Task Force is there to defend them. May Arch have mercy on his soul. Hayseed's daughter Julie Awakens.

    Episode 15 [Fetday, 18 Septeven, 124 PA]: Don't Panic
    The Task Force engages a group of augmented escapees working for the Steel Fist, trying to board a Paradisian cruise to slip out of the country and make an assault on an Ilessian military base in Indelar - without obliterating the entire pier by triggering a Panic Storm among the Dreamers packing the area.

    Episode 16 [Dremday Octeven, 124 PA]: Enemy of the State
    The Task Force does battle with Darryll Harrens.

    Intermission 3 [Varies]: Of Mice and Max
    Aidan interrogates one of Darryll's minions, Avery gets caught up in a particularly wily plot, Kate confronts Max, and Wraith deals with the consequences of Darryll's Death Curse and/or hanging out with Avery too much.

    Episode 17 [Naeday, 20 Octeven, 124 PA]: Loose Ends
    The Task Force moves to bring in the last remaining escapees, save those that are working with the Steel Fist.

    Episode 18 [Naeday, 28 Octeven, 124 PA]: Nuclear Deterrence
    An otherwise textbook takedown of the Steel Fist mercenary company becomes complicated when Prime's plan is revealed.
    Last edited by Quellian-dyrae; 2019-10-14 at 10:48 PM.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

    World of Aranth
    M&M 3e Character Guide

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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Spoiler: Downtime Actions
    Show
    Downtime Actions

    Between episodes, each PC has the opportunity to take Downtime Actions. They'll generally receive between two and four each episode.

    Downtime actions will generally require some sort of check, depending on what you are trying to achieve. How much you accomplish will depend on the degrees of success on the check. Powers and Advantages may also open up possibilities for Downtime Actions that other characters might not be able to take (Quickness, for example, wouldn't let a character take more Downtime Actions, but would allow it to take actions that would normally be a process of months or years rather than days; similarly, a Postcognition or Mind Reading power may allow someone to learn the answers to questions that other PCs couldn't).

    There are three main types of Downtime Actions:

    Immediate Actions: Things like learning the answer to a specific question, accomplishing a specific task, and other short-term, one-time things are immediate actions. They are generally similar to Edit Scene and Inspiration uses of Hero Points. You make a check to determine if you succeed. In some cases, where enough persistence will lead to eventual success, you can spend one additional Downtime Action per degree of failure to treat the attempt as a success. With additional degrees of success, you will receive some additional benefit as called by the GM.

    Special Immediate Actions: You may spend one Downtime Action to use the Inventor, Artificer, or Ritualist Advantages without bothering with the exact time. You may still only use one such temporary power in any given scene. However, you may "stockpile" such options, and select one at the start of a later scene, expending its free use. If you wish to select from your stockpile in the midst of a scene it costs a Hero Point.

    You may spend one Downtime Action to retrain up to five PP worth of traits, shifting them to something else. There is no check required.

    Extended Actions: Extended actions are those that will take prolonged amounts of time working towards the goal. Extended actions will require a specific number of total degrees of success before they are complete. Some may also include milestones that provide a partial benefit before the task has been fully accomplished. Degrees of failure past the first will deduct from accumulated degrees of success.

    Indefinite Actions: Indefinite actions don't have a set endpoint; they provide some manner of benefit which constantly accumulates. A running tally of degrees of success is kept, and those degrees can potentially be spent to gain some benefit or offset some complication. Some indefinite actions will provide more immediate, concrete benefits for their degrees of success.

    Special Indefinite Actions: You can spend your Downtime to improve an NPC; training them, building them devices, etc. Once you do this, I'll get an official stat block made for the NPC if I don't have one already. The DC will generally be 5 + 2 * the NPC's PL, and each degree of success will give them one PP. You can't bring an NPC's PL or PP total above your own. This doesn't make the NPC a Sidekick, Minion, or the like, but if circumstances come up where they're involved in a scene, they'll be better able to assist or defend themselves. If the NPCs PL is at least two lower than yours, you can spend two degrees of success to raise it by 1 directly, up to a maximum equal to the average of its original PL and your PL. This won't provide more PP or immediately increased stats; those still have to be trained up normally. This will increase the DC of further training.

    You can use your Downtime to improve an Installation. The DC will generally be 10 + the Installation's current effective EP. Each degree of success grants the Installation 1 EP. You don't have to spend your own PP buying Equipment ranks to do this, even if you own the Installation.

    If you're really, just, super boring, you can spend two Downtime Actions to gain one Hero Point.

    Common Expenditures: Some Downtime Actions allow you to spend successes on certain benefits. Some of these benefits, particularly the more mechanically-focused ones, will use one of the following templates:

    Provide Hero Points: You can spend successes to serve as Hero Points for certain NPCs, when they are present in the scene.
    -For 2 successes, you may spend one of your own Hero Points (or Luck Rerolls) on the NPC's behalf.
    -For 5 successes, you may directly provide a defensive Hero Point benefit to the NPC (such as rerolling a resistance check, removing the Stunned condition, buying off fatigue for Extra Efforting a Recover action, etc).
    -For 5 successes, you may request a utility Hero Point benefit for the NPC (such as Inspiration, Edit Scene, fueling one of their powers that uses a Hero Point, buying off fatigue for a Power Stunt, etc). If the GM refuses the request, the successes are refunded.
    -For 10 successes, you may directly provide an offensive Hero Point benefit to the NPC (such as rerolling an attack roll, buying off fatigue for an extra action, etc).

    Request Assistance: You can request direct assistance from certain NPCs. It generally takes some time to get in contact with them and get them into position, so this can generally only be done between scenes or when you have some prep time. Most favors that get accomplished off-screen in the background cost 1 success, although particularly involved favors or those that are outside the NPC's comfort zone will cost more. More mechanically-oriented favors, however, have higher costs:
    -For 3 successes, you can get the NPC to take a time-consuming, skill-based action (not counting Inventing and the like; see below) on your behalf, such as conducting an investigation, repairing a damaged object, etc. The NPC spends the time and makes the necessary skill checks. Alternately, you can perform the action as well and the NPC will provide a Team Check.
    -For 3 successes, you can get the NPC to perform a Downtime Action for you. You still spend the Downtime Action, but the NPC rolls the skill check rather than you. Alternately, you can perform the action normally and the NPC will provide a Team Check.
    -For a number of successes equal to half the NPC's Power Level, you may call the NPC into a scene that it wouldn't otherwise be involved in. The GM controls the NPC, and it is generally unable to successfully contribute to major actions during the scene, such as combat - the GM may choose a less favorable result for any roll the NPC makes or that gets made against it, at will. The NPC can, however, successfully perform one background task involved in the scene. For example, it can keep watch, rescue civilians, evacuate a collaterally damaged building, secure a perimeter, or the like. As long as it is keeping to a background task, it functions and rolls normally.
    -For a number of successes equal to half the NPC's Power Level, you may control an allied NPC called into the scene for one round or action. During this time, the NPC is able to make rolls normally and perform normal actions, even in combat. It cannot use Extra Effort. If a called NPC participates in combat, it doubles any points of failure on its resistance checks and is subject to lethal damage. This penalty applies for the rest of the scene, so be careful before you summon NPCs who mean a lot to your character to fight for you! Note also that especially powerful opponents may treat called NPCs as Minions.
    -In most cases, you can only call or control NPCs of your own Power Level or lower. In the rare cases that the GM allows you to summon assistance from a higher-PL NPC, the number of successes required is increased by 50% per PL the NPC is above your own.
    -Some Downtime Actions let you request assistance from a specific NPC, others from a broad group. In general, with groups, you get assistance from basic members. For an additional 50% of the successes required to call them into the scene (rounded up) you can specify some specialty or powerset appropriate to them.

    Acquire Item: You can acquire a useful object, often from an allied inventor or the like. You can't do this mid-scene; you need some prep-time or time between scenes to acquire the item. You can make use of the item for one scene, after which it breaks down, runs out of fuel, has to be returned, or so on.
    -A stand-alone item that has items own independent function, not stacking with any of your traits or powers, costs 2 successes per 5 PP. You can have a maximum total PP value in stand-alone items from a given Downtime Action in a given scene equal to the DC of the Downtime Action minus 10.
    -An augmentative item that improves your existing traits or powers costs 1 success per PP. PP for augmentative items count against the same maximum as standalone items. Augmentative items that augment an arrayed trait do not augment the entire array, just the one power.
    -A custom weapon costs 3 successes, and is built as an alternate power of one of your existing offensive powers, with the same PP value. This option is only available for purely offensive powers. You may have multiple custom weapons from the same Downtime Action in the same scene. Augmentative items can augment custom weapons.


    Spoiler: Avery Downtime Actions (5)
    Show
    Working With Hero Corps [Indefinite]: 2 Successes, 0 Spent. Persuasion, Relevant Expertise, or Power Level, DC 20
    Successes can be spent to Provide Hero Points for or Request Assistance from Verdania Heroes.

    Working With Adaros Hero Corps [Indefinite]: 3 Successes, 0 Spent. Persuasion, Relevant Expertise, or Power Level, DC 18
    Successes can be spent to Provide Hero Points for or Request Assistance from Adaros Heroes. The DC includes a -2 circumstance modifier since Adaros Heroes are unlikely to appear often with NoS based in Verdania and will require fairly significant prep time to provide assistance unless a given episode is actually set in Adaros.

    Training Matt Collins [Indefinite]: 8 Successes, 0 Spent. Persuasion, Intimidation, Relevant Expertise, PL, or Trained Trait, DC 5+2*PL (15)
    +1 PP per degree of success. Can quickly raise PL (for caps, doesn't directly increase stats or PP) by 1 per two degrees of success to max of 8.

    Helping Brava Find Control [Indefinite]: 52 Successes. Toughness+Regeneration or Expertise (Dreamer Lore) DC 29
    For each success, there is a 2% chance that Brava will be deemed sufficiently in control can she can be released under the Redemption Clause in time for the HeroCon epilogue (chance rolled when the epilogue begins). For each full five successes, there is a 2% chance that she will be released in time to assist in the final battle against Tara (chance rolled at the start of that episode). In any case, each two successes on this Downtime Action count as one Relationship Building success for Brava. If Brava is released her sheet will be updated with mechanical streamlining to reflect her greater skill with her powers.


    Spoiler: Aidan Downtime Actions (26)
    Show
    Working with SIDE [Indefinite]: 42 Successes, 21 Spent. Persuasion, Deception, Investigation, or relevant Expertise, DC 20
    Successes can be spent to receive general favors from SIDE, or to Request Assistance from SIDE. If SIDE is already present in a scene, three successes can be spent to get them to accomplish something actually tactically useful when they otherwise would only be background assistance or window dressing.

    Working with Adaros SIDE [Indefinite]: 4 Successes, 0 Spent. Persuasion, Deception, Investigation, or relevant Expertise, DC 18
    As above, but limited to Adaros; additional time or restrictions will be placed on favors or assistance outside of Adaros.

    Tracking Down Chlorine [COMPLETE!]: 10/10 Successes. Investigation DC 20
    On reaching 10 successes, Aiden has tracked Chlorine down and can force an encounter with her.

    Protect Julia [Indefinite]: 2 Successes, 0 Spent. Persuasion or Expertise (IN-SIDE) DC 20
    See Prevent Problems Downtime Action in QDe.

    Relationship Building - IN-SIDE Assistant Director Lin Glass [Indefinite]: 9 Successes, 2 Spent. Persuasion, Deception, Investigation, or relevant Expertise, DC 30
    Successes can be spent for any benefits of working with SIDE in general or IN-SIDE in particular, as if two successes for the relevant Downtime Action, or may be spent in conjunction with such successes to substantially expand the benefit received. Successes can also be spent to receive assistance or favors of the level that an IN-SIDE Assistant Director can provide. Lin Glass is a Dreamer with the power of Self Hatred Inducement, and may be willing to use his power to contribute to appropriate causes. One success may be spent to ensure the quiet assassination - or untraceably-compelled suicide - of an NPC of Minion status or PL 6 or lower, between scenes. This becomes two successes for an NPC of PL 8 or lower, and four successes for PL 10 or lower. NPCs with particular plot-relevance cost double successes.

    Working with IN-SIDE [Indefinite]: 25 Successes, 16 Spent. Persuasion, Deception, Investigation, Stealth, or relevant Expertise, DC 20
    Successes can be spent to receive general favors from IN-SIDE, or to Request Assistance from IN-SIDE. IN-SIDE favors are generally more narrow in scope than SIDE favors, but are more effective in their specialized fields.

    Interrogate Chlorine [Immediate]: Persuasion, Deception, Intimidation, or Insight DC 25
    Each success allows getting the answer to one question as Chlorine knows it. 3 open.


    Spoiler: Wraith Downtime Actions (0)
    Show
    Relationship Building (Tsuki and Tai) [Indefinite]: 16 Successes, 10 Spent. Deception, Persuasion, or Expertise (Tactics) DC 15.
    Successes can be spent for favors Tsuki and Tai could provide, such as rush tasks, technical expertise, or serving as intermediaries with members of the Heroes Abroad or Veneil government. Successes can also be spent to Request Assistance from Tsuki and/or Tai, or to Acquire Items from Tai. Due to the expanded usage of this Downtime Action, its successes may not be used to Provide Hero Points.

    Do You Know Who I Am? [Indefinite]: 26 Successes, 7 Spent. Intimidation DC 25.
    Successes can be spent to declare an NPC to know his reputation, achieve social results relating to his reputation, or declare a background even that has contributed to his reputation and is useful in the current situation, as a sort of Edit Scene. He can also spend a success to ignore the Fearless advantage for a single target who knows his reputation for one round. Every five successes functions as a sort of Cipher Benefit, where any degrees negated by the Cipher only provide increasingly terrifying rumors about him.
    At 5 total accumulated successes, Wraith's reputation is automatically considered known throughout Verdania.
    At 10 successes, throughout the Verdanian region.
    At 15 successes, throughout Ilessia.
    At 20 successes, throughout Aldonis.
    At 25 successes, throughout Aranth.
    At double the listed number of successes, the fear of the Wraith is so subtly but deeply ingrained into the collective consciousness that he can benefit from it even without identifying himself as the Wraith.

    Working with IN-SIDE [Indefinite]: 11 Successes, 3 Spent. Persuasion, Deception, Investigation, Stealth, or relevant Expertise, DC 20
    Successes can be spent to receive general favors from IN-SIDE, or to Request Assistance from IN-SIDE. IN-SIDE favors are generally more narrow in scope than SIDE favors, but are more effective in their specialized fields.

    Relationship Building: Interceptor [Indefinite]: 5 Successes, 0 Spent. Persuasion, Deception, or relevant Expertise, DC 30
    Successes can be spent to get favors of the level that a powerful Regional Commander of Hero Corps can provide. Of particular note, for one success, Interceptor can Teleport the entire group anywhere in Ilessia, and will teleport them back to Verdania once they're done what they're doing. For two successes, he'll use his Hero Abroad credentials to teleport them anywhere on Aranth, except Haptarus. While Interceptor is too busy to Request Assistance directly, he can be called upon occasionally for a direct combat assistance in one of two ways: for three successes, he will Teleport in at the start of the PC turn and Ready an action to teleport away with any PCs who make contact with him by the end of the PC turn. For five successes, you get the Full Combat Service. If the successes are spent off-turn, Interceptor Teleports in as part of an Interpose Reaction, taking one attack meant for an ally. If possible, he then teleports adjacent to an enemy of choice and attacks with Apprehend. Wraith must be present and able to take free actions to call in Interceptor, and must be aware of the attack he wants Interceptor to block.

    Training Serena Valar [Indefinite]: 37 Successes, 16 Spent. Persuasion, Intimidation, Relevant Expertise, PL, or Trained Trait, DC 5+2*PL (21)
    +1 PP per degree of success. Can quickly raise PL (for caps, doesn't directly increase stats or PP) by 1 per two degrees of success to max of 8.

    Find Serena A Mission: 6/5 Successes. Insight, Investigation, or relevant Expertise DC 20.
    For each success, the chance that Serena will find a mission outweighing the value of her going to Indelar increases by 10%. Further, if you increase the total to 100%, you may declare what her new mission is as a free Edit.


    Spoiler: Downtime Actions Undertaken by Multiple Characters
    Show
    Track Tara Ellens [Extended]: 2/20 Successes. Investigation DC 25
    On completion, an encounter can be forced against Tara.

    Redeeming Villains [Extended]: Persuasion or Intimidation (or occasionally Treatment or Expertise [Psychology]), DC varies
    Can turn villains away from life of crime, or potentially convince them to use their powers for good.
    Carl (DC 15): 11 Successes. 3 to redeem, 10 to convert. Can modify attempts for other Storm Runners. CONVERTED!
    Tamra (DC 15): 10 Successes. 3 to redeem, 10 to convert. -2 Circumstance. Can modify attempts for other Storm Runners. CONVERTED!
    Natasha (DC 15): 11 Successes. 3 to redeem, 10 to convert. +2 Circumstance. Can modify attempts for other Storm Runners. CONVERTED!
    Greatbow (DC 15): 15 Successes. 10 to redeem, 15 to convert. CONVERTED!
    Aisha Gross (DC 15): 24 Successes. 10 to redeem, 20 to convert. CONVERTED!
    Snatcher (DC 20): 20 Successes. 20 to redeem (and convert with right opportunity). REDEEMED but IS STILL A CAT!
    Brava (DC 25): 60 Successes. 30 to redeem, 60 to convert. CONVERTED!
    Rin (DC 30): 0 Successes. 30 to redeem, 60 to convert. -5 Circumstance until redeemed.
    Chlorine (DC 25): 3 Successes. 30 to redeem, 60 to convert. -10 penalty unless purged of APEX.
    Autofire (DC 20): 9 Successes, 15 to redeem, 30 to convert. Note.

    Hunt Escapees [Indefinite]: 50 Successes, 13 Spent. Power Level DC 21.
    Each success results in the capture of one of the remaining escapes (85/97 captured). This applies only to escapees that haven't already been established.
    Players may object to expenditures for this Downtime Action if they wish since it's something of a team effort. Successes may be spent as follows:
    1 Success: Learn a Complication of an escapee in the current encounter, thanks to Hayseed's team's investigative efforts.
    3 Successes: Add an additional unestablished escapee to the current encounter*. If the party wins the encounter, the party member with the lowest current Hero Point total will gain a Hero Point.
    5 Successes: Counter an offensive use of GM Fiat on behalf of an escapee (such as rerolling an attack or negating the fatigue for an Extra Action), as if through the Luck Control power.
    5 Successes: Add an additional specific escapee to the current encounter*. If the party wins the encounter, the party member with the lowest current Hero Point total will gain a Hero Point.
    5 Successes: Prevent an escapee from auto-escaping an encounter by GM Fiat. The escapee may still attempt to escape normally.
    10 Successes: Counter a defensive use of GM Fiat on behalf of an escapee, as if through the Luck Control power.
    10 Successes (minimum 30 acquired): Add Daryll to the current encounter*. If the party successfully captures this target, everybody gains an additional Power Point.
    20 Successes (minimum 60 acquired, must have captured Daryll): Add Tara to the current encounter*. If the party successfully captures Tara, everybody gains three additional Power Points.
    *These options must be used at the start of the encounter.

    Debrief Aisha [Immediate]: Persuasion, Insight, or Investigation DC 20
    Each degree of success provides one piece of information about the Steel Fist.


    Spoiler: Hero Ratings
    Show
    Rules

    Avery: Power: 94 (0/0; DC 28). Popularity: 79 (0/0; DC 25). Probity: 77 (0/0; DC 25). Total: 250 - A-rank

    Kenta: Power: 82 (5/0; DC 26). Popularity: 76 (0/0; DC 25). Probity: 81 (6/0; DC 26). Total: 239 - B-rank
    Last edited by Quellian-dyrae; 2019-09-16 at 12:48 AM.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

    World of Aranth
    M&M 3e Character Guide

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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Current Status

    Map

    3 Floating Hero Points.

    Avery: Fatigued, SE (T29/24), SE (T32C). (Pending)
    Foxglove: Fatigued.
    Wraith: Fatigued.
    Prophet: Fatigued.
    Kate: Fatigued.
    Rook [3]: Fatigued as of next turn.

    Tara (Injured): Fatigued as of next turn, Deflected (1d10+24).
    The God-Emperor: Normal, Deflected (1d10+20).
    Elite Destroyer 1: 2 Bruises, Deflected (1d10+24).
    Elite Destroyer 2: 2 Bruises, Deflected (1d10+24).
    Elite Destroyer 3: 3 Bruises, Deflected (1d10+24).
    Elite Destroyer 4: INCAPACITATED!
    The Red Terror: 3 Bruises, Dazed this turn, Defenseless (W37).
    Count Aubernon: Normal.
    Rickert Rhuem: 1 Bruise, Staggered, Impaired+Vulnerable (W20), Perception 47.
    Last edited by Quellian-dyrae; 2019-10-14 at 11:15 PM.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

    World of Aranth
    M&M 3e Character Guide

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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Spoiler: Matt Collins [Paragon] (PL 5/78 PP)
    Show
    Abilities

    STR: 0. STA: 7. AGI: -2. DEX: -2. FGT: -2. INT: -2. AWE: -2. PRE: -2.

    Stats

    Attack: +4. Damage: +6. Dodge (7): +3. Parry (7): +3. Toughness: +7. Fortitude: +7. Will (5): +3. Init: +6.

    Skills

    Mobility 12 (+10), Perception 12 (+10), Others 0 (-2).

    Advantages

    Benefit 2 (Hero Class, Fanboy [+5 on Expertise: Dreamer Lore checks for purposes of Heroes, and can make such checks untrained]), Improved Initiative 2.

    Powers

    Untapped Potential: Feature 1 (For each PP gained, one of these Features can be converted back to a PP and reassigned to a new trait) {1}.

    Paragon: 20-point Dynamic Array {20+7}.

    Strength: Enhanced Strength 10 (Limited to Non-Damage), Impervious Toughness 7, Immunity 2 (Critical Hits), Feature 1 (Can pick up unresisting targets as a free action).

    Speed: Speed 10, Quickness 10.

    Flight: Flight 10.

    Senses: Senses 10 (Extended Rapid Vision, Darkvision, Accurate Extended Rapid Hearing, Hearing Counters Concealment [Background Noise], Acute Analytical Scent; Affects Others).

    A Light In The Darkness: 23-point Array {23+3}.

    Shining Fist: Damage 6 (Multiattack) Linked Weaken Will 6 (Fortitude); Accurate 4.

    Lantern's Light: Affliction 5 (Entranced/Compelled/Controlled; Will; Cone Area 2, Concentration, Precise, Affects Insubstantial 2, Limited [Can't choose actual actions, only compels targets to act in a truly moral manner without justifications or self-deception; Entranced only prevents actions that don't fit this criteria]).

    Beacon of Safety: Deflect 5 (Cloud Area, Secondary Effect, Selective); Enhanced Traits 1 (Evasion 1; Affects Others, Cloud Area, Selective).

    The Light of JUSTICE!: Damage 5 (Alternate Resistance [HAD], Perception Range, Precise, Incurable, Reversible).

    Calculations

    Abilities -10 + Defenses 12 + Skills 12 + Advantages 4 + Powers 57 = 72 PP


    Spoiler: Megan Collins [Telepath] (PL 5/75 PP)
    Show
    Abilities

    STR: 0. STA: 0. AGI: 0. DEX: 0. FGT: 0. INT: 0. AWE: 0. PRE: 0.

    Stats

    Attack: +0. Damage: +5. Dodge: +0/+10. Parry: +0/+10. Toughness: +0. Fortitude: +0. Will (10): +10. Init: +0.

    Skills

    Deception 12 (+12), Insight 12 (+12), Perception 4 (+4), Persuasion 8 (+8), Stealth 4 (+4), Technology 2 (+2).

    Advantages

    Second Chance (Stealth to avoid getting caught by authority figures), Skill Mastery 2 (Deception, Insight).

    Powers

    Telepathic Tactics: Feature 6 (Penalty to Feint or Trick as a move action negated; +5 to Deception and Insight against targets whose minds she's read during the scene) {6}.

    Passive Telepathy: 10-point Array {10+2}.

    Telepathic Communication: Mental Communication 3 (Subtle, Reduced Duration [Concentration]).

    Telepathic Senses: Senses 10 (Ranged Acute Accurate Radius Penetrates Concealment Detect [Minds]).

    Tactical Telepathy: Enhanced Dodge and Parry 10.

    Active Telepathy: 21-point Array {21+2}.

    Push Thoughts: Affliction 5 (Entranced/Compelled/Controlled; Will; Perception Range, Cumulative, Insidious [Insight DC 20]).

    Mind Scan: Mind Reading 5 (Burst Area, Selective, Feature [Functions as Subtle, but only allows detection for those with appropriate powers; however, DC for them is 15]).

    Scream: Affliction 5 (Dazed/Stunned/Incapacitated; Will; Perception Range, Burst Area, Selective, Incurable, Limited [Centered on Self]).

    Calculations

    Abilities 0 + Defenses 10 + Skills 21 + Advantages 3 + Powers 41 = 75 PP


    Spoiler: Serena Valar [Astral Projection] (PL 8/122 PP)
    Show
    Abilities

    STR: 0. STA: 0. AGI: 0. DEX: 0. FGT: 0. INT: 0. AWE: 0. PRE: 0.

    Stats

    Attack: +6. Damage: +4. Dodge (8): +8. Parry (8): +8. Toughness: +3. Fortitude (4): +4. Will (6): +6. Init: +0.

    Skills

    Expertise (SIDE Agent, Tactics, Law, Law Enforcement, World Culture, Current Events, Popular Culture, Dreamer Lore, Criminal, Streetwise) 0 (+10), Mobility 5 (+5), Insight 8 (+8), Investigation 15 (+15), Perception 8 (+8), Persuasion 5 (+5), Stealth 5 (+5), Technology 8 (+8).

    Advantages

    Assessment, Benefit 2 (TOP-SIDE Analyst, Tactical Combatant [Substitute Expertise Tactics for Feint/Trick]), Eidetic Memory, Favored Environment (Prepared Environments), Improved Initiative 2, Improvised Tools, Redirect, Set-up, Teamwork, Uncanny Dodge, Well Informed.

    Powers

    Training: Enhanced Intellect 10 (Limited 2 [Expertise skills only]), Enhanced Advantages 1 (Jack of All Trades), Feature/Quirk (Jack of All Trades only applies to Expertise skills, but guarantees use of Int for Expertise skills), Quirk (Int bonus only applies to one Expertise skill per rank) {5}.

    Uncanny Defensive Roll: Protection 3 (Quirk [Benefit lost if both Stunned and Defenseless]) {2}.

    SIDE Self Defense Training: Enhanced Strength 4 (Accurate 3, Limited [Combat Purposes]); Strength Damage gains Linked Deflect 8 (Secondary Effect, Reduced Range [Close]) {15}.

    Probability Clouds: Senses 4 (Precognition; Quirk [Can provide both true and false information]), Senses 1 (Danger Sense) {3}.

    Astral Projection: Remote Sensing 21 (Visual, Auditory; Subtle 2, Limited 2 [Stunned, Defenseless, and Unaware while in use]) {23}.

    Calculations

    Abilities 0 + Defenses 18 + Skills 27 + Advantages 13 + Powers 48 = 106 PP
    Last edited by Quellian-dyrae; 2019-04-19 at 03:36 PM.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

    World of Aranth
    M&M 3e Character Guide

  5. - Top - End - #5
    Ogre in the Playground
     
    OldWizardGuy

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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Aidan Gallows, AKA Agent Foxglove

    Spoiler: Mechanics
    Show
    PL 10+1

    STR 0 | AGL 0 | FGT 0 | AWE 0
    STA 5 | DEX 0 | INT 0 | PRE 0



    Dodge (10) = 10
    Parry (10) = 10
    Fortitude (5) = 10
    Toughness = 10
    Will (10) = 10

    Melee Atk = 10
    Ranged Atk = 10
    Initiative +20

    Skills (non-zero)
    Expertise [Current Events, Dreamer Lore, Law, Law Enforcement, Magic, Military, Popular Culture, SIDE Agent, Tactics, Verdania (City)] = +10
    Investigation (10) = +10
    Mobility (20) = +20
    Perception (20) = +20
    Persuasion (12) = +12 (+20 with SIDE)
    Stealth (6) = +6

    Advantages
    Accurate Attack
    Agile Feint
    All Out Attack
    Assessment
    Benefit (IN-SIDE) 2
    Connected
    Defensive Attack
    Equipment 2
    Evasion 2
    Feint Master 2 (Negate penalty from Agile Feinting as a move action)
    Flexible Reactions (If-else with readied actions)
    Improved Initiative 5
    IN-SIDER 2 (+4/rank Persuasion when interacting with SIDE)
    Move-by Action
    Power Attack
    Set Up 2
    Skill Mastery (Mobility)
    Skill Mastery (Perception)
    Takedown 2
    Teamwork
    Uncanny Dodge
    Wealth 1
    Well-Informed

    Equipment
    ACCS: Computer, Audio/Video Recorder, Cell Phone, Camera, GPS, Flash Light, and Commlink. Free.
    Tactical Visor: Flash Goggles, Senses 9 (Danger Sense [Vision], Darkvision, Direction Sense, Distance Sense, Extended Vision, Ranged Analytical Detect Dreamer Powers).

    Powers

    Training - pts 5
    Enhanced Intellect 10 (Limited 2 [Expertise skills only]), Enhanced Advantages 1 (Jack of All Trades), Feature/Quirk (Jack of All Trades only applies to Expertise skills, but guarantees use of Int for Expertise skills), Quirk (Int bonus only applies to one Expertise skill per rank)

    Combat Training - pts 5
    Enhanced Extra (Attacks gain Accurate 5; Permanent)

    Armoured Coat (Removable) - pts 4 (6-2)
    - Protection 5
    - Immunity: Critical Hits (Unreliable)

    Conditioning - pts 3
    - Speed 3

    Advanced Mobility Suit (Removable) - pts 2 (3 - 1)
    # Conditioning becomes Speed 6 (2 ranks Limited [Outdoors])
    # Conditioning becomes Flight 4 (3 Ranks Limited [Outdoors])

    Perceptive - pts 6
    -Rapid Vision
    -Feature 5: Use Perception in place of Insight

    Advanced Avoidance Training - pts 10
    Immunity (Perception Range attacks; Half Effect)

    SIDE CQC - pts 28
    -LNK Strength 10 (Limited [Combat Purposes])
    -LNK Deflect 10 (Close Range)
    -Maneuvers Array - pts 5+2 Note: Only worth base cost for "loses Maneuvers Array" purposes
    -LNK Move Object 10 (Close Range, Limited [Combat Maneuvers])
    -LNK Move Object 8 (Close Range, Limited [On Self to Reposition], Precise) Note to self: Full maneuverability within Distance Rank 2 (r/2 - mass rank).
    -Immunity (Being Moved; Sustained)
    -Enhanced Adavantage: Improved Critical 4, Improved Defence, Improved Trip


    Disintegration Augments - pts 26 (21+5)
    # Corrosion Punch
    -SIDE CQC gains Incurable, Linked Affliction 10 (Impaired/Disabled/Transformed*; Alternate Resistance [Toughness], Cumulative, Limited [Resistance and Recovery Checks], Secondary Effect).
    *Base modifier (before bruises and stuff) on rolls becomes -5, loses Impervious, Immunities, Renegeration, can't be Healed.
    # Focused Disintegration
    -SIDE CQC gains Incurable, Alternate Resistance [Highest Active Defense], Penetrating 10
    # Disrupting Burst
    -SIDE CQC loses Maneuvers Array and Enhanced Advantages except Enhanced Defence, gains Incurable, Burst Area 1, Secondary Effect, Penetrating 8, Precise, Feature [Can affect less than 4π sterad]
    # Disintegration Barrage
    -SIDE CQC loses Maneuvers Array and Improved Trip, gains Affects Insubstantial 2, Incurable, Ranged, Extended Range, Multiattack, Precise and Precise Attack [Ranged, Cover, Concealment]; Deflect loses Reduced Range and gains Limited [Self]
    # Dissolve Obstacles
    - Burrowing 11 (Penetrating [10 ranks])
    # Tara Special
    -SIDE CQC loses Maneuvers Array and Enhanced Advantages except Enhanced Defence, gains Affects Insubstantial 2, Incurable, Perception Range; Deflect gains Perception Range and Limited [Self]; Quirk 2 [Easily Removable].

    Abilities 10 + Defenses 25 + Skills 34 + Advantages 34 + Powers 89 = Total 192/192 pts

    Spoiler: Power Descriptions
    Show
    Armoured Coat [Dreamtech] [Device]
    Reinforced clothing isn't that uncommon among IN-SIDE personnell. Aidan's trenchcoat looks normal, but is made with Kevlar-like fibers and features energy dissipators and impact dampeners, making it able to offer some protection against most forms of attack.

    Conditioning [Skill]
    Just training.

    Advanced Mobility Suit [Dreamtech] [Device]
    Worn under the clothes, this skin-tight piece of Dreamtech greatly enhances the wearer's natural speed and allows for airborne movement.

    Perceptive [Skill]
    For an IN-SIDE agent, missing even the most insignificant of things can spell their doom. Aidan needs just a glance to notice what normally would require a careful inspection, and can read most people as open books by paying attention to their body language.

    Advanced Avoidance Training [Skill]
    Advanced knowledge of the weaknesses of unavoidable attacks and training on how to exploit them to reduce effects.

    SIDE CQC [Skill] [Impact]
    Standard SIDE close quarter techniques, brought up to eleven. Aidan's style combines both offence and defence, exploiting movement and relative positioning to elude his opponents' aim (or outright disintegrating bullets/weapons).

    Disintegration Augments [Dreamer Power] [Disintegration]
    Aidan's Dreamer power causes him to emit an unstable energy field, the same kind used by disintegration weapons, that he uses to augment his attacks into powerful (and dangerous) blows that eat away at his opponents' defences. This changes SIDE CQC's Damage descriptor from [Impact] to [Disintegration].
    He can also use it to shoot energy volleys, though they lose a bit of power over the distance.
    Tara Special [Tech] [Energy] [Disintegration] [Teleportation]
    This weapon looks sort of like one of those old cylinder loaded guns ("revolvers"), but it is in fact an advanced piece of tech. It harvests Aidan's energy field to power itself, and stores part of it in the resonation chamber that is its barrel; with a press of the trigger, a small portal is opened at the target coordinates, instantly relocating the disintegration "bullet". The cylinder hosts advanced pattern-tracking cameras and multiple kinds of rangefinders for acquiring such coordinates with extreme precision.
    Aidan had this built to counter higher level Dreamers, since it can't be dodged and bypasses most shields, and given the timing of its completion, the name seemed fitting enough.

    Spoiler: Complications
    Show
    A Clean World Is A Better World [Motivation - Responsibility/Justice]: Society can prosper only if criminals and wrongdoers are promptly and swiftly dealt with. A free criminal is going to ruin someone's life, sooner or later.

    IN-SIDE Overseer [Responsibility]: With a higher rank come pains the the a** greater responsibilities.

    From The Past [Enemy/Obsession]: Among the 386 escaped inmates, there's a certain Cecilia Burke - AKA Chlorine, Aidan's old nemesis. She's cunning, powerful, and she's going to have her vengeance. Aidan needs to recapture her as soon as possible.
    Spoiler: Chlorine
    Show
    Cecilia Burke is a powerful Dreamer, and a former Hero gone rogue (the Assembly pays well, but crime still pays more). Her main ability is transforming her body (and her possesions) into gas, and not of the harmless variety: venomous gas is what got her the codename, but corrosion, weakening and even mind control are all effects within her grasp. She's also extremely adept at hiding and covering her tracks.


    Field Resonance [Accident/Weakness/Power Loss]: Unstable energy fields are usually double edged weapons, and Aidan's not an exception: it resonates when struck by disintegration beams and the like, magnifying their power and making him suffer and additional degree of failure against such attacks. If the hit was a critical (regardless of whether it's negated by the coat's fortification), the field overloads: Aidans suffers no additional degree of failure, but the violent discharge is treated as Burst Area 1 Damage effect, of a rank equal to the lower of the triggering weapon rank or Aidan's PL, and Aidan is automatically subject to full effect.
    Aidan can willingly suppress the field (by forgoing the effects of the Disintegration Augmentation array for the round at its start) to avoid incurring in the abovementioned effects, but it still means he's forced to fight not at full capability.

    [Relationships]
    Spoiler: Major General Harrison Gallows
    Show
    Aidan's father, part of the top brass of Port Verdant's OUT-SIDE base: 59 y.o., lanky, black hair, green eyes, glasses and a perennial mischievous smile. He possesses limited forms of precognition and enhanced intellect: he's not a super-scientist, but has an outstanding tactical acumen and can outsmart most people - something that he takes great pleasure in doing, by the way. He likes things well done, and won't hesitate manipulating people into doing what he deems necessary for achieving the best (in his opinion) result: thankfully, he puts Ilessia in the first place, though his and his family's welfare comes a close second.
    His relationship with Aidan hasn't always been one of the best, but they've been on good terms for the last few years and it's not uncommon for both of them to ask the other for a favour.

    Spoiler: Julia Gallows-Blackwell
    Show
    An attractive, slender woman, with long, straight black hair and her father's eyes. Also, Aidan's two-years-younger sister and a passive empath: she can detect a person's state of mind, but not influence it (with Dreamer powers, at least - good, ol' words work as usual). She had her Dream very early in life, when she was only four, and years of being aware of Sleepers' fear and envy on one side, and Dreamer's arrogance on the other, left her convinced that full integration between the two groups is impossible. She works at the Welcome to Paradise Travel Agency, though she's currently seven-months pregnant and thus in maternity leave: she plans to move to Paradisia in the future, but certainly not before her daughter will have had the Dream.
    Julia and Aidan have remained close through the years, and he checks on her regularly.

    Spoiler: Daniel Blackwell
    Show
    Julia's husband: he's part of the Seekers, working as a cleric to spread Arch's teachings, and his "divine gift" is a minor healing ability. He's an earnest, friendly and peaceable man, and will likely become a doting father. In contrast to his somewhat meek attitude, his appearance is that of a brawny, intimidating 6'3" x 200 pounds man, with a jagged scar on his left cheek (a faulty bookcase collpased on him, but it really looks knife-inflicted). He met Julia 6 years ago, when he was 25, and he's been married for two.
    He and Aidan are on good terms, and have come to an agreement: as long as he refrains from asking about Aidan's work and personal life, he can talk religion as much as he wants.

    Spoiler: Backstory
    Show
    Aidan wanted to become a journalist. Of course, he was the son of (at the time) Colonel Harrison Gallows, who expected hism to follows on his footsteps: it was his mother, one of the few people able to win an argument against Harrison, that supported their son's protests and persuaded the Colonel to send Aidan to Irving Univeristy instead of military school. The years passed in a relatively uneventful way: he was 15 when he had the Dream, and was actually quite disappointed that he hadn't developed something like his sister's empathy (that would have been very useful in a journalistic career), but he carried on towards his goal nonetheless.

    Then, shortly after he graduated from high school, his mother died, and his life was turned upside down. Some would call it destiny, others simply misfortune: she had found herself in the middle of a firefight, was hit along with other passersby by stray bullets, and the rescuers couldn't anything but ascertain her death. A death without a reason - she was just in the wrong place at the wrong time. The perpetrators had managed to escape, in the end, and, after a few days of grieving, in order to go after them and make sure they'd pay for what they did Aidan decided to become a SIDE agent: a decision made on the spur of the moment, driven by vengeance, but that made his life steer in a completely different direction.

    Of course, believing that, despite having to wait at least a year of training (and even then, only because his father pulled some strings to make sure he'd actually be accepted even without prior experience in the field), he would bring the perpetrators to justice himself was wishful thinking: his father (who had been recently promoted to Brigadier General) didn't remain idle, and within three months all of them were rotting either in prison or in a coffin (though of course the OUT-SIDE personnel just happened to be temporarily assigned to whatever unit made the arrests). Still, he was achieving good results and combat training was good for venting anger and frustration: between the instructors' and his father's (who never quite gave up on the idea of having his son join the military) insistence, he ended up not quitting even after losing the motivation that made him take that path in the first place. In the end, though, Aidan joined neither OUT-SIDE nor any other branch of the military - he became an IN-SIDE agent, and for a very simple reason: it is the only branch whose operatives can act before a crime is committed, ad thus stop criminals before they act and get innocent bystanders involved (also, what he liked most about journalism was the research work, and investigation isn't dissimilar).

    Over the years he developed a wide network of contacts, and made a name for himself within SIDE: moreover, he was holding a perfect record of succesfully completed missions. That is, until Chlorine. It started as a classic investigation mission, though the target (an active member of Hero Corps) was unusual, and after six months he finally found proof (and even then, only enough for IN-SIDE standards) that Cecilia Burke was indeed the mastermind behind several of the last decade's biggest heists. By the time he arrived to bring her in for "questioning", though, she was already long gone: Aidan pursued her, but she was always several steps ahead. It became his obsession: he lost counts of the dead tracks she made him follow, and even those few times he came close to capturing her he could't avoid wondering if she was just toying with him - despite Chlorine continuing with her criminal activities, it would be five years before he'd finally manage to capture her.

    That was two years ago. Now, Aidan has been assigned, as Agent Hayseed's replacement, to the team tasked with investigating the ones that made five years of efforts to be in vain - they'd better prepare themselves, because he's not going to go easy on them.

    Spoiler: Appearance and Personality
    Show
    31 years old, of average height, with the slim and sinewy build of an unarmed combatant, Aidan sports neatly cut black hair and a goatee. Inquisitive hazel eyes put the world under scrutiny from behind a sligthly crooked nose, and his mouth is bent in a friendly smile. He speaks firmly in a rather hoarse voice (a gift of many close encounters with Chlorine), and he wears a black trenchcoat over a set of sober, easy-to-move-with clothes rarely out of the grey scale.

    Polite and easygoing when off-duty, he becomes a no-nonsense, cut-to-the-chase person when working, with - much like his father - low tolerance for protocols and rules that get in the way of a job well done; he's also very logical and self controlled, with mainly two circumstances that make him listen more to his emotions than his head: either his family is involved, or Chlorine is.
    Last edited by Hyperbolic sine; 2019-07-20 at 03:50 AM.
    To the optimist, the glass is half-full.
    To the pessimist, the glass is half-empty.
    To the engineer, the glass is twice as big as it needs to be.

    Might suffer occasional hiccups in posting rate. Apologies for the inconvenience.

  6. - Top - End - #6
    Ogre in the Playground
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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Avery, the Cartoon Hero!


    Spoiler: Mechanics
    Show
    PL12 (186)

    STR:0
    STA:12
    AGL:0
    FGT:0
    DEX:0
    INT:0
    AWE:2
    PRE:1

    Skills:
    Deception 9 (+10)
    Insight 6 (+8)
    Perception 6 (+8)
    Persuasion 11 (+12)

    Advantages:
    All-Out Attack, Benefit (Hero Corp)*, Equipment 1, Evasion 2, Improved Initiative 2, Instant Up, Interpose, Luck 2, Move-by Action Power Attack, Uncanny Dodge, Well Informed
    *Free from Presence

    Powers:

    Hammer Space [73]
    Variable 7 (Toon Weapons)(Feature 1:Always Non-Lethal, Feature 3:+1 Point Free Action);Accurate 6

    Cartoonish Resilience [21]
    Protection 2 [2]
    Regeneration 10 [10]
    Immunity 2 (Critical Hits)(Unreliable) [1]
    Immunity 30 (Fortitude Effects)(Limited to Afflictions, Limited to Recovery Checks, Limited to Half Effect) [8]

    I Never Studied Gravity [10]
    Immunity 2 (Gravity Effects) [2]
    Flight 8 (Platform) [8]

    Toon Shtick [2]
    Feature 2 (Quick Change)

    Offense:
    Initiative +8
    "Hammer Space" +12 (Various DC26/DC21)

    Defenses:
    Dodge:10 [5]
    Parry:10 [5]
    Toughness:13
    Fortitude:12
    Will:12 [10]

    Total: Abilities:30/Skills:16/Advantages:14/Powers:106/Defenses:20


    Spoiler: Appearance
    Show
    Standing at 5'5" the first thing people tend to notice about Avery are his unusual ink-blot style eyes. Despite his powers allowing him to change his outfit on a whim, when on the job he usually wears a white formal shirt and a shiny red bowtie that matches the braces he uses to hold up his slacks topped off with a black bowler hat that he uses to hide his orange hair.


    Spoiler: Complications
    Show
    Be a Hero/Do Good [Motivation]
    Before his Dream Avery was going nowhere and doing nothing, more than anything he sees his powers as a chance to do something with his life and make a difference.

    Goes Down Smooth [Addiction]
    Avery is both a smoker and a drinker, depriving him of either is a recipe for one cranky Avery.

    Some Days You're the Coyote Some Days You're the Roadrunner [Power Loss]
    Avery's abilities occasionally fail to work or operate in an entirely unexpected manner, normally to make him the butt of the joke.

    New Normal [Quirk]
    Avery's been living with his strange powers for so long now that if they were somehow nullified not only would it return is physical stats to bystander levels but attempting to interact with a world that no longer worked on the brand of logic he's gotten used to would very quickly get him injured if not worse.
    Last edited by Dodgeson; 2019-08-20 at 11:42 AM.

  7. - Top - End - #7
    Firbolg in the Playground
     
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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Louis Huntington, aka "The Wraith"

    Spoiler: Mechanics
    Show


    Spoiler: Abbreviated backstory
    Show
    Backstory: Louis was born to a normal family in northern Ilessia. His parents were normal, loving parents, and he had a normal, overprotective older sister. For a little while, his life was pretty alright.

    Then his parents forgot him in the shopping mall when he was just a kid. Wacky!

    Turns out his Dream was to be forgotten. After awhile and contacting the Assembly for help, it was determined his power was to be forgotten by Sleepers. Dreamers and those with particularly good recall could remember him, but his parents were unable to remember him except for when they were looking at him. That sure made life difficult for awhile.

    Some members of the local branch of the ACC took to checking in on Louis every few days. One took a special interest in Louis: his own power was inconvenient, but he chose to use it for the good of others. He became his best friend, and a sort of mentor figure to him.

    One day, a FIRE-SIDE operative mistook his mentor for a criminal and shot him dead. That made the little Louis angry, that his mentor was killed and his murderer was only imprisoned. If they had been stopped before, his mentor would still be alive.

    As he grew, he realized he had no head for investigation or tracking. He had no ability to find others. But he did have an excellent propensity toward stealth, even against Dreamers who could remember him normally. He could police those in power in his own way. He could be an example of what would befall them should they step out of line.


    Spoiler: Complications
    Show

    Watch the Watchers (Motivation: Justice): Louis’ mentor was a man with a Dream as inconvenient as his: incredible empathy, empathic healing, even some telekinesis that required much effort on his part, that all came with a visible deformity so grotesque that he could never have made it as a proper Hero, not in the way the media wants to portray them. Instead, he joined ACC, and with his powers quickly became a much-beloved part of many recovery crews. His hulking size and frightening appearance, sadly, brought about his death: after heroically healing a victim of a major crime, he was mistaken for the dangerous criminal and killed by a rookie FIRE-SIDE agent. It was a PR disaster for SIDE, and the agent was fired and sentenced to a year’s probation (or a similarly slap-on-the-wrist punishment).

    Louis joined IN-SIDE because they are supposed to be the ones to prevent things like that from happening. And in his own way, he will do what he can to prevent them, and right what wrongs he can in whatever ways he is able to. (AKA “be a symbol, make them afraid to toe out of line” like Batman)

    The Forgotten Man (Quirk): Louis’ first power is the most annoying one he knows of. It hides him from the memory of most everyone. It’s kinda a crapshoot as to whether someone can remember him or not: time spent together help, as does having perfect recall, but sometimes people just “click” with him. And sometimes, those who remember him are the types who hold a grudge.

    A Select Few (Relationships): Between his less-than-savory reputation and the difficulty for people to remember him personally, Louis doesn’t have many friends. Those he does have, he values highly and would do most anything for.
    Bethany Huntington: Louis’ sister: 55 y/o, minor Technopathy Dream power. She has poured her Technopathy into powered armor. She did a tour for the army before being drafted into the Alpha Storm for several years, then going back into the ADE with her powered armor that was ahead of its time even for Ilessia. She still considers Louis her little brother despite his reputation and being approaching middle aged. He’s still the little boy who got forgotten at the mall, to a small part of her. She still mourns the murder of her husband some decades later, though it is all internal. She has come to terms with his absence, but not with the cause of his absence. Her two children are grown and roaming the world; one is based in Veneil, another a Hero Abroad.

    55 y/o, 5’11”, solidly built, attractive, long black hair, piercing green eyes, proud bearing

    Serena Valar: Louis’ apartment neighbor, a 30 year-old single mother of two. She is a TOP-SIDE agent in the Verdania region. She has powerful investigative abilities via her Dream: astral projection, virtually untraceable with a long range, and is utterly unpredictable in its usage. She has managed to get a device to predict when an attack will occur so she can make preparations for it, but it seems resistant to Nullification attempts. Whenever she knows she’ll have an attack at home, she texts Louis. If he’s available, he comes over to look after the kids until she comes to. She always spouts the weirdest things after an attack: the oddest babblings, except for the odd statement that’s so lucid it has to be true. (I.E. she has the Benefit (Conspiracy Theorist) and a decent Investigation skill))

    30 y/o, 5’4”, short red hair, large amber eyes that seem to look into you, freckles, tanned skin, no-nonsense, loves her kids, sympathetic to Louis’ power inconveniences

    Tsuki and Tai: Louis' niece and nephew. They are twins and half-Dymaran. Tsuki is a Speedster Dreamer (power source TBD), and Tai is a minor technomancer with a major in Mech. Tsuki spends most of her time in Ilessia, although she operates as a Hero Abroad thanks to her mobility. Tai keeps to Veneil mostly, and is a respected Champion there. Tsuki is the calm and collected one, while Tai is brash and expressive.

    23 y/o (Tsuki 23 and two minutes, compared to Tai), 5'11" (Tsuki) 5'10" (Tai), spikey black hair (Tai) long, flowing lavender hair (Tsuki); bright blue eyes (Tai), piercing green eyes (Tsuki); beauty mark under the eye (Tsuki), under the lips (Tai).

    Tsuki: Button nose, all-purose scowl-face for resting face, willowy and dextrous
    Tai: Aquiline and broken nose, scars around the hands, never without an electronic

    Best Served Cold (Enemy/Minor Motivation [Revenge]): Bethany once had a husband: Ichiryuu, a Dymaran Champion. The love of her life and husband for more than a decade, he was visiting Ilessia once for their anniversary. He paid Louis a visit at the SIDE HQ in Arbera; with his mastery of Chi, he had no problem remembering him, a fact which had endeared him to Louis despite his younger-brotherly obligation to not like his older sister’s boyfriend. The night that Louis met him, Ichiryuu’s body was found several hours later.

    The response from SIDE, and Louis and Bethany in particular, was swift and extreme. It was barely a day later that the culprit was found: Rickert Rhuem, an IN-SIDE agent with shape-shifting powers and a seemingly-spotless record. Louis and Bethany both confronted him, yet he managed to escape. Bethany especially has spent obsessive effort in locating him: rumors she’s found say he’s in Haptarus, as an aide to the Red Terror. The intel he had traitored them for was mech specs, after all. Louis has been less affected, but betrayals still piss him off, and if a chance presents itself to find more intel on Rhuem, he’d be hard-pressed to resist taking it.

    IN-SIDE Bogeyman (Reputation): Louis is good at what he does. What he does, usually, isn’t very pretty. Infiltration for information is the mildest one, but he’s run the gamut of assassinations, frame-jobs, counter-assassinations. Even most of his fellow IN-SIDE coworkers treat him with a healthy amount of wariness and paranoia. Just imagine what a non-IN-SIDE member would think of him, if they can remember him.


    Spoiler: Description
    Show
    Description: Louis is a rather average-looking man. Tall with pitch-black hair that’s a bit messy, he moves with a fluidity that belies the tremendous skill he holds. He seems utterly disinterested in anything happening, except for the razor-sharp stare he gives the center of his attention.

    He favors flannels and comfortable clothes. He used to dye his hair as a kid to try to get people to remember him, and sometimes he still does.

    Picture:
    Spoiler
    Show



    Spoiler: Power Descriptions
    Show
    Power Descriptions:
    Out of Sight, Out of Mind (Dreamer, Skill): The first power Louis developed at a very young age. This causes nearly anyone to forget about him after losing sight of him, although strong stimulus or perfect recall will lessen the effect. And sometimes people can just remember him for no reason other than they can.

    Forgotten By The World (Dreamer): Louis’ crown jewel of his Dreamer powers. At its core, his Dream was of being forgotten: a nightmare where everyone and everything ignored his existence. And so, instead of running from it, he embraced it. When he invokes this level of power, even the world itself seems to forget his existence. Nothing can perceive him with normal senses, and anyone that touches him feels just air under their fingertips. And in exchange, all he has to do is hold his breath--like a child hiding in a closet, holding his breath to keep others from hearing him breathe.

    Forgotten Physics (Dreamer):
    Saber avatar courtesy of Prime32

  8. - Top - End - #8
    Titan in the Playground
     
    Quellian-dyrae's Avatar

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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Cool, consider this thread officially active!
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

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  9. - Top - End - #9
    Ogre in the Playground
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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Quote Originally Posted by Quellian-dyrae View Post
    Err hate to say it but the Damage was Defense-resisted, so that's actually a Stagger unless you want to reroll it as well.
    Oh blimey

    Avery Defense Luck Reroll vs Damage (DC31) (1d10+19)[20] This is not a good start...
    Last edited by Dodgeson; 2019-04-08 at 03:16 AM.

  10. - Top - End - #10
    Titan in the Playground
     
    Quellian-dyrae's Avatar

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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Let's see how smart Prime really is.

    Prime Expertise (Tactics) (DC 25): (1d20+18)[38]. ...Okay, yeah, Prime is very smart.
    Last edited by Quellian-dyrae; 2019-04-08 at 02:05 PM.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

    World of Aranth
    M&M 3e Character Guide

  11. - Top - End - #11
    Titan in the Playground
     
    Quellian-dyrae's Avatar

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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Round 2 is up

    Everyone give me Dodge DC 25 for half, Toughness DC 30/22 vs. Damage, Fortitude DC 25/17 vs. Impaired/Disabled. Both have a secondary effect.

    Then give me Dodge DC 20 for half, Toughness DC 25/20 vs. Damage. Aidan you don't get the Dodge save.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

    World of Aranth
    M&M 3e Character Guide

  12. - Top - End - #12
    Ogre in the Playground
     
    OldWizardGuy

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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Dodge DC 25 (1d20+15)[21] HP reroll, min 26, Half Effect.
    Toughness DC 30/22 (1d20+10)[28] Resists.
    Fortitude DC 25/17 (1d20+10)[19] Resists.

    Toughness DC 25 (1d20+9)[18] 19, Bruised and Dazed.
    Last edited by Hyperbolic sine; 2019-04-08 at 03:07 PM.
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  13. - Top - End - #13
    Ogre in the Playground
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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Avery Dodge vs DC25 (1d20+16)[17] Full Effect
    Avery Toughness vs DC30/22 (1d20+12)[30] Resist
    Avery Fortitude vs Impaired/Disabled (DC25/17) (1d20+11)[29] Resist

    Avery Dodge vs DC20 (1d20+16)[23] Hall Effect
    Avery Toughness vs DC25/20 (1d20+12)[14] Dazed & Bruised
    Last edited by Dodgeson; 2019-04-08 at 03:08 PM.

  14. - Top - End - #14
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    Thokk_Smash's Avatar

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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Dodge DC 25: (1d20+17)[21]
    Toughness DC 30/22: (1d20+10)[11]
    Fort DC 25/17:(1d20+11)[13]

    Dodge DC 20: (1d20+17)[19]
    Toughness DC 25/20: (1d20+10)[11]
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  15. - Top - End - #15
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    Thokk_Smash's Avatar

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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Gonna HP reroll the first Dodge to auto-pass

    HP reroll on the first Toughness: (1d20+10)[30], +10 on a 20 or less.
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  16. - Top - End - #16
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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Yeah I kinda can't justify the Death Curse not triggering here. It's countering the Dodge reroll, so you'll still suffer the full-force SE next round and you end up Disabled rather than Impaired. Since you declared the Toughness reroll simultaneously it still applies, but you can't use HP again until the end of your turn. Keep the Hero Point for the Dodge reroll and take one for the Complication, so effectively your total remains the same.
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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Expertise (Tactics) DC 18: (1d20+15)[24]
    Insight for Postcognition: (1d20+16)[34]

    This is, of course, for Tactical Deduction.
    Last edited by Thokk_Smash; 2019-04-08 at 11:15 PM.
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  18. - Top - End - #18
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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Prime Toughness (DC 26): (1d20+16)[22]. Bruised
    Prime Defense (DC 21): (1d20+14)[24]. Resists
    Last edited by Quellian-dyrae; 2019-04-09 at 01:11 PM.
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    If brevity is the soul of wit, I'm witty like a vampire!

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    OldWizardGuy

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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Toughness DC 22 (1d20+9)[24] Resists.
    Fortitude DC 17 (1d20+10)[27] Very much Resists.
    Last edited by Hyperbolic sine; 2019-04-11 at 01:57 AM.

  20. - Top - End - #20
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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Prime Defense (DC 25, -1 for Bruise): (1d20+13)[20]. Bruised
    Prime Mobility (DC 31): (1d20+18)[28]. Prone

    Prime Defense (DC 25, -1 for Bruise): (1d20+13)[24]. Bruised
    Prime Strength (DC 31): (1d20+16)[33]. Already Prone
    Last edited by Quellian-dyrae; 2019-04-11 at 03:03 AM.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

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  21. - Top - End - #21
    Ogre in the Playground
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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Avery Toughness vs DC30 (1d20+12)[31] Resist
    Avery Fortitude vs Impaired/Disabled (DC25) (1d20+11)[12] Reroll
    Last edited by Dodgeson; 2019-04-12 at 02:16 AM.

  22. - Top - End - #22
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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Avery Fortitude Reroll vs Impaired/Disabled (DC25) (1d10+21)[24] Impaired
    Last edited by Dodgeson; 2019-04-12 at 02:18 AM.

  23. - Top - End - #23
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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Prime Toughness (DC 26, -3 for Bruises): (1d20+13)[18]. Bruised and Dazed
    Prime Fortitude (DC 21): (1d20+15)[32]. Resists
    Last edited by Quellian-dyrae; 2019-04-14 at 12:37 AM.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

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  24. - Top - End - #24
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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Welp, I think Imma re-roll that nat 1: (1d20+10)[25], +10 on a 20 or less, crits on a nat 16+. Gah, so close to a crit, but still a hit
    Last edited by Thokk_Smash; 2019-04-14 at 04:38 PM.
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  25. - Top - End - #25
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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Prime Mobility to Instant Stand (DC 20): (1d20+18)[21]. Sure it'll do
    Last edited by Quellian-dyrae; 2019-04-14 at 08:37 PM.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

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  26. - Top - End - #26
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    Quellian-dyrae's Avatar

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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Eh actually let's roll this now so I know.

    Prime Toughness (DC 32, -4 for Bruises): (1d20+12)[15]. Rerolling. Wraith take a Hero Point.
    Prime Fortitude (DC 27): (1d20+15)[25]. Powers Entranced+Impaired
    Prime Defense (DC 27): (1d20+14)[25]. Grabbed
    Last edited by Quellian-dyrae; 2019-04-14 at 08:50 PM.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

    World of Aranth
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  27. - Top - End - #27
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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Toughness Reroll: (1d10+22)[32]. Resists
    Last edited by Quellian-dyrae; 2019-04-14 at 08:51 PM.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

    World of Aranth
    M&M 3e Character Guide

  28. - Top - End - #28
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    Quellian-dyrae's Avatar

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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Round 4 is up

    Avery give me Toughness DC 31 vs. Damage.

    Wraith give me Toughness DC 36 vs. Damage, Fortitude DC 31 vs. Cumulative Dazed+Vulnerable/Stunned+Defenseless, and Strength or Flight DC 31 or be launched off the building. If you fall, also give me Toughness DC 27 vs. Damage.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

    World of Aranth
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  29. - Top - End - #29
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    OldWizardGuy

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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    I'll roll the attack here first because I need to see how Prime does before deciding what the EE attack will be.

    Power attack (4) with Focused Disintegration at (1d20+6)[18], crit on 22+, Defence DC 29 vs Incurable Damage and Strength DC (1d20+24)[26] vs Trip.
    To the optimist, the glass is half-full.
    To the pessimist, the glass is half-empty.
    To the engineer, the glass is twice as big as it needs to be.

    Might suffer occasional hiccups in posting rate. Apologies for the inconvenience.

  30. - Top - End - #30
    Ogre in the Playground
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    Default Re: The Nightmare of SIDE OOC 3 - Enter the Matrix

    Avery Toughness vs DC31 (1d20+12)[14] Reroll

    And here comes the Interpose!

    Avery Toughness vs DC36 (1d20+12)[19] Reroll
    Avery Fortitude vs Dazed+Vulnerable/Stunned+Defenseless (DC31) (1d20+11)[16] Looks like you guys are on your own for a while...Stunned&Defenseless
    Avery can't make that Strength check even on a 20...
    Last edited by Dodgeson; 2019-04-15 at 12:44 PM.

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