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[M&M 2E] Heroes of Siaga

 
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virgil
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PostPosted: Mon Sep 25, 2017 9:11 pm    Post subject: [M&M 2E] Heroes of Siaga Reply with quote Add User to Ignore List

Super Science Silicon Valley


History The Roswell UFO crash of 1947 was shrouded in secrecy, but what is known by this point after the declassification was that it appeared in the sky and engaged in hostile conflict with a different alien vessel. What is more publicly known is what happened afterwards, the manifestation of five metahumans. Their powers both boggled and captured the imagination of the world. The heroic ones went on to inspire, while the villainous ones brought terror. The ones that chose the path of heroism had chosen a path of political neutrality, which slowly began to be accepted by the wary nations of the world after their lack of presence in the Korean War or the Civil Rights Movement. After a time, when it became evident that their powers could be inherited (only from the mother). These scions went on to carry the legacy of their parents, and were afforded legal protections and greater leeway when performing acts of superheroism, on the condition that they respected the nation's sovereignty.
Everything changed a year (two?) ago when when more alien spacecraft appeared. But instead of a lone incident in the dead of night, it was scores of locations throughout the world, and this time there was a much more open and violent confrontation with other vessels from beyond the stars. These fights were brief, and the survivors left where they could. The subsequent manifestation of metahumans was similarly massive, all originated from areas where alien conflict occurred. Life is still adapting to this sudden influx of metahumans, though thankfully much of the heavy lifting has already been done through the decades of work by the Roswell metas.

Present Day: Our campaign takes place in the Siaga (founded 1955), a coastal metropolis between the borders of Oregon and California. The legal structure supporting masked heroes follows the same structure as that seen in Freedom City, with the added caveat of political non-interference (similar to the rule against churches endorsing political candidates). The place is a boom town, the skyline's major towers having been constructed after the turn of the millennium. Elements will be borrowed liberally from the Freedom City sourcebook when convenient.
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virgil
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PostPosted: Mon Sep 25, 2017 9:15 pm    Post subject: Reply with quote Add User to Ignore List

PL 7 Cast

The current stats of the heroes being played will be stored here, updated as necessary.

Valkyrie
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Synapse
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Singularity
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Project Mercury
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Project Mercury v2.0
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Last edited by virgil on Fri Jan 19, 2018 9:01 pm; edited 5 times in total
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virgil
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PostPosted: Mon Sep 25, 2017 9:17 pm    Post subject: Reply with quote Add User to Ignore List

Issue 0
This is to get a feel for the mechanics, as I've not handled the system in years, and my players haven't touched it in practically a decade. As a result, I'm going ultra-simple and pulling from the core book's sample adventure. Our heroes are in line at Woodgrove Bank, dealing with personal finances. Synapse and Valkyrie are currently in their civilian identities, while Singularity has opted to not bother with managing a dual-life.


Their day is interrupted by a hang of eight hooded thugs, brandishing pistols, followed by a mustachio man introducing himself as The Swashbuckler (Instant Superheroes, page 65). He expertly cuts out the alarm button and his goons order everyone on the floor. Singularity refuses and activates his Gravity Control, selectively not hitting any of the civilians. Swashbuckler deftly dodges the effect and engages in mêlée with his opponent, while Synapse sleights a shock into a wall outlet to access/activate the alarm system (burglar alarm, timer alarm, fire alarm, etc) and Valkyrie sneaks around a corner to attempt to throw a bolo from her fanny pack at Swashbuckler (who casually leans back and cuts the rope while fighting Singularity). After a couple rounds of combat, dodging every attack, Singularity is KO'd. The other two are outside, changing into their costumes/suits while the goons are running for the back to blow open the safe. Eventually, Swashbuckler's sword is stolen by Synapse's Magnetic Control and Valkyrie flies in, her own sword drawn, only for her to be disarmed and Swashbuckler back in action. The fight goes for a bit, the goons doing jack and squat while the two heroes fight Swashbuckler until he finally fails to notice Valkyrie's water splash (fire alarm from earlier messing with her Concealment and giving him a chance to use Uncanny Dodge) and goes down.



The goons are taken out one by one as clean up, and Singularity comes to. The police and a couple reporters arrive, fascinated to hear about some new heroes in town. Synapse taps an ESP on the police car to follow Swashbuckler until it reaches the precinct, in case he attempts to escape (later finds out Swashbuckler was a former fencing Olympian and non-metahuman). An executive of the bank comes out to help their low social skills, announcing they were nearby to work out a charitable donation to form a new super team in Siaga.

Notes There's going to be some changes in what is essentially the pilot episode. Synapse didn't fully realize that Ablative Force Field required an hour or more of being turned off to 'refill', so he's revamping the design on that. Singularity was taken out early in the fight and wasn't fond of his after-thought power (Gravity Control) being his primary contribution to the team, and so is looking at making a completely new character.
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virgil
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PostPosted: Fri Oct 13, 2017 4:06 pm    Post subject: Reply with quote Add User to Ignore List

Issue I

Our team is sitting in Stark Tower Rose Well's West coast HQ, Synapse managing the communications array to analyze Twitter traffic for potential crimes in progress. His is alerted to a burning building, Morrison Park, a four-story public housing development. The fire department had only just then been alerted due to interference. Synapse gets a bearing on one of the cell phones that took a photo and teleports to the scene, while Project Mercury & Valkyrie activate the HQ's teleporters to arrive at a stop sign a block away. Most of the 2nd floor is on fire, and the streets are full of evacuees.
Valkyrie charges in and starts searching for survivors, immune to the temperature/smoke/low-end flame, Synapse begins scanning for the sprinkler system, and Project Mercury accepts getting fatigued to teleport back to HQ to begin jury-rigging something. Several rounds pass; Synapse finds/discovers the sabotaged alarms system and spends a hero point to make his Magnetic Control precise enough to begin repairs, while Valkyrie runs into a handful of goons with assault rifles that are attempting to break open the door to the fire escape. Valkyrie takes out one goon and gets stunned by a hail of lucky gunfire while under Concealment, by which point two of the goons bust open the door, finding an old lady panicking on the balcony in her pajamas. One grabs her, and they collectively start hustling down the fire escape. Synapse has finished the repairs and activated the sprinklers by the time the criminals have started going down the fire escape, and thus are in LoS to him, so he takes the gun from the criminal holding the old woman. He then rips out the fire escape to block the alley after they reach the ground, so their escape will stay in LoS to him.
It's by this point that Project Mercury has finished working on a Nullify 5 (fire effects, Nullifying Field) device, teleported back to the scene, and throws a glue grenade (ie. Snare power) at the goons. This captures Synapse as well, but he can teleport. Afterward, X starts jogging into Morrison Park to use his invention while Synapse joins the search for survivors.
During that, Valkyrie begins searching for survivors again, hearing a speaker announcing how the heroes' actions are just wasted resources on this drain on society, this "hive of gangbangers and welfare queens" that deserve what's coming to them. Valkyrie follows the sound, finding a cell phone in the same room as a small girl passed out in the room's corner (smoke inhalation), to which she picks up both, flies through a window, drops off the girl near a frightened parent, and flies back in. By this point, Project Mercury is activating the fire-nullification field as they walk through the building. Valkyrie rescues two more people, taking a middle-aged man to hospital to handle his heart attack, during which time Project Mercury is finishing up the last of the fires. They find a room stacked with empty gun cases and enough nerve gas to fill the district if the fire reached them, and figure out that the fire was started through some well placed turpentine and minor (but expert) demolitions work.
After all is said and done, the criminals are tied up for the police and Synapse probes their brains for info. They had nothing to do with the fire, but were just storing the weapons/gas for their gang boss (name's Card Shark), who was attempting to move up to bigger things. The room where the fire started was rented two days ago (weapons stored five days ago, delivery due in two days), by a late-20s white man. Synapse attempts to hack and trace the cell phone, but comes up with nothing useful. They were burner phones


Notes The player for Project Mercury likes their character a lot more. The party has taken to calling the arsonist the Alt Knight, and are likely to go after him and let the police handle the lead on Card Shark.
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Last edited by virgil on Fri Oct 13, 2017 4:07 pm; edited 1 time in total
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virgil
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PostPosted: Wed Dec 27, 2017 9:05 pm    Post subject: Reply with quote Add User to Ignore List

Issue II

Digging through the damage of the facility, our heroes are unable to collect any evidence that would lead to finding the arsonist. With their only real lead up in smokes, they go back to their baseline heroeing. Several days later, proper alarms go off, alerts popping in HQ. A major fire is happening at the gay district, which our super-team decides is worth assisting with. After a couple rounds of flight/teleportation/etc, they arrive to the scene, and more than three buildings are thoroughly engulfed in flames. Synapse starts scanning the building for anything electrical that's survived the heat thus far, finding a spot in what looks to be a very dark basement that is otherwise not full of smoke/fire. Teleporting there, he finds himself surrounded by dozens of barrels of explosives wired to a timer that's started going upon his arrival. A hero point later, and he holds all of the triggers in place and comm-badges the rest to start working on getting the place clear while he tries to disarm all of the bombs individually. Mercury reuses the fire negation design while Valkyrie flies around evacuating civilians in case Synapse fails to disarm the bombs.

Thankfully, the bomber wasn't that smart

During this work, Synapse figures out the scene. Whomever rigged the placed set it to trigger upon opening the door to the basement, also playing a tape recorder. But Synapse's teleport, a line of electricity through local wires, skipped much of it and just started the bombs' countdown early. While the design was expertly done, the materials are clearly scrap-yard quality, and the chemicals are traced to a run-down recycling facility with a severe backlog.

After dealing with the fire and getting a good enough visual on how the Alt-Knight secreted all of the explosives through security footage (recycling truck and minor social engineering), the heroes fly down to the recycling center, only to find the place closed early for the day. Synapse's scry finds the owners tied up in a closet while the Alt-Knight is loading up his truck with more materials, animates the truck to drive off, and the group collectively surround him. While he puts up a reasonable approximation of a fight, grenades and pistols, there's not much to say other than he was expectedly taken down and sent off to prison as a muggle terrorist.

They figure out he used to be in the military, then quit to join a foreign mercenary company that recently disbanded, with little information beyond that barring more significant effort. It's later that day when they receive word of super-villain activity just outside the city, at a major trucking focal point.

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virgil
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PostPosted: Fri Jan 26, 2018 4:32 pm    Post subject: Reply with quote Add User to Ignore List

Issue III

The villain had given word to the reporter at the scene that he demanded Chaco™ (primary owner of the distribution center and also a West-Coast agricultural giant) to fork over $25 million as a fine for their moral failings.

Our group collectively zips over to the distribution center, the sprawling slab of concrete in the middle of thick forest just outside of Siaga. The lot is fenced by a massive hedge of thorns and vines. As it wasn't a dome, they simply fly over the hedge and search the abandoned area, finding little but half a dozen incongruous oak trees scattered across the lot. So that Synapse can get a better view, they head over to the emergency generators, where two trees are growing that subsequently ambush them. Project Mercury makes short work of them with Rapid Attack, ripping off every scrap of bark and spare branch in seconds, leaving Synapse free to work on the generators. Once that part has opened, a loudspeaker from outside the perimeter announces the presence of the villain, though visually seeing him is difficult with the sequoia blocking the view.

A short monologue of how the heroes are corrupted pawns of the golden calf, and he is here to damage their false idols of greed, and the remaining trees in the area grow to Gargantuan in size. Synapse and Valkyrie both fly upward, their weapons blazing, only to see the trees begin smashing the place instead of the players. After a couple rounds of relatively minor damage, Synapse turns his attention to Lot, who has parked his sequoia in the middle of the giant hedge.

Thanks to a combination of speed and his impervious forcefield, Synapse charges into the brambles to begin looking for Lot. He’s wrapped up in a huge mass of vines after Lot resists the stun effect, but before Lot can layer it further, Synapse switches over to his Aura Strike to burn off the branches. There’s a short back and forth where Lot is damaged, who then retreats farther into the brambles, and Synapse fights off the brambles again. By this point, Project Mercury had realized that the enlarged trees were too impervious to harm, so it searched for a chainsaw in the facility and used it to enter the brambles to help fight Lot. Lot manages to Animate the sequoia long enough for it to stun Synapse, but is ultimately beaten down severely by our relentless heroes.



Once unconscious, they separate him from his plants and call for the metahuman containment authorities. Within a couple hours, all of the plant material that was enhanced withers back to normal size. They later find out that Lot’s real identity was a local vintner whose vineyard business was falling precipitously after Chaco™ began offering its own brand of wine.


Lot [PL 8; 130pp]
Background Regular farmer and religious conservative. Gained powers of plant control, discovered when vineyard was foreclosed, and now seeks to disrupt a shipping industry to force his produce to be used.
Stats [32] Str 14, Dex 16, Con 18, Int 16, Wis 16, Cha 12
Saves [8] Dmg +7, Fort +6, Ref +6, Will +6
Combat [12] Attack +3 (Unarmed +2, Hoe +4), Defense 15/11, Init +3
Skills [14] Climb 4 (+6), Gather Information 8 (+9); Intimidate 8 (+9), Know: Life Sciences 12 (+15), Know: Theology 4 (+7), Sense Motive 4 (+7), Stealth 8 (+11), Survival 4 (+7), Swim 4 (+6)
Feats [9] Assessment, Dodge Focus 2, Equipment 1, Fascinate (Intimidate), Environmental Adaptation (forest), Environmental Adaptation 2 (woodlands), Well Informed (plants)
Powers [15] Comprehend 2 (Plants), Immunity 2 (Poison, Starvation), Drain Constitution 8 (Extra: Poison; Flaw: Requires Grapple), Protection 3, Plant Control 7 [Extra: Regenerating; AP Plant Growth 10], Animate Objects 6 (Flaw: Plants only; Feats: Progression 3)
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virgil
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PostPosted: Fri Feb 23, 2018 5:23 am    Post subject: Reply with quote Add User to Ignore List

Issue IV

The team relaxes for a while, and nothing exceptional happens during this time aside from a short stint of shark reports by the beach. Things pick up when the party hears word that a super villain escaped the nearby supermax. Zipping over, they’re informed that Rave(1) escaped from his cell after obtaining a gemstone hidden inside a watch, as well as a more mundane criminal (Carl, ex Navy Seal) whose cell happened to be along the way out the nearest wall.



Project Mercury spends about 10 minutes searching everything in a few mile radius, finally finding Rave and Carl loading up into a speedboat on the coast of Lake Earl with one additional person. Our heroes zip over and begin attempting to subdue them. Valkyrie smashes into the unknown third party, both ending up in a small crater on the beach opposite of their starting shore. Project Mercury begins attempting to fill up the river that connects the lake with the ocean to cut off their means of escape. Synapse takes control of the boat to begin its veering return to the beach. Rave and Carl disappear in a cloud of illusionary static, likely jumping into the water below. None of the heroes have any skill in Swimming, and Valkyrie has poor vision underwater, so they consider waiting and letting Mercury’s solution deal with it, their SCUBA gear only having finite air.

Synapse begins the half hour search for a signal of their gear using his powers, eventually finding something to use his ESP on. He finds Carl, fighting off a giant shark-like fish that’s got him swallowed up to his waist, furiously trying to stab it with his knife. Synapse uses a mind bullet to subdue the fish while Valkyrie drags the barely conscious Carl to shore. Then, heading for Rave, Synapse gets enough of a read to locate Rave, but can’t get a visual through the illusions to use his own mental attacks. He can tell that Rave seems to be trying to disintegrate a tunnel under the damn that Mercury is building, but has bad aim and is off course. Valkyrie charges in and is heavily wounded by a disintegration blast, then nearly knocked out by Synapse sticking his hand in the water to use a lightning blast (turned into an area underwater). This at least also takes out Rave, so he levitates both out of the water and ties him up.

The unnamed third party from earlier was an unlucky guy who was just doing some illegal speedboating for fun before being hijacked by the villains. All criminals return to prison, and the watch is confiscated, which they figure out was holding an exceptionally large and high quality piece of quartz that was evidently tailor-made for Rave’s powers. They can’t trace the origin of the package, but it was designed to circumvent the standard protocol for finding such contraband when anonymous care packages are sent to supervillains.

Such news is buried in favor of the giant fish mentioned earlier that had attacked Carl, as it’s identified to be a coelacanth of a species thought extinct, and several others had been identified in both Lake Earl and it’s suspected the shark scare from earlier was one of them having reached the ocean. It’s a week of news hysteria at the emergence of a living species of coelacanth, which Congress rapidly moves to declare the entirety of Lake Earl as protected land. During this time, Rose Wells’s company is receiving some major chatter of business contracts being requested by the Association for the Preservation of Coelacanth (APC). Valkyrie is also getting a security briefing about the APC sending an envoy to Siaga shortly, with an understanding to not let any member have a good look at her suit’s tech. Synapse hears lots of news about the APC sending their flagship to the edge of international waters, followed by a grand welcoming of Andriana Truss, the leader of the APC.

It’s at this point the players receive an info-dump that their characters would know. The APC is an international marine wildlife conservation organization and an independent global superpower (sizable navy with two nuclear aircraft carriers). While their focus is on the coelacanth, their leverage is felt throughout the seas by the nations of the world. Ms Truss’s nuclear aircraft carrier will approach to the limits of international waters, followed by a ferry to the coast, for the welcoming and conduct diplomacy with both Wells and the American gov’t.


They take coelacanth preservation seriously

The negotiations with the APC go well, including the request for the construction of an advanced marine biology research center for the recently instituted protected land. This gets interrupted for the particulars where the local news announcing a startling series of events. A 180’+ tall claw had erupted from the coast of Lake Earl, towering over the land, and then began slowly sliding through the earth out of the lake and toward the ocean.

Rave is functionally the same set of stats as the core book, except that his Disintegration power has a different restriction. Rather than being in contact with Rock, he needs to be holding a gemstone; his available ranks directly proportional to the gem’s quality (rubric for quality is unknown)
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Last edited by virgil on Fri Feb 23, 2018 5:26 am; edited 1 time in total
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virgil
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PostPosted: Sat Feb 24, 2018 6:53 am    Post subject: Reply with quote Add User to Ignore List

Issue V

Park rangers had approached the giant claw in its slow march toward the ocean, only to have tentacles erupt from the earth near its base, dragging one ranger to their doom. Others had tried to shooting at it, but the bullets were useless and they fled when it started to move toward them for a short bit, eventually giving up chase and returning to its march to the sea. Content to wait, the heroes see the giant reach the sea after an hour or so, at which point advanced recon teams from the APC have sensors to attempt to see whether there’s a base to the object. More tentacles emerge from the bottom of the claw, grabbing at seaweed and the like to pull toward it, seeming to halt is movement once in the water. Every 11 minutes or so, a geyser of salt water erupts from the tip. It’s after a time of analysis that the party can figure out it seems to a scaphopod that’s been scaled up 6000-fold. Estimates are made of the creatures movements, directed by the scarcity of seaweed in the region, and it will reach Siaga’s ports in three days.



Our heroes begin probing means to solve the issue. Synapse tries a barrage of varying attacks, failing to scratch it. Rose Wells and members of the APC investigate the hole that the giant scaphopod came out of, their sensors coming up with strange readings. Their initial attempts to send sensors into the hole directly result in the sensors disappearing. Synapse arrives to assist, putting a cheap burner phone into a plastic bag with some rocks, then dumping it into the lake while his ESP follows it. There’s a moment of static while the bag passes through the boundary, but vision is quickly restored. There’s water in every direction, and massive rocks ranging in size from one to fifteen feet across floating about. Each one is covered in holes, with a pulsing mass of slime visible within. As the phone sinks, eventually one of the small rocks collides with a large one, and pseudopods extend toward each other. The smaller one’s shell is broken into pieces, revealing the ooze beneath, which is promptly pulled in and ‘consumed’ by its larger counterpart. Synapse doesn’t see much more, as his viewing phone lands on a passing rock and is dissolved by acidic slime extruding from the holes. After further investigation, they figure out that this “hole” is but an exposed piece of a subterranean sphere, and it shrinks every time matter passes through its barrier. There is some calculation that the bubble should disappear if the scaphopod were to re-enter, and so the APC specialists and our heroes ‘bait’ the kaiju with food until it falls into the bubble.

A day later, it falls in...only to almost immediately be released, along with the previously unknown contents of water, massive foraminifera, and a huge number of coelacanth. The original ecosystem of Lake Earl is essentially destroyed, and the expanded river permits the “new” and fast-moving fish species to begin exploring the greater sea as predators that roam for food and return to their lake. And of course, the APC is here to study and preserve the new ecosystem.

Great Serpent
Named after a creature from local indigenous legends, this giant tusk shell mollusk, was stored in stasis with megaforaminifera & rebellatrix beneath Lake Earl. Due to unrelated events, the pocket dimension stasis bubble has begun to break down.
Abilities [-15] Str 50, Dex 10, Con 30, Int/Cha -, Wis 15
Saves Toughness +20, Fort +10, Ref +0, Will +2
Combat Attack +1 (Dmg +15), AC -2, Reach 20’
Feats [6] Accurate Atk, Atk Specialization (tentacle) 4, Imp Grab
Powers [91] Additional Limb 3; Environmental Control 4 (Distraction DC 10, Visibility; Flaw: Range, Uncontrolled); Growth 20 (Flaw: Permanent; Feat: Innate); Immunity 2 (aging, high pressure); Protection 10 (Extra: Impervious); Super Senses 3 (Tremorsense)
Drawbacks [5] Blind, Deaf, Slow (20’ spd)

Giant Foraminifera
Abilities [-37] Str 10, Dex 1, Con 10, Int/Cha -, Wis 1
Combat Attack +4 (Damage +4), Defense 10
Saves Toughness +4, Fort +0, Ref -5, Will -4
Feats [4] Atk Specialization (strike) 2, Imp Grab, Imp Pin
Powers [19] Strike 4 (acid; Extra: Aura, Penetrating), Protection 4, Super Senses 3 (Tremorsense)
Drawbacks [8] Blind, Deaf, Parapalegic

Coelacanth, Rebellatrix
Abilities [-4] Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Combat [10] Attack +4 (Bite +6 damage), Defense 15, Init +2
Saves [7] Toughness +4, Fort +4, Ref +5, Will +2
Skills [4] Notice 6 (+7), Swim 8 (+9)
Feats [4] Atk Focus (melee) 4
Powers [13] Nauseate 4 (Extra: Aura; Flaw: Permanent, Taste Dependent), Protection 3, Strike 1 (Feats: Mighty), Super Senses 2 (low-light vision, scent), Swimming 2
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