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The Avalon Team

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PostPosted: Tue Jul 07, 2015 5:38 am 

Joined: Fri Mar 21, 2014 11:14 am
Posts: 18
Cool banana's with Gadget Girl Rob!

I did get started but didn't get very far on the weekend... sort of doing a crash course in Pathfinder and HWM. But I've rolled up a rather unlikely braniac Brad Butler, aka Neuron Boy just completing his first mission (erm, issue).

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Image

Neuron Boy (aka Brad Butler)
Age: 22
Sex: Male
Nationality: American
Type: Hero

Brad was mysteriously transformed when he encountered a psychedelic purple mist in the Australian Outback! Now, his sharpened reflexes and blistering intelligence makes him a perfect candidate for leading the fight against crime! Go Brad!

Enhanced Human Detective 1
Init +3; Senses; Perception +11

Defense
AC 15; Touch 13; Flat-Footed 12
(+3 Dex, +2 Light Armor)
HP 5 (1d6+0)
Fort +0; Ref +5; Will +3
Defensive Abilities: None

Offense
Speed 30 ft.
Melee: Spring Cosh (+2, 1d6+2, x2)
Ranged: Pistol,Light (+3, 1d6, 19-20/x2, 100 ft.)

Statistics
Str 14 (+2), Dex 16 (+3), Con 11 (+0)
Int 18 (+4), Wis 12 (+1), Cha 11 (+0)
Base Atk +0; CMB +2; CMD 15

Strength 14 (+2)
Dexterity 16 (+3)
Constitution 11 (+0)
Intelligence 16+2 = 18 (+4)
Wisdom 12 (+1)
Charisma 11 (+0)

Powers
Super Senses (Vision) 1 (1 PP)

Class Features: Weapon & Armor Proficiency, Broad Knowledge, Home City, Research

Feats: Alertness, Lair, Super Vehicle
Skills: Disable Device +8, Drive +8, Investigate +10, Knowledge (Computers) +11, Knowledge (Local) +12, Knowledge (Science) +10, Linguistics +9, Perception +11, Sense Motive +3
Languages: English, Spanish, German, Russian, Arabic
Combat Gear: Spring Cosh, Light Pistol
Other Gear: Night Vision Goggles
Flavors: None
Flaws: None

Resource Points:
Personal 4 (-1 Light Armor, -1 Night Vision Goggles, -2 Cache of Weapons)
Super Vehicle (Bike) 2 (-1 Super Speed, -1 Stealth)
Lair (Warehouse Basement) 4 (-1 Hidden Entrance, -1 Vehicle Garage, -1 Super Computer, -1 Forensic Lab)

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One thing I meant to shoot you a mail is whether ranks start at 0 or 1. I did 1, but I see from your post it's 0.

Neuron Boy got it wrong, but that's ok, we'll give him a little Rep. Issue #1 has him diving right in with a late night tip from Lou the cabbie... hijinks ensue down by the docks. Lashings of las beams, energy blasts and pistol shots make for a few tense moments, but all followed by a pretty little explosion of red metal. Back in the man-cave Blue looks like kinda hot so it could end in love... oh yes! Fembot love!


Last edited by Porkbelly on Fri Apr 13, 2018 6:56 am, edited 1 time in total.

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PostPosted: Tue Jul 07, 2015 10:30 am 

Joined: Sun Feb 12, 2012 2:43 pm
Posts: 205
Very cool, nice concept. Only mistake is all 1st lvl characters start at max hit points.

Otherwise very cool. As for ranks, ya i was not clear on that i guess and its open , ya i started at 0, but you could also begin at level 1. One version makes you earn the ranks while the other just gets you into the fun right off.


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PostPosted: Sat Jul 18, 2015 11:02 am 

Joined: Fri Mar 21, 2014 11:14 am
Posts: 18
Neuron Boy - Issue #2
Patrol Roll 2 - Quiet Night
Neuron Boy spends a romantic evening with Lady Blue disassembling the Alien Drone for spare parts.
+40 Experience, Lady Blue Ally Level +1 = 2

Patrol Roll 3 - Quiet Night
Neuron Boy spends another evening talking shop with the fembot.
+40 Experience, Lady Blue Ally Level +2 = 3

Patrol Roll 2 - Quiet Night
Leaving Lady Blue deeply engaged in binary conversation with a computer panel. Neuron Boy takes the night off to watch some Doctor Who re-runs.
+40 Experience, Personal Life +1

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Back at the Man Cave... Neuron Boy's hopes for romance are thwarted as the fembot's affections are directed instead toward the base's forensic analysis unit.

Patrol Roll 9 - Informants, Allies, and Contacts
Neuron Boy hits the streets to meet new people.
Increases Do-Gooder rank from 0 to 1

Patrol Roll 10 - Informants, Allies, and Contacts
Father Thomas (Do-Gooder 1)
Mission: Missing Kids

Following a lead down at the church, Father Thomas tells me two of local kids have been missing for the last three days. The clues lead our hero to an old abandoned foundry where they were last seen playing.

Perception Check DC 15: 5+11 = 16 (success)
+25 experience


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With his super senses twitching, Neuron Boy spots some small tracks in the dust on the floor. Could these be the tracks of the two errant sprogs?

It gets pretty dangerous the deeper we go into the building but fortunately the foundations hold together. Neuron Boy eventually tracks the kids back to an old boiler deep in the factory... with the door jammed shut.

Disable Device DC 18: 17 + 8 = 25 (success)
+25 experience


Image
Neuron Boy applies his astounding logic and intuition to un-jam the boiler door... a swift, hefty kick!

Grabbing the terrified duo by the scruffs of their collars, Neuron Boy hoists them out of the boiler and negotiates his way back through the hazards of the abandoned foundry and out to the street. Moments later the little ragamuffins are deposited safely back at the local church. Father Thomas offers his profuse thanks, "Alas I have nothing to give but these 500 experience points."

Neuron Boy gains +500 experience and +1 Reputation.

Ranks
Reputation: 2
Law & Order: 0
Do Gooder: 1
Street Thug: 0
Vigilante: 0
Mob: 0

Personal Life: 1
Hero Points: 1

Class/Level: Detective 1
Experience: 960 (2000 for level 2)

Allies
Lady Blue (Rank 3)


Last edited by Porkbelly on Fri Apr 13, 2018 6:58 am, edited 1 time in total.

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PostPosted: Mon Jul 20, 2015 1:15 am 

Joined: Sun Feb 12, 2012 2:43 pm
Posts: 205
Love the little scene you worked up, way cool.


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PostPosted: Wed Jul 29, 2015 2:07 pm 

Joined: Sat May 19, 2012 7:26 am
Posts: 32
I love the Microtactix card stock scenery sets. When your guy gets more experience perhaps he can face off against the Gravitron Gun


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