Love your work so far. Especially the 'internet/subcultures' theme.
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Twilight used Cass' Library and her own Research skill to research ways to make it easier to summon the portal. She gets a Natural 1, but spends a HP to get 20. The mechanics are now Dimensional Movement 1: Earth/Equestria, Increased Mass 2, Portal, Quirk 2: Only affects natives of Earth and Equestria, for DC 12. Cass uses Ritualist to make the Portal to Equestria. With Twilight giving her a +2 bonus, Cass gets 16.
We're almost ready to get those girls home. Start getting them back here.Griffin does a Perception check and rolls 24. He notices that most of the gunmen have an iron cross branded on them. He figures them to be neo-Nazis.
Roll Initative! Rarity gets 24, one Militant gets 20, Pinkie gets 19, another Militant gets 17, AJ gets 16, Griffin gets 15, six Militants get between 10-15, Fluttershy gets 8, Rainbow gets 5 and four Militants get between 2-5.
Turn Order: Rarity, one Militant, Pinkie, one Militant, AJ, Griffin, six Militants, Fluttershy, Rainbow and four Militants.
The Militant minions all carry Heavy Pistols and Bulletproof Vests. They also have Teamwork and Second Chance: Will rolls to resist magical effects.
Griffin has 4 HP for being there, getting Fluttershy to open up, not using lethal force (he doesn't want to shock the ponies hard enough to leave a mark), and for Temper (he's been with the ponies this entire time, and knows that they haven't done anything to deserve a bunch of gunmen after them). The ponies each get 4 HP for being there, being stuck in an unfamiliar world, not using lethal force and for being unjustly attacked.
All Militants are using lethal force. Griffin isn't. The ponies wouldn't know how. Militant stats are in Hero's Handbook. The Militants don't know that their guns are useless against Griffin.
Rarity runs upstairs for cover. One Militant fires at Griffin and gets 19. Griffin gets 29 and resists. Pinkie spends a HP to get Move-by Action and Taunts the Militants while heading for cover. She gets 29, the minions get 7 and they're all Shaken! One Militant shoots at Griffin, gets 14 and misses. AJ heads for cover. Griffin All-out Attacks with the Storm of Steel, aiming to floor as many hostiles as possible. He gets 13, 28, 15, 11, 24 and 11. They get 4, 5, 14, 14, 6 and 9. All six are knocked out. Fluttershy and Rainbow dive for cover. Four Militants open fire on Griffin and get Natural 1, Natural 1, 10 and 6. They missed.
Pinkie: 3 HP.
Turn Order: Rarity, one Militant, Pinkie, one Militant, AJ, Griffin, three Militants, Fluttershy, Rainbow and one Militant.
Two Militants try a Team Attack on Griffin. One gets 9 and misses. The other gets 19 and hits. He All-out Attacks five Militants, and gets 21, 23, 20, 27 (+5 DC) and Natural 20 (+5 DC). The Militants get 16, Natural 20, 18, Natural 20 and Natural 1.
Turn Order: Rarity, one Militant, Pinkie, AJ, Griffin, one Militant, Fluttershy, Rainbow and one Militant.
One Militant gets 16 and hits. Another gets 23. And the last gets a Natural 1.
Griffin reveals his wings, All-Out Attacks by 2, and gets 2 Natural 20s in a row! He ups the DC for both rolls by +5. The two Militants get 15, 16 and are knocked out. The other Militant fires at Griffin, and gets a Natural 1!
Griffin Intimidates the Militant to get him to surrender. He gets +5 for using his wings on a religious target and rolls 26. The Militant gets 20. Fight's over!
Griffin rolls Philosophy/Theology and gets 21. He's heard a bit about the Order. He knows that they were one of the less-public parts of the Inquistion who focused on actual magic-users, they didn't care whether said magic was helping or hurting people and that Erich Adler, the 'Hexenhammer' was their leader. Griffin rolls Well-informed and gets 15. He knows that Erich Adler's weapon is supposed to somehow mess with a magician's power... like that of Cass and Twilight!

betterwatchit wrote:Shining Armour - PL 6
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Powers
Force Field: Force Field 4 (+4 Toughness; Affects Others, Impervious; Noticeable: Horn glows while being used)
. . Blast: Blast 6 (Dynamic Alternate, DC 21; Noticeable: Horn glows while being used)
. . Move Object: Move Object 3 (Dynamic Alternate, 400 lbs.; Precise, Split 3: 4 targets; Noticeable: Horn glows while being used)
Horn and Hooves: Strength-based Damage 2 (DC 19, Advantages: Improved Critical)
Ponypower: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
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betterwatchit wrote:-------------------------------------------------------------------------------------------------------------------------------
Complications
Pony: Ponies lack hands. This causes the problems one expects it to but the ponies in MLP can work around this limitation (such as holding a pencil in their mouth to write which they are perfectly able to do). Still, even basic things like holding onto an object while moving can be fairly tricky in some situations and usually requires them to hold it in their mouth (limiting speech) or balancing the object on their backs (saddle bags/baskets are almost always involved if there is an object to be carried). Shining Armour has an advantage in this case as his magic almost completely replaces the need for hands (though he doesn't tend to sustain his magic for long periods so he still needs/uses saddlebags)
Relationship: With his wife, Princess Cadence and with his sister, Twilight Sparkle.
Vulnerability: If Shining Armour's horn is hit, he must make a Will Save or immediately drop any magic he's using. (DC is that of the attack which struck the horn)
betterwatchit wrote:I thought that I'd do a MLP build that no-one else had done. One thing's for certain, you have to get a bit creative with your PP when making a low PL character.



Griffin does a Perception test (DC 20) and only gets 19.
Hexenhammer tries to Intimidate Griffin, getting 24. Griffin is Fearless. Griffin rolls Tactics and gets 14.
Roll Initative! Griffin gets 19, 4 Militants get between 18-13, Hexenhammer gets 10, one Militant gets 10, another gets 7, Ms.Magus gets 6, six Militants get between 4-2.
Turn order: Griffin, 4 Militants, Hexenhammer, 2 Militants, Ms. Magus and 6 Militants.
Hexenhammer's stats are in Threat Report. The dozen Militants are all minions and they all carry Heavy Pistols with Sliencers and Bulletproof Vests. They also have Teamwork and Second Chance: Will rolls to resist magical effects.
An appropiate song to read the fight to would be this one from Gain Ground SX.
Griffin has 6 HP: 4 from his previous fight, one being involved in this battle and another for his Temper flaring up again. Ms. Magus has 4 HP. One for being there, one for her Motivation (there are six innocent ponies in her house that she must protect), one for using non-lethal force and one for Temper (NO ONE is going hurt the girls on her watch!) Hexenhammer has 3 HP. One for being there, one for his Motivation (destroy anything magical) and for his Hatred (he doesn't care what the girls have done. To him, they're magical, so they must die).
Griffin and Hexenhammer are using lethal force. Ms. Magus isn't. The Hexenhammer will work on Griffin and Ms. Magus, while the Militant's pistols won't work on them. Ms. Magus activated her Forcefield on her way upstairs.
Griffin attacks with the Storm of Steel and gets 24. Hexenhammer gets 21 and is hit. Four Militants fire at Griffin, getting 17, 15, 12 and 10. They all missed. Hexenhammer does an All-out Power Attack at Griffin and gets 17. He spends a HP to reroll and gets 20, hitting Griffin. Griffin gets 29 and resists. Two Militants fire at Griffin and they both get 8 and miss.
Hexenhammer: 2 HP, 1 Injured.
Cass spends a HP to stunt her magic into Blast 7 with Multiattack 7, managing to Surprise the men at the back. She gets 9, 11, 17, 6, 15, 17 and 11. The three who are actually hit get 24, Natural 1 and 18. Four Militants fire at her, getting 8, 18, 3 and 9. They all missed.
Ms. Magus: 3 HP. Ten Militants remaining.
Griffin attacks Hexenhammer with the Storm of Steel and gets 28, crit scored! He decides to raise the DC to 30, including the bonus from Multiattack. Hexenhammer rolls 24 and is hit and Dazed! Four Militants fire at Griffin, getting 20, 22, 7 and 11. The two bullets that hit him don't beat his Impervious. Hexenhammer's Regeneration kicks in. He attacks Griffin, gets 12, spends a HP to re-roll and gets 17. He missed.
Hexenhammer: 1 HP.
Two Militants fire at Ms. Magus, getting 8 and a natural 1, both missing. Ms. Magus blasts at a Militant and gets a Natural 20, crit scored! She stunts her Blast into Blast 7 with Multiattack 7. She gets Natural 20, 20, 7, 6, 13, 9 and 14. The three who are actually hit get 7, 9, 21 and are all Incapacitated. One Militant fires at Ms. Magus and gets 24. Doesn't get through the Forcefield, though.
Seven Militants remaining.
Griffin attacks Hexenhammer with the Storm of Steel and gets 17. He spends a HP to reroll and gets 29 and hits Hexenhammer. Four militants fire at Griffin, They get 8, Natural 20, 21 and 8. He's Impervious to them, though. Hexenhammer swings at Griffin and gets 12. He spends a HP and gets a Natural 1!
Hexenhammer: 1 HP, 2 Injured. Two Militants fire at Griffin, getting 23 and 18. He's Impervious to them.
Cass blasted a single Militant, getting 25. The Militant gets 16 and is out. Six Militants remaining.
Griffin does an All-Out Power Attack with the Storm of Steel, getting a Natural 20, crit scored! He then raises to DC to 38 (including Multiattack bonus)! Hexenhammer gets 18! He spends his last HP to reroll and gets 23. He's hit and Staggered! Four Miltants then open fire at Griffin, getting 12, 9, 15 and 13. They all hit, but he's Impervious.
Hexenhammer swings his hammer at Griffin, getting 28! Griffin gets 28 and resists. Hexenhammer's Regeneration kicks in. One Militant fires at Griffin and gets 16. Griffin's still impervious.
Hexenhammer: 0 HP, 2 Injured, Staggered.
Ms. Magus spends a HP to stunt her magic into Blast 7 with Multiattack 6. She All-Out Attacks and gets 20, 13, 18, 17, 26 and Natural 20, crit scored (DC +5)! The Militants get 21, 14, 17, 12, 18 and 24. Five are knocked out!
Ms. Magus: 2 HP. One Militant remaining.
Griffin unleashed another Storm of Steel and gets 25, hitting Hexenhammer. Hexenhammer gets 10 and is Dead! Fight's Over!



Griffin and Ms. Magus both get 2 PP. They both put one PP into Benefit 1: Friend of Equestria. Griffin puts his other PP into his sword, giving it Improved Critical for both Armour-Piercing Blow and Storm of Steel. His crit-range with Justice is now 16-20. Ms. Magus puts her other PP into Dodge.

The Guardhouse
Toughness 18, Size: Large
Features:
Art Studio, Communications, Computer, Defense System, Fire Prevention System, Garage, Laboratory, Library, Living Space, Personnel, Power System, Security System 5, Workshop
Power Points
Abilities 2 + Features 17 + Defenses 6 = 5 EP. The other Guardians have each put 5 EP into the Guardhouse, for a total cost of 25 EP.




This link shows the Google map that Griffin's using, showing locations for four New York news bureaus.
The Location Key is as follows:
A: Current
B: BBC
C: Fox
D: CNN



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