How do you get a group of diverse and powerful individuals to agree to set aside any differances they might have and work together for the greater good? You give themsomething to punch! By listener request our hosts address the issue of how to get characters to form a superteam.
Highlights Include:
- Punching For Justice's first bit of listener mail that gets read on the 'cast! Will yours be the second?
- Kyle reminisces about cartoons that existed before he did.
- If you listen really close, you might hear a radiator in the background! So that's a treat.
Also, we're part of the d20 Radio Network! Here's our new forum: Post damn you!
Listen now!
Or download the episode directly by right-clicking here and selecting "Save As".
10.24.2012
10.16.2012
Warpuppy
Warpuppy : PL 10
Abilities [68 pp]
Strength 5, Stamina 5, Agility 4, Dexterity 4, Fighting 6, Intellect 2, Awareness 2, Presence 3
Skills [4 pp]
Athletics 2 (+7), Close Combat [Claws of Fury] 4 (+10), Intimidate 4 (+7), Ranged Combat [Machine Guns] 2 (+8), Vehicles 6 (+10)
Advantages [7 pp]
All-out Attack, Equipment 2, Extraordinary Effort, Jack-of-all-trades, Ranged Attack 2
Equipment
Jet-Pack • 10 points
Flight 5
Powers [56 pp]
Claws of Fury
• Damage 10 : Multiattack, Strength-based • 20 points
Regeneration
• Regeneration 10 • 10 points
War Harness (Array) • 26 points
BFG
• Ranged Burst Area Damage 10 : Removable • 24 points
Knockout Gas
• Ranged Cloud Area Affliction 10 (Reisisted by Fortitude: Dazed, Stunned, Incapacitated) : Removable • 24 points
Machine Guns
• Ranged Damage 10 : Multiattack; Removable • (24 points)
OFFENSE
Claws of Fury +10 : Close, Damage 10
War Harness +8 : Ranged, Damage 10 plus others
DEFENSE [15 pp]
Dodge 6
Parry 10
Fortitude 10
Toughness 5
Will 6
Complications
Motivation: Doing Good
Temper
Power Points
Abilites : 62
Defense: 15
Skills : 10
Advantages: 7
Powers: 56
Total: 150
Abilities [68 pp]
Strength 5, Stamina 5, Agility 4, Dexterity 4, Fighting 6, Intellect 2, Awareness 2, Presence 3
Skills [4 pp]
Athletics 2 (+7), Close Combat [Claws of Fury] 4 (+10), Intimidate 4 (+7), Ranged Combat [Machine Guns] 2 (+8), Vehicles 6 (+10)
Advantages [7 pp]
All-out Attack, Equipment 2, Extraordinary Effort, Jack-of-all-trades, Ranged Attack 2
Equipment
Jet-Pack • 10 points
Flight 5
Powers [56 pp]
Claws of Fury
• Damage 10 : Multiattack, Strength-based • 20 points
Regeneration
• Regeneration 10 • 10 points
War Harness (Array) • 26 points
BFG
• Ranged Burst Area Damage 10 : Removable • 24 points
Knockout Gas
• Ranged Cloud Area Affliction 10 (Reisisted by Fortitude: Dazed, Stunned, Incapacitated) : Removable • 24 points
Machine Guns
• Ranged Damage 10 : Multiattack; Removable • (24 points)
OFFENSE
Claws of Fury +10 : Close, Damage 10
War Harness +8 : Ranged, Damage 10 plus others
DEFENSE [15 pp]
Dodge 6
Parry 10
Fortitude 10
Toughness 5
Will 6
Complications
Motivation: Doing Good
Temper
Power Points
Abilites : 62
Defense: 15
Skills : 10
Advantages: 7
Powers: 56
Total: 150
10.11.2012
Episode 005 - Highway To The Danger Room
Our hosts step into their brand new Danger Room segment. Full of action! Intrigue! Nazis getting punched in the face! And maybe just a hint of romance...?
Probably not.
Highlights Include:
- Kyle rants about time travel. Which is a terrible storytelling device, except in those circumstances where he says it is not.
- Dan is caught in a fight for his life.
- The longest episode yet!
Listen now!
Or download the episode directly by right-clicking here and selecting "Save As".
Probably not.
Highlights Include:
- Kyle rants about time travel. Which is a terrible storytelling device, except in those circumstances where he says it is not.
- Dan is caught in a fight for his life.
- The longest episode yet!
Listen now!
Or download the episode directly by right-clicking here and selecting "Save As".
Subscribe to:
Posts (Atom)