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Supercape

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  1. Mr. Murk The memories of fire and spear and times distant were oozing through his mind, but then cold water ignited other memories. Some good, most bad. Icy water was like that. The fresh pangs of pain and the less palpable satisfaction of refreshment. And cold cold nights in London Town. Irrespective of his peculiar wandering through memory lane, he was back in the world of the living. He felt his jaw throb, and his nose crack. He had been through worse. But still.... He grunted upwards and pulled himself to his feet by pure will. He checked his bowler hat was on. 'Twas good that it was, else he would be most vexed. "What, friends, has transpired?" he grunted. He felt blood on his mouth.
  2. Wow yes! Thank you for catching this! BUgzapper Tough Save: 1d20+10 17 Giving Imprint a Bruise.
  3. GM Imprint, for her part, had such rising vexations that she was propelled to action. In other words, she snapped. She shrank to a few inches in the blink of an eye, leaving in the chunk of masonry a woman-sized hole. The blue costumed woman flew out of the masonry now quite free, but annoyed. "Discarding the bond! Cutting the umblicus! This pleases me not at all, you philistine! Ah! How shall humanity rue this day, when the future was halted. Well, I shall ensure it is only a delay, not a disaster. Yes! The thought of poor homeless children crying themselves to sleep in the street shall light the fires of fury!" she screamed, full on Shakespeare. With that she flew at Mannequin and pressed her hands into his chest...imprinting herself on his brain....
  4. This being the case, Imprint will shrink down to a few inches, thus disenganging from the masonry as a free action, and fly to Maneq as a move action. Then, going for a mind control touch range: Mind COntrol: 1d20+14 24 is a hit, and causes a DC 20 Will Save vs Mind Control
  5. GM The theatre was, of course, most dramatic and most effective. The thugs outside the warehouse, greasy haired broken nosed scarred and mean, did naturally take several seconds to take in the spectacular nature of the play, but once they realised that the events, whilst implausible, were actually not only possible but happening, action was taken. Which meant running inside the warehouse. "<Don't lead him here!>" shouted one more astute thug in Cantonese. On the roof of the ware house, Voin has a good view of the action, and also several chimneys, hatches, and even a grimy skylight that she could work with. THe skylight was, it must be said, stained with purple and green and smelt rather foul. It was hard to see through (and one would not wish to press nose to close to the glass) but she could see movement below...
  6. GM Ms. Emily Eve, as it happened, was an early riser. She was already up, smoking via a cigarello and studying herself in the mirror, a potent black coffee with luxuriant aroma sitting on her dresser, half drunk. She was dressed in an antique gown, and sat in a room of antique flavour. Stylish, elegant, old. Ms. Emily Eve was much the same, although hardly old. One would estimate her age as a healthy fourty, maybe a little less, maybe a little more. Mid length curled blonde hair, ruby lips, and with a ruddy healthy complexion. Whilst not handsome she was not unattractive either, and had a slim healthy figure. She too projected an aura of collected elegance that belonged more in the past than the future. For now, at least, she did not notice Lady Horus. Instead, she smoked, drank her coffee, and studied - quite carefully - an array of newspapers detailing the murder...
  7. Tuned by Fox. Rev 11 PP to Spend Saves 1 PP +1 to Reflex to make +13 (+3 Dex, +10) Skills 3 PP Craft (Chemical) +4 ranks to make 4 (+6) Craft (Structural) +2 ranks to make 2 (+4) Drive +2 ranks to make 14 (+17) Skill Mastery Pilot +4 ranks to make 4 (+7) Feats 3PP Favoured Opponent (Vehicles) Power Attack Ultimate Effort (Drive) For no cost could you change improved trip to improved throw as this is a better fit. Powers: 4 PP 1 PP; Add Feature (Internal Compartment in Chest) [1 PP] 1 PP; Add 1 rank of Leaping to make it Leaping 3 (x10 distance; Running 200', Standing 100', High 50') [3 PP] 2 PP; Add 2 Feats to Super Strength to make it Super Strength 2 (+10 Effective Strength, Feats: Countering Punch, Groundstrike) [6 PP]
  8. Languages Who has 5+ fluent languages (not including one native language)? Nearly Infinite Mr. Murke, Ms. Britannia, Lovelace, Savant, Phantom, Ace Danger 13 Foreshadow II 12 Snakebite 10 Voin Zhenshchina 9 Dr Thorne 8 Flintlock 8 Lord Steam 8 Rene 8 Raven 8 The Salmon 8 Comrade Frost 8 Cobalt Templar 7 Hologram 6 Diamondlight 6 Starshot 6 Flux 5 Citizen And who speaks the really rare (Terran) ones? Ancient Aztec – Snakebite Ancient Egyptian – Lady Horus, Snakebite, Set, Ouroboros Ancient Mayan – Snakebite Atlantean – Flintlock, Sea Devil, Glamazon Ascended Speech - Ardent Avian – Bird of Arms Lemurian – Snakebite, Sea Devil, Glamazon Old Norse – Comrade Frost, Arrowhawk II Old Slavonic – Comrade Frost, Ouroboros
  9. Oddities There are a few rare skills (Craft, Perform, and Profession) of +10 or more (but not reaching +15) that I put in as “honourable mentions”. Whilst not true experts of their field they would be sufficiently competent to help in the field and the skills are so rare that it is likely that only one or two PCs or NPCs have them at all. So, for reference… Perform (Dance) + 11 Kid Kamehameha +10 Gremlin +10 Grimalkin +10 Midnight Perform (Oratory) +10 Lord Steam Perform (Keyboards) +10 Lord Steam +10 Synapse Perform (Percussion) +11 Lament Perform (Singing) +13 Ms. Britannia +10 Grimalkin +12 Bombshell +11 Lament Perform (Stringed instruments) +11 Dragonfly +10 Gossamer +10 Reagant Perform (Wind Instruments) +10 Rene Profession (Gardener) +11 Echohead Profession (Writer) +10 Pitch
  10. As previously, a reference document for fun! We have tons of competent characters but this is for the true experts, with +15 bonus in a skill. The PCs who would be consulted or called on for the most tricky problems. "Rules": Skill bonus of +15 or more. At least 1 rank in the skill. Characters must have earned 10 PP Non-used skills: Social (Bluff, Diplomacy, Gather Information, Intimidate), Notice, Search, Sense Motive (why? Because whilst you might get an informal reputation for being great at these skills, they are not easily "quantifiable" for purposes of claiming expertise). On that note, Stealth won't be included next time! Attractive not included Variable Powers and Devices that enhance skills not included. Enhanced Powers generally allowed but a judgement call! Post any protestations, congratulations, corrections or thanks below! Acrobatics +25 Foreshadow II +25 La Renarde Bleue +24 Synth +24 Bloduewedd +24 Velocity +20 BombShell +20 Grimalkin +20 Bird of Arms +19 Gremlin +17 Wander +16 Crimson Tiger +15 Raven +15 Singularity +15 Zenith +15 Jack of All Blades +15 Nightingale +15 Tsunami +15 Geckoman Climb +19 Kanunu +16 Sgt. Shark +16 Starshot +15 Bloduewedd +15 Fremlin Computers +30 CYberknife +24 Synapse +22 Red Head (Red Rat) +22 Psyche +20 SFX +20 The Scarab +20 Dragonfly +20 Lovelace +17 Salvo +17 Shair the Spellsmith +17 Red Rat +16 Terrifica +15 Raven +15 Argonaut +15 Leviathan +15 Dr Thorne +15 The Traveller Craft (Art) +33 Rene +15 Dr Thorne +15 Renegade Craft (Chemical) +20 Reagant +16 Lord Steam +15 Leviathan +15 Endeavour +15 Queenie Craft (Electronic) +30 Cyberknife +24 Dragonfly +20 The Scarab +20 Lovelace +16 Terrifica +16 Synapse +15 Salvo +15 Endeavour +15 The Traveller Craft (Mechanical) +30 Cyberknife +24 Dragonfly +20 Lord Steam +16 SFX +16 Terrifica +16 Synapse +15 Ronin +15 Midnight +15 Endeavour +15 Lovelace +15 The Traveller Craft (Structural) +16 Lord Steam Disable Device +27 Cyberknife +25 Synapse +20 Lord Steam +20 The Scarab +20 Lovelace +17 Dragonfly +16 Gremlin +16 Terrifica +15 Ronin +15 Fast Forward +15 Blodeuwedd +15 Sparkler +15 Nightingale Disguise +20 Flintlock +20 Bombshell +20 Ace Danger +15 Lament Drive +20 Synth +15 Rev +15 Midnight Escape artist +32 Synth +20 Bombshell +19 Gremlin +15 Raven +15 Thoughtspeed +15 Geckoman +15 La Renarde Bleue Handle Animal +15 Starshot Investigate +25 Cyberknife +20 Lord Steam +15 The Hound +15 Raven Knowledge (Arcane) +33 Rene +24 Phantom +20 Flintlock +20 Dr Thorne +20 Ouroboros +15 Blodeuwedd +15 Salvo +15 Revenant +15 Glamazon +15 Set +15 Renegade +15 Nick Cimitiere Knowledge (Art) +15 Dr Thorne Knowledge (Behavioural Sciences) +22 Psyche +19 Synth +16 Diamondlight +16 Lord Steam +15 Dr Thorne Knowledge (Business) +20 Diamondlight +20 Foreshadow II +20 The Scarab +17 Psyche +15 Mr. Murk +15 Revenant Knowledge (Civics) +17 Psyche +17 Revenant +16 Diamondlight +15 Mr. Murk +15 Wraith Knowledge (Cosmology) +24 Phantom +20 Ouroboros +15 Renegade Knowledge (Current Affairs) +15 Dr Thorne Knowledge (Earth Sciences) +20 Giain Knight +17 Psyche +15 Leviathan +15 Galvanic Knowledge (History) +17 Psyche +15 Mr. Murk +15 Snakebite +15 Fast Forward +15 Dr Thorne +15 Renegade +15 Wraith Knowledge (Galactic) +15 The Traveller Knowledge (Life Sciences) +25 Cyberknife +24 Leviathan +22 Psyche +19 Synth +16 Terrifica Knowledge (Physical Sciences) +30 Cyberknife +22 Flux +22 Psyche +20 SFX +20 Dragonfly +20 Reagant +16 Terrifica +16 Synapse +16 Lord Steam (NB: Some limitations in scope) +15 Lovelace +15 Leviathan Knowledge (Pop Culture) +15 Dr Throne +15 Miss Grue +15 Revenant Knowledge (Streetwise) +20 Foreshadow II +15 Blodeuwedd +15 Revenant +15 Liam Connor (Dr Thorne) +15 Lou Lobrano +15 Jack of All Blades +15 Wraith Knowledge (Tactics) +22 Red Head (Red Rat) +20 Savant +20 Adept +17 Red Rat +16 Sgt. Shark +15 Roulette +15 The Traveller +15 Midnight +15 Harrier Knowledge (Technology) +30 Cyberknife +22 Psyche +20 SFX +20 The Scarab +20 Synapse +20 Lovelace +20 Lord Steam (NB: Some limitations in scope) +17 Dragonfly +16 Terrifica +15 Salvo +15 Shair the Spellsmith +15 Leviathan +15 The Traveller Knowledge (Theology and Philosophy) +20 Dr Thorne +15 Mr. Murk Medicine +22 Leviathan +20 Synth +20 Cyberknife Perform (Acting) +30 Gabriel +15 Lament Perform (Dance) +20 Velocity +15 Wayward +15 Zenith Perform (Oratory) +30 Gabriel Perform (Singing) +30 Singing +16 Grim +15 Wayward Perform (Stringed Instruments) +25 Wayward +16 Grim Perform (Theatre of the mind)??? +15 Wayward Perform (Wind Instruments) +30 Gabriel Pilot +20 Geckoman +15 The Traveller Profession (Cook) or Knowledge (Culinary) +21 Rene +15 Queenie Profession (Gambler) +22 Diamondlight Profession (Sailor) +20 Flintlock Sleight of Hand +20 Blodeuwedd +19 Gremlin +16 Lament +15 Thoughtspeed +15 Grimalkin +15 Nightingale Stealth +25 La Renarde Bleue +24 Synth +24 Blodeuwedd +21 Nightingale +20 Foreshadow II +20 Woodsman +20 Midnight +20 Ace Danger +20 Ouroboros +20 Bombshell +19 Gremlin +18 Wraith +17 Thoughtspeed +16 Starshot +16 Bird of Arms +16 Liam Connor (Dr Thorne) +15 Sgt. Shark +15 Harrier +15 Fast Forward +15 Terrifica +15 Singularity +15 Lou Lubrano +15 Arrowhawk II +15 Tsunami +15 Ghost GIrl +15 Jack of All Blades Survival +18 Starshot +16 Woodsman +15 Raven Swim +20 Kanunu +18 Sgt Shark +16 Starshot
  11. Zirconia'd by Fox Diamondlight: 24 PP to spend Replace link to pic Minor fluff changes / grammar corrections (including Auguste -> August as the "e" was disconcerting me somehow...) Power level now 11 Attributes: 6 PP Increase STR to 14 (+2) Increase DEX to 14 (+2) (NB: This makes initiative +6) Increase CON to 14 (+2) (NB: This makes Toughness +13 (+2 Con, +11 Force Field)) Combat 4 PP Increase Attack to +9 Base, +11 Light Array [2 PP] Increase Defence to +9, +5 Flat Footed [2 PP] Saves 2 PP Increase Fort to +8 (+2 Con, +6) [1 PP] Increase Reflex to +10 (+2 Dex, +8) [1 PP] Skills 4 PP: Increase bluff by 2 to 12 (+18) Increase Knowledge (Behaviour Sciences) by 4 to 12 (+16) Increase Knowledge (Business) by 4 to 16 (+20) Increase Knowledge (Civics) by 4 to 12 (+16) Increase Profession [Gambler] by 2 to 16 (+22) Feats 5 PP Increase Wealth to 3, now that he is such a skilled businessman! Equipment 4 Headquarters: The High Steaks Restaurant / Casino / Penthouse Residence (Toughness: +10 [1 EP], Size: Large / 10 story building [2 EP], Features: Communications, Computer, Dock, Fire Prevention System, Garage, Gym, Infirmary, Library, Masterwork Living Quarters [2], Pool, Power System, Security System 3, Staffed [16]) [19 EP] Alt HQ: Zoss Swiss Mansion (Toughness: +10 [1 EP], Size: Large / Mansion [2 EP], Features: Communications, Computer, Garage, Grounds, Gym, Hangar, Infirmary, Library, Masterwork Living Quarters [2], Pool, Power System, Security System 3, Staffed [16]) [1 EP] Powers 3 PP Increase Light Array by 3 PP (Essentially adding +1 Rank to the effects) to make: Light Array (37 PP Array, Feats: Alt Power 5) [44 PP] [Light descriptor] BP: Damage 11 (Extras: Area [Burst, Targeted], Selective, Feats: Accurate, Improved Critical 2, Precise) [37/37 PP] “Laser Spray” AP: Dazzle 11 (Extras: Area [Burst, General, 1-1100’ radius], Feats: Decrease Area 11, Increase Area 3, Flaws: Range [Touch]) “Light Burst” [36/37 PP] AP: Create Object 11 (Extras: Impervious, Feats: Accurate, Precise, Stationary) [36/37 PP] “Hardlight” AP: Illusion 11 (Visual, Extras: Duration [Sustained +1], Feats: Area Progression 3 [50’ Radius]) [36/37 PP] AP: Damage 11 (Feats: Accurate, Extended Reach 2, Improved Critical 2, Precise, Split Attack) linked with Dazzle 11 (Visual, Feats: Accurate, Extended Reach 2, Improved Critical 2, Precise, Split Attack, Flaws: Range [touch, -1]) [18 + 18 = 36/37 PP] “Laserblades” AP: Damage 11 (Feats: Accurate, Improved Critical 2, Increased Range 2 [5000' max], Improved Range 3 [1000' Increments], Precise, Extras: Range, Penetrating [6 Ranks Only]) [37/37 PP] "Laser Vision" Finally, this is not spending PP but refining a power. Changing concealment to more in keeping with my thinking… Concealment 2 (Normal Visual, Flaws: Blending* limited to reducing concealment to partial, Passive limited to reducing concealment to partial) [2 PP] “Light Bending” [Light] *NB: As Diamondlight has no movement powers in this case it means he cannot move his body (or have his body moved) more than five feet/round without distortion breaking his concealment.
  12. So noted! And that is a miss. Can you post IC?
  13. GM And so... Tongues talked, and lips murmured. The streets of Bedlam had their ebb and flow of implications and speculations, and if one attuned oneself to the right people and the right times, one could get the right picture. The woman, it seemed, was Vertity Child, who was the secretary to the owner of the Iron Works, a Ms. Emily Eve. A fiesty and competent blonde with all the usual trimmings of blondeness, so it was said. She had a number of lovers and affairs, although Ms. Eve was not one of them (as far as could be told). Ms. Eve appeared not to give one hoot or whistle as to her secretaries romantic activities. By accounts, the relationship between the two was a little frosty but professional. Ms. Eve was a bossy boss. Further forensic analysis of the shards and the circumstances of the murder was not illuminating. But one could consider the criminological aspects of the case. It was a brutal murder, but the body was left were it stood. No attempt to clean up. Either the killer was trying to make a statement, induce fear, or it was an instumental murder - to shut her up. It did not have the hallmarks of a crime of passion. But then, psychology was not a precise science...
  14. GM And thus! The Truck had pulled up outside Warehouse 33 - and the Pink Octopus was maybe two hundred feet away, bobbing gently in the waters of Hong Kong Harbour. "Distraction, Intrusion, and a very big fist if its needed" concluded Sonny, nodding at the plan. "As for me? If you need any ancient sumerian texts deciphered, or suddenly need an interpreter of Welsh, then I am happy to oblige. As both of these scenarios are rather unlikely, I will be sitting behind the big guy..." he explained, nodding at Dreadnought. "Just try and make sure nobody gets killed, please!" he added more hopefully.
  15. With ranges thus, Block Head is essentially out of the frame (still in the building, but out of the frame!) Playing a bit fast and loose with ranges here, but essentially Dr D, Mannequin and Imprint are floating in the skies! Round 3 35 - Dr D - Sickened Status (DC 17 to Recover) 2 HP 21 - The House/Imprint - Unharmed 5 - Manneq - 2 HP - Fatigued Meaning Dr D is up!
  16. Corrected Powers: The Alt Weapon / Multiple Weapon feats were hangovers and are not needed, which actually frees up 2 PP I have plowed into feats (Improved Sunder, Redirect)
  17. A good point! From a purely mechanical point of view, I suspect in these cases FOrt immune things would make a reflex save to avoid being blinded for one round, but automatically recover the next round (as they auto make the Fort recovery roll). That said, the description of Mannequin fits entirely with your point and I think we can, as you say, just ignore the attack! Which actually makes Mannequin up!
  18. SUNDAY PITCH'D by HGM Curveball 10 PP to Spend Saves: 4 PP Fort increased to +8 (+5 Con, +3) [1 PP] Reflex increased to +10 (+5 Dex, +5) [3 PP] Feats: 3 PP Improved Critical 2 (Thrown Baseball) [2 PP] Quick Draw 1 (Draw) [1 PP] Powers: 3 PP Leaping 1 (x2 Distance; Running 30’, Standing 15’, High Jump 5’) [1 PP] Super Senses increased by 2, adding Low Light Vision and Microscopic Vision 1 [Dust] [2 PP]
  19. GM The huge chunk of masonry, hurled with most impressive strength, whizzed past Mannequin who elegantly moved to the side. It flew perilously close to Imprint, still encased in the magnificent metamorphic masonry herself. "Luddites!" she cursed to Mannequin, the Doctor, and the Universe. It was clearly most irritating to her that scientific progress - at least by her perception of the matter - was being so ignorantly impeded. To combat this impingement, she vibrated at high speed within her masonry caccon, and in response, a cloud of ultra-fine particles of dust flew towards Mannequin, intent on abrasing his flesh and eyes...
  20. Which leaves the House / Imprint floating in mid air. She is not entirely useless though. She will fling a cloud of masonry dust at Mannequin. This is a cloud area Dazzle effect rank 10. Reflex DC 20 to half the Area effect Then Reflex DC 20 (or 15 if area save made) to avoid visual dazzle! Then Mannequin is up.
  21. GM "Green bug?" Sonny's eyes lit up and a crooked smile hit his lips. "Yeah I heard of him. Zui's star alchemist. Dabbles in everything chemical from ancient sorcery to cutting edge carbon fibres. They call him the Sting. Ambitious fellow, from what I gather. He dances a thin line with Zui. Useful, but ambitious. I guess that's a complicated relationship. Zui likes his henchmen competent but not too competent, if you follow me..." "But he is dangerous. And so are you, I guess..." And thusly and hence and so it was... That after some unpleasant trawling through Hong Kong Traffic, and now early evening, the truck pulled up outside the Docks. They never slept, but the activity was on the wane as the furious activity of the main day ebbed away. Sonny had been making phone calls and had identified the most likely ship - Pink Octopus, and the most likely warehouse 33, that Zui - or the Sting - or both, where operating from. There was no garuantee's in ths line of inquiry (despite Sonny's impressive skills in navigating through the gossip of Hong Kong), for Zui was notoriously cunning with webs of deception, and it seemed that the Sting was no fool either.
  22. SHED by HGM Snakebite 14 PP to spend Increasing PL to 9 Attributes: Increasing STR to 22 (+6) [2 PP] Increasing CON to 22 (+6) [2 PP] (Also increases Climb and Swim skills by +1, could you update) Saves: +1 Fort to make +10 (+6 Con, +4) [1 PP] +2 to Reflex to make +10 (+6 Dex, +4) [2 PP] +3 to Will to make it +8 (+3 Wis, +5) [3 PP] Combat: +2 Attack to make it +13 [2 PP] +2 to Defence to make it +13 [2 PP] Note: Toughness is now +6
  23. THRESH'D by HGM Sgt Shark 12 PP to Spend Skills: 1 PP 2 Ranks to Climb to make 6 (+16) 2 Ranks to Swim to make 8 (+18) Feats: 9 PP Benefit (Wealth 1 / Well off) Chokehold Critical Strike Distract (Intimidate) Improved Pin Move By Action Prone Fighting Takedown Attack increased by 1 to Takedown Attack 2 Powers: 2 PP Increase Speed to Speed 2 (25 Mph) Increase Swimming to Swimming 5 (50 Mph)
  24. TUSSAUD'D by HGM Lament 20 PP to Spend, Spending 14 of them. Saves: 5 PP +1 to Fort to make +8 (+2 Con, +6) +1 to Reflex to make +8 (+Dex, +6) +3 to Will to male +15 (+4 Wis, +11) Skills: 2 PP 4 Ranks to Perform Acting to make 8 (+15) SM 4 Ranks to Perform Percussion to make 8 (+15) SM Feats: 7 PP Blind Fight Distract (Intimidate) Fascinate: Perform Quick Change 2 Set Up Trance Can you change Skill Mastery to (Disguise, Handle Animal, Perform [Acting] and Perform [Percussion]) please, and update skills accordingly.
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