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Everything posted by Supercape
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OK So lets go for a damage 20 burst effect! Dreadnought has jumped so his DC to halv damage is reduced right down to DC 10! (But still, its a DC 25 or 35 Toughness Save) As for the Mist, he saw it coming so gets +5 on the Reflex Save. Lazy Saves vs Meteor: 2#1d20 7 9 The latter save is actually 22, with toughness bonus, but still, as it is effectively lethal damage with that strength, It is disabled.
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OK the mist is insubstantial 2 permanent so doesnt turn solid (it simply has insub 2 and affects corpreal on STR bonus) do you want to act before the meteor hits?
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Tough Should be +5 (From Con), to make PL 8. Edit made (along with skill cost!)
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GM The Mist curled round Dreadnought's. Somehow, the invulnerable dreadnought still felt cold. As if the memory of cold was still alive in him, and eating his heart. The Mist seemed to not mind at all. It was like punching fog. "You see? Even your strength is useless!" said the Mist, its eyes white and arctic. "I have been alive for untold time. I am eternal? Who are you, Giant?" it asked. And from above... The huge boulder was coming down, hot now. It left a trail of ember flares, which looked most pretty - like red stars spinning in the dark and clear night sky. It was hot now...maybe the friction of the atmosphere on its silicon surface. Maybe it was that. Surely that was what the scientists would say. But Ember, crackling over his burnt skin, would say it was life and fury.
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Its still a hit! But! It is in Gaseous Form! (Insubstantial 2) However this has the limitation of only half protection vs attacks, as it is semi-forceful now. So, that comes down to a damage 9 effect, or DC 24 TOughness Tough vs Punch: 1d20+13 32 yoikes! It will return with another punch: Punches Dread: 1d20+7 25 Yoikes! Another DC 28 Tough and DC 15 Will Save please! Then we shall resolve the meteor!
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GM "No, you speak falsehood!" hissed the mist. "The first blow will be struck by the ice! By the glacier! By the lizards beneath!" it sang, and moved forward. One could not say it was fast. It was, in fact, slow. But it was now several dozen feet tall, and curled in a fluid way. It was hard to avoid its strike, and despite its chilly mist form, there was much strength in the blow. 'Twas surely not the hardest that Dreadnought had been struck. He had surely been struck harder - Lord Nelson for instance. But still, it was a mighty blow, and it came hard. And more than that, as the mist touched Dreadnought, he felt his mind - his soul - touched by invisible icy fingers. A chill in his heart...
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The Mist will strike a (fairly) mighty blow! Blow!: 1d20+7 23 Thats a Damage 13 and Paralyse (Limited to Slow) 5 Effect. So DC 28 Tough and DC 15 Will Saves. Also, lets say the meteor is a trick - so opposed bluff / sense motive. Could you throw me the former? vs Sense Motive: 1d20+9 13 The meteor will of cause horrible destruction in any case, but lets see if you can fool it to not look up!
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That sounds pretty cool, but the mist might well see the meteor and move aside? Also Fatigued at the moment (but could blast that away with an HP)
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GM "Ah...uh.....oh...." gulped the young man. "I mean....yeah, a rich and powerful one. Ah...." he wailed. "I mean Judge Cooper! Just don't go saying his name, right! He's just my dad. That's all" he said, real fear in his eyes now. In this, Arrowhawk had the firm sense that however imposing or intimidating she might be, she could not compete with decades of trained fear that had been insidiously, or indeed explicitly, drummed into the mans skull over his years. "He can help me...and you, if you let me go!"
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GM "Pick up the trail...where we were. Maybe they are they already. Or will arrive soon. Or maybe they have caught up. They will be following the woman...wherever she went....they will follow. Nobody escapes the nose!" he said, wide eyes and full of fear. "Oh my Gods, it hurts!" he groaned, the pain kicking in harder now. "You will let me live, right?" he said, defaulting back to self preservation mode. "I want to live. Ill pay you. Oh Gods, I'll pay you. What do you want? Anything? Daddy's a judge....he can help you out!" he said, offering more than money in order to sweeten the deal.
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OK into combat. I am giving Dreadnought an outright initiative win on this as the Mist is slow to form. Round 1 20 - Dreadnough - 2 HP - Unharmed - Fagitued 0 - Ancient Mist - Unharmed
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GM "Giant! You have made your decision, bold and brave. Come then, let us see if you chose wisely or with futility!" said the giant mist, who somehow seemed to form more solid. "Know that from Lemuria was I born! I am older and stronger than the burnt ash bones that live in you skin now - Ember be his name. He was born from the power of men, but I was born from the dark sorcery of ancient Lemuria, and those Eldritch rituals are still here! The snakes of Lemurian Ice you saw are but children compared to me!" And with that, a cold wind blew...
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GM The man almost deflated in relief at the words. He wasn't keen on dying. Not dying seemed extremely good news. But. "I...uh....don't know" he blubbered. "I mean, they are on the road. We bid for the first shot. We won tonight" he said. "The others will not be far behind" he explained. "And the metal head. He is last. He organises it all..." He gulped. "When I say metal head, I don't mean he likes Dragonblades of Hell, or has a tattoo of Skull Crushed Brains" he explained. "He has a metal head. A mask or something. Freaky guy...." he said. "If we failed, they will be after the woman. And they got this guy. Some little rat with a nose as big as your fist. He can sniff out anything. Call him the nose. You can work out why. He can track anyone faster than a bloodhound. Quite a trick, but makes him ugly as your backside..."
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Sergeant Shark Power Level: 11 (220/238 PP) Unspent Power Points: 18 Trade-Offs: +1 Attack / -1 DC, and +1 Defence / -1 Toughness In Brief: Special Forces Soldier turned into Shark-man Catchphrase: “Fortune Favours the Bold” Theme: Derrr dum.... Alternate Identity: Victor Tiberius Finn Birthplace: Dover, England Residence: London Base of Operations: London Occupation: Marine "Consultant" Affiliations: Vanguard, Unison Family: Lisa Drake (Surgeon, Sister) Description: Age: 37 Apparent Age: 37 Gender: Male Ethnicity: [Previously] Caucasian Height: 6’1” Weight: 120 Kgs Eyes: Black Hair: None Victor has transformed into a hairless marine hybrid, with blue-grey skin, black eyes, and sharp claws and teeth. He usually wears little but shorts (to keep it all PG rated). His feet have webbed, splayed toes. History: Victor came from a military family with a somewhat spartan upbringing. He joined the secretive British elite special forces, the Special Boat Service, and was an effective soldier specialising in tactics. An expert in diving, Victor and his team were called to dismantle a sunken experimental submarine. Unfortunately, the reactor had leaked radiation, and it was driving the marine life wild. Victors team were killed by a maddened radioactive shark. Victor though he was dead, being chomped and bitten. He did not, however. He was transformed into a hybrid shark – man, giving him remarkable amphibious abilities, super senses, and incredible strength. Personality & Motivation: Victor has a determined, almost cold, dedication to getting the job done. He is a soldier at heart, although he has other interests such as marine biology and ecology. He has become something of an "eco-warrior" in recent times, seeing the damage done to the worlds oceans. Outside of the "mission", he is still a disciplined man, not drinking or smoking. He has a fondness for the theatre and opera, liking the play of drama, although he has no particular artistic bent himself. He lets very few people into his psyche (Arguably, not even himself), but has a number of more superficial friends, including military comrades (although he is has now retired from military service). Powers & Tactics: Victor is incredibly strong and resilient, and will fight clean and effectively in hand to hand combat. He has immense tactical experience and will always wish to engage with the benefit of surprise, and on his terms. His preferred environment is the open sea / ocean where he is especially effective. As a peculiar effect of his transformation, Victor can communicate with Sharks. Aside from his powers, Victor is a highly trained soldier and has degrees in oceanology and marine biology. Complications: Blood lust: Victor’s brain has some shark like qualities. The smell of blood will make him increasingly aggressive, distracted, and hungry. In any case, he has a taste for raw fish which may give rise to unpleasant social situations. Dry Skin: Victor’s skin needs to be exposed to water twice a day or it will become dry, irritable, and painful, again distracting him or making him lose focus. Protracted periods will cause worse problems. He usually swims twice a day to compensate, but a shower would also do. Yes Sir!: Victor has a tendency to believe and trust (without thinking) senior military officers and obey orders. This tendency is also applies to a lesser degree to rank and file military men / women. Masters of psychology, deception, or disguise might easily manipulate Victor. Colour Blind: Victors eyes are almost all rod cells, allowing him to see in very low light. But this also means he has very poor or absent colour vision. Fighter Not A Lover: Victor looks pretty ferocious and not human. Whilst he is known hero with a solid reputation, he still looks scary, and initial reactions might be startled or uncomfortable. Abilities: 20 + 6 + 20 + 4 + 2 + 4 = 56 STR: 30 (+10) DEX: 16 (+3) CON: 30 (+20) INT: 14 (+2) WIS: 12 (+1) CHA: 14 (+2) Combat: 24 + 24 = 48 Initiative: +15 Attack: +12 Defense: +12 (+6 Flat Footed) Grapple: +25 Knockback: -5 Saving Throws: 2 + 7 + 7 = 16 Toughness: +10 (+10 Con) Fortitude: +12 (+10 Con, +2) Reflex: +10 (+3 Dex, +7) Will: +8 (+1 Wis, +7) Skills: 120 Ranks = 30 PP Bluff 4 (+6) Climb 6(+16) SM Drive 4 (+7) SM Intimidate 16 (+18) Knowledge [Earth Sciences] 8 (+10) Knowledge [Life Sciences] 8 (+10) Knowledge [Tactics] 16 (+18) Language 2 (Arabic, English [Native], French] Medicine 4 (+5) SM Notice 12 (+13) Pilot 4 (+6) SM Sense Motive 4 (+5) Stealth 16 (+19) Survival 4 (+5) Swim 12 (+22) Feats: 37PP Accurate Attack All Out Attack Benefit: Vanguard Member Benefit: Wealth Benefit 2: Use Knowledge [Tactics] for Master Plan and to avoid Ambush/Feint Blind-Fight Chokehold Critical Strike Distract (Intimidate) Elusive Target Environmental Adaptation [underwater] Evasion 2 Favoured Environment [underwater] Favoured Opponent [marine life] Fearless Improved Aim Improved Grab Improved Initiative 3 Improved Pin Instant Up Jack of All Trades Leadership Master Plan Move-by Action Power Attack Prone Fighting Setup Skill Master (Climb, Drive, Medicine, Pilot) Startle Takedown Attack 2 Uncanny Dodge (Olfactory) Powers 3 + 1 + 1 + 4 + 1 + 2 + 10 + 6 + 5 = 33 All powers have mutation and shark descriptor Strength Bonus (Applies to Unarmed: Improved Critical 2, Variable Descriptor 1 [Unarmed, Claw, Teeth]) [3 PP] Comprehend 2 (Speak to, Understand, Limited: Sharks) [1 PP] Feature (Iron Stomach) [1 PP] Immunity 4 (Cold, High Pressure, Radiation, Suffocation [Drowning]) [4 PP] Leaping 1 (x2 Distance: Running 40’, Standing 20’, High Jump 10’) [1 PP] Speed 2 (25 Mph) [2 PP] Super Senses 10 (Accurate [Olfactory], Acute [Olfactory], Direction Sense, Extended 1 [Vision], Extended 1 [Olfactory], Low Light Vision, Tracking 3 [All out movement, Olfactory]) [10 PP] Super Strength 3 (+15 STR to effective strength) [6 PP] Swimming 5 (50 mph) [5 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage Abilities 56 + Combat 48 + Saves 16 + Skills 30 + Feat 37 + Powers 33 = 220/238 Power Points
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From the album: Supercapes Visions
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Echohead Power Level: 10 (178/211 PP) Unspent Power Points: 33 Trade-Offs: +4 Toughness / -4 Defence, +4 Attack / -4 DC (or none) In Brief: Mind stealing agent of AEGIS Catchphrase: "Forget it!" Theme: Boiling Point Alternate Identity: Umberto Velluti Birthplace: Rome Residence: Freedom City Base of Operations: Freedom City Occupation: Agent in Training… Affiliations: AEGIS Family: Lucia Velluti (Mother, Retired Hairdresser) Description: Age: 41 Apparent Age: 41 Gender: Male Ethnicity: Caucasian Height: 5’5” Weight: 50Kgs Eyes: Brown Hair: None Umberto is a short, weedy man, quite bald, with a large nose and a weak chin. He could, in truth, be called fairly ugly. He does have a certain sense of style, however, wearing expensive suits and sunglasses (he loves black) History: Umberto was always a pretty bullied kid at school, the first to get beaten up, the last to get picked at a team. He was short, weedy, and bald since birth and had a faint Italian accent (his family moved to Freedom City when he was four). This was compounded by being smart and by having a doting, overbearing mother (who, ironically, was a hairdresser). Umberto grew up always feeling like he was surpressing something. He had a knack of understanding people and their motivations which he put down to intuition. He made a reasonable business selling garden appliances in his shop, and was doing fairly well for himself. Until, one day, a retired AEGIS agent came into his shop to purchase something for his retirement home. Umberto had a flash of paranoia, and then…bang! He was inside the agent’s head. It turned out that Umberto was a psychic who had repressed his powers all his life.The paranoia had however, forced his unconscious powers to the conscious! He was debriefed by AEGIS, and it was then both AEGIS and Umberto saw opportunity. AEGIS would have much to gain from Umberto's power, as a mind reader. Equally, Umberto he had always harboured dreams of being a spy, a secret agent, or a superhero, but what with being a 5’5” weed with no training and an overbearing mother, he had no opportunity. So, Umberto would get training (and a flashy stun pistol) in return for his services. Echohead has a symbiotic relationship with AEGIS. He makes himself available to them (and has security clearance with them) and in return they are supporting his development; he thus acts independently although AEGIS does monitor his activity. Personality & Motivation: Echohead has always wanted a life of adventure and excitement and this is his primary motivation. However, he also has a lot of sympathy for the underdog, and cannot abide bullies or autocrats. He is a friendly man, by and large, but conceals a lingering sense of low self-esteem. He is particularly fond of food and has a love of plants, flowers, and gardens. He relaxes in his own garden and grows his own vegetables. Powers & Tactics: Echohead can “steal” other peoples thoughts or neurological functioning. He can make people ignore something, paralyse parts of (or all of) their body, or forget skills. As well as “deleting” such abilities (albeit transiently), he can “copy” someone into his head, getting their skills and mental abilities. The copy does linger as an “echo” which can be distracting or even (if a strong personality) dangerous. Echohead will usually try to win conflicts by selectively disabling his targets, perhaps so that a fight is not needed at all. Umberto utilises high tech AEGIS equipment to compensate for his lack of physical skills or abilities. He wears bulletproof clothing, and carries an AEGIS energy pistol if he needs to combat psychic-resistant enemies. Power Descriptions: Echoheads psychic powers are not visible or detectable. His blaster pistol fires yellow-orange energy beams of slightly different flavour according to setting. Complications: Ugly Face: Umberto is not so ugly as to be repulsive, but he is not so far from that position, either. He is not good at making first impressions. Ugly Thoughts: Any “Echo” stored in his head has the lingering will of the original. For the most part this is, at worst, distracting. However, progressively strong willed copies might limit the use of their skills at a critical time, or cause him to freeze or tic or speak inappropriately. Exceptionally strong copies might even – if Umberto was tired or drained – even take possession of him transiently! Ugly Tongue: When nervous, Umberto tends to gabble. He might reveal information, or say the wrong thing, or speak his mind completely inappropriately! Ugly Head: Umberto suffers from terrible migraines, perhaps as a side effect of his medication. Bright light and stress can set them off, and render him virtually helpless. Sunglasses help, and he takes medication to limit them, but of course he can be without sunglasses and medication…and there is plenty of stress around… Ugly Heart: At the end of the day, Umberto is a coward; or, more precisely, he has grown up being bullied and downtrodden and he can easily revert to this mindset. Skilled intimidators or psychologists could have a field day going to town on him. Ugly Body whilst Echohead can "copy" physical skills (or even feats) like acrobatics, climb, and swim using them is another matter. If the copied body is of significantly different size shape or strength, it will take him a little practice to "callibrate" the acquisition of this skill to his own body. This could take a minute for minor differences, or a few hours for major differences in body shape. If he does not fully callibrate, he would not be able to use the skill, or even worse, automatically fail even basic checks. Abilities: -2 + 2 + 2 + 6 + 6 + 0 = 14 Strength: 8 (-1) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 12 + 12 = 24 Initiative: +5 Attack: +6 base, +8 Ranged, +10 Energy Pistol Defence: +6, +3 Flat Footed Grapple: +5 Knockback: -7 Saving Throws: 5 + 7 + 12 = 24 Fort +6 (+1 Con, +5) Reflex +8 (+1 Dex, +7) Will +15 (+3 Wis, +12) Tough +14 (+1 Con, +13 Protection/Device) Skills: 12 PP = 48 R Bluff 4 (+4) Diplomacy 8 (+8) Knowledge (Business) 4 (+5) Knowledge (Life Sciences) 4 (+5) Language 4 (English, French, Italian [Native], Latin, Spanish) Notice 4 (+7) Profession [Gardener] 8 (+11) Sense Motive 12 (+15) Feats: 6 PP Attack Focus [Ranged] 2 Benefit 2 (Wealth 1, AEGIS Clearance) Improved Initiative 1 Jack of All Trades Powers: 13 + 13 + 49 + 15 = 100 Device 3 (15 DP, Feats: Subtle) [13 PP] “Cool black suit” [Armour] Protection 13 (Feats: Second Chance [tough vs ballistic]) [14 DP] "Impervium Weave" Immunity 1 (Hot Environment) [1DP] "Thermal Regulator / Literally a Cool Suit" Device 4 (20 DP, Feats: Easily Concealed, Flaws: Easy to Lose) [13 PP] “Snub Nosed Energy Pistol” [tech, energy] Energy Array (19 PP Array, Feats: Alt Power 1) [20 DP] BP: Blast 6 (Extras: Penetrating, Feats: Accurate) [19/19 PP] “Blast!” AP: Stun 6 (Extras: Range, Feats: Accurate) [19/19 PP] “Set to Stun!” Psychic Theft Array (43 PP Array, Feats: Alt Power 6) [49 PP] [Psionic, Mutant] BP: Paralyze 10 (Extras: Range Perception [+2], Feats: Insidious, Precise [Can paralyse just certain parts of body], Subtle)[43/43 PP] “Remove motor function” AP: Dazzle 10 (All Senses, Extras: Alt Save – Will [+0], Range Perception [+1], Feats: Insidious, Precise [Can dazzle some senses and not others], Subtle, Flaws: Limited [Only dazzled to one object or thing]) [45/45 PP] “Remove Awareness” AP: Drain 10 (Any Skill, Extras: Alt Save – Will [+0], Range Perception [+2], Feats: Insidious, Slow Fade 1 [1 minute], Subtle) [45/45 PP] “Remove skill” AP: Drain 10 (Any mental attributes [INT/WIS/CHA], Extras: Alt Save – Will [+0], Range Perception [+2], Feats: Insidious, Slow Fade 1 [1 minute], Subtle) [45/45 PP] “Remove brain” AP: Mind Reading 10 (Extras: Action [Move/Standard], Duration [Sustained +1], Simultaneous Sensory Link [As sensory link but can maintain own senses at the same time, +2], Feats: Insidious, Sedation, Subtle, Flaws: Feedback) [45/45 PP] “Scrutinise thoughts” AP: Nullify 10 (All psychic or psionic powers, Extras: Effortless, Range Perception, Feats: Insidious, Selective [Nullify only some powers], Subtle) [45/45 PP] “Remove Psionics” AP: Mental Transform 10 (Alter Memories [2PP/R base], Extras: Duration [Continuous - countered by hypnotic regression], Range [Perception], Feats: Insidious, Precise, Subtle, Drawbacks: Only deleting memories, not altering them) [42/43 PP] "Memory theft" Mimic 2 (10 PP of any attributes [note flaw], Extras: Duration Sustained [+1], Range Perception [+2], Feats: Subtle, Flaws: Limited to mental abilities [e.g: INT, WIS, CHA, Will, Skills, Some Feats, Psionic or trained powers]) [15 PP] “Echohead” [Psionic, Mutant] Super Senses 10 (Analytical, Accurate, Acute, Extended 1 [x10], Ranged, Radius, Detect Minds [3]) [10 PP] "Detect Brains" Drawbacks: -2 Vulnerability (Psionic; Frequency: Common; Intensity: Minor [+1]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 14 Tough Damage Pistol Blast Range DC 21 Tough Damage Pistol Stun Range DC 21 Fort Stun Psychic Paralyse Perception DC 25 Will Paralyse Psychic Dazzle Perception DC 25 Will Dazzle Psychic Drain Perception DC 25 Will Drain 1 Psychic Nullify Perception DC 25 Will Nullify Psychic Mind Read Perception DC 25 Will Mind Read Pyschic Transform Perception DC 25 Will Transform (Delete memories) Totals: Abilities 14 + Combat 24 + Saving Throws 24 + Skills 12 + Feats 6 + Powers 110 - Drawbacks -2 = 178/211 Power Points
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Curveball Power Level: 8 (128/149PP) Unspent Power Points: 21 Trade-Offs: None In Brief: Four armed mutant baseball girl Alternate Identity: Jasmine "Jazzy" Rita Jagger Birthplace: San Francisco Residence: Emerald City Occupation: Commercial Endorsements Affiliations: None Family: Jimmy Jagger, Brother (Mutated Coast Guard), Uncle Billy "Boomer" Bootwell (Boxing Coach) Age: 21 Apparent Age: 21 Gender: Female Ethnicity: (Mainly) Caucasian Height: 5'7" Weight: 68 Kgs Eyes: Blue-Green Hair: Short Blonde History: Jazzy and her twin Brother, Jimmy were blossoming professional athletes (she liked baseball, he liked swimming). At the age of 20, just beginning to make a little headway in a highly professional field (they were on route to being professional sportsmen/women, although would fall short of Olympic elite status), they both were hit by a Darwin-X outbreak in East Berlin that claimed the lives of a few dozen, including their parents. Jazzy and Jimmy survived, their bodies adapting to their field of sports. Jimmy became aquatic, able to breathe underwater and swim incredibly fast; although his skin turned grey and he looked pretty ugly afterwards (hairless, and finned). Jazzy grew an extra pair of arms and found an ability to throw baseballs at incredible speed. Such mutations disqualified them from any professional sports career. Jimmy turned his mutation to good use, although bitter about his appearance. He has become an extremely valued coastguard, and has saved countless lives already. Unfortunately, Jazzy had a less overtly useful mutation. What good was a batting and bowling if she couldn't play sports? She managed to get a little local fame as a "freak on TV", doing advertising, and even got a little bit of a cult following (with some weird stalkers with it). She wasn't exactly happy with this, so when uncle "Boomer", a boxing coach, suggested she take up the superhero business, she jumped! Personality & Motivation: Jazzy is a competitive person (she had to be, being an ex-athlete) but doesn't trash talks, she actually really respects and admires athletes. She has a lingering bitterness that her dream career got torn away from her, and she does harness this anger from time to time. She likes physical activity and exercise and can be a bit obsessive about it. She has developed a bit of a comradery with other freaks and weirdoes. She particularly likes campaigning for the living and dead victims of Darwin-X. Part of being a superhero is simply a job; more fame, more money, more sponsorship. But aside from all of that, she feels it is good in that it turns her condition to a positive use; and besides, it helps others when all is said and done. Powers & Tactics: Jazzy was always athletic, but her physical abilities are slightly improved, in particular, she is a lot stronger than she looks (although not superhuman). An obvious mutation is the fact she has grown an extra pair of arms under her normal ones (although on close inspection her "normal" arms are an inch above normal height in placement). Her arms are no adjusted to provide incredible throwing power and speed, although only for light objects. Her eyes have equally adapted, and she is able to see at incredibly long distances (all the better for long distance throws!) Curveball arms herself with four baseball bats strapped to her costume, often holding more than one at a time. She also has a bandolier with a half-dozen baseballs ready to throw at skulls for a knockout. She fights in a straightforward, even reckless manner, charging in, throwing stuff, and swinging her bats. Complications: Pop! Whilst Curveballs mutation is generally helpful, her incredible throwing arm physiology means her arms easily pop out of their sockets. Impact or falling damage can particularly do this, but other effects, even things like punching an impervious object / target, may also do that. The other Left: Her throwing is amazing thanks to an adapted arm and brain, but as a side effect, curve ball pretty much always gets left and right mixed up, and never admits to this... Morning Stiffy: Curveball wakes up with very stiff joints in her arms. She usually needs an hour of stretching to get herself going. Physiotherapy or medical treatments can cut this down. This happens even if she gets knocked out. Reckless: Young and foolish, Curveball is impatient and reckless, and will charge in without properly assessing situations or noticing pitfalls (potential or actual). Sponsored by: Curveball doesn't have a job. She lives by making kooky commercials for sports equipment or other stuff. She doesn't really have the skills or wit to capitalise on this, so whilst not poor she is not well off either, and is often called to make strange commercials. If on TV she will often turn around and try to get sponsorship or the like. She is actually quite famous in a Z-list way. A frequent request of her is to write her signature with all four limbs at the same time. Abilities: 2 + 8 + 6 + 0 + 0 + 4 = 20 Strength: 12/20 (+5) Dexterity: 18/20 (+5) Constitution: 16/20 (+5) Intelligence: 10 Wisdom: 10 Charisma: 14 (+2) Combat: 18 + 18 = 36 Initiative: +9 Attack: +9 Defense: +7,+4 Flat Footed Grapple: +12 (+16 Using All four arms) Knockback: -3 Saving Throws: 5 + 5 + 5 = 15 Toughness: +7 (+5 Con, +2 Protective Vest) Fortitude: +10 (+5 Con, +5) Reflex: +10 (+5 Dex, +5) Will: +5 (+5) Skills: 15 PP = 60 R Acrobatics 8 (+13) Skill Mastery Bluff 4 (+6) Climb 8 (+13) Skill Mastery Intimidate 4 (+6) Knowledge [Pop Culture] 6 (+6) Knowledge [Streetwise] 2 (+2) Notice 4 (+4) Perform [Acting] 4 (+6) Sense Motive 4 (+4) Stealth 8 (+13) Skill Mastery Swim 8 (+13) Skill Mastery Feats: 15 PP Acrobatic Bluff Ambidexterity Bounce the Ball [Applies Ricochet 1 to thrown attacks with balls and similar] Equipment 2 Evasion 2 Improved Aim Improved Critical 2 (Thrown Baseball) Improved Initiative 1 Precise Shot 2 Quick Draw 1 (Draw) Skill Mastery 1 (Acrobatics, Climb, Stealth, Swim) Takedown Attack 1 Equipment: 2PP = 10EP Four Baseball Bats (Strike 2, Mighty, Thrown, Multiple Weapon 3) [7 EP] Undercover Shirt (Protection 2, Subtle) [3 EP] A half dozen baseballs ready for throwing [0 EP] Powers: 2 + 14 + 1 +1 + 5 + 3 = 26 (All powers have mutant descriptor) Additional Limbs (2 Extra Arms) [2 PP] "Four armed" Enhanced Traits 14 (Strength +8, Dexterity +2, Constitution +4) [14 PP] "Physiological boost" Leaping 1 (x2 Distance; Running 30’, Standing 15’, High Jump 5’) [1 PP] Speed 1 (10mph) [1 PP] Super Senses 5 (Extended Normal Vision 3 [x1000/-2 Per 2 Miles], Low-Light Vision, Microscopic Vision [Dust] ) [5 PP] Super Strength 2 (Feats: Throwing Mastery 2, Flaws: Limited [-2], Applies only to throwing distance for objects that would have been light anyway) [3 PP] "Perfect throwing arms" Throwing Distances For Light Load (14 Kgs / 133 Lbs max) Drawbacks: None DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Tough Damage Baseball Bat Touch DC 22 Tough Damage Thrown Baseball Ranged DC 22 Tough Damage Thrown Paperclip Ranged DC 17 Tough Damage Abilities 20 + Skills 15 + Feats 15 + Powers 26 + Combat 36 + Saves 15 = 128/149 PP
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From the album: Supercapes Visions
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From the album: Supercapes Visions
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Diamondlight Power Level: 11 (229/250) Unspent Power Points: 21 Trade-Offs: none In Brief: Gambling Businessman infused with Daka-Energy Catchphrase: “Lighten Up!”, “How Illuminating!” Theme: Propellerheads.... Alternate Identity: August "Zed" Zoss Birthplace: Switzerland Residence: Various / International Jetsetter Base of Operations: Various / International Jetsetter Occupation: Businessman, Gambler Family: Henri Zoss, Father Description: Age: 37 (DOB 8 / 8 / 1980) Apparent Age: 30-35 Gender: Male Ethnicity: Caucasian Height: 5’11” Weight: 80Kgs Eyes: Silver-Blue Hair: Blonde August looks like a handsome, broad shouldered man in good shape, with mid length blonde hair and peculiar silver blue eyes (that glow when he uses his powers). He dresses stylishly, favouring jackets and turtlenecks, or smart suits (including black tie). History: The wealthy Zoss family stretch back a couple of Centuries in Switzerland . In World War 2, Rudolf Zoss was the recipient of various Nazi Party (including the Thule Society) illegal goods, stored at the Zoss mansion. Amongst the good was a powerful Daka crystal, stolen from Dakana. August Zoss made the most of his inheritance. The Zoss family may not have had the most moral of histories, but they were clever. Hugo was smart, astute, and charming. He studied psychology in Cambridge, Economics in Paris, and European Law in Brussels. He aspired to be an intellectual, but he often was a hedonist, and developed an addiction to gambling. Meanwhile, Doctor Henri Zoss (the son of Rudolf and father of Hugo) was driven to use the Daka Crystal in their vaults when his dear wife was sick, believing he could energise the human body. It did not work, and she perished. However, August (his son) found out about the terrible heirloom, and tried to intercede, believing it belonged to Dakana. Ripping it from his father's laboratory he was exposed to its energies and transformed, infused with the energies designed to save his mother. August was already a capable man, but now energised, he turned his mind to loftier goals than study and pleasure. The realisation that his family had an ignoble past, and his new powers, drove him to a new chapter in his life. He was now concerned with the power and corruption of the emerging plutocrats of the world; and he determined to use his talents to hold to account the rich and powerful who so often were accountable to nobody... Diamondlight would dearly love to return the Daka Crystal to Dakana, but for the fact that he still feels some family shame about the matter (And would prefer to do so secretly). He is however stopped by the fact that his father is now extremely ill too, and is using the energies of the crystal to stay alive... Personality & Motivation: August was always a pleasant, charming, intellectual man. He had trace amounts of narcissism, but these have disintegrated with the knowledge of his heritage. He remains much of his personality but now also is committed towards atoning for his families past. He has a complex relationship with wealth – enjoying and savouring every luxury it brings, but also being deeply concerned about its abuse and corruption. August considers himself (and arguably is) a man of the world, an intellectual. He talks with a hard to trace, pan-European clear accent. That said, he maintains a darker desire – an uncomfortable addiction to risk taking and gambling that he has not, and probably never will, shake. He has therefore an additional “adventurous” streak. This is not quite the same as reckless – he prefers calculated gambles that he can carefully manipulate (but are gambles all the same). Powers & Tactics: Diamondlight can emit blue-silver coloured energy. Combined with his intelligence, and ability to sense light from every direction (thus giving him proverbial eyes in the back of his head), he can strike out with laser beams in every direction, emits bursts of blinding light around him, or most spectacularly, emit shining blades of light from his body to fight with. His Daka infused energies allow him to create a protective force field around his body (of the same colour), and actually provide him with limited sustenance and vitality. Diamondlight can also “bend” light around him, giving him a form of invisibility. If he moves too fast, the distortion becomes apparent so it is really only useful when moving very slowly. Aside from his powers, Diamondlight is an extremely smart, astute, and charming man and is an expert in psychology, law, and economics. He is a master of social skills and a world class gambler. Combined with his resources, he could be considered just as “dangerous” or powerful even without his energy powers. Tactically, Diamondlight will use his social skills (possibly augmented by invisibility and illusions) to first make sure he is “playing” on his terms. Once in a fight, he will use bursts of light and lasers against multiple foes or targets at range – but his preferred mode of combat is to use his “Laserswords” from each hand. Power Descriptions: Diamondlights' powers look like clear blue-silver-white energy constructs. His eyes glow when he uses his powers. When his force field is active, it gives him the same hue. Complications: Daka Deflection: Daka crystals “bend” his powers, causing beams of light and energy to bend away from the crystal or even, sometimes, absorbing them and causing a mighty feedback loop on Diamondlight (which could seriously injure him). This is less of a problem the nearer the crystal is to him, oddly (in other words, it affects his powers more when they are ranged) Gambling Gent: August can hardly ever turn down a game of cards or dice. He is essentially addicted to gambling – if it were not for his mastery of gambling he would be quite broke. People can distract, delay, or manipulate him with this addiction (and he could always lose…) Enigmatic Energies: August constantly emits very low level energy that is harmless. However, if stressed or emotional or distracted (or a combination of), these fluctuations could cause minor disruption to electronics (such as stopping his mobile phone working in a crisis). Horrible Heritage: August and his father keep the family shame quite secret, and he would do anything to keep it that way. Hugo feels a need to make amends to (or at least feels indebted to) Dakana. He will be completely trusting and extremely helpful (And thus easily manipulated) by these groups (or those successfully pretending to be from those groups). As noted above, he would dearly love to return the family Daka crystal, but for the fact its energies are keeping his father alive. Heroic Hedonism: August is a hedonist whose tastes are very broad rather than very gripping. He will seek out and be seduced (in the widest sense of that term) by anything that would feed his intellectual, artistic, philosophical, or sensual lusts. He would “fall” for a masterpiece of modern art, an exclusive wine tasting event in Paris, or dinner party with a revolutionary politician just as he would a pretty face. Paternal Problem: Henri, his father, is sickly and still grieving over his mother. He lives almost as a recluse in the family mansion in Switzerland, and could be a source of vulnerability for August. Abilities: 4 + 4 + 4 + 8 + 12 + 12 = 44 Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 22 (+6) Charisma: 22 (+6) Combat: 22 + 22 = 44 Initiative: +6 Attack: +11 Base Defense: +11, +6 Flat Footed Grapple: +9 Knockback: -6 Saving Throws: 6 + 8 + 6 = 20 Toughness: +11 (+2 Con, +9 Force Field) Fortitude: +8 (+2 Con, +6) Reflex: +10 (+2 Dex, +8) Will: +12 (+6 Wis, +6) Skills: 128 R = 32 PP Bluff 12 (+18) Concentration 14 (+20) Diplomacy 8 (+14) Gather Information 4 (+10) Intimidate 4 (+10) Knowledge (Art) 4 (+8) Knowledge (Behaviour Sciences) 12 (+16) Knowledge (Business) 16 (+20) Knowledge (Civics) 12 (+16) Knowledge (Current Events) 4 (+8) Language 6 (English, French / German / Italian [Native Swiss], Latin, Russian, Spanish) Notice 4 (+10) Profession [Gambler] 16 (+22) Sense Motive 12 (+18) Feats: 13 PP Attractive Benefit 3 (Wealth 3) Connected Equipment 4 Improved Initiative 1 Jack of All Trades Takedown Attack Uncanny Dodge (Visual) Equipment 4PP = 20 EP 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: 18 + 2 + 5 + 41 + 3 + 7 = 76 PP All powers have (in addition to others below) “Daka Energy Crystal” descriptor Force Field Array (16 PP Array, Feats: Alt Power 2) [18 PP] (Light, Force descriptor) BP: Forcefield 9 (Extras: Impervious 6, Feats: Selective) [16/16 PP] "Hardlight" AP: Forcefield 9 (Feats: Selective) linked with Environmental Control 5 (100' r Bright Light, Feats: Precise Flaws: Touch Range) [10+6=16/16 PP] "Shining light" AP: Forcefield 9 (Feats: Selective, Subtle) linked with Concealment 2 (Normal Visual, Feats: Close Range, Selective, Limited Flaws: Blending and Passive - reduce concealment to partial rather than full) [11+5/16 PP] "Softlight" Immunity 2 (visual dazzles) [2 PP] [Light sensitive / no need for eyes] Immunity 10 (Aging, Environmental Cold, Sleep, Own Powers, Starvation and Thirst, Trait Effects, Flaws: Limited to half effect) [5 PP] “Sustained by energy” Light Array (36 PP Array, Feats: Alt Power 5) [41 PP] [Light descriptor] BP: Damage 11 (Extras: Area [Burst, Targeted], Selective, Feats: Improved Critical 2, Precise) [36/36 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” [36/36 PP] AP: Create Object 11 (Extras: Movable, Feats: Precise, Stationary, Subtle) [36/36 PP] “Hardlight” AP: Illusion 11 (Visual, Extras: Duration [Sustained +1], Feats: Area Progression 3 [50’ Radius]) [36/36 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 = 36/36 PP] “Laserblades” AP: Damage 11 (Feats: Accurate, Improved Critical 2, Increased Range 2 [5000' max], Improved Range 3 [1000' Increments], Precise, Extras: Range, Penetrating [5 Ranks Only]) [36/36 PP] "Laser Vision" Super Senses 2 (Extended 1 Normal Vision [x10], Low light vision, Radius Normal Vision) [3 PP] “Light Sensitive” Teleport 5 (500' a move action, Feats: Change Velocity, Turnabout, Flaws: Short Range Only) "Light Flash" [7 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage Laser Spray Touch/Area Targ. DC 26 Toughness Damage Light Burst Touch/Area Gen. DC 26 Reflex/Fort Dazzle Laser Sword Touch/15’ DC 26 Tough, Ref/Fort Damage, Dazzle Totals: Abilities 44 + Combat 44 + Saving Throws 20 + Skills 32 + Feats 13 + Powers 76 = 229 / 250 Power Points
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Snakebite Power Level: 9 (220/250 PP) Unspent Power Points: 30 Trade-Offs: +3 Attack/-3 DC, +3 Defence / -3 Toughness In Brief: Archaeologist. Adventurer. Snake. Catchphrase: “Sssss….” Theme: Chan Chan Alternate Identity: Cassandra (Cassie) Crow Birthplace: Canterbury, England Residence: London Base of Operations: World Wide Jet Setter Occupation: Archaeologist, Honorary Curator of British Museum Affiliations: British Museum, UNISON, Ministry of powers Family: Vera Crow (Grandmother, Professor of Egyptology), Diana Crow (Mother, Anthropologist), Amanda Crow (Older Sister, Mountaineer) Description: Age: 25 Apparent Age: 25 Gender: Female Ethnicity: Caucasian Height: 5’9” Weight: 70Kgs Eyes: Green Hair: Brown with Red Highlights Cassie looks like an athletic woman with a great physique and reddish brown hair of varying length (depending on her mood and activities). She wears a variety of clothes, including skirts and shirts at the library, to a more adventurous pants and jacket and boots when out in the field. No stranger to danger, Cassie objects to guns but does carry a customised revolver loaded with sedative darts. History: The Crow family stretches back centuries, shrouded in rumours of witchcraft. How much truth in these rumours is debatable, but the it is true to say that many members of the family have had some form of Eldritch sight, and have brushed with the arcane. It is perhaps due to these talents that they have amassed great wealth, with mansions, castles, and estates all over Europe and beyond (even if they are often crumbling and dusty). Cassandra Crow developed, as a teenager, the Eldritch eye – in her case, the ability to see what had transpired in the past. She was an adventurous soul, with her mothers inquisitive academic mind, and her fathers reckless spirit of adventure (he was a Brazilian ranger who protected the entrance to the Lost World). On one of her many trips to South America, the family (her mother, father, and sister) discovered an ancient temple dating back to the last days of Lemuria. And Cassie found a golden snake skull, a great find! Until she snagged her hand on a tooth and got injected with an ancient poison. She woke up a few months later. And recovered a few years later. The poison had awoken some trace Lemurian heritage (possibly the source of the Crow families Eldritch sight). She now had enhanced physical abilities and a fascination for history and archaeology that has propelled her to academic success. Two years later, her father died in Brazil, shot dead by some unknown villains trying to get access to the Lost World. This only gave more fuel to her determination. Now, with the code name Snakebite, she travels the world trying to understand the ancient past and the dread sorceries buried beneath the earth and ocean… Personality & Motivation: Snakebite is a scientist, artist, and explorer. A thrill seeker in many domains. Underneath this exterior she has the mysterious legacy of the Crow family in her blood, and feels compelled – like so many of her family – to explore the hidden worlds both mundane and eldritch. She has a complex relationship with her family and her wealth; on the one hand she enjoys the trappings and opportunity it affords her, on the other she actually admires “primitive” cultures, artists, philosophers and bohemians as opposed to the inhabitants of the Jet set. This gives her a rather conflicted personality. Powers & Tactics: Cassie has always had the magical ability to “see” the past with post-cognition. Cassie was already athletic but now functions at peak human physical performance, and has superhuman acute vision and hearing. She has developed an immunity to poison and an ability to communicate with snakes. Tactically she will either fight unarmed, with her whip, or with her dart gun – although she has a sneaking preference for a hand to hand fight. She is quite at home improvising with makeshift weapons or utilising the environment. Aside from her exceptional physical abilities, Cassie is an intelligent woman who has a PhD in South American history and is well versed in many associated sciences and disciplines. She is an accomplished explorer, a skilled fighter, and is fluent in several languages. Power Descriptions: Cassie's powers are essentially invisible. When using her post-cognition power, her eyes will go jet black. Complications: Curses! Whilst the Crow family have amassed immense wealth over the centuries, there seems to be some Eldritch trade-off, for they also have a habit of attracting curses and dark magics. In particular, Cassie is almost irresistibly drawn to activating curses – such as reading what she should not, or defiling forbidden tombs. She is in essence a magnet to every curse and hex for miles around. Lemurian Ancestor: She doesn’t quite know how (who does?) but the Crow family have some Lemurian heritage. Whatever the cause anyone or thing opposed to Lemuria might have an itchy crawling uncomfortable feeling, and the Snake people themselves will have a feeling that she is, in some way, an abomination (even if she is in disguise or the like). Appropriator: Cassie has a type of greed. Not so much for money (she is wealthy already although of course likes more!), but for prestige. She will go to nearly any costs to acquire rare and valuable antiquities for the British Museum – as long as she gets the credit for it. Flashback: Cassie’s Postcognitive power is not 100% reliable, and – in some cases going back many years and encountering something Eldritch, has even sent her catatonic. Wealthy? Cassie is always reasonably well off. The access to the various large amounts of estates, wealth, and possessions is more complicated as they are tied up in complex and old laws that date back centuries with the Crow family. She might have issues in accessing her resources if her family do not agree or some cunning legal mind is set against her. Abilities: 12 + 16 + 12 + 6 + 6 + 6 = 58 Strength: 22 (+6) Dexterity: 26 (+8) Constitution: 22 (+6) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 24 + 24= 48 Initiative: +12 Attack: +12 Defense: +12, +6 Flat Footed Grapple: +20 Knockback: -3 Saving Throws: 2 + 4 + 5 = 11 Toughness: +6 Fortitude: +8 (+6 Con, +2) Reflex: +12 (+8 Dex, +4) Will: +8 (+3 Wis, +5) Skills: 120R = 30 PP Acrobatics 12 (+20) Skill Mastery Bluff 4 (+7) Climb 4 (+10) Drive 4 (+12) Escape Artist 12/0 (+20)Skill Mastery Intimidate 4 (+7) Knowledge (Arcane) 8 (+11) Knowledge (Art) 8 (+11) Knowledge (Earth Sciences) 4 (+7) Knowledge (History) 12 (+15) Knowledge (Theology and Philosophy) 4 (+7) Language 12 (Ancient Aztec, Ancient Egyptian, Ancient Mayan, Arabic, Chinese [Mandarin], English [Native], French, German, Greek, Latin, Lemurian, Portuguese, Spanish) Medicine 4 (+7)Skill Mastery Notice 12 (+15) Perform (Dance) 4 (+7) Pilot 4 (+12) Search 4 (+7) Sense Motive 4 (+7) Stealth 4 (+12)Skill Mastery Survival 4 (+7) Swim 4 (+10) As enhanced trait: Escape Artist 12 (+20) Feats: 30 PP Acrobatic Bluff Ambidexterity Attractive Benefit 4 (Wealth 3, Honorary Curator of British Museum*) Blind Fight Chokehold Endurance Equipment 7 Elusive Target Evasion 2 Grappling Finesse Improved Grab Improved Initiative 1 Improved Pin Jack of All Trades Power Attack Precise Shot Prone Fighting Skill Mastery (Acrobatics, Escape Artist, Medicine, Stealth) Uncanny Dodge (Auditory) *This esteemed position comes with few duties but many advantages; Cassie has full access to the museum and all its resources, and the goodwill of many academics and staff associated with the museum. The Museum itself is world class and enough to give a +2 situational bonus to knowledge rolls (of a related type such as history and some art, theology, arcane rolls). Equipment: 10 EP = 2 PP GPS Receiver [1 EP] Multi-Tool [1 EP] Rebreather [1 EP] Whip (Damage 0, Feats: Mighty, Extended Reach 2, Improved Trip, Improved Disarm) [5 EP] Headquarters: English Country Manor (Location: Outside Canterbury, Kent) Toughness: +10 [1 EP], Size: Large [2 EP], Features: Communications, Computer, Dock, Fire Prevention System, Garage, Grounds, Gym, Hangar, Infirmary, Library, Living Space, Pool, Power System, Security System 3, Stables, Staffed [19 EP] Total Cost 22 EP 3 EP: Alternate HQs Powers: 2 + 1 + 15 + 3 + 2 + 9 + 7 + 4 = 43 PP (All powers have magic descriptor) Additional Limb 1 (Extendable Tongue, Feats: Duration [Continuous]) [2 PP] Comprehend 2 (Speak to and Understand Animals, Flaws: Limited to Snakes [-2]) [1 PP] Device 5 (Tranq Pistol; 25 DP Flaws: Easy to Lose) [15PP] (Tech) Fatigue 6 (Extras: Poison, Range, Feats: Subtle) [25 DP] (Poison) Enhanced Trait 3 (Escape Artist +12) [3 PP] Immunity 2 (Environmental Heat, Poison) [2 PP] Poison Array (8 PP Array, Feats: Alternate Power 1) [9 PP] BP: Paralyze 6 (Extras: Poison, Feats: Improved Critical 2, Flaws: Requires Grapple, Unreliable [5 uses]) "Poison fangs" [8/8 PP] AP: Dazzle 6 (Visual and Olfactory, Feats: Extended Reach 2, Flaws: Range [Touch], Unreliable [5 uses]) "Poison spit" [8/8 PP] Super Senses 7 (Scent/Acute Olfactory, Extended 1 [Olfactory], Extended 1 [Visual], Extended 1 [Auditory], Darkvision, Tracking [Olfactory]) [7 PP] Super Senses 4 (Postcognition) [4 PP] Drawbacks: none DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage Whip 15’ DC 20 Toughness Damage Dart Gun Ranged DC 15 Fort Fatigue Poison Fangs Touch DC 16 Will Paralyzed Poison Spit 15' DC 16 Reflex Dazzled Totals: Abilities 58 + Combat 48 + Saves 11 + Skills 30 + Feats 30 + Powers 43 = 220/250 PP
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From the album: Supercapes Visions
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From the album: Supercapes Visions
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'SHOT THROUGH THE HEART and HGM'S TO BLAME' Starshot 18 PP to spend Could you add in the first paragraph of sheet, under "In Brief" (as per sheet template) Theme Tune: Ride of the Valkyries Could you fix the picture which went missing with the transfer. The link should be replaced with: https://www.freedomplaybypost.com/gallery/image/618-starshotjpg/ As per reward tracker, only 1 reward spent (6 Points on equipment, 9 points on minion). However on the sheet it looks like two reward spent (something went off in a previous edit, I think)... Hence, could you use spare 15 PP earned to correct this...(i.e. "buy" 15 PP of equipment). This still leaves him with 3 PP spare. Skills 1 PP 4 Ranks Ride to make 4 (+10) Feats 1 PP Ultimate Effort (Aim) Powers 1PP Could you add, under Cybernetic Hand Powers Feature 1 (Hand acts as medical kit) [1 PP] "Inbuilt medical tools / chems" Equipment No extra PP but, in veiw of new feature, eliminate the Medical Kit (saves 1 EP) Replace with: Rebreather (1 EP) Finally he is actually PL 11/15 so could you edit that in at the top of the sheet (it currently says 10/15) Thank you!
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GM From the black hole that was both there and not there, or, more accurately, was a hole in another horrible dimension, came a cold mist. It swirled and formed into the air. "We are the ice. We are leaving this world, but we will return. And we would leave our scars on this earth. From whence we came? The heart, the fear, the cold cold sweat of the dying. We are the frozen corpses that are lost through the ages. In us, things are preserved in icy beauty. It is fire that truly destroys, burning and transforming" hissed the mist. The ground around them seemed to crack. Something was coming up. "Would you side with the fire that changes? that destroys and burns? or with beautiful eternity, giant?"