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Freedom City PBP: A How-To Guide
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Everything posted by Supercape
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Flux "Nothing significant..." he replied. "Or at least, nothing suspicious" "There are trace amounts of hyper dimensional energy distortions that don't match with the worm hole. Or at least, don't match with the worm hole as I understand it..." He paused a moment pondering how to advise. "To be honest I don't have any idea if the readings are a function of the ship, the wormhole, or a combination of the two..." "I really need to examine the interiorof the wormhole or another ship coming out of it. Ideally both. You may wish to delay the ship for a bit if you are feeling prudent..."
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Flux This was peculiar. Was the discrepancy a feature of the wormhole, or the ship? N=1 was not enough to draw conclusions. More data needed. He opened up a quantum tunnel to Etten, tramitting a radio signal to him. "Etten, this is Quill. That stop coming out of the wormhole. Anything unusual about it? I am detecting some odd energy signatures..."
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TALES TOLD by HGM Flintlock 16 PP to Spend Saves 2 PP Increase Reflex by 2 to make +10 (+3 Dex, +7) Skills 4 PP +2 Ranks Bluff to make 10 (+18) +2 Ranks Perform [Dance] to make 2 (+10) +2 Ranks Ride to make 2 (+5) +2 Ranks in Acrobatics to make 4 (+7) +8 Ranks in Concentration to make 12 (+20) Feats: 7 PP 1 More Rank of Equipment Critical Strike Improved Initiative 1 NB: This updates Initiative in Combat section to +7 Leadership Redirect Set Up Trance Equipment Add Sword (Cutlass) Strike 3, Mighty, Improved Critical [5 EP] Sorcery Array: 3 PP Add 3 Alt Powers (Nauseate, Summon, Nullify) Meaning the Array looks like this: (Also deleting Alt Save from Suffocate – no reason it should be will and should default back to Fort) Sorcerous Summoning Array (42 PP Array, Feats: Alternative Power 8) (Magic, Summoning, Spirit) [50 PP] BP: Astral Form 8 (2000 miles, Feats: Dimensional 2 [Magic]) [42/42 PP] “Project Spirit” AP: Illusion 10 (Extras: Duration [Sustained], Flaws: Phantasm, Feats: Progression Area 2 [25’ radius]) [42/42 PP] “Summon Spirit” AP: Move Object 10 (Extras: Damaging, Range [Perception], Feats: Affect Insubstantial 2) [42/42 PP] “Poltergeist” AP: Suffocate 8 (Extras: Duration [Sustained], Range 2 [Perception], Feats: Variable Descriptor 1 [Water, Muck, Mud]) [41/42 PP] “Davy Jones” AP: Create Object 10 (Extras: Duration [Continuous], Range [Perception], Feats: Affects Insubstantial 1, Variable Descriptor 1 [Lovecraftian horror, e.g cyclopean masonry, blasted ice, splintered obsidian, non-Euclidean architecture]) [42/42 PP] “Summon from other dimension” AP: Confuse 10 (Extras: Aura, Contagious, Duration 2 [sustained aura], Feats: Reversible, Selective Aura, Flaws: Range 2 [Touch]) [42/42 PP] “Summon crawling chaos” AP: Nauseate 7 (Extras: Area [Cloud], Duration 2 [Sustained] Range 2 [Perception], Flaws: Sense Dependent [Olfactory]) “Summon Terrible Stench” [42/42] AP: Nullify 10 (All Summoning Powers, Extras: Effortless, Range [Perception], Feats: Selective [can choose which powers to nullify]) [41/42] “Banish” AP: Summon 8 (Extras: Narrow [Marine Leviathan], Fanatical, Heroic, Feats: Mental Link) [41/42] The DC Block Needs a major update to: DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Tough Damage Flintlock Pistol Touch DC 19 Tough Damage Knife Touch/Throw DC 16 Tough Damage Sword / Cutlass Touch DC 18 Tough Damage Poltergeist Perception DC 25 Tough (or grapple) Damage/Grapple Suffocate Perception DC 18 Fort Suffocate Stinking Cloud Perc/Area DC 17 Fort and Reflex Nauseate Crawling Chaos Touch/Aura DC 20 Will Confuse Banishment Perception DC 20 Will Nullify Thank you!
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GM And but a few moments later, outside the ship, at the docks! "Hey! Look who it is!" grinned Ztye, reflexively pointing his camera away from Chill Pill (who looked rather dejected), onto Bonfire. "We were awesome! We found nothing! Awesome, huh?" asked Zyte, not letting the complete absence of anything awesome detract him from his assessment of such as absence as, in fact, awesome. Chill Pill was trying to ignore the various sailors and loaders pointing at him. His confidence was wilting by the picosecond. "This isn't, you know, quite what I thought being a superhero would be like. Are you sure this is good for my image?" he asked Zyte. "Sure, sure! Mingling with the people of Freedom City! Shows your human side!" said Zyte, keenly. "Trust me!" Chill Pill didn't look very trusting. And he gave a grimace towards the new Hot Shot, Bonfire, who (by his estimation) was stealing the show. "What did you find? Anything awesome?" Zyte asked Bonfire, filming every second.
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Starshot Once satisfied that everyone knew the plan, and everyone knew that plans could change, Starshot took a couple of the grenades. Positioning themselves as near to the camp as they could get whilst under cover, they waited, watching both the security combat robot and the cameras. Waiting for that ideal permutation of ritual. The combat robot half way through its "internal" cycle, inside the camp. The cameras at the beginning of the "blind spot" in their sweep. Then, he threw his hand off his arm, and let it fly! A moment later, he signalled everyone to make a dash for it, through the sand... And as soon as his hand reached the building, it would let loose a grenade on the cameras covering the approach...
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GM The mist "looked" up, as its blue form was best able to do. "From the sky! Not again!" it cursed. But all the curses in the world would not stop the meteor. The mist flowed around, trying to scramble back into the hole in the hill. And then the meteor struck. The shockwave would have levelled a few city blocks. The sound would shatter eardrums. It was as if the Gods had struck the earth with every lightning bolt, hammer, and fist at once. The blaze blossomed into a million shards of fire. No tree stood for a mile around, but splintered and sundered in the wake of the blast. And the landscape would never look the same again. And on the ground, the mist was oozing weakly across the burnt moss and grass, trying to flow back into the hole from whence it had came...
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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 (220/240 PP) Unspent Power Points: 20 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 = 220/240 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