-
Posts
20,950 -
Joined
-
Last visited
Content Type
Profiles
Forums
Freedom City Guidebook
Freedom City PBP: A How-To Guide
Gallery
Events
Everything posted by Supercape
-
GM The keypad beeped, and burped, and beeped again. And then the thick door open, sending the coated snow a tumbling. Inside, a stairway - and an elevator - heading down. Clearly the station was largely subterranean. Maybe for security, maybe to provide protection against a missile attack. Or maybe to provide the world against protection from something getting out. It was, as far as Predator could see, empty. So far, so good. Just as the coast was almost clear, the keypad fizzed. A solitary and ominous spark arced between its edges. And then the alarm went off. "INTRUDER ALERT! INTRUDER ALERT!" came the call, twice, as the lighting of the station changed to a dim red.
-
Enough to break in, but set the alarm off!
-
From the album: Supercapes Visions
-
Echohead "Explode? No, I don't think it will explode. Unless it is meant to explode..." replied Echohead. "At least, it hasn't exploded yet. Do you think it will explode?" He withdrew his sweaty hand from the gun. "G-g-g-guhn. Maybe it will explode in my hand?" he asked eyes dilated, hand suddenly gripped with psychogenic paralysis. "Look! My hand! I can't move it... I can't feel it... it's gone all droopy. What is it? A stroke? A can't use it at all. Do you think I need a head scan?" He looked around the hospital. "This is a hospital, right? You can scan my head? Maybe it's a brain tumour? Maybe my psychic abilities have caused a brain tumour? What are the signs of a brain tumour? Sweating? Anxiety? Dry mouth?...." He gargled his own phlegm and gripped his heart (with, it must be noted, both hands). "I think I am having a seizure. It must be the brain tumour! Help!"
-
From the album: Supercapes Visions
-
Snakebite Power Level: 9 (248/250 PP) Unspent Power Points: 19 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: 31 (Born 7/7/1993) Apparent Age: 28 Gender: Female Ethnicity: Caucasian Height: 5’11” Weight: 70Kgs Eyes: Brown Hair: Raven Black Cassandra Crow has a classic Crow family look; tall, jet black hair, long nose, dark eyes. Always athletic, since empowered by Lemurian Venom she has an exceptionally impressive physique – wiry, strong, thin. Combined with her height, she could even by described as having a “snake like” physique. 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: Curious, Thrill Seeking, Glory-seeking 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. Whilst she does not crave fame in a broad sense, she has a vain streak – wanting the glory of adventure and reputation within academic and oligarchic circles. 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. A big admirer of South American culture and history, she is an expert in both Capoeira and Brazilian Jui-Jitsu. 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. The Snake people will have a feeling that she is, in some way, an abomination (even if she is in disguise or the like) even without any super senses. 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: +16 Attack: +12 Defense: +12, +6 Flat Footed Grapple: +20 Knockback: -3 Saving Throws: 4+ 4 + 7 = 15 Toughness: +6 Fortitude: +10 (+6 Con, +4) Reflex: +12 (+8 Dex, +4) Will: +10 (+3 Wis, +7) Skills: 144R = 36 PP Acrobatics 12 (+20) Skill Mastery Bluff 4 (+7) Climb 4 (+10) Skill Mastery Diplomacy 4 (+7) Drive 4 (+12) Skill Mastery Escape Artist 0 [ +12 as Enhanced Trait] (+20)Skill Mastery Intimidate 8 (+11) Knowledge (Arcane) 4 (+7) Knowledge (Art) 8 (+11) Knowledge (Earth Sciences) 4 (+7) Knowledge (History) 12 (+15) Knowledge (Life Sciences) 4 (+7) 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) 2 (+5) Perform (Percussion) 2 (+5) Pilot 4 (+12) Skill Mastery Ride 4 (+12) Skill Mastery Search 8 (+11) Sense Motive 4 (+7) Stealth 8 (+16)Skill Mastery Survival 8 (+11) Swim 4 (+10) Feats: 47 PP Acrobatic Bluff Ambidexterity Benefit 4 (Wealth 3, Honorary Curator of British Museum*) Blind-Fight Chokehold Elusive Target Endurance Equipment 21 Evasion 2 Favoured Environment [Jungles] Grappling Finesse Improved Grab Improved Initiative 2 Improved Pin Jack of All Trades Precise Shot 2 Prone Fighting Skill Mastery 2 (Acrobatics, Escape Artist, Medicine, Stealth, Drive, Pilot, Ride, Climb) Uncanny Dodge (Auditory) Takedown Attack *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: Vehicles: Powers: 1 + 1 + 18 + 3 + 2 + 7 + 7 + 4 = 44 PP (All powers have magic descriptor) Additional Limb 1 (Extendable Tongue, Feats: Duration [Continuous], Drawback: Temporary Disability [Cannot speak]) [1 PP] Comprehend 2 (Speak to and Understand Animals, Flaws: Limited to Snakes [-2]) [1 PP] Device 6 (Scoped Tranq Pistol; 30 DP Flaws: Easy to Lose) [18PP] (Tech) Dart Array (29 DP Array, Feats: Alt Power 1) [30 DP] BP: Fatigue 6 (Extras: Poison, Range, Feats: Improved Critical 2, Improved Aim, Subtle) [28/29 PP] (Poison Dart) AP: Fatigue 6 (Extras: Poison, Range, Reach, Drawbacks: Full power) [29/29 PP] (Explosive Poison Dart) Enhanced Trait 3 (Escape Artist +12) [3 PP] Immunity 2 (Environmental Heat, Poison) [2 PP] Poison Array (6 PP Array, Feats: Alternate Power 1) [7 PP] BP: Paralyze 6 (Extras: Poison, Flaws: Requires Grapple, Unreliable [5 uses]) "Poison fangs" [6/6 PP] AP: Dazzle 6 (Visual Feats: Extended Reach 1, Improved Critical 2, Flaws: Range [Touch], Unreliable [5 uses]) "Poison spit" [6/6 PP] Super Senses 7 (Scent/Acute Olfactory, Extended 1 [Olfactory], Extended 1 [Visual], Extended 1 [Auditory], Darkvision, Tracking [Olfactory]) [7 PP] Super Senses 6 (Postcognition, Visual Counters Concealment, Flaws: Counters Concealment limited to magic effects) [5 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 16 Fort Fatigue Exploding Dart Ranged/Area DC 16 Fort Fatigue Poison Fangs Touch DC 16 Fort Paralyzed Poison Spit 10' DC 16 Reflex Dazzled Totals: Abilities 58 + Combat 48 + Saves 15 + Skills 36 + Feats 47 + Powers 44 = 248/250 PP
-
Spore Power Level: 8 (172/172pp ) Unspent Power Points: 0pp Trade-Offs: +2 Toughness/-2 Defence In Brief: Half human, half fungus Alternate Identity: Harper Hale Birthplace: San Francisco Residence: Freedom City Base of Operations: Freedom City Occupation: Student, Wildlife Photographer Affiliations: Claremont Family: None Description: Age: 16 (Born 2/2/2008) Apparent Age: 16 Gender: Non-Binary (XY at birth) Ethnicity: Caucasian - Polynesian Height: 5’9” Weight: 65Kgs Eyes: Green Hair: Brunette Harper has a slim but tall build. She identifies as somewhere between female and non binary, having a somewhat feminine build and tomboy style (ripped jeans and a t shirt). She has had gender affirming surgery to her chest and face, and overall she would be described as handsome / pretty. She usually wears sunglasses due to her photosensitivity, and sneakers she can easily kick off (to get her feet on soil if need be). Whilst she normally has green eyes, dark hair, and olive skin, she is able to produce pigmentation chemicals to any parts of her body, and can thus change her own colour. When she activates her boost power (or other people recieve it, for that matter), a fungal like growth will become apparent on the skin after a few minutes. The precise shade will vary according to the target and the immune response (and chance) but it tends to be purple. It also smells of wet cardboard. History: Harper grew up with her younger sister and two parents in San Fransisco, where her parents had a Vineyard and produced their own wine. Harper had many pleasant days running through the grapes and the sunshine. Until a mutated fungus infected the crop. Harper still doesn’t know where it came from, but she knows what it did – drove the entire family mad from hallucinogens. She recalls her mother running across the fields, yelling madness, her skin blotched, and setting fires across the whole estate. Only Harper survived (as far as she is aware). An orphan inheriting the estate, and now fused with a mutated, powerful fungus. A few years of recovery (and therapy) with an Aunt, then she turned sixteen, and decided to continue her journey in Claremont as Spore, the Fungus Personality & Motivation: Caring, Confident, Introverted Spore has a philosophical nature, and is phlegmatic / stoic about most of life hardships. However, she has a rather obsessive health streak that makes her militant about her own mental and physical well being. This is somewhat borne from a transhumanist outlook on life; she is all for genetic and technological modifications. She is not shy, and very comfortable around other people - caring, empathic. But she does recharge her batteries from solitude. Her favourite passtime is nature walks, and she is an avid wildlife photographer. Powers & Tactics: Spore has a fungal constitution, her internal organs now supported by a symbiotic fungal infection. She can stimulate fungal growth from a distance – even tiny amounts can cause giant fungi to bloom, or vile stenches. She is also able to emit a cloud, or spit a droplet of fungal spores from her own body. This includes being able to “sweat” a hallucinogenic chemical. Spore can call on ambient atmospheric water to rain. This cannot be done indefinitely, but can cause a light shower for several minutes, or longer if the air is particularly moist. Her eyes and nose are more sensitive since bonding; although this does cause a degree of photosensitivity. By activating fungal chemicals, Spore can change her skin, hair, and eye colour. Tactically, Spore will tend towards relatively non-violent solutions (such as putting foes to sleep). She is relatively ineffective against non-living (fortitude immune) enemies – forcing her to use more esoteric or desperate tactics. Complications: Photosensitive: Spore’s eyes are photosensitive. Bright light or sunshine, without her sunglasses, can reduce her ability to see (notice and search checks), or even dazzle her. In addition, whatever her skin colour, she can be suceptible to sunburn in direct and protracted sunglight. Moisture and Nutrients Needed: Spore needs only tiny amounts of nutrients and water to survive (although creating some spores will increase demand), and she can absorb nutrients, no matter how toxic or foul from her skin. It is extremely difficult to starve or dehydrate her, but it is possible – for instance she might dehydrate in a desert, or starve in a snowy polar region. Health Anxiety: Whilst very healthy (physically and for the most part mentally) there is a cost. Spore is regimented and anxious about her health regime – from hormone titration, to diet (she is primarily vegetarian), to exercise, to meditation. This is a top priority, and she will panic if deprived of her regime. Her one exception to this is wine (a family tradition). Far out: Spore can “sweat” psychoactive chemicals from her skin. This is continuous duration technically, but deactivating the chemicals in actuality requires washing them off. They will come off quickly if immersed in water, but otherwise would take around a minute to completely scrub off. This could prove problematic is she needs to touch or hold living beings… Pyrophobia: The memory of her families death is engraved. Burning fields, or people on fire, will set her into a panic, or even a blackout. Light Touch: Some powers require Spore to be touching with her bare skin (which will sprout microscopic fungal cilia) - although a morphic molecule costume will normally allow this. Burrowing, Supermovement, and Tremomorsense will all fall under this limitation. She also needs touch to absorb nutrients (her starvation immunity). Finally, particular surfaces (burning hot, super hard, solid rock for burrowing etc), or fast movement, might impair or prevent her from using these abilities. Practically, as a civilian, she will usually wear easily kicked-off sneakers to allow her to use these powers. Fertile Soil: Her mushroom power and environmental control power will rapidly decay if the snare or environment is not against some fertile surface (like soil - even cracks in a pavement might do). The snare will not regenerate, and might even lose strength, and the environment will soon turn to fungal mush. Abilities: 0 + 6 + 6 + 4 + 4 + 4 = 24 Strength: 10 Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 16 + 12 = 28 Initiative: +7 (+3 Dex, +4 Improved Initiative) Attack: +8 Defence: +6, +3 Flat Footed Grapple: +8 Knockback: -5 Saving Throws: 9 + 5 + 5 = 19 Toughness: +10 Fortitude: +12 (+3 Con, +9) Reflex: +8 (+3 Dex, +5) Will: +8 (+3 Wis, +5) Skills: 13 PP = 52 Ranks Bluff 4 (+6) Climb 6 (+6) Concentration 4 (+6) Craft [Artistic] 4 (+6) Craft [Chemical] 4 (+6) Diplomacy 4 (+6) Intimidate 4 (+6) Knowledge [Life Sciences] 4 (+6) Language 2 (English [Native], Spanish, French) Notice 4 (+6) Profession [Cook] 4 (+6) Profession [Wine Expert] 4 (+6) Sense Motive 4 (+6) Feats: 4 PP Attractive Benefit 2 (Wealth – Inheritance) Improved Initiative 1 Powers 20 + 1 + 8 + 1 + 1 + 39 + 7 + 2 + 2 + 3 = 84 PP All powers have the fungal descriptor Boost 7 (Immunity, Extras: Total Fade, Feats: Total Fade 6 [1 Day = 1 Week Total]) [20 PP] "Fungal Sybiote Infection" Immunity 7 (Critical Hits, Suffocation [All], Starvation & Thirst, Disease, Her own Fungal Array effects) [7 PP] Burrowing 1 (1mph) [1 PP] Confuse 2 (Extras: Continuous Aura [+4], Poison, Flaws: Touch Range [-2]) [8 PP] “Hallucinogenic Sweat” Immunity 1 (Aging, Poison, Flaws: Limited) [1 PP] Feature 1 (Polychromatic. As a free action can send pigments to skin, eyes, hair, etc. Pigments form over one minute) [1 PP] Example Uses: +2 or +5 bonus to stealth in heterogenous environments (Jungle, Snow), aiding disguise, toughness bonus vs laser of appropriate light. Fungal Array (32 PP Array, Feats: Alt Power 7) [39 PP] BP: Damage 8 (Extras: Alt Save [Fort], Vampiric, Affects Objects [Limited to dead organic matter such as wood, bone, leather], Feats: Improved Critical 2, Incurable, Sedation) [32/32 PP] “Cannibalise” AP: Fatigue 8 (Extras: Ranged, Autofire) [32/32 PP] “Throw Spores” AP: Fatigue 8 (Extras: Area [Cloud], Feats: Decrease Area 8 [1-40' radius]) [32/32 PP] “Spore Cloud ” AP: Paralyse 8 (Extras: Ranged, Poison) “Mycotoxin Spit” [32/32 PP] AP: Paralyse 8 (Extras: Area [Cone], Poison) “Mycotoxin Breath” [32/32 PP] AP: Environmental Control 5 (100' Radius, Distraction DC 15, Hamper Move 25%, Low Light, Extras: Independent [+0], Total Fade, Feats: Selective [Mix and match effects], Slow Fade 5 (5 hours = 1 day total), Variable Descriptor 1 [Fungus], Flaws: Range [Touch]) [32/32 PP] "Fungal Bloom" AP: Snare 6 (Extras: Regenerating, Feats: Blocks Olfactory Sense, Reversible) linked with Confuse 6 (Extras: Alt Save [Fort, +0], Secondary Effect, Flaws: Range [Touch]) [20 + 12 = 32/32 PP] "Throw Magic Mushroom" *On appropriate ground. The target must be on ground, and furthermore the target ground must be able to sustain at least some fungal growth. E.g. A sidewalk would work (from the cracks), but not concrete or metal slabs (-2 Drawback). Protection 7 [7 PP] Super-Movement 2 (Permeate [25% speed], Wall Crawling, Flaws: Limited to organic surfaces e.g. wood) [2 PP] Super-Senses 2 (Low Light Vision, Scent) [2 PP] Super-Senses 2 (Tremorsense, Feats: Uncanny Dodge [Tactile]) [3 PP] Drawbacks: None Totals: Abilities 24 + Combat 28 + Saves 19 + Skills 13 + Feats 4 + Powers 84 – Drawback 0 = 172/172
-
GM The creature was disorientated. At first, it didn't react to the twang of the bowstring. The metal mesh opened up... And impossibly, at the last second, the thing moved. Fast, low, like an electric shock. So quick that the oozing serum sprayed from its body, so quick that its skin split. White muscle fibre, red arteries underneath. Flesh, but flesh that had been drained of colour. And strong. One - two - it was there, right next to the Archer. Letting loose two clawed hands that threatened to strangle or gouge the Archer, like a hawk or an eagle. There was no doubt how fast the thing was, and it had a strength that was beyond human. But it's brain seemed deficient, as blurred as its movements. This was no skilled fighter; its movements were furious, primitive, dangerous, but lacking any nuance or experience.
-
Giving the creature a -5 penalty to Reflex as it is disorientated And yet it somehow makes it! (lucky roll) As that was a prepared action, we can now move to initiative! 36! Im going to assume you cant beat that, so it will take a swing. Its reflexes are sharp, but it is not skilled 17 finally a mediocre roll! Which means Archer is up.
-
MIND OVER MATTER'D BY THEV Echohead 19 PP to spend, Spending 14 Adapating the Super-glasses. Not really a fan of detect Psionic on reflection [0 net cost] (Also tidying up the format) Device 4 (20 DP, High Tech Sunglasses, Flaws: Easy to Lose) [12 PP] Immunity 1 (Light Based Visual Dazzles) [1 DP] Super Senses 10 (Analytical all visual, Extended all visual 2 [x100], Infravision, Ultravision, Direction Sense, Distance Sense, Radio Sense, Microscopic Vision 1) [12 DP] Feature 1 (Can Record Visual input as a data file and replay) [1 PP] Radio Array (5 PP Array, Feats: Alt Power 1) [6 DP] BP: Communication 5 (Radio, 1 mile, Extras: Omni-Directional, Feats: Subtle, Flaws: One-way) [5/5 PP] AP: Obscure 5 (Radio senses, 100' Radius, Extras: Continuous, Flaws: Tounch Range) [5/5 PP] Finishing off the Echomeister with increase of 2 Ranks to Mimic power to: Mimic 6 (30 PP of any attributes [note flaw], Extras: Duration Continuous [+1], Range Perception [+2], Feats: Subtle, Flaws: Limited to mental abilities [e.g: INT, WIS, CHA, Will, Skills, Some Feats, Psionic or trained powers], Drawbacks: Power loss [Sleep, -2]) [41 PP] “Echohead” [Psionic, Mutant]
-
GM "Get lost, kid!" snapped back the thug. He paused, looked up. Tall as the thug was (and he was tall), Jack had six inches on him. And was a lot broader. But the pause did not last long. Something lit up behind the man's eyes. Something red. He gripped the baseball bat with both hands, so hard he threatened to splinter the handle. "Come on then, big man... you got it bottled up tight, haven't you. Even more than this pussy. I can feel it. Come one then, have a go, if you think you are hard enough..." The small crowd of onlookers and autograph signers started to disperse - and fast. Rock Rockson started to edge away, until a baseball bat slammed in his way. "Not you, pussy..." grunted the thug. "Not till I get a taste of that anger..."
-
GM "My parents?" said Mr. Metal. This was the first time Dwayne had heard the scamp have anything like fear in his voice. Eyebrows raised, voice strangled, indignatingly opening his mouth. "You rat! You wouldn't tell my parents. Would you? And I am NOT a little boy. I am nearly three years old!" he added, proudly. "And that's quite old enough to go and explore a new universe and have some fun with metal. And electricity! Hurrah!" He leapt up in joy, slammed down onto the roof of the power plant (which crumpled slightly), and jammed his two arms through the metal of the roof. His face turned and twisted, as if he was feeling for something below, inside the power plant....
-
Yep
-
8th June, 2024 Mid Afternoon, Somewhere in the streets of Freedom City It started with a hot day on a hot pavement. A straightforward day that would not be proceeding forward in any manner of straightness. A chance encounter. Rock Rockhead, the short, squat, square-headed rock singer of many voices (screeching, crooning, belting, roaring, falsetto and bass) was signing a few autographs as he stepped out of his sports car. Sunglasses, leather jacket, leather trousers. Tattoo and sweat on his skin. And Jack Davydov walking past him. Towering past him, actually. Rock Rockhead was a man in his thirties, strong, an excellent singer, an outstanding composer, but not tall. Even in his subtle height-elevating shoes, he was five foot eight. And there was one "fan" who stood out. Over six foot, wide built, holding a baseball bat, sweating like a pig, face twisted in some kind of screwball lunacy, stammering out some insane words. "Why... wh-wh-why you put a lid on it, Man?" he growled. "Why bottle it up? All the rage?" He hefted his baseball bat. Looking like he might swing at any moment. Although he looked so crazed, it might be a swing onto his own forehead.
-
Ok guys anyone want to a final post or two before I wrap with epilogue?
-
DIMENSIOINED BY THEV Captain Cosmos Firstly, a few corrections: Grapple (seems to have syntax problem) - it should read Grapple: +30 (+35 in Hyperdimensional form) Knockback should be Knockback: -7 (-17 in Hyperdimensional Form, -13 in Antidimensional Form) Toughness should be Toughness: +15 (+1 Con, +14 Protection), Impervious 12 in Hyperdimensional and Antidimensional Form Then, 14 PP to spend, Spending 12 6 PP for Feats: Environmental Adaptation 2 [Zero Gravity, Low Gravity], Ultimate Save (Toughness), Quick Change 1, Leadership, Interpose 5 PP for Immunity 10 (Temporal, Dimensional, Flaws: Limited [Half Effect]) [5 PP] "Dimensional Side Stepping" 1PP for Alternate Powers to his Super Strength, making the final effect thus: Dimensional Strength Array (43 PP Array, Feats: Alt Power 1) [44 PP] [Dimensional] BP: Linked Enhanced Strength 26 (feats: Affect Insubstantial 2, Dimensional 2) with Super Strength 6 (+30 effective strength, Feats: Shockwave) (30+13 = 43 PP] AP: Snare 12 (Extras: Area [Burst], Transparent, Backlash, Feats: Affects Insubstantial 2, Dimensional 2, Progression [Area] 3 [x10], Flaws: Range [Touch], Shatters [1 bruise or injury will completely destroy snare]) [43/43 PP PP]) "Dimensional Sunder" (Rips a hole through dimensions, covering everyone in shattered shards of different dimensions) And if you fancy updating the DC Block at the end DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 30 Toughness Damage Dimensional Sunder Touch/Area DC 23 Reflex Snare
-
GM "Galloping Ghost? STUPID!" "Stupid Stupid Stupid..... STUPID!" "I'm gonna call you Mr. Stupid. Because you are so STUPID!" Somewhere in the multiverse, the abstract Gods of Eloquence cried a river. The two of them matched pace - Mr Metal showed no signs of fatigue. Or, for that matter, even breathing. Whatever he was made of, his (?) physiology was entirely exotic. Givem the speed the two of them moved at, it was under a minute before they the power station was in sight. A small, blocky building, on stilts maybe twenty feet above ground, with a set of stairs made entirely of rubber. Mr Metal turned a corner (now that would be something of a trick for the Galloping Ghost, given the slippery rail), leapt of the monorail, and landed on the roof, with a huge metal grin on his metal face. "This is going to be fun!"
-
Echohead Echohead gulped. His throat was dry, his cheeks were red. "Running, no, should i be?" He glanced behind him, to the sides. "I mean no I shouldn't be running. Barricades are probably intact. There is a fair chance will will not immediately be killed, right? A fair chance? Anyway, I ran into one of those clone things. And then he dropped down dead infront of me. After saying he didnt want to die, of all things. Ironic..." He wiped his head, and held out his broken Variable Gun. The dingle arm was bent in twain, completely unable to stop side fumbling of the reverse tremie pipe. "I may have slipped and dropped this... ah... perhaps you could fix it?"
-
Congratulations folks! Curseborn electric Super Nazi destroyed! Thats it from me, but feel free to use this thread for social reasons afterwards! (And ill finish it off once you have all had your piece) The EMP burst will fry as much as you wish. So you might get some telling off afterwards!
-
GM The Nintendo console looped around General Sparks, who looked down in some surprise at the sparking cord. "Do you think this feeble thing will hold me? I AM GENERAL SPARKS! I AM INV.." He glitched. "I AM INV..." He glitched again. "I AM ERROR 404 DOES NOT COMPUTE. DUMP CACHE TO RESET" And with that, he dissappeared. The lassoo and the Ninento fell to the floor. There was one brief moment of silence. Some chipped masonry fell to the floor. And then the great grandmother of EMP bursts, impossibly coloured a sort of purple-blue wave, ripped through Claremont!
- 112 replies
-
- golden star
- cerebellum
-
(and 1 more)
Tagged with:
-
GM "You can call me... hmmm... what can you call me? My name is a series of quantum magneto-electrical pulses. Well, that won't do in this stupid place, will it. Wait! You al have stupid names in this stupid place, don't you? Like Doctor Drill... is he here yet? Hmmm. What's that complete idiot called... Captain Cosmos! Have you ever heard such a stupid name? Wait... you can call me..." "...." "...Mister Metal!" "That's SO much better than all your stupid names. What's yours? I bet its REALLY stupid, huh?" With that, he started speeding off towards the Monorail power station!
-
Echohead "Calm down... you won't die. Probably." Echohead gulped. His throat felt as harsh as a hornet hive. The man looked dead. So much for his promise. Echohead shook his head sadly. He didn't quite understand what was going on, but he understood enough to feel sad. Was it a dying hive mind, trying, frantically, to preserve itself? Some mutation? An alien? A human from another dimension? This was freedom city, so anything could happen. But his money was on some experimentation. "I promise I'll try to help," he said, soft, hoarse. "Thats a promise I can keep. To try." With another shake of his head, he picked up the broken Variable gun, and made his way back to Predator to regroup.
-
Awesome! Feel free to post IC an awesome lassoo moment!
-
25 for Diplomacy, although make that 23 because I had a brain fart and his diplomacy bonus is +8, not +10 I am happy for that to go spectacularly wrong due to his anxiety (as another complication), if you feel that would be cool narratively.