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Supercape

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  1. If you have a better name, I am all ears. Not sure why it is bad. I appreciate the teleport attack range thing is a problem for some. It has been discussed and approved before, and for prosperity I will try to encapsulate the arguments to the best of my recollection: It was over a year ago, however, so it may be fuzzy recollections. Teleport attack isn't allowed in the house rules. Yes, for the reason that it can do horrible things, a "save or die" effect. Most particularly, teleporting someone into middair to crash, or things like into a pool of larva or cage. When we discussed this the limitation "into hand only" effectively renders these concerns obsolete. He can't fly or stand in a pool of larva. Hence, the rationale behind the ban, and quite justified, was felt to be addressed. Ranged / Perception TK / Disarm would work better. Not quite. Firstly, transparent obstacles are an issue (for instance, a cage or reinforced glass would stop TK move object not teleport). Secondly, things like immovability work against telekenesis, and the mass of the object comes into play. One also has to consider the movement speed, which is not instant. So it doesn't do a very good job of mimicking the power. The fact that strength shouldn't resist this and reflexes should could possibly be subverted by replacing alt save (Reflex vs STR) on TK but its a bit clunky.
  2. Will do
  3. Sounds good to me
  4. Will Save vs Paralyse: 1d20+7 19 That may make it, if the +1 bonus comes into play (Power attacks not counting to recovery IIRC).
  5. Stealth, maybe. Morph would be more fun, however!
  6. Supercape

    Snapfinger

    More slots arriving, so posting up the ideas early! This PC is a rebuild of the Handyman, who I thought had an interesting set of powers but I executed the character poorly. I also never played him. So this time, I fancied a character who drifts around the world of the ultra-rich, both individuals and organisations, and tries to "police" those people and companies so rich that they border on the unpoliceable. Does he act within the law, or in tandem with it? With armies of lawyers, bribery, corruption, and complex international politics, Snapfinger ends up conflicted about what he should, and should not do... Snapfinger Power Level: 8 (150/150) Unspent Power Points: 0 Trade-Offs: none In Brief: Teleporting Playboy Catchphrase: “I’ll take that” Alternate Identity: Justin Thyme Birthplace: London, England Residence: Freedom City Occupation: Gambler, philanthropist, businessman Affiliations: None Family: Lady Annette Loss, Aunt Description: Age: 30 Apparent Age: 30 Gender: Male Ethnicity: Caucasian Height: 5’11” Weight: 80Kgs Eyes: Varies Hair: Blonde Justin looks like a handsome man with mid length blonde hair and a cool wardrobe, usually involving jackets and turtle necks. He likes fine and stylish clothes and usually wears sunglasses. History: Justin grew up fabulously rich after his parents died in a boating accident when he was seventeen. He was half taken in by Lady Loss, his aunt, although their relationship was complicated. Justin went to university in London, studying economics, and came out with a good degree. With his skill and charm, and vast wealth, he has spread out an empire of catering and casino’s, and many aspects of entertainment, called Party Thyme. Bored and hedonistic, Justin is also a gambler, and the stakes are high. Sometimes it is more than money he gambles, and on one occasion he won a strange device, called the Quantum Field Gun, from a drunk Russian. Examining the device in his penthouse, Justin accidentally set it off, causing it to explode in his face. He didn’t die but he came out altered. He found he had developed the ability to teleport! He had always dreamed of being a superhero, or spy, or agent. He was already half-way there, but this newfound ability propelled him all the way. Calling himself “Snapfinger” after the peculiarities of his power, Justin is carving out a new identity as a Superhero who circles with the rich and famous. With his charm, skill, and powers, Snapfinger looks to root out the corrupt and malign forces within the world of the super-rich and all the business that flows around them. Personality & Motivation: Snapfinger has a big ego, and doing good melds with this need. It is not, however, the sum of his personality which is complex. The loss of his parents has made him both a thrill seeker (he wishes to face risk and adventure, not turn from it), and sympathetic towards those who have lost. In addition, whilst he parties with the rich and is noted for his hedonism, he has noted some corrupt and unpleasant sides to the world of the rich. He feels that with such power comes responsibility, and he is motivated to cut down the malign side of wealth. Of course, such motivations and personal interests often conflicts. Powers & Tactics: Firstly, Snapfinger prefers to use manipulation or persuasion, or even stealth and subterfuge, to any violent conflict. However, he does not shirk from violence if needed. He usually fights at range, teleporting around to disorientate. He will start by disarming any armed fighters quickly (with his teleport power), and then more to disrupt their molecular structure, weakening them. Once done with that, he will finish the job off by throwing objects with considerable force. He is quite happy disarming an opponent and using their weapons against them (with the normal parameters of lethal force use). Power Descriptions: Snapfingers powers create a slight smell of ozone. He has to mentally focus to use his teleportation, and the only reliable way he has found (due to psychological block), is to click his fingers and point at either where he wants to teleport to, or what he wants teleporting to him. There is a slight “pop!” sound when he does so. Complications: Point and Click: Snapfinger has a psychological block. He can only teleport by clicking his fingers and mining a “pistol” with his finger. It is possible that he might transiently overcome this block with great inspiration or danger, or with psychological help, however. Boom Bust: Snapfinger had a dangerous machine blow him up. Sort of. Whilst normally a cool customer, he hates explosions. He will do anything to avoid them, and they can cause great anxiety or even panic if he even sees one (much less gets caught in one). Party Person: Justin is a hedonistic pleasure seeker. He simply must have anything shiny or exciting, and must go to every party and meet every interesting person. He can be manipulated, seduced, or distracted very easily. Off Target: Quantum or dimensional effects, or even high energy reactors, force fields, etc, can block or “bend” his teleportation effects. He might stop at a forcefield, or a reactor could send him off target, from a few inches to even throwing him off course at ninety degrees. Take a gamble. Snapfinger loves risk. To an extent this gives him a bold, magnetic personality, but it also means he will do risky things impulsively, as well as never turning down an offer of a bet, or a game of cards. Abilities: 2 + 2 + 2 + 6 + 6 + 12 = 30 Strength: 12 (+1) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 12 + 12 = 24 Initiative: +5 Attack: +6 Melee, +8 Ranged Defense: +6, +3 Flat Footed Grapple: +7 Knockback: -5 Saving Throws: 3 + 7 + 5 = 15 Toughness: +10 (+1 Con, +9) Fortitude: +4 (+1 Con, +3) Reflex: +8 (+1 Dex, +7) Will: +8 (+3 Wis, +5) Skills: 80R = 20PP Bluff 8 (+14) Diplomacy 8 (+14) Gather Information 4 (+10) Intimidate 4 (+10) Knowledge (Art) 4 (+7) Knowledge (Business) 8 (+11) Knowledge (Civics) 4 (+7) Knowledge (Current Events) 4 (+7) Language 4 (Arabic, English [Native], French, German, Spanish) Notice 8 (+11) Profession [Gambler] 12 (+15) Sense Motive 12 (+15) Feats: 8PP Attack Focus [Ranged] 2 Attractive 1 Benefit 3 (Wealth) Improved Initiative 1 Jack of All Trades Powers: 5 + 9 + 6 + 34 = 54 Enhanced Trait 5 (Throwing mastery 5) [5 PP] “Explosive hands” [Dimensional, Velocity] Protection 9 [9 PP] “Dimensional hardening” [Dimensional] Teleport 5 (500’, Feats: Change Direction, Flaws: Short Range) [6 PP] [Dimensional] Teleport Array (32 PP Array, Feats: Alt power 2) [34 PP] [Dimensional] BP: Teleport 8 (Extras: Attack Reflex [+0], Perception Range [+2], Reflexive Use, Feats: Change Direction, Flaws: Limited [-1] to teleporting things into hand, Drawbacks: 500’ Maximum Range) [32/32 PP] “Come here” AP: Suffocate 8 (Extras: Perception Range [+2], Drawbacks: 500’ Maximum Range) [31/32 PP]” “Suck Air” AP: Drain 8 (Toughness, Extras: Affects Objects, Perception Range [+2], Feats: Slow Fade 1, Drawbacks: 500’ Maximum Range) [32/32] PP Drawbacks: -1 PP Vulnerability (Dimensional, Minor) [1 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage Teleport Attack Perception DC 25 Reflex Teleport Suffocate Perception DC 25 Fort Suffocate Drain Perception DC 25 Fort Drain Tough Throw Object Ranged DC 21 Toughness Damage Throw Harmless Object Ranged DC 20 Toughness Damage Totals: Abilities 30 + Combat 24 + Saving Throws 15 + Skills 20 + Feats 8 + Powers 54 - Drawbacks 1 = 150/150 Power Points
  7. GM And so...one walk down long abandoned sewer tunnel later... There was a dim light far ahead. More of a glimmer, really. "There!" whispered Vermin. "Doctor Tonic has set up his laboratory there. Far beneath Freedom City. Forgotten, abandoned. Careful, careful, he is not to be trifled with. He is dangerous, yes. And who knows what precautions he has taken? What other beasts he has made?" he said slyly. Vermin was not exactly afraid, but he was cautious. Very cautious. "And watch for the sound" whispered Filth. "These tunnels, a footstep echoes for miles. Very hard to sneak up!" he added, with a filthy grin to match his mood. "We have taken you to the Doctor. Now, what will you do?" asked Vermin, beady eyes on Lobisomen and Arcturus, studying them carefully, alive to any opportunity their actions might offer.
  8. Rev Rev thoroughly approved of the ultra violence. At least if digital. "I'm not sure I approve of the level of violence in this game" she said, sternly, peering at the screen. "In my opinion, there isn't enough violence in it. You need to play Ultra-spinal-gut-blade instead" she said, trying to be serious an not succeeding very well. "Who made this game anyway? Did you programme it? I mean, I know we are famous and awesome, but I didn't know we where that awesome and famous" she said, confused. "And who are the bangers?"
  9. Notice: 1d20+10 21
  10. Starshot Never one to turn down a rest, especially before a fight, Starshot quickly settled down under a the canopy of trees on a gnarled but comfortable tree root. He took the opportunity to talk, albeit clumsily, with Ermorda, trying to understand him and his people more. What did they believe in? What did they live off - hunting? gathering? farming? He was always one to try and learn. And that included studying their bows and arrows. But more importantly, he asked about the sky pirates. When did they arrive? What did they want? What have they done? And, with a mind for war, how many of them where there?
  11. Will Save: 1d20+7 16
  12. Rev "Now that is seriously spooky!" muttered Rev, not quite believing what she was seeing. "Who are you? What are you? What is that? Who are they?" she said, garbled, pointing at the various things on the video game. "I mean, that's us, and that's them. And I never seen a video game like this before. Trust me, I know my video games" she explained, having recently got addicted. "Oh, and yeah, our friend is alright. Probably. I think you hit her to hard when you where playing your fighting game..."
  13. Notice: 1d20+4 16
  14. Flux "Sol?" Sol. His home. I would like to go back. I will go back. But..three years? much has changed, I am sure. My life will need reconstructing. And I have to understand the galaxy. It was, of course, procrastination. He knew this, but did not think on it. For all the tragedy here, the vast realms of the galaxy and space were simpler, more peaceful, than having to thread through his life on Earth, and construct a narrative for his three years absence. One more day after three years will not matter. "Wormholes laced through the galaxy, then. Useful, but dangerous. I can understand the need for security now. Has everyone been charted or are their mysteries still?"
  15. Rev "ow ow ow!" grunted Rev as she forced her body to work again. It wasn't exactly pain. But it did wound her ego to be hit by...well, whatever it was. And the flare light didn't seem to work. Sometimes, running was wise. "Grab hold, Zhu!" she told her friend, whilst balancing Lawrence with her left arm. Now, with Zhu on her right, it was time to fly. Darn it, won't be too easy, she noted, with just her legs to fly. But, this didn't need to be accurate...just enough to get them away. Zhu and Lawrence safely gripped, she fired her feet jets, the fuel burning into a full powered thrust - and then, picking a direction at random, they were away, pulling big G!
  16. Notice: 1d20+4 5 Flying N
  17. Move Action: Grab Zhu Standard Action: Fly into the air! (200K') Im presuming that as she grabbed Lawrence previous round, thats all ok (and she should be strong enough to manage comfortably)
  18. Will Save to shake off paralyse: 1d20+8 25 yes indeed
  19. Paralysis effect? Actually, I think Ill go for paralysis. Lets see how this plays out being pasted. I have a feeling that they are pretty outclassed now anyway
  20. Will Saves: 2#1d20+7 15 23 that looks a bit meesy but its 15 and 23...
  21. GM "A job! I mean, like, a JOB! One that doesn't involve chainsaws and shovels. Count me in!" said Ratchet, smashing his fist into his palm. "I'm all up for medication" he said. "I mean, I love drugs!" he winked. "The Foundry?" asked an impatient Block head. "Yes! I find waiting around and not building most difficult" he explained, drumming his fingers and eyeing the architecture. "It might almost drive one to smash up a building in order to build it..." he muttered. "Could you please explain what the Foundry is? I would be most pleased to see it and ...START....BUILDING!!!!" he growled. He looked at Mannequin expectantly. "I would have you export me. As you are a builder, it is only natural that we, together, build at this foundry...." Janet for her part bowed out quickly and made a rapid call to Dr Doeoxy...
  22. Rev "I wouldn't worry about your grades right now, Zhu, I think we should just worry about ge---Cherrybomb Sucks! Six of you now?" groaned Rev as she saw the mysterious simulacrum's appear. "Take my hand, Lawrence, I got something up my sleeve. It's going to be brilliant!" Literally. It might well also startle and dazzle Zhu and Lawrence, and the bystanders around, but it would give her and Zhu and Lawrence some breathing space. As she slipped her hand round the young master's, and pulled him slightly behind her, she lit up the pilot light on her right hand, and then, with a swing, launched a fuel bomb to the ground, which exploded with brilliant orange-white light...
  23. Move Action: Grab hold of Lawrence. Standard Action: Throw down an illuminating flare jet! Blast Area Burst Dazzle 8. I guess that might hit Zhu and Lawrence, but its not permanent! (And Rev has immunity)
  24. Supercape

    Bloodsong

    GM "Alive, eh? Guess the fates loaded your dice one way and mine the other" said WInston, rather bitter. "I ain't got more than scraps about your past, see. And even the scraps are petty scrappy" he sighed. "I just had this one chance..." There was a sharp knock on the door. "Oh hell, that can only be one person..." gasped Winston. "Tristan, he calls himself. It were him that put me on your scent, ah...so to speak. Says he has a great interest in blood lines. Probably lying. He had that feel to him, you know, like oily?" he explained. "Open up, Winston! I know you're in there" said Tristan, from behind the door. It was a smooth, pleasant voice of a young man. "Yeah, Ill be there..." answered Winston, weakly, looking at Jen, asking for direction...
  25. Initiative: 1d20+7 8!
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