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Supercape

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  1. Lord Steam "That's rather splendid" agreed Lord Steam, relieved he could see now. "Illuminating, even" He helped the Speaker up and onward. "Steady there, old chap. Don't want you twisting an ankle or wrenching your spleen. Already looks like you took a nasty old bash to that skull of yours. Lets not rub salt on the wound, hmmm?" "A weapon sounds like a fine idea. I would not be shocked if we find ourselves crushed under a giant slug or mauled by a mutant alligator" he said, keeping spirits up with black humour. "For now, lets try and stay alive and get out of here! I can't see any particular direction that suits best. So onward with fingers crossed!"
  2. Starshot Starshot focussed his attention on the pirate captain. With a bit of luck, should he fall, the spine of bravery would crack. He jumped through the remnants of his gas grenade, and over some twisted roots and thick flora, feeling alive and driven. "Leaving so soon?" he asked, making agile speed towards the captain, and dropping into a guard. He wanted to take this guy out, bad, and let loose an over-eager swing which, in retrospect, was too eager. The captain was no stranger to fighting, and no push over. Much to Starshot's annoyance...
  3. Move action: Run after the Pirate Captain Presuming that is quick enough with speed 1, will punch him! Straight Punch on Captain: 1d20+10 11
  4. NB: Todays episode of utility belt watch brings you.... Thermal Pellet - not used Flare Gun - UTILISED! Sedative Injector - UTILISED! Gas Grenade - UTILISED! Smoke Grenade - UTILISED! Blowpipe- not used
  5. Starshot Grunting, Starshot could not put his hand to the bleeding wound, right in the damn back....it was only pain, as far as he can tell. For instance, the fact that blood was spurting out of a severed artery was really reassuring. His other hand went to his belt. "Goodnight, sweetheart..." he muttered through his helmet, giving his voice an imposing electronic distortion. He flicked out the safety pin and let the grenade fall to the ground. In a violent puff, a thin grey mist exploded out from them. Poison gas...that should slow these brutes down! It was not his preferred means of fighting, poison - but he had no problems with using it either. It was abundant enough in nature... "Seems you came on this planet to die" he grunted at the Pirate Captain. "And I'll make sure it is a bad death....very bad....."
  6. Tough Save vs Knife: 1d20+10 11 too out and out dangerous to let that happen right now, so spending an HP to reroll (which automatically hits 21 and pass). So something a bit crazy, standard action to throw a Gas grenade at his feet - a DC 15 Fort Fatgiue effect (and Reflex etc). I guess that hits the Pirate Captain and the two fighting Starshot. If he can lob it a a few feet to get more Pirates in the gas cloud, he will do so! And anyone walking into the cloud (melee!) for a round gets a taste of it, so fingers crossed. Fort Save vs Gas Grenade: 1d20+12 22 Fort Save
  7. House Rules! (Emphasis mine!)? Charge (Standard Action): Charging allows you to move and attack in a single Standard Action. You must move at least 10 feet and may move up to your normal speed. You must stop as soon as you are within striking range of your target (you can't run past the target and attack from another direction). After moving, you may make a single melee attack, with a +2 attack bonus. You suffer a –2 Defense penalty for 1 round (until your next action).
  8. Starshot Starshot carried on screaming, discaring the blaster rifle to one side into some undergrowth, and running at full speed to the Pirate captain. This was no time for anything other than boldness. It carried a risk, of course, it reeked of danger and recklessness. But by doing so, he calculated that the Kurbaka would see him as a bold ally in the future. It was a gamble, but this was the way to seize life. With all his considerable speed, he crouched slightly and tried to slam the captain with his shoulders and arms. He wanted to make damn sure that this looked good, even if it was less than correct strategy.
  9. Standard Action: Charging the Pirate Leader! To make sure this hits (and thus gives a show), shifting this +2 Accuracy, -2 DC. That (I presume) stacks with the +2 Accuracy, -2 Defence from a charge action to make: Charges Pirate Leader: 1d20+16 27 so if that hits, a DC 21 Toughness Save. Move Action: Take whatever cover he can find.
  10. Init vs Pirates: 1d20+10 20
  11. Starshot The Kurbanda. And...Starshot could only presume these were the pirates that had shot down the Xeno in the beginning. Fair guesses, but far from certain. It could be anybody, but this was a remote part of the galaxy. And they sure seemed to act like pirates. And from the looks of things, the Kurbanda were getting the rough end of the deal. Normally, he would have started picking off the pirates by stealth and snipe, but he needed the Kurbanda on his side, which means he needed a dramatic display. Screaming some various whoops and calls from battling tribes around the galaxy, he started running into the fray, firing of beams of blaster rifle power left, right, and centre; not so much aimed, but spectacular - to make it quite clear to all and sundry that he was firing at the pirates and protecting the Kurbanda...
  12. Reflex vs stuff: 1d20+8 24
  13. GM "A Scottish spy, is it? Well, you should be ashamed of yourself!" said Mr. Whitstable. "A disgrace to your disgraceful country!" "'Tis to the tower with you, then, young lady. What a waste! You could have lead a good Christian life, married a fine young gentleman, born him some strapping sons. Maintained a decent house. But no, you have let yourself fall to ruin, you poor thing! Tsk! Even with your strange Chinese face, some kindly soul would surely have taken pity on you...tsk! You should have kept to cooking and housewifely work. Made yourself a decent go of it" he said, almost sadly. "But now, it is irons and hard labour for you, madam. But, stay a moment, for if you do the Empire a service a turn your coat, perhaps some leniency could be offered!"
  14. Stealth: 1d20+16 32 Notice: 1d20+10 19
  15. Starshot Starshot was relieved that their water supply was adequate. Hydration was, to his astute mind, the most important thing. Oxygen, heat, water, food. Oxygen, heat, water, food. The mantra of survival. At least, if you were human. Or near enough human. At the sound of energy weapon discharge, he pulled up Phalen's blaster rifle. This was something new. He quickly motioned everyone to take cover, groaning at the difficulty of keeping Phalen up to speed. Hopefully, the alien's Paranoia would serve, but he found it a weak hope. "What that? Energy weapons? Are our friends armed? Not all on this planet is primitive then..." Irrespective, there was only one thing to do. He motioned Soreen and Laark to stay put, keep Phalen silent. For himself, he started creeping through the forest, silent and unseen, ready to spy on the commotion...
  16. Quantum Flux ("The Spaceman") (Previously known as Supercape) Power Level: 13 (250/250) [251] Unspent Power Points: 0 Trade-Offs: +5 Tough / -5 Defence, +1 Attack/-1 Damage for Nuclear Glow Power. In Brief: Master of Sub atomic physics Alternate Identity: Quentin Quill Identity: Secret Birthplace: London, United Kingdom Occupation: Lecturer / Professor Affiliations: Cambridge University (former), Freedom City University (current) Family: All Deceased Catchphrase: "Fascinating..." Theme Tune: Knee Play 3 [Phillip Glass] Age: 45 Apparent Age: 45 Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 85 Kgs Eyes: Bright Blue Hair: White Description: Flux is a man of average build who engages in light excercise. As a hero, he normally wears a customised space costume made of unstable molecules with blue and white colours. History: Quentin was talented physicist with some radical ideas on quantum mechanics and sub atomic physics. He studied at Cambridge university and taught there, until his radical ideas lead to something "clicking" in his head. He found himself able to psychically sense and manipulate on the sub-atomic scale. Quentin immediately started blabbing about his idea's, which lead to the University electing not to continue with his employment. So, Quentin came to Freedom City to teach. On the outside, he lives the life of a comfortable academic. However, he realises he now has considerable power, and feels morally obliged to use it for good. He started his career as the superhero Supercape, with admittedly mixed feelings. During 2015-2017, Quentin went on hiatus, absent without leave. In actuality, he had become trapped in a microverse of dark energy whilst on one of his exploratory trips around the universe in an attempt to understand the fundamental forces of the universe. During this period he has come to see himself not as an Earth bound hero, but rather as a interdimensional, intergalactic hero who addressed cosmic problems with a scientific eye. He has redesigned his costume and image to a more functional space costume and a new name. Quantum Flux. Personality & Motivation: Flux is at heart an academic with curiosity and intellectual rigour at heart. He is also a loyal and honest man. He has a strongly held sense of ethics; the "end justifies the means". However the flavour of this he is more akin to Mr. Spock than the Punisher. He dislikes violence and destruction and will always attempt to use reason and diplomacy. That's logically ethical to his mind. However, he is a kindly man at heart, not an unthinking machine. Powers & Tactics:Flux has the psychic ability to perceive mass and energy and manipulate atomics telekenetically. This doesn't mean he can actually move matter, but he is able to affect these forces directly. In practice, this means he is able to remotely cause bursts of radiation and weaken or strengthen atomic bonding (most spectacularly, disintegrating matter). As a consequence of this ability and his uncanny understanding of quantum physics, he is able to “link” areas of space (even between different dimensions), for instance teleporting across the multiverse. He wears a “Space” costume made from unstable hyperdimensional matter. This provides him with protection, life support, and the ability to (admittedly rather slowly) fly via gravitational manipulation. Tactically, Flux has immense destructive or offensive potential. Whilst he also is highly resistant to damage when his force field is up, he is vulnerable to biological attacks and is not a particularly skilled fighter. He is thus vulnerable to certain attacks, and has developed a sense of caution. Usually he will float in the air (or space), ensure he is the advantage of distance, and carefully utilise his powers to disable his opposition. He is a very intelligent man (even though not decisive or tactically trained) and will often use his powers in clever or creative ways. He generally avoids large scale destructive powers (such as nuclear explosions). Complications: Quantum Wave Collapse: Flux works with barely understandable sub atomic physics. With other such effects active (particularly in the hands of an antagonist with good physics skills) his powers might fail, or worse, act in a catastrophic manner. Indecisive: Caution is often a positive thing, but Flux has this too much. He is very concerned about not harming or hurting more than the bare minimum necessary, even when there is every indication that this is not an issue. He can pause or hold back with minimal (or even no) reason. Pithecophobia: Early on in his career Flux was rendered idiotic by Dr. Simian. This has manifested as a lingering fear of monkeys and apes. Despite his high will he can easily lose his nerve around such creatures, and will almost certainly be automatically intimidated by them. Masters of psychology might also magnify this phobia significantly. Distracted by shiny: Flux has an amazing degree of super senses both inherently and augmented by his space costume. When significant sub atomic events happen he might get overloaded and miss even basic visual, auditory, or olfactory events! Scientific Curiosity: Flux is drawn to strange phenomena, and driven to understand them. Even if dangerous, distracting, or time consuming, he will have a strong tendency to pursue such activity even if its clearly unwise. Finesse Required: If Flux lost his intelligence or understanding of physics (for instance with a drain or other psychic power), his finesse with his nuclear array would fade. At best, his powers would lose the precise feat. They would then become progressively poorly controlled or dangerous and ultimately be impossible to use altogether. His disintegrate power requires the least understanding of these physics (being "straightfoward" and brute) but even this would be impossible to use eventually. Abilities: 2 + 0 + 2 + 12 + 10 + 2 = 28 Strength: 12 (+1) Dexterity: 10 (+0) Constitution: 12 (+1) Intelligence: 22 (+6) Wisdom: 20 (+5) Charisma: 12 (+1) Combat: 16 + 16 = 32 Initiative: 0 Attack: +8, +14 Nuclear Glow Defense: +8, +4 Flat Footed Grapple: +9 Knockback: -9 Saving Throws: 7 + 8 + 10 = 25 Toughness +18 (+1 Con, +12 Force Field, +5 Costume) Impervious 10 vs Energy Fortitude +8 (+1 Con, +7) Reflex +8 (+8) Will +15 (+5 Wis, +10) Skills: 80 Ranks = 20 PP Bluff 4 (+5) Computers 4 (+10) Concentration 16 (+21) Craft (Electronic) 4 (+10) Diplomacy 8 (+9) Knowledge [Earth Sciences] 4 (+10) Knowledge [Physical Sciences] 16 (+22) Knowledge [Technology] 4 (+10) Language 6 (English [Native], French, Gal Standard, German, Greek, Latin, Lor) Notice 8 (+13) Search 2 (+8) Sense Motive 4 (+9) Feats: 4 PP Benefit 1 (Wealth; Well Off) Equipment 2 Jack of All Trades Equipment: Reserved for pooled super team / organisations (2 PP/10 EP) Powers: 84 + 20 +17 + 3 + 17 = 141 All powers have the quantum descriptor. The "Nuclear" powers also have Nuclear descriptor. Sub-Atomic Manipulation Array (76 PP Array, Feats: Alt Power 8) 84 PP BP: Disintegration 10 (Extras: Range Perception, Feats: Precise, Subtle, Indirect) [76/76 PP] AP: Damage 13 (Extras: Range Perception [+2], Area [Burst, 1-650’ r], Feats: Decrease Area 13, Increase Areas 3, Subtle, Precise, Indirect, Affects Insubstantial 2, Variable Descriptor 2 [Any EM Energy], Incurable) [76/76 PP] “Nuclear Explosion” AP: Dazzle 13 (Radio and Visual, Extras: Range Perception, Area [Burst, 65-6500’], Feats: Increase Area 6, Incurable, Indirect, Precise, Selective [Can choose which sense types to effect], Subtle) [76/76 PP] “Nuclear Pulse” AP: Nauseate 12 (Extras: Range Perception [+2], Area [Cloud, 1-300’ radius], Feats: Increase Area 2, Decrease Area 12, Subtle, Indirect) [76/76 PP] “Nuclear Fallout” AP: Nullify 12 (EM Energy Effects, Extras: Alt Save [Fort, +0], Affects Objects, Range Perception, Duration [Sustained +2], Feats: Indirect, Precise, Selective, Subtle) [76/76 PP] “Nuclear Suppression” AP: Communication 20 (Radio, Anywhere in the Universe, Feats: Dimensional 2 [Alternate Realities], Subtle 1, Flaw: Limited [One way]) [13 PP] linked with ESP 20 (Radio Senses, Anywhere in the Universe, Extras: No conduit, Duration [Sustained], Feats: Dimensional 2 [Alternate Realities], Subtle) [63 PP]) Total cost [76/76 PP] “Quantum Entanglement” AP: Teleport 20 (Anywhere in the Universe, Extras: Affects Others, Accurate, Feats: Change Direction, Change Velocity, Progression Mass 4 [2500lbs], Flaw: Long Range) [66 PP], linked with Super Movement 2 (Dimensional 2 [Alternate Realities], Extras: Affects Others, Feats: Progression Mass 4 [2500lbs]) [10 PP] Total Cost [76/76 PP] “Quantum Tunnel” AP: Transform 13 (10K lbs, Inorganic to Inorganic [5 PP/Rank], Extras: Affects objects only [+0], Range Perception [+1], Feats: Affects Insubstantial 2, Indirect, Precise, Subtle, Flaws: Limited to changing matter state [Gas / Liquid / Solid Etc], not chemical composition or state) [70/76 PP] “Alter Atomic Attraction” AP: Environmental Control 8 (10K’, Bright Light, Extreme Heat, Extreme Radiation [6/Rank] Extras: Independent [+0], Range Perception [+1], Total Fade [+1], Feats: Indirect, Precise, Selective [Customise mix of light, heat, radiation], Slow Fade 6 [1 day], Subtle) [74/76PP] “Irradiate” Device (Device 5, 25 DP, Hard to Lose) [20 PP] “Space Costume” Flight 2 (25 mph, Feats: Environmental Adaptation 3 [Zero, low, high Gravity], Subtle) [8 DP] [Gravity Descriptor] Immunity 7 (Environmental Effects, All Suffocation) [7 PP] Protection 5 [5 DP] Super Senses 4 (Microscopic Vision 4) [4 DP] “Eye Lenses” Enhanced Feat 1 (Alternate Power to Nuclear Array) - Damage 12 (Extras: Sustained Duration Aura [+3], Penetrating, Feats: Accurate 3, Affects Insubstantial 2, Incurable, Selective Aura) [67/76 PP] “Nuclear Costume Glow” [1 DP] Protection 12 (Extras: Impervious 10, Sustained, Flaws: Impervious limited to energy) [17 PP] “Force Field” Immunity 3 (Radio Dazzles [2], Own Powers [1]) [3 PP] Super Senses 17 (Accurate [All Radio], Analytical [All Radio], Counters Concealment [All Radio], Detect Dimensional [1]. Detect EM energy [3], Detect Quantum [1], Extended 1 [x10, All Radio], Radar sense [1], Radio Sense [1]) [17 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage Disintegration Perception DC 20 Fort and DC 25 Tough Drain + Damage Nuclear Blast Perc/Burst DC 28 Toughness Damage Nuclear Pulse Perception DC 23 Reflex/Fort Dazzle Nuclear Fallout Perc/Cloud DC 22 Fort Nauseate Nuclear Supress Perc DC 22 Fort Nullify Nuclear Glow Touch/Aura DC 27 Toughness Damage Transform Perc DC 28 Fort/Ref (Objects) Transform Totals: Abilities 28 + Combat 32 + Saving Throws 25 + Skills 20 + Feats 4 + Powers 141 = 250/250 Power Points
  17. The Red Rat Partly as a reaction to SLAVEs arrogance, she didn't pull the trigger. Not quite yet. Not quite yet. But she was a hair's breath from doing so. "My friend, I'm going to put a couple of high density armoured piercing slugs right through you. Unless you start talking. And don't even think about blasting me with that sound wave again..." She couldn't really hear what she was saying. It probably sounded a little bit completely terrible. But she mouthed the words anyway and expelled air from her lungs. "What the hell is that box?" she demanded.
  18. GM Val staggered into one of the penthouse suites of the top floor. It really was rather magnificent. It was as if a five star suite had been made over by a master architect who, tutting, had considered the suite to be a disgusting slum, and had then proceeded to make it five star. Wherever one looked, one could see gold, silver, crystal, fine art, rugs, and so on. And spacious too! The suite started playing soft music as Val entered. Bland, but relatively inoffensive. "Welcome to your state of the art apartment!" started the soft and melodic tones of the computer voice system. "We hope you enjoy your stay at SQUARK! I SEE YOU, YOU LITTLE GUTTERSNIPE! DON'T THINK YOU CAN ESCAPE ME! I HAVE TAKEN CONTROL OF THESE FLOORS AND YOU AND ALL YOUR LITTLE FRIENDS ARE MINE!!!" interrupted the voice of the Drone Commander. This might not have been strictly true. As far as Val could see there were no camera's on this floor, but of course the opening doors did register that somebody had entered...
  19. That will work so we will take a small breather from combat but still in peril!
  20. GM At this point, the Rat spoke. It was a hissing, smooth sound, through strange vocal cords, but English all the same, even if it did have an antique flavour. "When did I lie to you?" it said, its big black eyes fixed on Lobisomem. It was not intimidated. Not in the slightest. This was a creature of malice and cunning, far more dangerous that it first looked. "I am the King of Rats....that is all I will say, and I all you need to know. Do not be fooled by the Many-mind. Cunning and cruel, it is. A later experiment by the Doctor. An aberration, a mutation. Paranoid and aggressive. The Many Mind is a gestalt of rats. Do you know what would happen if they bred? Their intelligence would soon surpass mortal men. And eventually immortal souls. And all the time, fuelled by Paranoia..." Vermin hissed. "They should be exterminated. I am helping you, am I not? What have they done so far?"
  21. Starshot Starshot carefully mulled the options over the rising sun. "I would think the locals would be our best option. The Kurbanda. There is risk, of course, for if they are hostile then our odds are bad" he noted, grimly. "However, the matter of actually finding them....I suspect that they will find us, rather than the reverse. This is their planet, their forest" he explained, looking at the trees. "We should not expend fruitless energy trying to find them. If they do not want to be found, I would think we would not find them. No matter how many wave spectra my helmet analyses. No matter how skilled our woodcraft" "I think we should head north east, as you say. I suspect we will find the Kurbanda en route. And if not, at least we are heading in the right direction. I hope..." With that consensus reached, north east they headed...
  22. GM Mr. Whistable did not believe a word. "Madam, I do not believe a word of your nonsense!" he declared. He was indignant, but more than indignant, he was jolly pleased with himself for seeing through such drivel. Why! I am an astute gentleman of law! Ha! I can smell a lie at a thousand paces! He congratulated himself thus. "I cannot say I am unmoved by a woman's tears, so obviously in distress, of course. But I am convinced your tale is untrue. You have some other story, Madam, one you are not telling me. Hmmm! Yes! I believe I am correct!" he said, looking into the horizon in what he hoped was a regal and magnificent pose. "Come then, tell me the truth, you vagabond! You will not find the Queen totally without mercy. Nor I. This is Great Britain, after all!"
  23. Sense Motive: 1d20+8 26 Yazooks!
  24. Starshot Waking up early, Starshot felt refreshed. He took his time to take in the environment. Even in such situations, he would always seek to absorb the memories of such places. Rich and bold. He took his time to in the normal ritual of equipment maintenance, stock taking, and making sure they had a nice meal and kept hydrated. He gave Phalen a studious eye. "Feel like talking yet?" he asked the alien, without any real hope that the alien would indeed feel so inclined; or rather, even if he did so, that he would say anything new. Consulting with Laark And Soreen, and a few sticks, they plotted out what they thought was the best aproximation of a map. "This is where we are...the problem is...where do we go from here? Damn, I would kill for some good quality sensors right now..." he muttered. "How can we get to our treasure trove of salvage?"
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