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Supercape

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  1. For early consideration, a possible Vanguard member when I have a free slot (est 2 months) Sergeant Shark Power Level: 10 (180/180) Unspent Power Points: 0 Trade-Offs: None In Brief: Special Forces Soldier turned into Shark-man Catchphrase: “Fortune Favours the Bold” 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. Stone Cold: Victor is an experience professional soldier dedicated to the mission. He has killed and seen plenty of people killed. In the event of any tragedy or loss he has little or no time for sympathy, at least until the mission is completed (and even then, his empathy is blunted). This can easily cause people to view him as heartless, and alienate any victims. 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 + 2 + 1 + 2 = 56 STR: 30 (+10) DEX: 16 (+3) CON: 30 (+20) INT: 14 (+2) WIS: 12 (+1) CHA: 14 (+2) Combat: 20 + 20 = 40 Initiative: +11 Attack: +10 Defense: +10 (+5 Flat Footed) Grapple: +22 Knockback: -5 Saving Throws: 2 + 7 + 5 = 14 Toughness: +10 (+10 Con) Fortitude: +12 (+10 Con, +2) Reflex: +10 (+3 Dex, +7) Will: +6 (+1 Wis, +5) Skills: 100 Ranks = 25 PP Bluff 4 (+6) Climb 4 (+14) Drive 4 (+7) Intimidate 14 (+16) Knowledge [Earth Sciences] 8 (+10) Knowledge [Life Sciences] 8 (+10) Knowledge [Tactics] 14 (+16) Language 2 (Arabic, English [Native], French] Medicine 4 (+5) Notice 12 (+13) Sense Motive 4 (+5) Stealth 12 (+15) Survival 4 (+5) Swim 6 (+16) Feats: 20PP Accurate Attack All Out Attack Benefit: Vanguard Member Benefit 2: Use Knowledge [Tactics] for Master Plan and to avoid Ambush/Feint Blind Fight Environmental Adaptation [underwater] Favoured Environment [underwater] Favoured Opponent [marine life] Fearless Improved Grab Improved Initiative 2 Jack of All Trades Leadership Master Plan Power Attack Startle Takedown Attack 1 Uncanny Dodge (Olfactory) Powers 3 + 1 + 3 + 1 + 1 + 10 + 4 + 4 = 27 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] Immunity 3 (Cold, High Pressure, Suffocation [Drowning]) [3 PP] Leaping 1 (x2 Distance: Running 40’, Standing 20’, High Jump 10’) [1 PP] Speed 1 (10 Mph) [1 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 2 (+10 STR) [4 PP] Swimming 4 (25 mph) [4 PP] Drawbacks: -2 PP Vulnerability (Fire; Frequency: Common; Intensity: Minor [+1]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage Abilities 56 + Skills 25 + Feat 20 + Powers 27 + Combat 40 + Saves 14 = 180
  2. GM And so...on the blue planet...in the City of London... 1863 The Moonstone itself had many powers, many untapped ones. And Vortex Ming had made it his business to know every bit of dangerous or useful technology on Lunar City. Temporal Projection was one of them. Red Moon had been projected into the past, on a psychic rubberband. It would pull her back to the "Present" in a day. Maybe two. BAck into her own body. But, here was the warning; if her psychic projection died or came to harm, so would her "real body". As for her landing. It was pre dawn, on a musty summers day in London. On a cobbled street. "Who are you then?" It was a tramp. A filthy, smelly, tramp. On the docks of Deptford, with the slime that was the River Thames flowing slowly past. "You look well strange! What are you, Chinese?" asked the Tramp.
  3. Rev What the freaking freak? Rev was quick, her arms up, her face turned. But this was a shocking move, and she felt duly shocked. She took one step back and felt the force rip through her body. Tracks of gel skin flew of her arms revealing the bright and chrome limbs underneath. Her hair got ruffled. This was upsetting. "Zhu!" was her first response, seeing her friend tumble across the bowling alley. She felt a dual surge of worry and fury. "You'll be remembering this day for a long time!" she said through gritted teeth. The gel skin split on her arms as both elongated out to a couple of dozen feet. Whoa! She forgot how tricky it was to use her limbs like this. She hadn't had much practice, really. But for what its worth, she tried to shove one steel shiny fist into the bullies jaw...
  4. Move action: Elongate arms Standard action: Punch! Punch Thug: 1d20+10 14 I guess that will miss but lets see!
  5. Reflex Save vs Explosion: 1d20+11 14 Failed Reflex Save. But! Evasion 2, so even with the fail, the damage is halve. It looks like a damage 11 effect, so half that (rounded down as per area rules), do that works out as DC 20 I guess? (Correct me if I am wrong!) That means Tough vs Explosion: 1d20+10 27 unharmed! Initiative: 1d20+7 13 for Initiative.
  6. GM The infected man tried to get up. He half succeeded. With a pull from Arcturus he was free of the fungus. At least, sort of. It still was woven into his skin, and he looked red and grey in various blotches. Deeply infected. "Thanks, Mister...uh...bear-man?" he asked, weakly, leaning into Arcturus. "My names Salvador. Everyone calls me Santa..." he said, gurgling slightly. The froth in his mouth looked a strange colour. "I clean these sewers. Its a Sh$£"%tty job, I can tell you..haha..." he joked, faintly. The smell of sewage was pretty pervasive at this point. "I guess we fell into one of the old tunnels. Man, I wasn't sure if this was myth or legend. All sorts of stories about these places. Cults, conspiracies, murder...that kind of thing..." Santa added, weakly. Acturus could see, and Lobisomem could smell, a swarm of rats scuttling around the fallen subway carriage. And, a few dozen feet away, leaning against the old brick of the forgotten deep tunnel, a man. He was a punk, really, slightly short, but strong. A mohican, a leather jacket, a knife. He appeared to be talking to an oversized rat on his shoulder...
  7. Starshot Starshot beckoned the crew to come out of hiding and keep weapons low. He didn't want the animals startled. The peace had been brokered, anyway. There was no immediate danger. If the alpha had backed down, or at the least not responded with aggression, the rest of the herd were unlikely to. He breathed out slowly. "Looks like they are more interested in dribbling acid on the grass than spitting it at us" he said. "And thank the Gods for that. I don't like acid" He recalled a painful week recovering from a bad encounter with the Gzerth Spitting Bisnake. That had taught him a lesson he wouldn't forget quickly. "They wont attack" he explained, firmly and with more certainty than he possessed. "They might even help, if we can direct them in the direction we are going. I'd rather follow these beasts than carry on cutting down the grass...."
  8. Rev is intimidating! Intimidate: 1d20+7 25
  9. GM And so...one trudge through a blizzard later...! It really was heavy snowfall, and the walk was slower than one might have expected. But even so, they were not far at all from Russov Energy. It was an old power plant. It looked like it was originally there to mine coal or oil or gas (it was not quite clear which), and it was thus somewhat antique and rusty. Large iron and steel girders, bricks and pipes in a rather haphazard architecture. But one could spot the odd "bolt on" of newer building work. Shinier, steelier, more plastic and electric. On the rim of the plant was what looked like a security station. Several guards congealed around it, all with some form of light body armour and high tech energy rifles, like the patrol. It was hard to judge their number in the blizzard, but at least two dozen such guards? The security station could just about accommodate Dreadnought. It was a moderately sized building, with a small kitchen, some bunks, and a station full of security camera feed. "Wait here" said the captain of the patrol. "I'll get you drinks. Blizzard will be the clearing in a few hours" he said, pointing at a camera station displaying weather fronts. "You want coffee, or vodka?"
  10. Rev This was way out of line. It was getting physical, the slurs were getting hideous, and Zhu was getting frightened (by Rev's estimation). She took the bowling ball in both hands and gazed like stone at the gang of four. "You just stepped on to a road of pain, fellas" she said, voice low. It was not loud. When things got real scary, people didn't scream and shout. "You got one chance to step off it. And you gotta step off it now. I know what you are feeling, you don't want to lose face. You don't want to back down. That would sting, yeah? Sting bad" She squeezed the bowling ball in her fingers. It cracked, splintered, and came apart like a soft boiled egg, full of shards and dust that fell to the ground. "But if you don't step off this road, and apologise, and suck up that feeling. Then you are going to lose your face in a whole different way. And its going to sting in a whole different way...."
  11. Rev For her part, Rev picked up a bowling ball and raised her eyebrows. What was this guys beef? It was hopefully a flash in the pan. But it was not necessarily so. Things could get ugly. But for her part, she had no fear. Titanium steel subdermal armour tended to give one a sense of confidence. It was not the anger or threat or fear that made her boil, however, it was the implied racial slur. OK. Not perhaps strictly racist, but that xenophobia, that "Foreign trash" vibe. She bit her lip. It was hard to call the man out. And she didn't want to get into trouble. She didn't need that. But hell, she couldn't back down. "Cool your jets, big man" she told him in a loud voice. "Its my friends first time bowling. This stuff happens. We all gotta roll with it..."
  12. Sleuthed by Thevshi[/url] Mr. Murk 11 PP to Spend. not spending them all but there are a couple of things to flesh out to make him the master of mystery etc. Skills: 5 PP Add 4 Ranks to Knowledge [History] to make 12 (+15) Add 4 Ranks to Knowledge [theology and Philosophy] to make 12 (+15) Add 8 Ranks to Knowledge [Current Events] to make 8 (+11) Add 4 Ranks to Gather Information to make 10 (+15) Feats: 2 PP Add the Contacts and Well Informed Feats.
  13. Mr. Murk "This little club will suffice, madam" smiled Mr. Murk, doffing his bowler hat. Perhaps then, we might meet again once you have seen enough of the world to refine your opinion of it? I am sure you will have a most interesting time in doing so. There is a lot of it to see. But then, you have a lot of time to see it in!" he added. He gave a little card with his name on. Erasmus Murke. A law company. "If you do ever need my services, as a Lawyer, or indeed for anything else, I would be most happy to help. Free of charge" he offered. The card was elegant and had an antique style, and had address and contact numbers on. "Until then, madam, I bid you good day. Or year. Or century. Perhaps even longer!"
  14. Bloody Mess Bloody Mess knocked the side of his head with a bloody fist. "Hey? What da? Get out of there! There's a damn woman in my head! Get her out!" he muttered. He would have been quite concerned, and ready to engage in a massive session of head butting the pavement. But right now, there was someone trying to splat him. Someone whom, he thought, had a pretty good chance of being able too. "I'm gonna give you a good old uppercut, you bozo!" he shouted at. "You hear? I'm gonna upper cut you! That's right, I'm gonna upper cut you so bad!" he declared, quite oblivious in his state of excitement and rage that he was telling his target exactly what he was going to do. He then proceeded to execute a rather sloppy uppercut. "What? You saw that coming?" he gasped, quite shocked as the blow missed. "To the heck with this! I need my body back!" he concluded, before darting into the Chevvy and seeping back into his body that ballooned up to its normal consistency and beyond, the super powered charged blood swelling his muscles till it looked like they might burst.
  15. In the spirit of fairness, using the above roll and screwing it up for a power attack. Move action: Moving back into body.
  16. Bagged and Tagged by Thevshi[/b] Starshot I have noticed things don’t add up! (Looks like it adds up to 239 PP spent and he only has 238!) Don’t know how that got through but it looks like it can be sorted with a Vet award and spending PP. So firstly, Using up a Vet award to pay off 15 PP equipment (Reducing paid PP equipment to 15) Freeing up 15 PP (Reducing spent PP to a nice and proper 224) This means 12 PP spare, but for now, only spending 8 to do a bit of fleshing out and raising him to PL 11 Combat: Increase Defence by 2, for A defence of +12, Flat Footed +6 [4 PP] Feats: Add Two Ranks of Attack Focus [Ranged] [2 PP] NB: This changes his “trades offs” to +3 Att/-3 DC, and +1 Defence/-1 Toughness NB: This changes his attack bonus to +12 Melee, +14 Ranged Skills: Add 2 PP / 8 Ranks. Knowledge [Earth Sciences] 4 Ranks for a Bonus of 4 [+6], 2 Ranks of Stealth for 10 (+16), and 2 Ranks of Survival for 16 (+18)
  17. My first ever character, now shiny and Titanium! He was never my strongest but I kept him around for a while. Bringing him back partly because he is "free" and partially because I realise he might be an interesting space character. I have refined his powers into the "golden zone" around radiation (mainly) rather than the "do anything" Quantum descriptor. I am very open to fluff or mechanical suggestions on this PC. Perhaps even a name change? (to avoid a clash with my site name?). Captain Quantum maybe? Also very open to suggestions about how to use him meaningfully. Supercape Power Level: 13 (250/250) 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 Age: 45 Apparent Age: 45 Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 210 lbs. Eyes: Bright Blue Hair: White Description: A slightly stocky chap who is not in great shape but still has a certain robust muscle to his broad frame. Supercape wears a baggy, flowing costume and enormous cape that change colour and cut at his will. He tends to favour blue and white colouration. History: Quentin was a fairly charming academic/polymath with some radical ideas on quantum mechanics and cognition. He studied at Cambridge university and taught there, until his radical ideas lead to something "clicking". 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 has come 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. Whilst he is a charming man and good debater on one to one situations, he has never liked crowds or, worse, being idolised. To compensate for this (?) flaw, he dashes into action wearing a spiffy and massive cape which frequently changes hue and cut. Excellent to hide behind. Personality & Motivation: Supercape 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 based on utilatirianism. Whilst the "end justifies the means" technically, 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, bumbling buffoon rather than a cold logical machine. Powers & Tactics: Supercape 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. Most usually, this means nudging a few atoms to degrade and releasing a large amount of different types of EM radiation. He can bathe individuals in this radiation, or cause explosions of light and energy. Supercape protects himself with an quantum forcefield, that is either a shining sparkling field, or a subtle invisible effect (the “Phase Shield”) that partially removes him from the mundane four dimensional world! Supercape has an extraordinarily high will power, perhaps because his psychic powers and awareness extend so far into strange realms giving him a truly metaphysical outlook on life. He is also a world class physicist and possesses an amazingly keen mind. Tactically, Supercape is a cautious, cerebral hero, prone to doubt and inactivity, which can make him ineffectual. He prefers to think out a problem than fight it directly. When forced to fight, he will hold back from his full force in most cases. He tends to use his toxic irradiation powers sparingly, and only rarely will he unleash the full nuclear explosive power he can muster. Complications: Academic Reputation: Quentin is quite vain about his academic credentials, and whilst his life is fairly leisurely, he has the political infighting of the university to contend with, and debates to win. Man of Inaction / Monologue: Supercape loves a monologue and a debate, even if the timing is highly inappropriate. Engaging an enemy in an academic debate is worth stopping any fight for. In addition, he tends to use the maxim "think before you act" to the extreme, making him indecisive at times. Pomfretphobia ever since Dr Simian blasted his mind with the amazing Idiot Beam, Supercape has had a fear of Monkeys and Apes. And of becoming an Idiot. Secret Shame Over ID: Supercape is absolutely petrified of his secret ID being revealed. He thinks it would mean the end of his cosy little academic career, and he is secretly ashamed of his antics and "ridiculous" cape. Quantum Wave Collapse: Supercape 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. Abilities: 2 + 0 + 2 + 12 + 10 + 4 = 30 Strength: 12 (+1) Dexterity: 10 (+0) Constitution: 12 (+1) Intelligence: 22 (+6) Wisdom: 20 (+5) Charisma: 14 (+2) Combat: 16 + 16 = 32 Initiative: 0 Attack: +8, +14 Nuclear Glow Defense: +8, +4 Flat Footed Grapple: +9 Knockback: -15 (-9 With Phase Forcefield AP) Saving Throws: 7 + 6 + 13 Toughness +18 (+1 Con, +12 Force Field, +5 Costume) Fortitude +8 (+1 Con, +7) Reflex +6 (+6) Will +18 (+5 Wis, +13) Skills: 80 Ranks = 20 PP Bluff 4 (+6) Computers 4 (+10) Concentration 16 (+21) Craft (Electronic) 4 (+10) Diplomacy 8 (+10) Knowledge [Earth Sciences] 4 (+10) Knowledge [Physical Sciences] 16 (+22) Knowledge [Technology] 4 (+10) Language 4 (English [Native], French, German, Greek, Latin) Notice 12 (+17) Search 4 (+10) Feats: 2 PP Benefit 1 (Wealth; Well Off) Jack of All Trades Powers: 83 + 25 + 3 + 17 + 12 All powers have the radiation and quantum arrays. They originate psychically (in that his psychic powers can be nullified, but immunity to psychic phenomena will not protect) Sub-Atomic Manipulation Array (76 PP Array, Feats: Alt Power 7) 83 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, Subtle, Indirect, Selective [Can choose which sense types to effect], Precise) [75/76 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: Damage 12 (Extras: Sustained Duration Aura [+3], Penetrating, Feats: Accurate 3, Affects Insubstantial 2, Incurable, Selective Aura) [67/76 PP] “Nuclear Glow” 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” Force Field Array (24 PP Array, Feats: Alt Power 1) [25 PP] BP: Protection 12 (Extras: Impervious, Sustained [+0]) [24/24 PP] “Power Field” AP: Protection 12 (Extras: Sustained [+0], Subtle) [13 PP] linked with Immunity 7 (Environmental Conditions, Suffocation, Extras: Sustained [+0]) [7 PP] linked with Super Movement 2 (Permeate 2) “Phased Shield” 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] Supercape Device (Device 3, 15 DP, Hard to Lose) [12 PP] Flight 3 (Feats: Environmental Adaptation 3 [Zero, low, high Gravity], Subtle) [10 DP] [Gravity Descriptor] Protection 5 [5 DP] 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 22 Toughness Damage Totals: Abilities 30 + Combat 32 + Saving Throws 26 + Skills 20 + Feats 2 + Powers 140 = 250/250 Power Points
  18. Black Smoker MC Power Level: 5 (75/75 PP) Unspent Power Points: 0 Description: The Black Smokers usually have several tattoos, including that of their Motorcycle Club. They wear street casual clothes or work overalls when doing mechanical work. They wear leather jackets with an ornate “Blacksmoker” logo on the back. They are in good physical shape. History: The Blacksmoke MC was set up decades ago by Carlos Canto, an outlaw biker who had a skill with black magic. The MC started being associated with sorcery and infernal packs, all though in truth this was all instigated by Carlos. This came to an end when the FBI busted Carlos, and ended up killing him (apparently). The MC survived by is now a pale shadow of its former glory. These days, they could hardly be classed as an outlaw gang at all, more a club of bikers who have an unruly defiant nature (and a few convictions for petty crimes like drunken brawls). Personality & Motivation: The Blacksmoke MC members are best thought of as law compliant anarchists. They live mainly by there own rules, but do not clash (other than superficially) with the law. They might fight a bit, or do work on stolen cars, but nothing more than that. On the flip side, they try to be helpful to the local community when they can, holding charity events for good causes, and helping out the local community when they can. Powers & Tactics: The Blacksmoker veterans have no powers. They are reasonably experienced fighters. Whilst they carry knives and shotguns, they almost always refrain from lethal damage (i.e. attacking with fists or salt ammunition). They brawl often, but use lethal force only if they themselves are under lethal assault – partially because they aren’t killers, partially because they don’t want the heat of a murder investigation. Abilities: 4 + 0 + 4 + 2 + 2 + 2 = 14 Strength: 14 (+2) Dexterity: 10 Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 10 + 10 = 20 Initiative: +4 Attack: +5 Defense: +5, +3 Flat Footed Grapple: +7 Knockback: -1 Saving Throws: 4 + 4 + 5 = 13 Toughness: +3 (+2 Con, +1 Leather Jacket) Fortitude: +6 (+2 Con, +4) Reflex: +4 (+4) Will: +6 (+1 Wis, +5) Skills: 64 Ranks = 16 PP Bluff 4 (+5) Craft [Electronic] 2 (+3) Craft [Mechanical] 8 (+9) Craft [Structural] 4 (+5) Disable Device 4 (+5) Drive 8 (+8) Intimidate 8 (+9) Knowledge [Pop Culture] 4 (+5) Knowledge [Streetwise] 9 (+10) Language 1 (Varies) Notice 4 (+5) Sense Motive 4 (+5) Stealth 4 (+4) Feats: 9 PP Equipment 6 Favoured Opponent [Bikers] Improved Initiative Jack of All Trades Equipment: 6PP = 30EP Standard Core Rule Book Motorcycle [9 EP] Mechanical Tools [0 EP] Multi Tool [1 EP] Knife [Strike 1, Mighty, Improved Critical 1, Thrown] [4 EP] Leather Jacket [Protection 1] [1 EP] Core-Rule Shotgun [13 EP] with Rocksalt (non lethal) ammunition [1 EP] BP: Blast 6 AP: Blast 5 (Feats: Masterwork 2 (+2 Accuracy), Flaws: Limited to Blast 3 vs Protection) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage Knife Touch/Throw DC 18 Toughness Damage Shotgun Slug Ranged DC 21 Toughness Damage Shotgun Pellets Ranged DC 20/18 Toughness Damage Abilities 14 + Skills 16 + Feats 9 + Combat 20 + Saves 13 = 17 Individual Members (Each with 3 customised PP)
  19. The Demon Tazel Power Level: 8 (180/180) Unspent Power Points: 0 Trade-Offs: +3 Attack / -3 Damage, +3 Defence / -3 Damage In Brief: Fiery Demon Age: Unknown (Probably countless ages) Gender: None Ethnicity: None Height: 1 foot Weight: Zero Eyes: Red History: Tazel is an immortal infernal being of indeterminate age (does time even have meaning in such dimensions?). He was, by Earth reckoning, bound to the Cantos bloodline by Carlos Canto a few decades back, and is compelled towards completely obeying them. Now, it is true that for twenty years or more that order was to do nothing at all but wait, but on release by Pitch, despite every fury of Tazel, the pact still held. Personality & Motivation: Tazel is a spiteful, manipulative, and cruel demon who delights in deception and anguish. Unfortunately, he is completely beholden to the Cantos bloodline (at this point, that means Pitch). Powers & Tactics: Tazel uses deception and stealth firstly, but can also ignite with furious hellfire of various hue if he needs to fight. His insubstantial form and small size can make him a slippery for in combat, which delights him. Power Descriptions: If visible, Tazel’s fire power is usually an angry red-ember, and caresses his fiery form. He can expel this fire out from his body in a fiery explosion if need be. Abilities: -10 + 10 + 10 + 2 + 2 + 6 = 20 Strength: -- Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 6 + 14 = 20 Initiative: +9 Attack: +3 base, +4 Size, + 11 total Fire Aura , + 7 Total Fire Burst Defense: +11 (+7 base, +4 Size), +8 Flat Footed Grapple: -9 Knockback: +1 Saving Throws: 1 + 3 + 5 = 9 Toughness: +5 (+5 Con) Fortitude: +6 (+5 Con, +1) Reflex: +8 (+5 Dex, +3) Will: +6 (+1 Wis, +5) Skills: 15 PP = 60 Ranks Bluff 12 (+15) Diplomacy 8 (+11) Intimidate 12 (+9 total with Size) Knowledge [Arcane] 4 (+5) Knowledge [Theology and Philosophy] 4 (+5) Notice 8 (+9) Sense Motive 8 (+9) Stealth 4 (+21 with Size) Feats: 6 Attack Specialisation 2 (Fire Aura) Evasion 2 Improved Initiative 1 Instant Up Powers: 8 + 9 + 1 + 29 + 10 + 17 + 15 + 15 + 6 = 110 All powers have the infernal descriptor. Comprehend 5 (Speak to and Understand Animals, Speak and Read and Understand Languages, Flaws: Animal comprehend ranks limited to animals associated with Devil’ry [e.g. Rats, snakes, goats]) [8 PP] Concealment 4 (All visual senses, Extras: Duration [Continuous], Feats: Selective, Flaws: Passive) [9 PP] Feature: Mimicry (+10 to bluff checks when impersonating) [1 PP] Fire Array (28 PP Array, Feats: Alt Power 1) [29 PP] BP: Damage 5 (Extras: Continuous Aura [+4], Feats: Affects Insubstantial 2, Selective Aura) [28/28 PP] AP: Damage 8 (Extras: Area [Burst, Targetted], Selective Attack, Feats: Affects Insubstantial 2) [28/28 PP] Flight 3 (50 mph, 400 feet / round, Extras: Continuous, Feats: Subtle) [10 PP] Immunity 17 (Aging, All Fire Effects, Cold Environment, Disease, poison, Sleep, Starvation, Suffocation [Smoke]) 17 PP Insubstantial 3 (Energy/Fire, Flaws: Permanent [+0]) 15 PP Shrinking 12 (Diminutive, Feats: Innate, Normal Tough, Normal Move) ]15 PP] Super Senses 6 (Visual counters all obscure, Radius Vision) [6 PP] DC Block ATTACK RANGE SAVE EFFECT Fire Aura Touch DC 20 Tough Damage Fire Burst Area Burst DC 23 Tough Damage Totals: Abilities 20 + Combat 20 + Saving Throws 9 + Skills 15 + Feats 6 + Powers 110 = 180/180
  20. Pitch Power Level: 11 (250/250) Unspent Power Points: 0 Trade-Offs: -1 Attack / +1 DC, -1 Defence / +1 Tough In Brief: Infernal Biker with a Demon in her belly. Catchphrase: “Fire me up!” Theme: Alternate Identity: Carmen Cantos (Secret) Birthplace: Mexico City Residence: Freedom City Base of Operations: Freedom City Occupation: Journalist, Rock Report Magazine Affiliations: Blacksmoker Motorcycle Club Family: None (Known) Description: Age: 31 (6/6/86) Apparent Age: 25 Gender: Female Ethnicity: Caucasian/Hispanic Height: 5’6” Weight: 55Kgs Eyes: Brown Hair: Dirty Blonde (Dyed) Carmen looks like a slightly scruffy but sexy rock musician / biker. She is good looking, and has curves in the right places. She wears a variety of clothes but tends to favour rock styled ones, such as leather trousers, buckled belt, etc. She almost always wears clothes that some part of her spinal tattoo (that reaches from the base of her neck to the sacrum) is visible. One particular piece of clothing she almost always wears is boots of some sort, so that she can wear a titanium brace around her right foot (easing her mobility problems). She walks with a quite visible limp because of this. When she commands the demon living inside her, Tazel to “fire her up”, her body becomes wrapped in smoke and wisps of flame. Her eyes glow a fiery red, and there is a furnace bubbling away down her mouth. Her clothes will change, become studded, leathery, black and red. The combined effect is enough to conceal her appearance (and thus identity). History: Carmen’s story starts with her father, Carlos Canto. He was a skilled sorcerer in a biker gang (The Blacksmokers), not renowned for being a good guy, nor a particularly bad one. He did, however, possess an uncanny knack for black magic: in particular, dealing with demons. His luck and cunning held out for many years, as he rode with his gang, gaining fame and notoriety, and a long list of crimes including (at its height) armed bank robbery. His luck would not hold forever, and ran out when he fell in love and had a child. At this point, the infernal creatures he had bound and tormented took their revenge through his family. They propelled the Feds into busting him in a messy fire-fight. Carlos knew his time was up, but he wasn’t going to let his newborn daughter suffer for his sins. As the guns blazed, he took his baby daughter and tattooed his most powerful signs down her spine. This hasty and reckless action damaged his daughter, leaving her disabled, but protected. No demon could touch her. The creatures he had bound took him and his wife, but could not lay a hand in revenge against his babe. Carmen grew up an orphan, and not in the best of company. She was fostered, and didn’t have a bad life, but struggled with it. She fell in with bad boys, and bad crowds, and given the fame of her father it was not long before she was hanging out with bikers, rock stars, and tattoo artists. When she became a rock music journalist, she started to peel back the history of her father. She eventually found an old haunt of his just outside San Antonia. There, she found a dusty shack lived an old biker friend of her father, Axel ˜Grease” Robinson, who showed her Carlos’ leather bound diary and his fabled devil stick. Tough as his biker friends were, nobody had dared to read the diary or take up his stick. (Un)fortunately, as she read his diary, she unleashed Tazel, the fiery spirit that Carlos had bound many years ago, and who was now bound to her. Carmen bound him tightly indeed, by swallowing him whole! Through her fathers’ Diary Carmen learned black magic. It came, if anything, easier for her. No demon could harm her, and she could delve deeply into the anger and resentment that had built up in her to summon the “infernal forge”, the ways of hammer, steel, smoke and fire. Personality & Motivation: Carmen is a wild child, and has an inability to settle. She is quite “passionat”, in good and bad ways, able to love and hate quickly. She has an anarchic streak and has broken the law on numerous occasions with petty offences. So why be a hero? Carmen, although driven to free her father, is deeply angry at him. His legacy is a disability from her spinal tattoos, an undesirable upbringing, her mother’s death, and a whole heap of legacy problems with demons. She wants to be everything her father was not. She wants to be a hero. Powers & Tactics: Tazel, the demon residing in her belly can be expelled and commanded, but usually is used to fire up Pitch, giving her exceptional strength and resilience. She will use this power in conjunction with her own sorcery, commanding fire, steel and smoke, usually in a blistering full on attack. Pitch has no particular martial art expertise but is what might be called an experienced brawler. She is also a reasonably skilled writer and reporter, and will often try to work out what is going on via subterfuge. Pitch drives a customised bike that is pumped full of infernal oil. It can become smoky, concealing its appearance (which she activates when she drives a pitch), and is faster than most normal bikes, as well as being able to drive up walls and even through the air. As Carmen, she often keeps a set of kunckledusters in her jacket, as befits her biker girl image. On her bike, she has a length of chain concealed in the body of the bike, that she will use when Pitch. Power Descriptions: Commanding the infernal forge dimension via her black magic, Pitch’s powers are all about smoke, fire, and metal, often in combination. For instance, she hurls smouldering blackened shards of metal or chains at her opponents. Pitch can “Forge walk”, moving from one hot metal to another (as all hot metals have some connection to the infernal forge). She will appear to get sucked into one piece of metal (an engine is a good example), in a flurry of oily smoke, and then pop out in a cough of smoke at the other one. Complications: Twisted Tounges: Tazel, her pet demon, whilst technically fanatical (and who must obey her) actually hates her and would do anything to get her into trouble. He is bound to tell the truth, but of course he may tell it selectively or get her into all sorts of trouble by doing so, using deceit and manipulation. Given he is the source of her comprehend power, that would be one way of doing so (giving interpretations that are correct but misleading). Note: Tazel can be played by the GM as a totally malign and deceptive entity. He is, after all, a demon. As he mechanically is bound to obey Pitch he is built as a sidekick. He is somewhat mysterious and mercurial, meaning different GMs may take a different angle on him. Disability: Carmen walks with a noticeable limp. This makes things like acrobatics and so on very hard or impossible for her, and she cannot run far. She would not be able to operate normal vehicles. Should she be without a cane or her callipers for her right lower leg, she would be very unsteady, unable to run. Rolling Stone: Whilst she generally has a reasonable amount of money from her work, she has no permanent abode, and her resources and money do fluctuate. No Exorcisms Please: Tazel, her bound demon (who normally lives in her belly) cannot abide holy grounds, or religious artefacts placed on Carmen. In such cases, he will be forcibly ejected from her. Plume of Smoke: Aside from the normal visibility of powers, the smoke and flames from her powers could lead her to be particularly noticeable, such as spotting a plume of smoke outdoors from miles away, or the fire making her noticeable in the darkness. Burnt Out: If Tazel is ejected and somehow cannot make a beeline back to Carmen's mouth (which he could do at very high speed, more than his regular flight) - for instance, if he was unconscious, or mind controlled, or there was some magical or energy barrier blocking or ensnaring him, she cannot deactivate the summon. Essentially deactivating the summon to change the array to the "Tazel within" alternate power means she must reingest him. Greased: Pitch’s “Headquarters” are not really hers, but her friend Axel “Grease” Robinson’s. It’s a working garage, and clubhouse of the Blacksmokers MC (Motorcycle club), or at least, what little remains of them. Whilst Pitch has technically bought an HQ and minions, and is on good terms with the Blacksmokers (hanging out with them), there agenda’s could clash. Abilities: 2 + 4 + 4 + 2 + 4 + 8 = 24 Strength 12/24 (+1/+7) With Rage, up to 30 (+10) Dexterity: 14 (+2) Constitution: 14/24 (+1/+7) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 20 + 20 = 40 Initiative: +6 Attack: +10 Defense: +10, +5 Flat Footed Grapple: +11/+17 (Additional +3 with Rage active) Knockback: -6 Saving Throws: 5 + 5 + 10 Toughness: +7/+12 Fortitude: +7/+12 (+2/+7 Con, +5) Reflex: +7 (+2 Dex, +5) Will: +12 (+2 Wis, +10) Skills: 88 Ranks = 22 PP Bluff 8 (+12) Concentration 8 (+10) Craft (Artistic) 4 (+5) Craft (Mechanical) 4 (+5) Diplomacy 4 (+8) Drive 4 (+6) Gather Information 6 (+10) Intimidate 8 (+12) Knowledge (Arcane) 4 (+5) Knowledge (Pop Culture) 9 (+10) Knowledge (Streetwise) 4 (+5) Language 1 (English [Native], Spanish) Notice 4 (+6) Perform [Singing] 2 (+6) Perform [Stringed Instruments] 2 (+6) Profession [Writer] 8 (+10) Sense Motive 8 (+10) Feats: 25 PP All-Out Attack Attractive Critical Strike Equipment 8 Favoured Opponent (Infernal) Improved Initiative 1 Jack of All Trades Minions 5, Progression [5 minions] 2 Power Attack Rage 2, Increased Duration [10 Rounds] 1 Equipment: 8 PP = 40 EP Multi Tool [1 EP] Camera [0 EP] Brass Knuckles (Strike 1, Mighty) [2 EP] Chain (Strike 2, Mighty, Extended Reach 1 [10’], Improved Trip, Improved Disarm) [6 EP] Headquarters: “Greased Gears” Chop Shop [9 EP] Size: Medium [1], Toughness 10 [1], Features: Fire Prevention System, Garage, Gym, Living Space, Security System 2 [DC 25], Workshop [7 EP] Vehicle: “Infernally powered Motorcycle” 22 EP STR 25 [3 EP], Toughness 10 [5 EP], Size: Medium, Features: Concealed appearance [Smoky], Hidden Compartments 1 [DC 20], Smokescreen, Oil Slick [4], Powers: Speed 6, Super Movement 2 [Wall Crawling 2] [9] Powers: 58 + 1 + 9 + 47 + 4 = 119 Tazel Array (57PP Array, Feats: Alt Power 1) [58 PP] BP: Summon 12 (Tazel, Extras: Continuous, Heroic, Feats: Mental Link, Drawbacks: Full round to expel [3], Disorientated 1 round after expelling [1]) [57 PP] “Tazel Expelled” AP: Alt Form 8 (Extras: Continuous) [48 PP] Immunity 13 (All heat effects, Cold environment, Suffocation [Smoke], Disease) [13PP] Super Senses 5 (Counters Visual Obscure) [5 PP] Enhanced Trait 22 (+12 STR, +10 CON) [22 PP] With Comprehend 5 (Speak, Understand, Read all languages and animals, Flaws: Animal Comprehend limited to animals associated with Dev’lry [e.g. rats, snakes, pigs]) [8 PP] With Feature 1 (Mimicry) [1 PP] Immunity 1 (Aging) Immunity 10 (All Infernal and Celestial Effects, Drawback: Power loss [entire spinal tattoo covered]) [9 PP] Infernal Forge Array (40 PP Array, Feats: Alt Power 7) [47 PP] BP: Snare 12 (Extra: Constricting, Feats: Turn on/off constricting as free action, Tether, Reversible, Chokehold) [40/40 PP] “Chains” AP: Damage 11 (Extras: Area [Cone], Feats: Affects Insubstantial 2, Decrease Area 11, Incurable) “Breathe Hellfire” [36/40 PP] AP: Damage 11 (Extras: Range [Perception] 2, Feats: Affects Insubstantial 2, Incurable) “Hellfire Ignition” [36/40 PP] AP: Blast 12 (Extras: Autofire, Feats: Improved Critical 2, Ricochet, Variable Descriptor [Metal]) “Throw Metal Shards” [40/40 PP] AP: Move Object 11 (Extras: Damaging, Range [Perception], Feats: Precise, Flaws: Limited to Metal) “Command Metal” [34/40 PP] AP: Suffocate 10 (Extras: Range [Perception] 2) “Smoke” [40/40 PP] AP: Transform 10 (Metal object -> Metal Object [Change shape only], Extras: Duration, Flaws: Range [Touch]) (40/40 PP) “Meld Metal” AP: Environmental Control 5 (100’ radius, Distraction DC 5, Extreme Heat Extras: Range [Perception]) linked with Obscure 5 (Visual and Olfactory Senses, 100’ Radius, Extras: Range [Perception]) [20+20=40/40 PP] “Hot Smoke” Protection 5 (Drawbacks: Power loss [Entire spinal tattoo covered]) [4 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16/22 Tough* Damage Knuckledusters Touch DC 17/23 Tough* Damage Chain Equipment 10’ DC 18/24 Tough* Damage Chain Power Ranged DC 22 Reflex Snare (Constrict) Metal Shards Ranged DC 27 Tough Damage Hellfire Breath Touch/Cone DC 26 Tough Damage Hellfire Ignition Perception DC 26 Tough Damage Smoke Perception DC 25 Fort Suffocate Totals: Abilities 24 + Combat 40 + Saving Throws 20 + Skills 22 + Feats 25 + Powers 119 = 250/250 Power Points
  21. GM The head security officer, who had that military air to him, stayed on English. "Lost in blizzard, is it?" he said, scratching his beard. "Well, the snow is falling hard, and thick. I can understand" he said, slowly. "We work in power plant, near here. Private property. But we can get you on your feet again. At least till blizzard passes" he said. "But you understand, this is private property, yes? No...how you say it...monkey business? If we find you are spies" he shrugged, giving them hard looks. "Boss may want to be speaking to you about Frakking, yes? Russov, he own power plant and he is the man around here. He owns energy. May be being upset about competition?" he smiled. It was not, however, a particularly nice smile. "But we can warm you up. Maybe even you drink a bit of vodka? You coming?"
  22. COnsiders Foreshadows Bluff: 1d20+5 17 Its a tall order bluff so I would give Foreshadow a -5 penalty on that, but you are believed!
  23. Rev Rev didn't really need encouragement, she just needed to get that off her chest. "Sure, sure. I bet Jack can handle his balls really well!" she said with a wink at Jack. In any case, the guy looked strong enough to lift and throw an Ox. She only understood half of what SFX said, but is sure sounded cool. "And you know, I think you are right about the friction analysis of the Rsquared Dsquared" she said, nodding in agreement without knowing what she was talking about (other than knowing that she did not know). "You got the brains! Hard core maths, man!" she completed with encouragament, giving SFX a high five. She took up a ball and hefted it. "I can sure give this a go!" she said, with a smile, and proceeded to hurl the ball down the bowling lane. She only sued a small part of her strength, but the ball still shot out like a cannonball, smashing into the pins with juddering first. "Bullseye!" said Rev, pumping her fist.
  24. Rev Whilst the thought of bowling was exciting, whilst the thought of hurling a ball at rocket speeds with mechanically powered cyborg arms was awesome. Well, it was cheating. Rev had been racing cars at sixteen. It was a competition. Whilst one might bend the rules, outright cheating - it rankled. You wouldn't race a V8 against a mobility scooter. "Look guys, I mean, this is cool and all. But, you know how hard I can throw a bowling ball, right? I mean, it don't quite seem like a fair game" she said, shrugging and looking away when she saw the balls. "I'd love to play, but hey, I'm not sure I can!"
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