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Supercape

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  1. Mr. Murk "Expectations are warranted and I shall endeavour to meet them" replied Murk, solemnly. He took the book from Frost and sniffed the ink. "I do love the smell of books!" he said, warmly, before passing the tome to an aide. "I shall transpose your words to braille, of course. But your signature, alas, I will never read. I appreciate its spirit, however!" "And now, you have my thanks. And whilst a signature is in that book, and your heart behind it, Club Immortus is yours, both here and around the world!" he said, clearly happy with that state of affairs. "As for deeds, am I at your service. Do you suggest or require action on my part, at this moment or in principles forthcoming?"
  2. Mr. Murk "It is indeed" agreed Mr. Murk, ordering coffee. "I am not of palate for desert, but please help yourself. The cheese is excellent, if I might make suggestion" he offered. Patting his mouth, he continued on the matter. "My profession, for the last century or two, has been that of law. And...other things" he explained, a touch of the cryptic in his words. "I have come to believe that it is the finest philosophy, or, if you will, the least worst one. Certainly not without flaw, but a useful tool. With this is mind, I have prepared a codus immortus. A club, if you will, of immortals who have a code of practice or honour, to shield us from undue passions of the mortal world, both in terms of prejudice of thought, and prejudice of action.." A touch of drama in his voice, he continued. "I for one, do not wish to be captured, tortured, and dissected ad infinitum - quite literally ad infinitum - for the secretes of immortality!"
  3. Rev Rev was almost coy. But when Rev was almost coy, she went the other direction to snap herself out of it. No time for coy in the Junkin' Donuts, racing a modified Chevvy at high speed on dark nights! "I'm so awesome, I know" she laughed. "Fast and furious, that's me" She stood up and now rubbed her eyes. "Holy Fuel Injectors, you are tall, huh? What's your super power? Do you eat balloons or something?" she asked, having never met someone so big in her life. She gently pressed one of Jack's arms, to see if it would pop. "Looks real to me. Man, they must have pumped you full of some serious juice, or something. Russian, you say?" she said, tapping her chin and trying to work out the puzzle. "Well, ya gotta spill the beans now, Jack. What's turbo charging you?"
  4. GM Despite the cold (even with thermal gloves on) Foreshadow got to work competently. As it happened, Dreadnought was of some use, being able to cleanly lift the plane off the snow to allow him to get underneath. With a bit of bending, tugging, cutting, welding, and (on one occasion) stiff kick to a vexing piece of metal that seemed to have no clear purpose other than getting in the way of everything else, the landing gear was repaired. It probably wasn't going to pass the stiff safety checks of an aviation inspector, but it was good enough. The plane would land and take off without difficulty. Or at least, without additional difficulty. The plane was still on ice and snow in the middle of a blizzard.
  5. An hour of repairs, and the landing gear is fixed! Its cold work however so thats one Environmental cold save.
  6. Starshot The cloud was right in Starshots sights, and his plasma rifle was fired up and ready to blast. But he didn't fire. If the cloud was going to attack; if it was sentient at all; it would have done so by now. That didn't mean they weren't in danger, however, and his trigger finger was quite ready to fire. His other reticence was wondering if firing a bolt of supercharged phased plasma would actually do anything, and even if it did so something, would it do something bad? "I've never seen anything like that before" he said of the comms (were they even working?) "but it's not getting nearer. Is it trapped?" he asked. "I picked up a burst of static as it hit the door. Might be some electromagnetic field keeping it contained. But honestly, I'm lost..."
  7. Bluff the car: 1d20+7 27 how is about that!
  8. Rev "Yeah, yeah! I'm sure that's code for he's your boyfriend, somehow, right? Even if he doesn't know it yet!" she smiled. "Although you will need a step ladder to kiss him, won't you?" she noted, clocking the height difference. "Don't mind us two, Jack, we barely moved in yesterday!" she warbled on, giving Zhu a high five. "Zhu is the smartest smarty pants here though. She knows more than everything. Which is probably impossible. But its quantum or something. I don't understand half of what she has forgotten, let alone the stuff rattling around her brain!" "Anyway, I'm pleased to meet ya, and all that Jazz. I'm Lexa. Or my stage name is Rev!"
  9. Flintlock Flintlock did not respond to the detectives comment about how she had seen bad sorcery before, but certainly noted it. "I shall need salt! I shall need the hair of the victim! I shall need a brass clock created by 19th century Dutch Masters only under the light of the full moon on Wednesdays!" she declared. "Although a spoon will do instead of the clock" she added. "And I shall need RUM!" she said, stamping her foot in defiance. And so, the bleak and ghastly ritual proceeded. Lamentably, this was not clean or enlightening sorcery, but the dark and horrible incantations that were found in dark and horrible books, written by dark and horrible men (or women). Flintlock found that Rum helped numb her brain to the sanity blasting visions of the universe that came with the sorcery she knew. But it was still a terrible experience. "The oceans of time recede, ah! whistling pipes! can you here them? from the centre of all things, the bubbling chaos and the blind idiot gods that whirl in a fever around it. Here, where the stars live in dark light, all things meet, and time has no meaning. To guide us through, the echoes of dead women and...yes, the black flapping wings of Nyapoolethp! Aieee! Aieee!" She barely held it together, but through all the insanity she could indeed see through time back to the murder...
  10. Rev Rev was resting her eyes on her bed and grunted when Jack and Zhu came in. "Grumrhmrl...oil the stroke...frghmmm....." she mumbled, but it was a light doze, and her eyes opened quickly. "What, me? yes! I was resting my eyes. Not sleeping!" she proclaimed, groaning her way up to a sitting position and resisting the urge to rub her eyes. She had her gel skin on, and had oiled her limbs. She looked normal bar the white hair and red eyes. "Whose this? Zhu! you move fast. Got a boyfriend already?" she asked.
  11. Initiatives: 2#1d20 8 20 with bonuses that is 17 for Bloody Mess and 26 for the Hound.
  12. The Red Rat "What?" This was, by her estimation, going very badly indeed. She couldn't hear a damn thing. The "good" doctor was now telling her to destroy the thing she had left behind. And she was face to face with a robot hand. Or something. She couldn't hear her own voice when she spoke. "WHAT? WHAT?" she shouted, not hearing a thing. Deafness would not even offer respite from the blathering of SLAVE. In any case, she was under attack. And she wasn't about to spare the ammunition...
  13. GM The Plane did come to a stop, although a large trench of snow and ice was left behind. Possibly a few nuts and bolts, too. There was an uncomfortable wrenching sound from the landing gear, and the flashing light on the dashboard indicated that the landing gear (or what was left of it) was stuck and would not retract on take off. All in all the rest of the plan was in good working order, bar a flicking light in the toilet. The snow was falling heavily; a mixed blessing, as it would conceal the plane and the landing (although finding the plane again might be a trick!), but would also be a devil to navigate too. However, they were probably only two or three miles from the power plant. And it was a fierce minus 20 outside...
  14. Rene DeSaens Power Level: 12 (250/250 PP) Unspent Power Points: 0 Trade-Offs: +5 Toughness / -5 Defence In Brief: Famous French Artist Magician and Libertarian Catchphrase: “Zut Alors!” “I am just a helpless old man!” Birthplace: Paris, France Residence: Freedom City, Base of Operations: Freedom City (And Paris) Occupation: Artist Affiliations: Loosely speaking; the French Government, Artistic Communities, the Halbediers. Family: None alive Description: Age: 240 (DOB: 7th July, 1777) Apparent Age: Venerable Gender: Male Ethnicity: Caucasian Height: 5’7” Weight: 68 Kgs Eyes: Brown Hair: White Rene is stooped with age but has a robust energy. He has a wild white grey beard and hair, and usually wears a beret and glasses. History: As a young man, Rene fought in the French Revolution. He ended up helping Broken Crow, master mage of the time, track down and destroy a necromancer in Paris (the nefarious Count Necromme). Impressed with Rene’s passion and bravery, Broken Crow pointed him down the path of magic. Over the centuries, Rene has been a revolutionary, philosopher, and magician but above all an artist! He has come into conflict, several times, with the mysterious Gallia (Spirit of Aristocratic France) and been involved with the rather chaotic and conflicted Halbediers (magicians of France). Rene has always had a sense of something awful happening in Freedom City, and moved there in 2010 as a semi-retired artist. Personality & Motivation: Rene is an irritable, classic “Artist” who can be grumpy at times but this is a bit of an act; he is extremely warm hearted – although has little time for fools. Rene is well known for hugely down playing his powers, insisting he is only a helpless old man, with trivial arcane abilities at most. Aside from his political / philosophical leanings (mainly around “Liberty!”) and general good nature (he has seen plenty of wars and horrors over the years), he also takes a role in protecting Earth from arcane threats. Powers & Tactics: Rene is an extremely experienced and powerful mage, with centuries of skill and wisdom behind him. He has survived partially because he is very careful to down play his power. He is able to “paint” onto reality, creating streaks of magical power such as light or eldritch blasts, or physical objects like cobwebs or chains. This is not reality warping but, with his artistic sensibilities, creating “lines” of force. He carries his magic paintbrush that is more precise, and can alter light, creating illusions, invisibility, and so on. Whilst aged, and physically weak, he is extremely tough and resilient. Whilst his eyesight is failing, he is able to mentally envisage his surroundings, seeing it as if it is an impressionistic painting. Born from the French Revolution, Rene has a particularly desire for liberty above all else, and has a strong connection with the spirit of Liberty; he is able to summon this force to protect both himself and others around him from any form of imprisonment or mind control. In conflict, Rene will avoid showing his hand, tending to plead impotence, helplessness or incompetence. He might happily surrender in order to be taken prisoner. When in a fight his major limitation is extreme lack of mobility; if in possession of his paintbrush, he will usually try to manipulate his environment first, such as plunging the area in darkness, or distracting flashes of twinkling lights. Complications: Elderly and Infirm: Aside from his rather poor physical abilities, Rene has other various problems of advanced age. For instance, he needs would not be able to run fast or long (or even at all), and medical care might be more complicated. Art! Rene may well use sub-optimal tactics in order to make things more dramatic or artistic. For example, he might have to paint the sky a lovely shade of moonlight rather than make everyone invisible. Blurred Vision: Rene needs his reading glasses. Without them, he can’t read, or even paint (at least anything in detail). Washed out: Rene’s magic ink is both limited in quantity (it may run out) and also will wash out in water. Immersion will remove it completely, and it will last a minute at most in rain. Even fog or mist will slowly erode it. Slave to Liberty: Although Rene can snare people for short periods of time, his is a libertarian and will not abide mental control or imprisonment (aside from humanitarian and legal incarceration). Aside from his own passion, any compromise in this area would stop him from summoning the spirit of liberty. In addition, various spiritual or eldritch considerations might prevent him from using this power (such as draconian planets / dimensions or certain eldritch / divinely charged areas). Unmodern Cons: Whilst Rene has plenty of money (from his art), and has plenty of luxuries (like art, fine wines, and so on), he does without modern cons. He does not own a car or mobile phone, and does not even have a T.V. or computer at home (although he does have a radio). It is not that he cannot use these conveniences (although he might be slightly slow on them), he just does not have them to hand. Abilities: -2 - 2 + 0 + 4 + 34 + 12 = 46 Strength: 8 (-1) Dexterity: 8 (-1) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 44 (+17) Charisma: 22 (+6) Combat: 12 + 12 = 24 Initiative: +3 Attack: +6, +12 With Magic Defense: +6, +3 Flat Footed Grapple: +5 Knockback: -8 Saving Throws: 20 Toughness: +17 (+0, +17 Protection) Fortitude: +17 (+0 Con, +17) Reflex: +2 (-1 Dex, +3) Will: +17 (+17 Wis) Skills: 112R = 28 PP Bluff 8 (+14) Concentration 4 (+21) Craft (Artistic) 16 (+33) [NB: Benefit] +2 With Masterwork tools Diplomacy 8 (+14) Intimidate 4 (+10) Knowledge (Arcane) 16 (+33) [NB: Benefit] Knowledge (Art) 8 (+10) Knowledge (Cosmology) 8 (+10) Knowledge (History) 4 (+6) Knowledge (Theology and Philosophy) 8 (+10) Language 8 (Arabic, English, French (Native), German, Greek, Hebrew, Italian, Latin, Spanish) Notice [See Disability] +9 Perform [Oratory] 4 (+10) Perform [Wind Instruments] 4 (+10) +2 With Masterwork Flute Profession [Cook] 4 (+21) Sense Motive 8 (+25) Feats: 23PP Artificer Beginner’s Luck (Remembering long forgotten skill!) Benefit 2 (Use WIS for arcane knowledge and craft art) Benefit 2 (Wealth) Equipment 3 Improved Initiative 1 Inspire 5 Luck 4 Ritualist Second Chance (Pretend to be a helpless old man)* Second Chance (Toughness save vs Magic Blast) Taunt *Applies to any skill that involves pretending to be helpless. Usually this will be the bluff skill but could potentially be others (e.g. disguise, or perform [act]) Equipment: 3PP = 15 EP Masterwork Art Tools [1 EP] Masterwork Flute [1 EP] Headquarters: House in Freedom City (Toughness +10 [1 EP], Size: Small, Features: Arcane Library, Arcane Laboratory, Arcane Workshop, Art Workshop, Eldritch Cleaning [All contents and furnishings clean and freshen automatically], Library, Living Space, Masterwork Kitchen, Security System 3 [DC 30]) [11 EP] Alternate HQ in Paris (same as above) [1 EP] Powers: 2 + 11 + 31 + 1 + 44 + 17 + 7 = 113 All powers have the Magic descriptor unless otherwise specified Comprehend 2 (Speak to and understand objects, Flaw: Limited to art) [2 PP] Container 1 (5 CP, Sustained Duration, Extras: Affects Others, Area [Burst, 5’ r], Feats: Progression 2 [up to 25’ Radius], Selective, Subtle) [11 PP] “Spirit of Liberty” (Divine, Spirit Descriptor) Immunity 5 (Entrapment) [5 CP] Device 10 (Easy to lose, Feats: Restricted use [Craft [Art] 5 ranks or more) [31 PP] "Magic Paintbrush" Ink Array (45 PP, Feats: Alt power 5) [50 DP] BP: Morph 5 (Any form, Extras: Area [Bust], Attack + Self [reflex save], Duration [Continuous], Range [Perception], Selective Attack) [45/45 PP] “Ink over” AP: Concealment 5 (All Visual Senses, Mental Blindsight, Extras: Area [Burst], Attack + Self [Reflex], Duration [Continuous], Range 2 [Perception], Selective Attack, Feats: Close Range, Selective [Different degrees of concealment/different parts of body]) [42/45 PP] “Invisible Ink” AP: Environmental Control 10 (Bright Light, 5000’ Radius, Extras: Duration [Continuous], Range [Perception], Feats: Precise, Variable Descriptor 2 [Magic]) [43/45 PP] “Bright Ink” AP: Environmental Control 7 (500’ Radius, Distraction DC 15, Extras: Duration [Continuous], Range [Perception], Selective Attack, Feats: Precise, Variable Descriptor 1 [Magic Light]) [44/45 PP] “Twinkling Ink” AP: Illusion 10 (Visual Senses, Extras: Duration 2 [Continuous], Feats: Progression Area 5 [250’ Radius]) “Ink Painting” [45/45 PP] AP: Obscure 10 (Visual Senses, 5000’ Radius, Extras: Duration 2 [Continuous], Range [Perception], Feats: Precise, Variable Descriptor 2 [Magic]) [43/45 PP] “Ink blot” [43/45 PP] Immunity 2 (Aging, Disease Flaws: Limited [Half Effect]) [1 PP] Magic Array (38 PP Array, Feats: Alt power 6) [44 PP] BP: Blast 12 (Feats: Accurate 3, Affects Insubstantial 2, Homing 1, Improved Critical 2, Indirect 3, Precise, Variable Descriptor 2 [Magic]) [38/38 PP] AP: Blast 10 (Extras: Area [Line], Feats: Affects Insubstantial 2, Indirect 3, Variable Descriptor 2 [Magic]) [37/38 PP] AP: Dazzle 12 (Feats: Accurate 3, Homing 1, Improved Critical 2, Indirect 3, Precise, Variable Descriptor 2 [Magic]) [36/38 PP] AP: Dazzle 10 (Extras: Area [Line], Feats: Indirect 3, Variable Descriptor 2 [Magic]) [35/38 PP] AP: Snare 12 (Feats: Accurate 3, Affects Insubstantial 2, Homing 1, Improved Critical 2, Indirect 3, Precise, Reversible, Variable Descriptor 2 [Magic], Drawbacks: Vulnerable to WIS*) [38/38 PP] AP: Snare 10 (Extras: Area [Line], Feats: Affects Insubstantial 2, Indirect 3, Reversible, Variable Descriptor 2 [Magic], Drawbacks, Vulnerable to WIS*) [37/38 PP] AP: Teleport 9 (Anywhere on Earth, Extras: Accurate, Portal [Sustained, +3], Flaw: Long Range, Needs sculpture/image of target area, Feats: Progression 1 [10’x10’ Portal], Subtle [portal]) [38/38 PP] Protection 17 [17 PP] Super Senses 7 (Accurate Mental, Acute Mental, Ranged Mental, Mental Blindsight sense, Mental Counters Concealment) [7 PP] Drawbacks: -4 PP Disability: Weak senses (-8 to Notice Rolls) [2 PP] Vulnerability (Minor, +1 DC, Common [Sleep Effects/Descriptor) [2 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 14 Toughness Damage Blast Ranged DC 27 Toughness Damage Blast Ranged, Line Area DC 25 Toughness Damage Dazzle Ranged DC 27 Reflex/Fort Visual Dazzle Dazzle Ranged, Line Area DC 25 Reflex/Fort Visual Dazzle Snare Ranged DC 27 Reflex Snare Snare Ranged DC 25 Reflex Snare Morph Perception DC 15 Reflex Morphed Concealment Perception DC 15 Reflex Invisible Totals: Abilities 46 + Combat 24 + Saving Throws 20 + Skills 28 + Feats 23 + Powers 113 - Drawbacks -4 = 250/250 Power Points
  15. GM Zyte looked nervous, wringing his hands. Not that he wouldn't swim in a sea of anxiety in order to get ART!!!! But still, this was not how he wanted it to go down. "We are....in trouble...." he explained, slowly as the audience (the dozen of them), Kitty Riot, and the techs wandered around checking the equipment. "This is state of the art, you know...the entire top floors are one hertz short of an AI system. Everything controlled from humidity to lighting to the forth on your bar of soap" he explained. "I know my way round computers, sure, but whoever managed to hack this system is beyond good. They are great" he said, bluntly. "Guys...guys...I can't open the lift door..." shouted Zane!, pressing on the lift button and trying to get his fingernails in between the sliding doors. He wasn't a bright spark, was Zane! but he was in good shape. The door was slammed tight.
  16. Mr. Murk Mr Murk pointed out the approaching form to Salvo. "Like a waxwork, but stretched, thin bones, infused with Eldritch energies. I know not its intent, but beware. I would not fire first, lest you antagonise a friend, and yet I would shield yourself, should it be a foe..." "If you can speak to yon electrical book, I would do so, and do it with speed" he suggested, fully realising the redundancy of his suggestion, to Emerald Spider. And now he turned his blind eyes to the approaching form, calling out to it.. "Lo, I would have words, thin spectre, for we mean no harm!" he asked, repeating his request in Latin, Greek, Spanish, and, on a hunch, Lemurian...
  17. Curveball Power Level: 7 (105/105) Unspent Power Points: 0 Trade-Offs: None In Brief: Four armed mutant baseball girl Alternate Identity: Jasmine "Jazzy" Rita Jagger Birthplace: San Fransisco Residence: Freedom City Occupation: Commercial Endorsements Affiliations: None Family: Jimmy Jagger, Brother (Mutated Coast Gaurd), Uncle Billy "Boomer" Bootwell (Boxing Coach) Age: 21 Apparent Age: 21 Gender: Female Ethnicity: (Mainly) Caucasian Height: 5'7" Weight: 68 Kgs Eyes: Blue-Green Hair: Short Blonde History: Jazzy and her twin Brother, Jimmy were blossoming professional athletes (she liked baseball, he liked swimming). At the age of 20, just beginning to make a little headway in a highly professional field (they were en route to being professional sportsmen/women, although would fall short of olympic elite status), they both were hit by a Darwin-X outbreak in East Berlin that claimed the lives of a few dozen, including their parents. Jazzy and Jimmy survived, their bodies adapting to their field of sports. Jimmy became aquatic, able to breathe underwater and swim incredibly fast; although his skin turned grey and he looked pretty ugly afterwards (hairless, and finned). Jazzy grew an extra pair of arms and found an ability to throw baseballs at incredible speed. Such mutations disqualified them from any professional sports career. Jimmy turned his mutation to good use, although bitter about his appearance. He has become an extremely valued coastguard, and has saved countless lives already. Unfortunately, Jazzy had a less overtly useful mutation. What good was a batting and bowling if she couldn't play sports? She managed to get a litte local fame as a "freak on TV", doing advertising, and even got a little bit of a cult following (with some weird stalkers with it). She wasn't exactly happy with this, so when uncle "Boomer", a boxing coach, suggested she take up the superhero business, she jumped! Personality & Motivation: Jazzy is a competitive person (she had to be, being an ex-athlete) but doesn't trash talks, she actually really respects and admires athletes. She has a lingering bitterness that her dream career got torn away from her, and she does harness this anger from time to time. She likes physical activity and exercise, and can be a bit obsessive about it. She has developed a bit of a comradarie with other freaks and weirdo's. She particularly likes campaigning for the living and dead victims of Darwin-X. Part of being a superhero is simply a job; more fame, more money, more sponsorship. But aside from all of that, she feels it is good in that it turns her condition to a positive use; and besides, it helps others when all is said and done. Powers & Tactics: Jazzy was always athletic, but her physical abilities are slightly improved, in particular she is a lot stronger than she looks (although not superhuman). An obvious mutation is the fact she has grown an extra pair of arms under her normal ones (although on close inspection her "normal" arms are an inch above normal height in placement). Her arms are no ajusted to provide incredible throwing power and speed, although only for light objects. She can throw a baseball 2 miles!!! Curveball arms herself with four baseball bats strapped to her costume, often holding more than one at a time. She also has a bandolier with a half dozen baseballs ready to throw at skulls for a knockout. She fights in a straightfoward, even reckless manner, charging in, throwing stuff, and swinging her bats. Complications: Pop! Whilst Curveballs mutation is generally helpful, her incredible throwing arm physiology means her arms easily pop out of their sockets. Impact or falling damage can particularly do this, but other effects, even things like punching an impervious object / target, may also do that. The other Left: Her throwing is amazing thanks to an adapated arm and brain, but as a side effect, curve ball pretty much always gets left and right mixed up, and never admits to this... Morning Stiffness: Curveball wakes up with very stiff arm joints. She usually needs an hour of stretching to get herself going. Physiotherapy or medical treatments can cut this down. This happens even if she gets knocked out. Reckless: Young and foolish, Curveball is impatient and reckless, and will charge in without properly assessing situations or noticing pitfalls (potential or actual). Sponsored by: Curveball doesn't have a job. She lives by making kooky commercials for sports equipment or other stuff. She doesn't really have the skills or wit to capitilise on this, so whlist not poor she is not well off either, and is often called to make strange commercials. If on TV she will often turn round and try to get sponsorship or the like (even mid-heroing), and she is actually quite famous in a Z-list way. A frequent request of her is to write her signature with all four limbs at the same time. She doesn't really know how to, or have the personality for, properly capitilise on this. Abilities: 2 + 8 + 6 + 0 + 0 + 4 = 20 Strength: 12/20 (+5) Dexterity: 18/20 (+5) Constitution: 16/20 (+5) Intelligence: 10 Wisdom: 10 Charisma: 14 (+2) Combat: 14 + 14 = 28 Initiative: +9 Attack: +7 Defense: +7,+4 Flat Footed Grapple: +12 (+14 Using All four arms) Knockback: -3 Saving Throws: 2 + 4 + 5 = 11 Toughness: +7 (+5 Con, +2 Protective Vest) Fortitude: +7 (+5 Con, +2) Reflex: +9 (+5 Dex, +4) Will: +5 (+5) Skills: 12 PP = 44 R Acrobatics 8 (+13) Skill Mastery Bluff 4 (+6) Climb 6 (+11) Skill Mastery Intimidate 4 (+6) Knowledge [Pop Culture] 2 (+2) Knowledge [Streetwise] 2 (+2) Notice 4 (+4) Perform [Acting] 4 (+6) Sense Motive 4 (+4) Stealth 4 (+9) Swim 6 (+11) Feats: 11 PP Acrobatic Bluff Ambidexterity Bounce the Ball [Applies Ricochet 1 thrown attacks with balls and similar] Equipment 2 Evasion 2 Improved Aim Improved Initiative 1 Precise Shot 2 Skill Mastery 1 (Acrobatics, Climb, Stealth, Swim) Equipment: 2PP = 10EP Four Baseball Bats (Strike 2, Mighty, Thrown, Multiple Weapon 3) [7 EP] Undercover Shirt (Protection 2, Subtle) [3 EP] A half dozen baseballs ready for throwing [0 EP] Powers: 2 + 14 + 1 + 1 + 4 Additional Limbs (2 Extra Arms) [2 PP] "Four armed" Enhanced Traits 14 (Strength +8, Dexterity +2, Constitution +4) [14 PP] "Physiological boost" Leaping 1 (x2 Distance; Running 30', Standing 15', High 7') [1 PP] Speed 1 (10mpg) [1 PP] Super Strength 3 (Limited [-2], Applies only to throwing distance for objects that would have been light anyway, Feats: Throwing Mastery 2) [4 PP] "Perfect throwing arms" Drawbacks: None DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Tough Damage Baseball Bat Touch DC 22 Tough Damage Thrown Baseball Ranged DC 22 Tough Damage Thrown Paperclip Ranged DC 17 Tough Damage Totals: Abilities 32 + Combat 36 + Saving Throws 18 + Skills 26 + Feats 13 + Powers 58 - Drawbacks -3 = 180/180 Power Points
  18. GM "I can help with that, sure" agreed Quotsa. "Long as their ain't no blowback on the tribe. Enough blood been spilt. Enough of our blood, anyways. You go and spill your own, I ain't gonna stop you. Appreciate it if you take a few of Choppers crew with ya. Would be much obliged!" he smiled. He offered Jan an open wooden box. Inside were a variety of colourful dried mushrooms. "They got some warehouse on edge of Meddy. Dealing MAX and ZOOM, I think. Maybe other stuff too" he shrugged. "Otherwise, they got a bar in the middle of town. Motor cycle club thing, a club house. Lotta heat there, but they might be drunk. Only other place is Chopper's own personal mansion. More of a run down old thing, ya know. Wooden, rotten, but still got a little class. Its where he has his blacksmithy, all that medieval stuff. Say hes got some torture chamber in the basement. Iron Maiden, that kind of stuff. Probably just gas and wind, but hey, I don't want to find out..." He shuddered, and helped himself to a mushroom to get him through the thought. "You got any other bright ideas, I'll help you navigate them. Yeah man, my spirit will guide you!" he said, his pupils getting wide and his eyes diverging slightly...
  19. That's: DC 10 for a bumpy landing causing minor damage to the plane landing gear (mechanical repairs to fix) Feel free to narrate that landing! From a repair point of view, Ill call that a complex repair craft [mechanical], DC 20, 1 Hour (with all the normal rules on Jury RIgging and so on). Interestingly Foreshadow has both a multi tool, and improvised tools skill making the multi tool redundant? In any case, no penalty! The Landing gear is damaged so I will say its a -10 Penalty to take off and landing, and -2 to in air manuevers, until it is fixed. A DC 15 Result means you get it half working (-5 and -2 penalty respectively).
  20. So Foreshadow has JoT feat and thus a pilot skill bonus of +7. To land by the settlement is DC 0 For a bumpy landing (minor damage to the plane landing gear needing mechanical repairs to fix), DC 10 for a bumpy landing causing no damage, and DC 20 for the boast of a perfectly smooth landing that nobody on board even feels. For landing "Open country" on the ice, its DC 0 For a crash landing (Serious damage to plane, Tough 20 save for those on board), DC 10 for a bumpy landing causing minor damage to the plane landing gear (mechanical repairs to fix), and DC 20 for a bumpy landing causing no damage. Feel free to bring Grav Cycle if you wish, and if you want to do any research or prep before you leave, feel free to narrate that (and throw me any rolls you consider pertinent) but for now, lets press on with the narrative. You may bring a masterwork Madras curry takeaway if you wish (no rolls required).
  21. GM And so, one hired plane, several hours and a rather good Madras Curry later... Svarbald was particularly cold in January, and this was a particularly cold January. Minus twenty C, to be precise. Whilst the cold would not affect Dreadnought, it would certainly affect Foreshadow, and the cargo plane he had procured came with plenty of arctic clothing. The journey was relatively uneventful bar the occasional turbulence. Anton had told Foreshadow pretty much all he could, right up to the location of his supposed Grandfathers power plant, on the east of the island. It was all ice and snow, here, and the snow fell heavily as they started their descent. Not ideal flying conditions. The nearest airstrip to Russov Energy power plant was a good thirty miles away, in a moderate sized Norwegian settlement called Vaanbergen, just under a thousand people there. Research and natural conservation, mainly. It had a reasonable landing strip, and whilst the weather was unpleasant, Foreshadow was clear (both from his own judgement and skill, plus his foresight) that landing would at worst be bumpy. The alternative was landing on the icy plains near the power plant. Difficult, but certainly possible...
  22. The Hound "Oh how the Fates urinate on my life" muttered a Panicked Harry, feeling the sweat pour off him. "Those two!" He pulled the desiccated corpse of the Mess into the Chevvy and did up the seatbelt. Freddy felt horribly light devoid of water, but he was still as broad as he was tall. He huffed an puffed as he did. With Harry half in, he got the keys to the car in his hand. Sweaty, sweaty, they slipped out of his butter fingers. "Holy hand grenades!" he swore, getting them up and firing up the Chevvy, taking a look in the mirror... "Better part of valour! Better part of valour!" he mumbled, and stepped on the gas....
  23. Mr. Murk "The world, I think, accelerates with time" replied Murk, in a friendly way. "It was months of hard travel just centuries ago, a journey that can now be achieved in hours. If needed at all! Ah! The lightning web of words and text that now lays over this world!" he contemplated, truly impressed. "But sometimes, a touch of antiquity is the right flavour!" he nodded at one of the attendants, looking right at him with blind eyes in that odd way. A moment later, an impressively bound thick leather book arrived. The Codex Immortus. 'Twas here that Mr. Murk has inscribed the principles of the Codus Immortus in one part, and the words and stories (albeit truncated, as was necessary in documenting the lives of an immortal) in the second book. It was a think, heavy and rather pleasant tome. And every page had a brail transcription overleaf. A little antiquity is good, but, as Mr. Murk put it, "I would not refuse the advantages of progress!" An old quill and pot of ink were supplied to Comrade Frost, and, with fingers running over pages, Mr. Murk found the page. There were several signaturies to the Codus, some that Frost knew, a few that he did not. A small number had been crossed out. "Voluntary to sign, voluntary to leave" explained Mr. Murk, handing Frost the tome. "And if you do, we should consider perhaps opening a Club house in Moscow. It has not, to date, been somewhere I was inclined to. Volatile place, too easily sucked into political subterfuge. But I would appreciate your advice on that matter..."
  24. Starshot I thank you and your tribe for the hunting replied Starshot, profound but brief as was his nature. I wish you sharp spears under open sky... It was not without sadness that he left the tribe, but the realities of life were present. How long could he spend with one tribe? A week, a month? He had done so before, learning of native ways and tricks and traps for hunting. But his soul would not be confined to one tribe, one land, or even one planet. He took a bite of smoked meat, which in his opinion was actually very good (for he had a taste for smoked meats), and started off North east, carving a slow path through the blade grass. Too slow, for his liking. As much as the presence of vegetation was reassuring after the blaze of the burning sands, the ideal would be to find an appropriately aligned track of trampled grass from the local megafauna...
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