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Supercape

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  1. Synth ["Very well"] answered Synth, concerned. There clearly was something amiss, or dangerous. The man was not calm. This was not official, or at least if it was official there was extraordinary circumstance. A prison riot? and escape? But why would they keep him in the dark? He decided an alternative tactic. This time, he started pushing forward. Again, it was subtle - a pressure in the opposite direction. Would they resist, try to stop him charging on? would they keep pace? Was the danger in front, or behind? from being too fast, or too slow?
  2. Synth Synth straightened up, feeling at home in this new brutish body. "[I can help, you know, if you tell me whats going on?]" he said, a touch of steel in his voice. He spoke in fluent Swedish. Not many people knew how to speak that; a level of covertness. He started just the most subtle of resistance. Nothing blatant, just a slight pressure against every push and guidance. Enough to insinuate that this was not going to go smoothly without answers or cooperation. "[I should not leave this facility. Its dangerous. I won't...]" he proclaimed firmly. This was a lie; to get out would be safer. But not if SHADOW were waiting outside...
  3. Rev Power Level: 10/13 (234/250) Unspent Power Points: 16 Trade-Offs: None (+4 Attack/-4 DC for Plasma Jet) In Brief: Street Racer Cyborg Alternate Identity: Lexa Venn Birthplace: Freedom City Residence: Freedom City Base of Operations: Freedom City, Claremont Occupation: Student, Mechanic Affiliations: Claremont Family: Daisy Jenkins (Mother, Nurse) Catchphrase: “Jet, Set, GOOOO!” Description: Age: 17 Apparent Age: 17 Gender: Female Ethnicity: Caucasian Height: 5’6” Weight: 100 Kgs Eyes: Red Hair: White Rev is a young woman who usually wears cheap casual clothes like t shirts, and jeans. Her only oddity is white hair and red eyes (although she often wears sunglasses). She is often barefoot (because her jets will burn through shoes pretty fast), but does wear sneakers she can kick off quickly if need be. With power use, her artificial skin peels / burns off and metal cyborg limbs are revealed. She has two ports on the side of her neck, which she can use to pump fuel into her body. History: Lexa Venn grew up a good kid, decent grades, friendly, outgoing. Bit of a tomboy. Her dad was a mechanic, her mother a nurse. That all changed on her 15th Birthday, when her Dad was killed in a shootout between some cops and a pair of cheap thugs. She didn’t go completely off the rails, but she certainly slid half off them. She fell in with a street gang called the “Junkin’ Donuts”, who specialised in joy riding and street racing, and rebuilding or modifying scrap yards cars. They weren’t a totally bad lot, just thrill seeking anarchists (As opposed to violent). Lexa had enough skill driving and repairing cars that she was pretty valued. After leaving high school early (aged 16) with disappointing but not bad grades (“could have done better”) she ended up working in an auto shop part time and hanging around the Junkin’ Donuts full time. And then, she took a race that would change her life. The mysterious driver she raced again was using the “Mechaphage”, a strange metal based cybernetic bacteria (that was itself mutated by the Darwin-X virus) that integrated biological and mechanical components. He used this to literally “become one with his car”. He would have easily won the race, but Lexa would not have that. She called in her Donut friends who spiked the street with an oil slick. Next thing, Lexa and her opponent had an almighty crash. The mysterious driver, welded to his car, was whisked away by AEGIS in the aftermath. Lexa suffered horrific injuries, but slowly recovered, her broken, missing, or shattered limbs turning to steel, her hair turning white, her eyes turning red. She had been infected with the Mechaphage! Personality & Motivation: Rev is a thrill seeking, adventure loving woman who “Rev”els in her power. However, despite her need for speed, she really doesn’t have a bad bone in her body (mind you, she doesn’t have that many bones these days). She is generally a kind, loving kind of person, and has plenty of sympathy for others. Her motivation is thus simply to use her power helpfully. However this is not always simple; she can come into conflict with her own desire for power, or she can find herself torn in whom to help. She will tend to help others she knows, or has a personal investment in, rather than abstract helpfulness (on a geo-political or philosophical level, for instance). Her major hobby and interest is pulling apart engines and rebuilding them. And driving cars very very fast… Powers & Tactics: Rev has many machine parts, but mainly they are her legs and arms that are now fully mechanical. Her limbs can extend out and her feet and hands (and to a lesser extent the rest of her limbs) are loaded up with jets she can fire to fly, increase her strength, or use offensively (as a plasma cutting instrument). One limitation of her jets is that they require normal oxygen levels: They will not function at high altitude or underwater (for instance). Rev can “Rev” engines with touch, increasing their power and performance considerably by temporarily infecting them with the Mechaphage. For instance, she can boost a car to travel at 5000mph! Rev is reckless but smart in a fight, meaning she will charge in without planning, and with a love for speed. But once in a fight she is not stupid – over confident, perhaps, but not stupid. She will use her powers in reasonably inventive ways. Power Descriptions: Revs limbs are telescopic (if they do, see “Skin Job” complication), able to do so up to a hundred feet. Her limbs are also extremely strong and heat-resistant and have built in tools. Rev’s limbs can fire jets. These are mainly in her feet and hands, but she has a few lesser jet ports in her elbows and knees. They will fire blue plasma at her mental command. She can focus this fuel to massively increase her functional strength, at which point all her limbs will have a fiery blue glow deep inside them (and her artificial skin will peel off). Rev has some other biomechanical abilities: Her body is very resilient due to sub-dermal armour, and includes heat and energy dispersal systems. Complications: Skin Job: Rev has artificial, plastic derived skin over her limbs, which tends to burn off during strain or damage, showing clearly metal limbs (making her recognisable). In addition, whist her hands have reasonable touch receptors (a little less than a normal humans), the rest of her limbs have very little or no touch sensation (meaning she could be insidiously damaged or affected without her noticing). Tanked up: Her limbs usually operate on electricity which she can spontaneously generate. However, using the Jet array requires fuel. She has to pump fuel into her body (either drinking it, or – more efficiently, by piping into a portal in her neck). Refuelling also means refining (to ultra high grade energy dense variants) which she can do in her body. However, this does mean emitting (from her jets) a rather unpleasant methane smell. Oiled up: In addition, Rev needs to apply lubricating oil to her limbs once a day or they will grind and be very noisy (making stealth impossible, for instance). Being in water or dirty environments will also cause grinding until she applies oil again. Very long periods (weeks) without lubricant will slowly make her limbs seize up altogether. Overcharge Burn: Her “Revving” boost is not completely reliable. She can break, rather than boost, engines (or possibly do both). Total Jerk: If hit by electricity, she will experience brief violent jerks in her limbs. She could accidentally drop or throw something, fall prone, or just flail about. Magnetic Vibes: Strong magnetic fields, or magnetic powers will also affect her, giving her a lingering fine tremor to her hands for an hour or so. This stops her from any fine manipulation. She could not accurately type, press a button, and cannot be precise with her plasma jet, let alone use craft or disable device skills. Red Eye: Rev has dispersed pigment in her eyes which means she is unable to “see” Red (instead, she picks up infrared). Red thus “appears” black to her. This could potentially cause problems with things like traffic lights or being unable to see in red light (or seeing badly during sunset). Jet Crash: Normally, Rev flies gracefully. However, if she is flying with limbs occupied (such as holding things, or when her limbs are detached) she gets clumsy and progressively likely to crash and burn. As a rough guide, if she is "down" one limb, she will often fail tight turns but is generally functional. If she is down "two limbs" she is only able to reliably to simple things like long turns or landing. If she has only one limb "up", she can't even fly in a straight line or land without great peril. Abilities: 20 + 6 + 4 + 4 + 0 + 6 = 40 Strength: 30 (+10) [Effective Lifting Strength: 40] Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 10 Charisma: 16 (+3) Combat: 20 + 20 = 40 Initiative: +11 Attack: +10, +14 Plasma Jet Defense: +10 (+10 Base, +5 Flat Footed) Grapple: +22 (additional +3from elongation) Knockback: -5 Saving Throws: 7 + 10 + 7 = 24 Toughness: +10 (+2 Con, +8 Protection) Fortitude: +9 (+2 Con, +7) Reflex: +13 (+3 Dex, +10) Will: +7 (+0 Wis, +7) Skills: 80R = 20 PP Acrobatics 8 (+11) Skill Mastery Bluff 4 (+7) Craft (Chemical) 4 (+6) Craft (Electronic) 4 (+6) Craft (Mechanical) 8 (+10) Skill Mastery Craft (Structural) 4 (+6) Disable Device 8 (+10) Skill Mastery Drive 14 (+17) Skill Mastery Intimidate 4 (+7) Knowledge (Physical Sciences) 2 (+4) Knowledge (Pop Culture) 4 (+6) Knowledge (Streetwise) 4 (+6) Notice 4 (+4) Pilot 4 (+7) Sense Motive 4 (+4) Feats: 27 PP Acrobatic Bluff Ambidexterity Beginner’s Luck Equipment 7 Evasion 2 Favoured Opponent (Vehicles) Grappling Finesse Improved Grapple Improved Initiative 2 Improved Sunder Improved Throw Luck 2 Move-by Action Power Attack Second Chance (Toughness save vs. Crashes) Set Up Skill Mastery (Acrobatics, Craft Mechanical, Disable Device, Drive) Ultimate Effort (Drive) Equipment: 7PP = 35EP Vehicle: Dune Buggy STR 40 [4 EP], Toughness 12 [5 EP], Size Large [1 EP], Features: Alarm 1, Navigation System 1, Oil Slick, Smoke Screen [4 EP], Impervious Toughness 5 [5 EP], Communication 6 (20 miles, Radio, Omni Directional, One Way) [6 EP], Speed 5 [5 EP], Supermovement 2 (Surefooted, -50% penality reduction) [4 EP], Super Senses 1 (Radio) [1 EP] Powers: 8 + 13 + 6 + 1 + 6 + 26 + 3 + 8 + 1 + 2 + 1 + 1 + 1 + 6 = 83 Anatomic Separation 4 (Arms, Legs) [8 PP] [Mechanical/Cybernetic] Boost 4 (All Mechanical Effects, Feats: Selective, Slow Fade 4 [1 Hour], Flaws: Others Only) [13 PP] “Rev Engine!” (Mechanical, Cybernetic) Example Common Uses Elongation 3 (25’, Range Increment 30’, +3 to Grapple/Escape Artist, Extras: Continuous) [6 PP] “Servo Limbs” (Mechanical, Cybernetic) Feature (Internal Compartment in Chest) [1 PP] Immunity 6 (Light based visual dazzles [1], Limb heat damage [2], Cold and Hot Environments [2], Energy based critical hits [1]) [6 PP] "Energy dispersal systems" (Cybernetic) Jet Array (24 PP Array, Feats: Alt Power 4 Drawbacks: Power Loss 2 [Low 02]) [26 PP] “Jets!” BP: (Corrosion) Damage 6 (Feats: Accurate 2, Precise) Linked with Drain Toughness 6 (Extras: Affects Objects, Feats: Accurate 2, Precise) [9 + 15 = 24/24 PP] “Plasma Jet” (Plasma) AP: Damage 8 (Extras: Area [Burst], Range) [24/24 PP] “Fiery Jet” (Fire) AP: Dazzle 8 (Extras: Area [Burst]) [24/24 PP] “Jet Flare” (Light descriptor) (Light) AP: Flight 11 (25,000 mph / 200K’ round, Feats: Moving Feint) [23/24 PP] “Turbo Jet” (Cybernetic) AP: Trip 10 (Extras: Area [Line], Knockback, Flaws: Range [Touch]) [20/24 PP] "Wind Tunnel" [Cybernetic, Wind] Leaping 3 (x10 Distance, Running 200', Standing 100', High 50') [3 PP] "Jump Jets" [Cybernetic, Jet] Protection 8 [8 PP] “Sub dermal plating” Regeneration 0 (Feats: Regrowth) [1 PP] [Cybernetic/Bacterial] Quickness 3 (x10 Speed, Flaws: One Task [-2, Mechanical], Feats: Improvised Tools) [2 PP] "Inbuilt finger tools" [Mechanical/Cybernetic] Speed 2 (25 mph, Flaws: Limited to detached limbs) [1 PP] [Mechanical/Cybernetic] Super-Movement 1 (Slithering, Flaws: Limited to detached limbs) [1 PP] [Mechanical/Cybernetic] Super Senses 1 (Infravision) Super Strength 2 (+10 Effective Strength, Feats: Countering Punch, Groundstrike) [6 PP] (Mechanical, Cybernetic) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch Toughness 25 Damage Plasma Jet Touch Fort 16, Tough 21 Drain Tough, Damage Fuel Bomb Ranged/Burst Toughness 23 Damage Flaring Jet Ranged/Burst Reflex/Tough 18 Visual Dazzle Wind Tunnel Touch/Line Reflex 20, Tough Trip/Knockback Totals: Abilities 40 + Combat 40 + Saving Throws 24 + Skills 20 + Feats 27 + Powers 83 = 234/250 Power Points
  4. GM The Midnight Spear seemed as perplexed as anyone, but he was content to watch and see how the drama unfolded. Not that he didn't heft his spear, ready to throw. Joe let go of the sword, and together with his guns, it sailed into the sky above them. Normally it would be a clear, wonderful sky, but the unnatural humid steam emitted in the crater obscured everything. Lord Crane laughed, believing himself triumphant now the Black Knight had lost the guns. "Haha! It seems the meteor would rather be put to good use, than be ground down by your infernal weapon!" he said, bringing his knife to bear once more. The whip of Joe Powder snapped again, knocking the knife to the floor. "A man ain't his weapon, Sir. No matter if its a gun or a blade. A Man is his heart, and my pard'ner here, he got plenty..."
  5. As will Joe Powder Round 5: 28 Lord Crane - Unharmed 18 Midnight Spear - Unharmed 11 - Joe Powder - Bruised 11 - Black Knight - Bruised, 0 HP Meteor - Toughness 10 Weapons: In the sky! Lord Crane will once again take aim with his knife, intent on stabbing the Black Knight. Joe Powder will try to disarm Lord Crane with his whip: Whip disarm: 1d20+9 21 This hits, so opposed disarm rolls: Opposed disarm rolls: 2#1d20 8 6 with the bonuses, Joe wins, so Crane drops his kinfe. Black Knight is up again.
  6. Synth [as Grunt] The pain was subsiding faster than he hoped, but it was welcome all the same. He flexed his fingers alternatively, getting used to the new muscles, the new bones. This could be a trap. It could be a lot of things. He kept his mouth shut. At least for now. It was not safe to talk. But perhaps it was not safe, no matter what he did. Instead, he studied the men intently. Their look, their stride, their smell. They presumably knew who he was - hence the Swedish - and would be taken precautions against any clues to their origin. If they were intent on concealing it. But at least their scent might give clues. But for now, he nodded, kept quiet, and appeared placid.
  7. Lets wave that as its something of a nuiscance at this point (plus, they are unlikely to save!) But the Meteor will pulse with power again, pulling the guns and the Sword up into the air. You can either let go (and get disarmed), or get pulled up with them, and thus take a DC 25 Damage from the fall a second later. Joe Powder, for his part will let go. Feel free to post your takedown of the wolves, plus your choice of above.
  8. GM Lord Crane tried to twist the knife this way and that, trying to seek a chink in the armour. "Gods curse you, Sir! And me, the fool for bringing you here! I shall sue! Yes, wait till the Old Bailey have you in the docks! Treason, I say! TREASON!" "Oh shut yer mouth, yer damn arristoh-crat!" drawled Joe Powder, the sword in one hand, his whip in the other. "I'd dearly like to spike you with this here knife" he continued, indicating the Black Knight's sword. "But Ah might be cursing me or something if I use it thus how. Don't ya think ahm shure-ly tempted to, though..." Instead he cracked his whip this way and that, with some finesse. The whip clacked at Lord Cranes feet, and he jumped. And yelped. At the same time. "Haw haw, dance to that tune, yer highness!" laughed Joe Powder.
  9. Ok that puts BK at 0 HP! Joe Powder, in a show of solidarity is going to give Lord Crane a taste of his whip. Punches Lord Crane: 1d20+9 12 but misses. Black Knight is up again.
  10. Synth [as grunt] The pain started to subside from crippling levels, but it still infused his body. The bones still flared from realignment and his skin was electricity. "Where are we going? Why are we going?" he grunted, his feet now half stumbling along, getting their coordination back. Damn that hurt... But with her recovering head, it struck her that the second of the questions might be more pertinent than the first. Expediency might be the order of the day, but surely they would have time for more than a few brute commands. "I need to know...not safe...." she mumbled again.
  11. GM "Yer damn right...this thing ain't nothing but a whittle-knife. Darn. I bet it don't even shoot no bullets!" complained Joe Powder. 'Twas not entirely clear how serious he was being. Lord Crane shook off the wolves at his heels (literally speaking) with a boot to the left and a boot to the right. They snarled and dribbled, but just yapped in frustration. "I will not be denied, sir!" said Lord Crane, stiffly. "May Vishnu forgive me!" He did not look repentant when he thrust a carefully aimed knife blade into the Black Knights side...
  12. Leaving two wolves to chew at Lord Crane: Chew lord Crane: 2#1d20+2 3 11 both missing. Round 4: 28 Lord Crane - Unharmed 18 Midnight Spear - Unharmed 11 - Joe Powder - Bruised 11 - Black Knight - Bruised, 2 HP 9 Wolves [4] Unharmed Meteor - Toughness 10 Lord Crane will stab the Black Knight with his knife. This is an aimed attack, power attack, and he has the improved aim feat for +10 Stbas the Black Knights: 1d20+13 28 should be a hit. With power attack that is a damage 8 (DC 23) effect.
  13. Synth Without a word, Synth slipped on the guards uniform. Like any prisoner, or at least one with little waiting for them, the prospect of leaving Blackstone was both exciting and terrifying. At the back of her mind was the prospect that SHADOW had come to claim her. "What's going on? some kind of drill?" she asked the two men, in English, pretending complete ignorance. Who knew who these men were, or, more pertinently, who knew what men were behind these men. They looked military, but appearances could be deceiving... As she demonstrated. Her flesh bubbled and flowed, and soon a generic grunt in a uniform, complete with buzz cut stood before them. She held her nerve for a second, before collapsing to the ground, doubled over. The agony was crippling. It was too much, too quickly... "gnhhh..." she moaned.
  14. Synth Synth slipped into wakefulness and onto her feet. She was in her natural state; pale, translucent, hairless, like snow and ice. Her blood vessels and even muscles could be seen faintly through her thin skin. Such it always was, when she slept. If somebody was talking in Swedish, it could only mean they were targeting her. Unless Gustavus the Great had managed to sneak into her cell block. Which was unlikely. Whilst Gustavus proclaimed to be the immortal kind of Sweden, the farther of modern warfare (and indeed did have a supernatural ability in military tactics) he was also clearly insane and besides which his Swedish was pretty terrible. "Very well" she answered. There was no clue as to who it might be. But whatever the origin, it could not be ignored...
  15. Supercape

    Rev

    That would be a shame, as it is the core feature of the build. It has also been allowed before. Honestly I don't really see it as unfair or broken. 8 PP for a power that basically will mainly be used to increase engine speed to a level that is less than Rev's core flight seems a reasonable thing. As a point of clarification, however, this is not boosting the equipment feat. This is not boost 4 PP = 20 EP equation. It is boosting mechanical devices, automatons, and vehicles. The only "equipment" I could actually see it boosting would be firearms (I dunno, possibly things like the range on flare gun but even thats debatable). I would suggest that is not really an issue as a) firearms rarely come into play anyway, and b) again, +2 ranks on a firearm damage is still well well below what could be achieved by even PL 7 PCs in terms of effectiveness. I tell a lie though. It could probably boost chainsaw, which is not a firearm! Incidentally, I am not sure where the equipment cant benefit from powers comes from but I am sure you are right: just so I learn could you point me to that?
  16. Motley'd - Absurdist. The Skeleton Crew As per above edit, 15 more PP to spend. The sheet is messy so I will re-post it to eliminate some of the gaps and so on and so forth (and add a picture!) As for the PP spend: 5 PP: Making Toughness Impervious 1 PP: Adding another rank of equipment for a flintlock pistol (as Flintlocks one) 5 PP: Adding feats: Improved Initiative, Attack Specialisation 1 (Unarmed), Favoured Opponent 2 (Marine life, Undead), Teamwork 1 2 PP: Adding Regeneration (Resurrection 1 / day) 2 PP: Adding +1 to Reflex and Will Saves Slightly modifying the individual crewmembers powers / equipment: Thin Lucy uses a sword rather than a club Razor Reznor has Stealth 8 (+9), Attack Specialisation (Straight Razor), and uses spare 3 EP on "Straight Razor" (Strike 1, Improved Critical 2) Sweet Jennie getting Attack Specialisation 2 (Cannons) rather than Improved Critical, plus uses an Axe now, going to her viking roots. The Skeleton Crew Fanatical Minions (10) Power Level: 5 (105/105) In Brief: Undead pirates of the Black Flag Description: The skeleton crew look like mix between a skeleton and a zombie, with rotting pirates clothes. The appearance can be quite frightful. Alternatively, they have the ability to appear as humans (as they were when they were alive), wearing some type of nautical clothing (from pirates to modern day sailors). Abilities: 5 + 2 - 10 + 0 + 0 + 2 = -1 Strength: 15 (+2) Dexterity: 12 (+1) Constitution: - Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 12 (+1) Combat: 10 + 10 = 20 Initiative: +5 Attack: +5, +7 Unarmed Defense: +5 (+3 Flat Footed) Grapple: +7 Knockback: -5 Saving Throws: 0 + 5 + 6 = 11 Toughness: +5 (+5 Impervious Protection) Fortitude: Immune Reflex: +6 (+1 Dex, +5) Will: +6 (+6) Skills: 48R = 12 PP Acrobatics 4 (+5) Bluff 4 (+5) Climb 4 (+6) Handle Animal 4 (+5) Intimidate 4 (+5) [+9 enhanced] Language 4 ([Various Native if applicable], English, French, Spanish, Portuguese] Perform (Singing) 4 (+5) Profession (Sailor) 8 (+10) Stealth 4 (+5) Swim 8 (+10) Feats: 9PP Attack Specialisation 1 (Unarmed) Equipment 2 Environmental Adaptation 2 (Rolling Deck, Underwater) Favoured Opponent 2 (Marine Life, Undead) Improved Initiative 1 Teamwork 1 Equipment: 2PP = 10EP Sword: Strike 3 (Feats: Mighty, Improved Critical 1) [5 EP] Flintlock Pistol: Blast 2 (Flaws: Limited [2] One shot only) [2 EP] Powers: 37 + 10 + 10 + 8 + 2 = 67PP Immunity 37 (Critical Hits, Cold Damage, Fortitude Saves) [37 PP] Appearance Array (9 PP Array, Feats: Alternate Power 1) [10 PP] Base Power: Morph 4 (+20, One appearance [Alive!], Extras: Duration [Continuous], Feats: Variable Clothing [Maritime]) [9 PP] Alternative Power: Enhanced Traits 6 (Intimidate +4, Fearsome Presence 5) [6 PP] Protection 5 (Extras: Impervious) [10 PP] Regeneration 7 (Resurrection 1/day, +5 to recovery rolls/heals as normal, Feats: Regrowth) [8PP] Supersenses 2 (Darkvision) [2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage Sword Touch DC 20 Toughness Damage Flintlock Pistol Touch DC 19 Toughness Damage Totals: Abilities (-1) + Combat (20) + Saving Throws (11) + Skills (12) + Feats (9) + Powers (67) - Drawbacks (0) =118/120 Power Points NB: Each pirate has one extra language (his native tongue, if not already listed above) and 1 more PP in a skill or feat that suits his station. A few have different weapons to Sword (cutlass). Hide contents The crew of the Black Flag Handsome Jack; German, Ships Mate, Tactics 4 (+4), Sailor 12 (+12) One Eyed Pete; English, Gambling Cheat, Sleight of Hand 8 (+9) Ginger Rose, Irish, Parrot Trainer, Handle Animal 8 (+9), Animal Empathy Thin Lucy, Freed Slave, Obese Violin Player, Perform (Strings) 4 (+5), Perform (Dance) 4 (+5) Spike the Monkey, English, Crows Nest Lookout, Climb 8 (+10), Notice 4 (+4) Gaston "Gutboy", French, Cook, Craft (Cooking) 4 (+4), Survival 4 (+4) Billy the Fish, Freed Slave, Swimming 12 (+14), Favoured Environment (Underwater) "Razor" Renzo, Italian, Stealth +8 (+9), Attack Specialisation 1 (Straight Razor), spare 3 EP used on Straight Razor (Strike 1, Improved Critical 2) [3 EP] "Lash", Freed Slave, Carpenter, Craft (Structural) 8 (+8) Sweet Jennie, Swedish, angry gunner, Attack Specialisation 2 (Cannons), Uses Axe instead of Sword (Strike 3, Mighty, Thrown, Improved Critical 1) [6 EP]
  17. FIXED! - Absurdist. Flintlock 18 PP to spend 3 PP Saves: +3 to Will to make +15 (+8 Wis, +4) 8 pp/32 Ranks to Skills 12 Ranks in Disguise for 12 (+20) 8 Ranks in Knowledge (Cosmology) for 8 (+10) 2 Ranks in Swim for 10 (+10) Reduce 2 ranks in Acrobatics for 2 (+5) 2 Ranks in Survival for 2 (+10) 2 Ranks in Medicine for 2 (+10) 4 more ranks in Sense Motive for 8 (+16) 4 Ranks in Stealth for 4 (+7) 7 PP in Feats 2 PP to add one rank of fanatical minions (The Skeleton Crew) Attractive Distract (Bluff) Skill Mastery (Swim, Disguise, Medicine, Survival) Quick Change 2
  18. Both will hit. Tough Saves: 2#1d20+4 10 11 And both are down! (HOwever bloody you want that. Bullets might be bloody!)
  19. Supercape

    Gun Run

    GM "Ice? What are you talking about?" replied Flare, spinning around. "Oh...." she started, stumbling over a smorgesbord of profanities. The liquid nitrogen sloshed over her feet, evaporating almost instantly. Flare instinctively put up her hands to protect herself, and in doing so fell flat on her backside, slipping in the ice below her. She turned her head to Spitfire, most agitated. "Icy dead people!" she snarled, pulling her knife from her boot, and throwing it with great skill at Spitfire...
  20. Supercape

    Gun Run

    Ignore last erroneous post! I believe Nox is back now, so reactivating Gun Run! As trip is so awful, and the stunt so cool, and you are spending an HP, I am going to handwave that. Flare is caught by surprise, and falls over, and Max is prepared, and does not. Flare, for her action, will throw a knife at Spitfire. Fires Flare at Spitfire: 1d20+12 29 I think that hits, but it is only a toughness 17 DC save (although it is lethal damage). Let me know if you want a reaction post to that (it would seem appropriate having eaten a knife).
  21. Supercape

    Rev

    So, I have avoided Claremont like the plague due to my discomfort. However, I have a new philosophy which is to expose myself to discomfort rather than avoid it. Hence, I am contemplating (albeit with nerves) trying it out, mainly to try and get in "kid" mindset and write it. Still. Not my comfort zone (yet!). Anyway after posting a few possibilities, this PC came up as the preferred. So posting it here for comments. May be some time before I use it (or don't), so comments. Mainly on fluff, but any mechanical issues you spot would be super. Rev Power Level: 10 (180/180) Unspent Power Points: 0 Trade-Offs: None (+4 Attack/-4 DC for Plasma Jet) In Brief: Street Racer Cyborg Alternate Identity: Lexa Venn Birthplace: Freedom City Residence: Freedom City Base of Operations: Freedom City, Claremont Occupation: Student, Mechanic Affiliations: Claremont Family: Daisy Jenkins (Mother, Nurse) Catchphrase: “Jet, Set, GOOOO!” Description: Age: 17 Apparent Age: 17 Gender: Female Ethnicity: Caucasian Height: 5’6” Weight: 100 Kgs Eyes: Red Hair: White Rev is a young woman who usually wears cheap casual clothes like t shirts, and jeans. Her only oddity is white hair and red eyes (although she often wears sunglasses). She is often barefoot (because her jets will burn through shoes pretty fast), but does wear sneakers she can kick off quickly if need be. With power use, her artificial skin peels / burns off and metal cyborg limbs are revealed. Rev has two ports on the side of her neck, which she can use to pump fuel into her body. History: Lexa Venn grew up a good kid, decent grades, friendly, outgoing. Bit of a tomboy. Her dad was a mechanic, her mother a nurse. That all changed on her 15th Birthday, when her Dad was killed in a shootout between some cops and a pair of cheap thugs. She didn’t go completely off the rails, but she certainly slid half off them. She fell in with a street gang called the “Junkin’ Donuts”, who specialised in joy riding and street racing, and rebuilding or modifying scrap yards cars. They weren’t a totally bad lot, just thrill seeking anarchists (As opposed to violent). Lexa had enough skill driving and repairing cars that she was pretty valued. After leaving high school early (aged 16) with disappointing but not bad grades (“could have done better”) she ended up working in an auto shop part time and hanging around the Junkin’ Donuts full time. And then, she took a race that would change her life, against an alien tourist. The tourist, a racer himself, used a “Mechaphage”, a strange metal based cybernetic bacteria that integrated biological and mechanical components. He used this to literally “become one with his car”. He would have easily won the race, but Lexa would not have that. She called in her Donut friends who spiked the street with an oil slick. Next thing, Lexa and the Alien had an almighty crash. The alien died, whisked away by AEGIS in the aftermath. Lexa suffered horrific injuries, but slowly recovered, her broken, missing, or shattered limbs turning to steel, her hair turning white, her eyes turning red. She had been infected with the Mechaphage! Personality & Motivation: Rev is a thrill seeking, adventure loving woman who “Rev”els in her power. However, despite her need for speed, she really doesn’t have a bad bone in her body (mind you, she doesn’t have that many bones these days). She is generally a kind, loving kind of person, and has plenty of sympathy for others. Her motivation is thus simply to use her power helpfully. However this is not always simple; she can come into conflict with her own desire for power, or she can find herself torn in whom to help. She will tend to help others she knows, or has a personal investment in, rather than abstract helpfulness (on a geo-political or philosophical level, for instance). Her major hobby and interest is pulling apart engines and rebuilding them. And driving cars very very fast… Powers & Tactics: Rev has many machine parts, but mainly they are her legs and arms that are now fully mechanical. Her limbs can extend out and her feet and hands (and to a lesser extent the rest of her limbs) are loaded up with jets she can fire to fly, increase her strength, or use offensively (as a plasma cutting instrument). One limitation of her jets is that they require normal oxygen levels: They will not function at high altitude or underwater (for instance). Rev can “Rev” engines with touch, increasing their power and performance considerably by temporarily infecting them with the Mechaphage. For instance, she can boost a car to travel at 5000mph! Rev is reckless but smart in a fight, meaning she will charge in without planning, and with a love for speed. But once in a fight she is not stupid – over confident, perhaps, but not stupid. She will use her powers in reasonably inventive ways. Power Descriptions: Revs limbs are telescopic (if they do, see “Skin Job” complication), able to do so up to a hundred feet. Her limbs are also extremely strong and heat-resistant and have built in tools. Rev’s limbs can fire jets. These are mainly in her feet and hands, but she has a few lesser jet ports in her elbows and knees. They will fire blue plasma at her mental command. She can focus this fuel to massively increase her functional strength, at which point all her limbs will have a fiery blue glow deep inside them (and her artificial skin will peel off). Rev has some other biomechanical abilities: Her body is very resilient due to sub-dermal armour, and includes heat and energy dispersal systems. Complications: Skin Job: Rev has artificial, plastic derived skin over her limbs, which tends to burn off during strain or damage, showing clearly metal limbs (making her recognisable). In addition, whist her hands have reasonable touch receptors (a little less than a normal humans), the rest of her limbs have very little or no touch sensation (meaning she could be insidiously damaged or affected without her noticing). Tanked up: Her limbs usually operate on electricity which she can spontaneously generate. However, using the Jet array requires fuel. She has to pump fuel into her body (either drinking it, or – more efficiently, by piping into a portal in her neck). Refuelling also means refining (to ultra high grade energy dense variants) which she can do in her body. However, this does mean emitting (from her jets) a rather unpleasant methane smell. Oiled up: In addition, Rev needs to apply lubricating oil to her limbs once a day or they will grind and be very noisy (making stealth impossible, for instance). Being in water or dirty environments will also cause grinding until she applies oil again. Very long periods (weeks) without lubricant will slowly make her limbs seize up altogether. Overcharge Burn: Her “Revving” boost is not reliable. She can break, rather than boost, engines. A typical overnburn problem would have the engine working a few rounds and then failing (or worse, exploding). In any case, protracted use of a fully boosted power (at boosted level) is likely to strain or damage the machine. Other possible amusing problems might be losing breaks (and enforcing full speed), steering, or getting blinded in the vehicle by belching smoke. Full Speed Ahead: Rev loves going at dangerous top speed, either by driving or flying or anything else. This might include inappropriately using extra effort just to go faster (especially if she needs to be the fastest in a race…) Total Jerk: If hit by electricity, she will experience brief violent jerks in her limbs. She could accidentally drop or throw something, fall prone, or just flail about. Magnetic Vibes: Strong magnetic fields, or magnetic powers will also affect her, giving her a lingering fine tremor to her hands for an hour or so. This stops her from any fine manipulation. She could not accurately type, press a button, and cannot be precise with her plasma jet, let alone use craft or disable device skills. Red Eye: Rev has dispersed pigment in her eyes which means she is unable to “see” Red (instead, she picks up infrared). Red thus “appears” black to her. This could potentially cause problems with things like traffic lights or being unable to see in red light (or seeing badly during sunset). Abilities: 20 + 6 + 4 + 4 + 2 + 6 = 38 Strength: 30 (+10) [Effective Lifting Strength: 40] Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 10 Charisma: 14 (+2) Combat: 20 + 20 = 40 Initiative: +7 Attack: +10, +14 Plasma Jet Defense: +10 (+10 Base, +5 Flat Footed) Grapple: +22 (additional +3from elongation) Knockback: -5 Saving Throws: 5 + 7 + 6 = 20 Toughness: +10 (+2 Con, +8 Protection) Fortitude: +7 (+2 Con, +5) Reflex: +11 (+3 Dex, +8) Will: +7 (+0 Wis, +7) Skills: 60R = 15 PP Acrobatics 8 (+11) Skill Mastery Bluff 4 (+6) Craft (Electronic) 4 (+6) Craft (Mechanical) 8 (+10) Skill Mastery Disable Device 8 (+10) Skill Mastery Drive 8 (+11) Skill Mastery Intimidate 4 (+6) Knowledge (Pop Culture) 4 (+6) Knowledge (Streetwise) 4 (+6) Notice 4 (+4) Sense Motive 4 (+4) Feats: 11 PP Acrobatic Bluff Ambidexterity Beginner’s Luck Evasion 2 Grappling Finesse Improved Grapple Improved Initiative 1 Luck 2 Skill Mastery 1 (Acrobatics, Craft Mechanical, Disable Device, Drive) Powers: 8 + 3 + 1 + 6 + 25 + 8 + 1 + 4 = 56 Boost 4 (Any mechanical trait, Extras: Affects Objects only [+0], Feats: Slow Fade 4 [1 Hour], Flaws: Others Only) [8 PP] “Rev Engine!” Example Common Uses Elongation 3 (25’, Range Increment 30’, +3 to Grapple/Escape Artist) [3 PP] “Servo Limbs” Enhanced Trait 1 (Feat: Improvised Tools) [1PP] “Inbuilt finger tools” Immunity 6 (Light based visual dazzles [1], Limb heat damage [2], Cold and Hot Environments [2], Energy based critical hits [1]) [6 PP] Jet Array (24 PP Array, Feats: Alt Power 3 Drawbacks: Power Loss 2 [Low 02]) [25 PP] “Jets!” BP: (Corrosion) Damage 6 (Feats: Accurate 2, Precise) Linked with Drain Toughness 6 (Extras: Affects Objects, Feats: Accurate 2, Precise) [9 + 15 = 24/24 PP] “Plasma Jet” AP: Damage 8 (Extras: Area [Burst], Range) [24/24 PP] “Fiery Jet” AP: Dazzle 8 (Extras: Area [Burst]) [24/24 PP] “Jet Flare” (Light descriptor) AP: Flight 11 (25,000 mph / 200K’ round, Feats: Moving Feint) [23/24 PP] “Turbo Jet” Protection 8 [8 PP] “Sub dermal plating” Super Senses 1 (Infravision) Super Strength 2 (+10 Effective Strength) [4 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch Toughness 25 Damage Plasma Jet Touch Fort 16, Tough 21 Drain Tough, Damage Fuel Bomb Ranged/Burst Toughness 23 Damage Flaring Jet Ranged/Burst Reflex/Tough 18 Visual Dazzle Totals: Abilities 38 + Combat 40 + Saving Throws 20 + Skills 15 + Feats 11 + Powers 56 = 180/180 Power Points
  22. Gamma Buzz (aka “The Cockroach Kid”) Player Name: Supercape Character Name: Gamma Buzz Power Level: 10 Trade-Offs: None Unspent Power Points: Zero In Brief: Radioactive insect-kid Alternate Identity: Santiago “Santa” Sagra Birthplace: Leticia, Colombia Residence: Freedom City Base of Operations: Freedom City Occupation: Student Affiliations: None Family: Sofia Sagra (Sister) Description: Age: 17 Apparent Age: ? Gender: Male Ethnicity: Colombian (Mixed) Height: 6’ Weight: 80Kgs Eyes: Red Hair: None Gamma Buzz looks like an insect. He is covered in a green exo-skeleton, has antennae, and glowing red eyes. He has large, three fingered hands. He usually just wears scruffy jeans and boots. Power Descriptions: Gamma Buzz is an insectoid, with various insect like powers. His exoskeleton functions as armour plating. He is also full of radiation energy, which comes out as a glowing green light. He can use this to fire off focussed beams from his eyes, or emit from his body as a glow, flare (sudden burst of light), or as glowing radioactive embers (fallout). History: Personality & Motivation: Gamma is outwardly gregarious and fun, with a love for computer games and trash TV. He enjoys using his powers, and shouting “awesome” when me carves his initials “GB” into trees with laser-vision. Inwardly, he struggles with the fact he is a repulsive insect, and his chances for a relationship (much less children) is minimal. He passes it off publically as “Girls suck anyways!” with a laugh, but in fact he is quite hurt about the whole issue. Powers & Tactics: Gamma is an insect mutant, able to crawl along walls, detect fine tremors in the ground, and even communicate with insects by “buzzing”. His physiology makes him very agile and strong, and his exoskeleton is tough. He is able to run and crawl at exceptional speed, leap far distances, and even use his armoured three fingers hand to burrow through earth. His other powers are due to an inherent gamma radiation that he can focus through his eyes into powerful energy beams, or release in bursts of light or clouds of green embers. He can cause his body to glow green, a toxic radioactive aura. Gamma likes sneaking up on people (particularly by crawling along ceilings) in a fight, startling them. He has no particular martial art skill but is very agile and strong, and uses this in a fight. Complications: Dislocated: Impact damage (such as falling) easily dislocates his arms and legs. Sure he could pop them back in, but it takes time and hurts. And it’s easier said than done. Unstable / Easy to taunt: Jibes about his appearance or upbringing will seriously affect Gamma, particularly if done by someone who knows his past or has psychology training. He could be automatically taunted or intimidated, or just do something stupid. Repulsive Cockroach Appearance: He looks ghastly. Lazy: Gamma is addicted to computer games and trash TV. No point in doing something properly if he can do it half-baked. He is unlikely to be able to “take 20” on most tasks unless he is devoid of any distraction. Any jobs or tasks he do will tend to be “slap dash” or even not done at all (note: this complication would not apply to computer games, social media, TV, or pop culture) Glowing: Using his radioactive powers causes him to glow, which makes him easy to spot and target even in total darkness. Abilities: 18 + 16 + 12 + 2 – 2 + 2 = 48 Strength: 28 (+9) Dexterity: 26 (+8) Constitution: 22 (+6) Intelligence: 12 (+1) Wisdom: 8 (-1) Charisma: 12 (+1) Combat: 20 + 20 = 40 Initiative: +12 Attack: +10 Grapple: +21 Defense: +10 Knockback: -5 (-3 vs Crits) Saving Throws: 4 + 2 + 5 = 11 Toughness: +10 / +6 vs critical (+6 Con, +4 Protection with weak spot) Fortitude: +10 (+6 Con, +4) Reflex: +10 (+8 Dex, +2) Will: +4 (-1 Will, +5) Skills: 40R = 10 PP Acrobatics 12 (+20) Intimidate 4 (+5) Knowledge (Pop Culture) 4 (+5) Language 2 (English, Portuguese, Spanish [Native]) Notice 6 (+5) Sense Motive 4 (+3) Stealth 8 (+16) Feats: 4 Acrobatic Bluff Evasion 2 Improved Initiative 1 As part of Supersenses: Uncanny Dodge [Tactile] Powers: 1 + 2 + 1 + 35 + 12 + 3 + 3 + 2 + 4 + 4 = 67 Burrowing 1 (1mph) [1 PP] Comprehend 2 (Speak to and understand animals, Flaw: Limited to insects) [2 PP] Feature: Iron Stomach (can eat anything without harm) [1 PP] Gamma Array (32 PP Array, Feats: Alt Power 3) [35 PP] BP: Blast 10 (Extras: Penetrating, Feats: Incurable, Precise) [32/32 PP] “Gamma Vision” AP: Dazzle 10 (50 Radius, Radio + Visual, Extras: Area [Burst], Flaw [Range], Feats: Incurable, Selective [Can choose which radio and visual senses to dazzle) [32/32 PP] “Gamma Flare” AP: Nauseate 8 (1-40’ radius, Extras: Area [Cloud], Feats: Progression, decrease area 8) [32/32PP] “Gamma Fallout” AP: Nauseate 5 (Extras: Continuous Duration Aura [+4], Feats: Selective Aura) [31/31 PP] “Gamma Glow” Immunity 12 (Cold, Disease, All radiation effects) [12 PP] Leaping 3 (x10 Distance, Base: Running Jump 190’, Standing Jump 50’, High Jump 25’) [3 PP] Protection 4 (Drawback: Weak Point) [3 PP] Speed 2 (25mph/220’ per rnd) [2 PP] Supermovement 2 (Wall Crawling 2) [4 PP] Supersenses 4 (Infravision, Tremor Sense, Feats: Uncanny Dodge [Tactile]) [4 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Tough Damage Gamma Vision Ranged DC 25 Tough Damage Gamma Flare Touch/Burst DC 25 Reflex Dazzle (Radio + Visual) Gamma Fallout Touch/Cloud DC 23 Fort Nauseate Gamma Glow Touch/Aura DC 20 Fort Nauseate Totals: Abilities 48 + Skills 10 + Feats 4 + Powers 67 + Combat 40 + Saves 11 = 180
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