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Supercape

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Everything posted by Supercape

  1. Toughness Save vs Coins: 1d20+10 11 for toughness save. Its a bit early in the day to fail by that much so I will spend an HP to reroll that. Toughness Save Reroll: 1d10+20 26 and so made. Knowledge Arcane: 1d20+20 33
  2. Move action, command Handsome Jack to get back, Standard action, command the kraken to crush, which, as maintaining grapple should be auto hit and a damage 15 (DC 30 Toughness) save, I think.
  3. Flintlock "By the teeth of Dagon!" gasped Flintlock, wavering slightly. Of course, all manner of sorcery she had seen, and many most foul. But this was her crew by all the wicked Gods, and she had lost them once before. "Gold ruined many a man's soul. Fortunately not mine, of course. I spend it on Rum and hats!" she shouted defiantly, pointing at her rather elegant number. "I'll be melting your's down and plating my latrine with it!" "Get back here, Handsome Jack!" she yelled at her first mate, who surely needed little encouragement. "We have a ship to sink!" With that, she commanded the blubbery sea creature to squeeze, as hard as it could...
  4. Supercape

    Gun Run

    ok so time for a scene cut with Bird of Arms regaining consciousness. The question is - where is Spitfire flying?
  5. Ok ill throw ten; either use the first one or see how many are affected (depending on what you fancy as GM!) Will Saves: 10#1d20+5 8 15 6 17 14 12 10 21 18 9
  6. Supercape

    Gun Run

    GM "You are immune to fire?" answered the woman, smirking. "What a coincidence!" she laughed, firing her gun straight into her face. After the magnesium flare died down, her face was still there, completely unmarked, except by a smile. "They call me Flare" she laughed. "And I guess you and me could throw fire at each other all night. But as you say, the cops are coming, and whilst I don't burn, I'm not bullet proof" she conceded. She holstered her guns at her belt. "So I'm just going to run. Not in the mood for the police. Lucky for you" she added, reaching down to her boot. She pulled out a glinting knife. "I'm betting you aren't stab proof..." she asked, with a raised eyebrow. "So best let me go, hot head..." she finished, turning heel and running...
  7. GM "A native?" mused Lord Crane, stroking his mouth whist the snow fell. "Well, we have not time for their primitive ways, quaint as they may be" he said, slow and considered. "A grain of truth in myths and rituals, nothing more. Nothing less. Worth noting, very much so, but industry and science must press on regardless". "And in any case, it would seem we have mutual interest with the natives here. We wish to take my meteor. They wish to remove it" he concluded, nodding his head with increasing certainty. "Yes, yes. Fortune favours us then!" "Lord Crane! Lord Crane!" called one of the sailors at the front of the expedition, excitedly. For, when called, there was a magnificent view, visible even through the snow. They had reached the lip of the crater. It was small, but deep. About fifty feet down, and just less across. It would be a tricky think to slide down to the meteor, and an even more tricky thing to bring it back up. Not to mention the splintered, blasted, icy rocks littering the landscape at this point. "This doesn't make sense..." muttered the Professor, studying the crater. "A meteor should not cause this..." "Never mind! Let us proceed downwards! Who is for a climb?" answered Lord Crane.
  8. I may have a reward coming up soonish. Not sure what to use it on but I was always fond of Rene and have not played him in years. He would need a rebuild so not to use his Vet rewards, and in any case a few refinements would not go amiss. 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 white goatee 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 Craft (Cooking) 4 (+6) Diplomacy 4 (+10) Intimidate 4 (+10) Knowledge (Arcane) 16 (+33) [NB: Benefit] Knowledge (Art) 8 (+10) Knowledge (Cosmology) 8 (+10) Knowledge (History) 8 (+10) 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 Sense Motive 8 (+25) Feats: 15PP 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 Luck 2 Ritualist Second Chance (Pretend to be a helpless old man)* 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 + 19 + 31 + 1 + 44 + 17 + 7 = 121 Comprehend 2 (Speak to and understand objects, Flaw: Limited to art) [2 PP] Container 2 (5 CP, Sustained Duration, Extras: Affects Others, Area [Burst, 5’ r], Feats: Progression 3 [up to 100’ Radius], Selective, Subtle) [19 PP] “Spirit of Liberty” Immunity 10 (Entrapment, Mental Control) [10 CP] Device 10 (Easy to lose, Feats: Restricted use [Craft [Art] 5 ranks or more) [31 PP] 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 15 + Powers 121 - Drawbacks -4 = 250/250 Power Points
  9. Flintlock! "Come then me hearties! Draw swords!" Swords, knives, and a hefty wooden candlestick holder were drawn as the Skeleton Crew prepared themselves. "Lets see what chocolate, treasure, and rum Montezuma has! Have at them lads! Charge!" she yelled, as she herself vaulted over the side of the ship to land directly on the Kraken. An eyeball squelshed under her boot but the beast seemed not to mind. It continued the same blare from a thousand eyes that it had previously. And then Flintlock and all the Skeleton Crew, weapons drawn, rushed over the beast, scrambling over its tentacles, and jumping onto the Ghost ship itself!
  10. So! Free action: Sustaining Summon Move action! Ordering the Skeleton Crew Move action! Boarding the vessel!
  11. I appreciate Flintlock may not know - but is the Ghost Ship something that can be boarded?
  12. Supercape

    Gun Run

    GM Redhead fingered both her guns, and turned her head. She was sweating slightly. In response to the explosion, the distant sound of sirens could be heard. "I'll shove my pipe up your..." she stopped, shook her head. "Never mind. How did you and Mister Wings know about the deal tonight? Who snitched" she demanded, all the time keeping both guns trained on Spitfire. "Spill the beans, idiot. Or ill shoot ya. Ram some serious magnesium flair down your mouth. That's if you are lucky. If you still don't talk, I'll ram it down the other end" she threatened, as the sounds of sirens, still distant, started sounding a little less distant. "Speak up! I can't hear you? How did you dig tonight?"
  13. Flintlock "Moctezuma, is it? Pleased to be meeting you! Perhaps you would like some chocolate?" he yelled back, mind still grappling with the slippery beast in the seas whose rubbery pan dimensional flesh was unmarked by the cannon, bar a few burst blisters and a few burst eyeballs. "Jennie, fire the cannons!" she yelled at the petulant zombie below deck, who gleefully lit fuse and watched cannon eject ball in a burst of gunpowder. "*By the most aweful sands of Leng, I command you! Take thy grasp of vessel yonder*!" commanded Flintlock in ancient Lemurian to the beast in the sea. 'Twas Eldritch beast from that Eldritch age, and bound to obey the sorcery; its ghastly puckered tentacles, too many too count, reached out to entwine the Ghost Ship...
  14. Tough Roll vs Ghost Ship: 1d20+15 31 As a move action, order the crew (i.e. Sweet Jennie) to open fire: Fires at the Ghost Ship: 1d20+5 18 As another move action, order the Kraken to grapple the ghost ship. Grapples Ghost Ship: 1d20+5 17 If that hits, I guess an opposed grapple roll (no idea how to calculate that for a ship!) the Kraken will be at +46 with all limbs involved! Grapple roll vs Ghost Ship: 1d20+46 60 I imagine that will take some beating.
  15. Flintlock Flintlock could feel the hardy timber of the Black Flag splinter under the cannonfire. "Aye! That's not right! You can't be shootin' the Black Flag! The Black Flag should be shootin' you!" she declared, waving her pistol around airily. For all the splintering of wood, the Black Flag stayed firm. It was held together by more than aged wood. Sorcery was woven into every beam. "Now then, lets see if something wicked this ways comes!" she said, slamming her left hand against the bows of the Black Flag and concentrating. "Oh, this will be foul" she muttered, mumbling something horrible and eldritch. She wished she was drunk. It made things more bearable. As it was, reaching her spectral soul into the sunken realms of the deepest oceans that swirled around other worlds, this would suck her energy. But reach she did, and pulled out something large and monstrous and bound by strange sorcery. A seething bubbling frothed to the surface, and something deformed floated there. All tentacles and eyes, blubbery and fat, with a terrible stench. Maybe a giant squid, but no, too many eyes, too many tentacles, too much slime and ooze and blistering skin. Would not do to look at it long, for fear of sanity or stomach, but look at one must, for it stretched forty feet long, in between the Black Flag and the Ghost Ship...
  16. GM And so... Arna and Mr Hale managed to follow the trail back to the expedition. Much longer, and the trail would be hard or even impossible to follow, with the following snow. As it was, the cathcing up was not easy, It was cold, visibilty was poor, and deep snow made every footstep a lunge. But there was strange fortune. For the expedition had paused a moment, with the discovery of the cut rope and the missing couple. Lord Crane was actually concerned. But angry at the same time. And all the time, driven by furious temperament to proceed. "What happened?" he demanded through the snow, shaking the cut rope end in Mr. Hales face. "I thought the snow had taken you! Blast! And thank Vishnu you are alive!" he said, bubbling with mixed emotions. "But come now, what the devil happened? Did you cut the rope?" he asked, more insistent and vexed in his question.
  17. NB: I have always presumed Growth "Carrying Capacity" applies to throwing as well as lifting (to prevent us having to remember two scores), although the text does not explicitly say that! In any case that would make effective lifting / carrying strength 40 + 15 + 25 = 80!
  18. Ok as per chat, using extra effort to stunt: Summon 10 (Extras: Heroic, Fanatical) Namely, a horrible tentacled kraken from horrible tentacled dimensions deep beneath horrible tentacled seas. Lovecraftian Horror Power Level: 10; Power Points Spent: 150/150 STR: +15 (40), DEX: +2 (14), CON: +6 (22), INT: -1 (8), WIS: +3 (16), CHA: -1 (8) Tough: +15, Fort: Immune, Ref: +2, Will: +8 Feats: Ambidexterity, Fearless Powers: Affects Insubstantial applied to STR [2 PP] Additional Limbs 5 (25 extra limbs, Feats: Improved Grapple) [5 PP] Growth 12 (+24 STR, +12 CON, +3 size categories; Permanent; Innate) [37 PP] Immunity 35 (fortitude saves, interaction skills) [35 PP] Protection 9 (+9 Toughness) [ 9 PP] Super-Senses 3 (darkvision, radius: Vision) [3 PP] Super-Strength 5 (+25 STR carry capacity, heavy load: 819.2 tons; +5 STR to some checks) [10 PP] Swimming 4 (Speed: 25 mph, 220 ft./rnd) [4 PP] Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +36/+41) Attacks: Unarmed Attack, +5 (DC 30) Defense: +0 (Flat-footed: +0), Size: Gargantuan, Knockback: -19 Initiative: +2 Languages: Native Language Totals: Abilities 12 + Skills 0 (0 ranks) + Feats 2 + Powers 105 + Combat 26 + Saves 5 + Drawbacks 0 = 150 Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Mutants & Masterminds, Second Edition is ©2005-2017 Green Ronin Publishing, LLC. All rights reserved.
  19. Supercape

    Gun Run

    GM Even the red headed woman was lost for words as Spit fire heroically sacrificed himself. Ba---whooomph! went the bag, in a massive deafening explosion. The fire didn't bother Spitfire; the flames from beneath him licked his body harmlessly. But the force through him a good dozen feet in the air. And yes, it did hurt. "I said put the damn thing out, idiot!" yelled the Redhead, gun still pointed at Spitfire. "There was half a million of weapons in that bag! Half a god-damn million! You think I carry that kind of cash around as spare change? I should kick your damn ass if it wasn't already kicked!" she said angrily.
  20. Supercape

    Gun Run

    Ooof! Well a hero point for bravery! The explosion will affect only Spitfire, and as discussed, we will fluff this as having half immunity (as he has immunity to fire and about half the explosion is fire) A bag of explosives and ammunition is however a pretty big bang; a Damage 10 effect. A DC TOughness 10 effect then (DC 25), which is a fail by a horrible 15, making Spitfire join the club. Bird of Arms - 4 HP - Staggered Spit Fire - 2 HP - Staggered We shall drop out of combat at this point, although Red is still got a prepared shot on you, and the mysterious man is still running. So it might be brief.
  21. Flintlock "By the beard of Sinbad! They be sunk!" cried Flintlock, almost howling into the Fog. She pulled her flintlock out of her belt, and pulled her determination out of her belly. "Get busy lads! Dive! Dive! Rescue them!" she called, pointing with her Flintlock to the lapping ocean waves below them. "Aye aye! No way for sailors to die!" cheered the undead crew, and a flurry of splashes! could be heard as, one by one, the undead dived overboard, and started to swim. Thin Lucy, predictably, made the largest splash of all, whilst Billy the Fish could barely be heard... "Now then, prepare for a fate most aweful!" cried Flintlock to the skies, as she curled her fingers and brought forth a most ghastly sheet of ice from dimensions that best not be spoken of. Splintered, dirty, and with a horrible smell of rotting fish. Like it had been dredged from the grinding depths of a plutonian hell. Into the air the sheet appeared, right over the Bohomme Richard. It paused for a howling second, then fell...
  22. Ok so Creating Object - a sheet of blasted ice above the offending ship, and letting it fall on them. I'll leave you to determine how that would work! Hopefully distracting anyway! The Skeleton Crew will dive into the ocean to rescue any sailors. Whilst they don't have swimming skill they are reasonably strong swimmers. Feel free to make any swim rolls if you wish (+10 skill bonus). In any case they have environmental adaptation (underwater) and immune to suffocation so no real danger to them!
  23. Supercape

    Gun Run

    GM The Beastly Boys were like a pack of rabid animals now, kicking, punching, and scratching Jann. They wore a raggedy patchwork mess of furs, but fortunately had neither claws nor teeth. But boots and fists and even some fingernails still hurt. The balls of fire streamed through the air. Spitfire thought he could see the redhead smirk as she saw them. Bang bang bang! they thundered into the Beastly Boys, knocking them sideways, full of smoke and smouldering fur. They were tough guys, for sure, but this was beyond toughness. A few yelps and screams and howls could be heard, and then silence, as all were out. A few with lingering flames licking their clothes. The man was old, but still limber enough to run, and run he did, without a word, into the trees of Liberty Park. The red head, however, maintained her position. "Best be careful with those fireballs, honey" she yelled at him. "That bag is full of explosives and magazine rounds!" And the bag was on fire... "Don't move a muscle. Unless you can put out fire as well as spit it..." she demanded, keeping her gun trained on Spitfire.
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