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Supercape

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  1. Sure Starshot will go along - taking 10 (skill mastery) for a 20 pilot check.
  2. Sure. Could you roll an opposed power check vs 15 to wrench the windows open? (they are reinforced). Or extra effort we can waive that and you can just crack open a hole as you wish
  3. Gamma Buzz "Explosions! Wheee!" said Gamma Buzz, antennae alert. "I mean.. Explosions. They can be nasty, right? Like, dangerous nasty? I mean, what exploded, and what caused the explosion? And are we going to be dodging missiles and hopping over mines? this all sounds like some kinda world war 2 movie. You know, like the movies they show in the movie theatre." He trembled slightly. "It seemed much more fun in black and white and when it wasnt happening..." He straightened his back. "But its also an opportunity to be a hero, right? Like a superhero?" Invigorated by his decleration, he started hopping after Bernadette.
  4. About ten floors Although the way the tower is creaking, it could fall over at any moment
  5. Diamondlight August had the distinct feeling that he had jumped in to a nest of vipers. He was being played. A large part of him felt a seething fury - at the casino, at the system, and in himself. But an even larger part swamped his fury. The adrenaline, the sweat, the challenge. He could not resist a smirk. More than one game was being played here. He toned down his play. He started to lose. Deliberately. Playing bad hands, folding with good hands. Subtle, nuanced. His aim was to play badly, or, to be more precise, randomly. To lose hands, but to lose as little money as possible. To give the impression of losing, of paucity of skill, without actually losing chips. Lose hands, not chips. At the very least it would slow down the AI's adaptive responses. And more importantly it would give him more information on what was going on here... and what the psychology of the players was. He ordered another drink, slightly exageratting his movements, subtly slurring his words. Maybe he would look slightly drunk, but he wouldn't drink. "Quite the game..." he said, excitedly, to his fellow players casually flipping the minimum bet into the pot (Despite a good hand). "Whats the prize, eh? Did you come for the glory or the rush?"
  6. Rev "Hey, its never too early too learn how to drive! Who knows when you might need to chase Doctor Tonic through the streets of Freedom City in a super-spy car armed with automatic glue guns, eh?" said Rev, giving a little elbow. She tapped her chin at the thought of a Super-Submarine. "That does sound cool," she said to Mizuki. "And given enough time and cash, I could probably make that for you. But honestly, I am a mechanic, not an engineer. I can patch things up and build faster than anyone I know, except maybe those god-awful Speedsters like Velocity. But if you need design than maybe we need some proper scientist like Doctor Archeville. Although I have done a few repairs on Diamondlights submarine car. Very cool car, even if Diamondlight is a bit of a rich dick. What an ass, eh?" "As for water planets, count me out! I rust!" she laughed. "And you can't drive on water planets!"
  7. GM The shockwave sent the soldier-goons flying, ears ringing, weapons firing chaotically (sometimes blasting each other). Scientists held onto their thick glasses as they slammed into the concrete, white coats flapping wildly, occasionally tearing. Lights cracked, sending glass tinkling to the floor. Predictably, as befitted the base of General Sparks, they sent sparks to the floor. A few hit the overturned tables and the scattered papers, lighting small fires. All in all, Golden Star had completely cleaned out the bottom floor! And the tower? The tower was groaning. Cracks appeared in the concrete. And above, Cerebral could feel the tower wobble...
  8. Thats fine - it will clear out the ground floor! Cerebral - UNharmed 3 HP Cerebellum - Unharmed Golden Star - 1 HP
  9. GM Inside... Cerebral could hear commotion several levels below her. Golden Star and Cerebellum could hear commotion several level aboves. The clock was ticking... The soldiers of General Sparks were shocked, disorganised - no one had ever dared a full frontal assault on the General before! Armed with submachine guns and clean uniforms, they would no doubt be little challenge to the heroes one on one, but amassed might be a different matter! The heroes had but a minute - any longer, and the defences would be marshalled, and the running guards would organise into something resembling a defence! But for now - for sixty seconds or thereabouts, the guards were running amok, screaming shouting, running in and out of corridors, barking orders and ignoring orders...
  10. The Hound Power Level: 7 (160/160PP) Trade-Offs: +3 Attack / -3 Defence, +3 Defence / -3 Attack Unspent Power Points: 0 In Brief: Dishevelled gumshoe detective / dog. Alternate Identity: Harry Hound Identity: Secret ('The Hound' is known, but not his superpowers) Birthplace: Freedom City Occupation: Freelance detective Affiliations: Bloodhound detective agency Family: Penny Hound, Sister (Cook) Description: Age: 50 Apparent Age: 50 Gender: Male Ethnicity: Caucasian Height: 5’8” Weight: 60Kgs Eyes: Brown Hair: Brown Harry Hound looks like a dishevelled middle aged man. He is in reasonable shape but looks rather sunken in. He tends to wear a crumpled mac, creased shirt, and loose tie. He chain smokes and has nicotine stained fingers. In short, he looks thoroughly unprofessional. He does not (normally) wear a costume. He can, of course, preserve his secret I.D to a degree by his dog form. Whilst Harry is known as "The Hound", his ability to change into a dog and his canine powers are a secret. In dog form, the Hound looks like a mangry mongrel dog. For some reason, whilst his clothes morph into dog form (and back again) his loose tie (presumably for psychological reasons) remains round his dog neck (unless he takes it off - which he will do if he remembers!) Power Descriptions: Harry has the power to transform into a rather large cross-breed dog, which has the same characteristic dishevelled look, all matted hair. In either form, Harry can talk as a human, or bark like a dog (although as a human his barks come with an accent, and as a dog his speech is rather gruff). In either form he is able to mentally control dogs by touching them (normally scratching or patting them in a friendly way) History: Harry’s abilities, although he doesn’t know it, are a result of a magical enchantment (or curse) many years ago. The men of his family are able to shape change into dogs. He found this out in his late teens, and it came in handy when he joined the police force (initially as a dog handler!). However, Harry is a coward, dishevelled, and often late. Desipte his fine mind and skills, he was eventually kicked out of the police force for tardiness. At this point he set up his own private agency. Harry needed some muscle, and that’s when he heard of Bloody Mess a.k.a. Fred Furlong. They might be chalk and cheese in many ways, but they were both street guys, and soon struck up a friendship. Personality & Motivation: Harry is a curious man, always one to stick his nose in to a dirty or suspicious circumstance. When danger comes knocking, however, Harry is a bit of a coward, and will tend to run or talk his way out of a problem. He has set up his detective agency as a way to make money, which it doesn’t do a hell of a lot of, as Fred takes on charity cases. Harry is less inclined to do so himself, but deep down he probably would. He is not a particularly cultured man, and comes across as cynical. Whilst he can actually communicate with dogs, he doesn’t particularly like them. Powers & Tactics: Harry uses his powers to augment his natural detective skills. By adopting the form of a dog he can spy on people, or track them. If push comes to shove, he is a good fighter, in either form (although his dog form is slightly stronger). He has always been a bit of coward, so one of his preferred moves is to push people over and run away. He has got pretty good at this. In general he fights like he talks, dirty and sneaky. In either dog or human form, Harry can speak human languages or bark/woof like a dog (speaking to canines). Abilities: 2 + 6 + 4 + 6 + 6 + 4 = 28PP Strength: 12 (+1) Dexterity: 16 (+2) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 20 + 20 = 40PP Initiative: +6 Attack: +10 Melee, +10 Ranged Grapple: +11 Defense: +10, +5 Flat-Footed Knockback: -2 Saving Throws: 3 + 7 + 2 = 12PP Toughness: +4 (+2 Con, +2 Defensive Roll) Fortitude: +5 (+2 Con, +3) Reflex: +10 (+3 Dex, +7) Will: +5 (+3 Wis, +2) Skills: 132R = 33PP Bluff 8 (+10) Craft [Mechanical] 2 (+5) Diplomacy 4 (+6) Disguise 4 (+6) (+26 for Dog form) Skill Mastery Drive 4 (+7) Gather Information 14 (+16) Skill Mastery Handle Animal 8 (+10) Investigate 12 (+15) Knowledge (Behaviour Sciences) 4 (+7) Knowledge (Civics) 4 (+7) Knowledge (Current Events) 4 (+7) Knowledge (Life Sciences) 4 (+7) Knowledge (Streetwise) 12 (+15) Languages 2 (English [Native], Italian, Spanish) Medicine 4 (+7) Skill Mastery Notice 10 (+13) Perform (Comedy) 4 (+6) Search 12 (+15) Sense Motive 12 (+15) Second Chance Stealth 4 (+7) Skill Mastery Feats: 27PP Animal Empathy Attractive (to Animals) Contacts Defensive Attack Defensive Roll 1 Evasion 2 Improved Defense 2 Improved Initiative 1 Improved Throw Improved Trip Jack of All Trades Prone Fighting Redirect Second Chance (Sense Motive) Set Up Skill Mastery (Bluff, Disguise, Gather Information, Stealth) Sneak Attack 1 Teamwork 3 Taunt Uncanny Dodge (Hearing) Well Informed Powers: 8 + 2 + 10 + 2 = 22PP Animal Control 7 (Extras: Duration (Continuous), Sensory Link Flaws: Limited (to Canines), Range 2 (Touch) Feats: Mental Link) [8PP] Comprehend 2 (Speak to and understand animals, Flaws: Limited to Canines ) [2PP] Morph 4 (One form (Dog) Extras: Duration (Continuous) Feats: Covers Scent, Metamorph ) [10PP] Super Senses 2 (Scent, Tracking [Olfactory 1]) [2PP] Drawbacks: 0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage (Physical) Dog Control Touch DC 15 Will Mind Control [unarmed Attack is DC 17 in metamorph form. Also +2 DC from sneak attacks in either form] Totals: Abilities (28) + Combat (40) + Saving Throws (12) + Skills (33) + Feats (25) + Powers (22) - Drawbacks (0) = 160/160 Power Points
  11. Bloody Mess Power Level: 10/15 (250/250PP) [254] Trade-Offs: None (In alternate form: +4 Attack, -4 DC, +4 Defence, -4 Damage) Unspent Power Points: 0 In Brief: Mutant Pugilist blood controller. Alternate Identity: Fred 'Freddy' Furlong Identity: Public Birthplace: Freedom City Occupation: Hero for hire (Ex Pugilist) Affiliations: Bloodhound Investigations Agency, Revenant Family: Alex Furlong (father), Dasha “Mama” Furlong (mother) Description: Age: 39 (DoB: 01/01/1985) Apparent Age: 39 Gender: Male Ethnicity: Caucasian Height: 5’1” Weight: 140 Kgs Eyes: Brown Hair: Brown Fred Furlong looks like a brick. He is only a whisker over five foot, but has an unnatural build, with a barrel chest and short, thick limbs loaded with slabs of muscle. He looks like a short, steroid-loaded body builder. As a 'detective' of sorts, Fred normally wears casual clothes that can fit his abnormal body, like a t-shirt, jacket and joggers. He usually wears a blood red t shirt with “M” on the front. Power Descriptions: Freddy Furlong is a mutant with an unnaturally stocky and resilient body. When he “pumps up”, his blood becomes supercharged – meaning his muscles swell and engorge, his veins and arteries throb, and he looks like a sack of watermelons. Freddy has the ability to control his own blood and the blood of others. He can thin or clot blood, for instance. Doing so will make his eyes red and his skin blister. He prefers a straight fight than “cheating” with his blood control powers. His most spectacular power is to drain the blood from his body, forming a homunculus of blood whilst his own body remains desiccated and inanimate. History: Fred grew up in a poor Immigrant family (from Poland). His father was always keen for his son to be able to “look after himself” and young Fred was soon down the boxing gym, pounding away. It was here that it slowly became apparent Fred was a mutant, although this was not confirmed until many years later. As he continually punched, and was punched back, his body grew into a short, squat and muscular form, able to shrug off even the strongest right hook. He soon became a feared bareknuckle boxer, and got mixed up with the mafia. When Fred refused to do any more of the Mafia’s dirty work, he was shot and left to dead. It was at this point he discovered his real power: the ability to control blood. His wound stopped bleeding and he arose stronger than ever. The years of boxing, combined with a minimal education, had left Fred a little short in the brains department. It was at this point that Harry Hound, part time private investigator and all time coward, stepped in. He was looking for a partner, someone to be the hero. Personality & Motivation: Fred is a good natured but crude guy. He has a heady laugh and has a strong sense of honour. He dislikes crooks, liars, cheats, and people who hit dames. Having said that, he has a nasty temper, and when he fights, he fights dirty. Fred grew up on the streets, and knows that when you slug it out, you do what you need to. He is quick to use his fists and intimidate people. Fred is a good guy, and likes being a hero, even though he knows he ain’t the smartest tool in the box. He relies on Harry Hound to keep him “in business”, although he is more moral than Harry. Fred will take on a charity case, much to Harry’s annoyance. Powers & Tactics: Fred is exceptionally strong and tough, with a body that has adapted to blunt force. His blood gives him superhuman strength. He is thus happiest slugging it out fist to fist, where his strength, training, and resilience will win through. If he has time, he will “pump up”, rushing more of his super-charged blood to his already powerful muscles. This takes a moment or two, and is short lived, but makes him much stronger, able to run and leap even further. When this happens, his muscles swell massively, his veins bulge out, and he throbs with every heartbeat. Whilst Fred prefers a straight out slug, he can use his control over blood to offensive purposes. Normally this would mean either thinning the blood, making the enemy tired and weak. He can also cause bleeding eyes and ears, blinding his opponent (at least till they wipe the blood away). As a more dangerous measure, he can seriously hurt people by stopping the blood flow, causing bleeding, clotting, or other very dangerous effects. Of course, he only does this in more serious situations. Complications: Bloody: Harry's alternate form is continuous, but he cannot actually deactivate it without the blood crawling back to his body; or more accurately, if he deactivates it (leaving a puddle of his blood), he cannot restart his real body without a blood transfusion or the like. Bloody Coward: Whilst Harry Hound is technically a fanatic sidekick, in reality his courage often fails him.. Bloody Crude: Fred lacks many social graces and is happiest in the gutter with street life. He ain’t going to fit in with polite society. Bloody Dames, Don’t Ever hit Dames: Fred may fight mean and dirty, but he was always brought up to know that a man don’t ever hit a dame. Bloody Illiterate: Fred can’t read or write, although he has learned a crude signature. Bloody Messy: Fred's blood related powers are, to be frank, rather messy and ugly. It isn't a gore-fest (and remains PG-12), but it’s easy enough to see the signs of his powers (specks, drops, or pools of congealed blood), or follow the trail of his homunculus. And the sight of his blood draining out of his mouth to form the homunculus is a little unsettling... Bloody Old and Rusty: The Bloodhound Detective Agency always uses second hand and out of date equipment and vehicles, with a tendency to break down, belch and burp. Blood, and only Blood: Bloody Mess’ blood control powers require the target to have blood (as opposed to be alive). Some creatures (such as Jellyfish, or fungus) without a blood system will be immune to his powers. Abilities: 12 + 6 + 20 - 2 + 2 + 2 = 40PP Strength: 22/26 (+8) [up to 30 (+10) if boosted] [14/18 (+2/+4) in alternate form, up to 22 (+6) if boosted] Dexterity: 16 (+3) Constitution: 30 (+10) Intelligence: 8 (-1) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 20 + 20 = 40PP Initiative: +7 Attack: +10 [+14 in alternate form from size] Grapple: +20 [+4 in alternate form], up to extra +4 when boosted Defense: +10, +5 Flat-Footed [+14, +9 Flat Footed in alternate form from size] Knockback: -6 [-1 in alternate form], up to -10 when boosted. Saving Throws: 2 + 7 + 7 = 16 PP Toughness: +10 (+10 Con) [+6 in alternate form from size] Fortitude: +12 (+10 Con, +2) Reflex: +10 (+3 Dex, +7) Will: +8 (+1 Wis, +7) Skills: 60R = 15PP Bluff 4 (+5) Climb 2 (+10) Craft [Mechanical] 4 (+3) Drive 4 (+7) Gather Information 4 (+5) Handle Animal 4 (+5) Intimidate 8 (+9) [+6(+7) total in alternate form] Knowledge [streetwise] 12 (+11) Notice 4 (+5) Search 4 (+3) Sense Motive 4 (+5) Stealth 4 (+7) [+19 total in alternate form from size] Swim 2 (+10) Feats: 57PP All-Out Attack Benefit 2 (Use Attack bonus for feint, challenge: no penalty for doing so as move action) Defensive Attack Elusive Target Equipment 5 Fast Overrun Fearless Improved Critical 2 [unarmed Attack] Improved Initiative 1 Improved Overrun Improved Sunder Improved Throw Improved Trip Interpose Move By Action Power Attack Second Chance (Toughness save vs Unarmed Attacks) Sidekick 32 The Hound Takedown Attack 2 As enhanced traits Endurance 1 (Potentially boosted up to Endurance 5) Equipment 5PP = 25EP Ultrasonic Whistle (Communication 2, Extras: Omni Directional, Flaws: One Way, Limited to whistle) [1 EP] Headquarters: The Bloodhound Detective Agency [11EP] (Size: Medium [1EP]; Toughness: 10 [1EP]; Features: Communications, Fire Prevention System, Garage, Gym, Living Space, Security System 3, Workshop [9EP]) Vehicle: Modified Chevy [13 EP] (Size: Huge [2EP]; Toughness: 10 [1EP]; Strength: 35 [1EP]; Features: Alarm 1, Oil Slick, Smoke Screen [3EP]; Speed 5 (250mph) [5 EP]; Super-Senses 1 (Radio) [1EP]) Powers: 47 + 9 + 4 + 1 + 3 + 4 + 2 + 2 + 5 + 6 + 2 = 86PP Blood Control Array (42PP Array; Feats: Alternate Power 5) [47PP] BP: Alternate Form 9 (45PP Container; Extras: Duration [Continuous]; Flaws: Projection [-1]; Drawbacks: Full Round to Activate [-3]) {42/42} Enhanced Skills (Intimidate +4 Ranks) [1 PP] Enhanced Strength 4 [4 PP] (Total STR with Shrinking of 18) Immunity 4 (Critical Hits, All Suffocation) [4 PP] Insubstantial 1 (Flaws: Permanent) [5 PP] Shrinking 12 (Diminutive Size, -12 STR, -2 Size Categories Feats: Innate, Normal Movement, Flaws: Permanent) [14PP] Super Movement 4 (Slithering, Wall Crawling 3) [8 PP] Drawback (-1 Toughness) [-1 PP] (1 + 4 + 4 + 5 + 14 + 8 -1 = 35 PP) AP: Damage 10 (Extras: Alternate Save [Fortitude], Range 2 [Perception] Feats: Sedation, Variable Descriptor 1 [blood]) {42/42} “Cause bleeding / clotting” AP: Fatigue 10 (Extras: Range 2 [Perception]; Feats: Reversible, Sedation) {42/42} “Thin Blood” AP: Dazzle 8 (All Senses but NB Complication, Extras: Alt Save [Fort], Range [Perception], Feats: Reversible, Selective [Can choose which senses affected]) [42/42 PP] “Bloody Nose” AP: Nauseate 6 (Extras: Continuous Aura [+4], Feats: Reversible, Selective Aura [38/42 PP] “Toxic Blood Blisters" AP: Nullify 10 (All Blood/Bleeding Effects, Extras: Effortless, Perception Range [+1], Feats: Selective) [41/42 PP] Enhanced Strength 4 (turbo powered blood) Enhanced Trait 1 (Endurance 1) [1PP] (turbo powered blood) Immovable 1 (Extras: Unstoppable) [2PP] (pumped up body) Immunity 6 (Fatigue Effects, Disease) Flaws: Limited, Half Effect) [3 PP] “Mutant Blood” Leaping 2 (Running jump 90’, standing jump 45’, high jump 22’) [2PP] (mighty pumped up legs) Speed 2 (25mph / 220’ rnd) [2PP] (mighty pumped up legs) Super Senses 5 (Olfactory Detect Blood, Accurate, Acute) [5 PP] NB: Can detect blood in the open, not in a person (for instance, could detect a person with a bloodied nose, or bleeding wound). Super Strength 2 (Effective lifting strength 32/36; Feats Ground Strike; Shockwave, Super Breath) [7 PP] Swimming 2 (5mph / 44'/rnd) (mighty pumped up arms and legs) Boost 4 (All strength based powers, Feats: Slow fade 1 [1 minute], Flaws: Only self) [9 PP] Drawbacks: -1PP Vulnerability (Dehydration; Frequency: Uncommon; Intensity: Minor [x1]) [-1PP] DC Block ATTACK RANGE SAVEE FFECT Unarmed Touch DC 23* Toughness Damage (Physical) Blood Control Perception DC 25 Fortitude Damage (Physical) Blood Thinning Perception DC 25 Fortitude Fatigue Bloody Nose Perception DC 23 Fortitude Dazzle** Blood Infect Touch/Aura DC 21 Fortitude Nauseate *Unarmed attack -2 DC if in alternate form. Up to +2 DC if boosted. Totals: Abilities (40) + Combat (40) + Saving Throws (16) + Skills (15) + Feats (57) + Powers (83) - Drawbacks (-1) = 250/250 Power Points
  12. Gamma Buzz "A Cockroach Kid's work is never done!" declared Gamma Buzz as the two giant robot-thing-enemies landed. He felt his confidence wane under the relentless assault. His ego reached down to his belly, grabbed his confidence by the ear, and gave it a thoroughly good spanking. "You silver goons stand no chance against my amazing atomic...errrr.... my amazing atomic anti-silver beams! Yes, that's right. That works. Ahem. Just one blast of my cockroach-atoms will split your, ummm... mesonic molecule mainframe!" He was quite pleased with that one. "Ow! Ow! OWWWW!" He yelled as the two eight footers clobbered him. As fast as Gamma Buzz was, he wasn't fast enough. Both punches hurt. And then he was knocked off the tree, and landed with a sickening crunch on the ground below, one leg pointing in a very peculiar position. "Who needs legs, anyway?" he grumbled, his eyes cartwheeling.
  13. 26 and 20 Which I think means bruised, injured, dazed, knockbacked
  14. The Red Rat in Painting the town red. It had been more than fifty years since Noemi Von Neumann had visited her hometown. At lot had happened since then, but she had slept through most of it. An icicle, frozen, to be activated whenever the USSR needed the particular skills of a mutant superspy with a superior soviet computer welded to her skull. But when the USSR fell, Noemi Von Neumann was forgotten. She had slept through the nineties, and the noughties, only to be activated by accident. She hadn’t made time to visit her hometown. That’s what she had told herself, anyway. If she looked deep enough, she had avoided visiting it. Bad memories. Family – dead. Bloodline – ended. And she was at least partially to blame; her family had been rebels, opposing the soviet regime. And that had landed her, and them, in a heap of trouble. Experimental subjects, laboratory rats. As far as Noemi knew, she was the only one to have survived exposure to the Darwin-X virus. Decades of disgusting work as a spy, for a cause she didn’t believe in. It was ugly, brutal, and she had decided never to be a spy again. Except as a rogue agent, which created a whole soup of problems. Her home town was not a problem of the future, but of the past. An itch, an itch she needed to scratch. Her family had gone, bar distant relatives. The feeling left her disorientated, like a kite without a line. No connection. So she had decided to see the town, the architecture. It had not fared well; communism, collapse, and the insidious takeover by mafia. It had been propped up by the state, and without a state, it had sunken into itself, like a badly timed souffle. There-the park where she had played as a young girl, now with overgrown weeds, the swings and roundabout paralysed with rust. There, the church graveyard, caked in moss and lichen, where she had smoked her first cigarette. A closed underground bookstore, where her teenage self had met like minded rogues and rebels, ready to dismantle the oppressive communist system armed with books on philosophy and politics. Books were no match for guns and tanks, at least in the short term. Noemi would rather hold a gun than a tome if there was a gunfight to be had. But in the long term? Ah! There was the hope. Amidst all the chaos, the violence and brutality, there was hope. Stupid hope, but stupid hope was better than no hope at all. She had been so certain of herself then. She closed her eyes and remembered the town, painted red. There had been hundreds of them, some with spines of iron, some who found spines in the numbers, the intoxicating sense of group righteousness. Chanting, singing, screaming. Down with the fascists, down with this, down with that. The mob was not precise, certain only that they should, and would, bring something down. She had been there, yelling and shouting. The police were on the other side. Initially nervous, cautious, outnumbered. Noemi recalled the sweat, the nervous drumming of fingers on guns. Would a gunshot clear the crowd, or provoke them? No policeman dared try the experiment, but they were ready to draw if the mob charged. Noemi recalled the power of comradeship. It was irony, they were forced to call each other comrades, but it had never felt so, not really. Now, rebelling against that very system, she truly felt the man to her left and the woman to her right were comrades. She could recall their faces, the joy and exhilaration. She couldn’t recall their names. That was the nature of a mob. Maybe its power, too. What use were names when everyone was united? It had been dark, Noemie remembered. She scanned the broken town with her cybernetic eyes, every dimension, every nuance of temperature and size fed into the HUD of her minds eye. She could overlay the modern picture with the ingrained memories. The standoff had continued. A few missiles had been thrown. Fires had been lit. Empowered and scared faces lit in flickering flames. Reinforcements had arrived, and with them, the police had slowly gained confidence. Stances shuffled, from defensive to offensive. Batons had been tapped on gloved hands. If there had been a reticence to use firearms, that reticence was seeping away. A Molotov cocktail sailed over the mob, landing on the police, spreading fire, signalling to both sides that the time of taunts and chants had ended. The trigger had been pulled. The town was painted red. Neomi recalled the sickening turn from safety to fear, as the reality of violence exploded around her. She was no superhero, her body unmutated by the Darwin-X virus. She was a young woman of average build and no training caught up in a riot. She was shoved this way, shoved that, ending up on the floor. A cut on her hand – broken glass. The sound of screams – rage, fear, pain. Boots scraping the floor for traction, and for kicking. Batons crunched into ribs, into faces. Broken bones – she could remember the snapping. And even if the Red Rat had been there, what could she do? There was no trick of sambo or savate would work when you were pressed betwixt bodies, barely able to know friend from foe. It was a blur. Yes, press forward to the enemy, crawl back in retreat – fine principles, but you soon lost your orientation. Blood on the floor. She remembered that. The smell, of life lost, crawling up her nostrils like an acid. Her body responded of its own volition, a heaving retch. The contents of her stomach splashed over black leather boots. She had tried to crawl, tried to run, but the sense of powerlessness, caught in a mob, was overwhelming. She felt like a twig in a rapid river. All she could do was move with the ebb and flow, and try not to get the crap kicked out of her whilst she did. Noemi brought her eyes and brain back to the forlorn hometown. An old woman, carrying heavy bags, was waiting to cross the road. Not many cars were passing, but her bags were heavy and she was slow. This was were the Red Rats journey had begun, all those years ago. She was young, niave, untainted by reality and the compromises that had to come with it. It was not a pleasant journey down memory lane, but it was a necessary one. She could start again. She gave a smile and carried the bags for the grateful old woman.
  15. Rev "Electric heh? Better for the planet. But I wish they had that... sound, you know?" He hiked a thumb at her Dune Buggy in the corner. Wire frame, enormous tyres. "I wish someone would just, you know, cool the planet, fix the carbon, and devise some plant based engine oil. Like you! You were pretty smart, right?" She walked to the BMW and flipped the lid. "Looks pretty cool to me. Obviously I will have to test it out by taking it for a super fast spin around the nearest desert. That's ok, right? And maybe give you a driving lesson? You must be a least thirteen by now. Easy old enough to drive!" she added, with a wink. "And maybe your girlfriend too?" she said, nodding at Mizuki. "You look like you could do with a turbo-charged tricycle armed with photon torpedoes! Pyeow! Pyeow-pyeow!"
  16. The Hound Power Level: 7 (150/150PP) Trade-Offs: +3 Attack / -3 Defence, +3 Defence / -3 Attack Unspent Power Points: 0 In Brief: Dishevelled gumshoe detective / dog. Alternate Identity: Harry Hound Identity: Secret ('The Hound' is known, but not his superpowers) Birthplace: Freedom City Occupation: Freelance detective Affiliations: Bloodhound detective agency Family: Penny Hound, Sister (Cook) Description: Age: 50 Apparent Age: 50 Gender: Male Ethnicity: Caucasian Height: 5’8” Weight: 60Kgs Eyes: Brown Hair: Brown Harry Hound looks like a dishevelled middle aged man. He is in reasonable shape but looks rather sunken in. He tends to wear a crumpled mac, creased shirt, and loose tie. He chain smokes and has nicotine stained fingers. In short, he looks thoroughly unprofessional. He does not (normally) wear a costume. He can, of course, preserve his secret I.D to a degree by his dog form. Whilst Harry is known as "The Hound", his ability to change into a dog and his canine powers are a secret. Power Descriptions: Harry has the power to transform into a rather large cross-breed dog, which has the same characteristic dishevelled look, all matted hair. In either form, Harry can talk as a human, or bark like a dog (although as a human his barks come with an accent, and as a dog his speech is rather gruff). In either form he is able to mentally control dogs by touching them (normally scratching or patting them in a friendly way) History: Harry’s abilities, although he doesn’t know it, are a result of a magical enchantment (or curse) many years ago. The men of his family are able to shape change into dogs. He found this out in his late teens, and it came in handy when he joined the police force (initially as a dog handler!). However, Harry is a coward, dishevelled, and often late. Desipte his fine mind and skills, he was eventually kicked out of the police force for tardiness. At this point he set up his own private agency. Harry needed some muscle, and that’s when he heard of Bloody Mess a.k.a. Fred Furlong. They might be chalk and cheese in many ways, but they were both street guys, and soon struck up a friendship. Personality & Motivation: Harry is a curious man, always one to stick his nose in to a dirty or suspicious circumstance. When danger comes knocking, however, Harry is a bit of a coward, and will tend to run or talk his way out of a problem. He has set up his detective agency as a way to make money, which it doesn’t do a hell of a lot of, as Fred takes on charity cases. Harry is less inclined to do so himself, but deep down he probably would. He is not a particularly cultured man, and comes across as cynical. Whilst he can actually communicate with dogs, he doesn’t particularly like them. Powers & Tactics: Harry uses his powers to augment his natural detective skills. By adopting the form of a dog he can spy on people, or track them. If push comes to shove, he is a good fighter, in either form (although his dog form is slightly stronger). He has always been a bit of coward, so one of his preferred moves is to push people over and run away. He has got pretty good at this. In general he fights like he talks, dirty and sneaky. In either dog or human form, Harry can speak human languages or bark/woof like a dog (speaking to canines). Abilities: 2 + 4 + 4 + 6 + 6 + 4 = 26PP Strength: 12 (+1) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 20 + 20 = 40PP Initiative: +6 Attack: +10 Melee, +10 Ranged Grapple: +11 Defense: +10, +5 Flat-Footed Knockback: -2 Saving Throws: 3 + 6 + 2 = 11PP Toughness: +4 (+2 Con, +2 Defensive Roll) Fortitude: +5 (+2 Con, +3) Reflex: +8 (+2 Dex, +6) Will: +5 (+3 Wis, +2) Skills: 120R = 30PP Bluff 8 (+10) Craft [Mechanical] 2 (+5) Diplomacy 4 (+6) Disable Device 2 (+5) Disguise 4 (+6) (+26 for Dog form) SM Drive 4 (+6) SM Gather Information 8 (+10) SM Handle Animal 8 (+10) Investigate 12 (+15) Knowledge (Behaviour Sciences) 4 (+7) Knowledge (Civics) 4 (+7) Knowledge (Current Events) 4 (+7) Knowledge (Streetwise) 8 (+11) Languages 2 (English [Native], Italian, Spanish) Medicine 4 (+7) SM Notice 8 (+11) Perform (Comedy) 4 (+6) Search 12 (+15) Sense Motive 12 (+15) Second Chance Stealth 4 (+6) Swim 2 (+3) Feats: 24PP Animal Empathy Contacts Defensive Attack Defensive Roll 1 Evasion 2 Improved Defense 2 Improved Initiative 1 Improved Throw Improved Trip Jack of All Trades Prone Fighting Redirect Second Chance (Sense Motive) Set Up Skill Mastery (Bluff, Disguise, Gather Information, Stealth) Sneak Attack 1 Teamwork 3 Taunt Uncanny Dodge (Hearing) Well Informed Powers: 6 + 2 + 10 + 1 = 19PP Animal Control 5 (Extras: Duration (Continuous), Sensory Link Flaws: Limited (to Canines), Range 2 (Touch) Feats: Mental Link) [6PP] Comprehend 2 (Speak to and understand animals, Flaws: Limited to Canines ) [2PP] Morph 4 (One form (Dog) Extras: Duration (Continuous) Feats: Covers Scent, Metamorph ) [10PP] *Metamorph Form (Dog) Super Senses 1 (Scent) [1PP] Drawbacks: 0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage (Physical) Dog Control Touch DC 15 Will Mind Control [unarmed Attack is DC 17 in metamorph form. Also +2 DC from sneak attacks in either form] Totals: Abilities (26) + Combat (40) + Saving Throws (11) + Skills (30) + Feats (24) + Powers (19) - Drawbacks (0) = 150/150 Power Points
  17. Bloody Mess Power Level: 10/15 (250/250PP) [254] Trade-Offs: None (In alternate form: +4 Attack, -4 DC, +4 Defence, -4 Damage) Unspent Power Points: 0 In Brief: Mutant Pugilist blood controller. Alternate Identity: Fred 'Freddy' Furlong Identity: Public Birthplace: Freedom City Occupation: Hero for hire (Ex Pugilist) Affiliations: Bloodhound Investigations Agency, Revenant Family: Alex Furlong (father), Dasha “Mama” Furlong (mother) Description: Age: 30 (DoB: 01/01/1994) Apparent Age: 30 Gender: Male Ethnicity: Caucasian Height: 5’1” Weight: 140 Kgs Eyes: Brown Hair: Brown Fred Furlong looks like a brick. He is only a whisker over five foot, but has an unnatural build, with a barrel chest and short, thick limbs loaded with slabs of muscle. He looks like a short, steroid-loaded body builder. As a 'detective' of sorts, Fred normally wears casual clothes that can fit his abnormal body, like a t-shirt, jacket and joggers. He usually wears a blood red t shirt with “M” on the front. Power Descriptions: Freddy Furlong is a mutant with an unnaturally stocky and resilient body. When he “pumps up”, his blood becomes supercharged – meaning his muscles swell and engorge, his veins and arteries throb, and he looks like a sack of watermelons. Freddy has the ability to control his own blood and the blood of others. He can thin or clot blood, for instance. Doing so will make his eyes red and his skin blister. He prefers a straight fight than “cheating” with his blood control powers. His most spectacular power is to drain the blood from his body, forming a homunculus of blood whilst his own body remains desiccated and inanimate. History: Fred grew up in a poor Immigrant family (from Poland). His father was always keen for his son to be able to “look after himself” and young Fred was soon down the boxing gym, pounding away. It was here that it slowly became apparent Fred was a mutant, although this was not confirmed until many years later. As he continually punched, and was punched back, his body grew into a short, squat and muscular form, able to shrug off even the strongest right hook. He soon became a feared bareknuckle boxer, and got mixed up with the mafia. When Fred refused to do any more of the Mafia’s dirty work, he was shot and left to dead. It was at this point he discovered his real power: the ability to control blood. His wound stopped bleeding and he arose stronger than ever. The years of boxing, combined with a minimal education, had left Fred a little short in the brains department. It was at this point that Harry Hound, part time private investigator and all time coward, stepped in. He was looking for a partner, someone to be the hero. Personality & Motivation: Fred is a good natured but crude guy. He has a heady laugh and has a strong sense of honour. He dislikes crooks, liars, cheats, and people who hit dames. Having said that, he has a nasty temper, and when he fights, he fights dirty. Fred grew up on the streets, and knows that when you slug it out, you do what you need to. He is quick to use his fists and intimidate people. Fred is a good guy, and likes being a hero, even though he knows he ain’t the smartest tool in the box. He relies on Harry Hound to keep him “in business”, although he is more moral than Harry. Fred will take on a charity case, much to Harry’s annoyance. Powers & Tactics: Fred is exceptionally strong and tough, with a body that has adapted to blunt force. His blood gives him superhuman strength. He is thus happiest slugging it out fist to fist, where his strength, training, and resilience will win through. If he has time, he will “pump up”, rushing more of his super-charged blood to his already powerful muscles. This takes a moment or two, and is short lived, but makes him much stronger, able to run and leap even further. When this happens, his muscles swell massively, his veins bulge out, and he throbs with every heartbeat. Whilst Fred prefers a straight out slug, he can use his control over blood to offensive purposes. Normally this would mean either thinning the blood, making the enemy tired and weak. He can also cause bleeding eyes and ears, blinding his opponent (at least till they wipe the blood away). As a more dangerous measure, he can seriously hurt people by stopping the blood flow, causing bleeding, clotting, or other very dangerous effects. Of course, he only does this in more serious situations. Complications: Bloody: Harry's alternate form is continuous, but he cannot actually deactivate it without the blood crawling back to his body; or more accurately, if he deactivates it (leaving a puddle of his blood), he cannot restart his real body without a blood transfusion or the like. Bloody Coward: Whilst Harry Hound is technically a fanatic sidekick, in reality his courage often fails him.. Bloody Crude: Fred lacks many social graces and is happiest in the gutter with street life. He ain’t going to fit in with polite society. Bloody Dames, Don’t Ever hit Dames: Fred may fight mean and dirty, but he was always brought up to know that a man don’t ever hit a dame. Bloody Illiterate: Fred can’t read or write, although he has learned a crude signature. Bloody Messy: Fred's blood related powers are, to be frank, rather messy and ugly. It isn't a gore-fest (and remains PG-12), but it’s easy enough to see the signs of his powers (specks, drops, or pools of congealed blood), or follow the trail of his homunculus. And the sight of his blood draining out of his mouth to form the homunculus is a little unsettling... Bloody Old and Rusty: The Bloodhound Detective Agency always uses second hand and out of date equipment and vehicles, with a tendency to break down, belch and burp. Blood, and only Blood: Bloody Mess’ blood control powers require the target to have blood (as opposed to be alive). Some creatures (such as Jellyfish, or fungus) without a blood system will be immune to his powers. Abilities: 12 + 6 + 20 - 2 + 2 + 2 = 40PP Strength: 22/26 (+8) [up to 30 (+10) if boosted] [14/18 (+2/+4) in alternate form, up to 22 (+6) if boosted] Dexterity: 16 (+3) Constitution: 30 (+10) Intelligence: 8 (-1) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 20 + 20 = 40PP Initiative: +7 Attack: +10 [+14 in alternate form from size] Grapple: +20 [+4 in alternate form], up to extra +4 when boosted Defense: +10, +5 Flat-Footed [+14, +9 Flat Footed in alternate form from size] Knockback: -6 [-1 in alternate form], up to -10 when boosted. Saving Throws: 2 + 7 + 7 = 16 PP Toughness: +10 (+10 Con) [+6 in alternate form from size] Fortitude: +12 (+10 Con, +2) Reflex: +10 (+3 Dex, +7) Will: +8 (+1 Wis, +7) Skills: 60R = 15PP Bluff 4 (+5) Climb 2 (+10) Craft [Mechanical] 4 (+3) Drive 4 (+7) Gather Information 4 (+5) Handle Animal 4 (+5) Intimidate 8 (+9) [+6(+7) total in alternate form] Knowledge [streetwise] 12 (+11) Notice 4 (+5) Search 4 (+3) Sense Motive 4 (+5) Stealth 4 (+7) [+19 total in alternate form from size] Swim 2 (+10) Feats: 57PP All-Out Attack Benefit 2 (Use Attack bonus for feint, challenge: no penalty for doing so as move action) Defensive Attack Elusive Target Equipment 5 Favoured Environment (Urban-Slums) Fast Overrun Fearless Improved Critical 2 [unarmed Attack] Improved Initiative 1 Improved Overrun Improved Sunder Improved Throw Improved Trip Interpose Move By Action Power Attack Second Chance (Toughness save vs Unarmed Attacks) Sidekick 30 The Hound Takedown Attack 2 Weapon Break As enhanced traits Endurance 1 (Potentially boosted up to Endurance 5) Equipment 5PP = 25EP Ultrasonic Whistle (Communication 2, Extras: Omni Directional, Flaws: One Way, Limited to whistle) [1 EP] Headquarters: The Bloodhound Detective Agency [11EP] (Size: Medium [1EP]; Toughness: 10 [1EP]; Features: Communications, Fire Prevention System, Garage, Gym, Living Space, Security System 3, Workshop [9EP]) Vehicle: Modified Chevy [13 EP] (Size: Huge [2EP]; Toughness: 10 [1EP]; Strength: 35 [1EP]; Features: Alarm 1, Oil Slick, Smoke Screen [3EP]; Speed 5 (250mph) [5 EP]; Super-Senses 1 (Radio) [1EP]) Powers: 47 + 9 + 4 + 1 + 3 + 4 + 2 + 2 + 5 + 6 + 2 = 86PP Blood Control Array (42PP Array; Feats: Alternate Power 5) [47PP] BP: Alternate Form 9 (45PP Container; Extras: Duration [Continuous]; Flaws: Projection [-1]; Drawbacks: Full Round to Activate [-3]) {42/42} Enhanced Skills (Intimidate +4 Ranks) [1 PP] Enhanced Strength 4 [4 PP] (Total STR with Shrinking of 18) Immunity 4 (Critical Hits, All Suffocation) [4 PP] Insubstantial 1 (Flaws: Permanent) [5 PP] Shrinking 12 (Diminutive Size, -12 STR, -2 Size Categories Feats: Innate, Normal Movement, Flaws: Permanent) [14PP] Super Movement 4 (Slithering, Wall Crawling 3) [8 PP] Drawback (-1 Toughness) [-1 PP] (1 + 4 + 4 + 5 + 14 + 8 -1 = 35 PP) AP: Damage 10 (Extras: Alternate Save [Fortitude], Range 2 [Perception] Feats: Sedation, Variable Descriptor 1 [blood]) {42/42} “Cause bleeding / clotting” AP: Fatigue 10 (Extras: Range 2 [Perception]; Feats: Reversible, Sedation) {42/42} “Thin Blood” AP: Dazzle 8 (All Senses but NB Drawback, Extras: Alt Save [Fort], Range [Perception], Feats: Reversible, Selective [Can choose which senses affected]) [42/42 PP] “Bloody Nose” AP: Nauseate 6 (Extras: Continuous Aura [+4], Feats: Reversible, Selective Aura [38/42 PP] “Toxic Blood] AP: Nullify 10 (All Blood/Bleeding Effects, Extras: Effortless, Perception Range [+1], Feats: Selective) [41/42 PP] Enhanced Strength 4 (turbo powered blood) Enhanced Trait 1 (Endurance 1) [1PP] (turbo powered blood) Immovable 1 (Extras: Unstoppable) [2PP] (pumped up body) Immunity 6 (Fatigue Effects, Disease) Flaws: Limited, Half Effect) [3 PP] “Mutant Blood” Leaping 2 (Running jump 90’, standing jump 45’, high jump 22’) [2PP] (mighty pumped up legs) Speed 2 (25mph / 220’ rnd) [2PP] (mighty pumped up legs) Super Senses 5 (Olfactory Detect Blood, Accurate, Acute) [5 PP] NB: Can detect blood in the open, not in a person (for instance, could detect a person with a bloodied nose, or bleeding wound). Super Strength 2 (Effective lifting strength 32/36; Feats Ground Strike; Shockwave, Super Breath) [7 PP] Swimming 2 (5mph / 44'/rnd) (mighty pumped up arms and legs) Boost 4 (All strength based powers, Feats: Slow fade 1 [1 minute], Flaws: Only self) [9 PP] Minute 1: STR 30 (+10), Super Strength 2 (Effective STR 50), Speed 6 (500mph), Swim 6 (100mph), Unstoppable Immovable 3 (+12 to checks to move, -8 Knockback), Leaping 6 (x100 Distance, Running 2000’, Standing 1000’, High 500’), Endurance 5 feat (+20 to checks) Minute 2: STR 29 (+9), Super Strength 1 (Effective STR 44), Speed 5 (250mph), Swim 5 (50mph), Unstoppable Immovable 2 (+8 to checks to move, -7 knockback), Leaping 5 (x50 distance, Running 950’, Standing 475;m Hieght 237’), Endurance 4 feat (+16 to checks) Minute 3: STR 28 (+9), Super Strength 1 (Effective STR 43), Speed 4 (100mph), Swim 4 (25mph), Unstoppable Immovable 2 (+8 to checks, -7 to knockback), Leaping 4 (x25 distance, running 475’, Standing 237’, High Jump 118’). Endurance 3 feat (+12 to checks) Minute 4: STR 27 (+8), No additional superstrength or Immovable, Speed 3 (50mph), Swim 3 (10mph), Leaping 3 (x10 distance, Running 180’ Standing 90’, High45), Endurance 2 feat (+8 to checks) Drawbacks: -1PP Vulnerability (Dehydration; Frequency: Uncommon; Intensity: Minor [x1]) [-1PP] DC Block ATTACK RANGE SAVEE FFECT Unarmed Touch DC 23* Toughness Damage (Physical) Blood Control Perception DC 25 Fortitude Damage (Physical) Blood Thinning Perception DC 25 Fortitude Fatigue Bloody Nose Perception DC 23 Fortitude Dazzle** Blood Infect Touch/Aura DC 21 Fortitude Nauseate *Unarmed attack -2 DC if in alternate form. Up to +2 DC if boosted. Totals: Abilities (40) + Combat (40) + Saving Throws (16) + Skills (15) + Feats (57) + Powers (83) - Drawbacks (-1) = 250/250 Power Points
  18. GM The factory floor was in panic. There was all sorts of commotion. People standing on tables, people barking orders, people pretending not to hear orders. People barking orders increasingly loudly so that people had to increasingly pretend not to hear them. The only cool customers were the three black suites goons, elegantly balancing on tables, surverying the scene with hawkish eyes, sharp tanto-knives drawn. They looked like they would be more than happy to draw blood. An alarm blared. Several cannisters of chemicals were floating in the water, and from the way people avoiding them, they were not waterproof. Mr Silk clearly did not give a rat's behind about health and safety. Strange, lurid colours swirled from the cannisters, the water around them fizzed, and there was a heady smell in the air. And still, water kept flowing. It would only be a minute before the water was head height. And, lamentably, the factory doors had been shut.
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