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Supercape

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  1. GM Following the map, Capt. Hammer started turning north, into wetter and more ominous terrain. It was hot and wet and chilled all at once, and a bad smell lingered in the air. A smell of sweat and disease, of something fetid, or something fragrant and pungent just beginning to rot. Mosquitos began to take their supper from the crew. They swam hypnotically through the air, as if asleep. Rosa Sanchez slapped on on her neck. A sweat lay on her. "Yellow, but not golden. Smells sweet and sickly. I checked the flora. Nothing else like it round here. As far as I can tell, nothing like it has ever been found" she said, almost despondent. Yet somehow the languid air sucked even despair out of one. Capt Hammer wiped his neck. "Feels...familiar" he said, pressing his eyes with his good hand to keep himself alert. "Something nasty about this place. I can feel it in the air. In the water..." Something did seem to be rippling in the water, as the boat silently coasted through reeds and twisted trees, parting the green scum that covered the water in blotches reminiscent of an unpleasant skin disease.
  2. GM "You do, do ya? Ya little..." He was about to some punk, or disparaging words to that effect. Before he smiled. "I guess ya do, son. Ya know, I got a good feeling about ya. You remind me of how I used to be. Before I tripped off my ivory tower and fell hard" "Truth is, I'm no cleaner that half the cops in the Bad Beat. Its just I'm old enough to have come to terms with it. But when you fall...and everybody falls now and again, son...make sure you don't fall too far or too hard. And make sure you get up again". He gave a sad chuckle. He handed John a rather crumpled card. A flyer for the Bad Beat. Apparently it was business as usual, with Kim "Amber" Winerose playing with the Bad Beat Band what professed to be a "Night of slow smooth and sensual Jazz". It came with a bright red printed lipstick kiss. "Just watch your step in there. Gets rough from time to time. And even if the Bad Beat don't mention it, everyone gettin' the twitches about Vanity..."
  3. Synth Nice lab coat! thought Synth, not entirely sure how much of that spontaneous and possibly incongruous thought came from himself and how much from those very alive memories planted deep in his brain. Vague, obscured memories of happy days, sad days, and proud days in laboratories. Of childhood fascination with childhood experiments in school or at home. So far, so good. He had not been discovered. The place was empty. The only palpable risk was that the "real" scientist would return to his laboratory soon; although quite when was unpredictable. It would depend on the Law, and more than that, the flow of expertise, argument, counter-argument and - unpalatable as it was to think about - the flow of money. Science: Methodical and careful. As was science, so was he. Not rushing, he left the laboratory, looking for anything that might have computer information on. He might not crack the files if they were encoded or encrypted, but whilst he had time, he would make the most of it.
  4. GM "Fat Joe, eh?" said Dick. "Well, he sure is Fat" He sat down again, apparently convinced that he did not need to fight, although trying to maintain the air that if a fight did indeed ensure, he could kick any kids backside. "Vanity, now. She wasn't fat. Yeah, I saw her. I'm a Jazz man. Big Band, swing. You know, when musicians played their instruments and singers opened their mouths without an auto tune machine being welded to it. Huh, kids today..." "Now Vanity, she was just a kid. And beautiful too. I'm too old to deny it. Too old to fall for her charms, but not so old I didn't see she had them. Brown eyes you could drown in. And a voice that was pure silk..." he sighed. "She was a good kid, too. Everyone, or near enough everyone liked Vanity, Maybe a few liked her a little too much, the kind of folk that don't like getting knocked back. But that story is one that's as common as you like in this city" he said, darkening his brow for amoment. "But sure. I can help. I can even get you into the Bad Beat if you want. As long as I can come along. Its full of bent cops and bent crooks and those who ain't sure they can the difference and don't care anyhow. Like me" he sighed, although it was punctuated with a chuckle. "Blowfish, thats the name of the club owner. A criminal who keeps his hands clean, but has thugs under him who have their hands as dirty as you could think. I've seen worse, but he is still dark and moody. Got an ear for music though, I give him that" he nodded, appreciatively. "Bad Beat keeps on running. They still got Amber, that's Vanities pal. She is a little more beautiful, but a little less of a singer. Pretty good though. I guess Amber's scared silly. Well, now I think about it, the pair of them had been acting scared recently. Amber's a pale red haid, but right now she looks like a ghost..." he mused.
  5. GM Halfway down the river, on a small boat… The Professor had given Kimo a rather blurred photocopy of his latest paper, with a hand written annotation. And into the locus you go! Be careful! Dr Sanchez and he were joined by a short, squat and bearded captain called John Hammer. Interestingly, or perhaps ironically, he had lost a hand and had it replaced with a blocky and rather unwieldy metal prosthesis. He still seemed to know the area, and his boat, very well, and could navigate through the increasingly shallow wetlands they were traversing. “Careful round here folks. Its wild country. The lands, the wildlife…” he paused, grimacing, clutching his one hand round his false prosthesis in a tight knuckle white grip. “…hrmm…and the people too” he said. “I’m sure we will be fine” said Dr Sanchez, without full conviction. Captain hammer didn’t answer. He just kept driving his boat. Dr Sanchez folded open the map of the river, which she had annotated with various red circles. One circle was bigger and bolder than the rest, and was not far away, either. “These are the area’s your Professor said were important. Loci. That’s what he called them. Basically, somewhere between marshland and swampland. Who knows what is sunken beneath them?” she said, musing on the matter. “But there is also reference to flora, namely an orchid, with powerful medicinal properties. Mystic foolishness, maybe. But I need to know….”
  6. GM Pre Homo Sapiens Culture in the Nevada and Surrounding Environs: Professor G. Gallagher Abstract: The Nevada and surrounding regions are diverse, and large areas are yet to be properly understood from a robust archeological perspective, not least due to socio-political, and justified, sensibilities regarding the native American population and history. Yet tantalising fragments remain, hints of civilizations not understood. A cohesive picture is yet to emerge, yet if one uses convergent mythological analysis using standard meta-reduction statistical analysis, a strong and yet uncomfortable possibility presents itself. Pre European American History has, as described in previous papers, descriptions of cults and theologies that span the globe. Our understanding of the geological history of the world does not explain this. Was pan-continental communication and travel a reality in pre-history? Or do this myths and stories have a common ancestor? The cult of the Yellow sign, Lemuria, Atlantis. The words may differ, and even the details, but there is too much in common to casually dismiss this convergence. In Nevada, and nearby, we find evidence of pre historical civilisations. Even more amazingly, these civilizations may not even be human. A concentration of archeological and anthropological evidence raises the possibility that Homo Sapien was not the first sentient species to walk the earth. References to a serpentine pre-human civilization appear, obscured but with undeniable consistency around the globe. And the region around the Emerald Cities is notable for a remarkable concentration of such evidence. Whilst one of course must shy from unsubstantial quasi-mystical speculation, this paper explores the possibility that certain loci around this area held special meaning for pre-human (and indeed pre historical human) civilisation, presumably related to mystical belief systems, quite possibly of a cult or quasi-cult like state (such as the aforementioned “Yellow Sign”). Even now, folklore and rumour ascribes such loci as mysterious, or even dangerous.
  7. If called for, a fairly poor Knowledge (Life Sciences): 1d20+15 18 life sciences roll. If other skills pertinent like Medicine or Behavioural Sciences, feel free to roll on my behalf
  8. Synth Even synthetic eyes needed light. And let there be... Synth pressed the light switch. In a sense, it would not be a total loss to be found. He was wearing the face of what was, if not the head scientist here, then at least someone far up the pecking order. Albeit wearing less than appropriate clothing. If there was a lab coat to be found, that would be the first thing to grab. And then...time to look down some microscopes, see if he - or, more accurately, the bubbling implanted memories of a half dozen world class biological scientists - could understand any of it. It might take a bit of time, but he did need to work out what was going on. Petri dishes...microscopes...research data on paper or file. And there it was again...Knight and Williams!
  9. Ok so a slightly breakneck pace to start, but is it ok to scene cut to the river / wetlands?
  10. Fine by me, well go with that as default although not so pertinent at this point! (Also could you add KK to your signature to help? )
  11. GM "Rosa...Rosa Sanchez. But call me Rosa" She pulled out a crisp map of the RIver. "I...sorry. It's a bit embarrassing. Everyone thinks I am crazy. But I read some of the Professor's papers, and, well, either we are crazy together, or not crazy at all" she explained, a little nervously, but with a warmth. That kind of smile that reminded one of embers in a dying fire. "Down the river. Quite a way down. Wetland, I think. I have a boat already. Captains a bit of a character but said he knew the wetland and his boat could handle it" The Professor nodded with unusual enthusiasm. "This area...lots of legends about it. Very old" he said, sagely. "Older than human civilization" he said, more softly. "Older than human life" he said, even more softly. Rosa looked slightly awkward about that statement but did not disagree. "And the source of an plant with the most extraordinary regenerative properties, they say" she added, hopefully.
  12. OOC for http://www.freedomplaybypost.com/topic/9666-the-sick-and-the-serpentine-ic/
  13. GM April 17th, 2017, Emerald City University Something was swirling in the ether, a sensation that only the attuned could feel. And Kimo was one of those. A message from the Gods. It was a command, of sorts. Perhaps a request. Perhaps a challenge. Perhaps all. Into view swam Professor Gallagher, the elderly short man who always insisted on wearing too heavy clothes in too heavy heat. He was surely due retirement but he ran on hard will. His stick clicked on the floor of the university and then raised, a little unsteady, pointing at Kimo. Professor Gallagher was one of the Professors of ancient american history in the university, with some rather strange ideas he took to professing. He also taught Kimo. He was pointing him out to a woman in her thirties, a professional woman of enigmatic and magnetic look. Long and wild blonde hair fell around darker skin. Maybe she was Colombian, or Bolivian. Glasses gave a intelligent almost serious, and almost sad, look to her. The Gods had directed Kimo to help this woman. A moment later, the two were there. "This is Doctor Sanchez" explained the Professor. "Oncologist. You...ah...you know what that means, don't you?" said the Professor, testing the young man. "She has some notion of a cure for cancer. Mmmm. We should be so lucky. Except some of her ideas also are in keeping with mine. Anyway, she needs someone who knows a bit about history to help her and...." Somehow the will of the Gods had bent his mind to Kino. He didn't quite understand why, pausing, trying to work out the reason he had chosen Kino, but the Gods were strong and subtle. "...well I thought...you would be so good as to go on a field trip with her? I'm getting to old. Somewhere down the river, something....ancient, I think" he said, with mind once again foggy from divine interference.
  14. Synth Synth stopped for a moment to catch his breath. His muscles had coiled and were sprung tight. He could feel cramp coming on, from the effort and the shock of landing. He was not inclined to rearrange his muscles that way again. The vents however, well that was just what he had been hoping for. It looked like a squeeze even for him, but he could do it. Once again, he concentrated on his tendons and muscles, changing the synthetic nature of their composition to soft, elastic. Whilst still maintaing his strength, he seemed to sag slightly. Still a little wobbly from the jump, he poked his head into the vent. If his head could fit, then the rest of his body could, although joints and bones would dislocate. Like a tube of toothpaste, he squeezed himself down the vent. With a bit of luck, the important stuff would be on the higher levels, so not far. His aim was to find anything laboratory shaped...
  15. So I am not sure of the distances and so on for the leap? (also, if its a prob just climbing up to the nearby building let me know so I can edit). Broadly speaking if there is a significant chance of not making it (with acrobatics skill etc) I wonder if you would allow an HP to stunt of the muscle array to create "Springing muscles" and improved leap distance to make the distance?
  16. Synth Is the building empty? Empty or not, he was going in. Even if there was no easy way. He considered the options. Whatever the risk, the roof would be the optimal option as far as he could see. The door, whilst unguarded, would in his judgement be likely rigged with alarms and locks well beyond his capabilities. Possibly worse, given the scientists willingness to use violence as his tools. So instead, he made his way up to the top of the nearest building of similar help, leaping and swinging with fluid grace up the fire stairway like a monkey. Perhaps someone would hear the clanging metal, but he aimed to be gone in a moment. At top, he scanned the other buildings roof, and estimated the distance...
  17. 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: 48 (DoB: 20/2/1968) Apparent Age: 48 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, shirt and tie, and sometimes a fedora. 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] Super Senses 1 (Scent) [1PP] Metamorph Form (Dog) 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
  18. 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: 01/01/1985) Apparent Age: 28 Gender: Male Ethnicity: Caucasian Height: 5’1” Weight: 140 Kgs Eyes: Green 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. However, when he acts more as a superhero, he has a costume of blood red tank top, trousers and boots, and - although everybody knows who he is - an equally red eye mask. Power Descriptions: Fred is a mutant with an unnaturally stocky, resilient and strong 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. His ability to control blood is generally unnoticeable, unless he controls his own blood by pushing it out of his body into a small homunculus of blood (and his real body a desiccated shrivelled up horror). 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 bare knuckle 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. Fred has the ability to manipulate blood. Normally he uses this to either control bleeding (therapeutically), or to drain his own blood, which leaves a desiccated, withered, and immobile Fred and a small, 2’ high “homunculus” of his own blood that can then act, retaining most of Fred’s strength. He uses his homunculus form when he needs to be stealthy or creep into places he could not normally access. Whilst his homunculus form has certain advantages in terms of resilience, it does of course leave his desiccated body very vulnerable... 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. Cowardly Dog: Whilst Harry Hound is technically a fanatic sidekick, in reality his courage often fails him.. 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. Don’t 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. Illiterate: Fred can’t read or write, although he has learned a crude signature. Iron Man: To maintain his powers, Fred needs a vast amount of iron in his diet. He eats vast quantities of red meat and spinach. 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... 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. 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: +11 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] Saving Throws: 2 + 6 + 5 = 13PP Toughness: +10 (+10 Con) [+6 in alternate form from size] Fortitude: +12 (+10 Con, +2) Reflex: +9 (+3 Dex, +6) Will: +6 (+1 Wis, +5) 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) [+3 total in alternate form from size] 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 Challenge: Fast Feint (No -5 penalty for Move Action Feint) Defensive Attack Elusive Target Equipment 5 Fast Overrun Fearless Improved Critical 1 [unarmed Attack] Improved Initiative 2 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 Teamwork 3 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: 48 + 9 + 4 + 1 + 3 + 4 + 2 + 2 + 5 + 6 + 2 = 86PP Blood Control Array (42PP Array; Feats: Alternate Power 6) [48PP] BP: Healing 10 (Extras: Action [Standard], Range 2 [Perception]; Flaws: Limited (Damage causing blood loss or blood effects only); Feats: Stabilise) {41/42} “Seal Wound” AP: Alternate Form 9 (45PP Container; Extras: Duration [Continuous]; Flaws: Projection [-1]; Drawbacks: Full Round to Activate [-3]) {42/42} AP: Damage 10 (Extras: Alternate Save [Fortitude], Range 2 [Perception] Feats: Sedation, Subtle, Variable Descriptor 1 [blood], Drawback: Target must have blood system*) {42/42} “Cause bleeding / clotting” AP: Fatigue 10 (Extras: Range 2 [Perception]; Feats: Reversible, Sedation, Subtle, Drawback: Target must have blood system*) {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], Subtle, Drawback: Sensory organs must have significant blood supply [-2]*) [41/42 PP] AP: Nauseate 5 (Extras: Contagious, Continuous Aura [+4], Disease [+2], Feats: Reversible, Selective Aura, Flaws: Sicken only [-1]) [42 PP] “Blood Infection” AP: Nullify 10 (All Blood Effects/Blood Loss, Extras: Effortless, Perception Range [+1], Feats: Selective, Subtle) [42/42 PP] *Drawback Boost 4 (All strength powers [Enhanced Strength, Leaping, Speed, Super-Strength, Endurance]; Flaws: Personal; Feats: Slow Fade 1 [1 minute]) [9PP] (pump blood) Enhanced Strength 4 (turbo powered blood) Enhanced Trait 1 (Endurance 1) [1PP] (turbo powered blood) Immovable 1 (Extras: Unstoppable; Feats: Innate) [3PP] (squat body) Immunity 10 (Fatigue Effects, Disease, Own Blood infection power Flaws: Limited [Half effect] for disease and fatigue) [4 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 (Detect Blood*, Olfactory, Accurate, Acute) [5 PP] Super Strength 2 (Effective lifting strength 32/36; Feats Ground Strike; Super Breath) [6 PP] Swimming 2 (5mph / 44'/rnd) (mighty pumped up arms and legs) Drawbacks: -2PP 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** *Unarmed attack -2 DC if in alternate form. Up to +2 DC if boosted. **Any sensory organ that would be affected by bleeding (in most humans this would be visual, auditory, olfactory senses). Totals: Abilities (40) + Combat (40) + Saving Throws (13) + Skills (15) + Feats (57) + Powers (86) - Drawbacks (-1) = 250/250 Power Points
  19. Synth Max Armour? At least its not here already... But even being on alert was a serious problem. He had never personally seen MAX armour in person, but he knew enough to know that they packed serious artillery. And an agent was here? Perhaps there was more than one player involved. Had AEGIS become entwined in the whole rotten business? If so... Not for the first time, Synth wondered about "coming clean" and revealing himself to the official agencies. But he did not trust them. Particularly, if the truth be told, he did not trust America. Of course, the bulk of the world was worse, and often far worse, but America reeked of capitalism. Which was admittedly effective but also brutal by nature. And that sat uncomfortably with him. And besides which, SHADOW was always in the shadows. He slunk away, not wishing to engage the agents (or worse). He circled the building, looking for a back door...or any type of entrance that was not the obvious front door!
  20. Synth The clothes might not fit, but the face does. If anybody was still here, hopefully he could pull it off. But better be prepared. His initial plan had been to march up boldly, but it seemed something was up, and he needed to find out what it was first. So, he ducked into the shadows behind foliage and ornament, starting with an unusual avant garde concrete statue of debatable artistic merit. His keen senses alert, he crept forward to the flashlights, eyes, and more importantly ears, open. Was this the police? or something else. Clearly the lab had some private security, and they were no pushover either. He still winced at the thought of those cattle prods. But the police would make this more complicated...
  21. Synth Nowhere was dark in Freedom City, not with ambient street lighting everywhere, glowing neon flowers. But it was still night, and a cloudy, rainy night at that. Fortune was on his side in that regard. But he was wet and even tired, for even Synthetic men needed sleep. But that, he could not afford. He had to find that lab before the scientist wrangled his way out of handcuffs, literally or metaphorically. And besides which, if he slept he would revert back to his transculent, albino form which was far from easy on the eye. So he scuttled through the semi darkness and drizzle, till he found the cheapest store he could with the cheapest security system. Even the worst clothes and shoes would do. Anything but his current state of dress. And then, back to the lab. It was not far....
  22. Synth "I can't thank you enough" said Synth, sincerely, dripping wet in the dark. "Before I go, I want you to know that I won't forget your help. Even when you have been knocked down by misfortune, you still help" Or perhaps because of your misfortune... He recognised the bridge, of course. Even drove a shift down this route collecting garbage. Of course, they didn't check under the bridge. Well, that would change. He would check up on the bridge community from now on. See what he could to help. Society has failed them. In the land of wealth, the unlucky are crushed. Disgusting... He felt loathing for the callous country, and warmth for the people residing in it. Diffusion of responsibility! explained the memories of the scientists, quoting psychology at him. There is more to it than that. Something rotten in the sweetness... He shook his head. "I must go and get something to wear" he told his new friend. "Ill check up another day, maybe not this face. But I will try and help if I can. They call me Synth" he said, honestly. He turned to go, and gave a turn of his head back to the man. "What do they call you?"
  23. Synth "Well, you have my thanks" said Synth earnestly. "For what its worth. But know this, if I can help you, I will. Maybe not today, maybe not tomorrow. But I will find you, and I will help you" "But right now, I don't even have a shirt on my back. And I need to get somewhere, try to stop...well...stop what nearly happened to me. And I don't have much time. But I can't run around Freedom City like this. Tends to attract a bit of attention. Do you know where i could...ah....liberate something to wear?" Again, breaking the law. Admittedly a minor demeanour, and born out of necessity. He was not exactly averse to it, but it gave him a prickly sensation on his skin, even so. Laws were the pillars of civilisation, and, as frequently erroneous as they were, he could not help thinking anarchy would be a horror beyond even the most brutal of laws. As rationale as his course was, he could still perceive the gnawing at his soul.
  24. Synth "Got kidnapped. Some crazy scientist wanted meat to experiment on" answered Synth, covering himself with the blanket. "Streets aren't safe, I tell you" He looked at the man and wondered what his story was. Down and out, or more to it? "I got lucky and made a break for it. Got chased, got unlucky, had to punch his lights out. Not that he didn't deserve it, the scum. Still, ends up with police looking for me now. What am I going to tell them? I got captured as a human guniea pig? huh...." Still...I can't steal this man's clothes. Look at him! "What's your story? Catch one too many bad breaks?" he asked, still thankful and touched by the man's generosity even in adversity. I owe this guy...he realised, resolving to pay him back. "And whats with this gang? Unity in numbers?"
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