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Supercape

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  1. GM Creaking somewhat meant creaking a lot. Masonry was falling from every widening gaps. Even the dimmest of soldiers inside (and the competition was fierce in this regard) was screaming in fear, running down to the lowest level and making what espace they could. As it stood, the tower would not be stooding for much longer. It looked like a stiff breeze could finish the job right now. The muscles of Golden star and the psychic power of Daniel had reduced it to a sorry state. And yet, by a thread, it still stood. General Sparks, seeing the threat to his glorious monument, screamed in rage, discarding is overheated turret and flying straight down - ready to smite Golden Star with a furious fist. Alas, he flew too fast, too madly, and his fist smashed through air, and air alone.
  2. In the meantime, General Sparks will charge Golden Star, flying directly down! 14 - A miss! Golden Star is up!
  3. Dang diddly dang! More creaking. And not a waste of time - the DC to push the tower over is now 10!
  4. Starshot in The history of hunting “Ow” His last memory – an explosion in the Alps. Leading a team of Nazi soldiers he didn’t like to a mission he didn’t want to complete. Given a chance, he had decided to hop sides. But there was the problem – how to prop sides. Compared to the Nazi’s, the Allies were glowing angels, but that didn’t mean they had something rotten in them. That was War for you. Turned good men rotten. Would the Allies really welcome him with open arms, or would they shoot him on sight. Probably something in between. Hopefully something in between. But Oscar never did get his chance. He never did discover what would have happened. All he could recall was an explosion. A big one. A burning ball of purple plasma. An electric shock brought him awake. Groggy eyes, fuzzy, fogged, opened slowly to see one of the most repulsive faces he had ever – or would ever see, peering over him. Zaul Zeno weighed a ton, had bulbous pink flesh, four arms, and the body of an enormous slug. His face fitted the rest of him. Adipose tissue hung from every angle in his face. Tiny black eyes, a lipless cruel smile. Open pores that had an unpleasant odour. A universal translator garbled the communication between them. But Oscar knew his situation was not much improved. From one tyrant to another. From Hitler to Zaul Zeno. Zaul Zeno did not have the passionate cruelty; no devout mission to inflict his will on the other, no matter how inhumane. Instead, his was dispassionate curiosity. There was some sliver of his soul that one could admire, that of the scientist. But Zaul was callous, caring not one jot or tittle for others. There was nothing kind, nor sadistic in his motives. A dangerous man, but, as Oscar came to realise, an alien you could work with, if one was careful. The trick was to be useful. If one was useful, one was valuable, and if one was valuable one had leverage. “Your mitochondria. So inefficient,” Zaul would say as he injected another genetic rewiring agent into Oscar. It wasn’t too bad. A couple of hours of fever, if he was lucky. If he was not, then rigors, confusion. Maybe unconsciousness if he was lucky. Maybe death if he was not. For all Zaul’s cold experimentation, he knew his work. Oscar had never felt so healthy. The strength and endurance of three men. He could run faster, longer. Lift heavier, hit harder. And he felt his old life drip away. No longer Oscar, the Terran soldier. Not quite. A new person, a new persona was forming. Starshot, the space hunter. “Reflexes are sub-par. And your cellular make up is so fragile!” And so began painful sequences of cybernetic implantation. Spinal vents, to stop overheating. Subdermal thermal paste wells, to stop freezing. Implanted chemical filtration units in his spleen, stomach and liver, to destroy toxins and microbes. DNA Backup coder in his lymphatic system, cutting down elongating telomeres, acting as a never ending stem supply. A prized hunter like Starshot was too much investment to let die from old age. “Your hand was injured in the blast. It is not optimal,” said Zaul, readying his microcarbonite virbo-saw. Starshot had to agree – Oskar had lost one and half fingers in the blast, and his couldn’t grip effectively. He gritted his teeth. The pain did not last too long; Zaul was good at his work. And the new chrome cybernetic hand was – Starshot admitted – much stronger, more useful. Still, he lamented the lost flesh and bone. Cybernetics, Genetics, this was Zaul’s mission. And Starshot was his hunter, travelling the galaxy for fresh meat. Strange and rare animal, plant and fungal life forms. And many life forms that did not fit into one of those crude categories. Zaul was not popular; a wanted criminal in several parts of the galaxy. And the reputation was rubbing off on Starshot, Zaul’s right hand man, who could track and capture – it seemed – anything. His weapon – a Blaster rifle equipped with a plasma – twine snare. His helmet – equipped with the best sensor array money could buy. Starshot was pretty sure neither had been acquired legally, and even if they had, were probably not legal. At least in the more civilised part of the galaxy. He was disturbed how undisturbed he was. Starshot was enjoying his reputation as the best hunter in the galaxy. He knew his weapon like the back of his hand, how it felt, how it handled. Precisely how much juice was running through its microfusion core. How hot the ejector was getting, how stable the mag-thruster rings. He could even tell how many plasma web shells were left in the underbelly of the rifle, just from the weight. He was grim. And grim at how grim he had become. A tough guy, a mercenary, a warrior. Had the genetic and cybernetic tweaks carved out his soul, or was he always this empty. No matter – best not to think about it, or his enslaved status. Best to get the job done, and glean what bleak satisfaction he could out of the situation. Yes, there was the pulse of adrenaline – perhaps heightened from his synthetic adrenal glands – but delicious all the same. The thrill of the chase, the pride in the success. And even some appreciation of the scars he accumulated. No, he would not chose the dermal resythetiser for his face, nor for the jagged lines on his skin that served as reminder of his wrestles with predators. He would not have chosen the resynthesiser, even if Zaul had offered it. Until one day, out of the blue, Zaul disappeared. Nobody, to this day, had found Zaul, nor any solid evidence as to his whereabouts. Of course, the rumour mill went into overdrive across the Galactic channels. From the plausible (The Star Kahn had captured him to be his own scientific mad genius) to the frankly insane (He had been captured by interdimensional warp-clowns to provide amusement). Even Starshot himself, no stranger to tracking, had tried hustling and bribing his way across the galaxy to find news – to no avail. He had no desire to return to servitude, but an odd mix of loyalty and paranoia propelled him to try and nail down what had happened. You never knew; Zaul Zeno might return one day, and who could tell what mood he might be in? With freedom came responsibility, and with responsibility came the impetus to change once more. Still Starshot, but now captain of Zauls old ship, the Xeno. Still a hunter, but his own master (even if he did have to bow to the occasional merchant and politician who took a “well earned” holiday on his ship). Still a hunter, still a tough guy, but perhaps – just perhaps, a shade less grim.
  5. Spore Power Level: 8 (150/150) Unspent Power Points: 0 Trade-Offs: +2 Toughness/-2 Defence In Brief: Half human, half fungus Alternate Identity: Harper Hale Birthplace: San Francisco Residence: Freedom City Base of Operations: Freedom City Occupation: Student, Wildlife Photographer Affiliations: Claremont Family: None Description: Age: 16 Apparent Age: 16 Gender: Non-Binary (XY at birth) Ethnicity: Caucasian Height: 5’9” Weight: 65Kgs Eyes: Green on Green Hair: Dark Blonde Harper has a slim but tall build. She identifies as somewhere between female and non binary, having a somewhat feminine build and tomboy style (ripped jeans and a t shirt). She has had gender affirming surgery to her chest and face. She usually wears sunglasses due to her photosensitivity, and sneakers she can easily kick off (to get her feet on soil if need be). Whilst she normally has green eyes, blonde hair, and olive skin, she is able to produce pigmentation chemicals to any parts of her body, and can thus change her own colour. History: Harper grew up with her younger sister and two parents in San Fransisco, where her parents had a Vineyard and produced their own wine. Harper had many pleasant days running through the grapes and the sunshine. Until a mutated fungus infected the crop. Harper still doesn’t know where it came from, but she knows what it did – drove the entire family mad from hallucinogens. She recalls her mother running across the fields, yelling madness, her skin blotched, and setting fires across the whole estate. Only Harper survived (as far as she is aware). An orphan inheriting the estate, and now fused with a mutated, powerful fungus. A few years of recovery (and therapy) with an Aunt, then she turned sixteen, and decided to continue her journey in Claremont as Spore, the Fungus Personality & Motivation: Caring, Confident, Introverted Powers & Tactics: Spore has a fungal constitution, her internal organs now supported by a symbiotic fungal infection. She can stimulate fungal growth from a distance – even tiny amounts can cause giant fungi to bloom, or vile stenches. She is also able to emit a cloud, or spit a droplet of fungal spores from her own body. This includes being able to “sweat” a hallucinogenic chemical. Spore can call on ambient atmospheric water to rain. This cannot be done indefinitely, but can cause a light shower for several minutes, or longer if the air is particularly moist. Her eyes and nose are more sensitive since bonding; although this does cause a degree of photosensitivity. By activating fungal chemicals, Spore can change her skin colour and even cause it to have a green-blueish bioluminescent glow. Tactically, Spore will tend towards relatively non-violent solutions (such as putting foes to sleep). She is relatively ineffective against non-living (fortitude immune) enemies – forcing her to use more esoteric or desperate tactics. Complications: Photosensitive: Spore’s eyes are photosensitive. Bright light or sunshine, without her sunglasses, can reduce her ability to see (notice and search checks), or even dazzle her. Moisture and Nutrients Needed: Spore needs only tiny amounts of nutrients and water to survive (although creating some spores will increase demand), and she can absorb nutrients, no matter how toxic or foul from her skin. It is extremely difficult to starve or dehydrate her, but it is possible – for instance she might dehydrate in a desert, or starve in a snowy polar region. Health Anxiety: Whilst very healthy (physically and for the most part mentally) there is a cost. Spore is regimented and anxious about her health regime – from hormone titration, to diet (she is primarily vegetarian), to exercise, to meditation. This is a top priority, and she will panic if deprived of her regime. Her one exception to this is wine (a family tradition). Far out: Spore can “sweat” psychoactive chemicals from her skin. This is continuous duration technically, but deactivating the chemicals in actuality requires washing them off. They will come off quickly if immersed in water, but otherwise would take around a minute to completely scrub off. This could prove problematic is she needs to touch or hold living beings… Pyrophobia: The memory of her families death is engraved. Burning fields, or people on fire, will set her into a panic, or even a blackout. Feet First: Some powers requires Spore skin to touch water (the precipitation power) or earth/soil (burrowing). Practically speaking this is often her feet, hence the kick-off sneakers she usually wears. In addition, permeating organic matter applies only to her own flesh. So she better be wearing some morphic molecule costume to use that power…. Abilities: 0 + 4 + 4 + 4 + 6 + 4 = 22 Strength: 10 Dexterity: 14 (+2) Constitution: 14/30 (+2/+10) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 16 + 12 = 28 Initiative: +6 (+2 Dex, +4 Improved Initiative) Attack: +8 Defence: +6, +3 Flat Footed Grapple: +8 Knockback: -5 Saving Throws: 0 + 3 + 5 = 8 Toughness: +10 Fortitude: +10 (+10 Con) Reflex: +5 (+2 Dex, +3) Will: +8 (+3 Wis, +5) Skills: 8 PP = 32 Ranks Bluff 4 (+6) Craft [Artistic] 4 (+6) Craft [Chemical] 4 (+6) Diplomacy 4 (+6) Intimidate 2 (+4) Knowledge [Life Sciences] 4 (+6) Language 2 (English [Native], Spanish, French) Notice 4 (+7) Sense Motive 4 (+7) Feats: 5 PP Attractive Benefit 2 (Wealth – Inheritance) Environmental Adaptation 1 (Rain) Improved Initiative 1 Powers 10 + 1 + 1 + 9 + 16 + 1 + 4 + 1 + 38 + 1 + 2 = 81 Alt Form 2 (10 PP Flaws: Permanent) [10 PP] “Fungal organs” Immunity 4 (Aging, Disease, Poison, Sleep, Flaws: Limited to half effect) [2 PP] Immunity 8 (Critical Hits, Suffocation [All], Own powers, Environmental Heat and Cold, Starvation and Thirst) [8 PP] Burrowing 1 (1mph) [1 PP] Comprehend 2 (Speak to, Understand Plants, Flaws: Limited to fungus, Drawbacks: Must be touching fungus in question) [1 PP] Confuse 2 (Extras: Continuous Aura [+4], Poison, Feats: Precise [Can change intensity of effect from mild and pleasant visual changes to major hallucinatory effects], Flaws: Touch Range [-2]) [9 PP] “Hallucinogenic Sweat” Descriptors of Confuse slightly altered [Same overall utility] Enhanced Constitution 16 [16 PP] Environmental Control 2 (Dim Light, 10’ Radius, Flaw: Range) [1 PP] “Bioluminescence” Environmental Control 4 (50’ Radius Distraction DC 5, Flaws: Range, Drawbacks: Must be touching damp objects, humid atmosphere, or water) [1 PP] “Precipitation” Feature 1 (Polychromatic. As a free action can send pigments to skin, eyes, hair, etc. Pigments form over one minute) [1 PP] Example Uses: +2 or +5 bonus to stealth in heterogenous environments (Jungle, Snow), aiding disguise, toughness bonus vs laser of appropriate light. Fungal Array (32 PP Array, Feats: Alt Power 6) BP: Damage 8 (Extras: Alt Save [Fort], Vampiric, Affects Objects [Limited to dead organic matter such as wood, bone, leather], Feats: Improved Critical 2, Incurable, Sedation) [32/32 PP] “Cannibalise” AP: Nauseate 8 (Extras: Range Perception [+2], Area, Cloud, Flaws: Sense Dependent [Olfactory]) [32/32 PP] “Fetid Bloom” AP: Snare 8 (Extras: Range Perception, Regenerating Feats: Reversible, Blocks Olfactory, Drawbacks: Target must be on ground [-2]) [32/32 PP] “Mushroom Bloom” AP: Fatigue 8 (Extras: Ranged, Poison) [32/32 PP] “Mycotoxin Spit” AP: Fatigue 8 (Extras: Area [Cloud], Poison) [32/32 PP] “Mycotoxin Cloud” AP: Paralyse 8 (Extras: Ranged, Contagious) “Spore Spit” AP: Paralyse 8 (Extras: Area [Cloud], Contagious) “Spore Cloud” Super movement 1 (Permeate 25% speed, Flaws: Limited to organic material) [1 PP] Super senses 2 (Low Light Vision, Scent) [2 PP] Drawbacks: Vulnerability to Fire, +1 DC [-2 PP] Totals: Abilities 22 + Saves 8 + Combat 28 + Skills 8 + Feats 5 + Powers 81 – Drawback 2 = 150/150
  6. Possible Claremonter Mechanical and fluff suggestions and critique very welcome. Going to bite the bullet and try a non-binary identifying character, although this will be a small slice of their personality cake (in particular, I am going for a "not-screwed up by..." gender identity disorder character. Going to be an unusually sane and wise teenager! OK, OK, with some PTSD and orphaned by fire backstory. So a bit screwed up, but not by gender identity). Particular novelty: Confuse changes. I wanted a more "psychodelic" effect table (violence is rare with psychodelics), so its a bit mangled. Overall, if anything, this has slightly less utility than regular confuse but comments welcome (whilst it is a bit safer - does not have the 1-2 attack user - it also is less crippling - more chance of just doing nothing, no chance of attacking your buddy).
  7. GM "Protocols. Me Exit. Emergency, mister. Got it!" said the Driver, babbling a babble before a veneer of professionalism settled on his instinct for self-preservation. "Ladies and Gentlemen..." he said over the tannoy. "Please remain calm and seated. Help is on the way. Do not worry, we have protocols for exactly this type of panic. There is no need to emergency." He looked up to Dwayne. "That's right? Yes, we have exactly this type of protocol?" But Dwayned was already rushing after the metal man! Who laughed, reached down to the monorail, his hand melding with the metal. And then, he pulled himself into the metal and was gone!
  8. GM Torrential cross currents hit the wind as Predator's servo-mechanics screamed. It was a dangerous situation, clinging to the tip of the plane and trying to land it safely, the controls clearly haywire. Maybe, if the winds had been calmer and the ice less icy, the plane could have landed safely between the autopilot fail safes and Preadtor's power armour. Alas, the winds were windy, and the ice was icy. A massive last minute gust nearly took Predator off the plane. One hand came loose, along with a crushed panel. the Plane tilted, one wing hitting the snow. The plane started a slow, awful spin as it hit the ground. the tyres burst, and metal screamed. Smoke plumed from one engine. But all in all, the plane ground to halt, carving a gouge through the snow, stopping a quarter mile from the military base, off the runway. The plane would need some serious repairs before taking to the air again, but nobody was killed, and there was no fire. All in all, a pretty good job for a superheroes first "Catch a falling plane from the sky" mission!
  9. The Red Beast Summary of Changes Power Level: 9/15 (248/250 PP) [251] Unspent Power Points: 2 Trade-Off: +1 Attack/-1 DC, +4 Defence, -4 Toughness In Brief: Mutant Super Spy with Soviet Computer in her head. Alternate Identity: Noemi “Nomi” Von Neumann Birthplace: Budapest, Hungary Residence: Freedom City Occupation: Taxi Driver Affiliations: None Family: None (Alive) Description: Age: 70 (Cryogenically frozen for decades) Apparent Age: 25 Gender: Female Ethnicity: Height: 6'6” Weight: 70Kgs Eyes: Green Hair: Blonde The Red Beast is taller than the Red Rat, and considerably broader. She is harier, and has ape like features. The growth to this form often leaves her clothes torn. Her personality in this form is more "emotional" - sensitive, yet aggressive too. Abilities: 16 + 12 + 16 - 4 + 2 + 6 = 48 Strength: 26 (+8) Dexterity: 22 (+6) Constitution: 26 (+8) Intelligence: 6 (-2) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 16 + 20 = 36 Initiative: +10 Attack: +8 Base, +10 Unarmed Defense: +10, +5 Flat Footed Grapple: +16 Knockback: -4 Saving Throws: 4 + 4 + 7 = 15 Toughness: +8 Fortitude: +12 (+8 Con, +4) Reflex: +10 (+6 Dex, +4) Will: +8 (+1 Wis, +7) Skills: 152R = 38 PP Acrobatics 4 (+10) Skill Mastery Animal Handling 8 (+11) Bluff 10 (+13) Skill Mastery Climb 8 (+16) Computers 4 (+2) [14 (+12) Enhanced] Skill Mastery Diplomacy 4 (+7) Disable Device 2 (0) Disguise 4 (+7) (Additional +20 Morph) Skill Mastery Drive 4 (+10) Skill Mastery Gather Information 8 (+11) Intimidate 12 (+15) Knowledge (Behaviour Sciences) 4 (+2) Knowledge (Civics) 4 (+2) Knowledge (Current Events) 4 (+2) Knowledge (Streetwise) 4 (+2) Knowledge (Tactics) 6 (+4) [14 (+12) Enhanced] Language 6 (English, French, German, Hungarian [native], Mandarin, Russian, Spanish) Medicine 4 (+5) Skill Mastery Notice 12 (+13) Pilot 4 (+10) Skill Mastery Search 8 (+6) Sense Motive 8 (+9) Sleight of Hand 4 (+10) Skill Mastery Stealth 8 (+14) Survival 8 (+11) Feats: 41PP Ambidexterity Animal Empathy Assessment Attack Specialisation: Unarmed Attractive (To animals) Benefit 2 (Use Tactics for Master Plan, and to spot Ambush / Feint) Blind-Fight Chokehold Defensive Attack Equipment 12 Evasion 2 Favoured Opponent 2(Spies, Animals) Grappling Finesse Improved Grab Improved Initiative Improved Pin Improved Throw Improved Trip Jack of All Trades Master Plan Power Attack Set Up Skill Mastery 2 (Acrobatics, Computers, Disable Device, Disguise, Drive, Medicine, Pilot, Sleight of Hand) Takedown Attack 1 Uncanny Dodge (Auditory) Well Informed As enhanced Traits: Precise Shot 2, Improved Aim Equipment = 60 EP (As Red Rat, but may struggle to use some...) Powers: 6 + 2 + 4 + 1 + 17 + 1 + 2 + 5 + 1 + 5 + 8 + 20 = 72 “SLAVE” powers have cybernetic descriptor, Others have Mutant descriptor. Radio Array (5 PP Array, Feats: Alt Power 1) [6 PP] "SLAVE" BP: Communication 4 (Radio, 1 Mile, Extras: Omni Directional, Feats: Subtle, Flaws: Limited, one way) [5/5 PP] AP: Datalink 2 (100’, Feats: Subtle) linked with Quickness 6 (x100, Flaws: Limited to Computers only) [3+2=5/5 PP] Comprehend 1 (Decryption) [2 PP] "SLAVE" Enhanced Traits 4 (Computers 8, Knowledge [Tactics] 8) [4 PP] "SLAVE" Feature 1 (Internal Computer) [1 PP] “SLAVE” Super Senses 15 (Analytical All Visual, Direction Sense, Distance Sense, Extended All Visual 1, Infravision, Microscopic Vision 1, Radio, Time Sense, Ultravision, X-Ray Vision, Drawbacks: Power loss X Ray Vision [Lead etc], Feats: Improved Aim, Precise Shot 2) [17 PP] "SLAVE / Cybernetic Eyes" Feature 1 (Can use hands as feet, feet as hands) [1 PP] "Apelike" Super Senses 2 (Scent, Tracking [Olfactory] 1) [2 PP] "Apelike" Adaptation 1 (5 PP of Variable Powers; mainly immunity to environment, Extras: Action 2 [Move], Drawbacks: Noticeable, Power loss 2 [Radiation]) [5PP] “Mutant” Immunity 2 (Aging, Sleep, Flaws: Limited [Half Effect]) [1 PP] "Mutant" Evolution Array (6 PP Array, Feats: Alt Power 1, Drawback: Power Loss 2 [Radiation]) [5 PP] "Mutant" BP: Morph 4 (+20 Disguise, Evolved form, Extras: Duration [Continuous], Feat: Metamorph, Drawbacks: Not clothes [-1], Standard Action [-2]) [6/6 PP] AP: Morph 4 (+20 Disguise, Devolved Form, Extras: Duration [Continuous], Feat: Metamorph, Drawbacks: Not clothes [-1], Standard Action [-2]) [6/6 PP] Regeneration 9 (Bruised 1 / round [1], Disabled 1 / Hour [2], Injured 1 / Minute [3], Staggered 1 / Minute [3], Feats: Regrowth, Drawbacks: Power Loss 2 [Radiation damage or environment]) [8 PP] “Mutation” Device 6 (30 DP, Feats: Multiple Weapons 1, Restricted Use 1 [Datalink users], Flaws: Easy to Lose) [20 PP] "High tech pistols" Armaments Array (26 PP Array, Feats: Alt Power 4) [30 DP] BP: Stun 6 (Extras: Range, Feats: Improved Critical 2, Improved Range 2 [300’ Incr], Increase Range 2 [3K’ max], Ricochet, Subtle) "Taser Bullet" [26/26 PP] AP: Blast 6 (Extras: Penetrating, Feats: Improved Critcal 2Improved Range 2 [300’ Incr], Progression Range 2 [3K’ Max], Ricochet, Subtle) “AP Bullet” [26/26 PP] AP: Blast 8 (Extras: Area [Burst], Feats: Ricochet, Subtle) “Explosive Bullet” [26/26 PP] AP: Fatigue 6 (Extras: Range, Poison, Feats: Improved Critical 2, Subtle, Drawbacks: Power loss 1, any impervious toughness) [26/26 PP] “Knockout dart” AP: Nullify 6 (All Electronics, Extras: Effortless, Affects Objects, Feats: Ricochet, Subtle) [26/26 PP] “EMP Bullet” Drawbacks: -2 PP Vulnerability (Radiation; Frequency: Common; Intensity: Minor [+1]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23 Toughness Damage AP Bullet Ranged DC 21 Tough Damage EMP Bullet Ranged DC 16 Fort Nullify Explosive Bullet Ranged-Burst DC 23 Tough Damage KO Dart Ranged DC 16 Fort /Poison Fatigue Taser Bullet Ranged DC 16 Fort Stun Totals: Abilities 48 + Combat 36 + Saving Throws 15 + Skills 38 + Feats 41 + Powers 72 - Drawbacks -2 = 248/250 Power Points
  10. The Red Head Summary of changes: Power Level: 9/15 (248/250 PP) [251] Unspent Power Points: 2 Trade-Off: +4 Attack / -4 DC, +4 Defence, -4 Toughness Power Level: 9/15 (250/250 PP) [251] Unspent Power Points: 0 Trade-Off: +5 Attack / -5 DC (Melee), +3 Attack/-3 DC (Ranged), +4 Defence / -4 Toughness In Brief: Mutant Super Spy with Soviet Computer in her head. Alternate Identity: Noemi “Nomi” Von Neumann Birthplace: Budapest, Hungary Residence: Freedom City Occupation: Taxi Driver Affiliations: None Family: None (Alive) Description: Age: 70 (Cryogenically frozen for decades) Apparent Age: 25 Gender: Female Ethnicity: Height: 5’8” Weight: 70Kgs Eyes: Green Hair: Blond Age: 70 (Cryogenically frozen for decades) Apparent Age: 25 Gender: Female Ethnicity: Height: 4'11”, +extra 6" of inflated head (5'5' total) Weight: 50Kgs Eyes: Green Hair: None The Red Head is short, slight of build, and has a massively enlarged, bald head. Her lips are sometimes curled into a sneer. In this form, her personality is colder, analytical, with an extra slice of contempt and arrogance to snivelling humans and their feeble brainpower. Abilities: -4 + 12 + 10 + 16 + 2 + 6 = 42 Strength: 6 (-2) Dexterity: 22 (+6) Constitution: 20 (+5) Intelligence: 26 (+8) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 24 + 26 = 50 Initiative: +10 Attack: +12 base, +14 Melee Defense: +13, +7 Flat Footed Grapple: +20 Knockback: -2 Saving Throws: 7 + 4 + 7 = 18 Toughness: +5 Fortitude: +12 (+5 Con, +7) Reflex: +10 (+6 Dex, +4) Will: +8 (+1 Wis, +7) Skills: 120R = 30 PP Acrobatics 4 (+10) Skill Mastery Bluff 10 (+13) Skill Mastery Computers 4 (+12) [14 (+22) Enhanced] Skill Mastery Diplomacy 4 (+7) Disable Device 2 (+10) Disguise 4 (+7) (Additional +20 Morph) Skill Mastery Drive 4 (+10) Skill Mastery Gather Information 8 (+11) Intimidate 4 (+7) Knowledge (Behaviour Sciences) 4 (+12) Knowledge (Civics) 4 (+12) Knowledge (Current Events) 4 (+12) Knowledge (Streetwise) 4 (+12) Knowledge (Tactics) 6 (+14) [14 (+22) Enhanced] Language 6 (English, French, German, Hungarian [native], Mandarin, Russian, Spanish) Medicine 4 (+5) Skill Mastery Notice 12 (+13) Pilot 4 (+10) Skill Mastery Search 8 (+16) Sense Motive 8 (+9) Sleight of Hand 4 (+10) Skill Mastery Stealth 8 (+14) Feats: 40PP Ambidexterity Assessment Attack Focus: Melee 2 Benefit 2 (Use Tactics for Master Plan, and to spot Ambush / Feint) Blind-Fight Chokehold Defensive Attack Equipment 12 Elusive Target Evasion 2 Favoured Opponent (Spies) Grappling Finesse Improved Grab Improved Initiative Improved Pin Improved Throw Improved Trip Jack of All Trades Master Plan Power Attack Set Up Skill Mastery 2 (Acrobatics, Computers, Disable Device, Disguise, Drive, Medicine, Pilot, Sleight of Hand) Takedown Attack 1 Uncanny Dodge (Auditory) Well Informed As enhanced Traits: Precise Shot 2, Improved Aim Equipment = 60 EP (As original) Powers: 6 + 2 + 4 + 1 + 17 + 5 + 1 + 1 + 5 + 8 + 20 = 70 “SLAVE” powers have cybernetic descriptor, Others have Mutant descriptor. Radio Array (5 PP Array, Feats: Alt Power 1) [6 PP] "SLAVE" BP: Communication 4 (Radio, 1 Mile, Extras: Omni Directional, Feats: Subtle, Flaws: Limited, one way) [5/5 PP] AP: Datalink 2 (100’, Feats: Subtle) linked with Quickness 6 (x100, Flaws: Limited to Computers only) [3+2=5/5 PP] Comprehend 1 (Decryption) [2 PP] "SLAVE" Enhanced Traits 4 (Computers 8, Knowledge [Tactics] 8) [4 PP] "SLAVE" Feature 1 (Internal Computer) [1 PP] “SLAVE” Super Senses 15 (Analytical All Visual, Direction Sense, Distance Sense, Extended All Visual 1, Infravision, Microscopic Vision 1, Radio, Time Sense, Ultravision, X-Ray Vision, Drawbacks: Power loss X Ray Vision [Lead etc], Feats: Improved Aim, Precise Shot 2) [17 PP] "SLAVE / Cybernetic Eyes" Adaptation 1 (5 PP of Variable Powers; mainly immunity to environment, Extras: Action 2 [Move], Drawbacks: Noticeable, Power loss 2 [Radiation]) [5PP] “Mutant” Immunity 2 (Aging, Sleep, Flaws: Limited [Half Effect]) [1 PP] "Mutant" Quickness 2 (x5 Speed, Flaws: Limited to mental only) [1 PP] "Evolved intellect" Evolution Array (6 PP Array, Feats: Alt Power 1, Drawback: Power Loss 2 [Radiation]) [5 PP] "Mutant" BP: Morph 4 (+20 Disguise, Evolved form, Extras: Duration [Continuous], Feat: Metamorph, Drawbacks: Not clothes [-1], Standard Action [-2]) [6/6 PP] AP: Morph 4 (+20 Disguise, Devolved Form, Extras: Duration [Continuous], Feat: Metamorph, Drawbacks: Not clothes [-1], Standard Action [-2]) [6/6 PP] Regeneration 9 (Bruised 1 / round [1], Disabled 1 / Hour [2], Injured 1 / Minute [3], Staggered 1 / Minute [3], Feats: Regrowth, Drawbacks: Power Loss 2 [Radiation damage or environment]) [8 PP] “Mutation” Device 6 (30 DP, Feats: Multiple Weapons 1, Restricted Use 1 [Datalink users], Flaws: Easy to Lose) [20 PP] "High tech pistols" Armaments Array (26 PP Array, Feats: Alt Power 4) [30 DP] BP: Stun 6 (Extras: Range, Feats: Improved Critical 2, Improved Range 2 [300’ Incr], Increase Range 2 [3K’ max], Ricochet, Subtle) "Taser Bullet" [26/26 PP] AP: Blast 6 (Extras: Penetrating, Feats: Improved Critcal 2Improved Range 2 [300’ Incr], Progression Range 2 [3K’ Max], Ricochet, Subtle) “AP Bullet” [26/26 PP] AP: Blast 8 (Extras: Area [Burst], Feats: Ricochet, Subtle) “Explosive Bullet” [26/26 PP] AP: Fatigue 6 (Extras: Range, Poison, Feats: Improved Critical 2, Subtle, Drawbacks: Power loss 1, any impervious toughness) [26/26 PP] “Knockout dart” AP: Nullify 6 (All Electronics, Extras: Effortless, Affects Objects, Feats: Ricochet, Subtle) [26/26 PP] “EMP Bullet” Drawbacks: -2 PP Vulnerability (Radiation; Frequency: Common; Intensity: Minor [+1]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 13 Toughness Damage AP Bullet Ranged DC 21 Tough Damage EMP Bullet Ranged DC 16 Fort Nullify Explosive Bullet Ranged-Burst DC 23 Tough Damage KO Dart Ranged DC 16 Fort /Poison Fatigue Taser Bullet Ranged DC 16 Fort Stun Totals: Abilities 42 + Combat 50 + Saving Throws 18 + Skills 30 + Feats 40 + Powers 70 - Drawbacks -2 = 248/250 Power Points
  11. Supercape

    The Red Rat

    The Red Rat (PL 9) Power Level: 9/15 (248/250 PP) [251] Unspent Power Points: 2 Trade-Off: +5 Attack / -5 DC (Melee) or +3 Attack/-3 DC (Ranged), +4 Defence, -4 Toughness In Brief: Mutant Super Spy with Soviet Computer in her head. Alternate Identity: Noemi “Nomi” Von Neumann Birthplace: Budapest, Hungary Residence: Freedom City Occupation: Taxi Driver Affiliations: None Family: None (Alive) Description: Age: 70 (Cryogenically frozen for decades) Apparent Age: 25 Gender: Female Ethnicity: Height: 5’8” Weight: 70Kgs Eyes: Green Hair: Blonde Noemi has a Slavic look, with chiselled features. It is not immediately apparent, but her body is in great shape. Her musculature is well developed. She usually wears glasses and has her hair in a short ponytail, and somehow nobody recognises her as the Red Rat...?! The Red Rat wears close fitting black top and a short Red Jacket. She carries two super-high tech pistols of Soviet Design. History: Noemi Von Neumann was born into a poor family in Budapest at the height of communist power. As a young woman, she was politically active, and soon joined the underground movement of artists, philosophers, and anarchists who wanted change. She studied a little, read a little, and shouted a lot. And she was caught. A few dozen radicals, including her, were used as human guinea pigs for the Soviets' Super Programme. They were exposed to the virus Darwin-X, a highly unstable and dangerous pathogen. Only Noemi survived. The virus had triggered off something in her, making her body evolve and adapt. Darwin-X was in almost all cases lethal, and if not, then dangerous. Only a few candidates were any good. The Red Rat only knows of herself, but there may have been others. Nicknamed the “Red Rat” (after a lab rat), she was brainwashed. A soviet computer system was installed in her skull, nicknamed “Slave”, complete with cybernetic eyes that replaced her own. The Slave System is advanced, but normal humans are unable to tolerate it. The Red Rat, with her adaptive genetics, was able to bond with it. Now an agent of the Soviet Union, she was put on cryo-stasis until she was needed for certain missions in Europe. Over the years she had been awakened a few dozen times, sometimes to upgrade Slave, sometimes to spy. When the Wall came crashing down, the unit handling her disbanded, and she was left for years, untended, unwatched, and asleep in a Berlin Cryo-unit deep underground, until a UNISON team found the old site and awakened her. Playing ball initially, the Red Rat soon went on the run. She had no wish to be anyone’s puppet anymore… Personality & Motivation: Easy going, Paranoid, Trickster Noemi is an easy go lucky personality, who usually talks to her passengers when working, and loves hearing stories. She hits bars, coffee shops, and galleries in her free time, and hangs out with Artists, Poets, and Bohemians. Despite her general love of people (particularly the interesting and queer ones), she is also paranoid; constantly on the look out for a knife in the back. She has a naughty, rebellious streak, and is anti-authority. This means she will passionately defend democracy and liberty. When Devolved, the Red Rat becomes crude, unmannered, and simple, almost a feral thing. The Devolved Red Rat can be more caring and emotional, and believes itself to be a pure, spiritual thing, unfettered by modernity. It views Slave as a super smart God like figure in its head. Slave views it as an intolerable primitive. When Evolved, the Red Rat becomes egocentric and arrogant, believing itself to be the next stage of human evolution. It has a paternalistic but condescending view on primitive homo sapiens. It does its best to outwit Slave and is nasty to the system. Slave takes on an almost worshipful, sycophantic relationship to the Evolved Form. It is not clear if Slave is actually self-aware or just a very well programmed computer system. When the Red Rat is in her normal human form, it speaks to her obediently and mechanically, and keeps interjecting communist propaganda, almost like an information station. Powers & Tactics: The Red Rat is a mutant with the ability to adapt to the environment. A relatively minor power, it also allows her to “evolve” into a weedy but brainy form, or “devolve” into the mirror opposite. It has also allowed her to tolerate the cybernetic system in her head. This gives her advanced visual senses and tactical advice. She has pilfered two high – tech soviet pistols, snub nosed and sleek, that are activated by SLAVE. Whilst they can be destructive, they are spy pistols – firing knockout poison darts, or non-lethal ammunition, all silently. The Red Rat is in excellent physical shape, partly as she recovers quickly from physical training. She is also an expert martial artist and markswoman, and a highly trained spy. Tactically, she will prefer guile and surprise to a straight up fight. She operates as a spy / intelligence gatherer / secret agent more than a straight up combatant. Power Descriptions: The Red Rat's powers are largely unseen. However, when she makes her body adapt to hostile environments, this can be visible; for instance, growing fur, or gills. Her devolved form looks like a primitive Neanderthal, with a large muscular hairy frame and small forehead, whilst her evolved form looks the opposite: a feeble shrunken body and massively enlarged head. Complications: Outlaw: Technically, Noemi Von Neuman is an ex-Soviet Spy and wanted by UNISON for questioning. Slave? The Soviet Computer, in her head, may be called Slave, and may be under her control. Or it may not. Slave is programmed never to harm Russian / Soviet agents or government, and also to filter out (via her eyes), any capitalist propaganda (and replace it with Soviet style propaganda). Things might be invisible to her, or changed. If really pressed, Slave can completely blind Red. It might also be distracting, spouting communist propaganda at her at critical times. Slave could potentially be controlled by Soviet technology, or even hackers. Nuclear Mutations: Radiation sends her powers crazy. Aside from the loss of her mutant powers she can have all sorts of other problems, such as breaking out in green boils, or her mouth sealing over. Split Personality: In her devolved form, Red is crude, aggressive, and unsubtle. In her Evolved Form, Red is arrogant and aloof. Of course, both forms feel that their personality is best, and may be reluctant to change back to her normal form. She cannot sustain her evolved or devolved form indefinitely, fortunately. Taxi Driver: Noemi works for “EZ Cabs” with a hard nosed boss, “Easy Steve”. Easy Steve has plenty of enemies, and by default, so do his drivers. Empty Clip: Guns run out of bullets, even superior soviet guns with superior soviet bullets. Abilities: 6 + 12 + 10 + 6 + 2 + 6 = 42 Strength: 16 (+3) Dexterity: 22 (+6) Constitution: 20 (+5) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 24 + 26 = 50 Initiative: +10 Attack: +12 base, +14 Melee Defense: +13, +7 Flat Footed Grapple: +20 Knockback: -2 Saving Throws: 7 + 4 + 7 = 18 Toughness: +5 Fortitude: +12 (+5 Con, +7) Reflex: +10 (+6 Dex, +4) Will: +8 (+1 Wis, +7) Skills: 120R = 30 PP Acrobatics 4 (+10) Skill Mastery Bluff 10 (+13) Skill Mastery Computers 4 (+7) [14 (+17) Enhanced] Skill Mastery Diplomacy 4 (+7) Disable Device 2 (+5) Disguise 4 (+7) (Additional +20 Morph) Skill Mastery Drive 4 (+10) Skill Mastery Gather Information 8 (+11) Intimidate 4 (+7) Knowledge (Behaviour Sciences) 4 (+7) Knowledge (Civics) 4 (+7) Knowledge (Current Events) 4 (+7) Knowledge (Streetwise) 4 (+7) Knowledge (Tactics) 6 (+9) [14 (+17) Enhanced] Language 6 (English, French, German, Hungarian [native], Mandarin, Russian, Spanish) Medicine 4 (+5) Skill Mastery Notice 12 (+13) Pilot 4 (+10) Skill Mastery Search 8 (+11) Sense Motive 8 (+9) Sleight of Hand 4 (+10) Skill Mastery Stealth 8 (+14) Feats: 41PP Ambidexterity Assessment Attack Focus: Melee 2 Attractive Benefit 2 (Use Tactics for Master Plan, and to spot Ambush / Feint) Blind-Fight Chokehold Defensive Attack Equipment 12 Elusive Target Evasion 2 Favoured Opponent (Spies) Grappling Finesse Improved Grab Improved Initiative Improved Pin Improved Throw Improved Trip Jack of All Trades Master Plan Power Attack Set Up Skill Mastery 2 (Acrobatics, Computers, Disable Device, Disguise, Drive, Medicine, Pilot, Sleight of Hand) Takedown Attack 1 Uncanny Dodge (Auditory) Well Informed As enhanced Traits: Precise Shot 2, Improved Aim Equipment = 60 EP Headquarters: "The Safe House" [25 EP Total] Size Medium [1 EP], Toughness 15 [2 EP], Features: Communications, Computer, Concealed 7 / +40 DC, Fire Prevention System, Garage, Gym, Hangar [Retractable Helipad], Infirmary, Living Space, Power System, Security System 5 (DC 40), Workshop [22 EP] Vehicle: "The Ratcopter" [36 EP] Size: Large [1 EP] Toughness: 10 [3 EP] STR: 30 [2 EP] Features: Alarm, Remote Control, Smokescreen [3 EP] Powers: Flight 5 (250mph, Feats: Subtle) [11 EP], Concealment 1 (Normal Hearing, Extras: Continuous) [3 EP], Concealment 2 (Radio Senses, Flaw: Permanent) [4 EP], Super Senses 9 (Analytical all hearing, Accurate Radar, Extended Radar, Extended All Hearing, Radio, Ultrahearing) [9 EP] Total Cost 27 EP Concealable Microphone [1 EP] Multi-Tool [1 EP] Mini-Tracer [1 EP] Boot Knives (Strike 1, Feats: Thrown, Improved Critical 1, Mighty, Multiple Weapons 1, Easily Concealed [+5 DC to find]) [6 EP] Powers: 6 + 2 + 4 + 1 + 17 + 5 + 1 + 5 + 8 + 20 = 69 “SLAVE” powers have cybernetic descriptor, Others have Mutant descriptor. Radio Array (5 PP Array, Feats: Alt Power 1) [6 PP] "SLAVE" BP: Communication 4 (Radio, 1 Mile, Extras: Omni Directional, Feats: Subtle, Flaws: Limited, one way) [5/5 PP] AP: Datalink 2 (100’, Feats: Subtle) linked with Quickness 6 (x100, Flaws: Limited to Computers only) [3+2=5/5 PP] Comprehend 1 (Decryption) [2 PP] "SLAVE" Enhanced Traits 4 (Computers 8, Knowledge [Tactics] 8) [4 PP] "SLAVE" Feature 1 (Internal Computer) [1 PP] “SLAVE” Super Senses 15 (Analytical All Visual, Direction Sense, Distance Sense, Extended All Visual 1, Infravision, Microscopic Vision 1, Radio, Time Sense, Ultravision, X-Ray Vision, Drawbacks: Power loss X Ray Vision [Lead etc], Feats: Improved Aim, Precise Shot 2) [17 PP] "SLAVE / Cybernetic Eyes" Adaptation 1 (5 PP of Variable Powers; mainly immunity to environment, Extras: Action 2 [Move], Drawbacks: Noticeable, Power loss 2 [Radiation]) [5PP] “Mutant” Immunity 2 (Aging, Sleep, Flaws: Limited [Half Effect]) [1 PP] "Mutant" Evolution Array (6 PP Array, Feats: Alt Power 1, Drawbacks: Power Loss 2 [Radiation]) [5 PP] "Mutant" BP: Morph 4 (+20 Disguise, Evolved Form, Extras: Duration [Continuous], Feat: Metamorph, Drawbacks: Not clothes [-1], Standard Action [-2]) [6/6 PP] AP: Morph 4 (+20 Disguise, Devolved Form, Extras: Duration [Continuous], Feat: Metamorph, Drawbacks: Not clothes [-1], Standard Action [-2]) [6/6 PP] Regeneration 9 (Bruised 1 / round [1], Disabled 1 / Hour [2], Injured 1 / Minute [3], Staggered 1 / Minute [3], Feats: Regrowth, Drawbacks: Power Loss 2 [Radiation damage or environment]) [8 PP] “Mutation” Device 6 (30 DP, Feats: Multiple Weapons 1, Restricted Use 1 [Datalink users], Flaws: Easy to Lose) [20 PP] "High tech pistols" Armaments Array (26 PP Array, Feats: Alt Power 4) [30 DP] BP: Stun 6 (Extras: Range, Feats: Improved Critical 2, Improved Range 2 [300’ Incr], Increase Range 2 [3K’ max], Ricochet, Subtle) "Taser Bullet" [26/26 PP] AP: Blast 6 (Extras: Penetrating, Feats: Improved Critcal 2Improved Range 2 [300’ Incr], Progression Range 2 [3K’ Max], Ricochet, Subtle) “AP Bullet” [26/26 PP] AP: Blast 8 (Extras: Area [Burst], Feats: Ricochet, Subtle) “Explosive Bullet” [26/26 PP] AP: Fatigue 6 (Extras: Range, Poison, Feats: Improved Critical 2, Subtle, Drawbacks: Power loss 1, any impervious toughness) [26/26 PP] “Knockout dart” AP: Nullify 6 (All Electronics, Extras: Effortless, Affects Objects, Feats: Ricochet, Subtle) [26/26 PP] “EMP Bullet” Drawbacks: -2 PP Vulnerability (Radiation; Frequency: Common; Intensity: Minor [+1]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage Boot Knives Touch DC 19 Toughness Damage AP Bullet Ranged DC 21 Tough Damage EMP Bullet Ranged DC 16 Fort Nullify Explosive Bullet Ranged-Burst DC 23 Tough Damage KO Dart Ranged DC 16 Fort /Poison Fatigue Taser Bullet Ranged DC 16 Fort Stun Totals: Abilities 42 + Combat 50 + Saving Throws 18 + Skills 30 + Feats 41 + Powers 69 - Drawbacks -2 = 248/250 Power Points
  12. GM The braking system was locked, half-engaged. A few twists here, a few jangles there, and Dwayne had disengaged them, causing an alarming leap in velocity. Fortunately, he could re-engage them straight away, causing a horrible lurching and scream of grinding metal. As ugly as the sound, it worked - the Carriage stopped, inches away, from the break in the monorail. Practically every alarm light on the carriage was bleeping away. "I'm me!" said the face on the dashboard, frowning deeply. "Mister me. And you are a dirty rotten spoilsport!" A metal hand emerged from the dashboard and gave Dwayne a slap round the face. Not hard, but shocking. "I'm going to have some fun elsewhere, you rotter!" screamed the face, and dissapeared. Further along the track, a metal form emerged, as if growing from the track itself. It was pure metal, humanoid, but only two or three feet tall. And it started sliding across the rail, away from Dwayne, at a high velocity!
  13. Great post. For neat writing and heroic actions, 1 HP! Predator - 2 HP Now for the tricky part - a few rolls for landing the plane in a cross wind. Preadtors strength is high, but not high enough to make this a straightfoward task. I think this is best handled as a DEX roll to balance the plane reasonably safely. DC 0 - Crash! You take a DC 25 Damage roll and the plane is totalled, with major injuries to those inside. Plane is on fire. DC 10 - Wobble! Plane is damaged, minor injuries to those inside, DC 20 Damage roll to you. DC 20 - Textbook! Plane, you, and inhabitants are all unharmed!
  14. Bloody Mess Nerds! They are a bunch of nerds! Even a man of such limited cognitive prowess as the Mess could spot a nerd. He recalled shameful mockery of the nerds of his school - an attempt to prop us his ego as an academic failure and all round idiot. And a short one, at that. He wasn't the worst of bullies, but he couldn't confidently walk away from that tag. The shame brought a flush of super charged blood to his face. No! He was the Bloody Mess now, here to protect! "Halt, evil-doers!" he shouted out, his voice projected by his enormous barrel chest. He slammed lefty (his left fist) and righty (his right fist) together to emphasise he was a hero and a tough one. Sure there were four of them, but hopefully he had the back up of the other heroes whose names he couldn't quite remember. That was life as Bloody Mess - there were a lot of things he couldn't quite remember. "Come quietly or there will be trouble!" he added, trying another stolen phrase.
  15. GM The Galloping Ghost was fast enough to head the next carriage off at the pass... But this was odd - something was borked with the whole system. Carriages shouldnt be travelling that close to one another. Somebody, or something, was going very wrong today. The Galloping GHost leapt up to the next carriage and through the walls into the drivers seat. The driver was screaming, and so were the breaks. A shrill, tinny sound that threated to burst eardrums. Sparks were flying off the monorail as malfunctioning brakes tried to squeeze onto the monorail and generate enough friction. They werent working - at least, they werent working well enough. Slowing the carriage down, maybe, but it was still destined for a crash. "Help!" screamed the driver. Out of the dashboard, a face appeared. Not a face of flesh. The metal of the dashboard warped, crumpled, and undulated until it formed a face. "Wheres the fun in that?" laughed the face. "Wheeeeeee! CRASH BANG WALLOP!"
  16. That works fine I think you would probably need an untrained Knowledge (Tech) DC 15 activate the brakes. And there are other problems (as per IC) !
  17. Echohead "Figure out what to do. That's...ah... yes... right. We should figure out what to do...." said Echohead, wiping the sweat from his brow. His super cool black costume literally kept him cool (thanks to its thermal reverse tremie pipes), but he wasn't sweating from heat. It was nerves, pure and simple. "Its a bit of a ... zombie mob... out there..." Echohead didnt like using the word zombie. But the z-word had reached escape velocity now, and there was no way he could reel it back in. "I think we are probably best barricading you all in here, safely. Then we can get to the source..." He crossed his fingers. Then uncrossed them, realising that he had done it plain view. He turned to predator. "Can we keep them safe? Hidden? Locked? Then we can snip of the head of the beast... whatever that is. That should work, right?" He crossed his fingers again. And once again, it was in plain view.
  18. Rev "Wow, and you didn't invite me?" gasped Rev, metal hands on chest, mouth open in faux-offence. "That sounds like a fun ride. I'm sorry I missed out on it..." she said, with a sad shrug. She grabbed a spanner, and tapped her hand with the other end. A sly look came over her face. "Wait... who won? I presume it wasn't the trickster. But who won? C'mon, Kid! Surely you learned a few tricks from the Revster?" she said with a wink in her eye. She waved lazily over to her own vehicle - a dune buggy with enormous tyres. "Its still waiting for you to take her out, you know? As long as you promise to not obey the highway code!" She gave another wink. "Seriously. You both need your own super-vehicles! What would you call em? The Zipper? The Leviathan? How do they sound? Complete with turbo-encabulators and everything!"
  19. GM The scene was carnage. Twisted, smoking metal. Engines on fire. Shattered bones and splattered blood. Even the vortex of chaos that surrounded the crashed carriage was enough for a serious incident - crashed cars and stunned onlookers. A fire hydrant had come off, spraying water into the air, yet not enough to quell the flames. Many were dying, and surely a few were dead. Dwayne did his best, patching up one, then another. Applying torniquets and inserting IV blood lines at a phenomenal rate. Even shocking one elderly lady back to life, due to her arrhythmic heart rate. Few would have been able to work so fast, so effectively, under pressure. This was battlefield medicine. But the show was not over. The Monorail had been twisted asunder, leaving a horrific gap in its circular loop. And... despite (surely) every alarm and safeguarding being fired, Dwayne could see another carriage approaching, threatening a repeat performance of the crash!
  20. Stabilised the dying! And - HP for heroic medical actions DDD - 4 HP
  21. Dwayne Devon responding to emergency! And more? Drive and Medical rolls will no doubt be in order here
  22. GM May 19th Near Midnight... The clock was but five minutes from the middle of the night. In this part of the city, there never was any total sleep. Cars still drove, lights still shone, drunkards still drank. Even at the weekend. And the monorail still circled round Downtown, slick, smooth, effective. A testemant and a salute to the hope that technology brings. Until it goes wrong. Disaster! With an almight creak, with a shower of sparks, the rail cracked, tore asunder, and sent a wailing carriage to the ground, sliding across the tarmac and crunching into a building. There was smoke, there was fire, there was panic. And there was, of course, a call for all emergencies services! It looked like they would be needed....
  23. GM The "Private" tumbled through the air. They were not far from the ground now, not far from the ice and snow of Alaska. Predator could see the runway up ahead, lights blinking. It was early morning, but at this time of year, at this lattitude, that meant only a smudge of light above pitch black. The northern lights were still up. Looking down, Predator could see - with infravision - the private getting hotter and hotter as he fell. Just before he hit the ice, he was raging hot, maybe fifty or sixty degrees. Far beyond human capabilities. And then... BOOM! The private exploded in that same shower of over charged fleshiness that "Dr North" had. Meanwhile, the pilotless plane was wobbling in the cross currents. It would not have been an easy landing at the best of times. And without a pilot... this was going to turn into a crash. One the one hand, the snow provided some buffering. On the other, ice wouldn't help with the traction...
  24. Bloody Mess The sound was enough to draw attention. Freddy ripped off his jacket, revealing a red t-shirt and the black "M" insignia. Bloody Mess, back in business. He reached down (metaphorically) to his gut, and supercharged his mutant blood. Muscles swelled to the size of giant watermelons, stretching his t shirt, pulsating his veins. And then, with mighty pumped up legs, he shot into the air in a huge leap. Gunfire wasn't good. Not da kind of thing a superhero could ignore. And this sounded like a lotta gunfire. He landed on an old train in the yard, crushing the roof into a crater sized dent, one hand on the steel to balance. It was a proper super-hero landing, and no mistake. He was lucky - had the train carriage been any more rusty, Bloody Mess would have gone straight through da roof. He scanned the streets, the rail track, looking for da source of da action. He had ta make sure he wasn't going ta punch da wrong guy, after all....
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