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Supercape

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  1. "Bust 'em? Good luck!" said Marie, tending to the wounds of her mercenary friend with a first aid kit. "They have armies of lawyers, legions of computer kids, and the lubricant of vast amounts of money" she explained. "Neutron industries are here to make money, damn the cost...of any type..." She kicked a rat with five legs and a third glowing green eye out of her HQ and back into the sewer. "I don't believe its possible. Hence, they have to be taken down, by any means necessary" she explained. "Although I would like to get my hands on their money and my eyes on their research too" she conceded. "What do you have in mind?"
  2. GM Back they went, through the wreckage, the acid, the alkili... Through the room they entered first, with the vat of supercoolant now shattered, and supercooled steel beneath their supercooled boots, the metal crunching beneath them like ice, and splintering into nails. Back down the ladder (or via other more exotic propulsion, in Bonfire's case), through the sewers, through cracked pipes piping steam, or seeping excrement, or oozing a green glowing paste that would surely be unwise to touch. Back down through the stench, through the grime, through the darkness. To collapse in the makeshift base of Marie. "Victory!" she declared, collapsing into a mostly functional chair, and pulling off her goggles, letting her green-plasma eyes burn uninhibited.
  3. GM "We get out of here!" agreed Marie, nodding to her shaken soldier comrade. "We get the hell out of here!" he agreed, more passionately, reloading his weapon. "But first!" said Marie, pausing a moment. Pulsing green energy flowed like a waterfall from her goggled eyes, sweeping over the room, sweeping over the reactor, sweeping over every wall, every nook, every corner. Steel melted, electronics exploded, glass tubes containing toxic chemicals which really should not have been shattered - they shattered. Marie could project the heart of a reactor from her eyes, and she spared no effort. The laboratory was destroyed; beyond destroyed. "I would purge their computers, destroy the data, but I fear we have outstayed our welcome" she said to Bonfire. "I am sorry my friend, but you have probably been caught on camera...I do not think we have the time to erase the records, not without more attention...."
  4. GM The Royal Buck was a busy place, with many cameras. Perhaps the only place to bring out Merge was in the ladies toilets of the reception lounge. What a lounge! Gold, silver, glittering jewels, and sweet sweet air con. Even the bellboys smelled fragrant and looked shiny! What a lavatory! Sweet aromas, sparkling freshness, scented toilet paper, and a woman in a lovely pink uniform whose sole job it was to hand out perfumed towels, and who was doing a very impressive, and almost successful job of looking enthusiastic about it. Dwayne, meanwhile, was almost levitating with excitement, wrestling with having a sane conversation with the extremely polite and patient reception staff, showing them his room reservation and luggage.
  5. "Filthy dogs!" Pitch gripped the Cantos Cane and felt its horror. As always, the uneasy feeling of it being a key hit her stomach. The uneasy sense of her dead Father's presence. He forged the Cane. And somehow, she felt, he was the cane. Ignoring the unease, she rammed the cane into the maw of one of the hellhounds. "You are mine! Obey me!" she commanded, feeling the power of the Cane wrap around the Hellhound, feeling ancient bonds and oaths ensnare it, feeling Latin, and Greek, and other unnameable languages pour into its ears in muttered whispers.
  6. Right, lets try binding a beast. Taking 10 (I hope?) to hit, then DC 21 Mind control on the Hellhounds.
  7. Thanks - helpful! Broadly speaking then, we shall go with some terrotist activity that makes Bonfire a hero to some, a villain to some, and at least temporarily wanted for questioning? - the degree of this is up to you. Also you have probably made a lifelong enemy of Neutron industries.
  8. This may well be irrelevant, so please ignore if redundant, but taking 10 on life sciences to study the Octopi, and using microscopic vision and X Ray vision (and, I suppose IR vision to see if they are warm/cold blooded) on them. (Result would be Life Sciences 16)
  9. Distracted as he was, Starshot noticed he found Soreens hug round his chest whilst riding rather pleasant. Yes, rather pleasant! There was some heat his cybernetic implants could not help with. He didn't manage too well on the strange mount, however, and anticipated sore muscles later. Probably the least of their worries. Despite the sweat and discomfort, he kept his helmet on, carefully plotting the course, speed, direction they took. Trigger was slung over his shoulder, resolutely turned off. The last thing he wanted is for the crazy weapon to blurt out something awful, even if the Ul-Mor would not understand. As they rode through the dunes, Starshot focussed in on the Ul-Mor, trying to understand their physiology.
  10. GM Searing heat landed on the Security chief who let out a high pitched scream. The chest of his radiation suit, neatly decorated with a "Neutron Industries!" logo, was on fire. He patted it, but only succeeded in setting his gloves on fire too. Chief green dropped to his knees, then to the floor, rolling around. He succeeded in putting out the flames but there was an unpleasant ozone smell in the air. If one was feeling morbid, one could imagine it smelt like roasted meat. "What have you done?" he said to Bonfire. "She is a terrorist! she tried to blow up this facility!" "Liar!" shouted Marie. "Neutron industries is unsafe, corrupt! Have you any idea what your waste has done in the sewers? What your experiments did to me????" she said, pointing at her furiously glowing goggles, eyes blazing. "Ill be lucky if I live another five years!"
  11. Toughness vs Fireballblasteringhotwhooshzap: 1d20+6 22 His defence is 6, so you exceed hit roll by 8, adding +4 to DC. Thats a 31 DC, so he fails by 9, dazed and bruised. Ill pause combat here, although you are free to make another attack against him (Dazed) when you wish.
  12. Doctor warp focussed his eyes and zoomed his vision in. "Aha! I spy with my fat eyes, a ninja!" He strode on his limbs through Freedom City, doing his best not to alarm or disturb the streets far below. He might have limited the disturbance, but a pair of legs hundreds of feet long walking through Freedom City was alarming. As he neared the Dragon, he came down, warping back to normal form, and dropping Bonfire (reasonably gently) onto the sidewalk. "Good-day, gentleman. My name is Doctor Warp, on account of me being so handsome" he said, deadpan. "I hope you don't mind me lending a hand, seemed prudent to do so" he explained. "And it would seem equally prudent to fathom what exactly transpired! Those gauntlets aren't available at your local hard-ware store. And what exactly did get stolen?"
  13. GM Something green and awful, like liquid light, flooded the chamber for one half of a second. It did not burn. The astute might have noticed a stinging. High end medical scanners might have noticed something shocking with DNA. "Goddamn you, traitor!" screamed a furious Chief Green, firing a yellow blast of energy from his gun. Whilst it was impressive in luminescence and its firework of sparks and embers, it missed. But it still looked pretty. "I DID IT!" hopped Marie, ecstatic, before turning her fury to the security chief. Her goggles glowed, and a screeching ray of green radiation came from her eyes, burning a glowing scar into the ceiling. She was too mad to even aim. The final soldier, bewildered, fired a stream of bullets, emptying his clip completely, at the security chief, whose radiation suit appeared to be made of kevlar or stronger. He took a few steps back, but was not bleeding.
  14. RADIATION! DC 15 Fort Save (Drain CON) for Bonfire. This effect is dangerous and COn recovers 1 point / day (medical treatment might help) The last Robot fizzes to death with the EMP blast. Marie and Chief Green (both suited up) are immune. Soldier Fort save vs Radiation: 1d20+5 9 looses 5 CON Chief Green fires his blaster pistol at Bonfire: Fires blaster pistol at Bonfire: 1d20+6 18 misses Round 4: 15 Marie 14 Soldier 1 - Bruised 8 Bonfire - 1 HP 3 Security Chief Marie fires her eyes:Fires Eyes Beams at Security CHief: 1d20+10 12 and misses. The Soldier Also Fires at Green:Fires at Green: 1d20+5 18 and hits. DC 20 Toughness Save Toughness vs SMG fire: 1d20+6 17 Injured. Bonfire is up!
  15. "Hmmm...excellent metallurgy!" commented Doctor Warp, examining the atoms of the gauntlet. "How the isotopes dance around in a merry Jig! Light, Strong, Shiny!" He paused and gave Bonfire a wink. "I sound like a commercial, right?" "Lets see if we can't get a bird's eye view, my fiery friend!" he asked Bonfire, and, catching him up, elongated his legs. "Up, up, and awaaaayyyy!" he proclaimed to Freedom City, as the two rose above the City, to see if the Van (and its acrobatic friend on the roof) could be seen!
  16. Boneless Bob Power Level: 10; Power Points Spent: 150/150 STR: +5 (5/20), DEX: -1 (8), CON: +0 (10), INT: +5 (20), WIS: +2 (14), CHA: +0 (10) Tough: +0/+10, Fort: +8, Ref: +4, Will: +10 Skills: Computers 4 (+9), Craft (electronic) 8 (+13), Craft (mechanical) 8 (+13), Knowledge (physical sciences) 8 (+13), Knowledge (technology) 12 (+17), Notice 4 (+6), Sense Motive 4 (+6), Swim 8 (+13) Feats: Adds Continuous to Electrical Aura 5, Adds five Alt powers to Electric Aura Array 5, Ambidexterity, Benefit (Wealth), Favored Environment (Underwater), Improved Grapple, Inventor, Jack-of-All-Trades Powers: Electrical Charge (Strike 5) (DC 20; Aura, Permanent, Duration 2 (sustained)) Insubstantial 1 (Fluid; Permanent) Power Arrmour (Device 8) (Hard to lose, Restricted use) Clumsy Jets (Flight 3) (Speed: 50 mph, 440 ft./rnd; Custom (Takes standard action to take off or land)) Enhanced Trait 15 (Traits: Strength +15 (20, +5)) Enhanced Trait 5 (Feats: Adds Continuous to Electrical Aura 5) Enhanced Trait 5 (Feats: Adds five Alt powers to Electric Aura Array 5) Protection 10 (+10 Toughness) Super-Senses 1 (radius: Vision; Custom (Analytical Touch)) Swimming 2 (Speed: 5 mph, 44 ft./rnd) Tentacles (Additional Limbs 4) (10 extra limbs, Feats: Improved Grapple) Attack Bonus: +10 (Ranged: +10, Melee: +10, Grapple: +15) Attacks: Electrical Charge (Strike 5), +10 (DC 20), Unarmed Attack, +10 (DC 20) Defense: +10 (Flat-footed: +5), Knockback: -5 Initiative: -1 Drawbacks: Vulnerable, uncommon, major, Dehydration Languages: Native Language Totals: Abilities 7 + Skills 14 (56 ranks) + Feats 5 + Powers 66 + Combat 40 + Saves 21 - Drawbacks 3 = 150 Ideas for ALT POWERS: (25 PP Based); The power suit adds Continuous to a Permanent Power (Making it 25 PP), which allows Alt Powers from this (5 Alt Powers built in to the build above) Electrical Blast (or indeed any tech blast) Enhanced Strength / Super Strength Dazzle Drain Tech Powers (Drain Electicity) Etc Etc... Possible Background Born a ghastly mutant, a blob of semi transparent wet goo with a brain, Boneless Bob was also a genius who went on to build himself an effective exoskeleton! Said power armour is charged by his own electrical charge! Possible Complications 1: Clumsy Jets. Aside from his LOW DEX and need to carefully land and take off, the power armours jets are clunky and clumsy. He can crash into things at a drop of a hat. 2: One touch: And Boneless Bob will absorb any toxin or poison or disease (even if it would normally be eaten). 3: Let me swim: Boneless Bob has an unending desire to drop his exosuit and relax in nice hot water. Anything else is uncomfortable. He can only sleep in such circumstances 4: No Salt: Anything more than normal sea levels of salt is toxic to Bob (including just touching salty stuff). 5: Supercharged: Extrenal Electrical attacks can send him mad (literally, briefly changing his personality). Even small things like static shocks can warp his personality.
  17. Magnofist Power Level: 10; Power Points Spent: 150/150 STR: +4 (18), DEX: +3 (16), CON: +4 (18), INT: -1 (8), WIS: +1 (12), CHA: +0 (10) Tough: +4/+8, Fort: +10, Ref: +6, Will: +8 Skills: Bluff 4 (+4), Drive 4 (+7), Intimidate 8 (+8), Knowledge (streetwise) 8 (+7), Notice 4 (+5), Sense Motive 8 (+9), Stealth 4 (+7) Feats: All-Out Attack, Assessment, Attack Focus (melee) 4, Defensive Attack, Elusive Target, Favored Opponent (Martial Artists) (+1), Fearless, Fighting Style: Boxing, Improved Block, Improved Initiative, Improved Sunder, Power Attack, Second Chance (TOughness vs Punches and Kicks), Takedown Attack Powers: Flight 6 (Speed: 500 mph, 4400 ft./rnd; Limited (Power Cables / Lines)) Super-Movement 2 (Alternate; wall-crawling 2 (full speed); Limited (Metal Surfaces)) Super-Movement 3 (Alternate; permeate 3 (full speed); Limited (Metal Only)) Super-Strength 6 (Alternate; +30 STR carry capacity, heavy load: 9.6 tons; +6 STR to some checks; Limited (Metal Objects)) Immunity 10 (common descriptor: Metal; Duration (continuous); Duration (sustained)) Magnetic Punch (Linked) Deflect 10 (Alternate; deflects: all ranged attacks; Limited (Metal Objects Only); Extended Reach 5 (25 ft.), Precise) Drain 8 (Linked; drains: single trait - toughness, DC 18; Custom (Affects Objects); Limited (Magnetic Targets Only); Reversible, Slow Fade 4 (1 hour)) Mold Metal (Transform 5) (Alternate; affects: 1 thing > 1 thing - reshape metal objects, Transforms: 25 lbs., DC 15; Duration (continuous); Range (touch)) Strike 4 (Linked; DC 23; Limited (Metal Targets Only); Mighty) Super Costume (Device 1) (Hard to lose) Protection 4 (+4 Toughness, Feats: Second Chance (TOughness vs Punches and Kicks)) Super Knuckle Dusters (Device 1) (Easy to lose; Custom (Multiple Weapon 1)) Strike 4 (DC 19; Custom (Variable Descriptor 1: Steel)) Super-Senses 4 (accurate: Radio Metal Sense, detect: Metal (Radio Sense) (Ranged)) Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +16) Attacks: Drain 8, +12 (DC Fort/Staged 18), Mold Metal (Transform 5), +12 (DC Fort 15), Strike 4, +12 (DC 23), Strike 4, +12 (DC 19), Unarmed Attack, +12 (DC 19) Defense: +12 (Flat-footed: +6), Knockback: -4 Initiative: +7 Drawbacks: Vulnerable, uncommon, moderate, Cold Languages: Native Language Totals: Abilities 22 + Skills 10 (40 ranks) + Feats 15 + Powers 49 + Combat 40 + Saves 16 - Drawbacks 2 = 150
  18. I think you can just narrate doing that (however you feel is cool), given your powerset,
  19. GM The furious fire of the fiery fellow burst straight onto the Robots chest. Shiny and curved it may have been, but it melted all the same. "CORE SYSTEM FAILURE! CORE SYSTEM FAILURE!" it declared as the lights of its eyes faded to black, and melted circuit boards tumbled out of its chest cavity. "Quick! The reactor has been damaged!" screamed Marie. It was hard to tell if she was angry, scared, or excited, or possibly all three. The dials on the reactor were testament to her truthfulness. "You have to superheat the Uranium! NOW! Before it explodes!" she screamed. And then... "Stop right there, sunshine!" came a clipped voice. A tall man dressed in a radiation suit and holding some kind of blaster pistol stepped into the room. Fast, grey haired, and with a well trimmed moustache. His eyes covered by dark sunglasses. "Security chief Green!" hissed Marie. She turned the full force of her voice onto Bonfire. "Don't listen to him! We have to shut this down NOW!" "Do that, and you are aiding a known terrorist!" retorted Chief Green. "She plans to shut down every nuclear reactor in North America!!!! And I won't let you! God bless the USA!!!!" he added, pointing his blaster straight at Bonfire...
  20. Just noticed I mixed up Robot 1 and 2. Robot 1 is out. Robot 2 is dazed this round so cant act. Security Chief enters and: Initiative: Initiative: 1d20+2 3 Round 3: 15 Marie 14 Soldier 1 - Bruised 8 Bonfire - 1 HP 8 Robot 1 - Injured, Dazed 3 Security Chief Marie wrestles with the reactor, see IC for details. Soldier 1 loses his dazed status but cannot act. Bonfire is up.
  21. oooh I hate autofire! Anyway! First one hits, second one misses. DC 27 Toughness save for Robot 1 Toughness vs Fire: 1d20+10 13 A fail by 13; Injured, Dazed, Disabled. Which basically I am saying is totally melted. Robot 1 is out of the game.
  22. Robot 2 (And yes, he did have a big "2" painted in resplendent gold on his forehead) was on one knee, sparking. "INTROOO-OOO-OOO-OOO-OOO-DER ALER-ER-ER-ER-ERT!" he declared like a broken record. Robot 1 (also having a number on his forehead in equally resplendent gold) decided to take more direct action. "ACTIVATING LASER VISION!" he declared, his eyes glowing. Pencil thin beams of light sprang through the air and cut a livid line of burnt clothes and scarred flesh across poor Jacks chest. The other soldier fled. "I didn't sign up for giant killer robots!" he shouted, running for his life... "COWARD!" retorted Marie. A few bullets had embedded themselves in the reactor. It was now bubbling away, and the heat was rising...horribly rising...
  23. Marie continues to try and disarm the reactor Soldier 2 runs awaaaaay! Bonfire is up!
  24. Toughness vs Bonfire Fire: 1d20+10 30 Horribly unfortunate! One robot will blast a soldier, the other will start smashing up the reactor. Blasts Solider Jack: 1d20+10 19 hits Jack Toughness vs Laser Beams: 1d20+5 16 vs DC 25 is bruised and dazed. Round 2: 15 Marie 14 Soldier 1 - Bruised, Dazed 14 Soldier 2 - Unharmed 8 Bonfire - 1 HP 8 Robot 1 - Injured, Dazed 8 Robot 2 - Unharmed NB: The Reactor Damage now means the room is in extreme heat conditions. Not that that affects Bonfire!
  25. Dust Rider, the Last Horseman Power Level: 10; Power Points Spent: 150/150 STR: +5 (20), DEX: +0 (10), CON: +0 (10), INT: +1 (12), WIS: +5 (20), CHA: -1 (8) Tough: +10, Fort: Immune, Ref: +4, Will: +8 Skills: Intimidate 12 (+11), Language 4 (+4), Notice 8 (+13), Ride 8 (+8), Search 8 (+9) Feats: Attack Focus (melee) 5, Fearless Powers: Broom (Device 3) (Easy to lose) Strike 5 (DC 25; Penetrating; Affects Insubstantial 2 (full power), Mighty) Super-Strength 4 (+20 STR carry capacity, heavy load: 3.2 tons; +4 STR to some checks; Limited 2 (To Dragging Only)) Dust Form (Insubstantial 2) (Gaseous) Emotion Control 10 (DC 20; Limited (Despair)) Illusion 10 (Alternate; affects: visual senses, DC 20; Limited (Dust)) Telekinesis 10 (Alternate; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Perception; Limited 2 (Dust)) Horse of Dust (Flight 3) (Speed: 50 mph, 440 ft./rnd; Custom (Only ascends / Descends at 5mph)) Burrowing 5 (Alternate; Speed: 25 mph, 220 ft./rnd) Immunity 30 (fortitude saves) Protection 10 (+10 Toughness) Super-Senses 2 (low-light vision, tracking: Visual 1 (half speed); Custom 2 (Vision Penetrates Dust)) Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +15/+19) Attacks: Emotion Control 10 (DC Will 20), Strike 5, +10 (DC 25), Unarmed Attack, +10 (DC 20) Defense: +10 (Flat-footed: +5), Knockback: -5 Initiative: +0 Drawbacks: Vulnerable, very common, moderate, Light Attacks Languages: Arabic, English, Greek, Hebrew, Latin Totals: Abilities 20 + Skills 10 (40 ranks) + Feats 6 + Powers 81 + Combat 30 + Saves 7 - Drawbacks 4 = 150 Possible Background: The last horseman, forgotten and lonely, destined to sift through the ashes and dust of the apocalypse as its final witness. And yet, something survived the end. Some art, some will, some life. Something that made the Dust Rider Pause. Turning from his horrible masters, the Dust Rider rode back, through time and space, determined to find out about life and art. Possible Complications: 1. Pessimism. The Dust Rider is despair, and knows the end is nigh. Whilst he will not be intimidated, he can just give up if not inspired to the contrary. 2. Dust lover: The Dust rider cannot abide cleanliness, and will seek to muddy any water. 3: Artiste: The Dust rider can be fascinated by masterpieces, and will actually save them over people. 4: Disconnected: Aside from his low CHA, the Dust Rider is just plain disconnected from people, and can be slow on the uptake in conversations. On the reverse side, if he is connected, he will be intense and do anything for that person whom he has formed a bond with. 5: Soft of speech: The Dust Riders voice is a hoarse and unpleasant whisper. He can barely be heard.
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