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Freedom City Guidebook
Freedom City PBP: A How-To Guide
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Everything posted by Supercape
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Taking a look at the creature with microscopic vision (cell sized). Ill roll a knowledge (life sciences) Life Sciences on burned corpse: 1d20+6 9 so I don't think he will get much other than a jumble of burned organs!
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"Get to the rock, my friends" called out Starshot, lowering his smoking Gun. Casually, he flicked it off. "Awww....shoooooooooot...." complained the gun, slurring and moaning as the power slid away. Starshot casually walked up to the smoking ruins of the creature, tapping it gently with one boot. Convinced it was not acidic or toxic,he kenlt down to his squats and started poking at its insides, trying to get some clue as the creatures anatomy and physiology. Something that might help understand just what it was, how it moved, how it fed, how it attacked and how it saw.
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"Time to burn!" hissed Starshot, levelling up his gun again, whilst shuffling backwards some more. He cocked an eager trigger, who whooped with frenzied excitement at the prospect. the beast was down but he wanted to keep some space between them. Bringing up the gun, and squinting... "Keep moving!" he yelled at his crew, his voice distorted through his helm. ...he pressed the trigger...
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Another move action away, which I think means it is in trouble is it is staggered and can only take one action a round. Blast away; Blast Sandshark again: 1d20+10 28 that surely must hit, so another DC21 Toughness save. Incidentally, for the future, those crystal mountains are nearer than the jungle, correct? I am supposing given the presence of the beasts Starshot would be inclinded to travel via solid ground, i.e. by the crystals, although still making their way to the jungle?
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"Run!" shouted Starshot at his crewmates, stamping his feet to get the beasts attention. As beasts went, he realised, this was one ugly horror, and he reflected that it would be an unpleasant addition to the observation Deck of the Xeno. He doubted he could even make a pair of boots from it. But it had tried to eat one of his crew. So, by all the Gods, he would skewer it. Lunging forward he stabbed with his hand...
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Well just going to stab again...move action to continue shuffling towards the rock, although I doubt will get there! Stab Sandshark: 1d20+10 21 I'll take a "stab" and say that hits? Regular DC 21 Toughness save if it does.
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Free action: Speak! Move action: Move! Standard action: Ready action [Fire at Sand Shark if it bursts through the sand] For sake of expediency, happy for you to roll a straightforward +10 attack / DC 21 Toughness blast if it does resurface. I wont reroll!
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"Head towards the rock..." hissed Starshot, pointing with his gun at the small outcropping. It was about a hundred feet away...too far...too far, he thought. The sand hindered the movement. And he suspected that the tremors might awake the beast. "Its still alive..." he explained, as he shuffled his own boots towards the rock, slowly, keeping his vision on the beast below them. He thumbed his rifle, which buzzed in excitement. If the thing surfaced, he would blast it...
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Character Name Charles Blakely Esq Power Level: 6 Power Points: 90/90 Unspent Power Points: 0 Trade-Offs: +2 Attack / -2 Damage Birthplace: Earth Victoriana Dimension, Canterbury, England Residence: Steam Mansion, Freedom City Occupation: Butler Affiliations: Lord Steam (less directly, Gov’t of Earth Victoriana) Family: Horatio Blakely (Brother, Admiral), Maurice Blakely (Son, Newspaper Writer) Description: Age: 59 Apparent Age: 59 Gender: Male Ethnicity: Caucasian Height: 5’10” Weight: 70 Kgs Eyes: Grey-Blue Hair: Grey-Black Charles Blakely looks like a mature man who is still in fair shape, and has a refined air about him. There are is faint vestigial military manner to him. History: Charles Blakely grew up in a military family and, like his brother, signed up as a young man. His career ended with a Zulu spear to the knee. He had an Indian wife (now deceased), and had a young son, and needed gainful employment. Fortunately, he was a hard working, experienced man and found gainful employment with Lord Steam. Personality & Motivation: Charles Blakely is an astute man, but measured, polite and diplomatic. He has a slight snobbery towards rapscallions and riff raff. He has a desire to see the world. Powers & Tactics: Charles Blakely has no powers but is a very skilled butler. He has many skills that compliment this role, and also has a background as an accomplished rifleman doing tours in Africa and India. He does not enjoy violence, however. If pressed, he has his war memento, an ancient antique bolt-action rifle. His main function is as an aide, and, at times, he steps in as official diplomat. Abilities: 0 + 0 + 0 + 4 + 6 + 4 = 14 Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 12 + 12 = 24 Initiative: +4 Attack: +6, +8 Rifles Defence: +6 Grapple: +6 Knockback: -0 Saving Throws: 4 + 4 + 3 = 11 Toughness: +0 Fortitude: +4 (+0 Con, +4) Reflex: +4 (+0 Dex, +4) Will: +6 (+3 Wis, +3) Skills: 112R = 28 PP Bluff 4 (+6) Craft (Cooking) 8 (+10) Craft (Mechanical) 4 (+6) Diplomacy 8 (+10) Drive 4 (+4) Gather Information 4 (+6) Handle Animal 4 (+6) Investigate 4 (+6) Knowledge (Art) 4 (+6) Knowledge (History) 4 (+6) Knowledge (Tactics) 4 (+6) Language 4 (English [Native], French, German, Latin, Urdu) Medicine 4 (+7) Notice 8 (+11) Pilot 4 (+4) Profession (Butler) 12 (+15) Ride 4 (+4) Search 8 (+10) Sense Motive 8 (+11) Stealth 4 (+4) Survival 4 (+7) Feats: 13 PP Attack Specialisation (Rifles) Benefit 2 (Diplomatic Immunity, Earth Victoriana Cultue) Equipment 2 Favoured Opponent (Riff-Raff) Improved Aim Improved Initiative 1 Jack of All Trades Precise Shot Teamwork 3 Equipment 10 EP = 2 PP Antique Bolt Action Rifle: Blast 4 (Feats: Improved Range 1, Progression Increase Range 1) [10 EP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Tough Damage Rifle Ranged DC 19 Tough Damage Totals: Abilities (14) + Combat (24) + Saving Throws (11) + Skills (28) + Feats (13) + Powers (0) - Drawbacks (0) = 90/90 Power Points
- 6 replies
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- pl 8
- lord steam
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Character Name Lord Steam Power Level: 8/15 (211/250PP) [254] Unspent Power Points: 39 Trade-Offs: +4 Attack / -4 Damage, +4 Defence / - 4 Toughness In Brief: Steampunk Sherlock Alternate Identity: Lord Lucien Lockwood Birthplace: London (Earth Victoriana Dimension) Residence: Just outside Freedom City (Steam Manor) Occupation: Diplomat, Detective, Aristocrat Affiliations: FC Police Department, Earth Victoriana Government (Ministry of Extraordinary Affairs) Family: Lord Lombard Lockwood, Ederly Aristocrat Description: Age: 35 (DOB 03/03/1981) Apparent Age: 35 Gender: Male Ethnicity: Caucasian (1/4 Indian) Height: 6’1” Weight: 85 Kgs Eyes: Green Hair: Brown Lord Steam dressed in antique Victorian clothes of the finest cut (and yes, he pulls it off, although he looks eccentric). He is a handsome tall man with long, Bryon-esque hair. He has an athletic, yet somewhat gangly frame. He usually carries his antique (and very valuable) brass tipped walking stick with him. History: Lord Steam is a genius. He grew up in Earth Victoriana London, to a wealthy and elderly father and a beautiful (disappeared without a trace) mother. He studied at Oxford studying engineering, and soon excelled. But his real love was detective work. Actually, his really real love was mingling in high society and dazzling everyone with his brilliance. After an indiscretion with Lord Bellowforth’s young wife, it was agreed by all that it was best that Lord Steam made himself absent. An excellent position on the newly discovered “Earth Independence” dimension had opened, and Lord Steam became an official ambassador to Earth Prime. Since his seemingly indefinite time in this dimension, Lord Steam has thoroughly enjoyed himself as a detective, man of leisure, and his very occasional demands as a diplomat, and is quite keen to remain in his advantageous and interesting position. Personality & Motivation: Lord Steam is a restless and curious soul, unable to keep his nose out of trouble. Despite his intellect - and it is an intellect he uses - he is by nature somewhat reckless, a thrill seeker. One must also consider his upbringing - he believes in doing the right thing, in manners, politeness, law, and social order. In some ways, his aristocratic upbringing holds on to the code of "chivalry" from days past. He is no stick in the mud, however. He is also charismatic and charming, and loves throwing a good party and the company of equally charming women. He has a taste for all the fine expensive things in life, and only the best will do! Powers & Tactics: Lord Steam has no super powers, but is a genius and extremely charming. He is a master of all forms of detective work and an expert in mechanical engineering. If in a fight (which he prefers to avoid, as it hurts), he is a capable martial artist, trained in the EV Japanese/British hybrid martial art of Bartitsu. Complications: Antiquated Attitude: Lord Steam is somewhat antiquated in his view on servants, class, and even (in some regards) women, although always polite about it. (He has no prejudice on race or sexual orientation, and is actually very familiar with Asian cultures). Curiosity killed the Cat: The finest mind means the finest curiosity. Poking his nose in, and never letting go till the mystery is unravelled! Schmoozer: With an eye for the ladies, fine wine, and parties, Lord Steam can be distracted... Silver Spoon: Lord Steam can live without the necessities of life, but he simply must have the luxuries. He might refuse to use “common” things (public transport, cheap meals, cheap tools, etc). Equally, if a particular antique (or something artistic / splendid) captures his eye, he simply must have it! Steampunk Mechanic: Whilst clever with steampunk technology, modern stuff can sometimes defeat Lord Steam (particularly computers or electronics, but potentially some mechanical or structural work too). Abilities: 4 + 8 + 8 + 12 + 12 + 10 Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 22 (+6) Wisdom: 22 (+6) Charisma: 20 (+5) Combat: 24 + 24 = 48 Initiative: +8 Attack: +12 Defense: +12, +6 Flat Footed Grapple: +16 Knockback: -2 Saving Throws: 2 + 6 + 2 = 10 Toughness: +4 (+4 Con) Fortitude: +6 (+4 Con, +2) Reflex: +10 (+4 Dex, +6) Will: +8 (+6 Wil, +2) Skills: 184 R = 46 PP Acrobatics 4 (+8) Skill Mastery Bluff 8 (+13) Craft (Chemical) 4 (+10) Craft (Mechanical) 12 (+18) Skill Mastery, Additional +2 with Masterwork Tools Craft (Structural) 4 (+10) Diplomacy 8 (+13) Disable Device 12 (+18) Skill Mastery, Additional +2 with Masterwork Tools Disguise 4 (+9) Drive 4 (+8) Handle Animal 4 (+9) Intimidate 8 (+13) Investigate 12 (+18) Second Chance, Additional +2 with Masterwork Tools Knowledge (Art) 4 (+10) Knowledge (Behavioural Sciences) 4 (+10) Knowledge (Civics) 4 (+10) Knowledge (Life Sciences) 4 (+10) Knowledge (Physical Sciences) 8 (+14) Knowledge (Technology) 12 (+18) Language 8 (English [Native]. French, German, Greek, Italian, Japanese, Latin, Spanish, Urdu) Medicine 4 (+10) Skill Mastery Notice 12 (+18) Second Chance Perform (Keyboards) 4 (+9) Pilot 4 (+8) Ride 4 (+8) Search 12 (+18) Second Chance Sense Motive 12 (+18) Stealth 4 (+8) Feats: 53 Attractive [High Society Natural] Assessment Benefit 6 (Wealth 3 [Filthy Rich], Earth Victoriana Culture, Diplomatic Immunity, Aristocrat) Chokehold Connected Critical Strike Defensive Attack Eidetic Memory Favoured Opponent 2 (Robots, Criminal Masterminds) Equipment 16 Grappling Finesse Improved Disarm Improved Initiative 1 Improved Pin Improved Sunder Inventor Master Plan Minions 6 (Blakely) Power Attack Second Chance 3 (Investigate, Notice, Search) Skill Mastery 1 (Acrobatics, Craft [Mechianical], Disable Device, Medicine) Takedown Attack 1 Uncanny Dodge 1 (Auditory) Weapon Bind Weapon Break Equipment 80 EP = 16 PP Headquarters: Steam Mansion (Toughness: 10 [1 EP], Size: Large [2 EP], Features: Communications, Dimensional portal [Earth Victoriana], Dock, Garage, Grounds*, Gym, Hangar, Infirmary, Laboratory, Library, Masterwork Living Space, Pool, Power System, Security System 5 [DC 40], Stables**, Staffed, Workshop) [25 total EP] *Grounds increase size to gargantuan for the purposes of gardens, estates, etc (used in 3E), Stables function as a garage for horses etc. Alternative HQ [Identical Mansion based in Earth Victoriana Dimension, London] [1 EP] Vehicle: Bessie the Steam Powered Car (Toughness: 10 [1 EP], Size: Huge [2 EP], Defence Bonus -2, STR 40 [2 EP], Features Alarm 1, Caltrops, Oil Slick, Retractable Weapons, Smokescreen [5 EP], Powers: Speed 5 [5 EP], Super Senses 1 [Radio] [1 EP], Armament Array [16 PP Array, 2 Alt Powers, Total EP Cost 18: Blast 4 with Autofire, Penetrating, “Gatling Guns” Alt Power: Nullify 8 all flame/heat powers, Touch Range, Cone Area “Retardant Spray”, Alt Power: Damage 8 Line Area “Flamethrower”) [34 EP Total] Masterwork Tools [Investigation, Mechanical, Disable Device] [3 EP] Rebreather [1 EP] Flash Goggles [1 EP] Splendid Brass Magnifying Glass [1 EP] (Microscopic Vision 1, x5 time to notice/search) Walking Cane (Damage 2, Feats: Thrown, Mighty) [4 EP] Steam Powered Pistol (Blast 4, Feats: Subtle, Non Lethal Ammunition) [10 EP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Tough Damage Cane Touch DC 19 Tough Damage Revolver Ranged DC 19 Touch Damage Totals: Abilities 54 + Combat 48 + Saves 10 + Skills 46 + Feats 53 = 211/250PP
- 6 replies
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- pl 8
- lord steam
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Lets see how that works...100 feet of sand is a long way for an injured man! Ill hold off for now.
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Starshot simultaneously congratulated himself in his observation that it was by nose (or noses) that the creature navigated, and that the sandbeast had taken back to ground. He took a second to scan around...they could do with some solid rock to take a stand on, but he was not hopeful. Sand was everywhere. Particularly his boots. He powered off the overburn mode on Trigger. "Ah, shoot..." lamented his crazy gun. "I mean, shoot! shoot! shoot it up!" it added, as Starshot pulled up and took aim. It was a difficult shot, seeing through the sand and smoke, and gauging the distance. Phased plasma had to be calibrated to snap back to reality at the right point...
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Ok at least bought a bit of time for crewmembers. If its underground, another indirect Plasma shot then. For move action, if required, a nominal scan around to see if there is any rock to leap to (I watched "Tremors" recently...) Blasting sand snake: 1d20+10 17, if that hits, DC 21 TOughness
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Taking a gamble, Starshot unclipped a smoke grenade from his belt and lobbed it just behind the sand shark. "Everybody! Move away!" he commanded, as he backed off himself. The sand was hard going, but at least there would be no pitfalls or things to stumble over. Just endless dunes. The grenade exploded, showering its chemicals around them. Perhaps the creature did not use eyes, but Starshot was guessing it was using its sense of smell. And the purple-black acrid gas reeked. Of course, that meant he could not see the creature either, but perhaps he did not need too. Just approximately... He flipped trigger into overburn mode. The huge plasma discharge would sweep the sand... "Whey hey hey! I'm ready to BURRRRN!" yelled the aroused gun.
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If Starshot is up again, he will grab a smoke grenade and throw it on the ground. I hope the olfactory component works! Move action will be to get out of the radius of the smoke grenade. Free action to bark orders
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Starshot moved sideways, boots kicking sand. It was not the best environment to fight in, and he was sure the Sandbeast had the advantage. But there was no use crying over the situation; for starters, it was a waste of water. Sliding over the dunes, he tried to put himself inbetween Laark and the beast, and swung out with his cybernetic hand. No holding back. The beast was out to kill, and so was he.
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Punchstab Sandthing: 1d20+10 25 punchstab Sand thing. DC 21 Tough Save. Lethal damage this time!
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"Safe? Nothing is, Billy. Not today" she replied. The ground did look to even, she acknowledged, reluctantly. "And yeah, we were pretty desperate" she acknowledged. Billy's silence was, whilst safer, unpleasant. She preferred an upbeat song. Or any song with a beat at all, be it up, down, or sideways. The stone was still pulling. "How are you holding up? I gotta feeling about where to go, but the ground doesn't look made for wheels...do you think we can make it?"
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Initiative vs Blastaaaar Criminals: 1d20+8 10 there it is!
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"Damn Schweinhund!" cursed Starshot as the thing twisted out of the Net. He would have preferred to catch the thing alive, to know what it was. And, he admitted, to later stuff and hang on the observation deck of the Xeno. But the ghastly thing was too dangerous for his liking. He brought up his cybernetic hand, and with a thought, a large spike extended from its centre. He jumped into the fray, intent on stabbing the creature - although he had no idea where. He was too slow, the creature too fast, but mainly, the creature twisted at the wrong time, moving into him rather than away, and Starshot got thrown to one side, landing on his knees in the sand.
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Stab Snake: 1d20+10 12 for a stab, which clearly will fail!
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For narrative purposes, I suggest but a minute inbetween!
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"Gott in Himmel!" gasped Starshot in his helmet. The animal had moved faster than he had anticipated. He wouldn't make that mistake. And now, its intentions were quite clear - with horrible results. He pumped the plasma web into the barrel of trigger. He would rather capture this beast alive, study it, if he could. With a fluid motion he aimed and fired. The shell expanded as it left the barrel, opening up like a flower. A net of glowing wires, thrown through the air to land and entwine around the beast...
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In which case, Starshot will do a straight up plasma web shot. Plasma Webbing on worm: 1d20+10 25 should hit, which means a DC 16 Reflex Save attack. Ill keep the tether on it.
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If you are doing a biologist supersuit, I did a sketch below of build type: Complications (for this or arguably the supersuit above) 1. Phobia: Aside from being vulnerable to diseases, Dr Zygote is completely germ phobic and will be obsessively clean, panicking and the thought of muck ridden germs GERMS GEEEERMS!!!!! Everywhere...the little invisible horrors! 2: Hungry! Feed Me! Dy Zygots Gloop Suit is hungry for protein at all time, and will reach out and slowly gobble any such stuff (including plants) with unconscious Lovecraftian tentacles. Aside from the disconcetring and rude effect this has, failure to supply with large protein sources will make it wither. 3: Electroshock. The electronuerosystem of the gloop suit might be overloaded, resulting in the whole suit solidifying in a spasm. 4: Colour blind: Dy Zygotes strange eyes make him colour blind. They are also slightly offputting, and may go against him in social interactions. 5: Morbid Fascination; Dr Zygote is fascinated with biologyy and psychology and loves poking and prodding (mentally and physically) "specimins" Doctor Zygote Power Level: 10; Power Points Spent: 150/150 STR: +10 (10/30), DEX: +0 (10), CON: +10 (8/30), INT: +5 (20), WIS: +1 (12), CHA: +0 (10) Tough: +10, Fort: +10, Ref: +6, Will: +8 Skills: Craft (chemical) 8 (+13), Craft (electronic) 8 (+13), Knowledge (behavioral science) 8 (+13), Knowledge (life sciences) 12 (+17), Knowledge (technology) 8 (+13), Language 4 (+4), Medicine 8 (+9), Notice 4 (+5), Sense Motive 12 (+13) Feats: Benefit (Wealth), Chokehold, Improved Pin, Jack-of-All-Trades, Psychological Manipulation*, Skill Mastery (Medicine, Craft, Craft, sense Motive) *Use Knowledge (Behavioural Sciences) in place of any interaction skill, providing detailed psychological profile is available (an hour interview, prepared reports, or extensive information gathering from people who know him well and/or historical information). Powers: Electro Gloop Suit (Device 16) (Hard to lose, Only you can use) Blast 10 (DC 25) Snare 10 (Alternate; DC 20; Contagious; Range (touch)) Stun 10 (Alternate; DC 20) Elongation 5 (Elongation: 100 ft., range incr 50 ft., +5 Escape & Grapple) Enhanced Trait 42 (Traits: Strength +20 (30, +10), Constitution +22 (30, +10)) Immunity 3 (condition: own powers, poison, starvation & thirst) Speed 3 (Speed: 50 mph, 440 ft./rnd) Super-Senses 1 (scent; Custom 2 (Analytical touch, smell)) Super-Strength 1 (+5 STR carry capacity, heavy load: 3.2k lbs; +1 STR to some checks) Attack Bonus: +10 (Ranged: +10, Melee: +10, Grapple: +20/+26) Attacks: Blast 10, +10 (DC 25), Snare 10, +10 (DC Ref/Staged 20), Stun 10, +10 (DC Fort/Staged 20), Unarmed Attack, +10 (DC 25) Defense: +10 (Flat-footed: +5), Knockback: -5 Initiative: +0 Drawbacks: Vulnerable, common, moderate, Disease Languages: French, German, Latin, Native Language, Spanish Totals: Abilities 10 + Skills 18 (72 ranks) + Feats 6 + Powers 66 + Combat 40 + Saves 13 - Drawbacks 3 = 150 Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Mutants & Masterminds, Second Edition is ©2005-2015 Green Ronin Publishing, LLC. All rights reserved.