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Supercape

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  1. So I think Golden Star is up then?
  2. Also, I forgot to award an HP for valiant attempts to save Dr North from boom (despite risk). Predator - Unharmed - 3 HP
  3. OK that will need a ranged attack roll but you can take 10 and auto hit if you wish (it is a tank, after all!) Post IC and then Golden Star is up!
  4. Lots of rubble everywhere Maybe some used shells Basically anything that would fit in a worn torn city like barbed wire or burning vehicles!
  5. GM "Fool! You anarchists will be crushed behind the mighty bolts of General Sparks!" yelled the tank commander. "None can resist the irrestistable might of our glorious leader! For he..." He slumped unconscious over the tank, drooling slightly, stupidly large military hat falling off his head to land infront of the tank and get crushed under the tracks. General Sparks? That rang a bell to the teenagers. Some antique and long forgotten N64 shoot em up game. It wasnt very good. The graphics right now were incredible, though! Even the pain felt real.... BECAUSE IT WAS! But with the tank commander out, the tank had to grind to a halt. There was the sound of furious scurrying, until another soldier (of lesser rank) popped out from the hatch and started up the machine gun...
  6. So a bruise for Cereb. 16-Ceberellum- Bruised - 3 HP 6-Golden Star-Dazed (this round) - Bruised x1 - Staggered - Prone - 1 HP 5 - Tank For this round, the Tank is going to switch to machine guns. That will take its action as the Leader is KO. Meaning 16-Ceberellum- Bruised - 3 HP 6-Golden Star-Dazed (this round) - Bruised x1 - Staggered - Prone - 1 HP 5 - Tank Cerebellum is up again.
  7. Dum dum daaa! What appaling luck! But never fear!
  8. We will come to Iris but lets finish up the tank battle first. Will Save scores 14, so as he is a minion, he is out cold. Another Mortar Shell! BOOM! Area 6 Damage for Reflex DC 16 and TOughnes DC 21/18 from both of you However, as they are deprived of their leader, you get a +2 circumstance bonus of Reflex saves
  9. Gamma Buzz Baltazars head was spinning. For a moment, he wondered if it was literal. Perhaps, perhaps one of his amazing cockroach powers was to turn his head right around! Could cockroaches do that? He decided to not try it. Not right now, anyway. "A space battle, huh? Like... umm... a battle in space? With space invaders, like that ancient arcade game?" he asked, stroking his chin. "Look, I have no idea whats going on here. But I trust the Freedom League. We all do. Whatever we can do to help save the universe, we are in!" Saving the universe sounded pretty dang important.
  10. 16-Ceberellum-Unharmed - 3 HP 6-Golden Star-Dazed (this round) - Bruised x1 - Prone - 1 HP 5 - Tank Meaning @Dracostern Cerebellum is up! The tank hatch is still open with the pseudo Nazi in military hat pointing at you and cackling
  11. Supercape

    Rev

    Rev Power Level: 10 (248/250) Unspent Power Points: 2 Trade-Offs: None In Brief: Street Racer Cyborg Alternate Identity: Lexa Venn Birthplace: Freedom City Residence: Freedom City Base of Operations: Freedom City Occupation: Mechanic Affiliations: Claremont Family: Daisy Jenkins (Mother, Nurse) Catchphrase: “Jet, Set, GOOOO!” Description: Age: 24 Apparent Age: 24 Gender: Female Ethnicity: Caucasian Height: 5’6” Weight: 100 Kgs Eyes: Red Hair: Platinum Blonde Rev is a young woman who usually wears cheap casual clothes like t shirts, and jeans (her favourite is probably dungarees). Her only oddity is red eyes (although she often wears sunglasses). Her hair is platinum blonde to the point of being white. She is often barefoot (because her jets will burn through shoes pretty fast), but does wear sneakers she can kick off quickly if need be. With progressive power use, her artificial skin peels / burns off and metal cyborg limbs are revealed. She has two ports on the side of her neck, which she can use to pump fuel into her body. History: Lexa Venn grew up a good kid, decent grades, friendly, outgoing. Bit of a tomboy. Her dad was a mechanic, her mother a nurse. That all changed on her 15th Birthday, when her Dad was killed in a shootout between some cops and a pair of cheap thugs. She didn’t go completely off the rails, but she certainly slid half off them. She fell in with a street gang called the “Junkin’ Donuts”, who specialised in joy riding and street racing, and rebuilding or modifying scrap yards cars. They weren’t a totally bad lot, just thrill seeking anarchists (As opposed to violent). Lexa had enough skill driving and repairing cars that she was pretty valued. After leaving high school early (aged 16) with disappointing but not bad grades (“could have done better”) she ended up working in an auto shop part time and hanging around the Junkin’ Donuts full time. And then, she took a race that would change her life. The mysterious driver she raced again was using the “Mechaphage”, a strange metal based cybernetic bacteria (that was itself mutated by the Darwin-X virus) that integrated biological and mechanical components. He used this to literally “become one with his car”. He would have easily won the race, but Lexa would not have that. She called in her Donut friends who spiked the street with an oil slick. Next thing, Lexa and her opponent had an almighty crash. The mysterious driver, welded to his car, was whisked away by AEGIS in the aftermath. Lexa suffered horrific injuries, but slowly recovered, her broken, missing, or shattered limbs turning to steel, her hair turning white, her eyes turning red. She had been infected with the Mechaphage! After a spell in Claremont, Rev has set up shop us the Superhero Mechanic, with her own garage. Personality & Motivation: Thrill seeking, Loyal, Friendly Rev is a thrill seeking, adventure loving woman who “Rev”els in her power. However, despite her need for speed, she really doesn’t have a bad bone in her body (mind you, she doesn’t have that many bones these days). She is generally a kind, loving kind of person, and has plenty of sympathy for others. Her motivation is thus simply to use her power helpfully. However this is not always simple; she can come into conflict with her own desire for power, or she can find herself torn in whom to help. She will tend to help others she knows, or has a personal investment in, rather than abstract helpfulness (on a geo-political or philosophical level, for instance). Her major hobby and interest is pulling apart engines and rebuilding them. And driving cars very fast… Powers & Tactics: Rev has many machine parts, but mainly they are her legs and arms that are now fully mechanical. Her limbs can extend out and her feet and hands (and to a lesser extent the rest of her limbs) have inbuilt jets she can fire to fly or spray fire, She cyborg limbs can also separate from her body and have increased strength. One limitation of her jets is that they require normal oxygen levels: They will not function at high altitude or underwater (for instance). Rev can “Rev” engines with touch, increasing their power and performance considerably by temporarily infecting them with the Mechaphage. For instance, she can boost a car to travel at 5000mph! Rev is reckless but smart in a fight, meaning she will charge in without planning, and with a love for speed. But once in a fight she is not stupid – over confident, perhaps, but not stupid. She will use her powers in reasonably inventive ways. Power Descriptions: Rev’s limbs can fire jets. These are mainly in her feet and hands, but she has a few lesser jet ports in her elbows and knees. They will fire blue plasma at her mental command. Complications: Skin Job: Rev has artificial, plastic derived skin over her limbs, which tends to burn off during strain or damage, showing clearly metal limbs (making her recognisable). In addition, whist her hands have reasonable touch receptors (a little less than a normal humans), the rest of her limbs have very little or no touch sensation (meaning she could be insidiously damaged or affected without her noticing). Tanked up: Her limbs usually operate on electricity which she can spontaneously generate. However, using the Jet array requires fuel. She has to pump fuel into her body (either drinking it, or – more efficiently, by piping into a portal in her neck). Refuelling also means refining (to ultra high grade energy dense variants) which she can do in her body. However, this does mean emitting (from her jets) a rather unpleasant methane smell. Using hyperburn power will drain fuel extremely fast. Oiled up: In addition, Rev needs to apply lubricating oil to her limbs once a day or they will grind and be very noisy (making stealth impossible, for instance). Being in water or dirty environments will also cause grinding until she applies oil again. Very long periods (weeks) without lubricant will slowly make her limbs seize up altogether. Overcharge Burn: Her “Revving” boost is not completely reliable. She can break, rather than boost, engines (or possibly do both). Total Jerk: If hit by electricity, she will experience brief violent jerks in her limbs. She could accidentally drop or throw something, fall prone, or just flail about. Jet Crash: Normally, Rev flies reasonably gracefully. However, if she is flying with limbs occupied (such as holding things, or when her limbs are detached) she gets clumsy and progressively likely to crash and burn. As a rough guide, if she is "down" one limb, she will often fail tight turns but is generally functional. If she is down "two limbs" she is only able to reliably to simple things like long turns or landing. If she has only one limb "up", she can't even fly in a straight line or land without great peril. Red Eye: Using Infravision makes Rev's Eyes glow. Sure, she can see in the dark, but everyone call also spot her (two glowing points of red light!) Oxygen Dependent Using her jet powers requires oxygen. They will rapidly fail if in an oxygen depleted environment such as space or underwater. Abilities: 20 + 8 + 6 + 4 + 0 + 6 = 44 Strength: 30 (+10) [Effective Lifting Strength: 40] Dexterity: 18 (+4) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 10 (0) Charisma: 16 (+3) Combat: 20 + 20 = 40 Initiative: +12 (+4 Dex, +8 Improved Initiative) Attack: +10 (+12 with Cutter) Defense: +10 (+10 base, +5 flat footed) Grapple: +22 (additional +2 from elongation) Knockback: -5 Saving Throws: 7 + 9 + 7 = 23 PP Toughness: +10 (+3 Con, +7 Protection) Fortitude: +10 (+3 Con, +7) Reflex: +13 (+4 Dex, +9) Will: +7 (+0 Wis, +7) Skills: 80R = 20 PP Acrobatics 8 (+12) Skill Mastery Bluff 4 (+7) Craft (Chemical) 4 (+6) Craft (Electronic) 4 (+6) Craft (Mechanical) 8 (+10) Skill Mastery Craft (Structural) 4 (+6) Disable Device 8 (+10) Skill Mastery Drive 14 (+18) Skill Mastery Intimidate 4 (+7) Knowledge (Pop Culture) 4 (+6) Knowledge (Streetwise) 4 (+6) Notice 4 (+4) Pilot 6 (+10) Sense Motive 4 (+4) Feats: 26 PP Acrobatic Bluff Ambidexterity Beginner’s Luck Equipment 9 Evasion 2 Favoured Opponent (Vehicle) Improved Grapple Improved Initiative 2 Improved Sunder Improved Throw Move-by Action Prone Fighting Second Chance 2 (Toughness save vs. Crashes and Reflex save vs Fire) Skill Mastery (Acrobatics, Craft Mechanical, Disable Device, Drive) Ultimate Effort (Drive) As Enhanced Traits: Improvised Tools Equipment: 9PP = 45EP Vehicle: Dune Buggy STR 40 [4 EP], Toughness 12 [5 EP], Size Large [1 EP], Features: Alarm 1, Navigation System 1, Oil Slick, Smoke Screen [4 EP], Impervious Toughness 5 [5 EP], Communication 6 (20 miles, Radio, Omni Directional, One Way) [6 EP], Speed 5 [5 EP], Supermovement 2 (Surefooted, -50% penality reduction) [4 EP], Super Senses 1 (Radio) [1 EP] [35 EP Total] Headquaters: Chop Shop Toughness 10 [1 EP], Size: Small, Features: Communications, Fire Prevention System, Garage, Living Space, Security System 3, Workshop [8 EP] [Total 9 EP] [Location: Southside) Caltrops [1 EP] Powers: 8 + 13 + 4 + 1 + 1 + 6 + 34 + 1 + 6 + 7 + 10 + 2 + 1 + 1 = 95 Anatomic Separation 4 (Arms, Legs) [8 PP] [Mechanical/Cybernetic] Boost 4 (All Mechanical Effects, Feats: Selective, Slow Fade 4 [1 Hour], Flaws: Others Only) [13 PP] “Rev Engine!” (Mechanical, Cybernetic) Elongation 2 (10’, Range Increment 20’, +2 to Grapple/Escape Artist, Extras: Continuous) [4 PP] “Servo Limbs” (Mechanical, Cybernetic) Quickness 3 (x10, Flaws: Limited to one task: Craft Mechanical [-2]) [1 PP] “Inbuilt tools” Enhanced Trait 1 (Feat: Improvised Tools) “Inbuilt tools” Immunity 6 (Light based visual dazzles [1], Limb heat damage [2], Cold and Hot Environments [2], Energy based critical hits [1]) [6 PP] "Energy dispersal systems" (Cybernetic) Jet Array (30 PP Array, Feats: Alt Power 4) [34 PP] “Jets!” BP: Blast 10 (Extras: Area Burst) [30/30 PP] “Fireball” AP: Dazzle 10 (Extras: Area [Burst]) [30/30 PP] “Jet Flare” (Light descriptor) AP: Trip 10 ( 5 x 25-205’ Line Extras: Area [Line], Knockback, Feats: Decrease Area 9, Improved Trip, Flaws: Range [Touch]) [24/24 PP] "Wind Tunnel" [Cybernetic, Wind] AP: Corrosion Strike 8 (Feats: Accurate, Improved Critical 1, Precise) [11 PP] Linked with Drain Toughness 8 (Extras: Affects Objects, Feats: Accurate, Improved Critical 1, Precise) [19 PP] “Cutter” AP: Blast 10 (Extras: Secondary Effect) [30 PP] "Ignite" Speed 1 (10mph) [1PP] [1PP] (Mechanical, Cybernetic) “Cybernetic Strength” Super Strength 2 (+10 Effective Strength, Feats: Groundstrike, Shockwave) [6 PP] (Mechanical, Cybernetic) “Cybernetic Strength” Protection 7 [7 PP] “Sub dermal plating” Flight 5 (250mph) [10 PP] “Jets” Flight 2 (Stacks with basic Flight power for 1000mph, Flaws: Unreliable [5 uses/round only]) [2PP] “NO2 boost” Super-Movement 1 (Slithering, Flaws: Limited to detached limbs) [1 PP] [Mechanical/Cybernetic] Super Senses 1 (Infravision) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch Toughness 25 Damage Plasma Jet Touch Fort 16, Tough 21 Drain Tough, Damage Fuel Bomb Ranged/Burst Toughness 23 Damage Flaring Jet Ranged/Burst Reflex/Tough 18 Visual Dazzle Wind Tunnel Touch/Line Reflex 20, Tough Trip/Knockback Totals: Abilities 44 + Combat 40 + Saving Throws 23 + Skills 20 + Feats 26 + Powers 95 = 248/250 Power Points
  12. As a reaction, no, but We can say he had ample to time to activate during Golden Stars zooming We should also say that Golden Star is knockbacked 10 feet and prone. As Golden Star dazed we should probably more to combat. Could you throw initiatives?
  13. Starshot "That's not good, is it?" yelled Starshot from his cover position. "Not good at all..." he muttered to himself, as he checked his rifles power cell. The overcharge had taken a large bite out of the cell, but it had 62% charge left. More than enough for some Grue hunting. The spell - whatever it was, wherever it was going, would have to wait. Bigger fish to fry. Like the Grue who was trying to take his head off. Still on the floor, he rolled a few rotations, swiped his Rifle into play, and let the alien have a bolt of freshly minted plasma!
  14. Move action: To partial Cover Starndard Action: Fire plasma rifle 28 Which I hope hits and its a DC 23 Tough Save
  15. OK playing a bit fast and loose with combat rules. As Golden Star is essentially trying to escape the tank, and is slightly faster at 50mph (As well as being more mobile), we can say that he completes the escape... ...except he (and Daniel) do catch a mortar shell in the process. @Ponchoand @Dracostern Damage 6 (Area) affect. +2 to Reflex save to half the damage as there is tons of cover around. So DC 21 Reflex (with +2 bonus from cover) and DC 21 or 18 Toughness Saves)
  16. GM Fortunately, this strange world was still a world where Golden Star and the twins had their powers. Super speed, super strength, all present and correct. Unfortunately, the tank was still a mechanised beast of war with speedy tracks and a really big cannon! BOOM! A nearby building fell apart! BOOM! An old warehouse gained a new, wide entrance! BOOM! As Golden Star weaved through broken streets, fires, and empty buildings, one of the shells came a little bit too close for comfort!
  17. Haven Haven paused. "Everything" was, to his mind, a good answer, but he doubted the Lion would have the wit or time to provide everything. "Three things then, my feline friend... One! Where are the Ultio 2.0 Suits? Two! Where is the rabbit? Three! Who is the Wizard of Oz?" It was a gamble. Some, or all of those questions might fall under the umbrella of "security", but then, anything could. Follow the Rabbit, his cyber-ally (if he/she was an ally) had said. Maybe a metaphor, maybe not. This world seemed ripe with metaphors made real, so it was worth a shot.
  18. GM The thug laughed. "Why would anyone want anything like that? they wouldn't! Its not sold as that. Marketing, cape... its all about Marketing! Synthetic, the marvel drug! Feel strong, feel powerful, feel all the pain wash away. Well, I guess it does that, eventually. The streets are full of people wanting some kind of escape, some kind of oblivion... why, look around!" The man swept his eyes across the desolate night time skyline of arguably the most desperate part of the city. "Guinea pigs! Synthetic isn't perfected yet. Look at this zombie... he look normal to you?" The man's eyes darted to the albino still half asleep. The albino clearly wasnt a zombie; he was quite alive. But skin so thin and translucent you could almost see the pulsing arteries beneath. He certainly wasn't a zombie, but he certainly wasn't normal, either." "Thats where Synthetic comes from. His blood. Ha! Good name, huh? Synthetic, although thejokes on you. Its actually some freak's blood. I reckon Freak Blood didn't sell well. Synthetic sounded a lot better. See? It's all about Marketing!" He gave another hopeless wriggle. "I told you everything I know. Now cut me some slack and let me go!"
  19. 19 for Baz
  20. Gamma Buzz "RIght! Right! Check the cave! Could be a desert Anaconda, right?" said Baz, snapping the fingers of both hands. Baz checked for responses. "I mean desert Anaconda's are a thing, right? If they aren't, they should be, so it still counts, right?" He peered into the Cave darkness. "Fortunately, I have my amazing cockroach vision and my amazing cockroach nose, so I could surely detect the heat signature of a desert Anaconda... wait... aren't they cold blooded and stuff?" He hopped from foot to foot once more. "So maybe cockroach vision wont work. Any other bright ideas, hombres?"
  21. Rev Power Level: 10 (248/250) Unspent Power Points: 2 Trade-Offs: None In Brief: Street Racer Cyborg Alternate Identity: Lexa Venn Birthplace: Freedom City Residence: Freedom City Base of Operations: Freedom City, Claremont Occupation: Student, Mechanic Affiliations: Claremont Family: Daisy Jenkins (Mother, Nurse) Catchphrase: “Jet, Set, GOOOO!” Description: Age: 24 Apparent Age: 24 Gender: Female Ethnicity: Caucasian Height: 5’6” Weight: 100 Kgs Eyes: Red Hair: Platinum Blonde Rev is a young woman who usually wears cheap casual clothes like t shirts, and jeans (her favourite is probably dungarees). Her only oddity is red eyes (although she often wears sunglasses). Her hair is platinum blonde to the point of being white. She is often barefoot (because her jets will burn through shoes pretty fast), but does wear sneakers she can kick off quickly if need be. With progressive power use, her artificial skin peels / burns off and metal cyborg limbs are revealed. She has two ports on the side of her neck, which she can use to pump fuel into her body. History: Lexa Venn grew up a good kid, decent grades, friendly, outgoing. Bit of a tomboy. Her dad was a mechanic, her mother a nurse. That all changed on her 15th Birthday, when her Dad was killed in a shootout between some cops and a pair of cheap thugs. She didn’t go completely off the rails, but she certainly slid half off them. She fell in with a street gang called the “Junkin’ Donuts”, who specialised in joy riding and street racing, and rebuilding or modifying scrap yards cars. They weren’t a totally bad lot, just thrill seeking anarchists (As opposed to violent). Lexa had enough skill driving and repairing cars that she was pretty valued. After leaving high school early (aged 16) with disappointing but not bad grades (“could have done better”) she ended up working in an auto shop part time and hanging around the Junkin’ Donuts full time. And then, she took a race that would change her life. The mysterious driver she raced again was using the “Mechaphage”, a strange metal based cybernetic bacteria (that was itself mutated by the Darwin-X virus) that integrated biological and mechanical components. He used this to literally “become one with his car”. He would have easily won the race, but Lexa would not have that. She called in her Donut friends who spiked the street with an oil slick. Next thing, Lexa and her opponent had an almighty crash. The mysterious driver, welded to his car, was whisked away by AEGIS in the aftermath. Lexa suffered horrific injuries, but slowly recovered, her broken, missing, or shattered limbs turning to steel, her hair turning white, her eyes turning red. She had been infected with the Mechaphage! After a spell in Claremont, she made her way to Bedlam City. The grime, grit and grease of the city appealed to her. With one (or several) limbs in the underworld as a Street racer, she keeps her ear to the ground of the underworld that she skims the surface of. Jumping lights or speeding through the city is one thing (“you have to be a bit of a crook to survive in a crooked city”), but when it comes to serious crime, Rev is still a hero! Personality & Motivation: Thrill seeking, Loyal, Friendly Rev is a thrill seeking, adventure loving woman who “Rev”els in her power. However, despite her need for speed, she really doesn’t have a bad bone in her body (mind you, she doesn’t have that many bones these days). She is generally a kind, loving kind of person, and has plenty of sympathy for others. Her motivation is thus simply to use her power helpfully. However this is not always simple; she can come into conflict with her own desire for power, or she can find herself torn in whom to help. She will tend to help others she knows, or has a personal investment in, rather than abstract helpfulness (on a geo-political or philosophical level, for instance). Her major hobby and interest is pulling apart engines and rebuilding them. And driving cars very fast… Powers & Tactics: Rev has many machine parts, but mainly they are her legs and arms that are now fully mechanical. Her limbs can extend out and her feet and hands (and to a lesser extent the rest of her limbs) have inbuilt jets she can fire to fly or spray fire, She cyborg limbs can also separate from her body, have increased strength, and can even split – thus an arm would split into two more slender arms, and her legs split into two more slender legs. One limitation of her jets is that they require normal oxygen levels: They will not function at high altitude or underwater (for instance). Rev can “Rev” engines with touch, increasing their power and performance considerably by temporarily infecting them with the Mechaphage. For instance, she can boost a car to travel at 5000mph! Rev is reckless but smart in a fight, meaning she will charge in without planning, and with a love for speed. But once in a fight she is not stupid – over confident, perhaps, but not stupid. She will use her powers in reasonably inventive ways. Power Descriptions: Rev’s limbs can fire jets. These are mainly in her feet and hands, but she has a few lesser jet ports in her elbows and knees. They will fire blue plasma at her mental command. Complications: Skin Job: Rev has artificial, plastic derived skin over her limbs, which tends to burn off during strain or damage, showing clearly metal limbs (making her recognisable). In addition, whist her hands have reasonable touch receptors (a little less than a normal humans), the rest of her limbs have very little or no touch sensation (meaning she could be insidiously damaged or affected without her noticing). Tanked up: Her limbs usually operate on electricity which she can spontaneously generate. However, using the Jet array requires fuel. She has to pump fuel into her body (either drinking it, or – more efficiently, by piping into a portal in her neck). Refuelling also means refining (to ultra high grade energy dense variants) which she can do in her body. However, this does mean emitting (from her jets) a rather unpleasant methane smell. Using hyperburn power will drain fuel extremely fast. Oiled up: In addition, Rev needs to apply lubricating oil to her limbs once a day or they will grind and be very noisy (making stealth impossible, for instance). Being in water or dirty environments will also cause grinding until she applies oil again. Very long periods (weeks) without lubricant will slowly make her limbs seize up altogether. Overcharge Burn: Her “Revving” boost is not completely reliable. She can break, rather than boost, engines (or possibly do both). Total Jerk: If hit by electricity, she will experience brief violent jerks in her limbs. She could accidentally drop or throw something, fall prone, or just flail about. Magnetic Vibes: Strong magnetic fields, or magnetic powers will also affect her, giving her a lingering fine tremor to her hands for an hour or so. This stops her from any fine manipulation. She could not accurately type, press a button, and cannot be precise with her plasma jet, let alone use craft or disable device skills. Jet Crash: Normally, Rev flies reasonably gracefully. However, if she is flying with limbs occupied (such as holding things, or when her limbs are detached) she gets clumsy and progressively likely to crash and burn. As a rough guide, if she is "down" one limb, she will often fail tight turns but is generally functional. If she is down "two limbs" she is only able to reliably to simple things like long turns or landing. If she has only one limb "up", she can't even fly in a straight line or land without great peril. Red Eye: Using Infravision makes Rev's Eyes glow. Sure, she can see in the dark, but everyone call also spot her (two glowing points of red light!) Oxygen Dependent Using her jet powers requires oxygen. They will rapidly fail if in an oxygen depleted environment such as space or underwater. Abilities: 20 + 8 + 6 + 4 + 0 + 6 = 44 Strength: 30 (+10) [Effective Lifting Strength: 40] Dexterity: 18 (+4) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 10 (0) Charisma: 16 (+3) Combat: 20 + 20 = 40 Initiative: +8 (+4 Dex, +4 Improved Initiative) Attack: +10 (+12 with Cutter) Defense: +10 (+10 base, +5 flat footed) Grapple: +22 (additional +2 from elongation) Knockback: -5 Saving Throws: 8 + 9 + 7 = 23 Toughness: +10 (+2 Con, +8 Protection) Fortitude: +10 (+3 Con, +7) Reflex: +13 (+3 Dex, +10) Will: +7 (+0 Wis, +7) Skills: 80R = 20 PP Acrobatics 8 (+12) Skill Mastery Bluff 4 (+7) Craft (Chemical) 4 (+6) Craft (Electronic) 4 (+6) Craft (Mechanical) 8 (+10) Skill Mastery Craft (Structural) 4 (+6) Disable Device 8 (+10) Skill Mastery Drive 14 (+18) Skill Mastery Intimidate 4 (+7) Knowledge (Pop Culture) 4 (+6) Knowledge (Streetwise) 4 (+6) Notice 4 (+4) Pilot 6 (+10) Sense Motive 4 (+4) Feats: 25 PP Acrobatic Bluff Ambidexterity Beginner’s Luck Equipment 9 Evasion 2 Favoured Opponent (Vehicle) Improved Grapple Improved Initiative Improved Sunder Improved Throw Move-by Action Prone Fighting Second Chance 2 (Toughness save vs. Crashes and Fire) Skill Mastery (Acrobatics, Craft Mechanical, Disable Device, Drive) Ultimate Effort (Drive) As Enhanced Traits: Improvised Tools Equipment: 9PP = 45EP Vehicle: Dune Buggy STR 40 [4 EP], Toughness 12 [5 EP], Size Large [1 EP], Features: Alarm 1, Navigation System 1, Oil Slick, Smoke Screen [4 EP], Impervious Toughness 5 [5 EP], Communication 6 (20 miles, Radio, Omni Directional, One Way) [6 EP], Speed 5 [5 EP], Supermovement 2 (Surefooted, -50% penality reduction) [4 EP], Super Senses 1 (Radio) [1 EP] [35 EP Total] Headquaters: Chop Shop Toughness 10 [1 EP], Size: Small, Features: Communications, Fire Prevention System, Garage, Living Space, Security System 3, Workshop [8 EP] [Total 9 EP] Caltrops [1 EP] Powers: 8 + 13 + 4 + 1 + 1 + 6 + 34 + 1 + 6 + 7 + 10 + 2 + 1 + 1 = 96 Anatomic Separation 4 (Arms, Legs) [8 PP] [Mechanical/Cybernetic] Boost 4 (All Mechanical Effects, Feats: Selective, Slow Fade 4 [1 Hour], Flaws: Others Only) [13 PP] “Rev Engine!” (Mechanical, Cybernetic) Elongation 2 (10’, Range Increment 20’, +2 to Grapple/Escape Artist, Extras: Continuous) [4 PP] “Servo Limbs” (Mechanical, Cybernetic) Quickness 3 (x10, Flaws: Limited to one task: Craft Mechanical [-2]) [1 PP] “Inbuilt tools” Enhanced Trait 1 (Feat: Improvised Tools) “Inbuilt tools” Immunity 6 (Light based visual dazzles [1], Limb heat damage [2], Cold and Hot Environments [2], Energy based critical hits [1]) [6 PP] "Energy dispersal systems" (Cybernetic) Jet Array (30 PP Array, Feats: Alt Power 4) [34 PP] “Jets!” BP: Blast 10 (Extras: Area Burst) [30/30 PP] “Fireball” AP: Dazzle 10 (Extras: Area [Burst]) [30/30 PP] “Jet Flare” (Light descriptor) AP: Trip 10 ( 5 x 25-205’ Line Extras: Area [Line], Knockback, Feats: Decrease Area 9, Improved Trip, Flaws: Range [Touch]) [24/24 PP] "Wind Tunnel" [Cybernetic, Wind] AP: Corrosion Strike 8 (Feats: Accurate, Improved Critical 1, Precise) [11 PP] Linked with Drain Toughness 8 (Extras: Affects Objects, Feats: Accurate, Improved Critical 1, Precise) [19 PP] “Cutter” AP: Blast 10 (Extras: Secondary Effect) [24 PP] "Ignite" Speed 1 (10mph) [1PP] [1PP] (Mechanical, Cybernetic) “Cybernetic Strength” Super Strength 2 (+10 Effective Strength, Feats: Groundstrike, Shockwave) [6 PP] (Mechanical, Cybernetic) “Cybernetic Strength” Protection 7 [7 PP] “Sub dermal plating” Flight 5 (250mph) [10 PP] “Jets” Flight 2 (Stacks with basic Flight power for 1000mph, Flaws: Unreliable [5 uses/round only]) [2PP] “NO2 boost” Super-Movement 1 (Slithering, Flaws: Limited to detached limbs) [1 PP] [Mechanical/Cybernetic] Super Senses 1 (Infravision) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch Toughness 25 Damage Plasma Jet Touch Fort 16, Tough 21 Drain Tough, Damage Fuel Bomb Ranged/Burst Toughness 23 Damage Flaring Jet Ranged/Burst Reflex/Tough 18 Visual Dazzle Wind Tunnel Touch/Line Reflex 20, Tough Trip/Knockback Totals: Abilities 40 + Combat 40 + Saving Throws 23 + Skills 20 + Feats 25 + Powers 96 = 244/250 Power Points
  22. Bringing Rev up to PL 10 and back to Freedom CIty (she is too upbeat for Bedlam!) Jet, Set, Goooooo! All ideas or suggestions welcome.
  23. Gamma Buzz "Wheee! Who needs plans anyway?" asked Baz, hopping from foot to foot and rubbing his hands. "I mean the worst that can happen is that we die in agony in an alien pain amplifier, right?" "Uhhh... actually that doesent sound any good, does it? Forget I said that!" If he stopped to think, Baz knew he would realise he was terrified to death. So, to him mind, the logical thing was not to stop. "Whats important is that we go down fighting! And arent get taken alive for the aliens to plant torture eggs in our abdomens that erupt in a agonising birthing ritual! Thats very important!" With his final "wisdom" dispensed, he jumped throught the portal!
  24. GM Perhaps there might have been time for Daniel to find his twin. If he was left undisturbed in peace and calm... Alas, that was not to be. This was a violent computer game. Inbetwixt the intermittent sounds of machine gun fire, the teenagers could hear the sound of an engine. A tank! With a CRASH!*, a nearby bomb-hollowed building collapsed, and a cannon barrel poked out. The dust plumed around them, almost obscuring the vision, and threatening to invade their lungs and induce a coughing fit. From the top of the tank, a hatch opened up. A man dressed in faux-nazi leather gear, and outrageously large and evil military hat popped up, and pointed a gloved finger at the two your men. "MEN! TERRORISTS! EXTERMINATE THE SCUM IN THE NAME OF GENERAL SPARKS!" he yelled in a completely English tongue with a bad accent that wobbled between American and German. Not your normal German, but the German accent of bad world war 2 movies. The Tank started creeping forward, the turrey started swerving... It looked very doubleplusungood.
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