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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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Ok so Atlanteans on board! Sense Motive Checks DC 20, with a -2 Situational penalty due to "non human" nature of Atlanteans - although Glamazon ignores this and gets a +2 Situational bonus. Also, Notice DC 25
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"Oh yeah thats a great idea. Let you corrupt the thing..." shouted Pitch aloud back, furious with herself. Still, it wasn't as if she had a lot of other cards on the table. The barrier was there, invincible in the face of hellfire and motorcycles both. If it was infernal, perhaps the Cantos Cane would have drained it. But as far as she could see, it wasn't. And with the Cane in her hand, she was pretty good at seeing demons and hellfire and infernal barriers twisting through the Arizona landscape. "This is gonna cost me, I know..." she said, angrily. Tazel was one for wicked tongues and malign corruption. She took a breath in, and blew the demon out of her belly, his arrival heralded by smoke and brimstone and the smell of sulphur pouring from her mouth. And then he was there, a flickering stew of flame, eyes, mouth and face burning away.
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Rene Pitch Bloody Mess Lord Steam Red Rat Starshot Guest Star (Sunset, apply to Starshot) GM Misc Ref point to Starshot Rollover Vignettes (Pitch, Rene) to Starshot Rollover points, GM posts (at x2) to push Starshot up to max, then Red Rat up to max, then Steam up to max. On the off chance any are left over and make a difference, then Bloody Mess up to max
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GM Approaching the Gas Giant Kapler-7, Lor Republic, outer rim... Kapler 7 was a mighty planet around a bright red giant star. Layers and layers of beautiful azure gas, thousands of miles down, from the thinnest of vapours slowly blown of by solar winds, to the lowest and crushing densities of high gravity down below. And orbiting the gas giant was the giant cruise ship, Varis, too big to be called a yacht, it was a sleek unarmed vessel carrying a couple of dozen tourists and a crew of six. Varis took citizens of the Lor on a tour of the finest sights in the galaxy. On board was the wanted criminal, Photonic. "Take no chances" was the warning delivered by Captain Grenn. A purple skinned human, Grenn was piloting three of the finest bounty hunters in the galaxy to the Varis, in a small Lor vessel. "We are the only ones this far out. The Lor would handle this themselves, but right now, you were the closest. And Photonic is dangerous. Very dangerous. We believe he has developed a lethal bioweapon..." That didn't sound good. On board the Lor Superslicer (the fastest ship available), was a squat dog like man in heavy space armour, all brute force and determination, calling himself Grunt, and a thin, red haired, red eyed woman who had an elven face, calling herself Bleed, carrying a blaster pistol strapped to a leg and giving Roulette a smile and a wink. The view was spectacular, as Grenn swung the ship through the outer layers of the gas giant, and towards the cruiser Varis, as a storm of azure blew around them. With a slow clunk, the ship docked...
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GM The blaster hit Daybreak solid and true, despite the man's speed. His white clothes shredded on the shoulder, revealing a more pragmatic armour underneath. He gritted his teeth and rolled his eyes at the shock, which would have felled a lesser man. But he was driven beyond reason. "I will not falter! I will not fall! God has appointed me to this holy task! Death must Die! Death must Die!!!!" he shouted. "Take him my devout and loyal hunters! Take him for God! Be his holy hand!" he ordered the four recruits, who started advancing, crucifixes in hand and fear in their hearts, for all their devoutness and loyalty. Daybreak was clearly using them as fodder. As for himself, he brought his gun around again. "Witness the holy power of the Firecracker!" he said, brandishing that very gun. An apt name, as it spat fire with a crack. This time, the flare was full of light and fire, and hit Bloodline square in the chest...
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which hits true. As the Gun is fatigued, its a blast 7 effect, so a DC 22 Toughness save for Daybreak. 1d20+6=18, a bruise! So we move to Round 2 17 - Daybreak - Bruised 6 - Hunters [4] 5 - Bloodline - Fatigued - 2 HP - Gun Fatigued (-2PP) Daybreak will order his hunters to try to grapple you as a move action, and then fire a flare of celestial light at Bloodline: 1d20+10=27 which hits. His flare is a damage 6 and dazzle 6 effect. So that means a DC 21 Toughness save and a DC 16 Reflex Save vs Dazzle. The untrained hunters (all four) will move to melee range next to Bloodline. Then Bloodline is up! (provided he is not dazed!)
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Ok playing fast and loose here. Geckoman's wall crawling ability has given him the edge and initiative. Dr Tonic is flat footed. THe fall is thirty feet. A monorail train is coming in the next round... Round 1 Geckoman - 4 HP - Unharmed - 9 Rounds of AOM Tonic - Unharmed - 1 Round of AOM
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GM And so, it seemed, was Dr Tonic. His speeding thick legs propelled him in giant bounds across the ground. He was not so much a skilled fast runner, as he was simply able to bound along in giant leaps, one, two, one two. "The Gecko is ever the cursed lizard of Allah! The Jinn shall give wings to Tonic! Hahahaha!" he laughed easily despite his effort. He was just as fast, but not quite as direct. Not that he was indirect, though. Whilst Geckoman crawled up the side of the monorail pillar, Dr Tonic paused, and simply jumped up on to a nearby truck, then, steadying himself, jumping up to the monorail itself. It was fast, but not as fast as Geckoman. By the time he landed on the monorail, he was wobbling from the jump, a clear thirty feet in the air, Geckoman had beaten him to it. They stood on the rail itself, facing each other... With the sound of an approaching train speeding towards them...
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I cant imagine a phone needs a lot of computer skill to hack with data link, but: 1d20+15=19
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Oh great...what perfect timing...couldn't you have phoned just a few minutes earlier? The Rat would have loved to drag the two bodyguards out of site and resume her swim. She probably had just enough time for that. But now, a cellphone was ringing, and she could only speculate on what it was...namely, the target phoning to check the coast was clear. This was all going very badly. She ruffled through the jacket, picking up the cellphone. Slave, shut this down...like it has no reception or something... It was a poor tactic, but better than anything else she had. She directed Slave into the cellphones small microchips, flipping through the SIM card, and taking all the information and numbers she could. Who was phoning him? And directing back a "no signal" reply.
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GM Lord Robert Harrow looked rather confused at the Eldritch ways of Grimalkin. It was clearly outside his comfort zone. "What is that? A pocket universe or something?" he asked, still sleepy. "Don't ask me how the Duke is doing what he is doing. Its beyond me. At least, its beyond me given the data I have. He seems to be hopping his consciousness from body to body, that's clear. Some kind of telepath or mentalism? In any case, I suspect all the hops take their toll. Every time he does it, I get another spike on these readings...except in the opposite direction..." He showed the readouts. Even a novice could see the spikes upwards when Velocity was speeding, and downwards when the Duke was jumping from body to body. "I think it's his own telepathic power that does it. Except, its not perfect, over the years he has stretched himself, and was starting to slow down. That part, at least, is true. What you did to his body. I guess that feels like an itch he has to scratch...."
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APPROVED!
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Souffle, that does sound awesome, although you may have competition....HGMorrison has a ship and a crew of three, and Starshot (mine) has a sort of crew of two... Nothing to stop you doing that, or even creating your own crew (with minions feat!). Its all awesome. My one piece of advice is that if you do crew up with other PCs, make it a loose association rather than fixed. It would get limiting if those same PCs had to group up together everytime (and no doubt frustrating).
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Character Name: Zaul Zeno Power Level: 10 (217) Trade-Offs: -3 Defence/+3 Toughness, -2 Attack/+2 DC In Brief: Galactic cyborg smuggler Jabba. Age: A few hundred years Gender: None Ethnicity: Alien (Slithox) Height: 6’6†Weight: 2000 lbs. Eyes: Silver Hair: None Description: Zaul Zeno looks like a giant slug with four arms. He wears a “Mouthpieceâ€, which looks like a small silver microphone. His eyes are scintillating silver, exotic and beautiful unlike the rest of his scaly flesh. History: Zaul Zeno has been trading in legal and illegal livestock throughout the galaxy for years. He is a master of supplying all sorts of alien species for experiments, and is a masterful cybernetics specialist himself. A few years ago, he disappeared from the scene after the Lor finally issued a warrant for his arrest. Zaul himself if from the rare non humanoid species, the Slithox, who are deeply xenophobic. Zaul, however, has an unending fascination with alien life forms and cybernetics, and is considered completely insane by his native world / species. Personality & Motivation: Zaul Zeno is a charming amoral character. He is not cruel or sadistic, he simply has a fascination with flesh, genetics, and cybernetics. He took up illegal hunting to fund his own fascination, and has made contacts throughout the galaxy. Whilst there is a warrant out for his arrest, Zaul shold not be considered needlessly cruel. Whilst he is self – centred and amoral, he would also not willingly expose a creature to pain (mental or physical). Zaul also has a slightly lazy streak - he dislikes prolonged physical exertion and prefers others to do heavy lifting for him. Zaul is for potential use as a dealer and creator of cybernetics, or strange and dangerous animals. He is not always a direct antagonist. His interests are in creating and finding strange, exotic and dangerous life forms. Whilst he lacks empathy and care, he is not driven to act of sadism or cruelty, he just has no problems with these. He can potentially be quite friendly and charming, and even helpful if the mood and/or reward strikes him. Powers & Tactics: Zaul Zeno’s strength comes mainly from his excellent contacts and access to all sorts of equipment and shady characters. He is now wealthy, and effectively has whatever minions or equipment necessary for the plot, including cyborgs, trained beasts, and cyborg beasts! He still keeps a relic from his old days of hunting, a giant bazooka nearly six feet long and very heavy. He would use this in a fight, if he had too. Even disarmed, he has superhuman strength and is a reasonably competent fighter. Abilities: 10 + 0 + 12 + 10 + 2 + 6 = 40 Strength: 20/28 From Growth (+9) Dexterity: 10 (+0) Constitution: 22/26 From Growth (+8) Intelligence: 20 (+5) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 18 + 16 = 34 Initiative: +4 Attack: +9/+8 With Growth Grapple: +24 Defense: +7 (+8 Base, -1 Growth), +3 Flat-Footed Knockback: -10 Saving Throws: 7 + 4 + 11 = 22 Toughness: +13 (+8 Con, +5 Protection) Fortitude: +15 (+8 CON, +7) Reflex: 4 (+0 Dex, +4) Will: +12 (+1 Wis, +11) Skills: 156R = 39PP Bluff 12 (+15) Computers 4 (+9) Craft (Chemical) 8 (+13) Craft (Electronics) 12 (+17) Diplomacy 8 (+11) Gather Information 12 (+15) Handle Animal 8 (+11) Intimidate 8 (+13) Knowledge (Behavioural Sciences) 4 (+9) Knowledge (Business) 8 (+13) Knowledge (Civics) 4 (+9) Knowledge (Galactic) 4 (+9) Knowledge (Life Sciences) 14 (+19) Knowledge (Streetwise) 4 (+9) Knowledge (Technology) 12 (+17) Languages 4 (Native [slithoxian], Grue, Galactic Standard, Lor, Khan) Medicine 14 (+15) Notice 4 (+5) Pilot 4 (+4) Sense Motive 8 (+9) Feats: 12PP Ambidexterity Benefit 2 (Wealth) Connected Contacts Distract (Bluff) Fascinate (Bluff) Improved Initiative 1 Jack of All Trades Master Plan Second Chance (Will saves vs Mind Reading) Well Informed Powers: 2 + 12 + 25 + 13 + 6 + 5 + 2 + 2 + 4 = 71 Additional Limbs 2 (2 Extra Arms) [2PP] “Alien†Device 3 (Hard to Lose) [12PP] “Mouth Piece†Communication 4 (1 mile, Radio, Extras: Omni Directional, Feats: Selective, Subtle 2, Flaws: One Way) [7DP]Comprehend 2 (Speak and Understand All Languages) [4 DP] Feature 1 (Mimicry, +10 to Bluff rolls when mimicking a voice) [1 DP] Immunity 2 (Suffocation) [2 DP] Super Senses 1 (Radio) [1 DP] Device 8 (Easy to Lose, Feats: Restricted [20 carrying strength or above]) [25PP] “Atomic Bazooka†Armaments Array (37 PP Array, Feats: Alternate Power 3) [40 DP] Base Power: Blast 10 (Extras: Area [burst], Feats: Decreased Area 5, Increased Area 2 [25-250’ Radius]) [37/37] “Missile Launcherâ€Alt Power: Blast 12 (Extras: Autofire) “Mega Blaster†[36/37] Alt Power: Stun 12 (Extras: Range) “Set to Stun†[36/37] Alt Power: Telekinesis 12 (Extras: Damaging) “Tractor Beam†[36/37] Growth 4 (+1 Size Category, +8 STR, +4 CON, Extras: Permanent, Feats: Innate) [13 PP] “Alien†Immunity 6 (Aging, Environments) [6PP] “Cybernetic Supports†Protection 5 [5PP] “Alien Scales†Super Movement 1 (Slithering) [2PP] “Alien†Super Senses 2 (Infravision, Ultravision) [2PP] “Alien Eyes†Super Strength 2 (+10 STR Carry Capacity) [4 PP] “Cybernetic Enhancements†DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC24 Toughness Damage (Physical) Missile Launcher Ranged (Burst) DC25 Toughness Damage (Physical) Megablaster Ranged DC27 Toughness Damage (Energy) Set to Stun Ranged DC27 Fort Dazed/Stun/KO Tractor Beam Ranged DC27 Telekenesis Totals: Abilities (40) + Saves (22) + Combat (34) + Skills (39) + Feats (12) + Powers (71) + Drawbacks (0) = 218 PP
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So, in we go... First off, the environment is cold (not extreme) and low lighting levels. At least, until you get some power online! The walkers movement may, on odd moments, throw out a DC 5 Concetration check for sustained powers because of the uneven rolling motion. Temperance can detect a goodly number of dead spirits infused into the Walker. Investigating the bodies is a life sciences (trained) check: +2 to the roll if you have any medicine skill, +5 to the roll if you have a medicine skill of 10 or more. DC 20 DC 25 You may also wish to make a Search check DC 15 Finally a DC 15 Notice roll for anybody with the Scent supersense
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GM In due time, the Deep Sinker docked with the Deep Walker. At this pressure, something about the metal seemed spooky. It groaned and creaked. The Marines stayed aboard the Sinker, whilst Glamazon, Tsunami, Temperance, and Myrmidon entered the air lock. The air felt damp, cold, and old. There was the sound of hissing, and motors. The lights were faint, and sometimes flickered. It seemed the Walker was operating on minimal power; minimal heating, minimal lights, minimal air circulation. The inner airlock door creaked open to reveal the interior of the Walker. It was fair to say it was a little cramped, its ceilings only six foot, its corridors like thin arteries. The same flickering, dim lights. And on the floor, two soldiers, bodies bloated and grey, and quite dead. One had a handgun in his stiff hand. They were lying in a small pool of half frozen water. Their eyes were as grey as their flesh.
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In the absence of other replies, pushing this forward!
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Don't look... Starshot was aware of the rustles when Nevermore pointed it out. His eyes had been on the treetops until then. In a forest or jungle, danger could come from any angle. He had even seen predators burrow through the earth and spring out of it. Don't look. That's what Nevermore said. And what the note had said, too. What did that mean? They ran because they didn't look? Or that looking was dangerous? "Remember the note?" he asked aloud. He was not a man to flee by nature. But he could swallow his pride if need be. But, the urge to look was strong. Even the most docile of beasts would want to see the thing chasing it down. It was a primal reflex. He cracked the knuckles of his right hand. Fingers, the artificial hand, made a fist, and a thin spike extended from his knuckles. Fight...or flee?
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No, it doesn't Unless you shoot plasma out of your backside or genitals, I am pretty sure its good!
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Files and data swam before the Red Rat's eyes. She was barely conscious of the sifting and hacking that Slave was doing, it felt like she was steering a ship, giving directions whilst the engines did all the real work. Getting into the system was easy. Understanding all the complex legal jargon less so. She was fluent enough in English, but this didn't feel like English. Or at least, not the English she knew. She crept back and poked her head out of the basement window. "Pssst!" she whispered at Revenant to get her attention. "I can't understand half of what's on the computer. Actually, I can barely understand any of it. You know these Lawyer types, huh?" she hissed. "But I found something, looks like the man here is in debt. Really bad debt. Five million dollars, to be exact. That's not spare change, is it?" "This guy must be in over his head really bad. Looks like he has been trying to pay of the debt several years. Keeps on borrowing, keeps on paying off, but never in the black"
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Nice. Posting IC giving that info to Revenant.
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Superhero "Plasma" I guess is quite unlike the real world plasma, just like superhero fire is quite unlike (even more so) real fire. We aren't causing burns, fluid loss, horrible facial injuries. Ultimately its no different from generic energy blasts. Starshot has a plasma rifle, and that is fine, because we are talking vague superhero plasma. Acid is more of a sell, but is it any more of a sell than the Human Torch throwing blasts of fire that would horribly disfigure anyone whom he hit? If it really is a problem, then just call it a chemical spray and give it a nauseate effect or something. I don't think a "Soldier who is tired of war" is too 90s or Iron Age. And in any case, we aren't against all aspects of Iron Age, Mainly the Cert 18 stuff, stripperific costumes, torture, and "realism" of people getting stabbed, dismembered and shot up.