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Supercape

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  1. @Tiffany Korta With Ravens skills, gliding power, and grappling gun you can narrate (although you may want a "close call" narration) a landing on the factory roof. Could you throw me a stealth and notice roll for when its needed?
  2. GM "God dang, I knew it!" smiled Harry Cane. "Rain just dont touch you. The legendary Tsunami, youngest immortal we found yet!" Harry jumped out of the airplane, agile, confident, still holding his wooden cane. The rain was on him, and he was getting wet, but he paid it no mind. In fact, he seemed to enjoy it. "Murk told me about you. But he's a devious conniving man, always in the shadows. I wouldn't trust him as far as I can throw him, and hes big and I ain't that strong. But one thing for sure, he likes his ink. If he signed something, you can be sure he keeps his word on it." He raised his goggles. Blue, deep blue eyes. "Yeah, I signed it to. Helped me out of a few very painful scrapes over the last few decades. I'm no hero, Tsunami, but you can be sure the Codus Immortus is something I keep my word on. And one thing I'm not fond of is torture..." He shuddered. "...anyway, an immortal by the name of Wrack got caught up in something in Hong Kong. It don't look good. I'm no superhero, but I got a plane and with this here..." He waved his cane. "...this here magic stick, I can rustle up a wind that will get us there in no time!"
  3. GM The Factory was surrounded by a fence - easy to cut through, but the astute eyes of the Raven could see the whole thing was rigged with an electric current. Not a painful one, a barely perceptible one. But a current that, if it fluctuated, would raise an alarm. Eight feet of alarmed fence. But, on a positive note, the Raven could see an angle of entry. Some of the buildings nearby had ceilings just as high, or higher, than the factory. Madam Ravan would have no problem climbing to the roof of one of them. The jump? A little more tricky... the gliding wings of the Raven could do the job, but it might be a fine cut; the tallest adjecent building was only ten feet taller. And twenty feet away from the factory.
  4. OOC for This Tsunami will (hopefully) join up and get caught up! @Tiffany KortaI have left the intro as open as I could, so feel free to narrate the precise details (e.g. Holiday, gossip, investigation) Feel free to Gather Information or other preperation.
  5. GM Hong Kong, Night time The moon was on form, tonight, shining over a cloudless city, surrounded by twinkling stars. It was a beautiful city. Madame Raven knew that on the ground, ugliness was afoot. A trial of gossip and rumour had pointed the way, and her spirit of adventure had driven her. Here, at Superior Silk Industries. At first glance, it looked ramshakle, a production factory for textiles, a rather high end product. Then why did it look so broken? Because it was not. This was a facade. Well hidden camera's, superior locks, and subtle reinforcements all made this more of a fortress than a factory. And the remarkable Raven could see it all. Something bad was happening at Superior Silk Industries, something tonight. the company had a crooked reputation (although it did produce fine garments). Criminal activity under the disguise of legitimate (even successful) business. Exports to Europe, America. Conflict with Dr Sin and his leutinenats. Bribery and corruption with the Chinese goverment. And a deeper layer of rumour - hard to believe. Sorcery, Kung Fu, Masters of Ki, Ninja's. The usual hotch potch of Martial Art baloney, for sure, and yet the Raven detected some grain of truth within the soup of gossip.
  6. GM It was raining. A warm rain that muted the sun and carpeted the dry island. A healthy rain, one might say, one that promised green amid the desert. A beautiful rain, that splintered the horizon into a double rainbow. An uncommon rain, for these time of the year in Socotra. A rain that smelt of a storm to come. Through the rain, flew an old aircraft. World War 2, by the look of it. It sailed through the air unpetrubed by cloud or rain, looping into a curve and descending gracefully. Finally, it reached a dirt track and landed, flawlessly. The precision was remarkable, for it was only a couple of dozen of yards of taxiing until it reached right by the feet of Giang Trang, aka Xian Lou Khan, aka Tsunami. The hood of the plane opened up, and a man stood up. He was dressed in antique fighter pilot wear, complete with jacket and goggles. Sunburnt, one might say, or sunweathered, with bleached blond hair, stubble, and a handsome (if worn) face. Bizzarely, he was holding a wooden cane, one you might see an elderly gentleman (or gentlewoman) use to walk. In his other hand, a silver compass. He consulted it for a moment, and, ensuring that the needle had stopped right at Giang, introduced himself wih a short bow. "Giang Trang I presume? I am Harry Cane. Mr Murk sent me."
  7. We are approaching a wrap guys! Machete Max and the Zombies are busted. So feel free to suggest any finishing touches that you would like for your character development. Will Machete Max get away? How are you going to deal with the fat man gangster Blowfish? What has Eyeball been doing? And most importantly... what will become of poor old Beanpole? (And any other thoughts you have) Oh, and lets have a Swimming and Notice roll from @Spacefurry
  8. GM The ocean was cold at this time of year, and, this being Freedom City (the good, the bad, the ugly), it was not the purest of water. Especially by the docks. It was hard to see through - the darkness and the rich sediment conspired to make Chimera almost swim blind. She could see the shimmering fuzzy lights of the Lost and Forgotten ahead, although the old ship was barely seaworthy at this point. And where was Machete Max?
  9. Synth Power Level: 10/15 (248/250) [251] Unspent Power Points: 0 Trade-Offs: +2 attack/-2 DC; +2 defense/-2 toughness In Brief: Socialist Synthetic Organism. Alternate Identity: Winter Snow Birthplace: Northern Scandinavia Residence: Freedom City, Downtown (Run down flat) Base of Operations: Freedom City Occupation: Refuse Collector Affiliations: Freedom City Refuse and Sewer services Family: None Description: As Synth (As Winter Snow) Age: 14 (18/8/2010) Apparent Age: 25 Gender: Female Ethnicity: Caucasian Height: 5’9” Weight: 70Kgs Eyes: Blue (Brown) Hair: Blonde (Black) Synth can take on the appearance of any human. As such Synth has no gender, but “her” main secret ID (Winter Snow) is female, so “she” tends to use this pronoun. In natural state, Synth is a pale white, hairless human with no apparent gender. The skin is slightly translucent, and her appearance as a whole is pretty unnerving to look at. She rarely, if ever, takes on this form (although morph can be nullified…) When Synth activates “hypertrophied” muscles, Synth looks visibly (and extraordinarily) more muscular. Winter Snow, her main Secret ID is a tall woman with messy drab brown hair, brown eyes, pale skin and a bland appearance. She is often rather dirty. As a “superhero” (and there is time to change), she wears a dark all spandex number made of morphic molecules. She changes her appearance slightly, her eyes becoming blue, her hair lighter and her skin darker. History: Synth was created in a top secret laboratory in northern Sweden, led by Dr Ingvar Nyberg. Unknown to the team of scientists, the facility and research was funded by SHADOW to investigate creating the perfect “Aryan”. The team had access to Utopian (particularly, Superior) DNA. Synth grew up quickly, maturing in a year with full cognitive faculties and superhuman physical abilities. With such success, SHADOW moved in to reap its reward. Dr Nyberg managed to smuggle Synth out. The research team are gone, presumed (?) dead. With no identity, Synth moved to America. After some adventures as a superhero, Synth went into temporary retirement as part of self-discovery. She has worked a number of menial jobs, and had a number of identities. She settled down as part of the refuge collection service of the city. She would have been happy enough doing this, until she found on of her work friends murdered in a dumpster. Anger aside, she felt she could no longer just live the simple life…she had a duty to clean up the city, in more ways than one… Possessed of superhuman senses and spending days rummaging around the rubbish of the rich, famous, criminal, and ordinary citizen alike, Synth often comes across some interesting stuff… Personality & Motivation: Synth is reflective and introspective. She harbours an unsettling (albeit unwarranted) guilt about her origin, and her overcompensation can make her slightly paranoid ("they aren't getting my DNA!"). She leans heavily to liberal socialist politics, finding much to admire in democracy and little to admire in capitalism. That said, she is not a political person but finds her expresses her beliefs in everyday empathy. As synth also carries the imprinted memories of a dozen scientists (and their brain patterns), she can also get a little odd, or unpredictable, if those personalities reassert themselves. That said, those brain patterns are generally of (relatively) benign and sensible scientists, and the imprinted memories usually have a rather vague quality rather than full blown personalities (unless…) Powers & Tactics: Synth has the ability to change her body to any humanoid. The change takes several seconds of concentration. As an artificial organism, Synth has several superhuman traits. Synth has superhuman strength, agility, endurance and speed. Synth’s senses are extremely acute. Synth ages extremely slowly and is almost immune to poisons and diseases. She can control her own biological functions voluntarily (such as heart rate or digestion). She can also, with time, grow extra superficial organs (such as a sixth finger or second nose). Synth can her change muscle function; normally (as it is most comfortable). Synth’s muscles are extremely efficient, able to function with minimal metabolic demands. Alternatively, they can hypertrophy and gain additional power, or become loose and elastic, meaning Synth has remarkable contortionist abilities. Synths own stem cells can cannibalize other flesh, regenerate and heal herself and others, or (her preferred tactic due to her pacifist tendencies), subdue others by a sedating poisonous touch. Due to imprinted memories, Synth is an expert in many biological / psychological fields. Synth has only basic martial art training and will always prefer non-violent or non-lethal conflict resolution. In a fight, Synth will use a combination of strength, speed, and advanced knowledge of pressure points / anatomy to subdue. Complications: Inhuman: Regular medicine, unless done by true experts, will be ineffective on Synth, or possibly harmful. In addition, certain acids, poisons and diseases might be more dangerous to her synthetic flesh. Ugly: Whilst Synth can choose attractive forms, the “natural” state is pretty hard on the eye (and sensitive to sunburn!). In addition, growing a nose on your elbow, or a thumb out of your forehead is clearly disturbing to look at. Note: whilst Synth can adopt extremely attractive forms, she lacks any kind of know how in how to seduce or leverage her beauty (hence, no attractive feat). Memories: Synth has the imprinted brain patterns of several top scientists which can bubble, distract or even change her personality, particularly if Synth is tired or drained. Whilst most of these brain patterns are benign, this is not automatically so. In addition, whilst Synth can normally access these “echoes” to gain expert knowledge of biological sciences, this might not always be the case. It is possible certain psychology experts or psionic / mental powers might take advantage of this part of her. Not a thread to wear: Synth cannot mimic clothes with her morph power. When she is dressed up a superhero (in her morphic molecule costume) this is not an issue – the morphic molecules will cover this gap. However, without her costume things get more complicated; she will need to acquire clothes to complete a disguise. Bad Hair Day: Whilst Synth can morph into any humanoid, for some reason she finds it difficult / slow to grow hair – any growth requires concerted effort and time, and may easily fall out if she does not attend to it. This might slow her down when morphing, or, if she loses hair, make her easily stand out. This is the reason she normally keeps her “regular” hair short. Pacifist: Most heroes use violence sparingly; Synth takes this to the extreme. She will almost always act, and insist others act, in the last violent way possible unless the situation is extreme or there is no alternative. She will use stunning strike, fatigue and chokeholds as a default. No Nazi (also Plot Hook): Synth is wanted to by SHADOW; they invested in her creation and want her tissue to complete their experimentation. Indeed, other organisations who are out for the same thing. Hardwired into her DNA is an unreliable, but occasionally effective, block against her powers (such as the fatigue or vampiric powers) working on the old Aryan ideal. Some members of SHADOW, products of eugenics or individuals with highly “Aryan” DNA, might be immune to her cellular attacks. This is much to Synth’s annoyance; she hates Nazis (Who doesn’t?) Abilities: 16 + 30 + 16 + 8 + 4 + 4 = 78 PP Strength: 26 (+8) Dexterity: 40 (+15) Constitution: 26 (+8) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 24 + 24 = 48 PP Initiative: +19 (+15 Dex, +4 Improved Initiative) Attack: +12 Defence: +12, +6 Flat Footed Grapple: +27 (Additional +2 if using hypertrophies muscle) Knockback: -4 Saving Throws: 7 + 0 + 6 = 13 PP Toughness: +8 (Con) Fortitude: +15 (+8 Con, +7) (Impervious +10 if Cellular Fortification active) Reflex: +15 (Dex) Will: +8 (+2 Wis, +6) Skills: 25 PP = 100 Ranks Acrobatics 15 (+30) Skill Mastery Bluff 4 (+6) Climb 2 (+10) Diplomacy 4 (+6) Disguise 8 (+10) – Additional +20 from Morph Skill Mastery Escape Artist 3 (+18) – Additional +12 when using elastic muscle (+30) Skill Mastery Knowledge (Behaviour Sciences) 8 (+12) – Additional +4 from powers for 12 (+16) Knowledge (Life Sciences) 4 (+8) – Additional +10 from powers for 14 (+18) Knowledge (Streetwise) 4 (+8) Language 4 (English [Native], French, German, Russian, Swedish) Medicine 4 (+6) – Additional +10 from powers for 14 (+16) Skill Mastery Notice 14 (+16) Search 4 (+8) Sense Motive 4 (+6) Sleight of Hand 4 (+19) Stealth 12 (+27) Swim 2 (+10) Feats: 17 PP Acrobatic Bluff Blind-Fight Chokehold Defensive Attack Evasion 2 Grappling Finesse Improved Critical 1 – Unarmed Improved Grab Improved Initiative 1 Improved Pin Jack of all Trades Skill Mastery 1 (Acrobatics, Disguise, Escape Artist, Medicine) Stunning Attack Takedown Attack 2 Uncanny Dodge (Auditory) Powers 4 + 6 + 2 + 3 + 2 + 9 + 2 + 30 + 7 + 2 = 67 PP All powers have genetic descriptor Muscle Array (3 PP array, Feats: Alt Power 2, Drawbacks: Move action to switch) [4 PP] BP: Enhanced Trait 3 (Endurance 3) [3/3 PP} “Efficient muscles” AP: Enhanced Trait 3 (Escape Artist +12) [3/3 PP] “Hyperflexible muscles” AP: Super Strength 2 (+10 STR, Drawbacks: Noticeable) [3/3 PP] “Hypertrophic muscle” Enhanced Trait 6 (Medicine +10, Knowledge [Life sciences] +10, Knowledge [Behaviour sciences 4) [6 PP] “Implanted memories” Features 2 (Autonomic control: Can voluntary control involuntary nervous system such as heart rate, digestion, etc, Growths: Can, with a minute’s concentration, grow-or reabsorb-on her skin additional functional organs such as a nose, finger, or ear, as well as nonfunctional things such a skin tumour) Immunity 6 (Critical Hits [DC only +3 rather than +5], Aging, Sleep, Poison, Disease, Flaws: Limited, only half effect) [3 PP] Leaping 2 (x5 Distance, total: Running 90’, Standing 45’, High Jump 22’) [2 PP] Morph 4 (+20, any humanoid, Extras: Duration [Continuous], Flaws: 1 round to morph) [9 PP] Speed 2 (x5, 25mph) [2 PP] Stem Cell Array (26 PP Array, Feats: Alt Power 4) [30 PP] BP: Alternate Form 4 (20 PP Container, Extras: Continuous, Feats: Subtle) [25 PP] “Cellular Fortification” Impervious Fortitude Save 10 [10 PP] Regeneration 10 (Ability Damage 2 [1/hour], Recovery bonus +1, Bruised 1 [1/round], Injured 3 [1/minute], Staggered 3 [1/minute]) [10 PP] AP: Damage 8 (Extras: Alt Save [Fort], Vampiric, Feats: Incurable, Improved Critical 1) [26 PP] “Cellular cannibalism” AP: Fatigue 8 (Extras: Poison, Feats: Improved Critical 1, Sedation) [26 PP] “Cellular Poison” AP: Healing 8 (Extras: Energising, Total, Feats: Persistent, Regrowth, Flaws: Tiring) [26 PP] “Cellular Repair AP: Nullify 8 (All genetic powers, Extras: Disease, Feats: Improved Critical 1, Subtle, Flaws: Range [Touch]) [26/26 PP] “Cellular Infection” Super Senses 7 (Extended x10 Visual, Extended x10 Auditory, Extended x10 Olfactory, Low Light Vision, Acute Olfactory [Scent], Analytical Tactile, Tracking [Olfactory] 1) [7 PP] Swimming 2 (5mph) [2 PP] Powers: Abilities 78 + Combat 48 + Saves 13 + Skills 25 + Feats 17 + Powers 67 = 248 / 250 PP
  10. Starshot Starshot nodded, glad the radio in his helmet was working. It had been buzzing a little - clearly due an advanced maintenance sweep. Perhaps that's why he couldn't hear the voices at first. "Who are they? Cultists? Sorcerers? Jumped-up-dabblers?" he wondered aloud. "And what are they doing?" He pulled out a gas grenade. Non-lethal, but incapacitating. "I normally ask questions first, and shoot later. But sorcerers? I err on the side of pre-evemptive action." He gestured to the grenade. "Non lethal. Unpleasant, but non lethal. It won't kill anybody, but it wont make any friends either. Look, its your call Doc, but if it comes to sorcerers, I would prefer to keep the upper hand. We don't know what we are dealing with. What if they unleash an army of spectres on us?"
  11. Nice! We laugh at poison! Muahahahaha! Round 5: 16 - Blackstaff - Unharmed - 0 HP 13 - G Star - Bruised x2 10 - Crococonda - Staggered Blackstaff is up again @Spacefurry Not sure how many HP G Star has left, but I doubt he will be needing anything We are approaching wrap (there will be one more scene after this I think) so anything you want to suggest to slot in to help your PCs develop, now is the time!
  12. Gamma Buzz "Whoa thanks babe!" said Balatzar as Velocity helped him up. He shot a sideways glance at Lawrence. "I mean thanks Lade..eee. Yes, thanks lady. You are a very refined and elegant superheroine and not at all hot and beautiful." He waved his hands in front of him, trying to dig himself out of a rapidly deepening hole. "I mean not that you aren't hot and beautiful. Its just that I can't say you are hot and beautiful because that would be wrong. Very wrong. Even though you are." His antannae stood erect, and glowing. "Ah... anyway, I am Gamma Buzz, the amazing Cockroach kid! And we are all totally freinds and totally from this time and not another time." He gazed around, looking for help. "There! That blond man! He knows everything!" he blurted, pointing at Lawrence. He mouthed "sorry" at Timeout, realising he had put his cockroach foot in his cockroach mouth.
  13. GM The Crococonda's writhing movements saved it, once again. Quick, it was, quick and cunning. It had that Fox like intellect; not intelligent, not by human measure, but somehow it had an animals spinal intelligence. Golden Stars mighty blow missed. The Crococonda hissed. Green fumes eeked from between its teeth, and the serpentine tongue flashed forward once, twice, thrice. With an inhalation, and a poweful exhalation, a torrent of poisonous green vapours came from the beasts mouth. In but a moment, the entire cave was filled with gas! "Oooh... I don't feel so well..." complained Armitage, before collapsing in a heap, and knocking his head resoundly on a cave wall.
  14. Gamma Buzz Gamma cracked his knuckles. "Get ready for some Cockroach Crunching, hombre!" he said to FX. With a side step here, a side step there, and an elegant cartwheel (thanks to his amazing cockroach agility), he danced around his opponent, turned, and drove his fist into his enemy. "Take that!" he yelled. "Woohoo! I hit him! Did you see that, everybody?" he asked, casting his eyes around to his allies. "I punched him! With my fist! How about that?" He glowed a proud shade of radioactive green at his acomplishment.
  15. Baz Move action: Acrobatic Bluff at -5 Still getting 30! Standard Action: Punchy! 15 which might hit if the bluff works? If it does, DC 23 Toughness and DC 15 Fort (Nauseate effect from aura)
  16. Meaning Crococonda will breathe out CROCOVENOM! This is a Damage 8 (Fort Save) Poison, CLoud Area affect! So DC Reflex Saves (DC 18) to half the effect, then DC 18 Fortitude Saves (or 14) to avoid the damage. Armitage will succumb (he is an old man) and falls unconscious.
  17. All suggestions welcome (and if you catch any maths error let me know :D) I do love "Muscle array" though, so that one is set in stone Synth Power Level: 10/15 (248/250) [251] Unspent Power Points: 0 Trade-Offs: +2 attack/-2 DC; +2 defense/-2 toughness In Brief: Socialist Synthetic Organism. Alternate Identity: Winter Snow Birthplace: Northern Scandinavia Residence: Freedom City, Downtown (Run down flat) Base of Operations: Freedom City Occupation: Refuse Collector Affiliations: Freedom City Refuse and Sewer services Family: None Description: As Synth (As Winter Snow) Age: 14 (18/8/2010) Apparent Age: 25 Gender: Female Ethnicity: Caucasian Height: 5’9” Weight: 70Kgs Eyes: Blue (Brown) Hair: Blonde (Black) Synth can take on the appearance of any human. As such Synth has no gender, but “her” main secret ID (Winter Snow) is female, so “she” tends to use this pronoun. In natural state, Synth is a pale white, hairless human with no apparent gender. The skin is slightly translucent, and her appearance as a whole is pretty unnerving to look at. She rarely, if ever, takes on this form (although morph can be nullified…) When Synth activates “hypertrophied” muscles, Synth looks visibly (and extraordinarily) more muscular. Winter Snow, her main Secret ID is a tall woman with messy drab brown hair, brown eyes, pale skin and a bland appearance. She is often rather dirty. As a “superhero” (and there is time to change), she wears a dark all spandex number made of morphic molecules. She changes her appearance slightly, her eyes becoming blue, her hair lighter and her skin darker. History: Synth was created in a top secret laboratory in northern Sweden, led by Dr Ingvar Nyberg. Unknown to the team of scientists, the facility and research was funded by SHADOW to investigate creating the perfect “Aryan”. The team had access to Utopian (particularly, Superior) DNA. Synth grew up quickly, maturing in a year with full cognitive faculties and superhuman physical abilities. With such success, SHADOW moved in to reap its reward. Dr Nyberg managed to smuggle Synth out. The research team are gone, presumed (?) dead. With no identity, Synth moved to America. After some adventures as a superhero, Synth went into temporary retirement as part of self-discovery. She has worked a number of menial jobs, and had a number of identities. She settled down as part of the refuge collection service of the city. She would have been happy enough doing this, until she found on of her work friends murdered in a dumpster. Anger aside, she felt she could no longer just live the simple life…she had a duty to clean up the city, in more ways than one… Possessed of superhuman senses and spending days rummaging around the rubbish of the rich, famous, criminal, and ordinary citizen alike, Synth often comes across some interesting stuff… Personality & Motivation: Synth is reflective, wise, and even introspective. She leans heavily to liberal socialist politics, finding much to admire in democracy and little to admire in capitalism. That said, she is not a political person but finds her expresses her beliefs in everyday empathy. As synth also carries the imprinted memories of a dozen scientists (and their brain patterns), she can also get a little odd, or unpredictable, if those personalities reassert themselves. That said, those brain patterns are generally of (relatively) benign and sensible scientists, and the imprinted memories usually have a rather vague quality rather than full blown personalities (unless…) Powers & Tactics: Synth has the ability to change her body to any humanoid. The change takes several seconds of concentration. As an artificial organism, Synth has several superhuman traits. Synth has superhuman strength, agility, endurance and speed. Synth’s senses are extremely acute. Synth ages extremely slowly and is almost immune to poisons and diseases. She can control her own biological functions voluntarily (such as heart rate or digestion). She can also, with time, grow extra superficial organs (such as a sixth finger or second nose). Synth can her change muscle function; normally (as it is most comfortable). Synth’s muscles are extremely efficient, able to function with minimal metabolic demands. Alternatively, they can hypertrophy and gain additional power, or become loose and elastic, meaning Synth has remarkable contortionist abilities. Synths own stem cells can cannibalize other flesh, regenerate and heal herself and others, or (her preferred tactic due to her pacifist tendencies), subdue others by a sedating poisonous touch. Due to imprinted memories, Synth is an expert in many biological / psychological fields. Synth has only basic martial art training and will always prefer non-violent or non-lethal conflict resolution. In a fight, Synth will use a combination of strength, speed, and advanced knowledge of pressure points / anatomy to subdue. Complications: Inhuman: Regular medicine, unless done by true experts, will be ineffective on Synth, or possibly harmful. In addition, certain acids, poisons and diseases might be more dangerous to her synthetic flesh. Ugly: Whilst Synth can choose attractive forms, the “natural” state is pretty hard on the eye (and sensitive to sunburn!). In addition, growing a nose on your elbow, or a thumb out of your forehead is clearly disturbing to look at. Note: whilst Synth can adopt extremely attractive forms, she lacks any kind of know how in how to seduce or leverage her beauty (hence, no attractive feat). Memories: Synth has the imprinted brain patterns of several top scientists which can bubble, distract or even change her personality, particularly if Synth is tired or drained. Whilst most of these brain patterns are benign, this is not automatically so. In addition, whilst Synth can normally access these “echoes” to gain expert knowledge of biological sciences, this might not always be the case. It is possible certain psychology experts or psionic / mental powers might take advantage of this part of her. Not a thread to wear: Synth cannot mimic clothes with her morph power. When she is dressed up a superhero (in her morphic molecule costume) this is not an issue – the morphic molecules will cover this gap. However, without her costume things get more complicated; she will need to acquire clothes to complete a disguise. Bad Hair Day: Whilst Synth can morph into any humanoid, for some reason she finds it difficult / slow to grow hair – any growth requires concerted effort and time, and may easily fall out if she does not attend to it. This might slow her down when morphing, or, if she loses hair, make her easily stand out. This is the reason she normally keeps her “regular” hair short. Pacifist: Most heroes use violence sparingly; Synth takes this to the extreme. She will almost always act, and insist others act, in the last violent way possible unless the situation is extreme or there is no alternative. She will use stunning strike, fatigue and chokeholds as a default. No Nazi (also Plot Hook): Synth is wanted to by SHADOW; they invested in her creation and want her tissue to complete their experimentation. Indeed, other organisations who are out for the same thing. Hardwired into her DNA is an unreliable, but occasionally effective, block against her powers (such as the fatigue or vampiric powers) working on the old Aryan ideal. Some members of SHADOW, products of eugenics or individuals with highly “Aryan” DNA, might be immune to her cellular attacks. This is much to Synth’s annoyance; she hates Nazis (Who doesn’t?) Abilities: 16 + 30 + 16 + 8 + 4 + 4 = 78 PP Strength: 26 (+8) Dexterity: 40 (+15) Constitution: 26 (+8) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 24 + 24 = 48 PP Initiative: +19 (+15 Dex, +4 Improved Initiative) Attack: +12 Defence: +12, +6 Flat Footed Grapple: +27 (Additional +2 if using hypertrophies muscle) Knockback: -4 Saving Throws: 7 + 0 + 6 = 13 PP Toughness: +8 (Con) Fortitude: +15 (+8 Con, +7) (Impervious +10 if Cellular Fortification active) Reflex: +15 (Dex) Will: +8 (+2 Wis, +6) Skills: 25 PP = 100 Ranks Acrobatics 15 (+30) Skill Mastery Bluff 4 (+6) Climb 2 (+10) Diplomacy 4 (+6) Disguise 8 (+10) – Additional +20 from Morph Skill Mastery Escape Artist 3 (+18) – Additional +12 when using elastic muscle (+30) Skill Mastery Knowledge (Behaviour Sciences) 8 (+12) – Additional +4 from powers for 12 (+16) Knowledge (Life Sciences) 4 (+8) – Additional +10 from powers for 14 (+18) Knowledge (Streetwise) 4 (+8) Language 4 (English [Native], French, German, Russian, Swedish) Medicine 4 (+6) – Additional +10 from powers for 14 (+16) Skill Mastery Notice 14 (+16) Search 4 (+8) Sense Motive 4 (+6) Sleight of Hand 4 (+19) Stealth 12 (+27) Swim 2 (+10) Feats: 17 PP Acrobatic Bluff Blind-Fight Chokehold Defensive Attack Evasion 2 Grappling Finesse Improved Critical 1 – Unarmed Improved Grab Improved Initiative 1 Improved Pin Jack of all Trades Skill Mastery 1 (Acrobatics, Disguise, Escape Artist, Medicine) Stunning Attack Takedown Attack 2 Uncanny Dodge (Auditory) Powers 4 + 6 + 2 + 3 + 2 + 9 + 2 + 30 + 7 + 2 = 67 PP All powers have genetic descriptor Muscle Array (3 PP array, Feats: Alt Power 2, Drawbacks: Move action to switch) [4 PP] BP: Enhanced Trait 3 (Endurance 3) [3/3 PP} “Efficient muscles” AP: Enhanced Trait 3 (Escape Artist +12) [3/3 PP] “Hyperflexible muscles” AP: Super Strength 2 (+10 STR, Drawbacks: Noticeable) [3/3 PP] “Hypertrophic muscle” Enhanced Trait 6 (Medicine +10, Knowledge [Life sciences] +10, Knowledge [Behaviour sciences 4) [6 PP] “Implanted memories” Features 2 (Autonomic control: Can voluntary control involuntary nervous system such as heart rate, digestion, etc, Growths: Can, with a minute’s concentration, grow-or reabsorb-on her skin additional functional organs such as a nose, finger, or ear, as well as nonfunctional things such a skin tumour) Immunity 6 (Critical Hits [DC only +3 rather than +5], Aging, Sleep, Poison, Disease, Flaws: Limited, only half effect) [3 PP] Leaping 2 (x5 Distance, total: Running 90’, Standing 45’, High Jump 22’) [2 PP] Morph 4 (+20, any humanoid, Extras: Duration [Continuous], Flaws: 1 round to morph) [9 PP] Speed 2 (x5, 25mph) [2 PP] Stem Cell Array (26 PP Array, Feats: Alt Power 4) [30 PP] BP: Alternate Form 4 (20 PP Container, Extras: Continuous, Feats: Subtle) [26 PP] “Cellular Fortification” Impervious Fortitude Save 10 [10 PP] Regeneration 10 (Ability Damage 2 [1/hour], Recovery bonus +1, Bruised 1 [1/round], Injured 3 [1/minute], Staggered 3 [1/minute]) [10 PP] AP: Damage 8 (Extras: Alt Save [Fort], Vampiric, Feats: Incurable, Improved Critical 1) [26 PP] “Cellular cannibalism” AP: Fatigue 8 (Extras: Poison, Feats: Improved Critical 1, Sedation) [26 PP] “Cellular Poison” AP: Healing 8 (Extras: Energising, Total, Feats: Persistent, Regrowth, Flaws: Tiring) [26 PP] “Cellular Repair AP: Nullify 8 (All genetic powers, Extras: Disease, Feats: Improved Critical 1, Subtle, Flaws: Range [Touch]) [26/26 PP] “Cellular Infection” Super Senses 7 (Extended x10 Visual, Extended x10 Auditory, Extended x10 Olfactory, Low Light Vision, Acute Olfactory [Scent], Analytical Tactile, Tracking [Olfactory] 1) [7 PP] Swimming 2 (5mph) [2 PP] Powers: Abilities 78 + Combat 48 + Saves 13 + Skills 25 + Feats 17 + Powers 67 = 248 / 250 PP
  18. The cave is supported! Which means post that IC and then Poncho is up!
  19. Could you roll a power check? Lets say DC 20 to fully support the cave permanently DC 15 to delay it a minute. DC 10 to delay it a round. Oh and +2 for groovy Earth Sciences check (you understand that geology, baby!)
  20. Gamma Buzz "Thanks for the Shade!" said Baltazar. "All I need know is a straw hat, a poncho, and some glasses! And maybe a revolver, like in the Westerns?" He gave a little side glance at Dr Macedon. "That would be cool, right? I mean, this is a survival class, and having a cowboy pistol would be super cool in the desert. In case we, errr.... need to... errrr.... we need to fire it a rock to break it open and get the water inside? I mean, its possible, isn't it?" Even Baz knew this was a crock of bovine excrement, and through his hands up in despair. "All right, all right. Maybe not a revolver, but I think a poncho and a hat would be in order, right?"
  21. We can skip CCA as it is dazed! Round 4: 16 - Blackstaff - Unharmed - 1 HP 13 - G Star - Bruised x2 10 - Crococonda - Staggered And the cave is going to collapse any minute! but when? DC 15 Earth Sciences Check! (Untrained works)
  22. OK I somewhat loss track of rounds... BUt I think we are at: Round 3: 16 - Blackstaff - Unharmed - 1 HP 13 - G Star - Bruised x2 (Dazed this round) 10 - Crococonda - Staggered (Dazed this round) So G Star is up (and now unbound)
  23. GM The enormous crococodna convulsed with the shock of a half ton of earthy fist. The sheer force send ripples down all thirty feet of its scaled die. The crocodile head opened wide, and the serpentine tongue fell out, sliding around quite stunned. The eyes were too black to be sure, but it looked quite like they were cartwheeling in opposite directions. With such a massive blow, the coils that wound around Golden Star fell loose, allowing the teen hero to move again. The cave started creaking omminously; stalegtites fell to the ground. Perhaps it was the massive crococonda's powerful writhing. Maybe it was Blackstaff's stone fist... Cracks appeared on the ceiling. "I am no geologist," said Armitage. "But that is not good. Perhaps Mr Dickens should have kept the Golden Wreath after all..."
  24. DSM-5'd by Dr Archeville An update to Captain Cosmos Psychosis Complication (directly below his character sheet) The strain of changing dimensions can drive Buddy slowly mad. This is a difficult area so GMs / others> feel free to wave this away – in fact, the possibility that he is not going psychotic makes it more interesting! For the purpose of simplicity, there are three stages of psychosis. Prodrome: Suspiciousness, things might appear more threatening or salient than they would otherwise appear. Descriptions can be loaded with meaning that simply isn’t true. This is itself is unlikely to be a complication but is more flavour, or an omen of what to come. Hallucinations/Delusions: Frank psychotic symptoms. Hallucinations are fairly straightforward. Buddy may also get fixed delusions, usually paranoid / threatening. Both of these symptoms can lead to grossly inappropriate behaviour which may well warrant a complication if it is painful enough. Catatonic/Thought disordered: In the final stages, cognition and motor activity is so affected that Buddy is unlikely to be able to function at all. The descent into psychosis is faster in high gravity, slower in low gravity, and minimal in zero gravity (gravity distorting space-time dimensions thus compounding the problem). In addition, being hit by dimensional, gravity, or temporal powers can ebb away his sanity. The psychic strain also depends on the type of alternate form. Low: Drawing power from alternate dimensions (Multidimensional, Hyperdimensional), stages progress after several hours. Medium: Changing own dimensions (Flexidimensional, One dimensional, Two dimensional), stages progress by the hour. High: Assuming esoteric additional dimensionals (Anti dimensional, Transdimensional), stages progress by the minute. (These are guidelines, feel free to change according to plot. Sciency dimensional unpredictability is the explanation for variation.) Psychotic symptoms will resolve in a day or two. Improvement may be faster with skilled psychological help (Behavioural sciences?) or with drugs* (medical skill). ECT, or seizures, will cause extremely rapid, arguably instant recovery (although one still has to recover from the anaesthetic and the seizure). *For those of you who are interested: Psychotic symptoms resolve with (and only with) antipsychotic drugs (medications usually used are things like Olanzapine, Risperidone, and Aripiprazole). Modern antipsychotics are relatively unsedating and only rarely have motor side effects (although they have other long term side effects such as weight gain and diabetes). Catatonic states, however, are not (usually) responsive to antipsychotic drugs (in fact, they can make catatonia worse). They do rapidly resolve with benzodiazepines (the medictaion most usually used is Lorazepam, but any will do) or ECT.
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