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Supercape

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  1. New Rules 2: Space Suits With the expansion into SPAAAAACE on the site, you may be seeking out new worlds and new civilizations. In order to boldly go, you may have need of a space suit! Characters may well need life support systems for cold hard space, or dead worlds, or even non-dead worlds with alien atmospheres and extreme temperatures. In-setting, 'space suits' - which encompass environmental suits and emergency vacuum suits - are easily procured among intergalactic civilizations such as the Lor. To ensure that Immunity 9 (Life Support) [9PP] remains worthwhile for space-worthy battlesuits and cosmically empowered individuals, however, we are introducing three tiers of space suits similar to our House Rules for communication devices. Tier 1: Most spacecraft and space stations are implied to include standard emergency space suits at no additional Equipment Point cost. These suits are serviceable but unwieldy: they provide protection from vacuum and two hours of breathable air but impart a -2 penalty to Attack, Defense and Reflex roll. (In other words, Immunity 9 - Drawbacks 10) Tier 2: Bought as Equipment, as Immunity 9 (Life Support) [9EP]. This is a top range, optionally skintight space suit which does not encumber the wearer. This provides the same two hours of breathable air as the free space suit without the penalties, although it is still subject to the same penalties as any other Equipment, such as GM Fiat. Equipment space suits may be considered Masterwork for an additional 1EP, making them particularly comfortable or stylish. Ranks of Protection may also be purchased to give the space suit light armor and cheaper 'environment suits' with fewer ranks in Immunity are also available. Both of the first two tiers includes a built-in communicator that is equivalent to a cell phone as outlined by our House Rules for Communication. They will also decompress if they take damage from an appropriate descriptor - like a bullet or laser fire! Tier 3: Bought as a Power on its own or within a Device. The default was to purchase Immunity 9 (Life Support) [9PP], this works as normal without any new caveats. Note that Life Support, regardless of how it is acquired, does not include Immunity to different gravity states. The Feat Environmental Adaptation can eliminate the penalties for Zero-G, Low Gravity and High Gravity respectively for one rank apiece. (See p168-169 of Core Rule Book)
  2. New Rules 1: Space Travel As a new House Rule we are adopting the simplified version of Space Travel used in 3E. No more calculating the speed of light and relative positions of stars! The Space Travel power is replaced by three ranks of tiered Super Movement. As with other Super Movement effects each rank costs a base 2PP. This effect cannot be arrayed with Flight. Regular Flight does work in space and is useful for maneuverability, but anything less than Flight 20 is usually too slow for meaningful travel. Also note that transportation to an adventure will often be provided for by the plot if the character(s) do not have access to Space Travel on their own; having ranks of Space Travel is an advantage in space-based storied but not a prerequisite! Super Movement 1 (Space Travel 1 [interplanetary]) [2PP] You can travel at near light speed. Effectively this means travel within a solar system in minutes. Travel to other stars will take years (or centuries!).Examples: TIE fighter, Serenity Super Movement 2 (Space Travel 2 [interstellar]) [4PP] You can travel at faster than light speeds. Traveling between solar systems takes a few days. Travel within a solar system takes seconds. Travel to other galaxies will take years or centuries. Precise times vary according to distance of destination... and speed of plot, at the GM's discretion!Examples: Red Dwarf, Battlestar Galactica Super Movement 3 (Space Travel 3 [intergalactic]) [6PP] You can travel at much faster than light. Travel within a solar system is virtually instantaneous. Travel between solar systems takes hours. Travel between galaxies will take several days. Again, precise times vary according to distance of destination and speed of plot.Examples: Millennium Falcon, USS Enterprise-D For interstellar "hops" or Stargate-like effects which take place instantly, use Teleport with the Long Range and Accurate modifiers. Limited [Only in Deep Space] is a valid -1 Flaw (as you would have to travel outside of a solar system to activate the jump). Limited [Only in Space] is a Drawback worth 1PP. Teleportation effects of this sort are not available as Equipment, however, and therefore not on starships. While FTL starship drives are reasonably common in-setting the ability to create wormholes or otherwise teleport instantaneously is not readily available. It is still available to player characters either as a normal Power or as an effect provided by a Device but should treated as appropriately significant in-character. Examples: The TARDIS, Boom Tube, Stargate
  3. Hi everybody! As you know in just over a week, Spaaaace hits Freedom City. There are going to be a lot of new PCs, and Space events both large and small. In order to help simplify and clarify spaaace, the refteam have agreed on two rule clarifications and expansions.
  4. Underwater... Lord Luckwood piloted Alice, his underwater ship, silently and unseen through the depths of Freedom City's waters. He was sailing as close to the river bed as possible, to maximise concealment. He felt naked with Blakely, perhaps because of the eyes on him. And besides, Blakely had done a lot of ground work. Independently too. The old man was a gem. He turned Alice a jot to avoid an old rusted Anchor. She was a fine ship, although looked bizzare, like a copper streamlined balloon with pipes and whistles. Three heavy turbines at the back. A harpoon launcher at the front. Glass observation bubbles, which gave a curious view of the maritime depths, along with a glass floor. His eyes did not leave the sonar that pinged in front of him, but he talked to Blakely whilst he drove. "So, this is a bit of a Rum Pickle, eh, Blakely? I can solve any crime, but a crime where I am the chief suspect throws an additional burden on the matter....so tell me, what have we got? any suspects?"
  5. But you could see what was happening on another planet with enough!
  6. A you say? (Buddy up time?) So, some crunch advice: The personal holograph device? Not sure what that is, and is it tied to the bow? Supersenses I count as 13PP. Is there any need for Darkvision if you have Infravision (or Ultravision?) Blast power looks good but in reference to above, with Improved Range 3, it is 1000' increments and a maximum range of 1000'. that works for a bow, I guess Fatigue Arrow works, but sedation is a different matter. Sedation represents some ongoing ability to keep the target unconscious through active effort. Like a Psionic Sleep power which can keep on working. You do need to take a free action each round to keep the target unconscious - which means no changing of the array. To be honest, a sleep drug is not really well mimicked with sedation. What you may be looking for is the Sleep (+0) extra, which sends targets to sleep for hours rather than minutes, but they can be woken up by somebody else (or loud noises). Corrosion Arrow is costed incorrectly. If it is ranged, it is the disinergrate power, worth 5 PP/ Rank. You may wish to replace this with a plain Drain Toughness Ranged Power and call it "Molecular Acid" or something. Dazzle is sense dependent by default, sorry! My advice, if you can afford it, is to try and make that a 30 POints arrow array and do something like: Blast 10, Improved Critical 2, Improved Range 3, Range Progression 3, Richocet, Split Attack 30 PP "Rocket Powered Arrow" Fatigue 10, Ranged, Sleep, 30 PP "Knockout Drug" Drain 10, Ranged, Affects Objects, 30 PP "Molecular Acid Head" Dazzle 10, Burst Area,. 30 PP "Flash Arrow" Snare 10, Extras: Contagious 30 PP "Gloop Arrrow" Still, thats just me! Looks fun!
  7. GM Doctor Zero was already on the move, running like a panther up the stairs. He still had his gun in his hand, a faint white mist blowing behind him from the barrel. He turned around a moment, and looked at Synapse for a moment. "I never forget a face" he said, with a smile. "You have a strong mind, don't you, yes? You are the one that has been poking in my head? Well, I am Russian, woman! I have been trained to resist mind probes and scans, just as much as interrogation. The Cold War was awash with psychic experiments on both sides! I was party to them myself!" he said, full of confidence. "You lovers can wait for another day. Another day, any day, any time, any place...and I will be there, stepping out of the shadows! hahahaha!" And then he was up, up the stairs to the roof like a bolt of red.
  8. That all works for me. Which Means Zero is up... He is going fast, with Speed 2. He is running up the stairs to the roof. Synapse is up.
  9. Open to mid to low powered space adventures. Has fast ship. Nemesis is Zaul Zeno (Galactic Jabba as a Cyborg Scientist). Adventures: Strange new worlds in alien jungles. Taking PCs on hunting trips. Bounty Hunting. Pest Extermination. Or just needing a fast ride and some stealth. Relationships: Starstation "Primus", the "Hunters Guild Club", like a Great White Hunters leather bound gentlemans club in space. Anyone want to join? May also know criminals and scum from many years serving Zaul Zeno. Motivate to emanticate slaves himself. Could do with a mechanic for his ship.
  10. 1d20+12=19 he rolls badly for once, but not as badly as Synapse. Post that, and then... Foreshadow is up. Round 4: 29 - Foreshadow 1 HP Bruise 19 - Doctor Zero 8 - Synapse 3 HP Fort Save throw for Blonsky (which I missed) is 1d20+8=27 which is actually good enough to stabilise him to disabled and unconscious. Of course, you guys don't know that, but a Medicine skill roll at DC 10 in a move action can tell you that. Foreshadow - Blonsky is a move action away. Technically I would say a DC 10 Acrobatics roll to jump through the window after him, but you can make that automatically!
  11. Synapse is up!
  12. GM "Change is good! Yes, I like that idea! A change of tactics!" said Doctor smiling with his mouth and with those ice blue eyes of his. He whipped the Zero gun around, and fired a stream of razor sharp Icicles at Blonsky. The site was not pretty. Blonsky was a tough man, but he was caught flat footed, and every single one of those icicles hit with unnatural accuracy, sticking into his check. "What?" said Blonsky softly, looking down at his porcupine chest, before falling to his knees and then onto his face. There was a moments pause, of stillness. Then... "Change of tactics! Blonsky knew too much. I have no need to fight you, not now. It will come, but on my own terms, in my own way...!" said Doctor Zero, before whipping around, and throwing himself at full power through the darkened, opaque windows of the office. The glass was reinforced, but Zero was a large man, and propelled himself with inhuman speed. It shattered without hesitation, and Zero tumbled, rolled, and started to sprint off...
  13. So, Blonsky is in for it.... He is 1d20+12=31 firing at Blonsky, and yet another incredible roll. Thats a DC 25 Roll base, and because it is autofire, another DC 5, making a DC 30 Tough Save. 1d20+3=10 Blonsky is knocked out and dying. At which point, DOctor Zero will dive out of the room.
  14. That works fine,. for clarification are you moving up to Zero? (Post IC! ) 1d20+8=24 for his toughness. The dice are trying to say something...
  15. GM "Ah yes! Miss Lynn Epstein, owner of books, I have done research!" he said proudly, elevating a waggling finger and then reaching up to pluck Lynns hand from the air, and plant a kiss on it. His cheeks seemed just slightly redder. "My name Is Duke Dooyeweerd" he said in an accent that was indeed touched with Dutch. "This is a most splendid place, I must say, full of paper, full of ink, full of mysteries, full of marvels, eh?" he said, smiling to himself as he turned around a full 360, scanning the trappings of the shop. "But, I come on a matter most grave in note, sombre in tone. My life, my land, my castle, is all under...under a spell! No, do not laugh! I do not know if it is sorcery or science that plagues me, but I do know that it is a plague, and is slowly killing me!" he said, more serious now. "I am perforce driven to inquire in all directions, in all lands, in all avenues be they shrouded in the secrets of occult, or lit by the vision of science, to find a cure. And hence, I come to this shop, to peruse and investigate!"
  16. OOC post for featiring Grimalkin and Velocity. Presuming Grim is at the shop. THevshi, feel free to drop Velocity and co in whenever.!
  17. GM Monday, August 19th, mid morning... A little book store in the West End... "Good morning. May I have some service please?" The man was only a few inches over five foot, and had a considerable belly. He was dressed in a fine quality suit, and had a hat that somehow seemed to be outrageous and conservative at the same time. His cheeks were red, as were his jowls, and he sported a pair of sideburns that looked like they belonged on a safari hunter from centuries ago. "I am looking for the owner, and have handsome money!" he declared without shame. His voice was neither high, nor low, but rumbled. It was hard to say how old he was, somewhere middle aged, but young and old too, all jammed into one squat body. His hair was flecked with grey and flowed long. Beside him stood a man almost two feet taller, and considerably broader. In his case, it was with muscle rather than fat. He wore a suit and dark glasses, and had blonde hair tied back in a ponytail. If ever there was a bodyguard, this man was it.
  18. 1d20+12=31 one day...he will roll under a 19.... On that note, I am inclined for Zero to make a break for it (and shoot blonsky) rather than drawing this out indefinately, so your thoughts on that. In anycase, post that blast IC and then.... Round 3: 29 - Foreshadow 1 HP Bruise 19 - Doctor Zero 8 - Synapse 3 HP Foreshadow is up! HG: He is 20 feet away, so will need a move action to get to him (or you could throw something at him! )
  19. GM Zero paused a second. "My mother never told me anything, my friend. Not worth listening to, at any rate. My toys are for all humanity to share in one Glorious new age of communism. Not to share with a Capitalist swine like yourself. No, I will not share with you. My light is for all mankind, not just the greedy and corrupt!" He had not lost his confidence, but he had gained caution. Between Foreshadows mental assaults, which made him grimace every time, and the skill of Foreshadow, this was more than he expected. Back he trod, one step, then another, then a flurry. With each step, a beam of ice white light, freezing and terrible, jumped from his gun. "How do you evade me, American? It is as if you know my every move!" he said through gritted teeth, full of frustration as Foreshadow uncannily dodged every beam.
  20. Well thats a miss flat footed or not, sorry Foreshadow down to Bruised, 1 HP Zero will back of twenty feet, and fire his Gun at Foreshadow again. 1d20+14=21 a clear miss! Post that IC, then I will post Zero's action.
  21. Ack Im sorry guys, his rolls are a series of awesomes: 1d20+12=30 Post away, and then. Round 2: 29 - Foreshadow 2 HP Bruised, Fatigued. 19 - Doctor Zero 8 - Synapse 3 HP
  22. GM Zero merely grunted as the stick rebounded off him. If it hurt, he did not show it, his blue eyes remaining cold and brilliant. In a flash he had rolled, and pushed himself up with one hand to a standing position. Nobody could do that, could they? He was strong, fast. Stronger than any man, faster than any man. His right hand pulled back, still holding his gun. With equal fluidity, Doctor Zero reached out to grab Foreshadows wrist, fully ambidexterous. His grip was like Iron, crushing Foreshadows muscles. He could snap bones with that grip. Instead, he tried to force Foreshadow into a throw over his shoulder. For all his strength and speed, and skill, Foreshadow was just a little more skilled. Doctor Zero relied to heavily on his power and agility, rather than knowing up to date martial art techniques. As he turned to throw Foreshadow, he lost leverage and Foreshadow twisted his arm in a circle, gaining all the leverage Doctor Zero had lost. The Doctor spun round to face Foreshadow again. "Slippery eel, I give you this. But you are just a man, and I am more!"
  23. Easy peasy, so he will in turn try a feint for next round, although he is not so good at it! 1d20+0=7 Methinks you will make that! Synpase is up!
  24. So, Zero is up. Free Action: Attempt to get up as a move action: 1d20+13=25 Standard Action: Grapple Attack, 1d20+14=34 yoikes, he is rolling really well. That is another critical. So +5 to the opposed grapple roll, of which he gets: 1d20+22=25 so at last you get a break! ANd I forgot to add the crit bonus to that so his opposed grapple is still 30! COuld you post your opposed grapple roll?
  25. I think by the rules thats a miss (-4 to defence from Prone, but not flat footed, and feint only works for the next attack). But on this case, screw the rules. You made the effort to trip and surge, you can get a flat footed from that. 1d20+8=23...which makes that academic, sorry! Post away!
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