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Supercape

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  1. For reference: Round 2: 29 - Foreshadow 2HP Bruised 19 - Doctor Zero 8 - Synapse 3 HP 1d20+13=32 Just flat foots Zero, which means you just hit. 1d20+13=14 He is down! Let me know if you want to surge!
  2. 1d20+12=28 Post away! Superior SOviet Mind of Iron!
  3. Synapse is up!
  4. She can suspect plenty! Just not know!
  5. Will do, Rose. Tiff/Rav, the usual DC 22 Sense Motive to recognise that Wayward / VAlerie has been mind controlled (after a fashion)
  6. GM "Valerie" fixed Rachel with a cold stare of pure horror. , she blurted in French, before regaining composure. "I have...personal matters to attend to" she said coldly, with a flicker of a cruel smile as she barged past Rachel. "Turn that electrical mouth piece off!" she demanded of Gavin Dibbons. "I would have no further amplification of sound by your thunderous devices!" she ordered. Gavin Gulped, and quickly made a sign to the sound engineer, who shrugged and pulled the plug. He didn't look happy about it though. "You best call 911, or some cape though" he said to Gavin. "Crowd is going to riot!"
  7. Pitch roared down the road at top speed. Normally, on her supercharged bike, that was fast. Right now, it was fuelled buy infernal oil. It had grown even more monsterous, smoking, metal and chrome, fangs, red fire...and it was tearing down the road like a rocket. Which, in fact, was pretty much what it was, thanks to a roar of fire from the transformed exhaust. She clung onto the bike like a limpet. At this speed, it was pretty much all she good do just to hang on and keep going. The smoke could be seen for miles, and she tore a black streak through the desert, only stopping when she reached Nick and Equinox, her engine roaring like the pits of hell. Again, not entirely unreasonably. "Guys. This snake? last in a long list. Keep pestering the town, but normally get lost upriver. This is the first one that got toasted. And then there is the...hey, what you looking at?"
  8. Supercape

    Lucky Shot(IC)

    GM "Uh..what...yeah man...the Kin of Suits! ! Looking out for the Fens, man! Can you give me a drink, ya..." mumbled the hobo. Crack Crack Crack Crack Crack One of the remaining Assassins was in the corner of the street, getting a clear shot down the alley. He didn't even register the King's new pal, who scampered low, clutching his brown bag and sprinting for cover down the alley, right past the Assassin. THe Assain, a shadow with the street lights behind him was quick, and fast. They were hardly supervillains, but no street thugs either. The Bullets cracked into the King of Suits, his armor pleading for mercy under the sustained assault. Quick as a rabbit, the Assasin ducked behind a dumpster. Admist the pain of the bullets, the King of Suits heard him call for back up on a phone, and reload his assault rifle.
  9. Post Away! Assassin is reloading and calling in help whilst you are dazed. You are up again (Bruised x3, Injured x3, Staggered, 2HP!) The CHA roll is fine. Only DC 10!
  10. 1d20+7=26 for Assassin. 26 - Assassin 7 - King of Suits -3 HP - Staggered, Bruised x2, Injured x2 Could you give me a straight CHA roll for your plea to the hobo? The Assassin opens fire: 1d20+6=18 Somehow the KoS has no uncanny dodge, so thats a DC 22 Toughness Save from the auto fire. For his move round, taking partial cover. King is Up!
  11. OK tidied up a lot of the formatting for you Av, I hope nothing jangles. APPROVED!
  12. Just a scan. THe Dream Array is of concern. Aside from the inherent (but possibly legit) problems of "Reality warping", a Continuous duration status effect (like transform) is unlikely to fly. It turns into a "one shot kill". It is certainly possible if it is something like inorganic to inorganic - although transform is a power that is looked at carefully. Move Object and Create Object have special rules for capping (see house rules). A Damaging extra to Telekenesis will be capped at PL. I am not sure why this is ranged and damage is not? Overall I like the idea/theme of "Dream powers", but overall this looks like a "Me do anything" Reality Warper?
  13. 1d20+1=4, 1d20+1=5 You know nothing, Jon Snow.
  14. Supercape

    Dream of You(IC)

    Rene relaxed, falling into a nearby chair and slumping head into his hand. That had cost him. Jumping into paintings was one thing, jumping into the spirit of a painting, quite another. Especially one so bleak. "Madame, you need not spice your words with such Sarcasm. Believe me, I have heard worse and better" he said, wearily. "You think dreams are unreal? Non, this is not true. They exist as surely as Gods do, in the minds of men" he tapped his temple. "This is not to be denied. And what is in the minds of men has such power" "I do not know if despair is your own or not, Madame. But I think you are being fattened, like the turkey before Christmas. For a feast. And the feeder is grown strong. Not on just you, I imagine. Non, I think he has a gluttony to feed on. Despair is his meat, Hopelessness is sauce. And hope will be his poison" he finished defiantly. "The questions you ask are for you to answer, and no easy ones they will be. Do not let the answer be given to you!" he said, shaking his fist at her. "Your questions! Your answers! This is what it means to be free!" He slumped back into his chair, awaiting her response, and taking a moment to see where Martha lived, and what kind of person she was...
  15. Cool post. Can I have a notice roll and an initiative roll from the KoS...one of the assassins will appear at the end of the alley...
  16. GM The crowd seemed to lean back as one, shocked into silence. Suddenly the idea that this was part of the show seamed to evaporate, and left beside a cool fear. One woman screamed. Then another. It was touch and go...would the dread lead to a stampede, or a riot....? Wayward felt her mind slip back into her body. There was a jarring shock. It was cold, and hard. Like iron. The spirit in her body had a will like cold hard iron. It was inhuman, a paragon of psychic strength. On any other day, in any other moment, penetrating that will would be daunting at best. But right now, something let her slip in. Perhaps, because her own body was so intimately familiar to her. Perhaps because that spirit inside her was distracted....and then...she could see what her body saw... ....getting off the stage. Looking left, looking right. Embaressed, shocked faces. Some looking at her, some looking away.... Gavin Dibbons doing both... "Are...are you alright, ma'am? the crowd...." he looked at the crowd "...they really want you...I don't know what will happen if you leave now...?" he spluttered, clearly afraid...
  17. Ok I am going to burn one of your HP to allow you for plot purposes to mind read the unaware Necromme and sensory link to him. Its a great idea, thanks. As for your intimidate, that will intimidate and shock the audience: 1d20+14=33 But not Necromme. Taking above posts into account... Wayward - 6 HP! Your idea on Amanda is very good...not what I had in mind (she might actually help!) but very good - would you like to run with that?
  18. GM Doctor Zero was fast. Inhumanly fast. Nobody could move that fast... If the pumped up athletes had been Olympian in physique, Doctor Zero put them to shame. Pale shadows of the original. He was not only ripped with muscles, but they moved like oiled snakes...and so did he. Foreshadow was more trained and skilled in fighting, but not by much. Doctor Zero was a terrifying foe. His blue eyes darkened. "Quick, but not quick enough. If that is the best you have got, cape, then you are nothing" he said, full of confidence and straight into Foreshadows eyes with pure strength of will. His gun was in his hand. How fast had it got there? like a blur... And out came a beam of pure white, hitting Foreshadow in the head. It was like the worst cold hone could imagine - and colder than that. All the heat was whisked away from his skull and he felt his blood freeze...
  19. Zero is up, Intimidate at -5:1d20+8=28 Then a shot from his cold gun: 1d20+14=33 Incredible rolls, and a crit (due to improved crit feat) So a DC 28 vs Intimidate Then, the cold beam hits, an its a DC 23 Fort Save (Damage Effect)
  20. Sorry for delay folks -= Tiff is away and awaiting her OOC and IC posts until settle down to the cards! (TiffK....poooooost!)
  21. So I imagine her time in hospital has at least made her unfatigued? your call on that. So start off with a bluff roll to flat foot the kid: 1d20+12=26 not bad at all, but he may be crafty. Then a shifted +2 damage / -2 attack roll, using extra effort to increase power by 2, snare attack. 1d20+9=16 I will stick with that if the bluff works (hoping the flat foot is enough), otherwise spend an HP to reroll: 1d10+19=21 not a lot better. If it hits, thats a Snare 15 effect.
  22. "I'll kick yer ass, yer little...." she paused. Eyelids drooped, and she slightly shook her head. "Yer little..." she gasped again, then fluttered her eyelids. Her eyeballs rolled lazily around her head. "I'll...." And then she passed out. Or at least seemed to. She waited, listening intently... Just a little closer... ... A little more.... Then with a snap of eyes wide open, she summoned the infernal forge into both fists, and whipped out two massive chains, that unfolded and snaked their way to the possessed kid, ready to weave like an anaconda...
  23. "Something good, something bad, a bit of both..." Opinions on this mish mash of Star Lord, Rogue Trooper, and a Space Safari Hunter... Player Name: Supercape Character Name: Star Shot Power Level: 8 (150/150PP) Trade-Offs: +2 Attack/-2 Damage, +2 Defence/-2 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Genetically altered Space Hunter, with some dumb-ass devices. Residence: Space Base of Operations: The Starship Xeno Alternate Identity: Oskar Otto Birthplace: Berlin Occupation: Big Game Hunter (In Space) Affiliations: None Family: Distant Relatives only Description: Age: 99 Apparent Age: 25 Gender: Male Ethnicity: Caucasian Height: 6’ Weight: 95 Kgs Eyes: Blue Hair: Blonde Oskar looks like a very handsome man with deep rich blue eyes. His body is in exceptional condition, tanned, muscular and broad, like a snake on steroids. He has a deep scar down his left temple, and on the left side of his chest. He normally wears an old army coat from his military days, now very faded and repaired a thousand times. His left hand is artificial, a grey black metal with green lights. He has a “fold away†helmet that is full of equipment and also green lights. It can cover his entire head, or fold back to a removable helmet. His gun looks like a slightly antiquated but still effective rifle, which he slings over his back. The rifle has a few glowing green lights too. Overall, Star Shot looks like a big lithe, lean muscular man with a mixture of high tech and antiquated devices. Power Descriptions: Star Shots powers are limited to his genetic alterations, which allow him to survive in hostile environments and give him peak human physical capabilities. His left hand is clearly artificial, and can detach from him, leaving a cybernetic stump. History: As a young man, Oskar Otto was a capable man with handsome looks who got caught up in world war II in Germany. He was pressed into the Nazi Army, and promoted to Captain for his “Superior geneticsâ€. His resistance to the more reprehensible activities of the army lead to him being assigned a number of “defective†soldiers, with a file sheet of stupidity, cowardliness, and insubordination. The squad of no hopers were sent to the Swiss Alps on some bogus mission. There, they got involved in a firefight with a British squad. The battle was short and cold. And ended by a UFO. Zaul Zeno was a bloated cyborg of unknown (and probably mixed) alien heritage. He dealt in the capture and sale of life forms, both sentient and non-sentient. He was a good salesman, but bad hunter. Zaul was determined to capture some primitive humans, some warriors, and opened fire clumsily. The entire squad was dead or dying. Zaul had not counted on the primitive fleshy vulnerability of humans. Oskar was captured, and this one, Zaul saved. Surprised that Oskar was not a simple monkey-ape, Zaul decided that Oskar would be his slave, doing his hunting for him, whilst Zaul could concentrate on the smuggling of live animals business. Oskar pleaded that his dying squad be saved. Zaul did, after a fashion. The cyborg could not save their bodies, but he downloaded their minds into a gun, a helm, and a hand, that would serve Oskar. It was a cruel joke, typical of Zaul. For fifty years Zaul and his soldiers (as pale imitations of themselves) hunted for Zaul, who was not so much sadistic as uncaring and callous. Then, Zaul disappeared. Oskar kept up the business, sort of, hunting non sentient big game for collectors, or acting as pest control for Lor colonies, or even chaperoning rich galactic elite on “the experience of a lifetimeâ€. Personality & Motivation: Oskar is a complex man, full of difficult feelings about his role as a German Army Officer and as Zaus' servant. He enjoys a hunt, a drink, a laugh, and a job well done, and the thrill of adventure. He is no stranger to alien affection of the female type, either. He considers anyone in his ship as under his protection. Starshot has a particular skill set he now wishes to use for good, although he also needs to make a living. He will hunt criminals now. He still keeps a side line of helping out capturing or even killing dangerous animals. Thomas Turek was the Squads machine gunner, who loves big artillery and shooting, and shouting. He is now embedded (in an echo) as "Trigger". Trigger likes to scream and shout when firing, and gets very excited at the chance to shoot things. Fritz "Fingers" Fick was a short, small, petty thief who got drafted into the Squad and loved helping himself to others belongings and pilfering from the dead. He is now embedded into "Hand". Hand loves to acquire things, and gets a kick from thrills. He has a sarcastic, snide attitude, making crude and lewd derogatory comments, and a love of taking risks and gambling. Helmut Hoffman was an anxious cowardly man who lead from the rear as the squads driver. He was always paranoid and never took his helmet off as a precaution. Embedded in "Mask", he continues to be nervous, seeing danger around every corner, and frank paranoia. He can accuse others of carrying weapons or plotting. Powers & Tactics: Starshot is a man in peak human condition due to genetic enhancements. He is also an expert marksman and able in all forms of combat. Tactically, he fights as a marksman and a hunter, sneaking up on prey for a perfect shot. "Trigger" his Rifle,is a highly advanced plasma weapon. A particular trick is to fire "Phased Plasma", which is incorporeal and only becomes active at a certain distance. This allows Starshot to fire "Through" barriers or cover. The weapon can also "Ignite" the plasma as it leaves the barrel, giving a flamethrower like effect. The weapon also houses some cartridges of nanofibre - when ejected these are also powered with plasma and form a glowing "Net" around the target. The Nanofibre net will "power" or flare, causing (non lethal) damage whenever the trapped creature moves, effectively subduing it quickly. Complications: Don’t Mention the War: Even after all these years, WW II horrors still haunt Oskar. Strong reminders of the events, such as Nazi memorabilia will make him shake with fear and be paralysed. Dummy Bullets: His German squad mates were not the smartest to begin with, and now downloaded into his devices, they are even more stupid. They can tend to blurt out stupid things, offensive things, or loud things. Which may become a problem. Of course, Starshot can deactivate this grotesque comedies, but that leaves him without there device abilities (and in the Case of his hand, an effectively prosthetic immobile hand). Enemy (Zaul Zeno):His former master is a callous man, but master of all forms of genetic engineering and cybernetics. Zaul could deactivate all of Starshots devices, or even paralyse him via secret implants, or take over the Safari Ship. Hostile Takeover: Apart from Zaul, Hand, Helm and Gun could be potentially taken over, disabled, or even turned against Starshot by virtue of their sentient AI. Ich Speaked the good England: Starshot was pretty fluent in English and German ninety years ago. Since then, he has had his mind filled with Zauls madness and the Lor Language. His English and German are functional but with odd syntax. It is instantly recognisable as odd, and may (rarely) cause misunderstandings. (Bad) Man of the Galaxy: Starshot has spent decades as the unwilling lackey of Zaul Zeno, and, whilst is now a free man, some of the Galaxies more shady customers might consider him less than favourably due to dealings in the Galactic Underworld. Never leave a Man Behind: Starshot never abandons anyone under his protection. This even extends to helm, hand, and gun. They may just be primitive AI, but they do contain at least a hint of the Soldiers under his command. Abilities: 10 + 10 + 10 + 4 + 4 + 2 = 40PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 20 + 20 = 40PP Initiative: +5 Attack: +10 Grapple: +15 Defense: +10, +5 Flat-Footed Knockback: -3 (-2 without Jacket) Saving Throws: 1 + 3 + 4 = 8PP Toughness: +6 (+5 Con, +1 Jacket) Fortitude: +6 (+5 Con, +1) Reflex: +8 (+5 Dex, +3) Will: +6 (+2 Wis, +4) Skills: 72R = 18PP Bluff 4 (+5) Climb 2 (+7 Handle Animal 4 (+5) Intimidate 8 (+9) Knowledge (Earth Sciences) 2 (+4) Knowledge (Galactic) 4 (+6) Knowledge (Life Sciences) 4 (+6) Knowledge (Tactics) 4 (+6) Languages 2 (English, German [Native], Lor) (See complications) Medicine 4 (+6) Notice 8 (+10) Pilot 4 (+9) Stealth 12 (+17) Survival 8 (+10) Swim 2 (+7) Feats: 11PP Ambidexterity Attractive Equipment 3 (+ 6 Free from Platinum Reward) Improved Aim Jack of All Trades Power Attack Precise Shot 2 Track Equipment 9PP = 45EP Old Military Jacket (Protection 1) [1 EP] Vehicle “Safari Ship Xeno†Size: Awesome [5 EP], Toughness +16 [1 EP], Defence -12, Str 70 [2 EP], Features: Infirmary, Masterwork Living Quarters, Safari Cells 2 [Act as holding cages but can also simulate any environment to transport living species], Powers: Communication 16 (Radio, Nearby Star Systems, Feats: Subtle 1 [Encoded], Flaws: One Way), Space Travel 3, Flight 7 [1000mph], Super Senses 1 [Radio]) = 5 + 0 + 0 + 4 + 10 + 6 + 14 + 1 = 44 EP Powers: 8 + 9 + 12 + 6 = 35PP Cybernetic Hand Container (8 PP) [8PP] Anatomic Separation 1 [2 PP] Strike 1 (Feats: Mighty, Improved Critical 2, Variable Descriptor [Any technological]) [6 PP] Device 3 (15 PP Device, Easy to Lose) [9PP] “Trigger†Firearm Array (13 PP Array, Feats: Alternative Power 2) [15 DP] Base Power: Blast 6 (Feats: indirect) “Phased Plasma†[13/13PP] Alternate Power: Snare 6 (Feats: Reversible) “Plasma Web†[13/13 PP] Alternate Power: Damage 6 (Extras: Area [Line], Feats: Increase Area 1 [150'-300’ Line]) "Plasma Ignition†[13/13 PP] Device 3 (15 PP Device) [12 PP] “Mask†Immunity 4 (Suffocation [All], Visual Dazzle Effects) [4 PP] Super Senses 12 (Direction Sense, Distance Sense, Extended 1 [All visual Senses x10], Infravision, Microscopic Vision 2, Ultravision, X Ray Vision [Penetrates concealment], Drawbacks: Power Loss [Lead etc for X Ray Vision]) [11 PP] Immunity 6 (Aging, Disease, Heat, Cold, Poison, Radiation) [6 PP] "Genetic, Cybernetic Enhancements" Drawbacks Vulnerability (Electricity, +1 DC) “Residual Cybernetics†DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC20 Toughness Damage (Physical) Phase Bolt Ranged DC21 Toughness Damage (Energy) Nanofibre Web Ranged DC21 Reflex Snared Plasma Grenade Ranged/Burst DC19 Toughness Damage (Energy) Strike Touch DC21 Toughness Damage (Varies) Totals: Abilities (40) + Combat (40) + Saving Throws (8) + Skills (18) + Feats (11) + Powers (35) - Drawbacks (2) = 150/150 Power Points
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