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GM As the distortion once again buckled and shimmered, it seemed to be losing mass, or volume, or something else. Whatever it was, it was well outside the normal parameters of four dimensions. Just looking at it made eyes and brain hurt in a odd way. Meanwhile, as Hronos charged through the Jungle, now cold and icy, with hailstones joining the rain and winds whipping up, he heard and then spotted the other T-Rex. It was just as large, just as angry, running through the Jungle like a beast on a mission, making a beeline for him. "Behind you!" yelled John at him, needlessly, before buckling to his knees, cold and wet, His shredded clothing offered little protection from the now harsh weather caused by the Anomaly's breach of the Null Zone. Even the air seemed thinner. And he was in bad shape from being tossed around in the Anomaly. Even a strong man like him could take so much.
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So, the anomaly is dazed, will not act. JOhn is just stumbling after Hronos so I wont post re: him. Meaning Hronos is up again! He will need another Notice check to spot the T-Rex coming through the cold rainy jungle. It is not a particular hard one though...DC 10. Which I note he can make auutomatically so scratch that! The T Rex is punching a hole through the Jungle to Hronos.
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ooc Sweet Dreams (Aren't made of this) (OOC)
Supercape replied to Brown Dynamite's topic in Archives
For reference, using his teleport power, walking into the painting and thus teleporting to where it shows. Hope that flies. -
"Oui, I have seen it, I think..." answered Rene, rubbing his temples. "Forgive an old man, my memory is hazy from centuries of life, and the deepness of sleep" he said, trying to piece together exactly where he had seen the building. It looked pretty much like somewhere in the City, but he never paid so much attention to where things were, but more to what the looked like. "There is a simple way to find out!" he concluded, taking Mona by the hand. And with that, he stepped into the painting... ...and into a sidewalk of Freedom City, just by the buidling itself. "I still don't know where we are, but I know we are here!" he smiled.
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GM There was not a lot of time to consider the options. Incoming from land and air. Carmen was thankful there was not a river or beach nearby. At least as far as she knew. "Who knows how many there are" she answered. "I don't like the sound of jamming us into a dead end. Sounds like a last stand going very wrong. Unless we can make that dead end open up...but if you are sure its dead..." "The only way we ever get through this is finding out what's going on. It's getting clearer, but far from clear. We need to fight our way through, get to that watch tower, see what's going on there. I know it ain't pretty, but nothing is..." She looked nervously at the crew and servants. It was a dark and bloody mess, and she would do her best to protect them...but who knew how many were coming for them?
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This all looks good. APPROVED!
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1d20+12=23 it just fails its reflex save. 1d20+9=17 another injury, another daze. Post away
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All looks good to me, Geez. My only note is equipment: Handcuffs I think we generally say does not require EP (on the principle: if you can reasonably buy it, and it doesn't mimic a power, you can have it), and Commlink should probably fit in with our custom house rules on communication (basically 0EP for something you can use out of combat, or build a communication power which you can use as a move action).
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Doh, teach me to cut and paste. Honestly, my brain is making so many errors at the moment - too busy at work I guess. Anyway, as its a construct, just injured I think. But thanks for another catch, Thev, and sorry I am making these slips!
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So Supercape is soon to retire. I have had some great fun with him, and its not without sadness I will say goodbye, but the fact is he ran dry a year ago if not longer. He was a one trick pony, and whilst it was a neat trick, I don't think I can rehash the same doddering professor / quantum powered superhero thing any more This means a lab retirement. No rush, but there it is. I will work out some exit for Supercape, probably just retiring into academia and research, hanging up the cape as he gets older. For the Lab, it would either mean a new recruit or some extra PP to pump into the HQ. Its your guys choice, I guess, but I suppose you should think about it. I wonder if Maxima (Geezer) might be a good person to add in (a bona fida super scientist) but there may be other guys too (like Graft for instance).
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GM "We work for ourselves!" came the ambigious answer from the leader of the hunters, his voice carrying far and fair in the still cold air. "And we are hunting. Same as you, I guess. And I reckon we both know it ain't a bear or a deer. We are hunting a man" he said, as cold as the snow he stood in. "I wasn't expecting any competition. And I got to say, that's some shooting like I have never seen. And it takes some guts and skill to sneak up on me, I'll tell ya. I been hunting all my life, and I'm damn good at it. The best, or so I thought..." he said, with a trace of irritation. "So now you tell me, what's your story..." he said, trying to push some politeness into his voice, aware that he was at a significant disadvantage. Jay had the drop on him, and he was unarmed. And he did not, as yet, know the odds...
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GM "Nyuuurghhh!!!!" groaned John, as he sat up, his face gritted teeth and sweat. He was in pain, but he was iron willed. His body was really broken up. It was hard to say exactly what bones had cracked or what damage was done, but he was bleeding, and bruised. And he spat out a tooth. "Ribs broken. Maybe my shoulder..." he winced. "But I'm still here, Robot!" he yelled after the fleeing Hronos. With an effort, he cupped his hands. "You shouldn't have taken the watch away from me! I'm the only one who can use it!" he said, furiously, as he started, fruitlessly, to hobble after Hronos.
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Round 5: 66 - Velocity - 2 HP - Unharmed 51 - Anomaly - Injured 23 - John S - Bruised, Staggered - 1000' away, in jungle 22 - Hronos - 1 HP - 1000' Away, in Jungle Notes: Hronos has the stopwatch. Cold and Distracting (DC 5 COncentration to maintain sustained) Environment. Velocity is up!
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Sunset (PL10/11) - Supercape (Impervium)
Supercape replied to Supercape's topic in Archived Characters
Note: Once (or if!) approved, to replace Supercape (who can be archived). I'll try to do some swansong retirement for the old man some time! -
Player Name: Supercape Character Name: Sunset Power Level: 11 (155/165) Trade-Offs: None Unspent Power Points: 10 Progress To Bronze Status: 15/30 In Brief: Two lovers, one superhero! Alternate Identity: Sam Soma (and the suit “The Radicalâ€, see below) Identity: Secret Birthplace: New Delhi Occupation: Businesswoman (Registered but rarely practicing lawyer) Affiliations: Soma Industries, LGBT Communities / Civil Liberties Groups. Family: Amil Soma (Father), Marina Soma (Mother) Description: Age: 30 (DoB: 1/1/1984) Apparent Age: 30 [As the Radical, mid 30s] Gender: Female [As the Radical, Male] Ethnicity: Indian [As the Radical, Caucasian] Height: 5’8†[As the Radical, 5’11â€] Weight: 51Kgs [As the Radical, 81Kgs] Eyes: Brown [As the Radical, Blue] Hair: Mid/Short length Black [As the Radical, Blonde] Sam Soma is a fairly tall woman of average build. She is of Indian descent but has fairly light skin. She has mid to short length dark black hair she wears in a variety of modern stylish cuts. She normally wears expensive clothes. The PR Suit (Psycho Reactive Suit) is a small, thin costume that adapts to the wearers thoughts. It is virtually undetectable (subtle 2, noticed DC 20 by appropriate senses able to detect technology or psionic power, although note concealment to mental senses also applies), and can mimic most garments as per the thoughts of the wearer. It also houses the psyche of “The Radicalâ€, a powerful if slightly deranged telepath of the 60s era. When the Radical utilises his psychic powers, the PRS will glow an orange/red light. Capable of exerting extreme flight and strength, the suit will flare initially a golden orange, but then fade to a dull red. Hence the name “Sunsetâ€. When the Radical wishes to look out of the suit, it can form glowing red/orange eyes over it (giving radius vision). As befitting a psycho-reactive suit, with Sam’s permission (or possibly without), the Radical persona/psyche can actively take over, effectively transforming Sam into the image of the Radical as he was in the sixties. A scruffy but handsome and muscular hippy, sandals or barefoot, with jeans, often bare chested, with a headband and long straggled blonde hair. He looks something like a surfer. Power Descriptions: Sunset’s powers normally are quite undramatic (bar the unusual appearance of her costume). The PR Suit is designed to greatly enhance physiological functioning, directly increasing strength and stamina, as well as allowing direct control over the wearers automatic physiological functions (such as heart rate, hormone levels, digestion, etc. ) These functions are basically invisible and built in to the system of the suit. Anyone wearing the suit will gain these powers. The suit also houses the psyche of “the Radical†who is a powerful but slightly erratic psionic mutant (or at least, he was). He had, and still has the ability to “steal†parts of peoples thoughts or brains. In addition, augmented by the PR suit, he can focus his psionic power into a kind of very limited psychokinetic power, effectively greatly increasing the effective strength of the suit, or propelling the suit with flight. However, whenever the Radical “manifests†these psionic abilities, the suit will flare a visible orange-red colour. The Radicals ability to “Steal†peoples thinking allows mind reading and mimicking of their mental abilities, but also can be used to erase memories, or make people plain stupid. The greater suction needed to withdraw memories or intelligence requires him to enter the mind more fully, which in turn means the strong willed can enter his, and control him (and, by default, the PR Suit he resides in). A more subtle use of his “theft†skills is to eliminate social and mental inhibitions, hence increasing emotional responses. The Radical was a trained doctor before he turned on, tuned in, and dropped out, and still possesses reasonable scientific and medical expertise which he can give to Sam. Of course, he may further augment these skills by “borrowing†the psychic and mental abilities of others. History: Sam Soma was born in Delhi, India, but soon moved to Freedom City with her parents when she was aged just five. A child of two cultures, and cultures that clashed, she was caught between authoritarian parents who pushed her to achieve and a more modern, liberal attitude around her. The death of her elder brother, in a car crash, five years later, only redoubled her parents attention and restrictions on her. As she grew into teenage years, pushed into academic success by driven parents, she discovered she had a relatively minor, but still useful, telepathic power to sense the past. Not above using this to bend the rules, she has carved out a subsequent degree and career in law, and later, in he own company, Soma medical. But more importantly, she used this telepathic gift to escape her restricted upbringing. And with it, in her twenties, she met the Radical. The Radical was a far more powerful telepathic figure in the 60s. A doctor initially, he joined the hippy movement, then became a drop out, an anarchist, liberal, political figure, and at least for a period, pin up for the hippy movement (both intellectually and romantically). He ended up destitute and drug addled on the streets, and eventually, dead on them. If he had not addled his brain so much on drugs, he could have been a powerful figure indeed, but as it was, he had a psionic ability to “tune in†to people and – in his words “borrow†their psychic strength. He could steal or eliminate parts of their thinking, but not telepathically communicate or control people. Somehow, the two met through time, and somehow, they befriended each other. And, even stranger, they connected to a level that – after a fashion - they could be called lovers. Sam well knew the Radical’s eventual fate and was determined not to let him fall to it. Using their combined abilities, in different era’s, they developed the PR Suit (Psycho-reactive Suit), a high tech nanomaterial that Sam could use to draw the Radicals psyche into. It was a partial success. The Radical was drawn into the suit, leaving his destitute and addled body dead in the sixties, as was his fate. However, whilst housed in the suit, it would fully activate if worn. Which meant Sam and the Radical would be drawn into an even more intimate and symbiotic relationship. But together, with Sam wearing the suit, they were a formidable force. The suit itself gave an extreme physiological strength to the wearer, and in addition, the Radical could manifest and use his significant telepathic powers within the suit. Whilst their agenda’s may not always truly match, together they can act as the superheroine (or maybe superhero), Sunset! Personality & Motivation: Sam has a fairly upbeat but passionate personality. She has a slightly ruthless streak (being a businesswoman) but personally is loyal and caring to those she knows. Politically she is all for freedom and capitalism, and fights furiously for social minorities groups and civil liberties. She is motivated by her politics, but also liking the thrill of adventure and power. The Radical is more anti-authority and obstinate. He is remarkably pacifist but can be angered by intolerance. He prefers to slum it and would just like everyone to love and hug each other. He is motivated to protect the weak and make everyone turn on, tune in, and drop out. Together, they are both motivated by their relationship, which is, in a sense, that of lovers (despite their unique situation they do share a remarkable psychic bond, and consider each other soul mates). They both consider the “Sunset†experience one they can journey on together. Of course, they do have friction and disagreement – and Sam does not want to wear the suit all the time. The combined personalities, aptitudes and ability to mind read mean that Sunset can often get involved in quasi-political issues or corruption – being both motivated and able to deal with these. Powers & Tactics: Sunset usually fights in a typical Paragon manner, using her physical strength to restrain or hammer foes. Her mobility is not so much slow as limited in that her great speed and strength will fade quickly, so she will use this sparingly. She is however much more subtle than a straight Paragon. The combination of her limited psionic powers (to control emotions, read minds, reduce intelligence, or erase memories), and stealing of others’ mental abilities (such as skills) allows her much more flexibility. Given her “limited†amount of power for flight and movement, she needs to utilise these abilities carefully. Complications: Brain Echo: When Sunset is mimicking the mental attributes of another, an “echo†of the targets personality is left with the Radical / the Suit. In normal individuals this is rarely more than a “Feeling†of something there, but in stronger willed (and/or malign) individuals, it can manifest as irritating chatter, to deceiving or misleading gossip, to distraction at critical times, up to disrupting the suit or the mental functions of Sunset, or even completely dominating them! Note: Any Mimicked Personality is essentially an echo of an NPC or (possibly) PC, and can be played by GM (or possibly other player) as “in the headâ€. Note however that this is an “echoâ€, so no helpful information or insight (without GM approval and HP)…this is meant to be a source of complications from distraction, confusion, and disruption, as the echo is likely to be disorientated and not best pleased with its situation. Radical Vulnerability: The Sunset Suit is not just a device but houses a sentience. The Radical is an obstinate anti-authoritarian personality and may be distracted or otherwise unhelpful. He might even be directly mentally attacked or manipulated. The Radical himself was an addict in the 60’s and whilst he cannot take drugs now, he may be tempted to experience the highs of drug use by mind reading drug users for instance. Visual Flare: The various powers of the suit cause a visible flare of orange-red light (as described above). Aside from potentially giving an indication of how much psychic juice is left in the suit, the flare also disrupts the subtle effect of the suit, and can give away her location in some situations (such as darkness or poor light). Flashbacks: If Sam uses her Postcognition and witnesses something exceptionally powerful (not necessarily traumatic) she may experiences flashbacks of the event – temporarily disabling or blinding her, both at the time, and for some time after, if she experiences suitable triggers. Sleepless: Wearing the suit causes a psychic symbiosis that makes natural sleep impossible for both parties. This does not confer immunity to sleep powers or effects, it merely means that Sunset cannot naturally fall asleep whilst wearing the suit (and will thus fall prey to the effects of sleep deprivation). Abilities: 0 + 4 + 4 + 4 + 4 + 4 = 20PP Strength: 10/30 (+0/+10) Dexterity: 14 (+2) Constitution: 14/30 (+2/+10) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 12 = 20PP Initiative: +2 Attack: +4 Base, +10 Melee Grapple: +20/+30 (Up to +40 if at full reserve power) Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -5 Saving Throws: 0 + 3 + 8 = 11PP Toughness: +2/+10 (+2/+10 Con) Fortitude: +2/+10 (+2/+10 Con) Reflex: +5 (+2 Dex, +3) Will: +10 (+2 Wis, +8) Skills: 32R = 8PP Bluff 4 (+6) Diplomacy 4 (+6) Knowledge (Business) 8 (+10) Knowledge (Civics) 8 (+10) Languages 4 (Chinese/Mandarin, English [Native], French, Hindi, Spanish) Sense Motive 4 (+6) With Suit On: Knowledge (Life Sciences) 8 (+10) Medicine 8 (+10) Feats: 13PP Attack Focus Melee 6 Attractive 1 Benefit 2 (Wealth) Dodge Focus 4 Powers: 4 + 83 = 87PP Supersenses 4 (Postcognition) [4PP] Device 20 (Sunset Suit, Psionic, Technological; 100PP Container; Flaws: Hard-To-Lose; Feats: Radical Powers only usable by Sunset or by mind controllers, Subtle 2) [83/83PP] Feature 1 (Autonomic Control) [1PP] Enhanced Constitution 16 [16PP] Enhanced Strength 20 [20PP] Enhanced Feat 2 (Quick Change 2) [2PP] Radical Array (5PP Array; Feats: Alternate Power 1) [6PP] Base Power: Concealment 2 (All Mental, Feats: Selective) [5/5PP] (Hidden Radical) Alternate Power: Morph 4 (+20 to Disguise, Single Form: the Radical Feats: Selective [May change parts of body into the Radical, the rest stays unchanged]) [5/5PP] (Free Radical) Enhanced Skills 4 (Knowledge [Life Sciences] 8, Medicine 8) [4 PP] (Radical Knowledge) Psychic Reserve Array (10PP Array, Feats: Dynamic Alt Powers 3) [13 PP] (Radical Power) BDP: Flight 10 (Flaws: Fades, recovers with sleep) [10PP] ADP: Super Strength 10 (Flaws: Fades, recovers with sleep) [10PP] Psionic Array (21PP Array, Feats: 4 Alternate Powers) [25PP] (Radical Manifesto) Base Power: Superstrength 10 (+50 STR carry capacity, heavy load 820 tons Feats: Shockwave) [21PP] Alt Power: Drain 10 (INT, Extras: Range 2 (Perception), Feats: Slow Fade 1 [1 Minute], Flaws: Side Effect [if fails, Mind Control attack from target] ) [21 PP] Alt Power: Emotion Control 10 (Feats: Mind Blank) [21 PP] Alt Power: Mind Reading 10 (Extras: Duration (Sustained), Sensory Link, Flaws: Feedback) [20PP] Alt Power: Mental Transform 10 (Memories Extras: Duration (Permanent), Range (Perception), Feats:Reversible, Flaws: Limited (Only one specific memory erased), Side Effect (If fails, Mind Control attack from target) ) [21PP] Mimic 2 (10 PP All traits, Extras: Duration (Continuous), Range: Perception [+2], Flaws: Action (Full), Limited(Only Mental/Skills*) ) [12 PP] (Radical Thinking) * Super Senses 1 (Radius Normal Vision) [1PP] (Radical Vision) Drawbacks: -4PP Normal Identity (Frequency: Common; Intensity: Major, Full Round to change into suit) [-4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness Damage (Physical) Drain Perception DC 20 Will* INT loss Emotion Control Perception DC 20 Will Varies Mind Reading Perception DC 20 Will Varies Erase Memory Perception DC 20 Will* Erase 1 Memory * If resisted, Sunset is subjected to a Mind Control DC 20 Attack from the target in response. Totals: Abilities (20) + Combat (20) + Saving Throws (11) + Skills (8) + Feats (13) + Powers (87) - Drawbacks (-4) = 155/165 Power Points
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All fine, except the STopwatch is in John Smiths Hand, not Collapses! :)
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Search rolls coming up: Mess is simply going to use Aid action for Harry: 1d20+1=17 which is enough for +2 bonus. Putting that on to the Hounds bonus of +13 gives him: 1d20+15=25 As for Investigate, I always that considered to be analysis of anything found with the appropriate equipment. Which I am not sure they have to hound, but I'll throw it in anyway: 1d20+11=26
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Doh. Thanks. Still post that away. Hronos will then be up!
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Well I have no judgement to make on that in terms of how it fits with science and Velocities powers, so I will go with it! It fails it Reflex Save: 1d20+12=21 But, predictably, as a Superspeeder, has Evasion 2, meaning its a DC 25 Toughness Save. On a more positive note, its toughness is not that good. 1d20+10=15 which is enough to Stagger and Daze. Post away!
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Round 4: 66 - Velocity - 2 HP - Unharmed 51 - Anomaly - Unharmed 23 - John S - Bruised, Staggered 22 - Hronos - 1 HP
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Post away, but please specify the distance for reference as it may be pertinent (seeing as JS still has the SW)
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Which means Hronos is up again!
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GM The human shaped hole in time and space spun, the very nature of time slowing to a sludge around it. Everything sort of fell into it. Everything sort of collapsed into it. "Moth...er...." came a distorted voice, dull of wit and with only the echo of sentiment. The strange anomaly only seemed to have basic sentience. Enough to recognise her. But not enough to process that recognition. John Smith was tossed aside like a rag doll, his body broken and bleeding, his face contorted in pain. He grunted and growled with pain, and rolled flatly, gasping for breath, his clothes shredded. And with the Stopwatch still grasped in his hand. The Anomaly turned to the stopwatch, and then to Velocity, undecided which of these magnificent targets to attend to, before striking out at Velocity. It moved so slowly, but so fast. Everything else seemed a snail in comparison. For all Velocities blistering unparalleled speed, the manifestation was faster somehow. Its attacks were crude, but its tore through time itself, faster than she could move, and as it touched her, she felt another crunching distortion of space contort through her.
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Which means the Anomaly is up, and will try and tear a new one in Velocity. 1d20+20=32 is a hit, so another DC 25 Toughness save for Velocity. Its not bright enough to do much else - bar what it does with the Stopwatch, which seems to be the one thing it can handle.
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So, Velocity wont know the details. However, having put her hand in the Collapse Manifestation, she is pretty sure that whilst it is human shaped, it is not alive or even corpreal. It is a hole in time and space, disrupting anything that falls in to it. Obviously it has some basic sentience... but this is more a semi-sentient manifestation of Collapse's power, rather than Collapse himself. As a disruption in the time-space continuum all it can do is break things apart and destroy them. Like John Smith. Although, for the sake of a good story, the Stopwatch is completely undamaged in John's fist, she sees...