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Supercape

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  1. Carmen paused, feeling a coldness of fear. "I see it" she said, firmly, to Pedro. That the others could not - well, that was not a shocker, but she couldn't understand it right now. Like so many things on the island. "Kid, its daylight now. You should be less scared, not more!" she said, wondering just who she was talking to. Everybody, perhaps. Including herself. She took a hesitant step towards the child, then another, and held out her hand, bending slightly. "You certainly don't have to be scared of me" she said, again wondering exactly how true that was, but jamming such insecurities tight within her. "What's you name?"
  2. Whoops DC 25!
  3. DC 20 Fort save!
  4. The Mess had come to a decision. And it was messy. He didn't like it, no, not one bit. It wasn't fighting fair. And he preferred to fight fair. But he was a street fighter just as much as a boxer. And fighting fair was the luxury. First in the list was walking out of a fight on your own two legs. Or in this case, his friends. These guys were outnumbering him, and skilled fighters. As good as he was. They knew how to duck, feint and weave. Given time he could have them, but meanwhile Harry was probably into his neck in trouble, and who the hell knew what else was happening. "Guys, I'd love to fight fair, but you guys just threw away that right when you bust at me all at once..." he apologised, without apologising. He focussed on the first battle brothers blood, feeling it pump away, and with a hmph of effort, forced it out of the poor guys nose.
  5. Ok going to try hitting him with a nose bleed. Using blood control array, Fort 10 damage attack, perception range.
  6. GM The Hunters hit the snow, deep and hard, scrabbling for cover and their rifles. The leader, however, was more canny, signalling for them to stop, and scanning the horizon. "There ain't no cover from arrows, boys..." he said, looking closely and bringing out some binoculars to help him search. "Parabola. They fire over you, and onto you. Silent and deadly. Me, I prefer my Gun, but don't go mistaking an arrowhead for anything but a deadly weapon" he said, slowly and carefully. Then, he called out through the snow and cold, through the greenless trees and rugged terrain. He saw Cord well enough, as did his fellows, but he wasn't satisfied. "Nice, gun there! But it don't shoot arrows!" he shouted to Cord, before looking around again, at the empty cold terrain, not seeing the hidden Blue Jay. "You there! We ain't armed. Least, no now! Show yourself! We don't mean you no harm!!!" he said.
  7. Ok lets drop out of combat briefly to parley! But say that Jay has the proverbial drop on them.
  8. GM The Prince, if he was impressed, did not show it. He merely smiled warmly and shook Amir by the hand. "Thank you for coming brother" he said in good English. The man was clearly fluent in Arabic, but chose to speak in English for some reason, perhaps, after all, because he was on the shores of America. He tucked into some fine lobster eating moderately but savouring each taste with slow mastication. He touched not a drop of alcohol, drinking sparkling mineral water instead. "I know you are a man of immense wealth and fortune in this country" he said, slow and graciously. "And I come asking for your help. I want to leave a legacy to the world, and not one of fast cars, large yacht's, women and parties through the night. Yes, you know my reputation. And half of it is true, there is no point in denying it" he said, bowing in humility. "I want, in short, to do some good before I go. I have the money, but not the influence, not the connections. So, I come to you to see if you can help, God willing..."
  9. Feel free to have made a prior Gather Information Roll on the Prince - it is not too complicated. However the invite was at short notice, DC 15 DC 20 DC 25
  10. "Just visiting from the world of dreams, then" concluded Rene. Such passings were not unfathomable. Indeed, they happened often, but less rarely were they as concrete as Mona. He listened to Mona's story carefully and with worry, rubbing his brow. For the longest while, he said nothing, just poured himself a coffee. "Perhaps we could do with Napoleon, then" he said solemnly. "An army of darkness, it seems. Well, Mona, as you knew, I will bring my old self to the battle" he said, smiling. He was old, and weary of battles and bloodshed. But the dreaming was his to be alive and free of bones in. "I wonder which Henri you refer to, I have known many", his mind flitting through several, including Father Henri, from his youth. "Perhaps I should look into this dream myself? Will you accompany me?"
  11. GM The hunters looked shocked, to put it mildly. Jay could not quite make out the words, but they were of shock, surprise, and were not clean. Cord followed cue. He briefly broke cover, and let off a couple of shots without aiming. He wasn't trying to hit them, and he wasn't trying to get hit. He was providing a cause for the attack, a distraction. Despite the adrenaline of the situation he was in control. Either he was the coolest cucumber, or he had seen a fire fight or two before hand. Out of line of site from the hunters he bent forward slightly to give Jay the affirmative nod.
  12. Round 1 18 Blue Jay - Unharmed - 1 HP 15 Lead Hunter - UNharmed 10 Hunters [3] - Unharmed Guess Jay is up again!
  13. Rene wiped his eyes, still groggy. He was old, and his mind was never quite on, or in the world. He never used the term mundane world, however. For him, every world was full of wonder. He wondered if he was dreaming. He was often not quite awake, and as he got older, his mind was spending more and more time deeply in the world of slumber. "Bonjour, Madam" he said, stumbling over the words. At this time, both in terms of his age and the clock, not much surprised him. "Please come in. I shall make some coffee. I love ze uniform. Magnificent. Although I recall Napoleon being somewhat of an...how do you Americans say...an ass" he said, with a smile and a snap of his fingers. "And then I shall help!" he said, beckoning her in. "I am but a feeble old man, of course. But when darkness is coming, I will try and make sure the light is following just behind it!"
  14. OOC for thread. Asad gets some radioactive troubles.
  15. GM January 6th, Mid Morning... Early January was a bleak time of year, with the Yuletide festivities over, the weather grey and cold. The holidays had left waistlines fat and bank accounts slim. Not so for the Rich and Famous of North Bay, however, where mansions and yachts proudly professed to wealth and comfort. Restaurants and service industries continued to ply their trade. To this cold but clear day, Asad had been invited for brunch by an Arabian Prince, no less. Prince Amir Kahn. A man in his late fourties, unmarried, and dripping in oil wealth. His Yacht was ridiculously long, and ridiculously plush. The Prince was a keen sailor, by all accounts. A man of many appetites, but a notably keen seaman who had traversed the Atlantic on several occasions and whose skill, whilst not exceptional, was not merely words bought from wealth and prestige. He stood waiting for Asad with fresh coffee and a fully laid out feast of exquisite delicacies served by top notch butlers. Caviar and Lobsters where just two of the meats and foods on offer.
  16. Player Name: Supercape Character Name: Sunset Power Level: 10 (150/150) Trade-Offs: None Unspent Power Points: 0 Progress To Bronze Status: 0/30 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 + 3 = 6PP Toughness: +2/+10 (+2/+10 Con) Fortitude: +2/+10 (+2/+10 Con) Reflex: +5 (+2 Dex, +3) Will: +5 (+3 Wis, +3) 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 (6) + Skills (8) + Feats (13) + Powers (87) - Drawbacks (-4) = 150/150 Power Points
  17. OK so I am thinking of possible replacements for Supercape who is just gathering dusts at the moment. Comments please on below, primarily on fluff and complications and ideas to motor this character, or possible problems. Crunch comments welcome but secondary (and I'm not interested in optimisation). I'm basically trying out a few concepts - a paragon, a battle suit, and trying to make an interesting psychic spin on a character. I'll admit I ripped some ideas of Thunder Kings excellent idea of Graft. Also thinking of 2000ads Rogues trooper and the relationship he has with sentient devices. Particularly any ideas about how to actively propel this PC into problems/threads/out of control.
  18. GM Meanwhile...at the Medical bay... The agent withdrew the hypodermic without a word. Instead, her blonde colleauge spoke up "I'm not sure that's wise, but with this breach, I doubt there is any course that is wise. If there is an end to all things, this is it..." he sighed. He looked as his pistol - the same high tech device that Velocity had seen used in the Swiss Alps by the agency when they had tried to recover the stopwatch. It was dead now. "But perhaps, if things are at that stage of desperation, we may even need to use the Stopwatch itself" he said, grimly, looking at Robert. As manic as he was - or perhaps because of his disnhibition, his eyes glowed with lust at the mention of the device. "Yes yes where is it! I can save the day! With it I am as fast as you, even faster!" he garbled at Velocity, repeating the phrase over and over with only minor variations. The darker woman agent sighed, and pressed the hypodermic into Velocities hand. "You may want this" she explained.
  19. Round 2 66 - Velocity - 2 HP - Unharmed [in Medbay] 23 - John S - 0 HP - Unharmed [Hidden in Jungle] 22 - Hronos - 3 HP - Fatigued 7 T - Rex - Unharmed Notes: Cold, Distracting [DC 5] Jungle Environment. Also there were two T-Rexes, and the Collapse Manifestation is bearing down from above. Velocity has the option of aqcuiring the sickened status from the medical procedure (to gain an HP from the complication of carrying the baby!) The Collapse manifestation will be fully breached into the Null Zone next round. Velocity is up!
  20. GM John Smith was very well hidden, but he couldn't resist a sneer and chuckle - the sound wafted from a dense set of ferns nearby. "That's machines for you..." he chortled. The T-Rex was as angry as ever, the beeping cybernetic implant at the back of his neck had gone haywire and had driven it mad. It was a norse bezerker of a dinosaur, and it charged, screaming a deafening roar, straight at the robot. Its speed and power were a fright to behold at the best of times, but powered by the rage of the thing, any such wonder was doubled. Fortunately, it was also blinded by rage, and it trampled straight over Hronos, its legs passing either side of the artificial hero, and its jaws and head lowering far too slowly, to snap on an ancient tree just behind Hronos. The tree splintered spectacularly, but no man, and no robot, was in its jaws.
  21. Post that IC! Round 1 66 - Velocity - 2 HP - Unharmed [in Medbay] 23 - John S - 0 HP - Unharmed [Hidden in Jungle] 22 - Hronos - 3 HP - Fatigued 7 T - Rex - Unharmed Notes: Cold, Distracting [DC 5] Jungle Environment. Also there were two T-Rexes, and the Collapse Manifestation is bearing down from above. Velocity has the option of aqcuiring the sickened status from the medical procedure (to gain an HP from the complication of carrying the baby!) T Rex will be charging Hronos: Attack Roll - 1d20+14=15 Utterly missing, and putting it at -2 defence till round 2. Post your flunked complication / attack, Vahn!
  22. APPROVED
  23. Ok for Johns Action, he is going to Stealth it (Hide). This is a bit of a rules fudge, as technically the T Rex has him in sights, but on the other hand, there is ample cover to run and dive into. Ill give him a -5 penalty for the rules fudge, and a +2 penalty due to favourable environment for hiding / stealthing (rain, jungle, etc) His net roll is 1d20+13=21 T Rex has +2 Notice so may just catch him: 1d20+2=10 but doesn't spot him. Which means Hronos is up Thev could we have a init roll for Velocity for prosperity (although we know she will go first!)
  24. Supercape

    Mall Rat

    GM Inside the booth, Mr. Swish was packing up his suitcase, loaded with cash, and various tools and devices. He snapped it shut with a deep grin. "Easy money!" he said to himself. "Another unsatisfied customer takes a load of industrial chemical waste off my hands. Its win win. I win once, I win twice. Oh, and they lose" he chuckled, running a hand through his hair, and checking out his reflection in the mirror. "Hell, you are winner, Swish!" he said, giving himself a grin, a wink, and a snapped finger pointed to himself. And with that, he shot out the back door of the booth.
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