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Supercape

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  1. The Mess refrained from pumping his blood up to maximum efficiency. He was pretty sure he was as good a fighter as these guys, and far stronger and tougher. He took the first blow square, a powerful jab which crunched his face and hurt, but allowed him the opportunity to sock the first guy straight to the jaw, sending him reeling. The second guy started to pummel him, as the Mess brought up his guard and countered with a similarly fast flurry of blows. The guys kept standing, he would give their jaws credit. But even as the first guy shook off the cobwebs and landed a couple of inefective body blows, the Mess circled, light footed, to deny them a flank. He pressed in with some powerful hooks to the second guy, before knocking him out cold, and throwing him into the corner. By the time he turned his fists to the second fighter, everyone knew it was all over. The Mess was just too strong for them, hitting him was like hitting a brick wall, and he hit back even harder. "That's my boy!" clapped the Hound, giving a sparkling smile to Carl. "What to do you say to that?"
  2. And away we go again! Facing the Admiral! 26 - Tsunami - Bruised - 2 HP - Fatigued - Underwater 23 - The Admiral - Bruised 10 - Blod - 2 HP - Bruised, Dazed - On Deck 10 - Crimson Tiger - Bruised - 4 HP - On Deck And Tsunami is up!
  3. GM The Mayor was delighted at the new addition to the superheroic response team. Even though he had not heard of Graft. Unusually, not even Lady Brazil had. "Well done! You have Rio's thanks. From the reports I am getting, the incidents have stopped. But I am concerned still, the centre of Rio..the centre of the carnival, is as yet untouched. Why? It is the biggest crowds, the obvious target. And the show starts in less than an hour. It is the night of the biggest carnival in the world. I can only assume that whoever is doing this is saving there finale for the finale..." He wiped his brow, slick with adrenaline and worry. "Please, I would ask of you to go there. Speak to Ana Tavares, she is the creative force behind the Carnival, the designer, the architect. She may know how to help...if not, we are all doomed!" he shuddered and sighed at the same time. The statuesque Lady Brazil looked at Foreshadow with a smile. "Care for a ride?" she asked, floating in mid-air. "I'm faster than any street right now..."
  4. The Hound had scrubbed, or scruffed up, as best he could. He had combed his air, put on a sensible tie and shirt, and shaved. He had done the best he could, which meant he looked clean and less rumpled than normal. The Mess was never going to fit into polite society, and given his short squat frame, finding clothes that fitted him was generally futile. There was no such thing as a shirt for a 5' man with a chest size nearly as wide and arms as thick as a leg. So, he had to do with a pullover and slacks. "Look, it ain't disprectin' the court or nuthin'" he said, red faced and apologetic. "I just ain't got the threads. I mean the clothes. I can't afford no fancy tailor" he said to the officials. Of course, scruffy as he was, there was no reply to that - it was the truth. He still smarted from the situation as he sat down beside his partner. "Damn fancy pen pushers and their damn fancy ties" he muttered under his breath.
  5. The Mess felt that normal split in his desires, one that he had wrestled with over the past day or two. He didn't feel too proud of his youth, it was, to be honest, appropriately messy. But on the other hand, he liked fighting. He was good at it. He was effective at it. Not just because of his strength or mutant body, but because he had the heart and soul of a fighter, and had put the hours in to learn how to fight. The Mess grabbed some boxing gloves and put them on as if they had belonged to him all his life. "Ill step inside for a round. With two of your men" he said, confidently, punning on Carl's challenge. At least Carl recognised his strength and skill, and not his diminutive height.
  6. GM Meanwhile...back at base... The ever alert ears - or rather, auditory receptors - of Hronos alerted him to the sound of the Base door opening briefly, letting in a howl of arctic air. And then footsteps, and then the sound of the door closing again and sealing. Boris, the handyman, was wrapped up in arctic weather and carrying what looked like a sniper rifle. And it looked like he knew how to use, handling it carefully and efficiently, cocking it to put a bullet in the chamber. He looked around an ran, powerfully, to the second back up bug, slinging himself in and starting the engine. He placed his goggles over his face to shield himself from the light snow that was falling, before driving off in the direction of the cave.
  7. GM "Sheesh, what was that thing?" huffed Steed, still reeling from the blur of motion. The ATU was superhumanly fast, a blur of motion - except by Velocities standards. It had left her almost dizzy from the speed. "Some kind of terminator robot or something?" she asked "And...where the hell did it go?" she pondered, as she pulled herself up the tunnel to the bitter arctic surface, slipping on the ice as she did. At the top of the tunnel, Velocity could see the bug gently smoking from under its hood. The ATU had, upon reaching the top, clearly decided to disable the vehicle. Velocity could see scorch marks on the metal of the bug, clearly some kind of advanced energy weapon had hit it - and surgically too. The only other thing she could see was the ATU's footprints. Just as in Switzerland, the stealth field may have shielded the ATU from her sight, but served no function in concealing the snow's imprints.
  8. "I do" said the Hound, loosening his tie and shuffling towards Carl, hands in his pockets. "I'm Harry" he explained, omitting his second name. Harry was, much to his pleasure, a common enough name. One that couldn't be traced easily, If his parents had lumbered him with something like Xavier or Ace, he would have been in a lot more trouble over the years. "This is my partner, Freddy", he gestured towards the Mess, who was rolling his neck and loosening his shoulders as an unconscious response to stepping into a boxing gym - just like the one he had spent his teenage years in. "Keep cool" he said to Carl, although it may as well have been an instruction to himself. "No need to panic. I got your name from a guy called Hector. He said you and I - and more specifically my partner here - could do some serious business!"
  9. ATU is fast enough to be out of the Cave and Velocities blows. The Andriod, you discover, is a holographic projection! Her fists go right through it, and it remains in the same pose! Post away! As part of that stunt, going up the tunnel, you see Lvov, Sobchak, and Robert fast asleep at the tunnel entrance. They appear unharmed, although the cold is a hazard as they are not keeping warm by moving... Which means a Fort Check at -2 for Very Cold conditions. DC 10. And a -1 penalty for being the second check. Lvov is using the Soldier Archetype, with INT, CHA, and WIS increased to 14, and Survival 8 (+11), Tactics 8 (+10) Skills, and Endurance 1 feat. Sobchak is using the Scientist Archtype with Endurance 1 feat. The three Fort Checks are: 1d20-3=13, 1d20-3=17, 1d20-3=0 Lvov and Sobchak make it. Robert takes 1 point of CON drainage.
  10. Round 4 48 - Velocity - Fatigued - 2 HP 47 - Steed - Uninjured 27 - Robert - Injured x2 Velocity is up!
  11. GM "Fame and fortune await!" gulped Steed, galvanising herself with her eyes locked on the target. Without delay, she leapt forward, greedy hands stretched afore her, intent on wresting the prize for herself. She was in good shape, and fast. It was just that the unit was faster. The Fragment turned and swept away at lightning speed. "Automated Temporal Unit activating stealth field emergency subroutines" it belched, before the Fragment disappeared from view. A moment later, the robot appeared on the other side of the cave, without the fragment. It was sleek and fast, white, steel and plastic, and no doubt full of other advanced alloys and engineering. It was no taller than 5'8 at most, and of thin build, but it moved like a viper and was a strong as an ox. "The fragment is now safe in our hands. Your resistance is no longer valid. Request second fragment or face extraordinary circumstances" was its insinuation, looking directly at Steed at pointing at her chest where the fragment she had recovered was nestled and warm.
  12. Steed reacts on Initiative 47! She will move, and then attempt a disarm. I will give her a -2 attack penalty because whilst she can see the object, she cant see the ATU (Automatied Temporal Unit). 1d20+10=14 is a miss even without the -2 penalty! So ATU will respond as per IC text. Could you give me a hearing notice roll vs ATU's stealth: 1d20+13=24
  13. Notes: Minor mechanical changes from build posted in Character Building. Fluff updated. I have given vulnerability to sleep effects as common which could be debated. As it would include sleeping gas, physical and mental effects, as well as the penalty for not sleeping, I think it is reasonable. The Summon 10 power from his dream array is potential cheesy, as the broad 2 extra could summon a very wide range of possibilities. However, given it is also uncontrolled (its essentially what the GM thinks might pop up!) I thought this was reasonable (and infact makes the broad extra at +2 rather painfully expensive!). Still, I thought it would be worth drawing attention to this.
  14. Player Name: Supercape Character Name: Deadbeat Power Level: 10 (180/180PP) Trade-Offs: +4 Toughness, -4 Defence Unspent Power Points: 0 In Brief: Musical spirit who can drum up a Faustian beat. Alternate Identity: Henri Zenon Identity: Secret Birthplace: Martinique Occupation: Musician Affiliations: Rene deSaens, Halbediers of Paris, Parkhurst Hotel Family: Several grandchildren alive. Description: Age: 111 (DoB:06/06/1881) Apparent Age: 55 Gender: Male Ethnicity: Mixed race Height: 5’7†Weight: 75 Kgs Eyes: Brown Hair: Grey Deadbeat looks like an older black male, a little stocky, with greying hair. He wears slightly scruffy but cheerful, colourful clothes in the style of Martinique. Power Descriptions: Deadbeats powers almost exclusively come from whipping up a tune, normally a beat. He can summon up a spectral drum, or other instrument, and start playing it. The tunes are quite audible and for the most part affect people’s emotions and soul. Deadbeat has been to hell and back, literally. He can use his music to command the dead, and banish summoned spirits. Alternatively, he can create deceptive sounds (normally, but not always, music). Or, by shuffling his feet to the beat, he can move to wherever the music is playing. When he does this transportation, he will appear in a subtle manner, such as just around a corner, or walking through a door, often tapping along to the rhythm. History: Henri Zenon was born and brought up in Martinique. His family were poor, and he often went without. His father was a musician, a talented one, but with a love of gambling and drink (vices that Henri is not entirely free of). His mother was known as a witch (in a positive cultural sense) and lay healer. It was rumoured that Henri had been blessed, or cursed, with some infernal gift by his mother, because he could play music like the devil. He was talented on the guitar and brass, but his truly bewitching skill was playing drums and tapping out rhythm’s (on any instrument). He was hypnotic, with rumours that he could wake the dead – or put them back to rest. Henri has visited Paris on several occasions, once in the 20’s when he first met, and befriended Rene DeSaens. Around the 1930’s, when the depression hit, and hit hard, Henri disappeared. Nobody knew where he had gone. In fact, Henri has indeed entered a Faustian pact to feed his extended family. He returned, escaping by a combination of charm, guile, and using Rene's dream dimensions as a back door. His flesh had passed away, and he was now a spirit. He could be seen on street corners, in bars, or shuffling along a road, usually tapping out a playful rhythm. Personality & Motivation: Henri is no longer alive. However, he retains most of his personality. He loves music, and has a joyful, even hedonistic heart. He does also have a grim side, having talked and played with infernal creatures. Despite this, or perhaps because of it, Henri no longer believes in God, or, ironically, the Devil (as theological entities). He just knows that there are horrible demons around, and he deals with it. Henri is guardian of souls, the lost and the broken. He dislikes the undead (although in some respects he is one himself), and sorcerous magic. Henri also has a particular need and kindness towards the poor and the dispossessed, having grown up in poverty himself. This drive is particularly acute when it comes to children. Henri still likes to drink (for some reason, alcohol is the only toxin that affects him) and is a bit too over-familiar at times. Powers & Tactics: Deadbeat is extremely hard to put down, shrugging off almost all attacks. Only fire can really hurt him (and he is not exactly vulnerable to fire). His invulnerability means he will often mock or goad his enemies. He “attacks†by using his magical music – usually rhythm’s he beats out on a summoned drum. He tends towards more subtle uses of this, inspiring emotions or crushing psychic pain through the music. He likes to use trickery, guile, and emotional manipulation. If faced with a deaf opponent (or an opponent who cannot hear him) he will directly attack with a concussive beat. This is an extremely noisy bang sound, and whilst powerful can deafen those next to it. In an absolutely emergency he will directly physically attack - he is surprisingly strong for his appearance as a middle aged (or older) man. Deadbeat can summon an “ethereal†instrument out of the air at will. This instrument is fully playable whilst he holds it, but will rapidly fade and evaporate as soon as he parts company with it (Essentially this feature allows him to play musical instruments and use perform skill at will, without instruments there). Note: The Perception Area Touch Range works thusly: Anyone able to hear Deadbeat’s Music (Area [Perception], Range [Touch]), can make a reflex roll to avoid the effect completely (by clamping their ears shut or the like). Otherwise, the effect “hits†and must be saved against. Other effects like auditory obscure, or simply being deaf, will also mean immunity to these effects. When using his emotion control playing, people will start to shuffle their feet and sway in a manner appropriate to the emotion or music. This has no mechanical effect, but it does make the effect noticeable. The emotion and dance is in this case “infectiousâ€: anyone touching any infected dancer must save versus the effect or be caught up in the dance too. As a denizen of the dream dimensions, Deadbeat can move between these realms and the physical one at will, and is quite at home there. Abilities: 8 + 0 -10 + 0 + 6 + 6 = 10PP Strength: 18 (+4) Dexterity: 10 (+0) Constitution: - Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 12 + 12 = 24PP Initiative: +0 Attack: +6 base, +10 Magic percussion Grapple: +10 Defense: +6 Base, +3 Flat-Footed Knockback: -7 Saving Throws: 0 + 6 + 3 = 9PP Toughness: +14 (+14 Protection) Fortitude: Immune Reflex: +6 (+0 Dex, +6) Will: +6 (+3 Wis, +3) Skills: 84R = 21PP Bluff 11 (+14) Concentration 8 (+11) Diplomacy 4 (+7) Intimidate 4 (+7) Languages 2 (French, English, Martinquan Creole [Native]) Notice 2 (+5) Perform (Keyboards) 4 (+7) Perform (Percussion) 15 (+18) Perform (Singing) 8 (+11) Perform (Stringed Instruments) 10 (+13) Perform (Wind Instruments) 10 (+13) Sense Motive 6 (+9) Feats: 7PP Environmental Adaptation (Dream Dimensions) Fascinate (Perform) Favoured Environment (Dream dimensions) Favoured Oponent (Dream Creatures) Second Chance (Perform: Percussion) Jack of All Trades Taunt Powers: 1 + 1 + 30 + 18 + 25 + 14 + 12 + 4 + 2 + 2 PP= 109PP Comprehend 1 ( Speak Any Language; Drawbacks: Only Singing) [1PP] (Sing in any language, Magical, Musical) Feature 1 (Summon one instrument as a Free Action) [1PP] (Ethereal Instruments, Magic) Immunity 30 (Fortitude Effects) [30PP] (Spirit) Immunity 40 (Lethal Physical Damage, Lethal Energy Damage; Flaws: Limited [Half]; Drawbacks: Power Loss 2 [Fire])[18PP] (Invulnerable Spirit) Magic 10 (20 PP Array, Feats: Alternate Power 6; Drawbacks: Power Loss 1 [unable to make music]) [25PP] (Magic, Music, Sound) Base Power: Emotion Control 10 (Emotive Magic Songs; Extras: Area [Perception, Auditory], Contagious, Selective; Flaws: Duration 1 [Concentration], Range 2 [Touch]; Feats: Reversible; Drawbacks: Noticeable [Affected targets shuffle their feet, dance and sway in a manner appropriate to music and emotion])[20/20PP] Alternate Power: Damage 6 (Percussive Drumbeat; Feats: Accurate 2 [+4], Mighty) [9PP] Linked with Dazzle 10 (Hearing; Flaws:: Range [Touch]; Feats: Accurate 2; Drawbacks:Full Power ) [11PP] [9+11 = 20PP] Alternate Power: Stun 5 (Lullaby; Extras: Alternate Save [Will, +0], Area [Perception, Auditory], Selective Attack, Sleep (+0) ) [20/20] Alternate Power: Illusion 10 (Song of Deception, Auditory senses; Extras: Duration [Continuous, +2]; Flaws Limited [Music] ) {20/20} Alternate Power: Mind Control 10 (Song of the Dead; Extras: Affects Objects/Constructs only (+0), Alternate Save [Fortitude], Area [Perception, Auditory], Contagious, Selective Attack, Not Mental [+0]; Flaws: Range [Touch, -2], Limited [Only undead and spirits]; Feats: Mental Link; Drawbacks: Noticeable [undead shuffle feet and sway]) {20/20} Alternate Power: Nullify 10 (Song of Banishment, Any one summoning effect; Extras: Area [Perception, Auditory], Selective Attack; Flaws: Range [Touch]) [20/20PP] Alternate Power: Teleport 8 (2000 miles; Extras: Accurate, Affects Others Flaws: Medium [Music], Long-Range;Feats: Change Direction, Change Velocity , Progression [Mass, 250lbs] 1, Subtle [appears as if walking in on the scene]) [20/20] Protection 14 [14PP] (Spirit) Regeneration 22 (Recovery Bonus +10, Recovery from Disabled 5 [Every minute], Recovery from Injured 3 [Every Minute], Resurrection 4 [1 Hour]; Flaws: Source [Music (not his own)]) [12PP] Super Movement 2 (Dream Dimensions) [4PP] Super Senses 2 (Extended Auditory 2 [-1 per 1000']) [2PP] Super Senses 4 (Extended Auditory 4 [-1 per 2000 Miles Total]; Flaws: Limited [Music]) [2PP] Drawbacks: 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness Damage (Physical) Emotion Control Touch/Area DC20 Reflex and Will Varies Stun Touch/Area DC15 Reflex and Will Fatigue Percussive Beat Touch DC25 Toughness Damage (Physical) Touch DC20 Reflex Dazzle (Auditory) Nullify Touch/Area DC20 Reflex and Will Nullify Summon Effect Mind Control Touch/Area DC20 Reflex and Will Mind Control Totals: Abilities (10) + Combat (24) + Saving Throws (9) + Skills (21) + Feats (7) + Powers (109) - Drawbacks (0) = 180/180 Power Points
  15. Player Name: Supercape Character Name: Rene de Saens Power Level: 12/15 (250/250PP) [264] Trade-Offs: -4 Defence, +4 Toughness Unspent PP: 0 Progress To Impervium Status: 144/150 (Platinum Status earned with Supercape) In Brief: Mystic painter. Aged French Antiquarian. Alternate Identities: None Identity: Public (but low profile) Birthplace: Paris Occupation: Artist, art dealer. Mage. Affiliations: Parkhurst Hotel, Halbediers of Paris Family: None alive! Age: 246 (DoB: 7th July, 1777) Apparent Age: 70 Gender: Male Ethnicity: French Caucasian Height: 5'7" Weight: 70 Kgs Eyes: Brown Hair: White Description: Slightly stooped with age, but not bent over, and has some wiry robust health. Has a white goatee and hair, wears a beret, glasses, and bohemian artist clothes. He looks, and feels pretty old. Power Descriptions: Rene is a powerful magician, who weaves his magic as if painting directly onto reality. This looks like brushstrokes that appear from nowhere. Common examples he uses are beams of light to dazzle, blasts of electricity, or webs of spidersilk. He can create nearly any effect although such physical distortions of reality are often transient. Whilst he is normally rather immobile, if he has a picture of an area he can use this to open up a mystic portal to that area and travel through it. Effectively, people (including himself) can “walk into†the picture, with all the space and volume bending that creates. Rene is extremely wise and insightful, and has committed much of his arcane strength into dreaming, to the extent that he can physically travel into the dream dimension. Having much of his psyche in this dimension, he is practically immune to mind control and mental influence. He is able to call about the dreamworld to induce sleep, influence dreams, and even bring creatures from that plane into this. Of particular note is Henri Zenon, also known as deadbeat, a man Rene helped rescue from infernal realms many years ago, and who took residence as guardian of the Dreamworld. When Rene summons the Dreamworld into the waking one, he becomes mentally vulnerable as his entire psyche (or at least most of it) is in the waking world. Alongside his great wisdom, Rene has been known, at times, to paint accurate representations of the past and the future, which is not something he is consciously able to do. He can mentally see his surroundings as if they were an impressionists painting, an ability that requires neither his eyes nor light to do so. Rene uses three magical items to help him. Firstly, he has a heavy ring of iron on his finger, that protects him from harm, making him highly resistant to injury. Secondly, his spectacles have magic lenses, allowing him to see magical effects and read any script. Lastly, he uses a magical paintbrush and ink to paint more detailed magical effects, such as light shades, illusions, or invisibility (all based around light and visual effects, understandably). History: As a young man, Rene fought in the French revolution and ended up helping Broken Crow, master mage of the time, track down and destroy an aristocratic necromancer. Broken Crow was impressed with the man's bravery and aptitude, and pointed him down the path of the mage. Since then, Rene has travelled throughout Europe as a mage, artist, antiquarian, and - at times - revolutionary. He has always remained a political, philosophical and passionate man. Through the ages he has had frequent contact and conflict with Gallia, the spirit of Aristocratic France. He has also been a member of the Halbediers of France, an organisation devoted to protecting France from magical threats. In the early 20th Century, Henri Zenon, a talented musician who was tricked into an infernal contract, managed to escape through Rene’s dreams. He blocked this event out for decades, losing it to the Dreamworld. However, with time, he has come to reconnect with the part of his psyche lost in the dreamworld, and became stronger through it. Rene has an art shop, and flat, in Freedom City. He is known to be a magician of sorts, but he seriously downplays his power, pretending to be nothing more than a wise old dabbler, when in fact he is of considerably greater power. His public persona is more of rumour than fact, and he keeps it this way. Personality & Motivation: Rene is an irritable classic "artiste". He can be grumpy at times, but this is part of his act to downplay his power and importance. In fact, whilst he is something of a snub to uncultured folk, he is loyal and passionate about liberty and freedom, and will fight hard for those principles. In addition, having been taught be Broken Crow and having a considerable amount of experience with Earth’s Master Mages, he is sworn to defend Earth from magical threats. Powers & Tactics: Rene's magical power revolves around art and dreams. As such, he tends to make his powers "poetic" or "artistic", which can often mean using sub optimal tactics to suit his sensibility. His main magical strength is the ability to "paint" onto reality, as if brush strokes slide across the scenery. He can summon up lines of fire, ice, electricity, blinding light, cobwebs or anything he chooses to think of. The lines are either precise and thin, coiling through the air and homing in on their target, or broad and vigorous, catching more targets at the expense of concentrated strength. Rene is able to take any picture or painting, and jump into it, instantly moving to the location shown. He is otherwise somewhat limited and slow in moving, which is a distinct vulnerability. Rene is a guardian of the gateway between Dreams and Reality. He can use this ability to draw things out of the dreamworld. He can create objects from people’s dreams (either others or his own). His psychic connection to this means he can both “sense†through the object, and will suffer psychically if the object is damaged. Henri Zenon, or Deadbeat, is a guardian of dream dimensions and Rene's friend (see below), Rene can use his psychic dream power to pull Deadbeat into this world, a valuable ally in any conflict. In a similar vein he can pull other dream creatures through, but this is more of a random effect. Rene can "see" the surroundings with his "Artist's eye". The world will appear to him like a dream, or impressionistic painting. This effect does not require his eyes or light. It may miss some detail, it may augment other's. Given time and inclination, Rene can sometimes paint scenes from the past or future. They are of course somewhat vague but may offer insight (these powers have the uncontrolled flaw). Rene uses a variety of devices he has made over the years. The most vital is probably a wrought iron ring, heavy, thick, simple but beautiful. The ring provides the wearer with incredible resilience. The most visible and fancy is his paintbrush and magic ink, which allows him to create more elaborate and long lasting visual effects. Finally, he wears a delicate pair of spectacles that (apart from correcting his vision) allow him to see any magical effects and read any text. Note: The Dream Dimension This is detailed on p105 of Freedom City Source Book. Rene has Dimensional Travel 2, which means he can travel to any dream dimension. Essentially this is to cover all bases. As he needs to sleep to enter these dimensions, the power has a limitation - he cannot use such dimensional travel to escape, and it takes some time to travel. Rene has constructed a part of the dream dimension as his own (taking a leaf out of the Lovecraft mythos). A French seaside village with his own cottage and vineyard. This area of the dream dimension has no HQ like qualities, it is merely an area he has shaped for himself. As the Dream Dimensions are somewhat fuzzy both in experience and mechanics, they are more for plot and story purposes, or possibly for inspiration or complications (and the flow of HP accordingly). Complications: Artists' Eye The rather dreamy and ephemeral nature of Rene's mental supersense could be used as a plot device, a source of the inspiration use of hero points, or a complication, missing some details or picking up on others as may help the narrative. Anything for Art Aside from a passion for objects d'art, he can use sub-optimal tactics purely because they would be more "artistic". Cracked Lens: Rene’s spectacles, whilst technically a device, are very fragile and will break/crack/smash with any force applied to them. Creaky Bones Has a variety of old age complaints, a bit hard of hearing, needs reading spectacles, joints hurt in the winter, and so forth. Heavy Sleeper As a result of age and his powers, if Rene is asleep, it takes an almighty effort to wake him up. He will not notice regular activity, and it is no effort to sneak up on him. The Ink well is dry His magic paintbrush needs magic ink, which takes time to make. His brush is good for several applications of magical effects, but is not inexhaustible. It comes out in the wash Whilst Rene’s ink has a continuous effect, it will come off with water or solvents. It is therefore virtually useless underwater, and will not last long in rain. (NB: This is not to applied for the Color Control, Morph and Concealment Attacks, i.e. on unwilling opponents, as continuous power attacks have an inherent way of being countered. It may apply in these situations if used underwater, as the power will probably not work at all) Beware the Id Rene’s connection to the dreamworld is not entirely conscious. The powers in his dream array may fail or work unexpectedly due to the essentially unconscious nature of dreaming – particularly if he conflicted about, or repressing something. Perchance to Dream Renes dream powers do require a certain sleepiness. If is he highly stimulated (from pain or drugs, including caffeine) he will be unable to connect the dream world to the real one. Abilities: -2 + -4 + 0 + 2 + 30 + 6 = 32pp Str 8 (-1) Dex 6 (-2) Con 10 (+0) Int 12 (+1) Wis 40 (+15) Cha 16 (+3) Combat: 8 + 8 = 16PP Initiative: +2 (-2 Dex, +4 Improved Initiative) Attack: +4 (+12 Magic Array) Grapple: +3 Defense: +8/+4 (+4 Base, +4 Shield from Ring), +2 Flat-Footed Knockback: -8 (0 without ring) Saving Throws: 10 + 6 + 1 = 17PP Toughness +16 / 0 (+16 Protection from Ring) Fortitude +10 (0 Con, +10) Reflex +4 (-2 Dex, +6) Will +16 (+15 Wis, +1) Skills: 92r = 23pp Bluff 8 (+11) Concentration 6 (+21) Craft (Artistic) 17 (+32) Diplomacy 8 (+11) Intimidate 6 (+9) Knowledge (Arcane Lore) 17 (+18) Knowledge (Art) 4 (+5) Knowledge (History) 4 (+5) Knowledge (Theology and Philosophy) 4 (+5) Languages 10 (Arabic, Egyptian, English, French [Native], German, Greek, Italian, Latin, Portuguese, Russian, Spanish) Sense Motive 6 (+21) Feats: 21PP Artificer Assessment Beginners Luck (Remembering long forgotten skill) Benefit 1 (Replace WIS for INT for Craft [Art]) Benefit 2 (Wealth 2 [Rich]) Environmental Adaptation (Dream Dimensions) Equipment 3 Favoured Environment (Dream dimensions) Favoured Opponent (Dream creatures) Inspire 5 Improved Initiative Ritualist Second Chance (Art) Trance Equipment 3PP = 15EP Headquarters "Rene's House" [9EP]Size: Medium (Large House, Basement), Toughness: +10, Features: Laboratory (Arcane), Library, Living Space, Security System (DC 30), Workshop (Art), Workshop (Arcane). 5EP contributed to Parkhurst Hotel Masterwork Art Tools [1EP] Powers: 2 + 16 + 3 + 24 + 40 + 6 + 1 + 45 + 2 + 5 + 2 = 146 Comprehend 2 (Speak to, Understand Objects Flaws: Limited to Art) [2PP] Device 4 (20PP Container, Flaws: Hard-To-Lose) [16PP] (Iron Ring, Mystic) Protection 16 [16PP] Shield 4 [4PP] Device 1 (5 PP Container, Flaws: Easy-to-lose) [3 PP] (Spectacles, Mystic) Comprehend 1 (Read any language) [2PP] Supersenses 3 (Detect magic, visual) [3PP] Device 8 (40PP Container; Flaws: Easy-To-Lose; Feats: Restricted [Artistic Craft Skill bonus of +10 or higher needed]Drawbacks: Power loss -1, needs to gesture as if painting) [24PP] (Mystic Paintbrush) Mystic Ink Array 16.5 (33PP Array; Feats: Alternate Power 6) [39PP] Base Power: Obscure 10 (Visual Senses, 5000ft radius; Extras: Duration [Continuous], Range [Perception];Flaws: Action [Full]; Feats:Precise, Variable Descriptor 2 [Any Magic]) [33PP] Alternate Power: Animate Object 6 (90PP Minions; Extras: Animate Images Only (+0), Duration [Continuous], Range [Perception]; Feats: Progression [Minions] 4 [25 Objects]; Drawbacks Action 1 Full Round to animate objects]) [33PP] Alternate Power: Color Control 11 ( 11 x 5' cubes; Extras: Duration [Continuous], Range [Perception]; Flaws:Action [Full]) [33PP] Alternate Power: Concealment 2 (Normal Vision, Extras:Attack +self (Reflex), Area [General, Burst], Duration [Continuous], Range 2 [Perception], Selective Attack; Feats: Close Range, Progression [Area] 8 [10-5000ft radius], Progression [DC +2 =14] 2, Selective; Drawbacks: Action 3 Full round to activate) [24PP] (Invisible Ink) Alternate Power Illusion 8 (Visual Senses; Extras: Duration 2 [Continuous]; Flaws: Action [Full]; Feats:Progression [Area] 9 [5000ft radius]) [33PP] Alternate Power: Light Control 10 (5000ft radius; Extras: Duration [Continuous], Range [Perception]; Flaws:Action [Full]; Feats: Precise [Vary level of light], Variable Descriptor 2 [Any Magic]) [33PP] Alternate Power: Morph 4 (Any Form, +20 Disguise; Extras: Area (Burst, 20 ft radius), Attack + Self (Reflex DC 14), Duration [Continuous], Range 2 (Perception), Selective Attack; Drawbacks: Action 3 [Full Round]) [33PP] (Mystic Make-up) Quickness 3 (x10 speed; Flaws:Limited to painting only [-2]) [1PP] Dream Array (37 PP Array; Feats :Alternate Power 3) [40 PP] (Mystic, Dreams) Base Power: Summon 12 (180PP, Henri Zenon/Deadbeat; Extras: Fanatical, Heroic Feats: Mental Link Flaws: Feedback) [37/37 PP] Alternate Power: Create Object 10 (Extras: Movable, Range [Perception], Feats: Precise, Stationary, Subtle 2, Variable Descriptor 2 [Dreams], Flaws: Feedback, Limited [Requires Dream]*) [36/37PP] Alternate Power: Environmental Control 8 (Distraction [DC 10], Hamper Move [50%], 1000’ Radius, Feats: Variable Descriptor 2 [Dreams], Extras: Range [Perception], Selective, Flaws: Limited [Requires Dream]*) [34/37 PP] Alternate Power: Dream Control 12 (Feats: Triggered 1 [Falling Asleep]) [37/37PP] *NB "Requires Dream" means that Rene must be able to perceive a dream (normally either by dreaming himself, or by using Dream Travel to view another persons dream) Dream Travel 10 (Feats: Sedation, Flaws: Action [standard]) [6PP] Immunity 2 (Aging, Disease, Flaws: Limited [1/2 Effect]) [1PP] (Mystic) Magic Array 19 (38PP Array, Feats: Alternate Power 7) [45PP] Base Power: Astral Form 8 (2000 miles; Feats: Dimensional 3, Selective, Subtle 2, Flaws: Feedback) [38/38] Alternate Power: Blast 12 (Feats: Accurate 4, Affects Insubstantial 2, Homing, Indirect 3, Precise, Variable Descriptor 2 [Any Magic]) [37PP] Alternate Power: Blast 10 (Extras: Area [line]; Feats:Affects Insubstantial 2, Indirect 3, Variable Descriptor 2 [Any Magic]) [37 PP] Alternate Power: Dazzle 12 (Feats: Accurate 4, Homing, Indirect 3, Precise, Variable Descriptor 2 [Any Magic])[35PP] Alternate Power: Dazzle 10 (Extras: Area [line]; Feats: Indirect 3, Variable Descriptor 2 [Any Magic]) [35 PP] Alternate Power: Snare 12 (Feats: Accurate 4, Affects Insubstantial 2, Homing, Indirect 3, Precise, Reversible, Variable Descriptor 2 [Any Magic]) [38PP] Alternate Power: Snare 10 (Extras: Area [line]; Feats:Affects Insubstantial 2, Indirect 3, Reversible, Variable Descriptor 2 [Any Magic]) [38 PP] Alternate Power: Teleport 10 (200,000 miles per Full Action ["Anywhere On Earth"]; Extras: Accurate, Portal, Flaws:Limited [Long-Range], Medium [Picture of target area to paint onto]; Feats: Change Direction, Change Velocity, Progression [Portal Size 10’ x10’] 1, Progression [Cargo] 2 [500 lbss], Selective, Subtle 2) [38PP] Super Movement 2 (Dream Dimensions; Flaws: Limited 1 Needs to fall asleep to travel) [2 PP] Super-Senses 5 ( Artists Eye [Mental Sense], Extras: Accurate, Acute, Ranged]) [5PP] (Magic, Views surroundings as if they were an impressionist painting) Super-Senses 8 (Postcognition, Precognition Flaws: Uncontrolled [GM] Drawbacks: Limited 1 only visual sense, Power loss 1 cannot use if unable to paint) [2 PP] (Paint the future) Drawbacks: Vulnerability (Sleep Effects [common], +50% to DC) [-3PP] Vulnerability (Emotion Effects [common], +1 DC) [-2 PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness Damage (Physical) Magic Blast Ranged DC27 Toughness Damage (Varies) Magic Blast Line Ranged/Area DC25 Toughness Damage (Varies) Magic Dazzle Ranged DC22 Reflex Dazzled (Visual) Magic Dazzle Line Ranged/Area DC20 Reflex Dazzled (Visual) Magic Snare Ranged DC22 Reflex Entangled/Snared Magic Snare Line Ranged/Area DC20 Reflex Entangled/Snared Color Control Perception DC21 Reflex Transformed (Color) Concealment Perception DC14 Reflex Invisible (Normal Visual) Morph Perception DC14 Reflex Morphed (+20 Disguise) Totals: Abilities (32) + Combat (16) + Saving Throws (17) + Skills (23) + Feats (21) + Powers (146) - Drawbacks (-5) = 250/250 Power Points
  16. 1d20+8=24 Reflex made. 1d20+11=17 So another Injury
  17. GM There was a dull thud as Velocity hit the unit. It felt robust enough, but from the brief look she had of its naked metal and plastic frame, it was built more for speed and grace. It was not plated with armour. "New offensive tactic noted. Countermeasures activated!" came the dead voice. From nowhere, a distorted beam that warped light and vision flew across the cave, missing the blur of Velocity. "Fragment acquired!" it said. Perhaps that cold voice even had a hint of victory about it as the Fragment was lifted whole from the icy pole it rested on. Although the Unit remained invisible, the fragment remained in sight, appearing to float in the air, presumably in the hand of the automaton. "Velocity...this is not good is it?" asked Steed from the sidelines, pressing herself against the icy side of the cave.
  18. Round 3 48 - Velocity - Fatigued - 2 HP 27 - Robert - Injured
  19. Ok Vahn, I will get to that imminently! Meanwhile...the Time Unit is going to fire a slow beam (sciency science!) at Vahn, and then grab the Fragment. 1d20+12=19 another miss.
  20. GM "We can, if need be, provide whatever disguise you wish!" replied M, being more joyous at the prospect. "Madame Redpowder is our maestro of disguises. Couldn't drag her out her to this odious place of Lockwood's. But I do have a car waiting to take us to London and the Ministry. We will of course make available all our resources, from the simple disguise to the exploding umbrella. Although that last little invention seems more dangerous than useful. We have two of our men in hospital recovering after the last field test" he said, rambling on with a note of mild irritation. "As for Gabriel, and the Catholic Church, I have not heard one way or the other, which I presume means not. However, nobody is safe from cannonization, as far as I can tell. A wind of change, a re-examination of facts, a word here, a discourse there, and a retrospective motion might be made. For lovers of tradition, they certainly like the ebb and flow of power between the various bishops and clergy. Not unlike any nest of power, in my experience".
  21. GM "I do of course make my self aware of...indiscretions" said M calmly. "Part of my job is to make sure the odd lapse of judgement is not used for blackmail. A large part of my job, in fact. You understand that what I do is not exactly clean. I have to balance the wheels and cogs of government carefully" he said, his pupils unreadable. "Some of our politicians have blurted out secrets that I have spent some considerable energy covering up. Some have blurted out secrets that I did not know about. And some have blurted out secrets that quite frankly I have every reason to believe were made up in the first place. Why would they shoot themselves in the foot?" "And unfortunately, they enjoy certain legal privy. I cannot simply drag them to our headquarters and interrogate them. Unless they break some official secret act, which they seem to be careful not to do, they can avoid all my attempts to question them". "Which means I am left with spying on them. Which is not easy for the same reasons. My limited means makes me suspicious they are not behaving normally. So what is it? a conspiracy? blackmail? some kind of mental control? I do not know. They keep their routines, keep their appointments, but clearly are not behaving as they did, or should".
  22. Pitch looked back at the motley crew. "I guess I am one of those Superheroes" she conceded. "Although not your regular kind!" she explained, belching smoke and wisps of flame. "And normally I wouldn't let on about my little secret, you understand? So you can keep this part of the story to yourselves, right?" she said, her eyes glowing red for a moment. "I fight to keep demons and beasts out of this world. And if you say who I am, that's going to be a problem. For me and you..." she said, without enigma. Her words were heavy and hard, intimidating but not violent. And they were pretty true. She cracked her knuckles and gripped the Cantos Cane. "Wrap up warm and follow me. You have my support. But keep those gun's alive..." she ordered, before setting out on the march.
  23. GM M passed Cannonade a cup of tea. "We have plenty of leads" he said, drumming his fingers with surprising lightness on the saucer and cup he had in his hand. The aroma was magnificent. Whatever else one could say about this dimension, its tea was stirling. "We have of course placed agents in both the Luddite and Cannonite movement. But the trouble is, they don't really bite into the top levels of the organisation. Nedd Ludd, of course, the leader of the Luddites, we have ample files on. The Cannonites seem to be more amorphous, with no single one leader. It's more of a mish mash of the moderate Luddite movement, advocating demonstration and diplomacy with the factory owners. To be honest, our industrial revolution has created some rather unsavoury characters who do rather well out of the working class' misery.." he sighed. "But I am not political. I can't be, in this job. I have to protect democracy, not manipulate it" he explained with a shrug of his shoulders. "Suffice to say, however, that tensions exist" he concluded. "As for the two groups, we haven't heard of any unusual guests. Although we could have missed the Luddites meeting someone, I confess. Nedd Ludd is paranoid by my estimation. A weakness and a strength. He has much to paranoid about, after all..." "As for drinking holes, we know plenty. And alcohol does tend to set tongues to motion, does it not?" he chuckled. "The Luddites tend to hang around a Deptford public house called The Snooty Fox. I presume it is some jibe at the upper classes, because it is most certainly not frequented by them. A den of gin, opium and women of a less than reputable nature, I understand. The Police give it a wide berth, for the Luddites effectively control it. Oh, we raid it once in a while, to no effect, of course" he explained.
  24. It does not have evasion! Its a very powerful drone, but not the smartest! Fails its reflex (sorry forgot to post link, trust me it failed with 13!) 1d20+12=21 Takes an Injury! Post away! YOu also have a move action!
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