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Fluff This all looks ok except for...well, the fact that this guy has had a hero-ectomy. We wouldn't have a problem with a rich boy being a little bit of a dick, but this is a step too far. Particularly concerning are his "lack of empathy", and motivation to be a hero being rather cold and shallow. We do like and accept flawed characters, but not anti-hero's. I hope that distinction is reasonably clear, and don't take that as discouragement. The site's flavour is that whilst characters have conflicts, they should sit, reasonably unambigiously, as a hero. I would suggest (and it is only a suggestion), that this young man may be ignorant and even arrogant (and in fact, to me that would make him unpopular rather than the reverse) as his conflict (which is good!), but that he does have empathy and has some more agreeable motive for being a hero than pure narcissism (although that can be part of his motivation). Note this is only suggestions. Crunch Languages: Could you put down English as his native language (I presume it is). Benefit (Status) - I'm not exactly sure what tangible benefit this is that is not covered by his wealth...? Is he nobility? does he have dual nationality or something? On the other hand, a guy able to produce diamonds at will should effectively have wealth 3, even if he may not own a mansion or anything. Essentially, he can print money. On that note however, given some of the difficulties of a sixteen year having so much money, a complication may be in order. Diamond Control Array is mispriced. It is a 40 PP Array with 4 Alternate Powers, which means it should cost 44 PP. Transform power: could you notate the duration as extra as Duration [Continuous]. Similarly Flaw as Range [Touch]. Same with Create Object and Move Object Powers. Suggestion Only I'm not entirely sure why blast is single target and snare is an explosion...if its just to fill up the PP, I would suggest the impervious extra for a diamond snare is much more appropriate! (perhaps with autofire too). Technically this guy is PL 9.5 Offensively, and PL 9 Defensively. Given he has autofire I think the PL 9.5 is ok, but we generally like people to be at PL 10 caps. Could you bring him defensively up to PL10? (I'd suggest dropping one or two of the Immunity and adding to his protection)
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Bloody Mess (PL10/15) - Supercape (Gold)
Supercape replied to Supercape's topic in Archived Characters
Player Name: Supercape Character Name: The Hound Power Level: 7 (140/140PP) Trade-Offs: +3 Attack / -3 Defence, +3 Defence / -3 Attack Unspent Power Points: 0 In Brief: Dishevelled gumshoe detective / dog. Alternate Identity: Harry Hound Identity: Secret ('The Hound' is known, but not his superpowers) Birthplace: Freedom City Occupation: Freelance detective Affiliations: Bloodhound detective agency Family: Penny Hound, Sister (Cook) Description: Age: 45 (DoB: 20/2/1968) Apparent Age: 45 Gender: Male Ethnicity: Caucasian Height: 5’8†Weight: 60Kgs Eyes: Brown Hair: Brown Harry Hound looks like a dishevelled middle aged man. He is in reasonable shape but looks rather sunken in. He tends to wear a crumpled mac, shirt and tie, and sometimes a fedora. He chain smokes and has nicotine stained fingers. In short, he looks thoroughly unprofessional. He does not (normally) wear a costume. He can, of course, preserve his secret I.D to a degree by his dog form. Whilst Harry is known as "The Hound", his ability to change into a dog and his canine powers are a secret. Power Descriptions: Harry has the power to transform into a rather large cross-breed dog, which has the same characteristic dishevelled look, all matted hair. In either form, Harry can talk as a human, or bark like a dog (although as a human his barks come with an accent, and as a dog his speech is rather gruff). In either form he is able to mentally control dogs by touching them (normally scratching or patting them in a friendly way) History: Harry’s abilities, although he doesn’t know it, are a result of a magical enchantment (or curse) many years ago. The men of his family are able to shape change into dogs. He found this out in his late teens, and it came in handy when he joined the police force (initially as a dog handler!). However, Harry is a coward, dishevelled, and often late – despite his fine mind and skills, he was eventually kicked out of the police force for tardiness. At this point he set up his own private agency. Harry needed some muscle, and that’s when he heard of Bloody Mess a.k.a. Fred Furlong. They might be chalk and cheese in many ways, but they were both street guys, and soon struck up a friendship. Personality & Motivation: Harry is a curious man, always one to stick his nose in to a dirty or suspicious circumstance. When danger comes knocking, however, Harry is a bit of a coward, and will tend to run or talk his way out of a problem. He has set up his detective agency as a way to make money, which it doesn’t do a hell of a lot of, as Fred takes on charity cases. Harry is less inclined to do so himself, but deep down he probably would. He is not a particularly cultured man, and comes across as cynical. Whilst he can actually communicate with dogs, he doesn’t particularly like them. Powers & Tactics: Harry uses his powers to augment his natural detective skills. By adopting the form of a dog he can spy on people, or track them. If push comes to shove, he is a good fighter, in either form (although his dog form is slightly stronger). He has always been a bit of coward, so one of his preferred moves is to push people over and run – he has got pretty good at this. In general he fights like he talks, dirty and sneaky. Abilities: 2 + 4 + 4 + 6 + 6 + 4 = 26PP Strength: 12 (+1) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 20 + 20 = 40PP Initiative: +6 Attack: +10 Melee, +10 Ranged Grapple: +11 Defense: +10, +5 Flat-Footed Knockback: -2 Saving Throws: 3 + 6 + 2 = 11PP Toughness: +4 (+2 Con, +2 Defensive Roll) Fortitude: +5 (+2 Con, +3) Reflex: +8 (+2 Dex, +6) Will: +5 (+3 Wis, +2) Skills: 104R = 26PP Bluff 8 (+10) SM Craft [Mechanical] 2 (+5) Diplomacy 4 (+6) Disable Device 2 (+5) Disguise 0 (+2) (+22 for Dog form) SM Drive 4 (+6) Gather Information 10 (+12) SM Handle Animal 6 (+8) Investigate 8 (+11) Knowledge (Civics) 2 (+5) Knowledge (Popular Culture) 2 (+5) Knowledge (Streetwise) 6 (+9) Languages 2 (English [Native], Italian, Spanish) Medicine 2 (+5) Notice 10 (+13) Perform (Comedy) 4 (+6) Search 10 (+13) Sense Motive 10 (+13) Second Chance Sleight of Hand 8 (+10) Stealth 6 (+8) SM Feats: 19PP Animal Empathy Contacts Defensive Roll 1 Evasion 2 Improved Defense 2 Improved Initiative 1 Improved Throw Improved Trip Fascinate (Perform) Jack of All Trades Second Chance (Sense Motive) Set Up Skill Mastery (Bluff, Disguise, Gather Information, Stealth) Sneak Attack 1 Taunt Uncanny Dodge (Hearing) Well Informed Powers: 6 + 2 + 9 + 1 = 18PP Animal Control 5 (Extras: Duration (Continuous), Sensory Link Flaws: Limited (to Canines), Range 2 (Touch) Feats: Mental Link) [6PP] Comprehend 2 (Animals – Speak to, Animals - Understand Flaws: Limited to Canines ) [2PP] Morph 4 (One form (Dog) Extras: Duration (Continuous) Feats: Metamorph ) [9PP] Super Senses 1 (Scent) [1PP] Metamorph Form (Dog) Drawbacks: 0PP DC Block:[table] ATTACKRANGESAVEEFFECT UnarmedTouchDC 16 ToughnessDamage (Physical) Dog ControlTouchDC 15 WillMind Control[/table][unarmed Attack is DC 17 in metamorph form. Also +2 DC from sneak attacks in either form] Totals: Abilities (26) + Combat (40) + Saving Throws (11) + Skills (26) + Feats (19) + Powers (18) - Drawbacks (0) = 140/140 Power Points -
Player Name: Supercape Character Name: Bloody Mess Power Level: (10/15) (229/235PP) Trade-Offs: None (In alternate form: +2 Attack, -2 DC, +2 Defence, -2 Damage) Unspent Power Points: 6 Progress To Silver Status: 55/60 In Brief: Mutant Pugilist blood controller. Alternate Identity: Fred 'Freddy' Furlong Identity: Public Birthplace: Freedom City Occupation: Hero for hire (Ex Pugilist) Affiliations: Bloodhound Investigations Agency, Revenant Family: Alex Furlong (father), Dasha ‘Mam’ Furlong (mother) Description: Age: 28 (DoB: 01/01/1985) Apparent Age: 28 Gender: Male Ethnicity: Caucasian Height: 5’2†Weight: 140 Kgs Eyes: Green Hair: Brown Fred Furlong looks like a brick. He is only 5’2†but has an unnatural build, with a barrel chest and short, thick limbs loaded with slabs of muscle. He looks like a short, steroid-loaded body builder. As a 'detective' of sorts, Fred normally wears casual clothes that can fit his abnormal body, like a t-shirt, jacket and joggers. However, when he acts more as a superhero, he has a costume of blood red tank top, trousers and boots, and - although everybody knows who he is, an equally red eye mask. Power Descriptions: Fred is a mutant with a powerful affinity to control blood – as part of this mutation his own blood is exceptionally potent. As a result of this his body is extremely strong and powerful. History: Fred grew up in a poor Immigrant family (from Eastern Europe). His father was always keen for his son to be able to ‘look after himself’ and young Fred was soon down the boxing gym, pounding away. It was here that it slowly became apparent Fred was a mutant, although this was not confirmed until many years later. As he continually punched, and was punched back, his body grew into a short, squat and muscular form, able to shrug off even the strongest right hook. He soon became a feared bare knuckle boxer, and got mixed up with the mafia. When Fred refused to do any more of the Mafia’s dirty work, he was shot and left to dead. It was at this point he discovered his real power – the ability to control blood. His wound’s stop bleeding and he arose stronger than ever. The years of boxing, combined with a minimal education, had left Fred a little short in the brains department. It was at this point that Harry Hound, part time private investigator and all time coward, stepped in. He was looking for a partner, someone to be the hero… Personality & Motivation: Fred is a good natured but crude guy. He has a heady laugh and has a strong sense of honour. He dislikes crooks, liars, cheats, and people who hit dames. Having said that, he has a nasty temper, and when he fights, he fights dirty. Fred grew up on the streets, and knows that when you slug it out, you do what you need to. He is quick to use his fists and intimidate people. Fred don’t believe in killing, or knives, or guns. Fred is a good guy, and likes being a hero, even though he knows he ain’t the smartest tool in the box. He relies on Harry Hound to keep him ‘in business’, although he is more moral than Harry. Fred will take on a charity case, much to Harry’s annoyance. Powers & Tactics: Fred is exceptionally strong and tough, with a body that has adapted to blunt force. He is thus happiest slugging it out fist to fist, where his strength, training, and resilience will win through. He is quite comfortable with using improvised weapons such as lamp-posts in combat. If he has time, he will “pump upâ€, rushing more of his super-charged blood to his already powerful muscles. This takes a moment or two, and is short lived, but makes him much much stronger, able to run and leap even further. When this happens, his muscles swell massively, his veins bulge out, and he throbs with every heart beat. Fred has the ability to manipulate blood. Normally he uses this to either control bleeding (therapeutically), or to drain his own blood, which leaves a desiccated, withered, and immobile Fred and a small, 2’ high ‘homunculus’ of his own blood that can then act, retaining most of Fred’s strength. He uses his homunculus form when he needs to be stealthy or creep into places he could not normally access. Whilst his homunculus form has certain advantages in terms of resilience, it does of course leave his dessicated body very vulnerable... Whilst Fred prefers a straight out slug, he can use his control over blood to offensive purposes. Normally this would mean either thinning the blood, making the enemy tired and weak. As a more dangerous measure, he can seriously hurt people by stopping the blood flow, causing bleeding, clotting, or other very dangerous effects. Of course, he only does this in more serious situations. Complications: Cowardly Dog: Whilst Harry Hound is technically a fanatic sidekick, in reality his courage often fails him... Crude: Fred lacks many social graces and is happiest in the gutter with streetlife. He ain’t going to fit in with polite society. Don’t Hit Dames: Fred may fight mean and dirty, but he was always brought up to know that a man don’t ever hit a dame. Enemy: Fred still has some enemies in the mafia from his youth. Illiterate: Fred can’t read or write, although he has learned a crude signature. Iron Man: To maintain his powers, Fred needs a vast amount of iron in his diet. He eats vast quantities of red meat and spinach. Messy: Fred's blood related powers are, to be frank, rather messy and ugly. It isn't a gore-fest (and remains PG-12), but its easy enough to see the signs of his powers (specks, drops, or pools of congealed blood), or follow the trail of his homunculus. And the sight of his blood draining out of his mouth to form the homunculus is a little unsettling... Old and Rusty: The Bloodhound Detective Agency always uses second hand and out of date equipment and vehicles, with a tendency to break down, belch and burp. Abilities: 12 + 6 + 20 - 2 + 1 + 1 = 40PP Strength: 22/26 (+8) [up to 30 (+10) if boosted] [18/22 (+4/+6) in alternate form] Dexterity: 16 (+3) Constitution: 30 (+10) Intelligence: 8 (-1) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 20 + 20 = 40PP Initiative: +7 Attack: +10 [+2 in alternate form from size] Grapple: +18/+20 [+8/+10 in alternate form, up to +4 total if boosted] Defense: +10, +5 Flat-Footed [+2 in alternate form from size] Knockback: -6 Saving Throws: 2 + 6 + 5 = 13PP Toughness: +10 (+10 Con) [+8 in alternate form from size] Fortitude: +12 (+10 Con, +2) [up to +20 from Endurance feat if applicable] Reflex: +9 (+3 Dex, +6) Will: +6 (+1 Wis, +5) Skills: 44R = 11PP Bluff 4 (+5) Craft [Mechanical] 2 (+1) Drive 2 (+5) Handle Animal 2 (+3) Intimidate 8 (+9) [+5 total in alternate form from size] Gather Information 2 (+3) Knowledge [streetwise] 10 (+9) Notice 4 (+5) Search 2 (+1) Sense Motive 4 (+5) Stealth 4 (+7) [+15 total in alternate form from size] Feats: 49PP Challenge: Fast Feint (No -5 penalty for Move Action Feint) Equipment 5 Fearless Fighting Style: Boxing All-Out AttackDefensive Attack Elusive Target Improved Block Power Attack Takedown Attack 1 Fast OverrunImproved Overrun Improved Sunder Improved Trip Improved Critical 1 [unarmed Attack] Improved Initiative 1 Second Chance (Toughness save vs Unarmed Strike) Sidekick 28 Ultimate Effort (Fort Saves) Equipment 5PP = 25EP Headquarters: The Bloodhound Detective Agency [12EP]Size: Medium [1EP]; Toughness: 10 [1EP]; Features: Communications, Fire Prevention System, Garage, Gym, Kennels (Houses Dogs), Living Space, Security System 3, Workshop [10EP] Vehicle: Modified Chevvy [13 EP] Size: Huge [2EP]; Toughness: 10 [1EP]; Strength: 35 [1EP]; Features: Alarm 1, Hidden Compartments 1, Oil Slick, Smoke Screen [4EP]; Speed 5 (250mph) [5 EP]; Super-Senses 1 (Radio) [1EP] Powers: 9 + 36 + 4 + 1 + 3 + 15 + 2 + 2 + 4 +2 = 78PP Boost 4 ( All strength powers [Enhanced Strength, Leaping, Speed, Super-Strength, Endurance]; Flaws: Personal; Feats: Slow Fade 1 [1 minute]) [9PP] (pump blood) Blood Control Array (32PP Array; Feats: Alternate Power 4) [36PP] Control Bleeding : Healing 10 (Extras: Range 2 [Perception]; Flaws: Limited (Damage causing blood loss or blood effects only); Feats: Stabilise) {31/32} Bloody Mess Form : Alternate Form 7(35PP Container; Extras: Duration [Continuous]; Flaws: Projection [-1]; Drawbacks: Full Round to Activate [-3]) {32/32} Blood Attack : Damage 10 (Extras: Alternate Save [Fortitude], Range 2 [Perception]; Flaws: Action [Full]; Feats: Sedation, Variable Descriptor 1 [blood]) {32/32} Thin Blood : Fatigue 10(Extras: Range 2 [Perception]; Flaws: Action [Full]; Feats: Reversible, Sedation) {32/32} Drain Blood: Damage 10 (Extras: Alternate Save [Fortitude], Vampiric; Feats: Improved Critical 1, Sedation) {32/32} Enhanced Strength 4 (turbo powered blood) Enhanced Trait 1 (Endurance 1) [1PP] (turbo powered blood) Immovable 1 (Extras: Unstoppable; Feats: Innate) [3PP] (squat body) Immunity 30 (Bludgeoning and Impact effects Flaws: Limited (half effect only)) [15PP] (pugilistic mutant adaptation) Leaping 2 (Running jump 90’, standing jump 45’, high jump 22’) [2PP] (mighty pumped up legs) Speed 2 (25mph / 220’ rnd) [2PP] (mighty pumped up legs) Super Strength 2 (Effective lifting strength 32/36) [4PP] Swimming 2 (5mph / 44'/rnd) (mighty pumped up arms and legs) Drawbacks: (-0) + (-0) = -2PP Vulnerability (Dehydration; Frequency: Uncommon; Intensity: Moderate [x1.5]) [-2PP] DC Block[table] ATTACKRANGESAVEEFFECT UnarmedTouchDC 23* ToughnessDamage (Physical) Blood ControlPerceptionDC 25 FortitudeDamage (Physical) Blood ThinningPerceptionDC 25 FortitudeFatigue Blood SuckingTouchDC 25 FortitudeDamage[/table]*Unarmed attack -2 DC if in alternate form. Up to +2 DC if boosted. Totals: Abilities (40) + Combat (40) + Saving Throws (13) + Skills (11) + Feats (49) + Powers (78) - Drawbacks (-2) = 229/235 Power Points
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Hasn't dragged - its good fun!
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GM "What?" replied the confused captain of the SWAT team. "Stand back ma'am!" he said, reasserting his authority. "Medic! we have two civillian's down!" he blurted catching a better angle at the shenanigans. "One civvie has...errr...cut his own wrists? ummm....and the other..." he looked at the broken vampire who had contorted into a shape quite incompatible with life "...errr....we are going to need serious trauma services...." He raised his eyebrow as Revenant passed the vampire some "wine"... "I think he needs more than a claret..." he mumbled, quite confused with the whole situation, as the Vampire's body began to rumble, cracking, creaking, and rebuilding itself...
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Ok I am starting this up! All who expressed an interest (plus any who want to jump on board), post here a thread intro* and a link to (or actual) Nior character (remember above points, and ill only glance over it to check nothing stands out as difficult), and ill take it away! *By this I mean I would like (its not required) the first post in the thread to be yours...and I will play off it. Post it here or pm me it so I can just check once again it isnt going to cause major difficulties, and then ill go!
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Rene felt quite faint. He hadn't experienced fear like this for decades or more. All the gripping dread he had experienced as a young man came back like a reflex. "Take care! Take care!" he said to Marceau, electing to use English rather than French. The last thing he wanted was any further Gallic inspiration for the spirit. "She is a spirit beyond measure! the incarnate of France! and born from blood and terror!" he gulped, again remembering the violence and horror of the time. "She can sway a man's heart! stand strong!!!"
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Madame Malaise looked on with eyes vacant. It was hard to tell if the woman had listened to Young Brittania or not. She just swayed for several long, languid moments. It was easy to tell the woman was rather mad. "Fighting for freedom?" she whispered. "I...approve. It is the nature of every beast, every living thing, every disease and purulent infection, to fight for life, for freedom..." she said, voice low and melodious. "Come then, to the pit!" she smiled, with something akin to affectection at Young Brittania. "And you can bring your colourful little monkey with you" she added, waving a hand at El Heraldo. The pit was caged over with wooden spikes, painted white and red in some arcane fashion. It smelled rotten from several paces away. Peering into the gloom below, Broken crow lay, shivering and sweating, his clothes ruined, and eyes fluttering. "Here is the broken crow..." she explained "come to see off the Serpent people. Instead, he found me...he was too strong a bird to let him go free, you see. He would break the swamp if he could...so, I let the swamp break him...."
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Enough to turn her friendly (even if she still is a spiteful madwoman!) for now, with or without EHs help!
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GM The Grue were study, but despite their frenzied fanaticism, their bodies were failing from the unrelenting onslaught. Two more of their number flew away, knocked out stone cold. "No! Noooo!" they yelled. "Release Pandora! Release Pandora!!!" came the screams. For all their strength and ferocity, they did not more than chip away at the mountain of rock covering the Grue twins. Their eyes turned to Giain Knight in frustration. "Release her!!!" they yelled at him, before leaping with startling speed to rend the hero with their razor sharp claws...
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Arise! Arise! Sorry for being out of action for a few weeks with festive season etc! Grue Mutants still sort of up...1,3, and 4 all KOd. Thats five gibbering fanatic mutant Grue poiuncing on Giain Knight... 1d20+8=24, 1d20+8=20, 1d20+8=27, 1d20+8=25, 1d20+8=17 with a defence of +9, that means 4 nasty Grue Talons! 4 x DC 23 Toughness rolls 4 x DC 15 Fortitude Rolls (Nausea poison).
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I cant hear what was said I presume, so I will wait for Marceau to spill the beans!
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Pouring forth all his strength, Rene thrust his hands forth, locking Vittorio with his eyes. "My friend Nick" he said to the necromancer by his side. "Ze dead should be dead. Even if they talk, they must be put to rest..." He meant what he said. He had had enough tussles with foul undead in his time to mistrust them. And necromancers too, if the truth be told. Although Nick had earned that trust - a protector rather than enslaver of the dead. "You hear that?" he asked Vittorio, as his hands exploded with fire. But no fire came from his outstretched arms. Rather, a blazing rain, like a streak of orange lightning, descended like a thousand lit feathers, fell from the air, all floating towards the vampire...
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For reference, once Azuth has posted... Round 3 46 - Towers - Immobilised 19 - Glow - Unharmed - Fatigued - 2 HP 19 - Police - Unharmed 17 - Silver Spider - Unharmed - 3 HP Towers is going to stunt (and fatigue himself) from his superspeed array, a vibration effect! Damage 6 (Extras: Duration 2 (Sustained), Aura Feats: Mighty) PP Cost 25 This will instantly kick in damaging the glue...which already has one injury. As, on his turn it will be combined with a strike (and mighty kicks in), his STR of 18 gives a DC 25 Toughness save for the glue. 1d20+7=14 and the glue fails by 11, which makes it go "poof"!
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Sorry for massive delay. Festive period was busy! 1d20+8=27 a formidable save! Silver Spider - 3 HP Post away, Azuth!
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Sorry for the festive delay! Ill post the results of that research for when you actually hit the library IC! EDIT: Also, it is indestructible by normal means. If anyone reaches DC30 on knowledge (arcane)
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GM A little later... An uncharacteristic bolt of thunder and lightning illuminated Parkhurst. Rain swept into the two heroines clothes in a panoramic fashion, leaving them wet and slightly cold. Well, Parkhurst was spooky by most standards. It had Ghosts after all. But Parkhurst seemed to be reacting to the presence of the Camera Inferna. Maybe something in the ground, maybe something in the architecture. Whatever it was, it was spookier... Mary Morris was still there, alone and looking rather creeped out. "Oh your back? What the hell happened? This place is creepy. I have some stories to tell Midnight Visions, I can tell you. Damn spooky ghosts, damn spooky house..." She looked around. "Something seemed to have creeped even the Ghosts out..." she added, hugging herself. Her goth eye liner was smudged and her hair was limp and unruly. "They just upped and left when you arrived...and who the hell did you bring?" she asked, eyeing up Nocturne suspiciously...
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GM "Well I'll be damned!" said the fat station chief, with his fat ginger moustache and twinkling eyes. The man looked very out of shape, with a pudgy face. No doubt he had been in better form when he trod the streets. He looked a good few inches over six foot. "Mr. Cloak! Well, if he hasn't seen a few crooks out of our cells, I don't know who has. Don't you worry about him, we got a nice clean cell to...err...protect him..." he smiled broadly as Mr. Cloak hissed. "As for El Sierpe! Damned fiend, slipped out of his cuffs and beat our boys black and blue. The cap'n there, Meddows, he's in bad shape. Real beat up, in hospital...guess he knows what happened, but he ain't looking so rosy right now. " He shook his head in sympathy. "Still, we got enough to cook El Sierpe now! We just gotta catch him! As far as I know, he was working alone. Slippery customer. We wont make that mistake again. He is on foot, and we got the dogs after him..."
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Well at least Supercape's Supercape protects him from heat environments! Any feedback from his supersenses? 1d20+15=31 for Notice roll.
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"Why if isn't Agnus Stone" said Lord Steam, by the young ladies ear. "M sends his regards" he said, remembering a conversation he had had with the spymaster a few weeks ago. "And I suppose that old crone Redpowder too, although any compliment that passes her lips would probably burn them as they departed". He stuffed a glass of champagne in her hand. "I had almost forgot your incandescent beauty, my dear. The lights here only serve to further augment your visual charm" he said, with an ambiguous wink. He took a half glance at Asad. "Deceptively flat, that floor" he commented. He spun around on heel taking in the surroundings. "You are delighted to meet me, of course!" he proclaimed with utter certainty and a wink.
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Player Name: Supercape Character Name: Hound Power Level: 7 (125/125PP) Trade-Offs: +3 Attack / -3 Defence, +3 Defence / -3 Attack Unspent Power Points: 0 In Brief: Dishevelled gumshoe detective / dog. Alternate Identity: Harry Hound Identity: Secret ('The Hound' is known, but not his superpowers) Birthplace: Freedom City Occupation: Freelance detective Affiliations: Bloodhound detective agency Family: Penny Hound, Sister (Cook) Description: Age: 45 (DoB: 20/2/1968) Apparent Age: 45 Gender: Male Ethnicity: Caucasian Height: 5’8†Weight: 60Kgs Eyes: Brown Hair: Brown Harry Hound looks like a dishevelled middle aged man. He is in reasonable shape but looks rather sunken in. He tends to wear a crumpled mac, shirt and tie, and sometimes a fedora. He chain smokes and has nicotine stained fingers. In short, he looks thoroughly unprofessional. Power Descriptions: Harry has the power to transform into a rather large cross-breed dog, which has the same characteristic dishevelled look, all matted hair. In either form, Harry can talk as a human, or bark like a dog (although as a human his barks come with an accent, and as a dog his speech is rather gruff). In either form he is able to mentally control dogs by touching them (normally scratching or patting them in a friendly way) History: Harry’s abilities, although he doesn’t know it, are a result of a magical enchantment (or curse) many years ago. The men of his family are able to shape change into dogs. He found this out in his late teens, and it came in handy when he joined the police force (initially as a dog handler!). However, Harry is a coward, dishevelled, and often late – despite his fine mind and skills, he was eventually kicked out of the police force for tardiness. At this point he set up his own private agency. Harry needed some muscle, and that’s when he heard of Bloody Mess a.k.a. Fred Furlong. They might be chalk and cheese in many ways, but they were both street guys, and soon struck up a friendship. Personality & Motivation: Harry is a curious man, always one to stick his nose in to a dirty or suspicious circumstance. When danger comes knocking, however, Harry is a bit of a coward, and will tend to run or talk his way out of a problem. He has set up his detective agency as a way to make money, which it doesn’t do a hell of a lot of, as Fred takes on charity cases. Harry is less inclined to do so himself, but deep down he probably would. He is not a particularly cultured man, and comes across as cynical. Whilst he can actually communicate with dogs, he doesn’t particularly like them. Powers & Tactics: Harry uses his powers to augment his natural detective skills. By adopting the form of a dog he can spy on people, or track them. If push comes to shove, he is a good fighter, in either form (although his dog form is slightly stronger). He has always been a bit of coward, so one of his preferred moves is to push people over and run – he has got pretty good at this. In general he fights like he talks, dirty and sneaky. Abilities: 2 + 4 + 4 + 6 + 6 + 4 = 26PP Strength: 12 (+1) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 20 + 20 = 40PP Initiative: +6 Attack: +10 Melee, +10 Ranged Grapple: +11 Defense: +10, +5 Flat-Footed Knockback: -1 Saving Throws: 3 + 3 + 2 = 8PP Toughness: +4 (+2 Con, +2 Defensive Roll) Fortitude: +5 (+2 Con, +3) Reflex: +5 (+2 Dex, +3) Will: +5 (+3 Wis, +2) Skills: 80R = 20PP Bluff 8 (+10) [sM] Diplomacy 4 (+6) Disable Device 2 (+5) Disguise 0 (+2) (+22 for Dog form) [sM] Drive 2 (+4) Gather Information 10 (+12) [sM] Handle Animal 4 (+6) Investigate 4 (+7) Knowledge (Civics) 2 (+5) Knowledge (Popular Culture) 2 (+5) Knowledge (Streetwise) 2 (+5) Languages 2 (English [Native], Italian, Spanish) Notice 8 (+11) Search 8 (+11) Sense Motive 8 (+11) [second Chance] Sleight of Hand 8 (+10) [sM] Stealth 6 (+8) Feats: 15PP Animal Empathy Contacts Defensive Roll 1 Improved Defence 2 Improved Initiative 1 Improved Throw Improved Trip Jack of All Trades Second Chance (Sense Motive) Skill Mastery (Bluff, Disguise, Gather Information, Stealth) Sneak Attack 1 Taunt Uncanny Dodge (Hearing) Well Informed Powers: 6 + 2 + 9 + 1 = 18PP Animal Control 5 (Extras: Duration (Continuous), Sensory Link Flaws: Range 2 (Touch) Feats: Mental Link) [6PP] Comprehend 2 (Animals – Speak to, Animals - Understand Flaws: Limited to Canines ) [2PP] Morph 4 (One form (Dog) Extras: Duration (Continuous) Feats: Metamorph ) [9PP] Super Senses 1 (Scent) [1PP] Metamorph Form (Dog) Drawbacks: 0PP DC Block (see below) Totals: Abilities (26) + Combat (40) + Saving Throws (8) + Skills (20) + Feats (15) + Powers (18) - Drawbacks (0) = 125/125 Power Points
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Player Name: Supercape Character Name: Bloody Mess Power Level: 10 (12) (180/180PP) Trade-Offs: None (In alternate form: +2 Attack, -2 DC, +2 Defence, -2 Damage) Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Mutant Pugilist blood controller. Alternate Identity: Fred Furlong Identity: Public Birthplace: Freedom City Occupation: Hero for hire (Ex Pugilist) Affiliations: Bloodhound Investigations Agency Family: Billy ‘Paps’ Furlong (father), Jenny ‘Mam’ Furlong (mother) Description: Age: 28 (DoB: 01/01/1985) Apparent Age: 28 Gender: Male Ethnicity: Caucasian Height: 5’2†Weight: 140 Kgs Eyes: Green Hair: Brown Fred Furlong looks like a brick. He is only 5’2†but has an unnatural build, with a barrel chest and short, thick limbs loaded with slabs of muscle. He looks like a short, steroid-loaded body builder. Power Descriptions: Fred is a mutant with a powerful affinity to control blood – as part of this mutation his own blood is exceptionally potent. As a result of this his body is extremely strong and powerful. History: Fred grew up in a poor Irish-immigrant family. His father was always keen for his son to be able to ‘look after himself’ and young Fred was soon down the boxing gym, pounding away. It was here that it slowly became apparent Fred was a mutant, although this was not confirmed until many years later. As he continually punched, and was punched back, his body grew into a short, squat and muscular form, able to shrug off even the strongest right hook. He soon became a feared bare knuckle boxer, and got mixed up with the mafia. When Fred refused to do any more of the Mafia’s dirty work, he was shot and left to dead. It was at this point he discovered his real power – the ability to control blood. His wound’s stop bleeding and he arose stronger than ever. The years of boxing, combined with a minimal education, had left Fred a little short in the brains department. It was at this point that Harry Hound, part time private investigator and all time coward, stepped in. He was looking for a partner, someone to be the hero… Personality & Motivation: Fred is a good natured but crude guy. He has a heady laugh and has a strong sense of honour. He dislikes crooks, liars, cheats, and people who hit dames. Having said that, he has a nasty temper, and when he fights, he fights dirty. Fred grew up on the streets, and knows that when you slug it out, you do what you need to. He is quick to use his fists and intimidate people. Fred don’t believe in killing, or knives, or guns. Fred is a good guy, and likes being a hero, even though he knows he ain’t the smartest tool in the box. He relies on Harry Hound to keep him ‘in business’, although he is more moral than Harry. Fred will take on a charity case, much to Harry’s annoyance. Powers & Tactics: Fred is exceptionally strong and tough, with a body that has adapted to blunt force. He is thus happiest slugging it out fist to fist, where his strength, training, and resilience will win through. He is quite comfortable with using improvised weapons such as lamp-posts in combat. If he has time, he will “pump upâ€, rushing more of his super-charged blood to his already powerful muscles. This takes a moment or two, and is short lived, but makes him much much stronger, able to run and leap even further. Fred has the ability to manipulate blood. Normally he uses this to either control bleeding (therapeutically), or to drain his own blood, which leaves a desiccated, withered, and immobile Fred and a small, 2’ high ‘homonculus’ of his own blood that can then act, retaining most of Fred’s strength. He uses his homoculus form when he needs to be stealthy or creep into places he could not normally access. Technically, he could do this to other people (if they wanted), but unsurprisingly few people want the experience of this… Whilst Fred prefers a straight out slug, he can use his control over blood to offensive purposes. Normally this would mean either thinning the blood, making the enemy tired and weak. As a more dangerous measure, he can actually drain the blood out of someone, a tactic that would be potentially lethal and thus something he does with the greatest of care. Draining blood in this way could actually transfuse that blood into someone in physical contact, replenishing their own supply. Complications: Illiterate: Fred can’t read or write, although he has learned a crude signature. Enemy: Fred still has some enemies in the mafia from his youth. Iron Man: To maintain his powers, Fred needs a vast amount of Iron in his diet. He eats vast quantities of red meat and spinach.. Drinker:..and Guinness. He says it’s for the Iron, but the truth is that Fred is a frequent drinker and often ends up drunk in bars in the evening. He isn’t quite an alcoholic however. Crude: Fred lacks many social graces and is happiest in the gutter with streetlife. He ain’t going to fit in with polite society. Don’t hit dames: Fred may fight mean and dirty, but he was always brought up to know that a man don’t ever hit a dame. Abilities: 12 + 6 + 20 - 2 + 1 + 1 = 40PP Strength: 22/26 (+8) [up to 30 (+10) if boosted] [18/22 (+4/+6) in alternate form] Dexterity: 16 (+3) Constitution: 30 (+10) Intelligence: 8 (-1) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 12 + 20 = 32PP Initiative: +7 Attack: +6 Melee, +10 Ranged [+2 in alternate form from size] Grapple: +18/+20 [up to +22 if boosted] Defense: +10, +5 Flat-Footed [+2 in alternate form from size] Knockback: -5 Saving Throws: 1 + 5 + 4 = 10PP Toughness: +10 (+10 Con) [+8 in alternate form from size] Fortitude: +11 (+10 Con, +1) Reflex: +8 (+3 Dex, +5) Will: +5 (+1 Wis, +4) Skills: 24R = 6PP Bluff 4 (+5) Intimidate 8 (+9) [+5 total in alternate form from size] Streetwise 4 (+3) Notice 4 (+5) Stealth 4 (+7) [+15 total in alternate form from size] Feats: 39PP Attack Focus [melee] 4 Challenge: Fast Feint (no -5 penalty for move action bluff feint) Equipment 2 (2 Free from Platinum Reward) Fearless Fighting style: Boxing All out Attack Defensive Attack Elusive Target Improved Block Power Attack Takedown Attack 1 Improved Critical 1 [unarmed Attack] Improved Initiative 1 Sidekick 25 Powers: 9 + 29 + 4 + 5 + 2 + 2 +4 = 55PP Boost 4 ( All strength powers [Enhanced Strength, Leaping, Speed, Superstrength Flaws: Personal only, Feats: Slow Fade 1 (1 minute) ) [9PP] (Pump blood) Blood Control Array (25PP Array Feats: Alternate Power 4 ) [29PP] Control Bleeding : Healing 8 (Extras: Range 2 [perception] Flaws: Limited (lethal damage only) Feats: Stabilise ) {25/25} Bloody Mess form : Alternate Form 5( Extras: Affects OthersFlaws: Projection (-1) Feats: Progression, Affects Others 3 [10 others] Drawbacks: Full round to activate (3) ) {25/25] Blood Attack : Damage 8 (Extras: Alternate Save [Fortitude], Range 2 [perception] Flaws: Action [full] Feats: Variable Descriptor 1 [blood]) {25/25} Thin Blood : Fatigue 8 (Extras: Range 2 [perception], Flaws: Action [full] Feats: Reversible) {25/25} Transfusion : Boost 5 ( Constitution Extras:Range 2 [perception], Flaws: Action [full], Limited [restorative only], Feats: Slow fade 4 [5 hours] ) linked with Drain 5 ( Constitution Extras: Range 2 [perception] Flaws: Action [full]) Feats: Slow Fade 5 [5 hours] ) {10 + 15 = 25/25} Enhanced Strength 4(Turbo powered blood) Immunity 10 (Bludgeoning damage Flaws: Limited (half effect only)[ b]) [5PP] (Pugilistic mutant adaptation) Leaping 2 ( Running jump 90’, standing jump 45’, high jump 22’) [2PP] (Mighty pumped up legs) Speed 2 ( 25mph / 220’ rnd ) [2PP] (Mighty pumped up legs) Drawbacks: (-0) + (-0) = -2PP Vulnerability (Dehydration; Frequency: Uncommon; Intensity: Moderate [x1.5]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 21-25* Toughness Damage (Physical) Blood Thinning Perception DC 23 Fortitude Fatigue Blood Control Perception DC 23 Fortitude Damage (Physical) Transfusion Perception DC 20 Fortitude Drain CON [Unarmed damage is DC 23 Base, up to DC 25 Boosted, and -2 in alternate form] Totals: Abilities (12) + Combat (32) + Saving Throws (10) + Skills (6) + Feats (39) + Powers (55) - Drawbacks (-2) = 180/180 Power Points
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One...more...character.... OK, seeing as my current batch of characters are pretty high INT/WIS chaps, I thought I would go with a nice but dim guy who might be fun! Thoughts on below please. Mainly looking for thoughts on da fluff but any crunch stuff also noted. Particular crunch points: The Boost power looks legit to me, 9PP for 16PP worth of powers but he needs a standard action to boost them and it wears off...(sounds about right cost wise, perhaps even a bit steep). Between that and his low INT I envisage this guy getting caught on the hop more than once! The Blood Control Array. The alternate form is a container in an array - which is a little odd to say the least but the only way I could think of doing it (to get the "Projection" limitation). I don't think it particularly breaks the game...after all Alternate Forms can happen in arrays, and its very similar to just linking all those powers together... A few notes: 1. Despite his name, this is not an Iron Age character. He is a slightly thick but good guy brawler, he certainly isn't going to leave a trail of bloody corpses behind him. The 'Mess' part comes from his funny looking physique and broken nose! 2. Harry Hound coming later. Basically this is a dishevelled, cowardly, chain smoking down on his luck gumshoe who happens to have the ability to shapeshift into a dog (so Fred might have a talking dog at his feet...) Together they form the Bloodhound detective agency for hire (cheese!!!) 3. :Hulk:
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That would probably be wisest and appreciated!
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Without ruling one way or the other - I give the heads up: Having enhanced skills in an array is looked at closely, particularly when they are skills that would be used out of combat (like craft, knowledge, etc). Essentially its giving the utility of several PP worth of skills for 1 PP off an array. Sense Motive is a lot more likely to fly than the others (although I wont say yes or no, as the whole thing is something that will probably have some ref discussion!).