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NB: If expressing interest, please note if its as player or GM. And if as player, if its solo, or as teaming up with somebody else you have discussed with.
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And on that note, here are mine! Power level: 6-10 (I would be more keen on 6-8) Setting: As its one-off, non-cannon, technically anywhere / anyhow, but the principle would be in an alternative universe, 1930-1960s ish flavour, Superpowers are rarer or possibly unique in this setting. Violence: Lethal damage is the norm, and death happens. However, and this is important, this is not Iron Age. Precisely because of the lethality, actual physical violence will be kept short, frightning, and important. No torture, no gratuitous violence. If anything Noir is about psychological violence - scheming, intimidation, etc. Political correctness: This remains. No homophobia, no sexism, no racism - by players. Some of these things are touched on by Noir, it is true, and I would not want to exclude the reality of some of these things in a historical setting, but let us be clear, as per the site rules, these things should be considered wrong in principle. NOS are about good stories, not an excuse to slip these views under the radar. Having said that, some elements of Noir, like the femme fatale being underestimated for being a woman, or struggling with religious faith, or alcoholism, or gambling, are ok and can be complications [see below]. Just dont let this slip into the bad stuff. No "bashing" on the basis of sex, gender, orientation, religion, or politics. Also, keep NOS PG-13. Complications and Fatal Flaws: Stuff your character as full of complications as possible. However, I would suggest using one aspect from the M&M Source book, namely the fatal flaw. this is basically a complication which will rule your thread and you get no HP for. Yep, its Noir folks. This fatal flaw will serve as one of the main engines for the NOS. Give yourself an ending: Unlike Modern Hollywood, where endings are avoided in order to milk the cash cow of the sequel, aim for a conclusive ending. And probably not a great one. Range from bitter sweet victory to heroic sacrifice. The important thing is that as this is a one-shot you can go to town and produce a definitive ending that is not possible with a character you will keep on using. Thing of an epilogue - singing songs as a burnt out barfly, committed to an institution, or joining the foreign legion, etc. If it was a comic or book, then when you shut the comic / book, you would feel things have ended. Powers in General: You will be playing a weaker version of your character, whose powers, if there are any, might be quite different. Supercape might just have X-Ray vision and Laser Beam eyes, for instance. Rene might be able to paint to allow precognition and have a cursed ink pot that allows him to create illusions whilst draining his life force. Keep it reasonably tight and simple. Vast arrays that get you out of trouble are not going to be a good idea. you are aiming to get into trouble, and stay there "Banned" Powers: Some powers that are almost certainly not going to be a good idea: Off to the top of my head: Mind reading (big no no), Danger Sense, Darkvision (hey...its Noir...), Care with supersenses (and ESP) in general (Mystery is big...), Regeneration and Healing (bad idea, you want to bleed and bruise!), Travel powers - particularly Dimension and Time travel, and to a lesser extent Teleportation (you cant run), Im not too keen about concealment (you cant hide, either!), Impervious protection (knives and bullets hurt you, and on that note, immunity to these is a bad idea!). There are possibly others, I'm sure you can use judgement. Many of the above powers would be ok with suitable limitations and drawbacks, and I suspect powers in general would be more fun with limitations. Submission of characters: Use the standard format, but dont sweat it. This is a one shot, we aren't going to enter into heavy scrutinisation and discussion. On that note, I think it would be broadly a good idea to keep to the 15PP/PL format, but if you need more PP to fill out your character adequately, then feel free to go over a little. Bear in mind however that we are scaling down the power level. You dont need maxed out characters, an "18" score in INT is genius (similar for other stats), etc. Anyway, those are my thoughts! I would like NOS to be collaborative, however, so thoughts and comments please (including from those that are making suggestions without wanting to take a bash at a thread!). As noted above, I'm happy to GM but also happy to play.
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For those that have expressed interest so far (TiffK, Absurdist, KnightD, Granspear), are you interested in playing or GMing? Even if not interested, thoughts from everyone about how to run this / ideas would be most welcome.
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Scraps' Heal Roll 1d20+15=33 With the total extra, Scraps is back to new! Andriod Captain is up again, so GK is now up!
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Although the smoke blinded Supercape, he was by no means blind. He could feel the heat and energy, the crackle of infrared radiation, and even the mass of Smokey (what it was). He was able to shift around and manipulate tiny subatomic particles, and sensing those was not for the eyes. "For pity's sake man!" he said to Smokey. "Desist! you are going to tear down the whole building if you carry on!" he said, yelling above the hiss of the steam. He continued plowing gamma radiation into Smokey. The particulate form was, it seemed, possessed of unusual resilience, but it could not indefinitely survive the high doses of radiation Supercape was creating...surely? "I don't want to hurt you, but I will have to unless you stop!"
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1d20+10=16 immobilised! Post away!
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GM Fear crept into the vampires eyes for the first perceptible time. "No! I'll tell you everything you want! But I will not face the death eternal! Save me! I need blood! I will not die!" He licked his lips looking at Wessex, who was observing with jaw wide, pupils dilated, and sweat dripping off his body. His eyes peeled like darting lizards to the left, where some security guards were entering, fighting there way through, and trying to control the many panicked patrons of the High Steaks who were voting with their feet. "His blood! He is potent now! I need his blood!"
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Thanks, all looks good! Huge apologies for me, there was one final thing I wanted to bring up: the Permeate limited to only when moving. I am not sure this is a valid limitation - a 1 point drawback or complication sure. Limitations are meant to come into play about 1/2 the time, with permeate I dont think it reaches that level. The reason is that there is not much else you can do other than move...you could possibly just wait (and as you have no senses that penetrate objects that is of very limited utility). You could possibly fight another permeating character (very unlikely). In essence, my thinking is that all you use permeate for (90%+ of the time) is movement. Do you have thoughts on that? Apologies I should have brought that up in my first post. (Otherwise I am good to approve).
- 7 replies
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- velocity
- freedom league
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OOC for this thread. Bee Keeper and Solar Sentinel give some pan-galactic aid!
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GM December 7th, 16:09 hours In space... The objects dropped out of hyperspace, moving at a speed only slightly under that of the speed of light, accompanied by a magnificent distortion up and down the electromagnetic spectrum - a loud and obnoxious static. It was hard to see what they were, but it was apparent that none were the same. Metal, certainly, like a scrap heap of hybridised technology, many if not all having their own power source. Some tumbled, some sparked, all seemed to be broken or malfunctioning. Some split, some stayed together. Overall a dozen of the objects streamed towards the earth and the moon. Black Box Log of Star Knight Forax.... *Bzzzt Bzzzt*....If any one hears this...massive systems failure...*bzzzt*....the virus has nearly penetrated the *bzzzt crackle*....sent to Earth...*bzzzt* Communications down, and I don't know if this log is even record *bzzzt* ...perly.... Cant reach Montoya to *bzzzt crackle*....the *bzzzt* is spreading from world to *crzzzt crackle* I have to *fzzzt crackle* it spreads so fast....if he gets the *bzzzt crackle* it will be even faster. Can't let him *grzzzt grzzt* ....recording ends.... Star Knight Forax, her space armour crackling and malfunctioning, spun slowly as she pelted helplessly towards Earth with the other technological flotsam...
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Also, if GMing, I was thinking about reactivating my Kicker thing, which I think would Suit Noir very well.
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After a bit of chat in...errr...chat...a few more thoughts. 1. Noir works best in older, less modern settings I think. No requirement for this, but setting it a few decades back always seemed a good idea to me. 2. As your character may well end up dead at the end of the one-shot, I was thinking of you submitting a PL6-10 version of a character. As this is a one-shot non-cannon thread, it won't need to be scrutinised carefully, this is a bout a fun one-off alt-universe story rather than an ongoing campaign. So just post it up and go. 3. Noir is of course quite difficult to define. Especially Superhero Noir. I am thinking of the Noir sourcebook as a basis, but it of course is rather broad in what Noir can be. Sin City, some Golden Age heroes, classic Noir films...? 4. Whilst I was thinking of running 1 or 2 of these, happy to play too!
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GM Cloak Solicitors [Est 1988]... Ms. Grady raised one eyebrow as El Heraldo entered the offices of Cloak Solicitors. She raised the other as Glow entered. "Ah..." she mumbled, biting her lip in her characteristic manner. "Mr. Cloak can't possibly be disturbed. He isn't in anyway. Er...yes, he can't be disturbed because he isn't here...umm...yes, that's what he said. Errr...when he was here. Which he isn't now, obviously...." she said in a voice that haemorrhaged confidence with every syllable. Her eyes once again flashed nervously to the door of Mr. Cloaks office.
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I think there is room for Space heroics (and several threads have occurred in Space - and we even have a Spaaaace! Forum). As Ravelled says, this site is based around Freedom City - that does leave room for other bases, locations, etc...as long as they don't overwhelm the site. Supercape would be interested in any Space thread, of course, given his ability to survive in Space, and his ability to travel practically anywhere. He may be a bit high PL / power, but still, bear him in mind - for a plot device if nothing else! If there is enough space heroes, I suggest clubbing together for a space station and acting as Earths defenders from outer space!
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Just casting around for interest and suggestions on a semi-idea that has stewed in my head for a while. The idea would be to dust off the "non-canon" forum (and yes, its 1/2 Post count so be warned), to do a few "Noir one-shots". You throw up a quick "Noir" version of your character and have a tragic gumshoe type heroic story as one - off. In such a thread you can, and probably will, fail or have a half-baked victory. You can have an epic, heroic death too, or a some such similar tragic ending. Something cool...but...heroic still. Stuff its difficult to do with a character you play regularly. Anyway, just casting around if anyone is interested. There is Noir M&M sourcebook, after all! A few ideas from that... 1. Best to have a lower PL version of your character, probably 6-10. 2. Whilst people die, damage is lethal, etc, this is not an excuse to go Iron Age or violent. Noir violence is real, but unlike the excesses of Iron Age, it is relatively uncommon precisely because its real. Particular care is needed here, no dick-ishness. 3. Some powers are ill suited to Noir - mind reading (and its like), healing/regeneration, teleportation (and to a lesser degree, many travel powers). 4. Above all, stay heroic. This is superhero Noir, not an excuse to be a anti-hero dick. Whilst you can, and probably should be, a psychological mess and in a heap of trouble, you are still a hero, and there are limits. Think of the Femme Fatale or Compulsive Gambler in debt kind of story hooks of Noir, not "I torture the mook to find out where the boss is". In any case, this is all a bit provisional at the moment, so I am just throwing out for discussion at the moment. EDIT: Yes, I am offering to Gm one or two Noir one-shots, so be warned! ;)
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GM Towers whizzed back, in a blur, to Hanks Emporium, to snatch the camera for a befuddled Jackson. As the unfortunate Jackson was still attatched to the camera, Towers succeeded only in yanking the poor reporter left and right, adding to his already impressive collection of bruises. "Let go man! I said let go!!!!" he yelled at Jackson. "I...I can't!" replied Jackson "It's stuck to me! let me go! Assault! Assault! Its all Glow's fault!" he screamed, wailing in pain and despair. "Then you are coming with me!" replied Towers, scooping up - without apparent effort, Jackson, and turning to make haste out of the Emporium - only to be confronted with the green force field of glow. "Oh hell! what's this?" he swore.
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Silver Spider is up!
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Thats good for me Glow! ill take the liberty of doing the stunt if thats ok... Create Object 9 (Extras:Impervious ) [27 PP] (and as many feats as needed to fudge it to the size she wants... Hope that is ok. (New) Round 1 46 - Towers - Unharmed 19 - Glow - Unharmed - Fatigued - 2 HP 19 - Police - Unharmed 17 - Silver Spider - Unharmed - 4 HP 8 - Entourage
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Feel free to interject with an additional post to say that, KD...in the mean time... Gabriel 3 HP And Fleur is up!
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not much of a disadvantage for Supercape with his plethora of senses! In any case, he will let loose another pulse of gamma, another DC 23 Fort check - hopefully another fail which will push him to nauseated! Let me know if thats ok and I will post.
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GM "Yes! Strike me down with all you might!" shouted The android as Gabriel charged, and charged true. The spear rammed straight through the simulacrum's side, the tip pointing out of his back, sparking electricity and a thick oily grease. The android arched his back, sparks arcing between his teeth. "Aaargchhhh...." he clicked, a voice half static, half scratched record. "Not...n-n...n-nnnnn-not hard-ha-ha-har-huh-huh-huhuhuhuhard enough!" he chastised Gabriel, in the style of a MC of considerable skill.
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Fleur is up! Also: Optional HP for Gabriel: spear is so far impaled in the android +/- is electrically active, that Gabriel is disarmed. (Let me know if you want, KD).
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Zooooom! OK looks pretty ship - shape overall. Here are my comments: 1. the fluff looks fine - well, it should be, as you have been active here before! on that note, however, it might be worth updating or thinking about why Velocity has been out of action for a year or two? optional but helpful. Mechanical issues 2. Spinning, when active, would break defensive caps. It adds toughness to physical attacks, which is, understandably, difficult to match up with caps, and not particularly helpful as part of dynamic array. I would either take it out of the array and complement it with protection limited to energy, or remove it. 3. For consideration: Putting the feats Defensive Attack, Elusive Target, and perhaps the others in the Strike AP seems a little odd. I would have thought a speedster would have these up all the time (like, for instance your Evasion 2 feat). I understand the reason for doing it in terms of PP efficiency, but it looks kinda weird to me. 4. Equipment 1 (contribution to Interceptor HQ) - do you need this? 5. Attractive 3. This breaks caps for diplomacy and bluff. Do you need this at all? Attractive feat is not the same as "good looking". Your characters looks are up to you and do not require buying, or not buying the attractive feat. Attractive feat is very much like saying "I'm only diplomatic / charming with one sex, not the other" (and on that subject it need not even apply to a gender, just a group). You could have a supermodel looking character with no ranks of Attractive, if you wish (although arguably they should have reasonable CHA and interaction skills). Attractive 3 seems overkill, and in any case breaks caps. 6. Knockback score? I make this -5, -3 flat footed. 7. There are some presentation / formatting issues. Paragraphs between powers, annotating what Quickness 9 and Speed 9 actually do (both as base powers and when increased in super speed array), and Strike 13 Feat of Accrurate 4 give +8 to hit, not +9. 8. Finally, conceptual wise it seems a little odd to have a character moving that fast have a +5 base attack. Nothing illegal about it, and I understand this from PP efficiency, but it perhaps a little clunky and odd to me. If you want it like this, I can certainly approve it, I just note this as a flavour observation (like point 3). 9. A purely optional observation / suggestion: The complications you are listed seem a little thin to me - surmounting to "I have a secret ID which gets in the way sometimes". That is fine, of course, but in real play I can't see you getting a whole hill of HP from that, or getting much mileage in turns of dramatic narration. Of course, all complications don't have to be listed, and they can come and go through play, but looking at that as a GM, there is nothing there that would really grab me that I could use, to be honest (of course, other GMs may!). They seem to be more about background and personality (and are good in that context!) than complications.
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- velocity
- freedom league
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The pale creature in front of her, body broken, twisted in a position only possible for a corpse, looked up a Revenant. "The Master...he is creating...veal..." he smiled coldly "...stuffing...he primes mortals with excitement, the essence of life...and then he distills them...creating an elixir ripe with life, beyond the sweetest blood you have ever tasted...the blood of Gods and Kings!" he said, feverishly. "The Master, he is like us, dead...like you...but he seeks to become something greater. He is cold, he knows he is missing something for all his centuries and power. He wants life, that is what he has been seeking. That is why he created his daughters, and why he constantly experiments. He seeks to become something beyond life or death, with the heart of one, and the strength of the other!"