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Supercape

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Everything posted by Supercape

  1. I fear he will need some smooth talking!
  2. Where she is, no. That she sneaked off, yes! Can edit if you wish.
  3. Nullify needs an opposed power check (and normally attack roll, but versus an unresisting, paralysed target lets waive that!). Pool trip is fine!
  4. PUsh shall take the honours!
  5. What was that Lady up to? wondered Steam. Very odd... Still, this was a funny dimension. Looked like the young woman was attempting something heroic. How peculiar. Best give her every chance to come up with her skin intact he concluded. With a flick of his coat tails, he addressed a pair of goons whom Carrie was circling around. "I say there, chaps!" he said with a winning smile. "Jolly good show all those guns and fancy stuff. Bravo, spiffing!" As he spoke, he started sidling up to them in the most passive, least threatening way he could manage: hands open, slightly bent, and eye contact through out. "No need to worry about me chaps, I'm just here for the art. Happy to help you sort out the good and the bad - I know my stuff and I can assure you I will be of every possible assistance..."
  6. Steam going for a distraction for the thugs, helping out Carrie (hopefully) 1d20+10=21 Also, his sense motive 1d20+10=25 Move action: move up to melee range on the thugs (the ones Carrie has sneaked up on).
  7. Supercape could sense the reactor going into overdrive. He could also sense Hiroshima Shadow burning up with power, like the heart of a sun. It was almost getting painful to look at him. "Carefully you don't gorge on that..." said Supercape, adrenaline and fear flooding his body and helping keep him upright. Anticipating the worst, he strained his mind and body, putting everything he had into reinforcing his quantum lattice force field. "I can... take it!" shouted the villain, clearly in pain and discomfort. He focussed his eyes on Supercape, and let loose a stream of incredibly powerful radiation. It was closer this time, and if Supercape had not been on the alert, it would have stuck him down. Supercape gulped at the raw power of the blast. It hit the concrete wall behind him, superheating it to a plasma state instantly.
  8. Thats enough for an overload! Im giving HS 2 more rounds to try and stop the duo (and shut down the reactor) before he is overwhelmed. Supercape finishing off this round by total defence once more. Using extra effort (fatigued next round) to boost his Forcefield by +2 aswell. Round 1 of 2 left 25 HS - Unharmed 24 Dragonfly 0HP - Unharmed 3 Supercape 3 HP - Fatigued (-1 attack and defence), Staggered, -6 CON HS Attack 1d20+11=19 Thankyou, total defence (+4 Dodge bonus gives him the escape!
  9. Supercape floated up to Glowstar and whispered in the young heroes ear. "Nice talking" he started off, keeping his extraordinary senses attuned to the three aliens. "...but are you sure that's wise?. They seem a bit, err... unpredictable to say the least. " He gulped as he saw number two rip off a manhole cover and fling it several hundred yards. It collided with the side of a skyscraper and tore right into it. "Oh goodness" he exclaimed. "Well, at least we can help try and minimise the damage...where too first? somewhere unpopulated?"
  10. GM "Tour of the City, huh?" queried number 1, who loosely speaking appeared to be the leader, or at least the brains of the trio (although it didn't look like it was particularly stiff competition). "What do you think, guys?" he asked the other two. Number two had pulled off a fire hydrant and was rattling it around. It looked like he had a thing for dismantling things and peering inside them. The curious one. "Yeah, sounds good" replied number two, putting an eye inside the crushed hydrant and getting rather wet from the water. "Whatever" sounded off number three, who looked the most bored and, curiously enough, the most malign. Number three kept a beady eye on the crowd and every now and again started forward menacingly. He seemed to get a kick from the crowds scared reaction.
  11. Well, looks like you have taken the job of giving them a tour, keeping them entertained, limiting the damage and... Getting the Story!
  12. sounds good Darius. The plot framework would involve Supercape seeking out people who can help him capture particular beasties. It looks like am alien T Rex or Gigantasour may be in order for Darius - add in some toxic gas world and good to go.
  13. Got room for anyone who wants in - I will probably have to divide up the threads at this point, which is no problem. All I need is a hook for SC to ask Blueshift to go a 'huntin. I confess I struggle a little with Blueshift as her skill and ability sets are similar (not identical) to Supercape. Have a think (I will!).
  14. Just realised Silver Reward is a PL10 not PL12 character. Well, ill roll it up when I hit Gold next year! :oops:
  15. Rav, I had to pick myself up the floor after laughing my ass off! I going to call for a diplomacy roll here - but its too cool not to do if you fancy going down that road!
  16. Well its up to you, but I guess heavy lifting or (life) science related? Possibly something like using her hair to feel around in some mud, snow, slime, etc. [ick!]
  17. Rene backed off slowly. The situation was getting out of hand quickly. At least Etain had a level head on her shoulders. Talking, or indeed fighting was all very well. Unfortunately, the bigger question on Rene's mind was: And then what? The painting doppelgangers, he supposed, would not be too keen to return to the painting. And neither, he suspected, would they integrate too well in the real world. What he needed to do was get them back on the canvas, were they belonged. Unfortunately he had no answers. However, he just so happened to be in the Parkhurst hotel, a newly created centre for the finest mages in the world. With books - lots of lovely books. If the answer could not be found there, it couldn't be found anywhere... "Good form!" he yelled with encouragement, as he scuttle off to the Hotels library...
  18. Initiative Roll for Steam 1d20+3=16 I think Steam would win on tie breakers with thuggies? (DX 16, Initiative +3)
  19. Ok Lord Steam looking for an escape route, or somewhere to run for cover and recuperate if need be. 1d20+10=13 pfah!
  20. "Phone?" answered Lord Steam. "Errr... no I don't have one with me. They need to be plugged in you know, like a telegram..." He furrowed his brow. "Oh yes, I see, those little portable ones you people have. Yes, very nice, very handy. credit to your dimension..." "...I must get one one day" he added, rather apologetically. He looked around for a way out. He didn't fancy taking out a rocket launching maniac in a straight fight. Time and space was what he needed. Plus, he had a young lady to protect, and it wouldn't do to have her caught up in this. Perhaps if they made a dash for it... he could certainly take care of one of the lunatics stiffs if need be.
  21. Damn your notice checks are good. Yes, that will be enough to take a very good guess as to Downtimes route to his secret lair [TM] - which is in this district at least, near but not next to the casino's. For more precise location of the lair, would need search (or maybe some other investigation like gather info, knowledge streetwise, etc).
  22. If I remember correctly a natural 20 just means you automatically make the reflex roll (not avoid it alltogether). So, effect goes down to 1/2 rank.
  23. So far then (my ideas) The hunts themselves are not necessarily combat (may have elements) but will involve chases, or environmental perils. Cubist: A superspeeding quarry on a desert / plain world (needing speed and tracking?) Wisp: An alien monkey which jumps around impossibly high trees on an alien low gravity jungle world (need someone fast, acrobatic, and teleporting through the trees) Quinn: Some cave mites (which may swarm) in a high gravity, high pressure world (needing a telekenist to help move the rubble and stop cave ins. ) Feel free to change, and there is room for more if people have their ideas.
  24. With a wobble in the time-space continuum, Supercape and his magnificent cape appeared in the centre of the road. The crowd, somewhat shocked by the torn up taxi, had pulled back as one. The shouts of "welcome!" and "peace!" had become muted and faint. Supercape turned to face the three aliens. "Errr..." he started, before shaking himself. "Yes... welcome to Earth bold visitors. How may we assist you?" Out of the corner of his eye he spied the remains of the taxi. That doesn't bode too well he told himself, but leapt to no conclusions. He also spied Glowstar - a hero he had not met before, and gave the youth a friendly wave, floating his way to the luminous hero.
  25. GM "Yeah" said number 1. "This planet is dull! we need something exciting for the press back home. Where's the action? Wheres the Story???" Number two wandered off too a taxi, picking it effortlessly and shaking it like it was a baby's rattle. The shaken driver and passenger fell (or jumped) out, taking a nasty fall to the road. "What this?" number 2 enquired. "Do you live in these? they are awfully fragile..." he started bending the taxi in two and eventually ripped in half casually. The police had arrived, and stared at the three alien reporters, open jawed, wondering what to do.
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