Jump to content

Supercape

Members
  • Posts

    21,093
  • Joined

  • Last visited

Everything posted by Supercape

  1. Woah! Get well quote, best of luck!
  2. For reference: Supercape: 1 Hero Point Gabriel: 5 Hero Points Master of Energy Archetype: with additional power Insubstantial 1: Fluid, continuous duration, innate, selective, and immunity (underwater suffocation, cold, high pressure). Replacing Flight 10 with Swimming 10 and environmental adaptation: underwater. Swimming +10 Skill. (Minor changes: its a watery blob!) Energy Control Array: Blast 18 (Lightning bolt) Water Control 18 (Hydroelectical manipulation) Stun 12 (Stunning Electrical Bolt) Dazzle 12 (Auditory and Visual Flash and Booming thunder, No Range, Burst effect) Damage 18 (Electricity, Burst Extra) Electrical Arc. [important Stats: Tough +18, Fort +8, Reflex +8, Will +10, Attack +12, Defence +12, Sense Motive +13, Intimidate +14] I'll trust you not to metagame that knowledge No surprise round here, although flat footedness will apply. Hydroshock: 1d20+1=3 pfft! Supercape: 1d20=9
  3. Supercape felt the surge of electricity as the structure collapsed. It was, indeed, very much like felling a tree. The shattered remains tipped to one side, and sunk in the lake, fizzing sparks and electrical arcs as it did so. "Nice work!" said Supercape, taking his hands away from his ears. He was relieved not to have been deafened. Gabriel did seem to have exquisite control over his vocal powers. As the structure died, so did the fog. No immediately, but it became apparent that the mist was generated by the mysterious artefact. It started to thin and roll back from the epicentre. "Hold on a moment..." frowned Supercape. He could detect another major electrical surge. From deep down in the lake. "There's something down there... moving up fast..." he shouted.
  4. Spoiler! The patron is "the Curator" from Freedom City source book. And his motives are impenetrable to more superheroes! As SUpercape can teleport anywhere in the universe, he is a handy recruit! If you would like to join up, any particular planet or quarry come to mind that SC would ask Jubatus for help with?
  5. "I didn't speak to them much. Talked to Drumbridge more" replied Ms. Wells. She was already impressed with the three hero's deductive powers and ingenuity. "Ramstein - its anybodies guess. A bit of a traveller and very rich. I imagine Willowbreak is off hunting something or other, as usual. He said he had been to India before, and likes it, even lived here for a couple of years hunting this and that. Speaks fluent Punjabi, as far as I could tell, at least the Indian stewards of the train seemed to converse with him in that language without trouble. " "The two Sikhs. Well its Indian and they are Indian, so I would daresay they don't need an awfully good reason. The only one without a solid motive is Ramstein, although there is nothing particularly suspicious about a wealthy aristocrat travelling the Empire. "
  6. GM Each "spaceman" had, on closer inspection, a metal band on their right forearm, which was clearly highly advanced technology. Its use became immediately apparent. When the "spacemen" talked in a deep, rumbling, and totally alien language, the wristband flashed, and spat out an automatic translation in a rather stiff, tiny, voice. "Rather boring planet" said number 1. "Agreed, one. What's the story here?" said number 2. "Nothing as far as I can see, two" finished number 3. "Look at these natives. Puny little things. I bet they can barely lift ten times there body weight? huah huah huah..." The crowd had, inevitably, gathered. They didn't get too close, but already shouts of "We come in peace!" and "welcome to planet Earth!" had started.
  7. Fret not, you have already staggered him and earned an HP! Downtime whizzing off again! Shifting out of combat - time to track him down.
  8. Anyone interested in this? Supercape is getting recruited by a mysterious patron to collect organic specimens from around the galaxy (or beyond). Do any people want to join him? Depending on interest, I may do this as a couple of individual threads, with Supercape asking for help from heroes with particular abilities for particular worlds: depending on something you can come up E.g. Aquatic heroes -> Waterworld, Superstrong heroes -> High G world (or massive blob specimen), Flying heroes -> Gas giant, Superspeed heroes -> Superspeed specimen. Let me know. This thread (or threads) will end with a meeting with the mysterious patron! Where Supercape finds out he is last on the list! (and may need rescuing!) EDIT: Bring your own safari suits, bowler hats, and big nets with a stick on them.
  9. GM Bang! the arrogant confidence of Downtime just evaporated. The blur stopped, and for a brief moment, the time-dodging villain could be seen shaking his head. He had spun around head over heels from the force of the blow. "Wha...?" he mumbled. "Where did that come from?" he clearly had anticipated the instant and precise teleportation of Wisp. He could see people coming from a mile off, but he had no defence against a teleporter who shifted from one place to another! He rubbed his jaw, wondering if it was broken. Shaking his head to clear the cobwebs, he darted off again, a barely perceptible blur. Around him, bags of swagger and loot lay scattered, dropped by the battered Downtime, and testifying to the force of Wisp's blow.
  10. As Jackgar posted - who wishes to take the first step, and take on giant leap for mankind? Dum dum daaah! Personally I feel it should be Dok, who discovered it, but any volunteers or objections sing out!
  11. That will catch him by surprise, he wasn't expecting a teleporter! 1d20=9 for the 1/2 chance of missing versus a concealed opponent. So yes, a hit! even if he invisible, that surprise got him good! 1d20+6=12 BIff! Bruised, Stunned, Staggered. Well done, madam! Ok, to up the ante a bit Im going to GM Fiat him throwing off the stun (dont worry Ill only do this once - maybe twice!) so we dont finish the thread before we start! Have a HP! Initiative Rolls: 1d20+43=45 for Downtime!
  12. Supercape smiled warmly. "Be my guest!" he replied. "A blast of radiation on this thing might make it explode or something equally nasty. " Unlikely he acknowledged to himself, but a straightforward sonic blast from his companion was probably a safer bet. True, he could turn the device to gas, or disintegrate it, or just melt it. But the kinetic power of sound waves was a more direct and sensible route. As a precaution, he put his hands to his ears. He hoped Gabriel would be relatively precise with his voice power, but he never liked being deafened. He remembered the difficulty he had with Dragonfly and Etain when an explosion had deadened his senses.
  13. OOC thread for this thread Supercape and Glowstar encounter three transdimensional reporters who will do anything for a Good Story. Like creating pandemonium! NB: The three travellers are from high grav worlds, and use the Powerhouse archetype from M&M Sourcebook.
  14. Professor Quentin Quill watered his office plant. It was the only one, and he kept it well maintained. Usually he wouldn't have made the effort, but this was Stesha's gateway to his office should she need it. Ping! went his uncanny senses. Something pretty major and pretty quantum near the centre of Freedom City. With a sparkle, his tweed Jacket and clothes, all made of unstable quantum molecules, instantly transformed into the magnificent blue and white costume of Supercape. With a moments concentration, he linked up to the centre of the disturbance, and with the customary wobbling of space and time, he teleported. Right in the middle of the street, a steel-blue space craft. Or at least, it looked like a space craft. A large circular disc, straight out of a B-Movie. A ramp decended, and three figures stepped out. They were blue skinned, and as broad as they were tall. Humanoid in shape, with white eyes and arms as thick as tree trunks. All were dressed in suits, or at least, close aproximation to suits, and ties. And all carried a thick notebook and pen in their hand.
  15. Supercape saw Hiroshima Shadow glowing fiercely and stretching out his hand. I cant take him down... he thought, through the pain. All I need to do is buy some time for Dragonfly. He was feeling ill, every muscle in his body was hurting, and he had the mother of all headaches. He could even swear he was glowing slightly. But he was going to fight with every atom in his body. Supercape glared at Hiroshima defiantly. "Hit me if you dare!" he whispered, and as the blue-green beam of radation streaked out from the villains hand, he stepped neatly to one side, the beam missing him entirely. "And if you can!" he added with a smile.
  16. Right then, next round: Supercapes last action was total defence rather than attack 25 - HS - Unharmed 24 Dragonfly - 0 HP - Unharmed 3 Supercape - 3 HP - Staggered, -6 CON. HS is up, with a Radation attack 1d20+11=15 Miss! 'Fly is up - if you are modifying the Reactor settings Its probably best to use Craft (Electronic)?
  17. Technically, Downtime is concealed to visual senses. However, you can hear the manic laughter, and - to be generous and for plot purposes, you can see "a blur".
  18. Thanks for all that! I'm only going to peripherally steer this, so carry on as you have - the painting "you"'s are largely under your control (narrative wise) unless you do something totally spaced out!.
  19. Ok I haven't decided on cashing this in but I am coming up to Silver Reward (Potentially, end of month) and its either this or some HQ points for Lord Steam. There have always been four characters I wanted to play: the energy controller/blaster type (Supercape), the Mystic (Rene), the Badass Normal (Lord Steam) and finally the Superstrong/Bruiser type (this one). All with there own twist of course. Ill stop at 4! If you remember Slick - my failed PC, Synth has some elements of Slick (but not the sleaze - probably quite the reverse!). At the moment Im inclined to go and fill out, getting my fourth and final archetype in. So, thoughts on would this work, and maths. Its a slight "the Vision" expy, a powerful synthezoid character with some rubber like qualities! I have just put basic background in at the moment. I will flesh this out but the two points are a) Synth is a "Newborn", and She was created by SHADOW and with Ultima Thule DNA as an experiment in creating a synthetic "Aryan". Fortunately she was rescued to and integrated with modern Nordic, rather than Nazi Germany, ideals. Player Name: Character Name: Synth Power Level: 12 Trade-Offs: None Unspent PP: 0 Progress To Bronze Status: 0/30 In Brief: Newborn synthetic organism with superstrong rubber body. Alternate Identities: Sindy Sin (Havent decided on this yet, sounds a bit S&M, but its a name from "Synth") Identity: Probably secret. Birthplace: Remote part of North Sweden. Occupation: Gym Instructor / Trainer. Affiliations: None Family: None (Synthetically created organism) Age: 10/10/2010 Apparent Age: 18 Gender: "Female" ostensibly / from exterior, but no true gender. Ethnicity: Caucasian / Aryan ostensibly, but no true ethnicity. Height: 5'9" Weight: 80 Kgs Eyes: Varies (Normally blue) Hair: Varies (Normally blonde) Description: Synth normally looks like a fairly heavy set, muscular woman (not a body builder) with a near perfect physique. On very close examination, there is something a little unnatural about her. She has no body hair other than her hair (which isn't even hair), and her skin as an unnatural smoothness and consistency (like tough rubber). Imagine the mold of a woman, and rubber poured into that mold - or a mannequin. No scars, no goosebumps, no spots. Power Descriptions: Synthetic organism. Shapeshifting. History: Synth was created in a Lab in Stockholm as a synthetic organism, by an organisation who was secretly funded by SHADOW, using Nazi Germany experiments as a base, and DNA from Ultima Thule and Slick (NPC). She was created as an experiment in Aryan ideals, but the research facility was raided and destroyed. The newborn Synth was found, in an adult body and mind but quite bewildered. Personality & Motivation: Synth is not human, and quite niave. Undergoing debreifing by Swedish authorities, she has come to take onboard Democratic Socialist Ideals, and desires to fight for Global Justice. She has a slightly "inhuman" quality to her, missing social cues, and remaining somewhat niave. She is also a driven being - on a quest for self improvement - perhaps a quality that was created for her. Powers & Tactics: Synth is still inexperienced. She has trained hard in body and unarmed combat to take up the mantle of a hero. She will seek to engage foes in hand to hand combat. She uses he shape changing ability to elongate, grow extra limbs, or improve her strength (typically). Complications: Enemy: SHADOW wants their baby back. Niave: Synth is under one year old. She will fail many Knowledge Rolls, even if they are simple. She can miss social cues and be generally ignorant about the world. Inhuman: Synth is neither truly organic or truly a construct. She cannot be repaired, and medicine usually fails on her. She lacks or has very simple internal organs. Truthful: Synth has a brain which cannot lie. At best she can misrepresent or selectively tell the truth, but her "brain" is "programmed" never to tell an outright falsehood. Abilities: 8 + 16 + 16 + 2 + 4 + 2 = 0PP Strength: 18/34 (+4/+12) Dexterity: 26 (+8) Constitution: 26/34 (+8/+12) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 8 + 16 = 24PP Initiative: +8 Attack: +4 Ranged, +12 Melee / +2 Ranged, +10 Melee (Growth) Grapple: +20 / +28 (Synthetic Power) / +32 (Growth) Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed / +10 (+8 Base, +4 Dodge Focus, -2 Size), +2 Flat Footed (Growth) Knockback: -4/-6 (Synthetic Power) / -14 (Growth) Saving Throws: 0 + 0 + 6 = 6PP Toughness: +8/+12 (+8/+12 Con) (Limited Immunity, Fort based attacks half power rank) Fortitude: +8/+12 (+8 Con/+12 Con) Reflex: +8 (+8 Dex) Will: +8 (+2 Wis, +6) Skills: 28R = 7PP Diplomacy 4 (+5) Intimidate 4 (+5) / +9 with Growth Knowledge (life sciences) 9 / +10 Languages 2 (Swedish [Native], English, German) Medicine 3 (+5) Notice 3 (+5) Sense Motive 3 (+5) Feats: 18PP Ambidexterity Attack Focus (Melee) 8 Attractive 2 Dodge Focus 4 Grappling Finesse Improved Grab Quick Change Uncanny Dodge (Tactile) Powers: 1 + 34 + 15 + 5 +5 + 18 + 4 = 77 Feature (Change Eye/Skin/Hair colour: Chromatic Body) [1PP] Synthetic Augmentation 23 PP Array Feats: Alternate Power 2 [34 PP] Base Power: Enhanced Trait 24 (Enhanced Strength +16, Enhanced Constitution +8] Linked with Superstrength 4 (+20 STR to carry) [32PP] Alternate Power: Growth 8 (+16 STR, +8 CON, +2 Size categoriesExtras: Continuous duration] (Synthetic Growth) [32 PP] Alternate Power: Duplication 9 (Extras: Continuous duration, Feats Absorbtion Healing, Progression 3 (10 duplicates), Sacrifice] (Synthetic Mitosis) [32 PP] Immunity 30 (Immunity to Fortitude Saces Flaws: Limited ) Synthetic Organism[15PP] Immunity 5 ([Aging, Critical Hits, Sleep, Starvation and Thirst) Synthetic Organism [5PP] Shapeshift 2 (10 PP Variable Extras: Continuous duration) Rubber-type body [18PP] Supersenses (Tremor sense, Tactile detect DNA Feats: Analytical 1for DNA detection) Synthetic Organism [4PP] Drawbacks: -1PP Vulnerability (Acid, Frequency: Unommon, Intensity: Minor [x1 DMG]) [-1PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC27 Toughness (Staged) Damage (Physical) Abilities (48) + Combat (24) + Saving Throws (6) + Skills (28) + Feats (19) + Powers (77) - Drawbacks (-1) = 180/180 Power Points Feature Synth can change her skin, eye, and hair colour as she wishes (free action). Aside from looking cool, this is likely to eliminate disguise penalties for a different race, possibly gain a +2 situational advantage on stealth due to camouflage (e.g turning white in snow, or green kakhi in a jungle) (I guess it may even reach +5 advantage in truly monochromatic situations like turning jet black in outerspace?), or a situational advantage due to high/low reflectivity (+2 to hot environment (due to the sun) fort saves if she turns white) for instance. Shapeshift: Synth can shift around the few organs she has, grow, shrink, and manipulate her rubber like body. Some examples are: Elongation Extra Limbs Anatomic Seperation Superstrength Radius Vision (growing some eyes on her back) A few ranks of Gliding or Flying (wings), probably no more than 3 (rubber like flaps) Leaping (coiled spring rubber legs) A few ranks in swimming probably no more than 3, maybe with environmental adaptation (underwater) (flipper feet) Strike (Club or blade like weapons, not if Growth or Enhanced Traits active as would break caps) Morph 3 (assuming the shape and colour of objects). A common setting she would use for fighting would be: Elongation 6 (250 feet in one round, -2 range increment per 50 feet, +6 to Grapples and Escape Artist) Extra Limbs 2 (normally 2 extra arms, +2 to grapple checks if using all four, Improved Grapple feat) Superstrength 1 (An extra +5 Super Strength, another +1 Grapple) Total +9 to Grapple bringing this up to +29 (base), +37 (Synthetic power), +41 (Growth) Duplicate power Like a single celled organism (which she isn't - she may not even have "cells"), Synth can split off duplicates. I wont post the stats here but they come to 135 PP. Basically its the same template as Synth (abilities, combat, feats, skills, and powers) except 1. No Synthetic Power/Growth/Duplication array. 2. Int lowered to 8 (they are less intelligent drones, Synth proper has the "brain" organ, and 3. Knowledge (Life Sciences) accordingly lowered to 0 (1 rank, -1 INT).
  20. Another time then! Downtime is good at escaping prisons!
  21. GM The security guard took off his cap and scratched his head. He looked slightly out of shape, but perhaps a little smarter than the average rent a cop. Behind him came the shouts of furious customers, and the desperate plea's for calm amongst equally distressed casino workers. "There's been a robbery, Miss. Safes was broken into, and cleaned out. Some of the ladies here are also missing rings, necklaces, and jewels. The pricey stuff, you know how we can get some fancy types here, willing to blow some cash for excitement. Well, they are all in uproar now, its getting ugly in there. " He sighed deeply. "We are at a loss. Called the cops, of course, but they are dealing with another Casino robbery down the road. Someone is robbing the whole business dry today. It beats me how they are doing it. Its like its happening... I don't know... in the Blink of an Eye!"
  22. OOC Thread for this! Wisp tries to catch Downtime, with a little help from Supercape.
  23. Meanwhile The supercrook known as Downtime laughed as he walked past another Casino guard. The amazing time belt was working wonderfully. The guards and casino patrons were all frozen. Time was frozen in fact. If he looked very carefully, his surroundings were moving - but slowly, oh so slowly. The casino's were perfect! He just waltzed in, took the money, and waltzed out again. The security on the safes was good, but he had all the time in the world to crack them. And of course, he would pick up any expensive jewels from the rich ladies on his travels. So, the casino's knew they had a thief, and tightened security. They were panicking, but powerless. It was perfect! perfect!
  24. Supercape sipped on his Earl Grey and played on the keyboard. He was down in the Particle Smasher of the Lab, and - as usual, was enjoying every minute with his toy. Squinting, he noticed a few isolated ping's in the readout. Something he was at lost to explain.Something temporal, spatial, and, well other stuff. Other stuff interested him greatly. Because other stuff was stuff he didn't know about. Peering over the readouts and plugging numbers into the computer, he concluded that the vague oddities in the readouts were not caused locally. Something was up in Freedom City! He couldn't do much from here, but his own uncanny senses could. Sitting back and closing his eyes, he opened up a quantum entanglement in the city, and started to search for any unusual electromagnetic disturbances...
  25. ok: They would all have sufficient strength to commit the deed, being men of at least average build and prowess. However, Lord Willowbreak is in particularly good shape (even though more elderly). Baron Ramstein is in exceptional shape (even stronger) being a sportsman. All of them have the scent of Sir Crane on them - in Donald, Willowbreak and Ramsteins case this is not unusual as they were probably together in the Lounge Carriage. It dosen't explain why the Sikh men have that scent on them. With that Theology knowledge, sure, the men are definately dressed as Sikhs, including carrying the traditional Sikn knife, the Kirpan.
×
×
  • Create New...