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Supercape

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  1. "Too say the least" groaned Supercape. He really was in pain, his body stinging all over and his head ringing. "I'll settle for an Asprin of course, anything would be good. However, I am worried about Hiroshima... if he looses control of whatever has happened to him, his threats may not be entirely idle. I think we need to get back to the power station...." Putting his hand on Dragonfly, another wobble occurred in the space time continuum, and in a few seconds, they reappeared where they had left, in the empty workshop. "Here we are..." groaned Supercape. "Now, about that Asprin..." he mumbled as he sank to his knees and his eyes glazed over.
  2. "Mister Arthur" said Quentin, scratching his head. "You, er, mean, King Arthur? It was in French first wasn't it. " Once again, he caught himself wondering exactly where Etain came from, and how old was she anyway? "Good read of course, and a fine role model for all young heroes of Freedom City!" he said with a twirling finger that erupted into a friendly and encouraging pat on Marcus' back.
  3. "Oh dear" said Supercape, as he read the printout. "What a ghastly place. Are you sure I cant interest you in this little planet I found in the Andromeda spiral? Clear blue water, three gorgeous red suns, white sands..." He looked around. "No? Ah well then. And yes, I can pick up any cross dimensional radio transmission. I can even keep in contact with you the whole way, providing I concentrate on maintaining the m-dimensional pan-Heisenbergian spiral collapse entanglement... you see, if you consider the multiverse as a membrane oscillating in cross-particular non inertial..." He looked around again. "Ah yes, well anyway, I can communicate, yes. All ready for the trip?"
  4. Edits made, including some expansion of fluff. I don't think I can add any more at this point - its not a particularly complex character.
  5. With a wobble of more than three dimensions, in a bending of space time that was not easy to look at, Supercape appeared, dusting off his huge cape. "There we go, getting better at that!" he said with a Grin as his head spun slightly. "Ah here you all are. And here I am, not too late, I suppose? Although late is all relative in eleven dimensions, I guess. All a bit quantum for me..." he said with a wave of his hand and a cheeky grin. "So, Supercape the taxi driver at your service. Anywhere in the multiverse, I'm your man. Nobody here got some super-density or super-mass I should know about, or some other space time warping properties to their physiology? you never can tell in Freedom City!"
  6. Mechanical Changes made (including replacing Contacts with Connected, I just spotted that). Not sure what you mean by "flushing out" - you mean expanded on?
  7. Depending on if this is multi thread or not, and if Lord Steam gets approved, I could throw him in although he would probably be invetsigating a bank robbery rather than stopping one. So I guess Im saying I may be interested in the "aftermath" later on?
  8. That is indeed one nasty bomb! 48 Hours should be enough to shake off the staggered effect too.
  9. Lord Steam Power Level: 9/14 (206/211PP) Trade-Offs: +4 Attack / -4 Damage (for revolver, +5 attack/-5 Damage), +5 Defense / -5 Toughness Unspent PP: 6 Progress To Impervium Status: 100/150 (Platinum Status earned with Supercape) In Brief: Steampunk Sherlock Residence: Steam Manor, North Bay, Freedom City Alternate Identities: Lord Lucien Lockwood Identity: Public Birthplace: London (Earth Victoriana Dimension) Occupation: Aristocrat Gentleman / Diplomat. Affiliations: Ministry of Extraordinary Affairs (Earth Victoriana) Family: Lord Lombard Lockward, elderly aristocrat. Residence / Base: Steam Manor (North Bay) Age: 32 (DoB: 03/03/1981) Apparent Age: 30 Gender: Male Ethnicity: Caucasian Height: 6'1" Weight: 85 Kgs Eyes: Blue-Green Hair: Brown Description: "Lord Steam", or Lord Lucien Lockwood, is the official diplomat from Earth Victoriana to Earth Prime, and has volunteered for the Job as it sounded so damned exciting. He is a famous adventurer, inventor, and detective, and whilst perfectly able as a diplomat, he can't help throwing himself into the service of Freedom City and rushing to meet any adventure. Physically he is a handsome man in his prime, tall, athletic, with a mop of hair who wears excellent quality 19th Century fashion clothes. Power Descriptions: None. Whilst Lord Steam is a polymath, athlete, and dripping in wealth, he has no human powers. His mental functioning approaches human maximum potential. History: Lord Steam is part of a very wealthy aristocratic family from Earth Victoriana. All his life, he has been a curious even reckless adventurer. It became obvious from an early age that he was a polymath, and a restless one at that, always keen to stretch his mind to some puzzle or another. Even as a teenager, he had taken to solving crime as a hobby. and he has become well known as an amateur sleuth. After a stint at Oxford studying the classics, he has since driven his own education in a variety of fields, including engineering, forensic science, and pretty much anything he can wrap his head around. A restless soul, he has taken to all sorts of philanthropic work over the past eight years, such as help improve railway design, campaign for human rights, improve factory working conditions etc. Alongside this he has been an avid cricket player, and a hit on the social circuit with a reputation for magnificent parties and great wit. More recently, crime has been his hobby, and it looks like this one will stick. He has taken up the martial art of Baritsu and become a skilled fighter. Whilst he has had a few bar room brawls with seedy and rude gentlemen, his main goal is the apprehension of master criminals and the solving of mysteries. Crimes where he can put his superior intellect to bear alongside his martial prowess. When interdimensional contact between Earth Victoriana and Earth Prime was made, Lord Steam instantly volunteered to be official dimplomat to the Empire in this wonderful new dimension - unable to resist the lure of its magnificent adventures and tales. And whilst he does, technically serve in some limited capacity as a diplomat, his real reason for coming to Freedom City is to continue his adventures, solve crime, and be a hero! Technically as an interdimensional envoy, he has diplomatic immunity in this dimension (At least to most nations), but he has hardly one to break the Law - at least intentionally. Personality & Motivation: Lord Steam is a restless and curious soul, unable to keep his nose out of trouble. Despite his intellect - and it is an intellect he uses - he is by nature somewhat reckless, a thrill seeker. One must also consider his upbringing - he believes in doing the right thing, in manners, politeness, law, and social order. In some ways, his aristocratic upbringing holds on to the code of "chivalry" from days past. He is no stick in the mud, however. He is also charismatic and charming, and loves throwing a good party and the company of equally charming women. He has a taste for all the fine expensive things in life, and only the best will do! Powers & Tactics: Whilst generally fearless and a man of action, and not afraid to jump into the thick of a brawl, Lord Steam prefers to use intellectual masterstrokes and battles of wits. If he can outwit an opponent, so much sweeter the victory. Goading, taunting, trickery, and planning are all spices to his fight. Complications: Antiquated Attitude: Lord Steam is somewhat antiquated in his view on servants, class, and women, although always polite about it. Curiosity killed the Cat: The finest mind means the finest curiosity. Poking his nose in, and never letting go till the mystery is unravelled! Schmoozer: With an eye for the ladies, fine wine, and parties, Lord Steam can be distracted... Silver Spoon: Only the best will do. Lord Steam simply can't do without luxuries or living in anything but splendour. Steampunk Mechanic: Whilst clever with steampunk technology, modern stuff usually defeats Lord Steam. Abilities: 6 + 8 + 8 + 12 + 12 + 10 = 56PP Strength: 16 (+3) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 22 (+6) Wisdom: 22 (+6) Charisma: 20 (+5) Combat: 26 + 28 = 54PP Initiative: +8 Attack: +13 (+14 with masterwork revolver) Grapple: +21 Defence: +14, +7 Flat Footed Knockback: -2 Saving Throws: 2 + 6 + 2 = 10PP Toughness: +4 Fortitude: +6 (+4 Con, +2) Reflex: +10 (+4 Dex, +6) Will: +8 (+6 Wis, +2) Skills: 156R = 39PP Bluff 10 (+15) Craft (Chemical) 4 (+10) Craft (Mechanical) 14 (+20) Craft (Structural) 2 (+8) Diplomacy 5 (+10) Disguise 4 (+9) Disable Device 14 (+20) Drive 4 (+8) Gather Information 2 (+7) Intimidate 5 (+10) Investigate 14 (+20) Knowledge (Behavioural Sciences) 4 (+10) Knowledge (Physical Sciences) 4 (+10) Knowledge (Technology) 14 (+20) Languages 7 (English [Native]. French, German, Greek, Japanese, Latin, Russian, Spanish) Notice 14 (+20) Perform (Keyboards) 2 (+7) Pilot 4 (+8) Ride 4 (+8) Search 14 (+20) Sense Motive 9 (+15) Sleight of Hand 2 (+6) Feats 47PP Attractive Benefit 6 (Diplomatic Immunity, Earth Victoriana Culture, Status [Aristocrat], Wealth 3 [Filthy Rich]) Chokehold Connected Critical Strike Defensive Attack Eidetic Memory Equipment 16 Favoured Opponent (Robots) Improved Block Improved Disarm Improved Grab Improved Initiative 1 Improved Pin Inventor Grappling Finesse Master Plan Minion 6 (Charles Blakely, Butler) Power Attack Takedown Attack Uncanny Dodge (Auditory) Weapon Bind Equipment: 16PP = 80EP 1 + 4 + 1 +1 +1 + 1 +1 + 10 + 39 + 21 = 80 Concealable Microphone [1 EP] Fine Baritsu Walking Cane (Damage 2, Feats: Mighty, Thrown) [4EP] Flash Goggles [1EP] Masterwork Investigative Tools [1EP] Masterwork Mechanical Tools [1EP] Mini-Tracer [1 EP] Rebreather [1 EP] Steam-powered Revolver (Blast 4, Feats Stun Ammo, Masterwork) [10EP] Vehicle Array (37EP Base, Alternate Vehicles 2) [37EP] Vehicle no1: "Bessie, the Steam Powered Horseless Chariot" [37EP] Strength: 35, Speed: 5, Defence: -2, Toughness: 13, Size: Huge, Features: Alarm, Caltrops, Oil Slick, Smokescreen, Hidden Compartments [12EP] Powers [25EP] Speed 5 (250mph) [5EP] ("Steam powered wheels!") Blast 5 (Extras: Autofire 1, Feats: Improved Range 2, Increased Range 2) [19EP] (Gatling Guns) Super-Senses 1 (Radio) Vehicle no2: "Alice the Underwater Ship" [37 EP] Strength: 70, Swimming: 5, Defence: -8, Toughness: 13, Size: Colossal, Features: Alarm, Hidden Compartments [10EP] Powers [26EP] Swimming 6 (100mph) [6EP] Blast 5 [10EP] + Snare 5 (Extras: Linked, Flaws: Entangle Only, Feats: Tether) [6EP] (Harpoon Cannon) Super-Senses 1 (Radio) [1EP] Super-Senses 6 (Ultra-Hearing, Accurate, Extended 1) [4EP] (Sonar) Vehicle no3: "Cressida the Dirigible" [35EP] Strength: 50, Flight: 4, Defence: -8, Toughness: 13, Size: Colossal, Features: Alarm [6EP] Powers: 28EP Blast 5 (Extras: Autofire, Feats: Improved Range 2, Increased Range 2) [19EP] (Gatling Guns) Flight 5 (250mph) [8EP] Super-Senses 1 (Radio) [1EP] Headquarters: "Steam Mansion" (20EP, Alternative HQ 1) [21EP] Size: Large, Toughness 10, Features: Communications, Dimensional Portal, Dock, Fire Prevention System, Garage, Grounds, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System 1, Stables, Staffed, Workshop Note: Grounds increases Size to Gargantuan for the purposes of gardens, estates, etc (used in 3E); Stables functions as Garage for horses and similar animals. Alternate HQ is identical to above, but located in Earth Victoriana Dimension. Powers 0PP None Drawbacks -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Cane Touch DC20 Toughness (Staged) Damage (Physical) Revolver Ranged DC19 Toughness (Staged) Damage (Physical) Totals: Abilities (56) + Combat (54) + Saving Throws (10) + Skills (39) + Feats (47) + Powers (0) - Drawbacks (0) = 206/211 Power Points Player Name: Supercape Character Name: Charles Blakely Esq. Power Level: 6 (90/90) Trade-Offs: +2 Attack/-2 Defence, +2 Defence/-2 Toughness Unspent Power Points: 0 In Brief: Ex-Army Butler Birthplace: Canterbury, England (Earth Victoriana Dimension) Occupation: Butler / Aide Affiliations: Lord Steam Family: Horatio Blakely (Brother, Admiral), Maurice Blakely (Son, Newspaper writer) Description: Age: 59 Apparent Age: 59 Gender: Male Ethnicity: Caucasian Height: 5’10†Weight: 63 Kgs Eyes: Blue Hair: Grey-Black Charles Blakely looks like a mature man with a thin build and a refined air. History: Charles grew up in a Military Family, and soon was doing the tours of Africa and India.His career came to an end (as a Sergeant) when he was stabbed by a Zulu Spear in the leg. A nagging injury and middle age put paid to his career, and, truth be known, he was looking for something else at that point anyway. His impressive credentials and service ended up with him meeting Lord Steam, and being taken on as an aide and head butler.A proper Englishman, Blakely soon adapted to this life, acting as a rather stiff and mannered caretaker of the wild genius that was Lucien Lockwood. He has one child, born out of wedlock, aged but 25, who is a roving reporter for a newspaper in London, Earth Victoriana, who constantly presses him for information and gossip, and gets into all sorts of trouble. Personality & Motivation: Charles is in general a slow, reflective, and measured man, always polite and diplomatic. That said, he has a desire to see the world and adventure, and enjoys the unusual and wonderful in the world. His main motivation is to observe the world, and Lord Steam, a man for which he has immense, but not unquestioning respect. He is rather passionate about good cooking, cleanliness, and manners. Powers & Tactics: Blakely has no powers and in general will not fight. He assists Lord Steam in more mundane duties, including driving and some of his mechanical work. That is not to say he will not take on a thug or two if needed. Whilst past the prime of his life, he is in reasonable shape and is a seasoned military officer. Abilities: 0 + 0 + 0 + 4 + 4 + 4 = 12PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 16 + 16 = 32PP Initiative: +4 Attack: +8 (+9 with masterwork revolver) Grapple: +8 Defense: +8, +4 Flat-Footed Knockback: 0 Saving Throws: 4 + 2 + 4 = 10PP Toughness: +4 (+0 Flat Footed) Fortitude: +4 (+4) Reflex: +2 (+2) Will: +6 (+2 Wis, +4) Skills: 100R = 25PP Bluff 8 (+10) Craft (Cooking) 8 (+10) Craft (Mechanical) 4 (+6) Diplomacy 8 (+10) Drive 4 (+6) Handle Animal 4 (+6) Intimidate 4 (+6) Knowledge (Art) 4 (+6) Knowledge (Current Events) 2 (+4) Knowledge (History) 4 (+6) Knowledge (Tactics) 4 (+6) Languages 4 (English [Native], French, German, Hindi, Spanish) Medicine 4 (+6) Notice 8 (+10) Pilot 4 (+6) Ride 4 (+6) Search 4 (+6) Sense Motive 8 (+10) Stealth 4 (+4) Swim 4 (+4) Survival 2 (+4) Feats: 11PP Benefit 2 (Earth Victoria Culture, Diplomatic Immunity) Defensive Roll 2 Equipment 2 Jack of All Trades Improved Initiative Teamwork 3 Equipment 10 EP = 2 PP Steam Powered Revolver (Blast 4, Stun Ammo, Masterwork) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage (Physical) Revolver Ranged DC 19 Toughness Damage (Physical) Totals: Abilities (12) + Combat (32) + Saving Throws (10) + Skills (25) + Feats (11) + Powers (0) - Drawbacks (0) =90/90 Power Points
  10. Before I post this character for scrutiny: 1. Any objections to the maths? 2. Any objections to the fluff - particularly the "Antiquarian Attitudes" complications. I will emphasise this will categorically NOT include racism, and will include homophobia and sexism only in the "Polite ignorance" rather than vindictive way. Its a line that I dont want to cross however. Examples '"Sexism" = "Allow me to drive Madam", "Stand back Madam! There is skullduggery and danger afoot!" i.e. More misguided chivalry than thinking women are inferior or should be treated badly. Possible complications would be underestimating a woman's combat prowess / strength, not hitting a woman, or refusing to let a woman drive even if he himself had a broken arm. "Homophobia" = "Its very fashionable in Paris, I hear", "Mr. Lungfellow was a queer chap... bats for both sides I understand. ", "All the rage in the theatres, you know. And the army. And the clergy. And the civil service. " i.e. More nudge nudge wink wink keep it behind twitching curtains. Possible complications would be being oblivious to somebodies sexuality. Indeed, if there was any overt nastiness of this sort it would be something he would react to: "Steady on, Eunice old chap, there's no need for that language. A bit of respect please!" "Classism" = Probably no excuse here. "Step to it Jeeves!" If anybody thinks this is stepping to close to the mark I will remove it. I hasten to emphasise this is more about being "antiquarian" out of time than innately sexist/racist/nasty. Lord Steam is an intelligent, charismatic, and all round decent guy there is nothing nasty about him (bar possibly his classist attitudes). Its about being a fish out of water, not an excuse for hating.
  11. "Oh dear" muttered Supercape. "I really am in quite a lot of pain, which is rather disagreeable. I don't suppose you have an Asprin?" he asked with a weak smile. "All I senses was this massive... and I do mean massive burst of power. And not the hammer that hit me either. Looking at him was like looking into the heart of a nuclear explosion. I think he has bitten of more than he can chew..." He winced as he moved. "I think I need some medical attention. I don't suppose your magnificent intellect has stretched to the noble art of medicine?"
  12. Supercape groaned slightly and spat out a mouthful of snow, mixed in with blood. "oooooh.... what happened...." he whispered, still not entirely conscious. "I feel like a was hit by a freight train. Where are we? Who was that? Ow! my whole body hurts! I'm frazzled..." Indeed, his exquisite costume looked ragged and burned, with carbon marks all over it from the massive energy burst it had absorbed. Supercape didn't look in much better shape himself, with bloodshot eyes, bleeding from his nose, ears, and mouth, and a reddisg black tinge to his face and hands.
  13. As we are in a new surrounding, Rene will use ESP of his Mental Sense (Mind's Eye) on the surroundings. ESP extends to 100 feet from his current position. For Notice its a bad roll: 1d20+8=12 For Search its 1d20+1=15 slightly better.
  14. Rene peered over the Girl, looking for signs of life, or signs of anything. "She seems as asleep in zis world as in the last" he concluded "although I'm not sure that accurately descibes ze picture..." He closed his eyes, and whispered to himself more softly. "And speaking of ze pictures, let us see what picture we have here..." His mind's eye roamed the immediate surroundings as an artist would gauge a landscape for a painting.
  15. Quentin placed, rather roughly, several slightly dusty books into Marcus arms. "You are a big strong lad, I'm sure you can carry them!" he smiled. It was true, of course. The tomes looked rather out of date. Clearly classic Greek and Latin literature (in classic Greek and Latin language) was not a popular choice in the Library. "Well you could do worse than have a peek at those if you want to study the language. They are the classics, after all. "
  16. "Well they can soak up enough Gamma radiation to power a city..." replied Supercape as yet another stream of energy bathed the larger creature. "I don't think accidentally killing them will be a problem... although one can never be certain. We are dealing with something fundamentally Indescribable, Indestructible..." The large Blob gobbled up an abandoned car. "And apparently Insatiable!"
  17. Well at least one more blast of Gamma this round if you please - I may switch back to dazzles next round if that dust cloud fails. Normal DC 25 Fort check.
  18. Low and behold, the three bruised and battered wolfmen, seeing three powerful adversaries and nursing sore ribs, scuttled away. "Still fast" mumbled Rene, unsure if he could keep up for any protracted period of time, although Sir Thomas was already on their tail, his shield and sword in hand, and moving at a respectable pace despite his recent fight and heavy armour. "Can you follow ze beasts?" asked Rene to Marcus, pointing at his own nose by way of indication.
  19. Ok I am going to do a bit of Handwave here - saying we can follow the defeated underlings with Marcus nose. I hate to ask for "marching order", but I am going to ask loosely how you want to follow, as it may make a difference as to what happens and stealth / surprise etc.
  20. Ok Running with Fenris, Jubatus, and Lady Carrie of Silhouette. Sorry to others! This will be a moderate length murder mystery thread - with plenty of social rolls, and a bit of combat too. Setting is in Earth Victoriana. Ill need a week or so to let all my idea perculate and form into something reasonable to run! First off, prior to any more protracted thread my standard GM questions to PCs: 1. What chance do you want of "failing" in some manner (not solving the mystery, the murder escapes, or some other frustration). A value of "zero" is fine. 2. What chance do you want of getting seriously beat up (or even killed). A value of "zero" particularly for the latter is fine. 3. How much combat / socialising / stealthing / diplomacy / whatever do you want? and 4. Is there any particular dramatic elements or conflict you want thrown in? Any other comments or requests also gladly appreciated. I ask not in the expectation that I can meet everyones wishes, but at least If I know what people want I can sail the ship in that direction! Some particular queries for characters: Carrie: has been to EV before, and is effectively knighted. Is there anything you want thrown in, in relation to this? Jubatus: will look dead weird as a Cat Person. EV is not crawling with metahumans, so you will need some cover story (whilst the character may not prepare for this, think about it yourself). E.g. "Come see the amazing cat-man from darkest Africa" with stage show chains etc. Fenris: Is an aristocrat, and EV is an aristocratic world. He may not have the legal documents, but he would certainly have the (potential for) the airs and graces. And money for servants etc. Any conflict or story you want in relation to this. EV and detective stories are not a good place for pride and flaunting around spiffy powers. Best to leave the E-Peens behind, although there will certainly be a few (more subtle?) punch ups! (or more, if you fall foul of society!)
  21. OK Im going to have to draw a line under this to keep it managable I'm afraid, 4 is my normal limit, but witha detective story I wanted it to keep it to three. In order of sign up for interest, we have Carrie / Aoiroo Jubutus / Cubist Fenris / Knight D Mymiridon / Semi A Crow / Push All are PL 7-9 so I'm happy with that. I would like to keep it to three if at all possible, sorry about that, meaning Mymirion and Crow may have to be pushed to reserve status. I could possibly squeeze up to four (with a little tredipdation) if people wish. Could I have confirmation first about who, then I will get to some other stuff re: thread.
  22. yes, but new scene. However, its a fair point, have editted slightly!
  23. Yes its the latter, Knight D. I mean not showing the precise breakdown of what they can do, as it will spoil suspense (tbh this is how I would always prefer to play). The latter just slows down the game! But Fenris would work well with an INT of 18, techy skills, and an aristocratic lineage! Skills like sense motive, notice, search, diplomacy, intimidate, might also come in handy and he has a smattering of these. I'll sign up Carrie and Fenris so far then.
  24. Supercape entered the Hangar by conventional means, tapping a few calculations into a portable touch screen as he did so. "Ah, Commander Spiker, and Victory!" he smiled at the two men. "I never really found out if you have a formal rank, you know" he said, addressing Victory with an apologetic shrug. "Guess I should now, as its all looking a bit formal, eh?" "What do you think of the ship? looking seaworthy to me!" he continued, almost without a pause, and gesturing to the mighty hull of the starcraft that lay before them. "You wouldn't catch me behind the wheel of that thing, I can assure you!".
  25. Quentin patted Marcus on the shoulder in a friendly manner. "Just do what you enjoy, my boy, that's the only real direction you can follow! There are worse things than being an artist, after all - and they don't all starve. Why, that chap DeSaens, who lives right here, has done pretty well for himself!" he chuckled. He started rummaging through a few books in the library "Cattalus... Histories... Homer.... all good reads in the original, I'm told. Although I haven't mastered Greek myself. The Latin is quite good...." He wandered off, picking off a few choice texts for Marcus.
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