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Supercape

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  1. I should be clear I mean extended thread as in the thread will take some time to actually "play out". The actual characters wont be busy for more than a day or two - probably. Although the nice thing about dimension hopping is that time can get a bit wobbly - just for the the purposes of making sure nobody stays busy too long! Meaning if it rolls that way (several days of adventuring for the characters) the time wobble could mean only a day away in Earth Prime.
  2. That too. I may get it further fown the line when Sense Motive starts really racking up. Then again, maybe not. It really is pretty useless especially when most fights are open in FCPBM - unless you have a will of iron not to metagame that. On combat front, once more PP are forthcoming, I intend to make him master of Bartitsu wondering what feats to go for? Improved Critical: Cane / Unarmed? Weapon Block / Improved Disarm? Fast Bluff / Startle? Grappling / Chokehold stuff? Improved Trip? Maybe defensive attack? (It was a self defence martial art...sort of) Any thoughts gratefully received. Ideally I would plow them in now, but PPs, PPs....
  3. I think Aristocrat has been used as a benefit before - although it would blend with the connected feat. I suppose it means he could call in certain benefits, move around in high places, etc. Assessment is, to my mind, a combat feat more than anything else.
  4. Ok, Im am thinking about running another slow burning, moderately long thread as GM (None of my characters in it). Its going to be a detective / mystery type thread. Keeping it fairly street and I don't want more than three PCs this time (it will get to overcrowded for an investigative thread) Whilst it will have combat it in, its not a thread if you want to go in, punch some lights out, and go home. At all. IN keeping with the mystery, it will have a degree of suspense, and I would like to keep the stats of the enemies secret (its not a thread for sadistically making people suffer however, the challenge is solving the mystery not one shotting a villain!) Also, to keep it relatively mysterious, I would like to keep this around PL 7-9 or so. And avoid anything like mind reading powers. I am debating setting this in Earth Victoriana, for three reasons: it may give a hook in for my next character, it throws in more need for social skills (as you are more a fish out of water), and I just like it. But this isn't a cert. That's my initial take on it, but its only a skeleton - Id just quite like to GM an investigation thread over a long time.
  5. "But mindless predator...?" mumbles Supercape, progressively less sure about what he was doing. Nonetheless, another blast of gamma radiation suffused the giant blob. "...if they are intelligent, perhaps misunderstood...what are we going to do with them? kill them? is that genocide? if only we could understand them..."
  6. Cool wearing them down slowly. I really dont want to read poison as only inflciting up the same effect as it the initial effect did... book-keeping nightmare. For some reason I had in my head he had blasted it each round. Wishful thinking eh? Let me know when to post IC. Looks like Giain needs a post.
  7. Right HS will make his (sort of) getaway then. Feel free to post IC> Give a minute for recovery: 1d20+2=15 Supercape regains consciousness, still staggered and bruised. Dragonfly can make a roll to recover from Bruise.
  8. "The only way to save those souls is to find the beast..." sighed Sir Thomas, genuinely upset at the peril of the three unconscious beast-men. Rene nodded. "It is a plague. A plague of animal magic, deep and powerful. However, therein lies the possible way of capturing our quarry hehe" he chuckled softly. "We can let one go, see where it takes us. It looks without wit, and if my guess is correct, it may flee back to its master, as a wounded pup would..."
  9. GM To the naked eye, little happened. Maybe the most perceptive of men might notice the flickering of light, the wafting of fumes, and the subtle presence of the supernatural, but nothing concrete. However, a sense of calm filled the room. Nothing grandiose, but a stillness all the same. To Nick's eyes, or more accurately, his senses, he formed the impression of a small army of restless souls marching into a restful slumber from which they would not return.
  10. Supercape

    Supercape

    20 Questions: Supercape Intro voice over…. Rich “Voyeur†Royer is at it again folks, and boy it took some time to get this cape to sit down for an interview! And when we say cape, we mean it! Today, Voyeur Royer interviews none other than one of the founding members of the boffin-coffin “Labâ€, and owner of the largest cape in Freedom city… Supercape! Perhaps it has taken a while because this caped marvel is a bit of a traveller – and we don’t mean to the beach for a weekend away. The radioactive marvel is known to flip about all over the universe! But just for today, he has sat down to answer some questions for us… 1 RR: So, where are you from, Supercape? You have a cool British accent. SC: That’s right Mr. Royer, I am from England. I’d better not give to many other clues away about my secret Identity away – so I won’t say exactly where from. 2 RR: So how would you describe yourself? SC: Well, as your charming little intro said, I do have a particularly big and splendid cape. Look, it shimmers slightly if you look closely. Rather spiffy if I say so myself. But actually, the really amazing thing is that I can change its cut and colour in the blink of an eye! 3 RR: Sounds fun! So, what makes you hide behind the mask? SC: I do have a private life too. And one I rather enjoy. To be honest, I’m not really one for crowds, fame, or publicity. Not that I mind it. Too much. But I wouldn’t trade in my nice peaceful normal life for anything. 4 RR: So what made Supercape become a hero – surely not just the cape? SC: No, that’s true. It’s a responsibility, Mr. Royer. If you can do what I can do, you have a responsibility to do what you can to help. Everyone has that responsibility – it’s just that I have more particular responsibilities now. 5 RR: And what can you do, exactly? SC: It’s a bit complicated to describe without going into complex mathematics, Mr. Royer. I suppose I could just say “its quantum†and wave my hand. If you want a bit more detail, its shifting around energy states of atoms, and manipulating entangled strings of space-time. As your intro said, I’m a long distance traveller! 6 RR: Moving on to your personal life, and personality… what kinda stuff do you like? And what drives you mad? SC: Science is my love, well you see how we play around in the Lab *chuckle*. And anything with a bit of culture, fine music, fine wine, fine art. Nice city for that, Freedom City – something for everyone. As for what gets my goat – well, its intolerance, ignorance, cruelty. People just being stupid I guess. 7 RR: And what kind of shape are you in, mind and body? SC: Not bad, not bad. I’m in ok shape physically but I’m not an athlete like the other heroes of Freedom City. As for mentally, my brain is sharp and I have no obvious neurosis. 8 RR: What is your greatest fear? SC: Probably losing my marbles. Thinking is my greatest pleasure and luxury. It happened to me once, Dr. Simian hit me with an Idiot beam. Never again *shudders*. Now, even the sight of monkeys brings me out in a cold sweat. 9 RR: What is your greatest ambition? SC: I’ve achieved what I wanted to achieve – unlocking the quantum mysteries of the universe. But there is always another layer of the onion to peel. So the quest continues. 10 RR: What do you feel about the state of the world today? SC: It’s good, but not without problems. Science has brought the 21st century unparalleled health, wealth, and advancement. But we still have chaos and problems in society. Unequal distribution of wealth, religious fanaticism, unrestrained forces of Capitalism, lack of democracy and corruption in many parts of the world, weapons of mass destruction… need I go on? 11 RR: Do you have any prejudices? How do you get along with others? SC: Not really. I don’t like brash idiots, or people who are too sure of themselves and their convictions. We all need to question ourselves or we are ruined. 12 RR: Where do your loyalties lie? SC: To humanity first and foremost. Then to myself, as I am part of humanity *chuckles*, then to Science, as I think it serves humanity. I confess I little direct loyalty to country or state, other than how they serve humanity. Of course, I have always have a spot for friends. My philosophy is basically utilitarian – “the greatest good for the greatest number†13 RR: Do you have a partner, a Mrs. Supercape, perhaps? SC: *Chuckles* No, not that I wouldn’t like married life. I would. But I don’t think she would be called Mrs. Supercape, that’s for sure! 14 RR: I bet! So what do you do to relax, when off duty? SC: Well, it’s actually quite relaxing at the Lab, you know. I don’t know if you have ever been? No? well, there is a splendid library and reading room on one floor, which is rather good for unwinding, or maybe resting your eyes. 15 RR: How would your friends describe you? SC: Gosh, I don’t know. Head in the clouds maybe, a bumbling fool *laughs*. As long as they said I always tried to do the descent thing. I think I do, anyway, even if I don’t succeed. 16 RR: Do you consider yourself a role model? SC: Maybe. I hope children get interested in science from the work we do at the Lab, anyway. And I hope by being a decent human being, we can all lead by example. 17 RR: What about religion? Do you believe? SC: No, I’m an atheist. In my opinion, religious doctrine can be a dangerous social and political force, although individual faith is a different matter. 18 RR: Are you part of a team? SC: The Lab is a loose kind of team, I suppose. We don’t often fly around in formation, but we do all work together and have fought and won together at times too. 19 RR: How do you feel about metahumans and aliens on Earth? SC: It’s an interesting question, and I’m not sure I have the answers. From a sociological perspective, it all gets rather complicated. However, we have to treat all sentient life with respect. We must be tolerant, fair, and welcoming. 20 RR: So, after answering all these questions and reflecting on your life as a hero, what advice would you give yourself? SC: You know, I think I’m doing rather well Mr. Royer! I should be proud of what I have achieved!
  11. Well according to house Rules, Radio Sense is Acute by default - you could make it Accurate and Extended 1 for the same cost. Otherwise perfect, I await its name and fluff IC!
  12. Ok, this is a skeleton draft of a replacement for Slick. None of this is set in stone, but loose ideas are: 1. Character may well be from the Earth Victoriana alternate universe, mainly for complications and fluff (has an antiquated view of life!) 2. Steampunk Inventor 3. Master detective - as an amalgamation of 2, he is an inexperienced polymath. Not so skilled, but very bright. 4. Baristu master! Basically a badass normal, with detective and steampunk inventor features. Fluff is an old school Victorian Hero in the style of "Biggles", Jules Verne, etc. "Tally ho, Pip pip!" etc. In some ways similar to Supercape except a) this guy actually acts! rushes in, etc. he is a smoocher too... On that last point he is incorprating some of the elements of Slick, but in a more Victorian way. Player Name: Lord Steam Character Name: Lord Lucien Lockwood Power Level: (7 or 10) (105/105PP) Trade-Offs: +2 Attack / -2 Damage Unspent PP: 0 Progress To Bronze Status: 0/30 In Brief: Steampunk Sherlcok Alternate Identities: None Identity: Public Birthplace: London Occupation: Aristocrat Gentleman. Affiliations: None Family: tbc Age: 30 (DoB: 03/03/1981) Apparent Age: 30 Gender: Male Ethnicity: Caucasian Height: 6'1" Weight: 85 Kgs Eyes: Blue-Green Hair: Brown Description: Power Descriptions: n/a History: tbc Personality & Motivation: tbc Powers & Tactics: to carefully study and track his opponents, but in the end, to leap in fearlessly and defeat evil. Complications: Steampunk Mechanic: Whilst clever with steampunk technology, modern stuff usually defeats Lord Steam. Antiquated Attitude: Lord Steam is somewhat antiquated in his view on servants, class, and women, although always polite about it. Silver Spoon: Only the best will do. Lord Steam simply can't do without luxuries or living in anything but splendour. 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... Abilities: 6 + 6 + 6 + 12 + 12 + 10 = 52PP Strength: 16 (+3) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 22 (+6) Wisdom: 22 (+6) Charisma: 20 (+5) Combat: 10 + 10 = 20PP Initiative: +3 Attack: +5 (+9 Melee, +10 With fine Baritsu Cane) Grapple: +12 Defense: +7 (+5 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -2 Saving Throws: 1 + 1 + 0 = 2PP Toughness: +7 (+3 Con, +4 Defensive Roll) Fortitude: +4 (+3 Con, +1) Reflex: +4 (+3 Dex, +1) Will: +6 (+6 Wis, +0) Skills: 46R = 12PP Bluff 5 (+10) Craft (Mechanical) 4 (+10) Diplomacy 5 (+10) Gather Information 5 (+10) Investigate 4 (+10) Knowledge (Technology) 4 (+10) Notice 4 (+10) Search 4 (+10) Sense Motive 4 (+10) Languages 7: English [Native]. French, German, Greek, Japanese, Latin, Russian, Spanish Feats: 0PP Attack Focus: Melee 4 Benefit 4 (Wealth 3, Aristocrat) Connected Contacts Defensive Roll 2 Dodge Focus 2 Eidectic Memory Inventor Master Plan Well Informed Equipment 1 Powers: 0 + 0 + 0 = 0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Cane Touch DC 20 Toughness (Staged) Damage (Physical) Abilities (52) + Combat (20) + Saving Throws (2) + Skills (12) + Feats (19) + Powers (0) - Drawbacks (0) = 105/105 Power Points May have some rollover points from Slicks Vignettes etc but Dok said he would check on that!
  13. Thats probably enough for HS to make his getaway unless you have any particular ideas?
  14. Supercape paused, scanning the situation. The caped living radar could easily penetrated the dust and debris caused by both Gaian Knight and the Blobs, and he detected the two creatures parting ways. "They really do seem rather intelligent" he commented, as another eruption of Gamma radiation flowed through the larger creature. "Where did they come from? and more importantly - are there any more?"
  15. More Gamma from Supercape. Incidentally, I think that once the 7 rounds kicks in (or 6 now), it has been gamma blast every round, meaning it will "double up" every round. ALthough hopefully we will have finished or be on home run by then!
  16. Supercape walked over to a nearby console - they littered every square meter of most floors of the Lab. "Well, lets see if we can find the elusive guest, shall we?" For all he knew, Protectron had some fancy stealth system that would make him undetectable to the scanners of the Lab. Possibly even to Supercape. Peeking into the flow of energy inside its metal casing was like looking into a work of fractal mathematics created Van Gough. "Supercape to Protectron, Supercape to Protectron" he said through the speaker. "Are you reading me, old chap?"
  17. Edits done by Geez3r Now then, Rene! with 17 PP to spend! First off +4 WIS (to 30 WIS) for 4 PP. Giving +2 to will save Codes for this and Combat/Saves (Including the modifications to devices below) [b][u]Abilities[/u][/b]: -2 + -4 + 0 + 2 + 20 + 4 = 20pp Str 8 (-1) Dex 6 (-2) Con 10 (+0) Int 12 (+1) Wis 30 (+10) Cha 14 (+2) [b][u]Combat[/u][/b]: 8 + 4 = 16pp Initiative: +2 (-2 Dex, +4 Improved Initiative) Attack: +4 Grapple: +0 Defense: +10 (+4 Base, +1 Defence from coat of mists, +5 Dodge Focus from coat of Mists Device), +2 Flat-Footed Knockback: -0 [b][u]Saving Throws[/u][/b]: 0 + 2 + 0 = 2pp Toughness: +8/0 (+0 Con, +8 [Ring of Protection]) Fortitude: +7/0 (+0 Con, +7 [Ring of Protection]) Reflex: +0 (-2 Dex, +2) Will: +10 (+10 Wis, +0) That leaves 13 PP Next, 1 Rank to Magic Array for 2 PP (All APs, including Mystic Paintbrush Powers with the exception of Animate Object) Code for Magic Array [b]]Magic Array 14.5[/b] (mystic; 29 pp Power Feats: Alternate Power 3 [+5 more from Mystic Paintbruch]) [30pp] [list][u]BE[/u]: [b]Blast 9[/b] (mystic; Power Feats: Accurate 2, Affects Insubstantial 2, Homing 1, Incurable, Indirect 3, Variable Descriptor 2 [any mystic]) [27pp] [u]AE[/u]: [b]Fatigue 9[/b] (Morpheus' Grasp, mystic, mental; Extras: alternate save (will), range, sleep (+0), mental (+0); Flaws: Action (full round); Power Feats: Accurate 2, Insidious, Homing 1, Indirect 3, Reversible, Sedation, Subtle) [26/27pp] [u]AE[/u]:[b] Snare 9[/b] (mystic; Extras: transparent; Flaws: action (full round); Power Feats: Accurate 2, Affects Insubstantial 2, Homing 1, Indirect 3, Reversible, Variable Descriptor 2 [any mystic]) [27/27pp] [u]AE[/u]: [b]Stun 9[/b] (mystic; Extras: Range; Flaws: action (full); Power Feats: Accurate 2, Affects Insubstantial 2, Homing 1, Indirect 3, Reversible, Variable Descriptor 2 [any mystic]) [27/27pp] [u]From Mystic Paintbrush[/u]: [u]AE[/u]: Animate Object 6 (Animates Pictures 90 PP worth; mystic; Extras: range (perception), duration (continuous), horde; Flaws: Full Action Required, Unreliable (50% failure chance)Power Feats: Progression 3 [10 Objects]) [27pp] [u]AE[/u]: Dimensional Pocket 9 (mystic; Extras: alternate save [will], range (perception); Flaws: Unreliable (50% failure chance), Action (full) PF: Reversible, Progression 12 [x10k total mass]: Drawbacks: Noticeable [Can see trapped target in painting], Power loss [requires some surface to paint onto])) [27pp] [u]AE[/u]: Illusion 9 (visual senses, mystic; Extras: Duration (continuous); Flaws: Action (full round); Unreliable (50% failure chance); Power Feats: Progression, Area 11 (4.7 Miles) [27pp] [u]AE[/u]: Obscure 9 (Visual senses; mystic; Extras: Duration (continuous), Range (perception); Flaws: Action (full round); Unreliable (50% failure chance)Power Feats: Dimensional 2 [any mystic], Progression Area 7 [up to x250 area = 47 mile radius], Variable Descriptor 2 [Can Paint any colour or environmental effect, mystic descriptor]) [27pp] [u]AE[/u]: Teleport 9 (20,000 miles long range, mystic; Extras: Accurate, Affect Others [+1], Range (perception); Flaws: Long Range, Limited [Requires a picture of target area to paint onto], Unreliable (50% failure chance); Power Feats: Change Direction, Change Velocity, Progression Mass 1 [Carry 250 lbs]) [27pp][/list] THis leaves me with 11 PP. Ok, I am scrapping Robe of Mists for similar device: this frees up 4 PP so I have 15 PP to spare. The Robe of Mists is becoming a less conspicuous coat of mists, Device 4, Hard To Lose, Subtle costing 13 PP. Powers: Enhanced Feat: Defence +1, Dodge Focus +5 (Bringing Defence up to +10, Flat Footed +2) 7 PP Insubstantial 2: Gasous: 10 PP Flight 1: Subtle, 3 PP Codes for Device Alterations [b]Device 4[/b] (Coat of Mists; Mystic; Hard to Lose; 20 PP; [i]Power Feat[/i]: Subtle [appears to be normal bland clothing]) [13 PP] [list][b]Enhanced Traits 7[/b] (Defence +1, Dodge Focus Feat 5) [7 PP] [b]Insubstantial 2[/b] (Gaseous) [10PP] [b]Flight 1[/b] (Power Feat: Subtle) [3 PP][/list] 2 PP adding to skills. +1 Skill to Craft (Artistic), Knowledge (Arcane Lore), +2 Skill ranks to Notice, and +4 Skill Ranks to Sense Motive Giving 14 (+15), 14 (+15), 2 (+12), and 4 (+14) respectively. Skill changes code (including WIS increase) [b][u]Skills[/u][/b]: 56r = 15pp Craft (Artistic) 14 (+15) Diplomacy 4 (+6) Knowledge (Arcane Lore) 14 (+15) Knowledge (Art) 4 (+5) Knowledge (History) 4 (+5) Languages 10 (Arabic, Egyptian, English, French [Native], German, Greek, Italian, Latin, Russian, Spanish, Summerian) Notice 2 (+12) Sense Motive 4 (+14) Cheers!
  18. Done by Ecalsneerg, and math corrected as discussed in Chat Right then! Supercape time! 16 PP to spend. FIrst off, a significant alteration to Supercape's Radiation Array. Basically he is taking off Penetrating to reduce it to 4PP/Rank, and marching it up to PL 13. This means the Array goes from 50 to 52 base (plus feats) Total cost is 2 PP. The Alternate Powers need adjusting to compensate for this: Blast Explosion: Lose Penetrating, Increase to Rank 13 Create Object: Lose Impervious, Increase Rank to 13 Dazzle: Increase Rank to 11, Lose Area Progression Drain Toughness: Lose Total Fade, Increase Rank to 13 Nauseate: Lose Contagious, Increase Rank to 13 Transform: Increase duration to continuous, Decrease Rank to 9 Teleport: Stays the Same ESP: Stays the Same Radiation Aura (an AP from Device): Loose the Immunity Bonus, Increase Rank to 13. Code for Array [b]Atomic Force Control 28[/b] (58PP Array; Feats: Alternative Power 8) [66PP] [list][u]Base Power[/u]: [b]Blast 13[/b] (Radiation Control; Extras: Range [Perception], Secondary Effect ["Afterglow"]; PFs: Affects Insubstantial 2, Incurable, Precise, Subtle, Variable Descriptor [Any Electromagnetic]) [58PP] [u]Alternate Power[/u]: [b]Blast 13[/b] (Radiation Burst; Extras: Area [Targeted, 40-ft radius Burst], Range [Perception]; PFs: Affects Insubstantial 2, Incurable, Subtle, Triggered 2) [58PP] [u]Alternate Power[/u]: [b]Create Object 13[/b] (10 5-ft cubes [Quantum Material], STR 50, Toughness +10; Extras: Duration [Continuous], Range [Perception]; PFs: Affects Insubstantial 2, Progression 2 [10 25-ft. cubes], Stationary, Subtle) [58PP] [u]Alternate Power[/u]: [b]Dazzle 11[/b] (Visual + Radio Senses [radiation pulse]; Extras: Area [General, 50-ft. radius Burst], Range [Perception]; PFs: Subtle, Triggered 2) [58PP] [u]Alternate Power[/u]: [b]Drain Toughness 13[/b] (Atomic Unbonding; Extras: Affects Objects, Range [Perception]; PFs: Affects Insubstantial 2, Insidious, Reversible, Slow Fade 1 [1 min], Subtle) [58PP] [u]Alternate Power[/u]: [b]Nauseate 13[/b] (Irradiate; Extras: Range 2 [Perception]; PFs: Affects Insubstantial 2, Reversible, Subtle) [58PP] [u]Alternate Power[/u]: [b]Transform 9[/b] (Inanimate objects, between solid/liquid/gas states [Atomic Bond Manipulation], 4PP/r; Extras: Range [Perception], Duration [Continuous]; PFs: Precise, Selective [Only certain types of molecules in the material], Subtle) [57PP] [u]Alternate Power[/u]: [b]Teleport 20[/b] "Anywhere in the universe": (Extras: Accurate; Flaws: Long Range PFs: Change Velocity, Change Direction, Progression (Mass) 3 [1000lbs] + [b]Supermovement 2[/b] (Dimensional 2 [Any non-mystic] PFs: Profression (Mass) 2 [1000lbs]) [52 PP] [u]Alternate Power[/u]: [b]ESP 20[/b] "Anywhere in the universe" (PFs: Dimensional 2 [Any non-mystic], Subtle) + [b]Communication 20[/b] "Anywhere in the Universe" (Radio medium; PFs: Dimensional 2 [Any non-mystic], Subtle, Variable descriptor -2 [Any energy medium]) [48 PP][/list] 2 PP: +2 Base Defence (to +9 Base) 4 PP: +4 to Fort (which, incidentally was missing in last edit - which brings it up to +2 CON, +8 = +10) 2 PP: +2 to Reflex (+0 DEX, +4 = +4) 4 PP: +4 to Will (+4 WIS, +8 = +12) That makes 12 PP overall. 1 PP +4 to Concentration (to +18 Total) 1 PP +4 to Knowledge (Physical Sciences) (to +20 Total) Code for Combat, Saving Throws, and Skills [b][u]Combat[/u][/b]: 8 + 18 = 24PP Initiative: +0 Attack: +4 Grapple: +4 Defense: +9 (+9 Base, +0 Dodge Focus), +4 Flat-Footed Knockback: -8 [b][u]Saving Throws[/u][/b]: 8 +4 +8 = 20 PP Toughness: +16 (+2 Con, +10 Forcefield, +4 Supercape) Fort: +10 (+2 Con, +8_ Reflex: +4 (+0 Dex, +4) Will: +12 (+4 Wis, +8) [b][u]Skills[/u][/b]: 64R = 16PP Concentration 14 (+18) Diplomacy 9 (+10) Knowledge (Behavioural Sciences) 6 (+10) Knowledge (Life Sciences) 6 (+10) Knowledge (Physical Sciences) 16 (+20) Knowledge (Theology and Philosophy) 2 (+6) Languages 3 (French, English [Native], German, Latin) Notice 6 (+10) Perform (Orate) 2 (+3) Makes 14 PP 2 PP Increase Forcefield to Forcefield 10 for a total of +16 Toughness [b]Force Field 10[/b] [10PP] Also: A few edits to fluff: Replace "Monologue" with "Man of Inaction", which is a bit broader, and captures his general propensity to both monologue, debate, and think about things without actually disarming the bomb that needs disarming NOW! Lose "Unpredictable Effects" - whilst this may happen, Supercape is now experienced enough to master his powers and has +20 bonus in Physical Sciences Knowledge! Add "pomfretphobia" ever since Dr Simian blasted his mind with his Idiot Beam, Supercape has had a fear of Monkeys and Apes. And of becoming an Idiot. Powers & Tactics: No longer an inexperienced hero. No longer uses the Contagious nauseate power. Code for fluff changes: [b][u]Powers & Tactics[/u][/b]: Supercape has the psychic ability to perceive mass and energy and manipulate atomic forces. This doesn't mean he can actually move matter, but he is able to affect these forces directly. Most usually, this means nudging a few atoms to degrade and releasing a large amount of different types of EM radiation. He can bathe individuals in this radiation, or cause explosions of light and energy. By setting up unstable molecules ready to degrade, he can create "molecular mines" that are triggered by various forces. In addition, he can manipulate the forces between atoms, to strengthen or weaken them - thus decreasing tensile strength (drain toughness) or altering inanimate objects from solid to liquid to gas (toughness). The latter power is precise and selective, meaning he can cause expansion and contraction of objects as the atomic forces alter (as if they had been heated or cooled), or choose just to affect certain molecules in the substance, effectively "distilling" the target. Tactically, Supercape is a straightforward (even inexperienced) hero. He will fly in and try a monologue or diplomacy at first. This doesn't mean he is a fool. If he see's an oppurtunity or tactic, he will use it. Whilst he can cause explosions of damaging radiation, this is something of a last resort; it may well harm bystanders. He may start with a radiation pulse; although he would think twice with bystanders around (although at least the effects aren't painful or dangerous). He is not adverse to irradiating enemies to weaken them, but again its contagious nature may make him think twice (although he can reverse the effects, a plague is not a desirable outcome). [b][u]Complications:[/u][/b] [b]Academic Reputation[/b]: Quentin is quite vain about his academic credentials, and whilst his life is fairly leisurely, he has the political infighting of the university to contend with, and debates to win. [b]Man of Inaction / Monologue[/b]: Supercape loves a monologue and a debate, even if the timing is highly inappropriate. Engaging an enemy in an academic debate is worth stopping any fight for. In addition, he tends to use the maxim "think before you act" to the extreme, making him indecisive at times. [b]Secret Shame Over ID[/b]: Supercape is absolutely petrified of his secret ID being revealed. He thinks it would mean the end of his cosy little academic career, and he is secretly ashamed of his antics and "ridiculous" cape. [b]Pomfretphobia[/b] ever since Dr Simian blasted his mind with the amazing Idiot Beam, Supercape has had a fear of Monkeys and Apes. And of becoming an Idiot.
  19. GM Slick laughed "light some Crack.. well, that's a new way of giving Ghosts some rest, but why not... we have the means!" He grabbed the pipe from the nearly unconscious slumbering figure in the corner and proceeded to light it up - wafting the fumes around. "Don't get to near, chaps!" he said as the smoke filled the room. "My metabolism is pretty good at getting rid of this junk..." He gave an enigmatic smile "...not perfect at it, of course..."
  20. Ok GM stick has been used to shuffle onto next scene! Feel free to make a few posts about preparations and then meet in the Lab for take off! On a mechanical note, those with inventor skills, feel free to use them - Id say keep this to 48 hours aprox for inventing. Also, feel free to use the time in other ways such as gather information, knowledge based research, using a HP to get 5 EP worth of equipment, or contacts/connected... or just spending time in the bar to unwind before a stressful mission! (You can have Space Suits for free as 9 EP, but Ill impose a -2 check to a few rolls such as notice, reflex, and DEX skills as they are cumbersome)
  21. Supercape pondered the issue carefully. "Well, detonation seems the most prudent approach then, at least for the first attempt? We will have to take stock of the situation when we are there - readings, samples, and so forth. " "How much can you supply, Victor? Space suits? Scanners? Mining equipment? In any case, I think we should all think about getting ourselves ready for our little excursion... we don't want to waste away too much time, even if it is on our side. " Later... The pegasus space craft gleamed in the sunshine. It had temporarily been parked in the massive hangar of the lab, with the roof unfurled, and even now was being loaded and checked. Commander Bill Spiker was the military officer in command of the operation, a sensible and intelligent man in his 40s who had found growing a beard had immensely improved his status and respect when dealing with the science-boffin-geek types. He had spent the last ten years in the field, and had grown to love his work, and indeed, the science-boffin-geek types he worked with. And now, he was acting as ground liason to the most important space mission in history, with the worlds finest minds on the worlds finest space station!
  22. Rene shuffled over to the Knight. "As you can see, Sir Thomas, I am but a helpless old man, but I may know a thing or two about ze lands around us. Pray tell, from where do you come, and what is the year of our Lord?" "I come from Merryport-on-sea, from the fair English Isles!" replied the Knight proudly "in the year of our Lord 1320, although it is a queer question to ask!". Rene nodded. "You have travelled far indeed then. It is a testament to both ze beast and its hunter!" he bowed at the Knight. He gestured to Marcus "my companion here, is not such a beast as you hunt. Indeed, I suspect we would also be concerned that another beast is roaming our... er.... lands"
  23. Sorry RL woes have kept me from posting recently - started up the Protectron gambit!
  24. "There is also, of course, our current resident non-organic visitor" said Supercape, tapping his chin. "He, or rather it... actually, I'm not sure how to refer to it, is still a bit of a mystery to me. Perhaps even to itself. " He shrugged. "But there is no doubt it has highly advanced technology. And I do mean highly advanced. It's complexity is staggering. And believe me, I can see complexity. If you are willing to take a gamble, you could see what it has to say?"
  25. GM Hiroshima Shadow neatly ducked under the pulsating energy blast of Dragonfly's gauntlets and returned fire, emitting a stream of radiation straight at the young heroine. "Weak Gaijin!" he laughed, muttering something in Japanese, and grimacing again as electricity coursed through his body. "Enough, you will soon discover the true extent of my power!" he proclaimed, leaping into the sky and flying away.
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