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Supercape

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  1. With deafness, actually not that bad 6 - Mystic A - Unharmed 3 - Etain - Unharmed 2 - Mystic B - Blinded, Deafened 2 - Supercape = Blinded, Deafened
  2. Once again, Quentin was caught somewhat on the hop, as the explosion of light and noise filled the room. He couldn't hear, he couldn't see. Everything was white light. It was a good thing that he could still sense the entire layout of the room, the mass and molecules of everything in it. "Goodness me!" he exclaimed to nobody in particular, not hearing a word of what he was saying.
  3. "Shocking" quipped Slick. "I'm sure you can start my heart as easily as break it!" he continued. He chuckled to himself. He really had no intention of get too cosy with Miss Americana at this point, but he always enjoyed the banter. In fact, he preferred the banter. In fact, actually, was that all he wanted? Barriers up, Pants down? Enough of the self analysis. His body was feeling a little... weird.... tingling all over.
  4. 1d20+3=9, 1d20+3=23 Totem holder dazzled, book holder not. Initiative rolls for reference, although this will be a surprise round. 1d20+1=6 for mystics Supercape 1d20=6 Mystics win tiebreaker EDIT: Just noticed as Mystic A and Supercape are deafened, -4 to initiative.
  5. Supercape switched his attention back to the Anomaly. It was all but invisible to the human eye, but it lit up like a christmas tree to his superhuman senses. "I'm not sure. A couple of hours, maybe. It depends on the rate of quark-pair collapse. Even given Heisenbergian root calculus differentials one has to include m-theory decay into the parabol..." He coughed again. "Never mind. A couple of hours, but there is some random factor in it. Speed, as they say, is of the essence. "
  6. With your detect magic power, you can certainly sense that the two robed men are minor mystics, and the book they are consulting smells of magic too. The totem obviously does. There is more magic than ever here, infernal source this time, not Una. Presumable this is the "intermediary" force that would allow Una to attack Earth "indirectly" somehow.
  7. "Very comfy!" replied Slick, still sweaty and nervous. "It just being in the presence of such an attractive and brilliant woman, sends my heart a'quiverin!" "It really is very comfy however. Here, do you want to try it out? maybe this scanner could take two?"
  8. The answer is yes. The bodyguards are all together. There is no chance to make that toughness, or indeed any sneak attacks, so providing you hit (defence +5) you can take all four out.
  9. Supercape was normally a reserved character, but the prospect of imminent evaporation did little to maintain his reserve. "Noooo.... I'm afraid I am rather stranded, young man. A sitting duck, so to speak. " However, there was a possible solution. He had, whilst scanning, detected the famous spaceship of Captain Kraken, the space pirate, settling down on Earth. He had no idea what the pirate was up to, but the ship was fast, for certain. "There may be a solution, a risky one, no doubt. If you would be so good as to ask Captain Kraken if you could borrow his ship..."
  10. Supercape closed his eyes. It was easier to concentrate without the heavens rotating around him. And he seemed to have got crossed wires. "I opened up an 11 dimensional quantum hole, by entangling the time-space fractals. By selective application of action - at - a - distance, if you can release the collapsed energy state of..." He coughed. "Never mind. I teleported here. And I cant teleport back. I was looking into some time - space anomaly, and it has hooked me. All quantum holes are off the cards. And worse, it looks like it is going to frazzle me some time soon. I need help, and fast. I need... a spaceship!" And then the second voice. "Ah. Who is that? More help? Yes, that would be frightfully nice. Do you happen to have a space vehicle by any chance?"
  11. Reroll time! 1d20+15=20 CALIFORNIA WINS! Have Edited accordingly. The fates decided his... um... fate!
  12. "Ah! I got through!" exclaimed Supercape excitedly "Spiffing!" The stars kept rotating as he tumbled helplessly. "I am most frightfully sorry, but I am in a bit of a pickle. The name is Supercape, one of Freedom City's heroes. Big blue cape. Rather splendid if I say so myself. I was just popping out for a bit, and I am afraid I am trapped just a few light seconds from Pluto. Might need a spot of rescuing..." He looked again at the anomaly with more than eyes. It was... growing. It looked like a false vacuum state, and was ready to descend-collapse. In other words, it would soon release a deadly pulse of ghastly radiation. And he wouldn't survive. "...oh dear..." he muttered.
  13. Powerhouse and Push rescue Supercape, tumbling in Space... OOC for this thread.
  14. 1st December, 2010 Supercape tumbled in space next to the anomaly. It was only just outside the solarsystem, and he had picked it up whilst fancifully cruising his senses around pluto. Of course, he just had to have gone and teleported there, didn't he... And now, it seems, it was a one way ticket. Lesson here: Strange timespace anomalies must be studied before jumped into... He could fly of course, but at his speed it would take several decades to get back to Earth, and months to get out of the range of the anomaly. It was probably worth a shot, better than starving or dehydrating to death. But it seemed he could still reach and and communicate via radio, and remote sense via radar. It was patchy, but it was possible. Perhaps someone on earth could help... He opened up a quantum hole to earth, wobbly and imperfect, and honed it down to Freedom City. Damn, it was shoddy work, but he managed to pick up some communication device in the city. "Hello, hello? Anyone there?" he transmitted to the device.
  15. Slick dutifully waited as the scanner started its fine sweep of his body. He was quite able to relax his body from a motor perspective, although his psychological status was far from relaxed. Sweat and a few traces of oil gave his body an unnatural sheen. He tried focussing on the music, and sang along in a quiet humming tone. "Greensleeves was my pride and jooooooooooy...." He tried looking around for Miss A, but he had been told to move and couldn't. He could accurately pinpoint her from her scent, of course, as she walked around. He tried to concentrate on his breathing instead. He never really liked Greensleeves.
  16. Once again, Quentin put his hand on Etain's shoulder. "" he explained with a smile, and a shrug. The world once again collapsed as two points in the multiverse becmae entangled and the two heroes slipped through the wormhole between them. The effect was instant, but as usual, it was proceeded by the wobbling and distortion around them for several seconds before the transfer. The crypt they were in was dank, gloomy, and dusty. Two men in hooded robes, carrying electric lamps, were studying an ancient text and the last totem, a horrible winged gargoyle figure carved in stone. They appeared to be in the middle of an incantation. "" Quentin gave an almighty cough from the dust and looked at Etain in a panic "oh dear, did they hear that?"
  17. Relatively Simple for Supercape: Its Space-Suit Time All 8 PP being ploughed into 2 More ranks of Device (Bringing Supercape's Supercape up to Device 3) The extra 10 PP on Supercape's Supercape: Immunity 7 (Spacesuit; Immunity to all environmental conditions, all suffocation) [7 PP] Enhanced Feat (Gravity compensator; Environmental Adaptation [Zero Gravity]) [1 PP] Boosting Protection up to Protection 4. [1 PP] (from 3PP to 4PP) Finally: Enhanced Feat: 1 AP to Radiation Control Array The last one is the only complicated one: It makes the cape and costume glow with white (or other colour) hot radiation for radiation array users. In Supercape's case this is: Alternate Power: Strike 10 (Glowing Costume; Extras: Duration 2 [sustained], Aura. PFs: Accurate 2 [+4], Affect Insubstantial 2, Selective Aura, Incurable) Linked to Immunity 10 (Immunity to Radiation; Extras: Sustained [+0]) [46+10 PP = 56PP] EDIT: Codified, it probably looks something like this! Combat Block/Saving Throws: an extra point Toughness, Knocback Protection boosted by 1. [b][u]Combat[/u]:[/b] 8 + 16 = 22PP Initiative: +0 Attack: +4 Grapple: +4 Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed Knockback: -7 [b][u]Saving Throws[/u]:[/b] 4 +2 +4 = 10 PP Toughness: +14 (+2 Con, +8 Forcefield, +4 Supercape) Reflex: +2 (+0 Dex, +2) Will: +8 (+4 Wis, +4) And for powers, replacing Supercape Device with: Device 3 (Supercape, 15 PP; Flaws: Hard-To-Lose) [12 PP] [list]Enhanced Feats 3 (Quick Change 2, Environmental Adaptation: Zero Gravity) [3 PP] Protection 4 [4 PP] Immunity 7 (All environmental effects, Suffocation) [7 PP] Enhanced Feat 1 (Alternate Power for Radiation Array) [1 PP][/list] [list][u]Alternate Power[/u]: [b]Strike 10 ([/b][i]Extras:[/i] Duration 2 (Sustained), Aura, [i]Feats:[/i] Accurate 2 [+4], Affect Insubstantial 2, Selective Aura, Incurable[b])[/b] [46PP] + [b]Immunity 10[/b] (Immunity to Radiation; [i]Extras[/i]: Sustained [+0]) [10 PP) (Glowing Cape; Radiation, Quantum) [46+10=56PP][/list][/list] Sneerg'd
  18. Quentin nodded at Dragonfly' speech. She wasn't easy to follow, but she made her point. "Exactly!" he commented, emphatically, actually slamming his palm down on the desk to emphasise his agreement. "Science is for the good of humanity, and we have to keep it that way. Or, ultimately, science gets a bad name" he was getting fired up now. "But consider this... sixty five years ago, Oppenheimer pushed forward the boundaries of science, to fight evil, and developed the atomic bomb. We now live under the threat of world wide extinction thanks to that weapon. And I am sure you all recall the words that sprung to his mind... I am become death, destroyer of worlds...." He leant back, spent. "What I ask is that we also scrutinise, with care, what we develop, and think about its far reaching consequences. If that is at all possible. I am sorry if this is turning into an ethics debate, but perhaps that is the foundation on which everything else is built?"
  19. HP award for all round role-play coolness!
  20. Quentin held up his hand. "There is perhaps a broad problem to consider here. Dissemination and escalation. Two problems, intertwined. " He held up one finger "firstly, how do we go about producing all this high tech wizardry? and who do we distribute it too? AEGIS? SWAT? Police Forces? Home owners? Do they pay? Discounts? Are we selling the designs, or the finished products? are we making... a profit? where does economics fit into this? where does... ethics fit in?" "Second" he raised a second digit, then realised the sign he was making, and quickly lowered his hand. "Escalation. If we armour our forces, make them more durable, more resilient, more death defying. Then our enemies use harder hitting weapons. I know its an arms race. But its worth bearing in mind. "
  21. Quick note: This is being posted as I anticipate hitting gold reward this month (not entirely sure, but if it all pans out should do). EDIT: He has hit Gold so this is legit! WOOHOO! Also, Rene isn't hitting defence caps - deliberate.
  22. "Spiffing!" remarked Supercape, taking his sweaty palm from the now redundant straws. "I'll put the Kettle on! Tea for everyone! helps lubricate the vocal cords and calm the nerves!" He switched on the high powered microwave kettle and put some tea in the pot. He had, of course, insisted that the Lab had abundant supplies of all sorts and varieties of tea on every level, much to the bemusement of his fellow Lab-mates and the constructors. His hands trembled slightly as he made the tea. He had made the mistake of glancing at a security camera and seeing the press thronging on the ground level. "Oh dear" he muttered.
  23. Quentin stopped a moment and shut his eyes. He didn't really need to, but it helped a little bit when he was concentrating on the bounce of energies around the vicinity. After a while, he felt the hollow space just below them, a little to one side. ""
  24. Player Name: SupercapeCharacter Name: Rene de Saens Power Level: 11/15 (180/250PP) [263] Trade-Offs: -1 Defence, +1 Toughness. -1 Attack, +1 Damage Unspent PP: 70 Progress To Impervium Status: 143/150 (Platinum Status earned with Supercape) In Brief: Mystic painter. Aged French Antiquarian. Alternate Identities: None Identity: Public Birthplace: Paris Occupation: Artist, art dealer. Mage. Affiliations: None Family: None alive! Age: 243 (DoB: 7th July, 1777) Apparent Age: 70 Gender: Male Ethnicity: French Caucasian Height: 5'7" Weight: 70 Kgs Eyes: Brown Hair: White Description: Slightly stooped with age, but not bent over, and has some wiry robust health. Has a white goatee and hair, wears a beret, glasses, and bohemian artist clothes. Power Descriptions: Rene's base mystic powers come from his mind directly. It as if he is painting onto reality via magic. As such, the effects appear like brush strokes in our reality - a bolt of light, darkness, fire, lightning, or whatever, streaking towards the target. His Emotion Control power is a broad brush stroke of visible art pictures and lighting that briefly appear and evoke a particular mood. The Grasp of Morpheus power is a subtle change in lighting and haziness that evokes a hypnotic slumber. One particular trick he has learned is painting himself (and others) “onto†a picture, therefore transporting himself to wherever he wishes, providing he has a painting or picture of the area in question. When using his magic brush, he visibly paints. In this case, the spells are not single brush-strokes, but major artistic creations. So he can paint visual illusions, or darkness, etc [illusion and obscure effects]. The “communicate†power in this array involves painting text onto surfaces miles away that briefly appears and fades. Rene also has a magic beret, into which he can put or take out a variety of objects, if he ever takes it off, including small animals, such as the classic rabbit! Rene normally wears an amulet of protection around his neck. This looks like a small bronze Egyptian ankh with a bronze chain that loops around his neck. Rene’s eyes are bad (he wears glasses), but he can mentally “see†his surroundings as if they were painted, artistically, in an impressionistic style. This can be helpful sometimes (like in darkness) but it does not of course pick out fine detail like text. History: As a young man, fought in the french revolution and ended up helping Broken Crow, master mage of the time, track down and destroy an aristocratic necromancer. Broken Crow was impressed with the man's bravery and aptitude, and pointed him down the path of the mage. Since then, Rene has travelled throughout Europe as a mage, artist, antiquarian, and - at times - revolutionary. He has always remained a political, philosophical and passionate man. He has recently set up shop, and flat in Freedom City. Whilst he has travelled to the "New World" on occasion before, he now fancies spending a few decades in America after living in most of Europe and north Africa. Besides, these colonials could do with a bit of culture. In addition, Rene has come into possession of an ancient Greek text that indicates, in obscure form, that the Oracle of Delphi may have indicated his presence is required in "a Great Western Continent beyond the seas". Personality & Motivation: Irritable classic "artiste". Also, sworn to defend earth from mystic threats. Powers & Tactics: Not a physical fighter, uses deception and sows confusion. And powerful mystic blasts! Always a sucker for “artâ€, he will usually try to defeat his opponent as elegantly and “artistically†(which may not just mean visual art) as possible. Complications: Anything for Art Aside from a passion for objects d'art, he can use sub-optimal tactics purely because they would be more "artistic". Creaky Bones Has a variety of old age complaints, a bit hard of hearing, needs reading spectacles, joints hurt in the winter, and so forth. Give me liberty! Passionate - too passionate, about life, liberty, and politics. Hazy Memory Tendency to forget important things. Abilities: -2 + -4 + 0 + 2 + 22 + 4 = 22pp Str 8 (-1) Dex 6 (-2) Con 10 (+0) Int 12 (+1) Wis 32 (+11) Cha 14 (+2) Combat: 8 + 8 = 16PP Initiative: +2 (-2 Dex, +4 Improved Initiative) Attack: +4, +10 Magic Grapple: +3 Defense: +10/+4 (+4 Base, +6/+0 Amulet), +2 Flat-Footed Knockback: -5/-0 Saving Throws: 0 + 2 + 0 = 2PP Toughness +12/+0 (+0 Con, +12 Amulet) Fortitude +12/+0 (+0 Con, +12 Amulet) Reflex +0 (-2 Dex, +2) Will +11 (+11 Wis, +0) Skills: 56r = 15pp Bluff 4 (+6) 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, Sumerian) Notice 2 (+13) Sense Motive 4 (+15) Feats: 8PP Artificer Beginners Luck (representing suddenly remembering being taught that skill many years ago, but damn, his memory is bad...) Benefit 2 (Wealth 2 [Rich]) Equipment 0 (+2 [10EP] Veteran Reward) Improved Initiative Luck 2 Ritualist Equipment 2PP = 10EP Headquarters "Rene's House" [5EP]Size: Small (House), Toughness: +10, Features: Library, Living Space, Security System (DC 20), Workshop (Arcane) 5EP contributed to Parkhurst Hotel Powers: 24 + 10 + 18 + 5 + 1 + 53 + 6 = 117PP Device 6 (30PP Container, Flaws: Hard-To-Lose) [24PP] (Amulet of Protection, Mystic) Enhanced Fortitude 12 [12PP] Protection 12 [12PP] Shield 6 [6PP] Device 3 (15PP Container, Flaws: Easy-To-Lose; Feats: Restricted [Requires Arcane Knowledge]) [10PP] (Beret) Pull It Out of The Hat 6.5 (13PP Array; Feats: Alternate Power 2, Subtle [Looks like stage showmanship]; Drawbacks: Action [Move, waving hand in circular motion over beret]) [15PP] Base Power: Dimensional Pocket 3 (500 lbs.; Extras: Duration 3 [Continuous]; Flaws: Limited [Not usable as attack]) [12PP] (Put it in the hat!) Alternate Power: Create Object 4 (Extras: Duration [Continuous]; Feats: Innate, Precise, Subtle [Look like real objects]; Drawbacks: Special 1 [size and shape limited to hand held objects only]) [13PP] (Pull it out of the hat!) Alternate Power: Summon 2 (30PP Minion; Extras: Duration [Continuous], Type 2 [broad, Animals]; Feats: Mental Link ) [11PP] plus Communication 2 (Speak to and Understand Animals; Flaws: Limited to the one animal he has summoned) [2 PP] (Rabbit out of the hat!) Device 6 (30PP Container; Flaws: Easy-To-Lose; Feats: Restricted [Artistic Craft Skill bonus of +10 or higher]; Drawbacks: Power Loss [Cannot use if unable to gesture as if painting]) [18PP] (Mystic Paintbrush) Mystic Ink Array 11.5 (23PP Array; Feats: Alternate Power 7) [30PP] Base Power: Obscure 7 (Visual Senses, 500ft radius; Extras: Duration [Continuous], Range [Perception]; Flaws: Action [Full]; Feats: Variable Descriptor 2 [Any Magic]) [23PP] [array]Alternate Power: Animate Object 4 (60PP Minions; Extras: Animate Images Only (+0), Duration [Continuous], Range [Perception]; Feats: Progression [Minions] 4 [25 Objects]; Drawbacks Action 1 Full Round to animate objects]) [23PP] Alternate Power: Color Control 7 (Extras: Duration [Continuous], Range [Perception]; Flaws: Action [Full]) [21PP] Alternate Power: Communication 9 (Extras: Area (Omni Directional); Feats: Dimensional 2 [Any Mystic], Selective, Subtle 2) [23PP] Alternate Power: Concealment 2 (Normal Vision, Extras:Attack (+self), Area [General, Burst], Duration [Continuous], Range 2 [Perception], Selective; Feats: Close Range, Progression [Area] 5 [10-500ft radius], Selective; Drawbacks: Action 1 Full round to activate) [22PP] (Invisible Ink) Alternate Power Illusion 5 (Visual Senses; Extras: Duration 2 [Continuous]; Flaws: Action [Full]; Feats: Progression [Area] 6 [500ft radius]) [21PP] Alternate Power: Light Control 7 (500ft radius; Extras: Duration [Continuous], Range [Perception]; Flaws: Action [Full]; Feats: Precise [Vary level of light], Variable Descriptor [Different color and source of light]) [23PP] Alternate Power: Morph 4 (Any Form, +20 Disguise; Extras: Affects Others Only (+0), Duration [Continuous], Range 2 (Perception); Drawbacks: Action 3 [Full]) [21PP] (Mystic Make-up) Immunity 2 (Aging, Disease, Flaws: Limited [1/2 Effect]) [1PP] (Mystic) Magic Array 29 (48PP Array, Feats: Alternate Power 5) [55PP] Base Power: Blast 12 (Extras: Autofire; Feats: Accurate 3, Affects Insubstantial 2, Homing, Incurable, Indirect 3, Variable Descriptor 2 [Any Magic]) [48PP] Alternate Power: Emotion Control 12 (Extras: Area [shapable], Selective Attack; Flaws:Sense Dependent [Visual] ) (48PP) Alternate Power: Fatigue 12 (Extras: Alternate Save [Will], Ranged; Feats: Accurate 3 [+6], Homing 1, Insidious, Indirect 3, Reversible, Sedation, Subtle 2) [48PP] (Grasp of Morpheus) Alternate Power: Snare 12 (Extras: Transparent; Feats: Accurate 3, Affects Insubstantial 2, Homing, Indirect 3, Reversible, Variable Descriptor 2 [Any Magic]) [48PP] Alternate Power: Stun 12 (Extras: Range [Ranged]; Feats: Accurate 3, Affects Insubstantial 2, Homing, Indirect 3, Reversible, Variable Descriptor 2 [Any Magic]) [48PP] Alternate Power: Teleport 9 (20,000 miles per Full Action ["Anywhere On Earth"]; Extras: Accurate, Affects Others, Range 2 [Perception]; Flaws: Limited [Long-Range], Medium [Picture of target area to paint onto]; Feats: Change Direction, Change Velocity, Progression [Affects Others] 2 [5 Others], Progression [Cargo] 2 [500 lbss]) [42PP] Super-Senses 6 (Danger Sense [Mental], Mind's Eye [Mental Sense, Extras: Accurate, Acute, Ranged]) [6PP] (Magic, Views surroundings as if they were an impressionist painting) DC Block: ATTACK RANGE SAVE EFFECTUnarmed Touch DC14 Toughness (Staged) Damage (Physical) Color Control Perception DC20 Fortitude Transformed Illusion Perception/Area DC15 Will Special Morpheus Grasp Ranged DC19 Will (Staged) Fatigued/Exhausted/Unconscious Mystic Blast Ranged DC24 Toughness (Staged) Damage* Mystic Snare Ranged DC19 Reflex (Staged) Entangled/Bound Mystic Stun Ranged DC19 Fortitude (Staged) Dazed/Stunned/Unconscious *Energy or Physical (Variable Descriptor) Totals: Abilities (22) + Combat (16) + Saving Throws (2) + Skills (15) + Feats (8) + Powers (117) - Drawbacks (0) = 180/250 Power Points
  25. "Hmph" mumbled Slick as he lay down on the table. Perhaps he had chosen the wrong gender? he mused She didn't look particularly homosexual, but you couldn't tell these days. Ah, back in the 1950s and 60s it was all so easy, they stood out a mile... He shuffled into position, reminiscing. Much better nowadays of course he concluded. Heck, as if he gave a hoot about people's sexuality. The whole thing was ridiculous as far as he was concerned. He gave Miss Americana the thumbs up and a cheeky wink when he was ready.
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