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Supercape

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  1. lordy! Ok, for round one! 1d20+1=6, 1d20+1=13 Goons dont make reflex roll and 1d20+6=15 neither does the leader So, opposed grapple rolls 1d20+10=30, 1d20+10=11 a mixture of plain awful and plain brilliant. Natural 20 for Goon C, going to rule that as an impossible save. Goon D goes flying, and hits the ceiling. 1d20+14=22 so does the leader Ceiling first: 1d20+8=21 cracks, is injured. And the bad guys hitting it: 1d20+8=27 Goon is ok despite his two bruises. 1d20+8=15 the leader is stunned and bruised and staggered!
  2. After swapping a few posts with Doctor A, editing Supercape thusly: [b][u]Power Level[/u][/b]: 11 (150/166PP) [b][u]Trade-Offs[/u][/b]: -2 Defense / +2 Toughness [b][u]Unspent PP[/u][/b]: 0 [b][u]Gold Status[/u][/b]: 16/30 [b][u]In Brief[/u][/b]: Professor and polymath, who has cracked quantum forces with his mind. Not good with crowds, he dons a particularly spiffy and enormous cape to hide behind when fighting crime. [b][u]Alternate Identities[/u][/b]: Quentin Quill [b][u]Identity[/u][/b]: Secret [b][u]Birthplace[/u][/b]: London, United Kingdom [b][u]Occupation[/u][/b]: Lecturer / Professor [b][u]Affiliations[/u][/b]: Cambridge University (former), Freedom City University (current) [b][u]Family[/u][/b]: All Deceased [b][u]Age[/u][/b]: 40 (Apparent Age 35) [b][u]Gender[/u][/b]: Male [b][u]Ethnicity[/u][/b]: Caucasian [b][u]Height[/u][/b]: 5'11" [b][u]Weight[/u][/b]: 210 lbs. [b][u]Eyes[/u][/b]: Blue [b][u]Hair[/u][/b]: Blond [b][u]Description[/u][/b]: A slightly stocky chap who is not in good shape but still robust. Supercape wears a baggy, flowing costume and enormous cape that change colour and cut at his will. He tends to favour blue and white colouration. [b][u]History[/u][/b]: Quentin was a fairly charming academic/polymath with some radical ideas on quantum mechanics and cognition. He studied at Cambridge university and taught there, until his radical ideas lead to something "clicking". He found himself able to psychically sense and manipulate on the sub-atomic scale. Quentin immediately started blabbing about his idea's, which lead to the University electing not to continue with his employment. So, Quentin has come to Freedom City to teach. On the outside, he lives the life of a comfortable academic. However, he realises he now has considerable power, and feels morally obliged to use it for good. Whilst he is a charming man and good debater on one to one situations, he has never liked crowds or, worse, being idolised. To compensate for this (?) flaw, he dashes into action wearing a spiffy and massive cape which frequently changes hue and cut. Excellent to hide behind. [b][u]Personality & Motivation[/u][/b]: Supercape is at heart an academic with curiosity and intellectual rigour at heart. He is also a loyal and honest man. He has a strongly held sense of ethics based on utilatirianism. Whilst the "end justifies the means" technically, he is more akin to Mr. Spock than the Punisher. He dislikes violence and destruction and will always attempt to use reason and diplomacy. That's logically ethical to his mind. However, he is a kindly, bumbling buffoon rather than a cold logical machine. [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. A particularly amusing power is his ability to irradiate targets, who start to glow in a variety of blue-green-purple hues. Living targets are soon sickened by this. The irradiation is contagious, meaning anyone touching an irradiated target may also become sickened. Supercape can choose to "unirradiate" any such 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]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. [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]Unpredictable Effects[/b]: Supercapes powers are not exactly precise. The relationship between thought and quantum mechanics is still largely unknown, and sometimes his powers can have peculiar effects such as mutations in living organisms, freezing, crystalisation, boiling, etc. [b][u]Abilities[/u][/b]: 0 + 0 + 4 + 8 + 8 + 2 = 22PP Strength 10 (+0) Dexterity 10 (+0) Constitution 14 (+2) Intelligence 18 (+4) Wisdom 18 (+4) Charisma 12 (+1) [b][u]Combat[/u][/b]: 8 + 16 = 24PP Initiative: +0 Attack: +4 Grapple: +4 Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed Knockback: -6 [b][u]Saving Throws[/u][/b]: 4 + 2 + 4 = 10PP Toughness: +13 (+2 Con, +8 Force Field, +3 Supercape) Fortitude: +6 (+2 Con, +4) Reflex: +2 (+0 Dex, +2) Will: +8 (+4 Wis, +4) [b][u]Skills[/u][/b]: 60R = 15PP Concentration 10 (+14) Diplomacy 9 (+10) Disguise 4 (+5) Knowledge (Behavioural Sciences) 6 (+10) Knowledge (Life Sciences) 6 (+10) Knowledge (Physical Sciences) 12 (+16) Knowledge (Theology and Philosophy) 2 (+6) Languages 3 (French, English [Native], German, Latin) Notice 6 (+10) Perform (Orate) 2 (+3) [b][u]Feats[/u][/b]: 2PP Benefit 2 (Status [Academic Prestige], Wealth 1) [b][u]Powers[/u][/b]:62 + 9 + 4 + 8 + 1 + 3 + 6 = 93PP [b]Atomic Force Control 22[/b] (56PP Array, Feats: Alternative Power 6) [62PP] * [b][u]Base Power[/u][/b]: Blast 10 (Extras: Penetrating, Range [Perception], Secondary Effect ["Afterglow"], Feats: Affects Insubstantial 2, Incurable, Subtle, Variable Descriptor-1 [Any Electromagnetic], Precise) [56PP] (Radiation Control) * [b][u]Alternate Power[/u][/b]: Blast 10 (Extras: Area [Targeted, Burst, 40ft radius], Penetrating, Range [Perception], Feats: Affects Insubstantial 2, Incurable, Subtle, Triggered 2) [56PP] (Radiation Burst) * [b][u]Alternate Power[/u][/b]: Create Object 10 (10 5ft cubes, STR 50, Toughness +10, Extras: Impervious, Range [Perception], Duration [Continuous]; Feats: Affects Insubstantial 2, Stationary, Subtle, Progession 2 [size x5]) [56PP] (Quantum Material) * [b][u]Alternate Power[/u][/b]: Dazzle 10 (Visual + Radio Senses; Extras: Area [General, Burst], Range [Perception], Feats: Progression [Area] 3 [400ft radius], Subtle, Triggered 2) [56PP] (Radiation Pulse) * [b][u]Alternate Power[/u][/b]: Drain Toughness 10 (Extras: Affects Objects, Range [Perception], Total Fade, Feats: Affects Insubstantial 2, Reversible, Subtle, Slow Fade 1 [1 min], Insidious) [56PP] (Atomic Unbonding) * [b][u]Alternate Power[/u][/b]: Nauseate 10 (Extras: Contagious, Range 2 [Perception], Feats: Affects Insubstantial 2, Reversible, Subtle) [56PP] (Irradiate) * [b][u]Alternate Power[/u][/b]: Transform [Inanimate objects, between solid/liquid/gas states 4PP/r] 10 (Extras: Range [Perception], Subtle, Precise, Selective [Only certain types of molecules in the material] ) [53PP] (Atomic Bond Manipulation) [b]Atomic Travel 4 [/b](8PP Array, Feats: Alternative Power) [9PP] * [b][u]Base Power[/u][/b]: Flight 4 (100mph / 1,000ft per Move Action) [8PP] * [b][u]Alternate Power[/u][/b]: Teleport 8 (2,000 miles per Full Action, Flaws: Long Range) [8PP] [b]Device 1[/b] (5PP, Flaws: Hard-To-Lose) [4PP] (Supercape) [device][b]Enhanced Feats 2[/b] (Quick Change 2) [2PP] [b]Protection 3[/b] [3PP][/device] [b]Force Field 8[/b] [8PP] [b]Immunity 1[/b] (Own Powers) [1PP] [b]Super-Senses 3[/b] (Detect Energy [Radio], Extras: Accurate 2) [3PP] (Energy Sense) [b]Super-Senses 6[/b] (Detect Mass/Gravity [Mental], Extras: Accurate 2, Acute, Radius, Ranged) [6PP] (Atomic Sense) [b][u]Drawbacks[/u][/b]: 0PP [b][u]DC Block[/u][/b]: CODE: SELECT ALL ATTACK RANGE SAVE EFFECT Atomic Unbonding Perception DC20 Fortitude (Staged) Drain Toughness Irradiate Perception DC20 Fortutude (Staged) Nauseate Radiation Burst Perception/Burst DC25 Toughness (Staged) Damage Radiation Control Perception DC25 Toughness (Staged) Damage Radiation Pulse Perception/Burst DC25 Reflex/Fortitude Dazzle Visual/Radio Atomic Bond Control Perception/Burst DC 20 Fortitude Transform Unarmed Melee DC15 Toughness (Staged) Damage [b]Abilities (22) + Combat (24) + Saving Throws (10) + Skills (15) + Feats (2) + Powers (93) - Drawbacks (0) = 150/166 Power Points[/b] Doktor'd, after much re-coding and re-alphabetizing
  3. Just to clarify, Supercape has turned up in a Dinner Jacket because he is has no sense of style and is a bit of a ignoramus socially. (EDIT his high WIS and above average CHA mean that despite these flaws, he is actually likeable and charming, and "gets" people. Just not fashion and culture. )
  4. Quentin walked in, and was immediately accosted by a waiter. He helped himself to a nibble, and a few crumbs landed on the lapels of his immaculate dinner jacket, although he didn't notice. Nobody else was dressed so elegantly. He was rather pleased with himself. "Quill" The icy words rung out across the room. "Liebniz" Quentin replied through gritted teeth. So that old rascal was invited too, hmm? Can't say i'm surprised. Irritated, I can say. Liebniz walked past Quentin and said, through equally gritted teeth "this is my show Quill. Don't screw it up and I may even get introduce you to Herr Doktor himself". Idiot thought Quentin He probably hasn't even met him. Catching sight of the man himself, Liebniz stumbled forward, oblivious to the beautiful woman already heading his way. Speaking in his own native German, Liebniz started a stream of sycophantic babbling... "Herr Doktor! Herr Doktor! So glad you invited me, may I just say what a huge fan of yours I am. If I could just possibly have a moment of your time..."
  5. In which case, an ambulance is there. If you want to just drop her off, its two move actions (in and out). If you want to aid in any other way such as brief the paramedics, or make sure she gets there safely, its a standard action.
  6. Interestingly Supercape has almost exactly the same supersense: Mass awareness (I presume Dyne's is mental too?)
  7. It would probably be two move actions, Jack, if you are literally dropping her off. If you want to spend some time shouting for help or making sure she gets into an ambulance, more.
  8. 1d20=20 for Supercape Bingo fish!
  9. No worries Heritage... this is but a brief interlude for any fun you want. If you have any particular ideas pm me, otherwise I will throw a jape at you before everyone reconvenes.
  10. GM At that moment, a young man dressed in a university sweatshirt and jeans, both ripped, with fear in his eyes and bruised and cuts on his body stumbled into the road from the forest. "Help! Help! please! you gotta help me!" he screamed, babbling almost incoherently. It looked liked he had seen a ghost. From both vehicles radio was a sudden blast of white noise and a much stronger voice screaming with horrible intonation "ARISE! ARISE!" And with that, the young man started to scream in pure terror.
  11. "It was a pleasure, Stesha!" he replied, genuinely. "Any excuse for a new planet!" With a characteristic sparkle of light, his bathing suit transformed once again to the tweed jacket, trousers and bow tie of Professor Quill of Freedom University. "It really is fantastic here. If there is anything I can do to help, please let me know. I'm not a master botanist but I do know a little, and if nothing else..." He furrowed his brow, and far above them there was an explosion of natural and ultravoilet light like a burst of brilliant sunshine. "I can help with a spot of photosynthesis!" he smiled and gave a little wink.
  12. "Uh huh... I mean, no way" replied Slick, eyeing up the man. "I'm getting some freaky sounds from my radio. " he peered around the cold, silent forest. It was just too silent. "I mean really freaky. If this is some radio station playing a joke I'm going to kill them. 'Arise, Arise' it was saying, this horrible weird voice". He turned the Ferrari's key. "And now the engine has died... yours too by the sounds of it..." He gazed into the woods. "I don't want to freak you out even more, but I heard of some weird stuff down here yesterday, some native American burial site or something..."
  13. Supercape Supercape glanced once more at the fizzing power armour of the robber and focussed his mind. A quick nudge here, a quick push here, a quick nth dimensional recalibration of the wavestring formation observer entanglement nowhere... and again there was a burst of blue-purple radiation enveloping the man. "Oh dear" he muttered "I think I miscalculated..." The fizzing actually seemed to decrease slightly as the man shook his head to clear the cobwebs and aim a gauntlet bristling with sophisticated weaponry at the caped hero!
  14. New Round Victory 22 - HP 1 - Unharmed Dyne 17 - HP 3 - Unharmed Suzaku 16 - HP 2 - Unharmed Goon Leader 15 - Unharmed Goons in Toilet 15 - Both Staggered + Stunned (until 17). One Bruised, One Bruised x2 Goons in main Building - Both Staggered. One Bruised, One Bruised x2 Supercape 6 - HP 1 - Unharmed Bad guys no longer flat footed.
  15. OK Supercape is up next, and will try and fizzle out his first target. Auto hit. DC 25 Toughness save. 1d20+9=28 He got his mojo back! And end of round!
  16. GM The leader of the pack was surprisingly fast and still had his head on. "Not so fast, young whippersnapper!" he snapped back at the martial artist. "Cornered in the gent's... how ignoble!" he fumed, and with that, launched a mighty punch at Suzaku, which he telepgraphed and accordingly, missed. "Curses, you rapscallion, stay still why don't ya!"
  17. Actually it won't , he has +12 defence - he may be flat footed but he has uncanny dodge, auditory! Fortunately, he is going to whiff his attack too 1d20+7=13 But post your whiff, and ill post his whiff in return.
  18. It looks good in principle to me, although some of the maths seems a little off, such as having 6 feats recorded as either 4 PP or 5PP. Chokehold always seemed a bit Iron Age for me in flavour. I would be tempted to drop it. If he is a grappler, something like improved pin would be better. Note that in house rules, if you want something to block his X-Ray vision, such as lead, its a 1 PP drawback, giving you an extra PP to play with. If its not actually X-Ray vision, I wouldn't call it that, just say "Penetrates concealment" and call it "Super Gamma Eyes" or something.
  19. Right then, Ceiling toughness 1d20+8=26 Makes it. Goons Toughness 1d20+10=13, 1d20+10=11 They, however, get smashed! Wow. Both Bruised, Stunned, Staggered! Edit: First goons roll is actually 12, as he was bruised: not that it makes a lot of difference. Nice move! Next up, its Suzaku!
  20. Also, I wonder if the snivelling Prof Liebniz would be there as an NPC? He is Quentin's academic arch nemesis who is actually brighter (INT 20) but less charismatic and wise. If you watch futurama, he is Wernstrom to Supercape's Farmsworth.
  21. Quentin was absolutely delighted to accept the invitation. Clearly his work at Freedom university was not going unnoticed! He had spend the day deciding and changing his mind on costume. For once, he abandoned the tweed and went for a full dinner jacket - immaculate and pristine, with a perfect cut. Well, as it was made out of a quantum lattice of unstable molecules that responded to his every wish, it would be perfect. Heck, he even splashed out on a limo to take him to the event.
  22. Right Then! Reflex Rolls first for the two goons, C and D at a mighty +1 vs DC 20 Guess what... they fail 1d20+1=4, 1d20+1=2 For the leader, its better 1d20+6=11 But not better enough So, opposed grapple checks we come For goons, pretty good 1d20+10=22, 1d20+10=22 For the leader 1d20+21=37 very good
  23. Supercape

    BOWs

    If its PL10, then Supercape would fit better (he is PL 11 now!)
  24. Ouch, thats gotta hurt And indeed it does, despite a solid roll from the goon 1d20+10=25 I forgot to add bruised condition, which means Bruised (x2 now), Stunned, Staggered! Dyne is up! EDIT: With Knockback, he will also go flying into a wall: DC 23 TOughness save but has impervious protection 9 And the bank wall 1d20+8=22 which is enough to injure it but not punch the man through it.
  25. Just noted that Supercape also has Benefit: Academic Prestige, which I guess translates to being well known and respected, being able to call in favours, and access to all sorts of high falutin' stuff. Feats are supposed to give some "advantage" other than fluff, so this would be a good excuse to use it! Count him in. In this case, he would probably come dressed in Tweed (...the "Special" Tweed, mind!)
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