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Supercape

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  1. "Right guys", said Slick, who was nervous to say the least. Flamethrowing villains were the last thing she fancied fighting once, let alone twice. "Stay close, and keep watching with the camera and listening with the bugs. And Dragonfly, keep your finger on the sprinkler system button. If it gets to hot, we need to douse him. " She examined the drip on the scientist, full of a moderate dose of benzodiazepine sedative and a side helping of opiates. She knew enough pharmacology for a good guess. 50 odd years of running a pharmaceutical company meant that a little had rubbed off. Her own drip was inserted, running just saline. She adjusted the scientists drip, and slowed the flow. Hopefully he would wake up soon.
  2. Sounds fun. Hope the communist angle comes into play! This may become technically difficult with two PL 13s and two PL 7s, so I hope all bear with that problem.
  3. Next up, the Good old British Bobby, the "Copper". In this setting named after the copper plated truncheon they use that has a wind up battery unleashing a one-shot "stunning" charge! The Copper Power Level: 3 (39PP) Trade-Offs: None Description: The Copper is the typical British policeman in Victoriana Earth. Eskewing firearms, he (or she) uses fair play and courage to patrol the streets. 'Evening all, 'Evening all, what's going on 'ere then? Some Coppers may have slightly different skills, such as Ride instead of Drive for mounted police, and of course there are specialists with all sorts of skills. Detectives may have higher Investigate, Search, and Sense Motive Skills. A few "Special officers" may carry firearms. The Street Copper below is usually chosen to be a rather tall and burly chap, as per the Police officers of old. Whilst not corrupt (usually), they are no adverse to giving scruffy scallywags a 'clip round the lughole. Coppers are normally held in fairly high regard by civilians. Abilities: 4 + 2 + 4 + 0 + 2 + 0 = 12PP Strength 14 (+2) Dexterity 12 (+1) Constitution 14 (+0) Intelligence 10 (+0) Wisdom 12 (+1) Charisma 10 (+0) Combat: 6 + 4 = 10PP Initiative: +1 Attack: +3 Grapple: +5 Defense: +2, +1 Flat-Footed Knockback: -1 Saving Throws: 3 + 3 + 1 = 7PP Toughness: +3 (+2 Con, +1 helmet) Fortitude: +5 (+2 Con, +3) Reflex: +4 (+1 Dex, +3) Will: +2 (+1 Wis, +1) Skills: 28R = 7PP Computers 10 (+15, Skill Mastery) Diplomacy 4 (+4) Drive or Ride 3 (+3) Gather Information 2 (+2) Investigate 2 (+2) Knowledge (Civics) 2 (+2) Knowledge (Streetwise) 2 (+2) Medicine 2 (+2) Notice 4 (+5) Search 4 (+4) Sense Motive 4 (+5) Feats: 0PP Equipment 3 DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness (Staged) Damage Copper Touch DC 19 Toughness (Staged) Damage DC 14 Fortitude (Staged) Stun Abilities (12) + Combat (10) + Saving Throws (7) + Skills (7) + Feats (3) + Powers (0) - Drawbacks (0) = 39 Power Points
  4. First up, the SZS (Special Zeppelin Service). The Steampunk version of the SAS, the crack troops of the British Empire! Special Zeppelin Service Power Level: 6 (83 PP) Description: An SZS Officer is the most highly skilled and dangerous soldier in the British Empire. The below is a template, but SZS officers will also have one (or maybe two) other special skills such as bomb disposal, mechanic, pilot, medic, etc. They may also have other equipment such as Sniper Rifles, TNT explosives, gas grenades, gas masks, scuba gear, etc, and could use pretty much any weapons as they deem fit. They do not always operate in uniform. The equipment below is for an "in uniform", patrolling regular SZS soldier. SZS Officers may have even higher Att/Def, Tactical skills, INT, and training, and may not be classed as "minions". Abilities: 20 pp STR: 14 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 10 (+0) Combat: 24 pp ATK: +6 DEF: +6 (+3 flat footed) Init: +7 Grapple: +8 Knockback: -3 Saving Throws: 12 pp TOU: +6 (+3 Con, +3 Vest) FORT: +7 (+3 Con, +4) REF: +6 (+2 Dex, +4) WILL: +6 (+2 Wis, +4) Skills: 13 pp=52 r Climb 4 (+6) Craft (Mechanical) 2 (+3) Drive 4 (+6) Intimidate 4 (+4) Knowledge: Tactics 8 (+9) Medicine 2 (+4) Notice 8 (+10) Pilot 4 (+6) Survival 4 (+6) Swim 4 (+6) Feats: 14 pp Equipment 9 Improved Aim Improved Critical (Rifle) 1 Improved Initiative 1 Precise Shot 1 Startle DC Block: Unarmed Attack Touch DC 17 Toughness (Staged) Damage Rifle Ranged DC 20 Toughness (Staged) Damage Heavy Pistol Ranged DC 19 Toughness (Staged) Damage Knife Ranged DC 19 Toughness (Staged) Damage Grenade Ranged / Explosion DC 20 Toughness (Staged) Damage Abilities (20) + Combat (24) + Saving Throws (12) + Skills (13) + Feats (14) + Powers (0) - Drawbacks (0) = 83 Power Points
  5. As I am planning (soon) a moderately long thread in an alternate Earth (Steampunk English Empire), with possibly some further threads, I am going to need to play around with a few key Archetypes. I am going to be using many of the key civilian builds in M&M, with a few fairly obvious and I think trivial alterations (like replacing computers skills for craft (mechanical) as an obvious example). Equipment will be changed a little - no automatic weapons, plenty of halberds and cutlasses for instance (the army, police, and crooks will all be armed a little different). However, I am going to play around with some key figures I think may come up in this thread. Open for all comments and advice, and if anyone wants to shove in something they want in E-V reality, i'm more than happy to see it!
  6. Ok, so Interest so Far: Definite Interest: Heritage / Grimalkin Avenger Assembled / Edge Aoiroo / Silhouette Trollthumper / Cannonade Possible Interest Qutoemyname / Colt I want to draw the line at 5 (even though it wont be particularly combat heavy and may well involve team splits etc). So if people above could confirm interest that would be great. Anybody else interested, feel free to post and if above don't confirm I can handle up to 5 (I think!). In the mean time, if any of above have any particular ideas or stories they want to explore with characters let me know (I usually ask this, although I can't always deliver!) Also, I will be creating some base NPC formats. I'm not sure the policy here about making all NPCs open for players to see? I'd rather keep it fairly secret for suspense from a personal perspective.
  7. "Hmph. Well, thanks. Consider me suitably admonished", replied Supercape. He was rather uncertain about the whole business, truth be told. "The names Supercape, incidentally, on account of my super cape". He gave a wink. He really hoped the heroine would lighten up a little. All work and no play and all that.
  8. "Hmph" retorted Supercape. To be honest, he was feeling more alert anyway. With a concerted effort he stared at his costume until it folded into a more uniform and characteristically magnificent form. Not perfect, but without an expert tailor and a tape measure, nobody would know the difference. Not much he could do about his breath, other than try not to breathe to heavily. With a flash of inspiration, he again reformed his costume to create a mouth covering. Of course, he know looked like a half baked blue ninja and his voice was muffled, but nobody would smell his breath. "Wfft thsh tho?" he asked. He pulled a bit at the cloth, and spoke a bit louder. "Will this do?"
  9. Slick pondered the situation for a moment. "I have a feeling that scientist guy isn't going to be to happy when he wakes up in hospital. He looks like our best lead, I guess. " Remembering the slightly green girl, he had a thought. "I wonder how he would feel about his experiment.... he might be a bit more loose lipped around her." he continued, as he started to concentrate. Once again, with streaks of oil and contorting flesh, Slick changed shape. Now, he had the appearance of the "experiment" - the young girl, complete with slightly green skin. "Hook me up with a medical gown, a saline drip, and place me in the same room. See what happens when he wakes up. Just be ready with those fire extinguishers and try and keep him sedated!"
  10. "Drunk. Nonsense my dear. I may have had a glass of wine. Or three. " He stiffened slightly. "Can't a hero have an odd tipple?". He deflated, his shoulders slacking. Not a good example, he realised. Honesty was the best policy. "Look, I have had a few, and I realise that is not exactly ideal. However, I happened to be in the area by coincidence and felt I had to react. " What exactly was the policy on this anyway? He was hardly a big drinker, but he wasn't to keen on complete abstinence. He hadn't been this sloshed for months, if not a year or so, and he was hardly falling over.
  11. Because I wanted to Liebniz to be slightly more intelligent than Supercape, but not 20 (best in nation) Because I wanted him to be slightly above average charisma, but less so than Supercape (so 11)!
  12. The fog cleared. Perhaps the blow and the adrenaline even sobered Supercape up slightly. With a quick glance at the boy, he focussed on a few key atoms which shifted, altered, and let loose a glow of purple radiation that enveloped the speeding youth. Nobody was fast enough to evade Supercape. The incandescence glided over the boy's skin and his eyes glazed over, dropping his friend to the floor and loosing motor control. The quantum blast was not lethal, but it more than paid back for the bruised ribs Supercape would be feeling tomorrow.
  13. Supercape is up, albeit bruised and drunk! Time for a frazzle! All the high defence in the world wont help against perception ranged attacks ZAP! Rolling zoomboys toughness (I am giving him +7 as defensive roll is +2 per rank now) 1d20+7=13 DC of Rad Blast is 25, so thats Bruised, Staggered, Stunned!
  14. Supercape was not the canniest fighter at the best of times. When intoxicated, and facing an opponent who seemed to move as fast as lightning, he had little chance. The blurring figure slammed into him and he went flying, the wind completely sucked out of his body. Heroics and wine really don't mix he realised. He just hoped this realisation was not too late, as he fought to shake off the stars.
  15. Ok thats enough to hit Poor Cape Who hasn't got his force field activated 1d20+5=9 Ouch! Vs DC 17, thats stunned and bruised!
  16. Ok as we are moving into combat: I am arbitarilly giving SC -4 on initiative and -2 to all other rolls (bar toughness and fortitude as they probably aren't affected) due to moderate intoxication. Initiative 1d20-4=9
  17. Quentin looked quickly around. It was dark and nobody could see him. Focussing for a moment, his clothes instantly reformed themselves into the resplendid blue costume of Supercape. His moderate intoxication lead to a slightly blurred costume. The cut was a bit wrong, the cape a little lopsided, and the blue and white insigna blurred. But it didn't look too bad to the casual eye. I hope this isn't too serious. Not in the best of shape. Damn that wine. He flew, in a fairly straight line, to the commotion. The night air breeze and the sight of the boy were sobering, to say the least. It was still a little dark to make out the form of the girl. "Call 911, Citizen!" he intoned in what he hoped was a suitably confident and notatall slurred voice. "This man needs medical attention!"
  18. I'd rather keep it relatively simple and not have counterparts there. However, it could be arranged at player request.
  19. I should clarify I was envisaging "Earth Prime" toons being temporarily catapaulted to Earth Victoriana: I think it would be fun to have them (socially) as fish out of water. So it would be Cannon, technically.
  20. Supercape Absolute Uncertanties The door you can't unlock Red Hot Science = 2 Posts in September Coming to America Mysteries Infinite: Under a Crimson Glow Coffee Break Two for the Show All part of the Show Slick One Pill Makes You Larger GM (Add to whoever benefits the most please - which is almost certainly Slick!) Earth Victoriana: The Brit Machine NPCs (Add to Supercape please!) Professor Liebniz SHARKTOPUS! And of course, +150 bonus PP for having a superhero rhyming with "Doopersnape"... whaddyamean, you havent implemented that house rule???
  21. Quentin decided to toast a wonderful day and his publication at one of the campus restaurants. The young Haley Hearts, an attractive young post graduate research student had joined him for a drink or two, alongside one or two other academics who drifted in and out. He was, he decided, unusually intoxicated. But the Pinot Noir was excellent, the steak succulent, and the Creme Brule appropriately tasty. He had been a bit disappointed with the lacklustre french onion soup, but it was uphill from there, and this was only a campus restaurant. Better still was the company, the academic prestige, and, to be blunt, the warmth of the alcohol that was dancing through his veins. He was hardly an alcoholic, but neither was he conservative with the bottle. He bid Haley goodnight, put on his Tweed Jacket, and strolled out (slightly unsteadily) into the night air. Even in his partially intoxicated state, he could hear the distant crashing sound.
  22. I am vaguely thinking about a moderately protracted thread set in an alternative Earth, based on steam punk Victorian England. Tossing it about in thread there was some interest in this. I will have to ponder a while, but I'm throwing it out here for comments, suggestions, and interest. For reference, I tend to prefer slightly non-combat challenges, which is not to say they will all be social, but other forms of kinetic adventure interest me. Any character which is not combat-tricked out would be a good fit. This is just my own preference as a GM (and player to be honest), but I'm not militant about it.
  23. Character: Professor Lief Liebniz Power Level: 5 (38PP) Trade-Offs: None In Brief: Professor Quentin Quill's (Supercape's) arch academic nemesis. WERNSTROM! from Futurama. Alternate Identities: None Birthplace: Berlin Occupation: Lecturer at Freedom City University Affiliations: None Family: Wife, two children. Age: 60 Apparent Age: 65 Gender: Male Ethnicity: German Height: 5'7" Weight: 65 kg Eyes: Blue Hair: White Description: An archetypal professor with balding white hair in a pony tail and an aged, respectable air. Speaks with a slight German accent. History: Professor Lief Liebniz was born in Berlin after the war and soon established himself as a genius. It was not long before he moved to the USA, at the age of 30, and continued his academic career. Aside from his obvious intellect and academic prowess, his career has also been built on a famed knack for sycophantic flattery and unscrupulous methods for gaining research grants. Personality & Motivation: Liebniz is an arrogant academic but not evil. He will think nothing of backstabbing and manipulation to further his career, but he is not violent or psychopathic. He will of course enjoy crushing his peers with academic superiority, and is terribly vain about his own intellect. Nothing terrifies him more than been ridiculed himself. Abilities: (-2) + (-2) + 0 + 10 + 2 + 0 = 8pp Str 08 (-1) Dex 08 (-1) Con 10 (0) Int 20 (+5) Wis 12 (+1) Cha 10 (+0) Combat: 0 + 4 = 4pp Initiative: -1 Attack: +0 Grapple: -1 Defense: +2, +1 Flat-Footed Knockback: 0 Saving Throws: 0 + 2 + 6 = 8pp Toughness: +0 Fortitude: +0 Reflex: +1 (-1 Dex, +2) Will: +7 (+1 Wis, +6) Skills: 56r = 14pp Bluff 8 (+8) Computers 6 (+11) Craft (Electronic) 6 (+11) Craft (Mechanical) 2 (+7) Diplomacy 4 (+4) Knowledge (Earth Sciences) 4 (+9) Knowledge (Physical Sciences) 10 (+15) Knowledge (Technology) 8 (+13) Languages 2 (English, French, German [Native]) Perform (Oratory) 2 (+2) Sense Motive 4 (+5) Feats: 4pp Distract (Bluff) Equipment (5EP) Improvised Tools Inventor DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness (Staged) Damage Abilities (8) + Combat (4) + Saving Throws (8) + Skills (14) + Feats (4) + Powers (0) - Drawbacks (0) = 38 Power Points
  24. Quentin looked at the frumpy but studious student who had addressed him. Looked like she could do with a square meal or two, he concluded. "That would be splendid, dear Lady. I'm afraid those buffoons who run the course do insist on such things. Bit of a pain, I expect, but there you go. Personally, I view all these papers and exams a bit of an barrier to true learning, but sorts the wheat for the chaff, as they say. Make the most of it." He beamed at her with all the encouragement he could muster. He did hate marking exams, especially if he had to give bad marks to intelligent students. Of course, giving a resounding fail to loudmouth jocks who got to university on a sports scholarship was a positive delight.
  25. "So, If we presume that M-Theory is a valid map of quantum entaglement..." Professor Quill was unusually excited today. Why, his paper on observational probability models in n-dimensional space has been accepted by Quantum Research! "Despite what Professor Liebniz might teach you, the effect of direct observation on the theory is influenced by our own state of perception. If we look at..." He supposed some of his enthusiasm was rubbing off. Some of the students actually looked interested! In your face, Liebniz!
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