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Supercape

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  1. Quentin peered into the horizon "its very pretty" he commented "but no signs of life. Doubt I would see much on earth, either. Other than a ship, a surfer and maybe a beer can. " He gazed down at his feet. "Nothing biting my toes either, thank goodness. And on that note, I think I shall return to terra firma!" With that pronouncement, he shuffled back onto the beach, and again bathed himself in a shimmer of sparkling light to return to his tweed jacket and trousers. "I guess you will have to ask a marine biologist to have a proper look. I guess we know one who owes us a favour!" he winked.
  2. Well, Supercape only has INT and WIS 18, genius by normal standards but not up to Doc A! nevertheless, sounds good to him!
  3. "Well, you know... these aren't strictly speaking tweed" he replied, and with a flash of sparkling brilliance, his tweed jacket and trousers had transformed to the spandex blue and white costume of Supercape. He laughed. An honest laugh, one he needed. "Quantum lattice of unstable molecules. Took me a few weeks to make. Now react's to my mind almost instinctively... like it knows what I'm thinking!" He looked at the damp boots. "Here, let me show you!" and with another sprinkling of light, it had transformed into a classic nineteenth century bathing suit with black and white striped running horizontally from his knees to his chest. He laughed again. "Pretty ridiculous, but then, so are most of the costumes we run around in. I always feel a bit of a lunatic in one. Why do you think the cape is so outrageous?"
  4. I'm not sure of initiative order and the like - if we are in combat at all. Let me know and ill post accordingly!
  5. Victory is up! two bruised and flat footed targets, one also stunned and staggered! (or do something else of course!)
  6. RIght then, sixteen power points to play with for Supercape... Apologies, this isn't going to be easy! Firstly, his key power, the Radiation Control Array. I'm going to bring it up to what I had probably had envisaged for him originally! Base Power: Add an Extra: Secondary Effect (Afterglow!) as per UP. 10 PP Add Variable descriptor feat. 1 PP (Variable Descriptor: Electomagnetic) Add Precise feat: 1 PP For a total of 56 PP This gives APs 12 extra PP to play with... The Blast Explosion becomes: Blast 10 (Extras: Area [Targetted, Burst, 50ft radius], Penetrating, Range [Perception], Feats: Affects Insubstantial 2, Incurable, Subtle, and Triggered 2).. The idea being he can set up an unstable molecule that might "explode" if someone walks past it, a power surge, a radio wave, etc. 56 PP. Effectively I am increasing rank to 10 and adding triggered 2 Create Object: Add Duration Extra (10 PP) and Propgression Size-2 (x5). This now becomes "Quantum Material" in description, a lattice of wavestring matter. 56PP Dazzle explosion becomes: Dazzle 10 (Extras: Area [General, Burst], Range [Perception], Feats: Progression [Area] 3 [500ft radius], Subtle, and Triggered 2). Same trigger fluff as Blast explosion (As it is very similar, just different energy). Effectively increasing rank to 10 and addiding triggered 2. Drain Toughness: I made a mistake here originally! It needs two ranks of range to bring it up to Perception, so if that could be added, plus the feat slow fade 1 (5 mins) and Insidious (people don't know their molecules are falling apart!). Brings it to 56 PP Nauseate: Nauseate 10 (Extras: Contagious, Range 2 [Perception], Feats Affects Insubstantial 2, Reversible, Subtle). Cant think of anything else to add, so leaving at as 54PP. FInally, adding one more AP to array, which is kind of what I had always had in mind, which is Atomic Rebonding: A Transform 4 effect - it can transform (inanimate) things between solid/liquid/gas states, effectively altering the level of atomic bonding in the object. It can't transmute from one element to another, or reshape things (other than by turning it to liquid, manually playing with it, and resetting it as solid). It could slightly alter the size of solids and liquids (as they expand and contract) and significantly alter the size of gas. Example uses would be to solidify the air round somebody (a snare effect), or turn a floor to gas (so they fall through it) or liquid (so they sink into it), or turn weapons/devices to gas/air. It could potentially cause suffocation in a small airtight room by solidifying all the oxygen in it. The selective feat represents the ability to distil or purify the target, by only transforming certain molecules (e.g. solidification of the nitrogen in the atmosphere, or C02 in seawater, etc), the precise feat means the degree of bonding between the molecules can be finely tuned, allowing exact degrees of expansion and contraction / solidification / etc. On discussion in chat, this seemed like Transform 5 (any inanimate -> any inanimate) with limitations, so Transform 4. This power would be: Transform 10 (Inanimate -> Inanimate, Solid/Liquid/Gas states only. Extras: Range [Perception], Feats: Precise (so could expand/contract liquids and gases, or even solids slightly), Subtle, Selective (Can transform only certain molecules in target). For 52 PP Taking a deep breath For final 3 PP. 1 PP: Increase Concentration skill by +4 1 PP: Increase Knowledge (Physical Sciences) by +4 1 PP: +1 to Force field I realise this puts Supercape slightly below caps, but I am going for powers that suit him first I think. Doktor has questions, and has PMed them to SC. EDIT: Changed feats for the base power of radiation control as per discussion. Also, it may be worth adding that all powers have the Quantum descriptor, and his Atomic Force Array will also have the radiation descriptor. As transform power is a little complex in nature, if you could add the description in somewhere that would be helpful - I have edited the description of this power.
  7. Supercape sprung into the Bank to see the two armoured goons in front of him, swivelling around to respond to the intrusion. His speedy comrade had attacked before he could even get his bearings, but he wasn't far behind. A nudge of a few key atoms around one of them, and a brilliant purple glow bathed his target. He must have been doing something right, because the guy took a few steps back and sunk to his knees, head bowed, with the armoured powersuit fizzing and sparking. Down, but not quite out...
  8. Supercape

    BOWs

    That sounds great to me. I could count Slick or Supercape in on this - depending which PL is more appropriate.
  9. In which case 1d20+10=22 Bruised, and stunned. Posting here for reference: Supercape attacking one of the Goons - as its perception range, automatic hit, DC 25 Toughness roll. 1d20+10=12 KERPOW! Unusually for Supercape, he actually manages to zap something. Bruised, Stunned, Staggered. Waiting for Suzaku and Supercapes IC post, then, next round! For next round we have: Victory 22 - HP 1 - Unharmed Dyne 17 - HP 3 - Unharmed Suzaku 16 - HP 2 - Unharmed Goon Leader 15 - Unharmed Goons in Toilet 15 - One bruised+strunned, other Unharmed Goons in main Building - One bruised, One bruised x2+stunned+staggered Supercape 6 - HP 1 - Unharmed The bad guys are flat footed until they act still!
  10. "No, I haven't" said Quentin, enviously. "But I would love to. The possibilities! The sights! it must be marvellous! Alas, but an earth - bound creature am I!" He kicked some water up, absent mindedly. "I suppose that's enough, really. Just greedy. I already see more than most. Atoms just peel themselves apart to my mind. Its quite beautiful. Tricky, but beautiful. I guess I live in the micro rather than the macro. " "But I still appreciate a good view. I mean, to soar through the universe. New suns, new planets. New life! I couldn't imagine anything much more fantastic. Too be honest, I am envious. "
  11. For a bit of explanation, I have rammed a P.L.O.T. device here, for everyone to get a brief moment to themselves in Earth Victoriana London. Nothing to combaty, but just so you can have a brief period of fun and tell a few posts for story purposes before climax! If anyone wants to do anything special with this, let me know. If you just wish to take a reading and come back thats fine too.
  12. GM Ms. Wells looked at the four heroes. Cannonade and Silhouette now looked reasonably attired for working men and women. She raised her eye slightly at Edge and Grimalkin, but it was passable. "Excellent!" she clapped politely. "Now then", she said, patting her pockets gently "I am afraid will all of that explosion and what not, and dimensional disruption we encountered, the vial of freezonium has dissapeared. Lost in the dimensional nexus, no doubt. " The perceptive would have noticed her distress despite her calm reserve. "That puts us, as they say, in a little bit of a pickle. The first thing we need to do is get this contraption to the institute of metaphysical engineering as quickly as possible to start repairs. I can organise a tow from some other horseless chariots at the institute. " "Meanwhile, the temperature in London continues to drop. Faster than when I left, according to these reasons, and by the hour. It is possible you may be able to help. Indeed, I think you must be able to help. First, we need accurate readings!" She passed each of the heroes four copper tubes, filled with mercury, with a whistle, compass, and dial at the top. She gave a brief explanation of how to use the devices, apparently some sort of peculiar amalgamation of compass, thermometer and a few other peculiar things. "With these, we can triangulate the source of the cold. You all need to take one corner of London, and meet back here as soon as possible. Actually, as its getting a bit nippy, we can meet in that establishment", she continued, pointing to a rather rustic looking pub, the Cross and Bow "its a bit dingy, but warm and safe. " "Now then, quick as you can, each of you choose a corner and off you go!"
  13. Quentin slowly took off his shoes and rolled up his trouser legs. He strode into the wash a few feet "Jolly good show, yes. Jolly wet. Lots of water. Marvellous." "Bucket and spade, paper cup of fizzy pop, and an iced lolly, and I would be back at Brighton for the family holidays thirty years ago!" he beamed. Struck by what Stesha said, he couldn't help but ask "Freshwater sea? I can only presume this was an extra-terrestrial date? twenty four hours ago that would have surprised me, of course. " He hesitated. "I'm guessing you don't want to talk about him?"
  14. Who is Suzaku targetting? One of the goons or the leader?
  15. They arent in Melee anyway (at present) but yes, it hits both. 1d20+10=25, 1d20+10=30 POWER ARMOUR WINS! One bruised, one shrugs it off.
  16. Well they are actually easy to hit, but tough And this one really does roll well 1d20+10=28 Bruised!
  17. Turn order Victory 22 - HP 2 - Unharmed Dyne 17 - HP 3 - Unharmed Suzaku 16 - HP 2 - Unharmed Goon Leader 15 - Unharmed Goons A-D 15 - Unharmed Supercape 6 - HP 1 - Unharmed
  18. And for Supercape 1d20=6 Boo! Due to drama, the alarm going off, and Suzaku's sneaky sneakiness, I'm giving a suprise round to all heroes. Note this means standard or move round only, not both. Enemies will be flat footed too.
  19. Supercape nodded "at your service, Mr. Victory" impressed with the man's military air. And, to be frank, with the sheer complexity and degree of energy he detected coursing through the flesh and steel body. At Victory's command, he burst through the Bank doors to take in the sight of the two armoured goons threatening all and sundry. "Only two?" he questioned, but there wasn't to be time for debate. They had to take the initiative.
  20. OK there may well be a surprise round, but for prosperity, its initiative roll time For the regular goons 1-4 1d20+1=15 not bad For the leader, despite a much better bonus 1d20+11=15 exactly the same! which is kind of convenient!
  21. You notice an alarm!
  22. "Sounds like an odious kind of gentleman, this Beekeeper. Good mind to pay him a visit myself. " Turning his attention to the ocean again, Quentin continued, "well, after our last underwater escapade, no great hurry to submerge ourselves again, eh? but perhaps there is some algae near the surface? Not an expert, of course, but these things would seem to be important for ecosystems and all that. " He stretched his legs. "Besides which, everyone loves a day out at the seaside don't they? fresh air, ice creams, jellied eels..." he winked at her.
  23. Supercape was gently floating through the sky when he saw Victory hurtle through the air towards the bank. At that speed, he could barely make out the cyborgs features. He certainly couldn't recognise the figure, but then, he admitted to himself that he was hardly an expert on superhero culture. In any case, to travel at that speed towards a bank probably meant he was needed, either to fight or to aid, so he set off after him, and - although unable to match is speed - was soon alighting by his side next to the bank. "Hi there, names Supercape", he saluted. He always felt slightly akward in these situations, so he compensated by increasing the size of his cape still further. "What's going on? need a hand?"
  24. GM "Holy Hollerin' Have-a-go Heroes!" cursed the leader. He pointed at two of his goons. "You two, stay here, we are going to have to sort this out. " With that, the three armoured bank robbers marched into the gentleman's toilets, fully expecting to rip the mobile phone off some innocent bystander. "Jeesh, not a good start, Dave!" said one of the two armoured agents guarding the rest of the crowds. "Shuddup, don't use my name, Pete!" snapped the other, and turned his attention to the cashiers "you two, start loading up the bags, or we start shooting!" and with that, they both hurled two heavy suitcases at the desk.
  25. Victory notices the thugs go in, wearing armour. Dyne, you see a suitable hiding place. Feel free to choose one IC according to your whim. I would suggest something like a customer consultation booth.
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