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Supercape

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  1. Actually Phenobarbitones are one of the most lethal drugs around to withdraw from, if you have been on them for a while! Have you met my new hero, Captain Pedantic? :ugeek:
  2. Two things from Slick, having a moment to look at the girl. Firstly, a notice check - acute olfactory sense in particular (although feel free to use it for any other senses) 1d20+5=21 Pretty good Secondly, although he isn't a medic, a life Sciences check 1d20+5=13 Not so good, but I suppose may pick up something. Finally, for reference re: smoke inhalation, a fort check, although he will hold his breath as long as possible if in smoke. 1d20+7=20
  3. Fire. It had to be fire didn't it. Slick cursed to himself and did his best to try and reabsorb his oily secretions. Still, this was what it meant to be a hero. Guess the old man would be proud. Moving with uncanny speed and grace, he vaulted over to the Fire Extinguisher and primed it. Smoke would probably be more of a problem than fire to begin with, but it would be best to be prepared. Taking a few deep breaths of the already limited air, he hefted the extinguisher (holding it like it weighed a fraction of its weight), and dashed off through the smoke and flames to the back room.
  4. Thanks Shaen. Yes, I am not quite so clear on exactly what the detect energy sense means... Things I think it covers f'shure: Power cables, Electricity cables (well, providing they have something pump through them), Batteries, Electrical devices. Lightning bolts. Things I am not quite clear about (probably includes) Other forms of energy, such as nuclear power, cosmic energy, radio waves. Things it doesn't include: Light (including ultraviolet or other spectrum radiation) Heat (including infrared) Any form of kinetic energy Any chemical energy However, I am not sure how to put this in a snappy format... (And does it sound reasonable?)
  5. So I am planning this: Gravitic Supersense [Mental] Detect (Mass) 1, Ranged 1, Radius 1, Acute 1, Accurate 2 (6 PP) Working in Analytical and Extended later! (for +2 PP) Energy Supersense [Radio] Detect (Energy) 1, Accurate 2 (3 PP) - figuring that radio sense is ranged, radius, acute by default Working in Analytical later (for +1 PP) Perhaps I should be a bit more specific about this to stop it being over powerful? I'm referring to electrical currents, radiation, etc. What might be called "power". Not light, heat, etc.
  6. Thanks Shaen, helpful as always! A couple of clarifications: As per our original discussions, his "Detect Energy" sense felt more of a "radio" sense in terms of modality. Would this still apply? Speaking to Avenger Assembled, he took the view (And I may be misquoting him, or I mistunderstood, so apologies for that) that a detect sense couldn't be just left on. One would have to specifically say "Ok, now I am trying to detect [x]". This really isn't how I wanted it to function, and would of course be prepared to pay more PP for what I perceive as a "True" sense... i.e on all the time, like sight or hearing. Having said that, my understanding of UP was in keeping with what I think you are saying: it functions like any other sense.
  7. Ok, so I am once again totally defeated by supersenses... and not for the first time! Or, to be more accurate, I have gotten confused again. What I would like, for Supercape, is the following: and I am not sure I have built him correctly. 1. I would like a sense whereby he can "Feel" (And by that I don't mean its a tactile sense necessarily) objects mass around him. A kind of "Gravitic radar" if you will. Anything with mass (so not energy fields or intangible things) - or made of matter - he can mentally sense. This should be on kind of permenantly, like a radar or sonar sense, or sight / hearing. Potentially it could be penetrating (maybe if I have more PP!) 2. I would like him also, to be able to sense energy - so the flow of power through electric cables, force fields, batteries, radio waves, energy weapon beams. etc. Similar to a radar but potentially requiring more attention. Now, I am informed that "detect" is an active thing, so one has to move, detect, move detect. This dosen't sound like sense (1), but potentially sense (2). The murky depths of "Blindsight" feels more accurate for (1). So, how do I build these powers? PP is not really an issue, this is how I conceive him, so this is what I would like to buy, irrespective of the cost. 1: I think this is Accurate, Acute, Ranged and Radius, for sure. Is it detect, or is it just one of those "On all the time" powers? It feels Tactile or Mental - but which? If i Have enough PP, I would potentially make it analytical, and maybe extended or penetrating. If I have to make it detect, should it have the bonus to make it a "Reaction" action rather than free? 2. This is also Accurate, Acute, Range, and Radius. Is it detect this time?. Again, I would like it to be, PP permitting, Analytical. Any help resolving this much appreciated, as Supercape will have plenty of PP to spend soon...
  8. 1d20+7=21 for the punch. Should be enough? DC 22 Toughness save
  9. 1d20+7=21 for the punch. Should be enough? DC 22 Toughness save
  10. That last blast from Dragonfly may have actually struck the fiery man. Did he stagger a little? "Come ON!" shouted Slick at himself, and took a deep breath in as he reaffirmed his resolve. Diving into the fire, he extended an arm in a long punch, driving right into his target. If this is the pale imitation he thought to herself we are going to have to be really prepared for the original...
  11. Slick took another swing at the flaming doctor, but his heart wasn't in it - it was too bright and hot to really focus on fisticuffs. There might be another option... if they could snuff this guys out. Might be worth a try. He glanced around... perhaps a fire extinguisher might work. Anything to quench those flames.
  12. Another swing 1d20+7=13 I'm guessing thats a miss Move Action: Looking around for a fire extinguisher or tap/water
  13. Slick did his best to control the oil that seeped out of his pores, not good in this heat. Can't stand around all day he thought, and doubling his resolve against the fire, he sped forward, turning his forward momentum into a powerful flying kick that was aimed squarely at the doctor's chest. It's gonna be him or me. And it damn well better be him.
  14. Right then. Move Action: Move to Doctor (yes, lets face those flames) Standard Action: Flying Kick! (i.e melee attack) 1d20+7=8 Hey, our luck is back! So, HP to reroll 1d10+17=21 Another fantastic roll. If it hits (I'd guess it does), then DC 22 Toughness save
  15. Quentin and Liebniz eyed each other up back at Freedom University. It was hard to say if Liebniz was going to warm or cool towards Quentin after the day's terrors. Quentin guessed that at the end of the day, Liebniz was a creature of habit, and would just fall back to his old ways. An hour later, in his home, the radio tuned to a classical music station and with an extremely stiff glass of port in his hand, he allowed himself a huge sigh and shudder as the fear rushed through him. Poor Stesha. He sincerely hoped he would still be on the invite list for dinner.
  16. The burst of flames were literally smouldering the oil on Slick's body, and it was only his quick thinking that put the metal door up as a shield against the bursts of flame. Still enraged, Slick hefted the door and threw it with all his might like a frizbee at the burning figure. He never played much frizbee. The door went clean over the human candle and smashed into the opposing wall. "Ooops" he muttered.
  17. Slick Reflex Roll 1d20+3=22 whaddyaknow? I'm making that a DC 20 Toughness save now?, DC 21 due to his vulnerability 1d20+7=26 Woohoo! So, its going to be a straightforward throw of the door into Mr. Hot. Unfortunately, his ranged attack not so good, only +4 1d20+4=6 And the luck runs out...
  18. "I don't believe it!" exclaimed Liebniz "Your ridiculous idea actually worked!" The angle of ascent was slow, and the balloon made the sub tilt awfully. All four passengers ended up standing with one foot on the wall of the sub. But ascending it was. Despite the groans of the hull, every minute that passed was a minute nearer the surface. A minute nearer escape. A minute when their frazzled nerves would allow just a little more hope that the crazy idea would work. After countless minutes of waiting, they felt the sub right itself and bob violently. It could only mean one thing... surface! A spontaneous cheer went up. Even Liebniz managed to hug Green, with tears in his eyes.
  19. Slick's blood was up. This was insane. Spinning on one foot, he put all her fury into a knockout blow on the thug that had tried to attack him. "Fire! that's going to burn me badly!" he yelled, and to prove his point, his oily skin started to smoulder with an unpleasant odour. Can't get to close to that flame she thought. But this can! she realised, as her hand closed around the heavy door she had kicked in and prepared to hurl it at the burning man.
  20. Free Action: Scream "Fire!", Assume aggressive posture (+2 attack, -4 defence) from being so darn angry. Standard Action: Smash Thug in face 1d20+9=27 that should work! DC 22 Toughness Move Action: Grab a heavy object (to throw next round!) EDIT: Toughness save! 1d20+7=27 Even being vulnerable, the luck is rolling in now!
  21. "Ok" said Quentin. "LIebniz, Green, get those compressed air cylinders." Liebniz grumbling, and Green groggy, the two men lifted up an access panel on the floor and started to crawl to the underbelly of the submarine. Quentin went to the airlock, and manually opened the inner door. Stepping in, he faced the outer door that stood between their oasis of oxygen and the uncompromising sea. Placing the elastic cape over the outer door, he carefully focussed his mind, increasing the tension and atomic bonds between the cape and the rim of the door. Resisting the urge to find out if it the cape would hold (if it did, it would still bulge inwards and crush him), he stepped back out of the airlock. Liebniz and Green appeared from the hatch, grubby and in Liebniz case, fed up. "If we ever get out of this, Quill..." he mumbled, throwing his nemesis an evil stare. It took several minutes to rig the compressed air canisters to the air lock. They were heavy and it took all four of them to pull them up from below deck. Quentin took in a deep breath. "Now the moment of truth. Releasing the outer airlock..."
  22. Quentin scratched his head. Options. Options. The groaning of the Walrus' hull really didn't help his concentration at all. Liebniz was too busy fighting electricity and smoke under the main control panel of the power relay. The ballast tanks were either jammed shut, or the pumps weren't working. Or both. What they needed was to loose some mass, loose some weight. Hold on, he thought, it dosen't really matter about the ballast tanks, they are weight-neutral. Its the compressed air that we use to pump the water out. We could pump that air anywhere. "What we need is a balloon. I never thought I would say that at the bottom of the ocean, but there we are. " He fingered his tweed jacket and looked at Stesha. "And I know just the cape for the job." Removing his jacket, and making sure he was out of view, he concentrated briefly, and in its place was a giant spandex sheet of cloth. "If we can get this to the outer airlock door, then open the door, pump compressed air into the airlock. Hey presto, a giant balloon."
  23. Quentin sat down by Green and decided that it was best to jolly the man. Who knew what concussion may have done to him? "Just keep still, Mr. Green. Everything's fine. Just a nasty bump to the head, you have concussion. Everything will probably be a bit fuzzy for you. " The Walrus Chimed in "Poweeeeerrr Sysssteemmmmmmms Sub-Optimaaaaal" in the slowed down, sing song speech it had developed. With a flash of inspiration, Quentin followed suit. "Ooiiiilll Jussssst Get the Firrrrrst Aid Kiiiiit. Everythiiiiiiing maaaay sounnnnnd weiiiiird to youuuu becauuuuuuse of youuur concusssssssion...." He stood up, in slow motion, and went over to Liebniz. The readings on the dials were not good. They had enough for an hour or so of life support and light, and maybe some powers to the rotors, but probably not enough to get moving. The impact of the ocean floor had damaged the exterior significantly, and the ballast was jammed. He walked over to Stesha, grabbing the first aid box en route. "Any suggestions? a little more boost perhaps?"
  24. 1d20+3=5 for Initiative... And true to form, the bad rolls are coming!
  25. Quentin turned to Liebniz "Whats the situation with our power supply?" For all his snideness, the current situation had brought focus to his brilliant mind. "Fried!" he replied. "I can give a shot rebooting some of the systems. I have done a bit of hotwiring to the system, but I don't know how long it will last." "Do we have a better option?" asked Quentin. "Are you asking me for my opinion, Quill?" sneered Liebniz. "Cut it out Liebniz. Just play straight and narrow Cricket. Just this once. Or otherwise, you may not get a chance to play anything ever again." Liebniz whitened, but nodded. He disappeared under a control panel, and with a dramatic spark of electricity, the power came on, flickering at first, but then steady. It was not as bright as before but it was on. The mechanical female voice started droning, at one third speed and low pitch "Welcome to the Walrus. All systems onliiiiiiiiiiiiiiiiine."
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