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Supercape

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  1. GM The cold coldness of Hel seemed to crystalise on the Hornets green armour. Perhaps there was a whiff of the Eldritch in his chemistry, and not unsurprising given his previous master, Dr. Sin, had more than a passing familiarity with the black arts of sorcerey. The Hornet gave a horrible shudder. "Cold, but not cold enough, Mr. Frost!" he replied boldly, scuttling around the ceiling, eye brow raised, teeth clenched. "Talk is but a tool, and a tools should be discarded when they are not needed for the task at hand!" He was still furious. And like most fury, it was with himself that he was primarily angry. Even if he would not admit it to himself.
  2. Cap Cosmos Glitter And Gold Sgt Shark Defenders of the Deep Starshot (Titanium. posts -> Echohead) Crash On Volturnus Flux (Titanium. posts -> Snakebite) Praetorians: Shards of Time Mr Murk (Titanium. Posts -> Diamondlight) Codus Immortus: Grimalkin Ronin Ink GM Hong Kong Go Fight Them On The Beaches Armor Leg Codus Immortus: Old Gods Anew Puzzle Box: The Fun Guy Better Thinking In The Lost World To Your Good Health Misc Guide book entry for Codus Immortus (PP to Cap Cosmos) Guide Post to Captain Cosmos GM Posts to push all PCs to 1 Post / 1PP. Then to 10 Posts/2 PP in thus order: Cap Cosmos, Echohead, Snakebite, Curveball, Sgt Shark, Diamondlight, Lament, Ronin, Rev Any left over, boost to 25 Posts / 3 PP using above preferences.
  3. GM Verily, did Fascimile roar down the beach, kicking up sand, spraying sea water, and feeling the wind in his hair (if he had any hair in this form - for if not, his imaginary hair would rustle and blow in an imagintive way!) And verily, yes, a goodly proportion of the Knights of Anarchy did follow, perhaps not as fast, but fast enough. Some elected to stay, either due to consideration of the money that might yet be salvaged from the rubble of the bank, or perhaps because they were locking lips with some fellow or lady. Or in a few cases, because they fancied their chances of such amouous activity. And still a few others elected to stay because they were too busy falling down and busting their nose or cheek thanks to an excess of alcohol. There were in fact several who made no choice at all, for they were sleeping off the booze. "ANARCHY! FIGHT! ANARCHY! FI-IGHT!" they chanted as they tore down the beach. "What ho! What do I hear? A call to arms?" muttered Sir Prize, not displeased with the sound and vision that approached from the south.
  4. GM "ANARCHY!" roared a most pleased-with-himself Sir Prize. He did not swing his spiked mace, but he certainly gripped it hard. The lady was more subdued, more considered, and frankly more smart. She was bald headed and crazily dressed, and her scars showed a reckless or hard life. Maybe both. "I've tried to play by the rules, sweetheart" she said, more quietly but still brimming with confidence and determination. "But the rules dont work for everyone. Not here, and not where I grew up" she said. Perhaps there was a slight Indian accent? She had a certain hue to her skin that didn't look completely caucasian. "Blowing things up has always been a hobby, a skill, or mine. And when I learned about how this company operates, I decided that justice needed more than laws" she explained. "The song of every anarchist!" agreed Sir Prize, impressed with her eloquence. "Laws hinder the man! They are the cowards way of cruelty! And now! Look what we have achieved! No more radiatoactive pollution! No dangerous experiments! The world breathes free! Thanks to ANARCHY!" He bowed to Lady Key. "Thanks to our Lady Annie! Lady ANNIE KEY!"
  5. Cheers. You are up, @Thevshi
  6. That does indeed hit! (how could you miss a giant? ) TOugh Roll: 1d20+11 18 dazed and second bruise! Also, knocked back but Giant -KB at that size is suficient just to put him on his rear. Once you put that IC @Tiffany Korta, Dreadnought is up!
  7. Taking 10 for a grapple attack (roll 15). Of course, he man not be a minion in which case: Grapple Attack: 1d20+5 11 he probably misses! Grapple roll if the take 10 works: Grapple Roll: 1d20+22 25 pretty bad, but may be enough.
  8. Cap Cosmos Nice moustache! However stylish the facial hair, this looked pretty serious. And Trish was...odd. As before, but more so. For a moment, Cap thought about leaving the scene to play out. But no. Not when someone had a gun pointed in their face, and was in serious danger of eating led. He flew through space. Not space as one would normally conceive of it. He bypassed space. Straight through the walls he flew, and in a moment was next to the gunman. "You called, Sir?" he said, almost mockingly, and proceeded to grab the gunman in his grip of iron!
  9. GM "This peice of trash? No" replied Jones, honestly. The guard was out cold, but not dead. Probably a few broken bones, but still breathing. "I'm no killer. What, you never wanted to punch the lights out of a school bully? Or careless driver? We all want to. Now, I do" he said, grimly, walking back to the elevator shaft. With another punch and snip! of his gauntlets, the elevator cable was cut, and the shaft now blocked off. "That should stop anyone coming down here. Unless they got a death wish!" he said. He turned back down the corridor and the secret labs. "So, you want to do some demolition work with me?" he offered.
  10. Justice - Bruised - 1 HP
  11. GM Zam! The Justice blast slammed into the security guard, who was thrown several feet down the corridor, his blaster pistol dropping from his hands. He managed to give a last groan on the floor before falling unconscious. The other guard pannicked, and fired repeatedly at Justice, obviously (and perhaps rightly) considering her the more serious threat. The blaster-bolts went wild, scorching the walls and hitting the emergency ceiling light that exploded in sparks and flickered the red light. But the adrenaline - fueled firing was so rapid that, even if unaimed, you could get lucky. And lucky is what the guard got - Zam! one blaster bolt straight into Justice. Jones cut short the salvo, though. He charged at the guard and hefted him up to the ceiling, before slamming him down, hard, on the floor.
  12. Thats enough to bluff and hit; and Tough Save: 1d20+4 19 knock him out! Lets move into combat! The other guide will switch target and fire at Justice: Fires at Justice: 1d20+4 24 yoikes! But fortunately minions cannot crit non-minions. So a "mere" DC 20 Toughness save. Jones will charge the remaining guard. Taking 10, he hits, and Tough Save: 1d20+4 13 the guard is out. So all rather short!
  13. Shifting to four dimensional - so still taking its toll on his brain - but now has seeing and hearing through walls, and permeate 3! Having a look around to see what he can spy? If needed, a notice roll: Notice Roll: 1d20+6 16
  14. Cap Cosmos It was happening too fast. Not enough time to catch my Goddamn breath wait...I don't need to breathe...still... He took a deep breath, even if he didn't need too. Slow it down...SLOW IT DOWN.... Now the payback for having so many dimensions. And it would get worse. He concentrated, and reduced their number. Four dimensions, bypassing space itself. Instead of a blurred echo he appeared slightly faint. With space no longer a consideration, he could hear and see through walls. And, if necessary, move through them too. The pressure on his brain was still there, but it was worth it. Now, whats happening....?
  15. Bit early to tell thier intentions yet, but they are admiring the destruction and dont look like like they have been inside!
  16. That is a splish-miss rather than a spash-mash. @Avenger Assembled if you could post IC Frosts attack, then Thevshi can follow.
  17. Yeah, its a good point and as you say not entirely clear. ts a fuzzy area as far as I can see (for things like grapples. Its easier with straight punches). One thing I am not quite clear on is how the squid leader got a damage effect in? If he spent previous round grappling (standard action) then he couldnt initiate damage until following round? Sorry to be rules-lawyer. From house rules: Im probably missing something so let me know if I am!
  18. Cool. I will leave this open a few days more then, probs at the weekend, start thinking proper. Is there any requests from Dok / Tiff?
  19. EDIT: Accendental double post! Please refer to above!
  20. GM The first punch was so powerful, Dreadnought thought he could hear the giant's jawbone crack. A minute later, a cracked molar, as big as a man's forearm, would land in the centre of the Welsh Village, and become a myth for decades to come. It even gave the small village a small economic boon from tourists keen to see the mysterious giant tooth in the village green! But the second, follow up punch, full of every bit of force, power, and might Dreadnought could summon, sent the giant far into the air, temporarily blocking out the sun. The mighty giant was quite unconscious when he reached the apex of his ascent, and even if he had not been, the crunching impact of his fall would certainly have finished the job. As tough as Dreadnought was, 'twas perhaps fortunate that he had scooted out of the way when he did...
  21. Both those hit, Dreadnought is now at 0 HP Tough Rolls: 2#1d20+11 31 14 bruise, dazzed, and - due to the second hit - KOd! the two remaining giants will once again try to stomp on Dreadnought and Klara: Attack!: 2#1d20+4 16 8 Both missing! Round 4 23 - Voin - Bruised - 2 HP 20 - Dreadnought - Bruised - 0 HP 0 - Giant 1 - Bruised 0 - Giant 2 - Unharmed
  22. Sgt Shark The Sarge once again felt the sharp electric twang flow through his body. Damn it Its only a squid! he tried to tell himself, but he couldn't recall every facing a squid this large or strong. If he hadn't had volts sparking thropugh his head, maybe he would have realised it was an alien. "Grrrrangh! Strong!!!!" he called out to Asad and the Sea Devil, as a gritted way of warning. He could smell the smell of singed flesh. But he was as tough as old nails, and instead of succumbing to the pain, he gritted his teeth. "That all you got?" he said directly to the Squid leader, showing him his tingling teeth and black eyes. "I'm going to enjoy eating you. Slowly. Alive...." he muttered, not breaking eye contact. Ignoring the pain of electrocuted nerves, he tried to break free of the countless tentacles!
  23. Tough: 1d20+10 23 enough for a bruise And grapple roll Grapple Roll: 1d20+25 29 lets go with that! So I think he gets to go again Move Action: Intimidate (at -5) Intimidate: 1d20+11 29 nice, and if that succeeds, Squid will be at -2 on checks (like grapple) for... Standard Action: Try to break free! Grapple Roll: 1d20+25 34 not bad, but I suspect may not be enough.
  24. Whilst we are not quite in combat, lets have some initiative rolls! Initiative: 1d20+4 6 for Jones Initiative: 1d20+1 9 for Guards
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