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Spore Harper didn't feel ready for a relationship. In her opinion, she needed to "work on herself" first. But the hormonal cocktail swishing around her body sometimes had other ideas. And the sight of Centuria strength, her muscles, her skin, her.... well, sometimes the hormonal cocktail had very different ideas indeed. Funny feelings flushed around her skin. She wanted to look away, but Centuria's strength was magnetic. Her words suddenly felt like they were being squeezed out of a mouth full of foot. "Wow, you are so strong!" she babbled. She wished she could garrotte her vocal cords. She took a few more of Centuria. And, feeling self conscious, a few more snaps of La Puma Negra too. Just to demonstrate she wasn't attracted to Centuria at all. Not even remotely. And a few of the nurse, just to be sure. "Is there anything else we need?" she asked. "Like maybe Centuria could do with some dumb-bells or something?" Her cursed voice! She redoubled her attempt to strangle her throat, but it remained defiant.
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GM Luke scuttled around the building, eyes slicing through the dim light with ease. A hobo, half hidden under sodden cardboard and newspaper, smelling of a sewer, called out for money. A drunkard lay sprawled on the floor, face in a muddy puddle. His face had been smashed in by a fist, leaving him unconscious. A 70s disco outfit had been half stripped from his body. The man was going to get cold. Up above, a steaming vent. Yes, perhaps Luke could squeeze through? And a back entrance, for goods and food and probably all sorts of shady deals, had two fat and middle aged thugs outside, smoking heavily, trying to look cool. And Dr Thorne caught site of it all! Yes, she saw Luke sliding off around the back of the Bass Beat, into the shadows and darkness of Bedlam City streets. And yet the main door to the club was illuminated, glistening. A steady stream of disco dancing clubbers went past her to pay the heft price. Some were drunk, and some had clearly smashed their brains out on something more than alcohol. But they looked happy, excited. The entrance was enticing, albeit costly. And yet, would the shadows and the mysterious Luke Nightscale figure be more enticing? "Hey hot stuff, fancy a dance?" said a short fat but ortherwise handsome gentleman, dressed in silvers and golds, with lurid purple star shaped make up over both eyes. He was perhaps late thirties, with a wide and genuine grin, and hips that were already wriggling to the faint beat of the music inside the club. He pulled out a thick leather wallet stuffed full of bills. "I'll pay for you, and we get to dance?"
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GM "Possibilities... possibilities. Well, we shall see. Follow us!" said Venom, jumping off Filth's shoulder and leading the way. "Come on, come on... its only a few minutes away. Probably..." And so the three humans, one dragon, and one rat started a merry walk through a bracing scenery towards an egg. The tunnels bent this way, then that, almost always in darkness. A few sporadic lights shone through cracks, and it seemed a few luminous mushrooms were growing on the ample fertilisation that flowed through the forgotten sewers. Occasionally, bubbles or movement could be seen in the water. Well, what was mainly water. And not always mainly, either. Partly water. Rats scurried this way, that, nibbling at detritus, like cars around a city. Organised - purposeful. An army. "What are you going to do with this egg, anyways?" asked Filth, seemingly used to the smell. He wasn't exactly clean, but Filth obviously knew his way around the sewers like nobody else, and he had developed a reflexive habit of always planting his shoes in the cleanest parts. "I will be ensuring its safety," said the Professor, in between curses as his tween suit got progressively more dirty and ripped. His flashlight swung in frustration. "And who will be ensuring you are safe?" asked Filth, smirking. "Is that a threat?" "More of a question," said Filth. "These bodyguards of yours?"
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From the album: Supercapes Visions
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From the album: Supercapes Visions
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From the album: Supercapes Visions
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From the album: Supercapes Visions
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Notes: Replaces old sheet (please archive) Multiple tweaks and corrections to most crunch New pictures Added Leviathan so there is stats for what Lovecraftian Horror is being summoned.
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Marine Leviathan Power Level: 10 (150/150) In Brief: Lovecraftian horror from other dimension Description: The leviathan looks like a dark green horror, a huge mound of otherworld flesh covered in eyes and tentacles. It is, loosely, a marine animal although it can slither across land. It is of very low intellect and cannot speak, although is able to follow basic commands. Abilities: 6 + 0 + 18 – 6 + 2 -2 = 18 Strength: 40 (+15) Includes +24 from Growth Dexterity: 10 (+0) Constitution: 40 (+15) Includes +12 from Growth Intelligence: 4 (-3) Wisdom: 12 (+1) Charisma: 8 (-1) Combat: 18 + 18 = 36 Initiative: +0 Attack: +5 (Includes -4 from size) Defense: +5, +1 flat footed (includes -4 from size) Grapple: +44 Knockback: -23 Saving Throws: 0 + 4 + 7 = 11 Toughness: +15 (+8 Impervious Protection) Fortitude: +15 (+15 Con) Reflex: +4 (+0 Dex, +4) Will: +8 (+1 Wis, +7) Skills: 5PP = 20 Ranks Intimidate 8 (+13 with size) Notice 4 (+5) Swim 8 (+11 with size) Feats: 3PP Ambidexterity Blind Flight Improved Grab Powers: 8 + 2 + 5 + 4 + 37 + 6 + 1 + 3 + 10 + 5 = 81 Impervious Toughness 8 [8 PP] Strength Bonus: Affects Insubstantial 2 [2 PP] Additional Limbs 4 (10 Tentacles, Feats: Innate) [5 PP] Elongation 3 (25’, Feats: Innate, Flaws: Permanent [+0]) [4 PP] Growth 12 (Size: Gargantuan, Feats: Innate, Flaws: Permanent [+0]) [37 PP] Immunity 6 (Critical Hits, Cold environment, High Pressure, Suffocation [all]) [6 PP] Regeneration 0 (Feats: Regrowth) [1 PP] Super Senses 3 (Darkvision, Radius Vision) [3 PP] Super Strength 5 (+25 Strength) [10 PP] Swimming 5 (50mph) [5 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 30 Toughness Damage Totals: Abilities (18) + Combat (36) + Saving Throws (11) + Skills (5) + Feats (3) + Powers (81) - Drawbacks (0) =150/150 Power Points
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The Skeleton Crew Fanatical Minions (10) Power Level: 5 (120/120) In Brief: Undead pirates of the Black Flag Description: The skeleton crew look like mix between a skeleton and a zombie, with rotting pirate clothes. The appearance can be quite frightful. Alternatively, they have the ability to appear as humans (as they were when they were alive), wearing some type of nautical clothing (from pirates to modern day sailors). Abilities: 5 + 2 - 10 + 0 + 0 + 2 = -1 Strength: 15 (+2) Dexterity: 12 (+1) Constitution: - Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 12 (+1) Combat: 10 + 10 = 20 Initiative: +5 Attack: +5, +7 Unarmed Defense: +5 (+3 Flat Footed) Grapple: +7 Knockback: -5 Saving Throws: 0 + 5 + 6 = 11 Toughness: +5 (+5 Impervious Protection) Fortitude: Immune Reflex: +6 (+1 Dex, +5) Will: +6 Skills: 20PP = 80 Ranks Acrobatics 4 (+5) Bluff 4 (+5) Climb 4 (+6) Disguise: +21 With Morph Power Handle Animal 4 (+5) Intimidate 8 (+9) Knowledge (Tactics) 4 (+4) - Only applies to Handsome Jack, First Mate Language 6 (English, Spanish, Portuguese for all. Italian, German, French, Swedish for appropriate crewmembers) Medicine 4 (+4) - Only applies to Whiskey Saw, Ships Doctor Notice 4 (+5) Perform (Dance) 4 (+5) Perform (Singing) 4 (+5) Perform (Strings) 4 (+5) - Only applies to Thin Lucy, Violin player. Profession (Sailor) 8 (+10) Ride 2 (+3) Sense Motive 4 (+4) Stealth 4 (+5) Swim 8 (+10) Feats: 6PP Attack Specialisation 1 (Unarmed) Equipment 2 Environmental Adaptation 2 (Rolling Deck, Underwater) Improved Initiative 1 Equipment: 2PP = 10EP Sword: Strike 3 (Feats: Mighty, Improved Critical 1) [5 EP] Flintlock Pistol: Blast 2 (Flaws: Limited [-2] One shot only) [2 EP] Powers: 32 + 10 + 10 + 8 + 2 + 2 = 64 Immunity 32 (Critical Hits, Fortitude Saves) [32 PP] Appearance Array (9 PP Array, Feats: Alternate Power 1) [10 PP] Base Power: Morph 4 (+20, One appearance [Alive!], Extras: Duration [Continuous], Feats: Variable Clothing [Maritime]) [9 PP] Alternative Power: Enhanced Traits 6 (Startle, Fearsome Presence 5) [6 PP] Protection 5 (Extras: Impervious) [10 PP] Regeneration 7 (Resurrection 1/day, +5 to recovery rolls/heals as normal, Feats: Regrowth) [8PP] Supermovement 2 (Water walking) [2 PP] Supersenses 2 (Darkvision) [2PP] Reference: The Skeleton Crew Individually DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage Sword Touch DC 20 Toughness Damage Flintlock Pistol Touch DC 19 Toughness Damage Totals: Abilities (-1) + Combat (20) + Saving Throws (11) + Skills (15) + Feats (6) + Powers (64) + Crewmember specific (3) - Drawbacks (0) =118/120 Power Points
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Flintlock (The Swashbuckling Sorceress) Power Level: 10/15 (250/250PP) Unspent Power Points:0 Trade-Offs: None In Brief: Pirate-Sorcerer with a dash of Lovecraft. And rum. Alternate Identity: Annabelle Flint Birthplace: Holland Residence: On her ship (The Black Flag) Base of Operations: Oceans and Coastlines around Freedom City Occupation: Sorcerer Affiliations: None Family: None Description: Age: 337 Apparent Age: 25 Gender: Female Ethnicity: Caucasian Height:5’9” Weight:65Kgs Eyes: Green Hair: Red (Dark) Flintlock has no particular costume but will (nearly) always dress as a (historical) pirate, with a flintlock pistol. Other than that she appears as a tall woman with a deep suntan and long, dark red hair. She has several scars on her body and a number of maritime, arcane, and saucy tattoos on her body. History: Annabelle Flint was born in Holland, a bastard, to a seamstress and a priest. Her mother fled to the new world with young Annabelle in tow. Alas, ill fortune awaited them there, with disease, famine, and destitution. By the time she was fifteen, Annabelle had wrangled her way on to the decks of a pirate ship as a deck scrubber. She was a cunning, determined, and charming young lady, and had soon talked her way up the ranks, eventually becoming captain Flintlock, the ruthless pirate queen. Until one day, the Black Flag and her crew were sunk by Captain Blood. Annabelle swam to the nearest shore, living like a savage, until she was captured by a degenerate cult who worshipped the Yellow Sign. Originally a human sacrifice, once again her silver tongue saved her, and she was taken as a slave by their high priest. Annabelle was quick of wit and, whilst living under her quite mad master, learned his arcane ways, eventually growing strong enough to crush both her master and the cult. Now a powerful sorceress, she summoned up her ship, the Black Flag, and its crew from the depths of the ocean. Armed with her power, her cunning, and a bewitched ship that could speed through any sea, she set sail through strange coasts in this world and others in search of treasure, adventure, and the Yellow Sign. Having recently heard that the Yellow Sign has resurfaced in her world, she had navigated back to the coasts of America, and Freedom City… Personality & Motivation: Trickster, Mad, Defiant Flintlock is, at heart, a rogue, a rapscallion, and a pirate. She can be brutal, ruthless, and deceptive. However, she is also a daring and dashing adventurer. Flintlock loves lost treasure, be it material or arcane. From her experiences has arisen the mantle of an arcane defender of the mundane world. Particularly, she seeks to wipe out the cult of the yellow sign, and fears the horrible outer gods that dwell in equally horrible dimensions. The serpent people, the deep ones, and all such degenerate tribes are on her hit list. Aside from that, Flintlock has a special adversity to slavery or racial prejudice, and an equal dislike of maltreatment of women (her crew is diverse and has ex-slaves on board) She is a libertarian – to such an extent that she believes laws don’t completely apply to her. Powers & Tactics: Flintlocks sorcery involves summoning spirits, which appear as ghostly white figures or shapes. Usually, she uses such apparitions as poltergeists, picking up, rending, and throwing her enemies around. For larger groups she will summon horrible spectres that scare her enemies. In desperate, brutal times, she will summon up spectral seawater to the lungs of a man, making him drown (a psychological effect but quite deadly). Her magic powers are not too broad; they revolve around creating / moving things in an intangible way (illusions, poltergeists), or manipulating somebodies spirit (e,g causing pain, pleasure, madness, or fear). Flintlocks tattoos protect her (to some degree) from injury or harm and the ravages of time. Aside from her sorcery, Flintlock is a capable swordswoman and pirate. Power Descriptions: Flintlocks sorcery appears as ghostly figures, shapes, or forms. Spectres, ghouls, illusions, or even just giant hands or tentacles. Complications: Incantations: Flintlock must speak (or at least mutter) to use her sorcery. A gag will stop her. Greedy: Flintlock still seeks treasure of all sorts. Drunkard: Flintlock also still drinks, particularly rum, and enough to get drunk. She always gets quite drunk when using rituals. This is partially a (dysfunctional) coping mechanism against the horrors of her magic. Enemy: With all the spirits she has commanded and dominated over the centuries, there is a good chance that any encountered spirit will be, at best, ill-disposed towards her, if not plain aggressive. Song: Flintlock will monologue, by song! History: Centuries of wild living and infamy might be a problem. From jilted lovers Like Captain Nemo, to the fear and loathing of modern day Somalian pirates. There is much to have as plot hook and complication. Unruly: Whilst Flintlock technically has fanatical minions, and summons bound spirits, such sorcery is dangerous. Experienced as she is, under certain circumstances they may disobey, misinterpret commands, or demand some awful price (i.e. create drama) for services. Even the Black Flag might be semi sentient. A semi-sentient pirate ship. This all means the GM can step in to play any spirit. In any case, Flintlock does not unleash these powers without good reason. Abilities: 0 + 6 + 6 + 4 + 16 + 16 = 48 Strength: 10 Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 26 (+8) Charisma: 26 (+8) Combat: 20 + 20 = 40 Initiative: +7 Attack: +10 Defense: +10, +5 Flat Footed Grapple: +10 Knockback: -5 Saving Throws: 3 + 7 + 7 = 17 Toughness: +10 (+3 Con, +7 Protection) Fortitude: +6 (+3 Con, +3) Reflex: +10 (+3 Dex, +7) Will: +15 (+8 Wis, +7) Skills: 128R = 32PP Acrobatics 4 (+7) Bluff 8 (+16) Climb 6 (+6) Concentration 12 (+20) Diplomacy 4 (+12) Disguise 8 (+16) Handle Animal 4 (+12) Intimidate 4 (+12) Knowledge (Arcane) 12 (+20) (See Feats) Knowledge (Cosmology) 4 (+6) Knowledge (History) 4 (+6) Language 6 (Atlantean, Dutch [Native], English, French, Latin, Portuguese, Spanish) Notice 4 (+12) Perform (Dance) 4 (+12) Perform (Singing) 4 (+12) Profession (Sailor) 12 (+20) Ride 2 (+5) Sense Motive 8 (+16) Stealth 4 (+7) Survival 4 (+12) Swim 10 (+10) Feats: 48PP Attractive Benefit [Intuitive Magic: Use WIS instead of INT for knowledge (arcane)] Benefit (Wealth 1) Distract (Bluff) Environmental Adaptation (Rolling Decks) Equipment 17 Fascinate (Bluff) Favoured Opponent (Lovecraftian Horrors) Improved Initiative Jack of All Trades Minions 8: The Skeleton Crew (Extra Minions 3, Fanatical) [Total 19] Redirect Ritualist Set-Up From powers: Second Chance (Toughness save vs magic blasts) Quick Change 2 Equipment: 17 PP = 85 EP Knife (Strike 1, Mighty, Improved Critical, Thrown) [4 EP] Flintlock (Blast 4, Limited [-2] one shot only, takes a minute or so to reload) [2 EP] Cutlass (Strike 3, Mighty, Improved Critical) [5 EP] Vehicle: The Black Flag, privateer (Gargantuan [3 EP], STR 50 [2], Toughness 15 [4 EP], Features (Arcane Library, Hidden Compartments 3, Living Quarters) [3], Blast 10 (Feats: Affects Insubstantial 2, Homing) [27 EP], Environmental Control 10 (Storms, 1000’ Radius, Distraction DC 10, Hamper Move to 50%, Range Touch) [16 PP], Supermovement 4 (Dimensional; any magic, Sure Footed 2 [-50% penalty]) [8 EP], Swimming 8 (250 mph, Extras: Subtle) [9 EP]) [74 EP] Powers: 2 + 1 + 8 + 52 + 4 = 67PP All powers have magic descriptor in addition to others noted Enhanced Trait 2 (Quick Change 2) [2 PP] Immunity 1 (Aging) [1 PP] (Protective Tattoo) Protection 7 (Feats: Second Chance [Toughness vs Magic]) [8PP] (Protective Tattoo) Summoning Array (44 PP Array, Feats: Alternative Power 8) (Magic, Summoning, Spirit) [52 PP] BP: Astral Form 8 (2000 miles, Feats: Dimensional 2 [Magic], Selective, Subtle) [44/44 PP] “Project Spirit” AP: Create Object 10 (Extras: Duration [Continuous], Range [Perception], Feats: Affects Insubstantial 2, Variable Descriptor 2 [Magic/Summoning as long as of no great material value]) [44/44 PP] “Summon from other dimension” AP: Illusion 10 (All senses, Extras: Duration [Sustained], Flaws: Phantasm, Feats: Progression Area 4 [100’ radius]) [44/44 PP] “Summon Spirit” AP: Move Object 10 (Extras: Damaging, Range [Perception], Feats: Affect Insubstantial 2, Subtle) [43/44 PP] “Poltergeist” AP: Suffocate 10 (Extras: Range 2 [Perception], Feats: Affect Insubstantial 2) [42/44 PP] “Davy Jones” AP: Nullify 10 (All Summoning Powers, Extras: Effortless, Range [Perception], Feats: Selective [can choose which powers to nullify]) [41/42] “Banish” AP: Summon 10 (Horrific Leviathan Extras: Fanatical, Heroic, Feats: Mental Link) [41/44] AP: Trip 10 (Extras: Area [Line], Knockback, Range [Perception], Feats: Indirect 3) [43/44 PP] “Torrent of water” AP: Emotion Control 10 (Extras: Area [Burst], Selective, Feats: Mind Blank, Subtle) [42/44 PP] Supersenses 4 (Visual counters illusion and concealment) [4 PP] “Mystic eyes” Drawbacks Vulnerability (Uncommon [Madness], Moderate [+50% DC]) -2PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Tough Damage Flintlock Pistol Touch DC 19 Tough Damage Knife Touch/Throw DC 16 Tough Damage Sword / Cutlass Touch DC 18 Tough Damage Poltergeist Perception DC 25 Tough (or grapple) Damage/Grapple Suffocate Perception DC 20 Fort Suffocate Banishment Perception DC 20 Will Nullify Emotion Control Perception DC 20 Will Emotion Totals: Abilities (48) + Combat (40) + Saving Throws (17) + Skills (32) + Feats (48) + Powers (67) – Drawbacks (-2) = 250/250 Power Points
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GM "Rats?" said Filth. "Oh yeah, rats. We got a ton of them, and I am king of them..." Venom, still on his shoulder, scowled. Filth continued. "In fact, I saw you guys coming a mile off. Or rather, my rat friends did," he said with a smile, tapping his forehead. "So yeah, I have a pretty good idea of where the egg is. And as you say, it ain't too safe around there." He paused, and Venom pitched in with his squeaky rat voice. "We can take you to the egg, but you best tell us what it is...?" "Nonsense!" interjected Professor Armitage. "I will not say! We will not say! This is a dangerous artifact, and not safe in human hands!" "Well... I'm a rat," said Venom. "And if its so dangerous, you best tell us what it is!"
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Pitch "Talk to it? Well, why the hell not!" She reached out with her shotgun, mindful of the spiked chandelier above - that she should would fall or spin or something - and gave the demon's corpulent belly a poke. "Hey, piggy! Wake up! Wake up! Rise and shine!" she shouted, at the top of her voice. Her shotgun, she realised, was nowhere near as effective as throwing a searing hot stream of metal blades. But, she acknowledged, it looked pretty cool poking people with it. "Tell us what's going on, or else! Big time else! Featuring salt and limes and, if you are really unlucky, clowns and balloons!"
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17 Has scent superpower too if that counts for anything
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Gamma Buzz It had taken quite the step for Baltazar to leave Claremont. I mean, it was fine if he was doing superheroics, or building his secret evil mastermind HQ in the forgotten cracks of the subways. But in public? Well, he was a hideous half-cockroach! But, with his ghastly head covered by a fake all encompassing helmet, a cardboard sword pray painted sword at his hilt, he could pass off his green plated skin as... The GREEN KNIGHT! Of Arthurian legends. But still, he was a nervous wreck and his antannae trembled inside his helmet, causing a clanking sounds that was a bit like a... well, a buzz. "Pssst! Is everyone staring at me?" he whispered to Torpedo Lass. "I cant see a thing in this helmet!" Even as the Green Knight, Gamma Buzz was stealthy as they come, and could creep up on anyone!
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Hypersynth Power Level: 11 (196 PP) [NB Usually PL 9 until just before death] Unspent Power Points: 0 Trade-Offs: +2 In Brief: Cloned Bioweapons [Free to use by anyone as a GM] Description: Varies The Hypersynth bioweapon, before activation, is kept in stasis – normally suspended floating a high tech tube full of customised pale blue liquid. In this state they are genderless, pale, almost transclucent, without clear features. When primed/awoken they will take the form of a particular individual, an almost perfect copy. History: the Hypersynth bio weapon is a modified, cloned, copy of Dr Jane Janis, a former member of WEST who was working on the Synth project in Alaska. She took over the project and developed the Hypersynth, cloned versions of Synth that she has sold to various Terrorist organisations (and the like). Dr Janis is a cynical, greedy and intelligent woman who has decided the world is doomed and all one can do is get as much money as possible to escape earth or ride out the storm. Thanks to the actions of Terrifica, Archer III and Predator, the authorities do at least have detailed (albeit not totally complete) files on the Hypersynth, are aware of its capabilities and biology. Personality & Motivation: The Hypersynth model has no particularly personality. They are imprinted with basic knowledge and personality traits by the activator. They have a tendency to anxiety, due to a particular feature: A tube of modified super-drug in their chest that slowly feeds out enhancing chemicals. The Hypersynth will typically believe it is the person they are copying – although they may do specific programmed behaviours. However when the super drug tube activates they will become totally fixed on their target – nothing else matters (because they will be dead in 30 seconds). The Hypersynth model is unstable. Once awoken, it will slowly decay, becoming more erratic in behaviour and overheating. Its life expectancy is rarely more than a couple of weeks. Powers & Tactics: Like Synth, the Hypersynth had exceptional strength, agility and speed as well as superhuman senses. They lack combat expertise and skill, but are effective fighters due to sheer speed and ferocity. They are set with a “trigger” – usually a target – that will release the tube of superdrugs into their blood stream, making them more powerful but also setting in motion a cascade of chemical reactions that will cause them to overheat and eventually explode. Even in death, they can be dangerous. The explosion will cover the nearby area with gore and specks of blood that contain a dangerous virus which may in itself succeed where the hypersynth failed. NB: Various superscientists may have made additional modifications to the hypersynth template. Abilities: 16 + 16 +16 +0 +0 + 0 = 48 Strength: 26 (+8) 30 if boosted (+10) Dexterity: 26 (+8) Constitution: 26 (+8) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 20 + 20 = 40 Initiative: +20 (+8 Dex, +12 Improved Initiative) Attack: +10, +12 Boosted Defence: +10, +5 Flat Footed, +12, +6 Boosted Grapple: +18, +24 Boosted Knockback: -4 Saving Throws: 7 + 7 + 4 = 16 Toughness: +8 (Con) Fortitude: +15 (+8 Con, +7) Reflex: +12 (+8 Dex, +4) Will: +5 (+5) +12 when boosted. Skills: 12 PP = 48 Ranks Acrobatics 4 (+12) Bluff 4 (+4) Escape Artist 12 (+20) Notice 12 (+20) Search 4 (+4) Stealth 4 (+12) Two extra skills at 4 (+4) from craft, knowledge, profession and perform that are custom imprinted to help “Blend in” with the person they are mimicking. Feats: 8 PP Chokehold Endurance Evasion 2 Favoured Opponent (Person they have copied) Improved Initiative 3 NB: May have Equipment X as supplied by whatever organisation / person has activated the Hypersynth model. Powers 5 + 41 + 4 + 1 + 3 + 2 + 5 + 2 + 7 + 2 = 72 Boost 4 (all Physical abilities, Extras: Total Fade [4 rounds, then explodes], Feats: Triggered (one condition), Flaws: Lethal – dies at end of boost [-2], Personal) [5 PP] “Chemical tube in chest” Strength +4 (to 30), Attack +2 (to +12), Defence +2 (to +12), Superstrength 2 (to effective strength of 40), Leaping 6, Speed 6, Swimming 6 Drain 10 (Single trait, CON, Extras: Cloud Area, Disease, Feats: Triggered [death]) [41 PP] Enhanced Trait 8 (+7 Will, Fearless Trait, Flaws: Only when boosted) [4 PP] Immunity 5 (Poison, Disease, Aging, Critical Hits [+3 DC as opposed to +5, Flaws: Limited half effect) [3 PP] Immunity 1 (Hypersynth or Synth powers) [1 PP] Leaping 2 (x5 distance) [2 PP] Morph 4 (+20, One appearance, Flaws: Permanent [+0]) [4 PP] [NB: Will normally have "taken 20" on disguise roll unless programmed in a hurry] Speed 2 (25 mph) [2 PP] Super Senses 7 (Extended x10 Visual, Extended x10 Auditory, Extended x10 Olfactory, Low Light Vision, Acute Olfactory [Scent], Analytical Tactile, Tracking [Olfactory] 1) [7 PP] Swimming 2 (5mph) [2 PP] Abilities 48 + Saves 16 + Combat 40 + Skills 12 + Feats 8 + Powers 72 = 196
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From the album: Supercapes Visions
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GM Bedlam City September 28th, Late Evening... It was a brave man to store Gold anywhere in Bedlam, at least anywhere that was not behind six feet of solid steel. Things tended to go missing in Bedlam City, and Gold tended to go missing a lot. But a rumour had circulated that one of the dozens of corrupt business and officials that infested Bedlam had sequestered a ton of cash - in the form of gold bricks - in the basement of... ...a discoteque. Yes, thats right, a discoteque. It was called THE BASS BEAT. Although both "B"'s tended to flicker on and off, sometimes for several seconds, much to the amusement of everyone. Probably a bad bit of wiring. Probably a bad bit of wiring nobody was inclined to fix. NIghtscale had arrived, his Dragon-senses acute to the fact that there was an incredible amount of gold - possibly cursed gold - stored here. And that was something a dragon could not occur. And Rosa Thorn, Occult Investigator? Nobody had there nose to the ground more than Rosa Thorn. She had caught wind of the number of cursed artifacts pouring into the States like a trickle that was threatening to become a river. And apparently some ancient Chinese Gold, cursed to bring fire and disaster to whoever owned it, had been siphoned off by some crooked pharmaceutical company. And presumably was going to be siphoned off by some crooked official in that crooked company. That was the way of things. Rosa knew the flow of such things, and had managed to find out (via various means and loose tongues) the location of the cursed gold. The Bass Beat!
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Spore Botanist? Its fungus not --- --- oh never mind. King Cole was clearly mad, and there were worse regal positions to have. Like the infamous groom of the stool. And not the kind of stool you sit on. At least, not deliberately. Compared to that, Botanist was fine. "Hi, Alice," she said, giving a friendly wave and smile. Something in her wanted to give Alice a hug. "We are happy to help. Where are your parents? Who has them?... and why?" she added, voice a little hint of sly. What exactly was going on and why did the girl already have a sniper rifle? Helping was fine, but... shooting people in the head? That was a bit out of her comfort zone. She didn't like guns. She was triggered by triggers.
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Spore It was a nice day, and Harper Hale was sure nothing was going wrong, or would. Instead, she took in the sights and smells, and took photographs. Her fungus empowered nose could pick out subtle scents, and the Halloween was full of candles, spices, candy, cake. It smelled like the trailer for Christmas. She was fascinated by Halloween. Not just the costumes, but the symbology and the history. How had a day of pagan occultism and fear turned into a Christian nation's history happy day? OK, the states were not, now, a strictly Christian nation, but it certainly had been at its founding (in her admittedly limited estimation). The whole thing was extraordinary. But maybe she was overthinking the symbolism. The thought made her smile, and she made the smile stick. Instead she took a few more photographs, making sure she got her team-mates in the snaps!
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Thankyou
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GM "Sure," said the Police Chief. He pointed a bony finger. "How about that?" It was a snowmobile. Fast, powerful, and very good in the snow. "Fastest thing we got. Sounds like you look like you need to get somewhere that isn't east at all, and get there not in a hurry at all. Will that do?" he asked with a wink. A quick check over and the snowmobile looked in good working order. A 3/4 full tank, everything functional. Maybe a little on the old side, maybe a bit scuffed, but everything seemed ok. A flick of the ignition key and the engine would rumble. "Just make sure you bring it back," said the chief. "And preferably in one piece. I don't like paperwork."
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Echohead Echohead raised his eyebrows... or at least the fleshy part of his face that his eyebrows would be if he had any hair there. Alopecia had not been kind to his head. He couldn't resist giving a little clap. "Fantistico!" he said, voice uncharacteristically loud. "You did it, Predator! You actually did it! I mean, I knew you would. Your brain in my skull, it was like a nuclear weapon. But still, I feared the worst..." He shook his head free of the amazement. "So, is that it? Did we win? Are the Deacons...?"