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Supercape

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  1. Gamma Buzz Gamma cracked his knuckles. "Get ready for some Cockroach Crunching, hombre!" he said to FX. With a side step here, a side step there, and an elegant cartwheel (thanks to his amazing cockroach agility), he danced around his opponent, turned, and drove his fist into his enemy. "Take that!" he yelled. "Woohoo! I hit him! Did you see that, everybody?" he asked, casting his eyes around to his allies. "I punched him! With my fist! How about that?" He glowed a proud shade of radioactive green at his acomplishment.
  2. Baz Move action: Acrobatic Bluff at -5 Still getting 30! Standard Action: Punchy! 15 which might hit if the bluff works? If it does, DC 23 Toughness and DC 15 Fort (Nauseate effect from aura)
  3. Meaning Crococonda will breathe out CROCOVENOM! This is a Damage 8 (Fort Save) Poison, CLoud Area affect! So DC Reflex Saves (DC 18) to half the effect, then DC 18 Fortitude Saves (or 14) to avoid the damage. Armitage will succumb (he is an old man) and falls unconscious.
  4. All suggestions welcome (and if you catch any maths error let me know :D) I do love "Muscle array" though, so that one is set in stone Synth Power Level: 10/15 (248/250) [251] Unspent Power Points: 0 Trade-Offs: +2 attack/-2 DC; +2 defense/-2 toughness In Brief: Socialist Synthetic Organism. Alternate Identity: Winter Snow Birthplace: Northern Scandinavia Residence: Freedom City, Downtown (Run down flat) Base of Operations: Freedom City Occupation: Refuse Collector Affiliations: Freedom City Refuse and Sewer services Family: None Description: As Synth (As Winter Snow) Age: 14 (18/8/2010) Apparent Age: 25 Gender: Female Ethnicity: Caucasian Height: 5’9” Weight: 70Kgs Eyes: Blue (Brown) Hair: Blonde (Black) Synth can take on the appearance of any human. As such Synth has no gender, but “her” main secret ID (Winter Snow) is female, so “she” tends to use this pronoun. In natural state, Synth is a pale white, hairless human with no apparent gender. The skin is slightly translucent, and her appearance as a whole is pretty unnerving to look at. She rarely, if ever, takes on this form (although morph can be nullified…) When Synth activates “hypertrophied” muscles, Synth looks visibly (and extraordinarily) more muscular. Winter Snow, her main Secret ID is a tall woman with messy drab brown hair, brown eyes, pale skin and a bland appearance. She is often rather dirty. As a “superhero” (and there is time to change), she wears a dark all spandex number made of morphic molecules. She changes her appearance slightly, her eyes becoming blue, her hair lighter and her skin darker. History: Synth was created in a top secret laboratory in northern Sweden, led by Dr Ingvar Nyberg. Unknown to the team of scientists, the facility and research was funded by SHADOW to investigate creating the perfect “Aryan”. The team had access to Utopian (particularly, Superior) DNA. Synth grew up quickly, maturing in a year with full cognitive faculties and superhuman physical abilities. With such success, SHADOW moved in to reap its reward. Dr Nyberg managed to smuggle Synth out. The research team are gone, presumed (?) dead. With no identity, Synth moved to America. After some adventures as a superhero, Synth went into temporary retirement as part of self-discovery. She has worked a number of menial jobs, and had a number of identities. She settled down as part of the refuge collection service of the city. She would have been happy enough doing this, until she found on of her work friends murdered in a dumpster. Anger aside, she felt she could no longer just live the simple life…she had a duty to clean up the city, in more ways than one… Possessed of superhuman senses and spending days rummaging around the rubbish of the rich, famous, criminal, and ordinary citizen alike, Synth often comes across some interesting stuff… Personality & Motivation: Synth is reflective, wise, and even introspective. She leans heavily to liberal socialist politics, finding much to admire in democracy and little to admire in capitalism. That said, she is not a political person but finds her expresses her beliefs in everyday empathy. As synth also carries the imprinted memories of a dozen scientists (and their brain patterns), she can also get a little odd, or unpredictable, if those personalities reassert themselves. That said, those brain patterns are generally of (relatively) benign and sensible scientists, and the imprinted memories usually have a rather vague quality rather than full blown personalities (unless…) Powers & Tactics: Synth has the ability to change her body to any humanoid. The change takes several seconds of concentration. As an artificial organism, Synth has several superhuman traits. Synth has superhuman strength, agility, endurance and speed. Synth’s senses are extremely acute. Synth ages extremely slowly and is almost immune to poisons and diseases. She can control her own biological functions voluntarily (such as heart rate or digestion). She can also, with time, grow extra superficial organs (such as a sixth finger or second nose). Synth can her change muscle function; normally (as it is most comfortable). Synth’s muscles are extremely efficient, able to function with minimal metabolic demands. Alternatively, they can hypertrophy and gain additional power, or become loose and elastic, meaning Synth has remarkable contortionist abilities. Synths own stem cells can cannibalize other flesh, regenerate and heal herself and others, or (her preferred tactic due to her pacifist tendencies), subdue others by a sedating poisonous touch. Due to imprinted memories, Synth is an expert in many biological / psychological fields. Synth has only basic martial art training and will always prefer non-violent or non-lethal conflict resolution. In a fight, Synth will use a combination of strength, speed, and advanced knowledge of pressure points / anatomy to subdue. Complications: Inhuman: Regular medicine, unless done by true experts, will be ineffective on Synth, or possibly harmful. In addition, certain acids, poisons and diseases might be more dangerous to her synthetic flesh. Ugly: Whilst Synth can choose attractive forms, the “natural” state is pretty hard on the eye (and sensitive to sunburn!). In addition, growing a nose on your elbow, or a thumb out of your forehead is clearly disturbing to look at. Note: whilst Synth can adopt extremely attractive forms, she lacks any kind of know how in how to seduce or leverage her beauty (hence, no attractive feat). Memories: Synth has the imprinted brain patterns of several top scientists which can bubble, distract or even change her personality, particularly if Synth is tired or drained. Whilst most of these brain patterns are benign, this is not automatically so. In addition, whilst Synth can normally access these “echoes” to gain expert knowledge of biological sciences, this might not always be the case. It is possible certain psychology experts or psionic / mental powers might take advantage of this part of her. Not a thread to wear: Synth cannot mimic clothes with her morph power. When she is dressed up a superhero (in her morphic molecule costume) this is not an issue – the morphic molecules will cover this gap. However, without her costume things get more complicated; she will need to acquire clothes to complete a disguise. Bad Hair Day: Whilst Synth can morph into any humanoid, for some reason she finds it difficult / slow to grow hair – any growth requires concerted effort and time, and may easily fall out if she does not attend to it. This might slow her down when morphing, or, if she loses hair, make her easily stand out. This is the reason she normally keeps her “regular” hair short. Pacifist: Most heroes use violence sparingly; Synth takes this to the extreme. She will almost always act, and insist others act, in the last violent way possible unless the situation is extreme or there is no alternative. She will use stunning strike, fatigue and chokeholds as a default. No Nazi (also Plot Hook): Synth is wanted to by SHADOW; they invested in her creation and want her tissue to complete their experimentation. Indeed, other organisations who are out for the same thing. Hardwired into her DNA is an unreliable, but occasionally effective, block against her powers (such as the fatigue or vampiric powers) working on the old Aryan ideal. Some members of SHADOW, products of eugenics or individuals with highly “Aryan” DNA, might be immune to her cellular attacks. This is much to Synth’s annoyance; she hates Nazis (Who doesn’t?) Abilities: 16 + 30 + 16 + 8 + 4 + 4 = 78 PP Strength: 26 (+8) Dexterity: 40 (+15) Constitution: 26 (+8) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 24 + 24 = 48 PP Initiative: +19 (+15 Dex, +4 Improved Initiative) Attack: +12 Defence: +12, +6 Flat Footed Grapple: +27 (Additional +2 if using hypertrophies muscle) Knockback: -4 Saving Throws: 7 + 0 + 6 = 13 PP Toughness: +8 (Con) Fortitude: +15 (+8 Con, +7) (Impervious +10 if Cellular Fortification active) Reflex: +15 (Dex) Will: +8 (+2 Wis, +6) Skills: 25 PP = 100 Ranks Acrobatics 15 (+30) Skill Mastery Bluff 4 (+6) Climb 2 (+10) Diplomacy 4 (+6) Disguise 8 (+10) – Additional +20 from Morph Skill Mastery Escape Artist 3 (+18) – Additional +12 when using elastic muscle (+30) Skill Mastery Knowledge (Behaviour Sciences) 8 (+12) – Additional +4 from powers for 12 (+16) Knowledge (Life Sciences) 4 (+8) – Additional +10 from powers for 14 (+18) Knowledge (Streetwise) 4 (+8) Language 4 (English [Native], French, German, Russian, Swedish) Medicine 4 (+6) – Additional +10 from powers for 14 (+16) Skill Mastery Notice 14 (+16) Search 4 (+8) Sense Motive 4 (+6) Sleight of Hand 4 (+19) Stealth 12 (+27) Swim 2 (+10) Feats: 17 PP Acrobatic Bluff Blind-Fight Chokehold Defensive Attack Evasion 2 Grappling Finesse Improved Critical 1 – Unarmed Improved Grab Improved Initiative 1 Improved Pin Jack of all Trades Skill Mastery 1 (Acrobatics, Disguise, Escape Artist, Medicine) Stunning Attack Takedown Attack 2 Uncanny Dodge (Auditory) Powers 4 + 6 + 2 + 3 + 2 + 9 + 2 + 30 + 7 + 2 = 67 PP All powers have genetic descriptor Muscle Array (3 PP array, Feats: Alt Power 2, Drawbacks: Move action to switch) [4 PP] BP: Enhanced Trait 3 (Endurance 3) [3/3 PP} “Efficient muscles” AP: Enhanced Trait 3 (Escape Artist +12) [3/3 PP] “Hyperflexible muscles” AP: Super Strength 2 (+10 STR, Drawbacks: Noticeable) [3/3 PP] “Hypertrophic muscle” Enhanced Trait 6 (Medicine +10, Knowledge [Life sciences] +10, Knowledge [Behaviour sciences 4) [6 PP] “Implanted memories” Features 2 (Autonomic control: Can voluntary control involuntary nervous system such as heart rate, digestion, etc, Growths: Can, with a minute’s concentration, grow-or reabsorb-on her skin additional functional organs such as a nose, finger, or ear, as well as nonfunctional things such a skin tumour) Immunity 6 (Critical Hits [DC only +3 rather than +5], Aging, Sleep, Poison, Disease, Flaws: Limited, only half effect) [3 PP] Leaping 2 (x5 Distance, total: Running 90’, Standing 45’, High Jump 22’) [2 PP] Morph 4 (+20, any humanoid, Extras: Duration [Continuous], Flaws: 1 round to morph) [9 PP] Speed 2 (x5, 25mph) [2 PP] Stem Cell Array (26 PP Array, Feats: Alt Power 4) [30 PP] BP: Alternate Form 4 (20 PP Container, Extras: Continuous, Feats: Subtle) [26 PP] “Cellular Fortification” Impervious Fortitude Save 10 [10 PP] Regeneration 10 (Ability Damage 2 [1/hour], Recovery bonus +1, Bruised 1 [1/round], Injured 3 [1/minute], Staggered 3 [1/minute]) [10 PP] AP: Damage 8 (Extras: Alt Save [Fort], Vampiric, Feats: Incurable, Improved Critical 1) [26 PP] “Cellular cannibalism” AP: Fatigue 8 (Extras: Poison, Feats: Improved Critical 1, Sedation) [26 PP] “Cellular Poison” AP: Healing 8 (Extras: Energising, Total, Feats: Persistent, Regrowth, Flaws: Tiring) [26 PP] “Cellular Repair AP: Nullify 8 (All genetic powers, Extras: Disease, Feats: Improved Critical 1, Subtle, Flaws: Range [Touch]) [26/26 PP] “Cellular Infection” 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] Powers: Abilities 78 + Combat 48 + Saves 13 + Skills 25 + Feats 17 + Powers 67 = 248 / 250 PP
  5. The cave is supported! Which means post that IC and then Poncho is up!
  6. Could you roll a power check? Lets say DC 20 to fully support the cave permanently DC 15 to delay it a minute. DC 10 to delay it a round. Oh and +2 for groovy Earth Sciences check (you understand that geology, baby!)
  7. Gamma Buzz "Thanks for the Shade!" said Baltazar. "All I need know is a straw hat, a poncho, and some glasses! And maybe a revolver, like in the Westerns?" He gave a little side glance at Dr Macedon. "That would be cool, right? I mean, this is a survival class, and having a cowboy pistol would be super cool in the desert. In case we, errr.... need to... errrr.... we need to fire it a rock to break it open and get the water inside? I mean, its possible, isn't it?" Even Baz knew this was a crock of bovine excrement, and through his hands up in despair. "All right, all right. Maybe not a revolver, but I think a poncho and a hat would be in order, right?"
  8. We can skip CCA as it is dazed! Round 4: 16 - Blackstaff - Unharmed - 1 HP 13 - G Star - Bruised x2 10 - Crococonda - Staggered And the cave is going to collapse any minute! but when? DC 15 Earth Sciences Check! (Untrained works)
  9. OK I somewhat loss track of rounds... BUt I think we are at: Round 3: 16 - Blackstaff - Unharmed - 1 HP 13 - G Star - Bruised x2 (Dazed this round) 10 - Crococonda - Staggered (Dazed this round) So G Star is up (and now unbound)
  10. GM The enormous crococodna convulsed with the shock of a half ton of earthy fist. The sheer force send ripples down all thirty feet of its scaled die. The crocodile head opened wide, and the serpentine tongue fell out, sliding around quite stunned. The eyes were too black to be sure, but it looked quite like they were cartwheeling in opposite directions. With such a massive blow, the coils that wound around Golden Star fell loose, allowing the teen hero to move again. The cave started creaking omminously; stalegtites fell to the ground. Perhaps it was the massive crococonda's powerful writhing. Maybe it was Blackstaff's stone fist... Cracks appeared on the ceiling. "I am no geologist," said Armitage. "But that is not good. Perhaps Mr Dickens should have kept the Golden Wreath after all..."
  11. DSM-5'd by Dr Archeville An update to Captain Cosmos Psychosis Complication (directly below his character sheet) The strain of changing dimensions can drive Buddy slowly mad. This is a difficult area so GMs / others> feel free to wave this away – in fact, the possibility that he is not going psychotic makes it more interesting! For the purpose of simplicity, there are three stages of psychosis. Prodrome: Suspiciousness, things might appear more threatening or salient than they would otherwise appear. Descriptions can be loaded with meaning that simply isn’t true. This is itself is unlikely to be a complication but is more flavour, or an omen of what to come. Hallucinations/Delusions: Frank psychotic symptoms. Hallucinations are fairly straightforward. Buddy may also get fixed delusions, usually paranoid / threatening. Both of these symptoms can lead to grossly inappropriate behaviour which may well warrant a complication if it is painful enough. Catatonic/Thought disordered: In the final stages, cognition and motor activity is so affected that Buddy is unlikely to be able to function at all. The descent into psychosis is faster in high gravity, slower in low gravity, and minimal in zero gravity (gravity distorting space-time dimensions thus compounding the problem). In addition, being hit by dimensional, gravity, or temporal powers can ebb away his sanity. The psychic strain also depends on the type of alternate form. Low: Drawing power from alternate dimensions (Multidimensional, Hyperdimensional), stages progress after several hours. Medium: Changing own dimensions (Flexidimensional, One dimensional, Two dimensional), stages progress by the hour. High: Assuming esoteric additional dimensionals (Anti dimensional, Transdimensional), stages progress by the minute. (These are guidelines, feel free to change according to plot. Sciency dimensional unpredictability is the explanation for variation.) Psychotic symptoms will resolve in a day or two. Improvement may be faster with skilled psychological help (Behavioural sciences?) or with drugs* (medical skill). ECT, or seizures, will cause extremely rapid, arguably instant recovery (although one still has to recover from the anaesthetic and the seizure). *For those of you who are interested: Psychotic symptoms resolve with (and only with) antipsychotic drugs (medications usually used are things like Olanzapine, Risperidone, and Aripiprazole). Modern antipsychotics are relatively unsedating and only rarely have motor side effects (although they have other long term side effects such as weight gain and diabetes). Catatonic states, however, are not (usually) responsive to antipsychotic drugs (in fact, they can make catatonia worse). They do rapidly resolve with benzodiazepines (the medictaion most usually used is Lorazepam, but any will do) or ECT.
  12. PUMPED UP by Dr Archeville (Note: Having some issues getting the new pic to load properly) Some edits for Captain Cosmos / Buddy Brand A few tweaks to background and complications (fluff) New awesome picture 2 PP: Add +2 to Reflex Save 6 PP: Add 3 Ranks of Super Strength (modifying Grapple Bonus accordingly)
  13. GM The assorted Zombies fell, one after another, to the rending claws of Nightscale! Off with a head! Goodby, chest cavity! Whoops, was that a skull? And so on. Whilst the zombies seemed somewhat hardy and determined, they burned pretty easily, and dragon claws got them smoking. In a blink of an eye, Nightscale was surrounded by dead undead, and - it must be said - was somewhat showered with congealed blood, disembowled necrotic organs, and fragments of skull and brain.
  14. You can actually smite them all with that, with take down attack. 10 I'm going to handwave the destruction of the zombies at this stage, as you have essentially won! Post away your IC! We are moving out of combat, but Blowfish is running away and Machete Max is swimming away!
  15. Gamma Buzz Gamma Buzz stuck out two cockroach (and armour plated) thumbs. "That's no choice at all! Giant Robot Zombie Mummy! Probably a ninja too! That would be cool, right? Yes, I am sure its a ninja too, and knows some kung fu!" He glowed as green as a green tomato, face breaking out into a spontaneous and slightly wicked smile! "Hey, Giant ninja zombie robot, its Gamma Buzz Baby!" he yelled to the skies, and leapt forward. Unfortunately, the Giant Zombie Robot Mummy, who was allegedly a ninja master of kung fu too, moved at precisely the wrong moment, leaving baz a crumpled mess on the tarmac. "See!" said Gamma Buzz, his eyes wonky, trying to reattach his head the right way round. "It knows Kung fu!"
  16. Giant robot mummy eh? That sounds like a job for ATOMIC COCKROACH FIST Free action: Nauseate Aura Move action: Jump into melee Standard action: Punch Another mighty swing... 9 Natural 1s! Yippee!
  17. GM "Wait... who are you?" asked the Ringmistress. She studied him carefully in the dim light of the moon. "You... you are the Tattered Man, aren't you?" she asked. "I've heard of you. I learn all I can about a town, a city. All the myths, all the legends. And Bedlam has more than its fair share. The Tattered Man, stalker of the night. Hero of Bedlam, whatever that means. But none of that really answers the question. Who is the Tattered Man? Who are you, really?" She curled up the bedclothes over her body, leaving a provocative show of thigh. The Ringmistress was no beauty, not with that scar running over her face, but nonetheless she had some charismatic allure. And she was trying to seduce John Smith!
  18. Taking 10 on computers for a 30 result if it comes up!
  19. Haven Well then, that was a plan. A good plan - provided it actually worked. There was a hole, but could he fit through it? He had been no contortionist when made of flesh and bone, but this was cyberspace. Nothing was real, no more than data. And data could be manipulated. Both the wall, and himself. Could he widen the hole, or could he thin his body? Why not a bit of both? With a virtual crack of virtual knuckles, Haven started to squeeze through, wrestling with the data at every virtual inch...
  20. Just in case they are needed 26 for Stealth 11 for notice... clearly his helmet is having some buzzing in it.
  21. Starshot Starshot pondered firing a lumi-flare in to the cave. His fingers drummed the compact flare gun at his belt. But, tempting is at was... People fear the dark, fear some predator who they cannot see. But in the dark, the predator cant see the prey. He would rather not lose the element of surprise. And besides, he could see in the dark pretty well. His helmet overlay gave an infrared overlay of the cave. "Stay silent, stay hidden..." he murmured, creeping forward, plasma rifle at the ready, straining his senses to pick up sound or sight of whatever was in the cave...
  22. It does indeed hit! And 11! 11 So Croc is Staggered and Dazed!
  23. Haven Therein lay the rub! He didnt know. "I am sure we can find one together..." he said. "All I know is that your efforts, whilst valiant, will take time. Too much time." He put his silver hand on the protective wall. It was not real, of course, but it felt real; Haven was no longer a man-he was a small sphere of quantum computations surrounded by mimetic metals. But he felt real. And if he felt real, that was good enough for him to call himself a man. "The White list is the key," he said, to himself as much as the woodchipper. "How do we get on it?" There might be some subtle way to weave through the code and intefere with the list. Or even destroy the list, corrupting its file. Alternatively, if he could find the list, he could create a digital fake ID. "Where is it?"
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