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Supercape

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  1. Skull Face "My ears are long and my words will be heard. You cant escape your past!" (Skull Face to Wave Eye, Under the Bridge Character Name: Skull Face Power Level: 8 (136 PP) Trade-Offs: +4 Toughness, -4 Defence In Brief: Ancient undead, slain during Wave-Eyes dark past. Now a disembodied, silver tounged skull! Alternate Identity: Acalan Identity: Public Birthplace: Ancient America's Occupation: Previously, fisherman. Affiliations: Anyone who listens to him (particularly the undead, and those slain in battle). Family: None alive. Description: Age: 12,000 (aprox) Apparent Age: Who can tell? Gender: Male Ethnicity: Was indigenous American. Height: 10 inches. Weight: 1 Kg Eyes: Black sockets Hair: None Power Descriptions: Skull Face has no visible powers, his strength comes entirely from his speech skills and communication powers. He is able to use the ritualist feat by chanting, which may have more esoteric effects. History: Acalan was a simple fisherman ages ago, with a wife and a family. When his family and tribe were slaughtered in an ancient war, he took up arms only to be mown down in battle. The war was the one in which Wave-Eye fought, at that time a bloody mercenary of great infamy. Acalan did not die, his will and spite, and the magics of the battles somehow combining to keep his skull intact, and his spirit inside it. Thousands of years of such an existence has not done anything for his sanity and desire for revenge. And yet he has learned the art of manipulation well. He became a master of cajoling, threats, and lies, and listened to all the creatures (alive and dead) of the sea. Personality & Motivation: Skull Face desires revenge upon Wave-Eye more than anything, although he would dearly like to strike a blow at all the undersea empires, from Atlantis to the Deep Ones. He hates bloodshed and violence, and would inflict bloody revenge on warmongers in a insane act of self defeating logic. He is somewhat mad from his endless existence, but his skill in deception is beyond par. He actually enjoys manipulating people. Powers & Tactics: Skull Face has no offensive powers at all. He can use nasty intimidates, but his real skill comes first in recruiting servants by manipulation, and secondly by putting people against each other, and manipulation. Abilities: -10 + -10 + -10 + 8 + 4 + 14 = -4PP Strength: - Dexterity: - Constitution: - Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 24 (+7) Combat: 0 + 0 = 0PP Initiative: +0 Attack: +0 Melee, +0 Ranged Grapple: +0 Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed Knockback: -0 Saving Throws: 0 + 0 + 0 = 0PP Toughness: +12 (+12 Protection) Fortitude: Immune Reflex: -- Will: +5 (+2 Wis, +3) +13 vs Mental (+8 Impervious mental). Skills: 80R = 20PP Bluff 13 (+20) Diplomacy 13 (+20) Intimidate 13 (+20) Knowledge (Arcane) 6 (+10) Knowledge (History) 6 (+10) Notice 8 (+10) Perform (Singing) 8 (+15) Sense Motive 13 (+15) Feats: 15PP Distract (Bluff) Fascinate (Bluff) Fearsome Presence 8 Ritualist Second Chance 3 (Bluff, Intimidate, Diplomacy) Taunt Powers: 0 + 0 + 0 = 0PP Communication 9 ('Anywhere on Earth', mental Extras: Omni-Directional, Sensory LinkFlaws: Only undead Feats: Selective) [19PP] (Speak to the Deads) Communication 3 (Ventriliquism, 1 Mile Feats: Subtle 2) [6PP] Comprehend 11 (Speak to and Understand Languages, Plants, Animals, Spirits, Objects. Read all Languages ) [22PP] Immunity 30 (Fortitude saves) [30PP] Feature 1 (Vocal Mimicry, +10 to related bluff check) [1PP] Mind Shield 8 [8PP] Protection 12 [12PP] Super Senses 4 (Darkvision, Extended 2 on Hearing) [4PP] Totals: Abilities (-4) + Combat (0) + Saving Throws (3) + Skills (20) + Feats (15) + Powers (102) - Drawbacks (0) = 136/136 Notes: Skull Face was an experiment with a nemesis who has absolutely no attack powers whatsoever. He ended up causing no end of trouble for Wave-Eye, goading and diverting the hero through all sorts of trials whilst maintaining complete innocence throughout. The reveal was a perfect surprise. Although Skull Face is primarily a nemesis for Wave-Eye, he could be used to create all sorts of problems for other characters, maybe even pitting themselves against each other. He could agitate for Atlantean political strife. He is by no means limited to the sea, either. He might also pop up in the context of other necromantic villains or heroes. He is also not inherently evil, just maddened and grieved by the past. He could even be an ally of sorts, a font of information, although his wicked tounge would always try to manipulate the end to his goals. Appearances Under the Bridge
  2. OOC for This[/thread] El Heraldo, Glow, and Jack Jackson!!!
  3. GM 16th May As Subito and Kristen walked through Claremont, the ever-acute hearing of Subito heard it... Click....Click Click... On further examination, it was none other than Jack Jackson, snapping the "Happy couple". "Ah there you two are..." he blustered as approached. "The disaster from down under and her lovely boyfriend.So nice to see you both. What spectacular threat are you two going to serve up to Freedom City today, huh? Perhaps a nuclear meltdown? a tsunami? a crashing plane?" Giving Kristen a particularly spiteful glare at the last scenario. "Or perhaps you have come to see those illegal immigrants you 'saved' being carted off back to Mexico, huh?"
  4. GM The address of "the Master" was in Lantern hill, near to the cemetery, and not far from St. Stephens Church. the buildings here were old, very old, and very beautiful, full of class and distinction, with a Victorian flavour. They were, almost certainly, extremely expensive. The Address lead Revenant to a particular delightful, tall house, not quite a mansion, but spacious, with a garden. It had a slightly tumbledown appearance, with an overgrown garden peppered with rubbish and bricks. Its chimney filled the air with a plume of smoke - someone had a fire going inside.
  5. "Thats...Japanese...isn't it?" asked Synth, pointing to the symbols. She was far from certain, but she remembered some books she had read about the caligraphy when she was learning to read. "Anyone speak it? I don't..." she smiled, looking at the other heroes down here with her. She was deeply uncomfortable down here. She preferred open spaces, after being cooped up whilst she was "Grown". She remembered the fields of snow and ice that looked so beautiful. Also, this place was ripe for an ambush. "It's a death trap down here..." she commented. "We need to press forward...."
  6. Medicine Roll to diagnose Diedre. The Zobo's are about 25 feet away. Initiative Rolls: 1d20=6
  7. GM As Catalyst approached the vandalised soup van, and kicked away wood, rubbish, and on one occasion, a burnt out tyre, she heard a faint groan. "Help....help...." came the voice. Pulling aside some more rubble, she found Diedre McManus, the soup lady woman, he leg clearly broken. "What...what happened...." she mumbled, not entirely coherently. As Catalyst paused, she heard something behind her. Spinning around, two zobos had lurched around a train, shuffling themselves straight towards them.
  8. GM "Yes Sir!" snapped the pilot, saluting the Doktor. Flying a one-winged plane would be, of course, impossible, but by cutting the power and the twin machinations of Glow and Doktor Archeville, it was possible. Sort of. In an ungainly way. Like flying a brick. "We are in the middle of the Atlantic!" said the Pilot as the plane steadied and levelled, the vast expanse of water ahead of them. They were still dropping, but flying too. "What do we do know? I can't keep her up for ever..."
  9. GM Through the portal was a city, with a chill snap in the air. It was evening time, or thereabouts, a pale sun hanging low in the horizon. It was Freedom City, no question - one could recognise the broad brushstrokes, but it was half the size, at most, with old wooden buildings, horses, carts, and bustling people in old clothes. The Portal had opened onto a small, narrow street. The only person to witness the amazing sight was a dead-drunk bum, dressed in old clothes and a somewhat unpleasant odour. "Holy Schmoley!" he mumbled, looking at his dirty whisky bottle, half drunk, and throwing it onto a wall where it smashed. Meanwhile... The Portal was collapsing, fading, and shrinking in front of Young Brittania's eyes....
  10. NO, its a largely fluff thing, and, presuming you are going to leap in through said portal soon anyway, wont be there long.
  11. In case needed, Synth 1d20+5=24 Notice roll. (Which includes acute smell and tremor sense!).
  12. All below sounds good - feel free to narrate as required.
  13. GM "Nooo...the pain...my legs busted up...the pain..." he winced, his eyes clammed shut. He opened one eye and looked around. "Wait...I'm better! how the hell did that happen!" he exclaimed, full of surprise as he wiggled his feet without discomfort. Over the Radio, Protectron picked up the Police Bands... We got that, Protectron...but I'm not sure how we can contain this...every Print we subdue, we get two more springing out from nowhere...it's an epidemic...we are going to have to call in everything on this...but... The voice paused briefly. Its looking bad...I don't know if anybody can contain this unless we stop this right now...and any person can turn into another Print! Nobody is safe!
  14. And no worries about RL, Dok, my life - whilst perhaps not crazy - is busy indeed!
  15. I'm not going to "charge" for that stunt, so to speak Dok. Its suitably heroic to heal a bystander using your own energy! HP time! Protectron - 2 HP - Fatigued - Injured
  16. GM "Good thinking..." said Hanson, his face green as he clutched one of the seats. The plane was slowing down now...having reached terminal velocity. And it was getting hot as they bumped into earth's thicker atmosphere. "But we are still going to crash..." he added, soberly. The Fuel streamed out of the Craft, spraying into the sky behind it. "If by some miracle I survive this..." mumbled Jackson, giving Glow an evil stare. He pulled up his camera and managed a rather blurred shot of Glow. "1 minute to impact!" yelled the pilot.
  17. Dok - Bruised x2, Fatigued, 3 HP Ok, well you cant actually put the wing back on....but you can certainly purge the fuel!
  18. Rene shifted his attention to the car being torn apart by the demons, and the poor soul trapped within. That did not, in his opinion, look good. He felt like he was in a war again, and that carnage was dancing her way through the streets. Blood and misery - that was his recollection of the various wars he had been caught up in. Raising his hands, he threw a gesture at the demon crawling in to (possibly) gobble up the driver, and an intricate stream of spider webs flew through the air from his hand, directly into the demon. "Not so fast, devil!" he chuckled as his magic erupted through the air.
  19. Well best to rescue said civillian then! Throwing some spider webs at the demon that crawled inside the car. Taking 10 (I presume its a minion?) for a 20 result, so thats a DC 22 Snare attack.
  20. GM Mead gave Wave-Eye a surprised look, his eyebrows raised. A dash of suspicion crossed his face, as always. The man probably trusted nobody completely, but then, that was his job. "I got no way of knowing if you are telling the truth or not. I guess in this city, anything's possible, including your story..." he shrugged. "But seeing as I have no evidence about what the hell happened here, I guess I can go with what you say" he conceded. "I'll keep my eye on you, fish face, but for now, keep out of trouble. And, if your story is true, I guess we can thank you for ridding us of that jabbering skull. Gave me the creeps, that did". "Sound's like you got a bloody past. No, I wont pry, but I will keep my eyes on you. Leaving him slowly rot in Coral, eh?" He half smiled, a smile with little humour, and turned, walking away. "Leaving him to slowly rot away like that" he said, back to Wave-Eye as he walked away. "Sounds like you still got a heart of fury...." Meanwhile...out at sea The Captain was rather shocked when his mate came in. They had been trawling for fish, with moderate success, a normal fishing run, nothing too exciting. But his Mate looked flushed, agitated, and rather fervish. "Was that you Cap'n?" he asked. "Damn thing. I heard somebody tell me to drop turn left, and drop the nets to the ground. But nobody was there! Voice crystal clear, it was, damn strange..." The Captain calmed his second in command down. "Wasn't me son..." he explained "sounds might peculiar to me. But then, this is Freedom City..." he laughed. "Well now, this voice. Could be anything. Probably be your imagination. But hey, left is as good a direction as any!" he said good naturedly. And with that, he slowly turned the wheel... ~Fin~
  21. GM Young Brittania's burst of light illuminated all the robed figures...showing them from the slightly seedy figures they were. One, more cowardly than the rest, turned to flee, and spared from the dazzling light, by so turning, sped off down the sewers. The other four were completely blinded, and somewhat panicked, by the flare. The dark eyed leader raised his hand involuntarily at the light and was spared the full force of Young Brittania's power. Behind him, a shimmering portal of shadow and smoke appeared, roughly circular and leading into some vague shadowy realm, like a black and white movie of...a city? it was hard to tell. "Too late!" he yelled at the heroes, as he stepped through and vanished. "This future will never be! muahahaha!" he laughed. As he faded from view, the shadowy portal flickered slightly, diminishing tangibly in strength, but still it smoked and breathed, presenting the same fogged view of an old city.
  22. Reflex Rolls for Cultists: first five to halve effect, second for the actual save. 1d20=11, 1d20=17, 1d20=2, 1d20=7, 1d20=7, 1d20=7, 1d20=1, 1d20=15, 1d20=4, 1d20=5 So, no 2 halves effect. But only no 3 is not dazzled. 1d20+6=7, 1d20+6=20 for Leader. Not Dazzled. Cult Leader - fade into the past! Cultists - Scatter! Take it away folks! at this point, you can pretty much narrate any beating up and capturing of cultists (PL 2), especially since most of them blinded by YB. In the mean time, the portal is closing...but not yet!
  23. If needed, a notice roll: 1d20+15=16 :(
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