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Supercape

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  1. Synth shrugged, almost involuntarily. This was beyond her - demons, infernal dimensions. "I don't know of what you speak" she said, slowly and carefully. "I don't understand half of it, and I am not entirely sure I believe the other half" she explained. "But here you sit, in front of us, without ill intent. The companies and monies of this world are not a force for good as I see it - corruption, inequality, and even hate. Half the world rich, half the world dying from poverty. " "So if you want to do some good, think on that. But I, for one, will not stand in your way. At least for now. "
  2. "Worrying" said Supercape, as much to himself as his minder. "There appears to be some kind of dimensional portal forming, under the building. And that rarely spells good news, in my experience". A shimmering field of quantum energy formed around Supercape, as his costume once again changed to the blue and white colours of his normal caped appearance. "Agent Harper, I fear this may be dangerous. I would advise reporting back to your agency. You can call me up by radio. But for now, I had better shut that down before it gets to large..." He turned to Harper. "I'm sorry, but when it comes to these things, there may be all sorts of problematic energies. SOmething yo may not want to be near without a HAZMAT suit..." he explained, as politely as he could.
  3. 1d20+8=21 (Although I might fail it deliberately if its amusing enough for the HP!).
  4. Lord Steam pressed his nose against the elegant glass plating of Alice, peering carefully at the underside of the vessel whilst gently piloting the vessel. "Well, if I didn't know better, I'd say those barnacles are to blame" he concluded. "And, to be honest, I don't know better. Plenty of impossible things happen in this dimension. So, look at that...the configuration of those mollusc's against the hull...like the arms of Poseidon around our mystery ship..." "As to what caused it, of course, another matter, another mystery. Hocus-pocus, perhaps. But there it is, a pattern..." Concluding his circumnavigation of the ship, he brought Alice up to the surface once more, and popped the hatch. "That concludes that part of the tour!" he said, breezily. "I should imagine the next part is within the vessel itself!"
  5. I think it's a good idea... It's no fun for PCs, and arguably for NPCs to stand around for ages waiting to recover. ?house rule
  6. I doubt a drive skill is required, but if it is, Ill take 10 for 15. If I cant take 10: 1d20+5=9. Anyway, I doubt thats needed just routinely circling the ship. What may be needed is... 1d20+15=18 Notice Roll. Search, I guess we are being meticulous, so taking 20 for a 30 result.
  7. "This old thing?" replied Lord Steam, tapping it with his cane and giving a rather pleasant metallic resonance. "She can hold all of us, I'm sure" he said breezily, popping open the hatch for all to descend "maybe not in the most comfortable of comforts, but there is plenty of room for all of us. We might have to squeeze a little for the jacuzzi, of course!" The submarine was antiquated but expertly designed, and indeed was as splendid inside as well as outside, with soft leather and silk furnishings, and beautiful brass and copper linings and pipes throughout. The pilot seat had an excellent view of the ocean beneath the waves, and with a few levers pressed, and a few dials dialed, a soft pinging emitted from the ship, giving a sonar readout in front of Lord Steam. "Come in, come in" he welcomed all aboard as he prepared to set sail, if only briefly. "Let's see what is underneath our mystery ship! eyes peeled!" he intoned.
  8. I take it we are using the partial recovery / saves option of UP then? I never actually saw House Rules on that one way or the other, but I would think its a jolly good idea! Dok - 3 HP - Nauseated, Bruised!
  9. That works for me, I'll hold off for you and TK to get a plan of action!
  10. No planning!!!!! I just want to get an idea of where you guys would like to go and what you are doing. I'll wait for a few posts if you guys need to work it out. At the moment I don't know what to react to
  11. Yep, I am afraid that's a miss! Gremlins Defence Bonus is +22! Need Fort Save From Dok to see if he recovers from Helpless condition.
  12. With Impervious 1 and Civies having strength 10, I am ruling they cant touch Protectron.
  13. GM As Protectron landed, the robot could see the damaged car was unoccupied. The man crawling on the pavement looked injured, but not critical. Fortunately, he also wore a face that was distinctly not like Harry Print. That face was at least rather distinctive. The six onlookers scowled at Protectron as he landed, grabbing makeshift weapons - clubs, stones, and a fire hydrant, and descended on the golden hero. The rocks bounced of his impenetrable hide, and the blows left not a scratch on him. "Get lost, Robo-freak!" screamed one print, in a woman's dress and hat. "You ain't stopping Print! And you ain't going to change into him either! Get lost!"
  14. Finnigans Pistol: 1d20+12=13 The crack shot fails! Finngans Mook Charging: 1d20+8=9 The fates are with you! Before proceeding to next round, Initiative rolls for Siphon and Catalyst please!
  15. GM "What the holy blazes of satan...?!?!?" yelped Finnigan with explosion of light and power, before ducking under his thick wooden table. His two cronies jumped, one getting under a sofa, and the other getting hit full blast, hurling his unconscious body roughly against the wall. "Ah've seen some bat-crazy tricks in my time boy, but that beat's em all!" screamed Finnigan, as he took aim with his pistol and fired at Starlight. The mook popped his head up from behind the sofa, and in an impressive feat of strength, charged towards Starlight with the furniture in his hands.
  16. Starlight - 3 HP - Fatigued 1d20+5=16 for Finnigan, who does indeed have Evasion - 2. 1d20+6=19 And vs DC 20, gains a bruise. the Goons dont have evasion... 1d20+6=18, 1d20+6=26 one fails, one succeeds. 1d20+6=14, 1d20+6=22 One is out, the other is ok.
  17. Sorry for delays, very busy month for me etc etc. Do you want to cut to the Library again, where Ms. Hart is?
  18. Diplomacy roll if you are speaking to the sharks (or intimidate etc). With Animal Empathy skill of course you can replace Diplomacy with your Animal Handling Skill.
  19. GM Out at sea, a little while later... There were five of them, sleek, ancient, and deadly, out at sea but not to deep...where there was plenty to feed on before the cold and dark made life less tolerable and thus less abundant. The creatures were not aggressive - at least to Wave Eye. Irritable, perhaps, and born with an innate predators personality, but they kept their distance from Wave-Eye, recognising a threat when they saw one. "Charming fellows, eh?" whispered Skull Face to Wave Eye. "I spend a decade lodged inside the belly of one of their biggest beasts once. Not the highlight of my century, I can tell you..."
  20. Toot Toot!!! Up from the churning waters, a submarine emerged of most unusual design. Copper, brass, and iron, with elegant tubing layered on every side. As it arose, a steam powered horn thundered, announcing its arrival. Alice was the inscription on the side. The top of the ship flipped open. "Ahoy there!" called Lord Steam, clambering out of his vehicle and jumping ashore. "I do believe I heard talk of a maritime mystery" he continued, dusting off his clothes and leaning on his cane. "And I simply can't resist a mystery!" he concluded, tipping his hat at Blodeuwedd. "Madam? shall we?" he asked, offering his arm and preparing to board the mysterious vessel.
  21. Rules checked and corrected. Dok is not staggered, only bruised (and, technically dazed, but as he is helpless...)
  22. Both are feasible! The former is incredibly dangerous and cool, and is worth a HP!
  23. Indeed, 1 HP for failing the nauseate! As an academic point if you have reference for side effect rank could you pm me?
  24. That works for me, although I would rule that for a side effect to be a side effect, it should be equal rank to the power in question i.e. Damage 10 and Nauseate 10. That means Fort Save goes to Bruised, Dazed, and Staggered. And Nauseate is still Helpless! :0 And that just, just hits! (Gremlin has a defence of 12!) Gremlin also has partial immunity to technology, so its a rank 5 Drain Toughness and Rank 5 Damaged! :0!!!! (Feel free to let the blood spurt on that one! - or you hit a nerve?) Onto the more positive! 1d20+12=13 A truly craptastic Reflex save, Toughness DRained -2... and a better, but less impressive toughness roll vs DC 20. 1d20+2=17 Injured! Post away. Gremlins actions: Clamber onto the wing of the plane! Round 3!!!! 18 - Glow - Injured, Fatigued, 2 Hero Points. 18 - Dok - Helpless, Bruised, 2 Hero Points. 12 - Gremlin - Injured, -2 Toughness.
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