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Supercape

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  1. Move: Leaping (to head of freak!) Standard: Whallop, Unarmed Strike 1d20+7=23 Should be a hit (not a critical, shame), DC 22 Toughness attack.
  2. Power Level: 13 (178PP) Trade-Offs: -3 Defense / +3 Toughness, -2 Attack / +2 Damage In Brief: DAMN YOU, SHARKTOPUS! Radatioactive waste has lead to this mutant sea monster with the head of a shark and the body of a octopus: That can "walk" on land! Alternate Identities: None Identity: N/A Birthplace: Freedom City Occupation: Apex Predator Affiliations: None Family: None Age: 1 Apparent Age: For a Sharktopus, who knows? Gender: Self-fertilizing "Other" Ethnicity: Sharktopus Height: Hard to describe Weight: A few tons Eyes: Black Hair: None. Nice dorsal fin, however. Description: Sharktopus has the head and dorsal fin of a shark with the body of an octopus. And its big. History: Sharktopus was formed by mutagenic properties of dumped radioactive waste straight into the Atlantic. It is under a year old and sightings have been rare but bloody. It has been known to plague shipping and beaches. Worse still, it is believed to self-fertilize, albeit slowly, laying its own eggs. Even if Sharktopus was destroyed, who knows if its progeny could rise again? Personality & Motivation: Sharktopus is an apex predator. It feeds on all sorts of fish, and helpless bathers, particularly if they kick their legs around a lot in the beach. It seems to prefer attractive teenagers / youths as its prey, when it prowls the beach. Complications: First the Fin For some reason, Sharktopus likes to swim around with just its dorsal fin showing, giving bathers a lot of time to see it and scream, swimming for the beach. Except for one attractive youth who has his/her headphones on. Abilities: 4 + 8 + 12 + (-8) + 6 + 0 = 22pp Str 30 (+10) (14, +16 Growth) Dex 18 (+4) Con 30 (+10) (22, +8 Growth) Int 02 (-4) Wis 16 (+3) Cha 10 (+0) Combat: 26 + 24 = 50pp Initiative: +12 (+4 Dex, +8 Improved Initiative) Attack: +11 (+13 Base, -2 Growth) Grapple: +29 Defense: +10 (+12 Base, -2 Growth), +5 Flat-Footed Knockback: -16 Saving Throws: 8 + 8 + 12 = 28pp Toughness: +16 (+10 Con, +6 Protection) Fortitude: +18 (+10 Con, +8) Reflex: +12 (+4 Dex, +8) Will: +15 (+3 Wis, +12) Skills: 36r = 9pp Notice 11 (+14) Intimidate 10 (+10, +14 Growth) Stealth 0 (+4, -4 Growth) Swimming 15 (+17) Feats: 18PP Ambidexterity Environmental Adaptation (Underwater) Fearless Fearsome Presence 10 Improved Grab Improved Initiative 2 Improved Pin Instant Up Powers: 51PP Container 10 (Sharktopus) (Feats: Innate) [51PP] Additional Limbs 3 (10 additional limbs) [3pp] Growth 8 (+2 Size Categories, +16 STR, +8 CON, Extras: Duration [Continuous], Flaws: Permanent) [24pp] Immunity 3(Cold, High Pressure, Suffocation) [3pp] Protection 6 [6pp] Strike 5 (Feats: Mighty) [6pp] Supersenses 2 (Low-light Vision, Scent) [2pp] Swimming 3 (10mph) [3pp] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness (Staged) Damage Strike Touch DC30 Toughness (Staged) Damage Abilities (22) + Combat (50) + Saving Throws (28) + Skills (9) + Feats (18) + Powers (51) - Drawbacks (0) = 178 Power Points
  3. Using a Cricket Bat is sufficiently surreal, cool, and Twin Peaks, that you can do this for free (no HP expenditure). Should Also add / confirm, between the lock release gun and the bat, the door is open.
  4. Supercape could quite happily be there listening to, or giving a lecture, or meeting up with an academic in his role as professor. Probably something on neuroimaging. Whilst he has +12 in physical sciences, he had +10 in life sciences and behavioural sciences too - neuroimaging or some such stuff would be right up his street. I would like to fine tune his reason for being there - if there are any hints as to what might actually happen in the story, please drop them! then I may be able tailor his appearance to coincide. Looks good!
  5. Its a hit! 1d20+3=13 KO! Post IC than we can shift to OOC, although bear in mind one thug did get a good burst off and guns are loud.
  6. All fine OP: No rolls needed, take it away IC Meanwhile, Anti L: Move Action towards Guardian, Standard Action: Smash Guardian 1d20+7=26 Another lucky roll. I think that's enough to Hit Guardian. DC 32 Toughness save for Guardian
  7. Quentin was not exactly rich, but he was well off, and he had chosen a good seat right near the front of the stage, second row. Finishing off his wine, and flicking through the over priced programme he had sworn not to buy (but did anyway), he wandered over to his seat. It looked like a busy night. He didn't really appreciate the slightly loutish and drunken figure in front of his seat. Particularly as he was tall and had an unruly mop of hair that added an extra few inches of height. Just enough to irritatingly block his view. He was tempted to fry off a few inches of the fuzz, and perhaps would have, if he had more confidence in the accuracy of his powers. Instead, he just sat a little more stiffly and craned his head, waiting for the show to start.
  8. Slick was jogging at, for her, a leisurely pace, down the riverside, and had been doing so for nearly an hour. She was even become slightly sweaty and having to breathe a little more heavily. Her pleasant diversion was diverted by the sound of a distant roar and twisting metal. It didn't sound pleasant, but it did sound interesting, and worth a look. She increased her speed, drawing surprised gasps from onlookers. Vaulting clean over large cars was equally impressive. In a few moments, she reached the origin of the noise. A near naked man was not that unusual in Freedom, although noteworthy enough. The fact he was the size of a Buick was rather more unusual, however. This was clearly not normal. She only noticed Cannonade when the giant started windmilling his fists at the figure. Ok. Time for action. Her body started to trickle its characteristic oily secretion as she ran towards the two figures. No intention of being held in one of those sledgehammer paws. She thought if he tries that, he will find I am a slippery customer!
  9. Life Sciences roll for Slick 1d20+5=10 Fairly rubbish, but (s)he is no expert. (I guess Slick is "she" for now!)
  10. GM The Thug hit the deck, landing at the top of the stairs, face down. It was as if he had had a tombstone placed on his shoulders. "What the whuuuuuuuuuuff..!" was all he could explain as he had the air sucked out of his lungs from the impact and pressure, and a cloud of dust kicked up from his fall straight into his lungs. He coughed loudly, his hand still on his machine pistol that intermittently spat out some wild, ineffective, bullets as testimony to his surprise.
  11. And its next round time! Sparksmith 20 HP2 Unharmed Hulking Figure 19 Bruised x1, -2 Toughness Drained (recovers in 2 rounds) Guardian 16 HP0 Bruised x1 Supercape 11 HP0 Unharmed Sparky is up (OP as discussed in chat, Intimidate can be done as move action at -5, which I applied!)
  12. Editted HP: Nick, the Necromantic ward applies once you are through the door (feel free to include a shiver down your spine or something, you have the requisite supersense and, more importantly, its cool) With 34, I'm not going to roll, zero chance of resisting that grapple - he is pinned! I'll do GM IC post Then its Dragonfly up!
  13. This round has started, but for reference Thugs - 19 - One is Knocked out Nick - 17 - 1 HP - Unharmed Dragonfly 13 - 2 HP - Unharmed Drifter 10 - 2 HP - Unharmed 2 More rounds of +2 Masterplan in play. Nick's up next.
  14. GM As the Drifter sped around the corner, the two thugs had just noticed him and where beginning to rise when the stone flew though the air. With unerring accuracy, the stone thudded straight into the solar plexus of one of the bare chested thugs, who promptly doubled over and hit his head against the iron railings that adorned either side of the staircase. "You lucky..." shouted the other thug, pulling his machine pistol and letting loose a stream of bullets at his adversary. He was hardly a trained marksman, but he was no amateur, and it was close range. Only the Drifter's speed and agility saved him as the bullets whizzed a hair's breadth away from his body, into the pavement behind him.
  15. A Knockout it is! Moving onto round 1 Thug B has the initiative and is opening fire 1d20+2=16 The bullets literally whistle past your ears! failed by 1!
  16. Thugs is Flat Footed, so that's an easy hit. Also, remember the +2 from masterplan is in effect for 3 rounds (including this one). Not that you needed it, but its there nonetheless. 1d20+3=19 for Toughness. Fail. As he is a minion, you can choose what outcome you would desire: I imagine a KO in this case!
  17. Not far. As you are just running round the corner. Probably 10 feet in front of you, 5-10 feet up some stairs (that lead up to the door). Not quite in melee range, but no penalty to range (if you want to throw something, for instance).
  18. Surprise round you have sir. For clarification: In surprise round it is move action or standard action only, not both.
  19. That means Thugs go first. Surprise round? I'm going to say Drifter has to make a relatively easy (DC 10) Stealth check to make sure he dosen't botch it. If successful,... surprise!
  20. Feel free to edit, VC Once you have done so, post here to say you have done so and its onto the next round
  21. Supercape is up for some heroic jinx. However, I am GM'd out at he moment, running two threads (I would recommend one at a time!)
  22. Supercape Understandable concern. "It's not anti-matter, its anti-energy. Complex stuff. You see, if you differentiate the Heisengbergian fractal of the imaginary power to the nth degree..." Realising this wasn't really a maths class, he caught himself. "Never mind. The energy pulse will be selective, just neutralising the infection. There may be some slightly local effects however, so you may wish to take cover. You look like a big strong lad though!" He hoped Sparksmith would be back soon. Guardian was indeed tough, but this creature was powerful. He extended his mind's eye into the hulking figure and once again tried to weaken its molecular bonds. Goodness the creature was tough! but he felt the cohesion weaken slightly this time.
  23. And Supercape is up! Free Action: Talk Standard Action: Drain Toughness 10 1d20+17=18 At last it fails something!!! Thats, oh, a mighty -2 Toughness for Anti Liebniz!
  24. Ok Folks it looks like Initiative Time! 1d20+2=19 I am on a roll with Invisible Castle today!
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