Cloaks and Capes

I spent a bit of time snorting at various scenes in superhero related media for this one reason. Many recent comic narratives include anti- cape stances, from Justice League to Watchmen to well, the Incredibles.  As shown above the solution was remarkably simple, and predates most of this nonsense by decades.

But from the things you see you can stand in opposition.  And come up with reasons why things are better than something to be discarded because of opposition.  So below are a few suggestions to tempt others to my line of thinking: smartly designed and safe capes for every hero.

 

                Cape Options 0: Anyone who has seen or even been in some situations wherein a superhero with a cape has problems because of the cape, usually are hesitant to don the dramatic article. Even normals know that while capes are a tool that can increase the possibilities of drama they can easily put the wearer in dangerous situations or get them killed. To combat this, an unknown fashion/costume designer has released several new designs that incorporate a design “flaw” that allows the cape to break away from the wearer leaving the wearer less dramatic but unhindered while leaving an enterprising opponent standing there with his hands full of a now useless cape and a shocked look on the opponents face.

                Cape Options 1 Weak Cape: the character has a cape designed so that anyone attempting to grab them may grab the cape instead. If so, the grab may fail. +4 DCV Vs. all, IAF (Weak Cape, -1/2), Only Vs. grabs (-1), 1 Charge (-2), Lockout (may not use other multi-powers, -1/4), Activation (14-, -1/2) 20/

                Cape Options 2 Weak Cape With Auto Dispenser: Change to 4 charges (-1),

                Cape Options 3 Weak Cape With Auto Ejector: Remove Activation(14-, -1/2), SUM()

                Cape Options 4 Weak Cape With Manual Ejection: RSR appropriate skill roll at -1/10 active points (-1/2)

                Cape Suggestions 0: Here are some suggested abilities anyone may buy up to the following effects by having a cape:

1              Cape Suggestions 1 Attracting Attention: +4 Com (2 Ac), OIF (Cape, -1/2)

6              Cape Suggestions 2 Flair for the Dramatic: +8 Pre (8 Ac) OIF Cape (-1/2)

5              Cape Suggestions 3 Toro Toro! +2 DCV Vs All, (10 A), OIF Cape (-1/2) RSR (appropriate Skill roll, -1/2)

                Cling-less Option 0: Have you ever noticed that some individuals never seem to have a problem with that cape? It is not just the way they wear it or the way the capes are cut but the material itself can make all the difference in the world! Yes that is right someone has released their patented Cling-less ™ costume material for capes also! In addition to adjusting the powers listed above anyone may buy up to the following effects by having a Cling-less Cape:

6              Cling-less Option 1 Flair for the Dramatic: +8 Pre, OIHID Cape (-¼) 8/6

2              Cling-less Option 2 Attracting Attention: +4 Com, OIHID (Cape, -1/4) 2/2

6              Cling-less Option 3 Toro Toro! +2 DCV Vs All, OIHID Cape (-¼) RSR (appropriate Skill roll, -1/2) 10/6

9              Cloak of Distraction: The impressive Cloak of Distraction is a variant on the Weak Cape theory written larger than life, in addition to its resistance to grabs the character so conceals the location of their body and limbs that almost every attack will miss until the cloak is so shredded that it is no longer usable. One strange result of the billowing effect is that the effects only last a single minute before it shreds itself based upon its own activities. Desolidfication (40 Act) OIF (-1/2), Activation 14- (-1/2), Ablative (-1/2), 1 Continuing charge lasting 1 minute (-1), May not pass through barriers (-1).

9              Cape of Justice: Sometimes the best use of a cape is to tie up their opponents and now you can reasonably restrain an opponent with the simple utility of a cape. Entangle 4d6, 4 DEF; OIF (Cape; -1/2), Cannot Form Barriers (-1), No Range (-1/2), 1 recoverable charge (-1 1/4), other cape powers cannot be used until charge is recovered (-¼) 40/9

33           Dark Victory’s Cape of Darkness part 0: Multipower 67-point reserve OAF (-1), 67/33

3u           Dark Victory’s Cape of Darkness part 2) Long Dark Travel: teleport 20”, x2 increased mass, Megascale (1”=10 KM, +1/2) OAF (-1), 67/33

3u           Dark Victory’s Cape of Darkness part 3) Silhouette Distorting Effects: +3 DCV OAF (-1), Activation (11-, -1), 15/5

3u           Dark Victory’s Cape of Darkness part1) Short Dark-travel teleport 30”, x2 increased mass OAF (-1), 65/32

9              Weak Cape Multiple Options 0 : the character has a cape designed so that anyone attempting to grab them may grab the cape instead. If so, the grab may fail. In addition the cape may jam certain types of movement if it gets put in the wrong (or right as the case may be) place at the wrong time. Weak Cape Multipower, 1 Charge (-2), Lockout (may not use other cape based powers or benefits until regains cape, -1/4), Activation (14-, -1/2), OIF (-1/2), 40/9

1u           Weak Cape Multiple Options 1) Release Trick: Desolidification, IAF (Weak Cape, -1/2), Only Vs. grabs (-1), 1 Charge (-2), Lockout (may not use other cape based powers or benefits until regains cape, -1/4), Activation (14-, -1/2) OIF (-1/2), 40/

1u           Weak Cape Multiple Options 2) Forced Jam: 4d6 Suppress Movement based Powers, Trigger (within 1” of a mechanical movement ability, +1/4) Any one mechanical movement power (primarily technological vehicles like jets, cars and even Mecha, +1/4), Uncontrolled, lasts for 1 minute +1/1 attack roll was made by or until removed from machine (+1/2), 1 Charge (-2), Lockout (may not use other cape based powers or benefits until regains cape, -1/4), Activation (14-, -1/2) OIF (-1/2),

                Weak Cape Multiple Options Part 2: Weak Cape With Auto Dispenser: Change to 4 charges (-1), (?? for Multipower)

                Weak Cape Multiple Options Part 3: Weak Cape With Auto Ejector: Remove Activation (14-, -1/2), (?? for Multipower)

                Weak Cape Multiple Options Part 4: Weak Cape With Manual Ejection: RSR appropriate skill roll at -1/10 active points (-1/2) (either switch out with Activation or in addition to, if additional Mp costs ??, each slot = ?? total cost ?? points).

 

 4              Toro Toro! +1 DCV Vs All, (5 A), OIHID Cape (-¼) RSR (appropriate Skill roll, -1/2)

3              Flair for the Dramatic: +4 Pre (4 A) OIHID Cape (-¼)

2              Demi-cape: for those who still feel the need to have a touch of the flair for the dramatic but don’t like the overblown look of a full cape the Demi-cape adds just the right touch of class without being overbearing. Toro Toro! +1 DCV Vs all, OIF Cape (-1/2) RSR (appropriate Skill roll, -1/2) 5/2

 If you want Dramtic designs for your insect themed Cloak werer look here!

30           Opulent Opera Cloak of Anti-Armageddon With Auto Dispenser Part 0: 60 point Multipower (60 A), OIF (-1/2), 4 Continuing charges lasting 1 minute (-¼), Lockout (may not use other cape based powers or benefits until regains cape, -1/4), Activation (14-, -1/2)

2u           Opulent Opera Cloak of Anti-Armageddon With Auto Dispenser Part 1) Forced Jam: 6d6 Suppress Movement based Powers, Trigger (within 1” of a mechanical movement ability, +1/4) Any one mechanical movement power (primarily technological vehicles like jets, cars and even Mecha, +1/4), Uncontrolled, lasts for 1 minute, +1/1 the attack roll is made by (+1/2), 4 Continuing charges lasting 1 minute (-¼), Lockout (may not use other cape based powers or benefits until regains cape, -1/4), Activation (14-, -1/2) OIF (-1/2),

2u           Opulent Opera Cloak of Anti-Armageddon With Auto Dispenser Part 2) Cloaking Distractions: Desolidfication (40 Act) OIF (-1/2), Activation 14- (-1/2), Ablative (-1/2), 4 Continuing charges lasting 1 minute (-¼), Lockout (may not use other cape based powers or benefits until regains cape, -1/4), May not pass through barriers (-1) OIF (-1/2).

2u           Opulent Opera Cloak of Anti-Armageddon With Auto Dispenser Part 3) Entanglements: 5d6 Entangle, 6 Defense, gags target (so they cannot disturb the ceremony further, 4 Continuing charges lasting 1 minute (-¼), Lockout (may not use other cape based powers or benefits until regains cape, -1/4), Activation (14-, -1/2) OIF (-1/2),

                Opulent Opera Cloak of Anti-Armageddon With Auto Dispenser PLUS it’s a Life Event: Change environment

10           Opulent Opera Cloak of Anti-Armageddon With Auto Dispenser PLUS Concealed Defenses: 5 points of Lack Of Weakness for up to three different defenses (chosen when purchased and personally tailored), OIF (Opera Cloak, -1/2)

                Opulent Opera Cloak of Anti-Armageddon With Auto Dispenser PLUS Dramatically Done Opera Cloak: +10 Pre, Usable simultainiously by two others at range (+1) OIF (Opera Cloak, -1/2), usable by others only applies to the two other most important people at the event (typically the Bride and Groom, -1),

                Opulent Opera Cloak of Anti-Armageddon With Auto Dispenser PLUS All Eyes on My Opera Cloak: +6 Com Usable simultainiously by two others at range (+1) OIF (Opera Cloak, -1/2), usable by others only applies to the two other most important people at the event (typically the Bride and Groom, -1),

                Opulent Opera Cloak of Anti-Armageddon With Auto Dispenser PLUS My Opera Cloak Draws the Eye: +2 DCV Vs All, Usable simultainiously by two others at range (+1) OIF (Opera Cloak, -1/2), usable by others only applies to the two other most important people at the event (typically the Bride and Groom, -1), RSR (Combat Sense, -1/2)

 

                Golden Cape With Auto Dispenser Description Part: the character has a cape designed so that anyone attempting to grab them may grab the cape instead. If so, the grab may fail. In addition the cape may jam certain types of movement if it gets put in the wrong (or right as the case may be) place at the wrong time.

9              Golden Cape With Auto Dispenser Part 0 Multipower, 4 Charges (-1), Lockout (may not use other cape based powers or benefits until regains cape, -1/4), Activation (14-, -1/2), OIF (-1/2), 40/12

1u           Golden Cape With Auto Dispenser Part 1 Release Trick: Desolidification, (40 Active), IAF (Weak Cape, -1/2), Only Vs. grabs and entangles (-1/2), 1 Charge (-1), Lockout (may not use other cape based powers or benefits until regains cape, -1/4), Activation (14-, -1/2) OIF (-1/2),

1u           Golden Cape With Auto Dispenser Part Forced Jam: 4d6 Suppress Movement based Powers, Trigger (within 1” of a mechanical movement ability, +1/4) Any one mechanical movement power (primarily technological vehicles like jets, cars and even Mecha, +1/4), Uncontrolled, lasts for 1 minute +1/1 attack roll was made by or until removed from machine (+1/2), 4 Charges (-1), Lockout (may not use other cape based powers or benefits until regains cape, -1/4), Activation (14-, -1/2) OIF (-1/2),

4              Golden Cape With Auto Dispenser PLUS Golden Flair: +8 Pre OIF Cape (-1/2) Lockout (may not cape based powers or benefits until regains cape, -1/4), 8/4

1              Golden Cape With Auto Dispenser Plus Gorgeous Gold Looks: +4 Com (2 Ac), OIF (Cape, -1/2) Lockout (may not cape based powers or benefits until regains cape, -1/4),

4              Golden Cape With Auto Dispenser PlUS Toro Toro! +2 DCV Vs All, (10 A), OIF Cape (-1/2) RSR (appropriate Skill roll, -1/2) Lockout (may not cape based powers or benefits until regains cape, -1/4),

 

 

 

 

 

 

 

 

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