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Guest WhammeWhamme
Originally posted by Metaphysician

Well, if you made a point-efficient 750 point team of 5-6, they *might* be able to fight against Doctor Destroyer in personal combat and live to tell the tale.

 

Did anyone ELSE take that as a challenge?

 

let's DO IT!

 

450 base, 300 disads sounds fair to me... Epic Heroes have Epic weaknesses and Codes.

 

Max, say... 24 DC? 17 STUN vs DD seems fair.

 

Any suggestions? (CV? SPD? DEF?)

 

Any TAKERS?

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Um, in our campaign, we built our characters on 600 + 150 disadvantages. It was tough enough as is to fill up the disadvantages, in my case, since most of the usual ones weren't really applicable. 300 points of disadvantages would, IMHO, result in mostly unused material or PC Superman vulnerability emphasis syndrome.

 

A better way to due it is to encourage "larger than life" disadvantages. Instead of lots of Hunteds, take one really nasty or interesting Hunted.

 

( well, okay, you could go the route of Horus-Re, a character in my campaign, and take Doctor Destroyer, Takofanes, and VIPER all as Hunteds, but that means you probably shouldn't take any DNPCs or a Secret ID, since all your DNPCs already got killed, and your Secret ID blown :) )

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Hmm... you would need a big mystic, or possibly an egoist. It would help if they had reasonable breadth to their powers, since they will have to defend everyone else from mystical and mental threats, as well as suppress or dispel other people's magical effects. In Marvel terms, an equivalent of Dr Strange.

 

You probably would want a science based gadgeteer, in order to do the analytical work on all that alien technology you will run into, not to mention coming up with ways to counteract them. In Marvel terms, Reed Richards. Maybe give him a battlesuit.

 

Somebody is going to have to have a fair bit of force wall and telekinesis in order to do the big "innocent protection" jobs. Green Lantern does a lot of this stuff for the JLA. He also provides transport and life support for the rest of the team.

 

While it might be possible to fuse the functions somewhat, that's three "Swiss Army Knife" characters so far. While all of them can fight, none of them are dedicated combat monsters.

 

I think we would need at least three combat monsters. Say: a brick, an energy projector, and a speedster. Each, of course, might have side specialties, but they should be less focussed on breadth than on hitting people very very hard - or, in the case of the speedster, very very often.

 

To summarise:

1. Wizard

2. Scientist/gadgeteer

3. "Telekinetic"

4. Brick

5. Energy Projector

6. Speedster

 

Alan

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Guest WhammeWhamme
Originally posted by Metaphysician

Um, in our campaign, we built our characters on 600 + 150 disadvantages. It was tough enough as is to fill up the disadvantages, in my case, since most of the usual ones weren't really applicable. 300 points of disadvantages would, IMHO, result in mostly unused material or PC Superman vulnerability emphasis syndrome.

 

A better way to due it is to encourage "larger than life" disadvantages. Instead of lots of Hunteds, take one really nasty or interesting Hunted.

 

( well, okay, you could go the route of Horus-Re, a character in my campaign, and take Doctor Destroyer, Takofanes, and VIPER all as Hunteds, but that means you probably shouldn't take any DNPCs or a Secret ID, since all your DNPCs already got killed, and your Secret ID blown :) )

 

100 pts of Psychological Limitations goes a loooong way. :)

 

Sure, you all end up nutballs...

 

A few physical limitations... and who says Superman is a bad example?

Make it Susc: Kryptonite, Vuln: Magic x2 all type (90pts right there) instead of having no powers apply and its' A) balanced and B) a METRIC ASSLOAD of points.

 

I mean, that was 90pts, and 30pts...

 

+100 psych

 

80 pts of Hunteds would give you Viper, DD and Takofanes.

80pts of DF, Reputation, Secret ID and a personal nemesis works too.

 

Yes, 300 disads is in the Superman mold. My Neo-Superman is nowhere NEAR as screwed as the real thing vs Magic or Kryptonite (as he still has STUN 100+, BODY 30+ and Power Defense).

 

It can be done folks.

 

Still, if y'like, submit suggestions with less disads.

(Though I'd pay to see Neo-Superman vs Takofanes on the big screen... :))

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*shrug* It just seems to me a bit excessive to pile on 100 points of psych limits. Then again, I prefer to only put psych limits for the most dominating personality trait or two.

 

As for a contribution: for a brick, or perhaps certain types of energy users, use the White Knight defense ( courtesy of ChuckG ). Basically, a combination of resistant Damage Reduction, and two Absorbtion powers ( one feeding Stun, one Body ) that are limited to restoring damage inflicted in a specific attack.

 

The Reduction proportionately reduces the damage taken, but doesn't reduce the efficacy of the Absorbtion.

 

For an example, Horus-Re, a character in my campaign, has 10/10 resistant defense, 75% damage reduction, and 3d6 for both Absorbtions. As a result, hitting him with a nuke ( 20d6 RKA ) only inflicts ( on average ) 10 Body and 32 Stun.

 

Its the perfect relatively low-cost way to generate insanely durable characters.

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Originally posted by Hermit

What will this team be like?

 

I mean... it sounds like we're talking Justice League type set up.

 

Well, the Justice League and the Avengers are the obvious models...

 

The Fantastic Four is another possible model - they are specialists in beating worldbeaters, but aren't hugely overpowered themselves. Instead, they are experts in plucking plot devices out of the air. This is a bit too dependent on the GM's generosity to be optimal in an RPG. Still, there are aspects of the model which are attractive.

 

A lot of "real" Champions campaigns seem to be of the "everyone designs a character by themselves and the team consists of the sum of the results". This is fine in that everyone gets to play the character they really wanted to play, but it doesn't necessarily give particularly well balanced teams.

 

On the other hand, a team designed at a lower point level with lots and lots of experience will be differently balanced from one designed on more points. The more experienced team may have compensated for their weak spots to some extent. The FF could be considered to be a team that has done this.

 

But of course, Reed Richards is really the only "Swiss Army Knife" in the FF. The others are really fairly simple characters, although highly skilled ones with lots of power tricks. They've probably done something odd with the points they've allocated towards the team infrastructure.

 

Other power teams, like the JSA and LSH, tend to have sprawling memberships.

 

At various points, the X-Men could be considered to be "experienced versions of not-so-powerful" characters. The Teen Titans mostly goes with "inexperienced versions of powerful characters". Both have done their fair share of worldbeater-beating, but I wouldn't use them as a model.

 

I think we're kind of stuck with the JLA/Avengers model - although the FF model would be kind of cool...

 

Maybe a hybrid FF/X-Men kind of feel...

 

Alan

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Guest WhammeWhamme

Okay. Here's some thoughts:

 

Characters to be in the mold of the JLA more than anything else. Cosmic Power, Incredible Weaknesses. (although no 'powerless in the face of''s. Just 'oh mamma that's gonna hurt'. See Neo-Superman for details)

 

The team was formed by a chance conversation between the team Genius and the Team Mage, at the aftermath of one of Takofanes rampages. Both recruited two powerful heroes whose paths they crossed...

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Whamme -- the Sentinels, the team in the campaign Meta and I are in, so far have...

 

Horus-Re -- the flying brick. He takes hits from nukes, he bench-presses battleships, he flies at Mach Twelve. Also has Total Life Support, the ability to project a 'godly aura of awe' that combines with his already sky-high PRE and Reputation to give 15d6 worth of Presence Attack(*), has the skill package of an experienced king from the Turakian age, and actually isn't a half-bad detective. Can also mystically sense lies. (Limitations -- has to be spoken in his presence, and the speaker has to know its not true).

 

Psi Legionnaire -- team mentalist. Has a very large Mental Power Pool, an extremely tough protective space suit, and low-end flight capabilities (boot jets). Also owns the team vehicle, a lightly-armed alien scout ship. Think of him as a Lensman that got dimensionally lost and ended up on our Earth, that's about the basic concept.

 

 

Warp -- team teleporter. Has a power suite almost identical to Tesseract's from CKC (AAMOF, Tesseract is Hunting him because she likes the sensation she gets from the synergistic feedback between their nigh-identical powersets). In his secret identity, is the (non-canonical) son of billionaire Franklin Stone, of ACI. Not a business powerhouse like his dad, but still fairly talented and experienced at public relations, business, investing, and law. Owner of the Barlowe Hotel in our campaign and several fairly large firms of his own, trying to make an independent life away from his semi-estranged father. Secret ID not known to his father, only his uncle on his mother's side, who's also his lawyer.

 

 

Microman II -- a highly sophisticated android built by Dr. Daniel Collins, the original Microman, to carry on his legacy. Imagine Commander Data crossed with the Atom with a bit of early Iron Man, with a 75 active point attack Multipower. (So far, only a couple of slots, but Dr. Collins will be adding things on as they're needed.) Microman II was built when Dr. Collins realized that the only way to get around his Shrinking Ray's little problem of not working for anybody organic but him was to build a non-organic sentient being to use it. :)

 

 

Warmaster Fielan -- martial artist /and/ backup mentalist -- and a former *very* high-ranking general officer in the empire of Istvatha V'Han. Has an 80-point Cosmic Power Pool usable only for telepathic and "body control" special effects... and at that, he's one of the strongest adepts of his entire species.

 

(The Cerans, Warmaster Fielan's people, are sort of like a cross between telepathic Fremen and Bene Gesserit Reverend Mothers. If it's an effect that can be explained by either telepathic powers and skills /or/ having complete control over every last nerve ending and muscle fiber in your own body, they can manifest it. They cannot, however, exceed "Legendary Human" physical maximums.)

 

In addition to all of the above, he's a Grand Admiral Thrawn-class strategist, complete with Precognition bought as "Requires a Deduction or Analyze Tactics roll" and "Requires sufficient amount of data to analyze".

 

 

And my own character, Starguard.

 

Starguard's main powers are her 80 point Cosmic Power Pool -- with the only restriction being that she has to conceive of it before she can do it. Given that she's also 18 years old and completely inexperienced, and that I check all new pool slots with the DM before I trot them out, so far game balance has been maintained. She has the Power Cosmic, even if she's only very dimly beginning to be aware of what the hell she has.

 

She also has total life support, armor, force field (that protects carried), and the 'Cosmic Awareness' slot from "UNTIL Superpowers Database", and is working on buying the "Sense Souls, Analyze, Discriminatory, Ranged" slot as well.

 

(No, she /doesn't/ have any skills to speak of. She's the newbie, remember? :) )

 

Her main role on the team -- besides being too perfectly cute for words -- is, natch, flying energy blaster and utility infielder. She's also developing into quite a fair healer, and is figuring out various applications for Force Walls.

 

Sound like a balanced 750 point team? If not, what are we missin'? :)

 

 

 

 

(*) Horus-Re doesn't usually have to fight agents. VIPER has resorted to giving its Five-Teams berserker drugs to take if they know they have to go up against the avatar of the sun god here.

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Actually, this is an already-existing campaign I'm talking about above, so I can't take credit for all of the ideas above. We've been playing these guys for ten weeks (save for the Warmaster's player, who just joined because the guy playing our previous team martial artist decided to drop out of the game.)

 

I can take credit for many of the ideas above, as I helped most team members to do their character generation, and most of us did character-gen as a brainstorming group to ensure good team meshing. But the inspiration for Microman II goes 70-30 between metaphysician and me, with him on the 70.

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Guest WhammeWhamme
Originally posted by Hermit

They sound great Chuck (and I love your idea for Microman II) but I think people might want to make their own concepts for this endeavor. I was just asking about what 'kind' of team so we'd have a feel for it.

 

Yeah. Kinda defeats the purpose if you try to write up a team his people have already written up... :)

 

Besides... as cool as they are, there are other Cosmic powered creations to be created.

 

Personally, I'm rather taken by that list of Superman's disads I listed... :)

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Guest WhammeWhamme

Actually, Neo-Superman can the heavy hitting speedster. Seems less suicidal than giving the Brick a x2 vs Takofanes...

 

:)

 

So the Gauntlet is :

 

Doctor Destroyer, defeating his agents an optional add on

 

Takofanes, defeating his Undead Minions an optional add on

 

An Entire VIPER nest...

 

Viperia.

 

I like.

 

The Ground Rules:

No munchkin.

Big T will be the Agent X version, not the Gary version.

Everyone has their schtick, that will be the highest value of the appropriate ability possible for anyone.

(e.g. Highest In-Combat Power Pool might be the Mage or the EP. Prolly the mage, as the EP can dib highest DC attack. Highest STR will be the brick. Highest OOCmbat Power Pool is prolly the Gadgeteer. Highest SPD and DEX WILL be the Speedster)

 

Speaking of which, 50 and 10 will be said limit.

 

When you dib a character, state their schtick and the value you will be building to.

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Assuming I don't wimp out or screw up (I'm really not used to making heroes of this powerlevel compared to some of you) I'll call dibs on the Energy Projector.

 

It SHOULD be easy, because I'm going to pattern him after Firewing in more than one way... not just similar powers, but also a Malvan.

 

Just one from a loooong long time ago....when the Elder Wyrms threatened to overcome the galaxy and Malva was the first best hope against them.

 

Name: Dyval Trrl aka "The Golden Hunter"

last of the Golden Hunters of Malva.

 

EDIT: Any suggestions are welcome, the guy will be a "Firewing" (having walked through the sacred furnace etc) but his FX will be more pseudo mystic/cosmic light than flame.

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Guest WhammeWhamme
Originally posted by Hermit

Assuming I don't wimp out or screw up (I'm really not used to making heroes of this powerlevel compared to some of you) I'll call dibs on the Energy Projector.

 

It SHOULD be easy, because I'm going to pattern him after Firewing in more than one way... not just similar powers, but also a Malvan.

 

Just one from a loooong long time ago....when the Elder Wyrms threatened to overcome the galaxy and Malva was the first best hope against them.

 

Name: Dyval Trrl aka "The Golden Hunter"

last of the Golden Hunters of Malva.

 

EDIT: Any suggestions are welcome, the guy will be a "Firewing" (having walked through the sacred furnace etc) but his FX will be more pseudo mystic/cosmic light than flame.

 

I'm not used to it either. :D

 

Two 'aliens' on one team? Man, this really is the JLA... (heh)

 

HUGE powers. :)

 

Oh, and amusingly, this is going to be a magic heavy team... y'all will see.

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Guest WhammeWhamme

Well, he isn't *really* an alien... :D (Note: Hunted is indeterminate)

 

Presenting HYPERMAN!

 

Hyperman

 

60 STR 50

50 DEX 120

40 CON 60

30 BOD 40

30 INT 20

15 EGO 10

30 PRE 20

30 COM 10

20 PD 8

20 ED 12

10 SPD 40

20 REC 0

80 END 0

100 STN 0

===

390

 

10 Fortunate: 2d6 Luck

30 Hyperpowered Elemental Control

a30 Hyperfield: 15/15 Force Field, 0 Endurance Cost, Persistent

b75 Hyperflight: 30" Flight, 1/2 Endurance Cost, Variable +1/4 Advantage (END Cost = 5)

c30 Hypergames : Change Environment 8" radius, Long-Lasting (Permanant) - Varying Effect: Speedster Effects Limited Group (+½) (END Cost = 6)

d15 Hyperhealing: 3d6 Regenerative Healing (2 STUN, 2 BODY), 0 Endurance Cost, Persistent, Self Only, Extra Time: One Turn

e20 Hyperpunch: 8d6 Hand to Hand Attack, 0 Endurance Cost

f20 Ultimate Speed: 6" Flight, Variable +2 Advantage, Extra Time: One Turn to Start Up

10 Oh, THAT guy: +25 PRE, Defensive Only, 14- Activation

15 Outthink: 18 Points of Mental Defense

15 Rejuvenate: 15 Points of Power Defense

50 The Eternal: Full Life Support

===

320

 

16 Combat Skill Levels: +8 with Throwing

3 Jack of All Trades

4 Knowledge Skill: Superhumans of Earth 17-

4 Knowledge Skill: Superpowers 17-

2 Knowledge Skill: Supertechnology 15-

2 PS: Comic Book Artist 15-

2 PS: Comic Book Writer 15-

2 PS: Publisher 15-

2 PS: Janitor 15-

3 Scholar

==

40

 

10 Distinctive Feature: Powerful Mystic *Void*

10 Hunted: (As powerful) 8-

10 Physical Limitation: Crushing Crip

20 Physical Limitation: Doesn't know true source of his powers... or anything about it.

10 Physical Limitation: Unconscious Speed

10 Psychological Limitation: Charitable

20 Psychological Limitation: Code against Killing

20 Psychological Limitation: Code of Honour

15 Psychological Limitation: Driven to reproduce...

15 Psychological Limitation: Impatient

20 Psychological Limitation: Overly Protective of Innocents

15 Reputation: Powerful Superhuman 14-

15 Social Limitation: Secret Identity

30 Susceptability: 3d6/Segment from Zenite

30 Vulnerability: Magic, takes x 2 BODY

30 Vulnerability: Magic, takes x 2 Effect

30 Vulnerability: Magic, takes x 2 STUN

10 Unluck: 2d6

 

Hyperman is the Last of the Zanons, a race of beings more powerful than any other. Destroyed by their own folly, one last child escaped a dying world. Xell Var, their last son, landed on the planet Earth. Growing to maturity at an astounding rate, he swiftly realized that in this world, those such as he were know as Superheroes... or villains. Driven to do his race's memory homage, he became an independent superhero. It was then that he came to the attention of more... experienced... heroes. So he became on of the Champions of the Earth.

 

At least, that is the story told in the comic books Hype Enterprises was founded on making. The truth is far, far different. Hyperman was born on Earth, under the name of Joseph Schein. He is not an alien, nor was he born with his powers. The only unusual thing about him was that when he was born, the death of his mother meant there was only as single other human being on the planet with blood ties to him. Ja'reet, the last of a secret order of Monks, sworn to keep the Secret Power for all eternity. Sadly, a vow of celibacy and several invasions had seen the end of their bloodline... except for Joseph.

 

Joseph grew up to be a comic book writer in a world that had little need for them. He carved a niche market by delving into the private lives of fictional superheroes, making understanding those lofty titans more possible. He created superheroes that were amalgamated from the real ones, heroes the public could read about. He was successful; he became a sought out artist/author making his field come mainstream.

 

Then he was truly the last Son. Ja'reet died, too old to have corrected their mistake after the last family died. In surrender, he freed the Power, hoping whoever they kept it from would not be too evil to this world.

 

And Joseph was hit with the Cosmic equivalent of a winning a lottery he had not entered. He became stronger and faster than he had ever thought possible, able to break light speed in atmosphere. He was godlike in his new power.

 

He then created the Hyperman identity, wrote his own comic book origin. Stein would no longer write only of fictional characters. He called in all his publishing debts to have a company founded with himself as head artist and writer. Hyperman became an instant sensation. Hyperman flashbacks to Zano could comprise most of an issue, and only boost sales.

 

A conscience greater than that of mortal men struck, and Joseph made a deal. He would produce weekly Hyperman comics by himself, and the Power would become a true Guardian. Using the last of it's awareness, it drew Hyperman to the Champions of the World.

 

Personality:

Joseph 'Call me Joe' Schein is a nice guy, really. He was a humble author, and never dreamed of using the Hyperman powers for personal gain. Of course, exclusive rights to market himself were nice...

Hyperman himself is different. With the full emergence of this being, Joseph's personality is essentially a facade, maintained only because of Hyperman's respect for human life. Hyperman is perhaps the most intensely moral and righteous being alive, and as such is rather tightly bound by it's own codes of conduct. The one interesting things is that Hyperman is somewhat obsessed with creating an heir; he is driven to propagate, althought unexperienced in the ways of people, romance and sex.

Neither is really aware of the world; Joseph is, and was, extremely introverted.

Hyperman and Joseph have acquired the not unnatural trait of impatience due to their speed.

 

Appearance:

Godly.

Studly.

However you want to put it, Hyperman is a beautiful creature.

Seven feet tall.

Muscled all over, but with a perfect sense of aesthetics.

A smile like the dawn.

 

And yet... there is still a resemblance to the 'real' Joseph. A resemblance that cheapens his impact and import, although it does allow him to resemble himself...

 

..when dressed shabbily...

...and sitting down...

...and not talking much.

 

Powers:

Hyperman is unbelievably fast. He is, in fact, able to fly at about seven times the speed of light in a vacuum... in atmospshere. He has the strength of a thousand men, and can generate a powerful defensive field without thought. He is resistant to most forms of attack, and through speed hits even harder than his sheer strength would indicate...

He does, however, have two major weaknesses. The first is that the Secret Power is fairly easily affected by magic. The second is that the unleashing of the Secret Power created a counterbalancing force; a mineral he thinks of as Zenite. Zenite causes him pain, and could kill him with prolonged exposure.

Furthur, Joseph has found it impossible to condition himself to be subconsciously aware of the tremendous speed and strength he now posses; he often uses both unintentionally when under pressure.

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Originally posted by WhammeWhamme

Well, he isn't *really* an alien... :D (Note: Hunted is indeterminate)

 

Presenting HYPERMAN!

 

Hyperman

 

60 STR 50

50 DEX 120

40 CON 60

30 BOD 40

30 INT 20

15 EGO 10

30 PRE 20

30 COM 10

20 PD 8

20 ED 12

10 SPD 40

20 REC 0

80 END 0

100 STN 0

===

390

 

10 Fortunate: 2d6 Luck

30 Hyperpowered Elemental Control

a30 Hyperfield: 15/15 Force Field, 0 Endurance Cost, Persistent

b75 Hyperflight: 30" Flight, 1/2 Endurance Cost, Variable +1/4 Advantage (END Cost = 5)

c30 Hypergames : Change Environment 8" radius, Long-Lasting (Permanant) - Varying Effect: Speedster Effects Limited Group (+½) (END Cost = 6)

d15 Hyperhealing: 3d6 Regenerative Healing (2 STUN, 2 BODY), 0 Endurance Cost, Persistent, Self Only, Extra Time: One Turn

e20 Hyperpunch: 8d6 Hand to Hand Attack, 0 Endurance Cost

f20 Ultimate Speed: 6" Flight, Variable +2 Advantage, Extra Time: One Turn to Start Up

10 Oh, THAT guy: +25 PRE, Defensive Only, 14- Activation

15 Outthink: 18 Points of Mental Defense

15 Rejuvenate: 15 Points of Power Defense

50 The Eternal: Full Life Support

===

320

 

16 Combat Skill Levels: +8 with Throwing

3 Jack of All Trades

4 Knowledge Skill: Superhumans of Earth 17-

4 Knowledge Skill: Superpowers 17-

2 Knowledge Skill: Supertechnology 15-

2 PS: Comic Book Artist 15-

2 PS: Comic Book Writer 15-

2 PS: Publisher 15-

2 PS: Janitor 15-

3 Scholar

==

40

 

10 Distinctive Feature: Powerful Mystic *Void*

10 Hunted: (As powerful) 8-

10 Physical Limitation: Crushing Crip

20 Physical Limitation: Doesn't know true source of his powers... or anything about it.

10 Physical Limitation: Unconscious Speed

10 Psychological Limitation: Charitable

20 Psychological Limitation: Code against Killing

20 Psychological Limitation: Code of Honour

15 Psychological Limitation: Driven to reproduce...

15 Psychological Limitation: Impatient

20 Psychological Limitation: Overly Protective of Innocents

15 Reputation: Powerful Superhuman 14-

15 Social Limitation: Secret Identity

30 Susceptability: 3d6/Segment from Zenite

30 Vulnerability: Magic, takes x 2 BODY

30 Vulnerability: Magic, takes x 2 Effect

30 Vulnerability: Magic, takes x 2 STUN

10 Unluck: 2d6

 

How about instead of making a character of my own, I merely suggest ways to make other peoples' characters point-efficient??

 

First, biggest thing: break down that ELemental Control. EC's are hideously expensive.

 

Instead, build it as two multipowers and an EC. The first multipower should have two slots, the "tactical" speed skimming-only Flight, and the megascale version. I'm not sure you even need the variable advantage thing, really; what would you spend it on besides Megascale or NC multipliers??

 

Second, build a multipower for the speed stunts. Of the tricks listed, the Hypergames and Hyperpunch could be put there. Plus, it would allow cheaper development of additional tricks. For that matter, you could probably put the Megascale Flight in this multipower, if you want only one; you probably won't be doing Hypergames when running and Mach 100.

 

Lastly, build the EC containing *only* passive powers, Hyper field and Hyper Healing.

 

By doing this, you'll free up a ton of points. You might wanna look over those primary characteristics, though, and consider whether points spent on strength would be better spent on speed tricks ( using the new cheaper system ).

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