Guest Worldmaker Posted October 16, 2004 Report Share Posted October 16, 2004 Does anyone out there have a 5th ED conversion for these long-lost villains? Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted October 17, 2004 Report Share Posted October 17, 2004 Re: The Destroyers 69 hits and 0 responses... I'm guessing the answer is "no". Quote Link to comment Share on other sites More sharing options...
Richard Logue Posted October 17, 2004 Report Share Posted October 17, 2004 Re: The Destroyers Offhand, I'm not sure who they are... Sorry. Richard Quote Link to comment Share on other sites More sharing options...
Superskrull Posted October 17, 2004 Report Share Posted October 17, 2004 Re: The Destroyers I'm willing to commit to maybe. If you give me a day or two I can give you the bare bones writeups based on the old V&V modules. I'm not sure just where they are right now but I have a floppy with them roughly done in 4th Ed terms in Heromaker format and I can always just reconvert them using the module notes from my V&V stuff. If you're looking for ones based more on the comics, they're still a decent place to start. Regardless, I've got to go visit the family tonight so I'm not starting before 9 PM Central time. There, that's at least reply, right? Oh, and I can throw in a a free copy of Doctor Apocalypse to go with the group. Their giant robot takes longer as V&V vehicles are all weird looking and straight conversions don't work well. Quote Link to comment Share on other sites More sharing options...
Supreme Serpent Posted October 17, 2004 Report Share Posted October 17, 2004 Re: The Destroyers The CU "Destroyers" who later became Deathstroke? Or the guys from "Death Duel with the Destroyers"? Quote Link to comment Share on other sites More sharing options...
Lord Liaden Posted October 18, 2004 Report Share Posted October 18, 2004 Re: The Destroyers The CU "Destroyers" who later became Deathstroke? Or the guys from "Death Duel with the Destroyers"? The CU Destroyers aka Deathstroke were last seen in a 4E incarnation in the first edition of Champions Universe. A more comical take on them than in the past (as sort of the Rodney Dangerfields of the supervillain set), which some people weren't happy with. Their old "ally" Dr. Draconis received a separate entry/writeup in that book. As for Bill Willingham's Destroyers from the Villains and Vigilantes game, you can see 4E HERO stats for them here. Quote Link to comment Share on other sites More sharing options...
Acroyear Posted October 18, 2004 Report Share Posted October 18, 2004 Re: The Destroyers The Ultimates and Deathstroke were two of the major villain teams in our campaign long ago. They eventually combined forces... which was nasty (they also had an older model mechanon and a couple minutemen) Personally, I'd love to do a modern take on Deathstroke. Maybe I will. Quote Link to comment Share on other sites More sharing options...
Lord Liaden Posted October 18, 2004 Report Share Posted October 18, 2004 Re: The Destroyers Deathstroke played a significant role in a past campaign of mine. I thought that the idea presented in the original Deathstroke adventure - that the team founded a radical political movement for government by "crooks who are honest about it" - was a brilliant concept, but the adventure did almost nothing with it. In my campaign Deathstroke pursued this goal more methodically: publicity campaign, lining up financial backing, manipulating candidates for elected office, all the while building their paramilitary force... leading up to a full-fledged coup attempt against the United States government. For this campaign some of the changes to Deathstroke presented in Champions Universe actually helped me. A public-relations expert and a mentalist with Invisible powers proved very useful. Quote Link to comment Share on other sites More sharing options...
TechnoViking Posted October 18, 2004 Report Share Posted October 18, 2004 Re: The Destroyers I asked this of Steve Long when CKC came out. According to him Deathstroke/Destroyers did not fit the tone of the new 5th edition Champions Universe. Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted October 18, 2004 Report Share Posted October 18, 2004 Re: The Destroyers I asked this of Steve Long when CKC came out. According to him Deathstroke/Destroyers did not fit the tone of the new 5th edition Champions Universe. Hence my asking if anyone had a homebrew 5th Ed conversion for them. Quote Link to comment Share on other sites More sharing options...
Sketchpad Posted October 18, 2004 Report Share Posted October 18, 2004 Re: The Destroyers The Ultimates and Deathstroke were two of the major villain teams in our campaign long ago. They eventually combined forces... which was nasty (they also had an older model mechanon and a couple minutemen) Personally, I'd love to do a modern take on Deathstroke. Maybe I will. I hear ya Acro ... I've thought about doing some updated pics at some point as well Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted October 18, 2004 Report Share Posted October 18, 2004 Re: The Destroyers They fell to joke status towards the end of 4th ed. I liked them I might bring them back, I have a team called the Destroyers, so Deathstroke will have to do. I'll probably give them agent support...perhaps they can be the meta agents for my redone Professeur Muerte... *rubs hands evilly and spins away from work terminal with a cape flourish* BUWAHAHAHAHAHHAHH!!!!!!!!!!! Quote Link to comment Share on other sites More sharing options...
Acroyear Posted October 19, 2004 Report Share Posted October 19, 2004 Re: The Destroyers They had agents, they used disguises, they had giant cyborg ants. I liked 'em. I don't see how a terrorist group of money grabbing, scientist kidnapping villains don't fit the tone of the Champs U. Unless you limit yourself to those presented in 4e Champs U (the jokes). I wouldn't even count that blasphemy, myself (apologies to the author if he's around). Maybe it's because 4 out of 5 were ranged fighters and it didn't fit into the brick/ma/blaster/mentalist cookie cutters or something. I mean, they ragged on Arrowhead about his name, saying it didn't fit... but also changed his powers so that the name wouldn't fit. That's like teasing the handicapped. Yeah, I'm definitely going to write up a new version of them. What point totals do you guys think they should be? I'm thinking a range of 350-450 or so since a lot of them are rather skill heavy, based on their backgrounds (prior to the BBB, the skills didn't exist to handle it). Quote Link to comment Share on other sites More sharing options...
levi Posted October 19, 2004 Report Share Posted October 19, 2004 Re: The Destroyers This is Deathstroke as I use them....basically a dysfunctional family of Super-Terrorists. Requiem Player: Val** Char*** Cost 20** STR 10 20** DEX 30 25** CON 30 17** BODY 14 20** INT 10 15** EGO 10 20** PRE 10 16** COM 3 * 15/25** PD 11 15/25** ED 10 5** SPD 20 10** REC 2 50** END 0 40** STUN 0 *9"**RUN02"**SWIM04"**LEAP0Characteristics Cost: 160 Cost** Power END ** Deathstroke* 20** 1) Bulletproof Uniform: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)* 0 1** 2) Insulated Uniform: LS (Safe in Intense Cold) (2 Active Points); OIF (-1/2)* 0 3** 3) Polarized Contacts: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 3** 4) Earplug Baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 8** 5) Closed Comms: Mind Link , Specific Group of Minds, Any distance, Number of Minds (x8) (30 Active Points); Only With Others Who Have Mind Link (-1), OAF (-1), Limited Power (Affected as Hearing and Radio Groups; -1/2)* 0 6** Athletic: Running +3" (9" total)* 1 60** Sonic Attacks: Multipower, 60-point reserve* 6u** 1) Sonic Scream: EB 12d6 (60 Active Points)* 6 6u** 2) Ear-Splitting: RKA 4d6 (60 Active Points)* 6 6u** 3) Focused Harmonics: EB 8d6, Armor Piercing (+1/2) (60 Active Points)* 6 6u** 4) Sonic Wail: EB 4d6, NND (Hearing Flash Defense; +1), Area Of Effect (4" Radius; +1) (60 Active Points)* 6 33** Sonic Boost: Aid 4d6, any Sonic power one at a time (+1/4) (50 Active Points); Self Only (-1/2)* 0 Powers Cost: 158 Cost** Martial Arts Maneuver ** Self-Defense* 3** 1) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 6d6 Strike* 4** 2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND* 4** 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 4** 4) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* Martial Arts Cost: 15 Cost** Skill ** Deathstroke* 3** 1) Teamwork 13-* 9** 2) +3 with Teamwork Attacks* 3** Breakfall 13-* 3** Combat Driving 13-* 3** Combat Piloting 13-* 3** Computer Programming 13-* 3** Demolitions 13-* 3** Electronics 13-* 3** Interrogation 13-* 3** Lockpicking 13-* 3** Mechanics 13-* 3** Oratory 13-* 3** Paramedics 13-* 3** Persuasion 13-* 3** Security Systems 13-* 3** Tactics 13-* 3** Trading 13-* 3** KS: International Finance 13-* 3** KS: Espionage World 13-* 16** +2 with All Combat* Skills Cost: 79 Cost** Perk 35** Followers* 20** Vehicles & Bases* 10** Money: Wealthy* Perks Cost: 65 Cost** Talent 3** Lightning Calculator* 3** Perfect Pitch* Talents Cost: 6 Total Character Cost: 483 Val** Disadvantages 5** Distinctive Features: Registers on Mutant Detectors (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)* 20** Enraged: If Brother is downed (Common), go 11-, recover 11-* 25** Hunted: UNTIL 11- (Mo Pow, NCI, Harshly Punish)* 15** Psychological Limitation: Greedy, Self-Serving (Common, Strong)* 15** Psychological Limitation: Anarchist (Common, Strong)* 15** Psychological Limitation: Driven to be the Best (Common, Strong)* 10** Social Limitation: Known Mutant (Frequently, Minor)* 20** Vulnerability: 2 x STUN Electricity Attacks (Common)* Disadvantage Points: 125 Base Points: 200 Experience Required: 158 Total Experience Available: 158 Experience Unspent: 0 Chiller Player: Val** Char*** Cost 20** STR 10 20** DEX 30 25** CON 30 17** BODY 14 20** INT 10 15** EGO 10 20** PRE 10 16** COM 3 * 15/25** PD 11 15/25** ED 10 5** SPD 20 10** REC 2 50** END 0 40** STUN 0 *9"**RUN02"**SWIM04"**LEAP0Characteristics Cost: 160 Cost** Power END ** Deathstroke* 20** 1) Bulletproof Uniform: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)* 0 1** 2) Insulated Uniform: LS (Safe in Intense Cold) (2 Active Points); OIF (-1/2)* 0 3** 3) Polarized Contacts: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 3** 4) Earplug Baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 8** 5) Closed Comms: Mind Link , Specific Group of Minds, Any distance, Number of Minds (x8) (30 Active Points); Only With Others Who Have Mind Link (-1), OAF (-1), Limited Power (Affected as Hearing and Radio Groups; -1/2)* 0 6** Athletic: Running +3" (9" total)* 1 60** Ice Attacks: Multipower, 60-point reserve* 6u** 1) Icy Blast: EB 12d6 (60 Active Points)* 6 6u** 2) Ice Spikes: RKA 4d6 (60 Active Points)* 6 6u** 3) Ice Bonds: Entangle 6d6, 6 DEF (60 Active Points)* 6 6u** 4) Freeze Wave: EB 4d6, NND (LS: Extreme Cold; +1), Area Of Effect (4" Radius; +1) (60 Active Points)* 6 6u** 5) Icy Fog: Darkness to Sight Group 6" radius (60 Active Points)* 6 6u** 6) Ice Slides: Flight 15", x8 Noncombat, Usable Simultaneously (up to 2 people at once; +1/2) (60 Active Points)* 6 33** Ice Boost: Aid 4d6, any Ice power one at a time (+1/4) (50 Active Points); Self Only (-1/2)* 0 Powers Cost: 170 Cost** Martial Arts Maneuver ** Self-Defense* 3** 1) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 6d6 Strike* 4** 2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND* 4** 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 4** 4) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* Martial Arts Cost: 15 Cost** Skill ** Deathstroke* 3** 1) Teamwork 13-* 9** 2) +3 with Teamwork Attacks* 3** Breakfall 13-* 3** Combat Driving 13-* 3** Combat Piloting 13-* 3** Computer Programming 13-* 3** Demolitions 13-* 3** Electronics 13-* 3** Interrogation 13-* 3** Lockpicking 13-* 3** Mechanics 13-* 3** Oratory 13-* 3** Paramedics 13-* 3** Persuasion 13-* 3** Security Systems 13-* 3** Tactics 13-* 3** Trading 13-* 3** KS: International Finance 13-* 3** KS: Espionage World 13-* 16** +2 with All Combat* Skills Cost: 79 Cost** Perk 10** Money: Wealthy* Perks Cost: 10 Cost** Talent 3** Lightning Calculator* 3** Perfect Pitch* Talents Cost: 6 Total Character Cost: 440 Val** Disadvantages 5** Distinctive Features: Registers on Mutant Detectors (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)* 20** Enraged: If Brother is downed (Common), go 11-, recover 11-* 25** Hunted: UNTIL 11- (Mo Pow, NCI, Harshly Punish)* 15** Psychological Limitation: Greedy, Self-Serving (Common, Strong)* 15** Psychological Limitation: Anarchist (Common, Strong)* 15** Psychological Limitation: Driven to be the Best (Common, Strong)* 10** Social Limitation: Known Mutant (Frequently, Minor)* 20** Vulnerability: 2 x STUN Heat & Fire Attacks (Common)* Disadvantage Points: 125 Base Points: 200 Experience Required: 115 Total Experience Available: 115 Experience Unspent: 0 Arrowhead Player: Val** Char*** Cost 60** STR 50 20** DEX 30 30** CON 40 20** BODY 20 15** INT 5 11** EGO 2 20** PRE 10 8** COM -1 * 20/30** PD 8 15/25** ED 9 5** SPD 20 20** REC 4 60** END 0 65** STUN 0 *6"**RUN02"**SWIM021"**LEAP0Characteristics Cost: 197 Cost** Power END ** Deathstroke* 20** 1) Bulletproof Uniform: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)* 0 1** 2) Insulated Uniform: LS (Safe in Intense Cold) (2 Active Points); OIF (-1/2)* 0 3** 3) Polarized Contacts: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 3** 4) Earplug Baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 8** 5) Closed Comms: Mind Link , Specific Group of Minds, Any distance, Number of Minds (x8) (30 Active Points); Only With Others Who Have Mind Link (-1), OAF (-1), Limited Power (Affected as Hearing and Radio Groups; -1/2)* 0 17** Bulletproof Skin: Damage Resistance (20 PD/15 ED)* 0 9** Strong Legs: Leaping +9" (21" forward, 10 1/2" upward)* 1 30** Ultra Crossbow: Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1)* 3u** 1) Standard Arrowhead: RKA 4d6, 16 Charges (+0) (60 Active Points); OAF (-1)* [16] 3u** 2) Armor Piercing Arrowhead: RKA 2 1/2d6, 16 Charges (+0), Armor Piercing (+1/2) (60 Active Points); OAF (-1)* [16] 3u** 3) Brick Buster Arrowhead: RKA 2 1/2d6, 16 Charges (+0), Penetrating (+1/2) (60 Active Points); OAF (-1)* [16] 3u** 4) Explosive Arrowhead: EB 8d6, 16 Charges (+0), Explosion (+1/2) (60 Active Points); OAF (-1)* [16] Powers Cost: 103 Cost** Skill ** Deathstroke* 3** 1) Teamwork 13-* 9** 2) +3 with Teamwork Attacks* 3** Combat Driving 13-* 3** Combat Piloting 13-* 3** Demolitions 12-* 3** Interrogation 13-* 3** Mechanics 12-* 3** Navigation 12-* 3** Streetwise 13-* 3** Systems Operation 12-* 2** Weaponsmith (Crossbows) 12-* 6** +2 with Punch, Grab & Haymaker* 6** +2 with Ultra Crossbow* 4** Penalty Skill Levels: +2 vs. Range Modifier with Ultra Crossbow* Skills Cost: 54 Cost** Perk 5** Money: Well Off* Perks Cost: 5 Total Character Cost: 359 Val** Disadvantages 10** Distinctive Features: Facial Scarring (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)* 25** Hunted: UNTIL 11- (Mo Pow, NCI, Harshly Punish)* 15** Psychological Limitation: Compulsive Gambler (Common, Strong)* 15** Psychological Limitation: Hatred of Capable Women (Common, Strong)* 15** Social Limitation: Alcoholic (Frequently, Major)* 20** Vulnerability: 2 x BODY Acid Attacks (Common)* Disadvantage Points: 100 Base Points: 200 Experience Required: 59 Total Experience Available: 59 Experience Unspent: 0 Stinger Player: Val** Char*** Cost 45** STR 35 25** DEX 45 25** CON 30 14** BODY 8 23** INT 13 14** EGO 8 20** PRE 10 6** COM -2 * 9/25** PD 0 5/21** ED 0 5** SPD 15 15** REC 2 50** END 0 50** STUN 0 *6"**RUN02"**SWIM09"**LEAP0Characteristics Cost: 164 Cost** Power END ** Deathstroke* 20** 1) Bulletproof Uniform: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)* 0 1** 2) Insulated Uniform: LS (Safe in Intense Cold) (2 Active Points); OIF (-1/2)* 0 3** 3) Polarized Contacts: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 3** 4) Earplug Baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 8** 5) Closed Comms: Mind Link , Specific Group of Minds, Any distance, Number of Minds (x8) (30 Active Points); Only With Others Who Have Mind Link (-1), OAF (-1), Limited Power (Affected as Hearing and Radio Groups; -1/2)* 0 18** Exoskeleton: Armor (6 PD/6 ED)* 0 15** Insectoid Wings: Flight 11" (22 Active Points); Restrainable (-1/2)* 2 24** Claws and Mandibles: HKA 2d6 (4d6 w/STR) (30 Active Points); Reduced Penetration (-1/4)* 3 10** Wall-Crawling: Clinging (normal STR)* 0 ** Insectoid Senses* 10** 1) Increased Arc Of Perception (360 Degrees) with Sight Group* 0 5** 2) UV Perception (Sight Group)* 0 10** 3) Tracking with Smell/Taste Group* 0 9** 4) +3 PER with all Sense Groups* 0 48** Insectoid Attacks: Multipower, 60-point reserve, (60 Active Points); all slots Limited Range 8" (-1/4)* 5u** 1) Projectile Stingers: EB 6d6, NND (Hardened Defenses; +1) (60 Active Points); Limited Range 8" (-1/4)* 6 5u** 2) Sticky Silkish Goo Spit: Entangle 4d6, 4 DEF, Sticky (+1/2) (60 Active Points); Limited Range 8" (-1/4)* 6 Powers Cost: 194 Cost** Skill ** Deathstroke* 3** 1) Teamwork 14-* 9** 2) +3 with Teamwork Attacks* 6** Animal Handler (Insects & Anthropods) 15-* 3** Acrobatics 14-* 3** Breakfall 14-* 3** Computer Programming 14-* 5** Cramming * 3** Cryptography 14-* 3** Deduction 14-* 3** Inventor 14-* 3** Paramedics 14-* 3** Shadowing 14-* 3** Stealth 14-* 3** Systems Operation 14-* 16** +2 with All Combat* 9** +3 with Flight* 3** Scientist* 2** 1) SS: Biology 14- (3 Active Points)* 2** 2) SS: Entemology 14- (3 Active Points)* 2** 3) SS: Genetics 14- (3 Active Points)* Skills Cost: 87 Cost** Perk 5** Money: Well Off* 15** Vehicles & Bases* Perks Cost: 20 Total Character Cost: 465 Val** Disadvantages 25** Distinctive Features: Insect-Man Hybrid (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)* 25** Hunted: UNTIL 11- (Mo Pow, NCI, Harshly Punish)* 5** Physical Limitation: Limited Manipulation (opposable, rigid claws - not fingers) (Infrequently, Slightly Impairing)* 20** Psychological Limitation: Obsessed with Research (Common, Total)* 15** Psychological Limitation: Vengeful (Common, Strong)* 15** Psychological Limitation: Casual Killer (Common, Strong)* 25** Social Limitation: Abandoned Humanity (Very Frequently, Severe)* 10** Vulnerability: 2 x Effect Gas Attacks (Uncommon)* Disadvantage Points: 140 Base Points: 200 Experience Required: 125 Total Experience Available: 125 Experience Unspent: 0 Scatterbrain Player: Val** Char*** Cost 15** STR 5 15** DEX 15 30** CON 40 12** BODY 4 13** INT 3 18** EGO 16 15** PRE 5 20** COM 5 * 10/20** PD 7 10/20** ED 4 5** SPD 25 9** REC 0 60** END 0 40** STUN 5 *9"**RUN02"**SWIM03"**LEAP0Characteristics Cost: 134 Cost** Power END ** Deathstroke* 20** 1) Bulletproof Uniform: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)* 0 1** 2) Insulated Uniform: LS (Safe in Intense Cold) (2 Active Points); OIF (-1/2)* 0 3** 3) Polarized Contacts: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 3** 4) Earplug Baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 8** 5) Closed Comms: Mind Link , Specific Group of Minds, Any distance, Number of Minds (x8) (30 Active Points); Only With Others Who Have Mind Link (-1), OAF (-1), Limited Power (Affected as Hearing and Radio Groups; -1/2)* 0 6** Jogs 3 Miles a Day: Running +3" (9" total)* 1 16** Scattered Thoughts: Mental Defense (20 points total)* 0 56** Like Totally Telepathic: Multipower, 90-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (112 Active Points); all slots Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2)* 4u** 1) Pain Projection: Ego Attack 9d6 (90 Active Points); Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2)* 4 4u** 2) Pain Wave: Ego Attack 4d6, Area Of Effect (4" Radius; +1), Selective (+1/4) (90 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2)* 4 4u** 3) Lemme Show You My Nightmares: Mental Illusions 18d6 (90 Active Points); Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2), Limited Power (Only to Show the target Nightmare Scenarios (Falling, Drowning, Burning, Swarmed by Insects, Snakes, etc...); -1/4)* 4 4u** 4) Get the 411: Telepathy 18d6 (90 Active Points); Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2)* 4 4u** 5) Find the Target: Mind Scan 10d6, +20 ECV (90 Active Points); Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2)* 4 Powers Cost: 133 Cost** Martial Arts Maneuver ** Basic Self-Defense* 3** 1) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 5d6 Strike* 4** 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 4** 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* Martial Arts Cost: 11 Cost** Skill 3** Conversation 12-* 3** Persuasion 12-* 3** Seduction 12-* 3** Trading 12-* 10** +5 with PRE Skills* 3** Sleight Of Hand 12-* 2** KS: Pop Culture 11-* 15** +5 with Telepathic MP* Skills Cost: 42 Cost** Perk 5** Money: Well Off* Perks Cost: 5 Total Character Cost: 325 Val** Disadvantages 5** Distinctive Features: Registers on Mutant Detectors (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)* 25** Hunted: UNTIL 11- (Mo Pow, NCI, Harshly Punish)* 20** Hunted: PSI 8- (Mo Pow, NCI, Capture)* 20** Psychological Limitation: Easily Distracted (Common, Total)* 20** Psychological Limitation: Fears her Uncles (Requiem & Chiller) (Common, Total)* 15** Psychological Limitation: Enjoys Manipulating Others (Common, Strong)* 10** Social Limitation: Stereotypical Vapid Blond (Frequently, Minor)* 10** Vulnerability: 1 1/2 x Effect PRE Attacks (Common)* Disadvantage Points: 125 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
lemming Posted October 19, 2004 Report Share Posted October 19, 2004 Re: The Destroyers *rubs hands evilly and spins away from work terminal with a cape flourish* BUWAHAHAHAHAHHAHH!!!!!!!!!!! You wear a cape at work? That's a cool bank. Quote Link to comment Share on other sites More sharing options...
aylwin13 Posted October 19, 2004 Report Share Posted October 19, 2004 Re: The Destroyers This is Deathstroke as I use them....basically a dysfunctional family of Super-Terrorists. Where's Death Commando? Quote Link to comment Share on other sites More sharing options...
levi Posted October 19, 2004 Report Share Posted October 19, 2004 Re: The Destroyers Where's Death Commando? Where's Death Commando? Where's Death Commando?!? Where's Death Commando!!??!! That's what I get??? Not a hearty "Thanks Levi, for drumming these up and posting them so that the rest of us can benefit from your generosity. Gee What a nice guy, here's some Rep for ya!" Instead I get "Where's Death Commando?" Geez! Anyway, I never liked Death Commando and don't use him. Quote Link to comment Share on other sites More sharing options...
Hermit Posted October 19, 2004 Report Share Posted October 19, 2004 Re: The Destroyers Where's Death Commando? Where's Death Commando?!? Where's Death Commando!!??!! That's what I get??? Not a hearty "Thanks Levi, for drumming these up and posting them so that the rest of us can benefit from your generosity. Gee What a nice guy, here's some Rep for ya!" Instead I get "Where's Death Commando?" Geez! Anyway, I never liked Death Commando and don't use him. Please sir, may we have some more? *holds up bowl* Rep on the way Quote Link to comment Share on other sites More sharing options...
aylwin13 Posted October 19, 2004 Report Share Posted October 19, 2004 Re: The Destroyers Where's Death Commando? Where's Death Commando?!? Where's Death Commando!!??!! That's what I get??? Not a hearty "Thanks Levi, for drumming these up and posting them so that the rest of us can benefit from your generosity. Gee What a nice guy, here's some Rep for ya!" Instead I get "Where's Death Commando?" Geez! Anyway, I never liked Death Commando and don't use him. I apologize profusely, Mr. levi. I should have thanked you for sharing first, before asking about DC. Thank you very much. Also, I forgot to put a after my question. Again I apologize. Consider yourself repped. Quote Link to comment Share on other sites More sharing options...
levi Posted October 19, 2004 Report Share Posted October 19, 2004 Re: The Destroyers I apologize profusely, Mr. levi. I should have thanked you for sharing first, before asking about DC. Thank you very much. Also, I forgot to put a after my question. Again I apologize. No hard feelings, glad you enjoyed them. If I can dig up the old module, I will post a version of DC that woud fit with the rest. Quote Link to comment Share on other sites More sharing options...
levi Posted October 19, 2004 Report Share Posted October 19, 2004 Re: The Destroyers Please sir, may we have some more? *holds up bowl* Rep on the way No soup for you! Well OK you can have some soup, I'm such a soft touch. Quote Link to comment Share on other sites More sharing options...
Just A Guy Name Posted October 19, 2004 Report Share Posted October 19, 2004 Re: The Destroyers No soup for you! Well OK you can have some soup' date=' I'm such a soft touch.[/quote']Heh, beat me to it Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted October 19, 2004 Report Share Posted October 19, 2004 Re: The Destroyers You wear a cape at work? That's a cool bank. It's the perks of the new promotion. If I hit manager, I also get a flunky. Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted October 19, 2004 Report Share Posted October 19, 2004 Re: The Destroyers This is Deathstroke as I use them....basically a dysfunctional family of Super-Terrorists. Hey, great! This is exactly what I needed! Thanks. BTW, where's Death Commando? Quote Link to comment Share on other sites More sharing options...
Corven_Ren Posted October 19, 2004 Report Share Posted October 19, 2004 Re: The Destroyers Hey Levi I gave you some rep even though I really can't use what you obviously put a great effort into as I am not currently able to game or even have any of the books to attempt to start a game. But here;s to your efforts Quote Link to comment Share on other sites More sharing options...
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