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The Destroyers


Guest Worldmaker

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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.

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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.

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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.

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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. :)

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Guest Worldmaker

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.

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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 ;)

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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!!!!!!!!!!!

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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).

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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

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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.

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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

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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

:D after my question. Again I apologize. :o

 

Consider yourself repped.

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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

:D after my question. Again I apologize. :o

 

 

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.

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Guest Worldmaker

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?

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