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Supers With Pictures: Fun For All


OddHat

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Re: Supers With Pictures: Fun For All

 

This one is kind of a dual inspired character. One part Dead Like Me mixed with a little Paranoia Agent:eg:

 

[b]Sweet Mercy - Erica Nakajima[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
10    STR     0   10      11-       HTH Damage 2d6  END [1]
27    DEX     51   27      14-       OCV 9 DCV 9
20    CON     20   20      13-
10    BODY    0   10      11-
13    INT     3   13      12-       PER Roll 12-
12    EGO     4   12      11-       ECV: 4
15    PRE     5   15      12-       PRE Attack: 3d6
16    COM     3   16      12-
18    PD      16   18             18 PD (9 rPD)
20    ED      16   20             20 ED (10 rED)
5     SPD     13   5                 Phases:  3, 5, 8, 10, 12
6     REC     0   6
40    END     0   40
35    STUN    10   35
8     RUN      4   8"                END [2]
2     SWIM     0   2"                END [1]
4     LEAP     2   4"                4" forward, 2" upward

[b]CHA Cost: 147[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
120     [b][i]Death Powers[/i][/b]: Multipower, 120-point reserve - END=
3u     1)  [b][i]Energy Scythe[/i][/b]: HKA 2 1/2d6 (40 Active Points); No STR Bonus (-1/2) - END=4
5u     2)  [b][i]Go where she is needed[/i][/b]: Teleportation 20", x64 Noncombat, Safe Blind Teleport (+1/4) (81 Active Points); Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) - END=8
6u     3)  [b][i]Release the Soul[/i][/b]: Major Transform 8d6 (Human into a human without a soul) (120 Active Points); All Or Nothing (-1/2), No Range (-1/2) - END=12
2u     4)  [b][i]Seek the Desperate[/i][/b]: Mind Scan 8d6 (40 Active Points); Limited Class Of Minds Those who seek death but are not strong enough (-1) - END=4
9      [b][i]Death-like Toughness[/i][/b]: Damage Resistance (9 PD/10 ED) - END=0
15     [b][i]Immortal[/i][/b]: LS  (Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal) - END=0
25     [b][i]Regeneration[/i][/b]: Healing 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) - END=0

[b]POWERS Cost: 185[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
4      AK: Home City 13-
3      Acrobatics 14-
3      Breakfall 14-
2      PS: Secretary 11-
3      Shadowing 12-
3      Stealth 14-

[b]SKILLS Cost: 18[/b]


[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Distinctive Features:  Stench of Death (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15     Hunted:  Dark Vengeance 11- (As Pow, Harshly Punish)
20     Hunted:  Law Enforcement 8- (Mo Pow, NCI, Harshly Punish)
15     Physical Limitation:  Can not enter Holy Ground (All the Time, Slightly Impairing)
15     Psychological Limitation:  Believes in what she is doing (Common, Strong)
10     Psychological Limitation:  Extremely Helpful (Common, Moderate)
15     Psychological Limitation:  Protective of Innocents (Common, Strong)
15     Social Limitation:  Secret ID (Frequently, Major)
5      Unluck: 1d6
10     Vulnerability:  2 x BODY Holy Attacks (Uncommon)
10     Vulnerability:  2 x Effect Holy Attacks (Uncommon)
10     Vulnerability:  2 x STUN Holy Attacks (Uncommon)

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350



 

Height: 162 cm

Weight: 46.00 kg

Hair: Dark Brown with Reddish Tints

Eyes: Brown

Appearance: When hunting she tends to wear clothes made of strong fabrics and hides her face within the shadow of her hair and whatever natural shadows she can find. At work, she keeps her hair pulled back and wears glasses. She always has a smile on at work as opposed to the serious scowl when she is hunting.

Personality: Sweet Mercy believes in what she is doing. She looks upon herself as angel sent to help those not strong enough to cross over. At work and in regular life, she is helpful and kind hearted and don’t like seeing people in pain.

Quote:“Your pain will soon be over†as she softly caresses an arm and frees the soul.

Background: Erika Nakajima lay on the floor as her life slowly ebbed out of her body from the over dose. She watched as her boyfriend/boss forces himself to vomit and runs out of her apartment. She feared that he wasn’t strong enough and that she would have to go it alone, But now she prayed that she could have help him. Help him to make that final step from this life to the next. Somewhere, something heard her pray and came to her.

 

‘Here was one’, entity thought, ‘that is brave enough for what I need.’ So he called up his power and instilled new life and purpose in Erika’s life. Her first mission was to help her lover make that final step. The mission went off without a hitch and Monday, only Erica came to work and the man who was both her lover and boss was found dead near his home.

 

Since then, Erika now known as Sweet Mercy has continued to seek out those who are desperate but not strong enough and offer then release. So far only one of her 5 kills has caused her any problems and that was because she waited too long and something else came in. This something is now known as Dark Vengeance and it believes that Sweet Mercy can destroy it, so it will destroy her first!

 

Also as her death toll has begun to rise, police are trying to figure out the motivation and purpose of this obviously super powered serial killer. Due the fact there is no obvious ties, they are stumped and having trouble forming a profile. But Sweet Mercy now has to contend with the police and an alerted public.

Powers/Tactics: Sweet Mercy prefers not to fight. She generally finds a place and time where she can release the soul and kill the body where no one can see it happen. If cornered, she will fight, but she prefers to flee using teleport.

Campaign Use: Sweet Mercy is in reality an agent for a dark force that is harvesting the forlorn and forsaken souls that Sweet Mercy is reaping. Upon discovering this fact, Sweet Mercy is on the run and is need of help.

 

On the other hand Sweet Mercy is actually an agent of death and thoroughly believes in her quest. This causes problem when an acquaintance of the PCs attempts suicides but changes their mind. But for Sweet Mercy she can still hear a soul that needs releasing. Is there something else playing around with the very nature of life and death.

 

Finally Sweet Mercy might be bonded with the incarnate of hopelessness and thus represent a deeper threat to reality then what the players know. Even if she is killed, she will rise again, feeding on the hopelessness of those lost ones.

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Re: Supers With Pictures: Fun For All

 

Yamamura, I must spend some rep...yadayadayada...

 

So, remind me to rep yopu for Sweet Mercy later.

 

By the way, I haven't seen P.A. yet, which would make me a target of Littel Slugger (especaly if I mispell his name). Which reminds me, I should make a villian or two loosly based on Japanies Urban Legion ("Mr. White", the Supernaturaly empowered assasion which can be contacted by calling yourself on your cell phone, and whispering the name of the person you want to die into it).

 

Which also reminds me...I should look for an image which would fit him. Anyone seen a good pic of a japanies person in a white suit?

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Re: Supers With Pictures: Fun For All

 

Which reminds me' date=' I should make a villian or two loosly based on Japanies Urban Legion ("Mr. White", the Supernaturaly empowered assasion which can be contacted by calling yourself on your cell phone, and whispering the name of the person you want to die into it).[/quote']

 

Now that is an awesome idea. Man... I want to make a Feng Shui character based off of that idea.

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Re: Supers With Pictures: Fun For All

 

This guy is in Lost in Translation and looks really cool in that film, but I couldn't find a picture of his appearance in that, thouigh he looks good here. If anyone can find a picture of how he looked in LiT or can rip it if they have the DVD, his appearance in that would be more suitable towards a character idea as indicated above.

 

http://tokyonewsline.com/img/entertainmentline/DiamondYukaiGuitar.jpg

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Re: Supers With Pictures: Fun For All

 

[b]Jade Snake - Li Miao[/b]

[b][u]VAL[/u]   [u]CHA[/u]    [u]Cost[/u] [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
15    STR     5   15/26   12- / 14- HTH Damage 3d6/5d6  END [1/2]
20    DEX     30  20/30   13- / 15- OCV 7/10 DCV 7/10
13    CON     6   13/26   12- / 14-
10    BODY    0   10      11-
18    INT     8   18      13-       PER Roll 13-
10    EGO     0   10      11-       ECV: 3
13    PRE     3   13/19   12- / 13- PRE Attack: 2 1/2d6 / 3 1/2d6
12    COM     1   12      11-
4     PD      1   4/20              4/20 PD (0/14 rPD)
3     ED      0   3/20              3/20 ED (0/14 rED)
4     SPD     10  4/6               Phases:  3, 6, 9, 12/2, 4, 6, 8, 10, 12
6     REC     0   6/11
26    END     0   26/52
26    STUN    1   26/39
6     RUN     0   6"                END [1]
2     SWIM    0   2"                END [1]
3     LEAP    0   3"/20"            3"/20" forward, 1 1/2"/10" upward

[b]CHA Cost: 65[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
4     [b][i]Data-Enabled Cell Phone/PDA[/i][/b]: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1), Sense Affected As Sight & Hearing (-1/2), Nonpersistent (-1/4) - END=0
      - END=
Serpent Stones: List, all slots IIF Jewellry Fragile (-1/2) - END=
7      1)  [b][i]Aventurine Bracelet[/i][/b]: +11 STR (11 Active Points); IIF Jewellry Fragile (-1/2) - END=1
20     2)  [b][i]Amazonite Anklet[/i][/b]: +10 DEX (30 Active Points); IIF Jewellry Fragile (-1/2) - END=
17     3)  [b][i]Peridot Brooch[/i][/b]: +13 CON (26 Active Points); IIF Jewellry Fragile (-1/2) - END=
9      4)  [b][i]Turquoise Earrings[/i][/b]: (Total: 16 Active Cost, 9 Real Cost) +1 SPD (10 Active Points); IIF Jewellry Fragile (-1/2) (Real Cost: 7) [b]plus[/b] +6 PRE (6 Active Points); Only For PRE Defense (-1), IIF Jewellry Fragile (-1/2) (Real Cost: 2) - END=0
17     5)  [b][i]Jade Serpent Necklace[/i][/b]: (Total: 36 Active Cost, 17 Real Cost) Targeting with Normal Smell (10 Active Points); IIF Jewellry Fragile (-1/2) (Real Cost: 7) [b]plus[/b] Armor (Combat Luck) (7 PD/7 ED), Hardened (+1/4) (26 Active Points); Restrainable (-1/2), IIF Jewellry Fragile (-1/2), Nonpersistent (-1/4), Must Be Aware Of Attack (-1/4) (Real Cost: 10) - END=0
      - END=
10     [b][i]Path Of The Tightening Coils[/i][/b]: Elemental Control, 20-point powers - END=
4     1)  [b][i]Serpent Form[/i][/b]: Shape Shift  (Sight, Touch and Hearing Groups), Costs END Only To Change Shape (+1/4) (20 Active Points); Side Effects: 3d6 STR Drain, Side Effect occurs automatically whenever Power is used (-1), Incantations (-1/4) [Notes: Muscles must adapt to new form.] - END=2
4     2)  [b][i]Snake In The Grass[/i][/b]: Invisibility to Hearing Group and Normal Sight , Costs END Only To Activate (+1/4) (19 Active Points); Side Effects: 3d6 DEX Drain, Side Effect occurs automatically whenever Power is used (-1), Gestures (-1/4) [Notes: Can't see self; kinesthetics must adapt.] - END=1
4     3)  [b][i]Scales[/i][/b]: Armor (7 PD/7 ED) (21 Active Points); Side Effects: 2d6 PD & ED Drain, Side Effect occurs automatically whenever Power is used (-1), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4) [Notes: Skin is sensitive until it adapts.] - END=2
2     4)  [b][i]Acid Venom[/i][/b]: Succor 1 1/2d6, any physical attack power one at a time (+1/4), Costs END Only To Activate (+1/4), Continuous (+1) (20 Active Points); Side Effects: 3d6 CON Drain, Side Effect occurs automatically whenever Power is used (-1), Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Concentration (0 DCV; -1/2), Gestures (-1/4), Incantations (-1/4) [Notes: Uses own blood to envenom; max 20 AP.] - END=2
3     5)  [b][i]Snake's Healing Magic[/i][/b]: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Minute (-1 1/2), Self Only (-1/2) - END=0
6     6)  [b][i]Flying Serpent Stance[/i][/b]: Leaping +15" (3"/20" forward, 1 1/2"/10" upward), Usable As Gliding / Ground Gliding (+1/4) (20 Active Points); Increased Endurance Cost (x2 END; -1/2), Gestures (-1/4) [Notes: Wuxia leaps & landings; wire-fu.] - END=4
3     7)  [b][i]Summon Snakes[/i][/b]: Summon 4 5-point Snakes & Spirit Snakes, Expanded Class of Beings Very Limited Group (+1/4), Slavishly Devoted (+1) (25 Active Points); Increased Endurance Cost (x5 END; -2), Side Effects: 3d6 BODY Drain, Side Effect occurs automatically whenever Power is used (-1), Extra Time (Full Phase, -1/2) [Notes: Formed from own flesh.] - END=10
3     8)  [b][i]Serpent Tongue[/i][/b]: Mind Link , Snakes & Spirit Snakes, Number of Minds (x4) (20 Active Points); Skin Contact Required To Establish (-1), Limited Class Of Minds Serpents (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Does Not Provide Mental Awareness (-1/4) [Notes: May need Animal Handler for wild snakes.] - END=2
4     9)  [b][i]Serpent Sight[/i][/b]: Clairsentience (Sight Group), Costs END Only To Activate (+1/4) (25 Active Points); Side Effects: 3d6 INT Drain, Side Effect occurs automatically whenever Power is used (-1), Only To Mind Linked Snakes (-1/2), Only Through The Senses Of Others (-1/2), Incantations (-1/4), Gestures (-1/4) [Notes: Must adapt to new sensory input.] - END=2
      - END=
15     [b][i]Serpent Ring[/i][/b]: Multipower, 31-point reserve,  (31 Active Points); all slots IIF Ring Fragile (-1/2), Restrainable (-1/2) [Notes: Emerald ring empowers weapons, or hands.] - END=
1u     1)  [b][i]Whiplash Stroke[/i][/b]: Hand-To-Hand Attack +5d6, Reduced Endurance (1/2 END; +1/4) (31 Active Points); Hand-To-Hand Attack (-1/2), IIF Ring Fragile (-1/2), Restrainable (-1/2) [Notes: 11-12d6 w/ 25 STR+MA.] - END=1
1u     2)  [b][i]Flickering Tongue Strikes[/i][/b]: Hand-To-Hand Attack +4d6, Area Of Effect Nonselective (5" Cone; +3/4), Two-Dimensional (-1/4) (30 Active Points); Hand-To-Hand Attack (-1/2), IIF Ring Fragile (-1/2), Restrainable (-1/2), Reduced Penetration (-1/4) [Notes: 9-10d6 Cone w/ 20 STR+MA.] - END=3
1u     3)  [b][i]Razor Fangs Dance[/i][/b]: Killing Attack - Hand-To-Hand 1d6-1 (1d6 / 1d6+1 w/STR), Penetrating (+1/2), Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1) (30 Active Points); IIF Ring Fragile (-1/2), Restrainable (-1/2), No Knockback (-1/4) [Notes: Mainly for destroying objects.] - END=0
1u     4)  [b][i]Mesmeric Pattern[/i][/b]: Suppress INT 5d6, Costs END Only To Activate (+1/4) (31 Active Points); IIF Ring Fragile (-1/2), Restrainable (-1/2) - END=2
1u     5)  [b][i]Writhing Coils of Mist[/i][/b]: Darkness to Sight Group 1" radius, Costs END Only To Activate (+1/4), Personal Immunity (+1/4), Area Of Effect (One Hex; +1/2), Usable As Attack (+1) (30 Active Points); IIF Ring Fragile (-1/2), Restrainable (-1/2) - END=3
1u     6)  [b][i]Draw The Mists[/i][/b]: Teleportation 10", Safe Blind Teleport (+1/4), Reduced Endurance (1/2 END; +1/4) (30 Active Points); IIF Ring Fragile (-1/2), Restrainable (-1/2) - END=1
1u     7)  [b][i]Path Of The Mists[/i][/b]: Teleportation 1", No Relative Velocity, x2 Increased Mass, MegaScale (1" = 1 km; +1/4), Safe Blind Teleport (+1/4), Reduced Endurance (1/2 END; +1/4) (30 Active Points); IIF Ring Fragile (-1/2), Restrainable (-1/2) - END=1
1     [b][i]Serpent's Memory[/i][/b]: Teleportation: Fixed Location (2 Locations) (2 Active Points); IIF Ring Fragile (-1/2) [Notes: Locations: Home, Last place teleported from] - END=0
      - END=

[b]POWERS Cost: 140[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
Jade Snake Kung Fu
4      1)  Cobra Strike:  1/2 Phase, +2 OCV, +0 DCV, 5d6 / 7d6 Strike
5      2)  Slithering Evasion:  1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
3      3)  Legbite:  1/2 Phase, +2 OCV, -1 DCV, 4d6 / 6d6 Strike, Target Falls
3      Weapon Element:  Clubs, Fist-Loads, Kung Fu Weapons, Unarmed

[b]MARTIAL ARTS Cost: 15[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
Everyman
0      1)  Acting 8-
0      2)  Climbing 8-
0      3)  Concealment 8-
0      4)  Conversation 8-
0      5)  Deduction 8-
0      6)  Language:  English (idiomatic; literate) (5 Active Points)
0      7)  Paramedics 8-
0      8)  PS: Jeweller/Lapidary 11-
0      9)  Shadowing 8-
0      10) Stealth 8-
0      11) TF:  Small Motorized Ground Vehicles

3      Acrobatics 13- (15-)
2      Animal Handler (Reptiles & Amphibians) 12- (13-)
3      Breakfall 13- (15-)
3      +1 with Martial Maneuvers
2      Language:  Mandarin Chinese (fluent conversation)
3      Power:  Snake Chi 13-
3      Scholar
1      1)  KS: Chi Enchanting (2 Active Points) 11-
1      2)  KS: Chinese History & Legends (2 Active Points) 11-
1      3)  KS: Gem & Jewellry Lore (2 Active Points) 11-
1      4)  KS: Jade Snake Kung Fu (2 Active Points) 11-
2      WF:  Common Martial Arts Melee Weapons, Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat

[b]SKILLS Cost: 25[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
4      Contact:  Li Mu Bai - Sensei, Master Swordsmith, Uncle (Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-
1      Money:  Well Off - $100K per annum

[b]PERKS Cost: 5[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
5      Distinctive Features:  Serpent Tattoo Covering Back (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20     Hunted:  Ninjas! 11- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Mildly Punish: Testing) [Notes: Ninjas attack without warning or provocation, but after the battle, depart in silence just as suddenly & enigmatically.]
15     Hunted:  Chinese Government 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish) [Notes: Her mother, and thus she herself, are political refugees.]
20     Normal Characteristic Maxima
15     Psychological Limitation:  Intolerant of Injustice (Very Common, Moderate)
10     Psychological Limitation:  Intolerant of Sexism (Common, Moderate)
10     Reputation:  Li Mu Bai's Niece, 14- (Known Only To A Small Group) [Notes: Some may try to get to use her to get to her uncle.]
5      Social Limitation:  Woman In A Man's World (Frequently, Minor, Not Limiting In Some Cultures) [Notes: Primarily when dealing with Asian cultures.]

[b]DISADVANTAGES Points: 100[/b]

Base Pts: 150
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 250

 

Many people blessed with gifts beyond those of normal men feel the call of adventure. Many metahumans join criminal organizations or flock to the banner of justice eagerly, more than willing to flaunt their powers. Li Miao is not one of those. Still, it seems some people are born to greatness, or chosen for greatness, even when greatness is the last thing they would wish to have thrust upon them.

 

Li Miao (or, anglicized, Miao Li) was born an American citizen, but it needn't have worked out that way. Her story begins, in fact, well before she was born, when she was no more than a handful of cells growing in her mother's womb. Li Tai-yu knew that the pregnancy would be a problem, for it was her second. And in China, having a second child, especially a female child (she could tell,) when one already had a son, would be frowned upon. This was even more especially true in Tai-yu's case, as she had in her younger days been a vocal critic of the government's 'one child' laws, on the grounds that it promoted infanticide. She knew that having a second child would be seen as an act of political dissent, and she had already been warned more before than once that further political dissent would not be tolerated. She had been keeping a lower profile since then, not wishing to drive away any of her friends with serious government attention as she tried to raise her son by herself. Now, however... yet she could not bring herself to kill even an unborn child.

 

Tai-yu made plans to escape China, seeing no other option. She packed her bags and made her way to Hong Kong. Unfortunately, along the way she had the ill luck of attracting the attention of a policeman, who thought that a woman travelling alone with a small boy was suspicious activity, and reported her; the government, in turn, became suspicious of her flight and began to track her movements. In Hong Kong, Tai-yu met with her brother Li Mu Bai, a famous swordsmith, told him of her problem, and asked for his help to escape to America. Li Mu Bai agreed on one condition -- that her son should remain behind with him and his wife. Shocked, Tai-yu asked why, and Li Mu Bai merely pushed down the boy's shirt, revealing a large birthmark over one shoulder. She pleaded with him to reconsider, but he would brook no argument, and so she reluctantly gave in.

 

Once in America, Tai-yu settled in rapidly. Alone in a foreign country, she knew she would be hard-pressed to care for an infant by herself. So, she looked for a husband, and soon married a jeweller, more out of convenience than any real love; she began learning his skills in order to help him and to have a craft of her own. Several months later Miao was born. Tai-yu was surprised, and secretly pleased, to discover that Miao had a birthmark on her own back, similar to if somewhat different from the one her son had had.

 

Miao grew up to be a fairly happy, if somewhat reserved child. She learned English first, since that was the language of the household; her father did not understand Mandarin. Even after her parents' amicable divorce, she remained more comfortable with that language, as it was what she was taught in school, although she did learn enough Mandarin to be able to converse in her mother's native tongue. She had always felt closer to her mother than to her father, and now that there was just the two of them, she spent even more time with her; Miao helped her mother set up her own small jewellry store in Chinatown, and learned the skills of her trade along the way.

 

Once Miao graduated from high school, she was prepared to work in the family business full-time; however, her mother suggested she take some time instead to visit China. At first she was concerned about the prospect of leaving her mother alone, but it didn't take too much convincing for Miao to agree to spend a few months or perhaps a year visiting her uncle Li Mu Bai and getting to know more about her family. She looked forward to the trip with eagerness and a small amount of trepidation. What would China be like? How would her family receive her?

 

The reception she received from her uncle was lukewarm at first. Despite her best efforts at propriety -- for she knew her uncle was a traditionalist -- her American values and mannerisms made themselves apparent from time to time. Still, family is family, and even though she could tell that he was occasionally repelled by her western ways, he did his best to suppress his distaste and correct her in the ways he thought she ought to behave. It was even worse when she ventured outside the home. Miao found herself contending with the culture shock of being a woman in a country where women are not always highly valued members of society. She met many women, especially among the poor and those from rural backgrounds, whose woeful state shocked and dismayed her. Furthermore, her own accustomed personal freedom and social expressiveness seemed to be constantly under attack from all sides. Miao was used to being a dutiful daughter, but in China even her usual reservedness was put to the test. Ultimately, however, she managed to master the impulse of resentment that threatened to poison her stay, and accepted the restrictions of the culture she found herself in, albeit reluctantly. She knew, after all, she would not remain in China forever.

 

Miao spent much of her first months exploring deeper into Chinese history and culture than she had been able to at home, learning more about the national character, stories, and legends. One story that particularily interested her was the legend of White Snake and her handmaiden Jade Snake. She was fascinated by the variety of different versions of the tale, in some of which White Snake was an evil spirit, and in others of which she was a divine being. Still feeling somewhat put upon by the lot of women in the culture in which she was now residing, Miao found herself empathizing with White Snake's handmaiden, who, despite her obvious intelligence and courage, was relegated to a secondary role of perpetual servitude. She even went to an opera based on the story with her uncle, who she sensed was pleased with her interest, even though he didn't say anything.

 

Still, it was not all that long before her visit took an unexpected turn. She was wandering through her uncle's house one day, reading another book of Chinese literature, when she happened to pass the small dojo in which her uncle taught martial arts to his two sons. Wanting to ask him a question about something in the book, she entered unobtrusively and observed the lesson quietly. Her cousins Hong and Shaozu were sparring without shirts on, and she appreciated the display of rippling muscles in silence as she waited. She also noticed that one of them, Hong, had a distinctive birthmark on his shoulder. As the lesson ended, he approached her, towelling the sweat off his face.

 

"Hope you like what you saw," he said, jokingly.

"Very impressive," she murmured, before continuing, "I noticed you have a birthmark."

"Yes," he replied. "Today I am getting it tattooed, like father's. "

"I didn't realize he had one. So do I. Perhaps it is a family trait," she responded, before recalling that Shaozu did not have a similar birthmark.

"Perhaps," Hong began, before catching his father's eye. "Excuse me, I must go shower off and get ready. See you at dinner," he said in parting as he quickly left the room.

 

Miao turned to see her uncle gazing at her slightly more intently than he had in the past. "You have a birthmark?" he asked neutrally. Miao nodded. "Show me," he commanded. Miao turned her back on him, lifting her shirt up to reveal the mark, which spread across her upper back. He undid the clip on her bra and opened it, running his hand across the surface of the birthmark, before taking his hand away. "So," he muttered to himself, as Miao re-fastened her bra and pulled her shirt back down, turning to face him again. "Tomorrow morning you will join us in the dojo. Have you studied martial arts before?" She shook her head no. "Good," he replied. "Then we can begin properly." And with that, he turned and left the room, leaving Miao with many questions but few answers.

 

Over the next several months, Miao began an intensive course in Kung Fu, eventually spending as much as 8 hours a day in the dojo her uncle and cousins. At first, when she asked Mu Bai why she had to undergo such intensive training, he would not answer, save to say, "the world is not always a safe place. You must be able to protect yourself." Mu Bai's standards were exacting, and despite finding a natural talent, grace, and strength she had not known she posessed, Miao usually found her uncle's instruction to be draining both physically and emotionally. In the fifth month, however, some of those questions began to be answered.

 

"You saw that Hong has a birthmark, covered with a tattoo, and know that I have one as well," Li Mu Bai began. She had since seen it - a great nest of snakes that covered nearly his entire back, governed in the center by a massive King Snake. "It is not simply for looks." Mu Bai explained that Miao was of an ancient bloodline, one of the Naga, and that she had a power dwelling in her that she must learn to control. A power of Snake, a power over Snake -- a power to be Snake. Miao intuitively felt this was right, that she had somehow known this all along without ever realizing it. She asked why her mother had never told her. Mu Bai explained that she had not yet been ready, and that her mother could not train her, not having inherited the full bloodline herself, which sometimes skipped generations. Miao recalled her cousin Shaozu's bare, unblemished back.

 

From that day forward she saw less of Shaozu; though she was being trained just as hard, her studies broadened to more than just Kung Fu. She began her instruction in the ways of Chi power, and the Path of the Tightening Coils. Li Mu Bai set her an array of tasks to perform, many esoteric. At first she found them physically impossible to perform... but it did not take her long to unlock a door -- a floodgate -- of chi power that, once opened, made many of these tasks seem quite possible, and in some cases trivially simple. Hong was particularily impressed by the speed at which she was learning. "My power did not come so easily," he told her. "It took many years of training to achieve what you have done in only a few months. Now I am as a lake fed by a stream, wheras you are a raging river in a narrow channel. Be careful that you are not swept away."

 

Some of Hong's instruction took place in Li Mu Bai's forge, where he learned the art of swordcraft in order to carry on the family trade. Shaozu did not attend these lessons either, being more interested in business than in the art of making steel. Miao, however, often sat nearby, observing and learning what she could, for even here she could see the Path in use in how the steel was made and shaped. The blades Li Mu Bai forged held a tiny fragment of his chi, and were stronger and sharper than any ordinary steel not forged with a similar technique.

 

Mu Bai noticed her interest, and one day after working with Hong, approached her. "I cannot teach you the art of making steel," he said. "It would not be right. It is a man's trade."

Miao suppressed her annoyance, knowing that now was not the time to pick a fight. She held in her lap a thin, beautifully carved ornamental sword that was nevertheless sharp enough to slice a man in two, and traced her finger gently over its surface. "The patterns on this blade. They are beautiful to me, and I have never seen them before, yet they seem familiar. They are not so different from what I carve on gems, or what I mold in gold and silver." Miao looked at her uncle meaningfully.

Li Mu Bai smiled ever so slightly. The next day, he began instructing her along with her cousin, in the art of binding an object with a portion of one's own essence. Less than three months later, Mu Bai informed her that she was ready to receive her own tattoo. She received the news with demure but deserved pride.

 

In the end, Miao stayed in China for just over a year, learning her family's history, and taking her first steps on the path on which her uncle had placed her. She could not stay longer. Ultimately the Chinese government found out that she was in China. They remembered her mother, and they were interested in her. She had no doubt that they would wish to question her extensively, or perhaps worse. And so, rather than make a fuss, she chose simply to disappear back to America before they could lay their hands on her. Li Mu Bai was disappointed, as there was much he had yet to teach her and many skills he had hoped she would learn, but understanding of the necessity and surprisingly willing to let her make her own choice. "We will meet again," he promised.

 

Miao has returned to America and to the life she left behind, but has found it's not really the same as it was when she left it. Or, rather, it is she who is not the same. She does not wish to forget the skills her uncle has taught her, but on the other hand she feels she has been left without guidance regarding how to apply those talents. Her uncle's old story of teaching her for her own protection seems out of place in America in a way that it did not in China, yet she had given up on pursuing the matter, and so had never gotten a better answer. Thus far she has bided her time and helped her mother in her jewellry store, even as she has wondered what she should do with herself. On the one hand, it has been nice to spend time with her mother, quietly enjoying the simple pleasures and freedoms she had had to give up in large part in China. On the other hand, she does live in Chinatown, and every day a microcosm of that culture is played out before her eyes, along with every little indignity and injustice of female life that she had had to become accustomed to in China. She has found herself questioning more and more why she should have to tolerate them here, in her own homeland. And of course the more she has observed, the more she has realized it's a phenomemon not limited to race, culture, or even sex. Is not America supposed to be the land of the free? If so, then why do so many of its citizens live with daily fear, imposed poverty, or even virtual slavery to those who desire wealth and power over others?

 

Today, Miao Li has come to another turning point. Though she would much rather stay home and not risk her life, though she would much rather it were not necessary, she will not sit idly by while others profit off of injustice. Today, greatness has come calling for her, and she has accepted the challenge. Where the Path of the Tightening Coils leads from here, only time will tell.

 

Personality/Motivation: Miao's motivations come in two flavours. On the one hand, she is devoted to her family. By this she doesn't just mean her mother, but to a significant extent her large extended family as well, which primarily lives in China but is also spread throughout Japan and the rest of Southeast Asia; she even has some relatives living in North America. Especially since she has spent time living there, she has come to appreciate the ancient culture that is her inheritance, its history, and its legends. On the other hand, her time in the orient also opened her eyes to many of the petty cruelties and injustices perpetrated in her familial homeland, especially upon women and girl children. These injustices sickened her and inspired her ire there, and no less so once she returned to her homeland by birth and realized that they were just as common at home, if differing in form and degree.

 

Most days Miao is content to stay at home, a dutiful daughter, crafting jewellry she can sell in her mother's store, with fire, water, silver, and stone. When she is feeling restless, she will walk through the Chinese market, looking for bargains. Miao is at best a reluctant heroine and doesn't usually go looking for trouble; she much prefers the simple comforts of a quiet life to action and danger. Nevertheless, trouble often manages to find her anyway, whether in the form of an injustice she simply refuses to overlook, or in the form of a threat to her family or to her personally.

 

Quote:"If the Triads and the Tongs wish to feud amongst themselves, let them do so. But let them have a care for the welfare of the people and feud privately, lest they reap the consequences of blood spilt unjustly."

 

Power/Tactics: Miao is born of a Naga bloodline, and the magic of the Naga runs with full force through her body. Snake magic is water magic, and takes many forms: magics of illusion, mist, darkness and stealth; magics of wisdom, and healing, and, in combat, magics of speed and poison. Miao's chi is very strong, but she is still learning to control it properly. Miao accesses some of her chi powers directly, but many of these take a toll on her body in one way or another for a time, as she has not fully mastered them. Miao finds it easier to exercise her powers when she enchants a gem or a piece of jewellry to act as a chi focus, thereby helping her to release her chi in a more controlled fashion. This jewellry is no more sturdy than any ordinary jewellry, but as Miao created it in the first place, she can recreate it relatively easily. For anyone else, her jewellry is just jewellry, but for Miao it is one of the keys to unlocking her inner potential.

 

While Miao's chi is very strong, her training as a warrior is incomplete. Her natural nimbleness and agility, and a good grounding in the fundamentals, leave her in good standing against most opponents, and she has the equivalent of a black belt in her chosen art, but she has not yet had opportunity for any truly advanced training. Moreover, she lacks many of the cunning and stealth oriented skills one might expect a snake warrior to have, having little training or experience in such. Still, so far her chi powers have proven sufficient to overcome such obstacles.

 

Campaign Use: The Hunted by Ninjas is intended as a long-term background plot. The GM can determine the specifics of exactly why they are testing her, but figuring out exactly what their motives are should be a substantial challenge. Li Mu Bai is probably mixed up in the matter as well, in some fashion, but might keep this fact from her until he thinks she's ready. Note: these ninjas are not agents of the Chinese government, though doubtless they have their own.

 

Li Mu Bai is a man of notable personal power and influence in southeast Asia, and though exactly what his motives are remain unclear at the start of the campaign, Miao has never seen anything which would lead her to believe his personal honour was anything less than impeccable. He is an extremely skilled swordsman, martial artist, and chi practitioner, is probably built on at least double Jade Snake's starting points, and is more than capable of taking care of himself. Nevertheless, his influence and importance might occasionally lead to attacks on his family as a way of putting pressure on him or of drawing him out for a confrontation.

 

While Shaozu is Li Mu Bai's son by blood, Hong Shen Li is his heir in craft and spirit. Naturally there is some potential for conflict there. Additionally, Hong is of course not Miao's cousin after all, but her brother. She does not know this. All sorts of interesting complications could arise from this, any of which could potentially lure Miao back to China. Alternatively, they could have ties to some corporation, criminal organization, or secret society which operates in America.

 

Appearance: Miao is a young oriental woman, of modest stature, with a lithe but muscular build, black hair, and green eyes. Overall her looks are somewhere between cute and pretty -- above average if not yet starlet material -- and she seems to be in her late teens or early twenties. Her typical attire is street clothing appropriate for where she plans to spend the day, often of oriental style if she intends to stay at home or in the oriental parts of town, or of western style if her travel plans extend further than that. She always wears a collection of jewellry about her ears, neck, fingers, wrist, and even ankle, which offsets her eyes, advertises her trade, and, most importantly, enhances her powers. Her fighting costume, worn on those occasions where she is expecting a battle, is a black and emerald kimono-type outfit with slits along the legs to allow for mobility, a black mask covering her upper face save for her emerald eyes, and often a pair of matched short swords or fighting sticks. However, she often finds herself fighting empty-handed in civilian clothes, as circumstances don't always conspire to allow her to choose the time and place of her battles. Nevertheless, trouble never seems to follow her home, so this has yet to come back to haunt her; whether this is due to her uncle Li Mu Bai's influence or some other factor is hard to say.

 

Jade Snake:

attachment.php?attachmentid=18220&stc=1&d=1124425200

 

Jade Snake's Tattoo:

attachment.php?attachmentid=18219&stc=1&d=1124425200

 

Comments and constructive criticism are welcome, especially from anyone who knows more about Chinese culture than I do (which doesn't take a lot!)

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Re: Supers With Pictures: Fun For All

 

Well, the text is waaay too long for me to read on the laptop; however, glancing through, I noticed she's Hunted by Ninjas. Ninjas are generally Japanese-themed, as are the Yakuza for gangs. The Chinese have Tongs for gangs and their version of ninjas are called lin kuei, which I believe translates as "forest demons." (You may have covered this in the history.) Also, I see English is her native language; did you want her to know any Chinese (Mandarin or Cantonese)? I see she did something in Hong Kong.

 

I'm only posting because you asked. ;)

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Re: Supers With Pictures: Fun For All

 

She does have Mandarin Chinese at the "fluent conversation" level.

 

I saw several references to Chinese ninjas on the web. You are correct that they might be referred to as Lin Gui or Lin Kuei in Chinese (at least according to Wikipedia) but they would still be referred to in english as ninja. :)

 

Organized crime in China can usually be laid at the feet of the Triads. I am not exactly sure how the Tongs relate but I know they are sometimes but not always involved in organized crime. I haven't found references to Tongs except in North American stuff on the web, so I'm not sure if that means it may be a local outgrowth. Her quote does mention Triads and Tongs but she herself hasn't had much exposure to them yet.

 

And thanks for responding! :)

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Re: Supers With Pictures: Fun For All

 

Yes, but she lives in Chinatown and spends most of her time there... I would have thought that a lot of China's cultural mores might still apply and trouble her on a regular basis. That's why I took 'not in certain cultures.' But if there is no local Chinatown, or it's sufficiently Americanized that she doesn't run into blatant sexism on a regular basis, then you're right that it would be a 0-pt. lim.

 

It's supposed to reflect the fact that she tends to run into a lot of sexism, mostly but not entirely from men of Asian descent. I could change the wording of the lim to something that better reflects that. "Sexist Pig Magnet" social lim? ;)

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Re: Supers With Pictures: Fun For All

 

Here's a sample of one of Jade Snake's summons.

 

[b]Spirit Snake of Transformation - Jade Snake's Minion[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
-20    STR     -30   -20/20      5- / 13-       HTH Damage 0d6/4d6  END [0/4]
11    DEX     3   11      11-       OCV 4 DCV 4
9    CON     -2   9      11-
5    BODY    -10   5      10-
8    INT     -2   8      11-       PER Roll 11-
3    EGO     -14   3      10-       ECV: 1
8    PRE     -2   8      11-       PRE Attack: 1 1/2d6
10    COM     0   10      11-
2    PD      2   2/10             2/10 PD (0 rPD)
2    ED      0   2/10             2/10 ED (0 rED)
2    SPD     0   2                 Phases:  6, 12
2    REC     0   2
18    END     0   18
10    STUN    0   10
5    RUN      -2   5"                END [1]
2    SWIM     0   2"                END [1]
0    LEAP     0   0"/8"                0"/8" forward, 0"/4" upward

[b]CHA Cost: -57[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
5     [b][i]Olfactory Excellence[/i][/b]: Discriminatory with Normal Smell - END=0
33     [b][i]Snake's Transformations[/i][/b]: Multipower, 50-point reserve,  (50 Active Points); all slots Incantations (-1/4), Gestures (-1/4) - END=
3u     1)  [b][i]Fully Solid[/i][/b]: Density Increase (300 kg mass, +40 STR, +8 PD/ED, -8" KB), Costs END Only To Activate (+1/4) (50 Active Points); Incantations (-1/4), Gestures (-1/4) - END=4
3u     2)  [b][i]Fully Spirit[/i][/b]: Desolidification  (affected by Magic / Chi), Costs END Only To Activate (+1/4) (50 Active Points); Incantations (-1/4), Gestures (-1/4) - END=4
3u     3)  [b][i]Altered Form[/i][/b]: Shape Shift  (Sight, Hearing, Smell/Taste and Touch Groups, any shape), Costs END Only To Change Shape (+1/4) (49 Active Points); Incantations (-1/4), Gestures (-1/4) - END=4
3u     4)  [b][i]Camouflage[/i][/b]: Invisibility to Sight, Hearing and Smell/Taste Groups , No Fringe, Costs END Only To Activate (+1/4) (50 Active Points); Incantations (-1/4), Gestures (-1/4) - END=4
      - END=
      - END=

[b]POWERS Cost: 50[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      Concealment 11-
3      Contortionist 11-
3      Disguise 11-
3      Stealth 11-


[b]SKILLS Cost: 12[/b]


[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
5     Physical Limitation:  Not Fully Solid: +3" KB (Infrequently, Slightly Impairing)
15     Physical Limitation:  No Limbs Unless Shapeshifted (Infrequently, Fully Impairing)
10     Social Limitation:  Dangerous Animal Unless Shapeshifted (Occasionally, Major)

[b]DISADVANTAGES Points: 30[/b]

Base Pts: 5
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 5

 

Appearance/Background: A Spirit Snake is an animal spirit that takes the form of a large (20') ghostly python (constrictor) of variable colour. Normally, it does not take a fully solid shape, but rather weighs as much as if there were no flesh under its skin. Spirit Snakes have magical abilities that pertain to the aspect of Snake magic that they embody.

 

Personality/Motivation: As a spirit snake, its consciousness is an anthropomophism of typical snake behaviour; it has the mind of a snake infused with human intelligence and an understanding of the human condition. Thus, while its personal motivations are frequently snake-like and largely concerned with prey, sleep, and personal comfort, these are often overridden and re-purposed based upon the magical aspect it represents, the dictates of more powerful spirits, or the wishes of its human summoner.

 

Powers/Tactics: A Spirit Snake of Transformation can alter its natural state in a variety of ways. Its magical abilities range from assuming a fully solid shape, to a completely transparent one, or to camouflaging itself so completely as to be invisible to almost any potential predators or prey. It can even use its magic to adopt a different appearance and shape altogether, most notably a human one, though in any case it will still only weigh a few pounts and so walk very lightly indeed, leaving no footprints.

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Re: Supers With Pictures: Fun For All

 

She does have Mandarin Chinese at the "fluent conversation" level.

Ah, okay, I see it now. Though I notice the post was edited 20 minutes before I responded (probably the length of time it took me to respond), so who knows what you added then. :whistle::angel:

 

I saw several references to Chinese ninjas on the web.

You can't trust the web! :no: Anyone can post anything there!

 

 

 

 

 

:D

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  • 2 weeks later...

Re: Supers With Pictures: Fun For All

 

I don't really like the code version, so I'll give a proper link first.

 

http://www.herocentral.net/test/get/files/premium/KingOfPain_v0.02.HTML

 

[b]King Of Pain - Michael Biorn[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
15    STR     5   15/35      12- / 16-       HTH Damage 3d6/7d6  END [1/13]
20    DEX     30   20      13-       OCV 7 DCV 7
18    CON     16   18      13-
13    BODY    6   13      12-
13    INT     3   13      12-       PER Roll 12-
9    EGO     -2   9      11-       ECV: 3
13    PRE     3   13/20      12- / 13-       PRE Attack: 2 1/2d6 / 4d6
6    COM     -2   6      10-
4    PD      1   4/36             4/36 PD (0/12 rPD)
4    ED      0   4/16             4/16 ED (0/12 rED)
4    SPD     10   4                 Phases:  3, 6, 9, 12
7    REC     0   7
36    END     0   36
30    STUN    0   30
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
3    LEAP     0   3"/22"                3"/22" forward, 1 1/2"/3 1/2" upward

[b]CHA Cost: 70[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
8     [b][i]Berserker Fury[/i][/b]: Elemental Control, 20-point powers,  (10 Active Points); all slots Only In Combat (-1/4) - END=
7     1)  [b][i]Berserker Endurance[/i][/b]: Succor 1d6+1, Costs END Only To Activate (+1/4), Continuous (+1), CON, BODY, END, STUN simultaneously (+1) (23 Active Points); Self Only (-1/2), Only In Combat (-1/4) [Notes: Max 20 AP above base values.] - END=2
7     2)  [b][i]Berserk Resilience[/i][/b]: Armor (7 PD/7 ED) (21 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Only In Combat (-1/4) - END=2
4     3)  [b][i]King Of Pain[/i][/b]: +20 PD (20 Active Points); Stun Only (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Must Be Aware Of Attack (-1/4), Only In Combat (-1/4) - END=2
2     4)  [b][i]Berserk Strength[/i][/b]: +20 STR (20 Active Points); Increased Endurance Cost (x6 END; -2 1/2), No Figured Characteristics (-1/2), Only In Combat (-1/4) - END=12
4     5)  [b][i]Berserk Charge[/i][/b]: Leaping +15" (3"/22" forward, 1 1/2"/3 1/2" upward) (Accurate) (20 Active Points); Forward Movement Only (-1), Only In Combat (-1/4) - END=2
      - END=
3     [b][i]Fearsome Countenance[/i][/b]: +7 PRE (7 Active Points); Only for Fear-based Interactions (-1/2), Linked (Berserker Endurance; Greater Power is Constant or in use most or all of the time; -1/4), Only In Combat (-1/4) - END=
2     [b][i]Rage-Shielded Mind[/i][/b]: Mental Defense (5 points total) (3 Active Points); Linked (Berserker Endurance; Greater Power is Constant or in use most or all of the time; -1/4), Only In Combat (-1/4) - END=0
4     [b][i]Combat Awareness[/i][/b]: (Total: 7 Active Cost, 4 Real Cost) Increased Arc Of Perception (360 Degrees) with Normal Sight (5 Active Points); Only In Combat (-1/4), Linked (Berserker Endurance; Greater Power is Constant or in use most or all of the time; -1/4) (Real Cost: 3) [b]plus[/b] +2 PER with Normal Sight (2 Active Points); Linked (Berserker Endurance; Greater Power is Constant or in use most or all of the time; -1/4), Only In Combat (-1/4) (Real Cost: 1) - END=0
9     [b][i]Just Nicked Me[/i][/b]: Armor (5 PD/5 ED), Hardened (+1/4) (19 Active Points); Restrainable (-1/2), Nonpersistent (-1/4), Must Be Aware Of Attack (-1/4) - END=0
      - END=
18     [b][i]Weapon Mastery[/i][/b]: Multipower, 37-point reserve,  (37 Active Points); all slots OIF Object of Opportunity (-1/2), Restrainable (-1/2) [Notes: Can use almost any item as a weapon.] - END=
1u     1)  [b][i]Power Strike[/i][/b]: Hand-To-Hand Attack +4d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (35 Active Points); Hand-To-Hand Attack (-1/2), OIF Object of Opportunity (-1/2), Restrainable (-1/2) [Notes: 11d6 AP w/ Fast Strike] - END=1
1u     2)  [b][i]Rapid Strikes[/i][/b]: Hand-To-Hand Attack +3d6, Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1) (37 Active Points); Hand-To-Hand Attack (-1/2), OIF Object of Opportunity (-1/2), Restrainable (-1/2), Reduced Penetration (-1/4) [Notes: 10d6 w/ Fast Strike (Reduced Pen)] - END=0
1u     3)  [b][i]Spinning Strikes[/i][/b]: Hand-To-Hand Attack +3d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (2" Radius; +1), Selective (+1/4) (37 Active Points); Hand-To-Hand Attack (-1/2), OIF Object of Opportunity (-1/2), Restrainable (-1/2) [Notes: 10d6 w/ Fast Strike] - END=1
1u     4)  [b][i]Counterstrikes[/i][/b]: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; +1) (37 Active Points); Hand-To-Hand Attack (-1/2), OIF Object of Opportunity (-1/2), Restrainable (-1/2) [Notes: When attacked in HTH: 10d6 w/ Fast Strike] - END=0
1u     5)  [b][i]Killing Strike[/i][/b]: Killing Attack - Hand-To-Hand 2d6-1 (3d6 - 1 / 3d6+1 w/STR), Reduced Endurance (1/2 END; +1/4) (31 Active Points); OIF Object of Opportunity (-1/2), Restrainable (-1/2) [Notes: 4d6K w/ Fast Strike] - END=1
1u     6)  [b][i]Thrown Objects[/i][/b]: Killing Attack - Hand-To-Hand 1d6+1 (2d6 / 2 1/2d6 w/STR), Autofire (3 shots; +1/4), Reduced Endurance (1/2 END; +1/2) (35 Active Points); OIF Object of Opportunity (-1/2), Restrainable (-1/2), Reduced Penetration (-1/4) - END=1
1u     7)  [b][i]Throw Dirt[/i][/b]: Sight Group Flash 6d6, Reduced Endurance (1/2 END; +1/4) (37 Active Points); OIF Object of Opportunity (-1/2), Restrainable (-1/2), Range Based On Strength (-1/4), Does Not Work Against Desolidified Characters (-1/4) - END=1
20     Reserved For Future Use - END=0
      - END=

[b]POWERS Cost: 95[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     Dirty Infighting
4      1)  Fast Strike:  1/2 Phase, +2 OCV, +0 DCV, Weapon +4 DC Strike
3      2)  Legsweep:  1/2 Phase, +2 OCV, -1 DCV, Weapon +3 DC Strike, Target Falls
4      3)  Martial Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
8      +2 HTH Damage Class(es)
6      Weapon Element:  Axes, Maces, Hammers, and Picks, Blades, Clubs, Fist-Loads, Homemade Weapons, Off Hand, Unarmed [Notes: Off-hand: +1 DCV while dual-wielding]

[b]MARTIAL ARTS Cost: 25[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
     Everyman
0      1)  Concealment 8-
0      2)  Conversation 8-
0      3)  Deduction 8-
0      4)  Language:  English (idiomatic; literate) (5 Active Points)
0      5)  Paramedics 8-
0      6)  Persuasion 8-
0      7)  PS: Actor / Stunt Man 11-
0      8)  Shadowing 8-
0      9)  Stealth 8-

2      AK: Campaign City 11-
3      Acrobatics 13-
3      Acting 12- (13-)
3      Breakfall 13-
3      Climbing 13-
3      Combat Driving 13-
6      +2 with Dirty Infighting
5      Rapid Attack (HTH) 
3      Scholar
1      1)  KS: Action Cinema (2 Active Points) 11-
1      2)  KS: Dirty Infighting (2 Active Points) 11-
1      3)  KS: Metahuman World (2 Active Points) 11-
3      Teamwork 13-
2      TF:  Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
10      Two-Weapon Fighting (HTH) 
6      WF:  Common Melee Weapons, Common Missile Weapons, Small Arms

[b]SKILLS Cost: 55[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
1      Money:  Well Off - $100K per annum
4      Contact:  Harold Uller, Hollywood Agent (Contact has significant Contacts of his own, Contact limited by identity) 13- [Notes: Harold knows guys who know guys.]

[b]PERKS Cost: 5[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Distinctive Features:  Heavily Scarred (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20     Enraged:  Takes BODY In Combat (Common), go 14-, recover 14-
20     Normal Characteristic Maxima
15     Psychological Limitation:  Protective Of Innocents (Very Common, Moderate)
15     Psychological Limitation:  Bitter & Cynical (Very Common, Moderate) [Notes: Suspects the worst of others & doesn't let them get close.]
10     Social Limitation:  Crazy Broad Magnet (Frequently, Minor) [Notes: All the wrong sorts of girls seem to fall for Michael.]
10     Social Limitation:  Unlucky In Love (Occasionally, Major) [Notes: When he meets a classy dame, things never work out.]

[b]DISADVANTAGES Points: 100[/b]

Base Pts: 150
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 250

 

Height: 1.90 m Hair: Blonde

Weight: 90.00 kg Eyes: Blue

Appearance: Fairly massive bruiser, not the hugest guy in the world but certainly solid enough; could be a half-back or a defensive back in football. His face and body is heavily (and disticntively) scarred and in general he looks like he's seen better days. Michael's blonde hair is close-cut and his clothes are usually well-worn and workmanlike. He favours jeans, white t-shirt, and a black leather coat or duster.

 

Personality: When he was young, Michael was an optimistic, go-getting thrillseeker. Now he's older, bruised, and battered in body and spirit. He's had a number of women in his life, and lost them all one way or another; his experiences have left him with a deep-seated bitterness and contempt for the human condition. Nevertheless he figures that other people's lives can't be as messed up as his, and he still has enough respect for life to feel the responsability to help others that are in danger who cannot help themselves. He's more likely to get involved in a sticky situation by helping someone else out of it, than by investigating something on his own recognizance.

 

Quote:"Is that your best shot? All right, now it's my turn."

 

Background: Michael Biorn has been an actor and a stunt man for over 20 years, and a 'mask' for nearly that long. He's had his share of bruises and batterings, and his body shows it. Michael is often cast as the sidekick for a headline actor or a villain's main henchman, especially in action or martial arts films; he's a solid second-string actor but no leading man material. He's also a solid second-string mask and sometime vigilante, but he knows he's no heroes' hero. Many years ago, Michael witnessed several young men stalking a young actress, and when he confronted them, they started beating on him. His rage bloomed for the first time, and he snatched up a broken bottle and began laying waste about him with a ferocity and skill he could barely imagine or contain. That moment propelled him on both of his career paths to where he is today. Along the way his heart's been broken more times than he cares to remember, but he still keeps on keeping on, living with the pain and weariness both of body and of spirit on a daily basis, and helping out where he can.

 

Powers/Tactics: Since Michael's inner rage woke, his cinematic martial arts prowess has been supplemented with a wealth of practical experience passed down from his ancestors. Most particularily, Michael is quite capable of using just about any object as a lethal weapon. Additionally, he's able to harness his rage to enable a variety of feats of physical prowess, such as shrugging off pain, bursts of superhuman strength, and fanatic charges. Most of the time Michael keeps his powerful rage on an icy short leash, using it with full intelligence to best effect. However, if he tastes his own blood, his control often slips, and he falls into a near-murderous rage. Fortunately, once he's dealt with the target of his rage, he often recovers his self-control.

 

Michael is a capable hand-to-hand fighter, especially against other foes who rely on physical attacks. He can hit quite powerfully and repeatedly at close range and can mow down mooks or pummel stronger physical attackers with multiple heavy blows. However, he's at a disadvantage against ranged attacks, energy attacks, or exotic attacks, and foes with massive physical defenses may be able to largely ignore his reprisal. Michael is competent with firearms and other ranged weapons; though they are by no means his specialty, he is able to use such weapons when he runs across them and their use is appropriate.

 

Campaign Use: Michael is quite strong in his own specialty of hand-to-hand attacks but not overly flexible when it comes to dealing with other threats. If he comes across something he's not equipped to handle on his own, he's likely to need to be bailed out. On the other hand he's quite good at blowing through large quantities of mooks in short order and can provide a nasty surprise for an opponent that allows him to close to melee.

 

Plot Hook: A string of murders among the hooker community has gotten the King Of Pain caught in the middle of a gang war between the Triad and the Yakuza. In his latest battle, however, he squared off against a Wuxia martial artist whose acrobatic leaps and chi-blasts proved too much for him to handle, and he was forced to withdraw. Now he needs the heroes' help to sort out the war and put the murderer behind bars.

 

-----

 

BTW, anyone that wants to give me ideas for the last 20 points or so, let me know. :)

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Re: Supers With Pictures: Fun For All

 

Here's Revenant: http://www.herocentral.net/test/get/files/premium/Revenant_v0.01.html

 

[b]Revenant - Logan Thermopyle[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
13    STR     3   13/26      12- / 14-       HTH Damage 2 1/2d6/5d6  END [1/2]
13    DEX     9   13/23      12- / 14-       OCV 4/8 DCV 4/8
9    CON     -2   9/18      11- / 13-
10    BODY    0   10      11-
13    INT     3   13      12-       PER Roll 12-/17-
10    EGO     0   10      11-       ECV: 3
13    PRE     3   13/20      12- / 13-       PRE Attack: 2 1/2d6 / 4d6
10    COM     0   10      11-
3    PD      0   3/23             3/23 PD (3/13 rPD)
2    ED      0   2/21             2/21 ED (2/11 rED)
3    SPD     7   3/6                 Phases:  4, 8, 12/2, 4, 6, 8, 10, 12
5    REC     0   5/10
18    END     0   18/36
24    STUN    2   24/36
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
3    LEAP     0   2 1/2"/5"                2 1/2"/5" forward, 1"/2 1/2" upward

[b]CHA Cost: 25[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
Cyberware: List, all slots Restrainable (Code Phrase; -1/4) - END=
10     1)  [b][i]Hydraulic Joints[/i][/b]: +13 STR (13 Active Points); Restrainable (Code Phrase; -1/4) - END=1
24     2)  [b][i]Wired Reflexes[/i][/b]: +10 DEX (30 Active Points); Restrainable (Code Phrase; -1/4) - END=
18     3)  [b][i]Cardio Augmentation[/i][/b]: (Total: 23 Active Cost, 18 Real Cost) +9 CON (18 Active Points); Restrainable (Code Phrase; -1/4) (Real Cost: 14) [b]plus[/b] Damage Resistance (6 PD/4 ED) (5 Active Points); Restrainable (Code Phrase; -1/4) (Real Cost: 4) - END=0
16     4)  [b][i]Internal CPU[/i][/b]: +2 SPD (20 Active Points); Restrainable (Code Phrase; -1/4) - END=
3     [b][i]Been In Tight Spots Before[/i][/b]: +7 PRE (7 Active Points); Only for PRE Defense (-1) - END=
      - END=
8     [b][i]Bioplasma Gland[/i][/b]: Elemental Control, 20-point powers,  (10 Active Points); all slots Restrainable (Inhibitor Drugs; -1/4) [Notes: Bio-ware, provides new metabolic functions.] - END=
7     1)  [b][i]Dermal Plating[/i][/b]: Armor (7 PD/7 ED) (21 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Restrainable (Inhibitor Drugs; -1/4) - END=2
4     2)  [b][i]Pain Editor[/i][/b]: (Total: 20 Active Cost, 10 Real Cost) +10 PD (10 Active Points); Stun Only (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Restrainable (Inhibitor Drugs; -1/4) (Real Cost: 5) [b]plus[/b] +10 ED (10 Active Points); Stun Only (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Restrainable (Inhibitor Drugs; -1/4) (Real Cost: 5) [Notes: Skin becomes highly flushed when in use.] - END=2
3     3)  [b][i]Regeneration[/i][/b]: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Restrainable (Inhibitor Drugs; -1/4) - END=0
3     4)  [b][i]Muscular Overdrive[/i][/b]: +20 STR (20 Active Points); Increased Endurance Cost (x4 END; -1 1/2), No Figured Characteristics (-1/2), Restrainable (Inhibitor Drugs; -1/4) - END=8
5     5)  [b][i]Monoedge Nails[/i][/b]: Killing Attack - Hand-To-Hand 1d6-1 (1d6 / 1d6+1 w/STR), Range Based On STR (+1/4), Autofire (3 shots; +1/4), Penetrating (+1/2) (20 Active Points); -2 Decreased STUN Multiplier (-1/2), No Knockback (-1/4), Restrainable (Inhibitor Drugs; -1/4) [Notes: Detatchable / regrowable fingernails.] - END=2
6     6)  [b][i]Extruded Skinflaps[/i][/b]: Gliding 16", Usable As Leaping (+1/4) (20 Active Points); Restrainable (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) [Notes: 21" Leap. Doesn't allow true flight.] - END=2
      - END=
Mirrorshades: List, all slots OAF Mirrorshades (-1) - END=
2     1)  [b][i]Zoom Function[/i][/b]: +11 versus Range Modifier for Normal Sight (5 Active Points); OAF Mirrorshades (-1) - END=0
2     2)  [b][i]Image Enhancer[/i][/b]: +5 PER with Normal Sight (5 Active Points); OAF Mirrorshades (-1) - END=0
6     3)  [b][i]Targeting Reticle[/i][/b]: (Total: 14 Active Cost, 6 Real Cost) Penalty Skill Levels:  +3 vs. Range Modifier with All Attacks (9 Active Points); OAF Mirrorshades (-1) (Real Cost: 4) [b]plus[/b] +1 with OCV (5 Active Points); OAF Mirrorshades (-1) (Real Cost: 2) - END=0
2     4)  [b][i]Mirrored Surface[/i][/b]: Sight Group Flash Defense (5 points) (5 Active Points); OAF Mirrorshades (-1) - END=0
      - END=
37     [b][i]Gun-Fu[/i][/b]: Multipower, 75-point reserve,  (75 Active Points); all slots OIF Gun Of Opportunity (-1/2), Restrainable (-1/2) - END=
1u     1)  [b][i]Pistol Whip / Gun Butt[/i][/b]: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), OIF Gun Of Opportunity (-1/2), Restrainable (-1/2) - END=0
1u     2)  [b][i]Pick Up A Pistol[/i][/b]: Killing Attack - Ranged 2d6-1, 8 Recoverable Charges (+0), +1 Increased STUN Multiplier (+1/4) (31 Active Points); OIF Gun Of Opportunity (-1/2), Restrainable (-1/2), Beam (-1/4) - END=[8 rc]
1u     3)  [b][i]Pick Up A Shotgun[/i][/b]: Killing Attack - Ranged 2 1/2d6, +1 Increased STUN Multiplier (+1/4) (50 Active Points); Required Hands Two-Handed (-1/2), OIF Gun Of Opportunity (-1/2), Restrainable (-1/2), Reduced By Range (-1/4), Reduced Penetration (-1/4), 6 Recoverable Charges (-1/4) - END=[6 rc]
3u     4)  [b][i]Pick Up A SMG[/i][/b]: Killing Attack - Ranged 2d6-1, +1 Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2), Armor Piercing (+1/2), 32 Recoverable Charges (+3/4) (75 Active Points); OIF Gun Of Opportunity (-1/2), Restrainable (-1/2), Beam (-1/4) - END=[32 rc]
3u     5)  [b][i]Hit The Gas Tank[/i][/b]: Energy Blast 10d6, 8 Recoverable Charges (+0), Explosion (+1/2) (75 Active Points); OIF Gun Of Opportunity (-1/2), Restrainable (-1/2), Requires Environmental Explosive (-1/4) - END=[8 rc]
3u     6)  [b][i]Between The Eyes[/i][/b]: Killing Attack - Ranged 5d6, 8 Recoverable Charges (+0) (75 Active Points); OIF Gun Of Opportunity (-1/2), Restrainable (-1/2), Beam (-1/4) - END=[8 rc]
2u     7)  [b][i]Skull Crease[/i][/b]: Energy Blast 14d6, 8 Recoverable Charges (+0) (70 Active Points); OIF Gun Of Opportunity (-1/2), Restrainable (-1/2), Beam (-1/4), No Knockback (-1/4), Reduced Penetration (-1/4) - END=[8 rc]
5     [b][i]Two Gun-Fu[/i][/b]: Another Gun(-Fu) - END=0
      - END=

[b]POWERS Cost: 175[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
     Everyman
0      1)  Acting 8-
0      2)  Climbing 8-
0      3)  Concealment 8-
0      4)  Conversation 8-
0      5)  Deduction 8-
0      6)  Language:  English (idiomatic; literate) (5 Active Points)
0      7)  Paramedics 8-
0      8)  Persuasion 8-
0      9)  PS: Fugitive 11-
0      10) Shadowing 8-
0      11) Stealth 8-
0      12) TF:  Small Motorized Ground Vehicles

1      AK: Campaign City 8-
3      Acrobatics 12- (14-)
5      Rapid Autofire
3      Breakfall 12- (14-)
6      +2 with Gun-Fu
3      Fast Draw 12- (14-)
4      Penalty Skill Levels:  +2 vs. Range Modifier with Gun-Fu
3      Power:  Trick Shooting 12- (14-)
5      Rapid Attack (Ranged) 
3      Streetwise 12- (13-)
2      Survival (Urban) 12-
10      Two-Weapon Fighting (Ranged) 
2      WF:  Small Arms, Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat

[b]SKILLS Cost: 50[/b]


[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
20     Hunted:  Telios 8- (Mo Pow, NCI, Capture)
20     Hunted:  Viper 8- (Mo Pow, NCI, Capture)
10     Hunted:  PRIMUS 8- (Mo Pow, NCI, Watching)
15     Physical Limitation:  Amnesia (All the Time, Slightly Impairing)
10     Psychological Limitation:  Seeks Redemption (Common, Moderate)
15     Distinctive Features:  Registers on Metal Detectors (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Simple Tests)
10     Social Limitation:  No Legal ID (Frequently, Minor)

[b]DISADVANTAGES Points: 100[/b]

Base Pts: 150
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 250

 

Height: 1.85 m Hair: Brown

Weight: 90.00 kg Eyes: Brown

Appearance: Logan is of average height and build; his physique doesn't betray his capabilities to any extent. His brown hair is cut short, almost in a crew-cut, and his face is taciturn and unreadable most of the time. He favours black clothing, including black jeans and leather jacket. He's never without his mirrorshades, though he doesn't constantly have them on.

 

Personality: Logan's primary motivation is simply to survive. He has at least two powerful enemies, and he knows the government also has their eye on him; the last thing Logan needs is more attention. Having no permanent job, no legal identity, and no money, Logan takes whatever odd jobs he can find that will pay in cash, and lives as frugally as possible. Along the way, Logan sometimes finds desperate people that need help -- the kind of help that only someone like him can provide. He often finds himself taking these kinds of jobs as well, by way of making up for earlier mistakes.

 

Quote: "If they want to revisit some of that pain on me, then I'll have to revisit some of their pain on them first."

"Those kinds of choices have a way of coming back to haunt you. Trust me, I know."

 

Background: Logan doesn't remember much about his life before. Only snatches of memory illuminate his past -- flashes of a life of crime, armed robbery, shootings, time spent in and out of prison. An opportunity, or so he thought, promised by a suit with a emerald and gold serpent tie tack. Pain upon pain. They rebuilt him, better, stronger, and faster... a slave to his computer. Training. Firing round after round downrange. Then a raid on a rival organization, facing monsters out of horror. Blood, flesh, and explosions everywhere. Death from above, blackness. Capture, a gurney, and more operations. He struggled, close to freeing himself, and no control overrides were exercised... an injection, and more blackness. Awaking to a new set of priorities, a new set of capabilities, and a new mission. Revenge. More training first, using his new flesh, learning control over his new gland, even as his synaptic regulator tightened its control on him. Then, the counter-raid. An assassination. Soldiers in green and yellow falling before him like wheat, the creatures of horror now at his back and sides... his target. He raises the weapon and a command phrase is spoken. A sudden weakness as his movements become sluggish, but more. Pain. Unfathomable pain and confusion. Competing priorities, overrides atop of overrides, wrestling with uncomprehending fervor...

 

Something breaks. A component in his CPU fries, in turn overloading the synaptic regulator, cauterizing it. Logan stiffens, spasms, then awakens to full control over his own mind for the first time in months. The men in green and gold begin to turn the tide, eclipsing his view of his target, but confusion reigns for the moment. Still feeling weak, not sure where he is or what he was doing, Logan uses the confusion to escape. Run, find a place, go to ground, hide -- survive.

 

In the last two months, Logan has tried to piece together a new life for himself. He knows he has done evil in the past, but he's different now. His mind is no longer what it once was, and in some ways it's a relief. He has a chance now, he feels, to start over and abandon those old ways, leave his past behind. A chance to do some good for a change, atone for the suffering and death he'd caused. A chance, if those old times and faces will let him be.

 

Fat chance.

 

Powers/Tactics: Revenant's body has been doubly enhanced with cyberware and bioware to turn him into a potent combat machine. His upgrades are neither top-of-the-line nor unique, but they have the advantage of being relatively durable and simple to use. Apart from increased strength, reflexes, and durability, these enhancements also provide him with natural weapons in the form of bony finger-razors, and the ability to leap and glide substantial distances.

 

Revenant's other main ability is his marksmanship. His natural talent for accuracy was enhanced first by his cybernetic augmentation and subsequent training, and again following his bio-augmentation, so that he is now expert with most any firearm. Revenant also has a set of mirrored sunglasses enhanced with a miniaturized but comprehensive vision-enhancing and targeting system, which further improves his marksmanship. Accordingly, Revenant's tactics are not very subtle; usually he just blazes away, picking up the weapons of fallen foes as he goes, until he's either victorious or forced to flee. Typically he will try to keep a moderate amount of distance between himself and his foes, if possible, to take advantage of his superior marksmanship.

 

Campaign Use: An action hero with some high-tech elements mixed in, Revenant is most suitable for a gritty, street-level game. He is quite capable of dishing out a lot of pain in short order, with multiple high-powered attacks to his credit.

 

Though the knowledge might not be available to every nest, at least some people in Viper will know the codes to shut down his cyberware; they are based on a fractal algorithm and so change regularily. Similarly, at least some people in Telios's organization will know what drugs to use to shutdown his bioware. However, each organization does not, at this point, know the others' secrets regarding Revenant.

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