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Enforcer84

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Combat luck

Mr. Lucky

Drunk guy, Hapless bystander

Val Char Cost
18 STR 8
27 DEX 51
18 CON 16
23 BODY 26
11 INT 1
13 EGO 6
18 PRE 8
12 COM 1
33 PD 5
32 ED 4
6 SPD 23
8 REC 0
36 END 0
41 STUN 0
6" RUN 0
2" SWIM 0
3 1/2" LEAP 0
Characteristics Cost: 149

Cost Power END
25 Luck 5d6
3 How many hands does he have?: Extra Limbs (5 Active Points); Only to suprise in combat (-1/2)
53 Weird series of accidents: Energy Blast 9d6 (vs. PD), Indirect Any origin, any direction (+3/4) (79 Active Points); OIF Objects of opportunity (-1/2) 8
50 Detect Physical and energy objects 14-, Analyze, Discriminatory, Increased Arc of Perception: 360-Degree, Range, Sense, Targeting Sense, Telescopic (+5)
Powers Cost: 131

Cost Skill
3 Acrobatics 14-
7 Acting 15-
3 Breakfall 14-
Skills Cost: 13

Cost Talent
48 Combat Luck (24 PD/24 ED)
4 Double Jointed
3 Ambidexterity (Reduce Off Hand Penalty to -2)
2 Environmental Movement (no penalties on/in crowded urban areas)
Talents Cost: 57

Val Disadvantages
10 Distinctive Features: Drunk as a skunk (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Hunted: Viper 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
20 Psychological Limitation: Dramatic (Very Common; Strong)
20 Psychological Limitation: Code vs Killing (Very Common; Strong)
10 Vulnerability: 2 x Effect PRE drain (Uncommon)
15 Hunted: Various Police depts 8- (Mo Pow; Capture; Extensive Non-Combat Influence)
15 Hunted: CLOWN 8- (Mo Pow; Harshly Punish)
Disadvantage Points: 110
Cost Summary:Base Points:200Disadvantage Points: 110Experience Required: 40Total Experience Available: 0Total Character Cost: 350Height: 5' 4"Hair: Lt. BrownWeight: 135 lbsEyes: ?Appearance: DisheveledPersonality: While his move ment seems disorderly, His true motives are unknown, but he's great in defusing tense hostage situations. His actions and luck sometimes (more often than not) sway the odds in the players favorQuote:"This is the WORST resteraurant, EVER!!" Background: He always seems to stumble in at the exact wrong moment, and complicates an already tense situation. Powers/Tactics: Mostly his amazing combat luck...probably the gift of some great shaman. Or a dog.with powers.Campaign Use: 
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Apologizes for the formatting and this was built from the old Hero Creator Program, [haven't gotten around to getting HDC, yet] and alas I didn't have my Fred with me. So this was put together with 4th ed rules. So if the Costs are off a bit here and there that's why.

 

Wordsmith

Val Characteristic Cost

10 Strength 0

10 Dexterity 0

10 Constitution 0

10 Body 0

18 Intelligence 8

18 Ego 16

40 Presence 30

10 Comeliness 0

2 Physical Defense 0

2 Energy Defense 0

2 Speed 0

4 Recovery 0

20 Endurance 0

20 Stun 0

Characteristic Rolls: STR: 11?, DEX: 11?, CON: 11?, INT: 13?, EGO: 13?, PER: 13?

Run: 6", Swim: 2", Jump: 2", Lift: 100kg

Cost Powers END/Roll

250 Variable Power Pool "Mystical Summoning/Power Word Magics" (200?pt Pool); Control Cost: 100; Requires Univeral Translator Roll: ?½; Variable Limitations "Gestures or Incantations as appropriate": ?½, ?¼; Restricted to Summoning and certain magical, one word effects: ?¼

30 +20 Lightning Reflexes words powers only, "Fast talking"

Cost Skills, Talents, Perks Roll

54 Universal Translator 30?

3 "Asking for Directions"Bump of Direction

49 "A little bird told me..." Danger Sense (Against All Attacks, Anywhere); Works: Against All Attacks, +10; Range: Anywhere, +15 18?

3 "I can sing too..." Perfect Pitch

10 "Did I say that..." Eidetic Memory

8 KS: Linguistics 18?

8 KS: Magical words of Power 18?

8 KS: those he can ask a favor of 18?

7 KS: Computer Protocols 17?

5 Mathematics 15?

5 Literature 15?

3 PS: Singing 17?

3 Seduction 17?

3 Persuasion 17?

3 Oratory 17?

15 Mimicry 17?

15 Lip Reading 17?

3 Interrogation 17?

11 Cryptography 17?

3 Conversation 17?

11 Computer Programming 17?

3 Bureaucratics 17?

3 Bribery 17?

15 Animal Handler 17?

3 Acting 17?

100+ Disadvantages

15 Psych. Lim. Loves to talk [can't Shut Up] (Common, Strong)

10 Reputation Talkative (11?)

15 Reputation Could sell Ice to eskimos..." (14?)

10 Susceptibility to being quiet or unable to communicate (1d6 STUN/Turn); Condition: Uncommon, +5

10 Overconfidence (Common, Moderate)

10 Womanizer (Common, Moderate)

20 Code Against Killing (Common, Total)

10 Hunted? VIPER (8?); Capabilities: As Powerful, 10; Non?combat Influence: None, +0; Geographical Area: Unlimited, ?0; Actions: Hunting, ×1; Punishment: Harsh, 0

10 Hunted? those he has managed to annoy (14?); Capabilities: Less Powerful, 5; Non?combat Influence: None, +0; Geographical Area: Unlimited, ?0; Actions: Hunting, ×1; Punishment: Mild, ?5

5 Rivalry other hackers; Situation: Professional, 5; Position: Equal, +0; Rival: NPC, +0

OCV: 3; DCV: 3; ECV: 6; Mental Def.: 0; Phases: 6, 12

PD/rPD: 2/0; ED/rED: 2/0

Wordsmith

HISTORY:

It was a hard day for Eric Wordsworth, he'd lost his job, unbeknowst to him his bank accounts had been emptied by his fiance who just left for Rio, and to top it off his car decided to die on him while trying to get home. So, instead he found himself walking, and he walked for a while until he came to the park and sat down by a tree to think about what he was going to do. Soon enough he was talking and muttering about how unfair things where going for him. When he heard a voice behind him to cheer up as things could've been worse.

It was quite a surprise that day when his powers kicked in, especially since most people think they're crazy when they begin to hear voices while talking aloud to themselves. After wondering wether he'd lost it, he came to realize that he was actually talking to the tree. And slowly he came to embrace the wonderment of this unique gift.

As he talked with more and more people, places and things. He began to learn of the forces he could tap into from his unusual talent. From there he decided to take a plunge into the world of superheroes to test his talents to the fullest and inspire envy in those like his fiance who discarded him in the past.

 

POWERS/TACTICS:

For the most part he tries to talk his way out of situation or call upon the aid of his rather impressive variety of allies [i.e. summon help]

QUOTE:

"Words are my weapons, Words are my way,

my Words you will listen too, my Words you'll obey!"

 

 

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whoops

 

I just noticed that I forgot to include Sanzo Akira's background stuff...I'll post that when I get home tonight along with his file...

 

Arandmoor

 

Oh...BTW, can you explain the whole "beffudling stats" thing? I thought the whole point of a damage shield was to deal damage to another person when they attacked you. Wha'd I miss? :P

 

PSBTW: He's kind of based off of the Sanzo character from the Syuki (sp?) anime if anyone's seen it...

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Sanzo's stuff

 

Background: Sanzo has no past outside of the temple that he knows of. One day his parents dropped him off at the doors, and he has lived there without question ever since. He learned to use his physical size to his advantage early in his training, and has continuously proved himself the best in an incredibly tough martial tradition.

 

Personality: Deep in what passes for modern Japan's "wilds" lies a secluded temple deovted to an ancient, once powerful sect of budist warrior-priests. With their numbers ever waning and the death of their traditions becomming, due to strict vows of isolationism and silence clashing with the modern world, a very real possibility, the once-priest Sanzo has taken it upon himself to forsake his vows and save his order.

Sanzo is viewed by the rest of his order as a trator, and being forbidden to ever set foot on the holy ground he has called home for his entire life, in his mind, is simply the price he must pay to save the men he has come to call family. While the choice he has made pains him, he refuses to give into shame as he simply views wandering to be the only choice left to him.

Sanzo is a warrior second and a priest first. He will always try to follow the path of peace, and views violence of any kind to be the very last resort. While he is very open minded about the beliefs and methods of others, he is a stanch advocate of peace and, when in a group or mediating for others, will always try to convince others that violence is simply not the answer...not that he can't throw down with the best of them when the going gets tough.

 

Quote: *smack**slam**thud*"You do have to admit Thunderbolt, that peace would be much preferable to the beating you forced upon yourself. No?"

 

Powers: Sanzo's power lies in not only his superhuman levels of physical conditioning, but his holy mantras, and ofuda.

When pressed or forced to violence he will rely on his defensive techniques and general ability to suck punishment while laying the smack down with his mirad of martial arts techniques and ofuda. While his mantras tend to be his most powerful weapons, he is forced to sit and concentrate to use them, and even when in perfect silence his lack of total faith in his Buddist teachings make them fail from time to time.

 

Appearance: Standing well over six feet tall and "built like an ox" Sanzo is a massive man of mixed Japanese/Thaiwan decent. He dresses in traditional Buddist robes and carries (one of those classic priest staves. You know...one of the ones with three rings at the end! I don't know what they're called...) While his style of dress might not elicit more than initial reactions in Japan and the surrounding Asian countries, it does tend to draw attention in more "western" countries.

 

Arandmoor

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Here's the answer to a challengeThe Challenge:"A normal looking animal or object with superpowers, that requires a Human sidekick, [i.e. the animal has few or no powers to make up for the lack of human abilities, like hands, talking, etc...]"Here's the transport, helped out by the passenger

Brian

Pinky

Val Char Cost
13 STR 3
18 DEX 24
18 CON 16
13 BODY 6
13 INT 3
13 EGO 6
15 PRE 5
10 COM 0
8/16 PD 5
5/13 ED 1
3 SPD 2
9 REC 4
55 END 10
30 STUN 1
26" RUN 0
2" SWIM 0
2 1/2" LEAP 0
Characteristics Cost: 86

Cost Power END
Super suit
16 1) Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2)
27 2) +20" Running (26" total) (40 Active Points); OIF (-1/2) (uses END Reserve) 4
37 3) Energy Blast 10d6 (vs. ED), Area Of Effect (One Hex; +1/2) (75 Active Points); OIF (-1/2), 8 Charges (-1/2)
11 4) Endurance Reserve (100 END, 6 REC) (16 Active Points); OIF (-1/2)
Powers Cost: 91

Cost Skill
13 +4 with DCV (20 Active Points); OIF (-1/2)
3 Inventor 12-
3 Mimicry 12-
3 Deduction 12-
3 Stealth 13-
Skills Cost: 25

Val Disadvantages
20 Psychological Limitation: Devoted to Brain (Very Common; Strong)
Disadvantage Points: 20
Cost Summary:Base Points:200Disadvantage Points: 20Total Experience Available: 0Total Character Cost: 202Height: 6' 0"Hair: BrownWeight: 180 lbsEyes: BrownAppearance: Personality: Quote:Background: Werks for the BrainPowers/Tactics: Campaign Use: and this is the cargo:
the Brain

Val Char Cost
0 STR -10
23 DEX 39
8 CON -4
7 BODY -6
31 INT 21
18 EGO 16
10 PRE 0
8 COM -1
5 PD 5
4 ED 2
5 SPD 17
21 REC 38
30 END 7
22 STUN 11
1" RUN -10
1" SWIM -1
0" LEAP 0
Characteristics Cost: 124

Cost Power END
65 Brain Power: Multipower, 65-point reserve
6u 1) Domination: Mind Control 10d6, Telepathic (+1/4) (62 Active Points) 6
6u 2) Telepathy 8d6, Reduced Endurance 0 END (+1/2) (60 Active Points)
6u 3) Mind Scan 8d6, Reduced Endurance 0 END (+1/2) (60 Active Points)
6u 4) Mental pain: Ego Attack 6d6 (60 Active Points) 6
5u 5) Drain Ego 2d6, Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per Hour) (+1) (50 Active Points) 5
16 Hard To Perceive: +8 to Stealth
40 Hard To Hit: +8 with DCV
11 Easily Hidden: +8 to Concealment (16 Active Points); Self Only (-1/2)
75 Tiny: Shrinking (0.0016 m tall, 7.938E-4 m wide, 1.384E-5 kg mass, -10 PER Rolls to perceive character, +10 DCV, +15" KB), Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (112 Active Points); Always On (-1/2)
10 Discriminatory Sense (Smell/Taste Group)
5 Nightvision
10 Range (Smell/Taste Group)
10 Increased Arc Of Perception (360-Degree) (Smell/Taste Group)
20 Targeting Sense (Smell/Taste Group)
4 Tail: Extra Limbs (5 Active Points); Limited Manipulation (-1/4)
Powers Cost: 295

Cost Skill
2 Survival (Urban) 15-
3 Security Systems 15-
5 Tactics 16-
3 Ventriloquism 15-
Skills Cost: 13

Cost Perk
40 Follower (200 Base, 100 Disad)
Perks Cost: 40

Cost Talent
25 Danger Sense (Area: Immediate Vicinity, Sensitivity: Out of Combat) 15-
Talents Cost: 25

Val Disadvantages
20 Physical Limitation: Tiny (All the Time; Greatly Impairing)
Disadvantage Points: 20
Cost Summary:Base Points:200Disadvantage Points: 20Experience Required: 277Total Experience Available: 0Total Character Cost: 497Height: 0' 2"Hair: WhiteWeight: 1 lbsEyes: PinkAppearance: small white mousePersonality: To take over the WorldQuote:"Same thing we do every night..."Background: The Brain is a lab rat gone horribly wrongPowers/Tactics: Campaign Use: 
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Here is my attempt at making such a character. It is defintely open for critique.

 

MEGAMAN

Val Char Cost Roll Notes

40/50 STR 30 17- / 19- Lift 6400.0kg/25.6tons; 8d6/10d6; [4/5]

20 DEX 30 13- OCV 7 DCV 7

28 CON 36 15-

16 BODY 12 12-

20 INT 10 13- PER Roll 13-

20 EGO 20 13- ECV: 7

20 PRE 10 13- PRE Attack: 4d6

20 COM 5 13-

 

20/22 PD 12 Total: 20/22 PD (20 rPD)

20/22 ED 14 Total: 20/22 ED (20 rED)

5 SPD 20 Phases: 3, 5, 8, 10, 12

14 REC 0

56 END 0

59 STUN 9 Total Characteristic Cost: 208

 

 

Movement: Running: 16" / 32"

Swimming: 2" / 4"

Leaping: 18" / 72"

 

Cost Powers END

Martial Arts:

Maneuver OCV DCV Notes

4 1) Choke -2 +0 Grab One Limb; 2d6 NND

4 2) Escape +0 +0 55 STR / 65 STR vs. Grabs

3 3) Hold -1 -1 Grab Two Limbs, 50 STR / 60 STR for holding on

4 4) Reversal -1 -2 55 STR / 65 STR to Escape; Grab Two Limbs

3 5) Slam +0 +1 8d6 / 10d6 +v/5, Target Falls

3 6) Take Down +2 +1 8d6 / 10d6 Strike; You Fall, Target Falls

Wrestling

Cojoined body, all slots OIHID (Both brothers need to physically touch one another to transform.; -1/4)

16 1) Dense body: Damage Resistance (20 PD/20 ED) (20 Active Points); OIHID (Both brothers need to physically touch one another to transform.; -1/4)

8 2) Dense Body: Density Increase (400 kg mass, +10 STR, +2 PD/ED, -2" KB) (10 Active Points); OIHID (Both brothers need to physically touch one another to transform.; -1/4) 1

4 3) Dense body: Lack Of Weakness (-5) for Normal Defense (5 Active Points); OIHID (Both brothers need to physically touch one another to transform.; -1/4)

12 4) Superstrong legs: Leaping +10" (18"/20" forward, 9"/10" upward) (x4 Noncombat) (15 Active Points); OIHID (Both brothers need to physically touch one another to transform.; -1/4) 1

16 5) Superstrong legs: Running +10" (16" total) (20 Active Points); OIHID (Both brothers need to physically touch one another to transform.; -1/4) 2

-8 6) +0 STR (0 Active Points); OIHID (Both brothers need to physically touch one another to transform.; -1/4) (Modifiers affect Base Characteristic)

-12 7) +0 DEX (0 Active Points); OIHID (Both brothers need to physically touch one another to transform.; -1/4) (Modifiers affect Base Characteristic)

-11 8) +0 CON (0 Active Points); OIHID (Both brothers need to physically touch one another to transform.; -1/4) (Modifiers affect Base Characteristic)

8 Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) ([slightly Limited]; -1/4) 1

25 The Brother Conners: Multiform (100 Character Points in the most expensive form) (x2 Number Of Forms)

 

 

Skills

3 Breakfall 13-

3 Climbing 13-

3 Teamwork 13-

Science skills

6 1) Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers) 13-

5 2) Cramming

3 3) Criminology 13-

3 4) Cryptography 13-

3 5) Inventor 13-

15 6) +3 with INT skills

2 7) Systems Operation (Communications Systems) 13-

3 Scientist

2 1) SS: Biology 13- (3 Active Points)

2 2) SS: Biophysics 13- (3 Active Points)

2 3) SS: Engineering 13- (3 Active Points)

2 4) SS: Mathematics 13- (3 Active Points)

2 5) SS: Molecular Biology 13- (3 Active Points)

2 6) SS: Nuclear Physics 13- (3 Active Points)

2 7) SS: Physics 13- (3 Active Points)

 

 

Total Powers & Skill Cost: 142

Total Cost: 350

 

200+ Disadvantages

15 Hunted: PSI 8- (Mo Pow, Harshly Punish)

15 Physical Limitation: Near-sighted (Frequently, Greatly Impairing)

10 Hunted: Bulldozer 8- (As Pow, Harshly Punish)

10 Psychological Limitation: Cocky (Common, Moderate)

10 DNPC: Girl Friend Tatum 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)

20 Psychological Limitation: Split Personality, must make Ego roll vs. Ego roll between the two personalities (Common, Total)

15 Social Limitation: Secret Identity Frequently (11-), Major

10 Vulnerability: 2 x Effect Drains (Uncommon)

20 Psychological Limitation: Code Versus Killing Common, Total

20 Hunted: Argent 8- (Mo Pow, NCI, Harshly Punish)

5 Accidental Change: If attacked with drains 8- (Uncommon)

0 Experience Points

 

Total Disadvantage Points: 350

 

Background/History: Timmy and Tommy Conners are twin brothers who share a common bond. They have always been able communicate telepathically between each other. Aside from this they couldn't have been more different. While Tommy was weak physically he possessed an incredible intelligence that was considered a genius level. Timmy however was a huge athletic type but slow intellectually. He excelled in sports and was top in his wrestling team. He barely made it through school however but managed to with his brothers help. As one could imagine the brothers were very close to one another and helped each other out complementing one anothers weaknesses and strengths.

had always been careful to keep thier powers a secret even from their parents. They would have probably stayed that way until one day Mind Inc came to visit their school. This front for PSI was using this ploy to find young psionics that they could recruit to their organization. With their equipment they were able to detect the brothers mind link and attempted to recruit them. When they were offered they refused initially until Psimon threatened to expose them. Having no choice they both conceeded, first Tommy then Timmy who was convinced that he couldn't resist them.

came next was a battery of tests made concerning their latent powers. At first the tests were harmless but as time went and little progress was being made the tests became more painful and invasive. Finally when both brothers were thrown into a holding cell to await their fate both Tim and Tom finally came into contact with one another and a strange merging developed. They literally felt their bodies and minds merging together as one. They saw that they had been transformed into an incredibly powerful being with superhuman strength endurance and power! They also realized that both the skills and abilities of the two remained in this cojoined form. They immediatedly broke out of the cell and escaped. They found that they could seperate and rejoin whenever they needed too with the exception that they needed to physically touch one another to do so. They then decided to fight for justice and freedom and hot babes as MegaMan!

 

TIMMY CONNERS

Val Char Cost Roll Notes

20 STR 10 13- Lift 400.0kg; 4d6; [2]

13 DEX 9 12- OCV 4 DCV 4

19 CON 18 13-

13 BODY 6 12-

7 INT -3 10- PER Roll 10-

7 EGO -6 10- ECV: 2

15 PRE 5 12- PRE Attack: 3d6

14 COM 2 12-

 

6 PD 2 Total: 6 PD (0 rPD)

6 ED 2 Total: 6 ED (0 rED)

3 SPD 7 Phases: 4, 8, 12

8 REC 0

38 END 0

33 STUN 0 Total Characteristic Cost: 52

 

 

Movement: Running: 10" / 20"

Swimming: 2" / 4"

Leaping: 4" / 8"

 

Cost Powers END

Martial Arts:

Maneuver OCV DCV Notes

4 1) Choke -2 +0 Grab One Limb; 2d6 NND

4 2) Escape +0 +0 35 STR vs. Grabs

3 3) Hold -1 -1 Grab Two Limbs, 30 STR for holding on

4 4) Reversal -1 -2 35 STR to Escape; Grab Two Limbs

3 5) Slam +0 +1 4d6 +v/5, Target Falls

3 6) Take Down +2 +1 4d6 Strike; You Fall, Target Falls

Wrestling

10 Bond of Brotherhood: Mind Link , One Specific Mind, Psychic Bond

8 Running +4" (10" total) 1

 

 

Skills

3 Breakfall 12-

Athletic skills

3 Climbing 12-

3 Teamwork 12-

 

 

Total Powers & Skill Cost: 48

Total Cost: 100

 

50+ Disadvantages

0 Normal Characteristic Maxima

15 Hunted: PSI 8- (Mo Pow, Harshly Punish)

15 Psychological Limitation: Protective of Brother Tommy (Common, Strong)

10 Psychological Limitation: Cocky (Common, Moderate)

10 DNPC: Girl Friend Tatum 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)

0 Experience Points

 

Total Disadvantage Points: 100

 

 

TOMMY CONNERS

Val Char Cost Roll Notes

7 STR -3 10- Lift 66.0kg; 1d6; [1]

7 DEX -9 10- OCV 2 DCV 2

9 CON -2 11-

10 BODY 0 11-

20 INT 10 13- PER Roll 13-

20 EGO 20 13- ECV: 7

8 PRE -2 11- PRE Attack: 1 1/2d6

10 COM 0 11-

 

2 PD 1 Total: 2 PD (0 rPD)

2 ED 0 Total: 2 ED (0 rED)

3 SPD 13 Phases: 4, 8, 12

3 REC 0

18 END 0

19 STUN 0 Total Characteristic Cost: 28

 

 

Movement: Running: 6" / 12"

Swimming: 2" / 4"

Leaping: 1" / 2"

 

Cost Powers END

15 Bond of brotherhood: Mind Link , One Specific Mind, Any distance, Psychic Bond

 

 

Talents

3 Lightning Calculator

 

 

Skills

Science skills

6 1) Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers) 13-

5 2) Cramming

3 3) Criminology 13-

3 4) Cryptography 13-

3 5) Inventor 13-

15 6) +3 with INT skills

2 7) Systems Operation (Communications Systems) 13-

3 Scientist

2 1) SS: Biology 13- (3 Active Points)

2 2) SS: Biophysics 13- (3 Active Points)

2 3) SS: Engineering 13- (3 Active Points)

2 4) SS: Mathematics 13- (3 Active Points)

2 5) SS: Molecular Biology 13- (3 Active Points)

2 6) SS: Nuclear Physics 13- (3 Active Points)

2 7) SS: Physics 13- (3 Active Points)

 

 

Total Powers & Skill Cost: 72

Total Cost: 100

 

50+ Disadvantages

5 Distinctive Features: Nerdy science geek (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Hunted: PSI 8- (Mo Pow, Harshly Punish)

15 Physical Limitation: Near-sighted (Frequently, Greatly Impairing)

15 Psychological Limitation: Absent Minded (Common, Strong)

0 Experience Points

 

Total Disadvantage Points: 100

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System Abuse

 

Nick Naples Oracle

 

Player:

 

Val Char Cost
25 STR 15
26 DEX 48
23 CON 26
10 BODY 0
15 INT 5
15 EGO 10
20 PRE 10
16 COM 3
8/43 PD 3
5/40 ED 0
6 SPD 24
10 REC 0
46 END 0
45 STUN 10
6" RUN02" SWIM05" LEAP0Characteristics Cost: 154

 

Cost Power END
60 Transfiguration Beam: EB 10d6, Variable Special Effects (Any SFX; +1/2); OIHID (-1/4) 7
27 Combat Adaptability: Naked Modifier: Apply to Transfigure Beam, Variable Advantage (+1/2 Advantages; +1); 4 Charges (-1), Concentration (0 DCV; -1/2), OIHID (-1/4)
33 Teleportation 10", Trigger (+1/2), Invisible Power Effects (Fully Invisible; +1); OIHID (-1/4), Limited Power Power loses about a fourth of its effectiveness (Does not work in environment: below 0 degrees C; -1/4) 5
27 FF (20 PD/20 ED); OIHID (-1/4), Limited Power Power loses about a fourth of its effectiveness (Must PER attack; -1/4) 4
30 Prenatearnal Battle Skill: Multipower, 45-point reserve, Activation Roll 14- (EGO roll; -1/2)
2u 1) Tactical forecast: Clairsentience (Sight And Hearing Groups), Mobile Perception Point (can move up to 6" per Phase), Targeting; 4 Charges (-1)
2u 2) Evasion / Dive for Cover: Desolidification ; 4 Charges (-1), Cannot Pass Through Solid Objects (-1/2)
2u 3) MIsdirection / Diversion: Sight Group Flash 4d6, Invisible Power Effects (Fully Invisible; +1); 4 Charges (-1)
2u 4) Roll with Blow: Armor (15 PD/15 ED); 4 Charges (-1)
2u 5) Position Advatage / Weakness Expolation: Drain 3d6, [two powers] simultaneously (+1/2); 4 Charges (-1)
2u 6) Blind spot / Focus Exploitation: Invisibility to Sight, Hearing and Radio Groups and Danger Sense , No Fringe; 4 Charges (-1)
2u 7) Opposition Psychology: Telepathy 9d6; 4 Charges (-1), Does Not Provide Mental Awareness (-1/4)
Powers Cost: 191

 

 

Cost Skill
4 PS: Electrician 13-
Skills Cost: 4

 

 

 

 

Total Character Cost: 349

 

 

Base Points: 200

Experience Required: 149

Total Experience Available: 0

Experience Unspent: 0

 

 

So a character that has Teleportation control that can manipulate matter into any form. Trained to fight crime.

 

I tried to trick him out as much as possible, system wise.

 

If this counts, then next challenge:

 

A character that has all powers based on Absolute Range Sense

 

Edit: Right did some things in a rush, now corrected

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Bah! Your hero-fu is weak!

 

I give you a combination of the two recent challenges:

 

This is a pair of twins who are mighty psionics, but physically weak (until they use their magic power rings and assume the forms of the MIghty Hero-FU

 

 

Take that Nick Oracle!

 

Hero-Fu

 

Player:

 

Val Char Cost
80 STR -10
33 DEX -30
50 CON -20
50 BODY -20
33 INT 23
33 EGO 46
115 PRE 5
4 COM -3
77 PD 0
73 ED 0
5 SPD 7
26 REC 0
100 END 0
115 STUN 0
6" RUN02" SWIM016" LEAP0Characteristics Cost: -2

 

Cost Power END
18 Telekinetic controlled body: Elemental Control, 100-point powers, (50 Active Points); all slots Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4)
18 1) Telekinetic strength: +80 STR, Reduced Endurance (1/2 END; +1/4) (100 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Modifiers affect Base Characteristic) 4
18 2) Manipulated body: +33 DEX (99 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Modifiers affect Base Characteristic)
18 3) Buffering kenetic zone: +50 CON (100 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Modifiers affect Base Characteristic)
18 4) Psionically controlled molecules: +50 BODY (100 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Modifiers affect Base Characteristic)
18 5) Impressive power nimbus: +100 PRE (100 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4)
18 6) Impressive power nimbus II: +61 PD, Hardened (x2; +1/2) (99 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Modifiers affect Base Characteristic)
18 7) Impresive power nimbus III: +63 ED, Hardened (x2; +1/2) (99 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Modifiers affect Base Characteristic)
17 8) Impresive power nimbus IV: (Total: 100 Active Cost, 37 Real Cost) Physical Damage Reduction, Resistant, 50% (30 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Real Cost: 11) plus Damage Resistance (70 PD) (35 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Real Cost: 13) plus Power Defense (28 points), Hardened (+1/4) (35 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Real Cost: 13)
17 9) Impresive power nimbus V: (Total: 100 Active Cost, 37 Real Cost) Energy Damage Reduction, Resistant, 50% (30 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Real Cost: 11) plus Damage Resistance (70 ED) (35 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Real Cost: 13) plus Lack Of Weakness (-35) for Resistant Defenses (35 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Real Cost: 13)
20 10) Impresive power nimbus VI: Energy Blast 5d6, Explosion (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (Offensive; +3/4), No Normal Defense ([standard]; +1) (106 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4)
18 11) Telekinetic Flight: Flight 25", Variable Advantage (+1/2 Advantages; +1) (100 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) 10
27 His twin: Duplication (creates 200-point form) (40 Active Points); Always On (-1/2)
20 One mind - two bodies: Mind Link , One Specific Mind, Any dimension, Psychic Bond
Powers Cost: 263

 

 

Cost Skill
3 Breakfall 16-
3 Bureaucratics 32-
3 Oratory 32-
3 Paramedics 16-
3 Persuasion 32-
3 Power 25-
3 Tactics 16-
3 Teamwork 16-
50 +5 Overall
Skills Cost: 74

 

 

Cost Talent
15 Combat Sense 16-
Talents Cost: 15

 

 

Total Character Cost: 350

 

Val Disadvantages
25 Physical Limitation: quadraplegic - wheel chair bound (All the Time, Fully Impairing)
10 Distinctive Features: Wizzened, wheelchair bound man (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Psychological Limitation: Megalomaniacal (Very Common, Strong)
20 Psychological Limitation: Overconfident (Very Common, Strong)
20 Reputation: Keep those crippled twins away from eachother!, 14- (Extreme)
10 Rivalry: Professional, Twin brother, Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
35 Hunted: Who wouldn't want to kill this guy? 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
10 Social Limitation: Public ID (Occasionally, Major)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Originally posted by Chromatic

Bah! Your hero-fu is weak!

 

I give you a combination of the two recent challenges:

 

This is a pair of twins who are mighty psionics, but physically weak (until they use their magic power rings and assume the forms of the MIghty Hero-FU

 

 

Take that Nick Oracle!

 

Hero-Fu

 

Player:

 

Val Char Cost
80 STR -10
33 DEX -30
50 CON -20
50 BODY -20
33 INT 23
33 EGO 46
115 PRE 5
4 COM -3
77 PD 0
73 ED 0
5 SPD 7
26 REC 0
100 END 0
115 STUN 0
6" RUN02" SWIM016" LEAP0Characteristics Cost: -2

 

Cost Power END
18 Telekinetic controlled body: Elemental Control, 100-point powers, (50 Active Points); all slots Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4)
18 1) Telekinetic strength: +80 STR, Reduced Endurance (1/2 END; +1/4) (100 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Modifiers affect Base Characteristic) 4
18 2) Manipulated body: +33 DEX (99 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Modifiers affect Base Characteristic)
18 3) Buffering kenetic zone: +50 CON (100 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Modifiers affect Base Characteristic)
18 4) Psionically controlled molecules: +50 BODY (100 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Modifiers affect Base Characteristic)
18 5) Impressive power nimbus: +100 PRE (100 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4)
18 6) Impressive power nimbus II: +61 PD, Hardened (x2; +1/2) (99 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Modifiers affect Base Characteristic)
18 7) Impresive power nimbus III: +63 ED, Hardened (x2; +1/2) (99 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Modifiers affect Base Characteristic)
17 8) Impresive power nimbus IV: (Total: 100 Active Cost, 37 Real Cost) Physical Damage Reduction, Resistant, 50% (30 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Real Cost: 11) plus Damage Resistance (70 PD) (35 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Real Cost: 13) plus Power Defense (28 points), Hardened (+1/4) (35 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Real Cost: 13)
17 9) Impresive power nimbus V: (Total: 100 Active Cost, 37 Real Cost) Energy Damage Reduction, Resistant, 50% (30 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Real Cost: 11) plus Damage Resistance (70 ED) (35 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Real Cost: 13) plus Lack Of Weakness (-35) for Resistant Defenses (35 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) (Real Cost: 13)
20 10) Impresive power nimbus VI: Energy Blast 5d6, Explosion (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (Offensive; +3/4), No Normal Defense ([standard]; +1) (106 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4)
18 11) Telekinetic Flight: Flight 25", Variable Advantage (+1/2 Advantages; +1) (100 Active Points); Conditional Power Powers only activate after touching twin (-1), Only In Heroic Identity (-1/4), IIF (Focus: magical power ring; -1/4), Visible (-1/4) 10
27 His twin: Duplication (creates 200-point form) (40 Active Points); Always On (-1/2)
20 One mind - two bodies: Mind Link , One Specific Mind, Any dimension, Psychic Bond
Powers Cost: 263

 

 

Cost Skill
3 Breakfall 16-
3 Bureaucratics 32-
3 Oratory 32-
3 Paramedics 16-
3 Persuasion 32-
3 Power 25-
3 Tactics 16-
3 Teamwork 16-
50 +5 Overall
Skills Cost: 74

 

 

Cost Talent
15 Combat Sense 16-
Talents Cost: 15

 

 

Total Character Cost: 350

 

Val Disadvantages
25 Physical Limitation: quadraplegic - wheel chair bound (All the Time, Fully Impairing)
10 Distinctive Features: Wizzened, wheelchair bound man (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Psychological Limitation: Megalomaniacal (Very Common, Strong)
20 Psychological Limitation: Overconfident (Very Common, Strong)
20 Reputation: Keep those crippled twins away from eachother!, 14- (Extreme)
10 Rivalry: Professional, Twin brother, Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
35 Hunted: Who wouldn't want to kill this guy? 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
10 Social Limitation: Public ID (Occasionally, Major)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

:eek: :eek: :eek: :eek: OH MY GOD!!! That is digusting.

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Originally posted by Chromatic

Bah! Your hero-fu is weak!

 

I give you a combination of the two recent challenges:

 

This is a pair of twins who are mighty psionics, but physically weak (until they use their magic power rings and assume the forms of the MIghty Hero-FU

 

 

Take that Nick Oracle!

 

Impressive effort. High marks for abuse.

 

But it is illegal. You cannot take a limitation on the EC control and then the same limit on each slot.

The judgement of wheather and how much the limit is I will leave for others to judge.

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Originally posted by lensman

Impressive effort. High marks for abuse.

 

But it is illegal. You cannot take a limitation on the EC control and then the same limit on each slot.

The judgement of wheather and how much the limit is I will leave for others to judge.

 

All slots on the EC are just listing the limitations that were placed on the EC, not illegal, Hero Designer puts the limitations in the description each time. It's not taking the lims twice. Abusive? yes. Not in my game you don't? Certianly. Illegal? questionable on the characteristics slots, but HD passed muster on it with no error messages.

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I hope that this satisfies the last challenge (oh...all power are dependent on distance sense AND time sense...)MomentiumPlayer:

Val Char Cost
18 STR 8
15 DEX 15
13 CON 6
12 BODY 4
13 INT 3
14 EGO 8
12 PRE 2
11 COM 1
20/50 PD 16
20/50 ED 17
4 SPD 15
13 REC 12
46 END 10
68 STUN 40
6" RUN02" SWIM03 1/2" LEAP0Characteristics Cost: 157
Cost Power END
40 Powers of the Moment: Multipower, 60-point reserve, (60 Active Points); all slots Linked (Absolute Range Sense; -1/4), Linked (Absolute Time Sense; -1/4)
4u 1) Step Between the Moments: Teleportation 15", No Relative Velocity, x32 Noncombat (60 Active Points); Linked (Absolute Range Sense; -1/4), Linked (Absolute Time Sense; -1/4) 6
4u 2) Steal Sight: Darkness to Hearing Group, Combat Sense and Spatial Awareness 10" radius (58 Active Points); Linked (Absolute Range Sense; -1/4), Linked (Absolute Time Sense; -1/4) 6
4u 3) Step Between Reality: Teleportation 12", MegaScale (1" = 1,000 km; +1), Can Be Scaled Down: 1" = 1km (+1/4) (54 Active Points); Linked (Absolute Range Sense; -1/4), Linked (Absolute Time Sense; -1/4) 5
3u 4) Moment Strike: HA +8d6, Armor Piercing (+1/2) (60 Active Points); Hand-To-Hand Attack (-1/2), Linked (Absolute Range Sense; -1/4), Linked (Absolute Time Sense; -1/4) 6
4u 5) Touch the Moment: EB 9 1/2d6, Autofire (3 shots; +1/4) (60 Active Points); Linked (Absolute Range Sense; -1/4), Linked (Absolute Time Sense; -1/4) 6
3u 6) Strike the Moment: HA +6d6, NND (Defense applies if he can't hear his target; +1) (60 Active Points); Hand-To-Hand Attack (-1/2), Linked (Absolute Range Sense; -1/4), Linked (Absolute Time Sense; -1/4) 6
4u 7) Rend the Moment: HKA 2d6 (2d6+1 w/STR), NND (Defense applies if he can't hear his target; +1) (60 Active Points); Linked (Absolute Range Sense; -1/4), Linked (Absolute Time Sense; -1/4) 6
60 Resist the Moment: FF (30 PD/30 ED) 6
2 Absolute Range Sense (3 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 1
2 Absolute Time Sense (3 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 1
Powers Cost: 130
Cost Martial Arts Maneuver
4 Weapon Element: Clubs, Garrote, Homemade Weapons, Staffs
3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 5 1/2d6 Strike
4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC Strike, Must Follow Block
4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 DC
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike
4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, Weapon +2 DC Strike
5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
Martial Arts Cost: 31
Cost Talent
14 Fearless
16 Berserk Fury
23 Combat Sense (Sense) 18-
50 Deadly Blow: +5d6 (any circumstances, any HTH weapon)
Talents Cost: 103
Val Disadvantages
10 Physical Limitation: Blind (Infrequently, Greatly Impairing)
15 Psychological Limitation: Refuses to admit his blindness is, in any way, a hinderence (Common, Strong)
10 Social Limitation: People treat him differently because he's blind (Occasionally, Major)
20 Susceptibility: Really loud noise, 1d6 damage per Segment (Uncommon)
10 Vulnerability: 2 x Effect Sonic (Uncommon)
10 Hunted: Dr. Destroyer 8- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Mildly Punish)
50 DNPC: Middle School Class 14- (Incompetent; Group DNPC: x32 DNPCs)
20 Distinctive Features: A large scar across his eyes (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) [Notes: Tends to gross people out.]
Disadvantage Points: 145

Base Points: 200Experience Required: 76Total Experience Available: 76Experience Unspent: 0Total Character Cost: 421

Height: 2.00 m Hair: Black
Weight: 100.00 kg Eyes: white
Appearance: Jack is a middle-aged man who tends to dress casualy in jeans and a button shirt. He's blind so his color cordination can be a bit off at times. Additionally, he has a large scar across his eyes and is obviously blind. He carries a cane with him at all times and laughs at the idea of a seeing eye dog (he's alergic to dogs.)Personality: Jack hates the fact that people treat him differently simply because he can't see. He loves his job as a middle school teacher, simply because the vast majority of his students don't treat him with any respect at all untill he's earned it from them. He hates pity more than anything and teenagers' natural tendency to rebel makes his algebra and pre-calclus classes a perfect fit for him.

If he has any sore spots at all not related to his sight, it's what happens to his children every now and again when super villians run rampant through the city on saturdays. He never gives quarter to villans who harm "youngsters" as he calls them, and his attitude has pissed off Dr. Destroyer something awful.

Quote:"I might not be able to see you Grond, but...I'll bet you thought I was going to say that I can hear you. Didn't you? No, a dead deer could smell you around the corner. I hardly need to hear you to hurt you."Background: Jack has been blind since he was eleven when he was caught in the cross-fire between Doctor Destroyer and some random teenage superhero who made the next morning's obituary and a shard of glass the size of a tire iron slashed out both of his eyes. While he has addapted well enough without his powers, a magical ritual involving him as a human sacrifice gone horribly wrong (for the DEMON clutists at least) has left him with a host of supernatural powers that he is at a complete loss to explain.Powers/Tactics: Jack's demonic power allows him to pinpoint the exact position of anything within line of sight to himself, and reach through the cracks in reality to do a varity of nasty things. Most of his powers are hand to hand, but he is able to step throught the cracks bodily and teleport great distances if need be.Campaign Use: ArandmoorI'll come up with a challenge in a bit...unless soemone calls me on something ;p
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