Enforcer84 Posted February 2, 2008 Report Share Posted February 2, 2008 White Rabbit Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 1/2d6 [1] 18 DEX 24 13- OCV: 6/DCV: 6 18 CON 16 13- 10 BODY 0 11- 15 INT 5 12- PER Roll 12- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 16 COM 3 12- 6/17 PD 3 Total: 6/17 PD (0/11 rPD) 7/18 ED 3 Total: 7/18 ED (0/11 rED) 5 SPD 22 Phases: 3, 5, 8, 10, 12 7 REC 0 40 END 2 35 STUN 9 Total Characteristic Cost: 105 Movement: Running: 6"/12" Flight: 15"/30" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 37 Combat Umbrella: Multipower, 75-point reserve, (75 Active Points); all slots OAF (-1) 1u 1) Defensive Stance: Missile Deflection (Any Ranged Attack) (20 Active Points); OAF (-1), Will Not Work Against Heavy Missiles (-1/4) 3u 2) Explosive Carrot Shot: Energy Blast 10d6, Explosion (+1/2) (75 Active Points); OAF (-1), 12 Charges (-1/4) [12] 1u 3) Piercing Point: Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Armor Piercing (+1/2) (22 Active Points); OAF (-1) 2 1u 4) Razor Carrot Shot: Killing Attack - Ranged 1d6+1 (20 Active Points); OAF (-1), 12 Charges (-1/4) [12] 1u 5) Razor Edges: Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); OAF (-1) 2 60 Gadgets and Gear: Variable Power Pool (Gadget Pool), 50 base + 10 control cost, (75 Active Points); VPP Powers Can Be Changed at Lair or "Base of Operations" (-1/2); all slots OAF (-1) Gear 12 1) Basic Bulletproof Spandex Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 20 2) Bootjets: Flight 15" (30 Active Points); OIF (-1/2) 3 7 3) Reinforced Jacket: Armor (5 PD/5 ED) (15 Active Points); Activation Roll 12- (-3/4), OIF (-1/2) Radio Communicator, Advanced 12 1) Broadcast Tracking: Detect Source Of Radio Transmissions A Large Class Of Things 12- (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (25 Active Points); OAF (-1) 5 2) Communications: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1), Sense Affected As Sight and Hearing Groups As Well As Radio Group (-1/2) 3 3) Onboard Computer: Computer (see Advanced Radio Communicator.hdc file; Total Computer Cost: 30/5 = 6) (6 Active Points); OAF (-1) 5 4) Scrambler Transmission Function: Variable Power Pool, 4pts Base +1 Control Cost )Only for One Language at a Time, All Slots OAF (5 Active Points) Savate Maneuver OCV DCV Notes 8 +2 HTH Damage Class(es) 4 Block +2 +2 Block, Abort 4 Coup de pied bas (low kick) +0 +2 6 1/2d6 Strike 5 Coup de pied chasse (side kick) -2 +1 8 1/2d6 Strike 4 Crochet (Hook) +2 +0 6 1/2d6 Strike 5 Direct (Jab/Cross) +1 +3 4 1/2d6 Strike 4 Disarm -1 +1 Disarm; 33 STR to Disarm roll 3 Footsweep +2 -1 5 1/2d6 Strike, Target Falls 1 Weapon Element: Blades 1 Weapon Element: Clubs (Cane/Umbrella) Perks 11 Nest Egg: Money: Filthy Rich 30 Teh Bunnehs!: Followers; Genetically Mutated Bunnies 40 The Bunneh Mech: Vehicle; Animorphic Battle Vehicle 40 The Flying Hare: Vehicle: Armored Airship 40 The Looking Glass: Base: Hidden in Canada 3 Well-Connected 11 1) Contact: AIM (Contact has very useful Skills or resources), Organization Contact (x3) (12 Active Points) 11- 3 2) Contact: Arnim Zola (Contact has very useful Skills or resources) (4 Active Points) 11- 2 3) Contact: Georges Batroc (Contact has useful Skills or resources) (3 Active Points) 11- 3 4) Contact: Machinesmith (Contact has very useful Skills or resources) (4 Active Points) 11- 4 5) Contact: Task Master (Contact has significant Contacts of his own, Contact has very useful Skills or resources) (5 Active Points) 11- 3 6) Contact: Tinker, The (Contact has very useful Skills or resources) (4 Active Points) 11- Skills 8 +1 with All Combat 3 +1 with Savate 18 +3 with HTH and Ranged Combat 3 Breakfall 13- 3 Conversation 12- 3 High Society 12- 3 Persuasion 12- 3 Research 12- 3 Riding 13- 3 Scholar 1 1) KS: Classic Literature (2 Active Points) 11- 1 2) KS: Savate (2 Active Points) 11- 3 3) KS: The Stories of Lewis Carol (4 Active Points) 13- 1 4) KS: The Superhuman World (2 Active Points) 11- 3 Security Systems 12- 3 Streetwise 12- 3 Systems Operation 12- 6 TF: Common Motorized Ground Vehicles, Riding Animals, Balloons & Zeppelins, Two-Wheeled Motorized Ground Vehicles 3 WF: Blades, Cane, Umbrella Total Powers & Skill Cost: 471 Total Cost: 576 200+ Disadvantages 10 Hunted: Frog-Man 8- (As Pow, Harshly Punish) 15 Hunted: Police 8- (As Pow, NCI, Harshly Punish) 15 Hunted: Spiderman 8- (Mo Pow, Harshly Punish) 15 Psychological Limitation: Aspires to Master Villain Status (Very Common, Moderate) 10 Psychological Limitation: Melodramatic Sense of Vengance (Uncommon, Strong) 15 Psychological Limitation: Not really a Killer (Common, Strong) 10 Psychological Limitation: Obssessed with the Stories of Lewis Carroll (Common, Moderate) 15 Psychological Limitation: Thrill Seeker (Very Common, Moderate) 10 Reputation: Third Rate Criminal, 11- 10 Rivalry: Professional (Arcade; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 15 Social Limitation: Secret Identity (Frequently, Major) 10 Unluck: 2d6 226 Experience Points Total Disadvantage Points: 576 Background/History: From Wikipedia: Born from a wealthy family, the girl who would become the White Rabbit grew up in a safe, secure environment and was showered with all the material possessions she desired. However, she was bored, and only found entertainment from old novels, such as Alice in Wonderland, her favorite. As she grew older, her family married her off to an older gentleman named Lewis Dodson. She eventually had him killed, and used her inheritance to buy various gadgets so that she could experience a life full of danger and excitement. She became the White Rabbit, an eccentric female costumed criminal. While the White Rabbit is clearly insane, she is quite articulate and has a great knowledge of literature. She spent her first days as a criminal robbing various fast food joints, most notably "Kwikkee Burgers." She and her gang were eventually confronted by the Frog-Man, who was able to defeat her hired help only with Spider-Man's aid. The White Rabbit escaped, but struck later at a book fair, where she found the two super heroes once again. The White Rabbit, witnessing her men getting defeated, fled using her jet-boots, but they began to malfunction, allowing Frog-Man to knock her into a building. Much later, she resurfaced, plotting to get her revenge on Frog-Man. She allied herself with the Walrus, but they were defeated by Spider-Man, Frog-Man, and Frog-Man's father, Leap-Frog. Ditching the Walrus, she popped up again later with two new villains, Mad Hatter and Dormouse, though they were both actually hired actors, as no other supervillains would work with the White Rabbit. She formed a new plan by capturing Grizzly and Gibbon and ransoming them for one billion dollars in gold. She also created several genetically-altered rabbits, who were ready to eat Grizzly and Gibbon. The Mayor, however, only offered the White Rabbit $2.50, which caused her to raise the ransom to five billion dollars, but Spider-Man, under the alias of the Bombastic Bag-Man, infiltrated the White Rabbit's hideout and battled her giant robot. She was then knocked out by Grizzly; he and his partner had escaped, remembering Gibbon's natural affinity with the Animal Kingdom and thus taming the GM Rabbits. Personality/Motivation: Mostly insane...White Rabbit seeks the thrills, danger, and excitement that come from being a mastervillain. However, while she has a great gimmick, original devices and equipment, her crimes are ...rather predictable, dull, and pedestrian. She has lethal weapons and traps but never kills anyone. In short, she's a bad mastervillain. Not letting this stop her, she gathered around her a team of also ran villains, who also lacked creativity; together, they are the Malevolent Menagerie. Quote: Not a "Bunny" you simpleton! I am the White Rabbit. Remember that! Powers/Tactics: Since her career started White Rabbit has become more adept at combat, training in Savate with Georges Batroc, using the smarts of her erstwhile allies to create more gadgets; not to mention she has contacts with most supervillain suppliers in the MU. For the most part, she sticks to the basics, Hand to Hand Combat using her Umbrella's blades or piercing tip. She launches her Carrot Missiles to keep pursuit from catching her when she leaves. Her costume is much sturdier than it used to be. Campaign Use: Light hearted villainy. Her blustering aside, White Rabbit (at least in my game world) has never really harmed anyone. She doesn't mind going at it with costumed crime fighters or other criminals, but she generally leaves the normals alone. In her early career she tended towards traditional crimes but at odd or wacky locals. Now she's more creative in her crimes, but follows what she considers "Theme Villain Etiquette"; and tries to tie most crimes and activities towards literature, particularly her Wonderland obsession. Appearance: The White Rabbit is quite lovely. In her late twenties-early thirties, with strawberry blond hair and blue eyes. Her latest costume is very similar to her original a white body suit with a flattering cut. However now she wears reinforced sheer material where she once simply was bare. Her mask is very high tech and basically covers her entire face like a second skin. She has long white rabbit ears and a reinforced blue jacket. Her umbrella is red with a black handle, she has a clock at her waist and white "Rabbit boots". Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 2, 2008 Author Report Share Posted February 2, 2008 Re: White Rabbit (Marvel) This is a work in progress...as I am suddenly very tired. I forgot to give her a contact: Georges Batroc (not canon, but in my Marvel U, he taught her Savate...heck, she could be Georgette's mom ) Will finish the character soon and add her vehicles, genetic mutate bunnies, base, and stuff when I'm done. Quote Link to comment Share on other sites More sharing options...
Legatus Posted February 2, 2008 Report Share Posted February 2, 2008 Re: White Rabbit (Marvel) I had never heard of her before. She is unbelievable!!! http://en.wikipedia.org/wiki/White_Rabbit_(comics) http://www.marvunapp.com/Appendix/whtrab.htm Quote Link to comment Share on other sites More sharing options...
OddHat Posted February 2, 2008 Report Share Posted February 2, 2008 Re: White Rabbit (Marvel) Fantastic. I've got to do a scenario where my version of Dumb Bunny (Power Girl cosplaying) starts a mock-war with her over stealing Dumb Bunny's schtick. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 3, 2008 Author Report Share Posted February 3, 2008 Re: White Rabbit (Marvel) Corrected Version Up. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 3, 2008 Author Report Share Posted February 3, 2008 The Flying Hare THE FLYING HARE Val Char Cost Notes 18 Size 90 Length 64", Width 32", Area 2,048" Mass 26.2 kton KB -18 85 STR -15 HTH Damage 17d6 END [8] 10 DEX 0 OCV 3 DCV -9 28 BODY 0 4 DEF 6 3 SPD 10 Phases: 4, 8, 12 Total Characteristic Cost: 77 Movement: Flight: 14"/112" Abilities & Equipment Cost Power END 25 Motorized Lighter-Than-Air Vehicle: Flight 14", x8 Noncombat, 1 Continuing Fuel Charge lasting 1 Week (+0) (38 Active Points); Side Effects (-¼), Cannot Move Backwards (-¼) [1 cc] 0 Defensive Systems 36 1) Basic Electronic Counter-Countermeasures: Suppress electronic warfare 8d6, One Power At A Time (+¼), No Range Modifier (+½), Increased Maximum Range (8,750"; +½) (90 Active Points); OAF Bulky (-1 ½) 9 2 2) Carriage: +2 DEF (6 Active Points); Partial Coverage (Carriage Only) (-2) 31 3) Cloud Generator: Darkness to Sight Group 4" radius, Personal Immunity (+¼), Reduced Endurance (0 END; +½) (70 Active Points); IIF Bulky (-¾), No Range (-½) 10 4) Fireproofing: Energy Damage Reduction, Resistant, 25% (15 Active Points); Only Works Against Limited Type Of Attack Fire (-½) 10 5) Improved Chassis/Hull: (Total: 10 Active Cost, 10 Real Cost) +2 DEF (Real Cost: 6) plus +4 BODY (Real Cost: 4) 3 6) Safety Seat: (Total: 15 Active Cost, 3 Real Cost) +6 PD (6 Active Points); Only To Protect Occupants From Damage From Collissions (-2), OIF Bulky (-1) (Real Cost: 1) plus Armor (6 PD/0 ED) (9 Active Points); Partial Coverage (one passenger, 180 degrees from behind) (-2), OIF Bulky (-1) (Real Cost: 2) 14 7) Sealed Environment: LS (Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 10 8) Standard System Hardening: Radio Group Flash Defense (10 points) Security Systems 20 1) Anaesthetic Gas Projector: Energy Blast 6d6, No Normal Defense (Life Support: Self-Contained breathing; +1), Area Of Effect (12" Radius; +1 ¼) (97 Active Points); Only Within Defined Area (-2), IIF Bulky (-¾), No Range (-½), Real Weapon (-¼), 12 Charges (-¼) [12] 4 2) Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OAF Bulky (-1 ½), Affected As Hearing Group As Well As Radio Group (-¼) 18 3) Security Monitors: Clairsentience (Sight And Hearing Groups), x8 Range (1,600"), Mobile Perception Point, Mobile Perception Point, Perception Points Cannot Move Through Solid Objects (+0) (55 Active Points); OAF Immobile (-2) 5 10 4) Voice Analyzer: Detect Voice (Radio Group) 17- (Unusual Group), Discriminatory, Analyze (21 Active Points); OIF Bulky (-1) Sensors & Communications 5 1) 360-Degree Viewing System: Increased Arc Of Perception (360-Degree) with Sight Group (10 Active Points); OIF Bulky (-1) 5 2) Forward-Looking Radar, Type I: Radar (Radio Group) (15 Active Points); OAF Bulky (-1 ½), Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-½) 15 3) Long-Range Sensors: +20 versus Range Modifier for Radio Group (30 Active Points); OIF Bulky (-1) 4 4) Nightsight Package: (Total: 10 Active Cost, 4 Real Cost) Infrared Perception (Sight Group) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) plus Ultraviolet Perception (Sight Group) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) 14 5) Spot Light: Sight Group Images Increases Size (4" radius; +½), +5 to PER Roll, Reduced Endurance (0 END; +½) (50 Active Points); OAF Bulky (-1 ½), Only To Create Light (-1) 20 6) Targeting Sensor: Find Weakness 13- with With All Vehicle Ranged Weapons (30 Active Points); Costs Endurance (-½) 3 Weapons 77 1) Capturefoam Grenade Launcher: Entangle 4d6, 4 DEF, 60 Charges (+½), Area Of Effect (7" Radius; +1), Autofire (3 shots; +1 ¼) (150 Active Points); OIF Bulky (-1), Real Weapon (-¼) [60] Notes: (x4 number of items) 28 2) Light Standard Blaster: Killing Attack - Ranged 2d6 (30 Active Points); OIF Bulky (-1), Real Weapon (-¼) 3 Notes: (x8 number of items) 24 3) Power Supply: Endurance Reserve (100 END, 20 REC) Reserve: (30 Active Points); OAF Bulky (-1 ½) Winch 3 1) Enhanced Winch Motor: +10 STR (10 Active Points); OAF Bulky (-1 ½), Only Works With Winch (-1) 1 43 2) Winch: Stretching 20", Reduced Endurance (0 END; +½) (150 Active Points); OAF Bulky (-1 ½), Cannot Do Damage (-½), Always Direct (-¼), No Noncombat Stretching (-¼) Total Abilities & Equipment Cost: 431 Total Vehicle Cost: 508 Value Disadvantages 243 Bought and Paid For 15 Distinctive Features: Rabbit Themed Battle Zeppelin (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Police 8- (As Pow, NCI, Harshly Punish) 20 Hunted: SHIELD 8- (Mo Pow, NCI, Harshly Punish) 15 Physical Limitation: if interior gas catches fire, the whole vehicle is destroyed (Infrequently, Fully Impairing) Total Disadvantage Points: 308 Total Cost: 200/5 = 40 Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 3, 2008 Author Report Share Posted February 3, 2008 Re: White Rabbit (Marvel) R-2D3 BUNNEHMECH MK 2 Val Char Cost Notes 6 Size 30 Length 4", Width 2", Area 8" Mass 6.4 ton KB -6 35 STR -5 HTH Damage 7d6 END [3] 20 DEX 30 OCV 7 DCV 3 25 BODY 9 15 DEF 39 4 SPD 10 Phases: 3, 6, 9, 12 Total Characteristic Cost: 113 Movement: Ground: 28"/56" Leaping: 20"/40" Swimming: 2"/4" Abilities & Equipment Cost Power END 0 Power Plant 20 1) Power Plant: Endurance Reserve (60 END, 40 REC) (46 Active Points); OIF Bulky (-1), Only Powers Electrical Devices (-¼) 5 2) Auxiliary Power: Endurance Reserve (10 END, 10 REC) (11 Active Points); OIF Bulky (-1), Only Powers Electrical Devices (-¼) 0 0 Propulsion Systems 4 1) Mech Limbs: Extra Limbs (4) (5 Active Points); Limited Manipulation (-¼) 25 2) Mech Limbs: Ground Movement +22" (28" total) (44 Active Points); Costs Endurance (-½), Turn Mode (-¼) 4 13 3) Leg Servos: Leaping +20" (20" forward, 10" upward) (20 Active Points); Costs Endurance (-½) 2 0 0 Tactical Systems 67 1) Jaws: Killing Attack - Hand-To-Hand 3d6 (4d6+1 w/STR), Armor Piercing x1 (+½) (67 Active Points) 7 19 2) Rocket Rack: Killing Attack - Ranged 2d6, No Range Modifier (+½), Armor Piercing x1 (+½), Explosion (+½) (75 Active Points); OIF Bulky (-1), 6 Charges (-¾), Extra Time (travels at a rate of 120" a Segment) (Extra Segment, -½), Limited Arc of Fire (180 Degrees; Only on the same horizontal level; -½), Real Weapon (-¼) [6] 37 3) Eye Laserbeams: Killing Attack - Ranged 4d6, Increased Maximum Range (1,500"; +¼) (75 Active Points); OIF Bulky (-1) 7 5 4) Hardened Sensor/Commo Systems: Radio Group Flash Defense (10 points) (10 Active Points); OIF Bulky (-1) 0 0 Operations Systems 12 1) Mech Sensors: Radar (Radio Group), Discriminatory, Increased Arc of Perception, Telescopic (+12): +12 (31 Active Points); OIF Bulky (-1), Costs Endurance (-½) 3 2 2) Nightsight System: Infrared Perception (Sight Group) (5 Active Points); OIF Bulky (-1), Costs Endurance (-½) 1 2 3) Nightsight System: Ultraviolet Perception (Sight Group) (5 Active Points); OIF Bulky (-1), Costs Endurance (-½) 1 4 4) 360 View System: Increased Arc Of Perception (360-Degree) with Sight Group (10 Active Points); OIF Bulky (-1), Costs Endurance (-½) 1 4 5) Mech Communications Systems: High Range Radio Perception (Radio Group) (12 Active Points); OIF Bulky (-1), Sense Affected As Sight and Hearing Group As Well As Radio Group [very common Sense] (-½), Costs Endurance (-½) 1 0 0 Personnel Systems 6 1) Ejection Seat: Telekinesis (26 STR) (39 Active Points); Only To Throw Target Straight Up (-2), 1 Recoverable Charge (-1 ¼), OIF Bulky (-1), No Range (-½), Affects Whole Object (-¼) [1 rc] 11 2) Life Support: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (16 Active Points); Costs Endurance (-½) 2 Skills 6 Tactical Computer: +3 with HTH Combat (15 Active Points); OIF Bulky (-1), Costs Endurance (-½) 15 Agile: +3 with DCV Total Abilities & Equipment Cost: 257 Total Vehicle Cost: 370 Value Disadvantages 20 Distinctive Features: Giant Mechabunneh (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Hunted: SHIELD 8- (Mo Pow, NCI, Harshly Punish) 15 Hunted: The Justice Legion 8- (Mo Pow, Harshly Punish) 15 Physical Limitation: Limited Manipulation (Frequently, Greatly Impairing) 15 Physical Limitation: Suceptable to Cyberkinesis (Infrequently, Fully Impairing) 85 Wabbit Wobot Total Disadvantage Points: 170 Total Cost: 200/5 = 40 Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 3, 2008 Author Report Share Posted February 3, 2008 The bunnies! Giant White Bunnies, The Val Char Cost Roll Notes 25 STR 15 14- Lift 800.0kg; 5d6 [2] 14 DEX 12 12- OCV: 5/DCV: 5 20 CON 20 13- 11 BODY 2 11- 8 INT -2 11- PER Roll 13-/15- 5 EGO -10 10- ECV: 2 23 PRE 13 14- PRE Attack: 4 1/2d6 14 COM 2 12- 10 PD 5 Total: 10 PD (0 rPD) 10 ED 6 Total: 10 ED (0 rED) 2 SPD 0 Phases: 6, 12 10 REC 2 40 END 0 38 STUN 4 Total Characteristic Cost: 94 Movement: Running: 17"/34" Leaping: 8"/16" Swimming: 2"/4" Cost Powers END 28 Bite: HKA 2d6+1 (4d6 w/STR) (35 Active Points); Reduced Penetration (-1/4) 3 6 Animal Senses: +2 PER with All Sense Groups 5 Animal Eyes: Nightvision 4 Rabbit's Ears: +2 PER with Hearing Group 2 Heavy: Knockback Resistance -1" Rabbit Fu 5 Kick -2 +1 9d6 Strike Skills 10 Hard To Hit: +2 with DCV 2 Concealment 11- (3 Active Points); Self Only (-1/2) 6 +2 with Kick, Bite, Move-Through 2 +1 with Bite 11 Stealth 16- Total Powers & Skill Cost: 81 Total Cost: 175 75+ Disadvantages 15 Hunted: Animal Control 8- (Mo Pow, Harshly Punish) 10 Hunted: The White Rabbit 11- (Mo Pow, Watching) 10 Physical Limitation: Advanced Animal Intelligence Frequently, Slightly Impairing 5 Physical Limitation: Large, up to twice human size (4m, or 2"; -2 DCV, +2 to PER Rolls to perceive) Infrequently, Slightly Impairing 15 Physical Limitation: Very Limited Manipulation Frequently, Greatly Impairing 20 Psychological Limitation: Curious (Very Common, Strong) 25 Psychological Limitation: Fanatically Loyal to the White Rabbit (Very Common, Total) Total Disadvantage Points: 175 Background/History: Genetically altered Rabbits, bred by Arnim Zola, using Pym Particles and DNA from several Animal based metahumans. The Personality/Motivation: Smarter than your average rabbit. They are intensely curious and totally loyal to their "Mommy". Quote: They don't speak. Powers/Tactics: Charge! Kick! Bite! RUN! Campaign Use: Giant hench-rabbits. They could serve as mounts, I suppose. Appearance: Really large rabbits. like the size of a horse. All very cute, very white. Each has a collar and name tag. Quote Link to comment Share on other sites More sharing options...
OddHat Posted February 3, 2008 Report Share Posted February 3, 2008 Re: White Rabbit (Marvel) Really enjoying these. May just throw them into my WWII game. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 3, 2008 Author Report Share Posted February 3, 2008 Re: White Rabbit (Marvel) Thanks! Here's one of my original members for her Menagerie Black Alice Quote Link to comment Share on other sites More sharing options...
matrix3 Posted February 4, 2008 Report Share Posted February 4, 2008 Re: The bunnies! Giant White Bunnies' date=' The[/b'] Campaign Use: Giant hench-rabbits. They could serve as mounts, I suppose. Appearance: Really large rabbits. like the size of a horse. All very cute, very white. Each has a collar and name tag. "Say, you do have a lot of those giant rabbits, don't you?" Quote Link to comment Share on other sites More sharing options...
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