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djday38

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Originally posted by Durnin

Since the characters are being posted does anyone have some good quality pictures of the various characters that could be posted as well?

 

Since all of the characters are copyrighted (and at least in some cases if not all, trademarked), the short answer is no. Of course, you can do a google image search and turn up plenty of pics to use how you see fit.

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Originally posted by djday38

Hmmm, Fred actually lists lead as an example blocking material.

So I assumed it was a common enough substance.

 

rgds

Dean

 

He's talking about taking the limitation for it:

 

8 Super Senses: N-Ray Perception (10 Active Points); Not Verses Lead (-1/4)

 

N-ray vision is required to take a fairly common substance that it can't see through. You don't get to take a limitation on it, though, it's just a part of the power.

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Originally posted by Pattern Ghost

Since all of the characters are copyrighted (and at least in some cases if not all, trademarked), the short answer is no. Of course, you can do a google image search and turn up plenty of pics to use how you see fit.

That's a good point. I should have thought of that. I think it's because they are so common they seem to be public. I'll see if I can wrangle up some good pics to put in the HDC files. Thanks for that legal refresher. ;)
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Black Canary 2

 

Here is Black Canary 2, my next character will be Wonder-Woman.

 

rgds

Dean

 

Black Canary 2

 

Player:

 

Val Char Cost

20 STR 10

27 DEX 51

23 CON 26

15 BODY 10

13 INT 3

13 EGO 6

25 PRE 15

25 COM 8

 

19 PD 11

19 ED 10

6 SPD 23

9 REC 0

46 END 0

37 STUN 0

 

9" RUN 0

2" SWIM 0

4" LEAP 0

Characteristics Cost: 173

 

Cost Power

88 Canary Cry: Multipower, 110-point reserve, all slots: (110 Active Points); Not in a Vacuum (-1/4)

5u 1) Sonic Scream: (Total: 91 Active Cost, 54 Real Cost) Energy Blast 7d6 (vs. ED), No Normal Defense (Standard (Deaf or Hearing Group Flash Defense; +1) (70 Active Points); No Knockback (-1/4), Not in a Vacuum (-1/4) (Real Cost: 47) plus Flash 7d6 (Hearing Group) (21 Active Points); Not in a Vacuum (-1/4) (Real Cost: 17)

6u 2) Vertigo Cry: (Total: 101 Active Cost, 60 Real Cost) Drain 8d6: DEX (80 Active Points); No Knockback (-1/4), Not in a Vacuum (-1/4) (Real Cost: 53) plus Flash 7d6 (Hearing Group) (21 Active Points); Not in a Vacuum (-1/4) (Real Cost: 17)

6u 3) Sonic Cone: (Total: 109 Active Cost, 56 Real Cost) Energy Blast 5d6 (vs. ED), No Normal Defense (Standard (Deaf or Hearing Group Flash Defense; +1), Area Of Effect (11" Cone; +1) (75 Active Points); No Range (-1/2), No Knockback (-1/4), Not in a Vacuum (-1/4) (Real Cost: 37) plus Flash 5d6 (Hearing Group), Area Of Effect (7" Cone; +1 1/4) (34 Active Points); Not in a Vacuum (-1/4) (Real Cost: 27)

5u 4) Sonic Boom: (Total: 84 Active Cost, 50 Real Cost) Energy Blast 5d6 (vs. ED), Explosion (Normal (Radius) -1 DC/1"; +1/2), No Normal Defense (Standard (Deaf or Hearing Group Flash Defense; +1) (62 Active Points); No Knockback (-1/4), Not in a Vacuum (-1/4) (Real Cost: 41) plus Flash 5d6 (Hearing Group), Explosion (Normal (Radius) -1 DC/1"; +1/2) (22 Active Points); Not in a Vacuum (-1/4) (Real Cost: 18)

4u 5) Shattering Cry: (Total: 81 Active Cost, 36 Real Cost) Killing Attack - Ranged 4d6 (vs. ED) (60 Active Points); Only Against Rigid Non Living Objects (-1), No Knockback (-1/4), Not in a Vacuum (-1/4) (Real Cost: 24) plus Flash 7d6 (Hearing Group) (21 Active Points); Not in a Vacuum (-1/4) (Real Cost: 17)

40 Sonic Immunity: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Sonic Attacks (Limited Type of Attack; -1/2)

30 Sound Tolerance: Flash Defense (30 points) (Hearing Group)

6 Fast Runner: Running +3" (added to Primary Value)

5 Swing Coil: Swinging 12" (12 Active Points); OAF Fragile (-1 1/4)

9 Sharp & Alert: Enhanced Perception (+3 to PER Rolls for All Sense Groups)

8 Costume: Armor (4 PD / 4 ED) (12 Active Points); Activation Roll 14- (-1/2) (added to Primary Value)

6 Earings & Necklace: Radio Perception/Transmission (10 Active Points); IAF Fragile (-3/4)

2 Nightvision Goggles: Nightvision (5 Active Points); OAF Fragile (-1 1/4)

17 Canary Cry Grenades: Energy Blast 4d6 (vs. ED), Explosion (Normal (Radius) -1 DC/1"; +1/2), No Normal Defense (Standard (Deaf or Hearing Group Flash Defense; +1) (50 Active Points); OAF (-1), 6 Charges (-3/4), No Knockback (-1/4)

Powers Cost: 237

 

Cost Martial Arts Maneuver

8 +2 HTH Damage Class(es)

4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +4d6 Strike, Must Follow Block

4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND

5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort

5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, STR +2d6 Strike

3 Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls

4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +4d6 Strike

4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND; Target Falls

3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls

4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +20 STR to Disarm roll

4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +4d6 Strike

4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND

5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +6d6 Strike

Martial Arts Cost: 61

 

Cost Skill

40 +8 with HTH Combat

15 +5 With Canary Cry

3 Acrobatics 14-

1 Acting 8-

3 Analyze: Combat 12-

3 Breakfall 14-

3 Bribery 14-

3 Climbing 14-

3 Combat Driving 14-

5 Concealment 13-

7 Conversation 16-

7 Deduction 14-

8 Defense Maneuver: I-III

3 Disguise 12-

3 Interrogation 14-

1 Lipreading 8-

3 KS - Star City 12-

2 KS - Gotham City 11-

2 KS - Superhero History 11-

3 KS - World Geography 12-

3 KS - Seattle 12-

4 Language: Spanish: Completely Fluent, w/Accent (Literacy)

5 Paramedics 13-

9 Persuasion 17-

4 PS - Florist 13-

2 PS - Fashion Designer 11-

5 Security Systems 13-

11 Seduction 18-

5 Shadowing 13-

5 Stealth 15-

3 Streetwise 14-

3 Systems Operation 12-

1 Teamwork - JSA 8-

3 Teamwork - Green Arrow 1 14-

4 WF: Common Martial Arts Melee Weapons, Common Melee Weapons

Skills Cost: 185

 

Cost Perk

14 Contact - Oracle (16-) (Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources, Contact is slavishly loyal to character)

10 Contact - Green Arrow 1 (13-) (Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources, Very Good relationship with Contact)

27 Contact - JSA (12-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources, Good relationship with Contact), Organization Contact (+2) (27 Active Points)

18 Contact - JLA (8-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources), Organization Contact (+2) (18 Active Points)

7 Contact - Batman (11-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources)

6 Contact - Ra's al Ghul (8-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources)

5 Contact - Doctor Mid-Nite 3 Pieter Cross (11-) (Contact has access to major institutions, Contact has: useful Skills or resources, Good relationship with Contact)

7 Contact - Wildcat (12-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources, Good relationship with Contact)

6 Contact - Power Girl (11-) (Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Good relationship with Contact)

7 Contact - Arsenal (12-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources, Good relationship with Contact)

3 Reputation - Skilled and Resourceful Super Heroine (A medium-sized group, 11-) +3/+3d6

3 Fringe Benefit - Reserve Member of JSA (Membership)

Perks Cost: 113

 

Cost Talent

3 Lightsleep

3 Perfect Pitch

3 Resistance: 3 points

Talents Cost: 9

 

Total Character Cost: 778

 

Pts. Disadvantage

20 Outspoken & Opinionated, Very Common, Strong

10 Trying to Live up to the Legacy of her Mother, Common, Moderate

15 Hatred of Chauvinists, Common, Strong

15 Attracted to Green Arrow 1, Common, Strong

15 Still Sometimes Affected by Rape Trauma, Common, Strong

10 Code Against Killing, Common, Moderate

20 Hides Her Emotions, Very Common, Strong

10 Dislikes Computers and Technology in General , Common, Moderate

10 Attracted Towards men Who Can be Trouble, Common, Moderate

15 Sometimes Very Impulsive in Combat, Uncommon, Total

5 Rivalry: Green Arrow 1, Romantic, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

10 Social Limitation: Public ID Dinah Lance, Frequently (11-), Minor

20 Hunted - Intergang, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

20 Hunted - Maggia, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

10 Watched: Ra's al Ghul, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence

Disadvantage Points: 205

Base Points: 200

Experience Required: 373

Total Experience Available: 373

Experience Unspent: 0

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Originally posted by Pattern Ghost

He's talking about taking the limitation for it:

 

 

 

N-ray vision is required to take a fairly common substance that it can't see through. You don't get to take a limitation on it, though, it's just a part of the power.

 

yep, I understand now. I will ammend the writeup. thks to both of you for pointing that out.

 

rgds

Dean

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Re: Black Canary 2

 

Originally posted by djday38

Here is Black Canary 2, my next character will be Wonder-Woman.

 

rgds

Dean

 

Black Canary 2

 

Player:

 

Val Char Cost

20 STR 10

27 DEX 51

23 CON 26

15 BODY 10

13 INT 3

13 EGO 6

25 PRE 15

25 COM 8

 

19 PD 11

19 ED 10

6 SPD 23

9 REC 0

46 END 0

37 STUN 0

 

9" RUN 0

2" SWIM 0

4" LEAP 0

Characteristics Cost: 173

 

Cost Power

88 Canary Cry: Multipower, 110-point reserve, all slots: (110 Active Points); Not in a Vacuum (-1/4)

5u 1) Sonic Scream: (Total: 91 Active Cost, 54 Real Cost) Energy Blast 7d6 (vs. ED), No Normal Defense (Standard (Deaf or Hearing Group Flash Defense; +1) (70 Active Points); No Knockback (-1/4), Not in a Vacuum (-1/4) (Real Cost: 47) plus Flash 7d6 (Hearing Group) (21 Active Points); Not in a Vacuum (-1/4) (Real Cost: 17)

6u 2) Vertigo Cry: (Total: 101 Active Cost, 60 Real Cost) Drain 8d6: DEX (80 Active Points); No Knockback (-1/4), Not in a Vacuum (-1/4) (Real Cost: 53) plus Flash 7d6 (Hearing Group) (21 Active Points); Not in a Vacuum (-1/4) (Real Cost: 17)

6u 3) Sonic Cone: (Total: 109 Active Cost, 56 Real Cost) Energy Blast 5d6 (vs. ED), No Normal Defense (Standard (Deaf or Hearing Group Flash Defense; +1), Area Of Effect (11" Cone; +1) (75 Active Points); No Range (-1/2), No Knockback (-1/4), Not in a Vacuum (-1/4) (Real Cost: 37) plus Flash 5d6 (Hearing Group), Area Of Effect (7" Cone; +1 1/4) (34 Active Points); Not in a Vacuum (-1/4) (Real Cost: 27)

5u 4) Sonic Boom: (Total: 84 Active Cost, 50 Real Cost) Energy Blast 5d6 (vs. ED), Explosion (Normal (Radius) -1 DC/1"; +1/2), No Normal Defense (Standard (Deaf or Hearing Group Flash Defense; +1) (62 Active Points); No Knockback (-1/4), Not in a Vacuum (-1/4) (Real Cost: 41) plus Flash 5d6 (Hearing Group), Explosion (Normal (Radius) -1 DC/1"; +1/2) (22 Active Points); Not in a Vacuum (-1/4) (Real Cost: 18)

4u 5) Shattering Cry: (Total: 81 Active Cost, 36 Real Cost) Killing Attack - Ranged 4d6 (vs. ED) (60 Active Points); Only Against Rigid Non Living Objects (-1), No Knockback (-1/4), Not in a Vacuum (-1/4) (Real Cost: 24) plus Flash 7d6 (Hearing Group) (21 Active Points); Not in a Vacuum (-1/4) (Real Cost: 17)

40 Sonic Immunity: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Sonic Attacks (Limited Type of Attack; -1/2)

30 Sound Tolerance: Flash Defense (30 points) (Hearing Group)

6 Fast Runner: Running +3" (added to Primary Value)

5 Swing Coil: Swinging 12" (12 Active Points); OAF Fragile (-1 1/4)

9 Sharp & Alert: Enhanced Perception (+3 to PER Rolls for All Sense Groups)

8 Costume: Armor (4 PD / 4 ED) (12 Active Points); Activation Roll 14- (-1/2) (added to Primary Value)

6 Earings & Necklace: Radio Perception/Transmission (10 Active Points); IAF Fragile (-3/4)

2 Nightvision Goggles: Nightvision (5 Active Points); OAF Fragile (-1 1/4)

17 Canary Cry Grenades: Energy Blast 4d6 (vs. ED), Explosion (Normal (Radius) -1 DC/1"; +1/2), No Normal Defense (Standard (Deaf or Hearing Group Flash Defense; +1) (50 Active Points); OAF (-1), 6 Charges (-3/4), No Knockback (-1/4)

Powers Cost: 237

 

Cost Martial Arts Maneuver

8 +2 HTH Damage Class(es)

4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +4d6 Strike, Must Follow Block

4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND

5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort

5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, STR +2d6 Strike

3 Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls

4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +4d6 Strike

4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND; Target Falls

3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls

4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +20 STR to Disarm roll

4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +4d6 Strike

4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND

5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +6d6 Strike

Martial Arts Cost: 61

 

Cost Skill

40 +8 with HTH Combat

15 +5 With Canary Cry

3 Acrobatics 14-

1 Acting 8-

3 Analyze: Combat 12-

3 Breakfall 14-

3 Bribery 14-

3 Climbing 14-

3 Combat Driving 14-

5 Concealment 13-

7 Conversation 16-

7 Deduction 14-

8 Defense Maneuver: I-III

3 Disguise 12-

3 Interrogation 14-

1 Lipreading 8-

3 KS - Star City 12-

2 KS - Gotham City 11-

2 KS - Superhero History 11-

3 KS - World Geography 12-

3 KS - Seattle 12-

4 Language: Spanish: Completely Fluent, w/Accent (Literacy)

5 Paramedics 13-

9 Persuasion 17-

4 PS - Florist 13-

2 PS - Fashion Designer 11-

5 Security Systems 13-

11 Seduction 18-

5 Shadowing 13-

5 Stealth 15-

3 Streetwise 14-

3 Systems Operation 12-

1 Teamwork - JSA 8-

3 Teamwork - Green Arrow 1 14-

4 WF: Common Martial Arts Melee Weapons, Common Melee Weapons

Skills Cost: 185

 

Cost Perk

14 Contact - Oracle (16-) (Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources, Contact is slavishly loyal to character)

10 Contact - Green Arrow 1 (13-) (Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources, Very Good relationship with Contact)

27 Contact - JSA (12-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources, Good relationship with Contact), Organization Contact (+2) (27 Active Points)

18 Contact - JLA (8-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources), Organization Contact (+2) (18 Active Points)

7 Contact - Batman (11-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources)

6 Contact - Ra's al Ghul (8-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources)

5 Contact - Doctor Mid-Nite 3 Pieter Cross (11-) (Contact has access to major institutions, Contact has: useful Skills or resources, Good relationship with Contact)

7 Contact - Wildcat (12-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources, Good relationship with Contact)

6 Contact - Power Girl (11-) (Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Good relationship with Contact)

7 Contact - Arsenal (12-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources, Good relationship with Contact)

3 Reputation - Skilled and Resourceful Super Heroine (A medium-sized group, 11-) +3/+3d6

3 Fringe Benefit - Reserve Member of JSA (Membership)

Perks Cost: 113

 

Cost Talent

3 Lightsleep

3 Perfect Pitch

3 Resistance: 3 points

Talents Cost: 9

 

Total Character Cost: 778

 

Pts. Disadvantage

20 Outspoken & Opinionated, Very Common, Strong

10 Trying to Live up to the Legacy of her Mother, Common, Moderate

15 Hatred of Chauvinists, Common, Strong

15 Attracted to Green Arrow 1, Common, Strong

15 Still Sometimes Affected by Rape Trauma, Common, Strong

10 Code Against Killing, Common, Moderate

20 Hides Her Emotions, Very Common, Strong

10 Dislikes Computers and Technology in General , Common, Moderate

10 Attracted Towards men Who Can be Trouble, Common, Moderate

15 Sometimes Very Impulsive in Combat, Uncommon, Total

5 Rivalry: Green Arrow 1, Romantic, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

10 Social Limitation: Public ID Dinah Lance, Frequently (11-), Minor

20 Hunted - Intergang, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

20 Hunted - Maggia, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

10 Watched: Ra's al Ghul, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence

Disadvantage Points: 205

Base Points: 200

Experience Required: 373

Total Experience Available: 373

Experience Unspent: 0

 

Pardon me, but didn't she lose her sonic powers some time ago.

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She did lose them for quite some time, but regained them about a couple of years ago (I think?)

 

Even if she had not regained them officially, these write ups are for my campaign so I would have given them back to her anyway. I always felt it was a big mistake removing her powers as without them she was little more than a very skilled martial artist and spy.

 

Think of Heroes with sonic powers and I think of Black Canary and Songbird. So although I am glad she has regained her powers in the comics, I would have written her up with them even if she had not.

 

rgds

Dean

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Wonder Woman

 

Here is Wonder Woman finally finished. Next up will be Booster Gold.

 

rgds

Dean

 

 

Wonder Woman

 

Player:

 

Val Char Cost

90 STR 80

35 DEX 75

40 CON 60

35 BODY 50

16 INT 6

35 EGO 50

40 PRE 30

30 COM 10

 

38 PD 20

38 ED 30

7 SPD 25

26 REC 0

80 END 0

100 STUN 0

 

15" RUN 0

2" SWIM 0

18" LEAP 0

Characteristics Cost: 436

 

Cost Power

38 Dense Flesh: Damage Resistance (38 PD / 38 ED)

32 Life Support (Immunity: All terrestrial diseases and biowarfare agents, Longevity: 800 Years, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing)

69 Flight: Flight 25" (Position Shift), Usable Underwater (+1/4) (69 Active Points)

15 Telescopic Vision: Telescopic +5 to PER Rolls (only to offset the Range Modifier) (Sight Group; Additional Sense Group: Hearing Group)

18 Fast Runner: Running +9" (added to Primary Value)

8 Good Leader: +1 with All Combat, Usable By Other (x8 Number of Targets +1) (16 Active Points); Only on Current Members of the JLA if she is Current Chairperson. (-1)

11 Bracelets of Atlas: Missile Deflection (Any Ranged Attack) (20 Active Points); OIF (-1/2), Will Not Work Against Heavy Missiles (-1/4)

71 Lasso of Truth: Multipower, 212-point reserve, all slots: (212 Active Points); OAF Expendable (Extremely Difficult to obtain new Focus; -2)

13m 1) Trapped in the Lasso: (Total: 212 Active Cost, 63 Real Cost) Entangle 10d6, 10 DEF, Reduced Endurance (Half END; +1/4), Takes No Damage From Attacks (All Attacks; +1/2) (175 Active Points); OAF Expendable (Extremely Difficult to obtain new Focus; -2), Cannot Form Barriers (-1/4) (Real Cost: 54) plus Stretching 6", Reduced Endurance (Half END; +1/4) (37 Active Points); OAF Expendable (Extremely Difficult to obtain new Focus; -2), Cannot Do Damage (-1/2), Always Direct (-1/4), No Velocity Damage (-1/4), Range Modifier Applies (-1/4) (Real Cost: 9)

6m 2) You Must Tell the Truth: Mind Control 20d6, Reduced Endurance (0 END; +1/2) (150 Active Points); OIF Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Only to Force Victim to Tell The Truth (-1), Stops Working If Wonder Woman Is Stunned (-1/2), Victim Must be Currently Entangled in Lasso (-1/2), Does Not Provide Mental Awareness (-1/4)

5m 3) Animal Control: Mind Control 20d6, Reduced Endurance (Half END; +1/4) (125 Active Points); OAF Expendable (Extremely Difficult to obtain new Focus; -2), Stops Working If Wonder Woman Is Stunned (-1/2), Animal Must be Currently Entangled in Lasso (-1/2), Limited Class Of Minds (Animal Minds Only; -1/2), Does Not Provide Mental Awareness (-1/4)

12 Sandals of Hermes: Teleportation 10", Reduced Endurance (0 END; +1/2), Megascale (1" = 1000 km; +1) (50 Active Points); IAF Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Only to Travel to Paradise Island (-1 1/2)

21 Tiara: Killing Attack - Ranged 2d6 (vs. PD), Reduced Endurance (Half END; +1/4), +2 STUN Multiplier (+1/2) (52 Active Points); OAF Expendable (Difficult to obtain new Focus; -1 1/4), Can Be Missile Deflected (-1/4)

Powers Cost: 319

 

Cost Martial Arts Maneuver

4 Charge: 1/2 Phase, +0 OCV, -2 DCV, STR +2d6 +v/5 Strike, FMove

4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +2d6 Strike, Must Follow Block

5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort

4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike

4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll

4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs

3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike

5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike

4 Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs

Martial Arts Cost: 45

 

Cost Skill

18 +9 with Bracelets

40 +8 with HTH Combat

10 +5 with Tiara

8 +4 with Lasso of Truth

6 +3 with Flight

3 Acrobatics 16-

9 Analyze: Combat 15-

7 Animal Handler (Birds, Bovines, Canines, Elephants, Equines, Felines) 17-

3 Climbing 16-

3 Combat Piloting 16-

1 Computer Programming 8-

8 Defense Maneuver: I-III

3 Interrogation 17-

3 KS - Supervillains 12-

5 KS - Greek Mythology 14-

5 KS - Greek History 14-

5 KS - Greek Culture 14-

4 KS - Gateway City 13-

6 KS - Paradise Island 15-

6 Language: Greek: Imitate dialects (Literacy)

4 Language: Latin: Completely Fluent, w/Accent (Literacy)

4 Language: English: Completely Fluent, w/Accent (Literacy)

3 Oratory 17-

5 Paramedics 13-

3 Riding 16-

11 Tactics 16-

3 Teamwork - JLA 16-

3 Tracking 12-

Skills Cost: 189

 

Cost Perk

14 Contact - Queen Hippolyta (15-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources, Contact is slavishly loyal to character)

11 Contact - Donna Troy (14-) (Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Contact is slavishly loyal to character)

30 Contact - The Amazons of Paradise Island (13-) (Contact has: extremely useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (+2) (30 Active Points)

30 Contact - JLA (12-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources, Very Good relationship with Contact), Organization Contact (+2) (30 Active Points)

10 Contact - Superman (12-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources, Very Good relationship with Contact)

7 Contact - Batman (11-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources)

8 Contact - Aquaman (11-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources, Good relationship with Contact)

7 Contact - Wonder Girl 2 (13-) (Contact has: useful Skills or resources, Very Good relationship with Contact)

6 Contact - Artemis (12-) (Contact has access to major institutions, Contact has: very useful Skills or resources)

6 Contact - Helena Sandsmark (13-) (Contact has: useful Skills or resources, Good relationship with Contact)

12 Reputation - Famous super Heroine and Ambassador for Paradise Island (A large group, 11-) +6/+6d6

6 Fringe Benefit -Member JLA (Membership)

Perks Cost: 147

 

Cost Talent

17 Combat Sense 14-

5 Resistance: 5 points

Talents Cost: 22

 

Total Character Cost: 1158

 

Pts. Disadvantage

25 Code VS. Killing, Very Common, Total

20 True to her Goals, Common, Total

25 Protective of Innocents, Very Common, Total

15 Sometimes too Trusting and Naive, Common, Strong

15 Unsure of Man's World, Common, Strong

20 Will Not Attack Unless Provoked, Very Common, Strong

25 Always Honest and Truthful, Very Common, Total

10 Sometimes Struggles to Achieve her Message of Peace, Common, Moderate

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

0 Dependence: Must Remain on the Planet Earth, Very Common, Takes 2d6 Damage, 1 Day [Notes: This comes into play when Wonder Woman is either in Space or another Dimension.

At the end of each day apply the disadvantage.

This does not apply to the Dimension of Olympus.

25 Hunted: Ares, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find

15 Hunted: Circe, As Powerful, 8- (Occasionally), Harshly Punish, PC has a Public ID or is otherwise very easy to find

15 Hunted: Cheetah, As Powerful, 8- (Occasionally), Harshly Punish, PC has a Public ID or is otherwise very easy to find

15 Hunted: Devastation, As Powerful, 8- (Occasionally), Harshly Punish, PC has a Public ID or is otherwise very easy to find

15 Hunted: JLA Rogues Gallery, As Powerful, 8- (Occasionally), Harshly Punish, PC has a Public ID or is otherwise very easy to find

20 Watched: The Greek Gods, More Powerful, 11- (Frequently), Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find

Disadvantage Points: 275

Base Points: 200

Experience Required: 683

Total Experience Available: 683

Experience Unspent: 0

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Hmm ... I don't know if I'd give Diana LS: Self-Contained Breathing. Most of the times when she's in space, both her and Kal need O2 masks like many other heroes ...I'd also look at the lasso again ... I think the entangle should be compounded with the Mind Control, or perhaps have the entangle out of the MP, with the MP linked to the entangle? Otherwise it's pretty keen looking :)

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Wonder Woman

 

Originally posted by Sketchpad

Hmm ... I don't know if I'd give Diana LS: Self-Contained Breathing. Most of the times when she's in space, both her and Kal need O2 masks like many other heroes ...I'd also look at the lasso again ... I think the entangle should be compounded with the Mind Control, or perhaps have the entangle out of the MP, with the MP linked to the entangle? Otherwise it's pretty keen looking :)

 

 

Thks for the feedback, I have taken your advice and removed the self contained breathing and also placed the base entangle out of the multipower, toned in down slightly and linked the two mind control slots to it.

 

I have attached the updated version below.

 

rgds

Dean

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Originally posted by Glen Sprigg

Another point about WW: she's not invulnerable, so I'd tone down or completely eliminate the Damage Resistance. That's why she wears the bracelets; they're the bullet-bouncers, not her skin.

 

Glen

 

Thks Glenn, another good point. I have reduced it done to 6 PD/ED.

 

rgds

Dean

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Originally posted by Glen Sprigg

Another point about WW: she's not invulnerable, so I'd tone down or completely eliminate the Damage Resistance. That's why she wears the bracelets; they're the bullet-bouncers, not her skin.

 

Depends on who's writting her ... If you look at her battle against the fake Doomsday, she took a beating, but also held her own till she eventually beat the monster. Another possibility is to lower her defenses as Glen suggests, but also to give her a form of regeneration, she is, after all, a goddess :)

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Originally posted by Sketchpad

Depends on who's writting her ... If you look at her battle against the fake Doomsday, she took a beating, but also held her own till she eventually beat the monster. Another possibility is to lower her defenses as Glen suggests, but also to give her a form of regeneration, she is, after all, a goddess :)

 

IMO, Wonder Woman is just like Thor, Hercules and lots of other mythological superheroes. She is not invulnerable (her skin can be pierced by bullets, arrows, swords, etc) but she can take a lot of damage.

 

That is easy: Damage Reduction!

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Wonder Woman

 

Well her defenses are quite high already 38/38 pd/ed and

damage resistance of 6/6 now.

 

I think Damage reduction would not feel right for her as she does not usually soak up damage like say a Thing or Hulk

instead she avoids it with her reactions, speed and battle prowess.

 

rgds

Dean

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Booster Gold

 

Here is Booster Gold, he was very hard to do due to his complex history.

 

pls note in the following bare bones write up all characteristics increased due to the battle suit/skeets have been added in to the totals already.

 

Booster Gold

 

Player:

 

Val Char Cost

55 STR 12

28 DEX 39

40 CON 30

20 BODY 20

22 INT 2

15 EGO 0

23 PRE 13

17 COM 4

 

37 PD 4

51 ED 3

6 SPD 17

9 REC 0

50 END 0

44 STUN 0

 

6" RUN 0

2" SWIM 0

10 1/2" LEAP 0

Characteristics Cost: 144

 

Cost Power

19 Battle Suit Energy Supply: Endurance Reserve (100 END, 12 REC) Reserve: (22 Active Points); OIF (-1/2)

13 Strength Boost: +33 STR (33 Active Points); No Figured Characteristics (-1/2), OIF (-1/2), Increased Endurance Cost (2x END; -1/2) (uses END Reserve) (added to Primary Value)

7 Dexterity Boost: +5 DEX (15 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) (added to Primary Value)

15 Constitution Boost: +15 CON (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) (added to Primary Value)

7 Speed Boost: +1 SPD (10 Active Points); OIF (-1/2) (added to Primary Value)

18 Battle Suit Exoskeleton: Armor (4 PD / 8 ED) (added to Primary Value)

7 Energy Absorbtion: Energy Damage Reduction, 25% (10 Active Points); OIF (-1/2)

26 Boot Jets: Flight 26" (52 Active Points); OAF (-1) (uses Personal END)

15 Sealed Systems: Life Support (Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing) (19 Active Points); Linked to Energy Field (-1/2), Lesser Instant Power can be used in any Phase in which greater Constant Power is in use (+1/4)

81 Battle Suit Powers: Multipower, 122-point reserve, all slots: (122 Active Points); OIF (-1/2)

7m 1) Energy Blast: Energy Blast 12d6 (vs. ED) (60 Active Points); OIF (-1/2), Can Be Missile Deflected (-1/4) (uses Personal END)

11m 2) Energy Field: Force Field (25 PD / 35 ED) (Protect Carried Items), Usable Simultaneously (x2 Number of Targets +3/4) (122 Active Points); OIF (-1/2), Limited Power When Used by Others (Power loses about a third of its effectiveness; -1/2), Usable only by Characters next to Booster Gold (-1/4) (uses END Reserve) (added to Primary Value)

1u 3) Power Boost - Midas Mode: Aid 3d6 (max. Aided Points: 18): To any Power or Characteristic in his Battle Suit, Variable Effect (One Power At A Time; +1/4) (37 Active Points); Increased Endurance Cost (5x END; -2), OIF (-1/2), Costs Endurance (Costs END Every Phase; -1/2) (uses END Reserve)

20 Skeets Robot Computer: Multipower, 25-point reserve, all slots: (25 Active Points); IIF (-1/4)

1u 1) Skeets : +10 INT (10 Active Points); IIF (-1/4) (added to Primary Value)

1u 2) Skeets : +5 EGO (10 Active Points); IIF (-1/4) (added to Primary Value)

1u 3) Skeets: Absolute Time Sense (3 Active Points); IIF (-1/4)

1u 4) Skeets: Eidetic Memory (5 Active Points); IIF (-1/4)

1u 5) Skeets: Lightning Calculator (3 Active Points); IIF (-1/4)

1u 6) Skeets: Speed Reading: x10 (4 Active Points); IIF (-1/4)

2u 7) Skeets: Universal Translator (20 Active Points); IIF (-1/4) 13-

1u 8) Skeets: SS - Engineering (6 Active Points); IIF (-1/4) 15- (13-)

1u 9) Skeets: SS - Biology (6 Active Points); IIF (-1/4) 15- (13-)

1u 10) Skeets: SS - Chemistry (6 Active Points); IIF (-1/4) 15- (13-)

1u 11) Skeets: Mechanics (7 Active Points); IIF (-1/4) 13- (11-)

1u 12) Skeets: KS -20th Century History & Customs (4 Active Points); IIF (-1/4) 13- (11-)

1u 13) Skeets: Paramedics (3 Active Points); IIF (-1/4) 11- (9-)

4 Goggles: Flash Defense (10 points) (Sight Group) (10 Active Points); OAF Fragile (-1 1/4)

4 Goggles: Microscopic x100 (Sight Group) (10 Active Points); OAF Fragile (-1 1/4)

5 Goggles: Nightvision (Microscopic (x100), Telescopic (+1)) (12 Active Points); OAF Fragile (-1 1/4)

2 Goggles: Telescopic +3 to PER Rolls (only to offset the Range Modifier) (Sight Group) (5 Active Points); OAF Fragile (-1 1/4)

4 Goggles: Radio Perception/Transmission (10 Active Points); OAF Fragile (-1 1/4)

Powers Cost: 280

 

 

Cost Skill

15 +5 With Energy Blast

15 +3 with HTH Combat

4 +2 With Flight

3 Acrobatics 15-

3 Bribery 14-

3 Combat Piloting 15-

3 Computer Programming 13-

3 Conversation 14-

2 Gambling 13-

3 KS - 20th Century Trivia 12-

1 KS - Time Machines & Equipment 8-

5 KS - 20th Century Superhumans 14-

3 Persuasion 14-

2 PS - Buisness 11-

4 PS - Football 13-

5 Systems Operation 14-

5 Seduction 15-

3 Teamwork - Blue Beetle 15-

1 Teamwork - JLA 8-

Skills Cost: 83

 

Cost Perk

11 Contact - Blue Beetle (15-) (Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Very Good relationship with Contact)

5 Contact - Firehawk (13-) (Contact has: useful Skills or resources)

21 Contact - JLA (11-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources), Organization Contact (+2) (21 Active Points)

6 Contact - Rip Hunter (8-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources)

9 Contact - Plastic Man (13-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Good relationship with Contact)

6 Contact - Captain Atom (11-) (Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources)

5 Money (Well Off)

6 Reputation - Popular Hero With the Public (A large group, 11-) +3/+3d6

2 Fringe Benefit - Reserve Member of the JLA (Membership)

Perks Cost: 71

 

 

Total Character Cost: 578

 

Pts. Disadvantage

15 Social Limitation: Secret Identity - Micheal Jon Carter, Occasionally (8-), Severe

10 Rivalry - Firestorm: Rivals with Firestorm for the Love of Firehawk, Romantic, Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

20 Hunted : The 1000, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

20 Hunted: World Goverment of the Future, More Powerful, 11- (Frequently), Mildly Punish, Extensive Non-Combat Influence

15 Hunted: The Manhunters, More Powerful, 8- (Occasionally), Mildly Punish, Extensive Non-Combat Influence

15 Hunted: Monach, More Powerful, 8- (Occasionally), Harshly Punish

20 Hunted: The Overmaster, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence

5 Reputation: Mercenary & Greedy Superhero, Frequently (11-), Known Only To A Small Group

15 Reputation: Corrupt Sports Hero & Thief, Almost Always (14-) [Notes: This Rep is Known Only in the 25th Century.

10 Sometimes Unsure of 20th Century Customs & Knowledge, Common, Moderate

10 Does not Want Public and Superhero Community to Find out About his Reputation in the 25th Century, Common, Moderate

15 Compassionate Towards Innocents and Victims, Frequently (11-), Major

15 Changeable Personality and Mood Swings, Frequently (11-), Major

10 Sometimes Naive, Occasionally (8-), Major

5 Hero Worships More Experianced Superheroes, Occasionally (8-), Minor

15 Always Trying to Overcome his Shortcomings to be a Better Hero, Very Frequently (14-), Minor

15 Brave and Willing to Put Himself into Danger for Others, Frequently (11-), Major

15 Easily Attracted to Beaufiful Women, Frequently (11-), Major

15 Code VS. Killing, Frequently (11-), Major

20 Greedy and Obsessed with Money, Very Frequently (14-), Major

15 Gloryhound, Frequently (11-), Major

30 Vulnerability: Poison and Disease, Very Common, Vulnerability Multiplier (2x Effect)

15 Unluck: +3d6

Disadvantage Points: 340

Base Points: 200

Experience Required: 38

Total Experience Available: 38

Experience Unspent: 0

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Re: Wonder Woman

 

Originally posted by djday38

Well her defenses are quite high already 38/38 pd/ed and

damage resistance of 6/6 now.

 

I think Damage reduction would not feel right for her as she does not usually soak up damage like say a Thing or Hulk

instead she avoids it with her reactions, speed and battle prowess.

 

rgds

Dean

 

More or less. Wonder Woman mostly avoids Ranged Killing Damage. When she fights bricks she is hit a lot, she rarely pulls a Spider-Man to dance around a foe. And the blows appear to affect her, she don't just ignore them. But she can still take a lot.

 

Also, I remember several stories (specially in the George Perez time, my favorite WW phase), when she fights foes capable of HTH Killing Attacks, such as mythological monsters or low technology warriors, she is scratched and nicked a lot. She is rarely downed by a sword strike, but she still takes the wounds.

 

Both of these effects suggest Damage Reduction to me, with medium-level PD and ED, and no Resistant Defenses (except for her bracelets of course).

 

I personally think giving her something like 20 PD (non-resistant) and Damage Reduction 25-50% resistant, with no Armor or Resistant PD whatsoever (so she'll not be able to ignore small arms fire or knives) better simulates the character.

 

But we clearly have very different design styles. I'm not sure how I would design Wonder Woman in a more powerful campaign world, like the one you seem to favour.

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Re: Re: Wonder Woman

 

But we clearly have very different design styles. I'm not sure how I would design Wonder Woman in a more powerful campaign world, like the one you seem to favour. [/b]

 

 

Horses for course as ever. One of the main reasons I am doing this project for my campaign is that when you attempt to use other peoples versions of characters they never feel quite right until you have seasoned them to taste in a big or small way for yourself.

 

rgds

Dean

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Soloman Grundy

 

Here is Soloman Grundy thks for all the help everyone gave on his write-up.

Next up is the Wonder Woman villain the Cheetah.

 

rgds

Dean

 

Solomon Grundy

 

Player:

 

Val Char Cost

80 STR 70

15 DEX 15

50 CON 80

40 BODY 60

7 INT -3

7 EGO -6

35 PRE 25

6 COM -2

 

34 PD 18

25 ED 15

4 SPD 15

44 REC 36

100 END 0

105 STUN 0

 

6" RUN 0

2" SWIM 0

16" LEAP 0

Characteristics Cost: 323

 

Cost Power

20 Plant Nature: Physical Damage Reduction, 50%

10 Plant Nature: Energy Damage Reduction, 25%

10 Plant Nature: Damage Resistance (10 PD / 10 ED)

10 Plant Nature: Lack Of Weakness (-10) for Power Defense

14 Plant Nature: Life Support (Longevity: Immortal, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum)

12 Large & Heavy: Knockback Resistance -6"

14 Regeneration: Healing 5 BODY (Resurrection) (70 Active Points); Extra Time (Regeneration-Only) (1 Week; -3), Resurrection Only (-1/2), Self Only (-1/2)

37 Energy Absorbtion: Absorption 6d6 (max. Absorbed Points: 36): Energy , Variable Effect (One Power At A Time; +1/4) (37 Active Points) [Notes: Absorbtion Points go to Energy Effects VPP

37 Energy Effects: VPP, 30 base + 7 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (60 Active Points); No Conscious Control (-2), Character Has No Choice Regarding When Or How Powers Change (-1) [Notes: GM has total control on how and when powers from this pool should manifest. Soloman Grundy should be take by surprise by these powers.

Powers Cost: 164

 

 

Cost Skill

20 +4 with HTH Combat

3 Interrogation 16-

6 KS - Slaughter Swamp 15-

Skills Cost: 29

 

 

 

Total Character Cost: 516

 

Pts. Disadvantage

20 Distinctive Features: Large White Skinned Monster, Concealable, Extreme Reaction, Detectable By Commonly-Used Senses

40 Berserk: After Being Stunned or Taking Body in Combat, Very Common, go 11-, recover 8-, Berserk

15 Hunted: Green Lantern 1, As Powerful, 11- (Frequently), Mildly Punish, PC has a Public ID or is otherwise very easy to find

15 Hunted: Batman, As Powerful, 8- (Occasionally), Mildly Punish, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find

20 Hunted: JSA, More Powerful, 8- (Occasionally), Mildly Punish, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find

0 Hunted: Jade, Less Powerful, 8- (Occasionally), Watching, PC has a Public ID or is otherwise very easy to find

15 Large & Heavy, Frequently, Greatly Impairing

15 Obsessed with Destroying Green Lantern 1, Very Common, Moderate

25 Social Limitation: Public Identity, Very Frequently (14-), Severe

15 Reputation: Dangerous and Violent Swamp Monster, Almost Always (14-)

10 Unluck: +2d6

15 Childlike Intelligence, Very Common, Moderate

10 Devoted to Jade, Common, Moderate

25 Very Easily Manipulated, Very Common, Total

20 Easily Turns Very Violent, Very Common, Strong

Disadvantage Points: 260

Base Points: 200

Experience Required: 56

Total Experience Available: 56

Experience Unspent: 0

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