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6th Edition Conversions


Christopher R Taylor

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Starlet, the team egoist, of sorts.  She's one of my least favorite kinds of characters, the beautiful siren who has ultimate power over men.  Makes me wonder what's going on with comic book character creators that this shows up so often.

 

I had to get creative to represent her missile deflection power (a power that is missing in 6th edition), and she's built as a kind of bomb: vulnerable to the most common attack type in the world and she goes nuts when hit by it.  She was also built with Secret Identity, but is stunningly beautiful and wears no apparent costume other than a loosely fitting towel, based on her illustration.  So I tweaked that slightly, making her hide her family's status instead.  For an egoist her OMCV is really low, and she's pretty easy to defeat, especially with her poor tactical ability.

 

Starlet
 
Val Char Cost
 10  STR    0
 14  DEX    8
 13  CON   3
 11  BOD   1
 13  INT     3
 20  EGO  10
 15  PRE    5
  5   PD      3
  5   ED      3
  5   SPD  30
  5   REC   1
 45  END   5 
 24  STN   2
 
OCV: 5
DCV: 5
OMCV: 4
DMCV: 4
 
12m RUN   0
  4m SWIM 0
  4m LEAP  0
Characteristics Cost: 100
 
Cost Power
 30    Seek Minds: Mind Scan 8d6, +7 OMCV, Reduced Endurance (1/2 END; +1/4) (67 Active Points); Cannot attack through link (-1), Unified Power (-1/4)
 40    Mental Blast 5d6 (50 Active Points); Unified Power (-1/4)
 22    Mental Blast 5d6 (50 Active Points); Only vs male targets (-1/2), Only when enraged (-1/2), Unified Power (-1/4)
 28    Dominate Males: Mind Control 10d6 (50 Active Points); Only vs male targets (-1/2), Unified Power (-1/4)
 38    Steel Will: Mental Defense (50 points total) (Base MD) (47 Active Points); Unified Power (-1/4)
Powers Cost: 158
 
Cost Skill
  3     Charm 12-
  9     +3 with deflection
 15    +3 DCV against ranged attacks, Only attacks she is aware of (+0)
Skills Cost: 27
 
Cost Talent
  6     +2/+2d6 Striking Appearance (vs. all characters)
Talents Cost: 6
 
Total Character Cost: 291
 
Pts. Complication
  5    Distinctive Features:  Extremely beautiful (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 20   Enraged:  When physicall struck (Uncommon), go 14-, recover 11-
 20   Psychological Complication:  Fixated on attention from men (Very Common; Strong)
 15   Psychological Complication:  Likes to dominate men (Common; Strong)
 10   Psychological Complication:  Not combat oriented, uses bad tactics (Common; Moderate)
 15   Social Complication:  Keeps arostocratic famly secret (Frequently, Major)
 30   Vulnerability:  2 x STUN Physical Attacks (Very Common)
Complication Points: 115

 

 

35d2kwn.jpg

Starlet.hdc

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Maybe, it just doesn't seem like its worth a 1/4 limitation.  I mean, what are the odds anyone is going to hold him down and shave his head?

 

 

Well, he's a superhumanly strong character who has named and patterned himself after someone whose strength was derived from his hair.  Someone is likely to try it.

It's just like how a werewolf whose defenses are Not Against Silver has a Limitation with a greater value than an alien with the same Limitation because everyone knows that werewolves are vulnerable to silver.

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Svargali the wizard.  A Gypsy, he learned magic from his mother, but then walked a darker path 

 

Svargali
 
Val Char Cost
 13  STR    3
 20  DEX   20
 13  CON   3
  9   BOD   -1
 18  INT     8
 11  EGO   1
 20  PRE   10
  6   PD      4
  5   ED      3
  6   SPD   40
  6   REC    2
 25  END    1
 28  STN    4
 
OCV:    7
DCV:    7
OMCV: 4
DMCV: 4
 
12m RUN   0
  4m SWIM 0
  5m LEAP  1
Characteristics Cost: 145
 
Cost Power
 87    Magic: Variable Power Pool (Magic Pool), 70 base + 70 control cost,  (105 Active Points); Requires A Roll (Skill roll; -1/2), Magic only (-1/2)
 
         Scouting
        1) Danger Sense (immediate vicinity, out of combat, Function as a Sense) (27 Active Points); OIF (Gem; -1/2) 13- Real Cost: 18
        2) X-Ray Vision: Penetrative with Sight Group (15 Active Points) Real Cost: 15
        3) Eagle Eyes: +6 versus Range Modifier for Sight Group (9 Active Points) Real Cost: 9
        4) Wraith Form: Desolidification  (affected by Magic) (40 Active Points) Real Cost: 40
        5) Levitation: Flight 10m (10 Active Points); OIF (Boots; -1/2) Real Cost: 7
 
        Combat
        6) Force Wall: Barrier 12 PD/10 ED, 15 BODY (up to 18m long, 3m tall, and 1/2m thick) (70 Active Points); OAF (Staff; -1), No effect vs magic (-1/4) Real Cost: 31
        7) Evil Eye: Killing Attack - Ranged 1d6, Penetrating (+1/2), Constant (+1/2), Uncontrolled (+1/2) (37 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1) Real Cost: 18
Powers Cost: 87
 
Cost Skill
  5     KS: Occult 14-
  5     KS: Romani 14-
 13    Magic 18-
 15    +3 OCV with magic
Skills Cost: 38
 
Total Character Cost: 270
 
Pts. Complication
 10   Distinctive Features:  One eye (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 15   Hunted:  Evil Demon Infrequently (Mo Pow; Harshly Punish)
 20   Hunted:  Evil Sorcerers Infrequently (Mo Pow; NCI; Harshly Punish)
 20   Psychological Complication:  Vengeful (Very Common; Strong)
 20   Psychological Complication:  Superstitious (Common; Total)
 10   Physical Complication:  One eye, no depth perception (Infrequently; Slightly Impairing)
 15   Social Complication:  Secret Identity Frequently, Major
 20   Susceptibility:  Religious Artifacts 2d6 damage per Phase (Uncommon)
Complication Points: 130

 

 

69j240.jpg

Svargali.hdc

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Some other Gurkha stories:

 

According to a Korean War Vet, he had an interesting experience sharing the line with a company of Gurkhas.  According to the vet, the Ghurkas would crawl out of their holes at night to kill Chinese troops. On more than one occasion, Rangers in his company would report feeling a hand reach down into their hole and touch their helmet, then move on.
 
The Ghurkas would crawl up to the hole and touch the helmet (or headgear) of the occupant. If they found a Chinese soldier, their throat was cut, if they found an American or other ally, they moved on. 

My father's father was in the 8th Army in North Africa. He was in the artillery. They could see the German artillery positions. So one day the Gurkhas come in. They wait until dark and then head off to the German lines. Next morning the Germans had gone. What the Gurkhas had done was to penetrate the guard line and go up to the sleeping Germans. They decapitated two of them and then slipped away unnoticed. Now that is scary.

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That kind of raiding happened all the time in the desert. It was "inspired" by WW1 trench raiding.

 

On one occasion, Australian raiders captured an entire Italian battalion! From memory, this was during the 1941 siege of Tobruk. The Italians were supposed to be the ones doing the besieging...

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Henri Weissman, the brains of the outfit.  He brings the Children of the Holocaust together to take advantage of a scientist's experiment.  At 10 years old he was taken to Buchenwald with the rest of his family, and surviving, eventually ended up in Israel working for Mossad.  He's a bit extreme in his politics, knifing someone for their antisemitism, and keeps the team together.

 

Like most early "normal" skill-based guys, he's got pretty big stats across the board.  It always seemed odd to me that people seemed to buy better overall stats for guys without powers.  I added a few spy perks, just to fill him out; probably shouldn't have because it breaks my rule but it makes sense with his James Bond feel.

 

Henri Weissman
 
Player: NPC
 
Val Char Cost
 20  STR   10
 20  DEX   20
 13  CON   3
 15  BOD   5
 23  INT    13
 15  EGO   5
 18  PRE   8
  7   PD     5            With Flak Jacket: PD 14; rPD 7
  5   ED     3            With Flak Jacket: ED 10; rED 5
  4   SPD  20
  7   REC  3
 25  END  1
 32  STN  6
 
OCV: 7
DCV: 7
OMCV: 5
DMCV: 5
 
20m RUN   8
  4m SWIM 0
  8m LEAP  2
Characteristics Cost: 164
 
Cost Power
 12    Mental Discipline: Mental Defense (15 points total) (Base MD)
 15    M-79 Grenade Launcher: Killing Attack - Ranged 2d6, Area Of Effect (12m Radius Explosion; +1/4) (37 Active Points); OAF (-1), 8 Charges (-1/2)
  7     Knife: Killing Attack - Hand-To-Hand 1d6 (2d6+1 w/STR) (15 Active Points); OAF (-1)
  9     Flak Jacket: Resistant Protection (7 PD/5 ED) (18 Active Points); OIF (-1/2), Requires a Roll (14-; Must make roll every phase/use) (-1/2)
Powers Cost: 43
 
Cost Karate Maneuver
  4     Punch:  1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike
  4     Chop:  1/2 Phase, -2 OCV, +0 DCV, HKA 2d6
  4     Martial Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
  4     Martial Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm
  4     Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
  4     Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
  4     Nerve Strike:  1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
  5     Kick:  1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike
Martial Arts Cost: 33
 
Cost Skill
  3     Breakfall 13-
  3     Bureaucratics 13-
  3     Climbing 13-
  3     Combat Driving 13-
  3     Combat Piloting 13-
  2     CuK: German Culture 11-
  3     Demolitions 14-
  3     Disguise 14-
  4     KS: Nazi Party 13-
  3     Linguist
  3     1)  Language:  English (idiomatic) (4 Active Points)
  2     2)  Language:  French (completely fluent) (3 Active Points)
  2     4)  Language:  Hebrew (completely fluent) (3 Active Points)
  3     Paramedics 14-
  3     Shadowing 14-
  3     Stealth 13-
  3     Streetwise 13-
 20    +2 with All Attacks
 12    +4 OCV with Knife
 24    +2 Overall
Skills Cost: 107
 
Cost Perk
  2     Deep Cover
  6     Fringe Benefit:  Concealed Weapon Permit (where appropriate), International Driver's License, Mossad agent, Passport
Perks Cost: 8
 
Total Character Cost: 355
 
Pts. Complication
  5    Dependent NPC:  Friend Jacob Litvak Infrequently (Slightly Less Powerful than the PC)
  5    Distinctive Features:  Holocaust register, tatoo (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 20   Hunted:  MOssad Very Frequently (Mo Pow; NCI; Watching)
 10   Negative Reputation:  Radical Zionist, Frequently
 15   Psychological Complication:  Will never use ordinary guns (Common; Strong)
 20   Psychological Complication:  Obsessed with Nazis (Very Common; Strong)
Complication Points: 75

 

 

2ibyoso.jpg

Henri Weissman.hdc

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The final character in the Children of the Holocaust is the White Rose.  His origin is very odd; he was among 13 kids hiding in a building that was destroyed, and they all vowed to defeat the Nazis.  When he awoke, Erich had powers and was a gestalt of all 13 minds in one body.  It would be an interesting character to play but his powers and background are just so vague.  Was it magic?  Why is he so fast?  His martial arts were just 20 points of undefined abilities, so I gave him some highly mobile, energetic martial arts moves.

 

White Rose
 
Val Char Cost
 20  STR   10
 35  DEX   50
 13  CON   3
 12  BOD   2
 13  INT     3
 10  EGO   0
 15  PRE   5
  6   PD     4
  3   ED     1
  8   SPD  60
  7   REC   3
 25  END   1
 30  STN   5
 
OCV: 12
DCV: 12
OMCV: 3
DMCV: 3
 
22m RUN  10
  4m SWIM 0
  8m LEAP  2
Characteristics Cost: 255
 
Cost Power
  5     Tireless: Reduced Endurance (1/2 END; +1/4) (5 Active Points) applied to STR
 62    White Rose Powers: Multipower, 62-point reserve
 6f     1)  Thorn Strike: Killing Attack - Hand-To-Hand 3d6 (4d6+1 w/STR), Reduced Endurance (1/2 END; +1/4) (56 Active Points)
 6f     2)  Thorn Coat: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR), Area Of Effect (2m Surface; +1/4), Armor Piercing (+1/4), Constant (+1/2), Reduced Endurance (0 END; +1/2) (62 Active Points)
Powers Cost: 79
 
Cost Martial Arts Maneuver
  4     Fast Strike:  1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike
  5     Flying Dodge:  1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
  5     Flying Grab:  1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on; FMove
  3     Flying Tackle:  1/2 Phase, +0 OCV, -1 DCV, 4d6 +v/10 Strike; You Fall, Target Falls; FMove
  3     Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 5d6 Strike, Target Falls
  4     Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 35 STR vs. Grabs
  5     Passing Disarm:  1/2 Phase, -1 OCV, -1 DCV, Disarm, 30 STR to Disarm; FMove
  5     Passing Strike:  1/2 Phase, +1 OCV, +0 DCV, 4d6 +v/10; FMove
  5     Passing Throw:  1/2 Phase, +0 OCV, +0 DCV, 4d6 +v/10; Target Falls; FMove
  4     Shove:  1/2 Phase, +0 OCV, +0 DCV, 35 STR to Shove
Martial Arts Cost: 43
 
Cost Skill
   3     Acrobatics 16-
Skills Cost: 3
 
Total Character Cost: 380
 
Pts. Complication
 10   Hunted:  Stasi Infrequently (As Pow; NCI; Limited Geographical Area; Harshly Punish)
 10   Hunted:  Odessa Infrequently (Less Pow; NCI; Harshly Punish)
 15   Psychological Complication:  Idealist (Common; Strong)
 20   Psychological Complication:  Superpatriot for Germany (Very Common; Strong)
 15   Psychological Complication:  Reckless and fearless (Common; Strong)
 10   Physical Complication:  Composite Mind: slow to reach decisions if not in combat (Infrequently; Slightly Impairing)
 15   Social Complication:  Secret Identity and carefully hidden nature Frequently, Major
Complication Points: 95
 
v6uhah.jpg

White Rose.hdc

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That wraps it up for Wings of the Valkyrie.  Of course there are also random Nazi soldiers and such, but they don't need a special writeup.  The images were very small and rough, so they don't color up as nicely as some of the others.  I dug up and fixed Sagittarius' picture, thanks for spotting that Checkmate.

 

Not sure what I'll do next.  These are fun but time consuming, and I have a lot of writing to do.

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Humm...old Occasional, err, Adventure Club characters. I can't wait for the Rouge Beast.

 

I was thinking that Lenore, who got a write-up in Adventurers Club #8, might be fun to do.  One of Foxbat's early allies, she was a mutant with--as I recall--invisibility and teleportation powers, who pretended to be a vampire.  She ran the Foxbat Vs. Fandom letter column for a while, and enjoyed toying with the people who wrote in to praise--or taunt--Foxbat.

 

Just a suggestion.  Thank You, Christopher, for all your work in converting these characters.  :thumbup:

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I was thinking that Lenore, who got a write-up in Adventurers Club #8, might be fun to do.  One of Foxbat's early allies, she was a mutant with--as I recall--invisibility and teleportation powers, who pretended to be a vampire.  She ran the Foxbat Vs. Fandom letter column for a while, and enjoyed toying with the people who wrote in to praise--or taunt--Foxbat.

 

Just a suggestion.  Thank You, Christopher, for all your work in converting these characters.  :thumbup:

 

 

You may be conflating two different characters.

 

Lenore was a mutant with teleportation, invisibility, intangibility, and a subconscious telekinetic "guardian angel".  She was a prankster and snoop who specialized in discovering heroes' and villains' secrets and then pulling embarrasing pranks on them.  At one point she discovered one of Foxbat's abandoned lairs, gave away some of his gadgets, sabotaged others, and responded to some of his letters.

 

Sylvia was one of Foxbat's allies from the Champions comic book, and received a game write-up in issue #5.  She was an actual vampire, and dressed similarly to some of the pictures of Lenore in Adventurer's Club.  

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Bastion of Budapest

 

Val   Char   Cost    Roll     Notes

  13    STR       3       12-      Lift 151.6kg; 2 ½d6 [1]

  15    DEX     10      12-      OCV:  5/DCV:  5

  18    CON      8       13-

  18    INT        8       13-      PER Roll 13-

  23    EGO     13      14-      ECV:  8 - 8

  10    PRE       0       11-      PRE Attack:  2d6

 

   5     OCV     10     

   5     DCV     10     

   8     OMCV 15     

   8     DMCV 15     

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

 

   8     PD          6                   Total:  8 PD (0 rPD)

   8     ED         6                   Total:  8 ED (0 rED)

   7     REC      3

  40    END      4

  10    BODY   0

  26    STUN    3       Total Characteristic Cost:  144

 

Movement:    Running:  12m/24m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                  

165    Telekinetic Hold:  Entangle 6d6, 6 PD/6 ED, Alternate Combat Value (uses OMCV against DCV; +0), Works Against EGO, Not STR (+¼), Reduced Endurance (½ END; +¼), Area Of Effect (1m Radius; +¼), Takes No Damage From Attacks All Attacks, EGO only to break out (+1) (165 Active Points)      END      7

60      Telekinetic Choke:  Killing Attack - Ranged 1d6, Alternate Combat Value (uses OMCV against DCV; +0), +1 Increased STUN Multiplier (+¼), Reduced Endurance (½ END; +¼), Constant (+½), Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; All Or Nothing; +1), Does BODY (+1) (60 Active Points)  END   3

105    Telekinetic Wall:  Barrier 14 PD/14 ED, 0 BODY (up to 8m long, 4m tall, and ½m thick), Dismissable, Non-Anchored, Reduced Endurance (½ END; +¼), Hardened (+¼) (105 Active Points)  END     4

 

           Perks

6         Contact:  Hungarian Government Official (Contact has access to major institutions, Contact has extremely useful Skills or resources) 11-

3         Fringe Benefit:  Federal/National Police Powers

3         Positive Reputation:  Hungarian National Hero (Eastern Europe) 11-, +3/+3d6

 

           Talents

3         Absolute Time Sense

5         Eidetic Memory

3         Lightning Calculator

4         Speed Reading (x10)

 

           Skills

15      +5 with Telekinetic Powers

 

2         AK: Hungary 11-

13      Bureaucratics 16-

3         CK: Budapest 13-

3         Cryptography 13-

3         Deduction 13-

0         Language (Hungarian, Idiomatic)

2         Language (English, Fluent Conversation)

3         Lipreading 13-

3         Science Skill:  Mathematics 13-

 

Total Powers & Skill Cost:  404

Total Cost:  548

 

Pts. Complication

15      Dependent NPC:  Adopted Niece, Infrequently (Incompetent)

10      Distinctive Features:  Mutant (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)

25      Enraged:  When children are hurt; (Uncommon), go 14-, recover 8-

25      Hunted:  Hungarian Government; Very Frequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)

10      Physical Complication:  Nearsighted, Wears Glasses; (Infrequently; Slightly Impairing)

20      Psychological Complication:  Always Obeys Orders of Superiors; (Common; Total)

10      Psychological Complication:  Frightened of Losing Custody of Niece; (Uncommon; Strong)

15      Psychological Complication:  Never Endangers/Protective of Children; (Uncommon; Total)

15      Social Complication:  Public ID; Frequently, Major

145    Complication Points

 

148    Experience Points

 

14aljt0.jpg

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Banshee

 

   Val     Char   Cost    Roll           Notes

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

    20      DEX     20      13-            OCV:  7/DCV:  7

    25      CON     15      14-

    25      INT      15      14-            PER Roll 14-

    25      EGO     15      14-            ECV:  8 - 8

25+20  PRE      15      14- / 18-   PRE Attack:  5d6/9d6

 

     7       OCV     20     

     7       DCV     20     

     8       OMCV 15     

     8       DMCV 15     

     5       SPD      30                        Phases:  3, 5, 8, 10, 12

 

    10      PD          3                         Total:  10 PD (5 rPD)

    10      ED         3                         Total:  10 ED (5 rED)

    15      REC     11

    70      END     10

    25      BODY  15

    48      STUN   14      Total Characteristic Cost:  246

 

Movement:       Running:  12m/24m

                            Leaping:  4m/8m

                            Swimming:  4m/8m

 

Cost   Powers                                                                                  

80      Ghost/Banshee Powers:  Multipower, 80-point reserve       

8f       1)  Banshee Scream I:  Drain END 4d6, Attack Versus Alternate Defense (Flash Defense (Hearing); All Or Nothing; +0), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (80 Active Points)      END       8

8f       2)  Banshee Scream II:  Blast 8d6, Attack Versus Alternate Defense (Flash Defense (Hearing); +1) (80 Active Points)    END   8

4f       3)  Banshee Scream III:  Hearing Group Flash 8d6, Area Of Effect (12m Cone; +½) (36 Active Points);   END 4

8f       4)  Banshee Scream IV:  Killing Attack - Ranged 3d6, Area Of Effect (20m Cone; +¾) (79 Active Points)      END      8

4f       5)  Ghost Form:  Desolidification  (affected by Magic) (40 Active Points)   END 4

2f       6)  Visions of the Future:  Precognitive Clairsentience (Sight Group) (40 Active Points); Precognition Only (-1)  END 4

                                                                                                                   

10      Terrifying Wail:  +20 PRE (20 Active Points); Only To Make Fear-Based Presence Attacks (-1)          

15      Banshee Form:  Resistant Protection (5 PD/5 ED)              

30      Banshee Form:  Physical Damage Reduction, Resistant, 50%       

30      Banshee Form:  Energy Damage Reduction, Resistant, 50%         

10      Banshee Mind:  Mental Defense (10 points total)              

10      Banshee Form:  Power Defense (10 points)                         

40      Banshee Nature:  Life Support  (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep)   0

20      Banshee Concealment:  Invisibility to Sight Group      END        2

25      Banshee Visitation:  Extra-Dimensional Movement (from Limbo to any point on Earth)   END     2

8         Visions of Doom:  Sight Group Images, +/-1 to PER Rolls, Area Of Effect (2m Radius; +¼) (16 Active Points); Set Effect (Only To Show A Person's Death, Or A Great Disaster; -1)  END 2

 

           Talents

20      Universal Translator 14-

 

           Skills

25      +5 with Banshee Scream

 

3         KS: Vandaleur Family 14-

0         Language:  Gaelic (idiomatic) (4 Active Points)

7         Mimicry 16-

11      Stealth 17-

 

Total Powers & Skill Cost:  378

Total Cost:  624

 

400+ Matching Complications

15      Hunted:  London Watch; Infrequently (Mo Pow; NCI; Limited Geographical Area; Capture;)

20      Hunted:  New Knights Of The Round Table; Infrequently (Mo Pow; NCI; Capture)

10      Hunted:  Extradimensional Entities Of The Universe;  Infrequently (Mo Pow; NCI; Watching)

20      Hunted:  Vandeleur Family; Infrequently (Mo Pow; NCI; Harshly Punish)

25      Psychological Complication:  To Haunt Those Fated To Die Soon; (Very Common; Total)

20      Negative Reputation:  Harbinger Of Death, Very Frequently (Extreme)

20      Susceptibility:  from iron 2d6 damage per Turn (Common)

20      Susceptibility:  from salt 2d6 damage per Turn (Common)

150    Complication Points

 

224    Experience Points

 

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