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6th Edition Conversions


Christopher R Taylor

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Floodgate

 

Val   Char   Cost    Roll     Notes

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

  24    DEX     28      14-      OCV:  8/DCV:  8

  20    CON     10      13-

  13    INT        3       12-      PER Roll 12-

  10    EGO      0       11-      ECV:  3 - 3

  15    PRE       5       12-      PRE Attack:  3d6

 

   8     OCV     25     

   8     DCV     25     

   3     OMCV  0      

   3     DMCV  0      

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

 

  24    PD        10                  Total:  24 PD (12 rPD)

  24    ED        10                  Total:  24 ED (12 rED)

   8     REC      4

  40    END      4

  10    BODY   0

  36    STUN    8       Total Characteristic Cost:  172

 

Movement:    Running:  12m/24m END 1

                         Leaping:  4m/8m END 1

                         Swimming:  80m/640m  END 1

 

Cost   Powers                                                                                  

100    Water Powers:  Multipower, 100-point reserve                     

10f     1)  Water Blast I:  Blast 8d6, Reduced Endurance (½ END; +¼), Double Knockback (+½), Area Of Effect (30m Cone; +¾) (100 Active Points)      END 4

9f       2)  Water Blast II:  Killing Attack - Ranged 2d6, Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; All Or Nothing; +1), Does BODY (+1) (90 Active Points)  END 9

5f       3)  Water Manipulation:  Telekinesis (60 STR), Affects Porous (100 Active Points); Only Works on Water (-1)  END 10

                                                                                                                   

36      Water Form:  Resistant Protection (12 PD/12 ED)             

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

15      Water Form:  Mental Damage Reduction, 25%                 

13      Aquatic Adaptation:  Life Support  (Safe in High Pressure; Safe in Intense Cold; Self-Contained Breathing)    

25      Delphine Sonar:  Active Sonar (Hearing Group), Increased Arc Of Perception (360 Degrees), Tracking              

27      Liquid Intangibility:  Desolidification  (affected by affected by cold or fire) (40 Active Points); Cannot Pass Through Solid Objects (-½)     END   4

72      Superb Swimmer:  Swimming +76m (80m total) (x8 Noncombat), Reduced Endurance (0 END; +½) (72 Active Points)

 

           Talents

3         Bump Of Direction

4         Environmental Movement (no penalties in water)

 

           Skills

25      +5 with Water Powers

 

3         Acrobatics 14-

2         AK: The Netherlands 11-

3         Breakfall 14-

3         KS: Environmental Groups 12-

3         KS: Olympics 12-

5         KS: Water Pollution 14-

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

2         Language:  English (fluent conversation)

5         Science Skill:  Botany 14-

4         Science Skill:  Environmental Science 13-

 

Total Powers & Skill Cost:  404

Total Cost:  576

 

Pts    Complications

30      Enraged:  Berserk when she sees water pollution; (Common), go 11-, recover 11-

20      Hunted:  UNTIL; Infrequently (Mo Pow; NCI; Capture)

20      Hunted:  Dutchess Industries; Infrequently (Mo Pow; NCI; Capture/Kill)

15      Negative Reputation:  Destructive Eco-Terrorist, Frequently (Extreme)

20      Psychological Complication:  Hates Polluters; (Common; Total)

15      Social Complication:  Secret ID; Frequently, Major

10      Vulnerability:  2 x STUN from Ice/Cold Attacks (Uncommon)

10      Vulnerability:  2 x BODY from Ice/Cold Attacks (Uncommon)

140    Total Complications

 

Total Experience Points:  576

 

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Hoarfrost

 

Val   Char   Cost    Roll     Notes

  10    STR       0       11-      Lift 100.0kg; 2d6

  20    DEX     20      13-      OCV:  8/DCV:  8

  25    CON     15      14-

  20    INT      10      13-      PER Roll 13-

  18    EGO      8       13-      ECV:  3 - 6

  20    PRE      10      13-      PRE Attack:  4d6

 

   8     OCV     25     

   8     DCV     25     

   3     OMCV  0      

   6     DMCV  9      

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

 

  28    PD          8                   Total:  28 PD (18 rPD)

  28    ED         8                   Total:  28 ED (18 rED)

  14    REC     10

  60    END      8

  15    BODY   5

  50    STUN   15      Total Characteristic Cost:  206

 

Movement:    Running:  12m/24m

                         Leaping:  4m/8m

                         Swimming:  3m/6m

 

Cost   Powers                                                                                   END

70      Freezing Fog:  Drain BODY and STUN 4d6, Persistent (+¼), Personal Immunity (+¼), Expanded Effect (x2 Characteristics or Powers simultaneously) (+½), Area Of Effect (8m Radius; +½), Reduced Endurance (0 END; +½), Constant (+½) (140 Active Points); Always On (-½), No Range (-½)             0

40      Freezing Fog:  Darkness to Sight Group 8m radius, Persistent (+¼), Personal Immunity (+¼), Reduced Endurance (0 END; +½) (80 Active Points); Always On (-½), No Range (-½)       0

30      Freezing Fog:  Change Environment (-8 Temperature Level Adjustment), Personal Immunity (+¼), Persistent (+¼), Area Of Effect (8m Radius; +½), Reduced Endurance (0 END; +½) (60 Active Points); Always On (-½), No Range (-½)           0

                                                                                                                   

131    Blast of Cold Wind:  Blast 15d6, Armor Piercing (+¼), Double Knockback (+½) (131 Active Points)    13

                                                                                                                   

5         Sense Body Heat:  Infrared Perception (Sight Group)         0

43      Frost Armor:  Resistant Protection (18 PD/18 ED) (54 Active Points); Perceivable (-¼)            0

22      Cryogenically-altered Body:  Life Support  (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Safe in Intense Cold; Self-Contained Breathing)                              0

 

           Talents

3         +1/+1d6 Striking Appearance (vs. all characters)

 

           Skills

4         +2 OCV with Blast of Cold Wind

 

3         Bureaucratics 13-

3         Computer Programming 13-

3         Electronics 13-

3         Inventor 13-

3         KS: The Military World 13-

3         PS: Scientist 13-

3         Science Skill:  Cryogenics 13-

3         Science Skill:  Physics 13-

3         Science Skill:  Chemistry 13-

3         Systems Operation

 

Total Powers & Skill Cost:  379

Total Cost:  584

 

Pts    Complications

25      Distinctive Features:  Glowing blue eyes, blue-skin, frost armor, and freezing winds surround her (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

15      Dependence:  Must feed off Others' Body Heat or suffer Takes 3d6 Damage (Easy To Obtain; 1 Hour)

10      Psychological Complication:  In love with Midnight Sun (Uncommon; Strong)

10      Hunted:  Midnight Sun Infrequently (As Pow; Harshly Punish)

20      Hunted:  UNTIL Infrequently (Mo Pow; NCI; Capture)

15      Negative Reputation:  Murderous Supervillainess, Frequently (Extreme)

15      Social Complication:  Secret ID: Siiri Korhonen Frequently, Major

20      Vulnerability:  2 x BODY Heat/Fire Attacks (Common)

20      Vulnerability:  2 x STUN Heat/Fire Attacks (Common)

150     Total Complications

 

Total Experience Points:  584

 

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She seems like an homage to DC's Killer Frost. She'd be tough to fight with AE attacks or some kind of enhanced senses. If I can make a suggestion I'd give her Freezing Fog powers Unified Power (or would it still be Linked?) since I get the impression they're a collective effect of a single ability. Do they affect beings that are immune to extreme cold and/or non living or inorganic things?

 

I guess she doesn't get much use out of her Striking Appearance being constantly surrounded by a blinding, deadly fog. :)

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She seems like an homage to DC's Killer Frost. She'd be tough to fight with AE attacks or some kind of enhanced senses. If I can make a suggestion I'd give her Freezing Fog powers Unified Power (or would it still be Linked?) since I get the impression they're a collective effect of a single ability. Do they affect beings that are immune to extreme cold and/or non living or inorganic things?

 

I guess she doesn't get much use out of her Striking Appearance being constantly surrounded by a blinding, deadly fog. :)

 

Yeah, she's very similar to Killer Frost- and Midnight Sun has a bit of Firestorm going for him.

 

Immunity to Extreme Cold and non-living/organic beings would be immune to the temperature level effect, although not the BODY drain.

 

Yeah, I'll get rid of the Always On and Persistent modifers so she could use her Striking Appearance.

 

That said, I'll post an altered version with your suggestions.

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Hoarfrost 2.0

 

Val   Char   Cost    Roll     Notes

  10    STR       0       11-      Lift 100.0kg; 2d6

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

  23    CON     13      14-

  20    INT      10      13-      PER Roll 13-

  18    EGO      8       13-      ECV:  3 - 6

  20    PRE      10      13-      PRE Attack:  4d6

 

   7     OCV     20     

   7     DCV     20     

   3     OMCV  0      

   6     DMCV  9      

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

 

  24    PD          4                   Total:  24 PD (18 rPD)

  18    ED         4                   Total:  18 ED (12 rED)

  10    REC      6

  60    END      8

  15    BODY   5

  50    STUN   15      Total Characteristic Cost:  182

 

Movement:    Running:  40m/80m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

80      Freezing Fog:  Darkness to Sight Group 16m radius, Personal Immunity (+¼), Reduced Endurance (0 END; +½) (140 Active Points); No Range (-½), Unified Power (-¼)             0

70      Freezing Fog:  Drain BODY 4d6, Personal Immunity (+¼), Expanded Effect (x2 Characteristics or Powers simultaneously) (+½), Reduced Endurance (0 END; +½), Area Of Effect (16m Radius; +1 ¼), Mobile (1m per Phase; +½) (140 Active Points); No Range (-½), Unified Power (-¼), Does Not Work Versus Targets with LS: Safe in Intense Cold (-¼)                                                                                                  0

23      Freezing Fog:  Change Environment (-6 Temperature Level Adjustment), Reduced Endurance (0 END; +½), Area Of Effect (16m Radius; +¾) (40 Active Points); No Range (-½), Unified Power (-¼)       0

                                                                                                                   

112    Cold Winds:  Blast 15d6, Double Knockback (+½) (112 Active Points)       11

94      Ice Darts:  Killing Attack - Ranged 5d6, Armor Piercing (+¼) (94 Active Points)        9

                                                                                                                   

45      Ice Armor:  Resistant Protection (18 PD/12 ED)                  0

2         Doesn’t Feel The Cold:  Life Support  (Safe in Intense Cold)         0

28      Ice Slides:  Running +28m (40m total), Usable As Flight (+¼) (35 Active Points); Physical Manifestation (-¼), Leaves A Trail of Ice (-0)                                                                           3

 

           Talents

3         +1/+1d6 Striking Appearance (vs. all characters)

 

           Skills

6         +2 with Ice Darts and Cold Winds

 

3         Bureaucratics 13-

3         Computer Programming 13-

3         Electronics 13-

3         Inventor 13-

0         Language:  Finnish (Suomi) (idiomatic) (4 Active Points)

3         Language:  Swedish (completely fluent)

2         Language:  English (fluent conversation)

5         Science Skill:  Cyrogenics 15-

3         Stealth 13-

3         Systems Operation 13-

 

Total Powers & Skill Cost:  491

Total Cost:  673

 

Pts     Complications

15      Distinctive Features:  ice and frost covered body  (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

15      Hunted:  Midnight Sun; Frequently (As Pow; Capture)

20      Hunted:  UNTIL; Infrequently (Mo Pow; NCI; Capture)

15      Negative Reputation:  Murderous killer, Frequently (Extreme)

15      Psychological Complication:  Loves Midnight Sun; (Common; Strong)

30      Vulnerability:  2 x BODY fire and heat attacks (Very Common)

30      Vulnerability:  2 x STUN fire and heat attacks (Very Common)

140   Total Complications

 

Total Experience Points:  673

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Yeah, she's very similar to Killer Frost- and Midnight Sun has a bit of Firestorm going for him.

 

Immunity to Extreme Cold and non-living/organic beings would be immune to the temperature level effect, although not the BODY drain.

 

Yeah, I'll get rid of the Always On and Persistent modifers so she could use her Striking Appearance.

 

That said, I'll post an altered version with your suggestions.

 

I apologize if I came across as nitpicking. It just some questions that came up. I like the job you're doing with these characters. Great write ups

 

Edit: The comment on her Striking Appearance was intended as something of a joke. I didn't have a problem with her having it as she was. Its a character detail that might come up at some point and as a NPC efficiency isn't a major concern.

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At the very least, for her sake I'm hoping that Midnight Sun will have enough defenses to interact with her in some way to make her complications seem reasonable.....

 

 

In the original 4e write-ups, Hoarfrost and Midnight Sun were actually Susceptible to each other (1d6/Turn). 

They used to be engaged, but he thinks she's dead and the one time they met after they gained their powers, he couldn't see through her mist before he flew away.

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In the original 4e write-ups, Hoarfrost and Midnight Sun were actually Susceptible to each other (1d6/Turn). 

They used to be engaged, but he thinks she's dead and the one time they met after they gained their powers, he couldn't see through her mist before he flew away.

 

Right.  I dropped complications that I felt were excessive, not actually complicating, or silly.  This fit the definition of both excessive and silly.

 

I'll be posting Midnight Sun later.

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Huntsman of the Black Forest

 

Val   Char   Cost    Roll     Notes

  50    STR      40      19-      Lift 25.6tons; 10d6 [5]

  30    DEX     40      15-      OCV:  10/DCV:  10

  40    CON     30      17-

  10    INT        0       11-      PER Roll 16-

  20    EGO     10      13-      ECV:  7 - 7

  40    PRE      30      17-      PRE Attack:  8d6

 

  10    OCV     35     

  10    DCV     35     

   7     OMCV 12     

   7     DMCV 12     

   6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12

 

  30    PD          3                   Total:  30 PD (25 rPD)

  30    ED         3                   Total:  30 ED (25 rED)

  18    REC     14

  80    END     12

  25    BODY  15

  70    STUN   25      Total Characteristic Cost:  356

 

Movement:    Running:  12m/24m

                         Flight:  40m/160m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                  

15      Sword:  Killing Attack - Hand-To-Hand 2d6 (5d6+1 w/STR) (30 Active Points); OAF (-1)   END   3

40      Bow:  Killing Attack - Ranged 2 ½d6, Double Knockback (+½), Affects Desolidified Any form of Desolidification (+½) (80 Active Points); OAF (-1)      END    8

                                                                                                                   

22      Corrupt Antlers:  Killing Attack - Hand-To-Hand 1d6 (4d6+1 w/STR), Reduced Endurance (0 END; +½) (22 Active Points)             

50      Find Prey:  Mind Scan 10d6 (Human class of minds)   END    5

45      Demonic Levitation:  Flight 40m, x4 Noncombat         END      4

40      Demonic Spirit Form:  Desolidification  (affected by Magic)     END    4

20      Infernal Escape:  Extra-Dimensional Movement (to a single location in Hell)      END      2

10      Demonic Mind:  Mental Defense (10 points total)             

75      Demon Toughness:  Resistant Protection (25 PD/25 ED)  

40      Demonic Toughness:  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)  

15      Demonic Senses:  +5 PER with all Sense Groups                

25      Demonic Senses:  Increased Arc Of Perception (360 Degrees) with all Sense Groups

5         Demonic Senses:  Infrared Perception (Sight Group)         

10      Demonic Senses:  Targeting with Normal Smell                  

5         Demonic Senses:  Tracking with Normal Smell                   

 

           Perks

67      Four Demon Hounds:  6 Followers built on 265 Pts Each (Pg 98 HERO System Beastiary 6E)

 

           Talents

20      Universal Translator 11-

 

           Skills

30      +3 with All Attacks

18      +18 OMCV with Mind Scan

 

2         Animal Handler (Canines) 17-

3         Analyze:  Combat 11-

3         Breakfall 15-

3         Interrogation 17-

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

4         Language:  German (idiomatic)

3         Stealth 15-

13      Tracking 16-

 

Total Powers & Skill Cost:  583

Total Cost:  939

 

Pts     Complications

25      Distinctive Features:  Aura of Evil (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

40      Enraged:  Berserk when he locates his prey  (Common), go 14-, recover 8-

20      Negative Reputation:  killer of superhumans, Very Frequently (Extreme)

20      Psychological Complication:  Only Cares About Tracking Down And Killing Prey; (Common; Total)

15      Psychological Complication:  Overconfident; (Common; Strong)

15      Susceptibility:  takes 2d6 damage instantly when exposed to Holy items or attacks 2d6 damage Instant (Common)

5        Vulnerability:  1 ½ x BODY Holy Attacks (Uncommon)

10      Vulnerability:  2 x STUN Holy Attacks (Uncommon)

150    Complications

 

Total Experience Points:  939

 

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Right.  I dropped complications that I felt were excessive, not actually complicating, or silly.  This fit the definition of both excessive and silly.

 

I'll be posting Midnight Sun later.

 

I wouldn't call it silly but more overdoing the "Star crossed romance" aspect of the characters. That's pretty solidly implemented by their power sets and morality. The Susceptibility makes it sort of an anvil.

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I think the idea of a pair of lovers who literally kill each other by being together is pretty interesting, personally.

 

 

It's a good plot element, but being Susceptible to one single person on the entire planet goes far enough beyond "Uncommon" that it shouldn't be worth points.

It would still work fine as something that comes up in game play, like Radium's explosion hazard in 5e and 6e.  If he's reduced to 0 BODY, he might explode in a massive burst of lethal radiation.  It's not in his Powers or Complications; it's just a plot device in his character description.

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To be fair to the writer of EE, DC had a pair of supervillians (Coldsnap & Heatstroke of the Masters of Disaster) who had similar problems; Whenever CS got within a foot of HS steam erupted between them. They joined the group to get money to cure their condition. IIRC, at one point HS was thrown into CS, and the resulting steam bath knocked them both out. :sneaky:

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To be fair to the writer of EE, DC had a pair of supervillians (Coldsnap & Heatstroke of the Masters of Disaster) who had similar problems; Whenever CS got within a foot of HS steam erupted between them. They joined the group to get money to cure their condition. IIRC, at one point HS was thrown into CS, and the resulting steam bath knocked them both out. :sneaky:

 

Interesting.  Good to know.  I just felt it was redundant given their vulnerabilities.

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I think the idea of a pair of lovers who literally kill each other by being together is pretty interesting, personally.

 

I think its interesting just a little redundant with their other Disadvantage and it felt like laying them theme on a little too thick, but that's just my opinion.

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Marathon

 

Val   Char   Cost    Roll     Notes

  30    STR      20      15-       Lift 1600.0kg; 6d6 [END 3]

  30    DEX      40      15-       OCV:  10/DCV:  10

  25    CON     15      14-

  10    INT        0       11-       PER Roll 11-

  15    EGO       5       12-       ECV:  3 - 5

  15    PRE        5       12-       PRE Attack:  3d6

 

  10    OCV      35     

  10    DCV      35     

   3     OMCV   0      

   5     DMCV   6      

   7     SPD      50                  Phases:  2, 4, 6, 7, 9, 11, 12

 

  16    PD          8                   Total:  16 PD (6 rPD)

  16    ED          8                   Total:  16 ED (6 rED)

  12    REC       8

  60    END       8

  15    BODY    5

  44    STUN   12      Total Characteristic Cost:  260

 

Movement:     Running:  24m/48m

                         Leaping:  4m/40m/8m/80m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                  

30       Olympic-Style Weaponry:  Multipower, 60-point reserve,  (60 Active Points); all slots OAF (-1)             

2f        1)  Radar Guided Javelin:  Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR), Ranged (+½), No Range Modifier (+½) (60 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1) [1 rc]

2f        2)  Exploding Discus:  Killing Attack - Ranged 2 ½d6, Area Of Effect (8m Radius; +½) (60 Active Points); 3 Charges (-1 ¼), OAF (-1), Range Based On Strength (-¼)       [3]

2f        3)  Concussion Discus:  Blast 8d6, Area Of Effect (8m Radius; +½) (60 Active Points); 4 Charges (-1), OAF (-1), Range Based On Strength (-¼)       [4]

1f        4)  Pole Vault:  Leaping +36m (4m/40m forward, 2m/20m upward), Reduced Endurance (0 END; +½) (27 Active Points); OAF (-1)                                                                                        

                                                                                                                   

12       Swift:  Running +12m (24m total)      END     2

24       Can Take a Blast:  Energy Damage Reduction, Resistant, 50% (30 Active Points); Only Versus Targets He's Aware Of (-¼)                                                                                                 

24       Can Take a Punch:  Physical Damage Reduction, Resistant, 50% (30 Active Points); Only Versus Targets He's Aware Of (-¼)                                                                                               

5         Cyber-Eye:  Nightvision                                                           

5         Cyber-Eye:  Ultraviolet Perception (Sight Group)                

6         Cyber-Eye:  +4 versus Range Modifier for Sight Group     

7         Protective Mask:  Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½)             

 

           Athletic Training

           Maneuver        OCV   DCV    Notes

5         Flying Kick       +1       -2      12d6 Strike

5         Hurdle Kick      +1       +3      8d6 Strike

5         Flying Dodge   --        +4      Dodge All Attacks, Abort; FMove

3         Legsweep         +2       -1      9d6 Strike, Target Falls

5         Passing Throw +0       +0      8d6 +v/10; Target Falls; FMove

8         +2 HTH Damage Class(es)

 

           Talents

12       Combat Luck (6 PD/6 ED)

 

           Skills

20       +2 with All Attacks

 

3         Acrobatics 15-

2         AK: Greece 11-

3         Breakfall 15-

3         Climbing 15-

3         Concealment 11-

3         Contortionist 15-

10       Defense Maneuver I-IV

3         Demolitions 11-

3         Fast Draw 15-

2         KS: The Olympics 11-

2         KS: The Professional Sports World 11-

2         KS: European Politics 11-

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

2         Language:  Russian (fluent conversation)

2         Language:  English (fluent conversation)

3         PS: Decathlete 15-

3         Sleight Of Hand 15-

3         Stealth 15-

3         Teamwork 15-

 

2         WF:  Javelins and Thrown Spears, Thrown Grenades

 

Total Powers & Skill Cost:  240

Total Cost:  500

 

Pts      Complications

5         Dependence:  Must Use Steroids Incompetence: -1 to Skill Rolls and related rolls per time increment (Difficult To Obtain; 1 Day; Addiction)

25       Enraged:  when insulted; (Common), go 11-, recover 8-

25       Hunted:  New Guard Frequently (Mo Pow; NCI; Capture;)

10       Negative Reputation:  Bitter Olympic Athlete, Frequently

15       Psychological Complication:  Arrogant Bully; (Common; Strong)

15       Psychological Complication:  Hates Americans; (Common; Strong)

10       Psychological Complication:  Sexist, dislikes women; (Common; Moderate)

5         Rivalry:  Professional, with other Athletes, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

15       Social Complication:  Secret Identity; Frequently, Major

125     Total Complications

 

Total Experience Points:  500

 

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