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Mr. R

My conversions (formerly Builds of 2018)

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So some of the Thugs presented will have to be brought up to 2019 ideas, but many seem to work well as is.  A couple of design decisions

 

Strength will be as Gurps until about str 50 then I will be upping it a lot.  In Gurps a Str 40 is about a 30-35 Hero.  But Gurps 150 is Hero 55.  So if the NPC is a brick type then additions will be made

 

Dexterity and Constitution and Intelligence  is (Gurps * 2) -10, with adjustments.

 

Ego is Gurps IQ + 3 for every level of Strong Will

 

Body is HT and Extra HT

 

Presence is Eye balled

 

Com is based on the Attractive advantage

 

Figured will be adjusted based on the character description

 

Spd will default to 4 for Brick, 5 for most others, 6 for Martial Artist and 7 for Speedsters

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First up an ecologically minded villain

 

Quote

 

2018 #38  Cascade

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

20 DEX 30 13- OCV:  7/DCV:  7

18 CON 16 13-

16 BODY 12 12-

13 INT 3 12- PER Roll 16-

20 EGO 20 13- ECV:  7

13 PRE 3 12- PRE Attack:  2 ½d6

12 COM 1 11-

 

8+8 PD 6 Total:  8/16 PD (8/16 rPD)

8+8 ED 4 Total:  8/16 ED (8/16 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

6 REC 0

36 END 0

30 STUN 0 Total Characteristic Cost:  115

 

Movement: Running: 9"/18"

Leaping: 2"/4"

Swimming: 19"/38"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

12 +4 PER with all Sense Groups

 

18 Life Support  (Eating: Character only has to eat once per week; Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week)

 

30 Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +½), Persistent (+½) (60 Active Points); Limited Power Power loses about half of its effectiveness (Only when in a large body of water; -1)

12 Armor (8 PD/8 ED) (24 Active Points); Limited Power Power loses about half of its effectiveness (Only in a large body of water; -1)

 

21 Swimming +17" (19" total), Reduced Endurance (½ END; +¼) (21 Active Points) 1

6 Running +3" (9" total) 1

 

43 Multipower, 70-point reserve, all slots Reduced Endurance (½ END; +¼) (87 Active Points); all slots Limited Power Power loses about half of its effectiveness (Requires a water source; -1)

3u 1)  Energy Blast 12d6 (60 Active Points); Limited Power Power loses about half of its effectiveness (Requires a water source; -1) 3

3u 2)  Energy Blast 7d6, Double Knockback (+¾) (61 Active Points); Limited Power Power loses about half of its effectiveness (Requires a water source; -1) 3

3u 3)  Telekinesis (40 STR), Affects Porous (70 Active Points); Limited Power Power loses about half of its effectiveness (Requires a water source; -1) 3

 

Talents

2 Environmental Movement (no penalties in water)

 

Skills

3 Acrobatics 13-

2 TF:  Large Wind-Powered Boats, Small Wind-Powered Boats

5 Concealment 13-

3 Mechanics 12-

5 Navigation 13-

5 Cramming

3 Stealth 13-

5 Survival 13-

5 Science Skill:  Zoology 14-

5 Science Skill:  Ecology 14-

 

Total Powers & Skill Cost:  202

Total Cost:  317

 

200+ Disadvantages

10 Psychological Limitation:  Temper (Common; Moderate)

25 Psychological Limitation:  Eco Warrior (Very Common; Total)

5 Money:  Poor

15 Hunted:  Police 8- (As Pow; NCI; Harshly Punish)

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

5 Reputation: , 8-

52 Experience Points

 

Total Disadvantage Points:  317

Earned Experience:  0

Spent Experience:  52

Unspent Experience:  0

 

Background/History:  Katherine Andrews was an ecological activist even before it was popular.  She proposed legislation to protect areas from pesticides and pollution. So when she heard about the possible testing of a nuclear device in the pacific, she decided to take action.  She very quietly made her way to the island, and lit a bonfire, announcing her presence to the world. When the military balked at killing a civilian, the head of the project commandeered the device and went to set it off personally.  And so Katy was blown to smithereens. But over the course of the next decades, her body reformed itself, and Katy found out she still lived. And she was mad. First someone tried to kill her, and second, pollution was even worse. Something needs to be done to rescue her beloved planet.  She will start small, but soon a Cascade of followers will arise.

 

Personality/Motivation:  Katy is the ecologist taken to an extreme.  Throwing a gum wrapper on the ground is a major crime.  Willful polluters she would kill if she got their hands on them.  

 

Quote:  

 

Powers/Tactics:  Cascade can shift into a water form.  If near a large body of water, this makes her invisible.  As well she has a telekinetic control over water, and can use it to move objects or to fire water blasts.  

 

Campaign Use:  The planet save good intentioned person going too far.  

 

Appearance:  171 cm and 55 KG.  Platinum blond hair cut very short and white eyes. Her costume is a one piece bathing suit, with a thigh high boot on the left leg and a slipper on the right foot.  

 

 

 

 

 

She's an Eco-terrorist who has gone too far. For her there is no compromise. Do it her way or suffer.

Personality wise she has a temper, a cause and a bad reputation. I could see her in a group of like minded individuals, but the group would soon fracture as a result of the personality conflicts.

Power wise she very limited. Her powers only function in or near large bodies of water. But in water she's very dangerous. Movement, invisibility, defenses and a set of powerful attacks. If you want to power her up then get rid of the limitations. That opens up her areas of operations.

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He comes from a long line of German scientist in South America who want to take over the world

 

Quote

2018 #39  Doctor Radiation

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

21 DEX 33 13- OCV:  7/DCV:  7

28 CON 36 15-

10 BODY 0 11-

25 INT 15 14- PER Roll 14-

18 EGO 16 13- ECV:  6

20 PRE 10 13- PRE Attack:  4d6

12 COM 1 11-

 

8+30 PD 6 Total:  8/38 PD (8/38 rPD)

8+30 ED 2 Total:  8/38 ED (8/38 rED)

5 SPD 19 Phases:  3, 5, 8, 10, 12

8 REC 0

56 END 0

50 STUN 21 Total Characteristic Cost:  159

 

Movement: Running: 6"/12"

Flight: 20"/160"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

6 Life Support  (Longevity: 1600 Years; Safe in High Radiation)

11 Healing BODY 1d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½), Self Only (-½)

11 Mental Defense (15 points total)

 

30 Elemental Control, 60-point powers

32 1)  Flight 20", x8 Noncombat, Reduced Endurance (½ END; +¼) (62 Active Points) 2

45 2)  Force Field (30 PD/30 ED), Reduced Endurance (½ END; +¼) (75 Active Points) 3

27 3)  Energy Blast 8d6, Personal Immunity (+¼), Area Of Effect (5" Radius; +1) (90 Active Points); No Range (-½), Limited Power Power loses about a third of its effectiveness (Only when Force Field is active; -½), No Knockback (-¼) 9

 

112 Multipower, 90-point reserve, all slots Reduced Endurance (½ END; +¼) (112 Active Points)

7u 1)  Energy Blast 15d6 (75 Active Points) 3

6u 2)  Energy Blast 9d6, Area Of Effect (10" Cone; +1) (90 Active Points); No Range (-½) 4

7u 3)  Energy Blast 10d6, Area Of Effect (One Hex; +½) (75 Active Points) 3

 

Perks

12 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 14-

5 Fringe Benefit:  Diplomatic Immunity

13 Money:  Filthy Rich

 

Talents

3 Lightning Calculator

5 Eidetic Memory

 

Skills

3 Acrobatics 13-

3 Bureaucratics 13-

7 Computer Programming 16-

3 Electronics 14-

3 Mechanics 14-

5 Tactics 15-

3 Streetwise 13-

3 Scientist

2 1)  Science Skill:  biochem 14- (3 Active Points)

2 2)  Science Skill:  economics 14- (3 Active Points)

2 3)  Science Skill:  genetics 14- (3 Active Points)

2 4)  Science Skill:  mathematics 14- (3 Active Points)

2 5)  Science Skill:  nuclear physics 14- (3 Active Points)

2 6)  Science Skill:  physics 14- (3 Active Points)

3 Linguist

4 1)  Language:  English (idiomatic; literate) (5 Active Points)

4 2)  Language:  French (idiomatic; literate) (5 Active Points)

0 3)  Language:  German (imitate dialects; literate) (6 Active Points)

4 4)  Language:  Italian (idiomatic; literate) (5 Active Points)

4 5)  Language:  Spanish (idiomatic; literate) (5 Active Points)

 

Total Powers & Skill Cost:  401

Total Cost:  550

 

200+ Disadvantages

15 Hunted:  Police 8- (As Pow; NCI; Harshly Punish)

25 Psychological Limitation:  Megalomania (Very Common; Total)

20 Psychological Limitation:  Racist and chauvinistic Thinks little of non whites and women (Very Common; Strong)

15 Enraged:  When belittled (Common), go 8-, recover 11-

264 Experience Points

 

Total Disadvantage Points:  560

Earned Experience:  0

Spent Experience:  285

Unspent Experience:  0

 

Background/History:  Heinrich Glasser was a scientist in Germany working on nuclear research when his project was cut off for using "Jewish Theories".  Relegated to other projects, after the war he was one of many German scientist who moved to USA and under the name Henry Glass, continued his research.  He came up with a new type of bomb and it was going to be tested, he was furious when he heard word about a "conservationist" on the island. He personally went to get her, but could not find her and so told his assistant that more men would be needed.  But his assistant, jealous of Glass, told everyone he had found the girl and was bringing her back and that it was OK to drop the bomb. Henry's plane went down and Henry himself took a massive dose of radiation. But he did not die. Instead he changed.  Years later when he awoke, he knew he had powers, but he hid them. His reputation in tatters, he took a small time position while formulating his plans. A few years later and he left the university in ruins as he debuted as Doctor Radiation. From a base in South America he plans his eventual rule of the planet.

 

Personality/Motivation:  Self important before, Glass is now a full blown megalomaniac.  He figure he has the powers and the brains, thus he's the best qualified to rule the world.  

 

Quote:  

 

Powers/Tactics:  A powerful flying blaster, Doctor Radiation stays airborne at all times and blasts his opponents.  Anyone coming into HTH will get his radiation field ability.

 

Campaign Use:  World conquering super scientist.  

 

Appearance:  176 cm and 87 KG with blond hair and blue-grey eyes.  His one piece body suit is red with a yellow radiation symbol on the chest.  



 

 

It is genre convention but it does work.  But by now it could be almost a parody.  If so change his origin.  But his exposure to a lot of radiation should be part of his background.  (PS if you think the female ecologist was Cascade, you're right).  But what is necessary to keep is the megalomania.  He believes that with his power and smarts, he deserves to rule.  What he would do after is still debatable.

 

Power wise he's a very powerful blaster whose supposed to be able to take on teams.  I bumped up the Stun, but forgot about the Recovery, which should be at least 14-16 points.  Although I like the idea of a mega villain who isn't a physical powerhouse, he still needs to stand up to the battering he will get.  I may have under pointed his Force Field in that regard.  Also some sort of HTH attack (an Atomic Punch as it were) would be in line.  And maybe a Strength of 15-20 just to get those figured stats.  

 

But also he supposedly has a private army.  I could see points for a base and followers.  And maybe two powered underlings at the 300 point level to add some extra oomph (I recommend a Brick and a speedster)

 

Personality wise he's a racist, chauvinistic jerk.  He would be an ideal foil for a group that is more international and egalitarian in scope.  He should regularly underestimate any females, black, hispanics and orientals.  There is not a lot to redeem him and players should have FUN foiling his plans and beating him down.  

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On 4/20/2019 at 7:42 PM, archer said:

 

10 Psychological Limitation:  Must Clean Dirty Dishes (Common; Moderate)

 

Bad Archer.  Ten lashes with a wet noodle!

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He just wants to test out his suit, for, you know, science!

 

Quote

 

2019 #40  Dominator

 

 


Val Char Cost Roll Notes

10+10 STR 0 11- / 13- Lift 100.0kg/400.0kg; 2d6/4d6

18 DEX 24 14- OCV:  8/DCV:  8

18 CON 16 14-

15 BODY 10 12-

28 INT 18 15- PER Roll 15-

24 EGO 28 14- ECV:  8

15 PRE 5 12- PRE Attack:  3d6

10 COM 0 11-

 

8+25 PD 6 Total:  8/33 PD (8/31 rPD)

8+25 ED 4 Total:  8/33 ED (8/31 rED)

3 SPD 2 Phases:  3, 5, 8, 10, 12

6 REC 0

36 END 0

29 STUN 0 Total Characteristic Cost:  113

 

Movement: Running: 6"/12"

Flight: 18"/72"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

7 +5 DEX (15 Active Points); OIF (-½), No Figured Characteristics (-½)

5 +5 CON (10 Active Points); OIF (-½), No Figured Characteristics (-½)

13 +2 SPD (20 Active Points); OIF (-½)

 

15 Density Increase (300 kg mass, +10 STR, +2 PD/ED, -2" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); OIF (-½)

23 Desolidification  (40 Active Points); OIF (-½), 1 Continuing Charge lasting 1 Hour (-¼) [1 cc]

34 Flight 18", x4 Noncombat, Reduced Endurance (½ END; +¼) (51 Active Points); OIF (-½) 2

10 +3 with DCV (15 Active Points); OIF (-½)

7 Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)

3 Infrared Perception (Sight Group) (5 Active Points); OIF (-½)

3 Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½)

13 Life Support  (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); OIF (-½)

3 Mental Defense (10 points total) (5 Active Points); OIF (-½)

 

38 Force Field (23 PD/23 ED), Reduced Endurance (½ END; +¼) (57 Active Points); OIF (-½) 2

 

75 Multipower, 90-point reserve, all slots Reduced Endurance (½ END; +¼) (112 Active Points); all slots OIF (-½)

4u 1)  Energy Blast 13d6 (65 Active Points); OIF (-½) 3

6u 2)  Energy Blast 9d6, Area Of Effect (18" Line; +1) (90 Active Points); OIF (-½) 4

 

50 Variable Power Pool, 40 base + 10 control cost,  (60 Active Points); all slots OIF (-½), VPP Can Only Be Changed Between Adventures (-½)

 

Perks

9 Money:  Wealthy

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

 

Talents

3 Lightning Calculator

5 Eidetic Memory

2 Absolute Range Sense (3 Active Points); OIF (-½)

2 Absolute Time Sense (3 Active Points); OIF (-½)

2 Bump Of Direction (3 Active Points); OIF (-½)

 

Skills

3 Acrobatics 14-

3 Bureaucratics 12-

3 Computer Programming 15-

3 Electronics 15-

3 Mechanics 15-

3 Scientist

2 1)  Science Skill:  Cybernetics 15- (3 Active Points)

2 2)  Science Skill:  Electrical Engineering 15- (3 Active Points)

2 3)  Science Skill:  Force fields 15- (3 Active Points)

2 4)  Science Skill:  Sonics 15- (3 Active Points)

2 5)  Science Skill:  metallurgy 15- (3 Active Points)

3 Tactics 15-

3 Power:  Gadgeteering 15-

 

Total Powers & Skill Cost:  384

Total Cost:  497

 

200+ Disadvantages

10 Physical Limitation:  Nearsighted and hard of hearing (Frequently; Slightly Impairing)

15 Social Limitation:  Secret ID (Frequently; Major)

10 Psychological Limitation:  Code of honor (Common; Moderate)

20 Psychological Limitation:  Devoted to Science and Technology (Very Common; Strong)

15 Hunted:  Police 8- (As Pow; NCI; Harshly Punish)

227 Experience Points

 

Total Disadvantage Points:  497

Earned Experience:  0

Spent Experience:  227

Unspent Experience:  0

 

Background/History:  George Sanchez is a prominent researcher into technology and its applications.  But he was also a major player in the organization called TRADE, which stole and cannibalized high tech from supers.  They would then dissect the devices and sell knock-offs. But George was captivated by Battlesuits. He wanted to build one, using his own ideas.  TRADE was moving in a direction he disagreed with and so he left with their blessing and started to design and build his own suit. When finished he took it out and flew into earth orbit, where he grabbed some satellites for their components.  His second test is to try it in combat. After that he is not sure, as it depends on what his next few test show about his design. Dominator will make his mark.

 

Personality/Motivation:  Science and technology.  He desires to improve his designs.  To that end he will stage attacks on high tech firms for materials, components and plans.  he also wants to test his suit in battle and will fight heroes just to see what he can and cannot do!

 

Quote:  

 

Powers/Tactics:  Dominator prefers to fight flyers and will only target landbound heroes after all the rest have been dealt with.  His weapon of choice id a sonic blaster, but he can modify the suit with other components.

 

Campaign Use:  See Motivation.

 

Appearance:  182 cm and 82 KG with black hair and brown eyes.  He has a permanent 5 O'clock shadow and wears glasses and hearing aids.  The suit is a tall metallic grey metal battlesuit (and compensates for the eyes and ears in its design)

 

 

 

 

 

In retrospect a suit that is supposed to take on a whole team needs a bit more, like extra Stun (at least 15-20 ) and more Recovery ( about an extra 5-7 ) all through the suit (OIF). So a Stun of 44 and a Rec of 11.

What is he like otherwise. Well he's nasty. Good defenses, movement and attacks with an ace in the hole desolid to get away if needed. Also his interest in high tech means he will target any heroes with gadgets or powersuits. In fact he may call in a favour from his friends in TRADE for some extra firepower. Also his gadgeteering is reserved for any special gadget he wants to place on the armour. So he can be different from one fight to the next. 

Personality wise he's your absent minded scientist with few morals or ethics. If it will help him with a new design or component, he'll steal it no problem. And he's always looking to test out a new design. He's Tony Stark with none of the safety features. 

So if you have a Tech based hero, (or even a tech based team) then he would make a good foil. He's what happens when your compass is broken. He's a dark mirror and should get heroes to question their actions!

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14 hours ago, Mr. R said:

He just wants to test out his suit, for, you know, science!

 

 

 

In retrospect a suit that is supposed to take on a whole team needs a bit more, like extra Stun (at least 15-20 ) and more Recovery ( about an extra 5-7 ) all through the suit (OIF). So a Stun of 44 and a Rec of 11.

What is he like otherwise. Well he's nasty. Good defenses, movement and attacks with an ace in the hole desolid to get away if needed. Also his interest in high tech means he will target any heroes with gadgets or powersuits. In fact he may call in a favour from his friends in TRADE for some extra firepower. Also his gadgeteering is reserved for any special gadget he wants to place on the armour. So he can be different from one fight to the next. 

Personality wise he's your absent minded scientist with few morals or ethics. If it will help him with a new design or component, he'll steal it no problem. And he's always looking to test out a new design. He's Tony Stark with none of the safety features. 

So if you have a Tech based hero, (or even a tech based team) then he would make a good foil. He's what happens when your compass is broken. He's a dark mirror and should get heroes to question their actions!

 

 

That sounds exactly like the kind of character my hero team could try to redeem by giving him a constant stream of science projects to keep him happy. Sounds like he's a lot more concerned about having interesting things to disassemble and put back together in novel ways than in villainy.

 

I know the Avengers eventually did that with Fabian Stankiewicz, the Mechano-Marauder. But I've always thought that was the best way to deal with this type of mad scientist character.

 

You start out by getting him busy with tinkering with some tech you found to keep him occupied. Later you contact him from a battle site and ask if he's able to come, take some readings, and consult about what you found. Ask respectfully if he has any ideas. Ask him if there's anything in particular he wants boxed up and sent back to the lab or whether you should use your best judgement (which ought to trigger all of his "I'm the smart one here" instincts but in a good way). The team as a whole is going to run across more interesting gadgets and enemy bases for him to examine than he could ever come up with on his own (and he will get to use his time doing research rather than dodging the police). And if he ends up pointing you to some villainous gadgeteer or some enemy hideouts which you might not otherwise have found rather than stabbing you in the back, so much the better.

 

 

 

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America the not so beautiful

 

Quote

2019 #41  Domino

 

 


Val Char Cost Roll Notes

35 STR 25 16- Lift 3200.0kg; 7d6 [3]

23 DEX 39 14- OCV:  8/DCV:  8

20 CON 20 13-

15 BODY 10 12-

18 INT 8 13- PER Roll 15-/17-

15 EGO 10 12- ECV:  5

14 PRE 4 12- PRE Attack:  2 ½d6

18 COM 4 13-

 

8+8 PD 1 Total:  8/16 PD (8/16 rPD)

8+8 ED 4 Total:  8/16 ED (8/16 rED)

5 SPD 17 Phases:  3, 5, 8, 10, 12

11 REC 0

40 END 0

43 STUN 0 Total Characteristic Cost:  142

 

Movement: Running: 6"/12"

Leaping: 7"/14"

Swimming: 2"/4"

Teleportation: 15"/120"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

16 Armor (8 PD/8 ED) (24 Active Points); OIF (-½)

6 +2 PER with all Sense Groups

4 +2 PER with Hearing Group

 

56 Teleportation 15", Position Shift, x8 Noncombat, Reduced Endurance (½ END; +¼) (56 Active Points) 2

20 Teleportation: Floating Fixed Location (1 Locations) (5 Active Points)

Notes:  (x5 number of items)

4 Martial Block +2 +2 Block, Abort

4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

3 Martial Grab -1 -1 Grab Two Limbs, 55 STR for holding on

4 Martial Strike +0 +2 11d6 Strike

3 Martial Throw +0 +1 9d6 +v/5, Target Falls

5 Offensive Strike -2 +1 13d6 Strike

8 +2 HTH Damage Class(es)

 

Perks

7 Money:  Wealthy

5 Favor

15 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (15 Active Points) 8-

 

Skills

3 Acrobatics 14-

3 Bureaucratics 12-

3 AK: NYC 13-

4 AK: Germany 14-

3 Computer Programming 13-

4 Science Skill:  Economics 14-

3 Linguist

4 1)  Language:  English (idiomatic; literate) (5 Active Points)

4 2)  Language:  French (idiomatic; literate) (5 Active Points)

0 3)  Language:  German (imitate dialects; literate) (6 Active Points)

4 4)  Language:  Greek (Modern) (idiomatic; literate) (5 Active Points)

4 5)  Language:  Italian (idiomatic; literate) (5 Active Points)

4 6)  Language:  Spanish (idiomatic; literate) (5 Active Points)

4 7)  Language:  Swedish (idiomatic; literate) (5 Active Points)

5 Seduction 13-

3 Stealth 14-

12 +3 with DCV (15 Active Points); Costs Endurance (Only Costs END to Activate; -¼)

 

Total Powers & Skill Cost:  235

Total Cost:  377

 

200+ Disadvantages

10 Psychological Limitation:  Avenge his father (Uncommon; Strong)

15 Psychological Limitation:  Desire to Humiliate the USA (Common; Strong)

15 Social Limitation:  Secret ID (Frequently; Major)

15 Hunted:  Police 8- (As Pow; NCI; Capture)

122 Experience Points

 

Total Disadvantage Points:  377

Earned Experience:  0

Spent Experience:  122

Unspent Experience:  0

 

Background/History:  Dieter Gross is the son of a German anti war activist.  While still young his father was killed in an accident. But since the driver was an American general and no charges were filed, Dieter took it as an assassination.  He resolved that he would make the USA pay for what it has done. He studied banking and international finance and got a job in the US. But also he was training himself.  He was a mutant and resolved to use both side of his powers to reduce America's prestige on the world stage. Like the first Domino, he'll start the reaction.

 

Personality/Motivation:  To embarrass and humiliate the USA.  Anything that will reduce its influence on the world stage is a win for Domino.

 

Quote:  

 

Powers/Tactics:  A teleporting Martial Artist.  He'll generally t port in, stage his attack and port out again.  He also likes to use his terrain to his advantage, to attack from different directions.  

 

Campaign Use:  A mirror to the Dark Side of the USA's influence.  Not everyone out there is a fan!

 

Appearance:  180 cm and 87 KG with blond hair and blue eyes.  



 

 

 

One common theme in this book is villains you have a beef with the USA government.  And so it needs to be taken out.  Some have ...... silly reasons, and some are like Domino here, with just enough plausibility to make their choices make sense.  Whether he is right or wrong could be a whole sub-plot.  In addition if you don't want him German, move him.  Son of a Argentinian family who made too many waves.  Son of a Greek fishing magnate.  Just keep the clouded ideas to fuel his conspiracy tendancy.

 

Power wise, he's Cheshire Cat or Nightcrawler.  T-port around hitting from different directions.  Where he could really hurt is financially.  Getting banking secrets or blackmail info. and he has the contacts to make it hurt.  But he needs to part of a team.  

 

Personality wise, he's the smiling guy at the party who plans against you and wants to take you down.  I'll be honest I find it hard to find a handle on this guy, a hook.  He's generic foreign person who dislikes the power of the USA, but doesn't have any alternative.  I like the power set, but the rest leaves me MEH!

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Avast you scurvy dog.  Prepare to be boarded and plundered!

 

Quote

2019 #42  Corsair

 

 


Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

30 DEX 60 15- OCV:  10/DCV:  10

18 CON 16 13-

15 BODY 10 12-

13 INT 3 12- PER Roll 12-

13 EGO 6 12- ECV:  4

20 PRE 10 13- PRE Attack:  4d6

22 COM 6 13-

 

8 PD 5 Total:  8 PD (8 rPD)

8 ED 4 Total:  8 ED (8 rED)

6 SPD 20 Phases:  2, 4, 6, 8, 10, 12

7 REC 0

36 END 0

32 STUN 0 Total Characteristic Cost:  145

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

30 Luck 6d6

 

60 Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +½) (90 Active Points); all slots OIF (-½)

1u 1)  Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-½), OIF (-½)

1u 2)  Killing Attack - Hand-To-Hand 1d6+1 (2d6+1 w/STR) (20 Active Points); OIF (-½)

4u 3)  Energy Blast 12d6, STUN Only (+0) (60 Active Points); OIF (-½)

4 Martial Block +2 +2 Block, Abort

4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Martial Disarm -1 +1 Disarm; 25 STR to Disarm

4 Martial Strike +0 +2 5d6 Strike

5 Offensive Strike -2 +1 7d6 Strike

5 Passing Strike +1 +0 3d6 +v/5; FMove

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

1 Weapon Element:  Blades

 

Perks

11 Money:  Filthy Rich

5 Favor

2 Reputation (A small to medium sized group) 11-, +2/+2d6

 

Talents

12 Combat Luck (6 PD/6 ED)

15 Combat Sense 12-

 

Skills

3 Acrobatics 15-

5 AK: Pacific Coast 14-

3 Disguise 12-

3 Fast Draw 15-

7 Navigation 14-

3 High Society 13-

4 TF:  Large Rowed Boats, SCUBA, Small Rowed Boats, Small Wind-Powered Boats

3 Seduction 13-

3 Stealth 15-

3 Streetwise 13-

10 +2 with DCV

 

Total Powers & Skill Cost:  228

Total Cost:  373

 

200+ Disadvantages

15 Psychological Limitation:  Kleptomaniac (Common; Strong)

15 Psychological Limitation:  Likes to fight (Common; Strong)

15 Psychological Limitation:  Impulsive (Common; Strong)

15 Social Limitation:  Secret ID (Frequently; Major)

10 Hunted:  Police 8- (As Pow; Capture)

5 Reputation: , 8-

98 Experience Points

 

Total Disadvantage Points:  373

Earned Experience:  0

Spent Experience:  98

Unspent Experience:  0

 

Background/History:  Neil Hodges was one of those born to rich parents.  All he wanted was supplied and so he drifted through life.  When a small winning of a lottery ticket generated a furor at college, he dropped out while things cooled down.  So he sailed is small yacht along the Pacific. It was there that he was witness to a super battle where a villain lost part of his super tech.  It fell into San Francisco Bay and he sailed over, and salvaged it. He took it to some machinist friends and had the energy projector element placed into a saber hilt.  After much training he decided to debut a gentleman thief. He has named himself after the pirates of the past, he is Corsair.

 

Personality/Motivation:  He started as a thrill seeker, but now it has blossomed into a type of Kleptomania and a desire to prove himself in battle.  

 

Quote:  

 

Powers/Tactics:  A highly trained martial artist and fencer supplemented with a padded costume and a trick sword.  The sword can be sheathed in energy so it is non lethal and can fire energy beams so he can knock people out at range.  In combat he moves a lot so he presents a full target as few times as possible.

 

Campaign Use:  Gentleman thief.  If you have a sword type hero he may decide to challenge him.  

 

Appearance:  185 cm and 220 KG with black hair and hazel eyes.  He has a thin mustache and wears tight legging and boots and a vest with a scabbard for his saber.


 

 

 

A gentleman thief.  Or at least that is how he thinks of himself.  In actuality he's a spoiled rich boy who he taken up an eccentric hobby (what does that say about Batman?).  He likes to think himself a modern day pirate (though he operates only along the Pacific Coast)  and a gentleman thief (even though he's already filthy rich).  But he is a great NPC to throw to your PCs if you are tired of super serious plots and want something a bit more ....  dashing.

 

Personality.  He's Errol Flynn.  Captain Jack Sparrow.  Captain Morgan.  Play up the dashing vibe.  He'll play up to a female hero, but he's not so chauvanistic as to think they are no danger.  He wants a challenge.

 

Power.  He's a highly trained swordsman with a high tech sword.  If you have a weapon specialist in your team, he'll aim for him first for a duel.  But when things get scary, his sword can deliver some serious ranged damage (though strictly non-lethal).  At this point the dashing pirate comes through.  He's got six dice of luck and I'd use the Gestalt Version of luck (Basically roll all the dice and use as a pool of points to modify skill rolls or OCV/DCV)  He should be the type to run through a hail of blaster fire and not have a mark on him.  

 

Some additional ideas:  Some swinging (cmon he's a pirate), some extra ranged slots in his sword, and to be truly disgusting add more luck (12 d6 if you want seriously over the top)

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3 hours ago, Mr. R said:

Avast you scurvy dog.  Prepare to be boarded and plundered!

 

 

 

A gentleman thief.  Or at least that is how he thinks of himself.  In actuality he's a spoiled rich boy who he taken up an eccentric hobby (what does that say about Batman?).  He likes to think himself a modern day pirate (though he operates only along the Pacific Coast)  and a gentleman thief (even though he's already filthy rich).  But he is a great NPC to throw to your PCs if you are tired of super serious plots and want something a bit more ....  dashing.

 

Personality.  He's Errol Flynn.  Captain Jack Sparrow.  Captain Morgan.  Play up the dashing vibe.  He'll play up to a female hero, but he's not so chauvanistic as to think they are no danger.  He wants a challenge.

 

Power.  He's a highly trained swordsman with a high tech sword.  If you have a weapon specialist in your team, he'll aim for him first for a duel.  But when things get scary, his sword can deliver some serious ranged damage (though strictly non-lethal).  At this point the dashing pirate comes through.  He's got six dice of luck and I'd use the Gestalt Version of luck (Basically roll all the dice and use as a pool of points to modify skill rolls or OCV/DCV)  He should be the type to run through a hail of blaster fire and not have a mark on him.  

 

Some additional ideas:  Some swinging (cmon he's a pirate), some extra ranged slots in his sword, and to be truly disgusting add more luck (12 d6 if you want seriously over the top)

 

 

I love this character.

 

As an additional idea, I'd recommend a Missile Deflection slot in his sword multipower. When he's using the hand attack or the killing attack, he has points in the multipower which are going unused. If he's ever attacking with either of those powers but not making a half move, having those points doing something would be helpful.Batting attacks out of the air would be very flavorful for a dexterous swordsman.

 

It sounds like his machinist friends didn't really have a full grasp of the technology and might not even have known what the original machinery/AI/robot was designed to do. There might be a couple of other little things built in, maybe even things which Corsair hasn't yet discovered, such as:

 

A Ventriloquism and Mimicry slot. Corsair could probably find some fun ways to work this functionality into his crimes or escapes.

 

A slot which contains Absolute Range Sense, Absolute Time Sense,  Bump Of Direction, and Environmental Movement: Zero Gravity. This slot might make sense if the original gadget was built to be a welding robot or computer system in outer space.

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VALHALAAAAAAAAAA!

 

Quote

 

2019 #42  Erik Bloodaxe

 

 


Val Char Cost Roll Notes

18+25 STR 8 13- / 18- Lift 303.1kg/9700.6kg; 3 ½d6/8 ½d6 [2/4]

15 DEX 15 13- OCV:  6/DCV:  6

15 CON 10 14-

15+5 BODY 10 12- / 13-

11 INT 1 11- PER Roll 11-

11 EGO 2 11- ECV:  4

18 PRE 8 13- PRE Attack:  3 ½d6

8 COM -1 11-

 

8+20 PD 4 Total:  8/28 PD (8/28 rPD)

8+20 ED 5 Total:  8/28 ED (8/28 rED)

4 SPD 15 Phases:  3, 6, 9, 12

7 REC 0

30 END 0

32+5 STUN 0 Total Characteristic Cost:  77

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

13 Mental Defense (15 points total)

 

5 +3 DEX (9 Active Points); No Figured Characteristics (-½), Only In Heroic Identity (-¼)

11 +10 CON (20 Active Points); No Figured Characteristics (-½), Only In Heroic Identity (-¼)

45 Growth (+25 STR, +5 BODY, +5 STUN, -5" KB, 3,200 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (56 Active Points); Only In Heroic Identity (-¼)

12 Armor (5 PD/5 ED) (15 Active Points); Only In Heroic Identity (-¼)

26 Armor (15 PD/15 ED) (45 Active Points); Linked (Growth; -½), Only In Heroic Identity (-¼)

17 +30 STUN (30 Active Points); Linked (Growth; -½), Only In Heroic Identity (-¼)

 

37 Multipower, 50-point reserve, all slots Reduced Endurance (0 END; +½) (75 Active Points); all slots OAF (-1)

1u 1)  Killing Attack - Hand-To-Hand 2d6 (3d6 / 4d6 w/STR) (30 Active Points); OAF (-1)

1u 2)  Hand-To-Hand Attack +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-½)

 

Skills

3 Computer Programming 11-

1 Language:  English (imitate dialects; literate) (6 Active Points)

5 Language:  Italian (idiomatic; literate)

6 PS: Customs Law 14-

5 PS: Merchant 13-

5 Streetwise 14-

 

Total Powers & Skill Cost:  201

Total Cost:  278

 

200+ Disadvantages

10 Distinctive Features:  Only when transformed (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

20 Psychological Limitation:  Greedy (Very Common; Strong)

20 Psychological Limitation:  Likes to fight (Very Common; Strong)

15 Social Limitation:  Secret ID (Frequently; Major)

15 Hunted:  Police 8- (As Pow; NCI; Capture)

 

Total Disadvantage Points:  278

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Tom Guanaracci the type of guy who can expedite items going through customs.  From his job he could fix the paperwork and make it look like all was well. He was also smart enough to never deal with the client directly but through a middleman.  One day a package came in from some place he never heard from. Curious, he opened the crate and found an ax. When he touched the ax, he was filled with energy. He knew he needed the ax.  So when his middleman came for it, he covered his tracks and killed his partner, disposed the body and took the ax. He waited for months and kept to his usual routine. And researched the ax.  He learned the ax was the weapon of one King Slaegr, an immortal King of Estonia. Immortal appealed to him and so one day he went to a deserted area and said the word. Immediately his form changes.  A second time and he grew to six meters. When a local gang attacked he easily beat them all. Flush with power, he called himself Erik Bloodaxe, and King Slaegr just didn't have that ring!

 

Personality/Motivation:  Erik just wants to make easy money.  He doesn't go out of his way to hurt people, and he would like to get more "good" jobs, but after the destruction he has caused so far, it's not very likely.  

 

Quote:  

 

Powers/Tactics:  Get big and start swinging.  He's not stupid, but tried and true has worked so far.  Unless the death was asked for, he'll use the flat of the blade.  

 

Campaign Use:  Thug.  

 

Appearance:  In normal form he's 180 cm and 85 KG with black hair and brown eyes.  Transformed he's 190 cm and 100 KG with long black hair and brown eyes.  He wears what appears to be a viking outfit, complete with horned helmet and a big ax! 

 

 

 

 

So he's one of many super thugs.  He's a bit refreshing in what I have seen so far in that he has not big agenda or world plans.  He wants to but heads and make money doing it.  

 

Powers.  His ax allows him to transform into King Slaegr.  In transformed state he can grow to 4 meters tall and greatly improve his strength and durability.  So in any fight he'll get big and start swinging.  He's not stupid just very direct.  He'd make a good brick for any ad hoc team as he can get stuck in and deal out serious punishment.

 

Personality.  A car, some suds and a woman on his arm.  

 

He's very simple and straightforward.  To improve him maybe have him find another artifact or two at the shipping company.  A spear and magic helmet (no rabbit jokes please), or a big shield and magic belt.  Also they make no mention of the people he diverted the shipment from.  They may want their toy back.  There is some room for more depth here, but the GM will have to work for it.  

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Erik Bloodaxe is awesome!

 

I like that the axe isn't Only in Heroic Identity like the rest of the powers. If he does have to go into a confined space at normal size, he's not completely helpless.

 

He might benefit from a small amount of Combat Luck if someone wants to add just a few points to him.

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8 hours ago, Mr. R said:

Appearance:  In normal form he's 180 cm and 85 KG with black hair and brown eyes.  Transformed he's 190 cm and 100 KG with long black hair and brown eyes.  He wears what appears to be a viking outfit, complete with horned helmet and a big ax! 

 

Just a note - going up 10cm is probably  a typo.  Elsewhere you mention he gains 4 metres of growth - much bigger!

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Nope.  He's one of those guys whose appearance normal is the shorter form.  But he can transform into Erik who has a slightly larger body.  Also as Erik he can grow to 4 meters. 

 

Think of it as a person who has a normal form, a princess form and the princess form can fire lightning bolts.  The growth (lightning bolts) only happen in the transformed state.  No transform, no power.  That is why I bought parts as OiHID.  

 

Hope that helps!

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So today the operatives of a big bad organization

 

Quote

 

2019 #43 High Assassin of the Nimba Cult

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

20 DEX 30 13- OCV:  7/DCV:  7

15 CON 10 12-

13 BODY 6 12-

11 INT 1 11- PER Roll 11-

11 EGO 2 11- ECV:  4

15 PRE 5 12- PRE Attack:  3d6

10 COM 0 11-

 

6+6 PD 3 Total:  6/12 PD (6/12 rPD)

6+6 ED 3 Total:  6/12 ED (6/12 rED)

3 SPD 0 Phases:  4, 8, 12

6 REC 0

30 END 0

28 STUN 0 Total Characteristic Cost:  63

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

6 Damage Resistance (6 PD/6 ED)

 

5 Nightvision

5 Increased Arc Of Perception (240 Degrees) with Sight Group

20 Missile Deflection (Any Ranged Attack)

 

12 Armor (6 PD/6 ED) (18 Active Points); OIF (-½)

 

8 Power Attack:  Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-½), Requires A Skill Roll (-½), Increased Endurance Cost (x2 END; -½) 4

12 Pressure Point:  Hand-To-Hand Attack +3d6, No Normal Defense ([Standard]; +1) (30 Active Points); Hand-To-Hand Attack (-½), Increased Endurance Cost (x2 END; -½), Requires A Skill Roll (-½) 6

 

4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Martial Strike +0 +2 4 ½d6 Strike

4 Martial Block +2 +2 Block, Abort

5 Offensive Strike -2 +1 6 ½d6 Strike

3 Martial Throw +0 +1 2 ½d6 +v/5, Target Falls

6 Weapon Element:  Blades, Chain & Rope Weapons, Clubs, Karate Weapons, Ninja Weapons, Staffs

 

Perks

24 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (24 Active Points) 12-

 

Talents

6 Combat Luck (3 PD/3 ED)

3 Ambidexterity (-2 Off Hand penalty)

24 Danger Sense (self only, out of combat, Function as a Sense) 13-

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Climbing 13-

3 Contortionist 13-

3 Paramedics 11-

3 Stealth 13-

3 Tactics 11-

4 KS: Nimba Cult 12-

9 Power 14-

10 +2 with HTH Combat

 

Total Powers & Skill Cost:  195

Total Cost:  258

 

200+ Disadvantages

20 Psychological Limitation:  Likes to fight (Very Common; Strong)

10 Hunted:  Nimba Cult 11- (Mo Pow; Watching)

25 Psychological Limitation:  Overconfident (Very Common; Total)

3 Experience Points

 

Total Disadvantage Points:  258

Earned Experience:  0

Spent Experience:  3

Unspent Experience:  0

 

Background/History:  Originally it began as a Buddhist sect devoted to the Martial Arts.  But as time went on the pacifistic elements were jettisoned in favour of a betterment through combat philosophy.  Soon they were sending members across Asia ti fight in various wars. But even that started to be seen as unproductive, and it scaled down its operations in favour of small scale operations such as bodyguard, scout and killers.  Soon a shadow war erupted between the Cult and other Martial organizations. So the Cult went underground. It stopped operations and hid itself. It also re-aligned it views that conflict was a source of betterment. When it resurfaced, it hired itself out again, but only if the situation promises some combat.  They deal with government, corporations and occasionally individuals. But always with the caveat that some sort of combat will be involved. And so operatives of the Nimba Cult are active once more.

 

Personality/Motivation:  Lets face it, they are Ninjas, but with a different background, but still ninjas.  But unlike ninjas who strike from surprise, the Cult will let you know they are coming.  They want a good fight.

 

Quote:  

 

Powers/Tactics:  You slightly more competent Martial Arts thug.  This is the base line operative. In addition, they may carry traditional MA weaponry when needed.  If you want to get the next level of operative add about 50 points to stats and skills. Also the Cult has some Metas in their ranks.  They prefer Bricks, Speedsters and occasionally Metamorphs.

 

Campaign Use:  Opposition for a highly MA type PC or group.  

 

Appearance:  Ninja

 

 

 

They're ninjas.  "No, they are from China not Japan!"  but they are sneaky!  "YES!"  and take contracts to attack people "YES!"  and try to swarm their opponents with black clad operatives who use ancient Martial Arts weapons and tactics "YES!"  So they are NINJAS!  "NOOOOOOOO!"

 

Seriously it isn't bad.  It gives a more global reach for a shadowy organization that likes to prove themselves in combat!  Need a cities defenders kept busy with some guaranteed fighting.  Check!  Want a group you have to stop because they took a contract on someone!  Check!  Are you a Martial Arts type player who needs a group trying to make his life miserable.  Check!  They don't see themselves as just assassins so there is more potential.  

 

Add the possibility of super-powered members and you can ramp up the threat pretty easily.  Also some of those weird MA abilities (like Yengtao Temple) could ramp them up as well!  In fact a whole story arc can be made of finally breaking the organization.  

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He's a team all on his own

 

Quote

 

2019 #44 Hydra

 

 


Val Char Cost Roll Notes

25 STR 15 14- Lift 800.0kg; 5d6 [2]

20 DEX 30 13- OCV:  7/DCV:  7

20 CON 20 13-

13 BODY 6 12-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV:  3

15 PRE 5 12- PRE Attack:  3d6

6 COM -2 10-

 

8+8 PD 3 Total:  8/16 PD (8/16 rPD)

8+8 ED 4 Total:  8/16 ED (8/16 rED)

6 SPD 30 Phases:  2, 4, 6, 8, 10, 12

10 REC 2

40 END 0

36 STUN 0 Total Characteristic Cost:  113

 

Movement: Running: 6"/12"

Leaping: 5"/10"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

16 Armor (8 PD/8 ED) (24 Active Points); OIF (-½)

 

 

102 Duplication (creates 3 240-point Duplicates), Easy Recombination (Zero-Phase Action at Full DCV), Rapid Duplication (can create 4 Duplicates per Half Phase) (+½) (102 Active Points)

4 Martial Block +2 +2 Block, Abort

4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Martial Strike +0 +2 9d6 Strike

5 Offensive Strike -2 +1 11d6 Strike

3 Martial Throw +0 +1 7d6 +v/5, Target Falls

8 +2 HTH Damage Class(es)

 

Perks

6 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) 8-

 

Talents

12 Combat Luck (6 PD/6 ED)

 

Skills

5 Acrobatics 14-

3 Breakfall 13-

4 AK: Dallas 12-

9 Concealment 14-

5 Stealth 14-

3 Riding 13-

2 TF:  Common Motorized Ground Vehicles

3 Combat Driving 13-

7 Survival 13-

3 Streetwise 12-

3 Paramedics 11-

10 +2 with DCV

 

Total Powers & Skill Cost:  229

Total Cost:  342

 

200+ Disadvantages

15 Psychological Limitation:  Bad Temper (Common; Strong)

20 Psychological Limitation:  Greed (Very Common; Strong)

15 Psychological Limitation:  Fear of Crowds (Demophobia) (Common; Strong)

92 Experience Points

 

Total Disadvantage Points:  342

Earned Experience:  0

Spent Experience:  92

Unspent Experience:  0

 

Background/History:  Joshua Astin was abandoned at a young age.  Sent from home to home, he finally ran away after a fight at one home about his appearance.  So he took to living on the street. He found a safe place to live and would make forays into Dallas to find food and clothes.  And his appearance kept changing. Finally one day he was attacked by some thugs and his power of duplication surfaced. He soon won but fell into despair.  He was a freak. But he was found by Mr. Bleiman (esq), a lawyer who persuaded Josh that he was gifted, not a freak. He hired Josh on as chauffeur and bodyguard, and paid for schooling and training.  After three years, Blieman asked Josh if he had problems with violence. Josh searched his soul and found no problems. So Blieman proposed a deal, where Josh would become a meta criminal, Blieman would handle the contracts, and they would split the money 50-50.  So far it has been an equitable arrangement, and Hydra is beginning to gain a rep.

 

Personality/Motivation:  Josh is a nice person who never was exposed to any human sympathy.  Only Mr. Blieman and a few select employees are remotely trusted. So he is capable of any level of violence.  

 

Quote:  

 

Powers/Tactics:  Hydra is a skilled HTH fighter who can split into four individuals when needed.  All coordinate well and he will try and overwhelm his target.

 

Campaign Use:  A remorseless killer with a sympathetic back story.  Also Josh says he's an only child. Is he? Also Mr. Blieman wants Josh to get into the upper echelons of villainy as he would like to have a stable of meta operatives to hire out.  

 

Appearance:  181 cm and 91 KG with brown hair and brown eyes.  His costume is a brown bodysuit complete with cowl.  A Large yellow H is on his chest with yellow line from the H joing down the right leg.  In addition he has flares on the boots, gloves and cowl all in yellow! A long cape completes the look!

 

 

 

 

 

This is a case where I had to change parts of the power set and not the story.  As written his duplication only worked when hit with a physical attack, he had claws (for which he didn't pay points for) and a psi blocker that could not duplicate, but the claws could!  I cleaned up the duplication, got rid of the claws (in HERO he already does decent damage) and removed the psi blocker.  All told he comes in at about 350 pts.  

 

A few things to remember is that the duplication takes up 100 pts alone.  So essentially you have 4 * 250 agent types.  This is one where you play up some team tactics.  Martial throws to reduce DCV for another to attack or blocking with one while another attacks should be the norm.  If part of a team, he'll swarm his opponent.  He prefers other Martial Artist or Bricks.  And he hates fighting mentalists!  (note I may have given him too much SPD.  If you think this is so lower it to 4 or 5.  His schtick is swarming HTH, not fighting the MA to a standstill)

 

Personality wise, he's certainly a damaged soul who could be redeemed, if you work hard enough.  But also it may be a case that he is a lost cause.  But there is an element of tragedy in his background.  One thing they mention is his desire to own a ranch and go riding like cowboys of old.  He even practices rope work for that possible day.  If that doesn't tug at you a bit.....

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He's unstoppable

 

Quote

 

2019 #45  Mastabah

 

 


Val Char Cost Roll Notes

80 STR 70 25- Lift 1.6ktons; 16d6 [8]

15 DEX 15 12- OCV:  5/DCV:  5

30 CON 40 15-

18 BODY 16 13-

10 INT 0 11- PER Roll 11-

15 EGO 10 12- ECV:  5

18 PRE 8 13- PRE Attack:  3 ½d6

6 COM -2 10-

 

30 PD 14 Total:  30 PD (30 rPD)

30 ED 24 Total:  30 ED (30 rED)

4 SPD 15 Phases:  3, 6, 9, 12

25 REC 6

60 END 0

73 STUN 0 Total Characteristic Cost:  216

 

Movement: Running: 6"/12"

Leaping: 16"/32"

Swimming: 2"/4"

 

Cost Powers END

30 Damage Resistance (30 PD/30 ED)

 

11 Healing BODY 1d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½), Self Only (-½)

 

17 Mental Defense (20 points total)

20 Life Support  (Eating: Character only has to eat once per week; Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week)

 

20 Naked Advantage: Reduced Endurance (½ END; +¼) for up to 80 Active Points (20 Active Points)

 

15 Major Transform 2d6 (30 Active Points); No Range (-½), Limited Power Power loses about a third of its effectiveness (-½) 3

 

Perks

12 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact), Spirit Contact (x2) (12 Active Points) 8-

 

Skills

4 Science Skill:  Anthropology 12-

4 Language:  Arabic (Egyptian) (completely fluent; literate)

1 Language:  English (imitate dialects; literate) (6 Active Points)

6 Language:  French (imitate dialects; literate)

5 Science Skill:  Archeology 13-

3 AK: Nile Valley 11-

3 Paramedics 11-

6 Language:  Egyptian, Ancient (imitate dialects; literate)

5 Cramming

3 Riding 12-

3 Survival 11-

 

Total Powers & Skill Cost:  168

Total Cost:  384

 

200+ Disadvantages

10 Physical Limitation:  Nearsighted (Frequently; Slightly Impairing)

25 Enraged:  (Common), go 11-, recover 14-, Berserk

10 Physical Limitation:  Colour blind (Frequently; Slightly Impairing)

20 Distinctive Features:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

119 Experience Points

 

Total Disadvantage Points:  384

Earned Experience:  0

Spent Experience:  119

Unspent Experience:  0

 

Background/History:  Craig Belosh, Doctor of Archeology was searching for the tomb of Khufu, a priest of Rameses who supposedly exhibited great power.  After years of searching he finally narrowed his dig to a specific area in Egypt. Whepsycics and mystics across the world asked him to stop, he ignored them.  Colleagues implored him to cease, he ignored them. Then came word, they had found the tomb. Belosh rushed back to his dig as he wished to be the first to enter.  There he found great treasures, but also skeletons of extremely large men were arranged in sarcophagi around the chamber. Then an eerie how swept through the tomb. His workers fled but Belosh was transfixed as the Sarcophagus of Khufu opened, and his mummy touched Craig in the head and the heart.  Pain swept through his body and when he awoke he was changed to a giant form like in the hall, and charged with finding an artifact. So Mastabah left the tomb on a wandering mission across the world, searching for something. He doesn't know what it is, but he'll know when he finds it!

 

Personality/Motivation:  The quest is all that matters.  Occasionally Craig will have enough control to approach it rationally, but other time, Khufu pushes him to be faster.  In these phases, collateral damage is of no consideration.

 

Quote:  

 

Powers/Tactics:  A powerful brick with a disintegrating touch.  Craig saves the touch to get into or out or locations.  Otherwise he relies on his strength and durability!

 

Campaign Use:  What is is he is looking for?  Is it even Egyptian looking anymore?  And what of other mystics? Do they have an idea?

 

Appearance:  Take Andre the Giant (in his prime) make him bald and dress him like an Egyptian pharaoh.  He stands 200 cm and weighs 177 KG.

 

 

 

 

 

 

When I think of this character I think of that Johnny Quest episode with the mummy that keeps on coming.  Mastabah is like that.  He just keeps coming and coming.  

 

Personality, he's got a great hook into any mystic / sorcerous type PC's.  He may even become a hunted.  And what he is looking for is left pretty open ended.  How big is it?  Has it been disassembled?  Does it even look like an Egyptian artifact anymore?  And why does Khufu want it?  Also the other skeletons hint at other questors.  Any history there?  Add the fact that in his more lucid moments, he can bargain.  So he can show up as muscle in exchange for information.

 

Power wise, he's a card carrying brick.  He has some subtlety, but generally he uses his strength.  The disintigration touch is left as a method of getting into areas where brute strength would be a liability.  The only thing I'd add is KB resistance.  It would just make even more obvious his unstoppable nature.  

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My mind is playing tricks on you

 

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2019 #46 Mirage

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

18 DEX 24 13- OCV:  6/DCV:  6

18 CON 16 13-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

20 EGO 20 13- ECV:  7

18 PRE 8 13- PRE Attack:  3 ½d6

10 COM 0 11-

 

8+8 PD 6 Total:  8/16 PD (8/16 rPD)

8+8 ED 4 Total:  8/16 ED (8/16 rED)

4 SPD 12 Phases:  3, 6, 9, 12

6 REC 0

36 END 0

24 STUN 0 Total Characteristic Cost:  98

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

Teleportation: 20"/320"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

16 Armor (8 PD/8 ED) (24 Active Points); OIF (-½)

 

37 Invisibility to Sight Group , No Fringe, Reduced Endurance (½ END; +¼) (37 Active Points) 1

 

96 Teleportation 20", x16 Noncombat, Reduced Endurance (½ END; +¼), Invisible to Sight Group (+½) (96 Active Points) 4

 

125 Mental Illusions 10d6, Reduced Endurance (½ END; +¼), Area Of Effect (6" Radius; +1), Selective (+¼) (125 Active Points) 5

 

 

4 Martial Block +2 +2 Block, Abort

4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Martial Strike +0 +2 4d6 Strike

 

Perks

9 Money:  Wealthy

 

Skills

3 Bureaucratics 13-

3 Concealment 13-

3 Linguist

4 1)  Language:  Cantonese (idiomatic; literate) (5 Active Points)

3 2)  Language:  English (completely fluent; literate) (4 Active Points)

3 3)  Language:  French (completely fluent; literate) (4 Active Points)

0 4)  Language:  Vietnamese (imitate dialects; literate) (6 Active Points)

3 Paramedics 13-

3 Gambling 13-

3 Tactics 13-

3 Teamwork 13-

3 Lockpicking 13-

3 Security Systems 13-

3 Streetwise 13-

3 Stealth 13-

 

Total Powers & Skill Cost:  346

Total Cost:  444

 

200+ Disadvantages

15 Hunted:  Rival gangs 8- (As Pow; NCI; Harshly Punish)

15 Hunted:  Police 8- (As Pow; NCI; Harshly Punish)

20 Psychological Limitation:  Greed (Very Common; Strong)

10 Psychological Limitation:  sadistic (Common; Moderate)

15 Social Limitation:  Secret ID (Frequently; Major)

169 Experience Points

 

Total Disadvantage Points:  444

Earned Experience:  0

Spent Experience:  169

Unspent Experience:  0

 

Background/History:  Lam Nguyen is a survivor of the Vietnam War.  Indirectly. The chemicals and toxins the USA used mutated his parents, and he was born with mutant genes.  At a young age he discovered his powers and began to use them to establish a gang, But others were more established and powerful and so he moved to San Francisco.  There he soon dominated one of the local gangs and as Mirage, helped them rise to the top in the lucrative drug trade. Now he is looking to expand. But he knows local supers will oppose him.  So Mirage is looking for a few good men.

 

Personality/Motivation:  Lam is a ruthless gang lord with no mercy, scruples or regrets.  He will place innocents in danger, kill at a moments notice and torture for information and pleasure.  

 

Quote:  

 

Powers/Tactics:  Lam has three different powers that all compliment themselves.  First is an almost super chameleon ability that renders him functionally invisible.  Next is the ability to generate illusions over a large area. And he can choose who to affect and who to leave out.  Thus he could affect an entire team and leave his allies alone. Finally he can teleport long distances. In a fight, he'll find a place to hide, while invisible and then start affecting the opposition.  

 

Campaign Use:  Ruthless gang lord and meta villain leader in training!

 

Appearance:  167 cm and 60 KG, with Vietnamese features.  As Mirage he wears a grey bodysuit with a hooded cloak also in grey!


 

 

He's a gang lord who is aspiring to bigger and better thing.  But he's so nasty that most won't want to work with him.

 

History wise I had to change a bit.  The book had him fighting in Vietnam and that would put him in his 70s by now.  So I made him a child of that age, with a chip on his shoulder.  He's Scarface, but from Asia.  

 

Personality wise, there is very little to admire here.  He's all the dark parts of crime with some super powers.  He's petty, sadistic, feels no remorse, has loyalty only to himself (but uses the loyalty of others freely and often).  He's a street level thug with powers.  He knows he can be bigger and wants to set up his own team.  I think if he did, he'd soon be blasted by a team member.  

 

Power wise he's expensive because though his powers complement each other, they do not follow a theme (like fire powers, or TK, or dream powers)  So I couldn't think of any way to get an EC for them.  And a multipower doesn't fit the description where he uses the powers all at once and at full power.  He's basically a one trick pony, but it is one big trick.  His power set also goes to why he'd be a bad leader.  To be effective he needs to be invisible.  But a leader needs presence.  

 

There could be a way to make him work, but it would take effort by the GM.  As it is he'd be an example of trying for the big time and getting smacked.  He really is better suited for a street level game.  

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Can you give me a challenge?

 

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2019 #47  Predator

 

 


Val Char Cost Roll Notes

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

30 DEX 60 15- OCV:  10/DCV:  10

20 CON 20 13-

13 BODY 6 12-

13 INT 3 12- PER Roll 12-

13 EGO 6 12- ECV:  4

20 PRE 10 13- PRE Attack:  4d6

16 COM 3 12-

 

10+16 PD 4 Total:  10/26 PD (10/26 rPD)

10+16 ED 6 Total:  10/26 ED (10/26 rED)

8 SPD 40 Phases:  2, 3, 5, 6, 8, 9, 11, 12

10 REC 0

40 END 0

38 STUN 0 Total Characteristic Cost:  178

 

Movement: Running: 6"/12"

Leaping: 6"/12"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

 

12 Armor (6 PD/6 ED) (18 Active Points); OIF (-½)

 

13 Clinging (40 STR)

 

33 Force Field (10 PD/10 ED), Reduced Endurance (0 END; +½), Invisible Power Effects (Fully Invisible; +1) (50 Active Points); Limited Power Power loses about a third of its effectiveness (Only when he's aware of the attack!; -½)

 

5 Infrared Perception (Sight Group)

 

15 Healing BODY 1d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Self Only (-½)

 

5 Life Support  (Longevity: Immortal)

4 Martial Block +2 +2 Block, Abort

4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Martial Strike +0 +2 9d6 Strike

3 Martial Throw +0 +1 7d6 +v/5, Target Falls

5 Offensive Strike -2 +1 11d6 Strike

3 Takedown +1 +1 7d6 Strike; Target Falls

3 Martial Grab -1 -1 Grab Two Limbs, 45 STR for holding on

4 +1 HTH Damage Class(es)

 

Perks

1 Reputation (A medium-sized group) 11-, +1/+1d6

5 Money:  Well Off

5 Favor

 

Talents

22 Danger Sense (immediate vicinity, in combat, Function as a Sense) 12-

18 Combat Sense 15-

 

Skills

3 Acrobatics 15-

5 TF:  Common Motorized Ground Vehicles, Large Wind-Powered Boats, Small Wind-Powered Boats, Two-Wheeled Motorized Ground Vehicles

1 Language:  English (imitate dialects; literate) (6 Active Points)

3 Fast Draw 15-

6 Language:  Japanese (imitate dialects; literate)

3 PS: Appraise 12-

3 Shadowing 12-

7 Survival 14-

4 CuK 13-

3 Tracking 12-

10 Defense Maneuver I-IV

15 +3 with DCV

5 Cramming

5 Cramming

5 Cramming

5 Cramming

5 Cramming

 

Total Powers & Skill Cost:  262

Total Cost:  440

 

200+ Disadvantages

15 Hunted:  Police 8- (As Pow; NCI; Harshly Punish)

15 Hunted:  Nimba Cult 8- (As Pow; NCI; Harshly Punish)

20 Psychological Limitation:  Over confident (Very Common; Strong)

25 Psychological Limitation:  Will not harm an innocent (Very Common; Total)

165 Experience Points

 

Total Disadvantage Points:  440

Earned Experience:  0

Spent Experience:  165

Unspent Experience:  0

 

Background/History:  Northern Japan in the 1920's had been terrorized by a band of pirates led by Archer Hayes.  In one raid on a coastal community, Archer noticed a small shrine, and investigating, he found an unusual stone.  reaching out to grab it, a shrine keeper warned him of the curse on the stone, a curse of everlasting life. Archer laughed as he grabbed the stone.  The explosion tore the shrine apart. Archer eventually recovered and realized he had been changed. Heading south to bind his band of men, he stole his way, and found his agility and strength greatly increased.  Soon he had developed a reputation, and the Nimba Cult approached him with an offer of training. Soon he was sent on his first assassination, but he could not complete it. Refusing to kill the an innocent person, he left the Cult and Japan for USA.  There he got into stunt work, until Japanese authorities told the FBI what he had done. On the run again, he traveled the continent and eventually the world. And he was BORED. Everlasting life was indeed a curse. But the rise of meta humans has given him a new challenge.  Setting up an identity, he started offering his services as a super mercenary. Now Predator is an in demand operative for certain jobs that others won't do!

 

Personality/Motivation:  He's bored.  He's seen it all.  He wants excitement.  A thrill seeker and womaniser of the first order.  And the closer to danger the thrill is, the better!  His one redeeming feature is a hatred of gangs in Los Angeles, and he makes periodic raids to hamper their activities when not otherwise occupied.  

 

Quote:  

 

Powers/Tactics:  A extremely well trained HTH combatant, Predator prefers ground based opponents.  If they use gadgets or weapons, he'll disarm them first, then go to work.

 

Campaign Use:  A super merc.  He can be hired for any number of missions or operations.  

 

Appearance:  186 cm and 96 KG with sandy brown hair and brown eyes.  His costume is a black bodysuit with a lance design going from the left chest to his left foot.  He wears a kato style mask on his face!



 

 

 

When I was making this NPC I kept thinking of Wolverine. Trained in the Orient! Long lived! Great agility! Healing factor! All he's missing is the claws! But then there are the major differences, like his boredom and lack of true blood thirstiness. So really is a BIT more interesting than our bundle of hair and claws!

Personality wise, he comes across as a VERY bored person who wants anything to enliven his long life. BUT later in the book there is an immortal from 2000 years ago who seems have no problem keeping himself interested in living, so I think he is NOT trying hard enough! But that is a minor quibble over what is on the whole a pretty interesting NPC. He has hooks into the High Assassins. In reality he should have a LONG list of people who he has messed with, so he can justify almost any group.." The Cultist of Sobek? Yes I met up with them in 1935 Egypt... what do you want to know?" Also he can used on his own as an opponent, even as extra muscle.

Power wise I did something to exceed my limits, I gave him a SPEED of 8 (eight). Yes I know that is higher than my limits. the book described him as having A LOT of actions, so I added them in. I also added a lot of Cramming to simulate forgotten or little used skills. Besides this he's a very scary Martial Artist. If he's part of the opposition, he should scare the &%$# out of the players as he mows in and seems to hit at will. And moves a lot and strikes multiple opponents! Also in Gurps, regular equipment cost no points, so he could have a small arsenal on him, just adjust the points accordingly!

So on the whole he's usable, thumbs up!

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You will feel my anguish

 

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2019 #48  Rictus

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

18 DEX 24 13- OCV:  6/DCV:  6

20 CON 20 13-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

18 EGO 16 13- ECV:  6

18 PRE 8 13- PRE Attack:  3 ½d6

26 COM 8 14-

 

8 PD 6 Total:  8 PD (8 rPD)

8 ED 4 Total:  8 ED (8 rED)

5 SPD 22 Phases:  3, 5, 8, 10, 12

6 REC 0

40 END 0

25 STUN 0 Total Characteristic Cost:  113

 

Movement: Running: 6"/12"

Flight: 15"/120"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

2 Increased Arc Of Perception (240 Degrees) with Normal Sight

 

20 Emotion:  Detect A Single Thing 12- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Sense

 

15 Mental Defense (19 points total)

 

50 Flight 15", x8 Noncombat, Reduced Endurance (½ END; +¼) (50 Active Points) 2

 

62 Ego Attack 5d6, Reduced Endurance (½ END; +¼) (62 Active Points) 2

 

60 Multipower, 60-point reserve

5u 1)  Desolidification , Reduced Endurance (½ END; +¼) (50 Active Points) 2

6u 2)  (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30)

 

 

Perks

5 Money:  Well Off

 

Skills

3 Computer Programming 12-

1 Language:  English (imitate dialects; literate) (6 Active Points)

3 Seduction 13-

3 Streetwise 13-

 

Total Powers & Skill Cost:  243

Total Cost:  356

 

200+ Disadvantages

30 Enraged:  Berserk combat (Common), go 11-, recover 11-

15 Psychological Limitation:  Overconfident (Common; Strong)

20 Psychological Limitation:  sadistic bully (Very Common; Strong)

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

86 Experience Points

 

Total Disadvantage Points:  356

Earned Experience:  0

Spent Experience:  86

Unspent Experience:  0

 

Background/History:  Just because your parents are rich, does it mean that life is picture perfect.  For some families, they are so involved with their own life and work, that the child becomes an afterthought.  Angela Borden is one such child. Not wanting for anything but her parents attention. She grew up with a succession of nannies, who would take her to school, pick her up, make her food, clean her clothes.  And she hated it. The nannies kept changing as they would eventually fall ill. No natural cause was ever found, and Angela soon realized that the cause was her. She amped up the pressure, sure that sooner or later her parents would pay attention.  It was a lost cause. So Angela concentrated on school. Prom was coming up. and she wanted to be asked out by the hottest guy in school. But he eventually told her he had a date. Angela went over the edge. First she made a costume for herself. Then on the night of the prom, she ransacked all the jewelry in the house.  then she flew to the prom and used her powers on the boy who rejected her and his date. After teaching them a lesson, she disappeared into the underworld. Now called Rictus, she is making a name for herself as a thief of small but highly valuable items.

 

Personality/Motivation:  Rictus just wanted to belong.  But all her life she was rejected, her parents, her boyfriend.  Now she'll settle for respect. And fear.

 

Quote:  

 

Powers/Tactics:  Rictus makes for a perfect thief.  She can fly, become desolid and has a nasty mental attack for when she gets into trouble.  In a fight, she'll go desolid first, then start attacking. She'll stay on the ground, using her flight as an escape ability.  

 

Campaign Use:  Spoiled rich girl with issues.  

 

Appearance:  168 cm and 55 KG with long blond hair and blue eyes.  Her costume is a one piece bathing suit with a cape and thigh high boots!  She wears a black domino mask on he face!

 

 

 

 

 

My life is a living hell I tell you.  Yeah you live in a mansion and never want for any material needs.  But my parents ignore.... Stop me if you have heard this one by now.  It is almost cliche.  But it does have an element of fact to it and so it works.  Just add super powers to the mix and voila, bad rich girl with issues!

 

Personality wise, she is deeply damaged.  Her empathy made her realize just how little her parents care for her, and her rejection at the prom drove her further over the edge.  At first she wanted acceptance, but now fear and respect will do nicely.

 

Power wise, she's a one trick pony with quite a trick.  Now I was unsure whether to just leave the desolid alone and make it so she could affect solid with her mental attacks.  So I did my usual cludge of giving her damage reduction to represent her partial immaterial state.  Either way, she'll be hard to take out as she can really attack when she wants.  As a thief, her power set is perfect for someone who specializes in small, extremely valuable items.  In a group she would best be used as a scout and wild card.  

 

PS Hero games had a module called Mind Games about an all mentalist villain group called PSI.  She would be perfect for such a group.  

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I live off the backs of the "little people"

 

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2019 #49  Soul Ripper

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

15 DEX 15 12- OCV:  5/DCV:  5

18 CON 16 13-

15 BODY 10 12-

15 INT 5 12- PER Roll 12-

23 EGO 26 14- ECV:  8

15 PRE 5 12- PRE Attack:  3d6

10 COM 0 11-

 

10+6 PD 8 Total:  10/16 PD (10/16 rPD)

10+6 ED 6 Total:  10/16 ED (10/16 rED)

5 SPD 25 Phases:  3, 5, 8, 10, 12

6 REC 0

36 END 0

29 STUN 0 Total Characteristic Cost:  116

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

 

12 Armor (6 PD/6 ED) (18 Active Points); OIF (-½)

 

10 Mental Defense (15 points total)

 

30 Luck 6d6

 

25 Elemental Control, 50-point powers

25 1)  Telekinesis (10 STR), Fine Manipulation, Invisible Power Effects (Fully Invisible; +1) (50 Active Points) 5

25 2)  Telepathy 10d6 (50 Active Points) 5

 

50 Multipower, 50-point reserve

5u 1)  Ego Attack 5d6 (50 Active Points) 5

5u 2)  Ego Attack 3d6+1, Reduced Endurance (0 END; +½) (49 Active Points)

 

4 Martial Block +2 +2 Block, Abort

4 Martial Strike +0 +2 4d6 Strike

5 Offensive Strike -2 +1 6d6 Strike

 

Skills

9 Disguise 15-

1 Language:  English (imitate dialects; literate) (6 Active Points)

3 Paramedics 12-

3 Shadowing 12-

3 Stealth 12-

9 Streetwise 15-

 

Total Powers & Skill Cost:  238

Total Cost:  354

 

200+ Disadvantages

20 Psychological Limitation:  Meta human superiority (Very Common; Strong)

15 Psychological Limitation:  Stuttering (Very Common; Moderate)

15 Social Limitation:  Secret ID (Frequently; Major)

15 Hunted:  Police 8- (As Pow; NCI; Harshly Punish)

89 Experience Points

 

Total Disadvantage Points:  354

Earned Experience:  0

Spent Experience:  89

Unspent Experience:  0

 

Background/History:  There are those who hold the view that meta humans are superior and therefore should be supported by those lower humans.  Dennis Swanson is just such a person. He had telekinetic abilities even at an early age, and after graduation, joined a think tank studying such abilities.  When he mentioned his half sister, they were ecstatic to be able to study two related subject. After much testing and work, Dennis's TK improved slightly. But what researchers did not know was he had developed telepathic powers.  Along with his sister, they staged a few robberies and practiced using their abilities. When he left the think tank, he put out feelers in the underworld anda metahuman operative. Soon the was a member of the Deadly Dozen. But after a time he left the group for his own reasons and has tried to go solo. One thing is constant, Soul Ripper will live off the backs of those lesser people.

 

Personality/Motivation:  A bigot towards all those who are not meta human, he sees no problem stealing and harming the lesser people.  The fact that he has an all to human stutter is a constant embarrassment to him.

 

Quote:  

 

Powers/Tactics:  Soul Ripper has minor telekinetic abilities that benefit from being very subtle.  His major ability is his telepathy and mind attacks. He has few defenses and so will find a nice place to hide and snipe!

 

Campaign Use:  Is the think tank still active?  Any other graduates? Also two half siblings with powers.  Any other relatives out there? Closer to home he's a powerful telepath who would be paid good money to go digging around certain minds.  What could he find out?

 

Appearance:  178 cm and 73 KG with brown hair, blue eyes and a constant five o'clock shadow.  He had no costume, instead preferring to appear as a bystander. He will use his disguise skill to change his appearance on each encounter!

 

 

 

 

 

If your campaign has a meta human supremist group, then Soul Ripper is a perfect fit for them.  

 

Personality wise, he wants to get enough money to live easily without having to do any hard work.  If that means taking stuff from the "little people" and making them do stuff for him, then that is what he will do.  With his telepathy he can find those nice secrets to steal items easily or blackmail people.  Played right he should be well hated by a host of NPC and need to be protected by some vengeful victims.  

 

Power wise he's a powerful telepath with a very subtle telekinesis.  He can be very sneaky and on a team he should hide in a crowd and snipe.  He can also be a info gatherer.  With the last NPC Rictus I mentioned an old Hero villain group called PSI.  He would fit right in.  

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Another gang lord trying to rise up the ranks

 

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2019 #50  Sponge

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

20 DEX 30 13- OCV:  7/DCV:  7

20 CON 20 13-

20 BODY 20 13-

13 INT 3 12- PER Roll 12-

13 EGO 6 12- ECV:  4

15 PRE 5 12- PRE Attack:  3d6

10 COM 0 11-

 

8 PD 5 Total:  8 PD (8 rPD)

8 ED 4 Total:  8 ED (8 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

7 REC 0

40 END 0

37 STUN 0 Total Characteristic Cost:  116

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

15 Luck 3d6

 

66 Absorption 6d6 (standard effect: 18 points)  (physical, Vibratory MP), Can Absorb Maximum Of 42 Points' Worth Of Physical Damage, Absorption As A Defense (x2) (66 Active Points)

36 Absorption 3d6 (standard effect: 9 points)  (energy, Vibratory MP), Can Absorb Maximum Of 24 Points' Worth Of Energy Damage, Absorption As A Defense (x2) (36 Active Points)

 

40 Multipower, 40-point reserve

2u 1)  Energy Blast 3d6, Armor Piercing (+½), Area Of Effect (5" Cone; +1) (37 Active Points); No Range (-½), Activation Roll 14- (-½) 4

2u 2)  Energy Blast 5d6, Effects Solidified Any form of Desolidification (+½) (37 Active Points); Activation Roll 14- (-½) 4

2u 3)  Energy Blast 5d6, Explosion (+½) (37 Active Points); Activation Roll 11- (-1) 4

 

 

4 Martial Block +2 +2 Block, Abort

4 Martial Strike +0 +2 4 ½d6 Strike

5 Offensive Strike -2 +1 6 ½d6 Strike

 

Perks

5 Money:  Well Off

 

Skills

3 AK: Queens 12-

2 TF:  Common Motorized Ground Vehicles

1 Language:  English (imitate dialects; literate) (6 Active Points)

7 Trading 14-

7 Streetwise 14-

 

Total Powers & Skill Cost:  209

Total Cost:  325

 

200+ Disadvantages

15 Psychological Limitation:  Bad temper (Common; Strong)

5 Hunted:  police 8- (Less Pow; Harshly Punish)

25 Psychological Limitation:  Greed (Very Common; Total)

15 Distinctive Features:  overweight (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

65 Experience Points

 

Total Disadvantage Points:  325

Earned Experience:  0

Spent Experience:  65

Unspent Experience:  0

 

Background/History:  Growing up on the street, you had to decide at an early age whether you were a user or not.  Lyle Brown decided not. But he became a different type of user, of people. He dealt the drugs that ruined others.  It was dangerous, but Lyle had an ace. He could fire vibratory blasts from his hands. Not big league power, but enough to out of various jams.  He kept it secret for the most part. But on a buy, the police raided and he was forced to use his powers on a cop. Next thing he knew he was plummeting of a roof in the arms of enraged partner.  Lyle hit the ground unhurt. When a police cruiser rounded the corner, he shredded it. Lyle soon learned he had a second power. After some practice, he started using it in the gang battles over turf.  But now life was dull. It was too easy. Now he's looking to get into the big leagues. He uses the nickname given to him on the street. Sponge!

 

Personality/Motivation:  Greed and overconfidence.  He wants to make money and so will take risks that others will turn down.  

 

Quote:  

 

Powers/Tactics:  Lyle has two major powers.  The first is that vibratory blast he can fire from his hands.  They are not overpowering, but can deal serious hurt. He likes the explosion blast, but his favourite is the cone blast as it also bypasses defenses.  

 

The second is the ability to absorb attacks, be they physical or energy, and applify his vibratory blasts.  This absorption also protect him, but it has a limit.

 

Campaign Use:  Up and coming talent.  

 

Appearance:  176 cm and 91 KG African American bald with brown eyes.  His costume is a light blue bodysuit with dark blue gloves and boots and a bouncing ball logo on his belly!

 

 

He's similar to Mirage in that he is a gang lord with a set of powers.  He's a a bit better though as he seems a lot more stable and agreeable to work for.  But on the whole he's still a greedy user.

 

Personality wise, he's what you would expect from a inner city gang lord.  Get rich or die trying.  He's 50 Cent well before 50 Cent was around.

 

Power wise is what makes him cool.  He has a suite of vibratory attacks that are dangerous but not totally deadly.  But as a fight progresses, he absorbs the energy and uses it to boost those attacks,  adding anywhere from 5d6 to 8d6 dice to his attacks.  So an 8d6 AP cone, and a 13d6 Aff Des, and a 13d6 explosion at max power.  This makes him a lot more deadly.  If in a group they could even boost him before an encounter with the heroes.  

 

So a thumbs down for the personality, but a thumbs up for the powers!

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She's an animal

 

Quote

2019 #51  Talon

 

 


Val Char Cost Roll Notes

45 STR 35 18- Lift 12.8tons; 9d6 [4]

24 DEX 42 14- OCV:  8/DCV:  8

25 CON 30 14-

13 BODY 6 12-

5 INT -5 10- PER Roll 13-

10 EGO 0 11- ECV:  3

18 PRE 8 13- PRE Attack:  3 ½d6

4 COM -3 10-

 

10 PD 1 Total:  10 PD (10 rPD)

10 ED 5 Total:  10 ED (10 rED)

5 SPD 16 Phases:  3, 5, 8, 10, 12

14 REC 0

50 END 0

49 STUN 0 Total Characteristic Cost:  135

 

Movement: Running: 12"/24"

Flight: 20"/80"

Leaping: 9"/18"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

 

5 Nightvision

9 +3 PER with all Sense Groups

 

5 Extra Limb (1)

 

11 Reduced Endurance (½ END; +¼) for up to 45 Active Points of Str (11 Active Points)

 

37 Flight 20", x4 Noncombat, Reduced Endurance (½ END; +¼) (56 Active Points); Restrainable (-½) 2

12 Running +6" (12" total) 1

 

37 Multipower, 37-point reserve

2u 1)  Hand-To-Hand Attack +4d6, Reduced Endurance (½ END; +¼) (25 Active Points); Hand-To-Hand Attack (-½) 1

4u 2)  Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR), Reduced Endurance (½ END; +¼) (37 Active Points) 1

 

 

Talents

12 Combat Luck (6 PD/6 ED)

 

Skills

3 Acrobatics 14-

3 Science Skill:  Biochem 10-

3 Science Skill:  Chem 10-

3 Computer Programming 10-

0 Language:  English (completely fluent; literate) (4 Active Points)

3 Science Skill:  Genetics 10-

3 Science Skill:  Zoology 10-

 

Total Powers & Skill Cost:  162

Total Cost:  297

 

200+ Disadvantages

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

15 Hunted:  8- (As Pow; NCI; Harshly Punish)

20 Physical Limitation:  Mute (All the Time; Greatly Impairing)

15 Psychological Limitation:  Paranoid (Common; Strong)

20 Physical Limitation:  Animal instincts (Frequently; Fully Impairing)

2 Experience Points

 

Total Disadvantage Points:  297

Earned Experience:  0

Spent Experience:  2

Unspent Experience:  0

 

Background/History:  Genetics was a field Jani Yamahito knew well.  She was investigating tissue replacement with a view towards transplants and amputations.  Ahd she had made a discovery on how to graft extra material to a body without surgery. excited she showed a colleague, and though he seemed excited at first, she later overheard him calling police.  Desperate she ran from the lab with her research and other samples she had made, planning to use herself as a test case for her marvelous invention. She grafted membranes to her arms and legs like a flying squirrel's and a long tail.  Hiding in a run down hotel, she completed the procedure. A week later she returned to the university to show her colleagues. There he met her with the police. They pulled their guns and she reacted, taking to the air and attacking. In her fear, she killed them, but lost all the research she had made.  She decided to fly to another scientist, but as she flew cross country the changes continued. She grew taller, stronger, but was losing her higher order thinking. Soon she was little more than an animal. Animals must feed and the predator called Talona was dubbed by the media!

 

Personality/Motivation:  In what little part of her mind remains, she wants to get back her old intelligence.  But at the moment, she's an animal. She wants food, a safe place to rest and the occasional fun.  That she is a two meter tall metahuman is just an extra fact.

 

Quote:  

 

Powers/Tactics:  Talona is extremely strong and agile.  As well she can fly and has a long, strong tail with a spike on the end.  She prefers wide open spaces so she can move a lot and dodge.

 

Campaign Use:  The dark side of science.  Also there are those who want to capture her and study what has happened.  

 

Appearance:  179 cm and 78 KG, bald, red eyes with vaguely reptilian feature.  She wears no costume, freeing the membranes and her tail for use.


 

 

 

This is a variation of the Lizard; Scientist discovers a new procedure and decides to abandon all his scientific training and despite the fact that it is untested and may have unforeseen side effects, goes ahead anyway and disaster results.  Where are all these untrained ..... nevermind.  By now it is a comic book staple.  And this is why we have Talona.  

 

Personality... she has none.  Really she's an animal as far as intelligence and instincts are concerned.  There really isn't much to see here.

 

Power wise she's The Lizard with wings.  Seriously I wondered why they gave her the Science Skills when she is really incapable of using them.  Like what, she's gonna start using a computer terminal like those gorillas.  For a team of 200 to 250 pt heroes, she's scary.   For a team of 300 pt heroes, she's a blip.   The scariest thing is her getting a Count Neferia treatment, where she is exposed to a substance that increases her power by a lot (like 150 pts) and she is let loose.  Stop her or me, you cant't do both.  But I find this a weak entry in the book so far!

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Is the weather going strange

 

Quote

 

2019 #52  Thunderbolt

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

21 DEX 33 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

15 EGO 10 12- ECV:  5

20 PRE 10 13- PRE Attack:  4d6

28 COM 9 15-

 

8+20 PD 6 Total:  8/28 PD (8/28 rPD)

8+20 ED 4 Total:  8/28 ED (8/28 rED)

5 SPD 19 Phases:  3, 5, 8, 10, 12

6 REC 0

40 END 0

25 STUN 0 Total Characteristic Cost:  116

 

Movement: Running: 6"/12"

Flight: 20"/80"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

 

112 Change Environment 4" radius, -1 to Sight Group PER Rolls, +3 Temperature Level Adjustment, -3 Characteristic Roll and all Skill Rolls based on Characteristic, -3 Temperature Level Adjustment, -3" of any one mode of Movement, Long-Lasting 20 Minutes, Multiple Combat Effects, MegaScale (1" = 1 km; +¼), Costs END Only To Activate (+¼), Personal Immunity (+¼) (112 Active Points) 10

 

25 Elemental Control, 50-point powers

31 1)  Flight 20", x4 Noncombat, Reduced Endurance (½ END; +¼) (56 Active Points) 2

25 2)  Force Field (20 PD/20 ED), Reduced Endurance (½ END; +¼) (50 Active Points) 2

 

84 Multipower, 67-point reserve, all slots Reduced Endurance (½ END; +¼) (84 Active Points)

5u 1)  Thunderflash:  Sight and Hearing Groups Flash 10d6 (55 Active Points) 2

5u 2)  Wind gusts:  Telekinesis (35 STR) (53 Active Points) 2

6u 3)  Wind burst:  Energy Blast 7d6, Double Knockback (+¾) (61 Active Points) 3

7u 4)  Lightning bolt:  Energy Blast 9d6, Area Of Effect Accurate (One Hex; +½) (67 Active Points) 3

 

Skills

3 Acrobatics 13-

3 Acting 13-

1 Language:  Apache (imitate dialects; literate) (6 Active Points)

6 Language:  English (imitate dialects; literate)

3 Trading 13-

3 Seduction 13-

3 Stealth 13-

3 Streetwise 13-

 

Total Powers & Skill Cost:  333

Total Cost:  449

 

200+ Disadvantages

15 Psychological Limitation:  Code of Honour (Common; Strong)

15 Hunted:  Police 8- (As Pow; NCI; Harshly Punish)

10 Psychological Limitation:  Impulsive (Common; Moderate)

15 Social Limitation:  Secret ID (Frequently; Major)

194 Experience Points

 

Total Disadvantage Points:  449

Earned Experience:  0

Spent Experience:  194

Unspent Experience:  0

 

Background/History:  Lisa Daviles is a full blooded Apache and grew up on a reservation near Arizona.  She was born with her powers but kept them hidden. Her parents wanted her to marry a local boy and run the family store.  She had other idea and on her eighteenth birthday she took to the air and started blasting the area. She concocted a story of a mysterious box and possible demon possession.  Soon she was in Phoenix. But as the research progressed, she knew her story would be seen for the fabrication it was. So she busted out and moved to Los Angeles. There she heard about the Deadly Dozen and sought them out in order to join as Thunderbolt.  But her heart was not really into the villainy and she was booted out of the probationary period after three weeks. Dejected she has now moved to Chicago.

 

Personality/Motivation:  Lisa is not truly evil, but immature.  She finds something she wants and works to get it, but her choices are made from impulse and not well thought out plans.  She is a villain because being a bad guy is more fun. As well she knows she is beautiful, and is starting to use it to get what she wants!

 

Quote:  

 

Powers/Tactics:  A classic weather controller, she can fly, place powerful protections around herself and control the weather in the local area.  She prefers to be airborne and strike from range using lightning bolts, thunderclaps and wind gusts.

 

Campaign Use:  A redemption arc.  She just needs a mentor figure!

 

Appearance:  177 cm and 55 KG with long black hair and brown eyes.  She wears a long tunic style dress and knee high boots.  

 

 

 

 

Lisa is a victim of what I call the beauty of EVUL!  This is where you think, because the bad guys have better lines and better looks, that it is superior.  At its extreme it makes evul look more intelligent and far seeing to good.  Lisa looks at the villains and thinks their lives are sooo coool and glamerous.  Add her lack of impulse control and villainy looks even more viable.  But she does have a code where she doesn't attack non metas, and tries not to kill.  How long this will last with her mindset remains to be seen.  

 

Personality wise she is an immature teenager even if she approaches her 20s.  What she needs is a mature role model.  But right now it is best to treat her as a spoiled teenager.  

 

Power wise, she's a classic Weather controller.  So a large change environments.  Then a flight / FF combo and finally a MP of attacks.  She generally relies on the thunder-flashes and the lightning bolts, especially the bolts as they are extremely accurate, which means she can stay at range.  

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Another agency who want all your wonderful toys

 

Quote

2019 #53  TRADE

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

14 DEX 12 12- OCV:  5/DCV:  5

15 CON 10 12-

13 BODY 6 12-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV:  3

15 PRE 5 12- PRE Attack:  3d6

10 COM 0 11-

 

6+8 PD 4 Total:  6/14 PD (6/14 rPD)

6+8 ED 3 Total:  6/14 ED (6/14 rED)

3 SPD 6 Phases:  4, 8, 12

5 REC 0

30 END 0

26 STUN 0 Total Characteristic Cost:  46

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

6 Damage Resistance (6 PD/6 ED)

 

16 Armor (8 PD/8 ED) (24 Active Points); OIF (-½)

 

35 Multipower, 56-point reserve, all slots 4 clips of 16 Charges (+¼) (70 Active Points); all slots OAF (-1)

3u 1)  Energy Blast 7d6, Armor Piercing (+½) (52 Active Points); OAF (-1)

3u 2)  Energy Blast 9d6, Autofire (3 shots; +¼) (56 Active Points); OAF (-1)

 

32 Entangle 5d6, 3 DEF, Area Of Effect (4" Radius; +1) (80 Active Points); OAF (-1), 8 Charges (-½) [8]

 

4 Martial Block +2 +2 Block, Abort

4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Martial Strike +0 +2 4d6 Strike

3 Martial Throw +0 +1 2d6 +v/5, Target Falls

 

Perks

36 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (36 Active Points) 14-

 

Skills

3 Computer Programming 11-

3 Acrobatics 12-

3 Breakfall 12-

3 Deduction 11-

3 Demolitions 11-

3 Security Systems 11-

3 Streetwise 12-

3 Teamwork 12-

3 Tactics 11-

6 +2 with any three maneuvers or a tight group of attacks

 

Total Powers & Skill Cost:  179

Total Cost:  225

 

200+ Disadvantages

15 Hunted:  Police 8- (As Pow; NCI; Harshly Punish)

15 Psychological Limitation:  Merc Code (Common; Strong)

0 Hunted:  Trade 8- (As Pow; Watching)

 

Total Disadvantage Points:  225

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  TRADE was born from ideas of curiosity and greed.  A group of scientist were studying super science gadgets with aims to duplicate them and sell cheap knockoffs.  But watching films and news footage was not enough. So they hit upon the idea of stealing it. And so a group of mercs were hired to attack heroes and take their toys.  At first, it was laughable, but the scientist learned fast and soon TRADE agents were equipped with state of the art items and were a genuine threat to any tech and science based hero.  Now TRADE is expanding worldwide and selling to whoever is willing to pay the most. It's not personal, just business.

 

Personality/Motivation:  See History

 

Quote:  

 

Powers/Tactics:  Most often heroes will meet the agents, who are well trained and equipped with either a blaster or a mega glue gun. They will use sound tactics and plans.  

 

Campaign Use:  Opposition for any tech based heroes!

 

Appearance:  


 

 

So a quick note, the equipment is either the blaster OR the Glue gun.  So basically reduce the agents by 35 pts to account for this.  

 

This another contender in those great agency's who bedevil the heroes like HIVE, Hydra, AIM, Viper etc.  Their schtict is that they steal from tech based metas to study their gear and make cheap knock offs.  These people should be behind all sorts of legal and less than legal problems for your tech heroes.  

 

Power wise this is like the original Viper agents in the Champions boxed set from 1980's.  They look wimpy, but you can take a page from Hero Games and make them seriously nasty.  New weapons, jet packs, vehicles, robots.  

 

If you don't have an agency group to give your heroes problems, well here is a good place to start!

 

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