Jump to content

Konan

HERO Member
  • Posts

    19
  • Joined

  • Last visited

Profile Information

  • Biography
    I like pie

Konan's Achievements

  1. Re: Campaign: Pulling The Fangs I couldn't really tell you, since the build that I was using was not really a good one in any aspects of the word, but that's not the fault of the inherant magic system, but of poor character building, and poor playing on my part. But, the system does seem to be reliable and fun, once I go ahead and shave the build down a bit better. And really the bad time that I had with Soor is not really anyones fault but my own, and especially not the system, so maybe next week once I've had a chance to really see if it's a reliable magic build I'll be able to tell you more.
  2. Re: Help with an Ineffective Ice Mage... Changed Soor's Multipower, and added 3 Magic CSL's. Soor Choia Val Char Points Total Roll Notes 8 STR -2 8 11- HTH Damage 1 1/2d6 END [1] 17 DEX 21 17 12- OCV 6 DCV 6 10 CON 0 10 11- 10 BODY 0 10 11- 18 INT 8 18 13- PER Roll 13- 10 EGO 0 10 11- ECV: 3 18 PRE 8 18 13- PRE Attack: 3 1/2d6 16 COM 3 16 12- 2 PD 0 4/12 4/12 PD (2/10 rPD) 2 ED 0 4/12 4/12 ED (2/10 rED) 3 SPD 3 3 Phases: 4, 8, 12 5 REC 2 5 20 END 0 20 19 STUN 0 19 6" Running 0 6" 2" Swimming 0 2" 1" Leaping 0 1 1/2" Total Characteristics Cost: 43 Cost Powers END 15 Bele'cor Metieran Style: Multipower, 62-point reserve, all slots Restricted Modifiers (No slot may take Time delay, Variable Special Effects, Extra Time or Activation Roll; +0) (62 Active Points); all slots Side Effects (6d6 END Drain; -1), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 1u 1) Ice Prison: Entangle 5d6, 5 DEF, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Side Effects (6d6 END Drain; -1), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 1u 2) Chilling hands: Drain SPD 3d6, Area Of Effect (7" Cone; +1) (60 Active Points); Side Effects (6d6 END Drain; -1), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 6 1u 3) Spell Breaker: Suppress Magic SFX 8d6, any Magic SFX power one at a time (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points); Side Effects (6d6 END Drain; -1), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 1u 4) Walking on Ice: Flight 15" (30 Active Points); Side Effects (6d6 END Drain; -1), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Only In Contact With A Surface (-1/4), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 3 1u 5) Ice Shards: Killing Attack - Ranged 1 1/2d6, Autofire (3 shots; +1/4), +1 Increased STUN Multiplier (+1/4), Penetrating (+1/2), Reduced Endurance (1/2 END; +1/2) (62 Active Points); Side Effects (6d6 END Drain; -1), Gestures (Requires both hands; -1/2), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 1u 6) Frost in the eyes: Sight Group Flash 6d6 (30 Active Points); Side Effects (6d6 END Drain; -1), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 3 1u 7) Ice Wall: Force Wall (8 PD/8 ED), Hardened (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points); Side Effects (6d6 END Drain; -1), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 1u 8) Bolts of Deep Cold: Energy Blast 4d6+1, Reduced Endurance (1/2 END; +1/4), Uncontrolled (Turn-off is either being attacked by or using a fire-attack or moving out of 1/2 the maximum range ot Bolts of Cold; +1/2), Continuous (+1) (60 Active Points); Side Effects (6d6 END Drain; -1), IAF (Mundane-looking Jeweled Necklace; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 17 Magical Energy Reserve: Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points); IAF (-1/2) 0 6 Magic ice armor: Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); Side Effects (6d6 END Drain; -1), Requires A Power: Bele'cor Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points; -1), Spell (-1/2), Gestures (Requires both hands; -1/2), IAF (-1/2), Incantations (-1/4) 0 Equipment Knife: Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR) (10 Active Points); Independent (-2), OAF (-1), Real Weapon (-1/4) 1 Torches: Sight Group Images 1" radius, +/-1 to PER Rolls (13 Active Points); Limited Power Power loses almost all of its effectiveness (Only to create Light; -2), 4 Charges (-1) [4] Robes: Armor (2 PD/2 ED) (6 Active Points); Independent (-2), OAF (-1) 0 Perks 5 Money: Well Off 15 Contact: Bele'cor Leadership (Contact has access to major institutions, Contact has very useful Skills or resources), Organization Contact (x3) (15 Active Points) 11- 2 Reputation: Knowledable Matieran-user (A small to medium sized group) 14-, +2/+2d6 Talents 12 Combat Spellcasting (all spells) 1 Resistance (1 point) 3 Lightning Reflexes: +2 DEX to act first with All Actions 15 Skill Master (+3 with all Skills based on [iNT]) 4 Speed Reading (x10) Skills 3 Bureaucratics: Bele'cor Hierarchy 13- 3 Tactics 13- 3 Scholar 2 1) KS: Arcane And Occult Lore (3 Active Points) 13- 2 2) KS: Bele'cor Style Of Magic (3 Active Points) 13- 2 3) KS: Herbs (3 Active Points) 13- 2 4) KS: Legends And Lore (3 Active Points) 13- 2 5) KS: Magic in General (3 Active Points) 13- 2 6) KS: Mythology (3 Active Points) 13- 9 +3 with Magic 3 Conversation 13- 3 Interrogation 13- 9 Power: Bele'cor Style 16- 3 Shadowing 13- 3 Seduction 13- 3 PS: Magic-using Adventurer 13- Everyman Skills (Pg. 84 Fantasy Hero) 0 1) Acting 8- 0 2) Climbing 8- 0 3) Concealment 8- 0 4) Deduction 8- 0 5) AK: The Country near the main city of Pulling the Fangs (I don't know the name for the region) 8- 0 6) Language (idiomatic) (4 Active Points) 0 7) Paramedics 8- 0 8) Persuasion 8- 0 9) PS: Shop-keeping (Custom Adder) 11- 0 10) Stealth 8- Total Powers & Skills Cost: 157 Total Cost: 200 100+ Disadvantages 10 Distinctive Features: Bele'cor style Metieran (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses (Mage-Sight, Ability to see magical Auras,etc...); Not Distinctive In Some Cultures) 5 Hunted: Bounty On head; Various Bounty Hunters 8- (As Pow, Limited Geographical Area, Harshly Punish) Notes: Has bounty on head for not following through on a deal to gain a Bele'cor Scroll, Bounty given when it was revealed that her client, had with-held information from her about the mission and to his true identity, (He was a crime-boss and despite returning the pay, he put a bounty on her head, preferring not to do the hard work himself.) 15 Hunted: The Guild of the Bele'cor Metierans 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) Notes: The guild which Soor belongs to keeps an eye on her through various magical means every so often, to make sure that he is following the orders of the guild and that he is keeping his behavior in check. 0 Normal Characteristic Maxima 10 Psychological Limitation: Kinda Selfish, caring more about her own way of doing things but she does care about other's but she cares about herself first. (Common, Moderate) 15 Psychological Limitation: Craves Knowledge (Common, Strong) 10 Psychological Limitation: Dislikes rules, but tries to do the right thing according to both her own conscience while not going against the laws set in place. (Common, Moderate) 10 Reputation: (Has bounty on head in the under-world), 11- (Extreme; Known Only To A Small Group) Notes: Extreme is the fact that bounty-hunters are the type who will be seeing this Limitation, and same thing for small group, ie. Only those who see the bounty signs, are bounty hunters who live on the shady side of life 10 Rivalry: Professional (Other Magic Users), Rival is Significantly More Powerful (Group), Seek to Outdo, Embarrass, or Humiliate Rival, Rival Unaware of Rivalry 10 Social Limitation: Thinks of her own benefits first (Frequently, Minor) 5 Social Limitation: Often speaks in ways that non-magic user's don't understand (Frequently, Minor, Not Limiting In Some Cultures) Total Disadvantages Points: 100 @Shadowcat1313 - Thanks for the spell Ideas, if I need to modify Soor somemore after this, or when I get some Experience, I'll go ahead and add your ideas.
  3. Re: Help with an Ineffective Ice Mage... @Manic_Typist That was when Soor was going to be a Male, but having her be a female was more appropriate given her background. EDIT: The gender confusion has been removed
  4. Re: Campaign: Pulling The Fangs I was wondering if I was the only one who thought that Soor's comment turned out to be VERY ironic, maybe a little character development may come a little bit sooner than anticipated... Anyway I am currently changing Soor's Multipower extensively, with regards to the advice of the Fantasy Hero Forum Gurus.
  5. Re: Genre Conventions & Values Is the paranormal new to you? Where'd you come from that D-7 recruited you if so? If you're old hat, how/why? No, my character would be a mysterious mage who started out as a normal guy, got sucked into mystic/paranormal events, and played a crucial role in defeating the paranormal creature that was trying to invade, however part of his humanity was destroyed during this and was replaced with parts of knowledge and power from the paranormal creature ---------------------------------------------------- Again - morality? Do you want "threats" to be clear, or do you want heavy grey where you're not sure you made the right decision? Threats are clear, and when the division 7 wants to kill paranormals who aren't trying to actively do evil (Or at least seem tamable) He will covertly get them out of the crossfire ---------------------------------------------------- Body Count - this time, there will be one, but how heavy? Lowish, for the Heroes/good Paranormals but with surprises along the way to remind the players that they do not live in a pretty world ---------------------------------------------------- Are you a good guy trying to save the world, or are you here because they have some Really Cool Toys, maybe it's the Dental? Good Guy saving the world, even if it is against the D-7 guys, for they are merely a means to a greater end.
  6. Re: Help with an Ineffective Ice Mage... The problem with increasing the pool is that the GM is using the Powerful Hero AP caps, so nothing with over 60 AP's in it, that means that if I want to keep the reduced endurance on the pool I have to keep the pool down to 50 Pool. I'll go ahead a post a revised version of the pool and see if that's a step in the right direction Also, because of my Combat Spell Casting, I actually have 9 OCV with Spells. P.S. The version posted up top currently was updated after hearing suggestions from Shadowcat and observations while in the session. P.P.S Here is the link for the GM's Campaign Guidelines:
  7. Re: Help with an Ineffective Ice Mage... 1) I'm not sure what you mean by limitation requirements, please explain? 2) I cut down the Side-effect damage, I realized I probably needed to do this anyway. 3) The Damage is only taken a failed roll, but with the -6 to the roll even with my skill mastery it is still a 13-, which is very possible to possible to fail
  8. Re: Fantasy Star Wars. In any of my games a Force Dragon well only ever be the BBEG, to be allowed to be anything else is simply an offense to Force Dragons everywhere. (Except the maybe GMPC, guest-star, you know the guy who comes in saves the day and the players grumble about GM powers )
  9. So, I came up with this character concept/background and history I really liked, went ahead a made the character, and to be completely honest she failed, completely. It went like this: Phase 6, Dex 19 - Casts Magic Ice Armor Phase 8, Dex 19 - Casts Bolts of Deep Cold, RSR Fails, takes 6 Body and 18 Stun, is Knocked Out though only barely. Phase 12, Dex 19 - Recovers, stands up and then promptly gets Stunned again by the vampires that were attacking us, my fighter comrade had just fallen and apparently the Militia saved the day. So Soor obviously needs a rework which the GM has agreed too. And I'm asking the people here at Hero boards to tear her up and put her back together, and make her better. Here she is... EDIT #1 - Changed Side-effect, Decreased Mp, added Reduced End Soor Choia Val Char Points Total Roll Notes 8 STR -2 8 11- HTH Damage 1 1/2d6 END [1] 17 DEX 21 17 12- OCV 6 DCV 6 10 CON 0 10 11- 10 BODY 0 10 11- 18 INT 8 18 13- PER Roll 13- 10 EGO 0 10 11- ECV: 3 18 PRE 8 18 13- PRE Attack: 3 1/2d6 16 COM 3 16 12- 2 PD 0 4/16 4/16 PD (2/14 rPD) 2 ED 0 4/16 4/16 ED (2/14 rED) 4 SPD 13 4 Phases: 3, 6, 9, 12 5 REC 2 5 20 END 0 20 19 STUN 0 19 6" Running 0 6" 2" Swimming 0 2" 1" Leaping 0 1 1/2" Total Characteristics Cost: 53 Cost Powers END 18 Bele'cor Metieran Style: Multipower, 50-point reserve, all slots Restricted Modifiers (No slot may take Time delay, Variable Special Effects, Extra Time or Activation Roll; +0), Reduced Endurance (1/2 END; +1/4) (62 Active Points); all slots IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 1u 1) Sight Group Flash 3d6, Area Of Effect (One Hex; +1/2), Selective (+1/4) (26 Active Points); IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 1 1u 2) Ice Armour: (Total: 24 Active Cost, 7 Real Cost) Force Field (12 PD/12 ED) (24 Active Points); IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) (Real Cost: 7) 1 1u 3) Ice Shards: Killing Attack - Ranged 1 1/2d6, Autofire (5 shots; +1/2), Penetrating (+1/2) (50 Active Points); Gestures (Requires both hands; -1/2), IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 1u 4) Ice Prison: Entangle 5d6, 5 DEF (50 Active Points); IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 1u 5) Chilling hands: Drain SPD 2 1/2d6, Area Of Effect (6" Cone; +1) (50 Active Points); IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 1u 6) Bolts of Deep Cold: Energy Blast 4d6, Uncontrolled (Turn-off is either being attacked by or using a fire-attack or moving out of 1/2 the maximum range ot Bolts of Cold; +1/2), Continuous (+1) (50 Active Points); IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 1u 7) Ice Wall: Force Wall (8 PD/8 ED), Hardened (+1/4) (50 Active Points); IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 2 1u 8) Walking on ice: Flight 12" (24 Active Points); IAF (Mundane-looking Jeweled Necklace; -1/2), Side Effects (EB 3d6; -1/2), Spell (-1/2), Gestures (Requires both hands; -1/2), Only In Contact With A Surface (-1/4), Requires A Power Skill: Bele'cor Style Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Incantations (-1/4) 1 20 Magical Energy Reserve: Endurance Reserve (100 END, 10 REC) (20 Active Points) 0 Equipment Knife: Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR) (10 Active Points); Independent (-2), OAF (-1), Real Weapon (-1/4) 1 Torches: Sight Group Images 1" radius, +/-1 to PER Rolls (13 Active Points); Limited Power Power loses almost all of its effectiveness (Only to create Light; -2), 4 Charges (-1) [4] Robes: Armor (2 PD/2 ED) (6 Active Points); Independent (-2), OAF (-1) 0 Perks 5 Money: Well Off 15 Contact: Bele'cor Leadership (Contact has access to major institutions, Contact has very useful Skills or resources), Organization Contact (x3) (15 Active Points) 11- 2 Reputation: Knowledable Matieran-user (A small to medium sized group) 14-, +2/+2d6 3 Access Talents 12 Combat Spellcasting (all spells) 1 Resistance (1 point) 3 Lightning Reflexes: +2 DEX to act first with All Actions 15 Skill Master (+3 with all Skills based on [iNT]) 4 Speed Reading (x10) Skills 3 Bureaucratics: Bele'cor Hierarchy 13- 3 Tactics 13- 3 Scholar 2 1) KS: Arcane And Occult Lore (3 Active Points) 13- 2 2) KS: Bele'cor Style Of Magic (3 Active Points) 13- 2 3) KS: Legends And Lore (3 Active Points) 13- 2 4) KS: Magic in General (3 Active Points) 13- 2 5) KS: Mythology (3 Active Points) 13- 1 Conversation 8- 3 Interrogation 13- 9 Power: Bele'cor Style 16- 3 Shadowing 13- 3 Seduction 13- 3 PS: Magic-using Adventurer 13- Everyman Skills (Pg. 84 Fantasy Hero) 0 1) Acting 8- 0 2) Climbing 8- 0 3) Concealment 8- 0 4) Deduction 8- 0 5) AK: The Country near the main city of Pulling the Fangs (I don't know the name for the region) 8- 0 6) Language (idiomatic) (4 Active Points) 0 7) Paramedics 8- 0 8) Persuasion 8- 0 9) PS: Shop-keeping (Custom Adder) 11- 0 10) Stealth 8- Total Powers & Skills Cost: 147 Total Cost: 200 100+ Disadvantages 10 Distinctive Features: Bele'cor style Metieran (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses (Mage-Sight, Ability to see magical Auras,etc...); Not Distinctive In Some Cultures) 5 Hunted: Bounty On head; Various Bounty Hunters 8- (As Pow, Limited Geographical Area, Harshly Punish) Notes: Has bounty on head for not following through on a deal to gain a Bele'cor Scroll, Bounty given when it was revealed that her client, had with-held information from her about the mission and to her true identity, (He was a crime-boss and despite returning the pay, he put a bounty on her head, preferring not to do the hard work himself.) 15 Hunted: The Guild of the Bele'cor Metierans 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) Notes: The guild which Soor belongs to keeps an eye on her through various magical means every so often, to make sure that he is following the orders of the guild and that he is keeping her behavior in check. 0 Normal Characteristic Maxima 10 Psychological Limitation: Kinda Selfish, caring more about her own way of doing things but she does care about other's but she cares about herself first. (Common, Moderate) 15 Psychological Limitation: Craves Knowledge (Common, Strong) 10 Psychological Limitation: Dislikes rules, but tries to do the right thing according to both her own conscience while not going against the laws set in place. (Common, Moderate) 10 Reputation: (Has bounty on head in the under-world), 11- (Extreme; Known Only To A Small Group) Notes: Extreme is the fact that bounty-hunters are the type who will be seeing this Limitation, and same thing for small group, ie. Only those who see the bounty signs, are bounty hunters who live on the shady side of life 10 Rivalry: Professional (Other Magic Users), Rival is Significantly More Powerful (Group), Seek to Outdo, Embarrass, or Humiliate Rival, Rival Unaware of Rivalry 10 Social Limitation: Thinks of her own benefits first (Frequently, Minor) 5 Social Limitation: Often speaks in ways that non-magic user's don't understand (Frequently, Minor, Not Limiting In Some Cultures) Total Disadvantages Points: 100 Any Help, criticisms, critique, advice, etc... that you guys can supply with would be awesome
  10. Re: Campaign: Pulling The Fangs http://killershrike.com/FantasyHERO/HighFantasyHERO/MagicSystems/metierSystem.aspx Here is the magic system that the magic that I am using is based very much on...
  11. Re: Campaign: Pulling The Fangs I've changed both the Uncontrolled power and I went ahead and made the 6d6 EB an Extreme Side-effect. I chose not to use the 3 points, waiting to use those later, if that's ok with you...
  12. Re: Campaign: Pulling The Fangs I've changed the cost of the robes to 3 sp, and went ahead and changed all of my powers to go ahead and run off of the End reserve, something I forgot to do.
  13. Re: Campaign: Pulling The Fangs Ok, I see what you meant, sorry about that... I changed the AP in the Multipower to 60pts by taking Reduced Endurance, reduced Soor's natural End and added a 100 END, 10 REC Endurance Reserve
  14. Re: Campaign: Pulling The Fangs I've Changed the Pool for my multipower to 60 AP, and the Side-effect means that every time Soor misses her Skill roll she takes a 6d6 Energy Blast
  15. Re: Campaign: Pulling The Fangs Rough Character Draft... I fleshed out the background some, which is part of the reason it took so long...
×
×
  • Create New...