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Opale

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Everything posted by Opale

  1. Edited the post and used Google Translator to make the texts readable. Not in proper english, but at least better than in french for you all. If needed, tell me what to rewrite if some sentences need it. The difficult thing in this campaign will be the balance during combat, as some characters are obviously more powerful than others, we will see. Opale
  2. Thanks guys... For a moment I was feeling blonde again having same issue. Special thanks to Storn that shared my blondeness Contagious blonde Opale
  3. The Export format is called WritersGuidelinesHTML.hde. There is a fifth PC but I don't add it yet as we don't know if the player will actually play, and because his background was just writen crappy. And I dislike posting crappy things. And ouch.. I just noticed that some letters didn't pass well onto this forum... Plus I don't know if that's happening to everyone, but posting on this new forum takes age to upload (2-4 minutes per post). Any advise about that ? Storylines will be posted as soon as we start, which should be next april 28 sunday. Opale.
  4. HARAIN Name: Xa'lotHaraïn - kenserun-Raï'latdhonterra-Tar'goth -: Pronounced nab -: Pronounced al (Haraïn, son of the city lot Xa adult Tor'gath and former Ambassador of the planet Lat, Rai system from the galactic federation) Composition rules of a name: his city 'his father His name - status - what was (in order from oldest to newest, without making duplicate). His home planet System Rai ': Star class G, consisting of six planets. Only Raï'lat is inhabited. It is a terrestrial planet class super-6M land, similar in size to Earth but with a gravity over 6 times as extremely rich in neutronium. Atmosphere composed of oxygen, nitrogen, carbon dioxide and helium. Revolution Earth three months but its complete rotation lasts 7 years (1 cycle). It has three moons reflect light from the star. It is they who set the time of day and the passage of time for the people: Raï'latTos, Raï'latLetha and Raï'latArdia. (The seasons following the revolution and not the rotation This gives four seasons are only 3.. Warm season is the directly illuminated by the star period the cold season, in the dark lit only by the moon . Two identical inter-seasons, partially lit by the star through the diffraction of the atmosphere. Rai'lat is a planet with a harsh climate exceptionally high even for those who are from gravity. Any activity is exhausting. Local life is adapted to the crushing gravity. Mainly consists of water or crawling creatures to better distribute the weight. There are no flying animals (and people have a nagging fear). Its inhabitants are provided with a suitable force, a partially skeleton neutronium and a "circulation" by capillarity. Their view is adapted to the low light of the cold season and the offseason. Residents are quickly becoming aware of their strength because their bodies are not cut to resist (note: a punch 6D6 is likely to cause Body to the person in front). Control and self-control are deeply rooted and have shaped the company. Far from the clichés associated with their Herculean strength is a quiet and thoughtful people, strongly inclined to support in order to survive in this hostile environment. This long tradition of negotiation and compromise offered many ambassadors to the federation. Control is essential in this society. The use of force is socially frowned upon. Ken: childhood corresponding to the first cycle of existence. Kenser: This is the period of the turbulent youth, often associated with adolescence. Interim period is normally the second cycle. It ends only when there is evidence of maturity and responsibility. Kenserun: age of maturity, not before the third cycle. At this age, Raï'lat can be drawn to fill the various loads. In each cycle, there is a line tattooed on the skull to mark its number of cycles of existence. The Kenser who fail to achieve adequate control in the fourth cycle are offered a choice: leave Raï'lat never to return or retire to a remote location akin to a monastery where they can give free rein to their impulses without endanger the society. They become kenserat. Note: treat Kenserun of Kenser is an insult that can be used to put someone in his place but treating in kenserat is a very serious offense. That is to accuse him of not knowing how to control and endanger the community. Technology The overwhelming gravity is the best defense in the world who has never had to worry about invaders despite the interest that represent its enormous resources neutronium. Countless vessels stranded on the surface, when they were not simply crushed and unsuitable species having suffered a fatal fate (bleeding, fractures, loss of consciousness, etc ...) to their landing. Even the anti-gravitic technology do not stand over time to such an environment. The Raïl'aToniens have learned to trust their planet to manage these pests. This periodic external input technologies has enabled significant scientific advances even before the planet join the Federation. Some Social Classes The extremely hard rock that the machines can not break it. The Tar'goth (rock breakers), out of minor-architects use a special tool pure neutronium to break the rock and learn to loosen its weaknesses. They are a respected caste responsible for building cities, homes and various necessary infrastructure. The hi To greet someone is running her hands against her palm facing the sky. The person can do the same in return or mark his confidence and close by touching. Policy Cities are underground and not extensive. The technological development for build cities on the surface has little changed this situation. All charges last cycle and are assigned by random draw among Kenserun community worthy to occupy this role. Cities are administered by a council of elders. A supreme council composed of representatives of each city manages the global policy by consensus. It is responsible for arbitrating between different cities. The representative from the Confederation Raï'lat is drawn in the Supreme Council. City Council: "City" Dhon Council Raï'lat: Raï'latdhon Representative to the Federation: Raï'latdhonterra Economy The neutronium, and unique to this planet and its technology adapted to local climatic extremes are its main export wealth extremely dense and hard rock (it is naturally hardened). Culture and art The sculpture is also very present and very sought after by lovers of all the galaxy. The hardness of the rock makes virtually unalterable achievements. The literature has also developed particularly dramatic poems staging kenserat and desperate to achieve control of their own attempts. Holidays Every revolution is an occasion for great celebration. The festivities differ according to the season in which they occur (or illuminated face in the shadows, inter-season). (Reflection on being associated beliefs and superstitions.) Sport The Raï'lat control in sport: the Lasden (circle spears). Two opponents coated armor and armed with a Las, kind of metal spear with a copper handle mass provided at each end, compete in a circle. The battle is to bring down his opponent or to leave the circle without using force. Las is made to bend or break if excessive stresses marking the defeat of its wearer. _________________________________________________________ Background of Xa'lotHaraïn - kenserun-Raï'latdhonterra-Tar'goth Xa'lotHaraïn is Tar'goth. He received his magoth (hammer given by Xina'othgonLot - kenserun-Tar'goth his father) at the end of the second cycle and wear it with pride. He has gone six cycles is married to Xa'linMarris - kenserun, and has a daughter Xa'haraïnLyrah - kenserat born during cold day without a moon. It is a hard head that chose to leave Raï'lat its third cycle to the dismay of his parents. Well established in the community, Haraïn was drawn to become Xadhon its fourth cycle but was later designated as Raï'latdhonterra. Eager to see the world, he leaves his world and will perform its task with the federation. Pretty good diplomat, he has done his duty to the best of his abilities and has participated in numerous peace negotiations. In doing so he drew the ire of some in the pro-military circles. He negotiated a truce between the (warlike race) and (nomadic race in search of a new world). The (nomadic race) capablent breathing methane wanted populate a planet system (warlike race) rich in minerals but they operated with difficulty. He negotiated an installation (nomad race) who in turn exploit the resources and would provide an annual tribute to (warlike race) corresponding to half of the excess production over the previous generation. Both parties agreed and war was averted. It is not just friends. (I deliberately put no breed name so you can adjust it if necessary). During his absence, his son chose to leave and become Raï'lat kenserat. Despite efforts to find him, he does not succeed. At the end of his tenure, he received an offer from a mining conglomerate. It is responsible for establishing urban centers and all mining infrastructure for the extraction of ore mining on the planet kelvarite PLLA, Degop system. (It is possible that in the same system where he negotiated). During a routine inspection of mines, he discovers the head of security, Ermech (warlike race), arming an explosive charge. Man steals refined ore for its own account and wants to cover his tracks causing an explosion in the mines. (It is possible to put an end to the previous Treaty) To save the people, Xa'lotHaraïn brought down the gallery of a sudden its Magoth to smother the explosion. By chance it releases an enormous crystal kelvarite that during the explosion pierced their bodies of thousands of fragments. [TABLE] [TR] [TD=colspan: 2, align: left] Haraïn[/TD] [/TR] [TR] [TD] [TABLE] [TR] [TD=align: center] Val[/TD] [TD=align: left] Char[/TD] [TD=align: center] Points[/TD] [TD=align: center] Total[/TD] [TD=align: center] Roll[/TD] [TD=align: left] Notes[/TD] [/TR] [TR] [TD=align: center] 100[/TD] [TD=align: left] STR[/TD] [TD=align: center] 90[/TD] [TD=align: center] 100[/TD] [TD=align: center] 29-[/TD] [TD=align: left] HTH Damage 20d6 END [10][/TD] [/TR] [TR] [TD=align: center] 20[/TD] [TD=align: left] DEX[/TD] [TD=align: center] 20[/TD] [TD=align: center] 20[/TD] [TD=align: center] 13-[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 40[/TD] [TD=align: left] CON[/TD] [TD=align: center] 30[/TD] [TD=align: center] 40[/TD] [TD=align: center] 17-[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 25[/TD] [TD=align: left] BODY[/TD] [TD=align: center] 15[/TD] [TD=align: center] 25[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 13[/TD] [TD=align: left] INT[/TD] [TD=align: center] 3[/TD] [TD=align: center] 13[/TD] [TD=align: center] 12-[/TD] [TD=align: left] PER Roll 12-[/TD] [/TR] [TR] [TD=align: center] 13[/TD] [TD=align: left] EGO[/TD] [TD=align: center] 3[/TD] [TD=align: center] 13[/TD] [TD=align: center] 12-[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 30[/TD] [TD=align: left] PRE[/TD] [TD=align: center] 20[/TD] [TD=align: center] 30[/TD] [TD=align: center] 15-[/TD] [TD=align: left] PRE Attack: 6d6[/TD] [/TR] [TR] [TD=align: center] [/TD] [TD=align: left] [/TD] [TD=align: center] [/TD] [TD=align: center] [/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] [/TD] [TD=align: left] [/TD] [TD=align: center] [/TD] [TD=align: center] [/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 0[/TD] [TD=align: left] PD[/TD] [TD=align: center] -2[/TD] [TD=align: center] 0/60[/TD] [TD=align: center] [/TD] [TD=align: left] 0/60 PD (0/60 rPD)[/TD] [/TR] [TR] [TD=align: center] 0[/TD] [TD=align: left] ED[/TD] [TD=align: center] -2[/TD] [TD=align: center] 0/60[/TD] [TD=align: center] [/TD] [TD=align: left] 0/60 ED (0/60 rED)[/TD] [/TR] [TR] [TD=align: center] 4[/TD] [TD=align: left] SPD[/TD] [TD=align: center] 20[/TD] [TD=align: center] 4[/TD] [TD=align: center] [/TD] [TD=align: left] Phases: 3, 6, 9, 12[/TD] [/TR] [TR] [TD=align: center] 25[/TD] [TD=align: left] REC[/TD] [TD=align: center] 21[/TD] [TD=align: center] 25[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 80[/TD] [TD=align: left] END[/TD] [TD=align: center] 12[/TD] [TD=align: center] 80[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 90[/TD] [TD=align: left] STUN[/TD] [TD=align: center] 35[/TD] [TD=align: center] 90[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 12"[/TD] [TD=class: wysiwyg_table_wysiwyg_table_small, align: left] Running[/TD] [TD=align: center] 0[/TD] [TD=align: center] 44m[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 4"[/TD] [TD=class: wysiwyg_table_wysiwyg_table_small, align: left] Swimming[/TD] [TD=align: center] 0[/TD] [TD=align: center] 4m[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 4"[/TD] [TD=class: wysiwyg_table_wysiwyg_table_small, align: left] Leaping[/TD] [TD=align: center] 0[/TD] [TD=align: center] 36m[/TD] [TD=align: center] [/TD] [TD=align: left] Total Characteristics Cost: 295[/TD] [/TR] [/TABLE] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=colspan: 2] [TABLE] [TR] [TD] Cost[/TD] [TD=width: 100%] Powers[/TD] [TD] END[/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] Raï'laTon[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] 1) How fragile is that man: Detect damage and defense potential A Class Of Things 12- (Touch Group) (5 Active Points); Must follow Roll with a punch (-1)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 5[/TD] [TD=align: left] 2) Low-Light Vision: Nightvision[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 12[/TD] [TD=align: left] 3) Heavy and very Strong: Knockback Resistance -12m[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 5[/TD] [TD=align: left] 4) Used to High G: Resistant Protection (10 PD) (15 Active Points); Only to protect against G Force Damage (-2)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] Gear[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 6[/TD] [TD=align: left] 1) Communicator: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Group As Well As Radio Group (-1/2)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 8[/TD] [TD=align: left] 2) Magnetic Boots: Clinging (normal STR) (10 Active Points); IIF (-1/4)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 180[/TD] [TD=align: left] Brick Resistance: Resistant Protection (60 PD/60 ED)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 19[/TD] [TD=align: left] Super-Physiology: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 15[/TD] [TD=align: left] Super Tough Form: Power Defense (15 points)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 42[/TD] [TD=align: left] Super Strong Legs: Multipower, 42-point reserve[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 4f[/TD] [TD=align: left] 1) Super Strong Legs: Leaping +32m (36m forward, 18m upward) (Accurate), MegaScale (1m = 1 km; +1) (42 Active Points)[/TD] [TD=align: left] 4[/TD] [/TR] [TR] [TD=align: left] 4f[/TD] [TD=align: left] 2) Super-Strong Legs: Running +32m (44m total), x8 Noncombat (42 Active Points)[/TD] [TD=align: left] 4[/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 90[/TD] [TD=align: left] Super-Strengh: Multipower, 90-point reserve[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 4f[/TD] [TD=align: left] 1) The Big Crush: Killing Attack - Hand-To-Hand 4d6 (8d6+1 w/STR), Side Effect : 1.6 tons (30 STR to lift) (+0), Armor Piercing (x2; +1/2) (90 Active Points); OAF Unbreakable (-1)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] 7f[/TD] [TD=align: left] 2) Shards Explosion: (Total: 90 Active Cost, 70 Real Cost) Sight Group Flash 5d6, Attack Versus Alternate Defense (is solid covering over the eyes; All Or Nothing; +1/2), Area Of Effect (16m Cone; +1/2) (50 Active Points) (Real Cost: 50) plus Sight Group Flash 4d6, Side Effect :1.6 tons (30 STR to lift) (+0), Area Of Effect (16m Cone; +1/2), Attack Versus Alternate Defense (is solid covering over the eyes; All Or Nothing; +1/2) (40 Active Points); OAF Unbreakable (Neutronium Hammer; -1) (Real Cost: 20)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] 7f[/TD] [TD=align: left] 3) Boulder Explosion: (Total: 90 Active Cost, 75 Real Cost) Blast 8d6, Area Of Effect (16m Cone; +1/2) (60 Active Points) (Real Cost: 60) plus Blast 4d6, Side Effect :1.6 tons (30 STR to lift) (+0), Area Of Effect (16m Cone; +1/2) (30 Active Points); OAF Unbreakable (-1) (Real Cost: 15)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] 5f[/TD] [TD=align: left] 4) Super Digging: (Total: 86 Active Cost, 52 Real Cost) Tunneling 4m through 18 PD material (40 Active Points); No NonCombat Movement (-1/4) (Real Cost: 32) plus Tunneling 10m through 18 PD material, Side Effect :1.6 tons (30 STR to lift) (+0) (46 Active Points); OAF Unbreakable (Neutronium Hammer; -1), No NonCombat Movement (-1/4) (Real Cost: 20)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] 2f[/TD] [TD=align: left] 5) Homerun: Double Knockback (+1/2) for up to 100 Active Points of STR, Side Effect :1.6 tons (30 STR to lift) (+0) (50 Active Points); OAF Unbreakable (Neutronium Hammer; -1), Increased Endurance Cost (x2 END; -1/2), Requires A Brick Trick Roll (Skill roll, -1 per 20 Active Points modifier; -1/4)[/TD] [TD=align: left] 10[/TD] [/TR] [TR] [TD=align: left] 1f[/TD] [TD=align: left] 6) Agile Haymaker: Hand-To-Hand Attack +4d6 (20 Active Points); Extra Time (Extra Segment, -1/2), Hand-To-Hand Attack (-1/4)[/TD] [TD=align: left] 2[/TD] [/TR] [TR] [TD=align: left] 3f[/TD] [TD=align: left] 7) The Big Wrap-Up: Entangle 9d6, 9 PD/9 ED (90 Active Points); OIF (appropriate materials of opportunity; -1/2), No Range (-1/2), Extra Time (Full Phase, at least a Full Phase, and often longer, depending on how long it takes to get the materials; -1/2), Defense Depends On Materials Used (-1/2), Side Effects (Side Effect only affects the environment near the character; may cause considerable damage to the environment; -0)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] 2f[/TD] [TD=align: left] 8) Thunderclap: Hearing Group Flash 8d6, Area Of Effect (16m Radius Explosion; +1/4), Hole In The Middle (the 1m radius area the character stands in when he uses the power; +1/4), Does Knockback (+1/4) (42 Active Points); Extra Time (Full Phase, -1/2), Restrainable (-1/2), No Range (-1/2)[/TD] [TD=align: left] 4[/TD] [/TR] [TR] [TD=align: left] 3f[/TD] [TD=align: left] 9) Flick Of Unconsciousness: Blast 7d6, Attack Versus Alternate Defense (rigid Resistant PD covering the head, or any innate Resistant PD protecting the head; All Or Nothing; +1/2) (52 Active Points); No Range (-1/2), Requires A Roll (Brick Tricks Skill roll, -1 per 20 Active Points modifier; -1/4), Side Effects (if character fails roll, opponent takes character's full STR damage; -1/4)[/TD] [TD=align: left] 5[/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=colspan: 2] [/TD] [/TR] [TR] [TD] [/TD] [TD] Perks[/TD] [/TR] [TR] [TD=align: left] 30[/TD] [TD=align: left] Vehicles & Bases[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Fringe Benefit: Galactic Computernet Access Card[/TD] [/TR] [TR] [TD=align: left] 1[/TD] [TD=align: left] Fringe Benefit: License to practice : Tor'gath[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Contact: Galactic Federation, Organization Contact (x3) (3 Active Points) 8-[/TD] [/TR] [TR] [TD=align: left] 1[/TD] [TD=align: left] Fringe Benefit: Starship License[/TD] [/TR] [TR] [TD=colspan: 2] [/TD] [/TR] [TR] [TD] [/TD] [TD] Talents[/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] Environmental Movement (no penalties on High-G)[/TD] [/TR] [TR] [TD=colspan: 2] [/TD] [/TR] [TR] [TD] [/TD] [TD] Skills[/TD] [/TR] [TR] [TD=align: left] 24[/TD] [TD=align: left] +3 with HTH Combat[/TD] [/TR] [TR] [TD=align: left] 4[/TD] [TD=align: left] +4 Only to offset penalties for Pulling A Punch Maneuver[/TD] [/TR] [TR] [TD=align: left] 11[/TD] [TD=align: left] Power: Super-Strengh 15-[/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Acting 8-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Climbing 8-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Computer Programming (Personal Computers) 8-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Concealment 8-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Conversation 8-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Deduction 8-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Paramedics 8-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Persuasion 8-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] PS: Raï'latdhonterra 11-[/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] PS: Tor'gath 11-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Shadowing 8-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Stealth 8-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] TF: Personal Use Spacecraft, Spaceplanes[/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] AK: Raï'laTon 8-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] KS: What do you Know ? 8-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Language: Raï'laTon (completely fluent; literate) (4 Active Points)[/TD] [/TR] [/TABLE] [/TD] [/TR] [TR] [TD=colspan: 2] Total Powers & Skills Cost: 507[/TD] [/TR] [TR] [TD=colspan: 2] [/TD] [/TR] [TR] [TD=colspan: 2] Total Cost: 802[/TD] [/TR] [TR] [TD=colspan: 2] [/TD] [/TR] [TR] [TD=colspan: 2, align: left] [TABLE] [TR] [TD] 800+[/TD] [TD=width: 100%] Disadvantages[/TD] [/TR] [TR] [TD=align: left] 15[/TD] [TD=colspan: 2, align: left] Dependent NPC: Xa’linMarris--kenserun, my wife and Xa’haraïnLyrah--kenserat, my son Infrequently (Normal; Group DNPC: x2 DNPCs)[/TD] [/TR] [TR] [TD=align: left] 5[/TD] [TD=colspan: 2, align: left] Distinctive Features: Glowing Streaks On His Skin (Age Cycle) (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)[/TD] [/TR] [TR] [TD=align: left] 15[/TD] [TD=colspan: 2, align: left] Social Complication: Public ID Frequently, Major[/TD] [/TR] [TR] [TD=align: left] 15[/TD] [TD=colspan: 2, align: left] Hunted: Ermech Infrequently (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)[/TD] [/TR] [TR] [TD=align: left] 25[/TD] [TD=colspan: 2, align: left] Hunted: Presteign Corp Infrequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish)[/TD] [/TR] [TR] [TD=align: left] 10[/TD] [TD=colspan: 2, align: left] Physical Complication: weighty (600kg) 4+1/2 D6 (Infrequently; Slightly Impairing) Notes: Heavyworlder[/TD] [/TR] [TR] [TD=align: left] 20[/TD] [TD=colspan: 2, align: left] Psychological Complication: Code versus killing (Common; Total)[/TD] [/TR] [TR] [TD=align: left] 15[/TD] [TD=colspan: 2, align: left] Psychological Complication: Fight on opponent level (Common; Strong)[/TD] [/TR] [TR] [TD=align: left] 15[/TD] [TD=colspan: 2, align: left] Psychological Complication: Pacifist (Common; Strong)[/TD] [/TR] [TR] [TD=align: left] 10[/TD] [TD=colspan: 2, align: left] Psychological Complication: Seek Xa’haraïnLyrah--kenserat, his daughter (Uncommon; Strong)[/TD] [/TR] [TR] [TD=align: left] 15[/TD] [TD=colspan: 2, align: left] Susceptibility: To Kelvarite 1d6 damage per Phase (Uncommon)[/TD] [/TR] [TR] [TD=align: left] 20[/TD] [TD=colspan: 2, align: left] Vulnerability: 2 x Effect Drain (Common)[/TD] [/TR] [/TABLE] [/TD] [/TR] [TR] [TD=colspan: 2] Total Disadvantages Points: 180[/TD] [/TR] [/TABLE]
  5. NOMAD Background : Arcturus Foyle was a mercenary in a mining company, among others. A shabby job that was most often reluctant to move the indigenous people to the disruption of their planet. We did not ask him to think for himself. Follow orders without question, and it was then entitled to a payroll that allowed him to maintain his equipment (pressurized armor, weapons and whatnot) and a few drinks. The rest was lost in gambling. It was returning from a mission that changed everything. The Nomad cargo ship filled with ore brought everyone into the fold when he was hit hard. The only soul who survived was that of Foyle hell who lived in his cabin aboard a cargo ripped adrift. He thought die lack of oxygen. No response to distress signals. The space was quieter and cooler than ever. Yet one day or maybe one night he saw spinning the spacecraft industrial clan Presteign it Vorga-T: 1339. The We had heard it was saved! He had to hurry and send signs of life. Great was his rage when he discovered that no one came to save Arcturus Foyle. Resources it were recovered. No team was not sent to neighborhoods inhabited. Foyle then gave his whole existence in question, he had to escape from here! Escape revenge for the person responsible for its abandonment. One day the responsible pay! He had to escape, escape! ESCAPE! A moment later he was still himself, the same person with the same rage that previous time. The decor however ... More reddish light of a corridor in distress, more weightless, more crushing silence. Was he dead? Explain how it was now on his home planet now breathe the air nauseating at this very moment was the taste of the Garden of Eden. He had heard of these jumps that some people could do with a bit of concentration. But he knew that such jumps were impossible. And yet, in the spirit of simplicity Foyle still has the amazing ability to jump through the same empty vastness of interstellar. It still took several years to properly control his power. He tried hard to educate. Arcturus Foyle would never be the same, he knew that if he wanted one day to approach the officials of his retirement, it should therefore rise socially. Learn manners. A challenge for a man who could speak English a very archaic. Educated but certainly he did not forget his true nature, he used his power to carry out various missions. It was the best! Nobody could understand how he could achieve so much in so little time. He was already skilled but willpower transformed into a killing machine. His weapon, his armor and quickly swelled to its reputation. Arcturus however was not blinded by revenge. He opened my eyes to a cruel and unjust world. So oppressed by the interests of large corporations the revulsion. The captain of the Volga was a rotten among others. Arcturus was embarked on humanitarian for the first time in his life. His fortune financed all kinds of means of resistance. Never openly of course, the sight of all, it was this great cynical bastard who would not move a finger to help others. In this social dance, Arcturus knew lead. [TABLE] [TR] [TD=colspan: 2, align: left] Nomad[/TD] [/TR] [TR] [TD] [TABLE] [TR] [TD=align: center] Val[/TD] [TD=align: left] Char[/TD] [TD=align: center] Points[/TD] [TD=align: center] Total[/TD] [TD=align: center] Roll[/TD] [TD=align: left] Notes[/TD] [/TR] [TR] [TD=align: center] 18[/TD] [TD=align: left] STR[/TD] [TD=align: center] 8[/TD] [TD=align: center] 18/28[/TD] [TD=align: center] 13- / 15-[/TD] [TD=align: left] HTH Damage 3 1/2d6/5 1/2d6 END [2/3][/TD] [/TR] [TR] [TD=align: center] 23[/TD] [TD=align: left] DEX[/TD] [TD=align: center] 26[/TD] [TD=align: center] 23/26[/TD] [TD=align: center] 14-[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 28[/TD] [TD=align: left] CON[/TD] [TD=align: center] 18[/TD] [TD=align: center] 28[/TD] [TD=align: center] 15-[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 18[/TD] [TD=align: left] BODY[/TD] [TD=align: center] 8[/TD] [TD=align: center] 18[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 12[/TD] [TD=align: left] INT[/TD] [TD=align: center] 2[/TD] [TD=align: center] 12[/TD] [TD=align: center] 11-[/TD] [TD=align: left] PER Roll 11-[/TD] [/TR] [TR] [TD=align: center] 11[/TD] [TD=align: left] EGO[/TD] [TD=align: center] 1[/TD] [TD=align: center] 11[/TD] [TD=align: center] 11-[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 15[/TD] [TD=align: left] PRE[/TD] [TD=align: center] 5[/TD] [TD=align: center] 15[/TD] [TD=align: center] 12-[/TD] [TD=align: left] PRE Attack: 3d6[/TD] [/TR] [TR] [TD=align: center] [/TD] [TD=align: left] [/TD] [TD=align: center] [/TD] [TD=align: center] [/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] [/TD] [TD=align: left] [/TD] [TD=align: center] [/TD] [TD=align: center] [/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 11[/TD] [TD=align: left] PD[/TD] [TD=align: center] 9[/TD] [TD=align: center] 11/33[/TD] [TD=align: center] [/TD] [TD=align: left] 11/33 PD (0/22 rPD)[/TD] [/TR] [TR] [TD=align: center] 9[/TD] [TD=align: left] ED[/TD] [TD=align: center] 7[/TD] [TD=align: center] 9/31[/TD] [TD=align: center] [/TD] [TD=align: left] 9/31 ED (0/22 rED)[/TD] [/TR] [TR] [TD=align: center] 4[/TD] [TD=align: left] SPD[/TD] [TD=align: center] 20[/TD] [TD=align: center] 4/6[/TD] [TD=align: center] [/TD] [TD=align: left] Phases: 3, 6, 9, 12/2, 4, 6, 8, 10, 12[/TD] [/TR] [TR] [TD=align: center] 14[/TD] [TD=align: left] REC[/TD] [TD=align: center] 10[/TD] [TD=align: center] 14[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 120[/TD] [TD=align: left] END[/TD] [TD=align: center] 20[/TD] [TD=align: center] 120[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 54[/TD] [TD=align: left] STUN[/TD] [TD=align: center] 17[/TD] [TD=align: center] 54[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 20"[/TD] [TD=class: wysiwyg_table_wysiwyg_table_small, align: left] Running[/TD] [TD=align: center] 8[/TD] [TD=align: center] 20m[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 4"[/TD] [TD=class: wysiwyg_table_wysiwyg_table_small, align: left] Swimming[/TD] [TD=align: center] 0[/TD] [TD=align: center] 4m[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 4"[/TD] [TD=class: wysiwyg_table_wysiwyg_table_small, align: left] Leaping[/TD] [TD=align: center] 0[/TD] [TD=align: center] 4m/14m[/TD] [TD=align: center] [/TD] [TD=align: left] Total Characteristics Cost: 209[/TD] [/TR] [/TABLE] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=colspan: 2] [TABLE] [TR] [TD] Cost[/TD] [TD=width: 100%] Powers[/TD] [TD] END[/TD] [/TR] [TR] [TD=align: left] 41[/TD] [TD=align: left] Mark VII-Dracon Laser Rifle: Multipower, 163-point reserve, (163 Active Points); all slots STR Minimum (20 STR minimum; Doesn't Add To Damage; -1 1/2), OAF (-1), Two-Handed (-1/2)[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 4f[/TD] [TD=align: left] 1) Intense Setting: (Total: 163 Active Cost, 38 Real Cost) Killing Attack - Ranged 4d6-1, Armor Piercing (+1/4), +1 Increased STUN Multiplier (+1/4), Increased Maximum Range (1 100m; +1/4), Autofire (5 shots; +1/2); STR Minimum (20 STR minimum; Doesn't Add To Damage; -1 1/2), OAF (-1), Two-Handed (-1/2), Beam (-1/4), 64 Charges (+1/2) (Real Cost: 24) plus +2 OCV; STR Minimum (20 STR minimum; Doesn't Add To Damage; -1 1/2), OAF (-1), Two-Handed (-1/2) (Real Cost: 2) plus +2 versus Range modifier; STR Minimum (20 STR minimum; Doesn't Add To Damage; -1 1/2), OAF (-1), Two-Handed (-1/2) (Real Cost: 1)[/TD] [TD=align: left] [64][/TD] [/TR] [TR] [TD=align: left] 3f[/TD] [TD=align: left] 2) Low Setting: (Total: 124 Active Cost, 29 Real Cost) Blast 10d6, Autofire (5 shots; +1/2) (112 Active Points); STR Minimum (20 STR minimum; Doesn't Add To Damage; -1 1/2), OAF (-1), Two-Handed (-1/2), Beam (-1/4), 64 Boostable Charges (+3/4) (Real Cost: 18) plus +2 OCV (10 Active Points); STR Minimum (20 STR minimum; Doesn't Add To Damage; -1 1/2), OAF (-1), Two-Handed (-1/2) (Real Cost: 2) plus +2 to offset Range modifier (2 Active Points); STR Minimum (20 STR minimum; Doesn't Add To Damage; -1 1/2), OAF (-1), Two-Handed (-1/2) (Real Cost: 1)[/TD] [TD=align: left] [64 bc][/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] Custom Dracon Imperial Marine Battlesuit, all slots OIF (-1/2)[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 25[/TD] [TD=align: left] 1) Protective Armor: Resistant Protection (10 PD/10 ED), Hardened (+1/4) (37 Active Points); OIF (-1/2)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 24[/TD] [TD=align: left] 2) Protective Armor: Resistant Protection (12 PD/12 ED) (36 Active Points); OIF (-1/2)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 7[/TD] [TD=align: left] 3) Musculature Enhancer: +10 STR (10 Active Points); OIF (-1/2)[/TD] [TD=align: left] 1[/TD] [/TR] [TR] [TD=align: left] 17[/TD] [TD=align: left] 4) Reflex Enhancers: (Total: 26 Active Cost, 17 Real Cost) +3 DEX (6 Active Points); OIF (-1/2) (Real Cost: 4) plus +2 SPD (20 Active Points); OIF (-1/2) (Real Cost: 13)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] 5) Leap-Servos: Leaping +10m (4m/14m forward, 2m/7m upward) (5 Active Points); OIF (-1/2)[/TD] [TD=align: left] 1[/TD] [/TR] [TR] [TD=align: left] 17[/TD] [TD=align: left] 6) Flight Pack: Flight 20m (25 Active Points); OIF (-1/2), 1 Continuing Fuel Charge lasting 6 Hours (+1/4)[/TD] [TD=align: left] [1 cc][/TD] [/TR] [TR] [TD=align: left] 6[/TD] [TD=align: left] 7) Communications Systems: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As Sight And Hearing Group As Well As Radio Group (-1/2), OIF (-1/2)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 12[/TD] [TD=align: left] 8) Closed Radio Link: Mind Link , All class of minds, Any Willing Target, Number of Minds (x16) (35 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Sight And Hearing Group, Not Mental Group (-1/2), OIF (-1/2)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] 9) Sight Augmentation Systems: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] 10) Sight Augmentation Systems: Nightvision (5 Active Points); OIF (-1/2)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] 11) Sight Augmentation Systems: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 16[/TD] [TD=align: left] 12) Sight Augmentation Systems: +12 to offset Range Penalties with Sight Group (24 Active Points); OIF (-1/2)[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 7[/TD] [TD=align: left] 13) Surroundview System: Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); OIF (-1/2)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 14[/TD] [TD=align: left] 14) Radar Unit: Radar (Radio Group), Discriminatory, Increased Arc Of Perception (360 Degrees) (25 Active Points); OIF (-1/2), Affected As Sight Group As Well As Radio Group (-1/4)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 10[/TD] [TD=align: left] 15) Sensory Protection: Sight Group Flash Defense (15 points) (15 Active Points); OIF (-1/2)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 10[/TD] [TD=align: left] 16) Sensory Protection: Hearing Group Flash Defense (15 points) (15 Active Points); OIF (-1/2)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 8[/TD] [TD=align: left] 17) Sensory Protection: Radio Group Flash Defense (12 points) (12 Active Points); OIF (-1/2)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 19[/TD] [TD=align: left] 18) Sealed Protective System: Life Support (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points); OIF (-1/2)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 20[/TD] [TD=align: left] Warp Teleporting Memory: Teleportation: Floating Fixed Location (4 Locations)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 100[/TD] [TD=align: left] Teleportation: Multipower, 100-point reserve[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 20v[/TD] [TD=align: left] 1) Group Combat Teleportation: Teleportation 50m, No Relative Velocity, Position Shift, Safe Aquatic Teleport, x16 Increased Mass, x8 Noncombat (100 Active Points)[/TD] [TD=align: left] 10[/TD] [/TR] [TR] [TD=align: left] 2f[/TD] [TD=align: left] 2) Hyperspace Travel: Extra-Dimensional Movement (Single Dimension, Any Location), x512 Increased Weight (70 Active Points); Increased Endurance Cost (x5 END; -2), Can Only Teleport To Fixed Floating Locations (-1/2)[/TD] [TD=align: left] 35[/TD] [/TR] [TR] [TD=align: left] 8f[/TD] [TD=align: left] 3) Aportation: Teleportation 20m, No Relative Velocity, Position Shift, Usable as Attack (Defense is Teleportation, Extra-dimensional movement, or barrier) (+1 1/4) (79 Active Points)[/TD] [TD=align: left] 8[/TD] [/TR] [TR] [TD=align: left] 4f[/TD] [TD=align: left] 4) Combat Aportation: Blast 9d6, NND (Defense is Teleportation, Extra-Dimensional, or Barrier.; All Or Nothing; +1) (90 Active Points); Must Follow A Grab (-1), No Range (-1/2)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] 1f[/TD] [TD=align: left] 5) Float like a Teleporter: Flight 1m, Position Shift (6 Active Points); Only to float, cannot move with the power (-2), Instant (-1/2)[/TD] [TD=align: left] 1[/TD] [/TR] [TR] [TD=align: left] 6f[/TD] [TD=align: left] 6) Dropped Objects: Blast 16d6, Indirect (Source Point is the same for every use, path is from Source Point to target; Source Point is always above Target; +1/4) (100 Active Points); OIF (Heavy Objects of Opportunity; -1/2), Limited Range (40m) (-1/4)[/TD] [TD=align: left] 10[/TD] [/TR] [TR] [TD=align: left] 5f[/TD] [TD=align: left] 7) Teleportation Boxing: Blast 8d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (16m Radius; +3/4), Selective (+1/4) (90 Active Points); Extra Time (Full Phase, -1/2), Limited Range (center of Area must be within the character's half move using teleportation at combat velocity; -1/4)[/TD] [TD=align: left] 4[/TD] [/TR] [TR] [TD=align: left] 10f[/TD] [TD=align: left] 8) Translocating Punch: Teleportation 40m, Usable As Attack (Does not affect characters with teleportation or dimentional powers; +1/4), Reduced Endurance (1/2 END; +1/4), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; When Character succeeds with a HTH combat attack and chooses to teleport target.; +1) (100 Active Points)[/TD] [TD=align: left] 4[/TD] [/TR] [TR] [TD=align: left] 4v[/TD] [TD=align: left] 9) Blink Teleportation Defense: +6 DCV (30 Active Points); Costs Endurance (-1/2)[/TD] [TD=align: left] 3[/TD] [/TR] [TR] [TD=align: left] 1f[/TD] [TD=align: left] 10) Reflex Teleportation: Teleportation 10m, Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Whenever character wants to, after teleporting or using a teleportation related power; +1) (20 Active Points); Increased Endurance Cost (x5 END; -2)[/TD] [TD=align: left] 10[/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=width: 100%, colspan: 2, align: left] Commando Training[/TD] [/TR] [TR] [TD=align: left] 1[/TD] [TD=width: 100%, colspan: 2, align: left] 1) Weapon Element: Clubs[/TD] [/TR] [TR] [TD=align: left] 1[/TD] [TD=width: 100%, colspan: 2, align: left] 2) Weapon Element: Knives[/TD] [/TR] [TR] [TD=align: left] 4[/TD] [TD=width: 100%, colspan: 2, align: left] 3) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 / 7 1/2d6 Strike[/TD] [/TR] [TR] [TD=align: left] 4[/TD] [TD=width: 100%, colspan: 2, align: left] 4) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND[/TD] [/TR] [TR] [TD=align: left] 4[/TD] [TD=width: 100%, colspan: 2, align: left] 5) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 28 STR / 38 STR to Disarm[/TD] [/TR] [TR] [TD=colspan: 2] [/TD] [/TR] [TR] [TD] [/TD] [TD] Perks[/TD] [/TR] [TR] [TD=align: left] 1[/TD] [TD=align: left] Fringe Benefit: Starship License[/TD] [/TR] [TR] [TD=align: left] 6[/TD] [TD=align: left] Money: Wealthy[/TD] [/TR] [TR] [TD=align: left] 18[/TD] [TD=align: left] Contact: Various contacts of the Galactic Federation Underworld (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources), Organization Contact (x3) (18 Active Points) 11-[/TD] [/TR] [TR] [TD=align: left] 4[/TD] [TD=align: left] Positive Reputation: Hard Boiled Hero (A large group) 11-, +2/+2d6[/TD] [/TR] [TR] [TD=align: left] 30[/TD] [TD=align: left] Vehicles & Bases[/TD] [/TR] [TR] [TD=colspan: 2] [/TD] [/TR] [TR] [TD] [/TD] [TD] Talents[/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] Environmental Movement (no penalties in zero gravity)[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] +1/+1d6 Striking Appearance (vs. all characters)[/TD] [/TR] [TR] [TD=colspan: 2] [/TD] [/TR] [TR] [TD] [/TD] [TD] Skills[/TD] [/TR] [TR] [TD=align: left] 20[/TD] [TD=align: left] +2 with All Combat[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Power: Teleportation Powers 11-[/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] Mercenary Package[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] 1) Combat Piloting 14-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] 2) Computer Programming (Personal Computers) 11-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] 3) Concealment 11-[/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] 4) KS: The Military/Mercenary/Terrorist World 11-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] 5) CuK: The Galactic Federation Underworld/Crimes Organizations 11-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] 6) Interrogation 12-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] 7) Paramedics 11-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] 8) Persuasion 8-[/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] 9) PS: Soldier 11-[/TD] [/TR] [TR] [TD=align: left] 4[/TD] [TD=align: left] 10) Navigation (Displacement, Hyperspace, Space) 11-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] 11) Shadowing 8-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] 12) Stealth 14-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] 13) Streetwise 12-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] 14) Tactics 11-[/TD] [/TR] [TR] [TD=align: left] 9[/TD] [TD=align: left] 15) WF: Beam Weapons, Energy Weapons, Small Arms, Dracon Battlesuit, Vehicle Weapons (SpaceCraft & SpacePlanes)[/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] Prospector/Salvager Package[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] 1) Climbing 14-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] 2) Demolitions 11-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] 3) AK: The Milky Way Galaxy 8-[/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] 4) PS: Miner 11-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] 5) Trading 12-[/TD] [/TR] [TR] [TD=align: left] 1[/TD] [TD=align: left] 6) TF: Industrial & Exploratory Spacecraft, Personal Use Spacecraft, Spaceplanes[/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Acting 8-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Conversation 8-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Deduction 8-[/TD] [/TR] [TR] [TD=align: left] 4[/TD] [TD=align: left] Gambling (Card Games, Dice Games) 11-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Language: Terran (completely fluent; literate) (4 Active Points)[/TD] [/TR] [/TABLE] [/TD] [/TR] [TR] [TD=colspan: 2] Total Powers & Skills Cost: 594[/TD] [/TR] [TR] [TD=colspan: 2] [/TD] [/TR] [TR] [TD=colspan: 2] Total Cost: 803[/TD] [/TR] [TR] [TD=colspan: 2] [/TD] [/TR] [TR] [TD=colspan: 2, align: left] [TABLE] [TR] [TD] 800+[/TD] [TD=width: 100%] Disadvantages[/TD] [/TR] [TR] [TD=align: left] 10[/TD] [TD=colspan: 2, align: left] Social Complication: Secret Identity: Arcturus Foyle Infrequently, Major Notes: A character with this Disadvantage lives a double life; for example, being a nebbishy photographer who is secretly also a heroic masked crime-fighter. The character must take steps to prevent this secret from being revealed, or face unpleasant consequences. The Severe level is for those characters who have unusually numerous or lethal enemies, even by the standards of the superhero genre.[/TD] [/TR] [TR] [TD=align: left] 5[/TD] [TD=colspan: 2, align: left] Social Complication: Uncouth Infrequently, Minor Notes: The character, due to a lower-class or foreign upbringing, is unacquainted with the refined manners and etiquette of polite society. As such, his mannerisms, clothing and word choices mark him out in a distinctly unfavorable manner. Upper-class people often look down on the uncouth, and they are frequent targets of snobs. Characters with this Disadvantage are not allowed to buy High Society or related skills. The frequency of this Disadvantage should be set by the GM based on how often the character will be dealing with the upper classes.[/TD] [/TR] [TR] [TD=align: left] 15[/TD] [TD=colspan: 2, align: left] Social Complication: Walking, Talking Mercenary/Soldier Stereotype Very Frequently, Minor Notes: The character belongs to a group that is the subject of a stereotype, and embodies it. As a result, he is unable to avoid any negative reactions associated with that group. Characters with this Disadvantage tend to not realize just how well they embody their stereotype, and thus tend to become puzzled when other people react to them.[/TD] [/TR] [TR] [TD=align: left] 5[/TD] [TD=colspan: 2, align: left] Physical Complication: Uneducated (Infrequently; Barely Impairing) Notes: This character isn't stupid; rather, he has never been formally schooled (or if he has gone to school, he never really paid attention to it). Common Sense and experience guide the character's actions rather than formally taught knowledge. The character may only take those skills which require no formal classroom training to learn. This prohibits the character from taking any Science Skill, and can never learn any Language Skill better than "conversational" (and can never rid himself of his native accent).[/TD] [/TR] [TR] [TD=align: left] 5[/TD] [TD=colspan: 2, align: left] Distinctive Features: Ugly Kid, Joe... (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)[/TD] [/TR] [TR] [TD=align: left] 10[/TD] [TD=colspan: 2, align: left] Psychological Complication: Bitter (Common; Moderate) Notes: This character is disappointed and unpleasant about something in his life. He is not necessarily unfriendly or antisocial, but has a very negative worldview and feels that life keeps screwing him over (and over, and over, and over). Some characters are quietly bitter, while others feel the need to let everyone around them know how bitter they are at least once per adventure.[/TD] [/TR] [TR] [TD=align: left] 20[/TD] [TD=colspan: 2, align: left] Psychological Complication: Code vs Murder (Common; Total)[/TD] [/TR] [TR] [TD=align: left] 15[/TD] [TD=colspan: 2, align: left] Psychological Complication: Distrusts Corporations (Common; Strong) Notes: A character with this Disadvantage distrusts the members of a group, or even a specific person. He doesn't necessarily dislike that person or group (although he may), but rather views them with suspicion. The character always thinks they are up to something, but he isn't quite sure what.[/TD] [/TR] [TR] [TD=align: left] 15[/TD] [TD=colspan: 2, align: left] Psychological Complication: His Word Is His Bond (Uncommon; Total) Notes: The character is devoted to keeping his promises. Once he has "given his word", the character will keep it, regardless of obstacles and distractions. If he is rendered incapable of keeping his word, the character will be embarrassed, despondent, and in some societies suicidal. Naturally, such a person does not give his word lightly, and will try to avoid situations where he's forced to give his word unjustly. This Disadvantage is often part of a Code Of Conduct; if so, it doesn't count twice. If the Disadvantage is known, the character may have a positive Reputation relating to it (or a negative Reputation if he's been caught breaking promises.)[/TD] [/TR] [TR] [TD=align: left] 15[/TD] [TD=colspan: 2, align: left] Dependent NPC: Suzy, a lovely not-so-innocent exotic dancer that makes his heart tender Infrequently (Incompetent)[/TD] [/TR] [TR] [TD=align: left] 20[/TD] [TD=colspan: 2, align: left] Hunted: Various Criminal Organizations Infrequently (Mo Pow; NCI; Capture/Kill)[/TD] [/TR] [TR] [TD=align: left] 15[/TD] [TD=colspan: 2, align: left] At the Bad Time, At the Wrong Place... The Story of His Life:Unluck: 3d6[/TD] [/TR] [/TABLE] [/TD] [/TR] [TR] [TD=colspan: 2] Total Disadvantages Points: 150[/TD] [/TR] [/TABLE]
  6. ARSENAL Background : Back ground a bit basic course, why a billionaire is willing to become one of those grotesque vigilantes dressed No, Matthew o connor has not spent five years on an island and do not walk to the vétu a ridiculous suit and sporting a weapon tapette.Il evening may have the ultimate in armaments, the wealth and relationships within the military industrial complex permit him No Matthew o connor does not live in a rotten apartment with a cantankerous old aunt, nor withdraws into a lost Pole Nord.Quand hole he needs to relax, he is spoiled for choice with its residences situated in multiple planets far from human peat: island, hunting lodge, "small" cabin in the mountains etc. It must be said that as the heir of the family o connor, Matthew hit the jackpot having enough to live a life of nabab.Seule his passion for robotics, electronics and computer turned him from a life normally oriented debauchery and idleness Under his leadership the company O 'connor ily has created more than a millennium and already successful, they have become even more to the point to shade the leading robotics industries Harman matter, especially on recent tenders launched by the armed forces. This man going to the thirties, who received the best education according to the criteria of its social, sports classes, would be all for it suffers heureux.Mais actually complex. He first lived under heavy paternal ferrule, elevated if not prepared to be formatted as a future leader of o'connor companies. challenge from By adulthood he stepped frasques.Mais after a moment he realized that there was no merit mutliplier female conquests as his name and what he represented facilitated her choses.Il was the same when he tried to enjoy the thrill of adventure, of up to engage under an assumed name in the armed forces or addressing the challenges of hunting on multiple worlds (his father assuming it is necessary that youth happens when watching even remotely on his heir) Matthew touched the ground when he realized that even his robotic facilities, Electonics and IT matter were not the result of hard work, but the result of a donation Pushing his research to understand what had happened, he finally discovered that this power existed within the family a thousand years ago, as well as the beginning to the fortunes of companies O connor) For Matthew it was a shock for who knows what reason these powers were to re-emerge in him. And he saw the party he could tirer.Reprenant name Superhero his ancestor, he could stop being the wealthy and spoiled all that Matthew was the front and which everyone bowed, that it hated. better it might be useful to mankind, which obviously would acclaim for what he did and not for what it was, which could only flatter his ego a bit tortured Personality : My character can spend days in the same play in laboratoire.Il to justify his absences when to play superhero. It certainly ensures if necessary, the minimum level mondanes evenings for his company. Regard to practice extreme sports it has title 'training and as a challenge to prove to himself He despises Glen Harmon assumes in his superhero costume for play VRP luxury and its Harmon image.Glen the same kind of son a father, vain, that does this for the kudos and adulation crowds after discovering his secret identity, my character could be put into touch in the office after his injury in operation (my personal opinion rather than his father made his connections to the shelved its precious offspring, offspring lqui ended The only grade with a grade sulbaterne officer and a medal for that weapon.) that account for my character was that of Corporal in the ground forces, grade he had when his group was violently attacked in party of an assault. there he was seriously blessé.Opéré emergency, prostheses or implants can cyborgs to have been raised (my character could have benefited from cloned implants, but not wanting to have anything to his father, he have made it a point of honor to keep a symbol of commitment and proof that he is not just a son dad) under noble motives, my character defends the widow and the orphan to prove that he is anything other than an heir oisif.The Renown and adulation of the crowd it goes to the heart because they show that anything other than Matthew o connor and it is found that for his actions and not his status after multimillionaire. Even ignored, even booed by the crowd, he will continue to find this recognition and prove he is better than matthew o connor.Dernier element: High in respect of the family (even if he rejects it), he unconsciously feels compelled to take up the torch of his great ancestor hero family obligation amount Finally, my personal initially believed that it was through hard work he had become an expert in robotics, took very bad thing when he discovered his dons.c was before to have plunged into the newspaper of his ancestor and discover the opportunities that gave these gifts, ie someone other than matthew o connor. [TABLE] [TR] [TD=colspan: 2, align: left] Arsenal[/TD] [/TR] [TR] [TD] [TABLE] [TR] [TD=align: center] Val[/TD] [TD=align: left] Char[/TD] [TD=align: center] Points[/TD] [TD=align: center] Total[/TD] [TD=align: center] Roll[/TD] [TD=align: left] Notes[/TD] [/TR] [TR] [TD=align: center] 20[/TD] [TD=align: left] STR[/TD] [TD=align: center] 10[/TD] [TD=align: center] 20[/TD] [TD=align: center] 13-[/TD] [TD=align: left] HTH Damage 4d6 END [2][/TD] [/TR] [TR] [TD=align: center] 30[/TD] [TD=align: left] DEX[/TD] [TD=align: center] 40[/TD] [TD=align: center] 30[/TD] [TD=align: center] 15-[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 25[/TD] [TD=align: left] CON[/TD] [TD=align: center] 15[/TD] [TD=align: center] 25[/TD] [TD=align: center] 14-[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 13[/TD] [TD=align: left] BODY[/TD] [TD=align: center] 3[/TD] [TD=align: center] 13[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 13[/TD] [TD=align: left] INT[/TD] [TD=align: center] 3[/TD] [TD=align: center] 28[/TD] [TD=align: center] 15-[/TD] [TD=align: left] PER Roll 15-[/TD] [/TR] [TR] [TD=align: center] 11[/TD] [TD=align: left] EGO[/TD] [TD=align: center] 1[/TD] [TD=align: center] 11[/TD] [TD=align: center] 11-[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 20[/TD] [TD=align: left] PRE[/TD] [TD=align: center] 10[/TD] [TD=align: center] 20[/TD] [TD=align: center] 13-[/TD] [TD=align: left] PRE Attack: 4d6[/TD] [/TR] [TR] [TD=align: center] [/TD] [TD=align: left] [/TD] [TD=align: center] [/TD] [TD=align: center] [/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] [/TD] [TD=align: left] [/TD] [TD=align: center] [/TD] [TD=align: center] [/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 8[/TD] [TD=align: left] PD[/TD] [TD=align: center] 6[/TD] [TD=align: center] 8/28[/TD] [TD=align: center] [/TD] [TD=align: left] 8/28 PD (0/20 rPD)[/TD] [/TR] [TR] [TD=align: center] 8[/TD] [TD=align: left] ED[/TD] [TD=align: center] 6[/TD] [TD=align: center] 8/28[/TD] [TD=align: center] [/TD] [TD=align: left] 8/28 ED (0/20 rED)[/TD] [/TR] [TR] [TD=align: center] 6[/TD] [TD=align: left] SPD[/TD] [TD=align: center] 40[/TD] [TD=align: center] 6[/TD] [TD=align: center] [/TD] [TD=align: left] Phases: 2, 4, 6, 8, 10, 12[/TD] [/TR] [TR] [TD=align: center] 8[/TD] [TD=align: left] REC[/TD] [TD=align: center] 4[/TD] [TD=align: center] 8[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 60[/TD] [TD=align: left] END[/TD] [TD=align: center] 8[/TD] [TD=align: center] 60[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 42[/TD] [TD=align: left] STUN[/TD] [TD=align: center] 11[/TD] [TD=align: center] 42[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 30"[/TD] [TD=class: wysiwyg_table_wysiwyg_table_small, align: left] Running[/TD] [TD=align: center] 18[/TD] [TD=align: center] 30m[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 4"[/TD] [TD=class: wysiwyg_table_wysiwyg_table_small, align: left] Swimming[/TD] [TD=align: center] 0[/TD] [TD=align: center] 4m[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 10"[/TD] [TD=class: wysiwyg_table_wysiwyg_table_small, align: left] Leaping[/TD] [TD=align: center] 3[/TD] [TD=align: center] 10m[/TD] [TD=align: center] [/TD] [TD=align: left] Total Characteristics Cost: 260[/TD] [/TR] [/TABLE] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=colspan: 2] [TABLE] [TR] [TD] Cost[/TD] [TD=width: 100%] Powers[/TD] [TD] END[/TD] [/TR] [TR] [TD=align: left] 26[/TD] [TD=align: left] Gadgetry: Multipower, 90-point reserve, (90 Active Points); all slots 2 Charges (-1 1/2), OIF (-1/2), No Range (-1/2)[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 4f[/TD] [TD=align: left] 1) Micro Mine: Blast 14d6, Armor Piercing (+1/4) (87 Active Points); OIF (-1/2), No Range (-1/2)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 3f[/TD] [TD=align: left] 2) Sonic Mine: (Total: 88 Active Cost, 35 Real Cost) Hearing Group Flash 6d6 (18 Active Points); Does Not Work In Vacuum (-1/2), OIF (-1/2), No Range (-1/2) (Real Cost: 4) plus Blast 14d6 (70 Active Points); Does Not Work In Vacuum (-1/2), OIF (-1/2), No Range (-1/2) (Real Cost: 17)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 4f[/TD] [TD=align: left] 3) Stroboscopic Mine: Sight Group Flash 18d6 (90 Active Points); OIF (-1/2), No Range (-1/2)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 4f[/TD] [TD=align: left] 4) Smoke Mine: Darkness to Sight and Smell/Taste Groups 17m radius (90 Active Points); OIF (-1/2), No Range (-1/2)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 3f[/TD] [TD=align: left] 5) Power Shutdown Mine: Drain END 9d6 (90 Active Points); Only To Affect Machines/Technological Powers (-1), OIF (-1/2), No Range (-1/2)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 2f[/TD] [TD=align: left] 6) Gravitonic Mine UP: Telekinesis (60 STR) (90 Active Points); Only To Lift Up In The Air (-1), Costs Endurance (-1/2), OIF (-1/2), No Range (-1/2), Affects Whole Object (-1/4), Physical Manifestation (-1/4)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] 3f[/TD] [TD=align: left] 7) Gravitonic Mine DOWN: (Total: 90 Active Cost, 32 Real Cost) Change Environment (-60m of any mode of Movement) (60 Active Points); Costs Endurance (-1/2), OIF (-1/2), No Range (-1/2) (Real Cost: 15) plus Telekinesis (20 STR) (30 Active Points); Only To Press Down To The Ground (-1), Costs Endurance (-1/2), OIF (-1/2), No Range (-1/2), Affects Whole Object (-1/4) (Real Cost: 6)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] 72[/TD] [TD=align: left] Cyberkinesis Powers: Multipower, 90-point reserve, (90 Active Points); Perceivable (-1/4)[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 4f[/TD] [TD=align: left] 1) Severe Cybermorphing: Severe Transform 6d6 (machine into any other type of machine, or spare parts into working machine, heals back by being taking apart or destroyed, or subject to another use of this power) (90 Active Points); No Range (-1/2), Limited Target (machines and spare parts for machines; -1/2)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] 9f[/TD] [TD=align: left] 2) Rapid Cyberpathy: Telepathy 7d6 (Machine class of minds), Autofire (5 shots; i.e. facts per Phase; +1 1/2) (87 Active Points)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] 9f[/TD] [TD=align: left] 3) Deactivation: Dispel 20d6, any Electrical Device power one at time (+1/2) (90 Active Points)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] 4f[/TD] [TD=align: left] 4) Stronger Machine Destruction: RKA 5d6-1, Area Of Effect (1m Radius; +1/4) (87 Active Points); Only Versus Machines (-1)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] 3f[/TD] [TD=align: left] 5) Stronger Machine Manipulation II: Telekinesis (30 STR), Fine Manipulation (55 Active Points); Only To Control Machines And Machine Parts (-1)[/TD] [TD=align: left] 5[/TD] [/TR] [TR] [TD=align: left] 7f[/TD] [TD=align: left] 6) Stronger Sapping: Drain END 6d6, (any one Electronic Device power at a time; +1/2) (90 Active Points); Limited Range (40m; -1/4)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] 1f[/TD] [TD=align: left] 7) Cameravision: Clairsentience (Sight And Hearing Groups) (30 Active Points); Only Through Cameras And Listening Devices (-1), Attack Roll Required (-1/4)[/TD] [TD=align: left] 3[/TD] [/TR] [TR] [TD=align: left] 1f[/TD] [TD=align: left] 8) Ranged Link: Mind Link , any willing machine (15 Active Points)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 9f[/TD] [TD=align: left] 9) Strong Cyberscan: Mind Scan 18d6 (Machine class of minds) (90 Active Points)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] 9f[/TD] [TD=align: left] 10) Obey My Thoughts: Mind Control 14d6 (Machine class of minds), Telepathic (+1/4) (87 Active Points)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] Computer Brain[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] 1) Calculator Brain: Lightning Calculator[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 5[/TD] [TD=align: left] 2) Computer-Like Memory: Eidetic Memory[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 15[/TD] [TD=align: left] 3) Computer-Like Thinking: +15 INT[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] 4) Internal Clock: Absolute Time Sense[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 4[/TD] [TD=align: left] 5) Text Scanning: Speed Reading (x10)[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] Technological Intuition[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] 1) Computer Programming 15-[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] 2) Electronics 15-[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] 3) Inventor 15-[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] 4) Systems Operation 15-[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 12[/TD] [TD=align: left] 5) +3 with all Intellect Skills[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 21[/TD] [TD=align: left] Calculating Attacks: (Total: 32 Active Cost, 21 Real Cost) +4 DCV (20 Active Points); Costs Endurance (-1/2) (Real Cost: 13) plus Combat Luck (6 PD/6 ED) (12 Active Points); Costs Endurance (-1/2) (Real Cost: 8)[/TD] [TD=align: left] 3[/TD] [/TR] [TR] [TD=align: left] 40[/TD] [TD=align: left] Armored Costume: Resistant Protection (20 PD/20 ED) (60 Active Points); OIF (-1/2)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 6[/TD] [TD=align: left] Comlink: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-1/2)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 16[/TD] [TD=align: left] Spacer Force Field: (Total: 24 Active Cost, 16 Real Cost) Resistant Protection (2 PD/2 ED) (6 Active Points); OIF (-1/2) (Real Cost: 4) plus Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (18 Active Points); OIF (-1/2) (Real Cost: 12)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=width: 100%, colspan: 2, align: left] Cinematic Brawling[/TD] [/TR] [TR] [TD=align: left] 4[/TD] [TD=width: 100%, colspan: 2, align: left] 1) Block/Chin Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort[/TD] [/TR] [TR] [TD=align: left] 4[/TD] [TD=width: 100%, colspan: 2, align: left] 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm[/TD] [/TR] [TR] [TD=align: left] 5[/TD] [TD=width: 100%, colspan: 2, align: left] 3) Hoist ’n’ Heave: 1/2 Phase, -2 OCV, -2 DCV, Grab Two Limbs, 60 STR to Throw[/TD] [/TR] [TR] [TD=align: left] 4[/TD] [TD=width: 100%, colspan: 2, align: left] 4) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND[/TD] [/TR] [TR] [TD=align: left] 4[/TD] [TD=width: 100%, colspan: 2, align: left] 5) Punch/Backhand: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike[/TD] [/TR] [TR] [TD=align: left] 5[/TD] [TD=width: 100%, colspan: 2, align: left] 6) Roundhouse/Two-Fisted Smash: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=width: 100%, colspan: 2, align: left] 7) Tackle: 1/2 Phase, +0 OCV, -1 DCV, 8d6 +v/10 Strike; You Fall, Target Falls; FMove[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=width: 100%, colspan: 2, align: left] 8) Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/10, Target Falls[/TD] [/TR] [TR] [TD=align: left] 1[/TD] [TD=width: 100%, colspan: 2, align: left] 9) Weapon Element: Clubs[/TD] [/TR] [TR] [TD=align: left] 16[/TD] [TD=width: 100%, colspan: 2, align: left] 10) +4 HTH Damage Class(es)[/TD] [/TR] [TR] [TD=colspan: 2] [/TD] [/TR] [TR] [TD] [/TD] [TD] Perks[/TD] [/TR] [TR] [TD=align: left] 15[/TD] [TD=align: left] Money: Filthy Rich[/TD] [/TR] [TR] [TD=align: left] 27[/TD] [TD=align: left] Fringe Benefit: Chairman of BoD of a major business, Galactic Computernet Access Card, Improved Equipment Availability Advanced Military equipment, Military Rank : Captain, Security Clearance, Starship License[/TD] [/TR] [TR] [TD=align: left] 18[/TD] [TD=align: left] Contact: Various Friends In High Places (CEOs, high Ranked Military officers, politics) (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) (18 Active Points) 8-[/TD] [/TR] [TR] [TD=align: left] 30[/TD] [TD=align: left] Vehicles & Bases[/TD] [/TR] [TR] [TD=colspan: 2] [/TD] [/TR] [TR] [TD] [/TD] [TD] Talents[/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] +1/+1d6 Striking Appearance (vs. [sexually attracted persons])[/TD] [/TR] [TR] [TD=colspan: 2] [/TD] [/TR] [TR] [TD] [/TD] [TD] Skills[/TD] [/TR] [TR] [TD=align: left] 16[/TD] [TD=align: left] +2 with HTH Combat[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Power 11-[/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] AK: The Milky Way Galaxy 11-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Bureaucratics 13-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Climbing 15-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Combat Driving 15-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Combat Piloting 15-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Cryptography 15-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] High Society 13-[/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] KS: The Terran Republic Army 11-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Mechanics 15-[/TD] [/TR] [TR] [TD=align: left] 4[/TD] [TD=align: left] Navigation (Air, Hyperspace, Space) 15-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Paramedics 15-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] PS: Engineer 15-[/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] PS: Soldier 11-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Scientist[/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] 1) Science Skill: Computer Science 15- (3 Active Points)[/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] 2) Science Skill: Logistics 15- (3 Active Points)[/TD] [/TR] [TR] [TD=align: left] 4[/TD] [TD=align: left] 3) Science Skill: Materials Science 17- (5 Active Points)[/TD] [/TR] [TR] [TD=align: left] 4[/TD] [TD=align: left] 4) Science Skill: Mechanical Engineering 17- (5 Active Points)[/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] 5) Science Skill: Physics 15- (3 Active Points)[/TD] [/TR] [TR] [TD=align: left] 4[/TD] [TD=align: left] 6) Science Skill: Robotics 17- (5 Active Points)[/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] TF: Grav Vehicles/Hovercraft, Mecha, Personal Use Spacecraft, Science Fiction & Space Vehicles, Spaceplanes[/TD] [/TR] [TR] [TD=align: left] 6[/TD] [TD=align: left] WF: Beam Weapons, Energy Weapons, Small Arms[/TD] [/TR] [TR] [TD=align: left] 5[/TD] [TD=align: left] Weaponsmith (Energy Weapons, Fighting vehicles & Vehicle Weapons, Firearms, Missiles & Rockets) 15-[/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Acting 8-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Concealment 8-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Conversation 8-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Deduction 8-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Language: Native (completely fluent; literate) (4 Active Points)[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Persuasion 8-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Shadowing 8-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Stealth 8-[/TD] [/TR] [/TABLE] [/TD] [/TR] [TR] [TD=colspan: 2] Total Powers & Skills Cost: 545[/TD] [/TR] [TR] [TD=colspan: 2] [/TD] [/TR] [TR] [TD=colspan: 2] Total Cost: 805[/TD] [/TR] [TR] [TD=colspan: 2] [/TD] [/TR] [TR] [TD=colspan: 2, align: left] [TABLE] [TR] [TD] 800+[/TD] [TD=width: 100%] Disadvantages[/TD] [/TR] [TR] [TD=align: left] 10[/TD] [TD=colspan: 2, align: left] Social Complication: Secret Identity Infrequently, Major[/TD] [/TR] [TR] [TD=align: left] 15[/TD] [TD=colspan: 2, align: left] Social Complication: Constantly Scrutinized By (The Media & The Militaro-Industrial Financial World) Very Frequently, Minor Notes: The character with this Social Limitation is under constant surveillance by the above-mentioned groups. Everything he does or says is recorded and analyzed; everyone he comes into contact with is investigated, he has no privacy. The level of Disadvantage is based on the premise that the character is unlikely to do anything wrong. If the media or government is hostile to the character, a Watched Disadvantage would be more appropriate.[/TD] [/TR] [TR] [TD=align: left] 5[/TD] [TD=colspan: 2, align: left] Dependent NPC: Richard O'Connor, Cousin & CEO of the O'Connor Assets : "More Than A Millenium To Serve Humanity" Infrequently (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)[/TD] [/TR] [TR] [TD=align: left] 10[/TD] [TD=colspan: 2, align: left] Enraged: When His Legacy Comes Before His Own Merits (Common), go 8-, recover 14-[/TD] [/TR] [TR] [TD=align: left] 20[/TD] [TD=colspan: 2, align: left] Code vs Murder: (Common; Total)[/TD] [/TR] [TR] [TD=align: left] 20[/TD] [TD=colspan: 2, align: left] Psychological Complication: Self Made Man; Must Prove Himself (Very Common; Strong)[/TD] [/TR] [TR] [TD=align: left] 15[/TD] [TD=colspan: 2, align: left] Psychological Complication: Don't Trust Anyone At First Hand (Very Common; Moderate)[/TD] [/TR] [TR] [TD=align: left] 10[/TD] [TD=colspan: 2, align: left] Rivalry: Professional and Romantic (Defender & Other Powered Armored Or Techno-Powered Heroes; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)[/TD] [/TR] [TR] [TD=align: left] 10[/TD] [TD=colspan: 2, align: left] Rivalry: Professional (Richard O'Connor, of the O'Connor Assets.; Rival is As Powerful; Seek to Steal The Family Enterprise And Take It As His Own; Rival Aware of Rivalry)[/TD] [/TR] [TR] [TD=align: left] 10[/TD] [TD=colspan: 2, align: left] Hunted: Monarch, aka Richard O'Connor Infrequently (As Pow; NCI; Limited Geographical Area; Harshly Punish)[/TD] [/TR] [TR] [TD=align: left] 15[/TD] [TD=colspan: 2, align: left] Hunted: Mechanon Infrequently (Mo Pow; Harshly Punish)[/TD] [/TR] [TR] [TD=align: left] 15[/TD] [TD=colspan: 2, align: left] Physical Complication (Affected as machine class of Minds): Computer Brain Thinking (Infrequently; Greatly Impairing)[/TD] [/TR] [/TABLE] [/TD] [/TR] [TR] [TD=colspan: 2] Total Disadvantages Points: 155[/TD] [/TR] [/TABLE]
  7. [TABLE] [TR] [TD=colspan: 2, align: left] SoulPyre (Myrlyn Demon Form)[/TD] [/TR] [TR] [TD] [TABLE] [TR] [TD=align: center] Val[/TD] [TD=align: left] Char[/TD] [TD=align: center] Points[/TD] [TD=align: center] Total[/TD] [TD=align: center] Roll[/TD] [TD=align: left] Notes[/TD] [/TR] [TR] [TD=align: center] 16[/TD] [TD=align: left] STR[/TD] [TD=align: center] 6[/TD] [TD=align: center] 16[/TD] [TD=align: center] 12-[/TD] [TD=align: left] HTH Damage 3d6 END [2][/TD] [/TR] [TR] [TD=align: center] 22[/TD] [TD=align: left] DEX[/TD] [TD=align: center] 24[/TD] [TD=align: center] 22[/TD] [TD=align: center] 13-[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 35[/TD] [TD=align: left] CON[/TD] [TD=align: center] 25[/TD] [TD=align: center] 35[/TD] [TD=align: center] 16-[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 16[/TD] [TD=align: left] BODY[/TD] [TD=align: center] 6[/TD] [TD=align: center] 16[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 22[/TD] [TD=align: left] INT[/TD] [TD=align: center] 12[/TD] [TD=align: center] 22[/TD] [TD=align: center] 13-[/TD] [TD=align: left] PER Roll 13-[/TD] [/TR] [TR] [TD=align: center] 21[/TD] [TD=align: left] EGO[/TD] [TD=align: center] 11[/TD] [TD=align: center] 21[/TD] [TD=align: center] 13-[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 35[/TD] [TD=align: left] PRE[/TD] [TD=align: center] 25[/TD] [TD=align: center] 35[/TD] [TD=align: center] 16-[/TD] [TD=align: left] PRE Attack: 7d6[/TD] [/TR] [TR] [TD=align: center] [/TD] [TD=align: left] [/TD] [TD=align: center] [/TD] [TD=align: center] [/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] [/TD] [TD=align: left] [/TD] [TD=align: center] [/TD] [TD=align: center] [/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 13[/TD] [TD=align: left] PD[/TD] [TD=align: center] 11[/TD] [TD=align: center] 35[/TD] [TD=align: center] [/TD] [TD=align: left] 35 PD (22 rPD)[/TD] [/TR] [TR] [TD=align: center] 13[/TD] [TD=align: left] ED[/TD] [TD=align: center] 11[/TD] [TD=align: center] 43[/TD] [TD=align: center] [/TD] [TD=align: left] 43 ED (30 rED)[/TD] [/TR] [TR] [TD=align: center] 5[/TD] [TD=align: left] SPD[/TD] [TD=align: center] 30[/TD] [TD=align: center] 5[/TD] [TD=align: center] [/TD] [TD=align: left] Phases: 3, 5, 8, 10, 12[/TD] [/TR] [TR] [TD=align: center] 6[/TD] [TD=align: left] REC[/TD] [TD=align: center] 2[/TD] [TD=align: center] 6[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 20[/TD] [TD=align: left] END[/TD] [TD=align: center] 0[/TD] [TD=align: center] 20[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 40[/TD] [TD=align: left] STUN[/TD] [TD=align: center] 10[/TD] [TD=align: center] 40[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 12"[/TD] [TD=class: wysiwyg_table_small, align: left] Running[/TD] [TD=align: center] 0[/TD] [TD=align: center] 12m[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 4"[/TD] [TD=class: wysiwyg_table_small, align: left] Swimming[/TD] [TD=align: center] 0[/TD] [TD=align: center] 4m[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 4"[/TD] [TD=class: wysiwyg_table_small, align: left] Leaping[/TD] [TD=align: center] 0[/TD] [TD=align: center] 4m[/TD] [TD=align: center] [/TD] [TD=align: left] Total Characteristics Cost: 222[/TD] [/TR] [/TABLE] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=colspan: 2] [TABLE] [TR] [TD] Cost[/TD] [TD=width: 100%] Powers[/TD] [TD] END[/TD] [/TR] [TR] [TD=align: left] 34[/TD] [TD=align: left] Demon Blooded: Life Support (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 78[/TD] [TD=align: left] Demonic Toughness: Resistant Protection (22 PD/30 ED)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 15[/TD] [TD=align: left] Demonic Toughness: Energy Damage Reduction, Resistant, 25%[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 15[/TD] [TD=align: left] Demonic Toughness: Physical Damage Reduction, Resistant, 25%[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 10[/TD] [TD=align: left] Demonic Body: Power Defense (10 points)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 9[/TD] [TD=align: left] Demonic Mind: Mental Defense (9 points total)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 5[/TD] [TD=align: left] Demonic Eyes: Infrared Perception (Sight Group)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 10[/TD] [TD=align: left] Demonic Eyes: Sight Group Flash Defense (10 points)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 90[/TD] [TD=align: left] HellFire Powers: Multipower, 90-point reserve[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 7f[/TD] [TD=align: left] 1) Immolation: Killing Attack - Ranged 6d6 (90 Active Points); No Knockback (-1/4)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] 7f[/TD] [TD=align: left] 2) Call The Fires Of Hell: Killing Attack - Ranged 3d6, Area Of Effect (4m Radius; +1/4), Armor Piercing (+1/4), Constant (+1/2) (90 Active Points); Only Affects Targets On Or Within 3m Of The Ground (-1/4)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] 9f[/TD] [TD=align: left] 3) Soul Pyre: Drain BODY 6d6, Affects Desolidified Any form of Desolidification (+1/2) (90 Active Points)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] 9f[/TD] [TD=align: left] 4) Fiery Blast II: Blast 18d6 (90 Active Points)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 90[/TD] [TD=align: left] The Unholy Powers: Multipower, 90-point reserve[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 9f[/TD] [TD=align: left] 1) Bolt Of Absolute Blindness: Sight, Hearing, Mental, Smell/Taste and Touch Groups Flash 14d6 (90 Active Points)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] 9f[/TD] [TD=align: left] 2) Blinding Glare: Sight Group Flash 10d6, Area Of Effect (16m Radius; +3/4) (87 Active Points)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] 9f[/TD] [TD=align: left] 3) Unholy Lance: Dispel Holy Powers 20d6, any one Holy Powers at a Time (+1/2) (90 Active Points)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 33[/TD] [TD=align: left] Fiery Shield: Killing Attack - Ranged 1d6, Area Of Effect (1m Surface; personal surface - Damage Shield; +1/4), Constant (+1/2), +2 Increased STUN Multiplier (+1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1/2) (49 Active Points); No Range (-1/2)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 68[/TD] [TD=align: left] Unholy Power: Endurance Reserve (200 END, 25 REC) (68 Active Points)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=colspan: 2] [/TD] [/TR] [TR] [TD] [/TD] [TD] Perks[/TD] [/TR] [TR] [TD=align: left] 1[/TD] [TD=align: left] Access[/TD] [/TR] [TR] [TD=colspan: 2] [/TD] [/TR] [TR] [TD] [/TD] [TD] Skills[/TD] [/TR] [TR] [TD=align: left] 20[/TD] [TD=align: left] +4 with Hellfire Powers[/TD] [/TR] [TR] [TD=align: left] 11[/TD] [TD=align: left] Power 17-[/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Concealment 13-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Conversation 16-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Persuasion 16-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Navigation (Astral, Dimensional) 13-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Scholar[/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] 1) KS: Arcane And Occult Lore (3 Active Points) 13-[/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] 2) KS: Cosmic Entities (3 Active Points) 13-[/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] 3) KS: Edomite Lore (3 Active Points) 13-[/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] 4) KS: Extradimensional Physics (3 Active Points) 13-[/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] 5) KS: Humanity History (3 Active Points) 13-[/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] 6) KS: Secret History (3 Active Points) 13-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Science Skill: Psychology 13-[/TD] [/TR] [/TABLE] [/TD] [/TR] [TR] [TD=colspan: 2] Total Powers & Skills Cost: 578[/TD] [/TR] [TR] [TD=colspan: 2] [/TD] [/TR] [TR] [TD=colspan: 2] Total Cost: 800[/TD] [/TR] [TR] [TD=colspan: 2] [/TD] [/TR] [TR] [TD=colspan: 2, align: left] [TABLE] [TR] [TD] 800+[/TD] [TD=width: 100%] Disadvantages[/TD] [/TR] [TR] [TD=align: left] 25[/TD] [TD=colspan: 2, align: left] Accidental Change: Back To Normal Form When Is Knocked Out Or Stunned Always (Common)[/TD] [/TR] [TR] [TD=align: left] 20[/TD] [TD=colspan: 2, align: left] Enraged: When Mocked Or Been Resisted (Common), go 11-, recover 11-[/TD] [/TR] [TR] [TD=align: left] 10[/TD] [TD=colspan: 2, align: left] Social Complication: Secret Identity: Victor Laslo aka Myrlyn Infrequently, Major[/TD] [/TR] [TR] [TD=align: left] 25[/TD] [TD=colspan: 2, align: left] Distinctive Features: Aura Of Utter Evil (Not Concealable; Extreme Reaction [abject fear]; Detectable By Commonly-Used Senses)[/TD] [/TR] [TR] [TD=align: left] 15[/TD] [TD=colspan: 2, align: left] Hunted: Taliesine Infrequently (Mo Pow; Capture/Enslave)[/TD] [/TR] [TR] [TD=align: left] 15[/TD] [TD=colspan: 2, align: left] Psychological Complication: Pyromaniac (Common; Strong)[/TD] [/TR] [TR] [TD=align: left] 30[/TD] [TD=colspan: 2, align: left] Susceptibility: To Holy Places/Objects 2d6 STUN and BODY per Turn (Uncommon)[/TD] [/TR] [TR] [TD=align: left] 10[/TD] [TD=colspan: 2, align: left] Demon Blooded Vulnerability: 2 x STUN Holy Attacks (Uncommon)[/TD] [/TR] [TR] [TD=align: left] 10[/TD] [TD=colspan: 2, align: left] Demon Blooded Vulnerability: 2 x Effect Extra-Dimensionnal Effects (Uncommon)[/TD] [/TR] [/TABLE] [/TD] [/TR] [TR] [TD=colspan: 2] Total Disadvantages Points: 160[/TD] [/TR] [/TABLE]
  8. [TABLE] [TR] [TD=colspan: 2, align: left] Myrlyn[/TD] [/TR] [TR] [TD] [TABLE] [TR] [TD=align: center] Val[/TD] [TD=align: left] Char[/TD] [TD=align: center] Points[/TD] [TD=align: center] Total[/TD] [TD=align: center] Roll[/TD] [TD=align: left] Notes[/TD] [/TR] [TR] [TD=align: center] 16[/TD] [TD=align: left] STR[/TD] [TD=align: center] 6[/TD] [TD=align: center] 16[/TD] [TD=align: center] 12-[/TD] [TD=align: left] HTH Damage 3d6 END [2][/TD] [/TR] [TR] [TD=align: center] 20[/TD] [TD=align: left] DEX[/TD] [TD=align: center] 20[/TD] [TD=align: center] 20[/TD] [TD=align: center] 13-[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 20[/TD] [TD=align: left] CON[/TD] [TD=align: center] 10[/TD] [TD=align: center] 20[/TD] [TD=align: center] 13-[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 16[/TD] [TD=align: left] BODY[/TD] [TD=align: center] 6[/TD] [TD=align: center] 16[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 22[/TD] [TD=align: left] INT[/TD] [TD=align: center] 12[/TD] [TD=align: center] 22[/TD] [TD=align: center] 13-[/TD] [TD=align: left] PER Roll 13-[/TD] [/TR] [TR] [TD=align: center] 18[/TD] [TD=align: left] EGO[/TD] [TD=align: center] 8[/TD] [TD=align: center] 18[/TD] [TD=align: center] 13-[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 18[/TD] [TD=align: left] PRE[/TD] [TD=align: center] 8[/TD] [TD=align: center] 18[/TD] [TD=align: center] 13-[/TD] [TD=align: left] PRE Attack: 3 1/2d6[/TD] [/TR] [TR] [TD=align: center] [/TD] [TD=align: left] [/TD] [TD=align: center] [/TD] [TD=align: center] [/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] [/TD] [TD=align: left] [/TD] [TD=align: center] [/TD] [TD=align: center] [/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 13[/TD] [TD=align: left] PD[/TD] [TD=align: center] 11[/TD] [TD=align: center] 13[/TD] [TD=align: center] [/TD] [TD=align: left] 13 PD (0 rPD)[/TD] [/TR] [TR] [TD=align: center] 13[/TD] [TD=align: left] ED[/TD] [TD=align: center] 11[/TD] [TD=align: center] 13[/TD] [TD=align: center] [/TD] [TD=align: left] 13 ED (0 rED)[/TD] [/TR] [TR] [TD=align: center] 5[/TD] [TD=align: left] SPD[/TD] [TD=align: center] 30[/TD] [TD=align: center] 5[/TD] [TD=align: center] [/TD] [TD=align: left] Phases: 3, 5, 8, 10, 12[/TD] [/TR] [TR] [TD=align: center] 6[/TD] [TD=align: left] REC[/TD] [TD=align: center] 2[/TD] [TD=align: center] 6[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 24[/TD] [TD=align: left] END[/TD] [TD=align: center] 1[/TD] [TD=align: center] 24[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 40[/TD] [TD=align: left] STUN[/TD] [TD=align: center] 10[/TD] [TD=align: center] 40[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 12"[/TD] [TD=class: wysiwyg_table_wysiwyg_table_small, align: left] Running[/TD] [TD=align: center] 0[/TD] [TD=align: center] 12m[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 4"[/TD] [TD=class: wysiwyg_table_wysiwyg_table_small, align: left] Swimming[/TD] [TD=align: center] 0[/TD] [TD=align: center] 4m[/TD] [TD=align: center] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: center] 4"[/TD] [TD=class: wysiwyg_table_wysiwyg_table_small, align: left] Leaping[/TD] [TD=align: center] 0[/TD] [TD=align: center] 4m[/TD] [TD=align: center] [/TD] [TD=align: left] Total Characteristics Cost: 184[/TD] [/TR] [/TABLE] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=colspan: 2] [TABLE] [TR] [TD] Cost[/TD] [TD=width: 100%] Powers[/TD] [TD] END[/TD] [/TR] [TR] [TD=align: left] 5[/TD] [TD=align: left] Demon Blooded: Life Support (Longevity: Immortal)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 90[/TD] [TD=align: left] Demon Blooded & Guardian Powers: Multipower, 90-point reserve[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 9f[/TD] [TD=align: left] 1) Osiris Eye Soul Judgement: Blast 12d6, Affects Desolidified Any form of Desolidification (+1/2) (90 Active Points)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] 9f[/TD] [TD=align: left] 2) Osiris Eye Soul Destruction: Drain BODY 6d6, Affects Desolidified Any form of Desolidification (+1/2) (90 Active Points)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] 9f[/TD] [TD=align: left] 3) HellFire Blast: Killing Attack - Ranged 6d6 (90 Active Points)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] 9f[/TD] [TD=align: left] 4) Mystic Control: Dispel Magic 30d6 (90 Active Points)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] 2f[/TD] [TD=align: left] 5) Extra-Dimensionnal Attack Bending: (Total: 40 Active Cost, 21 Real Cost) Deflection (20 Active Points); Increased Endurance Cost (x4 END; -1 1/2) (Real Cost: 8) plus +4 OCV (20 Active Points); Costs Endurance (-1/2) (Real Cost: 13)[/TD] [TD=align: left] 10[/TD] [/TR] [TR] [TD=align: left] 9f[/TD] [TD=align: left] 6) Mystic Ward: Barrier 10 PD/10 ED/5 Mental Defense/5 Power Defense, 8 BODY (up to 18m long, 3m tall, and 1/2m thick), Dismissable, Non-Anchored (90 Active Points)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] 9f[/TD] [TD=align: left] 7) Open the Gates: Extra-Dimensional Movement (Related Group of Dimensions, Any Location corresponding to current physical location), x1 024 Increased Weight (87 Active Points)[/TD] [TD=align: left] 9[/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 49[/TD] [TD=align: left] Demon Form: Multiform (800 Character Points in the most expensive form), Reversion (+0) (160 Active Points); Personality Loss First Roll After 1 Turn (-2), Nonpersistent (-1/4)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 80[/TD] [TD=align: left] Ancient Magic: Multipower, 80-point reserve[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 8f[/TD] [TD=align: left] 1) Mental Shield of Skarn: Resistant Protection (13 PD/13 ED/20 Mental Defense) (Protect Carried Items) (79 Active Points)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 8f[/TD] [TD=align: left] 2) Mystic Shield of Skarn: Resistant Protection (13 PD/13 ED/20 Power Defense) (Protect Carried Items) (79 Active Points)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 8f[/TD] [TD=align: left] 3) Stability Shield of Skarn: (Total: 79 Active Cost, 79 Real Cost) Resistant Protection (15 PD/15 ED) (Protect Carried Items), Hardened (+1/4) (69 Active Points) (Real Cost: 69) plus Knockback Resistance -10m (Real Cost: 10)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 8f[/TD] [TD=align: left] 4) First Circle of Selestar: Entangle 8d6, 8 PD/8 ED (80 Active Points)[/TD] [TD=align: left] 8[/TD] [/TR] [TR] [TD=align: left] 7f[/TD] [TD=align: left] 5) Second Circle of Selestar: Entangle 5d6, 5 PD/5 ED, Takes No Damage From Attacks All Attacks (+1/2) (75 Active Points)[/TD] [TD=align: left] 7[/TD] [/TR] [TR] [TD=align: left] 7f[/TD] [TD=align: left] 6) Third Circle of Selestar: Entangle 6d6, 6 PD/6 ED, Sticky (Freeing one victim frees all victims; +1/4) (75 Active Points)[/TD] [TD=align: left] 7[/TD] [/TR] [TR] [TD=align: left] 8f[/TD] [TD=align: left] 7) Fourth Circle of Selestar: Entangle 4d6, 4 PD/4 ED, Area Of Effect (20m Cone; +3/4), Selective (+1/4) (80 Active Points)[/TD] [TD=align: left] 8[/TD] [/TR] [TR] [TD=align: left] 4f[/TD] [TD=align: left] 8) Levitory Locus: Flight 60m, x4 Noncombat (65 Active Points); Usable On Other (-1/2), Grantor can take back power at any time, Grantor can only grant the power to others, Recipient must remain close to Grantor[/TD] [TD=align: left] 6[/TD] [/TR] [TR] [TD=align: left] 2f[/TD] [TD=align: left] 9) Fooling the Minds: Invisibility to Sight and Mental Groups (25 Active Points); Only When Not Attacking (-1/2)[/TD] [TD=align: left] 2[/TD] [/TR] [TR] [TD=align: left] 8f[/TD] [TD=align: left] 10) Invisible Hand: Telekinesis (46 STR), Fine Manipulation (79 Active Points)[/TD] [TD=align: left] 8[/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 32[/TD] [TD=align: left] Mystic Pool: Endurance Reserve (100 END, 20 REC) Reserve: (39 Active Points); REC: (14 Active Points); Can Only Use REC after a short ritual (1 Turn) (-1)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] Artefacts[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] 1) Avalon Heart Cristal: Detect Magic A Single Thing 13- (Unusual Group), Discriminatory, Range, Sense (15 Active Points); OIF Immobile Durable Expendable (Extremely Difficult to obtain new Focus; -2 1/2), Concentration (0 DCV; -1/2), Sense Affected AsSight Group, Hearing Group and Mental Group As Well [very common Sense] (-1/2)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 20[/TD] [TD=align: left] 2) Osiris Eye : Dimensional Awareness: Perceive into the Astral Plane with Sight Group and Hearing Group[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] Gear[/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 6[/TD] [TD=align: left] 1) Comlink: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-1/2)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=align: left] 16[/TD] [TD=align: left] 2) Spacer Force Field: (Total: 24 Active Cost, 16 Real Cost) Resistant Protection (2 PD/2 ED) (6 Active Points); OIF (-1/2) (Real Cost: 4) plus Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (18 Active Points); OIF (-1/2) (Real Cost: 12)[/TD] [TD=align: left] 0[/TD] [/TR] [TR] [TD=colspan: 2] [/TD] [/TR] [TR] [TD] [/TD] [TD] Perks[/TD] [/TR] [TR] [TD=align: left] 1[/TD] [TD=align: left] Access[/TD] [/TR] [TR] [TD=align: left] 1[/TD] [TD=align: left] Fringe Benefit: Starship License[/TD] [/TR] [TR] [TD=align: left] 7[/TD] [TD=align: left] Fringe Benefit: CEO of a minor business, Galactic Computernet Access Card[/TD] [/TR] [TR] [TD=align: left] 42[/TD] [TD=align: left] Bases[/TD] [/TR] [TR] [TD=align: left] 30[/TD] [TD=align: left] Vehicles & Bases[/TD] [/TR] [TR] [TD=align: left] 11[/TD] [TD=align: left] Money: Filthy Rich[/TD] [/TR] [TR] [TD=colspan: 2] [/TD] [/TR] [TR] [TD] [/TD] [TD] Skills[/TD] [/TR] [TR] [TD=align: left] 15[/TD] [TD=align: left] +3 with Ancient Magics[/TD] [/TR] [TR] [TD=align: left] 15[/TD] [TD=align: left] +3 with Demon Blooded & Guardian Powers[/TD] [/TR] [TR] [TD=align: left] 11[/TD] [TD=align: left] Power 17-[/TD] [/TR] [TR] [TD=align: left] [/TD] [TD=align: left] [/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Acting 8-[/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] AK: Earth 11-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Bureaucratics 13-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Climbing 8-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Computer Programming (Personal Computers) 13-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Concealment 13-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Conversation 13-[/TD] [/TR] [TR] [TD=align: left] 5[/TD] [TD=align: left] Cramming[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Cryptography 13-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Deduction 13-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] High Society 13-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Language: Native (completely fluent; literate) (4 Active Points)[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Paramedics 13-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Persuasion 13-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] PS: Violonist 13-[/TD] [/TR] [TR] [TD=align: left] 5[/TD] [TD=align: left] PS: Financial 15-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Navigation (Astral, Space) 13-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Scholar[/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] 1) KS: Arcane And Occult Lore (3 Active Points) 13-[/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] 2) KS: Cosmic Entities (3 Active Points) 13-[/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] 3) KS: Edomite Lore (3 Active Points) 13-[/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] 4) KS: Extradimensional Physics (3 Active Points) 13-[/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] 5) KS: Humanity History (3 Active Points) 13-[/TD] [/TR] [TR] [TD=align: left] 2[/TD] [TD=align: left] 6) KS: Secret History (3 Active Points) 13-[/TD] [/TR] [TR] [TD=align: left] 3[/TD] [TD=align: left] Science Skill: Psychology 13-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Shadowing 8-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] Stealth 8-[/TD] [/TR] [TR] [TD=align: left] 0[/TD] [TD=align: left] TF: Personal Use Spacecraft, Spaceplanes[/TD] [/TR] [/TABLE] [/TD] [/TR] [TR] [TD=colspan: 2] Total Powers & Skills Cost: 622[/TD] [/TR] [TR] [TD=colspan: 2] [/TD] [/TR] [TR] [TD=colspan: 2] Total Cost: 805[/TD] [/TR] [TR] [TD=colspan: 2] [/TD] [/TR] [TR] [TD=colspan: 2, align: left] [TABLE] [TR] [TD] 800+[/TD] [TD=width: 100%] Disadvantages[/TD] [/TR] [TR] [TD=align: left] 25[/TD] [TD=colspan: 2, align: left] Accidental Change: To Demon Form; When Acts Evilishly/Submits To Sinful Pulsions, or As Soon As He Uses 90% Of His Inner Power (i.e END Reserve) Always (Common)[/TD] [/TR] [TR] [TD=align: left] 10[/TD] [TD=colspan: 2, align: left] Social Complication: Secret Identity: Victor Laslo Infrequently, Major[/TD] [/TR] [TR] [TD=align: left] 10[/TD] [TD=colspan: 2, align: left] Distinctive Features: Mystic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Mystic Senses)[/TD] [/TR] [TR] [TD=align: left] 20[/TD] [TD=colspan: 2, align: left] Psychological Complication: Code vs Killing (Common; Total)[/TD] [/TR] [TR] [TD=align: left] 20[/TD] [TD=colspan: 2, align: left] Psychological Complication: Duty : Earth Guardian, and Mystical Protector of This Dimension. (Common; Total)[/TD] [/TR] [TR] [TD=align: left] 10[/TD] [TD=colspan: 2, align: left] Psychological Complication: Avoids Emotional Commitments (Common; Moderate) Notes: This character dodges any sort of emotional connection with another human being. They aren't very good at it, or find such relationships painful, or don't want to get another human being hurt, and so on. The character will not have any emotionally oriented DNPCs or Rivalries, as he is incapable of truly forming such relationships.[/TD] [/TR] [TR] [TD=align: left] 10[/TD] [TD=colspan: 2, align: left] Psychological Complication: Psionic Paranoia : Worried He Might Be Perceived For What He Is - An Immortal. (Common; Moderate)[/TD] [/TR] [TR] [TD=align: left] 20[/TD] [TD=colspan: 2, align: left] Hunted: Baal; Arch-Demon of War Infrequently (Mo Pow; PC has a Public ID or is otherwise very easy to find; Kill)[/TD] [/TR] [TR] [TD=align: left] 5[/TD] [TD=colspan: 2, align: left] Susceptibility: Repulsed By Holy Symbols & Effects 1d6 damage Instant (Uncommon)[/TD] [/TR] [TR] [TD=align: left] 10[/TD] [TD=colspan: 2, align: left] Demon Blooded Vulnerability: 2 x STUN Extra-Dimensionnal Attacks (Uncommon)[/TD] [/TR] [TR] [TD=align: left] 10[/TD] [TD=colspan: 2, align: left] Demon Blooded Vulnerability: 2 x Effect Extra-Dimensionnal Effects (Uncommon)[/TD] [/TR] [/TABLE] [/TD] [/TR] [TR] [TD=colspan: 2] Total Disadvantages Points: 150[/TD] [/TR] [/TABLE] MYRLIN alias Victor LASLO Since time immemorial, the magic exists. Magic is present in all things. At the beginning of the twelfth century, Merlin was eager to retire with Vivianne who had captured his heart. Under the guise of a simple human warlock, so TALIESINE begged his father to allow him to take a wife for the birth of a new Guardian. Merlin was cunning and asked TALIESINE the care and education of the unborn child to be entrusted to make it as accurate as it was himself he promised. TALIESINE which gave the child to his faithful ... When TALIESINE realized that Merlin was played him, he laughed and said: You are the son of the king of deceptions and illusions, but I would find this child and believe me, I would ensure an attentive father to him . Merlin told the lady of the lake that child to put it out of reach of TALIESINE in the world of Avalon where time flows according to the will of the fairies. At the age of 15, MYRLIN son of TALIESINE returned to the world of men and thus overtook three days after his departure, Merlin. There additional five years were devoted to the learning rules of the function that is his: Keeper of the Magic this universe. It is said in the most ancient legends that Magic itself would have emerged from the first Guardian to assign powers and role. The Guardian must ensure the continuity of the universe. The Guardian should not take care of the only humans, but on the entire galaxy. To accomplish its task, the guardian of magic, no scan through the "heart of Avalon," a crystal of pure magic that informs when the time came for him to act. This crystal is in his shrine sacred land of Avalon. The Guardian has the authority to collect the destruction of the essence of each thing through the "heart of Avalon," an artifact told the Guardian. This is why he knows he must act. The powers of the Guardians are simple: You may cancel any magic by temporarily disrupting and magically move anywhere known or viewed with the "Heart of Avalon" As guardian of Magic MYRLIN faced many things and strange creatures. He became a master in the art of traveling between worlds that monitors and must be protected. The rule that is set: the rules of the world are fixed, and only the people of this world have the right to change them. The goal: to protect the continuity of existence. By the blood of his "Father" MYRLIN also has a knack for handling magic forces. He worked for this gift handle well without too often yield to his demonic origin. It can open portals that serve him in combat to deflect attacks, or turn them against the enemy. He has mastered many minor spells he still uses with respect, it must respect the magic he considered "alive" (invisibility, telekinesis, flight, ...) (for MJ, I would like to do more a controller that dps), but also a great mastery of fire allows it to turn on or off a candle ... or fire. The problem of his demonic blood that sometimes gives way to anger or if it draws too much blood magic, his demonic appearance is revealed and then he loses control to leave the field open to the demon that is ... him. Over the ages, so he took various names. It was Paracelsus, Isaak FAWKES, but more often he preferred not to know. He was sometimes known but often discreet. It was in Egypt at the beginning of the pyramids by archaeologists and discreet management permit for the soul of the Pharaohs to return to rest. In exchange for his services he received from the hands of Osiris himself "eye of Osiris" that allows you to see Ames. His control of the "eye of Osiris" allowed him to develop an ability to drain the energy of souls, causing numbness in his enemies. He however, could not prevent the release of Baal, minor god and servant of Set. Since they clashed several times over the centuries without ever though their fight is finished so favorable MYRLIN that each time managed to escape. MYRLIN always carefully kept the magic box that can contain the essence of God ... but before you do that defeat MYRLIN never managed to do. The power of the most powerful physical attack MYRLIN is based on fire, and Baal is a demon infernal plans, it is totally immune to fire damage to the offensive side of MYRLIN. Baal is a fighter, his strength and his immense strength but if it dies, it becomes a being of pure energy and must return to his plan is at this point that its essence can be captured and it was decided to destroy the artifact that little lock its essence. Emotionally, MYRLIN knows he is the son of a demon and dare consider generate a succubus he has always refused the pleasures of sex. However, it is able to love and this is what caused him immense torment. Indeed, in 1190 he fell in love with a woman, beautiful, sweet, and sensitive ... with a few gifts of healing. They loved a chaste love and he even decided to help him develop his magical gifts. Sweet Esmeralda became a witch capable of fighting against evil, and as she was pure she did not hesitate to help others. While MYRLIN was serving as guardian, she was denounced by a jealous priest of his healing powers and was burned alive. On his return he heard the tragic news and discovered the effect of the blackest rage his demonic side freed for the first time and he committed several murders but men replied: A witch had invoked a demon, it was the start of the Inquisition. MYRLIN and realized that the best intentions can easily be perverted by the hands of men and the dark spirits, it was the first time he really discovered his demonic side and since he feared at the highest point. Since MYRLIN is one, even surrounded by people he feels lonely and afraid of what might be, he wants to permanently control his life, his body and mind. For this he suffers continuously as the gatekeeper keeps him among men when he longs for peace of meditation. He now struggling to cling to ephemeral beings, or rather not, it attaches but suffers from their loss. So it would not focus but his human side suffers from loneliness and always grows back to humans, these beings who burn a fleeting but intense life. When the magic has gone from this world, MYRLIN decided to stay on the ground to monitor the evolution of the world is his. The magic is missing, he had to turn to science. The time had come for him to learn another magic: technology. He learned to do without magic use as the ordinary means of communication and transportation. He looked for a long time the exact cause of the disappearance of magic and still remains to this research regarded with some suspicion, but in this world rich is not crazy what he does, he is eccentric. Indeed, MYRLIN used his great intelligence to build a huge fortune over the centuries in lucrative investments before or after the disappearance of magic, he managed to be a huge financial empire that can easily do count as one of the largest fortunes in the world. This property was built by focusing on projects that almost always lucrative summers, he supported such research on high-speed space travel, hoping to find a way to get to Avalon, but the result of this research has led to patents propulsion supra-Luminary which allowed him to sit really the financial base of his empire (perhaps also behind the development of "displacer BEAM?" if you're ok). MYRLIN is not a scientist, but he has the gift to feel the spirit of genius and intuition often give them the means to accomplish their work. The low point is MYRLIN refuses to further research on weapons, which was a huge weakness in the war against the Xénovores Indeed, when it would have been necessary, the men were not armed to defend themselves. MYRLIN always blame the losses that resulted, he suffers but can not bring himself to help build weapons of mass destruction ... After the fall of Xénovores, MYRLIN became more discreet, he was aware of have again pushed too humanity by participating in open space and he chose not to have an impact as strong in the future. But the future has been shown that inaction is not the solution, the dictatorship of the EMPIRE TERRAN, he has proven that just be a spectator of world history could be a good thing, or at least did not suit him. It has worked but more subtle than in the past, using his wealth to support rebels who fought to save planets imperial yoke. He did not participate in the direct fall of the empire, but his action allowed after the death of the Emperor of the Galactic Empire unite more easily. LASLO Empire, known to the public for its industries at the forefront of science for space transportation, is known to a handful of leaders of some worlds of the Federation as also related to the support and stability of several republics of the Galactic Federation. MYRLIN still refusing to support research in weaponry, it is in the great conflicts that followed focused on the protection of civilians and the way to save the most life possible. So he founded a medical and humanitarian organization, always with space transportation at the forefront of science and financially supported by most of the planets of the Galactic Federation and the financial empire LASLO LASLO the foundation and acted throughout the territory of the Federation, providing humanitarian assistance and support to civilians (red cross style interplanetary). For several years, it is VICTOR LASLO known as leader of the LASLO foundation officially passed from father to son. Victor LASLO a hobby: research and study of paranormal phenomena and magical. This remained the domain of the eccentricity of a rich man who is bored but one day the magic is finally back ... In secret over the centuries MYRLIN sought other immortals, but his desire to remain discreet made him undoubtedly default, be invisible can not be recognized by another immortal possible. In terms of Psi MYRLIN has too much to hide to not worry about it. It has around him, two guards Psi, highly skilled and highly paid to avoid any indiscretion. He tries since the discovery of Psis to train in meditation in order to protect his mind from any readings ... When the magic is back, VICTOR LASLO to re-open the gateway to Avalon, recovering his sanctuary and its functions. TALIESINE It is the first demon king of deception and master of illusion. It is not "bad" in the biblical sense Luciferian, in that it does not seek to inflict pain and death, it is just extremely chaotic player. It is VERY patient in his plans, because he knows he is eternal, but it still gives the immediate satisfaction of his needs, he enjoys all the pleasures. In the Bible it is the tempter serpent offers EVE to yield to his desires. When Merlin invokes TALIESINE so that it creates a new offspring, TALIESINE yields readily because Merlin knows where to hit the satisfaction of pleasure. But TALIESINE is patient, he knows that a day will come when he will meet his descendant. TALIESINE when it is invoked can not remain on earth for more than 24 hours (one rotation of the earth) for exceeding this time, he found a solution: its offspring being his blood but human blood, it is not subject to this constraint. It would be enough to make a small ritual in the presence of her child in order to also remain in this world for a month. He could then indulge in his sandstone all pleasures. (Idea for MJ: It could be a little regularly transfused blood of her child, ...) Its purpose is not to kill her offspring, but instead to find and if possible to get his confidence and get closer to him. He is the master of illusion is not so easy to find or uncover, and if that were the case, it will avoid violent confrontation, preferring to use her charms well. It is not the type to force his child, he also enjoys the game of hunting and handling, and would not want it to stop ... BAAL It is a hellish demon plan, its purpose is simple: the destruction of the world so that his master SET can rebuild according to his will. It is not subject to the will of SET and is totally fanatic. It is completely immune to fire mastery and uses it as a weapon of destruction. He mastered many weapons, but above all he loves to use his whip hellfire that allows him to suffer and block his eventual opponent. He is very strong and durable but its weak point: it is a demon and as such he can not stay on our world more than 24 hours after being invoked. He still many shrines throughout the world and people can expect to gain power by invoking ... it never has been materialized, it keeps indeed need to take a body from this, that of its summoner, which is gaining immense power effect: he dies and his body becomes the receptacle of Baal that burns within 24 hours. (The details of the death of the summoner is of course not specified in the ritual invocation). After the 24 h time, he had to return the infernal plans and expect to be invoked again.
  9. Hi Folks ! As I promised to some of you, here are the Characters my Players and me worked onto. I tend to make them live their "birth" as supers in the Champions 3000 AD era, and then the V'han invasion. However , I apologize as I am too lazy to translate, from french to english, the backgrounds and settings they created (some of them even created full species and cultures for their backgrounds). Google will be your friend and if it's not sufficient, I can come up to translate small parts of it. So, there are the PCs sheets but if that interest some of you, I will post the ones of their followers/sidekick, and even some of their foes. As always, critics and opinions are welcome. And a special thank you to QM and all the work he gave me. Galactic Opale.
  10. Always good work Storn, and if you didn't get it, here are my grateful thanks for the Spellcaster work you did I like most of your work, and liked especially the idea of Dreyogg, tough for once I didn't enjoyed the coloring as much as usual. I don't know how to explain it well in english, but It looks like a bit "blurred" to me. I tend to prefer "clearer" colorings and drawings. Anyway it is still great work. Regards Opale
  11. An image from a supervillain from Marvel Universe inspired me for this one. So the build was easy going as soon as I wrote the background adaptated to the CU. And yes, it's a villain, not a hero, but even villains deserve attention Basilisk [TABLE] [TR] [TD] [h=1]Val[/h] [/TD] [TD] Char[/TD] [TD] [h=3]Cost[/h] [/TD] [TD] [h=4]Roll[/h] [/TD] [TD] Notes[/TD] [/TR] [TR] [TD] 15[/TD] [TD] STR[/TD] [TD] 5[/TD] [TD] 12-[/TD] [TD] Lift 200.0kg; 3d6; [1][/TD] [/TR] [TR] [TD] 23[/TD] [TD] DEX[/TD] [TD] 26[/TD] [TD] 14-[/TD] [TD] [/TD] [/TR] [TR] [TD] 30[/TD] [TD] CON[/TD] [TD] 20[/TD] [TD] 15-[/TD] [TD] [/TD] [/TR] [TR] [TD] 15[/TD] [TD] BODY[/TD] [TD] 5[/TD] [TD] [/TD] [TD] [/TD] [/TR] [TR] [TD] 24[/TD] [TD] INT[/TD] [TD] 14[/TD] [TD] 14-[/TD] [TD] PER Roll 14-[/TD] [/TR] [TR] [TD] 16[/TD] [TD] EGO[/TD] [TD] 6[/TD] [TD] 12-[/TD] [TD] [/TD] [/TR] [TR] [TD] 13[/TD] [TD] PRE[/TD] [TD] 3[/TD] [TD] 12-[/TD] [TD] PRE Attack: 2 1/2d6[/TD] [/TR] [TR] [TD] [/TD] [TD] [/TD] [TD] [/TD] [TD] [/TD] [TD] [/TD] [/TR] [TR] [TD] 8/18[/TD] [TD] PD[/TD] [TD] 6[/TD] [TD] [/TD] [TD] Total: 8/18 PD (0/10 rPD)[/TD] [/TR] [TR] [TD] 8/22[/TD] [TD] ED[/TD] [TD] 6[/TD] [TD] [/TD] [TD] Total: 8/22 ED (0/14 rED)[/TD] [/TR] [TR] [TD] 5[/TD] [TD] SPD[/TD] [TD] 30[/TD] [TD] [/TD] [TD] Phases: 3, 5, 8, 10, 12[/TD] [/TR] [TR] [TD] 9[/TD] [TD] REC[/TD] [TD] 5[/TD] [TD] [/TD] [TD] [/TD] [/TR] [TR] [TD] 60[/TD] [TD] END[/TD] [TD] 8[/TD] [TD] [/TD] [TD] [/TD] [/TR] [TR] [TD] 42[/TD] [TD] STUN[/TD] [TD] 11[/TD] [TD=colspan: 2] Total Characteristic Cost: 195[/TD] [/TR] [TR] [TD] [/TD] [TD] [/TD] [TD] [/TD] [TD=colspan: 2] [/TD] [/TR] [/TABLE] Movement: Running: 12m / 24m Swimming: 4m / 8m Leaping: 4m / 8m Flight: 30m / 60m Teleportation: 10m / 20m [TABLE] [TR] [TD] [h=4]Cost[/h] [/TD] [TD] Powers[/TD] [TD] [h=5]END[/h] [/TD] [/TR] [TR] [TD] [/TD] [TD] Alpha-Stone Embued Body[/TD] [TD] [/TD] [/TR] [TR] [TD] 8[/TD] [TD] 1) Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week)[/TD] [TD] 0[/TD] [/TR] [TR] [TD] 36[/TD] [TD] 2) Lizard-Tough Skin: Resistant Protection (10 PD/14 ED)[/TD] [TD] 0[/TD] [/TR] [TR] [TD] 30[/TD] [TD] Alpha-Stone Movements: Multipower, 30-point reserve[/TD] [TD] [/TD] [/TR] [TR] [TD] 3f[/TD] [TD] 1) Flight 30m (30 Active Points)[/TD] [TD] 3[/TD] [/TR] [TR] [TD] 2f[/TD] [TD] 2) Teleportation 10m, No Relative Velocity, Position Shift (25 Active Points)[/TD] [TD] 2[/TD] [/TR] [TR] [TD] [/TD] [TD] [/TD] [TD] [/TD] [/TR] [TR] [TD] 60[/TD] [TD] Alpha-Stone Energy Projection: Multipower, 60-point reserve[/TD] [TD] [/TD] [/TR] [TR] [TD] 6f[/TD] [TD] 1) Blast 12d6 (60 Active Points)[/TD] [TD] 6[/TD] [/TR] [TR] [TD] 6f[/TD] [TD] 2) Blast 9 1/2d6, Armor Piercing (+1/4) (60 Active Points)[/TD] [TD] 6[/TD] [/TR] [TR] [TD] 6f[/TD] [TD] 3) Blast 8d6, Penetrating (+1/2) (60 Active Points)[/TD] [TD] 6[/TD] [/TR] [TR] [TD] 6f[/TD] [TD] 4) Killing Attack - Ranged 4d6 (60 Active Points)[/TD] [TD] 6[/TD] [/TR] [TR] [TD] 6f[/TD] [TD] 5) Slow Molecular Motion: Entangle 6d6, 6 PD/6 ED (60 Active Points)[/TD] [TD] 6[/TD] [/TR] [TR] [TD] 6f[/TD] [TD] 6) Rearrange Molecular Structure : Major Transform 6d6 (Turn living being into stone, any Dispel power) (60 Active Points)[/TD] [TD] 6[/TD] [/TR] [TR] [TD] [/TD] [TD] [/TD] [TD] [/TD] [/TR] [/TABLE] [TABLE] [TR] [TD] [/TD] [TD] Skills[/TD] [/TR] [TR] [TD] 10[/TD] [TD] +2 with Alpha-Stone Multipower[/TD] [/TR] [TR] [TD] 3[/TD] [TD] Breakfall 14-[/TD] [/TR] [TR] [TD] 3[/TD] [TD] Bribery 12-[/TD] [/TR] [TR] [TD] 3[/TD] [TD] Lockpicking 14-[/TD] [/TR] [TR] [TD] 2[/TD] [TD] PS: Criminal 11-[/TD] [/TR] [TR] [TD] 3[/TD] [TD] Security Systems 14-[/TD] [/TR] [TR] [TD] 3[/TD] [TD] Stealth 14-[/TD] [/TR] [TR] [TD] 3[/TD] [TD] Streetwise 12-[/TD] [/TR] [TR] [TD] [/TD] [TD] [/TD] [/TR] [/TABLE] Total Powers & Skill Cost: 205 Total Cost: 400 [TABLE] [TR] [TD] 400+[/TD] [TD] Disadvantages[/TD] [/TR] [TR] [TD] 10[/TD] [TD] Distinctive Features: Green lizard-scaled skin, plain big red eyes, slightly inhuman morphology (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)[/TD] [/TR] [TR] [TD] 15[/TD] [TD] Secret Identity: Infrequently, Severe[/TD] [/TR] [TR] [TD] 15[/TD] [TD] Hunted: PRIMUS Infrequently (Mo Pow; Capture)[/TD] [/TR] [TR] [TD] 15[/TD] [TD] Hunted: UNTIL Infrequently (Mo Pow; Capture)[/TD] [/TR] [TR] [TD] 20[/TD] [TD] Psychological Complication: Power Greedy (Common; Total)[/TD] [/TR] [TR] [TD] 15[/TD] [TD] Psychological Complication: Violent and prone to sudden access of anger (Very Common; Moderate)[/TD] [/TR] [TR] [TD] 15[/TD] [TD] Negative Reputation: Casual Killer, Frequently (Extreme)[/TD] [/TR] [TR] [TD] 0[/TD] [TD] Experience Points[/TD] [/TR] [/TABLE] Total Disadvantage Points: 400 Background/History: Basil Elks was a convicted burglar with an undistinguished criminal career. One of his fellow prison inmates, who was more erudite than the rest, mocked Elks by making a pun on his name and calling him "Basilisk," after the mythological creature which could kill with its glance. Other prisoners seized upon the new nickname as a means of ridiculing Elks, thus ironically contrasting the basilisk's fearsome reputation with Elks' own image of being a loser. leaving prison, Elks attempted to steal a large gem from a New York City museum. Elks was discovered by a museum guard and reached for his gun, unwilling to return to prison and face further ridicule. The guard fired his own gun, but his bullet struck not Elks but the gem, causing it to explode. Unknown to Elks and the museum authorities, the gem was actually the so-called Alpha-Stone, a power object once possessed by the alien Malvan. A Malvan starship crewman had stolen both the Alpha-Stone and another such gem, the Omega-Stone, and escaped in a small spaceship, which exploded; somehow the two gems ended up on Earth. The explosion of the Alpha-Stone transformed Elks into a superhuman being, who overpowered the guard and escaped. Elks adopted the name "Basilisk" as one that was appropriate to his newfound powers, and sought the Omega-Stone in order to increase them. Personality/Motivation: Power greedy, psychotic and casual killer Quote: ".... After I've destroyed the city you so feebly attempted to defend, heroes !" Powers/Tactics: Basilisk's major power was the bodily generator of microwave-related energy, which he could emit at will through his eyes. After gaining further power from the Omega-Stone, Basilisk was able to fly. could also use his energy beams to accelerate for decelerate the molecular motion of the surface of any object upon which he casts his beams. By decelerating the molecular motion of an object and a small layer of air around it, he was able to encase it in a thin but debilitating layer of ice. The greater the duration of his energy bombardment, the greater the deceleration of the molecules, and thus the greater the amount of ice formed. If the Basilisk had used this power on a warm blooded organism for too long, the freezing effect would have penetrated more than the surface of the skin, resulting in tissue damage and possibly death. Basilisk could also accelerate the molecular motion of an object or organism, generating internal heat in the manner of a microwave oven. He could generate a maximum temperature of 3,000 degrees Fahrenheit, sufficient to melt steel. The Basilisk could control the degree of his energy beam's molecular disturbances at will. Alpha-Stone transformed the Basilisk's body's cellular structure, granting him superhuman strength and resilience, making his skin tougher than ordinary human beings with a lizard-like thickness. He had a superhuman but limited ability to resist high temperatures. Basilisk could survive for extended periods of time without food or water. He had a limited capability to teleport himself, limited ability to rearrange the molecular structure of objects with his energy beams. The Alpha-Stone also increased the Basilisk's intelligence.
  12. Has the EP to be a Hero ? Has he to be up to 400 points ? I am actually considering a villain based on some VIPER experimental. Serpentine Opale
  13. Re: A starship as a PC for Galactic Champions Thanks everyone for the brainstorming It will be very usefull ! Keep posting about it if more advises or ideas come to mind. Opale
  14. Re: A starship as a PC for Galactic Champions Ok, keep all of this noted Now, for the idea, I don't know if this is it, but the character would be an association of a Vehicle + an AI ? Am I right ? And how to create the duplicate then ? Including all characteristics or without the AI part ? Opale
  15. Yes ! That's the cool idea a player of mine had proposed me for my Galactic Setting. Question is : I don't have any clue on how to make it playable and possible . What are the basics and limits for such a build ? Any of you already had the case ? he wants to play an intelligent event sentient starship, big enough to transport all the players, and maybe incarnate himself in a robotic form (Multiform ?) Now now, I'm enthusiastic but clueless. Help please ! Opale - isn't that a nice name for a major battleship ?
  16. Opale

    Templates

    Hi folks ! I have set up a more complete three columns html character template for our campaign , and completed one for the Base aswell. Including the possibility to display the SFX, the Defense applied, the Display names of skills, talents and perks. Where shold I post them in the forum ? or elsewhere ? so people can download them at will ? Opale
  17. Re: Star*Lancer (Galactic Champions - F.S.T.-1) ok. if you don't mind, I'd be interested in any details or settings/ideas you might have had to help set my own GC Campaign eventually. Don't hesitate to PM me, QM. PM Opale
  18. Re: Star*Lancer (Galactic Champions - F.S.T.-1) Digging up this topic as I'm interesting myself into GC. So QM, what did you want to do ? Archeologic Opale
  19. Re: Campaign Guideline Help (Rule of X?) Do you include CSL in your OCV/DCV ? Opale
  20. Re: Galactic Champions I don't know this serie. But thanks again ! Opale
  21. Re: 12 months, 12 characters. January. The Speedster What about an asexual alien, energetical or robot like speedster ? Annoying Opale.
  22. Re: Galactic Champions Thanks to all for the advises, links, resources ! Will be very handy. I'm just starting to think about the setting and see what I can come with. For example, one of my player wants to play an alien race with story and abilities derived from the Protoss Race. I tend to enforcing certain things when players come with an idea of themselves about an unknown civilzation, and ask them to work about it for me. So any link or resources about Protoss/Zerg stuff welcome aswell. Opale
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