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Beast

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About Beast

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    Knotworking for a better tomorrow
  • Birthday 04/11/1962

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    Male
  • Location
    Altadena, Ca
  • Interests
    Hero system and Ren faire

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  1. Beast

    Nemesis

    Yep I got more info on her from the Ironwood
  2. Beast

    Nemesis

    I like to get the gist of the universe first and it's lore there by leaving it sparse ,the GM and I can work on more specific aspects with time who the great and evil mage was who she might have killed when controlled in the past that may affect the present(there is a PC character that this might affect) thanks for the comments
  3. Beast

    Nemesis

    what no opinions? she is great she sucks I would have none her this or that way
  4. Nemsis (villain) View File Nemesis Val Char Cost Roll Notes 45 STR 5 18- Lift 12.8tons; 9d6 [1] 18 DEX 16 13- OCV: 9/DCV: 7 25 CON 15 14- 13 INT 3 12- PER Roll 12- 13 EGO 3 12- ECV: 3 - 3 18 PRE 8 13- PRE Attack: 3 ½d6 9 OCV 30 7 DCV 20 3 OMCV 0 3 DMCV 0 6 SPD 10 Phases: 2, 4, 6, 8, 10, 12 11+15 PD 0 Total: 11/26 PD (0/15 rPD) 11+15 ED 0 Total: 11/26 ED (0/15 rED) 10 REC 6 60 END 8 10 BODY 0 60 STUN 20 Total Characteristic Cost: 140 Movement: Running: 42m/84m Swimming: 42m/672m Teleportation: 10m/20m Cost Powers END Golem body, all slots Unified Power (-¼) 36 1) +30 STR, Reduced Endurance (0 END; +½) (45 Active Points) 7 2) it may look like a soft fragile hand, it isn't: HA +2d6 (10 Active Points); Hand-To-Hand Attack (-¼) 1 7 3) Iron fingers : Clinging (normal STR) (10 Active Points); Perceivable (leaves a trail of finger sized holes when climbing; -¼) 0 36 4) Resistant Protection (15 PD/15 ED) (45 Active Points) 0 7 5) Tough outer layer: +9 PD (9 Active Points) 7 6) Tough outer layer: +9 ED (9 Active Points) 24 7) Haste spell: +3 SPD (30 Active Points) 26 😎 Life Support (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: 400 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (32 Active Points) 0 8 9) Using Gates to Hell to reform her body: Regeneration (1 BODY per Turn) (16 Active Points); Linked (Gate to hell fire; Lesser Power can only be used when character uses greater Power at full value; -¾) 0 32 Magics to move an Iron Golem: Multipower, 40-point reserve, (40 Active Points); all slots Unified Power (-¼) 6v 1) Running +30m (42m total), Reduced Endurance (½ END; +¼) (40 Active Points) 1 3f 2) overpowered and directed levitation spell: Leaping 50m (Accurate, x8 Noncombat) (40 Active Points) 4 3f 3) limited flight under water: Swimming +12m (42m total) (x8 Noncombat), No Gravity Penalty (+½), Noncombat Acceleration/Deceleration (+1) (40 Active Points) 4 2f 4) Teleportation Mega scale 10m, Safe Blind Teleport (+¼), MegaScale (1m = 1,000 km; +1 ¾) (30 Active Points) 3 2f 5) Turning off the levitation spell: Knockback Resistance -30m (30 Active Points) 0 Notes: she could weigh close to 1.6kt call her fat and you die can add +6" of running total 18m 12 Magics to alter self: Multipower, 22-point reserve, (22 Active Points); all slots Concentration (0 DCV; -½), Extra Time (Full Phase, Only to Activate, -¼) 1f 1) Bright Sunlight(gate to sun: Change Environment (-1 to Normal Sight PER Rolls, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (8m Radius; +½) (21 Active Points) 2 1f 2) Shape Shift (Sight and Hearing Groups, limited group of shapes), Costs END Only To Change Shape (+¼) (22 Active Points) 2 1f 3) Intense Magnetic Field: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points) 2 1f 4) Cold Iron: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points); No Range (-½) 2 1f 5) Gate to hell fire: Killing Attack - Ranged 1 point, Area Of Effect (1m Surface; +¼), Costs Endurance Only To Activate (+¼), Constant (+½), Penetrating (x3; +1 ½) (17 Active Points) 2 1f 6) Endurance sapping cold from the negative material plane: Drain END 1d6, Area Of Effect (2m Surface; +¼), Constant (+½), Reduced Endurance (0 END; +½) (22 Active Points); No Range (-½) 0 1f 7) Wyld Magic: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points) 2 Talents 9 +3/+3d6 Striking Appearance (vs. all characters) Skills 0 Presence Skills may add + 3 for Striking Appearance 3 1) Acting 13- 3 2) Charm 13- 3 3) Persuasion 13- 3 4) Streetwise 13- 0 Dex skills 3 1) Breakfall 13- 3 2) Stealth 13- 3 Concealment 12- 3 Deduction 12- 2 Navigation (Land) 12- 0 everyman skills 0 1) Climbing 8- 0 2) Language: English (completely fluent; literate) (4 Active Points) 0 3) Paramedics 8- 0 4) PS: Thug for hire 11- 0 5) Shadowing 8- 0 6) TF: Everyman Skill, Small Motorized Ground Vehicles 0 7) AK 8- Total Powers & Skill Cost: 260 Total Cost: 400 400+ Matching Complications 5 Distinctive Features: Detects as magical (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 10 Distinctive Features: usually the hottest woman around (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: law enforcement Infrequently (Mo Pow; Harshly Punish) 10 Physical Complication: Ferrous body (Infrequently; Slightly Impairing) 15 Psychological Complication: Amoral (Common; Strong) 10 Psychological Limitation: Capricious and Playful (Common; Moderate) 10 Social Complication: Secret Id Frequently, Minor Total Complications Points: 400 EQUIPMENT CARRIED Equipment END Multipower, 40-point reserve 1) Teleportation 10m, Safe Blind Teleport (+¼), No Range Modifier (+½), MegaScale (1m = 100,000 km; +2 ¼) (40 Active Points) 4 2) Swimming +30m (42m total) (x4 Noncombat), Reduced Endurance (½ END; +¼), No Turn Mode (+¼), No Gravity Penalty (+½) (40 Active Points) 1 Golem body, all slots Unified Power (-¼) 1) LS (Eating: Character only has to eat once per year; Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (37 Active Points) 0 2) +4 PD (4 Active Points) 3) +4 ED (4 Active Points) 4) +5 REC (5 Active Points) 5) HA +2d6 (10 Active Points); Hand-To-Hand Attack (-¼) 1 Background/History: Anastasia was the not so bright servant to a great and evil mage The mage needed a soul he could control to power his iron golem to protect his estate from fairies and other threats During this time the mage added many spells to aid his creation to look normal ,as the times warranted it he needed to disguise her later she bacame his lover and assassin posing as his apprentice with a wandering eye later the mage died in a duel and Anastasia was left with out a somebody to serve Over time she took on as a assassin/thug for hireCurrently she is looking for long term employment Personality/Motivation: Anastasia has been a assassin for over a thousand years Quote: DAMN IT, you got blood on my new boots Powers/Tactics: Brick that can hide an infiltrate can inflivict some rare susceptibilities/vulerabilities Campaign Use: Brick that can hide an infiltrate Appearance: most likely the hottest woman in the room Submitter Beast Submitted 07/10/2020 Category Characters Rules Version HERO System 6th Edition  
  5. Version 1.0.0

    1 download

    Nemesis Val Char Cost Roll Notes 45 STR 5 18- Lift 12.8tons; 9d6 [1] 18 DEX 16 13- OCV: 9/DCV: 7 25 CON 15 14- 13 INT 3 12- PER Roll 12- 13 EGO 3 12- ECV: 3 - 3 18 PRE 8 13- PRE Attack: 3 ½d6 9 OCV 30 7 DCV 20 3 OMCV 0 3 DMCV 0 6 SPD 10 Phases: 2, 4, 6, 8, 10, 12 11+15 PD 0 Total: 11/26 PD (0/15 rPD) 11+15 ED 0 Total: 11/26 ED (0/15 rED) 10 REC 6 60 END 8 10 BODY 0 60 STUN 20 Total Characteristic Cost: 140 Movement: Running: 42m/84m Swimming: 42m/672m Teleportation: 10m/20m Cost Powers END Golem body, all slots Unified Power (-¼) 36 1) +30 STR, Reduced Endurance (0 END; +½) (45 Active Points) 7 2) it may look like a soft fragile hand, it isn't: HA +2d6 (10 Active Points); Hand-To-Hand Attack (-¼) 1 7 3) Iron fingers : Clinging (normal STR) (10 Active Points); Perceivable (leaves a trail of finger sized holes when climbing; -¼) 0 36 4) Resistant Protection (15 PD/15 ED) (45 Active Points) 0 7 5) Tough outer layer: +9 PD (9 Active Points) 7 6) Tough outer layer: +9 ED (9 Active Points) 24 7) Haste spell: +3 SPD (30 Active Points) 26 😎 Life Support (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: 400 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (32 Active Points) 0 8 9) Using Gates to Hell to reform her body: Regeneration (1 BODY per Turn) (16 Active Points); Linked (Gate to hell fire; Lesser Power can only be used when character uses greater Power at full value; -¾) 0 32 Magics to move an Iron Golem: Multipower, 40-point reserve, (40 Active Points); all slots Unified Power (-¼) 6v 1) Running +30m (42m total), Reduced Endurance (½ END; +¼) (40 Active Points) 1 3f 2) overpowered and directed levitation spell: Leaping 50m (Accurate, x8 Noncombat) (40 Active Points) 4 3f 3) limited flight under water: Swimming +12m (42m total) (x8 Noncombat), No Gravity Penalty (+½), Noncombat Acceleration/Deceleration (+1) (40 Active Points) 4 2f 4) Teleportation Mega scale 10m, Safe Blind Teleport (+¼), MegaScale (1m = 1,000 km; +1 ¾) (30 Active Points) 3 2f 5) Turning off the levitation spell: Knockback Resistance -30m (30 Active Points) 0 Notes: she could weigh close to 1.6kt call her fat and you die can add +6" of running total 18m 12 Magics to alter self: Multipower, 22-point reserve, (22 Active Points); all slots Concentration (0 DCV; -½), Extra Time (Full Phase, Only to Activate, -¼) 1f 1) Bright Sunlight(gate to sun: Change Environment (-1 to Normal Sight PER Rolls, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (8m Radius; +½) (21 Active Points) 2 1f 2) Shape Shift (Sight and Hearing Groups, limited group of shapes), Costs END Only To Change Shape (+¼) (22 Active Points) 2 1f 3) Intense Magnetic Field: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points) 2 1f 4) Cold Iron: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points); No Range (-½) 2 1f 5) Gate to hell fire: Killing Attack - Ranged 1 point, Area Of Effect (1m Surface; +¼), Costs Endurance Only To Activate (+¼), Constant (+½), Penetrating (x3; +1 ½) (17 Active Points) 2 1f 6) Endurance sapping cold from the negative material plane: Drain END 1d6, Area Of Effect (2m Surface; +¼), Constant (+½), Reduced Endurance (0 END; +½) (22 Active Points); No Range (-½) 0 1f 7) Wyld Magic: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points) 2 Talents 9 +3/+3d6 Striking Appearance (vs. all characters) Skills 0 Presence Skills may add + 3 for Striking Appearance 3 1) Acting 13- 3 2) Charm 13- 3 3) Persuasion 13- 3 4) Streetwise 13- 0 Dex skills 3 1) Breakfall 13- 3 2) Stealth 13- 3 Concealment 12- 3 Deduction 12- 2 Navigation (Land) 12- 0 everyman skills 0 1) Climbing 8- 0 2) Language: English (completely fluent; literate) (4 Active Points) 0 3) Paramedics 8- 0 4) PS: Thug for hire 11- 0 5) Shadowing 8- 0 6) TF: Everyman Skill, Small Motorized Ground Vehicles 0 7) AK 8- Total Powers & Skill Cost: 260 Total Cost: 400 400+ Matching Complications 5 Distinctive Features: Detects as magical (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 10 Distinctive Features: usually the hottest woman around (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: law enforcement Infrequently (Mo Pow; Harshly Punish) 10 Physical Complication: Ferrous body (Infrequently; Slightly Impairing) 15 Psychological Complication: Amoral (Common; Strong) 10 Psychological Limitation: Capricious and Playful (Common; Moderate) 10 Social Complication: Secret Id Frequently, Minor Total Complications Points: 400 EQUIPMENT CARRIED Equipment END Multipower, 40-point reserve 1) Teleportation 10m, Safe Blind Teleport (+¼), No Range Modifier (+½), MegaScale (1m = 100,000 km; +2 ¼) (40 Active Points) 4 2) Swimming +30m (42m total) (x4 Noncombat), Reduced Endurance (½ END; +¼), No Turn Mode (+¼), No Gravity Penalty (+½) (40 Active Points) 1 Golem body, all slots Unified Power (-¼) 1) LS (Eating: Character only has to eat once per year; Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (37 Active Points) 0 2) +4 PD (4 Active Points) 3) +4 ED (4 Active Points) 4) +5 REC (5 Active Points) 5) HA +2d6 (10 Active Points); Hand-To-Hand Attack (-¼) 1 Background/History: Anastasia was the not so bright servant to a great and evil mage The mage needed a soul he could control to power his iron golem to protect his estate from fairies and other threats During this time the mage added many spells to aid his creation to look normal ,as the times warranted it he needed to disguise her later she bacame his lover and assassin posing as his apprentice with a wandering eye later the mage died in a duel and Anastasia was left with out a somebody to serve Over time she took on as a assassin/thug for hireCurrently she is looking for long term employment Personality/Motivation: Anastasia has been a assassin for over a thousand years Quote: DAMN IT, you got blood on my new boots Powers/Tactics: Brick that can hide an infiltrate can inflivict some rare susceptibilities/vulerabilities Campaign Use: Brick that can hide an infiltrate Appearance: most likely the hottest woman in the room
  6. Nemsis (heroine) View File Nemesis Val Char Cost Roll Notes 55 STR 5 20- Lift 51.2tons; 11d6 [1] 18 DEX 16 13- OCV: 9/DCV: 7 25 CON 15 14- 13 INT 3 12- PER Roll 12- 13 EGO 3 12- ECV: 3 - 3 18 PRE 8 13- PRE Attack: 3 ½d6 9 OCV 30 7 DCV 20 3 OMCV 0 3 DMCV 0 6 SPD 10 Phases: 2, 4, 6, 8, 10, 12 10+15 PD 0 Total: 10/25 PD (0/15 rPD) 10+15 ED 0 Total: 10/25 ED (0/15 rED) 10 REC 6 60 END 8 10 BODY 0 60 STUN 20 Total Characteristic Cost: 140 Movement: Running: 56m/112m Flight: 40m/80m Cost Powers END Golem body, all slots Unified Power (-¼) 48 1) +40 STR, Reduced Endurance (0 END; +½) (60 Active Points) 36 2) Resistant Protection (15 PD/15 ED) (45 Active Points) 0 6 3) Tough outer layer: +8 PD (8 Active Points) 6 4) Tough outer layer: +8 ED (8 Active Points) 24 5) Haste spell: +3 SPD (30 Active Points) 28 6) Life Support (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (35 Active Points) 0 8 7) Gems of true sight for eyes: Sight Group Flash Defense (10 points) (10 Active Points) 0 12 😎 Gems of true sight for eyes: Radar (Radio Group) (15 Active Points) 0 9 9) Regeneration (1 BODY per Turn) (16 Active Points); Linked (Gate to hell fire; -½) 0 24 Magics to move an Iron Golem: Multipower, 30-point reserve, (30 Active Points); all slots Unified Power (-¼) 2f 1) Turning off the levitation spell: Knockback Resistance -20m (20 Active Points) 0 Notes: +6m running total 18m can weigh 102,400kg 4v 2) the magic from boots of striding and leaping: Running +22m (56m total), Reduced Endurance (½ END; +¼) (30 Active Points) 1 2f 3) the magic from boots of striding and leaping and levitation spell: Leaping 40m (Accurate, x4 Noncombat) (30 Active Points) 3 Notes: 160m x 80m 2f 4) Flight 20m, Usable [As Second Mode Of Movement] (swimming; +¼), Reduced Endurance (½ END; +¼) (30 Active Points) 1 12 Magics to alter self: Multipower, 22-point reserve, (22 Active Points); all slots Concentration (0 DCV; -½), Extra Time (Full Phase, Only to Activate, -¼) 1f 1) Bright Sunlight(gate to sun): Change Environment (-1 to Normal Sight PER Rolls, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (8m Radius; +½) (21 Active Points) 2 1f 2) Shape Shift (Sight and Hearing Groups, limited group of shapes), Costs END Only To Change Shape (+¼) (22 Active Points) 2 1f 3) Intense Magnetic Field: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points) 2 1f 4) Cold Iron: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points); No Range (-½) 2 1f 5) Gate to hell fire: Killing Attack - Ranged 1 point, Area Of Effect (2m Surface; +¼), Costs Endurance Only To Activate (+¼), Personal Immunity (+¼), Constant (+½), Penetrating (x3; +1 ½) (19 Active Points) 2 1f 6) Endurance sapping cold from the negative material plane: Drain END 1d6, Area Of Effect (2m Surface; +¼), Constant (+½), Reduced Endurance (0 END; +½) (22 Active Points); No Range (-½) 0 Perks 1 Money invested from the past: Money: Well Off Talents 9 +3/+3d6 Striking Appearance (vs. all characters) Skills 0 Presence Skills may add + 3 for Striking Appearance 3 1) Acting 13- 3 2) Charm 13- 3 3) Streetwise 13- 0 Dex skills 3 1) Breakfall 13- 3 2) Stealth 13- 0 Int based 3 1) Deduction 12- 0 general 3 1) Power: magic skill 11- 0 everyman skills 0 1) Climbing 8- 0 2) Language: English (completely fluent; literate) (4 Active Points) 0 3) Paramedics 8- 0 4) Persuasion 8- 0 5) PS: model 11- 0 6) Shadowing 8- 0 7) TF: Everyman Skill, Small Motorized Ground Vehicles 0 😎 AK 8- Total Powers & Skill Cost: 260 Total Cost: 400 400+ Matching Complications 5 Distinctive Features: Detects as magical (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 10 Distinctive Features: usually the hottest woman around (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Magic seeking villain Infrequently (Mo Pow; Harshly Punish) 10 Physical Complication: she has no organs (Infrequently; Slightly Impairing) 15 Psychological Complication: Code vs killing (Common; Strong) 10 Psychological Limitation: Curious (Common; Moderate) 10 Social Complication: Secret Id Frequently, Minor Total Complications Points: 400 EQUIPMENT CARRIED Equipment END Golem body, all slots Unified Power (-¼) 1) LS (Eating: Character only has to eat once per year; Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (37 Active Points) 0 2) Does Not Bleed (15 Active Points) 0 3) +5 REC (5 Active Points) 4) Gems of true sight for eyes: Radar (Radio Group), +2 to PER Roll, Discriminatory, Analyze, Partially Penetrative, Telescopic: +10 (37 Active Points) 0 5) Resistant Protection (5 PD/5 ED) (15 Active Points) 0 6) Power Defense (10 points) (10 Active Points) 0 7) Mental Defense (10 points total) (10 Active Points) 0 Magics to move an Iron Golem: Multipower, 30-point reserve, (30 Active Points); all slots Unified Power (-¼) 1) Turning off the levitation spell: Knockback Resistance -20m (20 Active Points)Notes: +6m running total 18m can weigh 102,400kg 0 2) Running +22m (56m total), Reduced Endurance (½ END; +¼) (30 Active Points) 1 3) overpowered and directed levitation spell: Leaping 40m (Accurate, x4 Noncombat) (30 Active Points)Notes: 160m x 80m 3 4) Flight 20m, Usable [As Second Mode Of Movement] (swimming; +¼), Reduced Endurance (½ END; +¼) (30 Active Points) 1 Magics to alter self: Multipower, 25-point reserve, (25 Active Points); all slots Concentration (0 DCV; -½), Extra Time (Full Phase, Only to Activate, -¼) 1) Shape Shift (Sight, Hearing and Smell/Taste Groups, limited group of shapes), Costs END Only To Change Shape (+¼) (25 Active Points) 2 2) EMP field: RKA ½d6, Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼), Penetrating (+½), Constant (+½) (25 Active Points); Limited Power Power loses about a third of its effectiveness (only vs electronics; -½) 2 3) Bright Sunlight(gate to sun: Change Environment (-2 to Normal Sight PER Rolls, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (8m Radius; +½) (24 Active Points) 2 4) Intense Magnetic Field: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Costs Endurance Only To Activate (+¼), Area Of Effect (8m Radius; +½) (24 Active Points) 2 5) Cold Iron: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Costs Endurance Only To Activate (+¼), Area Of Effect (8m Radius; +½) (24 Active Points); No Range (-½) 2 6) Gates to hell fire: Killing Attack - Ranged 1 point, Area Of Effect (2m Surface; +¼), Personal Immunity (+¼), Persistent (+¼), Inherent (+¼), Constant (+½), Reduced Endurance (0 END; +½), Penetrating (x4; +2) (25 Active Points) 0 7) Endurance sapping cold from the negative material plane: Drain END 1d6, Area Of Effect (2m Surface; +¼), Armor Piercing (+¼), Constant (+½), Reduced Endurance (0 END; +½) (25 Active Points); No Range (-½) 0 😎 Choke hold: Change Environment (Suffocation), Reduced Endurance (½ END; +¼) (25 Active Points); No Range (-½) 1 9) bellybutton storage(extra dimensional storage 😞 (Total: 24 Active Cost, 12 Real Cost) Custom Power (20 Active Points) (Real Cost: 20) plus Stretching 3m, Reduced Endurance (0 END; +½) (4 Active Points); Limited Power Power loses almost all of its effectiveness (only works inside extra dimensional space; -2) (Real Cost: 1) 2 Background/History: Anastasia was the not so bright apprentice to a great and evil mage The mage needed a soul he could control to power his iron golem to protect his estate from fairies and other threats During this time the mage added many spells to aid his creation to look normal ,as the times warranted it he needed to disguise her later she became his lover and assassin posing as his apprentice with a wandering eye later the mage died in a lab accident(not her fault) and Anastasia was left without being controlled She is looking to right the wrongs she did while controlled in her past Personality/Motivation: Anastasia was a assassin for over a thousand years and is now trying to atone for that Quote: really I just got these cleaned I was scupted by the greatest artists of the time over a thousand years ago now look at what you made me do Powers/Tactics: Brick that can hide an infiltrate can inflivict some rare susceptibilities/vulerabilities Campaign Use: Brick that can hide an infiltrate Appearance: most likely the hottest woman in the room Submitter Beast Submitted 07/10/2020 Category Characters Rules Version HERO System 6th Edition  
  7. Version 1.0.0

    0 downloads

    Nemesis Val Char Cost Roll Notes 55 STR 5 20- Lift 51.2tons; 11d6 [1] 18 DEX 16 13- OCV: 9/DCV: 7 25 CON 15 14- 13 INT 3 12- PER Roll 12- 13 EGO 3 12- ECV: 3 - 3 18 PRE 8 13- PRE Attack: 3 ½d6 9 OCV 30 7 DCV 20 3 OMCV 0 3 DMCV 0 6 SPD 10 Phases: 2, 4, 6, 8, 10, 12 10+15 PD 0 Total: 10/25 PD (0/15 rPD) 10+15 ED 0 Total: 10/25 ED (0/15 rED) 10 REC 6 60 END 8 10 BODY 0 60 STUN 20 Total Characteristic Cost: 140 Movement: Running: 56m/112m Flight: 40m/80m Cost Powers END Golem body, all slots Unified Power (-¼) 48 1) +40 STR, Reduced Endurance (0 END; +½) (60 Active Points) 36 2) Resistant Protection (15 PD/15 ED) (45 Active Points) 0 6 3) Tough outer layer: +8 PD (8 Active Points) 6 4) Tough outer layer: +8 ED (8 Active Points) 24 5) Haste spell: +3 SPD (30 Active Points) 28 6) Life Support (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (35 Active Points) 0 8 7) Gems of true sight for eyes: Sight Group Flash Defense (10 points) (10 Active Points) 0 12 😎 Gems of true sight for eyes: Radar (Radio Group) (15 Active Points) 0 9 9) Regeneration (1 BODY per Turn) (16 Active Points); Linked (Gate to hell fire; -½) 0 24 Magics to move an Iron Golem: Multipower, 30-point reserve, (30 Active Points); all slots Unified Power (-¼) 2f 1) Turning off the levitation spell: Knockback Resistance -20m (20 Active Points) 0 Notes: +6m running total 18m can weigh 102,400kg 4v 2) the magic from boots of striding and leaping: Running +22m (56m total), Reduced Endurance (½ END; +¼) (30 Active Points) 1 2f 3) the magic from boots of striding and leaping and levitation spell: Leaping 40m (Accurate, x4 Noncombat) (30 Active Points) 3 Notes: 160m x 80m 2f 4) Flight 20m, Usable [As Second Mode Of Movement] (swimming; +¼), Reduced Endurance (½ END; +¼) (30 Active Points) 1 12 Magics to alter self: Multipower, 22-point reserve, (22 Active Points); all slots Concentration (0 DCV; -½), Extra Time (Full Phase, Only to Activate, -¼) 1f 1) Bright Sunlight(gate to sun): Change Environment (-1 to Normal Sight PER Rolls, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (8m Radius; +½) (21 Active Points) 2 1f 2) Shape Shift (Sight and Hearing Groups, limited group of shapes), Costs END Only To Change Shape (+¼) (22 Active Points) 2 1f 3) Intense Magnetic Field: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points) 2 1f 4) Cold Iron: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points); No Range (-½) 2 1f 5) Gate to hell fire: Killing Attack - Ranged 1 point, Area Of Effect (2m Surface; +¼), Costs Endurance Only To Activate (+¼), Personal Immunity (+¼), Constant (+½), Penetrating (x3; +1 ½) (19 Active Points) 2 1f 6) Endurance sapping cold from the negative material plane: Drain END 1d6, Area Of Effect (2m Surface; +¼), Constant (+½), Reduced Endurance (0 END; +½) (22 Active Points); No Range (-½) 0 Perks 1 Money invested from the past: Money: Well Off Talents 9 +3/+3d6 Striking Appearance (vs. all characters) Skills 0 Presence Skills may add + 3 for Striking Appearance 3 1) Acting 13- 3 2) Charm 13- 3 3) Streetwise 13- 0 Dex skills 3 1) Breakfall 13- 3 2) Stealth 13- 0 Int based 3 1) Deduction 12- 0 general 3 1) Power: magic skill 11- 0 everyman skills 0 1) Climbing 8- 0 2) Language: English (completely fluent; literate) (4 Active Points) 0 3) Paramedics 8- 0 4) Persuasion 8- 0 5) PS: model 11- 0 6) Shadowing 8- 0 7) TF: Everyman Skill, Small Motorized Ground Vehicles 0 😎 AK 8- Total Powers & Skill Cost: 260 Total Cost: 400 400+ Matching Complications 5 Distinctive Features: Detects as magical (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 10 Distinctive Features: usually the hottest woman around (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Magic seeking villain Infrequently (Mo Pow; Harshly Punish) 10 Physical Complication: she has no organs (Infrequently; Slightly Impairing) 15 Psychological Complication: Code vs killing (Common; Strong) 10 Psychological Limitation: Curious (Common; Moderate) 10 Social Complication: Secret Id Frequently, Minor Total Complications Points: 400 EQUIPMENT CARRIED Equipment END Golem body, all slots Unified Power (-¼) 1) LS (Eating: Character only has to eat once per year; Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (37 Active Points) 0 2) Does Not Bleed (15 Active Points) 0 3) +5 REC (5 Active Points) 4) Gems of true sight for eyes: Radar (Radio Group), +2 to PER Roll, Discriminatory, Analyze, Partially Penetrative, Telescopic: +10 (37 Active Points) 0 5) Resistant Protection (5 PD/5 ED) (15 Active Points) 0 6) Power Defense (10 points) (10 Active Points) 0 7) Mental Defense (10 points total) (10 Active Points) 0 Magics to move an Iron Golem: Multipower, 30-point reserve, (30 Active Points); all slots Unified Power (-¼) 1) Turning off the levitation spell: Knockback Resistance -20m (20 Active Points)Notes: +6m running total 18m can weigh 102,400kg 0 2) Running +22m (56m total), Reduced Endurance (½ END; +¼) (30 Active Points) 1 3) overpowered and directed levitation spell: Leaping 40m (Accurate, x4 Noncombat) (30 Active Points)Notes: 160m x 80m 3 4) Flight 20m, Usable [As Second Mode Of Movement] (swimming; +¼), Reduced Endurance (½ END; +¼) (30 Active Points) 1 Magics to alter self: Multipower, 25-point reserve, (25 Active Points); all slots Concentration (0 DCV; -½), Extra Time (Full Phase, Only to Activate, -¼) 1) Shape Shift (Sight, Hearing and Smell/Taste Groups, limited group of shapes), Costs END Only To Change Shape (+¼) (25 Active Points) 2 2) EMP field: RKA ½d6, Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼), Penetrating (+½), Constant (+½) (25 Active Points); Limited Power Power loses about a third of its effectiveness (only vs electronics; -½) 2 3) Bright Sunlight(gate to sun: Change Environment (-2 to Normal Sight PER Rolls, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (8m Radius; +½) (24 Active Points) 2 4) Intense Magnetic Field: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Costs Endurance Only To Activate (+¼), Area Of Effect (8m Radius; +½) (24 Active Points) 2 5) Cold Iron: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Costs Endurance Only To Activate (+¼), Area Of Effect (8m Radius; +½) (24 Active Points); No Range (-½) 2 6) Gates to hell fire: Killing Attack - Ranged 1 point, Area Of Effect (2m Surface; +¼), Personal Immunity (+¼), Persistent (+¼), Inherent (+¼), Constant (+½), Reduced Endurance (0 END; +½), Penetrating (x4; +2) (25 Active Points) 0 7) Endurance sapping cold from the negative material plane: Drain END 1d6, Area Of Effect (2m Surface; +¼), Armor Piercing (+¼), Constant (+½), Reduced Endurance (0 END; +½) (25 Active Points); No Range (-½) 0 😎 Choke hold: Change Environment (Suffocation), Reduced Endurance (½ END; +¼) (25 Active Points); No Range (-½) 1 9) bellybutton storage(extra dimensional storage 😞 (Total: 24 Active Cost, 12 Real Cost) Custom Power (20 Active Points) (Real Cost: 20) plus Stretching 3m, Reduced Endurance (0 END; +½) (4 Active Points); Limited Power Power loses almost all of its effectiveness (only works inside extra dimensional space; -2) (Real Cost: 1) 2 Background/History: Anastasia was the not so bright apprentice to a great and evil mage The mage needed a soul he could control to power his iron golem to protect his estate from fairies and other threats During this time the mage added many spells to aid his creation to look normal ,as the times warranted it he needed to disguise her later she became his lover and assassin posing as his apprentice with a wandering eye later the mage died in a lab accident(not her fault) and Anastasia was left without being controlled She is looking to right the wrongs she did while controlled in her past Personality/Motivation: Anastasia was a assassin for over a thousand years and is now trying to atone for that Quote: really I just got these cleaned I was scupted by the greatest artists of the time over a thousand years ago now look at what you made me do Powers/Tactics: Brick that can hide an infiltrate can inflivict some rare susceptibilities/vulerabilities Campaign Use: Brick that can hide an infiltrate Appearance: most likely the hottest woman in the room
  8. Beast

    Nemesis

    Comments please Anastasia Romanova is a homage character based on Fantasia Faust from the Ironwood and Elementals comics Nemesis Val Char Cost Roll Notes 55 STR 5 20- Lift 51.2tons; 11d6 [1] 18 DEX 16 13- OCV: 9/DCV: 7 25 CON 15 14- 13 INT 3 12- PER Roll 12- 13 EGO 3 12- ECV: 3 - 3 18 PRE 8 13- PRE Attack: 3 ½d6 9 OCV 30 7 DCV 20 3 OMCV 0 3 DMCV 0 6 SPD 10 Phases: 2, 4, 6, 8, 10, 12 10+15 PD 0 Total: 10/25 PD (0/15 rPD) 10+15 ED 0 Total: 10/25 ED (0/15 rED) 10 REC 6 60 END 8 10 BODY 0 60 STUN 20 Total Characteristic Cost: 140 Movement: Running: 56m/112m Flight: 40m/80m Cost Powers END Golem body, all slots Unified Power (-¼) 48 1) +40 STR, Reduced Endurance (0 END; +½) (60 Active Points) 36 2) Resistant Protection (15 PD/15 ED) (45 Active Points) 0 6 3) Tough outer layer: +8 PD (8 Active Points) 6 4) Tough outer layer: +8 ED (8 Active Points) 24 5) Haste spell: +3 SPD (30 Active Points) 28 6) Life Support (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (35 Active Points) 0 8 7) Gems of true sight for eyes: Sight Group Flash Defense (10 points) (10 Active Points) 0 12 😎 Gems of true sight for eyes: Radar (Radio Group) (15 Active Points) 0 9 9) Regeneration (1 BODY per Turn) (16 Active Points); Linked (Gate to hell fire; -½) 0 24 Magics to move an Iron Golem: Multipower, 30-point reserve, (30 Active Points); all slots Unified Power (-¼) 2f 1) Turning off the levitation spell: Knockback Resistance -20m (20 Active Points) 0 Notes: +6m running total 18m can weigh 102,400kg 4v 2) the magic from boots of striding and leaping: Running +22m (56m total), Reduced Endurance (½ END; +¼) (30 Active Points) 1 2f 3) the magic from boots of striding and leaping and levitation spell: Leaping 40m (Accurate, x4 Noncombat) (30 Active Points) 3 Notes: 160m x 80m 2f 4) Flight 20m, Usable [As Second Mode Of Movement] (swimming; +¼), Reduced Endurance (½ END; +¼) (30 Active Points) 1 12 Magics to alter self: Multipower, 22-point reserve, (22 Active Points); all slots Concentration (0 DCV; -½), Extra Time (Full Phase, Only to Activate, -¼) 1f 1) Bright Sunlight(gate to sun): Change Environment (-1 to Normal Sight PER Rolls, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (8m Radius; +½) (21 Active Points) 2 1f 2) Shape Shift (Sight and Hearing Groups, limited group of shapes), Costs END Only To Change Shape (+¼) (22 Active Points) 2 1f 3) Intense Magnetic Field: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points) 2 1f 4) Cold Iron: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points); No Range (-½) 2 1f 5) Gate to hell fire: Killing Attack - Ranged 1 point, Area Of Effect (2m Surface; +¼), Costs Endurance Only To Activate (+¼), Personal Immunity (+¼), Constant (+½), Penetrating (x3; +1 ½) (19 Active Points) 2 1f 6) Endurance sapping cold from the negative material plane: Drain END 1d6, Area Of Effect (2m Surface; +¼), Constant (+½), Reduced Endurance (0 END; +½) (22 Active Points); No Range (-½) 0 Perks 1 Money invested from the past: Money: Well Off Talents 9 +3/+3d6 Striking Appearance (vs. all characters) Skills 0 Presence Skills may add + 3 for Striking Appearance 3 1) Acting 13- 3 2) Charm 13- 3 3) Streetwise 13- 0 Dex skills 3 1) Breakfall 13- 3 2) Stealth 13- 0 Int based 3 1) Deduction 12- 0 general 3 1) Power: magic skill 11- 0 everyman skills 0 1) Climbing 8- 0 2) Language: English (completely fluent; literate) (4 Active Points) 0 3) Paramedics 8- 0 4) Persuasion 8- 0 5) PS: model 11- 0 6) Shadowing 8- 0 7) TF: Everyman Skill, Small Motorized Ground Vehicles 0 😎 AK 8- Total Powers & Skill Cost: 260 Total Cost: 400 400+ Matching Complications 5 Distinctive Features: Detects as magical (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 10 Distinctive Features: usually the hottest woman around (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Magic seeking villain Infrequently (Mo Pow; Harshly Punish) 10 Physical Complication: she has no organs (Infrequently; Slightly Impairing) 15 Psychological Complication: Code vs killing (Common; Strong) 10 Psychological Limitation: Curious (Common; Moderate) 10 Social Complication: Secret Id Frequently, Minor Total Complications Points: 400 stuff to buy or buy up w/ exp Golem body, all slots Unified Power (-¼) 1) LS (Eating: Character only has to eat once per year; Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (37 Active Points) 0 2) Does Not Bleed (15 Active Points) 0 3) +5 REC (5 Active Points) 4) Gems of true sight for eyes: Radar (Radio Group), +2 to PER Roll, Discriminatory, Analyze, Partially Penetrative, Telescopic: +10 (37 Active Points) 0 5) Resistant Protection (5 PD/5 ED) (15 Active Points) 0 6) Power Defense (10 points) (10 Active Points) 0 7) Mental Defense (10 points total) (10 Active Points) 0 Magics to move an Iron Golem: Multipower, 30-point reserve, (30 Active Points); all slots Unified Power (-¼) 1) Turning off the levitation spell: Knockback Resistance -20m (20 Active Points)Notes: +6m running total 18m can weigh 102,400kg 0 2) Running +22m (56m total), Reduced Endurance (½ END; +¼) (30 Active Points) 1 3) overpowered and directed levitation spell: Leaping 40m (Accurate, x4 Noncombat) (30 Active Points)Notes: 160m x 80m 3 4) Flight 20m, Usable [As Second Mode Of Movement] (swimming; +¼), Reduced Endurance (½ END; +¼) (30 Active Points) 1 Magics to alter self: Multipower, 25-point reserve, (25 Active Points); all slots Concentration (0 DCV; -½), Extra Time (Full Phase, Only to Activate, -¼) 1) Shape Shift (Sight, Hearing and Smell/Taste Groups, limited group of shapes), Costs END Only To Change Shape (+¼) (25 Active Points) 2 2) EMP field: RKA ½d6, Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼), Penetrating (+½), Constant (+½) (25 Active Points); Limited Power Power loses about a third of its effectiveness (only vs electronics; -½) 2 3) Bright Sunlight(gate to sun: Change Environment (-2 to Normal Sight PER Rolls, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (8m Radius; +½) (24 Active Points) 2 4) Intense Magnetic Field: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Costs Endurance Only To Activate (+¼), Area Of Effect (8m Radius; +½) (24 Active Points) 2 5) Cold Iron: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Costs Endurance Only To Activate (+¼), Area Of Effect (8m Radius; +½) (24 Active Points); No Range (-½) 2 6) Gates to hell fire: Killing Attack - Ranged 1 point, Area Of Effect (2m Surface; +¼), Personal Immunity (+¼), Persistent (+¼), Inherent (+¼), Constant (+½), Reduced Endurance (0 END; +½), Penetrating (x4; +2) (25 Active Points) 0 7) Endurance sapping cold from the negative material plane: Drain END 1d6, Area Of Effect (2m Surface; +¼), Armor Piercing (+¼), Constant (+½), Reduced Endurance (0 END; +½) (25 Active Points); No Range (-½) 0 😎 Choke hold: Change Environment (Suffocation), Reduced Endurance (½ END; +¼) (25 Active Points); No Range (-½) 1 9) bellybutton storage(extra dimensional storage 😞 (Total: 24 Active Cost, 12 Real Cost) Custom Power (20 Active Points) (Real Cost: 20) plus Stretching 3m, Reduced Endurance (0 END; +½) (4 Active Points); Limited Power Power loses almost all of its effectiveness (only works inside extra dimensional space; -2) (Real Cost: 1) 2 Background/History: Anastasia was the not so bright apprentice to a great and evil mage The mage needed a soul he could control to power his iron golem to protect his estate from fairies and other threats During this time the mage added many spells to aid his creation to look normal ,as the times warranted it he needed to disguise her later she became his lover and assassin posing as his apprentice with a wandering eye later the mage died in a lab accident(not her fault) and Anastasia was left without being controlled She is looking to right the wrongs she did while controlled in her past Personality/Motivation: Anastasia was a assassin for over a thousand years and is now trying to atone for that Quote: really I just got these cleaned I was sculpted by the greatest artists of the time over a thousand years ago now look at what you made me do Powers/Tactics: Brick that can hide an infiltrate can inflict some rare susceptibilities/vulnerabilities Campaign Use: Brick that can hide an infiltrate Appearance: most likely the hottest woman in the room
  9. at PL 10 you can have upto a level 20 power but most powers are at level 15 this would equal a 75 pt active power
  10. you can use any of mine that are in the downloads section just give me a buzz if any work for you to use or tweak if need be https://www.herogames.com/profile/136-beast/content/?type=downloads_file
  11. I have been playing since 2nd ed currently I'm in 1 game here in the clubs (6th ed play by post) and several 5th & 6th on Rpol all play by post I have 4th-6th rules(hero designer) and would love to play on roll20, tabletop simulator, etc... w/ voice and real time
  12. Beast

    Where to start

    I's start w/ Champions complete pdf at 20$ then add the current Bundle of holding for 4th ed as this will give you tons of earlier source material that can be converted to 6th ed or go with 4th ed as the rules are there also 4th edition is a bit simpler in building characters the bundle is currently at 30.52$ for everything hurry as it will be going up https://bundleofholding.com/presents/Champions4Essentials2020
  13. depending on the distance you wanted to operate stretching does not cross intervening space(but must be able to get there) and penatrative sight is 1 method another would be to buy the limb as a vehicle w/ some kind of perception and mind link remote control and any power/s you want it to have(summon so it can be in a multipower)
  14. well 3 if you count the pdf or 4 if the back up counts and the whole 4th ed bundle when it came out besides at 5$ it was hard to turn down
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