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Beast

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Everything posted by Beast

  1. I cannot remember where I read it long,long ago the Earth has 92 body but you have to have an area effect of the size of the earth so to 1 shot the earth would need to do 31d6 KA
  2. Beast

    Nemesis

    Yep I got more info on her from the Ironwood
  3. 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
  4. Beast

    Nemesis

    what no opinions? she is great she sucks I would have none her this or that way
  5. 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
  6. Version 1.0.0

    29 downloads

    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
  7. 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
  8. Version 1.1.0

    18 downloads

    Nemesis Anastasia Romanova VAL CHA Cost Roll Notes 55 STR 5 20- HTH Damage 11d6 END [1] 18 DEX 16 13- 30 CON 20 15- 13 INT 3 12- PER Roll 12- 13 EGO 3 12- 18 PRE 8 13- PRE Attack: 3 1/2d6 8 OCV 25 7 DCV 20 3 OMCV 0 3 DMCV 0 5 SPD 30 Phases: 3, 5, 8, 10, 12 10 PD 8 10/25 PD (0/15 rPD) 10 ED 8 10/25 ED (0/15 rED) 10 REC 6 50 END 6 11 BODY 1 60 STUN 20 Movement Cost Meters Notes RUNNING 0 32m/64m END [3] LEAPING -2 38m 38m forward, 19m upward Characteristics Total: 175 Cost Powers 60 +40 STR, Reduced Endurance (0 END; +1/2) (60 Active Points) - END= 45 Resistant Protection (15 PD/15 ED) - END=0 36 Life Support (Eating:only once per week; Immunity All terrestrial diseases and poisons;Immortal; Safe in High Pressure; Radiation; Intense Cold;Heat in Low Pressure/Vacuum; Self-Contained Breathing;only has to sleep 8 hours per week) (36 Act Pts) - END=0 20 Tongues spell: Universal Translator 12- - END= - END= Golem body, all slots Unified Power (-1/4) - END= 14 1) Shape Shift (Sight, Hearing and Touch Groups, limited group of shapes), Costs END Only To Change Shape (+1/4) (29 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4) - END=2 - END= gems of seeing, all slots Lockout (normal sight; -1/2), Perceivable (unnatural eye colors white or gold depending on which is in use; -1/2), Unified Power (-1/4) - END= 10 1) White eyes Magic based: Radar (Radio Group), +2 to PER Roll, Discriminatory (22 Active Points) - END=0 - END= 16 Various magics blended into the Iron Golem for moving,combat and repair: Multipower, 20-point reserve, (20 Active Points); all slots Unified Power (-1/4) - END= 1f 1) Magic from Boots of Striding and Leaping: Running +20m (32m total) (20 Active Points) [Notes: Max NC per turn] - END=2 1f 2) Magic from Boots of Striding and Leaping w/ a lot of levitation: Leaping +38m (38m forward, 19m upward) (19 Active Points) [Notes: 58.32 mph] - END=2 1f 3) Magic from Boots of Striding and Leaping blended in to a Super Parkour movement style: Running 4m, x8 Noncombat, Usable [As Second Mode Of Movement] (Leaping; +1/4) (20 Active Points) [Notes: Max NC] - END=2 1f 4) Reversing the magics that alter the mass of the Iron Golem: Knockback Resistance -20m (20 Active Points); Limited Power Power loses about a fourth of its effectiveness (True weight 1500lb; -1/4) - END=0 1f 5) Reforging metal: Healing BODY 1d6, Decreased Re-use Duration (5 Minutes; +1) (20 Active Points); Limited Power Power loses about half of its effectiveness (only vs metal; -1) - END=2 1f 6) wedging/poking in her frail looking fingers to climb: Clinging (normal STR) (10 Active Points) - END=0 - END= Powers Total: 207 Cost Skills Presence Skills may add + 3 for Striking Appearance 3 1) Acting 13- 3 2) Charm 13- 3 3) Streetwise 13- Dex skills Int based general Skills Total: 9 Cost Talents 9 +3/+3d6 Striking Appearance (vs. all characters) Talents Total: 9 Value 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: DEMON(she is a magical artifact) Infrequently (Mo Pow; Harshly Punish) 10 Hunted: past assassinations coming back to haunt her Infrequently (As Pow; Harshly Punish) 10 Physical Complication: she has no organs(normal healing powers have no effect on her Iron Golem body (Infrequently; Slightly Impairing) 15 Psychological Complication: protective of the inocent (Common; Strong) 10 Social Complication: Secret Id Infrequently, Major Complications Points: 75 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 400
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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)
  15. 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
  16. Glad I have 2 copies of that book should a game of 4th ed comes up
  17. Ghost Cat 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- 18 INT 8 13- PER Roll 13- 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 40 Phases: 2, 4, 6, 8, 10, 12 25 PD 13 Total: 25 PD (10 rPD) 25 ED 13 Total: 25 ED (10 rED) 15 REC 11 50 END 6 10 BODY 0 60 STUN 20 Total Characteristic Cost: 206 Movement: Running: 28m/56m Leaping: 48m/96m Swimming: 4m/8m Cost Powers END 24 Nanite Alien tech body manipulation: Multipower, 30-point reserve, (30 Active Points); all slots Unified Power (-¼) 1f 1) Fur ball fight: (Total: 30 Active Cost, 13 Real Cost) Stretching 5m (5 Active Points); Only To Cause Damage (-½), no Noncombat Stretching (-¼), No Velocity Damage (-¼) (Real Cost: 2) plus +5 with a large group of attacks (25 Active Points); Limited Power Power loses about half of its effectiveness (only to counter act negatives from a sweep maneuver; -1) (Real Cost: 11) 1 2f 2) Running +16m (28m total), Reduced Endurance (½ END; +¼), Usable [As Second Mode Of Movement]swimming (+¼) (30 Active Points) 1 2f 3) Leaping +48m (48m forward, 24m upward), Reduced Endurance (½ END; +¼) (30 Active Points) 1 2f 4) Extreme Parcour: Running 6m, x8 Noncombat, Usable [As Second Mode Of Movement]Leaping (+¼), Reduced Endurance (½ END; +¼) (30 Active Points) 1 Notes: 144mph ncm phase 0 18m combat Phase 1 of ncm 36mPhase 2 of ncm 54m phase 3 of ncm72 m phase 4 of ncm 90m phase 5 of ncm 108m phase 6 of ncm 126m phase 7 of ncm 144m 2f 5) Claws: HKA 2d6 (5 ½d6 w/STR) (30 Active Points); Restrainable (-½) 3 Nanite alien tech enhancements, all slots Unified Power (-¼) 9 1) Shape Shift (Sight, Hearing and Touch Groups, limited group of shapes), Makeover, Costs END Only To Change Shape (+¼) (35 Active Points); Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Increased Endurance Cost (x5 END; -1), Concentration (0 DCV; -½) 15 8 2) Radar (Radio Group) (15 Active Points); Lockout (Normal vision; -½) 0 24 3) Resistant Protection (10 PD/10 ED) (30 Active Points) 0 48 4) +40 STR, Reduced Endurance (0 END; +½) (60 Active Points) 3 5) HA +1d6+1 (7 Active Points); Restrainable (-½), Hand-To-Hand Attack (-¼) 1 13 6) Regeneration (1 BODY per Turn) (16 Active Points) 0 8 7) Clinging (normal STR) (10 Active Points) 0 11 😎 Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Longevity: 400 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) (14 Active Points) 0 5 9) +2/+2d6 Striking Appearance (vs. all characters) (6 Active Points) Skills 0 Dex Based Skils 3 1) Breakfall 13- 3 2) Stealth 13- 3 3) Shadowing 13- 0 Int based skills 3 1) Deduction 13- 3 2) Mimicry 13- 2 3) Navigation (Land) 13- 3 4) Security Systems 13- 0 Pre based skills may add +2 for Striking Appearence 3 1) Acting 13- 3 2) Conversation 13- 3 Scholar 1 1) Law Enforcement procedures: KS (2 Active Points) 11- 1 2) Super powered world: KS (2 Active Points) 11- 1 3) KS: Secret Socities (2 Active Points) 11- 0 Everyman skills 0 1) Climbing 8- 0 2) Concealment 8- 0 3) AK: USA 8- 0 4) Language: English (idiomatic; literate) (5 Active Points) 0 5) Paramedics 8- 0 6) Persuasion 8- 0 7) TF: Custom Adder, Small Motorized Ground Vehicles Total Powers & Skill Cost: 194 Total Cost: 400 400+ Matching Complications 5 Distinctive Features: Nanotech Infused (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort) 25 Hunted: Various tech seeking villains Frequently (Mo Pow; NCI; Harshly Punish) Notes: Ghost Cat was created using alien(1 of a kind)nanites 15 Psychological Complication: code vs Killing (Common; Strong) 10 Physical Complication: partial amnesia (Infrequently; Slightly Impairing) Notes: can only remember the past 7 yrs and knows the SD memories are not hers but they are a template that has helped in her learning of the world 10 Psychological Complication: Striving to Be More Human (Common; Moderate) Notes: Because she still learning how to be 'herself', Ghost Cat can sometimes be manipulated by suggesting to her that 'real humans react X way'. This has the potential to lead her into trouble, but it isn't likely to lead her into BAD trouble ... 10 Physical Complication: Affected as both Human and Machine re: Mental Powers (Infrequently; Slightly Impairing) Notes: Due to the fact that she is not just human but also highly infused with nanobots, Ghost Cat can be affected by mental powers that target either humans (her brain), or machines (her nanobots, which then control her brain). Total Complications Points: 400
  18. I'm just making GC a 400/75 pt character
  19. Rpol has a dice roller as it is a play by post(everybody goes to the same website and posts to a common forum that the GM sets up It is free you will need to use 2nd free website like https://postimages.org/
  20. So do you want us to go up to 400 standard supers?
  21. I have played on roll20 as a basic player you can set up 1 click die rolls really easy on the free side
  22. here are a bunch from Independence games(formally Gypsy Knight Games) they do their own traveler universe using the Cepheus engine(modded Mong Traveller 1st ed) https://independencerpgs.com/collections/all
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