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shadowcat1313

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Everything posted by shadowcat1313

  1. Re: SF Novels for Star Hero? the 5th Foreign Legion series by Andy Keith the Warstrider series by William H Keith the Starfist series by Sherman and Cragg any of the Battletech books, especially the Mike Stackpole ones I wont talk about the Spaceways series, which would probably only work for reference if your running a Flesh Gordon RPG... for pulpish stuff, theres also the Perry Rhodan books, theres over a hundred of those, just counting the ones that were translated over here. Lt Leary Commanding, and with the Lightnings Hammers Slammers for alternate history/sf sorta, I highly recommend 1632 and its sequels
  2. bubble canopy D model or later with 6 .50 cal P-51 Mustang Player: Val Char Cost 45 STR 0 18 DEX 24 18 BODY 1 4 SPD 12 6" RUN 0 0" SWIM -2 0" LEAP 0 Characteristics Cost: 76 Cost Power 58 .50 (M2HB HMG): (Total: 157 Active Cost, 58 Real Cost) Killing Attack - Ranged 3d6, +1 STUN Multiplier (+1/4), 105 Charges (+3/4), Autofire (10 shots; +1) (135 Active Points); OAF Bulky (-1 1/2), Real Weapon (-1/4) (Real Cost: 49) plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 4) plus +4 vs Range (12 Active Points); OAF Bulky (-1 1/2) (Real Cost: 5) 10 5 more M2HB: Custom Power (10 Active Points) 65 Flight 98" (196 Active Points); Takeoff/Landing (-1), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), Cannot Move Backwards (-1/4) 8 Radio Perception/Transmission (Radio Group), MegaScale (1" = 100 km; +3/4) (17 Active Points); OIF Bulky (-1) 7 Pressurized Cockpit: LS (Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (14 Active Points); OIF Bulky (-1) 4 aircraft controls: +2 with Combat Piloting 5 Cockpit Armor: +4 DEF (12 Active Points); OIF Bulky (-1), Limited Coverage [181-360] Degrees (Hull/Frame Only; -1/2) Powers Cost: 157 Total Character Cost: 233 Pts. Disadvantage 10 Reputation: very good american fighter, 11- 5 Custom Disadvantage [Notes: Poor visibility on some models] Disadvantage Points: 15 Base Points: 200 Experience Required: 18 Total Experience Available: 0 Experience Unspent: 0
  3. Re: Ww2 Hero for RPG's, good luck finding a copy, but what about Behind Enemy Lines from FASA... I know this is really dating myself
  4. Re: Actung! Panzer! treat it as a defense that doesnt work vs modern guns call it a 1/4 or 1/2 limitation tops
  5. Re: Actung! Panzer! the M1A1 uses the equivilant of composite Laminate armor, so what about giving it a bonus to defense based on the use of advanced armor?
  6. Re: Actung! Panzer! for the Sherman I went for a wild assed guess to be honest on the DEF figuring hardened steel armor heres a table borrowed from Fire Fusion and Steel for Traveller that might prove useful Armor Type: TL: Toughness: Mass: Iron 3 1.5 8 Soft Steel 4 1.7 8 Hard Steel 5 2 8 Light Alloy 6 1.7 6 Fiberglass 6 0.25 1 Titanium Alloy 6 3 8 Light Comp 7 4 7 Comp Laminate 8 6 8 CrystallIron 10 8 10 Superdense 12 14 15 Bonded SD 14 28 15 Coherent SD 17 40 15 Toughness is Armor Value in traveller terms per cm of thickness Mass is is Tonnes per cubic meter of material Traveller only has 2 slopes, moderate, and radical moderate is *1.5 to AV, radical *2
  7. Another standard vehicle with a whole crapload of variants I just used stats for the M-60 for the LMG if somebody has something better thats cool too is there any real need to modify the standard M2HB for its WW2 cousin? M3 Halftrack Player: Val Char Cost 45 STR 5 13 DEX 9 16 BODY 0 3 SPD 7 18" RUN 0 2" SWIM 0 0" LEAP 0 Characteristics Cost: 51 Cost Power 54 .50 (M2HB HMG): (Total: 168 Active Cost, 54 Real Cost) Killing Attack - Ranged 3d6, +1 STUN Multiplier (+1/4), Autofire (10 shots; +1), 250 Charges (+1) (146 Active Points); OAF Bulky (-1 1/2), Custom Modifier (Open Mount ; -1/2), Real Weapon (-1/4) (Real Cost: 45) plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 4) plus +4 vs Range (12 Active Points); OAF Bulky (-1 1/2) (Real Cost: 5) 31 .30 Cal LMG: (Total: 141 Active Cost, 31 Real Cost) Killing Attack - Ranged 2 1/2d6, +1 STUN Multiplier (+1/4), Autofire (10 shots; +1), 250 Charges (+1) (130 Active Points); OAF Bulky (-1 1/2), STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), Custom Modifier (Open Mount ; -1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 27) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) plus +2 vs Range (6 Active Points); OAF Bulky (-1 1/2) (Real Cost: 2) 4 +3 DEF (9 Active Points); Limited Coverage [61-180] Degrees (Coverage does not protect occupants; Hull/Frame Only; -1 1/4) 16 Ground Movement +12" (18" total) (24 Active Points); Only On Appropriate Terrain (-1/2) [Notes: Carries enough fuel for 15 hours movement] 7 Radio Perception/Transmission (Radio Group), MegaScale (1" = 10 km; +1/2) (15 Active Points); OIF Bulky (-1) Powers Cost: 112 Total Character Cost: 163
  8. Re: Tanks for the Memories... Sherman M4 not having a good regular reference on armor handy, I went with what I borrowed from GURPS WW2 which is easy enough to fix my reference library covers more aircraft and warships
  9. Re: Tanks for the Memories... Sherman M4 go right ahead, I realized theres probably an error, I went braindead when I figured the size Gurps WW2 calls the volume of the M4 as 110 cuf which is about a quarter ton or size 4 just based on volume
  10. Re: Actung! Panzer! I am a veteran microarmor player, both WW2 and modern we ran a couple of fog of war games in the fulda gap 11th ACR wasnt quite sure what to when the panzers came over the hill an 88L71 can actually punch a hole in an M1 Abrams from the side or rear amazingly 120 on the abrams goes through a tiger or Jagdtiger like butter from any angle.
  11. this is the gas engined version that saw action through the whole war M4 Sherman Player: Val Char Cost 45 STR 0 11 DEX 3 20 BODY 3 3 SPD 9 13" RUN 0 0" SWIM -2 0" LEAP 0 Characteristics Cost: 54 Cost Power 64 75mm Main Gun: RKA 5d6, Increased Maximum Range (5,150"; +1/4), Armor Piercing (+1/2), Explosion (+1/2), 125 Charges (90 rounds; +3/4) (225 Active Points); OIF Immobile (-1 1/2), Extra Time (Full Phase, -1/2), Crew-Served (2 people; -1/4), Real Weapon (-1/4) 48 .50 (M2HB HMG): (Total: 168 Active Cost, 48 Real Cost) Killing Attack - Ranged 3d6, +1 STUN Multiplier (+1/4), Autofire (10 shots; +1), 250 Charges (+1) (146 Active Points); OAF Bulky (-1 1/2), Limited Arc Of Fire (One hex row; Only on same horizontal level; Must fire in same arc as main gun; -1), Real Weapon (-1/4) (Real Cost: 39) plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 4) plus +4 vs Range (12 Active Points); OAF Bulky (-1 1/2) (Real Cost: 5) [Notes: Coaxial, granted this is the modern M2, but the .50 browning hasnt changed enough since WW2 to make any real difference statswise ] 32 .30 Cal MG: (Total: 131 Active Cost, 32 Real Cost) Killing Attack - Ranged 2 1/2d6, +1 STUN Multiplier (+1/4), 100 Charges (+3/4), Autofire (10 shots; +1) (120 Active Points); OAF Bulky (-1 1/2), STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 28) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) plus +2 vs Range (6 Active Points); OAF Bulky (-1 1/2) (Real Cost: 2) 5 a second .30 Cal MG: Custom Power (5 Active Points) 12 Internal Fire Extinguisher: Suppress all Fire powers 6d6 (30 Active Points); OIF Immobile (-1 1/2) 8 Tracked Movement: Ground Movement +7" (13" total) (14 Active Points); Only On Appropriate Terrain (-1/2), Limited Maneuverability Only 2 turns per Phase at Combat speed; only 1 turn per Phase at Noncombat speed (-1/4) 11 +8 DEF (24 Active Points); OIF Bulky (-1), Limited Coverage Nearly 360 Degrees (Hull/Frame Only; -1/4) 7 Radio Perception/Transmission (Radio Group), MegaScale (1" = 10 km; +1/2) (15 Active Points); OIF Bulky (-1) Powers Cost: 187 Total Character Cost: 241 I could do stats for all the variants, but it would take hours I have a copy of Golden Age Champions, but its currently buried in a box or something
  12. Re: Actung! Panzer! for vehicle sizes, I worked up a volume/size conversion chart that was originally intended for Starships and SF vehicles, but theres no reason you couldnt use them for other vehicles
  13. another tank and nozzle weapon, using a binary epoxy type glue Sticky Gun-10: Entangle 2d6, 2 DEF, Autofire (3 shots; +1/4), 32 Charges (+1/4), Sticky (+1/2) (40 Active Points); OAF Bulky (-1 1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4), Limited Range (-1/4)
  14. weapon/tool gadget currently used for industrial applications Water Knife-10: RKA 1d6, 8 Continuing Charges lasting 1 Turn each (+0), Armor Piercing (+1/2), Penetrating (+1/2), Continuous (+1) (45 Active Points); OAF Bulky Fragile (-1 3/4), Gestures (-1/4), Limited Range (-1/4), Reduced By Range (-1/4), Beam (-1/4), Concentration (1/2 DCV; -1/4) Notes: System consists of a backpack type tank unit with an armored hose running to a spray nozzle mounted on the back of the wrist. designed for use in boarding actions, cutting holes in things... I could see definite rescue applications especially in areas where you could be dealing with gas leaks/flammables. its not really a weapon other than for an improvised melee weapon... it will cut through a spacesuit or most light body armor like butter though. I gave it the concentration limitation due to the firer having to hold the water jet on target
  15. Heres a rough take on the Water Knife concept Water Knife-10: RKA 1d6, 8 Continuing Charges lasting 1 Turn each (+0), Armor Piercing (+1/2), Penetrating (+1/2), Continuous (+1) (45 Active Points); OAF Bulky Fragile (-1 3/4), Gestures (-1/4), Limited Range (-1/4), Reduced By Range (-1/4), Beam (-1/4), Concentration (1/2 DCV; -1/4) Notes: System consists of a backpack type tank unit with an armored hose running to a spray nozzle mounted on the back of the wrist. designed for use in boarding actions, cutting holes in things... I could see definite rescue applications especially in areas where you could be dealing with gas leaks/flammables. its not really a weapon other than for an improvised melee weapon... it will cut through a spacesuit or most light body armor like butter though. I gave it the concentration limitation due to the firer having to hold the water jet on target
  16. Re: We're Gonna Need Guns what about binary propellant and ETC rounds? early gauss and flechette weapons? the water knife is a neat concept that already sees industrial use and theres a man portable written up in the Emperors Arsenal book for Trav veller 4th Edition
  17. I picked up a book caled 1001 Science Fiction Weapons, which is written for D20/OGL but could be converted easy enough. Its even available as a downloadable pdf from rpgnow for 9.00 lots of odd weapons and superscience stuff, along with some really silly things
  18. serious cross genre game here Star Hero for the rules, but set in the Merchantile League from the old Space Opera RPG.
  19. Re: Starship external weapons pods these are based off the work of CmdrX whose one of the legendary Traveller gearheads... his work with TNE, T4, T20, and GT has been quite prolific I've been trying to talk him into coming back to the Hero fold, he hasnt played Hero in a few years. but he has his hands full with D20 traveller rihgt now. he and I have taken the megtraveller version of Fighting Ships and rewritten it for D20 Traveller
  20. designed to give starships an extra punch, but with some disadvantages. 1. due to the pods design, any ship carrying pods is counted as unstreamlined 2. ships are limited to 2G of manuever. due to the modified structure. 3. pods are normally mounted in pairs 4. 1 pair of pods can be mounted per 500 displacement tons of ship 5. Missile pods cannot be reloaded except at a base or tender. 6. Pods are unmanned, and the power requirements are taken from the ship itself. 7. removal/change of the pods requires a base or tender, and 3 days These were often used in times of war to upgun merchants and privateers and to allow use of makeshift warships. Player: Val Char Cost 40 STR -10 10 DEX 0 18 BODY 0 2 SPD 0 0" RUN -12 0" SWIM -2 0" LEAP 0 Characteristics Cost: 28 Cost Power 77 Heavy Laser Pod: RKA 12d6, Armor Piercing (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (540 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Side Effects, Side Effect occurs automatically whenever Power is used (limits ship mounting pods to 2G manuevers, and counts as unstreamlined; -1), Extra Time (Full Phase, -1/2), Custom Modifier (can fire once per turn; -1/2), Custom Modifier (can fit one pod per 2,000 tons of ship; -1/2), Beam (-1/4), Real Weapon (-1/4) 114 Heavy Missile Pod: RKA 8d6, 125 Charges (Recovers Under Limited Circumstances; requires a base or tender to reload; +1/4), Explosion (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4), Autofire (10 shots; +2) (630 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (can fit one pod per 500 tons of ship; -1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4) 67 Medium Laser Pod: RKA 9d6, Armor Piercing (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (405 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (can fire once per turn; -1/2), Custom Modifier (can fit one pod per 1,000 tons of ship; -1/2), Beam (-1/4), Real Weapon (-1/4) 94 Medium Missile Pod: RKA 8d6, 64 Charges (Recovers Under Limited Circumstances; requires a base or tender to reload; +0), Explosion (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4), Autofire (5 shots; +1 1/2) (540 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (can fit one pod per 500 tons of ship; -1/2), Beam (-1/4), Real Weapon (-1/4), Can Be Missile Deflected (-1/4) 38 Small Laser Pod: RKA 6d6, Armor Piercing (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (270 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Side Effects, Side Effect occurs automatically whenever Power is used (limits ship mounting pods to 2G manuevers, and counts as unstreamlined; -1), Extra Time (Full Phase, -1/2), Custom Modifier (can fire once per turn; -1/2), Custom Modifier (can fit one pod per 500 tons of ship; -1/2), Beam (-1/4), Real Weapon (-1/4) 89 Small Missile Pod: RKA 8d6, Explosion (+1/2), Autofire (3 shots; +1 1/4), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (510 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (can fit one pod per 500 tons of ship; -1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4), 32 Charges (Recovers Under Limited Circumstances; requires a base or tender to reload; -1/4) 45 Small Plasma Gun Pod: RKA 6d6, Area Of Effect Nonselective (One Hex; +1/4), Armor Piercing (+1/2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (270 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (Fires once per turn; -1/2), Custom Modifier (one pod per 500 tons of ship; -1/2), Beam (-1/4), Real Weapon (-1/4) 60 Medium Plasma Gun Pod: RKA 8d6, Area Of Effect Nonselective (One Hex; +1/4), Armor Piercing (+1/2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (360 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (Fires once per turn; -1/2), Custom Modifier (one pod per 1,000 tons of ship; -1/2), Beam (-1/4), Real Weapon (-1/4) 75 Heavy Plasma Gun Pod: RKA 10d6, Area Of Effect Nonselective (One Hex; +1/4), Armor Piercing (+1/2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (450 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (Fires once per turn; -1/2), Custom Modifier (one pod per 1,000 tons of ship; -1/2), Beam (-1/4), Real Weapon (-1/4) Powers Cost: 659 Total Character Cost: 687 Base Points: 200 Experience Required: 487 Total Experience Available: 0 Experience Unspent: 0
  21. Re: Massive Traveller Sale on E-bay proofreading was never a strongpoint it seems, Fighting Ships of the Shattered Imperium proved this. It looks like they used software to build all the ships or some kind of template, and didnt bother resetting the templates
  22. Re: Massive Traveller Sale on E-bay sorry, I thought you just meant T4 books for other traveller stuff if you can find it any of the 8 little black books[1-8] Fire Fusion and Steel Striker[NOT Striker 2] Adventures wise Annic Nova/Shadows[another playtest bias on my part] Arrival Vengeance if you can find any of the Digest Group traveller books Starship Operators Manual 101 Vehicles 101 Robots avoid Fighting Ships of the Shattered Imperium like the plague its very typo ridden, and most of the designs are broken for reference material for SF games in general, the GURPS Traveller books have some great ideas and reference material for traveller, and other systems and deck plans
  23. Re: Massive Traveller Sale on E-bay most of T4 is severely disapointing the best books in my opinion are Emperors Arsenal Pocket Empires Imperial Squadrons I must admit to being a bit biased, I playtested IS and PE both Emperors Vehicles isnt that bad, but the vehicles are disapointing in the amount of data provided The Starships book was best used for bird cage liner Naval Architects Manual has some useful stuff for deck plans theres a modified FF&S 2 out on the net, I dont remember where anymore but it moves the tables to the relevant sections of the book, instead of all at the end. this is a text only version
  24. Re: Bolo Mk.1 Dungeon Siege Unit its what I would describe as a golem engine, getting its start from a typo in a previous thread about the Bolo in fantasy Hero, the Bolo is an AI cybertank very much akin to the Ogre its a big heavily armed and armored 6 metal wheeled wagon, with a horrifying demonic visage
  25. ok, it had to be done Bolo FH dungeon siege unit Player: Val Char Cost 60 STR 0 18 DEX 24 36 BODY 16 3 SPD 2 12" RUN 0 6" SWIM 4 0" LEAP 0 Characteristics Cost: 114 Cost Power 17 Heavy Ballistae: RKA 3d6, Increased Maximum Range (1,400"; +1/4), +1 Increased STUN Multiplier (+1/4) (67 Active Points); OIF Bulky (-1), 4 Charges (-1), Limited Arc Of Fire (180 degrees; Only on same horizontal level; -1/2), Extra Time (Full Phase, -1/2) [Notes: Forward Swivel Mount] 5 A second Swivel Mount Ballistae, Firing in Rear Arc: Custom Power (5 Active Points) 14 Repeating Crossbow: RKA 1 1/2d6, Autofire (5 shots; +1/2), 64 Charges (+1/2) (50 Active Points); OIF Bulky (-1), Activation Roll 14-, Jammed (-1), Limited Arc Of Fire (60 degrees; -1/2) [Notes: Front swivel Mount] 10 5 More Swivel mount repeating Crossbows: Custom Power (10 Active Points) 22 swivel Mount Fireball Wand: RKA 2 1/2d6, 16 Charges (+0), Explosion (+1/2), Nonselective Target (-1/4) (50 Active Points); OIF Bulky (-1), Custom Modifier (No H20; -1/4) 11 Wheel Mounted Scythe Blades: HKA 2d6 (4d6 w/STR), Armor Piercing (+1/2) (45 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1) 18 Aura of Fear: Mind Control 4d6 (Human and Additional Class of Minds classes of minds), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Area Of Effect Nonselective (6" Radius; +3/4) (82 Active Points); OAF Immobile (-2), Set Effect (Causes fear; -1/2), Eye Contact Required (-1/2), No Range (-1/2) 5 IR Perception (Sight Group) 5 UV Perception (Sight Group) 4 Detect Good: Detect A Single Thing 9- (Unusual Group), Ranged (+1/2) (4 Active Points) 10 Physical Damage Reduction, Resistant, 50% (30 Active Points); OIF Bulky (-1), Custom Modifier (not effective vs +3 or better weapons or 5th level + spells; -1) 10 Energy Damage Reduction, Resistant, 50% (30 Active Points); OIF Bulky (-1), Custom Modifier (not effective vs +3 or better weapons or 5th level + spells; -1) 7 Self Repair and Regeneration: Healing 2 BODY, Can Heal Limbs (25 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Custom Modifier (not vs Blessed/Holy Damage; -1/2) 6 Ground Movement +6" (12" total) (12 Active Points); Only On Appropriate Terrain (-1/2), Cannot Move Backwards (-1/4), Limited Maneuverability Only 2 turns per Phase at Combat speed; only 1 turn per Phase at Noncombat speed (-1/4) 4 Armor Plating: +6 DEF (18 Active Points); OAF Immobile (-2), Activation Roll 11- (-1), Limited Coverage Nearly 360 Degrees (Hull/Frame Only; -1/4) Powers Cost: 148 Cost Skill 7 Tactics 11- 2 WF: Siege Engines 3 Combat Driving 13- 8 Navigation (Dimensional, Land, Marine) 11- 3 Mechanics 9- 13 Tracking 14- Skills Cost: 36 Cost Talent 3 Bump Of Direction 16 Berserk Fury 14 Fearless 3 Absolute Range Sense 3 Absolute Time Sense Talents Cost: 39 Total Character Cost: 337 Pts. Disadvantage 40 Enraged: Berserk Bloodlust (Very Common), go 14-, recover 11-, Berserk 25 Distinctive Features: Demonic Engine (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 10 Physical Limitation: Wheeled Vehicle (Frequently, Slightly Impairing) 15 Reputation: , 11- (Extreme) 15 Physical Limitation: Cannot enter hallowed ground (Infrequently, Fully Impairing) Disadvantage Points: 105 Base Points: 200 Experience Required: 32 Total Experience Available: 0 Experience Unspent: 0
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