Jump to content

Hyper-Man

HERO Member
  • Posts

    16,346
  • Joined

  • Last visited

  • Days Won

    8

Reputation Activity

  1. Like
    Hyper-Man reacted to Burrito Boy in 6th Edition Conversions   
    Oh. Never used it before. 
    Guess it helps to read the rules.
  2. Like
    Hyper-Man reacted to wcw43921 in 6th Edition Conversions   
    Great Caesar's Ghost!  I wasn't expecting The Inquisition!
     
     

  3. Like
    Hyper-Man reacted to massey in 5th Edition 250 Points Comic Book Characters   
    This provides an "animated series" level Superman.  I also have 350, 450, and 700 point writeups that add progressively more skills, a few more power slots, and a larger Aid.  It was important for me to keep the base Clark Kent stats the same, and for the power construct of the Aid to remain the same as well.
     
    Our gaming area has a history of fairly abusive Champions players.  This gives a Superman at the appropriate point level who actually feels like Superman.  He's also powerful enough to take on a team of book Champions characters at his own point level.
     
    This writeup has more disads than necessary.  That's because he just has that many.  He doesn't get extra points or anything.  That's the price he pays for such a cheesy build.
     
    The kryptonite disadvantages assume that the rapid power loss you sometimes see was actually built as an attack.  Standard non-points paid for kryptonite will cause him 3D6 damage per phase and makes him lose his next action.  If you want something more than that, you've got to buy it as a Drain or something.
  4. Like
    Hyper-Man reacted to Greywind in 5th Edition 250 Points Comic Book Characters   
    Is that allowed?
  5. Like
    Hyper-Man reacted to Cassandra in 5th Edition 250 Points Comic Book Characters   
    Currently on vacation
  6. Like
    Hyper-Man reacted to Grailknight in Rules that make no sense, make the most sense   
    Gestures are a poor example but Hugh's point is still valid.
     
    Attacking from stealth is not invisible, you get a modified perception roll to notice the attack. If you fail you don't perceive the attack your buddy who did make his roll knows exactly what's coming. 
     
    The Jedi TK has questionable visibility of its source(I would accept the GM stating you know the attacker but others ... aren't so agreeable) but it fails the test of having a visible effect on its source, add that and it is visible. But if the Jedi is hidden and beats your Perception with his Stealth his first attack will be against a lowered DCV. 
     
    This does raise the questions of what bonuses to perception an attack triggers and when do you  perceive the hidden attacker? ( I'd give full DCV to the target after the first attack but would not allow a counterattack until you made the Perception check or a second attack was made)
     
    Lastly, special effects have no mechanical effect in Hero beyond flavor and game mechanics have no set special effects. A power is invisible because you paid for the advantage, if you didn't then player and GM should define what sense groups it is obvious in.
  7. Like
    Hyper-Man reacted to zslane in Rules that make no sense, make the most sense   
    I don't believe this is correct. The gestures involved in an attack with the Gestures limitations are not a "visible effect" of the power as it pertains to fulfilling the Sense requirements of a power's fx. They are merely the gestures that fulfill the requirements of the Gestures limitation. If the character is hiding in a closet and touches his temples (as he must do) and attacks with his psionic blast (or whatever), then his compulsory gesture is hardly making it a visible (or obvious) attack. The gesture itself can not serve as a visible power effect since the gesture is not always visible under all conditions (nor is the attacker, which is why the attacker can't be a component of the visible power fx either).
  8. Like
    Hyper-Man reacted to zslane in Rules that make no sense, make the most sense   
    What evidence do we have that Sue Storm's "invisible force field" powers don't have IPE?
  9. Like
    Hyper-Man got a reaction from bigbywolfe in Rules that make no sense, make the most sense   
    IF we are going to say that Jedi/Force TK does not need IPE then what do we now do with characters like Green Lanterns and Starman with clearly glowing TK?  Do they now qualify for an additional Visibility Limitation? If not, I see a damn good argument for it.
  10. Like
    Hyper-Man reacted to zslane in Rules that make no sense, make the most sense   
    The rule that a power costing END must have fx perceptible to more than one sense is not (situationally) context-dependent. It is an intrinsic part of the power regardless of whether or not the user is hiding in a crowd or standing alone in a set of villainous black armor. The power has visible power fx or it doesn't. The "obviousness" of the user is irrelevent.
     
    As such, the telekinetic powers of the Force have no visible fx in the Hero System sense of that term. Force TK has IPE no matter what the situational context is. The important thing to realize is that Vader could easily use his Force TK from a hidden position, with nobody knowing what is causing the objects to fly around. That means his Force TK has IPE. The fact that he often chooses to step out and fight in the open does not suddenly render his Force TK "visible".
  11. Like
    Hyper-Man reacted to Greywind in Rules that make no sense, make the most sense   
    And as for Jedi, refer to the fight between Vader and Luke just prior to Luke losing his hand. Vader just stood there. There were no obvious gestures on Vader's part. If they had been in a crowded area, how would you have known it was Vader tossing the stuff at Luke? THAT would be Invisible Power Effects.
  12. Like
    Hyper-Man reacted to thewomble in Experiences teaching people Hero Game system   
    The simple truth is that Hero is a game for and by high-IQ people. It sounds elitist, but I'm convinced that is the case. People with IQs below 100 struggle to grasp key concepts and usually hate it, those at around 100-120 can learn it, but need to be guided or particularly motivated to get over the hump, and over 120 IQ folks pick it up easily, and tend to be the ones who love its possibilities. 
     
    I gave the 6e rules to one of the smartest guys I know, who is not even a gamer, and he digested it over a weekend and was totally enthused. It was quite eye-opening. I'd put his IQ at 140-150.
  13. Like
    Hyper-Man reacted to Ndreare in Experiences teaching people Hero Game system   
    @thewomble
     
    My ego approves of this point of view. Especially since I'm the one normally explaining hero to the people we play with.
  14. Like
    Hyper-Man got a reaction from procyon in Experiences teaching people Hero Game system   
    I think HERO should encourage players - especially in Champions - to think about and write down what they expect the experienced version of their character to look like. It doesn't have to be written in stone like a level based system but it's useful stuff for the player and GM to reference later when the topic of spending XP comes up.  It's the most freeform part of the system.  Putting some structure around it up-front is much easier than after the fact.
     
    HM
  15. Like
    Hyper-Man got a reaction from Christopher R Taylor in Experiences teaching people Hero Game system   
    I think HERO should encourage players - especially in Champions - to think about and write down what they expect the experienced version of their character to look like. It doesn't have to be written in stone like a level based system but it's useful stuff for the player and GM to reference later when the topic of spending XP comes up.  It's the most freeform part of the system.  Putting some structure around it up-front is much easier than after the fact.
     
    HM
  16. Like
    Hyper-Man got a reaction from Kirby in Rules that make no sense, make the most sense   
    I think most characters will be severely limited by having at most one RECovery worth of END to use after being Knocked Out.  They can easily Knock themselves Out again by just spending too much END and burning STUN as its replacement.
     
    3e and 4e Champions were different.  5e & 5er show the change.
     
    Champions 3e page 76 shows:
     
    Hero System 4e page 161 shows:
     
    5e page 274 and 5er page 412 both show:
  17. Like
    Hyper-Man got a reaction from Lord Liaden in Rules that make no sense, make the most sense   
    I think most characters will be severely limited by having at most one RECovery worth of END to use after being Knocked Out.  They can easily Knock themselves Out again by just spending too much END and burning STUN as its replacement.
     
    3e and 4e Champions were different.  5e & 5er show the change.
     
    Champions 3e page 76 shows:
     
    Hero System 4e page 161 shows:
     
    5e page 274 and 5er page 412 both show:
  18. Like
    Hyper-Man reacted to Greywind in Experiences teaching people Hero Game system   
    Can't we just give them the rulebook and some lubricant?
  19. Like
    Hyper-Man reacted to Greywind in 5th Edition 250 Points Comic Book Characters   
    One of the projects I have in line is to do conversions for all the DC/Marvel characters that I have access to from the old games.
  20. Like
    Hyper-Man reacted to Mister E in Experiences teaching people Hero Game system   
    Pre-built characters are gold.
     
    HEROSystem is not finished. Asking a new player to make a character is like asking that person to make a whole new game.
  21. Like
    Hyper-Man reacted to Dead guy on the tab in 5th Edition 250 Points Comic Book Characters   
    That's what the Marital Block is for!
  22. Like
    Hyper-Man reacted to Steve Long in MYTHIC HERO: What Do *You* Want To See?   
    At last it can be revealed!
     
    At last it can be revealed! I took advantage of some free time in ace artist Eric Lofgren's schedule earlier this year to get him to create a beautiful piece of art that I currently intend to use as the cover of Mythic Hero. He took my idea and executed it superbly.

    I don't have a finished book. I don't have any specific idea for how I'll publish the book when it is finished. But man, do I have a kick-ass cover.
     

  23. Like
    Hyper-Man reacted to Uthanar in Uthanar Character Builds   
    Colossus
    Piotr Nikolaievitch Rasputin

    Characteristics
    20 STR (Cost 10; Roll 13- / 21-; HTH Damage 4d6/12d6; END [2/4])
    9 DEX (Cost -2; Roll 11-)
    20 CON (Cost 10; Roll 13- / 15-)
    9 INT (Cost -1; Roll 11-; PER Roll 11-)
    13 EGO (Cost 3; Roll 12-)
    15 PRE (Cost 5;    Roll 12- / 15-; PRE Attack: 3d6 / 6d6)
     
    6 OCV (Cost 15)
    5 DCV (Cost 10)
    3 OMCV (Cost 0)
    3 DMCV (Cost 0)
    4 SPD (Cost 20; Phases: 3, 6, 9, 12)
     
    7 PD (Cost 5; 7/45 PD; 0/38 rPD)
    5 ED (Cost 3; 5/43 ED; 0/38 rED)
    15 REC (Cost 11)
    50 END (Cost 6)
    15 BODY (Cost 5)
    50 STUN (Cost 15)

    Movement    
    Running 8m/16m or 16m/24m (Cost -4; END [1/3])
    Swimming 2m/4m (Cost -1; END [1])
    Leaping 4m (Cost 0; 4m forward, 2m upward)

    Characteristics Total: 110

    Powers
    Organic Steel Metamorphosis
    33 1) +40 STR, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Linked (Resistant Protection; -1/2) - END=2
    7 2) +10 CON (10 Active Points); Linked (Resistant Protection; -1/2) – END= 0
    10 3) +15 PRE (15 Active Points); Linked (Resistant Protection; -1/2) – END= 0
    3 4) +20 END (4 Active Points); Linked (Resistant Protection; -1/2) – END= 0
    3 5) +5 REC (5 Active Points); Linked (Resistant Protection; -1/2) – END= 0
    3 6) +5 BODY (5 Active Points); Linked (Resistant Protection; -1/2) – END= 0
    7 7) +20 STUN (10 Active Points); Linked (Resistant Protection; -1/2) – END= 0
    8 8) Knockback Resistance -12m (12 Active Points); Linked (Resistant Protection; -1/2) - END=0
    24 9) Life Support (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing), Inherent (+1/4) (36 Active Points); Linked (Resistant Protection; -1/2) [Notes: Colossus doesn't breathe like this, but they don't think he can support himself in a vacuum. So that would be one limitation on his Life Support, but a fairly minor one for most of the X-Men adventures. ] - END=0
    10 10) Physical Damage Reduction, 50% (20 Active Points); Collision Resistance (-1/2), Linked (Resistant Protection; -1/2) [Notes: Colossus just jumps out of planes and impacts the ground. In Mutants and Masterminds I built it as an immunity, in this I just figured that I would give him Damage Reduction from Collisions. It would work on Move By, Move Through, and things of that nature also (both ends of it). The 50% reduction, high defenses to start, and a good pool of Stun to work through should allow him to do whatever he feels he wants to do without any fear of getting to hurt in this regard. ] - END=0
    97 11) Resistant Protection (27 PD/27 ED), Impenetrable (+1/4), Hardened (+1/4) (121 Active Points); Perceivable (-1/4) - END=0
    3 12) Running +8m (8m/16m total) (8 Active Points); Increased Endurance Cost (x2 END; -1/2), Linked (Resistant Protection; -1/2), no Noncombat movement (-1/4) - END=2

    5 Superhero Briefs: Resistant Protection (5 PD/5 ED) (15 Active Points); Requires A Roll (10- roll; Must be made each Phase/use; -1 1/4), OIF (-1/2) - END=0
    5 Trained by Professor X: Mental Defense (5 points total) - END=0

    Powers Total: 218

    Martial Arts
    4 Bearhug I: 1/2 Phase, +0 OCV, +0 DCV, 8d6 / 16d6 Crush, Must Follow Grab
    4 Deadly Smash: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6 / HKA 5d6 +1
    4 Grab: 1/2 Phase, +0 OCV, -1 DCV, Grab Two Limbs, 10 STR for holding on
    4 Punch: 1/2 Phase, +2 OCV, +0 DCV, 6d6 / 14d6 Strike
    4 Toughness: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

    Martial Arts Total: 20

    Skills
    4 +2 PSLs to offset non-Aerodynamic Penalty when Throwing
    4 +2 CSLs Fastball Special
    3 Breakfall 11-
    3 Climbing 11-
    3 Hoist 11-
    2 KS: College Educated 11-
    0 Language: Russian (idiomatic) (4 Active Points)
    3 Language: English (completely fluent)
    3 Power: Brick Tricks 12-
    2 PS: Artist 11-
    2 PS: Farmer 11-
    5 Teamwork 12-

    Skills Total: 34

    Talents
    12 Heroic Luck: Combat Luck (6 PD/6 ED)
    6 +2/+2d6 YUMMY!: Striking Appearance (vs. all characters)

    Talents Total: 18

    Complications
    20 Code Against Killing: Psychological Complication (Common; Total)
    15 Code of X: Psychological Complication: (Common; Strong)
    20 Familial Bonds: Dependent NPC Frequently (Incompetent) [Notes: Colossus is haunted by the lives that have been lost. His family is a specific burden that he has to deal with, and in many story lines he goes through changes due to the death, life, redeath, rebirth, resurrection, death again, deaging, safety, and care of his family. While this is technically a group of individuals, they only really are relevent one story at a time and the parents were never developed separately is my memory of them. ]
    10 Huge and Buff: Distinctive Features (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
    15 Metallic Body: Physical Complication (Infrequently; Greatly Impairing)
    10 Mutant: Distinctive Features (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
    25 Mutant Hating Groups: Hunted Frequently (Mo Pow; NCI; Harshly Punish)
    15 Professor X: Hunted Frequently (Mo Pow; NCI; Watching)
    15 Secret Identity: Social Complication Frequently, Major
    20 Too Much Killing/Violence: Enraged (Uncommon), go 14-, recover 11-

    [Notes: Mindless violence drives Colossus to...MINDLESS VIOLENCE! It might not be a pretty cycle, and it is going to be one that eats up his Code Against Killing afterwards, but this powerhouse just reaches out and kills people at times when things have pushed him too far. While Proteus was a planned move, Riptide was more of a spur of the moment kind of thing. Colossus even fully intended to continue going in slaughtering the Marauders but made his recovery check. Watch out for the gentle giant! ]

    Complications Points: 150
     
    Colossus is one of the hearts of the new X-Men.  To me growing up it was all about the friendship between Nightcrawler, Colossus, and Wolverine.  While I loved Banshee's power set and always wanted to see more on him, these characters and their interaction is what made the book what I wanted to keep reading.  
     
    Colossus is a major powerhouse who is defined by the transformation that he undergoes.  Even without his powers on, he should not be a slouch in a lot of fights.  I dropped his Dex and Int to 9, because he always seems slow, both mentally and physically.  Cyclops used to own him regularly in combat because Colossus was so convinced of how his power would see him through the day.  It isn't enough to drop him in any significant way, but does represent that he is a little behind where starting heroes are on those stats.  
     
    Reading the information that I could find on him, they say things like how he can take a tank shell to the chest without problem.  I made him really tough individual, and think that his physical defenses should show him through most fights that he gets into.  He picked up Toughness so that he can try to block for other people when the time comes, though they have to be within a certain range of him.  
     
    The big drawback on the Russkie is that he is big and slow.  In a battle where the fight is highly mobile he is going to be limited to throwing things at his enemies.  It is a problem that characters like him, the Thing, and a few others have.  Hulk can get where he wants to go with his incredible leaping, but Colossus is stuck where he is most of the time.  I increased his movement speed a bit with some points when he is armored up, but that is only going to help him so much.  
     
    Speaking of throwing things...I buffed up his ability to perform the Fastball Special since he is the character that started the whole trend, or at least he and Wolverine are the team that gave it a name.  It was always a signature move and when it happened, you knew something awesome was in the works.  Especially in UXM #142, that was a fastball special to remember!  
     
    His OCV and DCV lag behind.  The DCV is not that important for his defenses, and the OCV is made up for with his standard Martial Maneuver of "Punch" which gives him 2 more points.  If he gets to melee with you, and you are not the Blob, Juggernaut, or similar then you are going to be in trouble.  
     
    His weaknesses are primarily not exploitable by enemies in a straight up fight, but Magneto can easily use him as a wrecking ball (and has) against the rest of the team.  The complications that he has lean towards his big heart, and how it tears him up for those he cares about to be hurt.  

    Colossus.hdc

  24. Like
    Hyper-Man got a reaction from Uthanar in Uthanar Character Builds   
    I like Polaris.  She's a much better version than my pastiche version for 5e.
  25. Like
    Hyper-Man reacted to Uthanar in Uthanar Character Builds   
    Polaris
    Lorna Dane
     
    Characteristics
    11 STR (Cost 1; Roll 11-; HTH Damage 2d6; END [1])
    11 DEX (Cost 2; Roll 11-)
    18 CON (Cost 8; Roll 13-)
    15 INT (Cost 5; Roll 12-; PER Roll 12-)
    15 EGO (Cost 5; Roll 12-)
    15 PRE (Cost 5; Roll 12-; PRE Attack: 3d6)
     
    6 OCV (Cost 15)
    6 DCV (Cost 15)
    3 OMCV (Cost 0)
    3 DMCV (Cost 0)
    4 SPD (Cost 20; Phases:  3, 6, 9, 12)
     
    6 PD (Cost 4; 6/26 PD; 0/20 rPD)
    4 ED (Cost 2; 4/30 ED; 0/26 rED)
    15 REC (Cost 11)
    50 END (Cost 6)
    10 BODY (Cost 0)
    40 STUN (Cost 10)
     
    Movement
    Running 8m/16m (Cost -4; END [1])
    Swimming 2m/4m  (Cost -1; END [1])
    Leaping 4m (Cost 0; 4m forward, 2m upward)
    Flight 12m/96m
     
    Characteristics & Movement Total: 104
     
    Powers
    54 Electromagnetic Sight: Detect Magnetic and Electrical Energy 13- (Mental Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Penetrative, Targeting, Telescopic:  +6 - END=0
    7 Magnetic Bubble: Resistant Protection (3 PD/5 ED), Impenetrable (+1/4) (15 Active Points); Costs Endurance (-1/2), Perceivable (-1/4), Unified Power (Magnetic Fields; -1/4) - END=1
    26 Magnetic Force Riding: Flight 12m, x8 Noncombat, Usable Simultaneously (up to 4 people at once; +1/2), Grantor pays the END whenever the power is used, Recipient must be within Limited Range of the Grantor for power to be granted, Recipient must remain close to Grantor, Grantor can take back power at any time (33 Active Points); Unified Power (Magnetic Fields; -1/4) - END=3
    8 Standard Superhero Costume: Resistant Protection (5 PD/5 ED) (15 Active Points); OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4) - END=0
    5 Trained by Professor X: Mental Defense (5 points total) - END=0
     
    29 Magnetic Fields: Multipower, 36-point reserve,  (36 Active Points); all slots Unified Power (Magnetic Fields; -1/4) - END=
    3f 1)  Intense Magnetic Field: Change Environment (Create Intense Magnetic Field) (-4 to Radio Group PER Rolls, Long-Lasting 5 Minutes), Area Of Effect (32m Radius; +1) (36 Active Points); Unified Power (Magnetic Fields; -1/4) - END=4
    2f 2)  Magnetic Empowerment: Absorption 10 BODY  (energy, Magnetism), Magnetic Powers (+1/2), Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2), Increased Maximum (x4 points) (+1/2), Absorption As A Defense (Resistant; +1) (35 Active Points); Costs Half Endurance (-1/4), Unified Power (Magnetic Fields; -1/4) - END=1
    2f 3)  Magnetic Shields: Resistant Protection (6 PD/10 ED), Usable Simultaneously (up to 4 people at once; +1/4), Grantor pays the END whenever the power is used, Recipient must remain within Line of Sight of Grantor, Impenetrable (+1/4) (36 Active Points); Costs Half Endurance (-1/4), Unified Power (Magnetic Fields; -1/4) - END=2
     
    82 Magnetism: Multipower, 82-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (102 Active Points); all slots Unified Power (Magnetism; -1/4) - END=
    3f 1)  Magnetic Blast: (Total: 40 Active Cost, 32 Real Cost) Blast 8d6 (40 Active Points); Unified Power (Magnetism; -1/4) (Real Cost: 32) - END=2
    4f 2)  Magnetic Reversal: Reflection (78 Active Points' worth), Any Target (+1/2) (78 Active Points); Only Works Against Metallic Physical Projectiles (-1/2), Unified Power (Magnetism; -1/4) - END=4
    4f 3)  Magnetic Shredder: Killing Attack - Ranged 3 1/2d6, Armor Piercing (x2; +1/2) (82 Active Points); Only vs Metal or Metal Protected Targets (-1), Unified Power (Magnetism; -1/4) - END=4
    3f 4)  Magnetic Storm: Blast 9d6, Area Of Effect (4m Radius; +1/4) (56 Active Points); OIF (small metallic objects of opportunity) (-1/2), Unified Power (Magnetism; -1/4) - END=3
    4f 5)  Magnetokinesis: Telekinesis (45 STR), Fine Manipulation (79 Active Points); Only Works on Metallic Objects (-1/2), Unified Power (Magnetism; -1/4) - END=4
    3f 6)  Metallic Wrap-Up: Entangle 6d6, 6 PD/6 ED (60 Active Points); OIF (sufficient amount of metallic objects of opportunity within 20m of target; -1/2), Unified Power (Magnetism; -1/4) - END=3
    6f 7)  Shape Metal: Major Transform 8d6 (Metals to Metals, Reshaping) (80 Active Points); Unified Power (Magnetism; -1/4) - END=4
     
    Powers Total: 245
     
    Skills
    10 +2 CSLs with Magnetism
    3 Breakfall 11-
    3 KS: College Educated 12-
    3 PS: Scientist 12-
    5 Science Skill:  Geology 14-
    3 Tactics 12-
    7 Teamwork 13-
     
    Skills Total: 34
     
    Talents
    3 Bump Of Direction
    12 Heroic Luck: Combat Luck (6 PD/6 ED)
    2 Lightning Reflexes (+6 DEX to act first with Magnetism)
     
    Talents Total: 17
     
    Complications
    20 Code Against Killing:  Psychological Complication (Common; Total)
    15 Code of X: Psychological Complication:  (Common; Strong)
    10 Green Hair:  Distinctive Features (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    10 Insecure:  Psychological Complication (Common; Moderate) [Notes: Lorna has been insecure about a number of things over the years.  Her body image, her powers, her boyfriend...the list goes on.  ]
    5 Magneto:  Hunted Infrequently (Mo Pow; Watching)
    10 Mutant:  Distinctive Features (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
    25 Mutant Hating Groups:  Hunted Frequently (Mo Pow; NCI; Harshly Punish)
    15 Professor X:  Hunted Frequently (Mo Pow; NCI; Watching)
    15 Secret Identity:  Social Complication Frequently, Major
    5 Susceptible Mind:  1 1/2 x Effect Vulnerability to Mind Control (Uncommon) [Notes: A long time victim of Malice...and the Shadow King...seems like she just gets dominated a bit.  So seemed like she was Vulnerable to it.  ]
    5 Wolfsbane [or other major female character]:  Romantic, Rivalry, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
     
    Complications Points: 135
    Polaris.hdc

×
×
  • Create New...