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Wolfjack

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  1. Re: Mystical Hero Team Archetypes Here is the next character in the group - Epitaph. I finally figured out how I wanted to handle the power set so here he is, though I'm sure there will be some discussion of his clairsentience power. [b]Epitaph - Seth and James Wilson[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 10 STR 0 10/35 11- / 16- HTH Damage 2d6/7d6 END [1/3] 17 DEX 21 17 12- OCV 6 DCV 6 13 CON 6 13/28 12- / 15- 10 BODY 0 10/20 11- / 13- 18 INT 8 18 13- PER Roll 13- 18 EGO 16 18 13- ECV: 6 20 PRE 10 20 13- PRE Attack: 4d6 12 COM 1 12 11- 6 PD 4 6/11 6/11 PD (0 rPD) 6 ED 3 6/9 6/9 ED (0 rED) 4 SPD 13 4 Phases: 3, 6, 9, 12 5 REC 0 5/13 26 END 0 26/56 22 STUN 0 22/53 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 2 LEAP 0 2"/7" 2"/7" forward, 1"/3 1/2" upward [b]CHA Cost: 82[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 26 [b][i]Spirits of Vengeance Powers[/i][/b]: Elemental Control, 66-point powers, (33 Active Points); all slots Only In Heroic Identity (-1/4) - END= 41 1) [b][i]Channeling The Spirits Of The Past[/i][/b]: Retrocognitive Clairsentience (Sight And Hearing Groups), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (125 Active Points); Incantations (Requires Incantations throughout; Must be able to talk through the entire process; -1/2), Concentration (0 DCV; Epitaph is generally immoblie while channeling a spirit; -1/2), Only In Heroic Identity (-1/4) - END=12 19 2) [b][i]Touch of the Grave[/i][/b]: Killing Attack - Ranged 3d6, Penetrating (+1/2) (67 Active Points); No Range (-1/2), Only In Heroic Identity (-1/4) - END=7 21 3) [b][i]The Chill of Beyond[/i][/b]: Energy Blast 7d6, No Normal Defense ([standard]; Hardened Resitent Defenses, Armor; +1) (70 Active Points); No Range (-1/2), Only In Heroic Identity (-1/4) - END=7 48 [b][i]"I'm already dead."[/i][/b]: Physical Damage Reduction, Resistant, 75% (60 Active Points); Only In Heroic Identity (-1/4) - END=0 48 [b][i]"I'm already dead."[/i][/b]: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only In Heroic Identity (-1/4) - END=0 14 [b][i]Undead Vitality[/i][/b]: Life Support (Eating: Character does not eat; Extended Breathing: 1 END per 5 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping Character does not sleep) (18 Active Points); Only In Heroic Identity (-1/4) - END=0 20 [b][i]Undead Vitality[/i][/b]: +25 STR (25 Active Points); Only In Heroic Identity (-1/4) - END=2 24 [b][i]Undead Vitality[/i][/b]: +15 CON (30 Active Points); Only In Heroic Identity (-1/4) - END= 16 [b][i]Undead Vitality[/i][/b]: +10 BODY (20 Active Points); Only In Heroic Identity (-1/4) - END= 9 [b][i]Aura of Death[/i][/b]: +20 PRE (20 Active Points); Only For Fear-Based Presence Attacks (-1), Only In Heroic Identity (-1/4) - END= [b]POWERS Cost: 286[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] "When I get my hands on you..." 4 1) Bearhug: 1/2 Phase, +0 OCV, +0 DCV, 6d6 / 11d6 Crush, Must Follow Grab 4 2) Grab: 1/2 Phase, +0 OCV, -1 DCV, Grab Two Limbs, 10 STR for holding on 4 3) Punch: 1/2 Phase, +0 OCV, +2 DCV, 4d6 / 9d6 Strike 3 4) Slam: 1/2 Phase, -1 OCV, -1 DCV, 2d6 Strike; Grab Two Limbs; Target Falls 4 5) Toughness: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort [b]MARTIAL ARTS Cost: 19[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 3 Bribery 13- 3 Bureaucratics 13- 3 Computer Programming 13- 3 Conversation 13- 3 Criminology 13- 3 Deduction 13- 3 Oratory 13- 3 Persuasion 13- 3 Scholar 1 1) KS: Criminal Law And Procedure (2 Active Points) 11- 1 2) KS: Dirty Politics (2 Active Points) 11- 2 3) KS: Organized Crime (3 Active Points) 13- 1 4) KS: The Law Enforcement World (2 Active Points) 11- 1 5) KS: The Mystic World (2 Active Points) 11- 1 6) KS: The Superhuman World (2 Active Points) 11- 2 7) KS: The Underworld (3 Active Points) 13- 2 CK: Campaign City 11- 2 PS: Lawyer 11- 2 PS: Politician 11- [b]SKILLS Cost: 42[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 15 Accidental Change: When justice or vengeance demands a spiirt must channel through James 14- (Uncommon) 10 Distinctive Features: Rope marks on neck (James)/The aura of death (Epitaph) (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Enraged: When channeling a spirit and is mocked or frustrated (Uncommon), go 11-, recover 8- 20 Hunted: The "Higher Power" 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 10 Physical Limitation: susceptible to Necromancy spells and powers (Infrequently, Greatly Impairing) 15 Psychological Limitation: Dedicated to Justice & Redemption (Common, Strong) 20 Psychological Limitation: Protective of innocents (Very Common, Strong) 15 Psychological Limitation: Wants a normal life/release from a ghostly limbo (Common, Strong) 10 Reputation: "Speaker of the Dead" in the service of a higher power, 14- (Known Only To A Small Group in the Mystical World) 15 Social Limitation: Secret ID: James Wilson (Frequently, Major) 25 Susceptibility: to holy objects and places, 2d6 damage per Phase (Common) [b]DISADVANTAGES Points: 175[/b] Base Pts: 200 Exp Required: 54 Total Exp Available: 49 Exp Unspent: 0 Total Character Cost: 429 Background/History Seth and James Wilson were twins, born ten minutes apart. Seth was the oldest, born five minutes before midnight while James was born the exact amount after the stroke of twelve. To say that one was born in the day and the other at night would be eerily true and they individually reflected this. Seth was dark-haired and somber, strong and athletic. James was fair and blonde, popular and well-spoken. Regardless of their differences, the Wilson's had been brought up to know that, regardless of beliefs, blood was always thicker than water. They grew up together and remained close throughout school. It was only in finishing high school that their road took separate directions, though both men were equally committed to the community James Wilson was a pacifist, a man who believed that the pen was mightier than the sword. James left for Harvard and studied law. After he passed the bar, he returned home and joined the District Attorney's office. He rose in the ranks, determined to do what he could to stem the tide of corruption within the city. Seth Wilson stayed and enrolled in the Police Academy. He excelled in his training and it wasn’t long before he became a detective, bringing to justice those that dared break the laws he held so dear. But time wore on them both. Seth became darker and moodier, seeing too many criminals get off due to technicalities or a corrupt legal system. James fought his own battles and decided to run for the city. He too had changed, taking shortcuts when necessary because he believed that the greater good was eventually being served. Some information here, an overlooking of paperwork there; in the end, James knew he was doing more good than harm. That is until one piece of information ended his brother’s life as drug dealers were tipped to a raid by the police and had been prepared. James’ role in the death came up during an official investigation; now the underworld had gotten rid of two problems in one fell swoop. Disgraced, James went home and tried to hang himself. Near death, he was visited by a spirit, a spirit who would not let James die and cursed him to find redemption by being the vessel that would house his brother’s soul, also cursed to limbo for Seth would not go until his thirst for vengeance had been satiated. Seeing the error of their ways, the brothers seek to right wrongs and hopefully find themselves completely redeemed and lifted of the curse that binds them together in a life that is no life at all. Personality/Motivation Epitaph is motivated by one thing and one thing only: the desire to destroy the corruption in the city and bring to justice those that have caused it. Being a pawn of a higher power seeking justice means James Wilson can no longer lead a normal life until somehow the curse is lifted. He now has no family, no desire for romance and, with the exception of The Circle, no real friends. While down, James is not without a sense of humor; in fact, his humor is what has managed to keep him sane while dealing wit the guilt and shame over having helped cause his brother’s demise. His brother Seth, as Epitaph, simply takes his job – destroying crime and protecting the innocent – quite seriously and enacts his cause with a grim and ruthless determination. Quote “Those from beyond the grave have read their verdict upon you… and the verdict is guilty.†Powers/Tactics Epitaph is a strong and relentless opponent and there is little that can hurt him. He is able to let others feel the cold grasp of death and the pain that it causes. Yet his most unusual power is to act as “Speaker of the Dead†for those spirits that have passed before. Seth can canvass the spirit world and find a spirit that can tell others about events that have transpired before in the hopes that whatever injustice that has been left unaddressed can now be righted. Appearance James is a tall, slight man and wears glasses. He has somewhat poor posture, partially due to the terrible self-image he has of himself. When Seth enters his body, the change to Epitaph is sudden. The skin becomes a chalky white and his breath is cold and fetid. The lean figure is obviously more powerful, animated with a resolute sense of justice.
  2. Re: Mystical Hero Team Archetypes Next up is the character Lodestone, a legacy hero. Props to Proditor for his write-up of a character by the same name for the V&V supplement "Opponents Unlimited", which was also the inspiration for this character. After this I'll try and tackle a lighter character - Tomcat. Any constructive criticism welcome! [b]Lodestone - Megan Frey[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 15 STR 5 15 12- HTH Damage 3d6 END [1] 21 DEX 33 21 13- OCV 7 DCV 7 23 CON 26 23 14- 15 BODY 10 15 12- 13 INT 3 13 12- PER Roll 12- 12 EGO 4 12 11- ECV: 4 20 PRE 10 20 13- PRE Attack: 4d6 14 COM 2 14 12- 8 PD 5 8/16 8/16 PD (0/8 rPD) 8 ED 3 8/16 8/16 ED (0/8 rED) 5 SPD 19 5 Phases: 3, 5, 8, 10, 12 8 REC 0 8 46 END 0 46 35 STUN 0 35 9 RUN 0 9" END [2] 2 SWIM 0 2" END [1] 3 LEAP 0 3" 3" forward, 1 1/2" upward [b]CHA Cost: 120[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 53 [b][i]Magic Damper[/i][/b]: Elemental Control, 106-point powers - END= 53 1) [b][i]Magic Breaking[/i][/b]: Dispel 16d6, Reduced Endurance (0 END; +1/2), Area Of Effect (14" Radius; +1 1/4) (132 Active Points); No Range (-1/2) - END=0 99 2) [b][i]Magical Grounding[/i][/b]: Suppress Magic Powers 9d6, all [special effect] powers simultaneously (+2), Reduced Endurance (0 END; +1/2), Area Of Effect (16" Radius; +1) (202 Active Points); No Range (-1/2) - END=0 15 [b][i]Monster Bashing Weapons[/i][/b]: Multipower, 31-point reserve, (31 Active Points); all slots OAF (-1) - END= 1u 1) [b][i].45 Caliber Cure[/i][/b]: Killing Attack - Ranged 1 1/2d6, +1 Increased STUN Multiplier (+1/4) (31 Active Points); OAF (-1), Beam (-1/4), 2 clips of 8 Charges (-1/4) - END=[8] 1u 2) [b][i]Silver Longknife[/i][/b]: Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Penetrating (+1/2) (30 Active Points); OAF (-1) - END=3 1u 3) [b][i]Wooden Crossbow Bolts[/i][/b]: Killing Attack - Ranged 2d6, 16 Charges (+0) (30 Active Points); OAF (-1) - END=[16] 1u 4) [b][i]Iron-Wrapped Shillelagh[/i][/b]: Hand-To-Hand Attack +4d6, Armor Piercing (+1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) - END=3 1u 5) [b][i]Holy Water Bottles[/i][/b]: Killing Attack - Ranged 1d6+1, No Normal Defense (Defense is NOT being the Undead or an Unholy Being; +1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4) - END=[6] 24 [b][i]It Looks Worse Than It Is[/i][/b]: Armor (8 PD/8 ED) - END=0 17 [b][i]Can Take A Punch[/i][/b]: Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A CON Roll (-1/2), Character Must Be Aware Of Attack (-1/4) - END=0 10 [b][i]Unimpressed[/i][/b]: +20 PRE (20 Active Points); Only To Protect Against Presence Attacks (-1) - END= 6 Running +3" (9" total) - END=1 [b]POWERS Cost: 282[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] Karate 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR to Disarm roll 4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 4) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 4 5) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike 5 6) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike 8 7) +2 HTH Damage Class(es) 2 8) Weapon Element: Blades, Clubs [b]MARTIAL ARTS Cost: 35[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 3 Breakfall 13- 3 Climbing 13- 3 Deduction 12- 3 Criminology 12- 3 Cryptography 12- 3 Interrogation 13- 3 Stealth 13- 3 Tactics 12- 3 Teamwork 13- 3 Scholar 3 1) KS: Arcane And Occult Lore (4 Active Points) 13- 1 2) KS: Demons (2 Active Points) 11- 1 3) KS: Extradimensional Beings (2 Active Points) 11- 1 4) KS: Kabbalism (2 Active Points) 11- 1 5) KS: Legends And Lore (2 Active Points) 11- 1 6) KS: Lycanthropes & Changelings (2 Active Points) 11- 1 7) KS: Necromancy (2 Active Points) 11- 2 8) KS: The Mystic World (3 Active Points) 12- 1 9) KS: Vampires (2 Active Points) 11- 4 WF: Common Melee Weapons, Small Arms 3 CK: Campaign City 12- [b]SKILLS Cost: 49[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 5 Money: Well Off [b]PERKS Cost: 5[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 6 Combat Luck (3 PD/3 ED) [b]TALENTS Cost: 6[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 15 Enraged: Can lose control in combat (Common), go 8-, recover 11- 20 Hunted: Clan/Secret Society that killed father 8- (Mo Pow, NCI, Harshly Punish) 10 Hunted: Monster Villain - GM's discretion 8- (As Pow, Harshly Punish) 10 Physical Limitation: Weirdness Magnet (Infrequently, Greatly Impairing) 15 Psychological Limitation: Cynical (Common, Strong) 20 Psychological Limitation: Grim and humorless (Common, Total) 20 Psychological Limitation: Tenacious, never gives up (Common, Total) 15 Psychological Limitation: Driven By Family History To Become A Hero (Common, Strong) 15 Social Limitation: Secret ID: Megan Frey (Frequently, Major) 10 Unluck: 2d6 [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 147 Total Exp Available: 147 Exp Unspent: 0 Total Character Cost: 497 Background/History Megan Frey was raised an orphan – she never knew her mother and her father simply disappeared when she was six. She was taken in by relatives who quickly proved to her that family is not everything in life. They simply wanted to control the great wealth Megan had inherited; they give minute care to the raising of a little, lonely girl. Strange and unusual things happened whenever she was around and Megan grew up alone, ostracized by her peers and neglected at home. Her childhood was filled with fights at school and hand me downs. Her true sanctuary was a great library in the ancestral home and it was there she learned much about her father and his interests. By the time she turned 18, Megan started out on a path that she had long planned and looked forward to. Lawyers swiftly dealt with her remaining family members and any other problems she threw money at until they went away. Greed was never a factor in her existence and Megan had grown up first hand knowing just how unhappy a few dollars could make anyone. Now, her wealth was merely another tool while she set about on the task of discovering where her father had gone, knowing in her heart that he was not dead. In time, she discovered that her father was a veteran of the Master’s second Circle incarnation, the hero known as The Dread Knight, scourge of the undead. He went missing during a mission and was presumed dead. Megan used this knowledge and other secrets she’d uncovered to accomplish the unthinkable – she found the Master in his lair. Megan confronted him and demanded to know what had happened to her father and why The Master could let a little girl be raised in ignorance of the knowledge. In anger, she swung out a hand to strike The Master and when he cast the simplest protection spell he was surprised that her blow had completely bypassed it to land hard on his jaw. It was then both discovered she had the strange ability to absorb magic. Not only did she attract the paranormal but, like a flame to a moth, she was dangerous to it as well. Though hostile to an old man whose help she also desperately needed, Megan is a resolute, if unwilling, student. In return, The Master has sworn to help her find a father long missing that she devoutly believes is still alive. Personality/Motivation Megan is not a happy person – she has been lied to her whole life and does not view the world in its most optimistic light. She tends to think the worst of people and, worse for her, is generally proven right. She loves a good fight and finds her adversaries are an excellent outlet for the pain she feels. Crusader keeps a close and concerned eye on her, knowing firsthand that rage can consume an individual, leaving nothing behind but a husk of cold ashes. Megan is hard and stubborn, determined to never show any weakness if she can help it. Quote “Anyone who doesn’t believe in revenge has never been seriously screwed over.†Powers/Tactics Lodestone’s one true power is a much a boon as it is a bane to her team. Many of their own abilities will not function if they are standing too close to her in a fight. Megan has always been a born scrapper and now she has Crusader’s training to back up her innate abilities. She is tenacious and won’t back down from a fight… any fight. Campaign Use Lodestone is a legacy hero and can be a plot device as the heroes help her and the Circle look for her father. Or perhaps a hero or his /her NPC is the father, a victim of some mystical amnesia. And if a supernatural menace is involved, there’s a good chance Lodestone is on its trail. Appearance Megan dresses in a simple and matter of fact way. It’s not just the expression on her face that says she’s looking for a fight. Her costume isn’t much more than her street clothes, denim jeans and black leather jacket – with fringe if she’s feeling dressy. Her black hair is cropped short and her flint-colored eyes are usually framed beneath a furrowed brow. Her body language is much the same, standing apart from a group with her arms crossed over her chest. She comes close to looking like a Goth but sneers at those that make the comparison. She feels that subculture flirts with a myth as a foolish way to express their individuality. She’s felt the cold, fetid breath of the undead on her before and finds nothing escapist or romantic about it at all.
  3. Re: Mystical Hero Team Archetypes Part of his origin, as I vaguely recall, involved somehow the abilities and skills of three men being absorbed into a bunch of rags that the hero used to create his identity. Or something like that... still, it was more of a reach than Mr. Fantastic. Cool costume though. Lee
  4. Re: Mystical Hero Team Archetypes I haven't seen Nightshade and Enchantress since early issues of Suicide Squad. Blue Devil was geeat but this incarnation of rag man sounds much different from the 70's hero I recall. Same guy? When/how did his powers change? These group gatherings of seldom used or "second-rate" heroes are always fun. Certainly an instance where the whole is greater than the sum of the parts. The Shroud also organized the Night Shift - a group of villains that stemmed mostly out of the first Spider-Woman run. And everyone on here is correct - Detective Chimp? Puh-leeez.
  5. Re: Mystical Hero Team Archetypes Thanks for the compliments... I really appreciate that. As far as the XDM goes, the power isn't really something the team would ever use, but if people were walking with him when he decided to go away, such as a like-minded individual, then they could. Janos also doesn't really believe he's going where he's needed, he just going... and its not always pleasant. Good call on the Continous, that was a left-over tidbit from when I was first building it as a gate. Best... Lee
  6. Re: Mystical Hero Team Archetypes Okay, here we go with the first character. I've decided to start with János, one of the more experienced and worldly of the New Circle. Let me know what everyone thinks while I figure out which one to do next. [b]János - János Markovic [/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 15 STR 5 15 12- HTH Damage 3d6 END [1] 20 DEX 30 20 13- OCV 7 DCV 7 20 CON 20 20 13- 15 BODY 10 15 12- 18 INT 8 18 13- PER Roll 13- 15 EGO 10 15 12- ECV: 5 23 PRE 13 23 14- PRE Attack: 4 1/2d6 20 COM 5 20 13- 6 PD 3 6 6 PD (0 rPD) 6 ED 2 6 6 ED (0 rED) 5 SPD 20 5 Phases: 3, 5, 8, 10, 12 8 REC 2 8 40 END 0 40 33 STUN 0 33 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 3 LEAP 0 3" 3" forward, 1 1/2" upward [b]CHA Cost: 128[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 41 [b][i]"I'll be there in a minute."[/i][/b]: Multipower, 41-point reserve - END= 4u 1) [b][i]Teleportation[/i][/b]: Teleportation 20" (40 Active Points) - END=4 4u 2) [b][i]Long-Range Teleportation[/i][/b]: Teleportation 13", Improved Noncombat Movement (x16) (41 Active Points) - END=4 4u 3) [b][i]Group Teleportation[/i][/b]: Teleportation 13", x8 Increased Mass (41 Active Points) - END=4 49 [b][i]"It's just over the next hill..."[/i][/b]: Extra-Dimensional Movement (Any Dimension, Any Location), Continuous (+1), Usable Simultaneously (up to 16 people at once; +1 1/4) (146 Active Points); No Conscious Control (-2) - END=15 21 [b][i]Magic Blade[/i][/b]: (Total: 93 Active Cost, 21 Real Cost) HKA 1 1/2d6, Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Armor Piercing (x2; +1) (75 Active Points); Independent (-2), OAF (-1), STR Minimum (-1/2) (Real Cost: 17) [b]plus[/b] Penalty Skill Levels: +6 vs. Hit Location modifiers with All Attacks (18 Active Points); Independent (-2), OAF (-1) (Real Cost: 4) - END=0 10 [b][i]Magical Mail Jerkin[/i][/b]: Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Independent (-2), OIF (-1/2) - END=0 11 [b][i]Amulet Of Warding[/i][/b]: FF (13 Mental Defense/13 Power Defense), Reduced Endurance (0 END; +1/2) (39 Active Points); Independent (-2), IAF (-1/2) - END=0 17 [b][i]"I've got that in a pocket here somewhere..."[/i][/b]: Multipower, 30-point reserve, (30 Active Points); OIF (-1/2); all slots Extra Time (Full Phase, Only to Activate, -1/4) - END= 1u 1) [b][i]Lead Weighted Sap[/i][/b]: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=0 1u 2) [b][i]Throwing Stick[/i][/b]: Energy Blast 4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Extra Time (Full Phase, Only to Activate, -1/4) - END=[1 rc] 1u 3) [b][i]Glowsticks[/i][/b]: Sight Group Images Increased Size (2" radius; +1/4), +4 to PER Rolls, 3 Continuing Fuel Charges lasting 5 Minutes each (refueled by recharging; +0) (27 Active Points); OAF (-1), Only To Create Light (-1), No Range (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=[3 cc] 1u 4) [b][i]Flash Powder Packets[/i][/b]: Sight Group Flash 2d6 (10 Active Points); 3 Charges (-1 1/4), OAF (-1), Range Based On Strength (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=[3] 1u 5) [b][i]Herbal Medicine Kit[/i][/b]: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1), Extra Time (Full Phase, Only to Activate, -1/4) - END= 1u 6) [b][i]Bolos[/i][/b]: Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1), Extra Time (Full Phase, Only to Activate, -1/4) - END=[3] 1u 7) [b][i]Memory Mirror[/i][/b]: Eidetic Memory (5 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Visual Images Only (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END= 1u 8) [b][i]Sharing Stones[/i][/b]: Mind Link , Specific Group of Minds, Number of Minds (x8) (25 Active Points); OAF (-1), Only With Others Who Have Mind Link (-1), Sense Affected As Hearing And Radio Groups, Not Mental Group (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=0 1u 9) [b][i]Magic Seashell[/i][/b]: Eidetic Memory (5 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Sound Only (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END= 1u 10) [b][i]Cat's Eyes Lenses[/i][/b]: (Total: 14 Active Cost, 6 Real Cost) Infrared Perception (Sight Group) (5 Active Points); OAF (-1), Extra Time (Full Phase, Only to Activate, -1/4) (Real Cost: 2) [b]plus[/b] +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1), Extra Time (Full Phase, Only to Activate, -1/4) (Real Cost: 4) - END=0 1u 11) [b][i]Jars of Paint[/i][/b]: Cosmetic Transform 4d6 (normal person to normal person painted bright red, washing with vinegar), Partial Transform (transform damage determines how much body is covered by paint; +1/2) (30 Active Points); 3 Charges (-1 1/4), OAF (-1), Range Based On Strength (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=[3] 1u 12) [b][i]Runic Ear Trumpet[/i][/b]: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1), Extra Time (Full Phase, Only to Activate, -1/4) - END=0 1u 13) [b][i]Fairie Dust[/i][/b]: Energy Blast 3d6, No Normal Defense (defense is Life Support [self-Contained Breathing or appropriate Immunity]; +1) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=[6] 1u 14) [b][i]Vials of Darkness[/i][/b]: Darkness to Sight Group 3" radius (30 Active Points); OAF (-1), 3 Continuing Charges lasting 1 Turn each (removed by high winds or rain; -3/4), Range Based On Strength (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=[3 cc] 1u 15) [b][i]Weighted Thieve's Line[/i][/b]: Swinging 15", Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Extra Time (Full Phase, Only to Activate, -1/4) - END=0 1u 16) [b][i]Bottles of Greek Fire[/i][/b]: Killing Attack - Ranged 1d6, Continuous (+1) (30 Active Points); OAF (-1), 3 Continuing Charges lasting 1 Minute each (-1/2), Range Based On Strength (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=[3 cc] 1u 17) [b][i]Throwing Knives[/i][/b]: Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Autofire (3 shots; +1/4), Range Based On STR (+1/4), Armor Piercing (+1/2) (30 Active Points); OAF (-1), 6 Recoverable Charges (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=[6 rc] 15 Luck 3d6 - END=0 [b]POWERS Cost: 193[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] Brawling 4 1) Eye Gouge: 1/2 Phase, -1 OCV, -1 DCV, Flash 4d6 4 2) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 4 3) Punch/Backhand: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 5 4) Roundhouse/Two-Fisted Smash: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike 3 5) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls 4 6) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 1 7) Weapon Element: Clubs Fencing 3 1) Cut: 1/2 Phase, +2 OCV, +1 DCV, Weapon Strike 4 2) Disarm: 1/2 Phase, +2 OCV, -2 DCV, Disarm, 25 STR to Disarm roll 4 3) Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 5 4) Slash: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike 5 5) Thrust: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike 0 6) Weapon Element: Blades [b]MARTIAL ARTS Cost: 46[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 3 Breakfall 13- 3 Bribery 14- 3 Climbing 13- 3 Concealment 13- 1 Electronics 8- 3 Gambling 13- 3 Lockpicking 13- 3 Mechanics 13- 3 Persuasion 14- 2 PS: Tinker 11- 3 Riding 13- 3 Shadowing 13- 3 Sleight Of Hand 13- 3 Stealth 13- 3 Streetwise 14- 3 Trading 14- 3 Scholar 1 1) KS: Arcane And Occult Lore (2 Active Points) 11- 1 2) KS: Arcane And Occult Monsters (2 Active Points) 11- 1 3) KS: Dimensional Lore (2 Active Points) 11- 2 4) KS: Leatherworking (3 Active Points) 13- 1 5) KS: Legendary Magic Items and Artifacts (2 Active Points) 11- 1 6) KS: Legends And Lore (2 Active Points) 11- 2 7) KS: Locksmithing (3 Active Points) 13- 1 8) KS: Magical Devices and Artifacts (2 Active Points) 11- 2 9) KS: Metal Fabrication (3 Active Points) 13- 1 10) KS: Occult History (2 Active Points) 11- 1 11) KS: Places of Mystery (2 Active Points) 11- 2 12) KS: Tanner and Dyer (3 Active Points) 13- 1 13) KS: The Mystic World (2 Active Points) 11- 2 14) KS: Woodworking (3 Active Points) 13- 3 Linguist 1 1) Language: Cantonese (fluent conversation) (2 Active Points) 3 2) Language: English (completely fluent; literate) (4 Active Points) 2 3) Language: French (completely fluent) (3 Active Points) 2 4) Language: Latin (fluent conversation; literate) (3 Active Points) 0 5) Language: Romany (idiomatic; literate) (5 Active Points) 2 6) Language: Russian (fluent conversation; literate) (3 Active Points) 2 7) Language: Spanish (completely fluent) (3 Active Points) [b]SKILLS Cost: 82[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 20 Universal Translator 13- 6 Combat Luck (3 PD/3 ED) [b]TALENTS Cost: 26[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 15 Enraged: if any woman is struck or accosted (Uncommon), go 11-, recover 11- 15 Hunted: Assassin 11- (As Pow, Harshly Punish) 15 Hunted: Wizard 8- (Mo Pow, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 15 Psychological Limitation: Curious (Common, Strong) 15 Psychological Limitation: Doesn't let anyone get too close (Common, Strong) 15 Psychological Limitation: Calm and never in any hurry (Common, Strong) 5 Social Limitation: Frowned upon by some for his Romy heritage (Occasionally, Minor) 10 Social Limitation: Immigration status iffy at best (Occasionally, Major) 15 Unluck: 3d6 10 Vulnerability: 2 x STUN attacks where János's True Name is known (Uncommon) 10 Vulnerability: 2 x BODY attacks where János's True Name is known (Uncommon) 10 Vulnerability: 2 x Effect attacks where János's True Name is known (Uncommon) [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 125 Total Exp Available: 125 Exp Unspent: 0 Total Character Cost: 475 Background/History János Markovic never knew his father but there were many who had an opinion on the subject, speculation ranging from the men of the clan to an itinerant outsider to the devil himself. Only his mother knew for sure and she would never say. But all agreed the boy was cursed – he would disappear from his crib and suddenly appear, crying, in someone else’s home. But they were tolerated as the villagers curried the favor of her second sight as much as they feared her. They grew up apart from the others and János learned to enjoy his own company, wandering the countryside day and night and discovering many great wonders. Yet when he would tell others, they would simply shake their heads and walk away. Only his mother understood and he loved her fiercely, frequently getting into fights with the other Roma children when they taunted her. Time passed and János grew older, as did his mother until the day she passed unexpectedly, taking with her the secret of who had been his father. Her only parting gift was an amulet, one that offered him a measure of protection from those that would try and hurt his spirit. Understanding that his mother had been the only tie to bind him to the village, János took up the same call that had moved many of his gypsy brethren and rambling afar, first through the Balkans, then across Europe, into Asia and subsequently… beyond. János has picked up a number of things, both figuratively and literally on his journeys, He also discovered he had an innate talent for languages and learning the intricacies of what is appropriate with others. He’s also had to learn how to fight to protect him from the situations where his charm, a well-timed bribe or simply a gift of one of his crafts, could have otherwise normally gotten him out safely. After a particularly harrowing time in a magical dimension, János has decided to make the city his home for a time. Encountering Tomcat and Lodestone while stopping a mugger, he was persuaded to meet the Master and was invited to stay for a while. The Circle and the adventures they undertake are an interesting balm for his normally itchy wanderlust. He’s also learned that there’s safety in numbers since a certain wizard is quite anxious to retrieve a certain sword that János… acquired while in the sorcerer’;s dimension. Personality/Motivation János likes to be social with everyone he meets, but a perceptive person will soon notice that János asks all the questions and answers very few of his own. This enables him to be companionable while still managing to keep those around him at arm’s length. Reared to be chivalrous, the women of the Circle have taught him that the fairer sex is more than capable of taking care of themselves. He is still a gentleman and will hold the door open for any woman but he’ll also fly off into a rage whenever someone dares strike a lady. János moves at his own pace and is quite curious; both traits have gotten him into a variety of trouble. He always seems to be in the wrong place at the wrong time or, as luck would have it, in the right place at the right time. But János isn’t lazy; he simply understands that fate moves at its own speed, so why rush it? After all, you might miss something along the way. Quote “I wonder where that door goes?†Powers/Tactics János is an accomplished combatant but he’s rarely had to stand his ground and fight. Being with the Circle has changed things, but luckily he’s picked up a few tricks in his travels. János can teleport at will, but his extra-dimensional movement is another story. He can’t control it and he never knows where it’s going to take him. When the mood strikes him that its time to move on, he simply does. It might be an hour, a day or even a week; he could be walking down a hall or along a wooded path or merely pass through a door and suddenly he’ll simply be somewhere else. János carries a number of items throughout the many pockets he has sewn into his clothes, although it does take him a minute to remember which pocket it’s in. Campaign Use János can be available in case the players need to get somewhere unusual, they just shouldn’t count on when or if they’ll get there. Of course, since the extra-dimensional movement is “No Conscious Controlâ€, it’s really up to the GM. A wizard in another dimension is quite anxious to get his hands on János, the sword that he borrowed apparently is more powerful than the young gypsy realizes. While the wizard’s efforts are hampered by being in another dimension, he’s hired an assassin, a fellow dimensional traveler with a penchant for magic and technology, to strike at János, a skilled combatant who has tracked him to Earth. And he’s not just doing this for the money. János robbed him of an eye in their last encounter, so now it’s personal. According to myth, a gypsy is given a True Name at birth by his or her mother. Anyone that knows a gypsy's true name has great power over that person; János is particulalry vulnerable to anyone that should learn his. Appearance János prefers flamboyant clothes but not because of any particular fashion statement. He’s making a conscious effort to redirect attention from him to something superficial about him. Rather than looking like an escapee from a Renaissance fair, his lean frame is often draped in the latest styles though he believes in not standing out too much.
  7. Re: Mystical Hero Team Archetypes Okay, here's the list! The Matser we've already covered. The two teachers are listed first followed by the five students. I've put the archetypes in beside their names, using the same language as those here that suggested them. The Clockwork Man: Reformed Big Bad/Golem Archetype To Klaus Eisenberg, it seemed like an eternity ago that was left for dead on a German battlefield during WWII, yet only yesterday he had woken up on a cold slab in an old stone castle. Metal and wire had replaced the skin and sinew that was missing and somehow his soul occupied a shell whose heart did not beat by normal means. Enraged and afraid, he murdered the crazed doctor that had given him life and fled into the night. Years later, as the Clockwork Man, Klaus used his mystical vitality and technomantic spells to wreck havoc on normal society. Seemingly immortal, Klaus eventually grew tired of his petty crimes of greed and attempts to gain power. Still bitter, but without purpose, Klaus was recruited by The Master to help train the third Circle incarnation. After all, there were greater evils in the world and, after all, what fun was it for Klaus to satisfy his carnal desires if civilization was utterly destroyed? Crusader: The Ordinary/Extraordinary Man Archetype A darker, more violent version of the Champions Universe character. For Crusdaer, the line between the hunter and the hunted became nonexistent and his impulsive and brutal crime fighting tactics were violation of the same laws he had sworn to protect. Rescued by The Master from himself, Sam Saunders has now found a sort of fragile peace – a peace he’ll kill to protect. As a graying and cynical 55 year-old man, Sam trains the Circle in the arts of war while struggling to help them keep a perspective on when a fight is actually necessary. Lodestone: Legacy Hero/Monster Hunter/Weirdness Magnet Megan Frey was an orphan – she never knew her mother and her father simply disappeared when she was six. She was taken in by relatives – literally and figuratively as they only wanted the inherited wealth that came with her. Strange things happened whenever she was around and Megan grew up isolated, alone and angry. At the age of 18, she discovered her father was a veteran of the Master’s second Circle incarnation, missing in action and presumed dead. She also discovered she had the strange ability to absorb magic. Not only did she attract the paranormal but, like a flame to a moth, she was dangerous to it as well. Hostile to an old man whose help she also desperately needed, Megan is a resolute, if unappreciative, student. Tomcat: Classic Universal Film/Lycanthrope/Changeling He had no idea if he didn’t possess a last name nor did he seem to need one. Tom just simply was and if he actually cared that he couldn’t recall his past, then he never let it show. The streets were a hard enough place to grow up on. He made a place for himself there, a young feral boy living at the edge of society and Tom was happy, after a fashion. The only problem was how he would lose all memory of the events for three nights of every month. He eventually came under the protective wing of The Master and has found a true home with the Circle. Discovering that he had the ability to change into a half-cat, half-human hybrid, Tom protects his newfound family with everything he’s got – except on the three nights of the full moon when he’s as much a danger to them as he is to everyone around him. János: Dimensional Wanderer/Scavenger, Collector & Trader János Markovic was more like the stereotype of a gypsy than what was truly representative of most of the Roma culture. He was a rebellious wanderer who was shunned by his own people in as much the same way that the Roma people had been persecuted by others. Even as a child, many believed that the boy was cursed – even as a bay he would disappear from his crib and be found mysteriously somewhere else. Shunned from his clan, János walked his own path and what a mavelous one it was, frequently taking him to realms and times far beyond our own. He has decided to settle for a bit and rest, using his talents to traverse space and time, skills as a tinker and the mastery of items he’s picked up here and there to help the Circle. Of course, he does wonder what’s just over that next hill… Sympath(working name): Spellcaster/Unwilling Hero Fate had a sense of humour when it granted the powers of natural magic on high-society model and party-girl Bethany Grant. She may seem shallow but always strives to do the right thing – including how better to use her magic in the fight on evil. Bethany is actually finding being a spellcaster kind of fun, though the some of the spells require her to pick up ingredients she’d rather not touch with her bare hands. Epitaph: Ghost/Spirit of Vengeance Still not sure where I’m going with this idea, other than to say the character will a true “Speaker of the Deadâ€, whether as a true ghost or a vengeful spirit seeking justice that can possess bodies or as a human host that is a vessel for spirits. But I sure like the name and what it means! There you go! Any thoughts? Next, I'll start creating the Hero Designer files for each character and post them as I go. Best... Lee
  8. Re: Mystical Hero Team Archetypes I wanted to thank everyone so far for their generous help and excellent ideas. I've narrowed down my options - while I already had some ideas germinating for a while, the suggestions so far gave me a chance to examine them under a different light and rethink the possibilities. In some cases, entirely new ideas have come up! My plan is to have the final group consist of The Master (and I'll be using Oddhat's great write-up for that. Thanks!) as the overall group's spiritual leader. There are two teachers/mentors to the Circle's students. The first will be my Champs Universe version of a 55 year old Crusader, a man that the Master has helped out from under a dark and violent shadow. The second will be a new character, developed uinder the concept that was offered up of the "reformed" bad guy seeking redemption of some sorts. As a villian, he opposed the Bronze Age version of the Circle frequently. The students of the Circle will number five, but I think right now I'm looking at six rough concepts. Maybe everyone here can help me narrow down the final five - regardless, I'll post the character names and a brief description of the concept and the archetype(s) that helped refine the idea. Once the list is complete, I'll begin to post the individual characters for (ouch!) critique. Again, thanks to everyone for the their comments and suggestions. I've been in the advertising industry for 15 years and if there's one thing I've learned its that there are very few, if any, new ideas. Just great spins and takes on old ones. Speaking of which - Nexus' thread on which Age is preferred for gaming agve me an idea that I would also want to follow-up on: This new Circle is the third incarnation of the team, an Iron Age group. But who were the members of the Silver and Bronze Age teams and what happened to them? Best... Lee
  9. Re: Page one of the V&V Conversions is up! Good luck on the move. They can be so much fun. Hopefully you've got "Supercrooks and Criminals" somewhere on your radar there. That, along with Most Wanted Vol. 3, were two of their best villain supplements.
  10. Re: Mystical Hero Team Archetypes
  11. Re: A Modern League of Extroardinary Gentlemen I thought it was you! And yours was the best of those best! Lee
  12. Re: A Modern League of Extroardinary Gentlemen
  13. Re: Pop Culture Hero? I'll keep at it... maybe a little too early in the 70's but what about Kolchak, The Night Stalker? Or, and I can't believe I'm typing this, The Knight Rider? Uhm... Ponch from CHIPS? Edith from All in the Family? Actually, scratch that. No one would ever play Erik Estrada. Lee
  14. Re: Pop Culture Hero? Lessee... howz about Buckaroo Banzai and The Fisher King from the Terry Gilliam movie? Okay, so the last one was a stretch... Lee
  15. Re: A Modern League of Extroardinary Gentlemen I was interested to see this thread get bumped up... I was previously challenged to update a League of my own and wanted to put up the info here for interest's sake. I ran for quite a while a PBeM called The Odyssey League, a 1930's pulp adventure game. The old guard website is: http://www.brighthouse.ca/lee/odyssey/ Please note: its incomplete, such as the NPC link not going anywhere. Also - Steve Long was great in allowing me some permission on info posted. When I wanted to get a PBEM going again I decdied to modernize the League for today. Although short-lived, as most PBEM's tend to be for various reasons, the new guard site is: http://www.viamea.com/Champions/odysseymain.htm An interesting element I brought to modernizing the game was one of tragedy. If the 30's were of a two-fisted, anything goes, yet still innocent and hopeful adventure styling, then the modern game was cynical and bitter. The players liked it! I also wanted to combine other fictional heroes into the game... for instance Race bannon was the father of one of the NPC's and another prominent NPC was going to be Jonny Quest. Now a middle-aged genius instead of simply a boy one, he still had BANDIT with him... only now it was an experimental AI computer. Best... Lee
  16. Re: High Plains Hero You got it! I played in a PBeM once, playing a character that was a half-Indian lawman (and Indian lawmakers did exist - see links below) by the name of Elijah Lighthorse. One of the best PBeM's I was ever in. I love playing in a Western environment! As part of my research, I looked at everything from saddle parts to horse breeds to Indian history. Here's some of the links I gathered: Mustangs: http://www.mustang-horses.org/ Old West Slang: http://www.freepages.genealogy.rootsweb.com/~poindexterfamily/OldWestSlang.html Pintos: http://www.pinto-horses.org/ Saddle parts: http://www.sugarcreeksaddlery.com/parts.htm The PBEM Game itself: http://home.earthlink.net/%7Ecaledre/index.html A ranch: http://%20www.dz-ranch.com/ Horse Sense, a Writer's Guide to Horses: http://freepages.genealogy.rootsweb.com/~poindexterfamily/M7HorseSense.html Indian Police: http://www.coax.net/people/lwf/fip_pt1.htm Let me know if these work for you. I may be able to dig up some more! Best... Lee
  17. Re: Champions Universe Combined Timeline Well, I must admit that I've owned the 4th Ed. CU since it first came out and saw little need for the new one until I read through the edited timeline and it made me curious as to what I was really missing. Hence I snagged it at the local KW gaming store when my wife and I were out buying stuff for the garden. Go figure. Lee
  18. Re: Mystical Hero Team Archetypes
  19. Re: Mystical Hero Team Archetypes
  20. There's a terrific thread already on the board regarding the creation of a New Circle that has a number of well-crafted characters on it. But I'd like to step back a bit and look at possible archetypes themselves and use them as springboards for individual characters. I'll be revitalizing this New Circle for use in my FTF campaign that is largely based on the Champions Universe with influences that stretch the usual gamut of comics, other games and my own wants. This Circle will be based on the original of Aaron Allston's and will include The Master along with a now middle-aged and uncostumed Crusader. The Master rescued Sam Saunders from the depths of rage that he had sunk into in his war on crime, one that had removeded the line of distinction between himself and the criminals he fought. The Master, having turned his own path around after WWII, helped him find a certain peace. Now, both are training their new set of recruits for what promises to be a war between the forces of light and dark. Now the question is... who are they? Some archetypes I'm considering include: - Classic Universal Film characters: these include mummies, patchwork mad scientist creatioons, werewolves, vampires, etc. - Dimensional Wanderer - Spellcaster - The Night Stalker: Batman with hate-on for supernatural foes. These are what I have so far. I could fill up a team with just these, but I'm looking for either twists on accpeted conventions or new archetypes altogether. Thanks in advance!! Best... Lee
  21. Re: Champions Universe Combined Timeline I'm happy he took the time - now it requires minor edits to fit my FTF of the Champs Universe I just started with a buddy from the Hero boards. The timeline also makes a great reference guide for KS: The Superheroic World. And it includes back in The Master and The Circle, an important element in the campaign. Thanks for the efforts! Best... Lee
  22. Re: Help with a Computer The additional levels of security system it has and I'm expecting it will be treated as a complimentary skill to the character's own. The detects I like a lot - I'll use those for sure. Thanks to a fellow tri-city mate. Anyone else? I thought everyone jump on this thread. Maybe they all think I should be smart enough to figure this one out on my own! Lee
  23. Hello all! Needing some ideas/inspiration from Herodom. I've just started in a FTF with a buddy here in Waterloo - we take turns every two weeks GMing and playing. The other night we were discussing what to do with experience points and I thought my character having a small wrist computer would be a good idea. The character's basic duty is to act as a super-soldier for a security firm. He has infiltration and electronics skills. The computer will assist him in his missions/tasks with the standard computer talents list (including bump of direction, absolute time sense, etc.) and skills (per pretty much any of what are listed with the UNTIL laptops). But I was wondering what detects would be good ones that could compliment his security system skills, such as Detect/Analyze Circuitry, or something like it. Anyone have any ideas? Much appreciated!! Best... Lee
  24. Re: Theme Super Hero Teams A theme is one way of ensuring that everyone on the team realtes well to one another... so it could be being part of the same family becomes the overriding theme. Now, if they were a particularly dysfunctional family, that could be great, particularly if any of those traits were played up. Another idea would be The Nuclear Family, name taken from the common cultural way to describe a "typical" family.
  25. A good question came up with my GM over the changing/activating of slots in a multipower. The specific example came up as my character has the Stronger Questionite Shield, per the USPD write-up minus the Lockout limitation. Here's what happened - my SPD 6 character threw the shield on one Phase for a Physical EB, then the shield automatically returns. BUT, if the villain acted on a phase before my character, would the armor slot reactivate and then count on his defenses? The two slots in question are: M. - Protection I: Armor (23 PD/23 ED) (69 Active Points); OAF (-1), Nonpersistent (-1/4) U. - Thrown Shield I: Energy Blast 11d6, Reduced Endurance (1/2 END; +1/4) (69 Active Points); OAF (-1), Range Based On Strength (-1/4) I'm sure the answer is evident in the book, but we're missing it. Thanks!! Best... Lee
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