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Roth

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Everything posted by Roth

  1. Re: Age of Heroes: Game on Lost Coast Gaming The cast for Age of Heroes has been chosen come to the forums at LCG to find out, or keep an eye on this space for the character list
  2. Re: What if spells were like weapons? My ex and I had created a fantasy world for the 3.0 version of D&D. I'd have rather used Hero, but she really didn't like hero. So after she and I were no more I started working on a Hero system version. One of the things I realized is that spells in D&D were a matter of time and energy to get (in the form of going up levels) but that magic users of all types really didn't pay points for them. Much like fighters didn't pay for their weapons. So I thought about using a Magic Talent. each tier (1-10) would be worth 10 points and get you a certain number of slots (Tier 1 was 10 + Int bonus up to Tier 10 being 1 + int Bonus). The various "classes" would get a price break on the Talent depending on their power source and mode of learning. Magus (Wizards) would get a 50% price break because they had to learn from spell books and take time to relearn to change their spells. Mavens (Sorcerers) Wouldn't get any, because while they only had a set number of spells in their heads, they didn't have to do anything but rest to regain magical power. Add a magical end reserve that recovered only when you were fully at rest (End 100 Rec 10, Rec only recovers per half hour), and there you have it. I was also going to sit down and translate a good number of spells so the players would have some ready, and encourage them to do the same, or create spells of their own that would fall along one of the Tiers.
  3. Re: Right Place Right time Could also be a form of troublefinder... I think that's what it was called in the Old Marvel game. Basically your character teleports into the biggest amount of havoc and chaos that abounds. In this case the SFX of the teleport is being in the right place at the right time.
  4. Re: Inceptum Terminus World Book All very interesting. Where do what's left of Canada and Mexico fall into this?
  5. Re: Champions Universal Deathmatch!: Doctor Silverback vs. The Harbringer of Justice! BWAHAHaHAHAHHAHAHaHa Have some rep
  6. Re: Age of Heroes: Game on Lost Coast Gaming Beast that character would totally fit in actually.
  7. A campaign I'm starting and running on Lost Coast Gaming. Figured I'd share for your reading enjoyment campaign notes and eventually NPCs (and PCs if the players say yes) both good and bad. -------------------------------------------------------------------------- Age of Heroes Across the ages heroes have appeared. From the dawn of time stories of them have come to us as Legends and Myth. But what if they weren’t Myth? What if they had been hidden deliberately as Stories and Legends? What if Heroes were all around us right now, waging a silent war against an ancient enemy? What if you were one of them? Ages pass as all things do. The Ages that Heroes appear in are no different. From time immemorial we have heard the Tales of the Heroes. Heroes like Jason and Herakles from Greece, Gilgamesh of Babylon, Arthur and Merlin of England. They have been served up as the inspiration for the Modern Mythical heroes like Superman, Wonder Woman, Batman, Spiderman and Captain America. So there are no more Heroes able to be Peers of the Heroes of the Ages past. We only have the modern Myths and Legends of the Comic books and the movies. Or that’s what THEY would like you to believe. In truth the Age of Heroes comes and goes, as the Heroes are needed. They do not occur on a regular cycle. Heroes appear when there is so much Evil that extraordinary men and women are needed. And sometimes the Ages will blend into each other so that the Heroes of the former Age interact and perhaps teach the newest Heroes what they need to know. Such an Age of Heroes has passed, and begins again. The year is 2009. The world is on the Edge of Collapse, or Redemption or Renewal or Destruction. It depends on who is asking and who is talking. A rise in the interest of the paranormal, the occult and the mystical over the past 30 years is a noticeable phenomenon. People are turning to various Paths to figure out their lives, some bad, some good. The World cries out for change. Change of the Old Guard, Change for the poor and downtrodden, Change for the Better. Amongst the shouts and cries there are beings listening. Beings hungry for the power change brings. Power that can make them unto Gods. There are also others listening. Beings who have made it their lives work to stop the Monsters, The Villains, and the Evil that hungers. Some of them even know it. Welcome to the Age of Heroes. ---------------------------------------------------------------------------------------------------------------- You awake out of deep sleep. The room around you is not the room you went to sleep in, that room was familiar, this one is not. Spartan and clean it holds the bed you awake on, as well as a light source that seems to come out of the walls. There is a bed side table and you can see a door. There are no windows, though curtains on one wall give the illusion that there are. How you know this you aren’t sure. What you are sure of is the fact you went to bed in your own room last night. Last night was a long day of working, going to school, trying to get a head, trying to beat back the forces of darkness. You are a costumed hero. You are one of the good guys. You live in a world where people fly to the moon, toss tanks around and rescue people from fires on the top floors. You have amassed enemies and made friends in many levels of life. You have helped save the world, the country, the city, once or twice. You may not be in the big leagues, but you are known. Yesterday was harder than most, though not impossible. It was a day of weird things too. There was this woman, this girl, this female. She was old, young, pretty, plain. She wore jeans and t-shirts, a suit, a dress of some type, a gown. She had red hair, blond, brunette. She walked up to you and whispered in your ear. She said your name, not your everyday name, but THE name. The thing you go by, the handle you use, the name the press picked for you, she said it to you as you were doing something normal, eating out, getting the newspaper, catching the bus. After she said your name, quietly whispering in your ear, to get your attention, she said, “You have been activated.” You brushed it off, explained it to the significant other, wondered who the crazy girl who knew your secret, not so secret, top secret and went on with your day. The rest of the day went pretty normally. Did your job, had dinner with the family, caught a few crooks, fought a few bad guys. Then you went home and went to bed. Which brings you to walking up here, in a room you have never been before, with wires and tubes and what not sticking to you and in you and out of you. You remove the tubes and wires, carefully and then sit up. A head rush follows for a micro second and you feel better than you have in a long time. Physically anyways. The only door in the room beckons. ----------------------------------------------------------------------------------------------------------------- Importance of the Player Characters: Very important. The campaign will surround the PCs and their attempts to make sense of their memories and the so called real world. The events in the PCs history will be blended into the ‘real world’, thus while I have a definite way things have gone in the past the histories of the PCs will add things to the world. World Description: The world outside your door. The history that has occurred so far is the history that has occurred. This may clash with the history that the PCs remember in their personal histories, or as said above the personal histories of the PCs may be the true events or be blended with history. As well there is a secret world that many of the events of the real world sit upon. While history may have happened the way it did, the true events behind that history may be totally different. Morality: Morality will be mostly black and white to begin with. Because of the nature of the world, Things may be become greyer as time goes on. The PCs will expected to be good in nature to start and hopefully to finish. The villains will be mostly villainous, with some anti heroes among them. Allies and enemies will be made as the game moves along. People will react to what they perceive the Player Characters are doing to them, for them, with them, and against them. Realism: Age of Heroes is a four colour super heroic campaign taking place in what could be considered a Dark Champions world. While the PCs and NPCs are capable of things that could never take place in the ‘real world’, there will be consequences and rewards for all actions. Outlook: The outlook will be balanced between success and failure, just like real life, only better. There will be a lot of interaction in this game beyond combat, and the characters will have to figure out who to trust, when to trust, and how much to trust those people around him. Seriousness: The world of Age of Heroes is serious. In some cases very serious. This will be over laid by the actions and statements of the PCs, and the reactions of those by the NPCs. Continuity: The game will be as serial as possible. Villains will recur as well as they are able. While this will start out a story of exploration, in the sense that the world you think you knew, isn’t the world, it will branch off as PCs influence events around them. Character Construction The PCs are considered to be semi experienced super powered beings. They have had adventures in ‘their’ world, and have made friends and enemies. Because of this they will be at a bit of a higher starting ‘level’ than most starting heroes. Age of Heroes uses the Hero System for character construction and game play. This is not Champions as such, so while there are corollaries to many things in the Champions Universe, or any comic book Universe, they will not be named the same. Over all power level is about the same as a “standard” Champions campaign, if there is such a thing. Please keep in mind I want tight character ideas. If I look at something and ask why, I want a really good answer. Offensive: 12dc, up to 75 active points. (A 12d6 EB at half end would be 75 points. A 9d6 AP EB would be 12dc, a 9d6 AP at half end would be 75 points) Defensive: 10- 25 Def, 0- 25 rDef Other Powers: Will consider power levels on character by character basis as per concept. OCV- 14 (including levels, but not Martial Arts bonuses) DCV- 14 (including Levels, but not Martial Arts bonuses) ECV- 14 (including Levels, but not Martial Arts bonuses) Base Points: 275 Maximum Disadvantages: 125 Max Disads From Psych Limits: 50 Everyman Skills Acting 8 Climbing 8 Computer Programming /Systems Operation 8 (Most people know how to basically run a computer in today’s society. Whether this ability is computer programming (your character understands a bit more than average about computers) or systems operation (your character knows how to turn on and off the computer and use the basic programs) is up to the character concept. Concealment 8 Conversation 8 Deduction 8 Paramedics 8 Persuasion 8 PS: Any One Profession Or Hobby 11 Shadowing 8 Stealth 8 TF (Small Motorized Ground Vehicles) NA ------------------------------------------------------------------------- As always, feel free to take any of this and use it in any way it inspires you to do so.
  8. Re: superuseless superpowers A player in a campaign I was running read "Open Space" and used it for a character concept. He was a teleporter who really wanted to be a flyer. So he flew by teleporting in microbursts. The character was builting using flight, SFX teleporting in microbursts.
  9. Re: A New Dawn. 'Post-Apocalyptic' Fantasy so I have a slight issue. The application needs HDv3... I only have 1.48
  10. Re: Fractured Kingdom <Working Title> oooo. Sounds like fun.
  11. Re: Defensive CSL usable by your Hex The question I would have to ask as a GM is what is the special effect. Most of her powers seem to come from the SFX of being a winged being who is fast. If the GM doesn't like the idea of Desolid only usable as a defence vs AoE when X occurs (Cause your character isn't always desolid) then does he have any ideas? If not then the buy down would be the best idea.
  12. Re: Time Stop (its harder than it sounds) For most time stop stuff I'd use change environment, with various variable advantages, combined with a VPP with the limitation "Power must correspond to Effect being sought". Season to game limits. For small areas (time is stopped with in a Tower) The change environment works well for doing minor things. If it works for a speedster to do things super fast, it works for time stop character to do things 'outside' of normal time. To do major things with in a small area (stop some one from being shot (Armour up to damage of ranged weapon, SFX - Missed them), To strap 200 pounds of dynamite to some ones head (Xd6 EB or KA, AOE One Hex Single Target (Character using said dynamite could strap it wrong or not set up the dynamite correctly, hence the "to hit" roll they could still fail)), etc use the VPP.
  13. Re: Character for comic and game. Copyright issue? Hmm. Well when it's put like that I can understand then. A use it and protect it or lose it thing. Of course the question in my head is does it take 10 years to get to court or did Disney just ignore it for awhile for some reason.
  14. Re: Iron Kingdoms-ish healing Why does a magical healing hurt? What's the reason behind it? What is the actual effect of the hurt?
  15. Re: Character for comic and game. Copyright issue? okay.. mid 90s. Hey that just means that if you publish your comic you might have a 10 year run before the court date Dux.
  16. Re: I killed a fellow PC last night... Ouch, cleaved almost in twain by your own party member. Gotta suck for Ben. Sounds like a fun campaign all around.
  17. Re: Character for comic and game. Copyright issue? True enough. I just wondered why it took so long for the Mouse to sue over it. Fantasyland had been that since phase 2 opened in the 80's. They didn't sue till what... late 90's? I can't remember. It just struck me as odd.
  18. Re: Character for comic and game. Copyright issue? Yeah, I remember that. The basic argument was that Fantasyland at West Edmonton Mall would take people away from Fantasyland at any of the Disney theme parks. [sarcasm]Cause there is a big comparison there [/sarcasm] Now it's named Galaxyland and has a really stupid mascot, an alien named Cosmo.
  19. Re: A New Dawn. 'Post-Apocalyptic' Fantasy Okay. I'll mod the Force Field and put the mod into the post above
  20. Re: A New Dawn. 'Post-Apocalyptic' Fantasy Here she is slightly retooled. I've removed some of the skills she had as an older field professor. The way I'm looking at it the medallion will wipe out whatever isn't needed as a warrior for the light. Her knowledges and basic Professional skills are still there because they could come in handy for fighting the forces of darkness. She has gone from being a woman in her 60s to a young woman in her late teens/ early 20s. She also knows that she's missing stuff from her brain and it bothers her at times. Diana Player: Roth Val Char Cost 15 STR 5 15 DEX 15 20 CON 20 10 BODY 0 13 INT 3 11 EGO 2 13 PRE 3 16 COM 3 5/12 PD 2 5/12 ED 1 3 SPD 5 7 REC 0 40 END 0 28 STUN 0 6" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 59 Cost Power Permanent Changes 6 1) Nightvision, Inherent (+1/4) (6 Active Points) 10 2) Regeneration: Healing 1 BODY (Can Heal Limbs), Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (34 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Always On (-1/2), Does Not Work On Some Damage Not vs Darkness based powers (-1/4) [Notes: No Healing Max (see FREd p. 120).] 21 3) Re inforced Structure: Life Support , Immunity: All terrestrial diseases and biowarfare agents, Longevity: 200 Years, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Inherent (+1/4) (21 Active Points) 9 4) Re inforced Structure: Damage Resistance (3 PD/3 ED/3 Mental Def./3 Power Def.), Hardened (+1/4), Inherent (+1/4) (9 Active Points) 13 5) Reinforced Structure: +8 Mental Defense (10 points total), Hardened (+1/4), Inherent (+1/4) (13 Active Points) 7 6) Reinforced Structure: Power Defense (5 points), Hardened (+1/4), Inherent (+1/4) (7 Active Points) Sunburst [Notes: All Sunburst powers can be taken by anybody who has the original Medallion in close proximity and knows this. Information maybe found in old mystic texts and the like. Use of powers starts to change personality. Will eventually gain "Hates Vampires" as a psych lim] 2 1) Flash Defense (5 points) (Sight Group), Hardened (+1/4) (6 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage -1/2) 1 2) Damage Resistance (5 Flash Def.), Hardened (+1/4) (2 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage -1/2) 16 Sunburst Attacks: Multipower, 45-point reserve, all slots: Reduced Endurance 1/2 END (+1/4) (56 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage -1/2) 1u 1) Photon Blast: Energy Blast 9d6 (vs. ED) (45 Active Points) 1u 2) Burst!: Flash 9d6 (Sight Group) (45 Active Points) 1u 3) Hard Light Blade: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD), Armor Piercing x1 (+1/2) (45 Active Points) 1u 4) Laser: Killing Attack - Ranged 2d6 (vs. ED), Armor Piercing x1 (+1/2) (45 Active Points) 1u 5) Sunlight: Sight Group Images, Increases Size (16384" radius; +3 1/2) (45 Active Points); Only To Create Light (-1) 8 Sunburst: Elemental Control, 58-point powers, all slots: (29 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage -1/2) 6 1) Fast As Light: Teleportation 2", No Relative Velocity, x2 Increased Mass, Safe Blind Teleport (+1/4), Megascale (1" = 100,000 km; +1 1/2), Can Be Scaled Down: 1" = 1km (+1/4) (57 Active Points); Limited Power Only through things that let light pass (-1) 8 2) Flight 21", x4 Noncombat, Reduced Endurance 1/2 END (+1/4) (59 Active Points) 8 3) Force Field (7 PD/7 ED/9 Flash Defense: Sight Group) (Protect Carried Items), Hardened (+1/4), Reduced Endurance 1/2 END (+1/4) (49 Active Points) Powers Cost: 120 Cost Martial Arts Maneuver 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike 3 Weapon Element: Blades, Empty Hand, Hard Light Blade, Staffs Martial Arts Cost: 15 Cost Skill 5 +1 with Ranged Combat 5 +1 with HTH Combat 3 Breakfall 12- 2 Navigation (Land) 12- 3 Paramedics 12- 3 Stealth 12- 4 Survival (Mountain, Temperate/Subtropical) 12- 3 WF: Common Melee Weapons, Staffs New Dawn Everyman 0 1) Acting 8- 0 2) Climbing 8- 0 3) Concealment 8- 0 4) Persuasion 8- 0 5) PS: Scholar (INT-based) (Everyman) 12- 0 6) PS: Explorer (Everyman) 11- 3 Language: Pidgin (completely fluent) 5 Language: Eld (idiomatic; literate) 5 Language: Kymrian (idiomatic; literate) 3 Scholar 2 1) KS: Werebeast lore (INT-based) (3 Active Points) 12- 2 2) KS: Vampire Lore (INT-based) (3 Active Points) 12- 2 3) KS: Lost Places/Objects (INT-based) (3 Active Points) 12- 2 4) KS: Demon Lore (INT-based) (3 Active Points) 12- 2 5) KS: Divine Lore (INT-based) (3 Active Points) 12- 2 6) KS: Eld Lore (INT-based) (3 Active Points) 12- 0 7) AK (Native Area) 11- 0 8) KS: Famous Bandits/ Ne'erdowells (Everyman) 11- 0 9) KS: Cooking 8- Skills Cost: 56 Total Character Cost: 250 Pts. Disadvantage 0 Psychological Limitation: "Hates Vampires" (Character will gain lim in higher strength as time goes on) 0 Physical Limitation: Sunburst powers maybe taken away. See Sunburst notes (Infrequently; Slightly Impairing; Custom Adder) 10 Distinctive Features: Mystic Warrior (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 20 Psychological Limitation: Protective of Innocents (Common; Total) 20 Hunted: Those in the know, wanting the medallion 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 15 Hunted: former apprentice 11- (As Pow; Harshly Punish) 10 Hunted: the New Dawn Command 8- (Mo Pow; Watching; Extensive Non-Combat Influence) 15 Social Limitation: Subject to Orders (Frequently; Major) 10 Dependent NPC: Stray of the Week 8- (Normal) Disadvantage Points: 100 Base Points: 150 Experience Required: 0
  21. Re: A New Dawn. 'Post-Apocalyptic' Fantasy She has Bureaucratics because she was an academic in her former life. Though I'll remove it if you think she will never deal with any sort of system like it denotes. I took security systems because she has had experience with getting around traps and the like from a life of being out in the field. I just took that as the Fantasy version... what should it be? I can put it as PS Glyph Mage, but there are never any mechanical versions of traps? And 60 point attacks?*blinks* Holy Mother Goddess. I had scaled her down form the original character. I hadn't found any point cap limits anywhere, so I went with typical fantasy caps. I might have to retool her completely.
  22. Re: A New Dawn. 'Post-Apocalyptic' Fantasy This is my initial take on the character. Look it over and let me know what changes I need to make. Thanks Diana Player: Roth Val Char Cost 15 STR 5 15 DEX 15 20 CON 20 12 BODY 4 18 INT 8 14 EGO 8 15 PRE 5 16 COM 3 5/10 PD 2 5/10 ED 1 3 SPD 5 7 REC 0 40 END 0 30 STUN 0 6" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 76 Cost Power Permanent Changes 10 Regeneration: Healing 1 BODY (Can Heal Limbs), Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (34 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Always On (-1/2) [Notes: No Healing Max (see FREd p. 120).] 21 Re inforced Structure: Life Support , Immunity: All terrestrial diseases and biowarfare agents, Longevity: 200 Years, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Inherent (+1/4) (21 Active Points) 9 Re inforced Structure: Damage Resistance (3 PD/3 ED/3 Mental Def./3 Power Def.), Hardened (+1/4), Inherent (+1/4) (9 Active Points) 12 Reinforced Structure: +7 Mental Defense (10 points total), Hardened (+1/4), Inherent (+1/4) (12 Active Points) 7 Reinforced Structure: Power Defense (5 points), Hardened (+1/4), Inherent (+1/4) (7 Active Points) Sunburst [Notes: All Sunburst powers can be taken by anybody who has the original Medallion in close proximity and knows this. Information maybe found in old mystic texts and the like. Use of powers starts to change personality. Will eventually gain "Hates Vampires" as a psych lim] 2 1) Flash Defense (5 points) (Sight Group), Hardened (+1/4) (6 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage -1/2) 1 2) Damage Resistance (5 Flash Def.), Hardened (+1/4) (2 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage -1/2) 8 Sunburst Attacks: Multipower, 30-point reserve, all slots: (30 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage -1/2) 1u 1) Photon Blast: Energy Blast 6d6 (vs. ED) (30 Active Points) 1u 2) Burst!: Flash 6d6 (Sight Group) (30 Active Points) 1u 3) Hard Light Blade: Killing Attack - Hand-To-Hand 1d6 +1 (plus STR) (vs. PD), Armor Piercing x1 (+1/2) (30 Active Points) 1u 4) Laser: Killing Attack - Ranged 1d6 +1 (vs. ED), Armor Piercing x1 (+1/2) (30 Active Points) 1u 5) Sunlight: Sight Group Images, Increases Size (256" radius; +2) (30 Active Points); Only To Create Light (-1) 3 Sunburst: Elemental Control, 20-point powers, all slots: (10 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage -1/2) 6 1) Flight 15" (30 Active Points) 3 2) Force Field (5 PD/5 ED/5 Flash Defense: Sight Group), Hardened (+1/4), Reduced Endurance 1/2 END (+1/4) (22 Active Points) Powers Cost: 87 Cost Martial Arts Maneuver 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike 3 Weapon Element: Blades, Empty Hand, Hard Light Blade, Staffs Martial Arts Cost: 15 Cost Skill 5 +1 with Ranged Combat 5 +1 with HTH Combat 3 Breakfall 12- 1 Bureaucratics 8- 3 Climbing 12- 3 Lockpicking 12- 2 Navigation (Land) 13- 3 Paramedics 13- 3 Security Systems 13- 3 Stealth 12- 3 Streetwise 12- 4 Survival (Mountain, Temperate/Subtropical) 13- 3 Trading 12- 3 WF: Common Melee Weapons, Staffs New Dawn Everyman 0 1) Acting 8- 0 2) Climbing 8- 0 3) Concealment 8- 0 4) Persuasion 8- 0 5) PS: Scholar (INT-based) (Everyman) 13- 0 6) PS: Explorer (Everyman) 11- 3 Linguist 2 1) Language: Pidgin (completely fluent) (3 Active Points) 4 2) Language: Eld (idiomatic; literate) (5 Active Points) 4 3) Language: Kymrian (idiomatic; literate) (5 Active Points) 3 Scholar 2 1) KS: Werebeast lore (INT-based) (3 Active Points) 13- 2 2) KS: Vampire Lore (INT-based) (3 Active Points) 13- 2 3) KS: Lost Places/Objects (INT-based) (3 Active Points) 13- 2 4) KS: Demon Lore (INT-based) (3 Active Points) 13- 2 5) KS: Divine Lore (INT-based) (3 Active Points) 13- 2 6) KS: Eld Lore (INT-based) (3 Active Points) 13- 0 7) AK (Native Area) 11- 0 8) KS: Famous Bandits/ Ne'erdowells (Everyman) 11- 0 9) KS: Cooking 8- Skills Cost: 72 Total Character Cost: 250 Pts. Disadvantage 0 Physical Limitation: Sunburst powers maybe taken away. See Sunburst notes (Infrequently; Slightly Impairing; Custom Adder) 0 Psychological Limitation: Hates Vampires (Not A real lim at the moment, will grow with use of powers) 10 Distinctive Features: Mystic Warrior (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 20 Psychological Limitation: Protective of Innocents (Common; Total) 20 Hunted: Those in the know, wanting the medallion 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 15 Hunted: former apprentice 11- (As Pow; Harshly Punish) 10 Hunted: the New Dawn Command 8- (Mo Pow; Watching; Extensive Non-Combat Influence) 15 Social Limitation: Subject to Orders (Frequently; Major) 10 Dependent NPC: Stray of the Week 8- (Normal) Disadvantage Points: 100 Base Points: 150 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  23. Re: Superhero Filksong: If I had some Superpowers Thanks Shadowcat1313, that gave me a much needed laugh. Rep to you.
  24. Re: Superhero Filksong: If I had some Superpowers For some reason I was expecting a parody of "If I Had a Rocket Launcher". In either case some more good old Canadian boys get parodied.
  25. Re: A completely different question true, but in this case as it's an NPC the gm already has permission
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