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JmOz

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Everything posted by JmOz

  1. A lot of this is also GM Territory. If the Grenadier's thing is making grenades for his allies (instead of occasionally sharing them) n some GM's will say UBO, some won't If you are able to build them in the field, then technicality you are looking at the ability to make grenades as the focus instead of the grenades themselves (IMO) so should use UBO (the grenades are a f/x). Now if it has the charges limitation (to me anyways) that changes it so you can split them up...
  2. Reread the focus limitation, I think that will help you Gadgeteer has a few grenades, decided to give a couple to his teammate. No problem, covered by the focus limitation Monster Maker, a hero who can transform others into monsters needs UBO to grant demon wings to his teammate.
  3. Pretty close, add a equal dose of Zorro, and you have the Fox (Batman, Zorro, Phantom blend) Grey Fox was actually the mentor of the mentor to the current Fox. Vixen is more of a Nightwing/Batgirl combo, while Cub is the current Robin. Fox, Vixen, and Cub all have disappeared. Vixen is the heir apparent, with cub being the apprentice in training (Dick & Tm). Spyder is very much like Oracle, except not as connected to the Fox (debatable if the Fox knew his/her ID) Yes there are trusted cops, but the PC's don't know who yet
  4. It is, and I do allow it, if the computer (or follower) is dedicated to the base. In this case I decided to remove it (however an "autopilot computer" would be okay on a vehicle The guideline I use on it is based on the Lone RAnger Lone Ranger has 2 followers (Tonto and Silver) Tonto has his own follower (scout). Also due to another house rule it actually cost more to have it on the base (Vehicles, bases & Followers are the same thing in my game, so +5 x2) Should be noted that this is all being given to the player for free, so points are a minor concern...
  5. I will think on most of your points. RE: Paying for the lights: House rule, basically you pay for everything but you get an extra 25 points (no every-man) RE: Forgery, Champions compete rules instead of 6th (one of the few differences) RE the clocks: just a different way of saying the same thing (Detect is how the talent is built) RE Radio & Link: yes a redundant system Need to examine (note to self) Internet link Lights build
  6. I'm also going to adjust the mentor a bit...Remove computer from base, so mentor will need 5 more points spent, base is good, computer needs 8 more points...
  7. Cool Idea, Definitely will include it in the description, personally don't feel that needs to be put in as a skill/power.
  8. JmOz

    Foswell Syndrome

    Really cool idea, expect it to be stolen...
  9. Away from my 4th edition books, was that the right color scheme for Rainbow archer? Always pictured her with a eye sore of a costume...
  10. Hey all, my latest post is about my new champions campaign, please take a look and tell me what you think http://jawedel01.wixsite.com/kountry-gaming/blog
  11. I would go with "The Forgotten Avengers"...Note this would be a spin off, not the main book Goliath (Clint Barton) - Team Leader Hawkeye II - Kate Gilgamish Dr Druid Justice Firestar Mockingbird Added: Lyja...Johnny Storm guest appearances....
  12. Base computer, has 33 points unspent Base Computer VAL CHA Cost Notes 28 INT 18 15- PER Roll 15- 13 DEX 6 12- 3 OCV 0 3 DCV 0 3 OMCV 0 8 DMCV 15 2 SPD 0 Phases: 6, 12 Movement Cost Meters Notes Characteristics Total: 39 Cost Powers 10 Mental Defense (10 points total) 0 12 Comm System: High Range Radio Perception (Radio Group) 0 7 Secured Link System: Mind Link , Cent Link, Foxlink, Number of Minds (x2), Psychic Bond (15 Active Points); Only With Others Who Have Mind Link (-1) 0 3 Printer / 3-d Printer: Minor Transform 1d6 (Raw materials to basic item), Reduced Endurance (0 END; +1/2) (7 Active Points); OAF Bulky (-1 1/2) 0 Computer 3 1) Clock: Absolute Time Sense 5 2) Memory: Eidetic Memory 3 3) Calculator: Lightning Calculator 3 4) Quick on: Lightsleep 6 5) Scanner: Speed Reading (x100) 3 6) Internet: Computer Link Powers Total: 55 Cost Skills 8 AK: San Corona 20- 3 Computer Programming 15- 3 Criminology 15- 3 Cryptography 15- 3 Deduction 15- 3 Electronics 15- 3 Forensic Medicine 15- 3 Forgery 15- 3 KS: Case Files 15- 3 KS: Criminals 15- 3 KS: Entertainment Programs 15- 13 KS: General Knowledge 25- 3 KS: Recent News 15- 3 KS: Superhumans 15- 3 Language: English (completely fluent) 1 Language: FoxSpeak (basic conversation) 3 Mechanics 15- 3 Paramedics 15- 3 Science Skill 15- 3 Science Skill: Chemistry 15- 3 Science Skill: Toxicology 15- 3 Science Skill: Balistics 15- 3 Science Skill: Medicine 15- 3 Security Systems 15- 3 Systems Operation 15- Skills Total: 88 Cost Talents 1 Program 1 Program 1 Program 1 Program 1 Program 1 Program 1 Program 1 Program 1 Program 1 Program Talents Total: 10 Base Points: 200 Experience: 0 Experience Unspent: 0 Total Character Cost: 192
  13. Current Write up...tell me what you think Warehouse Base VAL CHA Cost Notes 9 Size 18 Length 64m, Width 32m, Height 32m, Volume 65,536m^3 OCV +10 10 PD 12 10 PD (10 rPD) 10 ED 12 10 ED (10 rED) 10 BODY 8 Movement Cost Meters Notes Characteristics Total: 50 Cost Powers 4 Comm System: High Range Radio Perception (Radio Group) (12 Active Points); IIF Immobile (-1 1/4), Sense Affected As More Than One Sense Sight, Hearing, & Radio (-1/2) 0 4 Secured Link System: Mind Link , Cent Link, Foxlink, Number of Minds (x2), Psychic Bond (15 Active Points); IIF Immobile (-1 1/4), Only With Others Who Have Mind Link (-1), Sense Affected As Radio, Hearing, Sight [very common Sense] (-1/2) 0 19 Security Cameras: Clairsentience (Sight And Hearing Groups), 8 Perception Points, Reduced Endurance (0 END; +1/2) (67 Active Points); IAF Immobile (-1 1/2), Fixed Perception Points (Various cameras in and on base) (-1) 0 2 IR Lenses: Infrared Perception (Sight Group) (5 Active Points); Only with Security Camera (-1), IAF (-1/2) 0 1 Ultrasonic Perception (Hearing Group) (3 Active Points); OIF Immobile (-1 1/2), Only with Security Camera (-1) 0 Everybase 1 1) Clock: Detect Time 9- (Unusual Group) (3 Active Points); OIF Bulky (-1), Requires Power Supply (-1/4) 0 4 2) Internal Lights: Change Environment (-4 to Normal Sight PER Rolls), Reduced Endurance (0 END; +1/2), Area Of Effect (32m Radius; +1) (20 Active Points); OAF Immobile (-2), Limited Arc Of Fire (60 degrees; Only on same horizontal level; -3/4), No Range (-1/2), Requires Power Supply (-1/4) 0 1 3) Climate control: Life Support (Safe in Intense Cold; Safe in Intense Heat) (3 Active Points); OAF Immobile (-2) 0 2 4) Entertainment Playback: Detect A Single Thing 9- (Unusual Group), Discriminatory (8 Active Points); OAF Bulky (-1 1/2), Requires Power Supply (-1/4), Sense Affected As More Than One Sense Hearing & Electrical (-1/4), Gestures (-1/4) 0 4 5) Signals/Playback: Hearing Group and Normal Sight Images, +/-1 to PER Rolls, Reduced Endurance (0 END; +1/2) (19 Active Points); OAF Bulky (-1 1/2), Only To Create Light/Sound (-1), No Range (-1/2), Requires Power Supply (-1/4) 0 Powers Total: 42 Cost Skills Labs 6 1) Crime Lab: +2 with Criiminology, Deduction?, Forgery? 6 2) Maintnance? Bay: : +2 Mechanics, Electronics, Weaponsmith? 6 3) Med Lab: +2 SS: Medicine??, Forensic? Medicine, Paramedics? Security 15 1) Hidden: Concealment 15- 15 2) Looks like a Warehouse: Disguise 15- 15 3) Rerouted Utilities: Computer Programming 15- 15 4) Advanced Locks: Lockpicking 15- 15 5) Alarm Systems: Security Systems 15- Skills Total: 93 Cost Perks 25 Computer: Vehicles & Bases 1 Elevator: Vehicles & Bases 1 Internet: Computer Link 3 Anonymity 10 Location: City; Modifier Underground (20 Active Points); Limited Covered (-1) Perks Total: 40 Base Points: 200 Experience: 0 Experience Unspent: 0 Total Character Cost: 225
  14. JmOz

    Please Review NPC

    Current version...for my own weird reasons I might add another 50 points to him (might also tone him down so it is all in vehicles/bases)... Grey Fox-.pdf
  15. The city of San Corona, legend has it, has been defended by The Fox for almost 300 years, then three months ago, all of the sightings stopped. In those three months crime has increased almost 300%, and city corruption is at an all time high. pg 1 (city shot) Page 2-3: An old man sits quietly in a classic study, listing to a police scanner...the phone rings, "Is everything in place?". "good"..."yes my source was sure"..."no one knows anything"..."Are you sure you can handle the ship" ..."yes, we are there....The Fox is Dead". Page 4-7: DRAGONFLY The Dragonfly's airship is seem hovering over the city, when suddenly the autopilot turns on. Dragonfly scrambles to figure out why, the coordinates indicate that the ship is going to crash into the cliff wall under the sea. Dragonfly scrambles to get the ship under control, as he fanatically attempts to get control he finds a file marked "Spyder control Routine"'....The ship speeds into the awaiting cliff
  16. JmOz

    Please Review NPC

    Taking gear out of the equation, Current group scores are Thief (Equipment VPP) 15- Vehicle/tech Expert (Flying Vehicle/MA): 15- Rocket Scientist (Tank) 14- Investigator (Precog MA) 15- Most have gear that boost it by about 2-3 points
  17. JmOz

    Please Review NPC

    Revised a bit Grey Fox VAL CHA Cost Roll Notes 10 STR 0 11- HTH Damage 2d6 END [1] 13 DEX 6 12- 10 CON 0 11- 20 INT 10 13- PER Roll 13- 18 EGO 8 13- 30 PRE 20 15- PRE Attack: 6d6 5 OCV 10 5 DCV 10 3 OMCV 0 3 DMCV 0 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 2 PD 0 2 PD (0 rPD) 2 ED 0 2 ED (0 rED) 5 REC 1 25 END 1 10 BODY 0 30 STUN 5 Movement Cost Meters Notes RUNNING -4 8m/16m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 107 Cost Powers 60 Variable Power Pool, 40 base + 30 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (85 Active Points); Maximum of 15 Real Points (-1/2), Kit Based (-1/4), Only Found Ultra Tech (-1/4), Armory Based (-1/4) - END= Powers Total: 60 Cost Martial Arts 5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 6d6 Strike 5 Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike +4 DC 5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm 4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/10, Target Falls 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 4 Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +6 DC 4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +7 DC to Disarm 12 Weapon Element: Blades, Boomerangs and Throwing Clubs, Bows, Clubs, Crossbows, Empty Hand, Fist-Loads, Handguns, Karate Weapons, Ninja Weapons, Sling, Thrown Grenades, Thrown Knives, Axes, and Darts 16 +4 Ranged Damage Class(es) 16 +4 HTH Damage Class(es) Martial Arts Total: 98 Cost Skills 24 +2 Overall 20 +4 with a large group of attacks 3 Acrobatics 12- 3 Acting 15- 3 Animal Handler 15- 3 Breakfall 12- 3 Bribery 15- 3 Bugging 13- 3 Bureaucratics 15- 3 Charm 15- 3 Climbing 12- 3 Combat Driving 12- 3 Combat Piloting 12- 3 Computer Programming 13- 3 Concealment 13- 3 Contortionist 12- 3 Conversation 15- 3 Criminology 13- 3 Cryptography 13- 5 Deduction 14- 10 Defense Maneuver I-IV 3 Demolitions 13- 3 Disguise 13- 3 Electronics 13- 3 Forensic Medicine 13- 3 Forgery 13- 3 Gambling 13- 3 High Society 15- 3 Interrogation 15- 3 Inventor 13- 3 Linguist 1 1) Language: Arabic (Modern) (fluent conversation) (2 Active Points) 1 2) Language: Cantonese (fluent conversation) (2 Active Points) 3 3) Language: English (idiomatic) (4 Active Points) 1 4) Language: Fox-code (fluent conversation) (2 Active Points) 1 5) Language: French (fluent conversation) (2 Active Points) 1 6) Language: German (fluent conversation) (2 Active Points) 1 7) Language: Japanese (fluent conversation) (2 Active Points) 1 8) Language: Mandarin (fluent conversation) (2 Active Points) 2 9) Language: Spanish (completely fluent) (3 Active Points) 3 Lipreading 13- 3 Lockpicking 12- 3 Mimicry 13- 3 Oratory 15- 2 PS 11- 3 PS: Finance 13- 1 Paramedics 8- 1 Persuasion 8- 3 Riding 12- 3 Scholar 2 1) KS (3 Active Points) 13- 2 2) KS (3 Active Points) 13- 2 3) KS (3 Active Points) 13- 2 4) KS (3 Active Points) 13- 2 5) KS (3 Active Points) 13- 2 6) KS: Common Knowledge (3 Active Points) 13- 3 Scientist 2 1) Science Skill 13- (3 Active Points) 2 2) Science Skill 13- (3 Active Points) 2 3) Science Skill 13- (3 Active Points) 2 4) Science Skill 13- (3 Active Points) 2 5) Science Skill 13- (3 Active Points) 2 6) Science Skill 13- (3 Active Points) 3 Security Systems 13- 3 Shadowing 13- 3 Sleight Of Hand 12- 3 Stealth 12- 3 Streetwise 15- 3 Survival 13- 11 TF: Common Motorized Ground Vehicles, Combat Aircraft, Equines, Hanggliding, Helicopters, Jetskis, Parachuting, Basic, SCUBA, Skiing (snow), Small Military Ships, Small Motorized Boats, Small Planes, Small Wind-Powered Boats 3 Tactics 13- 3 Teamwork 12- 3 Tracking 13- 3 Trading 15- 3 Traveler 2 1) AK (3 Active Points) 13- 2 2) AK (3 Active Points) 13- 2 3) AK (3 Active Points) 13- 2 4) AK (3 Active Points) 13- 2 5) AK (3 Active Points) 13- 2 6) AK (3 Active Points) 13- 3 Ventriloquism 13- 13 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Small Arms, Boomerangs and Throwing Clubs, Sling, Thrown Sword, Vehicle Weapons (group) 3 Weaponsmith 13- Skills Total: 279 Cost Perks 3 Well-Connected 1 1) Contact (2 Active Points) 11- 1 2) Contact (2 Active Points) 11- 1 3) Contact (2 Active Points) 11- 1 4) Contact (2 Active Points) 11- 1 5) Contact (2 Active Points) 11- 1 6) Contact (2 Active Points) 11- 1 7) Contact (2 Active Points) 11- 1 8) Contact (2 Active Points) 11- 1 9) Contact (2 Active Points) 11- 1 10) Contact (2 Active Points) 11- 1 11) Contact (2 Active Points) 11- 1 12) Contact (2 Active Points) 11- 1 13) Contact (2 Active Points) 11- 1 14) Contact (2 Active Points) 11- 1 15) Contact (2 Active Points) 11- 1 16) Contact (2 Active Points) 11- 1 17) Contact (2 Active Points) 11- 1 18) Contact (2 Active Points) 11- 1 19) Contact (2 Active Points) 11- 1 20) Contact (2 Active Points) 11- 1 21) Contact (2 Active Points) 11- 1 22) Contact (2 Active Points) 11- 8 Fringe Benefit: Membership: Fox CIrcle, Membership: honorary Centurian 15 Money: Filthy Rich Perks Total: 48 Cost Talents 10 Lightning Reflexes (+10 DEX to act first with All Actions) 4 Speed Reading (x10) 6 Combat Luck (3 PD/3 ED) 5 Eidetic Memory Talents Total: 25 Value Complications 5 Distinctive Features: Mystic Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort) 20 Hunted: Fox Rogue Gallery Infrequently (Mo Pow; NCI; Harshly Punish) 20 Physical Complication: Lame Leg (Very Frequently; Slightly Impairing) 15 Psychological Complication: Code vs Killing (Common; Strong) 20 Psychological Complication: Protective of San Corona (Common; Total) 5 Rivalry: Professional (Vanguard; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 10 Social Complication: Secret ID Infrequently, Major 5 Susceptibility: Spending more than 10 END in a turn 1d6 damage (Normal Damage) Instant (Uncommon) Complications Points: 100 Base Points: 200 Experience: 0 Experience Unspent: 0 Total Character Cost: 617
  18. JmOz

    Please Review NPC

    Probably a con and str around 25...max human in my game is 1.5 times the old ncm
  19. JmOz

    Please Review NPC

    Was going for the "aged master"
  20. JmOz

    Please Review NPC

    Forgot to add his various languagea
  21. JmOz

    Please Review NPC

    20. Cvk 10 physical (lame leg) 15 secret ID 30. Hunteds He is in his 80's...and cannot maintain field work Dropping the overalls could do it...most characters have their main skills at 19 but with limits (our detective has 5 skill levels with either oif or affected by mental sense powers) So will probably drop some or all of those skill levels .
  22. This character is an NPC Mentor type hero, worried he is to OP VAL CHA Cost Roll Notes 10 STR 0 11- HTH Damage 2d6 END [1] 23 DEX 26 14- 10 CON 0 11- 23 INT 13 14- PER Roll 14- 18 EGO 8 13- 20 PRE 10 13- PRE Attack: 4d6 6 OCV 15 6 DCV 15 3 OMCV 0 3 DMCV 0 4 SPD 20 Phases: 3, 6, 9, 12 5 PD 3 5 PD (0 rPD) 5 ED 3 5 ED (0 rED) 5 REC 1 25 END 1 10 BODY 0 30 STUN 5 Movement Cost Meters Notes RUNNING -4 8m/16m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 116 Cost Powers 60 Variable Power Pool, 40 base + 30 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (85 Active Points); Maximum of 15 Real Points (-1/2), Armory Based (-1/4), Only Found Ultra Tech (-1/4), Kit Based (-1/4) - END= Powers Total: 60 Cost Martial Arts 5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 6d6 Strike 5 Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike +4 DC 5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm 4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/10, Target Falls 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 4 Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +6 DC 4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +7 DC to Disarm 12 Weapon Element: Blades, Boomerangs and Throwing Clubs, Bows, Clubs, Crossbows, Empty Hand, Fist-Loads, Handguns, Karate Weapons, Ninja Weapons, Sling, Thrown Grenades, Thrown Knives, Axes, and Darts 16 +4 Ranged Damage Class(es) 16 +4 HTH Damage Class(es) Martial Arts Total: 98 Cost Skills 48 +4 Overall 20 +4 with a large group of attacks 3 Acrobatics 14- 3 Acting 13- 3 Animal Handler 13- 3 Breakfall 14- 3 Bribery 13- 3 Bugging 14- 3 Bureaucratics 13- 3 Charm 13- 3 Climbing 14- 3 Combat Driving 14- 3 Combat Piloting 14- 3 Computer Programming 14- 3 Concealment 14- 3 Contortionist 14- 3 Conversation 13- 3 Criminology 14- 3 Cryptography 14- 5 Deduction 15- 10 Defense Maneuver I-IV 3 Demolitions 14- 3 Disguise 14- 3 Electronics 14- 3 Forensic Medicine 14- 3 Forgery 14- 3 Gambling 14- 3 High Society 13- 3 Interrogation 13- 3 Inventor 14- 3 Linguist 3 1) Language: English (idiomatic) (4 Active Points) 3 Lipreading 14- 3 Lockpicking 14- 3 Mimicry 14- 3 Oratory 13- 2 PS 11- 3 PS: Finance 14- 1 Paramedics 8- 1 Persuasion 8- 3 Riding 14- 3 Scholar 2 1) KS (3 Active Points) 14- 2 2) KS (3 Active Points) 14- 2 3) KS (3 Active Points) 14- 2 4) KS (3 Active Points) 14- 2 5) KS (3 Active Points) 14- 2 6) KS: Common Knowledge (3 Active Points) 14- 3 Scientist 2 1) Science Skill 14- (3 Active Points) 2 2) Science Skill 14- (3 Active Points) 2 3) Science Skill 14- (3 Active Points) 2 4) Science Skill 14- (3 Active Points) 2 5) Science Skill 14- (3 Active Points) 2 6) Science Skill 14- (3 Active Points) 3 Security Systems 14- 3 Shadowing 14- 3 Sleight Of Hand 14- 3 Stealth 14- 3 Streetwise 13- 3 Survival 14- 11 TF: Common Motorized Ground Vehicles, Combat Aircraft, Equines, Hanggliding, Helicopters, Jetskis, Parachuting, Basic, SCUBA, Skiing (snow), Small Military Ships, Small Motorized Boats, Small Planes, Small Wind-Powered Boats 3 Tactics 14- 3 Teamwork 14- 3 Tracking 14- 3 Trading 13- 3 Traveler 2 1) AK (3 Active Points) 14- 2 2) AK (3 Active Points) 14- 2 3) AK (3 Active Points) 14- 2 4) AK (3 Active Points) 14- 2 5) AK (3 Active Points) 14- 2 6) AK (3 Active Points) 14- 3 Ventriloquism 14- 13 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Small Arms, Boomerangs and Throwing Clubs, Sling, Thrown Sword, Vehicle Weapons (group) 3 Weaponsmith 14- Skills Total: 294 Cost Perks 3 Well-Connected 1 1) Contact (2 Active Points) 11- 1 2) Contact (2 Active Points) 11- 1 3) Contact (2 Active Points) 11- 1 4) Contact (2 Active Points) 11- 1 5) Contact (2 Active Points) 11- 1 6) Contact (2 Active Points) 11- 1 7) Contact (2 Active Points) 11- 1 ? Contact (2 Active Points) 11- 1 9) Contact (2 Active Points) 11- 1 10) Contact (2 Active Points) 11- 1 11) Contact (2 Active Points) 11- 1 12) Contact (2 Active Points) 11- 1 13) Contact (2 Active Points) 11- 1 14) Contact (2 Active Points) 11- 1 15) Contact (2 Active Points) 11- 1 16) Contact (2 Active Points) 11- 1 17) Contact (2 Active Points) 11- 1 18) Contact (2 Active Points) 11- 1 19) Contact (2 Active Points) 11- 1 20) Contact (2 Active Points) 11- 1 21) Contact (2 Active Points) 11- 1 22) Contact (2 Active Points) 11- 8 Fringe Benefit: Membership: Fox CIrcle, Membership: honorary Centurian 15 Money: Filthy Rich Perks Total: 48 Base Points: 200 Experience: 0 Experience Unspent: 0 Total Character Cost: 616 Experience Unspent: 0 Total Character Cost: 152
  23. Yes alarms are part of security systems Clairsentience will be added Will consider the IIF, probably a good call Needs it's own computer...Spyder's is at his location (they will probably not meet him at first, just his Avatar), but the old guy (Grey Fox) will be on site some... The case files will be on the computer...Spyder also has access....
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