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Ratman

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  1. Re: Help with a Mystic hero OK here a rough draft. It is so hot off the press ...I have not even proofed it... Sam Molnar grew up with his grandfather. His mother left a little after her was born and his father died early. They did not have a lot of money growing up but they did not go hungry. He Grandfather was very much into tradition and learns the Chinook tribe history and traditions. When he was 9 years old his mother showed up to take him to live with her. His Grandfather fought it but in the end his mother win custody and brought him the Portland, OR. His grandfather was forbidden to see Sam. Portland was fine but his mom really was not there a lot of time. Sam had to fend for himself. In his loneliness Sam wrote to his grandfather. When he graduated he went from job to job for a while until he got hire to help a bounty hunter. His job was to find the criminals and feed the information to his boss. The boss would assemble a team to capture the criminals. About a year ago Sam had a strange dream… It started with his Grandfather fighting a human. They started wrestling and the man turned into a large black snake. His Grandfather somehow broke away and started casting spell. The snake finally bites the grandfather and his body falls over but standing in its place is an owl spirit. The owl start to fly away… and Sam wake up to a phone calls telling him that his grandfather had died. After the funeral Sam finds out that his Grandfather willed him a Feathered Cloak. That night Sam had his second dream. His father and grandfather and his entire ancestors came to him and explained that Sam was the only living relative of his grandfather. They tell him that it is his inheritance is to become a shaman. Sam wakes up and he can see people’s spirits and they whispers to him. He goes to work and starts tracking down a criminal and the spirits tell him what people are thinking. Then next night just his grandfather comes to him. He gives Sam a name of a mentor and where to find the mentor. Sam start training with the mentor on his days off. I have to talk to the GM to fill in the resent history, but this should do for now... I changed the character a little too Golden Eagle Val Char Cost 13 STR 3 15 DEX 15 18 CON 16 13 BODY 6 18 INT 8 23 EGO 26 23 PRE 13 10 COM 0 7/17 PD 4 7/17 ED 3 4 SPD 15 7 REC 0 36 END 0 29 STUN 0 6" RUN 0 2" SWIM 0 2 1/2" LEAP 0 Characteristics Cost: 109 Cost Power END 10 Shaman Inheritance: Elemental Control, 20-point powers 8 1) Spirit Whispers: Telepathy 2d6, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (22 Active Points); Receive Only (-1/2) 0 10 2) See Magic: Detect A Class Of Things 13- (Mystic Group), Discriminatory, Range, Targeting (25 Active Points); Always On (-1/2) 0 10 3) Mental Defense (25 points total) (20 Active Points) 0 40 Shaman Magic: Multipower, 80-point reserve, (80 Active Points); all slots Requires An INT Roll (-3/4), Gestures (-1/4) 1u 1) Vision Quests: Clairsentience (Sight And Hearing Groups), MegaScale (1" = 10,000 km; +1 1/4) (67 Active Points); No Conscious Control (-2), Precognition Only (-1), Only Through Dreams (-1), Requires An INT Roll (-3/4), Gestures (-1/4) 7 2u 2) Spirit Form: Desolidification (40 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 4 8m 3) Spirit Attack: Ego Attack 5d6 (Human Animal and Alien, Additional Class of Minds, Additional Class of Minds and Additional Class of Minds classes of minds) (80 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 8 2u 4) Spirit of the Night: Darkness to Sight Group 4" radius (40 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 4 3u 5) Friendly Spirit: Aid 2d6+1, all Magic powers simultaneously (+2) (69 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 0 2u 6) Spirit of the Earth: Force Wall (8 PD/8 ED) (40 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 4 3u 7) Drain magic: Drain BODY 4d6, any Magic power one at a time (+1/4), Ranged (+1/2) (70 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 7 7m 8) Spirit of the Sun: Energy Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 3 2u 9) Dampen Magic: Suppress 6d6, any Magic power one at a time (+1/4) (37 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 4 4u 10) Dispel Magic: Dispel 21d6, any Magic power one at a time (+1/4) (79 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 8 8 Eagle Cloak: Elemental Control, 30-point powers, (15 Active Points); all slots IAF (-1/2), Only In Heroic Identity (-1/4) 14 1) Invisibility to Sight, Mental and Mystic Groups and Normal Hearing , No Fringe (43 Active Points); IAF (-1/2), Incantations (-1/4), Only In Heroic Identity (-1/4) 4 8 2) Cloak's protection: Armor (10 PD/10 ED) (30 Active Points); IAF (-1/2), Only In Heroic Identity (-1/4) 0 Powers Cost: 142 Cost Skill 3 Bribery 14- 3 Bugging 13- 3 Bureaucratics 14- 3 Conversation 14- 3 Criminology 13- 3 Deduction 13- 3 Interrogation 14- 2 AK: The North West 11- 2 CK: Portland 11- 3 Persuasion 14- 3 Streetwise 14- 2 KS: Legends And Lore 11- 2 KS: Arcane And Occult Lore 11- Skills Cost: 35 Total Character Cost: 286 Base Points: 200 Experience Required: 86 Total Experience Available: 0 Experience Unspent: 0
  2. Re: Help with a Mystic hero I am writing up the background now. I will post it ASAP. I got the skills from the Champion's Genre Book on page 91 under the Investigator skills. I got to go. I will be back after lunch. Ratman
  3. Re: Help with a Mystic hero OK lets try this again... I have not make too many heroes...So my gaming group is started a Champions campaign. This is the start of my first Mystic hero... How does he look so far? I still have disadvantages and another 50 points to spend. How is he looking so far? do I need to bump ego or speed? REC? How are my power? He is a Occult Investigator. Golden Eagle Player: Val Char Cost 13 STR 3 15 DEX 15 18 CON 16 13 BODY 6 18 INT 8 23 EGO 26 23 PRE 13 10 COM 0 7/17 PD 4 7/17 ED 3 4 SPD 15 7 REC 0 36 END 0 29 STUN 0 6" RUN 0 2" SWIM 0 2 1/2" LEAP 0 Characteristic s Cost: 109 Cost Power END 10 Shaman Inheritance: Elemental Control, 20-point powers 8 1) Spirit Whispers: Telepathy 2d6, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (22 Active Points); Receive Only (-1/2) 0 10 2) See Magic: Detect A Class Of Things 13- (Mystic Group), Discriminatory, Range, Targeting (25 Active Points); Always On (-1/2) 0 17 3) Vision Quests: Precognitive Clairsentience (Sight And Hearing Groups And Mental Awareness), MegaScale (1" = 100 km; +3/4) (96 Active Points); No Conscious Control (-2), Precognition Only (-1), Only Through Dreams (-1) 10 10 4) Mental Defense (25 points total) (20 Active Points) 0 40 Shaman Magic: Multipower, 80-point reserve, (80 Active Points); all slots Requires An INT Roll (-3/4), Gestures (-1/4) 2u 1) Spirit Form: Desolidification (40 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 4 8m 2) Spirit Attack: Ego Attack 5d6 (Human Animal and Alien, Additional Class of Minds, Additional Class of Minds and Additional Class of Minds classes of minds) (80 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 8 2u 3) Spirit of the Night: Darkness to Sight Group 4" radius (40 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 4 3u 4) Friendly Spirit: Aid 2d6+1, all Magic powers simultaneously (+2) (69 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 0 2u 5) Spirit of the Earth: Force Wall (8 PD/8 ED) (40 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 4 3u 6) Drain magic: Drain BODY 4d6, any Magic power one at a time (+1/4), Ranged (+1/2) (70 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 7 7m 7) Spirit of the Sun: Energy Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 3 2u 8) Dampen Magic: Suppress 6d6, any Magic power one at a time (+1/4) (37 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 4 4u 9) Dispel Magic: Dispel 21d6, any Magic power one at a time (+1/4) (79 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 8 8 Eagle Cloak: Elemental Control, 30-point powers, (15 Active Points); all slots IAF (-1/2), Only In Heroic Identity (-1/4) 14 1) Invisibility to Sight, Mental and Mystic Groups and Normal Hearing , No Fringe (43 Active Points); IAF (-1/2), Incantations (-1/4), Only In Heroic Identity (-1/4) 4 8 2) Cloak's protection: Armor (10 PD/10 ED) (30 Active Points); IAF (-1/2), Only In Heroic Identity (-1/4) 0 Powers Cost: 158 Cost Skill 3 Bribery 14- 3 Bugging 13- 3 Bureaucratics 14- 3 Conversation 14- 3 Criminology 13- 3 Deduction 13- 3 Interrogation 14- 2 AK: The North West 11- 2 CK: Portland 11- 3 Persuasion 14- 3 Streetwise 14- Skills Cost: 31 Total Character Cost: 298 Base Points: 200 Experience Required: 98 Total Experience Available: 0 Experience Unspent: 0
  4. Re: Help with a Mystic hero What is the best way to post a character? Ratman
  5. I have not make too many heroes...So my gaming group is started a Champions campaign. This is the start of my first Mystic hero... How does he look so far? I still have 50 to add adjust him. Golden Eagle Player: Val Char Cost 13 STR 3 15 DEX 15 18 CON 16 13 BODY 6 18 INT 8 23 EGO 26 23 PRE 13 10 COM 0 7/17 PD 4 7/17 ED 3 4 SPD 15 7 REC 0 36 END 0 29 STUN 0 6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 109 Cost Power END 10 Shaman Inheritance: Elemental Control, 20-point powers 8 1) Spirit Whispers: Telepathy 2d6, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (22 Active Points); Receive Only (-1/2) 0 10 2) See Magic: Detect A Class Of Things 13- (Mystic Group), Discriminatory, Range, Targeting (25 Active Points); Always On (-1/2) 0 17 3) Vision Quests: Precognitive Clairsentience (Sight And Hearing Groups And Mental Awareness), MegaScale (1" = 100 km; +3/4) (96 Active Points); No Conscious Control (-2), Precognition Only (-1), Only Through Dreams (-1) 10 10 4) Mental Defense (25 points total) (20 Active Points) 0 40 Shaman Magic: Multipower, 80-point reserve, (80 Active Points); all slots Requires An INT Roll (-3/4), Gestures (-1/4) 2u 1) Spirit Form: Desolidification (40 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 4 8m 2) Spirit Attack: Ego Attack 5d6 (Human Animal and Alien, Additional Class of Minds, Additional Class of Minds and Additional Class of Minds classes of minds) (80 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 8 2u 3) Spirit of the Night: Darkness to Sight Group 4" radius (40 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 4 3u 4) Friendly Spirit: Aid 2d6+1, all Magic powers simultaneously (+2) (69 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 0 2u 5) Spirit of the Earth: Force Wall (8 PD/8 ED) (40 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 4 3u 6) Drain magic: Drain BODY 4d6, any Magic power one at a time (+1/4), Ranged (+1/2) (70 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 7 7m 7) Spirit of the Sun: Energy Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 3 2u 8) Dampen Magic: Suppress 6d6, any Magic power one at a time (+1/4) (37 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 4 4u 9) Dispel Magic: Dispel 21d6, any Magic power one at a time (+1/4) (79 Active Points); Requires An INT Roll (-3/4), Gestures (-1/4) 8 8 Eagle Cloak: Elemental Control, 30-point powers, (15 Active Points); all slots IAF (-1/2), Only In Heroic Identity (-1/4) 14 1) Invisibility to Sight, Mental and Mystic Groups and Normal Hearing , No Fringe (43 Active Points); IAF (-1/2), Incantations (-1/4), Only In Heroic Identity (-1/4) 4 8 2) Cloak's protection: Armor (10 PD/10 ED) (30 Active Points); IAF (-1/2), Only In Heroic Identity (-1/4) 0 Powers Cost: 158 Cost Skill 3 Bribery 14- 3 Bugging 13- 3 Bureaucratics 14- 3 Conversation 14- 3 Criminology 13- 3 Deduction 13- 3 Interrogation 14- 2 AK: The North West 11- 2 CK: Portland 11- 3 Persuasion 14- 3 Streetwise 14- Skills Cost: 31 Total Character Cost: 298 Base Points: 200 Experience Required: 98 Total Experience Available: 0 Experience Unspent: 0
  6. Re: Help with Sai (character review)I am going to get this thread back on track.I have updated my character and want a new review.Here are my changesRaised STR to 15raised Dex to 23lower INT to 15lower PRE to 10Raised PD to 10Raised ED to 10Remove the points on RECRemove the points on ENDRemoved Grandma and added a huntedRemoved Martial BindRemove Clairvoyance: Elemental Controlmoved the Read Object into Psi Powers: Multipower and changed the adventages and disadventages for it.Increase Psi Powers: Multipower to 60 pointsIncrease active points for Telepathy Scan, Deep Scan and Empower Sai to above 50 points.Added a mind scan power.Added Maze of the Mind (Entangle)Added Mind games (Mental Illusions)Drop Mind controlAdded Psi Blast (Ego Attack) without SiaLower Psi Shields (Mental Defense) to 15 I gave her a Magicial Sai.Make her Sai HtHKA and RKAAdded Instant Change poweer to the SiaChanged the Police Armor to Sai Armor.I think that is it.Where here the write up.SaiPlayer: Val** Char*** Cost 15** STR 5 23** DEX 39 23** CON 26 13** BODY 6 15** INT 5 23** EGO 26 10** PRE 0 18** COM 4 * 10/20** PD 7 10/20** ED 5 5** SPD 17 8** REC 0 46** END 0 33** STUN 0 *7"**RUN22"**SWIM03"**LEAP0Characteristics Cost: 142Cost** Power END 60** Psi Powers: Multipower, 60-point reserve* 1u** 1) Object Read: Retrocognitive Clairsentience (Sight Group And Normal Hearing) (45 Active Points); Retrocognition Only (-1), Fixed Perception Point (Of the object; -1), IAF (-1/2)* 4 6u** 2) Telepathy Scan: Telepathy 12d6 (Human class of minds) (60 Active Points)* 6 3u** 3) Search for minds: Mind Scan 7d6 (35 Active Points)* 3 2u** 4) Deep Scan: Telepathy 4 1/2d6 (Human class of minds), Cumulative (432 points; +1 1/2) (57 Active Points); Skin Contact Required (-1), Receive Only (-1/2), Concentration (1/2 DCV; -1/4)* 6 2u** 5) Telepathic Link: Mind Link , Any Willing Target, No LOS Needed, Number of Minds (x8) (40 Active Points); Feedback STUN Only (-1)* 0 5u** 6) Mind games: Mental Illusions 12d6 (60 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4)* 6 6u** 7) Maze of the Mind: Entangle 3d6, 2 DEF, Takes No Damage From Attacks Limited Group (Physical Attacks; +1/4), Based On EGO Combat Value (Mental Defense applies; +1) (56 Active Points)* 6 2u** 8) Ego Blast: Ego Attack 4d6 (Human class of minds) (40 Active Points); Increased Endurance Cost (x3 END; -1)* 12 2u** 9) Empower Sai: Ego Attack 6d6 (60 Active Points); OAF Durable Expendable (Easy to obtain new Focus; must use a Sai to attack; -1), Cannot Be Used Through Mind Link (-1/4), Conditional Power Power does not work if Sai attack fails (-1/4), Subject To Range Modifier (-1/4)* 6 10** Psi Shields: Mental Defense (15 points total)* 0 13** Sai Armor: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2), Activation Roll 14- (-1/2), Only In Heroic Identity (-1/4)* 0 10** Magicial Sai: Multipower, 25-point reserve, (25 Active Points); all slots OAF Unbreakable Expendable (Very Difficult to obtain new Focus; -1 1/2)* 1u** 1) Sai Strike: Killing Attack - Hand-To-Hand 2d6-1 (3d6 - 1 w/STR) (25 Active Points); OAF Unbreakable Expendable (Very Difficult to obtain new Focus; -1 1/2)* 2 1u** 2) Sai Throw: Killing Attack - Ranged 2d6-1 (25 Active Points); OAF Unbreakable Expendable (Very Difficult to obtain new Focus; -1 1/2), 2 Recoverable Charges (-1)* [2 rc] 1u** 3) Instant Change (any clothing): Cosmetic Transform 2d6 (Clothing into costume and vice-versa), Improved Target Group (+1/4) (12 Active Points); OAF Unbreakable Expendable (Very Difficult to obtain new Focus; -1 1/2), Limited Target Limited (-1/2)* 1 Powers Cost: 125Cost** Martial Arts Maneuver ** Saijutsu* 4** 1) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike* 4** 2) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* 4** 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 4** 4) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm* Martial Arts Cost: 16Cost** Skill 3** Acrobatics 14-* 2** AK: Portland 11-* 3** Analyze: Style: Combat 12-* 3** Breakfall 14-* 3** Criminology 12-* 9** +3 with any three maneuvers or a tight group of attacks* 3** Interrogation 11-* 2** KS 11-* 3** Security Systems 12-* 3** Shadowing 12-* 3** Stealth 14-* 2** WF: Common Martial Arts Melee Weapons* Skills Cost: 39Cost** Perk 1** Fringe Benefit: Black Belt* 2** Fringe Benefit: Local Police Powers* Perks Cost: 3Val** Disadvantages 15** Hunted: COD 8- (Mo Pow, Harshly Punish)* 20** Psychological Limitation: Code Vs Killing (Common, Total)* 15** Social Limitation: Subject to Orders (Frequently, Major)* 10** Physical Limitation: Plagued by Voices (Frequently, Slightly Impairing)* 10** Distinctive Features: Eugenics (Gen 3) (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)* 10** Physical Limitation: Takes on high emotions of a crowd mentally (Frequently, Slightly Impairing)* 10** Distinctive Features: Always waers gloves in public (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)* 15** Hunted: (Get name from GM) 8- (Mo Pow, Harshly Punish)* 10** Social Limitation: Trying to live up to dead Dad's Reputation (Occasionally, Major)* 5** Social Limitation: She like everything neat and orderly (Occasionally, Minor)* Disadvantage Points: 120Base Points: 200Experience Required: 5Total Experience Available: 5Experience Unspent: 0Total Character Cost: 325 Height: 1.72 m Hair: Black Weight: 64.00 kg Eyes: Brown Appearance: Personality: Quote:Background: Powers/Tactics: Campaign Use: Ratman
  7. Re: Help with Sai (character review) I think we have 3 UMA (well now 2) runing around the game table last night, but I will get to the store this weekend. I am working until late the next couple nights. I talked to the GM and he OK with changing Sai again. So I might have time tonight to work on her. I will post later. Ratman
  8. Re: Help with Sai (character review) Nexus, I agree with you, but not just Champions any campaign should do that. I have been Role playing for (OMG) 25 years. I have GMed around 15 campaigns that have lasted a minimum of 6 month and some many ran years long. I currently have one that is running into it is 4th year. So I have to agree with you 100%. A good gam e is want the player including the GM enjoys. I have run 4 good Hero campaigns. All was using another system other than Hero System. They all focused on role-playing, investigation, drama and then combat. The GM of Sai's game has played in 2 of them and says he enjoyed them. So that is why I build the hero I did. For this campaign I agree with Champsguy and I also agree that a heroes does not have to suck at combat to be a good role-playing character. I think a character has to fit with the game style. If your character is all combat and the game is investigation and drama with little combat that would be boring too. That said. Now onto the main topic of the thread. I would like to get some sort of version of Sai to work in this campaign or some sort of mentalist. I found out the max points on 1 power is 60 not 50. I am going to take Champsguy and sbarron suggestions and also pump up the main Multipower to be 60 points if I can. If I can not make it works I am going to drop the martial art stuffs and go just mentalist. Ratman PS - BTW I had picked up some ice cream for gaming last night. I was soo focused on what went wrong last night that I forgot it was in my gaming bag. I remembered this morning when I was getting ready for work... It looks like I only ruined 2 books. The one I will have to replace is my Champions Universe which I have used for helping my on my Hero Unlimited game and I think is a great book for any Hero GM and The Ultimate Martial Artist. So I was bummed out about this driving to work too. PSS - I will have to talk to my GM about Sai. I hope he feel the same way. PSS - Simplygnome, I am going to try and kept the Empower Sai attack in some form or another. I was wrong about the damage for the martial strike it has the STR damage already added into it. Giving a 15d6 attack. BTW I had some time to read the book last night =) before it got coated with ice cream.
  9. Re: Help with Sai (character review) I will think more about it tomorrow when I am not so bumbed. Thanks for the help. I really do appreciate it. Ratman
  10. Re: Help with Sai (character review) I am here to report what has happen when I played Sai. First off we had only 3 players tonight and 1 GM. The characters were Sai as above. Troll a High Def and regeneration character with lower damage for a Brick. I think 8d6 punch. A Energy Blaster every combat focus character. Made by someone who has played hero system for many years. 12d6 EB and also 5d6 Ego attack. I know of 2 other character that was not there. On is a bishop knock off and the other is a power suppression character. We had a every combat focus game session with little ot none Role playing. I think this will be normal as the GM stated, "A fun Champions campaign focuses on combat" (I will take that dare and create a Champion Campaign focused on drama and role playing, but that another thread) I got full stun to negative stun twice (by 2 different villains) and was negative stun another time. I spend more time recovering than playing. I am not sure I am going to keep this character. If I do Champsguy and sbarron are at the top of my list. BTW this is not my first character I have made in Champions. This is my second in 5th ed. (the first I did not play more than one session) and I have made 4 others that were 2nd and 3rd editions about 20 years ago. Ratman
  11. Re: Help with Sai (character review) I also wanted to thank everyone for helping me with ideas and rules. If you have new ideas for how she should go from here I would like to hear them. BTW I am player her tonight. Ratman
  12. Re: Help with Sai (character review)Well My GM and I went thru the character just now and here is how she looks.I still want help with her. I am going to write up her backgound and I will get some exp soon to help her get some powers. Sai Val** Char*** Cost 13** STR 3 13** DEX 9 13** CON 6 13** BODY 6 18** INT 8 23** EGO 26 14** PRE 4 18** COM 4 * 3/12** PD 0 3/12** ED 0 5** SPD 27 7** REC 2 32** END 3 27** STUN 0 * 7"** RUN 2 2"** SWIM 0 2 1/2"** LEAP 0 Characteristics Cost: 100 Cost** Power END 16** Clairvoyance: Elemental Control, 32-point powers* 8** 1) Visions: Precognitive Clairsentience (Sight Group And Normal Hearing), Reduced Endurance (0 END; +1/2) (67 Active Points); No Conscious Control (-2), Precognition Only (-1), Fixed Perception Point (-1), Vague and Unclear (-1/2), Only Through The Senses Of Others (-1/2)* 0 9** 2) Object Read: Retrocognitive Clairsentience (Sight Group And Normal Hearing), Reduced Endurance (0 END; +1/2) (67 Active Points); No Conscious Control (-2), Retrocognition Only (-1), Fixed Perception Point (Of the object; -1), IAF (-1/2)* 0 16** 3) Danger Sense (immediate vicinity, any danger, Function as a Sense) (32 Active Points) 13-* 11** 4) Precognitive Dodge: +7 with DCV (35 Active Points); Requires An EGO Roll (RSR Skill is subject to Skill vs. Skill contests; -3/4)* 50** Psi Powers: Multipower, 50-point reserve* 5u** 1) Mind Scan: Telepathy 8d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4) (50 Active Points)* 2 2u** 2) Deep Scan: Telepathy 4d6 (Human class of minds), Cumulative (384 points; +1 1/2) (50 Active Points); Skin Contact Required (-1), Receive Only (-1/2), Concentration (1/2 DCV; -1/4)* 5 4m** 3) Telepathic Link: Mind Link , Any Willing Target, No LOS Needed, Number of Minds (x8) (40 Active Points); Feedback STUN Only (-1)* 0 5u** 4) Psi Control: Mind Control 10d6 (50 Active Points)* 5 3m** 5) Empower Sai: Ego Attack 5d6 (50 Active Points); OAF Durable Expendable (Difficult to obtain new Focus; must use Sai; -1 1/4), Cannot Be Used Through Mind Link (-1/4), Conditional Power Power does not work if Sai attack fails (-1/4), Subject To Range Modifier (-1/4)* 5 12** Psi Shields: Mental Defense (17 points total)* 0 13** Police Armor: Armor (9 PD/9 ED) (27 Active Points); Activation Roll 14- (-1/2), OIF (-1/2)* 0 7** Sai: Multipower, 15-point reserve, (15 Active Points); all slots OAF Durable Expendable (Difficult to obtain new Focus; -1 1/4)* 1u** 1) Sai strike: Hand-To-Hand Attack +2d6, Armor Piercing (+1/2) (15 Active Points); OAF Durable Expendable (Difficult to obtain new Focus; -1 1/4), Hand-To-Hand Attack (-1/2)* 1 1u** 2) Sai Throw: Energy Blast 3d6 (15 Active Points); OAF Durable Expendable (Difficult to obtain new Focus; -1 1/4), 2 Recoverable Charges (-1)* [2 rc] Powers Cost: 163 Cost** Martial Arts Maneuver ** Saijutsu* 4** 1) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 4 1/2d6 Strike* 4** 2) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* 4** 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 4** 4) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 23 STR to Disarm* 4** 5) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 23 STR* Martial Arts Cost: 20 Cost** Skill 3** Acrobatics 12-* 2** AK: Portland 11-* 3** Analyze: Style: Combat 13-* 3** Breakfall 12-* 3** Criminology 13-* 9** +3 with any three maneuvers or a tight group of attacks* 3** Interrogation 12-* 2** KS 11-* 3** Security Systems 13-* 3** Shadowing 13-* 3** Stealth 12-* 2** WF: Common Martial Arts Melee Weapons* Skills Cost: 39 Cost** Perk 1** Fringe Benefit: Black Belt* 2** Fringe Benefit: Local Police Powers* Perks Cost: 3 Val** Disadvantages 15** Hunted: COD 8- (Mo Pow, Harshly Punish)* 20** Psychological Limitation: Code Vs Killing (Common, Total)* 15** Social Limitation: Subject to Orders (Frequently, Major)* 10** Physical Limitation: Plagued by Voices (Frequently, Slightly Impairing)* 10** Distinctive Features: Eugenics (Gen 3) (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)* 10** Physical Limitation: Takes on high emotions of a crowd mentally (Frequently, Slightly Impairing)* 10** Distinctive Features: Always waers gloves in public (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)* 15** Dependent NPC: Grandmother 8- (Incompetent)* 10** Social Limitation: Trying to live up to dead Dad's Reputation (Occasionally, Major)* 5** Social Limitation: She like everything neat and orderly (Occasionally, Minor)* Disadvantage Points: 120Cost Summary:Base Points:200Disadvantage Points: 120Experience Required: 5Total Experience Available: 5Total Character Cost: 325Height: 1.72 mHair: BlackWeight: 64.00 kgEyes: BrownAppearance: Personality: Quote:Background: Powers/Tactics: Campaign Use:
  13. Re: Help with Sai (character review) I will drop acrobatics and add to the Sai Multipower. I make it 3d6 because of points and I was going to add the throw with the Empower Sai power making the Sai throw a 11d6 blast. Is the do able? Ratman
  14. Re: Help with Sai (character review) I quickly added while at work and I never even thought about making it a Focus. Thanks for the update and I feel better about takng the cop thing off. Ratman
  15. Re: Help with Sai (character review)OK at lunch I changed her like this. I dropped Sai with Psi and Psi Blast for Empower Sai.I added Police armor.I added Sai. BTW I still not know what lockout is but I will check the book after this post.It looks like I did not do the STR on the Sai disarm correctly. I will have to figure that out.I add the Neat disadvantage.OK I need to go and eat. Thanks for the help everyone. Please kept it up.Ratman Sai Val** Char*** Cost 28** STR 3 13** DEX 9 13** CON 6 13** BODY 6 18** INT 8 23** EGO 26 14** PRE 4 18** COM 4 * 3/11** PD 0 3/10** ED 0 5** SPD 27 7** REC 2 32** END 3 27** STUN 0 * 7"** RUN 2 2"** SWIM 0 5 1/2"** LEAP 0 Characteristics Cost: 100 Cost** Power END 16** Clairvoyance: Elemental Control, 32-point powers* 8** 1) Visions: Precognitive Clairsentience (Sight Group And Normal Hearing), Reduced Endurance (0 END; +1/2) (67 Active Points); No Conscious Control (-2), Precognition Only (-1), Fixed Perception Point (-1), Vague and Unclear (-1/2), Only Through The Senses Of Others (-1/2)* 0 9** 2) Object Read: Retrocognitive Clairsentience (Sight Group And Normal Hearing), Reduced Endurance (0 END; +1/2) (67 Active Points); No Conscious Control (-2), Retrocognition Only (-1), Fixed Perception Point (Of the object; -1), IAF (-1/2)* 0 16** 3) Danger Sense (immediate vicinity, any danger, Function as a Sense) (32 Active Points) 13-* 13** 4) Precognitive Dodge: +7 with DCV (35 Active Points); Requires An EGO Roll (-1/2)* 50** Psi Powers: Multipower, 50-point reserve* 5u** 1) Mind Scan: Telepathy 8d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4) (50 Active Points)* 2 2u** 2) Deep Scan: Telepathy 4d6 (Human class of minds), Cumulative (384 points; +1 1/2) (50 Active Points); Skin Contact Required (-1), Receive Only (-1/2), Concentration (1/2 DCV; -1/4)* 5 2u** 3) Telepathic Link: Mind Link , Any Willing Target, No LOS Needed, Number of Minds (x8) (40 Active Points); Feedback STUN Only (-1)* 0 5u** 4) Psi Control: Mind Control 10d6 (50 Active Points)* 5 3u** 5) Empower Sai: Energy Blast 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Variable Limitations (requires -1 worth of Limitations; must be used with Sai or functions at half power; -1/2), Beam (-1/4)* 2 12** Psi Shields: Mental Defense (17 points total)* 0 11** Police Armor: Armor (8 PD/7 ED) (23 Active Points); Activation Roll 14- (-1/2), Real Armor (-1/4), Only In Police Identity (-1/4)* 0 7** Sai: Multipower, 15-point reserve, (15 Active Points); all slots OAF (-1)* 1u** 1) Sai strike: Hand-To-Hand Attack +2d6 (10 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)* 1 1u** 2) Sai Throw: Energy Blast 3d6 (15 Active Points); OAF (-1), Lockout (-1/2)* 1 1u** 3) Sai disarm: +15 STR (15 Active Points); Variable Limitations (requires -2 worth of Limitations; Only to Disarm ; -1), OAF (-1), No Figured Characteristics (-1/2)* 1 Powers Cost: 162 Cost** Martial Arts Maneuver ** Saijutsu* 4** 1) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 7 1/2d6 Strike* 4** 2) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* 4** 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 4** 4) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 38 STR to Disarm* 4** 5) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 38 STR* Martial Arts Cost: 20 Cost** Skill 3** Acrobatics 12-* 2** AK: Portland 11-* 3** Analyze: Style: Combat 13-* 3** Breakfall 12-* 3** Criminology 13-* 9** +3 with any three maneuvers or a tight group of attacks* 3** Interrogation 12-* 2** KS 11-* 3** Security Systems 13-* 3** Shadowing 13-* 3** Stealth 12-* 2** WF: Common Martial Arts Melee Weapons* Skills Cost: 39 Cost** Perk 1** Fringe Benefit: Black Belt* 1** Fringe Benefit: Licensed Psionic* 2** Fringe Benefit: Local Police Powers* Perks Cost: 4 Val** Disadvantages 15** Hunted: Black Sai 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)* 20** Psychological Limitation: Code Vs Killing (Common, Total)* 15** Social Limitation: Subject to Orders (Frequently, Major)* 10** Physical Limitation: Plagued by Voices (Frequently, Slightly Impairing)* 15** Distinctive Features: Eugenics (Gen 3) (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses)* 10** Physical Limitation: Takes on high emotions of a crowd mentally (Frequently, Slightly Impairing)* 10** Distinctive Features: Always waers gloves in public (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)* 15** Dependent NPC: Grandmother 8- (Incompetent)* 10** Social Limitation: Trying to live up to dead Dad's Reputation (Occasionally, Major)* 5** Social Limitation: SHe like everything neat and orderly (Occasionally, Minor)* Disadvantage Points: 125Cost Summary:Base Points:200Disadvantage Points: 125Total Experience Available: 0Total Character Cost: 325Height: 1.72 mHair: BlackWeight: 64.00 kgEyes: BrownAppearance: Personality: Quote:Background: Powers/Tactics: Campaign Use:
  16. Re: Help with Sai (character review) What is Lock out? Ratman
  17. Re: Help with Sai (character review) sbarron, I am at work too. I have the books out in my car so I will look at lunch. I also work with my GM so I have sent him an email on it. Maybe I will take the Sai with Psi power and Psi Blast out and make that a Telepathy power Multipower. than make Sai multipower. Thanks for the help. Ratman
  18. Re: Help with Sai (character review) Should I create a Sai like a 1d6 HTH attack? Ratman
  19. Re: Help with Sai (character review) Shhh I am at work. (looks both ways) I was thinking about the PD/ED issue on the way to work. What about Police armor or super police armor 10 PD / 10 ED Armor in hero form or while on active duty as Disadvantages. I will dich two weapon fighting. sbarron, This is a superheroic game. I thought that adding the OAF to Sai with Psi power would make this a Sai. Did I do this wrong? Is that the best way? While I was driving in I thought about the Sai with psi power. If it is done right, can I use it with MA moves and add my STR? So like this... Sai with Psi 8d6 (2 END) + Martial Strike 4 1/2d6 (END ?) + STR 2 1/2d6 END(1) = 15d5 for 3 + ? END Am I doing that right? Ratman
  20. Re: Help with Sai (character review) I got the changes in before work. Another limitation we have is no more 50 points on one power. I have 4 more points as is or 9 more points if I take a 5 point disadvantage. I am willing to shift points and drop power to get a good character. Here is my new copy. BTW I did have the label on the CS but they are not coming out in the export. Sai Player: Val** Char*** Cost 13** STR 3 13** DEX 9 13** CON 6 13** BODY 6 18** INT 8 23** EGO 26 14** PRE 4 18** COM 4 * 3** PD 0 3** ED 0 5** SPD 27 7** REC 2 32** END 3 27** STUN 0 *7"**RUN22"**SWIM02 1/2"**LEAP0Characteristics Cost: 100 Cost** Power END 16** Clairvoyance: Elemental Control, 32-point powers* 8** 1) Visions: Precognitive Clairsentience (Sight Group And Normal Hearing), Reduced Endurance (0 END; +1/2) (67 Active Points); No Conscious Control (-2), Precognition Only (-1), Fixed Perception Point (-1), Vague and Unclear (-1/2), Only Through The Senses Of Others (-1/2)* 0 9** 2) Object Read: Retrocognitive Clairsentience (Sight Group And Normal Hearing), Reduced Endurance (0 END; +1/2) (67 Active Points); No Conscious Control (-2), Retrocognition Only (-1), Fixed Perception Point (Of the object; -1), IAF (-1/2)* 0 16** 3) Danger Sense (immediate vicinity, any danger, Function as a Sense) (32 Active Points) 13-* 13** 4) Precognitive Dodge: +7 with DCV (35 Active Points); Requires An EGO Roll (-1/2)* 50** Psi Powers: Multipower, 50-point reserve* 5u** 1) Mind Scan: Telepathy 8d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4) (50 Active Points)* 2 2u** 2) Deep Scan: Telepathy 4d6 (Human class of minds), Cumulative (384 points; +1 1/2) (50 Active Points); Skin Contact Required (-1), Receive Only (-1/2), Concentration (1/2 DCV; -1/4)* 5 2u** 3) Telepathic Link: Mind Link , Any Willing Target, No LOS Needed, Number of Minds (x8) (40 Active Points); Feedback STUN Only (-1)* 0 5u** 4) Psi Control: Mind Control 10d6 (50 Active Points)* 5 2u** 5) Sai with Psi: Hand-To-Hand Attack +8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)* 2 3u** 6) Psi blast: Ego Attack 5d6 (Human class of minds) (50 Active Points); Beam (-1/4), Visible (-1/4)* 5 12** Psi Shields: Mental Defense (17 points total)* 0 Powers Cost: 143 Cost** Martial Arts Maneuver ** Saijutsu* 4** 1) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 4 1/2d6 Strike* 4** 2) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* 4** 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 4** 4) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 23 STR to Disarm* 4** 5) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 23 STR* Martial Arts Cost: 20 Cost** Skill 3** Acrobatics 12-* 2** AK: Portland 11-* 3** Analyze: Style: Combat 13-* 3** Breakfall 12-* 3** Criminology 13-* 9** +3 with any three maneuvers or a tight group of attacks* 3** Interrogation 12-* 2** KS 11-* 3** Security Systems 13-* 3** Shadowing 13-* 3** Stealth 12-* 10** Two-Weapon Fighting (HTH) * 2** WF: Common Martial Arts Melee Weapons* Skills Cost: 49 Cost** Perk 1** Fringe Benefit: Black Belt* 1** Fringe Benefit: Licensed Psionic* 2** Fringe Benefit: Local Police Powers* Perks Cost: 4 Total Character Cost: 316 Val** Disadvantages 15** Hunted: Black Sai 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)* 20** Psychological Limitation: Code Vs Killing (Common, Total)* 15** Social Limitation: Subject to Orders (Frequently, Major)* 10** Physical Limitation: Plagued by Voices (Frequently, Slightly Impairing)* 15** Distinctive Features: Eugenics (Gen 3) (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses)* 10** Physical Limitation: Takes on high emotions of a crowd mentally (Frequently, Slightly Impairing)* 10** Distinctive Features: Always waers gloves in public (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)* 15** Dependent NPC: Grandmother 8- (Incompetent)* 10** Social Limitation: Trying to live up to dead Dad's Reputation (Occasionally, Major)* Disadvantage Points: 120 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  21. Re: Help with Sai (character review) Well now that I had some sleep, I feel better. HewhoisMatt, What do you need to know? I know it a 200 base game with 125 disadvantages. There about 5 heroes with no limited on origin. I think we have a Troll (Brick) and a character like bishop (absorption and redirect) character. I not sure what else. I will change the slots and get the Weapon Familiarity. I was going to get WF I just forgot. WHat kind of def should I get? A force field base on TK? I was thinking the Precognitive Dodge would help. Thank you for your advice. I would like to 'hear' more. Alibear, I was not sure If he want to me buy that or not so to be on the safe side I thought I would get it. What is a WPN element unarmed for your Martial Art? I am not sure what everyone is like we have not played yet. The other characters sound more combat focused. The first "with any three maneuvers or a tight group of attacks: is with Saijutsu. The second is with my Psi Powers Multipower. The analyze is for martial arts. I was thinking the Skill v Skill on my Precognitive Dodge would be ... Some sort of EGO vs ECV of the attacker but that does not make sense now... It would make more sense to make it a danger sense or something like that... I will take breakfall. I like that one! What would you suggest for other police skills? I will look later today at the skill I did them first and was trying to 'save' points for my powers. I can only get another 5 disadvantages. Thanks for the help. Please ask questions and I will try and respond ASAP. Ratman PS I will change the character and try to repost later today.
  22. Hi Everyone, I am new to the boards and some what new to Champions and Hero System. I have created maybe a handfull of Hero system characters. My gaming group is starting a Champion campaign and I want help with my character. I just spent the last 3 hours creating her and I would like some imput on her. Background She is a mutant. They call them Eugenics in this campaign. He a super cop. She is a mentalist with a little bit of martial arts. Her Mental powers have 2 focus areas clairvoyance and Psi powers. I think her Clairvoyance power can describle themselves, but I am not sure about her Psi power Multipower. I think I did it right for the Telepathy powers, but slot 5 and 6 I am not sure about. Slot 5 'Sai with Psi' power I want some focus on. Here the idea around the character. She can empower her Sai with Psi energy. I am not sure if I can do that or if I did it right. I want her to be able to Ego atttack from range if she has too, but that brings up should I even have the slot 5 power? Please help me if you can. Sai Player: Val** Char*** Cost 13** STR 3 13** DEX 9 13** CON 6 13** BODY 6 18** INT 8 23** EGO 26 14** PRE 4 18** COM 4 * 3** PD 0 3** ED 0 5** SPD 27 7** REC 2 32** END 3 27** STUN 0 *7"**RUN22"**SWIM02 1/2"**LEAP0Characteristics Cost: 100 Cost** Power END 16** Clairvoyance: Elemental Control, 32-point powers* 8** 1) Visions: Precognitive Clairsentience (Sight Group And Normal Hearing), Reduced Endurance (0 END; +1/2) (67 Active Points); No Conscious Control (-2), Precognition Only (-1), Fixed Perception Point (-1), Vague and Unclear (-1/2), Only Through The Senses Of Others (-1/2)* 0 9** 2) Object Read: Retrocognitive Clairsentience (Sight Group And Normal Hearing), Reduced Endurance (0 END; +1/2) (67 Active Points); No Conscious Control (-2), Retrocognition Only (-1), Fixed Perception Point (Of the object; -1), IAF (-1/2)* 0 16** 3) Danger Sense (immediate vicinity, any danger, Function as a Sense) (32 Active Points) 13-* 11** 4) Precognitive Dodge: +7 with DCV (35 Active Points); Requires An EGO Roll (RSR Skill is subject to Skill vs. Skill contests; -3/4)* 50** Psi Powers: Multipower, 50-point reserve* 5u** 1) Mind Scan: Telepathy 8d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4) (50 Active Points)* 2 2u** 2) Deep Scan: Telepathy 4d6 (Human class of minds), Cumulative (384 points; +1 1/2) (50 Active Points); Skin Contact Required (-1), Receive Only (-1/2), Concentration (1/2 DCV; -1/4)* 5 4m** 3) Telepathic Link: Mind Link , Any Willing Target, No LOS Needed, Number of Minds (x8) (40 Active Points); Feedback STUN Only (-1)* 0 5u** 4) Psi Control: Mind Control 10d6 (50 Active Points)* 5 4m** 5) Sai with Psi: Hand-To-Hand Attack +8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)* 2 7m** 6) Psi blast: Ego Attack 5d6 (Human class of minds) (50 Active Points); Beam (-1/4), Visible (-1/4)* 5 12** Psi Shields: Mental Defense (17 points total)* 0 Powers Cost: 149 Cost** Martial Arts Maneuver ** Saijutsu* 4** 1) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 4 1/2d6 Strike* 4** 2) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* 4** 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 4** 4) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 23 STR to Disarm* 4** 5) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 23 STR* Martial Arts Cost: 20 Cost** Skill 3** Acrobatics 12-* 3** Analyze: Style: Agility Skills 13-* 3** Security Systems 13-* 3** Shadowing 13-* 3** Stealth 12-* 3** Criminology 13-* 3** Interrogation 12-* 2** AK: Portland 11-* 9** +3 with any three maneuvers or a tight group of attacks* 2** KS 11-* 10** Two-Weapon Fighting (HTH) * 3** +1 with any three maneuvers or a tight group of attacks* Skills Cost: 47 Cost** Perk 2** Fringe Benefit: Local Police Powers* 1** Fringe Benefit: Licensed Psionic* 1** Fringe Benefit: Black Belt* Perks Cost: 4 Total Character Cost: 320 Val** Disadvantages 15** Hunted: Black Sai 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)* 20** Psychological Limitation: Code Vs Killing (Common, Total)* 15** Social Limitation: Subject to Orders (Frequently, Major)* 10** Physical Limitation: Plagued by Voices (Frequently, Slightly Impairing)* 15** Distinctive Features: Eugenics (Gen 3) (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses)* 10** Social Limitation: Take on high emotions of a crowd mentally (Frequently, Minor)* 10** Distinctive Features: Always waers gloves in public (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)* 15** Dependent NPC: Grandmother 8- (Incompetent)* 10** Social Limitation: Trying to live up to dead Dad's Reputation (Occasionally, Major)* Disadvantage Points: 120 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Ratman PS - I am up late so please forgive my typing.
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