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Doc Samson

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Everything posted by Doc Samson

  1. Re: Looking for playability criticisms Desolidification only vs Death?
  2. Re: Looking for playability criticisms Do you think I should put a Suppress vs. (Suppress vs. Regeneration) in my Multipower? Just kidding!
  3. Re: Looking for playability criticisms Thank you Hugh. I will definitely take one of your recommendations for how to handle the Distinctive Features. They all seem solid so I have to decide which will play the best for me. I made a few very small changes to his background description to represent that he is not a research scientist himself but an industrial consultant.
  4. Re: Looking for playability criticisms Wow, great feedback all. Thank you. His primary combat power is meant to be Growth but I know from past experience that many situations (narrow hallways for example) don't allow it. The Stretching + STR power allows him to contribute (with less overall effectiveness) when Growth is not possible. Please note that the Damage Negation is meant to counteract the fact that his DCV is 4 when grown which makes multiple attacks, move throughs, and called shots (if allowed in the game) to be very dangerous. This is a cool idea. Thank you. Seconded. Thank you for your time, it is much appreciated. I will take it all into consideration. I will try to answer a few concerns below. 1. When Grown his CON is 30, PD and ED are 30, PRE is 30, and STUN is 60. I am not sure my GM would allow me go higher than those values for a new character in a standard superhero game but I will ask. 2. Desolidification - He's a Man-Thing/ Swamp Thing homage. Man-Thing is made of muck and can squeeze through small spaces. That is the effect I was looking for. 3. Extra Limbs are set at 10 just because I'm not sure what I would do with more than that. 4. Resurrection - Good point. If allowed I would make it that he cannot Resurrect from fire damage. 5. Skills - I'll spare you the boring details about my job but I do compliance consulting for scientists in many different fields that I do not have a background in. IMHO a good coach doesn't need to be a player himself, he just needs to be able to identify and cultivate someone else's talent. I intended Tactics and Deduction to represent the character's problem solving abilities and not reflect military training. 6. The Distinctive Features - I was not aware the combination was illegal. I will look into it. [edit] Distinctive Features - I am not sure what to do here. Due to past experiences playing monster characters, I wanted to make sure the character could take part in all that stuff in between combats (in our games combats tend to make up less of the game than roleplaying). I originally wanted the character to be able to return to a human, or human-like form but be scary monster when "powered-up". What would be the best way to do this? I thought an easily concealable Distinctive Features would represent that he is not as scary when not using his power. Should I be looking into an Alternate ID or Multiform instead? I have a Dependence on the sheet. I think that is what he meant. As above, I will have fire disable the Resurrect. It will also make the Hunted a lot more scary. I picture a Hunted confrontation being extremely difficult when his team is not around. I need to flesh out the motivations of the Hunted. All I have so far is that she was the saboteur that created the explosion that gave him his powers and was also given powers by the same blast (what the heck was in that reactor?). Sounds good to me. It wasn't my intention to make some encounters trivial but only to represent the many times characters like the Heap, Man-Thing, Swamp Thing, and Solomon Grundy seem to survive death.
  5. Re: Looking for playability criticisms Thank you for the feedback. I had a similar thought and wanted to leave his core stats and life support without limitations so he would not be a complete normal in situations where the team has been "de-powered".
  6. Re: Looking for playability criticisms I beefed up his defenses a little while grown. I had to resort to Unified Power on some powers to free up some points though from a play point of view it may be appropriate as I kind of look at his various abilities as extensions of one power.
  7. Re: Looking for playability criticisms Heya Oddhat. Thank you for the input I agree, his defenses should be beefed up a bit when grown. I will make some adjustments. I was actually hoping to use the Shape Shift to ooze through spaces the character could normally not fit into per Touch Group Shape Shift without having to resort to Desolidification ("alter his actual physical shape or mass distribution (though his total mass would not change), thus allowing him to, for example, slip out of bonds, radically alter his form, or within reason to fit through openings a human-shaped being cannot fit through (the classic meaning of “shifting shape”)"). On a side note, boy do I regret not being able to grab a spot in your group (my daughter had just been born). I haven't been able to get anything going since.
  8. Re: Looking for playability criticisms Good point. I'll make some adjustments. Thank you. (edit) Wow, your right. My END expenditure is almost as bad even when not using Growth. I will definitely need to look into some END advantages when I get experience points.
  9. Hi all. I am trying to get some of my friends to start up a game again and wanted to have character ready in the hopes I am successful. Please my character below and let me know what you think from a playability standpoint. While I have a lot of experience making characters (especially Bricks), it has been a long time since I have played and this will be our first 6E game. On a side note, I roughly based his power levels on the Brick's section of Champions (it was posted as a sneak peak a few months back) as I seem to make Brick's that are either too durable or not durable enough. The character is a Man-Thing/ Swamp Thing(/ Heap) homage. We will likely be playing a 6E standard superhero game. Thank you in advance for replies. Character Name: Protean Alternate Identities: Eric Emmelman CHARACTERISTICS Val Char Base Points Total Roll Notes 30 STR 10 20 30 15- HTH Damage 6d6 END [3] 13 DEX 10 6 13 12- 20 CON 10 10 20 13- 18 INT 10 8 18 13- PER Roll 13- 20 EGO 10 10 20 13- 20 PRE 10 10 20 13- PRE Attack: 4d6 8 OCV 3 25 8 8 DCV 3 25 8 3 OMCV 3 0 3 8 DMCV 3 15 8 9 PD 2 7 9/24 9/24 PD (0/15 rPD) 9 ED 2 7 9/24 9/24 ED (0/15 rED) 5 SPD 2.0 30 5 Phases: 3, 5, 8, 10, 12 10 REC 4 6 10 60 END 20 8 60 14 BODY 10 4 14 48 STUN 20 14 48 12" Running 12 0 12m 4" Swimming 4 0 4m 4" Leaping 4 0 4m 205 Total Characteristics Points SKILLS Cost Name 6 +2 with a small group of attacks (Grab, Move Through, and Strike) 3 Deduction 13- 3 Science Skill: Behavioral Psychology 13- 3 +1 with any three pre-defined Skills (Deduction, SS: Psychology, Tactics) 3 Tactics 13- 7 Teamwork 14- 25 Total Skills Cost POWERS Cost Power END 40 Plant and Wood Powers: Multipower, 50-point reserve, (50 Active Points); all slots Unified Power (-1/4) 3f 1) Desolidification (affected by Fire Attacks), Invisible Power Effects (Inobvious to [sight Group]; +1/4) (50 Active Points); Cannot Pass Through Solid Objects (-1/2), Unified Power (-1/4) 5 3f 2) Growth (+30 STR, +10 CON, +10 PRE, +6 PD, +6 ED, +6 BODY, +12 STUN, +3m Reach, +24m Running, -12m KB, 801-6,400 kg, +4 to OCV to hit, +4 to PER Rolls to perceive character, 5-8m tall, 3-4m wide) (50 Active Points); Power Only Works While Character Is Touching The Ground (-1/4), Unified Power (-1/4) 5 4f 3) Selective Growth: (Total: 50 Active Cost, 36 Real Cost) Stretching 16m (16 Active Points); Unified Power (-1/4) (Real Cost: 13) plus +30 STR (30 Active Points); Linked (Stretching; -1/4), Unified Power (-1/4) (Real Cost: 20) plus Indirect (Source Point is the same for every use, path is from Source Point to target (the ground); +1/4); Unified Power (-1/4) for up to 16 Active Points of Stretching (4 Active Points) (Real Cost: 4) 6 3f 4) Tunneling 24m through 8 PD material, Fill In (50 Active Points); Limited Medium Limited (soil and rock only) (-1/2), Unified Power (-1/4) 5 7 Rooting: Clinging (normal STR) (10 Active Points); Power Only Works While Character Is Touching The Ground (-1/4), Unified Power (-1/4) 0 20 Damage Negation (-4 DCs Physical, -4 DCs Energy) (40 Active Points); Linked (Growth; -1/2), Power Only Works While Character Is Touching The Ground (-1/4), Unified Power (-1/4) 0 3 Extra Limbs (10) (5 Active Points); Linked (Selective Growth; -1/2), Unified Power (-1/4) 0 18 Self-Contained Ecosystem: Life Support (Eating: Character does not eat; Longevity: Immortal; Self-Contained Breathing) 0 33 Regeneration (1 BODY per Turn), Can Heal Limbs, Resurrection (character can’t be Resurrected if killed by fire) (41 Active Points); Power Only Works While Character Is Touching The Ground (-1/4) 0 36 Resistant Protection (15 PD/15 ED) (45 Active Points); Unified Power (-1/4) 0 170 Total Powers Cost 400 Total Character Cost COMPLICATIONS Cost Complication 5 Dependence: Water Takes 3d6 Damage (Very Common; 1 Day) 15 Distinctive Features: Shambling Swamp Creature (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses) 20 Hunted: Sulfuria (fire powers, industrial espionage skills) Infrequently (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish) 15 Social Complication: Public Identity Frequently, Major 10 Vulnerability: 1 1/2 x STUN Fire (Common) 10 Vulnerability: 1 1/2 x BODY Fire (Common) 75 Total Complications Cost APPEARANCE Hair Color: Vegetation Eye Color: Muck Height: 2.00 m Weight: 100.00 kg Description: When using his power, Protean appears as a humanoid mass of muck and vegetation. BACKGROUND Eric Emmelman was a compliance consultant for a biotechnical research facility that was developing a process to regenerate damaged tissue to treat wounds and heal injuries. He fell into a bioreactor after an explosive hidden by a saboteur detonated. PERSONALITY Eric Emmelman has a background in industrial and organizational psychology that he utilizes to aid himself in making sound decisions. He uses his analytical nature and strong common sense to support his teammates both in and out of battle. QUOTE Protean's voice sounds like gurgling water. POWERS/TACTICS Protean's primary power is the ability to turn his body into a mass of vegetation and muck. In this form he is able to flow through small openings and allow solid objects will pass through him without harm. He is also capable of absorbing flora from the environment to become super-strong and highly resistant to injury. Protean heals quickly and can recover from seemingly fatal wounds. An additional side effect of his power is that he seems to have stopped aging. CAMPAIGN_USE Metamorph Brick
  10. Re: The Heap (public domain version) A version of him has also appeared in Image (Spawn) and one of the references (marvunapp) mentions a Marvel appearance. It also looks like Shocker Toys may be making a Heap action figure in their Golden Age collection (http://www.shockertoys.com/product/155) <--- they made it, updated link
  11. I'm not really sure why but I like this character so here is a write-up. Character Name: The Heap Alternate Identities: Baron Eric von Emmelman CHARACTERISTICS Val Char Base Points Total Roll Notes 60 STR 10 50 60 21- HTH Damage 12d6 END [6] 10 DEX 10 0 10 11- 30 CON 10 20 30 15- 20 BODY 10 10 20 5 INT 10 -5 5 10- PER Roll 10- 20 EGO 10 10 20 13- 30 PRE 10 20 30 15- PRE Attack: 6d6 10 OCV 3 35 10 3 DCV 3 0 3 3 OMCV 3 0 3 8 DMCV 3 25 8 0 PD 2 -2 0/30 0/30 PD (0/30 rPD) 0 ED 2 -2 0/30 0/30 ED (0/30 rED) 4 SPD 2.0 20 4 Phases: 3, 6, 9, 12 10 REC 4 6 10 60 END 20 8 60 60 STUN 20 20 60 12" Running 12 0 12m 4" Swimming 4 0 4m 4" Leaping 4 0 4m 205 Total Characteristics Points SKILLS Cost Name 13 (formerly): Combat Piloting 16- 13 Total Skills Cost PERKS Cost Name 2 (formerly): Positive Reputation: WWI flying ace (A small to medium sized group) 14-, +2/+2d6 2 Total Perks Cost POWERS Cost Power END 40 Damage Negation (-4 DCs Physical, -4 DCs Energy) 0 18 Life Support (Eating: Character does not eat; Longevity: Immortal; Self-Contained Breathing) 0 27 Regeneration (1 BODY per Week), Can Heal Limbs, Resurrection 0 90 Resistant Protection (30 PD/30 ED) 0 5 Muck Body: Shape Shift (Touch Group) 1 180 Total Powers Cost DISADVANTAGES Cost Disadvantage 25 Distinctive Features: Shambling Swamp Creature (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 15 Negative Reputation: Mindless Muck Monster, Very Frequently 20 Physical Complication: Cannot Breathe and Must Consume Living Creatures to Obtain Oxygen (Infrequently; Fully Impairing) 15 Psychological Complication: Hunts Bad Guys (Very Common; Moderate) 75 Total Disadvantages Cost Total Points: 400 APPEARANCE Hair Color: Vegetation Eye Color: Muck Height: 2.00 m Weight: 200.00 kg Description: BACKGROUND Baron Eric von Emmelman was a German flying ace shot down during World War One. He landed in Wassau Swamp in Poland on October 12th, 1918. Over the course of twenty years he merged with the muck and vegetation of the swamp and rose again. He fought against the Germans and the Japanese during WWII. He then made his way to the United States to fight crime. Heap has also come into conflict with WWII aviator Skywolf, his own team, and Airboy on several occasions. First Appearance: Air Fighters #3 (Hillman Periodicals, December, 1942) Creators: Harry Stein (writer) and Mort Leav (artist) Other (Golden Age) Appearances: Airboy Comics #vol. 3 #9 - vol. 10 #4 References: http://pdsh.wikia.com/wiki/Heap http://www.internationalhero.co.uk/h/heap.htm http://en.wikipedia.org/wiki/The_Heap http://www.marvunapp.com/Appendix4/heaphillmanaveng.htm PERSONALITY Despite his appearance and seeming mindlessness, heap is one of the good guys. While he did occasionally consume farm animals whole, he only did it because he cannot breathe and needed the oxygen in their blood. The only people he has harmed were bad guys such as Nazis and evil Japanese officers. POWERS/TACTICS Heap posesses superhuman strength, extreme resistance to injury, and is able to reform if destroyed. He is unable to breathe so he must digest living creatures to absorb the oxygen in their blood. CAMPAIGN_USE Heap is believed to have been inspired by Theordore Sturgeon's 1940 short story, "It!" and is comicdom's first shambling swamp monster. Heap is also believed to be the inspiration behind other similar comic book characters including Swamp Thing, Man-Thing, Solomon Grundy, and the Glob (Incredible Hulk villain). References: http://en.wikipedia.org/wiki/It!_(story) http://www.toonopedia.com/heap.htm
  12. Re: Shattered Dimensions, or An Excuse to Rebuild Spider-Man A few other ideas off the top of my head... Ghost Spider - an American Indian Medicine Man (possibly Lakota or Navajo) with the powers of the Spider Spirit from a timeline that is still in the Old West Earth Spider - a member of the Spider Ninja Clan (Tsuchigumo) from an alternate realtity where Japan rules the world Daddy Long Legs - an African freedom fighter who combats slavery with the powers of the Spider God (Anasi) in a cursed future
  13. Re: No Ordinary Quiz Super-Strength Funny...have a rep sandwich.
  14. Re: Shattered Dimensions, or An Excuse to Rebuild Spider-Man Background/History: Peter "the Platypus" Parker was a photographer for the Daily Trumpet in Sydney, Australia. One day while on a shoot for a story about the effects of pollution on the platypus population he was stung by a radioactive platypus (yes, they are venomous via ankle spurs). This had no effect on Peter aside from making him angry although he was already a semi-aquatic mutant with the power of electroreception (radar, for lack of a better description). Shortly after he decided to take some martial arts classes, build himself a platypus themed costume and gadgets, and make trouble for other superhumans purely for the fun of it. Personality/Motivation: Platypus man is seemingly insane. Only his therpaist knows for sure and he's not talking. Platypus man is a thrill seeker who enjoys confronting supervillains for fun. He will also occasionally attempt to test himself against another superhero. Quote: If asked about his origin, Platypus man will randomly reply that: - he was bitten by a radioactive platypus - he was augmented by the Super Platypus Serum - he is actually a mutant platypus - he chose the platypus as his symbol to strike fear into the hearts of criminals - he is the last survivor of an alien race of platypus people - his “Platypus Sense” is tingling and then wander off Powers/Tactics: Platypus Man's abilities come from a mish-mosh of origins (mutant, martial arts, inventor) and archetypes (quick-brick, martial artist, gadgeteer). While he is not very powerful in any single regard, combined his abilities can make him a formidable opponent. Please note that a few of his powers work deceptively well together. For example, his “eggshell grenades” do not interfere with his “electroreception” and can also be used to conceal his escape when used before clinging or tunneling. Platypus Man Peter "the Platypus Photographer" Parker Char Cost 30 STR 20 20 DEX 20 30 CON 20 18 INT 8 20 EGO 10 20 PRE 10 10 OCV 35 10 DCV 35 1 OMCV -6 3 DMCV 0 6 SPD 40 10 PD 8 10 ED 8 10 REC 6 50 END 6 20 BODY 10 50 STUN 15 20m Running 8 20m Swimming 8 12m Leaping 4 Total Characteristics Cost: 265 Cost Skills, Perks, and Talents 3 Demolitions, 13- 1 KS: Platypuses, 8- 3 PS: Photographer, 13- 3 SS: Chemistry, 13- 2 Survival (Marine) 13- 2 Weaponsmith (Chemical Weapons), 13- 5 MA: Defensive Strike “Duck Bill Strike” 3 MA: Legsweep “Beaver Tail Sweep” 4 MA: Martial Strike “Platypus Strike" 5 MA: Offensive Strike “Otter Claw Strike” 30 Combat Luck: 15 PD/ 15ED 4 Environmental Movement (Aquatic Movement) Total Skills, Perks, and Talents Cost: 65 Cost Powers and Equipment 13 Damage Negation: 2 DC/ 2 DC, OIF “Platypus Hide Costume” 15 Radar “Electroreception” 5 Life Support Extended Breathing 2, Safe Environment: High Pressure, Intense Cold “Semi-aquatic” 20 Multipower (30 APs), OIF “Claws” - 1 Clinging - 1 HA, 6d6 (ED), 12 Charges “Venomous Spurs” - 1 Tunneling, 4”/ 8PD, Fill In, Limited Medium: Soil and Rock Only 12 Multipower (30 APs), 6 Continuing 1 Turn Charges, OAF “Eggshell Grenades”, Range Based on STR - 1 Darkness, Sight Group, 6m - 1 Flash, 4d6, Sight Group, Area of Effect 8m Radius Total Powers Cost: 70 Total Cost: 400 Cost Complications 5 Distinctive Features: Mutant (Not Concealable, Noticed and Recognizable, Unusual Sense) 15 Hunted: Random villain or hero (As Powerful, Infrequently) “Rogues Gallery” 15 Psychological Limitation: Thrill Seeker “Adrenaline Junkie” (Very Common, Moderate) 15 Psychological Limitation: Hunts villains but also likes to test himself against other heroes (Very Common, Moderate) 15 Negative Reputation: Unpredictable “Crazy Superhero” (Very Frequently) 10 Vulnerability: Chemicals (Uncommon, x2 Effect) "Vulnerable to the effects of pollution” Total Complications Points: 75
  15. Re: Looking for help with a Hero name Limelight It is a play on both green (lime) and fire (light). Also, being in the limelight references someone being famous or seeking attention. This could be a play on her desire to be a hero or perhaps her parents have teased her in the past about "always wanting to be in the limelight".
  16. Re: What Do I Throw At Them? I would combine the Cloverfield and mirror-mirror ideas and put them in a Zombie World. Session 1: They must survive clashes with the zombie horde (I would stat the zombie horde as a single giant monster with massive regen and resurrection). The SFX of damaging attacks are zombified super heroes and villains that they recognize from other story arcs. complication - The characters should be able to confront a horde but not completely destroy it. A defeated horde will regenerate and resurrect with the SFX of zombies shambling from everywhere until it is a horde again. Have the horde attack any time the drama stalls. Session 2: They must save any survivors they find until they piece together what happened. Travellers from a parallel universe brought the "zombie virus" and infected everyone. complication - Pockets of survivors they discover only have pieces of the story but eventually lead the characters to the last holdout of humanity. If the characters drag their feet, have one of them become infected and a survivor tell them there is a rumor of a cure. Session 3: They must destroy the source of the virus so that the last holdout of survivors can use the cure they have developed. The source of the virus is zombified versions of the characters themselves. complication - If the charcaters get stumped on what to do next, have the zombie versions of them seek them out to destroy the cure because "they like what they have done with the place."
  17. Re: Help naming characters? (Teen Champions) My suggestions off the top of my head. 1. Camouflage 2. Brainbuster 3. Amazon 4. Erudite 5. Tigress (seconded, jms1973)
  18. Re: The Philadelphia Experiment (with apologies to Charles Berlitz) My top 3 (I live there too): The labor unions choked the entire city to death. The MOVE organization tried to reform causing the Mayor to drop an even bigger bomb this time (yes it happened before) destroying the entire city. The police arrested everyone affiliated with organized crime leaving noone left. These movies took place in Jersey and Philly, maybe they can provide some inspiration. How about an outbreak of some sort? - 12 Monkeys (Philly and Camden) The plants killed everyone? - The Happening (and all his other movies take place in Philly) Something cause an epidemic of indestuctable mad slashers. Jason Voorhees (named after Voorhees NJ, took place in the Pine Barrens), Micheal Myers (took place in another state based on Haddonfield NJ). Zombies - Night of the Living Dead A Demon did it - Fallen http://en.wikipedia.org/wiki/Category:Films_set_in_Pennsylvania http://en.wikipedia.org/wiki/Category:Films_set_in_Philadelphia,_Pennsylvania My actual suggestion - A secret war between the Freeasons and the Illuminati resulted in the use of an ancient artifact that destoyed the entire Philadelphia area, leaving only Old City and Camden in its wake. Noone knows who were the good guys and who were the bad. The nature of the artifact (magic, alien technology, extradimensional forces) is not known as it was never recovered. -edit- Just read your last post, good stuff and repped.
  19. Re: New character idea. We had a mentalist in a game awhile ago that had a similar ability to the first one you described. It was a continuous mental suggestion to anyone around him that they did not want to hurt him. - Build one was a continuous AE Mind Control. Like most "toggle" powers (when they work you are invulnerable but when they fail you are one-shotted) we quickly decided it wasn't very fun. - Build two was a DCV bonus (like LL's suggestion above. We actually built it using the self only CE option to lower attackers DCVs). While much better for me (the GM), the player didn't like it because he still had the problem that attacks that hit him often stunned or finished him (I think this a common problem when DCV is your primary defense). - Build three lasted for the rest of our run. The power was built as Damage Reduction. The SFX was that you could attack and hit the character, but subconsciously you were being forced to pull your punch. The harder you tried to hit, the more the subconscious protection kicked in (just as DR reduces damage by a % and not a flat amount). This build worked out well for both of us. We didn't have Damage Negation when this character was played but that may have been an option we would have explored as well. For your second power, I would build it as a Killing Attack (probably as big as the GM will allow in the game) Linked to the Grab maneuver with the Limitation that you need to hit with 4 consecutive grab attacks (the tentacles) without the victim escaping. If you want to hit with all 4 in one phase you must use the Multiple Attack maneuver, otherwise it will take multiple phases. Once all four grabs hit, the Killing attack is useable as a Linked power until the victim dies (at which point the SFX would be that his brain has been removed). I think this power should be difficult to pull off but very damaging (obviously) when it works. I hope my suggestions are helpful.
  20. Re: Guess the inspiration behind this superteam! You are correct. I was hoping metal and wood might throw people off the elements trail.
  21. Re: Guess the inspiration behind this superteam! Here is another team my players faced awhile back. They are actually Golden Age heroes the characters threw down with during a time travel story arc. I think this will be easy so I will leave the descriptions very brief. (Deadly) Nightshade - wood and plant manipulation and control Wildfire - fire generation Landslide - travel through earth and stone Mettle - transformation into steel Torrent - water absorbtion (and release)
  22. Re: Guess the inspiration behind this superteam! Good job with rep on top . You also got it. The last character could have been Annie Oakley, Calamity Jane, Slue-Foot Sue, Sally Ann Thunder Ann Whirlwind, or any of the other tough women of folklore/ tall tales.
  23. Re: Guess the inspiration behind this superteam! Nope.
  24. Re: Guess the inspiration behind this superteam! This is a group I wrote up ages past (I kinda wished I still had the sheets) to help new players get used to the game. The founding members of the Avengers are a loose template but not the inspiration for the characters. Big Man - Growth Brick Hammer - a hammer wielding Weaponmaster Twister - a whirling Speedster who can create small tornados to ride on and use mundane object to lasso enemies Seed - an inventor with the ability to accelerate the growth of flora and direct the growth in any direction or shape he chooses. Widow (hint: could represent one of a few different sources) - a tough and deadly lady sharpshooter
  25. Re: Growth SFX question Interesting. We have had similar thoughts. We usually treat it as a sense affecting power.
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