Jump to content

rdalton

HERO Member
  • Posts

    16
  • Joined

  • Last visited

Everything posted by rdalton

  1. Re: Howl of Fear I would also think about adding a CE vs presence. That will force a roll or they will flee.
  2. Re: Howl of Fear Here is how I'm doing it for a current hero. The images are used to create the Banshee and give the presense attact that extra couple dice for violent action. (it's a nasty image) Scream of the Banshee: (Total: 79 Active Cost, 36 Real Cost) Sight, Mental and Hearing Groups Images 1" radius, +/-8 to PER Rolls (44 Active Points); No Range (-1/2), Instant (-1/2) (Real Cost: 22) plus +35 PRE (35 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only to make targets flee; -1 1/2) (Real Cost: 14)
  3. Re: [Character] Germ 200pts (really sorry about his powers) I didn't know they had a wicki site for the substiture heros. I'd forgotten all about them. Thanks for posting the link. I've got to read all about them again. They are fun. (Every time Germ pulls the coughing speech thing, the GM makes me play it out and it kills my throat. But it does convey the difficulty trying to communicate through coughing. And it's hysterical.)
  4. One of the most important things about this hero......He is really, really sorry about his powers. GERM Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 1/2d6; [1] 17 DEX 21 12- OCV 6 DCV 6 19 CON 18 13- 8 BODY -4 11- 13 INT 3 12- PER Roll 12- 11 EGO 2 11- ECV: 4 8 PRE -2 11- PRE Attack: 1 1/2d6 8 COM -1 11- 5/14 PD 2 Total: 5/14 PD (0/9 rPD) 5/14 ED 1 Total: 5/14 ED (0/9 rED) 3 SPD 3 Phases: 4, 8, 12 9 REC 4 38 END 0 25 STUN 0 Total Characteristic Cost: 56 Movement: Running: 9" / 18" Swimming: 2" / 4" Leaping: 2" / 4" Cost Powers END 8 Dissolve Bones: Basically, Germ infects himself with extreme osteoporosis so he can break or shatter his bones as needed. Shape Shift (Sight and Touch Groups, limited group of shapes), Costs END Only To Change Shape (+1/4) (29 Active Points); Extra Time (5 Minutes, -2), Concentration (0 DCV; Character is totally unaware of nearby events; -3/4) 2 5 Malignant Disease: Germ can activate the infection he spreads to make it actually make people sick. Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) for up to 22 Active Points of spreading infection, Ranged (+1/2) (7 Active Points); Extra Time (Full Phase, -1/2) 1 10 Safe from myself: Useful thing to be Life Support (Immunity: All terrestrial diseases and biowarfare agents) 0 8 So many little minds: Mental Defense (10 points total) 0 13 No cure for viruses Since Germ is composed of viruses and they can’t be stopped, he can’t either. (Regeneration): Healing 1d6, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time (1 Hour, -3), Self Only (-1/2) Note: No Healing Max (see FREd p. 120). 0 6 Spreading Infection: Basically, anyone he is around for more than 1 minute, gets infected. The disease goes away if the char rest for a day or takes a lot of vitamins. The net effect of the disease is about 1pt of end loss. Drain END 1 point, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Sticky (+1/2), Uncontrolled (+1/2), Continuous (+1), No Normal Defense (Immune to Disease; +1), Area Of Effect (8" Radius; +1 1/2), Invisible Power Effects, Hide effects of Power (Fully Invisible; +2) (25 Active Points); Target must be within range for 1 minute Power loses about two-thirds of its effectiveness (-1 1/2), Drain can never cross over into stun Power loses about half of its effectiveness (-1), Always On (-1/2) 0 Vises Multipower 37 Microbe Manipulation: Multipower, 55-point reserve, (55 Active Points); Limited Power Only works on diseasable targets (-1/2) 38 4u Find things like me (Diseases, cancer and viruses): Learn something new every day. It takes 10 million times maginification to see a virus. Detect A Class Of Things 16- (Unusual Group), Discriminatory, Analyze, Microscopic: x10,000,000, Range, Targeting (55 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 5 4u Find what is mine: This one is FUN! I can use the senses of anyone infected by my virus. I can also talk to them by using their voice. The germs tickle their throats causing them to cough the words I want to transmit. Clairsentience (Hearing Group And Normal Sight), +2 to PER Roll, Discriminatory, Mobile Perception Point (can move up to 6" per Phase), Tracking, Transmit, MegaScale (1" = 1 km; +1/4) (55 Active Points); Only Through The Senses Of Others (-1/2) 5 5u 3) Energize Enzyme: Not all diseases are harmful (other than by definition) Aid 3 1/2d6, Can Add Maximum Of 25 Points, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), any Physical Characteristic one at a time (+1/4) (55 Active Points) 0 5u 4) So many diseases, so little time: I had to keep researching new names Drain 3d6, Limited Range (+1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Variable Special Effects (Limited Group of SFX; Physical Stats; +1/4) (52 Active Points) 5 3u 5) Contagious Cloud - CON: ummmm, just ewww Change Environment 8" radius, -4 to Characteristic Roll or Skill Roll, Reduced Endurance (1/2 END; +1/4), Selective Target (+1/2) (51 Active Points); No Range (-1/2) 2 Talents 18 Combat Luck (9 PD/9 ED) Skills 3 KS: Infectious Disease Control and Prevention 12- 3 SS: Pharmacology 12- 3 SS: Toxicology 12- 3 SS: Virology 12- 3 Paramedics 12- 3 Concealment 12- 3 Contortionist 12- 2 +1 with any single attack Total Powers & Skill Cost: 149 Total Cost: 205 100+ Disadvantages 10 Susceptibility to Medicine: , 1d6 damage per Turn (Uncommon) 10 Vulnerability: 1 1/2 x BODY Anything vs power defense (Common) 15 Distinctive Features: Always seems sick (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Psychological Limitation: Apologetic about his powers (Common, Moderate) 10 Physical Limitation: Must eat 3* normal diet (Frequently, Slightly Impairing) 15 Psychological Limitation: Distrust of Doctors (Common, Strong) 10 Physical Limitation: Can't Yell or Shout (Infrequently, Greatly Impairing) 20 Enraged: When quarentiened (Uncommon), go 14-, recover 11- 5 Experience Points Total Disadvantage Points: 205
  5. I have a mad scientist hero who finally got a flying machine. He's never been able to justify one but we had an adventure in another dimension that specialized in gravitational/dimentional powers instead of electricity. Basically, he has a box on his chest that contains a small directional black hole. When he want to fly, he lets it out a couple feet in front of him and he 'falls' into it. Because of the random nature of a black hole, he can't hover or percisely control his velocity. So far, the unstable speed has caused him enter a building at 13" (i rolled a 4 and a 3 on my 2 rolls to slow down) and I tried to break through a window at 1" of velocity (dink.....dink.....dink.....*sigh* can someone let me in?) Black Hole Flyer: Flight 21" (42 Active Points); Fuel Dependent (fuel is Uncommon; must refuel Once per 6 Hours; -1 1/2), OAF (-1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Impercise Controls - Must Accelerate or Decelerate each phase based on 2d6 Power loses about a third of its effectiveness (-1/2), Extra Time (Full Phase, Only to Activate, -1/4), Limited Power Power Cannot Be Pushed (-1/4) I just think it's a cool visual. Anyone else have any devices they think are cool?
  6. Re: Luck Options Here's an alternative option......Buy change environment with vairiable effects. If you want your team to be safe, up your DCV. If you want a bad guy to have a bad day, make the area small but give him a -8 to his OCV. Maybe buy it with invisible power effects with a minor disad 'only affects that can be generated via luck'. It makes the whole thing a lot simpler and the effect is similiar.
  7. Re: Favorite Damage Shields? I had a similiar teleporting damage shield but ended up with a lot more advantages on it. It's for a hero named Heisenberg (after the uncertainty principle). Basically, if you get near him, you are teleported to a random hex 2" away from him, facing a random direction. It pretty much prevents any hand to hand attacks from getting to him. (He also has a darkness field covering the same area when he is running or no darkness if he teleports. You can either know his position or his speed) Teleportation 2", Position Shift, Personal Immunity (+1/4), Safe Blind Teleport (+1/4), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Area Of Effect (2" radius; +3/4), Continuous (+1), Usable As Attack (+1), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; +1) (61 Active Points)
  8. Here is a butler/support hero I created for a base we bought. Jeeves Char Cost: 94 Base Pts.: 200 Skills Cost: 119 Disads: 155 Powers Cost: 137 Exp. Spent: 0 Total Cost: 350 Experience Total: 0 Val Characteristic Base Cost Total 18 Strength 10 8 18 13 Dexterity 10 9 13 13 Constitution 10 6 13 20 Body 10 20 20 18 Intelligence 10 8 18 18 Ego 10 16 18 18 Presence 10 8 18 20 Comeliness 10 5 20 7 Physical Defense 4 3 7 7 Energy Defense 3 4 7 3 Speed 2.3 7 3 7 Recovery 7 0 7 26 Endurance 26 0 26 36 Stun 36 0 36 6 Running 6 0 6" 2 Swimming 2 0 2" 3 Leaping 4 0 3 1/2" Pts. Disadvantages 20 Will not leave base or grounds: (Very Common, Strong) 25 Servial : (Very Frequently, Severe) 15 Distinctive Features - Limp: (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Butler code of Dress - Always in uniform: (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Pacifist: (Very Common, Strong) 20 Calm and Unflappable: (Very Frequently, Major) 15 No sense of humor: (Frequently, Major) 10 Reputation - Butler: , 11- 20 Must serve Team: 14- (As powerful as the PC; Group DNPC: x4 DNPCs) Pts. Skill/Perk/Talent 3 Acting 13- 3 Breakfall 12- 3 Bureaucratics 13- 3 Combat Driving 12- 3 Concealment 13- 3 Conversation 13- 3 Electronics 13- 3 High Society 13- 3 Lipreading 13- 3 Mechanics 13- 3 Paramedics 13- 3 Persuasion 13- 3 PS: Steward 13- 2 PS 11- 3 Security Systems 13- 3 Shadowing 13- 3 Sleight Of Hand 12- 3 Stealth 12- 8 Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Dimensional Sensors, Medical Sensors) 13- 3 Trading 13- Pts Talents 3 Absolute Time Sense 5 Eidetic Memory 14 Fearless 3 Lightning Calculator 10 Resistance (10 points) 20 Universal Translator 13- Pts. Powers and Martial Arts 15 Butler Powers: Elemental Control, 60-point powers, (30 Active Points); all slots Conditional Power Power Only Works In Base (-1) 7 1) Never Keep a good Butler down: Healing 1 point, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (56 Active Points); Extra Time (1 Minute, -1 1/2), Conditional Power Power Only Works In Base (-1), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).] 10 2) Right place in the right time: Precognitive Clairsentience (Mental Group), +2 to PER Roll, 8 Perception Points, Rapid: x10 (60 Active Points); Only to anticipate needs (-1), Conditional Power Power Only Works In Base (-1) 12 3) Right at your shoulder, Sir: Teleportation 15", Invisible Power Effects (Fully Invisible; +1) (60 Active Points); Conditional Power Power Only Works In Base (-1), Only non-combat teleport (-1/2) 10 4) Always has what's wanted: Major Transform 4d6 (Transform nothing into useful items) (60 Active Points); Conditional Power Power Only Works In Base (-1), No Range (-1/2), Only to create simple or common items (-1/2) 8 5) Clean and Proper: Cosmetic Transform 4d6, Partial Transform (+1/2), Area Of Effect (6" Any Area; +1 1/4), Selective (+1/4) (60 Active Points); Only to make things tidy and clean Power loses about two-thirds of its effectiveness (-1 1/2), Only at base or base vehicals Power does not work in Very Common Circumstances (-1) 26 Notices Everything: Spatial Awareness (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Perceive into any dimension (52 Active Points); Only in base Power loses about half of its effectiveness (-1) 12 Notices Everything: +4 PER with all Sense Groups 17 Always on Duty: Life Support (Eating: Character only has to eat once per week; Longevity: 800 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per year) (25 Active Points); LIfe Support prevents noticing environment (-1/2) 13 Unreadable: Mental Defense (24 points total) (20 Active Points); Conditional Power - No protection vs Ego Blast Power does not work in Common Circumstances (-1/2) 7 Damage Resistance (7 PD/7 ED)
  9. I'm running a hero called Germ. He has the following power which essentially gives everyone around him a very minor flu. It drains End slower than the average person recovers the points so you only notice if you exert yourself. Spreading Infection: Drain END 1 point, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Sticky (+1/2), Uncontrolled (+1/2), Continuous (+1), No Normal Defense (Immune to Disease; +1), Area Of Effect (8" Radius; +1 1/2), Invisible Power Effects, Hide effects of Power (Fully Invisible; +2) (25 Active Points); Target must be within range for 1 minute Power loses about two-thirds of its effectiveness (-1 1/2), Drain can never cross over into stun Power loses about half of its effectiveness (-1), Always On (-1/2) Now, what i want to do is turn this minor infection into a serious illness. I'm doing it using the following: Malignant Disease: Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) for up to 22 Active Points of spreading infection, Ranged (+1/2) (7 Active Points); Extra Time (Full Phase, -1/2) Can i add an advantage to an existing running power? Do i need to make a 'to-hit' roll to change the power? Do i base the added naked advantage on the the active points of the power or the active points of the power plus existing advantages (3pts for 1pt of drain vs. 22 points of drain plus adds)? Do i have to add this to the base power and hit them with the base power again or can i just hit them with the addition? BTY, one of the things i love so much about the champions system is this board and your answers to questions. It's neat to have a system that allows so many options and even cooler to be able to get definitive answers from the boss himself. Thanks.
  10. In the description on p.136, it says it subtracts 4 from the targets presence, not from their presence roll. In the first column it gives the example "if applicable the combat effect includes forcing an affected char to make at least one roll. if a character enters a CE field that imposeses a -3 to DEX rolls, ...he has to make a dex roll at that penalty" Do the minuses affect the stat or the roll? Assuming i have a Dex of 20, am i making a dex roll at 9 + (20/5) -4 = 9 or 9 + (20-4)/5? Would anyone entering Dr. Terrors field immediatly have to make a presence roll at -4? That would basically fear at least 1/2 the people with up to a 30 presence. Is the -4 to the PRE stat unique for the Dr. Terror Fear Aura or is that how CE works? On a completely different note: On page 177, under continuous flash, It reads this does not prevent a flashed char from recovery his sense but it then says the flashed character recovers as normal but as soon as he can percieve again is flashed. Does he get a full phase of being able to see? a 0 phase action? How long can he percieve before he goes blind (assuming sight flash) before he can see again?
  11. Re: Disturbing Character premises... I made a hero called Genesis who seemed to creep people out. He was a basic brick except he had a distributed intelligence and regeneration, always on. No, Always on. If he wasn't hurt, it would just pick something and grow a new one. He had to continually keep cutting himself to stop from growing a new arm or extra lungs. He could also cut off chunks of flesh and animate them to heal/protect others. If you needed protecting, the lump of flesh would climb up to you and spread itself all over your body. people prefered to live with the injury rather than have my little flesh golumns climb inside their wounds.
  12. 1) I have a mental illusions with the cumulative advantage. The breakout roll is ego roll + (-1 for every 5pts over necessary). a) if need 30 pts to get my effect, and roll 20 the first roll and 20 the 2nd, I assume the 1st breakout roll will be at -2. I then hit him for another 20. Does that reset the breakout chart so they get the immidiate breakout attempt on thier next action or since they already had one, does it continue on the normal process. would the next attempt be at -6 since i'm now 30 over needed? 2) I have a mental illusion in a multipower and have hit my target with the illusion. they fail their breakout roll so the illusion has taken effect and i no longer have to pay endurance to keep the illusion going. I'm going to let them get the +'s to their rolls. If i switch multipower slots, does the illusion keep going? it seems like it would fall under the uncontrolled rules. 3) I have a power that combines an EGO drain with a mental illusion. I drain my target down to 0 ego and roll a 30 on my effects roll. I am going for an EGO + 30 attack. Next turn they recover 5 ego, do I automatically lose my EGO + 30 effect since their ego went up or since it's already running, do they have to make a breakout roll? 4) I have a change environment that give a -3 OCV and i want it to keep affecting people even if they leave the area once it hits them. Is that 'usable as an attack' or 'sticky' or something else? If I add lingering to it, does that mean those affected are at -3 OCV for 20 minutes?
  13. Re: Adventures of The Noble Foundation Player: Anxiety Personality- Anxiety is a coward. He is afraid of almost everything. He hangs out with the superheroes because a) if something bad is going to happen, he wants the strongest people around to deal with it and they are not freaked out by him. He is a hero because evil is scary and he wants to rid the world of anything scary. Powers Anxiety likes to hang back in a fight. Preferably another zip code. His 'forget me' field is a great asset because he generally doesn't get attacked after the first turn because no one remembers he's there. His 'indecision attack' and 'anxiety attack' have seemed to have the best use in combat and after combat he can 'share the fear' to turn a bad guy away from evil. Appearance He wears the equivilent of a armored hazmat suite. It protects him from the common problems of air, heat, cold, radiation, diseases, poisens, high pressure, low pressure and physical contact, all of which he is afraid. Notes The forget me is penetrating. The only way someone will remember me is if their mental defence is hardened or they have one of my bracelets. Anywhere he goes, he will be completely ignored after the first minute. He is essentially unable to interact with anyone other than his own team. Val Char Cost 13 STR 3 17 DEX 21 18 CON 16 10 BODY 0 13 INT 3 23 EGO 26 8 PRE -2 10 COM 0 11/36 PD 5 11/36 ED 4 6 SPD 33 7 REC 0 36 END 0 26 STUN 0 7" RUN 2 2" SWIM 0 2 1/2" LEAP 0 Characteristics Cost: 111 Cost Power END 22 Forget Me!!: Mind Control 2d6 (Human class of minds), Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; +1/2), Continuous (+1), Cumulative (96 points; +1 1/4), Area Of Effect (20" Radius; +1 1/2) (67 Active Points); Only one command - Forget me (-1), Always On (-1/2), No Range (-1/2) 0 3 Remember Me Bracelets: Mental Defense (32 points total), 16 Recoverable Continuing Charges lasting 25 Years each which Never Recover (+0), Hardened (+1/4) (16 Active Points); Independent (-2), Only vs. 'Forget me' (-1), IAF (-1/2) [16 rc] 11 Power Defense (11 points) 0 15 +15 Mental Defense (32 points total) 0 68 (Total: 154 Active Cost, 68 Real Cost) Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (39 Active Points); OIF Bulky (-1), Requires Maintenance (-1/4) (Real Cost: 17) plus Armor (25 PD/25 ED) (75 Active Points); OIF Bulky (-1), Real Armor (-1/4) (Real Cost: 33) plus Microscopic ( x1,000) with Sight Group (15 Active Points); OIF Bulky (-1) (Real Cost: 7) plus Radar (Radio Group) (15 Active Points); OIF Bulky (-1) (Real Cost: 7) plus Lack Of Weakness (-5) for Resistant Defenses (5 Active Points); OIF Bulky (-1) (Real Cost: 2) plus Lack Of Weakness (-5) for Normal Defense (5 Active Points); OIF Bulky (-1) (Real Cost: 2) 0 81 Fear and Anxiety: Multipower, 65-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (81 Active Points) 6u 1) Panic Strength: (Total: 65 Active Cost, 65 Real Cost) +37 STR, No Figured Characteristics (+0), Based On EGO Combat Value (Standard Defenses apply; +1), Range Modifiers Apply (-1/4) (65 Active Points) (Real Cost: 65) 3 4u 2) High Anxiety: Ego Attack 6 1/2d6 (65 Active Points); Incantations (-1/4), Normal Range (-1/4) 3 6u 3) Let fears guide you: Mind Control 13d6 (65 Active Points) 3 4u 4) Indecision Attack: Entangle 2d6, 3 DEF, Takes No Damage From Attacks Limited Group (+1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (62 Active Points); Cannot Form Barriers (-1/4), Incantations (-1/4) 3 5u 5) Anxiety attack: Drain PRE, END, INT, EGO 2d6, [four powers] simultaneously (+1), Area Of Effect (9" Cone; +1), Selective (+1/4) (65 Active Points); Incantations (-1/4) 3 5u 6) Wake up and Protect me!: Healing Stun 6 1/2d6 (65 Active Points); Incantations (-1/4) 3 5u 7) Share the Fear: Minor Transform 1d6+1 (Counseling/Medication), Variable Special Effects- Spirit or Mind (Limited Group of SFX; +1/4), Partial Transform (+1/2), Penetrating (+1/2), Based On EGO Combat Value (Standard Defenses apply; +1), Range Modifiers Apply (-1/4), Invisible Power Effects, Hide effects of Power (Fully Invisible; +2) (65 Active Points); Incantations (-1/4) 3 5u 8) Scare to Death: Suppress Body 8 1/2d6, Area Of Effect (One Hex; +1/2) (64 Active Points); Incantations (-1/4) 3 6u 9) Escape!!!!: (Total: 64 Active Cost, 64 Real Cost) Desolidification (Real Cost: 40) plus Running 7", x8 Noncombat (Real Cost: 24) 3 Powers Cost: 246 Cost Skill 4 Computer Programming (Hacking and Computer Security, Personal Computers) 12- 3 Lockpicking 12- 3 Security Systems 12- 3 Streetwise 11- 3 Paramedics 12- 3 TF: Helicopters, Small Motorized Boats, Small Planes 3 Ventriloquism 12- 3 Analyze: Combat 12- 9 +3 with any three maneuvers or a tight group of attacks Skills Cost: 34 Cost Perk 3 Anonymity Perks Cost: 3 Cost Talent 6 Combat Luck (3 PD/3 ED) Talents Cost: 6 Total Character Cost: 400 Val Disadvantages 15 Dependence: anti-anxiety medications Powers Gain 11- Activation Roll (Common, 1 Hour) 10 Social Limitation: Afraid of attention of crowds (Occasionally, Major) 10 Distinctive Features: Jumpy (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Vulnerability: 1 1/2 x Effect Presence attack (Common) 15 Psychological Limitation: No concept of money or ownership (Common, Strong) 15 Psychological Limitation: Coward (Very Common, Moderate) 15 Psychological Limitation: Can't do presence attacks (Uncommon, Total) 20 Susceptibility: Damaged by stimulants, 3d6 damage per Minute (Common) 15 Hunted: Eurostar (group hunted) 8- (Mo Pow, Harshly Punish) 20 Susceptibility: Presence attack/Intimidation, 3d6 damage per Turn (Uncommon) 5 Social Limitation: Voyer (Occasionally, Minor) Disadvantage Points: 150 Base Points: 250 Experience Required: 0 Total Experience Available: 5 Experience Unspent: 5
  14. Re: Adventures of The Noble Foundation This is Anxiety. I don't normally use computers because screen radiation can cause cancer and carpel tunnel has been known to be fatal. I talked to Treason (while she was unconcious in case she got violent) and convinced her it was more important to be afraid of Mentalla, a mentalist who is known to mess with peoples minds rather than the US Government she has loved for years. While the US govenment does have black helicopters and spies everywhere, they (probably) don't drug their fanatic agents. When Treason woke up, he seemed to agree with me. In game terms: I did use my 1d6 penetrating transformation attack on his Mind and Spirit. I altered his memory so it changes his finding out about the drugs the government gave him to be a mental illution of Mentalla. I also altered his spirit to trust us again.
×
×
  • Create New...