Jump to content

JohnOSpencer

HERO Member
  • Posts

    613
  • Joined

  • Last visited

Posts posted by JohnOSpencer

  1. Re: The Knights of Justice

     

    Next is Retribution in his namesake armor.

     

    Retribution

     

    Player: Jason Wilson

     

    Val** Char*** Cost
    33** STR 5
    20** DEX 30
    25** CON 10
    13** BODY 6
    23** INT 13
    11** EGO 2
    25** PRE 0
    16** COM 3
    *
    26** PD 2
    26** ED 2
    6** SPD 0
    14** REC 0
    30** END 0
    49** STUN 0
    *6"**RUN020"**SWIM06 1/2"**LEAP0Characteristics Cost: 73

     

    Cost** Power END
    2** +5 PRE (5 Active Points); Limited Power Only for presence attack defense (-1)*
    11** External Stimulus Refresh rate: +8 REC (16 Active Points); OIF (-1/2)*
    9** Strength Augmentation fibers: +18 STR (18 Active Points); OIF (-1/2), No Figured Characteristics (-1/2)* 2
    10** Exosuit recoil: +10 CON (20 Active Points); OIF (-1/2), No Figured Characteristics (-1/2)*
    7** Duh! Big gun, exosuit = scary: +10 PRE (10 Active Points); OIF (-1/2)*
    20** Neural network: +3 SPD (30 Active Points); OIF (-1/2)*
    13** Exosuit padding: +20 STUN (20 Active Points); OIF (-1/2)*
    10** Retinal Targeting matrix: +3 with Ranged Combat (15 Active Points); OIF (-1/2)*
    2** Exosuit Gyro-Stabilizer: +2 versus Range Modifier for Sight Group (3 Active Points); OIF (-1/2)* 0
    13** Endurance Reserve (100 END, 10 REC); OIF (-1/2)* 0
    30** PolyAluminum Drip Plating: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2)* 0
    4** PolyAlumminum Drip Reinforcement: (Total: 6 Active Cost, 4 Real Cost) +3 PD (3 Active Points); OIF (-1/2) (Real Cost: 2) plus +3 ED (3 Active Points); OIF (-1/2) (Real Cost: 2)* 0
    6** High Range Radio Perception (Radio Group) (12 Active Points); Limited Power Cannot use when hearing or sight flashed (-1/2), OIF (-1/2)* 0
    3** Nightvision (5 Active Points); OIF (-1/2)* 0
    3** Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)* 0
    13** Energy Sight: Detect A Large Class Of Things 14- (Unusual Group), Discriminatory, Analyze (20 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 2
    11** Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (17 Active Points); OIF (-1/2)* 0
    6** Clinging (normal STR) (10 Active Points); OIF (-1/2), Cannot Resist Knockback (-1/4)* 0
    5** LED SpotLight: Sight Group Images Increased Size (2" radius; +1/4) (12 Active Points); Only To Create Light (-1), OIF (-1/2)* 1
    53** Simbiotic Powered Assualt Exosuit: Multipower, 80-point reserve, (80 Active Points); all slots OIF (-1/2)*
    1u** 1) Evasive Maneaveurs: +3 with DCV (15 Active Points); Custom Modifier Only when dodging (-1/2), OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)* 1
    1u** 2) Emergency Energy Distribution: +30 STR (30 Active Points); Increased Endurance Cost (4x END; -1 1/2), Custom Modifier / only when pushing for extra str (emergencies) (-1), No Figured Characteristics (-1/2), OIF (-1/2)* 12
    3u** 3) External Barrier: Force Wall (11 PD/11 ED; 2" long and 2" tall) (Custom Adder) (59 Active Points); OIF (-1/2), Gestures (-1/4), Restricted Shape (-1/4)* 6
    1u** 4) Booster Aided Strike: Hand-To-Hand Attack +4d6, Required Hands One-Handed (+0) (20 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2)* 2
    5u** 5) Single Pulse: Energy Blast 15d6 (75 Active Points); OIF (-1/2)* 7
    4u** 6) Full Auto Pulse: Energy Blast 10d6, 16 Charges (+0), Autofire (3 shots; +1/4) (62 Active Points); OIF (-1/2)* [16]
    5u** 7) Concushion Wave: Energy Blast 8d6, Double Knockback (+3/4) (70 Active Points); OIF (-1/2)* 7
    5u** 8) Linear Sweep: Energy Blast 8d6, Area Of Effect (16" Line; +1) (80 Active Points); OIF (-1/2)* 8
    4u** 9) Molecular Lacerator: EB 9d6, Penetrating (+1/2) (67 Active Points); OIF (-1/2)* 7
    4u** 10) Incinerator (fire): Killing Attack - Ranged 3d6, Armor Piercing (+1/2) (67 Active Points); OIF (-1/2)* 7
    5u** 11) EB 12d6, Variable Special Effects (Limited Group of SFX; +1/4) (75 Active Points); OIF (-1/2)* 7
    3u** 12) Neural Stun: Entangle 8d6, 4 DEF (60 Active Points); OIF (-1/2), Cannot Form Barriers (-1/4)* 6
    3u** 13) Retrubition Feedback: Energy Blast 3d6, Damage Shield (+1/2), Continuous (+1), No Normal Defense (Standard; +1) (52 Active Points); OIF (-1/2)* 5
    24** Exosuit Movement: Multipower, 36-point reserve, (36 Active Points); all slots OIF (-1/2)*
    1u** 1) Plasma Cutter: Tunneling 2" through 10 DEF material (34 Active Points); Extra Time (Extra Phase, -3/4), OIF (-1/2)* 3
    2u** 2) Encounter Maneuvers: Flight 18" (36 Active Points); OIF (-1/2)* 4
    2u** 3) NonCombat Acceleration: Flight 10", x16 Noncombat (35 Active Points); OIF (-1/2)* 3
    1u** 4) Amphibious propulsion: Swimming +18" (20" total) (18 Active Points); OIF (-1/2)* 2
    Powers Cost: 305

     

     

    Cost** Skill
    16** +2 with All Combat*
    10** +2 Overall (20 Active Points); Only vs. Mechanical devices/skills (-1)*
    4** +2 vs. range modifiers when inside retribution*
    5** Accurate Sprayfire*
    2** Acrobatics 13-*
    2** Computer Programming 14-*
    2** Deduction 14-*
    2** Electronics 14-*
    2** Inventor 14-*
    2** Mechanics 14-*
    2** Systems Operation 14-*
    2** Teamwork 13-*
    2** KS: Mechanics 14-*
    2** KS: Powered Suits 14-*
    2** KS: Magical Theories 14-*
    1** PS: Car Mechanic 11-*
    2** Analyze: Style 14-*
    2** Power 11-*
    3** Scientist*
    1** 1) SS: Armorsmithing 14- (2 Active Points)*
    1** 2) SS: Energy Patterns 14- (2 Active Points)*
    1** 3) SS: Engineering 14- (2 Active Points)*
    1** 4) SS: Metalurgy 14- (2 Active Points)*
    1** 5) SS: Robotics 14- (2 Active Points)*
    Skills Cost: 70

     

    Cost** Perk
    20** Vehicles & Bases*
    Perks Cost: 20

     

    Cost** Talent
    6** Combat Luck: 3 PD/3 ED*
    2** Bump Of Direction (3 Active Points); OIF (-1/2)*
    2** Absolute Time Sense (3 Active Points); OIF (-1/2)*
    2** Absolute Range Sense (3 Active Points); OIF (-1/2)*
    4** Eidetic Memory (5 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4)*
    3** Speed Reading (x10) (4 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4)*
    2** Lightning Calculator (3 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4)*
    Talents Cost: 21

     

     

    Total Character Cost: 489

     

    Val** Disadvantages
    20** Psychological Limitation: Should not kill (Common, Total)*
    20** Psychological Limitation: Protect civilians from being harmed Very Common, Strong*
    15** Psychological Limitation: Protect Seelia Silver Uncommon, Total*
    10** Reputation: Novice Super Hero, Frequently (11-)*
    10** Dependent NPC: Seelia Silver 8- (Infrequently), Normal*
    10** Distinctive Features: Powered Assualt Exosuit Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses*
    15** Psychological Limitation: Naive Very Common, Moderate*
    10** Vulnerability: 2x STUN Sonic attacks Uncommon*
    20** Hunted: Unnamed Military Organization 8- (Occasionally), More Powerful, NCI, Harshly Punish (Capture for study)*
    15** Social Limitation: Prefers machines to people when applied. Very Frequently (14-), Minor*
    1** Doesn't like getting too Dirty*
    1** Likes to get nice things for his girlfriend*
    1** Must use our powers to help others*
    1** Likes equipment to be up-to-date*
    1** Machines make more sense then people*

    Disadvantage Points: 150

     

    Base Points: 350

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

  2. Re: The Knights of JusticeUp first...Retribution in his unarmored human formJustin JusticarPlayer: Jason Wilson

    Val** Char*** Cost
    15** STR 5
    20** DEX 30
    15** CON 10
    13** BODY 6
    23** INT 13
    11** EGO 2
    15** PRE 0
    16** COM 3
    *
    8** PD 2
    8** ED 2
    3** SPD 0
    6** REC 0
    30** END 0
    29** STUN 0
    *6"**RUN02"**SWIM03"**LEAP0Characteristics Cost: 73
    Cost** Power END
    2** +5 PRE (5 Active Points); Limited Power Only for presence attack defense (-1)*
    44** Multiform (500 Character Points in the most expensive form) (x4 Number Of Forms) (110 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2)* 0
    9** LS (Eating Character only has to eat once per week; Longevity Immortal?; Safe in High Radiation; Sleeping Character only has to sleep 8 hours per week)* 0
    42** Variable Power Pool (Gadget Pool), 30 base + 12 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (52 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4), Visible (-1/4); all slots Gestures (-1/4)*
    8** Technological Simbiosis: Elemental Control, 20-point powers, (10 Active Points); all slots Restrainable (Only by means other than Grabs and Entangles; -1/4)*
    13** 1) Absorption 6d6 (energy, Stun) (30 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 3
    7** 2) Energy Sight: Detect A Large Class Of Things 14- (Sight Group), Discriminatory, Analyze (20 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 2
    7** 3) HRRP (Radio Group), Discriminatory, Rapid (x10) (20 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 2
    7** 4) Mechanical imperfections: Detect A Class Of Things 14- (Unusual Group), Discriminatory, Analyze, Microscopic (x10), Sense (20 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 2
    4** 5) Detect Electronic Devices 14- (Unusual Group), Discriminatory, Range (20 Active Points); Concentration, throughout (1/2 DCV; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Costs Endurance (Only Costs END to Activate; -1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 2
    11** 6) Clairsentience (Sight And Hearing Groups) (30 Active Points); Only Through Mechanical Devices (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 3
    7** 7) Mind Link , Machine class of minds, Specific Group of Minds, Number of Minds (x4) (20 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 2
    75** MultiPower, 75-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (94 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4)*
    5u** 1) Major Transform 5d6 (Solid metal into engineered Objects) (75 Active Points); Requires Engineering Roll before activating (-1/2)* 3
    5u** 2) Major Transform 5d6 (Alter programming, Reprograming) (75 Active Points); Requires A Computer Programming Skill roll (-1/2)* 3
    6u** 3) Dispel Electrical Device 20d6 (60 Active Points)* 3
    5u** 4) Mind Scan 12d6 (Machine class of minds) (60 Active Points); Concentration (1/2 DCV; -1/4)* 3
    2u** 5) Telepathy 12d6 (Machine class of minds) (60 Active Points); Skin Contact Required (-1), Requires A Skill Roll (Computer Programming; -1/2), Extra Time (Full Phase, -1/2)* 3
    2u** 6) Mind Control 12d6 (Machine class of minds) (60 Active Points); Skin Contact Required (-1), Requires A Skill Roll (-1/2), Extra Time (Full Phase, -1/2)* 3
    6u** 7) Mental Illusions 12d6 (Machine class of minds) (60 Active Points)* 3
    5u** 8) Telekinesis (50 STR) (75 Active Points); Only Versus metalic objects (-1/2)* 3
    6u** 9) Ego Attack 7d6 (Machine class of minds) (70 Active Points); Gestures (-1/4)* 3
    4u** 10) RKA 5d6 (75 Active Points); Only Versus Machines Power loses about half of its effectiveness (-1)* 3
    Powers Cost: 282
    Cost** Skill
    16** +2 with All Combat*
    10** +2 Overall (20 Active Points); Only vs. Mechanical devices/skills (-1)*
    4** +2 vs. range modifiers*
    5** Accurate Sprayfire*
    2** Acrobatics 13-*
    2** Computer Programming 14-*
    2** Deduction 14-*
    2** Electronics 14-*
    2** Inventor 14-*
    2** Mechanics 14-*
    2** Systems Operation 14-*
    2** Teamwork 13-*
    2** KS: Mechanics 14-*
    2** KS: Powered Suits 14-*
    2** KS: Magical Theories 14-*
    1** PS: Car Mechanic 11-*
    2** Power 11-*
    2** Analyze: Style 14-*
    3** Scientist*
    1** 1) SS: Armorsmithing 14- (2 Active Points)*
    1** 2) SS: Energy Patterns 14- (2 Active Points)*
    1** 3) SS: Engineering 14- (2 Active Points)*
    1** 4) SS: Metalurgy 14- (2 Active Points)*
    1** 5) SS: Robotics 14- (2 Active Points)*
    Skills Cost: 70
    Cost** Perk
    20** Vehicles & Bases*
    Perks Cost: 20
    Cost** Talent
    6** Combat Luck: 3 PD/3 ED*
    3** Speed Reading (x10) (4 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4)*
    4** Eidetic Memory (5 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4)*
    2** Lightning Calculator (3 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4)*
    Talents Cost: 15
    Val** Disadvantages
    20** Psychological Limitation: Should not kill (Common, Total)*
    20** Psychological Limitation: Protect civilians from being harmed Very Common, Strong*
    15** Psychological Limitation: Protect Seelia Silver Uncommon, Total*
    10** Reputation: Novice Super Hero, Frequently (11-)*
    10** Dependent NPC: Seelia Silver 8- (Infrequently), Normal*
    10** Distinctive Features: Technological simbiosis Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses*
    15** Psychological Limitation: Naive Very Common, Moderate*
    10** Vulnerability: 2x STUN Sonic attacks Uncommon*
    20** Hunted: Unnamed Military Organization 8- (Occasionally), More Powerful, NCI, Harshly Punish (Capture for study)*
    15** Social Limitation: Prefers machines to people when applied. Very Frequently (14-), Minor*
    1** Doesn't like getting too Dirty*
    1** Likes to get nice things for his girlfriend*
    1** Must use our powers to help others*
    1** Likes equipment to be up-to-date*
    1** Machines make more sense then people*
    Disadvantage Points: 150

    Base Points: 205Experience Required: 105Total Experience Available: 145Experience Unspent: 40Total Character Cost: 460

    Height: 5' 10" Hair: Brown
    Weight: 209 lbs Eyes: Brown
    Appearance: Aside from the unique pair of detailed gauntlets he has to wear, he seems to be a an average individual. When not working he makes a habit of keeping himself as tidy as he can, clean shaven and short kept hair. Generally polite and easy to get along with, not always trustworthy of leaving some things up to humans, prefering machines or computers to these tasks. Good solid grasp of reality, knowing all things can be explained by some means mathematical or scientific. Aparently exercises regularly to keep in shape, this obviously working to his advantage given his secondary profession as a crime fighter. Working at a San Angelo based Pep Boys part time, working on the more difficult repair jobs, transmissions and electrical wiring on a part time basis. Moved from San Franciso recently to avoid having to deal with the large amount of Super humans, nearly being taken out by the "Golden Terror" during one of his San Franciso rampages. That and his reputation for being a novice made it difficult for him to find work as a Super Hero. Now here in San Angelo, working at Pep Boys for money and finding employment here in San Angelo where his reputation might be less known.Personality: Alot of Justin's personal motivation would most likely be derived from social examples. Growing up while watching cartoons of the heros saving the day, narrowly averting disasters and stopping the villans from hurting the innocents. Or playing video games in his youth, encouraging the ideas of "doing the right thing" and be willing to fight to uphold your beliefs. He tends to get along with most people that he comes across, being very easy going and willing to help where needed. Using his unnatural talents with machinery to construct Retribution over the years, he tries his best to fill the role that he believes is the best role to fill, as a protector of his loved ones and those that are too weak to stand up the many villans within the world.Quote:Usually while his weapon mount spins into the appropriate form and is leveled towards a villan "I won't let you continue this."Background: From very early on Justin has had an uncanny relationship with machines around him, from the complex to the mundane. No one could explain it and just related it to sheer cooincidence and left it to be forgotten. As he grew older the strange relationship between him and machines grew more indepth untill it was almost like a new sense that only he possessed. Being able to "sense" any problems with machines made people marvel at his ability to fix them. This also helped him in building machines of all types, his most recent triumph being his own Simbiotic Suit of armor that is now apart of his body in the form of a pair of gauntlets on both forearms. Most people just dismiss it as a strange fashion sense and don't really pay it no mind. There are a few people, one being his current girlfriend, Seelia Silver, that know of it being more then just bad fashion sense; when actually it is how he summons his Simbiotic Suit he calls Retribution.Powers/Tactics: All of his powers are imbedded within his personal Simbiotic Powered Assault Exosuit. Retribution as he calls it, has been customized over time to suit various roles that could be encountered in the field, most aren't meant to be directly lethal, though given the need for survival, the ability to slay someone is present if need be. Working off the internal power supply, which itself is a Semi-perpetual magnetic conduction turbine, most of his attacks are energy based, whether blunt energy discharge, electrical dispersal, or even heat based, they all draw off of the same energy supply. Flight is also possible at various degrees of intensity. Energy distribution is controlled through a semi concious link mantained through the suit and Justin's personal reactions. Attacks are focused mainly through the arms, either of them can form into the basic weapon state, which itself then reconfigures into various posistions to facilitate the appropriate attack being used at the current moment. Tactics are generally direct, though stealth and subterfuge aren't his strong suits, it is still an opinion if need be. Discretion and observation keep for a healthy crime fighting carreer and rushing headlong into a fire fight with all guns blazing won't solve much besides creathing holes in the ground. Will remain defensive until a weakness or advantage, he can use, presents itself.Campaign Use: 
  3. I have decided to post the characters in the game I am running for everyone to see and comment on. I'd like to have everyone keep the comments at least somewhat constructive.

     

    The characters are based in the city of San Angelo and they chose the name Knights of Justice.

     

    John

  4. Re: Viperia: Less Pow Than Champions??

     

    Can I play Devil's Advocate for a moment John? AE attacks are going to do half the damage of non-AE attacks. Is it really so out-of kilter?

     

    I'd argue it is the NND + Rapid Fire aspect that makes it a problem more than the AE + Rapid Fire aspect. The second one just means you can partially circumvent the to-hit penalties.

     

    Different problems, one is to-hit(which circumvents the to hit penalty) and the other is damage which matters(more or less) no matter what. Heck big bad villians don't like it when one of my players rapid fires his 15d6 EB. I just think that rapid firing an AOE attack is a bit too effective. Just my opinion.

     

    John

  5. Re: Viperia: Less Pow Than Champions??

     

    If you roll more times, the more likely you are to defy the odds. If each of them roll twice, they are much more likely to roll well and hit. And what does end matter when you're gonna be unconsious in a phase or two any ways?

     

    John

  6. Re: Tale of the Tape

     

    RE: Rapid Fire. There were no PC's or NPC's here -- no metagame whatsoever. Rapid Firing an AE NND is cheesy and I'll admit it; it's also perfectly valid if you're allowing Rapid Fire (which is an optional rule). She has the capability and as such it was used.

     

    Well for one, the champions should have been rapid firing everyone of their ranged attacks every time then. Two, Ironclad could indeed grab and throw the car immediatly (FRED pg 256).

     

    I also agree that since Viperia is hunted by the Champions they should darn well know who she is without a roll.

    Other than that, the Champions could show up with Kinetik, Dr Silverback, heck they could show up with a PRIMUS assault team(which may be more effective than they appeared in this one). They do have NCI.

     

    John

  7. Re: Champs Worldwide: Whaddya want?

     

    Unlike others, I'd like to see several(not necessarily the majority) of characters be 350 points. It's fairly easy to "upgrade" them to fight heroes of any power level. I would like to see some more powerful and less powerful characters(preferably some semi-serious less powerfuls).

     

    John

  8. Re: The New Circle

     

    You're entitled to change the base as you need it. As for 150-base, those also take into account master-plan spells, defenses, summoned and controlled creatures and such. It's not going to be a 20d6 AP blast or a 3d6+1 AP Explosion Killing Attack.

     

    Plus, note what he said. Master Villain. 1093 points. He's not Takofanes. But he's close and he's meant to be the main bad guy in his campaign. When the heroes whomp him, or at least trick him into backfiring his spells, then they can be satisfied.

     

    Couldn't have said it better myself.

     

    John

  9. Re: The New Circle

     

    RE: The VPP on GoldenSkull.

     

    John will have to give the definative answer, but it appears to be a VPP with a limited spell list. If it ain't on the list, he can't cast it.

     

    He is meant both to be a replacement of sorts for Takofanes(whom I don't particularly like) and have a limited spell list, not just on the fly. I roll having to have a spell made into the magic only limitation on his VPP.

     

    John

  10. Re: The New Circle

     

    Against my better judgement, but here is a master-level mystic villian my PCs have just started encountering. No background, it's all in my head.

     

    The Golden Skull

     

    Player: NPC Master Villian

     

    Val Char Cost
    40 STR 30
    28 DEX 54
    30 CON 40
    20 BODY 20
    23 INT 13
    23 EGO 26
    30 PRE 20
    10 COM 0
    20 PD 4
    18 ED 4
    7 SPD 32
    14 REC 0
    60 END 0
    55 STUN 0
    15" RUN08" SWIM020" LEAP0Characteristics Cost: 243

     

    Cost Power END
    16 Armored Costume: Armor (8 PD/8 ED); OIF (-1/2) 0
    75 Aura of Dark Power: Energy Damage Reduction, Resistant, 50% plus Physical Damage Reduction, Resistant, 50% plus Power Defense (15 points) 0
    330 Dark Sorcery: Variable Power Pool (Magic Pool), 150 base + 180 control cost, Cosmic (+2); Limited Class Of Powers Available: Magic (-1/4)
    0 1) Caress of Darkness: Sight Group Flash 12d6, Reduced Endurance (0 END; +1/2) Real Cost: 90 0
    0 2) Dark Agony: Ego Attack 10d6; Visible (-1/4) Real Cost: 80 10
    0 3) Dark Bolt: Energy Blast 18d6 Real Cost: 90 9
    0 4) Dark Chains of the Mind: Mind Control 16d6, Telepathic (+1/4), Reduced Endurance (0 END; +1/2); Visible (-1/4) Real Cost: 112 0
    0 5) Dark Form: Desolidification (affected by light and holy attacks), Reduced Endurance (0 END; +1/2) Real Cost: 60 0
    0 6) Dark Gate: Long Range: Teleportation 10", Usable By Other (+1/4), Area Of Effect (One Hex; +1/2), Continuous (+1), MegaScale (1" = 1000 km; +1 1/2), Can Be Scaled Down 1" = 10 m (+1/4); Gate (-1/2) Real Cost: 60 9
    0 7) Dark Gate: Short Range: Teleportation 10", Improved Noncombat Movement (x16), Usable By Other (+1/4), Area Of Effect (One Hex; +1/2), Continuous (+1); Gate (-1/2) Real Cost: 64 10
    0 8) Dark Lightning: Killing Attack - Ranged 3d6, Armor Piercing (+1/2), +2 STUN Multiplier (+1/2) Real Cost: 90 9
    0 9) Dark Shield: Force Field (10 PD/10 ED/14 Flash Defense: Sight Group), Hardened (+1/4), Reduced Endurance (0 END; +1/2) Real Cost: 59 0
    0 10) Dark Shroud: Invisibility to Sight Group and Detect Soul , No Fringe, Reduced Endurance (0 END; +1/2) Real Cost: 49 0
    0 11) Dark Wall: Force Wall (18 PD/18 ED) (Opaque Sight Group), Reduced Endurance (1/2 END; +1/4) Real Cost: 125 5
    0 12) Dark Wings: Flight 20", Reduced Endurance (0 END; +1/2) Real Cost: 60 0
    0 13) Darkness's Gift: Aid STR, DEX, SPD, STUN 5d6 (standard effect: 15 points), Limited Range (8"; +1/4), STR, DEX, SPD, STUN simultaneously (+1); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; -1/2) Real Cost: 75 0
    0 14) Mage Bolt: Energy Blast 16d6, Variable Special Effects (Any SFX; +1/2) Real Cost: 120 12
    0 15) Mage Hand: Telekinesis (70 STR), Fine Manipulation Real Cost: 115 11
    34 MageSense: Detect Magic 14- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Range, Sense, Targeting 0
    23 Mana Consuption: Healing 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Only in a Magic Rich Area (-1/4) 0
    20 Master of Magic: Find Weakness 13- with All Attacks; Only vs Magical Defenses (-1) 0
    15 Powerful Will: Mental Defense (20 points total) 0
    47 Soul Sense: Detect Living Souls 14- (Unusual Group), Range, Sense, Targeting Sense plus Detect Aura 14- (Unusual Group), Discriminatory, Analyze, Range, Sense 0
    60 Spell Cleaver: Multipower, 90-point reserve, all slots Restrainable (-1/2)
    3u 1) Blade: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR), +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2); Restrainable (-1/2) 0
    6u 2) Cleave Spell: Dispel Magic 20d6, any Magic power one at a time (+1/4), Reduced Endurance (1/2 END; +1/4); Restrainable (-1/2) 3
    6u 3) Devour Magic: Drain Magic 5d6, any Magic power one at a time (+1/4), Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4); Restrainable (-1/2) 3
    3u 4) Flat: Hand-To-Hand Attack +8d6, Reduced Endurance (0 END; +1/2); Hand-To-Hand Attack (-1/2), Restrainable (-1/2) 0
    5u 5) Magic Vampirism: Transfer 3d6 (Magic to END), Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), from any Magic power one at a time (+1/4); Restrainable (-1/2) 3
    57 Supernatural Form: Damage Resistance (8 PD/6 ED) plus Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; 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 does not sleep) 0
    36 Supernatural Swiftness: Running +9" (15" total) plus Leaping +12" (20" forward, 10" upward) plus Swimming +6" (8" total) 4
    Powers Cost: 736

     

     

    Cost Skill
    16 +2 with All Combat
    6 +2 with Spell Cleaver
    15 +3 with Magic
    2 Analyze: Magic 14-
    1 Cryptography 14-; Translation Only (-1/2)
    2 Deduction 14-
    2 Interrogation 15-
    2 KS: Demons 14-
    2 KS: Magic 14-
    2 KS: Occult 14-
    2 KS: Summoning 14-
    2 KS: Superntural Creatures 14-
    2 KS: The Mystical World 14-
    2 KS: Undead 14-
    3 Language: Latin (completely fluent)
    2 Oratory 15-
    2 Persuasion 15-
    4 Power: Magic 16-
    2 Seduction 15-
    2 Tactics 14-
    2 WF: Common Melee Weapons
    Skills Cost: 75

     

    Cost Perk
    2 Reputation: Powerful and Evil Sorcerer (A small to medium sized group) 14-, +2/+2d6
    Perks Cost: 2

     

    Cost Talent
    37 Danger Sense (general area, any danger, Function as a Sense) 14-
    Talents Cost: 37

     

    Cost Equipment END
    Staff of Dark Power: Multipower, 150-point reserve, all slots OAF (-1)
    Equipment costs shown above are for reference only, and are not included in Total Cost.

     

    Total Character Cost: 1093

     

    Val Disadvantages
    10 Distinctive Features: Dark and Evil Mystical Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
    15 Distinctive Features: Huge male with Golden Mask (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    15 Hunted: Circle of the Scarlet Moon 8- (As Pow, NCI, Harshly Punish)
    20 Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish)
    15 Hunted: Takofanes 8- (Mo Pow, Harshly Punish)
    15 Hunted: Trimegistus Council 8- (As Pow, NCI, Capture)
    10 Psychological Limitation: Kills only when necessary, waste of future pawns (Common, Moderate)
    15 Psychological Limitation: Overconfidence (Very Common, Moderate)
    15 Psychological Limitation: Powerhungry (Common, Strong)
    5 Psychological Limitation: Tries to corrupt mages and superhumans (Uncommon, Moderate)
    15 Reputation: Evil master of magic, 14- (Extreme; Known Only To A Small Group)

    Disadvantage Points: 150

     

    Base Points: 200

    Experience Required: 743

    Total Experience Available: 743

    Experience Unspent: 0

     

    Let's try and keep it on the rails this time.

     

    John

  11. Re: The New Circle

     

    Now' date=' as to Lotus... so far, looks good. Just one question... if she's meant to fight ghosts with a sense other than her eyes, shouldn't her Detect be a Sense, and be Targeting?[/quote']

     

    Who said she was supposed to fight ghosts? She's just a mystically based superheroic level character to get this thread back on track.

     

    Besides, I think her master would let her know where they are :)

     

    John

  12. Re: The New CircleTo get back on track, here is my GFs old character, who can be used in a mystical campaign.LotusPlayer: Sandra

    Val** Char*** Cost
    20** STR 10
    23** DEX 39
    18** CON 16
    13** BODY 6
    13** INT 3
    11** EGO 2
    15** PRE 5
    20** COM 5
    *
    15/19** PD 8
    15/19** ED 8
    6** SPD 27
    10** REC 4
    36** END 0
    40** STUN 8
    *10"**RUN02"**SWIM015"**LEAP0Characteristics Cost: 141
    Cost** Power END
    9** Supernatural Awareness: Detect Ghosts and Spirits A Class Of Things 12- (Unusual Group), Increased Arc of Perception, Sense* 0
    6** Dragon Skin: Damage Resistance (8 PD/4 ED)* 0
    7** Toughness Training: Physical Damage Reduction, Resistant, 25% (15 Active Points); STUN Only (-1/2), Limited Power Must be aware of attack (-1/2)* 0
    7** Toughness Training: Energy Damage Reduction, Resistant, 25% (15 Active Points); STUN Only (-1/2), Limited Power Must be aware of attack (-1/2)* 0
    6** Defensive Sword Technique: Armor (4 PD/4 ED) (12 Active Points); OIF: Sword of opportunity (-1/2), Limited Power Must be aware of attack (-1/2)* 0
    12** Speed of the Dragon: Running +4" (10" total), Reduced Endurance (0 END; +1/2) (12 Active Points)*
    11** Leaping: Leaping +11" (15" forward, 7 1/2" upward)* 1
    6** Missile Deflection: (Arrows, Slings, Etc.) (10 Active Points); OIF: Sword of opportunity (-1/2), Will Not Work Against Heavy Missiles (-1/4)* 0
    10** Daggers: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Ranged (+1/2) (22 Active Points); 2 Recoverable Charges (-1), Real Weapon (-1/4)* [2 rc]
    18** Ya Zi: Sword Multipower, 37-point reserve, (37 Active Points); all slots OAF (-1)*
    1u** 1) Missile Deflection: (Any Ranged Attack) (20 Active Points); OAF (-1), Will Not Work Against Heavy Missiles (-1/4)* 0
    2u** 2) Ch'i Strike: Killing Attack - Hand-To-Hand 2d6+1 (3 1/2d6 w/STR) (35 Active Points); OAF (-1)* 3
    2u** 3) Strike: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6 w/STR), Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (-1), No Knockback (-1/4)* 0
    2u** 4) Demon Slayer: Killing Attack - Hand-To-Hand 1 1/2d6 (2 1/2d6 w/STR), Affects Desolidified Supernatural Creatures (+1/4), Reduced Endurance (1/2 END; +1/4) (37 Active Points); OAF (-1), No Knockback (-1/4)* 1
    1u** 5) Flat of the Blade: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)* 0
    2u** 6) Thrust: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR), Armor Piercing x1 (+1/2) (37 Active Points); OAF (-1), No Knockback (-1/4)* 4
    22** The Sword of Iron and Blood: Multipower, 45-point reserve, (45 Active Points); all slots OAF (-1)*
    2u** 1) Sword Blade: Killing Attack - Hand-To-Hand 1 1/2d6 (2 1/2d6 w/STR), +1 STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); OAF (-1), No Knockback (-1/4)* 0
    2u** 2) Martial Spirit: Aid PRE 4d6 (40 Active Points); OAF (-1), Self Only (-1/2)* 0
    2u** 3) Telekinesis (30 STR) (45 Active Points); OAF (-1), Affects Whole Object (-1/4)* 4
    Powers Cost: 130
    Cost** Martial Arts Maneuver
    ** Respendent Dragon Kung Fu*
    1** 1) Weapon Element: Blades*
    4** 2) The Fist of the Scarlet Dragon (Strike): 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike*
    5** 3) The Golden Dragon Strike (Strike): 1/2 Phase, +1 OCV, +3 DCV, 4d6 Strike*
    5** 4) Swooping Dragon Maneuver (Passing Strike): 1/2 Phase, +1 OCV, +0 DCV, 4d6 +v/5; FMove*
    3** 5) Dragon's Tail Brushes The Ground (Sweep): 1/2 Phase, +2 OCV, -1 DCV, 5d6 Strike, Target Falls*
    3** 6) Hsu Pao's Twisting Reversal (Throw): 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls*
    4** 7) The Moon Dragon's Shining Scales (Block): 1/2 Phase, +2 OCV, +2 DCV, Block, Abort*
    4** 8) The Sublime Avoidance (Dodge): 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort*
    Martial Arts Cost: 29
    Cost** Skill
    ** General Skills*
    2** 1) AK: Millenium City Chinatown 11-*
    3** 2) Conversation 12-*
    2** 3) KS: Chinese History and Tradition 11-*
    2** 4) KS: Chinese Legends and Lore 11-*
    2** 5) KS: Cooking 11-*
    2** 6) KS: Millenium City Chinatown Underworld 11-*
    0** 7) Language: Mandarin (native) *
    2** 8) Language: Cantonese (fluent conversation)*
    2** 9) Language: English (fluent conversation)*
    3** 10) Oratory 12-*
    2** 11) PS: Cooking 11-*
    3** 12) Streetwise 12-*
    ** Martial Skills*
    10** 1) +2 with all Agility skills*
    8** 2) +1 with All Combat*
    6** 3) +2 with Ya Zi*
    3** 4) +1 with Martial Arts*
    5** 5) +3 vs. Called shot modifiers with dagger*
    3** 6) Acrobatics 14-*
    3** 7) Analyze: Combat Technique 12-*
    3** 8) Analyze: Martial Arts Style 12-*
    3** 9) Breakfall 14-*
    3** 10) Fast Draw Common Melee Weapons 14-*
    2** 11) KS: Resplendent Dragon Kung Fu 11-*
    5** 12) Rapid Attack (HTH) *
    3** 13) Stealth 14-*
    2** 14) Weaponsmith (Muscle-Powered HTH) 12-*
    2** 15) WF: Common Melee Weapons*
    Skills Cost: 86
    Cost** Talent
    6** Lightning Reflexes: +4 DEX to act first with All Actions*
    6** Combat Luck (3 PD/3 ED)*
    Talents Cost: 12
    Val** Disadvantages
    10** Distinctive Features: Talks to Ghost of Ancient Master (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)*
    5** Distinctive Features: The Chosen - Aura of power and destiny (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)*
    0** Dependent NPC: Ghost of Ancient Master*
    10** Dependent NPC: Mother 8- (Normal; Useful noncombat position or skills; Unaware of character's adventuring career)*
    10** Dependent NPC: Kate Gallagher 11- (Normal; Useful noncombat position or skills)*
    15** Enraged: When innocents are harmed (Uncommon), go 11-, recover 11-*
    5** Hunted: Dr. Yin Wu 8- (Mo Pow, NCI, Limited Geographical Area, Watching)*
    15** Hunted: Local Chinese Triads 8- (As Pow, NCI, Harshly Punish)*
    10** Hunted: Others who want to learn style 11- (Less Pow, Harshly Punish)*
    15** Hunted: Wong Feng 11- (As Pow, Harshly Punish)*
    15** Hunted: Lin Chi the Serpent 8- (Mo Pow, Harshly Punish)*
    20** Psychological Limitation: Code of Honor (Common, Total)*
    15** Psychological Limitation: Protective of Innocents (Common, Strong)*
    15** Psychological Limitation: Recurrant Dreams/Nightmates (Common, Strong)*
    10** Reputation: Powerful Sword Weilding Martial Artist with Unknown Style, 11- (Extreme; Known Only To other Martial Artists)*
    8** Mystery Disadvantage*
    1** Quirk: Believes there is Good in everyone*
    1** Quirk: Dislikes Japanese*
    1** Quirk: Prefers to cook own food*
    1** Quirk: Loves combat (but won't admit it)*
    1** Quirk: Will not let others handle Ya Zi*
    Disadvantage Points: 183

    Base Points: 200Experience Required: 15Total Experience Available: 30Experience Unspent: 15Total Character Cost: 398

    Height: 5' 6" Hair: Dark Brown
    Weight: 132 lbs Eyes: Brown
    Appearance: She is tall for a Chinawoman at 5'6", but has a well-balanced and toned body.Personality: Wu has a strong presence and the aura of one chosen. She is a little headstrong, but has a good heart and greatly opposses opression wherever she goes. Wu is well spoken and often finds herself a mediator in Chinatown fueds. She speaks often to her invisible teacher, who will give her sometimes menial or strange tasks to strengthen her abilities. Wu wants nothing more than to be a great hero and defend the general populace from harm.Quote:"I make my own destiny."Background: Wu Zeitan was born in the small Nyetang province in China, her mother an American ambassador and her father a Chinese polotician - said to be an descendant of Ji Xuanyuan, the founding father of China. Her father was deeply involved in local politics and greatly respected by the local residents whom he fought for. Many in this small province were unhappy with the current Communist government and wished a return to more ancient ways, whispering the descendant of Ji Xuanyuan could bring China back to her former glory. Word of this dissent reached the government, who retaliated by murdering her father when Wu was eight. She was witness to the event, seeing the ghost of her father fleeing to the afterlife. Wu has been attuned to the supernatural since with the ablility to see and communicate with ghosts and other supernatural creatures. Her mother fled to America with Wu, where she could be raised in safety.

     

    The Five Ancestors have been quite unhappy with the direction of China for the past two hundred years. They see in Wu a chance to set things right. Shortly after her twelth birthday, the spirit of an ancient master revealed he would train her in the ancient way of the Resplendant Dragon, for she has much future potential. Wu interpreted this as a chance to become a hero and helps defend the citizens of Chinatown from the Triad.

    Powers/Tactics: Her teacher has guided her in the creation of her sword - Ya Zi (bad-tempered warrior of the Dragon's nine sons). Wu prefers to be in the front line of combat or removed ranged users such as Blasters.Campaign Use: 
  13. Re: VPP Question

     

    I think -1/4 is right. Limiting, but not too limiting. I have a NPC who has a 500 point VPP with a similiar limitation(no more than 150 AP in any power) and that's what she has.

     

    I might go as high as -1/2, depending on the size of the pool and the AP limit of each power.

     

    John

  14. Re: Show me the PC

     

    Here is my character, Titan, from the aforementioned Teen Champions game.

     

    Titan

     

    Player: John Spencer

     

    Val** Char*** Cost
    15/45** STR 5
    15** DEX 15
    20** CON 20
    14/20** BODY 8
    13** INT 3
    11** EGO 2
    15/25** PRE 5
    16** COM 3
    *
    8/20** PD 5
    8/20** ED 4
    3** SPD 5
    8** REC 2
    40** END 0
    40/46** STUN 8
    *9"/15"**RUN02"**SWIM03"/9"**LEAP0Characteristics Cost: 85

     

    Cost** Power END
    7** Gigantic Fists: +2 OCV with HTH Combat; Linked (Growth; -1/2)*
    8** Gigantic Legs: Running +6" (9"/15" total); Linked (Growth; -1/2)* 1
    4** Gigantic Resistance: Power Defense (6 points); Linked (Growth; -1/2)* 0
    24** Gigantic Toughness: Armor (12 PD/12 ED); Linked (Growth; -1/2)* 0
    7** Impressive Size: +10 PRE; Linked (Growth; -1/2)*
    6** Quick: Running +3" (9"/15" total)* 1
    21** Size Control: Multipower, 37-point reserve, all slots Side Effects (Opposite Size Effect; -1/2), Activation Roll 15- (-1/4)*
    2u** 1) Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 6,387 kg, -4 DCV, +4 PER Rolls to perceive character, 7 m tall, 4 m wide), Costs END Only To Activate (+1/4); Side Effects (Opposite Size Effect; -1/2), Activation Roll 15- (-1/4)* 3
    2u** 2) Shrinking (0.2318 m tall, 0.1949 kg mass, -6 PER Rolls to perceive character, +6 DCV, takes +9" KB), Costs END Only To Activate (+1/4); Side Effects (Opposite Size Effect; -1/2), Activation Roll 15- (-1/4)* 3
    Powers Cost: 81

     

     

    Cost** Skill
    6** +2 with Football*
    6** +2 with Punch, Haymaker and Grab*
    3** Breakfall 12-*
    3** Concealment 12-*
    1** Criminology 8-*
    2** KS: Football 11-*
    2** PS: Football Player 11-*
    3** Paramedics 12-*
    3** Stealth 12-*
    3** Teamwork 12-*
    Skills Cost: 32

     

     

     

     

    Total Character Cost: 198

     

    Val** Disadvantages
    10** Accidental Change: Size Changes when distracted or disoriented 11- (Uncommon)*
    10** Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)*
    15** Enraged: Innocents Harmed (Common), go 8-, recover 11-*
    10** Hunted: Frost, Ice Powered Martial Artist 8- (As Pow, Harshly Punish)*
    20** Psychological Limitation: Code of the Hero (Very Common, Strong)*
    10** Psychological Limitation: Falls In Love Easily and Often (Common, Moderate)*
    15** Social Limitation: Secret Identity (Frequently, Major)*
    5** Social Limitation: Teenager (Occasionally, Minor)*
    5** Unluck: 1d6*

    Disadvantage Points: 100

     

    Base Points: 100

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

  15. Re: VPPs: Your experiences

     

    The game I'm playing allows the following:

     

    1) If you have Universal Translator, it also acts as super linguist. You can spend 1 pt to have native fluency with any language with no roll necessary.

     

    2) You can spend 15 pts for Worldly Scientist or Scholar or 10 pts for Worldly Jack of all Trades, or Traveller. It gives you a base 8- roll (which can't be increased for any reason) for any skill that you would reasonably know but isn't paid for. So someone with Worldy Scientist would give you an 8- roll for any science that he doesn't specifically have. This Uber skills enhancer also lowers the cost of any applicable skill by 1 pt in addition to the regular enhancer (1 pt minimum but you get the full skill roll for that point). So a scientist with Worldly Scientist along with regular Scientist would allow you to pay 1 pt for a 9 + Int/5 skill roll for any science skill.

     

    3) For a 5 pt upgrade over (2), you can have the Universal versions of those enhancers. Universal allows you a 11- skill roll with any skill that isn't paid for but which you might reasonably know. So for a total cost of 23 pts (Universal Scientist plus regular Scientist), you can spend 1 pt for a full skill roll in any science and you have a 11- skill roll for any other science that you haven't paid points for. Similarly, you can have Universal Traveller plus regular Traveller for 18 pts and have a 11- skill for any reasonably large location that you haven't purchased (11- Manhattan is ok or maybe even 11- Chinatown, but getting a free 11- for Canal Street is just ridiculous).

     

    Good stuff, Gary! I may have to borrow this. One of my PCs is all about this.

     

    John

  16. Hello all. I need help naming a violent enviornmentalist supervillian team I am making. I don't want to go too deep into the members or their abilities since a couple of my players frequent these boards and would look, and that would ruin the surprise.

    The only thing I can safely say is that they are led by a druid type and they act much like eco-terrorists, attacking pollutors and such to stop their 'despoiling" of the land.

     

     

    I don't even have any ideas. So any ideas would be great.

     

    Thanks,

    John

  17. Re: Is this just wrong?

     

    I answer to your question. Yes. I think it is quite wrong. A cheesy way to have agents break a focus. If a PC handed me this I would beat them with FREd until they "saw" the errors of their ways. I mean seriously, I assume you are the GM since you are talking about agents. Points don't mean crap. If you wanna break a Focus, just break the damn focus and be done. You don't need to resort to 1d6 penetrating KA's for agents to do it.

     

    Before I get too out of control, why do your agents need to break foci? I believe an agents job description is to get the crap beat out of them by the heroes, but slow them down long enough for the named characters to complete the heist or get away.

     

    John

×
×
  • Create New...