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Christopher R Taylor

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  1. Like
    Christopher R Taylor got a reaction from iamlibertarian in Superhero Cosplayers   
    Ladies and Gentlemen, I give you... the Mississippi Avengers.
     

     
    Edit: A friend suggested "Gulf Coast Avengers" as a better name, and I agree - its more consistent with the existing Avengers names/
  2. Like
    Christopher R Taylor got a reaction from tadk in Superhero Cosplayers   
    Ladies and Gentlemen, I give you... the Mississippi Avengers.
     

     
    Edit: A friend suggested "Gulf Coast Avengers" as a better name, and I agree - its more consistent with the existing Avengers names/
  3. Like
    Christopher R Taylor got a reaction from Roter Baron in Superhero Cosplayers   
    Ladies and Gentlemen, I give you... the Mississippi Avengers.
     

     
    Edit: A friend suggested "Gulf Coast Avengers" as a better name, and I agree - its more consistent with the existing Avengers names/
  4. Like
    Christopher R Taylor got a reaction from BoloOfEarth in Superhero Cosplayers   
    Ladies and Gentlemen, I give you... the Mississippi Avengers.
     

     
    Edit: A friend suggested "Gulf Coast Avengers" as a better name, and I agree - its more consistent with the existing Avengers names/
  5. Like
    Christopher R Taylor got a reaction from assault in 6th Edition Conversions   
    I didn't have the book with me so I gave him different kinds of color coded grenades assuming he had a multipower.  Just assume he as a daughter with a lot of nail polish trying to help daddy out.
  6. Like
    Christopher R Taylor reacted to Ninja-Bear in 6th Edition Conversions   
    Christopher you mentioned about buying some if these module. I bought the To Serve and Protect module years ago and it had a blank page every other sheet! Lol (I knew the condition of the module when I bought it. Someday I'll get a new copy.)
  7. Like
    Christopher R Taylor got a reaction from Ragitsu in Marvel Cinematic Universe, Phase Three and BEYOOOOONND   
    It didn't have to go that way.  If they made the Mandarin a throwback, a guy who wanted to get rid of the current Chinese government and impose a monarchy (as implied by his name and costuming in the comics) then the Chinese government would have no problem whatsoever with him as a villain that gets beaten.  The choice wasn't about that, I suspect.  It was about trying to keep a tech theme, and I strongly, strongly suspect Iron Man 3 was a script they bought a long time ago and adapted to the Iron Man franchise.
  8. Like
    Christopher R Taylor got a reaction from Enforcer84 in 6th Edition Conversions   
    Sampson, Israeli soldier who as a child found he was able to turn into a powerful figure similar to Sampson from the book of Judges in the Old Testament.  He believes he really is Sampson, but whether he's just able to become what he dreams of and imagines or really is a Sampson come to life again is not clear.  His build is a bit odd because all his powers are based on his hair (cut it and he loses them) but its not clear how that takes effect.  It was built as a physical complication in the module, but I made it a susceptibility.  Further, his regeneration specifically had a limitation of turning off when his hair is cut.
     
    I suppose it could be built as an IIF, but I'm not sure hair length really works for a focus.
     
    Sampson   Val Char Cost  75  STR   65  17  DEX   14  33  CON  23  19  BOD   9  10  INT     0  10  EGO   0  20  PRE  10  24  PD     22            With Lion Skin: PD 30; rPD 6  22  ED     20   4   SPD  20  20  REC  16  55  END   7  66  STN  23   12m RUN    0   4m SWIM  0 30m LEAP 13 Characteristics Cost: 272   Cost Power   4     Jawbone of an ass: Hand-To-Hand Attack +2d6 (10 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4)   6     Lion Skin: Resistant Protection (6 PD) (9 Active Points); OIF (-1/2)   3     Instant Change: Cosmetic Transform 1d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; +3/4) (5 Active Points); Limited Target Clothes worn by character (-1/2)  19    Reduced Endurance (1/2 END; +1/4) (19 Active Points) applied to STR  32    Regeneration (2 BODY per Turn) Powers Cost: 64   Cost Skill  16    +2 with HTH Combat Skills Cost: 16   Total Character Cost: 352   Pts. Disadvantage  15   Dependent NPC:  Delilah Infrequently (Incompetent)  20   Enraged:  Insulted in hero form (Uncommon), go 14-, recover 11-   5    Hunted:  Syrian Intelligence Infrequently (As Pow; Limited Geographical Area; Harshly Punish)  15   Psychological Complication:  Believes he really is sampson while in hero form (Common; Strong)  10   Psychological Complication:  Hatred of "philistines" (Uncommon; Strong)  15   Social Complication:  Secret Identity Frequently, Major  15   Susceptibility:  Hair cut off All powers lost Instant (Uncommon) Disadvantage Points: 95   Sampson.hdc
  9. Like
    Christopher R Taylor got a reaction from Enforcer84 in 6th Edition Conversions   
    In the group Deathstroke was the character Stinger who experimented a lot with insects.  He managed to create some very powerful super sized insects such as the Cyborg Ant and Giant Mantis.  Both were pretty godawful creatures best avoided, although they were extremely vulnerable to common hero type attacks.  The Cybernetic Ant had a bit of a cheat; most of his powers were bought as "cybernetic OIF" but... seriously, nobody was going to tie one down and take the cybernetics away from them.  It was a non-limitation, really and pointless because who cares how many points they cost?  They also had a curious build on their damage resistance: does not work in water.  That makes no sense from the point of view of it being chitin or armor, so I guessed that it was some kind of bioelectric field that ran through or over them like a force field.
     
    Cybernetic Ant   Val Char Cost  50  STR   40  24  DEX   28  30  CON  20  15  BOD   5   6   INT    -4  11  EGO   1  30  PRE   20  25  PD     23          Resistant PD: 25  20  ED     18          Resistant ED: 20   5   SPD   30  16  REC   12  60  END    8  65  STN   23   OCV: 9 DCV: 9 OMCV: 5 DMCV: 5   18m RUN   6   4m SWIM 0 20m LEAP  8 Characteristics Cost: 294   Cost Power  30    Mandibles: Killing Attack - Hand-To-Hand 2d6 (5d6+1 w/STR)  13    Cybernetic Psi Projector: Mental Blast 2d6 (20 Active Points); Requires a Roll (1-4 Roll; Must be made each Phase/use) (-1/2)  30    Electrical Discharge: Blast 12d6 (60 Active Points); No Range (-1/2), 8 Charges (-1/2)   5     Bioelectric Shield: Resistant (+1/2) (12 Active Points); Does Not Work In Water (-1/4) applied to PD   4     Bioelectric Shield: Resistant (+1/2) (10 Active Points); Does Not Work In Water (-1/4) applied to ED  24    Digging: Tunneling 12m through 6 PD material  10    Antennae: Discriminatory with Smell/Taste Group   8     Antennae: +4 PER with Smell/Taste Group Powers Cost: 124   Cost Talent  23   Danger Sense (self only, out of combat, Function as a Sense) 11-/15- Talents Cost: 23   Total Character Cost: 441   Pts. Complication  30   Enraged:  Berserk Blood is drawn (Common), go 11-, recover 11-  25   Susceptibility:  Pesticides 3d6 damage per Phase (Uncommon)  20   Vulnerability:  2 x BODY Electricity (Common)  20   Vulnerability:  2 x STUN Electricity (Common)  30   Vulnerability:  2 x BODY Fire (Very Common)  30   Vulnerability:  2 x STUN Fire (Very Common) Complication Points: 155  
     

     
    The Giant Mantis, for whom there is no image.  But hey, its just a Mantis, but bigger.  I imagine them being roughly human sized, maybe 8 feet long in the body at most since they had no growth built in.
     
    Giant Mantis   Val Char Cost  50  STR   40  20  DEX   20  30  CON  20  15  BOD   5   6   INT    -4  10  EGO   0  30  PRE  20  20  PD    18          Resistant PD: 20  11  ED     9           Resistant ED: 11   4   SPD  20  16  REC  12  60  END   8  65  STN  23   12m RUN   0   4m SWIM 0 20m LEAP  8 Characteristics Cost: 229   Cost Power  30    Bite: Killing Attack - Hand-To-Hand 2d6 (5d6+1 w/STR)  27    Wings: Flight 40m (40 Active Points); Restrainable (-1/2)  10    Damage Resistance: Resistant (+1/2) (10 Active Points) applied to PD   5     Damage Resistance: Resistant (+1/2) (5 Active Points) applied to ED Powers Cost: 72   Total Character Cost: 301   Pts. Complication  20   Vulnerability:  2 x STUN Cold (Common)  20   Vulnerability:  2 x BODY Cold (Common)  30   Vulnerability:  2 x STUN Fire (Very Common)  30   Vulnerability:  2 x BODY Fire (Very Common) Complication Points: 100 Cybernetic Ant.hdc
    Giant Mantis.hdc
  10. Like
    Christopher R Taylor got a reaction from Enforcer84 in 6th Edition Conversions   
    Dr Death!  No full costume for him, just a head shot basically.  He's basically just an agent with lots of presence, but I could easily see him develop into something greater later on.
     
     
    I had to tweak him a bit; he's a 2nd edition character which puts him in the way, wayback machine.  He has no complications listed at all so I just gave him some that made sense.  He's listed with a "blaster pistol" but its OIF and the description of his appearance mentions no gun but his hands glowing and blasting, so my guess is its built into his armor and not really a pistol at all.  Of course, 2nd edition martial arts were a multiple to damage so I had to just give him a basic array of martial arts.  And he had only skill levels so I threw him a few presence skills to help him do his job.
     
    Dr Death is... underwhelming. He looks amazing and seems terribly dangerous, but is just a slightly tougher agent than the others in the book.  But I could imagine him stealing tech from Death Commando and Dr Draconis, getting his armor upgraded, and being something more in later appearances.
     
    Doctor Death   Val Char Cost  15  STR    5  15  DEX   10  10  CON   0  10  BOD   0  10  INT     0  10  EGO   0  20  PRE   10   3   PD      1          With Armor: PD 12; rPD 9   2   ED      0          With Armor: ED 11; rED 9   3   SPD   10   5   REC   1  20  END   0  23  STN   2   OCV:    5 DCV:    5 OMCV: 3 DMCV: 3   12m RUN   0   4m SWIM 0   4m LEAP  0 Characteristics Cost: 59   Cost Power  15    Armor: Resistant Protection (9 PD/9 ED) (27 Active Points); OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4)  13    Blaster Pistol: Blast 6d6 (30 Active Points); 8 Charges (-1/2), OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4) Powers Cost: 28   Cost Martial Arts Maneuver   4     Fast Strike:  1/2 Phase, +2 OCV, +0 DCV, 5d6 Strike   3     Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls   4     Martial Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort   4     Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort   5     Offensive Strike:  1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike Martial Arts Cost: 20   Cost Skill   3     Acting 13-   6     +2 OCV with Blaster Pistol   3     Oratory 13- Skills Cost: 12   Total Character Cost: 119   Pts. Complication  10   Distinctive Features:  Very dangerous looking supervillain (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)  10   Psychological Complication:  Loyal to Deathstroke (Common; Moderate)  10   Social Complication:  Secretly a Deathstroke Agent Frequently, Minor Complication Points: 30    

    Doctor Death.hdc
  11. Like
    Christopher R Taylor got a reaction from Enforcer84 in 6th Edition Conversions   
    Doctor Draconis!  While the founders of Deathstroke were Frost and Deathsinger, it was Dr Draconis who was able to build the Dagger device and had the expertise to give them real power.  Again, I had to tweak his build a bit.  The gulf between 2nd and 6th editions is pretty big, but all I did was add a few science skills and define his life support more specifically.  He had "full life support" as the power worked back then, but it didn't make sense for his suit to make him immortal and immune to disease, so its more limited.  And of course he had a transfer which I had to jury rig with Drain/Aid.  Like all early builds, there's no mention what his powers actually are, so I attributed all his attacks to his tail, since its glowy and looks impressive in the image.
     
    The team is pretty capable, but Dr Draconis can easily take on a whole hero team alone.  However, outside his armor, he's just a really smart scientist.  I love how the Mark Williams art really came alive with the coloring.
     
    Incidentally, Hero Designer did something here I've run into a few times, rarely: it reduces a cheap power to 0 points with a limitation, which is as far as I know and the way I've always played it a no-no.  A power does not ever go below 1 point, no matter how many limitations it has on it.
     
    Doctor Draconis    Val    Char Cost 10/45* STR     0 10/26* DEX     0 10/40* CON    0 10/15* BOD     0    28    INT      18    14    EGO     4 10/30* PRE      0  2/20*  PD        0         With Armor: 20 rPD  2/20*  ED        0         With Armor: 20 rPD   2/7*   SPD      0  4/15*  REC      0 20/80* END      0 20/80* STN      0   OCV: 3/9* DCV: 3/9* OMCV: 5 DMCV: 5   12m RUN 0 4m SWIM 0 4m LEAP 0 Characteristics Cost: 22   OCV: 3/9* DCV: 3/9* OMCV: 5 DMCV: 5         12m RUN    0         4m SWIM  0 4m/18m* LEAP 7   *=OIF armor   Characteristics Cost: 22   Cost Power   0     Damage Resistance: Resistant (+1/2) (1 Active Points); OIF (-1/2) applied to PD   0     Damage Resistance: Resistant (+1/2) (1 Active Points); OIF (-1/2) applied to ED  17    Life Support Systems: Life Support  (Eating: Character does not eat; 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) (25 Active Points); OIF (-1/2)   3     Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2)   3     Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)   8     High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2)   3     Tail: Extra Limb (1) (5 Active Points); OIF (-1/2)   9     Mental Defense (16 points total) (Base MD) (13 Active Points); OIF (-1/2)   5     Servos: Leaping +14m (4m/18m forward, 2m/9m upward) (7 Active Points); OIF (-1/2)   224   Armor Systems: (Total: 339 Active Cost, 224 Real Cost) +35 STR (35 Active Points); OIF (-1/2) (Real Cost: 23) plus +16 DEX (32 Active Points); OIF (-1/2) (Real Cost: 21) plus +30 CON (30 Active Points); OIF (-1/2) (Real Cost: 20) plus +20 PRE (20 Active Points); OIF (-1/2) (Real Cost: 13) plus Resistant Protection (18 PD/18 ED) (54 Active Points); OIF (-1/2) (Real Cost: 36) plus +5 SPD (50 Active Points); OIF (-1/2) (Real Cost: 33) plus +11 REC (11 Active Points); OIF (-1/2) (Real Cost: 7) plus +60 END (12 Active Points); OIF (-1/2) (Real Cost: 8) plus +5 BODY (5 Active Points); OIF (-1/2) (Real Cost: 3) plus +60 STUN (30 Active Points); OIF (-1/2) (Real Cost: 20) plus +6 OCV (30 Active Points); OIF (-1/2) (Real Cost: 20) plus +6 DCV (30 Active Points); OIF (-1/2) (Real Cost: 20    43   Weapons Systems: Multipower, 75-point reserve,  (75 Active Points); all slots OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4)  4f    1)  Flame Blast: Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4)  4f    2)  Tail Laser: Killing Attack - Ranged 4d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4)  2f    3)  Strength Transfer: Drain BODY 3d6, Reduced Endurance (1/2 END; +1/4) (37 Active Points); No Range (-1/2), OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4)  1f    4)  Strength Transfer: Aid  Strength 3d6, Reduced Endurance (1/2 END; +1/4) (22 Active Points); Only to Aid Self (-1), Only usable with Drain (-1/2), OIF (-1/2), Can aid no more than drain roll (-1/4), Linked (Strength Transfer; -1/4), Requires A Roll (14- roll; Must be made each Phase/use; -1/4) Powers Cost: 326   Cost Skill   3     Computer Programming 15-   3     Inventor 15-   2     KS: Lizards and dragons 11-   3     Scientist   2     1)  Science Skill:  Biology 15- (3 Active Points)   1     2)  Science Skill:  Cellular Biology 11- (2 Active Points)   1     3)  Science Skill:  Chemistry 11- (2 Active Points)   2     4)  Science Skill:  Lizard Biology and Habits 15- (3 Active Points)   2     5)  Science Skill:  Zoology 15- (3 Active Points)  48    +4 Overall Levels Skills Cost: 67   Total Character Cost: 415   Pts. Complication  10   Enraged:  Intelligence insulted (Uncommon), go 11-, recover 14-  25   Hunted:  SAT Very Frequently (As Pow; NCI; Harshly Punish)  20   Hunted:  FBI Very Frequently (Less Pow; NCI; Harshly Punish)  15   Physical Complication:  Megalomania (Frequently; Slightly Impairing)  20   Psychological Complication:  Hatred of federal bureaucrats (Common; Total)  10   Social Complication:  Public Identity (Frequently; Minor)  10   Vulnerability:  2 x STUN Lasers (Uncommon)  10   Vulnerability:  2 x BODY asers (Uncommon) Complication Points: 120  
     

    Doctor Draconis.hdc
  12. Like
    Christopher R Taylor got a reaction from Cygnia in This Week in MMOs   
    It seems to me that the WoW team:
    1) does not listen closely to beta testers warnings and concerns (or lacks time to act on them)
    2) has compartmentalized departments with no overall guidance or sufficient communication
    3) lost its most brilliant and talented people after Wrath of the Lich King
     
    Way too much stuff complained about in beta makes it to release only to be fixed sometimes years later, way too much stuff is wildly variable (different trade skills, lacking items in trades, different quest chains of wildly varying rewards and difficulty, etc), and the feel of the game has changed much since its best years.  Adding so many old Sony people from the EverQuest team was a huge, fairly obvious mistake.
  13. Like
    Christopher R Taylor reacted to Pattern Ghost in This Week in MMOs   
    Yeah, I'm not too thrilled with the current administration. They've got a lot more than flying to fix to get me to come back.
  14. Like
    Christopher R Taylor reacted to grandmastergm in 6th Edition Conversions   
    Bolshevik Barracuda
     
       Val     Char   Cost    Roll           Notes
    15+30  STR       5       12- / 18-   Lift 200.0kg/12.8tons; 3d6/9d6 [¼]
        23      DEX     26      14-            OCV:  8/DCV:  8
    23+6   CON     13      14- / 15-
        10      INT        0       11-            PER Roll 11-
        15      EGO      5       12-            ECV:  5 - 5
    10+10  PRE       0       11- / 13-   PRE Attack:  2d6/4d6
     
         8       OCV     25     
         8       DCV     25     
         5       OMCV  6      
         5       DMCV  6      
         5       SPD      30                        Phases:  3, 5, 8, 10, 12
     
        25      PD          8                         Total:  25 PD (15 rPD)
        25      ED         8                         Total:  25 ED (15 rED)
       8+8    REC      4
    30+30  END      2
        15      BODY   5
    36+16  STUN    8       Total Characteristic Cost:  176
     
    Movement:       Running:  12m/24m
                                Leaping:  4m/8m
                                Swimming:  40m/80m
     
    Cost   Powers                                                                                   END
               Aquatic Adaptation, all slots Only Works In Water (-1 ½)  
    12      1)  +30 STR (30 Active Points); Only Works In Water (-1 ½)          3
    2         2)  +6 CON (6 Active Points); Only Works In Water (-1 ½) 
    4         3)  +10 PRE (10 Active Points); Only Works In Water (-1 ½)         
    3         4)  +8 REC (8 Active Points); Only Works In Water (-1 ½) 
    2         5)  +30 END (6 Active Points); Only Works In Water (-1 ½)           
    3         6)  +16 STUN (8 Active Points); Only Works In Water (-1 ½)        
                                                                                                                       
    25      Speak with Sea Creatures:  Telepathy 6d6 (Animal class of minds), Reduced Endurance (½ END; +¼) (37 Active Points); Limited Class Of Minds Aquatic Creatures Only (-½)        1
    30      Control Sea Creatures:  Mind Control 6d6 (Animal class of minds), Reduced Endurance (½ END; +¼), Telepathic (+¼) (45 Active Points); Limited Class Of Minds Aquatic Creatures Only (-½)    2
    46      Aquatic Form:  Shape Shift  (Sight, Hearing, Radio, Smell/Taste and Touch Groups, any aquatic creature), Imitation, Reduced Endurance (½ END; +¼) (46 Active Points)        2
    50      Water Control:  Telekinesis (60 STR), Affects Porous (100 Active Points); Only Works On Water (-1) 10
    8         Aquatic Adaptation:  Life Support  (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold)              0
    22      Swift Swimmer:  Swimming +36m (40m total), Reduced Endurance (½ END; +¼) (22 Active Points)   1
    5         Aquatic Eyes:  Nightvision                                                       0
    45      Superhuman Toughness:  Resistant Protection (15 PD/15 ED)       0
    20      Delphine Sonar:  Active Sonar (Hearing Group), +5 to PER Roll   0
                                                                                                                       
    21      Fishing Net:  Entangle 5d6, 5 PD/5 ED, Entangle And Character Both Take Damage (+¼), Area Of Effect (1m Radius; +¼) (75 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Range Based On Strength (-¼)             [1 rc]
    22      Atlantean War Trident:  Killing Attack - Hand-To-Hand 2d6 (3d6 / 5d6 w/STR), Reduced Endurance (0 END; +½) (45 Active Points); OAF (-1)                                                            0
     
               Perks
    4         Positive Reputation:  Protector of Soviet Waterways (Worldwide) 11-, +2/+2d6
     
               Talents
    3         +1/+1d6 Striking Appearance (vs. all characters)
     
               Skills
    20      +2 with All Attacks
     
    2         AK: Soviet Waterways 11-
    3         Concealment 11-
    3         Demolitions 11-
    2         KS: Aliens 11-
    2         PS: Sailor 11-
    2         PS: Fishing 11-
    2         Science Skill:  Marine Biology 11-
    3         Stealth 14-
     
    2         WF:  Nets, Polearms and Spears
     
    Total Powers & Skill Cost:  368
    Total Cost:  544
     
    Pts     Complications
    15      Dependence:  must submerge in water or  Takes 3d6 Damage (Very Common; 1 Hour)
    20      Hunted:  Alien Crew; Frequently (Mo Pow; Capture)
    20      Hunted:  Red Doom; Infrequently (Mo Pow; NCI; Capture/Kill)
    20      Psychological Complication:  Code Versus Killing (Common; Total)
    15      Psychological Complication:  Protects Sea Creatures and their Environment; (Common; Strong)
    15      Social Complication:  Subject to Orders; Frequently, Major
    25      Susceptibility:  Tar/Glue 2d6 damage per Phase (Common)
    150    Total Complications
     
    Total Experience:  544
     

  15. Like
    Christopher R Taylor reacted to grandmastergm in 6th Edition Conversions   
    Carpathia
     
    Val   Char   Cost    Roll     Notes
      70    STR      60      23-      Lift 409.6tons; 14d6 [7]
      23    DEX     26      14-      OCV:  9/DCV:  9
      33    CON     23      16-
      10    INT        0       11-      PER Roll 11-
      10    EGO      0       11-      ECV:  3 - 3
      25    PRE      15      14-      PRE Attack:  5d6
     
       9     OCV     30     
       9     DCV     30     
       3     OMCV  0      
       3     DMCV  0      
       5     SPD      30                  Phases:  3, 5, 8, 10, 12
     
      38    PD        16                  Total:  38 PD (20 rPD)
      30    ED         8                   Total:  30 ED (20 rED)
      20    REC     16
      80    END     12
      26    BODY  16
      78    STUN   29      Total Characteristic Cost:  311
     
    Movement:    Running:  48m/96m
                             Leaping:  4m/8m
                             Swimming:  4m/8m
     
    Cost   Powers                                                                                   END
    18      Heavy:  Knockback Resistance -18m                                    0
    25      Huge Hands And Feet:  Area Of Effect (1m Radius; +¼) for up to 70 Active Points of STR, Reduced Endurance (0 END; +½) (25 Active Points)                                                               0
    60      Immense Toughness:  Resistant Protection (20 PD/20 ED) 0
    8         Long Arms:  Stretching 8m, Persistent (+¼), Reduced Endurance (0 END; +½) (14 Active Points); Always Direct (-¼), no Noncombat Stretching (-¼), No Velocity Damage (-¼)      0
    36      Long Legs:  Running +36m (48m total)                                4
     
               Perks
    3         Contact:  Romanian Government Official (Contact has access to major institutions) 11-
    3         Fringe Benefit:  Federal/National Police Powers
    2         Positive Reputation:  Hero of Romania (Eastern Europe) 11-, +2/+2d6
     
               Talents
    6         +2/+2d6 Striking Appearance (vs. all characters)
     
               Skills
    2         AK: Carpathian Mountains  11-
    5         Animal Handler (Bovines, Equines) 15-
    3         Breakfall 14-
    3         Bureaucratics 14-
    3         Climbing 14-
    2         KS: Farm Animals  11-
    2         KS: Farming 11-
    2         KS: Riding Animals 11-
    0         Language:  Romanian (idiomatic) (4 Active Points)
    2         Language:  English (fluent conversation)
    2         Mechanics 10-
    3         Power:  Brick Tricks 14-
    2         PS: Farmer 11-
    3         Riding 14-
     
    Total Powers & Skill Cost:  195
    Total Cost:  506
     
    Pts     Complication
    10      Dependent NPC:  Grandfather; Infrequently (Normal)
    25      Enraged:  Berserk if an animal is hurt; (Uncommon), go 11-, recover 11-
    20      Physical Complication:  Physical Complication: Huge (+6 OCV to hit, +6 PER rolls to perceive) (Frequently; Greatly Impairing)
    20      Psychological Complication:  Always Obeys Orders Of Her Superiors; (Common; Total)
    10      Psychological Complication:  Hates Cities And Being In Them; (Uncommon; Strong)
    15      Psychological Complication:  Refuses to Endanger Animals; (Uncommon; Total)
    15      Social Complication:  Public ID; Frequently, Major
    15      Social Complication:  Subject to Orders (from Romanian government); Frequently, Major
    130    Total Complications
     
    Total Character Points:  506
     

  16. Like
    Christopher R Taylor reacted to grandmastergm in 6th Edition Conversions   
    Cavalry
     
       Val     Char   Cost    Roll           Notes
    10+30  STR       0       11- / 17-   Lift 100.0kg/6400.0kg; 2d6/8d6
    15+13  DEX     10      12- / 15-   OCV:  5/10/DCV:  5/10
    15+15  CON      5       12- / 15-
        18      INT        8       13-            PER Roll 13-
        10      EGO      0       11-            ECV:  3 - 3
    15+15  PRE       5       12- / 15-   PRE Attack:  3d6/6d6
     
       5+5    OCV     10     
       5+5    DCV     10     
         3       OMCV  0      
         3       DMCV  0      
       3+3    SPD      10                        Phases:  4, 8, 12/2, 4, 6, 8, 10, 12
     
    5+25   PD          3                         Total:  5/30 PD (0/20 rPD)
    5+25   ED         3                         Total:  5/30 ED (0/20 rED)
       5+5    REC      1
    25+75  END      1
    10+5   BODY   0
    20+30  STUN    0       Total Characteristic Cost:  66
     
    Movement:       Running:  12m/24m
                                Leaping:  4m/8m
                                Swimming:  4m/8m
     
    Cost   Powers                                                                                   END
               Mystic Armor, all slots OIF (-½)                                               
    20      1)  +30 STR (30 Active Points); OIF (-½)                              3
    17      2)  +13 DEX (26 Active Points); OIF (-½)                               
    10      3)  +15 CON (15 Active Points); OIF (-½)                               
    10      4)  +15 PRE (15 Active Points); OIF (-½)                                
    17      5)  +5 OCV (25 Active Points); OIF (-½)                                 
    17      6)  +5 DCV (25 Active Points); OIF (-½)                                 
    20      7)  +3 SPD (30 Active Points); OIF (-½)                                  
    3         8)  +5 PD (5 Active Points); OIF (-½)                                       
    3         9)  +5 ED (5 Active Points); OIF (-½)                                       
    3         10) +5 REC (5 Active Points); OIF (-½)                                  
    10      11) +75 END (15 Active Points); OIF (-½)                              
    3         12) +5 BODY (5 Active Points); OIF (-½)                               
    10      13) +30 STUN (15 Active Points); OIF (-½)                           
                                                                                                                       
    30      Mystic Saber:  Multipower, 60-point reserve,  (60 Active Points); all slots OAF (-1)  
    2f       1)  Mystic Saber:  Killing Attack - Hand-To-Hand 2d6 (2d6+1 / 4d6 w/STR), +1 Increased STUN Multiplier (+¼) (37 Active Points); OAF (-1)                                                            4
    3f       2)  Mystic Blast:  Blast 6d6, Double Knockback (+½), Area Of Effect (16m Cone; +½) (60 Active Points); OAF (-1)        6
                                                                                                                       
               Armor and Helmet, all slots OIF (-½)                                      
    40      1)  Armor:  Resistant Protection (20 PD/20 ED) (60 Active Points); OIF (-½)               0
    7         2)  Helmet:  Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½)         0
    27      3)  Armor:  Desolidification  (affected by Magic) (40 Active Points); OIF (-½)            4
    21      4)  Helmet:  Spatial Awareness (Unusual Group) (32 Active Points); OIF (-½)             0
    4         5)  Helmet:  +4 versus Range Modifier for Sight Group (6 Active Points); OIF (-½)    0
    7         6)  Helmet:  Life Support  (Self-Contained Breathing) (10 Active Points); OIF (-½)   0
    4         7)  Helmet:  +4 versus Range Modifier for Hearing Group (6 Active Points); OIF (-½)               0
                                                                                                                       
    25      Ghost Horse Bond:  Mind Link , Animal class of minds, with Baltic, Ghost Horse, No LOS Needed, Unlimited range in this dimension and can reach into other dimensions          0
     
               Perks
    3         Contact:   High-Ranking Polish Government Scientist (Contact has access to major institutions) 11-
    4         Fringe Benefit:  Federal/National Police Powers, Passport
    70      Ghost Horse:  Follower built on 350 BP
    2         Positive Reputation:  Hero of Poland (Eastern Europe) 11-, +2/+2d6
     
               Skills
    9         +3 with Saber
    9         +3 with Computer Programming, Electronics, Inventor
     
    3         AK: Poland 13-
    3         Breakfall 12- (15-)
    3         Computer Programming 13-
    3         Electronics 13-
    3         Inventor 13-
    3         KS: Military History 13-
    3         KS: The Military/Mercenary/Terrorist World 13-
    3         KS: The Mystic World 13-
    0         Language:  Polish (idiomatic) (4 Active Points)
    2         Language:  English (fluent conversation)
    3         Mechanics 13-
    3         PS: Armorer 13-
    3         Riding 12- (15-)
    3         Systems Operation 13-
    3         Tactics 13-
    2         Weaponsmith (Muscle-Powered HTH) 13-
     
    4         WF:  Common Melee Weapons, Small Arms
     
    Total Powers & Skill Cost:  457
    Total Cost:  523
     
    Pts Complications
    20      Hunted:  Red Doom; Infrequently (Mo Pow; NCI; Kill)
    15      Psychological Complication:  Code of Chivalry; (Common; Strong)
    15      Psychological Complication:  Distrusts Anyone Who Is Not Polish; (Common; Strong)
    15      Psychological Complication:  Honorable; (Common; Strong)
    10      Psychological Complication:  Wants To Follow In His Grandfather's Footsteps; (Common; Moderate)
    15      Social Complication:  Secret ID; Frequently, Major
    15      Social Complication:  Subject to Orders (Polish Government); Frequently, Major
    105    Total Complications
     
    Total Experience Points:  523
     
    Ghost Horse ("Baltic")
     
     
    Val   Char   Cost    Roll     Notes
      30    STR      20      15-       Lift 1600.0kg; 6d6 [3]
      18    DEX      16      13-       OCV:  6/DCV:  6
      22    CON     12      13-
      10    INT        0       11-       PER Roll 13-
      10    EGO       0       11-       ECV:  3 - 3
      20    PRE       10      13-       PRE Attack:  4d6
     
       6     OCV      15     
       6     DCV      15     
       3     OMCV   0      
       3     DMCV   0      
       5     SPD      30                  Phases:  3, 5, 8, 10, 12
     
      25    PD         12                  Total:  25 PD (11 rPD)
      17    ED          4                   Total:  17 ED (11 rED)
      12    REC       8
      50    END       6
      18    BODY    8
      44    STUN   12      Total Characteristic Cost:  168
     
    Movement:     Running:  40m/80m
                             Leaping:  12m/24m
                             Swimming:  4m/8m
     
    Cost   Powers                                                                                   END
    5         Bite:  Killing Attack - Hand-To-Hand 1 point (2d6+1 w/STR)           1
    12       Hooves:  Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-¼)               1
    3         Natural Hide:  Resistant Protection (1 PD/1 ED)                  0
    20       Barding:  Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-½)   0
    10       Great Size:  Knockback Resistance -10m                               0
    28       Horse's Legs:  Running +28m (40m total)                                3
    4         Horse's Legs:  Leaping +8m (12m forward, 6m upward)        1
    60       Ghost Form:  Desolidification  (affected by Magic), Reduced Endurance (0 END; +½) (60 Active Points)              0
    6         Sharp-Eared And Keen-Nosed:  +2 PER with all Sense Groups       0
    2         Great Size:  Stretching 2m, Persistent (+¼), Reduced Endurance (0 END; +½) (3 Active Points); Always Direct (-¼), no Noncombat Stretching (-¼), No Velocity Damage (-¼)        0
    8         Ghost Horse:  Regeneration (3 BODY per Day), Resurrection (32 Active Points); Resurrection Only (-2), Does Not Work Vs Magical Attacks (-¾)                                                            0
     
               Skills
    12       +4 with Bite and Hooves
     
    3         Concealment 11-
    3         Stealth 13-
    3         Tactics 11-
    3         Tracking 11-
     
    Total Powers & Skill Cost:  182
    Total Cost:  350
     
    Pts     Complications
    15       Distinctive Features:  glowing red eyes; (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    20       Enraged:  if Cavalry Hurt; (Uncommon), go 14-, recover 11-
    10       Physical Complication:  Large (4m, -2 DCV, +2 PER Rolls to perceive); (Infrequently; Slightly Impairing)
    20       Physical Complication:  Very Limited Manipulation; (Frequently; Greatly Impairing)
    20       Psychological Complication:  Loyal to Cavalry; (Common; Total)
    20       Vulnerability:  2 x STUN magic attacks (Common)
    20       Vulnerability:  2 x BODY magic attacks (Common)
     
    Total Experience Points:  350
     

  17. Like
    Christopher R Taylor reacted to Steve in How many supergroups in the US (any edition)?   
    In video games, I hate escort missions with a passion.
  18. Like
    Christopher R Taylor got a reaction from Pariah in Foods for those that just don't care anymore   
    I really don't view deep fried pizza as being awful, let alone Scotlan's most disturbing food.  Hello, haggis?  I'd eat deep fried pizza.
  19. Like
    Christopher R Taylor reacted to SteelCold in How many supergroups in the US (any edition)?   
    Tell that to Captain Australia.
  20. Like
    Christopher R Taylor reacted to grandmastergm in 6th Edition Conversions   
    Thank you.  Here is: The Black Druid!
     
    Black Druid
     
    Val   Char   Cost    Roll     Notes
      15    STR       5       12-       Lift 200.0kg; 3d6 [1]
      18    DEX      16      13-       OCV:  7/DCV:  7
      28    CON     18      15-
      23    INT       13      14-       PER Roll 14-
      30    EGO      20      15-       ECV:  10 - 10
      20    PRE       10      13-       PRE Attack:  4d6
     
       7     OCV      20     
       7     DCV      20     
      10    OMCV  21     
      10    DMCV  21     
       4     SPD      20                  Phases:  3, 6, 9, 12
     
    7+20  PD          5                   Total:  7/27 PD (0/20 rPD)
    7+12  ED          5                   Total:  7/19 ED (0/12 rED)
      12    REC       8
      60    END       8
      20    BODY   10
      48    STUN   14      Total Characteristic Cost:  234
     
    Movement:     Running:  12m/24m
                             Flight:  40m/80m
                             Leaping:  4m/8m
                             Swimming:  4m/8m
     
    Cost   Powers                                                                                  
    80       Druidic Magic:  Multipower, 120-point reserve,  (120 Active Points); all slots Gestures (-¼), Incantations (-¼)  
    8f        1)  Alter Weather:  Change Environment (+/-6 Temperature Level Adjustment, Long-Lasting 1 Turn, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (16m Radius; +¾), Varying Effect Any Weather (+1), MegaScale (1m = 1 km; +1) (120 Active Points); Gestures (-¼), Incantations (-¼)        END   12
    13v     2)  Water Blast:  (Total: 112 Active Cost, 66 Real Cost) Blast 8d6, Double Knockback (+½) (60 Active Points); Gestures (-¼), Incantations (-¼) (Real Cost: 40) plus Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +½), Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; All Or Nothing; +1), Does BODY (+1) (52 Active Points); Linked (Blast; -½), Gestures (-¼), Incantations (-¼) (Real Cost: 26)         END      6
    12v        3)  Blinding Light:  Sight Group Flash 12d6, Area Of Effect Accurate (1m Radius; +½) (90 Active Points); Gestures (-¼), Incantations (-¼)       END   9
    4v       4)  Wild Shape:  Shape Shift  (Sight, Hearing, Touch and Radio Groups, any animal), Makeover (30 Active Points); Gestures (-¼), Incantations (-¼)         END     3
    8v       5)  Air Blast:  Blast 8d6, Double Knockback (+½) (60 Active Points); Gestures (-¼), Incantations (-¼)   END 6
    8v       6)  Stone Blast:  Blast 12d6 (60 Active Points); Gestures (-¼), Incantations (-¼)    END      6
    8v       7)  Fire Blast:  Killing Attack - Ranged 4d6 (60 Active Points); Gestures (-¼), Incantations (-¼)       END       6
    8v       8)  Control Nature:  Dispel Nature or Elemental Related Powers 10d6, Variable Effect (+½), Area Of Effect Accurate (1m Radius; +½) (60 Active Points); Gestures (-¼), Incantations (-¼)   END 6
    6v       9)  Tangling Growth:  Entangle 6d6, 6 PD/6 ED (60 Active Points); OIF (Plants of Opportunity; -½), Gestures (-¼), Incantations (-¼)      END     6
    8v       10) Control Animals:  Mind Control 12d6 (Animal class of minds) (60 Active Points); Gestures (-¼), Incantations (-¼)   END   6
    8v       11) Elemental Protection:  Resistant Protection (20 PD/12 ED), Variable Special Effects (Any Element; +¼) (60 Active Points); Gestures (-¼), Incantations (-¼)                              
    8v       12) Nature's Chariot:  Flight 40m, Reduced Endurance (½ END; +¼), Usable As Swimming (+¼) (60 Active Points); Gestures (-¼), Incantations (-¼)   END           2
                                                                                                                       
    36       Mystical Staff:  Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +½) (45 Active Points); Hand-To-Hand Attack (-¼)                                                                                               
    40       Blessing of the Old Gods:  Life Support  (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; 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)      
    16       Blessing of the Old Gods:  Regeneration (1 BODY per Turn)          
    5         Druid Senses:  Infrared Perception (Sight Group)                
    10       Druid Senses:  Tracking with Smell/Taste Group                 
     
               Skills
    40       +4 with All Attacks
     
    7         Animal Handler (Birds, Bovines, Canines, Equines, Raptors, Ursines) 13-
    3         Concealment 14-
    3         KS: Ancient Britain 14-
    3         KS: Arcane And Occult Lore 14-
    3         KS: The Mystic World 14-
    0         Language:  Gaelic (idiomatic) (4 Active Points)
    1         Language:  English (basic conversation)
    2         Navigation (Land) 14-
    3         Science Skill:  Botany 14-
    3         Science Skill:  Zoology 14-
    2         Survival (Temperate/Subtropical) 14-
     
    Total Powers & Skill Cost:  356
    Total Cost:  590
     
    Pts. Complication
    35       Enraged:  Berserk when he sees animals mistreated or the environment polluted, (Common), go 14-, recover 11-
    20       Hunted:  Duchess Industries; Infrequently (Mo Pow; NCI; Kill)
    20       Hunted:  The New Knights of the Round Table Infrequently (Mo Pow; NCI; Kill)
    15       Negative Reputation:  Fanatical Eco-Terrorist;, Frequently (Extreme)
    10       Psychological Complication:  Claustrophobia; (Uncommon; Strong)
    25       Psychological Complication:  Hates Technology; (Very Common; Total)
    15       Social Complication:  Public ID; Frequently, Major
    10       Vulnerability:  2 x BODY from Cold Iron attacks (Uncommon)
    150      Complication Points
     
    Experience Points: 190
     

  21. Like
    Christopher R Taylor reacted to grandmastergm in 6th Edition Conversions   
    Banshee
     
       Val     Char   Cost    Roll           Notes
        20      STR      10      13-            Lift 400.0kg; 4d6 [2]
        20      DEX     20      13-            OCV:  7/DCV:  7
        25      CON     15      14-
        25      INT      15      14-            PER Roll 14-
        25      EGO     15      14-            ECV:  8 - 8
    25+20  PRE      15      14- / 18-   PRE Attack:  5d6/9d6
     
         7       OCV     20     
         7       DCV     20     
         8       OMCV 15     
         8       DMCV 15     
         5       SPD      30                        Phases:  3, 5, 8, 10, 12
     
        10      PD          3                         Total:  10 PD (5 rPD)
        10      ED         3                         Total:  10 ED (5 rED)
        15      REC     11
        70      END     10
        25      BODY  15
        48      STUN   14      Total Characteristic Cost:  246
     
    Movement:       Running:  12m/24m
                                Leaping:  4m/8m
                                Swimming:  4m/8m
     
    Cost   Powers                                                                                  
    80      Ghost/Banshee Powers:  Multipower, 80-point reserve       
    8f       1)  Banshee Scream I:  Drain END 4d6, Attack Versus Alternate Defense (Flash Defense (Hearing); All Or Nothing; +0), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (80 Active Points)      END       8
    8f       2)  Banshee Scream II:  Blast 8d6, Attack Versus Alternate Defense (Flash Defense (Hearing); +1) (80 Active Points)    END   8
    4f       3)  Banshee Scream III:  Hearing Group Flash 8d6, Area Of Effect (12m Cone; +½) (36 Active Points);   END 4
    8f       4)  Banshee Scream IV:  Killing Attack - Ranged 3d6, Area Of Effect (20m Cone; +¾) (79 Active Points)      END      8
    4f       5)  Ghost Form:  Desolidification  (affected by Magic) (40 Active Points)   END 4
    2f       6)  Visions of the Future:  Precognitive Clairsentience (Sight Group) (40 Active Points); Precognition Only (-1)  END 4
                                                                                                                       
    10      Terrifying Wail:  +20 PRE (20 Active Points); Only To Make Fear-Based Presence Attacks (-1)          
    15      Banshee Form:  Resistant Protection (5 PD/5 ED)              
    30      Banshee Form:  Physical Damage Reduction, Resistant, 50%       
    30      Banshee Form:  Energy Damage Reduction, Resistant, 50%         
    10      Banshee Mind:  Mental Defense (10 points total)              
    10      Banshee Form:  Power Defense (10 points)                         
    40      Banshee Nature:  Life Support  (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; 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
    20      Banshee Concealment:  Invisibility to Sight Group      END        2
    25      Banshee Visitation:  Extra-Dimensional Movement (from Limbo to any point on Earth)   END     2
    8         Visions of Doom:  Sight Group Images, +/-1 to PER Rolls, Area Of Effect (2m Radius; +¼) (16 Active Points); Set Effect (Only To Show A Person's Death, Or A Great Disaster; -1)  END 2
     
               Talents
    20      Universal Translator 14-
     
               Skills
    25      +5 with Banshee Scream
     
    3         KS: Vandaleur Family 14-
    0         Language:  Gaelic (idiomatic) (4 Active Points)
    7         Mimicry 16-
    11      Stealth 17-
     
    Total Powers & Skill Cost:  378
    Total Cost:  624
     
    400+ Matching Complications
    15      Hunted:  London Watch; Infrequently (Mo Pow; NCI; Limited Geographical Area; Capture;)
    20      Hunted:  New Knights Of The Round Table; Infrequently (Mo Pow; NCI; Capture)
    10      Hunted:  Extradimensional Entities Of The Universe;  Infrequently (Mo Pow; NCI; Watching)
    20      Hunted:  Vandeleur Family; Infrequently (Mo Pow; NCI; Harshly Punish)
    25      Psychological Complication:  To Haunt Those Fated To Die Soon; (Very Common; Total)
    20      Negative Reputation:  Harbinger Of Death, Very Frequently (Extreme)
    20      Susceptibility:  from iron 2d6 damage per Turn (Common)
    20      Susceptibility:  from salt 2d6 damage per Turn (Common)
    150    Complication Points
     
    224    Experience Points
     

  22. Like
    Christopher R Taylor reacted to grandmastergm in 6th Edition Conversions   
    Bastion of Budapest
     
    Val   Char   Cost    Roll     Notes
      13    STR       3       12-      Lift 151.6kg; 2 ½d6 [1]
      15    DEX     10      12-      OCV:  5/DCV:  5
      18    CON      8       13-
      18    INT        8       13-      PER Roll 13-
      23    EGO     13      14-      ECV:  8 - 8
      10    PRE       0       11-      PRE Attack:  2d6
     
       5     OCV     10     
       5     DCV     10     
       8     OMCV 15     
       8     DMCV 15     
       5     SPD      30                  Phases:  3, 5, 8, 10, 12
     
       8     PD          6                   Total:  8 PD (0 rPD)
       8     ED         6                   Total:  8 ED (0 rED)
       7     REC      3
      40    END      4
      10    BODY   0
      26    STUN    3       Total Characteristic Cost:  144
     
    Movement:    Running:  12m/24m
                             Leaping:  4m/8m
                             Swimming:  4m/8m
     
    Cost   Powers                                                                                  
    165    Telekinetic Hold:  Entangle 6d6, 6 PD/6 ED, Alternate Combat Value (uses OMCV against DCV; +0), Works Against EGO, Not STR (+¼), Reduced Endurance (½ END; +¼), Area Of Effect (1m Radius; +¼), Takes No Damage From Attacks All Attacks, EGO only to break out (+1) (165 Active Points)      END      7
    60      Telekinetic Choke:  Killing Attack - Ranged 1d6, Alternate Combat Value (uses OMCV against DCV; +0), +1 Increased STUN Multiplier (+¼), Reduced Endurance (½ END; +¼), Constant (+½), Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; All Or Nothing; +1), Does BODY (+1) (60 Active Points)  END   3
    105    Telekinetic Wall:  Barrier 14 PD/14 ED, 0 BODY (up to 8m long, 4m tall, and ½m thick), Dismissable, Non-Anchored, Reduced Endurance (½ END; +¼), Hardened (+¼) (105 Active Points)  END     4
     
               Perks
    6         Contact:  Hungarian Government Official (Contact has access to major institutions, Contact has extremely useful Skills or resources) 11-
    3         Fringe Benefit:  Federal/National Police Powers
    3         Positive Reputation:  Hungarian National Hero (Eastern Europe) 11-, +3/+3d6
     
               Talents
    3         Absolute Time Sense
    5         Eidetic Memory
    3         Lightning Calculator
    4         Speed Reading (x10)
     
               Skills
    15      +5 with Telekinetic Powers
     
    2         AK: Hungary 11-
    13      Bureaucratics 16-
    3         CK: Budapest 13-
    3         Cryptography 13-
    3         Deduction 13-
    0         Language (Hungarian, Idiomatic)
    2         Language (English, Fluent Conversation)
    3         Lipreading 13-
    3         Science Skill:  Mathematics 13-
     
    Total Powers & Skill Cost:  404
    Total Cost:  548
     
    Pts. Complication
    15      Dependent NPC:  Adopted Niece, Infrequently (Incompetent)
    10      Distinctive Features:  Mutant (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
    25      Enraged:  When children are hurt; (Uncommon), go 14-, recover 8-
    25      Hunted:  Hungarian Government; Very Frequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)
    10      Physical Complication:  Nearsighted, Wears Glasses; (Infrequently; Slightly Impairing)
    20      Psychological Complication:  Always Obeys Orders of Superiors; (Common; Total)
    10      Psychological Complication:  Frightened of Losing Custody of Niece; (Uncommon; Strong)
    15      Psychological Complication:  Never Endangers/Protective of Children; (Uncommon; Total)
    15      Social Complication:  Public ID; Frequently, Major
    145    Complication Points
     
    148    Experience Points
     

  23. Like
    Christopher R Taylor got a reaction from Altair in Experiences teaching people Hero Game system   
    Yeah I definitely think its best to avoid complications in the first few episodes; add in stuff as you go along.  Knockback probably should be first, because its so much fun.  Endurance later, along with more complex recovery mechanics such as drains etc.
  24. Like
    Christopher R Taylor reacted to Scott Baker in Experiences teaching people Hero Game system   
    <mumbles something about being far more related to personality types, mindset, and misinformation than IQ score>
  25. Like
    Christopher R Taylor got a reaction from Ndreare in Experiences teaching people Hero Game system   
    At this point I think D&D/Pathfinder is every bit as mathematically complex as hero, with damage reduction and all the modifiers.  But people can and do learn; its just a matter of being willing to teach, having fun, and approaching it right.  I wish I could get that chance again.
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