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Certified

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Everything posted by Certified

  1. Guy killed me, Mal. He killed me with a sword. How weird is that?
  2. http://www.dailyfailcenter.com/246622
  3. http://rpggeek.com/rpgitem/163051/amp-year-one
  4. Monitors (Classic Sorcerer + 2 Templates) It is perhaps the most dangerous of duties and where all initiates of the Order begin. Monitors are given targets by their Cabal Elder. Their job is to watch, making careful notes of every detail. The Monitor looks for weaknesses, patterns in the target’s behaviour and loved ones. Basic Rolls 9 + 2d6 Stamina 6 Defense Minor Warding Charms 9 Dice 2 Armor 3 Offense: Arcane Bolt 15 Dice 3 Range Long Damage 12 Wounds Offense: Ritual Dagger 6 Dice 2 Damage 6 Wounds Stealth 15 + 2d6 Appropriators (Classic Sorcerer + 4 Templates) Those that show a talent for research are generally taken by the Archivists. A group of researchers within the Order who maintain records and artifacts. Appropriators serve as their eyes and ears in the mundane world seeking out lost bits of hidden knowledge and lore. Basic Rolls 9 + 2d6 Stamina 12 Defense Warding Charms 15 Dice 3 Armor 9 Offense: Arcane Bolt 15 Dice 3 Range Long Damage 12 Wounds Offense: Mist of Misdirection Range Short Notes Targets within 1 Range Increment suffers a -4 penalty until the start of the Appropriators next Turn. Offense: Ritual Dagger 9 Dice 2 Damage 6 Wounds Stealth 15 + 2d6 Minder(Classic Sorcerer + 8 Templates) The Excogitate Sanguinolent the hunter of horrors Stalk the creature, three by three Mark the monster that they may never flee Baseborn we mind Let no terror corrupt When the time comes to hunt, Minders follow very specific guidelines. They never engage more than one target at a time if it can be avoided. They will lure their targets out away from populated areas. If possible the Order is not above using friends or loved ones as lures for their targets. Basic Rolls 12 + 3d6 Stamina 12 Defense Warding Charms 15 Dice 4 Armor 9 Offense: Arcane Bolt 15 Dice 4 Range Long Damage 15 Wounds Offense: Arcane Bonds 15 Dice 4 Range Long Damage 7 Wounds Notes Applies a 12 Stamina Trap Offense: Scourge of Horrors 15 Dice 4 Range Long Damage 7 Wounds Notes Defended By: Quickness Offense: Ritual Dagger 12 Dice 3 Damage 6 Wounds Stealth 15 + 3d6
  5. Basic Rolls 6 + 2d6 Stamina 4 Defense Minor Warding Charms 6 Dice 2 Armor 3 Offense: Arcane Bolt 10 Dice 3 Range Long Damage 8 Wounds Offense: Ritual Dagger 6 Dice 2 Damage 4 Wounds Stealth 15 + 2d6
  6. http://www.politifact.com/punditfact/statements/2014/jul/01/sally-kohn/did-hobby-lobby-once-provide-birth-control-coverag/
  7. https://www.dropbox.com/sh/o1yt9w9gbokk1d2/AAD4Pf5bMz6K9rlht-Glw7kQa
  8. https://www.kickstarter.com/projects/842916453/the-devils-only-friend-graphic-novel?ref=users
  9. Caption – Narrative, Amaryllis:
  10. Fractured Kingdom - The Bomb Will Bring Us Together
  11. Trapping (Variable) This power allows the Character to trap a target. A Minor Trap has 5 Stamina. A Typical Trap has Stamina equal to the half the Power’s Value. A Major Trap has Stamina equal to the Power Value. Any attack on the Character impacts the Trap first. Characters can Attempt an Escape Artist Roll to escape a Trap the Difficulty is 15 + Trapping Power + (Twice the Traps Stamina) Option: Tougher Traps: Each Additional Instance adds 2 Armor.
  12. Tools (Variable/Variable) Requirements: None Heroes are known for their assortment of artifacts, gadgets and other devices at their disposal.Often the Character has some new trick or tool they can use in the right situation. When selecting this Boon the Player describes what their tools commonly look like, mystic or technological, what can be expected. Minor Tools allows the Character to select 1 Tool from the list below. Typical Tools allows the Character to select 2 Tools from the list below. Major Tools allows the Character to select 3 Tool from the list below. A Second Instance grant’s the Character access to all Tool Options. Actual Tools: The Character has just the right tool or something approximating it. Gain a +10 Bonus to a Talent Roll. Bug: The Character has set up a monitoring device in a location they have visited. Tracer: The Character is able to follow a target they have encountered with no Roll required. Hidden Weapon: The Character has a single use weapon. The Weapon uses the Character’s Favored Attack Values but the has an Alternate Source or Defended By Boon. Vehicle: The Character has access to a Vehicle for a Combat Scene. This Vehicle works like a Background Character of the same Power Level with the Reinforced and Shooter Archetypes. Tools may be used Once Per Session.
  13. Flesh Wound: Characters may spend Willpower to mitigate Wounds from an attack. The character heals a number of Wounds equal to their Current Willpower. Cost: 1 Willpower
  14. https://www.youtube.com/watch?v=pGAe6MKSojg&feature=kp
  15. http://www.smbc-comics.com/
  16. Example 1: Ronin has caught the Brood breaking into a DBC research center. Unfortunately, he’s alone, and Mock wants to make an example. Mock has the following attack: Favored Attack: Mind A Beating? 18 (Intelligence 12 + Secondary: Telekinetic 6) Dice 3 Energy 1 Damage: 4 Wounds Notes: Mock likes to create large firsts made of Telekinetic force, but has been known to mix this up, especially when he’s upset. Mock Spends 1 Willpower to add Power Trick: Blast. The GM describes Mock’s altered Mind Beating as a giant telekinetic hand that flicks Ronin, sending him flying back into a building across the street and inflicting a second hit for 6 Wounds.
  17. Complication Example 2: A DBC research facility is under attack by Cure and a HAAD fireteam. The lab houses a gene-therapy incubation lab developing ways to treat Metahumans with debilitating powers such as Penny Dreadful and others that suffer because of their abilities. The lab is filled with strange equipment. At the lab is Crypto and Ronin who are desperately trying to mitigate the damage. Attempting to neutralize Cure quickly Ronin lunges at the power armor wearing villain with a flying knee. Unfortunately for Ronin the GM has Cure take an active defense, beating the hero’s attack roll. Hoping to set Ronin up for something major Nancy opts to have this miss become a Complication. Nancy explains to the GM that she see’s Cure blasting Ronin out of the air before he can land a blow and sending him crashing into a nearby computer bank. Olivia, Crypto’s player asks if that could trigger some kind of environmental lockdown that’s dangerous to everyone. The GM agrees and describes the following. As Ronin surges towards Cure, the villain fires a Neutralizer Collar from his gauntlet. Slapping the collar away Ronin is distracted long enough for Cure to backhand the hero into a nearby computer terminal. There is a sound of klaxons as the lighting turns red and the screens display: Environmental Lockdown as the doors seal and gas begins to fill the room. Ronin suffers 2 Wounds and the GM states that the gas is a paralytic and that the Heroes are now suffering from a persistent Suffocation effect. Unfortunately, Cure and the HAAD flunkies wear enviromental gear to protect them from filthy mutants. This also happens to protect them from this gas. Nancy notes the Wounds suffered and the Willpower gained. The GM adds that the environmental locks are controlled through the computer system and they may be able to disable the gas.
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