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Mr. R

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Everything posted by Mr. R

  1. Has anyone tried making a homage to this group. Yeah the series is a bit ( ok alot ) weird. But after watching today I just had thought percolating in my head to make them in Hero terms. But not as furries. Soooo... Ace- MA, Power Sword with various HTH, HKA and ranged attacks Lexi- Mentalist Danger- TP, Wrist blasters, Water control(?) TAZ- Brick, Super spin( Autofire HTH, Super running, FF) Tech- Gadgeteer Rev- Speedster Anything I missed?
  2. Re: Build Me A Villain Team If I may make a couple of suggestions for a final ranged member: 1) Riptide, with her water powers has enough funky weird abilities as well as some up front power. 2) Zephyr, same but with air.
  3. Re: Walking With Strangers Well it seems like I am one of the Bad Guys. Used to it (when was the last time a student thought of their teacher as the good guy?)
  4. Re: Superhero-Crimefighter Civil War Just out of curiosity, how so? (regarding the authority?)
  5. Mr. R

    Pyrie

    Re: Pyrie I like the second version. Roth's advice was exactly what I would have suggested. But three more things to add. 1) Body 18 This is real high and unless there is a good reason for it is really not needed. I'd lower it to 13. 2) The Damage Reduction You made it always on. It already is always on. Get rid of that limitation. 3) +2 All combat Personally I'd make it with the MP and save 6 points. Otherwise good.
  6. Re: Limiting Combat Levels Nice to see it worked out and that your friend was willing to modify his character to fill it out and make your job easier.
  7. Re: Character for Review: Ilyusha Does your team have a mentalist? If so then pointers from said person in how to protect your mind from intrusion might be in order.
  8. Mr. R

    The Pack

    Re: The Pack Though I based the background off Necromunda (IE a war game) watching the gang in action always reminded me of a well run Super group. So now that I have HD I decided to make them up with a bit of a back story about how they got to earth and some motivations. So mainly I am asking how are they as NPC's? Are they too nasty, not enough? Are there any suggestions for fleshing them out? ETC. Any constructive criticism welcome and appreciated. Note I changed and updated the sheets and edited all the characters.
  9. Mr. R

    The Pack

    Re: The Pack No comment? None? Not one??
  10. Mr. R

    Moonsilver

    Re: Moonsilver OK did the changes as suggested by Blackops (thank you) MOON SILVER Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 20 DEX 30 13- OCV: 7/DCV: 7 30 CON 40 15- 13 BODY 6 12- 13 INT 3 12- PER Roll 12-/14- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 12 COM 1 11- 6/24 PD 3 Total: 6/24 PD (0/18 rPD) 6/24 ED 0 Total: 6/24 ED (0/18 rED) 4 SPD 10 Phases: 3, 6, 9, 12 10 REC 2 60 END 0 36 STUN 0 Total Characteristic Cost: 100 Movement: Running: 6"/12" Flight: 15"/60" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 18 Elemental Control, 36-point powers 26 1) Photon Flight: Flight 15", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (44 Active Points) 1 39 2) Photon Sheild: Force Field (18 PD/18 ED) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4) (57 Active Points) 2 13 3) Photon Field: Change Environment 4" radius, -3 to Sight Group PER Rolls, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2) (37 Active Points); No Range (-1/2) 60 Multipower, 60-point reserve 6u 1) Heavy Photon Blast: Energy Blast 12d6 (60 Active Points) 6 6u 2) Photon Blast: Energy Blast 9 1/2d6, Reduced Endurance (1/2 END; +1/4) (60 Active Points) 2 6u 3) Photon Burst: Energy Blast 7 1/2d6, Explosion (+1/2) (57 Active Points) 6 6u 4) Flash Pulse: Sight Group Flash 12d6 (standard effect: 12 Segments) (60 Active Points) 6 6u 5) Flash Burst: Sight Group Flash 8d6 (standard effect: 8 Segments), Explosion (+1/2) (60 Active Points) 6 10 Sight Group Flash Defense (10 points) 4 +2 PER with Sight Group 5 Infrared Perception (Sight Group) 10 Ultraviolet Perception (Sight Group), Discriminatory Perks 5 Money: Well Off 5 Favor 4 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity) 11- Skills 3 Computer Programming 12- 5 Cramming 5 Cramming 3 High Society 11- 2 CK: New York 11- 2 CuK: New York teen scene 11- 0 Language: English (idiomatic; literate) (5 Active Points) 4 Language: French (completely fluent; literate) 4 Language: Spanish (completely fluent; literate) 3 Language: Italian (fluent conversation; literate) 2 Language: Japanese (fluent conversation) 2 Language: Cantonese (fluent conversation) 2 Language: Mandarin (fluent conversation) 3 Paramedics 12- 3 Teamwork 13- 6 Training with light powers: +2 with any three maneuvers or a tight group of attacks Total Powers & Skill Cost: 278 Total Cost: 378 200+ Disadvantages 20 Dependent NPC: Parents 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs) 20 Enraged: versus Mystical/magical opponents (Common), go 11-, recover 11- 10 Hunted: 8- (As Pow, Harshly Punish) 20 Hunted: The Coven 8- (Mo Pow, NCI, Capture) 20 Psychological Limitation: Code vs Killing (Very Common, Strong) 10 Psychological Limitation: Responsibility of power (Common, Moderate) 10 Psychological Limitation: Underconfident (Common, Moderate) 15 Social Limitation: Secret ID (Frequently, Major) 10 Vulnerability: 2 x STUN Magical (Uncommon) 5 Vulnerability: 1 1/2 x STUN Darkness (Uncommon) 10 Distinctive Features: Glows in the dark (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 28 Experience Points (6 points unspent) Total Disadvantage Points: 378 Background/History: Erin Murphy didn't want to become a superhero. She was content to go to school, get her grades and eventually become a translator or interpreter. She was always good with languages and loved learning new ones. Then one of her school mates kidnapped her. He said she was to be the sacrifice at the full moon to bring eternal night. At the last minute she was rescued by just as the ceremony reached its climax. Many assumed that the spell had been dissipated harmlessly. A couple of week later Erin knew it wasn't true. The energy went somewhere alright, straight into her. She sought out the hero group that rescued her for help, to see if they could remove the power. When it was found that it had bonded to her and would only be removed with her death, she decided to make to best of it and use the powers. Personality/Motivation: Mainly she fights so others never have to experience the terror she felt on the slab. To this day she "flips out" if she meets a Mystical or Magical opponent. It is only by luck so far that has kept her from killing someone, something she greatly fears. Otherwise she tends to be unsure of herself and her abilities and will follow the lead of more experienced people/ authority figures. Quote: No quote as she feels they are silly. Powers/Tactics: Fairly simple, get airborne, power up the shields and blast away. She generally uses the Flash Pulse and Photon Blast. Against groups she will Flash Burst and Photon Burst if she thinks they can take it. The Heavy Photon Blast is reserved for those who she knows can take her regular blast. When enraged this is her favoured attack. Photon field is similar to looking into a flood light and she uses it to give herself extra protection. Campaign Use: Was a NPC/GMPC that gave me a chance to roleplay a bit on a heavier roleplay session. Also was a flying EB that the party needed. She also had the High society connections and some languages that came in handy during missions. To reduce her power get rid of both AE/explosion attacks, skill levels, favours and contacts. To increase her power up her dex to 23 her and speed to 5. Also improving her MP to get her more attacks would be possible. Appearance: Out of costume a rather charming pretty young lady of about 18 years old, with blond hair and green eyes. In costume her features become more metallic. Her skin appears like silver, her hair becomes very pale yellow and her eyes white. She wears pale white leggings, a wrap dress as a top same colour, pale yellow boots and gloves and mask. Her powers have a pale white appearance, as does the FF covering her (think of the moon aura you sometimes see and you get the idea)
  11. Mr. R

    The Pack

    Re: The Pack A character with unusual attacks that through off the enemies momentum. GREY SPIDER Val Char Cost Roll Notes 30 STR 0 15- Lift 1600.0kg; 6d6 [3] 24 DEX 0 14- OCV: 8/DCV: 8 25 CON 0 14- 10 BODY 0 11- 20 INT 10 13- PER Roll 13- 20 EGO 20 13- ECV: 7 10 PRE 0 11- PRE Attack: 2d6 15 COM 3 12- 13/23 PD 0 Total: 13/23 PD (0/10 rPD) 13/23 ED 0 Total: 13/23 ED (0/10 rED) 6 SPD 0 Phases: 2, 4, 6, 8, 10, 12 11 REC 0 50 END 0 53 STUN 0 Total Characteristic Cost: 33 Movement: Running: 16"/32" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END 20 Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2) 37 Web sprayers: Multipower, 55-point reserve, (55 Active Points); all slots OIF (-1/2) 3u 1) Narrow spray: Entangle 5d6, 5 DEF (50 Active Points); OIF (-1/2) 5 2u 2) Wide spray: Entangle 2d6, 3 DEF, Area Of Effect (6" Cone; +1) (50 Active Points); No Range (-1/2), OIF (-1/2) 5 3u 3) Elastic webs: Entangle 3d6, 4 DEF, Backlash (+1/2) (52 Active Points); OIF (-1/2) 5 3u 4) Specially treaeted ewbs: Entangle 3d6, 3 DEF, Personal Immunity (+1/4), Explosion (+1/2) (52 Active Points); OIF (-1/2) 5 9 Adhesive gloves and boots: Clinging (40 STR) (13 Active Points); OIF (-1/2) 11 Adhesive gloves and boots: Knockback Resistance -8" (16 Active Points); OIF (-1/2) 13 Leg actuators: Running +10" (16" total) (20 Active Points); OIF (-1/2) 2 47 Toxins injectors: Multipower, 70-point reserve, (70 Active Points); all slots OIF (-1/2) 3u 1) Sleep drug: Drain STUN 5d6 (50 Active Points); OIF (-1/2) 5 3u 2) Muscle relaxant: Drain STR 5d6 (50 Active Points); OIF (-1/2) 5 3u 3) Nerve inhibitor: Drain DEX 5d6 (50 Active Points); OIF (-1/2) 5 3u 4) Lethal toxin: (Total: 50 Active Cost, 33 Real Cost) Drain CON 3d6 (30 Active Points); OIF (-1/2) (Real Cost: 20) plus Drain BODY 2d6 (20 Active Points); OIF (-1/2) (Real Cost: 13) 5 13 +20 STR (20 Active Points); OIF (-1/2) 2 28 +14 DEX (42 Active Points); OIF (-1/2) 20 +15 CON (30 Active Points); OIF (-1/2) 5 +7 PD (7 Active Points); OIF (-1/2) 5 +8 ED (8 Active Points); OIF (-1/2) 20 +3 SPD (30 Active Points); OIF (-1/2) 10 +15 STUN (15 Active Points); OIF (-1/2) 13 Dedicated radio link: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2), Does Not Provide Mental Awareness (-1/4), Conditional Power Power does not work in Uncommon Circumstances (Functions as radio power; -1/4) 7 Visor: Nightvision, Discriminatory (10 Active Points); OIF (-1/2) 7 Visor: Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF (-1/2) 3 Sound baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 3 Polarised lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 10 Life Support (Expanded Breathing; Immunity: All terrestrial poisons and chemical warfare agents) (15 Active Points); OIF (-1/2) Perks 6 Money: Wealthy Talents 2 Absolute Range Sense (3 Active Points); OIF (-1/2) 2 Absolute Time Sense (3 Active Points); OIF (-1/2) 3 Eidetic Memory (5 Active Points); OIF (-1/2) 2 Bump Of Direction (3 Active Points); OIF (-1/2) 3 Lightsleep Skills 3 Acrobatics 14- 3 Breakfall 14- 5 Cramming 5 Cramming 3 Shadowing 13- 3 Stealth 14- 3 Tactics 13- 3 Teamwork 14- 3 SS: Chemistry 13- 3 SS: Poisons 13- 3 Paramedics 13- Total Powers & Skill Cost: 360 Total Cost: 392 250+ Disadvantages 10 Hunted: Gorloc and Symios 8- (As Pow, Harshly Punish) 15 Hunted: 8- (As Pow, NCI, Harshly Punish) 15 Psychological Limitation: Reckless in Combat (Common, Strong) 15 Psychological Limitation: Aristocratic Demeanor (Common, Strong) 15 Psychological Limitation: Loves to poison people (Common, Strong) 15 Social Limitation: Secret ID (Frequently, Major) 10 Vulnerability: 1 1/2 x STUN chemicals (Common) 10 Vulnerability: 1 1/2 x BODY chemicals (Common) 37 Experience Points Total Disadvantage Points: 392 Background/History: See Black Hammer. Personality/Motivation: Likes to lord it over people. And will poison them to get that advantage. Quote: Feeling weak? Ohh too bad. Powers/Tactics: Think Spiderman. Either close in mixing it up, or at range holding them in place for his team mates. Will generally web an opponennt first before closing in HTH. He will poison them to gain an advantage, choosing the poison that will most hinder the opposition. His leathal poison is used for someone who really makes him angry or for someone he wants to make really sick. Campaign Use: One of the loose cannons of the Pack. Will go out to poison someone in the local neighbourhood on a whim, and is responsible for a number of suspicious deaths around the country. Soon this will come back to haunt him and the rest of the Pack. Appearance: Light grey suit with black highlights. Vaguly insectile appearance especially at the helmet. Tubes extend from each wrist that shoot his webs. The back of each wrist has concentrated sprayers that contain his various poisons. Out of costume he is the shortest of the five But still very solid. Also is the only one to rear a mustache.
  12. Mr. R

    The Pack

    Re: The Pack Every team needs a loose cannon. RED WYRM Val Char Cost Roll Notes 23 STR 3 14- Lift 606.3kg; 4 1/2d6 [2] 23 DEX 0 14- OCV: 8/DCV: 8 20 CON 0 13- 10 BODY 0 11- 13 INT 3 12- PER Roll 12- 15 EGO 10 12- ECV: 5 20 PRE 0 13- PRE Attack: 4d6 8 COM -1 11- 11/21 PD 0 Total: 11/21 PD (0/10 rPD) 11/31 ED 0 Total: 11/31 ED (0/20 rED) 5 SPD 0 Phases: 3, 5, 8, 10, 12 9 REC 0 40 END 0 47 STUN 0 Total Characteristic Cost: 15 Movement: Running: 6"/12" Flight: 10"/40" Leaping: 4"/8" Swimming: 2"/4" Cost Powers END 20 Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2) 7 Armor (0 PD/10 ED) (Custom Adder) (15 Active Points); Limited Power Power loses about half of its effectiveness (Only vs fire; -1) 47 Flame projector: Multipower, 70-point reserve, (70 Active Points); all slots OIF (-1/2) 4u 1) Flame blast: Energy Blast 12d6 (60 Active Points); OIF (-1/2) 6 4u 2) High intensity blast: Energy Blast 9d6, Armor Piercing (+1/2) (67 Active Points); OIF (-1/2) 7 3u 3) Cone: Energy Blast 7d6, Area Of Effect (8" Cone; +1) (70 Active Points); No Range (-1/2), OIF (-1/2) 7 3u 4) Flame touch: Energy Blast 9d6, Area Of Effect (One Hex; +1/2) (67 Active Points); No Range (-1/2), OIF (-1/2) 7 4u 5) Napalm lbast: Killing Attack - Ranged 3d6, Armor Piercing (+1/2) (67 Active Points); OIF (-1/2) 7 4u 6) Napalm gel attack: Killing Attack - Ranged 1 1/2d6, Uncontrolled (+1/2), Continuous (+1) (62 Active Points); OIF (-1/2) 6 18 Gas reserve: Endurance Reserve (200 END, 5 REC) Reserve: (25 Active Points); OIF (-1/2) 17 Fire riding: Flight 10", x4 Noncombat (25 Active Points); OIF (-1/2) 2 7 +10 STR (10 Active Points); OIF (-1/2) 1 26 +13 DEX (39 Active Points); OIF (-1/2) 13 +10 CON (20 Active Points); OIF (-1/2) 7 +10 PRE (10 Active Points); OIF (-1/2) 4 +6 PD (6 Active Points); OIF (-1/2) 5 +7 ED (7 Active Points); OIF (-1/2) 13 +2 SPD (20 Active Points); OIF (-1/2) 10 +15 STUN (15 Active Points); OIF (-1/2) 15 Luck 3d6 13 Dedicated Radio link: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2), Does Not Provide Mental Awareness (-1/4), Limited Power Power loses about a fourth of its effectiveness (Radio power; -1/4) 7 Visor: Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF (-1/2) 7 Visor: Nightvision, Discriminatory (10 Active Points); OIF (-1/2) 3 Sound baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 3 Polarised lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 10 Life Support (Expanded Breathing; Immunity: All terrestrial poisons and chemical warfare agents) (15 Active Points); OIF (-1/2) Perks 6 Money: Wealthy 3 Computer Link Talents 2 Absolute Time Sense (3 Active Points); OIF (-1/2) 2 Bump Of Direction (3 Active Points); OIF (-1/2) 2 Absolute Range Sense (3 Active Points); OIF (-1/2) 3 Eidetic Memory (5 Active Points); OIF (-1/2) 3 Lightning Calculator Skills 3 Armorsmith 14- 9 +3 with any three maneuvers or a tight group of attacks 12 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 14- 5 Power armour systems: KS 14- 3 Mechanics 12- 3 Security Systems 12- 8 Systems Operation (Communications Systems, Environmental Systems) 14- 3 Teamwork 14- 5 Weaponsmith (Energy Weapons, Incendiary Weapons, Missiles & Rockets, Muscle-Powered HTH) 12- Total Powers & Skill Cost: 346 Total Cost: 361 250+ Disadvantages 10 Hunted: Gorloc and Symios 8- (As Pow, Harshly Punish) 15 Hunted: 8- (As Pow, NCI, Harshly Punish) 15 Psychological Limitation: Glories in destruction (Common, Strong) 15 Psychological Limitation: Aristocratic Demeanor (Common, Strong) 5 Reputation: Destructive and dangerous, 8- 10 Psychological Limitation: No regard for human life (Uncommon, Strong) 10 Psychological Limitation: greedy (Common, Moderate) 15 Social Limitation: Secret ID (Occasionally, Severe) 5 Vulnerability: 1 1/2 x STUN cold (Uncommon) 5 Vulnerability: 1 1/2 x Effect cold (Uncommon) 6 Experience Points (10 points unspent) Total Disadvantage Points: 361 Background/History: See Black Hammer. Personality/Motivation: Another loose cannon who likes to see things burn. Colateral damage means nothing to him and he will chearfully set buildings on fire to see the flames. If it wasn't for his knowledge with the suits systems and their upkeep, Black Hammer would have flattened him long ago. Quote: Ohhhh!!! Fire!!! Powers/Tactics: A flying flame thrower. Get airborne and start laying waste. Campaign Use: Appearance:
  13. Mr. R

    The Pack

    Re: The Pack Their ranged combat specialist SILVER WING Val Char Cost Roll Notes 20 STR 2 13- Lift 400.0kg; 4d6 [2] 32 DEX 6 15- OCV: 11/DCV: 11 21 CON 6 13- 10 BODY 0 11- 15 INT 5 12- PER Roll 12- 20 EGO 20 13- ECV: 7 10 PRE 0 11- PRE Attack: 2d6 20 COM 5 13- 10/20 PD 0 Total: 10/20 PD (0/10 rPD) 10/20 ED 0 Total: 10/20 ED (0/10 rED) 6 SPD 0 Phases: 2, 4, 6, 8, 10, 12 9 REC 0 42 END 0 41 STUN 0 Total Characteristic Cost: 44 Movement: Running: 6"/12" Flight: 20"/40" Leaping: 4"/8" Swimming: 2"/4" Cost Powers END 20 Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2) 5 +8 STR (8 Active Points); OIF (-1/2) 1 40 +20 DEX (60 Active Points); OIF (-1/2) 11 +8 CON (16 Active Points); OIF (-1/2) 4 +6 PD (6 Active Points); OIF (-1/2) 3 +5 ED (5 Active Points); OIF (-1/2) 13 +2 SPD (20 Active Points); OIF (-1/2) 7 +10 STUN (10 Active Points); OIF (-1/2) 18 Laser Batteries: Endurance Reserve (120 END, 10 REC) Reserve: (22 Active Points); OIF (-1/2) 40 Laser Gauntlet: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2) 4u 1) Concussive laser blast: Energy Blast 12d6 (60 Active Points); OIF (-1/2) 6 4u 2) Focused blast: Energy Blast 8d6, Armor Piercing (+1/2) (60 Active Points); OIF (-1/2) 6 4u 3) Ultra-violet blast: Energy Blast 8d6, Invisible Power Effects, Source Only (Fully Invisible; +1/2) (60 Active Points); OIF (-1/2) 6 4u 4) Multi blast: Energy Blast 8d6, Autofire (5 shots; +1/2) (60 Active Points); OIF (-1/2) 6 33 Light warping diodes: Invisibility to Sight and Hearing Groups and Radar , No Fringe, Reduced Endurance (1/2 END; +1/4) (50 Active Points); OIF (-1/2) 2 30 Wings/silent propulsion system: Flight 20", Reduced Endurance (0 END; +1/2) (60 Active Points); OIF (-1/2), Restrainable (-1/2) 13 Dedicated radio linkup: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2), Does Not Provide Mental Awareness (-1/4), Conditional Power Power does not work in Uncommon Circumstances (Radio Power; -1/4) 7 Visor: Nightvision, Discriminatory (10 Active Points); OIF (-1/2) 7 Visor: Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF (-1/2) 3 Sound Baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 3 Polarised lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 10 Life Support (Expanded Breathing; Immunity: All terrestrial poisons and chemical warfare agents) (15 Active Points); OIF (-1/2) Perks 6 Money: Wealthy Talents 2 Absolute Range Sense (3 Active Points); OIF (-1/2) 2 Absolute Time Sense (3 Active Points); OIF (-1/2) 3 Eidetic Memory (5 Active Points); OIF (-1/2) 2 Bump Of Direction (3 Active Points); OIF (-1/2) Skills 5 Accurate Sprayfire 3 Acrobatics 15- 5 Rapid Attack (Ranged) 3 Stealth 15- 3 Shadowing 12- 3 Tactics 12- 3 Teamwork 15- 6 +2 with any three maneuvers or a tight group of attacks Total Powers & Skill Cost: 329 Total Cost: 373 250+ Disadvantages 10 Enraged: vs other fliers (Uncommon), go 11-, recover 14- 10 Hunted: Gorloc and Symios 8- (As Pow, Harshly Punish) 15 Hunted: 8- (As Pow, NCI, Harshly Punish) 15 Psychological Limitation: Trigger Happy (Common, Strong) 20 Psychological Limitation: Overconfident (Very Common, Strong) 15 Psychological Limitation: Aristocratic Demeanor (Common, Strong) 5 Reputation: ambusher, 8- 5 Vulnerability: 1 1/2 x STUN light based (Uncommon) 5 Vulnerability: 1 1/2 x BODY light based (Uncommon) 15 Social Limitation: Secret ID (Frequently, Major) 8 Experience Points Total Disadvantage Points: 373 Background/History: See Black Hammer. Personality/Motivation: Similar to Grey Spider. Like to lord it over lower classes. But prefers to do it at a distance. Will actally get impatient with waiting and start fights early. Quote: Look out. "ZAPP". What, he twitched. "ZAPP". Powers/Tactics: Ranged combatent. Her suit is designed to strike from surprise at range. So very mobile with wings and an invisibility screen to allow her to place herself in good positions with impunity. She generally shoots until her position is discovered then move. Find another spot and shoot again. Rarely will she fire while flying, unless to take out another flyer. Campaign Use: The team sniper and scout. She watches from a distance and will generally warn the team if it looks bad. Unfortanutely she sometimes gets over exited and will mistake an action as something more sinister. Black Hammer is working on curing her of this and hopes he succeeds before she gets the team into real trouble. Appearance: Very beautiful and knows it. Long brown hair and green eyes. Like Golden Saber she dresses in the best fashions that are fairly (ok Very) revealing. Her suit is dark blue with a long lazing barrel over the right arm. The suit is equiped with metallic wings that shade from dark blue at the joint and light blue at the tips.
  14. Mr. R

    The Pack

    Re: The Pack Next his lover.... GOLD SABER Val Char Cost Roll Notes 18 STR 0 13- Lift 303.1kg; 3 1/2d6 [2] 23 DEX 9 14- OCV: 8/DCV: 8 23 CON 6 14- 15 BODY 0 12- 13 INT 3 12- PER Roll 12-/15- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 14 COM 2 12- 10/20 PD 1 Total: 10/20 PD (0/10 rPD) 11/21 ED 0 Total: 11/21 ED (0/10 rED) 6 SPD 0 Phases: 2, 4, 6, 8, 10, 12 13 REC 0 46 END 0 46 STUN 0 Total Characteristic Cost: 26 Movement: Running: 16"/32" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 33 Power Blade: Multipower, 50-point reserve, (50 Active Points); all slots OIF (-1/2) 2u 1) Blunt mode: Hand-To-Hand Attack +6 1/2d6, Penetrating (+1/2) (49 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 5 2u 2) Edge mode: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR), Armor Piercing (+1/2) (37 Active Points); OIF (-1/2) 4 20 Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2) 13 Leg improvements: Running +10" (16" total) (20 Active Points); OIF (-1/2) 2 33 Gem Sheild: Multipower, 50-point reserve, (50 Active Points); all slots OIF (-1/2) 3u 1) Power redirection: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); OIF (-1/2) 2u 2) Sheild: Force Wall (10 PD/10 ED) (50 Active Points); No Range (-1/2), OIF (-1/2) 5 1u 3) +3 with DCV (15 Active Points); OIF (-1/2) 13 Sheild compensators: Knockback Resistance -10" (20 Active Points); Linked (Sheild; -1/2) 5 +8 STR (8 Active Points); OIF (-1/2) 1 20 +10 DEX (30 Active Points); OIF (-1/2) 13 +10 CON (20 Active Points); OIF (-1/2) 7 +5 BODY (10 Active Points); OIF (-1/2) 3 +5 PD (5 Active Points); OIF (-1/2) 4 +6 ED (6 Active Points); OIF (-1/2) 20 +3 SPD (30 Active Points); OIF (-1/2) 5 +4 REC (8 Active Points); OIF (-1/2) 7 +10 STUN (10 Active Points); OIF (-1/2) 13 Dedicated Radio Linkup: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2), Does Not Provide Mental Awareness (-1/4), Conditional Power Power does not work in Uncommon Circumstances (Functions as Radio Power; -1/4) 7 Visor: Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF (-1/2) 7 Visor: Nightvision, Discriminatory (10 Active Points); OIF (-1/2) 4 Visor: +3 PER with Sight Group (6 Active Points); OIF (-1/2) 3 Sound Baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 3 Polarised Lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 10 Life Support (Expanded Breathing; Immunity: All terrestrial poisons and chemical warfare agents) (15 Active Points); OIF (-1/2) Perks 6 Money: Wealthy Talents 17 Combat Sense (Sense) 12- 3 Lightning Reflexes: +2 DEX to act first with All Actions 2 Absolute Range Sense (3 Active Points); OIF (-1/2) 2 Absolute Time Sense (3 Active Points); OIF (-1/2) 2 Bump Of Direction (3 Active Points); OIF (-1/2) 3 Eidetic Memory (5 Active Points); OIF (-1/2) Skills 3 Acrobatics 14- 3 Breakfall 14- 10 +2 with HTH Combat 10 Defense Maneuver I-IV 3 High Society 12- 2 KS 11- 5 Rapid Attack (HTH) 3 Security Systems 12- 3 Seduction 12- 3 Stealth 14- 3 Teamwork 14- Total Powers & Skill Cost: 336 Total Cost: 362 250+ Disadvantages 10 Hunted: Gorloc and Symios Bounty Hunters 8- (As Pow, Harshly Punish) 15 Hunted: 8- (As Pow, NCI, Harshly Punish) 5 Reputation: Ferocious in a fight, 8- 5 Rivalry: Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 15 Social Limitation: Secret ID (Occasionally, Severe) 5 Vulnerability: 1 1/2 x STUN Electricity (Uncommon) 5 Vulnerability: 1 1/2 x BODY electricity (Uncommon) 15 Psychological Limitation: Loves Black Hammer (Common, Strong) 15 Psychological Limitation: Aristocratic Demeanor (Common, Strong) 20 Psychological Limitation: Adrenaline Junkie (Common, Total) 2 Experience Points Total Disadvantage Points: 362 Background/History: See Black Hammer. Personality/Motivation: The teams adrenaine junkie. Has no major agendas other than to please Black Hammer and get into fights. Quote: Time to dance. I'll lead. Powers/Tactics: Her suit is optimised for getting her into HTH. Thus the sheild with the ranged defences and the actuators on her legs to speed her there. Her blade has two modes a punishing blunt side and a very sharp setting that will slice through even hardened steel. Campaign Use: Black Hammers lover. Where he is she is. What he considers important she does. They are a team and the nucleous of the Pack. Appearance: Blue Suit with gold highlights. The saber is actually gold, a bright gold in blunt mode and reddish gold in edge mode. The sheild looks like a peice of metal covered with gems and circuitry. Out of costume a well built young lady blond haired and blue eyed. Like Black Hammer she wears the best clothes and designer fashions.
  15. Mr. R

    The Pack

    The following are NPC's based on a gang from Necromunda called the Spyers. First up... BLACK HAMMER Val Char Cost Roll Notes 60 STR 5 21- Lift 102.4tons; 12d6 [5] 18 DEX 3 13- OCV: 6/DCV: 6 34 CON 10 16- 15 BODY 10 12- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- ECV: 3 20 PRE 10 13- PRE Attack: 4d6 10 COM 0 11- 12/37 PD 0 Total: 12/37 PD (0/25 rPD) 7/32 ED 0 Total: 7/32 ED (0/25 rED) 4 SPD 2 Phases: 3, 6, 9, 12 19 REC 0 68 END 0 64 STUN 0 Total Characteristic Cost: 43 Movement: Running: 6"/12" Leaping: 22"/88" Swimming: 2"/4" Cost Powers END 30 Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2) 30 +45 STR (45 Active Points); OIF (-1/2) 4 14 +7 DEX (21 Active Points); OIF (-1/2) 30 +19 CON (38 Active Points); IIF (-1/4) 7 +1 SPD (10 Active Points); OIF (-1/2) 13 Reflector field: Force Field (10 PD/10 ED) (20 Active Points); OIF (-1/2) 2 13 Leg Actuators: Leaping +10" (22" forward, 11" upward) (Accurate, x4 Noncombat) (20 Active Points); OIF (-1/2) 2 46 Mini missle launcher: Multipower, 62-point reserve, all slots 64 Charges (+1/2) (93 Active Points); Custom Modifier (One blaster on each hand, charges are split between them; -1/2); all slots OIF (-1/2) 4u 1) High yeild missle: Energy Blast 12d6 (60 Active Points); OIF (-1/2) 4u 2) Explosive missle: Energy Blast 8d6, Area Of Effect (One Hex; +1/2) (60 Active Points); OIF (-1/2) 4u 3) Large explosive missle: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); OIF (-1/2) 4u 4) Dual blast: Energy Blast 10d6, Autofire (2 shots; +1/4) (62 Active Points); OIF (-1/2) 7 Visor: Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF (-1/2) 7 Visor: Nightvision, Discriminatory (10 Active Points); OIF (-1/2) 3 Sound baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 3 Polarised lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 13 Dedicated radio link: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2), Does Not Provide Mental Awareness (-1/4), Conditional Power Power does not work in Uncommon Circumstances (Functions as Radio Power; -1/4) 10 Life Support (Expanded Breathing; Immunity: All terrestrial poisons and chemical warfare agents) (15 Active Points); OIF (-1/2) Perks 6 Money: Wealthy Talents 17 Combat Sense (Sense) 12- 3 Eidetic Memory (5 Active Points); OIF (-1/2) 2 Bump Of Direction (3 Active Points); OIF (-1/2) 2 Absolute Range Sense (3 Active Points); OIF (-1/2) 2 Absolute Time Sense (3 Active Points); OIF (-1/2) Skills 7 Tactics 14- 3 Teamwork 13- 3 Seduction 13- 3 Paramedics 12- 3 Interrogation 13- 3 High Society 13- 3 Oratory 13- 4 KS: buisness 13- 10 +2 with HTH Combat 4 Penalty Skill Levels: +2 vs. Range Modifier with a tight group of attacks Total Powers & Skill Cost: 317 Total Cost: 360 250+ Disadvantages 15 Hunted: 8- (As Pow, NCI, Harshly Punish) 10 Hunted: Gorloc and Symios Bounty Hunters 8- (As Pow, Harshly Punish) 5 Reputation: very tough, 8- 15 Social Limitation: Secret ID (Occasionally, Severe) 10 Vulnerability: 1 1/2 x STUN Fire (Common) 10 Vulnerability: 1 1/2 x BODY fire (Common) 15 Psychological Limitation: Mercenary Code (Common, Strong) 15 Psychological Limitation: Greedy (Common, Strong) 15 Psychological Limitation: Aristocratic demeanor (Common, Strong) (10 points unspent) Total Disadvantage Points: 360 Background/History: On a world far away, or another dimension, cities expaned vertically, rising kilometers into the atmosphere. Those at the top were the nobles, movers and shakers. The farther down you went the lower the class. The Base was the worst, filled with slums, derelicts and waste zones. Those at the top sometimes would lower themselves to visit this lower level. As a rite of passage. To help them they would arm themselves with power suits and weaponary and lord it over these lower class scum. After a specific amount of time they would return to the high levels and their life of privilage. So it was with The Pack. The five were friends and decided to serve their rite together. Battling lower gangs and occasionally the law, they cut a swath through to Base. On their last mission things got bad. Two gangs joined forces to eliminate them, and a pair of bounty hunters ambushed them. Worse was the Lost piece of Techware the activated from all the energies that was flying around. One large explosion later and the Pack found themselves on our earth. They want to go home, but if they can't, they'll amass a fortune to place themselves at the top of the social net. It is only their destiny and their right. One thing they don't know is that the bounty hunters followed them through, and plan to collect on what is owed them. Personality/Motivation: Black Hammer is the leader of the group due to his charisma and the support of Golden Saber. He is a good enough leader to let his charges to follow up on their personal goals, but he leaves no doubt that he is in charge. The thing that most motivates him is wealth, the need for cash to research a way home as well as allowing them to live according to their customs. He also realises that a reputation is important and will live to a code that seems most applicable to his situation, which right now is a mercenary. Like all his team he believes he is the cream of the crop socially and can't help acting superior to others. Quote: No Quote Powers/Tactics: A walking tank. Strong, durable with some ranged attacks for special situations. He generally gets right in and attacks the toughest opponent he can find. He knows that he has a weakness to fire and heat attacks (the heat sinks are substandard) and will target those users first and hit them hard. As a leader he will direct the team to concentrate their fire on one target. He is helped in this by the dedicated radio link they all have and the teamwork skill. Campaign Use: Leader of the Pack. He has final choice of the missions and sets the conditions on the contracts. He generally looks down on most people but can hold his opinion back when needed. His goals are two fold. One, money. If he is to be stranded on this pathetic mudball, well they'll be at the top among the elites. Two, technology. All the team want to get back. There they were top of the heap and want to get back to enjoy their just due. Appearance: Metallic grey suit with large Mini-missle launcher on each wrist. His FF has a bluish steel glow. Out of armour he is still imposing at 2 metres tall and 100 kg with short brown hair and brown eyes. He dresses in the best suits and treats almost everyone except those in the highest social circles with disdain.
  16. Mr. R

    Moonsilver

    Re: Moonsilver I never said SHE was part of a teen game. This an old 4th ed PC that I decided to stat up in 5th and HD. She was part of a four colour game. And your right now that I think about it DS is a bit weird. HMMM.... any suggestions?
  17. Re: Character for Review: Ilyusha I like it. Nice simple. Follows the KISS principle. And has some pro-active ideas. Man I would love this character as a GM.
  18. Mr. R

    Moonsilver

    Re: Moonsilver MOON SILVER Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 20 DEX 30 13- OCV: 7/DCV: 7 30 CON 40 15- 13 BODY 6 12- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 12 COM 1 11- 6/24 PD 3 Total: 6/24 PD (0/18 rPD) 6/24 ED 0 Total: 6/24 ED (0/18 rED) 4 SPD 10 Phases: 3, 6, 9, 12 10 REC 2 60 END 0 36 STUN 0 Total Characteristic Cost: 100 Movement: Running: 6"/12" Flight: 15"/60" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 18 Elemental Control, 36-point powers 26 1) Photon Flight: Flight 15", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (44 Active Points) 1 39 2) Photon Sheild: Force Field (18 PD/18 ED) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4) (57 Active Points) 2 13 3) Photon Field: Change Environment 4" radius, -3 to Sight Group PER Rolls, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2) (37 Active Points); No Range (-1/2) 60 Multipower, 60-point reserve 6u 1) Heavy Photon Blast: Energy Blast 12d6 (60 Active Points) 6 6u 2) Photon Blast: Energy Blast 9 1/2d6, Reduced Endurance (1/2 END; +1/4) (60 Active Points) 2 6u 3) Photon Burst: Energy Blast 7 1/2d6, Explosion (+1/2) (57 Active Points) 6 6u 4) Flash Pulse: Sight Group Flash 12d6 (standard effect: 12 Segments) (60 Active Points) 6 6u 5) Flash Burst: Sight Group Flash 8d6 (standard effect: 8 Segments), Explosion (+1/2) (60 Active Points) 6 10 Sight Group Flash Defense (10 points) Perks 5 Money: Well Off 5 Favor 4 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity) 11- Talents 25 Danger Sense (immediate vicinity, out of combat) 12- Skills 3 Computer Programming 12- 5 Cramming 5 Cramming 3 High Society 11- 2 CK: New York 11- 2 CuK: New York teen scene 11- 0 Language: English (idiomatic; literate) (5 Active Points) 4 Language: French (completely fluent; literate) 4 Language: Spainish (completely fluent; literate) 3 Language: Italien (fluent conversation; literate) 2 Language: Japanese (fluent conversation) 2 Language: Cantonese (fluent conversation) 2 Language: Mandarine (fluent conversation) 3 Paramedics 12- 3 Teamwork 13- 6 Training with light powers: +2 with any three maneuvers or a tight group of attacks Total Powers & Skill Cost: 284 Total Cost: 384 200+ Disadvantages 20 Dependent NPC: Parents 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs) 20 Enraged: versus Mystical/magical opponents (Common), go 11-, recover 11- 10 Hunted: 8- (As Pow, Harshly Punish) 20 Hunted: The Coven 8- (Mo Pow, NCI, Capture) 20 Psychological Limitation: Code vs Killing (Very Common, Strong) 10 Psychological Limitation: Responsibility of power (Common, Moderate) 10 Psychological Limitation: Underconfident (Common, Moderate) 15 Social Limitation: Secret ID (Frequently, Major) 10 Vulnerability: 2 x STUN Magical (Uncommon) 5 Vulnerability: 1 1/2 x STUN Darkness (Uncommon) 10 Distinctive Features: Glows in the dark (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 34 Experience Points Total Disadvantage Points: 384 Background/History: Erin Murphy didn't want to become a superhero. She was content to go to school, get her grades and eventually become a translator or interpreter. She was always good with languages and loved learning new ones. Thenone of her school mates kidnapped her. He said she was to be the sacrifice at the full moon to bring eternal night. At the last minute she was rescued by just as the ceremony reached its climax. Many assumed that the spell had been dissipated harmlessly. A couple of week later Erin knew it wasn't true. The energy went somewhere alright, straight into her. She sought out the hero group that rescued her for help, to see if they could remove the power. When it was found that it had bonded to her and would only be removed with her death, she decided to make to best of it and use the powers. Personality/Motivation: Mainly she fights so others never have to experience the terror she felt on the slab. To this day she "flip out" if she meets a Mystical or Magical opponent. It is only by luck so far that has kept her from killing someone, something she greatly fears. Otherwise she tends to be unsure of herself and and her abilities and will follow the lead of more experienced people/ authority figures. Quote: No quote as she feels they are silly. Powers/Tactics: Fairly simple, get airborne, power up the sheilds and blast away. She gererally uses the Flash Pulse and Photon Blast. Against groups she will Flash Burst and Photon Burst if she thinks they can take it. The Heavy Photon Blast is reserved for those who she knows can take her regular blast. When enraged this is her favoured attack. Photon feild is similar to looking into a fllod light and she uses it to give herself extra protection. Campaign Use: Was a NPC/GMPC that gave me a chance to roleplay a bit on a more heavy roleplay session. Also was a flying EB that the party needed. She also had the High society connections and some languages that came in handy during missions. Appearance: Out of costume a rather charming pretty young lady of about 18 years old, with blond hair and green eyes. In costume her features become more metallic. Her skin appears like silver, her hair becomes very pale yellow and her eyes white. She wears pale white leggings, a wrap dress as a top same colour, pale yellow boots and gloves and mask. Her powers have a pale white appearance, as does the FF covering her (think of the moon aura you sometimes see and you get the idea) Ok trying again. And this time with a history. Feedback appreciated and welcomed.
  19. Re: Around the World With A New Character Each Week Same question. What happened?
  20. Mr. R

    Moonsilver

    Re: Moonsilver So any of the RTF Export templates will work? How do I get it to cut and paste the History/Description/Tactics etc?
  21. Re: Walking With Strangers Yes! Please explain. And leave NOTHING out. I insist.
  22. Mr. R

    Moonsilver

    Re: Moonsilver Well that was a bust. OK so what export template do I use to post from HD? Jerome
  23. Mr. R

    Moonsilver

    Moon Silver Player: Val Char Cost 15 STR 5 20 DEX 30 30 CON 40 13 BODY 6 13 INT 3 10 EGO 0 10 PRE 0 12 COM 1 6/24 PD 3 6/24 ED 0 4 SPD 10 10 REC 2 60 END 0 36 STUN 0 6" RUN02" SWIM03" LEAP0Characteristics Cost: 100 Cost Power END 18 Elemental Control, 36-point powers 26 1) Photon Flight: Flight 15", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (44 Active Points) 1 39 2) Photon Sheild: Force Field (18 PD/18 ED) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4) (57 Active Points) 2 13 3) Photon Field: Change Environment 4" radius, -3 to Sight Group PER Rolls, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2) (37 Active Points); No Range (-1/2) 0 60 Multipower, 60-point reserve 6u 1) Heavy Photon Blast: Energy Blast 12d6 (60 Active Points) 6 6u 2) Photon Blast: Energy Blast 9 1/2d6, Reduced Endurance (1/2 END; +1/4) (60 Active Points) 2 6u 3) Photon Burst: Energy Blast 7 1/2d6, Explosion (+1/2) (57 Active Points) 6 6u 4) Flash Pulse: Sight Group Flash 12d6 (standard effect: 12 Segments) (60 Active Points) 6 6u 5) Flash Burst: Sight Group Flash 8d6 (standard effect: 8 Segments), Explosion (+1/2) (60 Active Points) 6 10 Sight Group Flash Defense (10 points) 0 Powers Cost: 196 Cost Skill 3 Computer Programming 12- 5 Cramming 5 Cramming 3 High Society 11- 2 CK: New York 11- 2 CuK: New York teen scene 11- 0 Language: English (idiomatic; literate) (5 Active Points) 4 Language: French (completely fluent; literate) 4 Language: Spainish (completely fluent; literate) 3 Language: Italien (fluent conversation; literate) 2 Language: Japanese (fluent conversation) 2 Language: Cantonese (fluent conversation) 2 Language: Mandarine (fluent conversation) 3 Paramedics 12- 3 Teamwork 13- 6 +2 with any three maneuvers or a tight group of attacks Skills Cost: 49 Cost Perk 5 Money: Well Off 5 Favor 4 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity) 11- Perks Cost: 14 Cost Talent 25 Danger Sense (immediate vicinity, out of combat) 12- Talents Cost: 25 Total Character Cost: 384 Val Disadvantages 20 Dependent NPC: Parents 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs) 20 Enraged: versus Mystical/magical opponents (Common), go 11-, recover 11- 10 Hunted: 8- (As Pow, Harshly Punish) 20 Hunted: The Coven 8- (Mo Pow, NCI, Capture) 20 Psychological Limitation: Code vs Killing (Very Common, Strong) 10 Psychological Limitation: Responsibility of power (Common, Moderate) 10 Psychological Limitation: Underconfident (Common, Moderate) 15 Social Limitation: Secret ID (Frequently, Major) 10 Vulnerability: 2 x STUN Magical (Uncommon) 5 Vulnerability: 1 1/2 x STUN Darkness (Uncommon) 10 Distinctive Features: Glows in the dark (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) Disadvantage Points: 150 Base Points: 200 Experience Required: 34 Total Experience Available: 34 Experience Unspent: 0 Hope this works
  24. Re: A rundown on some material in some books I have been writing. Please Continue. Really, PLEASE!!!!! Jerome
  25. Re: Am I The Only One Here Jonesing For Atlantean Age? Put me down as another who is waiting for it.
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