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TheQuestionMan

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Everything posted by TheQuestionMan

  1. ikia.com/wiki/Russia http://marvel.wikia.com/wiki/Russia
  2. People's Defense Force Russian October Guards Rocket Red Brigade Soviet Super Soldiers Winter Guard People's Protectorate Soyuz Red Trinity
  3. Mechanon aquires the control codes for the MinuteMan Robots and activates them.Targeting the worlds Superhumans, Super Agencies, and Supervillains. The Ultimate War Against The Machines. QM
  4. Lord Errandis, Marquess of Blackwoods, and Adventurer. Fashion Sense (Light Chain Armor/Elven Chainmail). QM
  5. Wild Cards series was hit and miss.
  6. Ballon Gadgets Gas Balloon Flash Balloon Animal Balloon (PRE Attack) Message Balloon (Alert Cops) Cuff Balloon (Entangle "Handcuffs") Exploding Balloon (Trigger Only When Balloon Popped!) Air Lift Balloon (Flight Usable as an Attack or Against Others) Carries bad guys strait up and up. (Remote Cancel and Drop) Please add more...
  7. @Phantom GM - That format is hard to read on smartphone
  8. Background/History: Aiden O'Connor was born in Amarillo, Texas on July 3rd 1988 (26yrs old) to Ronan O'Connor, a Texan Roughneck and Heather (nee Huhn) O'Connor, a Physiotherapist. An only child he was raised by his maternal grandparents. He was raised catholic and attended jesuit schools until he was 13yrs old. Excelled in academics and athletics. His best friend is Caitlin Ryan, the girl next door and schoolmate. The two were inseparable. Until he and his family vanished hiking in the Panhandle Plains Wildlife Trail in 2001. They were kidnapped by Roin'esh slavers, taken off world, and sold into slavery. Aiden was torn from his parents sold to a Hzeel smuggler. Life as a slave is hard, even harder for a human among aliens. One of the crew was a deep cover Star*Guard Marshal. He protected the young human, taught him to survive, and when the Star*Guardian took them into custody. They searched for years for Aiden's parents. In that time he impressed the Star*Guard with his bravery, honour and morality. In 2009, the Star*Guard sent him to earth in pursuit of Roin'esh slavers. He managed to track down the crew, but the Captain escaped. He continues to hunt the Roin'esh Boss to this day. He returned home to Amarillo, Texas and reunited with his remaining family. His hunt brought him into contact with Earth's Supervillains. Personality/Motivation: <<<Work in Progress>>> Powers/Tactics: Aiden O'Connor wields the traditional Star*Staff and has been extensively trained in Star*Guard fighting techniques and tactics. As of 2014 he has nearly a decade experience using his powers and wits to fight all sorts of crime and evil, so it’s difficult to surprise or trick him. Quotes: “That’s far enough. In the name of the Star*Guard, surrender at once!... or I’ll do what- ever it takes to stop you.” Appearance: As Star*Marshal he wears a long-sleeved royal blue jacket/ tunic that buttons down the far right side of the chest, with silver buttons, piping, and highlights. On the left breast of the jacket (above where the heart would be in a Human) is the Star*Guard symbol, a four-pointed silver star-and-circle. The jacket/tunic has a stiff, high collar that protects most of a typical humanoid’s neck. His gloves are silver and flared. His pants and belt are black with a thin blue stripe down the outer side of each leg that matches the jacket/tunic; his boots are silver with turned-down cuffs. He carries the famed Star*Staff, a gold-colored staff that’s as tall as he is. It’s got a glowing golden orb on top and is shod at the bottom with a bronze coloured metal. Campaign Use/Sub Plots:
  9. Star Marshal Player: TheQuestionMan Val Char Cost 20 STR 10 23 DEX 39 20 CON 20 20 BODY 20 23 INT 13 11 EGO 2 25 PRE 15 16 COM 3 10/20 PD 6 10/20 ED 6 5 SPD 17 10 REC 4 40 END 0 40 STUN 0 6" RUN 0 2" SWIM 0 4" LEAP 0 Characteristics Cost: 155 Cost Power Star Guard Uniform, all slots OIF (Focus (Uniform; -1/2) 20 1) Protective Uniform: Armor (10 PD/10 ED) (30 Active Points); OIF (Focus (Uniform; -1/2) 7 2) Anti-Grav Weave: Gliding 10" (10 Active Points); OIF (Focus (Uniform; -1/2) 6 3) Communications Uplink: HRRP (Radio Group) (12 Active Points); Sense Affected As Sight And Hearing As Well As Radio Group (-1/2), OIF (Focus (Uniform; -1/2) 3 4) Energy Vision: Nightvision (5 Active Points); OIF (Focus (Uniform; -1/2) 3 5) Enhanced Optics: +4 PER with Normal Sight (4 Active Points); OIF (Focus (Uniform; -1/2) 5 6) Enviromental Protection: Life Support (Extended Breathing: 1 END per Turn; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (10 Active Points); OAF (-1) 5 7) Mental Protection: Mental Defense (10 points total) (8 Active Points); OIF (Focus (Uniform; -1/2) 3 8) Power Defense: Power Defense (5 points) (5 Active Points); OIF (Focus (Uniform; -1/2) 13 9) Star Battery: Endurance Reserve (100 END, 10 REC) (20 Active Points); OIF (Focus (Uniform; -1/2) 33 Star Staff: Multipower, 50-point reserve, (50 Active Points); all slots OIF (-1/2) 3u 1) Starbolt: Blast 10d6 (50 Active Points); OIF (-1/2) 3u 2) Starstun: Energy Blast 5d6, No Normal Defense (defense is ED Force Field; +1) (50 Active Points); OIF (-1/2) 3u 3) Starflare: Sight Group Flash 5d6, Penetrating (+1/2), Explosion (+1/2) (50 Active Points); OIF (-1/2) 3u 4) Energy Field: Force Field (15 PD/15 ED) (Protect Carried Items) (40 Active Points); OIF (-1/2) 2u 5) Staff Strike: (Total: 37 Active Cost, 17 Real Cost) Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) (Real Cost: 15) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) (Real Cost: 2) 1u 6) Staff Techniques: +20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2), Only for Bind, Disarm, & Leverage (-1/4) 3u 7) Combat: Flight 20", Reduced Endurance (1/2 END; +1/4) (50 Active Points); OIF (-1/2) 3u 8) Subsonic: Flight 10", MegaScale (1" = 10 km; +1/2), Noncombat acceleration/deceleration (+1) (50 Active Points); OIF (-1/2) Powers Cost: 119 Cost Martial Arts Maneuver Odrugaran Staff-Fighting 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 30 STR 4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm roll 5 4) Jab: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike 4 5) Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike 5 6) Smash: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike 1 7) Weapon Element: HTH, Star Staff Martial Arts Cost: 27 Cost Skill 0 Acting 8- 0 AK: Campaign City (Everyman Skill) 11- 3 Breakfall 14- 3 Climbing 14- 3 Concealment 14- 0 Conversation 8- 3 Criminology 14- 3 Deduction 14- 0 Language: English (completely fluent; literate) (4 Active Points) 3 Paramedics 14- 3 Persuasion 14- 0 PS: Star Marshal (Everyman Skill) 11- 3 Scholar 1 1) KS: Galactic Criminal Underworld (2 Active Points) 11- 1 2) KS: Criminal Law & Procedures (2 Active Points) 11- 1 3) KS: Galactic Criminal Law & Procedure (2 Active Points) 11- 1 4) KS: Milky Way Galaxy (2 Active Points) 11- 1 5) KS: Odrugaran Staff-Fighting (2 Active Points) 11- 1 6) KS: Sentient Species of the Milky Way Galaxy (2 Active Points) 11- 1 7) KS: Star Guard (2 Active Points) 11- 1 8) KS: The Criminal Underworld (2 Active Points) 11- 1 9) KS: The Law Enforcement World (2 Active Points) 11- 0 10) KS: The Superhuman World (Everyman Skill) 11- 0 Seduction (Charm) 8- 0 Shadowing 8- 3 Stealth 14- 3 Streetwise 14- 2 Systems Operation (Communications Systems) 14- 3 Tactics 14- 3 Teamwork 14- 1 TF: Small Motorized Ground Vehicles (Everyman Skill), Star Guard Spacecraft 1 WF: Clubs, Fist-Loads, Staffs, Unarmed Combat Skills Cost: 49 Total Character Cost: 350 Pts. Disadvantage 5 Distinctive Features: Star Guard Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Dependent NPC: Star Guard Marshal & Partner 14- (As powerful as the PC; Useful Noncombat Position or Skills) 10 Hunted: Police 8- (Mo Pow; NCI; Watching) 15 Hunted: Reavers (Hzeel Slavers) 11- (As Pow; Harshly Punish) 20 Hunted: The Warlord (Alien Tech Hunter) 8- (Mo Pow; NCI; Harshly Punish) 15 Psychological Complication: Code vs Murder (Common; Strong) 15 Psychological Complication: Devoted to the Star Guard Ideals and Mission (Common; Strong) 15 Social Complication: Secret ID Frequently, Major Disadvantage Points: 100 Base Points: 200 Experience Required: 50 Total Experience Available: 0 Experience Unspent: 0
  10. Star Marshal Player: Eddie Val Char Cost 20 STR 10 23 DEX 26 20 CON 10 15 BODY 5 18 INT 8 13 EGO 3 25 PRE 15 10/20 PD 8 10/20 ED 8 5 SPD 30 10/20 REC 6 40/80 END 4 40 STUN 10 12m RUN 0 4m SWIM 0 4m LEAP 0 Characteristics Cost: 202 Cost Power Star Marshal Uniform, all slots OIF (-1/2) 12 1) Energy Reserves: (Total: 18 Active Cost, 12 Real Cost) +40 END (8 Active Points); OIF (-1/2) (Real Cost: 5) plus +10 REC (10 Active Points); OIF (-1/2) (Real Cost: 7) 4 2) Anti Grav Weave: Flight 10m (10 Active Points); Gliding (-1), OIF (-1/2) 6 3) Communications Uplink: HRRP (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing As Well As Radio Group (-1/2) 3 4) Starlight Vision: +4 PER with Normal Sight (4 Active Points); OIF (-1/2) 3 5) Starlight Lenses: Nightvision (5 Active Points); OIF (-1/2) 8 6) Enviromental Protection: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OAF (-1), Linked (to Protection Field; -1/2) 7 7) Mental/Psionic Shield: Mental Defense (10 points total) (10 Active Points); OIF (-1/2) 20 8) Protective Uniform: Resistant Protection (10 PD/10 ED) (Impermeable) (30 Active Points); OIF (-1/2) 33 Star Staff: Multipower, 50-point reserve, (50 Active Points); all slots OIF (-1/2) 3f 1) Star Blast: Blast 10d6 (50 Active Points); OIF (-1/2) 3f 2) Star Stunner: Blast 6d6, Attack Versus Alternate Defense (defense is ED Resistant Protection defined as force-field, or being fully insulated; All Or Nothing; +1/2) (45 Active Points); OIF (-1/2) 2f 3) Nova Blast: Sight Group Flash 6d6, Area Of Effect (16m Radius Explosion; +1/4), Personal Immunity (+1/4) (45 Active Points); No Range (-1/2), OIF (-1/2) 2f 4) Energy Shield: Resistant Protection (10 PD/10 ED) (Impermeable, Protect Carried Items) (40 Active Points); OIF (-1/2), Costs Half Endurance (-1/4) 3f 5) Energy Bonds: Entangle 4d6, 4 PD/4 ED (Dismissable) (45 Active Points); OIF (-1/2) 3f 6) Energy Manipulation: Telekinesis (20 STR), Alterable Origin Point, Fine Manipulation (45 Active Points); OIF (-1/2) 2f 7) Staff Strike: (Total: 33 Active Cost, 19 Real Cost) Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OIF (-1/2), Hand-To-Hand Attack (-1/4) (Real Cost: 17) plus Reach +2m, Reduced Endurance (0 END; +1/2) (3 Active Points); OIF (-1/2) (Real Cost: 2) 1f 8) Staff Techniques: +30 STR (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2), Only for Disarm, Bind, & Leverage (-1/4) 3f 9) Combat: Flight 40m, Position Shift (45 Active Points); OIF (-1/2) 3f 10) Subsonic: Flight 10m, x32 Noncombat, Rapid Noncombat Movement (+1/4), Reduced Endurance (1/2 END; +1/4) (45 Active Points); OIF (-1/2) Powers Cost: 121 Cost Martial Arts Maneuver Star Guard Staff Fighting 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm roll 5 3) Jab: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike 4 4) Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike 5 5) Smash: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike 1 6) Weapon Element: HTH, Star Staff Martial Arts Cost: 23 Cost Skill 3 Acrobatics 14- 0 Acting 8- 1 AK: Campaign City (Everyman Skill) 13- 3 Breakfall 14- 3 Charm 14- 3 Climbing 14- 3 Concealment 13- 0 Conversation 8- 3 Criminology 13- 3 Deduction 13- 0 Language: English (completely fluent; literate) (4 Active Points) 3 Navigation (Air, Space) 13- 0 Paramedics 8- 3 Persuasion 14- 1 PS: Star Marshal (Everyman Skill) 13- 3 Scholar 1 1) KS: Galactic Criminal Underworld (2 Active Points) 11- 1 2) KS: Criminal Law & Procedures (2 Active Points) 11- 1 3) KS: Galactic Criminal Law & Procedure (2 Active Points) 11- 1 4) KS: Milky Way Galaxy (2 Active Points) 11- 1 5) KS: Sentient Species of the Milky Way Galaxy (2 Active Points) 11- 2 6) KS: Star Guard (3 Active Points) 13- 1 7) KS: The Criminal Underworld (2 Active Points) 11- 1 8) KS: The Law Enforcement World (2 Active Points) 11- 0 9) KS: The Superhuman World (Everyman Skill) 11- 0 Shadowing 8- 3 Stealth 14- 3 Streetwise 14- 3 Tactics 13- 3 Teamwork 14- 0 TF: Small Motorized Ground Vehicles (Everyman Skill) 1 WF: Clubs, Fist-Loads, Staves, Unarmed Combat Skills Cost: 54 Total Character Cost: 400 Pts. Disadvantage 10 Psychological Complication: Code vs Murder (Uncommon; Strong) 15 Social Complication: Secret ID Frequently, Major Disadvantage Points: 25 Base Points: 400 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  11. Cost Skill Federation Super Teams Package Deal 2 1) AK: Galactic Federation 11- 2 2) KS: The Superhuman World 11- 1 3) KS: Federation Culture & History 8- 2 4) KS: Federation Law 11- 1 5) KS: Federation Species 8- 1 6) KS: Federation Politics 8- 2 7) KS: Federation Security Patrol 11- 3 8) Language: Federation Standard (fluent conversation; literate) 2 9) PS: Federation Security Patrol 11- Skills Cost: 16 Cost Perk Federation Super Teams Package Deals 5 1) Contact: FSP Commander (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 11- 8 2) Fringe Benefit: Interstellar Police Powers 3 3) Fringe Benefit: FST: Membership 2 4) Reputation: Federation Superhero (A large group) 11-, +1/+1d6 Perks Cost: 18 Total Character Cost: 75 Pts. Disadvantage Federation Super Teams Package Deal 10 1) Distinctive Features: FST Badge (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 2) Hunted: Federation Security Patrol 11- (Mo Pow, NCI, Watching) 20 3) Hunted: Enemies of the Galactic Federation 11- (Mo Pow, Harshly Punish) 10 4) Reputation: FST Superheroes, 11- 20 5) Social Limitation: Subject to Orders (Frequently, Severe)
  12. Conquerors, Killers, & Crooks p.184-186 http://www.herogames.com/forums/showthread.php?t=63121 Nebula (Tayina Mathet u-Vareeta Hoki) While not on the same power level as a Galactic Champions character she does posses the feel. Greetings Programs, I am building a Galactic Champions campaign and need some help. While Nebula is a Standard Champions level character she could easily be upgraded to Galactic Champions level. But, I need some questions answered first. Debrel IV Where is it in the Galactic Champions setting? Tel'Narian Guard What Empire does this group represent? Thrombolic What kind of energy is Thronbolic? Mystic, Dimensional, etc... Duress (Phantom Zone) http://en.wikipedia.org/wiki/Phantom_Zone Andromeda Galaxy http://en.wikipedia.org/wiki/Andromeda_Galaxy Yuun'ta Technology Shamareeth's people? Republican Authority How does she justify having any authority without a Galactic Community nod? Viberon (Shamareeth) Conquerors, Killers, & Crooks p.184-186 The Supreme Code of Justice Cheers QM
  13. Galactic Champions: Character Concepts Armorine, Human, Terran Republic Marines, Federated Super Teams, & Malvan Golden Hunter Battlesuit. Dark*Star, Human, Federated Security Patrol, Federated Super Teams, & Star*Guard. Psion, Human (Clone), Mentalist (Telepath & Cyberpath), & Secretly the last scion of the DeValeries, Emperor's of the Terran Empire. Fairplay, Human, Student/Grav Ball Player, Mutant Metamorph, & Federated Super Teams. Nebula-9, Yunnti, Thrombolic Energy Manipulation, Tel'Narian Guard, with Duress Gauntlets, & Federated Super Teams. Gladiator, Human, Professional Null Boxer, Malvan Gladiator with Dree Gems , & Federated Super Teams. ???, Empyrian, Speedster Powers, & Federated Super Teams. ???, Lemrian, Mystic, Sorceress, & Federated Super Teams. ???, Faerie Sidhe Paladin, Mystic, Martial Artist/Weapons Master, & Federated Super Teams. ???, Human, CthulhuTech/Elder Worm Artifact, & Federated Super Teams. ???, Rigellian, Code Talker/Sonic Powers, & Federated Super Teams. ???, Roin'esh Shapeshifter, Mimic, & Federated Super Teams. ???, Thorgon, Super Sodier, Metalist (Psi-Stalker), & Federated Super Teams. ???, Zurite, Engineer, Gadgeteer, Inventor, Scientist, & Federated Super Teams. ???, Kolajik, Super Soldier, Duplication, & Federated Super Teams.
  14. Prelude: The Istvatha V'han Invasion, the PC's answered Defender's interplanetary call for help from The Superhero World. Under the aegis of the Terran Republican Admiral Zachary Stewart a battalion of Superbeings gathered. Their mission would be to hold off the D-Soldiers long enough for the others to find the Lemurian Super Weapon called the Mandragalore. The PC's were teamed together and assigned their mission objective. Istvatha V'han Invasion's Command, Control, & Communications Headquarters which was located in a hidden location. Destroying or disrupting that facility will allow the other teams to achieve their objectives. The time to take back the Galaxy is now. QM
  15. Galactic Champions: Federated Super Teams (F.S.T. or Fast!!!) Campaign Description: Importance of the Player Characters: World Description: The Story So Far: Local Relations: CAMPAIGN TONE Morality: The Federated Super Teams is mostly a four-color campaign, and for the most part the morality of the campaign will be four-color as well. However, there will be some crossover between good and evil, and thing will not always be black and white. Characters will find themselves making difficult decisions, but should always try to be good guys. On the other hand "bad guys" will vary between being good guys working at cross goals to being extremely evil. Some times the character will be faced with scenes of extreme violence. Realism: Strong, but the heroes will be expected to make ridiculous efforts and take huge risks to accomplish their goals Character death is a reality. If that is not enough to keep a player character alive, then they had best hope the rest of the team likes them. Outlook: While the outlook will be mostly positive, there will be many dark moments and many challenges outside of combat. Seriousness: While the overall tone of the campaign will be very serious, there will be time for a certain amount of light hearted banter, or comic relief. The heroes will be The Galactic Federations best defense against the direst of situations. This does not mean that there is no room for humor. Witty repartee, creative use of powers, and the way you play should provide plenty of humor in the midst of even the direst situation. Continuity: The game will be entirely serial. Player actions in one scenario will have effects on later scenarios and continuity will be enforced. Adventures will move linearly through time. Bad guys will remember who you are and what you did to them, and the press will print your exploits for the world to see. CHARACTER BUILDING GUIDELINES • Starting Points: 550 • Maximum Disadvantages: 150 • Maximum Points From One Category of Disadvantage: 75 • Normal Characteristic Maxima: Not Required • Combat Hit Location Rules: Not Required • Knockdown Rules: Not Required • Long-Term Endurance Rules: NO • Limited Push: YES CHARACTER ABILITY BUILDING GUIDELINES Power Levels Characteristics: Speed: 4-6 Average 8 Maximum Combat Values: Damage Classes: 20 DC Maximum Active Points: 50 - 90 Average 120 Maximum Skill Points: Skill Roll: 8 or less Average 18 Maximum DEF/rDEF: 12 DEF/12rDEF Minimum, 20 - 40 DEF/20 - 40 rDEF Average, 60 DEF/60 rDEF Maximum HOUSE RULES: (Special Restrictions, Requirements and Exceptions) • It is advised that the player make use of all 150 points of Disadvantages. • All player characters should have a Psychological Limitation concerning Killing. • The character must have some special mode of transportation. • The character must have Social Limitation: Secret Identity or Public Identity. More Later QM
  16. It should contain; Space Races - Space Creatures - Rats, Space Monsters - Space Cops - Star*Guard, Regional (Sector Rangers), Planetary, Municipal Space Marines - Space Guards - Space Terrorists - Space Pirates - Common Space Technology Mini Space Ships - Space Cycle Small Space Craft - Scout/Courier and System Defense Boat. Medium Space Craft - Destroyer (?) Medium Merchant (Millennium Falcon), Large Space Craft - Battle Cruiser, Heavy Merchant, Super Space Craft - Dreadnaught (How does a Galactic Superhero fight one), Merchant Carrier (?), and Colony Ship (?) Star*Guardian Write-Up? http://www.herogames...ad.php?t=63797 Galactic Champions Star*Shield (Kor Calidor) p66-69 http://www.herogames...ead.php?t=63136 Digital Hero #5 - The Characters That Hero Forgot: Star*Guard Brin Rei Tarn (Dendrian), p12-16 http://www.herogames...m?issueID=50360 Digital Hero #6 - Hero Universe: Star*Guard p14-?? http://www.herogames...?issueID=60490 Digital Hero #7 - The Characters That Hero Forgot: Rogue Star*Guard & Mentalist, p12 http://www.herogames...m?issueID=74480 Digital Hero #41 - Star*Guard Package Deals, Martial Arts, Character Example "Mranang’na" p16-28 http://www.herogames...?issueID=217474 Champions Beyond (2010 Release Schedule) http://www.herogames...ad.php?t=71054 Galactic Champions: Star*Guard Members Year Unknown Star*Guard Gloran, Drugarian CONTROL (Quantum Matrix A.I./ Engrams of Gloran) Year 3000 Council of Overseers (x27) 2-N Violet, Az'Arc'A (Sentient Energy Being) Hederas, Malvan (Engineer, Gadgeteer, & Inventor) Star*Shield, Koh Calidorm, Perseid Year 2000 Star*Guard Andre Almena, Terran (Aleph-3, Terran Sector) Star*Guard Mordace, Species Unknown Star*Guard Glayne, Se'eran Year 2650 Star*Guard Mranang'na, Fex Star*Marshal Kevru Orz, Zurite (Communications & Control) Star*Marshal Rom'Shan, Mon'Dabi (Engineer) Star*Marshal X'al, Xenovore (Pilot) Star*Marshal Zorma Regi, Catavalan (Medic) Year 2000 Star*Guard Brin Rei Tarn, Dendarian Star*Marshal ???, Mandaarian (ATRI 13+) Cheers QM
  17. Full of sound and fury signifying nothing!
  18. Coffee or Cupachino frozen yogurt for me.
  19. Surbrook's Stuff => Character Archives => Music Derived Character Adaptations. http://www.devermore.net/surbrook/adaptationsmusic/musicchar.html
  20. Fantasy Hero 6E p. 66 Demigod Template p. 70 Divine Template p. 73 Infernal Template
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