TheQuestionMan
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Posts posted by TheQuestionMan
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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
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Lord Errandis, Marquess of Blackwoods, and Adventurer.
Fashion Sense (Light Chain Armor/Elven Chainmail).
QM
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Double Post
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Tower, VIPER 3E
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Wild Cards series was hit and miss.
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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...
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@Phantom GM - That format is hard to read on smartphone
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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: -
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Star MarshalPlayer: TheQuestionManVal Char Cost20 STR 1023 DEX 3920 CON 2020 BODY 2023 INT 1311 EGO 225 PRE 1516 COM 310/20 PD 610/20 ED 65 SPD 1710 REC 440 END 040 STUN 06" RUN 02" SWIM 04" LEAP 0Characteristics Cost: 155Cost PowerStar 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: 119Cost Martial Arts ManeuverOdrugaran Staff-Fighting4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort4 2) Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 30 STR4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm roll5 4) Jab: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike4 5) Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike5 6) Smash: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike1 7) Weapon Element: HTH, Star StaffMartial Arts Cost: 27Cost Skill0 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 Scholar1 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 Spacecraft1 WF: Clubs, Fist-Loads, Staffs, Unarmed CombatSkills Cost: 49Total Character Cost: 350Pts. Disadvantage5 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, MajorDisadvantage Points: 100Base Points: 200Experience Required: 50Total Experience Available: 0Experience Unspent: 0
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Star MarshalPlayer: EddieVal Char Cost20 STR 1023 DEX 2620 CON 1015 BODY 518 INT 813 EGO 325 PRE 1510/20 PD 810/20 ED 85 SPD 3010/20 REC 640/80 END 440 STUN 1012m RUN 04m SWIM 04m LEAP 0Characteristics Cost: 202Cost PowerStar 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: 121Cost Martial Arts ManeuverStar Guard Staff Fighting4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm roll5 3) Jab: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike4 4) Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike5 5) Smash: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike1 6) Weapon Element: HTH, Star StaffMartial Arts Cost: 23Cost Skill3 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 Scholar1 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 CombatSkills Cost: 54Total Character Cost: 400Pts. Disadvantage10 Psychological Complication: Code vs Murder (Uncommon; Strong)15 Social Complication: Secret ID Frequently, MajorDisadvantage Points: 25Base Points: 400Experience Required: 0Total Experience Available: 0Experience Unspent: 0
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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) -
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 -
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.
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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 -
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 -
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 -
Full of sound and fury signifying nothing!
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Coffee or Cupachino frozen yogurt for me.
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Surbrook's Stuff => Character Archives => Music Derived Character Adaptations.
http://www.devermore.net/surbrook/adaptationsmusic/musicchar.html
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Angels Ascend
Demons are Descended
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Fantasy Hero 6E
p. 66 Demigod Template
p. 70 Divine Template
p. 73 Infernal Template
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site:www.herogames.com
Hero Games Forums Google Search
Fantasy Hero by Hero Games - Divine and Diabolical Racial Package Deals
Vibora Bay by Hero Games - Fallen Angel/Demon
Bestiary by Hero Games - Demons & Avatars
GURPS In Nomine by Steve Jackson Games
Demon: The Fallen by White Wolf
Fireborn by Fantasy Flight Games
Angel RPG by Eden Studios
Primal Order by Wizards of the Coast
Rapture: The Second Coming by Holistic Design
The Seventh Seal by Creative Illusions - War between Heaven and Hell on Earth.
Celestius Ex, 2nd Ed A Christian Roleplaying Game by Crown of Thorns Studio
Glorantha by Chaosium - Ascension and Classes of Gods
Brave New World by Pinnacle Games & Alderac Entertainment Group - The Covenant
Godsend Agenda D6 by Khepera Publishing - Alien Angels & Demons
Deities & Demi Gods by Wizards of the Coast - The Classics
Armeggeddon: The End Times by Eden Studios - Dark Urban Fantasy with a twist.
Nobilis RPG Game of Greater Powers by Hogshead Publishing/Guardians of Order - Beautiful Book
Testament: Roleplaying in the Biblical Era by Green Ronin Publishing - By our own Scott Bennie
GURPS Religion by Steve Jackson Games - The best Sourcebook for Religion RPGing out there... So far
Shadowrun: Magic in the Shadows by Fantasy Productions - Deals with Religion and Angels and Demons as Spirits.
Champions of Vancouver - Gabriel, Archangel of Communications. An Avatar rather than a true Archangel.
Good LuckQM
Red Alert!
in Champions
Posted
People's Defense Force