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The Blood 6E Conversions


rjd59

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Hello All,
Caught up (somewhat) with the various projects I have going here on my computer, and thought I'd get started on sharing some conversions of older champions characters. The way I do things is, I take the information for the character out of their respective book as they are, and add logical (to me anyway) things to bring them up to points. 
 
The one thing I haven't figured out is, how to get the pics a larger size here on the boards! Help me with that if you would!
 
Here we go...
 
The Blood are from "The Blood and Dr. McQuark" organization book 3, released in 1985 by Hero Games. The Blood section of the book was written by Aaron Allston and the Dr McQuark section by Patrick E. Bradley.
 
Very short history:
The Blood are an alien race from the planet Ean, ^They were dominated over by Azor who was worshipped as a god. In 1927, (Earth time) seven Blood decided to break through the dimensional planes and escape to Earth. This did not go unnoticed, and Bloodletter was sent after them to eliminate them. And so on...
 

Blade

 

Val      Char   Cost   Roll     Notes

40        STR    30        17-      Lift 6400.0kg; 8d6 [4]

30        DEX    40        15-      OCV:  4/DCV:  4

23        CON   13        14-

10        BODY 0         

15        INT      5          12-      PER Roll 12-

10        EGO   0          11-      ECV:  3 - 3

15        PRE    5          12-      PRE Attack:  3d6

 

 

20        PD      18        Total:  20 PD (0 rPD)

19        ED      17        Total:  19 ED (0 rED)

4          SPD    0          Phases:  3, 6, 9, 12

16        REC   12

54        END   7

47        STUN 14        Total Characteristic Cost:  171

 

Movement:   Running:       12m/24m

            Leaping:        4m/8m

            Swimming:    4m/8m

            Teleportation:            16m/32m

 

Cost   Powers          END

50        Blood Powers:  Multipower, 50-point reserve

5f         1)  Killing Attack - Hand-To-Hand 2 1/2d6 (4 1/2d6 w/STR), Armor Piercing (+1/4) (50 Active Points)           5

4f         2)  Killing Attack - Ranged 2d6, Area Of Effect (1m Radius; +1/4) (37 Active Points)         4

1f         3)  Teleportation 16m, x4 Increased Mass (26 Active Points); OIF (Ring; -1/2), Concentration (1/2 DCV; Must concentrate on ring; -1/4)       3

             

13        +2 SPD (20 Active Points); Costs Endurance (-1/2)      2

30        Energy Damage Reduction, Resistant, 50%

30        X-ray Vision (Sight Group), +7 to PER Roll, Adjacent, Increased Arc Of Perception (360 Degrees), Penetrative

4          Martial Strike +0        +2        10d6 Strike

4          Fast Strike     +2        +0        10d6 Strike

3          Legsweep      +2        -1         9d6 Strike, Target Falls

4          Martial Block +2        +2        Block, Abort

4          Martial Disarm          -1         +1        Disarm; 50 STR to Disarm

4          Martial Dodge           --          +5        Dodge, Affects All Attacks, Abort

4          Martial Escape          +0        +0        55 STR vs. Grabs

3          Martial Grab  -1         -1         Grab Two Limbs, 50 STR for holding on

3          Martial Throw            +0        +1        8d6 +v/10, Target Falls

5          Takeaway      +0        +0        Grab Weapon, 50 STR to take weapon away

4          Basic Shot     +0        +0        Strike, +2 DC

 

            Talents

3          +1/+1d6 Striking Appearance (vs. all characters)

15        Combat Sense 12-

 

            Skills

10        +1 with All Attacks

             

4          WF:  Small Arms, Bows, Javelins and Thrown Spears, Thrown Knives, Axes, and Darts

9          Military Tactics 15-

5          Cooking 14-

3          PS: Teacher 12-

3          Language:  English w/dialects for Missouri, London, and New York (completely fluent)

2          KS: Blood Homeworld 11-

 

Total Powers & Skill Cost:  230

Total Cost:  400

 

400+   Disadvantages

20        Vulnerability:  2 x STUN vs gases (Common)

30        Enraged:  Berserk If Bryn or Sabre are injured (Uncommon), go 14-, recover 11-

15        Psychological Complication:  Loves to fight (Common; Strong)

15        Psychological Complication:  Loves Brynhild (Common; Strong)

10        Hunted:  Affrighter Infrequently (As Pow; Harshly Punish)

5          :  Secret ID: Blade Carstairs Infrequently, Minor

5          Unluck: 1d6

 

Total Disadvantage Points:  100

 

Background/History:  Blade Carstairs was born on Ean in 1899.  Blade is a warrior at heart, but he also enjoys the warrior's reward of a good, hearty meal, and has devoted himself to the art of cooking. He has a desire to pass on his knowledge, and may occaisionally be found teaching courses at the local college in swordsmanship, hand-to-hand combat, military tactics, or cooking.

Blade spent his first few decades on Earth finding opporitunities to fight other people's fights. His "big break" came in 1939, with the outbreak of World War II. Seeing in this conflict the opporitunity to expand his understanding of warfare, he offered his services to Great Britain, performing covert missions behind enemy lines and working with the French Resistance. In 1945, Blade was struck by a shell during the march on Berlin. He crawled into a cave to avoid enemy fire, and there encountered a womwn he would come to know as Brynhild. After a short (by Ean standards) courtship of nine years, Bryn resigned herself to her destiny and accepted Blade as her mate.

Blade loves a good fight, but he rarely goes out of his way to start one. He had no problem with Affrighter, for example, until Affrighter tried to steal his son. Now Blade and Affighter avoid each other as much as possible, for neither wants to become involved in a battle to the death with his brother. Still, there are numorous ways in which Blade could be introduced into a campaign. In superhero action an the street, he might step in if he were to see some innocent about to be creamed. If he were to see a superhero using a blade with less than perfect form, he might be tempted to run out and give him some pointers. Since Blade was known to numorous superheroes during World War II, a mystery requiring knowledge of that conflict might lead heroes to him.

 

Appearance:  He wears a beard, looks to be in his 40s, without the beard he'd look to be in his 30s.

 

Blade.hdc

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Here's Brynhild, Blade's wife.

 

Brynhild

Val      Char   Cost   Roll     Notes

60        STR    35        21-      Lift 102.4tons; 12d6 [5]

23        DEX    26        14-      OCV:  4/DCV:  4

28        CON   18        15-

11        BODY 1         

10        INT      0          11-      PER Roll 11-

14        EGO   4          12-      ECV:  3 - 3

15        PRE    5          12-      PRE Attack:  3d6

 

 

24        PD      22        Total:  24 PD (0 rPD)

20        ED      18        Total:  20 ED (0 rED)

5          SPD    30        Phases:  3, 5, 8, 10, 12

20        REC   16

56        END   8

55        STUN 18        Total Characteristic Cost:  210

 

Movement:   Running:       12m/24m

            Leaping:        4m/8m

            Swimming:    4m/8m

 

Cost   Powers          END

30        Killing Attack - Hand-To-Hand 2d6 (6d6 w/STR)           3

19        +15 STR, Reduced Endurance (1/2 END; +1/4) (19 Active Points)    1

13        Missle Deflection 22- (20 Active Points); OIF (Breastplate; -1/2)         2

8          +2 HTH Damage Class(es)

            Akido

            Maneuver     OCV   DCV   Notes

4          Dodge            --          +5        Dodge, Affects All Attacks, Abort

4          Escape           +0        +0        85 STR vs. Grabs

4          Extend Ki       +0        +0        85 STR to resist Shove; Block, Abort

3          Hold    -1         -1         Grab Two Limbs, 80 STR for holding on

5          Joint Break    -1         -2         Grab One Limb; HKA 6d6 , Disable

4          Joint Lock/Throw      +1        +0        Grab One Limb; 2d6 NND ; Target Falls

5          Redirect         +1        +3        Block, Abort

5          Strike  +1        +3        14d6 Strike

3          Takedown     +1        +1        14d6 Strike; Target Falls

3          Throw +0        +1        14d6 +v/5, Target Falls

1          Weapon Element:  Blades

1          Weapon Element:  Staffs

1          Weapon Element:  Polearms

 

            Perks

1          Doctor:  Fringe Benefit:  License to practice a profession

1          Positive Reputation:  Authoritive Doctor (A medium-sized group) 11-, +1/+1d6

3          Doctor:  Medical Access

5          Money:  Well Off

 

            Skills

16        +2 with HTH Combat

             

3          Acrobatics 14-

3          Breakfall 14-

7          Analyze:  Agility Skills 13-

             

3          Scientist

3          1)  Science Skill:  Blood Medicine 13- (4 Active Points)

1          2)  Science Skill:  Endocrinology 11- (2 Active Points)

2          3)  Science Skill:  Genetics 12- (3 Active Points)

2          4)  Science Skill:  Gynecology 12- (3 Active Points)

3          5)  Science Skill:  Medicine 13- (4 Active Points)

2          6)  Science Skill:  Obstetrics 12- (3 Active Points)

1          7)  Science Skill:  Parapsychology 11- (2 Active Points)

             

9          Paramedics 14-

             

3          Linguist

1          1)  Language:  Ean (fluent conversation) (2 Active Points)

1          2)  Language:  English (fluent conversation) (2 Active Points)

1          3)  Language:  Italian (fluent conversation) (2 Active Points)

 

Total Powers & Skill Cost:  185

Total Cost:  394

 

400+   Disadvantages

20        Vulnerability:  2 x STUN vs Magic (Common)

15        Psychological Complication:  Loves Blade (Common; Strong)

10        Psychological Complication:  Warlike nature (Common; Moderate)

30        Enraged:  Berserk If Blade is injured (Uncommon), go 14-, recover 11-

10        Hunted:  Affrighter Infrequently (As Pow; Harshly Punish)

5          Social Complication:  Secret ID: Bryn Gunther Infrequently, Minor

 

Total Disadvantage Points:  90

 

Background/History:  Bryn Gunther was born in 1915 in Germany. She is the result of a tryst between a German peasant woman and a supernatural being possessed of a trace of the blood of an ancient Norse dieties, so it's a possible that some ancestor of hers could come looking for her in any of your adventures involving the Norse gods, if that happens to be a feature of your campaign.

While she inherited a great warlike spirit from her father, she was also blessed with a compassionate soul that inclined her more to put people back together than to take them apart. Thus, in 1933, when the opporitunity presented itself, Bryn traveled to America to study at a hospital in upstate New York that was sponsored by a famous American adventurer. There, she learned many innovative techniques that would not be released to the outside world for more than twenty years, and trained herself in the disipline of non-lethal martial arts.

In 1941, Bryn returned to her native Germany, not to fight on one side or the other, but to protect her childhood friends from the ravages of the War, a task which met with only limited success. By the time she met Blade, she had been reduced to hiding in a cavern near Berlin in order to ensure her own safty. Believing that her home had been invaded, she beat the intruder senseless. Then she nursed him back to health. Blade had found the only woman who would ever impress him, and set out to win her heart.

In the years that followed the War, Bryn honed her talents and studied the application of medicine to peculiar metabolisms. By the late 1980's she had become one of the world's foremost authority on medicine for the Blood. Naturally, she has acquired the Blood Recognition factor and, due to her parentage, she ages at least as slowly as her husband.

Bryn has a tendancy to behave in an erratic fashion. She might respond to a crude joke with cold hostility, a scathing rejoiner, or the sudden lofting of a Cadillac in the general direction of the jokester. Her first impulse when offended or attacked is to smash the offender; whether or not she follows through on that impulse depends on whether or not she makes her EGO roll in time. However, in spite of this peculiarity, she is far from unstable; she's certainly more stable than most of Blade's family.

Bryn is a noted authority on mutant biology, and can often be called into an adventure on that pretext. Since she doesn't register on scanners as a mutant, she doesn't share the risks that are taken by researchers who are mutants themselves. She also has a normal medical practice as a gynecologist. It''s possible that her knowledge of obstetrics, gynecology, and pediatrics will make her a sought-after medic by super-beings who are in a family way.

 

 

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Brynhild.hdc

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Next up, Affrighter. He's just not right in right in the head! No other way to put it!

 

Affrighter

Val      Char   Cost   Roll     Notes

28        STR    18        15-      Lift 1212.6kg; 5 1/2d6 [3]

23        DEX    26        14-      OCV:  5/DCV:  5

23        CON   13        14-

23        BODY 13       

15        INT      5          12-      PER Roll 12-

25        EGO   15        14-      ECV:  4 - 4

20        PRE    10        13-      PRE Attack:  4d6

 

 

20        PD      18        Total:  20 PD (0 rPD)

21        ED      19        Total:  21 ED (0 rED)

6          SPD    40        Phases:  2, 4, 6, 8, 10, 12

11        REC   7

50        END   6

59        STUN 20        Total Characteristic Cost:  236

 

Movement:   Running:       12m/24m

            Leaping:        4m/8m

            Swimming:    4m/8m

            Teleportation:            15m/3840m

 

Cost   Powers          END

96        Variable Power Pool, 55 base + 55 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (96 Active Points)

0          1) Mind Control 11d6 (Human class of minds) (55 Active Points); Increased Endurance Cost (x8 END; -3 1/2), Fear Only (-1) Real Cost: 10          40

0          2) Barrier 13 PD/13 ED, 0 BODY (up to 1m long, 1m tall, and 1/2m thick), Reduced Endurance (1/2 END; +1/4) (52 Active Points) Real Cost: 52           2

0          3) Teleportation 15m, x2 Increased Mass, x256 Noncombat (55 Active Points); Requires A Roll (11- roll; -1/2) Real Cost: 52           5

                        Notes:  (x5 number of items)

             

13        Mental Defense (13 points total)

             

            Scythe, all slots OAF (-1)

15        1)  Thrown Scythe:  Killing Attack - Ranged 3d6 (45 Active Points); Must throw Scythe (-1), OAF (-1)         4

22        2)  Scythe:  Killing Attack - Hand-To-Hand 3d6 (4 1/2d6 w/STR) (45 Active Points); OAF (-1)      4

             

 

            Skills

16        +2 with HTH Combat

             

4          Science Skill:  Magic Research 13-

4          KS: Science of Apotheosis 13-

 

Total Powers & Skill Cost:  171

Total Cost:  406

 

400+   Disadvantages

40        Enraged:  Berserk when thwarted (Common), go 14-, recover 8-

20        Vulnerability:  2 x STUN vs Energy killing attacks (Common)

10        Vulnerability:  2 x STUN vs Magic (Uncommon)

15        Hunted:  Commadore Frequently (As Pow; Harshly Punish)

25        Psychological Complication:  Hates everything decent (Very Common; Total)

25        Psychological Complication:  Obsessed with achieving apotheosis (Very Common; Total)

10        Unluck: 2d6

15        Distinctive Features:  Unusual Looks (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

10        Social Complication:  Public Identity Infrequently, Major

6          Experience Points

 

Total Disadvantage Points:  406

 

Background/History:   Okor, "who affrights," was born on Ean in 1901. The Blood of Earth say of Affrighter that his only problem is that he hates anybody who's smarter, better-looking, or nicer than he is. Unfortunately, nobody's worse. Affrighter is not an epic villain, but he's tenacious and durable. His choice of costume - the cloak and hood and scythe of Death - coupled with his skinny, nasty pale face provides him with a formidable image.

 

 Affrighter has taken his father's word that Earth is his playground to new levels of dementia, and has for the last fifty years abused his toys to find ways to increase his power. You'll find him embarking on any mad scheme appropriate for a megalomaniacal supervillain, ecspecially one which could gain him some mystic or forbidden knowledge. He's usually leading some group of supervillains who fit  in with his deathly image, often with mercenary backups. Inevitably, he'll come up with some new plan to gain godlike powers: inevitably, his plan will fail: inevitably, he'll try again. Affrighter doesn't maintain a permanent headquarters: he'll house his henchmen in whatever warehouse or barracks he can afford when he doesn't have enough money for really plush digs.

 

 Baffled by his inability to sire chikdren, Affrighter has instead attempted to kidnap his neices and nephews and raise them to follow his desires. If any Blood in your campaign, whether PC or NPC, has a child, count on Affrighter to attempt a kidnapping. Any time Affrighter meets a member of his family, a full-scale combat is likely to ensue. He doesn't really hate them, except for Commadore, but there's a lot of  bad blood. An accidental encounter will result in polite inquiries regarding one another's health and latest doings, Affrighter will insist that his sibling help in the execution of his latest plan, the sibling will decline, and Affrighter will resort to force. So far, he's survived internal injuries courtesy of Blade, a horribly smashed leg courtesy of Bryn, and the sudden descent of a Budepest tenament courtesy of Sala.

 

Appearance:  He has slimy brown eyes and thin white hair. His face is repulsive, and so is his manner.

 

post-128-0-36160000-1420649230.jpg

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Affrighter.hdc

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Bloodletter, sent to Earth to eliminate all Blood there.

 

Bloodletter

Val      Char   Cost   Roll     Notes

10        STR    0          11-      Lift 100.0kg; 2d6

10        DEX    0          11-      OCV:  3/DCV:  3

10        CON   0          11-

10        BODY 0         

10        INT      0          11-      PER Roll 11-

10        EGO   0          11-      ECV:  3 - 3

10        PRE    0          11-      PRE Attack:  2d6

 

 

2          PD      0          Total:  2 PD (0 rPD)

2          ED      0          Total:  2 ED (0 rED)

2          SPD    0          Phases:  6, 12

4          REC   0

20        END   0

20        STUN 0          Total Characteristic Cost:  0

 

Movement:   Running:       17m/34m

            Leaping:        4m/8m

            Swimming:    5m/10m

 

Cost   Powers          END

195     Variable Power Pool (Magic Pool), 150 base + 75 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (206 Active Points); Requires A Magic Skill Roll (15- roll; -1/4)

0          1) Mental Blast 6d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4) (75 Active Points) Real Cost: 75          3

0          2) Mental Blast 5d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4), Area Of Effect Nonselective (4m Radius; +1/4) (75 Active Points) Real Cost: 75      3

0          3) Blast 10d6, Double Knockback (+1/2) (75 Active Points); Gestures (-1/4) Real Cost: 60           7

0          4) Entangle 6d6, 6 PD/6 ED, Reduced Endurance (1/2 END; +1/4) (75 Active Points); Gestures (-1/4) Real Cost: 60    3

0          5) Barrier 8 PD/8 ED/8 Mental Defense/8 Power Defense, 4 BODY (up to 3m long, 3m tall, and 1m thick), Reduced Endurance (1/2 END; +1/4) (75 Active Points); Gestures (-1/4) Real Cost: 60    3

             

30        Darkness to Sight Group 6m radius, Reduced Endurance (1/2 END; +1/4) (37 Active Points); Gestures (-1/4)          1

15        Mental Defense (15 points total)

             

15        Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR) (30 Active Points); OAF (-1)   3

5          Running +5m (17m total)   1

1          Swimming +1m (5m total)   1

15        Luck 3d6

4          Martial Strike +0        +2        4d6 Strike

4          Nerve Strike  -1         +1        2d6 NND

4          Martial Block +2        +2        Block, Abort

4          Martial Dodge           --          +5        Dodge, Affects All Attacks, Abort

 

            Perks

5          Money:  Well Off

 

            Skills

6          +2 with Magic attacks

             

15        Magic Skill 15-

7          Detective Work:  Deduction 13-

5          PS: Historian 14-

5          KS: Ancient Cultures and History 14-

7          Oratory 13-

5          Conversation 12-

 

Total Powers & Skill Cost:  347

Total Cost:  347

 

400+   Disadvantages

20        Vulnerability:  2 x STUN vs Flame-based Attacks (Common)

10        Hunted:  Commodore Infrequently (As Pow; Harshly Punish)

15        Hunted:  Affrighter Frequently (As Pow; Harshly Punish)

25        Psychological Complication:  Driven to Kill all Blood on Earth (Very Common; Total)

20        Psychological Complication:  Overconfident (Common; Total)

10        Unluck: 2d6

15        Dependent NPC:  Andrea (daughter) Frequently (Normal)

10        Social Complication:  Secret ID: Kent Veiss Infrequently, Major

 

Total Disadvantage Points:  347

 

Background/History:   Kent Veiss was born in 1925, though he possesses some aspects of the mentality of a man born eighty years earlier. As Bloodletter, Kent is the enemy of all Blood on Earth. He's a coldly scientific, capable, and versitile enemy; the Terran Blood can't relax so long as he's around. As Dr. Kent Veiss, the Bloodletter writed texts on ancient cultures and history, and tours the country giving lectures on the college circuit. This provides him with opporitunities to investigate Blood activities throughout the United States, and occasionally abroad. His personal staff consists of his secretary, Andrea, who also happens to be his daughter.

 

 The Bloodletter's greatest failing is his extreme overconfidence. He also has a disadvantage that isn't reflected in his point total, since it's extremely unlikely it would ever come into play: were he ever to believe that he had succeeded in his mission to eliminate all Blood on Earth, then Kent Veiss would end his own life. 

 

post-128-0-27370200-1420649958.jpg

Bloodletter.hdc

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Here's the next Blood installment.

 

Phosphene / Phantasm

Val      Char   Cost   Roll     Notes

20        STR    10        13-      Lift 400.0kg; 4d6 [2]

26        DEX    32        14-      OCV:  5/DCV:  5

23        CON   13        14-

10        BODY 0         

10        INT      0          11-      PER Roll 11-

10        EGO   0          11-      ECV:  3 - 3

10        PRE    0          11-      PRE Attack:  2d6

 

 

17        PD      15        Total:  17 PD (0 rPD)

17        ED      15        Total:  17 ED (0 rED)

8          SPD    60        Phases:  2, 3, 5, 6, 8, 9, 11, 12

10        REC   6

54        END   7

32        STUN 6          Total Characteristic Cost:  184

 

Movement:   Running:       12m/24m

            Flight: 16m/32m

            Leaping:        4m/8m

            Swimming:    4m/8m

            Swinging:      0m/12m/0m/24m

            Teleportation:            20m/320m

 

Cost   Powers          END

70        Blood Powers:  Multipower, 70-point reserve

2f         1)  Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Armor Piercing (+1/4) (19 Active Points)     2

                        Notes:  depends on teleport power

4f         2)  Combat Teleportation:  Teleportation 20m, x16 Noncombat, x2 Increased Mass (40 Active Points)           4

1f         3)  Teleportation: Floating Fixed Location (1 Locations) (5 Active Points)

1f         4)  N-Ray Vision (5 Active Points)

1f         5)  Gliding:   16m (16 Active Points); Gliding (-1)

1f         6)  Instant Change (1 Active Points)        1

             

40        Energy Damage Reduction, Resistant, 75% (60 Active Points); OIF (Battlesuit; -1/2)

9          Mental Defense (13 points total) (13 Active Points); OIF (Battlesuit; -1/2)

             

14        Gadget Pool:  Variable Power Pool (Gadget Pool), 10 base + 7 control cost

0          1) Swingline:  Swinging 12m (6 Active Points) Real Cost: 6    1

0          2) Crime Scene Kit:  +2 with Criminology (4 Active Points); OAF (-1), 8 Charges (-1/2) Real Cost: 2

0          3) Medkit:  +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1) Real Cost: 1

0          4) Mini-recorder:  Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2) Real Cost: 2

0          5) Rebreather:  LS  (Expanded Breathing: Breathe Underwater) (5 Active Points); OAF (-1), 1 Continuing Fuel Charge lasting 1 Hour (refueled through recharging system, easy to obtain; -0) Real Cost: 2            [1 cc]

0          6) Security Systems Analyzer:  +2 with Security Systems (4 Active Points); OAF (-1) Real Cost: 2

0          7) Laser Watch (Chronometer):  Absolute Time Sense (3 Active Points); OAF (-1) Real Cost: 1

            Martial Arts

            Maneuver     OCV   DCV   Notes

4          Martial Strike +0        +2        6d6 Strike

4          Martial Block +2        +2        Block, Abort

4          Martial Dodge           --          +5        Dodge, Affects All Attacks, Abort

3          Legsweep      +2        -1         5d6 Strike, Target Falls

3          Martial Throw            +0        +1        4d6 +v/10, Target Falls

4          Martial Escape          +0        +0        35 STR vs. Grabs

 

            Perks

14        Money:  Filthy Rich

6          Mystery Writer:  Positive Reputation (A medium-sized group) 14-, +3/+3d6

 

            Skills

6          +3 with Teleportation

             

3          Acrobatics 14-

3          Stealth 14-

3          Security Systems 11-

5          Detective Work:  Criminology 12-

3          Sleight Of Hand 14-

3          Streetwise 11-

1          WF:  Handguns

2          PS: Writer 11-

2          CK: New York CIty 11-

 

Total Powers & Skill Cost:  217

Total Cost:  400

 

400+   Disadvantages

10        Vulnerability:  1 1/2 x STUN vs energy killing attacks (Common)

10        Hunted:  crime syndicate Frequently (Less Pow; Harshly Punish)

10        Hunted:  Bloodletter Infrequently (As Pow; Harshly Punish)

15        Psychological Complication:  Loves to embarass his enemies (Common; Strong)

15        Psychological Complication:  Overconfident in single combat (Common; Strong)

10        Social Complication:  Secret ID: Richard McLean Infrequently, Major

5          Unluck: 1d6

 

Total Disadvantage Points:  400

 

Background/History:   Richard McLean, wasbornin 1952 in Brooklyn. He lost most of his Brooklyn accent, but he still lapses into it occasionally. Richard McLean's father was Tyrkan, who settled for a time in New York, briefly married, sired a son, then burned down a few block's of tenement and left. After his mother died, Richard gravitated into petty crime and eventually came under the influance of a local syndicate chief. In 1981, a new particle-beam weapon slipped free of its housing and sprayed the laboratory, and Richard leaped in front of the beam to save his boss's life. When he awakened in the hospital, Richard was offered a deal by the by the district attorney's office: immunity from prosecution in exchange for state's evidence against the crimelord. Richard decided that he'd done enough for his employer , and accepted the offer.

 

 Unfortunately, the crimelord got wind of what Richard had done, and decided to eliminate him. To his surprise, Richard didn't fall when he was thrown out of a seventh-story window; instead, he began to glide. Somehow, the particle beam had activated his latent Blood powers. Out of irritation at the murder attempt, Richard immediately set out to use his newfound abilities of teleportation, gliding, and see-through vision to bring his ex-employer to justice. As Phosphene, he wore a skin-tight black costume and fought petty crime. Eventually, he became the leader of a small superhero team.

 

 During this period, Phosphene encountered Commadore, "Recognized him, and learned about the Blood. When he suffered a minor nervous breakdown as a result of the tension involved in leading the life of a hero, he contacted his aunt Sala, who shook him out of his depression for a time with her no-nonsense approach to living life to its fullest, but the cure was only temporary. Eventually, the potential for madness which threatens all Blood caught up with Richard, and he began to consider how he might best use his special abilities not to help others, but to diminish them. He designed a new costume, all in red, with a layered flowing cape, and began a new life as Phantasm. As Phantasm, Richard became adept at terorizing the superhero community. His favorite tactics involved the complete humilliation of a hero, after which he would disappear, twirling the layers of his cape about him, leaving one behind for the heroes to keep as a souvinir. On one memorable occasion, Phantasm teleported into the headquarters of a super-team, rifled their medical records, concocted a knockout drug keyed specifically to the team leader, kidnapped her out of the midst of her own birthday party, and caused her to reappear completely unclad in a stage magician's cabinet on live national television.

 

 Eventually, Richard's former allies tracked him down and defeated him. After they verified that Phantasm was acctually Phosphene, they were able, with the help of the Blood, to restore his sanity, but Richard was never quite the same man he'd been before. These days, Richard fights crime in both his Phosphene and Phantasm identities; as Phantasm, he's aggressive, fast-thinking, and fast-talking. Except for his habit of humilliating villains, he's an honorable fellow; he cooperates with police, aids other teams, and lends his expertise where it's needed.

 

 He can be encountered as a non-player superhero, fighting and embarrassing criminals wherever he finds them. Alternatively, any detective adventure can feature his secret identity as mystery writer and amatuer detective "Matt Quarry." Quarry has started to sell his titles to motion picture producers, so Hollywood adventures involving the studios might come to his attention while he visits the set. 

 

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Pathfinder

Val      Char   Cost   Roll     Notes

10        STR    0          11-      Lift 100.0kg; 2d6

18        DEX    16        13-      OCV:  4/DCV:  4

15        CON   5          12-

12        BODY 2         

20        INT      10        13-      PER Roll 13-

24        EGO   14        14-      ECV:  3 - 3

10        PRE    0          11-      PRE Attack:  2d6

 

 

12/20  PD      10        Total:  12/20 PD (0/8 rPD)

12/20  ED      10        Total:  12/20 ED (0/8 rED)

5          SPD    30        Phases:  3, 5, 8, 10, 12

7          REC   3

40        END   4

25        STUN 3          Total Characteristic Cost:  117

 

Movement:   Running:       12m/24m

            Leaping:        4m/8m

            Swimming:    4m/8m

            Teleportation:            15m/30m

 

Cost   Powers          END

98        Blood Powers:  Variable Power Pool, 65 base + 65 control cost

0          1) Mental Blast 3d6 (Human class of minds), Armor Piercing (+1/4) (37 Active Points) Real Cost: 37        4

0          2) Teleportation 15m, x16 Increased Mass (35 Active Points) Real Cost: 35            3

0          3) Mental Illusions 10d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4) (62 Active Points) Real Cost: 62          2

0          4) Life Support  (Expanded Breathing; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum), Usable By Other (+1/4), Recipient must be within Limited Range of the Grantor for power to be granted, Recipient must remain within Line of Sight of Grantor, Area Of Effect (3m Radius; +1/4) (21 Active Points) Real Cost: 21

             

52        Extra-Dimensional Movement (Any Dimension, Any Location), x16 Increased Weight (65 Active Points); Requires A Dimensional Navigation Skill Roll (14- roll; failure of role means possible wrong dimension; -1/4)       6

             

51        Resistant Protection (8 PD/8 ED/11 Mental Defense/3 Flash Defense:  Hearing Group/3 Flash Defense:  Sight Group)

25        Perceive into any dimension with Mental Group

10        Shape Shift  (Sight Group), Instant Change (13 Active Points); Only when not concious (-1/4)  1

15        Luck 3d6

 

            Talents

3          Bump Of Direction

 

            Skills

6          +3 with Teleportation

             

5          Disguise 14-

4          Dimensional:  Navigation (Dimensional) 14-

4          KS: Dimensional Pathways 13-

3          Persuasion 11-

4          Language:  English (completely fluent; literate)

3          Stealth 13-

 

Total Powers & Skill Cost:  283

Total Cost:  399

 

400+   Disadvantages

5          Distinctive Features:  Old dirty Hobo (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10        Vulnerability:  2 x STUN from physical killing attacks (Uncommon)

10        Vulnerability:  2 x STUN vs Illusions (Uncommon)

20        Psychological Complication:  Believes that the Warrior still lives (Common; Total)

15        Psychological Complication:  Doesn't know about his illusion and metamorh powers (Common; Strong)

15        Psychological Complication:  Alchoholic (Common; Strong)

10        Hunted:  Bloodletter Infrequently (As Pow; Harshly Punish)

20        Hunted:  "the Warrior" Very Frequently (Less Pow; NCI; Harshly Punish)

 

Total Disadvantage Points:  399

 

Background/History:   Otto "Pathfinder" McLean was born on Ean in 1820. He's a skinny, stooped old man with rheumy blue eyes, shaky hands, and thin graying hair. He usually wears ratty old clothes, and carries a lot of money (which he tries to avoid spending) and a bottle of "the finest liquer in the Cosmos."

 

 A fact remains unknown to Pathfinder's children is that the Warrior was Pathfinder's father. So heavily did the murder of the Warrior weigh on Pathfinder's mind that he began wandering restlessly, drinking heavily, on Earth and through the dimensional planes. Pathfinder is known throughout the dimensions, and he owes money to most of the people he's met. Were a high-powered sorcerer to be asked by player characters for assistance in locating an alternative dimension, he might recommend that they hire Pathfinder, then split Pathfinder's fee.

 

 Pathfinder is even more powerful than he himself realizes, in addition to his power to walk the dimensions, he has subconcious abilities of illusion and metamorphosis. Given the extent of his feelings of guilt, it was inevitable that he would begin to see the Warrior through dark windows on stormy nights. Believing that the Warripr was alive and tormenting him terrified Pathfinder. But his subconcious mind was relieved that he had not slain his own father, and set about creating still more appearances. Pathfinder began to metamorphose in his sleep, and would stalk the streets in the Warrior's form, fighting crime and doing good deeds. Pathfinder's children have seen the evidence, and also believe the Warrior is out there somewhere, though none of them have seen him since 1927. If you'd care to run this scenario, Pathfinder might grow desperate after more than fifty years of suffering unending pursuit, and beg a group of heroes to save him. Dealing with the appearance of Warrior will make for mystery and an intriguing adventure that could be climaxed with a trip into Pathfinder's mind.

 

 Pathfinder can be dangerous, ecspecially when he's drunk; his primary mode of defense is his ability to teleport, say, someone's head three feet to the left of his body. But, though Pathfinder is known as "the meanest hobo in the Universe," he's at heart a good-natured and non-violent man who's on good terms with all his children and grandchildren, including Affrighter, who knows of nothing he wants from him. 

 

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Sabre

Val      Char   Cost   Roll     Notes

40        STR    30        17-      Lift 6400.0kg; 8d6 [4]

20        DEX    20        13-      OCV:  4/DCV:  4

23        CON   13        14-

14        BODY 4         

14        INT      4          12-      PER Roll 12-

13        EGO   3          12-      ECV:  3 - 3

13        PRE    3          12-      PRE Attack:  2 1/2d6

 

 

13        PD      11        Total:  13 PD (0 rPD)

12        ED      10        Total:  12 ED (0 rED)

4          SPD    20        Phases:  3, 6, 9, 12

13        REC   9

46        END   6

46        STUN 13        Total Characteristic Cost:  156

 

Movement:   Running:       12m/24m

            Leaping:        4m/8m

            Swimming:    4m/8m

            Teleportation:            15m/60m

 

Cost   Powers          END

             

75        Sword and Marbles:  Variable Power Pool (Gadget Pool), 50 base + 50 control cost

0          1) Sword, Broad/Long:  Killing Attack - Hand-To-Hand 1d6+1 (4d6 w/STR), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (Sword; -1) Real Cost: 15

                        Notes:  BODY 5 DEF 5

0          2) Killing Attack - Ranged 2 1/2d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); OAF (Marbles; -1) Real Cost: 25 2

0          3) Killing Attack - Ranged 2 1/2d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); OAF (Marbles; -1) Real Cost: 25 2

             

25        Teleportation 15m, x4 Increased Mass, x4 Noncombat, Safe Blind Teleport (+1/4) (37 Active Points); Extra Time (Extra Segment, -1/2)            4

12        1/2 END on STR, Reduced Endurance (1/2 END; +1/4) (12 Active Points) 1

30        Physical Damage Reduction, Resistant, 50%

4          Nightvision, Telescopic:  +1 (6 Active Points); Extra Time (Extra Segment, -1/2)

 

            Perks

5          Money:  Well Off

1          Positive Reputation:  Linguistics Expert (A small to medium sized group) 11-, +1/+1d6

24        Contact:  United Nations (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (24 Active Points) 11-

5          Fringe Benefit:  Accredited Instructor, Passport, Security Clearance

 

            Talents

1          Ambidexterity (-2 Off Hand penalty)

9          +3/+3d6 Striking Appearance (vs. all characters)

 

            Skills

             

3          Linguist

                        Notes:  Native: German, Ean, Greek

2          1)  Language:  Arabic (Classical) (completely fluent) (3 Active Points)

2          2)  Language:  Bantu (completely fluent) (3 Active Points)

2          3)  Language:  Chinese (completely fluent) (3 Active Points)

2          4)  Language:  French (completely fluent) (3 Active Points)

1          5)  Language:  Italian (fluent conversation) (2 Active Points)

2          6)  Language:  Japanese (completely fluent) (3 Active Points)

2          7)  Language:  Russian (completely fluent) (3 Active Points)

2          8)  Language:  Spanish (completely fluent) (3 Active Points)

2          9)  Language:  Swahili (completely fluent) (3 Active Points)

1          10)  Language:  Swedish (fluent conversation) (2 Active Points)

             

7          Mimicry 14-

4          PS: Juggling 13-

5          PS: Tanslator 14-

3          PS: Stage Magician 12-

3          Sleight Of Hand 13-

 

Total Powers & Skill Cost:  235

Total Cost:  390

 

400+   Disadvantages

20        Vulnerability:  2 x STUN vs energy killing attacks (Common)

20        Vulnerability:  2 x STUN vs Magic (Common)

10        Hunted:  Affrighter Infrequently (As Pow; Harshly Punish)

20        Psychological Complication:  Overconfident (Very Common; Strong)

15        Psychological Complication:  Fear of breaking things, ecspecially people (Common; Strong)

10        Social Complication:  Secret ID: Sabre Carstairs Infrequently, Major

5          Unluck: 1d6

 

Total Disadvantage Points:  390

 

Background/History:  Sabre Carstairs , " who fares", was born in London in 1960. He looks like a younger and cleaner-shaven version of his father. For protection, he carries a handful of steel marbles; no policeman in the world would mistake them for weapons, but Sabre can flick them at supersonic velocities, and they're also good for juggling. He likes expensive clothes, and the good life in general.

 

 Due to his maternal ancestry, Sabre is stronger than normal Blood, and his powers manifested themselves when he was only four, much sooner than he was equipped emotionally to handle them. Eventually, the necessity to control his stregnth led to a highly developed sense of coordination, but while  young he couldn't play with other children lest he break them. Only after Peter Morganthall came to live with Blade's family did Sabre have any real companionship.

 

 With his cousin Peter, Sabre shared an intense love of old movies. With his naturally versatile voice and a quick ear, Sabre soon became an accomplished mimic, and remains inclined to toss out a classic line here and there in the voice of the person who originally spoke it. Another benefit of his quick ear is his aptitude for languages. By the time he was three, he spoke perfect English, German, and Ean, and has added language after language in the years that followed. He's known to the U>N> as a brilliant linguist and talented translator for hire, so questions of linguistic importance may bring him in as a consultant. But he makes most of his money in sound studios, dubbing foreign films and cartoons, so any episode revolving around the film industry in New York or Hollywood might serve as well to introduce him.

 

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Posted 4 today cause I couldn't get on the site for the last couple days. Any way, this is the last one for today. Only three of them left to go!

 

Sala

Val      Char   Cost   Roll     Notes

15        STR    5          12-      Lift 200.0kg; 3d6 [1]

15        DEX    10        12-      OCV:  4/DCV:  4

20        CON   10        13-

15        BODY 5         

20        INT      10        13-      PER Roll 13-/15-

20        EGO   10        13-      ECV:  3 - 3

18        PRE    8          13-      PRE Attack:  3 1/2d6

 

 

10        PD      8          Total:  10 PD (0 rPD)

10        ED      8          Total:  10 ED (0 rED)

4          SPD    20        Phases:  3, 6, 9, 12

10        REC   6

40        END   4

33        STUN 7          Total Characteristic Cost:  121

 

Movement:   Running:       12m/24m

            Flight: 10m/20m

            Leaping:        4m/8m

            Swimming:    4m/8m

 

Cost   Powers          END

83        Explosive Tremors:  Blast 30d6, Area Of Effect (2m Radius; +1/4) (187 Active Points); No Range (-1/2), Only along the ground (-1/4), 12 Charges (per day; -1/4), Extra Time (Extra Segment, Only to Activate, -1/4)            [12]

             

20        Blood Powers:  Multipower, 20-point reserve

1f         1)  X-Ray Vision:  +2 PER with Sight Group (4 Active Points); Costs Endurance (Only Costs END to Activate; -1/4)        1

1f         2)  Flight 10m (10 Active Points)   1

2f         3)  Invisibility to Sight Group  (20 Active Points)            2

2f         4)  Telepathy 4d6 (Human class of minds) (20 Active Points) 2

1f         5)  Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points)         1

2v        6)  Radio Hearing, +2 to PER Roll (10 Active Points)

             

97        Barrier 7 PD/7 ED/3 Mental Defense/4 Flash Defense:  Hearing Group/4 Flash Defense:  Sight Group, 4 BODY (up to 1m long, 1m tall, and 1/2m thick), Reduced Endurance (1/2 END; +1/4), Hardened (x2; +1/2), Constant (+1/2) (121 Active Points); IIF (Concealed Force Field Harness; -1/4)           5

5          Luck 1d6

 

            Perks

11        Money:  Filthy Rich

 

            Talents

15        +5/+5d6 Striking Appearance (vs. all characters)

 

            Skills

9          Seduction 16-

3          Charm 13-

3          Language:  English (completely fluent)

3          Language:  French (completely fluent)

3          Language:  Polish (completely fluent)

4          CuK: Culture 13-

4          CuK: France Culture 13-

2          CK: Paris 11-

3          Conversation 13-

5          High Society 14-

 

Total Powers & Skill Cost:  280

Total Cost:  400

 

400+   Disadvantages

20        Vulnerability:  2 x STUN vs bullets (Common)

20        Vulnerability:  2 x STUN vs energy killing attacks (Common)

15        Psychological Complication:  Thrillseeker (Common; Strong)

10        Hunted:  Affrighter Infrequently (As Pow; Harshly Punish)

10        Social Complication:  Secret ID: Sheila Kowalski Debray Morganthall d'Algeaux Infrequently, Major

 

Total Disadvantage Points:  400

 

Background/History:  Sala Kowalski Debray Morganthall d'Algeaux was born on Ean in 1910. She's impulsive, quick-witted, and seductive. She's also an entertaining hostess who's inclined to throw her money around for effect. She looks to be in her early 30s, and prefers to be known only by her first name.

 

 After she arrived on Earth, Sala went to New York, gathered a small firtune from favors thrown her way, and built a larger one through shrewd investment. By 1930, she had enough money to devote her life entirely to the pursuit of fun. She was particularly fond of men who belonged to the famed Empire Club, and may have been involved in some of the more scandalous adventures of the period. In the mid-1930s, Sala finagled papers, changed her name, and moved to Paris to be near her sister. She still led a life of thrill and amusement, but she was more cicumspect about it. Evidently, the attack by Vyss in 1930 had taught her the value of caution.

 

 To her own surprise, Sala fell in love with a man named James Morganthall, an American electronics expert living in Ireland. She revealed to him the secret of her alien ancestry, married him, and bore him a son. She stayed with him until his death in 1970. In 1972, she married again, to wealthy industrialist Maurice d'Algeaux. Her relationship with d'Algeaux was affectionate, but it was more a marriage of convenience than of love, and d'Algeaux never acquired the Blood Recognition factor.

 

 These days, the widow d'Algeaux again spends most of her time in Paris. She isn't likely to be the first Blood somebody meets, but if that's your intent then she might be found at social functions in New York, Paris, Kingston, Rio, or any other fun city. She's not going to let on that she's superhumsn unless something nasty happens. But if it does, then she'll be quite willing to "put her foot down." Sala's ability to generate extremely powerful earth tremors in localized areas could bring down any skyscraper in the world.

 

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Her's the swashbuckling member of the Blood, Commodore! 

 

Commodore

Val      Char   Cost   Roll     Notes

20        STR    10        13-      Lift 400.0kg; 4d6 [2]

20        DEX    20        13-      OCV:  4/DCV:  4

23        CON   13        14-

10        BODY 0         

18        INT      8          13-      PER Roll 13-/14-

17        EGO   7          12-      ECV:  3 - 3

20        PRE    10        13-      PRE Attack:  4d6

 

 

14        PD      12        Total:  14 PD (0 rPD)

14        ED      12        Total:  14 ED (0 rED)

5          SPD    30        Phases:  3, 5, 8, 10, 12

9          REC   5

46        END   6

32        STUN 6          Total Characteristic Cost:  149

 

Movement:   Running:       12m/24m

            Flight: 15m/30m

            Leaping:        4m/8m

            Swimming:    4m/8m

            Teleportation:            15m/60m

 

Cost   Powers          END

60        Blood Powers:  Multipower, 60-point reserve

2f         1)  Teleportation 15m, x2 Increased Mass, x4 Noncombat (25 Active Points)          2

2f         2)  Flight 15m, Reduced Endurance (1/2 END; +1/4) (19 Active Points)       1

2f         3)  Invisibility to Sight Group  (20 Active Points)            2

1f         4)  +1 PER with Sight Group (2 Active Points)

1f         5)  +1 versus Range Modifier for Sight Group (3 Active Points)

             

36        Variable Power Pool (Gadget Pool), 21 base + 30 control cost

0          1) Long Sword:  Killing Attack - Hand-To-Hand 1d6+1 (2d6+1 w/STR), Armor Piercing (+1/4), Reduced Endurance (1/2 END; +1/4) (30 Active Points); OAF (-1), STR Minimum (-1/2), Real Weapon (-1/4) Real Cost: 11    1

0          2) Blaster Pistol:  Energy Blast 5d6 (25 Active Points); IAF (-1/2), 8 Charges (-1/2) Real Cost: 12            [8]

             

            Battlesuit and Cape

4          Cybernetic Circuitry in Mask:  Mental Defense (9 points total) (9 Active Points); OAF (-1)

20        Physical Damage Reduction, Resistant, 50% (30 Active Points); OIF (-1/2)

4          Mask Lenses:  Sight Group Flash Defense (9 points) (9 Active Points); OAF (-1)

15        Entangle 2d6, 2 PD/2 ED, Area Of Effect (1m Line; +1/4), Cannot Be Escaped With Teleportation (+1/4) (30 Active Points); OAF (Cape; -1)            3

4          Martial Strike +0        +2        6d6 Strike

4          Martial Block +2        +2        Block, Abort

5          Kick    -2         +1        8d6 Strike

 

            Perks

             

             

5          Money:  Well Off

50        Safe Harbor:  Base

5          The Black Swan (Galleon):  Vehicle

 

            Talents

12        +4/+4d6 Striking Appearance (vs. all characters)

 

            Skills

8          +1 with HTH Combat

             

3          Inventor 13-

3          WF:  Small Arms, Blades

2          Science Skill:  Marine Biology 11-

2          Language:  French (fluent conversation)

4          TF:  Combat Aircraft, Helicopters, Large Wind-Powered Boats, Small Planes

3          Gunsmith 13-

 

Total Powers & Skill Cost:  258

Total Cost:  406

 

400+   Disadvantages

20        Vulnerability:  2 x STUN vs energy killing attacks (Common)

30        Vulnerability:  2 x STUN vs bullets (Very Common)

10        Hunted:  Affrighter Infrequently (As Pow; Harshly Punish)

10        Hunted:  Bloodletter Infrequently (As Pow; Harshly Punish)

30        Enraged:  Berserk when allies are seriously hurt (Uncommon), go 14-, recover 11-

15        Psychological Complication:  Likes to fight (Common; Strong)

15        Psychological Complication:  Loves to romance (Common; Strong)

5          Psychological Complication:  Conceited (Uncommon; Moderate)

10        Dependent NPC:  Marie Debray Frequently (Slightly Less Powerful than the PC)

10        Social Complication:  Secret ID: Peter Morganthall Infrequently, Major

5          Unluck: 1d6

6          Experience Points

 

Total Disadvantage Points:  406

 

Background/History:  Peter Morganthall, "who sails the seas," was born in 1956, in Waterford, Ireland. He's a swashbuckling figure who sports Errol Flynn mannerisms and a devilish Flynn moustache. If Commodore develops an interest in some beautiful heroine, it will be almost impossible for the other heroes to avoid interacting with him. How does one get rid of a friendly fellow who teleports, has telescopic N-Ray vision, and flies around in invisible ships?

 

 Peter Morgamthall spent the first several years of his life in Waterford, and still has an Irish accent. From his father he gained his aptitude for mechanics and electronics, and from his mother he gained a keenness of the mind that enabled him to to exceed even his father's talents. He makes the bulk of his money in venting innovative marine-oriented devices and, as Peter Morganthall, might be consulted by player characters on any matter concerning electronic devices.

 

 As far back as he can remember, Peter has been entranced by the sea, and by the romance of swashbuckling adventurers of the cinema and fiction. After his father's death and his mother's remarriage, Peter spent the next several years in New York living with Blade, Bryn, and Sabre. There he learned how to use the firearms in Blade's private collection, and the art of the cutlass under Blade's tutelage.

 

 His training, coupled with his good looks and his romantic nature, would have made Peter an ideal actor to cast in the few swashbuckling adventure movies being made these days, but he wanted to live his fantasy, not play it. After spending a few years with Blade's clan, Peter enlisted in Britain's Royal Navy. There, he honed his electronics ability and learned to pilot jet aircraft. After his term was up, a chance encounter with a wealthy shipping magnate in the in the Caribbean led to an interesting offer: money and technology would be supplied and Peter would have the ship he wanted if he would perform certain services involving the retrieval of escaped super-villains. Combining his own inventiveness with the technology and money available to his patron, Peter constructed two ships styled after 16th-century Spanish galleons. The first, the "In Like Flynn", was capable of submerging and cruising underwater at 75 knots: the second, the "Captains Blood," was capable of flying a 100 mph. Both ships could become invisible at the touch of a button.

 

 Commodore - the only name by which Peter was known to his patron - undertook his first action soon after the galeons were built. Taking the sunmersible, Commodore set about his task, only to find that the "villain" he was supposed to retrieve was Phosphene, who was not only a well-known superhero, but who turned out to be one of Commodore's cousin's. After escaping from Phosphene's teammates, the angry Commodore returned to his "benefactor," tore up the construction facility, reclaimed his notes, and took the "Captain Blood."

 

 Commodore has decided to live his pirate's life for real, but he chooses not to prey on the innocent. Instead, he stalks and sinks drug-runners, terrifies tuna-fishers of the dolphin-slaying variety, and otherwise picks on the bad guys of the high seas. The authorities officially deplore the vigilante tactics of the Commodore, but in practice they turn a blind eye to his actions. In addition to down the drug trade, COmmodore has performed some harrowing rescue missions in hurricane weather, which has endeared him to the civillian population. Commodre is not technically a superhero, but he interacts with them on a regular basis, and can often be persuaded to provide assistance when circumstances warrents, especially if there are beautiful heroines to impress, seagoing villains to fight, or new technology to absorb.

 

 Our modern-day pirate is extremely easy to bring into adventures. Anything dealing with the seas might attract his attention. He can also be found at the occasional Errol Flynn Film Festival, or at any cinematic event involving his seafaring obsession. While he confines his nautical activities mostly to the Caribbean, he likes to spend time in the big cities - a taste he probably picked up from his mother. His habit of breaking innocent men out of jail could throw him up against an unsuspecting group of player characters. 

 

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Commodore.hdc

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And...

 

Marie Debray

Val      Char   Cost   Roll     Notes

15        STR    5          12-      Lift 200.0kg; 3d6 [1]

15        DEX    10        12-      OCV:  4/DCV:  20

18        CON   8          13-

15        BODY 5         

15        INT      5          12-      PER Roll 12-

15        EGO   5          12-      ECV:  3 - 3

13        PRE    3          12-      PRE Attack:  2 1/2d6

 

 

8          PD      6          Total:  8 PD (0 rPD)

8          ED      6          Total:  8 ED (0 rED)

4          SPD    20        Phases:  3, 6, 9, 12

7          REC   3

36        END   4

32        STUN 6          Total Characteristic Cost:  96

 

Movement:   Running:       12m/24m

            Leaping:        4m/8m

            Swimming:    4m/8m

 

Cost   Powers          END

80        Precognitive Clairsentience (Mental And Sight Groups), +16 to PER Roll, Custom Adder, Persistent (+1/4) (80 Active Points)          8

             

30        Telepathy 4d6, Invisible Power Effects (Invisible to Mental Group; +1/4), Reduced Endurance (1/2 END; +1/4) (30 Active Points)        1

             

40        +16 DCV (80 Active Points); Depends on danger sense skill roll (-1)

             

96        Gadget Pool VPP (Gadget Pool), 64 base + 64 control cost

0          1) Stun Pistol:  Blast 12d6, STUN Only (+0) (60 Active Points); OAF (-1), 12 Charges (-1/4), No Knockback (-1/4), Beam (-1/4) Real Cost: 22      [12]

             

5          Distracting Costume:  +20 PRE (20 Active Points); Only To Make Seductive/Friendly Presence Attacks Solely For Purposes Of Causing Target To Delay His Action In Combat (-1), Only Versus Targets Of Appropriate Sexual Orientation (-1), OIF (-1/2), Only Works Once Per Target Per Scene (-1/2)

            Akido

            Maneuver     OCV   DCV   Notes

4          Block  +2        +2        Block, Abort

4          Dodge            --          +5        Dodge, Affects All Attacks, Abort

3          Throw +0        +1        3d6 +v/5, Target Falls

 

            Talents

9          +3/+3d6 Striking Appearance (vs. all characters)

             

24        Danger Sense (self only, any danger, Function as a Sense) (36 Active Points); Instant (-1/2) 21-

 

            Skills

2          PS: Sailor 11-

3          Paramedics 12-

2          Blood Medicine 11-

2          WF:  Assault Rifles/LMGs, Handguns, Rifles, Shotguns, Submachine Guns, Thrown Grenades

 

Total Powers & Skill Cost:  305

Total Cost:  400

 

400+   Disadvantages

30        Vulnerability:  2 x STUN vs bullets (Very Common)

20        Vulnerability:  2 x STUN vs energy killing attacks (Common)

10        Hunted:  Affrighter Infrequently (As Pow; Harshly Punish)

10        Hunted:  Bloodletter Infrequently (As Pow; Harshly Punish)

15        Psychological Complication:  Deep need of family (Common; Strong)

15        Psychological Complication:  Hyperactive (Common; Strong)

15        Psychological Complication:  Feels alienated (Common; Strong)

 

Total Disadvantage Points:  400

 

Background/History:   Marie Debray, "who wards the unseen," was born in Paris in 1962. Marie has the "sport" Blood ability of precognition. She lives in two times: the here-now, and tha few seconds in the future. She often has to bite back from answering a question which hasn't been asked. She often sees herself in the future answering a question which has been put to her, and sometimes neglects to answer, thinking that she's already done it. To one who doesn't understand her, she can seem very strange, indeed.

 

 Marie and her twin brother Jacques, were the children Affrighter stole from Jilen. For years, Marie was able to resist Affrighter's techniques of persuasion because she was able to anticipate what he would do, but Jacques was not so lucky. By the time Jacques faced Commodore in the service of Affrighter, he was totally evil, probably unredeemable, and Commodore had to kill him or be killed himself. Marie joined the crew of the "Captain Blood" as Commodore's second mate, and Affrighter added them to his list of people to be destroyed.

 

 Marie is hyperactive. She's unable to relax when many people are about, because she's seeing too many possibilities all at the same time. Nevertheless, her power does yield some apecific advantages. Because she can see a couple of seconds into the future, she has a phenomenal Danger Sense, and she is horrifyingly difficult to hit in combat.

 

 Marie shows up in almost every adventure involving the "Captain Blood." How great a role she plays depends on how well the player-characters react to her. She can also be encountered in whichever psycic research institute is most commonly used in your campaign, as she tries to understand the nature of her ability to see images of the immediate future. She has lived with Blade and Bryn, and is very interested in medicine. She's likely to become the next expert on Blood physiology.

 

 Because so many people are put off by her solemnity and her strange manner, Marie has a tendancy to become very attached to people who treat her well. She bears Commodore no ill will regarding the death of her twin; she blames Affrighter for ot. Any occasion that brings Affrighter together with the Commodore and Marie is bound to lead to violence. 

 

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Marie Debray.hdc

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Speaking of Lorelei...

 

"On one memorable occasion, Phantasm teleported into the headquarters of a super-team, rifled their medical records, concocted a knockout drug keyed specifically to the team leader, kidnapped her out of the midst of her own birthday party, and caused her to reappear completely unclad in a stage magician's cabinet on live national television."

 

Part of the Great Supervillain Contest, according to Strike Force.

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And last but not least, the All-father, the Emporer of Ean, the one, the only, AZOR!!!!

 

Azor

Val      Char   Cost   Roll     Notes

30        STR    20        15-      Lift 1600.0kg; 6d6 [3]

15        DEX    10        12-      OCV:  5/DCV:  4

28        CON   18        15-

20        BODY 10       

30        INT      20        15-      PER Roll 15-

26        EGO   16        14-      ECV:  3 - 3

28        PRE    18        15-      PRE Attack:  5 1/2d6

 

 

6          PD      4          Total:  6 PD (0 rPD)

6          ED      4          Total:  6 ED (0 rED)

5          SPD    30        Phases:  3, 5, 8, 10, 12

12        REC   8

56        END   8

49        STUN 15        Total Characteristic Cost:  195

 

Movement:   Running:       12m/24m

            Leaping:        4m/8m

            Swimming:    4m/8m

            Teleportation:            15m/30m

 

Cost   Powers          END

75        Blood Powers:  Multipower, 75-point reserve

7f         1)  Mind Control 12d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4) (75 Active Points)           3

2f         2)  Darkness to Sight Group 3m radius, Reduced Endurance (1/2 END; +1/4), Difficult To Dispel (x2 Active Points; Impervious up to Radar; +1/4) (22 Active Points)   1

7f         3)  Force Field:  Barrier 15 PD/15 ED, 0 BODY (up to 1m long, 1m tall, and 1/2m thick), Hardened (+1/4), Reduced Endurance (1/2 END; +1/4) (72 Active Points)         3

             

5          Life Support  (Longevity: Immortal)

                        Notes:  Must free the beings who gave him his powers or his immortallity will be lost.

             

50        Teleportation 15m, Inter-dimensional, x64 Increased Mass     5

33        Teleportation: Floating Fixed Location (10 Locations) (50 Active Points); Linked (Teleportation; -1/2)

             

75        Warding Magic:  Variable Power Pool (Magic Pool), 60 base + 30 control cost

                        Notes:  Warding Magic, imprisoning powers or defensive powers only.

0          1) Entangle 3d6, 3 PD/3 ED (30 Active Points) Real Cost: 30 3

 

            Perks

25        Fringe Benefit:  Emperor, Member of the Aristocracy/Higher Nobility

50        Legions of Ean:  Follower

 

            Skills

15        Magic Skill 20-

14        KS: Warding Magic 23-

13        Persuasion 20-

 

Total Powers & Skill Cost:  372

Total Cost:  566

 

566+   Disadvantages

10        Vulnerability:  1 1/2 x STUN vs light based attacks (Common)

30        Enraged:  Berserk When disobeyed (Common), go 14-, recover 14-

15        Hunted:  thye Council of Nine and their followers Infrequently (Mo Pow; Harshly Punish)

20        Psychological Complication:  Extremely Ridgid Thinking (Common; Total)

20        Psychological Complication:  Unrelentingly Evil (Common; Total)

15        Psychological Complication:  Always keeps his word (Common; Strong)

15        Psychological Complication:  Very Paranoid (Common; Strong)

15        Unluck: 3d6

 

Total Disadvantage Points:  566

 

Background/History:   Azor, "who draws the dark," was born 20,000 years ago. Normally, if combat threatens, Azor will teleport to safty and summon followers to deal with it. If a situation arises in which he cannot escape, he'll turn his mental powers against the most dangerous opponent, and try to force his victem to turn on his enemies. His expression is fevered, and when he doesn't keep himself under the strictest control it should be evident to any perceptive observer that he's borderline psychotic.

 

 When Azor returns to Ean, he'll resume his efforts to free the beings who gave him his powers. Within the year, thanks to secrets he discovered duriring his millenia of exile, he will be ready to break the seals that imprison them. In the meantime, he'll be reveling in the adoration of his people. He won't notice that, after a time, that adoration will slaken. When he first returns, he;ll be hailed as the All-father and accorded godlike status, but as he reasserts his rule and begins to grind down the mere humans, who have accumulated too much power to suit his tastes, and restore warfare as a tool of diplomacy, discontent will begin to rise.

 

 The Council of Nine will have escaped from Azor's immediate grasp, and will begin spreading the word that Azor is not what he seems to be. Rumors of Azor's excesses will abound, and revolution will be in the air. Azor will have his Legions of Ean to deal with armed rebellion, but these fanatically loyal soldiers will not be able to change by force the minds of those who have realized what Azor is. Only after his Terran benifactors are freed will Azor militarize the entire population and seek to conquer and rule, conquer and rule. Until then, the Council may be able, with help, to strike against them.

 

 You'll notice by looking at his character sheet that Azor is formidable, but not powerful enough to carry thousands of tribesman from Earth to Ean. This is because his power is waning. He doesn't realize it , though. The beings who gave him his power were clever enough to allow for failure and betrayal; they set things up so that if Azor hadn't succeeded in freeing them within a reasonable period of time, he would weaken and die. Azor's immortality was conditional; if this last effort to free his benefactors fails, he won't be around much longer.

 

Appearance:  Azor is short and stocky, with striking features including sharp-cheekbones, a prominent nose, and arresting eyes. He wears black robes with gold and silver trim, carries a cerimonial dagger, and is constantly alert for danger or treachery.

 

post-128-0-12376900-1421027972.jpg

Azor.hdc

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Bonus Number 1 - Commodore's Galleon, The Captain Blood

 

The Captain Blood

Val      Char   Cost   Roll     Notes

140     STR    10        37-      Lift 6710.9ktons; 28d6 [7]

10        DEX    0          11-      OCV:  3/DCV:  3

35        BODY 5         

6          PD      6          Total:  6 PD (6 rPD)

6          ED      6          Total:  6 ED (6 rED)

3          SPD    10        Phases:  4, 8, 12

 

 

            Total Characteristic Cost:  73

 

Movement:  

            Swimming:    5m/10m

 

Cost   Powers          END

1          Sailed Watercraft:  (Total: 1 Active Cost, 1 Real Cost) Swimming +1m (5m total) (1 Active Points); Surface Only (-1), OAF (sails; -1), Limited Maneuverability Only 1 turn per Turn at Combat speed; only 1 turn per Minute at Noncombat speed (-3/4), Cannot Move Backwards (-1/4) (Real Cost: 1)

4          Full RIg:  +10 BODY (10 Active Points); Partial Coverage (covers 1 m^3; sails only; -1 1/4)

             

40        Thirty-Two Pounders:  Killing Attack - Ranged 3d6 (Real Weapon), Increased Maximum Range (1,760m; +1/2) (66 Active Points); Extra Time (1 Turn (Post-Segment 12), (to load and fire); -1 1/4), OIF Bulky (cannons; -1), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), 12 Charges (-1/4)     [12]

                        Notes:  (x24 number of items)

             

35        Eighteen-Pounders:  Killing Attack - Ranged 2d6, Increased Maximum Range (1,200m; +1/2) (45 Active Points); Extra Time (1 Turn (Post-Segment 12), (to load and fire); -1 1/4), OIF Bulky ((cannons); -1), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), 12 Charges (-1/4)  [12]

                        Notes:  (x30 number of items)

             

25        Swivel Guns:  Killing Attack - Ranged 1d6 (15 Active Points); OIF Bulky (-1), Extra Time (Extra Phase, (to load and fire); -3/4), 12 Charges (-1/4)          [12]

                        Notes:  (x12 number of items)

             

51        Large Boat's Anchor:  +70 STR (Partial Coverage), Reduced Endurance (0 END; +1/2) (102 Active Points); OIF Bulky (-1)

 

            Perks

17        Lifeboats:  Vehicles & Bases

 

Total Powers & Skill Cost:  173

Total Cost:  246

 

246+   Disadvantages

25        Distinctive Features:  Spanish Galleon (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

 

Total Disadvantage Points:  246

 

Background/History:   The Captain Blood is a reproduction of a Spanish Galleon, a large sailing ship built by various European powers in the sixteenth and seventeenth centuries. It derives from an earlier type of vessel, the carrack. Mainly a warship, it was used for exploration; it's closely associated, in the minds of many, with pirate adventures on the Spanish Main, and holds full of dubloons and treasures from the Americas. 

 

 A typical galleon has a square stern with a narrow poop deck and a forecastle that ends at the stem rather than projecting forward over the water. Made of heavy wood, it weighs about 400 - 550 tons and can carry up to 400 tons of cargo. It carries a full rig of sail, typically on three masts (but sometimes four on later, larger versions), and can reach a maximum speed of about six knots. With good weather, a journey by galleon from Spain to the Americas took around two months.

 

 For military purposes, this galleon mounts 24 thirty-two pound cannon (12 along each side), 30 eighteen-pound cannon (15 along each side), and 12 swival guns (six forward and six aft). The latter are small guns, also known as "murderers," mounted on swivels and used mainly against enemy crew. 

 

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The Captain Blood - Galleon.hdc

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Bonus Number 2 - The Captain Blood's Lifeboats

 

The Captain Blood's Lifeboats

Val      Char   Cost   Roll     Notes

20        STR    0          13-      Lift 400.0kg; 4d6

11        DEX    2          11-      OCV:  3/DCV:  3

10        BODY 0         

2          PD      0          Total:  2 PD (2 rPD)

2          ED      0          Total:  2 ED (2 rED)

2          SPD    0          Phases:  6, 12

 

 

            Total Characteristic Cost:  -11

 

Movement:  

            Swimming:    10m/20m

 

Cost   Powers          END

1          Rowed Lifeboat:  Swimming +4m (10m total) (2 Active Points); Surface Only (-1), OAF (Oars; -1), Costs Endurance ((Rowers END); -1/2)  1

             

7          Carrying Capacity:  +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); Only to Overcome Emcumbrance Penalties (-1)

 

Total Powers & Skill Cost:  8

Total Cost:  -3

 

1+        Disadvantages

 

Total Disadvantage Points:  -3

 

post-128-0-89946900-1421028296.jpg

The Captain Blood - Lifeboats.hdc

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Bonus Number 3

 

As an additional bonus for those that may not have the actual book, I’ve condensed much of the seven pages of the history of the Blood that is in the book, to what is below. This way you’ll be able to know some of their background.

 

I personally enjoy the Blood characters and have had a blast updating them to 6th edition. Not sure what I may work on next, but will try to come up with something older and unrepresented in 6th Ed.

 

Thanks!     rjd59

 

A brief history of the “Blood”

 The race known as the “Blood” sprang from a society of tribal hunters in Europe 20.000 years ago.  At that time, a mutant child named Azor  was born. As he grew, he became ruthless, with ambitions of conquering. He became ruler of his tribe using his powers to control their minds.

 

 When Azor was thirty, he discovered the existence of dark and malefic creatures who had for eons been trapped within the confines of the Earth. These inhuman creatures were virtually immortal, immensely powerful, and hideously evil. Most of them had been imprisoned in alternate realities, but some were entombed within caverns, sunken cities, and other confines of the Earth. Over the eons, their powers were diminished but were still great enough to mentally influence and corrupt humans and gain followers, but they couldn’t escape.

 

 Azor struck a bargain with them, if they would provide him with immortality and great power, plus the ability to pass some of these powers on to his decendants, then he would remove himself to a distant world and work to free them for as many millennia as it took to do the job. The beings saw nothing to lose in the bargain and granted Azor what he asked for.

 

 Azor was now thoroughly insane. His dealing with these creatures saw to that. He lost all compassion for human life and experimented on them mercilessly, knowing the beings intended to warp and destroy the Earth itself upon their release. He gathered his horde and departed Earth making his way to a world unknown even to his benefactors. This was an Earth-like planet eventually to be known as Ean.

 

 As time passed, it was evident that Azor’s benefactors kept their part of the bargain, as the children of Azor born on Ean, began to manifest limited forms of his powers. As Ean and his children grew, he placed his children in charge of the various tribes as each was old enough. This all took several hundred years to develop, but in the end, Ean grew in its technological and agricultural areas. Through all this Azor was worshipped as a god by his people – he was the All-father, the creator of the world. To be of his blood was to be semi- divine.

 

Azor’s Downfall

 In time, Azor’s madness grew. His study of the magic’s holding his benefactors in their prisons divorced him further from mankind. His thinking grew very ridgid as he grew older; it grew increasingly difficult for him to deal with change in the society of his peoples. Change was confusing to him. He didn’t trust it.

 

 Over these hundreds of years, Azor’s tribal horde had divided into numerous nations spread  across two continents. Azor’s decenants followed his wishes, but it was they, not Azor, who ruled.Sometimes they objected to his studies, particularly to the blood sacrifices he demanded. They began to suspect that the All-father was doing something hideously evil, though they still didn’t understand the full extent of it. They began to conspire against him, to study what he was doing, to research his investigations.

 

 The All-father eventually noticed this unwanted attention, and took steps to preoccupy his decendants with other matters. This plan worked for a while, for thousands of years in fact. Then came the Council of the Nine.

 

 Around 8000 BC (Earth time), some ten thousand years after the journey from Earth, the rulers of the existing nine wartorn nations met in secret and established an uneasy peace agreement. Among them, they discovered Azor’s goals and put an end to his manipulations. Then they staged a coup, uniting hundreds of Blood against the All-father. They captured and imprisoned him, utilizing the very magic’s he was trying to learn to dispel. Then they, as the Council of Nine, took control of their world.

 

Ean under the Council   

 Now that the Council was in control, in order to cover up the truth, they declared that Azor had made the ascension to glory. They also surpressed knowledge of the Earth and of which Azor had been seeking to accomplish. They destroyed or doctored manuscripts that dealt with Earth, especially any information on how to reach Earth.

 

 To this end, they commissioned an order of Blood assassins: The Black Guard, also known as “Bloodletters:. The council also studied the warding magic’s Azor had been learning. Dimensional barriers were erected which made it difficult to wander the planes of space and time. These measures made it more likely that the existence of Earth would be discovered by accident.

 

 Conditions on Ean improved with the Council in control. Hostilities between nations were suspended. Oppresion of humans at the hand of the Blood was less vigorously maintained. Industry grew, and the lives of everyone improved. Under the Council of Nine, it became possible for even humans to own land.

 

The Blood on Earth

 In 1927, two heroes of the Blood decided to penetrate the veil of secrecy that surrounded Ean’s legends of Earth. They eventually pieced together enough mythical references and discovered enough documents to determine that Earth actually existed. What they didn’t know was the reason knowledge of that world was being suppressed and that was what they were determined to find out. Soon, seven Blood left Ean in search of Earth.

 

 Eventually, the Council of Nine discovered the sevens forbidden trip to Earth and summoned the finest Bloodletter of the Black Guard named Vyss. They gave him the mission of tracking the seven to Earth and eliminating them and any other Blood on Earth, and when complete, to take his own life so as no Blood were left on the planet. His family would be greatly rewarded for his service. Vyss accepted this mission and left for Earth.

 

 Through their years on Earth, many of the Blood have made lives for themselves, having children and such. Bloodletter hasn’t been successful in eliminating any as of yet.

 

Being Blood

 All Blood have the following talents that have not been represented on their character sheets.

 

RECOGNITION

All Blood coming into close proximity with another Blood, will always Recognize them as Blood, no perception roll is required.  Humans taken as mates by Blood will acquire, over a period of years, a lesser Recognition factor, at which point they are reffered to as “adopted Blood”.

 

DISADVANTAGES

On Earth, all Blood will read as mutants to mutant-scanning devices.

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