Christopher R Taylor Posted May 26, 2015 Author Report Share Posted May 26, 2015 Starlet, the team egoist, of sorts. She's one of my least favorite kinds of characters, the beautiful siren who has ultimate power over men. Makes me wonder what's going on with comic book character creators that this shows up so often. I had to get creative to represent her missile deflection power (a power that is missing in 6th edition), and she's built as a kind of bomb: vulnerable to the most common attack type in the world and she goes nuts when hit by it. She was also built with Secret Identity, but is stunningly beautiful and wears no apparent costume other than a loosely fitting towel, based on her illustration. So I tweaked that slightly, making her hide her family's status instead. For an egoist her OMCV is really low, and she's pretty easy to defeat, especially with her poor tactical ability. Starlet Val Char Cost 10 STR 0 14 DEX 8 13 CON 3 11 BOD 1 13 INT 3 20 EGO 10 15 PRE 5 5 PD 3 5 ED 3 5 SPD 30 5 REC 1 45 END 5 24 STN 2 OCV: 5 DCV: 5 OMCV: 4 DMCV: 4 12m RUN 0 4m SWIM 0 4m LEAP 0 Characteristics Cost: 100 Cost Power 30 Seek Minds: Mind Scan 8d6, +7 OMCV, Reduced Endurance (1/2 END; +1/4) (67 Active Points); Cannot attack through link (-1), Unified Power (-1/4) 40 Mental Blast 5d6 (50 Active Points); Unified Power (-1/4) 22 Mental Blast 5d6 (50 Active Points); Only vs male targets (-1/2), Only when enraged (-1/2), Unified Power (-1/4) 28 Dominate Males: Mind Control 10d6 (50 Active Points); Only vs male targets (-1/2), Unified Power (-1/4) 38 Steel Will: Mental Defense (50 points total) (Base MD) (47 Active Points); Unified Power (-1/4) Powers Cost: 158 Cost Skill 3 Charm 12- 9 +3 with deflection 15 +3 DCV against ranged attacks, Only attacks she is aware of (+0) Skills Cost: 27 Cost Talent 6 +2/+2d6 Striking Appearance (vs. all characters) Talents Cost: 6 Total Character Cost: 291 Pts. Complication 5 Distinctive Features: Extremely beautiful (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Enraged: When physicall struck (Uncommon), go 14-, recover 11- 20 Psychological Complication: Fixated on attention from men (Very Common; Strong) 15 Psychological Complication: Likes to dominate men (Common; Strong) 10 Psychological Complication: Not combat oriented, uses bad tactics (Common; Moderate) 15 Social Complication: Keeps arostocratic famly secret (Frequently, Major) 30 Vulnerability: 2 x STUN Physical Attacks (Very Common) Complication Points: 115 Starlet.hdc Quote Link to comment Share on other sites More sharing options...
Armitage Posted May 26, 2015 Report Share Posted May 26, 2015 Maybe, it just doesn't seem like its worth a 1/4 limitation. I mean, what are the odds anyone is going to hold him down and shave his head? Well, he's a superhumanly strong character who has named and patterned himself after someone whose strength was derived from his hair. Someone is likely to try it. It's just like how a werewolf whose defenses are Not Against Silver has a Limitation with a greater value than an alien with the same Limitation because everyone knows that werewolves are vulnerable to silver. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted May 27, 2015 Author Report Share Posted May 27, 2015 What on earth happened? 3 posts in a row of the same thing?? Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted May 27, 2015 Author Report Share Posted May 27, 2015 I think maybe I'll go through the old Adventurer's Club copies I have and do some of those characters. Lots of fun stuff in those that are really hard to find these days. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted May 27, 2015 Author Report Share Posted May 27, 2015 Svargali the wizard. A Gypsy, he learned magic from his mother, but then walked a darker path Svargali Val Char Cost 13 STR 3 20 DEX 20 13 CON 3 9 BOD -1 18 INT 8 11 EGO 1 20 PRE 10 6 PD 4 5 ED 3 6 SPD 40 6 REC 2 25 END 1 28 STN 4 OCV: 7 DCV: 7 OMCV: 4 DMCV: 4 12m RUN 0 4m SWIM 0 5m LEAP 1 Characteristics Cost: 145 Cost Power 87 Magic: Variable Power Pool (Magic Pool), 70 base + 70 control cost, (105 Active Points); Requires A Roll (Skill roll; -1/2), Magic only (-1/2) Scouting 1) Danger Sense (immediate vicinity, out of combat, Function as a Sense) (27 Active Points); OIF (Gem; -1/2) 13- Real Cost: 18 2) X-Ray Vision: Penetrative with Sight Group (15 Active Points) Real Cost: 15 3) Eagle Eyes: +6 versus Range Modifier for Sight Group (9 Active Points) Real Cost: 9 4) Wraith Form: Desolidification (affected by Magic) (40 Active Points) Real Cost: 40 5) Levitation: Flight 10m (10 Active Points); OIF (Boots; -1/2) Real Cost: 7 Combat 6) Force Wall: Barrier 12 PD/10 ED, 15 BODY (up to 18m long, 3m tall, and 1/2m thick) (70 Active Points); OAF (Staff; -1), No effect vs magic (-1/4) Real Cost: 31 7) Evil Eye: Killing Attack - Ranged 1d6, Penetrating (+1/2), Constant (+1/2), Uncontrolled (+1/2) (37 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1) Real Cost: 18 Powers Cost: 87 Cost Skill 5 KS: Occult 14- 5 KS: Romani 14- 13 Magic 18- 15 +3 OCV with magic Skills Cost: 38 Total Character Cost: 270 Pts. Complication 10 Distinctive Features: One eye (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Evil Demon Infrequently (Mo Pow; Harshly Punish) 20 Hunted: Evil Sorcerers Infrequently (Mo Pow; NCI; Harshly Punish) 20 Psychological Complication: Vengeful (Very Common; Strong) 20 Psychological Complication: Superstitious (Common; Total) 10 Physical Complication: One eye, no depth perception (Infrequently; Slightly Impairing) 15 Social Complication: Secret Identity Frequently, Major 20 Susceptibility: Religious Artifacts 2d6 damage per Phase (Uncommon) Complication Points: 130 Svargali.hdc Quote Link to comment Share on other sites More sharing options...
dmjalund Posted May 27, 2015 Report Share Posted May 27, 2015 can't see the image Quote Link to comment Share on other sites More sharing options...
death tribble Posted May 27, 2015 Report Share Posted May 27, 2015 Some other Gurkha stories: According to a Korean War Vet, he had an interesting experience sharing the line with a company of Gurkhas. According to the vet, the Ghurkas would crawl out of their holes at night to kill Chinese troops. On more than one occasion, Rangers in his company would report feeling a hand reach down into their hole and touch their helmet, then move on. The Ghurkas would crawl up to the hole and touch the helmet (or headgear) of the occupant. If they found a Chinese soldier, their throat was cut, if they found an American or other ally, they moved on. My father's father was in the 8th Army in North Africa. He was in the artillery. They could see the German artillery positions. So one day the Gurkhas come in. They wait until dark and then head off to the German lines. Next morning the Germans had gone. What the Gurkhas had done was to penetrate the guard line and go up to the sleeping Germans. They decapitated two of them and then slipped away unnoticed. Now that is scary. Quote Link to comment Share on other sites More sharing options...
assault Posted May 28, 2015 Report Share Posted May 28, 2015 That kind of raiding happened all the time in the desert. It was "inspired" by WW1 trench raiding. On one occasion, Australian raiders captured an entire Italian battalion! From memory, this was during the 1941 siege of Tobruk. The Italians were supposed to be the ones doing the besieging... Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted May 28, 2015 Author Report Share Posted May 28, 2015 Henri Weissman, the brains of the outfit. He brings the Children of the Holocaust together to take advantage of a scientist's experiment. At 10 years old he was taken to Buchenwald with the rest of his family, and surviving, eventually ended up in Israel working for Mossad. He's a bit extreme in his politics, knifing someone for their antisemitism, and keeps the team together. Like most early "normal" skill-based guys, he's got pretty big stats across the board. It always seemed odd to me that people seemed to buy better overall stats for guys without powers. I added a few spy perks, just to fill him out; probably shouldn't have because it breaks my rule but it makes sense with his James Bond feel. Henri Weissman Player: NPC Val Char Cost 20 STR 10 20 DEX 20 13 CON 3 15 BOD 5 23 INT 13 15 EGO 5 18 PRE 8 7 PD 5 With Flak Jacket: PD 14; rPD 7 5 ED 3 With Flak Jacket: ED 10; rED 5 4 SPD 20 7 REC 3 25 END 1 32 STN 6 OCV: 7 DCV: 7 OMCV: 5 DMCV: 5 20m RUN 8 4m SWIM 0 8m LEAP 2 Characteristics Cost: 164 Cost Power 12 Mental Discipline: Mental Defense (15 points total) (Base MD) 15 M-79 Grenade Launcher: Killing Attack - Ranged 2d6, Area Of Effect (12m Radius Explosion; +1/4) (37 Active Points); OAF (-1), 8 Charges (-1/2) 7 Knife: Killing Attack - Hand-To-Hand 1d6 (2d6+1 w/STR) (15 Active Points); OAF (-1) 9 Flak Jacket: Resistant Protection (7 PD/5 ED) (18 Active Points); OIF (-1/2), Requires a Roll (14-; Must make roll every phase/use) (-1/2) Powers Cost: 43 Cost Karate Maneuver 4 Punch: 1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike 4 Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike 4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 5 Kick: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike Martial Arts Cost: 33 Cost Skill 3 Breakfall 13- 3 Bureaucratics 13- 3 Climbing 13- 3 Combat Driving 13- 3 Combat Piloting 13- 2 CuK: German Culture 11- 3 Demolitions 14- 3 Disguise 14- 4 KS: Nazi Party 13- 3 Linguist 3 1) Language: English (idiomatic) (4 Active Points) 2 2) Language: French (completely fluent) (3 Active Points) 2 4) Language: Hebrew (completely fluent) (3 Active Points) 3 Paramedics 14- 3 Shadowing 14- 3 Stealth 13- 3 Streetwise 13- 20 +2 with All Attacks 12 +4 OCV with Knife 24 +2 Overall Skills Cost: 107 Cost Perk 2 Deep Cover 6 Fringe Benefit: Concealed Weapon Permit (where appropriate), International Driver's License, Mossad agent, Passport Perks Cost: 8 Total Character Cost: 355 Pts. Complication 5 Dependent NPC: Friend Jacob Litvak Infrequently (Slightly Less Powerful than the PC) 5 Distinctive Features: Holocaust register, tatoo (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Hunted: MOssad Very Frequently (Mo Pow; NCI; Watching) 10 Negative Reputation: Radical Zionist, Frequently 15 Psychological Complication: Will never use ordinary guns (Common; Strong) 20 Psychological Complication: Obsessed with Nazis (Very Common; Strong) Complication Points: 75 Henri Weissman.hdc Quote Link to comment Share on other sites More sharing options...
steriaca Posted May 28, 2015 Report Share Posted May 28, 2015 Humm...old Occasional, err, Adventure Club characters. I can't wait for the Rouge Beast. Quote Link to comment Share on other sites More sharing options...
Greywind Posted May 28, 2015 Report Share Posted May 28, 2015 There's a red beast in an AC? Quote Link to comment Share on other sites More sharing options...
Checkmate Posted May 29, 2015 Report Share Posted May 29, 2015 The picture of Sagittarius is missing, was wondering if you still had it. She was always one of my favorites. On another note, this thread is awesome. All your work is much appreciated. Christopher R Taylor 1 Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted May 29, 2015 Author Report Share Posted May 29, 2015 The final character in the Children of the Holocaust is the White Rose. His origin is very odd; he was among 13 kids hiding in a building that was destroyed, and they all vowed to defeat the Nazis. When he awoke, Erich had powers and was a gestalt of all 13 minds in one body. It would be an interesting character to play but his powers and background are just so vague. Was it magic? Why is he so fast? His martial arts were just 20 points of undefined abilities, so I gave him some highly mobile, energetic martial arts moves. White Rose Val Char Cost 20 STR 10 35 DEX 50 13 CON 3 12 BOD 2 13 INT 3 10 EGO 0 15 PRE 5 6 PD 4 3 ED 1 8 SPD 60 7 REC 3 25 END 1 30 STN 5 OCV: 12 DCV: 12 OMCV: 3 DMCV: 3 22m RUN 10 4m SWIM 0 8m LEAP 2 Characteristics Cost: 255 Cost Power 5 Tireless: Reduced Endurance (1/2 END; +1/4) (5 Active Points) applied to STR 62 White Rose Powers: Multipower, 62-point reserve 6f 1) Thorn Strike: Killing Attack - Hand-To-Hand 3d6 (4d6+1 w/STR), Reduced Endurance (1/2 END; +1/4) (56 Active Points) 6f 2) Thorn Coat: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR), Area Of Effect (2m Surface; +1/4), Armor Piercing (+1/4), Constant (+1/2), Reduced Endurance (0 END; +1/2) (62 Active Points) Powers Cost: 79 Cost Martial Arts Maneuver 4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike 5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 5 Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on; FMove 3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 4d6 +v/10 Strike; You Fall, Target Falls; FMove 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 5d6 Strike, Target Falls 4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 35 STR vs. Grabs 5 Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 30 STR to Disarm; FMove 5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 4d6 +v/10; FMove 5 Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 4d6 +v/10; Target Falls; FMove 4 Shove: 1/2 Phase, +0 OCV, +0 DCV, 35 STR to Shove Martial Arts Cost: 43 Cost Skill 3 Acrobatics 16- Skills Cost: 3 Total Character Cost: 380 Pts. Complication 10 Hunted: Stasi Infrequently (As Pow; NCI; Limited Geographical Area; Harshly Punish) 10 Hunted: Odessa Infrequently (Less Pow; NCI; Harshly Punish) 15 Psychological Complication: Idealist (Common; Strong) 20 Psychological Complication: Superpatriot for Germany (Very Common; Strong) 15 Psychological Complication: Reckless and fearless (Common; Strong) 10 Physical Complication: Composite Mind: slow to reach decisions if not in combat (Infrequently; Slightly Impairing) 15 Social Complication: Secret Identity and carefully hidden nature Frequently, Major Complication Points: 95 White Rose.hdc bubba smith 1 Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted May 29, 2015 Author Report Share Posted May 29, 2015 That wraps it up for Wings of the Valkyrie. Of course there are also random Nazi soldiers and such, but they don't need a special writeup. The images were very small and rough, so they don't color up as nicely as some of the others. I dug up and fixed Sagittarius' picture, thanks for spotting that Checkmate. Not sure what I'll do next. These are fun but time consuming, and I have a lot of writing to do. Quote Link to comment Share on other sites More sharing options...
wcw43921 Posted May 29, 2015 Report Share Posted May 29, 2015 Humm...old Occasional, err, Adventure Club characters. I can't wait for the Rouge Beast. I was thinking that Lenore, who got a write-up in Adventurers Club #8, might be fun to do. One of Foxbat's early allies, she was a mutant with--as I recall--invisibility and teleportation powers, who pretended to be a vampire. She ran the Foxbat Vs. Fandom letter column for a while, and enjoyed toying with the people who wrote in to praise--or taunt--Foxbat. Just a suggestion. Thank You, Christopher, for all your work in converting these characters. Christopher R Taylor 1 Quote Link to comment Share on other sites More sharing options...
bubba smith Posted May 29, 2015 Report Share Posted May 29, 2015 white rose is very good Quote Link to comment Share on other sites More sharing options...
steriaca Posted May 29, 2015 Report Share Posted May 29, 2015 No, I was thinking the monster of the adventure in the Adventures' Club "What Rouge Beast" (might of picked the wrong spelling with my Nintendo 3DS...). "Target Hero" would be nice also. Quote Link to comment Share on other sites More sharing options...
Dr. MID-Nite Posted May 30, 2015 Report Share Posted May 30, 2015 I know you're just directly translating them, but White Rose is just begging to have expanded abilities due to his gestalt mind. Quote Link to comment Share on other sites More sharing options...
SteelCold Posted May 30, 2015 Report Share Posted May 30, 2015 Was white rose in European enemies? Quote Link to comment Share on other sites More sharing options...
steriaca Posted May 30, 2015 Report Share Posted May 30, 2015 Same name, different character. Quote Link to comment Share on other sites More sharing options...
Armitage Posted May 30, 2015 Report Share Posted May 30, 2015 I was thinking that Lenore, who got a write-up in Adventurers Club #8, might be fun to do. One of Foxbat's early allies, she was a mutant with--as I recall--invisibility and teleportation powers, who pretended to be a vampire. She ran the Foxbat Vs. Fandom letter column for a while, and enjoyed toying with the people who wrote in to praise--or taunt--Foxbat. Just a suggestion. Thank You, Christopher, for all your work in converting these characters. You may be conflating two different characters. Lenore was a mutant with teleportation, invisibility, intangibility, and a subconscious telekinetic "guardian angel". She was a prankster and snoop who specialized in discovering heroes' and villains' secrets and then pulling embarrasing pranks on them. At one point she discovered one of Foxbat's abandoned lairs, gave away some of his gadgets, sabotaged others, and responded to some of his letters. Sylvia was one of Foxbat's allies from the Champions comic book, and received a game write-up in issue #5. She was an actual vampire, and dressed similarly to some of the pictures of Lenore in Adventurer's Club. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted June 4, 2015 Author Report Share Posted June 4, 2015 OK I'm gonna take a break again but I'll be coloring some pics for GrandmasterGM to use in rebuilds. He's looking at some of the European Enemies, Red Doom, and Red Guard characters. Quote Link to comment Share on other sites More sharing options...
grandmastergm Posted June 4, 2015 Report Share Posted June 4, 2015 Bastion of Budapest Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 ½d6 [1] 15 DEX 10 12- OCV: 5/DCV: 5 18 CON 8 13- 18 INT 8 13- PER Roll 13- 23 EGO 13 14- ECV: 8 - 8 10 PRE 0 11- PRE Attack: 2d6 5 OCV 10 5 DCV 10 8 OMCV 15 8 DMCV 15 5 SPD 30 Phases: 3, 5, 8, 10, 12 8 PD 6 Total: 8 PD (0 rPD) 8 ED 6 Total: 8 ED (0 rED) 7 REC 3 40 END 4 10 BODY 0 26 STUN 3 Total Characteristic Cost: 144 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Cost Powers 165 Telekinetic Hold: Entangle 6d6, 6 PD/6 ED, Alternate Combat Value (uses OMCV against DCV; +0), Works Against EGO, Not STR (+¼), Reduced Endurance (½ END; +¼), Area Of Effect (1m Radius; +¼), Takes No Damage From Attacks All Attacks, EGO only to break out (+1) (165 Active Points) END 7 60 Telekinetic Choke: Killing Attack - Ranged 1d6, Alternate Combat Value (uses OMCV against DCV; +0), +1 Increased STUN Multiplier (+¼), Reduced Endurance (½ END; +¼), Constant (+½), Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; All Or Nothing; +1), Does BODY (+1) (60 Active Points) END 3 105 Telekinetic Wall: Barrier 14 PD/14 ED, 0 BODY (up to 8m long, 4m tall, and ½m thick), Dismissable, Non-Anchored, Reduced Endurance (½ END; +¼), Hardened (+¼) (105 Active Points) END 4 Perks 6 Contact: Hungarian Government Official (Contact has access to major institutions, Contact has extremely useful Skills or resources) 11- 3 Fringe Benefit: Federal/National Police Powers 3 Positive Reputation: Hungarian National Hero (Eastern Europe) 11-, +3/+3d6 Talents 3 Absolute Time Sense 5 Eidetic Memory 3 Lightning Calculator 4 Speed Reading (x10) Skills 15 +5 with Telekinetic Powers 2 AK: Hungary 11- 13 Bureaucratics 16- 3 CK: Budapest 13- 3 Cryptography 13- 3 Deduction 13- 0 Language (Hungarian, Idiomatic) 2 Language (English, Fluent Conversation) 3 Lipreading 13- 3 Science Skill: Mathematics 13- Total Powers & Skill Cost: 404 Total Cost: 548 Pts. Complication 15 Dependent NPC: Adopted Niece, Infrequently (Incompetent) 10 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 25 Enraged: When children are hurt; (Uncommon), go 14-, recover 8- 25 Hunted: Hungarian Government; Very Frequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching) 10 Physical Complication: Nearsighted, Wears Glasses; (Infrequently; Slightly Impairing) 20 Psychological Complication: Always Obeys Orders of Superiors; (Common; Total) 10 Psychological Complication: Frightened of Losing Custody of Niece; (Uncommon; Strong) 15 Psychological Complication: Never Endangers/Protective of Children; (Uncommon; Total) 15 Social Complication: Public ID; Frequently, Major 145 Complication Points 148 Experience Points Christopher R Taylor, SteelCold and Enforcer84 3 Quote Link to comment Share on other sites More sharing options...
grandmastergm Posted June 4, 2015 Report Share Posted June 4, 2015 Banshee Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 20 DEX 20 13- OCV: 7/DCV: 7 25 CON 15 14- 25 INT 15 14- PER Roll 14- 25 EGO 15 14- ECV: 8 - 8 25+20 PRE 15 14- / 18- PRE Attack: 5d6/9d6 7 OCV 20 7 DCV 20 8 OMCV 15 8 DMCV 15 5 SPD 30 Phases: 3, 5, 8, 10, 12 10 PD 3 Total: 10 PD (5 rPD) 10 ED 3 Total: 10 ED (5 rED) 15 REC 11 70 END 10 25 BODY 15 48 STUN 14 Total Characteristic Cost: 246 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Cost Powers 80 Ghost/Banshee Powers: Multipower, 80-point reserve 8f 1) Banshee Scream I: Drain END 4d6, Attack Versus Alternate Defense (Flash Defense (Hearing); All Or Nothing; +0), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (80 Active Points) END 8 8f 2) Banshee Scream II: Blast 8d6, Attack Versus Alternate Defense (Flash Defense (Hearing); +1) (80 Active Points) END 8 4f 3) Banshee Scream III: Hearing Group Flash 8d6, Area Of Effect (12m Cone; +½) (36 Active Points); END 4 8f 4) Banshee Scream IV: Killing Attack - Ranged 3d6, Area Of Effect (20m Cone; +¾) (79 Active Points) END 8 4f 5) Ghost Form: Desolidification (affected by Magic) (40 Active Points) END 4 2f 6) Visions of the Future: Precognitive Clairsentience (Sight Group) (40 Active Points); Precognition Only (-1) END 4 10 Terrifying Wail: +20 PRE (20 Active Points); Only To Make Fear-Based Presence Attacks (-1) 15 Banshee Form: Resistant Protection (5 PD/5 ED) 30 Banshee Form: Physical Damage Reduction, Resistant, 50% 30 Banshee Form: Energy Damage Reduction, Resistant, 50% 10 Banshee Mind: Mental Defense (10 points total) 10 Banshee Form: Power Defense (10 points) 40 Banshee Nature: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 0 20 Banshee Concealment: Invisibility to Sight Group END 2 25 Banshee Visitation: Extra-Dimensional Movement (from Limbo to any point on Earth) END 2 8 Visions of Doom: Sight Group Images, +/-1 to PER Rolls, Area Of Effect (2m Radius; +¼) (16 Active Points); Set Effect (Only To Show A Person's Death, Or A Great Disaster; -1) END 2 Talents 20 Universal Translator 14- Skills 25 +5 with Banshee Scream 3 KS: Vandaleur Family 14- 0 Language: Gaelic (idiomatic) (4 Active Points) 7 Mimicry 16- 11 Stealth 17- Total Powers & Skill Cost: 378 Total Cost: 624 400+ Matching Complications 15 Hunted: London Watch; Infrequently (Mo Pow; NCI; Limited Geographical Area; Capture;) 20 Hunted: New Knights Of The Round Table; Infrequently (Mo Pow; NCI; Capture) 10 Hunted: Extradimensional Entities Of The Universe; Infrequently (Mo Pow; NCI; Watching) 20 Hunted: Vandeleur Family; Infrequently (Mo Pow; NCI; Harshly Punish) 25 Psychological Complication: To Haunt Those Fated To Die Soon; (Very Common; Total) 20 Negative Reputation: Harbinger Of Death, Very Frequently (Extreme) 20 Susceptibility: from iron 2d6 damage per Turn (Common) 20 Susceptibility: from salt 2d6 damage per Turn (Common) 150 Complication Points 224 Experience Points Christopher R Taylor 1 Quote Link to comment Share on other sites More sharing options...
steriaca Posted June 4, 2015 Report Share Posted June 4, 2015 So far, so good, Grandmaster. Quote Link to comment Share on other sites More sharing options...
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