Jump to content

Weldun

HERO Member
  • Posts

    1,329
  • Joined

  • Last visited

Everything posted by Weldun

  1. Re: Thanks from a GM One last bit of thread necromancy for the day before I (hopefully) soon head off to teach the Earth Alliance not to mess with space-raccoons. I mainly do this because the sentiment is still strong and I just want to keep it in peoples minds. I've been here for 18 months now and the experience continues to grow richer and richer.
  2. Re: Name That Band Hero! Okay, I cheated. Here's one that will likely make anyone who gets it cringe. Four girls with a bit of a "punk-rock" look. Abracadabra - A former stage magician who has taken her skills to a new level. Lovesick - A mentalist that can make you fall so in love with someone, that you forget to eat! Surprise, Surprise - This mutant not only has the ability to teleport, but also can split himself into two beings. Star Spangled Fantasy - This bombshell brickette dies her mowhawk red, white and blue. Her ripped-knee jeans and sequened jacket are a distictive look.
  3. Re: Caution : Superhero at Work As the GM, I've decided to perform a little thread necromancy. I'm looking at a spotlight adventure on Avatar in about 3-4 adventures.
  4. Re: The Incredibles and Registration In my campaing, I've made a point of the fact that DOSPA has actually hired several cyberpaths to ensure the security of their files (they did it with hackers in the early days of computer networks). I like the idea of governments being able to get somethings right, from time to time.
  5. [b]Doom Trooper - [/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 15 STR 5 15 12- HTH Damage 3d6 END [1] 18 DEX 24 18 13- OCV 6 DCV 6 15 CON 10 15 12- 14 BODY 8 14 12- 10 INT 0 10 11- PER Roll 11- 11 EGO 2 11 11- ECV: 4 13 PRE 3 13 12- PRE Attack: 2 1/2d6 12 COM 1 12 11- 8 PD 5 8/20 8/20 PD (6/18 rPD) 8 ED 5 8/20 8/20 ED (6/18 rED) 4 SPD 12 4 Phases: 3, 6, 9, 12 6 REC 0 6 30 END 0 30 35 STUN 5 35 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 3 LEAP 0 3" 3" forward, 1 1/2" upward [b]CHA Cost: 80[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 8 [b][i]Filter Lungs[/i][/b]: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents) (20 Active Points); Only Vs. Inhaled Substances (-1 1/2) - END=0 5 [b][i]Rapid Healing[/i][/b]: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) - END=0 6 [b][i]Reinforced Skin[/i][/b]: Damage Resistance (6 PD/6 ED) - END=0 - END= Doom-Trooper Body Armor, all slots IIF/OIF (Armour; -1/4) - END= 20 1) [b][i]Composite Plating[/i][/b]: Armor (12 PD/12 ED) (36 Active Points); OIF (Armour; -1/2), Real Armor (-1/4) - END=0 9 2) [b][i]Built In Radio With Scrambler[/i][/b]: Radio Perception/Transmission (Radio Group), Concealed (-3 with Radio Perception/Transmission PER Rolls) (13 Active Points); OIF (Armour; -1/2) - END=0 24 3) [b][i]Camouflage System[/i][/b]: Sight and Radio Groups Images 1" radius, -4 to PER Rolls, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (54 Active Points); No Range (-1/2), Set Effect (Only To Camouflage Wearer; -1/2), IIF (Armour; -1/4) - END=0 5 4) [b][i]Auditory Dampers[/i][/b]: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (Armour; -1/2) - END=0 7 5) [b][i]Polarised Lenses[/i][/b]: Hearing Group Flash Defense (10 points) (10 Active Points); OIF (Armour; -1/2) - END=0 3 6) [b][i]Thermal Vision[/i][/b]: Infrared Perception (Sight Group) (5 Active Points); OIF (Armour; -1/2) - END=0 3 7) [b][i]UV Vision[/i][/b]: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (Armour; -1/2) - END=0 8 8) [b][i]Telescopic Lenses[/i][/b]: +8 versus Range Modifier for Hearing Group (12 Active Points); OIF (Armour; -1/2) - END=0 28 [b][i]Battle Rifle[/i][/b]: Multipower, 90-point reserve, (90 Active Points); all slots OAF (Rifle; -1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4) - END= 3u 1) [b][i]Polaron Blaster[/i][/b]: Energy Blast 10d6, Autofire (3 shots; +1/4), 4 clips of 60 Charges (Increased Reloading Time (2 Full Phases); +1/2) (87 Active Points); OAF (Rifle; -1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4) - END=[60] 1u 2) [b][i]Underslung 24mm RPG[/i][/b]: Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+1/4), Explosion (+1/2) (52 Active Points); OAF (Rifle; -1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), 6 Charges (-3/4), Real Weapon (-1/4) - END=[6] [b]POWERS Cost: 130[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] Commando Training 4 1) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 3) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort [b]MARTIAL ARTS Cost: 12[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 4 +2 with Battle Rifle 3 Breakfall 13- 2 KS: The Military/Mercenary/Terrorist World 11- 1 KS: The Superhuman World 8- 2 KS: Hobby 11- 3 Tactics 11- 3 Teamwork 13- 4 WF: Small Arms, Blades, Grenade Launchers 6 Choose Two of the following: Bugging, Combat Driving, Combat Piloting, Computer Programming, Concealment, Conversation, Deduction, Demolitions, Electronics, Fast Draw, Forgery (3 points’ worth), Gambling (3 points’ worth), Interrogation, Lockpicking, Paramedics, Persuasion, Security Systems, Shadowing, Systems Operation, Tactics, 3 points’ worth of KSs/Languages/SSs/TFs/ WFs, 1 3-point Combat Skill Level [b]SKILLS Cost: 28[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 10 Enraged: When Killzone is Stunned/Knocked Unconscious (Uncommon), go 8-, recover 11- 5 Hunted: ARGENT 8- (As Pow, NCI, Watching) 20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish) 5 Physical Limitation: Unusual Physical Makeup, -3 to all medical rolls (Infrequently, Slightly Impairing) 15 Psychological Limitation: Greedy (Very Common, Moderate) 10 Psychological Limitation: Hates Scorpia And Feurmacher (Uncommon, Strong) 15 Psychological Limitation: Loyal to Killzone (Common, Strong) 5 Reputation: Elite Mercenary, 11- (Known Only To Those With KS: The Military/Mercenary/Terrorist World) 5 Rivalry: Professional (VIPER Agents; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 5 Social Limitation: Secret Project Of ARGENT (Occasionally, Minor) 20 Social Limitation: Subject to Orders (Very Frequently, Major) 10 Vulnerability: 1 1/2 x Effect Mental Powers, generally (Common) 25 Experience Points/Disadvantages Specific to the Individual Doom Trooper [b]DISADVANTAGES Points: 150[/b] Base Pts: 100 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 250 These are intended as the followers of Killzone, a character that I dreamed up to go with one of Susano's Pictures That Could Be Superheroes. I wanted to see if I could get a little feedback on these guys before submitting them to Susano.
  6. Re: Is it really so wrong? The fun part is, my players always come up with better names for things. My Name - Their Name Killer Furby - Furbinator Terror Bears - Scare Bears Project: Prana - Fred Okay, maybe not so much on the last one.
  7. Over the course of my latest (and longest) Champions campaign, I have introduced several toy-based characters/plots and I'm not talking about a Toymaster rip-off. Here are the one's I've used so far. Killer Furbys. Several unusual murders turned out to have been committed by ambulatory Furbys. Only, when the PC's investigated the distribution warehouse that these killer dolls were comming from, they discovered that they were in fact miniature T-800 style robots that climbed inside genuine Furbys and altered them from the inside so that their hands worked. These turned out to have been made by the Black Harlequin, of course. Terror Bears. In a shameless ripp-off from my TMNT books, I "ported" over my four favorite Mutant Miscreants. Apocalypse-bear, Doom-bear, Nightmare-bear and Pain-bear. They are, of course, dark (or truthfull) versions of Care Bears. T-Rex. I'm not sure that my players have gotten the reference here, but they have had regular dealings with 4 brothers who just happen to be Crime-Fighting, anthroporphic T-Rex Jazz Musicians. Ted. A mutant bear who has a perfect memory, he spends most of his day in the Agora (an open-air maket place) telling stories to children. He tells them the same way every time. Of course, he favours the original versions and prefers the Brother's Grimm above all others. He also happens to be a chain-smoking alcoholic, but that happens when you can't forget any part of what happened to you as an experimental laboratory animal. As you can probably tell, I have included mutant animals in my campaign, and they lend themselves to toy-based concepts so well, I cannot resist. Of course, just to increase the pain, I seem fixated upon the 80's, but hey. But I ask you, is it really so wrong?
  8. Re: Gestalt - An awful thought You are EVIL! You may never GM for me. Ever. I'm also reminded of a gestalt of Brittany Spears, Avril Lavigne, Christina Aguilira, and Jessica and Ashley Simpson that fought a 50ft-tall Joey "Fat One" Fatone. So I can forgive you for horrible mental image that you gave me.
  9. Weldun

    [CHAR]Lynx

    [b]Lynx - Charles Grey[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 25 STR 15 25 14- HTH Damage 5d6 END [1] 24 DEX 42 24 14- OCV 8 DCV 8 30 CON 40 30 15- 15 BODY 10 15 12- 13 INT 3 13 12- PER Roll 14-/15- 23 EGO 26 23 14- ECV: 8 20 PRE 10 20 13- PRE Attack: 4d6 18 COM 4 18 13- 8 PD 3 8/20 8/20 PD (1/13 rPD) 8 ED 2 8/20 8/20 ED (1/13 rED) 5 SPD 16 5 Phases: 3, 5, 8, 10, 12 12 REC 2 12 60 END 0 60 45 STUN 2 45 12 RUN 12 12" END [2] 4 SWIM 2 4" END [1] 5 LEAP 0 5" 5" forward, 2 1/2" upward [b]CHA Cost: 189[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 6 [b][i]Casual Strength[/i][/b]: Reduced Endurance (1/2 END; +1/4) (6 Active Points) applied to STR - END= 7 [b][i]Healing Factor[/i][/b]: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) - END=0 11 [b][i]Immune to Disease[/i][/b]: Life Support (Immunity All terrestrial diseases and biowarfare agents; Longevity 200 Years) - END=0 5 [b][i]Sturdy Body[/i][/b]: Power Defense (10 points) (10 Active Points); Only Works Against Poisons and Toxins (-1) - END=0 1 [b][i]Healing Factor[/i][/b]: Damage Resistance (1 PD/1 ED) - END=0 6 [b][i]Heightened Senses[/i][/b]: +2 PER with all Sense Groups - END=0 1 [b][i]Heightened Sense of Smell[/i][/b]: +1 PER with Normal Smell - END=0 5 [b][i]Heightened Sense of Smell[/i][/b]: Discriminatory with Normal Smell - END=0 5 [b][i]Heightened Sense of Smell[/i][/b]: Tracking with Normal Smell - END=0 5 [b][i]Strong Willed[/i][/b]: Mental Defense (10 points total) - END=0 15 [b][i]Psychic Powers[/i][/b]: Elemental Control, 30-point powers - END= 12 1) [b][i]Psychic Tracking[/i][/b]: Mind Scan 8d6 (Human class of minds) (40 Active Points); Neither Character nor Target Can Attack Through Link (-1) - END=4 15 2) [b][i]Psychokinetic Claws[/i][/b]: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (30 Active Points) - END=0 11 3) [b][i]Psychokinetic Blows[/i][/b]: Hand-To-Hand Attack +5d6, Reduced Endurance (1/2 END; +1/4) (31 Active Points); Hand-To-Hand Attack (-1/2) - END=1 15 4) [b][i]Psychokinetic Force Field[/i][/b]: Force Field (12 PD/12 ED), Costs END Only To Activate (+1/4) (30 Active Points) - END=2 7 [b][i]Nowhere to Run[/i][/b]: Mind Scan 0d6 (Human class of minds), +10 ECV, Reduced Endurance (0 END; +1/2) (30 Active Points); Only vs. Number of People Penalties (-1 1/2), Neither Character nor Target Can Attack Through Link (-1), Only for Tracking One Target at a Time (-1) - END=0 [b]POWERS Cost: 127[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] 4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Punch: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike 3 Throw: 1/2 Phase, +0 OCV, +1 DCV, 5d6 +v/5, Target Falls 1 Weapon Element: Fist-Loads [b]MARTIAL ARTS Cost: 12[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 3 Breakfall 14- 1 KS: Local Underground 8- 3 Paramedics 12- 3 Shadowing 12- 3 Sleight Of Hand 14- 1 SS: Genetics 8- 3 Stealth 14- 3 Streetwise 13- 2 Survival (Urban) 12- [b]SKILLS Cost: 22[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 5 Distinctive Features: Unusually "Colorful" Speech (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Enraged: When in Combat (Very Common), go 8-, recover 11- 20 Enraged: If Friends are Injured (Uncommon), go 14-, recover 11- 10 Hunted: Police 11- (Mo Pow, NCI, Limited Geographical Area, Watching) 15 Hunted: Campaign City Gangs 11- (As Pow, Harshly Punish [Kill]) 10 Physical Limitation: Unfamiliar with Nuance of this Earth (Frequently, Slightly Impairing) 10 Psychological Limitation: Distrusts Authority Figures (Common, Moderate) 15 Psychological Limitation: Underestimates Own Abilities (Very Common, Moderate) 10 Psychological Limitation: Vengeful (Uncommon, Strong) 5 Reputation: Killer, 8- (Extreme; Known Only To A Small Group [Campaign City Gangs]) 10 Social Limitation: Minor (Frequently, Minor) 10 Money: Destitute [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 350 Background/History: Within all of existence there are multiple realities, multiple universes, and many of them containing the same reality with only slight variations, that otherwise progress through linear time in a fashion that parallels those realities that are most like them. One of these is a timeline labled by extra-dimensional navigators as Earth 616, where superpowered beings can be found, some noble, some nefarious, many existing somewhere between. Beings who go by names such as Spiderman, The Hulk and Iron Man. Where gods such as Thor and Hercules walk among mortals. And where a group of mutants called the X-men, assembled by Professor X (Charles Xavier), contains members by the names of Cyclops (Scott Summers), Marvel Girl (Jean Grey) and Wolverine (Logan). Charles Grey was not born in this timeline. He was born in the timeline of Earth 2163, where Scott Summers was killed shortly after his marriage to Jean Grey. Grief-stricken, she turned to the waiting shoulder of Wolverine. As the two grew closer, she shared his bed and fell pregnant. The Wolverine was frightened when she broke the news to him. (Lynx would later describe this as "the single most monumentally stupid act of Mom's life."). His fits of rage had recently been getting worse, and knowing that he could very well kill the child during one, he fled into the Ozarks, leaving behind a distraut Jean Grey and a very upset group of X-men. Thus, Lynx was born in the mansion of Charles Xavier, and in honour of her mentor, Jean Grey named her son after him. In his early childhood, it grew clear that he had inherited his father's temper. However, this comparison is what stymied the attempts of his mother and his various teachers and friends. Much of his anger stemmed from feelings of abandonment and the lack of fortitude from his useless "meatsack" of a father. This was only made worse by his Uncle "Vic", who shared the childs low opinion of Wolverine, given their long history. By the age of 12, however, even Uncle Vic or his mother weren't enough to hold him to the mansion and Lynx ran from home, making his way to the streets of New York. For two years he made his way on the streets, using his mutant abilities to fulfill his "Want-Take-Have" lifestyle. But he eventually ran affoul of the Mob, and fearing for his life, he began trainhopping his was towards the west coast, where he had heard that their presence was weakest. He never made it. One night, as he dozed in an empty car, the train he was on derailed. When he had managed to extract himself from the toppled car, he found himself being sucked into a vortex of green energy, one that deposted him into a back alley of a city. For a while he thought he was only slighlty confused, but his confusion grew when he discovered that wherever he was, it was a different world from his own. New York was host to fewer supers, and nobody had ever heard of Spider Man or the Fantastic Four, nor did it possess a Four Freedoms Plaza. There were no Avengers or X-men, but instead there were such groups as PRIMUS and UNTIL, and the Champions who operated in a place called Millenium City, which apparently was built after the destruction of Detroit. But there were some familiar aspects too. Mutants were feared here, along with superhumans in general, it seemed. Lynx resolved to do what he did best, what his Uncle Vic had always taught him to do. He would survive, and has met with mixed results over the past year.. Personality/Motivation: Lynx is a lost and angry young man, whose anger and frustration has led him into a life of distrust and solitude. Not only is he quick to anger, but he holds a grudge, which has led to altercations with the local gangs where he ended up killing some of them. While a bit of a loner, he does desire the friendship of others, and has been known to fly into a furious rage when they have been threatened. But perceived slights and his rather noxious speech always drive a wedge between him and anyone who befriends him, leaving him alone to begin the cycle anew. Quote: "Aw, c'mon. I didn't hit the ******** that ******* hard!" Powers/Tactics: Lynx is a mutant who has inherited abilities from both his parents. As much as he despises Wolverine, his abilities are most like his father's, but his mother's powers are present in an altered fashion. He possesses a lesser version of his father's healing factor, but this will quite likely grow to be just as strong. His senses have also been growing more acute, especally his sense of smell, and will also likely grow to the level of his father's acuity. However, his maternal inheritance is what makes Lynx especially dangerous. Like his mother, Lynx possesses psychokinetic and limited telepathic abilities. However, his paternal heritage had altered them considerably. He possesses the ability to surround himself in a psychokinetic force field that leaves him virtually impervious to most small arms fire and he can generate "claws" of raw psychokinetic force, that while not as capable as Wolverines, are still more than enough for most doors and body armor. Lynx can also psychokinetically enhance his more conventional blows and due to his distaste for the "meatsack", he will generally use this ability over his claws (unless he is enraged). Lastly, Lynx possesses the ability to telepathically sense where people are, and can track a single individual across any distance once we "get's their scent". This combined with his heightened smell means that almost nobody can excape his wrath once he sets his mind to it. In combat his tactics show his age. He lashes out at anyone who gets in his way or grabs his attention. While he does tend to try and fight only one opponent at a time, he will do so holding nothing back. He has yet to realise just how potent his abilities have become, despite the deaths of more than a couple opponents.
  10. Re: [CHAR] Vilocità There are two ways. One is to hold down alt, press 0224 on your number pad, then release alt. The other is to copy and paste from my post.
  11. Re: [CHAR]Mojo (The Two-gun Variety) Yeah, it can kinda sneak up on you, that one. This is another character who can do the same thing. He's pretty much a blatant Spawn (movie) rip, err, homage. This one trades the 2 DCs for an OCV of 12. [b]Revenant - Phillip Graves[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 25 STR 15 25 14- HTH Damage 5d6 END [2] 20 DEX 30 20/29 13- / 15- OCV 7/10 DCV 7/10 24 CON 28 24 14- 15 BODY 10 15 12- 10 INT 0 10 11- PER Roll 11- 14 EGO 8 14 12- ECV: 5 20 PRE 10 20 13- PRE Attack: 4d6 10 COM 0 10 11- 10 PD 0 10/20 10/20 PD (5/15 rPD) 10 ED 0 10/20 10/20 ED (5/15 rED) 4 SPD 10 4/8 Phases: 3, 6, 9, 12/2, 3, 5, 6, 8, 9, 11, 12 10 REC 0 10 40 END -4 40 40 STUN 0 40 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 5 LEAP 0 5" 5" forward, 2 1/2" upward [b]CHA Cost: 107[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 50 [b][i]Necroplasmic Body[/i][/b]: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; 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) - END=0 15 [b][i]Necroplasmic Body[/i][/b]: Armor (5 PD/5 ED) - END=0 5 [b][i]Necroplasmic Control[/i][/b]: Elemental Control, 10-point powers - END= 18 1) [b][i]Necroplasmic Regeneration[/i][/b]: Healing 1d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (1 Minute, -1 1/2), Self Only (-1/2), Must Heal Holy and Spirit Damage Normally (-1/2) [Notes: No Healing Max (see 5ER p. 187).] - END=0 20 2) [b][i]Necroplasmic Sheath[/i][/b]: Force Field (10 PD/10 ED), Costs END Only To Activate (+1/4) (25 Active Points) - END=2 5 3) [b][i]Instant Change (Improved)[/i][/b]: Cosmetic Transform 2d6 (Change Clothes (any)), Improved Target Group (+1/4) (12 Active Points); Limited Target (Clothes) Limited (-1/2) - END=1 21 [b][i]Necrokinetic Pistol[/i][/b]: Multipower, 62-point reserve, (62 Active Points); all slots OAF (-1), Extremely Difficult to obtain Replacement (Must Be The Guns He Died Wielding; -1) - END= 2u 1) Killing Attack - Ranged 2d6+1, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (61 Active Points); OAF (-1), Extremely Difficult to obtain Replacement (Must Be The Guns He Died Wielding; -1) - END=2 2u 2) Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); OAF (-1), Extremely Difficult to obtain Replacement (Must Be The Guns He Died Wielding; -1) - END=2 5 [b][i]Second Necrokinetic Pistol[/i][/b]: Equipment Multiple [Notes: (See 5ER p. 456)] - END=0 - END= 8 [b][i]Bullet Time (Time)[/i][/b]: Endurance Reserve (80 END, 0 REC) - END=0 40 Multipower, 40-point reserve - END= 3u 1) [b][i]Bullet Time (Up-Time)[/i][/b]: +4 SPD, Side Effects (-3" Running, -1" Swimming), (+0) (40 Active Points); Costs Endurance (-1/2) - END=4 4u 2) [b][i]Bullet Time (Down-Time)[/i][/b]: +40 REC for END Reserve (40 Active Points) - END=0 13 +9 DEX (27 Active Points); No Figured Characteristics (-1/2), Linked (Bullet Time (Up-Time); -1/2) - END= [b]POWERS Cost: 211[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] Gunfighting 3 1) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike 4 2) Acurate Shot: 1/2 Phase, +2 OCV, +0 DCV, Range +0, Strike 4 3) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +3 DC to Disarm [b]MARTIAL ARTS Cost: 11[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 3 +1 w/ Pistols 0 Acting 8- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 2 KS: Local Underground 11- 0 Deduction 8- 3 Demolitions 11- 0 Paramedics 8- 0 Persuasion 8- 0 Shadowing 8- 0 Stealth 8- 0 TF: Small Motorized Ground Vehicles 1 TF: Two-Wheeled Motorized Ground Vehicles 10 Two-Weapon Fighting (Ranged) 2 WF: Small Arms [b]SKILLS Cost: 21[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 15 Dependent NPC: Ms. Baker, Volunteer Worker at Local Homeless Shelter 8- (Normal; Unaware of character's adventuring career/Secret ID) 10 Distinctive Features: Mystic Aura (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 15 Distinctive Features: Bleeds Necroplasm (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Enraged: When Innocents Threatened (Common), go 11-, recover 11- 15 Hunted: Local Mob 8- (As Pow, NCI, Harshly Punish) 5 Physical Limitation: Mild Amnesia (Infrequently, Slightly Impairing) 0 Psychological Limitation: No Code Versus Killing (Uncommon, Moderate) 15 Psychological Limitation: Protective of Innocents (Common, Strong) 0 Money: Destitute (With No Need For Food Or Shelter) 15 Susceptibility: Holy Water, 1d6 damage per Phase (Uncommon) 20 Susceptibility: while on holy ground, 3d6 damage per Turn (Uncommon) 5 Vulnerability: 1 1/2 x STUN Holy Attacks (Uncommon) 5 Vulnerability: 1 1/2 x STUN Spirit Attacks (Uncommon) 10 Mystery Disadvantage(s) [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 350
  12. Re: [CHAR]Mojo (The Two-gun Variety) Yeah, I thought about using the "extra equipment" doubler, but as it's an otional rule, I decided not to. And, as he already averages 16 attacks per turn, without penalty at OCV 11, inflicting 12d6 per shot, I figured that he already had enough speed. And I wanted to go with the standard UNTIL sidearm, so... Otherwise, I would normally do everything you said.
  13. Weldun

    Gun multipower

    Re: Gun multipower Well, here is my oft-repeated Multi-rifle. Good for high-end super-soldiers and the like. [b]Multi-Rifle[/b] Cost END Power 34 - Multipower, 135 point reserve; OAF (Rifle; -1), 2-Handed Weapon (-½), STR Min (15, STR Does Not Add/Subtract Damage; -1¼), Real Weapon (-¼). 1u 4 1)[i]Light Stun[/i] – EB 4d6; NND (not vs. ED Force Field; +1); 40a; Common Limitations (-3). 1u 5 2)[i]Light Stun, Tight Beam Setting[/i] – EB 4d6; AVLD (Forcefield ED; +1½); 50a; Common Limitations (-3). 1u 6 3)[i]Light Stun, Wide-Beam Setting[/i] – EB 4d6; NND (not vs. ED Force Field; +1), AoE (4” Radius; +1); 60a; Common Limitations (-3). 1u 6 4)[i]Medium Stun[/i] – EB 6d6; NND (not vs. ED Force Field; +1); 60a; Common Limitations (-3). 2u 7 5)[i]Medium Stun, Tight Beam Setting[/i] – EB 6d6; AVLD (Forcefield ED; +1½); 75a; Common Limitations (-3). 2u 9 6)[i]Medium Stun, Wide-Beam Setting[/i] – EB 6d6; NND (not vs. ED Force Field; +1), AoE (6” Radius; +1); 90a; Common Limitations (-3). 2u 8 7)[i]Heavy Stun[/i] – EB 8d6; NND (not vs. ED Force Field; +1); 80a; Common Limitations (-3). 2u 10 8)[i]Heavy Stun, Tight Beam Setting[/i] – EB 8d6; AVLD (Forcefield ED; +1½); 100a; Common Limitations (-3). 3u 12 9)[i]Heavy Stun, Wide-Beam Setting[/i] – EB 8d6; NND (not vs. ED Force Field; +1), AoE (8” Radius; +1); 120a; Common Limitations (-3). 1u 8 10)[i]Light Blast[/i] – EB 6d6; Autofire (5 shots; +½); 45a; Common Limitations (-3), 2x END (-½). 1u 8 11)[i]Light Blast, Tight-Beam Setting[/i] – RKA 2d6; Autofire (5 shots; +½); 45a; Common Limitations (-3), 2x END (-½). 1u 14 12)[i]Light Blast, Wide-Beam Setting[/i] – EB 6d6; AoE (6” Radius; +1¼); 67a; Common Limitations (-3), 2x END (-½). 1u 14 13)[i]Medium Blast[/i] – EB 9d6; Autofire (5 shots; +½); 67a; Common Limitations (-3), 2x END (-½). 1u 14 14)[i]Medium Blast, Tight-Beam Setting[/i] – RKA 3d6; Autofire (5 shots; +½); 67a; Common Limitations (-3), 2x END (-½). 2u 20 15)[i]Medium Blast, Wide-Beam Setting[/i] – EB 9d6; AoE (10” Radius; +1¼); 101a; Common Limitations (-3), 2x END (-½). 2u 18 16)[i]Heavy Blast[/i] – EB 12d6; Autofire (5 shots; +½); 90a; Common Limitations (-3), 2x END (-½). 2u 18 17)[i]Heavy Blast, Tight-Beam Setting[/i] – RKA 4d6; Autofire (5 shots; +½); 90a; Common Limitations (-3), 2x END (-½). 3u 26 18)[i]Heavy Blast, Wide-Beam Setting[/i] – EB 12d6; AoE (12” Radius; +1¼); 135a; Common Limitations (-3), 2x END (-½). 4u 36 19)[i]Plasma Bolt[/i] – RKA 4d6; Armour Piercing x2 (+1); 120; Common Limitations (-3), 3x END (-1). 53 - [b]Fusion Chamber[/b] – END Reserve (500 END); 50a; OAF (Rifle; -1), Real Weapon (-¼) [u]and[/u] END Reserve (100 REC); 100a; OAF Rifle (-1), 1 Fuel Charge (1 minute [500 END], difficult to obtain [Deuterium/Tritium], 2 “clips”, 2 full phases reloading time; -1), Real Weapon (-¼) 11 0 [b]Rifle Butt[/b] – HA +5d6; 0 END (+½); 37a; OAF (Rifle; -1), 2-Handed Weapon (-½), STR Min (15; -¾), Real Weapon (-¼). 130 Of course, the Specter uses a modified Taurus Model 44 revolver, which uses an explosive capacitor to project a polaron blast from it's treated barrel. As polaron blasts actually impart significant kinetic energy into their targets (ie. they do knockback), his pistol can also feed a bullet into the barrel just ahead of the cylinder. Despite the shorter effective barrel length, the round actually has a slightly higher muzzle velocity due to the smother acceleration that the polaron energy provides. [b][u]Cost[/u] [u]POWERS[/u][/b] 11 [b][i]Modified Taurus Model 44 Revolver[/i][/b]: Multipower, 45-point reserve, (45 Active Points); all slots OAF (Revolver; -1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), 2 clips of 6 Charges (Increased Reloading Time; -3/4), Real Weapon (-1/4) - END= 1u 1) [b][i]Polaron Shot[/i][/b]: Energy Blast 9d6 (45 Active Points); OAF (Revolver; -1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), Limited Power (Cannot be Spread, Must Be Used At Full Power; -1/4), Real Weapon (-1/4) - END=0 1u 2) [b][i]Bullet Shot[/i][/b]: Killing Attack - Ranged 2d6+1, +1 Increased STUN Multiplier (+1/4) (44 Active Points); OAF (Revolver; -1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4) - END=0 [b]POWERS Cost: 13[/b]
  14. Re: [Character] Paragon I nice little Brick. Does what a low-power Brick should and still does something else. The inclusion of a movement power of some-sort is a must for this archetype and flight is pretty much the best "bang-for-your-buck" ("zoom-for-your-zenis", maybe). And it's always nice to see a brick with a healthy collection of skills.
  15. Re: [CHAR] Vilocita You forgot the grave accent of the "a" for Velocità. It is nice that the Italian word for speed has a feminine sound to it. Other than that, I have to agree with Comic. If her average action in a combat is run and Rapid Punch someone, then then she's down to spending STUN as END or taking a Recovery by segment 6.
  16. Re: Australia in the current CU
  17. Presenting "Mojo", the Gunfighting UNTIL Super-agent. With apologies to John Ringo. [b]Mojo - [/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 18 STR 8 18 13- HTH Damage 3 1/2d6 END [2] 18 DEX 24 18/26 13- / 14- OCV 6/9 DCV 6/9 15 CON 10 15 12- 10 BODY 0 10 11- 13 INT 3 13 12- PER Roll 12- 10 EGO 0 10 11- ECV: 3 13 PRE 3 13 12- PRE Attack: 2 1/2d6 10 COM 0 10 11- 6 PD 2 6/20 6/20 PD (0/14 rPD) 4 ED 1 4/18 4/18 ED (0/14 rED) 4 SPD 12 4 Phases: 3, 6, 9, 12 7 REC 0 7 30 END 0 30 30 STUN 3 30 7 RUN 2 7" END [1] 3 SWIM 1 3" END [1] 4 LEAP 0 3 1/2" 3 1/2" forward, 1 1/2" upward [b]CHA Cost: 69[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 30 [b][i]U-SHL "Shellie" Blaster Pistol[/i][/b]: Energy Blast 8d6, 4 clips of 32 Charges (+1/2) (60 Active Points); OAF (Pistol; -1) - END=[32] 30 [b][i]U-SHL "Shellie" Blaster Pistol[/i][/b]: Energy Blast 8d6, 4 clips of 32 Charges (+1/2) (60 Active Points); OAF (Pistol; -1) - END=[32] U-AS2 Advanced Uniform 16 1) [b][i]Uniform Protection[/i][/b]: Armor (8 PD/8 ED) (24 Active Points); OIF (UNTIL Uniform; -1/2) - END=0 6 2) [b][i]Comm-Uplink[/i][/b]: High Range Radio Perception (Radio Group) (12 Active Points); OIF (UNTIL Uniform; -1/2), Sense Affected As Sight And Hearing Group As Well As Radio Group (-1/2) - END=0 4 3) [b][i]Noise Compensation[/i][/b]: Hearing Group Flash Defense (6 points) (6 Active Points); OIF (UNTIL Uniform; -1/2) - END=0 10 4) [b][i]GPS System With Emegency Distress Beacon[/i][/b]: Detect Own Location and Direction 12- (Radio Group), Discriminatory, Transmit, Limited Power (Requires GPS Coverage; +0) (15 Active Points); OIF (UNTIL Uniform; -1/2) - END=0 2 5) [b][i]Chronometer[/i][/b]: Absolute Time Sense (3 Active Points); OIF (UNTIL Uniform; -1/2) - END= 5 6) [b][i]Flare Shields[/i][/b]: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (UNTIL Uniform; -1/2) - END=0 10 7) [b][i]U-M4 Tactical Light[/i][/b]: Hearing Group Images 1" radius, +4 to PER Rolls, Reduced Endurance (0 END; +1/2) (25 Active Points); Only To Create Light (-1), OIF (UNTIL Uniform; -1/2) - END=0 12 8) [b][i]U-FFC Integrated Forcefield[/i][/b]: Force Field (6 PD/6 ED), Reduced Endurance (0 END; +1/2) (18 Active Points); OIF (UNTIL Uniform; -1/2) - END=0 Two Gun Mojo 12 1) +8 DEX (24 Active Points); No Figured Characteristics (-1/2), Limited Power (Only For Actions Invloving Pistols; -1/2) - END= 6 2) Ambidexterity (no Off Hand penalty) (9 Active Points); OIF (Any Pistol; -1/2) - END= 5 3) Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); Limited Power (Only For The Purposes Of Shooting Different Targets With Two Pistols; -1) - END=0 7 4) Two-Weapon Fighting (Ranged) (10 Active Points); OIF (Any Two Pistols; -1/2) - END= [b]POWERS Cost: 155[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] UNTIL Combat Training 4 1) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 2) Punch: 1/2 Phase, +2 OCV, +0 DCV, 5 1/2d6 Strike 3 3) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3 1/2d6 +v/5, Target Falls 0 4) Weapon Element: Empty Hand (Default) Gun-Fu 4 1) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +4 DC 4 2) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +4 DC 4 3) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +5 DC to Disarm 8 4) +2 Ranged Damage Class(es) 1 5) Weapon Element: Handguns (Default), Off Hand [b]MARTIAL ARTS Cost: 32[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 12 +4 with UNTIL Blasters 0 Acting 8- 3 Breakfall 13- (14-) 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 3 Criminology 12- 0 Deduction 8- 3 Fast Draw 13- (14-) 3 Scholar 2 1) KS: International Law And Law Enforcement (INT) 12- 2 2) KS: Pistols (INT) 12- 1 3) KS: The Superhuman World 11- 2 4) KS: UNTIL (INT) 12- 1 5) KS: VIPER 11- 1 6) KS: World Politics 11- 0 Language: English (idiomatic; literate) 2 Language: Spanish (fluent conversation; literate) 0 Paramedics 8- 0 Persuasion 8- 3 PS: UNTIL Agent (INT) 12- 32 Penalty Skill Levels: +16 vs. Rapid Fire Penalties with Pistols 5 Rapid Attack (Ranged) 0 Shadowing 8- 0 Stealth 8- 3 Teamwork 13- (14-) 0 TF: Small Motorized Ground Vehicles 2 Weaponsmith (Energy Weapons, Firearms) 8- 3 WF: Small Arms, Blades [b]SKILLS Cost: 83[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 9 : International Driver's License, International Police Powers, International Weapon Permit, Passport 2 UNTIL Rank: Private [b]PERKS Cost: 11[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 5 Distinctive Features: UNTIL Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: UNTIL 11- (Mo Pow, NCI, Watching) 15 Hunted: Enemies of UNTIL 8- (Mo Pow, Harshly Punish, Sometimes NCI) 20 Social Limitation: Subject to Orders (Very Frequently, Major) 15 Psychological Limitation: Love of Combat (Common, Strong) 15 Psychological Limitation: Loyal To UNTIL And It's Ideals (Common, Strong) 10 Psychological Limitation: One World Government Patriot (Common, Moderate) 5 Reputation: Likely To Start Firefights, 8- 50 Mystery Disadvantages [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 350 You supply the Background. You fill in the last 50 points of disadvantages. You decide if you wish your players to see him as a showboating upstart or a welcome savior.
  18. Re: Quote of the Week from my gaming group...
  19. Re: Quote of the Week from my gaming group... Okay, this is over a week old, but they still work. Short preamble... We're playing Fading Suns, where two of us are Questing Knights and the rest are all Cohorts. We had been invited to a dinner hosted by the Avestites. Unfortunately, only one of the Knights would be attending and he was a Vorox. As the meal would only be simple fare, I took it upon myself to arrange for a meal more suitable to his lordships appetite. When I informed him of this his reply was, “Water Buffalo? It’s been awhile…” When he asked me as to why I had done this, I answered “I thought it best that you were well fed before you had to handle Avestite’s” The next day, his lordship took it upon himself to distribute leftovers from the local garrison's breakfast by throwing it to a rapidly growing collection of street urchins, to which I quipped “I hope my Lord doesn't consider that to be bait!”
  20. Re: Quote of the Week from my gaming group... I also sincerely doubt that I killed her. This is Champions, and I only fanned two shots into her. Unless her BODY is 9 or less, she'll survive. The depressing part was when I set the revolver to the non-lethal 9d6 EB setting, it still resulted it blood spraying out from the D-soldier I shot. *sigh*
  21. Re: Casting "Champions Universe: The Motion Picture" Actually, with a little padding mind you (it worked for Michael Keaton), I was thinking David Hyde Pierce for Foxbat. The vocal manner alone would really sell the line "I'm the bad guy, right?"
  22. Re: WSWYCK: Karaoke Night Sometimes you scare me, Hermit. The Specter: Beyond the Sea, Bobby Darin. Whisper: Devil Inside, INXS.
  23. Note: This is a verbatim repost of my livejournal entry (which I update so sporadically it's a wonder I get replies at all!). Musings of a Old Man. Recent developments have left the Specter feeling, "a little out of sorts." You see, deep down, despite not suffering the deprivations of age, he feels that the world is passing him by. Most of the costumed crime fighters bouncing around these days are stronger, faster and tougher than him, assuming that he's not pushing himself. Even with the smattering of illusion and divination magic that he learned in Tanashim isn’t being of much help, indeed, it's now gained him the promise that his days are numbered (Something about people having things in their past that they would rather have kept quiet). The technological upgrades that he has received from the resident super-genius aren't quite "cutting the mustard", so to speak. The first is a forcefield belt that has a 5 minute power supply, that while it does end up effectively doubling the effective armour he has, he still can only take one hit on the chin without being knocked flat out by most opposition. Fortunately, this device does protect him from falls and other massive impact trauma, unlike his armoured costume. The second is the hybrid energy/conventional revolver that he and The Gunny dreamed up together. Using polaron (blaster) technology, which whilst being “energy” imparts kinetic force, it uses an explosive capacitor in place of normal bullets which then sends a polaron blast down the barrel of his cryo-treated Taurus Model 44 revolver. It’s hybrid nature comes into play when one closely examines the modified frame. It has been adapted to load 12 bullets, which can be chambered ahead of the cylinder so that when the polaron blast is emitted, the bullet is propelled down the barrel instead. Curiously, despite the shorter effective barrel length, this arrangement results in higher muzzle velocity, due to a smoother acceleration of the round. Unfortunately, against most “hard” targets in the superhero world, this weapon often fails to so much as raise a bruise. Fortunately, his mastery of Okinawan Karate is enabling him to hold his own, for the most part, but he feels as every day is becoming increasingly difficult to stand up to those that would use their abilities to harm innocents. Then there are his team-mates. Vitus. An angry, misanthropic, lost soul whose home universe no longer even exists. Most of his interaction with the Specter’s world has been either painful, confusing or simply demeaning. Unfortunately, the Specter sees so much potential in him, that whenever Vitus falls back upon his tried and true methodology of a fantasy adventurer, he feels such disappointment in him that he reacts in a confrontational manner. Three. A woman who’s entire world has been ripped out from under her. She seems to blame Vitus for this, when the true culprit is her former master, the Kha of Tanashim. The Specter has grown very protective of her, seeing her as a sort of adopted daughter, though he would probably never admit it. Orca. A kind and gentle human soul trapped in a monstrous mutant frame of a powerful humanoid whale. The son of a human geneticist with the soul of a monster who, when his only son expressed his mutant nature, viewed him more as another experiment than anything else. The Specter has tried to be a friend and mentor to this young superbeing and has encouraged him to seek alternate pursuits outside of superhero work, as the superhero world can be a soul-crushing place after too long in it. Felicity. The product of genetic experiment to create a “lucky” strain of humanity, she has the sorcerous ability to tap magic naturally. Her heart is in the right place, in that she seeks to help her community, but she refuses to commit to the superhero lifestyle to any real degree. The only reason the Specter doesn’t press her on this issue is that at least she has a life outside of superhero work. The Void. The Specter suspects that this individual was on the other side of the fence until recently, especially with the Void’s knowledge of criminal habits and practices, but this genial yet secretive being is a puzzle even to an 19th century immortal. The Gunny. A millionaire philanthropist industrialist, this individual gives the Specter the most hope for the group. The Gunny not only fights crime as a costumed adventurer, but uses his corporate resources to revitalised impoverished communities, attacking crime at it’s source. Indeed, when the Specter nearly killed an East-European assassin that they had captured, it was the Gunny’s objection that stayed his hand. The Stormlord. A being of great power that chooses time and again to stand apart from all others. When he does involve himself, he often attempts to control the situation so that it suits his purposes, and attempts to convince those around him that his purposes are their purposes. After repeatedly refusing to join the Skeleton Crew because their charter specified an emphasis on the impoverished sections of their own series, the Specter has come to view him an elitist individual, whose abilities should only be called on if absolutely needed. The Stormlord has made numerous subtle attempts to place members of the Skeleton Crew in his civilian employ, as it would “make things easier.” This has resulted in the Specter encouraging his team-mates to enter into employment under Steven Everet (a.k.a. The Gunny). All in all, the Specter has begun to feel that he is less the leader of this team, (how does one lead a group of hyperactive bulls?), and more the sad, single uncle or even the father of many in these individuals. This situation is made worse by the recent rediscovery of his family, in which it turns out his immortality was in fact passed on to his youngest daughter, Patricia. So yeah, just a little “out of sorts”.
  24. Re: Quote of the Week from my gaming group...
  25. Re: Quote of the Week from my gaming group... BACK ON TOPIC! In last nights Shadowrun game, our team was involved in a car chase, us in a van, and 18 guys packed into 3, old-model Ford Americars. So, while there is some fire exchanged my, street shaman (Jackie) lobs stun spells, quickly putting the opposing drivers into unconsciousness. Afterwards, the street samurai (Johnny, who was packing an assault rifle with underbarrel grenade launcher during the fight) decides to question Jackie on his tactics. Johnny: Uh, you didn't have to kill them you know. Jackie: I used non-lethal force. Johnny: What? Jackie: I only used non-lethal force. Johnny: Three crashed cars would beg to differ. Jackie: It's not my fault that they were driving whilst tired.
×
×
  • Create New...