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Friday, 1st October, 2004, 07:06 AM #1
Acolyte (Lvl 2)
Heroes for Hire: Staff & Personnel
Heroes for Hire: Staff & Personnel
This thread is for PC and NPC info for the Heroes for Hire PbP Game using the Mutants & Masterminds rules.
To the players of Heroes for Hire: Feel free to post a character picture, and character stats, for your character. Please do so in the same post to compile YOUR player characters.
Heroes for Hire OOC
Last edited by hero4hire; Thursday, 7th October, 2004 at 04:51 AM.http://leb.wikia.com/wiki/LEB:PC:Filo_d%27Jorasco_(Hero4Hire)
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Saturday, 2nd October, 2004, 10:22 AM #2
Acolyte (Lvl 2)
I present to you the first of our characters Blue Streak
as played by Xenos007
BLUE STREAK, PL: 10, Super Fast Skater, Name: Unrevealed, Male, Size: Medium; INIT: +9, DEF 22/17; SPEED 80/1280 sprint; MELEE +9, RANGED +10, MENTAL +7, SV: DMG +2 (+7 evasion), FORT +2, REF +7, WILL 0; STR 14, DEX 16, CON 14, INT 14, WIS 10, CHA 12.
SKILLS: Acrobatics* +8, Balance +10, Bluff +6, Craft: Armor +7, Gather Info +4, Hide +6, Knowledge: Espionage +7, Move Silent +6.
FEATS: Ambidexterity, Evasion, Heroic Surge, Imp. Initiative, Instant Stand, Lightning Reflexes, Move-By Attack, Multishot, Point Blank Shot, Rapid Shot, Surprise Strike, Two-Weapon Fighting.
POWERS: ARMOR [+8], Extra: Super-Speed [+2], Power Stunt: Wall Run, Extra: Running [+8], Extra: Leaping [+2], Energy Blast (Laser) [+8], Extra: Autofire, Power Stunt: Dual Blasters, Extra: Immunity (Suffocation) [+1], GADGETS [+5].
COST: abilities 20, combat 35, skills 17, feats 24, powers 54, weakness 0, total 150.
Real Name: Unrevealed
Occupation: Operative of SHIELD who was actually serving the Corporation as a spy, later professional criminal. Currently Adventurer
Identity: Publicly known
Legal Status: Citizen of the United States with a criminal record
Other Aliases: None
Place of Birth: Unrevealed
Place of Death: A highway in the northern Appalachian Mountains
Marital Status: Single
Known Relatives: None
Group Affiliation: (Formerly) SHIELD Super-Agents, Corporation, (Current) Heroes for Hire
Base of Operations: Mobile
First Appearance: CAPTAIN AMERICA #217
Final Appearance: CAPTAIN AMERICA #318
History: The Blue Streak was an operative of the subversive called the Corporation who was assigned to infiltrate the international intelligence and law-enforcement organization SHIELD's "super-agent" program. Inspired by the large number of superhuman crimefighters, SHIELD had decided to create its own team of operatives who had actual superhuman abilities or, like the Blue Streak, utilized equipment that enabled them to perform superhuman feats. The Blue Streak wore unusual rocket-propelled skates that enabled him to move at great superhuman speed. However, the Blue Streak was exposed as a Corporation spy and was defeated in combat by Captain America.
After leaving prison, the Blue Streak led a successful career as a professional criminal in the American Midwest. His rocket skates and laser weaponry enabled him to pursue moving vehicles on highways and rob them. Eventually the Blue Streak clashed again with Captain America, who encountered him off a highway in the northern Appalachian Mountains. The Streak finally succeeded in decoying Captain America into going down a Cliffside looking for him, while the Streak actually escaped in another direction. Unable to travel much further using his skates, the Streak hitchhiked a ride with the driver of a truck. However, the driver was actually the vigilante Scourge, in disguise, who murdered the Streak.
Recently Blue Streak has re-emerged alive. How or why, or if he is even the original Blue Streak remains a mystery, perhaps even to himself.
Height: 5 ft. 10 in.
Weight: 190 lbs.
Strength Level: The Blue Streak possessed the normal human strength of a man of his age, height, and build who engaged in moderate regular exercise.
Known Superhuman Powers: None
Weapons: The Blue Streak wore laser weapons on his wrists and arms that could project intense beams sufficient to melt through the side of an armored car within less than thirty seconds.
The Blue Streak also carried sharp tacks that he would scatter behind him to puncture the tires of pursuing vehicles.
Transportation: The Blue Streak wore "rocket skates" that enabled him to skate at speeds at least up to 125 miles per hour. The roller skates were mounted on boots that contained jet equipment that thrust concentrated streams of air behind the Steak, propelling him forward. The Streak could activate retro-rockets (which also fired jets of air) in the toes of his boots to propel him backwards. The Blue Streak could skate so fast he could travel up walls. The skates also enabled him to make leaps of ten feet.
Paraphernalia: The Blue Streak wore a costume containing a visor for his eyes, heavy padding, and armor, to protect himself from the effect of air friction and resistance, and also to shield himself from injury in the case of an accident. The Streak's costume contained breathing equipment to enable him to take in oxygen while moving at high speeds.
Last edited by hero4hire; Friday, 29th October, 2004 at 05:15 AM.
Saturday, 2nd October, 2004, 03:39 PM #3
concept: Human Missile
secret ID: Brock Jones
age: early-mid 30's
STR 16 +3
DEX 18 +4
CON 18 +4
INT 14 +2
WIS 12 +1
CHA 14 +2
SPD 30 Flight 40
BASE DEFENSE 6
BASE ATTACK 6
*disable device 
escape artist 
gather info 
*handle animal 
move silently 
*open lock 
*read lips 
torpedo systems [4/2]
sense motive 
*sleight of hand 
-Lifting Only (No Attack/Skill/Check bonus)
Telescopic Sense (Vision) 
+PS: Detect Shapechangers
+PS: Detect Energy
Amazing Save: Will 
Antagonist (Dire Wraiths/Rocketeers, Moderate)
BASE ATT 
BASE DEF 
Last edited by BrotherGustadt; Thursday, 28th October, 2004 at 07:02 PM.
Tuesday, 5th October, 2004, 04:26 AM #4
Real name: Maya Lopez
Concept: Kinesthetic mimic
Str 14 (+2)
Dex 18 (+4)
Con 16 (+3)
Int 14 (+2)
Wis 14 (+2)
Cha 20 (+5)
Hero Points 3
BAB +1* (trade-off +5 cap/-5 dmg)
BDB +1* (trade-off +5 cap/-5 dmg)
Feats*: Attractive (1), Equipment (2 - 10pp equip, frequently billy club and shuriken), Favored Opponent (mimicked target) (4), Luck (2)
Skills*: Acrobatics 5 (+9), Intimidate 6 (+11), Language: English, read lips, Perform - dance: modern, African, ballet, jazz 9 (+14), Perform - piano: jazz, classical 9 (+14), Sense Motive 2 (+4), Notice 4 (+6), Profession: choreography 4 (+6)
Drawbacks: Deaf (very common, moderate) -4pp, Quirk: fear of fighting in complete darkness (Will save DC15 to avoid fleeing; double normal penalties) -1pp.
*- All asterisked categories likely have better or additional material from mimicked targets (see below).
Photographic Reflexes (as Mimic: All skills, feats, attack/defense bonus, some saves...physical actions) +16 [extra: duration (continuous) +1, extra: additional subjects 5 (+2), extra: range (perception) (+2), flaw: limited to reflex-based skills/feats (GM's call), flaw: action (minimum 1 full round of observation), flaw: must see action/feat/etc in use to Mimic, trade-off: cap at level 15/+5pp to spend (85pp total)] (96pp)
Breakdown: Attributes (36pp) + Saves (0pp) + BAB/BDB (4pp) + Feats (9pp) + Skills (10pp) + Powers (96pp) + Drawbacks (-5pp) = 150pp
5'7", 135lbs. Maya has dark brown hair, long and typically tied back. Dark brown eyes and complexion hint at her native American heritage. She is very physically fit and quite attractive.
When expecting trouble, she dons her "war path" costume. She paints a white hand across her face. She wears a black athletic top, pants, and boots. She also wraps her arms and hands in gray and decorates with eagle feathers attached at the biceps.
Maya is generally a very energetic and lively woman. She lives life large and doesn't allow her deafness to slow her down.
She doesn't fear the dark, unless she has reason to be concerned for her safety. If forced to fight in complete darkness, she quickly loses confidence, regressing to child-like fear.
Another side of Maya comes forth when she is seeking vengeance. She is tough and focused, easily intimidating foes and heedless of the consequences of her actions. She refers to this as her "war path" mindset.
(Copied directly from writeups.org entry)
Or check out Wikipedia entry.
Maya Lopez is the daughter of mob figure William "Crazyhorse" Lincoln - so nicknamed because he was a full-blooded Amerind, and his sanity was tenuous and slowly unraveling. Lincoln became a friend and criminal associate of Wilson "the Kingpin" Fisk, and their partnership lead them on a fast rise - until Crazyhorse's growing madness forced Fisk to cold-bloodedly kill him. As a last request, Lincoln asked Fisk to care for his daughter as best as he could, and the Kingpin agreed.
Fisk was, of course, true to his word and took care of the girl - who was though to be retarded. She wasn't - it was an all too common case where deafness was though to be a mental handicap, while she was actually a smart and active little girl. When she was about five or seven, a pianist came to the school for retarded children; Maya was enthusiastic and after the small concert rushed to the piano to replay it again, perfectly, greatly enjoying the sensation of the piano's vibration feeding back to her as she was playing. It became quite obvious she actually wasn't retarded.
When the news reached Fisk he made the necessary connections to afford her excellent education, and start an artistic career of her own. Maya became a renowned artist and soon acquired financial independence. Lopez lived for years like this, with Fisk as a paternal but somewhat distant guardian and occasional tutor. She trusted him completely and didn't know anything about his actual activities, thinking that the attacks against him were slander and terrorism perpetrated, among others, by the dangerous vigilante Daredevil.
At one point, Fisk used Lopez as a deadly weapon against Daredevil/Murdock. At first she simply dated Murdock at Fisk's apparently simple suggestion - and quickly found herself very attracted to Murdock, and vice versa. That was Fisk's primary plan - to destroy Murdock by filling the void inside men when it came to his relationships, not by taking away from him. Murdock understood that strategy and clearly took the message to Fisk that he was to leave him and Lopez alone. Angered, the Kingpin changed his approach, engineering the truth to convince Lopez it was Daredevil who had murdered her father. Feeling like she was riding a savage, unavoidable destiny she took the name Echo, and drawing upon the memories of stories and traditions from her father's people readied herself for the warpath. She did not manage to kill Daredevil, and during their last fights discovered he was really Murdock. Daredevil explained her it was obviously impossible for him to have killed Crazyhorse (since he was a schoolboy when Crazyhorse died), making it obvious that the real killer had been Fisk all along. Echo went back to Fisk's building, finding him wounded with multiple gunshots in the chest and head - he had been ambushed in an unrelated incident just hours before. Refusing to listen and trust him anymore, she shot him in the head. Fisk survived, but his sight was destroyed and he was permanently blind.
Maya Lopez fled the United States to avoid the attention of criminal and police elements in the next few hours, making it impossible to pursue any kind of relationship was Matt Murdock and burying her artistic careers.
Thursday, 7th October, 2004, 02:55 AM #5
Weight: 450 pounds
STR 14 +2
DEX 14 +2
CON 14 +2
INT 12 +1
WIS 10 +0
CHA 18 +4
BASE DEF 8
BASE ATT 4
Bluff +23 (7 ranks + 13 Ability +3 feat)
Diplomacy +27 (7 ranks + 13 ability +3 feat + 4 synergy)
Disguise +17 (13 ability + 4 synergy)
Gather Info +17 (4 ranks + 13 ability)
Innuendo +24 (7 ranks + 13 ability + 4 synergy)
Intimidate +15 (13 ability + 2 synergy)
Knowledge (Occult): +8 (7 ranks + 1 ability)
Perform +19 (6 ranks + 13 ability)
Sense Motive +5 (5 ranks +0 ability)
Sleight of Hand +8 (4 ranks + 2 synergy)
Taunt +15 (13 ability + 2 synergy)
The first five stunts were attached to the Sorcery power.
Stunt: Element control (Super)
Stunt: Paralysis (Super)
Stunt: Fatigue (Super)
Stunt: Teleportation (Super)
Stunt: Force field (Super)
Attractive (+3 to Bluff & Diplomacy)
Sorcery (9 ranks)
-Control: Mind Control
-Defensive: Immunity (Aging, Disease, Exhaustion, Poison, Starvation, Pressure,
Suffocation, Energy (Cold, Fire, Electricity).
-Offensive: Energy blast
-Transportation: Dimensional travel
-FLAW: Excluded group (Divination)
-FLAW: Excluded group (Transformation)
Super-Strength (3 ranks)
Super-Charisma (9 ranks)
Quirk: Flirt (Must make a will save when interacting with attractive members of the opposite sex)
base att 
base def 
"It is a man's own mind, not his enemy or foe, that lures him to evil ways." -Buddha
Here is a list of the games I play in and the games I DM.
Thursday, 21st October, 2004, 03:13 PM #6
Novice (Lvl 1)
Name: Dennis Dunphy
Alias: Demolition Dunphy, D-Man
Hair: Red (Bald)
Team Name: Heroes for Hire
Base of Ops: NYC
STR 20 +11
DEX 14 +2
CON 20 +5
INT 10 0
WIS 10 0
CHA 14 +2
BASE DEF 8
BASE ATT: 6
Escape Artist 
Gather Info [4/2]
Move Silent 
Professional Wrestler [5/5]
Attack Focus ( +1 attack (unarmed))
Attack Focus ( +1 attack (grappling))
Chokehold (when grappling, can suffocate)
Dodge (+1 def, or +2 def to one opponent)
Imp. Grapple (can grapple one-handed)
Imp. Initiative (+4 to initiative)
Imp. Pin (-4 to escape your grapple/pin)
Instant Stand (standing up is a free action)
Lightning Reflexes (+2 ref saves)
Move-By Attack (move before & after attack)
Power Attack ((- attack), (+ dmg bonus), 5 max)
Takedown Attack (make add'tl attack if you stun)
Connected (Captain America, Thing, UCWF)
Amazing Save: Damage [+10] [Source: Mutation]
Extras: Amazing Save: Fortitude [+10]
Extra: Strike [+2]
Amazing Save: Reflex [+2] [Source: Training]
base att 
base def 
As a young man Dennis Dunphy idolized costumed crimefighters, especially Captain America and Daredevil. A successful football player in college, Dunphy hoped to be recruited to be a professional football player after graduation. But despite trying out for a number of teams, Dunphy was chosen by none of them.
Dunphy was approached by a representative of Power Broker, Inc., which, for a price, would submit clients to a process that augmented the strength of half of those subjected to it to superhuman levels. The other subjects were severely harmed by the process. Despite the risks involved, Dunphy had himself subjected to the Power Broker's treatment, thereby gaining superhuman strength. The Power Broker's staff gave Dunphy pills which they alleged would stabilize side effects of the treatment. In actuality, the pills contained an addictive drug, and thus served as a means by which the Power Broker maintained a hold over his past clients.
Ironically, Dunphy discovered that he was now far too strong to compete in football against normal human beings: he could easily kill them by accident. Eventually, Dunphy returned to Power Broker, Inc. to inquire if they could find a job for him. They recommended the Unlimited Class Wrestling Federation, an organization which staged wrestling matches between superhumanly powerful competitors for public entertainment. Dunphy joined the Federation, wrestling professionally under the name ôDemolition Dunphy.ö
While working for the Federation, Dunphy met the Thing, who had joined the Federation during a period when he was no longer associated with the Fantastic Four. After another Federation member, the second Ms. Marvel, discovered subjects of the Power Brokers treatment who had become monsters, the Broker demanded that the other wrestlers he had empowered capture her and her ally, the Thing, or else he would cut off their supplies of the addictive pills. Dunphy refused to betray his friends, and as a result had to endure two weeks of painful withdrawal without the drug. But at the end of that time. Dunphy was no longer addicted to the pills. As for the Thing, he demolished one of the Power Broker's bases. forcing the Broker himself into hiding. The other wrestlers also overcame their addiction after a similar period of withdrawal.
Later, Dunphy encountered his hero Captain America, who was investigating the Power Broker and one of his suspected clients, the Super-Patriot. Seeking vengeance on the Broker for turning himself and his wrestling colleagues into addicts. Dunphy volunteered to cancel his professional commitments and aid Captain America in tracking down the Broker. For this mission Dunphy donned a costume patterned after Daredevil's original costume , to disguise his identity and assumed the name "Demolition-Man," or "D-Man" for short. Demolition-Man soon proved his worth by rescuing Captain America from a deathtrap arranged by the Brokers employee, Dr. Karl Malus, and by capturing Malus himself.
Subsequently, Captain America, whose real name is Steve Rogers, gave up his costumed identity rather than submit to the demands of the federal government's Commission on Superhuman Activities. Demolition-Man and two of Captain America's other former partners, the Falcon and Nomad, tracked Rogers down as he was wandering through the country. Rogers adopted a new costumed identity, known simply as the Captain, using a costume provided to him by Demolition-Man.
Demolition-Man, the Falcon, and Nomad joined the Captain in his subsequent missions, including battling four costumed criminals in the secret employ of the Viper in Las Vegas and trying to halt a jailbreak from the Vault, the federal government's maximum security prison for superhuman criminals. During the latter incident, Demolition-Man was given a psychological shock by his encounter with the criminal. Titania, who nearly killed him using her vastly superior strength. As a result, Demolition-Man realized his superhuman strength did not make him invincible and he became overly cautious and fearful in battle with superhuman opponents.
Demolition-Man also helped Captain America in his battle against the Viper herself, who had taken control of the Serpent Society and attempted to transform all of the people of Washington. D.C. into reptilian creatures. In the course of this mission, Demolition-Man was captured and jailed by the federal government on orders of the head of the Commission on Superhuman Activities, Douglas Rockwell, who was secretly in league with Captain Americas archenemy, the Red Skull. Dunphy was kept in custody for a few weeks while the Commission questioned him about the Captain's whereabouts, but ultimately, Demolition-Man was released.
Demolition-Man searched for the Captain and finally located him on Avengers Island; formerly known as Hydrobase. Seeking to reorganize the Avengers, which had disbanded shortly before, the Captain unofficially inducted Demolition-Man as the tearn's first new member. Immediately afterward, Battle Star, the partner of John Walker, Rogers' replacement as Captain America; landed on Avengers Island and asked the Captain's help in rescuing Walker from the terrorist Flag- Smasher. The Captain agreed to help, and he, Demolition-Man, and Battle Star flew an Avengers quinjet to the Arctic base where Flag-Smasher was holding Walker prisoner. Dunphy remained in the quinjet while the Captain and Battle Star invaded the base.
On confronting the Captain, Flag-Smasher informed him that he had quit his terrorist organization, ULTIMATUM, on learning that it was controlled by the Red Skull, and that ULTIMATUM was about to activate a dooms-day device that would broadcast an electromagnetic pulse which would destroy technology throughout the world, thereby making possible the Skullĺs conquest of the planet. Leaving Battle Star behind to rescue Walker; the Captain, Flag-Smasher, and Dunphy flew in the quinjet to ULTIMATUM's own nearby Arctic base where the dooms-day device was located. Again leaving Dunphy in the Qu injet, the Captain and Flag-Smasher attacked the ULTIMATUM agents guarding the base.
The Captain radioed Dunphy to crashland the quinjet into the center of the bases main building and bail out before the crash. By this means the Captain intended to destroy the dooms-day device in the moments remaining before it was automatically activated. Hearing an ULTIMATUM agent land atop the quinjet. Dunphy set the quinjet for a power dive into the building, and then climbed out onto the roof and saw the agent planting a device that, he guessed correctly, was a bomb. Dunphy knocked him off the quinjet, but then saw another ULTIMATUM agent, who planted another bomb on the quinjet and flew off. Dunphy tore off the wing to which the first bomb was attached but, realizing there was no time to reach the other bomb, decided to jump knowing his superhuman strength would enable him to survive the fall. But then he noticed that the first ULTIMATUM agent had somehow gotten himself entangled with a cord fastened onto the vehicle. Dunphy did not jump, thinking he had time to free the agent. But he was wrong, the bomb went off, and the flaming quinjet crashed into the ULTIMATUM building, destroying the dooms-day device just before it would have broadcast the pulse.
The Captain and Flag-Smasher had succeeded in escaping safely. Horrified on seeing the explosion aboard the quinjet, the Captain dove into the Arctic waters into which the quinjets debris had fallen. However, the Captain found no trace of Dunphy's body.
In actuality, however, Dunphy was thrown into the frigid waters and somehow survived to wander aimlessly, the victim of slight brain damage. He eventually was rescued by the Falcon and USAgent, and has since fully recovered.
In the meantime, he continued to adventure with his allies. One such adventure led Dunphy to encounter and save the lives of a large homeless population living underneath the streets of New York City in their so-called Zerotown. Realizing this community was in need of champion, Dunphy dedicated his life to these homeless and now lives with them as their full-time protector. Occasionally, Dunphy returns to help his friends, such as joining the other Avengers in reassembling the team after a period of disbanding.
Last edited by Nuke261; Thursday, 16th December, 2004 at 05:51 AM.
Friday, 22nd October, 2004, 02:48 PM #7
Acolyte (Lvl 2)
Name: Paul Denning
Team Name: Heroes for Hire
STR 14 +5
DEX 20 +8
CON 14 +5
INT 12 +4
WIS 14 +5
CHA 16 +6
BASE DEF 9
BASE ATT 6
Disable Dev* [5/1]
Escape Artist 
Gather Info [10/4]
Knowledge: High Society [5/1]
Move Silent 
Open Lock* [12/4]
Sense Motive [6/1]
All-Out Attack ((-dodge), (+attack), 5 max)
Attack Focus ( +1 attack (ranged))
Dodge (+1 def, or +2 def to one opponent)
Evasion (use ref save instead of dmg save)
Point Blank Shot (+1 to hit/dmg ranged attacks in 30 ft)
Precise Shot (no penalty attacking targets in melee )
Rapid Shot (extra ranged attack @ -2)
Attractive ( +3 bluff/diplomacy)
SUPER-STRENGTH [+3] [SOURCE: MUTATION], Extras: Super-Constitution [+3], Super-Dexterity [+3],
COMBAT SENSE [+3] [SOURCE: TRAINING], Extras: Super-Charisma [+3], Super-Intelligence [+3], Super-Senses [+3], Super-Wisdom [+3],
ARMOR [+5] [SOURCE: SUPER SCIENCE], Extras: Protected Senses [+5], Darkvision, Immunity (Suffocation),
STUN [+10] [SOURCE: SUPER SCIENCE], Flaw: Device (Stun-Gun).
WEAK: Quirk (Mercenary Code), Quirk (Womanizing).
COST: abilities 30, combat 36, skills 11, feats 16, powers 67, weakness -10, total 150.
* post roll count doesn't match database
Monday, 5th December, 2005, 02:58 PM #8
Acolyte (Lvl 2)
Power Level: 10
Power Points: 150
Experience Points: 0
Hero Points: 1
STR 16 +3 (6 PP)
DEX 20 +5 (10 PP)
CON 18 +4 (8 PP)
INT 12 +1 (2 PP)
WIS 12 +1 (2 PP)
CHA 12 +1 (2 PP)
TOUG +7 (4 Con + 3 Feat)
FORT +9 (5 Base + 4 Con) (5 PP)
REF +10 (5 Base + 5 Con) (5 PP)
WILL +6 (5 Base + 5 Con) (5 PP)
BASE DEF +8 (16 PP)
BASE ATT +12 (24 PP)
Melee: Unarmed +12 (DC 18 Tough, 20, Bruise)
Melee: Sword +12 (DC 21 Tough, 19-20, Bruise)
Melee: Knife +12 (DC 19 Tough, 19-20, Bruise)
Ranged: Knife +12 (DC 19 Tough, 19-20, Bruise, 10')
Ranged: Blaster Rifle +12 (DC 23 Tough, 20, RANGE, Type)
SKILLS 40 SP (10 PP)
Acrobatics +10 (5 Ranks + 5 DEX)
Climb +8 (5 Ranks + 3 STR)
KN: Tactics +6 (5 Ranks + 1 INT)
KN: Streetwise +6 (5 Ranks + 1 INT)
Notice +6 (5 Ranks + 1 WIS)
Stealth +13 (8 Ranks + 5 DEX)
Survival +6 (5 Ranks + 1 WIS)
LANGUAGES (1 Rank)
BASE SPEED 30 / 60 / 120
LEAP 13 / 6 / 3
TELEPORT 500 ft Extended: 5 miles
FEATS (19 PP)
Dodge Focus (+5)
Defensive Roll (+3)
Equipment (8): 40 Points of Equipment
Regeneration [Mutant] (20 PP)
Bruised: Once per Round, No Rest (3)
Injured: Once per Minute (3)
Unconsious: Once per Round, No Rest (3)
Staggered: Once per Minute (3)
Disabled: Once per 20 Minutes (3)
Injured: Once per 20 Minutes (3)
PF: Persistant (1)
PF: Regrowth (1)
Immunity: Mental Effects [Mutant] (10 PP)
Device: Teleporter [10 DP] (6 PP)
Teleportation: 500 ft Extended: 5 miles (10 DP)
EQUIPEMENT (40 EP)
Sword (5 EP)
Knife (3 EP )
Comlink (1 EP)
Blaster Riffle (16 EP)
Heavy Pistol (8 EP)
Real Name: Jack (Wade Wilson)
Tradeoff +2 Attack, -2 Save DC
Tradeoff +3 Defense, -3 Toughness
Last edited by Bront; Monday, 5th December, 2005 at 03:11 PM.
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