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Modern20/Supers20 Heroes N' Villians

zerzix

First Post
(FEEL FREE TO COMMENT) Hello all. I have running a small campaign using the Modern20/Supers20 system developed by Charles Rice (Vigilance Press)

modern20
http://www.rpgobjects.com/index.php?page=pro&product_id=323

supers20
http://www.rpgobjects.com/index.php?c=product&o[p_id]=373

My campaign world is a mixed universe – mash up of just about anything and everything…marvel/DC/007/Transformers/Star Wars. I had my players start at 1st level (vs. 10th) with the limit of 30th. This spans a wide range (Street level PC’s to cosmic) and the story based on the US government creating super powered spy’s to hunt down and eliminate any possible “threat”. This was done to allow the players to go against any iconic character they wished without having to be “good” or “bad”.

My intention for this thread is to post builds using modern/supers20 rules and recreate the heroes and villains my players are going against or are in contact with.

My builds are open for discussion/modification (especially at higher levels – since my players are still in lower levels). I might also re-post a few builds from Me, Vigilance, Mike and others who have contributed to my player’s ever growing gallery of nemeses.

Banshee
Batman
Blue Cloak
Captain America
Doctor Octopus
The Hand
Mystique
Sinestro
Solomon Grundy
Wolverine
The Wrecking Crew
 

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zerzix

First Post
These guys give my party a "Hand"

The Hand - Ninja Organization

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(Powerhouse 4): HD 4d10+8; HP 30; Init +1; Spd 30 ft; Defense 14, flatfooted 13 (+1 Dex, +3 Class); BAB +4; Atk +8 melee (1d6+5, Ninjitsu Karate), or +8 melee (2d6+3, Katana), or +5 ranged (2d4+4, TEC-9); SQ Melee Master; AL none; SV Fort +6, Ref +2, Will +2, Rec +4; Rep +2; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Criminal
Occupation: Thug (Influence, Streetwise and Unarmed) Perks: Power Punch (Unarmed), Precision Strike (unarmed)
Hobby: Weapons
Skills: Athletics 7 (+10), Crime 4 (+4), Firearms 4 (+5), Influence 6 (+5), Perception 4 (+5), Streetwise 9 (+10), Unarmed 9 (+12) and Weapons 7 (+10)
Feats: Attack Focus (Katana), Attack Focus (unarmed): +2 attack rolls from Thug, Attack Specialization (unarmed), Combat Martial Arts, Desolidification* Bodies of slain/unconscious bodies turn to dust, Ninjitsu Karate
Access/Contacts/Followers: Hand General and the Beast
Wealth: 9
Possessions: Katana, TEC-9, Climber’s Kit
Martial Arts Maneuvers: Lunge Punch (+2 to attack rolls when using the Power Punch perk)
Character Disadvantages: Shady Reputation (The Hand)
 

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zerzix

First Post
Blue skin never looked so good

Mystique...

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Mystique a.k.a. Raven Darkholme (Speedfreak 10/Star 5): HD 15d8+30; HP 120; Init +8; Spd 35 ft; Defense 31, flatfooted 23 (+8 Dex, +13 Class); BAB +10; Atk +18 melee (2d8+8 NL, unarmed), or +19 ranged (2d8+8, M-21 Sniper Rifle), +19 ranged (2d4+2, Glock 17); SQ Need for Speed; AL Destiny, her children (Rogue, Nightcrawler); SV Fort +8, Ref +18, Will +6, Rec +6; Rep +10; Str 12, Dex 26, Con 14, Int 14, Wis 8, Cha 11.
Background: Military
Occupation: Assassin: Perks (Precision Strike, Called Shot)
Hobby: Vehicles
Skills: Acrobatics 18, Athletics 8, Crime 20, Firearms 10, Influence 20, Perception 20, Read/Write Language (English, German, Italian), Speak Language (English, German, Italian), Stealth 18, Unarmed 16, Vehicles 4
Feats: Critical Strike: +3 damage against flat-footed targets, Feint, Mimic, Power Level x10, Redirect, Sneak Attack x2: +2 damage against flat-footed targets, Superhuman Dexterity, Weapon Finesse (Unarmed)
Access/Contacts/Followers: Top Secret Access, Supply Contact (Government Black Ops Agencies): 28 Wealth
Wealth: 20
Possessions: M-21 Sniper Rifle, Glock 17
Character Disadvantages: Code: Fiercely loyal to her allegiances (DSR 5), Code: Mutant Rights (DSR 5)
 

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zerzix

First Post
We don't just look stupid...we are stupid

The Wrecking Crew




We don’t just look stupid, we are stupid…

The Wrecking Crew consists of Wrecker and his minions, who each received a portion of Wrecker’s strength courtesy of the magic crowbar. Wrecker himself has managed to use his full strength and would theoretically become even stronger when he retrieves his imparted strength from his cronies.


Wrecker (Powerhouse 12, Star 2): HD 12d10+84 and 2d8+14; HP 182; Init
+2; Spd 35 ft; Defense 23, flatfooted 20 (+2 Dex, +1 Chr, +10 Class); BAB +13; Atk +25 (8d4+1d10+15) or +20 melee (2d6+6, unarmed); SQ Melee Master, 8 DR physical; AL The Wrecking Crew; SV Fort +15, Ref +8, Will +3, Rec +13; Rep +8;
Str 23, Dex 14, Con 24, Int 10, Wis 10, Cha 12.
Height 6’3” Weight 320 lbs.
Background: Criminal
Occupation: Thug: Perks 2+2 power stunt (Followers, Flurry, Power Punch, Tremor)
Hobby: Crime

Skills: Athletics 15 (+21), Crime 4 (+4), Leadership 5 (+6), Perception 4 (+5), Power Control 15 (+22), Streetwise 5 (+5), Unarmed 15 (+21), Vehicles 4 (+6), Weapons 15 (+21)

Feats: Armor (Device PL+1), Attack Focus (Crowbar), Banter, Followers, Force Field (Device PL+1), Superhuman
Constitution (Device PL+1), Superhuman Strength (Device PL+1), Power Level x7, Teamwork (Wrecking Crew), Unique Weapon

Access/Contacts/Followers: Varies (6 points)
Wealth: 11
Possessions: "Crowbar" 1d10, Wrecker carries a 4-foot long steel crowbar that was also affected by Karnilla’s magical enchantment, becoming virtually indestructible. It is able to store and release the Wrecker's enchantment, enabling him to share it among the Wrecker and the rest of his Crew.
Character Disadvantages: Varies
Having been transformed by Asgardian magic, the Wrecker originally possessed power that made him the equivalent of an Asgardian god—vast superhuman strength and a high degree of invulnerability. He later shared this enchantment with three others, sacrificing some of his own power but remaining none the less formidable.



Bulldozer (Powerhouse 8, Tank 2): HD 8d10+40 and 2d12+10; HP 116;
Init +2; Spd 35 ft; Defense 19, flatfooted 17 (+2 Dex, +7 Class); BAB +9; Atk +14 melee (1d10+5, unarmed), or +17 Headbutt (7d4+8); SQ Melee Master, 5 DR physical; AL The Wrecking Crew; SV Fort +14, Ref +6, Will +3, Rec +12; Rep +5;
Str 20, Dex 14, Con 20, Int 10, Wis 12, Cha 8.
Height 6’4” Weight 325 lbs.
Background: Military
Occupation: Thug: Perks 2+1 power stunt (Flurry, Power Punch, Power Slam)
Hobby: Crime

Skills: Athletics 11 (+16), Crime 4 (+4), Perception 4 (+5), Power Control 11 (+16), Unarmed 11 (+16), Vehicles 4 (+6), Weapons 4 (+9), 11 unspent

Feats: All-out Attack, Armor, Attack Focus (Headbutt), Die Hard, Superhuman Constitution, Super Running, Superhuman
Strength, Power Level x7
Access/Contacts/Followers: Varies (4 points)
Wealth: 9
Possessions: "Helmet" Bulldozer’s costume has a heavily armored helmet, useful in his signature head-butting attacks.
Character Disadvantages: VariesBulldozer shares the Asgardian enchantment originally given to the Wrecker, becoming transformed into a being of superhuman power.






Thunderball (Powerhouse 8, Brainiac 2): HD 8d10+40 and 2d8+10; HP 110; Init +2; Spd 35 ft; Defense 21, flatfooted 16 (+2 Dex, +3 Int, +6
Class); BAB +9; Atk +14 melee (1d10+5, unarmed), or +15 Wrecking Ball (7d4+5);
SQ Melee Master, 5 DR physical; AL The Wrecking Crew; SV Fort +11, Ref +6, Will +6, Rec +9; Rep +5;
Str 20, Dex 16, Con 20, Int 18, Wis 14, Cha 10. Height 6’6” Weight 225 lbs.
Background: Academic
Occupation: Thug: Perks 2+1 power stunt (1 unspent)(Flurry, Power Punch)
Hobby: Crime

Skills: Acedemics (Physical Sciences) 15 (+19), Athletics 11 (+16), Chemistry 10 (+14), Computers 15 (+19), Crime 4 (+4), Engineering 10 (+14), Perception 4 (+5), Power Control 11 (+16), Unarmed 11 (+16), Vehicles 4 (+6), Weapons 4 (+9)

Feats: Armor, Attack Focus (Wrecking Ball), Gadgetry, Smart Defense, Superhuman Constitution, Superhuman Strength, Power Level x7
Access/Contacts/Followers: Varies (4 points)
Wealth: 9
Possessions: “Wrecking Ball” 10’ reach ball-and-chain. While not enchanted like the Wrecker’s crowbar, it has displayed similar indestructibility.
Character Disadvantages: Varies
By far the smartest member of the Wrecking Crew, Thunderball is more than just intelligent by comparison to his fellows; he is actually rather bright and a physicist of some stature.
Thunderball shares the Asgardian enchantment originally given to the Wrecker. He possesses vast superhuman strength and a high degree of invulnerability.

Eliot Franklin is an engineer and world-class scientist, specializing in physics and radiation.




Piledriver (Powerhouse 10): HD 10d10+50; HP 112; Init +2; Spd 35 ft; Defense 19, flatfooted 16 (+2 Dex, +7 Class); BAB +8; Atk +11 melee (2d10+7, unarmed), or +12
ranged (by weapon); SQ Melee Master, 5 DR physical; AL The Wrecking Crew; SV Fort +12, Ref +5, Will +1, Rec +9; Rep +4;
Str 20, Dex 14, Con 20, Int 8, Wis 8, Cha 10.
Height 6’4” Weight 310 lbs.
Background: Athlete
Occupation: Thug: Perks 2+1 power stunt (Tremor, Shockwave, Power Punch)
Hobby: Crime

Skills: Athletics 11 (+16), Crime 9(+7), Perception 4 (+5), Power Control 11 (+16), Streetwise 14 (+12), Unarmed 15 (+20), Vehicles 4 (+6), Weapons 14 (+19)

Feats: Armor, Attack Focus (Unarmed), Attack Specialization (Unarmed), Combat Martial Arts, Prone Fighting, Superhuman Constitution, Superhuman
Strength, Power Level x7,
Access/Contacts/Followers: Varies (4 points)
Wealth: 9
Possessions: None
Character Disadvantages: VariesExcept for Wrecker himself, Piledriver is the most skilled fighter on the team with his boxing background. With his greater reach and huge hands, he can be a formidable grappler as well.

PowersPiledriver shares the Asgardian enchantment originally given to the Wrecker, becoming transformed into a being of superhuman power. He possesses vast superhuman strength and a high degree of invulnerability.
 
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zerzix

First Post
Are ya yella?

Sinestro


Sinestro (Star 10/Brainiac 10): HD 20d8+60; HP 180; Init +2; Spd 30 ft; Defense 28, flatfooted 18 (+2 Int, +2 Dex, +14 Class); BAB +12; Atk +12 melee (2d6+0, unarmed), or +14 melee (5d4, energy construct weapons), or +14 ranged (12d4+0, energy blast); SQ Friends in high places; AL Sinestro Corps; SV Fort +9, Ref +12, Will +13, Rec +9; Rep +19;
Str 10, Dex 14, Con 16, Int 16, Wis 8, Cha 14.
Background: Academic
Occupation: Superagent: Perks 3+4 power stunts (Area Effect, Autofire, Agency Rank (Leader of Sinestro Corps), Energy Bolt, Energy Weapons, Flight, Force Field)
Hobby: Unarmed 4

Skills: Academics (Ancient Korugarian Cultures) 23 (+27), Academics (History of Green Lantern Corps) 23 (+26), Acrobatics 21 (+23), Computers 16 (+19), Engineering 16 (+19), Firearms 23 (+25), Influence 23 (+25), Leadership 23 (+25), Perception 23 (+22), Power Control 23 (+26), Unarmed 22 (+22), Stealth 23 (+25), Vehicles 16 (+18), Weapons 12 (+12)

Feats: Attack Focus (energy construct weapons): +2 to attack rolls, Blast: (Energy) (PL +2, worn device, Sinestro Corps Ring), Control Energy (PL +2, worn device, Sinestro Corps Ring), Power Detection (PL+2 Power Ring Energy), Enemy (Green Lantern Corps):+3 damage, Ensaring Attack (PL +2, worn device, Sinestro Corps Ring), Telekinesis (PL+2, worn device, Sinestro Corps Ring), Iron Will, Life Support (PL +2, worn device, Sinestro Corps Ring), Master Plan, Power Level x10, Smart Defense, Teamwork (Sinestro Corps):+4 bonus to skill checks, Voice of Command
Access/Contacts/Followers: Complete Access (Sinestro Corps mainframe on Qward, Book of Parallax)
Wealth: Varies
Possessions: Varies by situation.
Character Disability: Code: Fixated on preserving order at all costs (DSR 5), Enemy: Green Lantern Corps (DSR 5) Power Loss (When not recharged Power Battery required to recharge ring) (DSR 5)


Sinestro Corps/Qwardian Power Ring
Brainiac 10
Perks/Power Stunts: Energy Bolt, Energy Weapons, Flight, Force Field

Feats: Blast: (Energy) (PL +2, worn device, Sinestro Corps Ring), Control Energy (PL +2, worn device, Sinestro Corps Ring), Ensaring Attack (PL +2, worn device, Sinestro Corps Ring), Life Support (PL +2, worn device, Sinestro Corps Ring), Power Level x4, Power Detection (PL+2, worn device, Sinestro Corps Ring), Telekinesis (PL+2, worn device, Sinestro Corps Ring)

Power Battery: The power ring carries a charge that usually lasts about 24 hours with typical use. The ring may be recharged through its power battery, which channels fear from the Central Power Battery on Qward. The power battery is hard to lose and easily accessible through a pocket dimension linked to the power ring.

Semi-Sentient Artificial Intelligence: The power ring has a pre-programmed artificial intelligence and is treated as a construct. The power ring itself may assume control of the Device’s powers in the event that it is bereft of a wielder.
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zerzix

First Post
Ohhh say can you see...!

Captain America



captainamerica2.jpg




We, the people

Captain America (Powerhouse 13, Speedfreak 5)
Real Name: Steve Rogers, Identity: Known to the US governmentHeight: 6'2", Weight: 240 lbs, Eyes: Blue, Hair: Blonde

HD 13d10+65, 5d8+25; HP 200; Init +; Spd 30 ft; Defense , flatfooted (+5 Dex, +2 Cha, +14 Class); BAB +16; Atk +22/22/18/13 melee (2d12+5, unarmed), or +23 ranged (12d+4+5, Shield); SQ Melee Master; AL The Avengers, SHIELD, America, SV Fort +11, Ref +8, Will +5, Rec +6; Rep +8; Str 20(+5), Dex 20(+5), Con 20(+5), Int 16(+3), Wis 16(+3), Cha 18(+4).
Background: Military
Occupation: Special Operator: Perks 2+3 power stunts (Point Blank Shot, Called Shot, and Precision Strike)
Hobby: Unarmed

Skills: Acrobatics 16 (+23), Athletics 15 (+), Perception 4 (+3), Power Control 19 (+24), Stealth 10 (+15), Unarmed 18 (+23), Weapons 18 (+23), Languages (French, German, Japanese, Russian; Base: English), Outdoorsman 10 (+13)

Feats: Acrobatic Defense, Agility Training, Attack Focus (Unarmed), Attack Focus (Shield), Deflection (Shield), Superhuman Dexterity, Combat Martial Arts, Defensive Roll, Elusive Target, Power Level x12, Teamwork (Avengers), Unique Weapon (Shield)
Access/Contacts/Followers: SHIELD, Complete Access (Avengers ID Card), Avengers (Wealth - Avengers Stipend)

Wealth: 11
Possessions: Indestructible Shield (+5 hit/dam, +1d6 Called Shot Damage, Ricochet strike a 2nd target at -5, Blast - 12d4+1d6+5), Chain Mail DR 3, Com-link, and Binoculars




*Note* Been debating if I should bump his level up or not, but as of now in my world most big wigs are around 20th lvl. I have talked with others (Chuck mostly) about his big guys are into 30s, but I wanted my players to feel like they were as comparable to a Batman or a Capt. America (not to make these guys seem less-super) relatively soon rather than some unobtainable goal.
 

zerzix

First Post
Born on a Monday

Solomon Grundy
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Born on a Monday…


Solomon Grundy (Tank 15): HD 15d12+90; HP 205; Init -2; Spd 30 ft; Defense 9, flatfooted 11 (-2 Dex, +11 Class); BAB +11; Atk +25 melee (2d8+14, unarmed), or +9 ranged (5d4+14, Thrown Object); SQ Resilience, 11 DR physical; AL None; SV Fort +21, Ref +5, Will +3, Rec +9; Rep +7;
Str 27, Dex 6, Con 23, Int 6, Wis 6, Cha 8.
Background: Criminal
Occupation: Thug: Perks 2+3 power stunt (Flurry, Power Punch, Resistant to Fire, Cold, 1 unspent)
Hobby: Unarmed
Skills: Athletics 11 (+24), Influence 20 (+18), Perception 7 (+5), Unarmed 19 (+33)
Feats: All-Out Attack, Armor, Life Support, Superhuman Constitution, Permanent (growth), Power Attack, Power Level x11, Super Leap, Superhuman Strength, Resurrection, Regeneration
Access/Contacts/Followers: None
Wealth: NA
Possessions: None
Character Disadvantages: Hideous Appearance (DSR5)
The hardest thing about making up Grundy is his variability in power capability. One comic will show him getting his rear kicked by Batman and another having him hand out a beating to Superman. I went with a tank type for Grundy with a lack of combat Feats reflecting his inability to think tactically. He really is just a brick that hits things until they fall down. He is “powered” by elemental energy that imbues his form with pseudo-life. He is resistant to physical attacks, fire and cold. He does not need to eat, sleep or breathe. Grundy almost immortal (if he wasn’t already undead) due to the fact that when he is destroyed/killed he always seems comes back to “life” sooner or later.
 
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zerzix

First Post
You don't have to scream about it!


Banshee
Sean Cassidy (Speedfreak 15): HD 15d8+30; HP 120; Init +4; Spd 30 ft (Fly 200 ft); Defense 29, flatfooted 25 (+4 Dex, +15 Class); BAB +11; Atk +11 melee (2d8+0, unarmed), or +15 ranged (10d4+0, sonic blast); SQ Need for speed; AL Moira MacTaggert, X-men; SV Fort +9, Ref +13, Will +6, Rec +7; Rep +11;
Str 10, Dex 18, Con 14, Int 12, Wis 13, Cha 8.
Background: Military
Occupation: Hero Academy Graduate: Perks 2+3 power stunts (Ear splitter, Professional Reputation, Resist Sonic Attacks, Sonic Immunity, Vibration Wave)
Hobby: Perception 4
Skills: Athletics 8 (+8), Crime 18 (+19), Firearms 14 (+18), Perception 4 (+5), Power Control 18 (+20), Stealth 18 (+22), Streetwise 8 (+9), Unarmed 18 (+18)
Feats: Attack Focus (Control Sound), Combat Martial Arts, Control Sound, Defensive Attack, Esprit de Corps (X-Men), Flight, Power Immunity (control sound- this also applies to the powers of Black Tom), Power Level x10, Teamwork (X-men)
Access/Contacts/Followers: Top Secret Access, 9 points favors
Wealth: 13
Possessions: Varies
Character Disadvantages: Dependent (DSR 3): Moira MacTaggert

 

zerzix

First Post
I got the Blues...


Blue Cloak
(Empath 4): HD 4d8+8; HP 32; Init +1; Spd 30 ft; Defense 18, flatfooted 13 (+1 Dex, +4 Wis, +3 Class); BAB +3; Atk +2 melee (1d4-1, unarmed), or +4 ranged (3d4+0, Telekinetic Bolt); SQ Resolute; AL none; SV Fort +6, Ref +5, Will +8, Rec +4; Rep +2;
Str 8, Dex 12, Con 14, Int 10, Wis 18, Cha 14.
Hgt: 5’4” Wgt: 102lbs
Background: Criminal
Occupation: Soldier: (Precision Strike, Telekinetic Bolt, Telekinetic Flight)
Hobby: Unarmed

Skills: Crime 4 (+4), Legal 7 (+7), Outdoorsman 7 (+11),
Perception 7 (+11), Power Control 7 (+9), Stealth 4 (+5),
Streetwise 7 (+11), Unarmed 4 (+3), Vehicles 4 (+5), 7 unspent

Feats: Telekinesis, Superhuman Wisdom, Power Level x3, Regeneration
Access/Contacts/Followers: Varies (2 points)
Wealth: 6
Possessions: None
Character Disadvantages: Superstitious (Believes blue cloak gives her psychic powers and unable to use powers if not garbed in cloak) (DSR 5)

Nancy Murdock is an ex-National Guardsman who joined to earn extra money for college. She was medically discharged for odd behavior (objects always seemed to float around her) and a diagnosed with Schizophrenia. She had become obsessed with objects the color of blue and believed they held mystic powers and were the reason behind her emerging psychic talents. She now clings to a blue cloak that she believes protects her and enables her to "float" above the little people who make fun of her...
 
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zerzix

First Post
Weapon X

http://2.bp.blogspot.com/_55ow4v6MK30/THSR0uwFj4I/AAAAAAAAAD8/LKyMoGF22OU/s1600/wolverine_title.jpg


“I’m the best there is at what I do, but what I do isn’t very nice.”




Wolverine (Tank 10/Powerhouse 10): HD 10d12+100 plus 10d10+100; HP 350; Init +4/+14 (with Berserker Rage); Spd 40 ft; Defense 28/38, flatfooted 24 (+4/+14 [with Berserker Rage] Dex, +14 Class); BAB +17; Atk +21 melee (2d12+20, claws), or +27 melee (2d12+20, claws with Berserker Rage and Power Punch), or +21 ranged (by weapon); SQ Resilience, +7 saves vs. Poison; AL X-Men, New Avengers; SV Fort +24, Ref +12/+22, Will +6, Rec +22; Rep +10;
Str 20, Dex 18/28, Con 30, Int 12, Wis 16, Cha 8.
Hgt: 5'3", Wgt: 195 (300 with adamantium skeleton).
Eyes: Blue, Hair: Black
Background: Military
Occupation: Super Team: Perks 2+ 4 power stunts (Enhanced Smell, Precision Strike, Power Punch, Regrowth, Rending Claws, Resist Poison)
Hobby: Languages
Skills: Athletics 13 (+15), Firearms 4 (+8), Leadership 2 (+1), Legal 2 (+2), Outdoorsman 20 (+20), Perception 20 (+20), Power Control 20 (+30), Read/Write Language (English, French, Japanese), Speak Language (English, French, Japanese) Stealth 20 (+24/--), Unarmed 23 (+25), Vehicles 9 (+13), Weapons 4 (+6)
Feats: Ability Enhancement (Berserker Rage): Dexterity- Fatiguing (PL +2), Cannot use Stealth skill or Precision Strike perk while this power is active, must use Power Punch (PL +3), Claws: Metallic Claws (PL +1), Enhanced Senses, Power Level x15, Regeneration, Superhuman Constitution, Teamwork (X-Men), Weapon Finesse (Claws), Whatever Doesn’t Kill You
Access/Contacts/Followers: Top Secret Access, False Flag, Supply Contact (Xavier’s “missing” credit cards): 20 Wealth
Wealth: 10
Possessions: Varies
Character Disadvantages: Code: Loyal to his friends, revenge on his enemies (DSR 5), Nemesis: Sabertooth (DSR 3)
 
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