Superheroes of The Trust OOC Thread (Accepting Alts)

DM_Matt said:
You should be fine timing-wise. by the way, they sell the books as fully-indexed, searchable .pdfs that you can DL right away, if you like that kind of thing.

Firstly, I don't really like PDF's, I like having the physical thing in my hand, walkign around, take it to the front room, flip the pages...

Secondly, I'm on a public comuter at work (I'm in a camp in northern Alberta, which is why I won't have the book for about a week), so downloading it here would be a bad idea.

Thirdly, I don't have a credit card and won't for some time (Otherwise I'd have an PAID ENWorld Account, instead of just being a registered user)
 

log in or register to remove this ad


Nightweaver

This looks pretty interesting and I've been wanting to do another M&M game.

Here she is:

[sblock=Personal Info]

Concept: Darkness Controller, with some Batman and Venom thrown in
Alias: Nightweaver
Real Name: Amanda Carrington
Power Level: 11 (165pp)
Gender: Female
Age: 23
Height: 5’ 6”
Weight: 115
Hair: black
Eyes: blue
Education: College
Identity: Secret
Hero Points: 2
[/sblock]

[sblock=Character Sheet]
Abilities
Str: 14
Dex: 18
Con: 16
Int: 16
Wis: 18
Cha: 16

Combat
Init: +8
Base Def: 8
Def: 21
Flat Footed: 14
Base Attack: 8
Grapple: +10

Attacks:
Strike +8 (damage bonus +8, DC 23 (toughness) crit 20, bludgening)
Blast +8 (damage bonus +3, DC 18 (toughness) crit 20, electrical)
Bolas +8 (Snare 4, range 40ft)

Saves
Fort: +7
Ref: +10
Will: +10
Tough: +11/+3*
*Without Super Suit

Skills
Acrobatics +14 (10 Ranks, +4 Dex)
Bluff +11/+15* (8 ranks, +3 Cha)
Computers +11 (8 ranks, +3 Int)
Disable Device +12 (9 ranks, +3 Int)
Escape Artist +9 (5 ranks, +4 Dex)
Gather Info +8 (5 ranks, +3 Cha)
Investigate +9 (6 ranks, +3 Int)
Notice +13 (9 ranks, +4 Wis)
Search +13 (10 ranks, +3 Int)
Sense Motive +14 (10 ranks, +4 Wis)
Slight of Hand +10 (6 ranks, +4 Dex)
Stealth +14 (10 ranks, +4 Dex)
Languages: English (native), Spanish, German (2 ranks)
* to those who find Amanda Attractive

Feats
Accurate Attack
Assessment
All out Attack
Attractive
Defensive Attack
Dodge Focus x3
Evasion x2
Equipment 2
Hide in Plain Sight
Improved Inititative
Luck
Move By Attack
Power Attack
Quick Change
Sneak Attack
Takedown Attack
Uncanny Dodge (auditory)



Powers
Device R5 (4pp/rank +2 pp=22pp; bio-organic)
Super Suit
Protection 8
Super Movement 2
-Wall Crawling
-Slow Fall
Concealment 4
-All Visual Senses
FL: Blending (-1)
Strike 6 (electrical)
PF: Mighty
AP: Blast 3 (electrical)
Speed 1
PF: Restricted x2
Super Senses R2 (1pp/rank +0 pp=2pp ; mutation)
-Darkvision
Darkness Control 6 (2pp rank +1pp=13pp; mutation)
AP: Shadow Walk (Teleport 8)
FL: Medium (darkness or shadows) (-1)
Equipment
Utility Belt
Bolas
Mini Tracer
Multi tool
Gas Mask
GPS Reciever
Rebreather
Commlink
Camera
PDA
Drawbacks
Power Loss (darkness control in direct sunlight or very bright light) [common -2]
Vulnerable (light based attacks) [uncommon -1]
Complications
Secret (identity)

Abilities [38]
Combat [32]
Saves [16]
Skills [24]
Feats [21]
Powers [37]
Drawbacks [-3]
Total [165]
[/sblock]

[sblock=History]
Amanda Carrington was never afraid of the dark. While other children insisted their parents look in the closet and under the bed for monsters, seeing creatures in dark rooms or dark outdoors, Amanda never did. She was born with the ability to see in the dark. She love being outside in the night, or in a dark room. As a teenager she could sneak through the house with no one being the wiser; she never worried about tripping over anything.

She was born into money; not the gross amounts where she lived in a mansion with an army of servants, but she rarely had a want that wasn’t fulfilled and she accompanied her parents on lavish trips to Europe. She had always shown a penchant for agility and activity, so when she was twelve her mother put her in gymnastics, and her father insisted that she take karate saying “every young woman needs to know how to defend herself, and the earlier you start the better able you are.”

Amanda excelled at both, winning scholarships to Freedom City University; choosing the school solely to continue her gymnastics career. During the course of college she discovered that begin able to see in the dark wasn’t the only thing she had the ability to do. She was alone in the gym one night, frustrated about her routine and irritated that the gym was so bright. On the balance beam she glared at the lights, wishing that someone would just turn them off so she could practice in the dark. Then it happened. Caught by the sudden change in environment she fell off the beam, fortunately the only thing hurt was her pride.

Soon the darkness faded and the young girl began to experiment, to her joy discovering that not only could she see in the dark, she could control it. After fine honing her ability she began to wonder what she could do with it. She mused that perhaps she could take on some sort of mantle, join the ranks of Freedom City’s supers, after all the Raven and Foreshadow did it without having any powers, why not her?

Thinking that she could easily handle her gymnastics (her goals have always been to become an Olympic gymnast) and the life of a super hero she enrolled at Master Li’s School of Defense to continue the martial arts training she had received as a child and throughout her teenage years.

The discovery of a third ability happened one night on the way home from Master Li’s. She was nearly to her apartment when a trio of thugs stepped out of the shadows. Tired and sore from both the martial arts training and the day’s gymnastics workout, Amanda threw up a globe of darkness instead of trying to fight her way past them. At least that was her intent. Rather then throwing up the globe, she vanished into the shadows appearing several blocks away in one of the rooms of ASTRO Labs.

Jeremy Mackenzie, one of ASTRO labs scientists working late, saw her appear from the shadows, as startled as Amanda was by her appearance. The scientist quickly composed himself and bluntly asked, “So…what kind of thief are you?” Angered by the accusation Amanda venially declared that she wasn’t a thief, that she was going to be a hero. Mackenzie was amused, “Then perhaps I could interest you in something. My associates think it has no merit and no value. I am finished with it, and it may prove to be of more value to you then to me.

Mackenzie led Amanda to a different part of the lab, where a ball of black material was suspended in a jar. “It’s a synthetic, organic composition designed to provide a number of benefits. It has certain adhesive capabilities and has a strong bio-electric signal-would you like to test it?”

Although her mind screamed that this could be a trap that this was all together too contrived, too covenant, Amanda said “Yes.” Mackenzie opened the container and told Amanda to hold out her hand. She did so and the “creature” reached out and swarmed over her. The suit as Mackenzie called it, enveloped her and after a few moments it settled, form fitting around her body and receding from her head so she could breath. It responded to her subconscious thoughts about what a costume should look like and used the material that had been a mask to drape over her back as a cape instead and domino mask instead.

Mackenzie held out a device, scanning Amanda and the suit “Interesting” he said, “It seems like my little organism has synched itself with your natural electrical current, your nervous system if you will. It likes you.” He let out a small chuckle, “Go ahead and keep it, young lady. Like I said, I no longer have a use for it and my colleagues thought it a waste of time to create and organic suit, technology this and technology that.

With the suit in tow Amanda walked back to the shadows she had emerged from, trying to figure out how to Shadow Walk again and found herself in FCU’s gym. Once more experimenting with her powers and with the suit, Amanda was able to control her Shadow Walking ability, though she discovered that she couldn’t use it in conjunction with her Darkness Control. The suit protected her from harm, enhanced her speed and by connecting its electrons with the electrons in other objects allowed her to climb walls, the adhesive property Mackenzie had described. The suit also had an abundance of electrons and could regenerate them quickly, allowing Amanda to emit small blasts of electricity or concentrate them in her gloves giving her strike more bite. The suit responded to her thoughts and could conceal itself under her clothing or adapt itself to her surroundings, greatly increasing her stealth. Finally, the suit could slow her descent, allowing her to land safely from long distances, the cape ends attaching itself to her body and acting like a parachute. Following the example of the Raven, Amanda also added a utility belt to the costume “besides, it looks really good” she told the suit.

[/sblock]

[sblock=Description]
Amanda is a slender girl of 5’6”. She regularly dresses in athletic gear while training or in the latest popular fashion, favoring pants to skirts. Her raven black hair falls to her shoulder blades and her eyes are a deep, almost purple blue.

Her costume is completely black, form fitting garb complete with a calf length cape which appears to attach at the shoulders. The gloves and boots are flared to appear as separate garments from the suit and the utility belt is a dull silver color. The mask is shaped like the infinity symbol and covers her eyes, the top half of her nose and extends to her temples

[sblock=Personality and Combat]
Amanda is a fairly outgoing, if determined girl. Once she sets her mind on something she is going to do, there is little anyone can do to disueade her. Despite her determination she is active and a social butterfly quick with a smile to anyone.
Her Nightweaver personality takes her drive and focuses it. While she is still determined she's more patient, and quiet; not one to mix in banter with combat.

In combat she relies on her darkness control to blanket and area, and uses her ability to see in the dark to her advantage. If an opponent can also see in the dark or if she's forced into a situation where her powers do not work (outside in broad daylight) then she goes on the defensive, sizing up her opponent and adapting her technique. She's not shy about using her bio-armor's shock blast; in fact she's more wary of using her Shadow Walk ability then the armor's powers.
[/sblock]


[/sblock]
 

Attachments

Last edited:

This sounds pretty cool. I have a somewhat freaky character concept I'd like to put out there:

Freakshow

James "Dead Jimmy" Brians

Jim was leaving his buddy's house after poker night 3 years ago when the unexpected happened. A rifle shot echoed around the cul-de-sac and the back of Jim's head painted the front door of his buddy's house red. And while Jim's body fell to the ground, much to the surprise of his friends, Jim didn't. He was standing there, a spectre, looking shocked at what had just happened.

Then things got freaky. His body stood up, starting moaning, and then rampaged off into the night. After the sound of a scuffle, the body brought back an agent of some secret organization. After a bit of questioning at the hands of Jim's ghost and Jim's body, the agent admitted to being sent by a cabal of dark sorcerers who had use magic to determine that he had special powers...and that he needed simply to be activated. After further questioning, Jim found that he had powers over life and death-his own.

Jim's life hasn't been the same since. He fights crime as best he can, disrupting the bodys of those evil around him and enjoying the best health of his life. Those few times when he is killed? Then evil has to deal with him-body and soul.


Build notes: Working on a final build, as some of these powers will be tricky to represent. Basically, in full-form he be super-healthy, have enhanced constitution, be immune to fear, and be able to disrupt living bodies with a touch (nauseate power), and possibly put them back together the same way (alt. power-heal). He will also have ranks in the Gestalt power and instant resurrection, but instead of normal resurrection the gestalt power will only activate when he dies. He can then get into his body and be up and walking around an hour later. His dead body will be a super-strong brute type character and his dead spirit will be a ghost with the power to posses people. Both undead forms will be limited/hurt by sacred/holy attacks and such.

Too wierd?
 

[sblock=Background and Description and...stuff]Thessaly is the daughter of Paul DesJardin and his wife Violet, a college professor of history and a real estate agent, respectively. The family is solidly upper class, due in large part to Violet's savvy for home markets. Thessaly's strongest relationship is with her father. His love of history, especially ancient history, infected her early on. Her relationship with her mother is rockier, both of them being strong-willed 'alpha female' types. A good deal of Thessaly's teen years were defined by Violet's efforts to exert control over her, and her finding ways to elude or refute that. Even now that she's in college (a history major, natch), there are remnants of the old battles lying around like unexploded cluster munitions bomblets. Thess' hair is still half pink for one thing, with the darker natural brown having grown in since her impulsive dyejob. She still likes dressing in what she calls 'comfortwear' and what Violet calls 'homelesswear,' baggy cargo pants, tank tops and halters and ripped or threadbare T-shirts, and a battered old leather jacket that was a present from her grandfather on Paul's side...genuine WWII aviator jacket.

She got a present from her grandmother on Violet's side too...but there's a whole other story behind THAT present.

Violet's family was rural Russian and Black Sea mostly. Her father and mother had immigrated, but after her father died (as an old man), her mother moved back to the family home, near the extended family. Violet was horribly guilty for some time, since she suspected the move was at least partially because she'd been considering putting her mother in a rest home. Twice a year, Maghda would come to visit when Thessaly was little. Violet and Thessaly's birthdays (both birthdays were in the same week, albeit years apart), and Christmas. Thessaly was both intrigued and scared of her grandmother. The old woman could be stern and harsh, or warm as summer rain, and Thess was never sure what made her go one way or the other. She had a thick Slavic accent, and odd, antiquated notions of things that made talking to her hard sometimes. Worst, she was blind, her eyes whitened by cataracts, and when she sat still she looked like a dead old woman.

She gave Thessaly a pendant on a chain. An old, heavy thing made of silver and iron that looked like it'd been made by hand, and not by a professional smith either. It was in the shape of a small five pointed star, with a circle around the endpoints. If one looked closely, one could see tiny letters of a foreign language scribed in every clear surface of the metal.

Thessaly was fascinated by it, and not just because Violet thought it was hideous. It was special. She'd known it right away, without quite knowing how or why. It was hard to articulate, but it seemed to her that the old tarnished thing was just a shell...and under it, or -behind- it somehow, was something else. It's true self, something far brighter and more beautiful. When she wore it, she felt...warm. Safe.

It would be nice to say that Maghda, her dear grandmother, had been a witch and trained Thessaly in magical arts. It might have even happened that way. There was no doubt that Maghda traced her heritage from magic-rich backgrounds in the old world. Still, magic or no, witch or no, the amulet was her only legacy to Thessaly. She passed away when visiting America five years later, for Thessaly's twelfth birthday. And while Thess knew the amulet was special, it wasn't until she was in high school that she learned exactly what it was, what it could do, and why she herself was also special.

It was during her freshman year in college, quite by accident, that Thessaly met Hana. During class Hana's pencil rolled off her desk. The amulet slipped out of the neckline of Thess' shirt as she bent over to pick it up. As it happened, Hana was part of a small, largely ignored wiccan coven of students there, and because of the pentacle amulet she thought Thessaly must be one too. Thessaly wasn't, of course, but in talking with Hana, her interest was piqued. She agreed to sit in on a meeting or two.

Obviously a coven of high school students wasn't up to much in the way of 'real' magic. It was largely an excuse for a few otherwise kind of unpopular girls to socialize and have fun and feel powerful for a little while. But for Thessaly it stirred something else; something deeper. The tiny rituals they used were like the amulet itself...small things covering large ones. Great lights behind opaque doors that were closed, but might be opened. With growing intensity, Thessaly immersed herself in that culture. She stripped every library she could get to of their books on occultism, especially those books dealing with the practical casting of spells. Most she promptly returned. Others...a select few others...went overdue. Thessaly didn't limit herself to contemporary wiccan lore either, but went back. Drawing on her father's resources, she looked at ancient Egyptian sorceries, Greco-Roman rites and invocations, and the ancient pagan underpinnings that predated the Torah and formed the basis of Gnostic heresies throughout the Old and New Testaments. Even Hana was concerned by Thessaly's zeal. The concern turned to shock when Thessaly demonstrated to Hana her first 'real' spell.

There was nothing ambiguous about it. No subjective 'funny feelings,' or flickering lights. No half-glimpsed shapes, or half-felt touches. No chains of coincidence that just happened to lead up to the desired results. She gestured and said something in Hebrew, and a chair rose into the air. Then it sank back down. It took Hana several minutes to adjust to this. They tried the spell several more times, testing its limits. After an hour or so, Hana was as excited as Thessaly, and the two of them started working on more.

One thing they quickly learned was that spells worked for Thessaly. They usually didn't for Hana, and when they did, they left her dead on her feet exhausted. Thess seemed to have either a reservoir of energy suitable for magic that Hana didn't...or else a talent that let her cast spells without using nearly as much power. At first, this didn't seem to deter Hana in the least. As their focus on spells caused the two to drift away from the others in the group, Hana and Thess became inseparable friends. It was in their junior years, as they contemplated their futures, that Hana suggested Thessaly be a superhero. She'd learned enough magic, Hana pointed out. And the amulet, who's protective function they'd unlocked, would keep her safe. The only stipulation Hana imposed was 'only white magic.' That was, only magic that didn't actually cause lasting harm. Hana insisted it was for Thessaly's own good, and while dubious, Thessaly agreed.

The first few times were a riotous success. Her getup was her green workout leotard, a black cape (from a Halloween costume) and a sequined sparkly green masquerade mask that fit over her eyes and nose. Because of all the green in the improvised outfit Thessaly took the name 'Viridian.' She stopped a couple of muggings, and even stopped what might have turned into a high speed car chase before it could get off the ground.

Then she bumped into a supervillain, and nearly died. A Poe-inspired man in a scarlet skull mask, with the predictable name of Red Death. His powers seemed to be gas-based, and the amulet didn't do much to stop it (obvious in hindsight, since it let air in for her to breathe). Thessaly's intervention allowed Red Death's intended victims to escape though, even if the villain himself also got away. The incident became the focus of a huge row between Hana and Thessaly. Shocked to the core by Thess' near death experience, Hana changed her tune, demanding that she stop the superhero thing. Thessaly though realized the magnitude of what she'd stopped, even if it had nearly killed her. She realized that she couldn't stop now. Clearly she needed to learn more spells, spells she could use to protect herself and others...but she couldn't stop.

Hana, lashing out from fear, accused Thessaly of arrogance and addiction to magic. Thessaly accused Hana of being jealous and trying to control her. It got uglier from there. They didn't even congratulate each other at graduation, and Thessaly moved shortly afterward to attend college. She deeply regrets the rift now...but now is too late, as her attempts to find or reach Hana have failed. There were spells she could use...but it felt wrong. Besides, if Hana was still angry, if it came down to another fight... No. Better just to regret the whole affair and pretend that she knew Hana regretted it too. That they'd be friends again when they met...even if she wasn't at all sure that was the case.

A new school, a new city, a new life. Learning spells was harder without Hana's help, and with all the distractions of college, but Thessaly still managed to moonlight a bit as a heroine in what she called her 'workouts.' Her costume's been in a state of flux since she learned to use simple glamours to create it instead of actually changing clothes. Because of that, and her reluctance to make a public spectacle of herself, Thessaly was fairly sure she'd avoided most attention.

Until the mysterious message on the TV. Was it for real? Only one way to find out...[/sblock]

[sblock=Game Stats]VIRIDIAN
Real Name: Thessaly DesJardin
PL: 11 (165 pp)
Hero Points: 3

ABILITIES: (32pp)
STR: 10 (+0) DEX: 14 (+2) CON: 16 (+3) INT: 16 (+3) WIS: 20 (+5) CHA: 16 (+3)

COMBAT: (12pp)
Attack
Defense +6 (+3 flatfooted)

SAVES: (10pp)
Toughness +3 (+13 w/force field)
Fortitude +7 Reflex +5 Will +8

Tradeoff: 4 defense for 4 toughness.

SKILLS: 72 ranks (18pp)
Bluff (+7/+15), Concentration (+15), Craft: Artistic (+10), Diplomacy (+8/+16), Intimidate (+8), Investigate (+8), Knowledge: Arcane (+10), Knowledge: History (+10), Knowledge: Theology (+10), Notice (+10), Sense Motive (+10), Languages (+5)

LANGUAGES:
English (native), Latin, Greek (2), Hebrew (2)

FEATS: (7pp)
Artificer, Attractive +2, Luck +2, Quick Change, Ritualist

POWERS:
Battle Magic 36pp
"Witch's Wrath" - Mental Blast +8 (32pp)
"Thicken Blood, Bind Bones" AP - Paralyze (alt save: Fort, Perception) +8 (32pp)
"Silver Countermagic" AP - Nullify (all magic powers, perception) +10 (30pp)
"Chains of Thought" AP - Snare (Shapeable Area, PF Reversible) +10 (31pp)
"Unseen Hands" AP - Telekinesis (perception, PF Precise) +10 (31pp)

Utility 26pp
"White Balm" Healing (Energizing, Full round, PF Persistant, PF Regrowth) +10 (22pp)
"Influence the Animal Mind" AP - Emotion Control (Area, Full round, PF Subtle) +10 (21pp)
"Salt Warding" AP - Create Object (Continuous, Affects Insubstantial, Limited: Only a Dome, Full round, PF Subtle, PF Trigger) +10 (22pp)
"Glamour" PF - Illusion (visual/audio/smell, Sustained, Full round, Phantasm, PF Selective) +10 (21pp)
"Voice of Command" PF - Mind Control (Conscious, Full Round, PF Subtle) +10 (21pp)

Ritual 12pp
"Sojourning Soul" Astral Form (5 minute activation, tiring) +10 (10pp)
"Draw Down the Spirit World" AP - Summon Servitor (Fanatical, Type: Elemental, Continuous, 5 minute activation, Feedback) +10 (10pp)
"Doorway to Anywhere" AP - Teleport (Accurate, Portal, Long-Range, 5 minute activation, Medium - Doors, PF Easy) +9 (10pp)

Warding Amulet: Device +2 (8pp)
- Force Field +10

Mage Sight: Super Senses +4 (4pp)
- Magical Awareness (mental), radius, accurate

DRAWBACKS:

Abilities 32 + Skills 18 (72 ranks) + Feats 7 + Powers 86 + Combat 12 + Saves 10 – Drawbacks 0 = 165 / 165[/sblock]
 
Last edited:

ValenarJaeldira said:
This sounds pretty cool. I have a somewhat freaky character concept I'd like to put out there:

Freakshow

James "Dead Jimmy" Brians

Jim was leaving his buddy's house after poker night 3 years ago when the unexpected happened. A rifle shot echoed around the cul-de-sac and the back of Jim's head painted the front door of his buddy's house red. And while Jim's body fell to the ground, much to the surprise of his friends, Jim didn't. He was standing there, a spectre, looking shocked at what had just happened.

Then things got freaky. His body stood up, starting moaning, and then rampaged off into the night. After the sound of a scuffle, the body brought back an agent of some secret organization. After a bit of questioning at the hands of Jim's ghost and Jim's body, the agent admitted to being sent by a cabal of dark sorcerers who had use magic to determine that he had special powers...and that he needed simply to be activated. After further questioning, Jim found that he had powers over life and death-his own.

Jim's life hasn't been the same since. He fights crime as best he can, disrupting the bodys of those evil around him and enjoying the best health of his life. Those few times when he is killed? Then evil has to deal with him-body and soul.


Build notes: Working on a final build, as some of these powers will be tricky to represent. Basically, in full-form he be super-healthy, have enhanced constitution, be immune to fear, and be able to disrupt living bodies with a touch (nauseate power), and possibly put them back together the same way (alt. power-heal). He will also have ranks in the Gestalt power and instant resurrection, but instead of normal resurrection the gestalt power will only activate when he dies. He can then get into his body and be up and walking around an hour later. His dead body will be a super-strong brute type character and his dead spirit will be a ghost with the power to posses people. Both undead forms will be limited/hurt by sacred/holy attacks and such.

Too wierd?

The main problem with this concept is that it is hard to die in M&M, especially if your main form's shtick is being super-healthy and has a very high con score. In M&M, convention dictates that most damage is non-lethal, and even if they are dealing lethal damage, it is not all that easy to die. Your main power will almost never come into play.

Though..hehe...he's dead Jim...
 

But what if his soul can leave his body at will, eh?

Buy the power not as Gestalt, but as Duplication? Or...maybe a Summon would be better. He effectively "summons" a ghostly version of himself. That would be pure game mechanics, of course. In flavorland, the 'summon' is really HIM, while his Body goes on its Frankensteinian soulless rampage. Buy the Rage feat, perhaps, and just never use it unless his ghost's around.

Alternatively, buy the characters as a hero/sidekick pair, and use Gestalt to reflect what happens when they merge. So your natural state is separated...a ghost and his body. One's the "hero," and one's bought as a sidekick. Then your body could even be a mindless "construct," relying on you to guide it.

Then merge, Gestalt, and you have all new powers to replace those that were lost. That might work better than summon, since Nullification would 'exorcise' you from your body that way...rather than making one of you inexplicably vanish.
 

Honestly though, the Gestalt isn't his main thing, it is just the last-ditch craziness that funnels all of his main powers-victory over death.

In main form, he'll have touch-nauseate (alt healing), immunity to disease and fear (after all, if you can't die, what is there to fear?), and probably an area fear-effect, where basically he slightly disjoints his soul and body and makes himself look REALLY CREEPY.

I might make his disjoint an at-will sort of thing-that would change the way I build the power, but it could work.
 

I used the example from the book for Energy controller at PL 10 and just increased it accordingly. The reason theres no fluff yet is becus I have not come up with it fully yet.
 

Moggthegob said:
I used the example from the book for Energy controller at PL 10 and just increased it accordingly. The reason theres no fluff yet is becus I have not come up with it fully yet.

Well, you increased it. Not accordingly, however. Your attack and damage must add up to no more than 22. Your defense and toughness must add up to no more than 22. Right now, you add up to 23 and 27.
 
Last edited:

Remove ads

Top