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1995-12-06
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Path: usenet.ee.pdx.edu!news.reed.edu!nntp.teleport.com!psgrain!newsfeed.internetmci.com!in1.uu.net!not-for-mail
From: tel002@dunix.drake.edu (Tim "Spock" Larson)
Newsgroups: rec.games.frp.archives
Subject: RESOURCE: Great Net Book of Real HEROs [G-I]
Followup-To: rec.games.frp.misc
Date: 30 Nov 1995 08:19:33 -0500
Organization: Drake University, Des Moines
Lines: 1033
Sender: smm@uunet.uu.net
Approved: smm@uunet.uu.net
Distribution: world
Message-ID: <49kb15$2a1@rodan.UU.NET>
NNTP-Posting-Host: rodan.uu.net
(jbuckley@gladstone.uoregon.edu)
Name: Gladiator (by Chad Riley) Base OCV (DEX/3): 9
Player: Marvel Comics Adjustment:
Val Characteristic Base Cost Pts Final OCV:
Base DCV (DEX/3): 9
65 STR 10 x1 55 Adjustment:
26 DEX 10 x3 48 Final DCV:
35 CON 10 x2 50 Levels: +5 w/ Combat
20 BODY 10 x2 20
18 INT 10 x1 8 DEX: 26 SPD: 6
25 EGO 10 x2 30 ECV(EGO/3): 8
40 PRE 10 x1 30 PD: 40 rPD: 40
20 COM 10 x1/2 5 ED: 40 rED: 40
40 PD (STR/5) 13 x1 27 END: 70
40 ED (CON/5) 7 x1 33 STUN: 70
6 SPD (1+DEX/10) 3.6 x10 24 BODY: 20
20 REC (STR/5)+(CON/5) 20 x2 -
70 END (CONx2) 70 x1/2 - Range -4 -8 -16 -32 -64 -128
70 STUN (BODY) + 70 x1 - RMod 0 -2 -4 -6 -8 -10
(STR/2) + (CON/2) COMBAT MANEUVERS
Characteristic cost: 330 Maneuver Phase OCV DCV effect
CHA Roll = 9 + CHA/5 Run (6"): 35"x16 NC
STR Roll: 24 Swim (2"):
DEX Roll: 14 Jump (L/H):
INT Roll: 13 Flight: 35"x2 NC
EGO Roll: 14 10"x256 NC
PER Roll: is an INT Roll
POINTS: 841 XP: SAVED:
Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll
| Talent/Skill | Talent/Skill
public ID 10 105 Multipower
10u +29"x8 NC running; 0
psych lim: completely END, +1/2
loyal to Emperor (Code 10u 35"x2 NC flight; 0
of Bushido) 25 END, +1/2
honorable 20 5u 10"x256 NC flight
overconfident 15
protective of friends 15 40 Damage Resistance
30 LS: full
dist feat: well-built 20 25-pt Mental Defense
purple man w/ mohawk 20 105 12d6 EB v PD; x2 KB,
+3/4 10 END
hunted: enemies of Shi'ir 50(33) 10d6 HA; autofire, 10 Perk: leader of Imp.
Empire (As,NCI,14-) 20 +1/2; no STR adds, Guard
Starjammers (As,11-) 15 -1/2 3 well-connected
9 +3 PER 10 contacts: Shi'ir govt
reputation: honorable 10 IR & UV vision 10 at 11-
lapdog of the Empire 3 ultrasonic hearing 10 millionaire
(ext, 14-) 25 12 +8 telescopic sight 3 absolute time sense
20(13) Universal Transl.; 3 bump of direction
vuln: x2 STUN v magic 20 OIF, -1/2 3 lightning calculator
x2 STUN v Ego Attack 10 10(7) HRRH; OIF, -1/2 3 breakfall 14-
2d6 Unluck 10 3 interrogation 17-
susc: radioactive isotope 3 oratory 17-
(GM decides which) 15 2 TF: Shi'ir vehicles
rival: anyone As Pow 5 2 KS: Shi'ir Empire
watched: Shi'ir Emperor 2 KS: Shi'ir Politics
(MoP,NCI,14-) 15 40 +5 with all combat 2 AK: Shi'ir Empire
Background/Personality (Gladiator): Gladiator is the foremost Champion of
the ShiUir Empire. His already huge ego is boosted by the general smugness
of the Empire he serves, He leads the Imperial Guard
Background/Personality (Superboy): Somehow SuperBoy ended up in the 34th
Century and joined the LSE
Background/Personality (Valor/Andromeda): Depending on which vol. of LSE
you read, one of these two were the major strength in the LSE.
Writer's Notes: Double knockback physical blast is superbreath.
SuperBoy/Valor/Andromeda:
For these heroes change the values somewhat:
Valor/ Andromeda 60 STR (adjust figured stats accordingly)
Change references to ShiUir to LSE
Susc: Lead for the Daxamites (unless they have BraniacUs antidote)
Then nix kryptonite for Superboy
Vuln. Add 2x stun/body to lead based attacks for the Daxamites (regardless of antidote)
Superboy and Valor have a Code vs Killing (instead of Overconfidence/or Loyalty)
Andromeda started her career as a xenophobe.
Name: Gravestone(dvandom@magnus.acs.ohio-state.edu) Base OCV (DEX/3): 9
Player: Malibu Comics (by Dave Van Domelen) Adjustment:
Val Characteristic Base Cost Pts Final OCV:
Base DCV (DEX/3): 9
30 STR 10 x1 20 Adjustment: +4
26 DEX 10 x3 48 Final DCV: 13
28 CON 10 x2 36 Levels:
20 BODY 10 x2 20
18 INT 10 x1 8 DEX: 26 SPD: 5
20 EGO 10 x2 20 ECV(EGO/3): 7
70 PRE 10 x1 15 PD: 10 rPD: -
10 COM 10 x1/2 - ED: 10 rED: -
10 PD (STR/5) 6 x1 4 END: 56
10 ED (CON/5) 6 x1 4 STUN: 60
5 SPD (1+DEX/10) 3.6 x10 14 BODY: 20
12 REC (STR/5)+(CON/5) 12 x2 -
56 END (CONx2) 56 x1/2 - Range -4 -8 -16 -32 -64 -128
60 STUN (BODY) + 49 x1 11 RMod 0 -2 -4 -6 -8 -10
(STR/2) + (CON/2) COMBAT MANEUVERS
Characteristic cost: 200 Maneuver Phase OCV DCV effect
CHA Roll = 9 + CHA/5 Run (6"): 10"x2 NC
STR Roll: 15 Swim (2"):
DEX Roll: 14 Jump (L/H):
INT Roll: 13
EGO Roll: 13 Teleport: 10"x2 NC
PER Roll: is an INT Roll
POINTS: 337 XP: SAVED:
Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll
| Talent/Skill | Talent/Skill
secret ID: unknown 15 45(30) +45 PRE; only to 25 stealth 25-
cause fear, -1/2 8 KS: various obscure &
Protector disads 55 20(10) +4 DCV; OAF cloak, forgotten pieces of
-1 abstruse lore 18-
dist feat: Aura of
Supernatural, gives 10 various contacts and
creepy feeling to 12 +4d6 HA - grim skills
people (treat as determination
constant PRE attack at 3 LS: immortal - must 24 Protectors package
PRE 20) 20 fight out of Hell if
killed, will someday
reputation: various lose
rumored pasts, 11- 10
psych lim: EXTREMELY
grim 20
still in love with his
dead lover (who is the 8 +4" running
prime agent assigned to 20(7) 10"x2 NC Teleport;
keep him in the after- require stealth roll,
life whenever he dies) -1/2; only to vanish
15 or appear while no
refuses to stay dead, one is looking, -1/2;
and damn the Balance 10 only to places he
could normally walk
or jump to, -1/2; no
noncombat mult, -1/4
2 END
Background/Personality: When a wave of crimes began to plague the New York
World's Fair of 1939, it seemed the event might well collapse. But then a
mysterious caped figure appeared to serve as its special protector. This
dark avenger was known as Gravestone [or Fantom, to some]. Very little is
known about Gravestone, other than the fact that he appears to he hundreds --
possibly thousands -- of years old. He comes and goes at will, favoring the
cloaking shelter of night and shadows. Gravestone is a true mystery man in
every sense of the term. There are rumors that men who have tried to
uncover his secrets have disappeared, never to be seen again. It is rumored
that he may actually be from another dimension or world other than our own.
Of the two, this rumor has garnered the most support for truth.
Power/Tactics:
Writer's Notes: Facts in Gravestone #1 reveal he dies periodically, then
must fight his way out of the underworld. The imagery of his personal hell,
including the river Styx and Charon, implies that he was born in ancient
Greece, perhaps as the son of a god (Phobos seems likely). He is apparently
capable of bringing people back with him should he chose, but rarely does
because his own continued existence is enough of a threat to the cosmic
Balance.
Name: Green Goblin (by George Ruban) Base OCV (DEX/3): 7
Player: Marvel Comics (gmn@cs.bu.edu) Adjustment:
Val Characteristic Base Cost Pts Final OCV:
Base DCV (DEX/3): 7
40 STR 10 x1 10 Adjustment:
20 DEX 10 x3 30 Final DCV:
20 CON 10 x2 20 Levels: +3 H-t-H
15 BODY 10 x2 10
20 INT 10 x1 10 DEX: 20 SPD: 4
15 EGO 10 x2 10 ECV(EGO/3): 5
25 PRE 10 x1 5 PD: 18 rPD: 3
0 COM 10 x1/2 - ED: 18 rED: 3
15 PD (STR/5) 8 x1 4 END: 40
15 ED (CON/5) 4 x1 4 STUN: 45
4 SPD (1+DEX/10) 3.0 x10 10 BODY: 15
10 REC (STR/5)+(CON/5) 12 x2 4
40 END (CONx2) 40 x1/2 - Range -4 -8 -16 -32 -64 -128
45 STUN (BODY) + 45 x1 - RMod 0 -2 -4 -6 -8 -10
(STR/2) + (CON/2) COMBAT MANEUVERS
Characteristic cost: 117 Maneuver Phase OCV DCV effect
CHA Roll = 9 + CHA/5 Run (6"):
STR Roll: 17 Swim (2"):
DEX Roll: 13 Jump (L/H):
INT Roll: 13 Flight: 20"x2 NC
EGO Roll: 12
PER Roll: is an INT Roll
POINTS: 300 XP: SAVED:
Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll
| Talent/Skill | Talent/Skill
secret ID: Norman or 30(20) +20 STR; 0 END, 5(4) Mind Link; IIF
Harry Osborn 15 +1/2; OIF costume, -1/2 gliders remote control,
-8(-5) -4 REC (figured -1/4
DNPC: Osborn family from STR); OIF costume
(incomp, 11-) 20 10(7) +10 PRE; OIF, -1/2 3 chemistry 14-
-5(-3) -10 COM; OIF real 3 demolitions 14-
dist. feat.: insane grotesque costume, -1/2 3 electronics 14-
laughter (ec) 5 10(7) +3 PD/+7 ED; OIF 3 inventor 14-
3 mechanics 14-
hunted: Spiderman (AsP, 45(30) 3d6 RKA; [32c]; 15 +3 w/ above "gadget"
11-) 15 OIF sparkler blast 3 concealment 13-
police (Less,NCI,8-) 10 gloves, -1/2 3 shadowing 11-
9(6) 3 PD/ED Armor; OIF 3 stealth 13-
normal char. max. 20 15 +3 in Hand-to-hand
60(24) Multipower; OAF
psych lim: insane* (vc, bag of tricks, -1; [8c]
total) 25 for entire MP, -1/2
likes tormenting people 2u 8d6 EB pumpkin bombs;
(vc,str) 20 explosion, +1/2 0 END
vengeful (c,str) 15 2u 6d6 expanding ghost
believes mask is his Entangle 0 END
"real" appearance (c, 2u 8d6 gas bomb Mental
mild) 10 Illus.; explos., +1/2;
hunting Spiderman (AsP, based on CON, -1/2 0 L: English
11-) 20 2u 4d6 Flash danger 2 PS: N> businessman
sense; explosion, +1/2 H> student 13-
3 KS: org. crime 14-
0 AK: NYC 8-
26 130 Active point Vehicle: Bat Glider.
10 20 STR (can carry Goblin + 1 victim... errm... passenger).
30 20 DEX.
10 4 SPD (customized for Goblin).
40 20" Flight, x2NC (maneuverable in combat, not non-combat fast).
15 1d6 HKA, sharp horns on front, 2d6 w/STR, 4d6 Move-Through.
15 10 PD / 10 ED Resistant Armor, does not protect users -1.
10 1 level Shrinking (collapses into suitcase).
Background/Personality: Norman Osborne, businessman, built a Green Goblin
suit to enable him to commit crimes. In general he was continuously defeated
by Spiderman, the secret identity of his son's best friend. With time the
Goblin evolved into less of a stereotypical supervillain, and more of a
maniac, dedicated to the destruction of SM. The first Goblin was killed in
a battle with Spiderman, when the latter dodged out of the way of the
Goblin's flyer. Eventually Harry Osborne, the son, picked up the psychosis
and donned his father's suit.
Appearance: Full coverage costume, green "skin" and deformed "goblin"
features, big nose, pointed ears, etc. Purple tunic, soft pointed cap and
pointed, curly toed boots. Flies around on jet powered bat-"glider", fingers
zapping and throwing bombs in combat. Can invent new bombs to face specific
foes. Continously cackling (except when specifically trying to be
stealthy). Play like a Dark Knight / "Batman The Movie" Joker with super
powers, fewer murderous tendencies, but on a bad day.
Writer's Notes: A character who really notices the Normal Character Maxima
disadvantage.
STR: Strength of the mad - equal to Spider-Man's in costume.
DEX: Low end superhero level = human max level.
BODY: Seems to ignore most pain.
INT: Invented and built all own equipment.
PD: Seems to ignore most pain - human max.
SPD: Low end superhero level = human max level.
* "Insane": essentially this means that in one meeting he can be
robbing a bank for the money, in another, he can be trying to take over the
criminal underworld for the power, in a third he can be organizing a group
of villains for revenge, while in the fourth he can be a raving loner,
trying to turn the city's population into green skinned copies of himself.
This is sort of a GM's license for inconsistency.
Name: Guardian (by Tim Larson) Base OCV (DEX/3): 7
Player: Marvel Comics (TEL002@acad.drake.edu) Adjustment:
Val Characteristic Base Cost Pts Final OCV:
Base DCV (DEX/3): 7
10 STR 10 x1 - Adjustment:
21 DEX 10 x3 33 Final DCV:
18 CON 10 x2 16 Levels: +2 w/ Combat
13 BODY 10 x2 6
15 INT 10 x1 5 DEX: 21 SPD: 5
11 EGO 10 x2 2 ECV(EGO/3): 4
18 PRE 10 x1 8 PD: 34 rPD: 27
16 COM 10 x1/2 3 ED: 36 rED: 27
7 PD (STR/5) 2 x1 5 END: 56
9 ED (CON/5) 4 x1 5 STUN: 42
5 SPD (1+DEX/10) 3.1 x10 19 BODY: 13
10 REC (STR/5)+(CON/5) 6 x2 -
56 END (CONx2) 36 x1/2 - Range -4 -8 -16 -32 -64 -128
42 STUN (BODY) + 27 x1 - RMod 0 -2 -4 -6 -8 -10
(STR/2) + (CON/2) COMBAT MANEUVERS
Characteristic cost: 102 Maneuver Phase OCV DCV effect
CHA Roll = 9 + CHA/5 Run (6"):
STR Roll: 11 Swim (2"):
DEX Roll: 13 Jump (L/H):
INT Roll: 12 Flight: 12"x32 NC
EGO Roll: 11 1"x512 NC
PER Roll: is an INT Roll Tunneling: 13"x2 NC
POINTS: 341 XP: SAVED:
Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll
| Talent/Skill | Talent/Skill
5(4) EC-powersuit; IIF 2 PS: secretary 12-
5(4) +5 REC 16 +2 w/ Combat
5(4) +20 END 15 unknown skills
10(8) +15 STUN 1 PS: cross-country
63(50) 27 PD/ED Force skiiing 11-
Field; 1/2 END, +1/4 8 KS: Alpha Flight
3 END tactics 17-
51(41) 12"x32 NC flight;
0 END, +1/2
54(24) 1"x512 NC flight;
0 END, +1/2; westward
only, -2; diminishing
w/ distance from
equator, -3/4; +8 w/
flight, only to speed
acceleration, -0
65(52) Multipower; IIF
5u 13"x2 NC tunnelling
thru DEF 13 3 END
5u 13d6 EB 6 END
real ID: Heather
McNeil Hudson 0
Background/Personality: Born into a rather large family, Heather MacNeil had
some rather interesting neighbours: Dr. Michael Twoyoungmen, his wife Kathryn
and daughter Elizabeth. After Kathryn Twoyoungmen's death Elizabeth lived
with the MacNeils, and Heather and Liz grew up much like sisters. At a
rather young age (17) Heather found herself working as a secretary for Jerome
"Jerry" Jaxon at the Am-Can Petrochemical Corporation. [Note: Due to this
information I've come to the interesting conclusion that Heather never
completed high school. - DMK] It was there that she first met James MacDonald
Hudson. For Heather, it was love at first sight. When Hudson quit to protest
the sale of his experimental armor to the American Military, Heather gave
her two weeks notice as well. The next day she showed up at Hudson's
apartment with a box of groceries. She quickly discovered that Jimmy had
stolen the cybernetic helmet that operated the armor. Heather's response?
"Well, a wife can't testify against her husband anyways." Although Hudson
was rather shocked, he admitted an immediate attraction as well. It was at
Heather's suggestion that Jimmy Hudson contacted the Federal government.
This led to a "smoothing over" of things with Am-Can and Hudson receiving
employment with the Department of National Defence. After relocating to
Ottawa the two were soon married. During their honeymoon James and Heather
came accross the wild man that the world has come to know as Wolverine.
After Department H was disbanded by the federal government it was Heather
Hudson who was responsible for Alpha Flight getting back together. Heather
didn't want her "handsome hubby" going into battle up north all alone...so
she activated Alpha's call beacons. Heather was present when her husband
was seemingly blown to ashes after a battle with Omega Flight. However, she
quickly bounced back from her tragedy and eventually assumed leadership of
her husband's team, first as a non-costumed operative and then wearing a copy
of Jimmy's battlesuit. As leader of Alpha Flight she first used the code-name
Vindicator and then adopted the name Guardian, paralleling her husband.
Heather Hudson has since suffered through both a resurrection, a death, and
then a second resurrection of her husband. [You could argue that she suffered
through THREE resurrections, but the one in Alpha #25 was a hoax - DMK] The
two are currently apparently happy together, although there were some
indications that Heather was becoming romantically interested in Alpha member
Wildheart just before Jimmy's second "comeback." Heather is the second
person to go by the name Guardian. She has previously been known as
Vindicator, also being the second of that name. She is the current leader
of Alpha Flight, and made her first appearance in Uncanny X-Men #139. The
character was created by John Byrne.
Powers/Tactics: Heather Hudson's battlesuit enables her to fly at speeds
up to Mach 1, has a protective force-field and can project beams of
concussive force of up to 250 pounds of TNT. These beams can be used to
tunnel through bedrock (the original purpose of the suit) at speeds of up
to 25 miles an hour. The suit also has had a variety of other offensive
options retconned in [Kindly note the sarcasm - DMK]. The suit is capable
of rendering Guardian "at rest" to the rotation of the planet, providing
an immediate, extreme accleration westward. Finally, the suit is capable
of creating funnels out of plasma, but this capability has not been used
since the days of Byrne.
Writer's Notes: The preceding information is courtesy of Dwayne "Keeper
of the Alpha Flight flame" MacKinnon, 910252m@dragon.acadiau.ca. He
maintains a compilation of Alpha Flight history, and graciously consented
to allow me the use of it for this purpose.
The second flight slot will give almost (1550 km/h, about Mach 1.3, but
with instantaneous acceleration) the proper speed at the earth's equator at
SPD 5. Of course, when using this flight the velocity falls off as one
approaches the poles. The tunnelling slot will give almost 25 mph at SPD
5. The suit is IIF because it's not obvious it is a suit, it looks like a
costume.
Name: Havok (by Flavio Genelhu Oliveira) Base OCV (DEX/3): 4
Player: Marvel Comics (GENELHU@BRLNCC.BITNET) Adjustment:
Val Characteristic Base Cost Pts Final OCV:
Base DCV (DEX/3): 4
20 STR 10 x1 10 Adjustment:
13 DEX 10 x3 9 Final DCV:
23 CON 10 x2 26 Levels: +3 with RKAs
11 BODY 10 x2 2
15 INT 10 x1 5 DEX: 13 SPD: 4
11 EGO 10 x2 2 ECV(EGO/3): 4
13 PRE 10 x1 3 PD: 8 rPD: -
13 COM 10 x1/2 1 ED: 10 rED: -
8 PD (STR/5) 4 x1 4 END: 46
10 ED (CON/5) 5 x1 5 STUN: 35
4 SPD (1+DEX/10) 2.3 x10 17 BODY: 11
11 REC (STR/5)+(CON/5) 9 x2 4
46 END (CONx2) 46 x1/2 - Range -4 -8 -16 -32 -64 -128
35 STUN (BODY) + 33 x1 2 RMod 0 -2 -4 -6 -8 -10
(STR/2) + (CON/2) COMBAT MANEUVERS
Characteristic cost: 90 Maneuver Phase OCV DCV effect
CHA Roll = 9 + CHA/5 Run (6"):
STR Roll: 13 Swim (2"):
DEX Roll: 12 Jump (L/H):
INT Roll: 12
EGO Roll: 11
PER Roll: is an INT Roll
POINTS: 314 XP: SAVED:
Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll
| Talent/Skill | Talent/Skill
psych lim: CVK 20 75 4d6 RKA; personal 1 X-Men equipment 8-
X-Men code of honor immunity, +1/4 2 SS: geology 11-
135(90) 3d6 RKA; personal 2 SS: geophysics 11-
immunity, +1/4; AE 1 TF: small ground veh.
radius x 8, +1 3/4; 9 +3 with RKAs
hunted: X-Men enemies no range, -1/2
13 130 END Reserve (both
RKAs)
1 END Recovery 1/Turn
60(30) 12d6 Absorption to
END Reserve; side
effect: all plasma
energy absorbed will be
released on the next
phases-Havok can shoot
it in a specific dir. or
then he will "explode"
himself until the END
absorbed finish, -1
Background/Personality:
Name: Hawkeye (by Sam Bell) Base OCV (DEX/3): 8
Player: Marvel Comics (Samuel.Bell@Eng.Sun.Com) Adjustment:
Val Characteristic Base Cost Pts Final OCV:
Base DCV (DEX/3): 8
20 STR 10 x1 10 Adjustment:
23 DEX 10 x3 39 Final DCV:
18 CON 10 x2 16 Levels: up to +6
15 BODY 10 x2 10
15 INT 10 x1 5 DEX: 23 SPD: 5
18 EGO 10 x2 16 ECV(EGO/3): 6
20 PRE 10 x1 10 PD: 11 rPD: 3
14 COM 10 x1/2 2 ED: 11 rED: 3
8 PD (STR/5) 4 x1 4 END: 36
8 ED (CON/5) 4 x1 4 STUN: 34
5 SPD (1+DEX/10) 3.3 x10 17 BODY: 15
8 REC (STR/5)+(CON/5) 8 x2 -
36 END (CONx2) 36 x1/2 - Range -4 -8 -16 -32 -64 -128
34 STUN (BODY) + 34 x1 - RMod 0 -2 -4 -6 -8 -10
(STR/2) + (CON/2) COMBAT MANEUVERS
Characteristic cost: 133 Maneuver Phase OCV DCV effect
d strike +1 +3 STR+2d6
o strike -2 +1 STR+6d6
CHA Roll = 9 + CHA/5 Run (6"): 7"x2 NC block +2 +2 block,abort
STR Roll: 13 Swim (2"): dodge - +5 abort
DEX Roll: 14 Jump (L/H): m grab -1 -1 +20 STR to
INT Roll: 12 hold
EGO Roll: 13
PER Roll: 15 (sight)
POINTS: 345 XP: SAVED:
Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll
| Talent/Skill | Talent/Skill
psych lim: overconfident 90(60) Multipower; OIF 9(6) 3 PD/ED armor; OIF
20 4u 12d6 EB; explosion, 5(3) hearing Flash Def.;
brash blowhard 20 +1/2; [4c], -1 OIF hearing aid, -1/2
3u 3d6+1 RKA; AP, +1/2; 2 +1" running
[4c]; no KB, -1/4
phys lim: partially 2u 10d6 EB v PD; [4c], 3 acrobatics 14-
deaf - needs hearing -1 {blunt} 3 breakfall 14-
aid 5 3u 7d6 EB; NND not vs 3 combat driving
hard ear covering, (skycycle) 14-
+1; AE hex, +1/2; 3 stealth 14-
[4c], -1 3 paramedic 12-
4u 6d6 Entangle; AE hex, 4 PS: tightrope,
+1/2; [4c], -1 {net} trapeze 11-
3u 9d6 Entangle; 1 BODY, 5 weaponsmith: bows &
-1/2; [4c] {bolo} arrows 12-
4u 9d6 Flash; [4c], -1 20 +2 overall
3u 4d6 RKA; penetrating, 20 +4 w/ Multipower
+1/2; [4c]; no effect 6 +3 visual PER
vs energy Force Field
or Walls, -1/2; no 5 Avengers clearance
KB, -1/4 {acid arrow} 5(4) RL&T; IIF Avengers
3u 15d6 EB; [4c]; no KB, communication card
-1/4 {electric arrow}
4u 6d6 EB; NND not vs 21 martial arts
5-pt LS, +1; AE 3" 8 +2 DC (already added)
radius, +1; [4c], -1
real ID: Clint Barton 0 {tear gas arrow}
Background/Personality:
Powers/Tactics:
Writer's Notes: Hawkeye has to wear a hearing aid ever since his limited
series, but it has come in handy since it doesn't transmit/amplify harmful
volumes/frequencies. Hawkeye's quiver of arrows is OIF, but his bow is OAF.
If his bow is removed, he can still throw arrows by hand (-1 OCV/1", max
range 5"). I didn't include stats for the skycycle, since I despise the
4th Edition vehicle rules.
Name: Hellboy (by John Powell) Base OCV (DEX/3): 6
Player: Dark Horse Comics (jrpowell@halcyon.com) Adjustment: +3 w/ punch
Val Characteristic Base Cost Pts Final OCV: 9
Base DCV (DEX/3): 6
20 STR 10 x1 10 Adjustment:
18 DEX 10 x3 24 Final DCV:
33 CON 10 x2 15 Levels:
15 BODY 10 x2 10
13 INT 10 x1 3 DEX: 18 SPD: 4
14 EGO 10 x2 8 ECV(EGO/3): 5
20 PRE 10 x1 10 PD: 12/32 rPD: 0/20
6 COM 10 x1/2 -2 ED: 12/32 rED: 0/20
12 PD (STR/5) 4 x1 8 END: 66
12 ED (CON/5) 7 x1 5 STUN: 40
4 SPD (1+DEX/10) 2.8 x10 12 BODY: 15
11 REC (STR/5)+(CON/5) 11 x2 -
66 END (CONx2) 66 x1/2 - Range -4 -8 -16 -32 -64 -128
40 STUN (BODY) + 42 x1 -2 RMod 0 -2 -4 -6 -8 -10
(STR/2) + (CON/2) COMBAT MANEUVERS
Characteristic cost: 132 Maneuver Phase OCV DCV effect
CHA Roll = 9 + CHA/5 Run (6"):
STR Roll: 13 Swim (2"):
DEX Roll: 13 Jump (L/H):
INT Roll: 12
EGO Roll: 12
PER Roll: is an INT Roll
POINTS: 220 XP: SAVED:
Disadvantages Base120+Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll
| Talent/Skill | Talent/Skill
public ID 10 90(33) 4d6 RKA; +1 STUN
mult., +1/2; OAF Torch
dist. feat.: demon of Liberty's pistol,
(nc, major) 20 -1; 6 charges, -3/4
(vs PD)
rep: world's greatest
occult investigator 15 6 EC-stone hand
6 +4d6 HA
1d6 unluck 5 54(18) 20 PD/ED armor; 8-
activation, -2
enraged: when attacked
(vc, 14-, 11-) 15
3 ambidexterity
phys lim: larger than 5 fast draw 14-
human (freq, slight) 10 3 breakfall 13-
6 +3 w/ Punch
hunted: evil wizard 3 WF: pistols, common
(Mo, harsh, 11-) 20 melee weapons
5 PS: occult
psych lim: protects investigator 14-
friends (vc, str) 20
makes pithy epithats
after killing enemy 5
Writer's Notes: The EC represents Hellboy's right hand, which is made of
a stonelike material that neither feels pain nor can be destroyed.
Name: Hercules (by Sam Bell) Base OCV (DEX/3): 8
Player: Marvel Comics (Samuel.Bell@Eng.Sun.Com) Adjustment:
Val Characteristic Base Cost Pts Final OCV:
Base DCV (DEX/3): 8
100 STR 10 x1 85 Adjustment:
23 DEX 10 x3 39 Final DCV:
98 CON 10 x2 176 Levels: up to +4 H-t-H
40 BODY 10 x2 60
10 INT 10 x1 10 DEX: 23 SPD: 5
20 EGO 10 x2 20 ECV(EGO/3): 7
30 PRE 10 x1 20 PD: 30 rPD: 5
20 COM 10 x1/2 5 ED: 30 rED: 5
30 PD (STR/5) 19 x1 11 END: 196
30 ED (CON/5) 20 x1 10 STUN: 140
5 SPD (1+DEX/10) 3.3 x10 17 BODY: 40
40 REC (STR/5)+(CON/5) 39 x2 2
196 END (CONx2) 196 x1/2 - Range -4 -8 -16 -32 -64 -128
140 STUN (BODY) + 137 x1 3 RMod 0 -2 -4 -6 -8 -10
(STR/2) + (CON/2) COMBAT MANEUVERS
Characteristic cost: 458 Maneuver Phase OCV DCV effect
Block +2 +2 Block,Abort
Jab +2 +1 STR strike
CHA Roll = 9 + CHA/5 Run (6"): Punch +1 +0 STR+2d6
STR Roll: 29- Swim (2"): Escape +0 +0 +15 STR vs
DEX Roll: 14- Jump (L/H): Hold -1 -1 +10 STR to
INT Roll: 11- Reversal -1 -2 +15 STR to
EGO Roll: 13- Grab, Grab
PER Roll: is an INT Roll Slam +0 +1 STR+v/5, U
Fall,T Fall
POINTS: 770 XP: SAVED: Take Down +2 +1 STR,U Fall,
T Falls
Disadvantages Base 93+Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll
| Talent/Skill | Talent/Skill
public ID: Hercules 10 10(7) 1 level Density
Increase; persistent,
psych lim: protects +1; always on, -1/2
mortals (com, mod) 10 5 5 PD/ED Dmg Resistance
honorable (com, tot) 20 120(90) 1/2 P&E Resistant
loves hand-to-hand Damage Reduction; 3/4
combat (vc, str) 20 only vs BODY, -1
16 20-pt mental defense
watched: Zeus 15 power defense
(More, NCI, 11-) 13 12 LS: pressure, temp,
hunted: Hera aging, disease
(As, NCI, 8-) 15 6 Regenerate 1 BODY/hr
3 breakfall 14-
dist feat: 6'5", 325#, 45 +45" superleap 9 seduction +3 18-
red hair 5 6 +3" running 3 riding 14-
3 +3" swimming 16 +2 with combat
25 1/2 END on STR, +1/4 10 +2 hand-to-hand
6 END 2 WF: Ancient Greek
discus, mace, hammer,
javelin
3 L: English
0 L: Greek (native)
5 internat'l police
powers (Avengers)
5(4) RL&T; IIF Avengers
27 Ancient Boxing and communication card,
Wrestling packages -1/4
Writer's Notes: Notice that he isn't very bullet-proof (still very hard to
kill with small arms). I don't recall him bouncing bullets off his chest
very often. OHOTMU says Hercules can do a standing high jump of at least
100', so he needed a little superleap.
I omitted 'Choke' from the wrestling martial art, since he doesn't seem to
use it.
He earned 585exp in 3000 years, or about 1/5years. Reminds me of
some of my characters...
Name: Human Torch (by Sam Bell) Base OCV (DEX/3): 5
Player: Marvel Comics (Samuel.Bell@Eng.Sun.Com) Adjustment: +4 w/ MP
Val Characteristic Base Cost Pts Final OCV:
Base DCV (DEX/3): 5
13 STR 10 x1 3 Adjustment:
14 DEX 10 x3 12 Final DCV:
18 CON 10 x2 16 Levels:
12 BODY 10 x2 4
10 INT 10 x1 - DEX: 14 SPD: 5
10 EGO 10 x2 - ECV(EGO/3): 3
18 PRE 10 x1 8 PD: 48 rPD: 43
14 COM 10 x1/2 2 ED: 73/53 rED: 63/43
5 PD (STR/5) 3 x1 2 END: 36
10 ED (CON/5) 4 x1 6 STUN: 28
5 SPD (1+DEX/10) 2.4 x10 26 BODY: 12
6 REC (STR/5)+(CON/5) 6 x2 -
36 END (CONx2) 36 x1/2 - Range -4 -8 -16 -32 -64 -128
28 STUN (BODY) + 28 x1 - RMod 0 -2 -4 -6 -8 -10
(STR/2) + (CON/2) COMBAT MANEUVERS
Characteristic cost: 79 Maneuver Phase OCV DCV effect
CHA Roll = 9 + CHA/5 Run (6"): 6"x2 NC
STR Roll: 12 Swim (2"):
DEX Roll: 12 Jump (L/H):
INT Roll: 11
EGO Roll: 11 Flight: 38"x2 NC
PER Roll: is an INT Roll
POINTS: 788 XP: SAVED:
Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll
| Talent/Skill | Talent/Skill
public ID: Johnny 10 57 EC-flaming body 10 flash defense (sight)
Storm 57 38"x2 NC flight; 0 30(15) 50% res. energy
END, +1/2 damage reduction; only
DNPC: Wyatt Wingfoot 108(86) 12d6 EB; damage vs heat/flame, -1
(supercompetent, 8-) 5 shield, +1/2; 0 END, 9(6) 3 PD/ED armor; OIF
+1/2; no KB, -1/4; +6d6 suit, -1/2
phys lim: can't use damage shield, no KB
powers if soaked 4 END 9 mechanics 14-
(inf, fully) 15 63 Change Environment: 7 combat driving 14-
temp (level 5), 64" rad; 4 PS: vehicle design
psych lim: 0 END, +1/2 20 +4 w/ Multipower
code v killing 20 63(55) 40 PD/ED Force
Field; 0 END, +1/2; 30 135 Multipower-heat contr
PD is only vs meltable 11u 18d6 EB; 0 END; no KB
weapons, -1/2 11u 13d6+1 EB; explosion,
+1/2; 0 END, +1/2; no KB
30(20) 20 ED armor; only 11u 11d6-1 EB; AoE line,
vs heat/flame, -1 +1; 0 END; no KB, -1/4
11u 11d6-1 EB; autofire,
2 LS: heat +1/2; 0 END, +1; no KB
13u 9d6 suppress flames;
215 (96) MP Slot #7 + AoE radius x4, +1 1/2;
10d6+1 EB; same ads & 0 END, +1/2 (18" radius)
disads; + 4u change env: temp (lev
10d6 EB; explosion, -2), x16 area; 0 END
+1/2, x2 END, -1/2; no 6u 10d6-1 EB; AE radius
KB, -1/4; no range, -1/2 x8, +1.75; x2 END, -1/2;
[Nova Blast] 70 END no KB, -1/4; no range
Writer's Notes: The last slot in the Multipower goes with the AE and
explosive EB's outside the Multipower. This represents Torch's "nova blast"
power. It is a grand total of 30d6 in the center decreasing to 20d6 at 10"
away, and remaining 20d6 to the maximum range of 80" away. Note that using
this power will most likely send Johnny unconscious. And yes, it is that
powerful.
The Temperature power is from Hero Almanac 2. In brief, level 5 is
about 165 degrees (F), everyone in the area without life support vs heat
or some special protection is -5 to REC. Level -2 is about 30F.
I didn't put a +1/4 limit on all of his powers (doesn't work in vacuum,
not when soaked with water) because it doesn't seem to happen often enough
to be worth the limitation.
The OHOTMU talks about how Johnny 'absorbs' flames, but he doesn't do
anything with the energy he absorbs, so I just modelled it with extra def
vs heat/flame.
Name: Husk (by Tim Larson) Base OCV (DEX/3): 7
Player: Marvel Comics (tel002@acad.drake.edu) Adjustment:
Val Characteristic Base Cost Pts Final OCV:
Base DCV (DEX/3): 7
11 STR 10 x1 1 Adjustment:
21 DEX 10 x3 33 Final DCV:
23 CON 10 x2 20 Levels:
17 BODY 10 x2 8
15 INT 10 x1 5 DEX: 21 SPD: 5
10 EGO 10 x2 - ECV(EGO/3): 3
13 PRE 10 x1 3 PD: 18 rPD: -
16 COM 10 x1/2 3 ED: 21 rED: -
18 PD (STR/5) 2 x1 10 END: 46
21 ED (CON/5) 5 x1 10 STUN: 34
5 SPD (1+DEX/10) 3.1 x10 19 BODY: 17
10 REC (STR/5)+(CON/5) 7 x2 -
46 END (CONx2) 46 x1/2 - Range -4 -8 -16 -32 -64 -128
34 STUN (BODY) + 34 x1 - RMod 0 -2 -4 -6 -8 -10
(STR/2) + (CON/2) COMBAT MANEUVERS
Characteristic cost: 112 Maneuver Phase OCV DCV effect
CHA Roll = 9 + CHA/5 Run (6"): 6"x2 NC
STR Roll: 11 Swim (2"): 2"x2 NC
DEX Roll: 13 Jump (L/H):
INT Roll: 12
EGO Roll: 11
PER Roll: is an INT Roll
POINTS: 270 XP: SAVED:
Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll
| Talent/Skill | Talent/Skill
real ID: Paige 3 EC-mutant "husk"
Guthrie 0 3 +3 CON
3 +3 BODY
psych lim: 3 +3 REC
overeager (c,s) 15 17(8) 1d6+1 STUN Aid; 0
wants to be leader of END, +1/2; UBO, +1/4;
Generation X (c,m) 10 self only, -1/2
hates the "country + 1d6 BODY Aid; UBO;
hick" image (vc,m) 15 0 END; self only; only
to max, -1/2; Linked,
phys lim: -1/2; only when un-
minor (inf, slight) 5 conscious, -2
very low alcohol 12 25% physical Damage 1 KS: quantum physics
tolerance (inf, sl) 5 Reduction, resistant 16 undetermined skills
9(7) +6 PD: +6 ED;
linked, -1/2
60 VP Pool cost
42 VP Control cost; half
phase to change, +1/2;
no skill roll, +1; no
mental powers, -1/2;
no size powers, -1/4
Background/Personality: Husk is one of several young mutants who were
detected by Professor Xavier with the aid of Cerebro. Xavier had plans for
recruiting these mutants to be his next generation of students. These plans
were prematurely activated by the appearance of a group of techno-organic
mutacidal beings known as the Phalanx who accessed Xavier's records to
discover the locations of the youngsters. Banshee, Sabretooth, Emma Frost
and Jubilee went after them to save the young mutants, some of whom didn't
even know of their powers. Ultimately most of the kidnapped teens were
rescued and joined the school under the instruction of Banshee and Emma Frost.
Paige wants very much to demonstrate her ability to be a competent leader for
Generation X, but she has a long way to go. She doesn't want to live in the
shadow of her X-Man brother, Cannonball. Her eagerness to show her peers
and elders what she's capable of sometimes leads to rash actions. She hates
being caught "looking stupid" in front of others.
This write-up reflects Husk at the time of Generation X #10.
Identifying Quote:
Powers/Tactics: Husk can shed her outer skin for a new form underneath.
Watching this process in action can cause the uninitiated to become somewhat
queasy. Her abilities are really only slightly more limited than her
imagination is. So far she's shown the ability to become denser, stronger,
and more durable. She can survive fatal attacks if someone "husks" her
into a new body very quickly. In the Age of Apocalypse series, in which
the characters are more experienced, she could transform her arms into spikes
and acid, change her structure so that desolidification attacks would not
affect her, impersonate others, and project energy beams.
Name: Iceman (by Tim Larson) Base OCV (DEX/3): 8
Player: Marvel Comics (TEL002@acad.drake.edu) Adjustment:
Val Characteristic Base Cost Pts Final OCV:
Base DCV (DEX/3): 8
15 STR 10 x1 5 Adjustment:
24 DEX 10 x3 42 Final DCV:
25 CON 10 x2 30 Levels:
13 BODY 10 x2 6
16 INT 10 x1 6 DEX: 23 SPD: 5
11 EGO 10 x2 2 ECV(EGO/3): 4
13 PRE 10 x1 3 PD: 3+ rPD: -
14 COM 10 x1/2 2 ED: 5+ rED: -
3 PD (STR/5) 3 x1 - END: 70
5 ED (CON/5) 5 x1 - STUN: 43
5 SPD (1+DEX/10) 3.3 x10 17 BODY: 13
12 REC (STR/5)+(CON/5) 8 x2 8
70 END (CONx2) 50 x1/2 10 Range -4 -8 -16 -32 -64 -128
43 STUN (BODY) + 33 x1 10 RMod 0 -2 -4 -6 -8 -10
(STR/2) + (CON/2) COMBAT MANEUVERS
Characteristic cost: 138 Maneuver Phase OCV DCV effect
CHA Roll = 9 + CHA/5 Run (6"):
STR Roll: 12 Swim (2"):
DEX Roll: 14 Jump (L/H):
INT Roll: 12
EGO Roll: 11
PER Roll: is an INT Roll
POINTS: 448 XP: SAVED:
Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll
| Talent/Skill | Talent/Skill
real ID: Robert 0 152 VP Pool Cost 15 unknown skills
"Bobby" Drake 228(130) VP Control Cost; 10 +2 with ice powers
cosmic, +2; no mental
psych lim: practical powers, -1/2; ice
joker (c,m) 10 powers, -1/4
rarely serious, makes
everything a joke
(c,s) 15
Background/Personality: Robert Drake is a mutant. He was recruited in his
mid-teens to join Xavier's mutant X-Men team. He's always been a comedian
and practical joker, and sometimes has difficulty taking things seriously.
This has proven detrimental to the development of his powers, for until
recently (when his body was taken over by Emma Frost) he didn't practice
with his powers very much.
Identifying Quote:
Powers/Tactics: Bobby's ice-based powers are extremely versatile and very
powerful. He is not limited much beyond his imagination, though he's only
begun to explore his boundaries recently. When in hero ID, he always has
+23 PD/+21 ED defenses in the form of his icy coating. This may or may not
be proof vs heat-based attacks, I don't know for sure. If need be he can
make this layer thicker to provide heat protection, I'm sure, or even make
it Resistant. Running (ice slides), Entangles (ice blocks), Energy Blasts
(snowballs), and Force Walls (ice shields) are all common uses of his
powers. When Emma Frost telepathically commandeered his body, she used his
powers to freeze up the surface of a whole river for a long distance (a
mile?) in both directions. Of course, there is an unspoken -0 lim on his
power pool that he can't use sink all 152 points into one power...at least
not if the GM is letting a player use Iceman. :)
Appearance: Bobby is a fit, handsome blond man in his twenties. He smiles
often. Iceman is totally covered by a thin layer of white ice.
Writer's Notes: The "ice powers" limitations is not just the "not in hot
or dry" conditions you may see on other ice-controllers. Iceman can produce
low enough temperatures that any such conditions would have to be quite
extreme. However, it does include the fact that many of his ice-based
effects can be negated temporarily by breaking the brittle ice. For example,
Iceman may have Stretching by extending a jet of ice shaped like hand and
then manipulating it. This icy arm could be broken, negating the Stretching
until Iceman reformed it (on his next phase). I'm not going to go into
specifics like how much damage should be done, etc., this is more for GM
storytelling and drama. It should not be abused by GMs, since it is only
a -1/4 limitation, but it's there so that the player knows this possibility
exists in addition to the fact that some powers may just not be possible
with ice and cold based effects. It is my own opinion that barring only
a few (Xavier, Magneto, Cable, Apocalypse), Iceman has one of the highest
potentials of any mutant, therefore the high point total.
Name: Invisible Woman (by Sam Bell) Base OCV (DEX/3): 5
Player: Marvel Comics (Samuel.Bell@Eng.Sun.Com) Adjustment:
Val Characteristic Base Cost Pts Final OCV:
Base DCV (DEX/3): 5
13 STR 10 x1 3 Adjustment:
14 DEX 10 x3 12 Final DCV:
13 CON 10 x2 6 Levels: +5 w/ Multipower
10 BODY 10 x2 -
13 INT 10 x1 3 DEX: 14 SPD: 4
17 EGO 10 x2 14 ECV(EGO/3): 6
15 PRE 10 x1 5 PD: 8 rPD: 3
20 COM 10 x1/2 5 ED: 8 rED: 3
5 PD (STR/5) 3 x1 2 END: 26
5 ED (CON/5) 3 x1 2 STUN: 24
4 SPD (1+DEX/10) 2.4 x10 16 BODY: 10
5 REC (STR/5)+(CON/5) 5 x2 -
26 END (CONx2) 26 x1/2 - Range -4 -8 -16 -32 -64 -128
24 STUN (BODY) + 24 x1 - RMod 0 -2 -4 -6 -8 -10
(STR/2) + (CON/2) COMBAT MANEUVERS
Characteristic cost: 68 Maneuver Phase OCV DCV effect
CHA Roll = 9 + CHA/5 Run (6"): 6"x2 NC
STR Roll: 12 Swim (2"):
DEX Roll: 12 Jump (L/H):
INT Roll: 12 Flight: 8"x2 NC
EGO Roll: 12 Gliding: 15"x2 NC
PER Roll: is an INT Roll
POINTS: 652 XP: SAVED:
Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll
| Talent/Skill | Talent/Skill
public ID: Sue Storm 10 340 Invisible Force MP; 0 3 paramedic 12-
Richards END, +1/2; Invis vs
normal, +1/2
psych lim: 45m 30 PD/ED Force Wall;
CVK (c, tot) 20 Pers. Imm., +1/4; feed-
loves Reed Richards 5 back**, -1/2
45m 17 PD/ED Force Wall;
hunted: Dr. Doom Pers Imm; x128 radius*,
(As Pow, 11-) 15 +1 3/4
20u 10d6 NND***; does
BODY, +1
19u 14d6 EB; x2 KB, +3/4
18u 18d6 EB
18u 60 STR TK
13u Invisibility; UAO,
+1; x8192 mass, +3 1/4;
ranged, +1/2
3u 8"x2 NC flight; 1/2
DCV concentrate, -1/4
3u 15"x2 NC gliding
20u 20d6 Suppress vs
Invisibility
6u Invisibility to norm
sight, no fringe
9(6) 3 PD/ED armor; OIF
25 +5 with Multipower
* I am making up a x2 length advantage for forcewalls for +1/4. The
+1"/5pts mechanic in the book doesn't work for giant forcewalls. This has
a 0.86 mile diameter.
** Sue's "Feedback" is different from the one in the BBB, and only worth
half as much. For every 3 body done to her forcewalls over half their
defense, she has to expend 1 end to keep the wall up. Thus if Thor
started pounding on her wall (with 24 body/attack), it would cost Sue
(24-15)/3=3 end per hit, or 15 per round. In less than a minute she is
burning stun. This reflects how her walls are almost never brought
down, she just can't handle the strain of keeping them up.
*** Not vs energy beings, stretchy bodies, super density.
Writer's Notes: According to OHOTMU, Sue can now do multiple things at
the same time, so I made the big forcefields multi-slots so she can
keep them partly up. Here's some examples of what she can do
simultaneously:
14/14 forcewall and 10d6 NND
16/16 forcewall and 18d6 energy blast
11/11 forcewall and 18d6 energy blast and Invisibilty vs norm
I put Personal Immunity on Sue's Forcewalls so she could shoot her EB
through them.
I wracked my brains trying to come up with useful skills Sue but came up pretty
dry.