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SPC3 - Marvel, DC, and miscellaneous Novice characters

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  • SPC3 - Marvel, DC, and miscellaneous Novice characters

    This thread is for our interpretation of various Marvel and DC characters early in their carriers. Unless noted otherwise, all characters are Novice and Power Level 2. I'll start!

    Gamma Ray Science Guy
    Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
    Skills: Academics d12, Athletics d4, Common Knowledge d6, Electronics d12, Fighting d4, Focus d6, Language (English) d8, Notice d6, Persuasion d6, Repair d12, Research d12, Science d12+1, Stealth d4
    Pace: 6; Parry: 4; Toughness: 5
    Hindrances: Curious, Transformation (custom)
    Edges: Connections (The scientific military community.), Super Powers (
    Weapons: Unarmed (Range Melee, Damage Str)
    Language: Native (native, d8)
    Super Powers:
    Super Attribute (Smarts d12+2 (6), Spirit d10 (4))
    Super Skill (Academics d8 (1), Electronics d12 (4), Repair d12 (4), Research d12 (3), Science d12+1 (2))
    Power Set (Hulk form (2) - 28 Super Power Points)
    Super Edge (The Best There Is (2))

    The Big Green Bulky Guy
    Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+3, Vigor d10
    Skills: Athletics d6, Common Knowledge d4, Fighting d8, Focus d6, Intimidation d8, Language (Native) d8, Notice d8, Persuasion d4, Stealth d4
    Pace: 12; Parry: 6; Toughness: 11(4) - Heavy Armour
    Hindrances: Bloodthirsty, Thin-Skinned (major)
    Edges: Berserk
    Weapons: Unarmed (Range Melee, Damage Str)
    Language: English (native, d8)
    Super Powers:
    Armour (+4, Heavy Armour (8))
    Leaping (Vertical Distance - 8", Horizontal Distance - 16" (3))
    Speed (x2 pace (2))
    Super Attributes (Strength d12+3 (10), Vigor d10 (2))
    Super Edges (The Best There Is (2))
    Super Skills (Fighting d8)
    Last edited by Techogre; 11-24-2021, 03:10 PM.

  • #2
    Per the forum rules please don't post conversions other companies' IPs here. You can post these to some other site and link back here, if you like.

    Thanks!
    'But I don't want to go among mad people,' Alice remarked. 'Oh, you can't help that,' said the Cat: 'we're all mad here.'

    The Order of the Dice... OF DOOM!

    Comment


    • #3
      fixed as suggested
      Last edited by Techogre; 11-24-2021, 03:10 PM.

      Comment


      • Deskepticon
        Deskepticon commented
        Editing a comment
        Why? Just edit the OP.
        Additional posts just need to link offsite, but it'd still be interesting to see what people come up with.

    • #4
      Me and a friend of mine have had fun making some. lets say, captain erzats of famous characters. Mostly just gonna discuss the power suites, attributes/skill/edges one can figure out as making them, I'll include suggestions for the later

      "Regenerating Clawed Man" Power Level 2 and Up (Requires the Best there Is at PL2)

      Regeneration (10 PP +2 (Regrowth)
      Heightened Senses (Smell 1PP)
      Ageless (1 PP +2 Very Old)
      Melee (4 PP, +2 Claws) (You can scale the melee attack up to match the game's Power level)
      Toughness (However much you want to put at the PL)
      Other complementary powers: Super Skill Fighting, Armor, Parry
      Recommended edges: Martial Arts / Martial Warrior, Two Fisted, Ambidextrous

      "Explosive throwing card dude with stick" PL 2 or up
      (We're going to aim that the exploding cards are similar in power to a hand grenade, obviously you can scale up at higher ranks, Requires Best there is at PL2)
      Ranged Attack (6 PP base, +2 AOE (MBT), ROF 3 (+6), -2 Requires Material, Ranged attack skill Athletics)
      Armor (however much you want, -1 Device (Armor suit))
      Melee Attack (2pp, +2 Special Weapon (Bo Staff)
      Spend extra on Super Skill Athletics, and Super Attribute agility

      Alien Robot who transforms into a car
      Probably my favorite, creating a generic transforming sentient robot who changes from robot to car, this one requires some slight houserules, but We're not stretching anything too far so I think most GM would be fine with it if they are fine with you being a giant transforming robot that is also a car sometimes as a concept. This uses Power Sets for both modes, as encouraged under the shapechange power which suggests using Power Sets for more complex changes than turning into an animal, which I'd argue turning into a car qualifies for.

      You can do this at PL2. PL3 and higher allow for more creative alt modes, or further pimping out of the vehicle mode. If you got the extra PP obviously the Stomp and swat modifier for your robot mode is a good investment,

      Power Set 1 "Robot Mode"
      Power Set (2 PP)
      Growth (4*3-2(Permanent)=10)
      Construct (8)
      Broadcast (2)
      Ranged attack (9 (ROF 2, 3d6 dmg) -2 Device (Handheld), 7) (Some sort of giant robot laser gun)
      Total: 30 PP


      Power Set 2 "Car Mode"
      Power Set +2
      Construct (8)
      Broadcast (2)
      Vehicle (+4 Size, +2 (Front facing Pulse Gatling) +1 handling +2 armor = 9) This is the bit of houseruling, the GM has to allow you to be your own vehicle. Now, to balance this, we're not using the Super Powers rules for vehicles - any super powers for the vehicle mode is used by our own super power points. Being your own car comes with its own drawback since any damage to the car is damage to you.
      Super Skill Driving: 1
      Total: 30 PP

      Recommended Edges: Ace, Rock and Roll
      Last edited by Ghilz; 11-23-2021, 10:03 AM.

      Comment


      • Deskepticon
        Deskepticon commented
        Editing a comment
        Oof, that's a very unfortunate first sentence...

      • Freemage
        Freemage commented
        Editing a comment
        Regenerating Clawed Man should have Super Skill Fighting, with Modifiers for Requires Activation and Limitation: Only when Wounded.

      • Ghilz
        Ghilz commented
        Editing a comment
        Or just the berserk edge from SWADE core.

    • #5
      Arachno-Dude:

      Dodge -4 (4)
      Entangle (AoE/MBT +2, Strong +2, Device -1) (6)
      Leaping (2)
      Parry +4 (4)
      Super Attribute: Strength +5 (10)
      Swinging (Device -1) (1)
      Uncanny Reflexes (3)
      Wall Walker (1)

      Depending on the writer, you could make a case for reducing Super Strength to +3, and using the remaining four points on Super Science.

      Comment


      • Deskepticon
        Deskepticon commented
        Editing a comment
        If we're including variants, Arachno-Dude Clone (Crimson Arachnoid?) would have a level or two of Ranged Attack (device).

      • Ghilz
        Ghilz commented
        Editing a comment
        Add another version of entangle tied to the ranged attack as a linked power

    • #6

      And my favorite team:

      Rocketman
      Fly Pace 96 (Ungainly -2, Contingent: Force Field, Special: Cannot fly less than half speed without stalling out -1) (9)
      Melee Attack 3d6 (Charge +1, Contingent: Force Field, Smash +3) (10)
      Force Field 10 (Requires Activation -1) (9)
      Super-Attribute: Strength +2 (Limitation -2: Only for purposes of breaking free from holds/entangle, Contingent: Force Field) (2)

      Occasionally Strong Guy
      Arguably has the Major Transformation Hindrance, but it doesn't affect Absorption or Super-Skill (in fact, if forced out of Transformed status, needs to use Absorption to re-trigger the Transformation)
      Super Attribute: Strength +5 (Requires Activation -1) (9)
      Super Attribute: Vigor +3 (Requires Activation -1, Linked: Super Strength +2) (7)
      Melee Attack:3d6 (Contingent:Super Strength) (6)
      Absorption: Light/Fire/Radiation (Additional Power Types +2, Transference: Strength +2) (6)
      Super Skill: Athletics +2 (2)

      Dreamgirl
      Fear (AoE/LBT +4, Strong +2, Range 12" +2) (10)
      Entangle (Alternate Trait*: Smarts +2; Strong +2, Range 24" +2) (9)
      *: Instead of being an alternate trait on Dreamgirl's part, the Entangle power uses an illusion of the target's desires; they thus resist with Spirit, and if they are Entangled, they must break free with Smarts.
      Animal Control 6 (Telepathic Link 1 mile +2) (8)
      Super-Skill: Focus +3 (3)

      Lycan
      Note: Has Minor Transformation Hindrance to assume a Wolf/Human Hybrid form; this does NOT affect her Heightened Senses Power, however. Also has The Best There Is (Melee Attack)
      Heightened Senses (Eagle Eyes, Hearing, Low Light Vision, Smell, Infravision) (5)
      Shapeshift 2 (Special: Wolf Only -1) (1)
      Super Attribute: Agility +3 (6)
      Super Attribute: Strength +2 (4)
      Melee Attack: 2d6 (Bite +d6, AP 4 +4; Claws +2d6, AP 2 +6) (14)

      Puppet-Master
      Has The Best There Is: Mind Control
      Mind Control (Forgetful +2, Multiple Minds +2, Strong +2, Double Range +1) (12)
      Mind Shield (Strong+2) (3)
      Environmental Resistance: Mental Power Type (1)
      Mind Reading (3)
      Super Attribute: Spirit +2 (4)
      Telepathy (1 mile Range +2, Mind Rider +3) (7)

      Lava Lass
      Damage Field: Heat 3d6 (Lethal -1) (4)
      Earthquake (Strong +2) (4)
      Environmental Resistance: Fire (Immunity +2) (3)
      Regeneration Every Round (Special Limitation: Must be in contact with natural earth/stone -2) (8)
      Matter Control: Earth (Damage 3d6 +2, AoE/LBT +2) (9)
      Ranged Attack: Fire 2d6 (Lethal -1) (2)

      Spellsword
      Armor +10 (Partial Protection -2, Requires Activation -1) (7)
      Melee Attack 0 (Special Weapon LongSword d8+4d6 +8, Armor Piercing 2 +1) (9)
      Super Sorcery (4)
      Teleport (Teleport Others +5, Traverse +3) (10)

      Comment


      • JmOz01
        JmOz01 commented
        Editing a comment
        Junior team of the Mutants from Manchester?

      • Freemage
        Freemage commented
        Editing a comment
        Ayup! Grew up reading that series.

    • #7
      Here you go, some Adolescent Olympians

      “Bird boy”
      • Armor +4, costume, device (1)
      • Super Attributes: +1 to all (10)
      • Super Edge: Belt of gadgets: Weird Science, Extra Powers, Gadgeteer, Rich (8)
      • Super Skills: Weird Science +2, Athletics +2, Stealth +1, Notice +2, Fighting +2 (9)
      • Vehicle, motorcycle (2)

      Powers: Bolt, Light/Darkness, Blind, Slumber
      Gear: Commlink, Auto grapple, Lockpicks

      “Gill-Head”
      • Animal Control Size 9, 1 mile Telepathy, Aquatic only -2 (9)
      • Aquatic: Breath Water, Pace +4 (4)
      • Heightened Senses: Low Light (1)
      • Super Attribute: Strength +3 (6)
      • Super Attribute: Vigor+2 (4)
      • Super Skill: Athletics+2, Fighting +2 (4)
      • Toughness: +2 (2)

      “W.G.”
      • Stretching +3”, Magic Rope, Device (1)
      • Super Attribute Agility +1 (2)
      • Super Attribute Strength +5 (10)
      • Super Attribute Vigor+2 (4)
      • Flight 12” (4)
      • Super Skill: Fighting +3, Athletics +2 (5)
      • Dodge -3 Vambraces, device (2)
      • Toughness: +2 (2)

      “Robin Hood”
      • Armor +4, Device (1)
      • Ranged Attack: 2d6 +2 AP, Bow & Arrow Area Effect: Medium, ROF 3, Device (10)
        • Entangle, Arrows, Area Effect, Contingent, Device (3)
        • Obscure, Arrows, Contingent, Device (2)
        • Stun, Arrows, Area Effect, Contingent, Device (3)
        • Swinging, Arrows, Device (1)
      • Heightened Senses: Eagle Eyes (1)
      • Super Attribute: Agility +2 (+4)
      • Super Edge: Steady Hands (2)
      • Super Skill: Shooting +3 (3)

      “Twinkle Toes”
      • Additional Actions: 1 extra action, Fast Action (7)
      • Intangibility, Alternate Skill: Athletics (6)
      • Speed: Sonic Speed, Surface Tension (15)
      • Super Edge: Best there is (2)




      Comment


      • Ghilz
        Ghilz commented
        Editing a comment
        Both valid points. That said your character still gets regular edges, so WG could take dodge to up ranged attacks missing on her, letting parry's deflect proc more often.

      • Rick J'onzz
        Rick J'onzz commented
        Editing a comment
        Can you do teen alien shapeshifting psychic?

      • JmOz01
        JmOz01 commented
        Editing a comment
        I'll giver her some thought...She joined a lot later, kind of after I lost interest, but will see what I can do...

    • #8
      This is the same team in there early 20's, I did use power level III for them here...

      “Bird Boy”
      • Armor +4, costume, device (1)
      • Dodge: -4 (4)
      • Genius (2)
      • Super Attributes: +1 to all (10)
      • Super Edge: Belt of gadgets: Weird Science, Extra Powers x2, Gadgeteer, Rich, Filthy Rich Channeling (14)
      • Super Skills: Weird Science +2, Athletics +2, Stealth +2, Notice +2, Fighting +2, Thievery (12)
      • Vehicle, motorcycle (2)
      Powers: Bolt, Light/Darkness, Blind, Slumber, Stun, Darksight
      Gear: Commlink, Auto grapple, Lockpicks

      “W.G”
      • Stretching +3”, Magic Rope, Device (1)
      • Super Attribute Agility +2 (4)
      • Super Attribute Strength +7 (14)
      • Super Attribute Vigor+3 (6)
      • Flight 24” (6)
      • Super Skill: Fighting +4, Athletics +2 (6)
      • Dodge -5, Defender (Med), Vambraces, device (6)
      • Toughness: +2 (2)
      “Twinkle Toes”
      • Additional Actions: 2 extra action, Fast Action (12)
      • Intangibility, Requires Activation, Alternate Skill: Athletics (5)
      • Speed: Near Light, ungainly, Surface Tension (21)
      • Super Edge: Best there is (2)
      • Whirlwind, Choice of cone, Alternate Skill Athletics (5)
      “Rusty”
      • Construct (8)
      • Heightened Senses: Eagle Eyes, hearing, Infravision (3)
      • Interface, Fast (4)
      • Leaping 32 yards Horizontal (3)
      • Ranged Attack: 3d6, Choice of Cone (7)
      • Reach: 2” (2)
      • Super Attribute Strength +5 (10)
      • Super Attribute Vigor+3 (6)
      • Toughness: +2 (2)
      “Salad Head”
      • Boost +5, Physical only, contingent (14)
      • Immune to disease (1)
      • Shape Change Size: 8, Powers, Speech (21)
      • Super Edge: Best there is (2)
      • Super Skill: Focus +7 (7)
      “Goldie”
      • Dodge -4, (4)
      • Flight Sonic, ungainy” (14)
      • Ranged Attack: 4d6 Ap 4 (14)
      • Speak Language, Written (2)
      • Super Attribute: Strength +2 (4)
      • Super Attribute: Vigor +1 (2)
      • Super Skill: Shooting +3 (3)
      • Toughness +2 (2)
      “Witch”

      Normal
      • Fearless, Steady (4)
      • Healing, Fatigue, Requires touch (3),
      • Immune to Poison & Disease, Cure Disease, Cure Poison (5)
      • Mind Reading, Implant Memory Master, emotions only (7)
      • Mind Shielding, Area Effect medium, Strong (5)
      • Minion: Summonable, Full Power (12)
      • Regeneration (2)
      • Scan: Magic (2)
      • Super Skill: Focus +4 (5)
      Dark Soul
      • Energy Control, Strong, Centered on character, selective (10)
      • Fear: Strong, Area Effect, contingent, Selective (7)
      • Force Field: +3, Area Effect, Life support (8)
      • Flight 6” (2)
      • Intangible (5)
      • Super Skill Focus +5 (5)
      • Teleport, Traverse (5)
      • Telepathy, range, only with creator, reverse mind Rider, always on (3)
      Last edited by JmOz01; 12-04-2021, 02:24 PM.

      Comment


      • JmOz01
        JmOz01 commented
        Editing a comment
        I did not notice the comment in the original post about level II, sorry ...added a note that these are level III

    • #9
      Another personal fave:

      Trenchcoat Mage
      Awareness 3 (3)
      Super Sorcery (Alternate Skill: Spellcasting) (4)
      Fearless (2)
      Mind Shield (1)
      Super Skills: Taunt +4, Persuasion +3, Spellcasting +3 (10)
      Super Edges: Humiliate, Provoke, Strong-Willed, Rabble-Rouser, Charismatic (10)

      Comment


      • Deskepticon
        Deskepticon commented
        Editing a comment
        Would this be a trenchcoat mage of the cigarette-smoking, demon-killing variety? If so, I think you might have underestimated his power. He's probably closer to Power Level IV, possibly even V.

      • Freemage
        Freemage commented
        Editing a comment
        It is that same fellow, yes. As for his Power Level, I'd agree, but the start-of-thread challenge was for Tier II characters. Now, that said, Super Sorcery can do a lot of heavy lifting, here, especially if he takes Luck/Great Luck. With Super-Edge and Super-Skills both at 10, he can do a helluva lot of amazing things, with a little bit of prep time, which feels right for him. He could also have AB: Magic, probably with Banish and maybe Barrier.

      • Ghilz
        Ghilz commented
        Editing a comment
        Alternatively assume this is one of his media adaptations who tend to be more limited.

    • #10
      Blue Bomber X PL3
      Construct (8)
      Ranged Attack (Switcheable) (10)
      - 2d6 ROF 3
      - 3d6 AP1 Charge, Spread
      Copycat 15 (Duration, Limitation: Can only copy powers of an enemy destroyed in the last turn. Limitation: Can only copy Ranged attacks, Energy Control, Matter Control, Damage Field, Entangle, Melee Attack) (15)
      Leaping 2 (Bounce, Special: Bounce only requires one wall) (5)
      Super Skill (Shooting) 1
      Super Skill (Athletics) 1
      Teleport (Traverse, Limitation: Can only Teleport long distances, Min 10 miles) (5)

      Comment


      • #11
        So it was requested, could only do it at level 3 (45 points) but here is alien telepathic brick girl

        3 Ranged attack (Alien Vision)
        5 Chameleon, Voice
        4 Flight
        5 Intangibility
        8 Invisibility (level 2)
        3 Mind Reading
        8 Super Attribute (Str) +4
        2 Super Attribute (Vigor) +1
        4 Telepathy Switchboard
        3 Toughness +3

        Comment


        • #12
          Captain Kazaam (PLV)

          There's a lot of wiggle room dependent on how strong you think he should be or what you want to emphasize.


          Hindrance: Transformation (Minor), Young (Major) (Only applies to De-Powered Form, other hindrances for transformed form like Heroic or Idealistic)


          Powers:

          Speed of Mercury:
          Flight (Super Sonic) 20
          Speed (Super Sonic + Pummel) 20

          Courage of Achilles: Fearless (2)
          Wisdom of Solomon: Super Attribute: Spirit 3

          Strength of Hercules:
          Super Attribute: Strength 3
          Melee Attack: +2d6 (4) (Transformed form prolly has martial artist / martial warrior to stack with this)

          Stamina of Atlas:
          Super Attribute: Vigor 3
          Super Toughness 9

          Power of Zeus:
          Ranged attack: 4d6 electrical damage (Limitation: Needs to say magic word) (8)
          Environmental Resistance (Electricity), Immunity (3)

          Comment


          • #13
            The "Marvelous" First Family of Four

            All at Power Level III, early in their carriers.



            Smart Stretchy Guy
            Novice Human

            Attributes: Agility d6, Smarts d12+1, Spirit d8, Strength d6, Vigor d6
            Skills: Academics d6, Athletics d8, Common Knowledge d4, Electronics d8, Fighting d4, Focus d8, Hacking d8, Language (Native) d8, Notice d4, Persuasion d4, Repair d6, Research d8, Science d12+2, Shooting d4, Stealth d4
            Pace: 8 (d8 run); Parry: 4; Toughness: 5
            Hindrances: Curious, Doubting Thomas, Loyal
            Edges: Jack-of-all-Trades
            Weapons: Unarmed (Range Melee, Damage Str)
            Language: Native (native, d8)

            Powers (45):
            * Additional Actions (super-analytical mind) (5+2-1=6)
            * Fast Action (+2)
            * Mental Only (-1)
            * Altered Form (elastic body) (2+1+1+4+2=10)
            * Fall Proof (+1)
            * Grappler (+1)
            * Reach (+4)
            * Viscous (+2)
            * Super Attributes (6)
            * Smarts +2 (+4)
            * Spirit +1 (+2)
            * Super Skills (15)
            * Repair +2
            * Science +5
            * Research +1
            * Focus +3
            * Athletics +2
            * Electronics +1
            * Hacking +1
            * Super Science (Super genius) (4)
            * Pace (elongated legs) (2+1=3)
            * Strider (+1)
            * No Vital Organs (1)



            Tough Rocky Guy

            Novice Human

            Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+6, Vigor d12
            Skills: Athletics d10, Common Knowledge d6, Driving d6, Fighting d10+1, Language (Native) d8, Notice d6, Persuasion d4, Piloting d8, Shooting d6, Stealth d4, Taunt d6
            Size: 1; Pace: 6; Parry: 7; Toughness: 16 (6) - Heavy Armor
            Hindrances: Distinctive Appearance (custom, Orange rocky skin.), Heroic, Loyal
            Edges: Brute
            Weapons: Unarmed (Range Melee, Damage Str+1d4)
            Language: Native (native, d8)

            Powers (45):
            * Super Edges (8)
            * The Best There Is
            * Martial Artist
            * Brawny
            * Iron Jaw
            * Super Attributes (22)
            * Strength +8
            * Vigor +3
            * Super Skills (5)
            * Fighting +2
            * Piloting +1
            * Athletics +2
            * Toughness +2 (2)
            * Armour +6 (3)
            * Heavy Armor (+2)



            Flying Fire Guy

            Novice Human

            Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
            Skills: Athletics d10, Common Knowledge d6, Driving d8, Fighting d6, Focus d10+2, Language (Native) d8, Notice d4, Performance d4+1, Persuasion d10+1, Repair d10, Shooting d4, Stealth d8
            Pace: 6; Parry: 5; Toughness: 5
            Hindrances: Big Mouth, Loyal, Overconfident
            Edges: Attractive
            Weapons: Unarmed (Range Melee, Damage Str)
            Language: Native (native, d8)

            Powers (45):
            * Flight (10)
            * Pace 180 (120 mph), -2 Attack Penalty
            * Fire Bolt (9)
            * 4d6 damage
            * 12/24/48 range
            * uses Focus
            * Fire Form (4)
            * Damage Field - 3d6
            * Lethal
            * Super Skills (10)
            * Focus +2
            * Athletics +2
            * Repair +2
            * Stealth +2
            * Persuasion +2
            * Parry +2 (2)
            * Dodge +2 (2)
            * Elemental Resistance (Fire) (2)
            * Immunity
            * Requires Activation
            * Skill Bonus (4)
            * Focus +2
            * Super Edges (2)
            * Ace




            See Through Girl

            Novice Human

            Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
            Skills: Athletics d6, Common Knowledge d6, Fighting d6, Focus d8, Healing d6, Language (Native) d8, Notice d6, Performance d4, Persuasion d8, Shooting d4, Stealth d6, Taunt d4, Intimidation d4-4
            Pace: 6; Parry: 5; Toughness: 5
            Hindrances: Heroic, Loyal, Mild Mannered
            Edges: Luck
            Weapons: Unarmed (Range Melee, Damage Str)
            Language: Native (native, d8)

            Powers (45):
            * Invisibility (8+3+1=12)
            * Projection - MBT (+3)
            * Mobile (+1)
            * Selective (+1)
            * Force Field 10 (10+2+1+1=14)
            * Area Effect - MBT (+2)
            * Mobile (+1)
            * Selective (+1)
            * Matter Control (Force) (5-2+5=8)
            * Only to create Barriers (-2)
            * Power (Barrier Hardness 14) (+5)
            *Switchable - Force Tricks (2+9=11) - As a limited action can change between Ranged Attack and Telekinesis
            * Ranged Attack (Force) (6+1+1+1=9)
            * Damage 3d6
            * Armour Piercing 2 (+1)
            * Cone, optional (+1)
            * Forceful (+1)
            * Telekinesis (3+4+2=9)
            * Strength d10 (+4)
            * Flight - Pace 6 (+2)
            *Super Skill (1)
            * Focus +1

            Comment

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