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====SUPERNATURAL ORIGINS==== <font size=1>[https://wiki.rpg.net/index.php/SavageHellboySWADE Back to Top] </font></br> There are full on psychics, mystics and warlocks, werewolves, vampires, demons and fae creatures in the world. Most are hostile but not all. You are one that has chosen to ally yourself with humanity against these dark forces. Supernatural count as a wide range of Types and hench tend to have many Sub-Types. For this reasone</br> You can spend all of your points on Super Powers so long as they are defined are part of your 'nature' or origin of your supernatural gift (or curse).</br> Many supernatural types can include '''''Universial Powers''''' that all memebers of the type of origin have (for example, all Fae Born are Ageless, etc.). Many also include a list of '''''Common Powers''''' and powers that all of that Supernatral Origin type have automatically for many origins sub-type. These Supernatural Origin Powers generally have to be purhcased by that Origin and the Common Powers are similar common for them. The player is not limited to taking these powers and can take some other so long as they can 'explain' it as part of the Origin types. </br> Many supernatural creatures have '''''Common Banes''''' among their orgins and/or sub-types that allows the character to purchase some to gain additional Super Points. See individual types of supernatural. Finally, the supernatirel do not interact the same with other supernatural whom work for the B.P.R.D. You may find that both mortal and supernatural creatures will react differently based upon your supernatural origin. Psychics, for example, may find they are of great interest to ghosts and spirits. Power always comes with a price. =====The Cursed===== The cursed are a wide and varied group. There are those who are granted abilities to ensure they may better serve their new masters, individuals that find themselves under the skin-crawling Wendigo curse, and those who find themselves with a blood thirst or acting as a vessel for demonic forces. Often, those who are cursed find that the only resolution available to them is oblivion. Those cursed with demonic influence may simply find that they were part of a long-dead demon’s forgotten plan. All too often, however, both the demon and their plan still live.</br> NOTE that for all Curses you should take some level of either ''Outsider'' or ''Secret'' as part of your nature to the outside world. The B.P.R.D. is rather forgiving and open to the weird and legendary evil monsters in their ranks but does except that they are willing to help defend humanity against the other dark forces out there.</br> SUB-TYPE OF CURSED :HALLOWED: Perhaps your curse was via a cursed object that you did not notice when you stepped on it, or maybe when you stared into the abyss, something stared back into you or you were killed and raised from the dead by a necrotic ritual. Your curse has led to you surviving more than you care to mention, though even you have noticed that the experience has left you increasingly hollow. While you corpse may not be rotting it is becoming harder to care as much as it once was. The world increasingly feels like the colour is being drained out of it. There are no universial powers for the Hallowed as it can include so many sub-sub-types. ::'''''Harrowed Powers''''': Undead [8]. ::'''''Common Banes''''': The Hallowed can take up to 4 points of Banes from the following list - Bad Luck (as Major Hindrance) [-2], Cannot Speak/Mute (as Major Hindrance) [-2], Elemental Weakness (Holy items; as Minor Hindrance) [-1], Grimm (as Minor Hindrance [-1], Mean (as Minor Hindrance) [-1], Vow (as Minor or Major Hindrance; often placed on them at the time of their creation to reflect a ancient commond to follow) [-1 or -2], Ugly (as Minor or Major Hindrance) [-1 or -2]. Note that the Ugly here more reflect a unnatural look about them that makes people uncomforatable around them. ::'''''Other Common Harrowed Powers''''': The Harrowed can spend their remaining Super Power points on the following powers - Ageless, Doesn't Sleep, Environmental Resistance, Fear, Fearless, Hardy, Leaping, Melee Attack, Regeneration, Super Attributes and Skills (generally limited to a max of d12+3), Super Edges, Undead with the Spark of Life modifier. :VAMPIRE: To many, the demonic nature of a curse is more a balance of trading one life for another. The power granted by the creature that turned you to this new unending existence, however, remains deeply embedded in your psyche. Though it might be buried deep, it can never be forgotten. Fortunately, due to the nature of the B.P.R.D.’s work, often the creature that turned you rarely continues to exist long enough to gloat. Note that Vampire (and Demon) Weaknesses are supernatural Hindrances that effect their behavior. Each has their own discreption. ::'''''Vampire Powers''''': Heightened Senses: Low-Light Vision [1], Melee Attack: Bite (Str+d6) [2], Regeneration (once an hour; Limitation -must have drank one pint of blood in the last hour -2. Cannot regenerate damage from Holy trappings) [3] ::'''''Common Vampire Banes''''': The Vampires can take up to 4 points of Banes from the following list - Bloodthristy (as Major Hindrance) [-2], Dependency (Blood; as Negative Racial Abilities) [-2], Elemental Weakness (Silver and/or Wooden Weaps; as Minor Hindrance) [-1 or -2], Vulnerability (Holy Sights/Gound; as Major Hindrances) [-2], Weakness (Holy Water) [-2]: A vampire sprinkled with holy water suffers a level of Fatigued. If immersed, he combusts as if it were direct sunlight (see below), Weakness (Invitation Only) [-1]: Vampires cannot enter a private dwelling without being invited. They may enter public domains as they please, Weakness (Sunlight) [-2]: Vampires burn in sunlight. They take 2d4 damage per round until they are ash. Armor protects normally. ::'''''Other Common Vampire Powers''''': Additional Actions, Ageless, Doesn’t Breathe, Doesn't Eat, Heightened Senses, Infection (common mod Lethat and Requires Touch) (at GM's call can also be used to transform a victim into a new Vampire), Intangibility, Leaping, Melee Attack, Mind Control (common mods Leashed, Limited-Requires Eye Contact), Pace or Speed, Regeneration (higher), Super-Attributes and Super Skill (max starting d12+3), Super Edges, Toughness, Undead, Wall Walking. :LYCAN: When a full moon emerges, humans infected with lycanthropy lose control and become snarling creatures bent on murder. Some embrace their cursed state and revel in the destruction they cause. Others may never embrace their curse but learn to live with it, even control it. They can transform even when the moon is not full. Of course the B.P.R.D. is welcoming so long as the lycan strive to overcomes their darker natures and not spread their curse to others. NOTE that your Transformation Bane requires you to make a ''Focus'' skill check so you might want to invest points into that skill. ::'''''Lycan Powers''''': Growth 1 (permanent -2) [1], Heightened Senses: Smell [1], Melee Weapon - Claws (Str+d4, +2 ''Athletics'' when climbing) [2], Regeneration (cannot regenerate damage cause by silver trappings) [2]. ::'''''Lycan Banes''''': Transformation (as Minor Hindrance) [-1] ::'''''Other Common Lycan Banes''''': the Lycan can take an additional 3 points on Bane from the following list - Bloodthristy (as Major Hindrance) [-2], Discintive Appearance (as Minor Hindrance) ("its a Werewolf!") [-1], Elemental Weakness (Silver as Minor Hindrance) [-1], Mean (as Minor Hindrance [-1], Reckless (as Major Hindrance) [-2], Vulnerability (Wolf's Bane, as Minor or Major Hindrance) [-1 or -2]. ::'''''Other Common Lycan Powers''''': The lycan can spend their remaining Power points on the following - Fear, Hardy, Heightened Sense, Infection (common mod Lethat and Requires Touch) (at GM's call can also be used to transform a victim into a new Werewolf), , Melee AttaCK, Pace, Regeneration (higher levels), Super-Attributes and Super Skill (max starting d12+3), Super Edges, Toughness. :DEMON: Though much of the metaphysics of the different worlds is up for discussion, one thing is true: there is a place called Hell populated by various malevolent spirits that have earned their place as demons. Though "spirit" is a technical classification, they can materialise as solid and universally powerful. Fortunately, they can only enter the physical world when summoned via magic. They are creatures that exist within a hierarchy where the strong bully and rule the weak. Their one bane seems to be that they are bound by ancient laws and rarely harm humans that have not signed themselves over to the demons' whims. :Summoned by magical rite and bound by prophecy and ancient laws, you have become empowered by demonic energies and physically altered as part of your new power. Alternatively, your family may have entered into a contract or agreement with the forces of Hell or you were discovered at the site of a ritual. ::'''''Demon Powers''''': Ageless [1], Environmental Resistant (Fire; Immunity +2) [3], Heightened Senses: Infravion [1] ::'''''Common Demon Banes''''': Elemental Weakness (Holy trapping, as Minor Hindrance) [-1], Small (as Negative Racial Quality; or Really Small. Being one a half feet tall and -2 to Toughness) [-1 or -2], Vulnerability (Holy Sights/Gound; as Major Hindrances) [-2], Weakness (Holy Symbol) [-1]: A character may keep a demon at bay by displaying a holy symbol. A demon who wants to directly attack the victim must beat her in an opposed Spirit roll, Weakness (Holy Water) [-2]: A demon sprinkled with holy water is Fatigued. If immersed, he combusts (as if it were a Vampire in direct sunlight; see above), Weakness ('The Laws of Hell') [-1]: You suffer a -4 to all Resistant rolls made against you with the 'Holy' or 'Arcane' trappiints (such as spells, magical abilities, holy commands, etc. ::'''''Other Common Demon Powers''''': Demons can spend their remaining points on the following Powers - Additional Actions, Awareness, Doesn't Breath, Doesn't Eat, Doesn't Sleep, Extra Limbs, Fear, Fearless, Flight (limitation -Wings -1), Genius, Growth (with the Permanent Modifier), Illusion, Immuniny to Disease/Poisons, Infection, Jinx, Malfunction, Melee Weapon (Bite, Claws or Horns or maybe a Magical Sword/Weapon), No Vital Organs, Pace, Poison, Ranged Attack (Fire breath or attack), Regeneration, Speak Language, Super Abilities, Edges and Skills, and Toughness. =====Psychics===== The exact nature of an individual’s psychic ability is as unique as the individuals who manifest them. Throughout history, organisations, nations, and creatures have tried to use the powers of these individuals for their own means. Many a calamity has been spared with a psychic image warning, and many a trap relied on the abilities of the psychic involved. Most psychics are humans who at some stage have begun to exhibit their abilities.</br> Often this occurs early in their life, and it forever shapes it. Some manage to live largely normal lives, whether it be learning to control their gifts or through the limited nature of their abilities.</br> All Psychic Powers atomatically default to an alternate skill - ''Psionics'' (Smarts) without any increase cost.</br> Full blown Psychics have the fewest problems interacting with normal humans but all have a standrad '''''Pychic Bane''''' of Weakness (Open Channel) [-1]. This bane is a penalty of -4 to any resistant rolls against powers use to control, process or read their minds, etc. by ghosts and spirits. Many also suffer some form of the Hindrances of ''Outsider'' and/or ''Secret'' but they don't count as Banes and are not universial.</br> PSYCHIC CLASIFICATION :MEDIUM: Mediums can channel ectoplasm to open their mind to the spirits and echoes of their surroundings. Though this is never without risk, the powers it grants and the information gained is often priceless. ::'''''Mediums Powers''''': Mind Control (Spirits and Ghosts only -2) [3], Mind Reading (Spirits and Ghosts only -2) [1], Possession (Spirits and Ghosts only -2) [3], Object Reading [2], Scan (Ghost, Spirits and Ectoplasm) [2] ::'''''Other Common Medium Powers''''': Mediums can spend their remaining points on the following powers - Animal Companion, Animal Control, Awareness, Fear, Fearless, Genius, Healing, Illusions, Jinx, Malfunction, Mind Shield, Obscure, Super-Skills (especially Psionics), Stun, Telapathy, Uncanny Reflexes, and/or Whirlwind. :PSYCHOKINETIC: The B.P.R.D. is home to a number of individuals that can use their psychic abilities to manipulate the physical world, the most famous being Liz Sherman and her ability to manipulate fire. :Sub-Types (only a few) : * ESPers - Extrasensory perception or ESP, also called sixth sense, includes claimed reception of information not gained through the recognized physical senses, but sensed with the mind. ::'''''ESPER Powers''''': Awareness [4], Mind Reading [3], Mind Shield [1], Scan (psychic powers or beings) [2] and Telepathy [2] ::'''''Other Common ESPER Powers''''': ESPERs can spend their remaining points on the following powers - Animal Companion, Animal Control, Fear, Fearless, Genius, Healing, Illusions, Jinx, Malfunction, Mind Conceal, Obscure, Super-Skills (especially Psionics), Stun, Uncanny Reflexes, and/or Whirlwind. : * Cryokinesis - Psychic ability to control freezing temperature to create snow and ice. ::'''''Cryokinesis Powers''''': Environmental Resistant (Cold; Immunity +2) [3], Energy Control (cold) [5], Heightened Senses: Infravion [1] ::'''''Additional Bane''''': Environmental Weakness (Heat/Fire, as Minor Hindrance) [-1]: suffer a -4 to resist powers' affects or +4 to damage from heat or fire trapping powers. ::'''''Other Common Cryokinesis Powers''''': You can spend their remaining points on the following powers - Absorption (fire), Altered Form (cold/ice or snow being), Damage Field (cold), Force Field (cold), Melee Attack (cold), Ranged Attacks (cold) and/or Toughness. You could also increase the Energy Control (cold) with additional Modifiers. : * Pyrokinesis - Psychic ability allowing a person to create and control fire with the mind. ::'''''Pyrokinesis Powers''''': Environmental Resistant (Fire; Immunity +2) [3], Heightened Senses: Infravion [1], Ranged Attack - Fire in any combination up to [10] points. ::'''''Additional Bane''''': Environmental Weakness (Cold, as Minor Hindrance) [-1]: suffer a -4 to resist powers' affects or +4 to damage from cold trapping powers. ::'''''Other Common Pyrokinesis Powers''''': You can spend their remaining points on the following powers - Absorption (fire), Altered Form (fire), Damage Field (fire), Doesn’t Breathe, Energy Control (fire), Fear, Force Field (fire), Intangibility (through Altered Form), Melee Attack (fire) and/or Toughness. Also if the character wishes they can take the 'The Best There Is' you can spend up to 15 points on Ranged Attack (fire). : * Telekinetic - Unlike psychokinetics, whose powers range from healing to materialisation, telekinetics specialise in levitation and movement. ::'''''Telekinetic Powers''''': Telekinesis: base range of 12" and TK strength of a d10 (Fine Control +3; Power +4) [10] ::'''''Other Common Telekinetic Powers''''': The telekintic can spend an their remaining power points on the follow - Awareness, Fearless, Force Field, Genius, Mind Shield, Push, Toughness and/or Whirlwind. The TK could also purchase 'The Best There Is' edge to be able to spend up to 6 additional super power points on Power (each 2 points increase the TK Strength by +1 step). ''GMs note I will allow a character with The Best There Is edge spend up 16 points in this instants.'' =====Ghosts===== In hindsight, death should always be in the top five of the worst things that could happen, at least twice, preferably. Regardless of how much you feared it or how careful you were, the fact remains that you are particularly deceased or dead. Oddly however, this was not the normal ending that you had come to believe would be the natural progression that came with life ending. You remain in a spectral form. A ghost.</br> All powers used by Ghosts use the Focus (Spirits) skill to activate and control them with.</br> All Ghosts share these common '''''Universial Ghost Powers''''' automatically - Environmental Resistance - Cold and Heat [2], Intanibility (Permanent -2) [3], Invisibility (Permanent -2) [6], Possession (Requires Touch -2) [3], Undead (Spark of Life) [10]. They also share the following '''''Ghost Banes''''' - Distinctive Appears [-1] (Its a Ghost!!), and Vulnerability (Holy Sights/Gound ''or''Unholy Sights/Grounds; as Major Hindrances) [-2] (player's choice). </br> CLASSIFICATIONS OF GHOST :BOUND: Whether through a containment suit, being bound via ritual to an object, or any other method, you are still able to manifest in the mundane world and move about relatively freely. Bound ghosts are able to directly interact with the physical world but only through this item. And as the item is damaged they suffer Wounds and can be Incapacitaded. If they leave that 'vessel' they are no longer effected by them as if they were 'healed' instantly. However they cannot inhabit another vessel (non-living construct vessels) for one Hour per Wound they have suffered afterwards. ::'''''Additional Bane''''': Transformation (In order to inhabit or 'possess' a vessel that cannot resist the Possession power requires a ''Focus'' skill check and an Action; as Minow Hindrance) [-1] ::'''''Bound Ghost Powers''''': Construct [8], and their Possession adds the modier - can inhabit dead bodies, simple contructs, itmes etc [+2] :WANDERING: You are not physically bound to the mundane world and are instead bound by your will and the business that keeps you from moving on. As they are less connected to this world they gain greater access to powers that spirits world that can affect the real world. ::'''''Additional Bane''''': Weakness (Etheric) [-1]: When possessing a creature you suffer any conditions the vessel is currently suffering from including Wound penalties, etc. These only last while you possess them. ::'''''Other Common Wandering Ghost Powers''''': The wandering ghost can spend their remaining points on the following powers - Animal Control*, Awareness, Decay*, Fear*, Fearless, Jinx, Malfunction, Mind Control*, Mind Reading*, Object Reading, Obscure*, Slow*, Speak Language, Telekinesis*, Telepathy* and/or Whirlwind. :: * There powers are Contingent (+0) on the Ghost possessing a 'vessel' (a living creature) in order to use them. =====Fae Born===== It's theorised that the Fae have been inhabiting parts of our world for long enough to have witnessed its beginning. The legends surrounding them speak of a last refuge of the old world hidden from humanity behind the pathways and gates that the Fae creatures use to travel the mortal world. The history of the Fae creatures and the legendary history of the world are heavily interwoven. The one fact that agents can embrace is that these creatures will hold themselves to the letter, if not the spirit, of an agreement or promise that they make.</br> All Fae have the following '''''Universial Fae Powers''''' - Ageless [1], Awareness [4], Doesn't Sleep (Tireless +1) [2], Immunity to Disease [1].</br> They also all suffer the following '''''Fae Banes''''' - Distinctive Appearance (as Minor Hindrance) [-1]: a fae unnatural features makes them stand out if they don't hide their nature. Environmental Weakness (as Minor Hindrance; Iron. Suffering +4 damage from iron cast weapons) [-1]. Vow (as Major Hindrance; 'Bound by Words') [-2]: the fea are obsessed with keeping their oaths and 'word' in all manners. They can't easily break their promises or words without suffering curses, something they do not tolerate.</br> CLASSIFICATION OF FAE BORN :CHANGELINGS: There was a time when the Fae would leave behind changelings in place of the human children they stole, though the creature would eventually be discovered and forced to flee. Perhaps they would let part of their appearance slip, give into their “unique” sense of humour, whisper words in the dark, or else the family would somehow sense that something was not right. Regardless, the results were often traumatic. Changelings that join the B.P.R.D. typically use a humanoid appearance to fit in with their new family, but still are able to shift their appearances. As a nomal Hindrance many Changelings take Secret as even amoung their friends they are obsessed with them. ::'''''Changeling Powers''''': Chameleon [3]. ::'''''Other Common Changeling Powers''''': Changelings can spend their remaining points on the following powers: Aquatic, Armor (magical item), Awareness, Blind, Boost/Lower Traits, Dodge, Fear, Genius, Healing, Heightened Senses, Illusions, Invisiability, Jinx, Malfunction, Melee Weapons (magical/special weapons or natural weapons like bite and/or claws), Mind Control, Mind Shield, Obscure, Pace, Parry, Shape Change, Shrinking, Super Attributes and Skills (max arouond d12+3), Super Edges, Teleport and Uncanny Reflexes. :THE NOBLES: There are documented cases of nobles within the Fae courts appearing largely human and possessing extraordinary powers, such as shapeshifting and an ease of channelling magical energies. Nobility of the Fae may join the B.P.R.D. out of a deal struck with an agent decades ago or simply to see the decline of their kind staved off. After all, if this world ends, there will be no human children to steal to replace their dwindling number. Many Noble Fae will normally take the Hindrance - Code of Honor. ::'''''Noble Fae Powers''''': Super Edges: Aristocrat, Attractive [4] ::'''''Other Common Noble Fae Powers''''': A Noble Fae may spend their remaining points on any of those listed under the Changeling's power list plus Chameleon , Mind Shield and Super Sorcery. :PRANKSTERS: Fae creatures have a universally odd sense of humour. They delight in pranks and outwitting other creatures and each other. Despite this, there is very rarely any malicious intent behind the pranks, not directly at least. An agent may find their shoelaces replaced with strawberry lace candy, or their keys hanging from the branches of the third tallest branch of the nearest tree. Though these pranks are ultimately harmless, they often set in motion a series of events that either lead to great calamity or avoid it; in retrieving the car keys, the agent discovers a glyph only visible from a heigth. Pranskers often have the Hindrance -Driven depending on the level on how often they must play a 'prank' on another. ::'''''Common Prankster Powers''''': The prankster fae can spend their remaining 25 points on any of those listed under the Changeling's power list plus Chameleon , Mind Shield, Shirking and Super Sorcery. =====Others===== This is sort of a catch-all for anything even more unusual and strange, such as Constructs (magical like Golems and Elementals), Experiments (magical alchemist experiments, gene-threapy or cybernetics to create a more perfect human or soldiers) or Throw-backs (sub-species of legend like Big Foot or Fish Men).</br> BOARD TYPES :CONSTRUCTS: You were created, either like the legendary hebrew Flesh or Clay Golem or perhaps Arcane Stone or Metal Golem or maybe a super tech robot or android, etc. Maybe you are a free spirited Elemental, who was summoned rather then created. No matter your creator (or summoner) they are long lost and/or gone and you find yourself struggling for propuse in the world. You have found a place within the B.P.R.D. recently and seem content to work for them and the better of humanity. :All Contructs have the following '''''Universal Construct Power''''' of Construct [8] although note that for some created or summoned beings with a more magical origin can substitue the ''Repair'' skill for ''Occultism'' :'''''Construct Banes''''' can take up with -4 points of the following set to reflect the weakness(es) of their origins - Alien Appearance (as Major Hindrance) [-2], Clueless (as Major Hindrance) [-2], Distrinctive Appearance (as Minor Hindrance) [-1], Enemy (as Minor or Major Hindrance) (some minions of your creator, etc.) [-1 or -2], EnvironmentalWeakness (+4 damage and -4 to resist powers from an elemental like fire/heat, water/cold, lightning, etc. trapping) [-1], Grim (as Minor Hindrance) [-1], Outside (as Minor or Major Hindrance; can reflect unconscion fears and hatred also) [-1 or -2], Tongue-Tied (as Major Hindrance) [-2], Ugly (as Minor or Major Hindrance; can reflect uneasy or unconscious fear or hatred) [-1 or -2] ::'''''Other Common Construct Powers''''': Depending on how many, if any, Banes the character took they can spend their addition power points on - Absorption, Additional Actions, Ageless, Aquatic, Armor, Awareness, Boost/Lower Traits, Broadcast, Burrowing, Dodge, Doesn't Breath, Doesn't Eat, Doesn't Sleep, Earthquake, Energy Control, Entangle, Environmental Resistance, Extra Limbs, Fear, Fearless, Flight, Genius, Growth (with permanent mod), Hardy, Heightened Senses, Interface, Machine Control, Melee Attack, No Vital Organs, Pace, Parry, Poison, Range Attack, Reach, Scan, Skill Bonus, Stun, Super Attribute and Skills (max around d12+3), Super Edges, Uncanny Reflexes, Vehicle and/or Wall Walker. :EXPERIMENT or THROWBACK: Maybe you are the result of some genetic or cybernetic experiment to create a more perfect human soldier. Maybe your genes were splised with an animal's or fish's or insect's that grant you strange and unusal gifts. Or they were changed due to an alchemist elixir that granted you super powers! Or you are where are class as a Throw-Back, a creature from the a hidden past such as what might be called a Big Foot or Yeti from the deep ancient forest or artic mountains or Fish/Frog Man from the lost lagoon.</br> :As they are so wide ranging and board they don't have any universial powers. :'''''Experimental''''' or '''''Thorw-Back Banes''''' can chose up with -4 points of the following set to reflect the weakness(es) of their origins - Alien Appearance (as Major Hindrance) [-2], Big (as Racial Negative Quality) [-2], Dependence (as Racial Negative Quality) [-2], Distrinctive Appearance (as Minor Hindrance) [-1], Environmental Weakness (+4 damage and -4 to resist powers from an elemental like acid, electricity, fire/heat, water/cold, etc. trapping) [-1], Grim (as Minor Hindrance) [-1], Outside (as Minor or Major Hindrance; can reflect unconscion fears and hatred also) [-1 or -2], Tongue-Tied (as Major Hindrance) [-2], Ugly (as Minor or Major Hindrance) [-1 or -2] ::'''''Other Common Experiment and Throw Back Powers''''': Depending on how many, if any, Banes the character took they can spend their addition power points on Any power in the SPC but try to fit your overall background theme. A Cyber Warrior might be very different then a Sasquatch or Fish Man, etc.
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