kcw | dc heroes
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Voodoo - stick pins in a doll to hur opponent
Warp - create a small wormhole between two locations
Water Animation - create water elemental
Water Control - move and shape water
Water Freedom - water doesn't slow you down
Weather Control - your outdoor parties are never rained out!
X-Ray Vision - see through things

[4] Define Skills

Pick 6 minus (# powers) skills. If you really want more skills you can list more. Skills automatically include all subskills and are cheaper if some subskills are omitted. Most subskills can be done without having the skill, though there is a heavy penalty. List your skills in order of preference and assign attribute scores.

Acrobatics: climbing, dodging, gymnastics
Animal Handling: animal training, riding
Artist: actor, danger, musician, painter, photographer, sculptor, writer
Charisma
Detective: clue analysis, counterfeit recognition, identification systems,
    law, police procedure
Gadgetry: build gadget, identify gadget
Martial Artist
Medicine: first aid, forensics, medical treatment, surgery
Military Science: camouflage, cartography, danger recognition,
    demolition, field command, tracking

Occultist: create artifact, identify artifact, occult knowledge, ritual magic,
    premonition
Scientist: analysis, drawing plans
Thief: escape artist, forgery, locks and safes, pickpocketing,
    security systems, stealth
Vehicles: air vehicles, land vehicles, water vehicles, space craft
Weaponry: exotic weapons, firearms, heavy weapons, melee weapons,
    missile weapons

[5] Advantages/Drawbacks

This is similar to any other point based game. Enemies, vulnerabilities, fears, dependents are all drawbacks. Connections, pets, gadgets, physical and mental perks are all advantages. It should be more or less apparent from your character concept what will be appropriate so I'll pick one or two for you unless you want something.
Copyright (c) 2003 Kevin C. Wong
Page Created: December 2, 2003 Page Last Updated: December 2, 2003