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Topics - Tirs

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1
DFRPG / Physical buffs: Question of FATE-points refresh cost
« on: August 15, 2017, 10:56:29 AM »
I didn't  get  this moment - if e.g. character increases his mightby using magic to the Inhuman level, must he lost refresh for this? He don't use items and  the effect is temporary.

2
DFRPG / Person of Interest RPG
« on: September 16, 2016, 02:09:17 PM »
First of all, did someone watched Person of Interest or I'm the only lame duck in this forum?
OK, in short, it was a not-so-bad procedural (than - serialized) show, which have been turned in crap by its finale (as it happens too often :'(). Although, the setting itself could be quite good for RPG.
I think, FATE is good system for it, since all the characters suppose to be "pure mortals" with thick plotarmor (which can be reflected by fate-points easily), but there is a nuance: ASI,Artificial super-intellects. There were 2 of them in the garbage show (sorry, butt-hurt still continue), but hypotetically can be more of them. OK, OK, deep-breath.
(click to show/hide)
In short, ASIs are technocratic man-made demigods which can huck anything and everywhere.
In this regard, three things are needed:
-Customization which gives an ally-machine (many things, such as a fake identity or funding can be achieved without spending fate-points)
-A resource and its management, which you can determine what may help AI
-for different AI - different strengths and weaknesses.
Any ideas?

3
DFRPG / Another conversion
« on: November 11, 2015, 09:00:55 PM »
With a great help (especially Haru), I finished the conversion of one World of Darkness ready-made character in DF.
During this I:
-finally get how DF RPG actually work
-understood the base template of WoD-werewolves in DF, and now can (I think) write all the template for 2.0
-I radically revised opinion about power-level of Dresdenverse (I really thought, that WoD monsters will be way stronger, but... no, they are actually equal)

The character I conversed were quite strong and cool, but here he is just strong-but-not-overpowered-dude. Anyway, ladies and gentlemen, please welcome

Mahmoud "WALKS-FROM-THE-LIGHT" Abdul-Rahim

Aspect
High Concept: Monster, who hunting monsters
Trouble: Lone Wolf
Other Aspects: When you look long into an abyss...
                      Bad-ass motherfucker
                      Cold eyes
                      When you’ve got a big-ass hammer, why look for anything but a nail?
                      Tired of being alone
                      It wasn't THAT bad (in response to gossip about his achievement)

Background:
Quote
As a lost cub in his mid-20s, Mahmoud was taken in by a mixed Blood Talon and Iron Master pack that was alerted to his Change by local spirits. Over the years, the sensitive and good-natured young man became a ferocious killer and savage protector of his family and territory. Clever (or malicious) spirits would target Mahmoud as the most dangerous of the local pack, and attempt to harm his family as a way of getting to the werewolf. The foulest of these attacks involved the rape of his sister. Mahmoud tore the culprit torn limb from limb, shredding both its mortal host and the spirit responsible.
On that night, Mahmoud went to war against the darkest pits of Shadow.
Now in his early 40s, Mahmoud wanders the world alone, seeking out suitable Uratha for induction into the Lodge of Night. He is not averse to joining a pack — in fact, he deeply desires the unity of such a bond — but, in his eyes, his lone questing is a necessary sacrifice. The Lodge of Night must be spread and new members brought in; and none know the truths of the lodge as well as Mahmoud. He never took the name “Walks-From-the- Light,” and instead smiles with grim amusement every
time he hears it spoken. It was awarded to him (perhaps forced upon him is a better term) in light of his journeys and deeds. Every lodge member has heard of him, and his exploits may well have been exaggerated.
Walks-From-the-Light looks old for his age. His dark skin is weathered, and his face shows grayish stubble that rarely sees a razor. He is handsome in a rugged way, appealing to anyone with an eye for the older man. When his anger is suppressed, he is good-natured with a dark and sarcastic sense of humor. When angered or merely trying to threaten someone, his expression is little short of murderous and utterly barbaric. No matter his state of mind, his dark eyes are impenetrable — deep, dark and unreadable.

Skills
5: Endurance, Intimidation
4: Might, Fists, Weapons, Alertness, Conviction, Discipline, Presence
3: Athletics, Driving, Survival, Scholarship, Lore, Stealth
2: Craftsmanship, Contacts, Rapport
1: Guns, Resources

Stunts
Linguist (2), Strong Lungs (Endurance +2 to breath holding-checks)

Powers
Feeding Dependency (Essence) [+1] affect:
Supernatural Recovery [–4]
The Catch [+2] - silver
Echoes of the Beast [–1]
Beast Change [–1]

Human Form [+1] affect (one way, or another):
Claws [–1]
Inhuman Strength [–2]
Inhuman Speed [–2]
Incite Emotion [–1] - Lunacy (delirium)
Human Form [+2] (the strongest form, with some complications) affect:
Inhuman Toughness [–2]
Mythic Recovery [–6]
The Catch [+2] - silver

Feeding Dependency (Essence) [+1] affect:
Ritual [–2]
Channeling [–2] (Gifts is not normal spell-craft and mostly similar to Minor Talents/Stunts, but they are diverse, can be improved, and there's many of them)

Stress
Mental oooo Physical oooo(oo) Social oooo, Armor: 1

Total Refresh Cost: -17

4
DFRPG / How expensive it can be?
« on: October 28, 2015, 12:04:57 PM »
I try to converse character from another system in DFRPG. There's some confusion with one Power (Toughness).
How much refresh I must spend in situation, when character actually can be killed without Catch, but for this her stress-track must be completely fulfilled... during one exchange? If it won't, ALL stress-boxes will be recovered in next turn.

5
DFRPG / How to calculate probability?
« on: October 26, 2015, 03:20:59 PM »
Actually, the theme of the title. I need some algorithm to calculate the probability actions, for a given stats and difficulty... in percents. Considering the stunts and powers, of course. If there is something like that - I would very appreciate a link, if there isn't... so, I'll have to remember the math

6
DFRPG / New World of Darkness-werewolves as a part of Dresden-verse
« on: March 20, 2015, 06:42:20 PM »
As some RPG-fans can know, Werewolf the Forsaken 2.0 was finally published. Despite of bad text-editing, the game looks quite good. During the reading I found that I'd liked to see them as part of Dresden-verse. Could they be the part of Unseelie Accords? They are pretty bad-ass now (I can't actually make statting, cuz their abilities can be very different, but one regular werewolf = 5-6 RCV in brawl) though quite anarchistic and unorganized.  What do you think?

7
DFRPG / DF-RPG Statting for our Scooby-Gang?
« on: March 09, 2015, 03:55:02 PM »
The question for people who who are familiar with Buffy-RPG system. One month ago we started the game, and it's going quite well. But it's just interesting for me, how our characters could act in DF-universe and which stats they need to have for the same abilities. May someone can turn they stats in Dresden Files-RPG?

That's our guys:
1)Сharacter Name: Larry Blaisdel
Charater Type: Ex-Jock (White Hat)
Description: Big chill.
Life Points 48
Drama Points 20

Strength 5 (+1, Jock)
Dexterity 4 (+1, Jock)
Constitution 3
Intelligence 1
Perception 2
Willpower 2

Skills
Art 2
Getting Medieval 3 (Arrgh!)
Kung Fu 3
Sports 5 (+2, Jock)
Influence 2
Notice 3
Qualities
Jock (3)
FRT(2)
Hard To Kill (2)
Empathy 2
Attractive 1

Drawbacks
Minority (gay) 1
Maneuvers
Kick                  +10                    /12 BASH
Punt Kick          +4                     /18 BASH                     /have to make +10 successful roll first
Melee Weapon +8                     /(depends on weapon) /(depends on weapon)
Slam Tackle     +10                   /10 BASH                     /can grapple on success
Toss                 +6 vs strength  /5 BASH                       /defender tossed 1 yard per success level and knocked down, needs to grapple first.
Defence
Dodge +7
Parry   +8
Notes: Not so much a Big Guy as The Chick, but what works for Xander Harris works for me too.

2)Character Name:  Edward Arthur Kendall
Character Type: Watcher (Hero)
Life Points [(Str  + Con)x4 + 10 + Hard to Kill 2 x 3 = ] 40
Drama Points 10

Attributes
Strength 3
Dexterity 5 (+1 Watcher)
Constitution 3
Intelligence 5 (+1 Artist)
Perception 3
Willpower 4 (+1 Artist)

Skills (20)
Acrobatics 4
Doctor 2
Getting Medieval 3 (+2 Watcher)
Influence 2
Knowledge 4
Kung Fu (capoeira so dance qualifies here as well) 6
Languages 2 (Spanish, Latin)
Notice 2
Occultism 5

Qualities
WATCHER (5) Watchers get +1 level to any one physical Attribute (the Attribute levels still cannot exceed six, however) and two levels of the Getting Medieval skill as a result of their training in the arts of Slaying. They also have access to vast amounts of memorized occult lore, which gives them a +2 to any roll related to learning more about a given demon, vampire, or other supernatural creature.
ARTIST (2) (+1 to any two mental Attributes +1 to (what else?) the Art
skill -1 penalty to Willpower rolls to resist fear or losing their temper, or otherwise letting their emotions rule)
SITUATIONAL AWARENESS (2) +2 BONUS to any Perception-based roll to sense trouble or danger in the immediate surroundings.
FAST REACTION TIME (2) In combat, contact sports or other physical confrontations, characters with this Quality gain a BONUS FOR Initiative purposes (+5) also gain a BONUS of +1 on Willpower Tests to resist fear
OCCULT LIBRARY (3) Rolls to identify monsters are at a +1 BONUS, and as many as 60 (D10 + 50) spells can be researched
RESOURCES (4) $300,000 in property and an income of $10,000 a month before taxes.
HARD TO KILL (2) Each level of Hard to Kill adds three Life Points to your character’s Pool. Additionally, each level provides a +1 bonus to Survival Tests.
RESISTANCE: DEMONIC POWERS (2) adds her Resistance level to any rolls against being controlled or dominated through supernatural means
Drawbacks (up to 10)
ADVERSARY (3) (vampires and demons)
ADDICTION (1) drinking
OBLIGATION (2) Watcher
SECRET (2) in love with vampire and tried to return her soul
LOVE OR DEPENDENT (2) as above
 
3)Character Name:  Morrigan Beatrice Kendall
Character Type: Daemon (Hero)
Description:
Life Points: 34+6
Drama Points: 10

Attributes (20)
Strength 3
Dexterity 4
Constitution 3
Intelligence 3
Perception 3 (+1 Artist)
Willpower 4 (+1 Artist)

Skills
Acrobatics                  5
Art                              3 (Dance)+1(Artists)
Crime                         2
Getting Medieval        4
Knowledge                 2
Kung Fu                     5
Languages                 1 (French)
Notice                        2
Occultism                   2

Qualities
Age (4/2)  = +6 Skill-points
Artists (2) = +1 Арт. (+1) Willpower, (+1) Perception. Штраф на страх.
Attractiveness +2
UNIQUE KILL (5)
IMMORTAL (0)

SUPERNATURAL FORM (+1-1). Double jump.
NATURAL WEAPON (4)  Small (+1): 2xStrength damage (Slash); retractable (+1); throwable (х2).
REDUCED DAMAGE (5/1) Everything
REGENERATION (6)
Pack of Crows (5): Wings. Pack form. Acute Senses (Vision) Quality,  NATURAL WEAPON.
Eye of the Raven (0) Can absorb the memory of dead men, eating his eye.
Hard to kill 2

Teenager (-2)
Dependent (-2) -  To protect her master.
Multiple Vulnerabilities: (-5). Cold iron (Major), Clover (Major), Holy Items (Minor).
HONORABLE (-2) (SERIOUS).
RECURRING NIGHTMARES (-1)
Obligation (MAJOR) (-2) Must to serve to Watcher.

4)Character Name: Kamila Khan
Character Type: Hyperactive Vampire Slayer (Hero)
Life Points [(Str 7 + Con 7)x4 + 10 + Hard to Kill 10 x 3 = ] 96
Drama Points 10

Attributes
Strength 7 (Slayer, +3)
Dexterity 7 (Slayer, +3)
Constitution 7 (Slayer, +3)
Intelligence 2
Perception 3
Willpower 5 (Slayer, +2)

Skills
Acrobatics 5
Art 2 (Dance)
Getting Medieval 5 (Slayer, +1; d.p. +3)
Influence 2
Knowledge 2
Kung Fu 5 (Slayer, +1; d.p. +3)
Languages 1 (Arabic)
Notice 2 (d.p. +2)
Occultism 2
Science 2
Sports 4

Qualities (20)
Slayer (16)
[Slayer package deal:
Fast Reaction Time
Nerves of Steel
Hard to Kill (5)]
Attractiveness (1)
Resources (2)
Hard to Kill (5) (+4 exp)
Natural Toughness (2) (d.p. +2)

Drawbacks (up to 10)
[Slayer package deal:
Adversary (Demons and Vampires) (-5)
Obligation (Slaying) (-3)]
Dependent (My parents and brother) (-3)
Honorable (-2) 
Mental Problem (Recklessness) (-1)
Minority (Pakistani American) (-1)
Secret (Being a Slayer) (-3)
Teenager (-2)

5)Character Name: Jason Drake* - that's my boy)
Character Type: Werewolf (Hero)
Life Points: 34/58
Drama Points: 10

Attributes
Strength 3/7
Dexterity 4/6
Constitution 3/5
Intelligence 3
Perception 3/6
Willpower 4

Skills
Computers 1
Doctor 1
Gun Fu 1
Influence 3
Knowledge 3
Kung Fu 2
Languages 2 (Spanish, French)
Notice 2
Sports 3

Qualities
Attractiveness 2 (2)
Empathy (2)
Good luck (3)
Resources 4 (4)
NATURAL TOUGHNESS (Wolf-form)
Werewolf (12) - completely control his shapeshift

Drawbacks:
Dependent (-2) tobacco, MJ
Secret (-3)

Maneuvers
FEINT, DODGE, GRAPPLE, KNOCKOUT, WRESTLING HOLD,  nasty teeth and claws appear  (inflicting 2 x Strength base points of Slash/stab damage), Armor 1

6)Character Name: Henry Evans
Charater Type: Sorcerer-pyromancer (White Hat)
Life Points = 26+9 (hard to kill)
Drama Points 15

Attributes
Strength 2
Dexterity 2
Constitution 2
Intelligence 3+1(nerd)
Perception 2
Willpower 4+1(nerd)

Skills
Computers 1+2(nerd)
Crime 2
Influence 1
Knowledge 3
Science 2
Languages 2
Occultism 5

Qualities
Hard To Kill (3)
Nerd (3)
Occult library (2)
Sorcery 1
PSYCHIC VISIONS 1

Drawbacks
Dependent (LSD) (-2)
Secret (-1)
EMOTIONAL PROBLEMS (Loner) (-1)

What do you think?


8
DFRPG / The final and enhanced edition of my House Rules for DF-werewolves
« on: February 25, 2015, 08:24:56 PM »
The purpose is the same: create rules for werewolves as worldwide Supernatural Superpower (like vampires and fairies courts and White Council). Recommended for DF-setting, as much as for (IMHO) Buffy-verse (considering the description and effects of abilities, but not mechanics as is).
The origin: Nobody knows who is Fenris and where he came from. Nobody knows was someone who created him or his he was born naturally in the deep of Nevernever. He is one of the strongest spirit ever, the incarnation of pure destruction and he is alone more powerful than all gods of Scandinavian pantheon - that's enough  normal wizards and others creatures need to know. Now Fenris sleeping somewhere in Nevernever (in ancient times it was cornered there by one of the archangels) and unconsciously generates small wolf spirits. In not not-so-ancient times (around Neolithic age) when humanity was just beginning to learn the art of magic, the little group of shamans created the ritual which let them to summon this spirits and to engage them in a strange symbiosis - in contrast to usual obsession, it was exactly symbiosis, not the parasitism. More than that, they find the way to make another people like them - rough and cruel rite which consists in bringing the victim to a state close to death, when the mind is weakened and the body can take a wolf spirit on a par with the human soul. Those who survived, become the werewolf. The time didn't keep the details of first ritual, but one thing is certain - the importance of the Moon in her metaphysics, occult role. That's how werewolves were born.
The werewolves' society:The werewolves are the strongest, the most well-organised and most widespread beastchangers in the world. Although they are not solid organisation (every pack keep some autonomy) and usually they are not pro-active, they made other factions to respect them. Speaking about their philosophy, there is two big movement - Traditionalists (who hey prefer to live in the lap of nature and rural areas, prefer to trust the beast within and less connected with human society) and Progressive (they like urban ares, well versed in technology and policy and they try to be more humans then wolves). The open Open hostility happens, but rarely - usually werewolves are quite apolitical. There is many neutrals and even mixed packs. Their relations to people are complicated - they not so evil as vampires, but not so kind as wizards. They more like faeries.
 The basic unit of their society is a pack. It's not just bunch of friends or mob of gangsters, but complex spiritual fellowship. There is some diversity in organization's features of every pack, but some rules is couple for all:
1) "The leader is strongest, but not vise versa". The stronger, smarter and strong-willed werewolf take the better place in pack hierarchy, and it make him or her more powerful. But the leadership it;s not what you can take by brute force. You need to be popular for that, not only for humans but for their wolves too.
2) "There is the bound". Relations in the pack could be complex, and problematic and even unhealthy, but they always include some personal
affection. All members of the pack have some sympathy to each other, even if they don't released it.
Despite (2) any pack is quite big community (a few dozens of people). So, inside it there is some groups, the members of which is closer to each other then to any other packmates. Actually, this groups is form any fact, and when pack became too big, some of them leave it to be basis of another one (in my headcanon that what happened with Alphas).
The hierarchy and templates:
1) The Scions - not actually werewolves, but people who have werewolves-ancestors in 1-2 generates. Many of them aren't actually connected with werewolves, some of them even don't know about supernatural world. But they still have such abilities and can be turned in werewolves much easy and safely.
They actually like lycanthropes - but without Strength but their Recovery doesn't affected form:
Powers:
 -Pack Instincts [–1]
ŠŠ -Echoes of the Beast [–1]
ŠŠ -Inhuman Recovery [–2]
Minimum Refresh Cost: –4
2) Regular werewolves.
Powers:
 -Supernatural constitution (long life)
 -Pack Instincts [–1]
ŠŠ -Echoes of the Beast [–1]
 -Supernatural  Recovery [–4]
                       Catch: silver [+3]
   Human Form [+1] affecting:
  -Beast Change [–1]
  -Claws [–1]
  -Inhuman Strength [–2]
  -Inhuman Speed [–2]
Minimum Refresh Cost: –8
3) Gamma - the leader of one of the groups inside pack.
The same as regular werewolf but with additional options. Gamma can put Speed or Strength in human form, or he can develope Speed or Strength to supernatural level, or can take Inhuman Toughness [–2] (which is always only in wolf form).
4) Beta - the hand of Alpha. The same as Gamma but his abilities take new level. So, if he or she take Inhuman Strenght in human form, he can also take Inhuman Speed, or increase Speed to Supernatural, or take Inhuman Toughness, etc.
5) Shaman. There is only 2-3 shamans to all pack. Their abilities - as for Gamma, but they also can chose Thaumaturgy [–3], or can take Rituals [–2] and any magic ability (like Ghost speaker, or Mana Static or even Insight Emotions) for [–1] refresh.
6) Alpha - his stuts as for Loup-Garou, but he has only Supernatural Recovery and Toughness, his changing completely controlled, and the cathch for him is usual silver.
P.S. The only young and inexperienced werewolves depend on Moon phase. But all of them suffer when cath the wound by silver weapon.

9
DFRPG / I need help with character
« on: February 01, 2015, 03:14:31 PM »
It's quite wrong question, cuz it's about Buffy-RPG, and even not about RPG but about... I don't know. American mentality.))
My character is:
a) from Louisiana
b) from rich family and his family was planters before Civil War
c) whiter than fresh snow
So, considering this information... how much racist  he should be? It's important, cuz our Slayer from Pakistan. I see him as "of course I'm not racist. BU-U-T..."
 

10
DFRPG / My Suicide Squad as Monster Hunters - what do you think?
« on: January 27, 2015, 02:32:32 PM »
Question for people who know DC-verse well.
If Suicide Squad, including:
Deathstroke
Deadshot
Harlequin
King Shark
Bane
Riddler
Poison Ivy
will work in Dresden-verse as monster hunters, how successful they can be? 

11
Geralt of Rivia, the Withcher
High Concept: Tough guy with good heart
Other Aspects: Nothing personal
                     Training from hell
                     Sword master
Problem Aspects: Friend of Dandelion
                          In love with Yennefer
                          I adopted the cosmic power
Skills
Fantastic (6): Weapons
Superb (5): Fists, Athletics
Great (4): Alertness, Lore
Good (3): Might, Scholarship, Intimidation, Discipline, Driving (horse), Endurance
Fair (2): Presence, Empathy, Stealth, Survival, Investigation
Average (1): Rapport, Deceit, Conviction, Contacts, Resources
Stunts
Riposte: On a successful defense with Weapons, you may sacrifice your next action to turn that defense into an immediate and automatically successful attack.
Powers
Wizard’s Constitution [–0]
Inhuman Speed&Recovery [–4]
Echoes of the Beast [–1]
Channeling [–2]
Feeding Dependency [+1] affects:
Item of Power [-3] (elixirs)



12
DFRPG / Korra (Legend of Korra) stating
« on: December 23, 2014, 01:48:14 PM »
Ciao.
I really don't know, was there this thread before or not. I couldn't find it - so ask here:
Which stats Korra will have in DF-RPG? Including skills, aspects and powers, considering also Avatar-mode (huh... after the finale one aspect is easy to say - in love with Asami Sato

13
DFRPG / Supervillains/vidgelante team for Worm
« on: October 12, 2014, 09:54:09 PM »
I finished the concept of team, but still not sure about stats of some members. What do you think?

Title: The Pack
Numerous: 5 active members
Activity: racketeering, extortion, blackmail. Also they "taxing" of others gungs, who want to work within their territory
The banch of young capes, who considering themselves as "Robin Hoods" (in their territory, nobody can sell drugs and guns teens and involve them in prostitution, their victims - unscrupulous businessmen, part of the money they spend on charity).

Members-list

The leader, bad-ass normal (of DC Red Hood-level, as I see his stats)
The Flayer
Main Aspect: Surrogat father of his team
Problem aspect: Nouble monster
Other aspects: I'm the less evil!, Street-Smart, Coldblooded
Skills
Fists: Superb (+5)
Athletics: Superb (+5)
Alertness: Great (+4)
Weapons: Great (+4)
Guns: Great (+4)
Stealth: Great (+4)
Scholarship: Great (+4)
Investigation: Good (+3)
Contacts: Good (+3)
Driving: Good (+3)
Might: Good (+3)
Intimidation: Good (+3)
Might: Good (+3)
Survival: Good (+3)
Burglary: Fair (+2)
Craftsmanship: Average (+1)
Deceit: Fair (+2)
Discipline: Great (+4)
Endurance: Great (+4)
Intimidation: Good (+3)
Stunts
-Acrobat: Gain +1 on Athletics when using it to survive a fall. Also, gain +1 to attempts to dodge ranged attacks (throwing and guns), so long as you describe it colorfully.
-Fleet of Foot: When sprinting (page 212), gain a +2 to Athletics.
-Fast Reload: Provided that you have a supply of ammunition, reloads are rarely an issue. You take no penalty when reloading as a supplemental action (page 213); if you’re in a race to see who reloads first, or anything else having to do with your speed or ability to reload, gain a +1 on the roll.
-Scene of the Crime (Investigation):  Gains +1 to his roll and arrives at his findings one step faster than usual on the time table when investigating a crime scene.
-Linguist: You may speak (and read) additional languages as if your Scholarship score was 4 higher than it is. You may take this stunt multiple times, adding four more each time. Up to half of the languages you speak may be obscure, rare, or dead, provided you can establish an opportunity to study them.
-Killer Blow: Add 3 to the damage of a Fists attack on a successful hit, once per scene, for a fate point. This stacks with any other damageincreasing stunts for Fists.
-Leadership: When you talk, people listen. When using Presence to command a group, gain +1 on the effort. Further, your efforts to coordinate a group are efficient, moving one time increment (page 315) faster than normal.

14
DFRPG / Canim statting
« on: October 11, 2014, 10:06:07 PM »
 It's so obviously, but...
How basic canim (maker) template should seem?
My version:
Echo of the beast [-1]
Pack instinct [-1]
Claws [-1]
Hulking size [-2]
Feeding affecting (meat) [+1]
Inhuman everething [-8]

15
DFRPG / Bad-ass normal supervillain for Worm (statting)
« on: October 08, 2014, 09:03:17 AM »
So, I read Worm (web-novel) and I understand, how gret this setting can be for RPG. If i use Fate-system, which stuts must have young villain-boss with the following traits?
Traits:
-IQ 200+
-Physical peack of human
-Strategic genius
-Natural leader
-High-level fighter (firearms, fists, mellee)
-Talented investigator
Aspects:
 -High aspect: I'm the less evil!
 -Problem aspect: Nouble monster (must be kind and honest with friends, must be extremly cruel with enemies)
 -Other aspects: Big bad wolf, Surrogate father for his gang, Anarchist
P.S. Nickname of villain - Flayer.

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