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Karmakaze
Jul 28th, '05, 05:13 PM
According to the age polls taken 'round here lately, I can't claim too much 'oldbie' cred, but I have been GMing HERO for more than ten years. I've even been running at conventions that long.

I've got a pack of pre-gens dating from way too long ago that need to be properly brought into 5th edition so I can take them out into the air at cons again. I actually re-converted them a couple of times in 4th and may even have done a 5th quickie conversion one (heaven knows where it is.) Then I had a brilliant idea. As long as they need re-working anyway, why not really go back to concept. I found the old version once uploaded to Red October (in 1994 - eek!). I thought I might post the originals here and ask for insight, and, as I get the new versions up, post those as well.

The points on these are a little low. How low is hard to say, because I didn't clutter those original sheets with points (they were for con games anyway). What they do have going for them is a separate chapter called "Translation for the Champions(tm) Impaired" which I expect to continue. These are meant to be novice-friendly and simple enough archetypes to be picked up quickly. With two exceptions, the write-ups are gender-neutral.

I'd be especially interested in thoughts on the 'translation' section - what should stay, what should go, etc.

Karmakaze
Jul 28th, '05, 05:16 PM
Frostbite
=========

Name: Andy (Andrew/Andrea) Wojciech Age: 31
Gender: Player's Choice Hair: Blond, lt. Eyes: Blue, lt.
Height: 5'11" Build: average Race: Caucasian/Nordic

Andy became Frostbite a few years ago, when apparently latent cold powers
were triggered by a refrigeration accident. Alex is married and has an
8 year old child. Neither the spouse nor the child knows Alex is really
Frostbite, which is probably just as well.


Statistics
13 STR 3 PD
19 DEX 4 ED
18 CON 4 SPD
13 BOD 7 REC
13 INT 40 END
13 EGO 34 STN
18 PRE
16 COM


Useful Numbers to Know Offhand
OCV 6 STR ROLL 12-
DCV 6 DEX ROLL 13-
ECV 4 INT ROLL 12-
DEX 19 EGO ROLL 12-
SPD 4 PER ROLL 12-
MOVE ON PHASES 3, 6, 9,& 12

Disadvantages
NORMAL CHARACTERISTICS MAXIMA
SPOUSE - DNPC
[normal; appears frequently]
SPOUSE - DNPC
[incompetent; appears frequently]]
SECRET ID
VULNERABLE TO HEAT - Vulnerability
[x2 damage; common]
COLD AURA - Distinctive Feature
[concealable w/ effort; noticeable]


Powers
COLD AURA - Change Environment
[2"R, always on; no end]
- 15/15 Force Field
FROST TOUCH - 3d6 Drain
[to STUN;]
FREEZE BLAST - 6d6 Energy Blast
WITHSTAND COLD - Life Support
[Intense Cold]


Skills
BUREAUCRATICS 16-
CONVERSATION 15-
PERSUASION 15-
PS: ARTIST 15-
COMBAT DRIVING 13-
BREAKFALL 12-
FORGERY 11-

RUSSIAN 3
JAPANESE 3
POLISH 2

Maneuvers
BLOCK [1/2 phase;abort]
DODGE [+3 to DCV; abort]
GRAB [1/2 phase; -1 to OCV; -2 to DCV; abort]
STRIKE [1/2 phase; 3d6 HA]



Translation for the Champions(tm) Impaired

The Stats - The first column of statistics are the base statistics and
mean just about what they look like. The range is more or less from ten
to twenty, with ten indicating the level of a healthy, normal human and
twenty indicating the limit of human capacity. Andy is moderately strong
for a hero, very agile and tough, and quite impressive. Andy is okay with
willpower and intelligence. The second column are the figured statistics.
If you don't know the system, just don't worry about them. I'll tell you
if you need them.

The "useful" stuff - Anything ending in CV is a "combat value". I'll ask
you for these numbers when you get into a fight. The speed and dexterity
tell me who goes first in a fight, and who moves in what phase (a round
has twelve phases, the phases you move in are listed at the bottom of this
section). The rolls are just what they sound like. If one of those skills
comes into play, I may ask you to roll 3d6 (you want to roll under this
number to make a successful skill roll).

Disadvantages - Champions(tm) works on a point system. You pay for skills
and powers with points, some of which you get by taking disads. Andy has a
spouse and child, a secret identity, an aura of cold that makes the secret
identity a little hard, and is extra vulnerable to heat.

Powers - Andy has cold powers, not ice powers. Frostbite is protected by
an aura of intense cold. Andy can project cold from a distance, or lower
somebody's body temperature by touch (causes them to go into shock).

Skills - The skills are just what they sound like. Andy speaks good, but
accented Russian and Japanese, and can get by in Polish.

Maneuvers - These happen in combat. If you don't already know the system,
don't worry about it.


Origin/Background

Exactly what kind of refrigeration accident Andy was in (or what exactly a
'refrigeration accident' is, anyway) is up to the player. Andy is a graphic
artist, married, with one child.

AlHazred
Jul 29th, '05, 10:37 AM
Very nice! Got any more?

mudpyr8
Jul 29th, '05, 11:16 AM
Very nice. We need a HD export template and these will be done in no time.

Karmakaze
Jul 29th, '05, 12:39 PM
Very nice. We need a HD export template and these will be done in no time.

Granted, I have a vague memory that these hovered just under 250 points so they'd need the upgrade to 350 points now. (They were made with pencil and paper, and then just the powers were typed into the Word file. The originals are long lost now, so the exact pointage is hard to verify now.)

While I'm at it, here's another:


Deathwish
=========

Name: Jodi Keaning Age: 23 Gender: female
Hair: black, dk. Eyes: blue, dk. Height: 5'10"
Build: athletic Race: indeterminate

Deathwish was the only survivor of a bombing that killed her family and
fiancee. She sees her survival as something of an oversight. She does
not believe in suicide, but neither does she feels she has any business
being alive. She therefore spends her energy protecting "innocents" or
the "deserving" without much regard for her own safety. Other heroes
view Deathwish with a certain amount of uneasiness.


Statistics
18 STR 6 PD
20 DEX 6 ED
18 CON 4 SPD
15 BOD 10 REC
13 INT 40 END
18 EGO 40 STN
18 PRE
12 COM


Useful Numbers to Know Offhand
OCV 6 STR ROLL 13-
DCV 6 DEX ROLL 13-
ECV 6 INT ROLL 12-
DEX 18 EGO ROLL 14-
SPD 4 PER ROLL 12-
MOVE ON PHASES 3, 6, 9,& 12

Disadvantages
NORMAL CHARACTERISTICS MAXIMA
HONORABLE - PsychLim
[common situation; total commitment]
DEATHWISH - PsychLim
[common situation; moderate commitment]
KNOWN TO BE VIOLENT - Reputation
[Frequent]
PROTECT INNOCENTS - PsychLim
[common situation; strong commitment]
WANTED BY POLICE - Hunted
[NCI, very frequent, questioning]
CONTRACT OUT ON LIFE - Hunted
[NCI, very frequent, kill]
SCARRED FACE - Distinctive Feature
[concealable; major reaction]

Devices
STAFF - 8d6 HA
- +5" Superleap
KNIFE - 1d6 HKA
MOTORCYCLE - Vehicle [ST:5;BD:11;DF:10;SP:4;30"]

Skills
BREAKFALL 16-
ACROBATICS 16-
COMBAT DRIVING 15-
STEALTH 15-
INTERROGATION 13-
STREETWISE 13-

Maneuvers
DEF. STRIKE [1/2phase;+1 to OCV;+3 to DCV;4d6 HA]
OFF. STRIKE [1/2phase;-2 to OCV; +1 to DCV;8d6 HA]
MARTIAL BLOCK [1/2phase;+2 to OCV;+2 to DCV;abort]
MARTIAL DISARM [1/2phase;-1 to OCV;+1 to DCV; at 28 STR]
BLOCK [1/2phase;abort]
DODGE [+3 to DCV; abort]
GRAB [1/2 phase; -1 to OCV; -2 to DCV; abort]
STRIKE [1/2 phase; 3d6 HA]



Translation for the Champions(tm) Impaired

The Stats - The first column of statistics are the base statistics and
mean just about what they look like. The range is more or less from ten
to twenty, with ten indicating the level of a healthy, normal human and
twenty indicating the limit of human capacity. Jodi is just incredible.
She's really strong, tough, agile, smart, impressive, etc. The second
column are the figured statistics. If you don't know the system, just
don't worry about them. I'll tell you if you need them.

The "useful" stuff - Anything ending in CV is a "combat value". I'll ask
you for these numbers when you get into a fight. The speed and dexterity
tell me who goes first in a fight, and who moves in what phase (a round
has twelve phases, the phases you move in are listed at the bottom of this
section). The rolls are just what they sound like. If one of those skills
comes into play, I may ask you to roll 3d6 (you want to roll under this
number to make a successful skill roll).

Disadvantages - Champions(tm) works on a point system. You pay for skills
and powers with points, some of which you get by taking disads. Jodi has
lots of these. She is honorable and will protect innocents with her life.
On the other hand, she's violent and doesn't care if she dies. The police
want to talk to her and the mob wants her dead. She's easy to recognize
by the scar on her face.

Devices - Deathwish has a very fast, nifty motorcycle. She also carries a
staff with her as a weapon. The staff has a switchblade in one end.

Skills - The skills are just what they sound like.

Maneuvers - These happen in combat. If you don't already know the system,
don't worry about it.

Origin/Background

Two years ago, Jodi was a successful model, a member of a large extended
family, and engaged to an up-and-coming young executive. All of this
changed in one afternoon. Jodi's family had rented a hall for her wedding
rehearsal. Everyone who meant anything to Jodi was there. They had no way
of knowing that the other half of the floor was a meeting of top government
scientists. A terrorist group blew up everything. Jodi woke up in a
Medevac (is that a trade name?), terribly injured and disfigured for life,
but somehow alive. She was the only survivor. Jodi went a little psycho.
Okay, she went a lot psycho. She went into seclusion and emerged, some
months later, as Deathwish.

zornwil
Nov 28th, '05, 05:46 PM
Any more to come? (bump!) :)

Will rep you when I can (24 hours and all), cool stuff!

Karmakaze
Nov 28th, '05, 07:25 PM
Any more to come? (bump!) :)

Will rep you when I can (24 hours and all), cool stuff!

Heh. Nearly forgot about this project. I still don't have the fifth ed conversions ready though. I have more half-finished projects these days...

Here's the next one,

DayStar
=======

Name: Alex Chandler Age: 21 Gender: Player Option
Hair: Brown, Lt. Eyes: Blue, med. Height: 6'0"
Build: average Race: Indeterminate

DayStar was born with light powers. Daystar's identical twin, NightStar,
was born with (go ahead, guess) dark powers. There is also a kid sister,
whose powers are only just developing. NightStar has, unfortunately,
fallen prey to the temptation of greed, evil, and general nastiness,
causing all sorts of confusion.


Statistics
13 STR 4 PD
15 DEX 6 ED
13 CON 3 SPD
12 BOD 10 REC
13 INT 36 END
13 EGO 35 STN
13 PRE
18 COM


Useful Numbers to Know Offhand
OCV 5 STR ROLL 12-
DCV 5 DEX ROLL 12-
ECV 4 INT ROLL 12-
DEX 15 EGO ROLL 12-
SPD 3 PER ROLL 12-
MOVE ON PHASES 4,8, & 12


Disadvantages
NORMAL CHARACTERISTICS MAXIMA
SECRET ID
CODE VS. KILLING - PsychLim [common situation; total commitment]
FEAR OF DARK - PsychLim [common situation; total commitment]
KID SISTER - DNPC [slightly less powerful; often]
NIGHTSTAR - Rivalry


Powers
LASER - 6d6 Energy Blast
LIGHT BURST - 3d6 Flash [sight]
LIGHT ILLUSIONS - Images [4"R;-3 to per;sight]
INVISIBILITY - Invisibility [usable on others]
FORCE FIELD - 5/25 Force Field [not against dark]

Skills
CRIMINOLOGY 14-
PARAMEDIC 14-
BUREAUCRATICS 13-
DEDUCTION 13-
PS: COP 13-

SPANISH 3


Maneuvers
BLOCK [1/2 phase;abort]
DODGE [+3 to DCV; abort]
GRAB [1/2 phase; -1 to OCV; -2 to DCV; abort]
STRIKE [1/2 phase; 3d6 HA]


Translation for the Champions(tm) Impaired

The Stats - The first column of statistics are the base statistics and
mean just about what they look like. The range is more or less from ten
to twenty, with ten indicating the level of a healthy, normal human and
twenty indicating the limit of human capacity. Alex is about average
strong for a hero, pretty agile and tough, about average bright, and
really cute. The second column are the figured statistics. If you don't
know the system, just don't worry about them. I'll tell you if you need
them.

The "useful" stuff - Anything ending in CV is a "combat value". I'll ask
you for these numbers when you get into a fight. The speed and dexterity
tell me who goes first in a fight, and who moves in what phase (a round
has twelve phases, the phases you move in are listed at the bottom of this
section). The rolls are just what they sound like. If one of those skills
comes into play, I may ask you to roll 3d6 (you want to roll under this
number to make a successful skill roll).

Disadvantages - Champions(tm) works on a point system. You pay for skills
and powers with points, some of which you get by taking disads. Alex has
a secret identity, a deep moral objection to killing, a fear or the dark,
a kid sister, and a problem with the identical twin.

Powers - DayStar has light powers. Alex can shoot bursts of concentrated
light (lasers) from the hands, make light illusions on a small scale, and
turn invisible. Daystar is also protected by a force field of light.

Skills - Alex is a hero. And a cop. And has the requisite skills, as
seen. The rolls work the same as the skill rolls in the "useful" section.
Alex's Spanish is heavily accented, but pretty good.

Maneuvers - These happen in combat. If you don't already know the system,
don't worry about it.

Origin/Background

Alex, his/her twin sibling Sandy, and his younger sister Alys, grew up in
orphanages. When the twins grew old enough to be on their own, they took
different paths. Alex became a police officer, and in the off hours, a
hero. Alex was recently able to locate his sister and has taken custody
of her. Alys is sixteen. Alex lives in a small apartment in the city.
It's an okay neighborhood, but not rich. Alex does have to live on a cop's
salary.

starblaze
Nov 29th, '05, 10:30 AM
According to the age polls taken 'round here lately, I can't claim too much 'oldbie' cred, but I have been GMing HERO for more than ten years. I've even been running at conventions that long.

I've got a pack of pre-gens dating from way too long ago that need to be properly brought into 5th edition so I can take them out into the air at cons again. I actually re-converted them a couple of times in 4th and may even have done a 5th quickie conversion one (heaven knows where it is.) Then I had a brilliant idea. As long as they need re-working anyway, why not really go back to concept. I found the old version once uploaded to Red October (in 1994 - eek!). I thought I might post the originals here and ask for insight, and, as I get the new versions up, post those as well.

The points on these are a little low. How low is hard to say, because I didn't clutter those original sheets with points (they were for con games anyway). What they do have going for them is a separate chapter called "Translation for the Champions(tm) Impaired" which I expect to continue. These are meant to be novice-friendly and simple enough archetypes to be picked up quickly. With two exceptions, the write-ups are gender-neutral.

I'd be especially interested in thoughts on the 'translation' section - what should stay, what should go, etc.

Which file on Red October is it? I would like to see them.

Karmakaze
Nov 29th, '05, 10:53 AM
Which file on Red October is it? I would like to see them.

http://www.mactyre.net/october/HEROCHAR/HELNBACK.ZIP

(Or you could wait for me post here...)

John Desmarais
Nov 29th, '05, 12:00 PM
Translation for the Champions(tm) Impaired...


Hmmm. I think I may steal this idea for my next convention game.

Karmakaze
Nov 29th, '05, 12:23 PM
Hmmm. I think I may steal this idea for my next convention game.

If you have any good ideas about how to better format or explain more clearly, I'd be glad to hear it. I do plan to update that part, too.

Karmakaze
Nov 29th, '05, 03:46 PM
Chris Craven
============

Name: Christopher/Christine Fischer Craven Age: mid 30's
Gender: player's choice Hair: brown, med. Eyes: brown, lt.
Height: 5'7" Build: average Race: Caucasian

Chris Craven is an eccentric, but reputable, private investigator,
specializing in missing persons. Clairvoyant from birth, Chris learned
early not to admit to paranormality, but appreciates the edge it provides
in investigations. Like most telempaths, Chris is uncomfortable in crowds
and dislikes being around death.

Statistics
13 STR 2 PD
14 DEX 3 ED
13 CON 3 SPD
12 BOD 6 REC
18 INT 30 END
18 EGO 23 STN
10 PRE
16 COM


Useful Numbers to Know Offhand
OCV 5 STR ROLL 11-
DCV 5 DEX ROLL 12-
ECV 6 INT ROLL 13-
DEX 14 EGO ROLL 13-
SPD 3 PER ROLL 13-
MOVE ON PHASES 4, 8, & 12

Disadvantages
NORMAL CHARACTERISTICS MAXIMA
WON'T KILL - PsychLim:
[common situation;total commitment]
FEAR OF CROWDS - PsychLim:
[common situation; total reaction]
SECRETARY - DNPC
[normal; appears occasionally]



Powers
PSYCHOMETRY - Clairsentience:
[see into past: sight sound and empathy, or as appropriate;
concentrate to 0 DCV through-out; must be in physical
contact with object]
EMPATHY - Extra Senses:
[sense emotion; range; 360§]
SPIRIT CALL - Summon:
[up to 150 base spirit; activation roll at 14 or less; -1/2 variable
limitations; concentrate to 1/2 DCV throughout summoning]

Skills
CRIMINOLOGY 16-
DEDUCTION 16-
FORENSIC MEDICINE 16-
PARAMEDIC 16-
TACTICS 16-
TRACKING 11-
BUREAUCRATICS 13-
INTERROGATION: 13-
LOCKPICKING: 12-
PS: PRIVATE INVESTIGATOR 17-

EIDETIC MEMORY


Maneuvers
BLOCK [1/2 phase;abort]
DODGE [+3 to DCV; abort]
GRAB [1/2 phase; -1 to OCV; -2 to DCV; abort]
STRIKE [1/2 phase; 3d6 HA]



Translation for the Champions(tm) Impaired

The Stats - The first column of statistics are the base statistics and
mean just about what they look like. The range is more or less from ten
to twenty, with ten indicating the level of a healthy, normal human and
twenty indicating the limit of human capacity. Chris is moderately strong
and tough, very bright and strong willed, and rather good looking, if not
awe-inspiring. The second column are the figured statistics. If you
don't know the system, just don't worry about them. I'll tell you if you
need them.

The "useful" stuff - Anything ending in CV is a "combat value". I'll ask
you for these numbers when you get into a fight. The speed and dexterity
tell me who goes first in a fight, and who moves in what phase (a round
has twelve phases, the phases you move in are listed at the bottom of this
section). The rolls are just what they sound like. If one of those
skills comes into play, I may ask you to roll 3d6 (you want to roll under
this number to make a successful skill roll).

Disadvantages - Champions(tm) works on a point system. You pay for skills
and powers with points, some of which you get by taking disads. Chris has
four. Ignore NCM. It's a trick of the game to balanc out points. The
rest are pretty self-explanatory.

Powers - Chris can sense the emotions of those nearby. Chris can read
past events and images or information about the owner from physical
objects. Chris can also call manifestations of psychic energy. Usually
these are ghosts of dead people, but long used objects and buildings will
often have "spirits" of a sort.

Skills - The skills are just what they sound like. PS is short for
professional skill, a category some skills fall under. Chris has an
eidetic memory.

Maneuvers - These happen in combat. If you don't already know the
system, don't worry about it.


Origin/background

Chris was born with the paranormal abilities, and is well-adjusted. The
powers are something of a secret. Some people are uncomfortable around
telempaths. It's only fair. Chris is uncomfortable around some people.
It's not always fun to hear other people's hysteria. Chris maintains an
office in the outskirts of Hellenback and a house an hour into the 'burbs.
The secretary, Liz, is shared with a two-person accounting firm in the
same office building.

MCMaenza
Nov 30th, '05, 03:55 AM
I like your layouts here in that they are quick and dirty and very easy for Con game usage. This is especially helpful for folks not totally rule-savy. I like the Translations for Champions Impaired (TCI).

Karmakaze
Nov 30th, '05, 11:16 AM
I've tried a first conversion for one of these. The Champions Impaired section could probably be a bit more cleaned up, and I am sure the powers could be better minmaxed. For a convention game, I'd probably take a lot of the points back out and go to something closer to the old format.


Frostbite - Andy (Andrew/Andrea) Wojciech

VAL CHA Cost Total Roll Notes
13 STR 3 13 12- HTH Damage 2 1/2d6 END [1]
19 DEX 27 19 13- OCV 6 DCV 6
18 CON 16 18 13-
13 BODY 6 13 12-
13 INT 3 13 12- PER Roll 12-
13 EGO 6 13 12- ECV: 4
18 PRE 8 18 13- PRE Attack: 3 1/2d6
16 COM 3 16 12-
5 PD 2 5/25 5/25 PD (0/20 rPD)
5 ED 1 5/20 5/20 ED (0/15 rED)
4 SPD 11 4 Phases: 3, 6, 9, 12
10 REC 6 10
40 END 2 40
34 STUN 5 34
6 RUN 0 6" END [1]
2 SWIM 0 2" END [1]
3 LEAP 0 2 1/2" 2 1/2" forward, 1" upward

CHA Cost: 99

Cost POWERS
15 COLD POWERS: Elemental Control, 30-point powers - END=
20 1) COLD AURA: FF (20 PD/15 ED) (35 Active Points) - END=3
16 2) COLD ZONE: Change Environment 4" radius, -3 Temperature Level Adjustment, Reduced Endurance (0 END; +1/2) (31 Active Points) - END=0
45 3) COLD ZONE: Drain SPD 3d6, Cumulative (+1/2), Area Of Effect (One Hex; +1/2) (60 Active Points) - END=6
45 4) FROST TOUCH: Drain STUN 6d6 (60 Active Points) - END=6
45 5) FREEZE BLAST: EB 12d6 (60 Active Points) - END=6
15 TEMPERATURE SENSE: IR Perception (Touch Group), Increased Arc Of Perception (360 Degrees), Range - END=0
2 WITHSTAND COLD: LS (Safe in Intense Cold) - END=0

POWERS Cost: 203


Cost SKILLS
9 Bureaucratics 16-
3 Language: Russian (completely fluent)
2 Language: Japanese (fluent conversation)
3 Language: Polish (completely fluent)
3 Paramedics 12-
7 Conversation 15-
7 Persuasion 15-
6 PS: Artist 15-
3 Combat Driving 13-
3 Breakfall 13-
2 Forgery (Art Objects) 12-

SKILLS Cost: 48


Value DISADVANTAGES
20 Normal Characteristic Maxima
10 Social Limitation: Day Job (Frequently, Minor)
35 DNPC: Spouse and child 14- (Incompetent; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)
15 Social Limitation: Secret Identity Frequently (11-), Major
20 Hunted: GM Option 11- (As Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code Versus Killing Common, Total
20 Vulnerability: 2 x STUN Heat (Common)
10 Distinctive Features: Cold Aura (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

DISADVANTAGES Points: 150

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350





Synopsis: Andy became Frostbite a few years ago, when apparently latent cold powers were triggered by a refrigeration accident. Alex is married and has an 8 year old child. Neither the spouse nor the child knows Alex is really Frostbite, which is probably just as well.

Translation for the Champions(tm) Impaired:

The Stats - The first ten rows of statistics are the base statistics and mean just about what they look like. The range is more or less from ten to twenty, with ten indicating the level of a healthy, normal human and twenty indicating the limit of human capacity. Andy is moderately strong for a hero, very agile and tough, and quite impressive. Andy is okay with willpower and intelligence. The rest of column are the figured statistics. If you don't know the system, just don't worry about them. I'll tell you if you need them.

The Notes - Anything ending in CV is a "combat value". I'll ask you for these numbers when you get into a fight. Speed (SPD) and dexterity (DEX) tell me who goes first in a fight, and determine moves in what phase (a round has twelve phases, the phases you move in are listed in the notes in the SPD row). If a skills comes into play, I may ask you to roll 3d6 against the number in the Roll column (you want to roll under this number to make a successful skill roll).

Disadvantages - Champions(tm) works on a point system. You pay for skills and powers with points, some of which you get by taking disads. Andy has a spouse and child, a secret identity, an aura of cold that makes the secret identity a little hard, and is extra vulnerable to heat.

Powers - Andy has cold powers, not ice powers. Frostbite is protected by an aura of intense cold. Andy can project cold from a distance or lower somebody's body temperature by touch (causes them to go into shock).

Skills - The skills are just what they sound like. Andy speaks good, but accented Russian and Polish, and can get by in Japanese.

Background - Exactly what kind of refrigeration accident Andy was in (or what exactly a 'refrigeration accident' is, anyway) is up to the player. Andy is a graphic artist, married, with one child.

Karmakaze
Dec 1st, '05, 01:32 PM
Because every team needs a brooding martial artist type, right? This, too, I am sure could be more point efficient.


Deathwish - Jodi Keaning

VAL CHA Cost Total Roll Notes
18 STR 8 18 13- HTH Damage 3 1/2d6 END [2]
20 DEX 30 20 13- OCV 7 DCV 7
18 CON 16 18 13-
15 BODY 10 15 12-
13 INT 3 13 12- PER Roll 15-
18 EGO 16 18 13- ECV: 6
18 PRE 8 18 13- PRE Attack: 3 1/2d6
12 COM 1 12 11-
6 PD 2 6/16 6/16 PD (0/10 rPD)
6 ED 2 6/11 6/11 ED (0/5 rED)
4 SPD 10 4 Phases: 3, 6, 9, 12
10 REC 4 10
40 END 2 40
40 STUN 7 40
6 RUN 0 6" END [1]
2 SWIM 0 2" END [1]
11 LEAP 3 10 1/2" 10 1/2" forward, 5" upward

CHA Cost: 122

Cost POWERS
22 STAFF: EB 10d6 (50 Active Points); OAF (-1), Limited Range (Adjacent hexes; -1/4) - END=5
5 STAFF VAULT: Leaping +5" (10 1/2" forward, 5" upward) (Accurate) (10 Active Points); OAF (-1) - END=1
33 LIGHTNING PUNCHES: HA +8d6, Autofire (3 shots; +1/4) (50 Active Points); Hand-To-Hand Attack (-1/2) - END=5
9 OBSERVANT: +3 PER with all Sense Groups - END=0
23 Body Armor: Armor (10 PD/5 ED) - END=0
20 DEVICES: Multipower, 20-point reserve - END=
1u 1) NIGHT VISION GOGGLES: Nightvision (5 Active Points) - END=0
1u 2) RADIO: Radio Perception/Transmission (Radio Group) (10 Active Points) - END=0
1u 3) CLIMBING GLOVES: Clinging (28 STR) (13 Active Points) - END=0
1u 4) REBREATHER: LS (Extended Breathing: 1 END per Turn) - END=0

POWERS Cost: 116

Cost MARTIAL ARTS
5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 3 1/2d6 Strike
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 7 1/2d6 Strike
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 28 STR to Disarm

MARTIAL ARTS Cost: 18

Cost SKILLS
9 Breakfall 16-
9 Acrobatics 16-
7 Combat Driving 15-
3 Stealth 13-
3 Interrogation 13-
3 Streetwise 13-
20 +4 with HTH Combat

SKILLS Cost: 54

Cost PERKS
4 Contact (Contact has access to major institutions, Contact has useful Skills or resources) 11-
4 Contact (Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-

PERKS Cost: 8

Cost TALENTS
12 Combat Luck (6 PD/6 ED)
20 Danger Sense (self only, out of combat) 12-

TALENTS Cost: 32
Value DISADVANTAGES
20 Normal Characteristic Maxima
20 Psychological Limitation: Honorable (Common, Total)
15 Psychological Limitation: Protect Innocents (Common, Strong)
15 Psychological Limitation: "deathwish" (undervalues own life) (Very Common, Moderate)
10 Reputation: Violent/Unstable, 11-
20 Hunted: GM Option 11- (As Pow, NCI, Harshly Punish)
15 Hunted: Open Contract on Life 11- (Less Pow, NCI, Harshly Punish)
15 Social Limitation: No Legal ID (Frequently, Major)
10 Hunted: Wanted by Police 14- (Less Pow, NCI, Watching)
10 Distinctive Features: Scarred Face (and body) (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

DISADVANTAGES Points: 150

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350





Translation for the Champions(tm) Impaired

The Stats - The first ten rows of statistics are the base statistics and mean just about what they look like. The range is more or less from ten to twenty, with ten indicating the level of a healthy, normal human and twenty indicating the limit of human capacity. Jodi is just incredible. She's really strong, tough, agile, smart, impressive, etc. The rest of column are the figured statistics. If you don't know the system, just don't worry about them. I'll tell you if you need them.

The Notes - Anything ending in CV is a "combat value". I'll ask you for these numbers when you get into a fight. Speed (SPD) and dexterity (DEX) tell me who goes first in a fight, and determine moves in what phase (a round has twelve phases, the phases you move in are listed in the notes in the SPD row). If a skills comes into play, I may ask you to roll 3d6 against the number in the Roll column (you want to roll under this number to make a successful skill roll).

Disadvantages - Champions(tm) works on a point system. You pay for skills and powers with points, some of which you get by taking disads. Jodi has lots of these. She is honorable and will protect innocents with her life. On the other hand, she's violent and doesn't care if she dies. The police want to talk to her and the mob wants her dead. She's easy to recognize by the scar on her face.

Devices - She also carries a staff with her as a weapon and as a vault to get over walls. She's a good hand to hand fighter as well.

Skills - The skills are just what they sound like.

Maneuvers - These happen in combat. If you don't already know the system, don't worry about it.

Backstory - Two years ago, Jodi was a successful model, a member of a large extended family, and engaged to an up-and-coming young executive. All of this changed in one afternoon. Jodi's family had rented a hall for her wedding rehearsal. Everyone who meant anything to Jodi was there. They had no way of knowing that the other half of the floor was a meeting of top government scientists. A terrorist group blew up everything. Jodi woke up in a Medevac (is that a trade name?), terribly injured and disfigured for life, but somehow alive. She was the only survivor. Jodi went a little psycho. Okay, she went a lot psycho. She went into seclusion and emerged, some months later, as Deathwish.

Karmakaze
Dec 2nd, '05, 07:53 AM
Hey, what do you know, that code block thing works pretty well. It's still not as pretty as the Word file was, but we're not losing all of the space-based formatting anymore.

In later iterations I changed the name Chimera to Facet.


Chimera
=======

Name: Morgan Anselkin Age: 20's Gender: Player's Choice
Hair: Brown, med. Eyes: Brown, lt. Height: 5'9"
Build: slender Race: Indeterminate

Morgan won this magic amulet in a poker game. Though a little too drunk
to remember exactly what the loser looked like, Morgan *can* remember
that by the time s/he sobered up, there were a bunch of guys in funny
outfits after the amulet - and willing to kill to get it. Morgan ditched
them but can't seem to ditch the amulet. It seems to like it just where
it is...

Statistics
10 STR 2 PD
13 DEX 3 ED
13 CON 3 SPD
10 BOD 5 REC
18 INT 26 END
10 EGO 22 STN
10 PRE
12 COM


Useful Numbers to Know Offhand
OCV 4 STR ROLL 11-
DCV 4 DEX ROLL 12-
ECV 3 INT ROLL 13-
DEX 13 EGO ROLL 11-
SPD 3 PER ROLL 13-
MOVE ON PHASES 4,8, & 12

Disadvantages
NORMAL CHARACTERISTICS MAXIMA
SECRET ID
SQUEAMISH - PsychLim [common situation; moderate commitment]
HUNTED BY EVIL GUYS - Hunted [more powerful; frequent; kill]


Powers
MAGIC AMULET - 50 pt. Power Pool
[NCC, OAF]
- Instant Change
[OAF]
- Teleport 20"
[OAF; 1 floater]

Skills
GAMBLING 17-
COMPUTER PROGRAM 15-
SECURITY SYSTEMS 15-
SYSTEMS OPS 15-
CONCEALMENT 14-
LOCK PICKING 14-
SLEIGHT OF HAND 14-
STEALTH 14-
KS: STATISTICS 12-
KS: TRIVIA 12-

CRAMMING
2D6 LUCK

Maneuvers
BLOCK [«phase;abort]
DODGE [+3 to DCV; abort]
GRAB [« phase; -1 to OCV; -2 to DCV; abort]
STRIKE [« phase; 3d6 HA


Translation for the Champions(tm) Impaired

The Stats - The first column of statistics are the base statistics and
mean just about what they look like. The range is more or less from
ten to twenty, with ten indicating the level of a healthy, normal human
and twenty indicating the limit of human capacity. Morgan isn't very
strong as heroes go, or very impressive, or tough or... He is rather
bright, though. The second column are the figured statistics. If you
don't know the system, just don't worry about them. I'll tell you if
you need them.

The "useful" stuff - Anything ending in CV is a "combat value". I'll ask
you for these numbers when you get into a fight. The speed and dexterity
tell me who goes first in a fight, and who moves in what phase (a round
has twelve phases, the phases you move in are listed at the bottom of this
section). The rolls are just what they sound like. If one of those skills
comes into play, I may ask you to roll 3d6 (you want to roll under this
number to make a successful skill roll).

Disadvantages - Champions(tm) works on a point system. You pay for skills
and powers with points, some of which you get by taking disads. Morgan
has a secret identity. He's also kind of squeamish and has a bunch of
nasty people after him trying to get the amulet.

Powers - Morgan's magic amulet will do practically anything.
Unfortunately, it rarely does quite what he wants it to. He has figured
out how to make it teleport him around and to change him to a superhero
disguise. This character is suggested for people who know Champions a
little already.

Skills - These skills work the same way as the skill rolls discussed in
the "useful stuff" section. They're just what they sound like. Cramming
means that he can learn new stuff quickly. The luck part is something I
roll for you. Sometimes you just get lucky.

Maneuvers - These happen in combat. If you don't already know the system,
don't worry about it.


Origin/Background

Morgan dropped out of college in the junior year. It just wasn't what
Morgan wanted. So it was time for a little wandering. Well, Morgan had
always been pretty good at poker, so falling into that barside poker game
didn't seem like much. Everybody at the table had an awful lot to drink.
Except this one funny guy in the corner. Against the laws of nature, the
sober guy just kept losing and losing. If the rest of the group could
have conceived of such a thing (or for that matter, counted their toes...),
they might have thought he was trying to lose. Finally, the guy had
nothing left but a beat-up looking old pendant. With a great show of
reluctance, he put it into the pot. Morgan won that round and the guy
went off. Morgan woke up with a pounding hangover, the amulet-thingy,
and a horde of red-robed lunatics trying to commit homicide. Morgan barely
escaped alive. They've been on the hunt ever since. Morgan discovered that
the amulet had magic powers and could make disguises, teleport, and other
nifty things. Morgan now lives in the basement of the Downtown Racquetball
and Swim Club and has the superhero identity of Chimera. This setup seems
a little silly to Morgan, but at least if the crazy guys in red attack,
they'll have to go through a lot of other heros first.

Karmakaze
Dec 3rd, '05, 12:44 PM
And Butterfly... the shapeshifter


Butterfly
=========

Name: Ruby-Kaye Nevill Age: Player's Choice Gender: female
Hair:? Eyes: ? Height: ? Build: ?
Race: ?

There's no real way to tell what Ruby really looks like. As a
shapeshifter, she can pick any look she wants. Her standard form is up
to the player. She is very flamboyant and a little frivolous. She has
very little patience for the doom-and-gloom types. She's into this
hero stuff as much for the thrill as anything.

Statistics
13 STR 3 PD
18 DEX 3 ED
13 CON 4 SPD
10 BOD 6 REC
13 INT 26 END
10 EGO 23 STN
13 PRE
18 COM


Useful Numbers to Know Offhand
OCV 6 STR ROLL 12-
DCV 6 DEX ROLL 13-
ECV 3 INT ROLL 12-
DEX 18 EGO ROLL 11-
SPD 4 PER ROLL 12-
MOVE ON PHASES 3, 6, 9,& 12

Disadvantages
NORMAL CHARACTERISTICS MAXIMA
INSECURE - PsychLim
[common situation; strong commitment]
PRANKSTER - PsychLim
[common situation; moderate commitment]
WON'T KILL - PsychLim
[common situation; total commitment]
SECRET ID
Powers
SHAPESHIFTING - Shapeshift
[no end;remain humanoid]
- Shrinking
[4 levels]
wings - flight
[23"; only when small]
claws - 2d6 HKA
[reduced penetration]
tough skin - 20/10 Armor


Skills
BREAKFALL 13-
DISGUISE 12-
ACTING 12-

Maneuvers
BLOCK [1/2 phase;abort]
DODGE [+3 to DCV; abort]
GRAB [1/2 phase; -1 to OCV; -2 to DCV; abort]
STRIKE [1/2 phase; 3d6 HA]


Translation for the Champions(tm) Impaired

The Stats - The first column of statistics are the base statistics and
mean just about what they look like. The range is more or less from
ten to twenty, with ten indicating the level of a healthy, normal human
and twenty indicating the limit of human capacity. Ruby is average
strong for a hero, pretty nimble, moderately bright and not very self-
controlled. Obviously, she's a knockout. The second column are the
figured statistics. If you don't know the system, just don't worry
about them. I'll tell you if you need them.

The "useful" stuff - Anything ending in CV is a "combat value". I'll ask
you for these numbers when you get into a fight. The speed and dexterity
tell me who goes first in a fight, and who moves in what phase (a round
has twelve phases, the phases you move in are listed at the bottom of this
section). The rolls are just what they sound like. If one of those skills
comes into play, I may ask you to roll 3d6 (you want to roll under this
number to make a successful skill roll).

Disadvantages - Champions(tm) works on a point system. You pay for skills
and powers with points, some of which you get by taking disads. Ruby has an
insecure streak, a habit of playing tricks on people, and a strong moral
problem with homicide. NCM is only important for development.

Powers - Ruby can change her shape at will. She can mimic just about any
other person as well as change her size. She is called Butterfly after
her flying form. She has to get small enough to be light enough to fly,
but she then "grows" wings and can fly about. She also can shape her
fingertips into claws and toughen her skin for self-defense.

Skills - these are what they sound like. Rolls work the same way as the
skill rolls in the "useful info" section.

Maneuvers - These happen in combat. If you don't already know the system,
don't worry about it.

Origin/Background

Ruby might have been a changeling. She was awkward and creative in a
family of don't-rock-the-boaters. In the small, conservative town she
grew up in, nothing she did seemed to quite fit, and having a beautiful,
popular, sister didn't help. Ruby became convinced that if only she were
really pretty, people would like her. When the promised "blossoming" of
growing-up never happened, Ruby decided that if anything was going to
happen, she was going to do it herself. Against her better judgment, she
answered an ad in the city paper, miles away. "Do want to change
yourself?" it asked. She did. The ad was a front for a group of
scientists wanting to create a new race of pliable servants. Except Ruby
didn't go along with the plan. When she realized what the researchers
were really doing, she went in to destroy the lab. She managed to blow
up the machines - while she was still inside. By some miracle, she
survived, and came out a changed, or at least changeable woman. Ruby
decided that she was never going home. She could make a fresh start just
where she was. Ruby lives alone. She works as a model, when she works.
The hero thing is like a hobby.

Karmakaze
Dec 5th, '05, 10:37 AM
Dreamer was originally (see below) "Beautiful Dreamer" after the musical piece. I later thought that 'beautiful' was a bit odd for a male character though, and made it just "Dreamer". Although it is one of those code names that gives away a character secret...

This makes all of the 4th ed versions.



Beautiful Dreamer
=================

Name: Noah Webster Kensington Age: 14 Gender: Male
Hair: Red, dk. Eyes: Green, lt. Height: 5'4"
Build: slender Race: Caucasian

It should be noted that while Noah is a kid in person, his astral form
appears significantly older and larger. He's also precocious enough
that most of the other heros take him for a somewhat immature adult.
And a lot of heros are pretty immature, so it's not really all that
noticeable.

Statistics
10 STR 2 PD
13 DEX 3 ED
13 CON 3 SPD
12 BOD 5 REC
18 INT 26 END
18 EGO 24 STN
13 PRE
14 COM


Useful Numbers to Know Offhand
OCV 4 STR ROLL 11-
DCV 4 DEX ROLL 12-
ECV 6 INT ROLL 13-
DEX 13 EGO ROLL 13-
SPD 3 PER ROLL 13-
MOVE ON PHASES 4,8, & 12

Disadvantages
NORMAL CHARACTERISTICS MAXIMA
SECRET ID
CODE VS. KILLING - PsychLim
[common situation; total commitment]
PARENTS - DNPC's
[normals; often]
Powers
ASTRAL BODY - Desol
[astral]
MIND BLAST - 5d6 Ego Attack
[no range]
MIND READING - 5d6 Telepathy
[no range]
SEIZE BODY - Mind Control
[no range]
RESIST MIND CONTROL - Mental Defense
SENSE MENTAL - Mental Awareness


Skills
COMPUTER PROGRAM 14-
SYSTEMS OPS 13-

FRENCH 3


Maneuvers
BLOCK [«phase;abort]
DODGE [+3 to DCV; abort]
GRAB [« phase; -1 to OCV; -2 to DCV; abort]
STRIKE [« phase; 3d6 HA]


Translation for the Champions(tm) Impaired

The Stats - The first column of statistics are the base statistics and
mean just about what they look like. The range is more or less from
ten to twenty, with ten indicating the level of a healthy, normal human
and twenty indicating the limit of human capacity. For Noah, this
translates as unimpressive strength (for a hero), fair dexterity/agility,
and pretty good looks. He's very bright and very strong willed. The
second column are the figured statistics. If you don't know the system,
just don't worry about them. I'll tell you if you need them.

The "useful" stuff - Anything ending in CV is a "combat value". I'll ask
you for these numbers when you get into a fight. The speed and dexterity
tell me who goes first in a fight, and who moves in what phase (a round
has twelve phases, the phases you move in are listed at the bottom of this
section). The rolls are just what they sound like. If one of those
skills comes into play, I may ask you to roll 3d6 (you want to roll under
this number to make a successful skill roll).

Disadvantages - Champions(tm) works on a point system. You pay for skills
and powers with points, some of which you get by taking disads. Noah has
four. Don't worry about NCM. It only comes up when you're advancing the
character. Secret ID means just what you think. Ditto code vs. killing.
Noah's parents are DNPC's because there's an off chance they'll wind up in
the line of fire.

Powers - Noah, or Beautiful Dreamer at this point, rarely adventures in
person. He separates an astral self from his body and physically stays at
home. This is how nobody's caught on to the fact that he's a kid. The mind
blast is performed by "touching" the victim. Ditto mind reading. Dreamer
can "posses" a physical body by moving his astral form "into" the body.

Skills - Noah can use a computer, basically. He also speaks accented, but
understandable French.

Maneuvers - These happen in combat. If you don't already know the system,
don't worry about it.

Origin/Background

Noah started having unusually vivid dreams when he was twelve. Being a
fairly bright child, he soon realized that the stuff he was dreaming
really happened. He'd already developed a reputation as the Dreamer,
so he stuck with it. He joined up with his current hero team last year
and is having a ball. Noah always wanted to be a hero, and now he is!
Cool! Noah lives with his parents (surprise, surprise) and goes to
school like a normal 14-year old. He's geeky enough to have no real
social life, so he spends a lot of his afternoons and weekends "doing
homework" in his room (really out being a hero). His parents have no
clue. It's the family that's always the last to know.

Karmakaze
Dec 7th, '05, 12:06 PM
Is anyone reading these?


DayStar - Alex Chandler

VAL CHA Cost Total Roll Notes
15 STR 5 15 12- HTH Damage 3d6 END [1]
16 DEX 18 16 12- OCV 5 DCV 5
13 CON 6 13 12-
15 BODY 10 15 12-
13 INT 3 13 12- PER Roll 12-/15-
13 EGO 6 13 12- ECV: 4
18 PRE 8 18 13- PRE Attack: 3 1/2d6
18 COM 4 18 13-
5 PD 2 5/20 5/20 PD (0/15 rPD)
8 ED 5 8/28 8/28 ED (0/20 rED)
3 SPD 4 3 Phases: 4, 8, 12
10 REC 8 10
40 END 7 40
40 STUN 10 40
8 RUN 4 8" END [2]
4 SWIM 2 4" END [1]
3 LEAP 0 3" 3" forward, 1 1/2" upward

CHA Cost: 102

Cost POWERS
6 +3 PER with Sight Group - END=0
20 LIGHT POWERS: Elemental Control, 40-point powers - END=
20 1) INVISIBILITY: Invisibility to Sight Group , Usable By Other (+1/4) (25 Active Points) - END=2
20 2) LIGHT ILLUSIONS: Sight Group Images Increased Size (4" radius; +1/2), +/-3 to PER Rolls, Increased Maximum Range (700"; +1/4) (33 Active Points) - END=3
20 3) LIGHT BURST: Sight Group Flash 8d6 (40 Active Points) - END=4
20 4) FORCE FIELD: FF (15 PD/20 ED/5 Flash Defense: Sight Group) (40 Active Points) - END=4
32 5) LASER: EB 12d6 (60 Active Points); Beam (-1/4) - END=6
41 6) ILLUSION DISGUISE: Shape Shift (Sight Group, limited group of shapes), Imitation, Instant Change, Usable Simultaneously (up to 4 people at once; +3/4) (61 Active Points) - END=6

POWERS Cost: 179


Cost SKILLS
3 Bureaucratics 13-
11 Criminology 16-
7 Deduction 14-
3 Interrogation 13-
2 Language: Spanish (fluent conversation)
3 Lockpicking 12-
3 PS: Police Officer 12-
7 Paramedics 14-
5 Stealth 13-

SKILLS Cost: 44

Cost PERKS
2 Fringe Benefit: Local Police Powers
18 Contact (Contact has very useful Skills or resources, Contact limited by identity, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 13-
5 Contact (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 11-

PERKS Cost: 25

Value DISADVANTAGES
20 Normal Characteristic Maxima
15 Social Limitation: Secret Identity Frequently (11-), Major
20 Psychological Limitation: Code Versus Killing Common, Total
15 Psychological Limitation: Fear of Dark (Common, Strong)
15 DNPC: Kid Sister, Alys 14- (Slightly Less Powerful than the PC)
5 Rivalry: Professional (twin brother, villain), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
20 Hunted: GM option 11- (As Pow, NCI, Harshly Punish)
10 Vulnerability: 2 x STUN Dark-based Attacks (Uncommon)
15 Psychological Limitation: Honorable Common, Strong
10 Social Limitation: Day Job (Frequently, Minor)
5 Money: Poor

DISADVANTAGES Points: 150

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350





Translation for the Champions(tm) Impaired

The Stats - The first ten rows of statistics are the base statistics and mean just about what they look like. The range is more or less from ten to twenty, with ten indicating the level of a healthy, normal human and twenty indicating the limit of human capacity. Alex is fairly strong, agile and tough, about average bright, and really cute. The second column are the figured statistics. If you don't know the system, just don't worry about them. I'll tell you if you need them.

The Notes - Anything ending in CV is a "combat value". I'll ask you for these numbers when you get into a fight. Speed (SPD) and dexterity (DEX) tell me who goes first in a fight, and determine moves in what phase (a round has twelve phases, the phases you move in are listed in the notes in the SPD row). If a skills comes into play, I may ask you to roll 3d6 against the number in the Roll column (you want to roll under this number to make a successful skill roll).

Disadvantages - Champions(tm) works on a point system. You pay for skills and powers with points, some of which you get by taking disads. Alex has a secret identity, a deep moral objection to killing, a fear of the dark, a kid sister, a problem with the identical twin, and needs to keep a schedule for the day job.

Powers - DayStar has light powers. Alex can shoot bursts of concentrated light (lasers) from the hands, make light illusions and disguises, and turn invisible. Daystar is also protected by a force field of light.

Skills - Alex is a hero. And a cop. And has the requisite skills, as seen. The rolls work the same as the skill rolls in the "useful" section. Alex's Spanish is heavily accented, but pretty good.

Maneuvers - These happen in combat. If you don't already know the system, don't worry about it.

Origin/Background - Alex, his/her twin sibling Sandy, and his younger sister Alys, grew up in orphanages. When the twins grew old enough to be on their own, they took different paths. Alex became a police officer, and in the off hours, a hero. Alex was recently able to locate his sister and has taken custody of her. Alys is sixteen. Alex lives in a small apartment in the city. Alex does have to live on a cop's salary and has very little margin.

zornwil
Dec 7th, '05, 12:47 PM
Yes, but I haven't had time to really comment in meaningful detail. To me, the earlier write-ups were interesting from a perspective of learning about distributing such things to con players, in particular. These are also of interest and I keep an eye on the thread, but haven't given it the real attention it deserves yet.

Karmakaze
Jan 5th, '06, 01:46 PM
Chris Craven - Christopher/Christine Fischer Craven

VAL CHA Cost Total Roll Notes
13 STR 3 13 12- HTH Damage 2 1/2d6 END [1]
15 DEX 15 15 12- OCV 5 DCV 5
13 CON 6 13 12-
12 BODY 4 12 11-
18 INT 8 18 13- PER Roll 13-
18 EGO 16 18 13- ECV: 6
13 PRE 3 13 12- PRE Attack: 2 1/2d6
16 COM 3 16 12-
3 PD 0 3 3 PD (0 rPD)
3 ED 0 3 3 ED (0 rED)
3 SPD 5 3 Phases: 4, 8, 12
10 REC 8 10
30 END 2 30
30 STUN 4 30
6 RUN 0 6" END [1]
2 SWIM 0 2" END [1]
3 LEAP 0 2 1/2" 2 1/2" forward, 1" upward

CHA Cost: 77

Cost POWERS
14 PSYCHOMETRY: Retrocognitive Clairsentience (Sight Group, Normal Hearing And Detect) (50 Active Points); Precognition/Retrocognition Only (-1), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Conditional Power Requires Physical Contact (-1/2) - END=5
33 SPIRIT MANIFEST: Summon 200-point Ghosts/Genius Loci, Friendly (+1/4) (50 Active Points); Concentration (1/2 DCV; -1/4), Activation Roll 15- (-1/4) - END=5
15 EMPATHY: Elemental Control, 30-point powers - END=
15 1) EMPATHY: Detect A Class Of Things 16- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense, Targeting (30 Active Points) - END=0
45 2) PROJECTIVE EMPATHY: Ego Attack 6d6 (Human class of minds) (60 Active Points) - END=6
18 3) PROJECTIVE EMPATHY: Mind Control 12d6 (Human class of minds) (60 Active Points); Limited Power Power loses about half of its effectiveness (Emotions Only; -1), Gradual Effect (1 Turn (Post-Segment 12); -1/4), Stops Working If Mentalist Is Knocked Out (-1/4) - END=6

POWERS Cost: 140

Cost MARTIAL ARTS
5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 2 1/2d6 Strike
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +2 DC to Disarm

MARTIAL ARTS Cost: 14

Cost SKILLS
7 PS: Private Investigator 17-
9 Criminology 16-
9 Deduction 16-
9 Forensic Medicine 16-
9 Paramedics 16-
3 Tactics 13-
3 Tracking 13-
7 Stealth 14-
3 Concealment 13-
3 Bureaucratics 12-
3 Interrogation 12-
3 Lockpicking 12-
2 WF: Small Arms

SKILLS Cost: 70

Cost PERKS
1 Fringe Benefit: License to practice a profession
4 Contact (Contact has useful Skills or resources) 12-

PERKS Cost: 5

Cost TALENTS
5 Eidetic Memory
24 Combat Luck (12 PD/12 ED)
15 Danger Sense (self only, out of combat, Intuitional) 13-

TALENTS Cost: 44
Value DISADVANTAGES
20 Normal Characteristic Maxima
20 Psychological Limitation: Code Versus Killing Common, Total
15 Psychological Limitation: Fear of Crowds (Common, Strong)
20 DNPC: Secretary 11- (Incompetent; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
25 Hunted: Otherworldly Entities 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
10 Vulnerability: Mind Control (Common)
10 Physical Limitation: Extrasensory perception interferes with normal perception (Frequently, Slightly Impairing)
15 Social Limitation: Small Business Owner (Frequently, Major)
15 Psychological Limitation: Sucker for A Hard Luck Story (Very Common, Moderate)

DISADVANTAGES Points: 150

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350





Synopsis: Chris Craven is an eccentric, but reputable, private investigator, specializing in missing persons. Clairvoyant from birth, Chris learned early not to admit to paranormality, but appreciates the edge it provides in investigations. Like most telempaths, Chris is uncomfortable in crowds and dislikes being around death.

Translation for the Champions(tm) Impaired:

The Stats - The first ten rows of statistics are the base statistics and mean just about what they look like. The range is more or less from ten to twenty, with ten indicating the level of a healthy, normal human and twenty indicating the limit of human capacity. Chris is moderately strong and tough, very bright and strong willed, and rather good looking, if not awe-inspiring. The rest of column are the figured statistics. If you don't know the system, just don't worry about them. I'll tell you if you need them.

The Notes - Anything ending in CV is a "combat value". I'll ask you for these numbers when you get into a fight. Speed (SPD) and dexterity (DEX) tell me who goes first in a fight, and determine moves in what phase (a round has twelve phases, the phases you move in are listed in the notes in the SPD row). If a skills comes into play, I may ask you to roll 3d6 against the number in the Roll column (you want to roll under this number to make a successful skill roll).

Disadvantages - Champions(tm) works on a point system. You pay for skills and powers with points, some of which you get by taking disads. Chris has to stay in business and has a secretary. Chris also has some issues as a side of effect of being a telepath/medium. As a medium, Chris is sometimes targeted by otherworly entities looking for a doorway into this side.

Powers - Chris can sense the emotions of those nearby. Chris can read past events and images or information about the owner from physical objects. Chris can also call manifestations of psychic energy. Usually these are ghosts of dead people, but long used objects and buildings will often have "spirits" of a sort. Chris can also project emotions to sway peoples mental state or as an attack.

Skills - The skills are just what they sound like. PS is short for professional skill. Chris has an
eidetic memory and is a pretty good investigator.

Backstory - Chris was born with the paranormal abilities, and is well-adjusted. The powers are something of a secret. Some people are uncomfortable around telempaths. It's only fair. Chris is uncomfortable around some people. It's not always fun to hear other people's hysteria. Chris maintains an office in the outskirts of Hellenback and a house an hour into the 'burbs. The secretary, Liz, is shared with a two-person accounting firm in the same office building.

zornwil
Jan 5th, '06, 06:42 PM
I've run out of rep for the day but at least let me hereby bump thee! :)

BoneDaddy
Jan 5th, '06, 07:32 PM
As you have him written up, Andy (your first one) is a bigamist. One of those DNPC's should be a child, I think. Additionally, his Change Environment is always on but his wife is unaware that he's Frostbite?

BUT, I like all of these, I'm bookmarking this thread, and rep for you.

Karmakaze
Jan 6th, '06, 05:52 AM
As you have him written up, Andy (your first one) is a bigamist. One of those DNPC's should be a child, I think. Additionally, his Change Environment is always on but his wife is unaware that he's Frostbite?

I should probably just clean that up to DNPC x2 "wife and kid", although the kid is a potential plot hook in one of the modules I have for these. They definately need another going over after I get them all converted up.

Karmakaze
Jan 18th, '06, 12:32 PM
I got talked into running a couple of games at Dreamation (www.dexposure.com/d2006.html), so I am going to need to finish these!


Facet - Morgan Anselkin

VAL CHA Cost Total Roll Notes
13 STR 3 13 12- HTH Damage 2 1/2d6 END [1]
15 DEX 15 15 12- OCV 5 DCV 5
13 CON 6 13 12-
10 BODY 0 10 11-
18 INT 8 18 13- PER Roll 13-
13 EGO 6 13 12- ECV: 4
10 PRE 0 10 11- PRE Attack: 2d6
14 COM 2 14 12-
3 PD 0 3 3 PD (0 rPD)
3 ED 0 3 3 ED (0 rED)
3 SPD 5 3 Phases: 4, 8, 12
6 REC 0 6
30 END 2 30
30 STUN 6 30
6 RUN 0 6" END [1]
2 SWIM 0 2" END [1]
3 LEAP 0 2 1/2" 2 1/2" forward, 1" upward

CHA Cost: 53

Cost POWERS
10 Luck 2d6 - END=0
140 MAGIC AMULET: Variable Power Pool, 100 base + 40 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (200 Active Points); OAF (-1), Character Has No Choice Regarding How Powers Change (-1/2) - END=
35 Teleportation 10", No Relative Velocity, x2 Increased Mass - END=3

POWERS Cost: 185


Cost SKILLS
4 Gambling (Card Games, Dice Games) 13-
4 Computer Programming (Computer Networks, Personal Computers) 13-
3 Security Systems 13-
2 Systems Operation (Communications Systems) 13-
3 Concealment 13-
3 Lockpicking 12-
3 Sleight Of Hand 12-
3 Stealth 12-
3 Streetwise 11-
3 Bureaucratics 11-
3 SS: Statistics 13-
3 KS: Trivia 13-
5 Cramming

SKILLS Cost: 42


Value DISADVANTAGES
15 Dependence: Magic Amulet Takes 1d6 Damage (Easy To Obtain, 5 Minutes)
25 Hunted: Cabal of Those Guys in Robes 14- (As Pow, NCI, Harshly Punish)
10 Hunted: Local Mystic Council 11- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
5 Money: Poor
20 Normal Characteristic Maxima
20 Psychological Limitation: Code Versus Killing Common, Total
15 Psychological Limitation: Intellectually Lazy / Feckless (Common, Strong)
15 Psychological Limitation: Reluctant Hero (Very Common, Moderate)
20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe
5 Social Limitation: Geek (Occasionally, Minor)

DISADVANTAGES Points: 150

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 280





Translation for the Champions Impaired

Synopsis - Morgan won this magic amulet in a poker game. Though a little too drunk to remember exactly what the loser looked like, Morgan *can* remember that by the time s/he sobered up, there were a bunch of guys in funny outfits after the amulet - and willing to kill to get it. Morgan ditched them but can't seem to ditch the amulet, becoming ill if it's removed too far away.

The Stats - The first ten rows of statistics are the base statistics and mean just about what they look like. The range is more or less from ten to twenty, with ten indicating the level of a healthy, normal human and twenty indicating the limit of human capacity. Morgan isn't very strong as heroes go, or very impressive, or tough or... He is rather bright, though. The rest of column are the figured statistics. If you don't know the system, just don't worry about them. I'll tell you if you need them.

The Notes - Anything ending in CV is a "combat value". I'll ask you for these numbers when you get into a fight. The speed and dexterity tell me who goes first in a fight, and who moves in what phase (a round has twelve phases, the phases you move in are listed at the bottom of this section). The rolls are just what they sound like. If one of those skills comes into play, I may ask you to roll 3d6 (you want to roll under this number to make a successful skill roll).

Disadvantages - HERO(tm) works on a point system. You pay for skills and powers with points, some of which you get by taking disads. Morgan has a secret identity, except for among the magic community where everyone and his brother seems to know how to locate the amulet holder, which is a problem because a bunch of nasty people are trying to get the amulet, and some less nasty people pestering about getting properly trained or something. Morgan is a bit lazy, and sometimes has to be pushed into proper heroic behavior.

Powers - Morgan's magic amulet will do practically anything. Unfortunately, it rarely does quite what he wants it to. He has figured out how to make it teleport him around and to change him to a superhero disguise. If you're not a HERO expert, just give me a general idea of what you're trying and I'll help you out.

Skills - These skills work the same way as the skill rolls discussed in the Notes section. They're just what they sound like. Cramming means that he can learn new stuff quickly. The luck part is something I roll for you. Sometimes Morgan just gets lucky.

Maneuvers - These happen in combat. If you don't already know the system, don't worry about it.

Origin/Background - Morgan dropped out of college in the junior year. It just wasn't what Morgan wanted (although that didn't mean the student loans are going away). So it was time for a little wandering. Well, Morgan had always been pretty good at poker, so falling into that barside poker game didn't seem like much. Everybody at the table had an awful lot to drink. Except this one funny guy in the corner. Against the laws of nature, the sober guy just kept losing and losing. If the rest of the group could have conceived of such a thing (or for that matter, counted their toes...), they might have thought he was trying to lose. Finally, the guy had nothing left but a beat-up looking old pendant. With a great show of reluctance, he put it into the pot. Morgan won that round and the guy went off. Morgan woke up with a pounding hangover, the amulet-thingy, and a horde of red-robed lunatics trying to commit homicide. Morgan barely escaped alive. They've been on the hunt ever since. Morgan discovered that the amulet had magic powers and could make disguises, teleport, and other nifty things. Morgan now lives in the basement of the Downtown Racquetball and Swim Club and has the superhero identity of Facet. This setup seems a little silly to Morgan - it's not that Morgan doesn't like helping people, but the superhero world is a trippy, trippy place. At least if the crazy guys in red attack, they'll have to go through a lot of other heroes first.

Karmakaze
Jan 20th, '06, 11:02 AM
Butterfly - Ruby-Kaye Nevill

VAL CHA Cost Total Roll Notes
18 STR 8 18 13- HTH Damage 3 1/2d6 END [2]
18 DEX 24 18 13- OCV 6 DCV 6
20 CON 20 20 13-
18 BODY 16 18 13-
13 INT 3 13 12- PER Roll 12-
13 EGO 6 13 12- ECV: 4
14 PRE 4 14 12- PRE Attack: 2 1/2d6
20 COM 5 20 13-
5 PD 1 5/30 5/30 PD (0/25 rPD)
5 ED 1 5/20 5/20 ED (0/15 rED)
4 SPD 12 4 Phases: 3, 6, 9, 12
10 REC 4 10
45 END 3 45
45 STUN 8 45
6 RUN 0 6" END [1]
2 SWIM 0 2" END [1]
4 LEAP 0 3 1/2" 3 1/2" forward, 1 1/2" upward

CHA Cost: 115

Cost POWERS
20 Shapeshifting: Elemental Control, 40-point powers - END=
20 1) SHAPESHIFTING: Shape Shift (Sight, Touch and Hearing Groups, limited group of shapes), Imitation (36 Active Points) - END=4
20 2) SHAPESHIFTING: Shrinking (0.1254 m tall, 0.0244 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +12" KB) (40 Active Points) - END=4
13 3) WINGS: Flight 10", x4 Noncombat (25 Active Points); Limited Power Power loses about a third of its effectiveness (only when shrunk; -1/2) - END=2
40 4) TOUGH SKIN: Armor (25 PD/15 ED) (60 Active Points) - END=0
27 5) WEAPON HANDS: Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-1/2) - END=6
25 6) CLAWS: Killing Attack - Hand-To-Hand 3d6 (4d6 w/STR) (45 Active Points) - END=4

POWERS Cost: 165

Cost MARTIAL ARTS
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 Strike
5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 3 1/2d6 +v/5; FMove
5 Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 28 STR to Disarm; FMove
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

MARTIAL ARTS Cost: 18

Cost SKILLS
15 +3 with HTH Combat
3 Acting 12-
7 Breakfall 15-
3 Lockpicking 13-
3 Mimicry 12-
5 Paramedics 13-
3 Security Systems 12-
3 Seduction 12-
7 Stealth 15-
3 Streetwise 12-

SKILLS Cost: 52


Value DISADVANTAGES
20 Normal Characteristic Maxima
15 Social Limitation: Secret ID (Frequently, Major)
20 Psychological Limitation: Code Against Killing (Common, Total)
15 Psychological Limitation: Mischevious (Common, Strong)
15 Psychological Limitation: Flamboyant (Common, Strong)
20 Hunted: Villain Expermientation Group 11- (As Pow, NCI, Harshly Punish)
15 Dependent NPC: rescued kids from the facility 11- (Slightly Less Powerful than the PC; Group DNPC: x2 DNPCs)
10 Physical Limitation: Unpredictable Response to Drugs (Infrequently, Greatly Impairing)
20 Accidental Change: Asleep or distracted 11- (Very Common)

DISADVANTAGES Points: 150

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350





Snopsis: There's no real way to tell what Ruby really looks like. As a shapeshifter, she can pick any look she wants. Her standard form is up to the player. She is very flamboyant and a little frivolous. She has very little patience for the doom-and-gloom types. She's into this hero stuff as much for the thrill as anything.

The Stats - The first ten rows of statistics are the base statistics and mean just about what they look like. The range is more or less from ten to twenty, with ten indicating the level of a healthy, normal human and twenty indicating the limit of human capacity. Ruby is average strong for a hero, pretty nimble, moderately bright and not very self- controlled. Obviously, she's a knockout. The second column are the figured statistics. The rest of column are the figured statistics. If you don't know the system, just don't worry about them. I'll tell you if you need them

Disadvantages - HERO(tm)works on a point system. You pay for skills and powers with points, some of which you get by taking disads. Ruby has a habit of playing tricks on people, and a strong moral problem with homicide. The group that performed the experiment that gave her her powers is after her. Sometimes when she is not paying attention, her form will 'drift' a little bit over time.

Powers - Ruby can change her shape at will. She can mimic just about any other person as well as change her size. She is called Butterfly after her flying form. She has to get small enough to be light enough to fly, but she then "grows" wings and can fly about. She also can shape her fingertips into claws and toughen her skin for self-defense.

Skills - these are what they sound like. Rolls work the same way as the skill rolls in the "Stats" section.

Maneuvers - These happen in combat. If you don't already know the system, don't worry about it.

Origin/Background - Ruby might have been a changeling. She was awkward and creative in a family of don't-rock-the-boaters. In the small, conservative town she grew up in, nothing she did seemed to quite fit, and having a beautiful, popular, sister didn't help. Ruby became convinced that if only she were really pretty, people would like her. When the promised "blossoming" of growing-up never happened, Ruby decided that if anything was going to happen, she was going to do it herself. Against her better judgment, she answered an ad in the city paper, miles away. "Do want to change yourself?" it asked. She did. The ad was a front for a group of scientists wanting to create a new race of pliable servants. Except Ruby didn't go along with the plan. When she realized what the researchers were really doing, she went in to destroy the lab. She managed to blow up the machines - while she was still inside. By some miracle, she survived, and came out a changed, or at least changeable woman. Ruby decided that she was never going home. She could make a fresh start just where she was. Ruby lives alone, but keeps an eye on some of the other escapees from the lab. She works as a model, when she works.

Karmakaze
Jan 20th, '06, 01:10 PM
I'm not entirely happy with this one, but I have to run a convention game with these tomorrow, so this is what I've got.


Dreamer - Noah Webster Kensington

VAL CHA Cost Total Roll Notes
10 STR 0 10 11- HTH Damage 2d6 END [1]
13 DEX 9 13 12- OCV 4 DCV 4
13 CON 6 13 12-
12 BODY 4 12 11-
18 INT 8 18 13- PER Roll 13-
18 EGO 16 18 13- ECV: 6
13 PRE 3 13 12- PRE Attack: 2 1/2d6
14 COM 2 14 12-
3 PD 1 3 3 PD (0 rPD)
3 ED 0 3 3 ED (0 rED)
3 SPD 7 3 Phases: 4, 8, 12
5 REC 0 5
26 END 0 26
24 STUN 0 24
6 RUN 0 6" END [1]
2 SWIM 0 2" END [1]
2 LEAP 0 2" 2" forward, 1" upward

CHA Cost: 56

Cost POWERS
65 Duplication (creates 300-point form), Easy Recombination (Half Phase Action at 1/2 DCV), Altered Duplicates (50%; +1/2), Ranged Recombination (+1/2) (130 Active Points); Limited Power Power loses about half of its effectiveness (Original Body "Asleep" when Duplicate Exists; -1) - END=0
10 LINK WITH ASTRAL FORM: Mind Link , One Specific Mind, Any distance - END=0

POWERS Cost: 75


Cost SKILLS
14 Computer Programming (Computer Networks, Personal Computers, Mainframes and Supercomputers) 17-
4 Systems Operation (Communications Systems) 14-
2 Language: French (fluent conversation)
7 Cryptography 15-
4 Electronics (Communications Systems) 14-
5 Mechanics 14-
5 Stealth 13-

SKILLS Cost: 41


Value DISADVANTAGES
20 Normal Characteristic Maxima
15 Social Limitation: Secret Identity Frequently (11-), Major
20 Psychological Limitation: Code Versus Killing Common, Total
10 Social Limitation: Curfew (Frequently, Minor)
35 DNPC: Parents 14- (Incompetent; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)
20 Psychological Limitation: Shy / Undersocialized (Very Common, Strong)
15 Social Limitation: Teenager (Frequently, Major)

DISADVANTAGES Points: 135

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 172






Dreamer - Noah Webster Kensington

VAL CHA Cost Total Roll Notes
31 STR 8 31/41 15- / 17- HTH Damage 6d6/8d6 END [6/7]
19 DEX 27 19 13- OCV 6 DCV 6
18 CON 16 18 13-
16 BODY 12 16 12-
18 INT 8 18 13- PER Roll 13-
18 EGO 16 18 13- ECV: 6
20 PRE 10 20 13- PRE Attack: 4d6
18 COM 4 18 13-
5 PD 1 5/17 5/17 PD (0/10 rPD)
5 ED 1 5/22 5/22 ED (0/15 rED)
4 SPD 11 4 Phases: 3, 6, 9, 12
10 REC 4 10
40 END 2 40
40 STUN 6 40
6 RUN 0 6" END [1]
2 SWIM 0 2" END [1]
6 LEAP 0 6"/8" 6"/8" forward, 3"/4" upward

CHA Cost: 126

Cost POWERS
10 Density Increase (200 kg mass, +10 STR, +2 PD/ED, -2" KB) - END=1
16 LS (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) - END=0
20 Elemental Control, 40-point powers - END=
20 1) Desolidification (40 Active Points) - END=4
20 2) FF (10 PD/15 ED) (25 Active Points) - END=2
25 3) Flight 15", x16 Noncombat (45 Active Points) - END=4
13 4) +13 STR, Affects Physical World (+2) (39 Active Points); No Figured Characteristics (-1/2) - END=4
32 5) EB 12d6 (60 Active Points); 6 Recoverable Charges (-1/4) - END=[6 rc]
25 6) EB 4d6, Damage Shield (Affects Mental And Physical Attackers; Offensive; +1 1/4) (45 Active Points) - END=4

POWERS Cost: 181


Cost SKILLS
14 Computer Programming (Computer Networks, Personal Computers, Mainframes and Supercomputers) 17-
4 Systems Operation (Communications Systems) 14-
2 Language: French (fluent conversation)
7 Cryptography 15-
4 Electronics (Communications Systems) 14-
5 Mechanics 14-
7 Stealth 15-

SKILLS Cost: 43


Value DISADVANTAGES
20 Normal Characteristic Maxima
15 Social Limitation: Secret Identity Frequently (11-), Major
20 Psychological Limitation: Code Versus Killing Common, Total
15 Physical Limitation: Loses Focus When Outside the Same City as "Noah" (Frequently, Greatly Impairing)
15 Psychological Limitation: Overconfident (Common, Strong)
10 Social Limitation: Curfew (Frequently, Minor)
35 DNPC: Parents 14- (Incompetent; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)
20 Psychological Limitation: Shy / Undersocialized (Very Common, Strong)

DISADVANTAGES Points: 150

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350





Snyopsis: It should be noted that while Noah is a kid in person, his astral form appears significantly older and larger. He's also precocious enough that most of the other heros take him for a somewhat immature adult. And a lot of heros are pretty immature, so it's not really all that noticeable.

The Stats - The first ten rows of statistics are the base statistics and mean just about what they look like. The range is more or less from ten to twenty, with ten indicating the level of a healthy, normal human and twenty indicating the limit of human capacity. For Noah, this translates as unimpressive strength (for a hero), fair dexterity/agility, and pretty good looks. He's very bright and very strong willed. The second column are the figured statistics. If you don't know the system, just don't worry about them. I'll tell you if you need them

Stats - Anything ending in CV is a "combat value". I'll ask you for these numbers when you get into a fight. The speed and dexterity tell me who goes first in a fight, and who moves in what phase (a round has twelve phases, the phases you move in are listed at the bottom of this section). The rolls are just what they sound like. If one of those skills comes into play, I may ask you to roll 3d6 (you want to roll under this number to make a successful skill roll).

Disadvantages - HERO(tm)works on a point system. You pay for skills and powers with points, some of which you get by taking disads, Noah is, underneath it all, still a kid, and a little shy, although he picks up some bluster in his hero form. He has a little trouble balancing his secret id, with a curfew from his parents, and heroic friends who set their own schedules.

Powers - Noah, or Dreamer at this point, rarely adventures in person. He separates an astral/energy self from his body and physically stays at home. This is how nobody's caught on to the fact that he's a kid. His body as Noah is not strong enough to channel the energy powers, although he hopes that will change as he ages. He can turn his energy form intangible, or even a little more dense. He can throw energy bolts, but only a few per excursion as they are, in a way, parts of himself.

Skills - Noah can use a computer, basically. He also speaks accented, but understandable French. He's pretty good with puzzles and mechanical things.

Maneuvers - These happen in combat. If you don't already know the system, don't worry about it.

Origin/Background - Noah started having unusually vivid dreams when he was twelve. Being a fairly bright child, he soon realized that the stuff he was dreaming really happened. He'd already developed a reputation as the Dreamer, so he stuck with it. He joined up with his current hero team last year and is having a ball. Noah always wanted to be a hero, and now he is! Cool! Noah lives with his parents (surprise, surprise) and goes to school like a normal 14-year old. He's geeky enough to have no real social life, so he spends a lot of his afternoons and weekends "doing homework" in his room (really out being a hero). His parents have no clue. It's the family that's always the last to know.

Karmakaze
Jan 25th, '07, 10:52 AM
I went through and prettied these up a little for a con this weekend... They could probably use tweaking, but they're solid enough for play.

zornwil
Jan 25th, '07, 06:58 PM
You are a star, thanks!

You didn't happen to craft a HERO Designer export template for this, did you.... :D Kidding, kdding, though maybe we could persuade the master of such things, RPMiller...

I can't rep you yet, though, I ran out for the day.

Karmakaze
Jan 26th, '07, 07:07 AM
You are a star, thanks!

You didn't happen to craft a HERO Designer export template for this, did you.... :D Kidding, kdding, though maybe we could persuade the master of such things, RPMiller...

I can't rep you yet, though, I ran out for the day.

I used one of the publication rtf formats and then cropped down like a madwoman.

I suppose you could start off by removing the cost column and not showing active points. It's kind of a judgement call power-by-power which advantages/limitations you choose to leave out. A lot of these characters have NCM, too, which I took out because you only need to know that when spending XP.

I should also separate out all of the that's the same on every sheet (explaining what the Notes section does, for example), leaving blanks for the character specific stuff.

zornwil
Jan 26th, '07, 07:19 AM
I'm very strongly considering this format for my con games, I am fairly sure I'll pass the PCs through this or something very very similar, and this gives me enough time before DDC to do so. I'm not good at all at formatting, myself. In fact, I'm going to search for a collaborator to help me redesign the sheet for the game I'm working on, I hate it but my limited design skills when it comes to that sort of thing just aren't up to it on my own. It's kind of weird, because I don't have any problems with creating PowerPoints for reasonably visual and non-technical presentations or with creating "dry" forms or with creating questionnaires, but when it comes to doing something with boxes and a visual "flow" I'm just crap at it.

So IOW this is valuable to me and the best one I've seen to suit my tastes so far (no diss to other formats, it's just my sense of aesthetics and game interaction materials).

Grimble
Jan 26th, '07, 08:32 AM
With no control over the change of powers, I see Facet as a sort of "Dial H for Hero" type character. Very nice. I was always a big fan of that comic in all it's incarnations. You have done a very good job on all your characters, but Facet is my favorite, so far.

Thanks for sharing. I plan on using a few of your write ups in my game. :thumbup:


Grimble

Karmakaze
Jan 26th, '07, 10:08 AM
With no control over the change of powers, I see Facet as a sort of "Dial H for Hero" type character. Very nice. I was always a big fan of that comic in all it's incarnations. You have done a very good job on all your characters, but Facet is my favorite, so far.

Thanks for sharing. I plan on using a few of your write ups in my game. :thumbup:

Thanks.

The only caveat with Facet is that s/he either needs to go to the most experienced player at the table (who is comfortable constructing appropriate power builds on the fly) or the least experienced player at the table (who is confortable with having me construct appropriate power builds on the fly). If I'm running this as a teaching game, I'll often describe the effect and then casually mention what power from the book it was. As always, VPPs require a little more GM attention, but I find I can handle it.

Grimble
Jan 26th, '07, 10:34 AM
I'd keep this character ready for either player (experienced or not). I have run many Champions games at several Cons. Inevitablely, there is someone who shows up who loves champions and has played it longer than I have (Over 13 years).

Depending whether you have veterans or novices at your table, I'd decide the power changes myself. Just have a lot of cool changes ready. They will probably change often through what they don't like or want at the time.

The character is cool. I see myself using it in my next Con game.

Grimble

zornwil
Jan 26th, '07, 11:25 AM
With no control over the change of powers, I see Facet as a sort of "Dial H for Hero" type character. Very nice. I was always a big fan of that comic in all it's incarnations. You have done a very good job on all your characters, but Facet is my favorite, so far.

Thanks for sharing. I plan on using a few of your write ups in my game. :thumbup:


Grimble
I once created a Random Power construct just because of Dial H for Hero. I liked that comic when I was a kid.

Karmakaze
Aug 28th, '09, 02:56 PM
I've got these about all blocked in, using 6E. Yeah - 4th ed to 5th to 6th! Background and narrative character sheets to follow.

Here's Butterfly to start. I apologize for the slight messiness. I did these in Excel rather than HD so I'd be referring to the new rules more closely. There is no good export from Excel to BBCode, so I just tried to get the text output legible. I'm attaching the sheet I used in a .zip (Excel 2007). It's actually got all seven characters on it blocked in.




Butterfly
Characteristics
Value Characteristic Spent
13 STRength 3
18 DEXterity 16
20 CONstitution 10
11 INTelligence 1
10 EGO 0
19 PREsence 9

6 OCV 15
6 DCV 15
3 OMCV 0
3 DMCV 0

4 SPeeD 20

5 Physical Defense 3
5 Energy Defense 3

10 RECovery 6
40 ENDurance 4
20 BODY 10
40 STUN 10
Total: 125

Movement
Value Movement Spent
20 Running 8
20 Swimming 8
4 Leaping 0
40 Flight *
Total:16

Skills
Roll Skill Spent
15- Acting 7
15- Breakfall 7
13- Charm 3
13- Concealment 7
13- Lockpicking 3
12- Mimicry 5
11- Paramedics 3
13- Security Systems 7
18- Stealth 13
13- Streetwise 3
Total:58

Talents / Perks
Talent/Perk Spent
Contact: Fan Club Website 4
11- (2), useful (1), good rel. (1)
Total: 4

Powers
Power / Spent
SHAPESHIFTING 26
Shapeshift
Sight (8) + Touch (5)
Human shapes
Imitation
Makeover
Unified Power
TOUGH SKIN 42
Resistant Protection
20PD/15ED
Unified Power
HARD FISTS 33
Hand-to-Hand Attack
+10d6 (total: 13d6)
HtH Attack
Unified Power
CLAWS 24
Hand Killing Attack
+2d6 (total: 3d6)
Unified Power
SHRINKING 19
Shrinking
4 levels (12.5 cm / 25 grams)
Unified Power
WINGS 23
Flight
40 meters
Lim: Only When under .5m
Unified Power
ACE FLYER 13
+4 OCV
Lim: Only When under .5m
Total:180

Martial Arts
Maneuver Spent
Martial Strike 4
Passing Strike 5
Passing Disarm 5
Martial Dodge 3
Total: 17

Matching Complications
Complication / (Severity) Spent
Accidental Change: Startled or Dreaming 15
Common (10), 11- (5)
DNPC: Other Experimental Subjects 25
Incompetent (10), Frequently (10), Group (5)
Negative Reputation: Flighty/Frivolous 5
Infrequently (5)
PsyCom: Won't kill 15
Common (10), Strong (5)
PsyCom: Cant Help Showing Off 15
Common (10), Strong (5)
Total: 75

Karmakaze
Aug 31st, '09, 12:33 PM
And here's the text portion. The .gif attached should be a passable version of the formatted character sheet. I'm still not 100% happy with the "How to read..." section. It's hard to find a balance between being informative and being too technical.


Butterfly

Description
Butterfly is a shapeshifter, who can appear however she pleases. It’s up to the player what she picks as her default appearance. She is very flamboyant and a little frivolous. She has very little patience for the doom-and-gloom types. She's into this hero stuff as much for the thrill as anything. Her real name is “Ruby-Kaye Nevill”, though she rarely bothers with a civilian identity anymore. Butterfly is a lot more fun than plain old Ruby ever was.

Origin/History
Ruby grew up awkward and creative in a family of don't-rock-the-boaters. In the small, conservative town she grew up in, nothing she did seemed to quite fit. Ruby became convinced that if only she were really pretty, people would like her. When the promised "blossoming" of growing-up never happened, Ruby decided that if anything was going to happen, she was going to do it herself. Against her better judgment, she answered an ad in the city paper, miles away. "Do want to change yourself?" it asked. She did. The ad was a front for a group of scientists wanting to create a new race of pliable servants. When she realized what was really going on, Ruby didn't go along with the plan. She interrupted “the process” before it could wipe her personality and managed to destroy the machines from inside. By some miracle, she survived, and came out a changed, or at least changeable woman. Ruby decided that she was never going home. She could make a fresh start just where she was. Ruby lives alone, but keeps an eye on some of the other escapees from the lab. She works as a model, when she works.


Character Summary / How to read the character sheet

Characteristics: The first group of six characteristics are the basic stats; Butterfly is very tough, leaves a strong impression, and has very good reflexes. The characteristics ending in –CV are combat values; I’ll ask for them when they come up. SPD reflects how many times a character acts in combat; Butterfly is fairly fast. PD and ED are physical and energy defense, respectively; Butterfly has more of this with her superpowers. ENDurance represents how much energy the character has, and RECovery how fast the character recharges. BODY represents how much damage a character can take before dying, and STUN how much damage a character can take before losing consciousness.

Skills: Skills are about what they sound like. For a skill challenge, you’ll roll three six-sided dice and try to roll less than the skill number. Sometimes, if a character does not have an appropriate skill, I might ask you to roll using your base characteristic; that’s why there’s a skill roll number next to the characteristics.

Perks: Butterfly has some obsessive fans, who can occasionally be asked for favors via her website.

Powers: Butterfly can change her shape and size. She can disguise herself, or even impersonate other people. She can harden her skin to protect herself, harden her hands in order to hit harder, and sharpen her fingers to claws. She can shrink down to about five inches high, and when she’s smaller than a foot and a half, she’s light enough to form wings and fly.

Complications: Heroes always have some things that complicate their lives – Butterfly sometimes loses control of her shapeshifting if startled. She still feels the need to look after the other subjects she rescued from the lab, whose transformations were less fortunate than hers. She’s a bit of a show off, which means that some people have a hard time taking her seriously.

Enforcer84
Sep 4th, '09, 01:22 PM
ooh cool!

So is that a fairly standard 6e character sheet? Or is that your design? It looks a lot like the character sheet you handed out for Hellenback (sp?)

Karmakaze
Sep 4th, '09, 04:03 PM
ooh cool!

So is that a fairly standard 6e character sheet? Or is that your design? It looks a lot like the character sheet you handed out for Hellenback (sp?)

It looks like the Hellenback sheet because that's what things I hand-edit tend to come out looking like. It's got all the necessary 6E information on it, though.

It's actually an excel sheet - I chose not to use HD because I wanted to have to refer to the book as I worked. That way I'd learn the system better.

Karmakaze
Sep 4th, '09, 06:46 PM
And the next one. I waffled on this one, because I was reminded of something that I've noticed every time I've updated these sheets - Chris has no business being on this superteam. Chris wants to be a pulp character built on a third this many points. I'd originally wanted something non-spandex to give variety, but I think, really, it's just not a good match. What I need to do is scrap Chris and make a couple replacements. I think I could do with a proper speedster and a proper brick.

Anyway, here's the 'raw' character. Pretty sheet and text to follow.



Chris Craven

Characteristics
Value Characteristic Base/Cost/Spent Roll
14 STRength 10 1 4 12-
14 DEXterity 10 2 8 12-
12 CONstitution 10 1 2 11-
18 INTelligence 10 1 8 13-
20 EGO 10 1 10 13-
12 PREsence 10 1 2 11-

7 OCV 3 5 20
5 DCV 3 5 10
6 OMCV 3 3 9
6 DMCV 3 3 9

3 SPeeD 2 10 10

3 Physical Def. 2 1 1
3 Energy Defense 2 1 1

5 RECovery 4 1 1
25 ENDurance 20 1/5 1
13 BODY 10 1 3
30 STUN 20 1/2 5
Total: 104

Movement
Value Movement Base Cost Spent
15 Running 12 1 3
6 Swimming 4 1/2 1
6 Leaping 4 1/2 1
Total: 5

Skills
Roll Skill Spent
11- Bureaucratics 3
14- Concealment 5
11- Conversation 3
14- Criminology 5
13- Deduction 3
13- Forensic Medicine 3
11- Interrogation 3
12- Lockpicking 3
13- Paramedics 3
13- PS: Private Detective 4
13- Security Systems 3
17- Stealth 13
16- Streetwise 13
13- Tracking 3
* WF: Small Arms 2
* CSL: +3 with hth 24
Total: 93


Talents / Perks
Talent/Perk Spent
Eidetic Memory 5
INTUITION 29
15- Danger Sense
(sense, self, any, +2PER)
Contact: Street Connections 5
11-(2), has contacts (1), v. useful (2)
Contact: 'the Grapevine" 12
11-(2),useful(2),org(x3)
Fringe Benefit: PI License 2
Fringe Benefit: Concealed Weap. Permit 2
Animal Friendship 20
Total: 75

Powers
Power / (Adders/Advantages/Limitations) Spent
PSYCHOMETRY 16
Clairsentience
Sight (20) + Hearing (5) 25
Retrocognition 20
Retrocognition Only -1
Concentrate (0DCV) - 1/2
Unified Power - 1/4
EMPATHY 26
Enhanced Senses
Detect Emotions (Mental) 10
Sense 2
Targeting 10
360 degree perception arc 10
Unified Power - 1/4
SEE GHOSTS 4
Enhanced Senses
Sight 0
Dimensional (Spirit Plane) 5
Unified Power - 1/4
EMOTIONAL FOG 43
Mental Illusions
15d6 75
Limited Conscious Control - 1/2
Unified Power - 1/4
BODY ARMOR
Resistant Protection 11
12PD/12ED 16
Obvious Inacessable Focus - 1/2
Total: 100

Martial Arts
Maneuver Spent
Defensive Strike 5
Martial Dodge 4
Offensive Ranged Disarm 5
Nerve Strike 4
Offensive Strike 5
Total: 23

Matching Complications
Complication / (Severity) Spent
PsyCom: Fear of Crowds 20
Very Common (15), Strong (5)
DNPC: Secretary 10
Normal (5), Useful (-5), Frequently (10)
Hunted: Organized Crime 20
Less (5), NCI (5), Freq (5), Easy to Find (5)
PsyCom: Won't kill 20
Common (10), Total (10)
SocCom: In the Phone Book 5
Infreq (0), Minor (5)
Total: 75

Char 109
Skills/Talents/MA 191
Powers 100
Total 400

Karmakaze
Sep 4th, '09, 06:51 PM
Chris Craven

Description / Origin / History

Chris Craven is an eccentric, but reputable, private investigator, specializing in missing persons. Clairvoyant from birth, Chris learned early not to admit to paranormality, but appreciates the edge it provides in investigations. Like most telempaths, Chris is uncomfortable in crowds and dislikes being around death. Chris was born with the paranormal abilities, and is well-adjusted. The powers are something of a secret. Some people are uncomfortable around telempaths. It's only fair. Chris is uncomfortable around some people. It's not always fun to hear other people's hysteria. Chris maintains an office in the outskirts of the city and a house an hour into the 'burbs. The secretary, Liz, is shared with a two-person accounting firm in the same office building.

Character Summary / How to read the character sheet

Characteristics: The first group of six characteristics are the basic stats; Chris is above average at most things, and has a very strong mind. The characteristics ending in –CV are combat values; I’ll ask for them when they come up. SPD reflects how many times a character acts in combat; Chris is faster than the man on the street, but average as a hero. PD and ED are physical and energy defense, respectively; Chris is relatively vulnerable. ENDurance represents how much energy the character has, and RECovery how fast the character recharges. BODY represents how much damage a character can take before dying, and STUN how much damage a character can take before losing consciousness.

Skills: Skills are about what they sound like. For a skill challenge, you’ll roll three six-sided dice and try to roll less than the skill number. Sometimes, if a character does not have an appropriate skill, I might ask you to roll using your base characteristic; that’s why there’s a skill roll number next to the characteristics. Chris also has some hand-to-hand training.

Perks: Chris’s sensitivity includes a feel for impending danger. As a PI, Chris has various connections to help in investigations. Chris has a PI license and can legally carry a gun. Animals like Chris.

Powers: Chris is a psychometrist, possessing the ability to read impressions left on physical objects. Chris can sense spirits, both ghosts and something about the spirits of living humans. Chris can fog peoples minds, causing them to see whatever they expect to see. Chris also has an armored trenchcoat.

Complications: Heroes always have some things that complicate their lives – Chris doesn’t deal well with large groups of people. Local crime organizations are pretty unhappy with Chris. Chris is easily found by both enemies and people in need, and needs to look out for the office secretary when trouble comes to the office.

Karmakaze
Sep 8th, '09, 05:20 PM
Next along, Daystar., Here's a raw output:


Daystar 400
Characteristics
Value Characteristic Base Cost Spent Roll
15 STRength 10 1 5 12-
16 DEXterity 10 2 12 12-
13 CONstitution 10 1 3 12-
14 INTelligence 10 1 4 12-
11 EGO 10 1 1 11-
13 PREsence 10 1 3 12-

6 OCV 3 5 15
6 DCV 3 5 15
3 OMCV 3 3 0
3 DMCV 3 3 0

3 SPeeD 2 10 10

5 Physical Defense 2 1 3
5 Energy Defense 2 1 3

8 RECovery 4 1 4
40 ENDurance 20 1/5 4
12 BODY 10 1 2
30 STUN 20 1/2 5
Total: 89

Movement
Value Movement Base Cost Spent
14 Running 12 1 2
4 Swimming 4 1/2 0
4 Leaping 4 1/2 0
Total: 2

Skills
Roll Skill Spent
13- PS: Police Officer 4
13- Bureaucratics 5
14- Combat Driving 7
16- Criminology 11
12- Deduction 3
13- Interrogation 5
13- Lockpicking 5
15- Paramedics 9
12- Security Systems 3
12- Stealth 3
* Lang: Spanish (conversation)2
* WF: Small Arms 2
* CSL: +4 with light powers 12
Total: 71

Talents / Perks
Talent/Perk Spent
Fringe Benefit: Local Police Powers 2
Contact: Police Department 12
11- (2), v. useful (2), good rel. (1)
limited by id (-1), org. (x3)
Contact: Street Connections 5
11-(2), has contacts (1), v. useful (2)
Total: 19

Powers
Power / (Adders/Advantages/Limitations) Spent
SHARP EYES 7
Enhanced Senses
+6 to Sight PERception rolls
Telescopic (Sight) +6
Unified Power - 1/4
PROTECTIVE LIGHT AURA 32
Resistant Protection
15PD/20ED/10FlashDefense
Protects Carried Items
Unified Power - 1/4
LASER BEAM 56
Blast
14d6
Unified Power - 1/4
BLINDING LIGHT 32
Flash
8d6 to Sight 40
Unified Power - 1/4
TROMPE L'OEIL 20
Images
Sight
-5 to PER Rolls
Unified Power
BENDING LIGHT 16
Invisibility
Sight
Unified Power - 1/4
DAZZLE 56
Drain
4d6 to OCV
AoE: 16 meter radius 3/4
Unified Power - 1/4
Total: 219


Matching Complications
Complication / (Severity) Spent
DNPC: Kid Sister 10
Slightly Less(0), Freq (10)
SocCom: Secret ID 15
Frequent (10), Major (5)
Rivalry: Twin Brother 5
Professional (5)
PsyCom: Code vs. Killing 20
Common (10), Total (10)
PsyCom: Honorable 15
Common (10), Strong (5)
SocCom: Day Job 10
Frequent (5), Minor (5)
Total: 75

Char 91
Skills/Talents/MA 90
Powers 219
Total 400

Karmakaze
Sep 8th, '09, 05:39 PM
Daystar

Background/History:
DayStar has light powers. Alex Chandler can shoot bursts of concentrated light (lasers) from the hands, make light illusions and disguises, and turn invisible. Daystar is also protected by a force field of light. Alex, his/her twin sibling Sandy, and his younger sister Alys, grew up in orphanages. When the twins grew old enough to be on their own, they took different paths. Alex became a police officer, and in the off hours, a hero. Alex was recently able to locate his sister and has taken custody of her. Alys is sixteen. Alex lives in a small apartment in the city. Alex does have to live on a cop's salary and has very little margin. Daystar's identical twin, NightStar, was born with (go ahead, guess) dark powers. NightStar has, unfortunately, fallen prey to the temptation of greed, evil, and general nastiness, causing all sorts of confusion.

Character Summary / How to read the character sheet
Characteristics: The first group of six characteristics are the basic stats; Daystar is above average at most things. The characteristics ending in –CV are combat values; I’ll ask for them when they come up. SPD reflects how many times a character acts in combat; Daystar is faster than the man on the street, but average as a hero. PD and ED are physical and energy defense, respectively; With powers, Daystar is pretty tough. ENDurance represents how much energy the character has, and RECovery how fast the character recharges. BODY represents how much damage a character can take before dying, and STUN how much damage a character can take before losing consciousness.

Skills: Skills are about what they sound like. For a skill challenge, you’ll roll three six-sided dice and try to roll less than the skill number. Sometimes, if a character does not have an appropriate skill, I might ask you to roll using your base characteristic; that’s why there’s a skill roll number next to the characteristics. Daystar also has some extra practice with light powers.

Perks: Alex’s day job provides some authority and a lot of useful connections.

Powers: Daystar manipulates light, with the ability to create a protective sheath, a laser beam or blinding light, as well as illusions and confusing sparks.

Complications: Heroes always have some things that complicate their lives – Daystar’s family causes a lot of stress; Daystar feels the need to look after Alys, and to make up for Nightstar’s poor choices. Daystar is a straight shooter. As a police officer, Alex has obligations that can cut into hero time.