Mavnn
Feb 21st, '03, 01:39 PM
Inspired by the RDU use of the Tekkan background, as well as the Fighting Game world thread in other genres, I thought I'd create stats for M. Bison (of Streetfighter fame) to use as a (relatively minor) master villian in my own Champions game.
I'll put the stats first, then follow up with how I plan to use him during the game, and where I see Shadow Law fitting into the Champions Universe (my version thereof).
Comments, please - the game I'm planning is run on standard CU guidelines (the Champions are available as possible PCs, and other characters have/are being built to fit in with them power level wise). Bison is designed to be a stiff to losing fight for a team of starting characters, but someone who will be forced to use his background abilities as the party increases in power and XP.
As a quick aside for the purists among you, I haven't tried to convert Bison's every move from the games - this write up is mainly based on the Street Fighter II Animated Movie, with the Psycho Crusher thrown in for good measure :).
M. Bison
Player:
Val Char Cost
40 STR 30
29 DEX 57
30 CON 40
25 BODY 30
23 INT 13
23 EGO 26
40 PRE 30
10 COM 0
30 PD 22
30 ED 24
7 SPD 31
14 REC 0
60 END 0
100 STUN 40
6" RUN 0
2" SWIM 0
8" LEAP 0
Characteristics Cost: 343
Cost Power
20 Filled with Psycho Power: +20 Mental Defense (25 points total)
33 Body Filled with Psycho Power: Damage Resistance (20 PD / 20 ED / 25 Mental Def.)
10 Control of the Psycho Power: Power Defense (10 points)
8 Telekinetic Bracing: Knockback Resistance -4"
30 Telekinetic Movement: Flight 15"
4 Mental Powers: Multipower, 27-point reserve, all slots: (27 Active Points); OAF Psycho Drive Machinery Immobile Fragile (-2 1/4), Extra Time (1 Minute; -1 1/2), Character May Take No Other Actions (-1/4), Target Must be Restrained within Psycho Drive (-1)
1u 1) Twisted Puppet Creation: Mind Control 2d6, Telepathic (+1/4), Cumulative (x16 max.) (+1 1/2) (27 Active Points)
1u 2) Discover the Secret Desires: Telepathy 2d6, Cumulative (x16 max.) (+1 1/2) (25 Active Points); Receive Only (-1/2)
80 Psycho Powers: Multipower, 80-point reserve
7u 1) Telekinetic Deflection: Missile Deflection (Any Ranged Attack; Missile Reflection, Reflect At Any Target), Ranged (Adjacent Hex; +1/2) (75 Active Points)
6u 2) Faster than the Eye Can See: Teleportation 30" (No Relative Velocity, Position Shift, x2 Increased Mass) (80 Active Points); Must Pass Through Intervening Space (-1/4)
5u 3) Psycho Shot: Energy Blast 10d6 (vs. ED), Explosion (Normal (Radius) -1 DC/1"; +1/2) (75 Active Points); Extra Time (Full Phase; -1/2)
3u 4) Psycho Crusher: Hand-To-Hand Attack +8d6, Area Of Effect (Covers Area Moved Through) (15" Line; +1) (80 Active Points); Increased Endurance Cost (3x END; -1), Hand-To-Hand Attack (-1/2), Must Make Full Move with Flight (-1/4)
Powers Cost: 208
Cost Martial Arts Maneuver
Ler Drit
4 1) Double Palm Strike: 1/2 Phase, +0 OCV, +0 DCV, +35 STR to Shove
3 2) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +30 STR for holding on
4 3) Crush: 1/2 Phase, +0 OCV, +0 DCV, STR +8d6 Crush, Must Follow Grab
4 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 5) Punch/Kick: 1/2 Phase, +2 OCV, +0 DCV, STR +6d6 Strike
5 6) Foot Slide: 1/2 Phase, +0 OCV, +0 DCV, STR +4d6 +v/5; Target Falls; FMove
4 7) Root: 1/2 Phase, +0 OCV, +0 DCV, +35 STR to resist Shove; Block, Abort
4 8) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
16 9) +4 HTH Damage Class(es)
Martial Arts Cost: 48
Cost Skill
10 +1 Overall
24 +3 with All Combat
9 +3 with Ler Drit
3 Acting 17-
3 Analyze: Style 14-
9 Breakfall 18-
3 Bribery 17-
3 Bureaucratics 17-
3 Conversation 17-
3 Criminology 14-
3 High Society 17-
3 Interrogation 17-
3 Inventor 14-
3 Oratory 17-
3 Persuasion 17-
3 PS: Commander (PRE-based) 17-
3 PS: Dictator (PRE-based) 17-
3 SS: Psionics (INT-based) 14-
3 Streetwise 17-
3 Tactics 14-
3 Linguist
3 1) Language: Thai: Idiomatic, native accent (4 Active Points)
3 2) Language: English: Idiomatic, native accent (4 Active Points)
3 3) Language: Japanese: Idiomatic, native accent (4 Active Points)
3 4) Language: German: Idiomatic, native accent (4 Active Points)
3 5) Language: Romany: Idiomatic, native accent (4 Active Points)
0 6) Language: Italian: Idiomatic, native accent (Native)
3 Scholar
2 1) KS: Ler Drit (INT-based) (3 Active Points) 14-
2 2) KS: The Underworld (INT-based) (3 Active Points) 14-
2 3) KS: The Super World (INT-based) (3 Active Points) 14-
2 4) KS: Martial Arts World (INT-based) (3 Active Points) 14-
2 5) KS: Law Enforcement Agencies (INT-based) (3 Active Points) 14-
2 6) KS: Psycho Power (INT-based) (3 Active Points) 14-
2 7) KS: Psionics (INT-based) (3 Active Points) 14-
3 Traveler
2 1) AK: America (INT-based) (3 Active Points) 14-
2 2) AK: Japan (INT-based) (3 Active Points) 14-
2 3) AK: Thailand (INT-based) (3 Active Points) 14-
2 4) AK: Las Vegas (INT-based) (3 Active Points) 14-
2 5) AK: Washington (INT-based) (3 Active Points) 14-
2 6) AK: London (INT-based) (3 Active Points) 14-
Skills Cost: 150
Cost Perk
3 Anonymity
80 Follower (x5000, 75 Base, 75 Disad)
15 Money (Filthy Rich)
90 Bases (x4, 400 Base, 50 Disad)
50 Vehicles (250 Base, 50 Disad)
10 Fringe Benefit (Head of State)
11 Contact: Senator Kelly (14-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources, Contact is slavishly loyal to character)
7 Contact: Mafia Don (12-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources, Good relationship with Contact)
1 Contact: Mechassassin (8-)
6 Contact: Thai Government (8-) (Contact has access to major institutions, Contact has been blackmailed by the character, Contact has significant Contacts of his own, Contact has: useful Skills or resources), Organization Contact (+2) (6 Active Points)
Perks Cost: 273
Cost Talent
16 Combat Sense 15-
27 Danger Sense (14-) (Function as a Sense, Sensitivity: Any Danger)
Talents Cost: 43
Total Character Cost: 1065
Pts. Disadvantage
15 Distinctive Features: Huge Man with a Huge Chin, Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
20 Enraged: When Insulted or Disobeyed, Common, go 11-, recover 11-
10 Hunted: UNTIL, Less Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence
15 Hunted: VIPER, As Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence
20 Psychological Limitation: Must be in Command, Very Common, Strong
25 Psychological Limitation: Powerlust, Very Common, Total
5 Psychological Limitation: In Love with Cammy, Uncommon, Moderate
10 Psychological Limitation: Overconfidence, Common, Moderate
15 Psychological Limitation: Will Always Accept Challenge to Fight, Common, Strong
15 Hunted: Menton, As Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence
10 Reputation: Psychotic Would-be World Conquerer, Frequently (11-), Extreme, Known Only To A Small Group
Disadvantage Points: 160
Base Points: 200
Experience Required: 705
Total Experience Available: 715
Experience Unspent: 10
I'll put the stats first, then follow up with how I plan to use him during the game, and where I see Shadow Law fitting into the Champions Universe (my version thereof).
Comments, please - the game I'm planning is run on standard CU guidelines (the Champions are available as possible PCs, and other characters have/are being built to fit in with them power level wise). Bison is designed to be a stiff to losing fight for a team of starting characters, but someone who will be forced to use his background abilities as the party increases in power and XP.
As a quick aside for the purists among you, I haven't tried to convert Bison's every move from the games - this write up is mainly based on the Street Fighter II Animated Movie, with the Psycho Crusher thrown in for good measure :).
M. Bison
Player:
Val Char Cost
40 STR 30
29 DEX 57
30 CON 40
25 BODY 30
23 INT 13
23 EGO 26
40 PRE 30
10 COM 0
30 PD 22
30 ED 24
7 SPD 31
14 REC 0
60 END 0
100 STUN 40
6" RUN 0
2" SWIM 0
8" LEAP 0
Characteristics Cost: 343
Cost Power
20 Filled with Psycho Power: +20 Mental Defense (25 points total)
33 Body Filled with Psycho Power: Damage Resistance (20 PD / 20 ED / 25 Mental Def.)
10 Control of the Psycho Power: Power Defense (10 points)
8 Telekinetic Bracing: Knockback Resistance -4"
30 Telekinetic Movement: Flight 15"
4 Mental Powers: Multipower, 27-point reserve, all slots: (27 Active Points); OAF Psycho Drive Machinery Immobile Fragile (-2 1/4), Extra Time (1 Minute; -1 1/2), Character May Take No Other Actions (-1/4), Target Must be Restrained within Psycho Drive (-1)
1u 1) Twisted Puppet Creation: Mind Control 2d6, Telepathic (+1/4), Cumulative (x16 max.) (+1 1/2) (27 Active Points)
1u 2) Discover the Secret Desires: Telepathy 2d6, Cumulative (x16 max.) (+1 1/2) (25 Active Points); Receive Only (-1/2)
80 Psycho Powers: Multipower, 80-point reserve
7u 1) Telekinetic Deflection: Missile Deflection (Any Ranged Attack; Missile Reflection, Reflect At Any Target), Ranged (Adjacent Hex; +1/2) (75 Active Points)
6u 2) Faster than the Eye Can See: Teleportation 30" (No Relative Velocity, Position Shift, x2 Increased Mass) (80 Active Points); Must Pass Through Intervening Space (-1/4)
5u 3) Psycho Shot: Energy Blast 10d6 (vs. ED), Explosion (Normal (Radius) -1 DC/1"; +1/2) (75 Active Points); Extra Time (Full Phase; -1/2)
3u 4) Psycho Crusher: Hand-To-Hand Attack +8d6, Area Of Effect (Covers Area Moved Through) (15" Line; +1) (80 Active Points); Increased Endurance Cost (3x END; -1), Hand-To-Hand Attack (-1/2), Must Make Full Move with Flight (-1/4)
Powers Cost: 208
Cost Martial Arts Maneuver
Ler Drit
4 1) Double Palm Strike: 1/2 Phase, +0 OCV, +0 DCV, +35 STR to Shove
3 2) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +30 STR for holding on
4 3) Crush: 1/2 Phase, +0 OCV, +0 DCV, STR +8d6 Crush, Must Follow Grab
4 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 5) Punch/Kick: 1/2 Phase, +2 OCV, +0 DCV, STR +6d6 Strike
5 6) Foot Slide: 1/2 Phase, +0 OCV, +0 DCV, STR +4d6 +v/5; Target Falls; FMove
4 7) Root: 1/2 Phase, +0 OCV, +0 DCV, +35 STR to resist Shove; Block, Abort
4 8) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
16 9) +4 HTH Damage Class(es)
Martial Arts Cost: 48
Cost Skill
10 +1 Overall
24 +3 with All Combat
9 +3 with Ler Drit
3 Acting 17-
3 Analyze: Style 14-
9 Breakfall 18-
3 Bribery 17-
3 Bureaucratics 17-
3 Conversation 17-
3 Criminology 14-
3 High Society 17-
3 Interrogation 17-
3 Inventor 14-
3 Oratory 17-
3 Persuasion 17-
3 PS: Commander (PRE-based) 17-
3 PS: Dictator (PRE-based) 17-
3 SS: Psionics (INT-based) 14-
3 Streetwise 17-
3 Tactics 14-
3 Linguist
3 1) Language: Thai: Idiomatic, native accent (4 Active Points)
3 2) Language: English: Idiomatic, native accent (4 Active Points)
3 3) Language: Japanese: Idiomatic, native accent (4 Active Points)
3 4) Language: German: Idiomatic, native accent (4 Active Points)
3 5) Language: Romany: Idiomatic, native accent (4 Active Points)
0 6) Language: Italian: Idiomatic, native accent (Native)
3 Scholar
2 1) KS: Ler Drit (INT-based) (3 Active Points) 14-
2 2) KS: The Underworld (INT-based) (3 Active Points) 14-
2 3) KS: The Super World (INT-based) (3 Active Points) 14-
2 4) KS: Martial Arts World (INT-based) (3 Active Points) 14-
2 5) KS: Law Enforcement Agencies (INT-based) (3 Active Points) 14-
2 6) KS: Psycho Power (INT-based) (3 Active Points) 14-
2 7) KS: Psionics (INT-based) (3 Active Points) 14-
3 Traveler
2 1) AK: America (INT-based) (3 Active Points) 14-
2 2) AK: Japan (INT-based) (3 Active Points) 14-
2 3) AK: Thailand (INT-based) (3 Active Points) 14-
2 4) AK: Las Vegas (INT-based) (3 Active Points) 14-
2 5) AK: Washington (INT-based) (3 Active Points) 14-
2 6) AK: London (INT-based) (3 Active Points) 14-
Skills Cost: 150
Cost Perk
3 Anonymity
80 Follower (x5000, 75 Base, 75 Disad)
15 Money (Filthy Rich)
90 Bases (x4, 400 Base, 50 Disad)
50 Vehicles (250 Base, 50 Disad)
10 Fringe Benefit (Head of State)
11 Contact: Senator Kelly (14-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources, Contact is slavishly loyal to character)
7 Contact: Mafia Don (12-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources, Good relationship with Contact)
1 Contact: Mechassassin (8-)
6 Contact: Thai Government (8-) (Contact has access to major institutions, Contact has been blackmailed by the character, Contact has significant Contacts of his own, Contact has: useful Skills or resources), Organization Contact (+2) (6 Active Points)
Perks Cost: 273
Cost Talent
16 Combat Sense 15-
27 Danger Sense (14-) (Function as a Sense, Sensitivity: Any Danger)
Talents Cost: 43
Total Character Cost: 1065
Pts. Disadvantage
15 Distinctive Features: Huge Man with a Huge Chin, Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
20 Enraged: When Insulted or Disobeyed, Common, go 11-, recover 11-
10 Hunted: UNTIL, Less Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence
15 Hunted: VIPER, As Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence
20 Psychological Limitation: Must be in Command, Very Common, Strong
25 Psychological Limitation: Powerlust, Very Common, Total
5 Psychological Limitation: In Love with Cammy, Uncommon, Moderate
10 Psychological Limitation: Overconfidence, Common, Moderate
15 Psychological Limitation: Will Always Accept Challenge to Fight, Common, Strong
15 Hunted: Menton, As Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence
10 Reputation: Psychotic Would-be World Conquerer, Frequently (11-), Extreme, Known Only To A Small Group
Disadvantage Points: 160
Base Points: 200
Experience Required: 705
Total Experience Available: 715
Experience Unspent: 10