
Originally Posted by
Panpiper
Well, it just so happens that while fiddling a couple of weeks ago, I built a 'monster hunter' for a hypothetical Dark Champions game. This is a US military special forces operative tasked with identifying and neutralizing monster threats. Basically the liaison between the authorities and the group so they can get on with their job. Unfortunately the perks required for the conception, cost so much that there was not room for martial arts and a few more 'flavor' skills to more define the character's military background. I assumed a standard 225 points for a Dark Champions campaign.
Killroy
Val Char Cost
20 STR 10
13 DEX 6
13 CON 3
13 BODY 3
18 INT 8
13 EGO 3
18 PRE 8
4 OCV 5
5 DCV 10
3 OMCV
3 DMCV
8 PD 6
3 ED 1
4 SPD 20
7 REC 3
30 END 2
30 STUN 5
13m RUN 1
4m SWIM 0
4m LEAP 0
Characteristics Cost: 94
Cost Power
3 "Really Tough": Resistant Protection (1 PD/1 ED)
6 "Only a Flesh Wound": Resistant Protection (3 PD/3 ED) (9 Active Points); Limited Power Power loses about a third of its effectiveness (Does not protect from first point of body; -1/2)
7 "Melee Awareness": +3 DCV (15 Active Points); Limited Power Power loses about half of its effectiveness (Only in Hand to Hand; -1)
3 +1 PER with all Sense Groups
Powers Cost: 19
Cost Skill
12 +4 with a small group of attacks "Sniper Rifles"
4 Penalty Skill Levels: +2 vs. Range Penalties with Sniper Rifles with to offset a specific negative OCV modifier with any three maneuvers or tight group
3 "Concealed Rifle" +7 with single Skill or Characteristic Roll (14 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only for concealing Rifles; -1 1/2), Limited Power Power loses about half of its effectiveness (Only when wearing a trench coat; -1), Requires A Roll (Characteristic roll; Requires a Dex roll if engaged in vigorous movement.; -1/2), IIF (Special harness; -1/4)
3 Concealment 13-
3 Stealth 12-
3 Tracking 13-
3 Conversation 13-
3 High Society 13-
3 Bureaucratics 13-
3 KS: Military 13-
3 PS: Military General 13-
Skills Cost: 43
Cost Perk
5 "Monster Hunter - Detached Special Forces - Rank" Fringe Benefit: General
27 Contact: US Military (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (27 Active Points) 12-
10 Fringe Benefit: Improved Equipment Availability Advanced Military equipment
10 Fringe Benefit: License to Kill
5 Fringe Benefit: International Police Powers
2 Fringe Benefit: Concealed Weapon Permit (where appropriate)
2 Fringe Benefit: Heavy Weapon Permit
1 Fringe Benefit: International Driver's License
1 Fringe Benefit: Passport
6 Money: Wealthy
Perks Cost: 69
Cost Standard Equipment (Equipment costs do not actually figure in Total Cost. They are included here for reference only.)
"CQB/Sniper Custom .50 Cal. Barret 95, 20" Barrel, 36" Length, 17 lbs": Killing Attack - Ranged 3d6+1, 8 clips of 6 Charges (-0), +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/4), Line Of Sight (+1/2) (100 Active Points); STR Minimum 19 and higher (STR Min. Cannot Add/Subtract Damage; -1 1/2), OAF (-1), Lockout (-1/2), Required Hands Two-Handed (-1/2), Restrainable (-1/2), Beam (-1/4), Conditional Power Power does not work in Uncommon Circumstances (Does not work in extremely confined spaces; -1/4), Real Weapon (-1/4), Side Effects (Extremely loud; -1/4)
Trijicon ACOG Red Dot Sight & Riflescope: (Total: 34 Active Cost, 34 Real Cost) +2 with Ranged Combat (Real Cost: 16) plus Penalty Skill Levels: +4 vs. Range Modifiers with to offset a specific negative OCV modifier with all attacks (Real Cost: 12) plus +4 versus Range Modifier for Sight Group (Real Cost: 6)
Concealed 'Dragon Skin' Body Armor Clothing: (Total: 40 Active Cost, 15 Real Cost) Resistant Protection (3 PD/3 ED) (9 Active Points); Half Mass (-1/2), Real Armor (-1/4), IIF (-1/4), Requires A Roll (14- roll; -1/4) (Real Cost: 4) plus Resistant Protection (3 PD/3 ED) (9 Active Points); Half Mass (-1/2), IIF (-1/4), Real Armor (-1/4), Requires A Roll (12- roll; -1/4) (Real Cost: 4) plus Resistant Protection (6 PD/6 ED), Hardened (+1/4) (22 Active Points); Requires A Roll (9- roll; -1), Half Mass (-1/2), IIF (-1/4), Real Armor (-1/4) (Real Cost: 7)
S&W .460 Caliber, Model 460 XVR Revolver - 8 3/8": Killing Attack - Ranged 2d6+1, +1 Increased STUN Multiplier (+1/4) (44 Active Points); STR Minimum 14-18 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Beam (-1/4), 4 clips of 6 Charges (-1/4), Real Weapon (-1/4)
Military Frequency Hopping, Burst Transmission Radio: Radio Perception/Transmission (Radio Group), Concealed (-8 with Radio Perception/Transmission PER Rolls)
Total Character Cost: 225
Base Points: 225
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