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The Guardians Project - Lets build the original Champions


MisterVimes

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Recent discussions regarding the Guardians (the original team that appeared in 1st Edition Champions) has brought us to a discussion about updating these characters to 6th Edition. No official write-up was ever provided for these characters, though some appeared in the first 6 issues of the "Champions" comic book by Dennis Mallonee. Dennis is the President of Heroic Publishing where some of the Guardians continue to this day, some under different names, as the Champions.

 

Before we start, I would like to say that this is a tribute to the original super team from our favorite RPG. It is not intended as a challenge to copyrights held by Heroic Publishing, Dennis Mallonee, the family of Mark Williams or any other copyright holder or creator. These characters are presented without expressed permission.

 

First, we need to identify our subjects.

 

C1EB.png

The Back Cover of Champions 1st Edition

Gargoyle, Flare (not sure it that's her), and Dove (possibly?) Titan

 

 

C2ECa.jpg

Front Cover of Champions II (1st print)

Flare and Goliath

 

 

C2ECaB.jpg

Back Cover of Champions II (1st print)

Rose and Marksman

 

 

C2ECb.jpg

Front Cover of Champions II (2nd print)

Icestar, Rose, Marksman, Flare and Goliath

 

 

E2B.jpg

Back Cover of Enemies II

Gargoyle, Icestar, Marksman, and Goliath

 

 

So, here is our list (unless I am incorrect due to the multiple characters that may be Flare). The notes I have added were taken from this thread and posted by steriaca in 2003. I cannot attest to the veracity of the details, but they ring true (test below edited for spelling errors and clarity).

 

  • Dove - Winged hero (details pending) possibly "high Presence with the limitations Only For Attack/Only To Look Heroic. Dove got lots of press and fan mail."
  • Dove Titan - "A man trapped inside an alien suit of battle armor. He is best known for his force field and high Presence with the limitations Only For Attack/Only To Look Heroic. Dove got lots of press and fan mail."
  • Flare - "She is an energy projector (light), and one of four children made as a Nazi experiment in the years after World War 2 (with Nazis hiding out in South America). One draw back to the process is that she starts to age faster than a normal human."
  • Gargoyle - "Brick who took a chemical which slowed him to change (same chemical as the villain Gremlin)."
  • Goliath - "He was called Giant in the Champions Comic Book. Goliath found a mystical belt made by the Gods of Olympus, and granted the ability to change sizes. Was, in reality, the second Goliath (first one fought in World War 2)."
  • Icestar - "Heroic mutant energy projector (Ice). Killed by Doctor Destroyer at the Battle Of Detroit. Known for his relaxed manner, is a practical joker and a lady's man. Unknown to him, his girlfriend, Cynthia Woo, is secretly his arch enemy, Madam Synn."
  • Marksman - "Martial Artist/Gadgeteer. Marksman has a mutant ability which reduces his aging. His weapons are Sonic Pistols. "
  • Rose - "Believed to be the reincarnation of her grandmother (she was born the same day her grandmother died), Rose is a mentalist with a mystical bent. When she uses her powers there is a smell of roses. In love with Marksman."

 

 

And we're off.

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Re: The Guardians Project - Lets build the original Champions

 

Found them...works in progress...but here...

 

 

MARKSMAN

Val Char Cost Roll Notes

20 STR 10 13- Lift 400.0kg; 4d6 [2]

26 DEX 48 14- OCV: 9/DCV: 9

20 CON 20 13-

12 BODY 4 11-

23 INT 13 14- PER Roll 18-/22-

17 EGO 14 12- ECV: 6

20 PRE 10 13- PRE Attack: 4d6

14 COM 2 12-

 

8+9 PD 4 Total: 8/17 PD (1/10 rPD)

8+9 ED 4 Total: 8/17 ED (1/10 rED)

6 SPD 24 Phases: 2, 4, 6, 8, 10, 12

10 REC 4

50 END 5

45 STUN 13 Total Characteristic Cost: 179

 

Movement: Running: 9"/36"

Leaping: 4"/8"

Swimming: 3"/6"

 

Cost Powers END

51 Sonic Blaster: Multipower, 62-point reserve, all slots 60 Charges (+½) (93 Active Points); all slots OAF (-1)

Notes: (x2 number of items)

3u 1) Basic Sonic Blast: Energy Blast 12d6 (60 Active Points); OAF (-1) 0

2u 2) Cutting Sonic Blast: Killing Attack - Ranged 3d6 (45 Active Points); OAF (-1), Requires 3 Charges Per Use (-½) 0

3u 3) Deafening Sonic Blast: Hearing Group Flash 12d6, Explosion (+½) (54 Active Points); OAF (-1) 0

2u 4) Stunning Sonic Blast: Energy Blast 5d6, Attack Versus Limited Defense (defense is Hearing Flash Defense; +1 ½) (62 Active Points); OAF (-1), Requires 3 Charges Per Use (-½) 0

18 Reinforced Costume: Armor (9 PD/9 ED) (27 Active Points); OIF (-½) 0

Athletic/Marksman Skills

8 1) Accuracy: Targeting Skill Levels: +4 vs. Hit Location modifiers with Firearms

7 2) Double Tap: Autofire (2 shots; +¼) for up to 60 Active Points of non-Autofire RKA, Both Shots Must Be At The Same Target (-0) (15 Active Points); OIF (non-Autofire firearm of opportunity; -½), Requires A Shooting Tricks Roll (-½) 1

6 3) Favorite Gun: (Total: 6 Active Cost, 6 Real Cost) Lightning Reflexes: +2 DEX to act first with a single type and model firearm (Real Cost: 2) plus +2 OCV with a single type and model of firearm (Real Cost: 4) 0

1 4) Good Swimmer: Swimming +1" (3" total) 1

11 5) Headbutt: (Total: 14 Active Cost, 11 Real Cost) HA +2d6 (10 Active Points); Hand-To-Hand Attack (-½) (Real Cost: 7) plus +2 OCV with Headbut (Real Cost: 4) 1

3 6) Iron Will: Mental Defense (11 points total) 0

4 7) Quick Draw Artist: Lightning Reflexes: +4 DEX to act first with Firearms

7 8) Swift: Running +1" (9" total), x4 Noncombat 1

12 9) Uncanny Senses: +4 PER with all Sense Groups 0

25 10) Wisdom of the Ages: Find Weakness 12- with Firearms 0

Immortality

10 1) Can Take a Punch: Physical Damage Reduction, 25% 0

10 2) Can soak up punishment: Energy Damage Reduction, 25% 0

20 3) Hard To Kill: +20 BODY (40 Active Points); Conditional Power Power does not work in Very Common Circumstances (Only to Stave off Death; -1)

1 4) Tougher than you'd think: Damage Resistance (1 PD/1 ED) 0

6 5) Life Support (Extended Breathing: 1 END per Turn; Longevity: Immortal) 0

Mask

10 1) Active Sonar Array: Active Sonar (Hearing Group) (15 Active Points); OIF (-½) 0

2 2) Armored Mask: Armor (3 PD/3 ED) (9 Active Points); Activation Roll 8- (only protects Hit Locations 3-5; -2), OIF (-½) 0

5 3) Audial Dampers: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-½) 0

5 4) Auditory Enhancers: +4 PER with Hearing Group (8 Active Points); OIF (-½) 0

6 5) Mask Radio: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Sense Affected As Sight And Hearing Groups As Well As Radio Group (-½) 0

3 6) Mindshield: +5 Mental Defense (11 points total) (5 Active Points); OIF (-½) 0

3 7) Nightsight Lenses: Nightvision (5 Active Points); OIF (-½) 0

8 8) Parabolic Receiver: +8 versus Range Modifier for Hearing Group (12 Active Points); OIF (-½) 0

5 9) Polarized Lenses: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-½) 0

3 10) Thermalsight Lenses: Infrared Perception (Sight Group) (5 Active Points); OIF (-½) 0

Commando Training

Maneuver OCV DCV Notes

12 +3 HTH Damage Class(es)

3 Akido Throw +0 +1 7d6 +v/5, Target Falls

4 Boxing Cross +0 +2 9d6 Strike

4 Choke -2 +0 Grab One Limb; 3 ½d6 NND

4 Escape +0 +0 50 STR vs. Grabs

3 Grappling Throw +0 +2 9d6 Strike; Target Falls; Must Follow Grab

4 Hold -1 -1 Grab Three Limbs, 25 STR for holding on

3 Joint Lock/Hold -1 -1 Grab Two Limbs, 45 STR for holding on

4 Joint Lock/Throw +1 +0 Grab One Limb; 2 ½d6 NND ; Target Falls

4 Judo Disarm -1 +1 Disarm; 45 STR to Disarm roll

4 Karate "Chop" -2 +0 HKA 2d6 +1

4 Kung Fu Block +2 +2 Block, Abort

3 Legsweep +2 -1 8d6 Strike, Target Falls

5 Side or Spin Kick -2 +1 11d6 Strike

1 Weapon Element: Clubs

1 Weapon Element: Knives

 

Perks

1 I'm my own father: False Identity: Donald Henderson III

9 I've been around, I've seen somethings: Reputation: Heroic Icon (A large group) 14-, +3/+3d6

10 Money: Wealthy

3 Well-Connected

1 1) Contact (2 Active Points) 11-

6 2) Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Very Good relationship with Contact) (7 Active Points) 12-

4 3) Contact (Contact has access to major institutions, Very Good relationship with Contact) (5 Active Points) 11-

4 4) Contact (Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) (5 Active Points) 11-

2 5) Contact (Contact has useful Skills or resources) (3 Active Points) 11-

8 6) Contact (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-

3 7) Contact (Contact has very useful Skills or resources) (4 Active Points) 11-

4 8) Contact (Contact has very useful Skills or resources, Contact limited by identity, Good relationship with Contact) (5 Active Points) 12-

2 9) Contact (Good relationship with Contact) (3 Active Points) 11-

5 10) Contact, Organization Contact (x3) (6 Active Points) 11-

 

Talents

6 Missed!: Combat Luck (3 PD/3 ED)

5 Torture me again?: Resistance (5 points)

3 Two Hands are Better Than One: Ambidexterity (-2 Off Hand penalty)

3 What was that?: Lightsleep

 

Skills

4 +2 OCV with firearm of choice

16 +2 with All Combat

40 Decades of Experience: +4 Overall

6 Keen Sight: Penalty Skill Levels: +2 vs. Range Modifier with All Attacks

3 Breakfall 14-

3 Bureaucratics 13-

3 Climbing 14-

3 Combat Driving 14-

3 Concealment 14-

3 Criminology 14-

3 Cryptography 14-

3 Deduction 14-

5 Demolitions 15-

3 Electronics 14-

3 Fast Draw 14-

3 Feint 14-

3 Forgery 14-

3 High Society 13-

3 Instructor 14-

3 Interrogation 13-

3 Inventor 14-

3 Linguist

0 1) Language: English (idiomatic) (4 Active Points)

3 2) Language: Japanese (completely fluent)

3 3) Language: Korean (completely fluent)

3 4) Language: Mandarin (completely fluent)

3 5) Language: Vietnamese (completely fluent)

3 Lockpicking 14-

3 Mechanics 14-

2 Navigation (Land) 14-

3 PS: Industrialist 14-

3 Parachuting 14-

3 Paramedics 14-

3 Persuasion 13-

3 Scholar

1 1) KS: Army History And Customs (2 Active Points) 11-

1 2) KS: Business/Finance (2 Active Points) 11-

1 3) KS: Firearm Design (2 Active Points) 11-

1 4) KS: Ranger History And Traditions (2 Active Points) 11-

1 5) KS: Recognize Weapon Quality (2 Active Points) 11-

1 6) KS: The Martial World (2 Active Points) 11-

1 7) KS: The Military/Mercenary/Terrorist World (2 Active Points) 11-

1 8) KS: The Superhuman World (2 Active Points) 11-

3 Security Systems 14-

3 Shadowing 14-

3 Sleight Of Hand 14-

5 Stealth 15-

5 Streetwise 14-

10 Survival (Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 14-

3 Systems Operation 14-

2 TF: Parachuting, Advanced, Parachuting, Basic

3 Tactics 14-

3 Teamwork 14-

3 Tracking 14-

3 Trading 13-

7 Trick Shot Skills 16-

4 WF: Common Melee Weapons, Small Arms

7 Weaponsmith (Energy Weapons, Firearms, Muscle-Powered HTH, Muscle-Powered Ranged) 15-

 

Total Powers & Skill Cost: 631

Total Cost: 810

 

200+ Disadvantages

10 Hunted: Legacy Villain 8- (As Pow; Harshly Punish)

20 Hunted: Mechanon 8- (Mo Pow; NCI; Harshly Punish)

15 Hunted: The Red Czar 8- (As Pow; NCI; Harshly Punish)

25 Hunted: VIPER 11- (Mo Pow; NCI; Harshly Punish)

15 Psychological Limitation: Code Versus Killing (Common; Strong)

15 Psychological Limitation: Seeks to train and shepard the next generation of Guardians (Common; Strong)

10 Psychological Limitation: Still get's jazzed about going into Action (Common; Moderate)

15 Reputation: Old school Hero, 14-

10 Rivalry: Professional (Other "Guntoting Heroes"; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry; Multiple Rivals)

15 Social Limitation: Secret Identity (Frequently; Major)

460 Experience Points

 

Total Disadvantage Points: 810

 

Background/History: Born 1929, July 17th

 

Appearance: Donald Henderson is a man in his late seventies that looks to be in his mid thirties. He is an extrordinary physical specimen with wavy black hair and dark blue eyes. He typically wears business suits in trafitional black, gray, or navy. He dresses and moves conservatively. The Marksman uniform is a red bodysuit with gold boots, gloves and belt. he has a red mask. He has recently taken to wearing a black leather jacket over the uniform. He wears two holsters at either hip and rifle sheath on his back.

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Re: The Guardians Project - Lets build the original Champions

 

hmm my version of Dove was more of a ninja...that's odd.

 

All the data I can find (some from you) indicates that he was the one trapped in his alien battlesuit. Now, I have no idea if that is true or not, but that's the only one that I can find that fits the armored guy on the back cover of Champions 1st Ed.

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Re: The Guardians Project - Lets build the original Champions

 

GARGOYLE

Val Char Cost Roll Notes

80 STR 70 25- Lift 1.6ktons; 16d6 [4]

23 DEX 39 14- OCV: 8/DCV: 8

40 CON 60 17-

20 BODY 20 13-

13 INT 3 12- PER Roll 14-

18 EGO 16 13- ECV: 6

40 PRE 30 17- PRE Attack: 8d6

6 COM -2 10-

 

30+6 PD 14 Total: 30/36 PD (18/24 rPD)

30+6 ED 22 Total: 30/36 ED (18/24 rED)

4 SPD 7 Phases: 3, 6, 9, 12

24 REC 0

80 END 0

80 STUN 0 Total Characteristic Cost: 279

 

Movement: Running: 12"/48"

Flight: 0"/20"/0"/40"

Gliding: 0"/20"/0"/40"

Leaping: 24"/48"

Swimming: 10"/20"

 

Cost Powers END

60 Brick Tricks: Multipower, 60-point reserve

2u 1) Barrier Penetration: Indirect (attack always originates up to the character's reach in front of him; +¼) for up to 75 Active Points of STR (19 Active Points) 2

3u 2) Flick Of Unconsciousness: EB 6d6, NND (defense is Lack Of Weakness on defenses covering the head, or any innate rPD protecting the head; +1) (60 Active Points); No Range (-½), Requires A Brick Tricks Roll (-½), Side Effects (if character fails roll, opponent takes character's full STR damage; -¼) 6

1u 3) Python's Grip: HA +4d6 (20 Active Points); Only Adds To Squeeze Damage Versus Grabbed Targets (-1 ½), Hand-To-Hand Attack (-½) 2

3u 4) Shockwave: Hole In The Middle (the hex the character stands in when he uses the power; +¼), Explosion (+½) for up to 75 Active Points of STR, Only Does Knockdown, Not Knockback (-0), Side Effects (may cause considerable damage to the environment; -0) (56 Active Points); Extra Time (Full Phase, -½), Only Affects Targets On The Ground (-¼) 6

1u 5) Stronger Than A Locomotive: +40 STR (40 Active Points); Only To Stop Moving Objects (-2), No Figured Characteristics (-½) 4

3u 6) Supreme Armsweep: Area Of Effect (up to One Hex; +½) for up to 75 Active Points of STR (37 Active Points); Can Be Blocked (-¼) 4

2u 7) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (the one hex the character is standing in when he uses the power; +¼), Does Knockback (+¼), Explosion (-1 DC/3"; +1) (60 Active Points); No Range (-½), Extra Time (Full Phase, -½), Restrainable (-½) 6

1u 8) Won't Be Contained: +40 STR (40 Active Points); Only vs Entangles/Barriers/Grabs (-1), No Figured Characteristics (-½), Increased Endurance Cost (x2 END; -½) 8

27 Wings: Multipower, 40-point reserve, (40 Active Points); all slots Restrainable (-½)

3m 1) Gliding: Gliding 20" (20 Active Points); Restrainable (-½) 0

1u 2) Toughened Wings: Armor (6 PD/6 ED), Usable Simultaneously (up to 2 people at once; +½) (27 Active Points); Activation Roll 14- (-½), Restrainable (-½) 0

3u 3) Wings: Flight 20" (40 Active Points); Restrainable (-½) 4

Enhanced Senses

6 1) Acute Senses: +2 PER with all Sense Groups 0

5 2) Darkness Won't Hide You: Nightvision 0

5 3) Heat Sense: Infrared Perception (Touch Group) (Sight Group) 0

10 4) Nictitating Membrane: Sight Group Flash Defense (10 points) 0

20 5) Targeting Scent: Targeting with Smell/Taste Group 0

10 6) Tracking Scent: Tracking with Smell/Taste Group 0

Genetically Engineered War Machine

11 1) Can Run on All Fours: Running +6" (12" total), x4 Noncombat (17 Active Points); Increased Endurance Cost (x2 END; -½) 4

6 2) Claw Clinging: Clinging (normal STR) (10 Active Points); Costs Endurance (-½), Cannot Resist Knockback (-¼) 1

48 3) Claws: Massive: Killing Attack - Hand-To-Hand 4d6 (8d6 w/STR) (60 Active Points); Reduced Penetration (-¼) 6

20 4) Efficient Musculature: Reduced Endurance (½ END; +¼) (20 Active Points) applied to STR

6 5) Fearless: (Total: 20 Active Cost, 6 Real Cost) +10 Mental Defense (14 points total) (10 Active Points); Only To Resist Fear Effects (-2) (Real Cost: 3) plus Power Defense (10 points) (10 Active Points); Only To Resist Fear Effects (-2) (Real Cost: 3) 0

6 6) Heavy: Knockback Resistance -3" 0

18 7) Hyper Efficient Physiology: Life Support (Eating: Character only has to eat once per week; Expanded Breathing: Breath Underwater; Extended Breathing: 1 END per 5 Minutes; Longevity: 800 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) 0

6 8) Pain Tolerance: (Total: 20 Active Cost, 6 Real Cost) +10 Mental Defense (14 points total) (10 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 3) plus Power Defense (10 points) (10 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 3) 0

27 9) Protective Scales: (Total: 27 Active Cost, 27 Real Cost) Damage Resistance (18 PD/18 ED), Hardened (+¼) (22 Active Points) (Real Cost: 22) plus Lack Of Weakness (-5) for Resistant Defenses (Real Cost: 5) 0

13 10) Regrow Limbs: Healing 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +½), Persistent (+½) (50 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 ¼), Self Only (-½) 0

13 11) Strong Legs: Leaping +8" (24" forward, 12" upward) (Accurate) 1

8 12) Strong Swimmer: Swimming +8" (10" total) 1

13 13) Stubborn: Knockback Resistance -10" (20 Active Points); Costs Endurance (-½) 2

74 14) Toughened Physique: (Total: 74 Active Cost, 74 Real Cost) Hardened (+¼) (7 Active Points) applied to ED (Real Cost: 7) plus Hardened (+¼) (7 Active Points) applied to PD (Real Cost: 7) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30) plus Physical Damage Reduction, Resistant, 50% (Real Cost: 30) 0

5 15) Two Wings and A Tail: Extra Limbs (3), Inherent (+¼) (6 Active Points); Limited Manipulation (-¼) 0

2 16) Water Adaption: Environmental Movement (Aquatic Movement)

 

Perks

9 I scare bad guys as well: Reputation: Scourge of Evil (A large group) 14-, +3/+3d6

3 John is Dead, there is only the Gargoyle: Anonymity: Legally Dead

1 Nome De Plume: False Identity: Christian Warikov; Author

 

Skills

6 +2 with Punch, Disarm & Grab

15 +3 with HTH Combat

3 Breakfall 14-

27 Brick Tricks 20-

3 Concealment 12-

3 Hoist 12-

3 Interrogation 17-

4 PS: Writer 13-

3 Scholar

2 1) KS: Classical Literature (3 Active Points) 12-

1 2) KS: Legends And Lore (2 Active Points) 11-

1 3) KS: The Literary World (2 Active Points) 11-

1 4) KS: The Superhuman World (2 Active Points) 11-

3 Shadowing 12-

3 Stealth 14-

3 Streetwise 17-

2 Survival (Urban) 12-

3 Teamwork 14-

3 Tracking 12-

 

Total Powers & Skill Cost: 544

Total Cost: 823

 

200+ Disadvantages

15 Dependent NPC: Theresa Duggan (Romantic Interest) & James Duggan (Brother of Romantic Interest) 11- (Normal; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs)

20 Distinctive Features: monstrous appearance (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

10 Hunted: Bloodwing, the Living Gargoyle 8- (As Pow; Harshly Punish)

20 Hunted: Dr. Brutallus 8- (Mo Pow; NCI; Capture)

10 Hunted: James Duggan 11- (As Pow; PC has a Public ID or is otherwise very easy to find; Watching)

5 Physical Limitation: 2-3 times normal mass (Infrequently; Slightly Impairing)

10 Physical Limitation: Medical-Resistant Skin (Infrequently; Greatly Impairing)

15 Physical Limitation: Unnerving Presence (-5 on all Interactive skills or -5d6 on all PRE Attacks not based on intimidation) (Frequently; Greatly Impairing)

15 Psychological Limitation: Loves Combat (Common; Strong)

15 Psychological Limitation: Overconfidence (Very Common; Moderate)

15 Psychological Limitation: Protective of Team Members (Common; Strong)

10 Reputation: Monster, 8- (Extreme)

5 Unluck: 1d6

458 Experience Points

 

Total Disadvantage Points: 823

 

Background/History: John and James met in college. Both writers, they became fast friends and later roommates. John was a classic literature nut with dreams of becoming a novelist. James was a journalism major with dreams of becoming famous and wealthy. John had a tendency towards intellectual elitism, and James was more of a sensationalist liar. They turned almost every situation into a competition.

 

Things would have been fine if only James had been an only child. As it turned out, his little sister Tessa began attending their university their junior year.

John was bowled over by his friend's lovely sibling. James became intensely jealous of the time the two spent together. He didn't like his friend making moves on his baby sister and he didn't like his sister occupying his friend's time. They had things to do!

 

For the next eighteen months, John and James' friendship slowly deteriorated as John and Tessa's romance blossomed. When John showed James the ring he'd bought, James snapped. They fought. Tessa, angry at James for his boorishness and frightened of John's proposal, (she was only 19 after all) left for another university. John was crushed. James was angry.

 

Four years later, James is an investigative reporter for a Super Human Tabloid Magazine. He's making money, and his name is often in the news. The 24 hour news channels love him.

 

Four years later, Tessa is a med student. She's not spoken to her brother much since. Nor has she heard from John at all. The latter fact makes her sad.

 

Four years later a bioengineered man-monster is protecting the citizens of the city from the shadows. Becoming something of a legend, it rarely speaks, preferring to aid where it can and disappear into the night.

 

Two years later, Tessa, now an intern at the city hospital, is among the hostages in a bank job gone wrong. When the winged monster appears and rescues the hostages it starts and stares at her. She hears it say her name and then fly away.

 

After that day, she often feels the presence of the creature, as if it's watching over her like some demonic guardian angel.

 

James is incensed. He rails against the creature; calling it a menace. Calling it out in his columns and TV spots. Those who argue that the creature does good, are shouted down, James calls it a beast, his one man crusade against it sells magazines.

 

The creature that was once John watches Tessa from afar. He still loves her as intensely as he did when he first saw her. But what could a monstrosity like him offer her?

 

Since Joining the Guardians, Gargoyle has become much more comfortable in his own skin. At Goliath's urging he has resumed his career as a novelist. The Guradians have pulled strings and managed to set up a pen identity for him to write under. Though he still seeks to return to human and leave behind his superheroic career, Gargoyle has matured into one of the foremost champpions of the day.

 

Personality/Motivation: in the beginning, Gargoyle as a self loathing superhero. He helped innocents because he was so powerful but he forced himself to keep his distance from humanity. It was too painful for him. When he encountered the Guardians and was offered membership he initially turned it down. He wanted to be left alone. But the chance encounter with Tessa changed his mind. He turned to the Guardians and joined them.

His relationship with Tessa has helped him come to grips with who he is. He's lost his anger towards Jimmy and looks out for the tabloid reporter when he can, particularly at Tessa's request. But, though he bares his former friend no malice; he doesn't seek reconciliation. In fact, he finds taunting and mocking Jimmy to be one of his favorite ways to relax. However, Jimmy is Tessa's brother and if he's in danger, Gargoyle will leap to his aid. (This also bother s Jimmy).

 

Quote: "Grah!"

"Boo!"

 

Powers/Tactics: Massively strong Brick with wings and nasty claws. Over the years he's developed a few regular Brick Tricks and leaned the Brick Trick Skill for bits of creative brickness. Gargoyle is a frontline fighter, and generally considered the mightiest of the Guardians.

 

Campaign Use: There have been treatments and cures for his "condition" but they've all been temporary or he's turned them down because Gargoyle was needed.

Tessa and Gargoyle have in recent years, rekindled their relationship. Her presence has been very settling for him. Jimmy on the other hand hates his former friend with a passion. His attacks on Gargolye have ebbed in recent years as they don't get the press they once did. But he's still against the green hero and despises the fact that his sister seems to want to continue the relationship she had with him in college. Jimmy seeks ways to break them up and discredit his one time friend, but is savvy enough to read the writing on the wall. He doesn't want to become the monster in this scenario.

 

Appearance: A huge, muscular, greenskinned man with demonic wings and claws. His face is fairly plain with no dicernable nose, serpent like eyes, and sharp teeth. He has a crest of horns starting at his forehead and going back. The horns get progressively smaller as they go back.

 

John Williams was an average looking fellow with short black hair and blue eyes.

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Re: The Guardians Project - Lets build the original Champions

 

good point. I didn't get very far I should be able to do that in 6th...

 

I have Goliath mostly done too..

 

my Flare is kind of scattered...

 

I could build for 6e should I go for Starting and Experienced versions of the characters? It will give me a reason to reign in my Chadness.

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Re: The Guardians Project - Lets build the original Champions

 

good point. I didn't get very far I should be able to do that in 6th...

 

I have Goliath mostly done too..

 

my Flare is kind of scattered...

 

I could build for 6e should I go for Starting and Experienced versions of the characters? It will give me a reason to reign in my Chadness.

 

Flare is a pretty easy one, at least from a starting point, since her stats were written for 1st edition in "Champions" #1

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Re: The Guardians Project - Lets build the original Champions

 

Oh yeah, I have the 5e Bundle (Until Superpowers Database 1 & 2) and the 6e Bundle (Champions Powers) I need to get the equipment guide for HD too.

also have both editions Martial Arts books...I recently began consolidating all my various prefabs before I got my job. I finally got my actual computer up and running but still live off the new work Laptop...which has my old laptop's configuration on it...*sad panda*

 

 

I don't know if I'll ever go complete 6e...because converting my 5000+ write ups scares me.

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Re: The Guardians Project - Lets build the original Champions

 

Oh yeah, I have the 5e Bundle (Until Superpowers Database 1 & 2) and the 6e Bundle (Champions Powers) I need to get the equipment guide for HD too.

also have both editions Martial Arts books...I recently began consolidating all my various prefabs before I got my job. I finally got my actual computer up and running but still live off the new work Laptop...which has my old laptop's configuration on it...*sad panda*

 

 

I don't know if I'll ever go complete 6e...because converting my 5000+ write ups scares me.

 

Yeah. I have the same issue. So there are a few that are must converts (like the three Superman analogues that show up in every campaign I run) and a few of my favorite villains. Oh, and Moon Maid, the Marilyn Monroe of the 1960s superheroes!

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Re: The Guardians Project - Lets build the original Champions

 

Here's my first pass. Pretty much directly based on the Flare write-up in the comics. But she kinda ended up costing a lot.

 

 

 

 

Flare - Terri Feran

[table]

[tr]

[td=align: center]VAL[/td]

[td=align: center]CHA[/td]

[td=align: center]Cost[/td]

[td=align: center]Total[/td]

[td=align: center]Roll[/td]

[td=align: left]Notes[/td]

[/tr]

 

[tr]

[td=align: center]25[/td]

[td=align: center]STR[/td]

[td=align: center]15[/td]

[td=align: center]25[/td]

[td=align: center]14-[/td]

[td=align: left]HTH Damage 5d6 END [2][/td]

[/tr]

 

 

[tr]

[td=align: center]23[/td]

[td=align: center]DEX[/td]

[td=align: center]26[/td]

[td=align: center]23[/td]

[td=align: center]14-[/td]

[td=align: left][/td]

[/tr]

 

 

[tr]

[td=align: center]23[/td]

[td=align: center]CON[/td]

[td=align: center]13[/td]

[td=align: center]23[/td]

[td=align: center]14-[/td]

[td=align: left][/td]

[/tr]

 

 

[tr]

[td=align: center]15[/td]

[td=align: center]INT[/td]

[td=align: center]5[/td]

[td=align: center]15[/td]

[td=align: center]12-[/td]

[td=align: left]PER Roll 12-[/td]

[/tr]

 

 

[tr]

[td=align: center]13[/td]

[td=align: center]EGO[/td]

[td=align: center]3[/td]

[td=align: center]13[/td]

[td=align: center]12-[/td]

[td=align: left][/td]

[/tr]

 

 

[tr]

[td=align: center]20[/td]

[td=align: center]PRE[/td]

[td=align: center]10[/td]

[td=align: center]20[/td]

[td=align: center]13-[/td]

[td=align: left]PRE Attack: 4d6[/td]

[/tr]

 

 

[tr]

[td=align: center]8[/td]

[td=align: center]OCV[/td]

[td=align: center]25[/td]

[td=align: center]8[/td]

[td=align: center][/td]

[td=align: left][/td]

[/tr]

 

 

[tr]

[td=align: center]8[/td]

[td=align: center]DCV[/td]

[td=align: center]25[/td]

[td=align: center]8[/td]

[td=align: center][/td]

[td=align: left][/td]

[/tr]

 

 

[tr]

[td=align: center]3[/td]

[td=align: center]OMCV[/td]

[td=align: center]0[/td]

[td=align: center]3[/td]

[td=align: center][/td]

[td=align: left][/td]

[/tr]

 

 

[tr]

[td=align: center]5[/td]

[td=align: center]DMCV[/td]

[td=align: center]6[/td]

[td=align: center]5[/td]

[td=align: center][/td]

[td=align: left][/td]

[/tr]

 

 

[tr]

[td=align: center]10[/td]

[td=align: center]PD[/td]

[td=align: center]8[/td]

[td=align: center]10/15[/td]

[td=align: center][/td]

[td=align: left]10/15 PD (0/5 rPD)[/td]

[/tr]

 

 

[tr]

[td=align: center]10[/td]

[td=align: center]ED[/td]

[td=align: center]8[/td]

[td=align: center]10/30[/td]

[td=align: center][/td]

[td=align: left]10/30 ED (0/20 rED)[/td]

[/tr]

 

 

[tr]

[td=align: center]5[/td]

[td=align: center]SPD[/td]

[td=align: center]30[/td]

[td=align: center]5[/td]

[td=align: center][/td]

[td=align: left]Phases: 3, 5, 8, 10, 12[/td]

[/tr]

 

 

[tr]

[td=align: center]10[/td]

[td=align: center]REC[/td]

[td=align: center]6[/td]

[td=align: center]10[/td]

[td=align: center][/td]

[td=align: left][/td]

[/tr]

 

 

[tr]

[td=align: center]80[/td]

[td=align: center]END[/td]

[td=align: center]12[/td]

[td=align: center]80[/td]

[td=align: center][/td]

[td=align: left][/td]

[/tr]

 

 

[tr]

[td=align: center]10[/td]

[td=align: center]BODY[/td]

[td=align: center]0[/td]

[td=align: center]10[/td]

[td=align: center][/td]

[td=align: left][/td]

[/tr]

 

 

[tr]

[td=align: center]40[/td]

[td=align: center]STUN[/td]

[td=align: center]10[/td]

[td=align: center]40[/td]

[td=align: center][/td]

[td=align: left][/td]

[/tr]

 

[/table][table]

[tr]

[td]Movement[/td]

[td]Combat[/td]

[td]NCmbat[/td]

[td]Notes[/td]

[/tr]

 

[tr]

[td]Running[/td]

[td=align: center]12m[/td]

[td=align: center]24m[/td]

[td=align: left]END [1][/td]

[/tr]

 

 

[tr]

[td]Swimming[/td]

[td=align: center]4m[/td]

[td=align: center]8m[/td]

[td=align: left]END [1][/td]

[/tr]

 

 

[tr]

[td]Leaping[/td]

[td=align: center]4m[/td]

[td=align: center]8m[/td]

[td=align: left]4m forward, 2m upward[/td]

[/tr]

 

 

[tr]

[td]Flight[/td]

[td=align: center]25m[/td]

[td=align: center]50m[/td]

[td] [/td]

[/tr]

 

 

 

 

[/table][table=width: 1024]

[tr]

[td]Cost[/td]

[td]POWERS[/td]

[td]END[/td]

[/tr]

 

[tr]

[td=align: right]60[/td]

[td]Light Powers: Multipower, 60-point reserve[/td]

[td=align: right][/td]

[/tr]

 

[tr]

[td=align: right]4[/td]

[td]1) Light Beam: Blast 12d6 (60 Active Points); Beam (-1/4), No Knockback (-1/4)[/td]

[td=align: right]6[/td]

[/tr]

 

[tr]

[td=align: right]6[/td]

[td]2) Pulse Bolts: Blast 8d6, Autofire (5 shots; +1/2) (60 Active Points)[/td]

[td=align: right]6[/td]

[/tr]

 

[tr]

[td=align: right]4[/td]

[td]3) Light Cone: Blast 8d6, Area Of Effect (16m Cone; +1/2) (60 Active Points); No Range (-1/2)[/td]

[td=align: right]6[/td]

[/tr]

 

[tr]

[td=align: right]5[/td]

[td]4) Lightfield: Darkness to Sight Group 8m radius, Personal Immunity (+1/4) (50 Active Points)[/td]

[td=align: right]5[/td]

[/tr]

 

[tr]

[td=align: right]6[/td]

[td]5) Dispelling the Darkness: Dispel Darkness to Sight Group 20d6 (60 Active Points)[/td]

[td=align: right]6[/td]

[/tr]

 

[tr]

[td=align: right]6[/td]

[td]6) Flare Blast: Sight Group Flash 12d6 (60 Active Points)[/td]

[td=align: right]6[/td]

[/tr]

 

[tr]

[td=align: right]6[/td]

[td]7) Blinding Blast: Blast 6d6, Attack Versus Alternate Defense (Flash Defense (Sight); +1/2) (45 Active Points)Sight Group Flash 3d6[/td]

[td=align: right]5[/td]

[/tr]

 

[tr]

[td=align: right]0[/td]

[td] [/td]

[td=align: right][/td]

[/tr]

 

[tr]

[td=align: right]25[/td]

[td]Flight 25m[/td]

[td=align: right]2[/td]

[/tr]

 

[tr]

[td=align: right]10[/td]

[td]Mental Defense (10 points total)[/td]

[td=align: right]0[/td]

[/tr]

 

[tr]

[td=align: right]10[/td]

[td]Sight Group Flash Defense (10 points)[/td]

[td=align: right]0[/td]

[/tr]

 

[tr]

[td=align: right]5[/td]

[td]Ultraviolet Perception (Sight Group)[/td]

[td=align: right]0[/td]

[/tr]

 

[tr]

[td=align: right]15[/td]

[td]Luck 3d6[/td]

[td=align: right]0[/td]

[/tr]

 

[tr]

[td=align: right]0[/td]

[td] [/td]

[td=align: right][/td]

[/tr]

 

[tr]

[td=align: right]24[/td]

[td]Resistant Protection (5 PD/10 ED)[/td]

[td=align: right]0[/td]

[/tr]

 

[tr]

[td=align: right]8[/td]

[td]Resistant Protection (10 ED) (15 Active Points); Only Works Against Light Based Powers (-3/4)[/td]

[td=align: right]0[/td]

[/tr]

 

[/table][table]

[tr]

[td]Cost[/td]

[td]SKILLS[/td]

[/tr]

 

[tr]

[td=align: right]5[/td]

[td]Language: German (imitate dialects)[/td]

[/tr]

 

[/table][table=width: 1024]

[tr]

[td]COMPLICATIONS[/td]

[td=align: right]Value[/td]

[/tr]

 

[tr]

[td]Unluck: 2d6[/td]

[td=align: right]10[/td]

[/tr]

 

[tr]

[td]Susceptibility: 1d6 damage Instant Anti-Photonic Energy[/td]

[td=align: right]5[/td]

[/tr]

 

[tr]

[td]Vulnerability: 2 x STUN Edged Weapons (Very Common)[/td]

[td=align: right]30[/td]

[/tr]

 

[tr]

[td]Psychological Limitation: Code against killing (Common; Total)[/td]

[td=align: right]20[/td]

[/tr]

 

[tr]

[td]Psychological Limitation: Attention Seeker (Common; Strong)[/td]

[td=align: right]15[/td]

[/tr]

 

[tr]

[td]Physical Limitation: Ages at twice normal rate (Infrequently; Slightly Impairing)[/td]

[td=align: right]10[/td]

[/tr]

 

[tr]

[td]Hunted: DEMON Frequently (Mo Pow; NCI; Harshly Punish)[/td]

[td=align: right]25[/td]

[/tr]

 

[tr]

[td]Hunted: Poinsetta Frequently (Mo Pow; Harshly Punish)[/td]

[td=align: right]20[/td]

[/tr]

 

[tr]

[td]Social Limitation: Secret Identity (Frequently; Major)[/td]

[td=align: right]15[/td]

[/tr]

 

[/table]

Base Pts: 200

Exp Required: 201

Total Exp Available: 201

Exp Unspent: 0

Total Character Cost: 401

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