Christopher R Taylor Posted December 1, 2014 Report Share Posted December 1, 2014 As many of you know, Aaron Allston's Strike Force was one of the best, most influential, and beloved gaming supplements ever written for any game ever. It transformed much of what was done in Champions games, adding a new system for martial arts, "blue booking" and many other concepts to Champions. If you haven't ever seen this, get it. Its hard to find these days (maybe a reprint would be good?), but worth every penny. I'm going to be rebuilding the main characters from Strike Force into 6th edition as a tribute to Allston, who died earlier this year leaving the world far poorer. Depending on my time and energy I'll get at least the main characters of the Strike Force team up, then more as time goes on. Some are just in summary form so I might not touch those. If any of the players is here and wishes their character taken down, say the word and they're gone. If you want more information about these characters... buy the book! The first up: Kestrel! Kestrel is a member of a winged people race from the far north in Canada, but a mutant among her people with mental powers. As Allston described her, "Kestrel is the Voice of Conscience. Since she is unfamiliar with earth culture, she asks many tough questions about things Terrans take for granted." A variant of Kestrel made it into my Champions campaign as one of the Canadian superteams. Rebuilding her was interesting because it reminded me of some old rules, such as how Desolidification used to work (you bought the body it could pass through) and the change in Gliding, which made its active cost higher. Kestrel Player: Susan Polema Val Char Cost 18 STR 8 Lift: 300kg Damage: 3 1/2d6 20 DEX 20 18 CON 8 10 BOD 0 18 INT 8 Perception Roll: 13- 18 EGO 8 15 PRE 5 Presence Attack: 3d6 11 PD 9 10 ED 8 4 SPD 20 8 REC 4 36 END 4 28 STN 4 OCV: 7 DCV: 7 OMCV: 6 DMCV: 6 12m RUN 0 4m SWIM 0 8m LEAP 2 26m FLY 40m GLIDE Characteristics Cost: 166 Cost Power 13 Claws: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (1/2 END; +1/4) (19 Active Points); OIF (-1/2) 5 Stoop: Naked Advantage: Armor Piercing (+1/4) for up to 30 Active Points (7 Active Points); Only while flying or gliding at 10m or faster (-1/2) 9 Strong Will: Mental Defense (9 points total) 27 Wings: Multipower, 40-point reserve, (40 Active Points); all slots Restrainable (-1/2) 2f 1) Fly: Flight 25m (25 Active Points); Restrainable (-1/2) 2f 2) Soar: Flight 40m (40 Active Points); Gliding (-1), Restrainable (-1/2) 60 Psionics: Multipower, 60-point reserve 2f 1) Cloak of Mist: Invisibility to Sight Group, Reduced Endurance (1/2 END; +1/4) (12 Active Points) 5f 2) Song of the Loon: Mind Control 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points) 4f 3) Cloak of Wind: Desolidification (40 Active Points) 5f 4) Speak with Spirits: Telepathy 6d6, Reduced Endurance (1/2 END; +1/4), Imperceptible to target (+1/2) (52 Active Points) 6f 5) Spirit Scream: Mental Blast 6d6 (60 Active Points) Powers Cost: 140 Cost Skill 2 PS: Parapsychology 11- 1 PS: Psychology 8- 3 Language: English (completely fluent with accent) 15 +3 OMCV with Mental powers Skills Cost: 21 Cost Perk 3 Anonymity Perks Cost: 3 Total Character Cost: 330 Pts. Complication 5 Distinctive Features: Large Wings, coppery skin (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 30 Hunted: Reapers Frequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish) 30 Hunted: Viper Frequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish) 10 Physical Complication: Large Wings (Infrequently; Slightly Impairing) 10 Physical Complication: Requires specialized medical care (Infrequently; Slightly Impairing) 20 Psychological Complication: Hatred of injustice (Very Common; Strong) 20 Psychological Complication: Not from around here/ignorant of customs (Very Common; Strong) 5 Unluck: 1d6 5 Vulnerability: 1 1/2 x STUN water (Uncommon) 30 Vulnerability: 2 x STUN fire (Very Common) Complication Points: 165 Kestrel.hdc Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted December 1, 2014 Report Share Posted December 1, 2014 Please do the Reapers next. That way we do not have to hunt and peck to find out about them. Kestral Notes: Native American/Alien ancestry. Tharr, winged folk of Champions Universe. Homage to Dawnstar of Legion of Superiors fame. Looking forward to more. QM Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted December 1, 2014 Author Report Share Posted December 1, 2014 I'll try to do every character in the book that has a write up, starting with Strike Force and probably Shadow Warriors, then the villains. I wouldn't want to fake the ones without a full writeup, although someone who was in the campaign might want to if they can get Mr Allston's notes. I believe he was still running the campaign up until 10 years ago or even sooner. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted December 2, 2014 Author Report Share Posted December 2, 2014 Lightrune, whose player is not listed in the Strike Force book, as far as I can see. An undead brick with a hate of evil magic and hunted by random undead (Dracula!) Lightrune Player: Aaron Allston Val Char Cost 45 STR 35 Lift: 12.5 tons; Damage 9d6 20 DEX 20 23 CON 13 10 BOD 0 18 INT 8 Perception Roll: 13- 13 EGO 3 15 PRE 5 Presence Attack: 5d6 20 PD 18 rPD: 20 20 ED 18 rED: 20 4 SPD 20 14 REC 10 45 END 5 45 STN 13 OCV: 7 DCV: 7 OMCV: 4 DMCV: 4 12m RUN 0 4m SWIM 0 18m LEAP 7 30m FLIGHT 30m TELEPORT Characteristics Cost: 221 Cost Power 40 Hardy: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 10 Damage Resistance: Resistant (+1/2) (10 Active Points) applied to PD 10 Damage Resistance: Resistant (+1/2) (10 Active Points) applied to ED 30 Light Projection: Multipower, 30-point reserve 3f 1) Healing Light: Healing as damage 3d6 (30 Active Points) 2f 2) Laser Sword: Killing Attack - Hand-To-Hand 1d6+1 (3 1/2d6 w/STR), Armor Piercing (+1/4) (25 Active Points) 3f 3) Light Sense: Radar (Radio Group), +3 to PER Roll, Discriminatory, Increased Arc Of Perception (360 Degrees), Telescopic: +4 (30 Active Points) 3f 4) Light Ray: Flight 30m (30 Active Points) 3f 5) Light Speed: Teleportation 30m (30 Active Points) Powers Cost: 104 Cost Skill 2 PS: Motocross racer 11- 3 Combat Driving 13- 2 KS: Undead 11- 2 PS: Photography 11- 3 Language: Welsh (completely fluent) Skills Cost: 12 Cost Talent 6 +2/+2d6 Striking Appearance (vs. all characters) Talents Cost: 6 Total Character Cost: 343 Pts. Complication 10 Hunted: Assorted undead (singly) Infrequently (As Pow; Harshly Punish) 25 Hunted: Reapers Frequently (Mo Pow; NCI; Harshly Punish) 20 Psychological Complication: Code vs Killing (Common; Total) 20 Psychological Complication: Hatred of Evil Magic (Very Common; Strong) 10 Psychological Complication: Likes to fight (Common; Moderate) 15 Psychological Complication: Cannot understand high technology (Uncommon; Total) 15 Social Complication: Secret Identity Frequently, Major 20 Vulnerability: 2 x STUN Electricity (Common) 10 Vulnerability: 2 x STUN Darkness (Uncommon) Complication Points: 145 Lightrune.hdc Quote Link to comment Share on other sites More sharing options...
Lord Liaden Posted December 2, 2014 Report Share Posted December 2, 2014 Thank you. Your efforts are much appreciated. Lightrune, whose player is not listed in the Strike Force book, as far as I can see. Aaron mentions in the book that Lightrune was his creation, a GM-controlled NPC added to flesh out the team. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted December 2, 2014 Author Report Share Posted December 2, 2014 Ah excellent, now that I think about it I remember reading that! Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted December 2, 2014 Author Report Share Posted December 2, 2014 Luster, the daughter of Strike Force's arch enemy Overlord! With her allegiance to her father, haughty attitude, and need for recognition, she must have been a handful for the group. Luster Player: Luray Richmond Val Char Cost 30 STR 20 Weight: 1600kg; Damage 6d6 18 DEX 16 20 CON 10 10 BOD 0 18 INT 8 Perception Roll: 13-/25- 15 EGO 5 15 PRE 5 Presence Attack: 5d6 6 PD 4 With Force Field (up to): 20 rPD; 26 PD 5 ED 3 With Force Field (up to): 20 rED; 25 ED 4 SPD 20 10 REC 6 40 END 4 36 STN 8 OCV: 7 DCV: 7 OMCV: 5 DMCV: 5 12m RUN 0 4m SWIM 0 24m LEAP 10 Characteristics Cost: 161 Cost Power 4 Healing: Regeneration (2 BODY per Week) 3 Blue: Instant Change: Cosmetic Transform 1d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; +3/4) (5 Active Points); Limited Target Clothes worn by character (-1/2) 25 Gadet Pool: Variable Power Pool (Gadgets and technology), 15 base + 30 control cost, (30 Active Points); Only gadgets and tech (-1/2) 1) Jump Module: Teleportation 30m (30 Active Points); OAF (-1) Real Cost: 15 2) Jetpack: Flight 30m (30 Active Points); OAF (-1) Real Cost: 15 3) EMR Scanner: Detect Electromagnetic radiation 9- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense (22 Active Points); OAF (-1) Real Cost: 11 92 Color Powers: Multipower, 115-point reserve, (115 Active Points); all slots Only In Alternate Identity (-1/4) 7v 1) Violet: Killing Attack - Ranged 3d6, Reduced Endurance (1/2 END; +1/4) (56 Active Points); Requires A Roll (14- roll; Must be made each Phase/use; -1/4), Only In Alternate Identity (-1/4) 5v 2) White: Invisibility to Sight Group , No Fringe, Reduced Endurance (1/2 END; +1/4) (37 Active Points); Requires A Roll (14- roll; Must be made each Phase/use; -1/4), Only In Alternate Identity (-1/4) 3v 3) Red: Sight Group Flash 4d6, Reduced Endurance (1/2 END; +1/4) (25 Active Points); Requires A Roll (14- roll; Must be made each Phase/use; -1/4), Only In Alternate Identity (-1/4) 7v 4) Green: Resistant Protection (20 PD/20 ED) (60 Active Points); Costs Half Endurance (-1/4), Requires A Roll (14- roll; Must be made each Phase/use; -1/4), Only In Alternate Identity (-1/4) 1f 5) Yellow: Penetrative - blocked by high energy fields with Sight Group (15 Active Points); Only In Alternate Identity (-1/4) 3f 6) Blue: Detect Light 25- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range (37 Active Points); Only In Alternate Identity (-1/4) Powers Cost: 150 Cost Martial Arts Maneuver 3 Block: 1/2 Phase, +1 OCV, +1 DCV, Abort, Block 4 Direct: 1/2 Phase, +1 OCV, +2 DCV, Strike, 5 Coup de Pied Bas: 1/2 Phase, +2 OCV, +2 DCV, Strike, 4 Coup de Pied Chasse: 1/2 Phase, -2 OCV, +0 DCV, Strike, Martial Arts Cost: 16 Cost Skill 3 Computer Programming 13- 3 Inventor 13- 2 KS: Savate 11- 3 Scientist 2 1) Science Skill: Teleportation Technology 13- (3 Active Points) Skills Cost: 13 Cost Talent 6 +2/+2d6 Striking Appearance (vs. all characters) Talents Cost: 6 Total Character Cost: 346 Pts. Complication 5 Distinctive Features: Katari features and reputation (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 10 Accidental Change: Extreme changes in light 11- (Uncommon) 25 Enraged: Father Overlord is injured (Uncommon), go 14-, recover 8- 20 Hunted: Lady Power Infrequently (Mo Pow; NCI; Harshly Punish) 25 Hunted: Power Lord Infrequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish) 20 Psychological Complication: Convinced she is better than others (Very Common; Strong) 20 Psychological Complication: Irrational need for recognition (Very Common; Strong) 20 Psychological Complication: Irrational need for father's attention and affection (Common; Total) 10 Social Complication: Tanith Christinson Frequently, Major, Not Limiting In Some Cultures 5 Unluck: 1d6 10 Vulnerability: 2 x STUN Darkness Attacks (Uncommon) 10 Vulnerability: 2 x Effect Adjustment Attacks (Uncommon) Complication Points: 180 Luster.hdc Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted December 3, 2014 Author Report Share Posted December 3, 2014 La Panthere, cat-themed martial artist. I fudged a little on her initial build and gave her claws, because she has them in her picture, and it just makes sense for her concept. An experiment by the Overlord, who to this day she fears greatly. She's the first of the characters so far with faster than 4 speed too. La Panthere Val Char Cost 30 STR 20 Lift: 1600kg; Damage 6d6 20 DEX 20 33 CON 23 11 BOD 1 15 INT 5 Perception Roll: 12- 8 EGO -2 15 PRE 5 Presence Attack: 3d6 15 PD 13 With Armored Suit: 5 rPD; 20 PD 15 ED 13 With Armored Suit: 4 rED; 19 ED 5 SPD 30 13 REC 9 65 END 9 44 STN 12 OCV: 7 DCV: 7 OMCV: 3 DMCV: 3 12m RUN 0 4m SWIM 0 28m LEAP 12 Characteristics Cost: 210 Cost Power 5 Cat's Eyes: Infrared Perception (Sight Group) 10 Armored Costume: Resistant Protection (5 PD/4 ED) (15 Active Points); OIF (-1/2) 10 Claws: Killing Attack - Hand-To-Hand 1d6 (3d6 w/STR) (15 Active Points); OIF (-1/2) Powers Cost: 25 Cost Martial Arts Maneuver 3 Block: 1/2 Phase, +1 OCV, +1 DCV, Abort, Block 4 Direct: 1/2 Phase, +1 OCV, +2 DCV, Strike, 5 Coup de Pied Bas: 1/2 Phase, +2 OCV, +2 DCV, Strike, 4 Coup de Pied Chasse: 1/2 Phase, -2 OCV, +0 DCV, Strike, 1 Weapon Element: Claws, Empty Hand Martial Arts Cost: 17 Cost Skill 3 Acrobatics 13- 3 Combat Driving 13- 9 +3 with Savate 4 Language: English (idiomatic) 3 PS: Security Analyst 12- 3 Security Systems 12- 3 Stealth 13- Skills Cost: 28 Total Character Cost: 280 Pts. Complication 20 Vulnerability: 2 x Effect Flash Attacks (Common) 20 Psychological Complication: Code vs Killing (Common; Total) 20 Psychological Complication: Freezes when reminded of overlord or brainwashing (Very Common; Strong) 10 Physical Complication: Strength occasionally out of control (Infrequently; Slightly Impairing) 25 Hunted: Overlord Frequently (Mo Pow; NCI; Harshly Punish) 15 Social Complication: Secret Identity Frequently, Major Complication Points: 110 La Panthere.hdc Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted December 3, 2014 Report Share Posted December 3, 2014 La Panthere's Claws are attached to her bracers. A focus, but during her time as one of Overlord's Companions I can see him enhancing her Powers and Abilities. Her night vision came from her Domino Mask's lenses. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted December 3, 2014 Author Report Share Posted December 3, 2014 Odd, her character sheet in Strike Force doesn't indicate a focus on her IR. Her original starter sheet has no claws, as Bolo later built them for her, and they are on her later character sheet in the book. But hey, they make sense and are on the pic like I said so Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted December 4, 2014 Author Report Share Posted December 4, 2014 And now for Phosphene. One of the founding members of Strike Force (along with ShadowWalker, Lightrune, and Swashbuckler) he ended up being a team leader eventually. Of note in building him; Acrobatics cost 10 points originally and I'd forgotten about the old "Detective" skill which was sort of a catch-all deduction etc one. This was Champions artist Denis Loubet's character, and he did all the character illustrations for the team and the game as far as I can tell. I've always been a fan. One of my favorites for the team, along with the next one for tomorrow, Plasma Ranger. Phosphene is one of the Blood and I wonder if he was the origin of the entire concept, or just worked with Aaron Allston on his background to fit it into an idea Allston had? Phosphene Player: Denis Loubet Val Char Cost 20 STR 10 Lift: 400kg; Damage 4d6 20 DEX 20 23 CON 13 10 BOD 0 15 INT 5 Perception Roll: 12- 10 EGO 0 15 PRE 5 Presence Attack: 3d6 12 PD 10 With Costume: 12 rPD; 12 PD 12 ED 10 With Costume: 12 rED; 12 ED 6 SPD 40 10 REC 6 45 END 5 32 STN 6 OCV: 7 DCV: 7 OMCV: 3 DMCV: 3 12m RUN 0 4m SWIM 0 8m LEAP 2 Characteristics Cost: 172 Cost Power 6 +2 PER with all Sense Groups 5 Costume: Resistant (+1/2) (13 Active Points); OIF (-1/2) applied to PD 5 Costume: Resistant (+1/2) (13 Active Points); OIF (-1/2) applied to ED 70 Blood Powers: Multipower, 70-point reserve 8v 1) Blood Jump: Teleportation 30m, x2 Increased Mass, x4 Noncombat (40 Active Points) 1f 2) N-Ray Vision: Penetrative with Sight Group (15 Active Points) 2f 3) Blood Flight: Flight 32m (32 Active Points); Gliding (-1) 1v 4) Instant Change: Cosmetic Transform 1d6, Improved Results Group (Any clothing; +1/4), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; +3/4) (6 Active Points); Limited Target Clothes worn by character (-1/2) Powers Cost: 98 Cost Martial Arts Maneuver 4 Aikido Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Aikido Escape: 1/2 Phase, +0 OCV, +0 DCV, 35 STR vs. Grabs 3 Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/10, Target Falls 4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls 4 Karate Chop: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike 5 Redirect: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort Martial Arts Cost: 24 Cost Skill 3 Acrobatics 13- 3 Deduction 12- 2 AK: New York City 11- 2 PS: Author 11- 3 Security Systems 12- 3 Sleight Of Hand 13- 3 Stealth 13- 3 Streetwise 12- Skills Cost: 22 Total Character Cost: 316 Pts. Complication 20 Enraged: Death of innocents (Uncommon), go 14-, recover 11- 25 Hunted: Reapers Frequently (Mo Pow; NCI; Harshly Punish) 20 Hunted: Affrighter Frequently (As Pow; NCI; Harshly Punish) 20 Psychological Complication: Loves to embarrass enemies (Very Common; Strong) 20 Psychological Complication: Code vs Killing (Common; Total) 20 Psychological Complication: Overconfidence (Very Common; Strong) 15 Psychological Complication: Fear of losing fights (Common; Strong) 10 Psychological Complication: Suspicious of Women (Common; Moderate) 15 Social Complication: Secret Identity Frequently, Major 5 Unluck: 1d6 20 Vulnerability: 2 x STUN Energy Killing Attacks (Common) Complication Points: 190 Phosphene.hdc Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted December 5, 2014 Author Report Share Posted December 5, 2014 Plasma Ranger is one of my favorite Strike Force characters. I have always liked the powersuit idea, I liked Guardian from Alpha Flight, and I like the Texas Flag design of the suit. It just works really well for me. Plus, he's one of the few in the group without unluck. Strike Force is a good suite of examples of why requiring 150+ points of complications is a bad idea; the whole team ends up a crippled batch of half-loonies. Plasma Ranger Player: Earl S. Cooley III Val Char Cost 15 STR 5 Lift: 200kg; Damage 3d6 20 DEX 20 25 CON 15 10 BOD 0 13 INT 3 Perception Roll: 12- 13 EGO 3 18 PRE 8 Presence Attack: 3 1/2d6 13 PD 11 With Force Field: 33 PD; 20 rPD 11 ED 9 With Force Field: 31 ED; 20 rED 5 SPD 30 8 REC 4 50 END 6 30 STN 5 OCV: 7 DCV: 7 OMCV: 4 DMCV: 4 12m RUN 0 4m SWIM 0 6m LEAP 1 Characteristics Cost: 166 Cost Power 8 Power Suit radio: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) 35 Blast 8d6, Reduced Endurance (1/2 END; +1/4), No Range Modifier (+1/2) (70 Active Points); OIF (-1/2), Unified Power (Plasma Control Suit; -1/4), Burns out to half power if Nova Blast burns out (-1/4) 15 Nova Blast: Blast 6d6, No Range Modifier (+1/2) (45 Active Points); OIF (-1/2), 8 Charges (-1/2), Linked to Plasma Blast (-1/2), Requires A Roll (15- roll; Burnout, Must be made each Phase/use; -1/4), Unified Power (Plasma Control Suit; -1/4) 27 Force Field: Resistant Protection (20 PD/20 ED) (60 Active Points); OIF (-1/2), Costs Half Endurance (-1/4), Unified Power (Plasma Control Suit; -1/4), Burns out to half power if Nova Blast burns out (-1/4) 30 Plasma Stream: Flight 48m, Reduced Endurance (1/2 END; +1/4) (60 Active Points); OIF (-1/2), Unified Power (Plasma Control Suit; -1/4), Burns out to half power if Nova Blast burns out (-1/4) 9 Environmental Shielding: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-1/2), Costs Half Endurance (-1/4), Unified Power (Plasma Control Suit; -1/4) 9 Telescopic Scanner: +14 versus Range Modifier for Sight Group (21 Active Points); OIF (-1/2), Costs Half Endurance (-1/4), Unified Power (Plasma Control Suit; -1/4), Burns out to half power if Nova Blast burns out (-1/4) Powers Cost: 133 Cost Skill 5 Deduction 13- 10 +2 With Plasma Suit 3 Electronics 12- 2 KS: Political Science 11- 2 Language: Russian (fluent conversation) 3 Paramedics 12- Skills Cost: 25 Cost Perk 2 Fringe Benefit: Texas Ranger Perks Cost: 2 Total Character Cost: 326 Pts. Complication 15 Dependent NPC: Girlfriend Ann Amos Very Frequently (Normal; Useful Noncombat Position or Skills) 20 Hunted: Russian forces Frequently (Mo Pow; NCI; Limited Geographical Area; Harshly Punish) 20 Psychological Complication: Code vs Killing (Very Common; Strong) 20 Psychological Complication: Seeks Justice (Common; Total) 10 Psychological Complication: Absent Minded (Common; Moderate) 15 Social Complication: Secret Identity Frequently, Major 15 Susceptibility: Submersion in water 1d6 damage per Phase (Uncommon) 10 Vulnerability: 1 1/2 x STUN falling or knockback damage in suit (Common) 20 Vulnerability: 2 x Effect Magical Attacks (Common) 5 Vulnerability: 1 1/2 x STUN Water attacks (Uncommon) Complication Points: 150 Plasma Ranger.hdc Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted December 6, 2014 Author Report Share Posted December 6, 2014 Samiel, originally a Character I disregarded. Weird costume, uninteresting. But when I started writing her up for 6th edition, she became more interesting. She has sort of a circus vibe, with shapeshifting abilities. She's an alien who is very protective and kind but vicious in combat. Like many of the Strike Force members, she has a gargantuan multipower, more than I'd allow in a campaign. And that 8d6 NND! She was kind of fun to color, to make her cute despite her unusual alien coloration. I built her using combined powers to give each form a separate block; each shapeshift type has a distinct section of her multipower. She probably would be built using multiform now, but it would have been a huge amount of duplication in each character sheet, and this is just easier. Samiel Player: Beth Ann Sikes Val Char Cost 50/55 STR 10 34 DEX 26 28 CON 18 14 BOD 4 13 INT 3 13 EGO 3 15 PRE 5 12/13 PD 10 12/13 ED 10 5 SPD 30 10 REC 6 55 END 7 40 STN 10 OCV: 8 DCV: 8 OMCV: 4 DMCV: 4 20m RUN 0 4m SWIM 0 4m LEAP 0 Characteristics Cost: 198 Cost Power 35 Whip: Multipower, 80-point reserve, (80 Active Points); all slots OAF (-1), Limited Range 10m (-1/4) 3f 1) Slash: Killing Attack - Ranged 3d6+1, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/4) (75 Active Points); OAF (-1), Limited Range 10m (-1/4) 2f 2) Bind: Entangle 8d6, 8 PD/8 ED (80 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Limited Range 10m (-1/4) 3f 3) Neural Disruptor: Blast 8d6, Attack Versus Alternate Defense (Force Field; All Or Nothing; +1) (80 Active Points); OAF (-1), Limited Range 10m (-1/4) 47 Shapeshifting: Multipower, 82-point reserve, (82 Active Points); all slots Extra Time (Full Phase, Only to Activate, -1/4), Only In Alternate Identity (-1/4), Powers must be used in groups shown (-1/4) 4f 1) Anthropoid Form: (Total: 82 Active Cost, 37 Real Cost) +30 STR (30 Active Points); Extra Time (Full Phase, Only to Activate, -1/4), Only In Alternate Identity (-1/4), Powers must be used in groups shown (-1/4) (Real Cost: 17) plus Density Increase (200 kg mass, +5 STR, +1 PD/ED, -2m KB), Reduced Endurance (0 END; +1/2) (6 Active Points); Cannot be shut off while in form (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Only In Alternate Identity (-1/4), Powers must be used in groups shown (-1/4) (Real Cost: 3) plus Resistant (only applies to half PD) (+1/4) (3 Active Points); Extra Time (Full Phase, Only to Activate, -1/4), Only In Alternate Identity (-1/4), Powers must be used in groups shown (-1/4) applied to PD (Real Cost: -3) plus Resistant (only applies to half ED) (+1/4) (3 Active Points); Extra Time (Full Phase, Only to Activate, -1/4), Only In Alternate Identity (-1/4), Powers must be used in groups shown (-1/4) applied to ED (Real Cost: -3) plus +4 with All Attacks (40 Active Points); Extra Time (Full Phase, Only to Activate, -1/4), Only In Alternate Identity (-1/4), Powers must be used in groups shown (-1/4) (Real Cost: 20) 3f 2) Monkey Form: (Total: 58 Active Cost, 31 Real Cost) Shrinking (0.25 m tall, 0.1953 kg mass, -6 PER Rolls to perceive character, +6 DCV, takes +18m KB), Reduced Endurance (0 END; +1/2) (27 Active Points); Cannot be shut off while in form (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Only In Alternate Identity (-1/4), Powers must be used in groups shown (-1/4) (Real Cost: 12) plus Tail: Extra Limb (1) (5 Active Points); Extra Time (Full Phase, Only to Activate, -1/4), Only In Alternate Identity (-1/4), Powers must be used in groups shown (-1/4) (Real Cost: 2) plus +6 DEX (12 Active Points); Extra Time (Full Phase, Only to Activate, -1/4), Only In Alternate Identity (-1/4), Powers must be used in groups shown (-1/4) (Real Cost: 7) plus Running +8m (20m total) (8 Active Points); Extra Time (Full Phase, Only to Activate, -1/4), Only In Alternate Identity (-1/4), Powers must be used in groups shown (-1/4) (Real Cost: 4) plus Acrobatics 16- (3 Active Points); Extra Time (Full Phase, Only to Activate, -1/4), Only In Alternate Identity (-1/4), Powers must be used in groups shown (-1/4) (Real Cost: 1) plus Climbing 16- (3 Active Points); Extra Time (Full Phase, Only to Activate, -1/4), Only In Alternate Identity (-1/4), Powers must be used in groups shown (-1/4) (Real Cost: 1) 3f 3) Avian Form: (Total: 62 Active Cost, 29 Real Cost) Flight 42m, Reduced Endurance (1/2 END; +1/4) (52 Active Points); Restrainable (-1/2), Extra Time (Full Phase, Only to Activate, -1/4), Only In Alternate Identity (-1/4), Powers must be used in groups shown (-1/4) (Real Cost: 21) plus +5 DEX (10 Active Points); Extra Time (Full Phase, Only to Activate, -1/4), Only In Alternate Identity (-1/4), Powers must be used in groups shown (-1/4) (Real Cost: 6) 1f 4) Saurian Form: (Total: 47 Active Cost, 5 Real Cost) Growth (+15 STR, +5 CON, +5 PRE, +3 PD, +3 ED, +3 BODY, +6 STUN, +1m Reach, +12m Running, -6m KB, 101-800 kg, +2 to OCV to hit, +2 to PER Rolls to perceive character, 2-4m tall, 1-2m wide) (25 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Cannot Climb; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Only In Alternate Identity (-1/4), Powers must be used in groups shown (-1/4) (Real Cost: 10) plus Reduced Endurance (0 END; +1/2) (10 Active Points); Extra Time (Full Phase, Only to Activate, -1/4), Only In Alternate Identity (-1/4), Powers must be used in groups shown (-1/4) applied to STR (Real Cost: -2) plus Resistant (+1/2) (6 Active Points); Extra Time (Full Phase, Only to Activate, -1/4), Only In Alternate Identity (-1/4), Powers must be used in groups shown (-1/4) applied to PD (Real Cost: -2) plus Resistant (+1/2) (6 Active Points); Extra Time (Full Phase, Only to Activate, -1/4), Only In Alternate Identity (-1/4), Powers must be used in groups shown (-1/4) applied to ED (Real Cost: -2) Powers Cost: 101 Cost Skill 4 Language: English (idiomatic) 8 +1 with whip 5 PS: Photographer 14- Skills Cost: 17 Total Character Cost: 316 Pts. Complication 10 Distinctive Features: Alien features (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Enraged: Restrained or imprisoned (Uncommon), go 14-, recover 11- 20 Hunted: Shivall Infrequently (Mo Pow; NCI; Harshly Punish) 20 Hunted: Viper Infrequently (Mo Pow; NCI; Harshly Punish) 10 Hunted: Sickle Infrequently (As Pow; Harshly Punish) 10 Hunted: Alien Collector Infrequently (As Pow; Harshly Punish) 15 Psychological Complication: Hatred of tyranny, slavery, and imprisonment (Common; Strong) 10 Physical Complication: Requires specialized medical care (Infrequently; Slightly Impairing) 10 Social Complication: Alien perspective and actions (Frequently, Major), Not Limiting In Some Cultures 15 Social Complication: Secret Identity (Frequently, Major) 20 Vulnerability: 2 x STUN Poisons and gasses (Common) 10 Vulnerability: 2 x STUN Neural Disruptors (Uncommon) Complication Points: 170 Samiel.hdc Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted December 8, 2014 Author Report Share Posted December 8, 2014 Shade was different to build. He has the "leap inside people and possess them" ability that Jericho from the 80s Teen Titans had, and it took a bit of work to translate to the new edition with some of the build. I gave him the little trick I've used for this kind of thing before; STR usable on solid so he can "hold on" when his victim moves. He had a Destroy originally (long term drain from Champions III) for his ability to put objects into people desolid then let them solidify, but I build it as an AVAD. His Mind Control is gigantic, but I guess that was the best way to get it to be sure to work. Shade Player: Mark Bennett Val Char Cost 15 STR 5 Lift: 400kg; Damage 3d6 23 DEX 26 23 CON 13 10 BOD 0 15 INT 5 Perception Roll: 12- 17 EGO 7 10 PRE 6 Presence Attack: 2d6 16 PD 8 16 ED 8 6 SPD 40 8 REC 4 50 END 6 30 STN 5 OCV: 8 DCV: 8 OMCV: 5 DMCV: 5 12m RUN 0 4m SWIM 0 6m LEAP 1 Characteristics Cost: 196 Cost Power 12 Costume: Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-1/2) 5 Eerie: Luck 1d6 17 Spectral: Life Support (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) (25 Active Points); Extra Time (Full Phase, Only to Activate, -1/4), Only while desolidified (-1/4) 6 Diminish: Shrinking (1 m tall, 12.5 kg mass, -2 PER Rolls to perceive character, +2 DCV, takes +6m KB), Reduced Endurance (0 END; +1/2) (9 Active Points); Only while desolidified (-1/4), Not in strong light (-1/4) 48 Specter: Desolidification , Reduced Endurance (0 END; +1/2) (60 Active Points); Unified Power (-1/4) 5 Possess: Affects Physical World (+2) (30 Active Points); Only to grab and hold victim while possessing (-1/2), Linked (Specter; -1/2), Unified Power (-1/4) applied to STR 42 Possess: Mind Control 15d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4) (94 Active Points); No Range (-1/2), Linked (Specter; -1/4), Only while inside victim (-1/4), Unified Power (-1/4) 24 Possess: Telepathy 12d6 (60 Active Points); No Range (-1/2), Linked (Specter; -1/2), Only while inside victim (-1/4), Unified Power (-1/4) 40 Spectral Powers: Multipower, 60-point reserve, (60 Active Points); all slots No power in strong light (-1/2) 2v 1) Float: Flight 20m (20 Active Points); Linked (Specter; -1/2), No power in strong light (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) 5v 2) Intrusive Item: Blast 3d6, Does BODY (+1), Attack Versus Alternate Defense (Hard Power Defense; +1 1/2) (52 Active Points); OIF (Random item; -1/2), No power in strong light (-1/2) 2f 3) Adhere Clothing: Entangle 4d6, 4 PD/4 ED, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); OIF (Clothing and other object; -1/2), No Range (-1/2), Only affects one body part (-1/2), No power in strong light (-1/2) 2f 4) Paralyze: Entangle 3d6, 2 PD/2 ED, Alternate Combat Value (uses OCV against DMCV; +1/4), Works Against EGO, Not STR (+1/4), Transparent to all physical attacks (+3/4) (56 Active Points); Linked (Specter; -1/2), No Range (-1/2), No power in strong light (-1/2) Powers Cost: 210 Cost Skill 3 Stealth 14- 2 PS: Student 11- Skills Cost: 5 Total Character Cost: 411 Pts. Complication 10 Distinctive Features: Eerie (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Hunted: Reapers Infrequently (Mo Pow; NCI; Harshly Punish) 20 Hunted: Mark of Doom Infrequently (Mo Pow; NCI; Harshly Punish) 15 Physical Complication: Affected by gasses and flashes while desolidified (Infrequently; Greatly Impairing) 10 Physical Complication: Requires specialized medical attention (Infrequently; Slightly Impairing) 10 Physical Complication: Drugs react unpredictably in his body (Infrequently; Slightly Impairing) 25 Psychological Complication: Loyal to Friends (Very Common; Total) 20 Psychological Complication: Protective of Innocents (Common; Total) 20 Psychological Complication: Fears being alone (Very Common; Strong) 15 Social Complication: Secret Identity Frequently, Major 20 Vulnerability: 2 x STUN Gas attacks (Common) 10 Vulnerability: 1 1/2 x Effect Flash Attacks (Common) Complication Points: 195 Shade.hdc Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted December 8, 2014 Author Report Share Posted December 8, 2014 ShadowWalker, another original Strike Force. He's a pretty generic ninja type, these days he'd probably have a few more interesting abilities like rapid attack and I'd have given him a lot more movement abilities and clinging (to simulate perching and super climbing). ShadowWalker Player: Allen Sikes Val Char Cost 20 STR 10 Lift: 400kg; Damage: 4d6 20 DEX 20 18 CON 8 10 BOD 0 18 INT 8 Perception Roll: 13- 13 EGO 3 13 PRE 3 Presence Attack: 2 1/2d6 10 PD 8 With Armored Costume: 19 PD; 9 rPD 9 ED 7 With Armored Costume: 18 ED; 9 rED 5 SPD 30 8 REC 4 35 END 3 40 STN 10 OCV: 7 DCV: 7 OMCV: 4 DMCV: 4 12m RUN 0 4m SWIM 0 8m LEAP 2 Characteristics Cost: 162 Cost Power 5 Dark Sight: Ultraviolet Perception (Sight Group) 18 Costume: Resistant Protection (9 PD/9 ED) (27 Active Points); OIF (-1/2) 22 Sword and Scabbard: Multipower, 45-point reserve, (45 Active Points); all slots OAF (-1) 2f 1) Nijna-To: Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR), Armor Piercing (+1/4) (37 Active Points); OAF (-1) 1f 2) Scabbard: Hand-To-Hand Attack +5d6 (25 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4) 1f 3) Deflection (20 Active Points); OAF (-1) 1f 4) Blinding Powder: Sight Group Flash 3d6, Area Of Effect (1m Radius; +1/4) (19 Active Points); 1 Charge (-2), OAF (-1), Limited Range 5m (-1/4) Powers Cost: 50 Cost Karate Maneuver 4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 5d6 Strike, Target Falls 4 Punch: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike 5 Kick: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike 4 Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 2 Weapon Element: Blades, Empty Hand, Scabbard Martial Arts Cost: 26 Cost Skill 3 Acrobatics 13- 3 Combat Piloting 13- 3 Computer Programming 13- 3 Deduction 13- 3 Electronics 13- 3 Linguist 2 1) Language: French (completely fluent) (3 Active Points) 2 2) Language: German (completely fluent) (3 Active Points) 2 3) Language: Italian (completely fluent) (3 Active Points) 2 4) Language: Japanese (completely fluent) (3 Active Points) 2 5) Language: Russian (completely fluent) (3 Active Points) 3 Security Systems 13- 3 Stealth 13- 3 Streetwise 12- Skills Cost: 37 Total Character Cost: 275 Pts. Complication 35 Enraged: Berserk When tortured or mind controlled (Uncommon), go 14-, recover 8- 25 Hunted: the Organization Frequently (Mo Pow; NCI; Harshly Punish) 15 Psychological Complication: Hatred of torture (Common; Strong) 20 Psychological Complication: Hates reminders of former instability (Very Common; Strong) 10 Social Complication: Anti-Social Frequently, Minor 15 Social Complication: Secret Identity Frequently, Major Complication Points: 120 ShadowWalker.hdc Quote Link to comment Share on other sites More sharing options...
mattingly Posted December 8, 2014 Report Share Posted December 8, 2014 I love the coloring job on Plasma Ranger. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted December 9, 2014 Author Report Share Posted December 9, 2014 Skyrocket, a bit more advanced build than the others. Some in the Strike Force book had original and later, xp-increased versions, and some did not. Skyrocket, from his notes, appears to be the later version with xps spent. For a starting version, I advise going with no power pool and about 30 active points knocked off his Light Powers used-to-be-elemental-control. Skyrocket is the fastest of the Strike Force characters (especially in flight! 60m movement at 6 speed!). Skyrocket Player: Kerry Graber Val Char Cost 15 STR 5 Weight: 400kg; Damage 3d6 26 DEX 32 23 CON 13 10 BOD 0 18 INT 8 Perception Roll 13- 11 EGO 1 18 PRE 8 Presence Attack: 3 1/2d6 10 PD 8 With Force Field: 32 PD; 22 rPD 7 ED 5 With Force Field: 30 ED; 23 rED 6 SPD 40 8 REC 4 50 END 6 30 STN 5 OCV: 9 DCV: 9 OMCV: 4 DMCV: 4 12m RUN 0 4m SWIM 0 4m LEAP 0 60m FLY Characteristics Cost: 201 Cost Power 2 Keen Eyes: +1 PER with Sight Group Light Powers, all slots Half power in sterile environments (-1/4), Does not work in vacuum (-1/4), Unified Power (-1/4) 43 1) Light Speed: Flight 60m, Reduced Endurance (1/2 END; +1/4) (75 Active Points); Half power in sterile environments (-1/4), Does not work in vacuum (-1/4), Unified Power (-1/4) 39 2) Force Field: Resistant Protection (22 PD/23 ED) (69 Active Points); Half power in sterile environments (-1/4), Does not work in vacuum (-1/4), Unified Power (-1/4) 43 3) Laser Blast: Blast 15d6 (75 Active Points); Half power in sterile environments (-1/4), Does not work in vacuum (-1/4), Unified Power (-1/4) 14 Light Powers: Variable Power Pool, 10 base + 15 control cost, (18 Active Points); all slots Half power in sterile environments (-1/4), Does not work in vacuum (-1/4), Light-based Powers Only (-1/4) 1) Sight Group Flash 3d6 (15 Active Points); Half power in sterile environments (-1/4), Does not work in vacuum (-1/4), Light-based Powers Only (-1/4) Real Cost: 8 2) Flight 15m (15 Active Points); Half power in sterile environments (-1/4), Does not work in vacuum (-1/4), Light-based Powers Only (-1/4) Real Cost: 8 3) Instant Change: Cosmetic Transform 1d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; +3/4) (5 Active Points); Limited Target Clothes worn by character (-1/2), Half power in sterile environments (-1/4), Does not work in vacuum (-1/4), Light-based Powers Only (-1/4) Real Cost: 2 Powers Cost: 141 Cost Skill 7 Power: Light Powers 13- 12 +4 with Light Powers Skills Cost: 19 Total Character Cost: 361 Pts. Complication 5 Distinctive Features: Glowing aura as Skyrocket (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Dependent NPC: Girlfriend Frequently (Normal) 25 Enraged: Innocents harmed (Common), go 14-, recover 11- 20 Hunted: Reapers Infrequently (Mo Pow; NCI; Harshly Punish) 20 Hunted: Mark of Doom Infrequently (Mo Pow; NCI; Harshly Punish) 20 Psychological Complication: Code vs Killing (Common; Total) 15 Psychological Complication: Desire to Prove Self (Common; Strong) 20 Psychological Complication: Hatred of villains and evildoers (Very Common; Strong) 15 Social Complication: Secret ID Frequently, Major 30 Vulnerability: 2 x STUN Electrical or Magnetic attacks (Very Common) Complication Points: 185 Skyrocket.hdc Quote Link to comment Share on other sites More sharing options...
bubba smith Posted December 10, 2014 Report Share Posted December 10, 2014 wasn't thre a stike force member codenamed ICHI-BAN ? Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted December 10, 2014 Author Report Share Posted December 10, 2014 Yeah he's a shukenja, but he's one of the ones without a full character sheet. D'arc, Defender, Ichi-ban, Napalm, and Vixen (plus the sentient team vehicle and robot Nightwing) were all members at one point but they only have summary write ups, no complications and very little information and no images. I don't think I'll be posting those, since I don't have enough info for a write up. I want this to be a tribute to Aaron Allston, rather than inventing stuff. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted December 10, 2014 Author Report Share Posted December 10, 2014 OK last of the main Strike Force characters is Stunner. He's not a very interesting looking character, but in terms of overall balance and build he's one of the best in the group. He has martial arts to fight with, a decent background and some skills, high enough movement to not rely on others to get into combat, and decent defenses. He's also less unstable and insane than some others in the group (needing so many points in disads drove people to great lengths to get the points). With all these characters, I have reduced their berserk to enraged, since I'm certain that's what they had in mind, but it wasn't a valid option at the time. More than half of Strike Force has berserk as a disad in their original write ups, which is either a sign of Wolverine influence or just needing points badly but they'd be crazed psychopaths in play. Note: The active cost of Stunner's Speed Drain was 100 points, even though it was 1d6 (this is because in Champions back then the drain was based on the cost of the power, and drained points straight off the stat rather than character points) so I've converted it to its equivalent, which makes for a really, really scary weapon. It doesn't really "stun" anything despite the name, but reducing targets to 0 speed totally immobilizes them, so its pretty similar. In the original rules you couldn't take someone under 1 speed, but with 6th edition, Stunner is even more frightening. And annoying to a GM. Stunner Player: Mark Richmond Val Char Cost 10 STR 0 Weight: 100kg; Damage: 2d6 26 DEX 32 20 CON 10 10 BOD 0 15 INT 5 Perception Roll: 12- 15 EGO 5 10 PRE 0 Presence Attack: 2d6 15 PD 13 With Costume: 15 PD; 15 rPD 15 ED 13 With Costume: 15 ED; 15 rED 5 SPD 30 6 REC 2 40 END 4 26 STN 3 OCV: 9 DCV: 9 OMCV: 5 DMCV: 5 30m RUN 18 4m SWIM 0 4m LEAP 0 Characteristics Cost: 207 Cost Power 5 Damage Resistance: Resistant (+1/2) (7 Active Points); OIF (Costume; -1/2) applied to PD 5 Damage Resistance: Resistant (+1/2) (7 Active Points); OIF (Costume; -1/2) applied to ED 40 Stun Pistol: Drain SPD 10d6 (100 Active Points); OAF (-1), Doesn't work in water (-1/4), Loses 3 charges per phase submerged (-1/4), 15 Charges (-0) Powers Cost: 50 Cost Martial Arts Maneuver 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 6d6 Strike Martial Arts Cost: 17 Cost Skill 3 Electronics 12- 3 Inventor 12- 2 Science Skill: Electrical Engineering 11- Skills Cost: 8 Total Character Cost: 282 Pts. Complication 25 Enraged: Half body or lower (Uncommon), go 14-, recover 8- 20 Hunted: Reapers Infrequently (Mo Pow; NCI; Harshly Punish) 15 Hunted: Halfjack Infrequently (Mo Pow; Harshly Punish) 20 Psychological Complication: Fear of heights (Very Common; Strong) 20 Susceptibility: Radiation 2d6 damage per Phase (Uncommon) Complication Points: 100 Stunner.hdc Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted December 10, 2014 Author Report Share Posted December 10, 2014 And that's it for Strike Force, the team. I will probably do Shadow Warriors next, as they were a split off related team, although I might do the major listed villains and groups instead. Quote Link to comment Share on other sites More sharing options...
phoenix240 Posted December 10, 2014 Report Share Posted December 10, 2014 In 6th Edition does reducing a target to 0 Speed reduce their DCV and have any effect on their persistent Powers? What is the function/sfx of Detect Light? Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted December 10, 2014 Author Report Share Posted December 10, 2014 According to the HSR book 1 (pg 45), yeah their DCV is zeroed out. It doesn't shut off powers, though, they just can't use them or turn any more on. A character with SPD 0 cannot move; he’s frozen in place. He has DCV 0, and Hit Location modifiers for Placed Shots made against him are halved. He can only take Post-Segment 12 Recoveries, and drowns as if he had SPD 2. His Persistent Powers, such as many defenses, remain in effect. I am not sure what Luster used her detect light for, my guess is to analyze energy and light that she would spot, such as strange glows and such. Its just part of her ability to control light, I suppose. Quote Link to comment Share on other sites More sharing options...
phoenix240 Posted December 10, 2014 Report Share Posted December 10, 2014 Thank you I'm not sure if I like that call but I wanted to know what the official one. I've never had Speed Drain come up before though. Its add odd build for traditional "Stun Beam", IMO. Seems more like Time Manipulation ability. I wasn't sure about Luster's power. It seemed like sight put another way. But its in the Unusual Sense group. Maybe it lets her effectively see even if there is light available as well as analyze odd light energy? Or would that be more Spatial Awareness. Hm... Does his background write up mention why Skyrocket's powers are reduced in sterile environments? Sorry if I'm pestering you but I like the characters and I don't have access to the Strike Force book. Quote Link to comment Share on other sites More sharing options...
phoenix240 Posted December 10, 2014 Report Share Posted December 10, 2014 It was a little surprising how many of these characters had Killing Attacks as their main offense. Quote Link to comment Share on other sites More sharing options...
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