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Strike Force Conversions


Christopher R Taylor

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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
 
28uqmax.jpg

Kestrel.hdc

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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.

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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
 
t8u5w9.jpg

Lightrune.hdc

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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

 

2dm6n0o.jpg

Luster.hdc

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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

 

351v95x.jpg

La Panthere.hdc

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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

 

r0sebs.jpg

Phosphene.hdc

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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

 

nr14p5.jpg

Plasma Ranger.hdc

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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

 

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Samiel.hdc

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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

 

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Shade.hdc

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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

 

 

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ShadowWalker.hdc

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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  

 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

 

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Skyrocket.hdc

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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.

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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

 

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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.

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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.

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