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6th Edition Conversions


Christopher R Taylor

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In the BBB his original build was a blast NND against resistant defenses no range so I just shifted it over slightly to hand attack. If was going to build these guys the way I would personally prefer they would be different in some ways, but i'm trying to make them as true to the original design as possible.

That's why I was surprised to see the HA that shift fundementally changes how the power works.

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The last of the Aesisinos, the Tombstone Kid.  Gunslinger brought back to life, he is horribly scarred and hideous and hates it, but uses it against his foes.  Incredibly sensitive about his looks and determined to be the best shot anywhere (and with an OCV of 12 with his pistols, probably is).

 

The Tombstone Kid

 

Val Char Cost

 15  STR    5          Lift: 200kg; Damage 3d6

 20  DEX   20

 18  CON   8

 15  BOD   5

 10  INT      0          Perception Roll: 11-

 11  EGO   1

 20  PRE  10          Presence Attack: 6d6

 14  PD     6

 14  ED     6

  4   SPD  20

  7   REC  3

  40 END  4

  34 STN   7

 

OCV:    7

DCV:    7

OMCV: 4

DMCV: 4

 

18m RUN   6

  4m SWIM 0

  6m LEAP 1

Characteristics Cost: 148

 

Cost Power

  5     Keen Eyes: +5 PER with Normal Sight

  7     Vest: Resistant Protection (6 PD/6 ED) (18 Active Points); Requires A Roll (11- roll; Must be made each Phase/use; -1), IAF (-1/2)

 22    Pistols: Killing Attack - Ranged 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1)

 18    Pistols: Killing Attack - Ranged 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), Linked (Pistols; -1/2)

Powers Cost: 52

 

Cost Martial Arts Maneuver

        Brawling

  4     Punch:  1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike

  5     Roundhouse:  1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike

  4     Low Blow:  1/2 Phase, -1 OCV, +1 DCV, 2d6 NND

  4     Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm

  4     Kidney Punch:  1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6

  1    Weapon Element:  Club of opportunity (bottles, etc), Empty Hand

 

        Trick Shooting

 4     Ranged Disarm:  1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +3 DC to Disarm

 5     Distance Shot:  1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike  , +1 Segment

 4     Trip:  1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls

Martial Arts Cost: 35

 

Cost Skill

  3     Acrobatics 13-

 15    +5 with Revolver

 15    +5 Dirty Infighting

  3     Fast Draw 13-

  3     Language:  Spanish (completely fluent)

  3     Streetwise 13-

Skills Cost: 42

 

Cost Talent

  6     +2/+2d6 Striking Appearance (vs. all characters)

Talents Cost: 6

 

Total Character Cost: 283

 

Pts. Complication

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

 20   Hunted:  FBI Very Frequently (As Pow; NCI; Limited Geographical Area; Harshly Punish)

 15   Negative Reputation:  Vicious Killer, Frequently (Extreme)

 20   Psychological Complication:  Likes to maim foes (Very Common; Strong)

 20   Psychological Complication:  Likes to humiliate opponents before killing them (Very Common; Strong)

 10   Psychological Complication:  Sensitive about his looks (Common; Moderate)

 10   Social Complication:  Public Identity Infrequently, Major

  5    Rivalry:  Professional (Must out perform other gunslingers), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

Complication Points: 120

 

rumcfm.jpg

The Tombstone Kid.hdc

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Welcome to the Great White North, eh?  First up is A-Man, the Amorphous Man!  Member of the Toronto Sentinels, one of Canada's 3 official government-monitored superhero teams.  Reporter and shapeshifter, he's often the first face visiting superheroes meet of the Sentinels.

 

A-Man

 
Val Char Cost
20/35 STR 10          Lift: 400kg (w/Density Increase 3200kg); Damage 4d6/7d6
 23  DEX   26
 18  CON   8
 10  BOD   0
 13  INT     3           Perception Roll: 12-
 14  EGO   4
 15  PRE    5          Presence Attack: 3d6
 12  PD    10          With Density Increase: PD 15
 12  ED    10          With Density Increase: ED 15
  5   SPD  30
 10  REC   6
 35  END   3
 28  STN   4
 
OCV:    8
DCV:    8
OMCV: 5
DMCV: 5
 
20m RUN   8
  4m SWIM 0
  8m LEAP 2
Characteristics Cost: 191
 
Cost Power
 12    Adhere: Clinging (26/41 STR)
  6     Grip: Knockback Resistance -6m
 10    Tireless: Reduced Endurance (0 END; +1/2) (10 Active Points) applied to Running
  6     Elastic: Resistant (+1/2) (6 Active Points) applied to PD
  6     Elastic: Resistant (+1/2) (6 Active Points) applied to ED
 30    Elastic: Physical Damage Reduction, Resistant, 50%
 13    Elastic: Life Support  (Safe in High Pressure; Safe in Low Pressure/Vacuum; Self-Contained Breathing)
 
 40    Elastic: Multipower, 40-point reserve
 3v    1)  Envelop: Entangle 4d6, 4 PD/4 ED (40 Active Points); No Range (-1/2), Costs END To Maintain (Full END Cost; -1/2), Damage dealt to Entangle hits A-Man (-1/2), Concentration (1/2 DCV; -1/4)
 3f    2)  Compact: (Total: 27 Active Cost, 27 Real Cost) Density Increase (800 kg mass, +15 STR, +3 PD/ED, -6m KB), Reduced Endurance (0 END; +1/2) (18 Active Points) (Real Cost: 18) plus 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) (Real Cost: 9)
 1f    3)  Glide: Flight 20m (20 Active Points); Gliding (-1)
 6v   4)  Extend: Stretching 25m, Reduced Endurance (1/2 END; +1/4) (31 Active Points)
Powers Cost: 136
 
Cost Skill
  3     Breakfall 14-
  8     +1 with HTH Combat
  3     Conversation 12-
  3     Deduction 12-
  2     Language:  French (fluent conversation)
  4     PS: Journalist 13-
  3     Streetwise 12-
Skills Cost: 26
 
Cost Perk
  1     Fringe Benefit:  Press Pass
Perks Cost: 
 
Total Character Cost: 354
 
Pts. Complication
 10   Dependent NPC:  Jean Caldwell, reporter Infrequently (Normal)
 10   Hunted:  Ergon Corporation Infrequently (Less Pow; NCI; Harshly Punish)
 10   Hunted:  Multicorp Infrequently (Less Pow; NCI; Harshly Punish)
  5    Hunted:  Canadian Government Infrequently (Mo Pow; NCI; Limited Geographical Area; Watching)
 15   Psychological Complication:  Code vs Killing (Common; Strong)
 15   Psychological Complication:  Inquisitive (Common; Strong)
 10   Psychological Complication:  Distrusts large corporations, loves to dig up dirt on them (Common; Moderate)
 15   Social Complication:  Public Identity Frequently, Major
 10   Susceptibility:  Cold attacks and temperatures below freezing 1d6 drain Multipower reserve per Minute (Common)
 10   Vulnerability:  1 1/2 x BODY Chemicals, solvents, and acids (Common)
Complication Points: 110
Base Points: 354
 
23s63w8.jpg

A-Man.hdc

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Adamantine, the brick of the Toronto Sentinels.  Its interesting how builds shifted to this edition from before; the Strike Force builds had a different emphasis, with the newer ones adding a little ego and more resistant defenses.  This is the era of Champions I am most familiar with, although I started back before Champions II came out.

 

Adamantine
 
  Val Char Cost
10/50 STR     0         Lift: 100kg/25 tons; Damage 2d6/10d6
13/20 DEX     6
13/33 CON    3
10/12 BOD    0
  18   INT      8         Perception Roll: 13-
  14   EGO   4
10/20 PRE    0         Presence Attack: 2d6/4d6
   2    PD      0         As Adamantine: PD 24; rPD 16
   3    ED      1         As Adamantine: ED 24; rED 16  
  3/5   SPD  10
 5/17  REC   1
25/65 END   1
22/56 STN   1
 
OCV:    4 (as Adamantine: 7)
DCV:    4 (as Adamantine: 7)
OMCV: 5
DMCV: 5
 
12m RUN   0
  4m SWIM 0
  4m LEAP 0
Characteristics Cost: 57
 
Cost Power
         Hero Form Stats, all slots Only In Alternate Identity (-1/4)
 48    1)  +40 STR, Reduced Endurance (0 END; +1/2) (60 Active Points); Only In Alternate Identity (-1/4)
 11    2)  +7 DEX (14 Active Points); Only In Alternate Identity (-1/4)
 16    3)  +20 CON (20 Active Points); Only In Alternate Identity (-1/4)
  2     4)  +2 BODY; Only In Alternate Identity (-1/4)
  8     5)  +10 PRE (10 Active Points); Only In Alternate Identity (-1/4)
  6     6)  +6 PD, Hardened (+1/4) (7 Active Points); Only In Alternate Identity (-1/4)
  5     7)  +5 ED, Hardened (+1/4) (6 Active Points); Only In Alternate Identity (-1/4)
 16    8)  +2 SPD (20 Active Points); Only In Alternate Identity (-1/4)
 10    9)  +12 REC (12 Active Points); Only In Alternate Identity (-1/4)
  6    10) +40 END (8 Active Points); Only In Alternate Identity (-1/4)
 14   11) +34 STUN (17 Active Points); Only In Alternate Identity (-1/4)
 
  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)
  5    Reduced Endurance (0 END; +1/2) (5 Active Points) applied to STR
 38   Resistant Protection (16 PD/16 ED) (48 Active Points); Only In Alternate Identity (-1/4)
 19   Absorb Kinetic Energy: Absorption 24 BODY  (physical, to Resistant Protection PD) (24 Active Points); Only In Alternate Identity (-1/4)
 19   Absorb Energy: Absorption 24 BODY  (energy, Resistant Protection ED) (24 Active Points); Only In Alternate Identity (-1/4)
  3    Dense: Knockback Resistance -4m (4 Active Points); Only In Alternate Identity (-1/4)
Powers Cost: 229
 
Cost Skill
  8     +1 with HTH Combat
  3     Computer Programming 13-
  1     Language:  French (basic conversation)
  2     PS: Researcher 11-
  3     Scientist
  3     1)  Science Skill:  Mathematics 14- (4 Active Points)
  2     2)  Science Skill:  Physics 13- (3 Active Points)
  3     3)  Science Skill:  Subatomic Physcs 14- (4 Active Points)
Skills Cost: 25
 
Total Character Cost: 311
 
Pts. Complication
 10   Accidental Change:  To human form if takes Body damage 11- (Uncommon)
 10   Dependent NPC:  Friend and lab assistant Helen Brady Infrequently (Normal)
  5    Distinctive Features:  metallic flesh (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 20   Hunted:  VIper Infrequently (Mo Pow; NCI; Harshly Punish)
 10   Hunted:  Radium Infrequently (As Pow; Harshly Punish)
 20   Psychological Complication:  Code vs Killing (Common; Total)
 20   Psychological Complication:  Protect Innocence at all costs (Common; Total)
 10   Psychological Complication:  Fear of Heights (Uncommon; Strong)
 15   Social Complication:  Secret Identit Frequently, Major
  5    Vulnerability:  1 1/2 x STUN Sonic and Vibration attacks (Uncommon)
  5    Watched:  Canadian Government Infrequently (Mo Pow; NCI; Limited Geographical Area; Watching)
Complication Points: 130
 
jf82fn.jpg

Adamantine.hdc

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Incidentally, here's a set of Paper miniatures of the Sentinels.  I have all the art done for them because after Christmas I was pretty much flat on the couch feeling awful and it was something I could do other than watch TV.  Although I did get a lot of Hercule Poirot shows watched.

 

10897875_922838261067228_236721004652207

SentinelsPaperMinis.pdf

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Ambrosia, the team's chemical-based mentalist.  She technically has mental powers, but some of them work through air born chemicals and all are associated with a scent and chemical effect.  Shockingly beautiful and French Canadian, she's a brilliant scientist but puts on as being not very bright.

 

Ambrosia

 

Val Char Cost

 10  STR    0          Weight: 100kg; Damage: 2d6

 18  DEX   16

 18  CON   8

  9   BOD   -1

 13  INT     3          Perception Roll: 12-

 20  EGO  10

 20  PRE   10         Presence Attack: 6d6

  5   PD      3          With Pacifism Field: PD 15; rPD 10

  9   ED      7          With Pacifism Field: ED 19; rED 10

  5   SPD   30

  8   REC   4

 35  END   3

 24  STN   2

 

OCV:    6

DCV:    6

OMCV: 7

DMCV: 7

 

12m RUN   0

  4m SWIM 0

  4m LEAP 0

Characteristics Cost: 154

 

Cost Power

  5     Strong Will: Mental Defense (9 points total) (Base MD)

  5     Keen Senses: Discriminatory with Normal Smell

  5     Chemical Protection: Power Defense (5 points)

 40    Weaken Will: Drain EGO 2d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1) (40 Active Points)

 24    Thought Reading: Telepathy 4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Perceivable (Slight scent; -1/4)

 30    Pacifism Field: Resistant Protection (10 PD/10 ED)

 

 40    Mental Chemical powers: Multipower, 50-point reserve,  (50 Active Points); all slots Perceivable (Slight scent; -1/4)

 4f    1)  Bliss Effect: Entangle 3d6, 3 PD/3 ED, Alternate Combat Value (uses OCV against DMCV; +1/4), Works Against EGO, Not STR (+1/4) (45 Active Points); Perceivable (Slight scent; -1/4)

 3f    2)  Influence: Mental Illusions 10d6 (50 Active Points); Only for pleasant and non damaging effects (-1/2), Perceivable (Slight scent; -1/4)

 2f    3)  Influence: Mind Control 6d6 (30 Active Points); Perceivable (Slight scent; -1/4)

 1f    4)  Influence Men: Mind Control 4d6 (20 Active Points); Only vs men (-1/2), Usable only with Influence (-1/2), Perceivable (Slight scent; -1/4)

Powers Cost: 159

 

Cost Skill

  3     Acting 13-

  3     Charm 13-

  3     Combat Driving 13-

  8     +1 DCV

  3     +1 Multipower

  3     Conversation 13-

  2     Language:  English (fluent conversation)

  3     Persuasion 13-

  3     Science Skill:  Biochemistry 12-

  3     Science Skill:  Cosmetology 12-

Skills Cost: 34

 

Cost Talent

  6     +2/+2d6 Striking Appearance (vs. all characters)

Talents Cost: 6

 

Total Character Cost: 353

 

Pts. Complication

  0    Dependence:  Human Contact Takes 1d6 Damage (Easy To Obtain; 8 Hours)

 10   Distinctive Features:  Extremely beautiful and pleasant aura (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

 20   Hunted:  Viper Infrequently (Mo Pow; NCI; Harshly Punish)

 15   Hunted:  Purifier & Genocide Infrequently (Mo Pow; Harshly Punish)

 10   Negative Reputation:  Theif turned actress and Sentinel, Frequently

 20   Psychological Complication:  Code vs Killing (Common; Total)

 10   Psychological Complication:  Nervous around killing attacks (Common; Moderate)

 10   Psychological Complication:  Impulsive (Common; Moderate)

 10   Social Complication:  Public Identity (Frequently, Minor)

 10   Vulnerability:  Physical Killing Attacks (Common)

  5    Vulnerability:  1 1/2 x STUN Chemical Attacks (Uncommon)

 10   Watched: Canadian Government Frequently (Mo Pow; NCI; Limited Geographical Area; Watching)

Complication Points: 130

 

57cpj.jpg

Ambrosia.hdc

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Sirius, a mage that can shapeshift into an Irish Wolfhound.  I couldn't find a good Irish Wolfhound picture, so I used this wolf instead.  They don't really look alike at all.

 

Sirius (human form)
 
Val Char Cost
 15  STR    5          Lift: 200kg; Damage 3d6
 23  DEX   26
 23  CON  13
 10  BOD   0
 13  INT     3          Perception Roll: 12-
 20  EGO 10
 15  PRE   5          Presence Attack: 3d6
  7   PD     5           With Force Field: PD 17; rPD 10
 10  ED     8           With Force Field: ED 20; rED 10
  5   SPD 30
 14  REC 10
 45  END   5
 30  STN   5
 
OCV:    7
DCV:    7
OMCV: 7
DMCV: 7
 
12m RUN   0
  4m SWIM 0
  6m LEAP 1
Characteristics Cost: 200
 
Cost Power
 46    Wolfhound Form: Multiform (230 Character Points)
 15    Sense Magic: Detect Magic 12- (Unusual Group), Discriminatory, Range
  8     Light Spell: Sight Group Images, Area Of Effect (1m Radius; +1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); No Range (-1/2), IAF (Amulet of Warding; -1/2)
  4     Strong Will: Mental Defense (10 points total) (Base MD) (6 Active Points); IAF (Amulet of Warding; -1/2)
 
 27    Magic: Multipower, 67-point reserve,  (67 Active Points); all slots Requires A Roll (Skill roll, -1 per 5 Active Points modifier; -1), Gestures (-1/4), Incantations (-1/4)
 2f     1)  Flamebolt: Blast 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Requires A Roll (Skill roll, -1 per 5 Active Points modifier; -1), Gestures (-1/4), Incantations (-1/4)
 3f     2)  Sleep: Drain STUN 3d6, Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (67 Active Points); Requires A Roll (Skill roll, -1 per 5 Active Points modifier; -1), Gestures (-1/4), Incantations (-1/4)
 2f     3)  Charm: Mind Control 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Requires A Roll (Skill roll, -1 per 5 Active Points modifier; -1), Gestures (-1/4), Incantations (-1/4)
 1f     4)  Shield: Resistant Protection (10 PD/10 ED) (30 Active Points); Requires A Roll (Skill roll, -1 per 5 Active Points modifier; -1), Costs Half Endurance (-1/4), Gestures (-1/4), Incantations (-1/4)
 1f     5)  Levitate: Flight 20m, Reduced Endurance (1/2 END; +1/4) (25 Active Points); Requires A Roll (Skill roll, -1 per 5 Active Points modifier; -1), Gestures (-1/4), Incantations (-1/4)
 2f    6)  Healing Spell: Healing Body and Stun 4d6, Expanded Effect (x2 Characteristics simultaneously) (+1/2) (60 Active Points); Requires A Roll (Skill roll, -1 per 5 Active Points modifier; -1), Gestures (-1/4), Incantations (-1/4)
 1f    7)  Mind Touch: Telepathy 4d6 (20 Active Points); Requires A Roll (Skill roll, -1 per 5 Active Points modifier; -1), Gestures (-1/4), Incantations (-1/4)
Powers Cost: 112
 
Cost Skill
  1     Alchemy 8-
  3     +1 Multipower
  3     Computer Programming 12-
  2     KS: English Literature 11-
  2     KS: English History 11-
  3     Language:  French (English is native) (completely fluent)
 21    Magic Skill 21-
  2     PS: Teacher 11-
  3     Riding 14-
  1     TF:  Small Motorized Ground Vehicles
Skills Cost: 41
 
Total Character Cost: 353
 
Pts. Complication
 20   Hunted:  Genocide Infrequently (Mo Pow; NCI; Harshly Punish)
 10   Hunted:  Nycademos Infrequently (As Pow; Harshly Punish)
 10   Hunted:  Blackjack Infrequently (As Pow; Harshly Punish)
 15   Psychological Complication:  Code vs Killing (Common; Strong)
 10   Psychological Complication:  Claustrophobic (Uncommon; Strong)
 15   Social Complication:  Secret Identity Frequently, Major
  5    Unluck: 1d6
 10   Vulnerability:  1 1/2 x STUN Drains & Transfers (Common)
 10   Watched:  Canadian Government Frequently (Mo Pow; NCI; Limited Geographical Area; Watching)
Complication Points: 105
 
And her shapeshift form:
 
Sirius (Wolfhound)
 
Val Char Cost
 15  STR    5           Lift: 200kg; Damage 3d6
 17  DEX   14
 23  CON  13
 10  BOD   0
 13  INT     3           Perception Roll: 14- (smell 15-)
 17  EGO   7
 15  PRE    5          Presence Attack: 3d6
  9   PD      7
  8   ED      6
  5   SPD  30
 10  REC   6
 45  END   5
 30  STN   5
 
OCV:    6
DCV:    6
OMCV: 6
DMCV: 6
 
18m RUN   6
  4m SWIM 0
  6m LEAP 1
Characteristics Cost: 161
 
Cost Power
 15    Bite: Killing Attack - Hand-To-Hand 1/2d6 (1 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (15 Active Points)
  6     Keen Senses: +2 PER with all Sense Groups
  2     Wolfhound Nose: +1 PER with Smell/Taste Group
 10    Wolfhound nose: Discriminatory with Smell/Taste Group
 10    Wolfhound nose: Tracking with Smell/Taste Group
Powers Cost: 43
 
Cost Skill
  3     Stealth 12-
  2     KS: English Literature 11-
  2     KS: English History 11-
  3     Language:  French (English is native) (completely fluent)
Skills Cost: 10
 
Cost Talent
 16    Combat Sense 13-
Talents Cost: 16
 
Total Character Cost: 230
 
Pts. Complication
 15   Accidental Change:  to Human Form when magic dispelled 14- (Uncommon)
 10   Physical Complication:  Limited Fine Manipulation (Infrequently; Slightly Impairing)
 15   Psychological Complication:  Code vs Killing (Common; Strong)
 10   Psychological Complication:  Claustrophobic (Uncommon; Strong)
 15   Social Complication:  Secret Identity Frequently, Major
Complication Points: 65

 

 

10eec1f.jpg

Sirius (human form).hdc

Sirius (Wolfhound).hdc

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The final member of the core Sentinels team, based out of Toronto.  Skylark is the team leader, and it appears the leader of all three Sentinels teams.  The 3 team breakdown of Pacific in Vancouver, Toronto, and Atlantic in Halifax I use in my campaign world too, with a slightly different team makeup.  He has a strange kind of Space Ghost vibe with bracers that blast and turn him invisible (although they aren't shown in his image).

 

Skylark
 
Val Char Cost
 20  STR   10          Lift: 400kg; Damage: 4d6
 20  DEX   20
 18  CON   8
 10  BOD   0
 23  INT    13          Perception Roll: 14-
 14  EGO  4
 18  PRE   8           Presence Attack: 3 1/2d6
  6   PD     4           With Armour: PD 14; rPD 8
  6   ED     4           With Armour: ED 14; rED 8
  6   SPD  40
 10  REC   6
 35  END   3
 30  STN   5
 
OCV:    7
DCV:    7
OMCV: 5
DMCV: 5
 
12m RUN   0
  4m SWIM 0
  8m LEAP 2
Characteristics Cost: 179
 
Cost Power
 10    Fortunate: Luck 2d6
 16    Armour: Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-1/2)
 29    Flight Suit: Flight 30m, x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (44 Active Points); OIF (-1/2)
  2     Visor: +6 versus Range Modifier for Normal Sight (3 Active Points); OIF (-1/2)
 
 27    Wristbands: Multipower, 40-point reserve,  (40 Active Points); all slots OIF (-1/2)
 3f     1)  Heat Ray: Blast 8d6 (40 Active Points); OIF (-1/2)
 3f     2)  Photonic Surge: Sight Group Flash 8d6 (40 Active Points); OIF (-1/2), 16 Charges (-0)
 1f     3)  Photonic Distorter: Invisibility to Sight Group  (20 Active Points); OIF (-1/2), 8 Continuing Charges lasting 1 Turn each (-0)
Powers Cost: 91
 
Cost Skill
  3     Acrobatics 13-
  3     Breakfall 13-
  3     Computer Programming 14-
  3     +1 Multipower
  3     +1 OCV for turn mode, dodge, move by, and move through while in flight
  3     +1 with Electronics, Inventor, and Mechanics
  3     Electronics 14-
  3     Inventor 14-
  2     KS: Super beings known to Canadian government 11-
  2     Language:  French (English is native) (fluent conversation)
  3     Mechanics 14-
  3     Scientist
  2     1)  Science Skill:  Chemistry 14- (3 Active Points)
  2     2)  Science Skill:  Mathematics 14- (3 Active Points)
  2     3)  Science Skill:  Optics 14- (3 Active Points)
  3     4)  Science Skill:  Physics 15- (4 Active Points)
  2     5)  Science Skill:  Robotics 14- (3 Active Points)
Skills Cost: 45
 
Cost Perk
  2     Positive Reputation:  Hero and leader of Sentinels (A large group) 11-, +1/+1d6
Perks Cost: 2
 
Total Character Cost: 317
 
Pts. Complication
 10   Enraged:  Innocents hurt (Common), go 8-, recover 14-
 15   Hunted:  Multicorp Frequently (Less Pow; NCI; Harshly Punish)
 15   Hunted:  Lord Dire Infrequently (Mo Pow; Harshly Punish)
 15   Psychological Complication:  Code vs Killing (Common; Strong)
 15   Psychological Complication:  Scientific Curiosity (Common; Strong)
 15   Psychological Complication:  In love with Sirius (Common; Strong)
 15   Social Complication:  Secret Identity Frequently, Major
 10   Vulnerability:  1 1/2 x STUN Sonics and Vibrational powers (Common)
 10   Watched:  Canadian Government Frequently (Mo Pow; NCI; Limited Geographical Area; Watching)
Complication Points: 120

 

 

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And now, the Pacific Sentinels, based out of Vancouver.  The resident aquatic fishy guy is Aquarian, one of the least interesting and original builds in the book.  The cheaper version of Aquaman, he's fixated on whales.

 

Aquarian

 

Val Char Cost

 30  STR   20        Lift: 1600kg; Damage 6d6

 26  DEX   32

 28  CON  18

 11  BOD   1

 13  INT     3         Perception Roll: 12-

 18  EGO  8

 20  PRE  10        Presence Attack: 4d6

 14  PD     2

 18  ED     6

  6   SPD  40

 14  REC  10

 55  END   7

 40  STN  10

 

OCV:    9

DCV:    9

OMCV: 6

DMCV: 6

 

12m RUN   0

14m SWIM 5

12m LEAP 4

Characteristics Cost: 254

 

Cost Power

 20    Sonic Burst: Blast 8d6 (40 Active Points); 8 Charges (-1/2), Costs Endurance (-1/2)

 30    Tough: Resistant Protection (10 PD/10 ED)

  5     Fast Swimmer: Swimming 0m (14m total) (x4 Noncombat)

 15    SONAR: Active Sonar (Hearing Group)

  6     Aquatic: Life Support  (Breathe Water; Safe in High Pressure)

 10    Whale Speech: Mind Link , Cetaceans class of minds, Specific Group of Minds

  6     Fast Healer: Regeneration (1 BODY per 6 Hours)

Powers Cost: 92

 

Cost Skill

  3     Mimicry 12-

  3     Ventriloquism 12-

  0     PS: Marine Biologist 11-

  3     Science Skill:  Marine Biology 12-

Skills Cost: 9

 

Cost Talent

  3    Bump Of Direction

  3    Environmental Movement (no penalties in water)

Talents Cost: 6

 

Total Character Cost: 361

 

Pts. Complication

 10  Dependent NPC:  Debbie Allison, marine biologist friend Infrequently (Normal)

  5   Distinctive Features:  Elvish features (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

 25  Enraged:  Innocents or cetaceans hurt (Very Common), go 11-, recover 11-

 20  Hunted:  Genocide Infrequently (Mo Pow; NCI; Harshly Punish)

 10  Hunted:  Ergon Infrequently (Less Pow; NCI; Harshly Punish)

 20  Psychological Complication:  Puts innocents before self (Common; Total)

 10  Psychological Complication:  Inquisitive (Common; Moderate)

 10  Psychological Complication:  Hatred of Whalers (Common; Moderate)

 15  Social Complication:  Secret Identity (Frequently, Major)

 15  Susceptibility:  Fire or heat 1d6 drain END per Turn (Common)

 10  Vulnerability:  1 1/2 x STUN Fire and Heat (Common)

  5  Watched:  Canadian Government Infrequently (Mo Pow; NCI; Limited Geographical Area; Watching)

Complication Points: 155

 

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Next up is Minstrel, fantasy bard transported to earth to meet Sirius.  He's only got one attack other than mental illusions and control: his bow.  I had to do a little tweaking with the character because it seemed... incompete.  He had a magic skill roll clearly built to work with the multipower, but the multipower didn't have a skill roll.  He had a bow that took no time or effort to fire, and his songs didn't require actual singing or playing.  They just worked better if he had the lute in his hands.  He didn't speak any language other than English so either they forgot he came from another world or presumed everyone spoke English there, too.  So I added a few modifiers to represent more clearly what I'm certain the build was meant to have.

 

Minstrel
 
Val Char Cost
 15  STR    5          Lift: 200kg; Damage 3d6
 23  DEX   26
 18  CON   8
 10  BOD   0
 13  INT     3           Perception Roll: 12-
 17  EGO   7
 18  PRE    8          Presence Attack: 3d6
  8   PD      6          With Jerkin: PD 12; rPD 4
 10  ED      8          With Jerkin: ED 10; rED 2
  5   SPD  30
 10  REC   6
 35  END   3
 26  STN   3
 
OCV:    8
DCV:    8
OMCV: 6 (+1 with multipower, +1 with lute)
DMCV: 6 (+1 with multipower, +1 with lute)
 
14m RUN   2
  4m SWIM 0
  6m LEAP 1
Characteristics Cost: 184
 
Cost Power
 15    Longbow: Killing Attack - Ranged 1 1/2d6, Armor Piercing (+1/4) (37 Active Points); OAF (-1), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), 12 Recoverable Charges (+1/4)
  4     Armored Jerkin: Resistant Protection (4 PD/2 ED) (9 Active Points); Requires A Roll (11- roll; Must be made each Phase/use; -1), OIF (-1/2)
  5     Strong Will: Mental Defense (8 points total) (Base MD)
  5     Elven Blood: Ultraviolet Perception (Sight Group)
  3     Elven Hearing: +3 PER with Normal Hearing
 
 13    Bardic Magic: Multipower, 37-point reserve,  (37 Active Points); all slots Requires A Roll (Bardic Magic roll, -1 per 5 Active Points modifier; Must be made each Phase/use; -1 1/2), Incantations (-1/4)
 1f     1)  Rhyme of Command: Mind Control 6d6 (30 Active Points); Requires A Roll (Bardic Magic roll, -1 per 5 Active Points modifier; Must be made each Phase/use; -1 1/2), Incantations (-1/4)
 1f     2)  Hymn of Command: Mind Control 4d6, Area Of Effect (8m Radius Explosion; +1/4) (25 Active Points); Requires A Roll (Bardic Magic roll, -1 per 5 Active Points modifier; Must be made each Phase/use; -1 1/2), Incantations (-1/4)
 1f     3)  Rhyme of Visions: Mental Illusions 6d6 (30 Active Points); Requires A Roll (Bardic Magic roll, -1 per 5 Active Points modifier; Must be made each Phase/use; -1 1/2), Incantations (-1/4)
 1f     4)  Hymn of Visions: Mental Illusions 4d6, Area Of Effect (8m Radius Explosion; +1/4) (25 Active Points); Requires A Roll (Bardic Magic roll, -1 per 5 Active Points modifier; Must be made each Phase/use; -1 1/2), Incantations (-1/4)
 
  5     Lute Bonus: Mind Control 4d6 (20 Active Points); Requires A Roll (Bardic Magic roll, -1 per 5 Active Points modifier; Must be made each Phase/use; -1 1/2), OAF (-1), Linked to Rhyme or Hymn of Command (-1/4), Gestures (-1/4)
  5     Lute Bonus: Mental Illusions 4d6 (20 Active Points); Requires A Roll (Bardic Magic roll, -1 per 5 Active Points modifier; Must be made each Phase/use; -1 1/2), OAF (-1), Linked to Rhyme or Hymn of Visions (-1/4), Gestures (-1/4)
Powers Cost: 59
 
Cost Skill
  3    Acting 13-
 17   Bard Magic 20-
  3    Breakfall 14-
  3    Charm 13-
  3    +1 OMCV with Multipower
  2   +1 OMCV with magic involving lute
  2    +1 OCV with Longbow
  3    Conversation 13-
  3    Disguise 12-
  3    Gambling 12-
  3    Language:  English (native Valeronian) (completely fluent)
  3    Lockpicking 14-
  3    Mimicry 12-
  3    Riding 14-
  3    Persuasion 13-
  2    PS: Bard 11-
  3    PS: Lute Playing 14-
  3    Sleight Of Hand 14-
  3    Stealth 14-
  3    Streetwise 13-
  3    Ventriloquism 12-
Skills Cost: 74
 
Cost Talent
  3     Lightsleep
  3     Perfect Pitch
Talents Cost: 6
 
Total Character Cost: 323
 
Pts. Complication
 10  Distinctive Features:  Dashing good looks and archaic behavior (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 15  Hunted:  Various Onarian bounty hunters, wizards, etc Infrequently (Mo Pow; NCI; Limited Geographical Area; Harshly Punish)
 15  Psychological Complication:  Impulsive misfit and show off (Very Common; Moderate)
 15  Psychological Complication:  Gallant Swashbuckler, craves excitement (Common; Strong)
 10  Psychological Complication:  Hatred of Assassins (Common; Moderate)
 10  Psychological Complication:  Perfectionist - must look good and clever (Common; Moderate)
 20  Physical Complication:  Limited understanding of human culture and technology (Very Frequently; Slightly Impairing)
 10  Social Complication:  Secret Identity (Infrequently; Major))
  5   Unluck: 1d6
  5   Vulnerability:  1 1/2 x STUN Sonic attacks (Uncommon)
  5   Watched:  Canadian Government Infrequently (Mo Pow; NCI; Limited Geographical Area; Watching)
  0   Watched:  Skylark Infrequently (As Pow; Watching)
Complication Points: 120

 

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Mirage is the leader of the Pacific Sentinels, a Royal Canadian Mounted Police (Mountie).

 
Mirage
 
Val Char Cost
 15  STR    5           Weight: 200kg; Damage 3d6
 23  DEX   26
 23  CON  13
 10  BOD   0
 13  INT     3           Perception Roll: 12-
 14  EGO  4
 18  PRE   8           Presence Attack: 3 1/2d6
  8   PD     6           With Force Field: PD 15; rPD 7
 12  ED    10          With Force Field: ED 20; rED 8
  5   SPD  30
 12  REC   8
 45  END   5
 30  STN   5
 
OCV:    8
DCV:    8/11
OMCV: 5
OMCV: 5
 
12m RUN 0
4m SWIM 0
6m LEAP 1
Characteristics Cost: 186
 
Cost Power
  6     Light Control: Sight Group Flash Defense (6 points)
 10    Soar: Flight 10m
  5     Heat Sight: Infrared Perception (Sight Group)
 
 65    Light Control: Multipower, 65-point reserve
 8v    1)  Heat Exhaustion: Drain END 2d6, Reduced Endurance (1/2 END; +1/4), Personal Immunity (+1/4), Area Of Effect (6m Radius; +1/2) (40 Active Points)
10v   2)  Sight Group Flash 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points)
 2f     3)  Force Field: Resistant Protection (7 PD/8 ED) (24 Active Points); Costs Endurance (-1/2)
 2f     4)  Light Control: Reflection (60 Active Points' worth) (40 Active Points); Light powers only (-1)
 1f     5)  Blur Effect: +3 DCV (15 Active Points); Costs Endurance (-1/2)
 4f     6)  Light Control: Invisibility to Sight Group , No Fringe, Reduced Endurance (1/2 END; +1/4) (37 Active Points)
 6f     7)  Light Weaving: Sight Group Images, -6 to PER Rolls, Reduced Endurance (1/2 END; +1/4), Area Of Effect (16m Radius; +3/4) (56 Active Points)
Powers Cost: 119
 
Cost Skill
  3     Bureaucratics 13-
  2     AK: Vancouver 11-
  2     AK: Edmonton 11-
  3     Combat Driving 14-
  3     +1 with Multipower
  3     Criminology 12-
  2     KS: Criminal Law 11-
  2     Language:  French (English is native) (fluent conversation)
  3     Paramedics 12-
  2     PS: RCMP Officer 11-
  3     Streetwise 13-
  3     Tactics 12-
Skills Cost: 31
 
Cost Perk
  3     Fringe Benefit:  Federal/National Police Powers
Perks Cost: 3
 
Total Character Cost: 339
 
Pts. Complication
 15   Dependent NPC:  Daughter Michelle Infrequently (Incompetent)
 15   Hunted:  Genocide Infrequently (As Pow; NCI; Harshly Punish)
 15   Psychological Complication:  KIll only to protect others (Common; Strong)
 10   Psychological Complication:  Fear of fliying except under own power (Uncommon; Strong)
 15   Psychological Complication:  Strictly by the rules, likes to be firmly on the side of the law (Common; Strong)
 15   Social Complication:  Secret Identity Frequently, Major
 15   Susceptibility:  Darkness Fields 1d6 Stun per Phase (Uncommon)
  5    Unluck: 1d6
  5    Vulnerability:  1 1/2 x Effect Drains and Transfers (Uncommon)
  0   Watched:  Canadian Government Infrequently (As Pow; NCI; Limited Geographical Area; Watching)
Complication Points: 110
 
 
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The Pacific team's brick, an Inuit native with adaptation powers.  He doesn't control them but has to make a roll for the power to succeed.

 

Polar Bear
 
Val Char Cost
 50  STR   40          Lift: 25 tons; Damage: 10d6
 18  DEX   16
 33  CON  23
 12  BOD   2
 10  INT     0            Perception Roll: 11-
 14  EGO  4
 18  PRE   8            Presence Attack: 3 1/2d6
 22  PD     8
 18  ED     8
  5   SPD  30
 17  REC  13
 65  END   9
 54  STN   17
 
OCV:    6
DCV:    6
OMCV: 5
DMCV: 5
 
14m RUN 2
4m SWIM 0
20m LEAP 8
Characteristics Cost: 230
 
Cost Power
 12    Tireless: Reduced Endurance (1/2 END; +1/4) (12 Active Points) applied to STR
 30    Damage Resistance: Resistant Protection (12 PD/8 ED)
  0     Arctic: +0 ED; Only vs cold and ice (-1/2)
  6     Keen Senses: +2 PER with all Sense Groups
  2     Keen Hearing: +2 PER with Normal Hearing
  5     Keen Senses: Discriminatory with Normal Smell
  5     Night Sight: Ultraviolet Perception (Sight Group)
 
 18    Adaptation Pool: Variable Power Pool, 15 base + 15 control cost,  (23 Active Points); Can change only under environmental stress (-1/2), Cannot control changes (-1/2), Only for adaptation powers (-1/2)
  0    1) Life Support  (Safe in Intense Cold) (2 Active Points) Real Cost: 2
  0    2) Life Support  (Safe in Intense Heat) (2 Active Points) Real Cost: 2
  0    3) Life Support  (Breathe Substance presence) (5 Active Points) Real Cost: 5
  0    4) Life Support  (Safe in High Radiation) (2 Active Points) Real Cost: 2
  0    5) Life Support  (Safe in Low Pressure/Vacuum) (2 Active Points) Real Cost: 2
  0    6) Life Support  (Safe in High Pressure) (1 Active Points) Real Cost: 1
  0    7) Energy Damage Reduction, Resistant, 25% (15 Active Points); Only vs given environmental effect (-1/2) Real Cost: 10
Powers Cost: 78
 
Cost Skill
  3     Power:  Adaptation 16-
  3     Breakfall 13-
  3     Climbing 13-
 16    +2 with HTH Combat
  2     KS: Oil Rigs 11-
  3     Language:  English (Inktitut is native) (completely fluent)
  3     Mechanics 11-
  2     PS: Engineer 11-
  3     Stealth 13-
Skills Cost: 38
 
Total Character Cost: 346
 
Pts. Complication
 10   Dependent NPC:  Jake Walker, Private Investigator Infrequently (Normal)
 15   Enraged:  self or friends injured by killing attack (Uncommon), go 11-, recover 11-
 20   Hunted:  VIPER Infrequently (Mo Pow; NCI; Harshly Punish)
 10   Hunted:  Ergon Infrequently (Less Pow; NCI; Harshly Punish)
 15   Hunted:  Psion Infrequently (Mo Pow; Harshly Punish)
 15   Psychological Complication:  Code vs Killing (Common; Strong)
 15   Psychological Complication:  Competitive (Common; Strong)
 10   Psychological Complication:  Stubborn (Common; Moderate)
 10   Psychological Complication:  Distrusts large corprorations (Common; Moderate)
  5    Psychological Complication:  Aversion to Reptiles (Uncommon; Moderate)
 15   Social Complication:  Secret Identity (Frequently; Major)
  5    Vulnerability:  1 1/2 x STUN Hard Radiation (Uncommon)
 10   Watched:  Canadian Government Infrequently (Mo Pow; NCI; Watching)
Complication Points: 155
 
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Final member of the Pacific Sentinels, the kid ingenue on the team Star Sapphire.

 

Star Sapphire
 
Val Char Cost
 15  STR    5          Lift: 200kg; Damage: 3d6
 23  DEX   26
 23  CON  13
 10  BOD   0
 18  INT     8          Perception Roll: 13-
 14  EGO 4
 15  PRE   5          Presence Attack: 3d6
  6   PD     4          With Force Field: PD 18, rPD 12
  8   ED     6          With Force Field: ED 16, rED 8
  5   SPD   0
 12  REC   8
 45  END   5
 30  STN   5
 
OCV:    8
DCV:    8
OMCV: 8
DMCV: 8
 
12m RUN   0
  4m SWIM 0
  6m LEAP 1
Characteristics Cost: 152
 
Cost Power
 15    Lucky: Luck 3d6
 24    Force Field: Resistant Protection (12 PD/8 ED) (30 Active Points); Costs Half Endurance (-1/4)
 25    Sapphire Flight: Flight 20m, Reduced Endurance (1/2 END; +1/4) (25 Active Points)
 
 52    Psychokinetic Powers: Multipower, 52-point reserve
 5f    1)  Force Blast: Blast 7d6, Double Knockback (+1/2) (52 Active Points)
 5f    2)  Force Burst: Blast 5d6, Attack Versus Alternate Defense (force fields and force barriers; All Or Nothing; +1) (50 Active Points); 16 Charges (-0)
 5f    3)  Force Bonds: Entangle 4d6, 4 PD/4 ED, Entangle And Target Both Take Damage (+1/4) (50 Active Points); 16 Charges (-0)
 4f    4)  Force Zone: Entangle 3d6, 3 PD/3 ED, Area Of Effect (12m Radius Explosion; +1/4), Entangle And Target Both Take Damage (+1/4) (45 Active Points); 16 Charges (-0)
 3f    5)  Force Wall: Barrier 12 PD/8 ED, 11 BODY (up to 8m long, 2m tall, and 1/2m thick) (52 Active Points); 8 Charges (-1/2)
Powers Cost: 138
 
Cost Skill
  3     Computer Programming 13-
  3     +1 with Multipower
  1     PS: Student 8-
  3     Science Skill:  Chemistry 12-
  1     Science Skill:  Physics 8-
Skills Cost: 11
 
Total Character Cost: 301
 
Pts. Complication
 10   Enraged:  Cornered and losing fight (Uncommon), go 11-, recover 14-
 20   Hunted:  VIPER Infrequently (Mo Pow; NCI; Harshly Punish)
 20   Psychological Complication:  Code vs killing (Common; Total)
 15   Psychological Complication:  Impulsive Overconfidence (Very Common; Moderate)
 10   Psychological Complication:  Likes to annoy villains and other "kill-joys" (Common; Moderate)
  5    Psychological Complication:  Attracted to Gemstones (Uncommon; Moderate)
 15   Social Complication:  Secret Identity (Frequently; Major)
  5    Unluck: 1d6
  5    Vulnerability:  1 1/2 x STUN Vibration powers (Uncommon)
 10   Vulnerability:  1 1/2 x STUN Cold based attacks (Common)
 20 Watched:  Canadian Government Infrequently (Mo Pow; NCI; Harshly Punish)
Complication Points: 135
 
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By the way, I was digging through my stuff and found that I do have Zodiac, so its either them or Ninja Hero guys once I finish off the Champions of the North. Not sure if I should do the whole book of characters or just the Sentinels.

While I would like to see more write ups on the others in the book like Lord Defile, Rime and Reason, Psion and the Infiltrators etc, its really up to you if you want to move on.

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Gazelle, first of the final Sentinels team based out of Halifax.  The Atlantic Sentinels are a smaller group than the others, and I'm presuming that the Toronto-based team will be covering the big cities in the area as far as Quebec, so the Atlantic region is lightly populated.  They would be the team most likely to encounter any US supers based on the east coast, however.  Gazelle is a land-based speedster, not as fast as some and with fewer speedster tricks but a martial artist to boot.

 

Gazelle
 
Val Char Cost
 15  STR    5          Lift: 200kg; Damage: 3d6
 28  DEX   36
 20  CON  10
 10  BOD   0
 10  INT     0          Perception Roll: 11-
 11  EGO  1
 15  PRE   5          Presence Attack: 3d6
  8   PD     6          With Armored Costume: 15 PD; 7 rPD
  8   ED     6          With Armored Costume: 15 ED; 7 rED
  8   SPD  60
 12  REC  8
 40  END  4
 28  STN  4
 
OCV:    9
DCV:   10
OMCV: 4
DMCV: 4
 
38m RUN  26
  4m SWIM 0
  6m LEAP 1
Characteristics Cost: 243
 
Cost Power
  9     Long Distance Runner: Reduced Endurance (1/2 END; +1/4) (9 Active Points) applied to Running
  5     Heat Sight: Infrared Perception (Sight Group)
  2     Keen Ears: +2 PER with Normal Hearing
 
 10    Bolas: Entangle 3d6, 3 PD/3 ED (30 Active Points); 2 Recoverable Charges (-1), OAF (-1)
 14    Armored Costume: Resistant Protection (7 PD/7 ED) (21 Active Points); OIF (-1/2)
Powers Cost: 40
 
Cost Martial Arts Maneuver
  4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
  4     Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
  5     Kick:  1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
  4     Punch:  1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
  3     Throw:  1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/10, Target Falls
Martial Arts Cost: 20
 
Cost Skill
  3     Acrobatics 15-
  3     Breakfall 15-
  3     Climbing 15-
  2     +1 OCV with kick
  2     Language:  French (English is native) (fluent conversation)
  2     PS: Teacher 11-
  2     PS: Athlete 11-
  3     Stealth 15-
Skills Cost: 20
 
Cost Talent
  3     Ambidexterity (no Off Hand penalty)
  3     Lightsleep
Talents Cost: 6
 
Total Character Cost: 329
 
Pts. Complication
 10   Enraged:  Insulted or humiliated (Uncommon), go 11-, recover 14-
 20   Hunted:  VIPER Infrequently (Mo Pow; NCI; Harshly Punish)
 10   Hunted:  Lightspeed Infrequently (As Pow; Harshly Punish)
 20   Psychological Complication:  Code against killing (Common; Total)
 15   Psychological Complication:  Overconfident (Very Common; Moderate)
 15   Psychological Complication:  Claustrophobic (Uncommon; Total)
  5    Rivalry:  Professional (Other Speedsters; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
 15   Social Complication:  Secret Identity (Frequently; Major)
 10   Vulnerability:  2 x STUN Cold based attacks (Uncommon)
 10   Watched:  Canadian Government Infrequently (Mo Pow; NCI; Watching)
Complication Points: 130

 

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Gazelle.hdc

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Myrmidon, the leader of the Atlantic team.  Alien pit fighter turned superhero

 

Myrmidon
 
Val Char Cost
 20  STR   10          Lift: 400kg; Damage: 4d6
 23  DEX   26
 28  CON  18
 12  BOD   2
 13  INT     3            Perception Roll: 12-
 14  EGO  4
 20  PRE  10           Presence Attack: 4d6
 15  PD     6            With Force Field: 21 PD; 13 rPD
 14  ED     9            With Force Field: 20 ED; 9 rED
  6   SPD  40
 12  REC   8
 55  END   7
 36  STN   8
 
OCV:    8
DCV:    8
OMCV: 5
DMCV: 5
 
14m RUN   2
  4m SWIM 0
  8m LEAP 2
Characteristics Cost: 217
 
Cost Power
 15   Damage Resistance: Resistant Protection (7 PD/3 ED)
  5    Psychic Training: Mental Defense (8 points total) (Base MD)
 21   Healing Focus: Regeneration (2 BODY per Turn) (32 Active Points); Costs Endurance (-1/2)
 
 24   Sonic Powers: Multipower, 30-point reserve,  (30 Active Points); all slots Dree Gems, removable when unconscious (-1/4)
 2f   1)  Sonic Fist: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/4), Dree Gems, removable when unconscious (-1/4)
 2f   2)  Force Field: Resistant Protection (6 PD/6 ED) (Impermeable, Protect Carried Items) (28 Active Points); Dree Gems, removable when unconscious (-1/4)
Powers Cost: 69
 
Cost  Pit Fighting Maneuver
  4      Death Blow:  1/2 Phase, -2 OCV, +0 DCV, HKA 2d6
  4      Nerve Pinch:  1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
  5      Smash:  1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike
  4      Strike:  1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
  4      Ward:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
Martial Arts Cost: 21
 
Cost Skill
  3     Acrobatics 14-
  3     Breakfall 14-
 16    +2 with HTH Combat
  2     KS: Pit Fighting 11-
  3     Language:  English (Pangalactic Native) (completely fluent)
  2     PS: Soldier 11-
  3     Stealth 14-
  3     Survival 12-
  3     Tactics 12-
Skills Cost: 38
 
Total Character Cost: 345
 
Pts. Complication
  5   Distinctive Features:  Alien appearance (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 20  Enraged:  Betrayed or backstabbed (Uncommon), go 14-, recover 11-
 10  Enraged:  Friends suffer body damage (Common), go 8-, recover 14-
 20  Hunted:  Lor Empire Infrequently (Mo Pow; NCI; Harshly Punish)
 10  Negative Reputation:  Honorable, Frequently
 20  Psychological Complication:  Code of Honor (Common; Total)
 15  Psychological Complication:  Will not tell a direct lie (Uncommon; Total)
 15  Psychological Complication:  Avoid harming innocents or killing anyone (Common; Strong)
  5   Social Complication:  Public Identity (Infrequently, Minor)
 10  Watched:  Canadian Government Infrequently (Mo Pow; NCI; Watching)
Complication Points: 130

 

 

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Myrmidon.hdc

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