steriaca Posted December 28, 2014 Report Share Posted December 28, 2014 I thought Stalker was a real vampire, using the ruse of being a 'Hollywood Vampire" to hide in plane site. Also, I remember that razor Spider Monkey has being written up on her sheet. Quote Link to comment Share on other sites More sharing options...
Ninja-Bear Posted December 29, 2014 Report Share Posted December 29, 2014 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. Quote Link to comment Share on other sites More sharing options...
Ninja-Bear Posted December 29, 2014 Report Share Posted December 29, 2014 Oh btw the colorizations are awesome. I especially like the rust on the Monitor. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted December 29, 2014 Author Report Share Posted December 29, 2014 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 The Tombstone Kid.hdc Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted December 29, 2014 Author Report Share Posted December 29, 2014 Next up: The Champions of the North characters. rjd59 and SteelCold 2 Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted December 30, 2014 Author Report Share Posted December 30, 2014 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 A-Man.hdc SteelCold and rjd59 2 Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted December 31, 2014 Author Report Share Posted December 31, 2014 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 Adamantine.hdc SteelCold and rjd59 2 Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted December 31, 2014 Author Report Share Posted December 31, 2014 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. SentinelsPaperMinis.pdf Grailknight, rjd59 and SteelCold 3 Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted January 1, 2015 Author Report Share Posted January 1, 2015 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 Ambrosia.hdc SteelCold 1 Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted January 2, 2015 Author Report Share Posted January 2, 2015 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 Sirius (human form).hdc Sirius (Wolfhound).hdc SteelCold 1 Quote Link to comment Share on other sites More sharing options...
Grailknight Posted January 2, 2015 Report Share Posted January 2, 2015 Small error, Ambrosia should drain EGO not BODY. Christopher R Taylor 1 Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted January 2, 2015 Author Report Share Posted January 2, 2015 Thanks I'll fix that, must have not adjusted the default stat! She's no killer. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted January 3, 2015 Author Report Share Posted January 3, 2015 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 Skylark.hdc SteelCold 1 Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted January 4, 2015 Author Report Share Posted January 4, 2015 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 Aquarian.hdc Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted January 5, 2015 Author Report Share Posted January 5, 2015 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 Minstrel.hdc pinecone 1 Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted January 6, 2015 Author Report Share Posted January 6, 2015 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 Mirage.hdc SteelCold 1 Quote Link to comment Share on other sites More sharing options...
SteelCold Posted January 6, 2015 Report Share Posted January 6, 2015 Great write.ups on the Sentinels. I like the 4th edition Champions of the North better than the other ones. Quote Link to comment Share on other sites More sharing options...
SKJAM! Posted January 7, 2015 Report Share Posted January 7, 2015 Ah yes, the Sentinels. The team that had more people from actual France than it did Quebec. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted January 7, 2015 Author Report Share Posted January 7, 2015 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 Polar Bear.hdc Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted January 7, 2015 Author Report Share Posted January 7, 2015 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. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted January 10, 2015 Author Report Share Posted January 10, 2015 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 Star Sapphire.hdc SteelCold 1 Quote Link to comment Share on other sites More sharing options...
SteelCold Posted January 10, 2015 Report Share Posted January 10, 2015 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. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted January 11, 2015 Author Report Share Posted January 11, 2015 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 Gazelle.hdc Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted January 12, 2015 Author Report Share Posted January 12, 2015 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 Myrmidon.hdc Quote Link to comment Share on other sites More sharing options...
Jazzidemus Posted January 12, 2015 Report Share Posted January 12, 2015 Personally I love the Zodiac, they were a mainstay in my old Champs game as well as Scorpio becoming a crime lord in my DC game. I would like to see some updates from Kingdom of Champions Quote Link to comment Share on other sites More sharing options...
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