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Golden Age Champions


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Fletcher

Douglas Milner

 

VAL CHA Cost Roll Notes

20 STR 10 13- HTH Damage 4d6  END [2]

29 DEX 38 15-

18 CON 8 13-

13 INT 3 12- PER Roll 12-

14 EGO 4 12-

15 PRE 5 12- PRE Attack: 3d6

10 OCV 35

10 DCV 35

5 OMCV 6

5 DMCV 6

6 SPD 40 Phases:  2, 4, 6, 8, 10, 12

6 PD 4 6/12 PD (6/12 rPD)

6 ED 4 6/12 ED (6/12 rED)

10 REC 6

36 END 4

11 BODY 1

40 STUN 10

 

Movement Cost Meters Notes

RUNNING 0 12m/24m END [1]

SWIMMING 0 4m/8m END [1]

LEAPING 0 4m 4m forward, 2m upward

 

 

 

 

 

Characteristics Total: 219

 

Cost Powers

34 Multipower, 95-point reserve,  (95 Active Points); all slots OAF (-1), 6 Charges (-3/4) - END=

5f 1)  (Total: 95 Active Cost, 47 Real Cost) Entangle 6d6, 6 PD/6 ED (60 Active Points); OAF (-1) (Real Cost: 30) plus Blast 7d6 (35 Active Points); OAF (-1) (Real Cost: 17) - END=0

5f 2)  (Total: 95 Active Cost, 47 Real Cost) Entangle 4d6, 4 PD/4 ED, Sticky (+1/2) (60 Active Points); OAF (-1) (Real Cost: 22) plus Blast 7d6, STUN Only (+0) (35 Active Points); OAF (-1) (Real Cost: 17) - END=0

3f 3)  (Total: 70 Active Cost, 34 Real Cost) Blast 4d6, Area Of Effect (4m Radius; +1/4), Attack Versus Alternate Defense (ED; Life Support self contained breathing; +1/2) (35 Active Points); OAF (-1) (Real Cost: 13) plus Blast 7d6, STUN Only (+0) (35 Active Points); OAF (-1) (Real Cost: 17) - END=0

4f 4)  (Total: 85 Active Cost, 42 Real Cost) Darkness to Sight Group 10m radius (50 Active Points); OAF (-1) (Real Cost: 25) plus Blast 7d6, STUN Only (+0) (35 Active Points); OAF (-1) (Real Cost: 17) - END=0

4f 5)  (Total: 85 Active Cost, 42 Real Cost) Blast 8d6, Area Of Effect (1m Radius Explosion; +1/4) (50 Active Points); OAF (-1) (Real Cost: 18) plus Blast 7d6, STUN Only (+0) (35 Active Points); OAF (-1) (Real Cost: 17) - END=0

3f 6)  (Total: 57 Active Cost, 28 Real Cost) Sight Group Flash 3d6, Area Of Effect (6m Radius; +1/2) (22 Active Points); OAF (-1) (Real Cost: 8) plus Blast 7d6, STUN Only (+0) (35 Active Points); OAF (-1) (Real Cost: 17) - END=0

3f 7)  Blast 12d6 (60 Active Points); OAF (-1) - END=0

4f 8)  (Total: 85 Active Cost, 42 Real Cost) Killing Attack - Ranged 2 1/2d6, Armor Piercing (+1/4) (50 Active Points); OAF (-1) (Real Cost: 18) plus Blast 7d6, STUN Only (+0) (35 Active Points); OAF (-1) (Real Cost: 13) - END=0

5f 9)  (Total: 95 Active Cost, 47 Real Cost) Killing Attack - Ranged 4d6 (60 Active Points); OAF (-1) (Real Cost: 22) plus Blast 7d6, STUN Only (+0) (35 Active Points); OAF (-1) (Real Cost: 13) - END=0

1 Resistant (+1/2) (3 Active Points); Requires A Roll (14- roll; -1/4) applied to PD - END=

1 Resistant (+1/2) (3 Active Points); Requires A Roll (14- roll; -1/4) applied to ED - END=

14 Resistant Protection (6 PD/6 ED) (18 Active Points); Requires A Roll (14- roll; -1/4) - END=0

 

Powers Total: 86

 

Cost Martial Arts

5 Offensive Strike:  1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike

4 Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike

4 Martial Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

3 Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/10, Target Falls

 

Martial Arts Total: 20

 

Cost Skills

3 Acrobatics 15-

3 Acting 12-

3 Breakfall 15-

3 Climbing 15-

3 Concealment 12-

3 Demolitions 12-

3 Disguise 12-

3 Language:  German (completely fluent)

3 Interrogation 12-

3 Language:  Italian (completely fluent)

3 Lockpicking 15-

3 Security Systems 12-

3 Stealth 15-

3 Streetwise 12-

3 Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 12-

5 +1 with multipower

 

Skills Total: 50

 

 

 

Value Complications

10 Vulnerability:  2 x STUN Hero Teammates (Uncommon)

20 Enraged:  When injured by opponents (Common), go 11-, recover 11-

15 Psychological Complication:  Vengeful Justice Seeker (Common; Strong)

10 Psychological Complication:  Gloryhound (Common; Moderate)

15 Hunted:  The Mob Infrequently (As Pow; NCI; Harshly Punish)

5 Hunted:  Every last hero in town Infrequently (As Pow; NCI; Watching)

 

Complications Points: 75

 

Base Points: 400

Experience: 0

Experience Unspent: 0

Total Character Cost: 375

 

So I was looking over the 4th edition Golden Age Champions and I thought I would try to convert them.  I started with the vigilante of the first team the Crimebusters.  Fletcher is basically the anti hero of the group that is just about ready to go on a killing spree on the underground with every hero trying to stop him.

 

Let me know what you think.

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Here's the next one.  Always kind of liked the whole clockwork powered armor thing here.

 

Knight Owl
 
 
VAL CHA Cost Roll Notes
30 STR 0 15- HTH Damage 6d6  END [9]
21 DEX 4 13-
10 CON 0 11-
25 INT 15 14- PER Roll 14-
15 EGO 5 12-
20 PRE -5 13- PRE Attack: 4d6
5 OCV 10
4 DCV 5
5 OMCV 6
5 DMCV 6
4 SPD 20 Phases:  3, 6, 9, 12
7 PD 5 7/16 PD (0/9 rPD)
5 ED 3 5/11 ED (0/6 rED)
8 REC 4
24 END 1
10 BODY 0
30 STUN 5
 
Movement Cost Meters Notes
RUNNING 0 12m/24m END [1]
SWIMMING 0 4m/8m END [1]
LEAPING 0 36m 36m forward, 18m upward
FLIGHT 78m/156m
 
 
 
 
Characteristics Total: 84
 
Cost Powers
Powered Armor, all slots OIF (-1/2) - END=
10 1)  +9 DEX (18 Active Points); OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) - END=2
21 2)  Endurance Reserve  (90 END, 10 REC) (31 Active Points); OIF (-1/2) - END=0
17 3)  Flight 26m (26 Active Points); OIF (-1/2) - END=3
21 4)  Flight 52m (52 Active Points); Gliding (-1), OIF (-1/2) - END=0
6 5)  Hand-To-Hand Attack +3d6 (15 Active Points); Increased Endurance Cost (x2 END; -1/2), OIF (-1/2), Hand-To-Hand Attack (-1/4), Requires A Roll (14- roll; -1/4) - END=2
8 6)  High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) - END=0
3 7)  Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) - END=0
11 8)  Leaping +32m (36m forward, 18m upward) (16 Active Points); OIF (-1/2) - END=2
3 9)  Life Support  (Expanded Breathing can breathe underwater) (5 Active Points); OIF (-1/2) - END=0
15 10) +15 PRE, Only for making presence attacks (+1/2) (22 Active Points); OIF (-1/2) - END=
16 11) Resistant Protection (9 PD/6 ED) (24 Active Points); OIF (-1/2) - END=0
6 12) +20 STR (20 Active Points); Increased Endurance Cost (x4 END; -1 1/2), OIF (-1/2), Requires A Roll (14- roll; -1/4) - END=8
41 Grenades: Variable Power Pool (Gadget Pool), 30 base + 45 control cost,  (53 Active Points); all slots OAF (-1) - END=
0 1) Sleep Gas: Blast 2d6, Area Of Effect (1m Radius; +1/4), Invisible Power Effects (Inobvious to sight; +1/4), Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; +1) (25 Active Points); 2 Charges (-1 1/2), OAF (-1), Requires A Roll (14- roll; -1/4) Real Cost: 7 - END=[2]
0 2) Smoke Bomb: Darkness to Sight Group 6m radius (30 Active Points); OAF (-1), 3 Continuing Charges lasting 1 Turn each (-3/4), Requires A Roll (14- roll; -1/4) Real Cost: 10 - END=[3 cc]
0 3) Glue Bomb: Entangle 2d6, 2 PD/2 ED, Area Of Effect Nonselective (1m Radius; +1/4), Sticky (+1/2) (35 Active Points); 2 Charges (-1 1/2), OAF (-1), Requires A Roll (14- roll; -1/4) Real Cost: 9 - END=[2]
0 4) Flash Bomb: Sight Group Flash 2d6, Area Of Effect (1m Radius; +1/4) (12 Active Points); 2 Charges (-1 1/2), OAF (-1), Requires A Roll (14- roll; -1/4) Real Cost: 3 - END=[2]
 
Powers Total: 178
 
 
Cost Skills
3 Inventor 14-
3 KS: Clockwork Mechanisms 14-
3 Mechanics 14-
3 Scientist
2 1)  Science Skill:  Mathematics 14- (3 Active Points)
3 +1 with flight
10 +1 with All Attacks
8 +1 with HTH Combat
 
Skills Total: 35
 
 
Cost Talents
3 Lightning Calculator
 
Talents Total: 3
 
Value Complications
5 Dependent NPC:  May Day Infrequently (Normal; Useful Noncombat Position or Skills)
15 Social Complication:  Secret ID Frequently, Major
15 Physical Complication:  Very Nearsighted can't see without his glasses (Frequently; Slightly Impairing)
20 Psychological Complication:  Code Vs. Killing (Common; Total)
5 Psychological Complication:  Fascinated by machinery and technology (Uncommon; Moderate)
 
Complications Points: 60
 
Base Points: 300
Experience: 0
Experience Unspent: 0
Total Character Cost: 300
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The Crimebusters:

Fletcher

Saladin the Great

Leaping Lizard

Knight Owl

Captain Future

Shadowcat

 

The Government Office of Super Heroes G.O.S.H.:

Major Victory

Minute Man

Vanguard

Vanguard Jr.

American Beauty

G.I.A.N.T.

 

Independent Heroes:

Madame Midnight

Captain Atlas

The Bogieman

 

Villains

Deutsche Uberkommando Korps:

Dr. Qual

Shocktrooper

Doktor Teer and Professor Feder

Panzer Grenadier

Condor Legionaire

Kriegsmariner

Vampir

 

Nsdad Unberfraun Der Helise:

Germania

Frau Federmaus

Gertrude Konigan Von Der Dschungel

Little Arson Annie

 

That's all for now.

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Here is Saladin the Great.  Interesting character but I thought the astral projection power build was a little over complicated.

 

Saladin the Great
 
 
VAL CHA Cost Roll Notes
15 STR 5 12- HTH Damage 3d6  END [1]
24 DEX 28 14-
18 CON 8 13-
13 INT 3 12- PER Roll 12-
13 EGO 3 12-
13 PRE 3 12- PRE Attack: 2 1/2d6
8 OCV 25
8 DCV 25
4 OMCV 3
4 DMCV 3
6 SPD 40 Phases:  2, 4, 6, 8, 10, 12
3 PD 1 3/13 PD (0/10 rPD)
4 ED 2 4/14 ED (0/10 rED)
4 REC 0
36 END 4
13 BODY 3
30 STUN 5
 
Movement Cost Meters Notes
RUNNING 0 12m/24m END [1]
SWIMMING 0 4m/8m END [1]
LEAPING 0 4m 4m forward, 2m upward
FLIGHT 30m/60m
 
 
 
 
Characteristics Total: 161
 
Cost Powers
63 The Shields of the Wind: Multipower, 63-point reserve - END=
4f 1)  Resistant Protection (10 PD/10 ED/10 Mental Defense/5 Power Defense/5 Flash Defense:  Sight Group) (60 Active Points); Costs Endurance (-1/2) - END=6
4f 2)  Barrier 8 PD/8 ED/4 Mental Defense, 1 BODY (up to 4m long, 4m tall, and 1/2m thick) (40 Active Points) - END=4
6f 3)  Barrier 10 PD/10 ED/6 Mental Defense, 0 BODY (up to 1m long, 1m tall, and 1/2m thick), Reduced Endurance (0 END; +1/2) (63 Active Points) - END=0
4f 4)  Barrier 8 PD/8 ED, 0 BODY (up to 8m long, 8m tall, and 1/2m thick) (41 Active Points) - END=4
70 Clairsentience (Hearing, Sight And Mental Groups), x16,777,216 Range (11,744,051,200m), Persistent (+1/4), Reduced Endurance (0 END; +1/2) (280 Active Points); Astral form takes STUN and BODY from Mental or Magic attacks with the affect desolid advantage (-1), Physical body is 0 DCV and cannot move (-1), Astral body has no connection to physical body (-1) - END=0
20 Magic Sword: Multipower, 40-point reserve,  (40 Active Points); all slots OAF (-1) - END=
2f 1)  Blast 8d6 (40 Active Points); OAF (-1) - END=4
2f 2)  Blast 4d6, Attack Versus Alternate Defense (Power Defense; +1) (40 Active Points); OAF (-1) - END=4
2f 3)  Hand-To-Hand Attack +5d6+1, Reduced Endurance (0 END; +1/2) (40 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4) - END=0
5 Luck 2d6 (10 Active Points); OAF (Magic Ring; -1) - END=0
25 Glowing turban gem: Telepathy 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points); OAF (-1), Limited Power Only for detecting lies (-1) - END=0
16 Regeneration (2 BODY per Turn) (32 Active Points); OAF (Glowing necklace stone; -1) - END=0
22 Flight 30m, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (Magic Rug; -1) - END=0
36 Variable Power Pool (Magic Pool), 30 base + 30 control cost,  (45 Active Points); all slots OAF (-1), Requires A Roll (Magic Skill roll; -1/2) - END=
 
Powers Total: 281
 
 
Cost Skills
3 Acrobatics 14-
3 Breakfall 14-
2 KS: Djinn magic 11-
3 Sleight Of Hand 14-
3 PS: Pickpocket 14-
3 Stealth 14-
9 Power 15-
 
Skills Total: 26
 
 
Cost Talents
7 Danger Sense (self only, in combat, Intuitional) (10 Active Points); Requires A Roll (Magic Skill roll; -1/2) 12-
 
Talents Total: 7
 
Value Complications
10 Hunted:  Second Hand Rose wants to steal magic gems Frequently (As Pow; Mildly Punish)
20 Hunted:  Evil Magicians Frequently (As Pow; NCI; Harshly Punish)
10 Psychological Complication:  Mistrusts modern technology (Common; Moderate)
15 Social Complication:  Misunderstands American Culture Frequently, Major
10 Dependent NPC:  Manservant Akbar Arabian immigrant and streetwise ex-barkeep Frequently (Slightly Less Powerful than the PC)
10 Social Complication:  Public ID Frequently, Minor
 
Complications Points: 75
 
Base Points: 400
Experience: 75
Experience Unspent: 0
Total Character Cost: 475
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Captain Future

 

 

VAL CHA Cost Roll Notes

20 STR 10 13- HTH Damage 4d6  END [2]

20 DEX 20 13-

20 CON 10 13-

15 INT 5 12- PER Roll 12-

14 EGO 4 12-

15 PRE 5 12- PRE Attack: 3d6

6 OCV 15

6 DCV 15

3 OMCV 0

3 DMCV 0

5 SPD 30 Phases:  3, 5, 8, 10, 12

5 PD 3 5/15 PD (0/10 rPD)

4 ED 2 4/14 ED (0/10 rED)

10 REC 6

36 END 4

13 BODY 3

31 STUN 6

 

Movement Cost Meters Notes

RUNNING 0 12m/24m END [1]

SWIMMING 0 44m/352m END [1]

LEAPING 0 4m 4m forward, 2m upward

FLIGHT 30m/60m

 

 

 

 

Characteristics Total: 137

 

Cost Powers

31 Electrokinetic Pistol: Multipower, 50-point reserve, all slots 32 Charges (+1/4) (62 Active Points); all slots OAF (-1) - END=

2f 1)  Electrostatic Entangle: Entangle 5d6, 5 PD/5 ED (50 Active Points); OAF (-1) - END=0

2f 2)  (Total: 50 Active Cost, 24 Real Cost) Blast 9d6 (45 Active Points); OAF (-1) (Real Cost: 22) plus Sight Group Flash 1d6 (5 Active Points); OAF (-1) (Real Cost: 2) - END=0

2f 3)  Barrier 4 PD/4 ED, 4 BODY (up to 8m long, 8m tall, and 1/2m thick) (33 Active Points); OAF (-1) - END=0

Armor, all slots OIF (-1/2) - END=

20 1)  Armor: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-1/2) - END=0

7 2)  Life Support  (Self-Contained Breathing) (10 Active Points); OIF (-1/2) - END=0

8 3)  High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) - END=0

10 4)  Radar (Radio Group) (15 Active Points); OIF (-1/2) - END=0

10 5)  Active Sonar (Hearing Group) (15 Active Points); OIF (-1/2) - END=0

2 6)  Detect A Single Thing Time Space Anomalies 9- (Unusual Group) (3 Active Points); OIF (-1/2) - END=0

22 Rocket Belt: Multipower, 45-point reserve,  (45 Active Points); all slots OAF (-1) - END=

2f 1)  Flight 30m, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1) - END=0

2f 2)  Swimming +40m (44m total) (x8 Noncombat), Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1) - END=

 

Powers Total: 120

 

Cost Martial Arts

Comic Book Martial Arts

5 1)  Kick:  1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike

4 2)  Punch:  1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike

4 3)  Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort

3 4)  Throw:  1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/10, Target Falls

4 5)  Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

 

Martial Arts Total: 20

 

Cost Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Computer Programming 12-

3 Electronics 12-

1 KS 8-

1 CuK: Superhero History 8-

3 Mechanics 12-

3 Security Systems 12-

 

Skills Total: 20

 

Cost Perks

3 Fringe Benefit:  Time Police Powers

 

Perks Total: 3

 

 

Value Complications

20 Psychological Complication:  Code vs. adversely affecting history (Common; Total)

10 Unluck: 2d6

10 Psychological Complication:  Confused (Common; Moderate)

10 Hunted:  Time Traveling Revisionist Historians Infrequently (As Pow; Harshly Punish)

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

 

Complications Points: 60

 

Base Points: 300

Experience: 0

Experience Unspent: 0

Total Character Cost: 300

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So here is our mini brick FBI agent.  Kinda like this guy.  I would probably make his strength higher but otherwise I see some role-playing possibilities.

 

Leaping Lizard
 
 
VAL CHA Cost Roll Notes
40 STR 30 17- HTH Damage 8d6  END [4]
17 DEX 14 12-
18 CON 8 13-
10 INT 0 11- PER Roll 11-
10 EGO 0 11-
15 PRE 5 12- PRE Attack: 3d6
6 OCV 15
6 DCV 15
3 OMCV 0
3 DMCV 0
5 SPD 30 Phases:  3, 5, 8, 10, 12
30 PD 28 30 PD (30 rPD)
20 ED 18 20 ED (20 rED)
20 REC 16
36 END 4
18 BODY 8
44 STUN 12
 
Movement Cost Meters Notes
RUNNING 1 13m/26m END [1]
SWIMMING 0 4m/8m END [1]
LEAPING 0 54m 54m forward, 27m upward
 
 
 
 
 
Characteristics Total: 204
 
Cost Powers
22 Hardened (+1/4), Resistant (+1/2) (22 Active Points) applied to PD - END=
15 Hardened (+1/4), Resistant (+1/2) (15 Active Points) applied to ED - END=
10 Clinging (normal STR) - END=0
25 Leaping +50m (54m forward, 27m upward) - END=2
 
Powers Total: 72
 
 
Cost Skills
2 AK: Regular Police Route 11-
3 Persuasion 12-
2 WF:  Small Arms, Clubs
2 +1 with billy club
32 +4 with HTH Combat
8 +4 to offset Leaping Range Modifiers
2 CK: Campaign city 11-
3 Concealment 11-
3 Conversation 12-
1 Language:  Conversational street tough (basic conversation)
2 KS: City Penal Code 11-
 
Skills Total: 60
 
Cost Perks
3 Fringe Benefit:  FBI Special Agent
 
Perks Total: 3
 
 
Value Complications
15 Social Complication:  Secret ID Frequently, Major
5 Vulnerability:  1 1/2 x STUN Cold attacks (Uncommon)
5 Vulnerability:  1 1/2 x BODY Cold attacks (Uncommon)
5 Hunted:  Project Onomatopoeia Infrequently (Mo Pow; Watching)
10 Unluck: 2d6
5 Distinctive Features:  "Sure he's a superhero, but I bet he's a cop or a fed" (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Negative Reputation:  Soft on Juvenile Delinquents, Infrequently
10 Psychological Complication:  Protects innocents (Common; Moderate)
 
Complications Points: 60
 
Base Points: 300
Experience: 39
Experience Unspent: 0
Total Character Cost: 339
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The Crimebusters:

Fletcher

Saladin the Great

Leaping Lizard

Knight Owl

Captain Future

Shadowcat

 

The Government Office of Super Heroes G.O.S.H.:

Major Victory

Minute Man

Vanguard

Vanguard Jr.

American Beauty

G.I.A.N.T.

 

Independent Heroes:

Madame Midnight

Captain Atlas

The Bogieman

 

Villains

Deutsche Uberkommando Korps:

Dr. Qual

Shocktrooper

Doktor Teer and Professor Feder

Panzer Grenadier

Condor Legionaire

Kriegsmariner

Vampir

 

Nsdad Unberfraun Der Helise:

Germania

Frau Federmaus

Gertrude Konigan Von Der Dschungel

Little Arson Annie

 

That's all for now.

 

Thank you.

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Here is the last Crimebusters  the leader of the group

 

Shadowcat
Jennifer Hamilton
 
VAL CHA Cost Roll Notes
15 STR 5 12- HTH Damage 3d6  END [1]
24 DEX 28 14-
18 CON 8 13-
15 INT 5 12- PER Roll 12-/14-
23 EGO 13 14-
15 PRE 5 12- PRE Attack: 3d6
8 OCV 25
8 DCV 25
8 OMCV 15
8 DMCV 15
5 SPD 30 Phases:  3, 5, 8, 10, 12
15 PD 8 15 PD (5 rPD)
15 ED 8 15 ED (5 rED)
10 REC 6
36 END 4
11 BODY 1
30 STUN 5
 
Movement Cost Meters Notes
RUNNING 0 12m/24m END [1]
SWIMMING 2 8m/16m END [1]
LEAPING 0 4m 4m forward, 2m upward
 
 
 
 
 
Characteristics Total: 208
 
Cost Powers
22 Rapier: Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR), Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1) - END=0
15 Darkness Bombs: Darkness to Sight Group 6m radius (30 Active Points); IAF (-1/2), 4 Continuing Charges lasting 1 Turn each (-1/2) - END=[4 cc]
Eye Shields, all slots IIF (-1/4) - END=
3 1)  +2 PER with Sight Group (4 Active Points); IIF (-1/4) - END=0
4 2)  Infrared Perception (Sight Group) (5 Active Points); IIF (-1/4) - END=0
Tights, all slots OIF (-1/2) - END=
5 1)  +5 PD, Resistant (+1/2) (7 Active Points); OIF (-1/2) - END=
5 2)  +5 ED, Resistant (+1/2) (7 Active Points); OIF (-1/2) - END=
 
Powers Total: 54
 
Cost Martial Arts
Fencing and Savate
4 1)  Fleche:  1/2 Phase, +2 OCV, -2 DCV, 3d6 +v/10; FMove
4 2)  Lunge:  1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike
4 3)  Parry:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 4)  Slash:  1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike
5 5)  Takeaway:  1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 25 STR to take weapon away
5 6)  Passing Strike:  1/2 Phase, +1 OCV, +0 DCV, 3d6 +v/10; FMove
5 7)  Thrust:  1/2 Phase, +1 OCV, +3 DCV, Weapon  Strike
4 8)  Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 9)  Low Kick:  1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
5 10) Side Kick:  1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
4 11) Joint Lock/Throw:  1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls
4 12) Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm
3 13) Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls
4 14) Hook:  1/2 Phase, +2 OCV, +0 DCV, 5d6 Strike
1 15) Weapon Element:  Blades
 
Martial Arts Total: 61
 
Cost Skills
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 12-
3 Deduction 12-
3 Disguise 12-
3 Electronics 12-
3 High Society 12-
3 Inventor 12-
2 KS: Fencing 11-
2 KS: Savate 11-
3 Lockpicking 14-
3 Mechanics 12-
3 Paramedics 12-
3 Persuasion 12-
3 PS: Radar Scientist 12-
3 Riding 14-
3 Security Systems 12-
3 Shadowing 12-
3 Stealth 14-
3 Streetwise 12-
3 Systems Operation 12-
1 WF:  Blades
12 +1 Overall
 
Skills Total: 77
 
 
 
Value Complications
15 Psychological Complication:  Protects Innocents (Common; Strong)
15 Psychological Complication:  Responsibilty as Leader (Common; Strong)
15 Social Complication:  Secret ID Frequently, Major
20 Hunted:  Nazis Frequently (Mo Pow; Harshly Punish)
10 Hunted:  Police Frequently (Mo Pow; Watching)
 
Complications Points: 75
 
Base Points: 400
Experience: 0
Experience Unspent: 0
Total Character Cost: 400
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There are a few elements to the Golden Age that should be remembers.  One is that for the most a part the Heroes were icons of fair play and should take the "Code of the Hero" Psychological Limitation.  In practical terms when confronting the villains the heroes would appear and demand their surrender (Oratory is a very useful skill along with a PRE attack).  Most of the time the villains aren't physically capable of beating the heroes in a fair fight, and often resort to dirty tricks and concealed traps.  So the heroes should have Contortionist as a back up.

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Especially if they are Wonder Woman :winkgrin:

 

 

That is so true.  The closest TV episode to the comic was Fausta Nazi Wonder Woman.  Wonder Woman falls into a trap, and is made helpless.  She uses her Oratory to play on Fausta pride of being a woman to get her to change sides.

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  • 4 months later...
<font size=+1><b>Major Victory</b></font>

 

Player: 

 

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val  </b></font></td><td><font size=2><b>Char   </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>80  </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>40</font></td></tr><tr><td align="right"><font size=2>27  </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>34</font></td></tr><tr><td align="right"><font size=2>28  </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>18</font></td></tr><tr><td align="right"><font size=2>18  </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>15  </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>30  </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>20</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>30  </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>28</font></td></tr><tr><td align="right"><font size=2>30  </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>28</font></td></tr><tr><td align="right"><font size=2>5  </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>30</font></td></tr><tr><td align="right"><font size=2>16  </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>12</font></td></tr><tr><td align="right"><font size=2>56  </font></td><td><font size=2><b>END</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>57  </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>19</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>12m  </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>4m  </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>44m  </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 321

 

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost  </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">30  </td><td>Damage Resistance (30 PD/30 ED) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">5  </td><td>+15 STR (15 Active Points); Conditional Power Power Only Works In Washington D.C. (-2) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">6  </td><td>+15 STR (15 Active Points); Conditional Power Power Only when in state capitals and/or Washington D.C. (-1 1/2) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">30  </td><td>Leaping +40m (44m forward, 22m upward) (x8 Noncombat) </td><td valign="top" align="right">3</td></tr></table><b>Powers Cost:</b> 71

 

 

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">2  </td><td>AK: Campaign City 11- </td></tr><tr><td valign="top" align="right">3  </td><td>Bureaucratics 15- </td></tr><tr><td valign="top" align="right">1  </td><td>KS: Allied Troops and Tactics 8- </td></tr><tr><td valign="top" align="right">2  </td><td>KS: Army 11- </td></tr><tr><td valign="top" align="right">3  </td><td>Persuasion 15- </td></tr><tr><td valign="top" align="right">2  </td><td>PS: Infrantryman/Commando 11- </td></tr><tr><td valign="top" align="right">3  </td><td>Tactics 11- </td></tr><tr><td valign="top" align="right">2  </td><td>WF:  Small Arms </td></tr><tr><td valign="top" align="right">8  </td><td>+1 with HTH Combat </td></tr><tr><td valign="top" align="right">2  </td><td>+1 with Punch </td></tr></table><b>Skills Cost: </b>28

 

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">5  </td><td>Fringe Benefit:  Major </td></tr></table><b>Perks Cost:</b> 5

 

 

 

<table cellpadding="0" border="0"><tr><td align="right"><b>Val  </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">15  </td><td>Psychological Complication:  SuperPatriot (Common; Strong) </td></tr><tr><td valign="top" align="right">15  </td><td>Psychological Complication:  Honorable (Common; Strong) </td></tr><tr><td valign="top" align="right">5  </td><td>Rivalry:  Professional (All non-american flag suited patriots; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) </td></tr><tr><td valign="top" align="right">10  </td><td>Hunted:  U.S. Army Frequently (Mo Pow; Watching) </td></tr><tr><td valign="top" align="right">20  </td><td>Hunted:  Nazis, Japs, and sometimes Commies Frequently (Mo Pow; Harshly Punish) </td></tr><tr><td valign="top" align="right">10  </td><td>Social Complication:  Public ID Infrequently, Major </td></tr></table>

<b>Disadvantage Points:</b> 75

<br>

<b>Base Points:</b> 400

<b>Experience Required:</b> 25

<b>Total Experience Available:</b> 25

<b>Experience Unspent:</b> 0

<b>Total Character Cost:</b> 425

<br>

<table width="100%" valign="top"><tr valign="top"><td><b>Height: </b>2.00 m</td><td><b>Hair: </b>Brown</td></tr><tr valign="top"><td><b>Weight: </b>100.00 kg</td><td><b>Eyes: </b>Brown</td></tr><tr valign="top"><span style="font-family: Arial Narrow; font-weight: 700"><td colspan=2><b>Appearance: </b></td></tr><tr valign="top"><td colspan=2><b>Personality: </b></td></tr><tr valign="top"><td colspan=2><b>Quote:</b></td></tr><tr valign="top"><td colspan=2><b>Background: </b></td></tr><tr valign="top"><td colspan=2><b>Powers/Tactics: </b></td></tr><tr valign="top"><td colspan=2><b>Campaign Use: </b></td></tr></table>
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So since hearing about the upcoming GAC kickstarter I decided to post more Golden Age Champions conversions.  Here are the superheroes for G.O.S.H. starting with their leader

 

Major Victory
 
 
VAL CHA Cost Roll Notes
80 STR 40 25- HTH Damage 16d6  END [7]
27 DEX 34 14-
28 CON 18 15-
10 INT 0 11- PER Roll 11-
15 EGO 5 12-
30 PRE 20 15- PRE Attack: 6d6
9 OCV 30
9 DCV 30
5 OMCV 6
5 DMCV 6
5 SPD 30 Phases:  3, 5, 8, 10, 12
30 PD 28 30 PD (30 rPD)
30 ED 28 30 ED (30 rED)
16 REC 12
56 END 8
18 BODY 8
57 STUN 19
 
Movement Cost Meters Notes
RUNNING 0 12m/24m END [1]
SWIMMING 0 4m/8m END [1]
LEAPING 0 44m 44m forward, 22m upward
 
 
 
 
 
Characteristics Total: 321
 
Cost Powers
30 Damage Resistance (30 PD/30 ED) - END=0
5 +15 STR (15 Active Points); Conditional Power Power Only Works In Washington D.C. (-2) - END=1
6 +15 STR (15 Active Points); Conditional Power Power Only when in state capitals and/or Washington D.C. (-1 1/2) - END=1
30 Leaping +40m (44m forward, 22m upward) (x8 Noncombat) - END=3
 
Powers Total: 71
 
 
Cost Skills
2 AK: Campaign City 11-
3 Bureaucratics 15-
1 KS: Allied Troops and Tactics 8-
2 KS: Army 11-
3 Persuasion 15-
2 PS: Infrantryman/Commando 11-
3 Tactics 11-
2 WF:  Small Arms
8 +1 with HTH Combat
2 +1 with Punch
 
Skills Total: 28
 
Cost Perks
5 Fringe Benefit:  Major
 
Perks Total: 5
 
 
Value Complications
15 Psychological Complication:  SuperPatriot (Common; Strong)
15 Psychological Complication:  Honorable (Common; Strong)
5 Rivalry:  Professional (All non-american flag suited patriots; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
10 Hunted:  U.S. Army Frequently (Mo Pow; Watching)
20 Hunted:  Nazis, Japs, and sometimes Commies Frequently (Mo Pow; Harshly Punish)
10 Social Complication:  Public ID Infrequently, Major
 
Complications Points: 75
 
Base Points: 400
Experience: 25
Experience Unspent: 0
Total Character Cost: 425
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  • 5 months later...

Here is Minuteman.  Now that I have the GAC pdf I can get to work on more of these

 

Minute Man
 
 
VAL CHA Cost Roll Notes
20 STR 10 13- HTH Damage 4d6  END [2]
28 DEX 36 15- / 17-
23 CON 13 14-
10 INT 0 11- PER Roll 11-
10 EGO 0 11-
15 PRE 5 12- PRE Attack: 3d6
9 OCV 30
9 DCV 30
3 OMCV 0
3 DMCV 0
6 SPD 40 Phases:  2, 4, 6, 8, 10, 12/2, 3, 4, 6, 7, 8, 10, 11, 12
4 PD 2 4/19 PD (0/15 rPD)
5 ED 3 5/20 ED (0/15 rED)
9 REC 5
60 END 8
13 BODY 3
35 STUN 8
 
Movement Cost Meters Notes
RUNNING 0 60m/1920m END [6]
SWIMMING 0 4m/8m END [1]
LEAPING 0 4m 4m forward, 2m upward
FLIGHT 48m/96m
 
 
 
 
Characteristics Total: 193
 
Cost Powers
Super Speed Boost, all slots 1 Continuing Charge lasting 1 Minute (-1) - END=
47 1)  (Total: 100 Active Cost, 47 Real Cost) +10 DEX (20 Active Points); 1 Continuing Charge lasting 1 Minute (-1) (Real Cost: 10) plus +3 SPD (30 Active Points); 1 Continuing Charge lasting 1 Minute (-1) (Real Cost: 15) plus Running 0m (60m total), x32 Noncombat (20 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Linked (Running; -1/2) (Real Cost: 8) plus +3 OCV (15 Active Points); 1 Continuing Charge lasting 1 Minute (-1) (Real Cost: 7) plus +3 DCV (15 Active Points); 1 Continuing Charge lasting 1 Minute (-1) (Real Cost: 7) - END=0
48 Multipower, 48-point reserve - END=
5f 1)  Running +48m (60m total) (48 Active Points) - END=5
4f 2)  Flight 48m (48 Active Points); Only In Contact With A Surface (-1/4) - END=5
10 Increased Arc Of Perception (360 Degrees) with Sight Group - END=0
22 Resistant Protection (15 PD/15 ED) (45 Active Points); Linked (Running; -1/2), Costs Endurance (-1/2) - END=4
48 Killing Attack - Hand-To-Hand 3 1/2d6 (4d6+1 w/STR), Area Of Effect (1m Surface; +1/4), Constant (+1/2) (96 Active Points); Only vs. bindings, and pickable locks (-1) - END=10
 
Powers Total: 184
 
 
Cost Skills
1 KS: Axis Troops and Tactics 8-
2 AK: Campaign City 11-
3 Bureaucratics 12-
2 WF:  Small Arms
2 KS: U.S. Army Air Force 11-
3 PS: Test Pilot/ Combat Pilot 15- (17-)
3 Tactics 11-
8 +1 with HTH Combat
 
Skills Total: 24
 
Cost Perks
3 Fringe Benefit:  Lieutenant
 
Perks Total: 3
 
 
Value Complications
15 Psychological Complication:  Super Patriot (Common; Strong)
15 Psychological Complication:  Impatient, Hyperactive, Talkative (Common; Strong)
5 Hunted:  Assorted Ex-wife's lawyers Infrequently (Less Pow; NCI; Mildly Punish)
25 Hunted by Nazis, Japs and Sometimes Commies:  Frequently (Mo Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)
5 Rivalry:  Professional (Non-american flag-suited speedsters; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
10 Hunted:  U.S. Army/Air Force Frequently (Mo Pow; Watching)
 
Complications Points: 75
 
Base Points: 400
Experience: 4
Experience Unspent: 0
Total Character Cost: 404
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