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4th Edition Dark Champions conversions


starblaze

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Due to the fact that Hero Games finally made their 4th edition stuff available for pdf I decided to convert some characters from the Dark Champions stuff.

 

So here goes the an insane example, The Harbringer of Justice

 

The Harbringer of Justice

 

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

30 DEX 40 15- OCV: 10/DCV: 12

23 CON 13 14-

33 INT 23 16- PER Roll 16-

10 EGO 0 11- ECV: 8 - 8

38 PRE 28 17- PRE Attack: 7 ½d6

 

10 OCV 35

12 DCV 45

8 OMCV 15

8 DMCV 15

6 SPD 40 Phases: 2, 4, 6, 8, 10, 12

 

8+9 PD 6 Total: 8/17 PD (0/9 rPD)

5+9 ED 3 Total: 5/14 ED (0/9 rED)

12 REC 8

46 END 6

12 BODY 2

40 STUN 10 Total Characteristic Cost: 300

 

Movement: Running: 18m/36m

Leaping: 4m/8m

Swimming: 4m/8m

 

Cost Powers END

15 Luck 3d6 0

104 Weapon Pool: Variable Power Pool (Gadget Pool), 80 base + 40 control cost, all slots No lasers or blasters (+0), Invisible Power Effects cannot be traced (Inobvious to [one Sense Group]; +¼), Cosmic (+2) (145 Active Points); all slots No mental powers (-½), Weapons Cannot Be Retrieved In Far-Removed Dimensions (-½), Attacks only (-¼), Weapons must be handheld (-¼), May not summon duplicate weapons (-¼)

18 Resistant Protection (9 PD/9 ED) (27 Active Points); OIF (-½) 0

17 Mental Defense (17 points total) 0

8 Power Defense (8 points) 0

Mask, all slots OIF (-½)

5 1) Sight Group Flash Defense (8 points) (8 Active Points); OIF (-½) 0

3 2) Life Support (Expanded Breathing breathing underwater) (5 Active Points); OIF (-½) 0

3 3) Infrared Perception (Sight Group) (5 Active Points); OIF (-½) 0

3 4) Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½) 0

8 5) +8 versus Range Modifier for Sight Group (12 Active Points); OIF (-½) 0

8 6) +8 versus Range Modifier for Hearing Group (12 Active Points); OIF (-½) 0

8 7) High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½) 0

4 Killing Strike -2 +0 HKA 3d6

4 Martial Block +2 +2 Block, Abort

4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Martial Escape +0 +0 50 STR vs. Grabs

4 Martial Strike +0 +2 9d6 Strike

3 Martial Throw +0 +1 7d6 +v/10, Target Falls

4 Nerve Strike -1 +1 4d6 NND

16 +4 HTH Damage Class(es)

 

Perks

11 Money: Filthy Rich

60 Vehicles & Bases

2 Deep Cover

2 Deep Cover

2 Deep Cover

2 Deep Cover

2 Deep Cover

3 Well-Connected

1 1) Contact: CIA (2 Active Points) 11-

1 2) Contact: DEA, RecordsDivision (2 Active Points) 11-

1 3) Contact: FBI, Behavioral Sciences Unit (2 Active Points) 11-

1 4) Contact: FBI, Behavioral Sciences Unit 8-

1 5) Contact: FBI, Counterintelligence Unit (2 Active Points) 11-

1 6) Contact: FBI, RecordsDivision (2 Active Points) 11-

1 7) Contact: Interpol, RecordsDivision (2 Active Points) 11-

1 8) Contact: PRIMUS, RecordsDivision (2 Active Points) 11-

1 9) Contact: PRIMUS, a Silver Avenger (2 Active Points) 11-

1 10) Contact: Police Department Paranormal Operative Squad (2 Active Points) 11-

1 11) Contact: PoliceDepartment, RecordsDivision (2 Active Points) 11-

1 12) Contact: U.S. Army, Colonel (2 Active Points) 11-

1 13) Contact: UNTIL (2 Active Points) 11-

1 14) Contact: UNTIL, RecordsDivision (2 Active Points) 11-

1 15) Contact: [Campaign city] Penitentiary (2 Active Points) 11-

 

Talents

15 Combat Sense 16-

15 Danger Sense (self only, out of combat, Intuitional) 16-

5 Eidetic Memory

3 Resistance (+3 to roll)

10 Lightning Reflexes (+10 DEX to act first with All Actions)

 

Skills

3 Acting 17-

3 Bugging 16-

3 Combat Driving 15-

3 Combat Piloting 15-

3 Computer Programming 16-

3 Criminology 16-

3 Cryptography 16-

3 Deduction 16-

3 Demolitions 16-

3 Disguise 16-

3 Electronics 16-

3 Forensic Medicine 16-

4 Forgery (Commercial Goods, Documents) 16-

3 Gambling 16-

3 Interrogation 17-

3 Inventor 16-

3 Lockpicking 15-

3 Mechanics 16-

3 Mimicry 16-

3 Paramedics 16-

3 Security Systems 16-

3 Shadowing 16-

3 Stealth 15-

3 Streetwise 17-

3 Tactics 16-

6 TF: Common Motorized Ground Vehicles, Balloons & Zeppelins, Combat Aircraft, Helicopters, Large Planes, Small Planes

3 AK: Campaign city 16-

3 Weaponsmith (Energy Weapons, Firearms) 16-

3 Linguist

1 1) Language: Arabic (Modern) (fluent conversation) (2 Active Points)

0 2) Language: English (basic conversation) (1 Active Points)

1 3) Language: Italian (fluent conversation) (2 Active Points)

2 4) Language: Japanese (completely fluent) (3 Active Points)

1 5) Language: Mandarin (fluent conversation) (2 Active Points)

2 6) Language: Spanish (completely fluent) (3 Active Points)

3 Scholar

2 1) KS: Campaign city underworld (3 Active Points) 16-

2 2) KS: Card Shark and his organization (3 Active Points) 16-

2 3) KS: Chinese Tongs and the Triad (3 Active Points) 16-

2 4) KS: High Finance (3 Active Points) 16-

1 5) KS: Serial Killers and serial killing (2 Active Points) 11-

2 6) KS: Street Gangs (3 Active Points) 16-

2 7) KS: Telephone, Sewer, and Utility Subsystems (3 Active Points) 16-

2 8) KS: The Espionage World (3 Active Points) 16-

1 9) KS: The Mafia (2 Active Points) 11-

2 10) KS: The Martial World (3 Active Points) 16-

2 11) KS: The Mercenar/Militar?errorist World (3 Active Points) 16-

2 12) KS: The Mexican Mafia (3 Active Points) 16-

2 13) KS: The Yakuza (3 Active Points) 16-

1 14) KS: World Criminals (2 Active Points) 11-

2 15) KS: World Literature (3 Active Points) 16-

2 16) KS: World Supercriminals (3 Active Points) 16-

3 Scientist

2 1) Science Skill: Accounting 16- (3 Active Points)

2 2) Science Skill: Ballistics 16- (3 Active Points)

2 3) Science Skill: Biology 16- (3 Active Points)

2 4) Science Skill: Chemistry 16- (3 Active Points)

2 5) Science Skill: Dimensional Engineering 16- (3 Active Points)

2 6) Science Skill: Pharmacology/Toxicology 16- (3 Active Points)

1 7) Science Skill: Physics 11- (2 Active Points)

2 8) Science Skill: Psychology/Criminal Psychology 16- (3 Active Points)

20 +2 with All Attacks

16 +2 with Ranged Combat

8 With Gun#1: +4 with any single attack

12 +4 to offset hit location negative modifiers

 

Total Powers & Skill Cost: 595

Total Cost: 894

 

400+

Matching Complications

Psychological Complication: Vigilante Mentality (Common; Total) <<par20

Psychological Complication: Obsessed with crime fighting (Common; Total)<par15

Psychological Complication: Mysterious and Enigmatic (Common; Strong)<par15

Distinctive Features: Blue moon insigma on costume (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses)<par20

Negative Reputation: Killer vigilante, Very Frequently (Extreme)<par25

Hunted: An organzied crime group Frequently (Mo Pow; NCI; Harshly Punish)<par20

Hunted: Card Shark Infrequently (Mo Pow; NCI; Harshly Punish)<par20

Hunted: Police Frequently (As Pow; NCI; Harshly Punish)<par15

Social Complication: Secret ID Frequently, Major<

494 Experience Points<par

Total Complications Points: 894

 

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Here is Copperhead

 

Copperhead

 

Val Char Cost Roll Notes

20 STR 10 13- Lift 400.0kg; 4d6 [2]

20 DEX 20 13- OCV: 7/DCV: 7

20 CON 10 13-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV: 3 - 3

15 PRE 5 12- PRE Attack: 3d6

 

7 OCV 20

7 DCV 20

3 OMCV 0

3 DMCV 0

4 SPD 20 Phases: 3, 6, 9, 12

 

8 PD 6 Total: 8 PD (0 rPD)

7 ED 5 Total: 7 ED (0 rED)

8 REC 4

40 END 4

10 BODY 0

35 STUN 8 Total Characteristic Cost: 135

 

Movement: Running: 12m/24m

Flight: 24m/48m

Leaping: 4m/8m

Swimming: 4m/8m

 

Cost Powers END

33 Multipower, 50-point reserve, (50 Active Points); all slots OIF (Battlesuit; -½)

2f 1) Rifle attached to battlesuit: Killing Attack - Ranged 2d6, Armor Piercing (+¼) (37 Active Points); OIF (Battlesuit; -½), No Knockback (-¼), 12 Charges (-¼), Limited Power Will not work underwater (-¼) [12]

3f 2) Rifle attached to battlesuit: Blast 8d6 (40 Active Points); OIF (Battlesuit; -½), 16 Charges (-0) [16]

1f 3) Laser Claws: Killing Attack - Hand-To-Hand 2d6 (30 Active Points); No STR Bonus (-½), OIF (Battlesuit; -½), No Knockback (-¼), 12 Charges (-¼) [12]

2f 4) Line thrower attached to battlesuit: Entangle 4d6, 4 PD/4 ED (40 Active Points); OIF (Battlesuit; -½), 12 Charges (-¼) [12]

2f 5) Killing Attack - Ranged 1 ½d6, Armor Piercing (+¼), Autofire (5 shots; +½) (50 Active Points); OIF (Battlesuit; -½), No Knockback (-¼), Limited Power Will not work underwater (-¼), 32 Charges (+¼) [32]

Battlesuit, all slots OIF (-½)

16 1) Flight 24m (24 Active Points); OIF (-½) 2

3 2) Infrared Perception (Sight Group) (5 Active Points); OIF (-½) 0

3 3) Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½) 0

4 4) +4 versus Range Modifier for Sight Group (6 Active Points); OIF (-½) 0

8 5) High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½) 0

3 6) Sight Group Flash Defense (5 points) (5 Active Points); OIF (-½) 0

-7 (0 Active Points); OIF (-½) applied to STR

 

Skills

3 Computer Programming 12-

3 Deduction 12-

3 Electronics 12-

3 Security Systems 12-

3 Stealth 13-

3 Streetwise 12-

3 Systems Operation 12-

3 KS: Campaign city underworld 12-

5 KS: Street gangs 14-

3 Science Skill: Lasers 12-

3 CK: Campaign city 12-

10 +2 with multipower powers

 

Total Powers & Skill Cost: 119

Total Cost: 253

 

200+ Matching Complications

15 Psychological Complication: Must protect family and neighborhood (Common; Strong)

15 Psychological Complication: Hatred of Drug Dealers and street gangs (Common; Strong)

10 Negative Reputation: Bounty Hunter, Frequently

20 Dependent NPC: Sister and Brother Frequently (Normal; Group DNPC: x2 DNPCs)

20 Hunted: The Berserks Frequently (Mo Pow; Harshly Punish)

25 Hunted: Numerous street gangs Frequently (Mo Pow; NCI; Harshly Punish)

15 Social Complication: Secret ID Frequently, Major

53 Experience Points

 

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