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HD Character files (.hdc)

190 files

  1. Ms. Victory (Joan Wayne, Jennifer Burke)

    Here are my character write-ups for AC Comics' Ms. Victory, featuring the original (Joan Wayne) and her daughter who was her temporary replacement (Jennifer Burke). Both are roughly each other's equal in power levels at 400 points. In the few times I brought them to a game convention, players who had heard of Ms. Victory used her for the scenario (the original was generally preferred since she could fly).
     
    The Hero Designer Files and character sheets in Microsoft Word and Adobe PDF are included in the Zip file.
     
    Enjoy! 😉

    11 downloads

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  2. Updated Solitaire versions

    Here are my updated incarnations of Solitaire (Elaine King) from 4th Edition Champions and Solitaire (Shannon Havelock) from Champions: The New Millennium for 6th Edition. They are what I considered "experienced" versions of the character, as the original stats were "rookie" versions, with an updated design for each.
     
    Included are the Hero Designer files, Adobe PDF,  and Microsoft Word versions in case you want to tailor make some changes for your campaign.
     
    Solitaire (Elaine King) - 425 points
    Solitaire (Shannon Havelock) - 475 points

    22 downloads

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  3. Flare for 6th Edition

    This is my interpretation of the character Flare introduced in the League of Champions comic book series decades ago and featured in the cover art of various early Champions RPG books. Special thanks to Hero forum members pblemguy for referring me to the post where fan contributors worked on the character write-ups of these "old-school" characters and Cassandra, since her write-up of Flare served as my starting point. 🙂
     
    She is at 425 points, which is the equivalent of what I would refer to as an, "Experienced" version in terms of the HeroClix frame of reference (i.e. Rookie, Experienced, Veteran).

    21 downloads

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  4. Defender and Quantum

    These are new incarnations of Defender and Quantum from the Champions team that are a blend of 4th Edition and New Millennium versions that were the inspiration behind their design. This version of Defender is Johnny Harmon, another member of the famed Harmon family legacy and Quantum is Oreithyia Allen (goes by Oya for short), the niece of Starlyn Johnson, the original Quantum. At 450 points, she's a bit more powerful that the standard hero starting out (400 points) due to her origin story where she was mentored and trained by her aunt, giving her an added advantage.
     
    Attached are the PDF and Hero Designer files.

    16 downloads

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  5. Nemsis (villain)

    Nemesis
     
    Val Char Cost Roll Notes
    45 STR 5 18- Lift 12.8tons; 9d6 [1]
    18 DEX 16 13- OCV: 9/DCV: 7
    25 CON 15 14-
    13 INT 3 12- PER Roll 12-
    13 EGO 3 12- ECV: 3 - 3
    18 PRE 8 13- PRE Attack: 3 ½d6
     
    9 OCV 30
    7 DCV 20
    3 OMCV 0
    3 DMCV 0
    6 SPD 10 Phases: 2, 4, 6, 8, 10, 12
     
    11+15 PD 0 Total: 11/26 PD (0/15 rPD)
    11+15 ED 0 Total: 11/26 ED (0/15 rED)
    10 REC 6
    60 END 8
    10 BODY 0
    60 STUN 20 Total Characteristic Cost: 140
     
    Movement: Running: 42m/84m
    Swimming: 42m/672m
    Teleportation: 10m/20m
     
    Cost Powers END
    Golem body, all slots Unified Power (-¼)
    36 1) +30 STR, Reduced Endurance (0 END; +½) (45 Active Points)
    7 2) it may look like a soft fragile hand, it isn't: HA +2d6 (10 Active Points); Hand-To-Hand Attack (-¼) 1
    7 3) Iron fingers : Clinging (normal STR) (10 Active Points); Perceivable (leaves a trail of finger sized holes when climbing; -¼) 0
    36 4) Resistant Protection (15 PD/15 ED) (45 Active Points) 0
    7 5) Tough outer layer: +9 PD (9 Active Points)
    7 6) Tough outer layer: +9 ED (9 Active Points)
    24 7) Haste spell: +3 SPD (30 Active Points)
    26 😎 Life Support (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: 400 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (32 Active Points) 0
    8 9) Using Gates to Hell to reform her body: Regeneration (1 BODY per Turn) (16 Active Points); Linked (Gate to hell fire; Lesser Power can only be used when character uses greater Power at full value; -¾) 0
     
     
    32 Magics to move an Iron Golem: Multipower, 40-point reserve, (40 Active Points); all slots Unified Power (-¼)
    6v 1) Running +30m (42m total), Reduced Endurance (½ END; +¼) (40 Active Points) 1
    3f 2) overpowered and directed levitation spell: Leaping 50m (Accurate, x8 Noncombat) (40 Active Points) 4
    3f 3) limited flight under water: Swimming +12m (42m total) (x8 Noncombat), No Gravity Penalty (+½), Noncombat Acceleration/Deceleration (+1) (40 Active Points) 4
    2f 4) Teleportation Mega scale 10m, Safe Blind Teleport (+¼), MegaScale (1m = 1,000 km; +1 ¾) (30 Active Points) 3
    2f 5) Turning off the levitation spell: Knockback Resistance -30m (30 Active Points) 0
    Notes: she could weigh close to 1.6kt call her fat and you die can add +6" of running total 18m
     
    12 Magics to alter self: Multipower, 22-point reserve, (22 Active Points); all slots Concentration (0 DCV; -½), Extra Time (Full Phase, Only to Activate, -¼)
    1f 1) Bright Sunlight(gate to sun: Change Environment (-1 to Normal Sight PER Rolls, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (8m Radius; +½) (21 Active Points) 2
    1f 2) Shape Shift (Sight and Hearing Groups, limited group of shapes), Costs END Only To Change Shape (+¼) (22 Active Points) 2
    1f 3) Intense Magnetic Field: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points) 2
    1f 4) Cold Iron: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points); No Range (-½) 2
    1f 5) Gate to hell fire: Killing Attack - Ranged 1 point, Area Of Effect (1m Surface; +¼), Costs Endurance Only To Activate (+¼), Constant (+½), Penetrating (x3; +1 ½) (17 Active Points) 2
    1f 6) Endurance sapping cold from the negative material plane: Drain END 1d6, Area Of Effect (2m Surface; +¼), Constant (+½), Reduced Endurance (0 END; +½) (22 Active Points); No Range (-½) 0
    1f 7) Wyld Magic: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points) 2
     
    Talents
    9 +3/+3d6 Striking Appearance (vs. all characters)
     
    Skills
    0 Presence Skills may add + 3 for Striking Appearance
    3 1) Acting 13-
    3 2) Charm 13-
    3 3) Persuasion 13-
    3 4) Streetwise 13-
    0 Dex skills
    3 1) Breakfall 13-
    3 2) Stealth 13-
    3 Concealment 12-
    3 Deduction 12-
    2 Navigation (Land) 12-
    0 everyman skills
    0 1) Climbing 8-
    0 2) Language: English (completely fluent; literate) (4 Active Points)
    0 3) Paramedics 8-
    0 4) PS: Thug for hire 11-
    0 5) Shadowing 8-
    0 6) TF: Everyman Skill, Small Motorized Ground Vehicles
    0 7) AK 8-
     
    Total Powers & Skill Cost: 260
    Total Cost: 400
     
    400+ Matching Complications
    5 Distinctive Features: Detects as magical (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
    10 Distinctive Features: usually the hottest woman around (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    15 Hunted: law enforcement Infrequently (Mo Pow; Harshly Punish)
    10 Physical Complication: Ferrous body (Infrequently; Slightly Impairing)
    15 Psychological Complication: Amoral (Common; Strong)
    10 Psychological Limitation: Capricious and Playful (Common; Moderate)
    10 Social Complication: Secret Id Frequently, Minor
     
    Total Complications Points: 400
     
    EQUIPMENT CARRIED
     
    Equipment END
    Multipower, 40-point reserve
    1) Teleportation 10m, Safe Blind Teleport (+¼), No Range Modifier (+½), MegaScale (1m = 100,000 km; +2 ¼) (40 Active Points) 4
    2) Swimming +30m (42m total) (x4 Noncombat), Reduced Endurance (½ END; +¼), No Turn Mode (+¼), No Gravity Penalty (+½) (40 Active Points) 1
     
    Golem body, all slots Unified Power (-¼)
    1) LS (Eating: Character only has to eat once per year; Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (37 Active Points) 0
    2) +4 PD (4 Active Points)
    3) +4 ED (4 Active Points)
    4) +5 REC (5 Active Points)
    5) HA +2d6 (10 Active Points); Hand-To-Hand Attack (-¼) 1
     
    Background/History: Anastasia was the not so bright servant to a great and evil mage
    The mage needed a soul he could control to power his iron golem to protect his estate from fairies and other threats
    During this time the mage added many spells to aid his creation to look normal ,as the times warranted it he needed to disguise her
    later she bacame his lover and assassin posing as his apprentice with a wandering eye
    later the mage died in a duel and Anastasia was left with out a somebody to serve
    Over time she took on as a assassin/thug for hireCurrently she is looking for long term employment
     
    Personality/Motivation: Anastasia has been a assassin for over a thousand years
     
    Quote: DAMN IT, you got blood on my new boots
     
    Powers/Tactics: Brick that can hide an infiltrate
    can inflivict some rare susceptibilities/vulerabilities
     
    Campaign Use: Brick that can hide an infiltrate
     
    Appearance: most likely the hottest woman in the room

    5 downloads

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  6. Nemsis (heroine)

    Nemesis
     
    Val Char Cost Roll Notes
    55 STR 5 20- Lift 51.2tons; 11d6 [1]
    18 DEX 16 13- OCV: 9/DCV: 7
    25 CON 15 14-
    13 INT 3 12- PER Roll 12-
    13 EGO 3 12- ECV: 3 - 3
    18 PRE 8 13- PRE Attack: 3 ½d6
     
    9 OCV 30
    7 DCV 20
    3 OMCV 0
    3 DMCV 0
    6 SPD 10 Phases: 2, 4, 6, 8, 10, 12
     
    10+15 PD 0 Total: 10/25 PD (0/15 rPD)
    10+15 ED 0 Total: 10/25 ED (0/15 rED)
    10 REC 6
    60 END 8
    10 BODY 0
    60 STUN 20 Total Characteristic Cost: 140
     
    Movement: Running: 56m/112m
    Flight: 40m/80m
     
    Cost Powers END
    Golem body, all slots Unified Power (-¼)
    48 1) +40 STR, Reduced Endurance (0 END; +½) (60 Active Points)
    36 2) Resistant Protection (15 PD/15 ED) (45 Active Points) 0
    6 3) Tough outer layer: +8 PD (8 Active Points)
    6 4) Tough outer layer: +8 ED (8 Active Points)
    24 5) Haste spell: +3 SPD (30 Active Points)
    28 6) Life Support (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (35 Active Points) 0
    8 7) Gems of true sight for eyes: Sight Group Flash Defense (10 points) (10 Active Points) 0
    12 😎 Gems of true sight for eyes: Radar (Radio Group) (15 Active Points) 0
    9 9) Regeneration (1 BODY per Turn) (16 Active Points); Linked (Gate to hell fire; -½) 0
     
     
    24 Magics to move an Iron Golem: Multipower, 30-point reserve, (30 Active Points); all slots Unified Power (-¼)
    2f 1) Turning off the levitation spell: Knockback Resistance -20m (20 Active Points) 0
    Notes: +6m running total 18m can weigh 102,400kg
    4v 2) the magic from boots of striding and leaping: Running +22m (56m total), Reduced Endurance (½ END; +¼) (30 Active Points) 1
    2f 3) the magic from boots of striding and leaping and levitation spell: Leaping 40m (Accurate, x4 Noncombat) (30 Active Points) 3
    Notes: 160m x 80m
    2f 4) Flight 20m, Usable [As Second Mode Of Movement] (swimming; +¼), Reduced Endurance (½ END; +¼) (30 Active Points) 1
     
    12 Magics to alter self: Multipower, 22-point reserve, (22 Active Points); all slots Concentration (0 DCV; -½), Extra Time (Full Phase, Only to Activate, -¼)
    1f 1) Bright Sunlight(gate to sun): Change Environment (-1 to Normal Sight PER Rolls, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (8m Radius; +½) (21 Active Points) 2
    1f 2) Shape Shift (Sight and Hearing Groups, limited group of shapes), Costs END Only To Change Shape (+¼) (22 Active Points) 2
    1f 3) Intense Magnetic Field: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points) 2
    1f 4) Cold Iron: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points); No Range (-½) 2
    1f 5) Gate to hell fire: Killing Attack - Ranged 1 point, Area Of Effect (2m Surface; +¼), Costs Endurance Only To Activate (+¼), Personal Immunity (+¼), Constant (+½), Penetrating (x3; +1 ½) (19 Active Points) 2
    1f 6) Endurance sapping cold from the negative material plane: Drain END 1d6, Area Of Effect (2m Surface; +¼), Constant (+½), Reduced Endurance (0 END; +½) (22 Active Points); No Range (-½) 0
     
    Perks
    1 Money invested from the past: Money: Well Off
     
    Talents
    9 +3/+3d6 Striking Appearance (vs. all characters)
     
    Skills
    0 Presence Skills may add + 3 for Striking Appearance
    3 1) Acting 13-
    3 2) Charm 13-
    3 3) Streetwise 13-
    0 Dex skills
    3 1) Breakfall 13-
    3 2) Stealth 13-
    0 Int based
    3 1) Deduction 12-
    0 general
    3 1) Power: magic skill 11-
    0 everyman skills
    0 1) Climbing 8-
    0 2) Language: English (completely fluent; literate) (4 Active Points)
    0 3) Paramedics 8-
    0 4) Persuasion 8-
    0 5) PS: model 11-
    0 6) Shadowing 8-
    0 7) TF: Everyman Skill, Small Motorized Ground Vehicles
    0 😎 AK 8-
     
    Total Powers & Skill Cost: 260
    Total Cost: 400
     
    400+ Matching Complications
    5 Distinctive Features: Detects as magical (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
    10 Distinctive Features: usually the hottest woman around (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    15 Hunted: Magic seeking villain Infrequently (Mo Pow; Harshly Punish)
    10 Physical Complication: she has no organs (Infrequently; Slightly Impairing)
    15 Psychological Complication: Code vs killing (Common; Strong)
    10 Psychological Limitation: Curious (Common; Moderate)
    10 Social Complication: Secret Id Frequently, Minor
     
    Total Complications Points: 400
     
    EQUIPMENT CARRIED
     
    Equipment END
    Golem body, all slots Unified Power (-¼)
    1) LS (Eating: Character only has to eat once per year; Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (37 Active Points) 0
    2) Does Not Bleed (15 Active Points) 0
    3) +5 REC (5 Active Points)
    4) Gems of true sight for eyes: Radar (Radio Group), +2 to PER Roll, Discriminatory, Analyze, Partially Penetrative, Telescopic: +10 (37 Active Points) 0
    5) Resistant Protection (5 PD/5 ED) (15 Active Points) 0
    6) Power Defense (10 points) (10 Active Points) 0
    7) Mental Defense (10 points total) (10 Active Points) 0
     
    Magics to move an Iron Golem: Multipower, 30-point reserve, (30 Active Points); all slots Unified Power (-¼)
    1) Turning off the levitation spell: Knockback Resistance -20m (20 Active Points)Notes: +6m running total 18m can weigh 102,400kg 0
    2) Running +22m (56m total), Reduced Endurance (½ END; +¼) (30 Active Points) 1
    3) overpowered and directed levitation spell: Leaping 40m (Accurate, x4 Noncombat) (30 Active Points)Notes: 160m x 80m 3
    4) Flight 20m, Usable [As Second Mode Of Movement] (swimming; +¼), Reduced Endurance (½ END; +¼) (30 Active Points) 1
     
    Magics to alter self: Multipower, 25-point reserve, (25 Active Points); all slots Concentration (0 DCV; -½), Extra Time (Full Phase, Only to Activate, -¼)
    1) Shape Shift (Sight, Hearing and Smell/Taste Groups, limited group of shapes), Costs END Only To Change Shape (+¼) (25 Active Points) 2
    2) EMP field: RKA ½d6, Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼), Penetrating (+½), Constant (+½) (25 Active Points); Limited Power Power loses about a third of its effectiveness (only vs electronics; -½) 2
    3) Bright Sunlight(gate to sun: Change Environment (-2 to Normal Sight PER Rolls, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (8m Radius; +½) (24 Active Points) 2
    4) Intense Magnetic Field: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Costs Endurance Only To Activate (+¼), Area Of Effect (8m Radius; +½) (24 Active Points) 2
    5) Cold Iron: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Costs Endurance Only To Activate (+¼), Area Of Effect (8m Radius; +½) (24 Active Points); No Range (-½) 2
    6) Gates to hell fire: Killing Attack - Ranged 1 point, Area Of Effect (2m Surface; +¼), Personal Immunity (+¼), Persistent (+¼), Inherent (+¼), Constant (+½), Reduced Endurance (0 END; +½), Penetrating (x4; +2) (25 Active Points) 0
    7) Endurance sapping cold from the negative material plane: Drain END 1d6, Area Of Effect (2m Surface; +¼), Armor Piercing (+¼), Constant (+½), Reduced Endurance (0 END; +½) (25 Active Points); No Range (-½) 0
    😎 Choke hold: Change Environment (Suffocation), Reduced Endurance (½ END; +¼) (25 Active Points); No Range (-½) 1
    9) bellybutton storage(extra dimensional storage 😞 (Total: 24 Active Cost, 12 Real Cost) Custom Power (20 Active Points) (Real Cost: 20) plus Stretching 3m, Reduced Endurance (0 END; +½) (4 Active Points); Limited Power Power loses almost all of its effectiveness (only works inside extra dimensional space; -2) (Real Cost: 1) 2
     
    Background/History: Anastasia was the not so bright apprentice to a great and evil mage
    The mage needed a soul he could control to power his iron golem to protect his estate from fairies and other threats
    During this time the mage added many spells to aid his creation to look normal ,as the times warranted it he needed to disguise her
    later she became his lover and assassin posing as his apprentice with a wandering eye
    later the mage died in a lab accident(not her fault) and Anastasia was left without being controlled
    She is looking to right the wrongs she did while controlled in her past
     
    Personality/Motivation: Anastasia was a assassin for over a thousand years and is now trying to atone for that
     
    Quote: really I just got these cleaned
    I was scupted by the greatest artists of the time over a thousand years ago
    now look at what you made me do
     
    Powers/Tactics: Brick that can hide an infiltrate
    can inflivict some rare susceptibilities/vulerabilities
     
    Campaign Use: Brick that can hide an infiltrate
     
    Appearance: most likely the hottest woman in the room

    4 downloads

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  7. Shining Force

    Around the mid to late 1990s, there was a long gap for me in being able to participate in RPG sessions. To fill that void, I played Shining Force and Shining Force II on the Sega Genesis console. They were fun games at the time and "scratched that proverbial itch." More recently, I saw them being featured on the re-released Sega Genesis 30th Anniversary console as part of the 40-game package provided. Seeing it again made me feel nostalgic, so I wrote up stats for some of the key characters. My intent was to keep those characters simple and reasonably replicate them from the game. If used them at an event, they would be for players who were new to the Hero System.
     
    The characters featured are Maximillian (main hero the player uses), Mae (centaur knight), Anri (human mage), and Luke (dwarf fighter) in a Zip file with Adobe pdf and Hero Designer files.
     
    Enjoy! 🙂

    4 downloads

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  8. Villain Trio - Shadowblade, Mistress Arcane, and Duraig

    One of the story arcs I developed was to feature the descendants of Black Paladin, Black Magus, and Malais the Dragon. The result was the creation of Shadowblade, Mistress Arcane, and Duraig the Dragon.
     
    Enjoy! 🙂

    26 downloads

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  9. G1 Monster Write-ups.

    These are all the monsters for D&D Module G1 written via Hero Designer.

    10 downloads

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  10. Marvel 5th Edition Heroes

    This is the consolidated list of Marvel character write-ups I developed for the game conventions. An asterisk (*) indicates that the Hero Designer file is included the following characters:
    Antman, Beast*, Captain America, Captain Marvel (Carol Danvers)*, Colossus, Cyclops, Hawkeye*, Hulk*, Human Torch, Invisible Woman, Iron Man*, Jean Grey*, Mr. Fantastic*, Rogue*, She-Hulk*, Spider-Woman*, Storm*, Thor*, Vision*, Wasp, and Wolverine*.
     
    Enjoy! 🙂

    81 downloads

    0 comments

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  11. DC Heroes III

    These are the write-ups for the last wave of DC Heroes: Martian Manhunter, Maxima, Power Girl, Supergirl, Superman, Wonder Woman, and Zatanna. Unfortunately, I do not have the Hero Designer files for them.

    43 downloads

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  12. DC Heroes II

    Here's the next wave of DC Heroes: Blue Beetle, Captain Atom, Captain Marvel (Billy Batson), Firestorm, Flash (Barry Allen), Green Lantern (Hal Jordan), and Ice. Not all characters have Hero Designer files.

    209 downloads

    1 comment

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  13. DC Heroes

    Hi, Everyone! Here is the first wave of DC character write-ups that I previously used at the game conventions. They are Aquaman, Batman, Batgirl, Booster Gold, Black Canary, and Huntress. All have the Hero Designer file except Black Canary that was accidentally deleted at one point.
     
    Enjoy!

    223 downloads

    1 comment

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  14. Teal - Rather Nasty Villain for Dark Champions

    Teal is a rather nasty villain for Dark Champions campaigns. Not so much when normal, but when on the drug combo he loves, he is incredibly NASTY. Let me know what you think.

    9 downloads

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  15. Dozhestvennost (God)

    This is a hitman for the Russian mafia for a Champions game. He is a normal (not a mutant) but his weapon is using Questionite Rounds (double Armor Piercing). Add that to the fact that he can shoot at his target from over a mile away and you have a hitman that is even dangerous to superpowered targets.

    3 downloads

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  16. Smertel'nyy Udar (Death Punch)

    Smertel'nyy Udar (also known as Death Punch in english or Punch of Death in French) is a Russian Mafia enforcer.  He is a normal man (no mutant powers) but with his skills has been known to take on some superpowered individuals and even killed them. Along with himself he is also know to have a number of 150 point goons with him (up to 6). He is written for Champions 6th Edition.

    1 download

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  17. The Greatest Guns Who Never Were

    A pack of Hero Designer builds and pdf write up of dozens of characters for Western Hero, drawn from books, radio shows, television, and cinema.  Useful for your games as examples of builds, pre-mades, or used as NPCs in a game.

    55 downloads

    1 comment

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  18. Generic Fantasy Hero Characters

    The zip file contains a number of generic Fantasy Hero Characters for Hero 6th Edition. They are accessible via HERO Designer. The characters are 175 Points with 50 in Complications. I have not given them Complications or Equipment. 
     
    Let me know what you think.

    25 downloads

    0 comments

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  19. Beholder

    This is a Fantasy Hero writeup for the D&D Monster "Beholder". It includes both PDF and Hero Designer formats for both the main Beholder body and the Beholder eyestalks.

    36 downloads

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  20. Beholder Mail Body - 6e.hdc

    This is a Fantasy Hero writeup for the D&D Monster "Beholder". It includes both PDF and Hero Designer formats for both the main Beholder body and the Beholder eyestalks.

    3 downloads

    0 comments

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  21. Beholder Eyestalk - 6e.hdc

    This is a Fantasy Hero writeup for the D&D Monster "Beholder". It includes both PDF and Hero Designer formats for both the main Beholder body and the Beholder eyestalks.

    1 download

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  22. Beholder Eyestalk - 6e.pdf

    This is a Fantasy Hero writeup for the D&D Monster "Beholder". It includes both PDF and Hero Designer formats for both the main Beholder body and the Beholder eyestalks.

    5 downloads

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  23. Elizabeth Perrot

    Elizabeth Perrot Wyldling Bard
     
    Val Char Cost Roll Notes
    35 STR 5 16- Lift 3200.0kg; 7d6 [3]
    18 DEX 16 13- OCV: 7/DCV: 6
    19 CON 9 13-
    18 INT 8 13- PER Roll 13-
    14 EGO 4 12- ECV: 3 - 3
    18 PRE 8 13- PRE Attack: 3 ½d6
     
    7 OCV 20
    6 DCV 15
    3 OMCV 0
    3 DMCV 0
    4 SPD 20 Phases: 3, 6, 9, 12
     
    6+9 PD 0 Total: 6/15 PD (0/9 rPD)
    6+9 ED 0 Total: 6/15 ED (0/9 rED)
    8 REC 4
    40 END 4
    13 BODY 3
    40 STUN 10 Total Characteristic Cost: 126
     
    Movement: Running: 12m/48m
    Leaping: 4m/8m
    Swimming: 4m/8m
     
    Cost Powers END
    Wyld magic mutation, all slots Unified Power (-¼)
    24 1) +20 STR, Reduced Endurance (0 END; +½) (30 Active Points); Unified Power (-¼)
    6 2) Life Support (Eating: Character only has to eat once per week; Longevity: 400 Years; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) (8 Active Points); Unified Power (-¼) 0
    14 3) Combat Luck (9 PD/9 ED) (18 Active Points); Unified Power (-¼)
    3 4) +4 PD (4 Active Points); Unified Power (-¼)
    3 5) +4 ED (4 Active Points); Unified Power (-¼)
    7 6) +3/+3d6 Striking Appearance (vs. all characters) (9 Active Points); Unified Power (-¼)
    11 7) Hearing through time: Retrocognitive Clairsentience (Hearing Group), +1 to PER Roll, Analyze, Discriminatory, Rapid: x100,000, Telescopic: +18 (75 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 ½), Retrocognition Only (-1), Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Restrainable (-½), Time Modifiers (-½), No Range (-½), Incantations (Complex; -½), Unified Power (-¼) 7
    Notes: can record 27.78 hrs per second or 83.33 hrs per phase(3.47 days)
    9 😎 having an ear for languages: Universal Translator 13- (20 Active Points); Extra Time (1 day, Only to Activate, It will take Elizabeth a day to pick up a language she has never encounterd be for; -1), Unified Power (-¼)
    3 9) Eidetic Memory (5 Active Points); Limited Power Power loses about a third of its effectiveness (only for what is heard; -½), Unified Power (-¼)
     
    20 Bardic magics: Multipower, 35-point reserve, (35 Active Points); all slots Incantations (Complex; -½), Unified Power (-¼)
    2f 1) a bass note to rattle teeth and bones: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Area Of Effect (16m Cone; +½), Thin Cone (-¼), Penetrating (+½), +2 Increased STUN Multiplier (+½) (34 Active Points); Incantations (Complex; -½), Unified Power (-¼) 3
    2f 2) A bansidhe's wail: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), +1 Increased STUN Multiplier (+¼), Attack Versus Alternate Defense (ED; All Or Nothing; Deaf or sound ear protection; +½), Area Of Effect (16m Cone; +½) (34 Active Points); Incantations (Complex; -½), Unified Power (-¼) 3
    2f 3) a mending song: Healing BODY 3 ½d6 (35 Active Points); Incantations (Complex; -½), Unified Power (-¼) 3
    1f 4) a cry to wake the dead: Healing BODY 1 ½d6, Resurrection (35 Active Points); 4 Charges (-1), Incantations (Complex; -½), Unified Power (-¼) [4]
    2f 5) soothing minor wounds: Healing BODY 1d6, Area Of Effect (8m Radius; +½), Expanded Effect (x2 Characteristics or Powers simultaneously) (Body and stun; +½), Decreased Re-use Duration (1 Turn; +1 ½) (35 Active Points); Incantations (Complex; -½), Unified Power (-¼) 3
    2f 6) Battle song: Aid OCV 2d6, Area Of Effect (8m Radius; +½), Selective (+¼), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (33 Active Points); Incantations (Complex; -½), Unified Power (-¼) 3
    2f 7) a song to boost moral: Aid Pre 2d6, Area Of Effect (16m Radius; +¾), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (33 Active Points); Incantations (Complex; -½), Unified Power (-¼) 3
    1f 😎 hurling insults to maky your sailor mom blush: Drain PRE 2d6, Area Of Effect (32m Cone; +¾) (35 Active Points); 8 Charges (-½), Incantations (Complex; -½), Unified Power (-¼) [8]
    1f 9) Marching song/ sea chantey: Usable [As Second Mode Of Movement] (swimming(sailing); +¼), Costs Endurance Only To Activate (+¼), Usable Nearby (+1 ¼), Grantor pays the END whenever the power is used, Grantor controls the power totally (35 Active Points); Incantations (Complex; -½), Unified Power (-¼) applied to Running 1
    Notes: Crew works more harder and favorible winds occur
    1f 10) a song that feeds the soul , the belly and keeps away bad dreams: Life Support (Eating: Character only has to eat once per week; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week), Persistent (+¼), Usable Nearby (+½), Grantor can only grant the power to others, Uncontrolled (+½) (13 Active Points); Incantations (Complex; -½), Unified Power (-¼), 16 Continuing Charges lasting 1 Week each (-0) [16 cc]
     
    Perks
    6 Fringe Benefit: License to practice a profession, Membership, Passport, Press Pass
     
    Skills
    0 Pre based may add striking appearance +3
    3 1) Acting 13-
    3 2) Bureaucratics 13-
    3 3) Conversation 13-
    3 4) High Society 13-
    3 5) Persuasion 13-
    3 6) Streetwise 13-
    0 proffession
    5 1) PS: Song writer 14-
    4 2) PS: Story teller 13-
    0 Everyman skills
    0 1) Climbing 8-
    0 2) Concealment 8-
    0 3) Deduction 8-
    0 4) AK (Custom Adder) 8-
    0 5) Language (idiomatic; Custom Adder)
    0 6) Paramedics 8-
    0 7) PS: Busking (Custom Adder) 11-
    0 😎 Shadowing 8-
    0 9) Stealth 8-
     
    Total Powers & Skill Cost: 149
    Total Cost: 275
     
    160+ Matching Complications
    5 Distinctive Features: detects as magical (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
    10 Distinctive Features: wyldling (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    15 Physical Complication: small person (Frequently; Slightly Impairing)
    15 Hunted: upset nobility Infrequently (Mo Pow; Limited Geographical Area; PC has a Public ID or is otherwise very easy to find; Harshly Punish)
    5 Rivalry: Professional (other bards), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
    115 Experience Points

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  24. Titan.pdf

    Titans were around LONG before mankind and will probably be around LONG after mankind. This is a basic writeup of a Titan. Add any skills and spells the Titan may have. You may also add any Psychological Complication as well.

    21 downloads

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  25. Titan - 6e.hdc

    Titans were around LONG before mankind and will probably be around LONG after mankind. This is a basic writeup of a Titan. Add any skills and spells the Titan may have. You may also add any Psychological Complication as well.

    7 downloads

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