By carnifexBruno Bucierri is the little cesar of Radisson City for my post-apocalyptic campaign.
The third official Canadian team from the Champions of the North sourcebook, updated to 6th edition: the Atlantic Sentinels, out of Halifax.
The five members of the Pacific Sentinels out of Vancouver Canada, second of Canada's three official superhero teams
A pack of all 12 Zodiac Conspiracy character rebuilds for 6th edition
The 6th edition rebuilds of the Toronto Sentinels, from the Champions of the North sourcebook by Jon Mattson in 1992, with digitally colored images by Patrick Zircher and Christopher Taylor
The villain group Aesisinos, from the 4th edition Champions book (BBB), offered as a sample for GMs to use in the adventure provided in the back. They've been updated to 6th edition here.
This is the combined zip file with all the Strike Force character conversions for 6th edition. Only characters with full character sheets and illustrations are included. This is the Strike Force main supergroup in the book, and it is done in the memory and appreciation of Aaron Allston. If you haven't seen or bought the Strike Force book, run out and find a copy today.
This archive is a collection of 6th edition rebuilds of the original 4th edition Champions team, their base, and their vehicle, rebuilt for 6th edition.
By BeastBlip aka Karrin Harrington
Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 
18 DEX 16 13- OCV: 7/DCV: 6
20 CON 10 13-
18 INT 8 13- PER Roll 13-
10 EGO 0 11- ECV: 1 - 1
13 PRE 3 12- PRE Attack: 2 ½d6
7 OCV 20
6 DCV 15
1 OMCV -6
1 DMCV -6
4 SPD 20 Phases: 3, 6, 9, 12
12 PD 3 Total: 12 PD (7 rPD)
12 ED 3 Total: 12 ED (7 rED)
8 REC 4
40 END 4
10 BODY 0
40 STUN 10 Total Characteristic Cost: 109
Movement: Running: 12m/24m
Cost Powers END
Mutant Teleportation powers, all slots Unified Power (-¼)
17 1) Teleport redirection field: Resistant Protection (7 PD/7 ED) (21 Active Points) 0
4 2) Teleportation: Floating Fixed Location (1 Locations) (5 Active Points) 0
12 3) Extra Dimensional Space: Custom Power (30 Active Points); Restrainable (-½), Gestures (Requires both hands; -½), Costs Endurance (Only Costs END to Activate; -¼) 3
Notes: 4m wide x 4m deep x 2m high 32 hex area APG2 pg 27
32 Teleportation: Multipower, 40-point reserve, (40 Active Points); all slots Unified Power (-¼)
2f 1) Teleporting move bys: Area Of Effect (8m Radius; +½), Selective (+¼) for up to 40 Active Points of attacks +2 ocv and 6d6 damage, Variable Special Effects (Limited Group of SFX; +¼) (37 Active Points); Extra Time (Full Phase, -½) 4
3f 2) Combat 1 : Teleportation 32m, Reduced Endurance (½ END; +¼) (40 Active Points) 1
3f 3) Portal effects: Stretching 23m, Does Not Cross Intervening Space (+¼), Reduced Endurance (0 END; +½) (40 Active Points); No Velocity Damage (-¼) 0
3f 4) Medium range non combat: Teleportation 10m, No Relative Velocity, x32 Noncombat (40 Active Points) 4
3f 5) Escape : Teleportation 13m, x8 Noncombat, Safe Blind Teleport (+¼), Armor Piercing (x2; +½) (40 Active Points) 4
3f 6) Long range porting: Teleportation 12m, Safe Blind Teleport (+¼), Armor Piercing (+¼), MegaScale (1m = 1,000 km; +1 ¾) (39 Active Points) 4
4 Fast Strike +2 +0 7d6 Strike
3 Legsweep +2 -1 6d6 Strike, Target Falls
5 Takeaway +0 +0 Grab Weapon, 35 STR to take weapon away
8 +2 HTH Damage Class(es)
3 +1/+1d6 Striking Appearance (vs. all characters)
2 Navigation (Land) 13-
3 Stealth 13-
3 Streetwise 12-
3 Language: Japanese (completely fluent)
0 Everyman Skills
0 1) Language: English (idiomatic; literate) (5 Active Points)
0 2) Acting 8-
0 3) Climbing 8-
0 4) Concealment 8-
0 5) Deduction 8-
0 6) Paramedics 8-
0 7) Persuasion 8-
0 8) PS: Courier 11-
0 9) Shadowing 8-
0 10) TF: Everyman Skill, Small Motorized Ground Vehicles
0 11) AK 8-
Total Powers & Skill Cost: 116
Total Cost: 225
300+ Matching Complications
5 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
10 Distinctive Features: Looker (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Enraged: Innocents harmed (Common), go 8-, recover 14-
15 Hunted: Mutant Haters Infrequently (Mo Pow; Harshly Punish)
5 Hunted: Street gang Infrequently (Less Pow; Harshly Punish)
15 Psychological Complication: Protective of innocents (Common; Strong)
(2 points unspent)
Total Complications Points: 225
Knife fighting: HKA 1 point (1d6+1 w/STR) (5 Active Points); Unified Power (-¼)Notes: 3d+1HKA with martial artsno focus as she has tons of cheap blades in an extra dimensional pocket 1
weapon element: Custom Power (1 Active Points) 0
Portal vision: Penetrative with Sight Group and Normal Hearing 0
+22 versus Range Modifier for Sight Group and Normal Hearing 0
Tracking with Sight Group 0
Transmit with Hearing Group and Normal Sight 0
Background/History: Karrin's father was an american mad scientist who fled america w/ his wife and child, back to his wife's home country of Japan as he was a wanted fugitive in the USA
Karrin's father was recruited to work with Unit 731 http://en.wikipedia.org/wiki/Unit_731
Toward the end of the war Karrin and her family where all together in Hiroshima when the atomic bomb was dropped there
the bomb caused a cave in in her father's lab
Both her mother and father where killed in the cave in
Karrin survived because she was inside her father's teleport pod which was finished but needed a large burst of energy to make it function
Little Boy provided more than enough power to over power the machine and dump dimensional energies into Karrin
Karrin survived for a week underground protecter from most of thev deadly radiation effects
Karrin soon learned to control and manipulate the dimensional energies infused into her body in the 3 yrs since the bomb
Personality/Motivation: generally happy ,till innocents get hurt then watch out
Powers/Tactics: Martial Artist
Long range trannsport
Campaign Use: Scout
Appearance: Amer-Asian ancestory
By Kaze9999NPC for Champions Game
By Kaze9999NPC (Sample Minotaur) for my Fantasy Hero campaign
By Kaze9999Sample Orc for Fantasy Hero game based on Monster Hunter International rules
Against the Black Tide NPC: Landasathcon Against the Black Tide NPC: Against the Black Tide NPC: (Sample Elf)
By Kaze9999Sample Elf for Fantasy Hero game based on Monster Hunter International rules
By Kaze9999Sample character as NPC for Fantasy Campaign based on Monster Hunter International rules
By Kaze9999Sample character as NPC for Fantasy Campaign based on Monster Hunter International rules
By captainNedaIron Man Mark 06 from Iron Man 2 and Avengers
By captainNedaMarvel Cinematic Universe, Iron Man Mark 01 Armor
By Kaze9999NPC for "New World Order Academy":
Michiko has never formally studied or trained in martial arts, but spontaneously exhibited an innate, natural ability which has no natural explanation!
Michiko likes to act like "the baby' (when she's not acting like a rabbit), and adores rabbits and baby animals, most of all baby rabbits!
Michiko tends to fight defensively, hoarding her limited END until she sees a clear opening. She tends to stay very aware of all potential opponents and doesn't generally get "tunnel" vision in a fight.
Trap. Seriously, there could not be a more innocuous seeming juggernaught of hand to hand punishment for a mean spirited criminal to take hostage to their peril! Michiko does tend to wear down quickly in any kind of sustained fighting, and one hit of even glancing strength tends to put her down for the count.
Michiko is an adorable little girl with Asian features, dark hair, and big, chocolate brown eyes who is prone to giggle and hop around.
Adelle Drum is from a well to do family and was a brilliant medical student when her little sister was abducted. After two years during which she finished her medical degree and began her internship to be a pediatrician, her sister's body was discovered when a serial killer was caught and revealed the body's location along with those of 30 other children.
Adelle applied to the FBI and got assigned to the division which profiles and hunts serial killers, though she also frequently helped out with 'stranger abductions' in child kidnapping situations. Truth to tell, she'd always known about her mental powers but had kept them to herself until her sister's fate was discovered.
In the FBI, she continued to hide her mental powers, but used them surreptitiously to solve crimes as quickly as possible. Even with her powers, she could not single handedly stop all the predators or save all the innocents. And then there were the ones she couldn't prove were guilty. Knowing for a fact that they were going to commit further crimes, that they were in fact already planning their next crimes with the benefit of learning from the errors that had drawn suspicion on them this time, she began stalking the ones that 'got away' and using mental, psychic surgery to change their personalities and memories so that they would never commit a crime again.
But this came with a cost. For each memory she removed became hers as if she'd committed the crimes, for a time. And each twisted belief or need she undid became a craving within her for a time. Though she could resist acting on these perversions within her mind, and they all faded away gradually as her mind 'healed' from each experience, they each took a toll and as she pushed herself to do more and more and allowed herself less and less time to recover between 'surgeries', she finally cracked.
'Mental breakdown' was the diagnosis, and the end of her career in the FBI. For a time, while still bedridden, she wrote books, dictating them in an effort to create a greater public awareness of the dangers among them. The predators who blended in, just waiting to single out a vulnerable innocent as their prey. Ironically, she became very successful and respected as an author, and her books added to her inherited wealth.
Eventually, though she practiced as a physician and psychiatrist and helped people in other ways, she could not stay on the sidelines no longer and she sought out a position, any position, which would allow her to hunt criminals again. By finally revealing her super powers, though not admitting that she'd had them all along, she was able to become a '"Sanctioned Superhero".
Adelle feels tremendously guilty about having hidden her mental powers, irrationally (she knows) feeling that if she had revealed them sooner, she could have saved her sister or at least some few more of all the victims that she failed. She never revels in success, only berating herself for each perceived failure. And driving herself harder.
Her decision to finally 'come out of the closet' as a telepath is a kind of pennance and self punishment as much as it is a strategy to continue the fight. No law enforcement agency would take her after the mental breakdown which ended her FBI career. Fortunately, "Super Heroes" are not held to quite as high a mental standard.
Adelle is physically capable of surviving an encounter with most normal humans, but knows she is very vulnerable to others with super powers. She knows she needs to be with a group, a solid group that can work together and trust one another in order to survive an encounter with superhuman villians.
Her most effective strategy is to stay out of direct encounters and pick out useful information from a villian's brain or locate a villian's hiding place in preparation for a group assault.
Her most effective combat power is her ability to create a 'mental fugue' in a person's mind. Their thoughts repeat over and over in a cycle rendering them unable to move until they can muster the mental strength to break out. She can do this either to a single target, or more instictively, in a wide radius around her which affects all human adult minds around whether in her line of sight or not.
Primarily a support character in combat, capable of temporarily immobilizing opponents or crowds of minions or innocents for crowd control and providing immediate, battle field medical care. Out of combat she's an investigator and may be able to open investigative doors due to her background and skills and perks.
The GM can limit her ability to make long lasting if not permanent changes to other characters' memories or Pschological Disadvantages to any degree, even making them only an interesting part of her background. In practice, to do either "Psionic" or "Psychic" surgery, she would have to spend hours with the unconscious subject, first using her Telepathy to plumb the depths or the subjects memories and or psyche and then applying one or both Transformation powers as many times as necessariy to overcome the subject's EGO (x2 EGO from cumulative transformation effects are required).
As an unintended consequence, Mind Hunter can never use her Telepathy to memory or subconcious level on a subject after a successful mental surgery or else she will undo the effects of the surgery!
By RussellMy first 400pt character for champions, he is missing a 15pt complication and has 7pts to spend. I took a follower over duplication because inherant duplication takes the active points over the power limit for the intended campaign. Would love your opinion.
By Kaze9999Johnny Nash was well known as the ultimate competitor, willing to do anything to prepare himself for competition. No one trained harder. Then, after winning the final Championship match of the 1999 'Ultimate Fighting Championship' held in St. Louis, Missouri, an act of heroism ended his career in competitive sports. The same night that he'd won the championship, Johnny partied until the early morning hours, and finally found himself walking back to his hotel, alone. He'd outlasted all of his entourage, leaving them at various bars around town or putting them in cabs back to the hotel during the night.
It was then that he saw some 'bad guys', running out of a bank, alarms blaring behind them. Without thinking, a little drunk, he went after them. He was able to disarm one and then put down another before they could act at all! Then they activated some sort of teleport belts, and were gone. One of them had disappeared right out of Johnny's best 'sleeper hold'! Immediately Johnny's body ached and itched all over, and tingled. Then it glowed.
Suddenly cold stone sober, Johnny turned around and tried to run, anywhere! Instead he disappeared and in a flash of light appeared across the street! Somehow the experience had caused dormant super powers to activate within Johnny's body! He managed to stumble back to the hotel and fell into his bed, instantly asleep.
His life as 'Johnny Nash' came to an end the morning after his much celebrated victory. He woke up thinking he'd fallen out of the bed and slept on the floor, until he heard the pigeons and felt the breeze. He was on the roof! And when he wondered how to get back down to his roof, suddenly he was there! He was one of 'them'. A mutie. As a 'nat' he'd hated the muties, for their abilities which put his hard won conditioning and training to shame. Now he was one. What if he wasn't allowed to fight anymore!?
It turned out to be worse then he'd thought. Not only was Johnny barred from competitive fighting in the future, but his many enemies within the sports commission got his previous honors declared 'void', by saying that he'd been a mutant all along, and had therefore had had an unknown and unfair advantage.
Johnny was crushed, and went into an emotional hole, checking out on life and losing what money and friends he had left after the sudden end of his career. Over the years he lost himself in the bottle, and anyone who thought of him at all, even in passing, figured he was dead in the gutter somewhere. Ironically his mutant physiology carried him through seven years of hard living.
And eventually, it got caught up with all that damage and neglect had done to Johnny, and even got ahead a bit. Johnny found to his dismay that he could no longer stay drunk for more then a few minutes, and that was if he drank hard and fast!
That day his apartment building was robbed. A whacked out speed-head broke into the next door apartment, expecting no one to be in. The woman screamed, and Johnny simply 'ported over, and easily took down the burgler despite his gun. It felt good. And the incident got Johnny thinking. Maybe he could be a different kind of Champion, using his 'freak' powers to help people. Maybe he could hear cheers again. Now, a year later, Johnny has been fighting crime on his own, and has managed to irritate if not seriously hamper 'the forces of evil'. He is now looking for some public redemption, wanting to graduate up from being a minor, solo super hero to being a part of something larger.
As his mutant physiology has seemingly 'kicked into high gear', Johnny has found that even when he walks around without being 'powered up', no one recognizes him. His voice is no longer roughened by hard living. His broken nose isn't broken any longer. And all his scars are gone, at least on the surface. In fact, much to his disgust, he looks like a punk kid of no more then eighteen! All this worked out to the good in his opinion, once mutants got real unpopular.
Now, when he is 'being a big damn hero!', an aura of phase energy obscures his features and distorts his voice. But even when he's just walking around, he is completely unrecognizable to anyone looking for the failed disgraced former champion. He goes by the same name, but if pressed claims to be his illegitimate son with the same name, and loudly declares his disdain--ironically sincere--for mutants, and his complete lack of knowledge as to the whereabouts of his father.
By AlHazredThis is a prefab file for the Martin Jetpack, a prototype personal flight system that is projected to be fully operational in mid-2014. The stats are based on the characteristics of the experimental prototype.
By AlHazredThis is the Aeromobil V2.5, a roadable aircraft that achieved its first flight in 2013.