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HD Character files (.hdc)

161 files

  1. Clark Kent 6E 400

    My take on a modern 'beginning hero' version of Superman for 6e - (Heavily Influenced by the 80's Byrne reboot & DCAU versions). Recently updated VPP HA slots to incorporate correct 6e rules for AOE Accurate and damage adding. Also added new HTH Reflection, Self Only Barrier, Desolidification (as Invulnerability) and Entangle slots.
     
    For my favorite 6e export see:
    http://www.herocentral.net/get/files/premium/Clark+Kent+6e+400.HTML
     
    Here are two exports created by killershrike that shows the bio section option from within HD:
    http://www.herocentral.net/get/files/premium/Clark+Kent+6e+400+KS.HTML
    http://www.herocentral.net/get/files/premium/Clark+Kent+6e+400+KS2.HTML
     
    Here is another export with click to hide features in a very functional but plain black & white format:
    http://www.herocentral.net/get/files/premium/Clark+Kent+6e+400+BN.HTML
    Export previews no longer working due to HeroCentral being down for the count:
    http://www.herogames.com/forums/topic/91292-herocentral-gone/?do=findComment&comment=2453010
     
    For this and other 400 point 6e JLA members see my forum thread:
    http://www.herogames.com/forums/index.php?/topic/86936-beginning-versions-of-the-justice-league-for-6e-on-400-points/?hl=%2Bbeginning+%2Bversions+%2Bjustice+%2Bleague+%2Bpoints
     
    last edited 2/17/15
    corrected spelling mistakes and added 4th export example.

    864 downloads

    6 comments

    Updated

  2. Burlap Sack

    Ok this was a challange from someone in my gaming group to make an ordnary bag into something neigh industrictable to normals..
    THIS was the result. I had to use VEHICLES template because there is no item template (maybe future)? Now its a little bit stretching the rules... i mean it can stop a bullet from a normal gun! even resist most flame and magical attacks...(from a normal level.. not superheroic though).
     
    I added BAG BU ( kung fu with the bag) and some other neat ideas... I gottta say IM a mad genuis!
     
    any comments post here OR if you want something funky created... contact me at ... dabigdawg145@gmail.com
    make sure you put in the description what you want please....

    28 downloads

    3 comments

    Submitted

  3. Bruce Wayne 6E 400

    My take on a modern 'beginning hero' version of Batman for 6e - (Heavily Influenced by DCAU version).
     
    For a 6e template preview see:
    http://www.herocentral.net/get/files/premium/Bruce+Wayne+6e+400.HTML
    No longer working due to HeroCentral being down for the count:
    http://www.herogames.com/forums/topic/91292-herocentral-gone/?do=findComment&comment=2453010
     
    For this and other 400 point 6e JLA members see my forum thread:
    http://www.herogames.com/forums/index.php?/topic/86936-beginning-versions-of-the-justice-league-for-6e-on-400-points/?hl=%2Bbeginning+%2Bversions+%2Bjustice+%2Bleague+%2Bpoints
     
    edited 1/28/16

    350 downloads

    0 comments

    Updated

  4. Barry Allen 6E 400

    Here's my beginning version of the Barry Allen Flash for the Justice League.
     
    For a 6e template preview see
    http://www.herocentral.net/herocentral/get/files/premium/Barry+Allen+6e+400.HTML
    http://www.herocentral.net/get/files/premium/Barry+Allen+6e+400.HTML
    Export previews no longer working due to HeroCentral being down for the count:
    http://www.herogames.com/forums/topic/91292-herocentral-gone/?do=findComment&comment=2453010
     
    For this and other 400 point 6e JLA members see my forum thread:
    http://www.herogames.com/forums/index.php?/topic/86936-beginning-versions-of-the-justice-league-for-6e-on-400-points/?hl=%2Bbeginning+%2Bversions+%2Bjustice+%2Bleague+%2Bpoints
     
    edited 3/10/15
    Updated to v1.4 of export which corrected XP block.
    Updated Dispell and added another Aid to VPP.
     
    edited 4/11/15
    Updated Superspeed Spin (Drain)
     
    edited 9/23/15
    Added Superspeed Clothes-Line (AOE Trail, from APG1 pg135)
     
    edited 4/30/16
    Updated Superspeed Invisible Punch (confirmed in Rules Forum that both IPE and Reduced END Advantages on HA do NOT apply to STR)
    Added Molecular Control Strength (Affects Physical World) using Naked Advantage on STR to replace HA version with Advantage.
    Updated Faster Than a Speeding Bullet v2.1 (No Gravity Penalty) for Running up Walls.
    Saved using most recent version of export format (v1.5.4a - cleaner font and includes ALL Background options from Hero Designer).

    336 downloads

    1 comment

    Updated

  5. Princess Diana 6E 400

    Here's my beginning version of Wonder Woman for the Justice League.
    http://www.herocentral.net/get/files/premium/Princess+Diana+of+Themyscira+6e+400.HTML
    Export previews no longer working due to HeroCentral being down for the count:
    http://www.herogames.com/forums/topic/91292-herocentral-gone/?do=findComment&comment=2453010
     
    For this and other 400 point 6e JLA members see my forum thread:
    http://www.herogames.com/forums/index.php?/topic/86936-beginning-versions-of-the-justice-league-for-6e-on-400-points/?hl=%2Bbeginning+%2Bversions+%2Bjustice+%2Bleague+%2Bpoints

    308 downloads

    0 comments

    Updated

  6. Hal Jordan 6E 400

    Here is my take on a 'beginning hero' version of Hal Jordan, the Green Lantern of Earth for 6e. Be sure to look at the matching entry below* as well. For a 6e template preview see:
    http://www.herocentral.net/get/files/premium/Hal+Jordan+6e+400.HTML
     
    *Here is my take on the famous Green Lantern Power Ring of Oa. It's built as an AI follower that grants the use of the Green Energy to the ring's wearer. For a 6e template preview see:
    http://www.herocentral.net/get/files/premium/Green+Lantern+Power+Ring+of+Oa+6e+400.HTML
     
    Export previews no longer working due to HeroCentral being down for the count:
    http://www.herogames.com/forums/topic/91292-herocentral-gone/?do=findComment&comment=2453010
     
    For this and other 400 point 6e JLA members see my forum thread:
    http://www.herogames.com/forums/index.php?/topic/86936-beginning-versions-of-the-justice-league-for-6e-on-400-points/?hl=%2Bbeginning+%2Bversions+%2Bjustice+%2Bleague+%2Bpoints

    360 downloads

    1 comment

    Updated

  7. Warhammer 40K Hero - Space Marine

    In the grimdark future of the Warhammer 40K universe space marines battle the enemies of Mankind, usually xenos or the minions of the Ruinous Powers, in a never-ending religious crusade based on their faith in the Emperor of Mankind. Divided into Chapters, these genetically-engineered supermen develop from the gene-seed of their Chapter Primarchs. Each space marine is the epitome of the human warrior, but this package deal forms the basis of their abilities. It is derived from the description of General Space Marine abilities in the Deathwatch RPG, as well as close reading of the Codex. It is not meant to be a full space marine -- even so, it clocks in at 150 points.
     
    The package contains a character file, a template file for the character (for starting a new space marine), a package deal (for applying to an existing character), and a document with the package deal in the old format.

    168 downloads

    1 comment

    Submitted

  8. Rita Farr 6E 400

    Here's my beginning version of Elasti-Girl from the Doom Patrol.
    Updated on 9/1/15
     
    Here is a link to a 6e export: http://www.herocentral.net/herocentral/get/files/premium/Rita+Farr+6e+400.HTML
     
    Export previews no longer working due to HeroCentral being down for the count:
    http://www.herogames.com/forums/topic/91292-herocentral-gone/?do=findComment&comment=2453010
     
    For this and other 400 point 6e JLA members see my forum thread:
    http://www.herogames.com/forums/index.php?/topic/86936-beginning-versions-of-the-justice-league-for-6e-on-400-points/?hl=%2Bbeginning+%2Bversions+%2Bjustice+%2Bleague+%2Bpoints

    162 downloads

    2 comments

    Updated

  9. Jean Gray 450pts

    The younger daughter of history professor John Grey and his wife Elaine, Jean Grey was 10 years old when her mutant telepathic powers first manifested after experiencing the emotions of a dying friend. Her parents took her to be treated by Professor Charles Xavier. While Xavier treated Jean he also used her to fine tune his Cerebro machine. When Xavier introduced young Jean to the astral plane a part of her mind manifested as a Phoenix raptor and touched the mind of Scott Summers in the orphanage. Later, Xavier erected psychic shields in Jean’s mind to prevent her from using her telepathic powers until she was mature enough to control them. Eventually, using her telekinetic powers, Jean was a founding member of Xavier’s team of mutant trainees the X-Men as Marvel Girl. Upon a mission in outer space Jean was noticed by the Phoenix Force which took note of her unlimited potential. At this moment Jean had a vision of becoming the Phoenix but the vision faded from her memory as it ended. She soon fell in love with fellow student Scott Summers, and later would develop a strong attraction towards one of the team’s new recruits, the feral Wolverine.

    199 downloads

    0 comments

    Updated

  10. YooSoo from Ninja Hero 6th edition rebuild

    This packet contains conversions of the Japanese villain group Yoosoo (elements) from the original Ninja Hero for 4th edition by Aaron Allston to 6th edition Champions. Includes paper miniatures for the Yoosoo!

    95 downloads

    1 comment

    Updated

  11. Marvel Nemesis: Rise of the Imperfects-Heroes & Villains

    These are 10 main characters of the homonimous game (launched in 2005) by EA. The characters have been made very carefully. Enjoy!

    613 downloads

    0 comments

    Updated

  12. 4th Edition Champions rebuilds for 6th edition

    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.

    292 downloads

    0 comments

    Updated

  13. John Wick 6e

    John Wick as he appeared in the movie of the same name.
     
    Dark Champions forum thread:
    http://www.herogames.com/forums/topic/91791-john-wick-for-6e/?do=findComment&comment=2450572
     
    Enjoy!
     
    Last updated on 8/14/17
    Added v3 of character to reflect the updates from Chapter 2.

    218 downloads

    2 comments

    Updated

  14. Iron Man Mark 06 (836pts)

    Iron Man Mark 06 from Iron Man 2 and Avengers

    300 downloads

    1 comment

    Submitted

  15. Peter Parker 6E 400

    My take on a rookie hero version of Spider-Man.
     
    For more on what went into this design see this forum thread:
    http://www.herogames.com/forums/topic/90950-beginning-version-of-spider-man-for-6e-on-400-points/?p=2419664
    And here is a preview export link:
    http://www.herocentral.net/get/files/premium/Peter+Parker+400+6e.HTML
    Export previews no longer working due to HeroCentral being down for the count:
    http://www.herogames.com/forums/topic/91292-herocentral-gone/?do=findComment&comment=2453010
     
    Enjoy!

    232 downloads

    0 comments

    Updated

  16. Challenges For Champions rebuilds for 6th edition

    Rebuilds of the Challenges for Champions book for 4th edition Champions by Andy Robinson, released in 1989.
     
    All characters in the book are rebuilt for 6th edition, plus paper miniature print outs.

    158 downloads

    1 comment

    Updated

  17. Talislanta Hero - Bird Of Prey, Nighthawk

    Nighthawks are a species of nocturnal raptor native to the wooded hills of Yrmania. Swiftest of Talislantan birds, these ebony predators hunt only during the late evening hours. They have exceptional night vision and can spot even the slightest movement on the ground from altitudes of over one thousand feet. Their shining feathers are as hard as flaked obsidian, their knife-edged wings being capable of slicing through even the toughest hide (the bird's claws and beak are used primarily to grasp and tear prey after it has been slain). Highly prized as hunting birds, nighthawks are sometimes tamed and kept as companions by Jaka traders and manhunters. The birds can be taught to hunt by day as well, provided they are given sufficient rest.

    30 downloads

    0 comments

    Submitted

  18. Wings of the Valkyrie 6th edition conversions

    Character conversions for the rare 3rd edition Champions module Wings of the Valkyrie into 6th edition, including paper miniatures. First printed in 1987 by Rob Bell, this module is difficult to find.

    138 downloads

    0 comments

    Updated

  19. Atlas Unleashed 6th edition rebuild

    The 6th edition rebuilds of all characters featured in the 3rd Edition Champions sourcebook Atlas Unleashed. Includes agents and paper miniatures.

    133 downloads

    0 comments

    Updated

  20. To Serve and Protect 6th Edition Rebuilds

    This is a pack of the Protectors superhero group rebuilt for 6th edition from the 3rd edition module To Serve And Protect. It includes Coatlicue (the Purifier) villainess, the skycruiser vehicle, a sample Protectors Inc. Agent, a set of paper miniatures for the group.

    189 downloads

    0 comments

    Updated

  21. Blip 6th ed 400p pts w/ VPP

    Teleporting MA
     
     
    Blip
     
     

    Val Char Cost Roll Notes
    25 STR 15 14- Lift 800.0kg; 5d6 [2]
    18 DEX 16 13- OCV: 9/DCV: 10
    25 CON 15 14-
    18 INT 8 13- PER Roll 13-
    10 EGO 0 11- ECV: 1 - 1
    10 PRE 0 11- PRE Attack: 2d6
    9 OCV 30
    10 DCV 35
    1 OMCV -6
    1 DMCV -6
    4 SPD 20 Phases: 3, 6, 9, 12
    22 PD 0 Total: 22 PD (12 rPD)
    22 ED 0 Total: 22 ED (12 rED)
    10 REC 6
    45 END 5
    12 BODY 2
    45 STUN 13 Total Characteristic Cost: 153 Movement: Running: 12m/24m
    Leaping: 4m/8m
    Swimming: 4m/8m
    Teleportation: 121m/242m
    Tunneling: 10m/20m
     
     
     

    Cost Powers END
    Mutant Teleportation powers, all slots Unified Power (-¼)
    29 1) Teleport redirection field: Resistant Protection (12 PD/12 ED) (36 Active Points) 0
    12 2) Teleportation redirection field: (Total: 16 Active Cost, 12 Real Cost) +8 PD (Real Cost: 8) plus +8 ED (Real Cost: 8) 0
    12 3) Teleport redirection field: Power Defense (15 points) (15 Active Points) 0
    2 4) Instinct : Absolute Range Sense (3 Active Points)
    16 5) Teleportation: Floating Fixed Location (4 Locations) (20 Active Points) 0
    2 6) Teleportation: Fixed Location (3 Locations) (3 Active Points) 0  

    Equipment
    2 1) Double Wakizashai: HKA 1 point (2d6 w/STR) (5 Active Points); OAF (-1) 1
    Notes: 3d6 hka w/ Basic Strike / Blades sheath into the other's blades handle forming a 15" wooden rod of Red Heart wood//Both blades are offset from center w/ full tangs// Blades are 7" with a 7 ½" handle
    8 2) Polarizing contacts: Sight Group Flash Defense (12 points) (12 Active Points); IAF (-½) 0  

    100 Teleport,, Gates and Portals: Variable Power Pool (Teleport ,gates and portals), 60 base + 60 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (150 Active Points); Limited Special Effect Uncommon SFX (-1), Unified Power (-¼)
    0 1) Portal viewing 0.0Default: Penetrative with Sight Group (15 Active Points) Real Cost: 15 0
    0 2) Portal viewing lensing effect 0.1Default: +6 versus Range Modifier for Sight Group (9 Active Points) Real Cost: 9 0
    0 3) Portal see and hear: Clairsentience (Sight And Hearing Groups), Analyze, Discriminatory, Telescopic: +12, Transmit, Reduced Endurance (½ END; +¼) (60 Active Points) Real Cost: 60 2
    0 4) Combat Default 0.2: Teleportation 36m (36 Active Points) Real Cost: 36 4
    0 5) Combat 1 : Teleportation 35m, Position Shift, Reduced Endurance (½ END; +¼), Safe Blind Teleport (+¼) (60 Active Points) Real Cost: 60 2
    0 6) Combat 2 saving yourself: Teleportation 23m, No Relative Velocity, Position Shift, Safe Aquatic Teleport, x2 Increased Mass, Safe Blind Teleport (+¼) (60 Active Points) Real Cost: 60 6
    0 7) Combat 3: Teleportation 60m (60 Active Points) Real Cost: 60 6
    0 8) Short to mid-range non-combat teleporting: Teleportation 5m, x2 Increased Mass, x256 Noncombat, Safe Blind Teleport (+¼) (56 Active Points) Real Cost: 56 6
    0 9) Combat Escape 1.0: Teleportation 25m, Position Shift, Safe Blind Teleport (+¼), Reduced Endurance (½ END; +¼), Armor Piercing (x2; +½) (60 Active Points) Real Cost: 60 2
    0 10) Non-Conbat Escape 1.0: Teleportation 9m, x16 Noncombat, x4 Increased Mass, Safe Blind Teleport (+¼), Armor Piercing (x2; +½) (59 Active Points) Real Cost: 59 6
    0 11) Short range gate: Teleportation 12m, x8 Noncombat, Safe Blind Teleport (+¼), Constant (+½), Usable Simultaneously (up to 8 people at once; +1) (60 Active Points) Real Cost: 60 6
    0 12) Long range porting: Teleportation 5m, No Relative Velocity, x2 Increased Mass, Safe Blind Teleport (+¼), MegaScale (1m = 1,000 km; +1 ¾) (60 Active Points) Real Cost: 60 6
    0 13) Long range gate: Teleportation 10m, Costs Endurance Only To Activate (+¼), Safe Blind Teleport (+¼), Constant (+½), Armor Piercing (x2; +½), Usable Simultaneously (up to 32 people at once; +1 ½), MegaScale (1m = 1,000 km; +1 ¾) (57 Active Points) Real Cost: 57 5
    0 14) Slow explosion(2 objects in the same place at the same time): Hearing Group Flash 10d6, Does Knockback (+¼), Area Of Effect (8m Radius Explosion; +¼), Double Knockback (+½) (60 Active Points) Real Cost: 60 6
    0 15) Portal Punch: Stretching 40m, Does Not Cross Intervening Space (+¼), Reduced Endurance (½ END; +¼) (60 Active Points) Real Cost: 60 2
    0 16) Can opener: Drain PD 4d6, Armor Piercing (+¼), Reduced Endurance (½ END; +¼) (60 Active Points); Limited Power Power loses about half of its effectiveness (Drain only last 1 segment the returns to normal value; -1), No Range (-½), Linked (Double Wakizashai; -¼) Real Cost: 22 2
    0 17) Extra-Dimensional Movement (Any Dimension, Any Location), x8 Increased Weight (60 Active Points) Real Cost: 60 6
    0 18) Tunneling 10m through 25 PD material (60 Active Points) Real Cost: 60 6
    0 19) Removing it from this dimension: Killing Attack - Hand-To-Hand 3d6 (4d6+1 w/STR), Area Of Effect (8m Cone; +¼) (56 Active Points) Real Cost: 56 6
    0 20) Portal to her private pocket dimension 12 levels 4m tall x 22.6m x 22.6m 512m square: Custom Power (60 Active Points) Real Cost: 60 0  

    3 Basic Strike +1 +0 11d6 Strike
    5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove
    3 Legsweep +2 -1 10d6 Strike, Target Falls
    5 Takeaway +0 +0 Grab Weapon, 55 STR to take weapon away
    16 +4 HTH Damage Class(es)
    2 Weapon Element : Blades, Empty Hand,Portal attacks  

    Talents
    6 +2/+2d6 Striking Appearance (vs. all characters)  

    Skills
    3 Breakfall 13-
    3 Climbing 13-
    3 Conversation 11-
    3 Deduction 13-
    3 Disguise 13-
    2 Navigation (Land) 13-
    3 Security Systems 13-
    3 Stealth 13-
    0 Everyman skills
    0 1) Concealment 8-
    0 2) AK: USA 8-
    0 3) Language: English (idiomatic; literate) (5 Active Points)
    0 4) Persuasion 8-
    0 5) PS: Stunt Actor (Custom Adder) 11-
    1 6) TF: Custom Adder, Small Motorized Ground Vehicles  
    Total Powers & Skill Cost: 248
    Total Cost: 400
     
     
     

    400+ Matching Complications
    10 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
    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)
    15 Psychological Complication: Protective of innocents (Common; Strong)
    15 Psychological Complication: Code vs killing (Common; Strong)  

    Total Complications Points: 400  
    EQUIPMENT CARRIED
     
     
    Equipment END
    Equipment
    1) Video recorder hiddin in N-space seeing and hearing what Blips sees and hears: Eidetic Memory (5 Active Points); Unified Power (-¼), IIF (-¼)
    Skills
    1) Acting 11-
    2) Bribery 11-
    3) Charm 11-
    4) Contortionist 13-
    5) Conversation 11-
    6) Criminology 13-
    7) Deduction 13-
    8) High Society 11-
    9) Navigation (Air, Dimensional, Land, Marine, Space, Temporal) 13-
    10) Tracking 13-
    Stats
    1) possitive thinking: +10 EGO
    2) Self confidence: +13 PRE
    Powers and training
    1) Mental Defense (12 points total) 0
    2) Combat Sense (Sense) (17 Active Points); Unified Power (-¼) 13-
    3) Instict: Defense Maneuver I-IV (10 Active Points); Unified Power (-¼)
     
    Background/History: the simple version might be that her parents got killed standing up to a gang or triad, and they are the moral fiber in her life
    it may also be where powers first appeared
    as the bullets struck her parents, her power kicked in an protected her from them(figure 9mm and 12 ga 3d6ka reduced penatration)
    Her only thought was to get away to her favorite place the roof of their home/business
    While down below the gang/triad saw Blip disappear,they decided to firebomb the place and leave
     
    the killers are not caught for 5yrs,by then Karrin has been moved to live with an uncle,a Master Sargent in the U.S.Army
    Life goes well for Karrin,she masters her powers,learns to defend herself and enjoy most of her teenage years
    Then just before she turns 20, her parents killers are caught and Karrin is asked to ID them
     
    Before she and her uncle can leave to return to her home town ,others in the gang/triad ambush Blip and her uncle killing him
    Blip looses it and cripples the new killers
    Later she goes and Id's her parents killers and they are convicted getting LWoP
    Word later gets to Blip that she and the gang/triad are at war
    Blip just says "Bring it on Scum"
     
    Karrin spent 5yrs with her uncle karrin knew one day she would have to take up defending the weak
    So she spent her time learning how to defend herself and takedown bad guys
     
    Personality/Motivation: generally happy ,till innocents get hurt ,then watch out
     
    Quote: Bring it on scum
     
    Powers/Tactics: Martial Artist
    agent stomper
    terrain changer
    Long range trannsport
     
    Campaign Use: Scout
    Commando
     
    Appearance: early 20's
    Amer-Asian ancestory
    34c-23-35

    97 downloads

    0 comments

    Updated

  22. Strike Force 6th edition conversions

    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.

    231 downloads

    2 comments

    Submitted

  23. Billy Batson 6E 400

    Here is an incomplete rookie version of Captain Marvel/SHAZAM! for 6e.
     
    Most of the remaining VPP slot options could be ported over from my version of Clark Kent.
    I may add a Summon Magic Lightning* that he can use as a last ditch attack vs. a nearby opponent by dodging it at the last moment.
     
    *Yes, the one that transforms him between forms.
     
    Also see this older 5e version as a point of comparison.
     
    Enjoy!

    150 downloads

    1 comment

    Updated

  24. Champions Presents rebuilds for 6th edition Set 3

    The third and final set of conversions to 6th edition for characters in Champions Presents 1, including paper miniatures to print out and use.

    180 downloads

    0 comments

    Submitted

  25. Blip 225pts 1948 super game

    Blip aka Karrin Harrington
     
     
     

    Val Char Cost Roll Notes
    15 STR 5 12- Lift 200.0kg; 3d6 [1]
    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
    Leaping: 4m/8m
    Swimming: 4m/8m
    Teleportation: 32m/64m
     
     

    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)  

    Talents
    3 +1/+1d6 Striking Appearance (vs. all characters)  

    Skills
    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  
    EQUIPMENT CARRIED
     
     
    Equipment END
    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
     
    Quote:
     
    Powers/Tactics: Martial Artist
    agent stomper
    Long range trannsport
     
    Campaign Use: Scout
    Commando
     
    Appearance: Amer-Asian ancestory

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