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.
The third and final set of conversions to 6th edition for characters in Champions Presents 1, including paper miniatures to print out and use.
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.
A pack of all 12 Zodiac Conspiracy character rebuilds for 6th edition
By LegendsmithsCage is a self-taught hand-to-hand combatant with years of street fighting experience; he is also a superb athlete despite his great height and weight. He is self-educated in the law and speaks several languages.
This is the second set of character remakes for 6th edition from the Champions Presents adventure book. Includes a paper miniature page for printout.
By AlHazredIn 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.
By Basic204Evelyn Patterson has been an ER Medical Doctor for around 5 years. One day when she was on the job a super-fight broke in the hospital. She tried to evacuate everyone she could during the fight. As she was trying to save a child in who was trapped by a steel beam. She was able to get the child loose but not before a huge explosion sent her flying. She ended up landing in the research wing of the medical college next door into the Entomology lab. Where they were experimenting with insect DNA. She knocked into a container of altered cricket DNA and a gene splicing agent. After it splashed all over her infusing with her DNA with insect DNA making her more powerful. In seconds she was transformed and her whole body burned she could think of nothing but wanting to sleep to get away from the burning. She walked out of the lab somehow made it all the way home where she fell on her bed and slept. When she awoke she felt different her senses were sharper she was faster and stronger than she ever was. She didn't know how strong she was and ended up breaking her bathroom to pieces. After a few days of experimenting she found she could leap 3 storey buildings with great ease and pushing it she could jump around 100 meters but when she hits the ground he has a habit of damaging property. Her strength has become incredibly enhanced and can easily lift 800 pounds with ease and when trying she can lift 25 tons she also found she could manipulate sound waves and see in the dark. She spent weeks testing her powers. Evelyn was forced into using them when her best friend came to visit her and they went out to dinner. On their way home, a man pulled a gun on them and threatened them even after giving everything over to the man. The assailant fearing that the two women would describe him to the police and shot at them. Evelyn new heightened reflexes allowed her to instinctively feel the path of the shot and get in the way in time to deflect the shots. Before she knew it she had broken the gun and knocked the man out by punching him through a wall in plain view of her best friend who freaked out and saw that her friend has power. So Evelyn told her everything that happened her best friends eye lit up and said to her "You know what you have to do now right you have to fight crime and be a superhero." They argued for a few days till Evelyn gave up and told her she would do it and her best friend said: "See I knew you would come around and being I knew you would I made you something." Her best friend being a tailor for superhumans made her a costume. Even though the costume is a little to form fitting for Evelyn's taste it does help provide her some more protection then her body already does.
By Hyper-ManHere'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:
For this and other 400 point 6e JLA members see my forum thread:
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.
By LegendsmithsWhen first introduced, the Beast — a mutant — possesses ape-like superhuman physical strength and agility and oversized hands and feet, though he otherwise appears to be a normal human being. Throughout his history, the Beast undergoes progressive transformations to his physiognomy, permanently gaining increasingly animalistic physical characteristics. These include blue fur, feline facial features, pointed ears, fangs, and claws. His physical power increases to even greater levels, as do his senses.
Despite his savage appearance, he is a brilliant man of the arts and sciences; he is a world authority on biochemistry and genetics, the X-Men's medical doctor, and the science and mathematics instructor at the Xavier Institute (the X-Men's headquarters and school for young mutants). He is also a mutant political activist. Fighting his bestial instincts and fears of social rejection, the Beast dedicates his physical and mental gifts to the creation of a better world for man and mutant. He also has a witty sense of humor.
By LegendsmithsJessica has been a double agent for some time, working both for Hydra and for S.H.I.E.L.D., hence her loyalties are somewhat in flux at times. Currently she is working with the unsanctioned Avengers for now to see how things pan out. If a better offer comes along she may take it.
She is not a leader of others in any sense of the word, as she normally only has to watch after herself, hence she sometimes has words for those that can't take care of themselves. Of course when she needs aid, she often pops off with a "I was dealing with it", to cover her shortcomings.
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
By Hyper-ManHere 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.
By WerethunderThese are some of the common enemies found in the homonimous game by EA.
The five members of the Pacific Sentinels out of Vancouver Canada, second of Canada's three official superhero teams
The third official Canadian team from the Champions of the North sourcebook, updated to 6th edition: the Atlantic Sentinels, out of Halifax.
The supervillain team Spectrum, from Champions Presents I, converted to 6th edition. Also includes paper minis for printout.
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.
The 6th edition rebuilds of all characters featured in the 3rd Edition Champions sourcebook Atlas Unleashed. Includes agents and paper miniatures.
By LegendsmithsWell, it's, um, Doctor Druid, so, yeah. Best not to ask.
By captainNedaMarvel Cinematic Universe, Iron Man Mark 01 Armor
By Hyper-ManHere is my take on a rookie version of Mr. Fantastic.
For what went into some of his design see this archived thread:
By BeastDetective/ Scientist/Gunslinger and her multiform a Dragon
Silk just by herself
575] Val Char Cost Roll Notes
575] 15 STR 5 12- Lift 200.0kg; 3d6 
575] 18 DEX 16 13- OCV: 8/DCV: 7
575] 25 CON 15 14-
575] 18 INT 8 13- PER Roll 13-
575] 13 EGO 3 12- ECV: 1 - 3
575] 13 PRE 3 12- PRE Attack: 2 ½d6
575] 8 OCV 25
575] 7 DCV 20
575] 1 OMCV -6
575] 3 DMCV 0
575] 4 SPD 20 Phases: 3, 6, 9, 12
575] 2+23 PD 0 Total: 2/25 PD (0/15 rPD)
575] 2+23 ED 0 Total: 2/25 ED (0/15 rED)
575] 10 REC 6
575] 20 END 0
575] 10 BODY 0
575] 40 STUN 10 Total Characteristic Cost: 123
Movement: Running: 12m/24m
Cost Powers END
Aquired knowledge(,alien,super tech), all slots Concentration (0 DCV; Character is totally unaware of nearby events; -¾), Unified Power (-¼), Only In Alternate Identity (-¼)
24 1) Force field: Resistant Protection (15 PD/15 ED) (Protect Carried Items) (55 Active Points) 0
11 2) Force Field: (Total: 28 Active Cost, 11 Real Cost) +8 PD (Real Cost: 8) plus +8 ED (Real Cost: 8) plus +7 Mental Defense (7 points total) (7 Active Points) (Real Cost: 3) plus Power Defense (5 points) (5 Active Points) (Real Cost: 2) 0
7 3) LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (17 Active Points) 0
51 Custom M1911a1 .45 Pistols w/ child safe interlocks: Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +½) (90 Active Points); all slots Restrainable (-½), Unified Power (-¼)
3f 1) Mercy rounds single target Neural suppessor: Mental Blast 6d6, Alternate Combat Value (uses OCV against DCV; +0) (60 Active Points) 0
2f 2) Mercy Rounds Cone Neural suppessor: Mental Blast 3d6+1, Area Of Effect Nonselective (64m Cone; +¾) (58 Active Points); No Range (-½), Extra Time (Full Phase, -½) 0
2f 3) Force field jacketed shape charge rounds: Killing Attack - Ranged 1d6, Affects Desolidified Any form of Desolidification (+½), Penetrating (x2; +1), Area Of Effect (64m Radius; +1 ¼), Selective (+¼) (60 Active Points); No Range (-½), Extra Time (Full Phase, -½) 0
3f 4) Depleted Uranium ammo: RKA 4d6 (60 Active Points) 0
3f 5) Blasting holes in walls: Tunneling 12m through 24 PD material (60 Active Points) 0
34 Gloves and belt extra dimensional manipulation equipment: Multipower, 60-point reserve, (60 Active Points); all slots IIF (-¼), 8 clips of 4 Charges (-¼), Gestures (-¼)
4f 1) Combat porting 1: Teleportation 45m, No Relative Velocity, Position Shift (60 Active Points) 0
4f 2) Short ranged Non-combat teleporting: Teleportation 9m, No Relative Velocity, x16 Noncombat, Safe Blind Teleport (+¼), Armor Piercing (x2; +½) (59 Active Points) 0
4f 3) Global teleporting: Teleportation 10m, No Relative Velocity, Safe Blind Teleport (+¼), MegaScale (1m = 1,000 km; +1 ¾) (60 Active Points) 0
Gloves and belt extra dimensional manipulation equipment, all slots IIF (-¼), Gestures (-¼), 8 clips of 4 Charges (-¼)
8 1) Teleportation: Floating Fixed Location (3 Locations) (15 Active Points) 0
9 2) Extra dimensional space: Custom Power (35 Active Points); Increased Endurance Cost (x3 END; -1), Extra Time (Extra Phase, -¾), Costs Endurance (-½) 9
Notes: area 64 cubic meters 4x8x2h
3 Basic Strike +1 +0 10d6 Strike
4 Martial Escape +0 +0 55 STR vs. Grabs
5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove
20 +5 HTH Damage Class(es)
20 Universal Scientist 13-
2 WF: Small Arms
10 TF: Science Fiction & Space Vehicles, Combat Aircraft, Helicopters, Large Military Ships, Large Motorized Ground Vehicles, Large Planes, Small Military Ships, Small Planes, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
0 Everyman skills
0 1) AK: USA 8-
0 2) Acting 8-
0 3) Climbing 8-
0 4) Conversation 8-
0 5) PS: Archeologist 11-
0 6) Language: English (idiomatic; Everyman, literate)
0 7) Paramedics 8-
0 8) Persuasion 8-
0 9) Shadowing 8-
0 10) TF: Everyman, Small Motorized Ground Vehicles
0 Normal skills
3 Analyze: Tech 13-
3 Combat Driving 13-
3 Combat Piloting 13-
3 Stealth 13-
3 Computer Programming 13-
3 Concealment 13-
3 Criminology 13-
3 Deduction 13-
3 Electronics 13-
3 Super Tech: Inventor 13-
3 Mechanics 13-
3 Navigation 13-
3 Systems Operation 13-
2 Weaponsmith (Firearms) 13-
3 Her Pistols: +1 with a small group of attacks
Total Powers & Skill Cost: 277
Total Cost: 400
400+ Matching Complications
15 Enraged: If refered to as a mad scientist (Uncommon), go 11-, recover 11-
15 Hunted: SUSHI Infrequently (Mo Pow; Harshly Punish)
15 Hunted: Nazis Infrequently (Mo Pow; Harshly Punish)
15 Psychological Complication: Hates Nazis (Common; Strong)
15 Psychological Complication: Loves to discover stuff and explore (Common; Strong)
Total Complications Points: 400
Background/History: Curiosity has nearly killed her many a time and she just keeps proving Nietzsche right "That which does not kill us makes us stronger"
Child of an explorer who always got into trouble
And a knack for figuring stuff out
Personality/Motivation: thrill seeker and explorer
Quote: let me have a look at that
you get it to work by doing pushing this button
this is one of those "man was never suppose to know kind of things"good thing I'm a woman
Campaign Use: Detective
Appearance: late 20's
This is a packet of the other main supergroup in the Strike Force book called the Shadow Warriors. These were 3rd edition builds, now updated as literally and directly as possible to 6th edition Champions.