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Scott Heine's Protectors


Solomon
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Protectors 5E

 

On the Old Discussion Board Forums (pre-2003), TS&P author and artist Scott Heine collaborated with Glen Sprigg on updating the Protectors to 5E: Glen provided the (excellent) character sheets with Scott's full approval, while Scott gave us new color artwork for the characters, as well as fascinating recounting of how the characters' stories actually unfolded as PCs in his campaign. Unfortunately they only covered Helios, Silverfist, Renegade, Doc Sonic and Ace before other matters took over Scott's time. Also, Scott's art and stories are no longer accessible on the new forums. :( But I did save Glen's write-ups. :)

 

As you'll see below on this thread, Solomon took up the challenge of finishing the 5E updates to the rest of the Protectors, while later on TheEmerged posted much more experienced versions of several Protectors from his own campaign, including campaign-specific changes to the characters. Both of these fine gents provided attached HDC files in addition to the posted character sheets. Unfortunately, the disabling of the HTML feature on the Hero Games discussion boards means that the posted versions are now just illegible code. However, I was able to reconstruct those posts as they originally appeared, and Save them as RTF Document files to preserve the original coding. To make them easily available again, I'm attaching the DOC files to this post. (I'm reasonably confident that neither Solomon nor TheEmerged will object to this, but if either of you do please let me know and I'll remove your contributions.)

 

I'm attaching two files: the first one has both Glen Sprigg's and Solomon's updates, covering the whole of the Protectors team. The second file has TheEmerged's modifications to Doc Sonic, Helios, Ace and Brainstorm.

 

I invite you to continue reading this thread for the interesting commentaries, not to mention the HDC files. ;)

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Brainstorm

 

Since the Old Forum thread already had conversions for Ace, Silverfist/Mandroid, Renegade, Helios and Doc Sonic, I'm posting my own take on the remaining Protectors. Starting with Brainstorm, at 350 points:

 

Brainstorm

 

Player:

 

Val Char Cost
18 STR 8
24 DEX 42
23 CON 26
10 BODY 0
13 INT 3
23 EGO 26
15 PRE 5
10 COM 0
13/23 PD 9
13/23 ED 8
5 SPD 16
15 REC 12
66 END 10
40 STUN 9
6" RUN02" SWIM03 1/2" LEAP0Characteristics Cost: 174

 

Cost Power END
60 Psycokinetic Powers: Multipower, 60-point reserve
6u 1) Ego Attack 6d6 ( Human class of minds) (60 Active Points) 6
6u 2) Mind Scan 10d6 ( Human class of minds), +3 ECV (56 Active Points) 6
6u 3) Telekinesis (40 STR) (60 Active Points) 6
6u 4) Telepathy 12d6 ( Human class of minds) (60 Active Points) 6
10 Concealed Communicator: HRRP (Radio Group) (12 Active Points); IIF (-1/4)
23 Ego Defense: Mental Defense (14 points total), Usable Simultaneously (up to 2 people at once; +1/2), Ranged (+1/2) (23 Active Points)
4 Special Contacts: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4)
30 Telekinetic Shield: FF (10 PD/10 ED), Reduced Endurance (0 END; +1/2) (30 Active Points)
Powers Cost: 151

 

 

Cost Skill
9 +3 with PsychoKinetic Powers
3 KS: PSI 12-
2 KS: Pop fiction (Sci-fi and mistery) 11-
2 PS: Play Drums 11-
3 SS: Sociology 12-
3 Stealth 14-
3 Teamwork 14-
Skills Cost: 25

 

 

 

 

Total Character Cost: 350

 

Val Disadvantages
5 Dependence: Mind Drugs, Takes 3d6 Damage (Easy To Obtain, 1 Day)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15 Hunted: PSI 8- (Mo Pow, Harshly Punish)
15 Hunted: Supervillain Group 8- (Mo Pow, Harshly Punish)
10 Physical Limitation: Asthma (Frequently, Slightly Impairing)
10 Psychological Limitation: Contempt for other Mentalists (Uncommon, Strong)
10 Psychological Limitation: Hates PSI (Uncommon, Strong)
10 Psychological Limitation: Immature (Common, Moderate)
15 Social Limitation: Secret Identity (Kent Hampton) Frequently (11-), Major
20 Vulnerability: 2 x Effect Gas attacks (Common)

Disadvantage Points: 120

 

Base Points: 200

Experience Required: 30

Total Experience Available: 30

Experience Unspent: 0

 

Pretty straightforward. I just added a few "flavour" skills to bring him up to 350. I usually remove the 1/2 END advantage on most powers when converting from 3rd Edition.

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The Huntsman

 

Huntsman

 

Player:

 

Val Char Cost
18 STR 8
18 DEX 24
18 CON 16
10 BODY 0
18 INT 8
10 EGO 0
15 PRE 5
12 COM 1
8/22 PD 4
8/22 ED 4
5 SPD 22
15 REC 14
36 END 0
45 STUN 17
11" RUN07" SWIM03 1/2" LEAP0Characteristics Cost: 123

 

Cost Power END
30 Crossbow: Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1)
2u 1) Electric Arrows: EB 12d6, STUN Only (+0) (60 Active Points); 4 Charges (-1), OAF (-1)
2u 2) Fire Arrows: EB 8d6, Explosion (+1/2) (60 Active Points); 4 Charges (-1), OAF (-1)
2u 3) Flare Arrows: Sight Group Flash 8d6, Explosion (+1/2) (60 Active Points); 4 Charges (-1), OAF (-1)
2u 4) Gas Arrows: EB 6d6, NND (+1) (60 Active Points); 4 Charges (-1), OAF (-1) [Notes: Defense is not breathing]
2u 5) Razor Arrows: RKA 2 1/2d6, Armor Piercing (+1/2) (60 Active Points); 4 Charges (-1), OAF (-1)
2u 6) Sonic Arrows: EB 8d6, Armor Piercing (+1/2) (60 Active Points); 4 Charges (-1), OAF (-1)
2u 7) Webbing Arrows: Entangle 6d6, 6 DEF (60 Active Points); 4 Charges (-1), OAF (-1)
10 Athletic: Running +5" (11" total) 1
5 Athletic: Swimming +5" (7" total) 1
28 Battlesuit: Armor (14 PD/14 ED) (42 Active Points); OIF (-1/2)
15 Born with a Silver Spoon: Luck 3d6
10 Concealed Communicator: HRRP (Radio Group) (12 Active Points); IIF (-1/4)
4 Special Contacts: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4)
4 Special Contacts: UV Perception (Sight Group) (5 Active Points); IIF (-1/4)
7 Swing into Action: Swinging 10" (10 Active Points); OIF (Swinglines of opportunity; -1/2) 1
Powers Cost: 127

 

 

Cost Skill
40 +8 with Ranged Combat
1 AK: Africa 8-
1 AK: South America 8-
3 Acrobatics 13-
3 Combat Driving 13-
3 Combat Piloting 13-
3 Computer Programming 13-
3 Demolitions 13-
3 High Society 12-
3 Inventor 13-
2 KS: The Corporate world 11-
2 Language: Russian (fluent conversation)
3 Mechanics 13-
3 PS: Hunting 13-
3 Stealth 13-
4 Survival (Temperate/Subtropical, Tropical) 13-
3 Teamwork 13-
2 Weaponsmith (Muscle-Powered Ranged) 13-
Skills Cost: 85

 

Cost Perk
15 Money: Filthy Rich
Perks Cost: 15

 

 

 

Total Character Cost: 350

 

Val Disadvantages
10 DNPC: Jessica Savage, Wife 8- (Normal)
20 DNPC: Mindy and Michael Savage, Sons 8- (Incompetent; Group DNPC: x2 DNPCs)
20 Hunted: Red Doom 11- (Mo Pow, Harshly Punish)
20 Hunted: Supervillain Group 11- (Mo Pow, Harshly Punish)
10 Psychological Limitation: Hatred of guns (Common, Moderate)
10 Psychological Limitation: Higly Competitive (Uncommon, Strong)
15 Social Limitation: Secret Identity (Wayne Savage) Frequently (11-), Major
10 Vulnerability: 1 1/2 x STUN Ego Attacks (Common)

Disadvantage Points: 115

 

Base Points: 200

Experience Required: 35

Total Experience Available: 35

Experience Unspent: 0

 

I was left with a lot of points after a first attempt at conversion. Thankfully, Huntsman's beackground easily accounts for a wide range of skills. Many more could be added.

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Maelstrom/Tempest

 

Maelstrom

 

Player:

 

Val Char Cost
13 STR 3
26 DEX 48
23 CON 26
10 BODY 0
13 INT 3
13 EGO 6
15 PRE 5
10 COM 0
10/25 PD 7
10/15 ED 5
5 SPD 14
15 REC 14
70 END 12
35 STUN 6
6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 149

 

Cost Power END
60 Weather Control: Multipower, 75-point reserve, (75 Active Points); all slots Activation Roll 15- (-1/4)
6u 1) Fog: Darkness to Sight Group 7" radius (70 Active Points); Activation Roll 15- (-1/4) 7
6u 2) Lightning: RKA 4 1/2d6 (70 Active Points); Activation Roll 15- (-1/4) 7
6u 3) Whirlwind: Entangle 3d6, 4 DEF, Takes No Damage From All Attacks (+1/2), Area Of Effect (One Hex; +1/2) (70 Active Points); Activation Roll 15- (-1/4) 7
6u 4) Wind: Telekinesis (50 STR) (75 Active Points); Activation Roll 15- (-1/4) 7
10 Concealed Communicator: HRRP (Radio Group) (12 Active Points); IIF (-1/4)
25 Deflecting WInds: FF (15 PD/5 ED), Reduced Endurance (1/2 END; +1/4) (25 Active Points) 1
4 Special Contacts: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4)
4 Special Contacts: UV Perception (Sight Group) (5 Active Points); IIF (-1/4)
46 Wind Riding: Flight 23" 5
Powers Cost: 173

 

 

Cost Skill
3 Linguist
2 1) Language: Cantonese (completely fluent) (3 Active Points)
2 2) Language: French (completely fluent) (3 Active Points)
2 3) Language: German (completely fluent) (3 Active Points)
1 4) Language: Greek (fluent conversation) (2 Active Points)
1 5) Language: Hebrew (fluent conversation) (2 Active Points)
2 6) Language: Japanese (completely fluent) (3 Active Points)
1 7) Language: Latin (fluent conversation) (2 Active Points)
2 8) Language: Russian (completely fluent) (3 Active Points)
2 9) Language: Spanish (completely fluent) (3 Active Points)
2 PS: Teacher 11-
5 SS: Philology 14-
3 Teamwork 14-
Skills Cost: 28

 

 

 

 

Total Character Cost: 350

 

Val Disadvantages
20 DNPC: Denise Swanson, secretary 11- (Normal; Unaware of character's adventuring career/Secret ID)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
25 Hunted: Genocide/IHA 11- (Mo Pow, NCI, Harshly Punish)
20 Hunted: Supervillain Group 11- (Mo Pow, Harshly Punish)
15 Psychological Limitation: Claustrophobia (Common, Strong)
10 Psychological Limitation: Code vs Killing (Common, Moderate)
15 Social Limitation: Secret Identity (Dr. James Ford) Frequently (11-), Major
10 Vulnerability: 2 x BODY Gravity Powers (Uncommon)
10 Vulnerability: 2 x STUN Gravity Powers (Uncommon)

Disadvantage Points: 135

 

Base Points: 200

Experience Required: 15

Total Experience Available: 15

Experience Unspent: 0

 

Not much to add, came out pretty close to 350.

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Thanks to all involved in these conversions. I am starting up a new campaign with a couple of guys from my old campaign and some new players who have never played before. I decided that the old "To Serve and Protect" adventure would be a good choice for the first major adventure in the campaign. It's really one of the best ever written, I think. So this saves me some time and helps get the juices flowing.

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Quasar

 

Now for everybody's favourite winged alien this side of the law: Firewing's one-time pupil Quasar!

 

Quasar and Doctor Wraithe came out at 475 poits. I toyed with the idea of giving Quasar a "Body of Light" flight power usable in an atmosphere (9" Flight megascale, 1 Hex = 10'000 Km, scalable down, linked to Desolidification. Comes out at roughly 30% the speed of light). In the end, I stuck close to the original character.

 

Quasar

 

Player:

 

Val Char Cost
18 STR 8
26 DEX 48
23 CON 26
12 BODY 4
13 INT 3
13 EGO 6
15 PRE 5
14 COM 2
25 PD 21
25 ED 20
6 SPD 24
15 REC 12
66 END 10
50 STUN 17
6" RUN02" SWIM03 1/2" LEAP0Characteristics Cost: 206

 

Cost Power END
65 Photonic Powers: Multipower, 81-point reserve, (81 Active Points); all slots Not in Darkness (-1/4)
5u 1) Body of Light: Desolidification (affected by Radiation Powers), Reduced Endurance (0 END; +1/2) (60 Active Points); Not in Darkness (-1/4)
6u 2) Light Burst: Sight Group Flash 7d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (4" Radius; +1) (79 Active Points); Not in Darkness (-1/4) 3
6u 3) Photonic Ray: EB 13d6, Reduced Endurance (1/2 END; +1/4) (81 Active Points); Not in Darkness (-1/4) 3
27 Wings: Multipower, 40-point reserve, (40 Active Points); all slots Restrainable (-1/2)
3u 1) Flight: Flight 20" (40 Active Points); Restrainable (-1/2) 4
2u 2) Gliding: Gliding 35" (35 Active Points); Restrainable (-1/2)
12 Alien Eyes: +8 versus Range Modifier for Sight Group
6 Alien Eyes: Sight Group Flash Defense (6 points)
5 Alien Eyes: UV Perception (Sight Group)
10 Concealed Communicator: HRRP (Radio Group) (12 Active Points); IIF (-1/4)
22 Hyperflight: FTL Travel (1 Light Years/day) (28 Active Points); Linked (Body of Light; -1/2), Greater Power is Constant or in use most or all of the time (+1/4)
25 Photonic Body: Damage Resistance (25 PD/25 ED)
45 Photonic Body: Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; 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 does not sleep)
Powers Cost: 239

 

 

Cost Skill
4 +2 with Photonic Ray
6 +3 with Flight
3 Bureaucratics 12-
3 KS: Alien Technology 12-
3 Language: English (completely fluent)
2 Navigation (Space) 12-
3 PS: Gladiator 14-
3 Tactics 12-
3 Teamwork 14-
Skills Cost: 30

 

 

 

 

Total Character Cost: 475

 

Val Disadvantages
15 Distinctive Features: Wings and alien features (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Enraged: When caged or bound (Uncommon), go 11-, recover 14-
15 Enraged: When innocents are harmed (Common), go 11-, recover 14-
25 Hunted: Firewing 11- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Hunted: Supervillain Group 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
5 Physical Limitation: Publicity Seeker (Infrequently, Slightly Impairing)
15 Psychological Limitation: Code vs Killing (Common, Strong)
15 Social Limitation: Public ID (Frequently, Major)
10 Vulnerability: 1 1/2 x BODY Chemical Attacks (Common)
20 Vulnerability: 2 x STUN Chemical Attacks (Common)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 125

Total Experience Available: 125

Experience Unspent: 0

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Dr. Wraithe/Warlock

 

Finally, Eric Wraithe aka Warlock.

 

Dr. Wraithe

 

Player:

 

Val Char Cost
13 STR 3
23 DEX 39
23 CON 26
10 BODY 0
18 INT 8
18 EGO 16
15 PRE 5
12 COM 1
10/22 PD 7
10/22 ED 5
5 SPD 17
14 REC 12
88 END 21
45 STUN 16
6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 176

 

Cost Power END
65 Eldritch Magic: Multipower, 65-point reserve
6u 1) Billowing Clouds of Smoke: Darkness to Sight and Smell/Taste Groups 6" radius (65 Active Points) 6
6u 2) Dazzling Light Burst: Sight Group Flash 6d6, Area Of Effect (3" Radius; +1) (60 Active Points) 6
6u 3) Healing Spell: Healing BODY 4d6, Can Heal Limbs, Reduced Endurance (1/2 END; +1/4) (56 Active Points) 2
3u 4) Invisibility Spell: Invisibility to Sight and Radio Groups , No Fringe (35 Active Points) 3
6u 5) Mystic Blast: EB 13d6 (65 Active Points) 6
6u 6) Mystic Force: FW (11 PD/11 ED; 6" long and 1" tall) (65 Active Points) 6
6u 7) Sleep Spell: Ego Attack 5d6 ( Human and Animal classes of minds) (60 Active Points) 6
6u 8) Transfixiation: Tunneling 6" through 10 DEF material, Ranged (+1/2) (63 Active Points) 6
6u 9) Warping Inner Reality: Mental Illusions 11d6 ( Human and Animal classes of minds) (65 Active Points) 6
6u 10) Warping Outer Reality: Telekinesis (43 STR) (65 Active Points) 6
40 Astral Travel: Teleportation 15", x4 Increased Mass 4
10 Concealed Communicator: HRRP (Radio Group) (12 Active Points); IIF (-1/4)
15 Mystic Sense: Danger Sense (self only, out of combat, Function as a Sense) (22 Active Points); Only vs Magic (-1/2) 13-
36 Protective Aura: FF (12 PD/12 ED), Reduced Endurance (0 END; +1/2) (36 Active Points)
39 Protective Aura: Life Support (Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)
10 Protective Aura: Mental Defense (14 points total)
4 Special Contacts: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4)
4 Special Contacts: UV Perception (Sight Group) (5 Active Points); IIF (-1/4)
Powers Cost: 280

 

 

Cost Skill
3 Contortionist 14-
2 KS: Parapsychology 11-
3 Language: Latin (completely fluent)
2 PS: Soldier 11-
3 Power: Eldritch Magic 13-
3 SS: Psychology 13-
3 Teamwork 14-
Skills Cost: 19

 

 

 

 

Total Character Cost: 475

 

Val Disadvantages
15 DNPC: Wenworth 11- (Normal)
25 Hunted: Supervillain Group 11- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25 Hunted: The Ancient One 11- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
5 Physical Limitation: Unfamiliar with Contemporary Culture (Infrequently, Slightly Impairing)
10 Psychological Limitation: Grin and Moody (Common, Moderate)
15 Social Limitation: Public ID (Frequently, Major)
10 Unluck: 2d6
15 Vulnerability: 1 1/2 x BODY Physical Killing Attacks (Very Common)
15 Vulnerability: 1 1/2 x STUN Physical Killing Attacks (Very Common)

Disadvantage Points: 135

 

Base Points: 200

Experience Required: 140

Total Experience Available: 140

Experience Unspent: 0

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Very nice work, Solomon, thanks for the contribution. For the most part I agree with the mechanical changes you made to the characters with the points available after conversion, but I was wondering why you removed the "must have hands free" Limitation on Dr. Wraithe's Multipower. Not that I don't think it's a good idea, just curious. :)

 

Maybe now we can guilt Scott Heine into finishing his Protectors drawings and background stories. :D

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Originally posted by Lord Liaden

Very nice work, Solomon, thanks for the contribution. For the most part I agree with the mechanical changes you made to the characters with the points available after conversion, but I was wondering why you removed the "must have hands free" Limitation on Dr. Wraithe's Multipower. Not that I don't think it's a good idea, just curious. :)

 

Whoopsie! That was unintentional. :o I'll post an updated version ASAP.

 

Originally posted by Lord Liaden

Maybe now we can guilt Scott Heine into finishing his Protectors drawings and background stories. :D

 

That would be cool. :) You're listening, Scott? You made us love those characters, it's all your fault. ;)

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Dr. Wraithe/Warlock 2

 

Following Lord Liaden's remark, I added the Gestures limitation to Warlock's multipower. This fred a few points I used to up his Danger Sense and skills and to add the Wealthy perk.

 

Dr. Wraithe

 

Player:

 

Val Char Cost
13 STR 3
23 DEX 39
23 CON 26
10 BODY 0
18 INT 8
18 EGO 16
15 PRE 5
12 COM 1
10/22 PD 7
10/22 ED 5
5 SPD 17
14 REC 12
88 END 21
45 STUN 16
6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 176

 

Cost Power END
52 Eldritch Magic: Multipower, 65-point reserve, (65 Active Points); all slots Gestures (-1/4)
5u 1) Billowing Clouds of Smoke: Darkness to Sight and Smell/Taste Groups 6" radius (65 Active Points); Gestures (-1/4) 6
5u 2) Dazzling Light Burst: Sight Group Flash 6d6, Area Of Effect (3" Radius; +1) (60 Active Points); Gestures (-1/4) 6
4u 3) Healing Spell: Healing BODY 4d6, Can Heal Limbs, Reduced Endurance (1/2 END; +1/4) (56 Active Points); Gestures (-1/4) 2
3u 4) Invisibility Spell: Invisibility to Sight and Radio Groups , No Fringe (35 Active Points); Gestures (-1/4) 3
5u 5) Mystic Blast: EB 13d6 (65 Active Points); Gestures (-1/4) 6
5u 6) Mystic Force: FW (11 PD/11 ED; 6" long and 1" tall) (65 Active Points); Gestures (-1/4) 6
5u 7) Sleep Spell: Ego Attack 5d6 ( Human and Animal classes of minds) (60 Active Points); Gestures (-1/4) 6
5u 8) Transfixiation: Tunneling 6" through 10 DEF material, Ranged (+1/2) (63 Active Points); Gestures (-1/4) 6
5u 9) Warping Inner Reality: Mental Illusions 11d6 ( Human and Animal classes of minds) (65 Active Points); Gestures (-1/4) 6
5u 10) Warping Outer Reality: Telekinesis (43 STR) (65 Active Points); Gestures (-1/4) 6
40 Astral Travel: Teleportation 15", x4 Increased Mass 4
10 Concealed Communicator: HRRP (Radio Group) (12 Active Points); IIF (-1/4)
19 Mystic Sense: Danger Sense (immediate vicinity, out of combat, Function as a Sense) (28 Active Points); Only vs Magic (-1/2) 14-
36 Protective Aura: FF (12 PD/12 ED), Reduced Endurance (0 END; +1/2) (36 Active Points)
39 Protective Aura: Life Support (Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)
10 Protective Aura: Mental Defense (14 points total)
4 Special Contacts: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4)
4 Special Contacts: UV Perception (Sight Group) (5 Active Points); IIF (-1/4)
Powers Cost: 261

 

 

Cost Skill
3 Contortionist 14-
2 KS: Early 20th Century History 11-
3 KS: Parapsychology 13-
3 Language: Latin (completely fluent)
2 PS: Soldier 11-
5 Power: Eldritch Magic 14-
4 SS: Psychology 14-
3 Tactics 13-
3 Teamwork 14-
Skills Cost: 28

 

Cost Perk
10 Money: Wealthy
Perks Cost: 10

 

 

 

Total Character Cost: 475

 

Val Disadvantages
15 DNPC: Wenworth 11- (Normal)
25 Hunted: Supervillain Group 11- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25 Hunted: The Ancient One 11- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
5 Physical Limitation: Unfamiliar with Contemporary Culture (Infrequently, Slightly Impairing)
10 Psychological Limitation: Grin and Moody (Common, Moderate)
15 Social Limitation: Public ID (Frequently, Major)
10 Unluck: 2d6
15 Vulnerability: 1 1/2 x BODY Physical Killing Attacks (Very Common)
15 Vulnerability: 1 1/2 x STUN Physical Killing Attacks (Very Common)

Disadvantage Points: 135

 

Base Points: 200

Experience Required: 140

Total Experience Available: 140

Experience Unspent: 0

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Originally posted by TaxiMan

I wouldn't change a thing, the writeups are excellent, BUT (ha!) -

 

is Guestures a valid lim for Invisibility? It's essentially Restrainable, so if I were GM I'd call 'em even. Still, just a thought...

 

A minor point, but I still think Gestures does it. It still prevents the power from being used if Warlock's hands aren't free. Also, if an opponent sees Warlock activate its Invisibility spell, he will probably realise he can prevent further uses of the power by grabbing Warlock's hands. So I'd say Gestures is a valid Lim even for Invisibility.

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So far, I stuck to straightforward conversions, ie identical stats etc.

However, the characters might warrant some more tweaking, depending upon personal tastes of course. A "typical 3rd Edition team" vs "Typical 5th Edition team" comparison might bring up the following:

 

Most of the Protectors might use 1-5 more points in a few stats: BOD, INT and EGO seem pretty low across the board for a 5th edition team.

OTOH, figured stats have been bought to high levels, mainly due to the way END worked out under 3rd Edition.

PRE is a special case. All of the Protectors as written have 15. While this is appropriate for, say, Doc Sonic and Brainstorm, most other characters might use 5 or even 10 more points. Quasar might even warrant a 30.

 

Most 5th Edition characters seem to have at least 30-50 points in skills and "flavour powers". The Protectors as a team seem to have quite a lot of Perks: Wealth, a large Base with many Followers, a Vehicle. They also enjoy a good Reputation.

 

Of course I don't want to step on Scott's feet; I'm just trying to figure out how he would have built the Protectors under current rules.

 

Comments?

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Have only looked at Dr. Wraithe so far, but thought I'd offer some comments.

 

Since I'm running the TS&P adventure, I wanted to make sure that the character remains the same power level, even if the points go over the original point cost.

 

You have done a great job balancing out things. But the new telekinesis costs make his tk attack an 8d6 attack instead of 10d6. I think the TK should remain at 10d6, especially since you've boosted his EB to 13d6. For my purposes, I think I'll increase his multipower reserve to 75 points so the TK can be 10d6 but leave the other slots as you have them. Not the most efficient, but it keeps his power level where I want it. I don't want him shooting 15d6 energy blasts.

 

The other thing I remember doing with Dr. Wraithe when I played the adventure the first time (so many years ago) is using his clouds of darkness. They blocked normal sight and UV, but allowed IR vision to see the heat patterns within. That worked out well with Helios' IR vision, since he could target any enemies within the dark clouds. I'd like to keep the darkness the same way.

 

However, being new to the 5th edition, I can't figure out a way to buy darkness that only affects normal sight and UV. Hero Designer won't let me do it unless I buy another sense group for the darkness as well. The only thing I can think to do is to buy the darkness as affecting all of the Sight Group and then giving it a limitation stating that it doesn't affect IR vision. Or am I missing something?

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