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[Western Champions] Chamions of the West Super Team


JmOz

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Re: [Western Champions] Chamions of the West Super Team

 

Last night I was talking to my wife, and she felt I should include a gadgeteer into the group. It got me thinking of a steam powered armor suited defender (OIF/Bulky), the problem I have is it does go against the general feel of "Dark Champions meets the west", at the same time it would be something interesting.

 

Thoughts?

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Re: [Western Champions] Chamions of the West Super Team

 

Last night I was talking to my wife, and she felt I should include a gadgeteer into the group. It got me thinking of a steam powered armor suited defender (OIF/Bulky), the problem I have is it does go against the general feel of "Dark Champions meets the west", at the same time it would be something interesting.

 

Thoughts?

 

I was always thinking that Your John Harmond was a psudo Gadgeteer, and if not beign the Jack of all trades would should have him leaning in that direction anyway.

 

Also I think you HAVE to have the man who killed the Undertaker be Alex Tubbs, A young Brash Gunslinger who would take on the curse once the Undertaker catches up w/him. (I hope you Old Time Herophiles, catch my 4th ed ref)

 

WC

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Re: [Western Champions] Chamions of the West Super Team

 

Tobstone kid right? Actually he is going to be hunting him BECAUSE he is the one who originaly killed him, and yes I see the curse being transfered as a final retribution...

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Re: [Western Champions] Chamions of the West Super Team

 

I could not resist, this is just the stats and armor, I still need to work on skills & drawbacks, and still revise him (this is five minutes of work on him :))

 

 

Player:

 

Val Char Cost
40 STR 5
18 DEX 24
20 CON 20
12 BODY 4
18 INT 8
11 EGO 2
15 PRE 5
12 COM 1
5/20 PD 2
5/20 ED 1
4 SPD 12
7 REC 0
40 END 0
30 STUN 0
10" RUN02" SWIM08" LEAP0Characteristics Cost: 84

 

Cost Power END
Steam Suit, all slots: OIF Bulky (-1)
18 1) Steal Body: Armor (15 PD/15 ED) (45 Active Points); Ablative BODY Only (-1/2)
7 2) Steam Tank: Endurance Reserve (100 END, 4 REC) (14 Active Points)
10 3) Steam Powered Strength: +25 STR (25 Active Points); No Figured Characteristics (-1/2) (uses END Reserve) 2
6 4) Steam Powered Legs: +4" Running (10" total), x4 Noncombat (13 Active Points) (uses END Reserve) 1
2 5) Heavy: Knockback Resistance -2" (4 Active Points)
22 Weapon Systems: Multipower, 45-point reserve, all slots: (45 Active Points); OIF Bulky (-1)
2u 1) Rifle Arm: Killing Attack - Ranged 3d6 (vs. ED) (45 Active Points); 4 Clips of 4 Charges (-1/2)
2u 2) Gat Gun: Killing Attack - Ranged 2d6 (vs. ED), 2 Clips of 12 Charges (+0), Autofire (5 shots; +1/2) (45 Active Points)
2u 3) Steam Blast: Energy Blast 9d6 (vs. ED) (45 Active Points); Reduced Penetration (-1/4) (uses END Reserve) 4
2u 4) Steam Blast II: Energy Blast 6d6 (vs. ED), Explosion (Cone -1 DC/2"; +1/2) (45 Active Points); No Range (-1/2), Reduced Penetration (-1/4) (uses END Reserve) 4
1u 5) Right Bola Launcher: Entangle 2d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (45 Active Points); 3 Recoverable Charges (-3/4), Cannot Form Barriers (-1/4)
1u 6) Left Bola Launcher: Entangle 2d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (45 Active Points); 3 Recoverable Charges (-3/4), Cannot Form Barriers (-1/4)
Powers Cost: 75

 

 

 

 

 

 

Total Character Cost: 159

 

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: [Western Champions] Chamions of the West Super Team

 

Yup you got it The TombStone Kid. I did a scarry write up of him in 5th Ed, with a Pic to go with... my PCs HATED him... One even took to Hunting him, and finished the job just this past Jan. I'd love to see him resurface in 5th Ed Even if just in the past.

 

As for the Steam Powered armor... WOW that's one tough Hombre!! a 15rPd WOW, he'll steam roll over most any conventional weapon of that day. I sudder to see the write up for the Villains.

 

Yikes!!!

 

WC

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Re: [Western Champions] Chamions of the West Super Team

 

Yup you got it The TombStone Kid. I did a scarry write up of him in 5th Ed, with a Pic to go with... my PCs HATED him... One even took to Hunting him, and finished the job just this past Jan. I'd love to see him resurface in 5th Ed Even if just in the past.

 

As for the Steam Powered armor... WOW that's one tough Hombre!! a 15rPd WOW, he'll steam roll over most any conventional weapon of that day. I sudder to see the write up for the Villains.

 

Yikes!!!

 

WC

 

I admit his defenses are on the high side, but did you calculate his DCV? 18/3= 6

 

6/2 = 3 for Bulky Foci

 

Normal Dex 8/3= 2.666 rounds to 3

 

I will however probably be bringing his rDEF down by about 5 however (His normal defenses will stay 20/20)

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Re: [Western Champions] Chamions of the West Super Team

 

Okay, Been working on Defender 1875

 

Here is his stats:

 

Defender

 

Player:

 

Val Char Cost
15/40 STR 5
18 DEX 24
20 CON 20
12 BODY 4
18 INT 8
11 EGO 2
18 PRE 8
14 COM 2
20 PD 2
20 ED 1
4 SPD 12
7 REC 0
40 END 0
30 STUN 0
6"/10" RUN02" SWIM03"/8" LEAP0Characteristics Cost: 88

 

Cost Power END
0 Steamed Powered Suit, Private Adder, all slots OIF Bulky (-1)
6 1) Armored Protection: +15 PD (15 Active Points); Ablative BODY Only (-1/2)
6 2) Armored Protection: +15 ED (15 Active Points); Ablative BODY Only (-1/2)
4 3) Armored Protection: Damage Resistance (10 PD/10 ED) (10 Active Points); Ablative BODY Only (-1/2) 0
5 4) Heavy: Knockback Resistance -5" (10 Active Points) 0
6 5) Steam Tank: Endurance Reserve (100 END, 4 REC) Reserve: (14 Active Points); Side Effects (Side Effect affects both character and recipient of Power's benefits, Side Effect always occurs whenever the character does some specific act; -1/4); REC: (4 Active Points) 0
10 6) Steam Powered Strength: +25 STR (25 Active Points); No Figured Characteristics (-1/2) (uses END Reserve) 2
6 7) Steamed Power Locomotion: Running +4" (6"/10" total), x4 Noncombat (13 Active Points) (uses END Reserve) 1
22 Weapon System: Multipower, 45-point reserve, (45 Active Points); all slots OIF Bulky (-1)
2u 1) Rifle Arm: RKA 3d6 (vs. ED) (45 Active Points); 4 clips of 4 Charges (-1/2), Beam (-1/4) [4]
2u 2) Gatling Gun: RKA 2d6 (vs. ED), 4 clips of 12 Charges (+0), +1 Increased STUN Multiplier (+1/4), Autofire (3 shots; +1/4) (45 Active Points) [12]
2u 3) Steam Blast: EB 9d6 (vs. ED) (45 Active Points) (uses Personal END) 4
2u 4) Steam Blast: EB 6d6 (vs. ED), Explosion (Cone; -1 DC/2"; +1/2) (45 Active Points); No Range (-1/2) (uses Personal END) 4
1u 5) Right Bola Launcher: Entangle 2d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (45 Active Points); 3 Recoverable Charges (-3/4), Cannot Form Barriers (-1/4) [3 rc]
1u 6) Left Bola Launcher: Entangle 2d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (45 Active Points); 3 Recoverable Charges (-3/4), Cannot Form Barriers (-1/4) [3 rc]
Powers Cost: 75

 

 

Cost Skill
6 +2 Weapon Systems
3 Cryptography 13-
3 Combat Driving 13-
3 Demolitions 13-
1 Language: Latin (basic conversation)
2 Language: French (fluent conversation)
3 PS: Armorer (INT-based) 13-
3 Riding 13-
3 High Society 13-
3 Inventor 13-
3 Mechanics 13-
2 Weaponsmith (Firearms) 13-
6 +2 Inventor, Mechanics, Weaponsmith
3 Scientist
2 1) SS: Balistics (INT-based) 13- (3 Active Points)
2 2) SS: Engineering (INT-based) 13- (3 Active Points)
2 3) SS: Metalergy (INT-based) 13- (3 Active Points)
Skills Cost: 50

 

Cost Perk
10 Money: Wealthy
3 Contact: Mayor of Hope Springs (Contact has access to major institutions, Contact has useful Skills or resources, Contact limited by identity) 11-
Perks Cost: 13

 

 

 

Total Character Cost: 226

 

Val Disadvantages
15 Soc. Lim.: Secret ID (Frequently, Major)
10 Hunted: Lloyd Gang 8- (As Pow, Harshly Punish)
15 Hunted: Clockwork Man 8- (Mo Pow, Harshly Punish)
10 Dependent NPC: Jose, Man-servant 8- (Normal)
10 Vulnerability: 2 x STUN Fire while in armor (Uncommon)
5 Susceptibility: Hot tempertures (100 degrees+) while in armor, 1d6 damage per Minute (Uncommon)
15 Psych. Lim.: Code vs Killing (Common, Strong)
20 Psych. Lim.: Heroic (Very Common, Strong)

Disadvantage Points: 100

 

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

I still have 24 points left, and don't know what to do with them, I could drop the "Bulky" but I don't want to...

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Re: [Western Champions] Chamions of the West Super Team

 

Maybe you could give him a Steam-power based END Reserve, and run some of the powers off it.

 

Other than that I think it looks fine.

 

Power #6 on the first list :)

 

I got the revised here, it is skill heavy now :)

 

Defender

 

Player:

 

Val Char Cost
40 STR 5
18 DEX 24
20 CON 20
12 BODY 4
18 INT 8
11 EGO 2
18 PRE 8
14 COM 2
20 PD 2
20 ED 1
4 SPD 12
7 REC 0
40 END 0
30 STUN 0
10" RUN02" SWIM08" LEAP0Characteristics Cost: 88

 

Cost Power END
Steamed Powered Suit, all slots OIF Bulky (-1)
6 1) Armored Protection: +15 PD (15 Active Points); Ablative BODY Only (-1/2)
6 2) Armored Protection: +15 ED (15 Active Points); Ablative BODY Only (-1/2)
4 3) Armored Protection: Damage Resistance (10 PD/10 ED) (10 Active Points); Ablative BODY Only (-1/2) 0
2 4) Heavy: Knockback Resistance -2" (4 Active Points) 0
6 5) Steam Tank: Endurance Reserve (100 END, 4 REC) Reserve: (14 Active Points); Side Effects (Side Effect affects both character and recipient of Power's benefits, Side Effect always occurs whenever the character does some specific act; -1/4); REC: (4 Active Points) 0
10 6) Steam Powered Strength: +25 STR (25 Active Points); No Figured Characteristics (-1/2) (uses Personal END) 2
6 7) Steamed Power Locomotion: Running +4" (10" total), x4 Noncombat (13 Active Points) (uses Personal END) 1
22 Weapon System: Multipower, 45-point reserve, (45 Active Points); all slots OIF Bulky (-1)
2u 1) Rifle Arm: RKA 3d6 (vs. ED) (45 Active Points); 4 clips of 4 Charges (-1/2), Beam (-1/4) [4]
2u 2) Gatling Gun: RKA 2d6 (vs. ED), 4 clips of 12 Charges (+0), +1 Increased STUN Multiplier (+1/4), Autofire (3 shots; +1/4) (45 Active Points) [12]
2u 3) Steam Blast: EB 9d6 (vs. ED) (45 Active Points) (uses Personal END) 4
2u 4) Steam Blast: EB 6d6 (vs. ED), Explosion (Cone; -1 DC/2"; +1/2) (45 Active Points); No Range (-1/2) (uses Personal END) 4
2u 5) Bola Launcher: Entangle 2d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (45 Active Points); Cannot Form Barriers (-1/4), 6 Recoverable Charges (-1/4) [6 rc]
1u 6) Net Launcher: Entangle 2d6, 4 DEF, AOE (One Hex; +1/2) (45 Active Points); 3 Recoverable Charges (-3/4), Can Be Missile Deflected (-1/4) [3 rc]
Powers Cost: 73

 

 

Cost Skill
6 +2 Weapon Systems
3 Cryptography 13-
3 Combat Driving 13-
1 Language: Latin (basic conversation)
2 Language: French (fluent conversation)
3 Jack of All Trades
2 1) PS: Armorsmith (INT-based) (3 Active Points) 13-
2 2) PS: Banking (INT-based) (3 Active Points) 13-
2 3) PS: Blacksmith (INT-based) (3 Active Points) 13-
2 4) PS: Prospecting (INT-based) (3 Active Points) 13-
3 Riding 13-
3 High Society 13-
3 Persuasion 13-
3 Oratory 13-
3 Inventor 13-
3 Mechanics 13-
2 Weaponsmith (Firearms) 13-
0 TF: Carts & Carriages, Equines
3 +1 Inventor, Mechanics, Weaponsmith
3 Scientist
1 1) SS: Balistics 11- (2 Active Points)
1 2) SS: Geology 11- (2 Active Points)
2 3) SS: Metalurgy (INT-based) 13- (3 Active Points)
2 4) SS: Steam Power Engineering (INT-based) 13- (3 Active Points)
3 Traveler
2 1) AK: Hope Springs & Surrounding areas (INT-based) (3 Active Points) 13-
2 2) CK: Boston (INT-based) (3 Active Points) 13-
2 3) CK: Paris, France (INT-based) (3 Active Points) 13-
1 4) CuK: French (2 Active Points) 11-
2 WF: Small Arms
Skills Cost: 70

 

Cost Perk
10 Money: Wealthy
3 Well-Connected
1 1) Contact: Barber (Contact has significant Contacts of his own, Contact limited by identity) (2 Active Points) 11-
1 2) Contact: Blacksmith (Contact has useful Skills or resources, Contact limited by identity) (2 Active Points) 11-
2 3) Contact: Mayor of Hope Springs (Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact) (3 Active Points) 11-
2 4) Contact: Sherif of Hope Springs (Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity) (3 Active Points) 11-
Perks Cost: 19

 

 

 

Total Character Cost: 250

 

Val Disadvantages
15 Soc. Lim.: Secret ID (Frequently, Major)
10 Hunted: Lloyd Gang 8- (As Pow, Harshly Punish)
15 Hunted: Clockwork Man 8- (Mo Pow, Harshly Punish)
5 Dependent NPC: Jose, Man-servant 8- (Normal; Useful Noncombat Position or Skills)
15 Psych. Lim.: Code vs Killing (Common, Strong)
20 Psych. Lim.: Heroic (Very Common, Strong)
Armor Disadvantages
10 1) Vulnerability: 2 x STUN Fire while in armor (Uncommon)
5 2) Susceptibility: Hot tempertures (100 degrees+) while in armor, 1d6 damage per Minute (Uncommon)
5 3) Phys. Lim.: May not leap while in armor (Infrequently, Slightly Impairing)

Disadvantage Points: 100

 

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: [Western Champions] Chamions of the West Super Team

 

Lucky Jack

 

Player:

 

Val Char Cost
13 STR 3
28 DEX 54
20 CON 20
12 BODY 4
18 INT 8
11 EGO 2
15 PRE 5
18 COM 4
4 PD 1
4 ED 0
6 SPD 22
7 REC 0
40 END 0
30 STUN 1
6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 124

 

Cost Power END
10 Lucky: Luck 2d6 0
10 Lucky Shot: Find Weakness 11- with Shooting 0
11 Shooting Iron: Killing Attack - Ranged 2d6 (vs. PD) (30 Active Points); OAF (-1), Increased Reloading Time: 2 phases (-1/4), Beam (-1/4), 4 clips of 6 Charges (-1/4) [6]
Powers Cost: 31

 

Cost Martial Arts Maneuver
Fancy Shooting
3 1) Shooting: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
5 2) Leg Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +v/5, Target Falls
4 3) Drop that: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 28 STR
Martial Arts Cost: 12

 

Cost Skill
6 +3 Shooting
6 : +4 vs. Range Modifier with Shooting
3 Acting 12-
2 Animal Handler (Equines) 12-
3 Breakfall 15-
3 Climbing 15-
3 Concealment 13-
3 Conversation 12-
5 Fast Draw 16-
5 Gambling (Card Games, Craps, Roulette) 13-
3 PS: Gambler (INT-based) 13-
3 Persuasion 12-
3 Riding 15-
3 Sleight Of Hand 15-
3 Streetwise 12-
0 TF: Equines
2 WF: Small Arms
Skills Cost: 56

 

Cost Perk
15 Follower
Perks Cost: 15

 

Cost Talent
12 Combat Luck (6 PD/6 ED)
Talents Cost: 12

 

 

Total Character Cost: 250

 

Val Disadvantages
10 DF: "Pretty boy" (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 DNPC: Girl of the week 8- (Normal)
10 Hunted: Lloyd Gang 8- (As Pow, Harshly Punish)
5 Hunted: Young Gunslingers 8- (Less Pow, Harshly Punish)
15 Psych. Lim.: Code Vs Killing (Common, Strong)
15 Psych. Lim.: Heroic (Common, Strong)
20 Psych. Lim.: Loves to take chances (Very Common, Strong)
5 Reputation: Gunslinger, 8-
5 Rivalry: Professional, Other Gamblers, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
5 Unluck: 1d6

Disadvantage Points: 100

 

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: [Western Champions] Chamions of the West Super Team

 

For those who asked about a super horse (No red cape, or origin involving being a centaur stuck in hourse form that some how granted Kryptonian like powers)

 

This is for the original "Defender" I need to come up with a new name for him, but without further ado here is "Bullet"

 

Bullet

 

Player:

 

Val Char Cost
25 STR 15
23 DEX 39
23 CON 26
15 BODY 10
13 INT 3
10 EGO 0
20 PRE 5
16 COM 3
7 PD 2
7 ED 2
5 SPD 17
10 REC 0
46 END 0
40 STUN 0
10" RUN82" SWIM07" LEAP2Characteristics Cost: 132

 

Cost Power END
5 Bite: HKA 1 point (1/2d6 w/STR) (vs. ED) 1
13 Kick/Rear: HA +4d6 (20 Active Points); HA (-1/2) 2
2 Tough Skin: Damage Resistance (2 PD/2 ED) 0
2 +5 PRE (5 Active Points); Protection Only (-1)
6 Heavy: Knockback Resistance -3" 0
6 +2 PER with all Sense Groups 0
15 Rifle: Killing Attack - Ranged 3d6 (vs. PD) (45 Active Points); OAF (-1), 4 clips of 4 Charges (-1/2), Increased Reloading Time: 2 phases (-1/4), Beam (-1/4) [4]
Powers Cost: 49

 

 

Cost Skill
3 +1 with any three maneuvers or a tight group of attacks
3 PS: Attack 12-
2 Language (fluent conversation)
3 PS: Stop Attack 12-
2 Riding 15- (5 Active Points); Complementary to Rider's Skill Only (-1)
Skills Cost: 13

 

 

Cost Talent
6 Combat Luck (3 PD/3 ED)
Talents Cost: 6

 

 

Total Character Cost: 200

 

Val Disadvantages
10 Distinctive Features: Pure White Horse (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Physical Limitation: Large (4m; -2 DCV; +2 to Per Rolls to perceive) (Infrequently, Slightly Impairing)
10 Enraged: XXXXX XXXX Injured (Uncommon), go 11-, recover 14-
10 Phys. Lim.: Near Human Intelegence (Infrequently, Greatly Impairing)
15 Physical Limitation: Very Limited Manipulation (Frequently, Greatly Impairing)
20 Psychological Limitation: Domesticated (Very Common, Strong)
15 Psychological Limitation: Loyal (Common, Strong)
15 Psych. Lim.: Heroic (Common, Strong)

Disadvantage Points: 100

 

Base Points: 100

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: [Western Champions] Chamions of the West Super Team

 

I'm thinking abiout the shaman and the idan warrior, I like the idea of his multi forms being : cayote, bear, eagle, and ...snake, these would tie in deftly with most ameridain myths.

as for the indian warrior he needs to be the Lancelot of the team, the perfect athelite and warrior. Maybe he could have a totem or "magic" strength he could draw on for limited time. (plus wopping bow skills, knife, gun, natural weapons master, running, acrobat skills, swinging, climbing, etc..)

oh yeah the undertaker is a very cool concept, but the defender armor should only be used sparingly, while Jack Harmon should have other gadgets / lab ( like james west) for most scenarios. I see him as a darker type of hero, a western batman, it might even be nice to give him a different name for the armor, to really inspire fear, what is he anyway a US Marshal? a sherif, a millionaire who goes seeking justice by his own devices? How about Midnight (something, sorry almost had it).

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Re: [Western Champions] Chamions of the West Super Team

 

Well I got to really looking at seeker and lucky jack, two observations :

it looks like seeker is already the Lancelot of the group, so maybe you should drop the indian warrior and make the shaman a real indian shaman, also I think you need to beef up Lucky Jack, really to give him amazing trick shot capabilities (like limited telekenisis, you know, just to knock over a lever or graze a button). But honestly defender looks too darned powerfuml. I can't imagine that big clinky armor really being useful until the "big shoot em up" at the end of the story. You should develope the Jack Harmon character more and leave have the armor come in for really limited use.

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Re: [Western Champions] Chamions of the West Super Team

 

I'm thinking abiout the shaman and the idan warrior' date=' I like the idea of his multi forms being : cayote, bear, eagle, and ...snake, these would tie in deftly with most ameridain myths. (snip).[/quote']

 

 

Great ideas in your post...but I can't help but think of the "cayote", a cayenne coyote, the hot and spicy canine, quite dangerous in the Old West!

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Re: [Western Champions] Chamions of the West Super Team

 

I like the snake idea for the 4th form, I have been thinking of somekind of diminutive animal (Say a field mouse?), but the snake is a good idea. I have also already come to the conclusion that I will combine the Totem warrior with the Brave

 

Defender: I actualy did think about giving him a VPP, but decided against it as I don't want to many things coming into it.... I agree that the armor will be most useful in the big finale, up until then, well having a DCV of 3 will make him an easy target. He is however the most skilled individual in the group so far in the sciences, and I plan on making sure that comes involved...

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Re: [Western Champions] Chamions of the West Super Team

 

Umm... Does the horse have a gun?

I can see it now, Mr. Harmon riding into battle, dismounts

Bullet, and Bullet rears back, draws the rifle, and shoots

someone in the head...

 

Actualy, it is the way I represented the fact that the rifle is kept on the horse, normaly the character WILL NOT carry it.

 

This is not Defender's horse BTW, as he does not have one (And would you not fell sory for the poor animal if he did?)

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  • 3 weeks later...

Re: [Western Champions] Chamions of the West Super Team

 

Nighthawk

 

Player:

 

Val Char Cost
20 STR 10
23 DEX 39
20 CON 20
15 BODY 10
18 INT 8
14 EGO 8
15 PRE 5
14 COM 2
5 PD 1
5 ED 1
6 SPD 27
8 REC 0
40 END 0
35 STUN 0
8" RUN42" SWIM04" LEAP0Characteristics Cost: 135

 

Cost Power END
40 Totem Warrior: Multiform (200 Character Points in the most expensive form) (x4 Number Of Forms) (50 Active Points); IIF (-1/4) 0
10 Shooting Iron: Killing Attack - Ranged 2d6 (vs. PD) (30 Active Points); OAF (-1), 2 clips of 6 Charges (-1/2), Increased Reloading Time: 2 phases (-1/4), Beam (-1/4) [6]
Powers Cost: 50

 

 

Cost Skill
5 Animal Handler (Birds, Canines, Equines, Ursines) 12-
4 +2 Shooting Iron
3 AK: Hope Springs Area (INT-based) 13-
3 CuK: Indians (INT-based) 13-
3 Breakfall 14-
3 Climbing 14-
3 Interrogation 12-
2 Navigation (Land) 13-
3 Paramedics 13-
3 Riding 14-
3 Shadowing 13-
3 Sleight Of Hand 14-
3 Stealth 14-
6 Survival (Arctic/Subarctic, Temperate/Subtropical, Mountain) 13-
3 Tracking 13-
Skills Cost: 50

 

Cost Perk
15 Follower
Perks Cost: 15

 

 

 

Total Character Cost: 250

 

Val Disadvantages
10 DF: Native (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 DF: Mystic Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
10 Enraged: In Combat (Common), go 8-, recover 14-
10 Hunted: Lloyd Gang 8- (As Pow, Harshly Punish)
10 Hunted: Firebrand 8- (As Pow, Harshly Punish)
15 Psych. Lim.: Honarable (Common, Strong)
10 Psychological Limitation: Seeks Justice (Common, Moderate)
15 Psych. Lim.: Protective of Natives (Common, Strong)
15 Soc. Lim.: Secret ID (Frequently, Major)

Disadvantage Points: 100

 

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: [Western Champions] Chamions of the West Super Team

 

The follower will be a horse, I am still working on the MF's (A Bear, Fox, Coyote & Hawk), all will be "totem" Versions so some traits will be exagerated (Bear=Str, Fox=Speed, Coyote=Hunting, Hawk=Speed/Sight)

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Re: [Western Champions] Chamions of the West Super Team

 

Heh bit late to suggest multiforms but how about a buffalo as one?

 

Looking through the writeups I'm thinking of revising that quick sketch of your Defender I did at the hobbyshop that day. Definately need some larger gauntlet setup for firing bolas and nets and the like. Hmm... so much joy to be done.

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