rayoman Posted July 27, 2004 Report Share Posted July 27, 2004 I am playing around with the system so I decided to make a fellow hero team to compliment the Champions. I am using San Francisco as the campaign city for the West Coast Champions. Please bear with me as I slowly post the characters. First, I will be posting only the game stats so I can tweak them based on feedback. I will provide background and origin as I get time to create it. West Coast Champions Roster Leader: Quantum basically 350 pt version of the C:NM Quantum. The Bug This is Defender's replacement on the West Coast team. Behemoth basically a 350 pt version of the C:NM Behemoth. The Marksman This is a character of my making for a PBEM game along time ago. The last slot is open, but I am thinking of using Solitaire as presented in C:NM, but at 350 pts. Characters will soon follow, at least he game stats. HG guys, if there is a problem with posting the characters that I am using from C:NM then let me know and I will take them down. I know that changing the names and etc doesn't really mean anything, but I just wanted to differentiate these versions from the C:NM versions. The backgrounds will be different as soon as I can create them. Quote Link to comment Share on other sites More sharing options...
rayoman Posted July 27, 2004 Author Report Share Posted July 27, 2004 Re: West Coast Champions Quantum Player: Val Char Cost 15 STR 5 23 DEX 39 25 CON 30 12 BODY 4 18 INT 8 12 EGO 4 15 PRE 5 10 COM 0 14/26 PD 11 15/27 ED 10 5 SPD 17 8 REC 0 50 END 0 33 STUN 0 9" RUN02" SWIM03" LEAP0Characteristics Cost: 133 Cost Power END 50 Electromagnetic Attacks: Multipower, 50-point reserve 5u 1) Lightning Bolt: Energy Blast 10d6 (vs. ED) (50 Active Points) 5 5u 2) Electromagnetic Grip: Telekinesis (33 STR) (50 Active Points) 5 4u 3) Electronic Disruption: Killing Attack - Ranged 3d6 (vs. ED) (45 Active Points) 4 5u 4) Electric Burst: Flash 10d6 (Sight Group) (50 Active Points) 5 21 Electromagnetic Powers: Elemental Control, 42-point powers 21 1) Electromagnetic Shield: Force Field (12 PD/12 ED), Hardened (+1/4), Reduced Endurance 0 END (+1/2) (42 Active Points) 21 2) Electromagnetic Waveriding: Flight 16", x8 Noncombat (42 Active Points) 4 21 3) Energy Absorption: Absorption 6d6 (Energy into END), Can Absorb Maximum of 44 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4) (42 Active Points) 6 Athletic: +3" Running (9" total) 1 6 Champions Communicator: High Range Radio Perception (12 Active Points); Sense Affected As Sight and Hearing Group As Well As Radio Group (-1/2), OIF (-1/2) Powers Cost: 165 Cost Skill 2 AK: San Francisco 11- 3 Bureaucratics 12- 3 Conversation 12- 3 Criminology 13- 3 Deduction 13- 3 Forensic Medicine 13- 2 KS: Paranormal Law 11- 2 KS: Police Procedures 11- 3 Paramedics 13- 3 Persuasion 12- 3 Power: Electromagnetic Powers 11- 3 Tactics 13- 3 Streetwise 12- 9 +3 with Electromagnetic Multipower Skills Cost: 45 Cost Perk 2 Fringe Benefit: Local Police Powers 5 Fringe Benefit: Leader of West Coast Champions Perks Cost: 7 Total Character Cost: 350 Val Disadvantages 15 Dependent NPC: Corey Samuels, Attorney & Boyfriend 8- (Normal; Unaware of character's adventuring career/Secret ID) 20 Hunted: Mechanon 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 20 Hunted: VIPER 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 50 Mystery Disadvantage 15 Psychological Limitation: Follows Code of Law (Common; Strong) 15 Psychological Limitation: Protective of Normals (Common; Strong) 15 Social Limitation: Secret Identity (Janet Arnold) (Frequently; Major) Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
rayoman Posted July 27, 2004 Author Report Share Posted July 27, 2004 Re: West Coast Champions Behemoth Player: Val Char Cost 65 STR 40 17 DEX 21 40 CON 40 15 BODY 10 18 INT 8 12 EGO 4 15 PRE 5 10 COM 0 25 PD 12 26 ED 18 4 SPD 13 21 REC 0 80 END 0 69 STUN 1 10" RUN02" SWIM023" LEAP0Characteristics Cost: 172 Cost Power END 6 Champions Communicator: High Range Radio Perception (12 Active Points); Sense Affected As Sight and Hearing Group As Well As Radio Group (-1/2), OIF (-1/2) 30 Demon Claws: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD) 3 23 Demon Form: (Total: 35 Active Cost, 23 Real Cost) +15 STR (15 Active Points); Only When In Demonic Form (-1/2) (Real Cost: 10) plus +10 CON (20 Active Points); Only When In Demonic Form (-1/2) (Real Cost: 13) 1 15 Demon Sense: Danger Sense 13- 5 Demon Sight: Infrared Perception 12 Demon Skin: Damage Resistance (12 PD/12 ED) 8 Demon Speed: +4" Running (10" total) 1 14 Massive Body: Knockback Resistance -7" 10 Superleap: Leaping +10" (23" forward, 11 1/2" upward) 1 5 Tail: Extra Limbs Powers Cost: 128 Cost Skill 2 AK: San Francisco 11- 2 AK: The Middle East 11- 2 AK: Mediterranean 11- 2 AK: North America 11- 3 Bureaucratics 12- 3 Combat Driving 12- 3 Combat Piloting 12- 3 Concealment 13- 3 Cryptography 13- 3 High Society 12- 2 KS: Myths and Legends 11- 2 KS: Mediterranean History 11- 2 PS: Teacher 11- 3 SS: Archaeology (INT-based) 13- 3 Streetwise 12- 3 Linguist 2 1) Language: Arabic (fluent conversation; literate) (3 Active Points) 2 2) Language: Latin (fluent conversation; literate) (3 Active Points) 2 3) Language: Turkish (fluent conversation; literate) (3 Active Points) Skills Cost: 47 Cost Perk 3 Fringe Benefit: Member of West Coast Champions Perks Cost: 3 Total Character Cost: 350 Val Disadvantages 15 Accidental Change to Demonic Form: When Hurt 11- (Common) 20 Enraged: In Combat when in Demonic Form (Common), go 11-, recover 11- 10 Distinctive Features: Demonic Appearance (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Hunted: Mechanon 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 20 Hunted: VIPER 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 10 Mystery Disadvantage 10 Psychological Limitation: Thrillseeker (Common; Moderate) 10 Rivalry: Professional (Ironclad of the Champions; Rival is As Powerful; Seek to Outdo; Rival Aware of Rivalry; Rival is a Player Character) 15 Social Limitation: Secret Identity (James Marksberry) (Frequently; Major) 10 Vulnerability: 2 x STUN Blessed Weapons (Uncommon) 10 Vulnerability: 2 x STUN Silver-based Attacks (Uncommon) Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
rayoman Posted July 27, 2004 Author Report Share Posted July 27, 2004 Re: West Coast Champions Marksman Player: Val Char Cost 20 STR 10 26 DEX 48 25 CON 30 14 BODY 8 20 INT 10 18 EGO 16 18 PRE 8 14 COM 2 8/18 PD 4 8/18 ED 3 5 SPD 14 9 REC 0 50 END 0 37 STUN 0 9" RUN05" SWIM07" LEAP0Characteristics Cost: 153 Cost Power END 20 Armored Costume: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2) 6 Champions Communicator: High Range Radio Perception (12 Active Points); Sense Affected As Sight and Hearing Group As Well As Radio Group (-1/2), OIF (-1/2) 22 Heavy Crossbow and Bolts: Multipower, 60-point reserve, all slots: (60 Active Points); OAF (-1), Extra Time 1 phase to reload between shots (-3/4) 1u 1) Air Concussion Bolt: Dispel Darkness 10d6, Area Of Effect (3" Radius; +1) (60 Active Points); 4 Charges (-1), Only Versus Smokes, Mists, And Related Darknesses (-1/2) 2u 2) Blinding Bolt: Flash 12d6 (Sight Group) (60 Active Points); 4 Charges (-1) 1u 3) Deadly Bolts: Killing Attack - Ranged 4d6 (vs. PD) (60 Active Points); 2 Charges (-1 1/2) 2u 4) Explosive Bolt: Energy Blast 8d6 (vs. ED), Explosion (+1/2) (60 Active Points); 4 Charges (-1) 2u 5) Flare Bolt: Flash 6d6 (Sight Group), Area Of Effect (3" Radius; +1) (60 Active Points); 4 Charges (-1) 2u 6) Glue Bolt: Entangle 6d6, 6 DEF (60 Active Points); 8 Charges (-1/2) 1u 7) Line Bolt: Stretching 12" (60 Active Points); 2 Recoverable Charges (-1), Only For Grabbing, Pulling, And Climbing (-1) 2u 8) Smoke Bolt: Darkness to Sight Group 6" radius (60 Active Points); 4 Continuing Charges lasting 1 Minute each (-1/4) 2u 9) Stun Bolt: Energy Blast 12d6 (vs. PD), STUN Only (+0) (60 Active Points); 8 Charges (-1/2) 9 Crossbow Scope: +6 vs Range Modifier for Sight Group (18 Active Points); OAF (-1) 2 Mini-Camera: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2) 2 Mini-Recorder: Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2) 2 Rebreather: Life Support , Expanded Breathing: Breathe Underwater (5 Active Points); OAF (-1), 1 Continuing Charges lasting 1 Hour each (-1/4) 6 Athletic: +3" Running (9" total) 1 3 Athletic: Leaping +3" (7" forward, 3 1/2" upward) 1 3 Athletic: Swimming +3" (5" total) 1 Powers Cost: 90 Cost Martial Arts Maneuver Akido Martial Arts 4 1) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 2) Escape: 1/2 Phase, +0 OCV, +0 DCV, +40 STR vs. Grabs 5 3) Redirect: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 5 4) Strike: 1/2 Phase, +1 OCV, +3 DCV, STR +5d6 Strike 3 5) Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR +5d6 Strike; Target Falls 3 6) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +5d6 +v/5, Target Falls 20 +5 HTH Damage Class(es) Martial Arts Cost: 44 Cost Skill 3 Acrobatics 14- 2 AK: San Francisco 11- 3 Breakfall 14- 3 Concealment 13- 3 Criminology 13- 3 Deduction 13- 3 Electronics 13- 3 Interrogation 13- 3 Mechanics 13- 3 Persuasion 13- 3 SS: Chemistry (INT-based) 13- 3 SS: Physics (INT-based) 13- 3 Security Systems 13- 3 Shadowing 13- 3 Stealth 14- 3 Streetwise 13- Skills Cost: 47 Cost Perk 10 Money: Wealthy 3 Fringe Benefit: Member of West Coast Champions Perks Cost: 13 Cost Talent 3 Absolute Range Sense Talents Cost: 3 Total Character Cost: 350 Val Disadvantages 10 Dependent NPC: Gloria Green, girlfriend; newspaper reporter 8- (Infrequently), Normal, Unaware of character's adventuring career/Secret ID, Useful noncombat position or skills 10 Dependent NPC: John Randolph; Mechanic and Best Friend 11- (Occasionally), Normal, Useful noncombat position or skills 10 Enraged: When Inncoents Are Hurt Common, go 8-, recover 14- 10 Hunted: Utility 8- (Occasionally), As Powerful, Harshly Punish 15 Hunted: Mirage 11-, As Powerful, Harshly Punish 20 Hunted: VIPER 8- (Occasionally), More Powerful, Harshly Punish, Extensive Non-Combat Influence 20 Psychological Limitation: Obsessed With Crimefighting Very Common, Strong 20 Psychological Limitation: Overconfident Very Common, Strong 10 Psychological Limitation: Protective Of Innocents Common, Moderate 10 Reputation: Hot-Headed Vigilante Frequently (11-) 15 Social Limitation: Secret Identity: William Tellman Frequently (11-), Major Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
rayoman Posted July 27, 2004 Author Report Share Posted July 27, 2004 Re: West Coast Champions The Bug Player: Val Char Cost 40 STR 5 24 DEX 15 20 CON 10 17 BODY 10 18 INT 8 12 EGO 4 15 PRE 5 10 COM 0 10/25 PD 2 7/22 ED 3 4 SPD 6 12 REC 0 40 END 0 45 STUN -4 6" RUN02" SWIM08" LEAP0Characteristics Cost: 64 Cost Power END 6 Champions Communicator: High Range Radio Perception (12 Active Points); Sense Affected As Sight and Hearing Group As Well As Radio Group (-1/2), OIF (-1/2) 26 Combat Computer: Danger Sense (Area: Immediate Vicinity, Function as a Sense, Sensitivity: Any Danger) (32 Active Points); Only In Heroic Identity (-1/4) 13- 27 Power Pack: Endurance Reserve (150 END, 15 REC) Reserve: (30 Active Points); Only In Heroic Identity (-1/4) 53 Power Armor Physical Enhancements: (Total: 66 Active Cost, 53 Real Cost) +25 STR (25 Active Points); Only In Heroic Identity (-1/4) (uses Personal END) (Real Cost: 20) plus +9 DEX (27 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 22) plus +5 CON (10 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 8) plus +2 BODY (4 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 3) 2 36 Powered Armor: Armor (15 PD/15 ED) (45 Active Points); Only In Heroic Identity (-1/4) 15 Self-contained Enviornment: Life Support , Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing (19 Active Points); Only In Heroic Identity (-1/4) 16 Sensor Suite: Radar (Increased Arc of Perception: 360-Degree) (20 Active Points); Only In Heroic Identity (-1/4) 8 Sensor Suite: Increased Arc Of Perception (360-Degree) (Sight Group) (10 Active Points); Only In Heroic Identity (-1/4) 8 Wallcrawling: Clinging (normal STR) (10 Active Points); Only In Heroic Identity (-1/4) 40 Web Projector: Multipower, 50-point reserve, all slots: (50 Active Points); Only In Heroic Identity (-1/4) 1u 1) Webline: Swinging 15" (15 Active Points) (uses Personal END) 1 2u 2) Web-Grab: Stretching 10" (50 Active Points); Cannot Do Damage (-1/2), Always Direct (-1/4), Range Modifier Applies (-1/4) (uses Personal END) 5 3u 3) Webbed Up: Entangle 5d6, 5 DEF (50 Active Points); Limited Range (20") (-1/4) (uses Personal END) 5 2u 4) Web-Ball/Web-Blast: Energy Blast 6d6 (vs. ED) (30 Active Points); Limited Range (20") (-1/4) (uses Personal END) 3 1u 5) Web Bubble: Force Wall (4 PD/4 ED; 3" long and 1" tall) (24 Active Points); Restricted Shape (must join ends to form a bubble or dome) (-1/4), Limited Range (20") (-1/4) (uses Personal END) 2 3u 6) Web in your Eyes: Flash 5d6 (Sight Group), No Normal Defense defense is STR 30+ or web-proof eye coverings (+1) (50 Active Points); Limited Range (20") (-1/4) (uses Personal END) 5 1u 7) Web Gag: Darkness to Hearing Group 1" radius, Ranged (+1/2), Usable As Attack (does not work against persons iwth STR 30+ or web-proof masks or skin, or the like (+1) (12 Active Points); Only Affects One Person (-1/2), Only Prevents Speech, Not Hearing (-1/2) (uses Personal END) 1 1u 8) Web Shield: Armor (6 PD/6 ED) (18 Active Points); Ablative BODY or STUN (-1), Activation Roll 14- (-1/2) 1u 9) Web Chute: Gliding 6" (6 Active Points); Limited Movement (character cannot gain altitude, and must move 12" downward for every 1" forward) (-1/2) 1u 10) Web Floats: Flight 2" (4 Active Points); Only On The Surface Of Calm Waters (-1), Extra Time Full Phase (-1/2) (uses Personal END) 1 Powers Cost: 251 Cost Skill 2 AK: Campaign City 11- 5 Computer Programming 14- 3 Electronics 13- 3 Mechanics 13- 3 Security Systems 13- 3 Systems Operation: Armor 13- 3 Persuasion 12- 2 KS: Soccer 11- 2 PS: Computer Programmer 11- 6 +2 with Web Projector Skills Cost: 32 Cost Perk 3 Fringe Benefit: Member of Supergroup A Perks Cost: 3 Total Character Cost: 350 Val Disadvantages 15 Dependent NPC: Melissa Warner, girlfriend 8- (Normal; Unaware of character's adventuring career/Secret ID) 20 Dependent NPC: Grandma Green 8- (Incompetent; Unaware of character's adventuring career/Secret ID) 15 Enraged: When Innocents are hurt (Uncommon), go 11-, recover 11- 10 Hunted: The Tentacle 8- (As Pow; Harshly Punish) 20 Hunted: VIPER 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 15 Psychological Limitation: Code versus Killing (Common; Strong) 20 Psychological Limitation: Impulsive (Common; Total) 15 Social Limitation: Secret Identity: Glen Green (Frequently; Major) 5 Unluck: 1d6 15 Vulnerability: 1 1/2 x Effect Flash Attacks, All Sense Groups (Very Common) Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
BNakagawa Posted July 27, 2004 Report Share Posted July 27, 2004 Re: West Coast Champions You might want to consider changing Marksman's name to something else. Or at least put a II on the end. $0.02 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.