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West Coast Champions


rayoman

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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.

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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

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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

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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

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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

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