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The Iron Champions Competition Thread


JmOz

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For a strange moment looking at the thread title I thought this was refering to some odd Champions varient of "Iron Chef". Two people would be given a power and then told to build a character around it. :)

 

So here is how it will work, I will list a power, skill, talent, perk, etc... Submit your favorite Character with said ability, I will choose 10 next sunday and post them on a seperate poll to see who is the winner, during the voting week, if this thread has seemed interesting I will post a new Power/ability

 

 

Todays power shall be

 

Duplication

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Guest WhammeWhamme

Re: The Iron Champions Competition Thread

 

Okay - this a PC I worked up a while back. He's nifty. I never got to play him. :weep:

 

 

WACO - World Authority Conspiracy Organisation

 

Alastair Heartwood was a true believer for conspiracy theories. Ever since his first brush with government taxation, he was convinced that any tale that cast shadows on 'them bastards' must... well... be true. No matter the theory, no matter what evidence there was... he believed it, and pasted his beliefs together with an insistence that a mysterious government agency called the "WACO" (coincidently the name of a rival of his Texan home town) was responsible for coverups.

 

Evidence? Planted.

The Government doing something worthwhile? Stealing the credit.

Friends finally deciding they'd heard enough crazy theories? They'd gotten to them too.

 

Now, most of the time, the existence of a man like this wouldn't be mich of a problem. He might annoy people a lot, take a few anarchistic actions... but all up, no real harm.

 

But then a boy in his home town developed a superhuman level of ability in hypnosis. And one of the things he did before being arrested was command Alastair "When it comes to this "" you keep talking about... you believe the exact opposite now, completely". This was a horrible mistake. Y'see, Alastair believed everyone but him was either one of "them" or being influenced by "them"... so now he believed _he_ was "them".

 

Bow, okay, for most people, believing this would just mess their minds up horribly. But Alastair had latent superhuman powers. And so, he now is "WACO".

 

Personality:

Alastair believed the WACO was corrupt, run to propagate evil of all kinds and subjugate mankind, supressing liberties and encouraging anti-social behaviour. So, since he is now them, and their motivation must be the exact opposite of what he believed... He is a champion of human rights, justice, and well ordered free societies.

 

Although his current state of mind was originally thrust upon him, acting as WACO has led him to appreciate the things Alastait Heartwood would never have approved of. He's happy the way he is, and indeed, the hypnosis has since worn off. It's genuine passion now. He even knows that it's really just him that comprises WACO... but he's still good at convincing people otherwise.

 

WACO is very efficient in words when "On Duty", and tends to tell people things on a need to know basis. He/it is very trustworthy, however (another inverted imagined trait), and makes a good friend in a stiff and formal kind of way.

 

Appearance:

Off duty, out of "uniform", Alastair reverts mostly to himself. He's somewhat rustic in appearance, is of moderate build, and has rather bland brown eyes and blue-black hair. Most people looking at him see a conspiracy theorist, based on his attire and appearance.

The WACO Agents bear a great deal of resemblance to the "MIB".

 

Powers:

Alastair has tremendous powers of Duplication. He can replicate himself many, many times over. However, only a half a dozen or so copies will be the main "Active" participants; only a handful will participate in any conflicts, and the excess agents mostly appear only to do "grunt work". Similiarly, he can create essentially perfect copies of the WACO Vehicles(as far as he was concerned, WACO had an unlimited budget) that just appear from around the corner, manned by a WACO Agent, that pull over and let him (The WACO Agent then just... disappears.).

 

Through a limited form of Mental Illusions WACO Agents all appear to have jurisdiction, and can generally elicit cooperation from law abiding citizens instantly. Criminals and fellow Governmental Agents are largely exempt, however. Given enough time, he/they can usually convince them, however.

 

WACO has a single base, created in his initial transformation. It is perpetually staffed by more "grunt" Agents, and actually exists in a Pocket Dimension. WACO Agents can, however, find an entrance to it just about anywhere; this is part of his powers.

 

The individual Agents all wear armoured suits, effective sunglasses, and carry a variety of energy weapons. As the same person, the communicator radios they are equipped with are actually non-functioning; they have direct mind to mind communication.

 

It is a complete mystery as to why and how Alastair gained extensive technical and martial arts skills, but they certainly help him work as WACO.

 

 

 

19 Armoured Costume: 8/8 Armour, Only in Hero Identity

50 Full Agents: 5 x 425 point Duplicates, Duplicates _must_ arrive from somewhere they can't be seen and walk up to WACO (-1/4), all duplicates affected Equally by Mental Powers (-1/2), Costs Endurance to Activate (-1/4) 10

20 Legitimate Authority: +30 PRE, Only for Defense or vs Law Abiding Citizens (-1/2)

72 One Man Agency Multipower, Only in Hero Identity

u6 Big Guns: 18d6 Energy Blast, Physical Manifestation (-1/4) 9

u7 Call for Transport: Summon (Vehicle) 9

u7 Flash Grenades: 12d6 Flash versus Sight Group, Explosion (+1/2) 9

u7 Satellite Air Strike: 14d6 Energy Blast, Indirect (From Above) 9

u5 Satellite Surveillance: Clairsentience - Sight and Sound, Increased Range (921,600"), Always Views From Above 9

u6 Stunner: 6d6 Entangle, Entangle Provides No Defenses (+1/4), 1/2 Endurance Cost (+1/4), Physical Manifestation (-1/4) 4

u3 Support on the Scene: +9 Overall Skill Levels, Costs Endurance (-1/2), Only to "Rush" Things (-1) 9

u3 Technical Support at WACO Base: Retrocognition - Sight, Only to Reconstruct a Scene (-1/2) 4

u2 WACO Base Acess: Extradimensional Movement to Base, 6400kg, Takes One Turn 4

22 Psionic Energy: 120 Endurance, 10 Recovery Endurance Reserve

8 Same Mind: Mind Link with 8 Other WACO Agents, Agents must have Mind Link, Always On

5 Shades: 10 points of Sight Flash Defense, Obvious Acessible Focus (-1)

2 Spectrally Expanded Shades: IR Vision, Obvious Acessible Focus (-1)

2 Spectrally Expanded Shades: UV Vision, Obvious Acessible Focus (-1)

 

40 WACO Headquarters: Base (200 points base)

===

286

 

5 STR 15

12 DEX 14

10 CON 13

0 BOD 10

3 INT 13

8 EGO 14

5 PRE 15

2 COM 14

5 PD 8

5 ED 8

16 SPD 4

0 REC 7

0 END 26

1 STN 26

==

72

 

Martial Arts: WACO Training

4 Martial Dodge

4 Martial Escape

3 Martial Throw

 

3 Breakfall 12-

3 Bugging 12-

3 Climbing 12-

3 Computer Programming 12-

3 Concealment 12-

3 Conversation 12-

3 Cryptography 12-

3 Deduction 12-

3 Disguise 12-

3 Electronics 12-

3 Lip Reading 12-

3 Lockpicking 12-

3 Mechanics 12-

3 Persuasion 12-/18-

3 Primus Sanction

3 Scholar:

2 Knowledge Skill: Conspiracy Theories 12-

1 Knowledge Skill: Criminal Law 11-

1 Knowledge Skill: Criminal Procedure 11-

3 Shadowing 12-

3 Stealth 12-

==

67

 

5 Distinctive Features: Permanent Psionic Aura

5 Disctinctive Features: WACO Agent

15 Hunted: Aliens and Mutated Creatures (As Powerful) 11-

15 Physical Limitation: Shares mind with Followers as well as with Duplicates.

10 Physical Limitation: Weirdness Magnet

20 Psychological Limitation: Code against Killing

15 Psychological Limitation: Extremely Driven to Help People and Fight Crime

15 Psychological Limitation:

15 Social Limitation: Secret Identity

10 Watched: Numerous _Real_ Secret Agencies 8-

 

WACO Headquarters:

30 DEF 12

3 BODY 5

20 SIZE : 800 hexes

35 Location - Pocket Dimension

32 Exits: Extra Dimensional Travel (to Earth), 0 Endurance Cost, Linked to 10" Teleport, 0 Endurance Cost, Megascale: 1" = 10km, both Extra Time: One Turn

3 Codebreaker Laboratory: Cryptography 15-

3 Computer Laboratory: Computer Programming 15-

3 Control Room: Deduction Laboratory 15-

3 Electronics Laboratory: Electronics 15-

3 Machine Laboratory: Mechanics 15-

3 Miniaturization Laboratory: Bugging 15-

3 Miniaturization Laboratory: Concealment 15-

3 Tabloid Archives: Knowledge Skill: Conspiracy Theories Laboratory 15-

3 Undercover Disguise Laboratory: Disguise 15-

30 Vast Techincal Resources: Base has Intelligence 30

40 Video Monitors: Clairsentience (Sight), 0 Endurance Cost (+1/2), Transdimensional (+1/2)

48 WACO Agents: 16 x 140 base point Agents (265 total points)

-10 Dependent NPC: Agents in Training 8-

-15 Physical Limitation: People Accidently Find Entrances to WACO HQ

-20 Vulnerability: x2 BODY from Electrical Attacks

-20 Vulnerability: x2 BODY from Magnetic Attacks

 

Headquarters Agents

 

16 Armoured Costume: 8/8 Armour, Obvious Inacessible Focus

20 Legitimate Authority: +30 PRE, Only for Defense or vs Law Abiding Citizens (-1/2)

19 Psionic Energy: 90 Endurance, 10 Recovery Endurance Reserve

8 Same Mind: Mind Link with 8 Other WACO Agents, Agents must have Mind Link, Always On

5 Shades: 10 points of Sight Flash Defense, Obvious Acessible Focus (-1)

2 Spectrally Expanded Shades: IR Vision, Obvious Acessible Focus (-1)

2 Spectrally Expanded Shades: UV Vision, Obvious Acessible Focus (-1)

45 WACO Weapons Multipower, Obvious Acessible Focus

u4 Big Guns: 18d6 Energy Blast (-1/4) 9

u4 Flash Grenades: 12d6 Flash versus Sight Group, Explosion (+1/2) 9

u4 Stunner: 6d6 Entangle, Entangle Provides No Defenses (+1/4), 1/2 Endurance Cost (+1/4) 4

 

(129)

 

5 STR 15

12 DEX 14

10 CON 13

0 BOD 10

3 INT 13

8 EGO 14

5 PRE 15

2 COM 14

5 PD 8

5 ED 8

16 SPD 4

0 REC 7

0 END 26

1 STN 26

==

72

 

Martial Arts: WACO Training

4 Martial Dodge

4 Martial Escape

3 Martial Throw

 

3 Breakfall 12-

3 Bugging 12-

3 Climbing 12-

3 Computer Programming 12-

3 Concealment 12-

3 Conversation 12-

3 Cryptography 12-

3 Deduction 12-

3 Disguise 12-

3 Electronics 12-

3 Lip Reading 12-

3 Lockpicking 12-

3 Mechanics 12-

3 Persuasion 12-/18-

3 Scholar:

2 Knowledge Skill: Conspiracy Theories 12-

1 Knowledge Skill: Criminal Law 11-

1 Knowledge Skill: Criminal Procedure 11-

3 Shadowing 12-

3 Stealth 12-

==

64

 

5 Distinctive Features: Permanent Psionic Aura

5 Disctinctive Features: WACO Agent

15 Hunted: Aliens and Mutated Creatures (As Powerful) 11-

15 Physical Limitation: Shares mind with WACO.

10 Physical Limitation: Weirdness Magnet

20 Psychological Limitation: Code against Killing

15 Psychological Limitation: Extremely Driven to Help People and Fight Crime

15 Psychological Limitation:

15 Social Limitation: Secret Identity

10 Watched: Numerous _Real_ Secret Agencies 8-

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Alright. This character is a secondary PC in my game. She's actually part of a character -- Fuge has Fortuna, Fenzheng, Flimmerin, and Fermáta as multiforms (all with temporal powers of some form). That's why Fermáta has lower defenses and some other design choices to encourage the player to switch between forms.

 

She's also rather inexperienced, and needs some additional powers -- especially since she keeps using her "run to where the battle is while time is stopped" stunt all the time.

 

Fuge &tc. came about in a Cross-Time adventure, where some of the PCs kept hopping between Alternate Earths. Fermáta came from an Earth where the Soviets won the Cold War, but triggered nuclear winter in so doing.

 

Fermáta

 

Alternate ID: Marjéta Luna

 

Val Char Cost
15 STR 5
21 DEX 33
20 CON 20
11 BODY 2
15 INT 5
15 EGO 10
15 PRE 5
15 COM 3
5/11 PD 2
5/11 ED 1
6 SPD 29
8 REC 2
40 END 0
30 STUN 1
7" RUN22" SWIM03" LEAP0Characteristics Cost: 120

 

Cost Power END
3 Absolute Time Sense
3 Detect Time Alterations 12-, Discriminatory, Sense (10 Active Points); No Conscious Control (-2)
5 Luck 1d6

47 Step Outside Of Time: Multipower, 70-point reserve, all slots: (70 Active Points); Concentration (1/2 DCV, Must Concentrate throughout use of Constant Power; -1/2) 4u 1) Stop Time: Extra-Dimensional Movement (Single Dimension, Any Location), Position Shift, Continuous (+1) (60 Active Points) 63u 2) Evade Time: Desolidification (affected by Time), Costs END Only To Activate (+1/4), Affects Desolidified (Any form of Desolidification; +1/2) (70 Active Points); Cannot Pass Through Solid Objects (-1/2) 62u 3) Shoot Around Time: Naked Modifier on Guns & Two Guns, Indirect (Any origin, any direction; +3/4) (28 Active Points)325 Twist Time: Duplication (creates 325-point form), Easy Recombination (Half Phase Action at Half DCV) (70 Active Points); Feedback All Duplicates Take Damage When Struck (-1), Increased Endurance Cost (2x END; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) 14

21 Guns: Killing Attack - Ranged 2d6 (vs. PD), 4 Clips of 8 Charges (+0), Required Hands (One-Handed; +0), +1 STUN Multiplier (+1/4) (37 Active Points); OIF (-1/2), No Knockback (-1/4) 3 Two Guns: Naked Modifier on Guns, Required Hands (One-Handed; +0), Autofire (3 shots; +1/4) (7 Active Points); OAF (-1) 12 Leather Bodyarmor: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)4 Leather Duster: Lack Of Weakness (-3) for Normal and Resistant Defenses (6 Active Points); IAF (-1/2)7 Radio Earpiece: Radio Perception/Transmission (10 Active Points); IIF (-1/4), Sense Also Affected As Hearing Group (-1/4) Powers Cost: 139

 

 

Cost Skill
3 Defense Maneuver: I
5 Accurate Sprayfire
5 Skipover Sprayfire
5 Rapid Attack (Ranged)
4 +2 vs. Autofire OCV modifiers
4 +2 vs. Range OCV modifier with Guns
3 Concealment 12-
1 Riding 8-
3 Shadowing 12-
3 Stealth 13-
2 Survival 12-
3 Teamwork 13-
2 Weaponsmith (Firearms) 12-
2 AK: Amérika (Soviet Earth) 11-
1 KS: Bogatyrya 8-
2 WF: Small Arms
0 Language: English (idiomatic; Native)
4 Language: Russian (idiomatic)
1 Language: Hebrew (basic conversation)
Skills Cost: 53

 

Cost Perk
1 Access
3 Fringe Benefit: Limited Police Powers
5 Bases (x4, 150 Base, 25 Disad) (40 Active Points); Group Contribution (-7)
Perks Cost: 9

 

Cost Talent
3 Ambidexterity (Reduce Off Hand Penalty to -2)
Talents Cost: 3

 

 

Total Character Cost: 163

 

Val Disadvantages
5 Accidental Change: Any Appropriate Trigger Situation 8- (Uncommon)
10 Enraged: Innocents Killed (Uncommon), go 11-, recover 14-
10 Hunted: The Infinite Man 8- (Mo Pow; Watching; Extensive Non-Combat Influence)
10 Hunted: Rogues' Gallery 8- (As Pow; Harshly Punish)
20 Psychological Limitation: Protective of Innocents (Common; Total)
10 Psychological Limitation: Code vs. Killing (Common; Moderate)
5 Psychological Limitation: Practical (Uncommon; Moderate)
15 Social Limitation: Secret Identity (Frequently; Major)
10 Susceptibility: Time Manipulation 2d6 damage, Instant (Uncommon)
15 Mystery Disadvantage

Disadvantage Points: 110

 

Base Points: 200

Experience Required: 0

Total Experience Available: 16

Experience Unspent: 16

 

Background/History: Fermáta was born knowing that the world was "wrong" somehow. She was hunted down and nearly killed for her powers by the Dikii Okhota ("Wild Hunt"), but rescued by the Bogatyrya. She was trained to use her powers and taught to fight after she joined the Bogatyrya, and now she hunts the Dikii Okhota with them.

 

Powers/Tactics: Fermáta is able to briefly step outside of time, either to evade immediate danger or to stop time in relation to herself. She can twist time back on itself, essentially appearing at two points in space at the same time. The Bogatyrya also taught her to use her powers to shoot out of and back into time, so that her shots can seem to come from anywhere or nowhere.

 

Appearance: Black leather bodysuit, black duster and spurred boots of the Bogatyrya. Twin guns are hip-holstered, and wears bandolier of ammo.

 

Favored Attack: 2d6K (+1 STUN, Autofire ×3) Guns [0*]

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