Tech Posted February 24, 2005 Report Share Posted February 24, 2005 One of my favorite superheroines is coming out of retirement. As to why I retired her, I don't remember it's been so long. She was built on 1st & 2nd edition Champions rules. I want you to update her to 5th edition rules and expand on her. Some guidelines: a) Even though 5th edition suggests a 200 base, for old times sake, keep her Disadvantages base at 100 or 150 base. If you absolutely must, then you may use a 200 base but I'd rather not. She has 301 Experience pts that can be used. Do not drastically change her concept, examples such as adding Superstrength or Stretching. c) Get rid of the Disadvantage of her powers (not usable in absolute darkness). Possibly change the Forcewall. d) Expand on her skills. Very, very brief origin and personality: Christine Truman was a chemist at CHEM INCORPORATED. She was the chemist in charge of a special solar program for the government. It would be an answer to the energy crisis using alternative energy. Darkflash, a villain, broke in and knocked Christine unconscious. Not wanting to have any witnesses, he put her on the solar power collector receiver and turned it on. Instead of being incinerated, Christine gained powers. A surprise attack by her left Darkflash unconscious and later, captured by Stronghold. Christine is still relatively young, now in her middles 20's. She has exceptionally bright blonde hair but not so much that it glows in the dark. She is modest in dress and holds high principles. She does not believe that killing is an answer in a fight, even in a superpowered fight. She is an accomplished chemist and one of the foremost scientists on the experimental concept of Liquid Light, a chemical mixture that holds light or changing the light itself from energy to a liquid. Her high Body comes from her zeal for life more than for her body structure. SUNSTAR 10 Str 21 Dex 20 Con 15 Body 12 Int 12 Ego 20 Pre 18 Com 5 PD 5 ED 6 Spd 12 Rec 50 End 42 Stun TOTAL CHA cost: 142 Multipower (150 pts) - not usuable in absolute darkness -1/4 m 10d6 Heat Blast at 1/2 End m Flash 8d6 (old 1st/2nd ed version) 10pts/die m Flight 20" at 0 End m Forcefield +18 PD, +20 ED at 0 End m Forcewall 17 PD, 17 ED, may not move (MP Cost with powers after disad is: 160 pts 15 Flash Defense -15 pts 3 +1 Level with Energy Blast 10 +2 Overall Levels 5 +1 Level with Multipower 19 Paramedics 19 or less 5 Chemistry 14 or less 5 Knowledge Skill: Liquid Light 14 or less 12 Heroes Base TOTAL Powers Cost: 234 Disadvantages 15 Secret Identity 20 Code against Killing (bought off all other disadvantages but for old-times sake, will shows those) Previously had: 15 Fear of death 15 3d6 from Intense Darkness (even in a countryside with no citylights would this be triggered) 10 2x Stun from Cold Attacks Quote Link to comment Share on other sites More sharing options...
Tech Posted February 24, 2005 Author Report Share Posted February 24, 2005 Re: Rebuild her! Suggestions anyone? I know there's a lot of talented re-builders out there. None? No? Maybe? Maybe a little idea. I can hear you breathing out there. Quote Link to comment Share on other sites More sharing options...
Mike W Posted February 24, 2005 Report Share Posted February 24, 2005 Re: Rebuild her! How did first edition flash work? Also, she obviously has a lot of unspent XP right? Since 150 base +301 XP + 35 disads = 486 points but she only has 376 in powers/characteristics. Quote Link to comment Share on other sites More sharing options...
Mike W Posted February 24, 2005 Report Share Posted February 24, 2005 Re: Rebuild her! How's this? SUNSTAR STR 15 DEX 23 CON 25 BODY 15 INT 13 EGO 12 PRE 20 COM 18 PD 5 ED 5 SPD 6 REC 12 END 60 STUN 46 Total Char. 157 Powers Elemental Control 30pts 30 Flight 20" at 0 END 30 Force Field 20/20 0 END 45 Energy Blast 12D6 1/2 END 30 Flash 6D6 AOE Radius 30 Force Wall 12/12 12 "Nova Blast" EB +12D6 EB x4 END 41 Multiple Mirages Images to sight group, increased size(8 hexes), -4 PER 0 END, Autofire x5 Flash Def(sight) 15 pts Powers Cost:263 Skills: 2 CSL: +1 w/EB 20 CSL: +2 overall(note that 10 point levels can be applied to non-com skills and characteristic rolls as well) 9 Paramedics 15- 5 Chemistry 13- 5 SS: Liquid Light 14- 3 SS: Physics 12- 3 SS: Optics 12- 3 SS: Astronomy 12- 3 System Operations 12- 3 KS: Villains 12- 3 Streetwise 13- 3 Stealth 14- 3 Teamwork 14- 1 Spanish(basic conversation) Perk: Reputation(1 level) 14-, worldwide, moral heroine 3 pts Perk: Base 12 pts Total Skills and Perks: 81 Pts. Disads: 15 Secret ID 20 Code vs. Killing 15 Reputation 14- Base: 150 Exp: 301 Disads: 50 Total Pts: 501 Char: 157 Powers: 263 Skills/Perks: 81 Total: 501 Changes: A little better overall CVs, more punch to the EB, a couple new powers. Lower powered forcewall. A lot more skills. I lowered some of the raw numbers because once you get to 14- you are at 90% to make the roll and just buying against penalties. Since the two overall levels can be applied to ANY roll(including characteristics and non-com skills) you'll be rolling between 14 and 17 on any skill you can take time with. Added a reputation limit and perk because anyone with 301 xp has been around a LONG time and should be well known. The skills I added are a combination of scientific ones that could help her understand her powers and liquid light better and generally useful superhero skills. Quote Link to comment Share on other sites More sharing options...
Tech Posted February 24, 2005 Author Report Share Posted February 24, 2005 Re: Rebuild her! Mike W, thanks! I'd totally forgotten about SS skills. The change from a Multipower to an Elemental Control was a pleasant surprise. The Flash attack originally was: roll the dice & count the BODY. The BODY was the amount of actual phases (not segments) that the flashed person would be blinded. Quote Link to comment Share on other sites More sharing options...
Mike W Posted February 24, 2005 Report Share Posted February 24, 2005 Re: Rebuild her! To be honest, I hadn't even noticed the change from phases to segments for Flash. Guess it'll just stay as a house rule in my campaign. It's easier and makes more sense to me that the recovery is based on how often the victim goes/recovers. Glad you like the new write up. I switched to an EC because when you're trying to run several powers at once it usually works out easier than an MP. Chemistry should also be listed as SS, but I forgot the notation. 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.