Karmakaze Posted July 29, 2005 Report Share Posted July 29, 2005 According to the age polls taken 'round here lately, I can't claim too much 'oldbie' cred, but I have been GMing HERO for more than ten years. I've even been running at conventions that long. I've got a pack of pre-gens dating from way too long ago that need to be properly brought into 5th edition so I can take them out into the air at cons again. I actually re-converted them a couple of times in 4th and may even have done a 5th quickie conversion one (heaven knows where it is.) Then I had a brilliant idea. As long as they need re-working anyway, why not really go back to concept. I found the old version once uploaded to Red October (in 1994 - eek!). I thought I might post the originals here and ask for insight, and, as I get the new versions up, post those as well. The points on these are a little low. How low is hard to say, because I didn't clutter those original sheets with points (they were for con games anyway). What they do have going for them is a separate chapter called "Translation for the Champions Impaired" which I expect to continue. These are meant to be novice-friendly and simple enough archetypes to be picked up quickly. With two exceptions, the write-ups are gender-neutral. I'd be especially interested in thoughts on the 'translation' section - what should stay, what should go, etc. Quote Link to comment Share on other sites More sharing options...
Karmakaze Posted July 29, 2005 Author Report Share Posted July 29, 2005 Here Goes: Frostbite Frostbite ========= Name: Andy (Andrew/Andrea) Wojciech Age: 31 Gender: Player's Choice Hair: Blond, lt. Eyes: Blue, lt. Height: 5'11" Build: average Race: Caucasian/Nordic Andy became Frostbite a few years ago, when apparently latent cold powers were triggered by a refrigeration accident. Alex is married and has an 8 year old child. Neither the spouse nor the child knows Alex is really Frostbite, which is probably just as well. Statistics 13 STR 3 PD 19 DEX 4 ED 18 CON 4 SPD 13 BOD 7 REC 13 INT 40 END 13 EGO 34 STN 18 PRE 16 COM Useful Numbers to Know Offhand OCV 6 STR ROLL 12- DCV 6 DEX ROLL 13- ECV 4 INT ROLL 12- DEX 19 EGO ROLL 12- SPD 4 PER ROLL 12- MOVE ON PHASES 3, 6, 9,& 12 Disadvantages NORMAL CHARACTERISTICS MAXIMA SPOUSE - DNPC [normal; appears frequently] SPOUSE - DNPC [incompetent; appears frequently]] SECRET ID VULNERABLE TO HEAT - Vulnerability [x2 damage; common] COLD AURA - Distinctive Feature [concealable w/ effort; noticeable] Powers COLD AURA - Change Environment [2"R, always on; no end] - 15/15 Force Field FROST TOUCH - 3d6 Drain [to STUN;] FREEZE BLAST - 6d6 Energy Blast WITHSTAND COLD - Life Support [intense Cold] Skills BUREAUCRATICS 16- CONVERSATION 15- PERSUASION 15- PS: ARTIST 15- COMBAT DRIVING 13- BREAKFALL 12- FORGERY 11- RUSSIAN 3 JAPANESE 3 POLISH 2 Maneuvers BLOCK [1/2 phase;abort] DODGE [+3 to DCV; abort] GRAB [1/2 phase; -1 to OCV; -2 to DCV; abort] STRIKE [1/2 phase; 3d6 HA] Translation for the Champions Impaired The Stats - The first column of statistics are the base statistics and mean just about what they look like. The range is more or less from ten to twenty, with ten indicating the level of a healthy, normal human and twenty indicating the limit of human capacity. Andy is moderately strong for a hero, very agile and tough, and quite impressive. Andy is okay with willpower and intelligence. The second column are the figured statistics. If you don't know the system, just don't worry about them. I'll tell you if you need them. The "useful" stuff - Anything ending in CV is a "combat value". I'll ask you for these numbers when you get into a fight. The speed and dexterity tell me who goes first in a fight, and who moves in what phase (a round has twelve phases, the phases you move in are listed at the bottom of this section). The rolls are just what they sound like. If one of those skills comes into play, I may ask you to roll 3d6 (you want to roll under this number to make a successful skill roll). Disadvantages - Champions works on a point system. You pay for skills and powers with points, some of which you get by taking disads. Andy has a spouse and child, a secret identity, an aura of cold that makes the secret identity a little hard, and is extra vulnerable to heat. Powers - Andy has cold powers, not ice powers. Frostbite is protected by an aura of intense cold. Andy can project cold from a distance, or lower somebody's body temperature by touch (causes them to go into shock). Skills - The skills are just what they sound like. Andy speaks good, but accented Russian and Japanese, and can get by in Polish. Maneuvers - These happen in combat. If you don't already know the system, don't worry about it. Origin/Background Exactly what kind of refrigeration accident Andy was in (or what exactly a 'refrigeration accident' is, anyway) is up to the player. Andy is a graphic artist, married, with one child. Quote Link to comment Share on other sites More sharing options...
AlHazred Posted July 29, 2005 Report Share Posted July 29, 2005 Re: Here Goes: Frostbite Very nice! Got any more? Quote Link to comment Share on other sites More sharing options...
Legendsmiths Posted July 29, 2005 Report Share Posted July 29, 2005 Re: A Blast From The Past - old 4th ed pregens Very nice. We need a HD export template and these will be done in no time. Quote Link to comment Share on other sites More sharing options...
Karmakaze Posted July 29, 2005 Author Report Share Posted July 29, 2005 Re: A Blast From The Past - old 4th ed pregens Very nice. We need a HD export template and these will be done in no time. Granted, I have a vague memory that these hovered just under 250 points so they'd need the upgrade to 350 points now. (They were made with pencil and paper, and then just the powers were typed into the Word file. The originals are long lost now, so the exact pointage is hard to verify now.) While I'm at it, here's another: Deathwish ========= Name: Jodi Keaning Age: 23 Gender: female Hair: black, dk. Eyes: blue, dk. Height: 5'10" Build: athletic Race: indeterminate Deathwish was the only survivor of a bombing that killed her family and fiancee. She sees her survival as something of an oversight. She does not believe in suicide, but neither does she feels she has any business being alive. She therefore spends her energy protecting "innocents" or the "deserving" without much regard for her own safety. Other heroes view Deathwish with a certain amount of uneasiness. Statistics 18 STR 6 PD 20 DEX 6 ED 18 CON 4 SPD 15 BOD 10 REC 13 INT 40 END 18 EGO 40 STN 18 PRE 12 COM Useful Numbers to Know Offhand OCV 6 STR ROLL 13- DCV 6 DEX ROLL 13- ECV 6 INT ROLL 12- DEX 18 EGO ROLL 14- SPD 4 PER ROLL 12- MOVE ON PHASES 3, 6, 9,& 12 Disadvantages NORMAL CHARACTERISTICS MAXIMA HONORABLE - PsychLim [common situation; total commitment] DEATHWISH - PsychLim [common situation; moderate commitment] KNOWN TO BE VIOLENT - Reputation [Frequent] PROTECT INNOCENTS - PsychLim [common situation; strong commitment] WANTED BY POLICE - Hunted [NCI, very frequent, questioning] CONTRACT OUT ON LIFE - Hunted [NCI, very frequent, kill] SCARRED FACE - Distinctive Feature [concealable; major reaction] Devices STAFF - 8d6 HA - +5" Superleap KNIFE - 1d6 HKA MOTORCYCLE - Vehicle [sT:5;BD:11;DF:10;SP:4;30"] Skills BREAKFALL 16- ACROBATICS 16- COMBAT DRIVING 15- STEALTH 15- INTERROGATION 13- STREETWISE 13- Maneuvers DEF. STRIKE [1/2phase;+1 to OCV;+3 to DCV;4d6 HA] OFF. STRIKE [1/2phase;-2 to OCV; +1 to DCV;8d6 HA] MARTIAL BLOCK [1/2phase;+2 to OCV;+2 to DCV;abort] MARTIAL DISARM [1/2phase;-1 to OCV;+1 to DCV; at 28 STR] BLOCK [1/2phase;abort] DODGE [+3 to DCV; abort] GRAB [1/2 phase; -1 to OCV; -2 to DCV; abort] STRIKE [1/2 phase; 3d6 HA] Translation for the Champions Impaired The Stats - The first column of statistics are the base statistics and mean just about what they look like. The range is more or less from ten to twenty, with ten indicating the level of a healthy, normal human and twenty indicating the limit of human capacity. Jodi is just incredible. She's really strong, tough, agile, smart, impressive, etc. The second column are the figured statistics. If you don't know the system, just don't worry about them. I'll tell you if you need them. The "useful" stuff - Anything ending in CV is a "combat value". I'll ask you for these numbers when you get into a fight. The speed and dexterity tell me who goes first in a fight, and who moves in what phase (a round has twelve phases, the phases you move in are listed at the bottom of this section). The rolls are just what they sound like. If one of those skills comes into play, I may ask you to roll 3d6 (you want to roll under this number to make a successful skill roll). Disadvantages - Champions works on a point system. You pay for skills and powers with points, some of which you get by taking disads. Jodi has lots of these. She is honorable and will protect innocents with her life. On the other hand, she's violent and doesn't care if she dies. The police want to talk to her and the mob wants her dead. She's easy to recognize by the scar on her face. Devices - Deathwish has a very fast, nifty motorcycle. She also carries a staff with her as a weapon. The staff has a switchblade in one end. Skills - The skills are just what they sound like. Maneuvers - These happen in combat. If you don't already know the system, don't worry about it. Origin/Background Two years ago, Jodi was a successful model, a member of a large extended family, and engaged to an up-and-coming young executive. All of this changed in one afternoon. Jodi's family had rented a hall for her wedding rehearsal. Everyone who meant anything to Jodi was there. They had no way of knowing that the other half of the floor was a meeting of top government scientists. A terrorist group blew up everything. Jodi woke up in a Medevac (is that a trade name?), terribly injured and disfigured for life, but somehow alive. She was the only survivor. Jodi went a little psycho. Okay, she went a lot psycho. She went into seclusion and emerged, some months later, as Deathwish. Quote Link to comment Share on other sites More sharing options...
zornwil Posted November 29, 2005 Report Share Posted November 29, 2005 Re: A Blast From The Past - old 4th ed pregens Any more to come? (bump!) Will rep you when I can (24 hours and all), cool stuff! Quote Link to comment Share on other sites More sharing options...
Karmakaze Posted November 29, 2005 Author Report Share Posted November 29, 2005 Daystar Any more to come? (bump!) Will rep you when I can (24 hours and all), cool stuff! Heh. Nearly forgot about this project. I still don't have the fifth ed conversions ready though. I have more half-finished projects these days... Here's the next one, DayStar ======= Name: Alex Chandler Age: 21 Gender: Player Option Hair: Brown, Lt. Eyes: Blue, med. Height: 6'0" Build: average Race: Indeterminate DayStar was born with light powers. Daystar's identical twin, NightStar, was born with (go ahead, guess) dark powers. There is also a kid sister, whose powers are only just developing. NightStar has, unfortunately, fallen prey to the temptation of greed, evil, and general nastiness, causing all sorts of confusion. Statistics 13 STR 4 PD 15 DEX 6 ED 13 CON 3 SPD 12 BOD 10 REC 13 INT 36 END 13 EGO 35 STN 13 PRE 18 COM Useful Numbers to Know Offhand OCV 5 STR ROLL 12- DCV 5 DEX ROLL 12- ECV 4 INT ROLL 12- DEX 15 EGO ROLL 12- SPD 3 PER ROLL 12- MOVE ON PHASES 4,8, & 12 Disadvantages NORMAL CHARACTERISTICS MAXIMA SECRET ID CODE VS. KILLING - PsychLim [common situation; total commitment] FEAR OF DARK - PsychLim [common situation; total commitment] KID SISTER - DNPC [slightly less powerful; often] NIGHTSTAR - Rivalry Powers LASER - 6d6 Energy Blast LIGHT BURST - 3d6 Flash [sight] LIGHT ILLUSIONS - Images [4"R;-3 to per;sight] INVISIBILITY - Invisibility [usable on others] FORCE FIELD - 5/25 Force Field [not against dark] Skills CRIMINOLOGY 14- PARAMEDIC 14- BUREAUCRATICS 13- DEDUCTION 13- PS: COP 13- SPANISH 3 Maneuvers BLOCK [1/2 phase;abort] DODGE [+3 to DCV; abort] GRAB [1/2 phase; -1 to OCV; -2 to DCV; abort] STRIKE [1/2 phase; 3d6 HA] Translation for the Champions Impaired The Stats - The first column of statistics are the base statistics and mean just about what they look like. The range is more or less from ten to twenty, with ten indicating the level of a healthy, normal human and twenty indicating the limit of human capacity. Alex is about average strong for a hero, pretty agile and tough, about average bright, and really cute. The second column are the figured statistics. If you don't know the system, just don't worry about them. I'll tell you if you need them. The "useful" stuff - Anything ending in CV is a "combat value". I'll ask you for these numbers when you get into a fight. The speed and dexterity tell me who goes first in a fight, and who moves in what phase (a round has twelve phases, the phases you move in are listed at the bottom of this section). The rolls are just what they sound like. If one of those skills comes into play, I may ask you to roll 3d6 (you want to roll under this number to make a successful skill roll). Disadvantages - Champions works on a point system. You pay for skills and powers with points, some of which you get by taking disads. Alex has a secret identity, a deep moral objection to killing, a fear or the dark, a kid sister, and a problem with the identical twin. Powers - DayStar has light powers. Alex can shoot bursts of concentrated light (lasers) from the hands, make light illusions on a small scale, and turn invisible. Daystar is also protected by a force field of light. Skills - Alex is a hero. And a cop. And has the requisite skills, as seen. The rolls work the same as the skill rolls in the "useful" section. Alex's Spanish is heavily accented, but pretty good. Maneuvers - These happen in combat. If you don't already know the system, don't worry about it. Origin/Background Alex, his/her twin sibling Sandy, and his younger sister Alys, grew up in orphanages. When the twins grew old enough to be on their own, they took different paths. Alex became a police officer, and in the off hours, a hero. Alex was recently able to locate his sister and has taken custody of her. Alys is sixteen. Alex lives in a small apartment in the city. It's an okay neighborhood, but not rich. Alex does have to live on a cop's salary. Quote Link to comment Share on other sites More sharing options...
starblaze Posted November 29, 2005 Report Share Posted November 29, 2005 Re: A Blast From The Past - old 4th ed pregens According to the age polls taken 'round here lately, I can't claim too much 'oldbie' cred, but I have been GMing HERO for more than ten years. I've even been running at conventions that long. I've got a pack of pre-gens dating from way too long ago that need to be properly brought into 5th edition so I can take them out into the air at cons again. I actually re-converted them a couple of times in 4th and may even have done a 5th quickie conversion one (heaven knows where it is.) Then I had a brilliant idea. As long as they need re-working anyway, why not really go back to concept. I found the old version once uploaded to Red October (in 1994 - eek!). I thought I might post the originals here and ask for insight, and, as I get the new versions up, post those as well. The points on these are a little low. How low is hard to say, because I didn't clutter those original sheets with points (they were for con games anyway). What they do have going for them is a separate chapter called "Translation for the Champions Impaired" which I expect to continue. These are meant to be novice-friendly and simple enough archetypes to be picked up quickly. With two exceptions, the write-ups are gender-neutral. I'd be especially interested in thoughts on the 'translation' section - what should stay, what should go, etc. Which file on Red October is it? I would like to see them. Quote Link to comment Share on other sites More sharing options...
Karmakaze Posted November 29, 2005 Author Report Share Posted November 29, 2005 Re: A Blast From The Past - old 4th ed pregens Which file on Red October is it? I would like to see them. http://www.mactyre.net/october/HEROCHAR/HELNBACK.ZIP (Or you could wait for me post here...) Quote Link to comment Share on other sites More sharing options...
John Desmarais Posted November 29, 2005 Report Share Posted November 29, 2005 Re: Here Goes: Frostbite Translation for the Champions Impaired... Hmmm. I think I may steal this idea for my next convention game. Quote Link to comment Share on other sites More sharing options...
Karmakaze Posted November 29, 2005 Author Report Share Posted November 29, 2005 Re: Here Goes: Frostbite Hmmm. I think I may steal this idea for my next convention game. If you have any good ideas about how to better format or explain more clearly, I'd be glad to hear it. I do plan to update that part, too. Quote Link to comment Share on other sites More sharing options...
Karmakaze Posted November 30, 2005 Author Report Share Posted November 30, 2005 And for the trenchcoat set - Chris Craven Chris Craven ============ Name: Christopher/Christine Fischer Craven Age: mid 30's Gender: player's choice Hair: brown, med. Eyes: brown, lt. Height: 5'7" Build: average Race: Caucasian Chris Craven is an eccentric, but reputable, private investigator, specializing in missing persons. Clairvoyant from birth, Chris learned early not to admit to paranormality, but appreciates the edge it provides in investigations. Like most telempaths, Chris is uncomfortable in crowds and dislikes being around death. Statistics 13 STR 2 PD 14 DEX 3 ED 13 CON 3 SPD 12 BOD 6 REC 18 INT 30 END 18 EGO 23 STN 10 PRE 16 COM Useful Numbers to Know Offhand OCV 5 STR ROLL 11- DCV 5 DEX ROLL 12- ECV 6 INT ROLL 13- DEX 14 EGO ROLL 13- SPD 3 PER ROLL 13- MOVE ON PHASES 4, 8, & 12 Disadvantages NORMAL CHARACTERISTICS MAXIMA WON'T KILL - PsychLim: [common situation;total commitment] FEAR OF CROWDS - PsychLim: [common situation; total reaction] SECRETARY - DNPC [normal; appears occasionally] Powers PSYCHOMETRY - Clairsentience: [see into past: sight sound and empathy, or as appropriate; concentrate to 0 DCV through-out; must be in physical contact with object] EMPATHY - Extra Senses: [sense emotion; range; 360§] SPIRIT CALL - Summon: [up to 150 base spirit; activation roll at 14 or less; -1/2 variable limitations; concentrate to 1/2 DCV throughout summoning] Skills CRIMINOLOGY 16- DEDUCTION 16- FORENSIC MEDICINE 16- PARAMEDIC 16- TACTICS 16- TRACKING 11- BUREAUCRATICS 13- INTERROGATION: 13- LOCKPICKING: 12- PS: PRIVATE INVESTIGATOR 17- EIDETIC MEMORY Maneuvers BLOCK [1/2 phase;abort] DODGE [+3 to DCV; abort] GRAB [1/2 phase; -1 to OCV; -2 to DCV; abort] STRIKE [1/2 phase; 3d6 HA] Translation for the Champions Impaired The Stats - The first column of statistics are the base statistics and mean just about what they look like. The range is more or less from ten to twenty, with ten indicating the level of a healthy, normal human and twenty indicating the limit of human capacity. Chris is moderately strong and tough, very bright and strong willed, and rather good looking, if not awe-inspiring. The second column are the figured statistics. If you don't know the system, just don't worry about them. I'll tell you if you need them. The "useful" stuff - Anything ending in CV is a "combat value". I'll ask you for these numbers when you get into a fight. The speed and dexterity tell me who goes first in a fight, and who moves in what phase (a round has twelve phases, the phases you move in are listed at the bottom of this section). The rolls are just what they sound like. If one of those skills comes into play, I may ask you to roll 3d6 (you want to roll under this number to make a successful skill roll). Disadvantages - Champions works on a point system. You pay for skills and powers with points, some of which you get by taking disads. Chris has four. Ignore NCM. It's a trick of the game to balanc out points. The rest are pretty self-explanatory. Powers - Chris can sense the emotions of those nearby. Chris can read past events and images or information about the owner from physical objects. Chris can also call manifestations of psychic energy. Usually these are ghosts of dead people, but long used objects and buildings will often have "spirits" of a sort. Skills - The skills are just what they sound like. PS is short for professional skill, a category some skills fall under. Chris has an eidetic memory. Maneuvers - These happen in combat. If you don't already know the system, don't worry about it. Origin/background Chris was born with the paranormal abilities, and is well-adjusted. The powers are something of a secret. Some people are uncomfortable around telempaths. It's only fair. Chris is uncomfortable around some people. It's not always fun to hear other people's hysteria. Chris maintains an office in the outskirts of Hellenback and a house an hour into the 'burbs. The secretary, Liz, is shared with a two-person accounting firm in the same office building. Quote Link to comment Share on other sites More sharing options...
MCMaenza Posted November 30, 2005 Report Share Posted November 30, 2005 Re: A Blast From The Past - old 4th ed pregens I like your layouts here in that they are quick and dirty and very easy for Con game usage. This is especially helpful for folks not totally rule-savy. I like the Translations for Champions Impaired (TCI). Quote Link to comment Share on other sites More sharing options...
Karmakaze Posted November 30, 2005 Author Report Share Posted November 30, 2005 Frostbite, 5th ed, quick conversion I've tried a first conversion for one of these. The Champions Impaired section could probably be a bit more cleaned up, and I am sure the powers could be better minmaxed. For a convention game, I'd probably take a lot of the points back out and go to something closer to the old format. [b]Frostbite - Andy (Andrew/Andrea) Wojciech[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 13 STR 3 13 12- HTH Damage 2 1/2d6 END [1] 19 DEX 27 19 13- OCV 6 DCV 6 18 CON 16 18 13- 13 BODY 6 13 12- 13 INT 3 13 12- PER Roll 12- 13 EGO 6 13 12- ECV: 4 18 PRE 8 18 13- PRE Attack: 3 1/2d6 16 COM 3 16 12- 5 PD 2 5/25 5/25 PD (0/20 rPD) 5 ED 1 5/20 5/20 ED (0/15 rED) 4 SPD 11 4 Phases: 3, 6, 9, 12 10 REC 6 10 40 END 2 40 34 STUN 5 34 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 3 LEAP 0 2 1/2" 2 1/2" forward, 1" upward [b]CHA Cost: 99[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 15 [b][i]COLD POWERS[/i][/b]: Elemental Control, 30-point powers - END= 20 1) [b][i]COLD AURA[/i][/b]: FF (20 PD/15 ED) (35 Active Points) - END=3 16 2) [b][i]COLD ZONE[/i][/b]: Change Environment 4" radius, -3 Temperature Level Adjustment, Reduced Endurance (0 END; +1/2) (31 Active Points) - END=0 45 3) [b][i]COLD ZONE[/i][/b]: Drain SPD 3d6, Cumulative (+1/2), Area Of Effect (One Hex; +1/2) (60 Active Points) - END=6 45 4) [b][i]FROST TOUCH[/i][/b]: Drain STUN 6d6 (60 Active Points) - END=6 45 5) [b][i]FREEZE BLAST[/i][/b]: EB 12d6 (60 Active Points) - END=6 15 [b][i]TEMPERATURE SENSE[/i][/b]: IR Perception (Touch Group), Increased Arc Of Perception (360 Degrees), Range - END=0 2 [b][i]WITHSTAND COLD[/i][/b]: LS (Safe in Intense Cold) - END=0 [b]POWERS Cost: 203[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 9 Bureaucratics 16- 3 Language: Russian (completely fluent) 2 Language: Japanese (fluent conversation) 3 Language: Polish (completely fluent) 3 Paramedics 12- 7 Conversation 15- 7 Persuasion 15- 6 PS: Artist 15- 3 Combat Driving 13- 3 Breakfall 13- 2 Forgery (Art Objects) 12- [b]SKILLS Cost: 48[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 20 Normal Characteristic Maxima 10 Social Limitation: Day Job (Frequently, Minor) 35 DNPC: Spouse and child 14- (Incompetent; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs) 15 Social Limitation: Secret Identity Frequently (11-), Major 20 Hunted: GM Option 11- (As Pow, NCI, Harshly Punish) 20 Psychological Limitation: Code Versus Killing Common, Total 20 Vulnerability: 2 x STUN Heat (Common) 10 Distinctive Features: Cold Aura (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 350 Synopsis: Andy became Frostbite a few years ago, when apparently latent cold powers were triggered by a refrigeration accident. Alex is married and has an 8 year old child. Neither the spouse nor the child knows Alex is really Frostbite, which is probably just as well. Translation for the Champions Impaired: The Stats - The first ten rows of statistics are the base statistics and mean just about what they look like. The range is more or less from ten to twenty, with ten indicating the level of a healthy, normal human and twenty indicating the limit of human capacity. Andy is moderately strong for a hero, very agile and tough, and quite impressive. Andy is okay with willpower and intelligence. The rest of column are the figured statistics. If you don't know the system, just don't worry about them. I'll tell you if you need them. The Notes - Anything ending in CV is a "combat value". I'll ask you for these numbers when you get into a fight. Speed (SPD) and dexterity (DEX) tell me who goes first in a fight, and determine moves in what phase (a round has twelve phases, the phases you move in are listed in the notes in the SPD row). If a skills comes into play, I may ask you to roll 3d6 against the number in the Roll column (you want to roll under this number to make a successful skill roll). Disadvantages - Champions works on a point system. You pay for skills and powers with points, some of which you get by taking disads. Andy has a spouse and child, a secret identity, an aura of cold that makes the secret identity a little hard, and is extra vulnerable to heat. Powers - Andy has cold powers, not ice powers. Frostbite is protected by an aura of intense cold. Andy can project cold from a distance or lower somebody's body temperature by touch (causes them to go into shock). Skills - The skills are just what they sound like. Andy speaks good, but accented Russian and Polish, and can get by in Japanese. Background - Exactly what kind of refrigeration accident Andy was in (or what exactly a 'refrigeration accident' is, anyway) is up to the player. Andy is a graphic artist, married, with one child. Quote Link to comment Share on other sites More sharing options...
Karmakaze Posted December 1, 2005 Author Report Share Posted December 1, 2005 5th ed update - Deathwish Because every team needs a brooding martial artist type, right? This, too, I am sure could be more point efficient. [b]Deathwish - Jodi Keaning[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 18 STR 8 18 13- HTH Damage 3 1/2d6 END [2] 20 DEX 30 20 13- OCV 7 DCV 7 18 CON 16 18 13- 15 BODY 10 15 12- 13 INT 3 13 12- PER Roll 15- 18 EGO 16 18 13- ECV: 6 18 PRE 8 18 13- PRE Attack: 3 1/2d6 12 COM 1 12 11- 6 PD 2 6/16 6/16 PD (0/10 rPD) 6 ED 2 6/11 6/11 ED (0/5 rED) 4 SPD 10 4 Phases: 3, 6, 9, 12 10 REC 4 10 40 END 2 40 40 STUN 7 40 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 11 LEAP 3 10 1/2" 10 1/2" forward, 5" upward [b]CHA Cost: 122[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 22 [b][i]STAFF[/i][/b]: EB 10d6 (50 Active Points); OAF (-1), Limited Range (Adjacent hexes; -1/4) - END=5 5 [b][i]STAFF VAULT[/i][/b]: Leaping +5" (10 1/2" forward, 5" upward) (Accurate) (10 Active Points); OAF (-1) - END=1 33 [b][i]LIGHTNING PUNCHES[/i][/b]: HA +8d6, Autofire (3 shots; +1/4) (50 Active Points); Hand-To-Hand Attack (-1/2) - END=5 9 [b][i]OBSERVANT[/i][/b]: +3 PER with all Sense Groups - END=0 23 [b][i]Body Armor[/i][/b]: Armor (10 PD/5 ED) - END=0 20 [b][i]DEVICES[/i][/b]: Multipower, 20-point reserve - END= 1u 1) [b][i]NIGHT VISION GOGGLES[/i][/b]: Nightvision (5 Active Points) - END=0 1u 2) [b][i]RADIO[/i][/b]: Radio Perception/Transmission (Radio Group) (10 Active Points) - END=0 1u 3) [b][i]CLIMBING GLOVES[/i][/b]: Clinging (28 STR) (13 Active Points) - END=0 1u 4) [b][i]REBREATHER[/i][/b]: LS (Extended Breathing: 1 END per Turn) - END=0 [b]POWERS Cost: 116[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] 5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 3 1/2d6 Strike 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 7 1/2d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 28 STR to Disarm [b]MARTIAL ARTS Cost: 18[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 9 Breakfall 16- 9 Acrobatics 16- 7 Combat Driving 15- 3 Stealth 13- 3 Interrogation 13- 3 Streetwise 13- 20 +4 with HTH Combat [b]SKILLS Cost: 54[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 4 Contact (Contact has access to major institutions, Contact has useful Skills or resources) 11- 4 Contact (Contact has significant Contacts of his own, Contact has useful Skills or resources) 11- [b]PERKS Cost: 8[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 12 Combat Luck (6 PD/6 ED) 20 Danger Sense (self only, out of combat) 12- [b]TALENTS Cost: 32[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 20 Normal Characteristic Maxima 20 Psychological Limitation: Honorable (Common, Total) 15 Psychological Limitation: Protect Innocents (Common, Strong) 15 Psychological Limitation: "deathwish" (undervalues own life) (Very Common, Moderate) 10 Reputation: Violent/Unstable, 11- 20 Hunted: GM Option 11- (As Pow, NCI, Harshly Punish) 15 Hunted: Open Contract on Life 11- (Less Pow, NCI, Harshly Punish) 15 Social Limitation: No Legal ID (Frequently, Major) 10 Hunted: Wanted by Police 14- (Less Pow, NCI, Watching) 10 Distinctive Features: Scarred Face (and body) (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 350 Translation for the Champions Impaired The Stats - The first ten rows of statistics are the base statistics and mean just about what they look like. The range is more or less from ten to twenty, with ten indicating the level of a healthy, normal human and twenty indicating the limit of human capacity. Jodi is just incredible. She's really strong, tough, agile, smart, impressive, etc. The rest of column are the figured statistics. If you don't know the system, just don't worry about them. I'll tell you if you need them. The Notes - Anything ending in CV is a "combat value". I'll ask you for these numbers when you get into a fight. Speed (SPD) and dexterity (DEX) tell me who goes first in a fight, and determine moves in what phase (a round has twelve phases, the phases you move in are listed in the notes in the SPD row). If a skills comes into play, I may ask you to roll 3d6 against the number in the Roll column (you want to roll under this number to make a successful skill roll). Disadvantages - Champions works on a point system. You pay for skills and powers with points, some of which you get by taking disads. Jodi has lots of these. She is honorable and will protect innocents with her life. On the other hand, she's violent and doesn't care if she dies. The police want to talk to her and the mob wants her dead. She's easy to recognize by the scar on her face. Devices - She also carries a staff with her as a weapon and as a vault to get over walls. She's a good hand to hand fighter as well. Skills - The skills are just what they sound like. Maneuvers - These happen in combat. If you don't already know the system, don't worry about it. Backstory - Two years ago, Jodi was a successful model, a member of a large extended family, and engaged to an up-and-coming young executive. All of this changed in one afternoon. Jodi's family had rented a hall for her wedding rehearsal. Everyone who meant anything to Jodi was there. They had no way of knowing that the other half of the floor was a meeting of top government scientists. A terrorist group blew up everything. Jodi woke up in a Medevac (is that a trade name?), terribly injured and disfigured for life, but somehow alive. She was the only survivor. Jodi went a little psycho. Okay, she went a lot psycho. She went into seclusion and emerged, some months later, as Deathwish. Quote Link to comment Share on other sites More sharing options...
Karmakaze Posted December 2, 2005 Author Report Share Posted December 2, 2005 Chimera / Facet Hey, what do you know, that code block thing works pretty well. It's still not as pretty as the Word file was, but we're not losing all of the space-based formatting anymore. In later iterations I changed the name Chimera to Facet. Chimera ======= Name: Morgan Anselkin Age: 20's Gender: Player's Choice Hair: Brown, med. Eyes: Brown, lt. Height: 5'9" Build: slender Race: Indeterminate Morgan won this magic amulet in a poker game. Though a little too drunk to remember exactly what the loser looked like, Morgan *can* remember that by the time s/he sobered up, there were a bunch of guys in funny outfits after the amulet - and willing to kill to get it. Morgan ditched them but can't seem to ditch the amulet. It seems to like it just where it is... Statistics 10 STR 2 PD 13 DEX 3 ED 13 CON 3 SPD 10 BOD 5 REC 18 INT 26 END 10 EGO 22 STN 10 PRE 12 COM Useful Numbers to Know Offhand OCV 4 STR ROLL 11- DCV 4 DEX ROLL 12- ECV 3 INT ROLL 13- DEX 13 EGO ROLL 11- SPD 3 PER ROLL 13- MOVE ON PHASES 4,8, & 12 Disadvantages NORMAL CHARACTERISTICS MAXIMA SECRET ID SQUEAMISH - PsychLim [common situation; moderate commitment] HUNTED BY EVIL GUYS - Hunted [more powerful; frequent; kill] Powers MAGIC AMULET - 50 pt. Power Pool [NCC, OAF] - Instant Change [OAF] - Teleport 20" [OAF; 1 floater] Skills GAMBLING 17- COMPUTER PROGRAM 15- SECURITY SYSTEMS 15- SYSTEMS OPS 15- CONCEALMENT 14- LOCK PICKING 14- SLEIGHT OF HAND 14- STEALTH 14- KS: STATISTICS 12- KS: TRIVIA 12- CRAMMING 2D6 LUCK Maneuvers BLOCK [«phase;abort] DODGE [+3 to DCV; abort] GRAB [« phase; -1 to OCV; -2 to DCV; abort] STRIKE [« phase; 3d6 HA Translation for the Champions Impaired The Stats - The first column of statistics are the base statistics and mean just about what they look like. The range is more or less from ten to twenty, with ten indicating the level of a healthy, normal human and twenty indicating the limit of human capacity. Morgan isn't very strong as heroes go, or very impressive, or tough or... He is rather bright, though. The second column are the figured statistics. If you don't know the system, just don't worry about them. I'll tell you if you need them. The "useful" stuff - Anything ending in CV is a "combat value". I'll ask you for these numbers when you get into a fight. The speed and dexterity tell me who goes first in a fight, and who moves in what phase (a round has twelve phases, the phases you move in are listed at the bottom of this section). The rolls are just what they sound like. If one of those skills comes into play, I may ask you to roll 3d6 (you want to roll under this number to make a successful skill roll). Disadvantages - Champions works on a point system. You pay for skills and powers with points, some of which you get by taking disads. Morgan has a secret identity. He's also kind of squeamish and has a bunch of nasty people after him trying to get the amulet. Powers - Morgan's magic amulet will do practically anything. Unfortunately, it rarely does quite what he wants it to. He has figured out how to make it teleport him around and to change him to a superhero disguise. This character is suggested for people who know Champions a little already. Skills - These skills work the same way as the skill rolls discussed in the "useful stuff" section. They're just what they sound like. Cramming means that he can learn new stuff quickly. The luck part is something I roll for you. Sometimes you just get lucky. Maneuvers - These happen in combat. If you don't already know the system, don't worry about it. Origin/Background Morgan dropped out of college in the junior year. It just wasn't what Morgan wanted. So it was time for a little wandering. Well, Morgan had always been pretty good at poker, so falling into that barside poker game didn't seem like much. Everybody at the table had an awful lot to drink. Except this one funny guy in the corner. Against the laws of nature, the sober guy just kept losing and losing. If the rest of the group could have conceived of such a thing (or for that matter, counted their toes...), they might have thought he was trying to lose. Finally, the guy had nothing left but a beat-up looking old pendant. With a great show of reluctance, he put it into the pot. Morgan won that round and the guy went off. Morgan woke up with a pounding hangover, the amulet-thingy, and a horde of red-robed lunatics trying to commit homicide. Morgan barely escaped alive. They've been on the hunt ever since. Morgan discovered that the amulet had magic powers and could make disguises, teleport, and other nifty things. Morgan now lives in the basement of the Downtown Racquetball and Swim Club and has the superhero identity of Chimera. This setup seems a little silly to Morgan, but at least if the crazy guys in red attack, they'll have to go through a lot of other heros first. Quote Link to comment Share on other sites More sharing options...
Karmakaze Posted December 3, 2005 Author Report Share Posted December 3, 2005 Butterfly - 4th ed build And Butterfly... the shapeshifter Butterfly ========= Name: Ruby-Kaye Nevill Age: Player's Choice Gender: female Hair:? Eyes: ? Height: ? Build: ? Race: ? There's no real way to tell what Ruby really looks like. As a shapeshifter, she can pick any look she wants. Her standard form is up to the player. She is very flamboyant and a little frivolous. She has very little patience for the doom-and-gloom types. She's into this hero stuff as much for the thrill as anything. Statistics 13 STR 3 PD 18 DEX 3 ED 13 CON 4 SPD 10 BOD 6 REC 13 INT 26 END 10 EGO 23 STN 13 PRE 18 COM Useful Numbers to Know Offhand OCV 6 STR ROLL 12- DCV 6 DEX ROLL 13- ECV 3 INT ROLL 12- DEX 18 EGO ROLL 11- SPD 4 PER ROLL 12- MOVE ON PHASES 3, 6, 9,& 12 Disadvantages NORMAL CHARACTERISTICS MAXIMA INSECURE - PsychLim [common situation; strong commitment] PRANKSTER - PsychLim [common situation; moderate commitment] WON'T KILL - PsychLim [common situation; total commitment] SECRET ID Powers SHAPESHIFTING - Shapeshift [no end;remain humanoid] - Shrinking [4 levels] wings - flight [23"; only when small] claws - 2d6 HKA [reduced penetration] tough skin - 20/10 Armor Skills BREAKFALL 13- DISGUISE 12- ACTING 12- Maneuvers BLOCK [1/2 phase;abort] DODGE [+3 to DCV; abort] GRAB [1/2 phase; -1 to OCV; -2 to DCV; abort] STRIKE [1/2 phase; 3d6 HA] Translation for the Champions Impaired The Stats - The first column of statistics are the base statistics and mean just about what they look like. The range is more or less from ten to twenty, with ten indicating the level of a healthy, normal human and twenty indicating the limit of human capacity. Ruby is average strong for a hero, pretty nimble, moderately bright and not very self- controlled. Obviously, she's a knockout. The second column are the figured statistics. If you don't know the system, just don't worry about them. I'll tell you if you need them. The "useful" stuff - Anything ending in CV is a "combat value". I'll ask you for these numbers when you get into a fight. The speed and dexterity tell me who goes first in a fight, and who moves in what phase (a round has twelve phases, the phases you move in are listed at the bottom of this section). The rolls are just what they sound like. If one of those skills comes into play, I may ask you to roll 3d6 (you want to roll under this number to make a successful skill roll). Disadvantages - Champions works on a point system. You pay for skills and powers with points, some of which you get by taking disads. Ruby has an insecure streak, a habit of playing tricks on people, and a strong moral problem with homicide. NCM is only important for development. Powers - Ruby can change her shape at will. She can mimic just about any other person as well as change her size. She is called Butterfly after her flying form. She has to get small enough to be light enough to fly, but she then "grows" wings and can fly about. She also can shape her fingertips into claws and toughen her skin for self-defense. Skills - these are what they sound like. Rolls work the same way as the skill rolls in the "useful info" section. Maneuvers - These happen in combat. If you don't already know the system, don't worry about it. Origin/Background Ruby might have been a changeling. She was awkward and creative in a family of don't-rock-the-boaters. In the small, conservative town she grew up in, nothing she did seemed to quite fit, and having a beautiful, popular, sister didn't help. Ruby became convinced that if only she were really pretty, people would like her. When the promised "blossoming" of growing-up never happened, Ruby decided that if anything was going to happen, she was going to do it herself. Against her better judgment, she answered an ad in the city paper, miles away. "Do want to change yourself?" it asked. She did. The ad was a front for a group of scientists wanting to create a new race of pliable servants. Except Ruby didn't go along with the plan. When she realized what the researchers were really doing, she went in to destroy the lab. She managed to blow up the machines - while she was still inside. By some miracle, she survived, and came out a changed, or at least changeable woman. Ruby decided that she was never going home. She could make a fresh start just where she was. Ruby lives alone. She works as a model, when she works. The hero thing is like a hobby. Quote Link to comment Share on other sites More sharing options...
Karmakaze Posted December 5, 2005 Author Report Share Posted December 5, 2005 Dreamer - 4th ed Dreamer was originally (see below) "Beautiful Dreamer" after the musical piece. I later thought that 'beautiful' was a bit odd for a male character though, and made it just "Dreamer". Although it is one of those code names that gives away a character secret... This makes all of the 4th ed versions. Beautiful Dreamer ================= Name: Noah Webster Kensington Age: 14 Gender: Male Hair: Red, dk. Eyes: Green, lt. Height: 5'4" Build: slender Race: Caucasian It should be noted that while Noah is a kid in person, his astral form appears significantly older and larger. He's also precocious enough that most of the other heros take him for a somewhat immature adult. And a lot of heros are pretty immature, so it's not really all that noticeable. Statistics 10 STR 2 PD 13 DEX 3 ED 13 CON 3 SPD 12 BOD 5 REC 18 INT 26 END 18 EGO 24 STN 13 PRE 14 COM Useful Numbers to Know Offhand OCV 4 STR ROLL 11- DCV 4 DEX ROLL 12- ECV 6 INT ROLL 13- DEX 13 EGO ROLL 13- SPD 3 PER ROLL 13- MOVE ON PHASES 4,8, & 12 Disadvantages NORMAL CHARACTERISTICS MAXIMA SECRET ID CODE VS. KILLING - PsychLim [common situation; total commitment] PARENTS - DNPC's [normals; often] Powers ASTRAL BODY - Desol [astral] MIND BLAST - 5d6 Ego Attack [no range] MIND READING - 5d6 Telepathy [no range] SEIZE BODY - Mind Control [no range] RESIST MIND CONTROL - Mental Defense SENSE MENTAL - Mental Awareness Skills COMPUTER PROGRAM 14- SYSTEMS OPS 13- FRENCH 3 Maneuvers BLOCK [«phase;abort] DODGE [+3 to DCV; abort] GRAB [« phase; -1 to OCV; -2 to DCV; abort] STRIKE [« phase; 3d6 HA] Translation for the Champions Impaired The Stats - The first column of statistics are the base statistics and mean just about what they look like. The range is more or less from ten to twenty, with ten indicating the level of a healthy, normal human and twenty indicating the limit of human capacity. For Noah, this translates as unimpressive strength (for a hero), fair dexterity/agility, and pretty good looks. He's very bright and very strong willed. The second column are the figured statistics. If you don't know the system, just don't worry about them. I'll tell you if you need them. The "useful" stuff - Anything ending in CV is a "combat value". I'll ask you for these numbers when you get into a fight. The speed and dexterity tell me who goes first in a fight, and who moves in what phase (a round has twelve phases, the phases you move in are listed at the bottom of this section). The rolls are just what they sound like. If one of those skills comes into play, I may ask you to roll 3d6 (you want to roll under this number to make a successful skill roll). Disadvantages - Champions works on a point system. You pay for skills and powers with points, some of which you get by taking disads. Noah has four. Don't worry about NCM. It only comes up when you're advancing the character. Secret ID means just what you think. Ditto code vs. killing. Noah's parents are DNPC's because there's an off chance they'll wind up in the line of fire. Powers - Noah, or Beautiful Dreamer at this point, rarely adventures in person. He separates an astral self from his body and physically stays at home. This is how nobody's caught on to the fact that he's a kid. The mind blast is performed by "touching" the victim. Ditto mind reading. Dreamer can "posses" a physical body by moving his astral form "into" the body. Skills - Noah can use a computer, basically. He also speaks accented, but understandable French. Maneuvers - These happen in combat. If you don't already know the system, don't worry about it. Origin/Background Noah started having unusually vivid dreams when he was twelve. Being a fairly bright child, he soon realized that the stuff he was dreaming really happened. He'd already developed a reputation as the Dreamer, so he stuck with it. He joined up with his current hero team last year and is having a ball. Noah always wanted to be a hero, and now he is! Cool! Noah lives with his parents (surprise, surprise) and goes to school like a normal 14-year old. He's geeky enough to have no real social life, so he spends a lot of his afternoons and weekends "doing homework" in his room (really out being a hero). His parents have no clue. It's the family that's always the last to know. Quote Link to comment Share on other sites More sharing options...
Karmakaze Posted December 7, 2005 Author Report Share Posted December 7, 2005 DayStar - quick 5th ed rewrite Is anyone reading these? [b]DayStar - Alex Chandler[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 15 STR 5 15 12- HTH Damage 3d6 END [1] 16 DEX 18 16 12- OCV 5 DCV 5 13 CON 6 13 12- 15 BODY 10 15 12- 13 INT 3 13 12- PER Roll 12-/15- 13 EGO 6 13 12- ECV: 4 18 PRE 8 18 13- PRE Attack: 3 1/2d6 18 COM 4 18 13- 5 PD 2 5/20 5/20 PD (0/15 rPD) 8 ED 5 8/28 8/28 ED (0/20 rED) 3 SPD 4 3 Phases: 4, 8, 12 10 REC 8 10 40 END 7 40 40 STUN 10 40 8 RUN 4 8" END [2] 4 SWIM 2 4" END [1] 3 LEAP 0 3" 3" forward, 1 1/2" upward [b]CHA Cost: 102[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 6 +3 PER with Sight Group - END=0 20 [b][i]LIGHT POWERS[/i][/b]: Elemental Control, 40-point powers - END= 20 1) [b][i]INVISIBILITY[/i][/b]: Invisibility to Sight Group , Usable By Other (+1/4) (25 Active Points) - END=2 20 2) [b][i]LIGHT ILLUSIONS[/i][/b]: Sight Group Images Increased Size (4" radius; +1/2), +/-3 to PER Rolls, Increased Maximum Range (700"; +1/4) (33 Active Points) - END=3 20 3) [b][i]LIGHT BURST[/i][/b]: Sight Group Flash 8d6 (40 Active Points) - END=4 20 4) [b][i]FORCE FIELD[/i][/b]: FF (15 PD/20 ED/5 Flash Defense: Sight Group) (40 Active Points) - END=4 32 5) [b][i]LASER[/i][/b]: EB 12d6 (60 Active Points); Beam (-1/4) - END=6 41 6) [b][i]ILLUSION DISGUISE[/i][/b]: Shape Shift (Sight Group, limited group of shapes), Imitation, Instant Change, Usable Simultaneously (up to 4 people at once; +3/4) (61 Active Points) - END=6 [b]POWERS Cost: 179[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 3 Bureaucratics 13- 11 Criminology 16- 7 Deduction 14- 3 Interrogation 13- 2 Language: Spanish (fluent conversation) 3 Lockpicking 12- 3 PS: Police Officer 12- 7 Paramedics 14- 5 Stealth 13- [b]SKILLS Cost: 44[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 2 Fringe Benefit: Local Police Powers 18 Contact (Contact has very useful Skills or resources, Contact limited by identity, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 13- 5 Contact (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 11- [b]PERKS Cost: 25[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 20 Normal Characteristic Maxima 15 Social Limitation: Secret Identity Frequently (11-), Major 20 Psychological Limitation: Code Versus Killing Common, Total 15 Psychological Limitation: Fear of Dark (Common, Strong) 15 DNPC: Kid Sister, Alys 14- (Slightly Less Powerful than the PC) 5 Rivalry: Professional (twin brother, villain), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 20 Hunted: GM option 11- (As Pow, NCI, Harshly Punish) 10 Vulnerability: 2 x STUN Dark-based Attacks (Uncommon) 15 Psychological Limitation: Honorable Common, Strong 10 Social Limitation: Day Job (Frequently, Minor) 5 Money: Poor [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 350 Translation for the Champions Impaired The Stats - The first ten rows of statistics are the base statistics and mean just about what they look like. The range is more or less from ten to twenty, with ten indicating the level of a healthy, normal human and twenty indicating the limit of human capacity. Alex is fairly strong, agile and tough, about average bright, and really cute. The second column are the figured statistics. If you don't know the system, just don't worry about them. I'll tell you if you need them. The Notes - Anything ending in CV is a "combat value". I'll ask you for these numbers when you get into a fight. Speed (SPD) and dexterity (DEX) tell me who goes first in a fight, and determine moves in what phase (a round has twelve phases, the phases you move in are listed in the notes in the SPD row). If a skills comes into play, I may ask you to roll 3d6 against the number in the Roll column (you want to roll under this number to make a successful skill roll). Disadvantages - Champions works on a point system. You pay for skills and powers with points, some of which you get by taking disads. Alex has a secret identity, a deep moral objection to killing, a fear of the dark, a kid sister, a problem with the identical twin, and needs to keep a schedule for the day job. Powers - DayStar has light powers. Alex can shoot bursts of concentrated light (lasers) from the hands, make light illusions and disguises, and turn invisible. Daystar is also protected by a force field of light. Skills - Alex is a hero. And a cop. And has the requisite skills, as seen. The rolls work the same as the skill rolls in the "useful" section. Alex's Spanish is heavily accented, but pretty good. Maneuvers - These happen in combat. If you don't already know the system, don't worry about it. Origin/Background - Alex, his/her twin sibling Sandy, and his younger sister Alys, grew up in orphanages. When the twins grew old enough to be on their own, they took different paths. Alex became a police officer, and in the off hours, a hero. Alex was recently able to locate his sister and has taken custody of her. Alys is sixteen. Alex lives in a small apartment in the city. Alex does have to live on a cop's salary and has very little margin. Quote Link to comment Share on other sites More sharing options...
zornwil Posted December 7, 2005 Report Share Posted December 7, 2005 Re: DayStar - quick 5th ed rewrite Yes, but I haven't had time to really comment in meaningful detail. To me, the earlier write-ups were interesting from a perspective of learning about distributing such things to con players, in particular. These are also of interest and I keep an eye on the thread, but haven't given it the real attention it deserves yet. Quote Link to comment Share on other sites More sharing options...
Karmakaze Posted January 5, 2006 Author Report Share Posted January 5, 2006 Chris Craven - quick 5th ed update [b]Chris Craven - Christopher/Christine Fischer Craven[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 13 STR 3 13 12- HTH Damage 2 1/2d6 END [1] 15 DEX 15 15 12- OCV 5 DCV 5 13 CON 6 13 12- 12 BODY 4 12 11- 18 INT 8 18 13- PER Roll 13- 18 EGO 16 18 13- ECV: 6 13 PRE 3 13 12- PRE Attack: 2 1/2d6 16 COM 3 16 12- 3 PD 0 3 3 PD (0 rPD) 3 ED 0 3 3 ED (0 rED) 3 SPD 5 3 Phases: 4, 8, 12 10 REC 8 10 30 END 2 30 30 STUN 4 30 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 3 LEAP 0 2 1/2" 2 1/2" forward, 1" upward [b]CHA Cost: 77[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 14 [b][i]PSYCHOMETRY[/i][/b]: Retrocognitive Clairsentience (Sight Group, Normal Hearing And Detect) (50 Active Points); Precognition/Retrocognition Only (-1), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Conditional Power Requires Physical Contact (-1/2) - END=5 33 [b][i]SPIRIT MANIFEST[/i][/b]: Summon 200-point Ghosts/Genius Loci, Friendly (+1/4) (50 Active Points); Concentration (1/2 DCV; -1/4), Activation Roll 15- (-1/4) - END=5 15 [b][i]EMPATHY[/i][/b]: Elemental Control, 30-point powers - END= 15 1) [b][i]EMPATHY[/i][/b]: Detect A Class Of Things 16- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense, Targeting (30 Active Points) - END=0 45 2) [b][i]PROJECTIVE EMPATHY[/i][/b]: Ego Attack 6d6 (Human class of minds) (60 Active Points) - END=6 18 3) [b][i]PROJECTIVE EMPATHY[/i][/b]: Mind Control 12d6 (Human class of minds) (60 Active Points); Limited Power Power loses about half of its effectiveness (Emotions Only; -1), Gradual Effect (1 Turn (Post-Segment 12); -1/4), Stops Working If Mentalist Is Knocked Out (-1/4) - END=6 [b]POWERS Cost: 140[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] 5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 2 1/2d6 Strike 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 5 Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +2 DC to Disarm [b]MARTIAL ARTS Cost: 14[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 7 PS: Private Investigator 17- 9 Criminology 16- 9 Deduction 16- 9 Forensic Medicine 16- 9 Paramedics 16- 3 Tactics 13- 3 Tracking 13- 7 Stealth 14- 3 Concealment 13- 3 Bureaucratics 12- 3 Interrogation 12- 3 Lockpicking 12- 2 WF: Small Arms [b]SKILLS Cost: 70[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 1 Fringe Benefit: License to practice a profession 4 Contact (Contact has useful Skills or resources) 12- [b]PERKS Cost: 5[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 5 Eidetic Memory 24 Combat Luck (12 PD/12 ED) 15 Danger Sense (self only, out of combat, Intuitional) 13- [b]TALENTS Cost: 44[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 20 Normal Characteristic Maxima 20 Psychological Limitation: Code Versus Killing Common, Total 15 Psychological Limitation: Fear of Crowds (Common, Strong) 20 DNPC: Secretary 11- (Incompetent; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID) 25 Hunted: Otherworldly Entities 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 10 Vulnerability: Mind Control (Common) 10 Physical Limitation: Extrasensory perception interferes with normal perception (Frequently, Slightly Impairing) 15 Social Limitation: Small Business Owner (Frequently, Major) 15 Psychological Limitation: Sucker for A Hard Luck Story (Very Common, Moderate) [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 350 Synopsis: Chris Craven is an eccentric, but reputable, private investigator, specializing in missing persons. Clairvoyant from birth, Chris learned early not to admit to paranormality, but appreciates the edge it provides in investigations. Like most telempaths, Chris is uncomfortable in crowds and dislikes being around death. Translation for the Champions Impaired: The Stats - The first ten rows of statistics are the base statistics and mean just about what they look like. The range is more or less from ten to twenty, with ten indicating the level of a healthy, normal human and twenty indicating the limit of human capacity. Chris is moderately strong and tough, very bright and strong willed, and rather good looking, if not awe-inspiring. The rest of column are the figured statistics. If you don't know the system, just don't worry about them. I'll tell you if you need them. The Notes - Anything ending in CV is a "combat value". I'll ask you for these numbers when you get into a fight. Speed (SPD) and dexterity (DEX) tell me who goes first in a fight, and determine moves in what phase (a round has twelve phases, the phases you move in are listed in the notes in the SPD row). If a skills comes into play, I may ask you to roll 3d6 against the number in the Roll column (you want to roll under this number to make a successful skill roll). Disadvantages - Champions works on a point system. You pay for skills and powers with points, some of which you get by taking disads. Chris has to stay in business and has a secretary. Chris also has some issues as a side of effect of being a telepath/medium. As a medium, Chris is sometimes targeted by otherworly entities looking for a doorway into this side. Powers - Chris can sense the emotions of those nearby. Chris can read past events and images or information about the owner from physical objects. Chris can also call manifestations of psychic energy. Usually these are ghosts of dead people, but long used objects and buildings will often have "spirits" of a sort. Chris can also project emotions to sway peoples mental state or as an attack. Skills - The skills are just what they sound like. PS is short for professional skill. Chris has an eidetic memory and is a pretty good investigator. Backstory - Chris was born with the paranormal abilities, and is well-adjusted. The powers are something of a secret. Some people are uncomfortable around telempaths. It's only fair. Chris is uncomfortable around some people. It's not always fun to hear other people's hysteria. Chris maintains an office in the outskirts of Hellenback and a house an hour into the 'burbs. The secretary, Liz, is shared with a two-person accounting firm in the same office building. Quote Link to comment Share on other sites More sharing options...
zornwil Posted January 6, 2006 Report Share Posted January 6, 2006 Re: Chris Craven - quick 5th ed update I've run out of rep for the day but at least let me hereby bump thee! Quote Link to comment Share on other sites More sharing options...
BoneDaddy Posted January 6, 2006 Report Share Posted January 6, 2006 Re: Chris Craven - quick 5th ed update As you have him written up, Andy (your first one) is a bigamist. One of those DNPC's should be a child, I think. Additionally, his Change Environment is always on but his wife is unaware that he's Frostbite? BUT, I like all of these, I'm bookmarking this thread, and rep for you. Quote Link to comment Share on other sites More sharing options...
Karmakaze Posted January 6, 2006 Author Report Share Posted January 6, 2006 Re: Chris Craven - quick 5th ed update As you have him written up' date=' Andy (your first one) is a bigamist. One of those DNPC's should be a child, I think. Additionally, his Change Environment is always on but his wife is unaware that he's Frostbite? [/quote'] I should probably just clean that up to DNPC x2 "wife and kid", although the kid is a potential plot hook in one of the modules I have for these. They definately need another going over after I get them all converted up. Quote Link to comment Share on other sites More sharing options...
Karmakaze Posted January 18, 2006 Author Report Share Posted January 18, 2006 Facet (formerly Chimera) - 5th edition update I got talked into running a couple of games at Dreamation (http://www.dexposure.com/d2006.html), so I am going to need to finish these! [b]Facet - Morgan Anselkin[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 13 STR 3 13 12- HTH Damage 2 1/2d6 END [1] 15 DEX 15 15 12- OCV 5 DCV 5 13 CON 6 13 12- 10 BODY 0 10 11- 18 INT 8 18 13- PER Roll 13- 13 EGO 6 13 12- ECV: 4 10 PRE 0 10 11- PRE Attack: 2d6 14 COM 2 14 12- 3 PD 0 3 3 PD (0 rPD) 3 ED 0 3 3 ED (0 rED) 3 SPD 5 3 Phases: 4, 8, 12 6 REC 0 6 30 END 2 30 30 STUN 6 30 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 3 LEAP 0 2 1/2" 2 1/2" forward, 1" upward [b]CHA Cost: 53[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 10 Luck 2d6 - END=0 140 [b][i]MAGIC AMULET[/i][/b]: Variable Power Pool, 100 base + 40 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (200 Active Points); OAF (-1), Character Has No Choice Regarding How Powers Change (-1/2) - END= 35 Teleportation 10", No Relative Velocity, x2 Increased Mass - END=3 [b]POWERS Cost: 185[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 4 Gambling (Card Games, Dice Games) 13- 4 Computer Programming (Computer Networks, Personal Computers) 13- 3 Security Systems 13- 2 Systems Operation (Communications Systems) 13- 3 Concealment 13- 3 Lockpicking 12- 3 Sleight Of Hand 12- 3 Stealth 12- 3 Streetwise 11- 3 Bureaucratics 11- 3 SS: Statistics 13- 3 KS: Trivia 13- 5 Cramming [b]SKILLS Cost: 42[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 15 Dependence: Magic Amulet Takes 1d6 Damage (Easy To Obtain, 5 Minutes) 25 Hunted: Cabal of Those Guys in Robes 14- (As Pow, NCI, Harshly Punish) 10 Hunted: Local Mystic Council 11- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 5 Money: Poor 20 Normal Characteristic Maxima 20 Psychological Limitation: Code Versus Killing Common, Total 15 Psychological Limitation: Intellectually Lazy / Feckless (Common, Strong) 15 Psychological Limitation: Reluctant Hero (Very Common, Moderate) 20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe 5 Social Limitation: Geek (Occasionally, Minor) [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 280 Translation for the Champions Impaired Synopsis - Morgan won this magic amulet in a poker game. Though a little too drunk to remember exactly what the loser looked like, Morgan *can* remember that by the time s/he sobered up, there were a bunch of guys in funny outfits after the amulet - and willing to kill to get it. Morgan ditched them but can't seem to ditch the amulet, becoming ill if it's removed too far away. The Stats - The first ten rows of statistics are the base statistics and mean just about what they look like. The range is more or less from ten to twenty, with ten indicating the level of a healthy, normal human and twenty indicating the limit of human capacity. Morgan isn't very strong as heroes go, or very impressive, or tough or... He is rather bright, though. The rest of column are the figured statistics. If you don't know the system, just don't worry about them. I'll tell you if you need them. The Notes - Anything ending in CV is a "combat value". I'll ask you for these numbers when you get into a fight. The speed and dexterity tell me who goes first in a fight, and who moves in what phase (a round has twelve phases, the phases you move in are listed at the bottom of this section). The rolls are just what they sound like. If one of those skills comes into play, I may ask you to roll 3d6 (you want to roll under this number to make a successful skill roll). Disadvantages - HERO works on a point system. You pay for skills and powers with points, some of which you get by taking disads. Morgan has a secret identity, except for among the magic community where everyone and his brother seems to know how to locate the amulet holder, which is a problem because a bunch of nasty people are trying to get the amulet, and some less nasty people pestering about getting properly trained or something. Morgan is a bit lazy, and sometimes has to be pushed into proper heroic behavior. Powers - Morgan's magic amulet will do practically anything. Unfortunately, it rarely does quite what he wants it to. He has figured out how to make it teleport him around and to change him to a superhero disguise. If you're not a HERO expert, just give me a general idea of what you're trying and I'll help you out. Skills - These skills work the same way as the skill rolls discussed in the Notes section. They're just what they sound like. Cramming means that he can learn new stuff quickly. The luck part is something I roll for you. Sometimes Morgan just gets lucky. Maneuvers - These happen in combat. If you don't already know the system, don't worry about it. Origin/Background - Morgan dropped out of college in the junior year. It just wasn't what Morgan wanted (although that didn't mean the student loans are going away). So it was time for a little wandering. Well, Morgan had always been pretty good at poker, so falling into that barside poker game didn't seem like much. Everybody at the table had an awful lot to drink. Except this one funny guy in the corner. Against the laws of nature, the sober guy just kept losing and losing. If the rest of the group could have conceived of such a thing (or for that matter, counted their toes...), they might have thought he was trying to lose. Finally, the guy had nothing left but a beat-up looking old pendant. With a great show of reluctance, he put it into the pot. Morgan won that round and the guy went off. Morgan woke up with a pounding hangover, the amulet-thingy, and a horde of red-robed lunatics trying to commit homicide. Morgan barely escaped alive. They've been on the hunt ever since. Morgan discovered that the amulet had magic powers and could make disguises, teleport, and other nifty things. Morgan now lives in the basement of the Downtown Racquetball and Swim Club and has the superhero identity of Facet. This setup seems a little silly to Morgan - it's not that Morgan doesn't like helping people, but the superhero world is a trippy, trippy place. At least if the crazy guys in red attack, they'll have to go through a lot of other heroes first. Quote Link to comment Share on other sites More sharing options...
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