Jump to content

Iron Age Champions


Savinien

Recommended Posts

Well, I've gone and done it. I've started ANOTHER game with a long-time gaming-buddy at Hero Central. I'm not sure if you'd call it Dark Champions or use the Moniker I've coined above. The premise is a normal world until the 'Defining Moment' occurs. Chernobyl is the event we've decided to use becuase of the era it occurs in and nothing more. Certain individuals alive and born after are able to use something in the changed atmosphere that gives them the stratum of paranormal powers.

 

The campaign is a BYOGM game and only the two of us currently plan on playing. Both characters are built on 350-375 points, but we use the low-supers range of levels for Damage Classes, Resistant DEF, and the like. I wanted thugs with guns to pose a bit of a threat if overwhelming odds are used, but still allow the characters to be heroic.

 

The mood is a mix between Rising Stars and Planetary, if that helps. I'll post more as I feel motivated.

 

Feel free to read and ask questions/post comments. Oh, it's Darkness Unbound if you're interested in reading what there is.

Link to comment
Share on other sites

  • 3 months later...

Re: Iron Age Champions

 

Your protagonist! Baku has quite a history between Ron and I. I've GMed the character a few different times, but we never really finished the character's story due to the demise of PBP games. I'm trying to get into details of the character's background we've never got to previously.

 

[b]Baku - Kenji Chono[/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]
33    DEX     69   33      16-       OCV 11 DCV 11
23    CON     26   23      14-
10    BODY    0   10      11-
14    INT     4   14      12-       PER Roll 15-
14    EGO     8   14      12-       ECV: 5
20    PRE     10   20      13-       PRE Attack: 4d6
16    COM     3   16      12-
7    PD      4   7/16             7/16 PD (0/9 rPD)
7    ED      2   7/16             7/16 ED (0/9 rED)
6    SPD     17   6                 Phases:  2, 4, 6, 8, 10, 12
8    REC     0   8
46    END     0   46
30    STUN    0   30
6    RUN      0   6"/14"                END [1]
2    SWIM     0   2"                END [1]
14    LEAP     0   14"                14" forward, 7" upward

[b]CHA Cost: 148[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
12     Elemental Control, 24-point powers - END=
12     1)  Force Field (6 PD/6 ED), Reduced End (0 END; +1/2), Invisible to Sight Group (+1/2) (24 Active Points) - END=0
10     2)  Running +8" (6"/14" total), Reduced End (0 END; +1/2) (24 Active Points); no Noncombat movement (-1/4) - END=
8     3)  Precognitive Clairsentience (Sight Group, Normal Hearing And Normal Touch) (50 Active Points); Extra Time (1 Minute, -1 1/2), Precognition Only (-1), Only Through Dreams (-1) - END=5
35     Multipower, 35-point reserve - END=
1u     1)  [b][i]Dream Reader[/i][/b]: Telepathy 7d6 (35 Active Points); Extra Time (Full Phase, -1/2), Limited Power Only vs. Unconcious Targets (-1/2), Does Not Provide Mental Awareness (-1/4) - END=3
2u     2)  [b][i]Spirit Touch[/i][/b]: Hand-To-Hand Attack +3d6, Affects Desolidified Any form of Desolidification (+1/2), Reduced End (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2) - END=0
2u     3)  [b][i]Chi Strike[/i][/b]: Hand-To-Hand Attack +3d6, Reduced End (0 END; +1/2), Armor Piercing (+1/2) (30 Active Points); Hand-To-Hand Attack (-1/2) - END=0
2u     4)  [b][i]Rapid Chi Strike[/i][/b]: Hand-To-Hand Attack +3d6, Autofire (3 shots; +1/4), Reduced End (0 END; +1) (34 Active Points); Hand-To-Hand Attack (-1/2) - END=0
2u     5)  [b][i]Project Chi[/i][/b]: Energy Blast 7d6 (35 Active Points); Restrainable (-1/2) - END=3
1u     6)  [b][i]Chi Focus[/i][/b]: +35 STR (35 Active Points); Limited Power Only vs. Grabs, Entangles (-1), No Figured Characteristics (-1/2) - END=3
1u     7)  [b][i]Inspire Terror[/i][/b]: +35 PRE (35 Active Points); Limited Power Only to cause Fear (-1), Costs Endurance (-1/2) - END=3
2u     8)  Leaping +11" (14" forward, 7" upward) (Accurate), Reduced End (0 END; +1/2) (24 Active Points) - END=
1u     9)  Healing BODY 3 1/2d6 (35 Active Points); Extra Time (Full Phase, -1/2), Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4) - END=6
      - END=
9     +3 PER with all Sense Groups - END=0
5     Nightvision - END=0
2     Mental Defense (5 points total) - END=0
5     Sight Group Flash Defense (5 points) - END=0

[b]POWERS Cost: 112[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
5      Passing Throw:  1/2 Phase, +0 OCV, +0 DCV, 4d6 +v/5; Target Falls; FMove
4      Martial Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm
4      Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4      Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
4      Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 35 STR vs. Grabs
4      +1 HTH Damage Class(es)
1      Weapon Element:  Empty Hand, Karate Weapons

[b]MARTIAL ARTS Cost: 26[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
10      Defense Maneuver I-IV 
5      Rapid Attack (HTH) 
3      Acrobatics 16-
3      Breakfall 16-
3      Concealment 12-
3      Conversation 13-
3      Interrogation 13-
4      Language:  English (idiomatic)
3      Lockpicking 16-
3      Navigation (Dreamland, Land) 12-
3      Persuasion 13-
3      Security Systems 12-
3      Seduction 13-
3      Shadowing 12-
3      Stealth 16-
3      Streetwise 13-
2      Survival (Urban) 12-
1      WF:  Karate Weapons
2      KS: Martial Arts 11-
2      KS: Yakuza 11-
2      AK: Japan 11-
2      AK: U.S. 11-

[b]SKILLS Cost: 69[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
3      Anonymity

[b]PERKS Cost: 3[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
6      Combat Luck (3 PD/3 ED)

[b]TALENTS Cost: 6[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
30     Hunted:  Yakuza 14- (Mo Pow, NCI, Limited Geographical Area- Japan, PC is very easy to find, Harshly Punish)
20     Hunted:  Organized Crime 8- (Mo Pow, NCI, Harshly Punish)
20     Hunted:  Government 8- (Mo Pow, NCI, Capture)
10     DNPC:  Whoever his visions lead him to protect 8- (Normal)
15     Psychological Limitation:  Fearless (Common, Strong)
10     Psychological Limitation:  Vengeful (Uncommon, Strong)
15     Psychological Limitation:  Must Help Those in his Visions (Common, Strong)
10     Social Limitation:  Harmful Secret- former Yakuza (Occasionally, Major)
10     Reputation:  Yakuza Traitor, 11- (Extreme;  Known Only To A Small Group)
5     Social Limitation:  Minority (Occasionally, Major, Not Limiting In Some Cultures)
5     Distinctive Features:  Chi Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 214
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 364



Link to comment
Share on other sites

Re: Iron Age Champions

 

Here is a write up for Ernest "The Eel" Edwards. Back in the day, he was an Italian Mafia hardcase, but lost prestige when a lot of his efforts went bad. To gain respect once more and make sure some punk didn't try to earn his button with a pair of cement shoes, Ernie took up a down-low request for experimental victims.

 

Ernie was taken in by scientists funded by General Electric. GE was looking to create Paras that could assist with duties and advertising. They occasionally rent them out to the highest bidder, too. The team is known as High Voltage and has three members. The Eel is one of them.

 

[b]Ernest Edwards - Ernie 'The Eel' Edwards[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
20    STR     10   20      13-       HTH Damage 4d6  END [0]
18    DEX     24   18      13-       OCV 6 DCV 6
20    CON     20   20      13-
20    BODY    20   20      13-
10    INT     0   10      11-       PER Roll 11-
15    EGO     10   15      12-       ECV: 5
15    PRE     5   15      12-       PRE Attack: 3d6
8    COM     -1   8      11-
10    PD      8   10             10 PD (10 rPD)
10    ED      8   10             10 ED (10 rED)
4    SPD     12   4                 Phases:  3, 6, 9, 12
10    REC     4   10
40    END     0   40
40    STUN    0   40
15    RUN      0   15"                END [3]
2    SWIM     0   2"                END [1]
17    LEAP     0   17"                17" forward, 8 1/2" upward

[b]CHA Cost: 120[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
31     [b][i]Stretchy Eel[/i][/b]: Elemental Control, 62-point powers - END=
25     1)  Stretching 9", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Limited Body Parts (-1/4) - END=2
31     2)  [b][i]Electric Surge[/i][/b]: EB 6d6, Reduced Endurance (1/2 END; +1/4), Damage Shield (Offensive; +3/4) (60 Active Points) - END=2
7     [b][i]Rubbery Body[/i][/b]: Damage Resistance (10 PD/10 ED) (10 Active Points); Limited Power PD doesn't work against high-velocity projectiles ED only works vs. electricity (-1/2) - END=0
28     [b][i]Stretch Armstrong[/i][/b]: +20 STR, Reduced Endurance (0 END; +1/2) (40 Active Points); Limited Power Only for escapes, throws, slams, and grabs (-1/4) (Modifiers affect Base Characteristic) - END=
18     [b][i]Stretchy Movement[/i][/b]: Multipower, 18-point reserve - END=
2u     1)  Leaping +13" (17" forward, 8 1/2" upward) (Accurate) (18 Active Points) - END=2
2u     2)  Swinging 18" (18 Active Points) - END=2
2u     3)  Running +9" (15" total) (18 Active Points) - END=2

[b]POWERS Cost: 146[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
     DU Everyman
0      1)  Acting 8-
0      2)  Climbing 8-
0      3)  Conversation 8-
0      4)  Deduction 8-
0      5)  Paramedics 8-
0      6)  Shadowing 8-
0      7)  TF:  Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]
15      +3 with HTH Combat
2      WF:  Small Arms
2      AK: USA 11-
2      CK: New York 11-
3      Breakfall 13-
3      Concealment 11-
2      KS: Criminal Organizations 11-
3      Persuasion 12-
2      PS: Mafia Hardcase 11-
3      Streetwise 12-
3      Stealth 13-
3      Teamwork 13-

[b]SKILLS Cost: 43[/b]


[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Hunted:  Law Enforcement Officials 8- (Mo Pow, NCI, Watching)
20     Normal Characteristic Maxima
15     Psychological Limitation:  Rebels vs. Authority (Common, Strong)
15     Physical Limitation:  No sense of smell (All the Time, Slightly Impairing)
10     Psychological Limitation:  Subject to Orders: GE Company Officials (Common, Moderate)

[b]DISADVANTAGES Points: 70[/b]

Base Pts: 250
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 309



Link to comment
Share on other sites

Re: Iron Age Champions

 

Tommy "Ground" Bardell worked for Verizon Intl. doing field work on communications and power lines. He was successful, but still a hometown midwestern kind of guy. When he was injured in an accident and barely alive, GE officers found an 'allowance' in his work contract and took him into the 'High Voltage' experiments.

 

Tommy came out of the 'operation' as Ground:

 

[b]Ground - Thomas 'Tommy' Bardell[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
35    STR     5   35      16-       HTH Damage 7d6  END [3]
24    DEX     15   24      14-       OCV 8 DCV 8
20    CON     0   20      13-
15    BODY    0   15      12-
14    INT     4   14      12-       PER Roll 12-
14    EGO     8   14      12-       ECV: 5
15    PRE     5   15      12-       PRE Attack: 3d6
10    COM     0   10      11-
7    PD      0   7             7 PD (0 rPD)
4    ED      0   4/34             4/34 ED (0/30 rED)
5    SPD     6   5                 Phases:  3, 5, 8, 10, 12
11    REC     0   11
40    END     0   40
43    STUN    0   43
14    RUN      0   14"                END [3]
2    SWIM     0   2"                END [1]
14    LEAP     0   14"                14" forward, 7" upward

[b]CHA Cost: 43[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
    Electrical Absorbtion - END=
59     1)  Absorption 6d6  (Electricity, Endurance Reserve), Can Absorb Maximum Of 50 Points' Worth Of Electricity Damage, Absorption As A Defense (x2) (74 Active Points); Only vs. electrical phenomena (-1/4) - END=0
18     2)  Armor (0 PD/30 ED) (45 Active Points); Limited Power Only vs. Electrical Effects (-1 1/2) - END=0
10     3)  [b][i]Energy Absorption[/i][/b]: Endurance Reserve  (100 END, 0 REC) - END=0
15     4)  [b][i]Overload[/i][/b]: Energy Blast 10d6, Explosion (+1/2), Nonselective Target (-1/4), Personal Immunity (+1/4), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; Triggers when END reserve goes above MAX; +3/4) (112 Active Points); Increased Endurance Cost (x10 END; -4), No Conscious Control (-2), Cannot Use Targeting (-1/2) - END=110
62     Suppress Electricity 10d6, Invisible to Single Sense, Source Only (+1/4) (62 Active Points) - END=6
    Bio-Electrically Enhanced Body, all slots Limited Power Usable only when END RESERVE reaches 50+ pts (-1) - END=
10     1)  +20 STR (20 Active Points); Limited Power Usable only when END RESERVE reaches 50+ pts (-1) - END=2
13     2)  +9 DEX (27 Active Points); Limited Power Usable only when END RESERVE reaches 50+ pts (-1) - END=
5     3)  +1 SPD (10 Active Points); Limited Power Usable only when END RESERVE reaches 50+ pts (-1) - END=
10     4)  +10 CON (20 Active Points); Limited Power Usable only when END RESERVE reaches 50+ pts (-1) - END=
5     5)  +5 BODY (10 Active Points); Limited Power Usable only when END RESERVE reaches 50+ pts (-1) - END=
4     6)  Hand-To-Hand Attack +2d6 (10 Active Points); Limited Power Usable only when END RESERVE reaches 50+ pts (-1), Hand-To-Hand Attack (-1/2) - END=1
3     7)  Leaping +7" (14" forward, 7" upward) (7 Active Points); Limited Power Usable only when END RESERVE reaches 50+ pts (-1) - END=1
8     8)  Running +8" (14" total) (16 Active Points); Limited Power Usable only when END RESERVE reaches 50+ pts (-1) - END=2
24     9)  [b][i]Shock Touch[/i][/b]: Killing Attack - Hand-To-Hand 4d6 (60 Active Points); Limited Power Usable only when END RESERVE reaches 50+ pts (-1), No STR Bonus (-1/2) - END=6

[b]POWERS Cost: 246[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
     DU Everyman
0      1)  Acting 8-
0      2)  Climbing 8-
0      3)  Concealment 8-
0      4)  Conversation 8-
0      5)  Deduction 8-
0      6)  Paramedics 8-
0      7)  Persuasion 8-
0      8)  Shadowing 8-
0      9)  Stealth 8-
0      10) TF:  Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]
2      Systems Operation (Cellular and Digital, Telephone Communications) 12-
3      Electronics 12-
3      Mechanics 12-
2      Computer Programming (Personal Computers) 12-
15      +3 with HTH Combat

[b]SKILLS Cost: 25[/b]


[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
20     Normal Characteristic Maxima
10     Hunted:  Law Enforcement Officials 8- (Mo Pow, NCI, Watching)
10     Psychological Limitation:  Subject to Orders: GE Company Officials (Common, Moderate)
10     Psychological Limitation:  LIkes to brawl (Common, Moderate)

[b]DISADVANTAGES Points: 50[/b]

Base Pts: 250
Exp Required: 14
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 314



Link to comment
Share on other sites

Re: Iron Age Champions

 

Here is Ion. He's sort of a weird inconversion from a tweaked RCU campaign. Baku has also been shifted across campaigns and dealt with Ion in one of them. For posterity's sake, I brought Ion as well. I had to shift around his power set some to fit in with the Darkness Unbound (Iron Age Champions) feel.

 

Figured I would post him, too.

 

[b]Ion - Ted Washington[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
20    STR     10   20      13-       HTH Damage 4d6  END [2]
20    DEX     30   20      13-       OCV 7 DCV 7
25    CON     30   25      14-
12    BODY    4   12      11-
13    INT     3   13      12-       PER Roll 12-
14    EGO     8   14      12-       ECV: 5
20    PRE     10   20      13-       PRE Attack: 4d6
14    COM     2   14      12-
7    PD      3   7/20             7/20 PD (3/16 rPD)
7    ED      2   7/20             7/20 ED (3/16 rED)
5    SPD     20   5                 Phases:  3, 5, 8, 10, 12
10    REC     2   10
50    END     0   50
35    STUN    0   35
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
5    LEAP     1   5"                5" forward, 2 1/2" upward

[b]CHA Cost: 125[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
30     Ionic Elemental Control, 60-point powers - END=
30     1)  Energy Blast 12d6 (60 Active Points) - END=6
30     2)  Force Field (13 PD/13 ED/4 Power Defense) (Protect Carried Items), Reduced Endurance (0 END; +1/2) (60 Active Points) - END=0
30     3)  Flight 25", x8 Noncombat (60 Active Points) - END=6
3     Damage Resistance (3 PD/3 ED) - END=0

[b]POWERS Cost: 123[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     Ranger Training
4      Martial Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm
4      Martial Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4      Choke Hold:  1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
3      Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls
4      Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike

[b]MARTIAL ARTS Cost: 19[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
7      Demolitions 14-
2      PS: Police Officer(Bomb Squad) 11-
2      PS: Army: Ranger 11-
2      KS: Police Regulations 11-
2      KS: Explosives 11-
3      Streetwise 13-
3      Combat Driving 13-
3      Criminology 12-
3      Paramedics 12-
3      Tactics 12-
2      Survival (Tropical) 12-
6      +2 Ionic Blasts
3      CK: Houston 12-
3      KS: Houston Metas 12-
3      KS: Houston Sports Facts 12-
2      KS: P.I.T Procedure 11-
2      WF:  Small Arms
3      Stealth 13-
5      Rapid Attack (Ranged) 

[b]SKILLS Cost: 59[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
9      Fringe Benefit:  Concealed Weapon Permit (where appropriate), International Police Powers, Local Police Powers
6      Contact:  Houston Police Department, Organization Contact (x3) (6 Active Points) 11-

[b]PERKS Cost: 15[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
15     Social Limitation:  Secret ID: Ted Washington (Frequently, Major)
20     Psychological Limitation:  Dedicated to Jusctice (Very Common, Strong)
15     Psychological Limitation:  Loves Julie Wu (Common, Strong)
15     Psychological Limitation:  Protective of Innocents (Common, Strong)
10     Vulnerability:  1 1/2 x STUN Ionic Attacks (Common)
10     Vulnerability:  Magnetic Effects (Common)
10     Vulnerability:  1 1/2 x Effect Magnetic Effects (Common)
10     Dependent NPC:  Julie Wu 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
10     Hunted:  Sentinel Rogue's Gallery 8- (As Pow, Harshly Punish)

[b]DISADVANTAGES Points: 115[/b]

Base Pts: 200
Exp Required: 26
Total Exp Available: 26
Exp Unspent: 0
Total Character Cost: 341



 

In the DU campaign, Baku just got into a knock-down drag out fight with Ion among the steel girded, infrastructure of an unfinished skyscraper. It was nasty with Ion's ionic blasts. Baku taunted him back into a smaller portion of the building and one-punched him into oblivion.

Link to comment
Share on other sites

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.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...