nexus Posted November 9, 2007 Report Share Posted November 9, 2007 Re: Wild Card's Hero Campaign Use and Designer’s Notes: The Envoy’s power is pretty scary. He can sway a whole room of people and ask them to do all sorts of foolish things, and they’ll go along with it (because “they agree” with his “suggestions.”) However, a 43” Radius might be a bit much, but seeing as his power can be disrupted by wind and the like, I doubt he’d ever be able to actually affect everyone in such an area. You could apply some sort of “Reduced By Range” Limitation, to reflect the further away you are, the less you’re affected. (this write up is for the 1950's version of The Envoy) (Envoy created by George R. R. Martin, character sheet created by Michael Surbrook) This is really some awesome work, Susano! Would a "Must acheive the "target thinks it's his own idea" level be an appriopriate limitation for this power or would that fall under Fully Invisible? Quote Link to comment Share on other sites More sharing options...
OddHat Posted November 9, 2007 Report Share Posted November 9, 2007 Re: Wild Card's Hero This is really some awesome work, Susano! Would a "Must acheive the "target thinks it's his own idea" level be an appriopriate limitation for this power or would that fall under Fully Invisible? By Steve's current take on the rules, "Target thinks actions were his own idea" seems to be required. The only time I can remember the Envoy's victims realizing he'd been controlling them is with HUAC, and they may have known the basics of what he could do before he sat down. Quote Link to comment Share on other sites More sharing options...
Susano Posted November 9, 2007 Author Report Share Posted November 9, 2007 Re: Wild Card's Hero By Steve's current take on the rules' date=' "Target thinks actions were his own idea" seems to be required. The only time I can remember the Envoy's victims realizing he'd been controlling them is with HUAC, and they may have known the basics of what he could do before he sat down.[/quote'] Actually, there was someone else (a political figure) who he talked into leaving his country and going into exile. And the moment the Envoy left, the guy was back on a plane and trying to get back home. "What was I doing?" is apparently a common reaction. However, at the time, you're all for his suggestions. Quote Link to comment Share on other sites More sharing options...
garou Posted November 9, 2007 Report Share Posted November 9, 2007 Re: Wild Card's Hero If I recall' date=' it's 90% death rate. If you live, it's 90% joker, 9% deuce, 1% ace. However, some jokers are "joker-aces."[/quote'] I'm trying to find a more solid reference, but I recall it being fatal 90% of the time, 9% of the time, you draw the joker*, and the remaining 1% are (a) not deformed, and ( gain some power. That last 1% includes both aces and deuces, with deuces being far more prominent. * There are jokers who are almost aces - Troll (the guard at the Jokertown clinic) would be an ace, were it not for his appearance. And likewise, Peregrine is technically a joker/ace - though the angelic wings aren't considered a "deformity" because they are aesthetically pleasing, they are not functional; she flies via a form a telekinesis. Quote Link to comment Share on other sites More sharing options...
RPMiller Posted November 9, 2007 Report Share Posted November 9, 2007 Re: Wild Card's Hero From http://www.wildcardsonline.com/origins.html : Of those who came into contact with the virus, the lucky 1% with paranormal powers became Aces, the unlucky 9% with freakish deformities were Jokers, while the really unlucky 90% who simply died on contact with the virus were said to have drawn the Black Queen. In addition, there were the Deuces - those almost-Aces who slipped between the cracks and possessed only minor or negligible powers. EDIT: If you go to that site and follow the Characters link, it appears that each entry has some info that could be added to the background info. Quote Link to comment Share on other sites More sharing options...
RPMiller Posted November 19, 2007 Report Share Posted November 19, 2007 Re: Wild Card's Hero Here's some information you all might be interested in: Title: Wild Cards interview URL: http://grrm.livejournal.com/24636.html Quote Link to comment Share on other sites More sharing options...
Princedarkstorm Posted November 26, 2007 Report Share Posted November 26, 2007 Re: Wild Card's Hero If I remember Surfbrook wrote up some of the WILD CARDS? Quote Link to comment Share on other sites More sharing options...
Susano Posted November 26, 2007 Author Report Share Posted November 26, 2007 Re: Wild Card's Hero If I remember Surfbrook wrote up some of the WILD CARDS? That would be me, yes. I'll be getting back to my revisions this week. Most everyone is been through the HD editor, now I need to add the additional fluff text and start posting. A few people are on hold until I can check various official Hero books for power builds. Quote Link to comment Share on other sites More sharing options...
Susano Posted November 26, 2007 Author Report Share Posted November 26, 2007 Re: Wild Card's Hero DEMISE (James Spector) [b]Val CHA Cost Roll Notes[/b] 9 STR -1 11- Lift 87.1 kg; 1 1/2d6 HTH Damage [1] 18 DEX 24 13- OCV: 6/DCV: 6 15 CON 10 12- 20 BODY 20 13- 14 INT 4 12- PER Roll 12- 14 EGO 8 12- ECV: 5 10 PRE 0 11- PRE Attack: 2d6 10 COM 0 11- 4 PD 2 Total: 4 PD (0 rPD) 4 ED 1 Total: 4 ED (0 rED) 3 SPD 2 Phases: 4, 8, 12 5 REC 0 30 END 0 33 STUN 0 [b]Total Characteristic Cost: 70 Movement:[/b] Running: 6"/12" Leaping: 1"/2" Swimming: 2"/4" [b]Cost Powers & Skills[/b] 105 [b]Death Stare:[/b] Multipower, 210-point reserve, all slots Eye Contact Required (-1/2), Normal Range (power has a range of roughly 3-4'; -1/4), Does Not Provide Mental Awareness (-1/4) 10u 1) [b]Death Stare:[/b] Ego Attack 6d6 (Human class of minds), Reduced Endurance (0 END; +1/2), Does BODY (+1), Continuous (+1); Eye Contact Required (-1/2), Does Not Provide Mental Awareness (-1/4), Normal Range (power has a range of roughly 3-4'; -1/4) 4u 2) [b]Stun Stare:[/b] Ego Attack 6d6, Reduced Endurance (0 END; +1/2); Eye Contact Required (-1/2), Does Not Provide Mental Awareness (-1/4), Normal Range (power has a range of roughly 3-4'; -1/4) 44 [b]Locking Gaze:[/b] Mind Control 14d6 (Human class of minds), Telepathic (+1/4), Reduced Endurance (0 END; +1/2); Eye Contact Required (-1/2), No Range (-1/2), Set Effect (look at me; -1/2), Does Not Provide Mental Awareness (-1/4) 10 [b]Ace Toughness:[/b] Physical Damage Reduction, Resistant, 25%; STUN Only (-1/2) 23 [b]Increased Metabolism:[/b] Healing 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Minute (-1 1/2), Self Only (-1/2) 10 [b]Increased Metabolism:[/b] LS (Immunity: All terrestrial diseases and biowarfare agents) [b]Skills[/b] 12 +4 with Death Stare Multipower 3 PS: Accountant 12- 3 SS: Accounting 12- 3 Shadowing 12- 3 Stealth 13- 7 Streetwise 13- 1 WF: Handguns [b]Total Powers & Skill Cost: 238 Total Cost: 308 150+ Disadvantages[/b] 10 Distinctive Features: Tall, Skinny And Seedy Looking (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Normal Characteristic Maxima 15 Psychological Limitation: Bad/Short-Tempered, Tends To Kill Those Who Irritate Him (Common, Strong) 15 Psychological Limitation: Casual Killer, Will Kill For The Slightest Reason (Common, Strong) 10 Psychological Limitation: Impulsive, Will Often Kill First Worry About It Later (Common, Moderate) 10 Psychological Limitation: Paranoid, Afraid Of Death, Tachyon, And The Astronomer (Uncommon, Strong) 15 Reputation: Demise, killer for hire, 11- (Extreme) 63 [b]Experience Points 308 Total Disadvantage Points[/b] Description: Demise is on of the more lethal characters in the Wild Cards universe. He's tall, standing about 6' in height, and thin, weighing 150 lbs. He has stringy brown hair, a ragged mustache and a permanently disheveled look to him. He died from the virus but was revived by an experimental process of Tachyon's. After spending 6 months in an IC unit, he managed to recover some of his sanity. It was at this time that Demise learned of his new power, the ability to project the "memory of his death" into a target, killing them almost instantly. He can also choose to simply stun someone as well. Demise must be within a few feet of his target and must be able to see their eyes (mirror shades will stop this power). Since he usually hits his targets by surprise (most don't know what to expect), this is not usually a problem. It should be noted that Demise, having died once, has little in the way of moral restraint. Campaign Use and Designer’s Notes: Demise is very, very dangerous. Game Masters should use him with care, as he can easily kill most normals, NPCs, and DNPCs with ease. That said, he’d work well in a dark supers setting, or in a Dark Champions setting. He’d also do well in a Horror Hero setting (in which he’s more undead and is seeking those who killed him), or as a Fantasy Hero character (in which his death stare is either a curse or an infernal gift). Game Master may want to increase his STR, SPD, and Defenses to make him more of a threat (or not, as his Regenerative Healing does enable him to come back from most anything). (Demise created by Walter Simons, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted November 26, 2007 Author Report Share Posted November 26, 2007 Re: Wild Card's Hero FADEOUT (Philip Cunningham) [b]Val CHA Cost Roll Notes[/b] 13 STR 3 12- Lift 151.6 kg; 2 1/2d6 HTH Damage [3] 16 DEX 18 12- OCV: 5/DCV: 5 15 CON 10 12- 13 BODY 6 12- 18 INT 8 13- PER Roll 13-/16- 14 EGO 8 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 18 COM 4 13- 6 PD 3 Total: 6 PD (0 rPD) 4 ED 1 Total: 4 ED (0 rED) 4 SPD 14 Phases: 3, 6, 9, 12 6 REC 0 30 END 0 28 STUN 0 [b]Total Characteristic Cost: 80 Movement:[/b] Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" [b]Cost Powers & Skills Martial Art:[/b] [i]Kung Fu[/i] [b]Maneuver OCV DCV Damage[/b] 4 Block +2 +2 Block, Abort 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Escape +0 +0 28 STR vs. Grabs 5 Kick -2 +1 6 1/2d6 Strike 3 Legsweep +2 -1 3 1/2d6 Strike, Target Falls 4 Punch +0 +2 4 1/2d6 Strike 30 Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) 3 Sharp Hearing: +3 PER with Normal Hearing [b]Perks[/b] 8 Contact: Kien Phuc (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 12- 5 Money: Well Off [b]Skills[/b] 5 +1 with Interaction Skills 3 Breakfall 12- 3 High Society 12- 2 KS: Kung Fu 11- 3 KS: Shadow Fist Society 13- 4 KS: Yoga 14- 0 Language: English (idiomatic; literate) 7 Lockpicking 14- 3 Persuasion 12- 3 Security Systems 13- 11 Stealth 16- 5 Streetwise 13- [b]Total Powers & Skill Cost: 119 Total Cost: 199 100+ Disadvantages[/b] 10 Hunted: Shadow Fist Society 11- (Mo Pow, NCI, Limited Geographical Area (NYC), Watching) 0 Normal Characteristic Maxima 15 Psychological Limitation: Greedy (Common, Strong) 15 Psychological Limitation: Very Ambitious (Common, Strong) 59 Experience Points 199 Total Disadvantage Points Description: Fadeout is tall and athletic, standing 6' and weighing 170 lbs. He is blond and blue eyed, with handsome features and excellent taste in clothing. His power is the ability to turn invisible. The "fringe" effect on his invisibility is not a fringe outlining his body, but the fact that he must keep his eyes visible in order to see. He can make his eyes invisible, and lose the fringe effect, but he will also be blind as well (This is not bought on his character sheet as the "No Fringe" adder is balanced out by his blindness). Campaign Use and Designer’s Notes: Fadeout is one of several “one-trick pony” characters you’ll find in Wild Cards. That said, he’s still rather useful and well designed, especially if you’re looking for a number of low-powered street-level characters for your campaign. However, you might want to up his STR to 15, his DEX just a bit and maybe give him some CSLs with his Kung Fu. (Fadeout created by George R R Martin, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted November 26, 2007 Author Report Share Posted November 26, 2007 Re: Wild Card's Hero FANTASY (Asta Lenser) [b]Val CHA Cost Roll Notes[/b] 11 STR 1 11- Lift 114.9 kg; 2d6 HTH Damage [2] 18 DEX 24 13- OCV: 6/DCV: 6 13 CON 6 12- 11 BODY 2 11- 14 INT 4 12- PER Roll 12- 13 EGO 6 12- ECV: 4 10 PRE 0 11- PRE Attack: 2d6 16 COM 3 12- 3 PD 1 Total: 3 PD (0 rPD) 3 ED 0 Total: 3 ED (0 rED) 3 SPD 2 Phases: 4, 8, 12 5 REC 0 26 END 0 24 STUN 0 [b]Total Characteristic Cost: 49 Movement:[/b] Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" [b]Cost Powers & Skills[/b] 49 [b]Mesmerism:[/b] Mind Control 14d6 (Human class of minds), Telepathic (+1/4), Invisible Power Effects (Fully Invisible; +1/2), Reduced Endurance (0 END; +1/2), Area Of Effect (32" Radius; +1 1/4); Gestures, Requires Gestures throughout (Requires both hands; must dance to maintain power; -1), No Range (-1/2), Set Effect (you want me; -1/2), Limited Class Of Minds (men only; -1/2), Stops Working If Mentalist Is Stunned (-1/2), Only Affects Those Who Can See Fantasy As She Dances (-1/2), Does Not Provide Mental Awareness (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) [b]Skills[/b] 8 +4 with Mesmerism 3 Conversation 11- 3 High Society 11- 4 KS: Dance 13- 5 KS: Shadow Fist Society 14- 0 Language: English (idiomatic; literate) 5 PS: Ballet Dancer 15- 9 Seduction 14- [b]Total Powers & Skill Cost: 86 Total Cost: 135 75+ Disadvantages[/b] 25 Dependence: cocaine Incompetence: -1 to Skill Rolls and related rolls per time increment (Extremely Difficult To Obtain, Addiction) 10 Hunted: Shadow Fist Society 11- (Mo Pow, NCI, Limited Geographical Area (NYC), Watching) 0 Normal Characteristic Maxima No Age Restriction 10 Psychological Limitation: Bad Tempered (Common, Moderate) 15 Psychological Limitation: Greedy (Common, Strong) 15 Psychological Limitation: Lecherousness (Common, Strong) [b]150 Total Disadvantage Points[/b] Description: Fantasy is a ballet dancer for the American Ballet Theater. She's 5'5" tall and weighs 110 lbs. She has the power to mesmerize men when she dances. She works for Kien Phuc as a spy (and his occasional mistress). He, in return, keeps her supplied with money and cocaine. Fantasy is quite amoral and very much a hedonist. Campaign Use and Designer’s Notes: Fantasy could be used in any number of settings, especially Fantasy Hero ones, where she could be a form of Fae, or a variant of the classic Siren. (Fantasy created by Melinda Snodgrass, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted November 26, 2007 Author Report Share Posted November 26, 2007 Re: Wild Card's Hero FATHER SQUID [b]Val CHA Cost Roll Notes[/b] 33 STR 36 16- Lift 2425.1 kg; 6 1/2d6 HTH Damage [7] 14 DEX 12 12- OCV: 5/DCV: 5 23 CON 32 14- 16 BODY 12 12- 14 INT 4 12- PER Roll 12- 14 EGO 8 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 6 COM -2 10- 10/13 PD 5 Total: 10/13 PD (0/3 rPD) 6/9 ED 1 Total: 6/9 ED (0/3 rED) 4 SPD 16 Phases: 3, 6, 9, 12 12 REC 0 46 END 0 45 STUN 0 [b]Total Characteristic Cost: 129 Movement:[/b] Running: 10"/20" Leaping: 6"/12" Swimming: 3"/6" [b]Cost Powers & Skills[/b] 9 [b]Thick Skin:[/b] Armor (3 PD/3 ED) 8 [b]Increased Speed:[/b] Running +4" (10" total), END 1 1 [b]Amphibious Body:[/b] Swimming +1" (3" total), END 1 10 [b]Amphibious Body:[/b] LS (Self-Contained Breathing), 1 Recoverable Continuing Charge lasting 1 Hour (+0), [1 rc] [b]Perks[/b] 4 Contacts (4 points' worth) 2 Fringe Benefit: Local Priest 0 Fringe Benefit: Military Rank [b]Skills[/b] 6 +2 with Block, Disarm, Punch 2 CK: Jokertown 11- 7 Demolitions 14- 1 KS: The Military/Mercenary/Terrorist World 8- 6 KS: Theology 15- 1 KS: US Army History And Customs 8- 0 Language: English (idiomatic; literate) 3 Language: Latin (church) (fluent conversation; literate) 5 Oratory 13- 2 PS: Priest 11- 1 PS: US Army Soldier 8- 3 Paramedics 12- 3 Streetwise 12- 2 Survival (Tropical Forests) 12- 3 Tactics 12- 3 WF: Small Arms, Knives [b]Total Powers & Skill Cost: 82 Total Cost: 211 100+ Disadvantages[/b] 10 Distinctive Features: Smells Faintly Of The Sea (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 0 Normal Characteristic Maxima 10 Psychological Limitation: Secretive About His Past (Common, Moderate) 15 Psychological Limitation: Sense Of Duty To Help All Jokers (Common, Strong) 15 Social Limitation: Joker (Very Frequently, Minor) 61 [b]Experience Points 211 Total Disadvantage Points[/b] Description: Father Squid stands about 6' tall and is very broad, weighing close to 270 lbs. He is gray skinned, with large hands lined with vestigial suckers. Instead of a nose he has a short fall of tentacles. He is always dressed in the manner of a priest and smells faintly like the ocean. Father Squid's powers include immense physical strength and the ability to remain underwater for extended periods of time. Although Father Squid doesn’t speak of his past, it is obvious from the stories he served in Vietnam in an all-joker military unit. Campaign Use and Designer’s Notes: Remove his joker features (or, at least his nose), and you have an excellent water-based mutant superhero. Father Squid could also be used in a Fantasy Hero or Post-Apocalypse Hero campaign, as either the son of a mermaid or as post-apocalypse mutant. (Father Squid created by John J Miller, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
CorPse Posted November 26, 2007 Report Share Posted November 26, 2007 Re: Wild Card's Hero Ah... I see Surbrook is back to posting! Quote Link to comment Share on other sites More sharing options...
Susano Posted November 26, 2007 Author Report Share Posted November 26, 2007 Re: Wild Card's Hero I finally got off my butt and finished some more Campaign Use and Designer’s Notes sections. Quote Link to comment Share on other sites More sharing options...
OddHat Posted November 26, 2007 Report Share Posted November 26, 2007 Re: Wild Card's Hero Demise's regeneration is tricky. It does take him a while to, say, regrow lost limbs. On the other hand, he never seems to be in danger of bleeding to death. In a campaign where the Bleeding rules are enforced, I'd suggest giving him 2 Body per minute regeneration rather than 1, with GM fiat saying that the first Regeneration cycle stopped any bleeding. Also, as an option, I'd consider some sort of Mental damage shield. Tachyon never had a problem, but Puppet Man risked killing himself just by contacting Demise's mind (though he also found the pain that filled Demise "delicious"). Quote Link to comment Share on other sites More sharing options...
Susano Posted November 26, 2007 Author Report Share Posted November 26, 2007 Re: Wild Card's Hero Oddhat, I'll add your comments to the character sheet. Quote Link to comment Share on other sites More sharing options...
nexus Posted November 26, 2007 Report Share Posted November 26, 2007 Re: Wild Card's Hero Oddhat' date=' I'll add your comments to the character sheet.[/quote'] You could give him the Automaton power "Does Not Bleed" with "Gm's permission". Quote Link to comment Share on other sites More sharing options...
Susano Posted November 28, 2007 Author Report Share Posted November 28, 2007 Re: Wild Card's Hero DOCTOR BRADLY LATOUR FINN [b]Val CHA Cost Roll Notes[/b] 13 STR 3 12- Lift 151.6kg; 2 1/2d6 [3] 17 DEX 21 12- OCV: 6/DCV: 6 15 CON 10 12- 13 BODY 6 12- 15 INT 5 12- PER Roll 12- 11 EGO 2 11- ECV: 4 13 PRE 3 12- PRE Attack: 2 1/2d6 16 COM 3 12- 4 PD 1 Total: 4 PD (0 rPD) 3 ED 0 Total: 3 ED (0 rED) 3 SPD 3 Phases: 4, 8, 12 6 REC 0 30 END 0 28 STUN 0 [b]Total Characteristic Cost: 57 Movement:[/b] Running: 8"/16" Leaping: 2"/4" Swimming: 2"/4" [b]Cost Powers & Skills[/b] 15 [b]Hooves:[/b] HA +3d6, Reduced Endurance (0 END; +1/2); Hand-To-Hand Attack (-1/2) 4 [b]Horse's Legs:[/b] Running +2" (8" total), END 1 [b]Perks[/b] 1 Fringe Benefit: Licensed Doctor 5 Money: Well Off Skills 2 CK: Jokertown 11- 3 Conversation 12- 3 Forensic Medicine 12- 3 KS: Medicine 12- 0 Language: English (idiomatic; literate) 3 Paramedics 12- 3 Persuasion 12- 5 PS: Doctor 14- 3 SS: Medicine 12- 3 SS: Psychology 12- [b]Total Powers & Skill Cost: 53 Total Cost: 110 50+ Disadvantages[/b] 0 Normal Characteristic Maxima 15 Physical Limitation: Horse's Body (Frequently, Greatly Impairing) [b]Notes:[/b] Although Dr. Finn is not as large as a full-grown horse (and thus doesn't have the "Large" Limitation), his horse's body presents numerous issues (such as size, weight, shape, and so on) when he attempts to interact with the rest of the world. This is why the Limitation is bought the way it is, and nets Dr. Finn more points than the "Large" Limitation normally does. 10 Psychological Limitation: Impulsive (Common, Moderate) 15 Psychological Limitation: Sense Of Duty To Jokers And The Jokertown Clinic (Common, Strong) 15 Social Limitation: Joker (Very Frequently, Minor) 5 [b]Experience Points 110 Total Disadvantage Points[/b] Description: Dr. Finn works at the Jokertown Clinic. He is a joker himself; a palomino-colored centaur with blue eyes and curly white hair. He also has a long white, floor-length tail of which he is very proud. Dr. Finn is a young, well-adjusted man, and an excellent doctor. His medical skills are a great asset to the clinic, as is his easy-going bedside manner. Campaign Use and Designer’s Notes: Doctor Finn is another one of those setting-specific characters, although you could wrangle him into a Star Hero setting featuring custom-built bodies or as a healer in a Fantasy Hero game (where he’d be a real centaur). (Dr. Bradly Latour Finn created by Melinda Snodgrass, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted November 28, 2007 Author Report Share Posted November 28, 2007 Re: Wild Card's Hero FORTUNATO [b]Val CHA Cost Roll Notes[/b] 13 STR 3 12- Lift 151.6 kg; 2 1/2d6 HTH Damage [1] 18 DEX 24 13- OCV: 6/DCV: 6 16 CON 12 12- 14 BODY 8 12- 23 INT 13 14- PER Roll 14- 28 EGO 36 15- ECV: 9 20 PRE 10 13- PRE Attack: 4d6 14 COM 2 12- 5 PD 2 Total: 5 PD (0 rPD) 5 ED 2 Total: 5 ED (0 rED) 4/12 SPD 12 Phases: 3, 6, 9, 12/ 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 6 REC 0 32/152 END 0 30 STUN 1 [b]Total Characteristic Cost: 125 Movement:[/b] Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" [b]Cost Powers & Skills[/b] 220 [b]Telepathic/Telekinetic Powers:[/b] Variable Power Pool, 100 base + 120 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1); Limited Class Of Powers Available (telepathic/ telekinetic effects; -1/4) [b]Martial Art:[/b] [i]Karate[/i] [b]Maneuver OCV DCV Damage[/b] 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm; 23 STR to Disarm 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 3 Legsweep +2 -1 3 1/2d6 Strike, Target Falls 4 Punch/Snap Kick +0 +2 4 1/2d6 Strike 5 Side/Spin Kick -2 +1 6 1/2d6 Strike 53 [b]Slowing Time:[/b] +8 SPD; Costs Endurance (-1/2), END 8 16 [b]Mana Reserve:[/b] +120 END; Extra Time (1 Hour, Only to Activate, Character May Take No Other Actions, tantric ritual; -1 3/4), Gestures, Requires Gestures throughout (Requires both hands; tantric ritual; -1) 10 [b]Strong Will:[/b] Mental Defense (16 points total) [b]Perks[/b] 10 Money: Wealthy [b]Skills[/b] 12 +4 with Telepathic/Telekinetic Powers 2 CK: New York City 11- 5 High Society 14- 3 KS: Occultism 14- 3 KS: Sexual Techniques 14- 0 Language: English (idiomatic; literate) 5 Language: Japanese (idiomatic; literate) 3 PS: Pimp 14- 3 PS: Sexual Techniques 14- 3 SS: Accounting 14- 5 Seduction 14- 7 Streetwise 15- 5 Trading 14- 1 WF: Handguns [b]Total Powers & Skill Cost: 390 Total Cost: 515 200+ Disadvantages[/b] 30 DNPC: his geisha 11- (Normal; Group DNPC: x8 DNPCs) 10 Distinctive Features: bulging forehead (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: The Astronomer 8- (Mo Pow, Limited Geographical Area, Harshly Punish) 15 Psychological Limitation: Impulsive, Tends To Be Reckless In Combat (Common, Strong) 15 Psychological Limitation: Protective Of His Women (Common, Strong) 15 Psychological Limitation: Tends To Avoid The Outside World, Tries To Stay To Himself (Common, Strong) 5 Reputation: pimp, 8- 215 [b]Experience Points 515 Total Disadvantage Points[/b] Description: Fortunato is a middle-aged man who stands 6'4" and weighs 170 lbs. Of Japanese-Negro parentage, he has light brown skin, black hair, and eyes with epicanthic folds. He normally dresses in fine suits or kimonos decorated with mystical symbols. Fortunato's wild card has granted him immense telepathic powers. He can control minds, fly, create force walls, throw mental blasts, read the future (and the past), slow time (his SPD increase), and generally has a whole host of powers to call upon. Tachyon states that he is Earth's most powerful mental/telepathic wild card (Starshine may be the most powerful non-mental). Fortunato derives all his power from tantric "sex" magic. Tantric rituals feed his END Reserve, which then allow him to utilize his power pool. Campaign Use and Designer’s Notes: The easiest way to port Fortunato over to your typical supers setting is to simply drop the wild card part of his origin, and make him a genuine sorcerer. This enables you to drop him into Champions, Fantasy Hero, and urban fantasy settings with ease. (Fortunato created by Lewis Shiner, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted November 28, 2007 Author Report Share Posted November 28, 2007 Re: Wild Card's Hero ROSA MARIA GAMBIONE (Rosemary Muldoon) [b]Val CHA Cost Roll Notes[/b] 9 STR -1 11- Lift 87.1 kg; 1 1/2d6 HTH Damage [2] 10 DEX 0 11- OCV: 3/DCV: 3 13 CON 6 12- 11 BODY 2 11- 15 INT 5 12- PER Roll 12- 11 EGO 2 11- ECV: 4 13 PRE 3 12- PRE Attack: 2 1/2d6 14 COM 2 12- 3 PD 1 Total: 3 PD (0 rPD) 3 ED 0 Total: 3 ED (0 rED) 2 SPD 0 Phases: 6, 12 5 REC 0 26 END 0 23 STUN 0 [b]Total Characteristic Cost: 20 Movement:[/b] Running: 6"/12" Leaping: 1"/2" Swimming: 2"/4" [b]Cost Powers & Skills Perks[/b] 18 Contact: Mafia (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact), Organization Contact (x3) 11- 2 Deep Cover (Rosemary Muldoon) 4 Fringe Benefit: District Attorney, License to practice law 5 Fringe Benefit: Organized crime group overall leader (head of the Gambione family) [b]Skills[/b] 10 +2 with Interaction Skills 3 Acting 12- 3 Bureaucratics 12- 5 CK: New York City 14- 3 Conversation 12- 3 Deduction 12- 3 High Society 12- 3 Interrogation 12- 3 KS: Law 12- 5 KS: Mafiosi Of New York City 14- 3 KS: Politics 12- 0 Language: English (idiomatic; literate) 2 Language: Italian (fluent conversation) 2 PS: District Attorney 11- 3 Persuasion 12- 3 Streetwise 12- 1 WF: Handguns [b]Total Powers & Skill Cost: 84 Total Cost: 104 50+ Disadvantages[/b] 0 Normal Characteristic Maxima 10 Psychological Limitation: Sense Of Duty To Her Mafia Family (Common, Moderate) 10 Psychological Limitation: Sense Of Duty To The DA's Office (Common, Moderate) 20 Social Limitation: Secret Identity (Member Of the Mafia, Head Of The Gambione Family) (Frequently, Severe) 14 [b]Experience Points 104 Total Disadvantage Points[/b] Description: Rosa is the secret head of the Gambione family, one of the more powerful Mafia families. She is also an assistant district attorney. She become head of the Gambiones during the 1986 Wild Card Day. Realizing that the male-dominated Mafia would never accept a as woman Don, she used Christopher Mazzuchelli as her mouthpiece, having him pass on her orders. Rosa, under her alias of Rosemary Muldoon, tried to use her office to shield the Mafia form attacks, but failed, as Kein Phuc and the Shadow Fists declared war on the Mafia, slaughtering several Dons and eventually driving Rosa out of New York. Rosa now lives in the Gambione stronghold of Cuba. Her last act before leaving New York was to arrange the death of Mazzuchelli, who had tried to have her eliminated in an attempt to take over the Gambiones himself. Campaign Use and Designer’s Notes: Rosa is an instant Dark Champions plot waiting to happen. Just add a small army of mooks. (Rosa Maria Gambione created by Leanne C. Harper, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted November 28, 2007 Author Report Share Posted November 28, 2007 Re: Wild Card's Hero GIMLI (Tom Miller) [b]Val CHA Cost Roll Notes[/b] 20 STR 10 13- Lift 400 kg; 4d6 HTH Damage [4] 15 DEX 15 12- OCV: 5/DCV: 5 20 CON 20 13- 15 BODY 10 12- 14 INT 4 12- PER Roll 12- 14 EGO 8 12- ECV: 5 18 PRE 8 13- PRE Attack: 3 1/2d6 10 COM 0 11- 8 PD 4 Total: 8 PD (0 rPD) 6 ED 2 Total: 6 ED (0 rED) 3 SPD 5 Phases: 4, 8, 12 8 REC 0 40 END 0 35 STUN 0 [b]Total Characteristic Cost: 86 Movement:[/b] Running: 6"/12" Leaping: 4"/8" Swimming: 2"/4" [b]Cost Powers & Skills Perks[/b] 9 Contact: Jokers for a Just Society (Good relationship with Contact), Organization Contact (x3) 11- [b]Skills[/b] 3 +1 with Block, Grab, Punch 2 CK: Jokertown 11- 4 KS: Politics 13- 0 Language: English (idiomatic; literate) 2 PS: Rabble Rouser 11- 3 Persuasion 13- 3 Streetwise 13- 1 WF: Handguns [b]Total Powers & Skill Cost: 27 Total Cost: 113 50+ Disadvantages[/b] 0 Normal Characteristic Maxima 5 Physical Limitation: Dwarfism (4' tall, 130 lbs) (Infrequently, Slightly Impairing) 10 Psychological Limitation: Bad Tempered (Common, Moderate) 10 Psychological Limitation: Despises "Normals" (Common, Moderate) 15 Reputation: Violent Joker Terrorist, 11- (Extreme) 15 Social Limitation: Joker (Very Frequently, Minor) 8 [b]Experience Points 113 Total Disadvantage Points[/b] Description: Gimli is a short, barrel-chested joker dwarf. He stands 4' tall and weighs 130 lbs, with powerfully built arms and legs. His hair is thick and reddish brown. Gimli is a very angry individual, and tends to prefer radical politics and extreme measures when fighting for joker's rights. Campaign Use and Designer’s Notes: One of the problems I have with Gimli is its never made clear what he looks like. Yes, he’s a dwarf, but that’s a genetic defect, not an issue with the wild card, so... aside from angry and red-haired what made him a joker? They never really said, that I recall. In any event, you could use him as a rabble-rouser dwarf in a fantasy campaign, or simply dump the joker aspect and go with him as a political activist in any number of modern settings. (Gimli created by Stephen Leigh, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted November 28, 2007 Author Report Share Posted November 28, 2007 Re: Wild Card's Hero GOLDEN BOY (Jack Braun) [b]Val CHA Cost Roll Notes[/b] 54 STR 44 20- Lift 44.6 tons; 10 1/2d6 HTH Damage [5] 21 DEX 33 13- OCV: 7/DCV: 7 20 CON 20 13- 14 BODY 8 12- 10 INT 0 11- PER Roll 11- 8 EGO -4 11- ECV: 3 18 PRE 8 13- PRE Attack: 3 1/2d6 18 COM 4 13- 10/80 PD -1 Total: 10/80 PD (0/20 rPD) 10/30 ED 6 Total: 10/30 ED (0/20 rED) 5 SPD 19 Phases: 3, 5, 8, 10, 12 15 REC 0 40 END 0 52 STUN 1 [b]Total Characteristic Cost: 138 Movement:[/b] Running: 8"/16" Leaping: 10"/20" Swimming: 2"/4" [b]Cost Powers & Skills[/b] 13 [b]Great Strength:[/b] Reduced Endurance (1/2 END; +1/4) for up to 54 Active Points of STR 33 [b]Golden Glow:[/b] +50 PD; Only Works Against Blunt Physical Impacts (see text; -1/2) 60 [b]Golden Glow:[/b] FF (20 PD/20 ED), Reduced Endurance (0 END; +1/2) 4 [b]Increased Speed:[/b] Running +2" (8" total), END 1 15 [b]Altered Metabolism:[/b] LS (Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal) [b]Perks[/b] 15 Money: Filthy Rich [b]Skills[/b] 10 +2 with HTH Combat 3 Acrobatics 13- 3 Acting 13- 3 Breakfall 13- 5 Gambling 12- 7 KS: Politics 16- 0 Language: English (idiomatic; literate) 1 Language: German (basic conversation) 1 PS: Actor 8- 1 PS: Farmer 8- 2 PS: Real Estate Sales 11- 3 Seduction 13- 1 TF: Small Planes 3 Tactics 11- 5 Trading 14- 2 WF: Small Arms [b]Total Powers & Skill Cost: 190 Total Cost: 328 200+ Disadvantages[/b] 10 Psychological Limitation: Guilt Complex Over His Past (Common, Moderate) 10 Psychological Limitation: Lecherous, Prides Himself As A "Ladies Man" (Common, Moderate) 20 Psychological Limitation: Overconfident, Willing To Tackle Anything Single-handedly (Very Common, Strong) 10 Psychological Limitation: Reckless, Tends To Act First, Think Late (Common, Moderate) 10 Reputation: The 'Judas' Ace, 8- (Extreme) 68 [b]Experience Points 328 Total Disadvantage Points[/b] Description: Golden Boy is tall, standing 6'2" and broad, weighing 190 lbs. He's blond haired, blue eyed, muscular, good looking, and possibly the strongest man in the world. His force field, which has a golden glow when it's active, grants him immunity from just about anything (you may want to adjust the force field’s effects to account for this). He is especially resistant to physical impacts, such as bullets and fists. (The extra PD should only be applied to "blunt" impacts, such as bullets, fists, most thrown objects, and so on. Golden Boy should not get this extra PD versus sonic attacks, falls, or any physical attack with the AP advantage.) Golden Boy doesn't age, and looks to be 25, despite being born in 1924. As one of the original Four Aces (a.k.a. the Exotics for Democracy), he fought fascism in the late 40's. When dragged before HUAC in the 50's, he collapsed and became a "friendly" witness. This has resulted in him being a "marked man" in the ace community, an image that hasn't totally left him with time. Campaign Use and Designer’s Notes: Golden Boy is immensely powerful, no matter how you look at it. This character attempts to replicate the powers he has in the GURPS version, hence his extra PD. His Force Field might actually be tougher (30 DEF?), and you might want to link his extra PD to his Force Field. He could also use some more CON, although his 80 total PD does sort of render that a bit superfluous. Seeing as he’s easily 70+ years old, you can toss in various Contacts and the like to represent his years of experience. Obviously, Golden Boy can be dropped into any number of Champions settings with ease. (Golden Boy created by Walter John Williams, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted November 28, 2007 Author Report Share Posted November 28, 2007 Re: Wild Card's Hero THE HARLEM HAMMER (Mordecai Albert "Kai" Jones) [b]Val CHA Cost Roll Notes[/b] 54 STR 44 20- Lift 44.6 tons; 10 1/2d6 HTH Damage [5] 17 DEX 21 12- OCV: 6/DCV: 6 25 CON 30 14- 25 BODY 30 14- 23 INT 13 14- PER Roll 14- 18 EGO 16 13- ECV: 6 20 PRE 10 13- PRE Attack: 4d6 12 COM 1 11- 30 PD 19 Total: 30 PD (30 rPD) 30 ED 25 Total: 30 ED (30 rED) 4 SPD 13 Phases: 3, 6, 9, 12 16 REC 0 50 END 0 65 STUN 0 [b]Total Characteristic Cost: 222 Movement:[/b] Running: 6"/12" Leaping: 10"/20" Swimming: 2"/4" [b]Cost Powers & Skills[/b] 13 [b]Great Strength:[/b] Reduced Endurance (1/2 END; +1/4) for up to 54 Active Points of STR 30 [b]Increased Mass:[/b] Damage Resistance (30 PD/30 ED) 2 [b]Increased Mass:[/b] Knockback Resistance -1" 7 [b]Rapid Healing:[/b] Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Minute (-1 1/2), Self Only (-1/2) 11 [b]Altered Metabolism:[/b] LS (Immunity: All terrestrial diseases and biowarfare agents; Sleeping: Character only has to sleep 8 hours per week) [b]Perks[/b] 5 Money: Well Off 4 Reputation: Harlem Hammer; One of the world's strongest men (world wide) 11-, +2/+2d6 [b]Skills[/b] 6 +2 with Block, Haymaker, Punch 2 CK: New York City 11- 3 KS: Assorted Esoteric Information And Trivia 14- 3 KS: Automobiles And Automotive Repair 14- 0 Language: English (idiomatic; literate) 3 Mechanics 14- 2 PS: Auto Mechanic 11- 4 TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Tracked Military Vehicles 3 Trading 13- [b]Total Powers & Skill Cost: 98 Total Cost: 320 200+ Disadvantages[/b] 15 Dependence: Heavy Metal Salts Takes 1d6 BODY Damage (Extremely Difficult To Obtain, 1 Hour) 5 Physical Limitation: Heavy (~475 lbs) (Infrequently, Slightly Impairing) 5 Physical Limitation: Increased Metabolism: Eats Four Times The Human Norm, Body Temperature Of 106 Degrees (Infrequently, Slightly Impairing) 15 Psychological Limitation: Dislikes Doctors, Scientists, Hospitals And Laboratories (Common, Strong) 10 Psychological Limitation: Prefers To Be Left To Himself (Common, Moderate) 70 [b]Experience Points 320 Total Disadvantage Points[/b] Description: The Hammer is tall and very heavy, standing 6'1" and weighing 475 lbs. His wild card power has granted him massive physical strength and virtual immunity to physical harm. It has also altered his metabolism, replacing his skeletal structure with heavy metal compounds, and allowing him to regenerate from any physical damage that occurs to him. He barely has to sleep, is virtually tireless, and is somewhat faster than normal people. The Hammer prefers to keep out of the public eye. He thinks of himself as a joker and wants little to do with the typical ace 'heroics.’ Campaign Use and Designer’s Notes: The Hammer appeared briefly in the novels, but I do recall a very HERO System moment in one story. Hammer gets hit with most of an AK-47’s magazine and slowly slumps to the ground afterwards. He’s out cold due to the sheer number of shots but is otherwise unharmed. Just like a Champions brick taking a mass of STUN, but no BODY. As written, Hammer makes for a good low-point brick, although you could up his DEX to 18 or 20 and his CSLs to HTH if you wanted him to be more in line with 350-point supers. (Harlem Hammer created by Victor Milan, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
nexus Posted November 28, 2007 Report Share Posted November 28, 2007 Re: Wild Card's Hero [Description: Dr. Finn works at the Jokertown Clinic. He is a joker himself; a palomino-colored centaur with blue eyes and curly white hair. He also has a long white, floor-length tail of which he is very proud. Dr. Finn is a young, well-adjusted man, and an excellent doctor. His medical skills are a great asset to the clinic, as is his easy-going bedside manner. Campaign Use and Designer’s Notes: Doctor Finn is another one of those setting-specific characters, although you could wrangle him into a Star Hero setting featuring custom-built bodies or as a healer in a Fantasy Hero game (where he’d be a real centaur). (Dr. Bradly Latour Finn created by Melinda Snodgrass, character sheet created by Michael Surbrook) You forgot Rep: Hung like a Horse (disadvange or perk, I leave to the reader). More seriously, should have have Extra Limbs because he has four legs? Quote Link to comment Share on other sites More sharing options...
Susano Posted November 28, 2007 Author Report Share Posted November 28, 2007 Re: Wild Card's Hero THE HOWLER (Stan Wojpowicz) [b]Val CHA Cost Roll Notes[/b] 15 STR 5 12- Lift 200 kg; 3d6 HTH Damage [1] 18 DEX 24 13- OCV: 6/DCV: 6 15 CON 10 12- 14 BODY 8 12- 12 INT 2 11- PER Roll 11- 11 EGO 2 11- ECV: 4 15 PRE 5 12- PRE Attack: 3d6 8 COM -1 11- 6/12 PD 3 Total: 6/12 PD (0/6 rPD) 4/10 ED 1 Total: 4/10 ED (0/6 rED) 4 SPD 12 Phases: 3, 6, 9, 12 6 REC 0 30 END 0 30 STUN 0 [b]Total Characteristic Cost: 71 Movement:[/b] Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" [b]Cost Powers & Skills[/b] 100 [b]Sonic Powers:[/b] Multipower, 100-point reserve 7u 1) [b]Sonic Shout:[/b] EB 12d6, Reduced Endurance (1/2 END; +1/4), END 3 7u 2) [b]Sonic Wall:[/b] EB 10d6, Area Of Effect (11" Cone; +1); No Range (-1/2), END 10 8u 3) [b]Sonic Shriek:[/b] RKA 3d6, Reduced Endurance (1/2 END; +1/4), Penetrating (+1/2), END 3 9 [b]Kevlar Costume:[/b] Armor (6 PD/6 ED); Activation Roll 14- (-1/2), OIF (-1/2) 7 [b]Ace Toughness:[/b] Physical Damage Reduction, 25%; STUN Only (-1/2) [b]Perks[/b] 2 Reputation: Ace crime fighter (New York City) 11-, +2/+2d6 [b]Skills[/b] 9 +3 with Sonic Powers 6 +2 with Block, Haymaker, Punch 5 CK: New York City 14- 5 Deduction 12- 0 Language: English (idiomatic; literate) 5 PS: Longshoreman 14- 3 Stealth 13- 3 Streetwise 12- [b]Total Powers & Skill Cost: 176 Total Cost: 247 150+ Disadvantages[/b] 10 Distinctive Features: Very Thick Neck And Throat (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Normal Characteristic Maxima 15 Psychological Limitation: Easy Going And Good Natured (Common, Strong) 52 [b]Experience Points 247 Total Disadvantage Points[/b] Description: The Howler is a large, powerfully built man, 6'1" and 180 lbs. He has short brown hair, brown eyes and a strong chin. His neck is very thick due to his mutated throat. When acting as the Howler, he dresses in a distinctive yellow costume with kevlar reinforcement. His sonic powers allow him to shatter just about anything. He can also create a "wall" of sound, capable of knocking down buildings. Campaign Use and Designer’s Notes: Here he is, the “other” Howler. Another low-end superhero, at 247 he’s 3 short of the old 4th Edition 250-point starting total for a superhero. I’d give him the Power Skill (sonic powers), some more Skills (and Contacts) relating to being a superhero, and some more CON. (The Howler created by Stephen Leigh, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
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