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Making up a current Day Germany for Champions.....


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Re: Making up a current Day Germany for Champions.....

 

Oh.

Do not worry. I made my point. :whistle:

He is totally reformed now. (Or else. Pragmatism is after all a german virtue....) Let us just say that Anja was a great help.

 

@alibear: Rats can squeeze through amazing places and chew stuff at rates that are equally amazing. He cleaned out a money dropbox. It took a few nights to chew their way into the Vault. Afterwards it was easy for a big enough swarm to carry the deposited money away.

Anyway: Revised Anja:

 

[b]Anja - Anja Brandt[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
8    STR     -2   8      11-       HTH Damage 1 1/2d6  END [1]
17    DEX     21   17      12-       OCV 6 DCV 6
18    CON     16   18      13-
16    BODY    12   16      12-
18    INT     8   18      13-       PER Roll 13-
23    EGO     26   23      14-       ECV: 8
14    PRE     4   14      12-       PRE Attack: 2 1/2d6
12    COM     1   12      11-
8    PD      6   8/18             8/18 PD (0/10 rPD)
6    ED      2   6/16             6/16 ED (0/10 rED)
3    SPD     3   3                 Phases:  4, 8, 12
10    REC     8   10
36    END     0   36
29    STUN    0   29
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
2    LEAP     0   1 1/2"                1 1/2" forward, 0 1/2" upward

[b]CHA Cost: 105[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
18     [b][i]Mental Reserves[/i][/b]: Endurance Reserve  (100 END, 10 REC) Reserve:  (20 Active Points); Limited Power Power loses about a fourth of its effectiveness (only for mental Powers; -1/4) - END=0
62     [b][i]Fast Mental Powers[/i][/b]: Multipower, 62-point reserve - END=
5u     1)  Drain EGO 3d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2) (52 Active Points) - END=5
5u     2)  Mind Scan 8d6 (Human and Additional Class Of Minds classes of minds) (50 Active Points) - END=5
5u     3)  Ego Attack 4d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points) - END=2
6u     4)  Telepathy 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points) - END=2
10     Mental Defense (15 points total) - END=0
16     Elemental Control, 32-point powers - END=
16     1)  Force Field (10 PD/10 ED) (20 Active Points) - END=2
16     2)  Telekinesis (11 STR) (17 Active Points) - END=2
25     Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x2) - END=0

[b]POWERS Cost: 184[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
     Everyman Skills
0      1)  Acting 8-
0      2)  Climbing 8-
0      3)  Concealment 8-
0      4)  Conversation 8-
0      5)  Deduction 8-
0      6)  Paramedics 8-
3      7)  Shadowing 13-
3      8)  Stealth 12-
3      9)  Persuasion 12-
0      10) TF:  Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]
3      Breakfall 12-
3      Bribery 12-
3      Bureaucratics 12-
3      Language:  English (fluent conversation; literate)
3      Language:  French (fluent conversation; literate)
2      AK: Bavaria 11-
2      KS: Punk Rock 11-
3      Streetwise 12-
3      Teamwork 12-

[b]SKILLS Cost: 34[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
6      Fringe Benefit:  Concealed Weapon Permit (where appropriate), Local Police Powers, Sergeant
15      Contact (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (15 Active Points) 11-

[b]PERKS Cost: 21[/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]
10     Dependent NPC:  younger Brother  (Michael Brandt) 8- (Normal)
15     Dependent NPC:  Grandmother (Anna Brandt) 8- (Incompetent)
5     Distinctive Features:  Punk, the works. (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
25     Hunted:  German Goverment 14- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)
20     Hunted:  VIPER 8- (Mo Pow; NCI; Harshly Punish)
5     Hunted:  local Streetgang 8- (Less Pow; Harshly Punish)
10     Physical Limitation:  Very small and thin (Frequently; Slightly Impairing)
5     Physical Limitation:  Bad Eyesight (Wears Contacts) (Infrequently; Slightly Impairing)
10     Psychological Limitation:  Antiauthoritarian (Common; Moderate)
10     Psychological Limitation:  Code Against Killing (Common; Moderate)
10     Psychological Limitation:  Short tempered (Common; Moderate)
15     Psychological Limitation:  Trys to act tough (Common; Strong)
5     Social Limitation:  Punker (Occasionally; Minor)
5     Unluck: 1d6

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350



 

One of the others: Ballistic aka Andi

 

[b]Andi - Andreas Borowski[/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]
23    DEX     39   23      14-       OCV 8 DCV 8
18    CON     16   18      13-
15    BODY    10   15      12-
13    INT     3   13      12-       PER Roll 12-
11    EGO     2   11      11-       ECV: 4
20    PRE     10   20      13-       PRE Attack: 4d6
12    COM     1   12      11-
14    PD      10   14/20             14/20 PD (0/6 rPD)
11    ED      7   11/17             11/17 ED (0/6 rED)
5    SPD     17   5                 Phases:  3, 5, 8, 10, 12
10    REC     4   10
56    END     10   56
34    STUN    0   34
9    RUN      0   9"                END [2]
5    SWIM     0   5"                END [2]
12    LEAP     0   12"                12" forward, 6" upward

[b]CHA Cost: 139[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
30     [b][i]Kinetic Volley[/i][/b]: Multipower, 60-point reserve,  (60 Active Points); all slots OIF (objects of opportunity; -1/2), Limited Range (30"; -1/4), Beam (-1/4) - END=
3u     1)  [b][i]Sharp Objects[/i][/b]: Killing Attack - Ranged 2 1/2d6, Autofire (5 shots; +1/2) (60 Active Points); OIF (objects of opportunity; -1/2), Limited Range (30"; -1/4), Beam (-1/4) - END=6
3u     2)  [b][i]Blunt Objects[/i][/b]: Energy Blast 8d6, Autofire (5 shots; +1/2) (60 Active Points); OIF (objects of opportunity; -1/2), Limited Range (30"; -1/4), Beam (-1/4) - END=6
13     Leaping +8" (12" forward, 6" upward) (Accurate) - END=1
6     Running +3" (9" total) - END=1
3     Swimming +3" (5" total) - END=1
27     Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees) - END=0
12     [b][i]Basic Bulletproof Spandex Costume[/i][/b]: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) - END=0
15     [b][i]Billy Club[/i][/b]: Multipower, 30-point reserve,  (30 Active Points); all slots OAF (-1) - END=
1u     1)  [b][i]Club[/i][/b]: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) - END=1
1u     2)  [b][i]Hurled Club[/i][/b]: Energy Blast 6d6 (30 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use any slot in Multipower until Charge is recovered; -1/2), Range Based On Strength (-1/4) - END=[1 rc]
1u     3)  [b][i]Swingline[/i][/b]: Swinging 10" (10 Active Points); OAF (-1), Lockout (cannot use any other slot in same Phase in which Swinging is used; -1/2) - END=1
1u     4)  [b][i]Hanging onto Projections[/i][/b]: Clinging (normal STR) (10 Active Points); OAF (-1), No Movement Allowed (-1/2), Requires A STR Roll (No Active Point penalty to Skill Roll; -1/4), Cannot Resist Knockback (-1/4) - END=0

[b]POWERS Cost: 116[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
3      Akido Throw:  1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls
4      Boxing Cross:  1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike
4      Choke:  1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4d6 NND
4      Hold:  1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 30 STR for holding on
4      Judo Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm roll
4      Karate "Chop":  1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6
1      Weapon Element:  Clubs
1      Weapon Element:  Knives
16      +4 HTH Damage Class(es)

[b]MARTIAL ARTS Cost: 41[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      Acrobatics 14-
3      Bribery 13-
9      +3 with Martial Maneuvers
3      Language:  English (fluent conversation; literate)
3      Sleight Of Hand 14-
3      Teamwork 14-
4      WF:  Common Melee Weapons, Small Arms
     Everyman Skills
0      1)  Acting 8-
0      2)  Climbing 8-
3      3)  Concealment 12-
3      4)  Conversation 13-
0      5)  Deduction 8-
0      6)  Paramedics 8-
0      7)  Persuasion 8-
3      8)  Stealth 14-
3      9)  Shadowing 12-
0      10) TF:  Custom Adder, Small Motorized Ground Vehicles

[b]SKILLS Cost: 40[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
5      Fringe Benefit:  Local Police Powers, Passport, Sergeant

[b]PERKS Cost: 5[/b]

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

[b]TALENTS Cost: 9[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
20     Dependent NPC:  Parents  (Herr und Frau Borowski) 11- (Normal; Group DNPC: x2 DNPCs)
5     Dependent NPC:  Girlfriend ( Alexandra Roth) 8- (Normal; Useful Noncombat Position or Skills)
5     Distinctive Features:  Mutant, altered DNA (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
25     Hunted:  German Goverment 14- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)
20     Hunted:  VIPER 8- (Mo Pow; NCI; Harshly Punish)
20     Hunted:  Anti - Mutant Organisation 11- (As Pow; NCI; Harshly Punish)
10     Psychological Limitation:  Adventurous and Funloving (Common; Moderate)
10     Psychological Limitation:  Prefers Not To Kill (Common; Moderate)
10     Social Limitation:  Always Broke (Frequently; Minor)
15     Vulnerability:  1 1/2 x STUN From RKA's (Very Common)
10     Vulnerability:  2 x STUN From Biological Attacks (Uncommon)

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350



 

Revised Murx:

 

[b]Murx - Max Schröder[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
65    STR     55   65      22-       HTH Damage 13d6  END [6]
17    DEX     21   17      12-       OCV 6 DCV 6
23    CON     26   23      14-
15    BODY    10   15      12-
13    INT     3   13      12-       PER Roll 12-
11    EGO     2   11      11-       ECV: 4
15    PRE     5   15      12-       PRE Attack: 3d6
10    COM     0   10      11-
25    PD      12   25             25 PD (20 rPD)
20    ED      15   20             20 ED (20 rED)
4    SPD     13   4                 Phases:  3, 6, 9, 12
18    REC     0   18
46    END     0   46
60    STUN    0   60
10    RUN      0   10"                END [2]
2    SWIM     0   2"                END [1]
13    LEAP     0   13"                13" forward, 6 1/2" upward

[b]CHA Cost: 162[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
25     [b][i]superdense Skin[/i][/b]: Damage Resistance (20 PD/20 ED), Hardened (+1/4) (25 Active Points) - END=0
33     [b][i]Improvised thrown Weaponry[/i][/b]: EB 10d6, Side Effects (almost always causes considerable damage to the environment; +0), Variable Special Effects (+1/2) (75 Active Points); OIF (appropriate materials of opportunity; -1/2), Extra Time (Full Phase, -1/2), Limited Range (15"; -1/4) - END=7
6     [b][i]bracing[/i][/b]: Knockback Resistance -3" - END=0
5     Lack Of Weakness (-5) for Resistant Defenses - END=0
3     Life Support  (Safe in High Pressure; Safe in Low Pressure/Vacuum) - END=0
1     [b][i]Breath holding[/i][/b]: Life Support  (Extended Breathing: 1 END per Turn) - END=0
30     Luck 6d6 - END=0
15     [b][i]Catching my breath[/i][/b]: +15 REC (30 Active Points); Only When Character Takes A Full Phase Recovery (-1) - END=
8     [b][i]trained Runner[/i][/b]: Running +4" (10" total) - END=1

[b]POWERS Cost: 126[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      Bureaucratics 12-
3      +3 with any single attack with one specific weapon
3      Conversation 12-
     Everyman Skills
0      1)  Acting 8-
3      2)  Climbing 12-
0      3)  Concealment 8-
0      4)  Deduction 8-
0      5)  Paramedics 8-
0      6)  Persuasion 8-
0      7)  Shadowing 8-
3      8)  Stealth 12-
0      9)  TF:  Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]
9      Hoist 15-
3      High Society 12-
3      Interrogation 12-
3      Analyze:  Combat 12-
2      CK: Munich 11-
3      Language:  English (fluent conversation; literate)
3      Streetwise 12-
3      Teamwork 12-
4      WF:  Common Melee Weapons, Small Arms

[b]SKILLS Cost: 48[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
10      Fringe Benefit:  Lieutenant, Local Police Powers, Security Clearance

[b]PERKS Cost: 10[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
4      Lightning Reflexes: +4 DEX to act first with Punch

[b]TALENTS Cost: 4[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
15     Dependent NPC:  Parents 8- (Normal; Group DNPC: x2 DNPCs)
25     Hunted:  German Goverment 14- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)
20     Hunted:  VIPER 8- (Mo Pow; NCI; Harshly Punish)
10     Psychological Limitation:  Impressed with his physique, Vain (Common; Moderate)
15     Psychological Limitation:  Protective Of Innocents (Common; Strong)
10     Psychological Limitation:  Code against Killing (Common; Moderate)
10     Psychological Limitation:  Must Be In Charge In Any Situation (Common; Moderate)
15     Psychological Limitation:  Just Wants To Get The Job Done; Can't Stand Procedures Or Paperwork (Common; Strong)
10     Unluck: 2d6
10     Physical Limitation:  Medical-Resistant Skin (Infrequently; Greatly Impairing)
10     Dependent NPC:  Girlfriend (Sandra "Sandy" Koch) 11- (Normal; Useful Noncombat Position or Skills)

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350



 

It is turning slowly into a Cop/ Secret Agent game with powers. So far no Costumes....

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Re: Making up a current Day Germany for Champions.....

 

No, Black ops, a rat would chew through his teeth before a steel reinforced bank vault. The door would be at least 30cm thick steel. The walls are unchewable by rodent teeth or power drills. You can't gnaw your way into a bank vault.

 

(Sure you can make any decisions you like in game but that was a bad call in my opinion. I work facilities in a bank and part of my job is security. Of course what's done is done, a GM can't specialise in everything, the vault was poorly built in your case even though they never are in the real world)

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Re: Making up a current Day Germany for Champions.....

 

Sorry I failed my perception roll.

 

A drop box is made of thin stainless steel and encased in concrete although we don't have one here.

 

I suppose you could drop a rat into a drop box and he could push something out perhaps. We don't have any here but that might work assuming there was enough in the box that he could get up to the opening.

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Re: Making up a current Day Germany for Champions.....

 

Anyway. I got him and the Rats with a Paintbomb, Murx ridicoulus Luck and Anjas Telepathy so fast his head was spinning. Now he is on parole. He is even packing Paintbombs in his Arsenal now..

 

Here is Ratso.

I am not very happy with him. Any suggestions ? I wonder how to build hin correctly.

He is supposed to control Rats and look through their Eyes.

 

[b]Ratso - aka Jürgen[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
10    STR     0   10      11-       HTH Damage 2d6  END [1]
20    DEX     30   20      13-       OCV 7 DCV 7
20    CON     20   20      13-
20    BODY    20   20      13-
14    INT     4   14      12-       PER Roll 12-
20    EGO     20   20      13-       ECV: 7
8    PRE     -2   8      11-       PRE Attack: 1 1/2d6
10    COM     0   10      11-
10    PD      8   10             10 PD (8 rPD)
10    ED      6   10             10 ED (8 rED)
5    SPD     20   5                 Phases:  3, 5, 8, 10, 12
10    REC     8   10
50    END     5   50
46    STUN    11   46
9    RUN      0   9"                END [2]
2    SWIM     0   2"                END [1]
2    LEAP     0   2"                2" forward, 1" upward

[b]CHA Cost: 150[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
10     [b][i]Paintbombs[/i][/b]: Cosmetic Transform 6d6 (Normal thing into a Neon-Orange Thing, applying Vinegar) (30 Active Points); OAF (-1), 4 Charges (-1) - END=[4]
11     [b][i]Rapid Healing[/i][/b]: Healing (Regeneration) 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) - END=0
8     Damage Resistance (8 PD/8 ED) - END=0
21     Elemental Control, 42-point powers - END=
51     1)  [b][i]Master of Mustelids[/i][/b]: Mind Control 8d6 (Animal class of minds), Lingering up to 6 Hours (+1 3/4) (110 Active Points); Limited Class Of Minds only vs Mustelids (-1/2), Does Not Provide Mental Awareness (-1/4) - END=11
27     2)  [b][i]Use Eyes of the Rat[/i][/b]: Clairsentience (Sight And Hearing Groups And Mind Scan), 2 Perception Points, Mobile Perception Point (can move up to 12" per Phase), Costs END Only To Activate (+1/4) (62 Active Points); Only Through The Senses Of Others (-1/2) - END=5
6     Running +3" (9" total) - END=1

[b]POWERS Cost: 134[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      Language:  Italian (fluent conversation; literate)
3      Language:  English (fluent conversation; literate)
4      Gambling (Card Games, Dice Games) 12-
3      Mechanics 12-
3      Research 12-
3      Security Systems 12-
3      Shadowing 12-
3      Stealth 13-
3      Streetwise 11-
4      Survival (Underground, Urban) 12-
2      AK: Sewer Systems 11-
     Everyman Skills
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)  TF:  Custom Adder, Small Motorized Ground Vehicles

[b]SKILLS Cost: 34[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
3      Fringe Benefit:  Local Police Powers, Passport
3      Contact (Contact has useful Skills or resources) 11-

[b]PERKS Cost: 6[/b]

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

[b]TALENTS Cost: 26[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Distinctive Features:  Looks like a human Rat (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10     Hunted:  Local Toughs 11- (Less Pow; Harshly Punish)
25     Hunted:  German Goverment. 14- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)
20     Hunted:  VIPER 8- (Mo Pow; NCI; Harshly Punish)
5     Physical Limitation:  Chain-Smoker (Infrequently; Slightly Impairing)
10     Psychological Limitation:  Bound by Logic (Common; Moderate)
10     Psychological Limitation:  Code Against Killing (Common; Moderate)
10     Psychological Limitation:  Devious and Deceitful (Common; Moderate)
15     Psychological Limitation:  Likes Shiny Things (Common; Strong)
15     Social Limitation:  On Probation (Frequently; Major)
15     Social Limitation:  Honor among Thieves (Frequently; Severe; Not Limiting In Some Cultures)
5     Unluck: 1d6

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350



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Re: Making up a current Day Germany for Champions.....

 

Might have to expand his Ego powers so it effects humans too. Or buy him a big blaster pistol or something. He's rubbish compared to the others as is.

 

He'd be fine in a normals with superpowers campaign but controlling rats just doesn't cut the mustard v Eurostar.

 

I think you'll need a total rethink.

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Re: Making up a current Day Germany for Champions.....

 

That would be great...and really goofy.

 

True.

Have to talk with the player.

Hey! At least he did read a Batman Comic once or twice. His character is based on the Ratcatcher. (He did confess after all...... :whip::whip:)

Maybe keep the Guy as backround.

But Wererat ?

Might be a possibility.

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Re: Making up a current Day Germany for Champions.....

 

Dude... Nuremberg has some HUGE rats. I was walking with some of my buddies one night, we were DRUNK, and fairly lost, I think we were up around the back side of the old wall (opposite side from the Hauptbahnhof), and out comes this rat the size of a very large fat cat (we saw the tail, it was a rodent, an RoUS if you will). I would be terrified by a dude who could control many of them... with powers of his own to-boot.

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Re: Making up a current Day Germany for Champions.....

 

It is my sad GM Duty to report that poor Ratso is no longer....:weep::weep::weep:

 

After a long sit in with the player, he decided upon a different character::help:

 

Here is Napalm:

 

[b]Napalm - Konrad "Conny" Fleischmann[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
10    STR     0   10      11-       HTH Damage 2d6  END [1]
23    DEX     39   23      14-       OCV 8 DCV 8
20    CON     20   20      13-
13    BODY    6   13      12-
13    INT     3   13      12-       PER Roll 12-
12    EGO     4   12      11-       ECV: 4
15    PRE     5   15      12-       PRE Attack: 3d6
12    COM     1   12      11-
9    PD      7   9/27             9/27 PD (0/18 rPD)
10    ED      6   10/32             10/32 ED (0/22 rED)
5    SPD     17   5                 Phases:  3, 5, 8, 10, 12
10    REC     8   10
60    END     10   60
28    STUN    0   28
6    RUN      0   6"                END [1]
4    SWIM     0   4"                END [2]
2    LEAP     0   2"                2" forward, 1" upward

[b]CHA Cost: 126[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
62     Multipower, 62-point reserve - END=
6u     1)  Energy Blast 7d6, Area Of Effect (One Hex; +1/2), Selective (+1/4) (61 Active Points) - END=6
6u     2)  Energy Blast 8d6, Armor Piercing (+1/2) (60 Active Points) - END=6
6u     3)  Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points) - END=2
6u     4)  [b][i]Extinguish Fire[/i][/b]: Dispel Fire Powers 16d6, One At A Time (+1/4) (60 Active Points) - END=6
5u     5)  [b][i]Summer's Touch[/i][/b]: Drain Ice/Cold Powers 4d6, One Power At A Time (+1/4) (50 Active Points) - END=5
4     [b][i]Fiery Warmth[/i][/b]: Life Support  (Safe in Intense Cold; Safe in Intense Heat) - END=0
10     [b][i]Missile Melting[/i][/b]: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Costs Endurance (-1/2) - END=1
5     Infrared Perception (Sight Group) - END=0
2     Swimming +2" (4" total) - END=1
5     Power Defense (5 points) - END=0
20     Elemental Control, 40-point powers - END=
20     1)  [b][i]Fire Shield[/i][/b]: Force Field (18 PD/22 ED) (40 Active Points) - END=4
20     2)  [b][i]Fiery Flight[/i][/b]: Flight 20" (40 Active Points) - END=4

[b]POWERS Cost: 177[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
3      Akido Throw:  1/2 Phase, +0 OCV, +1 DCV, 2d6 +v/5, Target Falls
4      Boxing Cross:  1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike
4      Karate "Chop":  1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
1      Weapon Element:  Clubs
1      Weapon Element:  Knives

[b]MARTIAL ARTS Cost: 13[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
     Everyman Skills
0      1)  Acting 8-
0      2)  Climbing 8-
0      3)  Concealment 8-
3      4)  Conversation 12-
0      5)  Deduction 8-
0      6)  Paramedics 8-
3      7)  Persuasion 12-
0      8)  Shadowing 8-
0      9)  TF:  Custom Adder, Small Motorized Ground Vehicles
3      10) Stealth 14-
5      Power 12-
3      Breakfall 14-
2      WF:  Small Arms
3      Teamwork 14-
3      SS:  Physics 12-
3      SS:  Solid State Physics 12-

[b]SKILLS Cost: 28[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
6      Fringe Benefit:  Lieutenant, Local Police Powers, Passport

[b]PERKS Cost: 6[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
20     Dependence:  Booster Drugs -30 Active Points from Affected Power (Extremely Difficult To Obtain; 6 Hours)
20     Dependent NPC:  Family (The Fleischmanns,Parents, two siblings) 8- (Normal; Group DNPC: x4 DNPCs)
5     Distinctive Features:  odd IR-Signature (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
20     Hunted:  VIPER 8- (Mo Pow; NCI; Harshly Punish)
25     Hunted:  Cerman Goverment 14- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)
5     Physical Limitation:  Abnormally High/Low Body Temperature (Infrequently; Slightly Impairing)
10     Psychological Limitation:  Short tempered (Common; Moderate)
10     Psychological Limitation:  Dislikes Killing (Common; Moderate)
5     Unluck: 1d6
20     Vulnerability:  2 x STUN From Cold (Common)
10     Vulnerability:  1 1/2 x STUN From Magic (Common)

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350



 

This is what Ratso looked before my friend decided upon a different apparoch.

 

[b]Ratso - aka Jürgen[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
30    STR     5   30      15-       HTH Damage 6d6  END [2]
28    DEX     30   28      15-       OCV 9 DCV 9
18    CON     16   18      13-
15    BODY    10   15      12-
14    INT     4   14      12-       PER Roll 16-
18    EGO     16   18      13-       ECV: 6
11    PRE     1   11      11-       PRE Attack: 2d6
10    COM     0   10      11-
18    PD      2   18             18 PD (8 rPD)
18    ED      4   18             18 ED (8 rED)
6    SPD     2   6                 Phases:  2, 4, 6, 8, 10, 12
12    REC     4   12
46    END     5   46
51    STUN    11   51
9    RUN      0   9"                END [2]
2    SWIM     0   2"                END [1]
10    LEAP     0   10"                10" forward, 5" upward

[b]CHA Cost: 110[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
7     +8 DEX (24 Active Points); Only In Heroic Identity (-1/4) (Modifiers affect Base Characteristic) - END=
8     Damage Resistance (8 PD/8 ED) - END=0
6     +10 ED (10 Active Points); Only In Heroic Identity (-1/4) (Modifiers affect Base Characteristic) - END=
3     +1 PER with all Sense Groups - END=0
7     +3 PER with all Sense Groups (9 Active Points); Only In Heroic Identity (-1/4) - END=0
27     [b][i]Rapid Healing[/i][/b]: Healing (Regeneration) 3d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Self Only (-1/2), Extra Time (Full Phase, -1/2), Only In Heroic Identity (-1/4) - END=0
4     Infrared Perception (Sight Group) (5 Active Points); Only In Heroic Identity (-1/4) - END=0
12     Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); Only In Heroic Identity (-1/4) - END=1
8     Discriminatory with Smell/Taste Group (10 Active Points); Only In Heroic Identity (-1/4) - END=0
5     Tracking with Normal Smell - END=0
5     Nightvision - END=0
6     +10 PD (10 Active Points); Only In Heroic Identity (-1/4) (Modifiers affect Base Characteristic) - END=
6     Running +3" (9" total) - END=1
16     +2 SPD (20 Active Points); Only In Heroic Identity (-1/4) - END=
9     +15 STR (15 Active Points); Only In Heroic Identity (-1/4) (Modifiers affect Base Characteristic) - END=1
3     Leaping +4" (10" forward, 5" upward) (4 Active Points); Only In Heroic Identity (-1/4) - END=1

[b]POWERS Cost: 132[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
3      Hold:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on
3      Slam:  1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls
4      Choke:  1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
3      Take Down:  1/2 Phase, +2 OCV, +1 DCV, 6d6 Strike; You Fall, Target Falls

[b]MARTIAL ARTS Cost: 13[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
2      CK: Munich 11-
2      CK: Ingolstadt 11-
     Everyman Skills
0      1)  Acting 8-
3      2)  Climbing 15-
3      3)  Concealment 12-
0      4)  Conversation 8-
0      5)  Deduction 8-
0      6)  Paramedics 8-
0      7)  Persuasion 8-
0      8)  TF:  Custom Adder, Small Motorized Ground Vehicles
3      Acrobatics 15-
2      Animal Handler (Canines) 11-
3      Electronics 12-
3      Language:  English (fluent conversation; literate)
3      Mechanics 12-
3      Security Systems 12-
3      Shadowing 12-
3      Stealth 15-
3      Streetwise 11-
3      Breakfall 15-
2      KS: Wrestling 11-
3      Teamwork 15-
15      +3 with HTH Combat

[b]SKILLS Cost: 59[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
5      Fringe Benefit:  Local Police Powers, Passport, Sergeant
5      Contact:  Friends in odd Places (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact) 11-

[b]PERKS Cost: 10[/b]

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

[b]TALENTS Cost: 26[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
20     Accidental Change:  During Full Moon Always (Uncommon)
20     Dependent NPC:  Friends 11- (Normal; Group DNPC: x2 DNPCs)
10     Distinctive Features:  Lycanthrope (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
25     Hunted:  German Goverment. 14- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)
20     Hunted:  VIPER 8- (Mo Pow; NCI; Harshly Punish)
5     Hunted:  Bundesgesundheitsamt (Center of Disease Control) 11- (Less Pow; NCI; Watching)
10     Psychological Limitation:  Code Against Killing (Common; Moderate)
15     Social Limitation:  Lycanthrope (Frequently; Severe; Not Limiting In Some Cultures)
5     Unluck: 1d6
10     Vulnerability:  2 x Effect Silver-based Attacks (Uncommon)
10     Vulnerability:  2 x Effect Dispel Magic (Uncommon) [Notes: Changes back into Human Form]

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350



 

On a related note they fought Westgote on Saturday and whipped his Ass!

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Re: Making up a current Day Germany for Champions.....

 

Here is the final member of my little Team the second Falke (Hawk). He is a Mutant with Wings and a lot of Weapons:

 

[b]Falke 2 - Tommy Hase[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
25    STR     15   25      14-       HTH Damage 5d6  END [2]
26    DEX     48   26      14-       OCV 9 DCV 9
20    CON     20   20      13-
15    BODY    10   15      12-
16    INT     6   16      12-       PER Roll 14-
11    EGO     2   11      11-       ECV: 4
15    PRE     5   15      12-       PRE Attack: 3d6
12    COM     1   12      11-
19    PD      9   19/25             19/25 PD (0/6 rPD)
12    ED      3   12/18             12/18 ED (0/6 rED)
5    SPD     14   5                 Phases:  3, 5, 8, 10, 12
13    REC     8   13
43    END     2   43
38    STUN    0   38
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
5    LEAP     0   5"                5" forward, 2 1/2" upward

[b]CHA Cost: 143[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
40     [b][i] Wings[/i][/b]: Flight 20", Reduced Endurance (1/2 END; +1/4), No Turn Mode (+1/4) (60 Active Points); Restrainable (-1/2) - END=2
6     [b][i]Animal Senses[/i][/b]: +2 PER with All Sense Groups - END=0
5     [b][i]Animal Eyes[/i][/b]: Nightvision - END=0
4     Life Support  (Safe in Intense Cold; Safe in Low Pressure/Vacuum) - END=0
35     [b][i]Focused Pulson Pistol[/i][/b]: Energy Blast 8d6, 4 clips of 16 Charges (+1/4), Armor Piercing (+1/2) (70 Active Points); OAF (-1) - END=[16]
10     [b][i]Reciever[/i][/b]: Radio Perception/Transmission (Radio Group), Discriminatory (15 Active Points); OIF (-1/2) - END=0
15     [b][i]Billy Club & Grenades[/i][/b]: Multipower, 30-point reserve,  (30 Active Points); all slots OAF (-1) - END=
1u     1)  [b][i]Club [/i][/b]: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) - END=1
1u     2)  [b][i]Hurled Club[/i][/b]: Energy Blast 6d6 (30 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use any slot in Multipower until Charge is recovered; -1/2), Range Based On Strength (-1/4) - END=[1 rc]
1u     3)  [b][i]Hanging onto Projections[/i][/b]: Clinging (normal STR), Requires A STR Roll (No Active Point penalty to Skill Roll; +0) (10 Active Points); OAF (-1), No Movement Allowed (-1/2), Cannot Resist Knockback (-1/4) - END=0
1u     4)  [b][i]Mini Flash Bang Grenades[/i][/b]: Sight and Hearing Groups Flash 3d6 (20 Active Points); 4 Charges (-1), OAF (-1) - END=[4]
1u     5)  [b][i]Net[/i][/b]: Entangle 3d6, 3 DEF (30 Active Points); 2 Recoverable Charges (-1), OAF (-1) - END=[2 rc]
2     [b][i]Wing Block[/i][/b]: +5 PD (5 Active Points); Activation Roll 11- (-1), Restrainable (-1/2) - END=
2     [b][i]Wing Block[/i][/b]: +5 ED (5 Active Points); Activation Roll 11- (-1), Restrainable (-1/2) - END=
15     [b][i]Body Armor[/i][/b]: Armor (6 PD/6 ED), Hardened (+1/4) (22 Active Points); OIF (-1/2) - END=0

[b]POWERS Cost: 139[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
5      Flying Dodge:  1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5      Flying Grab:  1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on; FMove
5      Flying Throw:  1/2 Phase, -1 OCV, -2 DCV, Grab Two Limbs;  +v/5; Target Falls; FMove
5      Passing Disarm:  1/2 Phase, -1 OCV, -1 DCV, Disarm, 35 STR to Disarm roll; FMove
5      Passing Strike:  1/2 Phase, +1 OCV, +0 DCV, 5d6 +v/5; FMove
1      Weapon Element:  Clubs

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

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
     Everyman Skills
0      1)  Acting 8-
0      2)  Climbing 8-
0      3)  Concealment 8-
3      4)  Conversation 12-
0      5)  Deduction 8-
3      6)  Paramedics 12-
3      7)  Persuasion 12-
7      8)  Shadowing 14-
3      9)  Stealth 14-
0      10) TF:  Custom Adder, Small Motorized Ground Vehicles
3      Teamwork 14-
3      Tracking 12-
3      Breakfall 14-
3      Bureaucratics 12-

[b]SKILLS Cost: 31[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
5      Fringe Benefit:  Local Police Powers, Passport, Sergeant

[b]PERKS Cost: 5[/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]
10     Psychological Limitation:  Introverted (Common; Moderate)
15     Psychological Limitation:  Aggressive In Combat (Common; Strong)
10     Psychological Limitation:  Prefers Not To Kill (Common; Moderate)
10     Psychological Limitation:  Avoids Long Term Commitments (Uncommon; Strong)
15     Dependent NPC:  Mother 8- (Incompetent)
15     Distinctive Features:  Has Wings (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10     Enraged:  Slights about his Mutations (Common), go 8-, recover 14-
25     Hunted:  14- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)
20     Hunted:  VIPER 8- (Mo Pow; NCI; Harshly Punish)
20     Vulnerability:  2 x Effect Knockback (Common)

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350



 

Why do I think somebody is somewhat familiar with Catar Hol aka Hawkman ?

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  • 2 weeks later...

Re: Making up a current Day Germany for Champions.....

 

Activity of the Team:

 

The Team had put the Westgote away a while ago.

Eurostar attacked the Stadelheim Prison to spring him.

The Team handeled Scorpia, Panthra and Sonique quite well, unfortunatley they were no match for Mentalla, Durak, Fiacho and Feuermacher.

Only intervention by UNTIL saved their collective Bacon.

There was a lot of collateral damage but luckily few civilian causalitys.

Next:

The Intelligence Unit is reporting a hightened possibility of a Terrorist Attack on the Octoberfest.

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