Checkmate Posted November 15, 2010 Report Share Posted November 15, 2010 Okay so I've been begging on Hero Central for someone to come up with a "Vanilla" Champions game set in the basic Champs Universe. Someone actually plans on starting one, and now I'm having trouble creating a character. I've drawn up two using 6th Ed. and since these are my first two characters I thought I'd ask for input from everyone. The first one is a Martial Arts Master. I'm picturing him the philosophical type, tries to avoid the fight but will punish you if you pick the fight anyway. Basic background is he was training at the Yengtao Temple when it was destroyed, his master killed, but he found his way to Shamballah and trained there. For some reason I haven't come up with yet, made his way to the USA to fight crime. I'll set the write up in Spoiler tags to reduce space (I don't like the Code boxes). The points are 500 point character and 50 points in complications. Jade Tiger Player: Checkmate Val Char Cost 20 STR 10 25 DEX 30 23 CON 13 10 BODY 0 23 INT 13 14 EGO 4 15 PRE 5 9 OCV 30 9 DCV 30 3 OMCV 0 5 DMCV 6 8/15 PD 6 8/15 ED 6 6 SPD 40 11 REC 7 40 END 4 40 STUN 10 20m RUN 0 4m SWIM 0 20m LEAP 0 Characteristics Cost: 214 Cost Power 21 Breath Control: Resistant Protection (7 PD/7 ED) 13 Iron Will: Energy Damage Reduction, Resistant, 50% (30 Active Points); Only Works Against Attacks he is Aware of (-1/2), STUN Only (-1/2), Requires A CON Roll (14- roll; -1/4) 13 Iron Will: Energy Damage Reduction, Resistant, 50% (30 Active Points); Only Works Against Attacks he is Aware of (-1/2), STUN Only (-1/2), Requires A CON Roll (14- roll; -1/4) 12 Acrobatic Leaping: Leaping +16m (20m forward, 10m upward), No Gravity Penalty (+1/2) (12 Active Points) 8 Swift Runner: Running +8m (20m total) 10 Trained Mind: Mental Defense (10 points total) 5 Chi Control: Power Defense (5 points) 10 Combat Sense: Targeting with Normal Hearing 80 Martial Arts: Multipower, 80-point reserve 5f 1) Martial Skill: +50 STR, Reduced Endurance (0 END; +1/2) (75 Active Points); Not for Lifting (-1/2) 5f 2) Killing Blow: Killing Attack - Hand-To-Hand 3d6 (4d6+1 w/STR), Reduced Endurance (0 END; +1/2) (67 Active Points); No Knockback (-1/4) 5f 3) Fist of the 5 Warriors: Blast 8d6, Reduced Endurance (1/2 END; +1/2), Autofire (5 shots; +1/2) (80 Active Points); No Range (-1/2), Only on a Single Target (-1/4) 5f 4) Sublime Whirlwind of Cheng-Hwan: Blast 10d6, Area Of Effect (4m Radius; +1/4), Personal Immunity (+1/4) (75 Active Points); No Range (-1/2) 5f 5) Catapulting Blow of Loc Sun Pak: Blast 9d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+1/2) (79 Active Points); No Range (-1/2) 5f 6) Hiragoyshi's Waltzing Butterfly: Blast 7d6, Reduced Endurance (1/2 END; +1/4), Attack Versus Alternate Defense (Power Defense; All Or Nothing; +1) (79 Active Points); No Range (-1/2) 2f 7) Disrupting the Chi: Entangle 2d6, 2 PD/2 ED, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks All Attacks, EGO only to break out (+1), Uses EGO not STR (+1) (65 Active Points); No Range (-1/2), Increased Endurance Cost (x2 END; -1/2), Can Be Blocked (-1/4), Requires A Roll (14- roll; -1/4), Only vs Humans (-1/4) 3f 8) Zheng Hsigan's Hand of the Dawn: Sight Group Flash 10d6, Attack Versus Alternate Defense (target has hard coverings over eyes; All Or Nothing; +0), Reduced Endurance (1/2 END; +1/4) (62 Active Points); No Range (-1/2), Can Be Blocked (-1/4) 4f 9) Tsurimi Yoshio's Hand of the Winds: Blast 10d6, Invisible Power Effects (Inobvious to Sight; +1/4), Reduced Endurance (1/2 END; +1/4) (75 Active Points); No Range (-1/2), No Knockback (-1/4) 5f 10) Unfolding Lotus Blossom: Desolidification (affected by Mental Powers), Invisible Power Effects (Inobvious to Sight and Hearing; +1/2) (60 Active Points); Costs END To Maintain (Half END Cost; -1/4) 2f 11) Speed of Thought: Teleportation 40m (40 Active Points); Half moves Only (-1/2), Must Pass Through Intervening Space (-1/4), no Noncombat movement (-1/4) Powers Cost: 218 Cost Martial Arts Maneuver Martial Arts 4 1) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 3) Sacrifice Disarm: 1/2 Phase, +2 OCV, -2 DCV, Disarm, 30 STR to Disarm Martial Arts Cost: 12 Cost Skill 12 +1 Overall 3 +1 with a Multipower 3 Acrobatics 14- 3 Analyze: Combat 14- 3 Breakfall 14- 3 Concealment 14- 3 Contortionist 14- 3 Scholar 2 1) KS: Known Martial Arts (3 Active Points) 14- 2 2) KS: Martial World (3 Active Points) 14- 2 3) KS: Philosophy (3 Active Points) 14- 2 Language: Japanese (fluent conversation) 2 Language: Cantonese (fluent conversation) 2 Language: Mandarin (fluent conversation) Skills Cost: 45 Cost Talent 3 Simulate Death 3 Lightsleep 3 Environmental Movement (no penalties on Narrow Surfaces) 2 Environmental Movement (no penalties on Slippery Surfaces) Talents Cost: 11 Total Character Cost: 500 The second character is an Empyrian who's been around since ancient Greek times. She loves to fight. This version of her she knows she's an Empyrian, and she uses her Transformation powers to alter special Empyrian metal into different weapons and things. I've also thought of versions of her without weapons (making her more like her inspiration of Wonder Woman), and one where she doesn't know she's Empyrian (same basic powers) but I think I want her to know. Athena Player: Checkmate Val Char Cost 40 STR 30 20 DEX 20 23 CON 13 15 BODY 5 13 INT 3 15 EGO 5 20 PRE 10 8 OCV 25 8 DCV 25 3 OMCV 0 5 DMCV 6 25/30 PD 23 20/25 ED 18 5 SPD 30 15 REC 11 40 END 4 46 STUN 13 12m RUN 0 4m SWIM 0 4m LEAP 0 Characteristics Cost: 241 Cost Power 30 Graviton Minipulation: Flight 30m 12 Eympyrian Toughness: (Total: 12 Active Cost, 12 Real Cost) Resistant (+1/2) for up to 15 Active Points of Physical Defense (7 Active Points) (Real Cost: 7) plus Resistant (+1/2) for up to 10 Active Points of Energy Defense (5 Active Points) (Real Cost: 5) 35 Eympyrian Physiology: Life Support (Eating: Character only has to eat once per week; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 10 Eympyrian Mental Shielding: Mental Defense (10 points total) 10 Eympyrian Physiology: Power Defense (10 points) 22 Weapons Element: Multipower, 45-point reserve, (45 Active Points); all slots OAF Unbreakable (-1) [Notes: Full Phase to Change Slots] 1f 1) Sharp Weapon: Killing Attack - Hand-To-Hand 1d6 (3d6 w/STR), Variable Special Effects (Limited Group of SFX; Weapons Only; +1/4), Reduced Endurance (0 END; +1/2) (26 Active Points); OAF Unbreakable (-1) 1f 2) Blunt Weapon: Hand-To-Hand Attack +2d6, Variable Special Effects (Limited Group of SFX; Weapons Only; +1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); OAF Unbreakable (-1), Hand-To-Hand Attack (-1/4) 1f 3) Blunt Thrown Weapon: Blast 7d6, Variable Special Effects (Limited Group of SFX; Weapons Only; +1/4) (44 Active Points); 1 Recoverable Charge (-1 1/4), OAF Unbreakable (-1), Lockout (-1/2) 1f 4) Sharp Thrown Weapon: Killing Attack - Ranged 2d6+1, Variable Special Effects (Limited Group of SFX; Weapons Only; +1/4) (44 Active Points); 1 Recoverable Charge (-1 1/4), OAF Unbreakable (-1), Lockout (-1/2) 1f 5) Whip: Stretching 10m, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF Unbreakable (-1), no Noncombat Stretching (-1/4), Limited Body Parts (-1/4), Limited Minipulation (-1/4) 2f 6) Shield: (Total: 45 Active Cost, 21 Real Cost) Deflection (20 Active Points); OAF Unbreakable (-1) (Real Cost: 10) plus Resistant Protection (5 PD/5 ED) (Protect Carried Items) (25 Active Points); OAF Unbreakable (-1), Requires A Roll (14- roll; -1/4) (Real Cost: 11) Powers Cost: 126 Cost Martial Arts Maneuver Combat Forms 3 1) Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 8d6 +v/10 Strike; You Fall, Target Falls; FMove 4 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 4) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/10, Target Falls 4 5) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike 5 6) Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, 12d6 Strike Thrown Weapons 4 1) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC 4 2) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +3 DC to Disarm 4 Weapon Element: Blades, Clubs, Empty Hand, Karate Weapons, Staffs Martial Arts Cost: 35 Cost Skill 6 +2 with Martial Arts 3 Acrobatics 13- 3 Analyze: Combat 12- 3 Breakfall 13- 3 Charm 13- 2 Navigation (Land) 12- 3 Paramedics 12- 3 Scholar 2 1) KS: History (3 Active Points) 12- 2 2) KS: Known Forms of Combat (3 Active Points) 12- 2 3) KS: Military History (3 Active Points) 12- 3 Stealth 13- 3 Tactics 12- 3 Teamwork 13- 6 WF: Common Melee Weapons, Common Missile Weapons, Small Arms Skills Cost: 47 Cost Perk 6 Money: Wealthy 18 Contact: Empyrians (Contact has very useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (18 Active Points) 11- Perks Cost: 24 Cost Talent 20 Universal Translator 12- 6 +2/+2d6 Striking Appearance (vs. all characters) Talents Cost: 26 Total Character Cost: 499 Pts. Disadvantage 5 Distinctive Features: Tall Beautiful Woman (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Psychological Complication: Overconfident (Common; Moderate) 15 Social Complication: Secret ID: Kara Singer Frequently, Major 20 Hunted: VIPER Infrequently (Mo Pow; NCI; Harshly Punish) So there they are. I'm taking input on everything builds, backgrounds, names, opinions on which one you like better (and why preferably) everything. If anything looks hokey or cheesy let me know. I'd also take ideas for another character concept. Quote Link to comment Share on other sites More sharing options...
Lord Liaden Posted November 15, 2010 Report Share Posted November 15, 2010 Re: Help with 6th Edition Characters For the martial arts master, why did he originally come to Yengtao Temple? Moreover, getting into Shamballah requires passing very demanding tests. A prospective student needs great motivation to be accepted in either hidden land, let alone both of them. His motivation for seeking them might have something to do with his decision to fight crime in the States. As for your Empyrean, it's interesting to me that she dates from ancient Greece, and goes by the name "Athena;" because the original location of the Empyrean city of Arcadia was near where Athens stands now. She might feel some connection to the heritage of the site. Quote Link to comment Share on other sites More sharing options...
Checkmate Posted November 15, 2010 Author Report Share Posted November 15, 2010 Re: Help with 6th Edition Characters For the Martial Artist, I was thinking that he might be the son of one of the masters at Yengtao. His master's dying words were to find Shamballah and complete his training. The Empyrean Athena was more of a "Working Title", I hadn't decided on an actual name yet. That may not be a bad suggestion though. The other question I had, is it considered power-gamer-ish to sell back OMCV if you have no Mental Powers? I didn't do it because I figured it was safer that way, but I would really like those wasted 9 points back Quote Link to comment Share on other sites More sharing options...
assault Posted November 15, 2010 Report Share Posted November 15, 2010 Re: Help with 6th Edition Characters The other question I had' date=' is it considered power-gamer-ish to sell back OMCV if you have no Mental Powers?[/quote'] In my opinion, yes. For the overwhelming majority of characters I create, it's a dead stat - completely irrelevant. However, I would never consider selling it back. Quote Link to comment Share on other sites More sharing options...
Hugh Neilson Posted November 16, 2010 Report Share Posted November 16, 2010 Re: Help with 6th Edition Characters I'd want some explanation as to why your character is so much less able in that regard than the general population. One alternative approach would be to set OMCV and DMCV at 0 for starting characteristics - everyone has no ability in this area unless they pay for it. You then subtract three from both stats when using published characters. Quote Link to comment Share on other sites More sharing options...
Checkmate Posted November 16, 2010 Author Report Share Posted November 16, 2010 Re: Help with 6th Edition Characters So published characters have that stat even with no Mental Powers? Hmm what if you were able to use it to Block Mental Attacks the same way OCV Blocks physical attacks? That would provide a use for ALL characters and even reason for non-mentalists to buy it up. Along those lines, I was thinking about this with the Martial Artist above, I've bought his punches as Blast. By the rules Blast can be Missile Deflected punches can't. My inital thought (and what I went with) was this was a -0 Disadvantage that it can be Blocked not Missile Deflected, so I didn't bother including it. I just started thinking that EVERYONE can Block, but not everyone can Missile Deflect. Do you think that's worth a -1/4? I do realize this may well put me into the Power Gamer zone, but I was just curious. Quote Link to comment Share on other sites More sharing options...
Escafarc Posted November 16, 2010 Report Share Posted November 16, 2010 Re: Help with 6th Edition Characters I use the rule from the APG that uses OMCV for breakout rolls. Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted November 16, 2010 Report Share Posted November 16, 2010 Re: Help with 6th Edition Characters Institute some "mental maneuvers" that anyone can use. Mental Block +2 OMCV +2 DMCV; Abort, 1/2 Phase Mental Dodge +3 DMCV; Abort, 1/2 Phase Lets characters that know or suspect they are being mentally attacked engage their latent MCV and convert an action into a little protection. Quote Link to comment Share on other sites More sharing options...
Ice9 Posted November 17, 2010 Report Share Posted November 17, 2010 Re: Help with 6th Edition Characters I wouldn't sell it back in general, but I do sometimes trade points between MCVs, Breakout Rolls, and MD to create different mental defense styles, somewhat like the Psionic Combat Modes thing from D&D. So for instance: Flowing Mind Style Your mind flows as a liquid, offering no resistance to assault, but equally no solid ego to control. Keeping hold of you is like trying to grab water. OMCV -> 0, DMCV -> 0, +9 to Breakout rolls. NOTES: Strong against Overwhelming attacks, weak against Pervasive and Ablative attacks. Might be appropriate for the martial artist. Quote Link to comment Share on other sites More sharing options...
Hugh Neilson Posted November 17, 2010 Report Share Posted November 17, 2010 Re: Help with 6th Edition Characters Institute some "mental maneuvers" that anyone can use. Mental Block +2 OMCV +2 DMCV; Abort, 1/2 Phase Mental Dodge +3 DMCV; Abort, 1/2 Phase Lets characters that know or suspect they are being mentally attacked engage their latent MCV and convert an action into a little protection. I'd like to see mental combat maneuvers to add some options for mental combat. I think your approach also simulates the common trope in fiction where the target is actively resisting mental powers, something that non-mentalists cannot presently accomplish. Quote Link to comment Share on other sites More sharing options...
Ice9 Posted November 19, 2010 Report Share Posted November 19, 2010 Re: Help with 6th Edition Characters I think your approach also simulates the common trope in fiction where the target is actively resisting mental powers, something that non-mentalists cannot presently accomplish.Related to this, I would allow people to Push EGO, as if it cost END. Quote Link to comment Share on other sites More sharing options...
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