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The Guardians Project - Lets build the original Champions


MisterVimes

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Re: The Guardians Project - Lets build the original Champions

Marksman - Donald Henderson Jr.; Donald Henderson III; Marksman II

Marksman

 

Val   Char   Cost    Roll     Notes

  20    STR      10      13-       Lift 400.0kg; 4d6 [2]

  18    DEX      16      13-       OCV:  7/DCV:  7

  20    CON     10      13-

  18    INT        8       13-       PER Roll 15-/19-

  15    EGO       5       12-       ECV:  3 - 5

  20    PRE       10      13-       PRE Attack:  4d6

 

   7     OCV      20     

   7     DCV      20     

   3     OMCV   0      

   5     DMCV   6      

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

 

7+3   PD          5                   Total:  7/10 PD (0/3 rPD)

7+3   ED          5                   Total:  7/10 ED (0/3 rED)

   8     REC       4

  40    END       4

  12    BODY    2

  40    STUN   10      Total Characteristic Cost:  165

 

Movement:     Running:  14m/56m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

42       Sonic Blaster:  Multipower, 50-point reserve, all slots 60 Charges (+½) (75 Active Points); all slots OAF (-1)      

                                                                   Notes:  (x2 number of items)

2f        1)  Basic Sonic Blast:  Energy Blast 10d6 (50 Active Points); OAF (-1)          0

2f        2)  Cutting Sonic Blast:  Killing Attack - Ranged 3d6 (45 Active Points); OAF (-1), Requires 3 Charges Per Use (-½)         0

2f        3)  Deafening Sonic Blast:  Hearing Group Flash 11d6, Explosion (+½) (49 Active Points); OAF (-1)      0

2f        4)  Stunning Sonic Blast:  Energy Blast 4d6, Attack Versus Limited Defense (defense is Hearing Flash Defense; +1 ½) (50 Active Points); OAF (-1), Requires 3 Charges Per Use (-½) 0

           Athletic/Marksman Skills                                                           

4         1)  Accuracy:  Targeting Skill Levels:  +4 vs. Hit Location modifiers with to offset a specific negative OCV modifier with any single attack                                                                          

7         2)  Swift:  Running +2m (14m total), x4 Noncombat               1

6         3)  Uncanny Senses:  +2 PER with all Sense Groups             0

           Immortality                                                                                    

8         1)  Can Take a Punch:  Physical Damage Reduction, 25% (10 Active Points); Only Works Against attacks he can percieve (-¼)                                                                                                0

8         2)  Can soak up punishment:  Energy Damage Reduction, 25% (10 Active Points); Only Works Against attacks he can percieve (-¼)                                                                                0

7         3)  Hard To Kill:  +15 BODY (15 Active Points); Conditional Power Power does not work in Very Common Circumstances (Only to Stave off Death; -1)                                                      

3         4)  Life Support  (Extended Breathing: 1 END per Turn; Longevity: 400 Years)             0

           Mask                                                                                              

5         1)  Audial Dampers:  Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-½)        0

5         2)  Auditory Enhancers:  +4 PER with Hearing Group (8 Active Points); OIF (-½)       0

6         3)  Mask Radio:  High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Sense Affected As  Sight And Hearing Groups As Well As Radio Group (-½)                     0

3         4)  Nightsight Lenses:  Nightvision (5 Active Points); OIF (-½)       0

6         5)  Parabolic Receiver:  +6 versus Range Modifier for Hearing Group (9 Active Points); OIF (-½)          0

5         6)  Polarized Lenses:  Sight Group Flash Defense (8 points) (8 Active Points); OIF (-½)            0

           Elite Commando Training

           Maneuver        OCV   DCV    Notes

8         +2 HTH Damage Class(es)

3         Akido Throw   +0       +1      6d6 +v/5, Target Falls

4         Boxing Cross   +0       +2      8d6 Strike

4         Choke                -2       +0      Grab One Limb; 3d6 NND

4         Escape              +0       +0      45 STR vs. Grabs

3         Joint Lock/Hold -1       -1      Grab Two Limbs, 40 STR for holding on

4         Joint Lock/Throw       +1      +0 Grab One Limb; 2d6 NND ; Target Falls

4         Judo Disarm     -1       +1      Disarm; 40 STR to Disarm roll

4         Kung Fu Block +2       +2      Block, Abort

3         Legsweep         +2       -1      7d6 Strike, Target Falls

5         Side or Spin Kick        -2      +1 10d6 Strike

1         Weapon Element:  Clubs

1         Weapon Element:  Knives

 

           Talents

6         Missed!:  Combat Luck (3 PD/3 ED)

3         Quick on the Draw:  Lightning Reflexes (+3 DEX to act first with All Actions)

3         What was that?:  Lightsleep

 

           Skills

6         +2 with Sonic Pistols

10       +1 with All Combat

3         Breakfall 13-

3         Bureaucratics 13-

3         Climbing 13-

3         Combat Driving 13-

3         Concealment 13-

3         Deduction 13-

5         Demolitions 14-

3         Electronics 13-

3         Fast Draw 13-

3         Interrogation 13-

3         Inventor 13-

3         Linguist

0         1)  Language:  English (idiomatic) (4 Active Points)

3         2)  Language:  Japanese (completely fluent)

3         3)  Language:  Korean (completely fluent)

3         4)  Language:  Mandarin (completely fluent)

3         5)  Language:  Vietnamese (completely fluent)

3         Lockpicking 13-

3         Mechanics 13-

2         Navigation (Land) 13-

3         PS: Industrialist 13-

3         Paramedics 13-

3         Persuasion 13-

3         Scholar

1         1)  KS: Army History And Customs (2 Active Points) 11-

1         2)  KS: Firearm Design (2 Active Points) 11-

1         3)  KS: Ranger History And Traditions (2 Active Points) 11-

1         4)  KS: Recognize Weapon Quality (2 Active Points) 11-

1         5)  KS: The Martial World (2 Active Points) 11-

1         6)  KS: The Military/Mercenary/Terrorist World (2 Active Points) 11-

1         7)  KS: The Superhuman World (2 Active Points) 11-

3         Security Systems 13-

3         Shadowing 13-

5         Stealth 14-

5         Streetwise 14-

3         Survival 13-

3         Systems Operation 13-

2         TF:  Parachuting, Advanced, Parachuting, Basic

3         Tactics 13-

3         Teamwork 13-

3         Tracking 13-

4         WF:  Common Melee Weapons, Small Arms

5         Weaponsmith (Energy Weapons, Firearms) 14-

 

Total Powers & Skill Cost:  318

Total Cost:  483

 

400+ Matching Complications

20       Hunted:  Mechanon 8- (Mo Pow; NCI; Harshly Punish)

25       Hunted:  VIPER 11- (Mo Pow; NCI; Harshly Punish)

15       Psychological Limitation:  Seeks to train and shepard the next generation of Guardians (Common; Strong)

15       Social Limitation:  Secret Identity (Frequently; Major)

83       Experience Points

 

Total Complications Points:  483

 

Background/History:  Born 1929, July 17th

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:  Donald Henderson is a man in his late seventies that looks to be in his mid thirties. He is an extrordinary physical specimen with wavy black hair and dark blue eyes. He typically wears business suits in trafitional black, gray, or navy. He dresses and moves conservatively. The Marksman uniform is a red bodysuit with gold boots, gloves and belt. he has a red mask. He has recently taken to wearing a black leather jacket over the uniform. He wears two holsters at either hip and rifle sheath on his back.

 


still having trouble getting him down to 400pts :)

Edit: Cut him a little further, changed format so the boards read it better.  :) Thanks for the likes. i wouldn't have known I was using illegible format 

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Re: The Guardians Project - Lets build the original Champions

 

still having trouble getting him down to 400pts :)

 

You're trying to build an experienced character on starting points. This rarely works.

 

Three options:

1. Don't stress about the 400 point limit. Build him how he should be.

 

2. Build him as a 300 point character, then add 100 points of "experience" (mainly skills).

 

3. Start from scratch. Use the superhero gallery section in the genre book as a guide.

 

In 5e, the guidelines in the equivalent section broke down as follows.

Characteristics: 125 points

Skills, perks: 50 points

Major powers: 100 points

Minor powers: 75 points.

 

Try using that as a guide. Add 50 points in characteristics to cover the need to buy CV separately in 6e.

 

If you find you are blowing those limits by a significant amount, see what you can cut back.

 

Incidentally, you are correct about his weak defences, especially given that his Dex, Spd and DCV aren't anything special. He would be OK in a low powered game, but he isn't good enough in a standard powered one.

 

You could give him an armoured costume, and/or you could bump up his PD and ED to "Legendary" levels.

 

Do a cost/benefit analysis on his Damage Reduction. The 25% level isn't all that wonderful, in most cases. You might be able to reallocate those points more usefully into conventional defences.

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Re: The Guardians Project - Lets build the original Champions

 

You're trying to build an experienced character on starting points. This rarely works.

 

Three options:

1. Don't stress about the 400 point limit. Build him how he should be.

 

2. Build him as a 300 point character, then add 100 points of "experience" (mainly skills).

 

3. Start from scratch. Use the superhero gallery section in the genre book as a guide.

 

In 5e, the guidelines in the equivalent section broke down as follows.

Characteristics: 125 points

Skills, perks: 50 points

Major powers: 100 points

Minor powers: 75 points.

 

Try using that as a guide. Add 50 points in characteristics to cover the need to buy CV separately in 6e.

 

If you find you are blowing those limits by a significant amount, see what you can cut back.

 

Incidentally, you are correct about his weak defences, especially given that his Dex, Spd and DCV aren't anything special. He would be OK in a low powered game, but he isn't good enough in a standard powered one.

 

You could give him an armoured costume, and/or you could bump up his PD and ED to "Legendary" levels.

 

Do a cost/benefit analysis on his Damage Reduction. The 25% level isn't all that wonderful, in most cases. You might be able to reallocate those points more usefully into conventional defences.

 

yeah I might just turn that into an armored costume.

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Re: The Guardians Project - Lets build the original Champions

 

how about owl? he is a natural predator.

 

What makes Dove so hard to do is the fact that I know almost nothing about him (or even if he IS a him...angels are supose to be beyond gender, you know). Unlike Flair or The Marksman, Dove never had his own comic, and if he ever made an apperance in a Heroic Publication, it was after I stoped colecting comic books.

 

With someone like Titan, or Aircobra, I have at least a small amount of fact to work with (in fact, I had a fact which use to be atached to Dove). Or I had a writeup on this thread and I use my imagionation to warp into a Backworld version.

 

I think we can have better luck with the semi-official Guardian Rouge Gallery than my Backworld ideal. At least Darkeon, Thugmaster, and The Dash got print time wan will get print time, not so with Ice Master, Corpse Flower, or Baba Glimmer.

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Re: The Guardians Project - Lets build the original Champions

 

"Raptor" could work, if Dove is, prehaps a winged man as opose to, say, an honest-to-goodness angel.

 

If Dove's the former, than just about any predatory bird or bird-like thing will do.

 

If Dove's the latter, I'd go with something like "Archangel" or "Michael". Still angelic instead of demonic, but playing off the more war-like aspects.

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Re: The Guardians Project - Lets build the original Champions

 

=)

We got most of them

 

you guys are doing great I think you should stick to starting points and if you want......make higher point versions of them.....just a thought. I was also looking through and I saw a couple of heroes that were in the coriolis(?) effect adventure:

 

Dr. arcane

transpower/lady arcane

Black enchantress

 

also nightwind was in the comics but as a gadgeteer/batman/ghost type(flare couldn't stand him. she thought he was too creepy.)

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Re: The Guardians Project - Lets build the original Champions

 

PS I believe that is Gargoyle in Civvies that is walking in on the Training session on the Original cover to Champs II.

 

That was my recollection as well, although I haven't had time to dig out my old Champions books to check.

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  • 3 months later...
  • 2 years later...

I would like to resurrect this thread and post some 6th edition updated versions more closely aligned to their character sheets in the original champions books but I can't seem to find my old copies anywhere.  The Enforcer84 versions are good (even if the new format mangled them) but really really powerful and advanced for introductory sheets.  I might just build them on starting points for superheroes as given in the rules (400/75) which shouldn't be too tough.  Just have to trim back some of the extras.

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Well here's Marksman, to the best of my memory and leaning heavily on posts above:

 

Marksman
 
Val   Char Cost
 18    STR    8      Lift: 320kg   Damage: 3 1/2d6
 18    DEX   16
 18    CON    8
10/30 BOD    0
 18    INT      8
 15    EGO   5
 20    PRE  10
  8     PD      6    With Armor: PD 13; rPD 5   With Combat luck: PD 16; rPD 8
  8     ED      6    With Armor: ED 13; rED 5   With Combat luck: ED 16; rED 8
  5     SPD  30
  8     REC   4
 40    END   4
 30    STN    5
 
14m RUN   2
4m   SWIM 0
4m   LEAP 0
Characteristics Cost: 158
 
Cost Power
 45    Guns: Multipower, 60-point reserve, all slots 60 Charges (+1/2) (90 Active Points); all slots OAF (-1)
 3f     1)  Basic Sonic Blast: Blast 12d6 (60 Active Points); OAF (-1)
 2f     2)  Cutting Sonic Blast: Killing Attack - Ranged 3d6 (45 Active Points); OAF (-1)
 3f     3)  Deafening Sonic Blast: Hearing Group Flash 12d6, Area Of Effect (24m Radius Explosion; +1/2) (54 Active Points); OAF (-1)
 2f     4)  Stunning Sonic Blast: Blast 6d6, Attack Versus Alternate Defense (Hearing Flash Defense; All Or Nothing; +1) (60 Active Points); OAF (-1), Limited Power Uses 3 charges per shot (-1/2)
 
  6     Immortality: Life Support  (Extended Breathing: 1 END per Turn; Longevity: Immortal)
 10    Immortality: +20 BODY (20 Active Points); Conditional Power Only to stave off death (-1)
  3     Uncanny Senses: +1 PER with all Sense Groups
 
        Costume OIF (-1/2)
 10   Armored Costume: Resistant Protection (5 PD/5 ED) (15 Active Points); OIF (-1/2)
  3    Polarized Lenses: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)
  3    Audial Dampers: <i>Audial Dampers:</i>  Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2)
  4    Auditory Enhancers: +3 PER with Hearing Group (6 Active Points); OIF (-1/2)
  8    High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2)
  3    Night Sight Lenses: Nightvision (5 Active Points); OIF (-1/2)
  2    Parabolic Receiver: +6 versus Range Modifier for Normal Hearing (3 Active Points); OIF (-1/2)
Powers Cost: 107
 
Cost Martial Arts Maneuver
  2     Weapon Element:  Blades, Clubs, Empty Hand
  3     Aikido Throw:  1/2 Phase, +0 OCV, +1 DCV, 3 1/2d6 +v/10, Target Falls
  4     Boxing Cross:  1/2 Phase, +0 OCV, +2 DCV, Strike 
  4     Kung Fu Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
  5     Spin or Side Kick:  1/2 Phase, -2 OCV, +1 DCV, 7 1/2d6 Strike
  4     Choke:  1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
  4     Escape:  1/2 Phase, +0 OCV, +0 DCV, 33 STR vs. Grabs
  3     Joint Lock:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 28 STR for holding on
 
Cost Skill
  3     +1 OCV with Sonic Pistols
  8     +1 with Combat
  3     Breakfall 13-
  3     Bureaucratics 13-
  3     Climbing 13-
  3     Combat Driving 13-
  3     Concealment 13-
  3     Electronics 13-
  3     Fast Draw:  pistols 13-
  3     Inventor 13-
  0     Language:  English (idiomatic; literate) (5 Active Points)
  3     Language:  Japanese (completely fluent)
  3     Language:  Mandarin (completely fluent)
  3     Lockpicking 13-
  3     Mechanics 13-
  3     Paramedics 13-
  3     PS: Gun Designer 13-
  3     PS: Industrialist 13-
  2     KS: Army history and customs 11-
  2     KS: Military/Terrorist/Mercenary world 11-
  3     Security Systems 13-
  3     Shadowing 13-
  5     Stealth 14-
  3     Streetwise 13-
  4     Survival (Temperate/Subtropical, Mountain) 13-
  3     Systems Operation 13-
  3     Tactics 13-
  2     TF:  Parachuting, Basic and Advanced
  4     Weaponsmith (Energy Weapons) 14-
 
Cost Talent
  6     Combat Luck (3 PD/3 ED)
  5     Lightning Reflexes (+5 DEX to act first with All Actions)
 
Cost  Perk
  5     Wealth: Well Off
 
Total Character Cost: 400
 
Pts. Compliation
 20  Hunted:  Mechanon Infrequently (Mo Pow; NCI; Harshly Punish)
 25  Hunted:  Viper Frequently (Mo Pow; NCI; Harshly Punish)
 15  Psychological Complication:  Seeks to train and shepherd the next generation of Guardians (Common; Strong)
 15  Social Complication:  Secret Identity (Frequently, Major)
Complication Points: 75
 
1146526_877054175645637_1141407529908050
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Yeah I should do that - people who know the characters better need to chime in with corrections.  Like the original Marksman had regen and I went with Enforcer84's "difficult to kill" build instead but maybe it should be back the original way.

 

As I understand it, Flare wasn't part of the group originally, just in the comics, but I built her anyway. Debating posting her since she wasn't part of the original first Champions campaign.

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OK apparently Flare was in the original group, but with a different background from her comic book cheesecake persona.  For Flare I had a harder time working her up to 400 points, since she is a pretty basic light energy projector.  But here's my attempt:

 

Flare

 
Val Char Cost
 13  STR    3       Lift: 160kg    Damage: 2 1/2d6
 23  DEX   26
 17  CON    7
 10  BOD    0
 10  INT      0
 13  EGO   3
 13  PRE    3    Presence Attack 2 1/2d6 / 3 1/2d6
  5   PD      3    Force Field: PD 20; rPD 15
  8   ED      6    Force Field: ED 28; rED 20    vs light: ED 38; rED 30
  5   SPD   30
 10  REC    6
 50  END    6
 24  STN    2
 
12m RUN   0
4m   SWIM 0
4m   LEAP 0
Characteristics Cost: 151
 
Cost Power
 60    Light Powers: Multipower, 60-point reserve
 6f    1)  Light Beam: Blast 12d6 (60 Active Points)
 6f    2)  Pulse Bolts: Blast 8d6, Area Of Effect (16m Cone; +1/2) (60 Active Points)
 6f    3)  Flare Blast: Sight Group Flash 12d6 (60 Active Points)
 6f    4)  Blinding Blast: (Total: 60 Active Cost, 60 Real Cost) Blast 5d6, Attack Versus Alternate Defense (Flash Defense; +1) (50 Active Points) (Real Cost: 50) plus Sight Group Flash 2d6 (Real Cost: 10)
 6f    5)  Laser: Killing Attack - Ranged 3d6, Armor Piercing (+1/4) (56 Active Points)
 5f    6)  Lightfield: Darkness to Sight Group 6m radius, Personal Immunity (+1/4), Mobile (+1/2) (52 Active Points)
 5f    7)  Dismiss Darkness: Dispel Darkness 20d6 (60 Active Points); Limited Power Darkness vs sight only (-1/4)
 5f    8)  Glow: Sight Group Images, +4 to PER Rolls, Reduced Endurance (0 END; +1/2), Area Of Effect (8m Radius; +1), Mobile (1m per Phase; +1/2) (55 Active Points)
 
 25   Flight: Flight 25m
  5    Mental Training: Mental Defense (5 points total)
  5    Night Sight: Ultraviolet Perception (Sight Group)
  5    Heat Sight: Infrared Perception (Sight Group)
 17   Light Resistant: Sight Group Flash Defense (10 points), Hardened (+1/4), Resistant (+1/2) (17 Active Points)
 10   Light Resistant: Resistant Protection (10 ED) (15 Active Points); Limited Power Only vs light-based attacks (-1/2)
 43   Force Field: Resistant Protection (15 PD/20 ED) (54 Active Points); Costs Endurance (Only Costs END to Activate; -1/4)
  8    Light Healing: Absorption 6 BODY  (energy, END)
 15   Analyze Light: Detect (class of things: Light), Discriminatory, Ranged (15 Active Points)
Powers Cost: 238
 
Cost Skill
  1     Forensic Medicine 8-
  3     Paramedics 11-
  2     PS Mortician 11-
  2     Science Skill Embalming 11-
Skills Cost: 8
 
Cost Talent
  3     Striking Appearance (all characters) +1/1d6
Skills Cost: 3
 
Total Character Cost: 400
 
Pts. Complication
 10   Unluck: 2d6
 20   Hunted:  Demon Frequently (Mo Pow; Harshly Punish)
 20   Psychological Complication:  Code against killing (Common; Total)
 15   Social Complication:  Secret Identity Frequently, Major
 15   Psychological Complication:  Fear of bladed weapons (Common; Strong)
 15   Vulnerability:  1 1/2 x STUN Edged weapons (Very Common)
Complication Points: 95
10685477_877073695643685_163329834570465
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Giant I'm a bit puzzled on.  He has a harness that grants immortality and growth (OIF) and he seems tougher than normal, but not extraordinarily so.  Gargoyle was the team's brick, so Giant would be mostly a variant on a martial artist sort; a melee character that gets huge.

 

Rose I had written up most of the way, but then on Facebook it turns out the actual player of Rose was present and he gave a bunch of information (mentalist with teleportation).  He might do a 6th edition reboot starting writeup, and if he does I'd rather go to the source than do my own.

 

Gargoyle I know was tough and could fly, that's about it really.

 

Icestar was basically Iceman, I think.

 

The others I know little about.  Rose's player mentioned that Dove was a sort of spy, a cross between Angel from the X-Men and Will Eisner's Spirit.  Titan I know nothing about, having seen no evidence of the character, nor Dove for that matter.  Wings, I'd guess.

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