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Strike Force Conversions


Christopher R Taylor

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If I remember correctly, Skyrocket converted particulate matter to energy to fuel his powers. In sterile environments or space, particle density was too low to fuel his full powers. It's been some time since I read the module though.

 

The book doesn't really explain Skyrocket's limitation but my guess is that he draws on biological matter or biofields to create his energy powers.

 

I like the bio energy explanation. I was thinking of something like that too. But given the possible alternative explanation below ...

If I remember correctly, Skyrocket converted particulate matter to energy to fuel his powers. In sterile environments or space, particle density was too low to fuel his full powers. It's been some time since I read the module though.

That makes sense too but I'd prefer the phrasing might be low density/clear environment or a more detail explanation in his full book write up. Sterile makes me mind go right to organic matter not necessarily inorganic particulate matter though that is part of the concept.

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OK reading more carefully in the Strike Force book, Skyrocket's powers work best in contact with biological matter, such as in earth's atmosphere.  So in a sterile environment or vacuum they weaken or fail.

 

And now... Shadow Warriors. Starting with Bolo who was a bit of a pain to convert.  He was built with his suit on so there were no base stats for the guy outside the armor.  I had to extrapolate using the info at hand what he'd be without the Bolo suit on.  He also raped the rules pretty hardcore - building the abilities with both Hero Form Only and OIF!  He's a monstrosity, with huge defenses, strength (plus karate!  Hopefully he couldn't use it in the armor), and a 15d6 blast.  All the Shadow Warriors seem a bit munchkiny.

 

This is one of Denis Loubet's alts, other than Phosphene.

 

Bolo
 
Player: Denis Loubet
 
  Val   Char Cost
15/50 STR     5         Weight: 200kg/25 tons; Damage 3d6/10d6
13/20 DEX     6 
13/30 CON    3
  10    BOD    0
  32    INT     22         Perception Roll: 15-
  10    EGO   0
  13    PRE    3          Presence Attack: 2 1/2d6
 3/29  PD      1          rPD: 18
 3/24  ED      1          rED: 18
  4/6   SPD   20
 6/17  REC    2
25/60 END    1
22/52 STN    1
 
OCV:    7
DCV:    7
OMCV: 3
DMCV: 3
 
12m RUN   0
  4m SWIM 0
  6m LEAP 1
30m FLY
Characteristics Cost: 106
 
Cost Power
 27    Golden Gun: Blast 15d6 (75 Active Points); OAF (-1), 6 Charges (-3/4)
 
         Bolo Armor, all slots OIF (-1/2)
 36    1)  Resistant Protection (18 PD/18 ED) (54 Active Points); OIF (-1/2)
 13    2)  Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-1/2)
 27    3)  Flight 40m (40 Active Points); OIF (-1/2)
  7     4)  Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); OIF (-1/2)
 10    5)  Active Sonar (Hearing Group) (15 Active Points); OIF (-1/2)
  6     6)  +5 versus Range Modifier for Sight Group (9 Active Points); OIF (-1/2)
  3     7)  Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2)
  8     8)  High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2)
  5     9)  +4 PER with Sight Group (8 Active Points); OIF (-1/2)
  3    10) Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)
 23   11) +35 STR (35 Active Points); OIF (-1/2)
  9    12) +7 DEX (14 Active Points); OIF (-1/2)
 11   13) +17 CON (17 Active Points); OIF (-1/2)
  5    14) +8 PD (8 Active Points); OIF (-1/2)
  2    15) +3 ED (3 Active Points); OIF (-1/2)
 13   16) +2 SPD (20 Active Points); OIF (-1/2)
  7    17) +11 REC (11 Active Points); OIF (-1/2)
  5    18) +35 END (7 Active Points); OIF (-1/2)
 10   19) +30 STUN (15 Active Points); OIF (-1/2)
Powers Cost: 230
 
Cost Martial Arts Maneuver
  5     Defensive Strike:  1/2 Phase, +1 OCV, +3 DCV, 3d6 / 10d6 Strike
  4     Martial Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
  3     Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 4d6 / 11d6 Strike, Target Falls
  4     Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
Martial Arts Cost: 16
 
Cost Skill
  3     Computer Programming 15-
  3     Electronics 15-
  3     Inventor 15-
  4     Science Skill:  Cybernetics 13-
  3     Security Systems 15-
Skills Cost: 16
 
Cost Talent
 22    Danger Sense (immediate vicinity, in combat, Function as a Sense) 15-/19-
Talents Cost: 22
 
Total Character Cost: 390
 
Pts. Complication
  5    Dependent NPC:  Shelvastra Frequently (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills)
  5    Distinctive Features:  Sounds robotic in armor (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 25   Hunted:  Reapers Frequently (Mo Pow; NCI; Harshly Punish)
 20   Psychological Complication:  Hatred of death (Common; Total)
 20   Psychological Complication:  Reluctant to use full force (Very Common; Strong)
 15   Psychological Complication:  OVerreacts to cruelty (Common; Strong)
 15   Social Complication:  Secret Identity Frequently, Major
  5    Social Complication:  Thought of as a giant robot in costume Frequently, Minor, Not Limiting In Some Cultures
  5    Unluck: 1d6
 30   Vulnerability:  2 x STUN Physical Killing Attacks (Very Common)
 10   Vulnerability:  2 x STUN Magnetic Attacks (Uncommon)
Complication Points: 155

 

 

2nhqhia.jpg

Bolo.hdc

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Now for Lorelei, the pheromone spouting teen beauty queen.  She has some martial arts but no defenses, just powers to control men.  I could see her being a hostage a lot.  With her 50 (!) Comeliness she would be difficult to even be near, let alone know about.  It wasn't easy to represent that kind of godlike beauty without the actual, you know, stat.

 

Lorelei
 
Player: Luray Richmond
 
Val Char Cost
 10  STR    0         Lift: 100kg; Damage 2d6
 15  DEX   10
 15  CON   5
 15  BOD   5
 15  INT     5         Perception Roll: 12-
 20  EGO 10
 15  PRE   5         Presence Attack: 8d6 (14d6 vs men)
  9   PD     7
  9   ED     7
  4   SPD  20
  5   REC   1
 30  END   2
 28  STN   4
 
OCV:     6
DCV:     6
OMCV: 10
DMCV:  7
 
12m RUN   0
  4m SWIM 0
  4m LEAP 0
Characteristics Cost: 144
 
Cost Power
         Pheromone Powers, all slots Persistent (+1/4), Imperceptible to the target (+1/2); all slots Men Only (-1/2), Attraction Only (-1/2), Always On (-1/2), Unified Power (-1/4)
 12    1)  Mind Control 3d6, Reduced Endurance (0 END; +1/2) (34 Active Points); Men Only (-1/2), Attraction Only (-1/2), Always On (-1/2), Unified Power (-1/4)
  8     2)  Mental Illusions 3d6, Reduced Endurance (0 END; +1/2) (34 Active Points); No Conscious Control (Only Effects cannot be controlled; Only for ideal appearance; -1), Only to change personal appearance (-1/2), Men Only (-1/2), Attraction Only (-1/2), Always On (-1/2), Unified Power (-1/4)
 
         Pheromone Control, all slots Fully Imperceptible Effects (+1); all slots vs Men Only (-1/2), Requires A Roll (14- roll; -1/4), Unified Power (-1/4)
 27   1)  Mental Blast 3d6, Reduced Endurance (1/2 END; +1/4) (67 Active Points); Attack Versus Alternate Defense (No effect vs power armor or life support vs breathing and pressure; All Or Nothing; -1/2), vs Men Only (-1/2), Requires A Roll (14- roll; -1/4), Unified Power (-1/4)
 27   2)  Mental Illusions 6d6, Reduced Endurance (1/2 END; +1/4) (67 Active Points); Only to change personal appearance (-1/2), vs Men Only (-1/2), Requires A Roll (14- roll; -1/4), Unified Power (-1/4)
 33   3)  Mind Control 6d6, Reduced Endurance (1/2 END; +1/4), Imperceptible to target (+1/2) (82 Active Points); Maximum Effect Ego +10 (-1/2), vs Men Only (-1/2), Requires A Roll (14- roll; -1/4), Unified Power (-1/4)
 27   4)  Mind Scan 6d6, Reduced Endurance (1/2 END; +1/4) (67 Active Points); Cannot attack through link (-1/2), vs Men Only (-1/2), Requires A Roll (14- roll; -1/4), Unified Power (-1/4)
 15   5)  +30 PRE (30 Active Points); Offense only (-1/2), vs Men Only (-1/2), Costs Half Endurance (-1/4), Side Effects (Side Effect always occurs whenever the character does some specific act; Triggers automatically when Lorelei is frightened; -1/4), Requires A Roll (14- roll; -1/4), Unified Power (-1/4)
Powers Cost: 149
 
Cost Martial Arts Maneuver
  4     Martial Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
  4     Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
  4     Karate Punch:  1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike
  4     Karate Chop:  1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
Martial Arts Cost: 16
 
Cost Skill
  5     Acrobatics 13-
  9     Charm 15-
3 Language:  French (completely fluent)
Skills Cost: 17
 
Cost Talent
 25    Danger Sense (immediate vicinity, out of combat) 12-
 15    +5/+5d6 Striking Appearance (vs. all characters)
Talents Cost: 40
 
Total Character Cost: 366
 
Pts. Complication
 15   Distinctive Features:  Indescribable Beauty (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
 25   Hunted:  Reapers Frequently (Mo Pow; NCI; Harshly Punish)
 15   Hunted:  Affrighter Infrequently (Mo Pow; Harshly Punish)
 15   Psychological Complication:  In love with Commodore (Common; Strong)
 20   Psychological Complication:  Squeamish (Very Common; Strong)
Complication Points: 90
 
2pzkz0n.jpg

Lorelei.hdc

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Psycher this time, the man with the most minimal costume ever.  He was a nice change from the usual background of a mentalist - weak, intellectual, chess player - as a football player.  His wife played Lorelei, and Psycher is in love with Lorelei, but she's in love with an NPC from the Blood sourcebook.  One of those Blue Book moments from the Strike Force supplement.

 

Psycher
 
Player: Mark Richmond
 
Val Char Cost
 20  STR   10          Lift: 400kg; Damage: 4d6
 20  DEX   20
 23  CON  13
 10  BOD   0
 20  INT    10           Perception Roll: 13-
 20  EGO 10
 15  PRE   5            Presence Attack: 5d6
  9   PD     7
  9   ED     7
  5   SPD  30
  9   REC   5
 45  END   5
 32  STN   6
 
OCV:    7
DCV:    7
OMCV: 7
DMCV: 7
 
12m RUN   0
  4m SWIM 0
  4m LEAP 0
Characteristics Cost: 192
 
Cost Power
 10    X-Ray Vision: Partially Penetrative (does not show details) with Sight Group
 
         Psi Powers, all slots Unified Power (-1/4)
  40   1)  Psych: Mental Illusions 10d6 (50 Active Points); Unified Power (-1/4)
  40   2)  Seek Minds: Mind Scan 10d6 (50 Active Points); Unified Power (-1/4)
  32   3)  Blink: Teleportation 30m, x2 Increased Mass, x4 Noncombat (40 Active Points); Unified Power (-1/4)
Powers Cost: 122
 
Cost Martial Arts Maneuver
  4     Martial Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
  4     Karate Punch:  1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
  5     Karate Kick:  1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike
  4     Karate Chop:  1/2 Phase, -2 OCV, +0 DCV, HKA 2d6
Martial Arts Cost: 17
 
Cost Skill
  2     KS: Cthonian Demons 11-
  4     PS: Football  13-
  2     Science Skill:  Parapsychology 11-
  2     Science Skill:  Biochemistry 11-
Skills Cost: 10
 
Cost Talent
  6      +2/+2d6 Striking Appearance (vs. all characters)
Talents Cost: 6
 
Total Character Cost: 347
 
Pts. Complication
 10   Dependent NPC:  Father Infrequently (Normal)
 35   Enraged:  Berserk When others in line of sight berserk (Uncommon), go 14-, recover 8-
 25   Hunted:  Cthonian Demons Frequently (Mo Pow; NCI; Harshly Punish)
 15   Psychological Complication:  Infatuated with Lorelei (Common; Strong)
 20   Psychological Complication:  Hatred of Firearms (Very Common; Strong)
 15   Social Complication:  Secret Identity Frequently, Major
 15   Susceptibility:  Alcoholic drinks 3d6 damage per Minute (Uncommon)
 30   Vulnerability:  2 x STUN Physical Killing Attacks (Very Common)
Complication Points: 165
 
2e1ezvb.jpg

Psycher.hdc

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These characters provide good examples on how design philosophy (along with system and possibly play style) have changed over years and editions. The relatively low defenses, some times extremely high DC, that some of them completely lack Resistance Defense and the rarity of exotic Defenses and more human range Characteristics are all telling.

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Yeah Luster's outfit is minimal in cloth and coverage, that's for sure.

 

These characters provide good examples on how design philosophy (along with system and possibly play style) have changed over years and editions.

 

 

I have noticed the same thing about Strike Force.  They are really low on defenses, particularly resistant defenses.  Strike Force came out in 1983 which was when I started playing Champions, but even back then I put a few points into resistant defenses.  I wanted my characters to be able to take at least a normal person's punch without worrying.

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Sai, the Shadow Warrior's other, other martial artist.  All the team had martial arts at some level, but Sai's were invented by the player, a system called Paek-Tu from Korea.  An "all offense" martial art, it allowed the character to abort to all sorts of attack maneuvers.  I toyed with the idea of building a triggered martial arts attack that the player could cook off whenever they wanted, but instead went with a very mobile set of moves and kinetic attacks.  

 

Sai is the cheapest of the characters, and his skill set doesn't even remotely simulate his background very well.  Plus, the original Sai build only had a sword, and he's pictured with a pair of his namesakes and a bow.  So I expanded his weapons a bit.  If I were to build him more appropriately he'd have about ten more skills.  But I'm trying to keep the characters as close to the original build as possible.

 

Sai
 
Player: Earl S Cooley III
 
Val Char Cost
 20 STR   10          Weight: 400kg; Damage: 4d6
 20 DEX   20
 20 CON  10
 15 BOD   5
 10 INT     0            Perception Roll: 11-
 10 EGO   0
 15 PRE   5            Presence Attack: 3d6
 15 PD    13
 11 ED     9
  5  SPD  30
  9  REC   5
 40 END   4
 32 STN   6
 
OCV:    7
DCV:    7
OMCV: 3
DMCV: 3
 
14m RUN   2
  4m SWIM 0
  8m LEAP 2
Characteristics Cost: 161
 
Cost Power
  4     Keen Vision: +2 PER with Sight Group
 12    Bow: Killing Attack - Ranged 1d6+1, Armor Piercing (+1/4) (25 Active Points); OIF (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), 16 Charges (-0)
 12    Sword: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6 w/STR) (25 Active Points); OAF (-1)
 13    Sai: Hand-To-Hand Attack +3d6 (15 Active Points); OIF (-1/2), Hand-To-Hand Attack (-1/4) [Notes: (x2 number of items)]
  2     Ultraviolet Perception (Sight Group) (5 Active Points); Costs Endurance (-1/2), Increased Endurance Cost (x2 END; -1/2)
Powers Cost: 43
 
Cost Martial Arts Maneuver
  4     Reversal:  var Phase, -1 OCV, -2 DCV, 35 STR to Escape; Grab Two Limbs
  4     Shove:  1/2 Phase, +0 OCV, +0 DCV, 35 STR to Shove
  5     Passing Strike:  1/2 Phase, +1 OCV, +0 DCV, 4d6 +v/10; FMove
  5     Passing Throw:  1/2 Phase, +0 OCV, +0 DCV, 4d6 +v/10; Target Falls; FMove
  2     Weapon Element:  Blades, Empty Hand, Sai
Martial Arts Cost: 20
 
Cost Skill
  3     Acrobatics 13-
  3     Combat Driving 13-
  3     Disguise 11-
  4     Language:  Korean (idiomatic)
  3     Stealth 13-
Skills Cost: 16
 
Cost Talent
 27    Danger Sense (immediate vicinity, out of combat, Function as a Sense) 11-/13-
Talents Cost: 27
 
Total Character Cost: 267
 
Pts. Complication
 15   Hunted:  Loc Ban Tor Frequently (As Pow; Harshly Punish)
 15   Psychological Complication:  Casual Killer (Common; Strong)
 15   Social Complication:  Secret Identity Frequently, Major
 20   Susceptibility:  Poisons (internalized or injected only) 2d6 damage per Phase (Uncommon)
 20   Vulnerability:  2 x STUN Gasses and Poisons (Common)
Complication Points: 85
 
bhem0x.jpg

Sai.hdc

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And now, the major villains.  There aren't many that got a full character sheet, but the ones that did were interesting.  I wish some had like the Producer and Scoff, but all we got were summaries and images.

 

First on the block is Alasder Dell, leader of the Reapers, the campaign main bad guy agency.  He had the power to manipulate other peoples' biology and genetic code, which has inspired me to make a character somewhat along those lines in my campaign, but Alasder's power is more limited to basic biological disruption.

 

Alasder Dell
 
Player: NPC
 
Val Char Cost
 13  STR    3          Weight: 160kg; Damage 2 1/2d6
 18  DEX   16
 18  CON   8
 15  BOD   5
 23  INT    13          Perception Roll: 14-
 30  EGO  20
 30  PRE  20          Presence Attack: 6d6
  8   PD     6
  8   ED     6
4/8 SPD   20          +4 Speed with multipower only
  7  REC   3
 50 END   6
 32 STN   6
 
OCV:     6
DCV:     6
OMCV: 10
OMCV:  6
 
12m RUN   0
  4m SWIM 0
  6m LEAP 1
Characteristics Cost: 193
 
Cost Power
 15    Luck 3d6
 20    Mental Defense (20 points total)
 48    Regeneration (3 BODY per Turn)
 30    Physical Damage Reduction, Resistant, 50%
 30    Energy Damage Reduction, Resistant, 50%
 25    Quick Recovery: Healing STN and END 1d6, Reduced Endurance (0 END; +1/2), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Zero Phase Action to reset; +1/2), Expanded Effect (x2 Characteristics simultaneously) (+1/2) (25 Active Points)
 27    Metabolism: +4 SPD (40 Active Points); Only usable for multipower (-1/2)
 
165   Biochemistry analyzing and altering powers: Multipower, 165-point reserve
 3f     1)  Scan Genetics: Detect Genetic Patterns 24- (Unusual Group), Discriminatory, Analyze, Range (30 Active Points)
 16f   2)  Destroy Endurance: Drain END 6d6, Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per 20 Minutes; +1 1/2) (165 Active Points)
 11f   3)  Destroy Intellect: Drain INT 4d6, Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per 20 Minutes; +1 1/2) (110 Active Points)
  9f    4)  Mental Paralysis: Entangle 4d6, 4 PD/4 ED, Alternate Combat Value (uses OMCV against DMCV; +1/4), Works Against EGO, Not STR (+1/4), Transparent to physical damage (+3/4) (90 Active Points)
 15f   5)  Destroy Mind: Mental Blast 12d6, Reduced Endurance (1/2 END; +1/4) (150 Active Points)
Powers Cost: 414
 
Cost Skill
 18   +6 OCV with multipower
Skills Cost: 18
 
Total Character Cost: 625
 
Pts. Complication
 20   Hunted:  Strike Force Frequently (Mo Pow; PC has a Public ID or is otherwise very easy to find; Mildly Punish)
 20   Hunted:  Shadow Warriors Frequently (Mo Pow; PC has a Public ID or is otherwise very easy to find; Mildly Punish)
 20   Psychological Complication:  Desire to Rule (Very Common; Strong)
 20   Psychological Complication:  Conceited (Very Common; Strong)
 15   Psychological Complication:  Cruel and Heartless (Common; Strong)
 15   Psychological Complication:  Pretends to be a Gentleman (Common; Strong)
 20   Vulnerability:  2 x STUN Gasses and Poisons (Common) 
 20   Vulnerability:  2 x BODY Gasses and Poisons (Common)
Complication Points: 150
 
2myncis.jpg
 
The Reapers weren't written up but they would have character sheets similar to Viper in the main agenty types.

Alasder Dell.hdc

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No, not a big list, so you had to wing it and assume things based on the character's background which may be better in the end.  The original Alasder Dell had +30 CON to offset being knocked out, since it was based on CON levels (which I still use, CON +10, CON +20, etc) but this works better.

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