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6th Edition Conversions


Christopher R Taylor

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And now to shift gears slightly, I'm going to do a batch of Watchers of the Dragon characters, since that one is polling really well too.  

 

First on the block is Seeker, who Steve Long turned into the ultimate martial artist.  He's... somewhat... more expensive than in the Champions books.  This is seeker who's been around a long time and spent a lot of experience.

 

As far as I know this is the last printing of the character, who was disappeared for the new editions.

 

SEEKER
 
Val Char Cost
 25  STR   15
 29  DEX   38
 25  CON  15
 13  INT     3
 14  EGO   4
 20  PRE   10
 10  OCV  35
 10  DCV  35
  5   OMCV 6
  5   DMCV 6
 18  PD    16
 15  ED    13
  7   SPD  50
 10 REC  6
 50  END  6
 15  BOD  5
 40  STN 10
 
20m RUN   8
  8m SWIM 2
20m LEAP  8
Characteristics Cost: 291
 
Cost Power
 10    Luck 2d6
  1     Life Support  (Immunity: Venom from Coral Snake)
  1     Life Support  (Immunity: Venom from Jellyfish)
  5     Pain Resistance: Energy Damage Reduction, Resistant, 25% (15 Active Points); Requires A Roll (Characteristic roll; Must be made each Phase/use; -1), Only vs Stun of attacks (-1/2), Must Be Aware of Attack (-1/4)
  5     Strong Will: Mental Defense (8 points total) (Base MD)
 12    Sense Ch'i: Detect Ch'i use 18-/15- (Unusual Group), Range, Sense
  9     Keen Senses: +3 PER with all Sense Groups
  3     Hing Kung: Flight 12m (12 Active Points); Only to leave no tracks (-2), Gliding (-1)
 14    Dontonjutsu: Tunneling 2m through 3 PD material, Fill In (18 Active Points); Minimum distance 2m (-1/4)
 
  8     Champions Communicator: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2)
  2     Champions Communicator: Absolute Time Sense (3 Active Points); OIF (-1/2)
  2     Champions Communicator: Wireless Internet Access (3 Active Points); OIF (-1/2)
 
  3     Stances: Multipower, 3-point reserve
 1f     1)  Cat Stance: Lightning Reflexes (+3 DEX to act first with All Actions) (3 Active Points)
 1f     2)  Crane Stance: +1 with Block (2 Active Points); Requires A Roll (Skill roll; Must be made each Phase/use; -1)
 1f     3)  Horse Stance: Knockback Resistance -3m (3 Active Points)
 
         Martial Arts Weapons
 15    Katana: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Range Based On STR (+1/4) (37 Active Points); OAF (-1), No Knockback (-1/4), Real Weapon (-1/4)
 27    Bladed Sai: (Total: 45 Active Cost, 27 Real Cost) Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4), Real Weapon (-1/4) (Real Cost: 11) plus Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Range Based On STR (+1/4), Armor Piercing (+1/4), Penetrating (+1/2) (30 Active Points); OAF (-1), No Knockback (-1/4), Hand-To-Hand Attack (-1/4), Real Weapon (-1/4) (Real Cost: 16)
  9    Triple Irons: (Total: 23 Active Cost, 9 Real Cost) Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4), Real Weapon (-1/4) (Real Cost: 6) plus Stretching 2m (2 Active Points); Only to use weapon (-1), OAF (-1), Hand-To-Hand Attack (-1/4), Real Weapon (-1/4) (Real Cost: 1) plus +2 OCV block and disarm (6 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4), Real Weapon (-1/4) (Real Cost: 2)
  7    Shuriken: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Range Based On STR (+1/4), Autofire (3 shots; +1/4) (17 Active Points); OAF (-1), No Knockback (-1/4), 9 Recoverable Charges (+1/4)
Powers Cost: 136
 
Cost Martial Arts Maneuver
  4     Atemi Strike:  1/2 Phase, -1 OCV, +1 DCV, 3 1/2d6 NND
  4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
  4     Choke Hold:  1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3 1/2d6 NND
  4     Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm
  4     Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
  4     Escape:  1/2 Phase, +0 OCV, +0 DCV, 55 STR vs. Grabs
  3     Joint Lock:  1/2 Phase, +0 OCV, -1 DCV, Grab One Limb, 50 STR to hold on
  5     Joint Break:  1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 4d6 , Disable
  5     Kick:  1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike
  4     Punch:  1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike
  3     Throw:  1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/10, Target Falls
 12    +3 HTH Damage Class(es)
  4     Weapon Element:  Blades, Clubs, Karate Weapons, Three-Section Staff
Martial Arts Cost: 60
 
Cost Skill
  3     Acrobatics 15-
  4     AK: Australian Outback 13-
  3     Breakfall 15-
  3     Climbing 15-
 20    +2 with All Attacks
 16    +2 with HTH Combat
  8     Defense Maneuver I-III 
  3     Language:  Japanese (completely fluent)
  2     Language:  Mandarin Chinese (basic conversation; literate)
  2     Language:  Nhoda ninja clan codes and symbolism (fluent conversation)
  3     Navigation 12-
  3     Scholar
  1     1)  KS: Analyze Style (2 Active Points) 11-
  1     2)  KS: Jujutsu (2 Active Points) 11-
  1     3)  KS: Karate (2 Active Points) 11-
  1     4)  KS: Kung Fu (2 Active Points) 11-
  1     5)  KS: Ninjutsu (2 Active Points) 11-
  3     6)  KS: Philosophy (4 Active Points) 13-
  3     7)  KS: Rhythm & Blues music (4 Active Points) 13-
  5     Shadowing 13-
  3     Sleight Of Hand 15-
  3     Stealth 15-
  4     Survival (Desert) 13-
  3     Tactics 12-
  5     Tracking 13-
  1     TF:  Champions Vehicles
  6     WF:  Common Martial Arts Melee Weapons, Common Melee Weapons, Off Hand, Three-Section Staff
Skills Cost: 111
 
Cost Perk
  3     Well-Connected
  1     1)  Favor (2 Active Points)
  1     2)  Favor (1 Active Points)
  1     3)  Favor (1 Active Points)
  1     4)  Favor (1 Active Points)
  1     5)  Favor (1 Active Points)
  2     6)  Favor (3 Active Points)
  2     7)  Favor (3 Active Points)
  1     8)  Favor (2 Active Points)
  1     9)  Favor (1 Active Points)
  1     10)  Favor (1 Active Points)
  1     11)  Favor (1 Active Points)
Perks Cost: 13
 
Cost Talent
 16    Combat Sense 13-
  3     Lightsleep
Talents Cost: 19
 
Total Character Cost: 630
 
Pts. Complication
 10   Dependent NPC:  Current romantic interest Infrequently (Normal)
 20   Enraged:  Innocents abused (Common), go 11-, recover 11-
 25   Hunted:  VIPER Frequently (Mo Pow; NCI; Harshly Punish)
 15   Hunted:  Red Band of the Nohoda ninja clan Infrequently (Mo Pow; Harshly Punish)
 10   Psychological Complication:  Irreverent Wisecracker (Common; Moderate)
 15   Negative Reputation:  Never breaks his word, honorable, Very Frequently
  5    Hunted:  Green Dragon Infrequently (Less Pow; Harshly Punish)
 20   Psychological Complication:  Puts innocents before himself (Very Common; Strong)
 15   Psychological Complication:  Code of Honor, punishes dishonorable foes (Common; Strong)
 10   Psychological Complication:  Seeks absolute truth, even to own danger (Common; Moderate)
 10   Rivalry:  Professional (outshine other martial artists; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
Complication Points: 155
 
14mq99f.jpg

SeekerWoD.hdc

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First on the block is Seeker, who Steve Long turned into the ultimate martial artist.  He's... somewhat... more expensive than in the Champions books.  This is seeker who's been around a long time and spent a lot of experience.

 

As far as I know this is the last printing of the character, who was disappeared for the new editions.

 

 

 

There was a version in the-edition-that-shall-not-be-named, but he was pretty much a completely different martial artist with the same name.  A genetically engineered low-level superhuman created by a secret project tracing back to a WWII-era Nazi-Japan research collaboration.

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The fiendish Dr Wu, the Dragon Mandarin!  He's kind of the Hero Games version of David Lo Pan.  Steely Dan did a theme song for him.  Well maybe not really.  He has a code of honor: will not refuse personal challenges, treats foes honorably, will not go back on his word, will not use technological devices, and reveres ancestors.  The Watchers of the Dragon book has many different spells that Dr Wu might cast, but I didn't remake them here.

 
THE DRAGON MANDARIN
 
Val Char Cost
 10  STR    0
 20  DEX   20
 20  CON  10
 23  INT    13
 20  EGO  10
 30  PRE   20
  7   OCV   20
  7   DCV   20
  7   OMCV 12
  7    DMCV 12
  8   PD      6          In Robes: PD 12; rPD 4
 12  ED     10         In Robes: ED 16; rED 4
  5   SPD   30
 10  REC    6
 50  END    6
 10  BOD   0
 36  STN   8
 
12m RUN   0
  4m SWIM 0
  4m LEAP  0
Characteristics Cost: 203
 
Cost Power
 10    Iron Tower of the Mind: Mental Defense (14 points total) (Base MD)
 10    Immortality: Life Support  (Immunity: All terrestrial diseases; Longevity: Immortal)
 10    Mystic Shields: Power Defense (10 points)
  8     Fine Cloth Robe: Resistant Protection (4 PD/4 ED) (12 Active Points); OIF (-1/2)
  7     Dim Mak strike: Drain BODY 1d6, Invisible Power Effects (Invisible to  sight and sound; +1), Delayed Return Rate (points return at the rate of 5 per Week; +2 1/2) (45 Active Points); Damage Over Time, Target's defenses only apply once, Lock out (cannot be applied multiple times) (8 damage increments, damage occurs every 1 Day, -2 1/2), Attacker must make sequence of 3 blows at -3 OCV @ without missing or pause (-2), Cured by Chinese Healing Roll (16+ roll fails) (-1/2), Requires A Roll (15- roll; Must be made each Phase/use; -1/4)
150   Chinese Sorcery: Variable Power Pool (Magic Pool), 100 base + 100 control cost
Powers Cost: 195
 
Cost Martial Arts Maneuver
  4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
  4     Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm
  4     Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
  3     Grab:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on
  5     Kick:  1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike
  4     Knife Hand:  1/2 Phase, -2 OCV, +0 DCV, HKA 2d6
  4     Punch:  1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
  3     Throw:  1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/10, Target Falls
  4     Sword Finger:  1/2 Phase, -1 OCV, +1 DCV, 3d6 NND
  8     +2 HTH Damage Class(es)
  2     Weapon Element:  Blades, Empty Hand, Staves
Martial Arts Cost: 45
 
Cost Skill
  3     Acrobatics 13-
  3     Breakfall 13-
 20    +4 Martial Arts
 25    +5 Chinese Sorcery
  2     Language:  English (fluent conversation)
  7     Divination 16-
  3     Scholar
  2     1)  KS: Analyze Style (3 Active Points) 14-
  2     2)  KS: Arcane and Occult Lore (3 Active Points) 14-
  2     3)  KS: Chinese Alchemy (3 Active Points) 14-
  2     4)  KS: Chinese Culture and Civilization (3 Active Points) 14-
  2     5)  KS: Chinese Healing (3 Active Points) 14-
  2     6)  KS: Chinese History (3 Active Points) 14-
  2     7)  KS: Chinese Legends and Lore (3 Active Points) 14-
  2     8)  KS: Chinese Philosophy (3 Active Points) 14-
  2     9)  KS: Conjuration (3 Active Points) 14-
  2     10)  KS: Divination (3 Active Points) 14-
  2     11)  KS: Elementalism (3 Active Points) 14-
  2     12)  KS: Enchantment (3 Active Points) 14-
  2     13)  KS: Hsing-I (3 Active Points) 14-
  2     14)  KS: Kung Fu (3 Active Points) 14-
  2     15)  KS: Pakua (3 Active Points) 14-
  2     16)  KS: Sorcery (3 Active Points) 14-
  2     17)  KS: Tai Ch'i Chu'an (3 Active Points) 14-
  2      18)  KS: The Death Dragon (3 Active Points) 14-
  2     19)  KS: The Martial Arts world (3 Active Points) 14-
  3     Stealth 13-
  3     Tactics 14-
  4     WF:  Common Martial Arts Melee Weapons, Common Melee Weapons
Skills Cost: 111
 
Cost Talent
 20    Danger Sense (self only, out of combat) 14-
Talents Cost: 20
 
Total Character Cost: 574
 
Pts. Complication
  0    Dependence:  Must perform ancestor worship ceremonies 3d6 drain to magic powers (Very Common; 1 Day)
 15   Distinctive Features:  Ancient chinese sorcerer (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 20   Enraged:  Insulted or taunted (Uncommon), go 14-, recover 11-
 15   Hunted:  Death Dragon Infrequently (Mo Pow; Harshly Punish)
 15   Negative Reputation:  Evil chinese sorcerer and warlord, Very Frequently (Extreme;  Known Only To A Small Group)
 20   Psychological Complication:  Cannot tolerate challenges to his power (Common; Total)
 15   Psychological Complication:  Hatred of technology (Common; Strong)
 15   Psychological Complication:  Code of Honor (Common; Strong)
  5    Psychological Complication:  Vegetarian (Uncommon; Moderate)
Complication Points: 120
 
314z5s8.jpg
 

The Dragon Mandarin.hdc

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Today you get four for the price of one.  The Four Sons of the Dragon are basically Wu's hit crew, the lieutenants you have to fight through to get to him.  There's only an image for one.  These guys are kind of like Lo Pan's storms in Big Trouble in Little China.  Each of the Brothers has a few similar or shared abilities, such as being much more accurate when fighting nearby another, and a magical weapon and clothing.  I'm only going to post Iron Whirlwind - the guy with the image - here in the forum, the other 3 are attached with him as hero designer files.

 

IRON WHIRLWIND

 

Val Char Cost

 20 STR    10

 26 DEX    32

 20 CON   10

 13 INT      3

 11 EGO    1

 18 PRE     8

  8  OCV   25

  8  OCV   25

  4  OMCV  3

  4  DMCV  3

  8  PD      6          With Enchanted Clothes: PD 14; rPD 6

  8  ED      6          With Enchanted Clothes: ED 14; rED 6

  5  SPD   30

  8  REC   4

 40 END   4

 13 BOD   3

 36 STN   8

 

18m RUN   6

  4m SWIM 0

20m LEAP  8

Characteristics Cost: 205

 

Cost Power

 10    Fortune: Luck 2d6

 10    Detect Sense Ch'i use 12-/14- (Unusual Group), Range, Sense

  2     Keen Eyes: +2 PER with Normal Sight

 25    Array: Aid  OCV and DCV 3d6, Reduced Endurance (0 END; +1/2), Invisible Power Effects (Invisible to sight and sound; +1/2), Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (63 Active Points); Only to Aid Self (-1), 1d6 per brother within 10m (-1/2)

 12    Enchanted Clothing: Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-1/2)

 20    Enchanted Swords: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Armor Piercing (+1/4), Reduced Endurance (0 END; +1/2), Penetrating (+1/2) (34 Active Points); OAF (-1), No Knockback (-1/4) [Notes: (x2 number of items)]

Powers Cost: 79

 

Cost Martial Arts Maneuver

  4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort

  4     Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm

  4     Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

  3     Grab:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on

  5     Kick:  1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike

  4     Knife Hand:  1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6

  4     Nerve Strike:  1/2 Phase, -1 OCV, +1 DCV, 3d6 NND

  4     Punch:  1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike

  3     Throw:  1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/10, Target Falls

  8     +2 HTH Damage Class(es)

  1     Weapon Element:  Blades, Empty Hand

Martial Arts Cost: 44

 

Cost Skill

  3     Acrobatics 14-

  3     Breakfall 14-

  3     Climbing 14-

 12     +4 with Enchanted Swords

  3     Contortionist 14-

  5     Defense Maneuver I-II 

  3     Fast Draw 14-

  3     Interrogation 13-

  2     KS: Kung Fu 11-

  2     Language:  English (fluent conversation)

  3     Stealth 14-

  7     WF:  Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Off Hand

Skills Cost: 49

 

Cost Talent

  3     Ambidexterity (no Off Hand penalty)

Talents Cost: 3

 

Total Character Cost: 380

 

Pts. Complication

 15   Hunted:  Hero Team Infrequently (Mo Pow; Harshly Punish)

 10   Negative Reputation:  Martial arts assassin, member of four brothers, Frequently (Extreme;  Known Only To A Small Group)

 20   Psychological Complication:  Completely loyal to Dr Wu (Common; Total)

 20   Psychological Complication:  Casual Killer (Common; Total)

  5    Rivalry:  Professional (Copper Spear for group leadership; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

 10   Vulnerability:  2 x Effect Magical adjustment attacks (Uncommon)

Complication Points: 80

 

az3mu.jpg

Copper Spear.hdc

Iron Whirlwind.hdc

Golden Axe.hdc

Silver Hand.hdc

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Shugoshin, a martial arts vigilante in Watchers of the Dragon.

 

SHUGOSHIN

 

Val Char Cost

 15  STR    5

 24  DEX   28

 18  CON   8

 13  INT     3

 10  EGO   0

 18  PRE    8

  8   OCV  25

  8   DCV  25

  3   OMCV  0

  3   DMCV 0

 10  PD     8

  8   ED     6

  5   SPD  30

  7   REC   3

 40  END   4

 10  BOD   0

 30  STN   5 

 

18m RUN   6

  4m SWIM 0

16m LEAP  6

Characteristics Cost: 170

 

Cost Power

 14    Swords: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Affects Desolidified Only if both swords used at the same time (+1/4) (19 Active Points); OAF (-1) [Notes: (x2 number of items)]

 14    Spirit Light: Blast 8d6 (40 Active Points); OAF (-1), Increased Endurance Cost (x2 END; -1/2), Only if both swords used at same time (-1/4)

  6     Keen Senses: +2 PER with all Sense Groups

Powers Cost: 34

 

Cost Martial Arts Maneuver

  4     Atemi Strike:  1/2 Phase, -1 OCV, +1 DCV, 3 1/2d6 NND

  4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort

  4     Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm

  4     Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

  5     Kick:  1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike

  4     Punch:  1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike

  3     Throw:  1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/10, Target Falls

 12    +3 HTH Damage Class(es)

  2     Weapon Element:  Blades, Empty Hand, Staves

Martial Arts Cost: 42

 

Cost Skill

  3     Acrobatics 14-

  3     Breakfall 14-

  2     CK: Tokyo 11-

  2     CK: Osaka 11-

  2     CK: Los Angeles 11-

  9     +3 with martial arts

  6     +2 with swords

  6     +2 OCV with block and deflection

  3     Contortionist 14-

  3     Language:  English (completely fluent)

  2     KS: Martial Arts world 11-

  2     KS: Kung Fu 11-

  2     KS: Yakuza 11-

  3     Shadowing 12-

  3     Stealth 14-

  3     Streetwise 13-

  5     WF:  Common Martial Arts Melee Weapons, Common Melee Weapons, Off Hand

Skills Cost: 59

 

Cost Talent

  3     Resistance (+3 to roll)

  3     Simulate Death

Talents Cost: 6

 

Total Character Cost: 311

 

Pts. Complication

 15   Dependent NPC:  Suzy Ishamura (girlfriend) Infrequently (Normal; Unaware of character's adventuring career/Secret ID)

  5    Distinctive Features:  Huge dragon tattoo on chest (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

 15   Hunted:  VIPER Infrequently (Mo Pow; Harshly Punish)

 20   Hunted:  Yakuza Infrequently (Mo Pow; NCI; Harshly Punish)

 10   Negative Reputation:  Vigilante, Frequently

 20   Psychological Complication:  Must protect innocents (Common; Total)

 15   Psychological Complication:  Code of vengeance (insults and harm to friends, family, those under his protection) (Common; Strong)

 10   Psychological Complication:  Hates racists and racism (Common; Moderate)

 15   Social Complication:  Secret Identity (Frequently; Major)

Complication Points: 125

 

t6cv46.jpg

Shugoshin.hdc

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Last conversion for Watchers this batch, with the brother/sister team of Iron and Gold.

 

IRON
 
Val Char Cost
 23  STR   13
 22  DEX   24
 20  CON  10
 13  INT     3
 15  EGO   5
 15  PRE    5
  7   OCV  20
  7   DCV  20
  5   OMCV  6
  5   DMCV  6                    
  8   PD      6                    With Armor: PD 18; 10rPD
  8   ED      6                    With Armor: ED 18; 10rED
  5   SPD  30
 10  REC   6
 40  END   4
 12  BOD   2
 36  STN   8
 
12m RUN    0
  4m SWIM  0
26m LEAP 11
Characteristics Cost: 185
 
Cost Power
 20    Suit of Armor: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-1/2)
 25    Array: Aid  OCV and DCV 3d6, Reduced Endurance (0 END; +1/2), Invisible Power Effects (Invisible to sight and sound; +1/2), Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (63 Active Points); Only to Aid Self (-1), Only when within 10m of sister (-1/2)
 
 30    Sword of Iron and Blood: Multipower, 60-point reserve,  (60 Active Points); all slots OAF (-1)
 2f    1)  Swordblade: Killing Attack - Hand-To-Hand 1 1/2d6 (2 1/2d6 w/STR), +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); OAF (-1), No Knockback (-1/4)
 1f    2)  Martial Spirit: Aid  Presence 5d6 (30 Active Points); Only to Aid Self (-1), OAF (-1)
 3f    3)  Enchanted Pommel: Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +1/2), Double Knockback (+1/2) (60 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4)
 2f    4)  Telekinesis (25 STR), Reduced Endurance (1/2 END; +1/4) (49 Active Points); OAF (-1), Affects Whole Object (-1/4)
Powers Cost: 83
 
Cost Martial Arts Maneuver
  8     +2 HTH Damage Classes
  1     Weapon Element:  Blades, Empty Hand
  4     The Conundrum of Fate:  var Phase, -1 OCV, -2 DCV, 48 STR to Escape; Grab Two Limbs
  3     Hammering Fist of Sun Seng:  1/2 Phase, +0 OCV, +2 DCV, Strike 
  3     The Perpelexing Lock of Liang Yu:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 43 STR for holding on
  4     The Placid Stream of Kun Lieh:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
  3     Reaping Technique:  1/2 Phase, +2 OCV, +1 DCV, 6 1/2d6 Strike; You Fall, Target Falls
  4     Shih Te's Merciful Hand:  1/2 Phase, -1 OCV, +1 DCV, 3d6 NND
  5     The Stone-Smashing:  1/2 Phase, -2 OCV, +1 DCV, 10 1/2d6 Strike
Martial Arts Cost: 35
 
Cost Skill
  6     +2 DCV when coordinating with sister
  6     +2 Sword of Iron and Blood Multipower
  3     Acrobatics 13-
  3     Breakfall 13-
  3     Concealment 12-
  3     Interrogation 12-
  2     KS: Drugs and Drug Smuggling 11-
  2     KS: Kung Fu 11-
  2     KS: Interrogation Techniques 11-
  2     Language:  English (fluent conversation)
  3     Paramedics 12-
  2     PS: Drug Smuggler 11-
  2    Science Skill:  Chemistry 11-
  3     Stealth 13-
Skills Cost: 42
 
Cost Perk
  9    Contact:  Illegal Drug Ring (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-
  2    Fringe Benefit:  Leading Member of the Red Banner
  3    Money:  Well Off
Perks Cost: 14
 
Total Character Cost: 359
 
Pts. Complication
  5    Distinctive Features:  Red banner tattoes on arms (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 15   Enraged:  If sister is badly hurt (Uncommon), go 11-, recover 11-
 15   Hunted:  The Police Infrequently (As Pow; NCI; Harshly Punish)
 20   Hunted:  Chinese Government Infrequently (Mo Pow; NCI; Harshly Punish)
 20   Psychological Complication:  Cruel and Sadistic (Very Common; Strong)
 20   Psychological Complication:  Completely Loyal to the Cult of the Red Banner (Very Common; Strong)
 15   Social Complication:  Secret Identity (Frequently; Major)
Complication Points: 110
 
2a99on9.jpg
 
GOLD
 
Val Char Cost
 15  STR    5
 25  DEX   30
 18  CON   8
 18  INT     8
 12  EGO   2
 15  PRE    5
  8   OCV  25
  8   DCV  25
  4   OMCV  3
  4   DMCV  3
  8   PD      6          With Armor: PD 10; rPD 10
  8   ED      6          With Armor: ED 10; rED 10
  5   SPD  30
  8   REC   4
 35  END   3
 10  BOD   0
 30  STN   5
 
12m RUN   0
  4m SWIM 0
22m LEAP  9
Characteristics Cost: 177
 
Cost Power
 20    Suit of Armor: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-1/2)
 25    Array: Aid  OCV and DCV 3d6, Reduced Endurance (0 END; +1/2), Invisible Power Effects (Invisible to sight and sound; +1/2), Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (63 Active Points); Only to Aid Self (-1), Only when within 10m of sister (-1/2)
 
 30    Sword of Gold and Blood: Multipower, 60-point reserve,  (60 Active Points); all slots OAF (-1)
 2f    1)  Swordblade: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR), +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); OAF (-1), No Knockback (-1/4)
 1f    2)  Martial Spirit: Aid  Presence 5d6 (30 Active Points); Only to Aid Self (-1), OAF (-1)
 3f    3)  Enchanted Pommel: Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +1/2), Double Knockback (+1/2) (60 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4)
 2f    4)  The Light of Gold: Sight Group Flash 4d6, Area Of Effect Nonselective (14m Cone; +1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); OAF (-1)
Powers Cost: 83
 
Cost Martial Arts Maneuver
  8     +2 HTH Damage Classes
  1     Weapon Element:  Blades, Empty Hand
  4     The Conundrum of Fate:  var Phase, -1 OCV, -2 DCV, 40 STR to Escape; Grab Two Limbs
  3     Hammering Fist of Sun Seng:  1/2 Phase, +0 OCV, +2 DCV, Strike 
  3     The Perpelexing Lock of Liang Yu:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on
  4     The Placid Stream of Kun Lieh:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
  3     Reaping Technique:  1/2 Phase, +2 OCV, +1 DCV, 5d6 Strike; You Fall, Target Falls
  4     Shih Te's Merciful Hand:  1/2 Phase, -1 OCV, +1 DCV, 3d6 NND
  5     The Stone-Smashing:  1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike
Martial Arts Cost: 35
 
Cost Skill
  3     Acrobatics 14-
  3     Breakfall 14-
  3     Charm 12-
  6     +2 OCV when coordinating with brother
  6     +2 Sword of Gold and Blood Multipower
  2     KS: Kung Fu 11-
  2     KS: Fashion 11-
  2     KS: Art 11-
  2     Language:  English (fluent conversation)
  3     Lockpicking 14-
  3     Security Systems 13-
  3     Stealth 14-
Skills Cost: 38
 
Cost Perk
  2     Fringe Benefit:  Leading Member of the Cult of the Red Banner
  3     Money:  Well Off
Perks Cost: 5
 
Total Character Cost: 338
 
Pts. Complication
  5    Distinctive Features:  Red banner tattoos on arms (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 15   Enraged:  If brother is badly hurt (Uncommon), go 11-, recover 11-
 15   Hunted:  The Police Infrequently (As Pow; NCI; Harshly Punish)
 20   Hunted:  Chinese Government Infrequently (Mo Pow; NCI; Harshly Punish)
 20   Psychological Complication:  Code of vengeance against any insult or injury to self, family, or friends (Common; Total)
 20   Psychological Complication:  Completely Loyal to the Cult of the Red Banner (Very Common; Strong)
 15   Social Complication:  Secret Identity (Frequently; Major)
Complication Points: 110

 

Iron.hdc

Gold.hdc

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Next week: back to Champions Presents I, with the Inuit frost adventure NPCs.

 

I noticed something interesting: people were talking about the artist in European Enemies (Fred Gorham) and he did some of the illustrations for Champions Presents too.  In my opinion its better work than many of the EE images he did.

 

I will keep alternating between Watchers of the Dragon and CP, until those are both done.  The next batch of Watchers characters are the most interesting in the book for me.

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Did some "search-fu" for Shugoshin. Turns out he was in Champions Universe (I don't remember if it is 5th or 6th... maybe both?), and he was originally an unnamed Storm Cook sketch for Ultimate Martial Artist who was to good to NOT be fleshed out. Yes, Mr. Long did run him as a PC, but unlike The Harebringer of Justice from Dark Champions, he is not defined by that character.

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Adventure 2 in Champions Presents is an Inuit mythology story, involving spirits and Inuit mythology.  Their main protector is Ice Shadow.  Also included is a sort of spirit guide that accompanies her, an ancient Inuit shaman Torngak

 

ICE SHADOW

 

Val Char Cost

  8   STR    -2

 20  DEX    20

 18  CON    8

 18  INT      8

 20  EGO   10

 15  PRE    5

  7   OCV   20

  7   DCV   20

  7   OMCV 20

  7   DMCV 20

  8   PD      6

  9   ED      7

  4   SPD   20

  6   REC   2

 35  END   3

 11  BOD   1

 24  STN   2

 

12m RUN   0

  4m SWIM 0

  3m LEAP  0

Characteristics Cost: 154

 

Cost Power

 30    Blast 9d6 (45 Active Points); IIF (Amulet; -1/4), No Knockback (-1/4)

 16    Protected Soul: Power Defense (20 points) (20 Active Points); Only In Alternate Identity (-1/4)

  7     Flight 16m (16 Active Points); Gliding (-1), Only In Alternate Identity (-1/4)

 20    Detect Magic 12- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense (25 Active Points); IIF (Amulet; -1/4)

  4     Infrared Perception (Sight Group) (5 Active Points); Only In Alternate Identity (-1/4)

  4     Mental Awareness (5 Active Points); Only In Alternate Identity (-1/4)

  3     Instant Change: Cosmetic Transform 1d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; +3/4) (5 Active Points); Limited Target Clothes worn by character (-1/2)

 20    Psychic Link: Mind Link , To Angakok only, No LOS Needed, Unlimited range in this dimension

Powers Cost: 104

 

Cost Skill

  2     KS: Arctic Conditions 11-

  5     +2 OCV with block and deflection (6 Active Points); Only In Alternate Identity (-1/4)

  3     KS: Inuit Culture 13-

  1     Language:  Inuit Dialects (basic conversation)

  4     Science Skill:  Cultural Anrthopology 14-

  3     Stealth 13-

  3     Survival 13-

  3     TF:  Common Motorized Ground Vehicles, Tracked Military Vehicles

Skills Cost: 24

 

Cost Perk

 79    Follower (The Angakok)

Perks Cost: 79

 

Total Character Cost: 361

 

Pts. Complication

  5    Distinctive Features:  Very detectably magical amulet (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

 10   Enraged:  Fighting supernatural evil (Uncommon), go 11-, recover 14-

 10   Hunted:  Hostile innua Infrequently (As Pow; Harshly Punish)

 15   Psychological Complication:  Hatred of supernatural evil (Common; Strong)

 15   Psychological Complication:  Strong dislike of killing (Common; Strong)

 15   Social Complication:  Secret Identity (Frequently; Major)

  5    Susceptibility:  Adjustment powers that reuduce or eliminate magic  1d6 damage Instant (Uncommon)

  5    Unluck: 1d6

 30   Vulnerability:  2 x STUN Fire attacks (Very Common)

  5    Vulnerability:  1 1/2 x Effect Mind Scan (Uncommon)

Complication Points: 115

 

wuf8u9.jpg

Ice Shadow.hdc

Angakok.hdc

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Frostbite, the avatar of a horrendous evil spirit called Keelut.

 

FROSTBITE
 
Val Char Cost
 40 STR    30
 20 DEX    20
 35 CON   25
  8  INT     -2
 14 EGO   4
 35 PRE   25
  7  OCV  20
  7  DCV  20
  5  OMCV 6
  5  DMCV 6
 20 PD     2          Resistant PD: 16
 10 ED     8          Resistant ED: 10
  5  SPD  30
  5  REC   1
 20 END   0
 23 BOD 13
 50 STN  15
 
12m RUN   0
  4m SWIM 0
  6m LEAP  1
Characteristics Cost: 209
 
Cost Power
 43    Frost Bite: Major Transform 7d6 (Humans into frost zombies, Fire causing at least 1 body damage to victim), Reduced Endurance (1/2 END; +1/4) (87 Active Points); All Or Nothing (-1/2), No Range (-1/2)
 18    Frost Gaze: Mind Control 6d6, Reduced Endurance (0 END; +1/2) (45 Active Points); Eye Contact Required (-1/2), Linked (Forst Bite; -1/2), No Range (-1/2)
 37    Frost Aura: Drain Strength 3d6, Persistent (+1/4), Area Of Effect (2m Surface; Damage Shield; +1/4), Constant (+1/2), Reduced Endurance (0 END; +1/2) (75 Active Points); Always On (-1/2), No Range (-1/2)
  4     Huge: Stretching 4m
 24    Tough: Resistant Protection (16 PD)
  5     Tough: Resistant (+1/2) (5 Active Points) applied to ED
 60    Tough: Physical Damage Reduction, Resistant, 75%
 40    Tough: Energy Damage Reduction, Resistant, 75% (60 Active Points); Not vs fire (-1/2)
  5     Supernatural: Sight Group Flash Defense (5 points)
  5     Supernatural: Hearing Group Flash Defense (5 points)
 10    Strong Will: Mental Defense (13 points total) (Base MD)
 10    Supernatural: Power Defense (10 points)
 22    Supernatural: Life Support  (Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing)
 16    Huge, four legs: Knockback Resistance -16m
  4     Shift between Spirit and Physical World: Extra-Dimensional Movement (Single Dimension) (20 Active Points); 1 Charge (-2), Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2)
 36    Dig: Tunneling 10m through 8 PD material, Fill In
 10    Keen Noses: Discriminatory with Smell/Taste Group
  5     Heat Sight: Infrared Perception (Sight Group)
  3     Dog Ears: Ultrasonic Perception (Hearing Group)
Powers Cost: 357
 
Cost Perk
  2     Contact:  Sedna (Contact has useful Skills or resources) 8-
  5     Fringe Benefit:  high status demonic being
Perks Cost: 7
 
Total Character Cost: 573
 
Pts. Complication
 20   Dependence:  having currently active frost zombines in same dimension Takes 3d6 Damage (Common; 1 Hour)
 25   Distinctive Features:  Gigantic monster (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
 25   Enraged:  Berserk Attacked with fire (Uncommon), go 11-, recover 11-
 10   Enraged:  Taunted (Uncommon), go 8-, recover 11-
 20   Hunted:  nearby sorcerers whenever it manifests Very Frequently (As Pow; Harshly Punish)
 15   Physical Complication:  Huge (Frequently; Slightly Impairing)
 10   Physical Complication:  Limited fine manipulation (Infrequently; Slightly Impairing)
 15   Psychological Complication:  Unsubtle, uses raw power on all problems (Common; Strong)
  5    Rivalry:  Professional (Aipaloovik; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
  5    Unluck: 1d6
 15   Vulnerability:  1 1/2 x STUN Fire and heat attacks (Very Common)
 10   Vulnerability:  2 x Effect Mind Scan (Uncommon)
Complication Points: 175
 
sbo3ud.jpg

Frostbite.hdc

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And now, the big baddie of the campaign, the demi-god ocean spirit Sedna.  She's very, very dangerous, much more so than anything else I've posted here so far.  Sedna is definitely designed to take on a crowd of PC superheroes.

 

SEDNA
 
Val  Char Cost
 35  STR    25
 18  DEX    16
 30  CON   20
 15  INT      5
 20  EGO   10
 30  PRE    20
  6   OCV   15
  4   DCV    5
  7   OMCV 12
  7   DMCV 12
 20  PD     18          Resistant PD 20
 10  ED      8           Resistant ED 10
  7   SPD   50
  9   REC   5
100 END  16
 23  BOD  13
 86 STN 33
 
14m RUN   2
  4m SWIM 0
  6m LEAP  1
Characteristics Cost: 286
 
Cost Power
 45    Command Sea Creatures: Mind Control 8d6, Telepathic (+1/4), Transdimensional (Single Dimension (earth); +1/2), Reduced Endurance (0 END; +1/2) (90 Active Points); Only sea creatures (-1)
  2     Reach: Stretching 2m
  8     Giant: Knockback Resistance -8m
 10    Damage Resistance: Resistant (+1/2) (10 Active Points) applied to PD
  5     Damage Resistance: Resistant (+1/2) (5 Active Points) applied to ED
 30    Tough: Physical Damage Reduction, Resistant, 50%
 30    Tough: Energy Damage Reduction, Resistant, 50%
 32    Fast Healing: Regeneration (2 BODY per Turn)
 19    Iron Will: Mental Defense (23 points total) (Base MD)
  8     Supernatural: Power Defense (8 points)
 24    Life Support  (Breathe Water; Eating: Character does not eat; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Safe in Low Pressure/Vacuum; Sleeping: Character does not sleep)
 97    Sea Awareness: Clairsentience (Sight, Mental And Hearing Groups), x16,384 Range (14,745,600m), Earth and Spirit Realm, Reduced Endurance (0 END; +1/2) (195 Active Points); Only underwater (-1)
 25    Sea Speech: Mind Link , Any sea creature, Number of Minds (x2), Unlimited range in this dimension and can reach into other dimensions
 10    Keen Nose: Discriminatory with Smell/Taste Group
  5     Heat Sight: Infrared Perception (Sight Group)
  17   Detect Magic: Detect Magic 12- (Unusual Group), Discriminatory, Range, Sense
 
275   Magical Power: Variable Power Pool, 220 base + 220 control cost,  (330 Active Points); all slots Only for magic-changing or sea-related powers (-1/2), Easily negated by other major Inua (-1/2)
         1) Tidal Wave: Blast 12d6, Reduced Endurance (0 END; +1/2), Area Of Effect (48m Cone; +1) (150 Active Points); Extra Time (Full Phase, -1/2), Only for magic-changing or sea-related powers (-1/2), Easily negated by other major Inua (-1/2), Concentration (1/2 DCV; -1/4) Real Cost: 54
         2) Whirlpool Shield: Blast 5d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+1/2), Area Of Effect (4m Surface; +1/2), Constant (+1/2) (69 Active Points); No Range (-1/2), Only for magic-changing or sea-related powers (-1/2), Easily negated by other major Inua (-1/2) Real Cost: 28
         3) Spell Dampening: Suppress All Magical Powers 7d6, Reduced Endurance (0 END; +1/2) (105 Active Points); Extra Time (Full Phase, -1/2), Costs Endurance to Maintain (-1/2), Only for magic-changing or sea-related powers (-1/2), Easily negated by other major Inua (-1/2) Real Cost: 35
         4) Water Wall: Barrier 6 PD/6 ED, 10 BODY (up to 16m long, 4m tall, and 1/2m thick) (49 Active Points); Increased Endurance Cost (x3 END; -1), Costs Endurance (to maintain; -1/2), Only for magic-changing or sea-related powers (-1/2), Easily negated by other major Inua (-1/2) Real Cost: 14
Powers Cost: 642
 
Cost Skill
 10    AK: Arctic Oceans 19-
 25    +5 Power Pool powers
  3     Concealment 12-
  7     KS: Sea Creatures 16-
  3     Linguist
  2     1)  Language:  Danish (completely fluent) (3 Active Points)
  1     2)  Language:  English (fluent conversation) (2 Active Points)
  1     3)  Language:  French (fluent conversation) (2 Active Points)
  0     4)  Language:  Inuit Languages (imitate dialects) (5 Active Points)
  3     Navigation 12-
  3     Survival 12-
Skills Cost: 58
 
Cost Perk
  5     Fringe Benefit:  Regarded as a goddess
Perks Cost: 5
 
Total Character Cost: 991
 
Pts. Complication
 20   Distinctive Features:  Gigantic hideous disfigured woman (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
 15   Enraged:  Mocked (Uncommon), go 11-, recover 11-
 15   Physical Complication:  No Fingers (Frequently; Slightly Impairing)
  5    Physical Complication:  Blind in one eye, poor depth perception (Infrequently; Barely Impairing)
 15   Physical Complication:  Giant (Frequently; Slightly Impairing)
 15   Psychological Complication:  Hatred of Humanity (Common; Strong)
 15   Psychological Complication:  Proteective of the Seas (Common; Strong)
 10   Unluck: 2d6
 20 Watched:  Other major Innua Frequently (As Pow; NCI; Harshly Punish)
Complication Points: 130
 
11w9b38.jpg
 

Sedna.hdc

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The Path Spirit, a guardian of the spirit paths in Inuit mythology.  It has a very curious, unique method of attacking: it dances and gambols about, acting strange and silly until someone laughs.  If anyone laughs, it attacks them. If not, then it can do nothing.  This is the first of several very short form builds in the book that I have to guess at some of the costs and structures in.

 

THE PATH SPIRIT
 
Val  Char Cost
 60  STR    50
 24  DEX    28
 28  CON   18
  5   INT     -5
 10  EGO    0
 20  PRE   10
  8   OCV   25
  8   DCV   25
  3   OMCV  0
  3   DMCV  0
 18  PD      4          Resistant PD 12
 18  ED      4          Resistant ED 12
  6   SPD   40
 12  REC   8
 55  END   7
 15  BOD   5
 44  STN  12
 
12m RUN    0
  4m SWIM  0
24m LEAP 10
Characteristics Cost: 241
 
Cost Power
 15    Tireless: Reduced Endurance (1/2 END; +1/4) (15 Active Points) applied to STR
 25    Claws: Killing Attack - Hand-To-Hand 1 1/2d6 (5 1/2d6 w/STR), Reduced Endurance (1/2 END; +1/4) (31 Active Points); Reduced Penetration (-1/4)
 37    Psychological Manipulation: Mind Control 10d6, Reduced Endurance (0 END; +1/2), Area Of Effect (10m Radius; +3/4) (112 Active Points); Only to produce laughter (-1), Gestures (Requires both hands; Must caper and dance; -1/2), No Range (-1/2)
 36    Damage Resistance: Resistant Protection (12 PD/12 ED)
  8     Supernatural: Power Defense (8 points)
 10    Supernatural: Mental Defense (12 points total) (Base MD)
  5     Sense Life: Infrared Perception (Sight Group)
Powers Cost: 136
 
Cost Skill
 10    +5 OMCV with Psychological Control
Skills Cost: 10
 
Cost Perk
  3     Freaky Looking: +1/+1d6 Striking Apperance (vs all characters)
Skills Cost: 10
 
Total Character Cost: 390
 
Pts. Complication
 20   Distinctive Features:  Distorted an bizarre looking (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
 30   Enraged:  In Combat (Common), go 14-, recover 8-
 20   Physical Complication:  Compelled to protect the path (Frequently; Greatly Impairing)
 20   Psychological Complication:  Only attacks targets it made laugh (Common; Total)
 20   Susceptibility:  Paralyzed or prevented from dance 2d6 damage per Phase (Uncommon)
Complication Points: 110
 
1zvv21y.jpg
 

The Path Spirit.hdc

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The Guard Dog, Sedna's protector and pet.  No image because... its just a big dog.  Imagine a fierce husky 20 feet long.

 

THE GUARD DOG
 
Val Char Cost
 30 STR    20
 20 DEX    20
 30 CON   20
  5  INT     -5
 18 EGO    8
 25 PRE   15
  7  OCV   20
  5  DCV   10
  6  OMCV  9
  6  DMCV  9
 28 PD     11          Resistant PD 15
 23 ED     10          Resistant ED 11
  5  SPD   30
 18 REC  14
 60 END   8
 20 BOD  10
 44 STN  12
 
18m RUN   6
  4m SWIM 0
12m LEAP  4
Characteristics Cost: 231
 
Cost Power
  6     Huge: Knockback Resistance -6m
  2     Huge: Stretching 2m
 24    Bite: Killing Attack - Hand-To-Hand 1d6+1 (2 1/2d6 w/STR), +1 Increased STUN Multiplier (+1/4), Reduced Endurance (1/2 END; +1/4) (30 Active Points); Reduced Penetration (-1/4)
 39    Damage Resistance: Resistant Protection (15 PD/11 ED)
 14    Iron Will: Mental Defense (18 points total) (Base MD)
 18    Extremely keen senses: +6 PER with all Sense Groups
 20    Keen Ears: Targeting with Hearing Group
 10    Dog Nose: Tracking with Smell/Taste Group
  3     Dog Ears: Ultrasonic Perception (Hearing Group)
  5     Night Vision: Ultraviolet Perception (Sight Group)
Powers Cost: 141
 
Cost Skill
  3     Stealth 13-
Skills Cost: 3
 
Total Character Cost: 375
 
Pts. Complication
 25   Enraged:  Berserk In Combat (Common), go 8-, recover 11-
 15   Distinctive Features:  Gigantic Dog (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 10   Enraged:  When Challenged (Uncommon), go 8-, recover 11-
 10   Physical Complication:  Large (Infrequently; Slightly Impairing)
  5    Physical Complication:  Color Blind (Infrequently; Barely Impairing)
 10   Physical Complication:  No fine manipulation (Infrequently; Slightly Impairing)
 15   Psychological Complication:  Ferocious (Common; Strong)
 20   Psychological Complication:  Loyal to Sedna (Common; Total)
Complication Points: 110
 

The Guard Dog.hdc

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