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6th Edition Conversions


Christopher R Taylor

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Although Myrmidon is the leader of the group, he's generally so mixed up in the fight Oracle ends up being the tactical leader.  She doesn't have tremendously powerful precognition but its more reliable than I'd be happy with as a GM.

 

Oracle
 
Val Char Cost
 10  STR    0          Lift: 100kg; Damage 2d6
 14  DEX    8
 18  CON   8
  9   BOD  -1
 18  INT     8           Perception Roll: 13-
 20  EGO 10
 15  PRE   5           Presence Attack: 3d6
  9   PD     2
 11  ED     4
  4   SPD  20
  8   REC  4
 35  END  3
 24  STN  2
 
12m RUN   0
  4m SWIM 0
  4m LEAP 0
Characteristics Cost: 122
 
Cost Power
 10    Luck 2d6
 10    Costume: Resistant Protection (5 PD/5 ED) (15 Active Points); OIF (-1/2)
 11    Mental Defense (15 points total) (Base MD)
 
 70    Psionic Powers: Multipower, 70-point reserve
12v   1)  Psychic Crush: Mental Blast 5d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points)
 3f     2)  Command: Mind Control 6d6 (30 Active Points)
11v   3)  Seek Minds: Mind Scan 6d6, +8 OMCV, Reduced Endurance (1/2 END; +1/4) (57 Active Points)
12v   4)  Read Thoughts: Telepathy 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points)
 6f     5)  ESP: Precognitive, Retrocognitive Clairsentience (Sight Group And Normal Hearing), x2 Range (1,300m) (70 Active Points); Requires A Roll (14- roll; Must be made each Phase/use; -1/4)
Powers Cost: 145
 
Cost Skill
  3     Bureaucratics 12-
  3     Criminology 13-
  6     +2 with multipower
  3     Paramedics 13-
  2     PS: Secretary 11-
  3     Language:  French (English is native) (completely fluent)
Skills Cost: 20
 
Cost Talent
 32    Danger Sense (immediate vicinity, any danger, Function as a Sense) 13-
Talents Cost: 32
 
Total Character Cost: 319
 
Pts. Complication
 15   Hunted:  Genocide Infrequently (As Pow; NCI; Harshly Punish)
 20   Hunted:  VIPER Infrequently (Mo Pow; NCI; Harshly Punish)
 20   Psychological Complication:  Code against killing (Common; Total)
 15   Psychological Complication:  In love with and protective of Myrmidon (Common; Strong)
 15   Social Complication:  Secret Identity Frequently, Major
 10   Unluck: 2d6
  5    Vulnerability:  1 1/2 x STUN physical killing attacks (Uncommon)
 20   Watched:  Canadian Government Infrequently (Mo Pow; NCI; Harshly Punish)
Complication Points: 120

 

30utmyw.jpg

Oracle.hdc

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And finally, Snowmane, last of the Sentinels and final member of the Atlantic team.  A happy-go-lucky Beast type (from X-Men) rather than a Sasquatch type from Alpha Flight.

 

Snowmane
 
 Val   Char Cost
15/50  STR     5          Lift: 200kg; Damage 3d6  (As Snowmane: Lift: 25 tons; Damage 10d6)
14/20  DEX     8
18/28  CON    8
10/14  BOD    0
  13    INT      3           Perception Roll: 12-
  14    EGO   4
10/20  PRE    0           Presence Attack: 2d6 (As Snowmane: 4d6)
   5     PD      3
   4     ED      2
 3/5    SPD   10
 7/14   REC    3           As Snowmane: 18 PD; 12 rPD
35/55  END    3           As Snowmane: 15 ED; 8 rED (+10 rED vs cold)
26/46  STN    3
 
OCV:    5 (As Snowmane: 7)
DCV:    5 (As Snowmane: 6)
OMCV: 5
DMCV: 5
 
12m RUN   0
  4m SWIM 0
  6m LEAP 1  (As Snowmane: 30m)
Characteristics Cost: 85
 
Cost Power
 10    Fortunate: Luck 2d6
  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)
 
         Snowmane Form, all slots Only In Alternate Identity (-1/4)
  3     1)  Growth: Knockback Resistance -4m (4 Active Points); Only In Alternate Identity (-1/4)
112   2)  New Body Stats: (Total: 144 Active Cost, 112 Real Cost) +35 STR, Reduced Endurance (1/2 END; +1/4) (48 Active Points); Only In Alternate Identity (-1/4) (Modifiers affect Base Characteristic) (Real Cost: 35) plus +6 DEX (12 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 10) plus +10 CON (10 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 8) plus +10 PRE (10 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 8) plus +2 OCV (10 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 8) plus +1 DCV (5 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 4) plus +2 SPD (20 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 16) plus +1 PD; Only In Alternate Identity (-1/4) (Real Cost: 1) plus +3 ED (3 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 2) plus +7 REC (7 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 6) plus +20 END (4 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 3) plus +4 BODY (4 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 3) plus +20 STUN (10 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 8)
 18    3)  Ice Breath: Blast 4d6, Attack Versus Alternate Defense (cold powers or resistant defense that protects carried items; All Or Nothing; +1) (40 Active Points); 4 Charges (-1), Only In Alternate Identity (-1/4)
 10    4)  Absorb Cold: Absorption 18 BODY  (energy, Strength) (18 Active Points); Cold only (-1/2), Only In Alternate Identity (-1/4)
 24    5)  Tough Skin: Resistant Protection (12 PD/8 ED) (30 Active Points); Only In Alternate Identity (-1/4)
  8     6)  Cold Resistant: Resistant Protection (10 ED) (15 Active Points); Only vs cold (-1/2), Only In Alternate Identity (-1/4)
  8     7)  Strong Grip: Clinging (normal STR) (10 Active Points); Only In Alternate Identity (-1/4)
  4     8)  Keen Nose: Discriminatory with Normal Smell (5 Active Points); Only In Alternate Identity (-1/4)
 14    9)  Superleap: Leaping +24m (30m forward, 15m upward) (x4 Noncombat) (17 Active Points); Only In Alternate Identity (-1/4)
Powers Cost: 214
 
Cost Skill
  3     Acrobatics 12- (13-)
  3     Breakfall 12- (13-)
 16     +2 with HTH Combat
  2     +1 OCV with punch
  1     Language:  French (English is native) (basic conversation)
  2     PS: Archaeologist 11-
  2     Science Skill:  Archaeology 11-
  3     Survival 12-
  2     TF:  Large Planes, Small Planes
Skills Cost: 34
 
Total Character Cost: 333
 
Pts. Complication
  5    Accidental Change:  Injured by others or very angry 8- (Uncommon)
 15   Dependent NPC:  Girlfriend Kathy O'Kaye Infrequently (Normal; Unaware of character's adventuring career/Secret ID)
 10   Distinctive Features:  Large furry monster (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
 10   Enraged:  Betrayed (Uncommon), go 11-, recover 14-
 20   Hunted:  VIPER Infrequently (Mo Pow; NCI; Harshly Punish)
 20   Psychological Complication:  Code against killing (Common; Total)
 15   Psychological Complication:  Swashbuckler (Very Common; Moderate)
 10   Psychological Complication:  Hatred of betrayal and unloyalty (Uncommon; Strong)
 15   Social Complication:  Secret Identity Frequently, Major
 10   Vulnerability:  1 1/2 x STUN fire-based attacks (Common)
 10   Watched:  Infrequently (Mo Pow; NCI; Watching)
Complication Points: 140

 

 

2whqy4p.jpg

Snowmane.hdc

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Bonus character for tonight.  I'm going to do the Zodiac guys, but I have a few more Champions of the North to do still.  A few villains and I'll move on to the Zodiac next week, I think.  For now: Aquarius, the weather mage.  He was a bit of a challenge because 3rd edition's effects for some ideas were quite different such as Change Environment.  Very expensive character with lots of very powerful abilities but quite slow and not very difficult to hurt, especially if taken by surprise or stunned.

 

Aquarius
 
Val Char Cost
 10  STR    0          Lift: 100kg, Damage 2d6
 10  DEX    0
 30  CON  20
 10  BOD   0
 18  INT     8           Perception Roll: 13-
 10  EGO   0
 30  PRE  20          Presence Attack: 6d6
  2   PD     0           With Wind Shield: 27 PD, 25 rPD
  6   ED     4           With Wind Shield: 27 PD, 25 rPD
  4   SPD  20
 12  REC  8
 80  END 12
 40  STN 10
 
OCV:    3 
DCV:    3
OMCV: 3
DMCV: 3
 
12m RUN   0
  4m SWIM 0
  4m LEAP 0
Characteristics Cost: 102
 
Cost Power
  5     Immortality Spell: Life Support  (Longevity: Immortal)
 
 70    Weather Control: Change Environment (-5 Wind Levels), Area Of Effect (2 2m Areas; +1/4), Reduced Endurance (0 END; +1/2), MegaScale (1m = 1,000 km; Area; +1 3/4) (87 Active Points); Unified Power (-1/4)
 
 43     Lightning: Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); Linked (Weather Control; -1/2), Unified Power (-1/4)
 23     Lightning Bolt: Sight Group Flash 4d6, Reduced Endurance (0 END; +1/2), Area Of Effect (8m Radius; +1/2) (40 Active Points); Linked (Lightning; -1/2), Unified Power (-1/4)
 38    Winds: Telekinesis (30 STR), Area Of Effect (15m Cone Explosion; +1/4), Reduced Endurance (1/2 END; +1/4) (67 Active Points); Linked (Weather Control; -1/2), Unified Power (-1/4)
 28    Wind: Deflection, Area Of Effect (4m Radius; +1/4), Reduced Endurance (1/2 END; +1/4), Constant (+1/2), Uncontrolled (+1/2) (50 Active Points); Linked (Weather Control; -1/2), Unified Power (-1/4)
 35     Fog: Darkness to Sight Group 10m radius, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Linked (Weather Control; -1/2), Unified Power (-1/4)
 31     Rain: Suppress Fire Powers 4d6, Area Of Effect (16m Radius Explosion; +1/4), Fire Powers (+1/2) (70 Active Points); Costs Endurance (to maintain) (-1/2), Linked (Weather Control; -1/2), Unified Power (-1/4)
 43     Wind Shield: Resistant Protection (25 PD/25 ED) (75 Active Points); Linked (Weather Control; -1/2), Unified Power (-1/4)
 25     Wind Riding: Flight 30m, x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (44 Active Points); Linked (Weather Control; -1/2), Unified Power (-1/4)
Powers Cost: 341
 
Cost Skill
  2     AK: England 11-
 40    +5 with Ranged Combat
  3     High Society 15-
  2     KS: History 11-
  1     Science Skill:  Meteorology 8-
  1     Sorcery 8-
Skills Cost: 49
 
Cost Perk
 15    Money: Filthy Rich
Perks Cost: 15
 
Total Character Cost: 507
 
Pts. Complication
  5    Distinctive Features:  Scar (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 20   Enraged:  Witch Trials mentioned (Uncommon), go 11-, recover 8-
 15   Psychological Complication:  Arrogant (Common; Strong)
 20   Psychological Complication:  Overconfidence (Very Common; Strong)
 15   Psychological Complication:  Cares for Libra (Common; Strong)
 15   Negative Reputation:  Storm master, destroys towns, immortal, Frequently (Extreme)
 20   Vulnerability:  2 x STUN Magic Attacks (Common)
Complication Points: 110

 

 

 

http://oi60.tinypic.com/rqzmzp.jpg

Aquarius.hdc

Edited by Christopher R Taylor
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Nycademos, Sirius' hunted and one of Canada's arch villains.  Several of the characters either are slightly different in illustration than their descriptions, or have no description at all, so I've had to sort of wing it on colors and such.  Nycademos is one such character; his description is not a guy in a long cloak but that's what his picture shows.

 

Nycademos is an alchemist from the 16th century, one that has been very successful.  Skilled in alchemy and sorcery, he is effectively immortal and I gave him massive wealth (even though it wasn't on the character sheet) because it is highly implied in the write up and he'd have figured out how to turn ordinary objects into gold after 500 years of alchemical study.  His spells for Sleep and Weakness I pushed up to 5d6 because they were bought with Range (pushing their 30 point cost to 52 in 4th edition).

 

Nycademos
 
Val Char Cost
 13  STR    3          Lift: 130kg; Damage 2 1/2d6
 17  DEX   14
 18  CON   8
 10  BOD   0
 23  INT    13          Perception Roll: 14-
 20  EGO  10
 18  PRE    8          Presence Attack: 3 1/2d6
 12   PD     4          6rPD (Mystic Amulet); With Shield Spell: 22 PD, 16 rPD
 12   ED     6          4rED (Mystic Amulet); With Shield Spell: 22 ED, 14 rED
  5   SPD  30
 12  REC   8
 35  END   3
 26  STN   3
 
OCV:    6
DCV:    6
OMCV: 7
DMCV: 7
 
12m RUN   0
  4m SWIM 0
  5m LEAP 1
Characteristics Cost: 165
 
Cost Power
  6     Mental Defense (10 points total) (Base MD)
 10    Detect Magic: Detect Magic 14- (Unusual Group), Discriminatory, Range (15 Active Points); Requires A Roll (Magic Skill roll; -1/2)
 10    Mystic Amulet: Resistant Protection (6 PD, 4 ED) (15 Active Points); IAF (-1/2)
 
 41    Sorcery: Multipower, 82-point reserve,  (82 Active Points); all slots Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)
 2f     1)  Flame Bolt: Blast 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)
 3f     2)  Sleep: Drain STUN 5d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)
 2f     3)  Weakness: Drain STR 5d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); OIF (-1/2), Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)
 2f     4)  Mystic Web: Entangle 4d6, 4 PD/4 ED, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)
 2f     5)  Mind Control 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)
 3f     6)  Geomorph: Severe Transform 3d6 (Target into statue of target, normal body healing), Improved Results Group (identical statue of person; +1/4) (56 Active Points); Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)
 4f     7)  Heal: Healing BODY and STUN 4d6, Expanded Effect (x2 Characteristics simultaneously) (+1/2), Ranged (+1/2) (80 Active Points); Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)
 1f     8)  Shield: Resistant Protection (10 PD/10 ED) (30 Active Points); Requires A Roll (Magic Skill roll; -1/2), Costs Half Endurance (-1/4), Gestures (-1/4), Incantations (-1/4)
 1f     9)  Levitate: Flight 20m (20 Active Points); Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)
 2f    10) Sleep: Drain STUN 3d6, Reduced Endurance (1/2 END; +1/4) (37 Active Points); Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)
 
 16   Variable Power Pool, 10 base + 40 control cost,  (30 Active Points); Only for potions and oils (-1/2), Can only change powers in a lab (-1/2), Requires A Roll (Alchemy Skill roll; -1/2); all slots OIF Fragile Expendable (Difficult to obtain new Focus; -1)
  0    1) Potion of Healing: Healing Body and Stun as damage 3d6 (30 Active Points); 1 Charge (-2), OIF Fragile Expendable (Difficult to obtain new Focus; -1), Extra Time (Delayed Phase, -1/4), Gestures (-1/4) Real Cost: 7
  0    2) Potion of Strength: +0 STR; 1 Charge (-2), OIF Fragile Expendable (Difficult to obtain new Focus; -1), Extra Time (Delayed Phase, -1/4), Gestures (-1/4) Real Cost: 0
  0    3) Mist of Darkness: Darkness to Sight Group 6m radius (30 Active Points); 1 Charge (-2), OIF Fragile Expendable (Difficult to obtain new Focus; -1), Range Based On Strength (-1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4) Real Cost: 6
  0    4) Oil of Etherealness: Desolidification  (affected by Magic) (40 Active Points); 1 Charge (-2), OIF Fragile Expendable (Difficult to obtain new Focus; -1), Extra Time (Full Phase, -1/2), Gestures (-1/4), Does not work if submerged in water (-1/4) Real Cost: 8
  0    5) Oil of Invisibilty: Invisibility to Sight Group  (20 Active Points); 1 Charge (-2), OIF Fragile Expendable (Difficult to obtain new Focus; -1), Normal sight only (-1/2), Extra Time (Full Phase, -1/2), Gestures (-1/4), Does not work if submerged in water (-1/4) Real Cost: 4
  0    6) Oil of Resistance: Damage Negation (-3 DCs Physical, -3 DCs Energy) (30 Active Points); 1 Charge (-2), OIF Fragile Expendable (Difficult to obtain new Focus; -1), Extra Time (Full Phase, -1/2), Does not work if submerged in water (-1/4), Gestures (-1/4), Does not work if submerged in water (-1/4) Real Cost: 6
Powers Cost: 105
 
Cost Skill
  9     Alchemy 17-
  6     +2 with Multipower
  3     Inventor 14-
  3     Linguist
  2     1)  Language:  English (Italian is native) (completely fluent) (3 Active Points)
  3     2)  Language:  French (idiomatic) (4 Active Points)
  3     3)  Language:  Greek (idiomatic) (4 Active Points)
  3     4)  Language:  Latin (idiomatic) (4 Active Points)
 17    Magic 21-
  3     Riding 12-
  3     Scientist
  2     1)  Science Skill:  Biochemistry 14- (3 Active Points)
  2     2)  Science Skill:  Biology 14- (3 Active Points)
  2     3)  Science Skill:  Botany 14- (3 Active Points)
  2     4)  Science Skill:  Chemistry 14- (3 Active Points)
  2     5)  Science Skill:  Pharmacology 14- (3 Active Points)
Skills Cost: 65
 
Cost Perk
 15    Money:  Filthy Rich
Perks Cost: 15
 
Total Character Cost: 350
 
Pts. Complication
 10   Enraged:  When physically struck (Common), go 8-, recover 14-
 20   Hunted:  UNTIL Infrequently (Mo Pow; NCI; Harshly Punish)
 20   Hunted:  DEMON Infrequently (Mo Pow; NCI; Harshly Punish)
 15   Psychological Complication:  Megalomania (Common; Strong)
 15   Psychological Complication:  Overconfident (Very Common; Moderate)
 10   Psychological Complication:  Amoral (Common; Moderate)
 10   Psychological Complication:  Scientific Curiosity (Common; Moderate)
 15   Physical Complication:  Experiences spells of dizziness and weariness (Infrequently; Greatly Impairing)
  5    Negative Reputation:  Power Hungry Sorcerer, Infrequently
 10   Unluck: 2d6
Complication Points: 130
Base Points: 340

 

a9tze0.jpg

Nycademos.hdc

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Finally, Lord Dire, the arch enemy of the Sentinels, and the main bad guy for the Champions of the North campaign.  He has a strong Dr Doom feel to him (as does Dr Destroyer, really) and as villains go he's only really distinct in that he's very protective of his henchmen and followers.  If there's one cliche I can't stand its the "villain kills a henchmen for failing just to show he's the bad guy" one.  Almost nobody would work for a psychotic murdering boss unless they were insane and useless themselves.  He's not enormously tough for the team's big bad guy, so I imagine he uses the "waves of henchmen" approach in fights to keep the PCs off him and uses gadgets and fortification to avoid them.

 

There's zero description of Lord Dire in the book; just a mention of a suit of armor.  The illustration is interesting enough but I had to guess at coloring.

 

Lord Dire
 
 Val   Char Cost
13/30  STR    3          Lift: 130 kg (1600kg); Damage 2 1/2d6 (6d6)
11/23  DEX    2
 18    CON    8
 10    BOD    0
 28    INT    18          Perception Roll: 16-
 18    EGO   8
15/20 PRE    5         Presence Attack: 3d6/4d6
  4     PD      2           In Armor: 14 PD, 10 rPD; With Force Field: 24 PD, 20 rPD
  6     ED      4           In Armor: 16 ED, 10 rED; With Force Field: 26 ED, 20 rED
 3/5   SPD   10
  8    REC    4
 35   END    3
 26   STN    3
 
OCV:  4/8
DCV:  4/8
OMCV: 6
DMCV: 6
 
12m RUN   0
  4m SWIM 0
  5m LEAP 1
Characteristics Cost: 99
 
Cost Power
 30    Technokinesis: Telekinesis (20 STR), Fine Manipulation, Reduced Endurance (0 END; +1/2) (60 Active Points); Only to manipulate electronic equipment (-1)
 15    Sense Electronics: Detect Circuitry 15- (Unusual Group), Discriminatory, Range
 26    Gadget Pool: Variable Power Pool (Gadget Pool), 20 base + 30 control cost,  (35 Active Points); Requires A Roll (Gadgeteering Skill roll; -1/2), Gadgets and technology only (-1/2), Only change powers at a lab (-1/2)
 
 12    Belt Power Core: Endurance Reserve  (80 END, 2 REC) Reserve:  (22 Active Points); OAF (-1)
 10    Belt Jets: Flight 20m, Uses END Reserve (20 Active Points); OAF (-1)
 
         Battlesuit, all slots OIF (-1/2)
 70    1)  Characteristics Boosters: (Total: 113 Active Cost, 70 Real Cost) +17 STR, Reduced Endurance (1/2 END; +1/4) (24 Active Points); OIF (-1/2) (Modifiers affect Base Characteristic) (Real Cost: 12) plus +12 DEX (24 Active Points); OIF (-1/2) (Real Cost: 16) plus +5 PRE (5 Active Points); OIF (-1/2) (Real Cost: 3) plus +4 OCV (20 Active Points); OIF (-1/2) (Real Cost: 13) plus +4 DCV (20 Active Points); OIF (-1/2) (Real Cost: 13) plus +2 SPD (20 Active Points); OIF (-1/2) (Real Cost: 13)
 20    2)  Armour: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-1/2)
 15    3)  Force Field: Resistant Protection (10 PD/10 ED) (Uses END Reserve) (30 Active Points); Costs Endurance (-1/2), OIF (-1/2)
  3     4)  Indirect Viewing: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)
  3     5)  Mental Defense (9 points total) (Base MD) (5 Active Points); OIF (-1/2)
  3     6)  Wide Spectrum Viewing: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2)
 13    7)  Environmental Controls: 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)
 
 33    Weapon Systems: Multipower, 50-point reserve,  (50 Active Points); all slots OIF (-1/2)
 3f     1)  Lightning Cannon: Blast 10d6 (50 Active Points); OIF (-1/2), 16 Charges (-0)
 3f     2)  Arclight: Sight Group Flash 10d6 (50 Active Points); OIF (-1/2), 16 Charges (-0)
Powers Cost: 259
 
Cost Skill
  3     Computer Programming 15-
  3     Cryptography 15-
  3     Deduction 15-
  3     Electronics 15-
  7     Gadgeteering 17-
  3     Inventor 15-
  3     Mechanics 15-
  3     Oratory 12- (13-)
  3     Paramedics 15-
  3     Scientist
  2     1)  Science Skill:  BIochemistry 15- (3 Active Points)
  2     2)  Science Skill:  BIophysics 15- (3 Active Points)
  2     3)  Science Skill:  Biology 15- (3 Active Points)
  2     4)  Science Skill:  Chemistry 15- (3 Active Points)
  2     5)  Science Skill:  Genetics 15- (3 Active Points)
  2     6)  Science Skill:  Mathematics 15- (3 Active Points)
  2     7)  Science Skill:  Nuclear Physics 15- (3 Active Points)
  2     8)  Science Skill:  Physics 15- (3 Active Points)
  2     9)  Science Skill:  Robotics 15- (3 Active Points)
  2    10)  Science Skill:  Subatomic Physics 15- (3 Active Points)
Skills Cost: 54
 
Cost Perk
 40    Vehicles & Bases
 55    Followers (100 at 100 pts each average)
Perks Cost: 95
 
Cost Talent
  3     Absolute Time Sense
  5     Eidetic Memory
  3     Lightning Calculator
 25    Universal Translator 20-
Talents Cost: 36
 
Total Character Cost: 543
 
Pts. Complication
 10   Enraged:  Personally struck by physical attack (Common), go 8-, recover 14-
  5    Enraged:  Goals Thwarted (Uncommon), go 8-, recover 14-
 15   Psychological Complication:  protective of, tries to avoid hurting followers (Common; Strong)
 15   Psychological Complication:  Overconfident (Common; Strong)
 20   Psychological Complication:  Obsessed with world conquest (Very Common; Strong)
 10   Psychological Complication:  Tries to be honorable (Common; Moderate)
 10   Psychological Complication:  Must be leader of any organization he is in (Common; Moderate)
 15   Negative Reputation:  World Conquering tyrant, Frequently (Extreme)
 10   Rivalry:  Professional (Skylark; Rival is Less Powerful; Rival is a Player Character; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
 10   Rivalry:  Professional (Dr Destroyer; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
 15   Hunted:  MISSION Infrequently (As Pow; NCI; Harshly Punish)
 10   Hunted:  PRIMUS Infrequently (As Pow; NCI; Limited Geographical Area; Harshly Punish)
 15   Hunted:  UNTIL Infrequently (As Pow; NCI; Harshly Punish)
  5    Hunted:  Royal Canadian Mounted Police Infrequently (Less Pow; NCI; Limited Geographical Area; Harshly Punish)
 15   Social Complication:  Secret Identity Frequently, Major
 10   Vulnerability:  1 1/2 x STUN Electricity (Common)
Complication Points: 190

 

15ojz7l.jpg

Lord Dire.hdc

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Aries, simple-minded ex pro-wrestler with massive strength.  Although he has the mind of a child, he goes nuts in combat and is very dangerous to face.

 

Aries
 
Val Char Cost
 50  STR   40          Lift: 25 tons; Damage 10d6
 20  DEX   20
 40  CON  30
 15  BOD   5
  6   INT    -4           Perception Roll: 10-
 10  EGO   0
 15  PRE   5            Presence Attack: 3d6
 30  PD    28           Head Only: +9 PD, rPD
 25  ED    23           Head Only: +9 ED, rED
  4   SPD  20
 20  REC  16
 80  END  12
 62  STN  21
 
OCV:    7
DCV:    7
OMCV: 3
DMCV: 3
 
42m RUN  30
  4m SWIM 0
12m LEAP 4
Characteristics Cost: 290
 
Cost Power
 10    Big and burly: Knockback Resistance -10m
 15    Damage Resistance: Resistant (+1/2) (15 Active Points) applied to PD
 12    Damage Resistance: Resistant (+1/2) (12 Active Points) applied to ED
 12    Horns: Resistant Protection (9 PD/9 ED) (27 Active Points); Head Only (8- roll; -1 1/4)
  5     Stubborn: Mental Defense (7 points total) (Base MD)
  5     Immortality Spell: Life Support (immortality) (5 Active Points)
Powers Cost: 59
 
Cost Skill
  2     PS: Professional Wrestling 11-
  6     +3 with Move Through
Skills Cost: 8
 
Total Character Cost: 357
 
Pts. Complication
 10   Dependent NPC:  Virgo Very Frequently (As powerful as the PC)
 20   Distinctive Features:  Huge, ugly, horns (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
 30   Enraged:  In Combat (Very Common), go 14-, recover 11-
 10   Hunted:  Champions Infrequently (As Pow; Harshly Punish)
  5    Negative Reputation:  Retarded berserker, Infrequently
 15   Physical Complication:  Child Like (Frequently; Slightly Impairing)
 15   Psychological Complication:  Protective of Friends (Common; Strong)
 15   Psychological Complication:  Uncultured and simple (Common; Strong)
 10   Social Complication:  Public Identity (Frequently; Minor)
 10   Watched:  Zodiac Infrequently (Mo Pow; NCI; Watching)
Complication Points: 140

 

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Aries.hdc

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The third member of Zodiac, Cancer.  An alien bioengineered in crystalline armor, he was the Tunguska Event in Russia.  Crashing to earth in a disabled craft and abandoned long ago by his people's army, he believes it has been centuries or longer since he was last with them, in stasis plummeting through space.  Now he serves Zodiac and fights for them as a loyal soldier.

 

Cancer
 
Val Char Cost
 50  STR   40          Lift: 25 tons; Damage: 10d6
 23  DEX   26
 25  CON  15
 15  BOD   5
 10  INT     0            Perception Roll: 11-
 11  EGO  1
 15  PRE   5            Presence Attack: 3d6
 29  PD    12           rPD: 15
 31  ED    12           rED: 17
  5   SPD  30
 15  REC  11
 50  END   6
 48  STN  14
 
OCV:    8
DCV:    8
OMCV: 4
DMCV: 4
 
14m RUN   2
  4m SWIM 0
16m LEAP 6
Characteristics Cost: 241
 
Cost Power
 24    Dense and heavy: Knockback Resistance -24m
 48    Armor: Resistant Protection (15 PD/17 ED)
 34    Burrowing: Tunneling 12m through 6 PD material, Fill In
  7     Claws: +10 STR - total strength 60 for grab and hold - (10 Active Points); Only for Grabs (-1/2)
 16    Regeneration (2 BODY per Hour)
  5     Ship Link: Mind Link , With ship
Powers Cost: 134
 
Cost Skill
  7     Combat Piloting 16-
 10    +1 with All Attacks
  1     Tactics 8-
  2     WF:  Beam Weapons
  2     Weaponsmith (Energy Weapons) 11-
Skills Cost: 22
 
Cost Talent
  3     Lightsleep
 20    Universal Translator 11-
Talents Cost: 23
 
Total Character Cost: 420
 
Pts. Complication
 15   Distinctive Features:  Crystal alien (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 15   Hunted:  METE Frequently (As Pow; NCI; Mildly Punish)
 20   Psychological Complication:  Emotionless and amoral, without pity (Common; Total)
 15   Psychological Complication:  Never retreat or flee (Common; Strong)
 15   Psychological Complication:  Loyal to Zodiac (Common; Strong)
 10   Social Complication:  Not from around here (Frequently; Minor)
 10   Vulnerability:  2 x STUN Sonic attacks (Uncommon)
 10   Vulnerability:  2 x BODY Sonic attacks (Uncommon)
Complication Points: 110

 

 

qs3z1l.jpg

Cancer.hdc

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Capricorn, the goat.  In this case, a satyr from ancient Greece.  He's built very oddly, with a titanic Constitution score but almost no defenses.

 

Capricorn
 
Val Char Cost
 15  STR    5           Lift: 200kg; Damage 3d6
 20  DEX   20
 40  CON  30
 11  BOD   1    
 15  INT     5            Perception Roll: 12-
 20  EGO 10
 18  PRE   8            Presence Attack: 3 1/2d6 (8d6 w/Great Shout)
  3   PD     1
  8   ED     6
  4   SPD  20
 11  REC  7
 80  END 12
 40  STN 10
 
OCV:    7
DCV:    7
OMCV: 7
DMCV: 7
 
18m RUN   6
  4m SWIM 0
  6m LEAP 1
Characteristics Cost: 206
 
Cost Power
  5     Immortality: Life Support  (Longevity: Immortal)
 
 77    Musical Magic: Variable Power Pool, 50 base + 100 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (125 Active Points); Requires A Roll (Pipe Playing Skill roll; -1/2); all slots OAF (-1), Incantations (-1/4)
  0     1) Uncontrollable Dance: Mind Control 11d6, Telepathic (+1/4), Area Of Effect (20m Radius Explosion; +1/2) (96 Active Points); OAF (-1), Only vs targets that can hear pipes (-1/2), No Range (-1/2), Only to compel people to stop doing everything and dance (-1/2), Incantations (-1/4) Real Cost: 26
  0     2) Song of Terror: Mental Illusions 12d6, Reduced Endurance (0 END; +1/2) (90 Active Points); OAF (-1), Only to cause fear (-1/2), Incantations (-1/4) Real Cost: 33
  0     3) Force Field: Resistant Protection (15 PD/15 ED) (45 Active Points); OAF (-1), Nonpersistent (-1/4), Incantations (-1/4) Real Cost: 18
  0     4) Great Shout: +28 PRE (28 Active Points); OAF (-1), For Offense Only (-1/2), Incantations (-1/4) Real Cost: 10
Powers Cost: 82
 
Cost Skill
  3     Charm 18-
  3     Conversation 18-
  3     Scholar
  1     1) KS: Sorcery 11-
  1     2) KS: History 11-
  1     3) KS: Music 11-
  1     4) KS: Poetry 11-
  3     Language:  English (Satyr native) (completely fluent)
  3     Language:  Greek (completely fluent)
  3     Mimicry 12-
  3     Oratory 18-
  3     Persuasion 18-
 25    Pipe Playing 22-
Skills Cost: 53
 
Cost Talent
  3     Perfect Pitch
Talents Cost: 3
 
Total Character Cost: 344
 
Pts. Complication
 10   Distinctive Features:  Satyr (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 15   Negative Reputation:  Lecherous and flirtatious, Very Frequently
  5    Physical Complication:  Goat Legs, slightly clumsy (Infrequently; Barely Impairing)
 15   Psychological Complication:  Megalomania - thinks he's a god (Common; Strong)
 20   Psychological Complication:  Will Not Harm females (Common; Total)
 10   Unluck: 2d6
 15   Vulnerability:  1 1/2 x STUN Iron based attacks (Very Common)
 15   Vulnerability:  1 1/2 x BODY Iron based attacks (Very Common)
Complication Points: 105
 
 
al2nev.jpg

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Gemini, two demons in one!  He originally had a strange build with density increase that reduced with duplication but it seemed fiddly and pointless so I dropped the effect.  He also had "only when duplicated" on his Mind Link with his duplicate which is... a limitation that does not limit the power.  There's nobody to have a mind link with until he's duplicated.

 

Gemini
 
Val Char Cost
 25  STR   15          Lift: 800kg; Damage: 5d6
 20  DEX   20
 25  CON  15
 10  BOD   0
 38  INT    28           Perception Roll: 17-
 10  EGO   0
 10  PRE   0            Presence Attack: 2d6
  5   PD     3            With Force Field: PD 20, rPD 25
  6   ED     4            With Force Field: PD 20, rPD 26
  5   SPD  30
 15  REC  11
 70  END  10
 40  STN  10
 
OCV:    7
DCV:    7
OMCV: 3
DMCV: 3
 
12m RUN   0
  4m SWIM 0
10m LEAP 3
Characteristics Cost: 189
 
Cost Power
 15    Fortunate: Luck 3d6
 48    Unholy Aura: Resistant Protection (20 PD/20 ED) (60 Active Points); Costs Half Endurance (-1/4)
 40    Firebolt: Blast 10d6 (50 Active Points); No Knockback (-1/4)
 50    Warp: Teleportation 50m
  5     Link with Duplicate: Mind Link , One Specific Mind
 95    Split: Duplication (creates 474-point form)
 14    Gadget Pool: Variable Power Pool, 10 base + 20 control cost,  (20 Active Points); Requires A Roll (Inventor Skill roll; -1/2), Gadets do not duplicate (-1/4); all slots OAF (-1)
Powers Cost: 267
 
Cost Skill
  2     AK: Abyss 11-
  5     Cramming 
  3     Bugging 17-
  3     Climbing 13-
  3     Computer Programming 17-
  3     Demolitions 17-
  3     Electronics 17-
  3     Interrogation 11-
  2     KS: Demon Politics 11-
  3     Inventor 17-
  3     Mechanics 17-
  5     PS: Scientist 14-
  3     Security Systems 17-
 12    +1 Overall
  3     Tactics 17-
  9     Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) 17-
 20   WF:  Beam Weapons, Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Early Firearms, Emplaced Weapons, Energy Weapons, Siege Engines, Small Arms, Vehicle Weapons (group)
Skills Cost: 85
 
Cost Talent
 25    Danger Sense (self only, any danger) 17-
  3     Lightning Calculator
Talents Cost: 28
 
Total Character Cost: 569
 
Pts. Complication
 15   Distinctive Features:  Unholy Aura (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 20   Enraged:  Zodiac members mess up (Uncommon), go 14-, recover 11-
 20   Psychological Complication:  Split Personality (Common; Total)
 20   Susceptibility:  Holy Ground 3d6 damage per Turn (Uncommon)
 15   Psychological Complication:  Driven and persistent (Common; Strong)
 15   Psychological Complication:  Megalomania (Common; Strong)
  5    Negative Reputation:  Schizophrenic, Infrequently
  0    Susceptibility:  From not being duplicated 1d6 damage per Day (Uncommon)
 20   Vulnerability:  2 x STUN Cold Attacks (Common)
 10   Vulnerability:  2 x BODY Holy Attacks (Uncommon)
  0    Watched:  Taurus Infrequently (As Pow; Watching)
 15   Watched:  Demon Lords Infrequently (Mo Pow; NCI; Limited Geographical Area; Harshly Punish)
Complication Points: 155

 

 

 

21jnf2x.jpg

Gemini.hdc

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Today's Zodiac Conspiracy offering is Leo, the Lion.  A former rocker with a string of number one hits after waking from a coma, he's a speedster with ridiculous DEX and an 80s hair band look.

 

Leo
 
Val Char Cost
 30  STR   20          Lift: 1600kg; Damage: 6d6
 35  DEX   50
 23  CON  13
 15  BOD   5
 10  INT     0            Perception Roll: 11- (13- with hearing)
 11  EGO  1
 20  PRE  10           Presence Attack: 4d6
  6   PD     4            With Improved Dodge: 13 PD, 7rPD
  5   ED     3            With Improved Dodge: 12 ED, 7rED
  7   SPD  50
 10  REC   6
 60  END   8
 42  STN  11
 
OCV:   12
DCV:   12
OMCV: 4
DMCV: 4
 
30m RUN 18
4m SWIM 0
12m LEAP 4
Characteristics Cost: 299
 
Cost Power
 20   Sword: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR) (30 Active Points); OAF (-1) [Notes: (x2 number of items)]
 10   Improved Dodge: Resistant Protection (7 PD/7 ED) (21 Active Points); Requires A Roll (Dexterity Roll; Must be made each Phase/use; -1)
 18   Regeneration (2 BODY per Turn) (32 Active Points); Requires A Roll (11- roll; Must be made each Phase/use; -3/4)
  2    Keen Hearing: +2 PER with Normal Hearing
  5    Heat Sight: Infrared Perception (Sight Group)
  5    Tracking Scent: Tracking with Normal Smell
  7    Tireless: Reduced Endurance (1/2 END; +1/4) (7 Active Points) applied to STR
Powers Cost: 67
 
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
  4      Punch:  1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike (4d6+1 w/sword)
  3      Throw:  1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/10, Target Falls (4d6 w/sword)
  1      Weapon Element:  Empty Hand, Swords
Martial Arts Cost: 20
 
Cost Skill
  3     Acrobatics 16-
  3     Breakfall 16-
  3     Charm 13-
  3     Climbing 16-
  3     Concealment 11-
  3     PS: Singing 13-
  3     PS: Dancer 16-
  3     Stealth 16-
  3     Tracking 11-
Skills Cost: 27
 
Cost Talent
 15    Danger Sense (self only, in combat) 11-/13-
Talents Cost: 15
 
Total Character Cost: 428
 
Pts. Complication
 20   Enraged:  Berserk When trapped or cornered (Uncommon), go 8-, recover 11-
 30   Enraged:  In Combat (Very Common), go 14-, recover 11-
 20   Enraged:  When suffers body damage (Uncommon), go 11-, recover 8-
 10   Negative Reputation:  Bloodthirsty, Infrequently (Extreme)
 10   Hunted:  Police Infrequently (As Pow; NCI; Mildly Punish)
 15   Hunted:  Champions Infrequently (Mo Pow; NCI; Mildly Punish)
 15   Psychological Complication:  Hedonist, amoral, fun loving (Common; Strong)
 15   Psychological Complication:  Loves combat (Common; Strong)
 20   Psychological Complication:  Overconfidence (Very Common; Strong)
 15   Social Complication:  Secret Identity Frequently, Major
Complication Points: 170

 

2qbg2o4.jpg

Leo.hdc

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If I remember correctly, Leo has both Social Complcation: Secret Identity, and Social Complcation: Publicly Known Figure (Celeberity Rock Star).

 

He originally had a public and secret identity at the same time, which was just bizarre.  I'm not sure its really a complication to be a famous rock star.

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@Question Man: In the original book, Leo was still a rock star. And while having both a 'secret' and 'public' identity at the same time is wierd, having a Social Complication of being famous, and having a responsibility to his fans (which is EXACTLY what having both secret and public identity repersentes, as this was before Social Limitations/Complications were invented for the game) are not. I do see why you made him a former rock star, thoe (he had to choose: Music or Zodiac).

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Libra, the bitter and angry shapeshifter in Zodiac Conspiracy with the power to change others as well.

 

Libra
 
Val Char Cost
 10  STR    0          Lift: 100kg; Damage 2d6
 23  DEX   26
 30  CON  20
 10  BOD   0
 10  INT     0           Perception Roll: 15-
 10  EGO   0 
 10  PRE   0           Presence Attack: 2d6
 15  PD    13          With 14- Armor: 25 PD, 10 rPD
 15  ED    13          With 14- Armor: 25 PD, 10 rPD
  5   SPD  30
 12  REC   8
 60  END   8
 30  STN   5
 
OCV:    8
DCV:    8
OMCV: 3
DMCV: 3
 
12m RUN   0
  4m SWIM 0
  4m LEAP 0
Characteristics Cost: 173
 
Cost Power
 12    Keen Senses: +4 PER with all Sense Groups
  5     Immortality Spell: Life Support  (Longevity: Immortal)
 10    Power Defense (10 points)
  5     Mental Defense (7 points total) (Base MD)
 24    Reactive Armor: Resistant Protection (10 PD/10 ED) (30 Active Points); Requires A Roll (14- roll; Must be made each Phase/use; -1/4)
 75    Powers of Change: Multipower, 75-point reserve
 5f     1)  Transformutation: Shape Shift  (Sight, Hearing, Mental, Radio, Smell/Taste and Touch Groups, any shape), Imitation, Reduced Endurance (1/2 END; +1/4) (55 Active Points)
 6f     2)  Embiggen: Growth (+30 STR, +10 CON, +10 PRE, +6 PD, +6 ED, +6 BODY, +12 STUN, +3m Reach, +24m Running, -12m KB, 801-6,400 kg, +4 to OCV to hit, +4 to PER Rolls to perceive character, 5-8m tall, 3-4m wide), Reduced Endurance (1/2 END; +1/4) (62 Active Points)
 2f     3)  Debiggen: Shrinking (0.25 m tall, 0.1953 kg mass, -6 PER Rolls to perceive character, +6 DCV, takes +18m KB) (18 Active Points)
 7f     4)  Severe Transform 2d6+1 (Anything into anything), Improved Results Group (+1) (70 Active Points)
Powers Cost: 151
 
Cost Skill
  3      Acting 11-
  3      Concealment 11-
  9      Disguise 14-
  3      Mimicry 11-
  3      Streetwise 11-
  1      Charm 8-
  1      PS: Modeling 8-
Skills Cost: 23
 
Total Character Cost: 347
 
Pts. Disadvantage
 15   Hunted:  Champions Infrequently (Mo Pow; PC has a Public ID or is otherwise very easy to find; Mildly Punish) 
 10   Negative Reputation:  Murderer and hero hater, Infrequently (Extreme)
 15   Psychological Complication:  Cynical, burnt out (Common; Strong)
 15   Psychological Complication:  Hates heroes (Common; Strong)
 20   Psychological Complication:  Overconfidence (Very Common; Strong)
 10   Social Complication:  Public Identity (Infrequently, Major)
 10   Unluck: 2d6
 10   Vulnerability:  2 x Effect Transformation attacks on her (Uncommon)
 10   Watched:  Aquarius Frequently (Mo Pow; Watching)
Complication Points: 115

 

 

2yv8kub.jpg

Libra.hdc

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