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6th Edition Conversions


Christopher R Taylor

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Dr Death!  No full costume for him, just a head shot basically.  He's basically just an agent with lots of presence, but I could easily see him develop into something greater later on.

 

 

I had to tweak him a bit; he's a 2nd edition character which puts him in the way, wayback machine.  He has no complications listed at all so I just gave him some that made sense.  He's listed with a "blaster pistol" but its OIF and the description of his appearance mentions no gun but his hands glowing and blasting, so my guess is its built into his armor and not really a pistol at all.  Of course, 2nd edition martial arts were a multiple to damage so I had to just give him a basic array of martial arts.  And he had only skill levels so I threw him a few presence skills to help him do his job.

 

Dr Death is... underwhelming. He looks amazing and seems terribly dangerous, but is just a slightly tougher agent than the others in the book.  But I could imagine him stealing tech from Death Commando and Dr Draconis, getting his armor upgraded, and being something more in later appearances.

 

Doctor Death
 
Val Char Cost
 15  STR    5
 15  DEX   10
 10  CON   0
 10  BOD   0
 10  INT     0
 10  EGO   0
 20  PRE   10
  3   PD      1          With Armor: PD 12; rPD 9
  2   ED      0          With Armor: ED 11; rED 9
  3   SPD   10
  5   REC   1
 20  END   0
 23  STN   2
 
OCV:    5
DCV:    5
OMCV: 3
DMCV: 3
 
12m RUN   0
  4m SWIM 0
  4m LEAP  0
Characteristics Cost: 59
 
Cost Power
 15    Armor: Resistant Protection (9 PD/9 ED) (27 Active Points); OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4)
 13    Blaster Pistol: Blast 6d6 (30 Active Points); 8 Charges (-1/2), OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4)
Powers Cost: 28
 
Cost Martial Arts Maneuver
  4     Fast Strike:  1/2 Phase, +2 OCV, +0 DCV, 5d6 Strike
  3     Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls
  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
  5     Offensive Strike:  1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
Martial Arts Cost: 20
 
Cost Skill
  3     Acting 13-
  6     +2 OCV with Blaster Pistol
  3     Oratory 13-
Skills Cost: 12
 
Total Character Cost: 119
 
Pts. Complication
 10   Distinctive Features:  Very dangerous looking supervillain (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
 10   Psychological Complication:  Loyal to Deathstroke (Common; Moderate)
 10   Social Complication:  Secretly a Deathstroke Agent Frequently, Minor
Complication Points: 30
 

 

24nmk9k.jpg

Doctor Death.hdc

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If I remember correctly, he was a "trap" designed to hose characters who open a fight with max power attacks  expl: Pushed Move Through!!! :shock:  :winkgrin:   But it is an attempt to enforce a "style" and not a good choice for a "general use" suplimate (IMHO)

 

If he lives he could get some Cybernetic implants  pretty easily I suppose....

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Doctor Draconis!  While the founders of Deathstroke were Frost and Deathsinger, it was Dr Draconis who was able to build the Dagger device and had the expertise to give them real power.  Again, I had to tweak his build a bit.  The gulf between 2nd and 6th editions is pretty big, but all I did was add a few science skills and define his life support more specifically.  He had "full life support" as the power worked back then, but it didn't make sense for his suit to make him immortal and immune to disease, so its more limited.  And of course he had a transfer which I had to jury rig with Drain/Aid.  Like all early builds, there's no mention what his powers actually are, so I attributed all his attacks to his tail, since its glowy and looks impressive in the image.

 

The team is pretty capable, but Dr Draconis can easily take on a whole hero team alone.  However, outside his armor, he's just a really smart scientist.  I love how the Mark Williams art really came alive with the coloring.

 

Incidentally, Hero Designer did something here I've run into a few times, rarely: it reduces a cheap power to 0 points with a limitation, which is as far as I know and the way I've always played it a no-no.  A power does not ever go below 1 point, no matter how many limitations it has on it.

 

Doctor Draconis
 
 Val    Char Cost
10/45* STR     0
10/26* DEX     0
10/40* CON    0
10/15* BOD     0
   28    INT      18
   14    EGO     4
10/30* PRE      0
 2/20*  PD        0         With Armor: 20 rPD
 2/20*  ED        0         With Armor: 20 rPD
  2/7*   SPD      0
 4/15*  REC      0
20/80* END      0
20/80* STN      0
 
OCV: 3/9*
DCV: 3/9*
OMCV: 5
DMCV: 5
 
12m RUN 0
4m SWIM 0
4m LEAP 0
Characteristics Cost: 22
 
OCV: 3/9*
DCV: 3/9*
OMCV: 5
DMCV: 5
 
      12m RUN    0
        4m SWIM  0
4m/18m* LEAP 7
 
*=OIF armor
 
Characteristics Cost: 22
 
Cost Power
  0     Damage Resistance: Resistant (+1/2) (1 Active Points); OIF (-1/2) applied to PD
  0     Damage Resistance: Resistant (+1/2) (1 Active Points); OIF (-1/2) applied to ED
 17    Life Support Systems: Life Support  (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) (25 Active Points); OIF (-1/2)
  3     Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2)
  3     Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)
  8     High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2)
  3     Tail: Extra Limb (1) (5 Active Points); OIF (-1/2)
  9     Mental Defense (16 points total) (Base MD) (13 Active Points); OIF (-1/2)
  5     Servos: Leaping +14m (4m/18m forward, 2m/9m upward) (7 Active Points); OIF (-1/2)
 
224   Armor Systems: (Total: 339 Active Cost, 224 Real Cost) +35 STR (35 Active Points); OIF (-1/2) (Real Cost: 23) plus +16 DEX (32 Active Points); OIF (-1/2) (Real Cost: 21) plus +30 CON (30 Active Points); OIF (-1/2) (Real Cost: 20) plus +20 PRE (20 Active Points); OIF (-1/2) (Real Cost: 13) plus Resistant Protection (18 PD/18 ED) (54 Active Points); OIF (-1/2) (Real Cost: 36) plus +5 SPD (50 Active Points); OIF (-1/2) (Real Cost: 33) plus +11 REC (11 Active Points); OIF (-1/2) (Real Cost: 7) plus +60 END (12 Active Points); OIF (-1/2) (Real Cost: 8) plus +5 BODY (5 Active Points); OIF (-1/2) (Real Cost: 3) plus +60 STUN (30 Active Points); OIF (-1/2) (Real Cost: 20) plus +6 OCV (30 Active Points); OIF (-1/2) (Real Cost: 20) plus +6 DCV (30 Active Points); OIF (-1/2) (Real Cost: 20
 
 43   Weapons Systems: Multipower, 75-point reserve,  (75 Active Points); all slots OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4)
 4f    1)  Flame Blast: Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4)
 4f    2)  Tail Laser: Killing Attack - Ranged 4d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4)
 2f    3)  Strength Transfer: Drain BODY 3d6, Reduced Endurance (1/2 END; +1/4) (37 Active Points); No Range (-1/2), OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4)
 1f    4)  Strength Transfer: Aid  Strength 3d6, Reduced Endurance (1/2 END; +1/4) (22 Active Points); Only to Aid Self (-1), Only usable with Drain (-1/2), OIF (-1/2), Can aid no more than drain roll (-1/4), Linked (Strength Transfer; -1/4), Requires A Roll (14- roll; Must be made each Phase/use; -1/4)
Powers Cost: 326
 
Cost Skill
  3     Computer Programming 15-
  3     Inventor 15-
  2     KS: Lizards and dragons 11-
  3     Scientist
  2     1)  Science Skill:  Biology 15- (3 Active Points)
  1     2)  Science Skill:  Cellular Biology 11- (2 Active Points)
  1     3)  Science Skill:  Chemistry 11- (2 Active Points)
  2     4)  Science Skill:  Lizard Biology and Habits 15- (3 Active Points)
  2     5)  Science Skill:  Zoology 15- (3 Active Points)
 48    +4 Overall Levels
Skills Cost: 67
 
Total Character Cost: 415
 
Pts. Complication
 10   Enraged:  Intelligence insulted (Uncommon), go 11-, recover 14-
 25   Hunted:  SAT Very Frequently (As Pow; NCI; Harshly Punish)
 20   Hunted:  FBI Very Frequently (Less Pow; NCI; Harshly Punish)
 15   Physical Complication:  Megalomania (Frequently; Slightly Impairing)
 20   Psychological Complication:  Hatred of federal bureaucrats (Common; Total)
 10   Social Complication:  Public Identity (Frequently; Minor)
 10   Vulnerability:  2 x STUN Lasers (Uncommon)
 10   Vulnerability:  2 x BODY asers (Uncommon)
Complication Points: 120

 

 

2lajw2.jpg

Doctor Draconis.hdc

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If I remember correctly, he was a "trap" designed to hose characters who open a fight with max power attacks  expl: Pushed Move Through!!! :shock:  :winkgrin:   But it is an attempt to enforce a "style" and not a good choice for a "general use" suplimate (IMHO)

 

Similar to the Gilt Complex in Adventurer's Club #4.  A brick, a mentalist and a speedster (Goldbrick, Goldmind, and Goldrush) with DEX and DCV high enough to avoid getting hit by normals, but they have negligible defenses, 1 BODY, and a Physical Limitation that they take BODY from STUN-only mental attacks.

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If I remember correctly, he was a "trap" designed to hose characters who open a fight with max power attacks  expl: Pushed Move Through!!! :shock:  :winkgrin:   But it is an attempt to enforce a "style" and not a good choice for a "general use" suplimate (IMHO)

 

If he lives he could get some Cybernetic implants  pretty easily I suppose....

You seem to like pushing. Particularly against the rules about pushing.

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Dr Death was just a prop to distract the PCs while Deathstroke robbed some isotopes, so he had to seem dangerous and powerful to get their attention.  There wasn't an agenda beyond that, although if you're just starting your campaign, it might be a useful tool to help PCs be a bit more careful.

If there's one constant theme through all comics, its that the heroes hold back until they know for sure they won't hurt the target.  How many thousands of times have you read "at least, I can really cut loose" or its variants about robots or a really tough foe?  Genre convention.  If you want to simulate the comics, that's how it works :)

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It recently occurred to me that Doctor Draconis and Doctor Destroyer were pretty interchangeable back in the day. It would have been quite possible to run Deathstroke, and eventually (after a suitable period of in-game time) follow it up with "The Island of Doctor Draconis".

 

This might still be worthwhile, given the inflated nature of the current Doctor Destroyer.

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In the group Deathstroke was the character Stinger who experimented a lot with insects.  He managed to create some very powerful super sized insects such as the Cyborg Ant and Giant Mantis.  Both were pretty godawful creatures best avoided, although they were extremely vulnerable to common hero type attacks.  The Cybernetic Ant had a bit of a cheat; most of his powers were bought as "cybernetic OIF" but... seriously, nobody was going to tie one down and take the cybernetics away from them.  It was a non-limitation, really and pointless because who cares how many points they cost?  They also had a curious build on their damage resistance: does not work in water.  That makes no sense from the point of view of it being chitin or armor, so I guessed that it was some kind of bioelectric field that ran through or over them like a force field.

 

Cybernetic Ant
 
Val Char Cost
 50  STR   40
 24  DEX   28
 30  CON  20
 15  BOD   5
  6   INT    -4
 11  EGO   1
 30  PRE   20
 25  PD     23          Resistant PD: 25
 20  ED     18          Resistant ED: 20
  5   SPD   30
 16  REC   12
 60  END    8
 65  STN   23
 
OCV: 9
DCV: 9
OMCV: 5
DMCV: 5
 
18m RUN   6
  4m SWIM 0
20m LEAP  8
Characteristics Cost: 294
 
Cost Power
 30    Mandibles: Killing Attack - Hand-To-Hand 2d6 (5d6+1 w/STR)
 13    Cybernetic Psi Projector: Mental Blast 2d6 (20 Active Points); Requires a Roll (1-4 Roll; Must be made each Phase/use) (-1/2)
 30    Electrical Discharge: Blast 12d6 (60 Active Points); No Range (-1/2), 8 Charges (-1/2)
  5     Bioelectric Shield: Resistant (+1/2) (12 Active Points); Does Not Work In Water (-1/4) applied to PD
  4     Bioelectric Shield: Resistant (+1/2) (10 Active Points); Does Not Work In Water (-1/4) applied to ED
 24    Digging: Tunneling 12m through 6 PD material
 10    Antennae: Discriminatory with Smell/Taste Group
  8     Antennae: +4 PER with Smell/Taste Group
Powers Cost: 124
 
Cost Talent
 23   Danger Sense (self only, out of combat, Function as a Sense) 11-/15-
Talents Cost: 23
 
Total Character Cost: 441
 
Pts. Complication
 30   Enraged:  Berserk Blood is drawn (Common), go 11-, recover 11-
 25   Susceptibility:  Pesticides 3d6 damage per Phase (Uncommon)
 20   Vulnerability:  2 x BODY Electricity (Common)
 20   Vulnerability:  2 x STUN Electricity (Common)
 30   Vulnerability:  2 x BODY Fire (Very Common)
 30   Vulnerability:  2 x STUN Fire (Very Common)
Complication Points: 155

 

 

fwsnli.jpg

 

The Giant Mantis, for whom there is no image.  But hey, its just a Mantis, but bigger.  I imagine them being roughly human sized, maybe 8 feet long in the body at most since they had no growth built in.

 

Giant Mantis
 
Val Char Cost
 50  STR   40
 20  DEX   20
 30  CON  20
 15  BOD   5
  6   INT    -4
 10  EGO   0
 30  PRE  20
 20  PD    18          Resistant PD: 20
 11  ED     9           Resistant ED: 11
  4   SPD  20
 16  REC  12
 60  END   8
 65  STN  23
 
12m RUN   0
  4m SWIM 0
20m LEAP  8
Characteristics Cost: 229
 
Cost Power
 30    Bite: Killing Attack - Hand-To-Hand 2d6 (5d6+1 w/STR)
 27    Wings: Flight 40m (40 Active Points); Restrainable (-1/2)
 10    Damage Resistance: Resistant (+1/2) (10 Active Points) applied to PD
  5     Damage Resistance: Resistant (+1/2) (5 Active Points) applied to ED
Powers Cost: 72
 
Total Character Cost: 301
 
Pts. Complication
 20   Vulnerability:  2 x STUN Cold (Common)
 20   Vulnerability:  2 x BODY Cold (Common)
 30   Vulnerability:  2 x STUN Fire (Very Common)
 30   Vulnerability:  2 x BODY Fire (Very Common)
Complication Points: 100

Cybernetic Ant.hdc

Giant Mantis.hdc

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OK the first build for the Wings of the Valkyrie module.  This team is made up of various villains and heroes that in some way were affected by the Nazi evil and are called the Children of the Holocaust.  A strange assortment of personalities, they barely function as a team but have a single common goal that keeps them together.

 

Danube is an ancient water spirit that protects Slavic people from cruelty and oppression.  One of the lesser known evils of the Nazis was that they hated the Eastern European Slavs nearly as much as they did Jews.  An aquatic creature, Danube is very difficult to harm with physical attacks.  Like all 2nd edition characters, Danube took some work to convert to 6th edition.  Since Danube is described as "nearly immortal" in the text, I gave him a gigantic lifespan.  I also had to add in shapeshift, a power that didn't exist in 2nd edition, to match its description.  But Danube was at least say to color.

 

Danube
 
Val Char Cost
 50  STR   40
 20  DEX   20
 18  CON   8
 24  BOD  14
  8   INT    -2
  8   EGO  -2
 35  PRE  25
 14  PD    12
 12  ED    10
  4   SPD  20
 12  REC   8
 55  END   7
 50  STN  15
 
OCV: 7
DCV: 7
OMCV: 3
DMCV: 3
 
12m RUN   0
18m SWIM 7
20m LEAP  8
Characteristics Cost: 230
 
Cost Power
 14    Huge, heavy: Knockback Resistance -18m (18 Active Points); Unified Power (-1/4)
  9     Huge, malleable: Stretching 11m (11 Active Points); Unified Power (-1/4)
 37    Watery Grasp: Telekinesis (30 STR), Affects Porous (55 Active Points); IIF any local water (-1/4), Unified Power (-1/4)
 11    Drowning: Change Environment (Suffocation) (20 Active Points); Only on targets grabbed by TK or strength (-1/2), Unified Power (-1/4)
 48    Made of Water: Physical Damage Reduction, Resistant, 75% (60 Active Points); Unified Power (-1/4)
 16    Hide: Invisibility to Sight Group  (20 Active Points); Unified Power (-1/4)
 23    Watery Form: Desolidification  (40 Active Points); Cannot Pass Through Solid Objects (-1/2), Unified Power (-1/4)
 10    Watery Body: Shape Shift  (Sight Group, limited group of shapes) (13 Active Points); Unified Power (-1/4)
 12    Reduced Endurance (1/2 END; +1/4) (12 Active Points) applied to STR
 10    Aquatic: Life Support  (Breathe Water; Longevity: 1600 Years; Safe in High Pressure)
Powers Cost: 190
 
Total Character Cost: 420
 
Pts. Complication
 15   Distinctive Features:  Made of Water (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 20   Enraged:  Slaves being hurt (Uncommon), go 14-, recover 11-
 20   Hunted:  Soviet authorities Frequently (As Pow; NCI; Harshly Punish)
 10   Physical Complication:  Cannot do fine work (Infrequently; Slightly Impairing)
 10   Physical Complication: Large (Infrequently; Slightly Impairing)
 15   Psychological Complication:  Considers self defender of all slavs (Common; Strong)
 15   Social Complication:  Mythical watery being Frequently, Major
  5    Susceptibility:  Out of water 3d6 damage per Hour (Common)
 30   Vulnerability:  2 x STUN Heat (Very Common)
 30   Vulnerability:  2 x BODY Heat (Very Common)
Complication Points: 170

 

 

6rmx5t.jpg

Danube.hdc

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Sampson, Israeli soldier who as a child found he was able to turn into a powerful figure similar to Sampson from the book of Judges in the Old Testament.  He believes he really is Sampson, but whether he's just able to become what he dreams of and imagines or really is a Sampson come to life again is not clear.  His build is a bit odd because all his powers are based on his hair (cut it and he loses them) but its not clear how that takes effect.  It was built as a physical complication in the module, but I made it a susceptibility.  Further, his regeneration specifically had a limitation of turning off when his hair is cut.

 

I suppose it could be built as an IIF, but I'm not sure hair length really works for a focus.

 

Sampson
 
Val Char Cost
 75  STR   65
 17  DEX   14
 33  CON  23
 19  BOD   9
 10  INT     0
 10  EGO   0
 20  PRE  10
 24  PD     22            With Lion Skin: PD 30; rPD 6
 22  ED     20
  4   SPD  20
 20  REC  16
 55  END   7
 66  STN  23
 
12m RUN    0
  4m SWIM  0
30m LEAP 13
Characteristics Cost: 272
 
Cost Power
  4     Jawbone of an ass: Hand-To-Hand Attack +2d6 (10 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4)
  6     Lion Skin: Resistant Protection (6 PD) (9 Active Points); OIF (-1/2)
  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)
 19    Reduced Endurance (1/2 END; +1/4) (19 Active Points) applied to STR
 32    Regeneration (2 BODY per Turn)
Powers Cost: 64
 
Cost Skill
 16    +2 with HTH Combat
Skills Cost: 16
 
Total Character Cost: 352
 
Pts. Disadvantage
 15   Dependent NPC:  Delilah Infrequently (Incompetent)
 20   Enraged:  Insulted in hero form (Uncommon), go 14-, recover 11-
  5    Hunted:  Syrian Intelligence Infrequently (As Pow; Limited Geographical Area; Harshly Punish)
 15   Psychological Complication:  Believes he really is sampson while in hero form (Common; Strong)
 10   Psychological Complication:  Hatred of "philistines" (Uncommon; Strong)
 15   Social Complication:  Secret Identity Frequently, Major
 15   Susceptibility:  Hair cut off All powers lost Instant (Uncommon)
Disadvantage Points: 95
 
dmps8w.jpg

Sampson.hdc

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I've always appreciated the concise concepts, lower dex/spd ratios, and simpler (less granular) designs of characters from earlier versions. While I love options, the default granularity of later editions does not sit well upon my tortured brow.

 

Me too, emphatically.

 

With one exception: I don't think that earlier editions tended towards lower dex/spd ratios. I think they've remained relatively constant.

 

It's hard to know what people are actually playing, but the 6e characters posted on this board actually seem to feature relatively lower dex/spd than those from earlier editions.

 

FWIW, I (roughly) designed a couple of 3e characters last night, in order to use them as benchmarks while rereading old adventures. A nice 1938 Superman and 1939 Batman, and a vaguely sketched out 1941 Wonder Woman. The latter was particularly handy when investigating. I couldn't decide what other characters to add. Wonder Woman was so much fun that I felt reluctant to add a "real" mentalist. Robin would have worked, but he would have been best if he could have relied more on gadgets than Batman. Obviously a little dodgy. The other most obvious candidates would have been the Flash and Green Lantern.

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