grandmastergm Posted June 6, 2015 Report Share Posted June 6, 2015 So far, so good, Grandmaster. Thank you. Here is: The Black Druid! Black Druid Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 18 DEX 16 13- OCV: 7/DCV: 7 28 CON 18 15- 23 INT 13 14- PER Roll 14- 30 EGO 20 15- ECV: 10 - 10 20 PRE 10 13- PRE Attack: 4d6 7 OCV 20 7 DCV 20 10 OMCV 21 10 DMCV 21 4 SPD 20 Phases: 3, 6, 9, 12 7+20 PD 5 Total: 7/27 PD (0/20 rPD) 7+12 ED 5 Total: 7/19 ED (0/12 rED) 12 REC 8 60 END 8 20 BODY 10 48 STUN 14 Total Characteristic Cost: 234 Movement: Running: 12m/24m Flight: 40m/80m Leaping: 4m/8m Swimming: 4m/8m Cost Powers 80 Druidic Magic: Multipower, 120-point reserve, (120 Active Points); all slots Gestures (-¼), Incantations (-¼) 8f 1) Alter Weather: Change Environment (+/-6 Temperature Level Adjustment, Long-Lasting 1 Turn, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (16m Radius; +¾), Varying Effect Any Weather (+1), MegaScale (1m = 1 km; +1) (120 Active Points); Gestures (-¼), Incantations (-¼) END 12 13v 2) Water Blast: (Total: 112 Active Cost, 66 Real Cost) Blast 8d6, Double Knockback (+½) (60 Active Points); Gestures (-¼), Incantations (-¼) (Real Cost: 40) plus Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +½), Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; All Or Nothing; +1), Does BODY (+1) (52 Active Points); Linked (Blast; -½), Gestures (-¼), Incantations (-¼) (Real Cost: 26) END 6 12v 3) Blinding Light: Sight Group Flash 12d6, Area Of Effect Accurate (1m Radius; +½) (90 Active Points); Gestures (-¼), Incantations (-¼) END 9 4v 4) Wild Shape: Shape Shift (Sight, Hearing, Touch and Radio Groups, any animal), Makeover (30 Active Points); Gestures (-¼), Incantations (-¼) END 3 8v 5) Air Blast: Blast 8d6, Double Knockback (+½) (60 Active Points); Gestures (-¼), Incantations (-¼) END 6 8v 6) Stone Blast: Blast 12d6 (60 Active Points); Gestures (-¼), Incantations (-¼) END 6 8v 7) Fire Blast: Killing Attack - Ranged 4d6 (60 Active Points); Gestures (-¼), Incantations (-¼) END 6 8v 8) Control Nature: Dispel Nature or Elemental Related Powers 10d6, Variable Effect (+½), Area Of Effect Accurate (1m Radius; +½) (60 Active Points); Gestures (-¼), Incantations (-¼) END 6 6v 9) Tangling Growth: Entangle 6d6, 6 PD/6 ED (60 Active Points); OIF (Plants of Opportunity; -½), Gestures (-¼), Incantations (-¼) END 6 8v 10) Control Animals: Mind Control 12d6 (Animal class of minds) (60 Active Points); Gestures (-¼), Incantations (-¼) END 6 8v 11) Elemental Protection: Resistant Protection (20 PD/12 ED), Variable Special Effects (Any Element; +¼) (60 Active Points); Gestures (-¼), Incantations (-¼) 8v 12) Nature's Chariot: Flight 40m, Reduced Endurance (½ END; +¼), Usable As Swimming (+¼) (60 Active Points); Gestures (-¼), Incantations (-¼) END 2 36 Mystical Staff: Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +½) (45 Active Points); Hand-To-Hand Attack (-¼) 40 Blessing of the Old Gods: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: Immortal; 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) 16 Blessing of the Old Gods: Regeneration (1 BODY per Turn) 5 Druid Senses: Infrared Perception (Sight Group) 10 Druid Senses: Tracking with Smell/Taste Group Skills 40 +4 with All Attacks 7 Animal Handler (Birds, Bovines, Canines, Equines, Raptors, Ursines) 13- 3 Concealment 14- 3 KS: Ancient Britain 14- 3 KS: Arcane And Occult Lore 14- 3 KS: The Mystic World 14- 0 Language: Gaelic (idiomatic) (4 Active Points) 1 Language: English (basic conversation) 2 Navigation (Land) 14- 3 Science Skill: Botany 14- 3 Science Skill: Zoology 14- 2 Survival (Temperate/Subtropical) 14- Total Powers & Skill Cost: 356 Total Cost: 590 Pts. Complication 35 Enraged: Berserk when he sees animals mistreated or the environment polluted, (Common), go 14-, recover 11- 20 Hunted: Duchess Industries; Infrequently (Mo Pow; NCI; Kill) 20 Hunted: The New Knights of the Round Table Infrequently (Mo Pow; NCI; Kill) 15 Negative Reputation: Fanatical Eco-Terrorist;, Frequently (Extreme) 10 Psychological Complication: Claustrophobia; (Uncommon; Strong) 25 Psychological Complication: Hates Technology; (Very Common; Total) 15 Social Complication: Public ID; Frequently, Major 10 Vulnerability: 2 x BODY from Cold Iron attacks (Uncommon) 150 Complication Points Experience Points: 190 Enforcer84 and Christopher R Taylor 2 Quote Link to comment Share on other sites More sharing options...
grandmastergm Posted June 6, 2015 Report Share Posted June 6, 2015 Blackjack Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 ½d6 [1] 26 DEX 32 14- OCV: 9/DCV: 9 20 CON 10 13- 20 INT 10 13- PER Roll 13- 20 EGO 10 13- ECV: 3 - 7 25 PRE 15 14- PRE Attack: 5d6 9 OCV 30 9 DCV 30 3 OMCV 0 7 DMCV 12 5 SPD 30 Phases: 3, 5, 8, 10, 12 20 PD 4 Total: 20 PD (14 rPD) 20 ED 4 Total: 20 ED (14 rED) 8 REC 4 30 END 2 15 BODY 5 50 STUN 15 Total Characteristic Cost: 216 Movement: Running: 20m/40m Flight: 20m/40m Leaping: 4m/8m Swimming: 4m/8m Cost Powers 40 Trick Playing Cards: Multipower, 80-point reserve, (80 Active Points); all slots OAF (-1) 2f 1) Spray of Cards: Darkness to Sight Group 8m radius, Personal Immunity (+¼) (50 Active Points); 4 Charges (-1), OAF (-1) [4 Charges] 2f 2) Blinding Cards: Sight Group Flash 8d6, Area Of Effect Accurate (1m Radius; +½) (60 Active Points); 4 Charges (-1), OAF (-1) [4 Charges] 3f 3) Entangling Cards: Entangle 4d6, 4 PD/4 ED, Area Of Effect Accurate (1m Radius; +½), Sticky (+½) (80 Active Points); 4 Charges (-1), OAF (-1) [4 Charges] 3f 4) Blast of Cards: Blast 8d6, Area Of Effect Accurate (1m Radius; +½), Double Knockback (+½) (80 Active Points); 4 Charges (-1), OAF (-1) [4 Charges] 60 Knows When To Hold 'Em, Knows When To Fold Them: Luck 12d6 8 Swift Runner: Running +8m (20m total) END 2 16 Armored Costume: Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-½) 8 Glider Vanes In Suit: Flight 20m (20 Active Points); Gliding (-1), OIF (-½) 0 7 Hand And Knee Pads: Clinging (normal STR) (10 Active Points); OIF (-½) 3 Costume Goggles: Infrared Perception (Sight Group) (5 Active Points); OIF (-½) Talents 12 Combat Luck (6 PD/6 ED) 34 Danger Sense (immediate vicinity, any danger, Function as a Sense) 15- 6 +2/+2d6 Striking Appearance (vs. all characters) Skills 10 +2 with Trick Playing Cards 6 +1 with all Agility Skills 3 Acrobatics 14- 3 Acting 14- 3 AK: Monaco 13- 3 Breakfall 14- 3 Bugging 13- 3 Charm 14- 3 Climbing 14- 3 Combat Driving 14- 3 Concealment 13- 3 Contortionist 14- 3 Conversation 14- 3 Disguise 13- 3 Electronics 13- 3 Fast Draw: Trick Playing Cards 14- 6 Gambling (Card Games) 15- 3 High Society 14- 2 Inventor 14- (Only to Make Trick Playing Cards, -½) 4 KS: Casinos 14- 0 Language: French (idiomatic) (4 Active Points) 2 Language: English (fluent conversation) 2 Language: Italian (fluent conversation) 3 Lockpicking 14- 3 Persuasion 14- 3 Power: Gadgeteering 13- 3 Security Systems 13- 3 Shadowing 13- 3 Sleight Of Hand 14- 3 Stealth 14- 2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles Total Powers & Skill Cost: 304 Total Cost: 520 Pts Complications 10 Hunted: the Napoleon of Crime, Infrequently (As Pow; NCI; Limited Geographical Area; Capture;) 20 Hunted: UNTIL; Infrequently (Mo Pow; NCI; Capture) 20 Psychological Complication: Compulsive Gambler; (Very Common; Strong) 15 Psychological Complication: Leaves Behind Playing Cards as a Sign; (Common; Strong) 15 Psychological Complication: Thrillseeker; (Common; Strong) 15 Psychological Complication: Overconfident (Common; Strong) 5 Rivalry: Professional, with other super-thieves, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 15 Social Complication: Secret ID; Frequently, Major 115 Complication Points Total Experience Points: 520 CaptnStrawberry and SteelCold 2 Quote Link to comment Share on other sites More sharing options...
CaptnStrawberry Posted June 6, 2015 Report Share Posted June 6, 2015 You can never go wrong with playing card themed characters! Quote Link to comment Share on other sites More sharing options...
Comic Posted June 6, 2015 Report Share Posted June 6, 2015 Well... you can if they don't have WS: Playing Card weapon, Trading, Contacts: Weaponsmith, or any plausible explanation for how they produce their trick decks, and you run into the kind of GM who thinks that sort of thing is necessary for your character to replenish their charges. Quote Link to comment Share on other sites More sharing options...
grandmastergm Posted June 7, 2015 Report Share Posted June 7, 2015 Well... you can if they don't have WS: Playing Card weapon, Trading, Contacts: Weaponsmith, or any plausible explanation for how they produce their trick decks, and you run into the kind of GM who thinks that sort of thing is necessary for your character to replenish their charges. Good point. I can fix that. I'll give him Power: Gadgeteering and Inventor (Only to Make Trick Playing Cards, -1/2), which are only 5 CP as to explain his trick cards. Comic 1 Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted June 7, 2015 Author Report Share Posted June 7, 2015 Maybe he knows a guy Quote Link to comment Share on other sites More sharing options...
phoenix240 Posted June 7, 2015 Report Share Posted June 7, 2015 That sort of thing is really campaign dependent. I like coherent explanations codified on the sheet but I don't usually demand them and assume the cost paid for the power includes where it comes from as part of the sfx. You don't need to Weapons Familiarity for powers you pay points for, after all (unless that's changed in 6th edition) and Charges that are difficult to recover are worth more of a Limitation. In any case, its bad form for a GM to require a character sheet justification for your powers then spring it on you in play. Quote Link to comment Share on other sites More sharing options...
Comic Posted June 7, 2015 Report Share Posted June 7, 2015 That sort of thing is really campaign dependent. I like coherent explanations codified on the sheet but I don't usually demand them and assume the cost paid for the power includes where it comes from as part of the sfx. You don't need to Weapons Familiarity for powers you pay points for, after all (unless that's changed in 6th edition) and Charges that are difficult to recover are worth more of a Limitation. In any case, its bad form for a GM to require a character sheet justification for your powers then spring it on you in play. I don't disagree it'd be bad form for a GM to spring it on a player in play. However, I've heard exactly this argument from a GM in character creation time, albeit for an archer not a cardster. And I'm convinced it led to a better character, one with more depth of background, more plot hooks, and a subplot involving a Sherlock Holmes-like villain nemesis trying to track down the hero's SID by tracing the source of arrows.. Which was pretty silly, OTOH it is a game based on comics, so a degree of silly is appropriate. And if I recall correctly, that story led to another player in another game's "Weapon Master" character who was a super martial gadgeteer, with the power to weaponize pretty much any innocuous small object into a lethal projectile of opportunity by superskill. (He used his knowledge of demolitions to knock down a villain's skyscraper base with a pen borrowed from the chief of police at one point. After the villains had been cleared from the building, of course.) Quote Link to comment Share on other sites More sharing options...
warrenss2 Posted June 7, 2015 Report Share Posted June 7, 2015 I'm new here, but certainly not new to Champions... Played/GMed 1st thru 4th editions, then it drifted off to the sidelines. My interest has been peaked with Champions Complete less paged format. My question is dealing the these file format of hdc that these characters are in. What the heck is a hdc file? How do I open it? Just bought the Hero Designer in the hopes that would open it... to no avail. Help!!! I really want to see these villains of old that I used in our old games. And where can I find the Strike Force characters? Warren Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted June 8, 2015 Author Report Share Posted June 8, 2015 Its a Hero Designer file, for characters made with the official champions software to help build characters. Hero Designer should open the files easy, you just can't click on them to open, you have to use hero designer and choose them as a file from there. If you check downloads there are lots of packs of characters that have been previously converted. On page nine of this post are links to other build posts. Quote Link to comment Share on other sites More sharing options...
phoenix240 Posted June 8, 2015 Report Share Posted June 8, 2015 I don't disagree it'd be bad form for a GM to spring it on a player in play. However, I've heard exactly this argument from a GM in character creation time, albeit for an archer not a cardster. And I'm convinced it led to a better character, one with more depth of background, more plot hooks, and a subplot involving a Sherlock Holmes-like villain nemesis trying to track down the hero's SID by tracing the source of arrows.. Which was pretty silly, OTOH it is a game based on comics, so a degree of silly is appropriate. And if I recall correctly, that story led to another player in another game's "Weapon Master" character who was a super martial gadgeteer, with the power to weaponize pretty much any innocuous small object into a lethal projectile of opportunity by superskill. (He used his knowledge of demolitions to knock down a villain's skyscraper base with a pen borrowed from the chief of police at one point. After the villains had been cleared from the building, of course.) I've heard that some GMs call for it too. For some games, when I'm trying for more realism (or at least verisimilitude) I ask for something more developed too, sometimes less so and more handwaved. It depends on the mood of the game so I don't feel its automatically a requirement for any given character but dependent on the GM and the desired mood. Why was trying to trace the arrows silly? Quote Link to comment Share on other sites More sharing options...
Comic Posted June 8, 2015 Report Share Posted June 8, 2015 I've heard that some GMs call for it too. For some games, when I'm trying for more realism (or at least verisimilitude) I ask for something more developed too, sometimes less so and more handwaved. It depends on the mood of the game so I don't feel its automatically a requirement for any given character but dependent on the GM and the desired mood. Why was trying to trace the arrows silly? Agreed on all points. It wasn't so much the why.. as the how. The Holmesian villain mastermind was essentially ineptly trying to identify an archer among all the world's archers in a pre-Internet world by narrowing him down through the most commonplace piece of his shtick.. with a silly faked accent, deerstalker cap, oversized magnifying glass, non-functioning violin with a Walkman inside, and clay pipe, accompanied by hired thugs he called Watson. All of them. And whenever he ran into a dead end in his investigation (the GM later explained), he'd commit a crime to attempt to obtain new arrows. I never saw the write-up, but it was very Keystone Cops and hilarious. EDIT: In retrospect, I realize I'm seeing this as sillier than it seemed at the time, given our modern age of Internet, DNA testing, trace evidence testing, CSI television shows, and the like. Magnifying glass and arrow shaft seems quaint now. bigbywolfe 1 Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted June 8, 2015 Author Report Share Posted June 8, 2015 Doesn't seem silly at all to me, given his schtick. Even today a character like that would attempt to use Holmes' techniques, I'd think. Quote Link to comment Share on other sites More sharing options...
grandmastergm Posted June 8, 2015 Report Share Posted June 8, 2015 Carpathia Val Char Cost Roll Notes 70 STR 60 23- Lift 409.6tons; 14d6 [7] 23 DEX 26 14- OCV: 9/DCV: 9 33 CON 23 16- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 - 3 25 PRE 15 14- PRE Attack: 5d6 9 OCV 30 9 DCV 30 3 OMCV 0 3 DMCV 0 5 SPD 30 Phases: 3, 5, 8, 10, 12 38 PD 16 Total: 38 PD (20 rPD) 30 ED 8 Total: 30 ED (20 rED) 20 REC 16 80 END 12 26 BODY 16 78 STUN 29 Total Characteristic Cost: 311 Movement: Running: 48m/96m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 18 Heavy: Knockback Resistance -18m 0 25 Huge Hands And Feet: Area Of Effect (1m Radius; +¼) for up to 70 Active Points of STR, Reduced Endurance (0 END; +½) (25 Active Points) 0 60 Immense Toughness: Resistant Protection (20 PD/20 ED) 0 8 Long Arms: Stretching 8m, Persistent (+¼), Reduced Endurance (0 END; +½) (14 Active Points); Always Direct (-¼), no Noncombat Stretching (-¼), No Velocity Damage (-¼) 0 36 Long Legs: Running +36m (48m total) 4 Perks 3 Contact: Romanian Government Official (Contact has access to major institutions) 11- 3 Fringe Benefit: Federal/National Police Powers 2 Positive Reputation: Hero of Romania (Eastern Europe) 11-, +2/+2d6 Talents 6 +2/+2d6 Striking Appearance (vs. all characters) Skills 2 AK: Carpathian Mountains 11- 5 Animal Handler (Bovines, Equines) 15- 3 Breakfall 14- 3 Bureaucratics 14- 3 Climbing 14- 2 KS: Farm Animals 11- 2 KS: Farming 11- 2 KS: Riding Animals 11- 0 Language: Romanian (idiomatic) (4 Active Points) 2 Language: English (fluent conversation) 2 Mechanics 10- 3 Power: Brick Tricks 14- 2 PS: Farmer 11- 3 Riding 14- Total Powers & Skill Cost: 195 Total Cost: 506 Pts Complication 10 Dependent NPC: Grandfather; Infrequently (Normal) 25 Enraged: Berserk if an animal is hurt; (Uncommon), go 11-, recover 11- 20 Physical Complication: Physical Complication: Huge (+6 OCV to hit, +6 PER rolls to perceive) (Frequently; Greatly Impairing) 20 Psychological Complication: Always Obeys Orders Of Her Superiors; (Common; Total) 10 Psychological Complication: Hates Cities And Being In Them; (Uncommon; Strong) 15 Psychological Complication: Refuses to Endanger Animals; (Uncommon; Total) 15 Social Complication: Public ID; Frequently, Major 15 Social Complication: Subject to Orders (from Romanian government); Frequently, Major 130 Total Complications Total Character Points: 506 SteelCold, Enforcer84 and Christopher R Taylor 3 Quote Link to comment Share on other sites More sharing options...
phoenix240 Posted June 9, 2015 Report Share Posted June 9, 2015 I always worry that, combined with a high Spd that AE is a little too powerful since the only option is DFC or Suck it up (since the chance of missing of missing an adjacent hex is negligible) and DFC is Full Phase action (and leaves the character sort of vulnerable even if its successful). Though I guess 5 isn't a high Spd in many games. Quote Link to comment Share on other sites More sharing options...
SteelCold Posted June 9, 2015 Report Share Posted June 9, 2015 I thought Carpathia had 5 Int. Quote Link to comment Share on other sites More sharing options...
phoenix240 Posted June 9, 2015 Report Share Posted June 9, 2015 Carpathia Val Char Cost Roll Notes 70 STR 60 23- Lift 409.6tons; 14d6 [7] 23 DEX 26 14- OCV: 9/DCV: 9 33 CON 23 16- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 - 3 25 PRE 15 14- PRE Attack: 5d6 9 OCV 30 9 DCV 30 3 OMCV 0 3 DMCV 0 5 SPD 30 Phases: 3, 5, 8, 10, 12 38 PD 16 Total: 38 PD (20 rPD) 30 ED 8 Total: 30 ED (20 rED) 20 REC 16 80 END 12 26 BODY 16 78 STUN 29 Total Characteristic Cost: 311 Movement: Running: 48m/96m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 18 Heavy: Knockback Resistance -18m 0 25 Huge Hands And Feet: Area Of Effect (1m Radius; +¼) for up to 70 Active Points of STR, Reduced Endurance (0 END; +½) (25 Active Points) 0 60 Immense Toughness: Resistant Protection (20 PD/20 ED) 0 8 Long Arms: Stretching 8m, Persistent (+¼), Reduced Endurance (0 END; +½) (14 Active Points); Always Direct (-¼), no Noncombat Stretching (-¼), No Velocity Damage (-¼) 0 36 Long Legs: Running +36m (48m total) 4 Perks 3 Contact: Romanian Government Official (Contact has access to major institutions) 11- 3 Fringe Benefit: Federal/National Police Powers 2 Positive Reputation: Hero of Romania (Eastern Europe) 11-, +2/+2d6 Talents 6 +2/+2d6 Striking Appearance (vs. all characters) Skills 2 AK: Carpathian Mountains 11- 5 Animal Handler (Bovines, Equines) 15- 3 Breakfall 14- 3 Bureaucratics 14- 3 Climbing 14- 2 KS: Farm Animals 11- 2 KS: Farming 11- 2 KS: Riding Animals 11- 0 Language: Romanian (idiomatic) (4 Active Points) 2 Language: English (fluent conversation) 2 Mechanics 10- 3 Power: Brick Tricks 14- 2 PS: Farmer 11- 3 Riding 14- Total Powers & Skill Cost: 195 Total Cost: 506 Pts Complication 10 Dependent NPC: Grandfather; Infrequently (Normal) 25 Enraged: Berserk if an animal is hurt; (Uncommon), go 11-, recover 11- 20 Physical Complication: Physical Complication: Huge (+6 OCV to hit, +6 PER rolls to perceive) (Frequently; Greatly Impairing) 20 Psychological Complication: Always Obeys Orders Of Her Superiors; (Common; Total) 10 Psychological Complication: Hates Cities And Being In Them; (Uncommon; Strong) 15 Psychological Complication: Refuses to Endanger Animals; (Uncommon; Total) 15 Social Complication: Public ID; Frequently, Major 15 Social Complication: Subject to Orders (from Romanian government); Frequently, Major 130 Total Complications Total Character Points: 506 Always had a soft spot for Carpathia though I never had a chance to use her in a game. Didn't she have a child like mind? Quote Link to comment Share on other sites More sharing options...
grandmastergm Posted June 10, 2015 Report Share Posted June 10, 2015 I thought Carpathia had 5 Int. Yes, she does in the book. I took some liberties with the character to make her more "playable." Feel free in your own games to reduce her INT to 5 to reflect a more "child-like" mind. SPD 5 is not fast at all in a lot of Champions games, the ones I play in usually go up to SPD 6 pretty quickly (I was in another one that allowed a PC to go up to SPD 12, and 22 DC of damage- which was ridiculous, and I quit the game soon after as the PCs got so ridiculously overpowered that combats became a joke). She does only have a DCV of 3 (effectively), which makes her vulnerable to autofire and multi-attacks. The best options for fighting her is to have a brick "draw her fire" while the blasters, mentalists, and drain power users hit her from ranged. I did have her as an option in the one-shot I ran. Unfortunately, she ended up being a NPC due to a lack of enough players. She worked out well though. Quote Link to comment Share on other sites More sharing options...
phoenix240 Posted June 10, 2015 Report Share Posted June 10, 2015 Speed 5 is pretty high in the games I've played in, particularly for a Brick and/or someone with Area of Effect attacks. Just one of those Mileage will vary things. Quote Link to comment Share on other sites More sharing options...
phoenix240 Posted June 10, 2015 Report Share Posted June 10, 2015 I guess "Child Like Mind/personality/mentality" could be a Disadvantage/Complication. It doesn't necessarily mean she's thinks slowly just she processes things differently from an mentally typical adult, has child like affectations, etc. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted June 10, 2015 Author Report Share Posted June 10, 2015 In Hero, your INT score does not indicate raw intelligence. Its memory, how perceptive you are how quickly you think. You can be a super genius like Wiley E Coyote and have a 5 INT, you're just slower and more distracted. Quote Link to comment Share on other sites More sharing options...
grandmastergm Posted June 10, 2015 Report Share Posted June 10, 2015 Cavalry Val Char Cost Roll Notes 10+30 STR 0 11- / 17- Lift 100.0kg/6400.0kg; 2d6/8d6 15+13 DEX 10 12- / 15- OCV: 5/10/DCV: 5/10 15+15 CON 5 12- / 15- 18 INT 8 13- PER Roll 13- 10 EGO 0 11- ECV: 3 - 3 15+15 PRE 5 12- / 15- PRE Attack: 3d6/6d6 5+5 OCV 10 5+5 DCV 10 3 OMCV 0 3 DMCV 0 3+3 SPD 10 Phases: 4, 8, 12/2, 4, 6, 8, 10, 12 5+25 PD 3 Total: 5/30 PD (0/20 rPD) 5+25 ED 3 Total: 5/30 ED (0/20 rED) 5+5 REC 1 25+75 END 1 10+5 BODY 0 20+30 STUN 0 Total Characteristic Cost: 66 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END Mystic Armor, all slots OIF (-½) 20 1) +30 STR (30 Active Points); OIF (-½) 3 17 2) +13 DEX (26 Active Points); OIF (-½) 10 3) +15 CON (15 Active Points); OIF (-½) 10 4) +15 PRE (15 Active Points); OIF (-½) 17 5) +5 OCV (25 Active Points); OIF (-½) 17 6) +5 DCV (25 Active Points); OIF (-½) 20 7) +3 SPD (30 Active Points); OIF (-½) 3 8) +5 PD (5 Active Points); OIF (-½) 3 9) +5 ED (5 Active Points); OIF (-½) 3 10) +5 REC (5 Active Points); OIF (-½) 10 11) +75 END (15 Active Points); OIF (-½) 3 12) +5 BODY (5 Active Points); OIF (-½) 10 13) +30 STUN (15 Active Points); OIF (-½) 30 Mystic Saber: Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1) 2f 1) Mystic Saber: Killing Attack - Hand-To-Hand 2d6 (2d6+1 / 4d6 w/STR), +1 Increased STUN Multiplier (+¼) (37 Active Points); OAF (-1) 4 3f 2) Mystic Blast: Blast 6d6, Double Knockback (+½), Area Of Effect (16m Cone; +½) (60 Active Points); OAF (-1) 6 Armor and Helmet, all slots OIF (-½) 40 1) Armor: Resistant Protection (20 PD/20 ED) (60 Active Points); OIF (-½) 0 7 2) Helmet: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½) 0 27 3) Armor: Desolidification (affected by Magic) (40 Active Points); OIF (-½) 4 21 4) Helmet: Spatial Awareness (Unusual Group) (32 Active Points); OIF (-½) 0 4 5) Helmet: +4 versus Range Modifier for Sight Group (6 Active Points); OIF (-½) 0 7 6) Helmet: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-½) 0 4 7) Helmet: +4 versus Range Modifier for Hearing Group (6 Active Points); OIF (-½) 0 25 Ghost Horse Bond: Mind Link , Animal class of minds, with Baltic, Ghost Horse, No LOS Needed, Unlimited range in this dimension and can reach into other dimensions 0 Perks 3 Contact: High-Ranking Polish Government Scientist (Contact has access to major institutions) 11- 4 Fringe Benefit: Federal/National Police Powers, Passport 70 Ghost Horse: Follower built on 350 BP 2 Positive Reputation: Hero of Poland (Eastern Europe) 11-, +2/+2d6 Skills 9 +3 with Saber 9 +3 with Computer Programming, Electronics, Inventor 3 AK: Poland 13- 3 Breakfall 12- (15-) 3 Computer Programming 13- 3 Electronics 13- 3 Inventor 13- 3 KS: Military History 13- 3 KS: The Military/Mercenary/Terrorist World 13- 3 KS: The Mystic World 13- 0 Language: Polish (idiomatic) (4 Active Points) 2 Language: English (fluent conversation) 3 Mechanics 13- 3 PS: Armorer 13- 3 Riding 12- (15-) 3 Systems Operation 13- 3 Tactics 13- 2 Weaponsmith (Muscle-Powered HTH) 13- 4 WF: Common Melee Weapons, Small Arms Total Powers & Skill Cost: 457 Total Cost: 523 Pts Complications 20 Hunted: Red Doom; Infrequently (Mo Pow; NCI; Kill) 15 Psychological Complication: Code of Chivalry; (Common; Strong) 15 Psychological Complication: Distrusts Anyone Who Is Not Polish; (Common; Strong) 15 Psychological Complication: Honorable; (Common; Strong) 10 Psychological Complication: Wants To Follow In His Grandfather's Footsteps; (Common; Moderate) 15 Social Complication: Secret ID; Frequently, Major 15 Social Complication: Subject to Orders (Polish Government); Frequently, Major 105 Total Complications Total Experience Points: 523 Ghost Horse ("Baltic") Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [3] 18 DEX 16 13- OCV: 6/DCV: 6 22 CON 12 13- 10 INT 0 11- PER Roll 13- 10 EGO 0 11- ECV: 3 - 3 20 PRE 10 13- PRE Attack: 4d6 6 OCV 15 6 DCV 15 3 OMCV 0 3 DMCV 0 5 SPD 30 Phases: 3, 5, 8, 10, 12 25 PD 12 Total: 25 PD (11 rPD) 17 ED 4 Total: 17 ED (11 rED) 12 REC 8 50 END 6 18 BODY 8 44 STUN 12 Total Characteristic Cost: 168 Movement: Running: 40m/80m Leaping: 12m/24m Swimming: 4m/8m Cost Powers END 5 Bite: Killing Attack - Hand-To-Hand 1 point (2d6+1 w/STR) 1 12 Hooves: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-¼) 1 3 Natural Hide: Resistant Protection (1 PD/1 ED) 0 20 Barding: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-½) 0 10 Great Size: Knockback Resistance -10m 0 28 Horse's Legs: Running +28m (40m total) 3 4 Horse's Legs: Leaping +8m (12m forward, 6m upward) 1 60 Ghost Form: Desolidification (affected by Magic), Reduced Endurance (0 END; +½) (60 Active Points) 0 6 Sharp-Eared And Keen-Nosed: +2 PER with all Sense Groups 0 2 Great Size: Stretching 2m, Persistent (+¼), Reduced Endurance (0 END; +½) (3 Active Points); Always Direct (-¼), no Noncombat Stretching (-¼), No Velocity Damage (-¼) 0 8 Ghost Horse: Regeneration (3 BODY per Day), Resurrection (32 Active Points); Resurrection Only (-2), Does Not Work Vs Magical Attacks (-¾) 0 Skills 12 +4 with Bite and Hooves 3 Concealment 11- 3 Stealth 13- 3 Tactics 11- 3 Tracking 11- Total Powers & Skill Cost: 182 Total Cost: 350 Pts Complications 15 Distinctive Features: glowing red eyes; (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Enraged: if Cavalry Hurt; (Uncommon), go 14-, recover 11- 10 Physical Complication: Large (4m, -2 DCV, +2 PER Rolls to perceive); (Infrequently; Slightly Impairing) 20 Physical Complication: Very Limited Manipulation; (Frequently; Greatly Impairing) 20 Psychological Complication: Loyal to Cavalry; (Common; Total) 20 Vulnerability: 2 x STUN magic attacks (Common) 20 Vulnerability: 2 x BODY magic attacks (Common) Total Experience Points: 350 Christopher R Taylor 1 Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted June 10, 2015 Author Report Share Posted June 10, 2015 Frustrating thing about coloring the European Enemies guys is that the descriptions given almost never match what the images are. Its great artwork, but its as if all they gave the artist was a name and very basic description. Carpathia is supposed to wear ordinary clothes. Cavalry wears all chainmail. The silver plate turned out pretty nicely though. Quote Link to comment Share on other sites More sharing options...
grandmastergm Posted June 10, 2015 Report Share Posted June 10, 2015 Bolshevik Barracuda Val Char Cost Roll Notes 15+30 STR 5 12- / 18- Lift 200.0kg/12.8tons; 3d6/9d6 [¼] 23 DEX 26 14- OCV: 8/DCV: 8 23+6 CON 13 14- / 15- 10 INT 0 11- PER Roll 11- 15 EGO 5 12- ECV: 5 - 5 10+10 PRE 0 11- / 13- PRE Attack: 2d6/4d6 8 OCV 25 8 DCV 25 5 OMCV 6 5 DMCV 6 5 SPD 30 Phases: 3, 5, 8, 10, 12 25 PD 8 Total: 25 PD (15 rPD) 25 ED 8 Total: 25 ED (15 rED) 8+8 REC 4 30+30 END 2 15 BODY 5 36+16 STUN 8 Total Characteristic Cost: 176 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 40m/80m Cost Powers END Aquatic Adaptation, all slots Only Works In Water (-1 ½) 12 1) +30 STR (30 Active Points); Only Works In Water (-1 ½) 3 2 2) +6 CON (6 Active Points); Only Works In Water (-1 ½) 4 3) +10 PRE (10 Active Points); Only Works In Water (-1 ½) 3 4) +8 REC (8 Active Points); Only Works In Water (-1 ½) 2 5) +30 END (6 Active Points); Only Works In Water (-1 ½) 3 6) +16 STUN (8 Active Points); Only Works In Water (-1 ½) 25 Speak with Sea Creatures: Telepathy 6d6 (Animal class of minds), Reduced Endurance (½ END; +¼) (37 Active Points); Limited Class Of Minds Aquatic Creatures Only (-½) 1 30 Control Sea Creatures: Mind Control 6d6 (Animal class of minds), Reduced Endurance (½ END; +¼), Telepathic (+¼) (45 Active Points); Limited Class Of Minds Aquatic Creatures Only (-½) 2 46 Aquatic Form: Shape Shift (Sight, Hearing, Radio, Smell/Taste and Touch Groups, any aquatic creature), Imitation, Reduced Endurance (½ END; +¼) (46 Active Points) 2 50 Water Control: Telekinesis (60 STR), Affects Porous (100 Active Points); Only Works On Water (-1) 10 8 Aquatic Adaptation: Life Support (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold) 0 22 Swift Swimmer: Swimming +36m (40m total), Reduced Endurance (½ END; +¼) (22 Active Points) 1 5 Aquatic Eyes: Nightvision 0 45 Superhuman Toughness: Resistant Protection (15 PD/15 ED) 0 20 Delphine Sonar: Active Sonar (Hearing Group), +5 to PER Roll 0 21 Fishing Net: Entangle 5d6, 5 PD/5 ED, Entangle And Character Both Take Damage (+¼), Area Of Effect (1m Radius; +¼) (75 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Range Based On Strength (-¼) [1 rc] 22 Atlantean War Trident: Killing Attack - Hand-To-Hand 2d6 (3d6 / 5d6 w/STR), Reduced Endurance (0 END; +½) (45 Active Points); OAF (-1) 0 Perks 4 Positive Reputation: Protector of Soviet Waterways (Worldwide) 11-, +2/+2d6 Talents 3 +1/+1d6 Striking Appearance (vs. all characters) Skills 20 +2 with All Attacks 2 AK: Soviet Waterways 11- 3 Concealment 11- 3 Demolitions 11- 2 KS: Aliens 11- 2 PS: Sailor 11- 2 PS: Fishing 11- 2 Science Skill: Marine Biology 11- 3 Stealth 14- 2 WF: Nets, Polearms and Spears Total Powers & Skill Cost: 368 Total Cost: 544 Pts Complications 15 Dependence: must submerge in water or Takes 3d6 Damage (Very Common; 1 Hour) 20 Hunted: Alien Crew; Frequently (Mo Pow; Capture) 20 Hunted: Red Doom; Infrequently (Mo Pow; NCI; Capture/Kill) 20 Psychological Complication: Code Versus Killing (Common; Total) 15 Psychological Complication: Protects Sea Creatures and their Environment; (Common; Strong) 15 Social Complication: Subject to Orders; Frequently, Major 25 Susceptibility: Tar/Glue 2d6 damage per Phase (Common) 150 Total Complications Total Experience: 544 Burrito Boy, bubba smith and Christopher R Taylor 3 Quote Link to comment Share on other sites More sharing options...
grandmastergm Posted June 10, 2015 Report Share Posted June 10, 2015 Frustrating thing about coloring the European Enemies guys is that the descriptions given almost never match what the images are. Its great artwork, but its as if all they gave the artist was a name and very basic description. Carpathia is supposed to wear ordinary clothes. Cavalry wears all chainmail. The silver plate turned out pretty nicely though. Yeah, you've done fantastic work! I love it! Quote Link to comment Share on other sites More sharing options...
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