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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

 

2q9gjm9.jpg

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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

 

wkmd7a.jpg

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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.

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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.

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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. 

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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.)

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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

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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.

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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?

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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.

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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

 

21v91t.jpg

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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.

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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

 

21v91t.jpg

 

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?

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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.

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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.

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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

 

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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.

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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

 

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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!

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