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6th Edition Conversions


Christopher R Taylor

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Thespian

 

Val   Char   Cost    Roll     Notes

  23    STR      13      14-      Lift 606.3kg; 4 ½d6 [2]

  21    DEX     22      13-      OCV:  7/DCV:  7

  18    CON      8       13-

  14    INT        4       12-      PER Roll 12-

  25    EGO     15      14-      ECV:  9 - 9

  30    PRE      20      15-      PRE Attack:  6d6

 

   7     OCV     20     

   7     DCV     20     

   9     OMCV 18     

   9     DMCV 18     

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

 

  21    PD          7                   Total:  21 PD (12 rPD)

  21    ED         7                   Total:  21 ED (12 rED)

   9     REC      5

  40    END      4

  12    BODY   2

  34    STUN    7       Total Characteristic Cost:  220

 

Movement:    Running:  12m/24m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

105    Mental Powers:  Multipower, 105-point reserve                   

8f       1)  Painful Performance:  Mental Blast 5d6 (Human class of minds), Reduced Endurance (½ END; +¼), Area Of Effect (32m Cone; +¾) (100 Active Points); Incantations (-¼)               4

8f       2)  Commanding Performance:  Mind Control 12d6 (Human class of minds), Reduced Endurance (½ END; +¼), Area Of Effect (8m Radius; +½) (105 Active Points); Incantations (-¼)   4

                                                                                                                   

12      Rapier:  Killing Attack - Hand-To-Hand 1d6+1 (2d6+1 w/STR), Armor Piercing (+¼) (25 Active Points); OAF (-1)          2

                                                                                                                   

25      Powerful Mental Shields:  Mental Defense (25 points total)          0

36      Mental Force-Field:  Resistant Protection (12 PD/12 ED) 0

           Fencing

           Maneuver        OCV   DCV    Notes

4         Disarm              -1       +1      Disarm; 33 STR to Disarm

4         Parry                 +2      +2      Block, Abort

5         Plunging Strike -2       +1      Weapon +4 DC Strike

4         Slash                 +0      +2      Weapon +2 DC Strike

5         Thrust               +1      +3      Weapon  Strike

 

           Talents

5         Eidetic Memory

 

           Skills

20      +4 with Fencing

 

3         Acting 15-

3         Breakfall 13-

3         Charm 15-

3         Conversation 15-

5         Cramming

3         Disguise 12-

3         Fast Draw:  Blades 13-

3         High Society 15-

3         KS: English Literature 12-

6         KS: Shakespeare Plays 15-

3         KS: The Theater/Performance World 12-

0         Language:  Danish (idiomatic) (4 Active Points)

5         Language:  English (imitate dialects)

4         Language:  Norwegian (idiomatic)

4         Language:  Swedish (idiomatic)

3         Mimicry 12-

3         Oratory 15-

3         Persuasion 15-

3         Sleight Of Hand 13-

 

Total Powers & Skill Cost:  304

Total Cost:  524

 

Pts    Complications

10      Distinctive Features: Mutant

5        Distinctive Features: Voice;

20      Enraged: if his acting is insulted or mocked;

15      Hunted: Eurostar;

30      Hunted: UNTIL;

5        Negative Reputation: Bad Actor

20      Psychological Complication: Enjoys Humiliating and Manipulating Others;

15      Social Complication: Public ID;

120    Total Complications

 

Total Experience Points:  524

 

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White Rose

 

Val   Char   Cost    Roll     Notes

  15    STR       5       12-      Lift 200.0kg; 3d6 [1]

  25    DEX     30      14-      OCV:  8/DCV:  8

  18    CON      8       13-

  14    INT        4       12-      PER Roll 12-

  10    EGO      0       11-      ECV:  3 - 3

  15    PRE       5       12-      PRE Attack:  3d6

 

   8     OCV     25     

   8     DCV     25     

   3     OMCV  0      

   3     DMCV  0      

   6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12

 

  16    PD          6                   Total:  16 PD (8 rPD)

  16    ED         6                   Total:  16 ED (8 rED)

   8     REC      4

  60    END      8

  10    BODY   0

  30    STUN    5       Total Characteristic Cost:  171

 

Movement:    Running:  12m/24m

                         Flight:  40m/80m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

54      Shrinking:  Shrinking (0.0255 m tall, 0.0002 kg mass, -12 PER Rolls to perceive character, +12 DCV, takes +36m KB), Reduced Endurance (0 END; +½) (54 Active Points)                          0

                                                                                                                   

62      Energy Thorns:  Multipower, 62-point reserve                      

6f       1)  Energy Thorn:  Blast 10d6, Armor Piercing (+¼) (62 Active Points)        6

6f       2)  Energy Thorn Barrage:  Blast 8d6, Autofire (5 shots; +½) (60 Active Points)      6

                                                                                                                   

33      Small But Speedy:  Flight 40m, Reduced Endurance (½ END; +¼) (50 Active Points); Linked (Shrinking; -½)   2

                                                                                                                   

16      Armored Costume:  Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-½)   0

 

           Perks

3         Fringe Benefit:  Federal/National Police Powers

 

           Talents

3         Ambidexterity (no Off Hand penalty)

4         Double Jointed

6         +2/+2d6 Striking Appearance (vs. all characters)

 

           Skills

12      +4 with Energy Thorns

18      +3 with all Agility Skills

 

3         Acrobatics 14-

3         AK: Bulgaria 12-

3         Breakfall 14-

3         Bugging 12-

3         Contortionist 14-

3         Disguise 12-

3         Forgery 12-

3         KS: Gymnastics 12-

3         KS: The Espionage World 12-

3         KS: The Military/Mercenary/Terrorist World 12-

3         KS: The Olympics 12-

0         Language:  Bularian (idiomatic) (4 Active Points)

1         Language:  English (basic conversation)

3         Language:  Russian (completely fluent)

2         Science Skill:  Botany 11-

3         Shadowing 12-

3         Stealth 14-

 

Total Powers & Skill Cost:  268

Total Cost:  439

 

Pts    Complications

25      Hunted: PRIMUS;

15      Psychological Complication: Hates Americans;

15      Psychological Complication: Vengeful;

15      Social Complication: Public ID;

15      Social Complication: Subject to Orders;

5         Unluck: 1d6: 

10      Vulnerability: Sonic Attacks;

100     Total Complications

 

Total Experience Points:  439

 

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Godfather

 

Val   Char   Cost    Roll     Notes

  30    STR      20      15-      Lift 1600.0kg; 6d6 [3]

  25    DEX     30      14-      OCV:  8/DCV:  8

  23    CON     13      14-

  20    INT      10      13-      PER Roll 13-

  15    EGO      5       12-      ECV:  3 - 5

  25    PRE      15      14-      PRE Attack:  5d6

 

   8     OCV     25     

   8     DCV     25     

   3     OMCV  0      

   5     DMCV  6      

   6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12

 

  22    PD          8                   Total:  22 PD (12 rPD)

  22    ED         8                   Total:  22 ED (12 rED)

  12    REC      8

  45    END      5

  18    BODY   8

  40    STUN   10      Total Characteristic Cost:  236

 

Movement:    Running:  12m/24m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

45      Electric Rifle:  Killing Attack - Ranged 3d6, Autofire (5 shots; +½) (90 Active Points); OAF (-1), 4 clips of 32 Charges (+½)                                                                                                  [32]

                                                                                                                   

29      Concealed Body Armor:  Resistant Protection (12 PD/12 ED) (36 Active Points); IIF (-¼)      0

8         Group Radio Comlink:  Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-¼)    0

           Dirty Infighting

           Maneuver        OCV   DCV    Notes

4         Disarm              -1       +1      Disarm; 50 STR to Disarm

4         Kidney Punch  -2       +0      HKA 3d6 +1

4         Low Blow         -1       +1      3d6 NND

4         Punch               +0      +2      10d6 Strike

5         Roundhouse/Curb Stomp  -2 +1           12d6 Strike

8         +2 HTH Damage Class(es)

 

           Perks

45      Follower: 32 Followers built on 100 BP

11      Fringe Benefit:  Diplomatic Immunity, Organized crime group overall leader, Passport

10      Money:  Wealthy

 

           Talents

32      Danger Sense (immediate vicinity, any danger, Function as a Sense) 13-

6         +2/+2d6 Striking Appearance (vs. all characters)

 

           Skills

40      +4 with All Attacks

 

3         Bureaucratics 14-

3         Charm 14-

3         Combat Driving 14-

3         Conversation 14-

5         Defense Maneuver I-II

3         Demolitions 13-

3         Fast Draw:  Small Arms 14-

3         Scholar

2         1)  KS: European Politics (3 Active Points) 13-

2         2)  KS: European Superhumans (3 Active Points) 13-

2         3)  KS: European Underworld (3 Active Points) 13-

4         4)  KS: Italian Mafia (5 Active Points) 15-

2         5)  KS: The Military/Mercenary/Terrorist World (3 Active Points) 13-

3         Interrogation 14-

0         Language:  Italian (idiomatic) (4 Active Points)

3         Language:  French (completely fluent)

3         Language:  English (completely fluent)

3         Persuasion 14-

3         Sleight Of Hand 14-

3         Stealth 14-

3         Streetwise 14-

3         Tactics 13-

 

2         TF:  Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

4         WF:  Common Melee Weapons, Small Arms

 

Total Powers & Skill Cost:  323

Total Cost:  559

 

Pts   Complications

20      Hunted: UNTIL;

20      Negative Reputation: Rumored Crime Lord

15      Psychological Complication: Arrogant;

15      Psychological Complication: Cruel;

15      Psychological Complication: Overconfident;

15      Psychological Complication: Thrillseeker;

15      Rivalry: 

15      Social Complication: Secret ID;

130    Total Complications

 

Total Experience Points:  559

 

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Enigma

 

Val  Char  Cost   Roll   Notes

15   STR     5     12-     Lift 200.0kg; 3d6 [1]

18   DEX   16    13-     OCV:  7/DCV:  7

15   CON    5     12-

20   INT      10    13-     PER Roll 13-

20   EGO   10    13-     ECV:  7 - 7

15   PRE     5     12-     PRE Attack:  3d6

 

  7    OCV   20   

  7    DCV   20   

  7    OMCV 12   

  7    DMCV 12   

  5    SPD   30             Phases:  3, 5, 8, 10, 12

 

19   PD       5              Total:  19 PD (12 rPD)

19   ED       5              Total:  19 ED (12 rED)

10   REC     6

40   END    4

15   BODY  5

40   STUN  10    Total Characteristic Cost:  180

 

Movement:  Running:  12m/24m

                   Leaping:  4m/8m

                   Swimming:  4m/8m

 

Cost Powers                                                             END

29     Armored Coat:  Resistant Protection (12 PD/12 ED) (36 Active Points); IIF (-¼)       0

48     Gloves:  Drain INT 6d6 (60 Active Points); IIF (-¼)    6

40     Hat:  Mental Illusions 12d6 (Human class of minds) (60 Active Points); IAF (-½)        6

18     Coat:  Invisibility to Sight Group and Danger Sense  (23 Active Points); IIF (-¼)       2

37     Stun Blaster:  Blast 6d6, Reduced Endurance (0 END; +½), Attack Versus Alternate Defense (Resistant ED defined as a force-field; All Or Nothing; +1) (75 Active Points); OAF (-1)      0

 

        Skills

32     +4 with Ranged Combat

 

3       Conversation 12-

3       Disguise 13-

3       Inventor 13-

5       KS: History 15-

3       KS: The Mystic World 13-

3       KS: The Superhuman World 13-

3       Linguist

1       1)  Language:  Arabic (fluent conversation) (2 Active Points)

1       2)  Language:  Chinese (fluent conversation) (2 Active Points)

0       3)  Language:  English (idiomatic) (4 Active Points)

1       4)  Language:  French (fluent conversation) (2 Active Points)

1       5)  Language:  German (fluent conversation) (2 Active Points)

1       6)  Language:  Greek (fluent conversation) (2 Active Points)

1       7)  Language:  Russian (fluent conversation) (2 Active Points)

1       8)  Language:  Spanish (fluent conversation) (2 Active Points)

1       9)  Language:  Thai (fluent conversation) (2 Active Points)

3       Stealth 13-

3       Streetwise 12-

3       Systems Operation 13-

3       Traveler

2       1)  AK: Europe (3 Active Points) 13-

2       2)  AK: Torremolinos, Spain (3 Active Points) 13-

2       3)  CK: Bangkok (3 Active Points) 13-

2       4)  CK: London (3 Active Points) 13-

2       5)  CK: Moscow (3 Active Points) 13-

2       6)  CK: Paris (3 Active Points) 13-

 

Total Powers & Skill Cost:  259

Total Cost:  439

 

Pts    Complications

20     Hunted: DEMON;

10     Psychological Complication: Code Versus Killing

20     Psychological Complication: Obsessed with averting apocalyptic future;

15     Psychological Complication: Protective of Eclipse;

15     Social Complication: Secret Identity;

20     Vulnerability: Magic;

39     Experience Points

 

Total Experience Points:  439

 

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Well as I sliced part of a finger on my right hand off with a mandoline in the kitchen, I'm kind of on vacation from writing, so I'll struggle through some writeups.  These are from the quality book Challenges for Champions by Andy Robinson.  Its basically short scenarios and ideas for GMs to throw at their players; not full adventures but quickies for one or two sessions between longer runs.  Lots of good ideas in them and while I'm not a big Deschesne art fan, he did pretty well.

 

There aren't a lot of NPCs in the book, but they are all very powerful as they are meant to take on a whole superhero group.  There's quite a bit of interesting variety as well.  I recommend picking up the book some time, its probably fairly cheap now.

 

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First on the block is The Demon in the Clock.  Its basically a horrific monster haunting a clock that sets up a bit of a closed door mystery for the PCs.  He's a pretty standard demon but its a good story concept.  It is interesting that the creature is an expert in contractual law and getting people to sign away their soul though :/

 

Clock Demon
 
Val Char Cost
 60 STR    50
 24 DEX    28
 30 CON   20
 10 INT      0
 15 EGO    5
 25 PRE   15
  8  OCV   25 
  8  DCV   25
  5  OMCV 6
  5  DMCV 6
 30 PD      4          PD: 30; rPD: 24
 30 ED      4          ED: 30; rED: 24
  6  SPD   40
  6  REC   2
 12 END   -1
 80 BOD  70
 66 STN  23
 
30m RUN   18
  4m SWIM  0
24m LEAP 10
Characteristics Cost: 350
 
Cost Power
  9    Mental Defense (12 points total) (Base MD)
  5    Power Defense (5 points)
 10   Demon Eyes: Partially Penetrative (can only see living souls) with Sight Group
 30   Clock Dweller: Extra-Dimensional Movement (Single Dimension (Clock Pocket Dimension)), Reduced Endurance (0 END; +1/2) (30 Active Points)
 22   Demon: Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +1/2) (45 Active Points); Only vs non living sensors (-1)
 20   Ghost Step: Desolidification  (40 Active Points); Does Not Protect Against Damage (-1)
 37   Claws: Killing Attack - Hand-To-Hand 2d6 (5d6 w/STR), Armor Piercing (+1/4) (37 Active Points)
 72   Demon Hide: Resistant Protection (24 PD/24 ED)
 70   Terrify: Mind Control 14d6, Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4) (105 Active Points); Single Command (freeze in terror) (-1/2)
Powers Cost: 275
 
Cost Skill
  32    +4 with HTH Combat
   3     Conversation 14-
   3     Trading 14-
   3     Persuasion 14-
   2     KS: Contractual law 11-
Skills Cost: 43
 
Total Character Cost: 668
 
Pts. Complication
 25   Distinctive Features:  Demonic Features (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
 15   Hunted:  The Circle Infrequently (Mo Pow; Harshly Punish)
 20   Hunted:  PRIMUS Infrequently (Mo Pow; NCI; Harshly Punish)
 20   Negative Reputation:  Savage and vicious, steals souls, Very Frequently (Extreme)
 20   Physical Complication:  Bound to clock and must obey DEMON agency (Frequently; Greatly Impairing)
 20   Psychological Complication:  Hates human beings (Very Common; Strong)
 15   Psychological Complication:  Fears religious icons (Common; Strong)
 15   Social Complication:  Infamous monster Frequently, Major
Complication Points: 150
 
v8e7hf.jpg

Clock Demon.hdc

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I know, its just a house rule of base EGO/5 for Mental Defense.  I just don't want to bother making two versions of each build - one for my use and one for posting here.  Its easy enough to ignore or eliminate, if you really care that much about the cost.

 

Its interesting, I've been doing these for almost a year and you're the first person to notice that.

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In ALL versions of the Hero System, there is no free Mental Defense, unless the Game Master choses to start play that way.

Technically true.

 

I think 4th and 5th added Ego/5 to whatever you purchased at least my 5th ED Hero Designer Template does. You just didn't get it for free. 

Yes.

 

There is no "free" base for Mental Defense (5E and below). If you bought Mental Defense, you got to add your EGO/5 (5ER 200).

Starting in 6E, there are no free points based on your EGO if you buy Mental Defense.

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This is the space invader monster from Challenges, a time warping intelligent bear-like alien.  His powers are kind of strange because they all involve unusual applications of time travel such as being much harder to hurt and borrowing from the future or past.  The illustration was described as being more more ordinary a bear but I like how the coloring I did looks conceptually much better.

 

Star Spawn

 

Val Char Cost

 60 STR   50

 23  DEX   26

 30  CON  20

 10  INT     0

 20  EGO  10

 28  PRE   18

  8   OCV   25

  8   DCV   25

  7   OMCV 12

  7   DMCV 12

 16  PD     14

 10  ED      8

  6   SPD   40

 16  REC   12

 70  END   10

 70  BOD   60

 70  STN   25

 

12m RUN    0

  4m SWIM  0

24m LEAP 10

Characteristics Cost: 377

 

Cost Power

 19   Claws: Killing Attack - Hand-To-Hand 1d6 (4d6 w/STR), Armor Piercing (not vs desolid or time powers) (+1/4) (19 Active Points)

 50   Mind Reading: Telepathy 10d6

 50   Mind Seeking: Mind Scan 10d6

 31   Lure: Mental Illusions 10d6, Invisible Power Effects (Invisible to Mental Group; +1/4) (62 Active Points); Only to lure prey (-1)

  4    Huge and dense: Knockback Resistance -4m

 32   Sense Time: Spatial Awareness (Unusual Group)

 11   Detect Technological Power Sources 14-/11- (Unusual Group), Range, Sense

  9    Keen senses: +3 PER with all Sense Groups

  5    Discriminatory with Normal Smell

 10   Time Controller: Power Defense (10 points)

  8    Strong Will: Mental Defense (12 points total) (Base MD)

 

 24   Timeslip: Aid  Stun 9d6 (54 Active Points); Only to Aid Self (-1), Unified Power (-1/4)

 20   Timeslip: Teleportation 30m (30 Active Points); Must Pass Through Intervening Space (-1/4), Unified Power (-1/4)

 34   Damage Shield: Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (2m Surface; +1/4), Constant (+1/2) (60 Active Points); No STR Bonus (-1/2), Unified Power (-1/4)

 48   Timeslip: Energy Damage Reduction, Resistant, 75% (60 Active Points); Unified Power (-1/4)

 24   Timeslip: Energy Damage Reduction, Resistant, 50% (30 Active Points); Unified Power (-1/4)

Powers Cost: 379

 

Cost Skill

 30    +3 with All Attacks

  3     Stealth 14-

Skills Cost: 33

 

Total Character Cost: 789

 

Pts. Complication

 25   Distinctive Features:  Terrifying space monster (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

 25   Enraged:  Threatened with captivity (Uncommon), go 14-, recover 8-

 10   Hunted:  Interstellar hero group Infrequently (As Pow; Harshly Punish)

 10   Hunted:  Interstellar villain and minions Infrequently (As Pow; Harshly Punish)

 10   Physical Complication:  Large (Infrequently; Slightly Impairing)

 10   Physical Complication:  Dense (Infrequently; Slightly Impairing)

 20   Physical Complication:  Cannot speak, read, or write (Frequently; Greatly Impairing)

 20   Psychological Complication:  Irrationally Violent (Very Common; Strong)

 15   Psychological Complication:  Murderous contempt for beings of lesser power (Common; Strong)

 10   Social Complication:  Not from around here (Frequently, Minor)

Complication Points: 155

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Star Spawn.hdc

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Morjok is a mystical supervillain in the book, with zombie servants who were pretty basic agents called Servocorpses.  Since the corpses were just created by his magic, I didn't bother with giving him followers, nor did the book.  I figure he just uses a summon or a transform spell on corpses.  Like the other characters in the supplement, he's very powerful.  

 

Note: Morjok has a magic item that he can use to cast spells with (the END reserve) which has no recovery; he has to cast spells on it to restore its END with a heal spell, presumably at 0 END Cost.  I thought that was a very interesting idea and mechanic.

 

Morjok
 
Val Char Cost
 20  STR   10
 25  DEX   30
 23  CON  13
 23  INT    13
 17  EGO   7
 25  PRE   15
  8  OCV    25
  8  DCV    25
  6  OMCV   9
  6  DMCV   9
 23 PD      13
 14 ED       4
  4  SPD    20
  9  REC    5
 45 END    5
 10 BOD    0
 36 STN     8
 
12m RUN   0
  4m SWIM 0
  8m LEAP  2
Characteristics Cost: 223
 
Cost Power
 12    Medallion of Spell Storing: Endurance Reserve (requires heal spells at 0 END to restore)  (100 END, 0 REC) Reserve:  (25 Active Points); OAF (-1)
 25    Deathblade: Killing Attack - Hand-To-Hand 2 1/2d6 (4d6 w/STR), Reduced Endurance (1/2 END; +1/4) (50 Active Points); OAF (-1)
 10    Deathblade: Drain CON 2d6, Reduced Endurance (1/2 END; +1/4) (25 Active Points); OAF (-1), Linked (Deathblade; -1/2)
 30    Force Field: Resistant Protection (8 PD/8 ED), Hardened (+1/4) (30 Active Points)
 15    Tough: Physical Damage Reduction, Resistant, 25%
 15    Tough: Energy Damage Reduction, Resistant, 25%
  7     Mental Defense (10 points total) (Base MD)
 10    N-Ray Vision: Partially Penetrative (can only see living things and magical forces) with Sight Group
 15    Boots of Levitation: Flight 22m (22 Active Points); OIF (-1/2)
178   Spells: Variable Power Pool, 150 base + 70 control cost,  (185 Active Points); Only for magical spells (-1/4)
Powers Cost: 317
 
Cost Skill
  9     Magic Skill 17-
 12    +1 Overall
Skills Cost: 21
 
Total Character Cost: 561
 
Pts. Complication
 25   Enraged:  Berserk When Body taken (Uncommon), go 11-, recover 11-
 20   Psychological Complication:  Megalomania (Very Common; Strong)
 15   Psychological Complication:  Contempt for all beings without magic (Common; Strong)
 15   Psychological Complication:  Hatred of sorcerous opponents (Common; Strong)
  5    Social Complication:  Alien, not from around here (Infrequently; Minor)
 30   Susceptibility:  Direct Sunlight 1d6 damage to stun and body per Phase (Very Common)
 30   Susceptibility:  magic attacks 1d6 damage to stun and body per Phase (Very Common)
  5    Unluck: 1d6
 20   Vulnerability:  2 x STUN Cold Steel (Common)
 20   Vulnerability:  2 x BODY Cold Steel (Common)
  5    Vulnerability:  1 1/2 x STUN Light-based attacks (Uncommon)
  5    Vulnerability:  1 1/2 x BODY Light-based attacks (Uncommon)
Complication Points: 195

 

 

2zfrfao.jpg

Morjok.hdc

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Red Raven

 

Val Char Cost

 20  STR   10

 29  DEX   38

 28  CON  18

 18  INT     8

 18  EGO   8

 20  PRE   10

  9   OCV   30

  9   DCV   30

  6   OMCV 15

  6   DCMV 15

  5   PD      3      With Costume: 15 PD/ED; 10 rPD /rED - With Force Field: +10 rPD, +10 rED - With Wrist Shield: +10 rPD +10 rED [Total 35 PD/ED; 30 rPD/rED]

  5   ED      3

  5   SPD   30

 10  REC   6

 55  END   7

 15  BOD   5

 40  STN  10

 

12m RUN   0

  4m SWIM 0

  8m LEAP  2

Characteristics Cost: 246

 

Cost Power

 20    Anti Grav "wings": Flight 30m (30 Active Points); OIF (-1/2)

 15    Overdrive Flight: Flight 30m (30 Active Points); OIF (-1/2), Increased Endurance Cost (x2 END; -1/2)

 15    Maximum Overdrive Flight: Flight 30m (30 Active Points); OIF (-1/2), Requires A Roll (14- roll; Burnout; -1/4), Must use at maximum power (-1/4)

 20    Armored Costume: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-1/2)

 12    Wrist Shield: Resistant Protection (10 PD/10 ED) (30 Active Points); OAF (-1), Requires A 14- roll every phase or use (-1/2)

 34    Force Field: Resistant Protection (10 PD/10 ED), Invisible Power Effects (Invisible to [two Sense Groups]; +1) (60 Active Points); OIF (-1/2), Requires A Roll (15- roll; Burnout; -1/4), 12 Continuing Charges lasting 1 Turn each (-0)

 10    Radar Headgear: Radar (Radio Group) (15 Active Points); IAF (-1/2)

  6     Goggles: +6 versus Range Modifier for Sight Group (9 Active Points); IAF (-1/2)

  8     Two Way Radio: High Range Radio Perception (Radio Group) (12 Active Points); IAF (-1/2)

 15     Fortuitous: Luck 3d6

 16    Scanning Drone: Detect Hero Physiology 14- (Unusual Group), Partially Penetrative, Range, Telescopic:  +6 (28 Active Points); IAF (-1/2), Results accessed later (-1/4)

Powers Cost: 171

 

Total Character Cost: 417

 

Pts. Complication

 15   Enraged:  Brother's Death mentioned (Uncommon), go 14-, recover 14-

 20   Enraged:  Suggestions that heroes are morally superior (Common), go 11-, recover 11-

 15   Psychological Complication:  Obsessed with revenge against heroes (Common; Strong)

 15   Psychological Complication:  Vindictive, grudge-nursing (Common; Strong)

Complication Points: 65

 

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One of the big villains in the book, suitable for any campaign's mega villain.  His name is apparently "Megaton" which had to be interesting in school.  When I ran this scenario, it was a 3 way battle between Megaton, heroes, and a environmentalist villain group where the heroes weren't quite aware who or what Megaton's motivations were, at first.

 

These days I could see the two villain groups joining forces though - the enviro villains being pro nuke because of low carbon emissions etc.  I could see this guy being a hero in some scenarios: shutting down a meltdown inside the reactor, for instance.  I did tweak his build slightly: he only had two science skills and yet they bought him the "Scientist" skill enhancer, which was odd, so I got him a third.  And his Life Support had no protection from heat extremes, which radiation will generally generate (and IR is a form of radiation) so I gave him that as well.

 

Dr Megaton

 

Val Char Cost

 60  STR   50

 23  DEX   26

 80  CON  70

 23  INT    13

 23  EGO  13

 23  PRE   13

  8   OCV   25

  8   DCV   25

  8   OMCV 15

  8   DMCV 15

 30  PD     28          Resistant PD: 15

 30  ED     28          Resistant ED: 15

 5    SPD   30

 30  REC   26

160 END   28

 20  BOD   10

 90  STN   35

 

24m RUN   12

  4m SWIM 0

24m LEAP 10

Characteristics Cost: 442

 

Cost Power

 45    Nuclear Punch: Reduced Endurance (1/2 END; +1/4), Area Of Effect (24m Radius Explosion; +1/2) (45 Active Points) applied to STR

 45    Damage Resistance: Resistant Protection (15 PD/15 ED)

 15    Hardy: Life Support  (Eating: Character only has to eat once per week; Safe in High Radiation and heat extremes; Self-Contained Breathing)

Powers Cost: 105

 

Cost Skill

  3     Computer Programming 14-

  3     Deduction 14-

  3     Scientist

  2     1)  Science Skill:  Nuclear Engineering 14- (3 Active Points)

  2     2)  Science Skill:  Quantum Physics 14- (3 Active Points)

  2     3)  Science Skill:  Subatomic Physics 14- (3 Active Points)

  3     +1 with Science Skills

Skills Cost: 18

 

Total Character Cost: 593

 

Pts. Complication

  5    Distinctive Features:  Nuclear Glow (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

 25   Enraged:  Abject Environmentalism (Uncommon), go 14-, recover 8-

  5    Hunted:  EPA Infrequently (Less Pow; NCI; Mildly Punish)

  5    Hunted:  Sierra Club and other environmentalist groups Infrequently (Less Pow; Harshly Punish)

 20   Psychological Complication:  Megalomania (Very Common; Strong)

 15   Psychological Complication:  Believes in the absolute perfection of nuclear power (Common; Strong)

 15   Psychological Complication:  Believes science is the answer to all and everything, worships science (Common; Strong)

 15   Unluck: 3d6

 20   Vulnerability:  2 x STUN Lead-based attacks (Common)

 20   Vulnerability:  2 x BODY Lead-based attacks (Common)

Complication Points: 145

 

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Dr Megaton.hdc

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He didn't have it in the original write up.  My guess is that, like me, the writer assumed everyone is automatically immune to their own power use unless otherwise built.  I mean, maybe I'm too generous a GM but it seems like hurting yourself with your own power is a limitation, not a default. It should have "only for damage" though because he can't, say, scoop up a huge bunch of dirt with it.

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Well let me put it more specifically: I do not believe you have to buy an advantage to avoid blowing yourself up with an AE power that has no range; but again, call me too kind a GM.  If someone somehow reflected it, it would affect you however - you aren't the origin point.

 

In other words, if your power is to explode from your body in all directions, you don't blow yourself up any more than you set your hands on fire by using a fire blast.

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Well let me put it more specifically: I do not believe you have to buy an advantage to avoid blowing yourself up with an AE power that has no range; but again, call me too kind a GM.  If someone somehow reflected it, it would affect you however - you aren't the origin point.

 

In other words, if your power is to explode from your body in all directions, you don't blow yourself up any more than you set your hands on fire by using a fire blast.

Which is a nice house rule (see 6E1 319).

 

This is also a great demonstration of why all of the characters posted on the forums (or elsewhere) by various folks can't just be taken at face value. We always need to evaluate them for our particular game. There are far too many unstated assumptions (house rules, grandfathered rules from previous editions, campaign limits, etc.) to just take a character and use it without surprise. That doesn't make the characters wrong, just built for a specific use case.

 

Caveat Emptor. You get what you pay for. Insert appropriate saying here.

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With Dr. Megaton's stats, being caught inside his own 12d6 punch isn't going to do Body, ever.

 

If he keeps the punch to 7d6, it's unlikely to do him Knockdown, but it's still a really useful way to get a lot of normals suddenly Unconscious, and leave them seriously injured..

 

It won't Stun Dr. Megaton; except in exceedingly high rolls it won't take him more than a single post-12 Recovery to get back everything that exceeded his defenses. And if he's being ganged up on, then doing 12d6 to all his attackers and himself is going to hurt him a heck of a lot less than doing nothing and letting a half dozen attackers all do their worst to him.

 

So, I wouldn't have paid the +1/4 "Explosion with Hole" advantage to avoid the minor annoyance of a little feedback from this power.

 

And as a GM, there's no way I'd have allowed Personal Immunity to a punch (because Immune to Punch is Desolidification), so "Explosion With Hole" would be what it would take.

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It's not personal immunity to a punch, IMO, it's personal immunity to an Explosion. And unless that special affect is a million little punches in every direction I'd have no problem with either Personal Immunity or Hole in the Middle as they're the same value (IIRC, if PI is +1/2 then forget I said anything) and the SFX of the Immunity could be "Hole in the Middle."

:D

 

But I'd probably require something. 

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