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6th Edition Conversions


Christopher R Taylor

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Bear Innua are moderately powerful spirits that magical people can control in the far north.  I had to tweak the build slightly - like other builds in this set I've turned most of the "berserks" into "enraged" because it makes more sense and seems to fit the description better.  I added a life support and resistance to cold to better represent a bear, and gave them slightly better swimming as well.

 

BEAR INNUA
 
Val Char Cost
 50 STR    40
 20 DEX    20
 23 CON   13
  8  INT     -2
 10 EGO    0
 25 PRE   15
  7  OCV   20
  6  DCV   15
  3  OMCV  0
  3  DMCV  0
 20 PD     13         Resistant PD: 5
 15  ED    10         Resistant ED: 3; vs Cold 25 ED; 23 rED
  4  SPD   20
 11 REC    7
 45 END    5
 24 BOD  14
 40 STN  10
 
12m RUN   0
  6m SWIM 1
16m LEAP  6
Characteristics Cost: 207
 
Cost Power
  4     Large: Knockback Resistance -4m
  1     Large: Stretching 1m
 35    Spirit Form: Desolidification  (affected by Magic), Persistent (+1/4), Reduced Endurance (0 END; +1/2) (70 Active Points); Always On (-1/2), Only on earth, not spirit paths (-1/2)
 26    Spirit Form: Invisibility to Sight Group , No Fringe, Persistent (+1/4), Reduced Endurance (0 END; +1/2) (52 Active Points); Always On (-1/2), Only on earth, not spirit paths (-1/2)
 25    Claws: Killing Attack - Hand-To-Hand 1 1/2d6 (5d6 w/STR), Reduced Endurance (1/2 END; +1/4) (31 Active Points); Reduced Penetration (-1/4)
 12    Tough: Resistant Protection (5 PD/3 ED)
 10    Fur: Resistant Protection (10 ED) (15 Active Points); Only vs cold (-1/2)
 10    Bear Nose: Discriminatory with Smell/Taste Group
  4     Polar Bear: Life Support  (Extended Breathing: 1 END per Minute; Safe in Intense Cold)
Powers Cost: 127
 
Cost Skill
  3      Concealment 11-
 24     +2 Overall
Skills Cost: 27
 
Total Character Cost: 361
 
Pts. Complication
 10   Distinctive Features:  Huge intelligent bear (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
 10   Enraged:  takes body (Uncommon), go 11-, recover 14-
 10   Enraged:  Master or leader hurt (Common), go 8-, recover 14-
 10   Physical Complication:  No fine manipulation (Infrequently; Slightly Impairing)
  5    Physical Complication:  Color blind (Infrequently; Barely Impairing)
 10   Psychological Complication:  Distrust of unfamiliar people (Common; Moderate)
 10   Psychological Complication:  Unrestrained in combat (Common; Moderate)
Complication Points: 65
 

Bear Innua.hdc

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The other builds are very sketchy or templates, unfortunately.  For example the build for Aulanerk says "Use Sedna's power list, slightly reducing the Power Pool size, and adding some other powers to fit the nature of this Innua."

 

Great, so just like her, but different.

 

So done with this set for now, and back to Watchers of the Dragon tomorrow.

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The Indian superheroine Maya, four arms and very fast with unusual sight manipulation powers and teleportation.  She fights with those multi-bladed whip swords (Urumi) she wears wrapped around her waist.

 

MAYA
 
Val Char Cost
 15 STR     5
 24 DEX    28
 21 CON   11
 18 INT      8
 23 EGO   13
 20 PRE    10
  8  OCV    25
  8  DCV    25
  8  OMCV  12
  8  DMCV  12
 12 PD      10
 12 ED      10
  6  SPD    40
  9  REC    5
 40 END    4
 10 BOD    0
 36 STN    8
 
12m RUN   0
  4m SWIM 0
  6m LEAP  1
Characteristics Cost: 233
 
Cost Power
 26    Urumi: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1) (37 Active Points); OAF (-1), No Knockback (-1/4) [Notes: (x4 number of items)]
  5     Four Arms: Extra Limbs  (2)
 15    Fortune: Luck 3d6
  7     Four-Armed punch: Autofire (5 shots; +1/2) (7 Active Points) applied to STR
 22    Four Armed Punch: Autofire (5 shots; +1/2) for up to 45 Active Points of Martial Arts Punch (22 Active Points)
 
 45    Multipower, 45-point reserve
 4f     1)  Veil of Maya I: Mental Illusions 9d6 (45 Active Points)
 3f     2)  Veil of Maya II: Sight Group and Normal Hearing Images, +/-3 to PER Rolls, Area Of Effect (8m Radius; +1/2) (33 Active Points)
 3f     3)  Veil of Maya III: Invisibility to Sight and Hearing Groups and Normal Smell  (28 Active Points)
 4f     4)  Chakra Watching: Teleportation 30m, Reduced Endurance (0 END; +1/2) (45 Active Points)
Powers Cost: 134
 
Cost Martial Arts Maneuver
  4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
  4     Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
  3     Joint Lock:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on
  4     Marman Strike:  1/2 Phase, -1 OCV, +1 DCV, 3d6 NND
  4     Punch:  1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
  5     Straight/Roundhouse Kick:  1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike
  3     Throw:  1/2 Phase, +0 OCV, +1 DCV, 5d6 +v/10, Target Falls
  8     +2 HTH Damage Class(es)
  3 Weapon Element:  Blades, Clubs, Empty Hand, Urumi
Martial Arts Cost: 38
 
Cost Skill
  3     Acrobatics 14-
  5     Rapid Autofire
  5      +4 with any single attack (8 Active Points); Costs Endurance (-1/2)
  8      +4 with rapid fire
  3     Contortionist 14-
  4     KS: Kalaripayit 13-
  4     KS: Indian Healing 13-
  0     Language:  Hindi (idiomatic) (4 Active Points)
  2     Language:  English (fluent conversation)
  3     Stealth 14-
  4     WF:  Common Melee Weapons, Off Hand, Urumi
Skills Cost: 41
 
Total Character Cost: 446
 
Pts. Complication
 15   Distinctive Features:  Four Arms (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
 20   Hunted:  VIPER Infrequently (Mo Pow; NCI; Harshly Punish)
 15   Psychological Complication:  Code Against Killing (Common; Strong)
 20   Psychological Complication:  Protective of Innocents (Very Common; Strong)
 15   Social Complication:  Secret Identity Frequently, Major
 20   Vulnerability:  2 x STUN Electricity (Common)
Complication Points: 105
 
29gokrb.jpg

Maya.hdc

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Next up, media hog and faux hero Hercules.  Although he fights crime in Greece, he's basically just a guy out for a buck.  Very low powered compared to the rest of the competitors in the tourney, he's the Ray Jackson (from Bloodsport) of the fight.  Big muscular guy that gets trashed by the first contestant he meets.

 

HERCULES
 
Val Char Cost
 35 STR    25
 19 DEX    18
 25 CON   15
 10 INT      0
 10 EGO    0
 18 PRE     8
  6  OCV   15
  6  DCV   15
  3  OMCV   0
  3  DMCV   0
 15 PD       3          Resistant PD: 10
 12 ED       0          Resistant ED: 10
  5  SPD   30
 12 REC    8
 50 END    6
 20 BOD  10
 52 STN  16
 
12m RUN   0
  4m SWIM 0
14m LEAP  5
Characteristics Cost: 174
 
Cost Power
 30    Toughness: Resistant Protection (10 PD/10 ED)
Powers Cost: 30
 
Cost Pankration Maneuver
  4     Bend Joint:  1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
  4     Break Bone:  1/2 Phase, -2 OCV, +0 DCV, HKA 3d6
  4     Crush:  1/2 Phase, +0 OCV, +0 DCV, 11d6 Crush, Must Follow Grab
  4     Escape:  1/2 Phase, +0 OCV, +0 DCV, 50 STR vs. Grabs
  3     Grab:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on
  3     Kick/Punch:  1/2 Phase, +1 OCV, +0 DCV,  Strike
  3     Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls
  3     Sacrifice Throw:  1/2 Phase, +2 OCV, +1 DCV, 7d6 Strike; You Fall, Target Falls
Martial Arts Cost: 28
 
Cost Skill
  3     +1 with Pankration
  2     KS: Pankration 11-
  0     Language:  Greek (idiomatic) (4 Active Points)
  2     Language:  English (fluent conversation)
  3     High Society 13-
  3     Oratory 13-
Skills Cost: 13
 
Total Character Cost: 245
 
Pts. Complication
 15   Enraged:  Made to look bad in public or thwarted in a fight (Uncommon), go 11-, recover 11-
  5    Hunted:  Media Frequently (Less Pow; NCI; Watching)
 10   Hunted:  Malachite Infrequently (Mo Pow; NCI; Watching)
 15   Psychological Complication:  False hero, in it for money and fame (Common; Strong)
  5    Rivalry:  Professional (Anyone getting more and better publicity than he; Rival is Less Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
 10   Social Complication:  Secret Identity Infrequently, Major
 20   Vulnerability:  2 x Effect Drugs and poisons (Common)
 10   Vulnerability:  2 x Effect Mind Control (Uncommon)
Complication Points: 90
 
33b351e.jpg

Hercules.hdc

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The final really traditional superhero type in this section of Watchers of the Dragon, the French savateur Fleur De Lis.  I modified her costume slightly so it focuses more on white than gold, white being the color of the Bourbon kings of France (along with the Fleur De Lis as their symbol).

 

FLEUR DE LIS
 
Val Char Cost
 15 STR     5
 26 DEX    32
 18 CON    8
 15 INT      5
 11 EGO    1
 15 PRE     5
  9  OCV   30
  9  DCV   30
  4  OMCV  3
  4  DMCV  3
  8  PD      6          With Armor: PD 14; 6 rPD
  7  ED      5          With Armor: ED 13; 6 rED
  5  SPD   30
  8  REC   4
 35 END   3
 10 BOD   0
 36 STN   8
 
14m RUN   2
  4m SWIM 0
12m LEAP  4
Characteristics Cost: 184
 
Cost Power
  7     Swingline: Swinging 30m (15 Active Points); OAF (-1)
 12    Armored Costume: Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-1/2)
Powers Cost: 19
 
Cost Savate Maneuver
 20    +5 HTH Damage Class(es)
  4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
  4     Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm
  3     Footsweep:  1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls
  4     Hook:  1/2 Phase, +2 OCV, +0 DCV, 10d6 Strike
  5     Jab/Cross:  1/2 Phase, +1 OCV, +3 DCV, 8d6 Strike
  4     Low Kick:  1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike
  5     Side Kick:  1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike
Martial Arts Cost: 49
 
Cost Skill
  3     CK: Paris 12-
  3     Climbing 14-
  6     +2 OCV block and deflect
  6     +2 with Savate
  4     +2 with footsweep
  3     Computer Programming 12-
  3     Contortionist 14-
  3     Criminology 12-
  2     KS: Savate 11-
  3     Lockpicking 14-
  3     Security Systems 12-
  3     Stealth 14-
  3     Streetwise 12-
Skills Cost: 45
 
Total Character Cost: 297
 
Pts. Complication
 20   Hunted:  VIPER Infrequently (Mo Pow; NCI; Harshly Punish)
 15   Hunted:  Doppleganger Infrequently (Mo Pow; Harshly Punish)
 20   Psychological Complication:  Devoted to Justice (Common; Total)
 20   Psychological Complication:  Code against killing (Common; Total)
 15   Social Complication:  Secret Identity Frequently, Major
Complication Points: 90
 
1z6unft.jpg

Fleur De Lis.hdc

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Sorry no character today.  I'm feeling under the weather, but I uploaded the second batch of Challenges for Champions characters and minis.

 

I'm considering making minis of my monsters in the Jolrhos Bestiary.  They're super easy to do and it might be useful for people, if at a very low price.

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Today's Watchers of the Dragon offering is a demon hunter from Japan using ancient magical gloves and equipment.

 

AKUMASHIBARU
 
Val Char Cost
 15 STR     5
 24 DEX    28
 20 CON   10
 18 INT      8
 18 EGO    8
 23 PRE   13
  8  OCV   25
  8  DCV   25
  6  OMCV  9
  6  DMCV  9
 18 PD      6           Resistant PD: 10
 22 ED     10          Resistant ED: 10
  6  SPD   40
 10 REC   6
 50 END   6
 12 BOD   2
40 STN   10
 
12m RUN    0
  4m SWIM  0
26m LEAP 11
Characteristics Cost: 231
 
Cost Power
 11    Demonhunter Gaunlets: Affects Desolidified Any form of Desolidification (+1/2) for up to 35 Active Points of Hold Maneuver (17 Active Points); OIF (-1/2)
 11    Demoncleaving Sword: Killing Attack - Hand-To-Hand 1 1/2d6 (2 1/2d6 w/STR) (25 Active Points); OAF (-1), No Knockback (-1/4)
 12    Demonsbane Magics: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR), Affects Desolidified Any form of Desolidification (+1/2) (37 Active Points); OAF (-1), Only vs magical creatures (-1/2), Linked (Demoncleaving Sword; -1/4), No Knockback (-1/4)
 20    Enchanted Costume: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-1/2)
  6     Find Weakness: Armor Piercing (+1/4) for up to 50 Active Points of Demoncleaving sword (with magics) (12 Active Points); Only vs magical creatures (-1/2), Requires A Roll (11- roll; -1/2)
  8     Mystical Training: Mental Defense (12 points total) (Base MD)
  8     Mystic Training: Power Defense (8 points)
 40    Family Magical Lore: Variable Power Pool, 30 base + 30 control cost,  (45 Active Points); all slots Onyl for Japanese Sorcery (-1/2)
Powers Cost: 116
 
Cost Aikido Maneuver
  4     Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
  4     Escape:  1/2 Phase, +0 OCV, +0 DCV, 50 STR vs. Grabs
  4     Extend Ki:  1/2 Phase, +0 OCV, +0 DCV, 50 STR to resist Shove; Block, Abort
  3     Hold:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on
  5     Joint Break:  1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 3 1/2d6 , Disable
  4     Joint Lock/Throw:  1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 3d6 NND ; Target Falls
  4     Redirect:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
  4     Strike:  1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike
  3     Throw:  1/2 Phase, +0 OCV, +1 DCV, 7d6 +v/10, Target Falls
 
 16    +4 HTH Damage Class(es)
  1     Weapon Element:  Blades, Empty Hand
Martial Arts Cost: 52
 
Cost Skill
  3     Acrobatics 14-
  3     Breakfall 14-
  3     Climbing 14-
  3     Combat Driving 14-
  6     +2 with Aikido
  4     +2 with Demonslaying Sword
  3     Computer Programming 13-
  3     Contortionist 14-
  3     Fast Draw:  Swords 14-
  2    KS: Aikido 11-
  5     KS: Demons and Magical Creatures 15-
  5     KS: Arcane and Occult Lore 15-
  0     Language:  Japanese (idiomatic) (4 Active Points)
  2     Language:  English (fluent conversation)
  3     Lockpicking 14-
  3     Security Systems 13-
Skills Cost: 51
 
Total Character Cost: 450
 
Pts. Complication
 10   Dependent NPC:  Wife and kids Infrequently (Normal)
 20   Hunted:  VOICE Infrequently (Mo Pow; NCI; Harshly Punish)
 15   Hunted:  Ron-Dai the vampire Infrequently (As Pow; NCI; Harshly Punish)
 20   Psychological Complication:  Driven to destroy all demons and other evil magical creatures (Common; Total)
 20   Psychological Complication:  Extremely devout Shintoist (Very Common; Strong)
 15   Social Complication:  Secret Identity Frequently, Major
Complication Points: 100
 
28jb248.jpg
 
Edit: added HDC file which for some reason didn't attach originally

Akumashibaru.hdc

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The South Korean hero Hwarang

 

HWARANG
 
Val Char Cost
 20 STR    10 
 20 DEX    20 
 20 CON   10
 13 INT      3
 11 EGO    1
 15 PRE     5
  7  OCV   20
  7  DCV   20
  4  OMCV  3
  4  DMCV  3
 10 PD      8
 10 ED      8
  5  SPD  30
  8  REC   4
 40 END   4
 14 BOD   4
 40 STN  10
 
18m RUN   6
  4m SWIM 0
20m LEAP  8
Characteristics Cost: 177
 
Cost Power
 10    Shin Gong: Clairsentience (Sight Group) (20 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Increased Endurance Cost (x2 END; -1/2)
Powers Cost: 10
 
Cost Martial Arts Maneuver
  8     +2 HTH Damage Class(es)
  4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
  5     Breaking Throw:  1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6 , Target Falls
  4     Choke:  1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND
  4     Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm
  4     Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
  4     Escape:  1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs
  4     Finger Strike:  1/2 Phase, -1 OCV, +1 DCV, 3d6 NND
  5     Joint Break:  1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 3d6 +1 , Disable
  5     Kick:  1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
  3     Kuchigi:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on
  4     Punch/Elbow Strike:  1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
  5     Takeaway:  1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 40 STR to take weapon away
  3     Throw:  1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/10, Target Falls
Martial Arts Cost: 62
 
Cost Skill
  3     Acrobatics 13-
  3     Breakfall 13-
 12    +4 with Martial Arts 
  4     +2 OCV with deflect
  0     Language:  Korean (idiomatic) (4 Active Points)
  3     Language:  English (completely fluent)
  3     Scholar
  2     1)  KS: Hapkido (3 Active Points) 12-
  2     2)  KS: Hwarang-Do (3 Active Points) 12-
  2     3)  KS: Korean Culture and Civilization (3 Active Points) 12-
  2     4)  KS: Korean History (3 Active Points) 12-
  2     5)  KS: Kuk Sool Won (3 Active Points) 12-
  2     6)  KS: Tae Kwan Do (3 Active Points) 12-
  2     7)  KS: Tang Soo Do (3 Active Points) 12-
  2     8)  KS: Yu-Sool (3 Active Points) 12-
  3     Stealth 13-
  4     WF:  Common Martial Arts Melee Weapons, Common Melee Weapons
Skills Cost: 51
 
Cost Talent
 20    Danger Sense (self only, out of combat) 12-
 15    Combat Sense 12-
Talents Cost: 35
 
Total Character Cost: 335
 
Pts. Complication
 15   Hunted:  North Korean government and military Infrequently (Mo Pow; NCI; Limited Geographical Area; Harshly Punish)
 20   Psychological Complication:  Code of the Hwarang (Very Common; Strong)
 20   Psychological Complication:  Code Against Killing (Common; Total)
 20   Psychological Complication:  Ardent Korean Patriot/Hates North Korean government (Common; Total)
 15   Social Complication:  Secret Identity Frequently, Major
 10   Watched:  South Korean Government Infrequently (Mo Pow; NCI; Limited Geographical Area; Mildly Punish)
Complication Points: 100
 
dyxiyo.jpg

Hwarang.hdc

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Final character in this set of Watchers of the Dragon conversions.  This guy is a man who sold his soul to the devil who knows how long ago for great power and is basically a murdering monster now.  He's not nearly as skilled as most of the other characters in the book but boy if he connects its gonna hurt.  This is the guy at the tournament that crushes the hero's best friend to death while laughing and takes all out "I never use this ability against normals" attacks to drop.

 

SODEPTAN
 
Val Char Cost
 30 STR    20
 20 DEX    20
 30 CON   20
 10 INT      0
 10 EGO    0
 15 PRE     5
  7  OCV   20
  7  DCV   20
  3  OMCV  0
  3  DMCV  0
 23 PD      1          Resistant PD 20 (hardened)
 23 ED      1          Resistant ED 20 (hardened)
  5  SPD   30
 15 REC   11 
 60 END    8
 20 BOD   10
 60 STN   20
 
12m RUN   0
  4m SWIM 0
12m LEAP  4
Characteristics Cost: 190
 
Cost Power
 75    Resilient: Resistant Protection (20 PD/20 ED), Hardened (+1/4) (75 Active Points)
Powers Cost: 75
 
Cost Martial Arts Maneuver
  8     +2 HTH Damage Class(es)
  4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
  5     Joint Break:  1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 4d6 , Disable
  4     Joint Lock:  1/2 Phase, +0 OCV, -1 DCV, Grab One Limb,  50 STR  for holding on
  5     Kick:  1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike
  3     Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls
  4     Punch:  1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike
  4     Skullcrush:  1/2 Phase, -2 OCV, -2 DCV, Grab One Limb,  11d6 Crush
  3     Throw:  1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/10, Target Falls
Martial Arts Cost: 40
 
Cost Skill
  3     Climbing 13-
  2     KS: Than Vo Dao 11-
  0     Language:  Vietnamese (idiomatic) (4 Active Points)
  3     Stealth 13-
Skills Cost: 8
 
Total Character Cost: 313
 
Pts. Complication
 10   Distinctive Features:  Damned (sold soul to infernal powers) (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; recognizable by limited group)
 20   Hunted:  Martial Arts Heroes Infrequently (Mo Pow; NCI; Harshly Punish)
 20   Psychological Complication:  Casual Killer (Very Common; Strong)
 25   Psychological Complication:  Utterly Evil (Very Common; Total)
Complication Points: 75
 
14kxflj.jpg

Sodeptan.hdc

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OK last batch of Champions Presents 1 characters, the time travel adventure.  First up is Dr Temple, the cause of the entire problem.  He's not much in terms of powers or points and barely has any changes from 4th to 6th edition.

 

Dr TIMOTHY TEMPLE
 
Val Char Cost
 10 STR      0
 14 DEX      8
 13 CON     3
 25 INT     15
 18 EGO     8
 10 PRE     0
  5  OCV   10
  5  DCV   10
  6  OMCV   9
  6  DCMV   9
  4  PD       2
  3  ED       1
  3  SPD   10
  5  REC    1
 25 END    1
 10 BOD    0
 22 STN    1
 
12m RUN   0
  4m SWIM 0
  4m LEAP  0
Characteristics Cost: 88
 
Cost Skill
  2     CK: The City 11-
  3     Computer Programming 14-
  3     Electronics 14-
  3     Inventor 14-
  3     KS: History 14-
  3     Linguist
  2     1)  Language:  French (completely fluent) (3 Active Points)
  2     2)  Language:  German (completely fluent) (3 Active Points)
  1     3)  Language:  Latin (fluent conversation) (2 Active Points)
  3     Scientist
  2     1)  Science Skill:  Electrical Engineering 14- (3 Active Points)
  2     2)  Science Skill:  Force Field Engineering 14- (3 Active Points)
  2     3)  Science Skill:  General Physics 14- (3 Active Points)
  2     4)  Science Skill:  Mathematical Physics 14- (3 Active Points)
  2     5)  Science Skill:  Mechanical Engineering 14- (3 Active Points)
  2     6)  Science Skill:  Teleportation Engineering 14- (3 Active Points)
  2     7)  Science Skill:  Temporal Physics 14- (3 Active Points)
Skills Cost: 39
 
Cost Talent
  5      Eidetic Memory
Talents Cost: 5
 
Total Character Cost: 132
 
Pts. Complication
 15   Dependent NPC:  Wife Frequently (Normal)
 15   Psychological Complication:  Impatient and impulsive (Common; Strong)
 10   Physical Complication:  Near Sighted (Glasses correct) (Infrequently; Slightly Impairing)
 10   Vulnerability:  1 1/2 x Effect Illusions (Common)
  5    Unluck: 1d6
Complication Points: 55

 

33l33vs.jpg

Dr Timothy Temple.hdc

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Now for the Time Travel characters.  First is Cybercop, a police officer from 2065 who was declared dead after an encounter with street scum and rebuilt with cybernetic parts into a computer-controlled new police officer.  She has no memories of her past and... well yes, its Robocop.  Except she has a vehicle as well.  I gave her Computer Link instead of Mind Link so she can use her interface with any computer and surf the net without needing to touch anything.

 

CYBERCOP
 
Val Char Cost
 40 STR    30
 30 DEX    40
 23 CON   13
 18 INT      8
 14 EGO    4
 20 PRE    10
 10 OCV    35
 10 DCV    35
  5  OMCV   6
  5  DMCV    6
 14 PD      12           Damage Reduction 50%; With Armor: PD 22; rPD 8 
 11 ED       9            Damage Reduction 50%; With Armor: ED 19; rED 8
  6  SPD   40
 13 REC    9
 45 END    5
 20 BOD  10
 56 STN  18
 
16m RUN   4
  4m SWIM 0
16m LEAP  6
Characteristics Cost: 300
 
Cost Power
 35   Laser Pistol: Killing Attack - Ranged 2 1/2d6, Armor Piercing (+1/4), Reduced Endurance (0 END; +1/2) (70 Active Points); OAF (-1)
 30   Subdermal Armor: Energy Damage Reduction, Resistant, 50%
 30   Subdermal Armor: Physical Damage Reduction, Resistant, 50%
 14   Armored Body: Resistant Protection (8 PD/8 ED) (24 Active Points); Requires A Roll (12- roll; Must be made each Phase/use; -3/4)
  5    Polarized Lenses: Sight Group Flash Defense (5 points)
  5    IR Light Enhancers: Infrared Perception (Sight Group)
 10   Subdermal Plasteel Muscle Enhancement: Reduced Endurance (1/2 END; +1/4) (10 Active Points) applied to STR
  9    Enhance...: +3 PER with all Sense Groups
 20   Onboard Radar Systems: Radar (Radio Group), Increased Arc Of Perception (360 Degrees)
 12   Transcom Uplink: High Range Radio Perception (Radio Group)
Powers Cost: 170
 
Cost Martial Arts Maneuver
  4     Killing Strike:  1/2 Phase, -2 OCV, +0 DCV, HKA 3d6 +1
  4     Martial Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
  4     Martial Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm
  4     Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
  4     Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike
  5     Offensive Strike:  1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike
Martial Arts Cost: 25
 
Cost Skill
  3     Breakfall 15-
  3      Combat Piloting 15-
 20    +2 with All Attacks
  3     Fast Draw:  Small Arms 15-
  3     Stealth 15-
  3     Tactics 13-
  2     WF:  Small Arms
Skills Cost: 37
 
Cost Perk
  3     Computer Link
 28    Follower
 47    Vehicles
Perks Cost: 78
 
Total Character Cost: 610
 
Pts. Complication
 15   Distinctive Features:  Obvious cyborg (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
 10   Vulnerability:  1 1/2 x STUN Electrical attacks (Common)
 10   Physical Complication:  No memory or knowledge of past (Frequently; Barely Impairing)
 15   Physical Complication:  no sense of taste or smell (Frequently; Slightly Impairing)
 20   Psychological Complication:  Must obey programming (Common; Total)
 10   Psychological Complication:  Desires normal life (Common; Moderate)
 10   Psychological Complication:  Curious about past (Common; Moderate)
 15   Social Complication:  Public Identity and fame Frequently, Major
 10   Unluck: 2d6
Complication Points: 115

 

zof43.jpg

Cybercop.hdc

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Now for bonus stuff!  Cybercop's computer and Hovercruiser.  

 

CYBERCOP'S COMPUTER
 
Val Char Cost
 30  DEX   40
 18  INT     8
  6   SPD  40
 
Characteristics Cost: 88
 
Cost Skill
  9     Computer Programming 16-
  3     Combat Piloting 15-
 10    +5 with Hovercruiser missile deflection
  3     KS: Police procedures and 2065 Law 12-
  2     KS: Cyborg Systems 11-
  3     Security Systems 13-
  3     Systems Operation 13-
Skills Cost: 33
 
Cost Talent
  3     Absolute Time Sense
  5     Eidetic Memory
  3     Lightning Calculator
  4     Speed Reading (x10)
  1     Program: Search memory for information on a topic
  1     Program: search another computer
  1     Program: scan for other beings and weapons
  1     Program: Fly from point A to point B
  1     Program: operate Missile Deflection on Hovercar
Talents Cost: 20
 
Total Character Cost: 141
 
And the Hovercruiser, which I had to tweak slightly.  First, I turned its Missile Deflection into a power based around Damage Negation.  The DN is quite powerful, but it won't completely shunt a full active cost attack.  Second, I added a complication, because it should have had a distinctive features, at least.
 
And it looks like a Spinner from Blade Runner because... I think those are cool and no image was provided in the book.  So, Spinner.
 
HOVERCRUISER
 
Val Char Cost
 40  STR   15
 20  DEX   20
 16  BOD   3
 10  PD     12
 10  ED     12
  3   SPD  10
 
16m RUN    4
  0m SWIM -2
  0m LEAP   0
Characteristics Cost: 89
 
Cost Power
  4     Hardened (+1/4) (4 Active Points) applied to PD
  4     Hardened (+1/4) (4 Active Points) applied to ED
  8     High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2)
 27    Missile Deflection: Damage Negation (-8 DCs Physical, -8 DCs Energy) (80 Active Points); Requires A Roll (Attack roll; Must be made each Phase/use; -1), Only vs missile type attacks (-1/2), OIF (-1/2)
 31 Flight 16m, x16 Noncombat
 
 60    Weapons Systems: Multipower, 90-point reserve,  (90 Active Points); all slots OIF (-1/2)
 4f     1)  Pulse Blast: Blast 10d6, Armor Piercing (+1/4) (62 Active Points); OIF (-1/2)
 6f     2)  Grenades: Blast 8d6, Area Of Effect (16m Radius Explosion; +1/4) (90 Active Points); OIF (-1/2), 256 Charges (+1)
Powers Cost: 144
 
Total Character Cost: 233
 
Pts. Complication
 15   Distinctive Features:  Cop Car (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
Complication Points: 15
 
 

2yvmq3b.jpg

Cybercop's Computer.hdc

Hovecruiser.hdc

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She didn't veer far from her source material, still, she opens up some neat ideas.  Maybe she hunts down time travelling criminals a la Timecop? (I can't remember this adventure!)

 

Spinner: definitely cool.  And seeing as we are creeping up on the year Blade Runner was set (2019). . . uh, where can I get one?

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And now, Thor.  This one is closer to the mythological Thor, down to his belt (Megingjörð), gauntlets (Járngreipr), and goats (see below).  He's terrifyingly powerful, easily able to lay waste to characters with his massive attacks and very fast.  I'd have built him slightly different but this one is more authentic than the Marvel Comics one.

 

THOR
 
Val Char Cost
 75 STR    65
 24 DEX    28
 28 CON   18
 10 INT      0
 18 EGO    8
 35 PRE    25        With Godlike Presence: 65 (13d6 presence attack!)
  8  OCV   25
  8  DCV   25
  6  OMCV  9
  6  DMCV  9
 16 PD     14          Resistant PD: 6;  With Chainmail: PD 22; rPD 12;  Gauntlets (hands only): PD 30; rPD 20
 18 ED     16          Resistant ED: 2   With Chainmail: ED 22; rED 6;  Gauntlets (hands only): ED 30; rED 14
  6  SPD   40
 18 REC  14
 55 END   7
 25 BOD  15
 68 STN   24
 
14m RUN    2
  4m SWIM  0
60m LEAP 13
Characteristics Cost: 357
 
Cost Power
  1     Very tall: Stretching 1m
  4     Big and burly: Knockback Resistance -4m
 19    Tireless: Reduced Endurance (1/2 END; +1/4) (19 Active Points) applied to STR
 16    Divine abilities: Regeneration (2 BODY per Hour)
 10    Divine abilities: Life Support  (Immunity: All terrestrial diseases; Longevity: Immortal)
  6     Divine abilities: Mental Defense (10 points total) (Base MD)
 12    Divine abilities: Resistant Protection (6 PD/2 ED)
 38    More Berserker Fury: Mind Control 6d6, Reduced Endurance (0 END; +1/2), Area Of Effect (12m Radius; +3/4) (67 Active Points); Only to inspire berserk combat (-1/2), Linked (Berserker Fury; -1/4)
  5     Megingjörð: +5 STR, Reduced Endurance (0 END; +1/2) (7 Active Points); OIF (-1/2)
  7     Járngreipr: Resistant Protection (8 PD/8 ED) (24 Active Points); Hands Only (8- roll; Must be made each Phase/use; -1 3/4), OIF (-1/2)
 10    Chainmail: Resistant Protection (6 PD/4 ED) (15 Active Points); OIF (-1/2)
 
 75    Divine Abilities: Multipower, 75-point reserve
 7f     1)  Call Storm: Change Environment (-1 to Hearing Group PER Rolls, -0 to Hearing Group PER Rolls, +1 Points of Telekinetic STR, +2 Wind Levels, -1 Temperature Level Adjustment, Long-Lasting 5 Minutes), Area Of Effect (1m Radius; +1/4), Reduced Endurance (0 END; +1/2), MegaScale Radius (1m = 1 km; +1) (74 Active Points)
 6f     2)  Lightning Bolt: (Total: 72 Active Cost, 63 Real Cost) Killing Attack - Ranged 3d6 (Real Cost: 45) plus Sight Group Flash 3d6 (15 Active Points); Linked (Killing Attack - Ranged; -1/2) (Real Cost: 10) plus Hearing Group Flash 4d6 (12 Active Points); Linked (Killing Attack - Ranged; -1/2) (Real Cost: 8)
 5f     3)  Rain: Darkness to Sight, Hearing and Radio Groups 6m radius, Personal Immunity (+1/4) (50 Active Points)
 6f     4)  Winds: Telekinesis (50 STR) (75 Active Points); Affects Whole Object (-1/4)
 3f     5)  Berserker Fury: Mind Control 6d6 (30 Active Points)
 2f     6)  Godlike Presence: +30 PRE (30 Active Points); Only for offense (-1/2)
 2f     7)  Divine Protection: Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (17 Active Points)
 
 37    Mjolnir: Multipower, 75-point reserve,  (75 Active Points); all slots OAF (-1)
 1f     1)  Slam: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4)
 4f     2)  Throwhammer: Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); OAF (-1)
 2f     3)  Hammer Leap: Leaping +30m (60m forward, 30m upward) (x256 Noncombat) (50 Active Points); OAF (-1)
 1f     4)  +12 OCV to land on target hex (24 Active Points); OAF (-1)
Powers Cost: 279
 
Cost Skill
 20    +2 with All Attacks
  3     +1 with Mjolnir
Skills Cost: 23
 
Cost Perk
 62    Follower
Perks Cost: 62
 
Cost Talent
 26    Universal Translator 17-
Talents Cost: 26
 
Total Character Cost: 753
 
Pts. Complication
 20   Enraged:  Sight of giants (Uncommon), go 14-, recover 11-
 10   Physical Complication: Large (Infrequently; Slightly)
 10   Psychological Complication:  Protective of worshippers (Common; Moderate)
 20   Psychological Complication:  Loves war and conflict (Very Common; Strong)
 15   Psychological Complication:  Proud and vindictive (Common; Strong)
 15   Psychological Complication:  No knowledge of modern world (Very Common; Moderate)
 10   Social Complication:  Not from around here Frequently, Minor
 10   Unluck: 2d6
 10   Vulnerability:  1 1/2 x STUN Mental Illusions, Mind Scan, Images (Common)
 10   Vulnerability:  2 x BODY Poisons (Uncommon)
Complication Points: 130
 
o52qtw.jpg

Thor .hdc

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Thor's ride is a chariot pulled by two really mean goats.  Their names are Tanngrisner and Tanngjost and he could eat them every night, and as long as he didn't break any of their bones, they'd regenerate and be ready to run in the morning, presumably with no hard feelings.  I won a pizza in a trivia contest because I remembered this odd myth.

 

TANNGRISNER & TANNGJOST
 
Val Char Cost
 30 STR    20
 14 DEX     8
 25 CON   15
 10 INT      0
 10 EGO    0
 20 PRE   10
  5  OCV  10
  5  DCV  10
  3  OMCV  0
  3  OMCV  0
 14 PD      6          Resistant PD: 6
  8  ED      3          Resistant ED: 3
  3  SPD  10
 12 REC   8 
 50 END   6
 10 BOD   0
 40 STN  10
 
12m RUN   0
  4m SWIM 0
12m LEAP  4
Characteristics Cost: 120
 
Cost Power
 24    Bite: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR) (30 Active Points); Reduced Penetration (-1/4)
  8     Horns: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/4)
 15    Tough hide: Resistant Protection (6 PD/3 ED)
  8     Magical Healing: Regeneration (4 BODY per Week)
 10    Psychic Link: Mind Link , Specific Group of Minds (Thor, other goat)
  6     Keen Senses: +2 PER with all Sense Groups
  5     Night Vision: Ultraviolet Perception (Sight Group)
 10    Keen Nose: Tracking with Smell/Taste Group
 
 65    Transport Powers: Multipower, 65-point reserve
 5f     1)  Fly: Flight 32m, x16 Noncombat (47 Active Points)
 6f     2)  Mystic Transport: Extra-Dimensional Movement (Related Group of Dimensions, Any Location (9 realms)), x64 Increased Weight (65 Active Points)
Powers Cost: 162
 
Cost Skill
3 +1 OCV with Move Through, Horns, and Bite
Skills Cost: 3
 
Total Character Cost: 285
 
Pts. Complication
 20    Distinctive Features:  Huge fierce goat (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
 10    Physical Complication:  No fine manipulation (Infrequently; Slightly Impairing)
 20    Psychological Complication:  Loyal to Thor (Common; Total)
 10    Psychological Complication:  Subject to Order (Common; Moderate)
Complication Points: 60
 
20s7fid.jpg

Tanngrisner and Tanngjost.hdc

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And now, the Crimestopper!  A pulp-era masked crime fighter, basically a two-gun trenchcoat detective pretty common in pulps back then.

 

THE CRIMESTOPPER
 
Val Char Cost
 18 STR      8
 18 DEX     16
 18 CON     8
 18 INT       8
 14 EGO     4
 15 PRE      5
 10 OCV    35
 10 DCV    35
  5  OMCV   6
  5  DMCV    6
  8  PD       6
  8  ED       6
  4  SPD    20
  8  REC    4
 35 END    3
 12 BOD    2
 30 STN     5
 
18m RUN   6
  4m SWIM 0
  7m LEAP  2
Characteristics Cost: 185
 
Cost Power
 17    Guns: Killing Attack - Ranged 1 1/2d6, Autofire (2 shots; +1/4) (31 Active Points); OAF (-1), 8 Charges (-1/2) [Notes: (x2 number of items)]
 
 31    Gadget Pool: Variable Power Pool, 25 base + 25 control cost,  (38 Active Points); all slots OAF (-1)
         1) Flashlight: Hearing Group Images, Area Of Effect (4m Cone; +1/2), Thin Cone (-1/4), Reduced Endurance (0 END; +1/2) (9 Active Points); Light Only (-1), OAF (-1), No Range (-1/2) Real Cost: 2
         2) Smoke Bomb: Darkness to Sight Group 4m radius (20 Active Points); OAF (-1), 3 Continuing Charges lasting 1 Minute each (-1/2), Range Based On Strength (-1/4) Real Cost: 7
         3) Climbing Claws: Clinging (normal STR) (10 Active Points); OAF (-1), Up to 10 STR only (-1/4) Real Cost: 4
         4) Binoculars: +6 negates range modifier vs perception (6 Active Points); OAF (-1) Real Cost: 3
         5) IR Goggles: Infrared Perception (Sight Group) (5 Active Points); OAF (-1) Real Cost: 2
Powers Cost: 48
 
Cost Karate Maneuver
  4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
  4     Chop:  1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6
  4     Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 28 STR to Disarm
  4     Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
  4     Punch:  1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 Strike
  5     Kick:  1/2 Phase, -2 OCV, +1 DCV, 7 1/2d6 Strike
Martial Arts Cost: 25
 
Cost Skill
  5      Accurate Sprayfire
  3      Breakfall 13-
  2      CK 11-
  3     Climbing 13-
  3     Combat Driving 13-
  3     Concealment 13-
  3     Contortionist 13-
  3     Criminology 13-
  3     Lockpicking 13-
  3     Security Systems 13-
  3     Shadowing 13-
  3     Stealth 13-
  3     Streetwise 12-
 24    +2 Overall
Skills Cost: 64
 
Total Character Cost: 322
 
Pts. Complication
 10   Dependent NPC:  Detective Dens Infrequently (Slightly Less Powerful than the PC; Unaware of character's adventuring career/Secret ID)
 20   Hunted:  Organized crime Infrequently (Mo Pow; NCI; Harshly Punish)
 10   Hunted:  Green Garotte Infrequently (As Pow; Harshly Punish)
 20   Psychological Complication:  Overconfident (Very Common; Strong)
 15   Psychological Complication:  Protects Innocents (Common; Strong)
 10   Psychological Complication:  Hunts Criminals (Common; Moderate)
 10   Social Complication:  Secret Identity Infrequently, Major
Complication Points: 95
 
j8pmo4.jpg

The Crimestopper.hdc

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Without giving away too much of the Champions Presents adventure, the "alien" Stormtrooper.  He's useful for any time travel/wild pulp/Golden Age Champions adventure, as is his boss - a project for tomorrow.

 

STORMTROOPER

 

Val Char Cost

 13 STR     3            In Armor: 25

 11 DEX     2

 13 CON    3

 10 INT      0

 10 EGO   0

 15 PRE     5            In Armor: 25

  4  OCV    5

  4  DCV    5

  3  OMCV   0

  3  DMCV   0

  5  PD       3            Resistant PD: 6

  3  ED       1            Resistant ED: 6

  3  SPD   10

  6  REC    2

 25 END    1

 10 BOD    0

 24 STN    2

 

12m RUN   0

  4m SWIM 0

  5m LEAP  1

Characteristics Cost: 43

 

Cost Power

 34    Ray Gun: (Total: 86 Active Cost, 34 Real Cost) +2 OCV (6 Active Points); OAF (-1) (Real Cost: 3) plus Blast 9d6 (45 Active Points); OAF (-1), 12 Charges (-1/4), Beam (-1/4) (Real Cost: 18) plus Sight Group Flash 4d6 (20 Active Points); OAF (-1), Linked (Electrical Beam; -1/2), 12 Charges (-1/4) (Real Cost: 7) plus Blast 3d6 (15 Active Points); Only for knockback (-1), Beam (-1/4), 12 Charges (-1/4) (Real Cost: 6)

 12    Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-1/2)

  8     Armor Servos: +12 STR (12 Active Points); OIF (-1/2)

  7     Impressive Armor: +10 PRE (10 Active Points); OIF (-1/2)

 15    Flight 22m (22 Active Points); OIF (-1/2)

Powers Cost: 76

 

Cost Skill

  3      +1 OCV with firearms

  1     KS: Espionage 8-

  1     KS: Nazi party and dogma 8-

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

  3     Language:  English (completely fluent)

Skills Cost: 8

 

Total Character Cost: 127

 

Pts. Complication

 10   Psychological Complication:  Loyal to Von Schull (Common; Moderate)

 20   Psychological Complication:  True believer in Nazi cause (Common; Total)

Complication Points: 30

 

14xhs0h.jpg

Stormtrooper.hdc

Stormtrooper.hdc

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In highly advanced (for 1939) armor, Baron Von Schull leads the "alien" commandos and in the adventure becomes a more deadly superpowered villain Iron Skull.  I'm not quite sure why a rich Prussian Aristocrat has streetwise though.

 

BARON VON SCHULL
 
Val Char Cost
 15 STR     5          With Armor: 27
 17 DEX    14
 18 CON    8
 23 INT     13
 23 EGO   13
 18 PRE     8          With Armor: 28
  6  OCV   15
  6  DCV   15
  8  OMCV  15
  8  DMCV  15
  9  PD       7          With Armor: PD 15; rPD 6
  8  ED       6          With Armor: ED 14; rED 6
  4  SPD    20
  7  REC    3
 35 END    3
 14 BOD    4
 30 STN    5
 
12m RUN   0
  4m SWIM 0
  6m LEAP  1
Characteristics Cost: 170
 
Cost Power
 11    Pistol: Killing Attack - Ranged 1 1/2d6 (25 Active Points); OAF (-1), Beam (-1/4), 4 clips of 8 Charges (-0)
 12    Grenade: Killing Attack - Ranged 2 1/2d6, Area Of Effect (16m Radius Explosion; +1/4) (50 Active Points); 1 Charge (-2), OAF (-1)
 12    Armor: Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-1/2)
 12    Servos: +12 STR, Reduced Endurance (0 END; +1/2) (18 Active Points); OIF (-1/2)
  7     Impressive Armor: +10 PRE (10 Active Points); OIF (-1/2)
 12    Flight 18m (18 Active Points); OIF (-1/2)
  7     Psychic Shields: Mental Defense (13 points total) (13 Active Points); Costs Endurance (-1/2), Non persistent (-1/4)
Powers Cost: 73
 
Cost Martial Arts Maneuver
  3     Aikido Throw:  1/2 Phase, +0 OCV, +1 DCV, 3d6 / 5d6 +v/10, Target Falls
  4     Boxing Cross:  1/2 Phase, +0 OCV, +2 DCV, 5d6 / 7d6 Strike
  4     Choke:  1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
  4     Jiu-Jitsu Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR  / 37 STR to Disarm
  4     Karate Chop:  1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6 / HKA 2d6 +1
  4     Kung Fu Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
Martial Arts Cost: 23
 
Cost Skill
  3     Breakfall 12-
  3     Bureaucratics 13- (15-)
 24    +3 with Ranged Combat
  3     Cryptography 14-
  3     Demolitions 14-
  3     High Society 13- (15-)
  5     Interrogation 14- (16-)
  2     KS: World Politics 11-
  2     KS: Espionage 11-
  0     Language:  German (idiomatic) (4 Active Points)
  3     Language:  English (completely fluent)
  3     Streetwise 13- (15-)
  3     Tactics 14-
Skills Cost: 57
 
Total Character Cost: 323
 
Pts. Complication
 10   Enraged:  Obviously defeated foes remain defiant (Uncommon), go 8-, recover 11-
 10   Hunted:  FBI Frequently (As Pow; NCI; Limited Geographical Area; Mildly Punish)
 10   Hunted:  Hyperion Infrequently (Mo Pow; Mildly Punish)
 20   Psychological Complication:  Arrogant and egocentric (Very Common; Strong)
 20   Psychological Complication:  Nazi zealot (Common; Total)
 15   Psychological Complication:  Cruel and vicious (Common; Strong)
 15   Social Complication:  Undercover operative Frequently, Major
  5    Unluck: 1d6
Complication Points: 105
 

 

 

2rp2sqq.jpg

Baron Von Schull.hdc

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I'm not quite sure why a rich Prussian Aristocrat has streetwise though.

 

Perhaps he picked it up when he joined the Party early on.  The Nazis were a really rough bunch in the beginning--lots of unemployed workers and street toughs and such, meeting in taverns and backrooms and places like that.

 

That's how I figure it, anyway.

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