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The Hierophant, a con man and hustler who discovered real power and now is a genuine psychic, but at a terrible cost.

 

THE HIEROPHANT
 
Val Char Cost
 13 STR     3
 18 DEX    16
 18 CON    8
 18 INT      8
 14 EGO    4
 23 PRE    13
  6  OCV   15
  6  DCV   15
  5  OMCV   6
  5  DMCV   6
  8  PD       6           With Ward of Protection: PD 23; rPD 15
  7  ED       5           With Ward of Protection: ED 22; rED 15
  4  SPD    20
  7  REC    3
 25 END    1
 13 BOD    3
 30 STN    5
 
12m RUN   0
  4m SWIM 0
  5m LEAP  1
Characteristics Cost: 138
 
Cost Power
  7     Pistol: Killing Attack - Ranged 1d6+1 (20 Active Points); OAF (-1), 6 Charges (-3/4), Beam (-1/4)
  8     Fists: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/4)
 15    Fortune: Luck 3d6
 12    Magic Sense: Detect Magic 13- (Unusual Group), Range, Sense
 27    Object Reading: Retrocognitive Clairsentience (Sight Group) (40 Active Points); Must hold object from person or scene (-1/2)
 
 30    Magic: Multipower, 60-point reserve,  (60 Active Points); all slots Half power without Tsurlgra's grant of power (-1/2), Requires A Roll (Skill roll; -1/2)
 2f     1)  Flames of Fernack: Killing Attack - Ranged 2 1/2d6 (40 Active Points); Half power without Tsurlgra's grant of power (-1/2), Requires A Roll (Skill roll; -1/2)
 2f     2)  Vapors of Somulu: Blast 4d6, Attack Versus Alternate Defense (Life Support vs breathing; All Or Nothing; +1) (40 Active Points); Half power without Tsurlgra's grant of power (-1/2), Requires A Roll (Skill roll; -1/2)
 2f     3)  Hypnotic Eye: Mind Control 8d6 (40 Active Points); Half power without Tsurlgra's grant of power (-1/2), Requires A Roll (Skill roll; -1/2)
 4v    4)  Ward of Protection: Resistant Protection (15 PD/15 ED) (45 Active Points); Costs Endurance (-1/2), Half power without Tsurlgra's grant of power (-1/2), Requires A Roll (Skill roll; -1/2)
Powers Cost: 109
 
Cost Skill
  4      +2 OCV with Pistol
  3     KS: Illusions 12-
  2     KS: Occult 11-
  3      Linguist
  2     1)  Language:  English (completely fluent) (3 Active Points)
  2     2)  Language:  German (completely fluent) (3 Active Points)
  0     3)  Language:  Romany (idiomatic) (4 Active Points)
  5     Magic 14-
  3     Persuasion 14-
  3     Sleight Of Hand 13-
Skills Cost: 27
 
Total Character Cost: 274
 
Pts. Complication
 15   Hunted:  Police Frequently (As Pow; NCI; Mildly Punish)
 20   Psychological Complication:  Fears physical injury (Very Common; Strong)
 15   Psychological Complication:  Needs to aly himself to a greater power to advance his own ends (DEMON, Nazis, etc) (Common; Strong)
 10   Psychological Complication:  Dramatic, Secretive, Mysterious (Common; Moderate)
 15   Social Complication:  Secret Identity Frequently, Major
 10   Unluck: 2d6
 10   Vulnerability:  2 x Effect Presence Attacks (Uncommon)
Complication Points: 95

 

 

2dlss21.jpg

The Hierophant.hdc

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A massively powerful demon lord type to vex the players, the big boss behind the third scenario in Champions Presents.  Trapped in a prison dimension, she begins transforming any world she's in to become her own and gain incredibly deadly control in that area.  Like all good mega villains, she has a bunch of weaknesses smart heroes can take advantage of

 

TSURLGRA

 

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

 17 PD      12           Resistant PD: 3

 14 ED       9            Resistant ED: 3

  6  SPD    40

 13 REC    9

 45 END    5

 20 BOD   10

 56 STN   18

 

12m RUN   0

  4m SWIM 0

16m LEAP  6

Characteristics Cost: 296

 

Cost Power


144   Magic: Variable Power Pool, 112 base + 112 control cost,  (168 Active Points); all slots Requires A Roll (Magic Skill roll; -1/2), Magical Spells only (-1/4)

Powers Cost: 795

  0     Pain Wrack: Mental Blast 8d6, Reduced Endurance (1/2 END; +1/4) (100 Active Points)


  0     Cloud of Pain: Drain BODY 8d6, Reduced Endurance (1/2 END; +1/4) (100 Active Points)

  0     Giant Hands: Entangle 8d6, 8 PD/8 ED, Reduced Endurance (1/2 END; +1/4) (100 Active Points)

  0     Create: Severe Transform 2d6 (Objects and creatures in realms controlled by Tsulgra into anything), Reduced Endurance (1/2 END; +1/4), Constant (+1/2), Improved Results Group (+1) (82 Active Points); Must be creatures and objects native to universe controlled by Tsurlgra (-1)

  0     Control: Telekinesis (60 STR), Reduced Endurance (1/2 END; +1/4) (112 Active Points); Must be creatures and objects native to universe controlled by Tsurlgra (-1)

  0     Corrupt Land: Major Transform 1d6 (Land to demonic realm), Area Of Effect (1m Radius; +1/4), MegaScale (1m = 14km; +1 1/2) (27 Active Points)

  0     Peer: Clairsentience (Sight And Hearing Groups), Earth and any lands controlled by Tsurlgra

  0     Send: Extra-Dimensional Movement (Earth and realms controlled by Tsurlgra)

 

 22    Weapon: Killing Attack - Hand-To-Hand 1d6 (2 1/2d6 w/STR), Penetrating (+1/2) (22 Active Points)

  9     Tough: Resistant Protection (3 PD/3 ED)

 16    Tough: Energy Damage Reduction, 50% (20 Active Points); Only in realms controlled by Tsurlgra (-1/4)

 16    Tough: Physical Damage Reduction, 50% (20 Active Points); Only in realms controlled by Tsurlgra (-1/4)

 32    Healing: Regeneration (2 BODY per Turn)

 12    Iron Will: Mental Defense (15 points total) (Base MD)

 35    Shape Shift: Shape Shift  (Sight, Hearing, Touch and Smell/Taste Groups), Persistent (+1/4), Reduced Endurance (0 END; +1/2) (35 Active Points)

 

Cost Skill

 24    +2 Overall

 29    Power:  Magic 26-

Skills Cost: 53

 

Cost Talent

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

Talents Cost: 6

 

Total Character Cost: 641

 

Pts. Complication

  5    Hunted:  The Masque Infrequently (Less Pow; Harshly Punish)

 20   Physical Complication:  Trapped in prison universe (Very Frequently; Slightly Impairing)

 10   Physical Complication:  Takes Stun from flash attacks (Infrequently; Slightly Impairing)

 10   Physical Complication:  Large (Infrequently; Slightly Impairing)

 15   Psychological Complication:  Honors its word for 666 weeks (Uncommon; Total)

 20   Psychological Complication:  Driven to conquer the multiverse (Common; Total)

 15   Psychological Complication:  Underestimates mortals (Common; Strong)

 15   Susceptibility:  Contact with holy items 3d6 damage Instant (Uncommon)

 10   Vulnerability:  2 x Effect Mental Blast, Mind Scan (Uncommon)

 10   Vulnerability:  2 x STUN Light based attacks (Uncommon)

Complication Points: 130

 

ka1jb5.jpg

 

Edit: Changed her slightly to add listed powers into power pool; its not clear if or which of the listed powers are supposed to be spells, but I think the ones I put into the pool as examples are meant to be, which grossly reduces the point cost of Tsurlgra.

Tsurlgra.hdc

Tsurlgra.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

 

She must be Nebula's roommate.

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Tsurlgra has ghosts that she uses to attack an area in the game, preparing her invasion.  They are fairly weak but have a very strange set of chain-based powers.  They have to turn solid in order to attack (which costs them END), then they are able to wrap one target up and lock it in a helpless intangible state that they can move around as they wish.

 

GHOST MINION
 
Val Char Cost
  8  STR    -2
 14 DEX     8
  8  CON   -2
  3  INT     -7
  8  EGO   -2
 13 PRE    3
  5  OCV  10
  5  DCV  10
  3  OMCV  0
  3  DMCV  0
  2  PD      0
  2  ED      0
  3  SPD  10
  4  REC   0
 24 END   1
  3  BOD  -7
 12 STN  -4
 
12m RUN   0
  4m SWIM 0
  3m LEAP  0
Characteristics Cost: 18
 
Cost Power
 22    Chains: Entangle 1d6, 12 PD/12 ED, Reduced Endurance (1/2 END; +1/4) (81 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Entangle Has 1 BODY (-1/2)
 19    Chains: Desolidification , Persistent (+1/4), Usable As Attack (+1 1/4) (100 Active Points); 1 Recoverable Charge (-1 1/4), Only vs targets entangled (-1), OAF (-1), Astral Form (-1)
  6     Flight 12m, Usable As Attack (+1 1/4) (27 Active Points); 1 Recoverable Charge (-1 1/4), Only vs targets entangled in chain (-1), OAF (-1), Linked (Chains; -1/2)
 
 47    Ghost Form: Desolidification  (affected by Magic), Persistent (+1/4), Reduced Endurance (0 END; +1/2) (70 Active Points); Always On (-1/2)
 11    Remove Always On from Desolidification (11 Active Points)
 25    Sense Life: Detect Life Force 13- (Unusual Group), Range, Sense, Targeting
  5     Sense Life: Infrared Perception (Sight Group)
 12    Float: Flight 12m
 40    Ghost: 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)
Powers Cost: 187
 
Cost Skill
  4     +2 OCV with chain entangle
Skills Cost: 4
 
Total Character Cost: 209
 
Pts. Complication
 15   Physical Complication:  Takes Body from mental blast (Infrequently; Greatly Impairing)
 25   Distinctive Features:  Ghost (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
 25   Psychological Complication:  Obedient to Tsurlgra (Very Common; Total)
 15   Social Complication:  Spooky, monster Frequently, Major
 15   Susceptibility:  Flash and light-based effects 2d6 Stun Instant (Common)
 15   Susceptibility:  Flash, Light based effects 1d6 body Instant (Common)
 10   Vulnerability:  1 1/2 x BODY Light-Based attacks (Common)
Complication Points: 120

 

f0ozv7.jpg

Tsurlgra's Ghost Minions.hdc

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OK next batch of characters instead of posting all their write ups in a monster long single post, I'm going to just link the HDC file and image, with short write-ups.  Tsurlgra has the power to transform anyone in a realm she controls into anything she wants, and these creatures are the result of that.  She has six champions that she uses to fight enemies with, each a strange demonic creature.  All of them have very similar complications (overconfident, loves to kill, hunted by demon hunters, obedient to Tsurlgra, etc).  The illustration is a group picture for all six of them.

 

CORRUPTOR: a cloud that changes people into obedient slaves of Tsurlgra.  Unfortunately, the write up doesn't define how to heal the transform so I left that up to the GM - my guess would be when Tsurlgra is banished or defeated, but without the given type, back then it was just defaulted to "heal back like Body."

 

CROAKER: a toad-like demon with caustic spit, claws, and a paralytic poison.  The poison is based on transform, which means the paralysis is more or less permanent. Again, no method of healing the transform is listed so this is a very long term one.  It was a very odd build as well (multiple clips of charges, but it uses all charges of a clip so that the transform would go off x number of times until the clip was used up).  I just used DOT which is a much better build.

 

GIGANTIX: built with six levels of growth, so he is at least 24 feet tall despite not looking it in the illustration.  Pretty basic big strong dumb guy.

 

GOOMAX: Another big fella, this time just a humanoid bunch of sticky goo

 

KALISH: She's defined as having six arms and illustrated as having 4, so I gave her 4.  She has little to simulate actually having multiple arms other than extra limbs and two swords.

 

SPITZAUR: the flying pterodactyl man thing.  He has acidic spit, compound eyes, and flight.  And a little speedo swimsuit.

 

2iksdo9.jpg

Corruptor.hdc

Croaker.hdc

Gigantix.hdc

Kalish.hdc

Goomax.hdc

Spitzaur.hdc

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She has six in the illustration.

 

Oddly, I only count five. Three on her left (normal, under-shoulder, waist), and two on her right (normal, waist).

 

EDIT: Never mind, her right middle arm is just hard to see because of the angle. 

Edited by IndianaJoe3

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A mage character this time, The Masque.  He's not actually a very impressive mage, except for his extremely powerful magical mask which enhances his power significantly.  Masque is a pretty straightforward Dr Strange type, but his character sheet was frustratingly incomplete - he had a distinctive features without any explanation (even in his writeup) and he had some really complicated effects like one that made his power pool bigger with the mask on.

 

THE MASQUE
 
Val Char Cost
 13 STR     3
 17 DEX    14
 13 CON    3
 18 INT      8
 18 EGO    8
 13 PRE     3         With Masque: PRE 30
  6  OCV   15
  6  DCV   15
  6  OMCV  9
  6  DMCV  9
  8  PD      6          With Shields of Shabarra: PD 23; rPD 15
  8  ED      6          With Shields of Shabarra: ED 23; rED 15
  4  SPD  20
  6  REC   2
 25 END   1
 10 BOD   0
 24 STN    2
 
12m RUN   0
  4m SWIM 0
  5m LEAP  1
Characteristics Cost: 125
 
Cost Power
 11    Mask: +17 PRE (17 Active Points); OIF (-1/2)
 12    Mask: +9 with Magic Skill (18 Active Points); OIF (Mask; -1/2)
  9     Mental Defense (15 points total) (Base MD) (11 Active Points); Costs Endurance (mask removes this limitation) (-1/4)
 15    Sense Occult Power: Detect Occult Power 9- (Unusual Group), Range, Sense, Targeting (22 Active Points); OIF (-1/2)
 40    Astral Projection: Desolidification , Projection (+0), Reduced Endurance (0 END; +1/2) (60 Active Points); OIF (-1/2)
 10    Astral Projection: Invisibility to Sight Group  (20 Active Points); OIF (-1/2), Linked (Astral Projection; -1/2)
  6    Cloak of Levitation: Flight 12m (12 Active Points); OAF (-1)
 
 94    Variable Power Pool, 80 base + 80 control cost,  (120 Active Points); Reduced to 50 points active cost without mask (-1/4); all slots Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2)
         1) Chains of Gnipra: Entangle 6d6, 6 PD/6 ED (60 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2), Gestures (-1/4) Real Cost: 22
         2) Light of Purity: Blast 12d6 (60 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2), Gestures (-1/4) Real Cost: 22
         3) Images of Ab: Sight and Hearing Groups Images, -7 to PER Rolls (36 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2) Real Cost: 14
         4) Shields of Shabarra: Resistant Protection (15 PD/15 ED) (45 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), Costs Endurance (-1/2), For magical spells only (-1/2) Real Cost: 15
         5) Spell of Banishment: Extra-Dimensional Movement (Any Dimension, Any Location), x8 Increased Weight (60 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2) Real Cost: 24
         6) Invisibiliity: Invisibility to Sight, Hearing, Smell/Taste and Mental Groups, Danger Sense and Detect , No Fringe (51 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2) Real Cost: 20
         7) Forgetfulness: Minor Transform 3d6 (Target into target wiped of specific memories), Improved Results Group (+1/2), Area Of Effect (125m Radius; +1 1/2) (45 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2), Gestures (-1/4) Real Cost: 16
         8) Thought Sending: Telepathy 4d6 (20 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2) Real Cost: 8
         9) Mind Scan 12d6 (60 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), For magical spells only (-1/2) Real Cost: 24
       10) Truth: Mind Control 12d6 (60 Active Points); Requires A Roll (Magic Skill roll; Must be made each Phase/use; -1), Only to compel speaking the truth (-3/4), For magical spells only (-1/2) Real Cost: 18
Powers Cost: 197
 
Cost Prawn-Tey Maneuver
  4     Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 4 1/2d6 Strike
  3     Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 2 1/2d6 +v/10, Target Falls
  4     Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
  4     Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 28 STR vs. Grabs
Martial Arts Cost: 15
 
Cost Skill
  3     Breakfall 12-
  3     Climbing 12-
  3     Scholar
  1     1)  KS: Himalayans (2 Active Points) 11-
  1     2)  KS: India (2 Active Points) 11-
  3     3)  KS: Occult (4 Active Points) 14-
  3     Linguist
  0     1)  Language:  English (idiomatic) (4 Active Points)
  1     2)  Language:  Hindustani (basic conversation)
  2     3)  Language:  Nepalese (completely fluent) (3 Active Points)
  2     Science Skill:  Anthropology (earth) 11-
  7     Magic 15-
  2     Science Skill:  Anthropology (other dimensions along 5th) 11-
  3     Stealth 12-
Skills Cost: 34
 
Cost Talent
  3     Simulate Death
Talents Cost: 3
 
Total Character Cost: 374
 
Pts. Complication
 10   Dependent NPC:  Girlfriend Infrequently (Normal)
 10   Distinctive Features:  Unnerving, unsual feel (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 15   Hunted:  Hierophant Infrequently (As Pow; NCI; Harshly Punish)
 15   Hunted:  Evil Magicians Infrequently (As Pow; NCI; Harshly Punish)
 15   Psychological Complication:  Code against killing (Common; Strong)
 20   Psychological Complication:  Protective of Innocents (Common; Total)
  5    Psychological Complication:  Aloof (Uncommon; Moderate)
  5    Psychological Complication:  Protects natural balance from the occult (Uncommon; Moderate)
 10   Social Complication:  Secret Identity Infrequently, Major
 15   Susceptibility:  Astral Form returns to body 3d6 damage Instant (Uncommon)
Complication Points: 120

 

 

1424owy.jpg

The Masque.hdc

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Oddly, I only count five. Three on her left (normal, under-shoulder, waist), and two on her right (normal, waist).

 

EDIT: Never mind, her right middle arm is just hard to see because of the angle. 

yea to be fair it looked like a floating glove for a good while

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The Evaluators, a pacifistic, scientific race that shows up in the scenario to examine events, and offer some advice.  They are pretty harmless, with mostly defensive powers and a dedication to not fight.  Races like this are a useful resource in a campaign and an excuse for the superheroes to suddenly have super high tech unavailable to the rest of the world (see X-Men, Shi'ar).

 

EVALUATOR
 
Val Char Cost
  5  STR     -5
 10 DEX     0
 10 CON    0
 25 INT     15
 25 EGO   15
 10 PRE     0
  3  OCV     0
  3  DCV     0
  8  OMCV  15
  8  DMCV  15
  5  PD       3
  5  ED       3
  2  SPD     0
  3  REC    -1
 20 END     0
 10 BOD     0
 16 STN    -2
 
12m RUN   0
  4m SWIM 0
  2m LEAP -1
Characteristics Cost: 57
 
Cost Power
 40    Brain Fortress: Mental Defense (20 points total), Usable Nearby (+1) (40 Active Points)
  5     Extra Limbs  (2)
 
 56    Mental Powers: Multipower, 56-point reserve
 5f     1)  Find Brains: Mind Scan 5d6, +15 OMCV (55 Active Points)
 5f     2)  Touch Brains: Telepathy 11d6 (55 Active Points)
 4f     3)  Brain Moving: Telekinesis (30 STR), Fine Manipulation (55 Active Points); Affects Whole Object (-1/4)
 4f     4)  Brain Barrier: Barrier 9 PD/9 ED, 9 BODY (up to 16m long, 2m tall, and 1/2m thick) (55 Active Points); Costs Endurance (to maintain) (-1/2)
Powers Cost: 119
 
Cost Skill
  7     Computer Programming 16-
  7     Electronics 16-
  7     Mechanics 16-
  7     Navigation 16-
  7     Paramedics 16-
  3     Scientist
  2     1)  Science Skill:  Astronomy 14- (3 Active Points)
  4     2)  Science Skill:  Biology 16- (5 Active Points)
  2     3)  Science Skill:  Chemistry 14- (3 Active Points)
  4     4)  Science Skill:  Genetics 16- (5 Active Points)
  2     5)  Science Skill:  Physics 14- (3 Active Points)
  2     TF:  Science Fiction & Space Vehicles
Skills Cost: 54
 
Cost Talent
  3     Absolute Time Sense
  3     Bump Of Direction
  5     Eidetic Memory
  3     Lightning Calculator
  4     Speed Reading (x10)
Talents Cost: 18
 
Total Character Cost: 248
 
Pts. Complication
 20   Distinctive Features:  Strange insectoid alien (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
 15   Hunted:  Hostile aliens Infrequently (Mo Pow; Harshly Punish)
 15   Physical Complication:  No hearing (Frequently; Slightly Impairing)
 15   Psychological Complication:  Scientific Curiosity (Common; Strong)
 25   Psychological Complication:  Pacifistic (Very Common; Total)
 10   Social Complication:  Alien Frequently, Minor
Complication Points: 100

 

 

2d6k5sl.jpg

Evaluator.hdc

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The robotic servant of Dr Tempus, the final bad guy in the time travel scenario.  They're helpless on the ground but are very fast and agile, unless tied up.  Destructoids have a lot of abilities, but a lot of vulnerabilities as well.

 

DESTRUCTOID
 
Val Char Cost
 40  STR   30
 23  DEX   26
  0   CON -10
 10  INT     0
  0   EGO   0
 25  PRE   15
  8   OCV  25
  8   DCV  25
  0   MCV   0
 10  PD    -6
 10  ED    -6
  5   SPD  30
  8   REC   4
  0   END  -4
 10  BOD   0
 
0m RUN -12
4m SWIM  0
0m LEAP -2
Characteristics Cost: 115
 
Cost Power
 60    Machine: Takes No STUN
 15    Does Not Bleed
 20    Tireless: Reduced Endurance (0 END; +1/2) (20 Active Points) applied to STR
 90    Armor Plating: Resistant Protection (10 PD/10 ED)
 18    Sight Group Flash Defense (6 points)
 18    Radio Group Flash Defense (6 points)
 15    Power Defense (5 points)
 36    Knockback Resistance -12m
 20    Life Support  (Immunity: All terrestrial diseases; Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum; Self-Contained Breathing)
 20    Increased Arc Of Perception (360 Degrees) with Sight Group and Radio Group
 15    Radar (Radio Group)
 12    High Range Radio Perception (Radio Group)
  5     Ultraviolet Perception (Sight Group)
  9     +3 PER with all Sense Groups
 
105   Weapon Systems: Multipower, 105-point reserve
 10f   1)  Blast 12d6, Affects Desolidification (only 8d6 effect) (+1/4), Reduced Endurance (0 END; +1/2) (105 Active Points)
  8f    2)  Magnetic Pulse: Blast 8d6, Reduced Endurance (0 END; +1/2), Area Of Effect (32m Radius Explosion; +1/2) (80 Active Points)
 10f   3)  Laser: Killing Attack - Ranged 4d6, Armor Piercing (+1/4), Reduced Endurance (0 END; +1/2) (105 Active Points)
  6f    4)  Smoke Grenades: Darkness to Sight Group 14m radius (70 Active Points); Winds remove (-1/4), 8 Continuing Charges lasting 1 Turn each (-0)
  6f    5)  Ion Grenade: Sight, Radio and Hearing Groups Flash 6d6, Area Of Effect (8m Radius; +1/2) (60 Active Points); 16 Charges (-0)
  5f    6)  Gas Grenade: Blast 4d6, Constant (+1/2), Uncontrolled (+1/2), Area Of Effect (10m Radius; +3/4), Attack Versus Alternate Defense (Life Support vs breathing or hold breath; All Or Nothing; +1) (75 Active Points); Wind removes (-1/4), 6 Continuing Charges lasting 1 Turn each (-1/4)
  6f    7)  Quick Hardening Spray: Entangle 3d6, 3 PD/3 ED (Stops A Given Sense Group Radio Group, Stops A Given Sense Group Sight Group), Area Of Effect (2m Radius; +1/4) (62 Active Points); 16 Charges (-0)
  2f    8)  Electromagnetic Pulse: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Personal Immunity (+1/4), Area Of Effect (10m Radius; +3/4), Attack Versus Alternate Defense (Power Defense; +1) (45 Active Points); Only vs electronics and robotics (-1), 16 Charges (-0)
  4f    9)  Sight and Radio Groups Images, -6 to PER Rolls, Area Of Effect (2m Radius; +1/4), Reduced Endurance (0 END; +1/2) (58 Active Points); No Range (-1/2)
 
 60    Movement: Multipower, 60-point reserve
 6f     1)  Flight 40m, Reduced Endurance (0 END; +1/2) (60 Active Points)
 5f     2)  Burrowing: Tunneling 12m through 6 PD material, Fill In, Reduced Endurance (0 END; +1/2) (51 Active Points)
Powers Cost: 586
 
Cost Skill
  2      KS: Hero Team 11-
  4      CK: Campaign City 13-
  4      KS: Tactics 13-
Skills Cost: 10
 
Total Character Cost: 711
 
Pts. Complication
 15   Physical Complication:  No healing (Infrequently; Greatly Impairing)
 10   Distinctive Features:  Robot (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
  5    Physical Complication:  No sense of smell or taste (Infrequently; Barely Impairing)
 15   Psychological Complication:  Can only be programmed for attack (Uncommon; Total)
 15   Susceptibility:  Gravity attacks 1d6 damage per Phase (Uncommon)
 20   Susceptibility:  Magnetic attacks 2d6 damage per Phase (Uncommon)
 15   Susceptibility:  Full Coverage entangle or exposed to extreme heat 1d6 damage per Phase (Uncommon)
 10   Vulnerability:  2 x Effect Images that affect both sight and radar (Uncommon)
Complication Points: 105
 
2dw5mq1.jpg

Destructoid.hdc

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The final bad guy for Champions Presents, the mad scientist "Master of Time."  He has some really nasty abilities, like the power to send someone forward in time 1 minute - effectively out of combat completely.  He can use it on himself as well, basically disappearing when things are going badly and showing up when everyone is off guard.  But he's not much of a combatant despite being able to speed up time around himself and become insanely fast.

 

DR TEMPUS
 
Val Char Cost
 10 STR     0
 14 DEX     8     With Overclock: 47
 13 CON    3
 25 INT     15
 18 EGO    8
 13 PRE     3
  5  OCV   10
  5  DCV   10
  6  OMCV  9
  6  OMCV  9
  7  PD      5      With Force Field: PD 17; rPD 10 - With Booster: PD 27; rPD 20
  5  ED      3      With Force Field: ED 15; rED 10 - With Booster: ED 25; rED 20
  3  SPD  10      With Overclock: 12(!)
  8  REC   4
 25 END   1
 10 BOD   0
 26 STN   3
 
12m RUN   0
  4m SWIM 0
  4m LEAP  0
Characteristics Cost: 101
 
Cost Power
 26    Temporal Hop: Extra-Dimensional Movement (1 minute ahead in time), Usable As Attack (+1 1/4) (45 Active Points); OIF (-1/2), Unified Power (-1/4)
 52    Overclock: (Total: 156 Active Cost, 52 Real Cost) +33 DEX (66 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), OIF (-1/2), Unified Power (-1/4) (Real Cost: 22) plus +9 SPD (90 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), OIF (-1/2), Unified Power (-1/4) (Real Cost: 30)
 15    Force Field: Resistant Protection (10 PD/10 ED) (30 Active Points); Costs Endurance (-1/2), OIF (-1/2)
 13    Force Field Booster: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-1/2), Linked (Force Field; -1/2), Only if END reserve has at least 3 END left in it (-1/4)
  6     Batteries: Endurance Reserve  (24 END, 1 REC) Reserve:  (8 Active Points); OIF (-1/2)
  5     Psychic Shields: Mental Defense (12 points total) (Base MD) (8 Active Points); Costs Endurance (-1/2)
Powers Cost: 117
 
Cost Skill
  2     CK: Campaign City 11-
  3     Computer Programming 14-
  3     Electronics 14-
  3     History 14-
  3     Inventor 14-
  3     Linguist
  0     1)  Language:  English (idiomatic) (4 Active Points)
  2     2)  Language:  French (completely fluent) (3 Active Points)
  2     3)  Language:  German (completely fluent) (3 Active Points)
  1     4)  Language:  Latin (fluent conversation) (2 Active Points)
  3     Scientist
  2     1)  Science Skill:  Electrical Engineering 14- (3 Active Points)
  2     2)  Science Skill:  Extradimentional Physics 14- (3 Active Points)
  2     3)  Science Skill:  Force Field Engineering 14- (3 Active Points)
  2     4)  Science Skill:  General Physics 14- (3 Active Points)
  2     5)  Science Skill:  Mathematical Engineering 14- (3 Active Points)
  2     6)  Science Skill:  Mathematical Physics 14- (3 Active Points)
  2     7)  Science Skill:  Teleportation Engineering 14- (3 Active Points)
  2     8)  Science Skill:  Temporal Physics 14- (3 Active Points)
Skills Cost: 41
 
Cost Talent
  5     Eidetic Memory
Talents Cost: 5
 
Total Character Cost: 264
 
Pts. Complication
 15   Hunting Hero Group
 10   Physical Complication:  Near Sighted (Infrequently; Slightly Impairing)
 15   Psychological Complication:  Impatient, fails to think things through (Common; Strong)
 15   Psychological Complication:  Paranoid (Common; Strong)
 15   Psychological Complication:  Refuses to accept any blame lies in himself (Common; Strong)
 15   Social Complication:  Secret Identity Frequently, Major
 15   Unluck: 3d6
  5    Vulnerability:  1 1/2 x Effect Images and Illusions (Uncommon)
Complication Points: 105
 
15g6np2.jpg
 
And with that, I'm done with Champions Presents I.  Next up, the last group from Watchers of the Dragon.

Dr Tempus.hdc

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OK back to the Watchers of the Dragon for another batch.  This one is the Jade Tiger, Lin Hu.  Hundreds of years old, he's the world's greatest martial artist - immortal and always learning.  He's ridiculously expensive, mostly because of his two power pools but I even trimmed his skill list back a bit, mostly because I didn't want to type in 60 different kinds of martial arts type knowledge skills.  Instead of martial arts maneuvers, he just has the ability to simulate any he needs with the power pool, in any form desired.  So basically everything you've ever seen anyone do in any martial arts movie or comic, no matter how outrageous; he's got it.  basically Lin Hu is one of those frustrating characters in cinema etc that can wipe the floor with all of the bad guys at once, but won't for his own reasons.

 

LIN HU
 
Val Char Cost
 25 STR    15
 35 DEX    50
 25 CON   15
 20 INT     10
 20 EGO   10
 25 PRE    15
 12 OCV   45
 12 DCV   45
  7  OMCV 12
  7  DMCV 12
 15 PD     13
 12 ED     10
  8  SPD   60
 13 REC    9
 50 END    6
 18 BOD    8
 50 STN  15
 
18m RUN    6
  4m SWIM  0
40m LEAP 18
Characteristics Cost: 374
 
Cost Power
  7     Breath Control: Resistant (+1/2) (7 Active Points) applied to PD
  6     Breath Control: Resistant (+1/2) (6 Active Points) applied to ED
  6     Iron Will: Physical Damage Reduction, Resistant, 25% (15 Active Points); Requires A Roll (Characteristic roll; Must be made each Phase/use; -1), versus stun only (-1/2)
  6     Iron Will: Energy Damage Reduction, Resistant, 25% (15 Active Points); Requires A Roll (Characteristic roll; Must be made each Phase/use; -1), Versus stun only (-1/2)
 10    Life Support  (Immunity: All terrestrial diseases; Longevity: Immortal)
160   Martial Arts Abilities: Variable Power Pool, 80 base + 80 control cost, all slots Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (200 Active Points); all slots Martial Arts abilties only (-1/2)
 90    Martial Arts weapons and divices: Variable Power Pool, 60 base + 60 control cost, all slots No Skill Roll Required (+1) (120 Active Points); all slots Can only be changed at arsenal or workshop (-1/2), Martial arts gadgets only (-1/2)
Powers Cost: 285
 
Cost Skill
  3     Acrobatics 16-
  3     Traveler
  3     1)  AK: China (4 Active Points) 13-
  3     2)  AK: Hong Kong (4 Active Points) 13-
  1     3)  AK: India (2 Active Points) 11-
  3     4)  AK: Japan (4 Active Points) 13-
  1     5)  AK: Korea (2 Active Points) 11-
  1     6)  AK: Southeast Asia (2 Active Points) 11-
  1     7)  AK: West Pacific Islands (2 Active Points) 11-
  3     Breakfall 16-
  3     Climbing 16-
 64    +8 with HTH Combat
  3     Contortionist 16-
 10    Defense Maneuver I-IV 
  3     High Society 14-
  3     Scholar
  3     1)  KS: Asian Philosophy (4 Active Points) 13-
  6     2)  KS: Martial Arts World (7 Active Points) 16-
  1     3)  KS: Philippines (2 Active Points) 11-
  3     4)  KS: Philosophy (4 Active Points) 13-
  3     5)  KS: Various Martial Arts styles (4 Active Points) 13-
 12    +4 to offset range modifier with all attacks
  3 Linguist
  2     1)  Language:  Cantonese Chinese (completely fluent) (3 Active Points)
  1     2)  Language:  English (fluent conversation) (2 Active Points)
  1     3)  Language:  French (fluent conversation) (2 Active Points)
  2     4)  Language:  Fukienese Chinese (completely fluent) (3 Active Points)
  2     5)  Language:  Indonesian (completely fluent) (3 Active Points)
  2     6)  Language:  Japanese (completely fluent) (3 Active Points)
  2     7)  Language:  Korean (completely fluent) (3 Active Points)
  2     8)  Language:  Malaysian (completely fluent) (3 Active Points)
  0     9)  Language:  Mandarin Chinese (idiomatic) (4 Active Points)
  1     10)  Language:  Portugese (fluent conversation) (2 Active Points)
  1     11)  Language:  Spanish (fluent conversation) (2 Active Points)
  2     12)  Language:  Thai (completely fluent) (3 Active Points)
  2     13)  Language:  Vietnamese (completely fluent) (3 Active Points)
 24    +2 Overall
  3     Sleight Of Hand 16-
  3     Stealth 16-
  3     Survival 13-
  3     Tracking 13-
 19    WF:  Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Arare, Flying Claw/Guillotine, Fukimi-Bari, Iron Mandarin Duck, Kiseru, Lajatang, Metsubishi, Off Hand, Pendjepit, Three-Section Staff, Thrown Chain & Rope Weapons, Urumi, Wind and Fire Wheels
Skills Cost: 214
 
Cost Talent
 17    Combat Sense 15-
 24    Danger Sense (self only, out of combat, Function as a Sense) 15-
  6     Lightning Reflexes (+6 DEX to act first with All Actions)
  3     Lightsleep
 10    Resistance (+10 to roll)
  3    Simulate Death
Talents Cost: 63
 
Total Character Cost: 936
 
Pts. Complication
  0    Hunted:  Various people to challenge him or be students Infrequently (Less Pow; Mildly Punish)
 20   Psychological Complication:  driven to seek knowledge of martial arts and philosophy (Very Common; Strong)
 25   Psychological Complication:  Honorable (Very Common; Total)
 15   Psychological Complication:  Pacifistic Philosopher (Very Common; Moderate)
 10   Social Complication:  Known and recognized as world's greatest martial artist Very Frequently, Minor, Not Limiting In Some Cultures
Complication Points: 70
 
33a6k37.jpg

Lin Hu.hdc

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And now, Nighthawk Nightwind, a sort of obvious Nightwing variant at least in appearance.  By day, a martial arts instructor, by night, he fights to clean up the campaign city's Chinatown.  He has a strange build on his weapons, its a sort of power pool of martial arts weapons, built as a KA with ranged and a variable special effect floating advantage, representing various weapons he takes on a patrol around town, but only one at a time.  The damage is limited to the weapon, so a sword can do full damage but shuriken cannot.  He also has kind of an iron fist ability to punch in a variety of sometimes extraordinary ways.

 

I broke my rule a bit and gave him a PS: Martial Arts instructor so he's at least fairly good at his day job.  

 

NIGHTWIND
 
Val Char Cost
 15 STR     5
 30 DEX    40
 18 CON    8
 13 INT      3
 14 EGO    4
 15 PRE     5
 10 OCV   35
 10 DCV    35
  5  OMCV    6
  5  DMCV   6
 12 PD      10
 10 ED       8
  6  SPD    40
  8  REC    4
 35 END    3
 10 BOD    0
 30 STN     5
 
18m RUN   6
  4m SWIM 0
14m LEAP  5
Characteristics Cost: 228
 
Cost Power
 18    Desert Eagle .44 magnum: Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+1/4) (37 Active Points); OAF (-1), 8 Charges (-1/2), No Knockback (-1/4) [Notes: (x2 number of items)]
 18    Bladed Yengtao Weapons: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR), Ranged (+1/2), Only can do damage appropriate to the given weapon (+0), (37 Active Points); OAF (-1)
  4     Variable Special Effects (Any bladed martial arts weapon; +1/4) for up to 37 Active Points of Yengtao Weapons (9 Active Points); OAF (-1), Can Only be changed in an arsenal (-1/2)
 
 60    Yengtao Abilities: Multipower, 60-point reserve
 4f     1)  Basic Punch/Kick: Hand-To-Hand Attack +9d6, Reduced Endurance (1/2 END; +1/4) (56 Active Points); Hand-To-Hand Attack (-1/4)
 3f     2)  Knifehand Blow: Hand-To-Hand Attack +4d6, Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1) (50 Active Points); Hand-To-Hand Attack (-1/4), May only be used on single target (-1/4)
 3f     3)  Sublime Wirlwhind of Cheng-Hwan: Hand-To-Hand Attack +5d6, Area Of Effect (2m Radius; +1/4), Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4) (44 Active Points); Hand-To-Hand Attack (-1/4)
 3f     4)  Catapulting Blow of Loc Sun Pak: Hand-To-Hand Attack +5d6, Double Knockback (+1/2) (37 Active Points); Hand-To-Hand Attack (-1/4)
 1f     5)  Killing Strike: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (1/2 END; +1/4) (19 Active Points); No Knockback (-1/4)
 4f     6)  Hiragoyoshi's Walzing Butterly: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2), Attack Versus Alternate Defense (rigid PD on vital spots; All Or Nothing; +1) (50 Active Points); Hand-To-Hand Attack (-1/4)
 1f     7)  The Seven Strikes of Serenity: Entangle 4d6, 4 PD/4 ED, transparent to physical damage (+1/2) (60 Active Points); 4 Charges (-1), No Range (-1/2), Once per hour on any given target (-1/2), Requires a roll (14- roll); must make roll every phase/use (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Only on humans (-1/4)
 1f     8)  Zeng Hsiang's Hand of the Dawn: Sight Group Flash 4d6, Attack Versus Alternate Defense (Rigid eye protection or oddly-located eyes; +1/2) (30 Active Points); No Range (-1/2), Increased Endurance Cost (x2 END; -1/2), Requires a roll (14- roll); must roll every phase/use (-1/2)
 4f     9)  Tsurimi Yoshio's Hand of the Winds: Hand-To-Hand Attack +8d6, Invisible Power Effects (Invisible to Sight; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/4), No Knockback (-1/4)
 3f    10) First Hand of the Phoenix: Hand-To-Hand Attack +5d6, Indirect (Source Point is the same for every use, path is from Source Point to target; +1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); Hand-To-Hand Attack (-1/4), No Knockback (-1/4)
 3f    11) Harmonious Fist of Okano Akira: Drain Stun 4d6 (40 Active Points); Requires a roll (14- roll); must make roll every phase/use (-1/2)
 3f    12) The Unfolding Lotus Blossom: (Total: 44 Active Cost, 27 Real Cost) Barrier 12 PD, 0 BODY (up to 6m long, 2m tall, and 1/2m thick), Hardened (+1/4) (34 Active Points); Extra Time (Full Phase, -1/2), Requires a roll (14- roll); must roll every phase/use (-1/2) (Real Cost: 17) plus Defense Maneuver I-IV  (Real Cost: 10)
Powers Cost: 133
 
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
  4     Escape:  1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs
  3     Grab:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on
  5     Takeaway:  1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 25 STR to take weapon away
  3     Throw:  1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/10, Target Falls
Martial Arts Cost: 23
 
Cost Skill
  3     Acrobatics 15-
  3     Breakfall 15-
  2     CK: Campaign City 11-
 16    +2 with HTH Combat
  3     Climbing 15-
  2     KS: The Martial World 11-
  2     KS: Kung Fu 11-
  0     Language:  English (idiomatic) (4 Active Points)
  2     Language:  Japanese (fluent conversation)
  2     Language:  Mandarin Chinese (fluent conversation)
  2     PS: Martial Arts instructor 11-
  3     Stealth 15-
  3     Streetwise 12-
  6     WF:  Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons
Skills Cost: 49
 
Cost Talent
 16    Combat Sense 13-
Talents Cost: 16
 
Total Character Cost: 449
 
Pts. Complication
  5    Dependent NPC:  Zhu Hsaio, aged mentor Infrequently (Slightly Less Powerful than the PC)
 15   Hunted:  Qi Feng Frequently (As Pow; Harshly Punish)
 20   Hunted:  The Yakuza Infrequently (Mo Pow; NCI; Harshly Punish)
 20   Psychological Complication:  Love of danger and excitement (Very Common; Strong)
 20   Psychological Complication:  Code of Honor (uses parity in attacks and abilities with foe) (Common; Total)
 15   Psychological Complication:  Proud, hates to be beaten or humiliated (Common; Strong)
 15   Social Complication:  Secret Identity Frequently, Major
Complication Points: 110
 
fucdk.jpg

Nightwind.hdc

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