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If I recall correctly one of the villains in WOT7H has the automation advantage, 75% Dam Red (phys and ener) and about 12-14 defences, resistant.  But as weaknesses he has a suscept to fire, and vuln to sonics and find weakness.  If any villain was designed to make certain pc's feel weak and other (Helios, Ace, Huntsman, and doc Sonic) feel uber, it was this guy!

 

PS main attack a 2d6 RKA with 16 pts piercing (and old add on that reduced defences by one point per point of pierce, so minus 16 ED)

 

You're right about the damage reduction, but that critter wasn't built as an automaton.

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Huntsman, the swashbuckling corporate shark.  He finances a lot of the team and is responsible for all their tech.  Somehow despite having no mask and a porn 'stache nobody seems to recognize him.  Maybe the mustache is fake.

 

Huntsman
 
Val Char Cost
 18  STR    8         Lift: 360kg, Damage: 3 1/2d6
 18  DEX   16
 18  CON   8
 10  BOD   0
 18  INT     8         Perception: 12-
 10  EGO   0
 15  PRE   5          Presence Attack: 3d6
  8   PD     6          With Costume: 22 PD, 14 rPD
  8   ED     6          With Costume: 22 ED, 14 rED
  5   SPD  30
 15  REC  11
 35  END   3
 45  STN  13
 
OCV: 6
DCV: 6
OMCV: 3
DCMV: 3
 
22m RUN 10
14m SWIM 5
7m LEAP 2
Characteristics Cost: 160
 
Cost Power
 15    Luck 3d6
  4     Specialized Contacts: Ultraviolet Perception (Sight Group) (5 Active Points); IIF (-1/4)
  4     Specialized Contacts: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4)
  8     Subvocal Blue Ray Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4)
 28    Costume: Resistant Protection (14 PD/14 ED) (42 Active Points); OIF (-1/2)
 
 37    Crossbow: Multipower, 60-point reserve, all slots 32 Charges (+1/4) (75 Active Points); all slots OAF (-1)
 3f     1)  Electric Bolt: Blast 12d6 (60 Active Points); OAF (-1)
 2f     2)  Sonic Bolt: Blast 8d6, Armor Piercing (+1/4) (50 Active Points); OAF (-1)
 2f     3)  Fire Bolt: Blast 8d6, Area Of Effect (16m Radius Explosion; +1/4) (50 Active Points); OAF (-1)
 3f     4)  Gas Bolt: Blast 6d6, Attack Versus Alternate Defense (Life Support need not breathe; All Or Nothing; +1) (60 Active Points); OAF (-1)
 3f     5)  Webbing Bolt: Entangle 6d6, 6 PD/6 ED (60 Active Points); OAF (-1)
 3f     6)  Flare Bolt: Sight Group Flash 12d6 (60 Active Points); OAF (-1)
 2f     7)  Razor Bolt: Killing Attack - Ranged 2d6+1 (35 Active Points); OAF (-1)
Powers Cost: 114
 
Cost Skill
  3     Acrobatics 13-
  3     Combat Driving 13-
  3     Combat Piloting 13-
 12    +4 Coordinating attacks
 64    +8 with Ranged Combat
  3     Computer Programming 13-
  3     Demolitions 13-
  3     Inventor 13-
  2     Language:  Russian (fluent conversation)
  5     PS: Hunter 15-
  3     Stealth 13-
Skills Cost: 104
 
Cost Perk
 10    Money:  Wealthy
Perks Cost: 10
 
Total Character Cost: 388
 
Pts. Complication
 10   Dependent NPC:  Wife Jessica Savage Infrequently (Normal)
 20   Dependent NPC:  Children Michael and Mindy Savage Infrequently (Incompetent; Group DNPC: x2 DNPCs)
 20   Hunted:  Seven Horsemen Frequently (Mo Pow; Harshly Punish)
 20   Hunted:  Supreme Soviets Frequently (Mo Pow; NCI; Limited Geographical Area; Harshly Punish)
 10   Psychological Complication:  Highly Competative (Common; Moderate)
 10   Psychological Complication:  Hatred of Guns (Common; Moderate)
 15   Social Complication:  Secret Identity Frequently, Major
  5    Vulnerability:  1 1/2 x STUN Mental Blast (Uncommon)
Complication Points: 110

 

9k4gux.jpg

Huntsman.hdc

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OK was able to rebuild my login, finally.  Maelstrom, the old man of the group whose mutant powers manifested in his 40s.  He's a weather controller but as the edition was early he didn't have any sort of change environment to control the weather, so I built one for him.

 

Maelstrom
 
Val Char Cost
 13  STR    3           Lift: 130kg, Damage 2 1/2d6
 26  DEX   32
 23  CON  13
 10  BOD    0
 13  INT     3           Perception Roll: 12-
 13  EGO   3
 15  PRE   5            Presence Attack: 3d6
 10  PD     8            With Wind Deflection: 25 PD, 15 rPD
 10  ED     8            With Wind Deflection: 15 ED, 5 rED
  5   SPD  30
 15  REC  11
 70  END  10
 35  STN  8
 
OCV: 9
DCV: 9
OMCV: 5
DMCV: 5
 
12m RUN 0
4m SWIM 0
5m LEAP 1
Characteristics Cost: 206
 
Cost Power
  4     Contact Lenses: Ultraviolet Perception (Sight Group) (5 Active Points); IIF (-1/4)
  8     Subvocal Blue Ray Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4)
  4     Contact Lenses: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4)
 46    Wind Riding: Flight 46m
 24    Deflecting Winds: Resistant Protection (15 PD/5 ED) (30 Active Points); Costs Half Endurance (-1/4)
 
 50    Weather Control: Multipower, 75-point reserve,  (75 Active Points); all slots Requires a Roll: 14- Each Phase/Use (-1/2)
 5f     1)  Winds: Telekinesis (50 STR) (75 Active Points); Requires a Roll: 14- Each Phase/Use (-1/2)
 4f     2)  Lightning: Killing Attack - Ranged 4d6 (60 Active Points); Requires a Roll: 14- Each Phase/Use (-1/2)
 4f     3)  Whirlwind: Entangle 3d6, 3 PD/3 ED, Area Of Effect (1m Radius; +1/4), Takes No Damage From Attacks All Attacks, STR only to break out (+1) (67 Active Points); Requires a Roll: 14- Each Phase/Use (-1/2)
 3f     4)  Fog: Darkness to Sight Group 10m radius (50 Active Points); Requires a Roll: 14- Each Phase/Use (-1/2)
 4f     5)  Weather Command: Change Environment (+1 Wind Levels, +2 Temperature Level Adjustment, -1 Wind Levels, -2 Temperature Level Adjustment, Long-Lasting 5 Minutes), Area Of Effect (3m Radius; +1/4), MegaScale (1m = 1 km; Area; +1) (63 Active Points); Requires a Roll: 14- Each Phase/Use (-1/2)
Powers Cost: 156
 
Cost Skill
 12    +4 with coordinating attacks
  3     Linguist
  2     1)  Language:  Chinese (completely fluent) (3 Active Points)
  2     2)  Language:  French (completely fluent) (3 Active Points)
  2     3)  Language:  German (completely fluent) (3 Active Points)
  1     4)  Language:  Greek (fluent conversation) (2 Active Points)
  1     5)  Language:  Hebrew (fluent conversation) (2 Active Points)
  2     6)  Language:  Japanese (completely fluent) (3 Active Points)
  1     7)  Language:  Latin (fluent conversation) (2 Active Points)
  2     8)  Language:  Russian (completely fluent) (3 Active Points)
  2     9)  Language:  Spanish (completely fluent) (3 Active Points)
  3     PS: Philologist 12-
Skills Cost: 33
 
Total Character Cost: 395
 
Pts. Complication
 15   Dependent NPC:  Denise Swanson, secretary Frequently (Normal)
 25   Hunted:  Genocide Frequently (Mo Pow; NCI; Harshly Punish)
 20   Hunted:  Seven Horsemen Frequently (Mo Pow; Harshly Punish)
 15   Psychological Complication:  Claustrophobia (Common; Strong)
 10   Psychological Complication:  Code against killing (Common; Moderate)
 15   Social Complication:  Secret Identity Frequently, Major
 10   Vulnerability:  2 x STUN Gravity Based Attacks (Uncommon)
 10   Vulnerability:  2 x BODY Gravity Based Attacks (Uncommon)
Complication Points: 120
 
(image above)

Maelstrom.hdc

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Huntsman, the swashbuckling corporate shark.  He finances a lot of the team and is responsible for all their tech.  Somehow despite having no mask and a porn 'stache nobody seems to recognize him.  Maybe the mustache is fake.

 

Porn stash, eh?  There's a few titles I'm looking for--perhaps he'd care to sell or trade?  :snicker:

 

 

Maybe the mustache is fake.

 

The hair could be fake as well.  Perhaps he's blonde under a wig.

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Quasar, team captain and originator of the Protectors.  An alien who was once slave to the powerful Firewing, he discovered freedom on earth and fought against his former master with locals and has become quite a favorite figure in the bay area of California.  His multipower has "not in darkness" in the module, which was given a -1/4, but given that its dark half the time on earth, in any room without a light on, and any time someone uses a darkness power - plus Quasar has no light-producing powers - that limitation seemed low to me.  Again, his multipower had half END on all the powers, but since after 3rd edition endurance costs were halved, I dropped that.

 

His multipower for flight had "OAF wings" because they were detachable.  No, actually, that was a common build back then to represent restrainable until someone pointed out that it was a bit silly and poorly built.  Someone can stop you from flying but can't take your wings away or even use them to fly with themselves.  He also had a gliding slot in the multipower that was significantly faster than his normal flight, since it was cheaper, but that doesn't work any more (the active cost is the same as flight now) so I repurposed that into long distance fast flight out of combat of roughly 190 mph.  Also I sped up his FTL because it would take ages to get from any alien planet to earth for colonizing at 1 light year per year.  Overall, he's quite expensive, and powerful.

 

Quasar
 
Val Char Cost
 18  STR     8            Lift: 360kg, Damage: 3 1/2d6
 26  DEX    32
 23  CON   13
 12  BOD    2
 13  INT      3            Perception: 12-
 13  EGO    3
 15  PRE     5           Presence Attack: 3d6
 25  PD      23          25 rPD
 25  ED      23          25 rED
  6   SPD   40
 15  REC   11
 65  END    9
 50  STN   15
 
OCV: 9
DCV: 9
OMCV: 5
DMCV: 5
 
12m RUN   0
  4m SWIM 0
  7m LEAP 2
40m FLY
Characteristics Cost: 261
 
Cost Power
 25    Alien Physiology: Life Support  (Eating: Character does not eat; 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)
 19    Photonic Travel: Faster-Than-Light Travel (1 Light Years/day) (28 Active Points); Linked (Photonic Form; -1/2)
 24    Damage Resistance: (Total: 24 Active Cost, 24 Real Cost) Resistant (+1/2) (12 Active Points) applied to PD (Real Cost: 12) plus Resistant (+1/2) (12 Active Points) applied to ED (Real Cost: 12)
  6     Light Resistant: Sight Group Flash Defense (6 points)
 12     Eagle Eyes: +8 versus Range Modifier for Sight Group
  5     Star Vision: Ultraviolet Perception (Sight Group)
  8     Subvocal Blue Ray Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4)
 
 50   Photonic Control: Multipower, 75-point reserve,  (75 Active Points); all slots No power in darkness (-1/2)
 4f    1)  Photonic Blast: Blast 12d6 (60 Active Points); No power in darkness (-1/2)
 5f    2)  Photonic Burst: Sight Group Flash 8 1/2d6, Area Of Effect (12m Radius; +3/4) (75 Active Points); No power in darkness (-1/2)
 3f    3)  Photonic Form: Desolidification  (40 Active Points); No power in darkness (-1/2)
 
 27   Wings: Multipower, 40-point reserve,  (40 Active Points); all slots Restrainable (-1/2)
 3f    1)  Combat Flight: Flight 40m (40 Active Points); Restrainable (-1/2)
 3f    2)  Travel Flight: Flight 22m, x8 Noncombat, Reduced Endurance (1/2 END; +1/4) (40 Active Points); Restrainable (-1/2)
Powers Cost: 194
 
Cost Skill
  3     Bureaucratics 12-
 12    +4 with coordinating attacks
  6     +2 with multipower
 15    +3 with flight
  2     KS: Alien Technology 11-
  3     Language:  English (Fluent: N'gali) (completely fluent)
  3     PS: Strategist 12-
  3     Tactics 12-
  3     Teamwork 14-
Skills Cost: 50
 
Total Character Cost: 505
 
Pts. Complication
 30   Enraged:  Berserk When caged or bound (Uncommon), go 11-, recover 8-
 10   Distinctive Features:  Alien: glowing eyes, big snowy wings (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 30   Enraged:  Innocents harmed (Very Common), go 11-, recover 8-
 20   Hunted:  Seven Horsemen Frequently (Mo Pow; Harshly Punish)
 25   Hunted:  Firewing Very Frequently (Mo Pow; Harshly Punish)
 15   Psychological Complication:  Code against killing (Common; Strong)
  5    Psychological Complication:  Likes publicity and public adoration (Uncommon; Moderate)
 10   Social Complication:  Public Identity Frequently, Minor
 20   Vulnerability:  2 x STUN Chemical attacks (Common)
 10   Vulnerability:  1 1/2 x BODY Chemical Attacks (Common)
Complication Points: 175

 

vipb9i.jpg

Quasar.hdc

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Renegade, a team brick.  He's pretty simple and straight forward a character, although the build has 100 endurance, and he only has basic abilities that use any END (strength and movement) so I'm not sure what on earth they did it for.  He's a superhero in the tradition of his dad, Captain Thunder who died passing on his powers to Renegade.  Framed for murder, the Protectors took him in and gave him a new identity.  His sheet doesn't list it but all the other members had flash defense in their contacts, so I added it to him as well.

 

Renegade
 
Val Char Cost
 55  STR   45          Lift: 50 tons, Damage: 11d6
 23  DEX   26
 28  CON  18
 15  BOD   5
 13  INT     3           Perception Roll: 12- (sight and hearing: 16-)
 10  EGO   0
 15  PRE    5          Presence Attack: 3d6
 30  PD     28         30 rPD
 27  ED     25         27 rED
  5   SPD   30
 20  REC  16
100 END  16
 60  STN   20
 
OCV:    8
DCV:    8
OMCV: 3
DMCV: 3
 
22m RUN  10
  4m SWIM 0
22m LEAP  9
Characteristics Cost: 306
 
Cost Power
 28    Damage Resistance: (Total: 28 Active Cost, 28 Real Cost) Resistant (+1/2) (15 Active Points) applied to PD (Real Cost: 15) plus Resistant (+1/2) (13 Active Points) applied to ED (Real Cost: 13)
 28    Lack of Weakness: (Total: 28 Active Cost, 28 Real Cost) Hardened (+1/4), Impenetrable (+1/4) (15 Active Points) applied to PD (Real Cost: 15) plus Hardened (+1/4), Impenetrable (+1/4) (13 Active Points) applied to ED (Real Cost: 13)
  8     Unmoved: Knockback Resistance -8m
  5     Keen Hearing: +5 PER with Normal Hearing
 10    Keen Eyesight: +5 PER with Sight Group
  8     Subvocal Blue Ray Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4)
  4     Special Contact Lenses: Ultraviolet Perception (Sight Group) (5 Active Points); IIF (-1/4)
  4     Special Contact Lenses: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4)
Powers Cost: 95
 
Cost Skill
 24    +3 with HTH Combat
 12    +4 with coordinating attacks
  3     Conversation 12-
  3     Criminology 12-
  3     Streetwise 12-
  3     Teamwork 14-
Skills Cost: 48
 
Total Character Cost: 449
 
Pts. Complication
 25   Hunted:  Captain Thunder's arch enemy Frequently (Mo Pow; NCI; Harshly Punish)
 20   Hunted:  Seven Horsemen Frequently (Mo Pow; Harshly Punish)
 25   Hunted:  Law enforcement Very Frequently (As Pow; NCI; Harshly Punish)
 10   Psychological Complication:  Fear of heights (Common; Moderate)
 20   Social Complication:  Secret Identity Frequently, Severe
 10   Vulnerability:  1 1/2 x STUN Poison and gas attacks (Common)
Complication Points: 110

2eol0ye.jpg

Renegade.hdc

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And finally, Silverfist.  Permanently trapped in a suit of alien design, he went from boxing champ to freak who can't stand people mocking him.  This is one of my favorite character concept designs: the melee based energy projector.  Not really a martial artist (although he has boxing), but a damage guy who fights hand-to-hand.  He's built with 14- armor so when I did the coloring I wasn't 100% clear on if the armor covered him totally or just on his chest, head, hands, and feet.

 

Silverfist is my final Protectors build, and I'll either start doing Ninja Hero (if the copy I ordered shows up tomorrow) or maybe Kingdom of Chamipions.  Tons of characters in that bad boy.

 

Silverfist
 
Val Char Cost
 30  STR   20          Lift: 1600kg, Damage: 6d6
 23  DEX   26
 28  CON  18
 15  BOD   5
 13  INT     3           Perception Roll: 12-
 10  EGO   0
 15  PRE   5            Presence Attack: 3d6
  6   PD     4            With 14- activation armor: 23 PD, 17 rPD
  6   ED     4            With 14- activation armor: 23 ED, 17 rED
  6   SPD  40
 18  REC  14
 60  END   8
 58  STN  19
 
OCV:    8
DCV:    8
OMCV: 3
DMCV: 3
 
32m RUN  20
  4m SWIM 0
12m LEAP  4
Characteristics Cost: 260
 
Cost Power
 34    Armor: Resistant Protection (17 PD/17 ED) (51 Active Points); Requires a roll: 14- each phase or use (-1/2)
  5     Protected Eyes: Sight Group Flash Defense (5 points)
 15    Radar (Radio Group)
 15    X-Ray Vision: Penetrative (blocked by lead and gold) with Sight Group
 10    Radio Perception/Transmission (Radio Group)
 25    Life Support  (Eating: Character does not eat; 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: 104
 
Cost Boxing Maneuver
  4     Bob and Weave:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
  5     Block:  1/2 Phase, +1 OCV, +3 DCV, Block, Abort
  4     Body Blow:  1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
  4     Cross:  1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
  5     Jab:  1/2 Phase, +1 OCV, +3 DCV, 6d6 Strike
  4     Shove:  1/2 Phase, +0 OCV, +0 DCV, 45 STR to Shove
  5     Uppercut:  1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
Martial Arts Cost: 31
 
Cost Skill
 12    +4 with Coordinated attacks
 16    +2 with HTH Combat
  3     Computer Programming 12-
  3     Combat Piloting 14-
  3     Combat Driving 14-
  3     Criminology 12-
  3     Paramedics 12-
  3     Security Systems 12-
  3     Streetwise 12-
  3     Teamwork 14-
Skills Cost: 52
 
Total Character Cost: 447
 
Pts. Complication
  5    Distinctive Features:  Always in metallic suit (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
 20   Hunted:  Seven Horsemen Frequently (Mo Pow; Harshly Punish)
 15   Hunted:  PsiBorg Frequently (As Pow; Harshly Punish)
 10   Physical Complication:  No sense of taste or smell (Infrequently; Slightly Impairing)
 20   Psychological Complication:  Overconfident (Very Common; Strong)
 10   Psychological Complication:  Touchy about looks (Common; Moderate)
 20   Vulnerability:  2 x STUN Electrical Attacks (Common)
Complication Points: 100

 

2ujjkee.jpg

Silverfist.hdc

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How about the Seven Horsemen, I forgot about them until I started reading Protect and Serve. It was a product my crew never really used. Thanks to you Mr Taylor and the others you have dusted off old treasures I caught up with the other GM and we've started cobbling our old game together from memory, the funny thing was we were avid Blue bookers, but after 20 years of moving and what-nots the BB's didn't survive....

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Hell I would love to see versions of the original Champions, Flare, Icestar, Marksman, Goliath, & Rose. I'm not sure why but i dig the original line up. I really think they have been the better lineup closely followed by 4th. These are the Champions I first encountered.

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Hell I would love to see versions of the original Champions, Flare, Icestar, Marksman, Goliath, & Rose. I'm not sure why but i dig the original line up. I really think they have been the better lineup closely followed by 4th. These are the Champions I first encountered.

They are, officially, The Guardians, NOT The Champions. And it wasn't till the comic books when they got stated. And there were LOTS of Guardians which for one reason or another never got stated, like Gargoyle, Force, Dove, Scarlet (or is it Starlet...I can't tell), ect...

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The problem with writing up the Guardians is that there never was any official write up of the team.  The guy that played Rose was on Facebook and he talked about hooking me up with George MacDonald (the GM for that campaign) for info and stats, but nothing ever came of it.  A few of them are written up in this thread, but too many we just have no real info about.  They were given character sheets in the Champions comic book, but that was just the one writer's idea perhaps based on memory.

 

I don't actually own Seven Horsemen so someone else would have to do those rebuilds :)

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They are, officially, The Guardians, NOT The Champions. And it wasn't till the comic books when they got stated. And there were LOTS of Guardians which for one reason or another never got stated, like Gargoyle, Force, Dove, Scarlet (or is it Starlet...I can't tell), ect...

 

Your right the more i think about it, I think my original GM used the comic book stuff, I always thought they were the Champions and when the comic stuff hit they changed the name, but sooo much stuff sooo long ago lol. I thought they were stated in the Champions 1-3 ed Books, but it has been quite a while....i'm old. lol

Thanx for the correction. :)

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Its Ninja Hero time!  This is the first Ninja Hero book put out, 4th edition with Aaron Allston writing.  First on the block is Ba Kien, who gave me fits.  Unfortunately, he had stats that were Hero Form Only... but only showed the full stats, so I had to pull out what they were without turning into Ba Kien :(  However, he has almost exactly normal human stats, as it turned out.

 

This is a master super villain, with minions, a base, and so on.  He even has dragons.  *edited: added dragons as followers

 

Ba Kien
 
Chacteristics
Val Alt  Char Cost
 10  40   STR    0
 10  28   DEX    0
 10  23   CON    0
 10  10   BOD    0
 18  18   INT      8
 10  23   EGO    0
 10  30   PRE     0
  2   15   PD       0
  2   15   ED       0
  3    6    SPD   10
  4   13   REC    0
 20  50   END    0
 20  42   STUN  0
 
OCV: 9
DCV: 9
OMCV: 8
DOMCV: 8
 
12m RUN 0
4m SWIM 0
4m LEAP 0
Characteristics Cost: 108
 
Cost Power
  3     Instant Change: Cosmetic Transform 1d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; +3/4) (5 Active Points); Limited Target Clothes worn by character (-1/2)
 72    Flight 60m, Reduced Endurance (0 END; +1/2) (90 Active Points); Only In Alternate Identity (-1/4)
 60    Force Field: Resistant Protection (20 PD/20 ED), Hardened (+1/4) (75 Active Points); Only In Alternate Identity (-1/4)
 12    Iron Will: Mental Defense (20 points total) (Base MD) (15 Active Points); Only In Alternate Identity (-1/4)
 71    Create Super Boxer: Major Transform 6d6 (Target into Super Boxer), Area Of Effect (500m Radius; +2), Selective (+1/4) (195 Active Points); 6 Charges (-3/4), Concentration (0 DCV; -1/2), Only targets of Chinese ancestry ([slightly Limited]; -1/4), Only targets with 10 or less EGO (-1/4)
 17    Long Step: Teleportation 20m, MegaScale Range (1m = 1 km; +1), Usable Nearby (+1) (60 Active Points); 2 Charges (-1 1/2), Extra Time (Full Phase, -1/2), Gestures (-1/4), Incantations (-1/4)
 10    Teleportation: Floating Fixed Location (2 Locations)
154   Ba Kien Form: (Total: 194 Active Cost, 154 Real Cost) +30 STR (30 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 24)
         +18 DEX (36 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 29)
         +13 CON (13 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 10)
         +13 EGO (13 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 10)
         +20 PRE (20 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 16)
         +13 PD (13 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 10)
         +13 ED (13 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 10)
         +3 SPD (30 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 24)
         +9 REC (9 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 7)
         +30 END (6 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 5)
         +22 STUN (11 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 9)
 
 23    Kwan Dao: Multipower, 47-point reserve,  (47 Active Points); all slots OAF (-1)
 1f     1)  Chain: Stretching 3m, Persistent (+1/4), Reduced Endurance (0 END; +1/2) (5 Active Points); OAF (-1)
 2f     2)  Haft: Hand-To-Hand Attack +8d6 (40 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4)
 1f     3)  Blade: Killing Attack - Hand-To-Hand 1 1/2d6 (4d6+1 w/STR) (25 Active Points); OAF (-1)
Powers Cost: 426
 
Cost Kung Fu 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, 55 STR vs. Grabs
  5     Kick:  1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike
  4     Punch:  1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike
  1     Weapon Element:  Empty Hand, Pole Arms
Martial Arts Cost: 22
 
Cost Skill
  5     Acrobatics 16-
  3     Breakfall 15-
 40    +5 with HTH Combat
  5     KS: Archaeology 14-
  5     KS: History 14-
  2     KS: Kung Fu 11-
  3     Linguist
  2     1)  Language:  Ancient Chinese (completely fluent) (3 Active Points)
  2     2)  Language:  Cantonese (completely fluent) (3 Active Points)
  2     3)  Language:  English (Mandarin native) (completely fluent) (3 Active Points)
  2     4)  Language:  Hakka  (completely fluent) (3 Active Points)
  5     WF:  Common Martial Arts Melee Weapons, Common Melee Weapons, Three-Section Staff
Skills Cost: 76
 
Cost Perks
107    Followers: 487 point dragons (x4)
 
Total Character Cost: 739
 
Pts. Complication
 20   Distinctive Features:  Crazy Eyes, maniac's mannerisms (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
 30   Enraged:  Chinese culture, history, or people insulted (Common), go 14-, recover 8-
 25   Hunted:  Heroes Frequently (Mo Pow; NCI; Harshly Punish)
 20   Physical Complication:  Loses all powers when knocked out and placed in bronze vessel (Infrequently; Fully Impairing)
 20   Psychological Complication:  World conquering megalomaniac (Common; Total)
 25   Psychological Complication:  Hates Japanese and western powers (Very Common; Total)
 15   Social Complication:  Secret Identity Frequently, Major
 10   Unluck: 2d6
Complication Points: 165

 

16lmw3q.jpg

Ba Kien.hdc

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Ba Kien's main muscle, his Bronze Dragons.  He was defeated long ago and trapped in a bronze vessel that was decorated with dragons.  When he finally escaped, he used his powers to turn the dragons into pets.  Ba Kien keeps them in small form in his pockets, and brings them out to full size when needed.  When one of them becomes full size, it begins to rain (dragons being masters of rain in Chinese mythology).  The book notes that Chinese dragons are beings of honor and nobility, so for such an evil tyrant to control them would be highly annoying and even insulting to a Chinese person with any historical knowledge.

 

Oddly they have no claws, bite, or flames, just their strength (which at 90 in growth form is pretty astounding).  Because of the changes in Growth, the cost is pretty enormous to be as big as they get (around 100 feet long).  When in storage, they are only about 2" long.  The bronze dragons have no intermediary form, they are either huge or small.  I used growth because it packs in all the necessary stats and is cleaner than building them with alternate characteristics, etc.  Plus, that's how the original was built.  

 

Bronze Dragon
 
Characteristics
Val Char Cost
 30  STR   20          Lift:1600kg (6.4 kilotons w/growth), Damage: 6d6 (18d6 w/growth)
 15  DEX   10
 30  CON  20
 15  BOD   5
  5   INT    -5           Perception: 10-
 10  EGO  0
 30  PRE  20           Presence Attack: 6d6 (10d6 w/growth)
 35  PD    18           15 rPD
 25  ED     8            15 rED
  4   SPD  20
 12  REC   8
 60  END   8
 45  STN  13
 
OCV:    5
DCV:    5
OMCV: 3
DMCV: 3
 
44m RUN  32
  4m SWIM 0
26m LEAP 11
Characteristics Cost: 208
 
Cost Power
 45    Scales: Resistant Protection (15 PD/15 ED)
 40    Immortal: 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)
 14    Rain: Change Environment (-1 to Sight Group PER Rolls, -1 Temperature Level Adjustment, Long-Lasting 20 Minutes), Area Of Effect (2m Radius; +1/4), Reduced Endurance (0 END; +1/2), MegaScale area (1m = 1 km; +1), Cannot alter scale (-1/4) (35 Active Points); No Range (-1/2), Linked (Growth; -1/2), Instant (-1/2)
 
144   Size Change: Multipower, 120-point reserve, all slots Reduced Endurance (0 END; +1/2) (180 Active Points); all slots One or the other always on (-1/4)
  4f    1)  Smaller: Shrinking (0.0156 m tall, 4.768E-5 kg mass, -14 PER Rolls to perceive character, +14 DCV, takes +42m KB), Persistent (+1/4) (52 Active Points); One or the other always on (-1/4)
 10f   2)  Growth (+60 STR, +20 CON, +20 PRE, +12 PD, +12 ED, +12 BODY, +24 STUN, +15m Reach, +48m Running, -24m KB, hands/feet are Area Of Effect (2m Radius) attacks, 50,001-400,000 kg, +8 to OCV to hit, +8 to PER Rolls to perceive character, 17-32m tall, 9-16m wide) (120 Active Points); One or the other always on (-1/4)
Powers Cost: 257
 
Cost Skill
 16    +2 with HTH Combat
  6     +2 Bite
Skills Cost: 22
 
Total Character Cost: 487
 
Pts. Complication
 15   Accidental Change:  Shrinking shuts off when affected by magical detection 14- (Uncommon)
 20   Distinctive Features:  Huge chinese dragon (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
 10   Physical Complication:  Mute (Infrequently; Slightly Impairing)
 20   Physical Complication:  Very tiny or very huge (Frequently; Greatly Impairing)
 10   Physical Complication:  No fine manipulatory ability in giant form (Infrequently; Slightly Impairing)
 25   Psychological Complication:  Obey Ba Kien (Very Common; Total)
 30   Vulnerability:  2 x STUN Heat and fire (Very Common)
 30   Vulnerability:  2 x BODY Heat and fire (Very Common)
Complication Points: 160

 

bronze_large_chinese_dragon.jpg

Bronze Dragon.hdc

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And finally the Super Boxers that Ba Kien turns ordinary Chinese people into.

Ba Kien is a very, very powerful bad guy with tremendous potential to give the PCs a very hard time.  He gives GMs options for a different arch villain or mastermind in their game with built in minions and servants.  The Super Boxers are psychotic servants of the Warlord, and each one starts with a different traditional chinese weapon, particularly ones associated with Kung Fu.  I toned down their leaping (as listed they could jump over 100 feet which seemed excessive even for wild martial arts settings

 

Super Boxer
 
Characteristics
Val Char Cost
 30  STR   20          Lift: 1600kg, Damage: 6d6
 18  DEX   16
 23  CON  13
 15  BOD   5
  8   INT    -2           Perception Roll: 11-
 10  EGO   0
 18  PRE   8            Presence Attack: 3 1/2d6
 19  PD     8
 19  ED     8
  4   SPD  20
11   REC   7
 45  END   5
 46  STN  13
 
OCV:    6
DCV:    6
OMCV: 3
DMCV: 3
 
12m RUN   0
  4m SWIM 0
17m LEAP  7
Characteristics Cost: 158
 
Cost Power
 27    Armor: Resistant Protection (9 PD/9 ED)
 45    Weapon (45 Active Points)
Powers Cost: 72
 
Cost Kung Fu 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, 45 STR vs. Grabs
  5     Kick:  1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
  3     Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls
  4     Punch:  1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
 10    Weapon Element:  Axes, Maces, Hammers, and Picks, Blades, Chain & Rope Weapons, Clubs, Empty Hand, Hook Sword, Polearms and Spears, Staves, Three-Section Staff, Whips, Wind and Fire Wheels
Martial Arts Cost: 34
 
Cost Skill
 12    +4 Kung Fu
 12   +4 with deflection and block
  2     Language:  Cantonese (Mandarin native) (fluent conversation)
  2     Language:  English (fluent conversation)
Skills Cost: 28
 
Total Character Cost: 292
 
Pts. Complication
 25   Enraged:  Opposed by non-Chinese (Common), go 14-, recover 11-
 25   Hunted:  Law Enforcement Very Frequently (As Pow; NCI; Harshly Punish)
 25   Psychological Complication:  Fanatical followers of Ba Kien (Very Common; Total)
 25   Psychological Complication:  Can think of nothing but fighting and destroying (Very Common; Total)
  5    Unluck: 1d6
 10   Vulnerability:  2 x Effect Transformation attacks (Uncommon)
Complication Points: 115

 

 

 

de48l5.jpg

Super Boxer.hdc

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Ninja Hero had a supervillain team called Yoosoo in it, with a theme of Japanese Elements.  They were a pretty effective group I used a couple of times and the first on the block is Hi or "fire".  A modern day samurai with magical armor and the power to summon his weapons to him (as long as they aren't more than 30m away), Hi is very loyal to his masters and seeks to overcome the shame of his father's (although in this era grandfather makes more sense) failure to successfully crash a kamikaze plane into a US warship.  One aspect of his build I particularly liked is that he's so rigid in his honor and thinking that ambush and treacherous attacks are stunning to him, literally: he has a vulnerability.

 

Hi
 
Characteristics
Val Char Cost
 23  STR    13         Lift: 600kg, Damage: 5 1/2d6
 23  DEX    26
 28  CON   18
 18  BOD    8
 13  INT      3          Perception: 12-
 14  EGO    4
 18  PRE     8         Presence Attack: 3 1/2d6
 10  PD       8         With Armor: 28 PD, 18 rPD
 10  ED       8         With Armor: 28 ED, 18 rED
  6   SPD   40
 15  REC   11
 55  END    7 
 50  STN    15
 
OCV:    8
DCV:    8
OMCV: 5
DMCV: 5
 
20m RUN   8
  4m SWIM 0
  9m LEAP  3
Characteristics Cost: 242
 
Cost Power
  3     Instant Change: Cosmetic Transform 1d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; +3/4) (5 Active Points); Limited Target Clothes worn by character (-1/2), IIF (Magic Ring; -1/4)
 43    Magical Samurai Armor: Resistant Protection (18 PD/18 ED) (54 Active Points); IIF (-1/4)
 30    Katana: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Reduced Endurance (0 END; +1/2) (45 Active Points); OIF (-1/2)
 55    Katana Flourish: Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR), Area Of Effect (2m Surface; +1/4), Reduced Endurance (0 END; +1/2), Constant (+1/2), Uncontrolled (+1/2) (82 Active Points); OIF (-1/2)
Powers Cost: 131
 
Cost Kenjutsu Maneuver
  4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
  4     Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 33 STR to Disarm
  4     Evade:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
  4     Lightning Strike:  1/2 Phase, +2 OCV, +0 DCV, 6 1/2d6 Strike
  5     Takeaway:  1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 33 STR to take weapon away
  0     Weapon Element:  Blades
Martial Arts Cost: 21
 
Cost Skill
  3     Acrobatics 14-
 16     +2 with HTH Combat
 20     +2 with All Attacks
  3     Fast Draw 14-
  3     High Society 13-
  3     KS: Calligraphy 12-
  2     KS: Japanese History 11-
  3     KS: Kenjutsu 12-
  2     Language:  English (Japanese Native language) (fluent conversation)
  4     WF:  Common Melee Weapons, Common Missile Weapons
Skills Cost: 59
 
Total Character Cost: 453
 
Pts. Complication
 15   Hunted:  Japanese Superheroes Frequently (As Pow; NCI; Limited Geographical Area; Harshly Punish)
 15   Hunted:  Japanese Authorities Very Frequently (Less Pow; NCI; Limited Geographical Area; Harshly Punish)
 20   Psychological Complication:  Code of the Bushi (Common; Total)
 20   Psychological Complication:  Avenge all insults to self and Kages (Very Common; Strong)
 10   Psychological Complication:  Ashamed of Father's failures, attempts to make up for them (Common; Moderate)
  5    Social Complication:  Secret Identity Infrequently, Minor
 10   Vulnerability:  Ambushes and treacherous attacks (Common)
 20   Watched:  Shadow Clan Ninjas Very Frequently (Mo Pow; NCI; Watching)
Complication Points: 115
 
2wrkupj.jpg

Hi.hdc

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