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TetsuRonin, or the Iron Ronin is a samurai themed iron man villain in YooSoo, representing the element of Metal.  I broke my self-made rule slightly with him and added a "watched" complication because his ambition would surely cause him to be carefully monitored by his bosses.

 

Tetsuronin
 
Characteristics
Norm Super  Char Cost
 15       30     STR     5          Lift: 200kg (1600kg); Damage: 3d6 (6d6)
 13       26     DEX     6
 15       30     CON    5
 15       15     BOD    5
 18       18     INT      8          Perception: 13- (15- with sight)
 18       18     EGO    8
 20       20     PRE   10          Presence Attack: 4d6
  6        33     PD       4          Resistant PD in armor: 21
  6        33     ED       4          Resistant ED in armor: 21
  3         6      SPD   10
  6        12    REC    2
 30       60     END    2
 24       46     STN    2
 
OCV:    9
DCV:    9
OMCV: 6
DMCV: 6
 
34m RUN   0
  4m SWIM 0
  6m LEAP 1
Characteristics Cost: 186
 
Cost Power
  5     Iron Will: Mental Defense (9 points total) (Base MD)
  2     Keen Vision: +2 PER with Normal Sight
 27    Kama: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR), Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1) [Notes: (x2 number of items)]
 11    Throw Kama: Ranged (+1/2) for up to 45 Active Points of Kama (22 Active Points); 2 Recoverable Charges (-1)
 
 53    Armor: Resistant Protection (21 PD/21 ED), Hardened (+1/4) (79 Active Points); OIF (-1/2)
 80    Physical Enhancement: (Total: 121 Active Cost, 80 Real Cost) +15 STR (15 Active Points); OIF (-1/2) (Real Cost: 10)
         +13 DEX (26 Active Points); OIF (-1/2) (Real Cost: 17)
         +15 CON (15 Active Points); OIF (-1/2) (Real Cost: 10)
         +6 PD (6 Active Points); OIF (-1/2) (Real Cost: 4)
         +6 ED (6 Active Points); OIF (-1/2) (Real Cost: 4)
         +3 SPD (30 Active Points); OIF (-1/2) (Real Cost: 20)
         +6 REC (6 Active Points); OIF (-1/2) (Real Cost: 4)
         +30 END (6 Active Points); OIF (-1/2) (Real Cost: 4)
         +22 STUN (11 Active Points); OIF (-1/2) (Real Cost: 7)
  7    Reduced Endurance (0 END; +1/2) (7 Active Points) applied to STR
 
 27    Armor Movement Systems: Multipower, 40-point reserve,  (40 Active Points); all slots OIF (-1/2)
 3f    1)  Thrusters: Flight 40m (40 Active Points); OIF (-1/2)
 3f    2)  Spatial Warp: Teleportation 30m, x2 Increased Mass, x4 Noncombat (40 Active Points); OIF (-1/2)
 2f    3)  Leg Servos: Running +22m (34m total), Reduced Endurance (0 END; +1/2) (39 Active Points); OIF (-1/2)
 
Powers Cost: 220
 
Cost Karate Maneuver
  2     Weapon Element:  Empty Hand, Karate Weapons, Staves
  4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
  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     Snap Kick or Punch:  1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
  4     Knife Hand:  1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6
  5     Spin or Side Kick:  1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
Martial Arts Cost: 27
 
Cost Skill
 40    +4 with All Attacks
  2     KS: Karate 11-
  5     Language:  English (Japanese Native) (imitate dialects)
  2    WF:  Common Martial Arts Melee Weapons
Skills Cost: 49
 
Total Character Cost: 452
 
Pts. Complication
 25   Hunted:  Japanese Superheroes Frequently (Mo Pow; NCI; Harshly Punish)
 20   Hunted:  Japanese Law Enforcement Very Frequently (As Pow; NCI; Limited Geographical Area; Harshly Punish)
 20   Psychological Complication:  Code of the Bushi: serves Kage Masao (Very Common; Strong)
 15   Psychological Complication:  Ambitious, wants to be Shadow Clan leader (Very Common; Moderate)
 15   Social Complication:  Secret Identity Frequently, Major
 15   Watched:  Shadow Clan Frequently (Mo Pow; NCI; Watching)
Complication Points: 110

 

 

20b0odw.jpg

Tetsuronin.hdc

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I think these builds aren't as familiar and beloved as some but they're worth looking over.  Allston did a great job with Ninja Hero and these villains can add a lot to any Champions game.  They are an easy plug in for Japanese- and Chinese-themed villains for a GM to throw at their heroes.

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Kami No Hayashi, the Woods Spirit, for the element of Wood in Yoosoo.  She's a mystical being that has only been in human form a few years and has no real name, although they call her Kiko.  She works with the evil villains because she believes their boss controls her tree and hence her life.  Note that her martial arts training is only for the shaft/pole of the naginata, not the blade: she doesn't use it in her aikido for killing.  At 5' tall and 95 pounds she seems small and weak but is a lot tougher than she looks.

 

I built her Naginata as a multipower since it had multiple uses for a single device.  Its Restrainable because it appears to be something she manifests rather than an actual weapon (see image).  I also changed her Aikido slightly to be more in line with the style; there's no strike but in its place is a couple of grabs and throws.

 

Kami No-Hayashi
 
Characteristics
Val Char Cost
 10  STR    0         Lift: 200kg, Damage: 2d6
 20  DEX   20
 23  CON  13
 20  BOD  10
 18  INT     8          Perception Roll: 13- (15- vision)
 15  EGO   5
 18  PRE    8         Presence Attack: 3 1/2d6
 20  PD      6         12 rPD
 17  ED      3         12 rED
  5   SPD  30
  7   REC   3
 45  END   5
 38  STN   9
 
OCV:    7
DCV:    7
OMCV: 5
DMCV: 5
 
12m RUN   0
  4m SWIM 0
  4m LEAP  0
Characteristics Cost: 172
 
Cost Power
  4     Supernatural vision: +2 PER with Sight Group
 36    Bark Skin: Resistant Protection (12 PD/12 ED)
 30    Tough as wood: Physical Damage Reduction, Resistant, 50%
 30    Tough as wood: Energy Damage Reduction, Resistant, 50%
 
 32    Kodama Spirit Form: Desolidification  (affected by magic, fire) (40 Active Points); Unified Power (-1/4)
 48    Kodama Flight: Flight 60m (60 Active Points); Unified Power (-1/4)
 48    Kodama Vines: Telekinesis (40 STR) (60 Active Points); Unified Power (-1/4)
 42    Kodama Thicket: Entangle 3d6, 3 PD/3 ED, Area Of Effect (12m Radius; +3/4) (52 Active Points); Unified Power (-1/4)
 
 17    Naginata: Multipower, 30-point reserve,  (30 Active Points); all slots Restrainable (-1/2), Real Weapon (STR Min 10) (-1/4)
 1f     1)  Naginata Blade: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR) (25 Active Points); Restrainable (-1/2), Real Weapon (STR Min 10) (-1/4)
 1f     2)  Naginata Shaft: Hand-To-Hand Attack +4d6 (20 Active Points); Restrainable (-1/2), Hand-To-Hand Attack (-1/4), Real Weapon (STR Min 10) (-1/4)
 1f     3)  Naginata Length: Stretching 2m (2 Active Points); Restrainable (-1/2), Real Weapon (STR Min 10) (-1/4)
 1f     4)  Naginata Enchantment: +1 OCV with Naginata (3 Active Points); Restrainable (-1/2), Real Weapon (STR Min 10) (-1/4)
Powers Cost: 291
 
Cost Aikido Maneuver
  1     Weapon Element:  Empty Hand, Staves
  4     Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
  4     Escape:  1/2 Phase, +0 OCV, +0 DCV, 25 STR vs. Grabs
  5     Grappling Block:  1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block
  3     Hold:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 20 STR for holding on
  4     Joint Lock/Throw:  1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls
  3     Takedown:  1/2 Phase, +1 OCV, +1 DCV, 2d6 Strike; Target Falls
Martial Arts Cost: 24
 
Cost Skill
  3     Acrobatics 13-
  3     Breakfall 13-
  2     KS: Aikido 11-
Skills Cost: 8
 
Total Character Cost: 495
 
Pts. Complication
  5    Distinctive Features:  Green eyes and hair (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 25   Hunted:  Japanese Superheroes Frequently (Mo Pow; NCI; Harshly Punish)
 20   Hunted:  Japanese Authorities Very Frequently (As Pow; NCI; Limited Geographical Area; Harshly Punish)
 20   Psychological Complication:  Believes she must serve Mizu (Very Common; Strong)
  5    Psychological Complication:  Susceptible to Flattery (Uncommon; Moderate)
  5    Psychological Complication:  Unwilling to harm plants (Uncommon; Moderate)
 10   Social Complication:  Unfamiliar with human customs and behavior Frequently, Minor
  5    Unluck: 1d6
 30   Vulnerability:  2 x STUN Heat and fire attacks (Very Common)
 20   Vulnerability:  2 x STUN Gas and Chemical attacks (Common)
 20    Watched:  Shadow Clan Very Frequently (Mo Pow; NCI; Watching)
Complication Points: 165

 

 

b5po8z.jpg

 

 

 

Kami No-Hayashi.hdc

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Oni No Miza, the water demon.  A highly trained martial artist in Shorinji Kempo, he also has learned water magic from Japanese Sorcery.  He represents water in the Yoosoo.

 

Oni No Miza
 
Characteristics
Val Char Cost
 18  STR    8        Lift: 360kg, Damage: 3 1/2d6
 23  DEX   26       
 18  CON   8
 15  BOD   5
 28  INT   18         Perception Roll: 15-
 17  EGO  7
 18  PRE   8          Presence Attack: 3 1/2d6
 10  PD     8
  9   ED     7
  6   SPD  40
 10  REC  6
 45  END  5
 34  STN  7
 
OCV:    8 
DCV:    8
OMCV: 6
DMCV: 6
 
12m RUN   0
  4m SWIM 0
  7m LEAP 2
Characteristics Cost: 223
 
Cost Power
  7     Bo Staff: Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Real Weapon (STR MIN 8) (-1/2), Hand-To-Hand Attack (-1/4)
  1     Bo Staff: +1 OCV (3 Active Points); OAF (-1), Real Weapon (STR MIN 8) (-1/2), Hand-To-Hand Attack (-1/4)
  1     Bo Staff: Stretching 2m (2 Active Points); OAF (-1), Real Weapon (STR MIN 8) (-1/2), Hand-To-Hand Attack (-1/4)
 81    Water Magic: Variable Power Pool, 70 base + 35 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (96 Active Points); Water Effects Only Common SFX (-1/2); all slots Requires A Roll (Skill roll; -1/2), Gestures (-1/4)
Powers Cost: 90
 
Cost Shorinji Kempo Maneuver
  2     Weapon Element:  Empty Hand, Polearms and Spears, Staves
  4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
  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     Escape:  1/2 Phase, +0 OCV, +0 DCV, 33 STR vs. Grabs
  3    Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 4 1/2d6 Strike, Target Falls
  4     Punch:  1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 Strike
Martial Arts Cost: 25
 
Cost Skill
  3     Breakfall 14-
 24    +3 with Ranged Combat
  2     KS: Kung Fu 11-
  2     KS: Japanese Magic 11-
  3     Lockpicking 14-
 29    Magic 28-
  2     Language:  English (Japanese native) (fluent conversation)
  6     WF:  Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms
Skills Cost: 71
 
Total Character Cost: 409
 
Pts. Complication
 25  Hunted:  Japanese Superheroes Frequently (Mo Pow; NCI; Harshly Punish)
 20  Hunted:  Japanese Law Enforcement Very Frequently (As Pow; NCI; Limited Geographical Area; Harshly Punish)
 20  Psychological Complication:  Cruel and Sadistic (Very Common; Strong)
 15  Psychological Complication:  Hates, hunts down Japanese Sorcerers (Common; Strong)
  5   Rivalry:  Professional (Other Japanese Sorcerers; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
 20  Vulnerability:  2 x STUN Phsical HKAs (Common)
 20  Watched:  Shadow Clan Very Frequently (Mo Pow; NCI; Watching)
Complication Points: 125
 
11uz5h3.jpg

Oni No Miza.hdc

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The final member of Yoosoo: Tsuchi, or Earth.  A tragic figure, he's as miserable as his picture seems like he is (which I tried to play up by a bottom-up lighting scheme).  A promising young sumo wrestler, by 18 he was dominating the sport until he was revealed to be a mutant and his power kept growing.  Thrown out of the sport, disgraced, and humiliated, the young man is despondant and seeks death indirectly by taking foolish risks.  He's in love with Wood (Kami No Hayashi, above) but is convinced this cannot ever be, so its just one more way to be miserable.

 

I really like this kind of villain, because smart and well played characters can reach out to them and move them away from their status to redeem them, as it were.

 

Tsuchi is ... well he's broken.  He's a character I wouldn't allow anyone to build.  Hugely mobile with his leaping ability, incredibly strong, and nearly impossible to put down, he'd be a handful just on his own, but with the entire team... you better be a pretty experienced supergroup.  He will not miss very often (almost never, with a 14 OCV grab) and does horrendous damage.  He doesn't have any specialty defenses (life support, power/mental/flash defense) so that's your only real hope.

 
Tsuchi
 
Characteristics
Val Char Cost
 70  STR   60         Lift: 400 tons; Damage: 14d6
 18  DEX   16
 30  CON   20
 20  BOD   10
 10  INT      0         Perception Roll: 11-
 18  EGO    8
 23  PRE   13        Presence Attack: 4 1/2d6
 30  PD     28        30 rPD (all hardened); 50% damage reduction
 25  ED     23        25 rED (all hardened); 50% damage reduction
  5   SPD   30
 20  REC   16
 60  END    8
 70  STN   25
 
OCV:    6
DCV:    6
OMCV: 6
DMCV: 6
 
12m RUN   0
  4m SWIM 0
28m LEAP 12
Characteristics Cost: 317
 
Cost Power
 41    Damage Resistance: (Total: 41 Active Cost, 41 Real Cost) Hardened (+1/4), Resistant (+1/2) (22 Active Points) applied to PD (Real Cost: 22) plus Hardened (+1/4), Resistant (+1/2) (19 Active Points) applied to ED (Real Cost: 19)
 30    Tough: Energy Damage Reduction, Resistant, 50%
 30    Tough: Physical Damage Reduction, Resistant, 50%
 35    Tireless: Reduced Endurance (0 END; +1/2) (35 Active Points) applied to STR
 10    Stance: Clinging (normal STR)
 20    Stance: Knockback Resistance -20m
Powers Cost: 166
 
Cost Sumo Wrestling Maneuver
  4     Escape:  1/2 Phase, +0 OCV, +0 DCV, 85 STR vs. Grabs
  3     Grab:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 80 STR for holding on
  3     Throw:  1/2 Phase, +0 OCV, +2 DCV, 16d6 Strike; Target Falls; Must Follow Grab
  4     Root:  1/2 Phase, +0 OCV, +0 DCV, 85 STR to resist Shove; Block, Abort
  4     Shove:  1/2 Phase, +0 OCV, +0 DCV, 85 STR to Shove
  4     Slap:  1/2 Phase, +2 OCV, +0 DCV, 16d6 Strike
Martial Arts Cost: 22
 
Cost Skill
  6     +3 OCV with Grab
 48    +6 with HTH Combat
  2     KS: Sumo Wrestling 11-
  3     Language:  English (Japanese native) (completely fluent)
Skills Cost: 59
 
Total Character Cost: 564
 
Pts. Complication
 15   Distinctive Features:  Exaggerated Sumo Build (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 35   Enraged:  When an attack fails to harm him (Very Common), go 14-, recover 8-
 25   Hunted:  Japanese Superheroes Frequently (Mo Pow; NCI; Harshly Punish)
 20   Hunted:  Japanese Law Enforcement Very Frequently (As Pow; NCI; Limited Geographical Area; Harshly Punish)
 20   Psychological Complication:  Suicidal; attacks most dangerous enemy and takes huge risks (Very Common; Strong)
 15   Psychological Complication:  In love with Kami but refuses to admit it (Common; Strong)
 10   Social Complication:  Public Identity (Frequently, Minor)
 20   Watched:  Shadow Clan Very Frequently (Mo Pow; NCI; Watching)
Complication Points: 160

 

 

2ahgw9u.jpg

 

And that's it for Yoosoo.  One more Ninja Hero build (a sort of Easter egg from 4th edition) and then its on to Merrie Olde England.

Tsuchi.hdc

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Surprise!  In various places of the 4th edition rules there was a character mentioned and used for examples called "Sipristi" but that character was never actually written up anywhere. You got a sense of the character as a martial arist/ninja type, and that the name is a variant on an oath used by French characters in fiction "Sapristi!" meaning roughly "good lord!" or "good heavens!"

 

Well Aaron Allston wrote her up for Ninja Hero, and here's her full character sheet: a half-Italian, half-Japanese woman who is a lawyer by day and a ninja by night fighting injustice and to help children.  She's an Asian girl with green eyes, which, as Jack Burton knows, is impossible!  But very special.

 

Sipristi
 
Characteristics
Val Char Cost
 15  STR    5          Lift: 200kg, Damage: 3d6
 18  DEX   16
 20  CON  10
 10  BOD   0
 15  INT     5          Perception Roll: 14- (15- sight)
 13  EGO   3
 15  PRE   5           Presence Attack: 3d6
  8   PD     6
  6   ED     4
  6   SPD  40
  8   REC  4
 40  END  4
 28  STN  4
 
OCV:    6
DCV:    6
OMCV: 4
DMCV: 4
 
16m RUN   4
  4m SWIM 0
  6m LEAP  1
Characteristics Cost: 147
 
Cost Power
  6     Keen Senses: +2 PER with all Sense Groups
  2     Good Eyes: +1 PER with Sight Group
 15    Energy Damage Reduction, Resistant, 50% (30 Active Points); Requires A Roll (KS: Ninjutsu roll; -1/2), Only vs attacks she's aware of (-1/2)
  6     Leaping +20m (26m forward, 13m upward) (10 Active Points); Requires A Roll (Acrobatics Skill roll; -1/2), Gestures (-1/4)
 13    Aid  Strength 6d6 (36 Active Points); Only to Aid Self (-1), Requires A Roll (KS: Ninjutsu Skill roll; -1/2), Gestures (-1/4)
 
  8     Ninja-To: Killing Attack - Hand-To-Hand 1d6+1 (2d6+1 w/STR) (20 Active Points); OAF (-1), Real Weapon (STR Min 8) (-1/2)
  1     +1 OCV with Ninja-To (2 Active Points); OAF (-1), Real Weapon (STR Min 8) (-1/2)
 
 43    Ninja Weapons and gadgets: Variable Power Pool, 30 base + 60 control cost, all slots All weapons 0 END Cost (+1/2) (75 Active Points); Only for Ninja gadgets and weapons (-1); all slots OAF (-1), Real Weapons (-1/2)
         1) Ashiko (hand spikes): (Total: 18 Active Cost, 7 Real Cost) +1 with Climbing Skill (3 Active Points); OAF (-1), Real Weapons (-1/2) (Real Cost: 1) plus Killing Attack - Hand-To-Hand 1/2d6 (1 1/2d6 w/STR) (15 Active Points); OAF (-1), Real Weapons (-1/2) (Real Cost: 5) Real Cost: 7
         2) Shuko (boot spikes): (Total: 18 Active Cost, 7 Real Cost) +1 with Climbing Skill (3 Active Points); OAF (-1), Real Weapons (-1/2) (Real Cost: 1) plus Killing Attack - Hand-To-Hand 1/2d6 (1 1/2d6 w/STR) (15 Active Points); OAF (-1), Real Weapons (-1/2) (Real Cost: 5) Real Cost: 7
         3) Hankyu (bow): Killing Attack - Ranged 1d6, Armor Piercing (+1/4), All weapons 0 END Cost (+1/2) (30 Active Points); OAF (-1), Real Weapons (-1/2), 24 Charges (+1/4) Real Cost: 12
         4) Line Thrower: Entangle 3d6, 3 PD/3 ED, All weapons 0 END Cost (+1/2) (45 Active Points); 1 Recoverable Charge (-1 1/4), Only entangles one limb or protrusion (-1), OAF (-1), Entangle Has 1 BODY (-1/2), Real Weapons (-1/2) Real Cost: 8
         5) Sai: (Total: 31 Active Cost, 17 Real Cost) Blast 3d6 (22 Active Points); OAF (-1), Real Weapons (-1/2), Range Based On Strength (-1/4) (Real Cost: 7) plus +2 OCV with block, bind, disarm, and takeaway maneuvers (9 Active Points); OAF (-1), Real Weapons (-1/2) (Real Cost: 3) Real Cost: 17 [Notes: (x2 number of items)]
         6) Shuriken: Killing Attack - Hand-To-Hand 1d6-1 (1d6 w/STR), Range based on strength (+1/4), All weapons 0 END Cost (+1/2), Autofire (5 shots; +1/2), Non-Standard Attack Power (+1) (32 Active Points); OAF (-1), Real Weapons (-1/2), 9 Charges (-1/4) Real Cost: 12
         7) Tetsuto: Killing Attack - Hand-To-Hand 2 1/2d6 (3 1/2d6 w/STR), All weapons 0 END Cost (+1/2) (60 Active Points); OAF (-1), Real Weapons (-1/2) Real Cost: 24
Powers Cost: 94
 
Cost Ninjutsu 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
  4     Nerve Punch:  1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
  5     Takeaway:  1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 25 STR to take weapon away
  3     Takedown:  1/2 Phase, +1 OCV, +1 DCV, 3d6 Strike; Target Falls
  3     Weapon Element:  Blades, Empty Hand, Karate Weapons, Polearms and Spears
Martial Arts Cost: 27
 
Cost Skill
  3     Acrobatics 13-
  3     Charm 12-
  3     Climbing 13-
  9     +3 OCV with block and deflect maneuvers
  3     Concealment 12-
  3     Fast Draw 13-
  5     KS: Ninjutsu 14-
  3     KS: Odaka clan symbols and codes 12-
  3     Language:  English (Japanese Native) (completely fluent)
  2     Language:  Italian (fluent conversation)
  7     Oratory 14-
  5     PS: Attorney at law 14-
  3     Stealth 13-
Skills Cost: 52
 
Cost Perk
  2     Fringe Benefit:  Law License, Passport
  5     Money:  Well Off
Perks Cost: 7
 
Cost Talent
 20    Danger Sense (self only, out of combat) 14-/13-
Talents Cost: 20
 
Total Character Cost: 347
 
Pts. Complication
  5    Distinctive Features:  Japanese ancestry with green eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
  0    Distinctive Features:  Butterfly Tattoo (ninja clan mark) (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
 20   Enraged:  Children hurt (Uncommon), go 14-, recover 11-
 15   Hunted:  Sicilian Mafia Infrequently (As Pow; NCI; Harshly Punish)
 25   Hunted:  Enemies of Odaka clan Frequently (Mo Pow; NCI; Harshly Punish)
 20   Psychological Complication:  Never goes without a weapon regardless of propriety or situation (Very Common; Strong)
 15   Psychological Complication:  Crusader against social injustices (Very Common; Moderate)
 15   Social Complication:  Secret Identity Frequently, Major
Complication Points: 115
 
x6a4ut.jpg

Sipristi.hdc

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Kingdom of Champions was released in 1990, written by Phil Masters.  It is, along with Champions of the North, one of my favorite supplements for Champions, and I wish the Champions Down Under book could have been written and released as well.  Covering the UK's culture, language, laws, history, and more, it gave a nice very brief thumbnail sketch of the Isles so that GMs could more comfortably and accurately run games set in the area.  Now you can have Uber-Man and Uber-Boy visit London!

 

KOC has even more characters and adventures than Champions of the North, and to make them all fit well, the bulk of the character builds are in very condensed, digest form.  However, they include all the necessary information for conversions to 6th edition, unlike many of the Strike Force characters that lacked key info such as complications.  Unfortunately, the interior artwork was done by Ben Edlund an Abert Deschesne, neither of whom are my favorite artists.  I'm not saying I'm any better, just that I don't like their work as much as other artists such as Paul Zircher and Denis Loubet.

 

How many of the dozens of characters in this book I'll do I don't know; I'll at least get the main superhero groups done and some of the villains.

 

First on the block is Clansman, from Scotland.  He's kind of a super-commando type with gadgets.  He's the leader of of the New Knights of the Round Table, one of the UK's premier superhero teams.  Unfortunately due to an error, he has no complications listed and sadly the errata page I found listed does not address this, so I had to wing it based on his description and character.

 

The Clansman
 
Characteristics
Val Char Cost
 18  STR    8          Lift: 360kg, Damage: 3 ½d6
 20  DEX   20
 20  CON  10
 16  BOD    6
 13  INT     3          Perception Roll: 12-
 14  EGO   4
 18  PRE    8          Presence Attack
  8   PD      6          With Armor: 18 PD, 10 rPD
  7   ED      5          With Armor: 17 PD, 10 rPD
  5   SPD  30
 10  REC   6
 40  END   4
 36  STN   8
 
OCV:    6
DCV:    6
OMCV: 5
DMCV: 5
 
14m RUN   2
  6m SWIM 1
  7m LEAP  2
Characteristics Cost: 165
 
Cost Power
 20    Armored Costume: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-1/2)
  3     Helmet: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)
  3     Helmet: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)
  3     Mask: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)
  7     Mask: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2)
  7     Mask: Life Support  (Self-Contained Breathing) (10 Active Points); OIF (-1/2)
 10    Backpack Mini-Wing: Flight 24m (24 Active Points); Gliding (-1), OIF (-1/2)
 12    Boot Knife: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); OAF (-1) [Notes: (x2 number of items)]
 
 22    Poison Dart Pistol: Blast 3d6, Constant (+1/2), Uncontrolled (+1/2), Attack Versus Alternate Defense (5+ rPD; All Or Nothing; +1) (45 Active Points); OAF (-1), 12 Continuing Charges lasting 1 Extra Phase each (-0)
  4     Poison Dart Pistol: Blast 1d6, Attack Versus Alternate Defense (5+ rPD; All Or Nothing; +1) (10 Active Points); OAF (-1), Linked (Poison Dart Pistol; -1/2), 12 Charges (-1/4)
 
 26    Grenade Cannon: Multipower, 45-point reserve,  (45 Active Points); all slots OIF (-1/2), 12 uses total of any combination (-1/4)
 2f     1)  Smoke Grenade: Darkness to Sight Group 8m radius (40 Active Points); 4 Continuing Charges lasting 1 Extra Phase each (-3/4), OIF (-1/2), 12 uses total of any combination (-1/4)
 1f     2)  Stun Grenade: Blast 6d6, Stun Only (+0), Area Of Effect (12m Radius Explosion; +1/4) (37 Active Points); 4 Charges (-1), OIF (-1/2), 12 uses total of any combination (-1/4)
 2f     3)  Gas Grenade: Blast 3d6, Area Of Effect (6m Radius; +1/2), Attack Versus Alternate Defense (Need not breathe; All Or Nothing; +1) (37 Active Points); OIF (-1/2), 12 uses total of any combination (-1/4)
Powers Cost: 122
 
Cost Commando Training Maneuver
  1     Weapon Element:  Blades, Unarmed
  4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
  4     Choke Hold:  1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
  4     Cross:  1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 Strike
  4     Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 28 STR to Disarm
  3     Throw:  1/2 Phase, +0 OCV, +1 DCV, 3 1/2d6 +v/10, Target Falls
Martial Arts Cost: 20
 
Cost Skill
  3     Acrobatics 13-
  1     Bureaucratics 8-
  3     Breakfall 13-
  3     Climbing 13-
  3     Combat Driving 13-
  3     Combat Piloting 13-
 10    +1 with All Attacks
  3     Concealment 12-
  3     Demolitions 12-
  6     KS: British Army tactics and codes 15-
  3     KS: Super-beings (as known to British government) 12-
  2     KS: Military history 11-
  1     Language:  Gaelic (basic conversation)
  1     Language:  Spanish (basic conversation)
  2     Language:  German (native is English) (fluent conversation)
  1     Mechanics 8-
  3     Navigation 12-
  3     Paramedics 12-
 24    Skill Levels: +2 Overall
  3     Stealth 13-
  3     Survival 12-
  1     Systems Operation 8-
  3     Tactics 12-
  1     Tracking 8-
 22    TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Balloons & Zeppelins, Combat Aircraft, Helicopters, Large Military Ships, Large Motorized Boats, Large Planes, Large Rowed Boats, Large Wind-Powered Boats, Parachuting, Basic, Rafts, Railed Vehicles, Skiing (snow), Small Military Ships, Small Motorized Boats, Small Planes, Small Rowed Boats, Small Wind-Powered Boats, Submarines, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
  9     WF: Common Melee Weapons, Common Missile Weapons, Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons
  2     Weaponsmith (Firearms) 12-
Skills Cost: 122
 
Cost Perk
  7     Contact:  Ministry of Defence senior official (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 13-
  4     Fringe Benefit:  Captain
  5     Contact:  Highland Regiment Colonel (Contact has access to major institutions, Contact has significant Contacts of his own, Good relationship with Contact) 11-
  2     Contact:  MI5 Officer (Contact has access to major institutions) 8-
Perks Cost: 18
 
Cost Talent
  3     Lightsleep
  5     Resistance (+5 to roll)
Talents Cost: 8
 
Total Character Cost: 455
 
Pts. Complication
  0    Distinctive Features:  Scots accent (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
 15   Psychological Complication:  Follows orders (Common; Strong)
 20   Psychological Complication:  Conventional and by the book (Very Common; Strong)
 10   Psychological Complication:  Cautious and careful to prepare (Common; Moderate)
 15   Psychological Complication:  Loyal to the crown and UK people (Common; Strong)
 15   Social Complication:  Secret Identity Frequently, Major
 10   Social Complication:  Subject to orders Frequently, Minor
 15   Watched:  Government and military of the UK  Frequently (As Pow; NCI; Limited Geographical Area; Harshly Punish)
Complication Points: 100

 

t82r74.jpg

The Clansman.hdc

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The Consul is a brick for the New Knights of the Round Table, and he's curiously similar to Obsidian in origin.  Sent to earth as a diplomat from an alien race, he didn't quite get the dress code right and showed up in Victorian era togs, but has kept them.  However, unlike Obsidian, Consul is actually a sophisticated android, and has been programmed to behave like a diplomat from the 19th century so he's all old fashioned style and etiquette.  His attitude is both refreshing and sometimes shocking; he's always diplomatic with incredible old world courtesy and manners, but dated in many attitudes toward women and social groups.

 

The Consul
 
Characteristics
Val Char Cost
 50  STR   40           Lift: 25 tons, Damage: 10d6
 20  DEX   20
 30  CON  20
 21  BOD  11
 20  INT    10           Perception Roll: 13-
 20  EGO  10
 25  PRE   15           Presence Attack: 5d6
 23  PD      8            Resistant PD: 10
 23  ED      8            Resistant ED: 10
  4   SPD   20
 16  REC  12
 60  END   8
 60  STN  20
 
OCV:     7
DCV:     7
OMCV: 7
DMCV: 7
 
12m RUN   0
28m SWIM 0
20m LEAP  8
Characteristics Cost: 274
 
Cost Power
 12    Reduced Endurance (1/2 END; +1/4) (12 Active Points) applied to STR
 39    Armored Chassis: Resistant Protection (13 PD/13 ED)
 12    Android Mind: Mental Defense (12 points total)
 27    Android: Life Support  (Eating: Character does not eat; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Self-Contained Breathing; Sleeping: Character does not sleep)
  5     Heat Sensors: Infrared Perception (Sight Group)
 10    Onboard radio: Radio Perception/Transmission (Radio Group)
  5     Macro Vision: Microscopic ( x10) with Hearing Group
 
 30    Momentum Control: Multipower, 30-point reserve
 3f     1)  Kinetic Manipulation: Telekinesis (20 STR) (30 Active Points)
 2f     2)  Force Wall: Barrier 8 PD/4 ED, 6 BODY (up to 4m long, 1m tall, and 1/2m thick) (30 Active Points); Costs Endurance (to maintain; -1/2)
 3f     3)  Kinetic Impellers: Flight 30m (30 Active Points)
 1f     4)  Kinetic Impellers: Swimming +24m (28m total) (12 Active Points)
Powers Cost: 149
 
Cost Skill
  1     Bureaucratics 8-
  1     Conversation 8-
  3     High Society 14-
  3     Linguist
  3     1)  Language:  English (Pho'Rarrtha'Kp native) (idiomatic) (4 Active Points)
  3     2)  Language:  French (idiomatic) (4 Active Points)
  1     3)  Language:  German (fluent conversation) (2 Active Points)
  1     4)  Language:  Mandarin (fluent conversation) (2 Active Points)
  1     5)  Language:  Russian (fluent conversation) (2 Active Points)
Skills Cost: 17
 
Cost Perk
  7     Contact:  Pho'Rarrtha'Kp society (Contact has access to major institutions, Contact has significant Contacts of his own) 14-
  5     Contact:  UK Government/New Knights Liason (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-
  5     Fringe Benefit:  Diplomatic Immunity
Perks Cost: 17
 
Cost Talent
  3     Absolute Time Sense
  5     Eidetic Memory
 20     Universal Translator 13-
Talents Cost: 28
 
Total Character Cost: 485
 
Pts. Complication
 25   Berserk:  Berserk Suffers Electrical Damage (through defenses) (Common), go 8-, recover 11-
 15   Distinctive Features:  Gian blue skinned alien looking guy (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
  5    Hunted:  Playtime Infrequently (Less Pow; Harshly Punish)
 20   Psychological Complication:  Always diplomatic and reasonable (Very Common; Strong)
 15   Psychological Complication:  Always helpful (Common; Strong)
 10   Negative Reputation:  Wierd, sexist, dated, Frequently
 10   Social Complication:  Dated perception and understanding of culture Frequently, Minor
 15   Social Complication:  Alien Diplomatic Android Frequently, Major
 15   Susceptibility:  Intense Magnetic Fields 1d6 damage per Phase (Uncommon)
  5    Unluck: 1d6
  5    Vulnerability:  1 1/2 x STUN Magic (Uncommon)
 20   Watched:  British Government Very Frequently (As Pow; NCI; Limited Geographical Area; Harshly Punish)
Complication Points: 160

 

2hh29oh.jpg

The Consul.hdc

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By the way, people might wonder why I don't do the full writeup with all the background and details.  Well first off its a lot of work and I don't want to bother, but mostly its this: if you want all the information on these characters... buy the originals.  Play them.  That's why I am doing this, to try to encourage people to pick up and enjoy these original sources :)

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Mole was a coal miner in Wales, when things went terribly wrong.  Something strange was down there and it exploded, and Owen came away not only blinded but... changed.  Now able to turn into the strange mole creature.  He's got some issues (see his psych comps) and eventually he married the nurse that helped him recover from the explosion and retired but is always available for help if the Knights need him.

 

Mole
 
Characteristics
Val Char Cost
 33  STR   23           Lift: 2400kg, Damage 6½d6; in Hero Form (43 STR): 8000kg, Damage: 8½d6
 21  DEX   22
 33  CON  23
 10  BOD   0
 10  INT     0            Perception: 11-
 15  EGO   0
  5   PRE   -5           Presence Attack: 1d6
  7   PD      5            In Hero Form:  13 PD, 7 rPD
  7   ED      5            In Hero Form:  13 ED, 7 rED
  5   SPD   30
 18  REC   14
 55  END    7
 45  STN   13
 
OCV:    7
DCV:    7
OMCV: 3
DMCV: 3
 
12m RUN   0   In Hero Form: 4m Running
  4m SWIM 0
  0m LEAP -2
Characteristics Cost: 175
 
Cost Power
  3     Courage: +5 EGO (5 Active Points); Only vs fear based effects and presence attacks (-1/2)
  7     Communicator Watch: Radio Perception/Transmission (Radio Group) (10 Active Points); Concentration (1/2 DCV; -1/4), IIF (-1/4)
  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)
  3     Changed Metabolism: Life Support  (Immunity: Alcohol)
 
  6     Mole Form (all Only in Alternate ID powers require this): Density Increase (400 kg mass, +10 STR, +2 PD/ED, -4m KB) (8 Active Points); Only In Alternate Identity (-1/4)
 14    Tough: Resistant Protection (6 PD/6 ED) (18 Active Points); Only In Alternate Identity (-1/4)
 -6     Slow: Running -8m (-8 Active Points); Only In Alternate Identity (-1/4)
 26    Sense Mass Densities: Detect A Class Of Things 11- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting (32 Active Points); Only In Alternate Identity (-1/4)
  8     Deep Digger: Life Support  (Self-Contained Breathing) (10 Active Points); Only In Alternate Identity (-1/4)
 
 75    Vibrational Powers: Multipower, 75-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (94 Active Points); all slots Only In Alternate Identity (-1/4)
 4f     1)  Vibro-Blast: (Total: 72 Active Cost, 44 Real Cost) Blast 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Reduced By Range (-1/4), Only In Alternate Identity (-1/4) (Real Cost: 33) plus Blast 2d6, Reduced Endurance (1/2 END; +1/4), Attack Versus Alternate Defense (Density increase or inorganic form; All Or Nothing; +1) (22 Active Points); Linked (Blast; -1/2), Reduced By Range (-1/4), Only In Alternate Identity (-1/4) (Real Cost: 11)
 2f     2)  Vibrating Claws: Killing Attack - Hand-To-Hand 1 1/2d6 (3 1/2d6 / 4d6+1 w/STR), Reduced Endurance (1/2 END; +1/4) (31 Active Points); Only In Alternate Identity (-1/4)
 4f     3)  Digging: Tunneling 10m through 10 PD material, Fill In, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Only In Alternate Identity (-1/4)
Powers Cost: 149
 
Cost Skill
  2     AK: Wales 11-
  2     AK: London 11-
  3     Demolitions 11-
  2     Language:  Welsh (English native) (fluent conversation)
  2     PS: Miner 11-
Skills Cost: 11
 
Cost Perk
  7     Contact:  Dr Goldwing (Contact has significant Contacts of his own, Contact has very useful Skills or resources) 13-
Perks Cost: 7
 
Total Character Cost: 342
 
Pts. Complication
 10   Dependent NPC:  Wife Frequently (Normal; Useful Noncombat Position or Skills)
 15   Dependent NPC:  Young daughter Infrequently (Incompetent)
 10   Distinctive Features:  As Mole very odd and frightening looking (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
  5   Hunted:  Progenitor Cyber-Systems AI Infrequently (Less Pow; Harshly Punish)
 20   Physical Complication:  Blind (Frequently; Greatly Impairing)
 10   Physical Complication:  Cannot Jump (Infrequently; Slightly Impairing)
 10   Physical Complication:  No Sense of smell (Infrequently; Slightly Impairing)
 15   Psychological Complication:  Code against killing (Common; Strong)
 20   Psychological Complication:  Fear of heights (Very Common; Strong)
 20   Susceptibility:  Coal 2d6 damage per Phase (Uncommon)
 10   Vulnerability:  2 x STUN Sonic attacks (Uncommon)
Complication Points: 145

 

2u7tymg.jpg

Mole.hdc

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Albion is the mystical member of the New Knights of the Round Table.  A medieval alchemist from the 13th century, he perfected the Philosopher's Stone which would allow him to, among other things, live forever and convert any element into any other element (including base metals to gold).  However, an explosion rent his lab and Chandros woke up in the modern era, possessing the body of a homeless woman who committed suicide by leaping into the ocean.

 

Now he's a spirit that runs about in other bodies, although leaving his main body causes it to begin to decay again.  He can use the body to interact with the real world and transform metals, and can possess just about any other person.  I used the "possession" power from Advanced Player's Guide I in the place of his mind control, and gave him my standard possession power (strength usable on the real world, only to hold on) so the controlled body doesn't somehow leave him behind.

 

First up, Albion, the medieval alchemist spirit:

 

Albion
 
Characteristics
Val Char Cost
  8   STR   -2          Lift: 80kg, Damage: 1½d6
 18  DEX   16
 18  CON   8
 10  BOD   0
 23  INT    13          Perception Roll: 14-
 23  EGO  13
 20  PRE   10          Presence Attack: 4d6
 10  PD      8
 10  ED      8
  4   SPD  20
  6   REC   2
 50  END   6
 20  STN   0
 
OCV:    6
DCV:    6
OMCV: 8
DMCV: 8
 
12m RUN   0
  4m SWIM 0
  4m LEAP  0
Characteristics Cost: 162
 
Cost Power
 47    Spirit: Desolidification  (affected by Magic), Persistent (+1/4), Reduced Endurance (0 END; +1/2) (70 Active Points); Always On (-1/2)
  8     Spirit Grip: Affects Physical World (+2) for up to 8 Active Points of Strength (16 Active Points); Only to hold and remain in possessed body (-1)
 23    Spirit: Invisibility to Sight Group , Persistent (+1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); Always On (-1/2)
110   Possess Body: Possession, Increased Mind Control (12 points), Telepathic Contact (20 points), Reduced Endurance (1/2 END; +1/4), Affects Physical World (+2) (247 Active Points); No Range (-1/2), Must occupy and remain in victim's body (-1/2), Extra Time (Full Phase, Only to Activate, -1/4)
 15    Iron Will: Mental Defense (15 points total)
 10    Spirit: Power Defense (10 points)
 40    Spirit: Life Support  (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep)
 16    Regeneration (2 BODY per 5 Minutes) (24 Active Points); Requires a Roll: 14-, every use/phase (-1/2)
 20    Spirit Levitation: Flight 20m
 12    Spirit Sense: Detect Magical/Mystical forces 14- (Unusual Group), Range, Sense
Powers Cost: 301
 
Cost Skill
  8     KS: Alchemy 19-
  4     PS: Magical Research 15-
  1     High Society 8-
  3     Linguist
  1     1)  Language:  Arabic (fluent conversation) (2 Active Points)
  2     2)  Language:  Classic Greek (completely fluent) (3 Active Points)
  1     3)  Language:  Classical Hebrew (fluent conversation) (2 Active Points)
  2     4)  Language:  Latin (completely fluent) (3 Active Points)
  2     5)  Language:  Medieval French (completely fluent) (3 Active Points)
  2     6)  Language:  Modern English (fluent medieval English) (completely fluent) (3 Active Points)
  1     7)  Language:  Spanish (fluent conversation) (2 Active Points)
Skills Cost: 27
 
Cost Perk
 44    Follower
  1     Fringe Benefit:  Respected government advisor on Wierd Phenomena
Perks Cost: 45
 
Total Character Cost: 535
 
Pts. Complication
 10   Distinctive Features:  Disembodied voice, acts weird and distracted (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 15   Psychological Complication:  Philosphical curiosity (Common; Strong)
 20   Psychological Complication:  Medieval Mentality (Very Common; Strong)
 20   Physical Complication:  No sense of smell, touch, or taste (Frequently; Greatly Impairing)
 15   Social Complication:  Medieval mentality and manners Frequently, Major
 20   Susceptibility:  anti-magical powers (dispel magic, etc) 2d6 damage per Phase (Uncommon)
  5    Watched:  UK Government Frequently (As Pow; NCI; Limited Geographical Area; Watching)
  5    Hunted:  Evil magicians Infrequently (Less Pow; Harshly Punish)
Complication Points: 110

 

e8wuar.jpg

 

And then Albion's body: a woman in her 30s with no relations or family, homeless, who died in the ocean from suicide.  Albion woke in this body and has stayed with it mostly because it would be a violation to take over someone else's body long term.  I changed her build very slightly as well, she was built with a dependence on being possessed to prevent decay, but it was absurdly fast: basically in a matter of minutes she'd crumble to dust.  While possessing the body, Albion can manipulate base metals - he cannot use his alchemy on any metals not known or understood in medieval times such as uranium or potassium, but alloys such as steel and such he can work with.  Its up to the GM whether he could work with titanium or other higher metals.

 

Albion's Body
 
Characteristics
Val Char Cost
  8   STR   -2         Lift: 80kg, Damage 1½d6
 18  DEX   16 
 30  CON  20
 10  BOD   0
  1   INT    -9          Perception Roll: 10-
  0   EGO   0
 10  PRE   0           Presence AttacK: 2d6
  8   PD     6
  8   ED     6
  4   SPD  20
 20  REC  4
 60  END  8
 30  STN  5
 
12m RUN   0 
  4m SWIM 0
  4m LEAP  0
Characteristics Cost: 104
 
Cost Power
 15    Automaton: Does Not Bleed
  8     Spiritual Energy: +12 REC (12 Active Points); Only while possessed by Albion (-1/2)
 15    Alchemy: Minor Transform 5d6 (Any metal into any other metal, dispel magic), Improved Results Group: any kind of base metal (+1/4) (31 Active Points); No Range (-1/2), Only while possessed by Albion (-1/2)
 21    Spiritual Energy: Regeneration (2 BODY per Turn) (32 Active Points); Only while possessed by Albion (-1/2)
 34    Dead: 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; Self-Contained Breathing; Sleeping: Character does not sleep)
Powers Cost: 93
 
Cost Talent
 24    Simulate Death (+9 to roll), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Any time Albion leaves body; +1) (24 Active Points)
Talents Cost: 24
 
Total Character Cost: 221
 
Pts. Complication
 10   Dependence:  Must be possessed by Albion or receive extraordinary medical care Takes 1d6 Damage (Common; 1 Hour)
 10   Distinctive Features:  unemotional behavior, biological abnormalities, habit of dropping dead (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 25   Physical Complication:  Completely collapses into catatonic dead state when not possessed by Albion (Frequently; Fully Impairing)
 20   Susceptibility:  Anti-magical powers (dispel magic, etc) 2d6 damage per Phase (Uncommon)
 10   Vulnerability:  2 x STUN Rot or decay related powers (Uncommon)
 10   Vulnerability:  2 x BODY Rot or decay related powers (Uncommon)
Complication Points: 85

Albion.hdc

Albion's Body.hdc

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Silver Shadow looks like a hood ornament (and I suspect that was the origin of the character design), but she's the youngest member of the New Knights of the Round Table.  Daughter of a superhero in the past, she's just started college and uses her mutant powers to help the Knights, although they tend to keep her out of the roughest stuff.  Her build was a minimal digest (several of the characters refer to others for base info, in her case Shrinker from 4th edition) and she didn't have much in the way of disads, but I added a vulnerability to knockback when her force field is on, based on the concept and special effects.

 

Silver Shadow
 
Characteristics
Val Char Cost
 10  STR    0            Lift: 100kg, Damage: 2d6
 20  DEX   20
 18  CON   8
  9   BOD   -1
 14  INT     4            Perception Roll: 12-
 14  EGO   4
 10  PRE    0            Presence Attack: 2d6
  7   PD      5            With Costume: 10 PD, 3 rPD; With Force Field: 35 PD, 28 rPD
  7   ED      5            With Costume: 10 ED, 3 rED; With Force Field: 35 ED, 28 rED
  5   SPD  30
  7   REC   3
 50  END   6
 28  STN   4
 
12m RUN   0
  4m SWIM 0
  4m LEAP  0
Characteristics Cost: 128
 
Cost Power
 50    Energy Reflection: Reflection (75 Active Points' worth)
 60    Force Field: Resistant Protection (25 PD/25 ED) (75 Active Points); Costs Half Endurance (-1/4)
 50    Gravity Reflection: Flight 40m, Reduced Endurance (1/2 END; +1/4) (50 Active Points)
 12    Smooth Surface: +30 STR (30 Active Points); Only to escape grabs and entangles, etc (-1), Linked (Force Field; -1/2)
 13    Reflective: +10 with Concealment (20 Active Points); Linked (Force Field; -1/2)
  2     Reflect Light: Sight Group Flash Defense (5 points) (5 Active Points); Linked (Force Field; -1/2), Requires a roll 14- every phase or use (-1/2)
  2     Reflect Sound: Hearing Group Flash Defense (5 points) (5 Active Points); Linked (Force Field; -1/2), Requires a roll 14- every phase or use (-1/2)
  2     Reflective Mind: Mental Defense (8 points total) (Base MD) (5 Active Points); Linked (Force Field; -1/2), Requires a roll 14- every phase or use (-1/2)
  2     Reflect Energy: Power Defense (5 points) (5 Active Points); Linked (Force Field; -1/2), Requires a roll 14- every phase or use (-1/2)
  6     Armored Costume: Resistant Protection (3 PD/3 ED) (9 Active Points); OIF (-1/2)
  5     Deflect Misfortune: Luck 1d6
Powers Cost: 204
 
Cost Judo Maneuver
  4     Choke Hold:  1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
  5     Grappling Block:  1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block
  3     Grappling Throw:  1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike; Target Falls; Must Follow Grab
  4     Joint Lock/Throw:  1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls
  4     Root:  1/2 Phase, +0 OCV, +0 DCV, 55 STR to resist Shove; Block, Abort
Martial Arts Cost: 20
 
Cost Skill
  3     Breakfall 13-
  6     +3 OCV with deflection and block
  3     Concealment 12-
  2     PS: Student 11-
  1     TF:  Small Planes
Skills Cost: 15
 
Total Character Cost: 367
 
Pts. Complication
 10   Dependent NPC:  Father Mark Nine Frequently (Slightly Less Powerful than the PC)
 10   Hunted:  Enemies of the NKORT Infrequently (As Pow; Harshly Punish)
  5    Vulnerability:  1 1/2 x Effect Knockback (when force field is active) (Uncommon)
 15   Psychological Complication:  In love with clansman (Common; Strong)
 10   Psychological Complication:  Naive and overconfident (Common; Moderate)
 15   Psychological Complication:  Code vs Killing (Common; Strong)
 15   Social Complication:  Secret Identity Frequently, Major
Complication Points: 80

 

 

xqkih4.jpg

Silver Shadow.hdc

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OK the last member of the New Knights of the Round Table, the Gurkha.  A little background for people who don't know what a Gurkha is:

 

There was a train robbery in India, with a gang of 40 invading the train, stealing and molesting the passengers. Among the passengers was a retired soldier:
 
“They started snatching jewelry, cell phones, cash, laptops and other belongings from the passengers,” Shrestha recalled. The soldier had somehow remained a silent spectator amidst the melee, but not for long. He had had enough when the robbers stripped an 18-year-old girl sitting next to him and tried to rape her right in front of her parents. He then took out his khukuri and took on the robbers.
 
“The girl cried for help, saying ´You are a soldier, please save a sister´,” Shrestha recalled.
 
Unfortunately for this gang, the soldier was a Gurkha.
 
Back when the British Empire was at its greatest, they were busy in Afghanistan trying to bring peace and civilization, and build colonies to enhance the empire. While fighting in that region, they reached a portion of the area now known as Nepal, and unlike the rest of the area were not able to defeat these stalwart soldiers. The British knew a good thing when they saw it, and instead made friends with the locals, who called themselves Gorkha after the Hindu guru Gorakhnath. Eventually the British were allowed to hire mercenaries from the protectorate, and these men became known as Gurkhas.
 
Gurkhas rapidly became legendary for two things. The first is their bent machete-like blade called a Kukri, the other is their incredible discipline and fighting ability. Gurkhas were an elite force which the British knew they could always rely on to fight hard, terrify their enemies, and fight to the last man. "Bravest of the brave, most generous of the generous, never had country more faithful friends than you," they were described for their amazing fighting spirit and their intense loyalty.  
 
In this case, the retired Gurkha's loyalty became attached to the girl, and he thought of her as his sister. This was the worst mistake the gang ever made, and the last for several. Srestha reached for his Kukri and when he was done, eight were wounded, three dead, and the remaining dozens were running for their lives. One man against forty; they should have brought more against a Gurkha.  When the girl was threatened near him, he had to act. He claims they ran away after twenty minutes because he thinks they figured his buddies were around too.

 

 

British military history is full of stories about these guys.  Gurkhas are basically superheroes in the real world, and this guy is an especially capable one.
 
The Gurkha
 
Characteristics
Val Char Cost
 15  STR    5          Lift: 200kg, Damage: 3d6
 26  DEX   32
 20  CON  10
 10  BOD   0
 13  INT     3          Perception Roll: 12-
 18  EGO   8
 18  PRE   8           Presence Attack: 3 1/2d6; Defensive Presence: 33
 10  PD     8           With Kukri Block: 15 PD, 5 rPD
 10  ED     8           With Kukri Block: 15 ED, 5 rED
  6   SPD  40
 10  REC   6
 35  END   3
 28  STN   4
 
OCV:    9
DCV:    9
OMCV: 6
DMCV: 6
 
18m RUN   6
  8m SWIM 2
  6m LEAP  1
Characteristics Cost: 226
 
Cost Power
  5     Strong Will: Mental Defense (9 points total) (Base MD)
 14    Kukri: Killing Attack - Hand-To-Hand 1d6+1 (2d6+1 w/STR) (20 Active Points); OAF (-1), Real Weapon (STR Mod 5) (-1/4) [Notes: (x2 number of items)]
  5     Find Weakness: Armor Piercing (+1/4) for up to 50 Active Points of All attacks up to 8 DCs (10 Active Points); Requires a 13- roll each phase/use (-1/2), Only vs target focused on (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4)
  5     Kukri Block: Resistant Protection (5 PD/5 ED) (15 Active Points); OAF (-1), Requires A Roll (12- roll; Must be made each Phase/use; -3/4), Only vs attacks he's aware of, not AE (-1/2)
 15    Throwing Blades: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Range based on STR (+1/4) (19 Active Points); 6 Recoverable Charges (-1/4)
  7     Brave: +15 PRE (15 Active Points); Defensive only (-1)
Powers Cost: 50
 
Cost Kalarapayit 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 
  5     Flying Kick:  1/2 Phase, +1 OCV, -2 DCV, 9d6 Strike 
  3     Joint Lock:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on
  4     Knifehand Strike:  1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6
  4     Maman Strike:  1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
  4     Punch/Elbow Strike:  1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
  5     Roundhouse/Straight Kick:  1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike
  3     Throw:  1/2 Phase, +0 OCV, +1 DCV, 5d6 +v/10, Target Falls
  1     Weapon Element:  Empty Hand, Kukri
  8     +2 HTH Damage Classes
Martial Arts Cost: 45
 
Cost Skill
  3     Acrobatics 14-
  3     Breakfall 14-
 16    +2 with HTH Combat
  9     +3 OCV with deflect and block
 10    Defense Maneuver I-IV 
  3     Demolitions 12-
  6     +3 Ego Rolls
  2     KS: Kalaripayit 11-
  3     Language:  English (native Hindi) (completely fluent)
  3     Paramedics 12-
  4     PS: Gurkha 13-
  5     Rapid Attack 
  3     Stealth 14-
  3     Survival 12-
  1     Tactics 8-
  3     Teamwork 14-
Skills Cost: 77
 
Cost Perk
  2     Positive Reputation:  Gurkha (A medium-sized group) 11-, +2/+2d6
Perks Cost: 2
 
Cost Talent
  3     Bump Of Direction
 17    Combat Sense 14-
  6     Environmental Movement (no penalties on narrow footing and slick surfaces)
  5     Resistance (+5 to roll)
 12    Danger Sense (self only, in combat, Function as a Sense, Intuitional) 12-
  3     Lightsleep
Talents Cost: 46
 
Total Character Cost: 447
 
Pts. Complication
 20   Dependent NPC:  Other members of the team Very Frequently (As powerful as the PC; Useful Noncombat Position or Skills; Group DNPC: x8 DNPCs)
 20   Enraged:  Leader knocked out or killed (Uncommon), go 14-, recover 11-
 25   Hunted:  Triad Frequently (Mo Pow; NCI; Harshly Punish)
 10   Hunted:  Former Sensei Infrequently (Mo Pow; Limited Geographical Area; Harshly Punish)
 20   Psychological Complication:  Very loyal (Common; Total)
 15   Psychological Complication:  Never back down or show weakness (Common; Strong)
 20   Psychological Complication:  Driven by code of honor and duty (Common; Total)
 10 Social Complication:  Public Identity Frequently, Minor
Complication Points: 140

 

 

izp3l0.jpg

The Gurkha.hdc

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Some other Gurkha stories:

 

I read a story of a Gurkha who's arm was wounded during a battle. The British office who was with him was also wounded and either passed out or fell asleep. When he awoke, the Gurkha was holding a pith helmet over the British officers head to shield him from the hot sun while he repeated over and over, "I am a gurka, I will not cry out." The Gurkha's wound was so bad his arm had to be amputated.

 

According to a Korean War Vet, he had an interesting experience sharing the line with a company of Gurkhas.  According to the vet, the Ghurkas would crawl out of their holes at night to kill Chinese troops. On more than one occasion, Rangers in his company would report feeling a hand reach down into their hole and touch their helmet, then move on.
 
The Ghurkas would crawl up to the hole and touch the helmet (or headgear) of the occupant. If they found a Chinese soldier, their throat was cut, if they found an American or other ally, they moved on. 

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Following this thread. I converted a lot of characters from Kingdom of Champions myself for 5th ed. (we're not playing 6th) especially the ones with reduced size sheets ("use the characteristics for Seeker but with 40 STR" and so on).

I just tinkered a bit with Wrath of the Seven Horsemen but there's a lot of work to do there, even converting things straight without adjustments.

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Do The Blood from "The Blood and Dr. McQuark".  I loved the Zelazny Amber vibe I got from them.

 

Has anyone converted the 4th edition Champions?  I prefer them to the 5th edition iteration (especially Cryptic's interpretation).

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OK here are a few other threads containing various other conversions to 6th edition by folks so they're easier to find in one thread:

 

Deathstroke by rjd59

The Blood by rjd59

Crusader, Starburst, and the 4th edition Champions by me - the one that started up this madness for me in the first place

Some Enemies for Hire and Mutant File rebuilds by Dr Mid-Nite

Roadkill by rjd59 

Several different write ups for The Guardians, the original team featured in the earliest Champions books.

 

I think that's all of the recent batch, if I missed any maybe someone can post them.

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