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Champions Begins - the GM Starter pack


Christopher R Taylor

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Hopefully soon Diamond will have assignments for people.  I'd like to see this ready for playtest by the end of next month and on the "shelf" before summer.

 

Incidentally, that build of Brick is good but has some basic problems.

 

Growth and Density Increase are temporary powers in 6th edition, they are not meant to represent bigger and denser.  You use various powers that give the effects and physical complications for the drawbacks.

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Sorry about that. As soon as I'm back at a steal computer as opposed to my phone I'll send it out to you. What were you interested in working on (writing, editing, art, etc.)?

 

 

I think I replied in a PM, but I can help with Character Creation (already gave suggestions on a couple characters), Proof Reading 

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I've set up a Yahoo Group for the project. Anyone who is interested in helping can subscribe to it here: http://herobegins-subscribe@yahoogroups.com

 

If you were in volved in the PM discussions ealier you should have recieved this same message. I'd like anyone who wants to help to get in touch no later than this Thursday, April 7. If you have any questions or if the link is not working for you please feel freem to PM me or email me at Diamond_Spear@yahoo.com

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OK here's the first PC offering with background, Ace!

 

Each of these characters has been designed to be as flexible as possible in terms of gender and ethnicity, so the player can tailor the result to their wishes.  My idea is to have a double-sided card for each character, the male version on one side, the female on the other (with illustrations).

 

Ace is the Hawkeye/Gambit type, with shades of Bullseye.  Ace can pick up and throw anything, charging it up for a variety of effects and powers when it hits.  He can even charge up his fists to hit very hard or generate a kinetic field to protect and move more swiftly across the ground.  Ace is a baseball-themed character.

 

Ace
 
Val Char Cost
 10  STR    0
 19  DEX   18
 15  CON   5
 10  INT     0
 11  EGO   1
 13  PRE    3
  5   OCV  10
  6   DCV  15
  3   OMCV  0
  3   DMCV  0
  8   PD      6        With Kinetic Field: 23 PD; 15 rPD
  6   ED      4        With Kinetic Field: 16 PD; 10 rED
  5   SPD  30
 10  REC   6
 45  END   5
 10  BOD   0
 24  STN   2
 
15m RUN   3   (with Kinetic Slide: 30m)
  4m SWIM 0
  4m LEAP  0
Characteristics Cost: 98
 
Cost Power
 35    Thrown Objects: Multipower, 52-point reserve,  (52 Active Points); all slots IIF (Object of opportunity; -1/4), Range Based On Strength (-1/4)
 3f     1)  Change Up: Blast 10d6 (50 Active Points); IIF (Object of opportunity; -1/4), Range Based On Strength (-1/4)
 3f     2)  Knuckleball: Blast 7d6, Area Of Effect (8m Radius; +1/2) (52 Active Points); IIF (Object of opportunity; -1/4), Range Based On Strength (-1/4)
 3f     3)  Heater: Blast 7d6, Double Knockback (+1/2) (52 Active Points); IIF (Object of opportunity; -1/4), Range Based On Strength (-1/4)
 3f     4)  Chin Music: Blast 8d6, Armor Piercing (+1/4) (50 Active Points); IIF (Object of opportunity; -1/4), Range Based On Strength (-1/4)
 3f     5)  Inside Pitch: Blast 3d6, Damage Over Time, Target's defenses only apply once, Lock out (cannot be applied multiple times) (4 damage increments, damage occurs every three Segments, +2 1/2) (52 Active Points); IIF (Object of opportunity; -1/4), Range Based On Strength (-1/4)
 3f     6)  Slider: Killing Attack - Ranged 3d6+1 (50 Active Points); IIF (Object of opportunity; -1/4), Range Based On Strength (-1/4)
 3f     7)  Beanball: Blast 5d6, Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; All Or Nothing; +1) (50 Active Points); IIF (Object of opportunity; -1/4), Range Based On Strength (-1/4)
 3f     8)  Curve: Entangle 5d6, 5 PD/5 ED (50 Active Points); IIF (Object of opportunity; -1/4), Range Based On Strength (-1/4)
 9)  Time Out: Darkness to Sight Group 6m radius, Alterable Size, Uncontrolled (+1/2) (52 Active Points); IIF (Object of opportunity; -1/4), Range Based On Strength (-1/4)
 3f    10) Splitter: Sight Group Flash 10d6 (50 Active Points); IIF (Object of opportunity; -1/4), Range Based On Strength (-1/4)
 3f    11) Closer: Sight Group Flash 8d6, Area Of Effect (14m Radius Explosion; +1/4) (50 Active Points); IIF (Object of opportunity; -1/4), Range Based On Strength (-1/4)
 
 42 Pinch Hit: Hand-To-Hand Attack +6d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+1/2) (52 Active Points); Hand-To-Hand Attack (-1/4)
 39 Kinetic Field: Resistant Protection (15 PD/10 ED) (Protect Carried Items) (49 Active Points); Costs Half Endurance (-1/4)
 15 Kinetic Slide: Running +15m (15m/30m total)
Powers Cost: 164
 
Cost Skill
 12     +4 with Multipower
  3      PS: Baseball player 12-
  2      KS: MLB 11-
  2      PS: Stage Magician 11-
  3      Sleight Of Hand 13-
  5      Fast Draw:  Throwing items 14-
Skills Cost: 27
 
Cost Perk
  5     Money:  Well Off
Perks Cost: 5
 
Cost Talent
  3     Absolute Range Sense
  3     Ambidexterity (no Off Hand penalty)
Talents Cost: 6
 
Total Character Cost: 300
 
Pts. Disadvantage
 20  Dependent NPC:  Current date Frequently (Normal; Unaware of character's adventuring career/Secret ID)
 20  Hunted:  VIPER Frequently (Mo Pow; Harshly Punish)
 10  Psychological Complication:  Hatred of VIPER (Common; Moderate)
 15  Psychological Complication:  Something to prove (Common; Strong)
 15  Psychological Complication:  Cannot resist a challenge (Common; Strong)
 15  Social Complication:  Secret Identity Frequently, Major
  5   Vulnerability:  1 1/2 x effect Ego Drains (Uncommon)
Disadvantage Points: 100
Base Points: 300
 
Both versions: Ace was captured in a sweep by VIPER of those down on their luck for experimental genetic and chemical tests, but unlike most of the test subjects, Ace survived, partly through grit and partly through a unique physiology.  Waiting for dissection, Ace discovered the power to charge up items and throw them to explode.  Managing to escape the holding cell, Ace discovered those powerful abilities were able to do much more than simply blow things up.  Ace's fortunes have turned, but the VIPER experiments and attempts to control their subjects have made Ace vulnerable to effects that weaken willpower.
 
Now VIPER hunts Ace to recapture one of their few successful experiments, as Ace fights evil and injustice wherever it is found.
 
Male version: Ace was a wash in minor leagues because he didn't have anything besides a great arm - no fielding ability, no team spirit.  Determined to make it as a pitcher, he ended up living in a flophouse staying alive with his childhood hobby of stage magic, and was caught up by a VIPER team.  Now, Ace combines his pitching skill and powers to fight against the kind of criminals that captured him and to prove his skill to the world.
 
Female Version: Ace was a skilled softball pitcher and a rising National Pro Fastpitch pitcher who tried to break into Major League Baseball after a few games where she shut out several AA Franchise teams in the 5-inning exhibition games.  But she was turned away flat by every major league team and refused to go back to NPF a failure.  finally on her own and surviving on her childhood hobby of stage magic, she was at a shelter when grabbed by VIPER.  Now, Ace combines her pitching skill and powers to fight against the kind of criminals that captured her, and to prove she's good enough for the big show.

Ace.hdc

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OK I'm going to start posting more polished versions of characters with backgrounds, hopefully for people to examine and help tweak.  When art is done for them, that will be posted, too.  I want to start tomorrow and post one a day.  I really would appreciate feedback and information.

For example, Ace has a DOT effect, which is mostly a GM problem, but maybe not appropriate for a starting character in a tutorial game.

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VULCAN

 

Vulcan is the Thor equivalent, the 'god' with a hammer.  In this case, I've gone with the Roman god of blacksmithing, construction, etc.  Vulcan built all the weapons and armor that the other gods use.  As a punishment for her arrogance and toying with people, Jupiter forced Venus to marry the ugly dwarf but she was constantly stepping out on him.  Now whatever blacksmith holds his hammer and speaks the name of Vulcan transformed into him.

 

ALL VERSIONS: Vulcan was a modestly successful blacksmith who sought greater recognition and success, and competed on a reality show but lost when their equipment failed.  Frustrated with the humiliation and failure, the smith who became Vulcan began searching for legendary, ancient tools that could enhance their skill and not fail them.  Following on slim leads and rumors, the hammer of Vulcan was found on a shipwreck off Malta, with the name of the god written on the side of the hammer hidden in clever designs.  By calling on the name of Vulcan, the blacksmith transforms into the mighty hero.

 

VULCAN'S HISTORY: Frustrated with his wayward bride, Vulcan created a set of manacles to hold her at home when he was away working.  Humiliated and outraged with this treatment, Venus appealed to Diana, and the two of them created a spell that would bind Vulcan to his hammer that he'd created this prison with, one that caused him to be trapped within it until a mortal held it and called upon him.  Now Vulcan can only be free, but still controlled by the personality of the mortal that frees him, when the hammer is used.

 

FEMALE STORY: As a female blacksmith, its hard to get respect and trust for her work.  After failing on the reality show, she was even more determined to prove herself and to inspire other women to take up the craft.  Now she's incredibly capable as a blacksmith with Vulcan's hammer, but has found a new calling: fighting evil with the immense power of Vulcan, even if she has to turn into a brutish male in the process.

 

MALE STORY: The hammer of Vulcan increased his skill and quality of work incredibly, but he became disillusioned with the craft when it came so easily, and found a new calling - fighting for the innocent and weak with the power of Vulcan.

 

Vulcan
 
 Val  Char Cost
14/30 STR    4
 14    DEX    8
15/20 CON   5
 14    INT     4
 13    EGO   3
15/25 PRE    5
  5     OCV  10
  4     DCV   5
  3     OMCV 0
  5     DMCV 6
6/25   PD     4
8/44    ED     6
  4     SPD  20
7/12  REC   3
30/50 END   2
 15    BOD  5
25/40 STN   3
 
12m RUN   0
  4m SWIM 0
  3m LEAP  0
Characteristics Cost: 92
 
Cost Power
  9     Immortal: Life Support  (Eating: Character only has to eat once per week; Longevity: Immortal; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week)
 13   Immortal: Regeneration (1 BODY per Hour), Can Heal Limbs
  6     Immortal: Power Defense (6 points)
  6     Will of Iron: Mental Defense (6 points total)
 10    Damage Negation (-3 DCs Physical) (15 Active Points); Only vs muscle-powered weapons (-1/2)
 51    Vulcan Form: (Total: 69 Active Cost, 51 Real Cost) +16 STR (16 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 13) plus +5 CON (5 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 4) plus +10 PRE (10 Active Points); Defensive Only (-1), Only In Alternate Identity (-1/4) (Real Cost: 4) plus +9 PD (9 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 7) plus +12 ED (12 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 10) plus +5 REC (5 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 4) plus +20 END (4 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 3) plus +15 STUN (8 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 6)
 26    Tough: Resistant Protection (10 PD/12 ED) (33 Active Points); Only In Alternate Identity (-1/4)
 10    Fire Resistant: Resistant Protection (12 ED) (18 Active Points); Only vs fire (-1/2), Only In Alternate Identity (-1/4)
  3     Summon Hammer: Teleportation 2m, Ranged (+1/2), No Range Modifier (+1/2), Usable As Attack (+1 1/4), MegaScale (1m = 10,000 km; Range; +2) (10 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Only for teleporting hammer to self (-1), Concentration (1/2 DCV; -1/4), Only In Alternate Identity (-1/4)
 12    Hammer: Hand-To-Hand Attack +6d6 (30 Active Points); OAF Unbreakable (-1), Hand-To-Hand Attack (-1/4), Only In Alternate Identity (-1/4)
 
 20    Hammer: Multipower, 45-point reserve,  (45 Active Points); all slots OAF Unbreakable (-1), Only In Alternate Identity (-1/4)
 1f     1)  Repair: Minor Transform 7d6 (Broken into fixed), Improved Results Group (Fixed version of original item; +1/4) (44 Active Points); Requires A Roll (Blacksmithing Roll; Must be made each Phase/use; -1), OAF Unbreakable (-1), No Range (-1/2), Limited Target Mechanical and craftsmanship (-1/4), Only In Alternate Identity (-1/4)
 2f     2)  Break: Dispel Body 15d6 (45 Active Points); OAF Unbreakable (-1), Inanimate objects only (-1/2), Only In Alternate Identity (-1/4)
 2f     3)  Forge Fires: Blast 9d6 (45 Active Points); OAF Unbreakable (-1), Only In Alternate Identity (-1/4)
Powers Cost: 171
 
Cost Skill
  6     +2 OCV With Hammer
  5     Inventor 13-
  2     KS: Metalworking and smithing through the ages 11-
  3     Mechanics 12-
  2     PS: Blacksmith 11-
  2     Science Skill:  Metallurgy 11-
  2     Science Skill:  Geology 11-
  3     Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 12-
  4     +4 with single Skill or Characteristic Roll (8 Active Points); OAF (-1)
Skills Cost: 29
 
Cost Perk
   2    Money:  Well Off
Perks Cost: 2
 
Cost Talent
   6    Combat Luck (3 PD/3 ED)
Talents Cost: 6
 
Total Character Cost: 300
 
Pts. Complication
  5    Distinctive Features:  Bright red hair and beard, unusually warm body heat, broad build and dark skin as Vulcan (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 20   Hunted:  Hades and minions Frequently (Mo Pow; Harshly Punish)
  5    Hunted:  Religious zealots wanting to worship Vulcan Frequently (Less Pow; Mildly Punish)
 15   Psychological Complication:  Overconfident (Common; Strong)
 10   Psychological Complication:  Low opinion of mortals as Vulcan (Uncommon; Strong)
 10   Physical Complication:  Crippled leg as Vulcan (Infrequently; Slightly Impairing (-2m running, 0m leap))
 10   Physical Complication:  Strange physiology, requires specialized care (Infrequently; Slightly Impairing)
 15   Social Complication:  Secret Identity Frequently, Major
 10   Vulnerability:  1 1/2 x STUN Cold attacks (Common)
Complication Points: 100
Base Points: 300

 

 

vulcan.png

Vulcan.hdc

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BEHEMOTH

This is the Hulk equivalent, the big bruiser that's tough and strong and not a lot else.  I build in some "brick tricks" which might be a little complicated for a starter, but it allows players to pull off basic conceptual stuff without the GM needing to wing it or figure it out.  Behemoth isn't built to be able to punch the Pentagon to the moon, but able to lift 50 tons.  I prefer this kind of build for bricks: not huge damage, but big strength tricks.  This is also the character I have the least background and concept worked out for.  Just: Behemoth Smash.

 

ALL VERSIONS: Behemoth is a monster, a huge brute that stands 8 feet all and five feet across.  A gigantic figure, Behemoth is gentle as a lamb with animals, and has a gift for training especially large creatures and works at a zoo.  Behemoth wasn't always this way, it began with puberty, growing bigger and stronger and changing color until by age 18 it was clear that this was no ordinary person.  Now, the Behemoth tries to protect those in danger, using tremendous strength and durability to stand in the place of others, when danger strikes.

 

FEMALE VERSION: It is never easy growing up a teenage girl, but when you're six feet tall and 200 pounds at age 13, its even more difficult.  By high school, She no longer even had normal skin, and was over seven feet tall.  Able to lift a car, she found that the teasing had gone away, but she wasn't able to attend a normal school.  At the brink of giving everything up, she ran into a Rhinoceros on a bridge, and was able to talk the creature down, calming it so it could be returned to the zoo where an attack by supervillains had broken it out.  Now, she splits her time between working with animals at the zoo and fighting crime.

 

MALE VERSION: At first, being bigger and stronger than everyone else was great.  A star football player in middle school, he soon found that he was getting a little too strong and eventually no school even let him compete.  Unable to even attend normal school and frightening ordinary people, the Behemoth was moved to the country to live with relatives.  There, he found that he was able to work with the ranch animals and train them far better than others, and when a supervillain crashed their escape vehicle in the nearby park, the Behemoth saved the day and found that he liked the feeling of helping others.

 

Behemoth

 

Val Char Cost

 40 STR    30         (55 STR to exert)  8d6; lift 50 tons

 15 DEX    10

 28 CON   18

 10 INT      0

 10 EGO    0

 25 PRE    15         5d6 Presence Attack

  5  OCV   10

  5  DCV   10

  3  OMCV  0

  3  DMCV  0

 30 PD     13          15 rPD

 30 ED     13          15 rED

  4  SPD   20

 15 REC   11

 45 END    5

 20 BOD  10

 50 STN  15

 

20m RUN   8

  8m SWIM 2

30m LEAP  8

Characteristics Cost: 198

 

Cost Power

 45    Tough: Resistant Protection (15 PD/15 ED)

  5     Reach: Stretching 5m

 10    Huge: Knockback Resistance -10m

  8     Tough: Power Defense (8 points)

 

 15    Strength Tricks: Multipower, 31-point reserve,  (31 Active Points); all slots Requires A Roll (Strength Trick Roll; Must be made each Phase/use; -1)

 1f     1)  Burly: +15 STR (15 Active Points); Requires A Roll (Strength Trick Roll; Must be made each Phase/use; -1), Only for non-damaging applications (-1/2)

 1f     2)  Big Fists: Area Of Effect (1m Radius; +1/4) (10 Active Points); Requires A Roll (Strength Trick Roll; Must be made each Phase/use; -1) applied to STR

 1f     3)  Clap: Area Of Effect (16m Cone Explosion; +1/4), Double Knockback (+1/2) (30 Active Points); Requires A Roll (Strength Trick Roll; Must be made each Phase/use; -1), Only for attack (-1/2) applied to STR

 1f     4)  Rend and Break: Killing Attack - Hand-To-Hand 1 1/2d6 (3 1/2d6 / 4d6+1 w/STR), Armor Piercing (+1/4) (31 Active Points); Requires A Roll (Strength Trick Roll; Must be made each Phase/use; -1), Only on inanimate objects (-1/2), Extra Time (Full Phase, -1/2), Gestures (Requires both hands; -1/2)

 1f     5)  Long Jump: Leaping +10m (30m forward, 15m upward) (Accurate, x4 Noncombat) (15 Active Points); Requires A Roll (Strength Trick Roll; Must be made each Phase/use; -1)

Powers Cost: 84

 

Cost Skill

  3     Power 17- (20-)

  3     Animal Handler 14-

  3     Acting 14-

  3     Oratory 14-

  3     Streetwise 14-

  3     PS 17- (20-)

Skills Cost: 18

 

Total Character Cost: 300

 

Pts. Complication

 20   Distinctive Features:  Gigantic gray human (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

 15   Physical Complication:  Enormous (18 feet tall, 800 kg weight) (Frequently; Slightly Impairing)

 10   Psychological Complication:  Competative (Common; Moderate)

 15   Psychological Complication:  Protective of team mates and friends (Common; Strong)

 10   Social Complication:  Public Identity Frequently, Minor

  5    Vulnerability:  1 1/2 x STUN Sonic attacks (Uncommon)

  5    Vulnerability:  1 1/2 x Effect Hearing Flash (Uncommon)

Complication Points: 80

Base Points: 300

Behemoth.hdc

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TOXXYN

 

OK, so its a bit of an Image/Iron Age 90's -name, but it has some charm and should appeal to some players pretty well.  Toxxyn is the Spider-Man type, the agile fast sort.  I built Toxxyn around a Jumping Spider as per the suggestion of Steriaca and so no webs but lots of jumping ability, and a poison-concept physical attack so its a spider concept without being a Spidey clone (and a lot less complex than the web build).  Toxxyn is built to be able to fall long distances safely (that 30 PD plus breakfall = can fall from orbit safely) and has 360-degree vision instead of spider sense.  Hit hits hard (9d6) but can do the 5d6 poison-based AVAD as well.

 

ALL STORY: Toxxyn was a Taxi Driver who was driving a strange guy in an obvious disguise through The City when the fare opened up his briefcase and out rushed this green smoke that filled the cab.  The fare laughed and shouted something about how they were all going to pay, then passed out.  Toxxyn pulled over and bailed out of the car, but felt no ill effects.  It turned out that the fare was a mad scientist who meant to set off a chemical attack to punish the City for refusing Toxxyn a grant, but the spider venom-based bio weapon was not properly designed and seemed to have no effect.  However, it did do something: it activated Toxxyn's latent genetic abilities, and gave the character fantastic jumping spider powers.  Now, Toxxyn uses their amazing powers to fight crime in a spectacular manner.  Unfortunately, early in Toxxyn's crime fighting career, while chasing a criminal he fell to his death just as Toxxyn was reaching for him, and cops below thought he pushed the wretch off the building.  NOw, cops and many on the street think Toxxyn is a lethal vigilante, but this character avoids killing at all costs and hates the idea of it.

 

No distinction between male and female stories here.

 

Toxxyn
 
Val Char Cost
 30 STR    20          Lift: 1600kg; 6d6
 23 DEX    26
 18 CON    8
 10 INT      0
 10 EGO    0
 15 PRE     5           Presence Attack: 3d6
  6  OCV   15 
  7  DCV   20
  3  OMCV    0
  3  DMCV   0
 10 PD       8            With Combat Luck: PD 19; rPD 9   (Against falling damage: PD 30)
 10 ED       8            With Combat Luck: ED 19; rED 9
  5  SPD   30
  9  REC    5
 40 END    4
 10 BOD    0
 30 STN    5
 
15m RUN    3
  4m SWIM  0
30m LEAP 13
Characteristics Cost: 170
 
Cost Power
 33    Toxic Bite: Blast 5d6, Attack Versus Alternate Defense (Life Support vs poison; All Or Nothing; +1) (50 Active Points); No Range (-1/2)
 12    Spider-Punch: Hand-To-Hand Attack +3d6 (9d6 w/STR) (15 Active Points); Hand-To-Hand Attack (-1/4)
  8     Drift: +20 PD (20 Active Points); Only for falling damage (-1 1/2)
 18    Tough: Resistant Protection (6 PD/6 ED)
  5     Increased Arc Of Perception (360 Degrees) with Normal Sight
  5     Jumping Spider: Leaping 0m (30m forward, 15m upward) (x4 Noncombat)
  6     Keen Senses: +2 PER with all Sense Groups
 10    Spider Climb: Clinging (normal STR)
Powers Cost: 97
 
Cost Skill
  3     Breakfall 14-
  3     CK: The City 12-
  3     Combat Driving 14-
  3     Streetwise 12-
  2     PS 11-
Skills Cost: 14
 
Cost Perk
  1     Fringe Benefit:  License to practice a profession (taxi medallion)
Perks Cost: 1
 
Cost Talent
 18    Combat Luck (9 PD/9 ED)
Talents Cost: 18
 
Total Character Cost: 300
 
Pts. Complication
 15   Dependent NPC:  Current love interest Frequently (Normal)
 20   Hunted:  Mutant Hunters Frequently (Mo Pow; Harshly Punish)
 10   Hunted:  Local law Enforcement Frequently (As Pow; NCI; Limited Geographical Area; Mildly Punish)
  5    Negative Reputation:  Killer, Infrequently
 15   Psychological Complication:  Loves city, protective of city and population (Common; Strong)
 15   Psychological Complication:  Code against killing (Common; Strong)
 15   Social Complication:  Secret Identity Frequently, Major
  5    Unluck: 1d6
Complication Points: 100
Base Points: 300
 
*updated to reflect complications more clearly.
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Behemoth
 
Cost Skill
  3     Power 17- (20-)
  3     Animal Handler 14-
  3     Acting 14-
  3     Oratory 14-
  3     Streetwise 14-
  3     PS 17- (20-)
Skills Cost: 18
 
 

 

 

I like the build, the only suggestion I have is that the Highlighted skill be renamed to Brick Tricks, so people will know this is the skill they need to use to do the different "Brick Trick" Abilities.

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VULCAN

 

 

Cost Power
  9     Immortal: Life Support  (Eating: Character only has to eat once per week; Longevity: Immortal; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week)
 13   Immortal: Regeneration (1 BODY per Hour), Can Heal Limbs
  6     Immortal: Power Defense (6 points)
  6     Will of Iron: Mental Defense (6 points total)
 10    Damage Negation (-3 DCs Physical) (15 Active Points); Only vs muscle-powered weapons (-1/2)
 51    Vulcan Form: (Total: 69 Active Cost, 51 Real Cost) +16 STR (16 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 13) plus +5 CON (5 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 4) plus +10 PRE (10 Active Points); Defensive Only (-1), Only In Alternate Identity (-1/4) (Real Cost: 4) plus +9 PD (9 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 7) plus +12 ED (12 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 10) plus +5 REC (5 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 4) plus +20 END (4 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 3) plus +15 STUN (8 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 6)
 26    Tough: Resistant Protection (10 PD/12 ED) (33 Active Points); Only In Alternate Identity (-1/4)
 10    Fire Resistant: Resistant Protection (12 ED) (18 Active Points); Only vs fire (-1/2), Only In Alternate Identity (-1/4)
  3     Summon Hammer: Teleportation 2m, Ranged (+1/2), No Range Modifier (+1/2), Usable As Attack (+1 1/4), MegaScale (1m = 10,000 km; Range; +2) (10 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Only for teleporting hammer to self (-1), Concentration (1/2 DCV; -1/4), Only In Alternate Identity (-1/4)
 12    Hammer: Hand-To-Hand Attack +6d6 (30 Active Points); OAF Unbreakable (-1), Hand-To-Hand Attack (-1/4), Only In Alternate Identity (-1/4)
 
 20    Hammer: Multipower, 45-point reserve,  (45 Active Points); all slots OAF Unbreakable (-1), Only In Alternate Identity (-1/4)
 1f     1)  Repair: Minor Transform 7d6 (Broken into fixed), Improved Results Group (Fixed version of original item; +1/4) (44 Active Points); Requires A Roll (Blacksmithing Roll; Must be made each Phase/use; -1), OAF Unbreakable (-1), No Range (-1/2), Limited Target Mechanical and craftsmanship (-1/4), Only In Alternate Identity (-1/4)
 2f     2)  Break: Dispel Body 15d6 (45 Active Points); OAF Unbreakable (-1), Inanimate objects only (-1/2), Only In Alternate Identity (-1/4)
 2f     3)  Forge Fires: Blast 9d6 (45 Active Points); OAF Unbreakable (-1), Only In Alternate Identity (-1/4)
Powers Cost: 171
 
 

 

 

 

 

Is it necessary to add that these enhancements (Bolded) have already been figured into the character sheet?

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