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Old school heroes Crusader and Marksman


phydaux

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Built mine from the write-ups from the old comics beefing them up to 6th edition with what I thought was best for each.  Somewhere, some time ago I had found a write-up of Gargoyle, and did the same with him. 

 

I still use the Gaurdians and the 4th Ed Champions as NPC groups in my campaign world. Have changed the name of the 4th ed champs and also use the the 6th ed Champions with Nighthawk added to them. As well as many of the other hero teams that have been published.  My world is based on the published Champs universe to some degree, but as in the comics, it diverged into an alternate earth of my making! That way I can have whatever I want!

 

Such as...villians I really liked for one reason or another from Enemies for hire

Bolt

Cold Drake

Starwell

Stormfront

Ultraviolet Sparrowhawk

 

Enemies: Villiany Unbound

Remover

 

From Villians and Vigilantes

The Crushers

The Destroyers

 

I see something I like, I get it to work in my world somehow!  

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No you are wrong about Marksman. Bruce Harlick OWNS The Marksman. It is his character from the original Guardians Campaign. You will notice that Heroic Publishing changed the name and colorscheme of The Marksman shortly after the Eclipse Comics run. That was because their permission to use the character lapsed.

 

AFAIK the only official Version of The Marksman ever published by Hero Games appeared in Champions New Millennium. A retired version that had a leg injury that effected his ability to dodge attacks (ie low DCV, and IIRC end based DCV to compensate). The SecretID is Donald Henderson. He's a Mutant, with superstats (Int, Dex, Spd, CV), healing factor, long lifespan. Also a bit of a gadgeteer with is Sonic Rifle. I have a direct conversion from the 4e CNM version. Bruce was Line Editor during that time, so I would imagine that version is authorative.

 

Oops! Thanks! I get muddled in my old age :) 

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Built mine from the write-ups from the old comics beefing them up to 6th edition with what I thought was best for each.  Somewhere, some time ago I had found a write-up of Gargoyle, and did the same with him. 

 

I still use the Gaurdians and the 4th Ed Champions as NPC groups in my campaign world. Have changed the name of the 4th ed champs and also use the the 6th ed Champions with Nighthawk added to them. As well as many of the other hero teams that have been published.  My world is based on the published Champs universe to some degree, but as in the comics, it diverged into an alternate earth of my making! That way I can have whatever I want!

 

Such as...villians I really liked for one reason or another from Enemies for hire

Bolt

Cold Drake

Starwell

Stormfront

Ultraviolet Sparrowhawk

 

Enemies: Villiany Unbound

Remover

 

From Villians and Vigilantes

The Crushers

The Destroyers

 

I see something I like, I get it to work in my world somehow!  

 

I always liked Starwell for some reason. Have used her as is or reasonable facsimile of her a few times.

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My Else Earth stuff grew from our old Champs Campaigns in the far past (1980's/90s) with a few campaigns that were never meant to be in the same place. I filed off a lot of the Champions stuff because we never played in an official champions universe so it was easy to throw my own pooly distinguished versions out there. Also the other GM's in our games often took a hatchet to the villains and heroes anyway. 

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Its time for a 6th edition version posted here as an homage!

 

Here's the 6e direct conversion.

 

-----------

The Marksman - Donald Henderson

 

VAL   CHA   Cost   Total   Roll      Notes

30    STR     20   30      15-       HTH Damage 6d6  END [3]

33    DEX     46   33      16-      

25    CON     15   25      14-

26    BODY    16   26     

28    INT     18   28      15-       PER Roll 23-

15    EGO     5   15      12-      

23    PRE     13   23      14-       PRE Attack: 4 1/2d6

11    OCV     40   11         

11    DCV     40   11         

5    OMCV     6   5         

10    DMCV     6   10         

14    PD      12   14/22             14/22 PD (0/8 rPD)

14    ED      12   14/22             14/22 ED (0/8 rED)

6    SPD     40   6                 Phases:  2, 4, 6, 8, 10, 12

11    REC     7   11

50    END     6   50

60    STUN    20   60

12    RUN      0   12m                END [1]

4    SWIM     0   4m                END [1]

4    LEAP     0   4m                4m forward, 2m upward

CHA Cost: 322

 

Cost   POWERS

15     Mental Training: +5 DMCV - END=

8      Champions/Guardians Communicator: High Range Radio Perception (Radio Group) (12 Active Points); OIF (Com Earpiece; -1/2) - END=0

56     Sonic Rifle Mk XXXIIb: Multipower, 75-point reserve, all slots 4 clips of 32 Charges (+1/2) (112 Active Points); all slots OAF (Sonic Rifle; -1) - END=

3f     1)  Tight Beam: Blast 10d6, Armor Piercing (+1/4) (62 Active Points); OAF (Sonic Rifle; -1) - END=0

4f     2)  Rapid Pulse: Blast 10d6, Autofire (5 shots; +1/2) (75 Active Points); OAF (Sonic Rifle; -1) - END=0

3f     3)  Needle Beam: Killing Attack - Ranged 3d6+1, Armor Piercing (+1/4) (62 Active Points); OAF (Sonic Rifle; -1) - END=0

3f     4)  Blast 11d6, Area Of Effect (10m Radius Explosion; +1/4) (69 Active Points); OAF (Sonic Rifle; -1) - END=0

2f     5)  Sonic Scream: Hearing Group Flash 12d6 (36 Active Points); OAF (Sonic Rifle; -1) - END=0

14     Flex-Mesh Armor: Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-1/2), Requires A Roll (14- roll; -1/4) - END=0

32     Gas Pistol: Blast 8d6, Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; +1) (80 Active Points); OAF (-1), 4 clips of 4 Charges (-1/2) - END=[4]

 

24    +8 PER with all Sense Groups - END=0

10    Tracking Scent with Smell/Taste Group - END=0

10    Discriminatory with Smell/Taste Group - END=0

5     Ultraviolet Perception (Sight Group) - END=0

5     Infrared Perception (Sight Group) - END=0

20    Targeting with Hearing Group - END=0

33    Regeneration (2 BODY per Minute), Can Heal Limbs - END=0

5     Life Support  (Longevity: Immortal) - END=0

10    Mental Defense (10 points total) - END=0

10    Power Defense (10 points) - END=0

10    Sight Group Flash Defense (10 points) - END=0

10    Hearing Group Flash Defense (10 points) - END=0

 

POWERS Cost: 292

 

Cost   MARTIAL ARTS

      Martial Arts: -- Qwan Ki Do

4      1)  Cung Thu: Martial Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort

5      2)  Cuoc Phap: Offensive Strike:  1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike

3      3)  Khao Go (locks): Martial Grab:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on

3      4)  Tao Phong Cuoc: Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls

4      5)  Than Phap: Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4      6)  Thu Phap: Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike

5      7)  Weapon Element:  Blades, Clubs, Empty Hand, Polearms and Spears, Staffs

8      8)  +2 HTH Damage Class(es)

 

MARTIAL ARTS Cost: 36

 

Cost   SKILLS

 

60     +5 Overall

30     +6 with all Firearms

8      +1 with HTH Combat

7      Acrobatics 18-

3      Breakfall 16-

11     Acting 18-

9      Computer Programming 18-

3      Conversation 14-

5      Criminology 16-

5      Forensic Medicine 16-

3      Disguise 15-

4      Forgery (Art Objects, Documents) 15-

3      Electronics 15-

3      Mechanics 15-

7      High Society 16-

7      Streetwise 16-

11     Paramedics 19-

9      Tracking 18-

SKILLS Cost: 188

 

Cost   PERKS

15     Money:  Filthy Rich

 

PERKS Cost: 15

 

Cost   TALENTS

 

3      Ambidexterity (no Off Hand penalty)

15     Combat Sense 15-

 

TALENTS Cost: 18

 

Value  COMPLICATIONS

 

15     Social Complication:  Secret ID Frequently, Major

15     Psychological Complication:  Flippant (Very Common; Moderate)

20     Psychological Complication:  Heroic (Common; Total)

15     Hunted by Dr Destroyer:  Infrequently (Mo Pow; Harshly Punish)

10     Hunted:  Eurostar Infrequently (As Pow; Harshly Punish)

 

COMPLICATIONS Points: 75

 

Base Pts: 400

Exp Required: 471

Total Exp Available: 471

Exp Unspent: 0

Total Character Cost: 871

Marksman6eDirectTranslation.hdc

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Here's the 6th ed version of Crusader that I have used in my campaign. It's built as a begining hero at 400points however.

 

 

Crusader
Sam Saunders
 
VAL CHA Cost Roll Notes
21 STR 11 13- HTH Damage 4d6  END [2]
28 DEX 36 15-
21 CON 11 13-
18 INT 8 13- PER Roll 13-
11 EGO 1 11-
18 PRE 8 13- PRE Attack: 3 1/2d6
9 OCV 30
12 DCV 30
3 OMCV 0
5 DMCV 6
6 SPD 40 Phases:  2, 4, 6, 8, 10, 12
15 PD 13 15/31 PD (0/16 rPD)
11 ED 9 11/27 ED (0/16 rED)
12 REC 8
40 END 4
14 BODY 4
33 STUN 7
 
Movement Cost Meters Notes
RUNNING 2 14m/28m END [1]
SWIMMING 0 4m/8m END [1]
LEAPING 2 8m 8m forward, 4m upward
FLIGHT 20m/40m
 
 
 
Characteristics Total: 230
 
Cost Powers
12 Shield: Multipower, 25-point reserve,  (25 Active Points); all slots OAF (-1) - END=
1f 1)  Shield Block: +3 DCV (15 Active Points); OAF (-1), Only attacks he's aware of (-1/2) - END=
1f 2)  Deflect: Deflection (20 Active Points); OAF (-1) - END=2
1f 3)  Throw Shield: Hand-To-Hand Attack +4d6, Range based on Strength (+1/4) (25 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4) - END=2
1f 4)  Shield Bash: Hand-To-Hand Attack +2d6 (10 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4) - END=1
 - END=
16 Shield: Resistant Protection (8 PD/8 ED) (24 Active Points); Only vs attacks Crusader is aware of (-1/2) - END=0
 - END=
8 Glider Cape: Flight 20m (20 Active Points); Gliding (-1), OIF (Costume; -1/2) - END=0
7 Cowl: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) - END=0
4 Cowl: Sight Group Flash Defense (6 points) (6 Active Points); OIF (-1/2) - END=0
16 Armored Costume: Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-1/2) - END=0
 - END=
 - END=
 
Powers Total: 67
 
Cost Martial Arts
12 +3 HTH Damage Class(es)
4 Chop:  1/2 Phase, -2 OCV, +0 DCV, HKA 3d6
4 Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 46 STR to Disarm
5 Kick:  1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike
4 Punch:  1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike
 
Martial Arts Total: 29
 
Cost Skills
24 +3 with HTH Combat
6 +3 with shield block
12 +6 with SHEILD THROW
 
3 Acrobatics 15-
3 Breakfall 15-
3 Bureaucratics 13-
3 Criminology 13-
3 Deduction 13-
2 KS: Organized Crime 11-
3 CK: Home City 12-
3 Shadowing 13-
3 Stealth 15-
3 Streetwise 13-
 
Skills Total: 71
 
 
Cost Talents
3 +1/+1d6 Striking Appearance (vs. all characters)
 
Talents Total: 3
 
Value Complications
10 Dependent NPC:  Sally Robinson - girlfriend Infrequently (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
10 Enraged:  If people killed (Uncommon), go 11-, recover 14-
15 Hunted:  Viper Infrequently (Mo Pow; Harshly Punish)
20 Psychological Complication:  Code vs Killing (Common; Total)
15 Psychological Complication:  Hatred of Killing Attacks (Common; Strong)
5 Social Complication:  Secret Identity Infrequently, Minor
 
Complications Points: 75
 
Base Points: 400
Experience: 0
Experience Unspent: 0
Total Character Cost: 400

Crusader.hdc

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5th Edition 250 Points Version

 

Crusader

 

Val Char Cost

20 STR 10

18 DEX 24

20 CON 20

12 BODY 4

18 INT 8

11 EGO 2

20 PRE 10

18 COM 4

8 PD 4

6 ED 2

4 SPD 12

8 REC 0

40 END 0

32 STUN 0

Total Characteristics Cost: 100 Points

 

Cost Skills

3 Acrobatics 13-

3 AK[iNT]: Hudson City 13-

3 Breakfall 13-

6 Combat Luck +3 rPD +3 rED

3 Criminology 13-

3 Deduction 13-

3 Disguise 13-

3 Fast Draw 13-

3 Lockpicking 13-

4 Martial Block

4 Martial Dodge

4 Martial Strike

3 Martial Throw

5 Offensive Strike

2 Rep: Superhero 11-

3 Security Systems 13-

3 Shadowing 13-

10 SL: Overall +1

3 Stealth 13-

3 Streetwise 13-

1 Use Martial Arts with Shield

Total Skills Cost: 75 Points

 

Cost Skills

10 Armor +5 rPD +5 rED, OIF: Costume (-1/2)

27 Multipower (40 Points) OIF: Weapons Belt (-1/2)

1 u) Darkness [sight] AE 3"r, [12c/Duration 1 Turn] (+1/4), OAF: Smoke Bombs (-1)

1 u) EB 6d6, Invisible [Hearing] (+1/4), [16c] (-0), OAF: Throwing Wings (-1)

2 u) EB 4d6, NND [LS: Self Contained] (+1), [16c] (-0), OAF: Sleep Gas (-1)

2 u) Entangle 4d6 DEF 4, [16c] (-0), OAF: Bolas (-1)

3 ES: UV Sight, OIF: Mask (-1/2)

10 Gliding 10", 4x NCM, OIF: Glider Wings (-1/2)

15 Multipower (30 Points) OAF: Shield (-1)

1 u) HA +4d6, HTH Attack (-1/2), No END (+1/2)

1 u) Missile Deflection [All Ranged Combat] +5

2 Running +1"

Total Skills Cost: 75 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

10 Hunted: CIA (More Powerful/NCI/Watch) 8-

20 Hunted: VIPER (More Powerful/NCI) 8-

20 Normal Characteristics Maxima

20 PsyL: Code Versus Killing (Common/Total)

20 PsyL: Obsessed With Crime Fighting (Very Common/Strong)

10 SocL: Secret Identity [sam Saunders] (Occasionally/Major)

Total Disadvantages Cost: 250 Points

 

 

This version of Crusader is a CIA agent who was captured on a mission by VIPER, brainwashed into killing an innocent person, and becoming a crime fighter to atone.  The CIA is keeping an eye on him, and VIPER is hunting him.  He is an Olympic level athlete with martial arts training and a bulletproof shield which he can used as a hand to hand weapon.  He also carries a weapons belt with smoke bombs, silenced throwing wings, sleep gas, and bolas.  This version is a cross between the original 2nd Edition Crusader and the Underworld Enemies version.

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5th Edition 250 Points

 

Marksman [Donald Henderson]

 

Val Char Cost

20 STR 10

18 DEX 24

20 CON 20

12 BODY 4

18 INT 8

11 EGO 2

20 PRE 10

18 COM 4

8 PD 4

6 ED 2

4 SPD 12

8 REC 0

40 END 0

32 STUN 0

Total Characteristics Cost: 100 Points

 

Cost Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Bureaucratics 13-

6 Combat Luck +3 rPD +3 rED

5 CSL: Ranged Combat +1

3 Electronics 13-

3 Fast Draw 13-

4 Martial Block

4 Martial Dodge

4 Martial Strike

3 Martial Throw

5 Money: Well Off

5 Offensive Strike

2 Rep: Superhero 11-

3 Shadowing 13-

10 SL: Overall +1

3 Stealth 13-

3 Streetwise 13-

Total Skills Cost: 75 Points

 

Cost Powers

10 Armor +5 rPD +5 rED, OIF: Costume (-1/2)

30 Multipower (60 Points) OAF: Rifle (-1)

3 u) EB 12d6, [16c] (-0) (+1/2)

3 u) EB 8d6, Armor Piercing (+1/2), [16c] (-0)

3 u) EB 8d6, Explosion (+1/2), [16c] (-0)

3 u) EB 6d6, NND [LS: Self Contained] (+1), [16c] (-0)

3 u) Entangle 6d6 DEF 6, [16c] (-0)

7 ES: Sight PER +1, Telescopic Sight +2, UV Sight, OIF: Mask (-1/2)

6 Running +3"

7 Swinging 10", 4x NCM, OAF: Swing Line (-1)

Total Powers Cost: 75 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

10 Hunted: Foxbat (As Powerful) 8-

20 Hunted: VIPER (More Powerful/NCI) 8-

20 Normal Characteristics Maxima

20 PsyL: Code Versus Killing (Common/Strong)

10 PsyL: Must Live Up To Family Reputation For Achievement (Uncommon/Strong)

20 PsyL: Protective Of Innocents (Very Common/Strong)

Total Disadvantages Cost: 250 Points

 

 

Donald Henderson is the owner of an Electronics Company who decided to become a superhero because of his family's heroic background.  He is built as a Weapons Master who was a Rifle with Trick Ammo.  In the Champions Comics write up he had no Secret or Public identity.

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