IndianaJoe3 Posted February 3, 2017 Report Share Posted February 3, 2017 Inspired by Clonus, I decided to create a superhero by rolling randomly on the archetypes in the Champions superhero gallery. I don't promise to keep to a regular schedule on this (or even to keep posting if they don't garner any response). I also don't mind if other people join in on the experiment. Don't expect much in the way of background or characterization on these. I usually develop those during play, and I haven't played these. Quote Link to comment Share on other sites More sharing options...
IndianaJoe3 Posted February 3, 2017 Author Report Share Posted February 3, 2017 The first character is Armordroid. He uses the, "Robo-Hero" archetype from the first expansion. The minimalist background I created for him has him created by Mechanon as a battlefield scout, only to be captured and reprogrammed by a team of heroes. Armordroid VAL CHA Cost Roll Notes 20 STR 10 13- HTH Damage 4d6 END [2] 20 DEX 20 13- 20 CON 10 13- 18 INT 8 13- PER Roll 18- 13 EGO 3 12- 15 PRE 5 12- PRE Attack: 3d6 7 OCV 20 7 DCV 20 3 OMCV 0 5 DMCV 6 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 10 PD 8 10/30 PD (0/20 rPD) 10 ED 8 10/30 ED (0/20 rED) 14 REC 10 65 END 9 10 BODY 0 40 STUN 10 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward FLIGHT 40m/80m Characteristics Total: 187 Cost Powers 60 Energy Beam: Blast 12d6 - END=6 40 Force Field: Resistant Protection (20 PD/20 ED) (60 Active Points); Costs Endurance (-1/2) - END=6 35 Robot Body: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; 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) - END=0 40 Foot Jets: Flight 40m - END=4 Sensors - END= 5 1) Infrared Perception (Sight Group) - END=0 15 2) +5 PER with all Sense Groups - END=0 Powers Total: 195 Cost Skills 3 Computer Programming 13- 3 Cryptography 13- 3 Demolitions 13- 3 Electronics 13- 3 Mechanics 13- 3 Systems Operation 13- Skills Total: 18 Value Complications 15 Hunted: ARGENT Infrequently (Mo Pow; Harshly Punish) 15 Hunted: Mechanon Infrequently (Mo Pow; Harshly Punish) 10 Negative Reputation: "He's the beginning of the robot apocolypse!", Infrequently (Extreme) 10 Physical Complication: Affected as both human and nachine minds (Infrequently; Slightly Impairing) 20 Psychological Complication: Code vs Killing (Common; Total) Complications Points: 70 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 400 Armordroid.hdc Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted February 3, 2017 Report Share Posted February 3, 2017 Simple but effective. HM Quote Link to comment Share on other sites More sharing options...
IndianaJoe3 Posted February 4, 2017 Author Report Share Posted February 4, 2017 The next character is a, "Caped Detective" called Lone Star. While he does have a couple of random gadgets, he's definitely more Cordell Walker than Bruce Wayne. His defenses aren't very high, but he makes up for it by being ludicrously hard to hit. I'm not sure why his Science Skills aren't showing up on the export. They are Arson/Explosives, Document Analysis, Fiber/Hair Analysis, Fingerprint Analysis, and Pharmacology. Lone Star VAL CHA Cost Roll Notes 30 STR 20 15- HTH Damage 6d6 END [3] 20 DEX 20 13- 25 CON 15 14- 18 INT 8 13- PER Roll 16- 15 EGO 5 12- 20 PRE 10 13- PRE Attack: 4d6 8 OCV 25 12 DCV 25 3 OMCV 0 4 DMCV 3 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 15 PD 13 15/18 PD (0/3 rPD) 15 ED 13 15/18 ED (0/3 rED) 8 REC 4 55 END 7 15 BODY 5 60 STUN 20 Movement Cost Meters Notes RUNNING 10 22m/44m END [2] SWIMMING 0 4m/8m END [1] LEAPING 3 9m 9m forward, 4 1/2m upward SWINGING 20m/40m Characteristics Total: 246 Cost Powers 4 Cling Grips: Clinging (normal STR) (10 Active Points); OAF (-1), Cannot Resist Knockback (-1/4) - END=0 20 Good At Getting Out Of The Way: +4 DCV - END= 3 Rebreather: Life Support (Self-Contained Breathing) (10 Active Points); 1 Continuing Charge lasting 1 Minute (-1), OAF (-1) - END=[1 cc] 3 Mask Lenses: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) - END=0 9 Observant: +3 PER with all Sense Groups - END=0 5 Swingline: Swinging 20m (10 Active Points); OAF (-1) - END=1 Powers Total: 44 Cost Martial Arts Kajukenbo 4 1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND 4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm 4 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 5) Knifehand: 1/2 Phase, -2 OCV, +0 DCV, HKA 3d6 +1 3 6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls 4 7) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike 5 8) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike 8 +2 HTH Damage Class(es) 3 Weapon Element: Clubs, Karate Weapons, Staffs Martial Arts Total: 43 Cost Skills 3 Breakfall 13- 3 Bugging 13- 3 Charm 13- 3 Concealment 13- 3 Conversation 13- 3 Criminology 13- 3 Deduction 13- 3 Forensic Medicine 13- 3 Lockpicking 13- 3 Interrogation 13- 3 Security Systems 13- 3 Shadowing 13- 3 Stealth 13- 3 Streetwise 13- 3 Scientist 2 1) Science Skill 13- (3 Active Points) 2 2) Science Skill 13- (3 Active Points) 2 3) Science Skill 13- (3 Active Points) 2 4) Science Skill 13- (3 Active Points) 2 5) Science Skill 13- (3 Active Points) 2 WF: Karate Weapons, Staffs Skills Total: 57 Cost Perks 2 Fringe Benefit: Local Police Powers Perks Total: 2 Cost Talents 6 Combat Luck (3 PD/3 ED) 2 Off-Hand Defense Talents Total: 8 Value Complications 20 Hunted: Organized Crime Group Infrequently (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish) 10 Hunted: Supervillian TBD Infrequently (As Pow; Harshly Punish) 10 Psychological Complication: A cop's cop (Uncommon; Strong) 20 Psychological Complication: Code Vs Killing (Common; Total) 15 Social Complication: Public ID Frequently, Major Complications Points: 75 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 400 Lone Star.hdc Quote Link to comment Share on other sites More sharing options...
IndianaJoe3 Posted February 5, 2017 Author Report Share Posted February 5, 2017 Not your average martial artist. This isn't the most efficient build (the healing should probably go into the Multipower), but it's playable. Cobalt Blow VAL CHA Cost Roll Notes 20 STR 10 13- HTH Damage 4d6 END [2] 25 DEX 30 14- 20 CON 10 13- 13 INT 3 12- PER Roll 12- 13 EGO 3 12- 20 PRE 10 13- PRE Attack: 4d6 9 OCV 30 13 DCV 30 3 OMCV 0 4 DMCV 3 7 SPD 50 Phases: 2, 4, 6, 7, 9, 11, 12 15 PD 13 15 PD (0 rPD) 13 ED 11 13 ED (0 rED) 14 REC 10 40 END 4 10 BODY 0 40 STUN 10 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 44m 44m forward, 22m upward Characteristics Total: 227 Cost Powers 40 Mystic Martial Arts: Multipower, 40-point reserve - END= 3f 1) Ch'i Punch: Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-1/4) - END=4 4f 2) Dragon's Breath Fist: Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR), Armor Piercing (+1/4) (37 Active Points) - END=4 3f 3) Ch'i Phoenix Fist: Hand-To-Hand Attack +4d6, Alternate Combat Value (uses OMCV against DMCV; +1/4), Penetrating (+1/2) (35 Active Points); Hand-To-Hand Attack (-1/4) - END=3 3f 4) Projected Ch'i: Mental Blast 4d6 (40 Active Points); Normal Range (-1/4), Limited Range (20m; -1/4) - END=4 3f 5) Ch'i Leeching: Drain Characteristics 2d6, Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2), Characteristics (Any characteristic; +1/2) (40 Active Points); No Range (-1/2) - END=4 2f 6) Ch'i Sunburst: Hearing Group Flash 8d6 (24 Active Points) - END=2 20 Supreme Dodging: +4 DCV - END= 20 Martial Leap: Leaping +40m (44m forward, 22m upward) - END=2 15 Ghost-Striking Hand: Affects Desolidified Any form of Desolidification (+1/2) for up to 60 Active Points of Any Single Martial Arts Maneuver (30 Active Points); Increased Endurance Cost (x2 END; -1/2), Requires A Roll (Characteristic roll; DEX; -1/2) - END=6 9 Ch'i Healing: Healing BODY and STUN 2d6, Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2) (30 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Requires A Roll (Characteristic roll; EGO; -1/2) - END=3 5 Running Up Walls: Clinging (normal STR) (10 Active Points); Limited Power (Must Make A Half Move Each Phase; -1/2), Requires A Roll (Skill roll; Acrobatics; -1/2), Limited Power (Only Up Vertical Surfaces; -0) - END=0 Powers Total: 127 Cost Skills 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 10 Defense Maneuver I-IV 3 KS: Arcane and Occult Lore 12- 3 KS: Chinese History and Culture 12- Skills Total: 25 Cost Talents 6 Combat Luck (3 PD/3 ED) 15 Combat Sense 12- Talents Total: 21 Value Complications 15 Hunted: Cult of the Night Dragon Infrequently (As Pow; NCI; Harshly Punish) 10 Hunted: Green Dragon Infrequently (As Pow; Harshly Punish) 20 Psychological Complication: Code vs Killing (Common; Total) 10 Psychological Complication: Code of Vengence (Common; Moderate) 5 Distinctive Features: Powerful ch'i aura (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort) 15 Social Complication: Secret ID Frequently, Major Complications Points: 75 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 400 Cobolt Blow.hdc Quote Link to comment Share on other sites More sharing options...
IndianaJoe3 Posted February 20, 2017 Author Report Share Posted February 20, 2017 I think I'm going to wrap this up with Atomihawk. He's a mutant. Atomihawk VAL CHA Cost Roll Notes 10 STR 0 11- HTH Damage 2d6 END [1] 25 DEX 30 14- 18 CON 8 13- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- 20 PRE 10 13- PRE Attack: 4d6 8 OCV 25 8 DCV 25 3 OMCV 0 3 DMCV 0 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 18 PD 6 18 PD (10 rPD) 22 ED 10 22 ED (10 rED) 8 REC 4 60 END 8 10 BODY 0 46 STUN 13 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward FLIGHT 40m/80m Characteristics Total: 182 Cost Powers 60 Atomic Power Pool: Multipower, 60-point reserve - END= 6f 1) Atomic Bolt: Blast 12d6 (60 Active Points) - END=6 6f 2) Atomic Explosion: Blast 8d6, Area Of Effect (18m Radius Explosion; +1/2) (60 Active Points) - END=6 6f 3) Radiation Fatigue: Blast 8d6, Attack Versus Alternate Defense (Power Defense; All Or Nothing; +1/2) (60 Active Points) - END=6 6f 4) Easy Atomic Bolt: Blast 8d6, Reduced Endurance (0 END; +1/2) (60 Active Points) - END=0 6f 5) Photon Nullification Field: Darkness to Sight Group 12m radius (60 Active Points) - END=6 40 Atomic Barrier: (Total: 40 Active Cost, 40 Real Cost) Resistant Protection (10 PD/10 ED) (Real Cost: 30) plus Damage Negation (-1 DCs Physical, -1 DCs Energy) (Real Cost: 10) - END=0 40 Atomic Wings: Flight 40m - END=4 17 Atomic Energy Sheath: Killing Attack - Ranged 1d6, Area Of Effect (1m Surface; +1/4), Constant (+1/2) (26 Active Points); No Range (-1/2) - END=3 Powers Total: 187 Cost Skills 10 +2 with Atomic Power Pool 3 Acrobatics 14- 3 Acting 13- 3 Breakfall 14- 3 Charm 13- 3 Conversation 13- 3 Persuasion 13- 3 Teamwork 14- Skills Total: 31 Value Complications 10 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 20 Hunted: Institute for Human Advancement Infrequently (Mo Pow; NCI; Harshly Punish) 20 Psychological Complication: Code vs Killing (Common; Total) 15 Social Complication: Secret ID Frequently, Major 10 Vulnerability: 1 1/2 x STUN Electrical attacks (Common) Complications Points: 75 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 400 Atomihawk.hdc Quote Link to comment Share on other sites More sharing options...
IndianaJoe3 Posted February 20, 2017 Author Report Share Posted February 20, 2017 Looking back on this experiment, it's pretty obvious that the archetypes are not designed for random generation. There's too many, "pick X points worth of Items" and Skill Roll dependencies for it to really work. (Odd item counts didn't help, but I was able to get around that with a little Python coding). OTOH, none of the characters generated were unplayable. Randomly deciding which archetype to use and attack/defense powers got me to step outside my usual comfort zone and try some different builds. Bottom line is, IMHO, that random generation is a good place to start but you can't finish that way. Quote Link to comment Share on other sites More sharing options...
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