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Lunatic Fringer

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Everything posted by Lunatic Fringer

  1. Against a supervillain, make sure you've worked out 'Plan B.' Against a mastermind, you're better off just improvising. NEVER humiliate a supervillain when he is defeated; he is already going to jail, so don't give him additional motivation to escape. DON'T collect souvenirs for your Rogues' Gallery. They are just plot fodder for the GM. Most supervillains don't care what your Secret I.D. is; odds are you're nobody special without the mask anyway. Always take a moment for the members of the media - you WILL need them on your side someday.
  2. Continuing on the original topic, I have been digging through the notes I kept on various campaigns and found this set for my old Defenders of Lakeport campaign... Aspect Starting Level Maximum Characteristics 10 - 40 50 Speed 3 - 6 8 Base CV 6 - 9 11 Damage Classes 6 - 10 12 Active Points 30 - 50 60 Skill Rolls 8- to 14- No Limit Defense/Resistant 10 - 15 / 0 - 10 20 / 15 I think this is the one I was thinking of! LF
  3. Well, I have already ordered a copy of 4th Edition, so I'll look up those guidelines when it gets here. In the meantime, I found the scans I made of the old characters sheets and forms and put them into a pdf file (which can be downloaded below). 4th Edition Champions Forms.pdf Thanks for all the research and help, Assault!
  4. Hmmmm. Maybe these are from an even earlier incarnation of Champions, then? Say 2nd Ed.? I'm pretty sure I never owned the first edition rules.
  5. Ah! That's probably where I saw it before, then! Thanks for the help Scott and Greywind! LF
  6. Okay, let me try this tact, then. Does this look familiar to anyone? Item Starting Maximum Attack Powers 35-45 Active Points 60 Active Points Defense 12 - 16 PD / ED 20 PD / ED Skill Rolls 14 or less No Limit Combat Values 5 - 8 OCV / DCV 12 OCV / DCV Speed 4 - 6 SPD 8 SPD That's what I seem to remember was the old set of "standard" benchmarks... LF
  7. Hi! I'm looking for the "standard superhero" character building guidelines for 4th Edition rules. Specifically, I'm seeking the suggested starting and upper limits for attack powers, defenses, skill rolls, combat values and speed values. Thanks in advance! This would be for standard supers on the 100 Base + 150 Disadvantages route (though my campaign will probably be 150 Base + 100 Disadvantages). LF
  8. Would I be considered a pariah if I asked for an executive summary of what made Strike Force special? (Other than it was Aaron's house campaign, of course...) LF
  9. I ran a pickup game using Cyberpunk 2020 rules that was set in Chicago in a Pulp Fiction-esque 1970. Players were in a mood that day and everything clicked. If memory serves, we had a kung fu specialist from 'Frisco's Chinatown, a strung-out Vietnam vet from L.A., street muscle on the lamb from the Big Apple, and a femme fatale from Miami who was an expert wheel "man." They ran a caper to steal a shipment of drugs from their common enemy, a gangster with a small army of thugs and a few genuine badasses... LF
  10. I did superhero game where metahumans came into being in the 1990's. Initially, it was all underground and the metas weren't fighting crime, but were showing off their powers in fight clubs against other metas and then profiting from selling videos of their "battles." Nearly everybody believed that metas didn't exist, explaining away the videos as special effects tricks. It wasn't until one meta got into financial troubles and started using his powers in bank robberies that metas began to take their powers a bit more seriously - especially when a few of his former associates were forced to use their powers to stop him in a very public battle... LF
  11. This is an intriguing topic! In my games, the whole situation with metahumans got the governments of earth involved in the fairly big way. In the USA, the Bureau for Metahuman Affairs was created as a way to coordinate the efforts of heroic metahumans against those who are determined to break laws and create chaos and mayhem. This was done because the federal government (and the world in general) had been threatened by entities and organizations many times since the first emergence of costumed crime fighters in the 1930's. This was the government's way of coordinating a response to such threats. Part of the BMA's efforts were the understanding and replication of metahuman technologies (typically those confiscated from supervillains) and the safe application of such technologies in the everyday world though various mega-corporations that were cooperating with the government. While your typical Joe didn't see much difference in his daily life compared to you or me, there were a number of changes related to historical events in the past. 1) The Soviet Union and Communist China are still superpowers owing to their ruthless dedication to creating metahumans that are completely loyal to their governments. 2) There is no worldwide internet service. Blame supervillains for that one - they tried to infiltrate the government infrastructure via this route too many times, so the internet is exclusively a government entity with highly restricted access. Every city with a population of 50,000 plus has a local computer network as part of its cable television service. The federal government (and Bell Telephone Company) have severely curtailed any sort of extensive networking between cities. 3) Ma Bell is still in business because of failed plots by supervillains have all but killed any sort of private space projects. With no excess bandwidth to market through communications satellites, Bell and AT&T have no competition. The companies have invested extensively in secure fiber optic networks which have improved telephone service and permitted the cable television industry to flourish. 4) Cable and broadcast television and broadcast radio are still very big business. Without internet competition, they're still the major news, information and entertainment sources for the world's masses. 5) Cellular phones are fairly rare entities. Since Ma Bell is still a monopoly, there's no serious push to develop this technology. For the most part, people still have land line phones and carry spare change for pay phones. 6) Courtesy of the BMA, viable commercial fusion power plants are coming online around the world. With this development, there is the potential for the world going electric within the next 20 years or so. LF
  12. The End of Yet Another Champions Campaign (rant) March 26, 2011 Okay, I am now officially done with running Champions. Don't get me wrong here, I love the system and I love running it. The problem is that only two or three people I've ever invited to game using this rules system over the years have ever bothered to read and learn it. "There's too much math!" "This is combat calculus!" "There's too many dice!" This from players over the years that had no problem min-maxing 1st Edition AD&D characters, could quote rules verbatim from Pathfinder, could give me a three-sentence plot synopsis of every episode ST:TNG, etc. *sigh* I'm old. Maybe too old for this [bleep] these days. I found a group of games over the years that I have loved, and I hear the same [bleep] from younger players all the time. Maybe it's me, after all. This is the fourth time in a row that I've tried running a Champions campaign since I struck gold with the Knightshift campaign for DC:TAS a few years ago, only to have it crash and burn after a few sessions. AND IT IS ALWAYS THE SAME [bLEEP]! So no offense guys -- I'm not going to sour my good memories of this game with any more negative experiences. I'm done with this game system. Thanks for the memories, guys. I wish you luck and success in all your future endeavors. Matt Frisbee
  13. Re: Who's Hunting You? And Why? What, it isn't obvious? FOXBAT! Because every game needs a few laughs, even if they are at my character's expense...
  14. Allies: Fisteel FISTEEL (Retired Superhero) CHARACTERISTICS (89) 30 STR 18 DEX 20 CON 12 BODY 13 INT 10 EGO 14 PRE 10 COM 9 PD 9 ED 5 SPD 8 REC 40 END 30 STUN (Adjustments for Density Increase already figured in) POWERS (105) 10 Elemental Control: Super-Dense Physique (10-pt reserve) a-11 7 PD / 7 ED Armor: Ultra-tough skin b-13 3 Levels Density Increase: Super-Dense Physique (800 kg mass, +3 PD, +3 ED, +15 STR, -3” Knockback), No END & Persistent (+1), Always On (-1/2), END=0 c-12 +5d6 Hand-to-Hand Attack: The Fist of Steel (11d6 total), No END (+1/2), END=0 d-15 1d6+1 HKA: The Fist of Steel II (2-1/2d6 Total), 1/2 END (+1/4), END=1 16 +8” Running (14” Total, NC x 2), END=3 6 +6” Superleap (12” Total, NC x 2), END=1 4 +4” Swimming (6” Total, NC x 2), END=1 18 8d6 Energy Blast vs. ED: Modified VIPER Blaster, OAF (-1), 2 clips of 8 charges each (-1/4), END=0 TALENTS (0) None SKILLS (51) 2 AK: North America 11- 2 AK: Europe 11- 3 Breakfall 13- 2 CK: Vibora Bay 11- 3 Climbing 13- 3 Concealment 12- 10 CSL: +2 with Hand-to-Hand Combat 8 CSL: +4 with Viper Blaster 3 Disguise 11- 2 KS: Supers 11- 2 KS: VIPER 11- 0 LANG: English (Native) 1 LANG: French (Basic Conversation) 1 LANG: German (Basic Conversation) 3 Oratory 12- 3 Security Systems 12- 3 Stealth 13- Total Cost = 245 Points DISADVANTAGES (80) + 150 BASE POINTS 10 Enraged when innocents are hurt (Go 14-, Recover 11-, Uncommon) 10 Physical Limitation: 800-kilo guy (Infrequently, Greatly) 15 Psychological Limitation: Hatred of VIPER (Common, Strong) 15 Psychological Limitation: Lethal Force is the Final Option (Uncommon, Total) 10 Public Identity: Joshua Mansfield 10 Reputation: Retired Superhero 11- 10 Watched by the US Government (As Powerful, NCI, 14-, Mild) BACKGROUND Shortly after Joshua Mansfield developed his mutant super powers in his early teens, a VIPER cell attempted to abduct him for indoctrination and research. His parents and brother were killed trying to protect him and in his rage he very nearly killed the abduction team to a man. Joshua kept one of the weapons that killed his family and swore that VIPER would never do to another family what had been done to his. After that, he began his career as a solo superhero in the Midwest, eventually being invited to join the United State’s official government superhero group, Fire Team Alpha. He has worked closely with both PRIMUS and UNTIL as part of the team, and has traveled extensively in Europe. Around ten years ago, he retired from FTA and settled in Vibora Bay to relax and pursue personal interests. One of those interests is tracking and attacking VIPER activities when he is able. The federal government continues to monitor his activities, often sending agents to his home to review them for intelligence on the VIPER criminal organization.
  15. Re: The Capes of Vibora Bay Yup, I agree with using player ideas for adventure fodder. Right now, though, I'm breaking in two relative newcomers to both the genre and the system.
  16. The Vibora Bay Banner - April 15, 2011 Police Expand Search As Reports Of Giant Dog Attacks Increase (Vibora Bay) – As the recent string of attacks by feral dogs or wolves continues, police have been issued additional animal control gear and first aid supplies. Police Chief Thomas Buford urged the public to remain calm at a media briefing yesterday afternoon. “There have been a number of wildly exaggerated reports of these animals in the media of late,” chided Buford. “We don’t need over-active imaginations causing undo worry in the populace.” However, there are a number of people claiming that the animals that they were menaced by stood nearly four feet tall at the shoulder and were exceptionally fast, vicious and intelligent. While there have been no life-threatening injuries in the attacks, over a dozen citizens have been forced to endure painful emergency rabies vaccinations, as the animal(s) responsible remain at large. Paragon And Fisteel To Appear At Children’s Hospital Benefit Today (Vibora Bay) – A large crowd is expected to be on hand this afternoon for the entertainment gala for Vibora Bay Children’s Hospital at the ACI Forum. Among a number of local sports and entertainment celebrities will be two superheroes – Fisteel, a former member of Fire Team Alpha, and Paragon, one of the city’s newest defenders. It is expected that both heroes will showing off some of their superpowers at the gala, which gets underway at two this afternoon. Children’s Hospital officials are hoping the gala will raise over one million dollars to cover the expenses of disadvantaged children needing critical care. According to a media release regarding the gala, many traditional sources of income for the hospital have dried up due to government cuts and the economic downturn. Supervillainess Chrome Remains At Large – Raids Medical Lab (Vibora Bay) – Vibora Bay Police continue searching for the supervillainess Chrome after she raided JLS Labs in Inner Weston yesterday. The metahuman mad scientist made off with several pieces of advanced medical equipment and a load of biological laboratory supplies. Three security personnel were injured in the raid, but none had life-threatening injuries. Sources within the police department speculate that Chrome has been stealing supplies and equipment to furnish a private genetics lab, which would be consistent with her M.O. from previous crimes. Most recently, the villainess broke into the Duchess Industries Medical Clinic in Vibora Bay, but was thwarted by the combined efforts of Notus and Paragon. A number of VIPER agents were also arrested at the scene, though Chrome escaped. Police are continuing to pursue leads in the case. Disabled Freighter Brought Safely Into Port of ViboraBay (Vibora Bay) – A US Coast Guard cutter successfully brought the damaged container ship Corazon Breeze into the Port of Vibora Bay last night. The ship had been adrift for nearly four days after sustaining damage to its engines and rudder during what its captain described as an act of piracy by the VIPER criminal organization. According to Merchant Captain Ingmar Lindberg, his ship’s rudders and screws were damaged by a torpedo attack early Tuesday morning and he and his crew were knocked unconscious by a sonic weapon. When they awoke a few hours later, several cargo containers had been taken and the ship’s engines had been sabotaged. The ship remained adrift about a hundred miles southwest of Vibora Bay until its rescue late Friday night by the Coast Guard Cutter Key Biscayne. There were no injuries reported in the attack.
  17. The Capes of Vibora Bay (New) "The Dog's Day" (New) -- Notus, Overflow and Paragon battle an invasion of mutant dogs that are menacing the community! Is it a new plot by The Mongrel King, or something even more sinister? Don't miss a pulse-pounding minute of "The Capes of Vibora Bay" on Channel Friz! UPDATE: This week's gaming session has been postponed due to work schedule conflicts. Next game will be Monday, April 25th.
  18. Re: The Capes of Vibora Bay This is a home-brewed group of supervillains based on 4th Edition Champions rules. I wanted a group of international criminals to spice up my Vibora Bay campaign, but ones that my PC's could still beat, even if the heroes were somewhat outnumbered. As it turned out, the group wasn't much of a challenge for the heroes, but they did accomplish the job of being a good diversion for the high-tech master villain who hired them (Kill Switch) who now has plans, parts and software to construct an AI... The layout is simply me typing out the information from the character sheet in old school 4th Ed. fashion. Glad you like.
  19. Diablos: La Muerte Blanca [The White Death] CHARACTERISTICS (92) 10 STR 18 DEX 14 CON 10 BODY 13 INT 18 EGO 15 PRE 20 COM 5 PD 5 ED 4 SPD 7 REC 32 END 30 STUN POWERS (90) 40 Multipower: Psychic Vampire Pendant, 1/2 END (+1/4), IIF (-1/4) u 3 Desolidification: Mist Form, Cannot Move Through Solid Objects (-1/2), END=2 u 4 4d6 EGO Drain: Entrancement, END=2 u 4 4d6 EGO Attack: Mental Blast, END=2 u 4 8d6 Mind Control: Domination (Verbal Communication), END=2 u 3 2½d6 RKA: Kiss of Death, No Range (-1/2), END=2 13 10” Flight (NC x 2), Linked to Desolidification (-1/2), END=2 19 13 PD / 13 ED Armor: Magic Cape, Activation 14- (-1/2), OIF (-1/2) TALENTS (0) None SKILLS (18) 2 AK: Mexico 11- 3 CSL: +1 with Multipower Attacks 3 CSL: +1 with Diablos Team Tactics 2 LANG: English (Fluent Conversation) 0 LANG: Spanish (Native) 3 High Society 12- 5 Seduction 13- TOTAL POINTS = 200 Points DISADVANTAGES (100) + BASE POINTS 100 = 200 POINTS 5 Dependence: Must use Kiss of Death on a new victim daily (Uncommon, 3d6 / Day) 5 DF: Beautiful, Ashen-skinned Woman (EC, N&R) 20 Hunted by UNTIL (MP, NCI, 8-) 20 Normal Characteristics Maxima 15 PSY: Revels in Using Her Powers (Common, Strong) 20 PSY: Vain (Very Common, Strong) 5 REP: Supervillainess 8- 10 SUS: Holy Relics (Uncommon, 1d6 / Turn) BACKGROUND Maria Reyes was born to a wealthy family. She was always beautiful and learned early on how to use her charms to get whatever she wanted. While lost on a summer trip in the mountains, she took shelter from a thunderstorm inside a spooky cave. While inside the cave, an earthquake opened up a blocked passage that Maria explored. It was there she found the pale-skinned corpse, chained to the wall. Around its neck was a beautiful pendant that seemed to be more beautiful than any jewelry she had ever seen before. She took it and put it on, and spirit of the psychic vampire it had imprisoned took a new body to begin to feed once again.
  20. Diablos: Senora del Oro [The Lady of Gold] CHARACTERISTICS (88) 13 STR 18 DEX 15 CON 10 BODY 13 INT 18 EGO 15 PRE 16 COM 4 PD 4 ED 4 SPD 6 REC 30 END 35 STUN POWERS (75) 10 Elemental Control: Telekinetic Power Ring (20-pt Reserve), OIF (-1/2), All powers must draw from END Reserve (-1/2) a:12 7d6 Energy Blast: TK Force Bolt, 1/2 END (+1/4), END=1 b:12 15” Flight: TK Levitation (NC x 4), 1/2 END (+1/4), END=1 c:10 16 PD / 16 ED Force Field: TK Shield, 1/2 END (+1/4), END=1 d:15 Telekinesis (20 STR, Fine Manipulation), 1/2 END (+1/4), END=2 9 END Reserve inside Power Ring, 50 END, 8 REC / turn, OIF (-1/2) 7 Instant Change: Power Ring (Any set of clothes), OIF (-1/2) TALENTS (0) None SKILLS (37) 2 AK: Mexico 11- 9 CSL: +3 with Power Ring Abilities 3 CSL: +1 with Diablos Team Tactics 2 LANG: English (Fluent Conversation) 0 LANG: Spanish (Native) 3 Concealment 12- 3 Disguise 11- 3 Lockpicking 13- 3 Security Systems 12- 3 Sleight of Hand 13- 3 Stealth 13- 3 Streetwise 12- TOTAL POINTS = 200 POINTS DISADVANTAGES (100) + BASE POINTS 100 = 200 POINTS 5 DF: Always wears the Power Ring (EC, N&R) 5 Dependence upon the Ring (Uncommon, 3d6 / Day) 20 Hunted by UNTIL (MP, NCI, 8-) 20 Normal Characteristic Maxima 10 PSY: Cold & Humorless (Common, Moderate) 15 PSY: Ruthless (Common, Strong) 10 PSY: Vengeful (Uncommon, Strong) 5 REP: Supervillainess 8- 10 VUL: Drain Attacks (2 x Effect) BACKGROUND Rosa Alvarez grew up an orphan in the slums of Mexico City where talented thieves ate and less talented ones starved. As her talents grew, she escaped the slums through membership in a crew of burglars, who specialized in high-end homes. Unknown to Rosa, one of those homes happened to be the residence of an ailing, retired superheroine. Rosa rummaged through the jewelry box and found the ring. She felt an attraction to it and slipped it on her finger rather than in with the rest of the day’s haul. When the rest of the crew found out she’d been holding out them, they attacked her. But the powers of the ring allowed her to not only prevail, but silence the members of the crew for good so she could keep the ring and the rest of the loot. Thus began the legacy of Senora del Oro. (Her name comes from the golden energy of the ring.)
  21. Diablos: El Matador Negro [The Black Matador] CHARACTERISTICS (82) 10 STR 18 DEX 15 CON 10 BODY 13 INT 11 EGO 14 PRE 14 COM 7 PD 7 ED 4 SPD 7 REC 40 END 30 STUN POWERS (92) 15 Elemental Control: Mystic Matador Powers (15-pt Reserve) a:15 10 PD/10 ED Armor: Ole! (Enhanced Dodging) b:15 3” Darkness vs. Normal Sight: Cape of Shadows, 1/2 END (+1/4), Personal Immunity (+1/4), No Range (-1/2), OIF (-1/2), END=2 c:15 3d6 STUN Drain: Sword of Shadows (Return / turn), 1/2 END (+1/4), OIF (-1/2), END=1 d:17 Invisibility vs. All Sight: Cape of Shadows, No Fringe (+10), 1/2 END (+1/4), only in shadows or darkness (-1/2), OIF (-1/2), END=2 e:15 15” Teleportation: Cape of Shadows Sidestep, 1/2 END (+1/4), OIF (-1/2), END=1 TALENTS (0) None SKILLS (26) 2 AK: Mexico 11- 4 CSL: +2 with Sword of Shadows 3 CSL: +1 with Diablos Team Tactics 2 LANG: English (Fluent Conversation) 0 LANG: Spanish (Native) 3 PS: Bullfighting 13- (DEX) 3 PS: Dancing 13- (DEX) 3 Seduction 12- 3 Shadowing 11- 3 Stealth 13- TOTAL POINTS = 200 DISADVANTAGES (100) + BASE POINTS 100 = 200 POINTS 20 Hunted by UNTIL (MP, NCI, 8-) 20 Normal Characteristic Maxima 15 PSY: Turns on the charm for the ladies (Common, Strong) 15 PSY: Vain (Common, Strong) 10 PSY: Vengeful (Uncommon, Strong) 5 REP: Supervillain 15 SUS: Alchemist Cold Iron, 1d6 STUN per Phase (Uncommon) BACKGROUND Jose Ruiz had been tossed from the ranks of professional bullfighters when his affair with the underage daughter of a prominent politician became public. Shamed and shunned, he tried his profession in other countries, but his past always followed him and he would be forced to move on. Homeless, broken and despondent, Jose sat down in a crumbling cemetery and poured out his misery upon the ruined mausoleums, crawling inside one for shelter from the rain. There he found one of the corpses arrayed in a splendid matador’s uniform, which he put on as much from the cold as his memories. While the former owner was dead, his spirit lived on and infused the uniform, cape and sword with magical powers. Jose wore a wicked grin the next morning, and started a campaign of terror and revenge as El Matador Negro.
  22. Diablos: Jalapeno CHARACTERISTICS (78) 10 STR 18 DEX 15 CON 10 BODY 13 INT 11 EGO 15 PRE 12 COM 4 PD 4 ED 4 SPD 8 REC 40 END 30 STUN POWERS (106) 15 Elemental Control: Fire Powers (15-pt Reserve), 1/2 END (+1/4), Only in Villain ID (-1/4) a:20 7d6 Energy Blast: Fire Blast, END=1 b:18 14” Flight: Flame Jets (NC x 4), END=1 c:17 16 PD/16 ED Force Field: Plasma Shield, END=1 d:13 2d6 RKA Damage Shield: Plasma Field Defense, Damage Shield (+ 1/2), Linked to Force Field (-1/2), No Knockback (-1/4) 4 5 points Sight Flash Defense, Only in Villain ID (-1/4) 4 Infrared Vision, Only in Villain ID (-1/4) 5 Instant Change (Same set of clothes) 2 Life Support vs. Intense Heat, Only in Villain ID (-1/4) 8 Life Support: Need Not Breathe, Only in Villain ID (-1/4) TALENTS (0) None SKILLS (16) 2 AK: Mexico 11- 2 CSL: +1 with Fire Blast 3 CSL: +2 with Diablos Team Tactics 3 Computer Programming 12- 1 KS: Supers 8- 2 LANG: English (Fluent Conversation) 0 LANG: Spanish (Native) 3 SCI: Chemistry 12- TOTAL COST = 200 Points DISADVANTAGES (100) + BASE COST (100) = 200 POINTS 10 Enraged when he takes BODY (Uncommon, Go 14-, Recover 11-) 20 Hunted by UNTIL (MP, NCI, 8-) 20 Normal Characteristic Maxima 15 PSY: Greedy (Common, Strong) 10 PSY: Prankster (Common, Moderate) 10 PSY: Vengeful (Uncommon, Strong) 5 REP: Supervillain 8- 5 VUL: Cold-Based Attacks (1½ x STUN) 5 VUL: Water-Based Attacks (1½ x STUN) BACKGROUND Hector Morales was hoping to formulate a powerful new explosive when his home laboratory blew up in his face. He picked himself up from the ashes, only to find that he was on fire! But the green flames didn’t hurt him and the accident had given him great powers as well, which he mastered over time. The accident had leveled a city block, leaving many casualties, so Hector let the world think him dead and began a life of crime as a man wreathed in emerald flame – Jalapeno.
  23. Diablos: El Cucaracha [The Cockroach] CHARACTERISTICS (57) 15/30 STR 14/18 DEX 14/20 CON 14 BODY 10 INT 11 EGO 13/20 PRE 12 COM 6/15 PD 6/15 ED 3/4 SPD 7/10 REC 35/50 END 30/40 STUN POWERS (89) (ALL POWERS COME THROUGH THE MYSTIC LUCHA LIBRE MASK, OIF -1/2) 17 5d6 Absorption (Points to STR) (Fade / turn) Max=30 7 +15 STR, END = 1 6 + 4 DEX 6 + 6 CON 5 + 7 PRE 6 + 9 PD 6 + 9 ED 7 + 1 SPD 4 + 3 REC 5 +15 END 7 +10 STUN 5 8 PD / 8 ED Damage Resistance 5 +4” Running (10” Total, NC x 2), END=2 3 +5” Superleap (11” Total, NC x 2), END=1 TALENTS (3) 3 Combat Sense 11- SKILLS (51) 3 Acting 13- 2 AK: Mexico 11- 9 CSL: +3 with Lucha Libre Wrestling Martial Arts 3 CSL: +1 with Diablos Team Tactics 3 Disguise 11- 2 KS: Supers 11- 2 LANG: English (Fluent Conversation) 0 LANG: Spanish (Native) 18 Martial Arts: Lucha Libre Wrestling OCV DCV Notes (3) Basic Strike (Forearm Smash) +1 +0 8d6 (3) Flying Tackle (Toro Takedown) +0 -1 6d6 + v/5 (3) Grappling Throw (Body Slam) +0 +2 8d6 (4) Martial Escape (Arm Bar Escape) +0 +0 STR 45 (5) Passing Strike (Clothesline) +1 +0 6d6 + v/5 3 Oratory 13- 3 Stealth 13- 3 Streetwise 13- Total Points = 200 DISADVANTAGES (100) + BASE POINTS 100 = 200 TOTAL 10 Enraged if Senora del Oro takes BODY (Uncommon, Go 14-, Recover 11-) 20 Hunted by UNTIL (MP, NCI, 8-) 20 Normal Characteristic Maxima 15 PSY: In love with Senora del Oro (Common, Strong) 15 PSY: Latin American Code of Honor (Common, Strong) 15 PSY: Loud, Brash Showoff (Common, Strong) 5 REP: Supervillain 8- BACKGROUND Ramon Vasquez lay in the hospital bed a broken man. The fall he’d taken outside the ring had shattered two vertebrae in his neck and three more in his back. The doctors were saying he might be able to walk again, but not much else. The medical bills were piling up and he had no way to pay them. He prayed for a miracle, but what he got instead was a ghost. The ghost told him in a dream that he was destined for a bigger arena than the squared circle, but in order to keep his honor and pay his bills, he would have to turn to a life of crime. When Ramon awoke, the mystic Lucha Libre mask was in his hand. He put it on and his body was instantly healed by its power. He left the hospital and began a life of crime under his old moniker – El Cucharacha.
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