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rjd59

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  1. Very nice! Will come in handy. Thank you!
  2. I had the same problem. I also got confused by what everyone was saying above, (because I was obviously having some brain malfunction that day, LOL). So this is what I did to get these three mentioned above to work... 1 Renamed each of the files from hdc to a .zip extention... 2 I was then able to unpack each of these, which created folders with other files within it that contained the different power prefabs... 3 I then had to rename each of the prefab file from hdc to hdp files... . 4 Everything then worked and I was able to load each in HD Hope this helps someone who may be suffering from the same malfunction that I was experiencing!
  3. Sorry if I seemed irritated. Do appreciate your thoughts. Guess I might be stuck in keeping some things as I see fit to use them within the system. After all, I believe somewhere in the rules it states something about guidelines, and using what you want or don't want to.
  4. Sorry, I just feel very strongly about some things! Don't mean to sound like a jerk!
  5. JimOz No! The 1inch/hex system worked for years. For 55 years, I've dealt with inches and feet. Easy for me to figure out without changing to an other system of measurement that I will never use except for this particular game. Not worth the time for me when I can use the game system measurement that has been used since I started using "Champions" back in the mid 80's!
  6. Sorry about Scatterbrains OCMV, I forgot to adjust that, but you can make it to your liking with the hdc file. At the risk of sounding like an arrogant ass... Yes my conversions equate Movement meters with the former "inches", I do not use the metric system for anything what-so-ever in my life, and think it was a stupid ridiculous idea to ever switch the system to it. If you use it, that's your decision, make the changes nessacary.
  7. Hello all, Been awhile since I posted, so I figured I'd update to 6th Editition , one of my favorite villain teams from earlier editions. I'll only be posting their write ups minus all the backgrounds and such. I'll also post the hdc files and cardstock standups (with both the original team and the 4th Ed Champions Universe updated team.) (Pics for these members come from "Realschluss". Reqeium and Chiller appear in the 6th ed villians books, so I will not be adding their write ups, however, in my world, the rest of the team was not killed off as it was in 6th ed. So here for enjoyment is my version of "Deathstroke" 6th Ed. Death Commando Henry "Hank" Wadsworth VAL CHA Cost Roll Notes 15 STR 5 12- HTH Damage 3d6 END [1] 23 DEX 26 14- 23 CON 13 14- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- 26 PRE 0 14- PRE Attack: 5d6 8 OCV 25 8 DCV 25 3 OMCV 0 3 DMCV 0 5 SPD 30 Phases: 3, 5, 8, 10, 12 8 PD 6 8/16 PD (0/8 rPD) 9 ED 7 9/17 ED (0/8 rED) 11 REC 7 46 END 6 15 BODY 5 43 STUN 12 Movement Cost Meters Notes RUNNING 0 17m/34m END [2] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward FLIGHT 10m/20m Characteristics Total: 169 Cost Powers 27 Submachine Gun: Killing Attack - Ranged 2d6, Autofire (5 shots; +1/2) (60 Active Points); OAF (-1), Reduced By Range (-1/4), 4 clips of 30 Charges (+1/2) - END=[30] - END= 22 Blaster Rifle: Energy Blast 10d6 (50 Active Points); OAF (-1), Beam (-1/4), 16 Charges (-0) - END=[16] - END= 9 Stiletto: Killing Attack - Ranged 1 1/2d6, Armor Piercing (+1/4) (31 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1) - END=[1 rc] - END= 13 Smoke Grenades: Darkness, Personal Immunity to Sight Group 6m radius (30 Active Points); OAF (-1), 6 Continuing Charges lasting 1 Turn each (-1/4) - END=[6 cc] - END= 5 Running +5m (17m total) - END=1 - END= 7 Jet PAck: Flight 10m (10 Active Points); OIF (-1/2) - END=1 16 Armored Costume: Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-1/2) - END=0 3 Helmet: Ultraviolet Vision (Sight Group) (5 Active Points); OIF (-1/2) - END=0 8 Helmet: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) - END=0 - END= 11 +16 PRE (16 Active Points); For Defense Only (-1/2) - END= Powers Total: 121 Cost Martial Arts Martial Atrs: Commando Training 3 1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls 4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 4 3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs 4 5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 10 STR for holding on 4 6) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll 4 7) Karate "Chop": 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 +1 4 8) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 1 9) Weapon Element: Clubs 1 10) Weapon Element: Knives Martial Arts Total: 33 Cost Skills 40 +4 levels with All Combat 3 Breakfall 14- 3 Climbing 14- 3 Disguise 12- 3 Navigation 12- 3 Paramedics 12- 5 Security Systems 13- 3 Shadowing 12- 3 Stealth 14- 5 Survival 13- 3 Teamwork 14- 3 Tracking 12- Skills Total: 77 Value Complications 10 Vulnerability: 2 x STUN, 1 1/2 x BODY from Magnetic Attacks (Uncommon) 15 Dependent NPC: Little sister 8- (Incompetent) 10 Psychological Limitation: Casual Killer (Common; Moderate) 10 Reputation: Lethally Aggressive, 11- 10 Hunted: by VIPER 8- (As Pow; Harshly Punish) 15 Hunted: by UNTIL 11- (As Pow; Harshly Punish) 5 Unluck: 1d6 Complications Points: 75 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 400 Shockwave Rocky Scaglioni VAL CHA Cost Roll Notes 60 STR 50 21- HTH Damage 12d6 END [6] 20 DEX 20 13- 30 CON 20 15- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- 30 PRE 20 15- PRE Attack: 6d6 7 OCV 20 7 DCV 20 3 OMCV 0 3 DMCV 0 4 SPD 20 Phases: 3, 6, 9, 12 28 PD 26 28/38 PD (0/10 rPD) 24 ED 22 24/34 ED (0/10 rED) 20 REC 16 60 END 8 20 BODY 10 75 STUN 28 Movement Cost Meters Notes RUNNING 0 19m/38m END [2] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 283 Cost Powers 45 Energy Blast: Explosion, loses 1 DC per 3", Personal Immunity, No Range, target must be on ground 9d6 - END=4 - END= 18 Resistant Protection (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Always On (-1/2), Only Works Against Common attacks (-1/2) - END=0 - END= 7 Running +7m (19m total) - END=1 Powers Total: 70 Cost Skills 32 +4 levels with HTH Combat 3 Acrobatics 13- 3 Breakfall 13- 3 Mechanics 12- 3 Streetwise 15- 3 Teamwork 13- Skills Total: 47 Value Complications 10 Vulnerability: 2 x Effect from all Mental Powers (Uncommon) 10 Distinctive Features: Tall, Hulking Frame (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 : Berserk when attacked with Mental Powers (Common), go 8-, recover 14- 15 Psychological Limitation: Violent (Common; Strong) 10 Psychological Limitation: Hatred of Mentalist (except Scatterbrain) (Uncommon; Strong) 5 Monitored by Publicist: 14- (Less Pow; Watching) 5 Unluck: 1d6 Complications Points: 75 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 400 Stinger Farmal C. Trunwall VAL CHA Cost Roll Notes 40 STR 30 17- HTH Damage 8d6 END [4] 21 DEX 22 13- 20 CON 10 13- 23 INT 13 14- PER Roll 14-/24- 10 EGO 0 11- 20 PRE 10 13- PRE Attack: 4d6 6 OCV 15 5 DCV 10 3 OMCV 0 3 DMCV 0 4 SPD 20 Phases: 3, 6, 9, 12 19 PD 17 19/27 PD (0/8 rPD) 13 ED 11 13/21 ED (0/8 rED) 7 REC 3 20 END 0 15 BODY 5 20 STUN 0 Movement Cost Meters Notes RUNNING 0 22m/44m END [2] SWIMMING 0 4m/8m END [1] LEAPING 0 14m 14m forward, 7m upward Characteristics Total: 166 Cost Powers 33 Insect Sting: Blast 10d6 (50 Active Points); Beam (-1/4), Unified Power (-1/4) - END=5 40 Poison Sting: Killing Attack - Hand-To-Hand 4d6 (6 1/2d6 w/STR) (60 Active Points); Conditional Power Power Only Works While Character Is Touchs Opponent (-1/4), Unified Power (-1/4) - END=6 35 Entangle 5d6, 5 PD/5 ED, Area Of Effect (2m Radius; +1/4) (62 Active Points); 8 Charges (-1/2), Unified Power (-1/4) - END=[8] 27 Wall Crawl: Clinging (110 STR) (34 Active Points); Unified Power (-1/4) - END=0 6 Running +10m (22m total) (10 Active Points); Unified Power (-1/4) - END=1 5 Leaping +10m (14m forward, 7m upward) - END=1 22 Insectile Awareness: Danger Sense (self only, any danger, Function as a Sense) (27 Active Points); Unified Power (-1/4) 14-/24- - END= 19 Hard Boney Skin: Resistant Protection (8 PD/8 ED) (24 Active Points); Perceivable (-1/4) - END=0 20 +10 PER with Sight Group - END=0 Powers Total: 207 Cost Skills 6 +3 with any single attack 3 Acrobatics 13- 3 Breakfall 13- 9 SS: Entomology 18- 3 Stealth 13- 3 Teamwork 13- Skills Total: 27 Value Complications 20 Vulnerability: 2 x STUN, 1 1/2x BODY from poisons and chemicals (Common) 20 Susceptibility: from alchohol 2d6 damage per Turn (Common) 10 Distinctive Features: Hard Bony Skin (Easily Concealed; Causes Major Reaction; Detectable By Commonly-Used Senses) 5 Enraged: when facing another insect-based hero or villian (Uncommon), go 8-, recover 14- 15 Psychological Limitation: Vicious (Common; Strong) 5 Psychological Limitation: Hatred of other scientists (Uncommon; Moderate) Complications Points: 75 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 400 Scatterbrain Melissa Bartleheimer VAL CHA Cost Roll Notes 10 STR 0 11- HTH Damage 2d6 END [1] 18 DEX 16 13- 18 CON 8 13- 20 INT 10 13- PER Roll 13- 26 EGO 16 14- 15 PRE 5 12- PRE Attack: 3d6 6 OCV 15 5 DCV 10 3 OMCV 0 3 DMCV 0 5 SPD 30 Phases: 3, 5, 8, 10, 12 5 PD 3 5/28 PD (0/23 rPD) 3 ED 1 3/26 ED (0/23 rED) 8 REC 4 44 END 5 10 BODY 0 26 STUN 3 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 126 Cost Powers 75 Psionics: Multipower, 75-point reserve - END= 7f 1) Ego Attack 6d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points) - END=3 7f 2) Strong Mind Blast: Mental Blast 7 1/2d6 (75 Active Points) - END=7 5f 3) Mind Control. invisible to mental senses 10d6, Area Of Effect (6m Radius; +1/2) (75 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) - END=7 7f 4) Mental Illusions 15d6 (Human class of minds) (75 Active Points) - END=7 7f 5) Telepathy 15d6 (75 Active Points) - END=7 7f 6) Telekinesis (40 STR), Reduced Endurance (1/2 END; +1/4) (75 Active Points) - END=3 - END= 13 Mental Defense (30 points total), Inherent (+1/4) (19 Active Points); Always On (-1/2) - END=0 69 Force Field (15 PD/15 ED/15 Mental Defense) - END=0 10 Mental Awareness, +5 to PER Roll, Increased Arc Of Perception (360 Degrees) - END=0 16 Armored Costume: Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-1/2) - END=0 Powers Total: 223 Cost Martial Arts 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 4d6 Strike 5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Arts Total: 12 Cost Skills 4 +4 with Mind Control 4 +2 with Ego Attack 3 Acting 12- 3 Charm 12- 3 Conversation 12- 3 Paramedics 13- 3 Persuasion 12- 3 Teamwork 13- 1 TF: Small Motorized Ground Vehicles Skills Total: 27 Cost Talents 12 +4/+4d6 Striking Appearance (vs. all characters) Talents Total: 12 Value Complications 15 Vulnerability: 1 1/2 x STUN and BODY from Punches (Very Common) 20 Dependent NPC: Publicist Father - Fabian Bartleheimer 14- (Normal) 10 Psychological Limitation: Extremely Selfish (Uncommon; Strong) 5 Psychological Limitation: Vain (Uncommon; Moderate) 15 Psychological Limitation: Compulsively Flirtatious (Very Common; Moderate) 5 Hunted: by her mother (Annette Bartleheimer) 11- (Less Pow; Mildly Punish) 5 Unluck: 1d6 Complications Points: 75 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 400 Death Commando.hdc Shockwave.hdc Stinger.hdc Scatterbrain.hdc Deathstroke.pdf
  8. I believe she may have read it first, then discussed it with whomever was there, as you stated. Then I agree she and her producers would be relentless in getting the heroes to appear as other have mentioned.
  9. Sorry, I'm not familiar with them Jazzidemus.
  10. Sorry, I should have mentioned they were originally from the "Voice of Doom" module, then updated in the 4th Edition Champions universe book, and then I messed with them for 6th. (Messed with...Messed Up...one of the two! LOL)
  11. Just wondering how many people use the HAPS - Hero Action Points from "Champions Complete" in their games.
  12. Here are the mini's for the four Freedom Squad members! Freedom Squad.pdf
  13. Victrix Merilee Henry VAL CHA Cost Roll Notes 10 STR 0 11- HTH Damage 2d6 END [1] 18 DEX 16 13- 23 CON 13 14- 13 INT 3 12- PER Roll 12- 15 EGO 5 12- 15 PRE 5 12- PRE Attack: 3d6 6 OCV 15 8 DCV 20 5 OMCV 6 5 DMCV 6 4 SPD 20 Phases: 3, 6, 9, 12 5 PD 3 5/23 PD (0/18 rPD) 8 ED 6 8/18 ED (0/10 rED) 10 REC 6 60 END 8 9 BODY -1 35 STUN 8 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward FLIGHT 34m/68m Characteristics Total: 139 Cost Powers Telekinetic Powers - 60 1) Telekinesis (40 STR), Reduced Endurance (1/2 END; +1/4) (75 Active Points); Unified Power (-1/4) - END=3 40 2) Telekinetic Punch (physical): EB 10d6 (50 Active Points); Unified Power (-1/4) - END=5 42 3) Force Field: (18 PD/10 ED), Hardened (+1/4) (52 Active Points); Unified Power (-1/4) - END=0 41 4) Flight 34m, Reduced Endurance (0 END; +1/2) (51 Active Points); Unified Power (-1/4) - END=0 - END= 5 Mental Defense (5 points total) - END=0 25 Spatial Awareness (TK "touch Sense") (Unusual Group), +3 to PER Roll - END=0 5 +1 DCV Powers Total: 218 Cost Skills 8 +2 with Telekinetic Powers 3 Charm 12- 3 High Society 12- 3 Paramedics 12- 3 Teamwork 13- Skills Total: 20 Cost Perks 5 Money: Well Off 4 Vehicles & Bases 2 Fringe Benefit: Local Police Powers Perks Total: 11 Cost Talents 12 +4/+4d6 Striking Appearance (vs. all characters) Talents Total: 12 Value Complications 10 Vulnerability: 1 1/2 x STUN from RKA (Common) 15 Susceptibility: to smoke, fumes, etc 1d6 damage per Phase (Uncommon) 0 Distinctive Features: MUTANT (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort; Not Distinctive In Some Cultures) 20 Psychological Limitation: Code vs Killing (Very Common; Strong) 10 Psychological Limitation: Claustrophobia (Uncommon; Strong) 15 Hunted: by VOICE 8- (Mo Pow; Harshly Punish) 5 Social Complication: Secret ID: Merilee Henry Infrequently, Minor Complications Points: 75 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 400 Background: Merilee Henry was the daughter of Frank Henry, the Chicago auto parts king. Her older brother John was expected to inherit the business, and as Merilee didn't have much interest in finance, herfather indulged her minor wishes, but kept a strict eye on her, and made sure of her moral education. When she was sixteen, Merilee started having headaches, and objects started flying across the room for apparent reason. After a bit of nonsense about "poltergeists," Merilee figured out most of her telekinetic powers. Her father's lectures on "civic responsibilities" came back to her, and she knew what she had to become- a superhero! She revealed her powers and her plans to her father. Mr. Henry was so overjoyed to learn that Merilee was merely a mutant, and not a drug addict as he'd feared from her recent erratic and secretive behavior, that he agreed immediately. he arranged for her costume and helped her pic a name, then suggested she contact the American Eagle for help in getting started. As it happened, the Eagle was looking for another member to round out the Freedom Squad, and she quickly filled that role. She revealed her secret identity to the other members on her 18th birthday. They were chagrined to learn that the group was being financed by a minor cut of her extensive allowance. After the VOICE incident, Victrix grew increasingly dissatisfied with the direction of the Squad, and after Black Hole's resignation, voted for ending it. Since then, she has been trying her hand at solo crime-fighting, and is now thinking of joining another group. Her brother has not been let in on her secret, and is slightly jealous of her trust fund. Quote: "You needn't all rush to fight me at once boys. There's enough of me to go around." Personality: Merilee is a reserved young woman with a strong sense of responsibility. Victrix is also a bit of a flirt, and rather enjoyed being the only woman in the Freedom Squad. She has a strong distaste for enclosed places because of being trapped in a shrinking room "deathtrap" on a early case. She spends money freely but not excessively; she may not have a head for business, but she can balance a checkbook just fine. Victrix can be a bit vain about her looks. One of her least favorite experiences was having a foe steal her looks temporarily. Powers / Tactics: Victrix is a mutant with significant telekinetic powers, most notably flight and the ability to probe areas she cannot see using telekinetic "fingers." She has become quite skilled with her powers. However, her mutation has made her lungs extremely sensitive to airborne contaminants such as smoke. She also has never quite gotten over the shock of having lethal projectiles hit her. Since her flight and force field cost little effort, Victrix always activates them in combat. She's more cautious than the other Squanders, preferring to keep opponents well away from her. Her favorite attack is to telekinetically grab someone without movement powers, hoist him into the air, and then pummel him with TK punches. Appearance: Merilee Henry is in her late twenties, 5'6" and 105 pounds. She has shoulder-length auburn hair and dark brown eyes. Her features are fine, with high cheekbones. Her usual Victrix costume consists of a yellow strapless one-piece, long gloves and boots; the trim (including a diamond cutout around her navel) and domino mask are red. Victrix.hdc
  14. Jo-Tan Mishio Senjaku VAL CHA Cost Roll Notes 45 STR 20 18- HTH Damage 9d6 END [4] 20 DEX 20 13- 40 CON 30 17- 13 INT 3 12- PER Roll 12-/13- 17 EGO 7 12- 15 PRE 5 12- PRE Attack: 3d6 7 OCV 20 7 DCV 20 6 OMCV 9 6 DMCV 9 5 SPD 30 Phases: 3, 5, 8, 10, 12 21 PD 19 21 PD (0 rPD) 21 ED 19 21 ED (0 rED) 12 REC 8 80 END 12 18 BODY 8 53 STUN 17 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 256 Cost Powers 37 DENSITY and GROWTH: (Total: 37 Active Cost, 37 Real Cost) Density Increase (900 kg mass, +15 STR, +3 PD/ED, -6m KB) (Real Cost: 12) plus Growth (+15 STR, +5 CON, +5 PRE, +3 PD, +3 ED, +3 BODY, +6 STUN, +1m Reach, +12m Running, -6m KB, 101-800 kg, +2 to OCV to hit, +2 to PER Rolls to perceive character, 2-4m tall, 1-2m wide) (Real Cost: 25) - END=3 - END= 10 +2 OCV; with Grab only (-0) - END= 2 +1 PER with Sight Group - END=0 15 +15 STR - END=1 Powers Total: 64 Cost Martial Arts 14 Sumo, usable bare-handed, Private Adder 3 1) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 55 STR for holding on 4 2) Crush: 1/2 Phase, +0 OCV, +0 DCV, 13d6 Crush, Must Follow Grab 4 3) Slap: 1/2 Phase, +0 OCV, +2 DCV, 11d6 Strike 3 4) Toss: 1/2 Phase, +0 OCV, +1 DCV, 9d6 +v/5, Target Falls Martial Arts Total: 28 Cost Skills 8 +1 level with HTH Combat 4 +2 with Martial Arts 3 Breakfall 13- 3 KS: Engineering 12- 3 PS: Engineering 12- 2 KS: Sumo 11- 4 Language: English, accented (completely fluent; literate) 3 Teamwork 13- Skills Total: 30 Cost Perks 4 Vehicles & Bases 2 Fringe Benefit: Local Police Powers 1 Fringe Benefit: Passport Perks Total: 7 Cost Talents 15 Combat Sense 12- Talents Total: 15 Value Complications 15 Vulnerability: 1 1/2 x STUN from energy-basedKA's (Very Common) 15 Psychological Limitation: Code vs Killing (Common; Strong) 10 Psychological Limitation: Protective of women (Common; Moderate) 15 Hunted: by VOICE 8- (Mo Pow; Harshly Punish) 15 Hunted: by Yakuza 8- (Mo Pow; Harshly Punish) 5 Social Complication: Public ID: Mishio Senjaku Infrequently, Minor Complications Points: 75 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 400 Background: Mishio Senjaku has always been a big and beefy boy, considered rather an asset in sumo training, so at first he wasn't worried when he grew three inches in a week. Soon, however, it became evidentthat his height and weight were fluctuating wildly. After a short period of time, Mishio learned to control his powers. But by that time he had attracted the attention of certain Yakuza gamblers, who wanted him to use the more subtle effects of his powers to rig matches for them. Mishio thought it over a bit, and decided he was thoroughly disgusted by the idea. Not only did he inform the police, but. he led them on a raid on the gamblers' hideout. Figuring that publicity was his best defense against secretive revenge, Mishio became the superhero Jo-Tan. While the young hero did quite well, he and his family still had frequent run-ins with the Yakuza. It was agreed that Mishio would study engineering in America at the University of Illinois. He had no intention of giving up superhero life, however. As soon as he was settled, Jo- Tan sought out the local hero group, the Freedom Squad. his raw strength was appreciated and he fit right in. After the VOICE affair, Jo-Tan soldiered on, but Black Hole's resignation convinced him that it was time to get on with his life. Mishio has nearly completed his post-graduate work, and is trying to decide whether to take a job in the US or return to Japan permanently. On his last vacation to his homeland, Jo-Tan ran into Tsuchi of Yooso (see Ninja Hero). The two former sumatori had an impromptu bout and thoroughly enjoyed themselves, even if neither could convince the other to switch sides. Quote: "~o, I'm not going to fall over, you are." Personality: Mishio is a friendly, polite fellow. Originally he saw combat as a game, like sumo bouts only more varied. After the VOICE attack, he took on a harder edge and began to take life more seriously. As a Buddhist, he refuses to take a life. He's a bit nervous in high places, as a long fall is one of the few things that could seriously injure him. Powers / Tactics: Jo- Tan is a superhumanly strong mutant with the ability to increase his size and mass. His enlarged body is especially vulnerable to coherent energy attacks like lasers. While concentrating on his studies, he's let his training slip a bit, resulting in a slight loss of resilience. On his own, Jo-Tan simply grows to full size, grabs his opponent, and squeezes. Ifthis proves inadvisable, he'll try standing back and tossing large objects. Appearance: Mishio Senjaku is a Japanese man in his mid-twenties. Normally, he's 5'11" and 240 Ibs. When his powers are fully activated he is nearly eight feet tall and weighs nearly a ton. He has curly black hair and black eyes. As Jo-Tan, he wears a black wrestler's suit, gloves and slippers; his belt and headband are white. Jo-Tan.hdc
  15. Black Phantom Lafayette Jefferson VAL CHA Cost Roll Notes 20 STR 10 13- HTH Damage 4d6 END [2] 26 DEX 32 14- 23 CON 13 14- 23 INT 13 14- PER Roll 14- 15 EGO 5 12- 23 PRE 13 14- PRE Attack: 4 1/2d6 9 OCV 30 9 DCV 30 5 OMCV 6 5 DMCV 6 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 10 PD 8 10/16 PD (0/6 rPD) 10 ED 8 10/16 ED (0/6 rED) 10 REC 6 46 END 6 10 BODY 0 40 STUN 10 Movement Cost Meters Notes RUNNING 0 15m/30m END [2] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward SWINGING 20m/40m Characteristics Total: 236 Cost Powers 14 MULTI-GUN: Multipower, 40-point reserve, (40 Active Points); 6 per slot Charges (-3/4); all slots OAF (-1) - END= 2f 1) (Plastic Stun Bullets): Energy Blast 8d6, STUN Only (+0) (40 Active Points); OAF (-1) - END=4 1f 2) Energy Blast: gas vs Self-Contained breathing (gas) 4d6, Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath (gas); +0) (20 Active Points); OAF (-1) - END=2 2f 3) NET: Entangle 4d6, 4 PD/4 ED (40 Active Points); OAF (-1) - END=4 - END= 12 BULLETPROOF SPANDEX: Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-1/2) - END=0 3 GOGGLES I: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) - END=0 3 GOGGLES II: Ultraviolet Vision (Sight Group) (5 Active Points); OIF (-1/2) - END=0 5 BELT RADIO: High Range Radio Hearing (Radio Group) (12 Active Points); OAF (-1), Not in water (-1/4) - END=0 - END= 3 Running +3m (15m total) - END=1 10 Swinging 20m - END=1 Powers Total: 55 Cost Martial Arts 20 Comic Book Martial Arts, usable bare-handed, Private Adder 4 1) Punch: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike 5 2) Kick: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike 4 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 3 4) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls 4 5) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Arts Total: 40 Cost Skills 36 +3 Overall 3 Acrobatics 14- 3 Deduction 14- 3 Disguise 14- 3 Security Systems 14- 3 Stealth 14- 3 Inventor 14- 3 Mechanics 14- 2 SS: Chemistry 11- 3 Tactics 14- 1 TF: Large Motorized Ground Vehicles Skills Total: 63 Cost Perks 4 Vehicles & Bases 2 Fringe Benefit: Local Police Powers Perks Total: 6 Value Complications 10 Vulnerability: 2 x STUN from fire attacks (Uncommon) 15 Vulnerability: from flash attacks (Very Common) 20 Psychological Limitation: Code vs Killing (Common; Total) 10 Physical Limitation: Colorblind (Infrequently; Slightly Impairing) 15 Hunted: by VOICE 8- (Mo Pow; NCI; Limited Geographical Area; Harshly Punish) 5 Social Complication: Secret ID: Lafayette Jefferson Infrequently, Minor Complications Points: 75 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 400 Background: Lafayette Jefferson was born poor in Chicago. From an early age, young Lafayette was exceptional. Not only was he a natural athlete, but a brilliant scholar as well. He won his school's science fair four years running. But this was the 1950's, and advancement opportunities for blacks were limited. When a torn ligament kept him from getting an athletic scholarship, Lafayette took a job repairing buses to pay for college. While in physical therapy for his injury, he met a martial arts enthusiast who taught him a variety of moves. After graduation, Lafayette drove buses until he was able to work his way into a white-collar job at the company. In the meantime, the civil rights movement grew, and so did violence. One night Lafayette woke up to a riot in his neighborhood. Despite his best efforts to help out, several people died in a fire set by looters. Lafayette had not been taking much notice of the tensions in the city, but now it looked as if Chicago needed another superhero to help it out. He created a costume and weapons, and soon the Black Phantom was making a name for himself, primarily dealing with civil rights and street crime in Chicago. In 1971, the Black Phantom was approached by the American Eagle about starting a team after the two had found themselves working together to defeat a VIPER nest. He decided that after years of working solo, having others to back him up and coordinate investigations and missions would be helpful. In the attack on the Freedom Squad by VOICE, Black Phantom was put in the hospital by Dr. Photon. After getting out of the hospital he found himself elected as the new team leader. He recruited Black Hole, who turned out to be one of the major disappointments in Black Phantom's career. He still hunts his former teammate when the opportunity arises, but Black Hole is currently nowhere to be found. The rest of the time, Black Phantom resumes his one man war against street crime, although, like American Eagle (who he had a bit of a falling out with in the final days of the Squad) he is getting old and thinking of retiringL Black Phantom was the only member to vote against the dissolution of the Freedom Squad. Quote: "The dream is still alive. Never give it up." Personality: Lafayette has always had an edge over anyone else, physically, mentally or psychologically. He has not let this deteriorate into arrogance, but works hard to raise others to his level. He was raised with a strong moral code, which he will not abandon even under the most extreme circumstances. He feels strongly about civil rights issues, and donates anonymously to various good causes. Between his two careers, the Black Phantom barely has time to sleep, let alone maintain a social life, so he has few close friends and has never had a serious relationship with a woman. Powers / tactics: Lafayette is a top-notch athlete, a trained fighter, and extremely bright as well. He developed his own equipment, including his ingenious multigun, which shoots various sorts of chemical concoctions. One type becomes a knockout gas on contact, another expands into a tangle of quick-drying glue, and the third standard load is a special non-penetrating plastic bullet. On rare cases, he as used other special loads. Black Phantom's senses are some- what more acute than normal and can be easily overloaded (polarizing his goggle lenses is a recent development). He also has a strong shock reaction to fire, possibly linked to the events that led to his career as the Black Phantom. As he's gotten older, Black Phantom has become more fond of the subtle approach to crime-fighting, often spending days accumulating evidence before moving in on a target. he vastly prefers his multi-gun over close combat, as he has come close to killing opponents with a misjudged kick on at least two occasions. If faced with multiple opponents, he'll try to put down those known to use lethal force first. Appearance: Lafayette Jefferson is in his late 50's, 6'1" and 200 Ibs. He has short, curly black hair and dark brown eyes. Black Phantom's costume is grey with black boots, gloves, shorts and cape; and white belt with holster. His goggles are tinted blue, and he often wears a full head mask in black. The multigun has an oversized chamber and barrel to accommodate the special ammo. Black Phantom.hdc
  16. Hello All, Been really busy lately with life stuff, but figured I'd post these seeing I've had them done for awhile now. Here's Freedom Squad from "Champions Universe 4th, updated in my fashion to 6th. Hope you enjoy! American Eagle Steve Hall VAL CHA Cost Roll Notes 20 STR 10 13- HTH Damage 4d6 END [2] 24 DEX 28 14- 28 CON 18 15- 13 INT 3 12- PER Roll 12- 14 EGO 4 12- 20 PRE 10 13- PRE Attack: 4d6 8 OCV 25 8 DCV 25 5 OMCV 6 5 DMCV 6 5 SPD 30 Phases: 3, 5, 8, 10, 12 8 PD 6 8/14 PD (0/6 rPD) 5 ED 3 5/11 ED (0/6 rED) 12 REC 8 56 END 8 13 BODY 3 43 STUN 12 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward FLIGHT 98m/196m Characteristics Total: 204 Cost Powers 8 BATON: +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) - END=2 32 WINGS: Multipower, 64-point reserve, (64 Active Points); OAF (-1) - END= 4f 1) FLYING: Flight (not in a vacuum) 34m, Reduced Endurance (1/2 END; +1/4) (42 Active Points) - END=1 3f 2) GLIDING: Flight 64m (64 Active Points); Gliding (-1) - END=0 2f 3) DEFLECTION: Missile Deflection (20 Active Points) [Notes: vs. All ranged Attacks] - END=2 - END= 12 Bulletproof Spandex: Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-1/2) - END=0 3 MASK: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) - END=0 Powers Total: 64 Cost Martial Arts 20 Commando Training, usable barehanded, Private Adder 3 1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls 4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 4 3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND 4 4) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm 5 5) Karate Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 4 6) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 1 7) Weapon Element: Clubs 8 +2 HTH Damage Class(es) with Martial Arts Martial Arts Total: 53 Cost Skills 24 +2 Overall 8 +4 with Baton 4 +2 with any use of Wings 3 Acrobatics 14- 3 Breakfall 14- 5 CK: Chicago 14- 3 Electronics 12- 3 Mechanics 12- 3 Paramedics 12- 5 Tactics 13- Skills Total: 61 Cost Perks 10 Vehicles & Bases 2 Fringe Benefit: Local Police Powers Perks Total: 12 Cost Talents 6 Combat Luck (3 PD/3 ED) Talents Total: 6 Value Complications 5 Vulnerability: 1 1/2 x STUN from gas attacks (Uncommon) 15 Psychological Limitation: Code vs Killing (Common; Strong) 15 Psychological Limitation: Patriotic (Common; Strong) 10 Reputation: Patriotic Hero, 11- 15 Hunted: by VOICE 8- (Mo Pow; NCI; Limited Geographical Area; Harshly Punish) 15 Hunted: by La Maistre Infrequently (As Pow; NCI; Harshly Punish) 0 Social Complication: Secret ID: Steve Hall Infrequently, Minor, Not Limiting In Some Cultures Complications Points: 75 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 400 Background: In 1943, Steve Hall was just another kid with stars in his eyes. He supported his country's war effort wholeheartedly, cheered for the American troops, and idolized Chicago's own masked mystery man, the American Eagle. The Eagle got around using an armored glider cape, and Steve figured he could duplicate it. He climbed to the top of the orphanage where he lived and jumped off. Fortunately for Steve, the American Eagle just happened to be passing by on patrol, and saved the lad from certain death. Impressed with Steve's foolhardiness, and because it was what superheroes did back then, the Eagle took him home. After some quick training, and some fast legal work, Steve became the Eagle's sidekick Winger. Their relationship had its ups and downs, and Steve abandoned his identity as Winger in the late 1950's. When his mentor was crippled testing his new invention, actual powered wings, Steve took up the mantle and became the new American Eagle with the perfected wings. he did quite well for the next couple of decades, briefly joining the hero group called the Minutemen. Returning to his home town of Chicago, he met up with the Black Phantom and formed the Freedom Squad. After the death of Hardhat and Dimension Man, American Eagle stepped down from his long stint as the group's leader. He became more and more withdrawn, blaming himself for his friends' deaths. After Black Holes' resignation from the team, he received word that his mentor, the original Eagle, had died of a stroke. Suddenly American Eagle felt very old, and agreed with the others to dissolve the team. Currently, Steve is in semi-retirement, concentrating on his historical illustration work, and wondering if he should turn the wings over to a younger man-in 1992 he turned 62, making him one of the oldest active superheroes left. Quote: "E Pluribus Unum. Out of many, one. It doesn't make the many less valid, or the one less important." Personality: Steve is a firm believer in truth, justice and the American way, particularly the American way. On the other hand, he has never allowed himself to become a blind bigot or arrogant in his beliefs. He was heavily influenced by is mentor, who always insisted that you could tell heroes from criminals by their methods. After the deaths of his fellow Squad members, he has lost much of his self-confidence, and since the death of the original Eagle, he has been cruelly reminded of his own mortality. Powers/Tactics: American Eagle's primary powers come from his wings, which can be used for powered or non- powered flight, and to dodge missile fire by fluttering unpredictably. He also has a baton and armored costume, as well as years of training and experience in combat. While he's in better shape than most men half his age, his lungs are too quick to assimilate gasses. The Eagle realized early on that knowing your opponent's capabilities and weaknesses is half the battle, so he keeps tabs on all the super-being information that he can get his hands on. He'll than really on his knowledge to arrange battles to his benefit. He likes to move in close to opponents and give them no chance to get back on balance. Appearance: Steve Hall is a trim man in his early sixties, just under six feet tall. He has powder-blue eyes and white hair in a crew-cut, and plenty of character lines on his face. American Eagle's costume is a blue bodysuit, half-face mask and gloves, with white belt, cuffs and chest emblem in the shape of stylized wings, and red sleeves and boots. his wings are white with light blue highlights and a span of about twelve feet. American Eagle's eyes are covered by one-way white lenses. American Eagle.hdc
  17. Thank you for your work on Zodiac. I and many others much appriciate it!
  18. Just wondering, are you going to do Virgo, or did I miss her?
  19. I just bought the 3 of those after Christmas (the pack with all 3), every vilian in each book is already done in the characters paks. INVALUABLE!!! Plus you can still tweak them if you want in HD.
  20. Best I can suggest and do for you!
  21. The Champions Powers book and Character Pack are extremely useful with tons of pre-made powers that you can just insert or tweak to your liking. I think every power has multiple levels also. Hero Designer is invaluable for creating characters. Especially with the different character packs you can get for it. Both 5th and 6th are supported. My advice would be to get the Champions Powers Character Pack along with HD when you do get it.
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