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rjd59

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  1. Like
    rjd59 reacted to Christopher R Taylor in 6th Edition Conversions   
    Its Ninja Hero time!  This is the first Ninja Hero book put out, 4th edition with Aaron Allston writing.  First on the block is Ba Kien, who gave me fits.  Unfortunately, he had stats that were Hero Form Only... but only showed the full stats, so I had to pull out what they were without turning into Ba Kien  However, he has almost exactly normal human stats, as it turned out.
     
    This is a master super villain, with minions, a base, and so on.  He even has dragons.  *edited: added dragons as followers
     
    Ba Kien   Chacteristics Val Alt  Char Cost  10  40   STR    0  10  28   DEX    0  10  23   CON    0  10  10   BOD    0  18  18   INT      8  10  23   EGO    0  10  30   PRE     0   2   15   PD       0   2   15   ED       0   3    6    SPD   10   4   13   REC    0  20  50   END    0  20  42   STUN  0   OCV: 9 DCV: 9 OMCV: 8 DOMCV: 8   12m RUN 0 4m SWIM 0 4m LEAP 0 Characteristics Cost: 108   Cost Power   3     Instant Change: Cosmetic Transform 1d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; +3/4) (5 Active Points); Limited Target Clothes worn by character (-1/2)  72    Flight 60m, Reduced Endurance (0 END; +1/2) (90 Active Points); Only In Alternate Identity (-1/4)  60    Force Field: Resistant Protection (20 PD/20 ED), Hardened (+1/4) (75 Active Points); Only In Alternate Identity (-1/4)  12    Iron Will: Mental Defense (20 points total) (Base MD) (15 Active Points); Only In Alternate Identity (-1/4)  71    Create Super Boxer: Major Transform 6d6 (Target into Super Boxer), Area Of Effect (500m Radius; +2), Selective (+1/4) (195 Active Points); 6 Charges (-3/4), Concentration (0 DCV; -1/2), Only targets of Chinese ancestry ([slightly Limited]; -1/4), Only targets with 10 or less EGO (-1/4)  17    Long Step: Teleportation 20m, MegaScale Range (1m = 1 km; +1), Usable Nearby (+1) (60 Active Points); 2 Charges (-1 1/2), Extra Time (Full Phase, -1/2), Gestures (-1/4), Incantations (-1/4)  10    Teleportation: Floating Fixed Location (2 Locations) 154   Ba Kien Form: (Total: 194 Active Cost, 154 Real Cost) +30 STR (30 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 24)          +18 DEX (36 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 29)          +13 CON (13 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 10)          +13 EGO (13 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 10)          +20 PRE (20 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 16)          +13 PD (13 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 10)          +13 ED (13 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 10)          +3 SPD (30 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 24)          +9 REC (9 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 7)          +30 END (6 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 5)          +22 STUN (11 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 9)    23    Kwan Dao: Multipower, 47-point reserve,  (47 Active Points); all slots OAF (-1)  1f     1)  Chain: Stretching 3m, Persistent (+1/4), Reduced Endurance (0 END; +1/2) (5 Active Points); OAF (-1)  2f     2)  Haft: Hand-To-Hand Attack +8d6 (40 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4)  1f     3)  Blade: Killing Attack - Hand-To-Hand 1 1/2d6 (4d6+1 w/STR) (25 Active Points); OAF (-1) Powers Cost: 426   Cost Kung Fu Maneuver   4     Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort   4     Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort   4     Escape:  1/2 Phase, +0 OCV, +0 DCV, 55 STR vs. Grabs   5     Kick:  1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike   4     Punch:  1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike   1     Weapon Element:  Empty Hand, Pole Arms Martial Arts Cost: 22   Cost Skill   5     Acrobatics 16-   3     Breakfall 15-  40    +5 with HTH Combat   5     KS: Archaeology 14-   5     KS: History 14-   2     KS: Kung Fu 11-   3     Linguist   2     1)  Language:  Ancient Chinese (completely fluent) (3 Active Points)   2     2)  Language:  Cantonese (completely fluent) (3 Active Points)   2     3)  Language:  English (Mandarin native) (completely fluent) (3 Active Points)   2     4)  Language:  Hakka  (completely fluent) (3 Active Points)   5     WF:  Common Martial Arts Melee Weapons, Common Melee Weapons, Three-Section Staff Skills Cost: 76   Cost Perks 107    Followers: 487 point dragons (x4)   Total Character Cost: 739   Pts. Complication  20   Distinctive Features:  Crazy Eyes, maniac's mannerisms (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)  30   Enraged:  Chinese culture, history, or people insulted (Common), go 14-, recover 8-  25   Hunted:  Heroes Frequently (Mo Pow; NCI; Harshly Punish)  20   Physical Complication:  Loses all powers when knocked out and placed in bronze vessel (Infrequently; Fully Impairing)  20   Psychological Complication:  World conquering megalomaniac (Common; Total)  25   Psychological Complication:  Hates Japanese and western powers (Very Common; Total)  15   Social Complication:  Secret Identity Frequently, Major  10   Unluck: 2d6 Complication Points: 165  

    Ba Kien.hdc
  2. Like
    rjd59 reacted to Christopher R Taylor in 6th Edition Conversions   
    Huntsman, the swashbuckling corporate shark.  He finances a lot of the team and is responsible for all their tech.  Somehow despite having no mask and a porn 'stache nobody seems to recognize him.  Maybe the mustache is fake.
     
    Huntsman   Val Char Cost  18  STR    8         Lift: 360kg, Damage: 3 1/2d6  18  DEX   16  18  CON   8  10  BOD   0  18  INT     8         Perception: 12-  10  EGO   0  15  PRE   5          Presence Attack: 3d6   8   PD     6          With Costume: 22 PD, 14 rPD   8   ED     6          With Costume: 22 ED, 14 rED   5   SPD  30  15  REC  11  35  END   3  45  STN  13   OCV: 6 DCV: 6 OMCV: 3 DCMV: 3   22m RUN 10 14m SWIM 5 7m LEAP 2 Characteristics Cost: 160   Cost Power  15    Luck 3d6   4     Specialized Contacts: Ultraviolet Perception (Sight Group) (5 Active Points); IIF (-1/4)   4     Specialized Contacts: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4)   8     Subvocal Blue Ray Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4)  28    Costume: Resistant Protection (14 PD/14 ED) (42 Active Points); OIF (-1/2)    37    Crossbow: Multipower, 60-point reserve, all slots 32 Charges (+1/4) (75 Active Points); all slots OAF (-1)  3f     1)  Electric Bolt: Blast 12d6 (60 Active Points); OAF (-1)  2f     2)  Sonic Bolt: Blast 8d6, Armor Piercing (+1/4) (50 Active Points); OAF (-1)  2f     3)  Fire Bolt: Blast 8d6, Area Of Effect (16m Radius Explosion; +1/4) (50 Active Points); OAF (-1)  3f     4)  Gas Bolt: Blast 6d6, Attack Versus Alternate Defense (Life Support need not breathe; All Or Nothing; +1) (60 Active Points); OAF (-1)  3f     5)  Webbing Bolt: Entangle 6d6, 6 PD/6 ED (60 Active Points); OAF (-1)  3f     6)  Flare Bolt: Sight Group Flash 12d6 (60 Active Points); OAF (-1)  2f     7)  Razor Bolt: Killing Attack - Ranged 2d6+1 (35 Active Points); OAF (-1) Powers Cost: 114   Cost Skill   3     Acrobatics 13-   3     Combat Driving 13-   3     Combat Piloting 13-  12    +4 Coordinating attacks  64    +8 with Ranged Combat   3     Computer Programming 13-   3     Demolitions 13-   3     Inventor 13-   2     Language:  Russian (fluent conversation)   5     PS: Hunter 15-   3     Stealth 13- Skills Cost: 104   Cost Perk  10    Money:  Wealthy Perks Cost: 10   Total Character Cost: 388   Pts. Complication  10   Dependent NPC:  Wife Jessica Savage Infrequently (Normal)  20   Dependent NPC:  Children Michael and Mindy Savage Infrequently (Incompetent; Group DNPC: x2 DNPCs)  20   Hunted:  Seven Horsemen Frequently (Mo Pow; Harshly Punish)  20   Hunted:  Supreme Soviets Frequently (Mo Pow; NCI; Limited Geographical Area; Harshly Punish)  10   Psychological Complication:  Highly Competative (Common; Moderate)  10   Psychological Complication:  Hatred of Guns (Common; Moderate)  15   Social Complication:  Secret Identity Frequently, Major   5    Vulnerability:  1 1/2 x STUN Mental Blast (Uncommon) Complication Points: 110  

    Huntsman.hdc
  3. Like
    rjd59 reacted to Christopher R Taylor in 6th Edition Conversions   
    Bonus post: The Protectors in this module have a full agent group that goes out and helps fight crime, deal with emergencies, and assist the team.  I colored this up all nice and neat then read that the suits are supposed to be gray with the color indicating rank on their big letter "P" only.  OH well.  Here's a Protectors, Inc Agent:
     
    Protector Agent   Val Char Cost  13  STR    3             Lift: 130kg, Damage 2 1/2d6  13  DEX    6  13  CON   3  10  BOD   0  10  INT     0              Perception Roll: 11-  11  EGO  1  13  PRE   3  11  PD     5               With Force Field: 17 PD, 10 rPD  12  ED     3               With Force Field: 18 PD, 10 rPD   4  SPD  20   6  REC   2  25 END   1  24 STN   2   OCV:    4 DCV:    4 OMCV: 3 DMCV: 3   12m RUN   0   4m SWIM 0   4m LEAP 0 Characteristics Cost: 59   Cost Power          Equipment   8     1)  Armored Suit: Resistant Protection (4 PD/4 ED) (12 Active Points); OIF (-1/2)   3     2)  Visor: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)   7     3)  Helmet: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2)   3     4)  Starlight Visor: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2)   9     5)  Force Field Generator: Resistant Protection (6 PD/6 ED) (Protect Carried Items) (28 Active Points); OAF (-1), 2 Continuing Charges lasting 1 Turn each (-1), Requires A Roll (14- roll; Burnout; -1/4)   6     6)  Weighted Fists: Hand-To-Hand Attack +2d6 (10 Active Points); OIF (-1/2), Hand-To-Hand Attack (-1/4)  22    7)  Blaster Pistol: Blast 7d6 (44 Active Points); OAF (-1), 4 clips of 16 Charges (+1/4)   4     8)  Flare Grenades: Hearing Group Flash 4d6, Area Of Effect (4m Radius; +1/4) (15 Active Points); 3 Charges (-1 1/4), OAF (-1), Range Based On Strength (-1/4) Powers Cost: 62   Cost Commando Training Maneuver   3     Aikido Throw:  1/2 Phase, +0 OCV, +1 DCV, 2 1/2d6 +v/10, Target Falls   4     Boxing Cross:  1/2 Phase, +0 OCV, +2 DCV, 4 1/2d6 Strike   4     Choke Hold:  1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND   4     Escape:  1/2 Phase, +0 OCV, +0 DCV, 28 STR vs. Grabs   3     Hold:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 23 STR for holding on   4     Judo Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 23 STR to Disarm   4     Karate Chop:  1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1   4     Kung Fu Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort Martial Arts Cost: 30   Cost Skill   3     Breakfall 12-   9     +3 with blasters   4     WF:  Small Arms, Blasters, Grenades   2     KS: Protectors procedures and training 11-   3     Paramedics 11-   3     Stealth 12- Skills Cost: 24   Total Character Cost: 175   Pts. Complication   5    Distinctive Features:  Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)  10   Monitored:  Protectors, Inc Frequently (Mo Pow; Watching)  10   Psychological Complication:  Protective of innocents, upholds law (Common; Moderate)   5    Social Complication:  Subject to Orders Infrequently, Minor  20   Individual complications Complication Points: 50  
     

    Protector Agent.hdc
  4. Like
    rjd59 got a reaction from Christopher R Taylor in 6th Edition Conversions   
    Thank you for your work on Zodiac. I and many others much appriciate it!
  5. Like
    rjd59 reacted to Christopher R Taylor in 6th Edition Conversions   
    Paper minis for Zodiac, the whole team
     

    ZodiacMinis.pdf
  6. Like
    rjd59 reacted to Uthanar in Uthanar Character Builds   
    Marvel Girl
    Jean Grey, Phoenix
     
    Characteristics
    10 STR (Cost 0; Roll 11-; HTH Damage 2d6; END [1])
    10 DEX (Cost 0; Roll 11-)
    15 CON (Cost 5; Roll 12-)
    10 INT (Cost 0; Roll 11-; PER Roll 11-)
    20 EGO (Cost 10; Roll 13-)
    18 PRE (Cost 8; Roll 13-; PRE Attack: 3 1/2d6)
    5 OCV (Cost 10)
    5 DCV (Cost 10)
    7 OMCV (Cost 12)
    7 DMCV (Cost 12)
    4 SPD (Cost 20; Phases:  3, 6, 9, 12)
    5 PD (Cost 3; 5/21 PD; 0/16 rPD)
    5 ED (Cost 3; 5/19 ED; 0/14 rED)
    15 REC (Cost 11)
    50 END (Cost 6)
    10 BODY (Cost 0)
    38 STUN (Cost 9)
     
    Movement
    Running 8m/16m (Cost -4; END [1])
    Swimming 2m/4m (Cost -1; END [1])
    Leaping 4m (Cost 0; 4m forward, 2m upward)
    Flight 20m/40m
     
    Characteristics Total: 114
     
    Powers
    27 Detect Minds: Detect Minds 11- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense, Targeting - END=0
    5 Empathic Link: Mind Link , Scott Summers class of minds, One Specific Mind, Psychic Bond (10 Active Points); Powerful Emotions and Feelings Only (-1) - END=0
    5 Mental Eye: Mental Awareness - END=0
    15 Psionic Defenses: Mental Defense (15 points total) - END=0
    8 Standard Superhero Costume: Resistant Protection (5 PD/5 ED) (15 Active Points); OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4) - END=0
    7 Telekinetic Bubble: Resistant Protection (5 PD/3 ED), Impenetrable (+1/4) (15 Active Points); Costs Endurance (-1/2), Perceivable (-1/4), Unified Power (Telekinesis; -1/4) - END=1
    17 Telepathic Hearing: Detect Surface Thoughts 11- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense - END=0
     
    56 Telekinesis: Multipower, 70-point reserve,  (70 Active Points); all slots Unified Power (Telekinesis; -1/4) - END=
    5f 1)  Force Bolts: Blast 4d6, Alternate Combat Value (uses OMCV against DCV; +0), Attack Versus Alternate Defense (rPD defined as a Force Field or PD Barrier that surrounds the target; All Or Nothing; +1), Does BODY (+1) (60 Active Points); Unified Power (Telekinesis; -1/4) - END=6
    4f 2)  Force Explosion: Blast 7d6, Area Of Effect (16m Radius Explosion; +1/4), Personal Immunity (+1/4), Double Knockback (+1/2) (70 Active Points); No Range (-1/2), Unified Power (Telekinesis; -1/4) - END=7
    2f 3)  Telekinetic Flight: Flight 20m, Usable Simultaneously (up to 4 people at once; +1/2), Grantor pays the END whenever the power is used, Grantor controls the power totally, Recipient must remain close to Grantor (30 Active Points); Unified Power (Psionic Powers; -1/4) - END=3
    6f 4)  Lockdown: Entangle 4d6, 4 PD/4 ED, Reduced Endurance (1/2 END; +1/4), Constant (+1/2) (70 Active Points); Unified Power (Telekinesis; -1/4) - END=3
    2f 5)  Telekinetic Shields: Resistant Protection (11 PD/7 ED), Usable Simultaneously (up to 4 people at once; +1/4), Grantor pays the END whenever the power is used, Recipient must remain within Line of Sight of Grantor, Impenetrable (+1/4) (40 Active Points); Costs Half Endurance (-1/4), Perceivable (-1/4), Unified Power (Telekinesis; -1/4) - END=2
    5f 6)  TK: Telekinesis (30 STR), Fine Manipulation, Alternate Combat Value (uses OMCV against DCV; +0), Reduced Endurance (1/2 END; +1/4) (69 Active Points); Unified Power (Telekinesis; -1/4) - END=2
     
    40 Telepathy: Multipower, 50-point reserve,  (50 Active Points); all slots Unified Power (Psionics; -1/4) - END=
    4f 1)  Mental Scanning: Mind Scan 10d6 (50 Active Points); Unified Power (Psionics; -1/4) - END=5
    4f 2)  Psionic Assault: Mental Blast 4d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4) (50 Active Points); Unified Power (Psionics; -1/4) - END=2
    1f 3)  Psionic Screening: Invisibility to Mental Group , Usable Simultaneously (up to 4 people at once; +1/2), Grantor can take back power at any time, Grantor pays the END whenever the power is used, Recipient must remain within Line of Sight of Grantor (15 Active Points); Unified Power (Psionic Powers; -1/4) - END=1
    1f 4)  Psionic Shields: Mental Defense, Usable Simultaneously (up to 4 people at once; +1/2), Grantor pays the END whenever the power is used, Grantor controls the power totally, Recipient must remain close to Grantor (15 Active Points); Costs Endurance (-1/2), Unified Power (Psionic Powers; -1/4) - END=1
    4f 5)  Telepathy: Telepathy 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Unified Power (Psionics; -1/4) - END=2
     
    Powers Total: 218
     
    Skills
    12 +2 with Mental Powers
    10 +5 with Mental Scanning
    3 Breakfall 11-
    3 Charm 13-
    3 Conversation 13-
    3 KS: College Educated 12-
    3 Oratory 13-
    3 Persuasion 13-
    3 PS: Model 13-
    2 PS: Pilot 11-
    3 Teamwork 12-
     
    Skills Total: 50
     
    Talents
    6 +2/+2d6 Stunning Beauty: Striking Appearance (vs. all characters)
    12 Heroic Luck: Combat Luck (6 PD/6 ED)
     
    Talents Total: 18
     
    Complications
    20 Code Against Killing:  Psychological Complication (Common; Total)
    15 Code of X: Psychological Complication:  (Common; Strong)
    25 Devotion to Scott Summers:  Psychological Complication (Very Common; Total)
    10 Mutant:  Distinctive Features (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
    25 Mutant Hating Groups:  Hunted Frequently (Mo Pow; NCI; Harshly Punish)
    15 My Own Woman:  Psychological Complication (Common; Strong) [Notes: Jean Grey has been many things and sometimes she has to fight to just be herself.  ]
    15 Professor X:  Hunted Frequently (Mo Pow; NCI; Watching)
    15 Secret Identity:  Social Complication Frequently, Major
     
    Complications Points: 140
     
    Jean Grey using both Telepathy and Telekinesis in two pretty good MPPs.  She has a lot of utility, and some serious bang with her powers.  She can fly the group around but was never used for long distances unlike Polaris (except X-Men #3), so the speed is not that fast for her.  She can throw up shields around the group, which is something she frequently did.  
     
    The points spread on her fairly well.  There wasn't a need to stretch to get to 400, and I didn't feel the need to cute much back either.  So it worked out fairly well for her.  
     
    Putting her up finishes off the original X-Men.  Which makes me happy to get them all posted up.  

    Marvel Girl.hdc
  7. Like
    rjd59 reacted to Christopher R Taylor in 6th Edition Conversions   
    Nycademos, Sirius' hunted and one of Canada's arch villains.  Several of the characters either are slightly different in illustration than their descriptions, or have no description at all, so I've had to sort of wing it on colors and such.  Nycademos is one such character; his description is not a guy in a long cloak but that's what his picture shows.
     
    Nycademos is an alchemist from the 16th century, one that has been very successful.  Skilled in alchemy and sorcery, he is effectively immortal and I gave him massive wealth (even though it wasn't on the character sheet) because it is highly implied in the write up and he'd have figured out how to turn ordinary objects into gold after 500 years of alchemical study.  His spells for Sleep and Weakness I pushed up to 5d6 because they were bought with Range (pushing their 30 point cost to 52 in 4th edition).
     
    Nycademos   Val Char Cost  13  STR    3          Lift: 130kg; Damage 2 1/2d6  17  DEX   14  18  CON   8  10  BOD   0  23  INT    13          Perception Roll: 14-  20  EGO  10  18  PRE    8          Presence Attack: 3 1/2d6  12   PD     4          6rPD (Mystic Amulet); With Shield Spell: 22 PD, 16 rPD  12   ED     6          4rED (Mystic Amulet); With Shield Spell: 22 ED, 14 rED   5   SPD  30  12  REC   8  35  END   3  26  STN   3   OCV:    6 DCV:    6 OMCV: 7 DMCV: 7   12m RUN   0   4m SWIM 0   5m LEAP 1 Characteristics Cost: 165   Cost Power   6     Mental Defense (10 points total) (Base MD)  10    Detect Magic: Detect Magic 14- (Unusual Group), Discriminatory, Range (15 Active Points); Requires A Roll (Magic Skill roll; -1/2)  10    Mystic Amulet: Resistant Protection (6 PD, 4 ED) (15 Active Points); IAF (-1/2)    41    Sorcery: Multipower, 82-point reserve,  (82 Active Points); all slots Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)  2f     1)  Flame Bolt: Blast 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)  3f     2)  Sleep: Drain STUN 5d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)  2f     3)  Weakness: Drain STR 5d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); OIF (-1/2), Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)  2f     4)  Mystic Web: Entangle 4d6, 4 PD/4 ED, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)  2f     5)  Mind Control 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)  3f     6)  Geomorph: Severe Transform 3d6 (Target into statue of target, normal body healing), Improved Results Group (identical statue of person; +1/4) (56 Active Points); Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)  4f     7)  Heal: Healing BODY and STUN 4d6, Expanded Effect (x2 Characteristics simultaneously) (+1/2), Ranged (+1/2) (80 Active Points); Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)  1f     8)  Shield: Resistant Protection (10 PD/10 ED) (30 Active Points); Requires A Roll (Magic Skill roll; -1/2), Costs Half Endurance (-1/4), Gestures (-1/4), Incantations (-1/4)  1f     9)  Levitate: Flight 20m (20 Active Points); Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)  2f    10) Sleep: Drain STUN 3d6, Reduced Endurance (1/2 END; +1/4) (37 Active Points); Requires A Roll (Magic Skill roll; -1/2), Gestures (-1/4), Incantations (-1/4)    16   Variable Power Pool, 10 base + 40 control cost,  (30 Active Points); Only for potions and oils (-1/2), Can only change powers in a lab (-1/2), Requires A Roll (Alchemy Skill roll; -1/2); all slots OIF Fragile Expendable (Difficult to obtain new Focus; -1)   0    1) Potion of Healing: Healing Body and Stun as damage 3d6 (30 Active Points); 1 Charge (-2), OIF Fragile Expendable (Difficult to obtain new Focus; -1), Extra Time (Delayed Phase, -1/4), Gestures (-1/4) Real Cost: 7   0    2) Potion of Strength: +0 STR; 1 Charge (-2), OIF Fragile Expendable (Difficult to obtain new Focus; -1), Extra Time (Delayed Phase, -1/4), Gestures (-1/4) Real Cost: 0   0    3) Mist of Darkness: Darkness to Sight Group 6m radius (30 Active Points); 1 Charge (-2), OIF Fragile Expendable (Difficult to obtain new Focus; -1), Range Based On Strength (-1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4) Real Cost: 6   0    4) Oil of Etherealness: Desolidification  (affected by Magic) (40 Active Points); 1 Charge (-2), OIF Fragile Expendable (Difficult to obtain new Focus; -1), Extra Time (Full Phase, -1/2), Gestures (-1/4), Does not work if submerged in water (-1/4) Real Cost: 8   0    5) Oil of Invisibilty: Invisibility to Sight Group  (20 Active Points); 1 Charge (-2), OIF Fragile Expendable (Difficult to obtain new Focus; -1), Normal sight only (-1/2), Extra Time (Full Phase, -1/2), Gestures (-1/4), Does not work if submerged in water (-1/4) Real Cost: 4   0    6) Oil of Resistance: Damage Negation (-3 DCs Physical, -3 DCs Energy) (30 Active Points); 1 Charge (-2), OIF Fragile Expendable (Difficult to obtain new Focus; -1), Extra Time (Full Phase, -1/2), Does not work if submerged in water (-1/4), Gestures (-1/4), Does not work if submerged in water (-1/4) Real Cost: 6 Powers Cost: 105   Cost Skill   9     Alchemy 17-   6     +2 with Multipower   3     Inventor 14-   3     Linguist   2     1)  Language:  English (Italian is native) (completely fluent) (3 Active Points)   3     2)  Language:  French (idiomatic) (4 Active Points)   3     3)  Language:  Greek (idiomatic) (4 Active Points)   3     4)  Language:  Latin (idiomatic) (4 Active Points)  17    Magic 21-   3     Riding 12-   3     Scientist   2     1)  Science Skill:  Biochemistry 14- (3 Active Points)   2     2)  Science Skill:  Biology 14- (3 Active Points)   2     3)  Science Skill:  Botany 14- (3 Active Points)   2     4)  Science Skill:  Chemistry 14- (3 Active Points)   2     5)  Science Skill:  Pharmacology 14- (3 Active Points) Skills Cost: 65   Cost Perk  15    Money:  Filthy Rich Perks Cost: 15   Total Character Cost: 350   Pts. Complication  10   Enraged:  When physically struck (Common), go 8-, recover 14-  20   Hunted:  UNTIL Infrequently (Mo Pow; NCI; Harshly Punish)  20   Hunted:  DEMON Infrequently (Mo Pow; NCI; Harshly Punish)  15   Psychological Complication:  Megalomania (Common; Strong)  15   Psychological Complication:  Overconfident (Very Common; Moderate)  10   Psychological Complication:  Amoral (Common; Moderate)  10   Psychological Complication:  Scientific Curiosity (Common; Moderate)  15   Physical Complication:  Experiences spells of dizziness and weariness (Infrequently; Greatly Impairing)   5    Negative Reputation:  Power Hungry Sorcerer, Infrequently  10   Unluck: 2d6 Complication Points: 130 Base Points: 340  

    Nycademos.hdc
  8. Like
    rjd59 reacted to Christopher R Taylor in 6th Edition Conversions   
    Bonus character for tonight.  I'm going to do the Zodiac guys, but I have a few more Champions of the North to do still.  A few villains and I'll move on to the Zodiac next week, I think.  For now: Aquarius, the weather mage.  He was a bit of a challenge because 3rd edition's effects for some ideas were quite different such as Change Environment.  Very expensive character with lots of very powerful abilities but quite slow and not very difficult to hurt, especially if taken by surprise or stunned.
     
    Aquarius   Val Char Cost  10  STR    0          Lift: 100kg, Damage 2d6  10  DEX    0  30  CON  20  10  BOD   0  18  INT     8           Perception Roll: 13-  10  EGO   0  30  PRE  20          Presence Attack: 6d6   2   PD     0           With Wind Shield: 27 PD, 25 rPD   6   ED     4           With Wind Shield: 27 PD, 25 rPD   4   SPD  20  12  REC  8  80  END 12  40  STN 10   OCV:    3  DCV:    3 OMCV: 3 DMCV: 3   12m RUN   0   4m SWIM 0   4m LEAP 0 Characteristics Cost: 102   Cost Power   5     Immortality Spell: Life Support  (Longevity: Immortal)    70    Weather Control: Change Environment (-5 Wind Levels), Area Of Effect (2 2m Areas; +1/4), Reduced Endurance (0 END; +1/2), MegaScale (1m = 1,000 km; Area; +1 3/4) (87 Active Points); Unified Power (-1/4)    43     Lightning: Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); Linked (Weather Control; -1/2), Unified Power (-1/4)  23     Lightning Bolt: Sight Group Flash 4d6, Reduced Endurance (0 END; +1/2), Area Of Effect (8m Radius; +1/2) (40 Active Points); Linked (Lightning; -1/2), Unified Power (-1/4)  38    Winds: Telekinesis (30 STR), Area Of Effect (15m Cone Explosion; +1/4), Reduced Endurance (1/2 END; +1/4) (67 Active Points); Linked (Weather Control; -1/2), Unified Power (-1/4)  28    Wind: Deflection, Area Of Effect (4m Radius; +1/4), Reduced Endurance (1/2 END; +1/4), Constant (+1/2), Uncontrolled (+1/2) (50 Active Points); Linked (Weather Control; -1/2), Unified Power (-1/4)  35     Fog: Darkness to Sight Group 10m radius, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Linked (Weather Control; -1/2), Unified Power (-1/4)  31     Rain: Suppress Fire Powers 4d6, Area Of Effect (16m Radius Explosion; +1/4), Fire Powers (+1/2) (70 Active Points); Costs Endurance (to maintain) (-1/2), Linked (Weather Control; -1/2), Unified Power (-1/4)  43     Wind Shield: Resistant Protection (25 PD/25 ED) (75 Active Points); Linked (Weather Control; -1/2), Unified Power (-1/4)  25     Wind Riding: Flight 30m, x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (44 Active Points); Linked (Weather Control; -1/2), Unified Power (-1/4) Powers Cost: 341   Cost Skill   2     AK: England 11-  40    +5 with Ranged Combat   3     High Society 15-   2     KS: History 11-   1     Science Skill:  Meteorology 8-   1     Sorcery 8- Skills Cost: 49   Cost Perk  15    Money: Filthy Rich Perks Cost: 15   Total Character Cost: 507   Pts. Complication   5    Distinctive Features:  Scar (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)  20   Enraged:  Witch Trials mentioned (Uncommon), go 11-, recover 8-  15   Psychological Complication:  Arrogant (Common; Strong)  20   Psychological Complication:  Overconfidence (Very Common; Strong)  15   Psychological Complication:  Cares for Libra (Common; Strong)  15   Negative Reputation:  Storm master, destroys towns, immortal, Frequently (Extreme)  20   Vulnerability:  2 x STUN Magic Attacks (Common) Complication Points: 110  
     
     
    http://oi60.tinypic.com/rqzmzp.jpg
    Aquarius.hdc
  9. Like
    rjd59 reacted to Christopher R Taylor in 6th Edition Conversions   
    And finally, Snowmane, last of the Sentinels and final member of the Atlantic team.  A happy-go-lucky Beast type (from X-Men) rather than a Sasquatch type from Alpha Flight.
     
    Snowmane    Val   Char Cost 15/50  STR     5          Lift: 200kg; Damage 3d6  (As Snowmane: Lift: 25 tons; Damage 10d6) 14/20  DEX     8 18/28  CON    8 10/14  BOD    0   13    INT      3           Perception Roll: 12-   14    EGO   4 10/20  PRE    0           Presence Attack: 2d6 (As Snowmane: 4d6)    5     PD      3    4     ED      2  3/5    SPD   10  7/14   REC    3           As Snowmane: 18 PD; 12 rPD 35/55  END    3           As Snowmane: 15 ED; 8 rED (+10 rED vs cold) 26/46  STN    3   OCV:    5 (As Snowmane: 7) DCV:    5 (As Snowmane: 6) OMCV: 5 DMCV: 5   12m RUN   0   4m SWIM 0   6m LEAP 1  (As Snowmane: 30m) Characteristics Cost: 85   Cost Power  10    Fortunate: Luck 2d6   3     Instant Change: Cosmetic Transform 1d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; +3/4) (5 Active Points); Limited Target Clothes worn by character (-1/2)            Snowmane Form, all slots Only In Alternate Identity (-1/4)   3     1)  Growth: Knockback Resistance -4m (4 Active Points); Only In Alternate Identity (-1/4) 112   2)  New Body Stats: (Total: 144 Active Cost, 112 Real Cost) +35 STR, Reduced Endurance (1/2 END; +1/4) (48 Active Points); Only In Alternate Identity (-1/4) (Modifiers affect Base Characteristic) (Real Cost: 35) plus +6 DEX (12 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 10) plus +10 CON (10 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 8) plus +10 PRE (10 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 8) plus +2 OCV (10 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 8) plus +1 DCV (5 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 4) plus +2 SPD (20 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 16) plus +1 PD; Only In Alternate Identity (-1/4) (Real Cost: 1) plus +3 ED (3 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 2) plus +7 REC (7 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 6) plus +20 END (4 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 3) plus +4 BODY (4 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 3) plus +20 STUN (10 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 8)  18    3)  Ice Breath: Blast 4d6, Attack Versus Alternate Defense (cold powers or resistant defense that protects carried items; All Or Nothing; +1) (40 Active Points); 4 Charges (-1), Only In Alternate Identity (-1/4)  10    4)  Absorb Cold: Absorption 18 BODY  (energy, Strength) (18 Active Points); Cold only (-1/2), Only In Alternate Identity (-1/4)  24    5)  Tough Skin: Resistant Protection (12 PD/8 ED) (30 Active Points); Only In Alternate Identity (-1/4)   8     6)  Cold Resistant: Resistant Protection (10 ED) (15 Active Points); Only vs cold (-1/2), Only In Alternate Identity (-1/4)   8     7)  Strong Grip: Clinging (normal STR) (10 Active Points); Only In Alternate Identity (-1/4)   4     8)  Keen Nose: Discriminatory with Normal Smell (5 Active Points); Only In Alternate Identity (-1/4)  14    9)  Superleap: Leaping +24m (30m forward, 15m upward) (x4 Noncombat) (17 Active Points); Only In Alternate Identity (-1/4) Powers Cost: 214   Cost Skill   3     Acrobatics 12- (13-)   3     Breakfall 12- (13-)  16     +2 with HTH Combat   2     +1 OCV with punch   1     Language:  French (English is native) (basic conversation)   2     PS: Archaeologist 11-   2     Science Skill:  Archaeology 11-   3     Survival 12-   2     TF:  Large Planes, Small Planes Skills Cost: 34   Total Character Cost: 333   Pts. Complication   5    Accidental Change:  Injured by others or very angry 8- (Uncommon)  15   Dependent NPC:  Girlfriend Kathy O'Kaye Infrequently (Normal; Unaware of character's adventuring career/Secret ID)  10   Distinctive Features:  Large furry monster (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)  10   Enraged:  Betrayed (Uncommon), go 11-, recover 14-  20   Hunted:  VIPER Infrequently (Mo Pow; NCI; Harshly Punish)  20   Psychological Complication:  Code against killing (Common; Total)  15   Psychological Complication:  Swashbuckler (Very Common; Moderate)  10   Psychological Complication:  Hatred of betrayal and unloyalty (Uncommon; Strong)  15   Social Complication:  Secret Identity Frequently, Major  10   Vulnerability:  1 1/2 x STUN fire-based attacks (Common)  10   Watched:  Infrequently (Mo Pow; NCI; Watching) Complication Points: 140  
     

    Snowmane.hdc
  10. Like
    rjd59 reacted to Christopher R Taylor in 6th Edition Conversions   
    Adamantine, the brick of the Toronto Sentinels.  Its interesting how builds shifted to this edition from before; the Strike Force builds had a different emphasis, with the newer ones adding a little ego and more resistant defenses.  This is the era of Champions I am most familiar with, although I started back before Champions II came out.
     
    Adamantine     Val Char Cost 10/50 STR     0         Lift: 100kg/25 tons; Damage 2d6/10d6 13/20 DEX     6 13/33 CON    3 10/12 BOD    0   18   INT      8         Perception Roll: 13-   14   EGO   4 10/20 PRE    0         Presence Attack: 2d6/4d6    2    PD      0         As Adamantine: PD 24; rPD 16    3    ED      1         As Adamantine: ED 24; rED 16     3/5   SPD  10  5/17  REC   1 25/65 END   1 22/56 STN   1   OCV:    4 (as Adamantine: 7) DCV:    4 (as Adamantine: 7) OMCV: 5 DMCV: 5   12m RUN   0   4m SWIM 0   4m LEAP 0 Characteristics Cost: 57   Cost Power          Hero Form Stats, all slots Only In Alternate Identity (-1/4)  48    1)  +40 STR, Reduced Endurance (0 END; +1/2) (60 Active Points); Only In Alternate Identity (-1/4)  11    2)  +7 DEX (14 Active Points); Only In Alternate Identity (-1/4)  16    3)  +20 CON (20 Active Points); Only In Alternate Identity (-1/4)   2     4)  +2 BODY; Only In Alternate Identity (-1/4)   8     5)  +10 PRE (10 Active Points); Only In Alternate Identity (-1/4)   6     6)  +6 PD, Hardened (+1/4) (7 Active Points); Only In Alternate Identity (-1/4)   5     7)  +5 ED, Hardened (+1/4) (6 Active Points); Only In Alternate Identity (-1/4)  16    8)  +2 SPD (20 Active Points); Only In Alternate Identity (-1/4)  10    9)  +12 REC (12 Active Points); Only In Alternate Identity (-1/4)   6    10) +40 END (8 Active Points); Only In Alternate Identity (-1/4)  14   11) +34 STUN (17 Active Points); Only In Alternate Identity (-1/4)     3    Instant Change: Cosmetic Transform 1d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; +3/4) (5 Active Points); Limited Target Clothes worn by character (-1/2)   5    Reduced Endurance (0 END; +1/2) (5 Active Points) applied to STR  38   Resistant Protection (16 PD/16 ED) (48 Active Points); Only In Alternate Identity (-1/4)  19   Absorb Kinetic Energy: Absorption 24 BODY  (physical, to Resistant Protection PD) (24 Active Points); Only In Alternate Identity (-1/4)  19   Absorb Energy: Absorption 24 BODY  (energy, Resistant Protection ED) (24 Active Points); Only In Alternate Identity (-1/4)   3    Dense: Knockback Resistance -4m (4 Active Points); Only In Alternate Identity (-1/4) Powers Cost: 229   Cost Skill   8     +1 with HTH Combat   3     Computer Programming 13-   1     Language:  French (basic conversation)   2     PS: Researcher 11-   3     Scientist   3     1)  Science Skill:  Mathematics 14- (4 Active Points)   2     2)  Science Skill:  Physics 13- (3 Active Points)   3     3)  Science Skill:  Subatomic Physcs 14- (4 Active Points) Skills Cost: 25   Total Character Cost: 311   Pts. Complication  10   Accidental Change:  To human form if takes Body damage 11- (Uncommon)  10   Dependent NPC:  Friend and lab assistant Helen Brady Infrequently (Normal)   5    Distinctive Features:  metallic flesh (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)  20   Hunted:  VIper Infrequently (Mo Pow; NCI; Harshly Punish)  10   Hunted:  Radium Infrequently (As Pow; Harshly Punish)  20   Psychological Complication:  Code vs Killing (Common; Total)  20   Psychological Complication:  Protect Innocence at all costs (Common; Total)  10   Psychological Complication:  Fear of Heights (Uncommon; Strong)  15   Social Complication:  Secret Identit Frequently, Major   5    Vulnerability:  1 1/2 x STUN Sonic and Vibration attacks (Uncommon)   5    Watched:  Canadian Government Infrequently (Mo Pow; NCI; Limited Geographical Area; Watching) Complication Points: 130   Adamantine.hdc
  11. Like
    rjd59 reacted to Christopher R Taylor in 6th Edition Conversions   
    Incidentally, here's a set of Paper miniatures of the Sentinels.  I have all the art done for them because after Christmas I was pretty much flat on the couch feeling awful and it was something I could do other than watch TV.  Although I did get a lot of Hercule Poirot shows watched.
     

    SentinelsPaperMinis.pdf
  12. Like
    rjd59 reacted to Christopher R Taylor in 6th Edition Conversions   
    Welcome to the Great White North, eh?  First up is A-Man, the Amorphous Man!  Member of the Toronto Sentinels, one of Canada's 3 official government-monitored superhero teams.  Reporter and shapeshifter, he's often the first face visiting superheroes meet of the Sentinels.
     
    A-Man
      Val Char Cost 20/35 STR 10          Lift: 400kg (w/Density Increase 3200kg); Damage 4d6/7d6  23  DEX   26  18  CON   8  10  BOD   0  13  INT     3           Perception Roll: 12-  14  EGO   4  15  PRE    5          Presence Attack: 3d6  12  PD    10          With Density Increase: PD 15  12  ED    10          With Density Increase: ED 15   5   SPD  30  10  REC   6  35  END   3  28  STN   4   OCV:    8 DCV:    8 OMCV: 5 DMCV: 5   20m RUN   8   4m SWIM 0   8m LEAP 2 Characteristics Cost: 191   Cost Power  12    Adhere: Clinging (26/41 STR)   6     Grip: Knockback Resistance -6m  10    Tireless: Reduced Endurance (0 END; +1/2) (10 Active Points) applied to Running   6     Elastic: Resistant (+1/2) (6 Active Points) applied to PD   6     Elastic: Resistant (+1/2) (6 Active Points) applied to ED  30    Elastic: Physical Damage Reduction, Resistant, 50%  13    Elastic: Life Support  (Safe in High Pressure; Safe in Low Pressure/Vacuum; Self-Contained Breathing)    40    Elastic: Multipower, 40-point reserve  3v    1)  Envelop: Entangle 4d6, 4 PD/4 ED (40 Active Points); No Range (-1/2), Costs END To Maintain (Full END Cost; -1/2), Damage dealt to Entangle hits A-Man (-1/2), Concentration (1/2 DCV; -1/4)  3f    2)  Compact: (Total: 27 Active Cost, 27 Real Cost) Density Increase (800 kg mass, +15 STR, +3 PD/ED, -6m KB), Reduced Endurance (0 END; +1/2) (18 Active Points) (Real Cost: 18) plus Shrinking (1 m tall, 12.5 kg mass, -2 PER Rolls to perceive character, +2 DCV, takes +6m KB), Reduced Endurance (0 END; +1/2) (9 Active Points) (Real Cost: 9)  1f    3)  Glide: Flight 20m (20 Active Points); Gliding (-1)  6v   4)  Extend: Stretching 25m, Reduced Endurance (1/2 END; +1/4) (31 Active Points) Powers Cost: 136   Cost Skill   3     Breakfall 14-   8     +1 with HTH Combat   3     Conversation 12-   3     Deduction 12-   2     Language:  French (fluent conversation)   4     PS: Journalist 13-   3     Streetwise 12- Skills Cost: 26   Cost Perk   1     Fringe Benefit:  Press Pass Perks Cost:    Total Character Cost: 354   Pts. Complication  10   Dependent NPC:  Jean Caldwell, reporter Infrequently (Normal)  10   Hunted:  Ergon Corporation Infrequently (Less Pow; NCI; Harshly Punish)  10   Hunted:  Multicorp Infrequently (Less Pow; NCI; Harshly Punish)   5    Hunted:  Canadian Government Infrequently (Mo Pow; NCI; Limited Geographical Area; Watching)  15   Psychological Complication:  Code vs Killing (Common; Strong)  15   Psychological Complication:  Inquisitive (Common; Strong)  10   Psychological Complication:  Distrusts large corporations, loves to dig up dirt on them (Common; Moderate)  15   Social Complication:  Public Identity Frequently, Major  10   Susceptibility:  Cold attacks and temperatures below freezing 1d6 drain Multipower reserve per Minute (Common)  10   Vulnerability:  1 1/2 x BODY Chemicals, solvents, and acids (Common) Complication Points: 110 Base Points: 354   A-Man.hdc
  13. Like
    rjd59 reacted to Christopher R Taylor in 6th Edition Conversions   
    Next up: The Champions of the North characters.
  14. Like
    rjd59 reacted to Christopher R Taylor in 6th Edition Conversions   
    Stalker is the boss of the Aesisinos, and a very powerful enemy.  Unlike the bulk of the team he's not an unstable nut with unreliable powers.  He's not really a vampire although he has very similar powers.  The thing that I always remember about him is that he "dies" when staked through the heart.  Yeah, me too.  Its oddly worded but the effect means that he seems to die and crumble into bones and dust like a vampire that's been staked, but isn't really dead.  He lies dormant until the stake is removed.  
    Stalker  
     
     
     
    Val  Char Cost  
    45/60 STR  35          Lift: 12.5 tons/100 tons; 9d6/12d6
     
     23   DEX   26
     
     30   CON  20
     
      15   INT     5            Perception Roll: 12-
     
     
     20   EGO 10
     
     30   PRE  20           Presence Attack: 6d6
     
     20   PD    18
     
     20   ED    18
     
      6   SPD   40
     
     16   REC  12
     
     60   END   8
     
    30   BOD  20
     68   STN  24  
     
     
    OCV:    8  
    DCV:    8
     
    OMCV: 7
     
    DMCV: 7
     
     
     
    12m RUN   0  
      4m SWIM 0
     
    18m LEAP 7
     
     
    Characteristics Cost: 337  
     
     
    Cost Power  
     18    Immortal: Life Support  (Eating: Character does not eat; Longevity: Immortal; Self-Contained Breathing)
     
      5     Heat Vision: Infrared Perception (Sight Group)
     
      4     Keen Ears: +4 PER with Normal Hearing
     
     13    Cloak: Flight 40m (40 Active Points); OAF (-1), Gliding (-1)
     
     44    Bite: Killing Attack - Hand-To-Hand 1 1/2d6 (4d6 / 4 1/2d6 w/STR), Armor Piercing (+1/4), Reduced Endurance (0 END; +1/2) (44 Active Points)
     
      4     Vampiric Bite: Major Transform 1d6 (Human into Vampire, Kill Stalker) (10 Active Points); Extra Time (Full Phase, -1/2), Linked (Bite; -1/2), Limited Target Humans only (-1/4)
     
      7     Vampiric Bite: +15 STR (15 Active Points); Only after killing human with bite (-1), Lasts 1 hour (-1/4)
     
     30    Mesmerism: Mind Control 15d6 (75 Active Points); No Range (-1/2), Eye Contact Required (-1/2), Increased Endurance Cost (x2 END; -1/2)
     
     40    Transport: Teleportation 40m
     
     40    Read Minds: Telepathy 8d6
     
     
    Powers Cost: 205  
     
     
    Cost Skill  
      3     Charm 15-
     
      4     Language:  Spanish (idiomatic)
     
      4     Language:  Portugese (idiomatic)
     
     13    Stealth 19-
     
     13    Survival 17-
     
     
    Skills Cost: 37  
     
     
    Total Character Cost: 579  
     
     
    Pts. Complication  
     10   Distinctive Features:  Vampire (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
     
     15   Hunted:  Vampire Hunters Frequently (Less Pow; NCI; Harshly Punish)
     
     10   Hunted:  Real Vampires Infrequently (As Pow; NCI; Limited Geographical Area; Harshly Punish)
     
     10   Negative Reputation:  Ruthless Killer, Frequently
     
     15   Physical Complication:  "dies" when staked through the heart (Infrequently; Greatly Impairing)
     
     15   Physical Complication:  Affected by same condition as source of blood (drunk, stoned, etc) (Frequently; Slightly Impairing)
     
      5    Physical Complication:  Must Drink Blood (Infrequently; Barely Impairing)
     
     15   Psychological Complication:  Likes prey to be challenging (Common; Strong)
     
     15   Psychological Complication:  Likes to Terrorize Prey (Common; Strong)
     
     15   Psychological Complication:  Loves being a "vampire" (Common; Strong)
     
     15   Psychological Complication:  Fear of Sunlight (Common; Strong)
     
     10   Psychological Complication:  Fear of Fire (Common; Moderate)
     
     25   Susceptibility:  Sunlight 1d6 damage per Phase (Very Common)
     
     20   Susceptibility:  Holy Ground 3d6 drain STR per Turn (Uncommon)
     
     15   Susceptibility:  Holy Ground 1d6 drain END per Phase (Uncommon)
     
     10   Unluck: 2d6
     
     20   Vulnerability:  2 x STUN Fire (Common)
     
     10   Vulnerability:  1½ x STUN Fire (Common)
     
     
    Complication Points: 250  
     
    Base Points: 579  
     
       
     
    http://oi62.tinypic.com/1eml2e.jpg  
     
    Stalker.hdc
     
  15. Like
    rjd59 reacted to Christopher R Taylor in 6th Edition Conversions   
    Ocelote, the bestial cat-man of the team.  Now little more than an animal under the control of Stalker.  He's a stat monster with not many powers or skills.
     
    Ocelote   Player: NPC   Val Char Cost  30  STR   20  26  DEX   32  23  CON  13  10  BOD   0  10  INT     0  15  EGO  5  20  PRE  10  18  PD    16  14  ED    12   6   SPD  40  11  REC   7  46  END   6  40  STN  10   OCV:    9 DCV:    9 OMCV: 5 DMCV: 5   22m RUN 10   4m SWIM 0 12m LEAP 4 Characteristics Cost: 257   Cost Power  25    Claws: Killing Attack - Hand-To-Hand 1 1/2d6 (3 1/2d6 w/STR)   3     Cat's Ears: Ultrasonic Perception (Hearing Group)   5     Keen Senses: Mental Awareness  10    Keen Nose: Discriminatory with Smell/Taste Group  10    Cat's Nose: Tracking with Smell/Taste Group Powers Cost: 53   Cost Skill   5     Stealth 15- Skills Cost: 5   Cost Talent  25     Danger Sense (self only, out of combat, Function as a Sense) 14- Talents Cost: 25   Total Character Cost: 340   Pts. Complication  45   Dependence:  Amulet Takes 3d6 Damage (Very Common; 1 Segment)  15   Distinctive Features:  Humanoid Ocelot (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)  35   Enraged:  Berserk Attacked by magic (Uncommon), go 14-, recover 8-  15   Physical Complication:  Animal Intelligence (Infrequently; Greatly Impairing)  10   Physical Complication:  Can't Speak (Infrequently; Slightly Impairing)  20   Psychological Complication:  Loyal to Stalker (Very Common; Strong)  10   Social Complication:  Public Identity Frequently, Minor  20   Vulnerability:  2 x STUN Magical Attacks (Common) Complication Points: 170
    Ocelote.hdc
  16. Like
    rjd59 got a reaction from Grailknight in 6th Edition Conversions   
    4th Edition Champions of the North!
  17. Like
    rjd59 got a reaction from Christopher R Taylor in 6th Edition Conversions   
    4th Edition Champions of the North!
  18. Like
    rjd59 reacted to Christopher R Taylor in 6th Edition Conversions   
    Well I've wrapped up the 4th edition Champions and Strike Force conversions, any others people would like to see from olden Champs days converted to 6th edition?  Stuff not in more recent products like Enemies, I mean.
     
    OK I'm going to list all the character groups completed in this thread so newcomers can find them easily and not have to dig through the whole thread as it gets bigger and bigger.  As I do more stuff, this will expand.
     
    Aesisinos from 4th edition Champions BBB
    Champions of the North 4th edition
    Zodiac Conspiracy, from the module
    To Serve And Protect module
    Ninja Hero 4th edition characters
    New Knights of the Round Table (part one)
    Atlas Unleashed module
    Deathstroke module (characters not covered by rjd59, below)
    Wings of the Valkyrie module
    European Enemies by GrandmasterGM
    Challenges for Champions
    Champions Presents, interwoven with characters from Watchers of the Dragon
     
    Also, here's the other threads containing various write ups by other folks:
     
    Crusader, Starburst, and the 4th edition Champions by me - the one that started up this madness for me in the first place
    Deathstroke by rjd59
    The Blood by rjd59
    Some Enemies for Hire and Mutant File rebuilds by Dr Mid-Nite
    Roadkill by rjd59 
    Several different write ups for The Guardians, the original team featured in the earliest Champions books.
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