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JeffreyWKramer

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  1. What it says. Take a moment to think about the numerous characters that have been presented in the published HERO/Champions products. I'm mostly thinking 5E here, but if there are special favorites from earlier versions of the game, they're open for discussion too. The point is, which of those characters would you absolutely love to have your character(s) fight, and why? Maybe you just think it would be a really fun encounter, or maybe you'd find the opponent particularly challenging, or maybe you see great RP potential there, or whatever. I guess something like "I'd like to have Punisher-X mow down CLOWN because they suck" is okay, but I'm hoping to generate some more interesting responses than that. You know, in all my years of Champions, though I've run the characters many times, I've never had any of my PCs go up against either Black Paladin or Ankylosaur. That almost seems like, I dunno, a missed rite-of-passage or something. Plus, BP as written in 5E is a particularly cool villain... so I guess he'd make my short list... Anky, too, just because. It might be fun to have Malleable Man go up against Zig Zag, just for the goofy spectacle of two smart-ass stretchy guys going at it. Then again, the teammates of both characters might decide to just shoot them to shut them up. So, who makes your lists?
  2. Re: WWYCD? #126: For Whom the Bell Tolls I'm just getting ready to start *playing* Malleable Man... I don't want to think about him being dead yet!!
  3. Re: Unbalanced Heroes Boy, he blew his roll twice in a roll, then, to get written by Austen, then Bendis... and look where it's got him.
  4. Re: Sharing the Wealth (Nods to Enforcer84) Glad to oblige such a request.
  5. Re: Gadgets and Gear: why should I buy it? It's a pretty good resource. It includes lots of solid builds for various sorts of gear, including things inspired directly by the comics (Goblin Gilders, Doc-Ock-Like sentient mechnical arms, Utility Belts, etc.). One can steal lots of builds as is, or customize as needed, and the book also serves as a good source of ideas and inspiration. I'd recommend it.
  6. Re: Sharing the Wealth (Nods to Enforcer84) Per your request.
  7. Re: Sharing the Wealth (Nods to Enforcer84) Why, thank you! I'm glad you like him.
  8. Character #38 - Bunny MasterThis time around, I present another street-level villain. Like the Bee Queen, this villain is of the "wacky motif villain" breed, associated with past incarnations of Batman (comics and 60s TV show versions) and various Silver Age badguys.In interest of giving credit where due, I should note that this character is my write-up of a villain originally created by my good friend, David Davis, for his old Champions campaign. He was quite memorable then, and I stole him and have used him in subsequent campaigns. This write-up represents his return for 5E. I hope some find him entertaining.As always, comments are welcome and appreciated. Bunny MasterPlayer: NPC (Villain) Val Char Cost 23 STR 13 20 DEX 30 20 CON 20 18 BODY 16 18 INT 8 14 EGO 8 45 PRE 5 10 COM 0 10/18 PD 5 10/18 ED 6 5 SPD 20 9 REC 0 40 END 0 50 STUN 10 6" RUN02" SWIM09 1/2" LEAP0Characteristics Cost: 141Cost Power END 28 Bunny Kick: Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +1/2), Double Knockback (+3/4) (56 Active Points); Hand-To-Hand Attack (-1/2), OIF (Spring Shoes; -1/2) 0 40 Wascawy Wabbit Weapons: Multipower, 60-point reserve, (60 Active Points); all slots OIF (Vest; -1/2) 2u 1) Bunny Bombs: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); 3 Charges (-1 1/4), OIF (Vest; -1/2), Range Based On Strength (-1/4) [3] 2u 2) Furball: Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); 3 Charges (-1 1/4), OIF (Vest; -1/2), Cannot Form Barriers (-1/4), Range Based On Strength (-1/4) [3] 11 Protective Vest: Armor (8 PD/8 ED) (24 Active Points); Activation Roll 12- (-3/4), OIF (Vest; -1/2) 0 15 Too Deranged To Know Fear: +30 PRE (30 Active Points); Only To Resist PRE attacks (-1) 20 Big, Tough Bunny Body: Physical Damage Reduction, 50% 0 10 Big Ol' Bunny: Knockback Resistance -5" 0 5 Altered Chemistry: Life Support (Immunity All terrestrial poisons and chemical warfare agents) (10 Active Points); Activation Roll 13- (-3/4), Not vs. Hallucinogenic Drugs/Effects (-1/4) 0 6 Drug-Addled and Deranged: Mental Defense (15 points total) (12 Active Points); Only vs. Telepathic and Mind Control Effects (-1) 0 20 Lucky Rabbit's Foot: Luck 6d6 (30 Active Points); IAF (Rabbit's Foot; -1/2) 0 5 Bunny Hopping: Leaping +5" (9 1/2" forward, 4 1/2" upward), Reduced Endurance (0 END; +1/2) (7 Active Points); OIF (Spring Shoes; -1/2) 4 Keen Ears: +2 PER with Hearing Group 0 Powers Cost: 168Cost Martial Arts Maneuver 4 Belly Flop: 1/2 Phase, +0 OCV, -1 DCV, Grab, 33 STR to Hold On, Both Fall 3 Belly Slam: 1/2 Phase, +1 OCV, +1 DCV, 4 1/2d6 Strike; Target Falls 4 Jump Kick: 1/2 Phase, +0 OCV, -2 DCV, 6 1/2d6 +v/5 Strike, FMove 4 Rabbit Punch: 1/2 Phase, +2 OCV, +0 DCV, 6 1/2d6 Strike Martial Arts Cost: 15Cost Skill 6 +2 with Martial Maneuvers 2 Animal Handler (Rabbits) 18- 5 Computer Programming 14- 3 Demolitions 13- 3 Electronics 13- 3 Inventor 13- 1 KS: Business 8- 3 KS: Rabbits 13- 3 PS: Juggling 13- 3 Scientist 2 1) SS: Biochemistry 13- (3 Active Points) 2 2) SS: Biology 13- (3 Active Points) 2 3) SS: Chemistry 13- (3 Active Points) 2 4) SS: Pharmacology 13- (3 Active Points) 2 5) SS: Zoology 13- (3 Active Points) Skills Cost: 42Cost Perk 40 Vehicles & Bases - 200 pts worth of bases and vehicles 35 5 Followers, 100 pts + 50 in Disads Perks Cost: 75Cost Talent 4 Combat Luck (3 PD/3 ED) (6 Active Points); IAF (Rabbit's Foot Charm; -1/2) Talents Cost: 4Val Disadvantages 5 Dependence: Hallucinogen/Stimulant Mix, Incompetence: -1 to Skill Rolls and related rolls per time increment (Difficult To Obtain, 6 Hours) 20 Hunted: Local Police 8- (Mo Pow, NCI, Harshly Punish) 15 Distinctive Features: Large, Obese Man Who Always Dresses In Ridiculous, Distinctive Outfit And Behaves In An Obviously Deranged Manner (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Physical Limitation: Very Obese - 600 Lbs (Frequently, Slightly Impairing) 15 Psychological Limitation: Code vs. Killing In Combat, But Compulsion To Put Captured/Defeated Opponents Into Bizarre Death Traps (Common, Strong) 20 Psychological Limitation: Crimes Must Reflect/Relate To Rabbit Motif In Some Manner (Common, Total) 10 Psychological Limitation: Compulsion To Explain His Plans To Helpless Opponents While Laughing Loudly And Maniacally (Uncommon, Strong) 10 Reputation (In Secret ID): Lunatic Chemist, Crackpot, 11- (Extreme; Known Only To A Small Group - Chemical Industry) 15 Social Limitation: Secret Identity - Harry Pfeiffer (Frequently, Major) 15 Susceptibility: vs Drugs/Toxins That Bypass Life Support, 3d6 damage Instant (Uncommon) 15 Unluck: 3d6 10 Vulnerability: 1 1/2 x Effect Mental Illusions and Hallucinogenic Substances (Common) Disadvantage Points: 160Base Points: 200Experience Required: 85Total Experience Available: 81Experience Unspent: 0Total Character Cost: 445 Height: 2.00 m Hair: White Weight: 275.00 kg Eyes: Brown Appearance: Bunny Master presents a truly bizarre sight. He's a tall, very obese man with curly, white hair and a bulbous nose that is only enhanced by using makeup to draw whiskers on his nose and cheeks in villain ID. He wears a bright red vest, grey shirt and slacks, and large, grey shoes of the sort sometimes worn by clowns, but painted to resemble rabbit feet. He also wears a top hat, with tall, floppy rabbit ears protruding up on the left and right sides. His lucky rabbit's foot dangles from a gold chain. Cottontail dresses in a white, one-piece, strapless swimsuit, black fishnet stockings and white spike heels. She also carries a purse, wears a thin headband that makes it appear as if a pair of bunny ears extends from her blonde hair, and has a fluffy bunny tail on the back end of her swimsuit. The thugs dress in white pants, black domino masks and black sweatshirts decorated with the familiar Playboy Bunny symbol in white. Personality: The Bunny Master is a very disturbed man. He suffers from delusions, hallucinations and monomanic obsessions and compulsions. Despite this, he's a very intelligent and crafty foe who plans his bizarre crimes in such obsessive detail that they are generally successful - which is one reason he has such loyal henchmen. His motivation is quite simple - he wishes to become rich and powerful, and he wants to do it in a manner that makes people think about rabbits. The fact that this goal and the method of achieving it are a poor mix is rather beside the point. Besides, he thinks his plans are great ones, and he can't keep himself from explaining them to those too helpless to do anything but listen - usually while laughing maniacally. Harry Pfeifer has completely thrown himself into the role of Bunny Master. He dresses the part at all times (his idea of a disguise is to put an overcoat over his outfit, and maybe switch hats). He demands his henchmen refer to him as Bunny Master - "or BM, for short." He raises rabbits - any base used by him and his band will have dozens of hutches. Sometimes he eats like a rabbit - nothing but lettuce and carrots - and other times he eats rabbits (as their Master, they serve him in this manner, he figures). All of his crimes have to reflect the rabbit motif in some manner, as does as much of his banter as possible. Bunny Master has no problem with violence, but he won't kill heroes (or allow them to be killed) in combat. Instead, he drags unconscious heroes back to his base or another pre-prepared location and places them in bizarre death traps (chaining them in a big vat that's about to fill up with carrot juice, perhaps) as a sacrifice offering to rabbitkind. Quote:"Hee hee hee hee! I guess you don't have a lucky rabbit's foot. Here's one of my feet... it won't be lucky for you, though! Bwa-ha-ha-ha-ha-ha!"Background: Harry Pfeifer wasn't always a deranged lunatic. At one point he was a pretty normal - if not particularly inspired - industrial chemist. That was before the chemical accident, though. A major lab mishap resulted in his being doused with large amounts of chemicals, including some toxic ones which can be absorbed via inhalation or through the skin, and which are known to affect the central nervous system. Shortly after that, Harry started telling people he was experiencing visions. A brief hospitalization and anti-psychotic medications seemed to cause the visions to subside, but Harry was certain that the visions held some real insights, so he went off his medication... and further, he decided to toss in some hallucinogens and stimulants to try to bring the visions back. That's when he first had the visions of the rabbits. In his visions, the rabbits told Harry he could be more than a chemist. They told him he could be wealthy and successful and popular, and the master of his own destiny. Somehow, Harry took this prophecy as a suggestion that he open a chain of fast-food restaurants serving rabbit - Bunny Burgers - so he pulled together his savings, obtained what loans he could, and gave that a try. Predictably, the venture failed miserably. Next the rabbits told him to commit crimes in their name, in order to show he was fit to receive their continued insights, and to rule over them. It's probably a sign of just how out of it Harry was that these visions and ideas made sense to him, and actually sounded pretty good. Anyhow, Harry decided to go with that plan. He got a gang of hardened criminals together and started on a campaign of crime as... the Bunny Master! Powers/Tactics: Bunny Master doesn't have any actual superhuman powers, unless you count the fact that his great bulk allows him to take and dish out a lot more damage than the average person and that his drug-addled, deranged mind makes him difficult to frighten and very difficult to mind-read or mentally control. His biochemistry is so altered by his chemical accident and his own drug use that he's also resistant to many sorts of drugs. Bunny Master does have a variety of weapons and gear that make him a bit of a threat to heroes. These include his spring shoes, which add a lot of oomph to his kicks and also allow him to jump great distances, explosive grenades shaped to resemble rabbits, and fibrous entangle-bombs, which he calls furballs. Bunny Master also wears a protective (armored) vest, with inside pockets which hold his weapons, and he wears a rabbit's foot charm dangling from one of the vest's outer pockets, which somehow provides him with extraordinary luck. It's unclear whether this luck is derived from this specific rabbit's foot, or whether Bunny Master might have some sort of luck power that merely manifests through this charm due to his belief in the charm's powers. Bunny Master has also learned, through lots of practice, how to use his great bulk and his spring shoes to good combat effect (represented by his martial maneuvers). Bunny Master's henchmen deserve a bit of mention. Peter, Bugs, Roger and Thumper are essentially minor hoods with criminal records, but each possesses some skills which make him useful to the gang. Peter is an excellent auto mechanic and driver, as well as Bunny Master's designated getaway man, and is quite skilled with a baseball bat. Bugs is an experienced burglar, with considerable expertise at evading security measures and cracking safes, and he's also very handy with knives and the sap. Thumper is a former professional boxer gone wrong, who doesn't follow ring rules anymore, and who uses a set of brass knuckles to boost the power of his punches, and Roger is a very skilled wrestler who might have won a college wrestling scholarship if he hadn't started getting into lots of legal trouble in his mid-teens. Finally, there's Cottontail. She also has a criminal record, though hers was for prostitution rather than for burglary or violent crime. She considers herself an actor, though in truth her very limited success in a certain type of movie has more to do with her physical assets than her limited acting skills. Nonetheless, she is quite stunning in a rather cheap way, and has a great deal of sexual charisma, enough that she can often use her cuteness and sexy mannerisms to catch people off guard, leaving them vulnerable to either her rudimentary (but effective) fighting skills, which focus around kicking people in vulnerable spots and which are a bit boosted by her high-heel shoes, or to her powderpuff - a vicious little item Bunny Master crafted for her, which she can use to incapacitiate an opponent with a cloud of choking, blinding powder. In combat, Bunny Master tries to take out grouped foes with his bunny bombs and delay them with the furball entangles, but he'll readily fight opponents who close for hand-to-hand. The thugs favor straight-forward fighting styles and often gang up on foes, while Cottontail tries to take out opponents using surprise. Campaign Use: Bunny Master is an old-school, theme/motif villain of the sort who menaced Batman through decades of comics and his 60s camp TV show - and unappologetically so! When using Bunny Master, the GM should make sure to give Bunny Master some sort of hare-brained scheme, which the heroes might have to figure out in order to try to apprehend him, and should also have an old-school, corny death trap ready to go. Bunny Master, is obviously not much of an opponent for a standard superhero team, but he and his crew work well as an opponent for one or two street-level heroes. He might make a fun Hunted for a low-powered or street-level hero. If you need him to be weaker, reduce the points in his followers, reduce their number, or cut down the HA provided by his shoes. If you'd like to make him tougher, you might give him a few more weapons, or increase the active points of his current ones, or perhaps give him a few extra Damage Classes with his martial maneuvers. BugsPlayer: NPC (Thug)Val Char Cost 15 STR 5 17 DEX 21 15 CON 10 10 BODY 0 13 INT 3 11 EGO 2 13 PRE 3 10 COM 0 7 PD 4 7 ED 4 3 SPD 3 6 REC 0 30 END 0 30 STUN 4 6" RUN02" SWIM03" LEAP0Characteristics Cost: 59Cost Power END 7 Knives: Multipower, 15-point reserve, (15 Active Points); all slots OIF (Various Knives On Person; -1/2), Restrainable (-1/2) 1u 1) Knife Fighting: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); OIF (Various Knives On Person; -1/2), Restrainable (-1/2) 1 1u 2) Thrown Knife: Killing Attack - Hand-To-Hand 1d6-1 (1d6+1 w/STR), 8 Recoverable Charges (+0), Range Based On STR (+1/4) (12 Active Points); OIF (Various Knives On Person; -1/2), Restrainable (-1/2) [8 rc] 15 Sap: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2), AVLD vs. Resistant PD (+3/4) (45 Active Points); OAF (Sap; -1), Hand-To-Hand Attack (-1/2), Has To Target Head (-1/2) 0 20 Good Aim: Find Weakness 11- with Sap and Knives 0 Powers Cost: 44Cost Skill 9 +3 w/ Knives 3 Concealment 12- 3 Electronics 12- 3 CK: Campaign City 12- 7 Lockpicking 14- 3 +3 with Lockpicking (6 Active Points); Non-Keyed Locks Only (-1) 3 Mechanics 12- 3 Security Systems 12- 5 Stealth 13- 5 Streetwise 13- 3 Systems Operation 12- Skills Cost: 47Total Character Cost: 150Val Disadvantages 10 Psychological Limitation: Cowardly In A Fair Fight (Common, Moderate) 20 Psychological Limitation: Loyal To Bunny Master (Very Common, Strong) 10 Reputation: Criminal Record; Cheap Thug, 8- (Extreme) 10 Social Limitation: Criminal Record (Frequently, Minor) Disadvantage Points: 50Base Points: 100Experience Required: 0Total Experience Available: 0Experience Unspent: 0PeterPlayer: NPC (Thug)Val Char Cost 20 STR 10 18 DEX 24 15 CON 10 10 BODY 0 13 INT 3 11 EGO 2 13 PRE 3 10 COM 0 8 PD 4 8 ED 5 3 SPD 2 7 REC 0 30 END 0 35 STUN 7 8" RUN42" SWIM04" LEAP0Characteristics Cost: 74Cost Power END 10 Baseball Bat: Hand-To-Hand Attack +4d6, Reduced Endurance (1/2 END; +1/4) (25 Active Points); OAF (Bat; -1), Hand-To-Hand Attack (-1/2) 1 Powers Cost: 10Cost Skill 5 +5 Strike With Baseball Bat 7 Combat Driving 15- 2 Gambling (Sports Betting) 12- 3 Lockpicking 13- 5 Mechanics 13- 5 CK: Campaign City 14- 4 KS: Cars 13- 3 KS: Baseball 12- 6 Navigation (Urban) 14- 3 Jack of All Trades 4 1) PS: Auto Body and Detailing (5 Active Points) 14- 2 2) PS: Auto Mechanic (3 Active Points) 12- 2 3) PS: Baseball (3 Active Points) 13- 2 4) PS: Cab Driver (3 Active Points) 12- 5 5) PS: Drag Racing (6 Active Points) 15- 3 Stealth 13- 5 Streetwise 13- Skills Cost: 66Total Character Cost: 150Val Disadvantages 10 Enraged: If People Mess With His Vehicles (Uncommon), go 11-, recover 14- 20 Psychological Limitation: Loyal To Bunny Master (Very Common, Strong) 10 Reputation: Criminal Record; Cheap Thug, 8- (Extreme) 10 Social Limitation: Criminal Record (Frequently, Minor) Disadvantage Points: 50Base Points: 100Experience Required: 0Total Experience Available: 0Experience Unspent: 0RogerPlayer: NPC (Thug)Val Char Cost 20 STR 10 20 DEX 30 20 CON 20 15 BODY 10 10 INT 0 10 EGO 0 15 PRE 5 10 COM 0 10 PD 6 8 ED 4 4 SPD 10 8 REC 0 40 END 0 42 STUN 7 9" RUN63" SWIM14" LEAP0Characteristics Cost: 109Cost Martial Arts Maneuver 4 Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND 4 Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs 3 Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on 4 Reversal: var Phase, -1 OCV, -2 DCV, 45 STR to Escape; Grab Two Limbs 3 Slam: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls 3 Takedown: 1/2 Phase, +2 OCV, +1 DCV, 6d6 Strike; You Fall, Target Falls 8 +2 HTH Damage Class(es) Martial Arts Cost: 29Cost Skill 9 +3 with Wrestling (Martial) Maneuvers 3 Breakfall 13- Skills Cost: 12Total Character Cost: 150Val Disadvantages 20 Psychological Limitation: Loyal To Bunny Master (Very Common, Strong) 10 Psychological Limitation: Overconfident vs. Non-Grappling Martial Artists (Uncommon, Strong) 10 Reputation: Criminal Record; Cheap Thug, 8- (Extreme) 10 Social Limitation: Criminal Record (Frequently, Minor) Disadvantage Points: 50Base Points: 100Experience Required: 0Total Experience Available: 0Experience Unspent: 0ThumperPlayer: NPC (Thug)Val Char Cost 23 STR 13 20 DEX 30 20 CON 20 15 BODY 10 8 INT -2 10 EGO 0 15 PRE 5 6 COM -2 10 PD 5 8 ED 4 4 SPD 10 9 REC 0 40 END 0 50 STUN 13 6" RUN02" SWIM04 1/2" LEAP0Characteristics Cost: 106Cost Power END 6 Brass Knuckles: Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (Brass Knuckles; -1/2), Restrainable (-1/2) 0 Powers Cost: 6Cost Martial Arts Maneuver 1 Weapon Element: Fist-Loads 4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 3 Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 33 STR for holding on 4 Cross: 1/2 Phase, +0 OCV, +2 DCV, 6 1/2d6 Strike 4 Followup: 1/2 Phase, +2 OCV, +2 DCV, 6 1/2d6 Strike, Must Follow Block 5 Headbutt: 1/2 Phase, +1 OCV, -2 DCV, 8 1/2d6 Strike 5 Hook: 1/2 Phase, -2 OCV, +1 DCV, 8 1/2d6 Strike 4 Jab: 1/2 Phase, +2 OCV, +0 DCV, 6 1/2d6 Strike Martial Arts Cost: 30Cost Skill 2 KS: Boxing 11- 6 +2 with Boxing (Martial) Maneuvers Skills Cost: 8Total Character Cost: 150Val Disadvantages 10 Enraged: When People Say He's Stupid (Common), go 8-, recover 14- 20 Psychological Limitation: Loyal To Bunny Master (Very Common, Strong) 10 Reputation: Criminal Record; Cheap Thug, 8- (Extreme) 10 Social Limitation: Criminal Record (Frequently, Minor) Disadvantage Points: 50Base Points: 100Experience Required: 0Total Experience Available: 0Experience Unspent: 0CottontailPlayer: NPC (Follower)Val Char Cost 8 STR -2 17 DEX 21 10 CON 0 10 BODY 0 8 INT -2 10 EGO 0 15/30 PRE 5 20 COM 5 5 PD 3 5 ED 3 3 SPD 3 4 REC 0 20 END 0 19 STUN 0 4" RUN-42" SWIM01 1/2" LEAP0Characteristics Cost: 32Cost Power END 23 Powder Puff: (Total: 85 Active Cost, 23 Real Cost) Energy Blast 2d6, Uncontrolled (End By Dousing With Water) (+1/2), No Normal Defense (LS: SC Breathing; +1), Continuous (+1) (35 Active Points); OAF (Powder Puff; -1), 4 Charges (-1), No Range (-1/2) (Real Cost: 10) plus Sight and Smell/Taste Groups Flash 4d6, No Normal Defense (LS: SC Breathing; +1) (50 Active Points); 1 Charge (-2), No Range (-1/2), Linked (Energy Blast; -1/4) (Real Cost: 13) [4] 6 High Heeled Shoes: Multipower, 10-point reserve, (10 Active Points); all slots OIF (Shoes; -1/2), Side Effects - 2" Running When Worn (-1/4) 1u 1) Kicking Toe: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2), OIF (Shoes; -1/2), Side Effects - 2" Running When Worn (-1/4) 1 1u 2) Spike Heel: Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR) (10 Active Points); OIF (Shoes; -1/2), Side Effects - 2" Running When Worn (-1/4) 1 7 Cute L'il Bunny: +15 PRE (15 Active Points); Only For Interaction Skills and Sexuality/Attractiveness-based PRE Attacks (-1) 10 Too Cute To Hurt: +4 with DCV (20 Active Points); Only vs. Those Who Might Find Her Attractive (-1/2), Requires A Seduction Roll (-1/2) Powers Cost: 48Cost Martial Arts Maneuver 5 High Kick: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike [Notes: 7 1/2d6 Total] 5 Knee Kick: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 , Target Falls [Notes: 1d6+1 w/ Spike Heel] 5 Low Kick: 1/2 Phase, +0 OCV, -2 DCV, 2d6 NND, Target Falls 0 Weapon Element: High-Heel Shoes Martial Arts Cost: 15Cost Skill 8 +4 with Powderpuff 3 +1 with Women's Self Defense (Martial) Maneuvers 5 +1 with Interaction/PRE-Based Skills 1 Acting 8- 3 Contortionist 12- 3 Conversation 12- (15-) 3 Disguise 11- 2 CuK: Campaign City Street Culture 11- 2 CuK: Sex Trade and Porn Industry 11- 2 CK: Campaign City 11- 3 Persuasion 12- (15-) 3 PS: Prostitute 12- (15-) 3 PS: Exotic Dancer 12- (15-) 3 Seduction 12- (15-) 3 Sleight Of Hand 12- 3 Stealth 12- 5 Streetwise 13- (16-) Skills Cost: 55Total Character Cost: 150Val Disadvantages 5 Distinctive Features: Hypersexualized Mannerisms, Centerfold Build (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Psychological Limitation: Loyal To Bunny Master (Very Common, Strong) 15 Reputation: Criminal Record (Prostitution), General Bimbo/Floozy, 11- (Extreme) 10 Social Limitation: Criminal Record (Frequently, Minor) Disadvantage Points: 50Base Points: 100Experience Required: 0Total Experience Available: 0Experience Unspent: 0Note - the HD document does not include the thug write-ups, which are included above. If anyone wants those, let me know and I can send them or include them here.
  9. Re: Looking for help -- a paralyzed hero I once played a character named Vengeance, who was parlyzed from the waist down in his civilian ID but could move normally - and was quite powerful - in his powered-armor superhero identity. He Hunted VIPER, who were responsible for his injury. For the write-up on a hero who was badly injured during and forced to retire due to injuries sustained in the Battle of Detroit, see Aaron Temple, MD (formerly the superhero Psihawk) on my "Sharing the Wealth" thread.
  10. Under the Hat Very, very, very good, OddHat! My hat (non-ducky) is off to you.
  11. Re: VPP Limitation: Magic Only? I think a -1/4 Lim for "Magic Only" is fairly reasonable. First of all, limiting all of a person's VPP Powers to one special effect makes that person vulnerable to problems should they run into Adjustment Powers or extra defenses vs. that special effect - and honestly, "Magic Powers" is one of the most common special effects you're likely to see such Powers applied to. Second, there are some effects which just aren't likely to fall within the domain of magic, so this limits what powers can be drawn from the VPP to some extent. Magic is a fairly broad category with lots of potential effects - thus the small Limitation value - but things like senses or attacks aimed at specific, science-based concepts (mutant or quantum powers, for example) should probably fall outside the range of "magic." Now, obviously "magic" is not nearly as limited as "body-alteration powers," "mimic powers" or "absorbtion powers," or even something like "animal powers", but they'd all be worth a greater lim (Holocaust gets -1 1/2 for his Absorbtion VPP, I think).
  12. Re: WWYCD #125: The Turn-Coat Hey, I'm actually a player now, not just a GM, for the first time in many years, so I can take part in these now, speaking from the POV of the Mighty Malleable Man! As to what the team would do... well, we're still hashing out the details of the team. It does appear that we have one Hunted in common - Holocaust - and quite frankly, he doesn't seem a very good candidate for reforming, given he's a self-centered megalomaniac. Most likely he'd be faking, either to try to catch us off guard or because he'd realized he'd pissed off someone really big-league. Still, if the Feds trusted this was for real, I'd assume we'd go with it. We'd be a pretty poor choice for being his keeper, though, for at least two reasons: 1) His power level is way higher than any of ours individually, so any time he stepped out of line, it would be a major fight to get him under control; and 2) Anyone big enough for him to be afraid and for the Feds to think he needs the protection will probably be enough out of our leagues that we'll be little more than speed bumps. If someone like Gravitar is after Holocaust for some reason, I doubt we'd be able to do much to stop her, but we'd give it our best, probably by Malleable Man and someone else trying to delay her while the rest got Holocaust to safety. Someone coming after him for revenge - well, we'd do our best to stop that, perhaps even while having sympathy for their goals. At least two of the team - including Malleable Man - have full CVKs, so nobody is going to get killed on our watch if we have any say in the matter. At least one of the people on the team is Hunted by VIPER, and I expect they will be a big presence in the campaign, so it's quite possible one of the Dragon Branch folk or some high-level VIPER op might run for it and need protection. That's possibly more in our league, assuming they don't send someone like Viperia after him. We'd have a difficult time trusting any former VIPER op, and would definitely keep a close watch for betrayal - not to mention forbidding access to classified or personal information. If VIPER sends a strike/retrieval team, we'd assume what is obvious is only part of the attempt, and stay very much on our guard while keeping the target close to potential escape routes. And again, nobody we are protecting is gonna die if we can prevent it. As to personal Hunteds, I don't know who some of the teammates have as Hunteds, but Malleable Man has a few of his own - Ogre, Foxbat and Icicle. I would hope the feds would have better sense than to place a functionally-retarded super-brick in this situation, but I could see Ogre wanting to shape up in hope people would leave him alone. He's not smart enough to pull much in the way of tricks, so I expect he'd be sincere, and if we got stuck with him, Malleable Man would definitely try to keep him on the right path and watch out for him. As for Foxbat - well, it's easy to see why any number of people might want to kill him. We'd watch closely for any sign his supposed conversion was part of some goofy "master plan" of his, but if he seemed legit, he'd get our full protection. Icicle - well, she's really a good candidate for reforming, given she's pretty young and not particularly violent. She'd be watched carefully, but probably be given the most benefit of the doubt of any of these villains, and could well be a significant asset to the team in the long run. Again, given CVKs and Psych Lims like "Protective", she'd probably find herself in good hands.
  13. Re: Multiple Power Attacks: Abused? Well, as noted above, if you have a STR-based Autofire attack, you have to pay the STR for each attack in the phase. I believe that if you break through an entangle/grab/other obstacle well enough to get in another action, you have to pay for STR twice. If you Leap a half-move then punch (or do another STR-based attack) on someone, you have to pay for STR twice.
  14. Re: who is it? Two of the players in my campaign postulate that there is a reason Nighthawk wears that ridiculous, duck-resembling headgear. Simply put, it makes him a lot more powerful than people think, though he keeps that a secret - it's so secret it wasn't even included in his character write-up in CHAMPIONS. In fact, it's so secret that even *he* doesn't know it. You see, that dumb-ass hat of his is secretly the Duck Crown of Krim... the mightiest of all the crowns, surpassing even the dread Dragon Crown worn by Takofanes. Unbeknownst to anyone, Nighthawk is really the unconscious power behind both the Crowns of Krim and Takofanes. All his unconscious, evil impulses get expressed through those other villains. So, anytime Takofanes or Dark Seraph does something awful in your campaign, ultimately it can be blamed on Nighthawk and his hat. Really.
  15. Re: Character for Opinions and Criticism: Warhammer I'd definitely drop some points from BODY and put them elsewhere - OddHat has some good ideas as to where. 20 Resistant PD and ED should mean he won't be taking a lot of BODY damage very often. If you drop it to 20, you could get some Physical Damage Reduction, either on its own or (for a better value) as part of the Armor... or you might even buy some extra armor as part of the Hammer, with the special effect that he interposes the hammer between himself and incoming attacks. When you count OIF (-1/2) and "Only vs Attacks He Sees Coming "(I'd give that -1/2 as well, given his low PER roll and lack of Danger Sense), those saved 20 pts could definitely have better effects elsewhere. This guy does an awful lot of damage for a 350-pt campaign, btw... are there damage caps?
  16. Re: Gigaton vs Gravitar - who would win? Well, there are some characters built on high point totals who can be trashed by characters with much lower point totals. Sometimes that reflects one character being more- or less-efficiently designed, but sometimes it reflects the difference between a character who is maxed out for combat and one who isn't. For example, Teleios has a higher point cost than Gigaton, but if the two should happen to meet in combat, I'd bet on Gigaton every time. Teleios is a vastly more interesting character, and much more competent outside combat, but most of his points are put into stuff that won't directly impact a fight.
  17. Re: Gigaton vs Gravitar - who would win? He didn't spend 1000 pts. He spent 678. That's his point total. Where are you getting the 1000 pts?
  18. Minor Correction I noted a minor error on the character sheets for the Wraith's human form. The Accidental Changes on for that form state (to Wraith). They should actually state (to Demon). Similarly, the Demon Form's Accidental Change should state (To Kenneth Tate/Wraith), with which one that form changes into being dependent upon which form he was in immediately before assuming the demonic form.
  19. Re: Naked Advantage Cheese Factor You might check the various examples of Naked Advantage in the books. If you did, you'd see Naked Advantage is used for lots of different things, and some not that different than this case. Also, as Andrew noted, it's about the only way to do a Limited Advantage. I don't personally see a problem with this particular construct. It could be powerful, as possible +1/2 Advantages include things like Area 1 Hex and Armor Piercing, but isn't likely to be game-breaking.
  20. Character #37 - The WraithThis time is a trip down nostalgia lane for me. Thinking about and rewrting one of my old PCs (Malleable Man) to play him in an upcoming campaign got me thinking about my very first Champions character - The Wraith. I first encountered Champions back in 1983, during college. A gaming friend had the rules (which back then consisted of very little - the basic rulebook, the Champions II supplement, the first Enemies book, the GM screen (which included an adventure - the first appearance of Dr. Destroyer, I believe - and a couple of adventure modules. I immediately fell in love with the game and switched over from Villains and Vigilantes to Champions in a heartbeat. Even before I started running Champs, though, I knew I wanted to play it. So, I built my first character. Neither me nor the GM knew the system very well, so my first try was... less than stellar. I'm revisiting him here, because I always liked the basic concept, and knew there could be a competent hero in there somewhere.At the time I created the Wraith, I was a pretty big fan of Marvel's Ghost Rider. This was the original, Johnny Blaze version - long before Ghost Rider became a "trendy" character in the late '80s/early '90s. There was something distinct about the concept of a demonic hero back then, and I drew upon GR as inspiration for my first character. These days, after the crapfest that comics became in the '90s, I'm much less interested in such characters than was once the case, but I still have a soft spot in my heart for the Wraith. Thus, I wrote him up more how he should have been, had the Champions rules - and my/the GM's understanding of them - been as sophisticated then as now. It was fun writing him up as a starting 5E character. I doubt I'll ever play him, but hopefully some of you will enjoy him.The Wraith - Human (Base) FormPlayer: JWKramer Val Char Cost 20 STR 10 20 DEX 30 15 CON 10 15 BODY 10 18 INT 8 17 EGO 14 20 PRE 10 10 COM 0 8 PD 4 7 ED 4 4 SPD 10 7 REC 0 30 END 0 38 STUN 5 7" RUN22" SWIM04" LEAP0Characteristics Cost: 117Cost Power END 85 Unleash The Demon Within: Multiform (400 Character Points in the most expensive form) (Instant Change) 0 10 .357 Colt Python: Killing Attack - Ranged 1 1/2d6 (25 Active Points); OAF (Pistol; -1), 2 clips of 6 Charges (-1/2) [6] 5 A Second .357 Colt Python: (5 Active Points) 0 7 Shielded Mind: Mental Defense (10 points total) 0 22 Mystic Awareness: Detect Evil and Magic 15- (Sight Group), Discriminatory, Analyze 0 Powers Cost: 129Cost Martial Arts Maneuver 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 5d6 Strike, Target Falls 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 35 STR vs. Grabs 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike Martial Arts Cost: 28Cost Skill 3 +3 with .357 Colt Python 3 Bureaucratics 13- 3 Combat Driving 13- 3 Computer Programming 13- 3 Concealment 13- 3 Conversation 13- 3 Criminology 13- 3 Deduction 13- 3 Disguise 13- 3 Interrogation 13- 3 CK: Campaign City 13- 3 Scholar 2 1) KS: Arcane And Occult Lore (3 Active Points) 13- 2 2) KS: Cults and Occult Groups/Figures (3 Active Points) 13- 1 3) KS: Karate (2 Active Points) 11- 1 4) KS: Law (2 Active Points) 11- 2 5) KS: Organized Crime (3 Active Points) 13- 2 Language: Spanish (fluent conversation) 3 Lockpicking 13- 3 Persuasion 13- 4 PS: Private Detective 14- 3 Security Systems 13- 3 Shadowing 13- 3 Stealth 13- 3 Streetwise 13- 2 WF: Small Arms 2 Weaponsmith (Firearms) 13- Skills Cost: 72Cost Perk 4 Fringe Benefit: Concealed Weapon Permit, Private Investigator License Perks Cost: 4Val Disadvantages 10 Accidental Change (To Wraith): When Witnessing Crime 8- (Common) 10 Accidental Change (To Wraith): When Subjected To Evil Magic 8- (Common) 10 Distinctive Features: Demonic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 20 Hunted: Circle Of The Scarlet Moon 8- (Mo Pow, NCI, Capture) 20 Hunted: DEMON 8- (Mo Pow, NCI, Capture) 20 Psychological Limitation: Driven To Punish The Guilty (Very Common, Strong) 15 Psychological Limitation: Extreme Reluctance To Kill (Common, Strong) 15 Psychological Limitation: Hatred Of Those Who Prey On Others (Common, Strong) 15 Reputation: Bloodthirsty, 11- (Extreme) 15 Social Limitation: Secret Identity - Kenneth Tate, PI (Frequently, Major) Disadvantage Points: 150Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350 The Wraith (Demon Form) Val Char Cost 30 STR 20 20 DEX 30 30 CON 40 15 BODY 10 18 INT 8 20 EGO 20 30 PRE 20 6 COM -2 25/30 PD 1 25/30 ED 1 5 SPD 20 12 REC 0 60 END 0 47 STUN 2 6" RUN02" SWIM06" LEAP0Characteristics Cost: 170Cost Power END 20 Demonic Claws: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR) (25 Active Points); No Knockback (-1/4) 2 50 Demonic Powers: Multipower, 50-point reserve 4u 1) Phasing Attack: No Normal Defense (Force Field or Desolidification; +1), Does BODY (+1) for up to 25 Active Points of HKA (50 Active Points); No Knockback (-1/4) [Notes: KA 2d6+1 w/STR] 5 5u 2) Hellfire Breath: Killing Attack - Ranged 3d6+1 (50 Active Points) 5 4u 3) Mental Hellfire: Ego Attack 5d6 (Human class of minds) (50 Active Points); Visible (-1/4) 5 3u 4) Instil Fear: Drain PRE 3d6+1, Ranged (+1/2) (49 Active Points); Eye Contact Required (-1/2) 5 5u 5) Wraithform: Desolidification (affected by Magic), Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2 13 Wraith Flight: Flight 10" (20 Active Points); Linked (Wraithform; -1/2) 2 43 Demonic Toughness: Armor (18 PD/18 ED) (54 Active Points); Visible (-1/4) 0 8 Demonic Toughness: Armor (5 PD/5 ED) (15 Active Points); Not vs. Magic or Holy Attacks (-1/2), Visible (-1/4) 0 6 Shielded Mind: Mental Defense (10 points total) 0 10 Demonic Resistance: Power Defense (10 points) 0 23 Mystic Awareness: Detect Evil and Magic 16- (Sight Group), Discriminatory, Analyze 0 5 Demonic Eyes: Nightvision 0 Powers Cost: 199Cost Skill 10 +2 with HTH Combat 3 Interrogation 15- 3 Persuasion 15- 3 KS: Arcane And Occult Lore 13- 3 KS: Cults and Occult Groups/Figures 13- 3 KS: Organized Crime 13- 3 Stealth 13- 3 Streetwise 15- Skills Cost: 31Total Character Cost: 400Val Disadvantages 5 Accidental Change (to Kenneth Tate): Hit With Attacks That Drain/Dispel/Suppress Demonic Magic/Powers 8- (Uncommon) 20 Distinctive Features: Demonic Appearance and Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used and Unusual Senses) 15 Enraged: vs. Murderers (Common), go 11-, recover 14- 20 Hunted: Circle Of The Scarlet Moon 8- (Mo Pow, NCI, Capture) 20 Hunted: DEMON 8- (Mo Pow, NCI, Capture) 15 Physical Limitation: Cannot Enter Or Make Attacks Against Those On Holy Ground (Infrequently, Fully Impairing) 15 Physical Limitation: Cannot Enter/Exit Or Make Attacks Through Special Magic Circles (Infrequently, Fully Impairing) 20 Psychological Limitation: Driven To Punish The Guilty (Very Common, Strong) 15 Psychological Limitation: Prone To Excessive Violence (Common, Strong) 15 Reputation: Bloodthirsty, 11- (Extreme) 15 Social Limitation: Secret ID - Kenneth Tate, PI (Frequently, Major) 10 Susceptibility: Holy Water/Items, 2d6 damage Instant (Uncommon) 15 Susceptibility: If On Holy Ground, 1d6 damage per Phase (Uncommon) Disadvantage Points: 200Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0 Height: 1.86 m Hair: Brown Weight: 94.00 kg Eyes: Brown Appearance: Kenneth Tate is a tall, rugged-looking man with a square jaw, short, brown hair and a beefy build. As the Wraith, he dresses in a black bodysuit, gauntlets and boots, black, full-face mask and a dark purple, hooded cloak. He carries a .357 Colt Python holstered at his back in both identities, but does not carry the same one. The one he carries as the Wraith has all serial numbers removed, and as noted above, is usually loaded with silver bullets. In demonic form, the Wraith is taller (nearly 7 feet tall) and much less human-looking. While still dark-colored and wearing the cloak, in demon form the dark bodysuit, boots, gloves and mask are replaced by scaly, spiky, glossy-black skin (obvious armor, looking much like black aligator hide). In this form, the Wraith has red eyes, fangs, sharp, bone-white talons and a sharp brimstone scent which becomes much stronger when he uses his Hellfire Breath.Personality: Kenneth Tate's personality has changed in some subtle ways since he became spiritually bound with a demon - what was formerly a respect for law and order and a dislike of criminal predators has become a more-generalized, near-obsession with punishing the guilty, and even his mystic aura has become demon-tainted. The personality change is much more overt when he takes demon form, and he is very disturbed that while he is normally very reluctant to use lethal force, he does so readily - even preferentially - while in demon form. Quote:Human form - "You probably wouldn't believe how much I know about evil, but even with that knowledge, what I see in your soul sickens me." Demon Form - "Now, damned one, you shall experience a small sample of the pain awaiting you in Hell!" Background: Kenneth Tate was a modestly-successful private investigator specializing in tracking down missing persons, and particularly in finding those who went missing because they'd gotten involved in cults or occult-weirdness groups. He wasn't really sure he believed in the occult until the fateful night when one of his investigations led him to a dark basement, where he interrupted a Satanic ritual in progress - and saw the young woman he'd been hired to track down about to be murdered as a human sacrifice. Pistol blazing, Tate shot the lead Satanist and some of the other occultists, then went to free the woman. At that moment, the Satanic priest's blood flowed into the grooves of a magic circle carved into the floor - completing the ritual that had been in progress. A demon appeared in the circle, then moved toward - and merged with - Tate's body. The ritual had been intended to invest the Satanic priest with great demonic power, but interrupted as it was, the demon instead became merged with Kenneth Tate. Denied a worthy sacrifice and now unbound by the circle, the demon proceeded to attack the remaining Satanists, killing most of them before Tate could bring it under control and regain human form. Since then, Tate and the demonic entity have shared an uneseasy existence. Tate is not comfortable with the demon's bloodthirsty nature, which he can only partly control (requires an Ego Roll in some cumstances), but he has found being able to turn into a powerful demonic entity quite useful when he gets up to his neck in trouble. At the same time, Tate is affected by the demon's personality - and thus feels driven to punish evildoers - even while in human form. He's thus taken on a superhero identity, dressing in dark clothing, a mask and a hooded cloak to seek out and fight evil as the Wraith while trying to keep the demon under control but unleashing its might to punish evildoers worthy of such a fate. At this point in time, the demon's personality appears to have mostly been erased by its merger with Tate. At this time it has no personal identity and no access to previous knowledge. In effect, Tate's mind is in control of the demon's body. However, Tate's control - and the transfer of his consciousness between forms - is not complete. Tate can access only a small portion of his knowledge and skills when in demonic form (specifically, he knows things directly related to the task of finding and punishing sinners), and when in that form, his personality becomes darker and more violent, and is obviously influenced toward the demonic. Only time will tell whether this state continues, or whether the demonic form will eventually regain a separate identity - and what else might happen should that occur. As turns out, the ritual Tate disrupted was being conducted by a lesser coven of the Circle of the Scarlet Moon. The two surviving coven members didn't get a good look at Tate, but they do know that the man who disrupted the ritual received the demonic powers intended for the coven leader, and they've told this to higher-ups in the Circle, who now Hunt the demon and seek to control it. Similarly, DEMON has learned of the Wraith's true nature, and wish to capture and control the demon. Powers/Tactics: Kenneth Tate has been changed by being merged with a demonic entity, and the demon has been even more changed. In his normal form, he is able to access the demonic ability to detect magic and evil, and gains a certain amount of resistance to mental attacks. For the most part, though, he is as he's always been - a skilled PI with solid investigatory skills and some expertise with handguns and basic HTH combat. He also carries a .357 Colt Python in both forms, and in Wraith form, he normally keeps it loaded with silver bullets of his own make (via Weaponsmith). The Wraith's demon form is much more physically powerful than his human form. In demonic form, he is extremely resistant to physical harm (a bit less to magical attacks than conventional ones), has long, sharp talons and possesses several magical abilities, including the ability to reach its hand inside other beings and directly attack internal organs, the ability to render itself intangible, and the ability to attack via deadly gouts of flame or by projecting great pain directly into an opponent's mind. In demon form, the Wraith can also see in complete darkness, and is able to fly slowly while immaterial. However, the Wraith's demon form has many weaknesses not shared by his human form. It cannot enter holy ground under its own power (and takes damage each phase if it somehow ends up on holy ground, either due to Tate switching from human to demon form on such ground, or being taken onto holy ground by another being), can be harmed by the merest touch of holy items, and can be bound helpless within special magical circles. The Wraith also becomes much more violent and wrathful when in demon form. The Wraith's ability to detect evil and magic, which he possesses in both human and demon forms, is a type of magical sight, and as such can be affected by powers affecting either the Sight or the Mystic Senses group. The Discriminatory and Analyze adders provide detailed information about the type and power of any magical effects encountered, an opponent's degree of evil, and evil acts the individual has committed in the past. Campaign Use: PC heroes might enocounter Kenneth Tate in any or all of his identities - the private investigator, the costumed hero, and/or the demonic form. Either as Tate or as the Wraith, he may approach the heroes for help against powerful mystic opponents - perhaps shared enemies - or they may encounter him during the course of investigating a missing person case, a mystic crime or the actions of evil mystics such as the Devil's Advocates, the Circle of the Scarlet Moon, DEMON or some member of the Sylvestri family. To make the Wraith more powerful, give Kenneth Tate some more skill levels and perhaps some body armor he could wear in either Tate or Wraith identities, while also giving the demonic form more Demonic Powers via the Multiform, increasing its STR, improving its flight, or possibly giving it Damage Reduction (not against Magic or Holy Attacks). As written, the Wraith is a balanced starting character. He isn't a good match for a Silver Age campaign, but would fit well in a bronze/iron-age campaign, particularly one based around mystic or monster/antihero characters.
  21. Re: Is a politician a good secret ID? I think it can work fine, for either heroes or villains, but as you noted, some positions are so high-profile as to make it unlikely one would maintain the secret very well.
  22. Re: What is it about Champions? I agree with you about SHADOWRUN - cool theme/setting, horrible game system. I disagree about DnD 3.0 and 3.5, though. The game works better than ever, and they changed some clunky, old stuff that was just not state of the art at all. Now it works pretty well. I do think the short timespan between 3 and 3.5 was bogus beyond words, though, and think they should have provided updates to everything previously-published - all the prestige classes, spells, etc - in PDF forms.
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