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Posts posted by starblaze
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Ross Martin did have a heart attack and missed some episodes in the 4th season, but the cancellation was due to the violence. If anyone wants the basic overview, Wikipedia seems to have it covered with nothing glaringly wrong at a glance; no need to search and try tp piece everything together yourself unless you really want to.
Robert Conrad himself said that it was just as well that the show got cancelled because someone was likely to end up dead eventually.
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Got to start working on the bad guys
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Here is Copperhead
Copperhead
Val Char Cost Roll Notes
20 STR 10 13- Lift 400.0kg; 4d6 [2]
20 DEX 20 13- OCV: 7/DCV: 7
20 CON 10 13-
13 INT 3 12- PER Roll 12-
10 EGO 0 11- ECV: 3 - 3
15 PRE 5 12- PRE Attack: 3d6
7 OCV 20
7 DCV 20
3 OMCV 0
3 DMCV 0
4 SPD 20 Phases: 3, 6, 9, 12
8 PD 6 Total: 8 PD (0 rPD)
7 ED 5 Total: 7 ED (0 rED)
8 REC 4
40 END 4
10 BODY 0
35 STUN 8 Total Characteristic Cost: 135
Movement: Running: 12m/24m
Flight: 24m/48m
Leaping: 4m/8m
Swimming: 4m/8m
Cost Powers END
33 Multipower, 50-point reserve, (50 Active Points); all slots OIF (Battlesuit; -½)
2f 1) Rifle attached to battlesuit: Killing Attack - Ranged 2d6, Armor Piercing (+¼) (37 Active Points); OIF (Battlesuit; -½), No Knockback (-¼), 12 Charges (-¼), Limited Power Will not work underwater (-¼) [12]
3f 2) Rifle attached to battlesuit: Blast 8d6 (40 Active Points); OIF (Battlesuit; -½), 16 Charges (-0) [16]
1f 3) Laser Claws: Killing Attack - Hand-To-Hand 2d6 (30 Active Points); No STR Bonus (-½), OIF (Battlesuit; -½), No Knockback (-¼), 12 Charges (-¼) [12]
2f 4) Line thrower attached to battlesuit: Entangle 4d6, 4 PD/4 ED (40 Active Points); OIF (Battlesuit; -½), 12 Charges (-¼) [12]
2f 5) Killing Attack - Ranged 1 ½d6, Armor Piercing (+¼), Autofire (5 shots; +½) (50 Active Points); OIF (Battlesuit; -½), No Knockback (-¼), Limited Power Will not work underwater (-¼), 32 Charges (+¼) [32]
Battlesuit, all slots OIF (-½)
16 1) Flight 24m (24 Active Points); OIF (-½) 2
3 2) Infrared Perception (Sight Group) (5 Active Points); OIF (-½) 0
3 3) Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½) 0
4 4) +4 versus Range Modifier for Sight Group (6 Active Points); OIF (-½) 0
8 5) High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½) 0
3 6) Sight Group Flash Defense (5 points) (5 Active Points); OIF (-½) 0
-7 (0 Active Points); OIF (-½) applied to STR
Skills
3 Computer Programming 12-
3 Deduction 12-
3 Electronics 12-
3 Security Systems 12-
3 Stealth 13-
3 Streetwise 12-
3 Systems Operation 12-
3 KS: Campaign city underworld 12-
5 KS: Street gangs 14-
3 Science Skill: Lasers 12-
3 CK: Campaign city 12-
10 +2 with multipower powers
Total Powers & Skill Cost: 119
Total Cost: 253
200+ Matching Complications
15 Psychological Complication: Must protect family and neighborhood (Common; Strong)
15 Psychological Complication: Hatred of Drug Dealers and street gangs (Common; Strong)
10 Negative Reputation: Bounty Hunter, Frequently
20 Dependent NPC: Sister and Brother Frequently (Normal; Group DNPC: x2 DNPCs)
20 Hunted: The Berserks Frequently (Mo Pow; Harshly Punish)
25 Hunted: Numerous street gangs Frequently (Mo Pow; NCI; Harshly Punish)
15 Social Complication: Secret ID Frequently, Major
53 Experience Points
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Due to the fact that Hero Games finally made their 4th edition stuff available for pdf I decided to convert some characters from the Dark Champions stuff.
So here goes the an insane example, The Harbringer of Justice
The Harbringer of Justice
Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [1]
30 DEX 40 15- OCV: 10/DCV: 12
23 CON 13 14-
33 INT 23 16- PER Roll 16-
10 EGO 0 11- ECV: 8 - 8
38 PRE 28 17- PRE Attack: 7 ½d6
10 OCV 35
12 DCV 45
8 OMCV 15
8 DMCV 15
6 SPD 40 Phases: 2, 4, 6, 8, 10, 12
8+9 PD 6 Total: 8/17 PD (0/9 rPD)
5+9 ED 3 Total: 5/14 ED (0/9 rED)
12 REC 8
46 END 6
12 BODY 2
40 STUN 10 Total Characteristic Cost: 300
Movement: Running: 18m/36m
Leaping: 4m/8m
Swimming: 4m/8m
Cost Powers END
15 Luck 3d6 0
104 Weapon Pool: Variable Power Pool (Gadget Pool), 80 base + 40 control cost, all slots No lasers or blasters (+0), Invisible Power Effects cannot be traced (Inobvious to [one Sense Group]; +¼), Cosmic (+2) (145 Active Points); all slots No mental powers (-½), Weapons Cannot Be Retrieved In Far-Removed Dimensions (-½), Attacks only (-¼), Weapons must be handheld (-¼), May not summon duplicate weapons (-¼)
18 Resistant Protection (9 PD/9 ED) (27 Active Points); OIF (-½) 0
17 Mental Defense (17 points total) 0
8 Power Defense (8 points) 0
Mask, all slots OIF (-½)
5 1) Sight Group Flash Defense (8 points) (8 Active Points); OIF (-½) 0
3 2) Life Support (Expanded Breathing breathing underwater) (5 Active Points); OIF (-½) 0
3 3) Infrared Perception (Sight Group) (5 Active Points); OIF (-½) 0
3 4) Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½) 0
8 5) +8 versus Range Modifier for Sight Group (12 Active Points); OIF (-½) 0
8 6) +8 versus Range Modifier for Hearing Group (12 Active Points); OIF (-½) 0
8 7) High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½) 0
4 Killing Strike -2 +0 HKA 3d6
4 Martial Block +2 +2 Block, Abort
4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort
4 Martial Escape +0 +0 50 STR vs. Grabs
4 Martial Strike +0 +2 9d6 Strike
3 Martial Throw +0 +1 7d6 +v/10, Target Falls
4 Nerve Strike -1 +1 4d6 NND
16 +4 HTH Damage Class(es)
Perks
11 Money: Filthy Rich
60 Vehicles & Bases
2 Deep Cover
2 Deep Cover
2 Deep Cover
2 Deep Cover
2 Deep Cover
3 Well-Connected
1 1) Contact: CIA (2 Active Points) 11-
1 2) Contact: DEA, RecordsDivision (2 Active Points) 11-
1 3) Contact: FBI, Behavioral Sciences Unit (2 Active Points) 11-
1 4) Contact: FBI, Behavioral Sciences Unit 8-
1 5) Contact: FBI, Counterintelligence Unit (2 Active Points) 11-
1 6) Contact: FBI, RecordsDivision (2 Active Points) 11-
1 7) Contact: Interpol, RecordsDivision (2 Active Points) 11-
1 8) Contact: PRIMUS, RecordsDivision (2 Active Points) 11-
1 9) Contact: PRIMUS, a Silver Avenger (2 Active Points) 11-
1 10) Contact: Police Department Paranormal Operative Squad (2 Active Points) 11-
1 11) Contact: PoliceDepartment, RecordsDivision (2 Active Points) 11-
1 12) Contact: U.S. Army, Colonel (2 Active Points) 11-
1 13) Contact: UNTIL (2 Active Points) 11-
1 14) Contact: UNTIL, RecordsDivision (2 Active Points) 11-
1 15) Contact: [Campaign city] Penitentiary (2 Active Points) 11-
Talents
15 Combat Sense 16-
15 Danger Sense (self only, out of combat, Intuitional) 16-
5 Eidetic Memory
3 Resistance (+3 to roll)
10 Lightning Reflexes (+10 DEX to act first with All Actions)
Skills
3 Acting 17-
3 Bugging 16-
3 Combat Driving 15-
3 Combat Piloting 15-
3 Computer Programming 16-
3 Criminology 16-
3 Cryptography 16-
3 Deduction 16-
3 Demolitions 16-
3 Disguise 16-
3 Electronics 16-
3 Forensic Medicine 16-
4 Forgery (Commercial Goods, Documents) 16-
3 Gambling 16-
3 Interrogation 17-
3 Inventor 16-
3 Lockpicking 15-
3 Mechanics 16-
3 Mimicry 16-
3 Paramedics 16-
3 Security Systems 16-
3 Shadowing 16-
3 Stealth 15-
3 Streetwise 17-
3 Tactics 16-
6 TF: Common Motorized Ground Vehicles, Balloons & Zeppelins, Combat Aircraft, Helicopters, Large Planes, Small Planes
3 AK: Campaign city 16-
3 Weaponsmith (Energy Weapons, Firearms) 16-
3 Linguist
1 1) Language: Arabic (Modern) (fluent conversation) (2 Active Points)
0 2) Language: English (basic conversation) (1 Active Points)
1 3) Language: Italian (fluent conversation) (2 Active Points)
2 4) Language: Japanese (completely fluent) (3 Active Points)
1 5) Language: Mandarin (fluent conversation) (2 Active Points)
2 6) Language: Spanish (completely fluent) (3 Active Points)
3 Scholar
2 1) KS: Campaign city underworld (3 Active Points) 16-
2 2) KS: Card Shark and his organization (3 Active Points) 16-
2 3) KS: Chinese Tongs and the Triad (3 Active Points) 16-
2 4) KS: High Finance (3 Active Points) 16-
1 5) KS: Serial Killers and serial killing (2 Active Points) 11-
2 6) KS: Street Gangs (3 Active Points) 16-
2 7) KS: Telephone, Sewer, and Utility Subsystems (3 Active Points) 16-
2 8) KS: The Espionage World (3 Active Points) 16-
1 9) KS: The Mafia (2 Active Points) 11-
2 10) KS: The Martial World (3 Active Points) 16-
2 11) KS: The Mercenar/Militar?errorist World (3 Active Points) 16-
2 12) KS: The Mexican Mafia (3 Active Points) 16-
2 13) KS: The Yakuza (3 Active Points) 16-
1 14) KS: World Criminals (2 Active Points) 11-
2 15) KS: World Literature (3 Active Points) 16-
2 16) KS: World Supercriminals (3 Active Points) 16-
3 Scientist
2 1) Science Skill: Accounting 16- (3 Active Points)
2 2) Science Skill: Ballistics 16- (3 Active Points)
2 3) Science Skill: Biology 16- (3 Active Points)
2 4) Science Skill: Chemistry 16- (3 Active Points)
2 5) Science Skill: Dimensional Engineering 16- (3 Active Points)
2 6) Science Skill: Pharmacology/Toxicology 16- (3 Active Points)
1 7) Science Skill: Physics 11- (2 Active Points)
2 8) Science Skill: Psychology/Criminal Psychology 16- (3 Active Points)
20 +2 with All Attacks
16 +2 with Ranged Combat
8 With Gun#1: +4 with any single attack
12 +4 to offset hit location negative modifiers
Total Powers & Skill Cost: 595
Total Cost: 894
400+
Matching Complications
Psychological Complication: Vigilante Mentality (Common; Total) <<par20
Psychological Complication: Obsessed with crime fighting (Common; Total)<par15
Psychological Complication: Mysterious and Enigmatic (Common; Strong)<par15
Distinctive Features: Blue moon insigma on costume (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses)<par20
Negative Reputation: Killer vigilante, Very Frequently (Extreme)<par25
Hunted: An organzied crime group Frequently (Mo Pow; NCI; Harshly Punish)<par20
Hunted: Card Shark Infrequently (Mo Pow; NCI; Harshly Punish)<par20
Hunted: Police Frequently (As Pow; NCI; Harshly Punish)<par15
Social Complication: Secret ID Frequently, Major<
494 Experience Points<par
Total Complications Points: 894
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I will get back to doing this soon, RL and me being lazy has kept me away. I think I will give my list of the top ten supplements for Champions.
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I was just wondering if any of you have a pulp character that you just don't really like too much?
I have to say for me it's Doc Savage. I want to like him but he has the problem of just too perfect as well as rather sexist. Then there is the 800lb gorilla the Crime College. The fact that with no arrest, not court hearing, no anything Doc just sends them up to some asylum and performs brain surgery on them. I mean if this ever got found out it would be nationwide scandal. Also the fact that he seems to have little or no emotion. He is just a boring character overall, his aides are the ones with the most personality.
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Pulp Hero is good even if you don't use Hero, it's that good.
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Think you can do the 4th edition Champions? Seeker, Quantum, Obsidian, Defender, Jaguar and Solitaire?
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Hey, I can do that. Maybe tomorrow night, rather tired right now.
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Here is the next one, this one I focus on Character Creation.
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Could you point out the champions podcasts? I plan on using either 4th or 5th edition as they are the editions I am the most used to.
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I appreciate all the likes but could I get a response?
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So I noticed that there was no real videos about the Champions/Hero System on youtube or anywhere for that matter. There are a lot of information about other rpg stuff but as far as I could tell there was nothing explaining Champions/Hero System to anyone.
So I decided after getting my own web camera to make a series of videos myself.
So here is the video.
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The Crime Boss
Caspar Brown remembers it like it was yesterday. A child from a war torn African country, he had been adopted by a kindly and affluent American couple. Oh, what a wonderland the US seemed in comparison to the horrors back home. His two new parents, and their daughter, seemed determined to win him over. They were rich, they were powerful, and their hearts were pure.How little that all meant. Caspar remembers his adopted sister's hat getting caught by a stiff wind and blowing into the alleyway behind the playhouse. He recalled them going to retrieve it, and yes, he clearly remembers the man who held up the Browns at gun point, and then shot them in cold blood. Had their murderer's gun not jammed, he and his sister would have surely joined them.While his sister cried over the bodies, Caspar watched the gun man flee, and at that young age, he had his epiphany.It was all about power.A king could shine his crown all he wanted, but if the man with the sword next to him wanted him dead, he would be. The noblest heart could be stopped by a piece of lead tearing through it, and all those good deeds wouldn't protect it. No one was ever safe, not really.The best way to defend against monsters was to become the biggest monster out there. Taking his share of his inheritance, Caspar went around the world, learning the many methods of monsterdom. He learned how to fight, of course. Perhaps he'd never been the greatest, but he was a black belt twice over. He learned how to earn one's trust, and then betray them. He learned how to make money both legally and otherwise. He learned as much as he could about everything, really. Knowledge is another form of power, after all.And then he returned to the city and put his plan in motion. Covertly funding street gangs under the nickname "Mr. Ghost", outfitting them with weapons, he watched as entire neighborhoods tore themselves apart in gang wars... and then he stepped in and saved those same neighborhood as Mr. Caspar Brown, wealthy philanthropist. Of course, he wasn't stopping the crime, not really, he was stream lining it, hiding it, and making it more efficient. People didn't really care about decency, they wanted order, and he gave it to them. Who cares about murder in the streets if it only involves a prostitute? Who cared if the system for maximum penalties and minimal rehabilitation meant those who entered in criminal activities had no where to go but down? By playing both Sinner and Saint, Caspar has forced the poor and desperate into his umbrella, while using surgical strikes (Such as drug addition, blackmail, and bribes) against those in power.To this day, few know that Mr. Ghost and Caspar are one in the same. However, that does not mean the city is truly his. There are contenders for the title of top crime boss, at least two others that rival his power. He plays along, speaks of respecting territory and the like, but it's only a matter of time before he makes his move. Mr. Ghost will be king of all monsters, and he will have both the crown and the sword.Mr. Ghost is not blind to the fact that superheroes are a whole new level of power. He wants that same power for himself so badly he can taste it, but he's cautious. Relying on tech means that power actually belongs to the creator of the tech who would maintain it. Mysticism often involves a risk to the freedom of one's soul, and while Caspar's soul maybe twisted, it is still his own and he intends to keep it that way. To test things out, he has had his dear sweet sister on 'vacation', where she has been altered through experimentation and brainwashed to his specifications. When she returns, he plans to use her as his personal assassin, and observe her track record and look out for side effects. If it's a truly rousing success, he may take the procedure himself. She's due to return in the next month. He looks forward to the reunion.
QUOTE: (As Caspar Brown) "People have mentioned that I am hard on crime. They say I hold vengeance in my heart for what happened to my parents in that alley. But I do not do what I do to avenge my pain. I do it so no other eight year old child will experience what I have. I do it to keep the monsters in the shadows where they belong."(As Mr. Ghost) "You think you can stop me? Stop me from what? You think if you strike the head from the snake the body will die, ,but no. We are not one body, we are, each and all of us, monsters to the core, held to common purpose by my will for I am the King of the monsters here. This city would tear itself apart if not for my holding the reins. You should be grateful."I like this. it's kind of like the Batman/Bruce Wayne story but with a twist.
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Here is the last member of the G.O.S.H. team.
G.I.A.N.T.Sgt. Mike McCoyVAL CHA Cost Roll Notes50 STR 10 19- HTH Damage 10d6 END [2]18 DEX 16 13-13 CON 3 12-15 INT 5 12- PER Roll 12-13 EGO 3 12-20 PRE 10 13- PRE Attack: 4d66 OCV 153 DCV 04 OMCV 34 DMCV 35 SPD 30 Phases: 3, 5, 8, 10, 127 PD 5 7 PD (0 rPD)7 ED 5 7 ED (0 rED)6 REC 226 END 213 BODY 320 STUN 0Movement Cost Meters NotesRUNNING 0 42m/84m END [1]SWIMMING 0 4m/8m END [1]LEAPING 0 4m 4m forward, 2m upwardCharacteristics Total: 115Cost PowersTank Battlesuit, all slots OIF Bulky (-1) - END=5 1) Sight Group Flash Defense (10 points) (10 Active Points); OIF Bulky (-1) - END=05 2) Power Defense (10 points) (10 Active Points); OIF Bulky (-1) - END=04 3) Radio Perception (8 Active Points); OIF Bulky (-1) - END=022 4) Growth (+15 STR, +5 CON, +5 PRE, +3 PD, +3 ED, +3 BODY, +6 STUN, +1m Reach, +12m Running, -6m KB, 101-800 kg, +2 to OCV to hit, +2 to PER Rolls to perceive character, 2-4m tall, 1-2m wide), Persistent (+1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); OIF Bulky (-1) - END=05 5) Life Support (Self-Contained Breathing) (10 Active Points); OIF Bulky (-1) - END=02 6) Infrared Perception (Sight Group) (5 Active Points); OIF Bulky (-1) - END=022 Multipower, 45-point reserve, (45 Active Points); all slots OIF Bulky (-1) - END=2f 1) +30 STR, Reduced Endurance (0 END; +1/2) (45 Active Points); OIF Bulky (-1) - END=2f 2) Running +30m (42m total), Reduced Endurance (0 END; +1/2) (45 Active Points); OIF Bulky (-1) - END=Powers Total: 69Cost Skills2 AK: The Front 11-13 Combat Driving 18-1 KS: Axis troops and tactics 8-2 KS: Armored Calvery 11-3 Mechanics 12-2 PS: U.S. Army Tanker NCO 11-2 WF: Small Arms10 +1 with All AttacksSkills Total: 35Cost Perks2 Fringe Benefit: SergeantPerks Total: 2Value Complications20 Psychological Complication: Torn between racial pride and military expediency. (Common; Total)10 Hunted: G.O.S.H. Frequently (Mo Pow; Watching)10 Distinctive Features: Black man in 1940's america (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)20 Hunted: Axis Military Frequently (Mo Pow; Harshly Punish)Complications Points: 60Base Points: 300Experience: 0Experience Unspent: 0Total Character Cost: 221 -
Explain how superhero games are different than other rpgs
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He is mentioned as being killed by VIPER when they finally catch up with him. It is mentioned in the 4th edition champions universe book.
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I am trying to put these in line with the rules. The rules are 'interesting'. They're not bad just a bit odd. Their builds vary from very powerful to really low powered.
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Here is my favorite flying glass cannon.
American BeautyVAL CHA Cost Roll Notes13 STR 3 12- HTH Damage 2 1/2d6 END [1]18 DEX 16 13-18 CON 8 13-23 INT 13 14- PER Roll 14-10 EGO 0 11-15 PRE 5 12- PRE Attack: 3d66 OCV 156 DCV 153 OMCV 03 DMCV 05 SPD 30 Phases: 3, 5, 8, 10, 127 PD 5 7 PD (7 rPD)7 ED 5 7 ED (7 rED)7 REC 336 END 410 BODY 026 STUN 3Movement Cost Meters NotesRUNNING 0 12m/24m END [1]SWIMMING 0 4m/8m END [1]LEAPING 0 4m 4m forward, 2m upwardFLIGHT 10m/20mCharacteristics Total: 125Cost Powers79 Multipower, 79-point reserve - END=7f 1) Blast 10d6, Area Of Effect (20m Radius Explosion; +1/2) (75 Active Points) - END=75f 2) Blast 9d6, Personal Immunity (+1/4), Area Of Effect (20m Radius Explosion; +1/2) (79 Active Points); No Range (-1/2) - END=88f 3) Shrapnel: Killing Attack - Ranged 3d6, Armor Piercing (+1/4), Area Of Effect (20m Radius Explosion; +1/2) (79 Active Points) - END=87f 4) Concussions: Blast 7d6, Area Of Effect (20m Radius Explosion; +1/2), Double Knockback (+1/2) (70 Active Points) - END=74f 5) (Total: 42 Active Cost, 42 Real Cost) Hearing Group Flash 4d6 (Real Cost: 12) plus Sight Group Flash 6d6 (Real Cost: 30) - END=43 Resistant (+1/2) (3 Active Points) applied to ED - END=3 Resistant (+1/2) (3 Active Points) applied to PD - END=10 Flight 10m - END=110 Luck 2d6 - END=0Powers Total: 136Cost Skills3 Acting 12-3 Demolitions 14-2 KS 11-3 Linguist2 1) Language: Algonquin (completely fluent) (3 Active Points)2 2) Language: Arabic (Modern) (completely fluent) (3 Active Points)2 3) Language: French (completely fluent) (3 Active Points)2 4) Language: German (completely fluent) (3 Active Points)2 5) Language: Italian (completely fluent) (3 Active Points)2 6) Language: Japanese (completely fluent) (3 Active Points)2 7) Language: Mandarin (completely fluent) (3 Active Points)2 8) Language: Russian (completely fluent) (3 Active Points)2 9) Language: Yiddish (completely fluent) (3 Active Points)3 Scientist2 1) Science Skill 14- (3 Active Points)2 2) Science Skill 14- (3 Active Points)2 3) Science Skill: Physics 14- (3 Active Points)2 4) Science Skill: Rocket Science 14- (3 Active Points)3 PS: Rocket Fuel Scientist 14-15 +3 with Multipower3 Persuasion 12-Skills Total: 61Cost Talents9 +3/+3d6 Striking Appearance (vs. all characters)Talents Total: 9Value Complications20 Psychological Complication: Law Abiding and Protect Innocents (Common; Total)20 Psychological Complication: High Strung and nervous, tends to "go off". (Common; Total)15 Social Complication: Secret ID Frequently, Major5 Hunted: League of Superhero Decency Infrequently (Less Pow; NCI; Mildly Punish)Complications Points: 60Base Points: 300Experience: 31Experience Unspent: 0Total Character Cost: 331 -
Vanguard Jr. is up. I think some mistakes were made with the Martial Arts.
Vanguard Jr.VAL CHA Cost Roll Notes20 STR 10 13- HTH Damage 4d6 END [2]23 DEX 26 14-13 CON 3 12-18 INT 8 13- PER Roll 13-11 EGO 1 11-13 PRE 3 12- PRE Attack: 2 1/2d68 OCV 258 DCV 254 OMCV 34 DMCV 35 SPD 30 Phases: 3, 5, 8, 10, 1212 PD 10 12 PD (12 rPD)12 ED 10 12 ED (12 rED)7 REC 326 END 211 BODY 128 STUN 4Movement Cost Meters NotesRUNNING 0 12m/24m END [1]SWIMMING 0 4m/8m END [1]LEAPING 0 54m 54m forward, 27m upwardCharacteristics Total: 167Cost Powers9 Hardened (+1/4), Resistant (+1/2) (9 Active Points) applied to PD - END=9 Hardened (+1/4), Resistant (+1/2) (9 Active Points) applied to ED - END=5 Power Defense (5 points) - END=025 Leaping +50m (54m forward, 27m upward) - END=2Powers Total: 48Cost Martial Arts3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 4d6 +v/10 Strike; You Fall, Target Falls; FMove4 Bear Hug: 1/2 Phase, +0 OCV, +0 DCV, 8d6 Crush, Must Follow Grab5 Jump On: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike4 Belt: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike3 Arm Lock: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on4 Duck: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, AbortMartial Arts Total: 23Value Complications15 Social Complication: Secret ID Frequently, Major20 Psychological Complication: Code of the Hero (Common; Total)15 Psychological Complication: Hero Worships Dad (Common; Strong)Complications Points: 50Base Points: 275Experience: 0Experience Unspent: 0Total Character Cost: 238 -
Next up, Vanguard
VanguardVAL CHA Cost Roll Notes30 STR 20 15- HTH Damage 6d6 END [3]18 DEX 16 13-18 CON 8 13-13 INT 3 12- PER Roll 12-14 EGO 4 12-18 PRE 8 13- PRE Attack: 3 1/2d66 OCV 156 DCV 155 OMCV 65 DMCV 65 SPD 30 Phases: 3, 5, 8, 10, 1217 PD 15 17 PD (17 rPD)17 ED 15 17 ED (17 rED)18 REC 1436 END 412 BODY 236 STUN 8Movement Cost Meters NotesRUNNING -2 14m/28m END [2]SWIMMING 0 4m/8m END [1]LEAPING 0 44m 44m forward, 22m upwardCharacteristics Total: 187Cost Powers13 Hardened (+1/4), Resistant (+1/2) (13 Active Points) applied to PD - END=13 Hardened (+1/4), Resistant (+1/2) (13 Active Points) applied to ED - END=10 Power Defense (10 points) - END=020 Leaping +40m (44m forward, 22m upward) - END=24 Running +4m (14m total) - END=1Powers Total: 60Cost Martial ArtsAlligator Wrestling3 1) Slam: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls4 2) Crush: 1/2 Phase, +0 OCV, +0 DCV, 10d6 Crush, Must Follow Grab5 3) Stomp: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike4 4) Smash: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike3 5) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on4 6) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, AbortMartial Arts Total: 23Cost Skills4 PS 13-6 +2 with alligator wrestlingSkills Total: 10Cost Perks20 FollowerPerks Total: 20Value Complications20 Psychological Complication: Code of the Hero (Common; Total)20 Psychological Complication: Ultra Superpatriot (Common; Total)15 Social Complication: Secret ID Frequently, Major10 Dependent NPC: Wife Infrequently (Normal)Complications Points: 65Base Points: 300Experience: 0Experience Unspent: 0Total Character Cost: 300 -
Here is Minuteman. Now that I have the GAC pdf I can get to work on more of these
Minute ManVAL CHA Cost Roll Notes20 STR 10 13- HTH Damage 4d6 END [2]28 DEX 36 15- / 17-23 CON 13 14-10 INT 0 11- PER Roll 11-10 EGO 0 11-15 PRE 5 12- PRE Attack: 3d69 OCV 309 DCV 303 OMCV 03 DMCV 06 SPD 40 Phases: 2, 4, 6, 8, 10, 12/2, 3, 4, 6, 7, 8, 10, 11, 124 PD 2 4/19 PD (0/15 rPD)5 ED 3 5/20 ED (0/15 rED)9 REC 560 END 813 BODY 335 STUN 8Movement Cost Meters NotesRUNNING 0 60m/1920m END [6]SWIMMING 0 4m/8m END [1]LEAPING 0 4m 4m forward, 2m upwardFLIGHT 48m/96mCharacteristics Total: 193Cost PowersSuper Speed Boost, all slots 1 Continuing Charge lasting 1 Minute (-1) - END=47 1) (Total: 100 Active Cost, 47 Real Cost) +10 DEX (20 Active Points); 1 Continuing Charge lasting 1 Minute (-1) (Real Cost: 10) plus +3 SPD (30 Active Points); 1 Continuing Charge lasting 1 Minute (-1) (Real Cost: 15) plus Running 0m (60m total), x32 Noncombat (20 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Linked (Running; -1/2) (Real Cost: 8) plus +3 OCV (15 Active Points); 1 Continuing Charge lasting 1 Minute (-1) (Real Cost: 7) plus +3 DCV (15 Active Points); 1 Continuing Charge lasting 1 Minute (-1) (Real Cost: 7) - END=048 Multipower, 48-point reserve - END=5f 1) Running +48m (60m total) (48 Active Points) - END=54f 2) Flight 48m (48 Active Points); Only In Contact With A Surface (-1/4) - END=510 Increased Arc Of Perception (360 Degrees) with Sight Group - END=022 Resistant Protection (15 PD/15 ED) (45 Active Points); Linked (Running; -1/2), Costs Endurance (-1/2) - END=448 Killing Attack - Hand-To-Hand 3 1/2d6 (4d6+1 w/STR), Area Of Effect (1m Surface; +1/4), Constant (+1/2) (96 Active Points); Only vs. bindings, and pickable locks (-1) - END=10Powers Total: 184Cost Skills1 KS: Axis Troops and Tactics 8-2 AK: Campaign City 11-3 Bureaucratics 12-2 WF: Small Arms2 KS: U.S. Army Air Force 11-3 PS: Test Pilot/ Combat Pilot 15- (17-)3 Tactics 11-8 +1 with HTH CombatSkills Total: 24Cost Perks3 Fringe Benefit: LieutenantPerks Total: 3Value Complications15 Psychological Complication: Super Patriot (Common; Strong)15 Psychological Complication: Impatient, Hyperactive, Talkative (Common; Strong)5 Hunted: Assorted Ex-wife's lawyers Infrequently (Less Pow; NCI; Mildly Punish)25 Hunted by Nazis, Japs and Sometimes Commies: Frequently (Mo Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)5 Rivalry: Professional (Non-american flag-suited speedsters; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)10 Hunted: U.S. Army/Air Force Frequently (Mo Pow; Watching)Complications Points: 75Base Points: 400Experience: 4Experience Unspent: 0Total Character Cost: 404 -
So true. One of the reasons I stopped running Hero after a while was because I got tired of doing all the work because people were so intimidated by the system. They had no problem making 3rd edition D&D characters with its numerous splat books and mountains of feats. That was because most of the work was done for them and they did not need to make everything from scratch.
That is one of the reasons I find myself appreciating 4th edition nowadays because the BBB is much more user-friendly then the later editions.
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Well "Batman" (1943) and "Batman and Robin" (1949) were both serious, or as serious as a early serial could be. The "Green Hornet" (1966) was treated much more seriously than "Batman"(1966).
While the Adam West version of Batman was the only campy version and distanced itself from pretty much every version of the character at that time and arguably since. So when they chose to make a feeble attempt at campy comedy with Green Hornet it was even worse than simply crapping on it.
I imagine a comedic director of Mel Brooks' caliber might have pulled it off. But Rogan is the unfunniest non-comedian destroying the big screen in modern times. I mean the most humorous thing I have ever seen him accomplish was 7th grade potty humor.
Green Hornet didn't bomb because it was an obscure Pulp character. It failed because it was simply a bad movie.
1) it just wasn't funny and so didn't win over anyone that thought they had paid to watch a comedy.
2) because anyone familiar with the character was left wondering WTF?
Seth Rogan just never did it for me.
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My favorite top ten 4th edition Champions supplement.