I'm planning on supplying an NPC hero to the project (Lady Heart). Prehaps more if they need it. It all depends on what the campaign book needs.
The spots Lady Heart fills...
* Healing support hero.
* Contact with the mystical world.
* Contact with college/young adult world.
* Protental romantic partner character. Or friendship partner. Depending on story needs.
Will be working on hir when I get off my lazy arsh (sorry SCUBA).
I still wish for a Champions Villain Volume 4: Organizations . A simple place to get basic information on villainous organizations and basic agent writeups, all mostly in one place with a small sidebar about where one can get more infomation if one wishes to find it.
Depends on how the GM interprets the power. But, well...
Yes it does. In 4ed unless the attack is Linked you can only do one attack and the phase ends. Question: can he teleport without using the Flash attack, or must he always Flash?
Trigger. I don't remember if the advantage was in 4ed or not. In your example it would be Trigger (when arriving from a Teleport by own power).
I still wish for a Champions Villain Volume 4: Organizations . A simple place to get basic information on villainous organizations and basic agent writeups, all mostly in one place with a small sidebar about where one can get more infomation if one wishes to find it.
She is Rebecca DeSpellor, who causes mischief as the spellcasting Darkrune. She won't tell how she can cast her magic. Or how a mere 17 year old goth girl with a short attention span could learn to do what many mystics say should take 100 years to learn. Rumors about dark packs with underworld beings, homicidal slashers, wild parties, drugs, and a cute bunny rabbit have been waved about as her origin.
She has no time or reason to do what she does. She cast spells to do things cause she is either bored, or have to defend herself from people who have powers and want her to remain bored.
The basic defense against UAA powers is not to get hit. The secondary defense depends on what power the advantage is attached to. Against Teleportation UAA it is the target having Teleportation or Extra Dimensional Movement.
One of my villains, Father Time, has a Teleportation UAA attack which is limited that it could only send targets to areas they have visited in the past. The defense for the attack is having whatever you decide is "Time Control" powers. Life Support: Reduce Aging can be it, as well as EDM Time Travel, a high SPD stat, or anything else with a Time Control/Time Travel special effect.
Each UAA is unique and needs to be thought as what the special effect of the power is. Some UAA powers won't affect anyone with the same special effect as the power. Other UAA powers won't affect anyone with an opposite special effect as the power (water or ice vs fire for example).
In short, it is up to each game master to define the defense of each UAA power.
Just bought and downloaded this. After going through the PDF, it looks decent. We basically have three groups in this book. Terror Incorporated, the Conquistadors, and the Reapers.
Actually I see Island Elves kinda claming the "sea elf" moniker, cause they would be a fishing society which bends their lives and magic into fishing and sea plants. Again "high elf" and "wood elf" subcategories for what is basically a fishing community.
Let me look in the Hero System Book of Templates. Ah...page 15, "Immovable Man", the template version of The Blob. He has got this power: "Clinging (80 STR), Limted Power (Only to resist being moved, -1/2)" 24 Active Points, 16 Real Points. He also has this power: "Knockback Resistance -20m, Unified Power (Reflection, -1/4)" 20 Active Points, 16 Real Points.
Eh, what the heck. Here are some of the generic Archetypes (again, these would be modified to suit for a given campaign). Sorry for the silly formatting from copy/paste.
Normal Archetypes
Average Normal
Notable Normal
Base Points:
-24
Base Points:
0
Max Disadvantage Points:
25
Max Disadvantage Points:
25
Characteristics
Characteristics
Val
Char
Base
Cost
Val
Char
Base
Cost
8
STR
10
-2
10
STR
10
0
8
DEX
10
-6
10
DEX
10
0
8
CON
10
-4
10
CON
10
0
8
BODY
10
-4
10
BODY
10
0
8
INT
10
-2
10
INT
10
0
8
EGO
10
-4
10
EGO
10
0
8
PRE
10
-2
10
PRE
10
0
10
COM
10
0
10
COM
10
0
2
PD
2
0
2
PD
2
0
2
ED
2
0
2
ED
2
0
2
SPD
1.8
2
2
SPD
2
0
4
REC
4
0
4
REC
4
0
16
END
16
0
20
END
20
0
16
STUN
16
0
20
STUN
20
0
5
Running
6
-2
6
Running
6
0
Characteristics Cost:
-24
Characteristics Cost:
0
Skilled Normal
Competent Normal
Base Points:
25
Base Points:
50
Max Disadvantage Points:
25
Max Disadvantage Points:
25
Characteristics
Characteristics
Val
Char
Base
Cost
Val
Char
Base
Cost
13
STR
10
3
13
STR
10
3
11
DEX
10
3
14
DEX
10
12
13
CON
10
6
13
CON
10
6
10
BODY
10
0
10
BODY
10
0
13
INT
10
3
13
INT
10
3
10
EGO
10
0
11
EGO
10
2
10
PRE
10
0
13
PRE
10
3
10
COM
10
0
10
COM
10
0
4
PD
3
1
5
PD
3
2
3
ED
3
0
4
ED
3
1
3
SPD
2.1
9
3
SPD
2.4
6
6
REC
6
0
6
REC
6
0
26
END
26
0
26
END
26
0
24
STUN
24
0
24
STUN
24
0
6
Running
6
0
7
Running
6
2
Characteristics Cost:
25
Characteristics Cost:
40
Hero Archetypes
Average Hero
Strong Hero
Base Points:
100
Base Points:
100
Max Disadvantage Points:
50
Max Disadvantage Points:
50
Characteristics
Characteristics
Val
Char
Base
Cost
Val
Char
Base
Cost
18
STR
10
8
23
STR
10
16
17
DEX
10
21
14
DEX
10
12
18
CON
10
16
18
CON
10
16
12
BODY
10
4
15
BODY
10
10
18
INT
10
8
10
INT
10
0
11
EGO
10
2
13
EGO
10
6
13
PRE
10
3
10
PRE
10
0
10
COM
10
0
10
COM
10
0
8
PD
4
4
10
PD
5
7
8
ED
4
4
10
ED
4
8
4
SPD
2.7
13
3
SPD
2.4
6
8
REC
8
0
9
REC
9
0
36
END
36
0
36
END
36
0
30
STUN
30
0
36
STUN
36
0
7
Running
6
2
6
Running
6
0
Characteristics Cost:
85
Characteristics Cost:
81
Smart Hero
Dextrous Hero
Base Points:
100
Base Points:
100
Max Disadvantage Points:
50
Max Disadvantage Points:
50
Characteristics
Characteristics
Val
Char
Base
Cost
Val
Char
Base
Cost
13
STR
10
3
13
STR
10
3
14
DEX
10
12
21
DEX
10
36
13
CON
10
6
13
CON
10
6
11
BODY
10
2
10
BODY
10
0
23
INT
10
16
13
INT
10
3
13
EGO
10
6
10
EGO
10
0
13
PRE
10
3
13
PRE
10
3
10
COM
10
0
10
COM
10
0
6
PD
3
3
8
PD
3
5
6
ED
3
3
8
ED
3
5
3
SPD
2.4
6
5
SPD
3.1
29
6
REC
6
0
6
REC
6
0
26
END
26
0
26
END
26
0
25
STUN
25
0
24
STUN
24
0
6
Running
6
0
8
Running
6
4
Characteristics Cost:
60
Characteristics Cost:
94
Superhero Archetypes
Average Superhero
Brick
Base Points:
175
Base Points:
175
Max Disadvantage Points:
75
Max Disadvantage Points:
75
Characteristics
Characteristics
Val
Char
Base
Cost
Val
Char
Base
Cost
23
STR
10
13
50
STR
10
40
20
DEX
10
30
17
DEX
10
21
23
CON
10
26
28
CON
10
36
12
BODY
10
4
13
BODY
10
6
18
INT
10
8
13
INT
10
3
11
EGO
10
2
11
EGO
10
2
18
PRE
10
8
23
PRE
10
13
10
COM
10
0
10
COM
10
0
10
PD
5
5
24
PD
10
14
10
ED
5
5
24
ED
6
18
5
SPD
3
20
4
SPD
2.7
13
10
REC
10
0
16
REC
16
0
46
END
46
0
56
END
56
0
36
STUN
36
0
52
STUN
52
0
8
Running
6
4
8
Running
6
4
Characteristics Cost:
125
Characteristics Cost:
170
Energy Projector
Martial Artist
Base Points:
175
Base Points:
175
Max Disadvantage Points:
75
Max Disadvantage Points:
75
Characteristics
Characteristics
Val
Char
Base
Cost
Val
Char
Base
Cost
13
STR
10
3
23
STR
10
13
20
DEX
10
30
26
DEX
10
48
23
CON
10
26
23
CON
10
26
10
BODY
10
0
11
BODY
10
2
18
INT
10
8
18
INT
10
8
11
EGO
10
2
11
EGO
10
2
18
PRE
10
8
18
PRE
10
8
10
COM
10
0
10
COM
10
0
8
PD
3
5
12
PD
5
7
12
ED
5
7
8
ED
5
3
5
SPD
3
20
6
SPD
3.6
24
10
REC
8
4
10
REC
10
0
50
END
46
2
46
END
46
0
29
STUN
29
0
35
STUN
35
0
6
Running
6
0
8
Running
6
4
Characteristics Cost:
115
Characteristics Cost:
145
Templates for my Everyman skill lists:
Everyman Skills
Most people in a given setting will have a common set of skills. Everyman Skills are meant to reflect that. Each character begins with all of the Everyman Skills for their setting at the Familiarity level (8-), at no cost in Character Points. Example lists of Everyman Skills are given below.
Medieval Fantasy
Modern
Skill
Roll
Skill
Roll
Acting
8-
Acting
8-
Climbing
8-
Climbing
8-
Concealment
8-
Concealment
8-
Conversation
8-
Conversation
8-
Deduction
8-
Deduction
8-
Paramedic (Healing)
8-
Paramedic
8-
Persuasion
8-
Persuasion
8-
Shadowing
8-
Shadowing
8-
Stealth
8-
Stealth
8-
Transport Familiarity (Ox-Drawn Cart)
8-
Transport Familiarity (Automobiles)
8-
4 pts. With Local Language (no literacy)
N/A
4 pts. With Local Language
N/A
AK (Area Knowledge): Home Region
8-
AK (Area Knowledge): Home Region
8-
PS (Professional Skill): Own Profession
11-
PS (Professional Skill): Own Profession
11-
KS (Knowledge Skill): Own Profession
11-
KS (Knowledge Skill): Own Profession
11-
KS (Knowledge Skill): Hobby
11-
Science Fiction
Post-Apocalyptic
Skill
Roll
Skill
Roll
Acting
8-
Acting
8-
Climbing
8-
Climbing
8-
Concealment
8-
Concealment
8-
Conversation
8-
Conversation
8-
Deduction
8-
Deduction
8-
Paramedic
8-
Paramedic
8-
Persuasion
8-
Persuasion
8-
Shadowing
8-
Shadowing
8-
Stealth
8-
Stealth
8-
Transport Familiarity (Personal Hovercraft)
8-
Transport Familiarity (Beast-Drawn Cart)
-8
4 pts. With Local Language
N/A
4 pts. With Local Language (no literacy)
N/A
AK (Area Knowledge): Homeworld
8-
AK (Area Knowledge): Home Region
8-
PS (Professional Skill): Own Profession
11-
PS (Professional Skill): Own Profession
11-
KS (Knowledge Skill): Own Profession
11-
KS (Knowledge Skill): Own Profession
11-
KS (Knowledge Skill): Hobby
11-
A sampling of Careers that might be offered for various types of campaigns:
Fantasy Careers I
Adventuring Wizard
Swashbuckler
Skills
Cost
Skills
Cost
FAM w/ Single Weapon Group
1
FAM w/Common Melee Weapons
2
Magic Skill
3
High Society
3
KS: Specific Styles of Magic 12-
3
Seduction
3
KS: History of Magic 11-
4
Acrobatics
3
KS: Specific Magical Knowledge
1
+1 w/Weapon Group
3
Disadvantages
KS: Swashbuckling Code 11-
2
Package Bonus
-2
KS: Other famous Swashbucklers 8-
1
Reputation 8-
-5
Choose two from the following list:
6
Package Cost
5
Navigation, Persuasion, Riding, Oratory,
Acting, Climbing, Breakfall, Trading
Disadvantages
Package Bonus
-3
Foolishly Showy
-15
Package Cost
5
Burglar
Traveling Priest
Skills
Cost
Skills
Cost
FAM w/Common Melee Weapons
2
FAM w/ Common Melee Weapons
2
Climbing
3
Oratory
3
Lockpicking
3
Persuasion
3
Security Systems
3
Conversation
3
Stealth
3
Additional Language (fluent with accent)
3
KS: Valuable Items, 11-
2
KS: Religious Dogma, 11-
2
KS: City Guard, 11-
2
KS: Religious Procedures, 11-
2
Contact: Fense, 11-
2
Perk: Priest
3
Choose one from the following list:
3
Choose two from the following list:
6
Breakfall, Bugging (Eavesdropping),
Acting, Riding, High Society, Streetwise,
Contortionist, High Society, Lipreading,
Language (3 pts.), Paramedic, Trading
Shadowing, Streetwise, Trading
Disadvantages
Disadvantages
Package Bonus
-3
Package Bonus
-3
Promots the faith
-20
Hunted by authorities (More powerful, NCI,
-15
Package Cost
4
wants to punish), 8-
Package Cost
5
Modern Careers I
Intelligence Agent
Detective
Skills
Cost
Skills
Cost
KS: College Degree Field of Study, 11-
2
FAM w/ Small Arms
2
FAM w/ Small Arms
2
FAM w/ Billyclub
1
FAM w/ Common Melee Weapons
2
KS: Criminal Law, 11-
2
Martial Arts (Choice)
10
KS: Wanted Felons, 11-
2
KS: Law and Agency Procedures, 11-
2
PS: Detective, 11-
2
KS: Other Intelligence Agencies, 11-
2
Perk: Local Police Powers
2
Criminology
3
AK: Precinct, Town, etc, 11-
2
Perk: Federal Law Enforcement Powers
3
Bureaucratics
3
Choose three from the following list:
9
Deduction
3
Acting, Breakfall, Bribery, Bugging,
Choose five from the following list:
15
Bureaucratics, Climbing, Combat Driving
Bugging, Combat Driving, Concealment,
Computer Programming, Concealment,
Conversation, Criminology, Forensics,
Conversation, Cryptography, Demolitions,
Persuasion, Shadowing, Streetwise
Disguise, Electronics, Interrogation,
Basic Self Defense Martial Art
15
Inventor, KS: Culture (Pick one) 12-,
Use Art w/ Billyclubs
1
KS: City (Pick one), 12-, Language (Any)
Disadvantages
Linguist, Lockpicking, Mechanic,
Package Bonus
-3
Paramedic, Persuasion, Resistance +3,
Reputation (Good cop, bad cop, or another
-5
Security Systems, Shadowing, Streetwise,
personality trait), 8-
Survival, Tracking, Weaponsmith, +1 w/
Watched by Superiors (Mo Pow, NCI), 14-
-15
three maneuvers or tight group, +1 w/
Reputation (As per Police Officer, but can be
-10
Perception, FAM w/ Rocket Launchers,
due to media coverage of a major arrest
Grenade Launchers, Man-Guided Missiles
or a widespread story about the
Disadvantages
detective), 11-
Package Bonus
-3
Package Cost
17
Watched, “Organization of Membership”
-12
(More powerful, NCI), 11-
Psychological Limitations (Choose)
-15
Package Cost
5
Reporter
Doctor
Skills
Cost
Skills
Cost
PS: Reporter (INT based)
3
PS: Medical Doctor (INT based)
3
Perk: Press Pass
1
Paramedic
3
KS: Specialty (Sports, Sensational Crimes,
2
SC: Medicine (INT based)
3
Business, etc.), 11-
Perk: License to Practice Medicine
1
Choose two from the following list:
6
Choose two from the following list:
6
Acting, Bribery, Bureaucratics, Computer
Sciences: Biology, Biochemistry,
Programming, Concealment, Conversation,
Bacteriology, Pathology, Pharmacology;
High Society, Oratory, Persuasion,
Forensics, High Society
Resistance +3, Security Systems,
Disadvantages
Disadvantages
Package Bonus
-3
Package Bonus
-2
Psychological Limitations (Choose)
-10
Reputation or Psych. Limit (Choose)
-10
Package Cost
3
Package Cost
0
Some Species packages:
Fantasy Species
Mountain Dwarf
Mountain Dwarf
Racial Abilities Package
Cultural Abilities Package
Skills
Cost
Skills
Cost
Increased CHAR Maxima:
Concealment, 11-
3
STR 23
3
FAM w/ Common Melee Weapons
2
CON 23
6
+2 with Axes/Maces
6
BODY 23
6
Language: Dwarven (native)
4
EGO 21
2
AK: Caves and Underground, 12-
3
PD 10
2
KS: Dwarven History, 11-
2
ED 10
2
PS: Miner, 11-
2
END 60
5
PS: Artisan, 11-
2
Bump of Direction, only underground
2
PS: Current Occupation, 11-
2
Disadvantages
Disadvantages
Package Bonus
0
Package Bonus
-3
Decreased CHAR maxima: INT 18
-1
Dislikes Orcs and other racial enemies
-10
-1" Running (base running 5")
-2
Package Cost
13
Distinctive Features (Dwarf)
-10
(Concealable with major effort)
Package Cost
15
Wood Elf
Wood Elf
Racial Abilities Package
Cultural Abilities Package
Skills
Cost
Skills
Cost
Increased CHAR Maxima:
Survival, 11-
3
DEX 21
3
Tracking, 11-
3
INT 23
3
Stealth, 11-
3
EGO 21
2
Animal Handler, 8-
1
COM 22
1
FAM w/ bows
1
+2" Running (base running 8")
4
+1 with bows
3
UV Vision
5
Language: Elven (native)
4
Lightsleep
3
AK: Forests, 12-
3
Disadvantages
PS: Current Occupation, 11-
2
Package Bonus
0
Disadvantages
Decreased CHAR maxima:
Package Bonus
-3
STR 16
-2
Dislikes Orcs and other racial enemies
-10
BODY 16
-4
Package Cost
10
PD 6
-1
ED 6
-1
STUN 45
-3
Distinctive Features (Elf)
-5
(Easily Concealable)
Package Cost
5
Some example superheroes built using my system, for a newbie supers campaign:
Example 1: Brick
Base Points:
175
Max. Disadvantage Points:
75
Characteristics
Disadvantages
Points
Val
Char
Base
Cost
Enraged by Harm to Children (Uncommon Circumstance, Go 11-, Recover 11-)
15
50
STR
10
40
17
DEX
10
21
Hunted by Ogre (As Powerful, 11-)
15
28
CON
10
36
13
BODY
10
6
Psychological Limitation: Must Protect Neighborhood (Common Situation, Strong)
15
13
INT
10
3
11
EGO
10
2
Physical Limitation: Normal Medical Instruments Cannot Penetrate Skin (Infrequently, Greatly)
10
23
PRE
10
13
18
COM
10
4
Reputation (8-)
5
24
PD
10
14
24
ED
6
18
Unluck (1d6)
5
4
SPD
2.7
13
16
REC
16
0
Vulnerable to Gamma Ray Attacks (Uncommon, 2X BODY)
10
56
END
56
0
52
STUN
52
0
8
Running
6
4
Characteristics Cost:
174
Disadvantage Total:
75
Pts.
Skill/Talent/Perk/Power
END/Roll
--
Acting, Climbing, Concealment, Deduction, Paramedic, Shadowing, Stealth
8-
--
TF:Automobiles, AK:Home Region
8-
--
PS:Own Profession, KS: Own Profession, KS: Hobby
11-
--
Language: Fluent & Literate in Native Language
--
3
Bribery
14-
3
Conversation
14-
3
High Society
14-
3
Interrogation
14-
3
Oratory
14-
3
Persuasion
14-
3
Seduction
14-
3
Streetwise
14-
3
Trading
14-
2
Contact at FBI
11-
12
Tough Skin: Damage Resistance: 12 rPD / 12 rED
--
5
Tough Eyes: 5 Points Flash Defense vs. Normal Sight
--
30
Superleap: +20” (30” total), 4x noncombat (120”)
4 (9)
76
Total
Characteristics + Powers:
250
Base + Disadvantages:
250
Example 2: Energy Projector
Base Points:
175
Max. Disadvantage Points:
75
Characteristics
Disadvantages
Points
Val
Char
Base
Cost
Dependent NPC: Younger Sibling (Normal, 8-)
10
13
STR
10
3
20
DEX
10
30
Distinctive Features: Mutant, Shows up on Mutant Detectors (Easily Concealable, Incurs Prejudice)
10
23
CON
10
26
10
BODY
10
0
Watched by Government (More Powerful, Has Extensive Non-Combat Influence, 11-)
15
18
INT
10
8
11
EGO
10
2
Psychological Limitation: Reluctant to use Ice Storm power (Common Situation, Strong)
15
18
PRE
10
8
12
COM
10
1
Psychological Limitation: Code Against Killing (Common situation, Total Commitment)
20
8
PD
3
5
12
ED
5
7
Vulnerability: Fire Attacks (Uncommon, 1.5x BODY)
5
5
SPD
3
20
10
REC
8
4
54
END
46
4
29
STUN
29
0
6
Running
6
0
Characteristics Cost:
118
Disadvantage Total:
75
Pts.
Skill/Talent/Perk/Power
END/Roll
--
Acting, Climbing, Conversation, Deduction, Persuasion, Shadowing, Stealth
8-
--
TF:Automobiles, AK:Home Region
8-
--
PS:Own Profession, KS: Own Profession, KS: Hobby
11-
--
Language: Fluent & Literate in Native Language
--
3
Bugging
13-
3
Computer Programming
13-
3
Concealment
13-
3
Criminology
13-
3
Cryptography
13-
3
Paramedic
13-
3
Security Systems
13-
3
Systems Operation
13-
50
Multipower – 62 Character Point Reserve (-¼, won’t work in hot or dry conditions)
10
Slot 1 – Snow Storm: 10d6 Energy Blast (50 Points), ½ END (+¼) [62 Active Points],
2
[50 Real Points]
10
Slot 2 – Icy Second Skin: 25 rPD, 25 rED Force Field (50 Points), ½ END (+¼)
2
[62 Active Points], [50 Real Points]
10
Slot 3 – Ice Ramp: 25” Flight (50 Points), ½ END (+¼) [62 Active Points], [50 Real Points]
2
5
Slot 4u – Ice Storm: 8d6 Energy Blast (40 Points), Armor Piercing (+½) [60 Active Points],
5
[48 Real Points]
5
Slot 5u – Furious Snow Storm: 7d6 Energy Blast (35 Points), Double Knockback (+¾),
5
[61 Active Points], [49 Real Points]
10
Slot 6u – Ice Wall: 5 PD / 4 ED Force Wall, 9”, Opaque to Normal Sight (50 Points),
5
½ END (+¼) [62 Real Points], [50 Real Points]
8
Slot 7u – Put ‘Em on Ice: 5d6, 5 PD/5 ED Entangle (50 Points), ½ End (+¼)[62 Active Points],
2
Takes 2X BODY from Heat or Fire Attacks (-¼) [41 Real Points]
132
Total
Chars + Powers:
250
Base + Disadvantages:
250
Example 3: Martial Artist
Base Points:
175
Max. Disadvantage Points:
75
Characteristics
Disadvantages
Points
Val
Char
Base
Cost
Hunted by Ninja Master (More Powerful, 8-)
15
23
STR
10
13
26
DEX
10
48
Watched by a Secret Society of Martial Artists (More Powerful, 11-)
10
23
CON
10
26
11
BODY
10
2
Psychological Limitation: Code Against Killing (Common situation, Total Commitment)
20
18
INT
10
8
11
EGO
10
2
Psychological Limitation: Honorable (Common situation, Total commitment)
20
18
PRE
10
8
10
COM
10
0
Reputation: Rigid Ethics (8-)
5
12
PD
5
7
8
ED
5
3
Rivalry with Heroic Martial Artist (Professional Rival)
5
6
SPD
3.6
24
10
REC
10
0
46
END
46
0
40
STUN
35
5
10
Running
6
8
Characteristics Cost:
154
Disadvantage Total:
75
Pts.
Skill/Talent/Perk/Power
END/Roll
--
Acting, Concealment, Conversation, Deduction, Paramedic, Persuasion, Shadowing
8-
--
TF:Automobiles, AK:Home Region
8-
--
PS:Own Profession, KS: Own Profession, KS: Hobby
11-
--
Language: Fluent & Literate in Native Language
--
3
Acrobatics
14-
3
Breakfall
14-
3
Climbing
14-
3
Combat Driving
14-
10
Combat Skill Levels: +2 Levels in Hand-to-Hand Combat
--
3
Contortionist
14-
3
Lockpicking
14-
3
Riding
14-
3
Sleight of Hand
14-
3
Stealth
14-
7
Weapon Familiarities: Common Melee Weapons, Uncommon Melee Weapons
--
Common Missile Weapons, Pistols
Martial Arts (Black Belt):
8
+2 Damage Classes w/ Martial Arts
--
4
Punch: Martial Strike (+0 OCV / + 2 DCV / +2d6 Damage (9d6 Total w/ +2 DC’s))
(2)
5
Kick: Offensive Strike (-2 OCV / +1 DCV / +4d6 Damage (11d6 Total w/+2 DC’s))
(2)
4
Stun Touch: Nerve Strike (-1 OCV / +1 DCV / 2d6 NND (3d6 NND w/ +2 DC’s))*
(2)
3
Throw: Martial Throw (+0 OCV / +1 DCV / 8d6+v/5)
(2)
4
Block: Martial Block (+2 OCV / +2 DCV)
(2)
4
Dodge: Martial Dodge (+0 OCV / +5 DCV / Dodge, All Attacks, Abort)
(2)
* NND Defense is wearing solid armor or having Lack of Weakness
20
Flash-Bang Grenades: 2d6 Flash vs. Normal Sight (20 Points) & Normal Hearing (+5 Points)
--
[25 Base Points]; 3” Radius (+1) [50 Active Points]; 2 Charges (-1½) [20 Real Points]
96
Total
Chars + Powers:
250
Base + Disadvantages:
250
And that is why we need a Champions Villains Volume 4, so we can have agent writeups all in one place. It makes for an easier place to look than 3/4th the entire library of books.
I would recommend the book. If not just for the agent writeups, for the big 411 on Champions Universe history.
That wasn't an organization. That was a work of one man. And CLOWN was only one casualty of his sinister work.
Mostly because it again was the work of one man. One man with his time machine pen who struck out many a hero and villain from existence on behalf of and a paycheck for others. This Long fellow may be the most evil supervillain and superassassin in existence.
Trying to get rid of unwanted quote boxes may kill me...
The helmet provides flash defense. The goggles provide telescopic vision. Also, someone tell the agent the goggles are to be worn inside the helmet, not outside of it.
The problem is each campaign is different, with each GM setting his or her own maximums for character creation, having their own criteria for giving out xps, blah blah blah. We give guidelines like "For X Active Points in a single attack". Does it really have a meaning at all?
It would be interesting if Fear created multiple sets of Horsemen over the years to replace those who actually were destroyed (either by the heroes, or the powers involved eventually destroyed the subject over time). This, the new Horsemen need not follow the power levels of the past ones.
Also I like the idea of the actual horses being extensions of each Horsemen. Basically an excuse for a huge Running, Leaping, and even Flying on the characters (the horse being only a special effect).
The most damage a gun can do via bullets is 3 and 1/2 d6 Killing Attack. This is 50 points in itself. I'm ignoring the Heavy Weapons category, but this does include Pistols, Derringers, Rifles, a d Shotguns. The maximum bullet load for any of the above weapons is 16 bullets (Heavy Repeating Rifle), so that is the level of Charges I use in my calculations. The unlimited bullets version has Reduced Endurance on it (0 END). Both writeups have Focus (OIF) and Beam.
Unlimited Bullets Gun: 3 and 1/2 d6 Killing Attack, Reduce Endurance (0 END, + 1/2), Beam (- 1/4), Focus (Obvious, Inasessable: - 1/2). Active Cost: 75. Real Cost: 43
Limited Bullets Gun: 3 and 1/2 d6 Killing Attack, 16 Charges (+ 0), Beam (- 1/4), Focus (Obvious, Inasessable: - 1/2). Active Cost: 50. Real Cost: 29.
43 - 29 = 14 points.
If you actually want a Cinimatic Ammunition talent, it will cost a player a minimum of 14 points, with these caveats.
1) The actual damage is that of the weapon used. Anything more than that and your taking track of ammunition.
2) Your maximum bullets are whatever you have on hand logically. You might not have to reload, but if you only have two and a half boxes of ammunition on you, that is 250 bullets till you salvage more of them.
3) The Game Master is free to raise the price or lower it as he sees fit. The GM may ever give everyone this talent for free for romance campaigns.
4) Unluck can affect ammunition. A level of unluck rolled may mark that character A will run out of bullets at a important time, and will not be available till the character can take the time to check his stores for more bullets (or actually buy a box).
Well, the Seven Horsemen were never referred to as "of the Apocalypse." Yes, they did include War, Famine, Plague, and Death, but their creator and leader was Fear, Destruction was the most powerful, and Fear's henchman Dread was an entirely different class of entity. More isn't necessarily better, but greater diversity can be a tactical advantage.
I've long been struck by the realization that that adventure would be easy to fit into the current official Champions Universe. Fear's power derives from a potent mystic artifact called the Worm Scepter, which he also used to grant the other Horsemen their powers. That artifact was a remnant of Lovecraftian "Old Ones" who sought to colonize the Earth. In the CU the alien Elder Worm actually did colonize and rule antidiluvian Earth. They used blended magic and science like these Old Ones, and kept slave races and engineered monsters, to which the Black Death could easily belong.
Pretty much what both I and Christopher suggested up-thread. As Steriaca was looking for a Talent, though, I would use this cost difference to determine the actual "cost" of the Talent, regardless of what mechanic was used to justify the underpinning.
CAUTION: Do not take any of the following as an attempt to restart that conversation; it is offered as an opinion, and as such has no value outside of that.
This is one of the many, _many_ things I point to when maintaining my position that the quest for some sort of mathematically balance and equitable "this many points of X is balanced against this many points of Y" is utter crap.