grandmastergm
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Posts posted by grandmastergm
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I think I will generate point power packages for the Active types defined in the book that I think will make good player characters, then pre-generate the characters independantly, probably using 150 points. Each player can then take a character and choose their power package.
The power packages I am working on are:
Beastie - control animals, see through their senses, and speak using your voice through them. Perhaps allow multiple different beasts to be controlled at the same time.
Brute - get stronger and tougher,
without all of the turning green and raging out.
Cog - classic gadgeteers, fixers, and inventers
Crackler - like a Torch, but with Electricity.
Fade - Desolidification, usable as an attack so you can leave your opponents in uncomfortable places.
Gravity Spiker, aka Heavy - gravity manipulator. By altering local gravity he can make you "fall" in different directions, crush you under multiple gravities, and the like. There is no clear-cut power for this, so I was thinking of adapting Telekinesis for the push/pull effects, and maybe an invisible AoE attack for the gravity crush.
Healer - in a world with no real armor, she is your best friend.
Icebox - cold manipulator
Justice - can detect lies and find anyone, anywhere
Massive - increased density, probably with no Strength boost as it wasn't mentioned in the books.
Mouth - mind control, but only if he can speak and the target understands his language.
Mover - classic Telekinesis. Everything around you is a weapon.
Reader - a telepath
Shard - can manipulate her own skeleton to do things like grow bone claws, fuse her ribcage into bone armor, and maybe some level of regeneration. (There are no Shard characters in the book, and the only thing they mention is the bone claws, but what the heck.)
Summoner - summons and controls demons - essentially animal-intelligence constructs that bleed black ink and smoke.
Torch - fire based multipower with different special effects, like AoE, cone, line, maybe a RKA. Infrared vision would be appropriate. Fire suppression is also a common ability for them.
Traveller - a teleporter, and one of the few Actives mentioned with a defining physical characteristic: grey eyes.
There are others, but some of them don't befit "good guys", like' creating zombies (a Lazarus) or giving people horrible diseases with a touch (Pale Horse).
In the books they mention that there may be hundreds of types of Actives. Others that are not mentioned specifically but may be allowed in my game are Flyers, Shapeshifters, and Illusionists.
Did you stat out any of the characters from the books?
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While Hero Games did publish a substantial source book dedicated to the United Kingdom, called Kingdom of Champions, that was over twenty years ago. It's long out of print, and obviously the background information in it is greatly out of date. The current owners of Hero Games, DOH Inc., always intended to publish an updated KoC, but never got to it. That's the reason there's a paucity of info about it in books for the current official setting.
Champions Earth generally follows the geopolitical and social precedents of real-world Earth, except to the extent that those have had to adapt to the presence of superhumans. You can rely on your personal knowledge or any other research you care to do for those. What's official for the UK in current Champions continuity is contained in the book, Champions Universe. I've transcribed that info below, along with the numbers of the pages on which it appears:
Great Britain’s history of superheroics, like that of the United States, dates back to World War II, when several British heroes made enormous contributions to the Allied war effort (the most notable of these being the Skymaster’s assistance with the D-Day invasion). In 1953, the government established a secret department known as Bureau S, whose job was to study Britain’s superhuman resources (and threats), and make use of them for government purposes when it was considered safe and appropriate to do so. By the Sixties, Britain had several “unofficially official” superhumans working for it, and in 1966 Bureau S became the Ministry of Superhuman Affairs, a publicly-acknowledged branch of government responsible for protecting British citizens from superhuman threats.
In 1971, the MSA sponsored the formation of the New Knights of the Round Table, an official superteam for Great Britain. The Knights, as the group’s widely known, has fluctuated wildly in membership in the past thirty years, sometimes having as few as three members, and twice having eight. A terrible scandal in 1982 involving three of the members cast a shadow over the entire group, but it redeemed itself in the public eye in 1988 by staving off an attack by the fear-spirit Samhain to terrorize the entire island. Since then the New Knights have remained popular, and often work with UNTIL or other superteams to save not only Her Majesty’s kingdom, but the world itself, from danger.
Great Britain has had a superhero registration law since 1978, but its terms differ significantly from those of the American law. Registration is strongly encouraged, but voluntary, and doesn’t involve the revelation of the super’s true identity if some other means of making positive identification is provided (such as a fingerprint or retina scan). However, a vocal minority of British citizens favor stricter registration laws more carefully enforced.(p. 49)
Most other nations have some form of superhuman registration, but follow the leads of Great Britain and Germany in using the carrot instead of the stick (see page 49). Registration isn’t mandatory in either nation, but without it a superhuman cannot receive any sort of government sanction for his activities and will be prosecuted for any laws he may break (as well as being fully financially responsible for any property damage or other liability he creates). In Great Britain, the Ministry of Superhuman Affairs oversees the registration and sanctioning of superhumans, controls the activities of the New Knights of the Round Table (the official government team), and coordinates with the efforts of private teams like the London Watch when appropriate. (pp. 77-78)
Besides the New Knights of the Round Table (page 49), the Scepter’d Isle is graced with numerous superheroes who defend it against threats from within and without. Most operate solo, occasionally teaming up, or temporarily allying themselves with the New Knights, when confronting an enemy too powerful to take on alone.
Albion, a mysterious humanoid being seemingly made out of some sort of solidified white energy, claims to be the living embodiment of the nobility and heroic nature of the British people. First appearing during the Battle of Britain in World War II, he’s shown up periodically since then whenever terrible danger confronts the British Isles. All efforts to contact him at other times, or to identify who he is, have failed.
Almost as powerful as Albion, but much less mysterious, is Hyperion, an immensely powerful hero with the ability to generate effects based on what he calls “the burning light of truth.” A 2002 conflict between Hyperion and the alien supergladiator Firewing destroyed a large swath of London, which Hyperion himself has since helped to repair. Extremely popular with his countrymen, and as wealthy as a lord, Hyperion frequently appears on television and at charity events.
London’s best-known and most beloved superteam is the London Watch, which is active not only throughout the islands but in mainland Europe as well. Its members include Blazon (who wears a suit of mystically-powered armor and rides a flying horse), Yeoman (a warrior with high-tech archery equipment and weapons), Repulse (a telekinetic), and Swift Swallow (a flying speedster). The group has clashed with Eurostar repeatedly, and hopes to bring those criminals to justice someday.
Several mystic superhumans — Shade, a kindhearted vampire; Drune, who claims to be an elven-prince from Faerie exiled to this world for the sin of falling in love with a mortal woman; Rhiannon, a sorceress who takes her name from a Welsh mythological character; and Taliesin, who can generate magical effects with his harp-music — periodically band together to fight mystic threats, such as a recent attempt by several Fomorians (mis-shapen, even demonic, evil giants from Faerie) to ravage Cornwall. They have no name for themselves, though overenthusiastic reporters have dubbed them “the Nightwatch.” They all guard their privacy and secretly identities carefully, though Rhiannon has responded to some inquiries from her Internet fan club.
Well-known British supervillains include: Crusher, who wears a powerful suit of powered armor; Thrash, a mutant energy projector of punk-anarchist bent; the Cat, a thief and martial artist; Samhain, a sort of fear-spirit; and Clockwork, an eccentric and malevolent gadgeteer.
Scotland has been the home of a number of supervillains, most of them, for some reason, women. Besides Cateran, who actually spends almost no time in Scotland, there’s Black Annis (a haglike witch), Lamprey (an aquatic supervillainess), and Stormcloud (a weather controller able to project powerful bolts of lightning from her hands), among others. Scotland’s best-known male villain is Claymore, a sword-wielding superstrong thug with a taste for violence and a love of bloodshed. Scotland has a few superheroes, too, like Evergreen (a plant controller) and Dreamscape (a psionic and dream-manipulator).
Ireland’s superhumans are almost all mystical in nature. Superheroes such as Cuchullain (supposedly a “reincarnation” of the legendary spear-wielding hero) and Dweomer (a powerful mystic) battle against supervillains like the Redcap (a clawed, extremely resilient magical mutate) and the aforementioned Fomorians, as well as foreign villains who show up to exploit Ireland’s mystic sites. (p. 78)
Albion is just what he claims to be — a manifestation of the heroic qualities of the British people. Possessing enormous strength and resilience, the ability to fly, and several other powers in addition to boundless courage and tenacity, he only appears when some danger threatens all of Britain. (p. 143)
It's a shame those folks have never been statted out- save for Samhain and Cateran in the Villains books, and the London Watch in Kingdom of Champions (although their designs are a wee bit dated). Someone really should take the initiative and do so.
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So how do you balance out weapons? I'm working on my own game now and I want to figure out why heroes would want to wield pistols instead of tommy guns or rifles?
Did you give the Grimnoir a particular template?
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I did a conversion of the book a while back, but I lost all of the characters. If anyone wants to work with me on updating it, I would love to do so.
I saw that they suggested further heroes and villains in the Champions Universe books.
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Enigma
Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [1]
18 DEX 16 13- OCV: 7/DCV: 7
15 CON 5 12-
20 INT 10 13- PER Roll 13-
20 EGO 10 13- ECV: 7 - 7
15 PRE 5 12- PRE Attack: 3d6
7 OCV 20
7 DCV 20
7 OMCV 12
7 DMCV 12
5 SPD 30 Phases: 3, 5, 8, 10, 12
19 PD 5 Total: 19 PD (12 rPD)
19 ED 5 Total: 19 ED (12 rED)
10 REC 6
40 END 4
15 BODY 5
40 STUN 10 Total Characteristic Cost: 180
Movement: Running: 12m/24m
Leaping: 4m/8m
Swimming: 4m/8m
Cost Powers END
29 Armored Coat: Resistant Protection (12 PD/12 ED) (36 Active Points); IIF (-¼) 0
48 Gloves: Drain INT 6d6 (60 Active Points); IIF (-¼) 6
40 Hat: Mental Illusions 12d6 (Human class of minds) (60 Active Points); IAF (-½) 6
18 Coat: Invisibility to Sight Group and Danger Sense (23 Active Points); IIF (-¼) 2
37 Stun Blaster: Blast 6d6, Reduced Endurance (0 END; +½), Attack Versus Alternate Defense (Resistant ED defined as a force-field; All Or Nothing; +1) (75 Active Points); OAF (-1) 0
Skills
32 +4 with Ranged Combat
3 Conversation 12-
3 Disguise 13-
3 Inventor 13-
5 KS: History 15-
3 KS: The Mystic World 13-
3 KS: The Superhuman World 13-
3 Linguist
1 1) Language: Arabic (fluent conversation) (2 Active Points)
1 2) Language: Chinese (fluent conversation) (2 Active Points)
0 3) Language: English (idiomatic) (4 Active Points)
1 4) Language: French (fluent conversation) (2 Active Points)
1 5) Language: German (fluent conversation) (2 Active Points)
1 6) Language: Greek (fluent conversation) (2 Active Points)
1 7) Language: Russian (fluent conversation) (2 Active Points)
1 8) Language: Spanish (fluent conversation) (2 Active Points)
1 9) Language: Thai (fluent conversation) (2 Active Points)
3 Stealth 13-
3 Streetwise 12-
3 Systems Operation 13-
3 Traveler
2 1) AK: Europe (3 Active Points) 13-
2 2) AK: Torremolinos, Spain (3 Active Points) 13-
2 3) CK: Bangkok (3 Active Points) 13-
2 4) CK: London (3 Active Points) 13-
2 5) CK: Moscow (3 Active Points) 13-
2 6) CK: Paris (3 Active Points) 13-
Total Powers & Skill Cost: 259
Total Cost: 439
Pts Complications
20 Hunted: DEMON;
10 Psychological Complication: Code Versus Killing
20 Psychological Complication: Obsessed with averting apocalyptic future;
15 Psychological Complication: Protective of Eclipse;
15 Social Complication: Secret Identity;
20 Vulnerability: Magic;
39 Experience Points
Total Experience Points: 439
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Godfather
Val Char Cost Roll Notes
30 STR 20 15- Lift 1600.0kg; 6d6 [3]
25 DEX 30 14- OCV: 8/DCV: 8
23 CON 13 14-
20 INT 10 13- PER Roll 13-
15 EGO 5 12- ECV: 3 - 5
25 PRE 15 14- PRE Attack: 5d6
8 OCV 25
8 DCV 25
3 OMCV 0
5 DMCV 6
6 SPD 40 Phases: 2, 4, 6, 8, 10, 12
22 PD 8 Total: 22 PD (12 rPD)
22 ED 8 Total: 22 ED (12 rED)
12 REC 8
45 END 5
18 BODY 8
40 STUN 10 Total Characteristic Cost: 236
Movement: Running: 12m/24m
Leaping: 4m/8m
Swimming: 4m/8m
Cost Powers END
45 Electric Rifle: Killing Attack - Ranged 3d6, Autofire (5 shots; +½) (90 Active Points); OAF (-1), 4 clips of 32 Charges (+½) [32]
29 Concealed Body Armor: Resistant Protection (12 PD/12 ED) (36 Active Points); IIF (-¼) 0
8 Group Radio Comlink: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-¼) 0
Dirty Infighting
Maneuver OCV DCV Notes
4 Disarm -1 +1 Disarm; 50 STR to Disarm
4 Kidney Punch -2 +0 HKA 3d6 +1
4 Low Blow -1 +1 3d6 NND
4 Punch +0 +2 10d6 Strike
5 Roundhouse/Curb Stomp -2 +1 12d6 Strike
8 +2 HTH Damage Class(es)
Perks
45 Follower: 32 Followers built on 100 BP
11 Fringe Benefit: Diplomatic Immunity, Organized crime group overall leader, Passport
10 Money: Wealthy
Talents
32 Danger Sense (immediate vicinity, any danger, Function as a Sense) 13-
6 +2/+2d6 Striking Appearance (vs. all characters)
Skills
40 +4 with All Attacks
3 Bureaucratics 14-
3 Charm 14-
3 Combat Driving 14-
3 Conversation 14-
5 Defense Maneuver I-II
3 Demolitions 13-
3 Fast Draw: Small Arms 14-
3 Scholar
2 1) KS: European Politics (3 Active Points) 13-
2 2) KS: European Superhumans (3 Active Points) 13-
2 3) KS: European Underworld (3 Active Points) 13-
4 4) KS: Italian Mafia (5 Active Points) 15-
2 5) KS: The Military/Mercenary/Terrorist World (3 Active Points) 13-
3 Interrogation 14-
0 Language: Italian (idiomatic) (4 Active Points)
3 Language: French (completely fluent)
3 Language: English (completely fluent)
3 Persuasion 14-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 14-
3 Tactics 13-
2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
4 WF: Common Melee Weapons, Small Arms
Total Powers & Skill Cost: 323
Total Cost: 559
Pts Complications
20 Hunted: UNTIL;
20 Negative Reputation: Rumored Crime Lord
15 Psychological Complication: Arrogant;
15 Psychological Complication: Cruel;
15 Psychological Complication: Overconfident;
15 Psychological Complication: Thrillseeker;
15 Rivalry:
15 Social Complication: Secret ID;
130 Total Complications
Total Experience Points: 559
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White Rose
Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [1]
25 DEX 30 14- OCV: 8/DCV: 8
18 CON 8 13-
14 INT 4 12- PER Roll 12-
10 EGO 0 11- ECV: 3 - 3
15 PRE 5 12- PRE Attack: 3d6
8 OCV 25
8 DCV 25
3 OMCV 0
3 DMCV 0
6 SPD 40 Phases: 2, 4, 6, 8, 10, 12
16 PD 6 Total: 16 PD (8 rPD)
16 ED 6 Total: 16 ED (8 rED)
8 REC 4
60 END 8
10 BODY 0
30 STUN 5 Total Characteristic Cost: 171
Movement: Running: 12m/24m
Flight: 40m/80m
Leaping: 4m/8m
Swimming: 4m/8m
Cost Powers END
54 Shrinking: Shrinking (0.0255 m tall, 0.0002 kg mass, -12 PER Rolls to perceive character, +12 DCV, takes +36m KB), Reduced Endurance (0 END; +½) (54 Active Points) 0
62 Energy Thorns: Multipower, 62-point reserve
6f 1) Energy Thorn: Blast 10d6, Armor Piercing (+¼) (62 Active Points) 6
6f 2) Energy Thorn Barrage: Blast 8d6, Autofire (5 shots; +½) (60 Active Points) 6
33 Small But Speedy: Flight 40m, Reduced Endurance (½ END; +¼) (50 Active Points); Linked (Shrinking; -½) 2
16 Armored Costume: Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-½) 0
Perks
3 Fringe Benefit: Federal/National Police Powers
Talents
3 Ambidexterity (no Off Hand penalty)
4 Double Jointed
6 +2/+2d6 Striking Appearance (vs. all characters)
Skills
12 +4 with Energy Thorns
18 +3 with all Agility Skills
3 Acrobatics 14-
3 AK: Bulgaria 12-
3 Breakfall 14-
3 Bugging 12-
3 Contortionist 14-
3 Disguise 12-
3 Forgery 12-
3 KS: Gymnastics 12-
3 KS: The Espionage World 12-
3 KS: The Military/Mercenary/Terrorist World 12-
3 KS: The Olympics 12-
0 Language: Bularian (idiomatic) (4 Active Points)
1 Language: English (basic conversation)
3 Language: Russian (completely fluent)
2 Science Skill: Botany 11-
3 Shadowing 12-
3 Stealth 14-
Total Powers & Skill Cost: 268
Total Cost: 439
Pts Complications
25 Hunted: PRIMUS;
15 Psychological Complication: Hates Americans;
15 Psychological Complication: Vengeful;
15 Social Complication: Public ID;
15 Social Complication: Subject to Orders;
5 Unluck: 1d6:
10 Vulnerability: Sonic Attacks;
100 Total Complications
Total Experience Points: 439
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Thespian
Val Char Cost Roll Notes
23 STR 13 14- Lift 606.3kg; 4 ½d6 [2]
21 DEX 22 13- OCV: 7/DCV: 7
18 CON 8 13-
14 INT 4 12- PER Roll 12-
25 EGO 15 14- ECV: 9 - 9
30 PRE 20 15- PRE Attack: 6d6
7 OCV 20
7 DCV 20
9 OMCV 18
9 DMCV 18
5 SPD 30 Phases: 3, 5, 8, 10, 12
21 PD 7 Total: 21 PD (12 rPD)
21 ED 7 Total: 21 ED (12 rED)
9 REC 5
40 END 4
12 BODY 2
34 STUN 7 Total Characteristic Cost: 220
Movement: Running: 12m/24m
Leaping: 4m/8m
Swimming: 4m/8m
Cost Powers END
105 Mental Powers: Multipower, 105-point reserve
8f 1) Painful Performance: Mental Blast 5d6 (Human class of minds), Reduced Endurance (½ END; +¼), Area Of Effect (32m Cone; +¾) (100 Active Points); Incantations (-¼) 4
8f 2) Commanding Performance: Mind Control 12d6 (Human class of minds), Reduced Endurance (½ END; +¼), Area Of Effect (8m Radius; +½) (105 Active Points); Incantations (-¼) 4
12 Rapier: Killing Attack - Hand-To-Hand 1d6+1 (2d6+1 w/STR), Armor Piercing (+¼) (25 Active Points); OAF (-1) 2
25 Powerful Mental Shields: Mental Defense (25 points total) 0
36 Mental Force-Field: Resistant Protection (12 PD/12 ED) 0
Fencing
Maneuver OCV DCV Notes
4 Disarm -1 +1 Disarm; 33 STR to Disarm
4 Parry +2 +2 Block, Abort
5 Plunging Strike -2 +1 Weapon +4 DC Strike
4 Slash +0 +2 Weapon +2 DC Strike
5 Thrust +1 +3 Weapon Strike
Talents
5 Eidetic Memory
Skills
20 +4 with Fencing
3 Acting 15-
3 Breakfall 13-
3 Charm 15-
3 Conversation 15-
5 Cramming
3 Disguise 12-
3 Fast Draw: Blades 13-
3 High Society 15-
3 KS: English Literature 12-
6 KS: Shakespeare Plays 15-
3 KS: The Theater/Performance World 12-
0 Language: Danish (idiomatic) (4 Active Points)
5 Language: English (imitate dialects)
4 Language: Norwegian (idiomatic)
4 Language: Swedish (idiomatic)
3 Mimicry 12-
3 Oratory 15-
3 Persuasion 15-
3 Sleight Of Hand 13-
Total Powers & Skill Cost: 304
Total Cost: 524
Pts Complications
10 Distinctive Features: Mutant
5 Distinctive Features: Voice;
20 Enraged: if his acting is insulted or mocked;
15 Hunted: Eurostar;
30 Hunted: UNTIL;
5 Negative Reputation: Bad Actor
20 Psychological Complication: Enjoys Humiliating and Manipulating Others;
15 Social Complication: Public ID;
120 Total Complications
Total Experience Points: 524
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Steve Long claims up and down that it ISN'T the same character from European Enemies....even though they are nearly identical. "shrugs"
Interesting. There are differences in backstory and design, but yeah they're rather similar.
I had a hard drive crash recently so I'm borrowing my friend's computer to finish the conversions.
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You could go with Walkiria for a code-name.
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Vlad the Impaler
Val Char Cost Roll Notes
20 STR 10 13- Lift 400.0kg; 4d6 [2]
20 DEX 20 13- OCV: 7/DCV: 7
25 CON 15 14-
15 INT 5 12- PER Roll 12-
20 EGO 10 13- ECV: 7 - 7
25 PRE 15 14- PRE Attack: 5d6
7 OCV 20
7 DCV 20
7 OMCV 12
7 DMCV 12
5 SPD 30 Phases: 3, 5, 8, 10, 12
24 PD 10 Total: 24 PD (12 rPD)
24 ED 10 Total: 24 ED (12 rED)
10 REC 6
50 END 6
20 BODY 10
44 STUN 12 Total Characteristic Cost: 223
Movement: Running: 18m/36m
Leaping: 4m/8m
Swimming: 4m/8m
Cost Powers
40 Energy Absorption: Absorption 20 BODY (energy, STR, PD, ED and END), Delayed Return Rate (points return at the rate of 5 per Minute; +1), Expanded Effect (x4 Characteristics or Powers simultaneously) (+1 ½) (70 Active Points); Only Works at Night (-½), Does Not Work Against Light-Based Attacks (-¼)
47 Kinetic Absorption: Absorption 20 BODY (physical, STR, PD, ED and END), Delayed Return Rate (points return at the rate of 5 per Minute; +1), Expanded Effect (x4 Characteristics or Powers simultaneously) (+1 ½) (70 Active Points); Only Works at Night (-½)
36 Inhuman Toughness: Resistant Protection (12 PD/12 ED) 0
5 Darkvision: Nightvision
6 Swift: Running +6m (18m total) END 2
48 Unusual Vitality: Regeneration (3 BODY per Turn)
55 Vampiric Touch: Drain CON, BODY, STUN 4d6, Reduced Endurance (½ END; +¼), Variable Effect (+½), Expanded Effect (x3 Characteristics or Powers simultaneously) (+1) (110 Active Points); No Range (-½), Only Works at Night (-½) END 5
36 Vampiric Touch: Aid CON, BODY and STUN 4d6, Reduced Endurance (½ END; +¼), Variable Effect (+½), Expanded Effect (x3 Characteristics or Powers simultaneously) (+1), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; +1) (90 Active Points); Only to Aid Self (-1), Only Works At Night (-½) END 4
Talents
15 Combat Sense 12-
3 Simulate Death
6 +2/+2d6 Striking Appearance (vs. all characters)
Skills
16 +2 with HTH Combat
5 AK: Carpathian mountains 14-
3 Breakfall 13-
3 Charm 14-
3 Climbing 13-
3 Concealment 12-
3 Conversation 14-
3 High Society 14-
3 Linguist
1 1) Language: Bulgarian (fluent conversation) (2 Active Points)
1 2) Language: English (fluent conversation) (2 Active Points)
1 3) Language: German (fluent conversation) (2 Active Points)
1 4) Language: Hungarian (fluent conversation) (2 Active Points)
0 5) Language: Romanian (idiomatic) (4 Active Points)
1 6) Language: Russian (fluent conversation) (2 Active Points)
3 Shadowing 12-
3 Stealth 13-
Total Powers & Skill Cost: 350
Total Cost: 573
Pts Complications
10 Distinctive Features: Mutant; (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
15 Hunted: Dracula (Actual Vampires); Infrequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)
25 Hunted: Romanian Government; Infrequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Capture/Kill)
15 Negative Reputation: Vampire, Frequently (Extreme)
10 Hunted: Vampire Hunters; Infrequently (As Pow; Kill)
25 Psychological Complication: Believes He Is A Vampire; (Very Common; Total)
15 Psychological Complication: Repelled by Mirrors; (Common; Strong)
15 Social Complication: Public ID; Frequently, Major
5 Unluck: 1d6
135 Total Complications
Total Experience Points: 573
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The Napoleon of Crime
Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [1]
23 DEX 26 14- OCV: 8/DCV: 8
20 CON 10 13-
20 INT 10 13- PER Roll 13-
23 EGO 13 14- ECV: 8 - 8
30 PRE 20 15- PRE Attack: 6d6
8 OCV 25
8 DCV 25
8 OMCV 15
8 DMCV 15
5 SPD 30 Phases: 3, 5, 8, 10, 12
6+10 PD 4 Total: 6/16 PD (0/10 rPD)
6+10 ED 4 Total: 6/16 ED (0/10 rED)
8 REC 4
45 END 5
10 BODY 0
30 STUN 5 Total Characteristic Cost: 216
Movement: Running: 18m/36m
Leaping: 4m/8m
Swimming: 4m/8m
Cost Powers
75 Mental Powers: Multipower, 75-point reserve
5f 1) Mind Blast: Mental Blast 5d6 (Human class of minds) (50 Active Points) END 5
7f 2) Mental Control: Mind Control 10d6 (Human class of minds), Telepathic (+¼), Reduced Endurance (½ END; +¼) (75 Active Points) END 3
5f 3) Read Minds: Telepathy 10d6 (Human class of minds) (50 Active Points) END 5
12 Electrified Saber: Killing Attack - Hand-To-Hand 1 ½d6 (2 ½d6 w/STR) (25 Active Points); OAF (-1) END 2
18 Electrified Saber: Blast 5d6, Attack Versus Alternate Defense (insulated Resistant ED or rED defined as force-field; All Or Nothing; +1) (50 Active Points); OAF (-1), No Range (-½), Linked (Electrified Saber; -¼), 16 Charges (-0) [16]
24 Mental Force-Field: Resistant Protection (10 PD/10 ED) (30 Active Points); Costs Half Endurance (-¼) END 1
15 Mental Shields: Mental Defense (15 points total)
6 Fast on his Feet: Running +6m (18m total) END 2
Martial Arts: Fencing
Maneuver OCV DCV Notes
4 Counterstrike +2 +2 Weapon +2 DC Strike, Must Follow Block
4 Disarm -1 +1 Disarm; 25 STR to Disarm
4 Parry +2 +2 Block, Abort
5 Plunging Strike -2 +1 Weapon +4 DC Strike
4 Slash +0 +2 Weapon +2 DC Strike
5 Thrust +1 +3 Weapon Strike
1 Weapon Element: Blades
Perks
1 Fringe Benefit: Passport
3 Fringe Benefit: Federal/National Police Powers
15 Money: Filthy Rich
Talents
3 Absolute Time Sense
15 Danger Sense (self only, in combat) 13-
3 +1/+1d6 Striking Appearance (vs. all characters)
Skills
6 +3 OCV with Saber
3 Acting 15-
3 AK: France 13-
3 Bureaucratics 15-
3 Conversation 15-
10 Defense Maneuver I-IV
3 Fast Draw: Blades 14-
3 High Society 15-
3 Scholar
2 1) KS: European Politics (3 Active Points) 13-
2 2) KS: European Underworld (3 Active Points) 13-
2 3) KS: Fencing (3 Active Points) 13-
2 4) KS: History (3 Active Points) 13-
2 5) KS: Military Strategy (3 Active Points) 13-
2 6) KS: The Law Enforcement World (3 Active Points) 13-
2 7) KS: The Military/Mercenary/Terrorist World (3 Active Points) 13-
0 Language: French (idiomatic) (4 Active Points)
1 Language: English (basic conversation)
3 Oratory 15-
3 Persuasion 15-
3 Riding 14-
7 Tactics 15-
0 TF: Equines
5 WF: Early Firearms, Small Arms, Blades
Total Powers & Skill Cost: 307
Total Cost: 523
Pts Complications
5 Dependent NPC: Twin Brother: Andre Kloseau (French Detective) Frequently (As powerful as the PC)
30 Enraged: if mocked or insulted; (Common), go 14-, recover 8-
20 Hunted: French Government; Infrequently (Mo Pow; NCI; Capture)
20 Psychological Complication: Megalomaniac; (Common; Total)
20 Psychological Complication: Code of Honor; (Common; Total)
20 Psychological Complication: Thinks He's Napoleon Bonaparte; (Common; Total)
15 Social Complication: Secret ID; Frequently, Major
130 Total Complications
Total Experience Points: 523
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One of these things doesn't belong here
Yeah, it should say BODY. Silly me.
Glacier is actually in the Champions 6e Villains books, in the Solo Villains book more precisely. He's pretty much the only character from European Enemies to appear in later editions, I think. I like the build for him far better there.
-
Glacier
Val Char Cost Roll Notes
75 STR 65 24- Lift 819.2tons; 15d6 [7]
15 DEX 10 12- OCV: 6/DCV: 6
50 CON 40 19-
5 INT -5 10- PER Roll 10-
10 EGO 20 11- ECV: 3 - 3
40 PRE 30 17- PRE Attack: 8d6
6 OCV 15
6 DCV 15
3 OMCV 9
3 DMCV 9
4 SPD 20 Phases: 3, 6, 9, 12
30 PD 27 Total: 30 PD (20 rPD)
30 ED 27 Total: 30 ED (20 rED)
25 REC 21
100 END 16
36 BODY 26
Total Characteristic Cost: 345
Movement: Running: 24m/48m
Leaping: 4m/8m
Swimming: 4m/8m
Cost Powers
19 Immense Fists: Area Of Effect (1m Radius; +¼) for up to 75 Active Points of STR (19 Active Points) END 2
17 Body Of Ice: Blast 2d6, Area Of Effect Personal Surface Damage Shield (1m Surface; +¼), Persistent (+¼), Reduced Endurance (0 END; +½), Constant (+½), Attack Versus Alternate Defense (Life Support (Safe Environment [intense Cold]); All Or Nothing; +1) (35 Active Points); No Range (-½), Always On (-½)
53 Freezing Blast: Killing Attack - Ranged 3d6, Area Of Effect (20m Cone; +¾) (79 Active Points); No Range (-½) END 8
32 Freezing Blast: Killing Attack - Ranged 3d6, Area Of Effect (20m Cone; +¾) (79 Active Points); Linked (Freezing Blast; -½), Only Versus Non-Living Objects (-½), No Range (-½) END 8
40 Aura Of Freezing Cold: Change Environment (+3 Points of Damage, -4 Temperature Level Adjustment), Persistent (+¼), Reduced Endurance (0 END; +½), Area Of Effect (64m Radius; +1 ¼) (81 Active Points); No Range (-½), Always On (-½)
48 Body Of Ice: Regeneration (3 BODY per Turn)
4 Long Arms: Stretching 4m, Reduced Endurance (0 END; +½) (6 Active Points); Always Direct (-¼), no Noncombat Stretching (-¼)
12 Long Stride: Running +12m (24m total) 1
180 Body Of Ice: Resistant Protection (20 PD/20 ED)
30 Body Of Ice: Sight Group Flash Defense (10 points)
30 Body Of Ice: Hearing Group Flash Defense (10 points)
60 Body of Ice: Takes No STUN
31 Body of Ice: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Safe in Intense Cold; Self-Contained Breathing)
10 Body Of Ice: No Hit Locations
72 Immense Weight: Knockback Resistance -24m
Skills
16 +2 with HTH Combat
Total Powers & Skill Cost: 654
Total Cost: 999
Pts Complications
25 Distinctive Features: Hulking Ice Monster; (Not Concealable; Extreme Reaction (fear); Detectable By Commonly-Used Senses)
30 Enraged: Berserk if hit with a Fire/Heat attack (Common), go 11-, recover 11-
30 Hunted: UNTIL; Very Frequently (Mo Pow; NCI; Harshly Punish)
10 Physical Complication: Large (12 feet tall; +2 OCV for others to hit, +2 to PER Rolls for others to perceive); (Infrequently; Slightly Impairing)
25 Psychological Complication: Lives To Ravage And Destroy, Particularly Sources Of Warmth; (Very Common; Total)
20 Vulnerability: 2 x BODY from Fire/Heat (Common)
140 Total Complications
Total Experience Points: 999
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Sir Gawain
Val Char Cost Roll Notes
25 STR 15 14- Lift 800.0kg; 5d6 [2]
30 DEX 40 15- OCV: 10/DCV: 10
23 CON 13 14-
13 INT 3 12- PER Roll 12-
18 EGO 8 13- ECV: 3 - 6
30 PRE 20 15- PRE Attack: 6d6
10 OCV 35
10 DCV 35
3 OMCV 0
6 DMCV 9
7 SPD 50 Phases: 2, 4, 6, 7, 9, 11, 12
24 PD 8 Total: 24 PD (14 rPD)
24 ED 8 Total: 24 ED (14 rED)
10 REC 6
50 END 6
12 BODY 2
38 STUN 9 Total Characteristic Cost: 267
Movement: Running: 18m/36m
Leaping: 4m/8m
Swimming: 4m/8m
Cost Powers END
66 Sir Gawain's Curse: Multiform (585 Character Points in the most expensive form) (Instant Change, x4 Number Of Forms) (132 Active Points); No Conscious Control (Only Circumstance of Transformation) (-1)
20 Sword: Killing Attack - Hand-To-Hand 2 ½d6 (4d6+1 w/STR) (40 Active Points); OAF (-1) 4
16 Sword: Detect Enemies 12- (no Sense Group), Discriminatory, Range, Sense, Targeting (32 Active Points); OAF (-1)
35 Mystic Armor: Resistant Protection (14 PD/14 ED), Hardened (+¼) (52 Active Points); OIF (-½)
7 Mystic Armor: Mental Defense (10 points total) (10 Active Points); OIF (-½)
7 Mystic Armor: Power Defense (10 points) (10 Active Points); OIF (-½)
6 Swift-Limbed: Running +6m (18m total) 1
Martial Arts: Swordfighting
Maneuver OCV DCV Notes
4 Counterstrike +2 +2 Weapon +2 DC Strike, Must Follow Block
4 Disarm -1 +1 Disarm; 35 STR to Disarm
4 Parry +2 +2 Block, Abort
5 Plunging Strike -2 +1 Weapon +4 DC Strike
4 Slash +0 +2 Weapon +2 DC Strike
5 Thrust +1 +3 Weapon Strike
Talents
3 +1/+1d6 Striking Appearance (vs. all characters)
Skills
24 +3 with HTH Combat
3 AK: United Kingdom 12-
3 High Society 15-
4 KS: Heraldry 13-
3 KS: Medieval Culture 12-
3 KS: Medieval History 12-
0 Language: Old English (idiomatic) (4 Active Points)
4 Language: Welsh (idiomatic)
2 Language: English (fluent conversation)
3 Oratory 15-
3 Riding 15-
2 Survival (Temperate/Subtropical) 12-
3 Tactics 12-
2 WF: Common Melee Weapons
Total Powers & Skill Cost: 245
Total Cost: 512
Pts Complications
10 Distinctive Features: Mystic Aura; (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
20 Enraged: if code of honor is insulted; (Common), go 11-, recover 11-
20 Hunted: Black Paladin; Infrequently (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Capture/Kill)
20 Psychological Complication: Code of Chivalry; (Common; Total)
15 Psychological Complication: Vengeful; (Common; Strong)
15 Social Complication: Public ID; Frequently, Major
10 Unluck: 2d6
20 Vulnerability: 2 x STUN from Magic (Common)
20 Vulnerability: 2 x BODY from Magic (Common)
150 Total Complications
Total Experience Points: 512
Multi-Form Notes:
9 AM-3 PM: Same as Above
3-8 AM/4-9 PM: STR 40, DEX 26, CON 28, PD/ED 29/28 (r17/r16), SPD 6, REC 14, END 60, BODY 15, STUN 50
8-11 AM/1-4 PM: STR 65, DEX 23, CON 33, PD/ED 34/32 (r22/r20), SPD 5, REC 20, END 70, BODY 18, STUN 68
11 AM-1 PM: STR 80, DEX 20, CON 38, PD/ED 38/36 (r26/r24), SPD 4, REC 24, END 80, BODY 21, STUN 80
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The Despoiler
Val Char Cost Roll Notes
50 STR 40 19- Lift 25.6tons; 10d6 [5]
25 DEX 30 14- OCV: 8/DCV: 8
28 CON 18 15-
21 INT 11 13- PER Roll 13-
30 EGO 20 15- ECV: 3 - 10
30 PRE 20 15- PRE Attack: 6d6
8 OCV 25
8 DCV 25
3 OMCV 0
10 DMCV 21
5 SPD 30 Phases: 3, 5, 8, 10, 12
42 PD 10 Total: 42 PD (30 rPD)
40 ED 8 Total: 40 ED (30 rED)
16 REC 12
70 END 10
30 BODY 20
70 STUN 25 Total Characteristic Cost: 325
Movement: Running: 12m/24m
Leaping: 40m/80m
Swimming: 4m/8m
Cost Powers END
112 Destructive Powers: Multipower, 112-point reserve
10f 1) Destructive Blast: Blast 14d6, Area Of Effect (8m Radius; +½) (105 Active Points) 10
9f 2) Phased Blast: Blast 12d6, Affects Desolidified Any form of Desolidification (+½) (90 Active Points) 9
9f 3) The Despoiler Effect: Killing Attack - Ranged 3d6+1, Armor Piercing (+¼), Constant (+½), Uncontrolled (+½) (112 Active Points); No Knockback (-¼) 11
110 Destructive Energy Field: Blast 12d6, Personal Immunity (+¼), Area Of Effect (8m Radius; +½), Constant (+½), Reduced Endurance (0 END; +½) (165 Active Points); No Range (-½) 0
112 Destructive Energy Field: Resistant Protection (30 PD/30 ED), Hardened (+¼) (112 Active Points) 0
40 Super-Dense Body: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 0
10 Super-Dense Body: Knockback Resistance -10m 0
10 Super-Dense Body: Power Defense (10 points) 0
25 Despoiler Senses: Increased Arc Of Perception (360 Degrees) with all Sense Groups 0
5 Despoiler Senses: Infrared Perception (Sight Group) 0
3 Despoiler Senses: Ultrasonic Perception (Hearing Group) 0
5 Despoiler Senses: Ultraviolet Perception (Sight Group) 0
23 Super-Leaping: Leaping +36m (40m forward, 20m upward) (Accurate) 2
Skills
40 +4 with All Attacks
3 Demolitions 13-
3 KS: Artifacts Of Destruction 13-
3 KS: Farming 13-
3 KS: Structural Integrity 13-
3 Linguist
0 1) Language: Czech (idiomatic) (4 Active Points)
2 2) Language: English (completely fluent) (3 Active Points)
2 3) Language: German (completely fluent) (3 Active Points)
2 4) Language: Italian (completely fluent) (3 Active Points)
2 5) Language: Polish (completely fluent) (3 Active Points)
2 6) Language: Russian (completely fluent) (3 Active Points)
1 7) Language: Slovak (fluent conversation) (2 Active Points)
3 PS: Farmer 13-
Total Powers & Skill Cost: 552
Total Cost: 877
Pts Matching Complications
25 Distinctive Features: humanoid of black matter, surrounded by field of destructive energy; (Not Concealable; Extreme Reaction fear); Detectable By Commonly-Used Senses)
25 Enraged: Berserk when wounded (takes BODY) (Uncommon), go 11-, recover 11-
20 Enraged: if attacked; (Very Common), go 11-, recover 14-
20 Hunted: UNTIL; Infrequently (Mo Pow; NCI; Capture)
10 Physical Complication: Weighty (weighs 400 kg); (Infrequently; Slightly Impairing)
25 Psychological Complication: Determined To Destroy Everything; (Very Common; Total)
15 Psychological Complication: Overconfident; (Common; Strong)
10 Psychological Complication: Vengeful; (Common; Moderate)
150 Total Complications
Total Experience Points: 877
-
Is there an Advantage needed for that in 6e?
What do you mean?
-
I think you can convert him fairly easily into the new edition. I'll take a stab at it.
Rictus
Val Char Cost Roll Notes
45 STR 35 18- Lift 12.8tons; 9d6 [4]
25 DEX 30 14- OCV: 8/DCV: 8
30 CON 20 15-
20 INT 10 13- PER Roll 13-
26 EGO 16 14- ECV: 9 - 9
30 PRE 20 15- PRE Attack: 6d6
8 OCV 25
8 DCV 25
9 OMCV 18
9 DMCV 18
5 SPD 30 Phases: 3, 5, 8, 10, 12
20 PD -2 Total: 20 PD (20 rPD)
20 ED -2 Total: 20 ED (20 rED)
15 REC 11
80 END 12
20 BODY 10
60 STUN 20 Total Characteristic Cost: 296
Movement: Running: 12m/24m
Leaping: 4m/8m
Swimming: 4m/8m
Cost Powers
290 Summoning The Dead: Variable Power Pool, 264 base + 132 control cost, (330 Active Points); Only For Summoning Zombies (-1); all slots Extra Time (Full Phase, -½)
75 Psychic Powers: Multipower, 75-point reserve
6f 1) Your Will Is Mine: Mind Control 12d6 (Human class of minds) (60 Active Points) END 6
6f 2) Overwhelming Psychic Force: Mental Blast 6d6 (Human class of minds) (60 Active Points) END 6
5f 3) Images From Beyond: Mental Illusions 15d6 (Human class of minds) (75 Active Points); Can Only Create Horrifying Or Unpleasant Images (-½) END 7
6f 4) My Will On The World: Telekinesis (35 STR), Fine Manipulation (64 Active Points) END 6
7f 5) Mystical Shield: Barrier 10 PD/10 ED/8 Mental Defense, 0 BODY (up to 4m long, 2m tall, and ½m thick), Non-Anchored, Mobile (+¼) (74 Active Points) END 7
30 Diabolic Vitality: +20 PD, Resistant (+½) (30 Active Points)
30 Diabolic Vitality: +20 ED, Resistant (+½) (30 Active Points)
20 Powerful Mind: Mental Defense (20 points total)
10 Diabolic Defenses: Power Defense (10 points)
34 Diabolic Vitality: Life Support (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)
37 Diabolic Vitality: Regeneration (2 BODY per Turn), Can Heal Limbs
5 Loves The Night: Nightvision
Talents
6 Terrifying Appearance: +2/+2d6 Striking Appearance (vs. all characters)
22 Universal Translator 15-
Skills
30 +3 with All Attacks
30 +15 with EGO Rolls
3 Acting 15-
3 Breakfall 14-
3 Conversation 15-
3 KS: Arcane And Occult Lore 13-
1 KS: The Mystic World 8-
6 KS: Necromancy 16-
3 KS: The Superhuman World 13-
3 KS: World History 13-
3 Oratory 15-
15 Power: Necromancy 20-
3 Stealth 14-
3 Tactics 13-
Total Powers & Skill Cost: 698
Total Cost: 994
Pts Complications
20 Distinctive Features: Powerful Necromantic Magical Aura (Not Concealable; Extreme Reaction; Detectable By Uncommonly-Used Senses)
20 Hunted: Trismegistus Council; Frequently (As Pow; NCI; Capture)
20 Hunted: UNTIL; Infrequently (Mo Pow; NCI; Capture)
15 Negative Reputation: disruptor of the cosmic balance, Very Frequently (Extreme; Known Only To A Small Group)
25 Psychological Complication: Worships Death; Wants To Destroy The World Of The Living; (Very Common; Total)
15 Psychological Complication: Tries To Avoid Direct Physical Confrontation; Prefers To Manipulate People From Behind The Scenes; (Common; Strong)
115 Total Complications
Total Experience Points: 994
-
The Wall
Val Char Cost Roll Notes
60 STR 50 21- Lift 102.4tons; 12d6 [6]
18 DEX 16 13- OCV: 6/DCV: 6
40 CON 30 17-
10 INT 0 11- PER Roll 11-
10 EGO 0 11- ECV: 3 - 3
20 PRE 10 13- PRE Attack: 4d6
6 OCV 15
6 DCV 15
3 OMCV 0
3 DMCV 0
5 SPD 30 Phases: 3, 5, 8, 10, 12
40 PD 8 Total: 40 PD (30 rPD)
40 ED 8 Total: 40 ED (30 rED)
20 REC 16
80 END 12
24 BODY 14
76 STUN 28 Total Characteristic Cost: 252
Movement: Running: 26m/52m
Leaping: 40m/80m
Swimming: 4m/8m
Cost Powers END
112 Invulnerability: Resistant Protection (30 PD/30 ED), Hardened (+¼) (112 Active Points) 0
20 Immovable: Knockback Resistance -20m 0
14 Super-Strong Legs: Running +14m (26m total) 1
18 Super-Strong Legs: Leaping +36m (40m forward, 20m upward) 2
Talents
3 +1/+1d6 Striking Appearance (vs. all characters)
Skills
40 +5 with HTH Combat
3 Bugging 11-
3 Bureaucratics 13-
3 CK: Berlin 11-
3 Conversation 13-
3 Cryptography 11-
3 Deduction 11-
3 Interrogation 13-
2 KS: The Espionage World 11-
2 KS: The Military/Mercenary/Terrorist World 11-
2 KS: The Superhuman World 11-
0 Language: German (idiomatic) (4 Active Points)
1 Language: English (basic conversation)
1 Language: Russian (basic conversation)
3 Persuasion 13-
9 Power: Brick Tricks 16-
2 PS: Intelligence Officer 11-
2 PS: Soldier 11-
3 Security Systems 11-
3 Streetwise 13-
3 Systems Operation 11-
3 Tactics 11-
3 WF: Small Arms, Blades
Total Powers & Skill Cost: 267
Total Cost: 515
Pts Complications
25 Hunted: German Government; Very Frequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)
15 Negative Reputation: Hero of East Germany, Frequently (Extreme)
20 Psychological Complication: East German Superpatriot, Ardent Communist; (Common; Total)
20 Psychological Complication: Paranoid; (Very Common; Strong)
20 Psychological Complication: Sadist; (Very Common; Strong)
15 Social Complication: Public ID; Frequently, Major
115 Experience Points
Total Experience Points: 519
-
In a campaign I ran, one of the players has a fondness for AOE, Autofire Mental Blast attacks- sometimes with Does Body. It's useful against targets without mental defense. Or you could have a TK Spear Volley of RKA Penetrating Autofire Attack.
You could go with a variation of those attacks.
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The Piper
Val Char Cost Roll Notes
18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]
23 DEX 26 14- OCV: 8/DCV: 8
23 CON 13 14-
18 INT 8 13- PER Roll 13-
15 EGO 5 12- ECV: 5 - 5
15 PRE 5 12- PRE Attack: 3d6
8 OCV 25
8 DCV 25
5 OMCV 6
5 DMCV 6
5 SPD 30 Phases: 3, 5, 8, 10, 12
25 PD 3 Total: 25 PD (20 rPD)
30 ED 8 Total: 30 ED (20 rED)
9 REC 5
45 END 5
10 BODY 0
32 STUN 6 Total Characteristic Cost: 184
Movement: Running: 22m/44m
Leaping: 4m/8m
Swimming: 4m/8m
Cost Powers
40 Sonic Powers: Multipower, 90-point reserve, (90 Active Points); all slots OAF (Flute; -1), Incantations (-¼)
4f 1) Agonizing Melody: Blast 8d6, Attack Versus Alternate Defense (Flash Defense (Hearing); All Or Nothing; +½), Area Of Effect (16m Radius; +¾) (90 Active Points); OAF (Flute; -1), Incantations (-¼) END 9
3f 2) Deafening Tune: Hearing Group Flash 12d6, Personal Immunity (+¼), Area Of Effect (16m Radius; +¾) (72 Active Points); OAF (Flute; -1), Incantations (-¼) END 7
4f 3) Soothing Melody: Mind Control 12d6 (Human class of minds), Alternate Combat Value (uses OCV against DCV; +0), Area Of Effect (8m Radius; +½) (90 Active Points); OAF (Flute; -1), Normal Range (-¼), Incantations (-¼) END 9
4f 4) Feedback: Dispel Three Sonic Powers Simultaenously 12d6, Variable Effect (+½), Expanded Effect (x3 Characteristics or Powers simultaneously) (+1) (90 Active Points); OAF (Flute; -1), Incantations (-¼) END 9
140 Control Sound: Drain All Sonic Powers Simulatenously 6d6, Reduced Endurance (½ END; +¼), Variable Effect (+½), Expanded Effect (x8 Characteristics or Powers simultaneously) (+3 ½) (315 Active Points); OAF (-1), Incantations (-¼) END 15
40 Sonic Force Field: Resistant Protection (20 PD/20 ED) (60 Active Points); Costs Half Endurance (-¼), Incantations (-¼) END 3
39 Flute Batteries: Endurance Reserve (250 END, 10 REC) Reserve: (71 Active Points); OAF (Flute; -1)
20 Sound Tolerance: Hearing Group Flash Defense (20 points)
10 Swift Runner: Running +10m (22m total) 1
20 Combat Hearing: Targeting with Hearing Group
3 Ultrasonic Hearing: Ultrasonic Perception (Hearing Group)
10 Lucky: Luck 2d6
Talents
3 Perfect Pitch
3 +1/+1d6 Striking Appearance (vs. all characters)
Skills
32 +4 with Ranged Combat
3 Computer Programming 13-
3 Electronics 13-
9 Inventor 16-
7 KS: Classical Music 17-
3 Linguist
1 1) Language: Danish (fluent conversation) (2 Active Points)
1 2) Language: English (fluent conversation) (2 Active Points)
1 3) Language: French (fluent conversation) (2 Active Points)
0 4) Language: German (idiomatic) (4 Active Points)
1 5) Language: Italian (fluent conversation) (2 Active Points)
3 Lipreading 13-
7 PS: Flutist 17-
5 Science Skill: Sonics 15-
3 Systems Operation 13-
Total Powers & Skill Cost: 422
Total Cost: 606
Pts Complications
20 Enraged: When someone insults his musical talents (Common), go 11-, recover 11-
25 Hunted: UNTIL; Infrequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Capture)
10 Negative Reputation: Kidnapper, Infrequently (Extreme)
20 Psychological Complication: Code of the Mercenary; (Common; Total)
10 Psychological Complication: Hates To Be Compared To The Pied Piper; (Uncommon; Strong)
15 Psychological Complication: Hates Rock Music; (Common; Strong)
20 Psychological Complication: Paranoid; (Common; Total)
15 Social Complication: Public ID; Frequently, Major
135 Total Complications
Total Experience Points: 606
-
Silhouette
Val Char Cost Roll Notes
20 STR 10 13- Lift 400.0kg; 4d6 [2]
25 DEX 30 14- OCV: 8/DCV: 8
20 CON 10 13-
18 INT 8 13- PER Roll 13-
15 EGO 5 12- ECV: 3 - 5
15 PRE 5 12- PRE Attack: 3d6
8 OCV 25
8 DCV 25
3 OMCV 0
5 DMCV 6
6 SPD 40 Phases: 2, 4, 6, 8, 10, 12
6+10 PD 4 Total: 6/16 PD (0/10 rPD)
6+20 ED 4 Total: 6/26 ED (0/20 rED)
8 REC 4
40 END 4
10 BODY 0
32 STUN 6 Total Characteristic Cost: 186
Movement: Running: 18m/36m
Leaping: 4m/8m
Swimming: 4m/8m
Cost Powers
40 Shadowform: Desolidification (affected by affected by sonic attacks), Reduced Endurance (0 END; +½) (60 Active Points); Cannot Pass Through Solid Objects (-½)
30 Shadowform: Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +½) (45 Active Points); Linked (Shadowform; -½)
30 Shadowform: Resistant Protection (10 PD/20 ED) (45 Active Points); Linked (Shadowform; -½)
8 Shadowform: Darkness to Sight Group 2m radius, Reduced Endurance (½ END; +¼), Mobile (+½) (17 Active Points); No Range (-½), Linked (Shadowform; -½) END 1
5 Eyes of Shadow: Nightvision
10 Eyes of Shadow: Sight Group Flash Defense (10 points)
6 Swift: Running +6m (18m total) END 2
87 Shadow Touch: Drain STUN 4d6, Reduced Endurance (½ END; +¼), Affects Physical World (+2) (130 Active Points); No Range (-½) END 6
Perks
2 Positive Reputation: Best thief in Turkey (Turkey) 11-, +2/+2d6
Talents
3 Lightsleep
6 +2/+2d6 Striking Appearance (vs. all characters)
Skills
6 +3 OCV with Shadow Touch
3 Acrobatics 14-
5 AK: Istanbul 15-
3 Breakfall 14-
3 Bribery 12-
3 Bugging 13-
3 Bureaucratics 12-
3 Charm 12-
3 Climbing 14-
3 Concealment 13-
3 Conversation 12-
3 Deduction 13-
3 Disguise 13-
3 KS: The Espionage World 13-
3 KS: The Military/Mercenary/Terrorist World 13-
3 KS: The Superhuman World 13-
3 Linguist
3 1) Language: English (idiomatic) (4 Active Points)
3 2) Language: French (idiomatic) (4 Active Points)
3 3) Language: German (idiomatic) (4 Active Points)
3 4) Language: Russian (idiomatic) (4 Active Points)
0 5) Language: Turkish (idiomatic) (4 Active Points)
3 Lipreading 13-
3 Lockpicking 14-
3 Persuasion 12-
3 PS: Thief 13-
3 Security Systems 13-
3 Shadowing 13-
3 Stealth 14-
3 Streetwise 12-
Total Powers & Skill Cost: 319
Total Cost: 505
Pts Complications
10 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
20 Hunted: UNTIL; Infrequently (Mo Pow; NCI; Capture)
15 Psychological Complication: Distrusts Men; (Common; Strong)
10 Psychological Complication: Greedy; (Common; Moderate)
15 Psychological Complication: Vengeful; (Common; Strong)
15 Social Complication: Secret ID; Frequently, Major
30 Vulnerability: 2 x Effect from PRE Attacks (Very Common)
115 Total Complications
Total Experience Points: 505
- SteelCold and Enforcer84
- 2
-
The Inquisition can suppress all powers regardless of sfx?
Pretty much. This build is designed for any campaign, rather than a mutant-themed one.
-
Spector (The Avenging Ghost)
Val Char Cost Roll Notes
20 STR 10 13- Lift 400.0kg; 4d6 [2]
20 DEX 20 13- OCV: 7/DCV: 7
18 CON 8 13-
15 INT 5 12- PER Roll 12-
15 EGO 5 12- ECV: 3 - 5
15 PRE 5 12- PRE Attack: 3d6
7 OCV 20
7 DCV 20
3 OMCV 0
5 DMCV 6
6 SPD 40 Phases: 2, 4, 6, 8, 10, 12
7+15 PD 5 Total: 7/22 PD (0/15 rPD)
7+15 ED 5 Total: 7/22 ED (0/15 rED)
7 REC 3
30 END 2
10 BODY 0
28 STUN 4 Total Characteristic Cost: 158
Movement: Running: 12m/24m
Leaping: 4m/8m
Swimming: 4m/8m
Teleportation: 40m/160m
Cost Powers
45 Assault Rifle/LMG: Killing Attack - Ranged 2 ½d6, +1 Increased STUN Multiplier (+¼), Autofire (5 shots; +½) (90 Active Points); OAF (-1), 60 Charges (+½) [60]
25 Grenades: Blast 10d6, Area Of Effect (20m Radius Explosion; +½) (75 Active Points); OAF (-1), 6 Charges (-¾), Range Based On Strength (-¼) [6]
2 Nightsight: Nightvision (5 Active Points); OAF (-1)
30 Force-Field Belt: Resistant Protection (15 PD/15 ED) (45 Active Points); Costs Half Endurance (-¼), IIF (-¼) END 2 (Runs Off Reserve)
110 Teleportation Device: Teleportation 40m, x4 Increased Mass, x4 Noncombat, Armor Piercing (+¼), Ranged (+½), Usable As Attack (defense is power defense, teleportation or extradimensional movement; +1 ¼) (165 Active Points); IAF (-½) END 16 (Runs Off Reserve)
27 Teleportation Device: Desolidification (affected by Magic) (40 Active Points); IAF (-½) END 4 (Runs Off Reserve)
35 Teleportation Device: Endurance Reserve (150 END, 15 REC) Reserve: (48 Active Points); IAF (-½)
Talents
18 Danger Sense (self only, in combat) 15-
Skills
32 +4 with Ranged Combat
6 Scope: +4 to offset ranged OCV modifiers with Assault Rifle (12 Active Points); OAF (-1)
5 AK: Former Yugoslavia 14-
3 Bureaucratics 12-
3 Concealment 12-
11 Demolitions 16-
3 Electronics 12-
5 KS: The Military/Mercenary/Terrorist World 14-
0 Language: Serbo-Croatian (idiomatic) (4 Active Points)
3 Language: English (completely fluent)
3 Lockpicking 13-
3 Security Systems 12-
3 Shadowing 12-
3 Stealth 13-
9 Streetwise 15-
3 Systems Operation 12-
3 Tactics 12-
2 WF: Small Arms
Total Powers & Skill Cost: 392
Total Cost: 550
Pts Complications
20 Hunted: PRIMUS Infrequently (Mo Pow; NCI; Capture/Kill)
20 Hunted: UNTIL; Infrequently (Mo Pow; NCI; Capture)
15 Negative Reputation: Serbian terrorist, Frequently (Extreme)
20 Psychological Complication: Likes To Kill And Destroy Things; (Very Common; Strong)
20 Psychological Complication: Jingoistic Patriot, Hates Enemies of Serbia; (Common; Total)
15 Psychological Complication: Vengeful; (Common; Strong)
15 Social Complication: Secret ID; Frequently, Major
125 Total Complications
Total Experience Points: 550
Spider-Venom
in Champions
Posted
Hello everyone,
I inspired my good friend Pat Ransom to run a HERO/Champions game adapting the Necessary Evil storyline for the Marvel Universe, with the Kree replacing the V'Sori.
I'm thinking of playing Spider-Venom, which will be Peter Parker but with the Venom symbiote. Basically, the Kree wiped out his entire supporting cast (well, save most of his rogues gallery and J. Jonah Jameson, the latter of whom is now a propagandist for the Kree)- and Eddie Brock sacrificed himself to save Parker. He goes by Venom, pretending that Spider-Man is dead and has given into the symbiote, although he is haunted by memories of his old life as a hero.
Please go ahead and build him (as I'm not quite sure how to build him), let's say 425 +100 pts of matching complications for a total of 500.
I look forward to seeing what you guys all come up with.